i18n: Sync classref translations with Weblate

(cherry picked from commit e86d840d4fccf9fd3e986e36bbd29a8baf750ec1)
This commit is contained in:
Rémi Verschelde
2022-05-17 23:43:41 +02:00
parent 80acc7a2c2
commit 438202dbd8
39 changed files with 13496 additions and 4496 deletions

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@@ -17,8 +17,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Гліб Соколов <ramithes@i.ua>\n"
"PO-Revision-Date: 2022-05-15 09:39+0000\n"
"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -27,7 +27,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.12-dev\n"
"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -1078,11 +1078,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Random range, any floating point value between [code]from[/code] and "
"[code]to[/code].\n"
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1126,37 +1127,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an array with the given range. Range can be 1 argument [code]N[/"
"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
"5, 1)[/code]).\n"
"Returns an array with the given range. [code]range()[/code] can have 1 "
"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
"([code]initial[/code], [code]final - 1[/code]) or three arguments "
"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
"[code]increment[/code] can be negative. If [code]increment[/code] is "
"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
"the initial value must be greater than the final value for the loop to run.\n"
"Returns an array with the given range. [method range] can be called in three "
"ways:\n"
"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
"[b]exclusive[/b].\n"
"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
"respectively.\n"
"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
"[code]0[/code], an error message is printed.\n"
"[method range] converts all arguments to [int] before processing.\n"
"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Examples:\n"
"[codeblock]\n"
"print(range(4))\n"
"print(range(2, 5))\n"
"print(range(0, 6, 2))\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"[0, 1, 2, 3]\n"
"[2, 3, 4]\n"
"[0, 2, 4]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"var i := array.size() - 1\n"
"while i >= 0:\n"
" print(array[i])\n"
" i -= 1\n"
"for i in range(array.size(), 0, -1):\n"
" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -4258,17 +4258,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid "Sprite node that can use multiple textures for animation."
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
"Animations are created using a [SpriteFrames] resource, which can be "
"configured in the editor via the SpriteFrames panel.\n"
"[b]Note:[/b] You can associate a set of normal maps by creating additional "
"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
"code] will make it so the [code]run[/code] animation uses the normal map."
"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
"textures as animation frames. Animations are created using a [SpriteFrames] "
"resource, which allows you to import image files (or a folder containing "
"said files) to provide the animation frames for the sprite. The "
"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
"bottom panel.\n"
"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
"additional [SpriteFrames] resources with a [code]_normal[/code] or "
"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
"code] will make it so the [code]run[/code] animation uses normal and "
"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4296,9 +4303,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
#: doc/classes/AnimatedSprite.xml
msgid ""
"The current animation from the [code]frames[/code] resource. If this value "
"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4322,8 +4329,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "The [SpriteFrames] resource containing the animation(s)."
#: doc/classes/AnimatedSprite.xml
msgid ""
"The [SpriteFrames] resource containing the animation(s). Allows you the "
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4375,6 +4385,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid ""
"The current animation from the [code]frames[/code] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "The [SpriteFrames] resource containing the animation(s)."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4891,11 +4911,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
#: doc/classes/Animation.xml
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
#: doc/classes/Animation.xml
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5931,7 +5951,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
"[code]seconds[/code] are skipped."
"[code]seconds[/code] are skipped.\n"
"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
"animation_finished]. If you want to skip animation and emit the signal, use "
"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7127,7 +7150,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
#: doc/classes/Array.xml
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7172,10 +7198,14 @@ msgid ""
"[/codeblock]"
msgstr ""
#: doc/classes/Array.xml
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed."
"not found. Optionally, the initial search index can be passed. Returns "
"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7313,11 +7343,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
#: doc/classes/Array.xml
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
"the array."
"the array. If the adjusted start index is out of bounds, this method "
"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -8452,7 +8486,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
"be 1 or larger.\n"
"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8674,7 +8708,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
"be 1 or larger.\n"
"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -11789,17 +11823,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the camera projection. This is useful "
"for casting rays in the form of (origin, normal) for object intersection or "
"picking."
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the camera projection. This is useful "
"for casting rays in the form of (origin, normal) for object intersection or "
"picking."
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -14054,7 +14088,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
"[CollisionPolygon2D]'s rotation, will collide with other objects."
"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14150,7 +14186,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
"(top or bottom)."
"(top or bottom).\n"
"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -18042,7 +18080,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
#: modules/csg/doc_classes/CSGTorus.xml
msgid "Prototyping levels with CSG"
msgstr ""
msgstr "Прототипування рівнів з CSG"
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
@@ -22566,6 +22604,11 @@ msgid ""
"same behavior."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
#, fuzzy
msgid "If [code]true[/code], the slider is hidden."
msgstr "Повертає косинус параметра."
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -26150,10 +26193,23 @@ msgstr ""
msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Defines how the colors between points of the gradient are interpolated. See "
"[enum InterpolationMode] for available modes."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Constant interpolation, color changes abruptly at each point and stays "
"uniform between. This might cause visible aliasing when used for a gradient "
"texture in some cases."
msgstr ""
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -34690,13 +34746,13 @@ msgid ""
"interpolating. By default there's no delay."
msgstr ""
#: doc/classes/MethodTweener.xml
#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [SceneTreeTween] that contains this Tweener."
msgstr ""
#: doc/classes/MethodTweener.xml
#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used transition from [enum Tween.TransitionType]. If not "
"set, the default transition is used from the [SceneTreeTween] that contains "
@@ -35408,6 +35464,12 @@ msgstr ""
msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation map [RID] the requested [code]agent[/code] is "
"currently assigned to."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
@@ -35477,6 +35539,12 @@ msgstr ""
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
@@ -35504,6 +35572,12 @@ msgstr ""
msgid "Returns the navigation path to reach the destination from the origin."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation regions [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map is active."
@@ -35527,6 +35601,12 @@ msgstr ""
msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation map [RID] the requested [code]region[/code] is "
"currently assigned to."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
@@ -36007,19 +36087,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid "This class is responsible for creating and clearing navigation meshes."
msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"Bakes the navigation mesh. This will allow you to use pathfinding with the "
"navigation system."
"This class is responsible for creating and clearing 3D navigation meshes "
"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
"[NavigationMeshGenerator] has very limited to no use for 2D as the "
"navigation mesh baking process expects 3D node types and 3D source geometry "
"to parse.\n"
"The entire navigation mesh baking is best done in a separate thread as the "
"voxelization, collision tests and mesh optimization steps involved are very "
"performance and time hungry operations.\n"
"Navigation mesh baking happens in multiple steps and the result depends on "
"3D source geometry and properties of the [NavigationMesh] resource. In the "
"first step, starting from a root node and depending on [NavigationMesh] "
"properties all valid 3D source geometry nodes are collected from the "
"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
"geometry data and a combined 3D mesh is build. Due to the many different "
"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
"various [CollisionObject]s, some operations to collect geometry data can "
"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
"synchronization can have a negative effect on baking time or framerate as it "
"often involves [Mutex] locking for thread security. Many parsable objects "
"and the continuous synchronization with other threaded Servers can increase "
"the baking time significantly. On the other hand only a few but very large "
"and complex objects will take some time to prepare for the Servers which can "
"noticeably stall the next frame render. As a general rule the total amount "
"of parsable objects and their individual size and complexity should be "
"balanced to avoid framerate issues or very long baking times. The combined "
"mesh is then passed to the Recast Navigation Object to test the source "
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid "Clears the navigation mesh."
msgid ""
"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
"nodes under the provided [code]root_node[/code] or a specific group of nodes "
"for potential source geometry. The parse behavior can be controlled with the "
"[member NavigationMesh.geometry/parsed_geometry_type] and [member "
"NavigationMesh.geometry/source_geometry_mode] properties on the "
"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
msgid ""
"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
"resource."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -36038,7 +36159,10 @@ msgid ""
"thread is useful because navigation baking is not a cheap operation. When it "
"is completed, it automatically sets the new [NavigationMesh]. Please note "
"that baking on separate thread may be very slow if geometry is parsed from "
"meshes as async access to each mesh involves heavy synchronization."
"meshes as async access to each mesh involves heavy synchronization. Also, "
"please note that baking on a separate thread is automatically disabled on "
"operating systems that cannot use threads (such as HTML5 with threads "
"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36083,6 +36207,11 @@ msgid ""
"system."
msgstr ""
#: doc/classes/NavigationObstacle.xml
#, fuzzy
msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
msgstr "Повертає синус параметра."
#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
@@ -36119,6 +36248,11 @@ msgid ""
"navigation system."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
#, fuzzy
msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
msgstr "Повертає синус параметра."
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
@@ -37308,7 +37442,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"Node (see [member physics_interpolation_mode]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
@@ -37316,8 +37450,8 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"Returns [code]true[/code] if physics interpolation is enabled (see [member "
"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
@@ -37609,14 +37743,6 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@@ -37749,6 +37875,15 @@ msgstr ""
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Allows enabling or disabling physics interpolation per node, offering a "
"finer grain of control than turning physics interpolation on and off "
"globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The node's priority in the execution order of the enabled processing "
@@ -37911,6 +38046,24 @@ msgstr ""
msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits physics interpolation mode from the node's parent. For the root "
"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Turn off physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Turn on physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -39153,7 +39306,7 @@ msgstr "Обчислює векторний добуток цього векто
#: doc/classes/OptionButton.xml
msgid ""
"Returns the ID of the selected item, or [code]0[/code] if no item is "
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -39175,7 +39328,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
"if the item is disabled."
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -44529,6 +44683,15 @@ msgid ""
"should always be preferred."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -45322,6 +45485,10 @@ msgstr ""
msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Font] used for the labeled separator."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -48769,19 +48936,6 @@ msgid ""
"interpolating. By default there's no delay."
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [Tween] that contains this Tweener."
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used transition from [enum Tween.TransitionType]. If not "
"set, the default transition is used from the [Tween] that contains this "
"Tweener."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid "General-purpose 3D proximity detection node."
msgstr ""
@@ -53613,8 +53767,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Returns a list of the points where this shape touches another. If there are "
"no collisions the list is empty.\n"
"Returns a list of contact point pairs where this shape touches another.\n"
"If there are no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [code]with_shape[/code].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
"A).length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -53635,8 +53796,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Returns a list of the points where this shape would touch another, if a "
"given movement was applied. If there are no collisions the list is empty.\n"
"Returns a list of contact point pairs where this shape would touch another, "
"if a given movement was applied.\n"
"If there would be no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [code]with_shape[/code].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
"A).length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "