i18n: Sync classref translations with Weblate

(cherry picked from commit c93ccb5d1da8f4a01646b6f29a5ad0e87381b027)
This commit is contained in:
Rémi Verschelde
2022-06-29 12:12:11 +02:00
parent 5235ce4379
commit 26dd4746a1
40 changed files with 16639 additions and 7881 deletions

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@@ -47,12 +47,13 @@
# Andreas <self@andreasbresser.de>, 2022.
# Christian Packenius <christian@packenius.com>, 2022.
# Hannes Petersen <01zustrom.baklava@icloud.com>, 2022.
# Hans Peter <figefi6308@runqx.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-13 19:27+0000\n"
"Last-Translator: Hannes Petersen <01zustrom.baklava@icloud.com>\n"
"PO-Revision-Date: 2022-06-22 23:17+0000\n"
"Last-Translator: Hans Peter <figefi6308@runqx.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@@ -60,7 +61,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -606,7 +607,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -1774,7 +1775,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -30628,7 +30629,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -33267,7 +33268,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -34560,6 +34572,8 @@ msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
"Zeigt einfachen Text in einer Zeile oder in einem Rechteck an. Verwenden Sie "
"für formatierten Text [RichTextLabel]."
#: doc/classes/Label.xml
msgid ""
@@ -34576,6 +34590,19 @@ msgid ""
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
"Label zeigt einfachen Text auf dem Bildschirm an. Sie können die horizontale "
"und vertikale Ausrichtung steuern und den Text innerhalb des "
"Begrenzungsrahmens des Nodes umbrechen. Fett, kursiv oder andere "
"Formatierungen werden nicht unterstützt. Verwenden Sie stattdessen "
"[RichTextLabel] für diesen Zweck.\n"
"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen [Steuerelementen] ist "
"Labels [member Control.mouse_filter] standardmäßig auf [constant Control."
"MOUSE_FILTER_IGNORE] eingestellt (d.h. es reagiert nicht auf Mauseingaben). "
"Das bedeutet, dass ein Label keinen konfigurierten [member Control."
"hint_tooltip] anzeigt, solange Sie seinen Mausfilter nicht ändern.\n"
"[b]Hinweis:[/b] Unicode-Zeichen nach [code]0xffff[/code] (wie die meisten "
"Emoji) werden [i]nicht[/i] von Windows unterstützt. Sie werden stattdessen "
"als unbekannte Zeichen angezeigt. Dies wird in Godot 4.0 behoben."
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
@@ -34602,6 +34629,9 @@ msgid ""
"Controls the text's horizontal align. Supports left, center, right, and "
"fill, or justify. Set it to one of the [enum Align] constants."
msgstr ""
"Steuert die horizontale Ausrichtung des Textes. Unterstützt links, "
"zentriert, rechts und füllen oder ausrichten. Setzen Sie ihn auf eine der "
"[enum Align] Konstanten."
#: doc/classes/Label.xml
msgid ""
@@ -34609,12 +34639,19 @@ msgid ""
"If you resize the node, it will change its height automatically to show all "
"the text."
msgstr ""
"Wenn [code]An[/code], wird der Text innerhalb des Begrenzungsrechtecks des "
"Nodes angepasst (Es wird automatisch eine neue Zeile angefangen, wenn der "
"Text nicht in eine Zeile passt). Sollte der Text nicht in das "
"Begrenzungsrechtecks des Nodes passen, wird das Begrenzungsrechteck "
"automatisch in der Höhe angepasst."
#: doc/classes/Label.xml
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
"Wenn [code]An[/code], zeigt das Label nur den Text, der in sein "
"Begrenzungsrechteck passt an und schneidet den restlichen Text ab."
#: doc/classes/Label.xml
msgid ""
@@ -34624,7 +34661,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Limits the lines of text the node shows on screen."
msgstr ""
msgstr "Begrenzt die Textzeilen, die das Node auf dem Bildschirm anzeigt."
#: doc/classes/Label.xml
msgid ""
@@ -34632,24 +34669,32 @@ msgid ""
"code] to 0.5, only up to half of the text's characters will display on "
"screen. Useful to animate the text in a dialog box."
msgstr ""
"Begrenzt die Anzahl der sichtbaren Zeichen. Wenn Sie [code]percent_visible[/"
"code] auf 0,5 setzen, wird nur der halbe Text auf dem Bildschirm angezeigt. "
"Nützlich, um den Text in einem Dialogfeld zu animieren."
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
msgstr "Der Text, der auf dem Bildschirm angezeigt werden soll."
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
"Wenn [code]An[/code] , wird der gesamte Text in GROSSBUCHSTABEN angezeigt."
#: doc/classes/Label.xml
msgid ""
"Controls the text's vertical align. Supports top, center, bottom, and fill. "
"Set it to one of the [enum VAlign] constants."
msgstr ""
"Steuert die vertikale Ausrichtung des Textes. Unterstützt oben, mitte, unten "
"und füllen. Setzen Sie ihn auf eine der [enum VAlign] Konstanten."
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
"Begrenzt die Anzahl der anzuzeigenden Zeichen. Zum Deaktivieren auf -1 "
"setzen."
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
@@ -37043,12 +37088,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -37084,7 +37135,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -37884,6 +37938,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -37930,6 +37987,9 @@ msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -37974,6 +38034,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -37993,6 +38056,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -38136,10 +38202,46 @@ msgstr "Legt den aktuell sichtbaren Rahmen der Textur fest."
msgid "Destroys the given RID."
msgstr "Gibt den gegebenen Übergang zurück."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
"the end of each physics frame. This function can be used to immediately "
"(re)calculate all the navigation meshes and region connections of the "
"navigation map. This makes it possible to query a navigation path for a "
"changed map immediately and in the same frame (multiple times if needed).\n"
"Due to technical restrictions the current NavigationServer command queue "
"will be flushed. This means all already queued update commands for this "
"physics frame will be executed, even those intended for other maps, regions "
"and agents not part of the specified map. The expensive computation of the "
"navigation meshes and region connections of a map will only be done for the "
"specified map. Other maps will receive the normal synchronization at the end "
"of the physics frame. Should the specified map receive changes after the "
"forced update it will update again as well when the other maps receive their "
"update.\n"
"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
"is untouched by this function and continues to happen for all maps and "
"agents at the end of the physics frame.\n"
"[b]Note:[/b] With great power comes great responsibility. This function "
"should only be used by users that really know what they are doing and have a "
"good reason for it. Forcing an immediate update of a navigation map requires "
"locking the NavigationServer and flushing the entire NavigationServer "
"command queue. Not only can this severely impact the performance of a game "
"but it can also introduce bugs if used inappropriately without much "
"foresight."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@@ -38263,6 +38365,23 @@ msgstr "Gibt die Anzahl der Verbindungen im Graphen zurück."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -38482,6 +38601,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@@ -38490,15 +38620,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "Der Name des Audiobusses des Bereichs."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -38718,6 +38856,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -38895,7 +39043,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@@ -40787,13 +40943,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -40805,7 +40967,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -40815,15 +40980,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -42542,6 +42713,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -48152,7 +48327,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -51747,20 +51933,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51768,19 +51962,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51812,12 +52015,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -56573,24 +56784,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -56599,8 +56809,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@@ -56608,16 +56819,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
"examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -56629,7 +56840,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56659,21 +56870,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@@ -56709,11 +56923,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56753,16 +56966,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56824,10 +57036,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@@ -56881,8 +57093,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -56913,16 +57125,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@@ -56930,7 +57141,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -60960,11 +61171,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@@ -65929,7 +66140,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml