Sync translations with Weblate

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Rémi Verschelde
2026-01-30 17:38:48 +01:00
parent 543f47485c
commit 0227be0bdb
23 changed files with 7059 additions and 268 deletions

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@@ -135,13 +135,15 @@
# MERCRED <augustinseroul@gmail.com>, 2026.
# Posemartonis <weblate.drainage895@passmail.net>, 2026.
# Le cathogeek <etienne.pacault@gmail.com>, 2026.
# Nausicaa <nausicaa@ondin.es>, 2026.
# Atomys <contact@atomys.fr>, 2026.
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: 2026-01-25 00:40+0000\n"
"Last-Translator: aioshiro <aioshiro57@proton.me>\n"
"PO-Revision-Date: 2026-01-28 01:30+0000\n"
"Last-Translator: Atomys <contact@atomys.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/fr/>\n"
"Language: fr\n"
@@ -25540,6 +25542,13 @@ msgid "Returns [code]true[/code] if the end bone is extended to have a tail."
msgstr ""
"Renvoie [code]true[/code] si l'os final est prolongé pour avoir une queue."
msgid ""
"Sets the damping curve when [method get_disperse_mode] is [constant "
"DISPERSE_MODE_CUSTOM]."
msgstr ""
"Définit la courbe d'amortissement quand [method get_disperse_mode] est "
"[constant DISPERSE_MODE_CUSTOM]."
msgid "Sets the end bone index of the bone chain."
msgstr "Définit l'index de l'os de fin de la chaîne d'os."
@@ -25577,9 +25586,95 @@ msgstr "Définit l'index de l'os racine de la chaîne d'os."
msgid "Sets the root bone name of the bone chain."
msgstr "Définit le nom de l'os racine de la chaîne d'os."
msgid ""
"Sets the rotation to an arbitrary state before twisting for the current bone "
"pose to extract the twist when [method is_twist_from_rest] is [code]false[/"
"code].\n"
"In other words, by calling [method set_twist_from] by [signal "
"SkeletonModifier3D.modification_processed] of a specific "
"[SkeletonModifier3D], you can extract only the twists generated by modifiers "
"processed after that but before this [BoneTwistDisperser3D]."
msgstr ""
"Définit la rotation dans un état arbitraire avant la torsion pour la pose "
"actuelle de los afin dextraire la torsion lorsque [method "
"is_twist_from_rest] est [code]false[/code].\n"
"Autrement dit, en appelant [method set_twist_from] depuis le signal [signal "
"SkeletonModifier3D.modification_processed] dun [SkeletonModifier3D] "
"spécifique, vous pouvez extraire uniquement les torsions générées par les "
"modificateurs traités après celui-ci mais avant ce [BoneTwistDisperser3D]."
msgid ""
"If [param enabled] is [code]true[/code], it extracts the twist amount from "
"the difference between the bone rest and the current bone pose.\n"
"If [param enabled] is [code]false[/code], it extracts the twist amount from "
"the difference between [method get_twist_from] and the current bone pose. See "
"also [method set_twist_from]."
msgstr ""
"Si [param enabled] est [code]true[/code], la quantité de torsion est extraite "
"à partir de la différence entre la pose de repos de los et la pose actuelle "
"de los.\n"
"Si [param enabled] est [code]false[/code], la quantité de torsion est "
"extraite à partir de la différence entre [method get_twist_from] et la pose "
"actuelle de los. Voir également [method set_twist_from]."
msgid ""
"Sets the position at which to divide the segment between joints for weight "
"assignment when [method get_disperse_mode] is [constant "
"DISPERSE_MODE_WEIGHTED].\n"
"For example, when [param weight_position] is [code]0.5[/code], if two bone "
"segments with a length of [code]1.0[/code] exist between three joints, "
"weights are assigned to each joint from root to end at ratios of [code]0.5[/"
"code], [code]1.0[/code], and [code]0.5[/code]. Then amounts become "
"[code]0.25[/code], [code]0.75[/code], and [code]1.0[/code] respectively."
msgstr ""
"Définit la position à laquelle diviser le segment entre les articulations "
"pour lattribution des poids lorsque [method get_disperse_mode] est [constant "
"DISPERSE_MODE_WEIGHTED].\n"
"Par exemple, lorsque [param weight_position] est [code]0.5[/code], si deux "
"segments dos dune longueur de [code]1.0[/code] existent entre trois "
"articulations, les poids sont attribués à chaque articulation de la racine "
"vers lextrémité avec des ratios de [code]0.5[/code], [code]1.0[/code] et "
"[code]0.5[/code]. Les valeurs deviennent alors respectivement [code]0.25[/"
"code], [code]0.75[/code] et [code]1.0[/code]."
msgid "The number of settings."
msgstr "Le nombre de paramètres."
msgid ""
"Assign amounts so that they monotonically increase from [code]0.0[/code] to "
"[code]1.0[/code], ensuring all weights are equal. For example, with five "
"joints, the amounts would be [code]0.2[/code], [code]0.4[/code], [code]0.6[/"
"code], [code]0.8[/code], and [code]1.0[/code] starting from the root bone."
msgstr ""
"Attribue des valeurs de sorte quelles augmentent de manière monotone de "
"[code]0.0[/code] à [code]1.0[/code], en garantissant que tous les poids "
"soient égaux. Par exemple, avec cinq articulations, les valeurs seraient "
"[code]0.2[/code], [code]0.4[/code], [code]0.6[/code], [code]0.8[/code] et "
"[code]1.0[/code] en partant de los racine."
msgid ""
"Assign amounts so that they monotonically increase from [code]0.0[/code] to "
"[code]1.0[/code], based on the length of the bones between joint segments. "
"See also [method set_weight_position]."
msgstr ""
"Attribue des valeurs de sorte quelles augmentent de manière monotone de "
"[code]0.0[/code] à [code]1.0[/code], en se basant sur la longueur des os "
"entre les segments darticulations. Voir également [method "
"set_weight_position]."
msgid ""
"You can assign arbitrary amounts to the joint list. See also [method "
"set_joint_twist_amount].\n"
"When [method is_end_bone_extended] is [code]false[/code], a child of the "
"reference bone exists solely to determine the twist axis, so its custom "
"amount has absolutely no effect at all."
msgstr ""
"Vous pouvez attribuer des valeurs arbitraires à la liste des articulations. "
"Voir également [method set_joint_twist_amount].\n"
"Lorsque [method is_end_bone_extended] est [code]false[/code], un enfant de "
"los de référence existe uniquement pour déterminer laxe de torsion, donc sa "
"valeur personnalisée na absolument aucun effet."
msgid "A built-in boolean type."
msgstr "Un type booléen intégré."
@@ -26888,6 +26983,15 @@ msgstr ""
msgid "2D Isometric Demo"
msgstr "Démo 2D isométrique"
msgid ""
"Aligns the camera to the tracked node.\n"
"[b]Note:[/b] Calling [method force_update_scroll] after this method is not "
"required."
msgstr ""
"Aligne la caméra sur le nœud suivi.\n"
"[b]Note :[/b] Il nest pas nécessaire dappeler [method force_update_scroll] "
"après cette méthode."
msgid "Forces the camera to update scroll immediately."
msgstr "Force la caméra à mettre à jour le défilement immédiatement."
@@ -28740,6 +28844,25 @@ msgstr ""
"n'est pas souhaité, passez une largeur [param width] positive comme "
"[code]1.0[/code]."
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation. The [param transform] is defined in local space.\n"
"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local "
"variables should [b]not[/b] be used with this method in GDScript, because the "
"drawing operation doesn't begin immediately once this method is called. In "
"GDScript, when the function with the local variables ends, the local "
"variables get destroyed before the rendering takes place."
msgstr ""
"Dessine un [Mesh] en 2D en utilisant la texture fournie. Voir "
"[MeshInstance2D] pour une documentation associée. Le [param transform] est "
"défini dans lespace local.\n"
"[b]Note :[/b] Les styleboxes, textures et meshes stockés uniquement dans des "
"variables locales ne doivent [b]pas[/b] être utilisés avec cette méthode en "
"GDScript, car lopération de dessin ne commence pas immédiatement lorsque "
"cette méthode est appelée. En GDScript, lorsque la fonction contenant les "
"variables locales se termine, celles-ci sont détruites avant que le rendu "
"nait lieu."
msgid ""
"Draws a textured rectangle region of the multichannel signed distance field "
"texture at a given position, optionally modulated by a color. The [param "
@@ -28867,6 +28990,24 @@ msgstr ""
"est utilisé comme facteur de sur-échantillonnage de la police, sinon les "
"paramètres de sur-échantillonnage du viewport sont utilisés."
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation.\n"
"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local "
"variables should [b]not[/b] be used with this method in GDScript, because the "
"drawing operation doesn't begin immediately once this method is called. In "
"GDScript, when the function with the local variables ends, the local "
"variables get destroyed before the rendering takes place."
msgstr ""
"Dessine un [MultiMesh] en 2D avec la texture fournie. Voir "
"[MultiMeshInstance2D] pour une documentation associée.\n"
"[b]Note :[/b] Les styleboxes, textures et meshes stockés uniquement dans des "
"variables locales ne doivent [b]pas[/b] être utilisés avec cette méthode en "
"GDScript, car lopération de dessin ne commence pas immédiatement lorsque "
"cette méthode est appelée. En GDScript, lorsque la fonction contenant les "
"variables locales se termine, celles-ci sont détruites avant que le rendu "
"nait lieu."
msgid ""
"Draws a solid polygon of any number of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
@@ -29076,6 +29217,41 @@ msgstr ""
"échantillonnage de la police, sinon les paramètres de sur-échantillonnage du "
"viewport sont utilisés."
msgid ""
"Draws a styled rectangle. The [param rect] is defined in local space.\n"
"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local "
"variables should [b]not[/b] be used with this method in GDScript, because the "
"drawing operation doesn't begin immediately once this method is called. In "
"GDScript, when the function with the local variables ends, the local "
"variables get destroyed before the rendering takes place."
msgstr ""
"Dessine un rectangle stylisé. Le [param rect] est défini dans lespace "
"local.\n"
"[b]Note :[/b] Les styleboxes, textures et meshes stockés uniquement dans des "
"variables locales ne doivent [b]pas[/b] être utilisés avec cette méthode en "
"GDScript, car lopération de dessin ne commence pas immédiatement lorsque "
"cette méthode est appelée. En GDScript, lorsque la fonction contenant les "
"variables locales se termine, celles-ci sont détruites avant que le rendu "
"nait lieu."
msgid ""
"Draws a texture at a given position. The [param position] is defined in local "
"space.\n"
"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local "
"variables should [b]not[/b] be used with this method in GDScript, because the "
"drawing operation doesn't begin immediately once this method is called. In "
"GDScript, when the function with the local variables ends, the local "
"variables get destroyed before the rendering takes place."
msgstr ""
"Dessine une texture à une position donnée. La [param position] est définie "
"dans lespace local.\n"
"[b]Note :[/b] Les styleboxes, textures et meshes stockés uniquement dans des "
"variables locales ne doivent [b]pas[/b] être utilisés avec cette méthode en "
"GDScript, car lopération de dessin ne commence pas immédiatement lorsque "
"cette méthode est appelée. En GDScript, lorsque la fonction contenant les "
"variables locales se termine, celles-ci sont détruites avant que le rendu "
"nait lieu."
msgid ""
"Draws a textured rectangle at a given position, optionally modulated by a "
"color. The [param rect] is defined in local space. If [param transpose] is "
@@ -29488,6 +29664,35 @@ msgstr ""
"Si [code]true[/code], le matériau [member material] du [CanvasItem] parent "
"est utilisé comme matériau de ce nœud."
msgid ""
"The rendering layer in which this [CanvasItem] is rendered by [Viewport] "
"nodes. A [Viewport] will render a [CanvasItem] if it and all its parents "
"share a layer with the [Viewport]'s canvas cull mask.\n"
"[b]Note:[/b] A [CanvasItem] does not inherit its parents' visibility layers. "
"This means that if a parent [CanvasItem] does not have all the same layers as "
"its child, the child may not be visible even if both the parent and child "
"have [member visible] set to [code]true[/code]. For example, if a parent has "
"layer 1 and a child has layer 2, the child will not be visible in a "
"[Viewport] with the canvas cull mask set to layer 1 or 2 (see [member "
"Viewport.canvas_cull_mask]). To ensure that both the parent and child are "
"visible, the parent must have both layers 1 and 2, or the child must have "
"[member top_level] set to [code]true[/code]."
msgstr ""
"La couche de rendu dans laquelle ce [CanvasItem] est rendu par les nœuds "
"[Viewport]. Un [Viewport] rendra un [CanvasItem] si celui-ci et tous ses "
"parents partagent une couche avec le masque de culling du canvas du "
"[Viewport].\n"
"[b]Note :[/b] Un [CanvasItem] nhérite pas des couches de visibilité de ses "
"parents. Cela signifie que si un [CanvasItem] parent ne possède pas toutes "
"les mêmes couches que son enfant, lenfant peut ne pas être visible même si "
"le parent et lenfant ont tous deux [member visible] défini sur [code]true[/"
"code]. Par exemple, si un parent est sur la couche 1 et un enfant sur la "
"couche 2, lenfant ne sera pas visible dans un [Viewport] dont le masque de "
"culling du canvas est réglé sur la couche 1 ou 2 (voir [member "
"Viewport.canvas_cull_mask]). Pour garantir que le parent et lenfant soient "
"visibles, le parent doit avoir à la fois les couches 1 et 2, ou lenfant doit "
"avoir [member top_level] défini sur [code]true[/code]."
msgid ""
"If [code]true[/code], this [CanvasItem] may be drawn. Whether this "
"[CanvasItem] is actually drawn depends on the visibility of all of its "
@@ -30257,6 +30462,31 @@ msgstr ""
"[member height] est inférieure à deux fois [member radius], les propriétés "
"s'adaptent à une valeur valide."
msgid "Rotation based cyclic coordinate descent inverse kinematics solver."
msgstr ""
"Solveur de cinématique inverse par descente cyclique des coordonnées, basé "
"sur la rotation."
msgid ""
"[CCDIK3D] is rotation based IK, enabling fast and effective tracking even "
"with large joint rotations. It's especially suitable for chains with "
"limitations, providing smoother and more stable target tracking compared to "
"[FABRIK3D].\n"
"The resulting twist around the forward vector will always be kept from the "
"previous pose.\n"
"[b]Note:[/b] When the target is close to the root, it can cause unnatural "
"movement, including joint flips and oscillations."
msgstr ""
"[CCDIK3D] est une IK basée sur la rotation, permettant un suivi rapide et "
"efficace même avec de grandes rotations darticulations. Elle est "
"particulièrement adaptée aux chaînes avec des limitations, offrant un suivi "
"de cible plus fluide et plus stable que [FABRIK3D].\n"
"La torsion résultante autour du vecteur avant est toujours conservée à partir "
"de la pose précédente.\n"
"[b]Note :[/b] Lorsque la cible est proche de la racine, cela peut provoquer "
"des mouvements non naturels, incluant des inversions darticulations et des "
"oscillations."
msgid "A container that keeps child controls in its center."
msgstr "Un conteneur qui maintient les contrôles enfants en son centre."

View File

@@ -49,8 +49,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2026-01-24 03:31+0000\n"
"Last-Translator: yoohyeon <yoohyeon0526@naver.com>\n"
"PO-Revision-Date: 2026-01-30 16:09+0000\n"
"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/ko/>\n"
"Language: ko\n"
@@ -5744,13 +5744,13 @@ msgid "Generic error."
msgstr "통용 오류."
msgid "Unavailable error."
msgstr "사용할 수 없음 오류."
msgstr "사용 가능하지 않음 오류."
msgid "Unconfigured error."
msgstr "구성되지 않음 오류."
msgid "Unauthorized error."
msgstr "승인되지 않음 오류."
msgstr "권한 없음 오류."
msgid "Parameter range error."
msgstr "매개변수 범위 오류."
@@ -5768,7 +5768,7 @@ msgid "File: Bad path error."
msgstr "파일: 잘못된 경로 오류."
msgid "File: No permission error."
msgstr "파일: 권한 없음 오류."
msgstr "파일: 권한 없음 오류."
msgid "File: Already in use error."
msgstr "파일: 이미 사용 중 오류."
@@ -5789,16 +5789,16 @@ msgid "File: Corrupt error."
msgstr "파일: 손상 오류."
msgid "File: Missing dependencies error."
msgstr "파일: 종속 관계 누락 오류."
msgstr "파일: 종속 누락 오류."
msgid "File: End of file (EOF) error."
msgstr "파일: End of file (EOF) 오류."
msgstr "파일: 파일의 끝 (EOF) 오류."
msgid "Can't open error."
msgstr "열 수 없음 오류."
msgid "Can't create error."
msgstr "생성할 수 없음 오류."
msgstr "만들 수 없음 오류."
msgid "Query failed error."
msgstr "쿼리 실패 오류."
@@ -5807,7 +5807,7 @@ msgid "Already in use error."
msgstr "이미 사용 중 오류."
msgid "Locked error."
msgstr "잠 오류."
msgstr "잠 오류."
msgid "Timeout error."
msgstr "시간 초과 오류."
@@ -5861,13 +5861,13 @@ msgid "Cycling link (import cycle) error."
msgstr "순환 링크 (가져오기 순환) 오류."
msgid "Invalid declaration error."
msgstr "선언이 잘못됨 오류."
msgstr "잘못된 선언 오류."
msgid "Duplicate symbol error."
msgstr "중복 기호 오류."
msgid "Parse error."
msgstr "파서 오류."
msgstr "구문 분석 오류."
msgid "Busy error."
msgstr "바쁨 오류."
@@ -5880,7 +5880,7 @@ msgid ""
"help[/code] as executable options."
msgstr ""
"도움말 오류. 실행 가능한 옵션으로 [code]--version[/code] 또는 [code]--help[/"
"code]를 넘기기 위해 내부적으로 사용됩니다."
"code]를 전달할 때 내부적으로 사용됩니다."
msgid ""
"Bug error, caused by an implementation issue in the method.\n"
@@ -5888,16 +5888,16 @@ msgid ""
"[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/"
"url]."
msgstr ""
"메서드 구현 이슈로 발생하는 버그 오류입니다.\n"
"메서드에서 구현 이슈로 발생하는 버그 오류입니다.\n"
"[b]참고:[/b] 내장 메서드가 이 코드를 반환한다면, [url=https://github.com/"
"godotengine/godot/issues]GitHHub 이슈 추적기[/url]에서 이슈를 열어주세요."
"godotengine/godot/issues]GitHub 이슈 트래커[/url]에서 이슈를 열어 주세요."
msgid ""
"Printer on fire error (This is an easter egg, no built-in methods return this "
"error code)."
msgstr ""
"프린터에 불이 붙음 오류 (이것은 이스터 에그이며, 내장 메서드는 이 오류 코드를 "
"반환하지 않습니다)."
"프린터에 불이 붙음 오류 (이것은 이스터 에그이며, 이 오류 코드를 반환하는 내장 "
"메서드는 없습니다)."
msgid "The property has no hint for the editor."
msgstr "속성이 편집기에 어떠한 힌트도 주지 않습니다."
@@ -11358,7 +11358,7 @@ msgid ""
"that the [BoneAttachment3D] node will either dynamically copy or override the "
"3D transform of the selected bone."
msgstr ""
"이 노드는 [Skeleton3D]에서 본을 선택하여 부합니다. 이는 [BoneAttachment3D] "
"이 노드는 [Skeleton3D]에서 본을 선택하여 부합니다. 이는 [BoneAttachment3D] "
"노드가 선택된 본의 3D 변형을 동적으로 복사하거나 오버라이드할 수 있다는 것을 "
"뜻합니다."
@@ -12392,6 +12392,9 @@ msgstr "2D 스켈레톤 편집기에서 역운동학이 활성화된 본에 사
msgid "Maximum number of matches to show in dialog."
msgstr "대화 상자에 보여줄 최대 일치 수."
msgid "Tab style of editor docks, except bottom docks."
msgstr "아래 독을 제외한 편집기 독의 탭 스타일."
msgid ""
"The language to use for the editor interface. If set to [b]Auto[/b], the "
"language is automatically determined based on the system locale. See also "
@@ -12535,6 +12538,9 @@ msgstr "외부 텍스처 크기."
msgid "Position based forward and backward reaching inverse kinematics solver."
msgstr "위치 기반 전진 및 후진 도달 역운동학 솔버."
msgid "Inverse Kinematics Returns to Godot 4.6 - IKModifier3D"
msgstr "역운동학이 Godot 4.6에 돌아왔습니다 - IKModifier3D"
msgid "Translate the noise input coordinates by the given [Vector3]."
msgstr "주어진 [Vector3]로 노이즈 입력 좌표를 옮깁니다."
@@ -12799,7 +12805,7 @@ msgid ""
"[b]Note:[/b] This property is ignored by native file dialogs."
msgstr ""
"비어 있지 않으면 주어진 하위 폴더가 [FileDialog]의 \"루트\"가 됩니다. 즉, 사용"
"자는 상위 디렉리로 이동할 수 없습니다.\n"
"자는 상위 디렉리로 이동할 수 없습니다.\n"
"[b]참고:[/b] 이 속성은 네이티브 파일 대화 상자에서는 무시됩니다."
msgid ""
@@ -15279,28 +15285,28 @@ msgid "If [code]true[/code], collisions with [PhysicsBody3D]s will be reported."
msgstr "[code]true[/code]이면 [PhysicsBody3D]와의 콜리전이 보고됩니다."
msgid "Attachment format (used by [RenderingDevice])."
msgstr "부 형식 ([RenderingDevice]에 의해 사용됨)."
msgstr "부 형식 ([RenderingDevice]에 의해 사용됨)."
msgid "The attachment's data format."
msgstr "부의 데이터 헝식."
msgstr "부의 데이터 헝식."
msgid "The number of samples used when sampling the attachment."
msgstr "첨부를 샘플링할 때 사용되는 샘플의 수."
msgstr "부착을 샘플링할 때 사용되는 샘플의 수."
msgid "The attachment's usage flags, which determine what can be done with it."
msgstr "부로 무엇을 할 수 있는지를 결정하는 부의 사용 플래그."
msgstr "부착으로 무엇을 할 수 있는지를 결정하는 부의 사용 플래그."
msgid "Framebuffer pass attachment description (used by [RenderingDevice])."
msgstr "프레임버퍼 패스 부 설명 ([RenderingDevice]에 의해 사용됨)."
msgstr "프레임버퍼 패스 부 설명 ([RenderingDevice]에 의해 사용됨)."
msgid "Attachment is unused."
msgstr "첨부가 사용되지 않습니다."
msgstr "부착이 사용되지 않습니다."
msgid "The attachments that are blended together."
msgstr "함께 블렌딩된 부."
msgstr "함께 블렌딩된 부."
msgid "Pipeline color blend state attachment (used by [RenderingDevice])."
msgstr "파이프라인 색상 블렌드 상태 부 ([RenderingDevice]에 의해 사용됨)."
msgstr "파이프라인 색상 블렌드 상태 부 ([RenderingDevice]에 의해 사용됨)."
msgid ""
"The cull mode to use when drawing polygons, which determines whether front "
@@ -15593,13 +15599,17 @@ msgid "Represents the size of the [enum TextureSamples] enum."
msgstr "[enum TextureSamples] 열거형의 크기를 나타냅니다."
msgid "Texture can be sampled."
msgstr "텍스처 샘플링 수 있습니다."
msgstr "텍스처 샘플링 수 있습니다."
msgid "Texture can be used as a color attachment in a framebuffer."
msgstr "텍스처는 프레임버퍼에서 색상 부로 사용될 수 있습니다."
msgstr "텍스처는 프레임버퍼에서 색상 부착으로 사용될 수 있습니다."
msgid "Texture can be used as a depth/stencil attachment in a framebuffer."
msgstr "텍스처는 프레임버퍼에서 깊이/스텐실 부로 사용될 수 있습니다."
msgstr "텍스처는 프레임버퍼에서 깊이/스텐실 부착으로 사용될 수 있습니다."
msgid ""
"Texture can be used as a depth/stencil resolve attachment in a framebuffer."
msgstr "텍스처는 프레임버퍼에서 깊이/스텐실 해결 부착으로 사용될 수 있습니다."
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
@@ -15618,6 +15628,13 @@ msgstr ""
"1.3-extensions/html/vkspec.html#descriptorsets-storageimage]저장공간 이미지[/"
"url]로 사용될 수 있습니다."
msgid ""
"Texture can be read back on the CPU using [method texture_get_data] faster "
"than without this bit, since it is always kept in the system memory."
msgstr ""
"텍스처는 항상 시스템 메모리에 유지되므로, 이 비트가 없을 때보다 CPU에서 "
"[method texture_get_data]를 사용하여 더 빠르게 읽어올 수 있습니다."
msgid "Texture can be updated using [method texture_update]."
msgstr "텍스처는 [method texture_update]를 사용하여 업데이트될 수 있습니다."
@@ -15633,8 +15650,8 @@ msgid ""
"url] in a framebuffer."
msgstr ""
"텍스처는 프레임버퍼에서 [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-inputattachment]입력 부[/url]"
"사용될 수 있습니다."
"extensions/html/vkspec.html#descriptorsets-inputattachment]입력 부[/url]"
"사용될 수 있습니다."
msgid "Return the sampled value as-is."
msgstr "샘플링된 값을 그대로 반환합니다."
@@ -15676,7 +15693,7 @@ msgid "Represents the size of the [enum SamplerBorderColor] enum."
msgstr "[enum SamplerBorderColor] 열거형의 크기를 나타냅니다."
msgid "Input attachment uniform."
msgstr "입력 부 유니폼."
msgstr "입력 부 유니폼."
msgid "Represents the size of the [enum UniformType] enum."
msgstr "[enum UniformType] 열거형의 크기를 나타냅니다."
@@ -15741,7 +15758,7 @@ msgstr "MetalFX 공간 업스케일링에 대한 지원."
msgid ""
"Maximum number of color framebuffer attachments that can be used at a given "
"time."
msgstr "주어진 시간에 사용할 수 있는 컬러 프레임버퍼 부의 최대 수."
msgstr "주어진 시간에 사용할 수 있는 컬러 프레임버퍼 부의 최대 수."
msgid "Maximum number of texture array layers."
msgstr "텍스처 배열 레이어의 최대 수."
@@ -15789,79 +15806,79 @@ msgid "Memory taken by buffers."
msgstr "버퍼가 차지하는 메모리."
msgid "Do not clear or ignore any attachments."
msgstr "첨부를 비우거나 무시하지 않습니다."
msgstr "부착을 비우거나 무시하지 않습니다."
msgid "Clear the first color attachment."
msgstr "첫 번째 색상 첨부를 비웁니다."
msgstr "첫 번째 색상 부착을 비웁니다."
msgid "Clear the second color attachment."
msgstr "두 번째 색상 첨부를 비웁니다."
msgstr "두 번째 색상 부착을 비웁니다."
msgid "Clear the third color attachment."
msgstr "세 번째 색상 첨부를 비웁니다."
msgstr "세 번째 색상 부착을 비웁니다."
msgid "Clear the fourth color attachment."
msgstr "네 번째 색상 첨부를 비웁니다."
msgstr "네 번째 색상 부착을 비웁니다."
msgid "Clear the fifth color attachment."
msgstr "다섯 번째 색상 첨부를 비웁니다."
msgstr "다섯 번째 색상 부착을 비웁니다."
msgid "Clear the sixth color attachment."
msgstr "여섯 번째 색상 첨부를 비웁니다."
msgstr "여섯 번째 색상 부착을 비웁니다."
msgid "Clear the seventh color attachment."
msgstr "일곱 번째 색상 첨부를 비웁니다."
msgstr "일곱 번째 색상 부착을 비웁니다."
msgid "Clear the eighth color attachment."
msgstr "여덟 번째 색상 첨부를 비웁니다."
msgstr "여덟 번째 색상 부착을 비웁니다."
msgid "Mask for clearing all color attachments."
msgstr "모든 색상 첨부를 비우기 위한 마스크."
msgstr "모든 색상 부착을 비우기 위한 마스크."
msgid "Clear all color attachments."
msgstr "모든 색상 첨부를 비웁니다."
msgstr "모든 색상 부착을 비웁니다."
msgid "Ignore the previous contents of the first color attachment."
msgstr "첫 번째 색상 부의 이전 내용을 무시합니다."
msgstr "첫 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the second color attachment."
msgstr "두 번째 색상 부의 이전 내용을 무시합니다."
msgstr "두 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the third color attachment."
msgstr "세 번째 색상 부의 이전 내용을 무시합니다."
msgstr "세 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the fourth color attachment."
msgstr "네 번째 색상 부의 이전 내용을 무시합니다."
msgstr "네 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the fifth color attachment."
msgstr "다섯 번째 색상 부의 이전 내용을 무시합니다."
msgstr "다섯 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the sixth color attachment."
msgstr "여섯 번째 색상 부의 이전 내용을 무시합니다."
msgstr "여섯 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the seventh color attachment."
msgstr "일곱 번째 색상 부의 이전 내용을 무시합니다."
msgstr "일곱 번째 색상 부의 이전 내용을 무시합니다."
msgid "Ignore the previous contents of the eighth color attachment."
msgstr "여덟 번째 색상 부의 이전 내용을 무시합니다."
msgstr "여덟 번째 색상 부의 이전 내용을 무시합니다."
msgid "Mask for ignoring all the previous contents of the color attachments."
msgstr "모든 색상 부의 이전 내용을 무시하기 위한 마스크."
msgstr "모든 색상 부의 이전 내용을 무시하기 위한 마스크."
msgid "Ignore the previous contents of all color attachments."
msgstr "모든 색상 부의 이전 내용을 무시합니다."
msgstr "모든 색상 부의 이전 내용을 무시합니다."
msgid "Clear the depth attachment."
msgstr "깊이 첨부를 비웁니다."
msgstr "깊이 부착을 비웁니다."
msgid "Ignore the previous contents of the depth attachment."
msgstr "깊이 부의 이전 내용을 무시합니다."
msgstr "깊이 부의 이전 내용을 무시합니다."
msgid "Clear all attachments."
msgstr "모든 첨부를 비웁니다."
msgstr "모든 부착을 비웁니다."
msgid "Ignore the previous contents of all attachments."
msgstr "모든 부의 이전 내용을 무시합니다."
msgstr "모든 부의 이전 내용을 무시합니다."
msgid "Sets the visibility of the [CanvasItem]."
msgstr "[CanvasItem]의 가시성을 지정합니다."
@@ -16477,7 +16494,7 @@ msgid ""
"be attached to."
msgstr ""
"표면 버텍스의 고정된 상태를 설정합니다. [code]true[/code]로 설정할 때, 선택적 "
"[param attachment_path]는 고정된 버텍스가 부될 [Node3D]를 정의할 수 있습니"
"[param attachment_path]는 고정된 버텍스가 부될 [Node3D]를 정의할 수 있습니"
"다."
msgid "Full height of the sphere."

View File

@@ -144,7 +144,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2026-01-19 09:52+0000\n"
"PO-Revision-Date: 2026-01-29 23:25+0000\n"
"Last-Translator: JekSun97 <jeksun2022@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
@@ -71001,6 +71001,59 @@ msgstr ""
"интерполяции физики или в сетевой игре рекомендуется отключить исправление "
"физического дрожания, установив это свойство в [code]0[/code]."
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and the [method Node._physics_process] method are run.\n"
"CPU usage scales approximately with the physics tick rate. However, at very "
"low tick rates (usually below 30), physics behavior can break down. Input can "
"also become less responsive at low tick rates as there can be a gap between "
"input being registered, and the response on the next physics tick. High tick "
"rates give more accurate physics simulation, particularly for fast moving "
"objects. For example, racing games may benefit from increasing the tick rate "
"above the default 60.\n"
"See also [member max_fps] and [member ProjectSettings.physics/common/"
"physics_ticks_per_second].\n"
"[b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be "
"simulated per rendered frame at most. If more physics ticks have to be "
"simulated per rendered frame to keep up with rendering, the project will "
"appear to slow down (even if [code]delta[/code] is used consistently in "
"physics calculations). Therefore, it is recommended to also increase [member "
"max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] "
"significantly above its default value.\n"
"[b]Note:[/b] Consider enabling [url=$DOCS_URL/tutorials/physics/interpolation/"
"index.html]physics interpolation[/url] if you change [member "
"physics_ticks_per_second] to a value that is not a multiple of [code]60[/"
"code]. Using physics interpolation will avoid jittering when the monitor "
"refresh rate and physics update rate don't exactly match."
msgstr ""
"Количество фиксированных итераций в секунду. Этот параметр определяет, как "
"часто запускаются моделирование физики и метод [method "
"Node._physics_process].\n"
"Использование ЦП приблизительно зависит от частоты обновления физики. Однако "
"при очень низкой частоте обновления (обычно ниже 30) поведение физики может "
"нарушаться. При низкой частоте обновления ввод также может стать менее "
"отзывчивым, поскольку может возникнуть разрыв между регистрацией ввода и "
"ответом на следующий такт обновления физики. Высокая частота обновления "
"обеспечивает более точное моделирование физики, особенно для быстро "
"движущихся объектов. Например, в гоночных играх может быть полезно увеличить "
"частоту обновления выше значения по умолчанию (60).\n"
"См. также [member max_fps] и [member ProjectSettings.physics/common/"
"physics_ticks_per_second].\n"
"[b]Примечание:[/b] За один отрендеренный кадр может быть смоделировано "
"максимум [member max_physics_steps_per_frame] тактов физики. Если для "
"обеспечения корректной работы рендеринга требуется больше физических тиков на "
"каждый отрендеренный кадр, проект будет казаться замедленным (даже если "
"[code]delta[/code] постоянно используется в физических расчетах). Поэтому "
"рекомендуется также увеличить [member max_physics_steps_per_frame], если "
"[member physics_ticks_per_second] значительно превышает значение по "
"умолчанию.\n"
"[b]Примечание:[/b] Рекомендуется включить [url=$DOCS_URL/tutorials/physics/"
"interpolation/index.html]интерполяцию физики[/url], если вы изменяете [member "
"physics_ticks_per_second] на значение, не кратное [code]60[/code]. "
"Использование интерполяции физики позволит избежать дрожания изображения, "
"когда частота обновления монитора и частота обновления физики не совпадают "
"точно."
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 "
@@ -72991,6 +73044,9 @@ msgstr ""
"создает зигзагообразные узоры, что приводит к неестественному визуальному "
"движению."
msgid "Inverse Kinematics Returns to Godot 4.6 - IKModifier3D"
msgstr "Обратная кинематика возвращается в Godot 4.6 - IKModifier3D"
msgid "Generates noise using the FastNoiseLite library."
msgstr "Генерирует шум с помощью библиотеки FastNoiseLite."
@@ -101904,6 +101960,25 @@ msgstr ""
msgid "Node that instances a [MultiMesh] in 2D."
msgstr "Узел, который создает экземпляр [MultiMesh] в 2D."
msgid ""
"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
"resource in 2D. This can be faster to render compared to displaying many "
"[Sprite2D] nodes with large transparent areas, especially if the nodes take "
"up a lot of space on screen at high viewport resolutions. This is because "
"using a mesh designed to fit the sprites' opaque areas will reduce GPU fill "
"rate utilization (at the cost of increased vertex processing utilization).\n"
"Usage is the same as [MultiMeshInstance3D]."
msgstr ""
"[MultiMeshInstance2D] — это специализированный узел для создания экземпляра "
"ресурса [MultiMesh] в 2D. Это может ускорить рендеринг по сравнению с "
"отображением множества узлов [Sprite2D] с большими прозрачными областями, "
"особенно если узлы занимают много места на экране при высоком разрешении "
"области просмотра. Это связано с тем, что использование сетки, разработанной "
"для соответствия непрозрачным областям спрайтов, снизит использование "
"коэффициента заполнения GPU (за счет увеличения использования вершинной "
"обработки).\n"
"Использование аналогично [MultiMeshInstance3D]."
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr "[MultiMesh], который будет отрисован [MultiMeshInstance2D]."
@@ -198565,6 +198640,17 @@ msgid "Uniform set cache manager for Rendering Device based renderers."
msgstr ""
"Единый набор менеджеров кэша для рендереров на базе устройств рендеринга."
msgid ""
"Uniform set cache manager for [RenderingDevice]-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 ""
"Менеджер кэша наборов униформ для рендереров на основе [RenderingDevice]. "
"Предоставляет способ создания набора униформ и его повторного использования в "
"последующих вызовах до тех пор, пока этот набор существует. Набор униформ "
"будет автоматически очищен при освобождении зависимых объектов."
msgid ""
"Creates/returns a cached uniform set based on the provided uniforms for a "
"given shader."
@@ -203049,6 +203135,16 @@ msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr ""
"Если [code]true[/code], область просмотра будет обрабатывать 3D-аудиопотоки."
msgid ""
"The rendering layers in which this [Viewport] renders [CanvasItem] nodes.\n"
"[b]Note:[/b] A [CanvasItem] does not inherit its parents' visibility layers. "
"See [member CanvasItem.visibility_layer]'s description for details."
msgstr ""
"Слои рендеринга, в которых этот [Viewport] отображает узлы [CanvasItem].\n"
"[b]Примечание:[/b] [CanvasItem] не наследует слои видимости своих "
"родительских элементов. Подробности см. в описании [member "
"CanvasItem.visibility_layer]."
msgid "The default filter mode used by [CanvasItem] nodes in this viewport."
msgstr ""
"Режим фильтрации по умолчанию, используемый узлами [CanvasItem] в этом окне "
@@ -204023,6 +204119,27 @@ msgstr ""
"[b]Примечание:[/b] Поддерживается только при использовании метода "
"визуализации Forward+."
msgid ""
"Draws the probes used for signed distance field global illumination (SDFGI).\n"
"When in the editor, left-clicking a probe will display additional bright dots "
"that show its occlusion information. A white dot means the light is not "
"occluded at all at the dot's position, while a red dot means the light is "
"fully occluded. Intermediate values are possible.\n"
"Does nothing if the current environment's [member Environment.sdfgi_enabled] "
"is [code]false[/code].\n"
"[b]Note:[/b] Only supported when using the Forward+ rendering method."
msgstr ""
"Отображает зонды, используемые для глобального освещения с учетом знаковых "
"расстояний (SDFGI).\n"
"В редакторе щелчок левой кнопкой мыши по зонду отобразит дополнительные яркие "
"точки, показывающие информацию о его перекрытии. Белая точка означает, что "
"свет в точке вообще не перекрыт, а красная точка означает, что свет полностью "
"перекрыт. Возможны промежуточные значения.\n"
"Ничего не делает, если параметр [member Environment.sdfgi_enabled] текущей "
"среды имеет значение [code]false[/code].\n"
"[b]Примечание:[/b] Поддерживается только при использовании метода рендеринга "
"Forward+."
msgid ""
"Draws the buffer used for global illumination from [VoxelGI] or SDFGI. "
"Requires [VoxelGI] (at least one visible baked VoxelGI node) or SDFGI "
@@ -211104,6 +211221,45 @@ msgid "Specifies how the content is scaled when the [Window] is resized."
msgstr ""
"Указывает, как масштабируется содержимое при изменении размера [Window]."
msgid ""
"The content's base size in \"virtual\" pixels. Not to be confused with "
"[member size], which sets the actual window's physical size in pixels. If set "
"to a value greater than [code]0[/code] and [member content_scale_mode] is set "
"to a value other than [constant CONTENT_SCALE_MODE_DISABLED], the [Window]'s "
"content will be scaled when the window is resized to a different size. Higher "
"values will make the content appear [i]smaller[/i], as it will be able to fit "
"more of the project in view. On the root [Window], this is set to match "
"[member ProjectSettings.display/window/size/viewport_width] and [member "
"ProjectSettings.display/window/size/viewport_height] by default.\n"
"For example, when using [constant CONTENT_SCALE_MODE_CANVAS_ITEMS] and "
"[member content_scale_size] set to [code]Vector2i(1280, 720)[/code], using a "
"window size of [code]2560×1440[/code] will make 2D elements appear at double "
"their original size, as the content is scaled by a factor of [code]2.0[/code] "
"([code]2560.0 / 1280.0 = 2.0[/code], [code]1440.0 / 720.0 = 2.0[/code]).\n"
"See [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html#base-"
"size]the Base size section of the Multiple resolutions documentation[/url] "
"for details."
msgstr ""
"Базовый размер содержимого в «виртуальных» пикселях. Не следует путать с "
"параметром [member size], который задает фактический физический размер окна в "
"пикселях. Если значение больше [code]0[/code], а параметр [member "
"content_scale_mode] имеет значение, отличное от [constant "
"CONTENT_SCALE_MODE_DISABLED], содержимое [Window] будет масштабироваться при "
"изменении размера окна. Более высокие значения сделают содержимое [i]меньше[/"
"i], так как оно сможет вместить большую часть проекта в поле зрения. Для "
"корневого [Window] это значение по умолчанию соответствует параметрам "
"[member ProjectSettings.display/window/size/viewport_width] и [member "
"ProjectSettings.display/window/size/viewport_height].\n"
"Например, при использовании [constant CONTENT_SCALE_MODE_CANVAS_ITEMS] и "
"[member content_scale_size], установленного на [code]Vector2i(1280, 720)[/"
"code], использование размера окна [code]2560×1440[/code] приведет к тому, что "
"2D-элементы будут отображаться вдвое больше исходного размера, поскольку "
"содержимое масштабируется в 2,0 раза ([code]2560,0 / 1280,0 = 2,0[/code], "
"[code]1440,0 / 720,0 = 2,0[/code]).\n"
"Подробнее см. [url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html#base-size]раздел «Базовый размер» документации по "
"множественным разрешениям[/url]."
msgid ""
"The policy to use to determine the final scale factor for 2D elements. This "
"affects how [member content_scale_factor] is applied, in addition to the "
@@ -211378,6 +211534,15 @@ msgstr ""
"[b]Примечание:[/b] Это свойство реализовано только в Windows (11).\n"
"[b]Примечание:[/b] Это свойство работает только с нативными окнами."
msgid ""
"The window's size in pixels. See also [member content_scale_size], which "
"doesn't set the window's physical size but affects how scaling works relative "
"to the current [member content_scale_mode]."
msgstr ""
"Размер окна в пикселях. См. также [member content_scale_size], который не "
"задает физический размер окна, но влияет на то, как работает масштабирование "
"относительно текущего [member content_scale_mode]."
msgid ""
"The name of a theme type variation used by this [Window] to look up its own "
"theme items. See [member Control.theme_type_variation] for more details."
@@ -211785,6 +211950,13 @@ msgstr ""
msgid "Max value of the [enum Flags]."
msgstr "Максимальное значение [enum Flags]."
msgid ""
"The content will not be scaled to match the [Window]'s size ([member "
"content_scale_size] is ignored)."
msgstr ""
"Содержимое не будет масштабироваться в соответствии с размером [Window] "
"([member content_scale_size] игнорируется)."
msgid ""
"The content will be rendered at the target size. This is more performance-"
"expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better "

View File

@@ -37,7 +37,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2026-01-25 00:40+0000\n"
"PO-Revision-Date: 2026-01-25 15:05+0000\n"
"Last-Translator: Максим Горпиніч <gorpinicmaksim0@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
@@ -72230,6 +72230,9 @@ msgstr ""
"створювати зигзагоподібні візерунки, що призводить до неприродного "
"візуального руху."
msgid "Inverse Kinematics Returns to Godot 4.6 - IKModifier3D"
msgstr "Зворотна кінематика повертається до Godot 4.6 - IKModifier3D"
msgid "Generates noise using the FastNoiseLite library."
msgstr "Бібліотека FastNoiseLite."

View File

@@ -118,12 +118,13 @@
# KarasumaChitos3 <460084657@qq.com>, 2025.
# Zhen Luo <461652354@qq.com>, 2025, 2026.
# Aaron <aaronhustudent@163.com>, 2026.
# Zyx2333Zyx <Zyx_______123456@163.com>, 2026.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2026-01-25 09:00+0000\n"
"Last-Translator: Aaron <aaronhustudent@163.com>\n"
"PO-Revision-Date: 2026-01-30 16:09+0000\n"
"Last-Translator: 风青山 <idleman@yeah.net>\n"
"Language-Team: Chinese (Simplified Han script) <https://hosted.weblate.org/"
"projects/godot-engine/godot-class-reference/zh_Hans/>\n"
"Language: zh_Hans\n"
@@ -1945,6 +1946,87 @@ msgstr ""
"@onready var character_name = $Label\n"
"[/codeblock]"
msgid ""
"Mark the following method for remote procedure calls. See [url=$DOCS_URL/"
"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/"
"url].\n"
"If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call "
"this RPC function. Otherwise, only the authority peer is allowed to call it "
"and [param mode] should be kept as [code]\"authority\"[/code]. When "
"configuring functions as RPCs with [method Node.rpc_config], each of these "
"modes respectively corresponds to the [constant "
"MultiplayerAPI.RPC_MODE_AUTHORITY] and [constant "
"MultiplayerAPI.RPC_MODE_ANY_PEER] RPC modes. See [enum "
"MultiplayerAPI.RPCMode]. If a peer that is not the authority tries to call a "
"function that is only allowed for the authority, the function will not be "
"executed. If the error can be detected locally (when the RPC configuration is "
"consistent between the local and the remote peer), an error message will be "
"displayed on the sender peer. Otherwise, the remote peer will detect the "
"error and print an error there.\n"
"If [param sync] is set as [code]\"call_remote\"[/code], the function will "
"only be executed on the remote peer, but not locally. To run this function "
"locally too, set [param sync] to [code]\"call_local\"[/code]. When "
"configuring functions as RPCs with [method Node.rpc_config], this is "
"equivalent to setting [code]call_local[/code] to [code]true[/code].\n"
"The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], "
"[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets "
"the transfer mode of the underlying [MultiplayerPeer]. See [member "
"MultiplayerPeer.transfer_mode].\n"
"The [param transfer_channel] defines the channel of the underlying "
"[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n"
"The order of [param mode], [param sync] and [param transfer_mode] does not "
"matter, but values related to the same argument must not be used more than "
"once. [param transfer_channel] always has to be the 4th argument (you must "
"specify 3 preceding arguments).\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"reliable\", 0) # Equivalent to @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]\n"
"[b]Note:[/b] Methods annotated with [annotation @rpc] cannot receive objects "
"which define required parameters in [method Object._init]. See [method "
"Object._init] for more details."
msgstr ""
"将后续方法标记为远程过程调用。见[url=$DOCS_URL/tutorials/networking/"
"high_level_multiplayer.html]《高阶多人游戏》[/url]。\n"
"如果将 [param mode] 设为 [code]\"any_peer\"[/code],则会允许所有对等体调用该 "
"RPC 函数。若只允许该对等体的控制方调用,则应该将 [param mode] 保持为 [code]"
"\"authority\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC 时,这些"
"模式分别对应的是 RPC 模式 [constant MultiplayerAPI.RPC_MODE_ANY_AUTHORITY] 和 "
"[constant MultiplayerAPI.RPC_MODE_PEER] 。见 [enum MultiplayerAPI.RPCMode]。如"
"果非控制方的对等体尝试调用仅限控制方调用的函数,则不会执行该函数。此时如果本地"
"能够检测到错误(即本地与远程对等体的 RPC 配置一致),则发送方对等体会显示错误"
"消息。否则远程对等体会检测到错误并在远程一侧输出。\n"
"如果将 [param sync] 提示设为 [code]\"call_remote\"[/code],则该函数只会在远程"
"对等体上执行,不会在本地执行。要让这个函数同时也在本地执行,请将 [param sync] "
"设置为 [code]\"call_local\"[/code]。这等价于在使用 [method Node.rpc_config] 将"
"函数配置为 RPC 时,将 [code]call_local[/code] 设置为 [code]true[/code]。\n"
"[param transfer_mode] 接受的值有 [code]\"unreliable\"[/code]、[code]"
"\"unreliable_ordered\"[/code]、[code]\"reliable\"[/code]。该参数设置底层 "
"[MultiplayerPeer] 的传输模式。见 [member MultiplayerPeer.transfer_mode]。\n"
"[param transfer_channel] 定义了底层 [MultiplayerPeer] 的频道。见 [member "
"MultiplayerPeer.transfer_channel]。\n"
"[param mode]、[param sync] 和 [param transfer_mode] 的顺序是无关紧要的,但是同"
"一参数的相关取值最多出现一次。[param transfer_channel] 必须为第四个参数(必须"
"同时指定前三个参数)。\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等价于 @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]\n"
"[b]注意:[/b]使用 [annotation @rpc] 注解的方法无法接收在 [method "
"Object._init] 中定义了必要参数的对象。详情请参阅 [method Object._init]。"
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 "
@@ -6015,6 +6097,37 @@ msgstr ""
"\"suffix:unit\"[/code] 表示显示单位后缀(例如 [code]\"suffix:px/s\"[/code] 表"
"示像素每秒)。"
msgid ""
"Hints that an [int], [String], or [StringName] property is an enumerated "
"value to pick in a list specified via a hint string.\n"
"The hint string is a comma separated list of names such as [code]"
"\"Hello,Something,Else\"[/code]. Whitespace is [b]not[/b] removed from either "
"end of a name. For integer properties, the first name in the list has value "
"0, the next 1, and so on. Explicit values can also be specified by appending "
"[code]:integer[/code] to the name, e.g. [code]"
"\"Zero,One,Three:3,Four,Six:6\"[/code]."
msgstr ""
"提示 [int] 、 [String] 或 [StringName] 属性是枚举值,可通过提示字符串在指定的"
"列表中选取。\n"
"该提示字符串是逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/"
"code]。 [b]不会[/b]从名称的任何一端删除空格。对于整数属性,列表中的第一个名称"
"的值为 0下一个名称的值为 1依此类推。也可以通过将 [code]:integer[/code] 附"
"加到名称来显式指定值,例如 [code]\"Zero,One,Three:3,Four,Six:6\"[/code]。"
msgid ""
"Hints that a [String] or [StringName] property can be an enumerated value to "
"pick in a list specified via a hint string such as [code]"
"\"Hello,Something,Else\"[/code]. See [constant PROPERTY_HINT_ENUM] for "
"details.\n"
"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
"提示 [String] 或 [StringName] 属性为枚举值,可以通过提示字符串在指定的列表中选"
"取,例如 [code]\"Hello,Something,Else\"[/code]。\n"
"与 [constant PROPERTY_HINT_ENUM] 不同,具有该提示的属性仍然接受任意值并且可以"
"为空。值列表用于建议可能的值。"
msgid ""
"Hints that a [float] property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
@@ -6033,6 +6146,30 @@ msgstr ""
"提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member "
"Vector2.y] 被一起编辑。"
msgid ""
"Hints that an [int] property is a bitmask with named bit flags.\n"
"The hint string is a comma separated list of names such as [code]"
"\"Bit0,Bit1,Bit2,Bit3\"[/code]. Whitespace is [b]not[/b] removed from either "
"end of a name. The first name in the list has value 1, the next 2, then 4, 8, "
"16 and so on. Explicit values can also be specified by appending "
"[code]:integer[/code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You "
"can also combine several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\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 [constant PROPERTY_HINT_ENUM], the previous explicit "
"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is "
"16, B is 2, C is 4."
msgstr ""
"提示 [int] 属性为位掩码,位标志拥有名称。\n"
"提示字符串为逗号分隔的名称列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名"
"称两端的空白字符[b]不会[/b]被移除。列表中的第一个名称的值为 1、然后是 2、接下"
"来就是 4、8、16 等值。也可以通过在名称后加上 [code]:整数[/code] 来显式指定数"
"值,例如 [code]\"A:4,B:8,C:16\"[/code]。你还可以对多个标志进行组合([code]"
"\"A:4,B:8,AB:12,C:16\"[/code])。\n"
"[b]注意:[/b]标志值最少为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]与 [constant PROPERTY_HINT_ENUM] 不同,显式值不被纳入自动递增考"
"虑。提示为 [code]\"A:16,B,C\"[/code]时A 为 16、B 为 2、C 为 4。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"render layers."
@@ -7909,6 +8046,19 @@ msgstr ""
"设置第一个旋转的转轴。仅在 [method is_using_euler] 为 [code]true[/code] 时启"
"用。"
msgid ""
"Sets relative option in the setting at [param index] to [param enabled].\n"
"If sets [param enabled] to [code]true[/code], the rotation is applied "
"relative to the pose.\n"
"If sets [param enabled] to [code]false[/code], the rotation is applied "
"relative to the rest. It means to replace the current pose with the "
"[AimModifier3D]'s result."
msgstr ""
"将索引为 [param index] 的设置的相对选项设置为 [param enabled]。\n"
"如果将 [param enabled] 设置为 [code]true[/code],则旋转将相对于该姿势应用。\n"
"如果将 [param enabled] 设置为 [code]false[/code],则旋转将相对于静止状态应用。"
"这意味着用 [AimModifier3D] 的结果替换当前姿势。"
msgid ""
"If sets [param enabled] to [code]true[/code], it provides rotation with using "
"euler.\n"
@@ -10206,6 +10356,15 @@ msgstr ""
"如果[code]false[/code],则尊重原始动画长度。如果将循环设置为[member "
"loop_mode],动画将在[member timeline_length]中循环。"
msgid ""
"The length of the custom timeline.\n"
"If [member stretch_time_scale] is [code]true[/code], scales the animation to "
"this length."
msgstr ""
"自定义时间轴的长度。\n"
"如果 [member use_custom_timeline] 为 [code]true[/code],则会对动画的起始位置进"
"行偏移。"
msgid ""
"If [code]true[/code], [AnimationNode] provides an animation based on the "
"[Animation] resource with some parameters adjusted."
@@ -10726,6 +10885,12 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the sub-animation will abort if resumed with a reset "
"after a prior interruption."
msgstr ""
"如果为 [code]true[/code],则子动画在先前中断后使用重置恢复时,子动画将会中止。"
msgid ""
"If [code]true[/code], the sub-animation will restart automatically after "
"finishing.\n"
@@ -11035,9 +11200,30 @@ msgstr ""
msgid "Returns the playback position within the current animation state."
msgstr "返回当前动画状态内的播放位置。"
msgid ""
"Returns the playback state length of the node from [method "
"get_fading_from_node]. Returns [code]0[/code] if no animation fade is "
"occurring."
msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]0[/code]。"
msgid "Returns the starting state of currently fading animation."
msgstr "返回当前淡入淡出动画的开始状态。"
msgid ""
"Returns the playback position of the node from [method get_fading_from_node]. "
"Returns [code]0[/code] if no animation fade is occurring."
msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]0[/code]。"
msgid ""
"Returns the length of the current fade animation. Returns [code]0[/code] if "
"no animation fade is occurring."
msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]0[/code]。"
msgid ""
"Returns the playback position of the current fade animation. Returns [code]0[/"
"code] if no animation fade is occurring."
msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]0[/code]。"
msgid ""
"Returns the current travel path as computed internally by the A* algorithm."
msgstr "返回 A* 算法内部计算的当前行进路径。"
@@ -13231,6 +13417,18 @@ msgstr ""
"如果 [param deep] 为 [code]true[/code] 则会返回[b]深拷贝[/b]:嵌套的数组和字典"
"也会进行(递归的)复制。不过 [Resource] 仍然是和原数组共享的。"
msgid ""
"Duplicates this array, deeply, like [method duplicate] when passing "
"[code]true[/code], with extra control over how subresources are handled.\n"
"[param deep_subresources_mode] must be one of the values from [enum "
"Resource.DeepDuplicateMode]. By default, only internal resources will be "
"duplicated (recursively)."
msgstr ""
"深度复制该数组,类似 [method duplicate] 传参 [code](true)[/code],但能够额外控"
"制子资源的处理方式。\n"
"[param deep_subresources_mode] 必须是 [enum Resource.DeepDuplicateMode] 中的一"
"个值。默认情况下,只会(递归)复制内部资源。"
msgid ""
"Finds and removes the first occurrence of [param value] from the array. If "
"[param value] does not exist in the array, nothing happens. To remove an "
@@ -13390,6 +13588,19 @@ msgstr ""
"[b]注意:[/b]与 [code][][/code] 运算符([code]array[0][/code])不同,错误产生"
"时不会停止项目执行。"
msgid ""
"Returns the element at the given [param index] in the array. If [param index] "
"is out-of-bounds or negative, this method fails and returns [code]null[/"
"code].\n"
"This method is similar (but not identical) to the [code][][/code] operator. "
"Most notably, when this method fails, it doesn't pause project execution if "
"run from the editor."
msgstr ""
"返回数组中索引为 [param index] 的元素。如果 [param index] 越界或为负数,则该方"
"法失败并返回 [code]null[/code]。\n"
"该方法类似(但不等同)于 [code][][/code] 运算符。最显著的区别就是从编辑器中运"
"行时,该方法失败不会暂停项目运行。"
msgid ""
"Returns the built-in [Variant] type of the typed array as a [enum "
"Variant.Type] constant. If the array is not typed, returns [constant "
@@ -13467,6 +13678,17 @@ msgstr ""
"影响。例如,对于该方法,[code]7[/code][int])和 [code]7.0[/code][float]"
"不被视为相等。"
msgid ""
"Returns a hashed 32-bit integer value representing the array and its "
"contents.\n"
"[b]Note:[/b] Arrays with equal hash values are [i]not[/i] guaranteed to be "
"the same, as a result of hash collisions. On the contrary, arrays with "
"different hash values are guaranteed to be different."
msgstr ""
"返回代表该数组及其内容的散列 32 位整数值。\n"
"[b]注意:[/b]由于哈希碰撞的缘故,哈希相同的数组[i]不[/i]保证相同。反之,哈希不"
"同的数组保证不同。"
msgid ""
"Inserts a new element ([param value]) at a given index ([param position]) in "
"the array. [param position] should be between [code]0[/code] and the array's "
@@ -14701,6 +14923,91 @@ 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"
"If [param from_id] point is disabled, returns an empty array (even if "
"[code]from_id == to_id[/code]).\n"
"If [param from_id] point is not disabled, there is no valid path to the "
"target, and [param allow_partial_path] is [code]true[/code], returns a path "
"to the point closest to the target that can be reached.\n"
"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is disabled the search may take an unusually long time to finish.\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"
"long[] 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"
"如果 [param from_id] 点被禁用,则返回一个空数组(即使 [code]from_id == to_id[/"
"code])。\n"
"如果 [param from_id] 点未被禁用,没有能够到达目标的有效路径,并且 [param "
"allow_partial_path] 为[code]true[/code],则返回能够到达的最接近目标点的路"
"径。\n"
"[b]注意:[/b]如果 [param allow_partial_path] 为 [code]true[/code] 并且 [param "
"to_id] 处于禁用状态,搜索耗时可能异常地大。\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"
"long[] 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]."
@@ -14771,6 +15078,33 @@ 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"
"If [param from_id] point is disabled, returns an empty array (even if "
"[code]from_id == to_id[/code]).\n"
"If [param from_id] point is not disabled, there is no valid path to the "
"target, and [param allow_partial_path] is [code]true[/code], returns a path "
"to the point closest to the target that can be reached.\n"
"[b]Note:[/b] This method is not thread-safe; it can only be used from a "
"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive "
"access to one thread to avoid race conditions.\n"
"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is disabled the search may take an unusually long time to finish."
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"
"如果 [param from_id] 点被禁用,则返回一个空数组(即使 [code]from_id == to_id[/"
"code])。\n"
"如果 [param from_id] 点未被禁用,没有通往目标的有效路径并且 [param "
"allow_partial_path] 为 [code]true[/code],则会返回通往距离目标最近的可达点的路"
"径。\n"
"[b]注意:[/b]该方法不是线程安全的,同一时间只能有一个 [Thread] 使用。请考虑使"
"用 [Mutex] 来确保线程独占访问,避免竞态条件。\n"
"另外,如果 [param allow_partial_path] 为 [code]true[/code] 并且 [param to_id] "
"处于禁用状态,搜索耗时可能异常地大。"
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。"
@@ -15120,6 +15454,89 @@ 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"
"If [param from_id] point is disabled, returns an empty array (even if "
"[code]from_id == to_id[/code]).\n"
"If [param from_id] point is not disabled, there is no valid path to the "
"target, and [param allow_partial_path] is [code]true[/code], returns a path "
"to the point closest to the target that can be reached.\n"
"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is disabled the search may take an unusually long time to finish.\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"
"long[] 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"
"如果 [param from_id] 点被禁用,则返回一个空数组(即使 [code]from_id == to_id[/"
"code])。\n"
"如果 [param from_id] 点未被禁用,没有能够到达目标的有效路径,并且 [param "
"allow_partial_path] 为[code]true[/code],则返回能够到达的最接近目标点的路"
"径。\n"
"[b]注意:[/b]如果 [param allow_partial_path] 为 [code]true[/code] 并且 [param "
"to_id] 处于禁用状态,搜索耗时可能异常地大。\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"
"long[] 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"
@@ -15176,6 +15593,33 @@ 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"
"If [param from_id] point is disabled, returns an empty array (even if "
"[code]from_id == to_id[/code]).\n"
"If [param from_id] point is not disabled, there is no valid path to the "
"target, and [param allow_partial_path] is [code]true[/code], returns a path "
"to the point closest to the target that can be reached.\n"
"[b]Note:[/b] This method is not thread-safe; it can only be used from a "
"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive "
"access to one thread to avoid race conditions.\n"
"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is disabled the search may take an unusually long time to finish."
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"
"如果 [param from_id] 点被禁用,则返回一个空数组(即使 [code]from_id == to_id[/"
"code])。\n"
"如果 [param from_id] 点未被禁用,没有通往目标的有效路径并且 [param "
"allow_partial_path] 为 [code]true[/code],则会返回通往距离目标最近的可达点的路"
"径。\n"
"[b]注意:[/b]该方法不是线程安全的,同一时间只能有一个 [Thread] 使用。请考虑使"
"用 [Mutex] 来确保线程独占访问,避免竞态条件。\n"
"另外,如果 [param allow_partial_path] 为 [code]true[/code] 并且 [param to_id] "
"处于禁用状态,搜索耗时可能异常地大。"
msgid ""
"An implementation of A* for finding the shortest path between two points on a "
"partial 2D grid."
@@ -15281,6 +15725,28 @@ 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.\n"
"If [param from_id] point is disabled, returns an empty array (even if "
"[code]from_id == to_id[/code]).\n"
"If [param from_id] point is not disabled, there is no valid path to the "
"target, and [param allow_partial_path] is [code]true[/code], returns a path "
"to the point closest to the target that can be reached.\n"
"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is solid the search may take an unusually long time to finish."
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"
"如果 [param from_id] 点被禁用,则返回一个空数组(即使 [code]from_id == to_id[/"
"code])。\n"
"如果 [param from_id] 点未被禁用,没有通往目标的有效路径并且 [param "
"allow_partial_path] 为 [code]true[/code],则会返回通往距离目标最近的可达点的路"
"径。\n"
"[b]注意:[/b]如果 [param allow_partial_path] 为 [code]true[/code] 并且 [param "
"to_id] 处于禁用状态,搜索耗时可能异常地大。"
msgid ""
"Returns an array of dictionaries with point data ([code]id[/code]: "
"[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], "
@@ -15290,6 +15756,33 @@ msgstr ""
"[code]position[/code]: [Vector2], [code]solid[/code]: [bool], "
"[code]weight_scale[/code]: [float])的字典数组。"
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"
"If [param from_id] point is disabled, returns an empty array (even if "
"[code]from_id == to_id[/code]).\n"
"If [param from_id] point is not disabled, there is no valid path to the "
"target, and [param allow_partial_path] is [code]true[/code], returns a path "
"to the point closest to the target that can be reached.\n"
"[b]Note:[/b] This method is not thread-safe; it can only be used from a "
"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive "
"access to one thread to avoid race conditions.\n"
"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is solid the search may take an unusually long time to finish."
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"
"如果 [param from_id] 点被禁用,则返回一个空数组(即使 [code]from_id == to_id[/"
"code])。\n"
"如果 [param from_id] 点未被禁用,没有通往目标的有效路径并且 [param "
"allow_partial_path] 为 [code]true[/code],则会返回通往距离目标最近的可达点的路"
"径。\n"
"[b]注意:[/b]该方法不是线程安全的,同一时间只能有一个 [Thread] 使用。请考虑使"
"用 [Mutex] 来确保线程独占访问,避免竞态条件。\n"
"另外,如果 [param allow_partial_path] 为 [code]true[/code] 并且 [param to_id] "
"处于禁用状态,搜索耗时可能异常地大。"
msgid ""
"Indicates that the grid parameters were changed and [method update] needs to "
"be called."
@@ -16931,6 +17424,11 @@ msgstr ""
"以每秒 [method get_input_mix_rate] 帧的速率被填充。\n"
"样本值是在 [code]-1[/code] 到 [code]1[/code] 之间的有符号浮点 PCM 值。"
msgid ""
"Returns the number of frames available to read using [method "
"get_input_frames]."
msgstr "返回可使用 [method get_input_frames] 读取的帧数。"
msgid "Returns the sample rate at the input of the [AudioServer]."
msgstr "返回 [AudioServer] 输入的采样率。"
@@ -18820,6 +19318,40 @@ msgid ""
"Controls how this AudioStreamRandomizer picks which AudioStream to play next."
msgstr "控制该 AudioStreamRandomizer 如何选择下一个要播放的 AudioStream。"
msgid ""
"The largest possible frequency multiplier of the random pitch variation. "
"Pitch will be randomly chosen within a range of [code skip-lint]1.0 / "
"random_pitch[/code] and [code skip-lint]random_pitch[/code]. A value of "
"[code]1.0[/code] means no variation. A value of [code]2.0[/code] means pitch "
"will be randomized between double and half.\n"
"[b]Note:[/b] Setting this property also sets [member random_pitch_semitones]."
msgstr ""
"随机音高变化的最大可能频率乘数。音高将在 [code skip-lint]1.0 / random_pitch[/"
"code] 和 [code skip-lint]random_pitch[/code] 的范围内随机选择。值为 "
"[code]1.0[/code] 表示没有变化。值为 [code]2.0[/code] 表示音高将在两倍和一半之"
"间随机变化。\n"
"[b]注意:[/b]设置该属性也会设置 [member random_pitch_semitones]。"
msgid ""
"The largest possible distance, in semitones, of the random pitch variation. A "
"value of [code]0.0[/code] means no variation.\n"
"[b]Note:[/b] Setting this property also sets [member random_pitch]."
msgstr ""
"随机音高变化的最大可能距离,单位为半音。值为 [code]0.0[/code] 表示没有变化。\n"
"[b]注意:[/b]设置该属性也会设置 [member random_pitch]。"
msgid ""
"The intensity of random volume variation. Volume will be increased or "
"decreased by a random value up to [code skip-lint]random_volume_offset_db[/"
"code]. A value of [code]0.0[/code] means no variation. A value of [code]3.0[/"
"code] means volume will be randomized between [code]-3.0 dB[/code] and [code]"
"+3.0 dB[/code]."
msgstr ""
"随机音量变化的强度。音量将根据一个最大为 [code skip-"
"lint]random_volume_offset_db[/code] 的值随机增加或减少。值为 [code]0.0[/code] "
"表示没有变化。值为 [code]3.0[/code] 表示音量将在 [code]-3.0 dB[/code] 和 "
"[code]+3.0 dB[/code] 之间随机变化。"
msgid "The number of streams in the stream pool."
msgstr "流池中流的数量。"
@@ -19315,6 +19847,39 @@ msgstr ""
msgid "Standard Material 3D and ORM Material 3D"
msgstr "标准 3D 材质与 ORM 3D 材质"
msgid "Returns [code]true[/code] if the specified [param feature] is enabled."
msgstr "如果指定的 [param feature] 已启用,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified [param flag] is enabled."
msgstr "如果指定的 [param flag] 已启用,则返回 [code]true[/code]。"
msgid ""
"Returns the [Texture2D] associated with the specified texture [param param]."
msgstr "返回与指定纹理参数 [param param] 关联的 [Texture2D]。"
msgid ""
"If [param enable] is [code]true[/code], enables the specified [param "
"feature]. Many features that are available in [BaseMaterial3D] need to be "
"enabled before use. This way, the cost for using the feature is only incurred "
"when specified. Features can also be enabled by setting their corresponding "
"property to [code]true[/code]."
msgstr ""
"如果 [param enable] 设置为 [code]true[/code],则启用指定的 [param feature]。"
"[BaseMaterial3D] 中的许多功能都需要在使用前启用。这样,仅在指定时才会产生使用"
"该功能的成本。也可以通过将其对应的属性设置为 [code]true[/code] 来启用功能。"
msgid ""
"If [param enable] is [code]true[/code], enables the specified [param flag]. "
"Flags are optional behavior that can be turned on and off. Only one flag can "
"be enabled at a time with this function, the flag enumerators cannot be bit-"
"masked together to enable or disable multiple flags at once. Flags can also "
"be enabled by setting their corresponding property to [code]true[/code]."
msgstr ""
"如果 [param enable] 为 [code]true[/code],则启用指定的 [param flag]。标志是可"
"以打开和关闭的可选行为。使用该函数一次只能启用一个标志,不能将标志枚举值像位掩"
"码一样进行合并,一次启用或禁用多个标志。也可以通过将相应属性设置为 "
"[code]true[/code] 来启用标志。"
msgid "Sets the texture for the slot specified by [param param]."
msgstr "设置 [param param] 对应槽位的纹理。"
@@ -19341,6 +19906,25 @@ msgstr ""
"要乘以 [member albedo_color] 的纹理。用于对象的基本纹理。\n"
"如果纹理意外地显得太暗或太亮,请检查 [member albedo_texture_force_srgb]。"
msgid ""
"If [code]true[/code], forces a conversion of the [member albedo_texture] from "
"nonlinear sRGB encoding to linear encoding. See also [member "
"vertex_color_is_srgb].\n"
"This should only be enabled when needed (typically when using a "
"[ViewportTexture] as [member albedo_texture]). If [member "
"albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the "
"texture will appear to be too dark. If [member albedo_texture_force_srgb] is "
"[code]false[/code] when it shouldn't be, the texture will appear to be too "
"bright."
msgstr ""
"如果为 [code]true[/code],则强制将 [member albedo_texture] 从非线性 sRGB 编码"
"转换为线性编码。另见 [member vertex_color_is_srgb]。\n"
"该属性应该只在需要时启用(通常在使用 [ViewportTexture] 作为 [member "
"albedo_texture] 时)。如果 [member albedo_texture_force_srgb] 在不应该的情况下"
"为 [code]true[/code],则纹理会显得太暗。如果 [member "
"albedo_texture_force_srgb] 在不应该的情况下为 [code]false[/code],则纹理会显得"
"太亮。"
msgid ""
"Enables multichannel signed distance field rendering shader. Use [member "
"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters."
@@ -19588,6 +20172,16 @@ msgstr "确定深度渲染发生的时间。另见 [member transparency]。"
msgid "May be affected by future rendering pipeline changes."
msgstr "可能受到后续渲染管线调整的影响。"
msgid ""
"Determines which comparison operator is used when testing depth.\n"
"[b]Note:[/b] Changing [member depth_test] to a non-default value only has a "
"visible effect when used on a transparent material, or a material that has "
"[member depth_draw_mode] set to [constant DEPTH_DRAW_DISABLED]."
msgstr ""
"决定深度测试时使用的比较运算符。\n"
"[b]注意:[/b]将 [member depth_test] 设为非默认值只有用于透明材质、[member "
"depth_draw_mode] 为 [constant DEPTH_DRAW_DISABLED] 的材质时才有可见的效果。"
msgid ""
"Texture that specifies the color of the detail overlay. [member "
"detail_albedo]'s alpha channel is used as a mask, even when the material is "
@@ -20201,6 +20795,15 @@ msgstr ""
msgid "The primary color of the stencil effect."
msgstr "模板效果的主颜色。"
msgid "The comparison operator to use for stencil masking operations."
msgstr "模板遮罩运算所使用的比较运算符。"
msgid "The flags dictating how the stencil operation behaves."
msgstr "控制模板运算行为的标志。"
msgid "The stencil effect mode."
msgstr "模板效果模式。"
msgid "The outline thickness for [constant STENCIL_MODE_OUTLINE]."
msgstr "[constant STENCIL_MODE_OUTLINE] 的轮廓粗细。"
@@ -20454,6 +21057,20 @@ msgstr ""
"如果为 [code]true[/code],则 [code]UV2[/code] 的三平面映射是在世界空间而不是对"
"象局部空间中计算的。另见 [member uv2_triplanar]。"
msgid ""
"If [code]true[/code], vertex colors are considered to be stored in nonlinear "
"sRGB encoding and are converted to linear encoding during rendering. If "
"[code]false[/code], vertex colors are considered to be stored in linear "
"encoding and are rendered as-is. See also [member "
"albedo_texture_force_srgb].\n"
"[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"如果为 [code]true[/code],则顶点颜色被认为以非线性 sRGB 编码存储,并在渲染期间"
"被转换为线性编码。如果为 [code]false[/code],则顶点颜色被认为以线性编码存储,"
"并按原样渲染。另见 [member albedo_texture_force_srgb]。\n"
"[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效,不支持兼容模式。"
msgid "If [code]true[/code], the vertex color is used as albedo color."
msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。"
@@ -20830,6 +21447,17 @@ msgstr ""
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。"
msgid ""
"Vertex colors are considered to be stored in nonlinear sRGB encoding and are "
"converted to linear encoding during rendering. See also [member "
"vertex_color_is_srgb].\n"
"[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering "
"methods."
msgstr ""
"顶点颜色被认为以非线性 sRGB 编码存储,并在渲染期间转换为线性编码。另见 "
"[member vertex_color_is_srgb]。\n"
"[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效。"
msgid ""
"Uses point size to alter the size of primitive points. Also changes the "
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
@@ -20869,6 +21497,13 @@ msgid ""
"emission_texture]."
msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。"
msgid ""
"Forces the shader to convert albedo from nonlinear sRGB encoding to linear "
"encoding. See also [member albedo_texture_force_srgb]."
msgstr ""
"强制着色器将反照率从非线性 sRGB 编码转换为线性编码。另见 [member "
"albedo_texture_force_srgb]。"
msgid "Disables receiving shadows from other objects."
msgstr "禁用从其他对象接收阴影。"
@@ -21071,6 +21706,11 @@ msgstr ""
msgid "Enables stencil operations without a preset."
msgstr "启用模板运算,但不使用预设。"
msgid ""
"The material will only be rendered where it passes a stencil comparison with "
"existing stencil buffer values."
msgstr "材质仅当其通过与现有模板缓冲区值的模板比较时才会被渲染。"
msgid ""
"The material will write the reference value to the stencil buffer where it "
"passes the depth test."
@@ -22330,6 +22970,13 @@ msgstr ""
"返回索引为 [param index] 的设置的参考骨骼名称。\n"
"修改器只会参考该骨骼,不会对其进行修改。"
msgid ""
"Returns the reference node path of the setting at [param index].\n"
"This node will be only referenced and not modified by this modifier."
msgstr ""
"返回位于 [param index] 处的设置的参考节点路径。\n"
"该节点仅会被该修改器参考而不会被修改。"
msgid ""
"Returns the reference target type of the setting at [param index]. See also "
"[enum ReferenceType]."
@@ -22370,6 +23017,14 @@ msgstr ""
"将索引为 [param index] 的设置的参考骨骼名称设置为 [param bone_name]。\n"
"修改器只会参考该骨骼,不会对其进行修改。"
msgid ""
"Sets the reference node path of the setting at [param index] to [param "
"node].\n"
"This node will be only referenced and not modified by this modifier."
msgstr ""
"将索引为 [param index] 的设置的参考节点路径设置为 [param node]。\n"
"该节点仅会被该修改器参考而不会被修改。"
msgid ""
"Sets the reference target type of the setting at [param index] to [param "
"type]. See also [enum ReferenceType]."
@@ -22380,6 +23035,21 @@ msgstr ""
msgid "Sets the number of settings in the modifier."
msgstr "设置修改器中的设置数。"
msgid ""
"The reference target is a bone. In this case, the reference target spaces is "
"local space."
msgstr "参考目标是骨骼。在这种情况下,参考目标的空间是局部空间。"
msgid ""
"The reference target is a [Node3D]. In this case, the reference target spaces "
"is model space.\n"
"In other words, the reference target's coordinates are treated as if it were "
"placed directly under [Skeleton3D] which parent of the [BoneConstraint3D]."
msgstr ""
"参考目标是一个 [Node3D]。在这种情况下,参考目标的空间是模型空间。\n"
"换言之,参考目标的坐标被视为它直接位于该 [BoneConstraint3D] 的父节点 "
"[Skeleton3D] 下方。"
msgid ""
"Describes a mapping of bone names for retargeting [Skeleton3D] into common "
"names defined by a [SkeletonProfile]."
@@ -22446,6 +23116,11 @@ msgstr ""
"配置中的值发生改变或配置的引用发生改变时发出此信号。用于更新 [BoneMap] 中的键"
"名、重绘 [BoneMap] 编辑器。"
msgid ""
"A node that propagates and disperses the child bone's twist to the parent "
"bones."
msgstr "将子骨骼的扭转传播并分散到其父骨骼上的节点。"
msgid "Clears all settings."
msgstr "清空所有设置。"

View File

@@ -59,13 +59,14 @@
# GrenewerearE <grenewereare@seznam.cz>, 2025.
# "A Thousand Ships (she/her)" <over999ships@gmail.com>, 2025.
# Frostcorn <houskam@gasos-ro.cz>, 2026.
# Marek Poustka <noskrat@gmail.com>, 2026.
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: 2026-01-05 13:01+0000\n"
"Last-Translator: Frostcorn <houskam@gasos-ro.cz>\n"
"PO-Revision-Date: 2026-01-30 13:14+0000\n"
"Last-Translator: Marek Poustka <noskrat@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot/"
"cs/>\n"
"Language: cs\n"
@@ -73,22 +74,157 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n"
"X-Generator: Weblate 5.15.1\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "OK"
msgid "Failed"
msgstr "Selhání"
msgid "Unavailable"
msgstr "Nedostupné"
msgid "Unconfigured"
msgstr "Nenakonfigurováno"
msgid "Unauthorized"
msgstr "Neautorizované"
msgid "Parameter out of range"
msgstr "Parametr mime rozsah"
msgid "Out of memory"
msgstr "Nedostatek paměti"
msgid "File not found"
msgstr "Soubor nenalezen"
msgid "File: Bad drive"
msgstr "Soubor: Špatný disk"
msgid "File: Bad path"
msgstr "Soubor: Špatná cesta"
msgid "File: Permission denied"
msgstr "Soubor: Přístup odmítnut"
msgid "File already in use"
msgstr "Soubor je již používán"
msgid "Can't open file"
msgstr "Nelze otevřít soubor"
msgid "Can't write file"
msgstr "Nelze zapsat do souboru"
msgid "Can't read file"
msgstr "Nelze číst ze souboru"
msgid "File unrecognized"
msgstr "Soubor nerozpoznán"
msgid "File corrupt"
msgstr "Soubor poškozen"
msgid "Missing dependencies for file"
msgstr "Chybí závislosti na soubor"
msgid "End of file"
msgstr "Konec souboru"
msgid "Can't open"
msgstr "Nelze otevřít"
msgid "Can't create"
msgstr "Nelze vytvořit"
msgid "Query failed"
msgstr "Dotaz selhal"
msgid "Already in use"
msgstr "Již používáno"
msgid "Locked"
msgstr "Zamčeno"
msgid "Timeout"
msgstr "Čas vypršel"
msgid "Can't connect"
msgstr "Nelze se připojit"
msgid "Can't resolve"
msgstr "Nelze vyřešit"
msgid "Can't acquire resource"
msgstr "Nelze získat zdroj"
msgid "Can't fork"
msgstr "Nelze rozdělit"
msgid "Invalid data"
msgstr "Neplatná data"
msgid "Invalid parameter"
msgstr "Neplatný parametr"
msgid "Already exists"
msgstr "Již existuje"
msgid "Does not exist"
msgstr "Neexistuje"
msgid "Can't read database"
msgstr "Nelze číst z databáze"
msgid "Can't write database"
msgstr "Nelze zapsat do databáze"
msgid "Compilation failed"
msgstr "Kompilace selhala"
msgid "Method not found"
msgstr "Metoda nenalezena"
msgid "Link failed"
msgstr "Odkaz selhal"
msgid "Script failed"
msgstr "Skript selhal"
msgid "Cyclic link detected"
msgstr "Zjištěn cyklický odkaz"
msgid "Invalid declaration"
msgstr "Neplatná deklarace"
msgid "Duplicate symbol"
msgstr "Duplikovat symbol"
msgid "Parse error"
msgstr "Chyba parsování"
msgid "Busy"
msgstr "Zaneprázdněn"
msgid "Skip"
msgstr "Přeskočit"
msgid "Help"
msgstr "Nápověda"
msgid "Bug"
msgstr "Chyba"
msgid "Printer on fire"
msgstr "Tiskárna v plamenech"
msgid "unset"
msgstr "Nenastaveno"
msgstr "nenastaveno"
msgid "Physical"
msgstr "Fyzická klávesa"
msgstr "Fyzický"
msgid "Left Mouse Button"
msgstr "Levé tlačítko myši"
@@ -139,10 +275,10 @@ msgid "Right Stick Y-Axis, Joystick 1 Y-Axis"
msgstr "Osa Y pravé páčky, osa Y joysticku 1"
msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT"
msgstr "Osa X joysticku 2, levá spoušť, Sony L2, Xbox LT"
msgstr "Osa X joysticku 2, Levý Trigger, Sony L2, Xbox LT"
msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT"
msgstr "Osa Y joysticku 2, pravá spoušť, Sony R2, Xbox RT"
msgstr "Osa Y joysticku 2, Pravá Trigger, Sony R2, Xbox RT"
msgid "Joystick 3 X-Axis"
msgstr "Osa X joysticku 3"
@@ -157,7 +293,7 @@ msgid "Joystick 4 Y-Axis"
msgstr "Osa Y joysticku 4"
msgid "Unknown Joypad Axis"
msgstr "Neznámá osa joypadu"
msgstr "Neznámá Osa Joypadu"
msgid "Joypad Motion on Axis %d (%s) with Value %.2f"
msgstr "Pohyb joypadu na ose %d (%s) s hodnotou %.2f"
@@ -208,7 +344,7 @@ msgid "D-pad Right"
msgstr "Směrové tlačítko doprava"
msgid "Xbox Share, PS5 Microphone, Nintendo Capture"
msgstr "Xbox Sdílet, PS5 Mikrofon, Nintendo Capture"
msgstr "Xbox Sdílet, PS5 Mikrofon, Nintendo Zachytit"
msgid "Xbox Paddle 1"
msgstr "Xbox pádlo 1"
@@ -226,7 +362,7 @@ msgid "PS4/5 Touchpad"
msgstr "Dotykový panel PS4/5"
msgid "Joypad Button %d"
msgstr "Tlačítko joypadu %d"
msgstr "Tlačítko Joypadu %d"
msgid "Pressure:"
msgstr "Tlak:"
@@ -238,7 +374,7 @@ msgid "touched"
msgstr "dotknuto"
msgid "released"
msgstr "puštěno"
msgstr "uvolněno"
msgid "Screen %s at (%s) with %s touch points"
msgstr "Obrazovka %s na (%s) s %s dotykovými body"
@@ -248,7 +384,7 @@ msgid ""
msgstr "Obrazovka tažena %s dotykovými body na pozici (%s) s rychlostí (%s)"
msgid "Magnify Gesture at (%s) with factor %s"
msgstr "Gesto zvšení na (%s) s faktorem %s"
msgstr "Gesto zvětšení na (%s) s faktorem %s"
msgid "Pan Gesture at (%s) with delta (%s)"
msgstr "Gesto posunu na (%s) s deltou (%s)"
@@ -274,6 +410,9 @@ msgstr "Vybrat"
msgid "Cancel"
msgstr "Zrušit"
msgid "Close Dialog"
msgstr "Zavřít Dialogové okno"
msgid "Focus Next"
msgstr "Zaměřit další"
@@ -323,7 +462,7 @@ msgid "Redo"
msgstr "Znovu"
msgid "Completion Query"
msgstr "Doplňovací dotaz"
msgstr "Dokončovací Dotaz"
msgid "New Line"
msgstr "Nový řádek"
@@ -344,10 +483,10 @@ msgid "Backspace"
msgstr "Backspace"
msgid "Backspace Word"
msgstr "Backspace slova"
msgstr "Backspace Slovo"
msgid "Backspace all to Left"
msgstr "Backspace vše vlevo"
msgstr "Smazat vše nalevo"
msgid "Delete"
msgstr "Smazat"
@@ -356,7 +495,7 @@ msgid "Delete Word"
msgstr "Smazat slovo"
msgid "Delete all to Right"
msgstr "Smazat vše vpravo"
msgstr "Smazat vše napravo"
msgid "Caret Left"
msgstr "Kurzor doleva"
@@ -395,25 +534,25 @@ msgid "Caret Document End"
msgstr "Kurzor na konec dokumentu"
msgid "Caret Add Below"
msgstr "Přidat kurzor níže"
msgstr "Kurzor přidat nad"
msgid "Caret Add Above"
msgstr "Přidat kurzor výše"
msgstr "Kurzor Přidat pod"
msgid "Scroll Up"
msgstr "Posun kolečkem myši nahoru"
msgstr "Skrolovat nahoru"
msgid "Scroll Down"
msgstr "Posun kolečkem myši dolů"
msgstr "Skrolovat dolu"
msgid "Select All"
msgstr "Vybrat vše"
msgid "Select Word Under Caret"
msgstr "Vybrat slovo pod kurzorem"
msgstr "Vybrat slovo u kurzoru"
msgid "Add Selection for Next Occurrence"
msgstr "Přidat další výskyt do výběru"
msgstr "Přidat výběr pro další výskyt"
msgid "Skip Selection for Next Occurrence"
msgstr "Přeskočit výběr pro další výskyt"
@@ -455,7 +594,10 @@ msgid "Swap Input Direction"
msgstr "Obrátit směr vstupu"
msgid "Start Unicode Character Input"
msgstr "Zahájit vstup Unicode znaků"
msgstr "Zahájit zadání Unicode znaků"
msgid "ColorPicker: Delete Preset"
msgstr "Výběr Barev: Smazat předvýběr"
msgid "Accessibility: Keyboard Drag and Drop"
msgstr "Přístupnost: Přetáhnout a pustit pomocí klávesnice"
@@ -473,13 +615,13 @@ msgid "Invalid index of type %s for base type %s"
msgstr "Neplatný index typu %s pro základní typ %s"
msgid "Invalid named index '%s' for base type %s"
msgstr "Neplatný pojmenovaný index '%s' pro základní typ %s"
msgstr "Neplatně pojmenovaný index '%s' pro základní typ %s"
msgid "Invalid arguments to construct '%s'"
msgstr "Neplatné argumenty pro vytvoření '%s'"
msgid "On call to '%s':"
msgstr "Při volání '%s':"
msgstr "Při volání na '%s':"
msgid "Built-in script"
msgstr "Vestavěný skript"
@@ -515,25 +657,25 @@ msgid "Value:"
msgstr "Hodnota:"
msgid "Update Selected Key Handles"
msgstr "Upravit vybrané úchyty klíčů"
msgstr "Aktualizovat vybrané úchyty klíčů"
msgid "Insert Key Here"
msgstr "Vložit klíč zde"
msgid "Duplicate Selected Key(s)"
msgstr "Duplikovat vybrané klíče"
msgstr "Duplikovat vybraný(é) klíč(e)"
msgid "Cut Selected Key(s)"
msgstr "Vyjmout vybrané klíče"
msgstr "Vyjmout vybraný(é) klíč(e)"
msgid "Copy Selected Key(s)"
msgstr "Kopírovat vybrané klíče"
msgstr "Kopírovat vybraný(é) klíč(e)"
msgid "Paste Key(s)"
msgstr "Vložit klíče"
msgstr "Vložit klíč(e)"
msgid "Delete Selected Key(s)"
msgstr "Smazat vybrané klíče"
msgstr "Smazat vybraný(é) klíč(e)"
msgid "Make Handles Free"
msgstr "Uvolnit úchyty"
@@ -548,7 +690,7 @@ msgid "Make Handles Mirrored"
msgstr "Udělat úchyty zrcadlené"
msgid "Make Handles Balanced (Auto Tangent)"
msgstr "Udělat úchyty vyvážené (automatická tečna)"
msgstr "Udělat úchyty vyvážené (Automatická Tečna)"
msgid "Make Handles Mirrored (Auto Tangent)"
msgstr "Udělat úchyty zrcadlené (automatická tečna)"
@@ -628,15 +770,30 @@ msgstr "Diskrétní"
msgid "Capture"
msgstr "Snímat"
msgid ""
"Select and move points.\n"
"RMB: Create point at position clicked.\n"
"Shift+LMB+Drag: Set the blending position within the space."
msgstr ""
"Vybrat a přesunout uzly.\n"
"Pravé tl. myši: Přidat uzel na místo kliknutí.\n"
"Shift+Levé tl. myši+Táhnutí: Nastaví polohu prolnutí v prostoru."
msgid "Create points."
msgstr "Vytvořit body."
msgid "Set the blending position within the space."
msgstr "Nastavit pozici prolínání v prostoru."
msgid "Erase points."
msgstr "Vymazat body."
msgid "Enable snap and show grid."
msgstr "Aktivovat přichytávání a zobrazit mřížku."
msgid "Grid Step"
msgstr "Krok mřížky"
msgid "Sync:"
msgstr "Synchronizace:"
@@ -646,9 +803,15 @@ msgstr "Prolínání:"
msgid "Point"
msgstr "Bod"
msgid "Blend Value"
msgstr "Hodnota prolnutí"
msgid "Open Editor"
msgstr "Otevřít editor"
msgid "Min"
msgstr "Min"
msgid "Max"
msgstr "Max"
@@ -1407,6 +1570,9 @@ msgstr "Úchyt do:"
msgid "Out-Handle:"
msgstr "Úchyt z:"
msgid "Handle mode: %s"
msgstr "Režim úchytu: %s"
msgid "Stream:"
msgstr "Stream:"
@@ -1910,6 +2076,9 @@ msgstr "Vybrat všechny/žádné"
msgid "Copy Selection"
msgstr "Kopírovat výběr"
msgid "Imported Animation cannot be edited!"
msgstr "Importovaná Animace nemůže být upravována!"
msgid "Animation Change Keyframe Time"
msgstr "Animace: Změnit čas klíčového snímku"
@@ -3449,6 +3618,18 @@ msgstr "Přejete si tyto soubory převést na %s? (Tuto operaci nelze vzít zpě
msgid "Could not create folder: %s"
msgstr "Nepodařilo se vytvořit složku: %s"
msgid "Copy %d selected item to \"%s\"?"
msgid_plural "Copy %d selected items to \"%s\"?"
msgstr[0] "Kopírovat %d vybranou položku do \"%s\"?"
msgstr[1] "Kopírovat %d vybrané položky do \"%s\"?"
msgstr[2] "Kopírovat %d vybrané položky do \"%s\"?"
msgid "Move %d selected item to \"%s\"?"
msgid_plural "Move %d selected items to \"%s\"?"
msgstr[0] "Přesunout %d vybranou položku do \"%s\"?"
msgstr[1] "Přesunout %d vybrané položky do \"%s\"?"
msgstr[2] "Přesunout %d vybrané položky do \"%s\"?"
msgid "New Inherited Scene"
msgstr "Nová zděděná scéna"
@@ -4160,6 +4341,15 @@ msgstr "Filtrovat podle typu"
msgid "Filter by Group"
msgstr "Filtrovat podle skupiny"
msgid ""
"Selects all Nodes belonging to the given group.\n"
"If empty, selects any Node belonging to any group.\n"
"Inserts \"group:\". You can also use the shorthand \"g:\"."
msgstr ""
"Vybere všechny uzly patřící do dané skupiny.\n"
"Ponecháte-li prázdné, vybere jakýkoli uzel patřící do kterékoliv skupiny.\n"
"Vložte \"skupinu:\". Můžete také použít zkratku \"g:\"."
msgid ""
"Cannot attach a script: there are no languages registered.\n"
"This is probably because this editor was built with all language modules "
@@ -4858,7 +5048,7 @@ msgid "Mobile"
msgstr "Mobile"
msgid "Compatibility"
msgstr "Compatibility"
msgstr "Kompatibilita"
msgid "Open Recent"
msgstr "Otevřít nedávné"
@@ -5927,6 +6117,16 @@ msgstr "Spravovat exportní šablony"
msgid "Dependencies For:"
msgstr "Závislosti na:"
msgid ""
"Scene \"%s\" is currently being edited. Changes will only take effect when "
"reloaded."
msgstr ""
"Scéna \"%s\" je právě upravována. Změny se projeví až po opětovném načtení."
msgid "Resource \"%s\" is in use. Changes will only take effect when reloaded."
msgstr ""
"Zdroj \"%s\" je právě používán. Změny se projeví až po opětovném načtení."
msgid "Dependencies"
msgstr "Závislosti"
@@ -6345,6 +6545,12 @@ msgstr "Mřížka"
msgid "List view"
msgstr "Seznam"
msgid "Hold %s to round to integers."
msgstr "Podržte %s pro zaokrouhlení na celá čísla."
msgid "Hold Shift for more precise changes."
msgstr "Pro přesnější změny podržte Shift."
msgid "No notifications."
msgstr "Žádná oznámení."
@@ -6370,6 +6576,9 @@ msgstr ""
msgid "Make this panel floating in the screen %d."
msgstr "Otevřít tento panel jako plovoucí dok na obrazovce %d."
msgid "Right-click to open the screen selector."
msgstr "Pravé tlačítko otevře výběr obrazovky."
msgid "Select Screen"
msgstr "Vybrat obrazovku"
@@ -6871,6 +7080,9 @@ msgid "Pinning a value forces it to be saved even if it's equal to the default."
msgstr ""
"Připnutí hodnoty vynutí její uložení, i když bude shodná s výchozí hodnotou."
msgid "Delete Property"
msgstr "Smazat vlastnost"
msgid "Unfavorite All"
msgstr "Odebrat vše z oblíbených"
@@ -7089,6 +7301,15 @@ msgstr "Přidat překlad"
msgid "Lock/Unlock Component Ratio"
msgstr "Uzamknout/Odemknout poměr komponent"
msgid "This %s is used in %d place."
msgid_plural "This %s is used in %d places."
msgstr[0] "Toto %s je používáno na %d místě."
msgstr[1] "Toto %s je používáno na %d místech."
msgstr[2] "Toto %s je používáno na %d místech."
msgid "Right-click to make them unique."
msgstr "Klikněte pravým tlačítkem, aby se staly jedinečné."
msgid ""
"The selected resource (%s) does not match any type expected for this property "
"(%s)."
@@ -7971,6 +8192,9 @@ msgstr ""
msgid "Restart & Upgrade"
msgstr "Restartovat a aktualizovat"
msgid "Re-saving resource:"
msgstr "Přeukládám zdroj:"
msgid "Play a custom scene."
msgstr "Přehrát vlastní scénu."
@@ -8102,6 +8326,15 @@ msgstr ""
"Přidejte prosím spustitelný profil v nabídce Export nebo definujte existující "
"profil jako spustitelný."
msgid ""
"Warning: The CPU architecture \"%s\" is not active in your export preset.\n"
"\n"
"Run \"Remote Deploy\" anyway?"
msgstr ""
"Varování: Architektura CPU \"%s\" není ve vašem exportu přednastavení.\n"
"\n"
"Přesto spustit \"Vzdálené nasazení\"?"
msgid "Deploy to First Device in List"
msgstr "Nasadit na první zařízení v seznamu"
@@ -8147,6 +8380,15 @@ msgstr ""
"Správce oken můžete změnit v Nastavení projektu (Zobrazení > Správce oken > "
"Ovladač)."
msgid ""
"Consider overriding the window mode project setting with the editor feature "
"tag to Windowed to use game embedding while leaving the exported project "
"intact."
msgstr ""
"Zvažte přepsání nastavení režimu okna projektu pomocí štítku funkce editoru "
"Windowed, abyste mohli používat vkládání her a zároveň ponechat exportovaný "
"projekt beze změny."
msgid "Game embedding not available in single window mode."
msgstr "Vložení hry není dostupné v režimu jednoho okna."
@@ -9751,6 +9993,9 @@ msgstr "Zjednodušený konvexní tvar"
msgid "Multiple Convex"
msgstr "Více konvexních tvarů"
msgid "Primitive"
msgstr "Primitivy"
msgid "Can't create a collision shape as sibling for the scene root."
msgstr "Nelze vytvořit kolizní tvar jako sourozence kořenového uzlu scény."
@@ -9895,6 +10140,15 @@ msgstr ""
"Je podobný jedinému koliznímu tvaru, ale v některých případech může vést k "
"jednodušší geometrii na úkor přesnosti."
msgid ""
"Creates an bounding box collision shape.\n"
"This will use the mesh's AABB if the shape is not a built-in BoxMesh.\n"
"This is faster than the convex collision shape option for collision detection."
msgstr ""
"Vytvoří kolizní tvar ohraničujícího rámečku.\n"
"Pokud tvar není vestavěný BoxMesh, použije se útvar AABB.\n"
"Toto je rychlejší než možnost konvexního tvaru kolize pro detekci kolize."
msgid "X-Axis"
msgstr "Osa X"
@@ -10106,6 +10360,24 @@ msgstr ""
"Přetažením přepíšete materiál libovolného uzlu geometrie.\n"
"Podržením %s při přetažení přepíšete konkrétní povrch."
msgid "X: %s"
msgstr "X: %s"
msgid "Y: %s"
msgstr "Y: %s"
msgid "Z: %s"
msgstr "Z: %s"
msgid "Size: %s (%.1fMP)"
msgstr "Velikost: %s (%.1fMP)"
msgid "Objects: %d"
msgstr "Objekty: %d"
msgid "Primitives: %d"
msgstr "Primitivy: %d"
msgid "Draw Calls: %d"
msgstr "Vykreslovací volání: %d"
@@ -16387,6 +16659,48 @@ msgstr "Vymaže interní vrcholy a polygony NavigationMesh."
msgid "Toggles whether the noise preview is computed in 3D space."
msgstr "Přepíná, zda se náhled šumu vypočítává ve 3D prostoru."
msgid "A: %s"
msgstr "A: %s"
msgid "B: %s"
msgstr "B: %s"
msgid "Objects"
msgstr "Objekty"
msgid "A Objects"
msgstr "A Objekty"
msgid "B Objects"
msgstr "B Objekty"
msgid "Object's class"
msgstr "Třída Objekty"
msgid "Object"
msgstr "Objekt"
msgid "Object's name"
msgstr "Jméno Objektu"
msgid "Native References: %d"
msgstr "Reference: %d"
msgid "ObjectDB References: %d"
msgstr "Reference ObjektDB: %d"
msgid "Total References: %d"
msgstr "Celkové reference: %d"
msgid "ObjectDB Cycles: %d"
msgstr "Cykly ObjektDB: %d"
msgid "Duplicate?"
msgstr "Duplikovat?"
msgid "Total Objects:"
msgstr "Celkové Objekty:"
msgid "Rename Action"
msgstr "Přejmenovat akci"
@@ -16823,6 +17137,9 @@ msgstr "Nepodařilo se ověřit podepsané apk."
msgid "'apksigner' verification of APK failed."
msgstr "Ověření APK pomocí 'apksigner' selhalo."
msgid "Could not create temporary file!"
msgstr "Nelze vytvořit dočasný soubor!"
msgid "Exporting for Android"
msgstr "Export pro systém Android"
@@ -16862,6 +17179,9 @@ msgstr ""
msgid "Unable to overwrite res/*.xml files with project name."
msgstr "Nepodařilo se přepsat soubory res/*.xml názvem projektu."
msgid "Could not write PCK directory!"
msgstr "Nelze zapsat PCK adresář!"
msgid "Could not export project files to gradle project."
msgstr "Nelze exportovat soubory projektu do projektu gradle."

View File

@@ -29,7 +29,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2026-01-18 16:02+0000\n"
"PO-Revision-Date: 2026-01-30 16:09+0000\n"
"Last-Translator: Julián Lacomba <julian_alberto93@yahoo.com.ar>\n"
"Language-Team: Esperanto <https://hosted.weblate.org/projects/godot-engine/"
"godot/eo/>\n"
@@ -37,11 +37,14 @@ 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 5.15.2\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "Bone"
msgid "Unavailable"
msgstr "Ne disponebla"
msgid "Help"
msgstr "Helpo"
@@ -311,7 +314,7 @@ msgid "Backspace all to Left"
msgstr "Forigi ĉion maldekstran"
msgid "Delete"
msgstr "Forigi dekstren"
msgstr "Forigi"
msgid "Delete Word"
msgstr "Forigi vorton dekstran"
@@ -893,7 +896,7 @@ msgid "Rename..."
msgstr "Alinomi..."
msgid "Edit Transitions..."
msgstr "Redakti transpasojn..."
msgstr "Redakti la transirojn..."
msgid "Remove"
msgstr "Forigi"
@@ -962,10 +965,16 @@ msgid "Move Node"
msgstr "Movi nodon"
msgid "Transition exists!"
msgstr "Transpaso ekzistas!"
msgstr "La transiro ekzistas!"
msgid "Add Node and Transition"
msgstr "Aldoni nodon aŭ transiron"
msgid "Transition already exists!"
msgstr "La transiro jam ekzistas!"
msgid "Add Transition"
msgstr "Aldoni transpason"
msgstr "Aldoni transiron"
msgid "Immediate"
msgstr "Tuja"
@@ -986,7 +995,7 @@ msgid "Node Removed"
msgstr "Nodon forigis"
msgid "Transition Removed"
msgstr "Transpason forigis"
msgstr "La transiro foriĝis"
msgid "Create new nodes."
msgstr "Krei novajn nodojn."
@@ -995,7 +1004,10 @@ msgid "Connect nodes."
msgstr "Konekti nodojn."
msgid "Remove selected node or transition."
msgstr "Forigi elektitan nodon aŭ transpason."
msgstr "Forigi elektitan nodon aŭ transiron."
msgid "Transition:"
msgstr "Transiro:"
msgid "Play Mode:"
msgstr "Reĝimo de ludado:"
@@ -1207,7 +1219,7 @@ msgid "Bezier"
msgstr "Bézier"
msgid "Audio"
msgstr "Aŭdio"
msgstr "Sonbusoj"
msgid "Clipboard is empty!"
msgstr "La tondujo estas malplena!"
@@ -1463,7 +1475,7 @@ msgid "Select Tracks to Copy"
msgstr "Elekti trakojn por kopii"
msgid "Select All/None"
msgstr "Elekti Ĉiujn/Neniujn"
msgstr "Elekti ĉion/nenion"
msgid "Copy Selection"
msgstr "Kopii elektaron"
@@ -1478,7 +1490,7 @@ msgid "Change Audio Track Clip End Offset"
msgstr "Ŝanĝi finan deŝovon de aŭdio-traka eltondaĵo"
msgid "Path:"
msgstr "Vojo:"
msgstr "Indiko:"
msgid "License"
msgstr "Permesilo"
@@ -1616,13 +1628,16 @@ msgid "Loading..."
msgstr "Ŝargas..."
msgid "All"
msgstr "Tuta"
msgstr "Ĉio"
msgid "Install"
msgstr "Instali"
msgid "Search Templates, Projects, and Demos"
msgstr "Serĉi ŝablonojn, projektojn aŭ demonstrojn"
msgid "Import..."
msgstr "Enporti..."
msgstr "Importi..."
msgid "Plugins..."
msgstr "Kromprogramoj..."
@@ -1642,11 +1657,14 @@ msgstr "Helpo"
msgid "Assets ZIP File"
msgstr "ZIP-dosiero de havaĵoj"
msgid "AssetLib"
msgstr "Havaĵejo"
msgid "Error opening asset file for \"%s\" (not in ZIP format)."
msgstr "Eraro dum malfermi pakaĵan dosieron por \"%s\" (ne estas de ZIP-formo)."
msgstr "Eraro dum la malfermo de la havaĵo «%s» (ĝi ne estas en la ZIP-formo)."
msgid "%s (already exists)"
msgstr "%s (jam ekzistante)"
msgstr "%s (jam ekzistas)"
msgid "Uncompressing Assets"
msgstr "Malkompaktigas havaĵojn"
@@ -1655,7 +1673,7 @@ msgid "The following files failed extraction from asset \"%s\":"
msgstr "La jenajn dosierojn malsukcesis malkompaktigi el la pakaĵo \"%s\":"
msgid "(and %s more files)"
msgstr "(kaj %s pli dosieroj)"
msgstr "(kaj %s pliaj dosieroj)"
msgid "Success!"
msgstr "Sukceso!"
@@ -1862,6 +1880,12 @@ msgstr "Sencimigi"
msgid "Save Branch as Scene..."
msgstr "Konservi la nod(ar)on kiel scenon..."
msgid "Copy Node Path"
msgstr "Kopii la nodo-vojon"
msgid "Expand/Collapse Branch"
msgstr "(Mal)kaŝi idojn"
msgid "Toggle Visibility"
msgstr "Baskuli videblon"
@@ -2036,6 +2060,9 @@ msgstr "Fasonaj atributoj"
msgid "Constants"
msgstr "Konstantoj"
msgid "Icons"
msgstr "Piktogramoj"
msgid "This theme property may be changed or removed in future versions."
msgstr "Ni povus ŝanĝi aŭ forigi ĉi tiun atributon en estonta versio."
@@ -2071,6 +2098,9 @@ msgstr ""
msgid "Editor"
msgstr "Redaktilo"
msgid "Scripts"
msgstr "Kodoj"
msgid "Open"
msgstr "Malfermi"
@@ -2116,6 +2146,9 @@ msgstr "Dosierindiko"
msgid "Directory"
msgstr "Dosierujo"
msgid "Invalid UID"
msgstr "Nevalida UID (ununura identigilo)"
msgid "Invalid path"
msgstr "Nevalida dosierindiko"
@@ -2138,7 +2171,7 @@ msgid "Hide"
msgstr "Kaŝi"
msgid "No match"
msgstr "Neniu akordo"
msgstr "Neniu kongruo"
msgid "%d match"
msgid_plural "%d matches"
@@ -2151,7 +2184,7 @@ msgstr[0] "%d el %d kongruo"
msgstr[1] "%d el %d kongruoj"
msgid "Search Help"
msgstr "Serĉi helpon"
msgstr "Priserĉi helpon"
msgid "Case Sensitive"
msgstr "Uskleciva"
@@ -2160,7 +2193,7 @@ msgid "Show Hierarchy"
msgstr "Montri hierarĥion"
msgid "Display All"
msgstr "Vidigi tutan"
msgstr "Montri ĉion"
msgid "Classes Only"
msgstr "Nur klasoj"
@@ -2180,11 +2213,20 @@ msgstr "Nur atributoj"
msgid "Theme Properties Only"
msgstr "Nur fasonaj atributoj"
msgid "Search Results"
msgstr "Serĉorezultoj"
msgid "Member Type"
msgstr "Tipo de membro"
msgid "Make this dock floating."
msgstr "Ŝvebigi ĉi tiun panelon."
msgid "Dock Position"
msgstr "Pozicio de doko"
msgstr "Pozicio de la panelo"
msgid "Make Floating"
msgstr "Ŝvebigi ĝin"
msgid "Favorites:"
msgstr "Ĉemanujo:"
@@ -2212,16 +2254,19 @@ msgid "Cannot move/rename resources root."
msgstr "Ne eblas movi/alinomi rimedan radikon."
msgid "Error moving:"
msgstr "Eraro dum movado de:"
msgstr "Eraro dum la movo de:"
msgid "Error duplicating:"
msgstr "Eraro dum duplikati:"
msgstr "Eraro dum duobligo:"
msgid "Error duplicating directory:"
msgstr "Eraro dum duobligo de dosierujo:"
msgid "No name provided."
msgstr "Ne nomon provizis."
msgstr "La nomo estas malplena."
msgid "Name contains invalid characters."
msgstr "Nomo enhavas malvalidajn signojn."
msgstr "La nomo enhavas nevalidajn signojn."
msgid "A file or folder with this name already exists."
msgstr "Dosiero aŭ dosierujo kun ĉi tiu nomo jam ekzistas."
@@ -2233,14 +2278,17 @@ msgstr ""
"La jenaj dosieroj aŭ dosierujoj konfliktas kun elementoj en la cela loko '%s':"
msgid "Duplicating file:"
msgstr "Duplikatas dosieron:"
msgstr "Duobligo de dosiero:"
msgid "Duplicating folder:"
msgstr "Duplikatas dosierujon:"
msgstr "Duobligo de dosierujo:"
msgid "Create Folder"
msgstr "Krei dosierujon"
msgid "Open Scene"
msgstr "Malfermi la scenon"
msgid "New Inherited Scene"
msgstr "Nova heredita sceno"
@@ -2358,9 +2406,21 @@ msgstr "Ordigi laŭ kreodato"
msgid "FileSystem"
msgstr "Dosiersistemo"
msgid "Open FileSystem Dock"
msgstr "Malfermi la dosiersisteman panelon"
msgid "Copy Path"
msgstr "Kopii dosierindikon"
msgid "Copy Absolute Path"
msgstr "Kopii absolutan dosierindikon"
msgid "Copy UID"
msgstr "Kopii UID (ununuran identigilon)"
msgid "Open in External Program"
msgstr "Malfermi en eksteran programon"
msgid "Red"
msgstr "Ruĝa"
@@ -2486,7 +2546,7 @@ msgid "Filter Groups"
msgstr "Filtri la grupojn"
msgid "Select one or more nodes to edit their groups."
msgstr "Elektu nodon por redakti ĝiajn signalojn aŭ grupojn."
msgstr "Elektu nodon por redakti ĝiajn grupojn."
msgid "The Beginning"
msgstr "La komenco"
@@ -2527,6 +2587,9 @@ msgstr "Subrisurcojn unikigi"
msgid "Inspector"
msgstr "Inspektilo"
msgid "Open Inspector Dock"
msgstr "Malfermi la inspektilan panelon"
msgid "Create a new resource in memory and edit it."
msgstr "Krei novan rimedon en la memoro kaj redakti ĝin."
@@ -2551,6 +2614,9 @@ msgstr "Malfermi la dokumentaron pri ĉi tiu objekto."
msgid "Open Documentation"
msgstr "Malfermi dokumentaron"
msgid "Filter Properties"
msgstr "Filtri atributojn"
msgid "Information"
msgstr "Informoj"
@@ -2588,6 +2654,12 @@ msgstr "Ĉu forigi la nodon «%s»?"
msgid "Save New Scene As..."
msgstr "Konservi novan scenon kiel..."
msgid "Enable Scene Unique Name(s)"
msgstr "Ŝalti ĉi-scenajn ununurajn nomojn"
msgid "Disable Scene Unique Name(s)"
msgstr "Malŝalti ĉi-scenajn ununurajn nomojn"
msgid "New Scene Root"
msgstr "Nova radiko de sceno"
@@ -2639,6 +2711,9 @@ msgstr "<nekonate>"
msgid "Sub-Resources"
msgstr "Subrimedoj"
msgid "Access as Unique Name"
msgstr "Atingo per ununura nomo"
msgid "Clear Inheritance"
msgstr "Nuligi la heredon"
@@ -2648,6 +2723,9 @@ msgstr "Malfermi en la redaktilon"
msgid "Paste Node(s) as Root"
msgstr "Alglui la nodo(j)n kiel radikon"
msgid "None"
msgstr "Nenio"
msgid "Add Child Node..."
msgstr "Aldoni idan nodon..."
@@ -2678,12 +2756,18 @@ msgstr "Aldoni novan patran nodon..."
msgid "Make Scene Root"
msgstr "Fari ĝin la scena radiko"
msgid "Toggle Access as Unique Name"
msgstr "Baskuli la atingon per ununura nomo"
msgid "Delete (No Confirm)"
msgstr "Forigi (ne konfirmo)"
msgid "Add/Create a New Node."
msgstr "Aldoni/Krei novan nodon."
msgid "Filter Nodes"
msgstr "Filtri nodojn"
msgid "Attach a new or existing script to the selected node."
msgstr "Alfiksi novan aŭ ekzistantan skripton al la elektinta nodo."
@@ -2897,12 +2981,25 @@ msgstr "Konservi kaj reŝargi"
msgid "Save before reloading the scene?"
msgstr "Ĉu konservi antaŭ ol reŝargi la scenon?"
msgid "Save modified resources before reloading?"
msgstr "Ĉu konservi modifitajn rimedojn antaŭ ol reŝargi ilin?"
msgid "Save & Quit"
msgstr "Konservi kaj foriri"
msgid "Save modified resources before closing?"
msgstr "Ĉu konservi modifitajn rimedojn antaŭ ol fermi ilin?"
msgid "Save changes to the following scene(s) before reloading?"
msgstr "Ĉu konservi la ŝanĝojn en la jena(j) sceno(j) antaŭ ol reŝargi?"
msgid "Save changes to the following scene(s) before quitting?"
msgstr "Ĉu konservi la ŝanĝojn en la jena(j) sceno(j) antaŭ ol eliri?"
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?"
"Ĉu konservi la ŝanĝojn en la jena(j) sceno(j) antaŭ ol malfermi la projekt-"
"administrilon?"
msgid "Pick a Main Scene"
msgstr "Elektu komencan scenon"
@@ -2940,10 +3037,34 @@ msgstr ""
"Por ŝanĝi ĝin, povas krei novan hereditan scenon."
msgid "Scene '%s' has broken dependencies:"
msgstr "Sceno '%s' havas rompitajn dependojn:"
msgstr "La sceno «%s» havas difektitajn dependojn:"
msgid "No Recent Scenes"
msgstr "Neniu lastatempa sceno"
msgid "Clear Recent Scenes"
msgstr "Vakigi lastajn scenojn"
msgstr "Forpreni lastatempajn scenojn"
msgid "Loading editor"
msgstr "Ŝargado de la redaktilo"
msgid "Loading editor layout..."
msgstr "Ŝargado de la redaktila aranĝo..."
msgid "Loading docks..."
msgstr "Ŝargado de la paneloj..."
msgid "Reopening scenes..."
msgstr "Remalfermo de scenoj..."
msgid "Loading central editor layout..."
msgstr "Ŝargado de la aranĝo de la centra redaktilo..."
msgid "Loading plugin window layout..."
msgstr "Ŝargado de la aranĝo de la kromprograma fenestro..."
msgid "Editor layout ready."
msgstr "La redaktila aranĝo estas preta."
msgid "Save Layout"
msgstr "Konservi aranĝon"
@@ -3101,6 +3222,9 @@ msgstr "Reŝargi konservitan scenon"
msgid "Close Scene"
msgstr "Fermi la scenon"
msgid "Close All Scenes"
msgstr "Fermi ĉiujn scenojn"
msgid "Editor Settings..."
msgstr "Agordoj de la redaktilo..."
@@ -3114,7 +3238,7 @@ msgid "Export"
msgstr "Eksporti"
msgid "Orphan Resource Explorer..."
msgstr "Eksplorilo de orfaj risurcoj..."
msgstr "Esplori neuzatajn rimedojn..."
msgid "Reload Current Project"
msgstr "Reŝargi nunan projekton"
@@ -3149,9 +3273,18 @@ msgstr "Pri Godot..."
msgid "Support Godot Development"
msgstr "Subteni Godot ellaboradon"
msgid "Open 2D Workspace"
msgstr "Malfermi la 2D-an scen-redaktilon"
msgid "Open 3D Workspace"
msgstr "Malfermi la 3D-an scen-redaktilon"
msgid "Open Script Editor"
msgstr "Malfermi la kod-redaktilon"
msgid "Open Game View"
msgstr "Malfermi la ludvidejon"
msgid "Open Asset Library"
msgstr "Malfermi la havaĵejon"
@@ -3286,6 +3419,9 @@ msgstr "Mastrumi eksportaj ŝablonoj"
msgid "Dependencies For:"
msgstr "Dependaĵoj de:"
msgid "Resource \"%s\" is in use. Changes will only take effect when reloaded."
msgstr "La rimedo «%s» estas uzata. La ŝanĝoj efektiviĝos post reŝargo."
msgid "Dependencies"
msgstr "Dependaĵoj"
@@ -3298,6 +3434,12 @@ msgstr "Ripari difektitajn"
msgid "Dependency Editor"
msgstr "Dependaĵo-redaktilo"
msgid "No owners found for: %s"
msgstr "Ŝajnas, ke «%s» estas dependaĵo nenie."
msgid "Owners List"
msgstr "Listo de dependeco"
msgid ""
"Remove the selected files from the project? (Cannot be undone.)\n"
"Depending on your filesystem configuration, the files will either be moved to "
@@ -3490,11 +3632,23 @@ msgid "Move"
msgstr "Movi"
msgid "No sub-resources found."
msgstr "Ne sub-risurcojn trovis."
msgstr "Neniu trovita subrimedo."
msgid "Open a list of sub-resources."
msgstr "Malfermi liston de subrimedoj."
msgid "Search files..."
msgstr "Serĉi dosierojn..."
msgid "Remove Item"
msgstr "Forigi elementon"
msgid "Make this panel floating in the screen %d."
msgstr "Ŝvebigi ĉi tiun panelon en la ekranon %d."
msgid "Make this panel floating."
msgstr "Ŝvebigi ĉi tiun panelon."
msgid "Importing Scene..."
msgstr "Enportas scenon..."
@@ -3546,6 +3700,9 @@ msgstr "Ŝaltite"
msgid "Resize Array"
msgstr "Regrandigi Vicon"
msgid "Add Metadata"
msgstr "Aldoni metadatenon"
msgid "Edit Text:"
msgstr "Redakti tekston:"
@@ -3656,24 +3813,109 @@ msgid "Language:"
msgstr "Lingvo:"
msgid "Script Name:"
msgstr "Nomo de skripto:"
msgstr "Nomo de la kodo:"
msgid "It would be a good idea to name your project."
msgstr "Nomi vian projekton estus konsilinde."
msgid "Invalid \".zip\" project file; it is not in ZIP format."
msgstr "Nevalida ZIP-dosiero: ĝi ne enhavas la ZIP-formon."
msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr ""
"Nevalida projekta \".zip\" dosiero; ĝi ne enhavas dosieron \"project.godot\"."
"Nevalida ZIP-dosiero por projekto: ĝi ne enhavas la dosieron «project.godot»."
msgid "Valid project found at path."
msgstr "Valida projekto ĉe tiu indiko."
msgid ""
"Please choose a \"project.godot\", a directory with one, or a \".zip\" file."
msgstr "Elektu dosierujon aŭ ZIP-dosieron kun la dosiero «project.godot»."
msgid ""
"The directory name specified contains invalid characters or trailing "
"whitespace."
msgstr "La nombazo enhavas signo(j)n nevalida(j)n aŭ spaceton ĉe ekstremo."
msgid ""
"You cannot save a project at the selected path. Please create a subfolder or "
"choose a new path."
msgstr ""
"Vi ne povas konservi projekton en tiun dosierindikon. Kreu dosierujon en ĝi "
"aŭ elektu alian dosierindikon."
msgid "The parent directory of the path specified doesn't exist."
msgstr "La vojprefikso ne ekzistas."
msgid "The project folder already exists and is empty."
msgstr "Tiu dosierujo jam ekzistas, sed estas malplena."
msgid "The project folder will be automatically created."
msgstr "La dosierujo por la projekto aŭtomate kreiĝos."
msgid "The path specified doesn't exist."
msgstr "La provizinta dosierindiko ne ekzistas."
msgid "The project folder exists and is empty."
msgstr "Tiu dosierujo ekzistas, sed estas malplena."
msgid ""
"The selected path is not empty. Choosing an empty folder is highly "
"recommended."
msgstr ""
"Tiu dosierujo ne estas malplena. Malplena dosierujo estas tro rekomendata."
msgid "Cannot duplicate a project into itself."
msgstr "Projekto ne povas duobliĝi en si mem."
msgid "New Game Project"
msgstr "Nova luda projekto"
msgstr "Nova ludprojekto"
msgid "Supports desktop platforms only."
msgstr "Ludoj nur por komputiloj."
msgid "Advanced 3D graphics available."
msgstr "Progresinta 3D-a grafikaĵaro."
msgid "Can scale to large complex scenes."
msgstr "Sufiĉe potenca por grandaj malsimplaj scenoj."
msgid "Uses RenderingDevice backend."
msgstr "Uzo de la subtavolo RenderingDevice."
msgid "Slower rendering of simple scenes."
msgstr "Pli malrapida bildigo de simplaj scenoj."
msgid "Supports desktop + mobile platforms."
msgstr "Ludoj por komputiloj kaj poŝtelefonoj."
msgid "Less advanced 3D graphics."
msgstr "Meznivela 3D-a grafikaĵaro."
msgid "Less scalable for complex scenes."
msgstr "Malpli potenca por malsimplaj scenoj."
msgid "Fast rendering of simple scenes."
msgstr "Rapida bildigo de simplaj scenoj."
msgid "Supports desktop, mobile + web platforms."
msgstr "Ludoj por komputiloj, poŝtelefonoj kaj foliumiloj."
msgid "Least advanced 3D graphics."
msgstr "Baza 3D-a grafikaĵaro."
msgid "Intended for low-end/older devices."
msgstr "Celata al malaltnivelaj aŭ malnovaj aparatoj."
msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)."
msgstr "Uzo de la subtavolo OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)."
msgid "Fastest rendering of simple scenes."
msgstr "Plej rapida bildigo de simplaj scenoj."
msgid "Warning: This folder is not empty"
msgstr "Averto: Ĉi tiu dosierujo ne estas malplena"
msgid "Couldn't create project.godot in project path."
msgstr "Ne eblas krei project.godot en projekta dosierindiko."
@@ -3697,17 +3939,31 @@ msgid "Install Project:"
msgstr "Instali projekton:"
msgid "Project Name:"
msgstr "Projekta nomo:"
msgstr "Nomo de la projekto:"
msgid "Project Path:"
msgstr "Dosierindiko de la projekto:"
msgid "Project Installation Path:"
msgstr "Dosierindiko de projekta instalo:"
msgstr "Dosierindiko de la importota la projekto:"
msgid "Renderer:"
msgstr "Bildigilo:"
msgid "More information"
msgstr "Pliaj informoj"
msgid "The renderer can be changed later, but scenes may need to be adjusted."
msgstr ""
"Vi povos elekti alian bildigilon iam ajn, sed iuj scenoj povus bezoni manan "
"alĝustigon."
msgid "Version Control Metadata:"
msgstr "Versitenaj metadatenoj:"
msgid "Git"
msgstr "Git"
msgid "Edit Now"
msgstr "Redakti ĝin nun"
@@ -3728,7 +3984,7 @@ msgid "Error: Project is missing on the filesystem."
msgstr "Eraro: La projekto mankas en la dosiersistemo."
msgid "Toggle Favorite"
msgstr "Baskuli favorata"
msgstr "(Mal)montri ĉe la supro"
msgid "Open in file manager"
msgstr "Malfermi en la dosieradministrilon"
@@ -3739,6 +3995,9 @@ msgstr "Dato de la lasta redakto"
msgid "Unknown version"
msgstr "Nekonata versio"
msgid "Scanning for projects..."
msgstr "Esploro de projektoj..."
msgid "Missing Project"
msgstr "Netrovita projekto"
@@ -3751,6 +4010,10 @@ msgstr "Nova fenestro"
msgid "Missing Date"
msgstr "Sen dato"
msgctxt "Application"
msgid "Project Manager"
msgstr "Projekt-administrilo"
msgid "You don't have any projects yet."
msgstr "Estas neniu projekto ĉi tie."
@@ -3765,6 +4028,15 @@ msgstr ""
msgid "Are you sure to run %d projects at once?"
msgstr "Ĉu vi vere volas ruli %d projektojn samtempe?"
msgid ""
"Warning: This project was last edited in Godot %s. Opening will change it to "
"Godot %s.\n"
"\n"
msgstr ""
"Averto: Oni redaktis ĉi tiun projekton je la lasta fojo per Godot %s. "
"Malfermi ĝin adaptos ĝin por Godot %s.\n"
"\n"
msgid "Open anyway? Project will be modified."
msgstr "Ĉu egale malfermi ĝin? La projekto ŝanĝiĝos."
@@ -3814,6 +4086,9 @@ msgstr "Importi projekton"
msgid "Scan"
msgstr "Esplori"
msgid "Scan Projects"
msgstr "Esplori viajn projektojn"
msgid "Loading, please wait..."
msgstr "Ŝargas, bonvolu atendi..."
@@ -3832,6 +4107,9 @@ msgstr "Forigi la projekton"
msgid "Remove Missing"
msgstr "Forpreni netrovitajn"
msgid "Donate"
msgstr "Donaci monon"
msgid "Asset Library"
msgstr "Havaĵejo"
@@ -3841,15 +4119,51 @@ msgstr "Elektu esplorotan dosierujon"
msgid "Remove All"
msgstr "Forpreni ĉiujn"
msgid "Backup project first"
msgstr "Unue savkopii la projekton"
msgid "Convert Full Project"
msgstr "Konverti la tutan projekton"
msgid "See Migration Guide"
msgstr "Gvidilo pri datenmigrado"
msgid "Error"
msgstr "Eraro"
msgid "Manage Project Tags"
msgstr "Administri la etidekojn de la projekto"
msgid "Project Tags"
msgstr "Etidekoj de la projekto"
msgid "Click tag to remove it from the project."
msgstr "Alklaku etikedon se vi volas forpreni ĝin de la projekto."
msgid "All Tags"
msgstr "Ĉiuj etikedoj"
msgid "Click tag to add it to the project."
msgstr "Alklaku etikedon se vi volas aldoni ĝin al la projekto."
msgid "Create New Tag"
msgstr "Krei etikedon"
msgid "Tags are capitalized automatically when displayed."
msgstr "Etikedoj aŭtomate vidiĝos kun komenca ĉeflitero."
msgid "New Tag Name"
msgstr "Nova etikedo"
msgid "example_tag (will display as Example Tag)"
msgstr "ekzempla_etideko (montriĝote kiel: Ekzempla Etideko)"
msgid "Create Tag"
msgstr "Krei etidekon"
msgid "Project Tag: %s"
msgstr "Etikedo de la projekto: %s"
msgid "Restart Now"
msgstr "Relanĉi nun"
@@ -3859,18 +4173,30 @@ msgstr "Bazaj agordoj"
msgid "Language"
msgstr "Lingvo"
msgid "Style"
msgstr "Stilo"
msgid "Color Preset"
msgstr "Koloraro"
msgid "Custom preset can be further configured in the editor."
msgstr "Vi povos agordi la koloraron en la redaktilo."
msgid "Display Scale"
msgstr "Dimensioj de la fenestroj"
msgid "Network Mode"
msgstr "Sinkronigado kun la retejo de Godot"
msgid "Check for Updates"
msgstr "Serĉi ĝisdatigojn"
msgid "Directory Naming Convention"
msgstr "Sintakso por dosierujaj nomoj"
msgid "Edit All Settings"
msgstr "Vidi ĉiujn agordojn"
msgid "Network Profiler"
msgstr "Reta Profililo"
@@ -3883,6 +4209,12 @@ msgstr ""
"Bonvolu aldoni ruleblan antaŭagordon per la Eksporto menuo aŭ defini "
"ekzistantan antaŭagordon kiel rulebla."
msgid "Make Game Workspace Floating on Next Play"
msgstr "Ŝvebigi la ludvidejon antaŭ la sekva ludado"
msgid "Game"
msgstr "Ludo"
msgid "Create Polygon"
msgstr "Krei plurlateron"
@@ -4043,6 +4375,9 @@ msgstr ""
"Duonferma okulo: Gizmo estas ankaŭ videbla tra maldiafanaj surfacoj (\"iks-"
"rada\")."
msgid "%s+Drag: Rotate selected node around pivot."
msgstr "%s + Treni: Turni la elektitan nodon ĉirkaŭ ĝian pivoton."
msgid "Move Mode"
msgstr "Movada reĝimo"
@@ -4175,6 +4510,12 @@ msgstr "Movi %d CanvasItem-ojn"
msgid "Move CanvasItem \"%s\" to (%d, %d)"
msgstr "Movi CanvasItem \"%s\" al (%d, %d)"
msgid "%s+Alt+Drag: Scale selected node."
msgstr "%s + Alt + Treni: Skali la elektitan nodon."
msgid "V: Set selected node's pivot position."
msgstr "V: Agordi la pivoton de la elektita nodo."
msgid "Paste Pose"
msgstr "Alglui pozon"
@@ -4377,7 +4718,7 @@ msgid "Disconnect all from signal: '%s'"
msgstr "Malkonekti ĉiuj de signalo: '%s'"
msgid "Connect..."
msgstr "Konekti..."
msgstr "Ligi..."
msgid "Disconnect"
msgstr "Malkonekti"
@@ -4388,18 +4729,27 @@ msgstr "Konektu la signalo al metodo"
msgid "Are you sure you want to remove all connections from the \"%s\" signal?"
msgstr "Ĉu vi certe volas forigi ĉiajn konektojn el la \"%s\" signalo?"
msgid "Filter Signals"
msgstr "Filtri la signalojn"
msgid "Are you sure you want to remove all connections from this signal?"
msgstr "Ĉu vi certe volas forigi ĉiajn konektojn el la ĉi tiu signalo?"
msgid "Disconnect All"
msgstr "Malkonektigi ĉiun"
msgid "Copy Name"
msgstr "Kopii la nomon"
msgid "Edit..."
msgstr "Redakti..."
msgid "Go to Method"
msgstr "Iri al metodo"
msgid "Select a single node or resource to edit its signals."
msgstr "Elektu nodon por redakti ĝiajn signalojn."
msgid "Load Curve Preset"
msgstr "Ŝargi antaŭagordon de kurbo"
@@ -4428,7 +4778,7 @@ msgid "Close Tab"
msgstr "Fermi langeton"
msgid "Undo Close Tab"
msgstr "Malfari ferminton de la langeto"
msgstr "Malfari fermon de la langeto"
msgid "Close Other Tabs"
msgstr "Fermi aliajn langetojn"
@@ -4493,6 +4843,9 @@ msgstr "Plene rektangula"
msgid "Updating the editor"
msgstr "Eliras la editilo"
msgid "Deselect All"
msgstr "Malelekti ĉion"
msgid "Theme"
msgstr "Fasono"
@@ -4520,6 +4873,9 @@ msgstr "Baskuli videblon"
msgid "Unlock Node"
msgstr "Malŝlosi nodon"
msgid "Disable Scene Unique Name"
msgstr "Malŝalti ĉi-scenan ununuran nomon"
msgid "(Connecting From)"
msgstr "(Konektas el)"
@@ -4880,6 +5236,9 @@ msgstr "Kapitaligi"
msgid "Standard"
msgstr "Norma"
msgid "Script"
msgstr "Kodo"
msgid "Connections to method:"
msgstr "Konektoj al metodo:"
@@ -5019,22 +5378,25 @@ msgid "Please Confirm:"
msgstr "Bonvolu konfirmi:"
msgid "Export Profile"
msgstr "Eksporti profilo(j)n"
msgstr "Eksporti la profilon"
msgid "3D Editor"
msgstr "3D redaktilo"
msgid "Scene Tree Editing"
msgstr "Redaktado de scenoarbo"
msgstr "Redakto de la arbo el nodoj"
msgid "FileSystem Dock"
msgstr "Doko de dosiersistemo"
msgstr "Panelo de la dosiersistemo"
msgid "Import Dock"
msgstr "Doko de enporto"
msgstr "Panelo de importoj"
msgid "History Dock"
msgstr "Doko de historio"
msgstr "Panelo de la ŝanĝohistorio"
msgid "Game View"
msgstr "Ludvidejo"
msgid "Allows to view and edit 3D scenes."
msgstr "Permesas vidi kaj redakti 3D-scenojn."
@@ -5210,6 +5572,9 @@ msgstr "Rekonservi"
msgid "Add Node"
msgstr "Aldoni nodon"
msgid "[None]"
msgstr "[Nenio]"
msgid "Show All Locales"
msgstr "Vidigi ĉiajn lokaĵarojn"
@@ -5237,6 +5602,18 @@ msgstr "Dosiero:"
msgid "Modified"
msgstr "Modifita"
msgid "Edit Transitions"
msgstr "Redakti la transirojn..."
msgid "Use Transition:"
msgstr "Uzi transiron:"
msgid "Transition From:"
msgstr "Transiro el:"
msgid "Transition To:"
msgstr "Transiro al:"
msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "Ne sufiĉas bitokoj por malĉifri bitokojn, aŭ nevalida formo."

View File

@@ -162,8 +162,8 @@ 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: 2026-01-15 02:11+0000\n"
"Last-Translator: Javier <xavier.ocampos@gmail.com>\n"
"PO-Revision-Date: 2026-01-28 01:30+0000\n"
"Last-Translator: Julián Lacomba <julian_alberto93@yahoo.com.ar>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot/es/>\n"
"Language: es\n"
@@ -171,7 +171,7 @@ 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 5.15.2\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "Aceptar"
@@ -8789,7 +8789,7 @@ msgid "Error: Project is missing on the filesystem."
msgstr "Error: Proyecto faltante en el sistema de archivos."
msgid "Toggle Favorite"
msgstr "Act./Desact. Favorito"
msgstr "Alternar favorito"
msgid "Open in file manager"
msgstr "Abrir en el gestor de archivos"
@@ -9202,7 +9202,7 @@ msgid "Edit in Recovery Mode"
msgstr "Editar en Modo de Recuperación"
msgid "Backup project first"
msgstr "Haz una copia de seguridad del proyecto primero"
msgstr "Hacer primero una copia de seguridad del proyecto"
msgid "Convert Full Project"
msgstr "Convertir Proyecto Completo"
@@ -9260,7 +9260,7 @@ msgid "New Tag Name"
msgstr "Nuevo Nombre de Etiqueta"
msgid "example_tag (will display as Example Tag)"
msgstr "example_tag (se mostrará como Etiqueta de Ejemplo)"
msgstr "etiqueta_de_ejemplo (se mostrará como Etiqueta De Ejemplo)"
msgid "Create Tag"
msgstr "Crear Etiqueta"

View File

@@ -209,13 +209,16 @@
# MERCRED <augustinseroul@gmail.com>, 2026.
# Posemartonis <weblate.drainage895@passmail.net>, 2026.
# Axel Rousseau <axel584@gmail.com>, 2026.
# Matthieu Rua <mattrua@hotmail.com>, 2026.
# honoré pellissier <ultrapodkin2@gmail.com>, 2026.
# LUCASTUCIOUS <peterlucas2804@gmail.com>, 2026.
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: 2026-01-18 16:02+0000\n"
"Last-Translator: Posemartonis <weblate.drainage895@passmail.net>\n"
"PO-Revision-Date: 2026-01-29 00:10+0000\n"
"Last-Translator: LUCASTUCIOUS <peterlucas2804@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot/"
"fr/>\n"
"Language: fr\n"
@@ -223,7 +226,7 @@ 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 5.15.2\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "OK"
@@ -2980,6 +2983,9 @@ msgstr "Rentrer"
msgid "Step Over"
msgstr "Sortir"
msgid "Step Out"
msgstr "Sortir"
msgid "Break"
msgstr "Mettre en pause"
@@ -5036,6 +5042,9 @@ msgstr "Créer un nouveau %s"
msgid "Output"
msgstr "Sortie"
msgid "Toggle Output Dock"
msgstr "Basculer le dock de Sortie"
msgid "Filter Messages"
msgstr "Filtrer les messages"
@@ -5371,6 +5380,9 @@ msgstr ""
msgid "Save Scene As..."
msgstr "Enregistrer la scène sous…"
msgid "Save new main scene..."
msgstr "Enregistrer la nouvelle scène principale sous…"
msgid "Can't undo while mouse buttons are pressed."
msgstr "Impossible dannuler lorsque les boutons de la souris sont pressés."
@@ -5955,6 +5967,22 @@ msgstr "Ouvrir léditeur précédent"
msgid "Project"
msgstr "Projet"
msgid ""
"Choose a renderer.\n"
"\n"
"Notes:\n"
"- On mobile platforms, the Mobile renderer is used if Forward+ is selected "
"here.\n"
"- On the web platform, the Compatibility renderer is always used."
msgstr ""
"Choisissez une méthode de rendu.\n"
"\n"
"Remarques :\n"
"- Sur les plateformes mobiles, la méthode de rendu « Mobile » est utilisée si "
 Forward+ » est sélectionné.\n"
"- Sur plateforme web, la méthode de rendu « Compatibilité » est toujours "
"utilisée."
msgid "Renderer"
msgstr "Moteur de rendu"
@@ -6671,6 +6699,12 @@ msgstr ""
"Tous les préréglages doivent avoir un chemin dexportation défini pour "
"pouvoir tous les exporter."
msgid "Hide encryption key"
msgstr "Cacher les clés de chiffrement"
msgid "Show encryption key"
msgstr "Montrer les clés de chiffrement"
msgid "Delete preset '%s'?"
msgstr "Supprimer le préréglage « %s »?"
@@ -9907,6 +9941,12 @@ msgstr "Pixels de bordure"
msgid "Mask Mode"
msgstr "Mode masque"
msgid "Generate"
msgstr "Générer"
msgid "Texture"
msgstr "Texture"
msgid "Centered"
msgstr "Centré"
@@ -10087,6 +10127,9 @@ msgstr "Peindre les poids de l'os"
msgid "Polygon"
msgstr "Polygone"
msgid "Toggle Polygon Dock"
msgstr "Activer/Désactiver le panneau inférieur du polygone"
msgid "Points"
msgstr "Points"
@@ -11438,6 +11481,12 @@ msgstr "Na pas pu créer une forme de collision simplifiée."
msgid "Couldn't create any collision shapes."
msgstr "Impossible de créer des formes de collision."
msgid "Couldn't create a capsule shape."
msgstr "Impossible de créer une forme de capsule."
msgid "Couldn't create a cylinder shape."
msgstr "Impossible de créer une forme de cylindre."
msgid "Couldn't create a sphere shape."
msgstr "Impossible de créer une forme de sphère."

File diff suppressed because it is too large Load Diff

View File

@@ -124,13 +124,14 @@
# Pietro Marini <pietromarinivr2006@gmail.com>, 2025.
# shifenis <dedi.ceka99@gmail.com>, 2026.
# Mirto <mirtorande@gmail.com>, 2026.
# Alex B <alexius.barresi@gmail.com>, 2026.
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: 2026-01-14 15:11+0000\n"
"Last-Translator: Mirto <mirtorande@gmail.com>\n"
"PO-Revision-Date: 2026-01-26 17:42+0000\n"
"Last-Translator: Alex B <alexius.barresi@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot/it/>\n"
"Language: it\n"
@@ -138,7 +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 5.15.2\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "OK"
@@ -848,6 +849,9 @@ msgstr "Cattura"
msgid "Create points."
msgstr "Crea punti."
msgid "Set the blending position within the space."
msgstr "Imposta la posizione di fusione all'interno dello spazio."
msgid "Erase points."
msgstr "Cancella i punti."

View File

@@ -97,7 +97,7 @@ 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: 2026-01-15 02:11+0000\n"
"PO-Revision-Date: 2026-01-26 17:42+0000\n"
"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
@@ -106,7 +106,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.15.2\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "OK"
@@ -15046,7 +15046,7 @@ msgid "Listening for Input. Hold %s to release focus."
msgstr "入力を待っています。フォーカスを解除するには %s を長押ししてください。"
msgid "Listening for Input"
msgstr "入力を待機しています..."
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"

View File

@@ -86,7 +86,7 @@ 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: 2026-01-22 20:12+0000\n"
"PO-Revision-Date: 2026-01-30 16:09+0000\n"
"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot/"
"ko/>\n"
@@ -110,13 +110,13 @@ msgid "Unconfigured"
msgstr "구성되지 않음"
msgid "Unauthorized"
msgstr "인증되지 않음"
msgstr "권한 없음"
msgid "Parameter out of range"
msgstr "매개변수 범위를 벗어남"
msgid "Out of memory"
msgstr "메모리 초과"
msgstr "메모리 부족"
msgid "File not found"
msgstr "파일을 찾을 수 없음"
@@ -146,10 +146,10 @@ msgid "File unrecognized"
msgstr "파일을 인식할 수 없음"
msgid "File corrupt"
msgstr "파일 손상"
msgstr "파일 손상"
msgid "Missing dependencies for file"
msgstr "파일에 종속성 누락"
msgstr "파일에 종속성 누락"
msgid "End of file"
msgstr "파일의 끝"
@@ -161,7 +161,7 @@ msgid "Can't create"
msgstr "만들 수 없음"
msgid "Query failed"
msgstr "요청 실패"
msgstr "쿼리 실패"
msgid "Already in use"
msgstr "이미 사용 중"
@@ -182,7 +182,7 @@ msgid "Connection error"
msgstr "연결 오류"
msgid "Can't acquire resource"
msgstr "리소스를 획득할 수 없음"
msgstr "리소스를 얻을 수 없음"
msgid "Can't fork"
msgstr "포크할 수 없음"
@@ -1024,7 +1024,7 @@ msgid "Library Name:"
msgstr "라이브러리 이름:"
msgid "Animation name can't be empty."
msgstr "애니메이션 이름은 비워둘 수 없습니다."
msgstr "애니메이션 이름은 비워 둘 수 없습니다."
msgid "Animation name contains invalid characters: '/', ':', ',' or '['."
msgstr "애니메이션 이름에 잘못된 문자가 있습니다: '/', ':', ',', '['."
@@ -3381,7 +3381,7 @@ msgstr ""
"color]하여 우리를 도와주세요!"
msgid "Top"
msgstr "위"
msgstr "위"
msgid "Class:"
msgstr "클래스:"
@@ -4153,7 +4153,7 @@ msgid "Delete group \"%s\" and all its references?"
msgstr "그룹 \"%s\"과(와) 모든 참조를 삭제하시겠습니까?"
msgid "Group can't be empty."
msgstr "그룹은 비워둘 수 없습니다."
msgstr "그룹은 비워 둘 수 없습니다."
msgid "Group already exists."
msgstr "그룹이 이미 존재합니다."
@@ -6981,7 +6981,7 @@ msgid "Thank you for choosing Godot Engine!"
msgstr "Godot 엔진을 선택해주셔서 고맙습니다!"
msgid "Name cannot be empty."
msgstr "이름은 비워둘 수 없습니다."
msgstr "이름은 비워 둘 수 없습니다."
msgid "File name can't end with /."
msgstr "파일 이름은 /로 끝날 수 없습니다."
@@ -6990,7 +6990,7 @@ msgid "File name cannot be empty."
msgstr "파일 이름은 비워 둘 수 없습니다."
msgid "Folder name cannot be empty."
msgstr "폴더 이름은 비워둘 수 없습니다."
msgstr "폴더 이름은 비워 둘 수 없습니다."
msgid "File name contains invalid characters."
msgstr "파일 이름에 잘못된 문자가 포함되어 있습니다."
@@ -7653,7 +7653,7 @@ msgid "Add Metadata Property for \"%s\""
msgstr "\"%s\"에 메타데이터 추가하기"
msgid "Metadata name can't be empty."
msgstr "메타데이터 이름은 비워둘 수 없습니다."
msgstr "메타데이터 이름은 비워 둘 수 없습니다."
msgid "Metadata name must be a valid identifier."
msgstr "메타데이터 이름은 올바른 식별자여야 합니다."
@@ -8151,7 +8151,7 @@ msgid "Create New Plugin"
msgstr "새 플러그인 만들기"
msgid "Enabled"
msgstr "활성화"
msgstr "활성화"
msgid "Version"
msgstr "버전"
@@ -8796,7 +8796,7 @@ msgstr ""
"니다."
msgid "Tag name can't be empty."
msgstr "태그 이름은 비워둘 수 없습니다."
msgstr "태그 이름은 비워 둘 수 없습니다."
msgid "Tag name can't begin or end with underscore."
msgstr "태그 이름은 밑줄로 시작하거나 끝날 수 없습니다."
@@ -10689,7 +10689,7 @@ msgid ""
"Would you like to automatically create tiles in the atlas?"
msgstr ""
"아틀라스의 텍스처가 수정되었습니다.\n"
"아틀라스에서 자동으로 타일을 만드시길 원하십니까?"
"아틀라스에서 자동으로 타일을 만길 원하십니까?"
msgid "Yes"
msgstr "예"
@@ -13298,7 +13298,7 @@ msgid "Set Group Description"
msgstr "그룹 설명 설정"
msgid "Invalid group name. It cannot be empty."
msgstr "그룹 이름은 비워둘 수 없습니다."
msgstr "그룹 이름은 비워 둘 수 없습니다."
msgid "A group with the name '%s' already exists."
msgstr "이름 '%s'을(를) 가진 그룹이 이미 존재합니다."
@@ -15253,7 +15253,7 @@ msgid "Action %s"
msgstr "액션 %s"
msgid "Cannot Revert - Action is same as initial"
msgstr "되돌릴 수 없습니다 - 액션이 초기와 같습니다"
msgstr "되돌릴 수 없 - 액션이 초기와 같습니다"
msgid "Revert Action"
msgstr "액션 되돌리기"
@@ -15265,7 +15265,7 @@ msgid "Remove Action"
msgstr "액션 제거"
msgid "Cannot Remove Action"
msgstr "액션을 제거할 수 없습니다"
msgstr "액션을 제거할 수 없"
msgid "Edit Event"
msgstr "이벤트 편집"
@@ -15343,7 +15343,7 @@ msgid "Autoload Path"
msgstr "오토로드 경로"
msgid "Set path or press \"Add\" to create a script."
msgstr "경로를 설정하거나 \"추가\"를 눌러 스크립트를 만드세요."
msgstr "경로를 설정하거나 \"추가\"를 눌러 스크립트를 만듭니다."
msgid "Select Autoload Path"
msgstr "오토로드 경로 선택"
@@ -15623,10 +15623,10 @@ msgstr ""
"%s."
msgid "Filter Commands"
msgstr "명령 필터"
msgstr "명령 필터"
msgid "Filter by Name"
msgstr "이름으로 필터"
msgstr "이름으로 필터"
msgid "Action Event"
msgstr "액션 이벤트"
@@ -15913,13 +15913,13 @@ msgid "Device"
msgstr "기기"
msgid "Listening for Input. Hold %s to release focus."
msgstr "입력을 기다립니다. %s을(를) 눌러 포커스를 놓으세요."
msgstr "입력을 받는 중입니다. %s을(를) 눌러 포커스를 놓으세요."
msgid "Listening for Input"
msgstr "입력 대기 중"
msgstr "입력을 받는 중"
msgid "Filter by Event"
msgstr "이벤트로 필터"
msgstr "이벤트로 필터"
msgid "No Event Configured"
msgstr "구성된 이벤트 없음"
@@ -18364,7 +18364,7 @@ msgid "The MultiplayerSynchronizer needs a root path."
msgstr "MultiplayerSynchronizer는 루트 경로가 있어야 합니다."
msgid "Property/path must not be empty."
msgstr "속성/경로는 비워둘 수 없습니다."
msgstr "속성/경로는 비워 두면 안 됩니다."
msgid "Invalid property path: '%s'"
msgstr "잘못된 속성 경로: '%s'"
@@ -21062,10 +21062,10 @@ msgstr ""
"초기 값인 `CURSOR_ARROW`로 두는 것이 좋습니다."
msgid "Cell %d x %d: either text or alternative text must not be empty."
msgstr "셀 %d x %d: 텍스트 또는 대체 텍스트는 비워 둘 수 없습니다."
msgstr "셀 %d x %d: 텍스트 또는 대체 텍스트는 비워 두면 안 됩니다."
msgid "Button %d in %d x %d: alternative text must not be empty."
msgstr "버튼 %d (셀 %d x %d): 대체 텍스트는 비워 둘 수 없습니다."
msgstr "버튼 %d (셀 %d x %d): 대체 텍스트는 비워 두면 안 됩니다."
msgid ""
"Ancestor \"%s\" clips its children, so this node will not be able to clip its "

View File

@@ -205,7 +205,7 @@
# Kiril Yakymchuk <stbestich@gmail.com>, 2025.
# ogyrec <ogyrec.off@gmail.com>, 2025.
# Mister Ky <afanasievsergiy3524@gmail.com>, 2025.
# JekSun97 <jeksun2022@gmail.com>, 2025.
# JekSun97 <jeksun2022@gmail.com>, 2025, 2026.
# sqwirex <nikolaev.alex.080706@mail.ru>, 2025.
# Account Rush Royale#1 <ghhh5238unq1@gmail.com>, 2025.
# Igor Shapilov <shatiger@yandex.ru>, 2025.
@@ -237,8 +237,8 @@ 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: 2026-01-23 06:34+0000\n"
"Last-Translator: Artyom <artem.natharov@gmail.com>\n"
"PO-Revision-Date: 2026-01-27 17:08+0000\n"
"Last-Translator: JekSun97 <jeksun2022@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ru/>\n"
"Language: ru\n"
@@ -378,6 +378,9 @@ msgstr "Ошибка синтаксического анализа"
msgid "Busy"
msgstr "Занят"
msgid "Skip"
msgstr "Пропустить"
msgid "Help"
msgstr "Справка"
@@ -1838,6 +1841,9 @@ msgctxt "Bezier Handle Mode"
msgid "Mirrored"
msgstr "Отзеркаленный"
msgid "Handle mode: %s"
msgstr "Режим обработки: %s"
msgid "Stream:"
msgstr "Поток:"
@@ -1892,6 +1898,9 @@ msgstr "Вырезать ключ(и)"
msgid "Copy Key(s)"
msgstr "Копировать ключ(и)"
msgid "Send Key(s) to RESET"
msgstr "Отправить ключ(и) для RESET"
msgid "Delete Key(s)"
msgstr "Удалить ключ(и)"
@@ -6929,6 +6938,12 @@ msgstr "Редактор зависимостей"
msgid "Owners of: %s (Total: %d)"
msgstr "Владельцы: %s (всего: %d)"
msgid "No owners found for: %s"
msgstr "Владельцев для %s не найдено"
msgid "Owners List"
msgstr "Список владельцев"
msgid "Localization remap"
msgstr "Переназначение локализации"
@@ -7333,6 +7348,9 @@ msgstr "Выбрать ресурс"
msgid "Select Scene"
msgstr "Выбрать сцену"
msgid "Recursion detected, Instant Preview failed."
msgstr "Обнаружена рекурсия, предварительный просмотр не удался."
msgid "Instant Preview"
msgstr "Мгновенный предварительный просмотр"
@@ -9328,6 +9346,12 @@ msgstr "Обновление ресурсов проекта"
msgid "Re-saving resource:"
msgstr "Повторное сохранение ресурса:"
msgid "Run the project's main scene."
msgstr "Запустите основную сцену проекта."
msgid "Play the currently edited scene."
msgstr "Запустить редактируемую в данный момент сцену."
msgid "Play a custom scene."
msgstr "Запустить произвольную сцену."
@@ -9548,14 +9572,30 @@ msgid "Unmute game audio."
msgstr "Включить звук в игре."
msgid "Mute game audio."
msgstr "Заглушить аудио игры."
msgstr "Заглушить звук игры."
msgid "%s+Alt+RMB: Show list of all nodes at position clicked."
msgstr "%s+Alt+ПКМ: Отобразить список всех узлов в позиции щелчка."
msgid "Suspend"
msgstr "Приостановить"
msgid ""
"Force pause at SceneTree level. Stops all processing, but you can still "
"interact with the project."
msgstr ""
"Принудительная пауза на уровне SceneTree. Останавливает всю обработку, но вы "
"по-прежнему можете взаимодействовать с проектом."
msgid "Change the game speed."
msgstr "Изменить скорость игры."
msgid "Speed State"
msgstr "Скорость Игры"
msgid "Reset the game speed."
msgstr "Сбросить скорость игры."
msgid "Input"
msgstr "Ввод"
@@ -9580,6 +9620,15 @@ msgstr "Показать список доступных для выбора у
msgid "Toggle Selection Visibility"
msgstr "Переключить видимость выделения"
msgid "Selection Options"
msgstr "Варианты выбора"
msgid "Don't Select Locked Nodes"
msgstr "Не выбирать заблокированные узлы"
msgid "Select Group Over Children"
msgstr "Выбирать группу вместо дочерних узлов"
msgid "Override the in-game camera."
msgstr "Переопределить игровую камеру."
@@ -9607,6 +9656,12 @@ msgstr "Встроить игру в Next Play"
msgid "Make Game Workspace Floating on Next Play"
msgstr "Сделать игровое рабочее пространство плавающим c Next Play"
msgid "Embedded Window Sizing"
msgstr "Изменение размера встроенного окна"
msgid "Fixed Size"
msgstr "Фиксированный размер"
msgid ""
"Embedded game size is based on project settings.\n"
"The 'Keep Aspect' mode is used when the Game Workspace is smaller than the "
@@ -9616,9 +9671,15 @@ msgstr ""
"Режим «Сохранить соотношение сторон» используется, когда игровое рабочее "
"пространство меньше желаемого размера."
msgid "Keep Aspect Ratio"
msgstr "Сохраняйте соотношение сторон"
msgid "Keep the aspect ratio of the embedded game."
msgstr "Сохраните соотношение сторон встроенной игры."
msgid "Stretch to Fit"
msgstr "Растягивать чтобы соответствовать размеру"
msgid "Embedded game size stretches to fit the Game Workspace."
msgstr ""
"Размер встроенной игры растягивается в соответствии с размером игрового "
@@ -9744,6 +9805,9 @@ msgstr "Граничные пиксели"
msgid "Centered"
msgstr "По центру"
msgid "Copy Color from Mask Texture"
msgstr "Скопировать цвет из текстуры маски"
msgid "Generating Visibility Rect (Waiting for Particle Simulation)"
msgstr "Создание прям. видимости (ожидание симуляции частиц)"
@@ -9753,6 +9817,21 @@ msgstr "Генерация…"
msgid "Loading emission mask requires ParticleProcessMaterial."
msgstr "Для загрузки маски эмиссии требуется ParticleProcessMaterial."
msgid "Failed to load mask texture."
msgstr "Не удалось загрузить текстуру маски."
msgid "Failed to convert mask texture to RGBA8."
msgstr "Не удалось преобразовать текстуру маски в формат RGBA8."
msgid "Mask texture has an invalid size."
msgstr "Текстура маски имеет недопустимый размер."
msgid "Failed to load direction texture."
msgstr "Не удалось загрузить текстуру направления."
msgid "Failed to convert direction texture to RGBA8."
msgstr "Не удалось преобразовать текстуру направления в формат RGBA8."
msgid ""
"Direction texture has an invalid size. It must have the same size as the mask "
"texture."
@@ -10445,6 +10524,9 @@ msgstr ""
msgid "TileMap"
msgstr "Карта тайлов"
msgid "Open TileMap Dock"
msgstr "Открыть панель TileMap"
msgid "Select Next Tile Map Layer"
msgstr "Выбрать следующий слой карты тайлов"
@@ -10923,6 +11005,9 @@ msgstr "Добавить источник атласа"
msgid "TileSet"
msgstr "Набор тайлов"
msgid "Open TileSet Dock"
msgstr "Открыть панель TileSet"
msgid "Tile Sources"
msgstr "Источник плиток"
@@ -11257,6 +11342,12 @@ msgstr "Не удалось создать сферическую форму."
msgid "Couldn't create a primitive collision shape."
msgstr "Не удалось создать примитивную форму столкновения."
msgid "Create %s Collision Shape Sibling"
msgstr "Создать соседнюю фигуру столкновения %s"
msgid "Create %s Static Body Child"
msgstr "Создать %s Дочерний элемент статического тела"
msgid "Trimesh"
msgstr "Треугольная сетка"
@@ -11266,9 +11357,18 @@ msgstr "Одиночная выпуклость"
msgid "Simplified Convex"
msgstr "Упрощённая выпуклость"
msgid "Create %s Collision Shape Siblings"
msgstr "Создать %s Соседние объекты формы столкновения"
msgid "Create %s Static Body Children"
msgstr "Создать %s Дочерние элементы статического тела"
msgid "Multiple Convex"
msgstr "Множественная выпуклость"
msgid "Bounding Box"
msgstr "Ограничивающая рамка"
msgid "Capsule"
msgstr "Капсула"
@@ -11278,6 +11378,9 @@ msgstr "Цилиндр"
msgid "Sphere"
msgstr "Сфера"
msgid "Primitive"
msgstr "Примитив"
msgid "Can't create a collision shape as sibling for the scene root."
msgstr ""
"Невозможно создать форму столкновений как одноуровневый элемент для корня "
@@ -11420,6 +11523,15 @@ msgstr ""
"Создаёт форму столкновений на основе полигонов.\n"
"Это самый точный (но самый медленный) способ обнаружения столкновений."
msgid ""
"Creates a single convex collision shape.\n"
"This is the faster than the trimesh or multiple convex option, but is less "
"accurate for collision detection."
msgstr ""
"Создает единую выпуклую форму столкновения.\n"
"Это быстрее, чем вариант с тримешей или несколькими выпуклыми формами, но "
"менее точно для обнаружения столкновений."
msgid ""
"Creates a simplified convex collision shape.\n"
"This is similar to single collision shape, but can result in a simpler "
@@ -11429,21 +11541,103 @@ msgstr ""
"Она похожа на одиночную форму столкновений, но в некоторых случаях может "
"получиться более простая геометрия, ценой снижения точности."
msgid ""
"Creates multiple convex collision shapes. These are decomposed from the "
"original mesh.\n"
"This is a performance and accuracy middle-ground between a single convex "
"collision and a polygon-based trimesh collision."
msgstr ""
"Создает несколько выпуклых форм столкновения. Они генерируются из исходной "
"сетки.\n"
"Это компромиссное решение с точки зрения производительности и точности, "
"занимающее промежуточное положение между столкновением с одной выпуклой "
"формой и столкновением на основе полигональных тримешей."
msgid ""
"Creates an bounding box collision shape.\n"
"This will use the mesh's AABB if the shape is not a built-in BoxMesh.\n"
"This is faster than the convex collision shape option for collision detection."
msgstr ""
"Создает форму столкновения в виде ограничивающего параллелепипеда.\n"
"Если форма не является встроенной формой BoxMesh, будет использоваться AABB "
"сетки.\n"
"Это быстрее, чем вариант с выпуклой формой столкновения для обнаружения "
"столкновений."
msgid ""
"Creates a capsule collision shape.\n"
"This will use the mesh's AABB if the shape is not a built-in CapsuleMesh.\n"
"This is faster than the convex collision shape option for collision detection."
msgstr ""
"Создает форму столкновения в виде капсулы.\n"
"Если форма не является встроенной CapsuleMesh, будет использоваться AABB "
"сетки.\n"
"Это быстрее, чем вариант с выпуклой формой столкновения для обнаружения "
"столкновений."
msgid ""
"Creates a cylinder collision shape.\n"
"This will use the mesh's AABB if the shape is not a built-in CylinderMesh.\n"
"This is faster than the convex collision shape option for collision detection."
msgstr ""
"Создает цилиндрическую форму столкновения.\n"
"Если форма не является встроенной CylinderMesh, будет использоваться AABB "
"сетки.\n"
"Это быстрее, чем вариант с выпуклой формой столкновения для обнаружения "
"столкновений."
msgid ""
"Creates a sphere collision shape.\n"
"This will use the mesh's AABB if the shape is not a built-in SphereMesh.\n"
"This is faster than the convex collision shape option for collision detection."
msgstr ""
"Создает сферическую форму столкновения.\n"
"Если форма не является встроенной SphereMesh, будет использоваться AABB "
"сетки.\n"
"Это быстрее, чем вариант с выпуклой формой столкновения для обнаружения "
"столкновений."
msgid ""
"Creates a box, capsule, cylinder, or sphere primitive collision shape if the "
"mesh is a primitive.\n"
"The mesh must use the built-in BoxMesh, CapsuleMesh, CylinderMesh, or "
"SphereMesh primitive.\n"
"This is faster than the convex collision shape option for collision detection."
msgstr ""
"Создает примитивную форму столкновения в виде коробки, капсулы, цилиндра или "
"сферы, если сетка является примитивом.\n"
"Сетка должна использовать встроенный примитив BoxMesh, CapsuleMesh, "
"CylinderMesh или SphereMesh.\n"
"Это быстрее, чем вариант с выпуклой формой столкновения для обнаружения "
"столкновений."
msgid "Alignment Axis"
msgstr "Ось Выравнивания"
msgid "Longest Axis"
msgstr "Самая Длинная Ось"
msgid "Create the shape along the longest axis of the mesh's AABB."
msgstr "Создайте фигуру вдоль самой длинной оси AABB сетки."
msgid "X-Axis"
msgstr "Ось X"
msgid "Create the shape along the local X-Axis."
msgstr "Создайте фигуру вдоль локальной оси X."
msgid "Y-Axis"
msgstr "Ось Y"
msgid "Create the shape along the local Y-Axis."
msgstr "Создайте фигуру вдоль локальной оси Y."
msgid "Z-Axis"
msgstr "Ось Z"
msgid "Create the shape along the local Z-Axis."
msgstr "Создайте фигуру вдоль локальной оси Z."
msgid "UV Channel Debug"
msgstr "Отладка UV-канала"
@@ -11663,6 +11857,24 @@ msgstr ""
"Этот режим отладки отрисовки поддерживается только при использовании "
"рендерера Forward+."
msgid "X: %s"
msgstr "X: %s"
msgid "Y: %s"
msgstr "Y: %s"
msgid "Z: %s"
msgstr "Z: %s"
msgid "Size: %s (%.1fMP)"
msgstr "Размер: %s (%.1фМП)"
msgid "Objects: %d"
msgstr "Объекты: %d"
msgid "Primitives: %d"
msgstr "Примитивы: %d"
msgid "Draw Calls: %d"
msgstr "Вызовы отрисовки: %d"
@@ -11836,6 +12048,16 @@ msgstr ""
msgid "SDFGI Probes"
msgstr "Зонды ГОПРсЗ"
msgid ""
"Left-click a SDFGI probe to display its occlusion information (white = not "
"occluded, red = fully occluded).\n"
"Requires SDFGI to be enabled in Environment to have a visible effect."
msgstr ""
"Щелкните левой кнопкой мыши по зонду SDFGI, чтобы отобразить информацию о его "
"перекрытии (белый цвет = не перекрыто, красный цвет = полностью перекрыто).\n"
"Для видимого эффекта необходимо включить SDFGI в настройках среды "
"(Environment)."
msgid "Scene Luminance"
msgstr "Яркость сцены"
@@ -12758,6 +12980,13 @@ msgstr "Вставить ключ (на основе маски) для всех
msgid "Insert Key (All Bones)"
msgstr "Вставить ключ (все кости)"
msgid "Insert key (based on mask) for modified bones with an existing track."
msgstr ""
"Вставить ключ (на основе маски) для измененных костей с существующей дорожкой."
msgid "Insert new key (based on mask) for all modified bones."
msgstr "Вставьте новый ключ (на основе маски) для всех измененных костей."
msgid "Bone Transform"
msgstr "Трансформация кости"
@@ -12906,6 +13135,9 @@ msgstr "Вращение:"
msgid "Alt+Drag: Move selected node."
msgstr "Alt+перетаскивание: перемещение выбранного узла."
msgid "%s+Alt+Drag: Scale selected node."
msgstr "%s+Alt+Перетаскивание: Масштабирование выбранного узла."
msgid "V: Set selected node's pivot position."
msgstr "V: задать положение оси выбранного узла."
@@ -13076,6 +13308,9 @@ msgstr "Центрировать выбранное"
msgid "Frame Selection"
msgstr "Кадрировать выбранное"
msgid "Auto Resample CanvasItems"
msgstr "Автоматическое изменение размера элементов холста"
msgid "Preview Canvas Scale"
msgstr "Предпросмотр масштаба холста"
@@ -13313,6 +13548,9 @@ msgstr "Редактировать…"
msgid "Go to Method"
msgstr "Перейти к методу"
msgid "Select a single node or resource to edit its signals."
msgstr "Выберите один узел или ресурс, чтобы отредактировать его сигналы."
msgid "Load Curve Preset"
msgstr "Загрузить предустановку кривых"
@@ -13373,6 +13611,9 @@ msgstr "Закрыть все вкладки"
msgid "Add a new scene."
msgstr "Добавить новую сцену."
msgid "Show Opened Scenes List"
msgstr "Показать список открытых сцен"
msgid "Add Gradient Point"
msgstr "Добавить точку градиента"
@@ -14097,12 +14338,18 @@ msgstr ""
msgid "Theme"
msgstr "Тема"
msgid "Toggle Theme Dock"
msgstr "Переключить панель Тема"
msgid "Theme:"
msgstr "Тема:"
msgid "Manage Items..."
msgstr "Управление элементами…"
msgid "Add, remove, organize, and import Theme items."
msgstr "Добавляйте, удаляйте, упорядочивайте и импортируйте элементы темы."
msgid "Add Preview"
msgstr "Добавить превью"
@@ -14573,6 +14820,12 @@ msgstr "Добавить пустоту"
msgid "Move Frame"
msgstr "Переместить кадр"
msgid "Cut Animation"
msgstr "Вырезать анимацию"
msgid "Paste Animation"
msgstr "Вставить анимацию"
msgid "Delete Animation?"
msgstr "Удалить анимацию?"
@@ -14585,9 +14838,15 @@ msgstr "Задать длительность кадра"
msgid "SpriteFrames"
msgstr "Кадры спрайта"
msgid "Open SpriteFrames Dock"
msgstr "Открыть панель SpriteFrames"
msgid "Animations:"
msgstr "Анимации:"
msgid "Copy Animation"
msgstr "Копировать анимацию"
msgid "Delete Animation"
msgstr "Удалить анимацию"
@@ -14621,6 +14880,9 @@ msgstr "Длительность кадра:"
msgid "Zoom Reset"
msgstr "Сбросить масштабирование"
msgid "Add Frame from File"
msgstr "Добавить кадр из файла"
msgid "Add Frames from Sprite Sheet"
msgstr "Добавить кадры из таблицы спрайтов"
@@ -14684,6 +14946,9 @@ msgstr "Ничего не выбирать"
msgid "Toggle Settings Panel"
msgstr "Включить или отключить панель настройки"
msgid "Zoom to Fit"
msgstr "Увеличить для соответствия размеру"
msgid "Horizontal"
msgstr "По горизонтали"
@@ -14831,6 +15096,9 @@ msgstr "Заменить…"
msgid "Replace in Files"
msgstr "Заменить в файлах"
msgid "Keep Results"
msgstr "Хранить результаты"
msgid "Keep these results and show subsequent results in a new window"
msgstr ""
"Сохраните эти результаты и отобразите последующие результаты в новом окне"
@@ -14841,6 +15109,9 @@ msgstr "Заменить всё (НЕЛЬЗЯ ОТМЕНИТЬ)"
msgid "Searching..."
msgstr "Поиск…"
msgid "Replace all matches in file"
msgstr "Заменить все совпадения в файле"
msgid "Remove result"
msgstr "Удалить результат"
@@ -15747,6 +16018,9 @@ msgstr "3D-редактор"
msgid "Scene Tree Editing"
msgstr "Редактирование дерева сцен"
msgid "Node Dock (deprecated)"
msgstr "Панель узлов (устарела)"
msgid "FileSystem Dock"
msgstr "Панель «Файловая система»"
@@ -15759,6 +16033,12 @@ msgstr "Панель «История»"
msgid "Game View"
msgstr "Просмотр Игры"
msgid "Signals Dock"
msgstr "Панель Сигналы"
msgid "Groups Dock"
msgstr "Панель Групп"
msgid "Allows to view and edit 3D scenes."
msgstr "Позволяет просматривать и редактировать 3D-сцены."
@@ -16263,6 +16543,9 @@ msgstr ""
msgid "ShaderFile"
msgstr "Файл шейдера"
msgid "Toggle ShaderFile Dock"
msgstr "Переключить панель ShaderFile"
msgid "Set Shader Global Variable"
msgstr "Задать глобальную переменную шейдера"
@@ -16596,6 +16879,9 @@ msgstr "Копировать параметры из материала"
msgid "Paste Parameters To Material"
msgstr "Вставить параметры в материал"
msgid "Forward+/Mobile"
msgstr "Forward+/Мобильный"
msgid ""
"Only supported in the Forward+ and Mobile rendering methods, not "
"Compatibility."
@@ -17690,6 +17976,9 @@ msgstr "Отключить предварительный просмотр пе
msgid "Previewing translation. Click to disable."
msgstr "Предварительный просмотр перевода. Нажмите, чтобы отключить."
msgid "No Translations Configured"
msgstr "Переводы не настроены"
msgid "You can add translations in the Project Settings."
msgstr "Добавить переводы можно в настройках проекта."
@@ -17723,6 +18012,9 @@ msgstr "Удалить параметр переназначения ресур
msgid "Remove file from template generation"
msgstr "Удалить файл из процесса генерации шаблона"
msgid "Rearrange Localization Items"
msgstr "Переставьте элементы локализации"
msgid "Removed"
msgstr "Удалено"
@@ -18092,6 +18384,9 @@ msgstr "Значение аргумента - это ранее освобожд
msgid "Export Scene to glTF 2.0 File"
msgstr "Экспортировать сцену в файл glTF 2.0"
msgid "Export Settings"
msgstr "Экспорт настроек"
msgid "glTF 2.0 Scene..."
msgstr "Сцена glTF 2.0…"
@@ -18267,6 +18562,15 @@ msgstr "Автоматически"
msgid "Edit Transitions"
msgstr "Редактировать переходы"
msgid "Using any clip → %s."
msgstr "Использование любого клипа → %s."
msgid "Using %s → Any clip."
msgstr "Использование %s → Любой клип."
msgid "Using all clips → Any clip."
msgstr "Использовать все клипы → Любой клип."
msgid "No transition available."
msgstr "Нет доступных переходов."
@@ -18708,18 +19012,81 @@ msgstr "Классы"
msgid "Filter Classes"
msgstr "Фильтр Классов"
msgid "Delta"
msgstr "Дельта"
msgid "A: %s"
msgstr "A: %s"
msgid "B: %s"
msgstr "B: %s"
msgid "Objects"
msgstr "Объекты"
msgid "Nodes"
msgstr "Узлы"
msgid "Combine Diff"
msgstr "Объединить разницу"
msgid "Snapshot A"
msgstr "Привязка A"
msgid "Snapshot B"
msgstr "Привязка B"
msgid "Filter Objects"
msgstr "Фильтр объектов"
msgid "Snapshot"
msgstr "Снимок"
msgid "Inbound References"
msgstr "Входящие ссылки"
msgid "Outbound References"
msgstr "Исходящие ссылки"
msgid "Object's class"
msgstr "Класс объекта"
msgid "Object"
msgstr "Объект"
msgid "Object's name"
msgstr "Название объекта"
msgid "In"
msgstr "В"
msgid "Number of inbound references"
msgstr "Количество входящих ссылок"
msgid "Out"
msgstr "Из"
msgid "Number of outbound references"
msgstr "Количество исходящих ссылок"
msgid "A"
msgstr "А"
msgid "Other object referencing this object"
msgstr "Другой объект, ссылающийся на этот объект"
msgid "Property of other object referencing this object"
msgstr "Свойство другого объекта, ссылающегося на этот объект"
msgid "Property of this object referencing other object"
msgstr "Свойство этого объекта ссылается на другой объект"
msgid "Other object being referenced"
msgstr "Другой объект, на который делается ссылка"
msgid "RefCounted"
msgstr "RefCounted"
msgid "Filter RefCounteds"
msgstr "Фильтр RefCounted"
@@ -18747,6 +19114,15 @@ msgstr "Ссылки на ObjectDB + собственные ссылки"
msgid "Cycles detected in the ObjectDB"
msgstr "Обнаружены циклы в ObjectDB"
msgid "Native References: %d"
msgstr "Нативные ссылки: %d"
msgid "ObjectDB References: %d"
msgstr "Ссылки на ObjectDB: %d"
msgid "Total References: %d"
msgstr "Всего ссылок: %d"
msgid "[center]ObjectDB References[center]"
msgstr "[center]Ссылки на ObjectDB[center]"
@@ -19616,6 +19992,22 @@ msgstr ""
"Доступ к библиотеке фотографий включён, но описание использования не "
"приведено."
msgid "Liquid Glass Icons"
msgstr "Иконки жидкого стекла"
msgid "Could not start 'actool' executable."
msgstr "Не удалось запустить исполняемый файл 'actool'."
msgid "Could not read 'actool' version."
msgstr "Не удалось прочитать версию 'actool'."
msgid "At least version 26.0 of 'actool' is required (version %f found)."
msgstr ""
"Требуется как минимум версия 26.0 программы 'actool' (найдена версия %f)."
msgid "Could not export liquid glass icon:"
msgstr "Не удалось экспортировать иконку жидкого стекла:"
msgid "Notarization"
msgstr "Подтверждение"
@@ -20065,6 +20457,12 @@ msgstr ""
"Для анимации Particles2D требуется использовать CanvasItemMaterial с "
"включённой опцией «Анимация частиц»."
msgid ""
"Particle trails are only available when using the Forward+ or Mobile renderer."
msgstr ""
"Эффект следов частиц доступен только при использовании рендерера Forward+ или "
"мобильного рендерера."
msgid ""
"Particle sub-emitters are not available when using the Compatibility renderer."
msgstr ""
@@ -20363,6 +20761,9 @@ msgstr ""
"Для анимации CPUParticles3D требуется использовать StandardMaterial3D, в "
"котором параметр «Режим билборда» установлен в значение «Particle Billboard»."
msgid "Decals are only available when using the Forward+ or Mobile renderer."
msgstr "Декали доступны только при использовании рендерера Forward+ или Mobile."
msgid ""
"The decal has no textures loaded into any of its texture properties, and will "
"therefore not be visible."
@@ -20437,6 +20838,13 @@ msgstr ""
"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 "
"renderer."
msgstr ""
"Дополнительные источники частиц доступны только при использовании рендерера "
"Forward+ или Mobile."
msgid ""
"The Bake Mask has no bits enabled, which means baking will not produce any "
"collision for this GPUParticlesCollisionSDF3D.\n"
@@ -20446,6 +20854,12 @@ msgstr ""
"создаст столкновений для этого GPUParticlesCollisionSDF3D.\n"
"Чтобы устранить эту проблему, включите хотя бы один бит в свойстве Bake Mask."
msgid ""
"Detecting settings with no target set! IterateIK3D must have a target to work."
msgstr ""
"Обнаружены настройки без заданной цели! Для корректной работы IterateIK3D "
"необходима заданная цель."
msgid "A light's scale does not affect the visual size of the light."
msgstr "Масштаб света не влияет на визуальный размер света."
@@ -20799,6 +21213,12 @@ msgstr ""
"Узел Skeleton3D не задан! SkeletonModifier3D должен быть дочерним элементом "
"Skeleton3D."
msgid ""
"Detecting settings with no Path3D set! SplineIK3D must have a Path3D to work."
msgstr ""
"Обнаружены настройки без заданного Path3D! Для работы SplineIK3D необходим "
"Path3D."
msgid "Parent node should be a SpringBoneSimulator3D node."
msgstr "Родительский узел должен быть узлом SpringBoneSimulator3D."
@@ -20809,6 +21229,19 @@ msgstr ""
"Чтобы AnimatedSprite3D отображал кадры, ресурс «Кадры спрайта» должен быть "
"создан или задан в свойстве «Кадры спрайта»."
msgid ""
"Detecting settings with no target set! TwoBoneIK3D must have a target to work."
msgstr ""
"Обнаружены настройки без заданного целевого объекта! Для работы TwoBoneIK3D "
"необходимо наличие целевого объекта."
msgid ""
"Detecting settings with no pole target set! TwoBoneIK3D must have a pole "
"target to work."
msgstr ""
"Обнаружены настройки без заданной целевой точки! Для работы TwoBoneIK3D "
"необходима целевая точка."
msgid ""
"The GeometryInstance3D visibility range's End distance is set to a non-zero "
"value, but is lower than the Begin distance.\n"
@@ -20842,6 +21275,20 @@ msgstr ""
"Чтобы решить эту проблему, установите конечную границу диапазона видимости в "
"значение выше нуля."
msgid ""
"GeometryInstance3D transparency is only available when using the Forward+ "
"renderer."
msgstr ""
"Прозрачность GeometryInstance3D доступна только при использовании рендерера "
"Forward+."
msgid ""
"GeometryInstance3D visibility range transparency fade is only available when "
"using the Forward+ renderer."
msgstr ""
"Функция затухания прозрачности в диапазоне видимости GeometryInstance3D "
"доступна только при использовании рендерера Forward+."
msgid "Plotting Meshes"
msgstr "Построение сеток"
@@ -20922,6 +21369,13 @@ msgstr ""
msgid "XROrigin3D requires an XRCamera3D child node."
msgstr "XROrigin3D требуется дочерний узел XROrigin3D."
msgid ""
"Changing the scale on the XROrigin3D node is not supported. Change the World "
"Scale instead."
msgstr ""
"Изменение масштаба на узле XROrigin3D не поддерживается. Вместо этого "
"измените мировой масштаб."
msgid ""
"XR shaders are not enabled in project settings. Stereoscopic output is not "
"supported unless they are enabled. Please enable `xr/shaders/enabled` to use "
@@ -20946,6 +21400,24 @@ msgstr "Ничего не подключено к входу «%s» узла «%
msgid "No root AnimationNode for the graph is set."
msgstr "Не задан корневой AnimationNode для графа."
msgid ""
"The AnimationTree is inactive.\n"
"Activate it in the inspector to enable playback; check node warnings if "
"activation fails."
msgstr ""
"AnimationTree неактивен.\n"
"Активируйте его в инспекторе, чтобы включить воспроизведение; проверьте "
"предупреждения узла, если активация не удалась."
msgid ""
"The AnimationTree node (or one of its parents) has its process mode set to "
"Disabled.\n"
"Change the process mode in the inspector to allow playback."
msgstr ""
"У узла AnimationTree (или одного из его родительских узлов) режим обработки "
"установлен в значение «Отключено».\n"
"Измените режим обработки в инспекторе, чтобы разрешить воспроизведение."
msgid ""
"ButtonGroup is intended to be used only with buttons that have toggle_mode "
"set to true."
@@ -21018,6 +21490,14 @@ msgstr ""
"Текущий шрифт не поддерживает рендеринг одного или нескольких символов, "
"которые используются в тексте этой метки."
msgid ""
"MSDF font pixel range is too small, some outlines/shadows will not render. "
"Set MSDF pixel range to be at least %d to render all outlines/shadows."
msgstr ""
"Диапазон пикселей шрифта MSDF слишком мал, некоторые контуры/тени не будут "
"отображаться. Установите диапазон пикселей MSDF не менее %d, чтобы отобразить "
"все контуры/тени."
msgid ""
"The current theme style has shadows and/or rounded corners for popups, but "
"those won't display correctly if \"display/window/per_pixel_transparency/"
@@ -21044,6 +21524,9 @@ msgstr ""
"Используйте дочерний контейнер (VBox, HBox и т.д.) или Control и установите "
"минимальный размер вручную."
msgid "Drag to resize"
msgstr "Перетащите для изменения размера"
msgid ""
"This node doesn't have a SubViewport as child, so it can't display its "
"intended content.\n"
@@ -21424,6 +21907,24 @@ msgstr "Не найдена соответствующая функция для
msgid "Varying '%s' cannot be passed for the '%s' parameter in that context."
msgstr "Вариация «%s» не может быть передана параметру «%s» в этом контексте."
msgid ""
"Unable to pass a multiview texture sampler as a parameter to a custom "
"function. Consider sampling it in the main function and then passing the "
"vector result to the custom function."
msgstr ""
"Не удается передать multiview сэмплер текстуры в качестве параметра "
"пользовательской функции. Рассмотрите возможность сэмплирования в основной "
"функции, а затем передачи векторного результата в пользовательскую функцию."
msgid ""
"Unable to pass RADIANCE texture sampler as a parameter to a custom function. "
"Consider sampling it in the main function and then passing the vector result "
"to the custom function."
msgstr ""
"Не удается передать сэмплер текстуры RADIANCE в качестве параметра "
"пользовательской функции. Рекомендуется выполнить сэмплирование в основной "
"функции, а затем передать векторный результат в пользовательскую функцию."
msgid "Unknown identifier in expression: '%s'."
msgstr "Неизвестный идентификатор в выражении: «%s»."

View File

@@ -6,12 +6,13 @@
# தமிழ்நேரம் <anishprabu.t@gmail.com>, 2024, 2025.
# zirzak <gdarlucas@gmail.com>, 2025.
# "A Thousand Ships (she/her)" <over999ships@gmail.com>, 2025.
# Muhammed Nihal <muhammed.dnihal06@gmail.com>, 2026.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2025-10-13 10:09+0000\n"
"Last-Translator: \"A Thousand Ships (she/her)\" <over999ships@gmail.com>\n"
"PO-Revision-Date: 2026-01-29 23:25+0000\n"
"Last-Translator: Muhammed Nihal <muhammed.dnihal06@gmail.com>\n"
"Language-Team: Tamil <https://hosted.weblate.org/projects/godot-engine/godot/"
"ta/>\n"
"Language: ta\n"
@@ -19,11 +20,38 @@ 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 5.14-dev\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "சரி"
msgid "Failed"
msgstr "தோல்வியடைந்தது"
msgid "Unavailable"
msgstr "கிடைக்கவில்லை"
msgid "Unconfigured"
msgstr "கட்டமைக்கப்படாதது"
msgid "Unauthorized"
msgstr "அங்கீகரிக்கப்படாத"
msgid "Parameter out of range"
msgstr "அளவுரு வரம்பிற்கு வெளியே உள்ளது"
msgid "Out of memory"
msgstr "நினைவகம் இல்லை"
msgid "File not found"
msgstr "கோப்பு கிடைக்கவில்லை"
msgid "File: Bad drive"
msgstr "கோப்பு: தவறான இயக்ககம்"
msgid "File: Bad path"
msgstr "கோப்பு: தவறான பாதை"
msgid "Locked"
msgstr "பூட்டப்பட்டுள்ளது"

View File

@@ -7,12 +7,13 @@
# Julia Allen <juliaallen0626@gmail.com>, 2024.
# Bee Crankson <ProfB.crankson@gmail.com>, 2025.
# "A Thousand Ships (she/her)" <over999ships@gmail.com>, 2025.
# jan Ipen <minebloxdash@gmail.com>, 2026.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2025-10-13 10:09+0000\n"
"Last-Translator: \"A Thousand Ships (she/her)\" <over999ships@gmail.com>\n"
"PO-Revision-Date: 2026-01-29 23:26+0000\n"
"Last-Translator: jan Ipen <minebloxdash@gmail.com>\n"
"Language-Team: Toki Pona <https://hosted.weblate.org/projects/godot-engine/"
"godot/tok/>\n"
"Language: tok\n"
@@ -20,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.14-dev\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "Help"
msgstr "pona"
@@ -1271,6 +1272,9 @@ msgstr "ma pali 2D"
msgid "3D Scene"
msgstr "ma pali 3D"
msgid "User Interface"
msgstr "ma pali jan"
msgid "Other Node"
msgstr "ijo pali ante"
@@ -2588,6 +2592,9 @@ msgstr "o ante e pali"
msgid "Edit in recovery mode"
msgstr "o ante lon nasin alasa"
msgid "Remove Missing"
msgstr "o weka e pali weka"
msgid "Edit normally"
msgstr "o ante lon meso"

View File

@@ -52,13 +52,14 @@
# ducdat0507 <ducdat0507@gmail.com>, 2025, 2026.
# Orus Or <orus3732@gmail.com>, 2025.
# Tâm Mai <tammai.it@gmail.com>, 2025.
# Nguyen Ngoc Thai <thaidev247@gmail.com>, 2026.
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: 2026-01-05 13:02+0000\n"
"Last-Translator: ducdat0507 <ducdat0507@gmail.com>\n"
"PO-Revision-Date: 2026-01-28 01:30+0000\n"
"Last-Translator: Nguyen Ngoc Thai <thaidev247@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot/vi/>\n"
"Language: vi\n"
@@ -66,11 +67,104 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.15.1\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "OK"
msgstr "OK"
msgid "Failed"
msgstr "Thất bại"
msgid "Unavailable"
msgstr "Không khả dụng"
msgid "Unconfigured"
msgstr "Chưa cấu hình"
msgid "Unauthorized"
msgstr "Không được phép"
msgid "Parameter out of range"
msgstr "Tham số ngoài phạm vi"
msgid "Out of memory"
msgstr "Tràn bộ nhớ"
msgid "File not found"
msgstr "Không tìm thấy tệp"
msgid "File already in use"
msgstr "Tệp đã được sử dụng"
msgid "Can't open file"
msgstr "Không thể mở tệp"
msgid "Can't write file"
msgstr "Không thể ghi tệp"
msgid "Can't read file"
msgstr "Không thể đọc tệp"
msgid "File unrecognized"
msgstr "Tệp không xác định"
msgid "File corrupt"
msgstr "Tệp bị lỗi"
msgid "End of file"
msgstr "Kết thúc tệp"
msgid "Can't open"
msgstr "Không thể mở"
msgid "Can't create"
msgstr "Không thể tạo"
msgid "Query failed"
msgstr "Yêu cầu thất bại"
msgid "Already in use"
msgstr "Đã được sử dụng"
msgid "Locked"
msgstr "Đã khoá"
msgid "Timeout"
msgstr "Quá giờ"
msgid "Can't connect"
msgstr "Không thể kết nối"
msgid "Connection error"
msgstr "Lỗi kết nối"
msgid "Invalid data"
msgstr "Dữ liệu không hợp lệ"
msgid "Invalid parameter"
msgstr "Tham số không hợp lệ"
msgid "Already exists"
msgstr "Đã tồn tại"
msgid "Does not exist"
msgstr "Không tồn tại"
msgid "Can't read database"
msgstr "Không thể đọc cơ sở dữ liệu"
msgid "Can't write database"
msgstr "Không thể ghi vào cơ sở dữ liệu"
msgid "Compilation failed"
msgstr "Biên dịch thất bại"
msgid "Method not found"
msgstr "Không tìm thấy phương thức"
msgid "Link failed"
msgstr "Liên kết thất bại"
msgid "Help"
msgstr "Trợ giúp"
@@ -1438,6 +1532,9 @@ msgstr "Trong-Handle:"
msgid "Out-Handle:"
msgstr "Ngoài-Handle:"
msgid "Handle mode: %s"
msgstr "Chế độ Tay cầm: %s"
msgid "Stream:"
msgstr "Chạy:"
@@ -3906,6 +4003,17 @@ msgstr "Quản lí bản mẫu xuất"
msgid "Dependencies For:"
msgstr "Phần phụ thuộc cho:"
msgid ""
"Scene \"%s\" is currently being edited. Changes will only take effect when "
"reloaded."
msgstr ""
"Cảnh \"%s\" hiện đang được chỉnh sửa.\n"
"Các thay đổi chỉ có hiệu lực khi tải lại."
msgid "Resource \"%s\" is in use. Changes will only take effect when reloaded."
msgstr ""
"Tài nguyên \"%s\" đang được sử dụng. Thay đổi chỉ có hiệu lực khi tải lại."
msgid "Dependencies"
msgstr "Các phụ thuộc"
@@ -3974,6 +4082,9 @@ msgstr "Sở hữu"
msgid "Resources Without Explicit Ownership:"
msgstr "Tài nguyên không có quyền sở hữu rõ ràng:"
msgid "Scanning file structure..."
msgstr "Đang quét các tệp tin..."
msgid "Initializing plugins..."
msgstr "Đang khởi tạo plugin..."
@@ -4185,6 +4296,12 @@ msgstr "Không tìm thấy tài nguyên phụ."
msgid "Open a list of sub-resources."
msgstr "Mở danh sách các tài nguyên con."
msgid "Hold %s to round to integers."
msgstr "Giữ %s để làm tròn về số nguyên."
msgid "Hold Shift for more precise changes."
msgstr "Giữ Shift để chỉnh sửa chính xác hơn."
msgid "No notifications."
msgstr "Không có thông báo."

View File

@@ -118,8 +118,8 @@ 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: 2026-01-24 01:46+0000\n"
"Last-Translator: 风青山 <idleman@yeah.net>\n"
"PO-Revision-Date: 2026-01-27 04:31+0000\n"
"Last-Translator: Zhen Luo <461652354@qq.com>\n"
"Language-Team: Chinese (Simplified Han script) <https://hosted.weblate.org/"
"projects/godot-engine/godot/zh_Hans/>\n"
"Language: zh_Hans\n"
@@ -980,19 +980,19 @@ msgid "Delete Node(s)"
msgstr "删除节点"
msgid "Toggle Filter On/Off"
msgstr "开关过滤器"
msgstr "开关筛选器"
msgid "Change Filter"
msgstr "修改过滤器"
msgstr "修改筛选器"
msgid "Fill Selected Filter Children"
msgstr "填充所选过滤器子级"
msgstr "填充所选筛选器子级"
msgid "Invert Filter Selection"
msgstr "反选过滤器"
msgstr "反选筛选器"
msgid "Clear Filter Selection"
msgstr "取消选中所有过滤器"
msgstr "取消选中所有筛选器"
msgid ""
"Animation player has no valid root node path, so unable to retrieve track "
@@ -1009,10 +1009,10 @@ msgid "Functions"
msgstr "函数"
msgid "Inspect Filtered Tracks:"
msgstr "查看轨道过滤器:"
msgstr "查看轨道筛选器:"
msgid "Edit Filtered Tracks:"
msgstr "编辑轨道过滤器:"
msgstr "编辑轨道筛选器:"
msgid "Node Renamed"
msgstr "节点已重命名"
@@ -4584,7 +4584,7 @@ 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 "Hide Filtered Out Parents"
msgstr "隐藏被过滤的父级"
msgstr "隐藏被筛选的父级"
msgid "Show Accessibility Warnings"
msgstr "显示无障碍警告"
@@ -4598,11 +4598,11 @@ msgid ""
"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-"
"insensitive."
msgstr ""
"过滤节点输入部分名称、类型以“type:”或“t:”开头)、\n"
"分组以“group:”或“g:”开头)。过滤器区分大小写。"
"筛选节点,输入节点的部分名称、类型以“type:”或“t:”开头)、\n"
"分组以“group:”或“g:”开头)。筛选不区分大小写。"
msgid "Filter by Type"
msgstr "按类型过滤"
msgstr "按类型筛选"
msgid ""
"Selects all Nodes of the given type.\n"
@@ -4612,7 +4612,7 @@ msgstr ""
"插入\"type:\"。你也可以使用简称\"t:\"。"
msgid "Filter by Group"
msgstr "按组过滤"
msgstr "按组筛选"
msgid ""
"Selects all Nodes belonging to the given group.\n"
@@ -4796,7 +4796,7 @@ msgid "Show Search"
msgstr "显示搜索"
msgid "Focus Search/Filter Bar"
msgstr "聚焦搜索/过滤栏"
msgstr "聚焦搜索/筛选栏"
msgid "Standard Messages"
msgstr "标准消息"
@@ -5481,7 +5481,7 @@ msgid "Previous Scene Tab"
msgstr "上一个场景选项卡"
msgid "Focus FileSystem Filter"
msgstr "聚焦文件系统过滤器"
msgstr "聚焦文件系统筛选器"
msgid "New Scene"
msgstr "新建场景"
@@ -5514,7 +5514,7 @@ msgid "MeshLibrary..."
msgstr "网格库..."
msgid "Reload Saved Scene"
msgstr "重载已保存场景"
msgstr "重新加载已保存场景"
msgid "Close Scene"
msgstr "关闭场景"
@@ -6407,24 +6407,24 @@ msgid "Delta Encoding Minimum Size Reduction"
msgstr "增量编码最小尺寸压缩"
msgid "Delta Encoding Include Filters"
msgstr "增量编码包含过滤器"
msgstr "增量编码包含筛选器"
msgid ""
"Filters to include files/folders from being delta-encoded\n"
"(comma-separated, e.g: *.gdc, scripts/*)"
msgstr ""
"过滤器以包含不进行增量编码的文件/文件夹\n"
"(逗号分隔,例如:*.gdc, scripts/*)"
"用于包含文件/文件夹以进行增量编码的筛选器\n"
"逗号分隔,例如:*.gdc, scripts/*"
msgid "Delta Encoding Exclude Filters"
msgstr "增量编码排除过滤器"
msgstr "增量编码排除筛选器"
msgid ""
"Filters to exclude files/folders from being delta-encoded\n"
"(comma-separated, e.g: *.ctex, textures/*)"
msgstr ""
"过滤器用于排除文件/文件夹进行增量编码\n"
"(逗号分隔,例如:*.ctex, textures/*)"
"用于排除文件/文件夹进行增量编码的筛选器\n"
"逗号分隔,例如:*.ctex, textures/*"
msgid "Base Packs:"
msgstr "基础包:"
@@ -12812,7 +12812,7 @@ msgid "Filter Methods"
msgstr "筛选方法"
msgid "No method found matching given filters."
msgstr "没有找到匹配给定过滤器的方法。"
msgstr "没有找到匹配给定筛选器的方法。"
msgid "Script Methods Only"
msgstr "仅脚本方法"
@@ -13555,7 +13555,7 @@ msgid "Another Theme"
msgstr "其他主题"
msgid "Filter the list of types or create a new custom type:"
msgstr "过滤类型列表或新建自定义类型:"
msgstr "筛选类型列表或新建自定义类型:"
msgid "Available Node-based types:"
msgstr "可用 Node 类型:"
@@ -15296,7 +15296,7 @@ msgid "Action Event"
msgstr "动作事件"
msgid "Clear all search filters."
msgstr "清除所有搜索过滤器。"
msgstr "清除所有搜索筛选器。"
msgid "3D Editor"
msgstr "3D 编辑器"
@@ -18301,7 +18301,7 @@ msgid "ObjectDB Snapshot Summary"
msgstr "ObjectDB 快照摘要"
msgid "Press 'Take ObjectDB Snapshot' to snapshot the ObjectDB."
msgstr "请按下“Take ObjectDB Snapshot”来快照 ObjectDB。"
msgstr "请按下“创建 ObjectDB 快照”来快照 ObjectDB。"
msgid ""
"Memory in Godot is either owned natively by the engine or owned by the "

View File

@@ -63,7 +63,7 @@
# Oscar Su <oscar517730@gmail.com>, 2025.
# codetea <codetea@users.noreply.hosted.weblate.org>, 2025.
# Myeongjin Lee <aranet100@gmail.com>, 2025, 2026.
# sashimi <kyle2160k@gmail.com>, 2025.
# sashimi <kyle2160k@gmail.com>, 2025, 2026.
# 陳間時光MorningFungame <morningfungame@gmail.com>, 2025.
# Stenyin <cbcbccc2003@gmail.com>, 2025.
# "A Thousand Ships (she/her)" <over999ships@gmail.com>, 2025.
@@ -74,8 +74,8 @@ 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: 2026-01-25 00:39+0000\n"
"Last-Translator: Wei-Fu Chen <410477jimmy@gmail.com>\n"
"PO-Revision-Date: 2026-01-29 23:25+0000\n"
"Last-Translator: sashimi <kyle2160k@gmail.com>\n"
"Language-Team: Chinese (Traditional Han script) <https://hosted.weblate.org/"
"projects/godot-engine/godot/zh_Hant/>\n"
"Language: zh_Hant\n"
@@ -1318,6 +1318,15 @@ msgstr "移動節點"
msgid "Transition exists!"
msgstr "轉場已存在!"
msgid "Cannot transition to self!"
msgstr "無法轉場至自身!"
msgid "Cannot transition to \"Start\"!"
msgstr "無法轉場至「Start」"
msgid "Cannot transition from \"End\"!"
msgstr "無法轉場至「End」"
msgid "Play/Travel to %s"
msgstr "播放/跳轉到 %s"
@@ -3515,6 +3524,9 @@ msgstr "將此停靠面板向左移動一個分頁。"
msgid "Close this dock."
msgstr "關閉此面板。"
msgid "This dock can't be closed."
msgstr "此停靠面板不可關閉。"
msgid "Make this dock floating."
msgstr "將此停靠面板設為浮動。"
@@ -6720,7 +6732,7 @@ msgid "Extract"
msgstr "提取"
msgid "Already Saving"
msgstr "正在儲存中"
msgstr "將存為檔案"
msgid ""
"This mesh already saves to an external resource, no action will be taken."

View File

@@ -58,7 +58,7 @@
# Binnaga <polycharacter@gmail.com>, 2024.
# rion <miyachikozin@gmail.com>, 2025.
# Bagumeon <bagumelon@gmail.com>, 2025.
# Viktor Jagebrant <vjagebrant@gmail.com>, 2025.
# Viktor Jagebrant <vjagebrant@gmail.com>, 2025, 2026.
# Myeongjin <aranet100@gmail.com>, 2025, 2026.
# johann carlo florin <join001re2@gmail.com>, 2025.
msgid ""
@@ -66,8 +66,8 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2026-01-14 21:31+0000\n"
"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
"PO-Revision-Date: 2026-01-29 23:26+0000\n"
"Last-Translator: Viktor Jagebrant <vjagebrant@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/ja/>\n"
"Language: ja\n"
@@ -75,7 +75,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.15.2\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "Application"
msgstr "アプリ"
@@ -1725,6 +1725,12 @@ msgstr "ネイティブのファイルダイアログを使用"
msgid "Expand to Title"
msgstr "タイトルまで展開"
msgid "Main Font Size"
msgstr "標準フォントサイズ"
msgid "Code Font Size"
msgstr "コードのフォントサイズ"
msgid "Code Font Contextual Ligatures"
msgstr "コードフォントコンテキスト合字"

View File

@@ -62,7 +62,7 @@ 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: 2026-01-20 09:04+0000\n"
"PO-Revision-Date: 2026-01-26 17:42+0000\n"
"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot-"
"properties/ko/>\n"
@@ -1088,7 +1088,7 @@ msgid "Shader Baker"
msgstr "셰이더 베이커"
msgid "Enabled"
msgstr "활성화"
msgstr "활성화"
msgid "User Data"
msgstr "사용자 데이터"
@@ -7361,13 +7361,13 @@ msgid "Pinned Points"
msgstr "고정된 점"
msgid "Attachments"
msgstr "부"
msgstr "부"
msgid "Point Index"
msgstr "점 인덱스"
msgid "Spatial Attachment Path"
msgstr "공간 부 경로"
msgstr "공간 부 경로"
msgid "Parent Collision Ignore"
msgstr "부모 콜리전 무시"

View File

@@ -32,13 +32,14 @@
# a <anhkietcb2008@gmail.com>, 2024.
# Đức Anh Nguyễn <ducnah2132k9@gmail.com>, 2025.
# Orus Or <orus3732@gmail.com>, 2025.
# Nguyen Ngoc Thai <thaidev247@gmail.com>, 2026.
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: 2025-11-10 01:56+0000\n"
"Last-Translator: Orus Or <orus3732@gmail.com>\n"
"PO-Revision-Date: 2026-01-28 01:30+0000\n"
"Last-Translator: Nguyen Ngoc Thai <thaidev247@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/vi/>\n"
"Language: vi\n"
@@ -46,7 +47,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.15-dev\n"
"X-Generator: Weblate 5.16-dev\n"
msgid "Application"
msgstr "Ứng dụng"
@@ -195,6 +196,9 @@ msgstr "Kiểm tra Đường dẫn theo dõi không hợp lệ"
msgid "Check Angle Interpolation Type Conflicting"
msgstr "Kiểm tra loại nội suy góc xung đột"
msgid "Compatibility"
msgstr "Chế độ Tương thích"
msgid "Audio"
msgstr "Âm thanh"