From 575a2a913c6768848583232f7e9f468ef68b3b16 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 13 Jan 2026 23:07:28 +0100 Subject: [PATCH] Sync translations with Weblate --- doc/translations/de.po | 619 +- doc/translations/es.po | 4496 ++++- doc/translations/fr.po | 3102 ++-- doc/translations/ga.po | 668 +- doc/translations/it.po | 1642 +- doc/translations/ko.po | 800 +- doc/translations/ru.po | 12521 ++++++++++++-- doc/translations/ta.po | 1482 +- doc/translations/uk.po | 17169 ++++++++++++++++++-- doc/translations/zh_Hans.po | 2962 ++-- doc/translations/zh_Hant.po | 444 +- editor/translations/editor/ar.po | 66 +- editor/translations/editor/bg.po | 1105 +- editor/translations/editor/bn.po | 21 +- editor/translations/editor/ca.po | 28 +- editor/translations/editor/cs.po | 60 +- editor/translations/editor/de.po | 1452 +- editor/translations/editor/el.po | 21 +- editor/translations/editor/eo.po | 776 +- editor/translations/editor/es.po | 463 +- editor/translations/editor/es_AR.po | 58 +- editor/translations/editor/et.po | 36 +- editor/translations/editor/fa.po | 48 +- editor/translations/editor/fi.po | 139 +- editor/translations/editor/fr.po | 784 +- editor/translations/editor/ga.po | 1382 +- editor/translations/editor/gl.po | 21 +- editor/translations/editor/he.po | 15 +- editor/translations/editor/hu.po | 3405 +++- editor/translations/editor/id.po | 50 +- editor/translations/editor/it.po | 64 +- editor/translations/editor/ja.po | 51 +- editor/translations/editor/ka.po | 24 +- editor/translations/editor/ko.po | 1760 +- editor/translations/editor/lv.po | 12 +- editor/translations/editor/ms.po | 18 +- editor/translations/editor/nl.po | 45 +- editor/translations/editor/pl.po | 1362 +- editor/translations/editor/pt.po | 87 +- editor/translations/editor/pt_BR.po | 711 +- editor/translations/editor/ro.po | 4352 +++++ editor/translations/editor/ru.po | 838 +- editor/translations/editor/sk.po | 450 +- editor/translations/editor/sv.po | 1340 +- editor/translations/editor/ta.po | 50 +- editor/translations/editor/th.po | 71 +- editor/translations/editor/tok.po | 15 +- editor/translations/editor/tr.po | 130 +- editor/translations/editor/uk.po | 1382 +- editor/translations/editor/vi.po | 38 +- editor/translations/editor/zh_Hans.po | 1297 +- editor/translations/editor/zh_Hant.po | 50 +- editor/translations/extractable/pl.po | 253 + editor/translations/properties/bg.po | 6385 ++++++++ editor/translations/properties/de.po | 41 +- editor/translations/properties/es.po | 49 +- editor/translations/properties/fa.po | 7 +- editor/translations/properties/fr.po | 160 +- editor/translations/properties/ga.po | 358 +- editor/translations/properties/hi.po | 126 +- editor/translations/properties/id.po | 10 +- editor/translations/properties/it.po | 19 +- editor/translations/properties/ja.po | 9 +- editor/translations/properties/ko.po | 500 +- editor/translations/properties/pl.po | 365 +- editor/translations/properties/pt.po | 169 +- editor/translations/properties/ru.po | 41 +- editor/translations/properties/sv.po | 358 +- editor/translations/properties/tr.po | 16 +- editor/translations/properties/uk.po | 358 +- editor/translations/properties/zh_Hans.po | 385 +- 71 files changed, 66624 insertions(+), 12967 deletions(-) create mode 100644 editor/translations/editor/ro.po create mode 100644 editor/translations/properties/bg.po diff --git a/doc/translations/de.po b/doc/translations/de.po index 7119ac6b36..1d7074d336 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -111,12 +111,15 @@ # Blubberland , 2025. # Dominik Wiens , 2025. # IDontPutRealNames , 2025. +# Albert Sobral , 2025. +# Dragon7 , 2025. +# asdad , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-04 15:00+0000\n" -"Last-Translator: IDontPutRealNames \n" +"PO-Revision-Date: 2026-01-09 05:27+0000\n" +"Last-Translator: asdad \n" "Language-Team: German \n" "Language: de\n" @@ -124,7 +127,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15-dev\n" +"X-Generator: Weblate 5.15.1\n" msgid "All classes" msgstr "Alle Klassen" @@ -495,9 +498,8 @@ msgid "" "This is the inverse of [method ord]. See also [method String.chr] and [method " "String.unicode_at]." msgstr "" -"Gibt ein einzelnes Zeichen (als [String] der Länge 1) mit dem entsprechenden " -"Unicodewert zurück.\n" -"[param code].\n" +"Gibt ein einzelnes Zeichen (als ein [String] der Länge 1) mit dem " +"entsprechenden Unicodewert zurück.[param code].\n" "[codeblock]\n" "print(char(65)) # Schreibt \"A\" auf die Konsole\n" "print(char(129302)) # Schreibt \"🤖\" (Robotergesichtemoji)\n" @@ -848,6 +850,130 @@ msgstr "" "[b]Hinweis:[/b] [method preload] ist ein Schlüsselwort, keine Funktion. Sie " "können also nicht als [Callable] darauf zugreifen." +msgid "" +"Prints a stack trace at the current code location.\n" +"The output in the console may look like the following:\n" +"[codeblock lang=text]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"See also [method print_debug], [method get_stack], and [method " +"Engine.capture_script_backtraces].\n" +"[b]Note:[/b] By default, backtraces are only available in editor builds and " +"debug builds. To enable them for release builds as well, you need to enable " +"[member ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." +msgstr "" +"Druckt einen stack trace in ther momentanigen program position.\n" +"Der ausdruck in der console wird änlich aussehen wie das folgende\n" +"[codeblock lang=text]\n" +"Frame 0 - res://test.gd:16 in function `_process`\n" +"[/codeblock]\n" +"Siehe auch [method print_debug], und [method " +"Engine.capture_script_backtraces].\n" +"[b]Anmerkung:[/b] Standardmäsing sind backtraces nur in editor builds und " +"debug builds verfügbar. Um diese auch in release builds verfügbar zu machen " +"schalten sie in [member ProjectSettings.debug/settings/gdscript/" +"always_track_call_stacks] an." + +msgid "" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " +"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" +"b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"[b]Examples:[/b]\n" +"[codeblock]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"[/codeblock]\n" +"To iterate over an [Array] backwards, use:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size() - 1, -1, -1):\n" +"\tprint(array[i])\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock lang=text]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"To iterate over [float], convert them in the loop.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +"\tprint(i / 10.0)\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock lang=text]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" +msgstr "" +"Gibt ein Array mit dem angegebenen Zahlenbereich zurück. [method range] kann " +"auf drei Arten aufgerufen werden:\n" +"[code]range(n: int)[/code]: Beginnt bei 0, erhöht sich in Schritten von 1 und " +"endet [i]vor[/i] [code]n[/code]. Das Argument [code]n[/code] ist [b]exklusiv[/" +"b].\n" +"[code]range(b: int, n: int)[/code]: Beginnt bei [code]b[/code], erhöht sich " +"in Schritten von 1 und endet [i]vor[/i] [code]n[/code]. Die Argumente " +"[code]b[/code] und [code]n[/code] sind entsprechend [b]inklusive[/b] bzw. " +"[b]exklusive[/b].\n" +"[code]range(b: int, n: int, s: int)[/code]: Beginnt bei [code]b[/code], " +"erhöht/verringert sich in Schritten von [code]s[/code] und endet [i]vor[/i] " +"[code]n[/code]. Die Argumente [code]b[/code] und [code]n[/code] sind " +"entsprechend [b]inklusive[/b] bzw. [b]exklusive[/b]. Das Argument [code]s[/" +"code] [b]kann[/b] negativ sein, aber nicht [code]0[/code]. Wenn [code]s[/" +"code] gleich [code]0[/code] ist, wird eine Fehlermeldung ausgegeben.\n" +"[method range] konvertiert alle Argumente vor der Verarbeitung in [int].\n" +"[b]Hinweis:[/b] Gibt ein leeres Array zurück, wenn kein Wert die " +"Wertbeschränkung erfüllt (z. B. [code]range(2, 5, -1)[/code] oder " +"[code]range(5, 5, 1)[/code]\n" +"[b]Beispiele:[/b]\n" +"[codeblock]\n" +"print(bereich(4)) # Gibt [0, 1, 2, 3] aus\n" +"print(bereich(2, 5)) # Gibt [2, 3, 4] aus\n" +"print(bereich(0, 6, 2)) # Gibt [0, 2, 4] aus\n" +"print(bereich(4, 1, -1)) # Gibt [4, 3, 2] aus\n" +"[/codeblock]\n" +"Um rückwärts über ein [Array] zu iterieren, verwenden Sie:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size() - 1, -1, -1):\n" +"\tprint(array[i])\n" +"[/codeblock]\n" +"Ausgabe:\n" +"[codeblock lang=text]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"Um über [float]-Werte zu iterieren, konvertieren Sie sie in der Schleife.\n" +"[codeblock]\n" +"for i im range(3, 0, -1):\n" +"\tprint(i / 10.0)\n" +"[/codeblock]\n" +"Ausgabe:\n" +"[codeblock lang=text]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" + msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" @@ -1278,10 +1404,10 @@ msgstr "" "@export_file(\"*.txt\") var notes_path: String\n" "@export_file var level_paths: Array[String]\n" "[/codeblock]\n" -"[b]Anmerkung:[/b] Die Datei wird als UID geschpeichert und bezogen when " -"verfügbar. Dies stellt sicher das die Refference valide ist selbst wen die " -"Datei bewegt würde. Sie können [ResourceUID] benutzen um es zu einem pfad zu " -"convertieren." +"[b]Hinweis:[/b] Die Datei wird als UID gespeichert und referenziert, sofern " +"verfügbar. Dadurch wird sichergestellt, dass die Referenz auch dann gültig " +"bleibt, wenn die Datei verschoben wird. Sie können die [ResourceUID]-Methoden " +"verwenden, um sie in einen Pfad umzuwandeln." msgid "" "Same as [annotation @export_file], except the file will be stored as a raw " @@ -1594,6 +1720,30 @@ msgstr "" "@export var ungrouped_number = 3\n" "[/codeblock]" +msgid "" +"Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] " +"or [Array][lb][Dictionary][rb] property with a large [TextEdit] widget " +"instead of a [LineEdit]. This adds support for multiline content and makes it " +"easier to edit large amount of text stored in the property.\n" +"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"@export_multiline var npc_dialogs: Array[String]\n" +"@export_multiline(\"monospace\", \"no_wrap\") var favorite_ascii_art: String\n" +"[/codeblock]" +msgstr "" +"Exportiert eine [String]-, [Array][lb][String][rb]-, [PackedStringArray]-, " +"[Dictionary]- oder [Array][lb][Dictionary][rb]-Eigenschaft mit einem großen " +"[TextEdit]-Widget anstelle eines [LineEdit]. Dadurch wird die Unterstützung " +"für mehrzeilige Inhalte hinzugefügt und die Bearbeitung großer Textmengen, " +"die in der Eigenschaft gespeichert sind, erleichtert.\n" +"Siehe auch [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"@export_multiline var npc_dialogs: Array[String]\n" +"@export_multiline(\"monospace\", \"no_wrap\") var favorite_ascii_art: String\n" +"[/codeblock]" + msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for " "allowed node types.\n" @@ -1768,13 +1918,13 @@ msgid "" "leaks. Use only method callables and optionally [method Callable.bind] or " "[method Callable.unbind]." msgstr "" -"Exportiert ein [Callable] eigenschaft als ein clickbarer knopf mit dem " -"Schriftzug [param text]. Wen der knopf gedrückt ist, der ausfürbare wird " -"ausgefürt.\n" -"When ein [param icon] angegeben ist, wird es bentutzt um das bild auf dem " -"knopf anzuzeigen via [method Control.get_theme_icon], von dem [code]" -"\"EditorIcons\"[/code] thema type/ When [param icon] ausgelassen ist wird das " -"standard [code]\"Callable\"[/code] bild statdessen benutzt.\n" +"Exportieren Sie eine [Callable]-Eigenschaft als anklickbare Schaltfläche mit " +"der Beschriftung [param text]. Wenn die Schaltfläche gedrückt wird, wird die " +"Callable aufgerufen.\n" +"Wenn [param icon] angegeben ist, wird es verwendet, um über [method " +"Control.get_theme_icon] ein Symbol für die Schaltfläche aus dem Thementyp " +"[code]„EditorIcons“[/code] abzurufen. Wenn [param icon] weggelassen wird, " +"wird stattdessen das Standardsymbol [code]„Callable“[/code] verwendet.\n" "Erwägen sie den [EditorUndoRedoManager] zu benutzen um die Action sicher " "rückgängig machen zu können.\n" "Siehe auch [constant PROPTERTY_HINT_TOOL_BUTTON].\n" @@ -1782,22 +1932,37 @@ msgstr "" "@tool\n" "extends Sprite2D\n" "\n" -"@export_tool_button(\"Hello\") var hello_action = hello\n" -"@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" +"@export_tool_button(\"Hallo\") var hello_action = hello\n" +"@export_tool_button(\"Die Farbe zufällig auswählen!\", \"ColorRect\")\n" "var randomize_color_action = randomize_color\n" "\n" "func hello():\n" -"\tprint(\"Hello world!\")\n" +"\tprint(\"Hallo Welt!\")\n" "\n" "func randomize_color():\n" "\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n" -"\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n" +"\tundo_redo.create_action(\"Zufällige Sprite2D-Farbe\")\n" "\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), randf(), " "randf()))\n" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" -"[b]Note:[/b] Vermeiden sie lambda callables in" +"[b]Hinweis:[/b] Die Eigenschaft wird ohne das Flag [constant " +"PROPERTY_USAGE_STORAGE] exportiert, da ein [Callable] nicht ordnungsgemäß " +"serialisiert und in einer Datei gespeichert werden kann.\n" +"[b]Hinweis:[/b] In einem exportierten Projekt existieren weder " +"[EditorInterface] noch [EditorUndoRedoManager], was dazu führen kann, dass " +"einige Skripte nicht mehr funktionieren. Um dies zu verhindern, können Sie " +"[method Engine.get_singleton] verwenden und den statischen Typ aus der " +"Variablendeklaration weglassen:\n" +"[codeblock]\n" +"var undo_redo = " +"Engine.get_singleton(&„EditorInterface“).get_editor_undo_redo()\n" +"[/codeblock]\n" +"[b]Hinweis:[/b] Vermeiden Sie es, Lambda-Callables in Member-Variablen von " +"[RefCounted]-basierten Klassen (z. B. Ressourcen) zu speichern, da dies zu " +"Speicherlecks führen kann. Verwenden Sie nur Method-Callables und optional " +"[method Callable.bind] oder [method Callable.unbind]." msgid "" "Add a custom icon to the current script. The icon specified at [param " @@ -1915,6 +2080,59 @@ msgstr "" "Siehe auch [annotation @warning_ignore_start] und [annotation " "@warning_ignore_restore]." +msgid "" +"Stops ignoring the listed warning types after [annotation " +"@warning_ignore_start]. Ignoring the specified warning types will be reset to " +"Project Settings. This annotation can be omitted to ignore the warning types " +"until the end of the file.\n" +"[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " +"@warning_ignore_restore] annotation must be string literals (constant " +"expressions are not supported)." +msgstr "" +"Beendet das Ignorieren der aufgelisteten Warnungstypen nach [annotation " +"@warning_ignore_start]. Das Ignorieren der angegebenen Warnungstypen wird auf " +"die Projekteinstellungen zurückgesetzt. Diese Annotation kann weggelassen " +"werden, um die Warnungstypen bis zum Ende der Datei zu ignorieren.\n" +"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen Annotationen müssen die " +"Argumente der [annotation @warning_ignore_restore]-Annotation String-Literale " +"sein (konstante Ausdrücke werden nicht unterstützt)." + +msgid "" +"Starts ignoring the listed warning types until the end of the file or the " +"[annotation @warning_ignore_restore] annotation with the given warning type.\n" +"[codeblock]\n" +"func test():\n" +"\tvar a = 1 # Warning (if enabled in the Project Settings).\n" +"\t@warning_ignore_start(\"unused_variable\")\n" +"\tvar b = 2 # No warning.\n" +"\tvar c = 3 # No warning.\n" +"\t@warning_ignore_restore(\"unused_variable\")\n" +"\tvar d = 4 # Warning (if enabled in the Project Settings).\n" +"[/codeblock]\n" +"[b]Note:[/b] To suppress a single warning, use [annotation @warning_ignore] " +"instead.\n" +"[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " +"@warning_ignore_start] annotation must be string literals (constant " +"expressions are not supported)." +msgstr "" +"Beginnt, die aufgelisteten Warnungstypen bis zum Ende der Datei oder bis zur " +"[annotation @warning_ignore_restore]-Annotation mit dem angegebenen " +"Warnungstyp zu ignorieren.\n" +"[codeblock]\n" +"func test():\n" +"var a = 1 # Warnung (falls in den Projekteinstellungen aktiviert).\n" +"@warning_ignore_start(\"unused_variable\")\n" +"var b = 2 # Keine Warnung.\n" +"var c = 3 # Keine Warnung.\n" +"@warning_ignore_restore(\"unused_variable\")\n" +"var d = 4 # Warnung (falls in den Projekteinstellungen aktiviert).\n" +"[/codeblock]\n" +"[b]Hinweis:[/b] Um eine einzelne Warnung zu unterdrücken, verwende " +"stattdessen [annotation @warning_ignore].\n" +"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen Annotationen müssen die " +"Argumente der [annotation @warning_ignore_start]-Annotation String-Literale " +"sein (konstante Ausdrücke werden nicht unterstützt)." + msgid "Global scope constants and functions." msgstr "Konstanten und Funktionen im globalen Scope." @@ -5606,6 +5824,23 @@ msgstr "" "Bei der Bearbeitung wird ein Popup-Menü mit gültigen Ressourcentypen zum " "Instanziieren angezeigt." +msgid "" +"Hints that a [String] property is text with line breaks. Editing it will show " +"a text input field where line breaks can be typed.\n" +"The hint string can be set to [code]\"monospace\"[/code] to force the input " +"field to use a monospaced font.\n" +"If the hint string [code]\"no_wrap\"[/code] is set, the input field will not " +"wrap lines at boundaries, instead resorting to making the area scrollable." +msgstr "" +"Gibt an, dass eine [String]-Eigenschaft Text mit Zeilenumbrüchen ist. Beim " +"Bearbeiten wird ein Texteingabefeld angezeigt, in dem Zeilenumbrüche " +"eingegeben werden können.\n" +"Der Hint-String kann auf [code]\"monospace\"[/code] gesetzt werden, um das " +"Eingabefeld zur Verwendung einer dicktengleichen Schriftart zu zwingen.\n" +"Wenn der Hint-String [code]\"no_wrap\"[/code] gesetzt ist, wird das " +"Eingabefeld keine Zeilen an Grenzen umbrechen, sondern stattdessen den " +"Bereich scrollbar machen" + msgid "Hints that a [String] property is an [Expression]." msgstr "Weist darauf hin, dass eine [String]-Eigenschaft ein [Expression] ist." @@ -5745,6 +5980,36 @@ msgstr "" "Weist darauf hin, dass eine Zeichenketteneigenschaft ein Kennwort ist, und " "jedes Zeichen wird durch das geheime Zeichen ersetzt." +msgid "" +"Hints that a [Callable] property should be displayed as a clickable button. " +"When the button is pressed, the callable is called. The hint string specifies " +"the button text and optionally an icon from the [code]\"EditorIcons\"[/code] " +"theme type.\n" +"[codeblock lang=text]\n" +"\"Click me!\" - A button with the text \"Click me!\" and the default " +"\"Callable\" icon.\n" +"\"Click me!,ColorRect\" - A button with the text \"Click me!\" and the " +"\"ColorRect\" icon.\n" +"[/codeblock]\n" +"[b]Note:[/b] A [Callable] cannot be properly serialized and stored in a file, " +"so it is recommended to use [constant PROPERTY_USAGE_EDITOR] instead of " +"[constant PROPERTY_USAGE_DEFAULT]." +msgstr "" +"Gibt an, dass eine [Callable]-Eigenschaft als anklickbarer Button angezeigt " +"werden soll. Wenn der Button gedrückt wird, wird das Callable aufgerufen. Der " +"Hint-String gibt den Button-Text und optional ein Icon aus dem [code]" +"\"EditorIcons\"[/code]-Theme-Typ an.\n" +"[codeblock lang=text]\n" +"\"Click me!\" - Ein Button mit dem Text \"Click me!\" und dem Standard-" +"\"Callable\"-Icon.\n" +"\"Click me!,ColorRect\" - Ein Button mit dem Text \"Click me!\" und dem " +"\"ColorRect\"-Icon.\n" +"[/codeblock]\n" +"[b]Note:[/b] Ein [Callable] kann nicht ordnungsgemäß serialisiert und in " +"einer Datei gespeichert werden, daher wird empfohlen, [constant " +"PROPERTY_USAGE_EDITOR] anstelle von [constant PROPERTY_USAGE_DEFAULT] zu " +"verwenden." + msgid "" "Hints that a property will be changed on its own after setting, such as " "[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]." @@ -5753,6 +6018,51 @@ msgstr "" "wird, wie [member AudioStreamPlayer.playing] oder [member " "GPUParticles3D.emitting]." +msgid "" +"Hints that a boolean property will enable the feature associated with the " +"group that it occurs in. The property will be displayed as a checkbox on the " +"group header. Only works within a group or subgroup.\n" +"By default, disabling the property hides all properties in the group. Use the " +"optional hint string [code]\"checkbox_only\"[/code] to disable this behavior." +msgstr "" +"Gibt an, dass eine boolesche Eigenschaft die Funktion aktiviert, die mit der " +"Gruppe verknüpft ist, in der sie vorkommt. Die Eigenschaft wird als Checkbox " +"im Gruppen-Header angezeigt. Funktioniert nur innerhalb einer Gruppe oder " +"Untergruppe.\n" +"Standardmäßig werden beim Deaktivieren der Eigenschaft alle Eigenschaften in " +"der Gruppe ausgeblendet. Verwende den optionalen Hint-String [code]" +"\"checkbox_only\"[/code], um dieses Verhalten zu deaktivieren." + +msgid "" +"Hints that a [String] or [StringName] property is the name of an input " +"action. This allows the selection of any action name from the Input Map in " +"the Project Settings. The hint string may contain two options separated by " +"commas:\n" +"- If it contains [code]\"show_builtin\"[/code], built-in input actions are " +"included in the selection.\n" +"- If it contains [code]\"loose_mode\"[/code], loose mode is enabled. This " +"allows inserting any action name even if it's not present in the input map." +msgstr "" +"Gibt an, dass eine [String]- oder [StringName]-Eigenschaft der Name einer " +"Input-Action ist. Dies ermöglicht die Auswahl eines beliebigen Action-Namens " +"aus der Input Map in den Projekteinstellungen. Der Hint-String kann zwei " +"Optionen enthalten, die durch Kommas getrennt sind:\n" +"Wenn er [code]\"show_builtin\"[/code] enthält, werden eingebaute Input-" +"Actions in die Auswahl einbezogen.\n" +"Wenn er [code]\"loose_mode\"[/code] enthält, wird der Loose-Modus aktiviert. " +"Dies ermöglicht das Einfügen beliebiger Action-Namen, auch wenn sie nicht in " +"der Input Map vorhanden sind." + +msgid "" +"Like [constant PROPERTY_HINT_FILE], but the property is stored as a raw path, " +"not UID. That means the reference will be broken if you move the file. " +"Consider using [constant PROPERTY_HINT_FILE] when possible." +msgstr "" +"Wie [constant PROPERTY_HINT_FILE], aber die Eigenschaft wird direkt als Pfad " +"gespeichert, nicht als UID. Das bedeutet, dass die Referenz unterbrochen " +"wird, wenn du die Datei verschiebst. Ziehe in Betracht, [constant " +"PROPERTY_HINT_FILE] zu verwenden, wenn möglich." + msgid "Represents the size of the [enum PropertyHint] enum." msgstr "Stellt die Größe der Aufzählung [enum PropertyHint] dar." @@ -5815,6 +6125,21 @@ msgstr "" "Durch Bearbeiten der Eigenschaft wird der Benutzer aufgefordert, den Editor " "neu zu starten." +msgid "" +"The property is a script variable. [constant PROPERTY_USAGE_SCRIPT_VARIABLE] " +"can be used to distinguish between exported script variables from built-in " +"variables (which don't have this usage flag). By default, [constant " +"PROPERTY_USAGE_SCRIPT_VARIABLE] is [b]not[/b] applied to variables that are " +"created by overriding [method Object._get_property_list] in a script." +msgstr "" +"Die Eigenschaft ist eine Script-Variable. [constant " +"PROPERTY_USAGE_SCRIPT_VARIABLE] kann verwendet werden, um zwischen " +"exportierten Script-Variablen und eingebauten Variablen zu unterscheiden (die " +"dieses Usage-Flag nicht haben). Standardmäßig wird [constant " +"PROPERTY_USAGE_SCRIPT_VARIABLE] [b]nicht[/b] auf Variablen angewendet, die " +"durch Überschreiben von [method Object._get_property_list] in einem Script " +"erstellt werden." + msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." @@ -5836,6 +6161,45 @@ msgstr "" "Wenn diese Eigenschaft [code]nil[/code] als Default Wert hat, ist sie vom Typ " "[Variant]." +msgid "" +"The property is the element count of a property array, i.e. a list of groups " +"of related properties. Properties defined with this usage also need a " +"specific [code]class_name[/code] field in the form of [code]label,prefix[/" +"code]. The field may also include additional comma-separated options:\n" +"- [code]page_size=N[/code]: Overrides [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] for this array.\n" +"- [code]add_button_text=text[/code]: The text displayed by the \"Add " +"Element\" button.\n" +"- [code]static[/code]: The elements can't be re-arranged.\n" +"- [code]const[/code]: New elements can't be added.\n" +"- [code]numbered[/code]: An index will appear next to each element.\n" +"- [code]unfoldable[/code]: The array can't be folded.\n" +"- [code]swap_method=method_name[/code]: The method that will be called when " +"two elements switch places. The method should take 2 [int] parameters, which " +"will be indices of the elements being swapped.\n" +"Note that making a full-fledged property array requires boilerplate code " +"involving [method Object._get_property_list]." +msgstr "" +"Die Eigenschaft ist die Elementanzahl eines Property-Arrays, d. h. eine Liste " +"von Gruppen verwandter Eigenschaften. Eigenschaften, die mit diesem Usage " +"definiert werden, benötigen auch ein spezifisches [code]class_name[/code]-" +"Feld in der Form [code]label,prefix[/code]. Das Feld kann auch zusätzliche " +"durch Kommas getrennte Optionen enthalten:\n" +"[code]page_size=N[/code]: Überschreibt [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] für dieses Array.\n" +"[code]add_button_text=text[/code]: Der Text, der vom \"Element hinzufügen\"-" +"Button angezeigt wird.\n" +"[code]static[/code]: Die Elemente können nicht neu angeordnet werden.\n" +"[code]const[/code]: Neue Elemente können nicht hinzugefügt werden.\n" +"[code]numbered[/code]: Ein Index wird neben jedem Element angezeigt.\n" +"[code]unfoldable[/code]: Das Array kann nicht eingeklappt werden.\n" +"[code]swap_method=method_name[/code]: Die Methode, die aufgerufen wird, wenn " +"zwei Elemente die Plätze tauschen. Die Methode sollte 2 [int]-Parameter " +"entgegennehmen, welche die Indizes der zu vertauschenden Elemente sein " +"werden.\n" +"Beachte, dass das Erstellen eines vollwertigen Property-Arrays Boilerplate-" +"Code erfordert, der [method Object._get_property_list] verwendet." + msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " @@ -6747,6 +7111,48 @@ msgstr "" "Der [AimModifier3D] dreht einen Knochen, um einen Referenz-Knochen " "anzuschauen." +msgid "" +"This is a simple version of [LookAtModifier3D] that only allows bone to the " +"reference without advanced options such as angle limitation or time-based " +"interpolation.\n" +"The feature is simplified, but instead it is implemented with smooth tracking " +"without euler, see [method set_use_euler]." +msgstr "" +"Dies ist eine vereinfachte Version von [LookAtModifier3D], die es dem Bone " +"nur ermöglicht, auf die Referenz zu schauen, ohne erweiterte Optionen wie " +"Winkelbegrenzung oder zeitbasierte Interpolation.\n" +"Die Funktion ist vereinfacht, aber dafür ist sie mit sanftem Tracking ohne " +"Euler implementiert, siehe [method set_use_euler]." + +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 "" +"Setzt die Relative-Option in der Einstellung bei [param index] auf [param " +"enabled].\n" +"Wenn [param enabled] auf [code]true[/code] gesetzt wird, wird die Rotation " +"relativ zur Pose angewendet.\n" +"Wenn [param enabled] auf [code]false[/code] gesetzt wird, wird die Rotation " +"relativ zur Ruheposition angewendet. Das bedeutet, dass die aktuelle Pose " +"durch das Ergebnis des [AimModifier3D] ersetzt wird." + +msgid "" +"If sets [param enabled] to [code]true[/code], it provides rotation with using " +"euler.\n" +"If sets [param enabled] to [code]false[/code], it provides rotation with " +"using rotation by arc generated from the forward axis vector and the vector " +"toward the reference." +msgstr "" +"Wenn [param enabled] auf [code]true[/code] gesetzt wird, wird die Rotation " +"unter Verwendung von Euler bereitgestellt.\n" +"Wenn [param enabled] auf [code]false[/code] gesetzt wird, wird die Rotation " +"unter Verwendung einer Rotation durch einen Bogen bereitgestellt, der aus dem " +"Forward-Axis-Vektor und dem Vektor zur Referenz erzeugt wird." + msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." @@ -6777,6 +7183,9 @@ msgstr "" msgid "Physics introduction" msgstr "Einführung in die Physik" +msgid "Troubleshooting physics issues" +msgstr "Fehlerbeheben der Physik Probleme" + msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " @@ -7509,6 +7918,15 @@ msgstr "" "Gibt die Werte der Argumente zurück, die auf einer Methodenspur für einen " "gegebenen Schlüssel in einer gegebenen Spur aufgerufen werden sollen." +msgid "" +"Optimize the animation and all its tracks in-place. This will preserve only " +"as many keys as are necessary to keep the animation within the specified " +"bounds." +msgstr "" +"Optimiere die Animation und all ihre Spuren an Ort und Stelle. Dies wird nur " +"so viele Schlüssel wie nötig bewahren, um die Animation innerhalb der " +"spezifizierten Grenzen zu halten." + msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "" "Fügt einen Schlüssel in eine angegebene 3D-Positionsspur ein. Gibt den " @@ -8208,6 +8626,15 @@ msgstr "" "da Änderungen an der Szene nicht gespeichert werden, solange sie in der " "Rücksetzanimation gesetzt sind." +msgid "" +"If [code]true[/code], [method get_root_motion_position] value is extracted as " +"a local translation value before blending. In other words, it is treated like " +"the translation is done after the rotation." +msgstr "" +"Wenn [code]true[/code], wird der Wert [method get_root_motion_position] vor " +"dem Blending als lokaler Translationswert extrahiert. Mit anderen Worten, es " +"wird so behandelt, als würde die Translation nach der Rotation erfolgen." + msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." @@ -8268,6 +8695,122 @@ msgstr "" "Animation.UPDATE_CAPTURE] Spurwerte mit [constant Animation.UPDATE_DISCRETE] " "Spurwerten gemischt werden." +msgid "" +"An [constant Animation.UPDATE_CONTINUOUS] or [constant " +"Animation.UPDATE_CAPTURE] track value takes precedence when blending the " +"[constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] " +"track values and the [constant Animation.UPDATE_DISCRETE] track values. This " +"is the default behavior for [AnimationPlayer]." +msgstr "" +"Ein [constant Animation.UPDATE_CONTINUOUS]- oder [constant " +"Animation.UPDATE_CAPTURE]-Spurwert hat Vorrang, wenn die [constant " +"Animation.UPDATE_CONTINUOUS]- oder [constant Animation.UPDATE_CAPTURE]-" +"Spurwerte und die [constant Animation.UPDATE_DISCRETE]-Spurwerte gemischt " +"werden. Dies ist das Standardverhalten für [AnimationPlayer]." + +msgid "" +"Always treat the [constant Animation.UPDATE_DISCRETE] track value as " +"[constant Animation.UPDATE_CONTINUOUS] with [constant " +"Animation.INTERPOLATION_NEAREST]. This is the default behavior for " +"[AnimationTree].\n" +"If a value track has un-interpolatable type key values, it is internally " +"converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with " +"[constant Animation.UPDATE_DISCRETE].\n" +"Un-interpolatable type list:\n" +"- [constant @GlobalScope.TYPE_NIL]\n" +"- [constant @GlobalScope.TYPE_NODE_PATH]\n" +"- [constant @GlobalScope.TYPE_RID]\n" +"- [constant @GlobalScope.TYPE_OBJECT]\n" +"- [constant @GlobalScope.TYPE_CALLABLE]\n" +"- [constant @GlobalScope.TYPE_SIGNAL]\n" +"- [constant @GlobalScope.TYPE_DICTIONARY]\n" +"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" +"[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are " +"treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded " +"when the result is retrieved.\n" +"It is same for arrays and vectors with them such as [constant " +"@GlobalScope.TYPE_PACKED_INT32_ARRAY] or [constant " +"@GlobalScope.TYPE_VECTOR2I], they are treated as [constant " +"@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " +"@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also " +"interpolated.\n" +"[constant @GlobalScope.TYPE_STRING] and [constant " +"@GlobalScope.TYPE_STRING_NAME] are interpolated between character codes and " +"lengths, but note that there is a difference in algorithm between " +"interpolation between keys and interpolation by blending." +msgstr "" +"Behandeln Sie den Spurwert [constant Animation.UPDATE_DISCRETE] immer als " +"[constant Animation.UPDATE_CONTINUOUS] mit [constant " +"Animation.INTERPOLATION_NEAREST]. Dies ist das Standardverhalten für " +"[AnimationTree].\n" +"Wenn ein Spurwert nicht-interpolierbare Typ-Schlüsselwerte enthält, wird er " +"intern so konvertiert, dass [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] mit [constant " +"Animation.UPDATE_DISCRETE] verwendet wird.\n" +"Liste der nicht-interpolierbaren Typen:\n" +"- [constant @GlobalScope.TYPE_NIL]\n" +"- [constant @GlobalScope.TYPE_NODE_PATH]\n" +"- [constant @GlobalScope.TYPE_RID]\n" +"- [constant @GlobalScope.TYPE_OBJECT]\n" +"- [constant @GlobalScope.TYPE_CALLABLE]\n" +"- [constant @GlobalScope.TYPE_SIGNAL]\n" +"- [constant @GlobalScope.TYPE_DICTIONARY]\n" +"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" +"[constant @GlobalScope.TYPE_BOOL] und [constant @GlobalScope.TYPE_INT] werden " +"während der Überblendung als [constant @GlobalScope.TYPE_FLOAT] behandelt und " +"beim Abrufen des Ergebnisses gerundet.\n" +"Das Gleiche gilt für Arrays und Vektoren mit ihnen, wie z. B. [constant " +"@GlobalScope. TYPE_PACKED_INT32_ARRAY] oder [constant " +"@GlobalScope.TYPE_VECTOR2I], sie werden als [constant " +"@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] oder [constant " +"@GlobalScope.TYPE_VECTOR2] behandelt. Beachten Sie auch, dass bei Arrays die " +"Größe ebenfalls interpoliert wird.\n" +"[constant @GlobalScope.TYPE_STRING] und [constant " +"@GlobalScope.TYPE_STRING_NAME] werden zwischen Zeichencodes und Längen " +"interpoliert, aber beachten Sie, dass es einen Unterschied im Algorithmus " +"zwischen der Interpolation zwischen Schlüsseln und der Interpolation durch " +"Überblendung gibt." + +msgid "" +"Base resource for [AnimationTree] nodes. In general, it's not used directly, " +"but you can create custom ones with custom blending formulas.\n" +"Inherit this when creating animation nodes mainly for use in " +"[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " +"instead.\n" +"You can access the time information as read-only parameter which is processed " +"and stored in the previous frame for all nodes except [AnimationNodeOutput].\n" +"[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time " +"information takes precedence depends on the type of [AnimationNode].\n" +"[codeblock]\n" +"var current_length = $AnimationTree[\"parameters/AnimationNodeName/" +"current_length\"]\n" +"var current_position = $AnimationTree[\"parameters/AnimationNodeName/" +"current_position\"]\n" +"var current_delta = $AnimationTree[\"parameters/AnimationNodeName/" +"current_delta\"]\n" +"[/codeblock]" +msgstr "" +"Basisressource für [AnimationTree]-Nodes. Im Allgemeinen wird sie nicht " +"direkt verwendet, aber Sie können benutzerdefinierte Ressourcen mit " +"benutzerdefinierten Überblendungsformeln erstellen.\n" +"Erben Sie diese Ressource, wenn Sie Animations-Nodes erstellen, die " +"hauptsächlich in [AnimationNodeBlendTree] verwendet werden sollen. " +"Andernfalls sollte stattdessen [AnimationRootNode] verwendet werden.\n" +"Sie können auf die Zeitinformationen als schreibgeschützten Parameter " +"zugreifen, der für alle Nodes außer [AnimationNodeOutput] im vorherigen Frame " +"verarbeitet und gespeichert wird.\n" +"[b]Hinweis:[/b] Wenn mehrere Eingaben im [AnimationNode] vorhanden sind, " +"hängt es vom Typ des [AnimationNode] ab, welche Zeitinformationen Vorrang " +"haben.\n" +"[codeblock]\n" +"var current_length = $AnimationTree[„parameters/AnimationNodeName/" +"current_length“]\n" +"var current_position = $AnimationTree[„parameters/AnimationNodeName/" +"current_position“]\n" +"var current_delta = $AnimationTree[„parameters/AnimationNodeName/" +"current_delta“]\n" +"[/codeblock]" + msgid "Using AnimationTree" msgstr "Verwendung des AnimationTree" @@ -8308,6 +8851,17 @@ msgstr "" msgid "Gets the name of an input by index." msgstr "Ruft den Namen eines Eingangs nach Index ab." +msgid "" +"Returns the object id of the [AnimationTree] that owns this node.\n" +"[b]Note:[/b] This method should only be called from within the [method " +"AnimationNodeExtension._process_animation_node] method, and will return an " +"invalid id otherwise." +msgstr "" +"Gibt die Objekt-ID des [AnimationTree] zurück, welcher diesen Node besitzt.\n" +"[b]Hinweis:[/b] Diese Methode sollte nur innerhalb der Methode [method " +"AnimationNodeExtension._process_animation_node] aufgerufen werden, und wird " +"andernfalls eine ungültige ID zurückgeben." + msgid "Removes an input, call this only when inactive." msgstr "Entfernt einen Eingang, rufen Sie dies nur bei Inaktivität auf." @@ -8396,6 +8950,17 @@ msgstr "Eine Eingabeanimation für einen [AnimationNodeBlendTree]." msgid "3D Platformer Demo" msgstr "3D-Plattformer-Demo" +msgid "" +"If [code]true[/code], on receiving a request to play an animation from the " +"start, the first frame is not drawn, but only processed, and playback starts " +"from the next frame.\n" +"See also the notes of [method AnimationPlayer.play]." +msgstr "" +"Wenn [code]true[/code], wird bei Erhalt einer Anfrage, eine Animation von " +"Anfang an abzuspielen, der erste Frame nicht gezeichnet, sondern nur " +"verarbeitet, und die Wiedergabe beginnt mit dem nächsten Frame.\n" +"Siehe auch die Hinweise zu [method AnimationPlayer.play]." + msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." @@ -8416,13 +8981,6 @@ msgstr "" "Dies kann genutzt werden um anzupassen, welcher Fuß in einer 3D-Laufanimation " "den ersten Schritt macht." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"Wenn [member use_custom_timeline] auf [code]true[/code] gesetzt ist, wird der " -"Startzeitpunkt der Animation verschoben." - msgid "Plays animation in forward direction." msgstr "Spielt die Animation in Vorwärtsrichtung ab." @@ -17317,9 +17875,6 @@ msgstr "" "implementiert.\n" "[b]Hinweis:[/b] Diese Eigenschaft funktioniert nur mit nativen Fenstern." -msgid "The window's size in pixels." -msgstr "Die Größe des Fensters in Pixeln." - msgid "Emitted when the [Window] gains focus." msgstr "Wird ausgegeben, wenn das [Window] den Fokus erhält." diff --git a/doc/translations/es.po b/doc/translations/es.po index 8736f50a7f..e003cd4824 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -27,7 +27,7 @@ # Andres David Calderón Jimenez , 2021. # Manuel Cantón Guillén , 2021. # Rémi Verschelde , 2021. -# Rémi Verschelde , 2021. +# Rémi Verschelde , 2021, 2025. # Alfonso V , 2022, 2024. # Alejandro Pérez , 2022. # Cristhian Pineda Castro , 2022. @@ -84,7 +84,7 @@ # Zgtale , 2024. # Juan Matias Olmos , 2024. # Juan Castro , 2024. -# Alejandro Moctezuma , 2024, 2025. +# Alejandro Moctezuma , 2024, 2025, 2026. # gallegonovato , 2024. # Andres David Calderon , 2024. # MayorTom4815 , 2024. @@ -119,12 +119,13 @@ # Chen Romero Juárez , 2025. # "Santiago Leonardo L." , 2025. # iker-sr , 2025. +# zozelfelfo , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-18 20:24+0000\n" -"Last-Translator: iker-sr \n" +"PO-Revision-Date: 2026-01-11 23:26+0000\n" +"Last-Translator: zozelfelfo \n" "Language-Team: Spanish \n" "Language: es\n" @@ -135,40 +136,40 @@ msgstr "" "X-Generator: Weblate 5.15.1\n" msgid "All classes" -msgstr "Todas las clases" +msgstr "state:>=translated«Todas las clases»" msgid "Globals" -msgstr "Globales" +msgstr "state:>=translated«Globales»" msgid "Nodes" -msgstr "Nodos" +msgstr "state:>=translated«Nodos»" msgid "Resources" msgstr "Recursos" msgid "Editor-only" -msgstr "Solo para el Editor" +msgstr "state:>=translated«Solo para el Editor»" msgid "Other objects" -msgstr "Otros objetos" +msgstr "state:>=translated«Otros objetos»" msgid "Variant types" -msgstr "Tipos de Variant" +msgstr "state:>=translated«Tipos de Variant»" msgid "Description" -msgstr "Descripción" +msgstr "state:>=translated«Descripción»" msgid "Tutorials" -msgstr "Tutoriales" +msgstr "state:>=translated«Tutoriales»" msgid "Properties" -msgstr "Propiedades" +msgstr "state:>=translated«Propiedades»" msgid "Constructors" -msgstr "Constructores" +msgstr "state:>=translated«Constructores»" msgid "Methods" -msgstr "Métodos" +msgstr "state:>=translated«Constantes»" msgid "Operators" msgstr "Operadores" @@ -1989,99 +1990,6 @@ msgstr "" "@onready var character_name: Label = $Label\n" "[/codeblock]" -msgid "" -"Mark the following method for remote procedure calls. See [url=$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\", \"unreliable\", 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 "" -"Marca el siguiente método para llamadas de procedimiento remoto. Véase " -"[url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]High-level " -"multiplayer[/url].\n" -"Si [param mode] es establecido como [code]\"any_peer\"[/code], permite que " -"cualquier dispositivo llame esta función RPC. De lo contrario, solo el " -"dispositivo con autorización tiene permitido llamarla y el [param mode] " -"debería dejarse como [code]\"authority\"[/code]. Al configurar funciones como " -"las RPC con [method Node.rpc_config], cada uno de esos modos respectivamente " -"corresponden a los modos RPC [constant MultiplayerAPI.RPC_MODE_AUTHORITY] y " -"[constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC. Véase [enum " -"MultiplayerAPI.RPCMode]. Si un dispositivo que no tiene autorización intenta " -"llamar una función que solo es permitida por quien tiene la autoridad, " -"entonces la función no sera ejecutada. Si el error puede ser detectado " -"localmente (cuando la configuración de RPC es consistente entre personas " -"locales y remotas), se desplegará un mensaje de error en la persona que " -"envía. De lo contrario, el dispositivo del servidor remoto debería detectar e " -"imprimir el error entonces.\n" -"Si [param sync] es establecido como [code]\"call_remote\"[/code], la función " -"debería ser ejecutada solo en el dispositivo remoto, pero no localmente. Para " -"ejecutar esta función localmente también, cambia [param sync] con [code]" -"\"call_local\"[/code]. Al configurar funciones como las RPC con [method " -"Node.rpc_config], es el equivalente que establecer [code]call_local[/code] " -"para [code]true[/code].\n" -"Los [param transfer_mode] valores aceptados son [code]\"unreliable\"[/code], " -"[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. Establece " -"el modo de transferencia subyacente [MultiplayerPeer]. Véase [member " -"MultiplayerPeer.transfer_mode].\n" -"El [param transfer_channel] define el canal del [MultiplayerPeer] subyacente. " -"Véase [member MultiplayerPeer.transfer_channel].\n" -"El orden de [param mode], [param sync] y [param transfer_mode] no importa, " -"pero los valores relacionados a el mismo argumento no deberían ser usados más " -"de una vez. [param transfer_channel] siempre debe ser el cuarto argumento " -"(debes especificar los 3 argumentos que le preceden).\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) # Equivalente a @rpc\n" -"func fn_default(): pass\n" -"[/codeblock]\n" -"[b]Nota:[/b] Los métodos con la anotación [annotation @rpc] no puede recibir " -"objetos que definen un parámetro requerido en el método [method " -"Object._init]. Véase [method Object._init] ara más detalles." - 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 " @@ -6311,6 +6219,75 @@ msgstr "" msgid "The property has no hint for the editor." msgstr "La propiedad no tiene ninguna sugerencia para el editor." +msgid "" +"Hints that an [int] or [float] property should be within a range specified " +"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" +"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" +"or [code]\"or_less\"[/code] to allow manual input going respectively above " +"the max or below the min values.\n" +"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" +"Additionally, other keywords can be included: [code]\"exp\"[/code] for " +"exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " +"radian angles in degrees (the range values are also in degrees), [code]" +"\"degrees\"[/code] to hint at an angle, [code]\"prefer_slider\"[/code] to " +"show the slider for integers, [code]\"hide_control\"[/code] to hide the " +"slider or up-down arrows, and [code]\"suffix:px/s\"[/code] to display a " +"suffix indicating the value's unit (e.g. [code]px/s[/code] for pixels per " +"second)." +msgstr "" +"Indica que una propiedad [int] o [float] debe estar dentro de un rango " +"especificado mediante la string de pista [code]\"min,max\"[/code] o [code]" +"\"min,max,step\"[/code]. La string de pista puede incluir opcionalmente [code]" +"\"or_greater\"[/code] y/o [code]\"or_less\"[/code] para permitir la entrada " +"manual que vaya, respectivamente, por encima del valor máximo o por debajo " +"del valor mínimo.\n" +"[b]Ejemplo:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" +"Además, se pueden incluir otras palabras clave: [code]\"exp\"[/code] para la " +"edición de rango exponencial, [code]\"radians_as_degrees\"[/code] para editar " +"ángulos en radianes en grados (los valores del rango también están en " +"grados), [code]\"degrees\"[/code] para sugerir un ángulo, [code]" +"\"prefer_slider\"[/code] para mostrar el deslizador para enteros, [code]" +"\"hide_control\"[/code] para ocultar el deslizador o las flechas de subir/" +"bajar, y [code]\"suffix:px/s\"[/code] para mostrar un sufijo que indique la " +"unidad del valor (p. ej., [code]px/s[/code] para píxeles por segundo)." + +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 "" +"Indica que una propiedad [int], [String] o [StringName] es un valor enumerado " +"que se selecciona en una lista especificada mediante una string de pista.\n" +"La string de pista es una lista de nombres separados por comas, como [code]" +"\"Hello,Something,Else\"[/code]. Los espacios en blanco [b]no[/b] se eliminan " +"de ninguno de los extremos de un nombre. Para las propiedades enteras, el " +"primer nombre de la lista tiene el valor 0, el siguiente 1, y así " +"sucesivamente. También se pueden especificar valores explícitos añadiendo " +"[code]:integer[/code] al nombre, por ejemplo, [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 "" +"Indica que una propiedad [String] o [StringName] puede ser un valor enumerado " +"para elegir en una lista especificada a través de una string de pista como " +"[code]\"Hola,algo,más\"[/code]. Véase [constant PROPERTY_HINT_ENUM] para más " +"detalles.\n" +"A diferencia de [constant PROPERTY_HINT_ENUM], una propiedad con esta pista " +"sigue aceptando valores arbitrarios y puede estar vacía. La lista de valores " +"sirve para sugerir posibles valores." + msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " @@ -6332,6 +6309,35 @@ msgstr "" "enlacen. Por ejemplo, esto permite que [member Vector2.x] y [member " "Vector2.y] se editen juntos." +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 "" +"Indica que una propiedad [int] es una máscara de bits con bits con nombre.\n" +"La string de sugerencia es una lista de nombres separada por comas, por " +"ejemplo [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]. Los espacios en blanco [b]no[/" +"b] se eliminan de ninguno de los extremos de un nombre. El primer nombre de " +"la lista tiene el valor 1, el siguiente 2, luego 4, 8, 16, y así " +"sucesivamente. También se pueden especificar valores explícitos añadiendo " +"[code]:integer[/code] al nombre, p. ej. [code]\"A:4,B:8,C:16\"[/code]. " +"También puedes combinar varias banderas ([code]\"A:4,B:8,AB:12,C:16\"[/" +"code]).\n" +"[b]Nota:[/b] El valor de una bandera debe ser al menos [code]1[/code] y como " +"máximo [code]2 ** 32 - 1[/code].\n" +"[b]Nota:[/b] A diferencia de [constant PROPERTY_HINT_ENUM], el valor " +"explícito previo no se tiene en cuenta. Para la string de sugerencia [code]" +"\"A:16,B,C\"[/code], A es 16, B es 2, C es 4." + msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." @@ -6433,6 +6439,23 @@ msgstr "" "\"Texture2D\"[/code]). Al editarla, se mostrará un menú emergente de tipos de " "recursos válidos para instanciar." +msgid "" +"Hints that a [String] property is text with line breaks. Editing it will show " +"a text input field where line breaks can be typed.\n" +"The hint string can be set to [code]\"monospace\"[/code] to force the input " +"field to use a monospaced font.\n" +"If the hint string [code]\"no_wrap\"[/code] is set, the input field will not " +"wrap lines at boundaries, instead resorting to making the area scrollable." +msgstr "" +"Indica que una propiedad [String] es texto con saltos de línea. Al editarla, " +"aparecerá un campo de entrada de texto en el que se pueden escribir saltos de " +"línea.\n" +"La string de sugerencia se puede establecer en [code]\"monospace\"[/code] " +"para forzar que el campo de entrada utilice una fuente monoespaciada.\n" +"Si se establece la string de sugerencia [code]\"no_wrap\"[/code], el campo de " +"entrada no ajustará las líneas en los límites, sino que recurrirá a hacer que " +"el área sea desplazable." + msgid "Hints that a [String] property is an [Expression]." msgstr "Indica que una propiedad [String] es una [Expression]." @@ -6940,6 +6963,44 @@ msgstr "" "Si la propiedad tiene [code]nil[/code] como valor predeterminado, su tipo " "será [Variant]." +msgid "" +"The property is the element count of a property array, i.e. a list of groups " +"of related properties. Properties defined with this usage also need a " +"specific [code]class_name[/code] field in the form of [code]label,prefix[/" +"code]. The field may also include additional comma-separated options:\n" +"- [code]page_size=N[/code]: Overrides [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] for this array.\n" +"- [code]add_button_text=text[/code]: The text displayed by the \"Add " +"Element\" button.\n" +"- [code]static[/code]: The elements can't be re-arranged.\n" +"- [code]const[/code]: New elements can't be added.\n" +"- [code]numbered[/code]: An index will appear next to each element.\n" +"- [code]unfoldable[/code]: The array can't be folded.\n" +"- [code]swap_method=method_name[/code]: The method that will be called when " +"two elements switch places. The method should take 2 [int] parameters, which " +"will be indices of the elements being swapped.\n" +"Note that making a full-fledged property array requires boilerplate code " +"involving [method Object._get_property_list]." +msgstr "" +"La propiedad es el recuento de elementos de un array de propiedades, es " +"decir, una lista de grupos de propiedades relacionadas. Las propiedades " +"definidas con este uso también necesitan un campo específico " +"[code]class_name[/code] en forma de [code]label,prefix[/code]. El campo " +"también puede incluir opciones adicionales separadas por comas:\n" +"- [code]page_size=N[/code]: Anula [member EditorSettings.interface/inspector/" +"max_array_dictionary_items_per_page] para este array.\n" +"- [code]add_button_text=text[/code]: El texto que se muestra en el botón " +"\"Añadir elemento\".\n" +"- [code]static[/code]: Los elementos no se pueden reorganizar.\n" +"- [code]const[/code]: No se pueden añadir nuevos elementos.\n" +"- [code]numbered[/code]: Aparecerá un índice junto a cada elemento.\n" +"- [code]unfoldable[/code]: El array no se puede plegar.\n" +"- [code]swap_method=method_name[/code]: El método que se llamará cuando dos " +"elementos cambien de lugar. El método debe tomar 2 parámetros [int], que " +"serán los índices de los elementos que se intercambian.\n" +"Ten en cuenta que para crear una matriz de propiedades completa se requiere " +"código repetitivo que incluya [method Object._get_property_list]." + msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " @@ -9618,6 +9679,61 @@ msgstr "Devuelve la lista de claves de biblioteca almacenadas." msgid "Returns the list of stored animation keys." msgstr "Devuelve la lista de claves de animación almacenadas." +msgid "" +"Retrieve the blended value of the position tracks with the [member " +"root_motion_track] as a [Vector3] that can be used elsewhere.\n" +"This is useful in cases where you want to respect the initial key values of " +"the animation.\n" +"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " +"is played in the previous frame and then an animation with only one key " +"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_position_accumulator\n" +"\n" +"func _process(delta):\n" +"\tif Input.is_action_just_pressed(\"animate\"):\n" +"\t\tstate_machine.travel(\"Animate\")\n" +"\tvar current_root_motion_position_accumulator = " +"animation_tree.get_root_motion_position_accumulator()\n" +"\tvar difference = current_root_motion_position_accumulator - " +"prev_root_motion_position_accumulator\n" +"\tprev_root_motion_position_accumulator = " +"current_root_motion_position_accumulator\n" +"\ttransform.origin += difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"Recupera el valor combinado de las pistas de posición con [member " +"root_motion_track] como un [Vector3] que se puede utilizar en otros lugares.\n" +"Esto resulta útil en los casos en los que se desea respetar los valores clave " +"iniciales de la animación.\n" +"Por ejemplo, si se reproduce una animación con una sola clave " +"[code]Vector3(0, 0, 0)[/code] en el fotograma anterior y luego se reproduce " +"una animación con una sola clave [code]Vector3(1, 0, 1)[/code] en el " +"fotograma siguiente, la diferencia se puede calcular de la siguiente manera:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_position_accumulator\n" +"\n" +"func _process(delta):\n" +"\tif Input.is_action_just_pressed(\"animate\"):\n" +"\t\tstate_machine.travel(\"Animate\")\n" +"\tvar current_root_motion_position_accumulator = " +"animation_tree.get_root_motion_position_accumulator()\n" +"\tvar difference = current_root_motion_position_accumulator - " +"prev_root_motion_position_accumulator\n" +"\tprev_root_motion_position_accumulator = " +"current_root_motion_position_accumulator\n" +"\ttransform.origin += difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"Sin embargo, si la animación se repite, puede producirse un cambio discreto " +"no deseado, por lo que solo resulta útil para algunos casos de uso sencillos." + msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" @@ -9651,6 +9767,68 @@ msgstr "" "[/gdscript]\n" "[/codeblocks]" +msgid "" +"Retrieve the blended value of the rotation tracks with the [member " +"root_motion_track] as a [Quaternion] that can be used elsewhere.\n" +"This is necessary to apply the root motion position correctly, taking " +"rotation into account. See also [method get_root_motion_position].\n" +"Also, this is useful in cases where you want to respect the initial key " +"values of the animation.\n" +"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" +"code] is played in the previous frame and then an animation with only one key " +"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " +"difference can be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_rotation_accumulator\n" +"\n" +"func _process(delta):\n" +"\tif Input.is_action_just_pressed(\"animate\"):\n" +"\t\tstate_machine.travel(\"Animate\")\n" +"\tvar current_root_motion_rotation_accumulator = " +"animation_tree.get_root_motion_rotation_accumulator()\n" +"\tvar difference = prev_root_motion_rotation_accumulator.inverse() * " +"current_root_motion_rotation_accumulator\n" +"\tprev_root_motion_rotation_accumulator = " +"current_root_motion_rotation_accumulator\n" +"\ttransform.basis *= Basis(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"Recupera el valor combinado de las pistas de rotación con [member " +"root_motion_track] como un [Quaternion] que se puede utilizar en otros " +"lugares.\n" +"Esto es necesario para aplicar correctamente la posición del movimiento raíz, " +"teniendo en cuenta la rotación. Véase también [método " +"get_root_motion_position].\n" +"Además, esto es útil en los casos en los que se desea respetar los valores " +"clave iniciales de la animación.\n" +"Por ejemplo, si se reproduce una animación con una sola clave " +"[code]Quaternion(0, 0, 0, 1)[/code] en el fotograma anterior y luego se " +"reproduce una animación con una sola clave [code]Quaternion(0, 0.707, 0, " +"0.707)[/code] en el fotograma siguiente, la diferencia se puede calcular de " +"la siguiente manera:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_rotation_accumulator\n" +"\n" +"func _process(delta):\n" +"\tif Input.is_action_just_pressed(\"animate\"):\n" +"\t\tstate_machine.travel(\"Animate\")\n" +"\tvar current_root_motion_rotation_accumulator = " +"animation_tree.get_root_motion_rotation_accumulator()\n" +"\tvar difference = prev_root_motion_rotation_accumulator.inverse() * " +"current_root_motion_rotation_accumulator\n" +"\tprev_root_motion_rotation_accumulator = " +"current_root_motion_rotation_accumulator\n" +"\ttransform.basis *= Basis(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"Sin embargo, si la animación se repite, puede producirse un cambio discreto " +"no deseado, por lo que solo es útil para algunos casos de uso sencillos." + msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " "[Vector3] that can be used elsewhere.\n" @@ -9694,6 +9872,56 @@ msgstr "" "[/gdscript]\n" "[/codeblocks]" +msgid "" +"Retrieve the blended value of the scale tracks with the [member " +"root_motion_track] as a [Vector3] that can be used elsewhere.\n" +"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " +"is played in the previous frame and then an animation with only one key " +"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_scale_accumulator\n" +"\n" +"func _process(delta):\n" +"\tif Input.is_action_just_pressed(\"animate\"):\n" +"\t\tstate_machine.travel(\"Animate\")\n" +"\tvar current_root_motion_scale_accumulator = " +"animation_tree.get_root_motion_scale_accumulator()\n" +"\tvar difference = current_root_motion_scale_accumulator - " +"prev_root_motion_scale_accumulator\n" +"\tprev_root_motion_scale_accumulator = current_root_motion_scale_accumulator\n" +"\ttransform.basis = transform.basis.scaled(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"Recupera el valor combinado de las pistas de escala con [member " +"root_motion_track] como un [Vector3] que se puede utilizar en otros lugares.\n" +"Por ejemplo, si se reproduce una animación con una sola clave " +"[code]Vector3(1, 1, 1)[/code] en el fotograma anterior y, a continuación, se " +"reproduce una animación con una sola clave [code]Vector3(2, 2, 2)[/code] en " +"el siguiente fotograma, la diferencia se puede calcular de la siguiente " +"manera:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_scale_accumulator\n" +"\n" +"func _process(delta):\n" +"\tif Input.is_action_just_pressed(\"animate\"):\n" +"\t\tstate_machine.travel(\"Animate\")\n" +"\tvar current_root_motion_scale_accumulator = " +"animation_tree.get_root_motion_scale_accumulator()\n" +"\tvar difference = current_root_motion_scale_accumulator - " +"prev_root_motion_scale_accumulator\n" +"\tprev_root_motion_scale_accumulator = current_root_motion_scale_accumulator\n" +"\ttransform.basis = transform.basis.scaled(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"Sin embargo, si la animación se repite, puede producirse un cambio discreto " +"no deseado, por lo que solo resulta útil para algunos casos de uso sencillos." + msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with " "key [param name]." @@ -9734,9 +9962,71 @@ msgstr "" "de audio, los dos [AudioStreamPlayer] asignados pueden reproducir " "simultáneamente hasta [code]32[/code] voces cada uno." +msgid "" +"Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " +"update infrequently, usually when using nearest interpolation.\n" +"However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " +"results are considered. The [member callback_mode_discrete] specify it " +"explicitly. See also [enum AnimationCallbackModeDiscrete].\n" +"To make the blended results look good, it is recommended to set this to " +"[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " +"frame during blending. Other values exist for compatibility and they are fine " +"if there is no blending, but not so, may produce artifacts." +msgstr "" +"Normalmente, las pistas se pueden configurar en [constant " +"Animation.UPDATE_DISCRETE] para actualizarse con poca frecuencia, normalmente " +"cuando se utiliza la interpolación más cercana.\n" +"Sin embargo, al mezclar con [constant Animation.UPDATE_CONTINUOUS] se tienen " +"en cuenta varios resultados. El [member callback_mode_discrete] lo especifica " +"explícitamente. Véase también [enum AnimationCallbackModeDiscrete].\n" +"Para que los resultados mezclados se vean bien, se recomienda establecerlo en " +"[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] para actualizar " +"cada fotograma durante la mezcla. Existen otros valores por motivos de " +"compatibilidad y están bien si no hay mezcla, pero si no es así, pueden " +"producir artefactos." + msgid "The process notification in which to update animations." msgstr "La notificación de proceso en la que se actualizan las animaciones." +msgid "" +"If [code]true[/code], the blending uses the deterministic algorithm. The " +"total weight is not normalized and the result is accumulated with an initial " +"value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" +"This means that if the total amount of blending is [code]0.0[/code], the " +"result is equal to the [code]\"RESET\"[/code] animation.\n" +"If the number of tracks between the blended animations is different, the " +"animation with the missing track is treated as if it had the initial value.\n" +"If [code]false[/code], The blend does not use the deterministic algorithm. " +"The total weight is normalized and always [code]1.0[/code]. If the number of " +"tracks between the blended animations is different, nothing is done about the " +"animation that is missing a track.\n" +"[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " +"[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " +"[code]1.0[/code] may produce unexpected results.\n" +"For example, if [AnimationNodeAdd2] blends two nodes with the amount " +"[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " +"normalized to make the total amount [code]1.0[/code] and the result will be " +"equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." +msgstr "" +"Si [code]true[/code], la mezcla utiliza el algoritmo determinista. El peso " +"total no se normaliza y el resultado se acumula con un valor inicial " +"([code]0[/code] o una animación [code]\"RESET\"[/code] si está presente).\n" +"Esto significa que si la cantidad total de mezcla es [code]0.0[/code], el " +"resultado es igual a la animación [code]\"RESET\"[/code].\n" +"Si el número de pistas entre las animaciones mezcladas es diferente, la " +"animación con la pista que falta se trata como si tuviera el valor inicial.\n" +"Si es [code]false[/code], la mezcla no utiliza el algoritmo determinista. El " +"peso total se normaliza y siempre es [code]1.0[/code]. Si el número de pistas " +"entre las animaciones mezcladas es diferente, no se hace nada con la " +"animación a la que le falta una pista.\n" +"[b]Nota:[/b] En [AnimationTree], la mezcla con [AnimationNodeAdd2], " +"[AnimationNodeAdd3], [AnimationNodeSub2] o el peso mayor que [code]1.0[/code] " +"puede producir resultados inesperados.\n" +"Por ejemplo, si [AnimationNodeAdd2] mezcla dos nodos con la cantidad " +"[code]1.0[/code], entonces el peso total es [code]2.0[/code], pero se " +"normalizará para que la cantidad total sea [code]1.0[/code] y el resultado " +"será igual a [AnimationNodeBlend2] con la cantidad [code]0.5[/code]." + msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation (the animation with the key " @@ -9866,11 +10156,112 @@ msgstr "" "y los valores de pista [constant Animation.UPDATE_DISCRETE]. Este es el " "comportamiento predeterminado para [AnimationPlayer]." +msgid "" +"Always treat the [constant Animation.UPDATE_DISCRETE] track value as " +"[constant Animation.UPDATE_CONTINUOUS] with [constant " +"Animation.INTERPOLATION_NEAREST]. This is the default behavior for " +"[AnimationTree].\n" +"If a value track has un-interpolatable type key values, it is internally " +"converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with " +"[constant Animation.UPDATE_DISCRETE].\n" +"Un-interpolatable type list:\n" +"- [constant @GlobalScope.TYPE_NIL]\n" +"- [constant @GlobalScope.TYPE_NODE_PATH]\n" +"- [constant @GlobalScope.TYPE_RID]\n" +"- [constant @GlobalScope.TYPE_OBJECT]\n" +"- [constant @GlobalScope.TYPE_CALLABLE]\n" +"- [constant @GlobalScope.TYPE_SIGNAL]\n" +"- [constant @GlobalScope.TYPE_DICTIONARY]\n" +"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" +"[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are " +"treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded " +"when the result is retrieved.\n" +"It is same for arrays and vectors with them such as [constant " +"@GlobalScope.TYPE_PACKED_INT32_ARRAY] or [constant " +"@GlobalScope.TYPE_VECTOR2I], they are treated as [constant " +"@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " +"@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also " +"interpolated.\n" +"[constant @GlobalScope.TYPE_STRING] and [constant " +"@GlobalScope.TYPE_STRING_NAME] are interpolated between character codes and " +"lengths, but note that there is a difference in algorithm between " +"interpolation between keys and interpolation by blending." +msgstr "" +"Trata siempre el valor de la pista [constant Animation.UPDATE_DISCRETE] como " +"[constant Animation.UPDATE_CONTINUOUS] con [constant " +"Animation.INTERPOLATION_NEAREST]. Este es el comportamiento predeterminado " +"para [AnimationTree].\n" +"Si una pista de valores tiene valores clave de tipo no interpolables, se " +"convierte internamente para utilizar [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] con [constant " +"Animation.UPDATE_DISCRETE].\n" +"Lista de tipos no interpolables:\n" +"- [constant @GlobalScope.TYPE_NIL]\n" +"- [constant @GlobalScope.TYPE_NODE_PATH]\n" +"- [constant @GlobalScope.TYPE_RID]\n" +"- [constant @GlobalScope.TYPE_OBJECT]\n" +"- [constant @GlobalScope.TYPE_CALLABLE]\n" +"- [constant @GlobalScope.TYPE_SIGNAL]\n" +"- [constant @GlobalScope.TYPE_DICTIONARY]\n" +"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" +"[constant @GlobalScope.TYPE_BOOL] y [constant @GlobalScope.TYPE_INT] se " +"tratan como [constant @GlobalScope.TYPE_FLOAT] durante la combinación y se " +"redondean cuando se recupera el resultado.\n" +"Lo mismo ocurre con las matrices y vectores que las contienen, como [constant " +"@GlobalScope.TYPE_PACKED_INT32_ARRAY] o [constant " +"@GlobalScope.TYPE_VECTOR2I], se tratan como [constant " +"@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] o [constant " +"@GlobalScope.TYPE_VECTOR2]. Ten en cuenta también que, en el caso de las " +"matrices, el tamaño también se interpola.\n" +"[constant @GlobalScope.TYPE_STRING] y [constant " +"@GlobalScope.TYPE_STRING_NAME] se interpolan entre códigos de caracteres y " +"longitudes, pero ten en cuenta que hay una diferencia en el algoritmo entre " +"la interpolación entre claves y la interpolación por mezcla." + msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "" "Clase base para los nodos [AnimationTree]. No está relacionado con los nodos " "de escena." +msgid "" +"Base resource for [AnimationTree] nodes. In general, it's not used directly, " +"but you can create custom ones with custom blending formulas.\n" +"Inherit this when creating animation nodes mainly for use in " +"[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " +"instead.\n" +"You can access the time information as read-only parameter which is processed " +"and stored in the previous frame for all nodes except [AnimationNodeOutput].\n" +"[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time " +"information takes precedence depends on the type of [AnimationNode].\n" +"[codeblock]\n" +"var current_length = $AnimationTree[\"parameters/AnimationNodeName/" +"current_length\"]\n" +"var current_position = $AnimationTree[\"parameters/AnimationNodeName/" +"current_position\"]\n" +"var current_delta = $AnimationTree[\"parameters/AnimationNodeName/" +"current_delta\"]\n" +"[/codeblock]" +msgstr "" +"Recurso base para los nodos [AnimationTree]. En general, no se utiliza " +"directamente, pero se pueden crear otros personalizados con fórmulas de " +"mezcla personalizadas.\n" +"Heredar esto al crear nodos de animación principalmente para su uso en " +"[AnimationNodeBlendTree]; de lo contrario, se debe utilizar " +"[AnimationRootNode] en su lugar.\n" +"Se puede acceder a la información de tiempo como parámetro de solo lectura " +"que se procesa y almacena en el fotograma anterior para todos los nodos " +"excepto [AnimationNodeOutput].\n" +"[b]Nota:[/b] Si existen varias entradas en [AnimationNode], la información de " +"tiempo que tiene prioridad depende del tipo de [AnimationNode].\n" +"[codeblock]\n" +"var current_length = $AnimationTree[«parameters/AnimationNodeName/" +"current_length»]\n" +"var current_position = $AnimationTree[«parameters/AnimationNodeName/" +"current_position»]\n" +"var current_delta = $AnimationTree[«parameters/AnimationNodeName/" +"current_delta»]\n" +"[/codeblock]" + msgid "Using AnimationTree" msgstr "Usando AnimationTree" @@ -9940,6 +10331,15 @@ msgstr "" "local personalizada que se utiliza para los nodos de animación, dado que un " "recurso puede reutilizarse en varios árboles." +msgid "" +"Currently this is mostly useless as there is a lack of many APIs to extend " +"AnimationNode by GDScript. It is planned that a more flexible API using " +"structures will be provided in the future." +msgstr "" +"Actualmente esto es prácticamente inútil, ya que faltan muchas API para " +"ampliar AnimationNode mediante GDScript. Está previsto que en el futuro se " +"proporcione una API más flexible que utilice estructuras." + msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " @@ -10156,13 +10556,6 @@ msgstr "" "estableces el bucle en [member loop_mode], la animación se repetirá en " "[member timeline_length]." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"Si [member use_custom_timeline] es [code]true[/code], desplaza la posición de " -"inicio de la animación." - msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -10496,6 +10889,23 @@ msgstr "" msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "Reproduce una animación una vez en un [AnimationNodeBlendTree]." +msgid "" +"If [code]true[/code], the sub-animation will restart automatically after " +"finishing.\n" +"In other words, to start auto restarting, the animation must be played once " +"with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " +"ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " +"disable the [member autorestart] itself. So, the [constant " +"ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." +msgstr "" +"Si es [code]true[/code], la animación se reiniciará automáticamente una vez " +"finalizada.\n" +"En otras palabras, para iniciar el reinicio automático, la animación debe " +"reproducirse una vez con la petición [constant ONE_SHOT_REQUEST_FIRE]. La " +"petición [constant ONE_SHOT_REQUEST_ABORT] detendrá el reinicio automático, " +"pero no deshabilitará a [member autorestart] en sí. Así que la solicitud " +"[constant ONE_SHOT_REQUEST_FIRE] iniciará de nuevo el reinicio automático." + msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "El retardo con el cual un reinicio automatico es lanzado, en segundos." @@ -11386,6 +11796,21 @@ msgstr "" msgid "The position (in seconds) of the currently playing animation." msgstr "La posición (en segundos) de la animación que se está reproduciendo." +msgid "" +"If [code]true[/code], performs [method AnimationMixer.capture] before " +"playback automatically. This means just [method play_with_capture] is " +"executed with default arguments instead of [method play].\n" +"[b]Note:[/b] Capture interpolation is only performed if the animation " +"contains a capture track. See also [constant Animation.UPDATE_CAPTURE]." +msgstr "" +"Si es [code]true[/code], realiza [method AnimationMixer.capture] antes de la " +"reproducción automáticamente. Esto significa que se ejecuta simplemente " +"[method play_with_capture] con argumentos por defecto en lugar de [method " +"play].\n" +"[b]Nota:[/b] La interpolación de captura solo se realiza si la animación " +"contiene una pista de captura. Véase también [constant " +"Animation.UPDATE_CAPTURE]." + msgid "" "See also [method play_with_capture] and [method AnimationMixer.capture].\n" "If [member playback_auto_capture_duration] is negative value, the duration is " @@ -11395,6 +11820,12 @@ msgstr "" "Si [member playback_auto_capture_duration] es un value negativo, la duración " "se establece al intervalo entre la posición actual y la primera key." +msgid "" +"The ease type of the capture interpolation. See also [enum Tween.EaseType]." +msgstr "" +"El tipo de facilidad de la interpolación de captura. Véase también [enum " +"Tween.EaseType]." + msgid "" "The transition type of the capture interpolation. See also [enum " "Tween.TransitionType]." @@ -11409,6 +11840,17 @@ msgstr "" "El tiempo por defecto para mezclar las animaciones. Va de 0 a 4096 con una " "precisión de 0,01." +msgid "" +"Emitted when a queued animation plays after the previous animation finished. " +"See also [method AnimationPlayer.queue].\n" +"[b]Note:[/b] The signal is not emitted when the animation is changed via " +"[method AnimationPlayer.play] or by an [AnimationTree]." +msgstr "" +"Emitida cuando una animación en cola se reproduce después de que la animación " +"anterior haya terminado. Véase también [method AnimationPlayer.queue].\n" +"[b]Nota:[/b] La señal no se emite cuando la animación se cambia a través de " +"[method AnimationPlayer.play] o por un [AnimationTree]." + msgid "Emitted when [member current_animation] changes." msgstr "Emitida cuando [member current_animation] cambia." @@ -11430,6 +11872,13 @@ msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "" "Véase [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." +msgid "" +"Base class for [AnimationNode]s that hold one or multiple composite " +"animations. Usually used for [member AnimationTree.tree_root]." +msgstr "" +"Clase base para [AnimationNode]s que contienen una o varias animaciones " +"compuestas. Se usa habitualmente para [member AnimationTree.tree_root]." + msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Un nodo para usarse en transiciones de animación avanzadas en un " @@ -12399,32 +12848,6 @@ msgstr "Devuelve el numero de puntos actualmente en el grupo(pool) de puntos." msgid "Returns an array of all point IDs." msgstr "Devuelve un array de todos los ID de los puntos." -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 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 "" -"Devuelve un array con los puntos que están en la ruta encontrada por AStar2D " -"entre los puntos dados. El array se ordena desde el punto de inicio hasta el " -"punto final de la ruta.\n" -"Si no hay una ruta válida al destino, y [param allow_partial_path] es " -"[code]true[/code], devuelve una ruta al punto más cercano al destino que se " -"puede alcanzar.\n" -"[b]Nota:[/b] Este método no es seguro para hilos; solo se puede usar desde un " -"único [Thread] a la vez. Considera usar [Mutex] para asegurar el acceso " -"exclusivo a un hilo para evitar condiciones de carrera.\n" -"Adicionalmente, cuando [param allow_partial_path] es [code]true[/code] y " -"[param to_id] está deshabilitado, la búsqueda puede tardar un tiempo " -"inusualmente largo en finalizar." - msgid "Returns the position of the point associated with the given [param id]." msgstr "Devuelve la posición del punto asociado con el [param id] dado." @@ -12805,88 +13228,6 @@ msgstr "" "El resultado está en el segmento que va desde [code]y = 0[/code] hasta " "[code]y = 5[/code]. Es la posición más cercana en el segmento al punto dado." -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 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 "" -"Devuelve un array con los ID de los puntos que forman el camino encontrado " -"por AStar3D entre los puntos dados. El array está ordenado desde el punto de " -"inicio hasta el punto final del camino.\n" -"Si no hay un camino válido hacia el objetivo, y [param allow_partial_path] es " -"[code]true[/code], devuelve un camino al punto más cercano al objetivo que se " -"pueda alcanzar.\n" -"[b]Nota:[/b] Cuando [param allow_partial_path] es [code]true[/code] y [param " -"to_id] está deshabilitado, la búsqueda puede tardar mucho tiempo en " -"terminar.\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) # El peso por defecto es 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" -"Si tu cambias el peso del segundo punto a 3, entonces el resultado será [code]" -"[1, 4, 3][/code] en su lugar, porque ahora, aunque la distancia sea mayor, es " -"\"más fácil\" pasar por el punto 4 que por el punto 2." - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -12944,32 +13285,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"If 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 "" -"Devuelve un array con los puntos que están en la ruta encontrada por AStar3D " -"entre los puntos dados. El array se ordena desde el punto de inicio hasta el " -"punto final de la ruta.\n" -"Si no hay una ruta válida al destino, y [param allow_partial_path] es " -"[code]true[/code], devuelve una ruta al punto más cercano al destino que se " -"puede alcanzar.\n" -"[b]Nota:[/b] Este método no es seguro para hilos; solo se puede usar desde un " -"único [Thread] a la vez. Considera usar [Mutex] para asegurar el acceso " -"exclusivo a un hilo para evitar condiciones de carrera.\n" -"Adicionalmente, cuando [param allow_partial_path] es [code]true[/code] y " -"[param to_id] está deshabilitado, la búsqueda puede tardar un tiempo " -"inusualmente largo en finalizar." - msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." @@ -13089,26 +13404,6 @@ msgstr "" "[b]Nota:[/b] No es necesario llamar a [method update] después de la llamada a " "esta función." -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 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 "" -"Devuelve un array con los ID de los puntos que forman el camino encontrado " -"por AStar2D entre los puntos dados. El array se ordena desde el punto de " -"inicio hasta el punto final del trayecto.\n" -"Si no hay un trayecto válido hacia el objetivo, y [param allow_partial_path] " -"es [code]true[/code], devuelve un camino al punto más cercano al objetivo que " -"se puede alcanzar.\n" -"[b]Nota:[/b] Cuando [param allow_partial_path] es [code]true[/code] y [param " -"to_id] es sólido, la búsqueda puede tardar un tiempo inusualmente largo en " -"finalizar." - msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " @@ -13118,32 +13413,6 @@ msgstr "" "code]: [Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: " "[bool], [code]weight_scale[/code]: [float]) dentro de una [param region]." -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 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 "" -"Devuelve un array con los puntos que están en la ruta encontrada por " -"[AStarGrid2D] entre los puntos dados. El array se ordena desde el punto de " -"inicio hasta el punto final del camino.\n" -"Si no hay un camino válido hacia el objetivo, y [param allow_partial_path] es " -"[code]true[/code], devuelve un camino al punto más cercano al objetivo que se " -"puede alcanzar.\n" -"[b]Nota:[/b] Este método no es seguro para hilos; solo se puede usar desde un " -"único [Thread] a la vez. Considera usar [Mutex] para asegurar el acceso " -"exclusivo a un hilo para evitar condiciones de carrera.\n" -"Adicionalmente, cuando [param allow_partial_path] es [code]true[/code] y " -"[param to_id] es sólido, la búsqueda puede tardar un tiempo inusualmente " -"largo en finalizar." - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -17741,9 +18010,6 @@ msgstr "Nodo de cámara para escenas 2D." msgid "2D Isometric Demo" msgstr "Demo Isométrica en 2D" -msgid "Aligns the camera to the tracked node." -msgstr "Alinea la cámara con el nodo rastreado." - msgid "Forces the camera to update scroll immediately." msgstr "Obliga a la cámara a actualizar el scroll inmediatamente." @@ -18473,13 +18739,6 @@ msgstr "" msgid "Custom drawing in 2D" msgstr "Dibujo personalizado en 2D" -msgid "" -"Draws a [MultiMesh] in 2D with the provided texture. See " -"[MultiMeshInstance2D] for related documentation." -msgstr "" -"Dibuja una [MultiMesh] en 2D con la textura proporcionada. Ver " -"[MultiMeshInstance2D] para la documentación relacionada." - msgid "Returns the transform matrix of this [CanvasItem]." msgstr "Devuelve la matriz de transformación de este [CanvasItem]." @@ -18552,15 +18811,156 @@ msgstr "Se solicita que [CanvasItem] dibuje (véase [method _draw])." msgid "The [CanvasItem] has entered the canvas." msgstr "El [CanvasItem] ha entrado en el canvas." +msgid "" +"Notification received when this [CanvasItem] is registered to a new [World2D] " +"(see [method get_world_2d])." +msgstr "" +"Notificación recibida cuando este [CanvasItem] se registra en un nuevo " +"[World2D] (véase [method get_world_2d])." + msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "El [CanvasItem] heredará el filtro de su padre." +msgid "" +"The texture filter reads from the nearest pixel and blends between the " +"nearest 2 mipmaps (or uses the nearest mipmap if [member " +"ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " +"is [code]true[/code]). This makes the texture look pixelated from up close, " +"and smooth from a distance.\n" +"Use this for non-pixel art textures that may be viewed at a low scale (e.g. " +"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " +"out pixels that are smaller than on-screen pixels." +msgstr "" +"El filtro de textura lee del píxel más cercano y mezcla entre los 2 mipmaps " +"más cercanos (o usa el mipmap más cercano si [member " +"ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " +"es [code]true[/code]). Esto hace que la textura se vea pixelada de cerca y " +"suave de lejos.\n" +"Úsalo para texturas que no son de arte de píxeles y que pueden verse a baja " +"escala (por ejemplo, debido al zoom de [Camera2D] o al escalado de sprites), " +"ya que los mipmaps son importantes para suavizar los píxeles que son más " +"pequeños que los píxeles en pantalla." + +msgid "" +"The texture filter blends between the nearest 4 pixels and between the " +"nearest 2 mipmaps (or uses the nearest mipmap if [member " +"ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " +"is [code]true[/code]). This makes the texture look smooth from up close, and " +"smooth from a distance.\n" +"Use this for non-pixel art textures that may be viewed at a low scale (e.g. " +"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " +"out pixels that are smaller than on-screen pixels." +msgstr "" +"El filtro de textura mezcla entre los 4 píxeles más cercanos y entre los 2 " +"mipmaps más cercanos (o usa el mipmap más cercano si [member " +"ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " +"es [code]true[/code]). Esto hace que la textura se vea suave de cerca y suave " +"de lejos.\n" +"Úsalo para texturas que no son de arte de píxeles y que pueden verse a baja " +"escala (por ejemplo, debido al zoom de [Camera2D] o al escalado de sprites), " +"ya que los mipmaps son importantes para suavizar los píxeles que son más " +"pequeños que los píxeles en pantalla." + +msgid "" +"The texture filter reads from the nearest pixel and blends between 2 mipmaps " +"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" +"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " +"angle between the surface and the camera view. This makes the texture look " +"pixelated from up close, and smooth from a distance. Anisotropic filtering " +"improves texture quality on surfaces that are almost in line with the camera, " +"but is slightly slower. The anisotropic filtering level can be changed by " +"adjusting [member ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case." +msgstr "" +"El filtro de textura lee del píxel más cercano y mezcla entre 2 mipmaps (o " +"usa el mipmap más cercano si [member ProjectSettings.rendering/textures/" +"default_filters/use_nearest_mipmap_filter] es [code]true[/code]) basándose en " +"el ángulo entre la superficie y la vista de la cámara. Esto hace que la " +"textura se vea pixelada de cerca y suave de lejos. El filtrado anisotrópico " +"mejora la calidad de la textura en superficies que están casi en línea con la " +"cámara, pero es ligeramente más lento. El nivel de filtrado anisotrópico se " +"puede cambiar ajustando [member ProjectSettings.rendering/textures/" +"default_filters/anisotropic_filtering_level].\n" +"[b]Nota:[/b] Este filtro de textura rara vez es útil en proyectos 2D. " +"[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] suele ser más apropiado en " +"este caso." + +msgid "" +"The texture filter blends between the nearest 4 pixels and blends between 2 " +"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" +"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " +"based on the angle between the surface and the camera view. This makes the " +"texture look smooth from up close, and smooth from a distance. Anisotropic " +"filtering improves texture quality on surfaces that are almost in line with " +"the camera, but is slightly slower. The anisotropic filtering level can be " +"changed by adjusting [member ProjectSettings.rendering/textures/" +"default_filters/anisotropic_filtering_level].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." +msgstr "" +"El filtro de textura mezcla entre los 4 píxeles más cercanos y mezcla entre 2 " +"mipmaps (o usa el mipmap más cercano si [member ProjectSettings.rendering/" +"textures/default_filters/use_nearest_mipmap_filter] es [code]true[/code]) " +"basándose en el ángulo entre la superficie y la vista de la cámara. Esto hace " +"que la textura se vea suave de cerca y suave de lejos. El filtrado " +"anisotrópico mejora la calidad de la textura en superficies que están casi en " +"línea con la cámara, pero es ligeramente más lento. El nivel de filtrado " +"anisotrópico se puede cambiar ajustando [member ProjectSettings.rendering/" +"textures/default_filters/anisotropic_filtering_level].\n" +"[b]Nota:[/b] Este filtro de textura rara vez es útil en proyectos 2D. " +"[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] suele ser más apropiado en este " +"caso." + +msgid "" +"The texture does not repeat. Sampling the texture outside its extents will " +"result in \"stretching\" of the edge pixels. You can avoid this by ensuring a " +"1-pixel fully transparent border on each side of the texture." +msgstr "" +"La textura no se repite. Muestrear la textura fuera de sus límites resultará " +"en el \"estiramiento\" de los píxeles de los bordes. Puedes evitar esto " +"asegurándote de que haya un borde de 1 píxel completamente transparente a " +"cada lado de la textura." + msgid "The texture repeats when exceeding the texture's size." msgstr "La textura se repite al exceder el tamaño de la textura." +msgid "" +"The texture repeats when the exceeding the texture's size in a \"2×2 tiled " +"mode\". Repeated textures at even positions are mirrored." +msgstr "" +"La textura se repite al exceder el tamaño de la textura en un \"modo de " +"mosaico 2×2\". Las texturas repetidas en posiciones pares se reflejan." + msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "Representa el tamaño del enum [enum TextureRepeat]." +msgid "Children are drawn over this node and are not clipped." +msgstr "Los hijos se dibujan sobre este nodo y no se recortan." + +msgid "" +"This node is used as a mask and is [b]not[/b] drawn. The mask is based on " +"this node's alpha channel: Opaque pixels are kept, transparent pixels are " +"discarded, and semi-transparent pixels are blended in according to their " +"opacity. Children are clipped to this node's drawn area." +msgstr "" +"Este nodo se usa como máscara y [b]no[/b] se dibuja. La máscara se basa en el " +"canal alfa de este nodo: los píxeles opacos se mantienen, los píxeles " +"transparentes se descartan y los píxeles semitransparentes se mezclan según " +"su opacidad. Los hijos se recortan al área dibujada de este nodo." + +msgid "" +"This node is used as a mask and is also drawn. The mask is based on this " +"node's alpha channel: Opaque pixels are kept, transparent pixels are " +"discarded, and semi-transparent pixels are blended in according to their " +"opacity. Children are clipped to the parent's drawn area." +msgstr "" +"Este nodo se usa como máscara y también se dibuja. La máscara se basa en el " +"canal alfa de este nodo: los píxeles opacos se mantienen, los píxeles " +"transparentes se descartan y los píxeles semitransparentes se mezclan según " +"su opacidad. Los hijos se recortan al área dibujada del padre." + msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "Representa el tamaño del enum [enum ClipChildrenMode]." @@ -18588,6 +18988,17 @@ msgstr "" msgid "The manner in which material reacts to lighting." msgstr "La manera en que el material reacciona a la iluminación." +msgid "" +"The number of columns in the spritesheet assigned as [Texture2D] for a " +"[GPUParticles2D] or [CPUParticles2D].\n" +"[b]Note:[/b] This property is only used and visible in the editor if [member " +"particles_animation] is [code]true[/code]." +msgstr "" +"El número de columnas en la spritesheet asignada como [Texture2D] para un " +"[GPUParticles2D] o [CPUParticles2D].\n" +"[b]Nota:[/b] Esta propiedad solo se utiliza y es visible en el editor si " +"[member particles_animation] es [code]true[/code]." + msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " @@ -18597,6 +19008,17 @@ msgstr "" "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member " "particles_animation] es [code]true[/code]." +msgid "" +"The number of rows in the spritesheet assigned as [Texture2D] for a " +"[GPUParticles2D] or [CPUParticles2D].\n" +"[b]Note:[/b] This property is only used and visible in the editor if [member " +"particles_animation] is [code]true[/code]." +msgstr "" +"El número de filas en la spritesheet asignada como [Texture2D] para un " +"[GPUParticles2D] o [CPUParticles2D].\n" +"[b]Nota:[/b] Esta propiedad solo se usa y es visible en el editor si [member " +"particles_animation] es [code]true[/code]." + msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." @@ -19335,6 +19757,10 @@ msgstr "" "Devuelve si [param class] (o su ascendencia si [param no_inheritance] es " "[code]false[/code]) tiene un método llamado [param method] o no." +msgid "Sets [param property] value of [param object] to [param value]." +msgstr "" +"Establece el valor de la [param property] de [param object] a [param value]." + msgid "Returns the parent class of [param class]." msgstr "Devuelve la clase padre de [param class]." @@ -27740,6 +28166,20 @@ msgstr "" "(recursivamente). Sin embargo, cualquier [Resource] se sigue compartiendo con " "el diccionario original." +msgid "" +"Duplicates this dictionary, 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 "" +"Duplica este diccionario, profundamente, como [method duplicate] cuando se " +"pasa [code]true[/code], con control adicional sobre cómo se manejan los " +"subrecursos.\n" +"[param deep_subresources_mode] debe ser uno de los valores de [enum " +"Resource.DeepDuplicateMode]. De forma predeterminada, solo los recursos " +"internos se duplicarán (recursivamente)." + msgid "" "Removes the dictionary entry by key, if it exists. Returns [code]true[/code] " "if the given [param key] existed in the dictionary, otherwise [code]false[/" @@ -27764,6 +28204,15 @@ msgstr "" "[b]Nota:[/b] [code]null[/code] también es una clave válida. Si está dentro " "del diccionario, [method find_key] puede dar resultados engañosos." +msgid "" +"Returns the corresponding value for the given [param key] in the dictionary. " +"If the [param key] does not exist, returns [param default], or [code]null[/" +"code] if the parameter is omitted." +msgstr "" +"Devuelve el valor correspondiente a la [param key] dada en el diccionario. Si " +"la [param key] no existe, devuelve [param default], o [code]null[/code] si el " +"parámetro se omite." + msgid "" "Gets a value and ensures the key is set. If the [param key] exists in the " "dictionary, this behaves like [method get]. Otherwise, the [param default] " @@ -28404,25 +28853,6 @@ msgstr "" "Devuelve la forma predeterminada del cursor del mouse establecida por [method " "cursor_set_shape]." -msgid "" -"Sets a custom mouse cursor image for the given [param shape]. This means the " -"user's operating system and mouse cursor theme will no longer influence the " -"mouse cursor's appearance.\n" -"[param cursor] can be either a [Texture2D] or an [Image], and it should not " -"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " -"be set to offset the image's position relative to the click point. By " -"default, [param hotspot] is set to the top-left corner of the image. See also " -"[method cursor_set_shape]." -msgstr "" -"Establece una imagen de cursor de ratón personalizada para la [param shape] " -"dada. Esto significa que el sistema operativo del usuario y el tema del " -"cursor del ratón ya no influirán en la apariencia del cursor del ratón.\n" -"[param cursor] puede ser un [Texture2D] o una [Image], y no debe ser mayor de " -"256×256 para que se muestre correctamente. Opcionalmente, [param hotspot] se " -"puede establecer para desplazar la posición de la imagen con respecto al " -"punto de clic. Por defecto, [param hotspot] se establece en la esquina " -"superior izquierda de la imagen. Véase también [method cursor_set_shape]." - msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " @@ -28801,9 +29231,219 @@ msgstr "" "Esto se puede usar para evitar que Godot omita el renderizado cuando no hay " "ventanas normales visibles." +msgid "" +"Sets the application status indicator native popup menu.\n" +"[b]Note:[/b] On macOS, the menu is activated by any mouse button. Its " +"activation callback is [i]not[/i] triggered.\n" +"[b]Note:[/b] On Windows, the menu is activated by the right mouse button, " +"selecting the status icon and pressing [kbd]Shift + F10[/kbd], or the " +"applications key. The menu's activation callback for the other mouse buttons " +"is still triggered.\n" +"[b]Note:[/b] Native popup is only supported if [NativeMenu] supports the " +"[constant NativeMenu.FEATURE_POPUP_MENU] feature." +msgstr "" +"Establece el popup nativo del indicador de estado de la aplicación.\n" +"[b]Nota:[/b] En macOS, el menú se activa con cualquier botón del ratón. Su " +"callback de activación [i]no[/i] se dispara.\n" +"[b]Nota:[/b] En Windows, el menú se activa con el botón derecho del ratón, " +"seleccionando el icono de estado y pulsando [kbd]Mayús + F10[/kbd], o la " +"tecla de aplicaciones. El callback de activación del menú para los otros " +"botones del ratón todavía se dispara.\n" +"[b]Nota:[/b] El popup nativo solo es compatible si [NativeMenu] admite la " +"característica [constant NativeMenu.FEATURE_POPUP_MENU]." + +msgid "" +"Returns current active tablet driver name.\n" +"[b]Note:[/b] This method is implemented only on Windows." +msgstr "" +"Devuelve el nombre del controlador de tableta activo actual.\n" +"[b]Nota:[/b] Este método solo está implementado en Windows." + +msgid "" +"Returns the total number of available tablet drivers.\n" +"[b]Note:[/b] This method is implemented only on Windows." +msgstr "" +"Devuelve el número total de controladores de tabletas disponibles.\n" +"[b]Nota:[/b] Este método solo está implementado en Windows." + +msgid "" +"Returns the tablet driver name for the given index.\n" +"[b]Note:[/b] This method is implemented only on Windows." +msgstr "" +"Devuelve el nombre del controlador de la tableta para el índice dado.\n" +"[b]Nota:[/b] Este método solo está implementado en Windows." + +msgid "" +"Returns a [PackedStringArray] of voice identifiers for the [param language].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Devuelve un [PackedStringArray] de identificadores de voz para el [param " +"language].\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Returns [code]true[/code] if the synthesizer is in a paused state.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Devuelve [code]true[/code] si el sintetizador está en un estado de pausa.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Returns [code]true[/code] if the synthesizer is generating speech, or have " +"utterance waiting in the queue.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Devuelve [code]true[/code] si el sintetizador está generando habla, o tiene " +"expresiones esperando en la cola.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Puts the synthesizer into a paused state.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Pone el sintetizador en un estado de pausa.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Resumes the synthesizer if it was paused.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Reanuda el sintetizador si estaba en pausa.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], " +"the queue is cleared first.\n" +"- [param voice] identifier is one of the [code]\"id\"[/code] values returned " +"by [method tts_get_voices] or one of the values returned by [method " +"tts_get_voices_for_language].\n" +"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] " +"(highest).\n" +"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] " +"(highest), [code]1.0[/code] is default pitch for the current voice.\n" +"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] " +"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a " +"percentage relative.\n" +"- [param utterance_id] is passed as a parameter to the callback functions.\n" +"[b]Note:[/b] On Windows and Linux (X11/Wayland), utterance [param text] can " +"use SSML markup. SSML support is engine and voice dependent. If the engine " +"does not support SSML, you should strip out all XML markup before calling " +"[method tts_speak].\n" +"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice " +"dependent. Values may be truncated.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Añade una locución a la cola. Si [param interrupt] es [code]true[/code], la " +"cola se vacía primero.\n" +"- El identificador [param voice] es uno de los valores [code]\"id\"[/code] " +"devueltos por [method tts_get_voices] o uno de los valores devueltos por " +"[method tts_get_voices_for_language].\n" +"- [param volume] va de [code]0[/code] (el más bajo) a [code]100[/code] (el " +"más alto).\n" +"- [param pitch] va de [code]0.0[/code] (el más bajo) a [code]2.0[/code] (el " +"más alto); [code]1.0[/code] es el tono predeterminado para la voz actual.\n" +"- [param rate] va de [code]0.1[/code] (el más bajo) a [code]10.0[/code] (el " +"más alto); [code]1.0[/code] es una velocidad de habla normal. Otros valores " +"actúan como un porcentaje relativo.\n" +"- [param utterance_id] se pasa como parámetro a las funciones de callback.\n" +"[b]Nota:[/b] En Windows y Linux (X11/Wayland), la [param text] de la locución " +"puede usar marcado SSML. El soporte SSML depende del motor y de la voz. Si el " +"motor no soporta SSML, debes eliminar todo el marcado XML antes de llamar a " +"[method tts_speak].\n" +"[b]Nota:[/b] La granularidad del tono, la velocidad y el volumen depende del " +"motor y de la voz. Los valores pueden ser truncados.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Stops synthesis in progress and removes all utterances from the queue.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows." +msgstr "" +"Detiene la síntesis en curso y elimina todas las locuciones de la cola.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Web, Linux (X11/" +"Wayland), macOS y Windows." + +msgid "" +"Unregisters an [Object] representing an additional output, that was " +"registered via [method register_additional_output]." +msgstr "" +"Sobrescribe el registro de un [Object] que representa una salida adicional, " +"que fue registrada a través de [method register_additional_output]." + +msgid "" +"Returns the on-screen keyboard's height in pixels. Returns [code]0[/code] if " +"there is no keyboard or if it is currently hidden.\n" +"[b]Note:[/b] On Android 7 and 8, the keyboard height may return [code]0[/" +"code] the first time the keyboard is opened in non-immersive mode. This " +"behavior does not occur in immersive mode." +msgstr "" +"Devuelve la altura en píxeles del teclado en pantalla. Devuelve [code]0[/" +"code] si no hay teclado o si está actualmente oculto.\n" +"[b]Nota:[/b] En Android 7 y 8, la altura del teclado puede devolver [code]0[/" +"code] la primera vez que se abre el teclado en modo no inmersivo. Este " +"comportamiento no ocurre en modo inmersivo." + msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "Oculta el teclado virtual si se muestra, no hace nada más." +msgid "" +"Shows the virtual keyboard if the platform has one.\n" +"[param existing_text] parameter is useful for implementing your own " +"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has " +"already been typed (the virtual keyboard uses it for auto-correct and " +"predictions).\n" +"[param position] parameter is the screen space [Rect2] of the edited text.\n" +"[param type] parameter allows configuring which type of virtual keyboard to " +"show.\n" +"[param max_length] limits the number of characters that can be entered if " +"different from [code]-1[/code].\n" +"[param cursor_start] can optionally define the current text cursor position " +"if [param cursor_end] is not set.\n" +"[param cursor_start] and [param cursor_end] can optionally define the current " +"text selection.\n" +"[b]Note:[/b] This method is implemented on Android, iOS and Web." +msgstr "" +"Muestra el teclado virtual si la plataforma tiene uno.\n" +"El parámetro [param existing_text] es útil para implementar tu propio " +"[LineEdit] o [TextEdit], ya que le dice al teclado virtual qué texto ya ha " +"sido escrito (el teclado virtual lo usa para autocorrección y predicciones).\n" +"El parámetro [param position] es el espacio de pantalla [Rect2] del texto " +"editado.\n" +"El parámetro [param type] permite configurar qué tipo de teclado virtual " +"mostrar.\n" +"[param max_length] limita el número de caracteres que pueden introducirse si " +"es diferente de [code]-1[/code].\n" +"[param cursor_start] puede definir opcionalmente la posición actual del " +"cursor del texto si [param cursor_end] no está configurado.\n" +"[param cursor_start] y [param cursor_end] pueden definir opcionalmente la " +"selección de texto actual.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS y Web." + +msgid "" +"Sets the mouse cursor position to the given [param position] relative to an " +"origin at the upper left corner of the currently focused game Window Manager " +"window.\n" +"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS, and " +"Linux (X11/Wayland). It has no effect on Android, iOS, and Web." +msgstr "" +"Establece la posición del cursor del ratón en la [param position] dada, " +"relativa a un origen en la esquina superior izquierda de la ventana " +"actualmente enfocada del gestor de ventanas del juego.\n" +"[b]Nota:[/b] [method warp_mouse] solo es compatible con Windows, macOS y " +"Linux (X11/Wayland). No tiene efecto en Android, iOS y Web." + msgid "" "Returns [code]true[/code] if anything can be drawn in the window specified by " "[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" @@ -28956,6 +29596,24 @@ msgstr "" "Devuelve [code]true[/code] si la ventana dada puede ser maximizada (el botón " "de maximizar está habilitado)." +msgid "" +"Returns [code]true[/code] if double-clicking on a window's title should " +"maximize it.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Devuelve [code]true[/code] si el doble clic en el título de una ventana " +"debería maximizarla.\n" +"[b]Nota:[/b] Este método solo está implementado en macOS." + +msgid "" +"Returns [code]true[/code] if double-clicking on a window's title should " +"minimize it.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Devuelve [code]true[/code] si hacer doble clic en el título de una ventana " +"debería minimizarla.\n" +"[b]Nota:[/b] Este método solo está implementado en macOS." + msgid "" "Moves the window specified by [param window_id] to the foreground, so that it " "is visible over other windows." @@ -28975,6 +29633,13 @@ msgstr "" "tiene un efecto visible si la ventana está actualmente enfocada. El " "comportamiento exacto varía según el sistema operativo." +msgid "" +"Sets the background color of the root window.\n" +"[b]Note:[/b] This method is implemented only on Android." +msgstr "" +"Establece el color de fondo de la ventana raíz.\n" +"[b]Nota:[/b] Este método solo está implementado en Android." + msgid "" "Moves the window specified by [param window_id] to the specified [param " "screen]. See also [method window_get_current_screen].\n" @@ -29204,6 +29869,54 @@ msgstr "" "pantalla. Hacer clic en esta área no cerrará automáticamente esta ventana " "emergente." +msgid "" +"Sets the position of the given window to [param position]. On multi-monitor " +"setups, the screen position is relative to the virtual desktop area. On multi-" +"monitor setups with different screen resolutions or orientations, the origin " +"may be located outside any display like this:\n" +"[codeblock lang=text]\n" +"* (0, 0) +-------+\n" +" | |\n" +"+-------------+ | |\n" +"| | | |\n" +"| | | |\n" +"+-------------+ +-------+\n" +"[/codeblock]\n" +"See also [method window_get_position] and [method window_set_size].\n" +"[b]Note:[/b] It's recommended to change this value using [member " +"Window.position] instead.\n" +"[b]Note:[/b] On Linux (Wayland): this method is a no-op." +msgstr "" +"Establece la posición de la ventana dada a [param position]. En " +"configuraciones de múltiples monitores, la posición de la pantalla es " +"relativa al área del escritorio virtual. En configuraciones de múltiples " +"monitores con diferentes resoluciones u orientaciones de pantalla, el origen " +"puede estar ubicado fuera de cualquier pantalla de esta manera:\n" +"[codeblock lang=text]\n" +"* (0, 0) +-------+\n" +" | |\n" +"+-------------+ | |\n" +"| | | |\n" +"| | | |\n" +"+-------------+ +-------+\n" +"[/codeblock]\n" +"Véase también [method window_get_position] y [method window_set_size].\n" +"[b]Nota:[/b] Se recomienda cambiar este valor usando [member Window.position] " +"en su lugar.\n" +"[b]Nota:[/b] En Linux (Wayland): este método no tiene efecto." + +msgid "" +"Sets the [param callback] that will be called when the window specified by " +"[param window_id] is moved or resized.\n" +"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] " +"node will override its default implementation, which can introduce bugs." +msgstr "" +"Establece la [param callback] que se llamará cuando la ventana especificada " +"por [param window_id] se mueva o cambie de tamaño.\n" +"[b]Advertencia:[/b] ¡Solo para usuarios avanzados! Agregar una callback de " +"este tipo a un nodo [Window] sobrescribirá su implementación predeterminada, " +"lo que puede introducir errores." + msgid "" "Sets the size of the given window to [param size] (in pixels). See also " "[method window_get_size] and [method window_get_position].\n" @@ -29231,6 +29944,281 @@ msgstr "" "ventanas. Intenta cambiar el título de la ventana solo unas pocas veces por " "segundo como máximo." +msgid "" +"Sets window transient parent. Transient window will be destroyed with its " +"transient parent and will return focus to their parent when closed. The " +"transient window is displayed on top of a non-exclusive full-screen parent " +"window. Transient windows can't enter full-screen mode.\n" +"[b]Note:[/b] It's recommended to change this value using [member " +"Window.transient] instead.\n" +"[b]Note:[/b] The behavior might be different depending on the platform." +msgstr "" +"Establece el padre transitorio de la ventana. La ventana transitoria se " +"destruirá con su padre transitorio y devolverá el foco a su padre al " +"cerrarse. La ventana transitoria se muestra encima de una ventana padre en " +"pantalla completa no exclusiva. Las ventanas transitorias no pueden entrar en " +"modo de pantalla completa.\n" +"[b]Nota:[/b] Se recomienda cambiar este valor usando [member " +"Window.transient] en su lugar.\n" +"[b]Nota:[/b] El comportamiento puede ser diferente dependiendo de la " +"plataforma." + +msgid "" +"Sets the V-Sync mode of the given window. See also [member " +"ProjectSettings.display/window/vsync/vsync_mode].\n" +"Depending on the platform and used renderer, the engine will fall back to " +"[constant VSYNC_ENABLED] if the desired mode is not supported.\n" +"[b]Note:[/b] V-Sync modes other than [constant VSYNC_ENABLED] are only " +"supported in the Forward+ and Mobile rendering methods, not Compatibility." +msgstr "" +"Establece el modo V-Sync de la ventana dada. Véase también [member " +"ProjectSettings.display/window/vsync/vsync_mode].\n" +"Dependiendo de la plataforma y del renderizador utilizado, el motor recurrirá " +"a [constant VSYNC_ENABLED] si el modo deseado no es compatible.\n" +"[b]Nota:[/b] Los modos V-Sync distintos de [constant VSYNC_ENABLED] solo son " +"compatibles con los métodos de renderizado Forward+ y Mobile, no con " +"Compatibility." + +msgid "" +"When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the " +"center of the first titlebar button.\n" +"[b]Note:[/b] This flag is implemented only on macOS." +msgstr "" +"Cuando la bandera [constant WINDOW_FLAG_EXTEND_TO_TITLE] está activada, " +"establece el desplazamiento al centro del primer botón de la barra de " +"título.\n" +"[b]Nota:[/b] Esta bandera solo está implementada en macOS." + +msgid "" +"Sets the [param callback] that will be called when an event occurs in the " +"window specified by [param window_id].\n" +"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] " +"node will override its default implementation, which can introduce bugs." +msgstr "" +"Establece el [param callback] que será llamado cuando ocurra un evento en la " +"ventana especificada por [param window_id].\n" +"[b]Advertencia:[/b] ¡Solo para usuarios avanzados! Añadir tal callback a un " +"nodo [Window] anulará su implementación predeterminada, lo que puede " +"introducir errores." + +msgid "" +"Starts an interactive drag operation on the window with the given [param " +"window_id], using the current mouse position. Call this method when handling " +"a mouse button being pressed to simulate a pressed event on the window's " +"title bar. Using this method allows the window to participate in space " +"switching, tiling, and other system features.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS, and " +"Windows." +msgstr "" +"Inicia una operación interactiva de arrastre en la ventana con el [param " +"window_id] dado, usando la posición actual del ratón. Llama a este método " +"cuando estés manejando un botón del ratón que está siendo presionado para " +"simular un evento de pulsación en la barra de título de la ventana. Usar este " +"método permite que la ventana participe en el cambio de espacio, el mosaico y " +"otras características del sistema.\n" +"[b]Nota:[/b] Este método está implementado en Linux (X11/Wayland), macOS y " +"Windows." + +msgid "" +"Starts an interactive resize operation on the window with the given [param " +"window_id], using the current mouse position. Call this method when handling " +"a mouse button being pressed to simulate a pressed event on the window's " +"edge.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS, and " +"Windows." +msgstr "" +"Inicia una operación interactiva de redimensionamiento en la ventana con el " +"[param window_id] dado, usando la posición actual del ratón. Llama a este " +"método cuando estés manejando un botón del ratón que está siendo presionado " +"para simular un evento de pulsación en el borde de la ventana.\n" +"[b]Nota:[/b] Este método está implementado en Linux (X11/Wayland), macOS y " +"Windows." + +msgid "" +"Display server supports global menu. This allows the application to display " +"its menu items in the operating system's top bar. [b]macOS[/b]" +msgstr "" +"El servidor de pantalla soporta menú global. Esto permite a la aplicación " +"mostrar sus elementos de menú en la barra superior del sistema operativo. " +"[b]macOS[/b]" + +msgid "" +"Display server supports multiple windows that can be moved outside of the " +"main window. [b]Windows, macOS, Linux (X11)[/b]" +msgstr "" +"El servidor de pantalla soporta múltiples ventanas que pueden ser movidas " +"fuera de la ventana principal. [b]Windows, macOS, Linux (X11)[/b]" + +msgid "" +"Display server supports touchscreen input. [b]Windows, Linux (X11), Android, " +"iOS, Web[/b]" +msgstr "" +"El servidor de pantalla soporta entrada táctil. [b]Windows, Linux (X11), " +"Android, iOS, Web[/b]" + +msgid "" +"Display server supports mouse input. [b]Windows, macOS, Linux (X11/Wayland), " +"Android, Web[/b]" +msgstr "" +"El servidor de pantalla soporta entrada de ratón. [b]Windows, macOS, Linux " +"(X11/Wayland), Android, Web[/b]" + +msgid "" +"Display server supports warping mouse coordinates to keep the mouse cursor " +"constrained within an area, but looping when one of the edges is reached. " +"[b]Windows, macOS, Linux (X11/Wayland)[/b]" +msgstr "" +"El servidor de pantalla soporta el ajuste de las coordenadas del ratón para " +"mantener el cursor restringido dentro de un área, pero haciendo un bucle " +"cuando se alcanza uno de los bordes. [b]Windows, macOS, Linux (X11/Wayland)[/" +"b]" + +msgid "" +"Display server supports setting and getting clipboard data. See also " +"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11/Wayland), " +"Android, iOS, Web[/b]" +msgstr "" +"El servidor de pantalla soporta establecer y obtener datos del portapapeles. " +"Véase también [constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux " +"(X11/Wayland), Android, iOS, Web[/b]" + +msgid "" +"Display server supports popping up a virtual keyboard when requested to input " +"text without a physical keyboard. [b]Android, iOS, Web[/b]" +msgstr "" +"El servidor de pantalla soporta la aparición de un teclado virtual cuando se " +"solicita introducir texto sin un teclado físico. [b]Android, iOS, Web[/b]" + +msgid "" +"Display server supports setting the mouse cursor shape to be different from " +"the default. [b]Windows, macOS, Linux (X11/Wayland), Android, Web[/b]" +msgstr "" +"El servidor de pantalla soporta configurar la forma del cursor del ratón para " +"que sea diferente de la predeterminada. [b]Windows, macOS, Linux (X11/" +"Wayland), Android, Web[/b]" + +msgid "" +"Display server supports setting the mouse cursor shape to a custom image. " +"[b]Windows, macOS, Linux (X11/Wayland), Web[/b]" +msgstr "" +"El servidor de pantalla soporta configurar la forma del cursor del ratón a " +"una imagen personalizada. [b]Windows, macOS, Linux (X11/Wayland), Web[/b]" + +msgid "" +"Display server supports spawning text dialogs using the operating system's " +"native look-and-feel. See [method dialog_show]. [b]Windows, macOS[/b]" +msgstr "" +"El servidor de pantalla soporta la aparición de diálogos de texto utilizando " +"la apariencia nativa del sistema operativo. Ver [method dialog_show]. " +"[b]Windows, macOS[/b]" + +msgid "" +"Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " +"Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" +"Korean text. This is handled by the operating system, rather than by Godot. " +"[b]Windows, macOS, Linux (X11)[/b]" +msgstr "" +"El servidor de pantalla soporta el [url=https://en.wikipedia.org/wiki/" +"Input_method]Editor de Método de Entrada[/url], que se usa comúnmente para " +"introducir texto en chino/japonés/coreano. Esto es gestionado por el sistema " +"operativo, en lugar de por Godot. [b]Windows, macOS, Linux (X11)[/b]" + +msgid "" +"Display server supports windows can use per-pixel transparency to make " +"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11/" +"Wayland), Android[/b]" +msgstr "" +"El servidor de pantalla soporta ventanas que pueden usar transparencia por " +"píxel para hacer que las ventanas detrás de ellas sean parcial o totalmente " +"visibles. [b]Windows, macOS, Linux (X11/Wayland), Android[/b]" + +msgid "" +"Display server supports querying the operating system's display scale factor. " +"This allows automatically detecting the hiDPI display [i]reliably[/i], " +"instead of guessing based on the screen resolution and the display's reported " +"DPI (which might be unreliable due to broken monitor EDID). [b]Windows, Linux " +"(Wayland), macOS[/b]" +msgstr "" +"El servidor de pantalla permite consultar el factor de escala de la pantalla " +"del sistema operativo. Esto permite detectar automáticamente la pantalla " +"hiDPI [i]de forma fiable[/i], en lugar de adivinar basándose en la resolución " +"de la pantalla y el DPI reportado por la pantalla (lo que podría no ser " +"fiable debido a EDID de monitor defectuoso). [b]Windows, Linux (Wayland), " +"macOS[/b]" + +msgid "" +"Display server supports changing the window icon (usually displayed in the " +"top-left corner). [b]Windows, macOS, Linux (X11/Wayland)[/b]\n" +"[b]Note:[/b] Use on Wayland requires the compositor to implement the " +"[url=https://wayland.app/protocols/xdg-toplevel-icon-" +"v1#xdg_toplevel_icon_v1]xdg_toplevel_icon_v1[/url] protocol, which not all " +"compositors do. See [url=https://wayland.app/protocols/xdg-toplevel-icon-" +"v1#compositor-support]xdg_toplevel_icon_v1#compositor-support[/url] for more " +"information on individual compositor support." +msgstr "" +"El servidor de pantalla permite cambiar el icono de la ventana (normalmente " +"se muestra en la esquina superior izquierda). [b]Windows, macOS, Linux (X11/" +"Wayland)[/b]\n" +"[b]Nota:[/b] Su uso en Wayland requiere que el compositor implemente el " +"protocolo [url=https://wayland.app/protocols/xdg-toplevel-icon-" +"v1#xdg_toplevel_icon_v1]xdg_toplevel_icon_v1[/url], lo cual no hacen todos " +"los compositores. Véase [url=https://wayland.app/protocols/xdg-toplevel-icon-" +"v1#compositor-support]xdg_toplevel_icon_v1#compositor-support[/url] para " +"obtener más información sobre el soporte de compositores individuales." + +msgid "" +"Display server supports changing the window icon (usually displayed in the " +"top-left corner). [b]Windows, macOS[/b]" +msgstr "" +"El servidor de pantalla permite cambiar el icono de la ventana (normalmente " +"se muestra en la esquina superior izquierda). [b]Windows, macOS[/b]" + +msgid "" +"Display server supports changing the screen orientation. [b]Android, iOS[/b]" +msgstr "" +"El servidor de pantalla permite cambiar la orientación de la pantalla. " +"[b]Android, iOS[/b]" + +msgid "" +"Display server supports V-Sync status can be changed from the default (which " +"is forced to be enabled platforms not supporting this feature). [b]Windows, " +"macOS, Linux (X11/Wayland)[/b]" +msgstr "" +"El servidor de pantalla permite cambiar el estado de V-Sync desde el " +"predeterminado (que está forzado a estar habilitado en plataformas que no " +"soportan esta característica). [b]Windows, macOS, Linux (X11/Wayland)[/b]" + +msgid "" +"Display server supports Primary clipboard can be used. This is a different " +"clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11/Wayland)[/b]" +msgstr "" +"El servidor de pantalla permite usar el portapapeles primario. Este es un " +"portapapeles diferente de [constant FEATURE_CLIPBOARD]. [b]Linux (X11/Wayland)" +"[/b]" + +msgid "" +"Display server supports text-to-speech. See [code]tts_*[/code] methods. " +"[b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Web[/b]" +msgstr "" +"El servidor de pantalla soporta texto a voz. Véanse los métodos [code]tts_*[/" +"code]. [b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Web[/b]" + +msgid "" +"Display server supports expanding window content to the title. See [constant " +"WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]" +msgstr "" +"El servidor de pantalla permite expandir el contenido de la ventana al " +"título. Véase [constant WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]" + +msgid "" +"Display server supports reading screen pixels. See [method screen_get_pixel]." +msgstr "" +"El servidor de pantalla permite leer los píxeles de la pantalla. Véase " +"[method screen_get_pixel]." + +msgid "Display server supports application status indicators." +msgstr "El servidor de pantalla soporta indicadores de estado de la aplicación." + msgid "" "Display server supports native help system search callbacks. See [method " "help_set_search_callbacks]." @@ -29238,6 +30226,24 @@ msgstr "" "El servidor de visualización admite devoluciones de llamada de búsqueda del " "sistema de ayuda nativo. Véase [method help_set_search_callbacks]." +msgid "" +"Display server supports spawning text input dialogs using the operating " +"system's native look-and-feel. See [method dialog_input_text]. [b]Windows, " +"macOS[/b]" +msgstr "" +"El servidor de pantalla permite generar diálogos de entrada de texto " +"utilizando la apariencia nativa del sistema operativo. Véase [method " +"dialog_input_text]. [b]Windows, macOS[/b]" + +msgid "" +"Display server supports spawning dialogs for selecting files or directories " +"using the operating system's native look-and-feel. See [method " +"file_dialog_show]. [b]Windows, macOS, Linux (X11/Wayland), Android[/b]" +msgstr "" +"El servidor de pantalla permite generar diálogos para seleccionar archivos o " +"directorios utilizando la apariencia nativa del sistema operativo. Véase " +"[method file_dialog_show]. [b]Windows, macOS, Linux (X11/Wayland), Android[/b]" + msgid "" "The display server supports initiating window drag and resize operations on " "demand. See [method window_start_drag] and [method window_start_resize]." @@ -30026,6 +31032,9 @@ msgstr "" "El botón para maximizar la ventana se deshabilita.\n" "[b]Nota:[/b] Esta opción está implementada en macOS y Windows." +msgid "Represents the size of the [enum WindowFlags] enum." +msgstr "Representa el tamaño del enum [enum WindowFlags]." + msgid "Sent when the mouse pointer enters the window." msgstr "Se envía cuando el puntero del ratón ingresa a la ventana." @@ -30270,6 +31279,15 @@ msgstr "" "Emitida cuando una instancia remota se separa de esta sesión (es decir, la " "sesión se vuelve inactiva)." +msgid "The dock is closed." +msgstr "El panel está cerrado." + +msgid "Bottom panel." +msgstr "Panel inferior." + +msgid "Represents the size of the [enum DockSlot] enum." +msgstr "Representa el tamaño del enum [enum DockSlot]." + msgid "" "Identifies a supported export platform, and internally provides the " "functionality of exporting to that platform." @@ -34233,6 +35251,10 @@ msgstr "" "[b]Editor > Manage Feature Profiles...[/b] en la parte superior de la ventana " "del editor." +msgid "Returns the specified [param feature]'s human-readable name." +msgstr "" +"Devuelve el nombre legible para humanos de la [param feature] especificada." + msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." @@ -34356,6 +35378,9 @@ msgid "A more generalized, low-level variation of the directory concept." msgstr "" "Una variación más generalizada y de bajo nivel del concepto de directorio." +msgid "Returns the name of the file at index [param idx]." +msgstr "Devuelve el nombre del archivo en el índice [param idx]." + msgid "Returns the number of files in this directory." msgstr "Devuelve el número de archivos en este directorio." @@ -35217,9 +36242,37 @@ msgstr "" "Este método se llama después de que el editor guarda el proyecto o cuando se " "cierra. Le pide al plugin que guarde las escenas/recursos externos editados." +msgid "" +"[EditorInterface] is a global singleton and can be accessed directly by its " +"name." +msgstr "" +"[EditorInterface] es un singleton global y puede ser accedido directamente " +"por su nombre." + msgid "Returns the [EditorInterface] singleton instance." msgstr "Devuelve la instancia singleton [EditorInterface]." +msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." +msgstr "Devuelve el [PopupMenu] bajo [b]Escena > Exportar como...[/b]." + +msgid "" +"Provide the version of the plugin declared in the [code]plugin.cfg[/code] " +"config file." +msgstr "" +"Provee la versión del plugin declarada en el archivo de configuración " +"[code]plugin.cfg[/code]." + +msgid "" +"Gets the Editor's dialog used for making scripts.\n" +"[b]Note:[/b] Users can configure it before use.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." +msgstr "" +"Obtiene el diálogo del Editor usado para crear scripts.\n" +"[b]Nota:[/b] Los usuarios pueden configurarlo antes de usarlo.\n" +"[b]Advertencia:[/b] Eliminar y liberar este nodo hará que una parte del " +"editor sea inútil y podría causar un fallo." + msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so use " "this object to make sure this happens when it's worth it." @@ -35243,6 +36296,9 @@ msgstr "Elimina un [param name] Autoload de la lista." msgid "Removes the specified context menu plugin." msgstr "Elimina el plugin del menú contextual especificado." +msgid "Use [method remove_dock] instead." +msgstr "Usa [method remove_dock] en su lugar." + msgid "" "Removes the control from the bottom panel. You have to manually [method " "Node.queue_free] the control." @@ -35270,6 +36326,115 @@ msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." msgid "Removes the debugger plugin with given script from the Debugger." msgstr "Elimina el plugin del depurador con el script dado del depurador." +msgid "" +"Removes [param dock] from the available docks. You should manually call " +"[method Node.queue_free] to free it." +msgstr "" +"Elimina [param dock] de los docks disponibles. Debes llamar manualmente a " +"[method Node.queue_free] para liberarlo." + +msgid "Removes an export platform registered by [method add_export_platform]." +msgstr "" +"Elimina una plataforma de exportación registrada por [method " +"add_export_platform]." + +msgid "Removes an export plugin registered by [method add_export_plugin]." +msgstr "" +"Elimina un plugin de exportación registrado por [method add_export_plugin]." + +msgid "Removes an import plugin registered by [method add_import_plugin]." +msgstr "" +"Elimina un plugin de importación registrado por [method add_import_plugin]." + +msgid "Removes an inspector plugin registered by [method add_inspector_plugin]." +msgstr "" +"Elimina un plugin de inspector registrado por [method add_inspector_plugin]." + +msgid "Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]." +msgstr "" +"Elimina un plugin de gizmo registrado por [method add_node_3d_gizmo_plugin]." + +msgid "" +"Removes a resource conversion plugin registered by [method " +"add_resource_conversion_plugin]." +msgstr "" +"Elimina un plugin de conversión de recursos registrado por [method " +"add_resource_conversion_plugin]." + +msgid "" +"Removes a scene format importer registered by [method " +"add_scene_format_importer_plugin]." +msgstr "" +"Elimina un importador de formato de escena registrado por [method " +"add_scene_format_importer_plugin]." + +msgid "" +"Remove the [EditorScenePostImportPlugin], added with [method " +"add_scene_post_import_plugin]." +msgstr "" +"Elimina el [EditorScenePostImportPlugin], añadido con [method " +"add_scene_post_import_plugin]." + +msgid "Removes a menu [param name] from [b]Project > Tools[/b]." +msgstr "Elimina un menú [param name] de [b]Proyecto > Herramientas[/b]." + +msgid "" +"Removes a custom translation parser plugin registered by [method " +"add_translation_parser_plugin]." +msgstr "" +"Elimina un plugin de analizador de traducción personalizado registrado por " +"[method add_translation_parser_plugin]." + +msgid "" +"Removes a callback previously added by [method " +"add_undo_redo_inspector_hook_callback]." +msgstr "" +"Elimina una callback previamente añadida por [method " +"add_undo_redo_inspector_hook_callback]." + +msgid "Use [member EditorDock.dock_icon] instead." +msgstr "Usa [member EditorDock.dock_icon] en su lugar." + +msgid "" +"Sets the tab icon for the given control in a dock slot. Setting to " +"[code]null[/code] removes the icon." +msgstr "" +"Establece el icono de la pestaña para el control dado en una ranura de dock. " +"Establecerlo a [code]null[/code] elimina el icono." + +msgid "" +"Enables calling of [method _forward_canvas_force_draw_over_viewport] for the " +"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor " +"when their viewports are updated. You need to call this method only once and " +"it will work permanently for this plugin." +msgstr "" +"Habilita la llamada a [method _forward_canvas_force_draw_over_viewport] para " +"el editor 2D y a [method _forward_3d_force_draw_over_viewport] para el editor " +"3D cuando sus viewports se actualizan. Solo necesitas llamar a este método " +"una vez y funcionará permanentemente para este plugin." + +msgid "" +"Use this method if you always want to receive inputs from 3D view screen " +"inside [method _forward_3d_gui_input]. It might be especially usable if your " +"plugin will want to use raycast in the scene." +msgstr "" +"Usa este método si siempre quieres recibir entradas de la pantalla de la " +"vista 3D dentro de [method _forward_3d_gui_input]. Podría ser especialmente " +"útil si tu plugin quiere usar raycast en la escena." + +msgid "" +"Updates the overlays of the 2D and 3D editor viewport. Causes methods [method " +"_forward_canvas_draw_over_viewport], [method " +"_forward_canvas_force_draw_over_viewport], [method " +"_forward_3d_draw_over_viewport] and [method " +"_forward_3d_force_draw_over_viewport] to be called." +msgstr "" +"Actualiza las superposiciones de la ventana de vista del editor 2D y 3D. Hace " +"que se llamen los métodos [method _forward_canvas_draw_over_viewport], " +"[method _forward_canvas_force_draw_over_viewport], [method " +"_forward_3d_draw_over_viewport] y [method " +"_forward_3d_force_draw_over_viewport]." + msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], " "[b]Game[/b], [b]AssetLib[/b]). Also works with custom screens defined by " @@ -35279,6 +36444,9 @@ msgstr "" "[b]Script[/b], [b]Juego[/b], [b]Librería de Assets[/b]). También funciona con " "pantallas personalizadas definidas por plugins." +msgid "Use [signal ProjectSettings.settings_changed] instead." +msgstr "Usa [signal ProjectSettings.settings_changed] en su lugar." + msgid "Emitted when any project setting has changed." msgstr "Emitida cuando se ha cambiado alguna configuración del proyecto." @@ -35312,6 +36480,11 @@ msgstr "" "Emitida al guardar una escena en el disco. El argumento es la ruta de acceso " "a la escena guardada. Véase también [signal resource_saved]." +msgid "Main editor toolbar, next to play buttons." +msgstr "" +"Barra de herramientas principal del editor, junto a los botones de " +"reproducción." + msgid "The toolbar that appears when 3D editor is active." msgstr "La barra de herramientas que aparece cuando el editor 3D está activo." @@ -35344,15 +36517,43 @@ msgstr "" "Pestaña del cuadro de diálogo Configuración del proyecto, a la derecha de " "otras pestañas." -msgid "Represents the size of the [enum DockSlot] enum." -msgstr "Representa el tamaño del enum [enum DockSlot]." - msgid "Forwards the [InputEvent] to other EditorPlugins." msgstr "Reenvía el [InputEvent] a otros EditorPlugins." msgid "Prevents the [InputEvent] from reaching other Editor classes." msgstr "Evita que [InputEvent] llegue a otras clases de Editor." +msgid "" +"Pass the [InputEvent] to other editor plugins except the main [Node3D] one. " +"This can be used to prevent node selection changes and work with sub-gizmos " +"instead." +msgstr "" +"Pasa el [InputEvent] a otros plugins del editor, excepto el [Node3D] " +"principal. Esto se puede usar para evitar cambios en la selección de nodos y " +"trabajar con subgizmos en su lugar." + +msgid "" +"Custom control for editing properties that can be added to the " +"[EditorInspector]." +msgstr "" +"Control personalizado para editar propiedades que se pueden añadir al " +"[EditorInspector]." + +msgid "" +"A custom control for editing properties that can be added to the " +"[EditorInspector]. It is added via [EditorInspectorPlugin]." +msgstr "" +"Un control personalizado para editar propiedades que se pueden añadir al " +"[EditorInspector]. Se añade a través de [EditorInspectorPlugin]." + +msgid "" +"Called when the read-only status of the property is changed. It may be used " +"to change custom controls into a read-only or modifiable state." +msgstr "" +"Llamado cuando el estado de solo lectura de la propiedad cambia. Puede usarse " +"para cambiar los controles personalizados a un estado de solo lectura o " +"modifiable." + msgid "When this virtual function is called, you must update your editor." msgstr "Cuando se llama a esta función virtual, tu debes actualizar tu editor." @@ -35364,6 +36565,51 @@ msgstr "" "añádalo aquí. Esto asegura que el enfoque se restaurará si el inspector se " "refresca." +msgid "Draw property as not selected. Used by the inspector." +msgstr "Dibuja la propiedad como no seleccionada. Usado por el inspector." + +msgid "" +"If one or several properties have changed, this must be called. [param field] " +"is used in case your editor can modify fields separately (as an example, " +"Vector3.x). The [param changing] argument avoids the editor requesting this " +"property to be refreshed (leave as [code]false[/code] if unsure)." +msgstr "" +"Si una o varias propiedades han cambiado, esto debe ser llamado. [param " +"field] se utiliza en caso de que tu editor pueda modificar campos por " +"separado (como ejemplo, Vector3.x). El argumento [param changing] evita que " +"el editor solicite que esta propiedad se actualice (deja como [code]false[/" +"code] si no estás seguro)." + +msgid "" +"Returns the edited object.\n" +"[b]Note:[/b] This method could return [code]null[/code] if the editor has not " +"yet been associated with a property. However, in [method _update_property] " +"and [method _set_read_only], this value is [i]guaranteed[/i] to be non-" +"[code]null[/code]." +msgstr "" +"Devuelve el objeto editado.\n" +"[b]Nota:[/b] Este método podría devolver [code]null[/code] si el editor aún " +"no se ha asociado con una propiedad. Sin embargo, en [method " +"_update_property] y [method _set_read_only], se [i]garantiza[/i] que este " +"valor no será [code]null[/code]." + +msgid "" +"Returns the edited property. If your editor is for a single property (added " +"via [method EditorInspectorPlugin._parse_property]), then this will return " +"the property.\n" +"[b]Note:[/b] This method could return [code]null[/code] if the editor has not " +"yet been associated with a property. However, in [method _update_property] " +"and [method _set_read_only], this value is [i]guaranteed[/i] to be non-" +"[code]null[/code]." +msgstr "" +"Devuelve la propiedad editada. Si tu editor es para una sola propiedad " +"(añadida a través de [method EditorInspectorPlugin._parse_property]), " +"entonces esto devolverá la propiedad.\n" +"[b]Nota:[/b] Este método podría devolver [code]null[/code] si el editor aún " +"no se ha asociado con una propiedad. Sin embargo, en [method " +"_update_property] y [method _set_read_only], se [i]garantiza[/i] que este " +"valor no será [code]null[/code]." + msgid "" "Returns [code]true[/code] if property is drawn as selected. Used by the " "inspector." @@ -35374,6 +36620,20 @@ msgstr "" msgid "Draw property as selected. Used by the inspector." msgstr "Dibujar propiedad según la selección. Utilizado por el inspector." +msgid "" +"Puts the [param editor] control below the property label. The control must be " +"previously added using [method Node.add_child]." +msgstr "" +"Coloca el control [param editor] debajo de la etiqueta de la propiedad. El " +"control debe haber sido añadido previamente usando [method Node.add_child]." + +msgid "" +"Used by the inspector, set to a control that will be used as a reference to " +"calculate the size of the label." +msgstr "" +"Usado por el inspector, se establece a un control que se usará como " +"referencia para calcular el tamaño de la etiqueta." + msgid "Assigns object and property to edit." msgstr "Asigna objeto y propiedad para editar." @@ -35393,6 +36653,27 @@ msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando se comprueba " "la propiedad." +msgid "" +"Used by the inspector, set to [code]true[/code] when the property can be " +"deleted by the user." +msgstr "" +"Usado por el inspector, se establece a [code]true[/code] cuando la propiedad " +"puede ser eliminada por el usuario." + +msgid "" +"Used by the inspector, set to [code]true[/code] when the property background " +"is drawn." +msgstr "" +"Usado por el inspector, se establece a [code]true[/code] cuando se dibuja el " +"fondo de la propiedad." + +msgid "" +"Used by the inspector, set to [code]true[/code] when the property label is " +"drawn." +msgstr "" +"Usado por el inspector, se establece a [code]true[/code] cuando se dibuja la " +"etiqueta de la propiedad." + msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " @@ -35420,11 +36701,27 @@ msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad " "es de sólo lectura." +msgid "" +"Emit it if you want multiple properties modified at the same time. Do not use " +"if added via [method EditorInspectorPlugin._parse_property]." +msgstr "" +"Emítela si quieres que se modifiquen varias propiedades al mismo tiempo. No " +"lo utilices si se agrega a través de [method " +"EditorInspectorPlugin._parse_property]." + msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "" "Utilizado por los subinspectores. Emitelo si lo que se seleccionó fue una " "idde objeto." +msgid "" +"Emitted when the revertability (i.e., whether it has a non-default value and " +"thus is displayed with a revert icon) of a property has changed." +msgstr "" +"Emitida cuando la revertibilidad (es decir, si tiene un valor no " +"predeterminado y, por lo tanto, se muestra con un icono de reversión) de una " +"propiedad ha cambiado." + msgid "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" "No lo emitas manualmente, utiliza en su lugar el método [method emit_changed]." @@ -35435,6 +36732,13 @@ msgstr "Emitida cuando una propiedad fue comprobada. Usada internamente." msgid "Emitted when a property was deleted. Used internally." msgstr "Emitida al eliminar una propiedad. Usada internamente." +msgid "" +"Emit it if you want to mark a property as favorited, making it appear at the " +"top of the inspector." +msgstr "" +"Emítela si quieres marcar una propiedad como favorita, haciendo que aparezca " +"en la parte superior del inspector." + msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." @@ -35450,6 +36754,19 @@ msgstr "" "Emitida cuando se solicita una sobrescritura de configuración para el " "proyecto actual." +msgid "" +"Emit it if you want to mark (or unmark) the value of a property for being " +"saved regardless of being equal to the default value.\n" +"The default value is the one the property will get when the node is just " +"instantiated and can come from an ancestor scene in the inheritance/" +"instantiation chain, a script or a builtin class." +msgstr "" +"Emítela si quieres marcar (o desmarcar) el valor de una propiedad para que se " +"guarde independientemente de si es igual al valor por defecto.\n" +"El valor por defecto es el que la propiedad tendrá cuando el nodo acaba de " +"ser instanciado y puede provenir de una escena ancestral en la cadena de " +"herencia/instanciación, un script o una clase incorporada." + msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "Si quieres que se edite un subrecurso, emite esta señal con el recurso." @@ -35457,6 +36774,79 @@ msgstr "Si quieres que se edite un subrecurso, emite esta señal con el recurso. msgid "Emitted when selected. Used internally." msgstr "Emitida cuando se selecciona. Se utiliza internamente." +msgid "" +"Plugin for adding custom converters from one resource format to another in " +"the editor resource picker context menu; for example, converting a " +"[StandardMaterial3D] to a [ShaderMaterial]." +msgstr "" +"Plugin para añadir convertidores personalizados de un formato de recurso a " +"otro en el menú contextual del selector de recursos del editor; por ejemplo, " +"convertir un [StandardMaterial3D] a un [ShaderMaterial]." + +msgid "" +"Takes an input [Resource] and converts it to the type given in [method " +"_converts_to]. The returned [Resource] is the result of the conversion, and " +"the input [Resource] remains unchanged." +msgstr "" +"Toma un [Resource] de entrada y lo convierte al tipo dado en [method " +"_converts_to]. El [Resource] devuelto es el resultado de la conversión, y el " +"[Resource] de entrada permanece sin cambios." + +msgid "" +"Returns the class name of the target type of [Resource] that this plugin " +"converts source resources to." +msgstr "" +"Devuelve el nombre de la clase del tipo de destino de [Resource] al que este " +"plugin convierte los recursos de origen." + +msgid "" +"Called to determine whether a particular [Resource] can be converted to the " +"target resource type by this plugin." +msgstr "" +"Se llama para determinar si un [Resource] en particular puede ser convertido " +"al tipo de recurso de destino por este plugin." + +msgid "Godot editor's control for selecting [Resource] type properties." +msgstr "" +"Control del editor de Godot para seleccionar propiedades de tipo [Resource]." + +msgid "" +"This virtual method can be implemented to handle context menu items not " +"handled by default. See [method _set_create_options]." +msgstr "" +"Este método virtual puede ser implementado para manejar elementos del menú " +"contextual no manejados por defecto. Véase [method _set_create_options]." + +msgid "" +"This virtual method is called when updating the context menu of " +"[EditorResourcePicker]. Implement this method to override the \"New ...\" " +"items with your own options. [param menu_node] is a reference to the " +"[PopupMenu] node.\n" +"[b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom " +"items." +msgstr "" +"Este método virtual es llamado al actualizar el menú contextual de " +"[EditorResourcePicker]. Implementa este método para sobrescribir los " +"elementos \"Nuevo ...\" con tus propias opciones. [param menu_node] es una " +"referencia al nodo [PopupMenu].\n" +"[b]Nota:[/b] Implementa [method _handle_menu_selected] para manejar estos " +"elementos personalizados." + +msgid "" +"Returns a list of all allowed types and subtypes corresponding to the [member " +"base_type]. If the [member base_type] is empty, an empty list is returned." +msgstr "" +"Devuelve una lista de todos los tipos y subtipos permitidos correspondientes " +"a [member base_type]. Si [member base_type] está vacío, se devuelve una lista " +"vacía." + +msgid "" +"Sets the toggle mode state for the main button. Works only if [member " +"toggle_mode] is set to [code]true[/code]." +msgstr "" +"Establece el estado del modo de alternancia para el botón principal. Solo " +"funciona si [member toggle_mode] se establece en [code]true[/code]." + msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." @@ -35490,6 +36880,18 @@ msgstr "" "editarlo. Cuando [param inspect] es [code]true[/code], la señal fue causada " "por la opción del menú contextual \"Editar\" o \"Inspeccionar\"." +msgid "A node used to generate previews of resources or files." +msgstr "Un nodo utilizado para generar vistas previas de recursos o archivos." + +msgid "" +"This node is used to generate previews for resources or files.\n" +"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " +"the singleton using [method EditorInterface.get_resource_previewer]." +msgstr "" +"Este nodo se utiliza para generar vistas previas de recursos o archivos.\n" +"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, " +"accede al singleton usando [method EditorInterface.get_resource_previewer]." + msgid "Create an own, custom preview generator." msgstr "Crear un generador de previsualización propio y personalizado." @@ -35500,6 +36902,46 @@ msgstr "" "Comprueba si el recurso ha cambiado, si es así, se invalidará y se emitirá la " "señal correspondiente." +msgid "" +"Queue the [param resource] being edited for preview. Once the preview is " +"ready, the [param receiver]'s [param receiver_func] will be called. The " +"[param receiver_func] must take the following four arguments: [String] path, " +"[Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. " +"[param userdata] can be anything, and will be returned when [param " +"receiver_func] is called.\n" +"[b]Note:[/b] If it was not possible to create the preview the [param " +"receiver_func] will still be called, but the preview will be [code]null[/" +"code]." +msgstr "" +"Encola el [param resource] que se está editando para su vista previa. Una vez " +"que la vista previa esté lista, se llamará a [param receiver_func] de [param " +"receiver]. [param receiver_func] debe tomar los siguientes cuatro argumentos: " +"[String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] " +"userdata. [param userdata] puede ser cualquier cosa, y será devuelto cuando " +"se llame a [param receiver_func].\n" +"[b]Nota:[/b] Si no fue posible crear la vista previa, se seguirá llamando a " +"[param receiver_func], pero la vista previa será [code]null[/code]." + +msgid "" +"Queue a resource file located at [param path] for preview. Once the preview " +"is ready, the [param receiver]'s [param receiver_func] will be called. The " +"[param receiver_func] must take the following four arguments: [String] path, " +"[Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. " +"[param userdata] can be anything, and will be returned when [param " +"receiver_func] is called.\n" +"[b]Note:[/b] If it was not possible to create the preview the [param " +"receiver_func] will still be called, but the preview will be [code]null[/" +"code]." +msgstr "" +"Encola un archivo de recurso ubicado en [param path] para su vista previa. " +"Una vez que la vista previa esté lista, se llamará a [param receiver_func] de " +"[param receiver]. [param receiver_func] debe tomar los siguientes cuatro " +"argumentos: [String] path, [Texture2D] preview, [Texture2D] " +"thumbnail_preview, [Variant] userdata. [param userdata] puede ser cualquier " +"cosa, y será devuelto cuando se llame a [param receiver_func].\n" +"[b]Nota:[/b] Si no fue posible crear la vista previa, se seguirá llamando a " +"[param receiver_func], pero la vista previa será [code]null[/code]." + msgid "Removes a custom preview generator." msgstr "Elimina un generador de previsualización personalizado." @@ -35521,6 +36963,16 @@ msgstr "" "EditorSettings.filesystem/file_dialog/thumbnail_size] para encontrar un " "tamaño adecuado para generar las vistas previas." +msgid "" +"If this function returns [code]true[/code], the generator will call [method " +"_generate] or [method _generate_from_path] for small previews as well.\n" +"By default, it returns [code]false[/code]." +msgstr "" +"Si esta función devuelve [code]true[/code], el generador llamará a [method " +"_generate] o [method _generate_from_path] también para vistas previas " +"pequeñas.\n" +"Por defecto, devuelve [code]false[/code]." + msgid "A plugin that advanced tooltip for its handled resource type." msgstr "" "Un plugin que ofrece información sobre herramientas avanzada para el tipo de " @@ -37792,16 +39244,6 @@ msgstr "" "proyecto. Las cadenas aceptadas son \"forward_plus\", \"mobile\" o " "\"gl_compatibility\"." -msgid "" -"Directory naming convention for the project manager. Options are \"No " -"convention\" (project name is directory name), \"kebab-case\" (default), " -"\"snake_case\", \"camelCase\", \"PascalCase\", or \"Title Case\"." -msgstr "" -"Convención de nomenclatura de directorios para el administrador de proyectos. " -"Las opciones son \"Sin convención\" (el nombre del proyecto es el nombre del " -"directorio), \"kebab-case\" (predeterminado), \"snake_case\", \"camelCase\", " -"\"PascalCase\" o \"Title Case\"." - msgid "" "The sorting order to use in the project manager. When changing the sorting " "order in the project manager, this setting is set permanently in the editor " @@ -39099,36 +40541,6 @@ msgstr "" "historia de \"deshacer\". Esto es útil sobre todo para los nodos eliminados " "con la llamada \"hacer\" (¡no la llamada \"deshacer\"!)." -msgid "" -"Clears the given undo history. You can clear history for a specific scene, " -"global history, or for all scenes at once if [param id] is [constant " -"INVALID_HISTORY].\n" -"If [param increase_version] is [code]true[/code], the undo history version " -"will be increased, marking it as unsaved. Useful for operations that modify " -"the scene, but don't support undo.\n" -"[codeblock]\n" -"var scene_root = EditorInterface.get_edited_scene_root()\n" -"var undo_redo = EditorInterface.get_editor_undo_redo()\n" -"undo_redo.clear_history(undo_redo.get_object_history_id(scene_root))\n" -"[/codeblock]\n" -"[b]Note:[/b] If you want to mark an edited scene as unsaved without clearing " -"its history, use [method EditorInterface.mark_scene_as_unsaved] instead." -msgstr "" -"Limpia el historial de deshacer dado. Puedes limpiar el historial de una " -"escena específica, el historial global o para todas las escenas a la vez si " -"[param id] es [constant INVALID_HISTORY].\n" -"Si [param increase_version] es [code]true[/code], la versión del historial de " -"deshacer se incrementará, marcándola como no guardada. Útil para las " -"operaciones que modifican la escena, pero no admiten deshacer.\n" -"[codeblock]\n" -"var scene_root = EditorInterface.get_edited_scene_root()\n" -"var undo_redo = EditorInterface.get_editor_undo_redo()\n" -"undo_redo.clear_history(undo_redo.get_object_history_id(scene_root))\n" -"[/codeblock]\n" -"[b]Nota:[/b] Si quieres marcar una escena editada como no guardada sin " -"limpiar su historial, usa [method EditorInterface.mark_scene_as_unsaved] en " -"su lugar." - msgid "" "Commits the action. If [param execute] is [code]true[/code] (default), all " "\"do\" methods/properties are called/set when this function is called." @@ -40250,9 +41662,77 @@ msgstr "Muestra un feed de una cámara en el fondo." msgid "Represents the size of the [enum BGMode] enum." msgstr "Representa el tamaño del enum [enum BGMode]." +msgid "" +"Gather ambient light from whichever source is specified as the background." +msgstr "Recoge la luz ambiental de la fuente que se especifique como fondo." + +msgid "" +"Disable ambient light. This provides a slight performance boost over " +"[constant AMBIENT_SOURCE_SKY]." +msgstr "" +"Deshabilita la luz ambiental. Esto proporciona una ligera mejora de " +"rendimiento sobre [constant AMBIENT_SOURCE_SKY]." + +msgid "" +"Specify a specific [Color] for ambient light. This provides a slight " +"performance boost over [constant AMBIENT_SOURCE_SKY]." +msgstr "" +"Especifica un [Color] específico para la luz ambiental. Esto proporciona una " +"ligera mejora de rendimiento sobre [constant AMBIENT_SOURCE_SKY]." + +msgid "" +"Gather ambient light from the [Sky] regardless of what the background is." +msgstr "" +"Recoge la luz ambiental del [Sky] independientemente de cuál sea el fondo." + msgid "Use the background for reflections." msgstr "Utilizar el fondo para los reflejos." +msgid "" +"Disable reflections. This provides a slight performance boost over other " +"options." +msgstr "" +"Deshabilita los reflejos. Esto proporciona una ligera mejora de rendimiento " +"sobre otras opciones." + +msgid "Use the [Sky] for reflections regardless of what the background is." +msgstr "Usa el [Sky] para los reflejos independientemente de cuál sea el fondo." + +msgid "" +"Does not modify color data, resulting in a linear tonemapping curve which " +"unnaturally clips bright values, causing bright lighting to look blown out. " +"The simplest and fastest tonemapper." +msgstr "" +"No modifica los datos de color, lo que resulta en una curva de mapeo tonal " +"lineal que recorta de forma antinatural los valores brillantes, haciendo que " +"la iluminación brillante se vea quemada. El mapeador tonal más simple y " +"rápido." + +msgid "" +"A simple tonemapping curve that rolls off bright values to prevent clipping. " +"This results in an image that can appear dull and low contrast. Slower than " +"[constant TONE_MAPPER_LINEAR].\n" +"[b]Note:[/b] When [member tonemap_white] is left at the default value of " +"[code]1.0[/code], [constant TONE_MAPPER_REINHARDT] produces an identical " +"image to [constant TONE_MAPPER_LINEAR]." +msgstr "" +"Una curva de mapeo tonal simple que suaviza los valores brillantes para " +"evitar el recorte. Esto resulta en una imagen que puede parecer opaca y de " +"bajo contraste. Más lento que [constant TONE_MAPPER_LINEAR].\n" +"[b]Nota:[/b] Cuando [member tonemap_white] se deja en el valor predeterminado " +"de [code]1.0[/code], [constant TONE_MAPPER_REINHARDT] produce una imagen " +"idéntica a [constant TONE_MAPPER_LINEAR]." + +msgid "" +"Uses a film-like tonemapping curve to prevent clipping of bright values and " +"provide better contrast than [constant TONE_MAPPER_REINHARDT]. Slightly " +"slower than [constant TONE_MAPPER_REINHARDT]." +msgstr "" +"Utiliza una curva de mapeo tonal de tipo cinematográfico para evitar el " +"recorte de valores brillantes y proporcionar un mejor contraste que [constant " +"TONE_MAPPER_REINHARDT]. Ligeramente más lento que [constant " +"TONE_MAPPER_REINHARDT]." + msgid "A class that stores an expression you can execute." msgstr "Una clase que almacena una expresión que puedes ejecutar." @@ -40728,6 +42208,15 @@ msgstr "" "cursor del archivo en 1 byte. Véase [method store_8] para obtener detalles " "sobre qué valores pueden ser almacenados y recuperados de esta manera." +msgid "" +"Returns the next 16 bits from the file as an integer. This advances the file " +"cursor by 2 bytes. See [method store_16] for details on what values can be " +"stored and retrieved this way." +msgstr "" +"Devuelve los siguientes 16 bits del archivo como un integer. Esto avanza el " +"cursor del archivo en 2 bytes. Véase [method store_16] para obtener detalles " +"sobre qué valores se pueden almacenar y recuperar de esta manera." + msgid "" "Returns the next 32 bits from the file as an integer. This advances the file " "cursor by 4 bytes. See [method store_32] for details on what values can be " @@ -40755,6 +42244,13 @@ msgstr "" "tiempo Unix, o [code]0[/code] en caso de error. Esta marca de tiempo Unix se " "puede convertir a otro formato mediante el singleton [Time]." +msgid "" +"Returns the whole file as a [String]. Text is interpreted as being UTF-8 " +"encoded. This ignores the file cursor and does not affect it." +msgstr "" +"Devuelve el archivo completo como una [String]. El texto se interpreta como " +"codificado en UTF-8. Esto ignora el cursor del archivo y no lo afecta." + msgid "" "Returns next [param length] bytes of the file as a [PackedByteArray]. This " "advances the file cursor by [param length] bytes." @@ -40762,6 +42258,57 @@ msgstr "" "Devuelve los siguientes [param length] bytes del archivo como un " "[PackedByteArray]. Esto avanza el cursor del archivo en [param length] bytes." +msgid "" +"Returns the next value of the file in CSV (Comma-Separated Values) format. " +"You can pass a different delimiter [param delim] to use other than the " +"default [code]\",\"[/code] (comma). This delimiter must be one-character " +"long, and cannot be a double quotation mark.\n" +"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " +"double quotes if they include the delimiter character. Double quotes within a " +"text value can be escaped by doubling their occurrence. This advances the " +"file cursor to after the newline character at the end of the line.\n" +"For example, the following CSV lines are valid and will be properly parsed as " +"two strings each:\n" +"[codeblock lang=text]\n" +"Alice,\"Hello, Bob!\"\n" +"Bob,Alice! What a surprise!\n" +"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" +"[/codeblock]\n" +"Note how the second line can omit the enclosing quotes as it does not include " +"the delimiter. However it [i]could[/i] very well use quotes, it was only " +"written without for demonstration purposes. The third line must use [code]" +"\"\"[/code] for each quotation mark that needs to be interpreted as such " +"instead of the end of a text value." +msgstr "" +"Devuelve el siguiente valor del archivo en formato CSV (Valores Separados por " +"Comas). Puedes pasar un delimitador diferente [param delim] para usar en " +"lugar de la coma por defecto [code]\",\"[/code]. Este delimitador debe tener " +"un solo carácter de longitud y no puede ser una comilla doble.\n" +"El texto se interpreta como codificado en UTF-8. Los valores de texto deben " +"estar entre comillas dobles si incluyen el carácter delimitador. Las comillas " +"dobles dentro de un valor de texto pueden escaparse duplicando su aparición. " +"Esto avanza el cursor del archivo hasta después del carácter de nueva línea " +"al final de la línea.\n" +"Por ejemplo, las siguientes líneas CSV son válidas y serán correctamente " +"analizadas como dos cadenas cada una:\n" +"[codeblock lang=text]\n" +"Alicia,\"¡Hola, Bob!\"\n" +"¡Bob,Alicia! ¡Qué sorpresa!\n" +"Alicia,\"pensé que responderías con \"\"Hola, mundo\"\".\"\n" +"[/codeblock]\n" +"Ten en cuenta cómo la segunda línea puede omitir las comillas de cierre ya " +"que no incluye el delimitador. Sin embargo, [i]podría[/i] muy bien usar " +"comillas, solo se escribió sin ellas para fines de demostración. La tercera " +"línea debe usar [code]\"\"[/code] para cada comilla que necesite ser " +"interpretada como tal en lugar del final de un valor de texto." + +msgid "" +"Returns the next 64 bits from the file as a floating-point number. This " +"advances the file cursor by 8 bytes." +msgstr "" +"Devuelve los siguientes 64 bits del archivo como un número de punto flotante. " +"Esto avanza el cursor del archivo en 8 bytes." + msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." @@ -40769,6 +42316,73 @@ msgstr "" "Devuelve el último error que ocurrió al intentar realizar las operaciones. " "Compare con las constantes [code]ERR_FILE_*[/code] de [enum Error]." +msgid "" +"Reads the file extended attribute with name [param attribute_name] as a byte " +"array.\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Extended attributes support depends on the file system. " +"Attributes will be lost when the file is moved between incompatible file " +"systems.\n" +"[b]Note:[/b] On Linux, only \"user\" namespace attributes are accessible, " +"namespace prefix should not be included.\n" +"[b]Note:[/b] On Windows, alternate data streams are used to store extended " +"attributes." +msgstr "" +"Lee el atributo extendido del archivo con el nombre [param attribute_name] " +"como un array de bytes.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] La compatibilidad con atributos extendidos depende del sistema " +"de archivos. Los atributos se perderán cuando el archivo se mueva entre " +"sistemas de archivos incompatibles.\n" +"[b]Nota:[/b] En Linux, solo los atributos del espacio de nombres \"user\" son " +"accesibles, el prefijo del espacio de nombres no debe incluirse.\n" +"[b]Nota:[/b] En Windows, se utilizan flujos de datos alternativos para " +"almacenar atributos extendidos." + +msgid "" +"Reads the file extended attribute with name [param attribute_name] as a UTF-8 " +"encoded string.\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Extended attributes support depends on the file system. " +"Attributes will be lost when the file is moved between incompatible file " +"systems.\n" +"[b]Note:[/b] On Linux, only \"user\" namespace attributes are accessible, " +"namespace prefix should not be included.\n" +"[b]Note:[/b] On Windows, alternate data streams are used to store extended " +"attributes." +msgstr "" +"Lee el atributo extendido del archivo con el nombre [param attribute_name] " +"como una string codificada en UTF-8.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] La compatibilidad con atributos extendidos depende del sistema " +"de archivos. Los atributos se perderán cuando el archivo se mueva entre " +"sistemas de archivos incompatibles.\n" +"[b]Nota:[/b] En Linux, solo los atributos del espacio de nombres \"user\" son " +"accesibles, el prefijo del espacio de nombres no debe incluirse.\n" +"[b]Nota:[/b] En Windows, se utilizan flujos de datos alternativos para " +"almacenar atributos extendidos." + +msgid "" +"Returns a list of file extended attributes.\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Extended attributes support depends on the file system. " +"Attributes will be lost when the file is moved between incompatible file " +"systems.\n" +"[b]Note:[/b] On Linux, only \"user\" namespace attributes are accessible, " +"namespace prefix should not be included.\n" +"[b]Note:[/b] On Windows, alternate data streams are used to store extended " +"attributes." +msgstr "" +"Devuelve una lista de atributos extendidos del archivo.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] La compatibilidad con atributos extendidos depende del sistema " +"de archivos. Los atributos se perderán cuando el archivo se mueva entre " +"sistemas de archivos incompatibles.\n" +"[b]Nota:[/b] En Linux, solo los atributos del espacio de nombres \"user\" son " +"accesibles, el prefijo del espacio de nombres no debe incluirse.\n" +"[b]Nota:[/b] En Windows, se utilizan flujos de datos alternativos para " +"almacenar atributos extendidos." + msgid "" "Returns the whole [param path] file contents as a [PackedByteArray] without " "any decoding.\n" @@ -40898,6 +42512,20 @@ msgstr "" "Devuelve un SHA-256 [String] que representa el archivo en la ruta indicada o " "un [String] vacío en caso de error." +msgid "" +"Returns the size of the file at the given path, in bytes, or [code]-1[/code] " +"on error." +msgstr "" +"Devuelve el tamaño del archivo en la ruta dada, en bytes, o [code]-1[/code] " +"en caso de error." + +msgid "" +"Returns the UNIX permissions of the file at the given path.\n" +"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS." +msgstr "" +"Devuelve los permisos UNIX del archivo en la ruta dada.\n" +"[b]Nota:[/b] Este método está implementado en iOS, Linux/BSD y macOS." + msgid "" "Returns the next [Variant] value from the file. If [param allow_objects] is " "[code]true[/code], decoding objects is allowed. This advances the file cursor " @@ -40962,6 +42590,28 @@ msgstr "" "Devuelve [code]null[/code] si la apertura del archivo falla. Puedes usar " "[method get_open_error] para verificar el error que ocurrió." +msgid "" +"Removes file extended attribute with name [param attribute_name].\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Extended attributes support depends on the file system. " +"Attributes will be lost when the file is moved between incompatible file " +"systems.\n" +"[b]Note:[/b] On Linux, only \"user\" namespace attributes are accessible, " +"namespace prefix should not be included.\n" +"[b]Note:[/b] On Windows, alternate data streams are used to store extended " +"attributes." +msgstr "" +"Elimina el atributo extendido del archivo con el nombre [param " +"attribute_name].\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] La compatibilidad con atributos extendidos depende del sistema " +"de archivos. Los atributos se perderán cuando el archivo se mueva entre " +"sistemas de archivos incompatibles.\n" +"[b]Nota:[/b] En Linux, solo los atributos del espacio de nombres \"user\" son " +"accesibles; el prefijo del espacio de nombres no debe incluirse.\n" +"[b]Nota:[/b] En Windows, se utilizan flujos de datos alternativos para " +"almacenar atributos extendidos." + msgid "" "Resizes the file to a specified length. The file must be open in a mode that " "permits writing. If the file is extended, NUL characters are appended. If the " @@ -40973,6 +42623,52 @@ msgstr "" "se añaden caracteres NUL. Si el archivo se trunca, todos los datos desde el " "final del archivo hasta la longitud original del archivo se pierden." +msgid "" +"Writes file extended attribute with name [param attribute_name] as a byte " +"array.\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Extended attributes support depends on the file system. " +"Attributes will be lost when the file is moved between incompatible file " +"systems.\n" +"[b]Note:[/b] On Linux, only \"user\" namespace attributes are accessible, " +"namespace prefix should not be included.\n" +"[b]Note:[/b] On Windows, alternate data streams are used to store extended " +"attributes." +msgstr "" +"Escribe el atributo extendido del archivo con el nombre [param " +"attribute_name] como un array de bytes.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] El soporte de atributos extendidos depende del sistema de " +"archivos. Los atributos se perderán cuando el archivo se mueva entre sistemas " +"de archivos incompatibles.\n" +"[b]Nota:[/b] En Linux, solo los atributos del espacio de nombres \"user\" son " +"accesibles, el prefijo del espacio de nombres no debe ser incluido.\n" +"[b]Nota:[/b] En Windows, se utilizan flujos de datos alternativos para " +"almacenar atributos extendidos." + +msgid "" +"Writes file extended attribute with name [param attribute_name] as a UTF-8 " +"encoded string.\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Extended attributes support depends on the file system. " +"Attributes will be lost when the file is moved between incompatible file " +"systems.\n" +"[b]Note:[/b] On Linux, only \"user\" namespace attributes are accessible, " +"namespace prefix should not be included.\n" +"[b]Note:[/b] On Windows, alternate data streams are used to store extended " +"attributes." +msgstr "" +"Escribe el atributo extendido del archivo con el nombre [param " +"attribute_name] como una cadena codificada en UTF-8.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] El soporte de atributos extendidos depende del sistema de " +"archivos. Los atributos se perderán cuando el archivo se mueva entre sistemas " +"de archivos incompatibles.\n" +"[b]Nota:[/b] En Linux, solo los atributos del espacio de nombres \"user\" son " +"accesibles, el prefijo del espacio de nombres no debe ser incluido.\n" +"[b]Nota:[/b] En Windows, se utilizan flujos de datos alternativos para " +"almacenar atributos extendidos." + msgid "" "Sets file [b]read only[/b] attribute.\n" "[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows." @@ -42386,28 +44082,6 @@ msgstr "" msgid "A container that can be expanded/collapsed." msgstr "Un contenedor que puede ser expandido/colapsado." -msgid "" -"A container that can be expanded/collapsed, with a title that can be filled " -"with controls, such as buttons.\n" -"The title can be positioned at the top or bottom of the container.\n" -"The container can be expanded or collapsed by clicking the title or by " -"pressing [code]ui_accept[/code] when focused.\n" -"Child control nodes are hidden when the container is collapsed. Ignores non-" -"control children.\n" -"Can allow grouping with other FoldableContainers, check [member " -"foldable_group] and [FoldableGroup]." -msgstr "" -"Un contenedor que puede ser expandido/colapsado, con un título que puede ser " -"rellenado con controles, como botones.\n" -"El título puede ser posicionado en la parte superior o inferior del " -"contenedor.\n" -"El contenedor puede ser expandido o colapsado haciendo clic en el título o " -"presionando [code]ui_accept[/code] cuando está enfocado.\n" -"Los nodos de control hijo se ocultan cuando el contenedor está colapsado. " -"Ignora los hijos que no son controles.\n" -"Puede permitir la agrupación con otros FoldableContainers, comprueba [member " -"foldable_group] y [FoldableGroup]." - msgid "" "Adds a [Control] that will be placed next to the container's title, obscuring " "the clickable area. Prime usage is adding [Button] nodes, but it can be any " @@ -43298,18 +44972,6 @@ msgstr "" "Administrador de caché de framebuffer para renderizadores basados en el " "Dispositivo de Renderizado." -msgid "" -"Framebuffer cache manager for Rendering Device based renderers. Provides a " -"way to create a framebuffer and reuse it in subsequent calls for as long as " -"the used textures exists. Framebuffers will automatically be cleaned up when " -"dependent objects are freed." -msgstr "" -"Administrador de caché de framebuffer para renderizadores basados en el " -"Dispositivo de Renderizado. Proporciona una forma de crear un framebuffer y " -"reutilizarlo en llamadas posteriores mientras existan las texturas " -"utilizadas. Los framebuffers se limpiarán automáticamente cuando se liberen " -"los objetos dependientes." - msgid "" "Creates, or obtains a cached, framebuffer. [param textures] lists textures " "accessed. [param passes] defines the subpasses and texture allocation, if " @@ -48768,7 +50430,8 @@ msgstr "" "Un índice de elemento negativo como [constant INVALID_CELL_ITEM] borrará la " "celda.\n" "Opcionalmente, se puede pasar la orientación del elemento. Para ver los " -"valores de orientación válidos, véase [method Basis.get_orthogonal_index]." +"valores de orientación válidos, véase [method " +"get_orthogonal_index_from_basis]." msgid "" "Sets the [RID] of the navigation map this GridMap node should use for its " @@ -53149,6 +54812,25 @@ msgstr "" msgid "Helper class for creating and parsing JSON data." msgstr "Clase auxiliar para crear y analizar datos JSON." +msgid "" +"Converts a native engine type to a JSON-compliant value.\n" +"By default, objects are ignored for security reasons, unless [param " +"full_objects] is [code]true[/code].\n" +"You can convert a native value to a JSON string like this:\n" +"[codeblock]\n" +"func encode_data(value, full_objects = false):\n" +"\treturn JSON.stringify(JSON.from_native(value, full_objects))\n" +"[/codeblock]" +msgstr "" +"Convierte un tipo de motor nativo en un valor compatible con JSON.\n" +"Por defecto, los objetos se ignoran por razones de seguridad, a menos que " +"[param full_objects] sea [code]true[/code].\n" +"Puedes convertir un valor nativo en una cadena JSON de esta manera:\n" +"[codeblock]\n" +"func encode_data(value, full_objects = false):\n" +"\treturn JSON.stringify(JSON.from_native(value, full_objects))\n" +"[/codeblock]" + msgid "" "Returns [code]0[/code] if the last call to [method parse] was successful, or " "the line number where the parse failed." @@ -53170,6 +54852,31 @@ msgstr "" "Devuelve el texto analizado por [method parse] (requiere pasar " "[code]keep_text[/code] a [method parse])." +msgid "" +"Attempts to parse the [param json_text] provided.\n" +"Returns an [enum Error]. If the parse was successful, it returns [constant " +"OK] and the result can be retrieved using [member data]. If unsuccessful, use " +"[method get_error_line] and [method get_error_message] to identify the source " +"of the failure.\n" +"Non-static variant of [method parse_string], if you want custom error " +"handling.\n" +"The optional [param keep_text] argument instructs the parser to keep a copy " +"of the original text. This text can be obtained later by using the [method " +"get_parsed_text] function and is used when saving the resource (instead of " +"generating new text from [member data])." +msgstr "" +"Intenta analizar el [param json_text] proporcionado.\n" +"Devuelve un [enum Error]. Si el análisis fue exitoso, devuelve [constant OK] " +"y el resultado se puede recuperar usando [member data]. Si no tiene éxito, " +"usa [method get_error_line] y [method get_error_message] para identificar la " +"causa del fallo.\n" +"Variante no estática de [method parse_string], si quieres un manejo de " +"errores personalizado.\n" +"El argumento opcional [param keep_text] instruye al analizador a mantener una " +"copia del texto original. Este texto se puede obtener más tarde usando la " +"función [method get_parsed_text] y se usa al guardar el recurso (en lugar de " +"generar nuevo texto a partir de [member data])." + msgid "" "Attempts to parse the [param json_string] provided and returns the parsed " "data. Returns [code]null[/code] if parse failed." @@ -53264,6 +54971,49 @@ msgstr "" "- [param result]: El valor de retorno de la función que fue llamada.\n" "- [param id]: El ID de la solicitud a la que se dirige esta respuesta." +msgid "" +"Creates a response which indicates a previous reply has failed in some way.\n" +"- [param code]: The error code corresponding to what kind of error this is. " +"See the [enum ErrorCode] constants.\n" +"- [param message]: A custom message about this error.\n" +"- [param id]: The request this error is a response to." +msgstr "" +"Crea una respuesta que indica que una respuesta anterior ha fallado de alguna " +"manera.\n" +"- [param code]: El código de error que corresponde al tipo de error. Consulta " +"las constantes [enum ErrorCode].\n" +"- [param message]: Un mensaje personalizado sobre este error.\n" +"- [param id]: La solicitud a la que este error es una respuesta." + +msgid "" +"Given a Dictionary which takes the form of a JSON-RPC request: unpack the " +"request and run it. Methods are resolved by looking at the field called " +"\"method\" and looking for an equivalently named function in the JSONRPC " +"object. If one is found that method is called.\n" +"To add new supported methods extend the JSONRPC class and call [method " +"process_action] on your subclass.\n" +"[param action]: The action to be run, as a Dictionary in the form of a JSON-" +"RPC request or notification." +msgstr "" +"Dado un Dictionary con formato de solicitud JSON-RPC: desempaca la solicitud " +"y ejecútala. Los métodos se resuelven buscando el campo llamado \"method\" y " +"buscando una función con un nombre equivalente en el objeto JSONRPC. Si se " +"encuentra una, se llama a ese método.\n" +"Para añadir nuevos métodos compatibles, extiende la clase JSONRPC y llama a " +"[method process_action] en tu subclase.\n" +"[param action]: La acción a ejecutar, como un Dictionary con formato de " +"solicitud o notificación JSON-RPC." + +msgid "" +"Registers a callback for the given method name.\n" +"- [param name]: The name that clients can use to access the callback.\n" +"- [param callback]: The callback which will handle the specified method." +msgstr "" +"Registra una función de retorno para el nombre de método dado.\n" +"- [param name]: El nombre que los clientes pueden usar para acceder al " +"callback.\n" +"- [param callback]: El callback que manejará el método específico." + msgid "" "The request could not be parsed as it was not valid by JSON standard ([method " "JSON.parse] failed)." @@ -53300,6 +55050,23 @@ msgstr "" msgid "Holds collision data from the movement of a [PhysicsBody2D]." msgstr "Contiene datos de colisión del movimiento de un [PhysicsBody2D]." +msgid "" +"Holds collision data from the movement of a [PhysicsBody2D], usually from " +"[method PhysicsBody2D.move_and_collide]. When a [PhysicsBody2D] is moved, it " +"stops if it detects a collision with another body. If a collision is " +"detected, a [KinematicCollision2D] object is returned.\n" +"The collision data includes the colliding object, the remaining motion, and " +"the collision position. This data can be used to determine a custom response " +"to the collision." +msgstr "" +"Contiene los datos de colisión del movimiento de un [PhysicsBody2D], " +"normalmente de [method PhysicsBody2D.move_and_collide]. Cuando se mueve un " +"[PhysicsBody2D], se detiene si detecta una colisión con otro cuerpo. Si se " +"detecta una colisión, se devuelve un objeto [KinematicCollision2D].\n" +"Los datos de colisión incluyen el objeto que colisiona, el movimiento " +"restante y la posición de la colisión. Estos datos pueden utilizarse para " +"determinar una respuesta personalizada a la colisión." + msgid "" "Returns the collision angle according to [param up_direction], which is " "[constant Vector2.UP] by default. This value is always positive." @@ -53360,6 +55127,24 @@ msgstr "" msgid "Holds collision data from the movement of a [PhysicsBody3D]." msgstr "Contiene datos de colisión del movimiento de un [PhysicsBody3D]." +msgid "" +"Holds collision data from the movement of a [PhysicsBody3D], usually from " +"[method PhysicsBody3D.move_and_collide]. When a [PhysicsBody3D] is moved, it " +"stops if it detects a collision with another body. If a collision is " +"detected, a [KinematicCollision3D] object is returned.\n" +"The collision data includes the colliding object, the remaining motion, and " +"the collision position. This data can be used to determine a custom response " +"to the collision." +msgstr "" +"Contiene los datos de colisión del movimiento de un [PhysicsBody3D], " +"normalmente de [method PhysicsBody3D.move_and_collide]. Cuando un " +"[PhysicsBody3D] es movido, se detiene si detecta una colisión con otro " +"cuerpo. Si se detecta una colisión, se devuelve un objeto " +"[KinematicCollision3D].\n" +"Los datos de colisión incluyen el objeto colisionador, el movimiento restante " +"y la posición de la colisión. Estos datos pueden usarse para determinar una " +"respuesta personalizada a la colisión." + msgid "" "Returns the collision angle according to [param up_direction], which is " "[constant Vector3.UP] by default. This value is always positive." @@ -53441,17 +55226,6 @@ msgstr "" msgid "A control for displaying plain text." msgstr "Un control para mostrar texto sin formato." -msgid "" -"A control for displaying plain text. It gives you control over the horizontal " -"and vertical alignment and can wrap the text inside the node's bounding " -"rectangle. It doesn't support bold, italics, or other rich text formatting. " -"For that, use [RichTextLabel] instead." -msgstr "" -"Un control para mostrar texto sin formato. Te da control sobre la alineación " -"horizontal y vertical y puede ajustar el texto dentro del rectángulo " -"delimitador del nodo. No admite negrita, cursiva u otro formato de texto " -"enriquecido. Para eso, usa [RichTextLabel] en su lugar." - msgid "" "Returns the bounding rectangle of the character at position [param pos] in " "the label's local coordinate system. If the character is a non-visual " @@ -53575,6 +55349,27 @@ msgstr "" "Controla la alineación vertical del texto. Admite superior, centro, inferior " "y relleno." +msgid "" +"The number of characters to display. If set to [code]-1[/code], all " +"characters are displayed. This can be useful when animating the text " +"appearing in a dialog box.\n" +"[b]Note:[/b] Setting this property updates [member visible_ratio] " +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." +msgstr "" +"El número de caracteres a mostrar. Si se establece en [code]-1[/code], se " +"muestran todos los caracteres. Esto puede ser útil al animar el texto que " +"aparece en un cuadro de diálogo.\n" +"[b]Nota:[/b] Establecer esta propiedad actualiza [member visible_ratio] en " +"consecuencia.\n" +"[b]Nota:[/b] Los caracteres se cuentan como puntos de código Unicode. Un solo " +"grafema visible puede contener múltiples puntos de código (por ejemplo, " +"algunos emojis usan tres puntos de código). Un solo punto de código puede " +"contener dos caracteres UTF-16, que se usan en las cadenas de C#." + msgid "" "The clipping behavior when [member visible_characters] or [member " "visible_ratio] is set." @@ -54320,6 +56115,27 @@ msgstr "" "renderizado de la iluminación global. Véase [member " "GeometryInstance3D.gi_mode]." +msgid "" +"The light's color in nonlinear sRGB encoding. An [i]overbright[/i] color can " +"be used to achieve a result equivalent to increasing the light's [member " +"light_energy]." +msgstr "" +"El color de la luz en codificación sRGB no lineal. Un color " +"[i]sobrebrillante[/i] puede usarse para lograr un resultado equivalente a " +"aumentar la [member light_energy] de la luz." + +msgid "" +"The light will affect objects in the selected layers.\n" +"[b]Note:[/b] The light cull mask is ignored by [VoxelGI], SDFGI, " +"[LightmapGI], and volumetric fog. These will always render lights in a way " +"that ignores the cull mask. See also [member VisualInstance3D.layers]." +msgstr "" +"La luz afectará a los objetos en las capas seleccionadas.\n" +"[b]Nota:[/b] La máscara de recorte de luz es ignorada por [VoxelGI], SDFGI, " +"[LightmapGI] y la niebla volumétrica. Estos siempre renderizarán las luces de " +"una manera que ignora la máscara de recorte. Véase también [member " +"VisualInstance3D.layers]." + msgid "" "The light's strength multiplier (this is not a physical unit). For " "[OmniLight3D] and [SpotLight3D], changing this value will only change the " @@ -54719,6 +56535,9 @@ msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "" "Calcula y almacena lightmaps procesados para una iluminación global rápida." +msgid "Using Lightmap global illumination" +msgstr "Usando iluminación global de Lightmap" + msgid "" "The bias to use when computing shadows. Increasing [member bias] can fix " "shadow acne on the resulting baked lightmap, but can introduce peter-panning " @@ -54777,6 +56596,20 @@ msgstr "" "alta, el [LightmapGI] tendrá artefactos de bandas o puede tener artefactos de " "sobreexposición." +msgid "" +"The distance in pixels from which the denoiser samples. Lower values preserve " +"more details, but may give blotchy results if the lightmap quality is not " +"high enough. Only effective if [member use_denoiser] is [code]true[/code] and " +"[member ProjectSettings.rendering/lightmapping/denoising/denoiser] is set to " +"JNLM." +msgstr "" +"La distancia en píxeles desde la que muestrea el denoiser. Los valores más " +"bajos conservan más detalles, pero pueden dar resultados irregulares si la " +"calidad del lightmap no es lo suficientemente alta. Solo es efectivo si " +"[member use_denoiser] es [code]true[/code] y [member " +"ProjectSettings.rendering/lightmapping/denoising/denoiser] está establecido " +"en JNLM." + msgid "" "The strength of denoising step applied to the generated lightmaps. Only " "effective if [member use_denoiser] is [code]true[/code] and [member " @@ -54787,6 +56620,35 @@ msgstr "" "[member ProjectSettings.rendering/lightmapping/denoising/denoiser] está " "establecido en JNLM." +msgid "" +"If [code]true[/code], bakes lightmaps to contain directional information as " +"spherical harmonics. This results in more realistic lighting appearance, " +"especially with normal mapped materials and for lights that have their direct " +"light baked ([member Light3D.light_bake_mode] set to [constant " +"Light3D.BAKE_STATIC] and with [member Light3D.editor_only] set to " +"[code]false[/code]). The directional information is also used to provide " +"rough reflections for static and dynamic objects. This has a small run-time " +"performance cost as the shader has to perform more work to interpret the " +"direction information from the lightmap. Directional lightmaps also take " +"longer to bake and result in larger file sizes.\n" +"[b]Note:[/b] The property's name has no relationship with " +"[DirectionalLight3D]. [member directional] works with all light types." +msgstr "" +"Si [code]true[/code], procesa lightmaps para contener información direccional " +"como armónicos esféricos. Esto resulta en una apariencia de iluminación más " +"realista, especialmente con materiales con mapeado normal y para luces que " +"tienen su luz directa procesada ([member Light3D.light_bake_mode] establecido " +"en [constant Light3D.BAKE_STATIC] y con [member Light3D.editor_only] " +"establecido en [code]false[/code]). La información direccional también se " +"utiliza para proporcionar reflejos rugosos para objetos estáticos y " +"dinámicos. Esto tiene un pequeño coste de rendimiento en tiempo de ejecución, " +"ya que el sombreador tiene que realizar más trabajo para interpretar la " +"información de dirección del lightmap. Los lightmaps direccionales también " +"tardan más en procesarse y resultan en archivos de mayor tamaño.\n" +"[b]Nota:[/b] El nombre de la propiedad no tiene relación con " +"[DirectionalLight3D]. [member directional] funciona con todos los tipos de " +"luz." + msgid "" "The color to use for environment lighting. Only effective if [member " "environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]." @@ -54878,6 +56740,137 @@ msgstr "" "Para aumentar aún más la calidad, activa [member supersampling] y/o aumenta " "[member texel_scale]." +msgid "" +"The shadowmasking policy to use for directional shadows on static objects " +"that are baked with this [LightmapGI] instance.\n" +"Shadowmasking allows [DirectionalLight3D] nodes to cast shadows even outside " +"the range defined by their [member " +"DirectionalLight3D.directional_shadow_max_distance] property. This is done by " +"baking a texture that contains a shadowmap for the directional light, then " +"using this texture according to the current shadowmask mode.\n" +"[b]Note:[/b] The shadowmask texture is only created if [member " +"shadowmask_mode] is not [constant LightmapGIData.SHADOWMASK_MODE_NONE]. To " +"see a difference, you need to bake lightmaps again after switching from " +"[constant LightmapGIData.SHADOWMASK_MODE_NONE] to any other mode." +msgstr "" +"La política de máscara de sombras a utilizar para sombras direccionales en " +"objetos estáticos que se procesan con esta instancia de [LightmapGI].\n" +"El enmascaramiento de sombras permite a los nodos [DirectionalLight3D] " +"proyectar sombras incluso fuera del rango definido por su propiedad [member " +"DirectionalLight3D.directional_shadow_max_distance]. Esto se logra procesando " +"una textura que contiene un mapa de sombras para la luz direccional, y luego " +"usando esta textura de acuerdo con el modo de máscara de sombras actual.\n" +"[b]Nota:[/b] La textura de máscara de sombras solo se crea si [member " +"shadowmask_mode] no es [constant LightmapGIData.SHADOWMASK_MODE_NONE]. Para " +"ver una diferencia, debes procesar los lightmaps nuevamente después de " +"cambiar de [constant LightmapGIData.SHADOWMASK_MODE_NONE] a cualquier otro " +"modo." + +msgid "" +"If [code]true[/code], lightmaps are baked with the texel scale multiplied " +"with [member supersampling_factor] and downsampled before saving the lightmap " +"(so the effective texel density is identical to having supersampling " +"disabled).\n" +"Supersampling provides increased lightmap quality with less noise, smoother " +"shadows and better shadowing of small-scale features in objects. However, it " +"may result in significantly increased bake times and memory usage while " +"baking lightmaps. Padding is automatically adjusted to avoid increasing light " +"leaking." +msgstr "" +"Si [code]true[/code], los lightmaps se procesan con la escala de texel " +"multiplicada por [member supersampling_factor] y se submuestrean antes de " +"guardar el lightmap (de modo que la densidad de texel efectiva es idéntica a " +"tener el supermuestreo deshabilitado).\n" +"El supermuestreo proporciona una mayor calidad de lightmap con menos ruido, " +"sombras más suaves y una mejor proyección de sombras de características a " +"pequeña escala en los objetos. Sin embargo, puede resultar en tiempos de " +"procesado y uso de memoria significativamente mayores al procesar lightmaps. " +"El relleno se ajusta automáticamente para evitar aumentar la fuga de luz." + +msgid "" +"The factor by which the texel density is multiplied for supersampling. For " +"best results, use an integer value. While fractional values are allowed, they " +"can result in increased light leaking and a blurry lightmap.\n" +"Higher values may result in better quality, but also increase bake times and " +"memory usage while baking.\n" +"See [member supersampling] for more information." +msgstr "" +"El factor por el cual se multiplica la densidad de texel para el " +"supermuestreo. Para obtener mejores resultados, utiliza un valor entero. " +"Aunque se permiten valores fraccionarios, estos pueden resultar en un aumento " +"de la fuga de luz y un lightmap borroso.\n" +"Valores más altos pueden resultar en una mejor calidad, pero también aumentan " +"los tiempos de procesado y el uso de memoria durante el procesado.\n" +"Consulta [member supersampling] para obtener más información." + +msgid "" +"If [code]true[/code], a texture with the lighting information will be " +"generated to speed up the generation of indirect lighting at the cost of some " +"accuracy. The geometry might exhibit extra light leak artifacts when using " +"low resolution lightmaps or UVs that stretch the lightmap significantly " +"across surfaces. Leave [member use_texture_for_bounces] at its default value " +"of [code]true[/code] if unsure.\n" +"[b]Note:[/b] [member use_texture_for_bounces] only has an effect if [member " +"bounces] is set to a value greater than or equal to [code]1[/code]." +msgstr "" +"Si es [code]true[/code], se generará una textura con la información de " +"iluminación para acelerar la generación de iluminación indirecta a costa de " +"cierta precisión. La geometría puede presentar artefactos de fugas de luz " +"adicionales al usar lightmaps de baja resolución o UVs que estiran el " +"lightmap significativamente a través de las superficies. Deja [member " +"use_texture_for_bounces] en su valor predeterminado de [code]true[/code] si " +"no estás seguro.\n" +"[b]Nota:[/b] [member use_texture_for_bounces] solo tiene efecto si [member " +"bounces] se establece en un valor mayor o igual a [code]1[/code]." + +msgid "" +"Low bake quality (fastest bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/low_quality_probe_ray_count]." +msgstr "" +"Calidad baja de procesado (tiempos de procesado más rápidos). La calidad de " +"este ajuste preestablecido se puede ajustar cambiando [member " +"ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count] y " +"[member ProjectSettings.rendering/lightmapping/bake_quality/" +"low_quality_probe_ray_count]." + +msgid "" +"Medium bake quality (fast bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/medium_quality_probe_ray_count]." +msgstr "" +"Calidad media de procesado (tiempos de procesado rápidos). La calidad de este " +"ajuste preestablecido se puede ajustar cambiando [member " +"ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count] " +"y [member ProjectSettings.rendering/lightmapping/bake_quality/" +"medium_quality_probe_ray_count]." + +msgid "" +"High bake quality (slow bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/high_quality_probe_ray_count]." +msgstr "" +"Calidad alta de procesado (tiempos de procesado lentos). La calidad de este " +"preajuste se puede ajustar cambiando [member ProjectSettings.rendering/" +"lightmapping/bake_quality/high_quality_ray_count] y [member " +"ProjectSettings.rendering/lightmapping/bake_quality/" +"high_quality_probe_ray_count]." + +msgid "" +"Highest bake quality (slowest bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/ultra_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/ultra_quality_probe_ray_count]." +msgstr "" +"Calidad más alta de procesado (tiempos de procesado más lentos). La calidad " +"de este preajuste se puede ajustar cambiando [member " +"ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_ray_count] " +"y [member ProjectSettings.rendering/lightmapping/bake_quality/" +"ultra_quality_probe_ray_count]." + msgid "Don't generate lightmap probes for lighting dynamic objects." msgstr "No generar sondas de lightmaps para iluminar objetos dinámicos." @@ -54985,6 +56978,19 @@ msgstr "" msgid "Ignore environment lighting when baking lightmaps." msgstr "Ignorar la iluminación del entorno al procesar lightmaps." +msgid "" +"Use the scene's environment lighting when baking lightmaps.\n" +"[b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, " +"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview " +"sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking " +"lightmaps." +msgstr "" +"Usa la iluminación ambiental de la escena al procesar lightmaps.\n" +"[b]Nota:[/b] Si procesas lightmaps en una escena sin un nodo " +"[WorldEnvironment], esto actuará como [constant ENVIRONMENT_MODE_DISABLED]. " +"El cielo y el sol de la previsualización del editor [i]no[/i] son tomados en " +"cuenta por [LightmapGI] al procesar lightmaps." + msgid "" "Use [member environment_custom_sky] as a source of environment lighting when " "baking lightmaps." @@ -55106,24 +57112,6 @@ msgstr "" msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." msgstr "El lightmapper incorporado basado en GPU para usar con [LightmapGI]." -msgid "" -"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-based " -"lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake " -"lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses " -"compute shaders to bake lightmaps, so it does not require CUDA or OpenCL " -"libraries to be installed to be usable.\n" -"[b]Note:[/b] Only usable when using the RenderingDevice backend (Forward+ or " -"Mobile renderers), not Compatibility." -msgstr "" -"LightmapperRD (\"RD\" significa [RenderingDevice]) es el lightmapper " -"incorporado basado en GPU para usar con [LightmapGI]. En la mayoría de las " -"GPU dedicadas, puede procesar lightmaps mucho más rápido que la mayoría de " -"los lightmappers basados en CPU. LightmapperRD usa \"compute shaders\" para " -"procesar lightmaps, por lo que no requiere que se instalen las bibliotecas " -"CUDA u OpenCL para poder usarse.\n" -"[b]Nota:[/b] Solo se puede usar cuando se utiliza el backend de " -"RenderingDevice (renderizadores Forward+ o Mobile), no Compatibility." - msgid "" "Represents a single manually placed probe for dynamic object lighting with " "[LightmapGI]." @@ -56203,39 +58191,18 @@ msgstr "" "Si es [code]1.0[/code], no se realiza ninguna amortiguación. Si es [code]0.0[/" "code], la amortiguación se realiza siempre." -msgid "" -"The limit angle of the primary rotation when [member symmetry_limitation] is " -"[code]true[/code]." -msgstr "" -"El ángulo límite de la rotación primaria cuando [member symmetry_limitation] " -"es [code]true[/code]." - msgid "" "The threshold to start damping for [member primary_negative_limit_angle]." msgstr "" "El umbral para empezar a amortiguar para [member " "primary_negative_limit_angle]." -msgid "" -"The limit angle of negative side of the primary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"El ángulo límite del lado negativo de la rotación primaria cuando [member " -"symmetry_limitation] es [code]false[/code]." - msgid "" "The threshold to start damping for [member primary_positive_limit_angle]." msgstr "" "El umbral para empezar a amortiguar para [member " "primary_positive_limit_angle]." -msgid "" -"The limit angle of positive side of the primary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"El ángulo límite del lado positivo de la rotación primaria cuando [member " -"symmetry_limitation] es [code]false[/code]." - msgid "" "The axis of the first rotation. This [SkeletonModifier3D] works by " "compositing the rotation by Euler angles to prevent to rotate the [member " @@ -56249,39 +58216,18 @@ msgid "The threshold to start damping for [member secondary_limit_angle]." msgstr "" "El umbral para empezar a amortiguar para [member secondary_limit_angle]." -msgid "" -"The limit angle of the secondary rotation when [member symmetry_limitation] " -"is [code]true[/code]." -msgstr "" -"El ángulo límite de la rotación secundaria cuando [member " -"symmetry_limitation] es [code]true[/code]." - msgid "" "The threshold to start damping for [member secondary_negative_limit_angle]." msgstr "" "El umbral para empezar a amortiguar para [member " "secondary_negative_limit_angle]." -msgid "" -"The limit angle of negative side of the secondary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"El ángulo límite del lado negativo de la rotación secundaria cuando [member " -"symmetry_limitation] es [code]false[/code]." - msgid "" "The threshold to start damping for [member secondary_positive_limit_angle]." msgstr "" "El umbral para empezar a amortiguar para [member " "secondary_positive_limit_angle]." -msgid "" -"The limit angle of positive side of the secondary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"El ángulo límite del lado positivo de la rotación secundaria cuando [member " -"symmetry_limitation] es [code]false[/code]." - msgid "" "If [code]true[/code], the limitations are spread from the bone " "symmetrically.\n" @@ -58108,10 +60054,140 @@ msgstr "Establece el [Transform3D] para una instancia específica." msgid "Sets the [Transform2D] for a specific instance." msgstr "Establece el [Transform2D] para una instancia específica." +msgid "" +"Accessing this property is very slow. Use [method set_instance_color] and " +"[method get_instance_color] instead." +msgstr "" +"Acceder a esta propiedad es muy lento. Usa [method set_instance_color] y " +"[method get_instance_color] en su lugar." + +msgid "Array containing each [Color] used by all instances of this mesh." +msgstr "" +"array que contiene cada [Color] usado por todas las instancias de esta malla." + +msgid "" +"Custom AABB for this MultiMesh resource. Setting this manually prevents " +"costly runtime AABB recalculations." +msgstr "" +"AABB personalizado para este recurso MultiMesh. Establecer esto manualmente " +"evita costosas recalculaciones de AABB en tiempo de ejecución." + +msgid "" +"Accessing this property is very slow. Use [method set_instance_custom_data] " +"and [method get_instance_custom_data] instead." +msgstr "" +"Acceder a esta propiedad es muy lento. Usa [method set_instance_custom_data] " +"y [method get_instance_custom_data] en su lugar." + +msgid "" +"Array containing each custom data value used by all instances of this mesh, " +"as a [PackedColorArray]." +msgstr "" +"Array que contiene cada valor de datos personalizado usado por todas las " +"instancias de esta malla, como un [PackedColorArray]." + +msgid "" +"Number of instances that will get drawn. This clears and (re)sizes the " +"buffers. Setting data format or flags afterwards will have no effect.\n" +"By default, all instances are drawn but you can limit this with [member " +"visible_instance_count]." +msgstr "" +"Número de instancias que se dibujarán. Esto limpia y (re)dimensiona los " +"búferes. Establecer el formato de datos o las banderas después no tendrá " +"efecto.\n" +"Por defecto, todas las instancias se dibujan, pero puedes limitar esto con " +"[member visible_instance_count]." + +msgid "" +"[Mesh] resource to be instanced.\n" +"The looks of the individual instances can be modified using [method " +"set_instance_color] and [method set_instance_custom_data]." +msgstr "" +"Recurso [Mesh] a instanciar.\n" +"La apariencia de las instancias individuales puede modificarse usando [method " +"set_instance_color] y [method set_instance_custom_data]." + +msgid "" +"Choose whether to use an interpolation method that favors speed or quality.\n" +"When using low physics tick rates (typically below 20) or high rates of " +"object rotation, you may get better results from the high quality setting.\n" +"[b]Note:[/b] Fast quality does not equate to low quality. Except in the " +"special cases mentioned above, the quality should be comparable to high " +"quality." +msgstr "" +"Elige si usar un método de interpolación que favorezca la velocidad o la " +"calidad.\n" +"Cuando uses bajas tasas de tick de física (típicamente por debajo de 20) o " +"altas tasas de rotación de objetos, puedes obtener mejores resultados con la " +"configuración de alta calidad.\n" +"[b]Nota:[/b] La calidad rápida no equivale a baja calidad. Excepto en los " +"casos especiales mencionados anteriormente, la calidad debería ser comparable " +"a la alta calidad." + +msgid "" +"Accessing this property is very slow. Use [method set_instance_transform_2d] " +"and [method get_instance_transform_2d] instead." +msgstr "" +"Acceder a esta propiedad es muy lento. Usa [method set_instance_transform_2d] " +"y [method get_instance_transform_2d] en su lugar." + +msgid "" +"Array containing each [Transform2D] value used by all instances of this mesh, " +"as a [PackedVector2Array]. Each transform is divided into 3 [Vector2] values " +"corresponding to the transforms' [code]x[/code], [code]y[/code], and " +"[code]origin[/code]." +msgstr "" +"Array que contiene cada valor [Transform2D] usado por todas las instancias de " +"esta malla, como un [PackedVector2Array]. Cada transformación se divide en 3 " +"valores [Vector2] correspondientes a [code]x[/code], [code]y[/code], y " +"[code]origin[/code] de las transformaciones." + +msgid "" +"Accessing this property is very slow. Use [method set_instance_transform] and " +"[method get_instance_transform] instead." +msgstr "" +"Acceder a esta propiedad es muy lento. Usa [method set_instance_transform] y " +"[method get_instance_transform] en su lugar." + +msgid "" +"Array containing each [Transform3D] value used by all instances of this mesh, " +"as a [PackedVector3Array]. Each transform is divided into 4 [Vector3] values " +"corresponding to the transforms' [code]x[/code], [code]y[/code], [code]z[/" +"code], and [code]origin[/code]." +msgstr "" +"Array que contiene cada valor [Transform3D] usado por todas las instancias de " +"esta malla, como un [PackedVector3Array]. Cada transformación se divide en 4 " +"valores [Vector3] correspondientes a [code]x[/code], [code]y[/code], [code]z[/" +"code], y [code]origin[/code] de las transformaciones." + msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" "Formato de transformación usado para transformar la malla, ya sea 2D o 3D." +msgid "" +"If [code]true[/code], the [MultiMesh] will use color data (see [method " +"set_instance_color]). Can only be set when [member instance_count] is " +"[code]0[/code] or less. This means that you need to call this method before " +"setting the instance count, or temporarily reset it to [code]0[/code]." +msgstr "" +"Si [code]true[/code], el [MultiMesh] usará datos de color (véase [method " +"set_instance_color]). Solo se puede establecer cuando [member instance_count] " +"es [code]0[/code] o menos. Esto significa que necesitas llamar a este método " +"antes de establecer el conteo de instancias, o restablecerlo temporalmente a " +"[code]0[/code]." + +msgid "" +"If [code]true[/code], the [MultiMesh] will use custom data (see [method " +"set_instance_custom_data]). Can only be set when [member instance_count] is " +"[code]0[/code] or less. This means that you need to call this method before " +"setting the instance count, or temporarily reset it to [code]0[/code]." +msgstr "" +"Si [code]true[/code], el [MultiMesh] usará datos personalizados (véase " +"[method set_instance_custom_data]). Solo se puede establecer cuando [member " +"instance_count] es [code]0[/code] o menos. Esto significa que necesitas " +"llamar a este método antes de establecer el conteo de instancias, o " +"restablecerlo temporalmente a [code]0[/code]." + msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." @@ -58134,6 +60210,28 @@ msgstr "La [MultiMesh] que será dibujada por la [MultiMeshInstance2D]." msgid "Node that instances a [MultiMesh]." msgstr "Nodo que instancia un [MultiMesh]." +msgid "" +"[MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s " +"based on a [MultiMesh] resource.\n" +"This is useful to optimize the rendering of a high number of instances of a " +"given mesh (for example trees in a forest or grass strands)." +msgstr "" +"[MultiMeshInstance3D] es un nodo especializado para instanciar " +"[GeometryInstance3D]s basadas en un recurso [MultiMesh].\n" +"Esto es útil para optimizar la representación de un gran número de instancias " +"de una malla determinada (por ejemplo, árboles en un bosque o briznas de " +"hierba)." + +msgid "" +"The [MultiMesh] resource that will be used and shared among all instances of " +"the [MultiMeshInstance3D]." +msgstr "" +"El recurso [MultiMesh] que se utilizará y compartirá entre todas las " +"instancias de [MultiMeshInstance3D]." + +msgid "High-level multiplayer API interface." +msgstr "Interfaz de la API multijugador de alto nivel." + msgid "Returns a new instance of the default MultiplayerAPI." msgstr "Devuelve una nueva instancia del MultiplayerAPI predeterminado." @@ -58458,6 +60556,59 @@ msgstr "Devuelve la ruta de la escena generable por índice." msgid "Returns the count of spawnable scene paths." msgstr "Devuelve el recuento de rutas de escena que se pueden generar." +msgid "" +"Time interval between delta synchronizations. Used when the replication is " +"set to [constant SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE]. If set " +"to [code]0.0[/code] (the default), delta synchronizations happen every " +"network process frame." +msgstr "" +"Intervalo de tiempo entre sincronizaciones delta. Se usa cuando la " +"replicación está configurada en [constant " +"SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE]. Si se establece en " +"[code]0.0[/code] (el valor por defecto), las sincronizaciones delta ocurren " +"en cada fotograma de proceso de red." + +msgid "Resource containing which properties to synchronize." +msgstr "Recurso que contiene las propiedades a sincronizar." + +msgid "" +"Time interval between synchronizations. Used when the replication is set to " +"[constant SceneReplicationConfig.REPLICATION_MODE_ALWAYS]. If set to " +"[code]0.0[/code] (the default), synchronizations happen every network process " +"frame." +msgstr "" +"Intervalo de tiempo entre sincronizaciones. Se usa cuando la replicación está " +"configurada en [constant SceneReplicationConfig.REPLICATION_MODE_ALWAYS]. Si " +"se establece en [code]0.0[/code] (el valor por defecto), las sincronizaciones " +"ocurren en cada fotograma de proceso de red." + +msgid "" +"Node path that replicated properties are relative to.\n" +"If [member root_path] was spawned by a [MultiplayerSpawner], the node will be " +"also be spawned and despawned based on this synchronizer visibility options." +msgstr "" +"Ruta del nodo a la que las propiedades replicadas son relativas.\n" +"Si [member root_path] fue generado por un [MultiplayerSpawner], el nodo " +"también será generado y eliminado según las opciones de visibilidad de este " +"sincronizador." + +msgid "Specifies when visibility filters are updated." +msgstr "Especifica cuándo se actualizan los filtros de visibilidad." + +msgid "" +"Emitted when a new delta synchronization state is received by this " +"synchronizer after the properties have been updated." +msgstr "" +"Emitida cuando se recibe un nuevo estado de sincronización delta por parte de " +"este sincronizador después de que las propiedades han sido actualizadas." + +msgid "" +"Emitted when a new synchronization state is received by this synchronizer " +"after the properties have been updated." +msgstr "" +"Emitida cuando este sincronizador recibe un nuevo estado de sincronización " +"después de que las propiedades han sido actualizadas." + msgid "" "Emitted when visibility of [param for_peer] is updated. See [method " "update_visibility]." @@ -58465,6 +60616,16 @@ msgstr "" "Emitida cuando se actualiza la visibilidad de [param for_peer]. Véase [method " "update_visibility]." +msgid "" +"Visibility filters are not updated automatically, and must be updated " +"manually by calling [method update_visibility]." +msgstr "" +"Los filtros de visibilidad no se actualizan automáticamente y deben ser " +"actualizados manualmente llamando a [method update_visibility]." + +msgid "A binary [Semaphore] for synchronization of multiple [Thread]s." +msgstr "Un [Semaphore] binario para la sincronización de múltiples [Thread]s." + msgid "Using multiple threads" msgstr "Usando múltiples hilos" @@ -58878,9 +61039,121 @@ msgstr "La velocidad máxima a la que un agente se puede mover." msgid "The distance to search for other agents." msgstr "La distancia para buscar otros agentes." +msgid "" +"If [code]true[/code], the agent calculates avoidance velocities in 3D " +"omnidirectionally, e.g. for games that take place in air, underwater or " +"space. Agents using 3D avoidance only avoid other agents using 3D avoidance, " +"and react to radius-based avoidance obstacles. They ignore any vertex-based " +"obstacles.\n" +"If [code]false[/code], the agent calculates avoidance velocities in 2D along " +"the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid " +"other agents using 2D avoidance, and react to radius-based avoidance " +"obstacles or vertex-based avoidance obstacles. Other agents using 2D " +"avoidance that are below or above their current position including [member " +"height] are ignored." +msgstr "" +"Si es [code]true[/code], el agente calcula las velocidades de evasión en 3D " +"omnidireccionalmente, por ejemplo, para juegos que tienen lugar en el aire, " +"bajo el agua o en el espacio. Los agentes que usan evasión en 3D solo evitan " +"a otros agentes que usan evasión en 3D, y reaccionan a obstáculos de evasión " +"basados en un radio. Ignoran cualquier obstáculo basado en vértices.\n" +"Si es [code]false[/code], el agente calcula las velocidades de evasión en 2D " +"a lo largo de los ejes X y Z, ignorando el eje Y. Los agentes que usan " +"evasión en 2D solo evitan a otros agentes que usan evasión en 2D, y " +"reaccionan a obstáculos de evasión basados en radio u obstáculos de evasión " +"basados en vértices. Otros agentes que usan evasión en 2D que están por " +"debajo o por encima de su posición actual, incluyendo [member height], son " +"ignorados." + +msgid "" +"Signals that the agent reached a navigation link. Emitted when the agent " +"moves within [member path_desired_distance] of the next position of the path " +"when that position is a navigation link.\n" +"The details dictionary may contain the following keys depending on the value " +"of [member path_metadata_flags]:\n" +"- [code]position[/code]: The start position of the link that was reached.\n" +"- [code]type[/code]: Always [constant " +"NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK].\n" +"- [code]rid[/code]: The [RID] of the link.\n" +"- [code]owner[/code]: The object which manages the link (usually " +"[NavigationLink3D]).\n" +"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " +"the owner is a [NavigationLink3D], it will contain the global position of the " +"link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " +"owner is a [NavigationLink3D], it will contain the global position of the " +"link's point which the agent is exiting." +msgstr "" +"Señaliza que el agente alcanzó un enlace de navegación. Emitida cuando el " +"agente se mueve dentro de [member path_desired_distance] de la siguiente " +"posición del trayecto cuando esa posición es un enlace de navegación.\n" +"El diccionario de detalles puede contener las siguientes claves, dependiendo " +"del valor de [member path_metadata_flags]:\n" +"- [code]position[/code]: La posición de inicio del enlace que fue alcanzado.\n" +"- [code]type[/code]: Siempre es [constant " +"NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK].\n" +"- [code]rid[/code]: El [RID] del enlace.\n" +"- [code]owner[/code]: El objeto que gestiona el enlace (normalmente " +"[NavigationLink3D]).\n" +"- [code]link_entry_position[/code]: Si [code]owner[/code] está disponible y " +"el propietario es un [NavigationLink3D], contendrá la posición global del " +"punto del enlace al que el agente está entrando.\n" +"- [code]link_exit_position[/code]: Si [code]owner[/code] está disponible y el " +"propietario es un [NavigationLink3D], contendrá la posición global del punto " +"del enlace del que el agente está saliendo." + +msgid "" +"A link between two positions on [NavigationRegion2D]s that agents can be " +"routed through." +msgstr "" +"Un enlace entre dos posiciones en [NavigationRegion2D]s por el que los " +"agentes pueden ser enrutados." + +msgid "" +"A link between two positions on [NavigationRegion2D]s that agents can be " +"routed through. These positions can be on the same [NavigationRegion2D] or on " +"two different ones. Links are useful to express navigation methods other than " +"traveling along the surface of the navigation polygon, such as ziplines, " +"teleporters, or gaps that can be jumped across." +msgstr "" +"Un enlace entre dos posiciones en [NavigationRegion2D]s por el que los " +"agentes pueden ser enrutados. Estas posiciones pueden estar en el mismo " +"[NavigationRegion2D] o en dos diferentes. Los enlaces son útiles para " +"expresar métodos de navegación distintos a viajar a lo largo de la superficie " +"del polígono de navegación, como tirolinas, teletransportadores o huecos que " +"se pueden saltar." + msgid "Using NavigationLinks" msgstr "Utilizando NavigationLinks" +msgid "" +"Returns the [member end_position] that is relative to the link as a global " +"position." +msgstr "" +"Devuelve la [member end_position] que es relativa al enlace como una posición " +"global." + +msgid "" +"Returns the [member start_position] that is relative to the link as a global " +"position." +msgstr "" +"Devuelve la [member start_position] que es relativa al enlace como una " +"posición global." + +msgid "Returns the current navigation map [RID] used by this link." +msgstr "" +"Devuelve el [RID] del mapa de navegación actual utilizado por este enlace." + +msgid "Returns the [RID] of this link on the [NavigationServer2D]." +msgstr "Devuelve el [RID] de este enlace en el [NavigationServer2D]." + +msgid "" +"Sets the [member end_position] that is relative to the link from a global " +"[param position]." +msgstr "" +"Establece la [member end_position] que es relativa al enlace desde una [param " +"position] global." + msgid "" "Sets the [member start_position] that is relative to the link from a global " "[param position]." @@ -58888,6 +61161,30 @@ msgstr "" "Establece la [member start_position] que es relativa al enlace desde una " "[param position] global." +msgid "" +"Sets the [RID] of the navigation map this link should use. By default the " +"link will automatically join the [World2D] default navigation map so this " +"function is only required to override the default map." +msgstr "" +"Establece el [RID] del mapa de navegación que debe usar este enlace. Por " +"defecto, el enlace se unirá automáticamente al mapa de navegación " +"predeterminado de [World2D], por lo que esta función solo es necesaria para " +"sobrescribir el mapa predeterminado." + +msgid "" +"Whether this link can be traveled in both directions or only from [member " +"start_position] to [member end_position]." +msgstr "" +"Indica si este enlace puede ser recorrido en ambas direcciones o solo desde " +"[member start_position] hasta [member end_position]." + +msgid "" +"Whether this link is currently active. If [code]false[/code], [method " +"NavigationServer2D.map_get_path] will ignore this link." +msgstr "" +"Si este enlace está actualmente activo. Si es [code]false[/code], [method " +"NavigationServer2D.map_get_path] ignorará este enlace." + msgid "" "Ending position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " @@ -58901,9 +61198,79 @@ msgstr "" "La distancia que buscará el enlace se controla mediante [method " "NavigationServer2D.map_set_link_connection_radius]." +msgid "" +"When pathfinding enters this link from another regions navigation mesh the " +"[member enter_cost] value is added to the path distance for determining the " +"shortest path." +msgstr "" +"Cuando la búsqueda de trayectos entra en este enlace desde la malla de " +"navegación de otra región, el valor [member enter_cost] se añade a la " +"distancia del trayecto para determinar el trayecto más corto." + +msgid "" +"A bitfield determining all navigation layers the link belongs to. These " +"navigation layers will be checked when requesting a path with [method " +"NavigationServer2D.map_get_path]." +msgstr "" +"Un campo de bits que determina todas las capas de navegación a las que " +"pertenece el enlace. Estas capas de navegación se comprobarán al solicitar un " +"trayecto con [method NavigationServer2D.map_get_path]." + +msgid "" +"Starting position of the link.\n" +"This position will search out the nearest polygon in the navigation mesh to " +"attach to.\n" +"The distance the link will search is controlled by [method " +"NavigationServer2D.map_set_link_connection_radius]." +msgstr "" +"Posición inicial del enlace.\n" +"Esta posición buscará el polígono más cercano en la malla de navegación para " +"adjuntarse.\n" +"La distancia que buscará el enlace está controlada por [method " +"NavigationServer2D.map_set_link_connection_radius]." + +msgid "" +"When pathfinding moves along the link the traveled distance is multiplied " +"with [member travel_cost] for determining the shortest path." +msgstr "" +"Cuando la búsqueda de trayecto se mueve a lo largo del enlace, la distancia " +"recorrida se multiplica por [member travel_cost] para determinar el trayecto " +"más corto." + +msgid "" +"A link between two positions on [NavigationRegion3D]s that agents can be " +"routed through." +msgstr "" +"Un enlace entre dos posiciones en [NavigationRegion3D]s por el que los " +"agentes pueden ser enrutados." + +msgid "" +"A link between two positions on [NavigationRegion3D]s that agents can be " +"routed through. These positions can be on the same [NavigationRegion3D] or on " +"two different ones. Links are useful to express navigation methods other than " +"traveling along the surface of the navigation mesh, such as ziplines, " +"teleporters, or gaps that can be jumped across." +msgstr "" +"Un enlace entre dos posiciones en [NavigationRegion3D]s por el que los " +"agentes pueden ser enrutados. Estas posiciones pueden estar en la misma " +"[NavigationRegion3D] o en dos diferentes. Los enlaces son útiles para " +"expresar métodos de navegación distintos a los de viajar por la superficie de " +"la malla de navegación, como tirolinas, teletransportadores o huecos que se " +"pueden saltar." + msgid "Returns the [RID] of this link on the [NavigationServer3D]." msgstr "Devuelve el [RID] de este enlace en [NavigationServer3D]." +msgid "" +"Sets the [RID] of the navigation map this link should use. By default the " +"link will automatically join the [World3D] default navigation map so this " +"function is only required to override the default map." +msgstr "" +"Establece el [RID] del mapa de navegación que este enlace debe usar. Por " +"defecto, el enlace se unirá automáticamente al mapa de navegación " +"predeterminado de [World3D], por lo que esta función solo es necesaria para " +"sobrescribir el mapa predeterminado." + msgid "A navigation mesh that defines traversable areas and obstacles." msgstr "" "Una malla de navegación que define las áreas transitables y los obstáculos." @@ -59034,6 +61401,42 @@ msgstr "" "Elimina todos los polígonos y vértices del recurso [param navigation_mesh] " "proporcionado." +msgid "" +"Container for parsed source geometry data used in navigation mesh baking." +msgstr "" +"Contenedor para los datos de geometría de origen analizados utilizados en el " +"procesado de la malla de navegación." + +msgid "Adds the outline points of a shape as obstructed area." +msgstr "Añade los puntos de contorno de una forma como área obstruida." + +msgid "" +"Adds a projected obstruction shape to the source geometry. If [param carve] " +"is [code]true[/code] the carved shape will not be affected by additional " +"offsets (e.g. agent radius) of the navigation mesh baking process." +msgstr "" +"Añade una forma de obstrucción proyectada a la geometría de origen. Si [param " +"carve] es [code]true[/code], la forma esculpida no se verá afectada por " +"desplazamientos adicionales (p. ej., radio del agente) del proceso de " +"horneado de la malla de navegación." + +msgid "Adds the outline points of a shape as traversable area." +msgstr "Añade los puntos de contorno de una forma como área transitable." + +msgid "" +"Appends another array of [param obstruction_outlines] at the end of the " +"existing obstruction outlines array." +msgstr "" +"Añade otro array de [param obstruction_outlines] al final del array existente " +"de contornos de obstrucción." + +msgid "" +"Appends another array of [param traversable_outlines] at the end of the " +"existing traversable outlines array." +msgstr "" +"Añade otro array de [param traversable_outlines] al final del array existente " +"de contornos transitables." + msgid "Clears the internal data." msgstr "Limpia los datos internos." @@ -59079,6 +61482,65 @@ msgstr "" msgid "Sets all the obstructed area outlines arrays." msgstr "Establece todos los arrays de contornos del área obstruida." +msgid "Sets all the traversable area outlines arrays." +msgstr "Establece todos los arrays de contornos de área transitable." + +msgid "" +"Adds an array of vertex positions to the geometry data for navigation mesh " +"baking to form triangulated faces. For each face the array must have three " +"vertex positions in clockwise winding order. Since [NavigationMesh] resources " +"have no transform, all vertex positions need to be offset by the node's " +"transform using [param xform]." +msgstr "" +"Añade un array de posiciones de vértices a los datos de geometría para el " +"horneado de mallas de navegación para formar caras trianguladas. Para cada " +"cara, el array debe tener tres posiciones de vértice en orden de bobinado " +"horario. Dado que los recursos [NavigationMesh] no tienen transformación, " +"todas las posiciones de los vértices deben ser compensadas por la " +"transformación del nodo usando [param xform]." + +msgid "" +"Adds the geometry data of a [Mesh] resource to the navigation mesh baking " +"data. The mesh must have valid triangulated mesh data to be considered. Since " +"[NavigationMesh] resources have no transform, all vertex positions need to be " +"offset by the node's transform using [param xform]." +msgstr "" +"Añade los datos de geometría de un recurso [Mesh] a los datos de horneado de " +"la malla de navegación. La malla debe tener datos de malla triangulada " +"válidos para ser considerada. Dado que los recursos [NavigationMesh] no " +"tienen transformación, todas las posiciones de los vértices deben ser " +"compensadas por la transformación del nodo usando [param xform]." + +msgid "" +"Adds an [Array] the size of [constant Mesh.ARRAY_MAX] and with vertices at " +"index [constant Mesh.ARRAY_VERTEX] and indices at index [constant " +"Mesh.ARRAY_INDEX] to the navigation mesh baking data. The array must have " +"valid triangulated mesh data to be considered. Since [NavigationMesh] " +"resources have no transform, all vertex positions need to be offset by the " +"node's transform using [param xform]." +msgstr "" +"Añade un [Array] del tamaño de [constant Mesh.ARRAY_MAX] y con vértices en el " +"índice [constant Mesh.ARRAY_VERTEX] e índices en el índice [constant " +"Mesh.ARRAY_INDEX] a los datos de horneado de la malla de navegación. El array " +"debe tener datos de malla triangulada válidos para ser considerado. Dado que " +"los recursos [NavigationMesh] no tienen transformación, todas las posiciones " +"de los vértices deben ser compensadas por la transformación del nodo usando " +"[param xform]." + +msgid "" +"Adds a projected obstruction shape to the source geometry. The [param " +"vertices] are considered projected on an xz-axes plane, placed at the global " +"y-axis [param elevation] and extruded by [param height]. If [param carve] is " +"[code]true[/code] the carved shape will not be affected by additional offsets " +"(e.g. agent radius) of the navigation mesh baking process." +msgstr "" +"Añade una forma de obstrucción proyectada a la geometría de origen. Los " +"[param vertices] se consideran proyectados en un plano de ejes xz, colocados " +"en la posición [param elevation] del eje Y global y extruidos por [param " +"height]. Si [param carve] es [code]true[/code], la forma tallada no se verá " +"afectada por desplazamientos adicionales (por ejemplo, el radio del agente) " +"del proceso de horneado de la malla de navegación." + msgid "" "Appends arrays of [param vertices] and [param indices] at the end of the " "existing arrays. Adds the existing index as an offset to the appended indices." @@ -61961,9 +64423,270 @@ msgstr "" "Notificación recibida cuando el nodo está deshabilitado. Véase [constant " "PROCESS_MODE_DISABLED]." +msgid "" +"Notification received when translations may have changed. Can be triggered by " +"the user changing the locale, changing [member auto_translate_mode] or when " +"the node enters the scene tree. Can be used to respond to language changes, " +"for example to change the UI strings on the fly. Useful when working with the " +"built-in translation support, like [method Object.tr].\n" +"[b]Note:[/b] This notification is received alongside [constant " +"NOTIFICATION_ENTER_TREE], so if you are instantiating a scene, the child " +"nodes will not be initialized yet. You can use it to setup translations for " +"this node, child nodes created from script, or if you want to access child " +"nodes added in the editor, make sure the node is ready using [method " +"is_node_ready].\n" +"[codeblock]\n" +"func _notification(what):\n" +"\tif what == NOTIFICATION_TRANSLATION_CHANGED:\n" +"\t\tif not is_node_ready():\n" +"\t\t\tawait ready # Wait until ready signal.\n" +"\t\t$Label.text = atr(\"%d Bananas\") % banana_counter\n" +"[/codeblock]" +msgstr "" +"Notificación recibida cuando las traducciones pueden haber cambiado. Puede " +"ser activada por el usuario al cambiar la configuración regional, al cambiar " +"[member auto_translate_mode] o cuando el nodo entra en el árbol de la escena. " +"Puede utilizarse para responder a cambios de idioma, por ejemplo, para " +"cambiar las cadenas de la interfaz de usuario sobre la marcha. Útil cuando se " +"trabaja con el soporte de traducción integrado, como [method Object.tr].\n" +"[b]Nota:[/b] Esta notificación se recibe junto con [constant " +"NOTIFICATION_ENTER_TREE], así que si estás instanciando una escena, los nodos " +"hijos aún no estarán inicializados. Puedes usarla para configurar las " +"traducciones de este nodo, de los nodos hijos creados a partir de script, o " +"si quieres acceder a los nodos hijos añadidos en el editor, asegúrate de que " +"el nodo esté listo usando [method is_node_ready].\n" +"[codeblock]\n" +"func _notification(what):\n" +"\tif what == NOTIFICATION_TRANSLATION_CHANGED:\n" +"\t\tif not is_node_ready():\n" +"\t\t\tawait ready # Esperar hasta la señal de ready.\n" +"\t\t$Label.text = atr(\"%d Bananas\") % banana_counter\n" +"[/codeblock]" + +msgid "" +"Notification received from the OS when a request for \"About\" information is " +"sent.\n" +"Implemented only on macOS." +msgstr "" +"Notificación recibida del sistema operativo cuando se envía una solicitud de " +"información \"Acerca de\".\n" +"Implementado solo en macOS." + +msgid "" +"Notification received from Godot's crash handler when the engine is about to " +"crash.\n" +"Implemented on desktop platforms, if the crash handler is enabled." +msgstr "" +"Notificación recibida del controlador de fallos de Godot cuando el motor está " +"a punto de fallar.\n" +"Implementado en las plataformas de escritorio si el manejador de fallos está " +"habilitado." + +msgid "Notification received when the [TextServer] is changed." +msgstr "Notificación recibida cuando el [TextServer] es cambiado." + +msgid "" +"Notification received when an accessibility information update is required." +msgstr "" +"Notificación recibida cuando se requiere una actualización de la información " +"de accesibilidad." + +msgid "" +"Notification received when accessibility elements are invalidated. All node " +"accessibility elements are automatically deleted after receiving this " +"message, therefore all existing references to such elements should be " +"discarded." +msgstr "" +"Notificación recibida cuando los elementos de accesibilidad son invalidados. " +"Todos los elementos de accesibilidad del nodo son eliminados automáticamente " +"después de recibir este mensaje, por lo tanto, todas las referencias " +"existentes a dichos elementos deben ser descartadas." + +msgid "" +"Inherits [member process_mode] from the node's parent. This is the default " +"for any newly created node." +msgstr "" +"Hereda [member process_mode] del padre del nodo. Este es el valor " +"predeterminado para cualquier nodo recién creado." + +msgid "" +"Stops processing when [member SceneTree.paused] is [code]true[/code]. This is " +"the inverse of [constant PROCESS_MODE_WHEN_PAUSED], and the default for the " +"root node." +msgstr "" +"Detiene el procesamiento cuando [member SceneTree.paused] es [code]true[/" +"code]. Esto es lo opuesto a [constant PROCESS_MODE_WHEN_PAUSED], y el valor " +"predeterminado para el nodo raíz." + +msgid "" +"Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This " +"is the inverse of [constant PROCESS_MODE_PAUSABLE]." +msgstr "" +"Procesar [b]solo[/b] cuando [member SceneTree.paused] es [code]true[/code]. " +"Esto es lo opuesto a [constant PROCESS_MODE_PAUSABLE]." + +msgid "" +"Always process. Keeps processing, ignoring [member SceneTree.paused]. This is " +"the inverse of [constant PROCESS_MODE_DISABLED]." +msgstr "" +"Siempre procesar. Continúa procesando, ignorando [member SceneTree.paused]. " +"Esto es lo opuesto a [constant PROCESS_MODE_DISABLED]." + +msgid "" +"Never process. Completely disables processing, ignoring [member " +"SceneTree.paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS]." +msgstr "" +"Nunca procesar. Deshabilita completamente el procesamiento, ignorando [member " +"SceneTree.paused]. Esto es lo opuesto a [constant PROCESS_MODE_ALWAYS]." + +msgid "" +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." +msgstr "" +"Procesa este nodo basándose en el modo de grupo de hilos del primer nodo " +"padre (o abuelo) que tenga un modo de grupo de hilos que no sea heredado. " +"Véase [member process_thread_group] para más información." + +msgid "" +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." +msgstr "" +"Procesa este nodo (y los nodos hijos configurados para heredar) en el hilo " +"principal. Véase [member process_thread_group] para más información." + +msgid "" +"Process this node (and child nodes set to inherit) on a sub-thread. See " +"[member process_thread_group] for more information." +msgstr "" +"Procesa este nodo (y los nodos hijos configurados para heredar) en un " +"subhilo. Véase [member process_thread_group] para más información." + +msgid "" +"Allows this node to process threaded messages created with [method " +"call_deferred_thread_group] right before [method _process] is called." +msgstr "" +"Permite que este nodo procese mensajes multihilo creados con [method " +"call_deferred_thread_group] justo antes de que se llame a [method _process]." + +msgid "" +"Allows this node to process threaded messages created with [method " +"call_deferred_thread_group] right before [method _physics_process] is called." +msgstr "" +"Permite que este nodo procese mensajes multihilo creados con [method " +"call_deferred_thread_group] justo antes de que se llame a [method " +"_physics_process]." + +msgid "" +"Allows this node to process threaded messages created with [method " +"call_deferred_thread_group] right before either [method _process] or [method " +"_physics_process] are called." +msgstr "" +"Permite que este nodo procese mensajes multihilo creados con [method " +"call_deferred_thread_group] justo antes de que se llamen a [method _process] " +"o [method _physics_process]." + +msgid "" +"Inherits [member physics_interpolation_mode] from the node's parent. This is " +"the default for any newly created node." +msgstr "" +"Hereda [member physics_interpolation_mode] del padre del nodo. Este es el " +"valor por defecto para cualquier nodo recién creado." + +msgid "" +"Enables physics interpolation for this node and for children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]. This is the default for the root node." +msgstr "" +"Habilita la interpolación física para este nodo y para los hijos configurados " +"en [constant PHYSICS_INTERPOLATION_MODE_INHERIT]. Este es el valor por " +"defecto para el nodo raíz." + +msgid "" +"Disables physics interpolation for this node and for children set to " +"[constant PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" +"Deshabilita la interpolación física para este nodo y para los hijos " +"configurados en [constant PHYSICS_INTERPOLATION_MODE_INHERIT]." + +msgid "" +"Duplicate the node's signal connections that are connected with the [constant " +"Object.CONNECT_PERSIST] flag." +msgstr "" +"Duplica las conexiones de señal del nodo que están conectadas con la bandera " +"[constant Object.CONNECT_PERSIST]." + msgid "Duplicate the node's groups." msgstr "Duplica los grupos del nodo." +msgid "" +"Duplicate the node's script (also overriding the duplicated children's " +"scripts, if combined with [constant DUPLICATE_USE_INSTANTIATION])." +msgstr "" +"Duplica el script del nodo (también sobrescribiendo los scripts de los hijos " +"duplicados, si se combina con [constant DUPLICATE_USE_INSTANTIATION])." + +msgid "" +"Duplicate using [method PackedScene.instantiate]. If the node comes from a " +"scene saved on disk, reuses [method PackedScene.instantiate] as the base for " +"the duplicated node and its children." +msgstr "" +"Duplica usando [method PackedScene.instantiate]. Si el nodo proviene de una " +"escena guardada en disco, reutiliza [method PackedScene.instantiate] como " +"base para el nodo duplicado y sus hijos." + +msgid "" +"Duplicate also non-serializable variables (i.e. without [constant " +"@GlobalScope.PROPERTY_USAGE_STORAGE])." +msgstr "" +"Duplica también las variables no serializables (es decir, sin [constant " +"@GlobalScope.PROPERTY_USAGE_STORAGE])." + +msgid "" +"Duplicate using default flags. This constant is useful to add or remove a " +"single flag.\n" +"[codeblock]\n" +"# Duplicate non-exported variables.\n" +"var dupe = duplicate(DUPLICATE_DEFAULT | DUPLICATE_INTERNAL_STATE)\n" +"[/codeblock]" +msgstr "" +"Duplica usando las banderas por defecto. Esta constante es útil para añadir o " +"quitar una sola bandera.\n" +"[codeblock]\n" +"# Duplicar variables no exportadas.\n" +"var dupe = duplicate(DUPLICATE_DEFAULT | DUPLICATE_INTERNAL_STATE)\n" +"[/codeblock]" + +msgid "The node will not be internal." +msgstr "El nodo no será interno." + +msgid "" +"The node will be placed at the beginning of the parent's children, before any " +"non-internal sibling." +msgstr "" +"El nodo se colocará al principio de los hijos del padre, antes de cualquier " +"hermano no interno." + +msgid "" +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." +msgstr "" +"El nodo se colocará al final de los hijos del padre, después de cualquier " +"hermano no interno." + +msgid "" +"Inherits [member auto_translate_mode] from the node's parent. This is the " +"default for any newly created node." +msgstr "" +"Hereda [member auto_translate_mode] del padre del nodo. Este es el valor por " +"defecto para cualquier nodo recién creado." + +msgid "" +"Always automatically translate. This is the inverse of [constant " +"AUTO_TRANSLATE_MODE_DISABLED], and the default for the root node." +msgstr "" +"Siempre traducir automáticamente. Esta es la inversa de [constant " +"AUTO_TRANSLATE_MODE_DISABLED], y el valor por defecto para el nodo raíz." + msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " "nodes, including physics objects and sprites, inherit from Node2D. Use Node2D " @@ -64745,6 +67468,12 @@ msgstr "" "Solo se muestran los modelos de renderizado activos que están relacionados " "con el rastreador de la mano derecha." +msgid "" +"Returns the internal [code]XrSpatialEntityIdEXT[/code] associated with the " +"entity." +msgstr "" +"Devuelve el nodo [code]XrSpatialEntityIdEXT[/code] asociado con la entidad." + msgid "Draws a stereo correct visibility mask." msgstr "Dibuja una máscara de visibilidad estéreo correcta." @@ -65496,7 +68225,7 @@ msgid "" "[b]Note:[/b] If the user has disabled the recycle bin on their system, the " "file will be permanently deleted instead." msgstr "" -"Mueve el archivo o directorio en la [param ruta] dada a la papelera de " +"Mueve el archivo o directorio en la ruta [param path] dada a la papelera de " "reciclaje del sistema. Véase también [method DirAccess.remove].\n" "El método solo acepta rutas globales, por lo que es posible que tengas que " "utilizar [method ProjectSettings.globalize_path]. No lo uses para archivos en " @@ -66735,6 +69464,10 @@ msgstr "Una abstracción de una escena serializada." msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos." +msgid "Returns the [SceneState] representing the scene file contents." +msgstr "" +"Devuelve el [SceneState] que representa el contenido del archivo de la escena." + msgid "A packed array of [String]s." msgstr "Un array empaquetado de [String]s." @@ -67953,11 +70686,64 @@ msgstr "" "Número de nodos actualmente instanciados en el árbol de escenas. Esto también " "incluye el nodo raíz. [i]Cuanto menor, mejor.[/i]" +msgid "" +"The total number of objects in the last rendered frame. This metric doesn't " +"include culled objects (either via hiding nodes, frustum culling or occlusion " +"culling). [i]Lower is better.[/i]" +msgstr "" +"El número total de objetos en el último fotograma renderizado. Esta métrica " +"no incluye objetos eliminados (ya sea ocultando nodos, culling de frustum o " +"culling de oclusión). [i]Cuanto menor, mejor.[/i]" + +msgid "" +"The total number of vertices or indices rendered in the last rendered frame. " +"This metric doesn't include primitives from culled objects (either via hiding " +"nodes, frustum culling or occlusion culling). Due to the depth prepass and " +"shadow passes, the number of primitives is always higher than the actual " +"number of vertices in the scene (typically double or triple the original " +"vertex count). [i]Lower is better.[/i]" +msgstr "" +"El número total de vértices o índices renderizados en el último fotograma " +"renderizado. Esta métrica no incluye primitivas de objetos eliminados (ya sea " +"ocultando nodos, culling de frustum o culling de oclusión). Debido a la pre-" +"pasada de profundidad y las pasadas de sombra, el número de primitivas es " +"siempre mayor que el número real de vértices en la escena (típicamente el " +"doble o triple del recuento de vértices original). [i]Cuanto menor, mejor.[/i]" + +msgid "" +"The total number of draw calls performed in the last rendered frame. This " +"metric doesn't include culled objects (either via hiding nodes, frustum " +"culling or occlusion culling), since they do not result in draw calls. " +"[i]Lower is better.[/i]" +msgstr "" +"El número total de llamadas de dibujado realizadas en el último fotograma " +"renderizado. Esta métrica no incluye objetos eliminados (ya sea ocultando " +"nodos, culling de frustum o culling de oclusión), ya que no resultan en " +"llamadas de dibujado. [i]Cuanto menor, mejor.[/i]" + +msgid "" +"The amount of video memory used (texture and vertex memory combined, in " +"bytes). Since this metric also includes miscellaneous allocations, this value " +"is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and " +"[constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]" +msgstr "" +"La cantidad de memoria de vídeo utilizada (memoria de texturas y vértices " +"combinada, en bytes). Dado que esta métrica también incluye asignaciones " +"varias, este valor es siempre mayor que la suma de [constant " +"RENDER_TEXTURE_MEM_USED] y [constant RENDER_BUFFER_MEM_USED]. [i]Cuanto " +"menor, mejor.[/i]" + msgid "The amount of texture memory used (in bytes). [i]Lower is better.[/i]" msgstr "" "La cantidad de memoria de textura utilizada (en bytes). [i]Cuanto menor, " "mejor.[/i]" +msgid "" +"The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]" +msgstr "" +"La cantidad de memoria de búfer de renderizado utilizada (en bytes). " +"[i]Cuanto menor, mejor.[/i]" + msgid "" "Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]" msgstr "" @@ -67988,6 +70774,24 @@ msgstr "" msgid "Number of islands in the 3D physics engine. [i]Lower is better.[/i]" msgstr "Número de islas en el motor de física 3D. [i]Cuanto menor, mejor.[/i]" +msgid "" +"Output latency of the [AudioServer]. Equivalent to calling [method " +"AudioServer.get_output_latency], it is not recommended to call this every " +"frame." +msgstr "" +"Latencia de salida del [AudioServer]. Equivalente a llamar a [method " +"AudioServer.get_output_latency]. No se recomienda llamar a esto en cada " +"fotograma." + +msgid "" +"Number of active navigation maps in [NavigationServer2D] and " +"[NavigationServer3D]. This also includes the empty default navigation maps " +"created by [World2D] and [World3D] instances." +msgstr "" +"Número de mapas de navegación activos en [NavigationServer2D] y " +"[NavigationServer3D]. Esto también incluye los mapas de navegación por " +"defecto vacíos creados por instancias de [World2D] y [World3D]." + msgid "" "Number of active navigation regions in [NavigationServer2D] and " "[NavigationServer3D]." @@ -67995,6 +70799,20 @@ msgstr "" "Número de regiones de navegación activas en [NavigationServer2D] y " "[NavigationServer3D]." +msgid "" +"Number of active navigation links in [NavigationServer2D] and " +"[NavigationServer3D]." +msgstr "" +"Número de enlaces de navegación activos en [NavigationServer2D] y " +"[NavigationServer3D]." + +msgid "" +"Number of navigation mesh polygons in [NavigationServer2D] and " +"[NavigationServer3D]." +msgstr "" +"Número de polígonos de malla de navegación en [NavigationServer2D] y " +"[NavigationServer3D]." + msgid "" "Number of navigation mesh polygon edges that were merged due to edge key " "overlap in [NavigationServer2D] and [NavigationServer3D]." @@ -68026,6 +70844,12 @@ msgstr "" "Número de obstáculos de navegación activos en [NavigationServer2D] y " "[NavigationServer3D]." +msgid "" +"Number of pipeline compilations that were triggered by the 2D canvas renderer." +msgstr "" +"Número de compilaciones de canalización activadas por el renderizador del " +"lienzo 2D." + msgid "" "Number of pipeline compilations that were triggered by loading meshes. These " "compilations will show up as longer loading times the first time a user runs " @@ -68132,6 +70956,9 @@ msgstr "Número de obstáculos de navegación activos en el [NavigationServer3D] msgid "Represents the size of the [enum Monitor] enum." msgstr "Representa el tamaño del enum [enum Monitor]." +msgid "Monitor output is formatted as an integer value." +msgstr "La salida del monitor tiene el formato de un valor entero." + msgid "" "A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react " "to physics." @@ -72381,12 +75208,77 @@ msgstr "" msgid "Represents the size of the [enum G6DOFJointAxisParam] enum." msgstr "Representa el tamaño del enum [enum G6DOFJointAxisParam]." +msgid "If set, linear motion is possible within the given limits." +msgstr "" +"Si se activa, el movimiento lineal es posible dentro de los límites dados." + msgid "If set, rotational motion is possible." msgstr "Si se configura, es posible el movimiento de rotación." +msgid "If set, there is a rotational motor across these axes." +msgstr "Si se activa, hay un motor de rotación a través de estos ejes." + +msgid "" +"If set, there is a linear motor on this axis that targets a specific velocity." +msgstr "" +"Si se activa, hay un motor lineal en este eje que apunta a una velocidad " +"específica." + msgid "Represents the size of the [enum G6DOFJointAxisFlag] enum." msgstr "Representa el tamaño del enum [enum G6DOFJointAxisFlag]." +msgid "" +"Constant for creating a world boundary shape (used by the " +"[WorldBoundaryShape3D] resource)." +msgstr "" +"Constante para crear una forma de límite de mundo (utilizado por el recurso " +"[WorldBoundaryShape3D])." + +msgid "" +"Constant for creating a separation ray shape (used by the " +"[SeparationRayShape3D] resource)." +msgstr "" +"Constante para crear una forma de rayo de separación (utilizado por el " +"recurso [SeparationRayShape3D])." + +msgid "" +"Constant for creating a sphere shape (used by the [SphereShape3D] resource)." +msgstr "" +"Constante para crear una forma de esfera (utilizado por el recurso " +"[SphereShape3D])." + +msgid "Constant for creating a box shape (used by the [BoxShape3D] resource)." +msgstr "" +"Constante para crear una forma de caja (utilizado por el recurso " +"[BoxShape3D])." + +msgid "" +"Constant for creating a capsule shape (used by the [CapsuleShape3D] resource)." +msgstr "" +"Constante para crear una forma de cápsula (utilizado por el recurso " +"[CapsuleShape3D])." + +msgid "" +"Constant for creating a cylinder shape (used by the [CylinderShape3D] " +"resource)." +msgstr "" +"Constante para crear una forma de cilindro (utilizado por el recurso " +"[CylinderShape3D])." + +msgid "" +"Constant for creating a convex polygon shape (used by the " +"[ConvexPolygonShape3D] resource)." +msgstr "" +"Constante para crear una forma de polígono convexo (utilizado por el recurso " +"[ConvexPolygonShape3D])." + +msgid "" +"Constant for creating a concave polygon (trimesh) shape (used by the " +"[ConcavePolygonShape3D] resource)." +msgstr "" +"Constante para crear una forma de polígono cóncavo (trimesh) (utilizado por " +"el recurso [ConcavePolygonShape3D])." + msgid "Constant to set/get gravity strength in an area." msgstr "Constante para establecer/obtener la fuerza de gravedad en un área." @@ -75073,6 +77965,13 @@ msgstr "" "pueden resultar en una mejor compresión, pero requerirán más memoria al " "comprimir y descomprimir." +msgid "" +"When set to [b]Warn[/b] or [b]Error[/b], produces a warning or an error " +"respectively when an empty file is parsed." +msgstr "" +"Cuando se establece en [b]Warn[/b] o [b]Error[/b], produce una advertencia o " +"un error respectivamente cuando se analiza un archivo vacío." + msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " @@ -75089,6 +77988,19 @@ msgstr "" "Cuando está activado, el uso de una propiedad, enumeración o función que ha " "sido renombrada desde Godot 3 producirá una sugerencia si ocurre un error." +msgid "" +"When set to [b]Warn[/b] or [b]Error[/b], produces a warning or an error " +"respectively when calling a function without using its return value (by " +"assigning it to a variable or using it as a function argument). These return " +"values are sometimes used to indicate possible errors using the [enum Error] " +"enum." +msgstr "" +"Si está establecido como [b]Warn[/b] o [b]Error[/b], produce una advertencia " +"o un error respectivamente al llamar a una función sin utilizar su valor de " +"retorno (asignándolo a una variable o utilizándolo como argumento de la " +"función). Esos valores de retorno se utilizan a veces para denotar posibles " +"errores mediante el uso del enum [enum Error]." + msgid "" "Editor-only override for [member debug/settings/crash_handler/message]. Does " "not affect exported projects in debug or release mode." @@ -80979,17 +83891,6 @@ msgstr "" "Objeto de datos de renderizado abstracto, contiene datos de fotogramas " "relacionados con el renderizado de un solo fotograma de un viewport." -msgid "" -"Abstract render data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Objeto de datos de renderizado abstracto, existe durante la duración del " -"renderizado de un solo viewport.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado, no lo " -"instancies desde el script." - msgid "" "Returns the [RID] of the camera attributes object in the [RenderingServer] " "being used to render this viewport." @@ -81049,27 +83950,6 @@ msgstr "" "Implementa esto en GDExtension para devolver el objeto " "[RenderSceneDataExtension] de la implementación." -msgid "" -"Render data implementation for the RenderingDevice based renderers.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Implementación de datos de renderizado para los renderizadores basados en " -"RenderingDevice.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado, no lo " -"instancies desde el script." - -msgid "" -"This object manages all render data for the rendering device based " -"renderers.\n" -"[b]Note:[/b] This is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"Este objeto gestiona todos los datos de renderizado para los renderizadores " -"basados en el dispositivo de renderizado.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado que solo " -"se expone para los plugins GDExtension." - msgid "Abstraction for working with modern low-level graphics APIs." msgstr "Abstracción para trabajar con las modernas APIs gráficas de bajo nivel." @@ -87644,17 +90524,6 @@ msgstr "" "[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+." -msgid "" -"Draws SDFGI probe data. This is the data structure that is used to give " -"indirect lighting dynamic objects moving within the scene.\n" -"[b]Note:[/b] Only supported when using the Forward+ rendering method." -msgstr "" -"Dibuja los datos de la sonda SDFGI. Esta es la estructura de datos que se " -"utiliza para dar iluminación indirecta a los objetos dinámicos que se mueven " -"dentro de la escena.\n" -"[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " -"Forward+." - msgid "" "Draws the global illumination buffer from [VoxelGI] or SDFGI. Requires " "[VoxelGI] (at least one visible baked VoxelGI node) or SDFGI ([member " @@ -88807,20 +91676,6 @@ msgstr "" "Objeto de búferes de escena abstracto, creado para cada viewport para el que " "se realiza el renderizado 3D." -msgid "" -"Abstract scene buffers object, created for each viewport for which 3D " -"rendering is done. It manages any additional buffers used during rendering " -"and will discard buffers when the viewport is resized.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Objeto abstracto de búferes de escena, creado para cada viewport para el que " -"se realiza el renderizado 3D. Gestiona cualquier búfer adicional utilizado " -"durante el renderizado y descartará los búferes cuando se cambie el tamaño " -"del viewport.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado, no lo " -"instancies desde el script." - msgid "" "This method is called by the rendering server when the associated viewport's " "configuration is changed. It will discard the old buffers and recreate the " @@ -88912,30 +91767,6 @@ msgstr "" "Implementación del búfer de escena de renderizado para los renderizadores " "basados en RenderingDevice." -msgid "" -"This object manages all 3D rendering buffers for the rendering device based " -"renderers. An instance of this object is created for every viewport that has " -"3D rendering enabled.\n" -"All buffers are organized in [b]contexts[/b]. The default context is called " -"[b]render_buffers[/b] and can contain amongst others the color buffer, depth " -"buffer, velocity buffers, VRS density map and MSAA variants of these " -"buffers.\n" -"Buffers are only guaranteed to exist during rendering of the viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Este objeto gestiona todos los búferes de renderizado 3D para los " -"renderizadores basados en dispositivos de renderizado. Se crea una instancia " -"de este objeto por cada viewport que tenga habilitado el renderizado 3D.\n" -"Todos los búferes se organizan en [b]contextos[/b]. El contexto por defecto " -"se llama [b]render_buffers[/b] y puede contener, entre otros, el búfer de " -"color, el búfer de profundidad, los búferes de velocidad, el mapa de densidad " -"VRS y las variantes MSAA de estos búferes.\n" -"Solo se garantiza la existencia de los búferes durante el renderizado del " -"viewport.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado, no lo " -"instancies desde un script." - msgid "Frees all buffers related to this context." msgstr "Libera todos los búferes relacionados con este contexto." @@ -89103,17 +91934,6 @@ msgstr "" "Objeto de datos de renderizado abstracto, contiene datos de escena " "relacionados con el renderizado de un único fotograma de un viewport." -msgid "" -"Abstract scene data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Objeto de datos de escena abstracto, existe durante el renderizado de un " -"único viewport.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado, no " -"instanciar desde script." - msgid "" "Returns the camera projection used to render this frame.\n" "[b]Note:[/b] If more than one view is rendered, this will return a combined " @@ -89207,16 +92027,6 @@ msgstr "" "Implementación de datos de escena de renderizado para los renderizadores " "basados en RenderingDevice." -msgid "" -"Object holds scene data related to rendering a single frame of a viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"El objeto contiene datos de la escena relacionados con el renderizado de un " -"solo fotograma de un viewport.\n" -"[b]Nota:[/b] Este es un objeto interno del servidor de renderizado, no " -"instancies esto desde un script." - msgid "Base class for serializable objects." msgstr "Clase base para objetos serializables." @@ -93958,6 +96768,12 @@ msgstr "" "conexión en otros métodos [code]get_connection_*[/code] en el intervalo [code]" "[0, get_connection_count() - 1][/code]." +msgid "Returns the method connected to the signal at [param idx]." +msgstr "Devuelve el método conectado a la señal en [param idx]." + +msgid "Returns the name of the signal at [param idx]." +msgstr "Devuelve el nombre de la señal en [param idx]." + msgid "" "Returns the number of nodes in the scene.\n" "The [code]idx[/code] argument used to query node data in other " @@ -95560,6 +98376,13 @@ msgstr "Vincula la Skin dada al Skeleton." msgid "Sets all bone poses to rests." msgstr "Restablece todas las poses de los huesos." +msgid "" +"Sets the metadata with the given [param key] to [param value] for the bone at " +"index [param bone_idx]." +msgstr "" +"Establece los metadatos con la [param key] dada en [param value] para el " +"hueso en el índice [param bone_idx]." + msgid "Sets the bone name, [param name], for the bone at [param bone_idx]." msgstr "" "Establece el nombre del hueso, [param name], para el hueso en el índice " @@ -95702,6 +98525,14 @@ msgstr "" "[SkeletonModifier3D], usa la señal [signal " "SkeletonModifier3D.modification_processed]." +msgid "" +"Notification received when this skeleton's pose needs to be updated. In that " +"case, this is called only once per frame in a deferred process." +msgstr "" +"Notificación recibida cuando la pose de este esqueleto necesita ser " +"actualizada. En ese caso, esto es llamado solo una vez por fotograma en un " +"proceso diferido." + msgid "" "Do not process modification. Use [method advance] to process the modification " "manually." @@ -96399,25 +99230,6 @@ msgstr "" "de los huesos porque el [Skeleton3D] aplica automáticamente la influencia a " "todas las poses de los huesos establecidas por el modificador." -msgid "" -"Override this virtual method to implement a custom skeleton modifier. You " -"should do things like get the [Skeleton3D]'s current pose and apply the pose " -"here.\n" -"[method _process_modification_with_delta] must not apply [member influence] " -"to bone poses because the [Skeleton3D] automatically applies influence to all " -"bone poses set by the modifier.\n" -"[param delta] is passed from parent [Skeleton3D]. See also [method " -"Skeleton3D.advance]." -msgstr "" -"Sobrescribe este método virtual para implementar un modificador de esqueleto " -"personalizado. Deberías hacer cosas como obtener la pose actual del " -"[Skeleton3D] y aplicar la pose aquí.\n" -"[method _process_modification_with_delta] no debe aplicar [member influence] " -"a las poses de los huesos porque el [Skeleton3D] aplica automáticamente la " -"influencia a todas las poses de los huesos establecidas por el modificador.\n" -"[param delta] se pasa desde el [Skeleton3D] padre. Véase también [method " -"Skeleton3D.advance]." - msgid "Called when the skeleton is changed." msgstr "Se llama a este método cuando el esqueleto cambia." @@ -96663,6 +99475,30 @@ msgstr "" "Un objeto contenedor con conteo de referencias para un RID de esqueleto usado " "en el [RenderingServer]." +msgid "" +"Returns the [RID] owned by this SkinReference, as returned by [method " +"RenderingServer.skeleton_create]." +msgstr "" +"Devuelve el [RID] propiedad de esta SkinReference, tal como lo devuelve " +"[method RenderingServer.skeleton_create]." + +msgid "" +"Returns the [Skin] connected to this SkinReference. In the case of " +"[MeshInstance3D] with no [member MeshInstance3D.skin] assigned, this will " +"reference an internal default [Skin] owned by that [MeshInstance3D].\n" +"Note that a single [Skin] may have more than one [SkinReference] in the case " +"that it is shared by meshes across multiple [Skeleton3D] nodes." +msgstr "" +"Dvuelve la [Skin] conectado a este SkinReference. En el caso de " +"[MeshInstance3D] sin [member MeshInstance3D.skin] asignado, esta hará " +"referencia a una [Skin] predeterminada interna propiedad de ese " +"[MeshInstance3D].\n" +"Ten en cuenta que un único [Skin] puede tener más de un [SkinReference] en el " +"caso de que sea compartida por mallas en múltiples nodos [Skeleton3D]." + +msgid "Defines a 3D environment's background by using a [Material]." +msgstr "Define el fondo de un entorno 3D usando un [Material]." + msgid "Radiance texture size is 32×32 pixels." msgstr "El tamaño de la textura de la radiación es de 32×32 píxeles." @@ -97037,6 +99873,11 @@ msgstr "" msgid "Stops listening." msgstr "Para de escuchar." +msgid "" +"If a connection is available, returns a StreamPeerSocket with the connection." +msgstr "" +"Si hay una conexión disponible, devuelve un StreamPeerSocket con la conexión." + msgid "A deformable 3D physics mesh." msgstr "Una malla física 3D deformable." @@ -97062,6 +99903,40 @@ msgstr "" "establece en [code]true[/code], el [param attachment_path] opcional puede " "definir un [Node3D] al que se adjuntará el vértice fijado." +msgid "" +"The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist " +"in one or more of 32 different layers. See also [member collision_mask].\n" +"[b]Note:[/b] Object A can detect a contact with object B only if object B is " +"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." +msgstr "" +"Las capas de física [b]en las que se encuentra[/b] este SoftBody3D. Los " +"objetos de colisión pueden existir en una o más de 32 capas diferentes. Ver " +"también [member collision_mask].\n" +"[b]Nota:[/b] El objeto A puede detectar un contacto con el objeto B solo si " +"el objeto B está en alguna de las capas que el objeto A escanea. Véase " +"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" +"and-masks]Capas y máscaras de colisión[/url] en la documentación para más " +"información." + +msgid "" +"The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan " +"one or more of 32 different layers. See also [member collision_layer].\n" +"[b]Note:[/b] Object A can detect a contact with object B only if object B is " +"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." +msgstr "" +"Las capas de física que este SoftBody3D [b]escanea[/b]. Los objetos de " +"colisión pueden escanear una o más de 32 capas diferentes. Véase también " +"[member collision_layer].\n" +"[b]Nota:[/b] El objeto A puede detectar un contacto con el objeto B solo si " +"el objeto B está en alguna de las capas que el objeto A escanea. Véase " +"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" +"and-masks]Capas y máscaras de colisión[/url] en la documentación para más " +"información." + msgid "" "The body's damping coefficient. Higher values will slow down the body more " "noticeably when forces are applied." @@ -97447,6 +100322,129 @@ msgstr "" "[StyleBox] dibujado en el espacio ocupado por la separación entre los botones " "de arriba y abajo." +msgid "" +"A [SkeletonModifier3D] for aligning bones along a [Path3D]. The smoothness of " +"the fitting depends on the [member Curve3D.bake_interval].\n" +"If you want the [Path3D] to attach to a specific bone, it is recommended to " +"place a [ModifierBoneTarget3D] before the [SplineIK3D] in the " +"[SkeletonModifier3D] list (children of the [Skeleton3D]), and then place a " +"[Path3D] as the [ModifierBoneTarget3D]'s child.\n" +"Bone twist is determined based on the [method Curve3D.get_point_tilt].\n" +"If the root bone joint and the start point of the [Curve3D] are separated, it " +"assumes that there is a linear line segment between them. This means that the " +"vector pointing toward the start point of the [Curve3D] takes precedence over " +"the shortest intersection point along the [Curve3D].\n" +"If the end bone joint exceeds the path length, it is bent as close as " +"possible to the end point of the [Curve3D]." +msgstr "" +"Un [SkeletonModifier3D] para alinear huesos a lo largo de una [Path3D]. La " +"suavidad del ajuste depende de [member Curve3D.bake_interval].\n" +"Si quieres que la [Path3D] se adjunte a un hueso específico, se recomienda " +"colocar un [ModifierBoneTarget3D] antes del [SplineIK3D] en la lista de " +"[SkeletonModifier3D] (hijos del [Skeleton3D]), y luego colocar una [Path3D] " +"como hijo del [ModifierBoneTarget3D].\n" +"La torsión del hueso se determina basándose en el [method " +"Curve3D.get_point_tilt].\n" +"Si la articulación del hueso raíz y el punto de inicio de la [Curve3D] están " +"separados, asume que hay un segmento de línea recta entre ellos. Esto " +"significa que el vector que apunta hacia el punto de inicio de la [Curve3D] " +"tiene prioridad sobre el punto de intersección más corto a lo largo de la " +"[Curve3D].\n" +"Si la articulación del hueso final excede la longitud de la ruta, se dobla lo " +"más cerca posible del punto final de la [Curve3D]." + +msgid "Returns the node path of the [Path3D] which is describing the path." +msgstr "Devuelve la ruta de nodo de la [Path3D] que describe la trayectoria." + +msgid "" +"Returns the tilt interpolation method used between the root bone and the " +"start point of the [Curve3D] when they are apart. See also [method " +"set_tilt_fade_in]." +msgstr "" +"Devuelve el método de interpolación de inclinación usado entre el hueso raíz " +"y el punto de inicio de la [Curve3D] cuando están separados. Véase también " +"[method set_tilt_fade_in]." + +msgid "" +"Returns the tilt interpolation method used between the end bone and the end " +"point of the [Curve3D] when they are apart. See also [method " +"set_tilt_fade_out]." +msgstr "" +"Devuelve el método de interpolación de inclinación usado entre el hueso final " +"y el punto final de la [Curve3D] cuando están separados. Véase también " +"[method set_tilt_fade_out]." + +msgid "Returns if the tilt property of the [Curve3D] affects the bone twist." +msgstr "" +"Devuelve si la propiedad de inclinación de la [Curve3D] afecta la torsión del " +"hueso." + +msgid "Sets the node path of the [Path3D] which is describing the path." +msgstr "Establece la ruta de nodo de la [Path3D] que describe la trayectoria." + +msgid "Sets if the tilt property of the [Curve3D] should affect the bone twist." +msgstr "" +"Establece si la propiedad de inclinación de la [Curve3D] debe afectar la " +"torsión del hueso." + +msgid "" +"If [param size] is greater than [code]0[/code], the tilt is interpolated " +"between [param size] start bones from the start point of the [Curve3D] when " +"they are apart.\n" +"If [param size] is equal [code]0[/code], the tilts between the root bone head " +"and the start point of the [Curve3D] are unified with a tilt of the start " +"point of the [Curve3D].\n" +"If [param size] is less than [code]0[/code], the tilts between the root bone " +"and the start point of the [Curve3D] are [code]0.0[/code]." +msgstr "" +"Si [param size] es mayor que [code]0[/code], la inclinación se interpola " +"entre [param size] huesos iniciales desde el punto inicial de la [Curve3D] " +"cuando están separados.\n" +"Si [param size] es igual a [code]0[/code], las inclinaciones entre la cabeza " +"del hueso raíz y el punto inicial de la [Curve3D] se unifican con la " +"inclinación del punto inicial de la [Curve3D].\n" +"Si [param size] es menor que [code]0[/code], las inclinaciones entre el hueso " +"raíz y el punto inicial de la [Curve3D] son [code]0.0[/code]." + +msgid "" +"A container that arranges child controls horizontally or vertically and " +"provides grabbers for adjusting the split ratios between them." +msgstr "" +"Un contenedor que organiza controles hijo horizontal o verticalmente y " +"proporciona agarradores para ajustar las proporciones de división entre ellos." + +msgid "" +"A container that arranges child controls horizontally or vertically and " +"creates grabbers between them. The grabbers can be dragged around to change " +"the size relations between the child controls." +msgstr "" +"Un contenedor que organiza controles hijo horizontal o verticalmente y crea " +"agarradores entre ellos. Los agarradores se pueden arrastrar para cambiar las " +"relaciones de tamaño entre los controles hijo." + +msgid "" +"Clamps the [member split_offsets] values to ensure they are within valid " +"ranges and do not overlap with each other. When overlaps occur, this method " +"prioritizes one split offset (at index [param priority_index]) by clamping " +"any overlapping split offsets to it." +msgstr "" +"Limita los valores de [member split_offsets] para asegurar que estén dentro " +"de rangos válidos y que no se superpongan entre sí. Cuando ocurren " +"superposiciones, este método prioriza un desplazamiento de división (en el " +"índice [param priority_index]) al limitar cualquier desplazamiento de " +"división superpuesto a este." + +msgid "Use the first element of [method get_drag_area_controls] instead." +msgstr "Usa el primer elemento de [method get_drag_area_controls] en su lugar." + +msgid "" +"If [code]true[/code], the draggers will be disabled and the children will be " +"sized as if all [member split_offsets] were [code]0[/code]." +msgstr "" +"Si es [code]true[/code], los arrastradores estarán desactivados y los hijos " +"se dimensionarán como si todos los [member split_offsets] fueran [code]0[/" +"code]." + msgid "" "Highlights the drag area [Rect2] so you can see where it is during " "development. The drag area is gold if [member dragging_enabled] is " @@ -97486,6 +100484,19 @@ msgstr "" "Determina la visibilidad del arrastrador. Esta propiedad no determina si el " "arrastre está habilitado o no. Usa [member dragging_enabled] para eso." +msgid "Enables or disables split dragging." +msgstr "Activa o desactiva el arrastre de la división." + +msgid "" +"Use [member split_offsets] instead. The first element of the array is the " +"split offset between the first two children." +msgstr "" +"Usa [member split_offsets] en su lugar. El primer elemento del array es el " +"offset de división entre los dos primeros hijos." + +msgid "The first element of [member split_offsets]." +msgstr "El primer elemento de [member split_offsets]." + msgid "" "If [code]true[/code], a touch-friendly drag handle will be enabled for better " "usability on smaller screens. Unlike the standard grabber, this drag handle " @@ -104767,27 +107778,12 @@ msgstr "" "Array de texturas para 2D que está vinculado a una textura creada en el " "[RenderingDevice]." -msgid "" -"This texture array class allows you to use a 2D array texture created " -"directly on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Esta clase de array de texturas te permite utilizar una textura de array 2D " -"creada directamente en [RenderingDevice] como textura para materiales, " -"mallas, etc." - msgid "" "Texture for 2D that is bound to a texture created on the [RenderingDevice]." msgstr "" "Textura para 2D que está vinculada a una textura creada en el " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a 2D texture created directly on the " -"[RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Esta clase de textura te permite utilizar una textura 2D creada directamente " -"en [RenderingDevice] como textura para materiales, mallas, etc." - msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "El RID del objeto de textura creado en [RenderingDevice]." @@ -104878,13 +107874,6 @@ msgstr "" "Textura para 3D que está vinculada a una textura creada en el " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a 3D texture created directly on the " -"[RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Esta clase de textura te permite utilizar una textura 3D creada directamente " -"en [RenderingDevice] como textura para materiales, mallas, etc." - msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" @@ -105047,14 +108036,6 @@ msgstr "" "Array de Texturas para Cubemaps que está vinculado a una textura creada en el " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap array texture created directly " -"on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Esta clase de textura te permite utilizar una textura de array de cubemaps " -"creada directamente en el [RenderingDevice] como textura para materiales, " -"mallas, etc." - msgid "" "Texture for Cubemap that is bound to a texture created on the " "[RenderingDevice]." @@ -105062,13 +108043,6 @@ msgstr "" "Textura para Cubemap que está vinculada a una textura creada en el " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap texture created directly on " -"the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Esta clase de textura te permite utilizar una textura de mapa de cubo creada " -"directamente en [RenderingDevice] como textura para materiales, mallas, etc." - msgid "" "Base class for texture types which contain the data of multiple [Image]s. " "Each image is of the same size and format." @@ -105165,15 +108139,6 @@ msgstr "" msgid "Abstract base class for layered texture RD types." msgstr "Clase base abstracta para los tipos de texturas por capas RD." -msgid "" -"Base class for [Texture2DArrayRD], [TextureCubemapRD] and " -"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the " -"functions necessary for accessing the derived resource types." -msgstr "" -"Clase base para [Texture2DArrayRD], [TextureCubemapRD] y " -"[TextureCubemapArrayRD]. No se puede usar directamente, pero contiene todas " -"las funciones necesarias para acceder a los tipos de recursos derivados." - msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." @@ -107774,17 +110739,6 @@ msgstr "" "\t\treturn 0\n" "[/codeblock]" -msgid "" -"Returns the coordinates of the physics quadrant (see [member " -"physics_quadrant_size]) for given physics body [RID]. Such an [RID] can be " -"retrieved from [method KinematicCollision2D.get_collider_rid], when colliding " -"with a tile." -msgstr "" -"Devuelve las coordenadas del cuadrante de física (ver [member " -"physics_quadrant_size]) para el cuerpo de física [RID] dado. Dicho [RID] se " -"puede recuperar de [method KinematicCollision2D.get_collider_rid], al " -"colisionar con un tile." - msgid "" "Returns the [RID] of the [NavigationServer2D] navigation used by this " "[TileMapLayer].\n" @@ -108091,30 +111045,6 @@ msgstr "" msgid "Enable or disable light occlusion." msgstr "Habilitar o deshabilitar la oclusión de luz." -msgid "" -"The [TileMapLayer]'s physics quadrant size. Within a physics quadrant, cells " -"with similar physics properties are grouped together and their collision " -"shapes get merged. [member physics_quadrant_size] defines the length of a " -"square's side, in the map's coordinate system, that forms the quadrant. Thus, " -"the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.\n" -"[b]Note:[/b] As quadrants are created according to the map's coordinate " -"system, the quadrant's \"square shape\" might not look like square in the " -"[TileMapLayer]'s local coordinate system.\n" -"[b]Note:[/b] This impacts the value returned by [method " -"get_coords_for_body_rid]." -msgstr "" -"El tamaño del cuadrante de física de [TileMapLayer]. Dentro de un cuadrante " -"de física, las celdas con propiedades físicas similares se agrupan y sus " -"formas de colisión se fusionan. [member physics_quadrant_size] define la " -"longitud del lado de un cuadrado, en el sistema de coordenadas del mapa, que " -"forma el cuadrante. Por lo tanto, el tamaño de cuadrante predeterminado " -"agrupa juntos [code]16 * 16 = 256[/code] tiles.\n" -"[b]Nota:[/b] Como los cuadrantes se crean de acuerdo con el sistema de " -"coordenadas del mapa, la \"forma cuadrada\" del cuadrante podría no parecerse " -"a un cuadrado en el sistema de coordenadas local de [TileMapLayer].\n" -"[b]Nota:[/b] Esto afecta el valor devuelto por [method " -"get_coords_for_body_rid]." - msgid "" "The [TileMapLayer]'s rendering quadrant size. A quadrant is a group of tiles " "to be drawn together on a single canvas item, for optimization purposes. " @@ -111291,6 +114221,16 @@ msgstr "Añade una traducción." msgid "Removes all translations." msgstr "Elimina todas las traducciones." +msgid "" +"Returns the [Translation] instances that match [param locale] (see [method " +"TranslationServer.compare_locales]). If [param exact] is [code]true[/code], " +"only instances whose locale exactly equals [param locale] will be returned." +msgstr "" +"Devuelve las instancias de [Translation] que coinciden con [param locale] " +"(véase [method TranslationServer.compare_locales]). Si [param exact] es " +"[code]true[/code], solo se devolverán las instancias cuyo locale sea " +"exactamente igual a [param locale]." + msgid "" "Returns the locale override of the domain. Returns an empty string if locale " "override is disabled." @@ -111298,6 +114238,9 @@ msgstr "" "Devuelve la configuración regional del dominio. Si la configuración regional " "está deshabilitada, devuelve una string vacía." +msgid "Use [method find_translations] instead." +msgstr "Utiliza [method find_translations] en su lugar." + msgid "" "Returns the [Translation] instance that best matches [param locale]. Returns " "[code]null[/code] if there are no matches." @@ -111305,6 +114248,32 @@ msgstr "" "Devuelve la instancia de [Translation] que mejor coincide con [param locale]. " "Devuelve [code]null[/code] si no hay coincidencias." +msgid "" +"Returns all available [Translation] instances as added by [method " +"add_translation]." +msgstr "" +"Devuelve todas las instancias de [Translation] disponibles, tal como se " +"agregaron con [method add_translation]." + +msgid "" +"Returns [code]true[/code] if this translation domain contains the given " +"[param translation]." +msgstr "" +"Devuelve [code]true[/code] si este dominio de traducción contiene la [param " +"translation] dada." + +msgid "" +"Returns [code]true[/code] if there are any [Translation] instances that match " +"[param locale] (see [method TranslationServer.compare_locales]). If [param " +"exact] is [code]true[/code], only instances whose locale exactly equals " +"[param locale] are considered." +msgstr "" +"Devuelve [code]true[/code] si hay alguna instancia de [Translation] que " +"coincida con [param locale] (véase [method " +"TranslationServer.compare_locales]). Si [param exact] es [code]true[/code], " +"solo se consideran las instancias cuyo locale sea exactamente igual a [param " +"locale]." + msgid "" "Returns the pseudolocalized string based on the [param message] passed in." msgstr "" @@ -111554,6 +114523,24 @@ msgstr "" "entre [code]0[/code] (sin coincidencia) y [code]10[/code] (coincidencia " "total)." +msgid "" +"Returns the [Translation] instances in the main translation domain that match " +"[param locale] (see [method compare_locales]). If [param exact] is " +"[code]true[/code], only instances whose locale exactly equals [param locale] " +"will be returned." +msgstr "" +"Devuelve las instancias de [Translation] en el dominio de traducción " +"principal que coinciden con [param locale] (véase [method compare_locales]). " +"Si [param exact] es [code]true[/code], solo se devolverán las instancias cuyo " +"locale sea exactamente igual a [param locale]." + +msgid "" +"Converts a number from Western Arabic (0..9) to the numeral system used in " +"the given [param locale]." +msgstr "" +"Convierte un número del sistema arábigo occidental (0..9) al sistema numérico " +"utilizado en el [param locale] dado." + msgid "Returns an array of known country codes." msgstr "Devuelve un array de códigos de país conocidos." @@ -111597,6 +114584,13 @@ msgstr "" "Devuelve el dominio de traducción con el nombre especificado. Se creará y " "agregará un dominio de traducción vacío si no existe." +msgid "Returns the percent sign used in the given [param locale]." +msgstr "Devuelve el signo de porcentaje utilizado en la [param locale] dada." + +msgid "Returns the default plural rules for the [param locale]." +msgstr "" +"Devuelve las reglas de pluralización predeterminadas para la [param locale]." + msgid "Returns a readable script name for the [param script] code." msgstr "Devuelve un nombre de script legible para el código [param script]." @@ -111617,6 +114611,13 @@ msgstr "" "en el dominio de traducción principal. Devuelve [code]null[/code] si no hay " "coincidencias." +msgid "" +"Returns all available [Translation] instances in the main translation domain " +"as added by [method add_translation]." +msgstr "" +"Devuelve todas las instancias [Translation] disponibles en el dominio de " +"traducción principal, tal como se agregaron con [method add_translation]." + msgid "" "Returns [code]true[/code] if a translation domain with the specified name " "exists." @@ -111624,6 +114625,32 @@ msgstr "" "Devuelve [code]true[/code] si existe un dominio de traducción con el nombre " "especificado." +msgid "" +"Returns [code]true[/code] if the main translation domain contains the given " +"[param translation]." +msgstr "" +"Devuelve [code]true[/code] si el dominio de traducción principal contiene la " +"traducción [param translation] dada." + +msgid "" +"Returns [code]true[/code] if there are any [Translation] instances in the " +"main translation domain that match [param locale] (see [method " +"compare_locales]). If [param exact] is [code]true[/code], only instances " +"whose locale exactly equals [param locale] are considered." +msgstr "" +"Devuelve [code]true[/code] si hay alguna instancia [Translation] en el " +"dominio de traducción principal que coincida con [param locale] (véase " +"[method compare_locales]). Si [param exact] es [code]true[/code], solo se " +"consideran las instancias cuya configuración regional sea exactamente igual a " +"[param locale]." + +msgid "" +"Converts [param number] from the numeral system used in the given [param " +"locale] to Western Arabic (0..9)." +msgstr "" +"Convierte [param number] del sistema numérico utilizado en la [param locale] " +"dada al árabe occidental (0..9)." + msgid "" "Returns the pseudolocalized string based on the [param message] passed in.\n" "[b]Note:[/b] This method always uses the main translation domain." @@ -114451,6 +117478,18 @@ msgstr "Rehacer la última acción." msgid "Undo the last action." msgstr "Deshace la última acción." +msgid "" +"The maximum number of steps that can be stored in the undo/redo history. If " +"the number of stored steps exceeds this limit, older steps are removed from " +"history and can no longer be reached by calling [method undo]. A value of " +"[code]0[/code] or lower means no limit." +msgstr "" +"El número máximo de pasos que se pueden almacenar en el historial de deshacer/" +"rehacer. Si el número de pasos almacenados excede este límite, los pasos más " +"antiguos se eliminan del historial y ya no se pueden alcanzar llamando a " +"[method undo]. Un valor de [code]0[/code] o inferior significa que no hay " +"límite." + msgid "Called when [method undo] or [method redo] was called." msgstr "Llamado cuando [method undo] o [method redo] fue llamado." @@ -114459,6 +117498,31 @@ msgstr "" "Hace que las operaciones de \"hacer\"/\"deshacer\" se mantengan en acciones " "separadas." +msgid "" +"Merges this action with the previous one if they have the same name. Keeps " +"only the first action's \"undo\" operations and the last action's \"do\" " +"operations. Useful for sequential changes to a single value." +msgstr "" +"Fusiona esta acción con la anterior si tienen el mismo nombre. Mantiene solo " +"las operaciones \"deshacer\" de la primera acción y las operaciones " +"\"rehacer\" de la última acción. Útil para cambios secuenciales a un único " +"valor." + +msgid "Merges this action with the previous one if they have the same name." +msgstr "Fusiona esta acción con la anterior si tienen el mismo nombre." + +msgid "Uniform set cache manager for Rendering Device based renderers." +msgstr "" +"Gestor de caché de conjuntos uniformes para renderizadores basados en " +"dispositivos de renderizado." + +msgid "" +"Universal Plug and Play (UPnP) functions for network device discovery, " +"querying and port forwarding." +msgstr "" +"Funciones de Universal Plug and Play (UPnP) para el descubrimiento de " +"dispositivos de red, consulta y redirección de puertos." + msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "Añade el [UPNPDevice] dado a la lista de dispositivos descubiertos." @@ -116771,6 +119835,19 @@ msgstr "" "print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Imprime (5, 4, 10)\n" "[/codeblock]" +msgid "" +"Divides each component of the [Vector3i] by the given [float]. Returns a " +"[Vector3].\n" +"[codeblock]\n" +"print(Vector3i(1, 2, 3) / 2.5) # Prints (0.4, 0.8, 1.2)\n" +"[/codeblock]" +msgstr "" +"Divide cada componente del [Vector3i] por el [float] dado. Devuelve un " +"[Vector3].\n" +"[codeblock]\n" +"print(Vector3i(1, 2, 3) / 2.5) # Imprime (0.4, 0.8, 1.2)\n" +"[/codeblock]" + msgid "Divides each component of the [Vector3i] by the given [int]." msgstr "Divide cada componente de [Vector3i] por el [int] dado." @@ -118476,12 +121553,6 @@ msgstr "Si es [code]true[/code], el viewport procesará streams de audio en 2D." msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Si es [code]true[/code], el viewport procesará streams de audio en 3D." -msgid "" -"The rendering layers in which this [Viewport] renders [CanvasItem] nodes." -msgstr "" -"Las capas de renderizado en las que este [Viewport] renderiza nodos " -"[CanvasItem]." - msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " @@ -119375,19 +122446,6 @@ msgstr "" "[b]Nota:[/b] Sólo se admite cuando se utiliza el método de renderizado " "Forward+." -msgid "" -"Draws the probes used for signed distance field global illumination (SDFGI).\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 "" -"Dibuja las sondas utilizadas para la iluminación global del campo de " -"distancia firmado (SDFGI).\n" -"No hace nada si el [member Environment.sdfgi_enabled] del entorno actual es " -"[code]false[/code].\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el método de renderizado " -"Forward+." - msgid "" "Draws the buffer used for global illumination from [VoxelGI] or SDFGI. " "Requires [VoxelGI] (at least one visible baked VoxelGI node) or SDFGI " @@ -125929,6 +128987,13 @@ msgstr "" "Devuelve [code]true[/code] si el sobremuestreo de fuentes está habilitado. " "Véase [method set_use_font_oversampling]." +msgid "" +"Centers the window in the current screen. If the window is embedded, it is " +"centered in the embedder [Viewport] instead." +msgstr "" +"Centra la ventana en la pantalla actual. Si la ventana está incrustada, se " +"centra en el [Viewport] que la contiene." + msgid "Use [method Window.grab_focus] instead." msgstr "Utiliza [method Window.grab_focus] en su lugar." @@ -126205,15 +129270,6 @@ msgid "Specifies how the content is scaled when the [Window] is resized." msgstr "" "Especifica cómo se escala el contenido cuando se redimensiona la [Window]." -msgid "" -"Base size of the content (i.e. nodes that are drawn inside the window). If " -"non-zero, [Window]'s content will be scaled when the window is resized to a " -"different size." -msgstr "" -"Tamaño base del contenido (es decir, los nodos que se dibujan dentro de la " -"ventana). Si es distinto de cero, el contenido de [Window] se escalará cuando " -"la ventana se redimensione a un tamaño diferente." - 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 " @@ -126433,6 +129489,16 @@ msgstr "" "región no se dibuja, mientras que en Linux (X11) y macOS sí.\n" "[b]Nota:[/b] Esta propiedad está implementada en Linux (X11), macOS y Windows." +msgid "" +"If set, defines the window's custom decoration area which will receive mouse " +"input, even if normal input to the window is blocked (such as when it has an " +"exclusive child opened). See also [signal nonclient_window_input]." +msgstr "" +"Si se establece, define el área de decoración personalizada de la ventana, " +"que recibirá entrada del ratón incluso si la entrada normal a la ventana está " +"bloqueada (por ejemplo, cuando tiene una ventana hija exclusiva abierta). " +"Véase también [signal nonclient_window_input]." + msgid "" "If [code]true[/code], the [Window] will be considered a popup. Popups are sub-" "windows that don't show as separate windows in system's window manager's " @@ -126483,9 +129549,6 @@ msgstr "" "[b]Nota:[/b] Esta propiedad solo se implementa en Windows (11).\n" "[b]Nota:[/b] Esta propiedad solo funciona con ventanas nativas." -msgid "The window's size in pixels." -msgstr "El tamaño de la ventana en píxeles." - 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." @@ -126668,6 +129731,18 @@ msgstr "" "Viewport.gui_disable_input] sea [code]false[/code] e independientemente de si " "está actualmente enfocado o no." +msgid "" +"Emitted when the mouse event is received by the custom decoration area " +"defined by [member nonclient_area], and normal input to the window is blocked " +"(such as when it has an exclusive child opened). [param event]'s position is " +"in the embedder's coordinate system." +msgstr "" +"Emitida cuando el área de decoración personalizada definida por [member " +"nonclient_area] recibe un evento del ratón, y la entrada normal a la ventana " +"está bloqueada (por ejemplo, cuando tiene una ventana hija exclusiva " +"abierta). La posición de [param event] está en el sistema de coordenadas del " +"incrustador." + msgid "Emitted when window title bar text is changed." msgstr "Emitida cuando se cambia el texto de la barra de título de la ventana." @@ -126890,10 +129965,6 @@ msgstr "" msgid "Max value of the [enum Flags]." msgstr "Valor máximo de [enum Flags]." -msgid "The content will not be scaled to match the [Window]'s size." -msgstr "" -"El contenido no se escalará para coincidir con el tamaño de la [Window]." - msgid "" "The content will be rendered at the target size. This is more performance-" "expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better " @@ -129676,6 +132747,9 @@ msgstr "" "Devuelve un [Dictionary] con información del sistema relacionada con esta " "interfaz." +msgid "Returns the current status of our tracking." +msgstr "Devuelve el estado actual de nuestro seguimiento." + msgid "Returns a [Transform3D] for a given view." msgstr "Devuelve un [Transform3D] para una vista determinada." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 637d77b19a..95e80f448e 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -117,7 +117,7 @@ # Théo GUEURET , 2025. # Olivier , 2025. # Hélie Deschamps , 2025. -# aioshiro , 2025. +# aioshiro , 2025, 2026. # Dario Le Hy , 2025. # Varga , 2025. # Audae , 2025. @@ -131,12 +131,15 @@ # Dahim0 , 2025. # Bamowen , 2025. # Colisan , 2025. +# Hedi Jouida , 2025. +# MERCRED , 2026. +# Posemartonis , 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: 2025-12-18 20:24+0000\n" +"PO-Revision-Date: 2026-01-08 18:02+0000\n" "Last-Translator: aioshiro \n" "Language-Team: French \n" @@ -1762,6 +1765,29 @@ msgstr "" "@export var ungrouped_number = 3\n" "[/codeblock]" +msgid "" +"Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] " +"or [Array][lb][Dictionary][rb] property with a large [TextEdit] widget " +"instead of a [LineEdit]. This adds support for multiline content and makes it " +"easier to edit large amount of text stored in the property.\n" +"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"@export_multiline var npc_dialogs: Array[String]\n" +"@export_multiline(\"monospace\", \"no_wrap\") var favorite_ascii_art: String\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [String], [Array][lb][String][rb], [PackedStringArray], " +"[Dictionary] ou [Array][lb][Dictionary][rb] avec un widget [TextEdit] large à " +"la place d'un [LineEdit]. Cela ajoute du support pour un contenu multi-ligne " +"et rend plus facile l'édition de beaucoup de texte stocké dans la propriété.\n" +"Voir également [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var biographie_personnage\n" +"@export_multiline var dialogues_pnj: Array[String]\n" +"@export_multiline(\"monospace\", \"no_wrap\") var art_ascii_favori: String\n" +"[/codeblock]" + msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for " "allowed node types.\n" @@ -2025,98 +2051,6 @@ msgstr "" "@onready var nom_personnage = $Label\n" "[/codeblock]" -msgid "" -"Mark the following method for remote procedure calls. See [url=$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\", \"unreliable\", 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 "" -"Marque la méthode suivante pour les appels de procédure distante. Voir " -"[url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]Multijoueur " -"de haut niveau[/url].\n" -"Si [param mode] est défini sur [code]\"any_peer\"[/code], permet à n'importe " -"quel pair d'appeler cette fonction RPC. Sinon, seul le pair d'autorité est " -"autorisé à l'appeler et [param mode] doit être conservé comme [code]" -"\"authority\"[/code]. Lors de la configuration de fonctions en RPC avec " -"[method Node.rpc_config], chacun de ces modes correspond respectivement aux " -"modes RPC [constant MultiplayerAPI.RPC_MODE_AUTHORITY] et [constant " -"MultiplayerAPI.RPC_MODE_ANY_PEER]. Voir [enum MultiplayerAPI.RPCMode]. Si un " -"pair qui n'est pas l'autorité tente d'appeler une fonction autorisée " -"uniquement pour l'autorité, la fonction ne sera pas exécutée. Si l'erreur " -"peut être détectée localement (lorsque la configuration RPC est cohérente " -"entre le homologue local et distant), un message d'erreur sera affiché sur le " -"pair expéditeur. Sinon, le pair distant détectera l'erreur et y affichera une " -"erreur.\n" -"Si [param sync] est défini sur [code]\"call_remote\"[/code], la fonction ne " -"sera exécutée que sur le pair distant, mais pas localement. Pour exécuter " -"cette fonction localement également, définissez [param sync] sur [code]" -"\"call_local\"[/code]. Lors de la configuration de fonctions en tant que RPC " -"avec [method Node.rpc_config], cela équivaut à définir [code]call_local[/" -"code] sur [code]true[/code].\n" -"Les valeurs acceptées par [param transfer_mode] sont [code]\"unreliable\"[/" -"code], [code]\"unreliable_ordered\"[/code] ou [code]\"reliable\"[/code]. Il " -"définit le mode de transfert du [MultiplayerPeer] sous-jacent. Voir [member " -"MultiplayerPeer.transfer_mode].\n" -"Le [param transfer_channel] définit le canal du [MultiplayerPeer] sous-" -"jacent. Voir [member MultiplayerPeer.transfer_channel].\n" -"L'ordre de [param mode], [param sync] et [param transfer_mode] n'a pas " -"d'importance, mais les valeurs liées au même argument ne doivent pas être " -"utilisées plus d'une fois. [param transfer_channel] doit toujours être le " -"4ème argument (vous devez spécifier 3 arguments précédents).\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) # Équivalent à @rpc\n" -"func fn_default() : pass\n" -"[/codeblock]\n" -"[b]Note :[/b] Les méthodes annotées avec [annotation @rpc] ne peuvent pas " -"recevoir d'objets qui définissent des paramètres requis dans [method " -"Object._init]. Voir [method Object._init] pour plus de détails." - 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 " @@ -4576,6 +4510,33 @@ msgstr "" "[/codeblock]\n" "Voir aussi [method typeof]." +msgid "" +"Returns the internal type of the given [param variable], using the [enum " +"Variant.Type] values.\n" +"[codeblock]\n" +"var json = JSON.new()\n" +"json.parse('[\"a\", \"b\", \"c\"]')\n" +"var result = json.get_data()\n" +"if typeof(result) == TYPE_ARRAY:\n" +"\tprint(result[0]) # Prints \"a\"\n" +"else:\n" +"\tprint(\"Unexpected result!\")\n" +"[/codeblock]\n" +"See also [method type_string]." +msgstr "" +"Renvoie le type interne de la [param variable] donnée, en utilisant la valeur " +"de [enum Variant.Type].\n" +"[codeblock]\n" +"var json = JSON.new()\n" +"json.parse('[\"a\", \"b\", \"c\"]')\n" +"var result = json.get_data()\n" +"if result is Array:\n" +"\tprint(result[0]) # Affiche a\n" +"else:\n" +"\tprint(\"Résultat inattendu !\")\n" +"[/codeblock]\n" +"Voir aussi [method type_string]." + msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" @@ -4843,9 +4804,15 @@ msgstr "Le singleton du [NavigationMeshGenerator]." msgid "The [NavigationServer2D] singleton." msgstr "Le singleton [NavigationServer2D]." +msgid "The [NavigationServer2DManager] singleton." +msgstr "Le singleton [NavigationServer2DManager]." + msgid "The [NavigationServer3D] singleton." msgstr "Le singleton [NavigationServer3D]." +msgid "The [NavigationServer3DManager] singleton." +msgstr "Le singleton [NavigationServer3DManager]." + msgid "The [OS] singleton." msgstr "Le singleton [OS]." @@ -6365,6 +6332,43 @@ msgstr "" msgid "The property has no hint for the editor." msgstr "La propriété n'a aucun indice pour l'éditeur." +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 "" +"Indique qu'une propriété d'un entier [int] ou une chaine de caractères " +"[String] est une valeur d'énumération à choisir dans une liste spécifiée par " +"une chaîne d'indice.\n" +"Cette chaîne d'indice est une liste séparée par des virgules de noms tels que " +"[code]\"Bonjour,Salut,Autre\"[/code]. Les espace [b]ne sont pas [/b] " +"supprimés du début ou de la fin d'un nom. Pour les propriétés d'entiers, le " +"premier nom de la liste a valeur 0, le suivant 1, et ainsi de suite. Des " +"valeurs explicites peuvent également être spécifiées en ajoutant " +"[code]:integer[/code] au nom, par ex. [code]\"Zéro,Un,Trois:3,Quatre,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 "" +"Conseils qu'une propriété [String] peut être une valeur d'énumération parmi " +"une liste spécifiée via une chaîne de caractères d'indice telle que [code]" +"\"Bonjour,Salut,Autre\"[/code].\n" +"Contrairement à [constant PROPERTY_HINT_ENUM], une propriété avec cet indice " +"accepte toujours des valeurs arbitraires et peut-être vide. La liste des " +"valeurs permet donc de suggérer des valeurs possibles." + msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " @@ -6386,6 +6390,35 @@ msgstr "" "d'êtres liés. Par exemple, cela permet [member Vector2.x] et [member " "Vector2.y] d'être édités ensemble." +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 "" +"Indique qu'une propriété [int] est un masque de bits avec des drapeaux bits " +"nommés.\n" +"La chaîne d'indice est une liste de noms séparée par des virgules telles que " +"[code]\"Bit0,Bit1,Bit2,Bit3\"[/code]. Les espaces blancs [b]ne sont pas [/b] " +"retirés de chaque extrémité d'un nom. Le premier nom de la liste a la valeur " +"1, le 2 suivants, puis 4, 8, 16 et ainsi de suite. Des valeurs explicites " +"peuvent également être spécifiées en ajoutant [code]:integer[/code] au nom, " +"par exemple [code]\"A:4,B:8,C:16\"[/code]. Vous pouvez également combiner " +"plusieurs drapeaux ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" +"[b]Note :[/b] Une valeur de drapeau doit être au moins [code]1[/code] et au " +"plus [code]2 ** 32 - 1[/code].\n" +"[b]Note :[/b] Contrairement à [constant PROPERTY_HINT_ENUM], la valeur " +"explicite précédente n'est pas prise en compte. Pour l'indice [code]" +"\"A:16,B,C\"[/code], A est 16, B est 2, C est 4." + msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." @@ -6489,6 +6522,23 @@ msgstr "" "code]) En l'éditant, un menu contextuel apparaîtra avec les types de " "ressources valides à instancier." +msgid "" +"Hints that a [String] property is text with line breaks. Editing it will show " +"a text input field where line breaks can be typed.\n" +"The hint string can be set to [code]\"monospace\"[/code] to force the input " +"field to use a monospaced font.\n" +"If the hint string [code]\"no_wrap\"[/code] is set, the input field will not " +"wrap lines at boundaries, instead resorting to making the area scrollable." +msgstr "" +"Indique qu’une propriété [String] est du texte avec des sauts de ligne. La " +"modifier affichera un champ de saisie de texte où les sauts de ligne peuvent " +"être tapés.\n" +"La chaîne d’indice peut être définie sur [code]\"monospace\" [/code] pour " +"forcer le champ de saisie à utiliser une police à espacement fixe.\n" +"Si la chaîne d’indice [code]\"no_wrap\"[/code] est définie, le champ de " +"saisie n’enroulera pas les lignes aux limites, au lieu de rendre la zone " +"d'enroulable." + msgid "Hints that a [String] property is an [Expression]." msgstr "Indique qu'une propriété [String] est une [Expression]." @@ -6998,6 +7048,44 @@ msgstr "" "Si la propriété a [code]nil[/code] comme valeur par défaut, son type sera " "[Variant]." +msgid "" +"The property is the element count of a property array, i.e. a list of groups " +"of related properties. Properties defined with this usage also need a " +"specific [code]class_name[/code] field in the form of [code]label,prefix[/" +"code]. The field may also include additional comma-separated options:\n" +"- [code]page_size=N[/code]: Overrides [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] for this array.\n" +"- [code]add_button_text=text[/code]: The text displayed by the \"Add " +"Element\" button.\n" +"- [code]static[/code]: The elements can't be re-arranged.\n" +"- [code]const[/code]: New elements can't be added.\n" +"- [code]numbered[/code]: An index will appear next to each element.\n" +"- [code]unfoldable[/code]: The array can't be folded.\n" +"- [code]swap_method=method_name[/code]: The method that will be called when " +"two elements switch places. The method should take 2 [int] parameters, which " +"will be indices of the elements being swapped.\n" +"Note that making a full-fledged property array requires boilerplate code " +"involving [method Object._get_property_list]." +msgstr "" +"La propriété est le nombre d’éléments d’un tableau de propriétés, c’est-à-" +"dire une liste de groupes de propriétés liées. Les propriétés définies avec " +"cet usage nécessitent également un champ spécifique [code]class_name[/code] " +"sous la forme de [code]label,prefix[/code]. Le champ peut également inclure " +"des options supplémentaires séparées par des virgules :\n" +"- [code]page_size=N[/code] : Remplace [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] pour ce tableau.\n" +"- [code]add_button_text=text[/code] : Le texte affiché par le bouton " +"\"Ajouter un élément\".\n" +"- [code]static[/code] : Les éléments ne peuvent pas être réarrangés.\n" +"- [code]const[/code] : Les nouveaux éléments ne peuvent pas être ajoutés.\n" +"- [code]numbered[/code] : Un index apparaîtra à côté de chaque élément.\n" +"- [code]unfoldable[/code] : Le tableau ne peut pas être plié.\n" +"- [code]swap_method=method_name[/code] : La méthode qui sera appelée lorsque " +"deux éléments changent de place. La méthode devrait prendre 2 [int] " +"paramètres, qui seront des indices des éléments échangés.\n" +"Notez que la création d’un tableau de propriétés à part entière nécessite du " +"code standard impliquant [method Object._get_property_list]." + msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " @@ -7948,6 +8036,24 @@ msgid "A base dialog used for user notification." msgstr "" "Une boîte de dialogue de base utilisée pour la notification des utilisateurs." +msgid "" +"The default use of [AcceptDialog] is to allow it to only be accepted or " +"closed, with the same result. However, the [signal confirmed] and [signal " +"canceled] signals allow to make the two actions different, and the [method " +"add_button] method allows to add custom buttons and actions.\n" +"[b]Note:[/b] [AcceptDialog] is invisible by default. To make it visible, call " +"one of the [code]popup_*[/code] methods from [Window] on the node, such as " +"[method Window.popup_centered_clamped]." +msgstr "" +"Par défaut, [AcceptDialog] permet uniquement d'accepter ou de fermer la boîte " +"de dialogue, avec le même résultat. Cependant, les signaux [signal confirmed] " +"et [signal canceled] permettent de différencier les deux actions, et la " +"méthode [method add_button] permet d'ajouter des boutons et des actions " +"personnalisés.\n" +"[b]Remarque :[/b] [AcceptDialog] est invisible par défaut. Pour le rendre " +"visible, appelez l'une des méthodes [code]popup_*[/code] de [Window] sur le " +"nœud, telle que [method Window.popup_centered_clamped]." + msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button.\n" @@ -8024,6 +8130,15 @@ msgid "Sets autowrapping for the text in the dialog." msgstr "" "Défini le retour à la ligne automatique du texte dans la fenêtre de dialogue." +msgid "" +"If [code]true[/code], the dialog will be hidden when the " +"[code]ui_close_dialog[/code] action is pressed (by default, this action is " +"bound to [kbd]Escape[/kbd], or [kbd]Cmd + W[/kbd] on macOS)." +msgstr "" +"Si [code]true[/code], la boîte de dialogue sera cachée lorsque l'action " +"[code]ui_close_dialog[/code] est pressée (par défaut, cette action est liée à " +"o [kbd]Echap[/kbd], ou [kbd]Cmd + W[/kbd] sur macOS)." + msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. You " "can set it to [code]false[/code] if you want to do e.g. input validation when " @@ -8317,6 +8432,12 @@ msgstr "Mode de chiffrement du livre de codes électroniques AES." msgid "AES electronic codebook decryption mode." msgstr "Mode de décryptage du codebook électronique AES." +msgid "AES cipher block chaining encryption mode." +msgstr "Mode de chiffrement par chaînage de blocs AES." + +msgid "AES cipher block chaining decryption mode." +msgstr "Mode de déchiffrement par chaînage de blocs AES." + msgid "Maximum value for the mode enum." msgstr "Valeur maximale pour le mode énumeration." @@ -8375,6 +8496,22 @@ msgstr "" "Définit l'axe de la première rotation. C'est activé seulement si [method " "is_using_euler] vaut [code]true[/code]." +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 "" +"Définit l'option relative dans le paramètre [param index] sur [param " +"enabled].\n" +"Si [param enabled] est défini sur [code]true[/code], la rotation est " +"appliquée par rapport à la pose.\n" +"Si [param enabled] est défini sur [code]false[/code], la rotation est " +"appliquée par rapport au repos. Cela signifie que la pose actuelle est " +"remplacée par le résultat de [AimModifier3D]." + msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation with using " "euler.\n" @@ -10230,7 +10367,7 @@ msgstr "" "Animation.UPDATE_DISCRETE] pour se mettre à jour infréquemment, " "habituellement en utilisant l'interpolation du plus proche.\n" "Cependant, lors du mélange avec [constant Animation.UPDATE_CONTINUOUS], " -"plusieurs résultats sont pris en considération. Le [membr " +"plusieurs résultats sont pris en considération. Le [member " "callback_mode_discrete] le spécifie explicitement. Voir aussi [enum " "AnimationCallbackModeDiscrete].\n" "Pour que les résultats mélangés soient bons, il est recommandé de définir " @@ -10936,13 +11073,6 @@ msgstr "" "vous définissez la boucle à [member loop_mode], l'animation bouclera en " "[member timeline_length] secondes." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"Si [member use_custom_timeline] vaut [code]true[/code], décale la position de " -"démarrage de l'animation." - msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -12494,6 +12624,27 @@ msgid "" msgstr "" "Renvoie [code]true[/code] si une animation joue actuellement avec une section." +msgid "" +"Returns [code]true[/code] if the an animation is currently active. An " +"animation is active if it was played by calling [method play] and was not " +"finished yet, or was stopped by calling [method stop].\n" +"This can be used to check whether an animation is currently paused or " +"stopped.\n" +"[codeblock]\n" +"var is_paused = not is_playing() and is_animation_active()\n" +"var is_stopped = not is_playing() and not is_animation_active()\n" +"[/codeblock]" +msgstr "" +"Renvoie [code]true[/code] si une animation est actuellement active. Une " +"animation est active si elle a été jouée en appelant [method play] et n'est " +"pas encore finie, ou a été arrêtée en appelant [method stop].\n" +"Cela peut être utilisé pour vérifier si une animation est actuellement " +"interrompue ou arrêtée.\n" +"[codeblock]\n" +"var est_en_pause = not is_playing() and is_animation_active()\n" +"var est_arretee = not is_playing() and not is_animation_active()\n" +"[/codeblock]" + msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -14917,6 +15068,25 @@ msgstr "" "[/codeblock]\n" "Voir aussi [method map], [method filter], [method any], et [method all]." +msgid "" +"Removes the element from the array at the given index ([param position]). If " +"the index is out of bounds, this method fails. If the index is negative, " +"[param position] is considered relative to the end of the array.\n" +"If you need to return the removed element, use [method pop_at]. To remove an " +"element by value, use [method erase] instead.\n" +"[b]Note:[/b] This method shifts every element's index after [param position] " +"back, which may have a noticeable performance cost, especially on larger " +"arrays." +msgstr "" +"Retire l'élément du tableau à l'index donné ([param position]). Si l'index " +"est hors des limites, cette méthode échoue. Si l'index est négatif, [param " +"position] est considéré comme relatif par rapport à la fin du tableau.\n" +"Si vous devez renvoyer l'élément enlevé, utilisez [method pop_at]. Pour " +"supprimer un élément par valeur, utilisez plutôt [method erase].\n" +"[b]Note :[/b] Cette méthode déplace l'index de chaque élément après [param " +"position] en arrière, ce qui peut avoir un coût en performance notable, en " +"particulier sur les grands tableaux." + msgid "" "Sets the array's number of elements to [param size]. If [param size] is " "smaller than the array's current size, the elements at the end are removed. " @@ -15952,90 +16122,6 @@ msgstr "" "Le résultat est dans le segment qui va de [code]y = 0[/code] à [code]y = 5[/" "code]. C'est la position la plus proche sur le segment du point donné." -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 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 "" -"Renvoie un tableau avec les identifiants des points qui forment le chemin " -"trouvé par AStar2D entre les points donnés. Le tableau est dans l'ordre du " -"point de départ vers celui de l'arrivée.\n" -"S'il n'y a pas de chemin valide vers la cible, et [param allow_partial_path] " -"vaut [code]true[/code], renvoie un chemin vers le point le plus proche de la " -"cible qui peut être atteint.\n" -"[b]Note :[/b] Lorsque [param allow_partial_path] vaut [code]true[/code] et " -"[param to_id] est désactivé, la recherche peut prendre un temps inhabituel à " -"se terminer.\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) # Le poids par défaut est 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) # Renvoie [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); // Le poids par défaut est 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); // Renvoie[1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Si vous changez le poids du deuxième point à 3, alors le résultat sera [code]" -"[1, 4, 3][/code] à la place, parce que même si la distance est plus grande, " -"c'est plus \"facile\" d'aller en passant par le point 4 que le point 2." - msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -16108,33 +16194,6 @@ msgstr "Renvoie le nombre de points actuellement dans le pool de points." msgid "Returns an array of all point IDs." msgstr "Renvoie un tableau de tous les identifiants des points." -msgid "" -"Returns an array with the points that are in the path found by AStar2D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"If 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 "" -"Renvoie un tableau avec les points qui sont dans le chemin trouvé par AStar2D " -"entre les points donnés. Le tableau est trié du point de départ au point " -"final du chemin.\n" -"S'il n'y a pas de chemin valide vers la cible, et [param allow_partial_path] " -"vaut [code]true[/code], renvoie un chemin vers le point le plus proche de la " -"cible qui peut être atteinte.\n" -"[b]Note :[/b] Cette méthode n'est pas thread-safe, elle ne peut être appelée " -"que depuis un seul [Thread] à un instant donné. Envisagez d'utiliser des " -"[Mutex] pour vous assurer de l'accès exclusif à un thread pour éviter des " -"accès concurrents.\n" -"De plus, lorsque [param allow_partial_path] vaut [code]true[/code] et [param " -"to_id] est désactivé, la recherche peut prendre un temps inhabituellement " -"long pour se terminer." - msgid "Returns the position of the point associated with the given [param id]." msgstr "Renvoie la position du point associé à l'identifiant [param id] donné." @@ -16517,88 +16576,6 @@ msgstr "" "Le résultat est dans le segment qui va de [code]y = 0[/code] à [code]y = 5[/" "code]. C'est la position la plus proche dans le segment du point donné." -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 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 "" -"Renvoie un tableau avec les identifiants des points qui forment le chemin " -"trouvé par AStar entre les points donnés. Le tableau est dans l'ordre du " -"point de départ de celui de l'arrivée.\n" -"S'il n'y a pas de chemin valide vers la cible, et [param allow_partial_path] " -"vaut [code]true[/code], renvoie un chemin vers le point le plus proche de la " -"cible qui peut être atteinte.\n" -"[b]Note :[/b] Lorsque [param allow_partial_path] vaut [code]true[/code] et " -"[param to_id] est désactivé, la recherche peut prendre un temps inhabituel à " -"se terminer.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # Le poids par défaut est 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) # Renvoie [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); // Le poids par défaut est 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); // Renvoie [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Si vous changez le poids du deuxième point à 3, alors le résultat sera [code]" -"[1, 4, 3][/code] à la place, parce que même si la distance est plus grande, " -"c'est plus \"facile\" d'aller en passant par le point 4 que le point 2." - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -16656,33 +16633,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"If 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 "" -"Renvoie un tableau avec les points qui sont dans le chemin trouvé par AStar3D " -"entre les points donnés. Le tableau est trié du point de départ au point " -"final du chemin.\n" -"S'il n'y a pas de chemin valide vers la cible, et [param allow_partial_path] " -"vaut [code]true[/code], renvoie un chemin vers le point le plus proche de la " -"cible qui peut être atteinte.\n" -"[b]Note :[/b] Cette méthode n'est pas thread-safe, elle ne peut être appelée " -"que depuis un seul [Thread] à un instant donné. Envisagez d'utiliser des " -"[Mutex] pour vous assurer de l'accès exclusif à un thread pour éviter des " -"accès concurrents.\n" -"De plus, lorsque [param allow_partial_path] vaut [code]true[/code] et [param " -"to_id] est désactivé, la recherche peut prendre un temps inhabituellement " -"long pour se terminer." - msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." @@ -16799,26 +16749,6 @@ msgstr "" "[b]Note :[/b] L'appel à [method update] n'est pas nécessaire après l'appel de " "cette fonction." -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 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 "" -"Renvoie un tableau avec les points qui sont dans le chemin trouvé par AStar2D " -"entre les points donnés. Le tableau est trié du point de départ au point " -"final du chemin.\n" -"S'il n'y a pas de chemin valide vers la cible, et [param allow_partial_path] " -"vaut [code]true[/code], renvoie un chemin vers le point le plus proche de la " -"cible qui peut être atteint.\n" -"[b]Note :[/b] Lorsque [param allow_partial_path] vaut [code]true[/code] et " -"[param to_id] est solide, la recherche peut prendre un temps inhabituellement " -"long pour se terminer." - msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " @@ -16828,33 +16758,6 @@ msgstr "" "code] : [Vector2i], [code]position[/code] : [Vector2], [code]solid[/code] : " "[bool], [code]weight_scale[/code] : [float]) dans une [param region]." -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 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 "" -"Renvoie un tableau avec les points qui sont dans le chemin trouvé par " -"[AStarGrid2D] entre les points donnés. Le tableau est trié du point de départ " -"au point final du chemin.\n" -"S'il n'y a pas de chemin valide vers la cible, et que [param " -"allow_partial_path] vaut [code]true[/code], renvoie un chemin vers le point " -"le plus proche de la cible qui peut être atteint.\n" -"[b]Note :[/b] Cette méthode n'est pas thread-safe, elle ne peut être utilisée " -"qu'à partir d'un seul [Thread] à un moment donné. Envisagez d'utiliser " -"[Mutex] pour garantir un accès exclusif à un thread pour éviter les race " -"conditions.\n" -"De plus, lorsque [param allow_partial_path] vaut [code]true[/code] et que " -"[param to_id] est solide, la recherche peut prendre un temps inhabituellement " -"long pour se terminer." - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -17202,6 +17105,19 @@ msgstr "" "l'éditeur) est défini, la texture dessiné est redimensionnée de sorte qu'elle " "corresponde à cette marge." +msgid "" +"The region used to draw the [member atlas]. If either dimension of the " +"region's size is [code]0[/code], the value from [member atlas] size will be " +"used for that axis instead.\n" +"[b]Note:[/b] The image size is always an integer, so the actual region size " +"is rounded down." +msgstr "" +"La région utilisée pour dessiner l'[member atlas]. Si l'une ou l'autre des " +"dimensions de la région vaut [code]0[/code], la valeur de la taille de " +"l'[member atlas] sera utilisée pour cet axe à la place.\n" +"[b]Note:[/b] La taille de l'image est toujours un entier, donc la taille " +"réelle de la région est arrondie." + msgid "Stores information about the audio buses." msgstr "Stocke de l'information sur les bus audio." @@ -18673,6 +18589,15 @@ msgstr "" "définit aussi automatiquement le pilote audio à [code]Dummy[/code]. Voir " "aussi [member ProjectSettings.audio/driver/driver]." +msgid "" +"Returns the absolute size of the microphone input buffer. This is set to a " +"multiple of the audio latency and can be used to estimate the minimum rate at " +"which the frames need to be fetched." +msgstr "" +"Renvoie la taille absolue du tampon d'entrée du microphone. Il s'agit d'un " +"multiple de la latence audio et peut être utilisé pour estimer le taux " +"minimum auquel les trames doivent être récupérées." + msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " @@ -18687,6 +18612,32 @@ msgstr "" "du paramètre pour les avertissements liées aux autorisations et aux " "paramètres de confidentialité du système d'exploitation." +msgid "" +"Returns a [PackedVector2Array] containing exactly [param frames] audio " +"samples from the internal microphone buffer if available, otherwise returns " +"an empty [PackedVector2Array].\n" +"The buffer is filled at the rate of [method get_input_mix_rate] frames per " +"second when [method set_input_device_active] has successfully been set to " +"[code]true[/code].\n" +"The samples are signed floating-point PCM values between [code]-1[/code] and " +"[code]1[/code]." +msgstr "" +"Renvoie un [PackedVector2Array] contenant exactement [param frames] " +"d'échantillons audio du buffer du microphone interne si disponible, sinon " +"renvoie un [PackedVector2Array] vide.\n" +"Le buffer est rempli au taux de [method get_input_mix_rate] images par " +"seconde lorsque [method set_input_device_active] a été définie avec succès à " +"[code]true[/code].\n" +"Les échantillons sont des valeurs PCM flottantes entre [code]-1[/code] et " +"[code]1[/code]." + +msgid "" +"Returns the number of frames available to read using [method " +"get_input_frames]." +msgstr "" +"Renvoie le nombre de trames disponibles à la lecture en utilisant [method " +"get_input_frames]." + msgid "Returns the sample rate at the input of the [AudioServer]." msgstr "Renvoie la fréquence d'échantillonnage de l'entrée de l'[AudioServer]." @@ -18827,6 +18778,18 @@ msgstr "" "[b]Note :[/b] Ceci est activé par défaut dans l'éditeur, car il est utilisé " "par les plugins d'éditeur pour les prévisualisations des flux audio." +msgid "" +"If [param active] is [code]true[/code], starts the microphone input stream " +"specified by [member input_device] or returns an error if it failed.\n" +"If [param active] is [code]false[/code], stops the input stream if it is " +"running." +msgstr "" +"Si [param active] vaut [code]true[/code], démarre le flux d'entrée du " +"microphone spécifié par [member input_device] ou renvoie une erreur s'il a " +"échoué.\n" +"Si [param active] vaut [code]false[/code], arrête le flux d'entrée s'il est " +"en cours d'exécution." + msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "Échange la position de deux effets dans le bus d'index [param bus_idx]." @@ -20806,6 +20769,45 @@ msgstr "" "Contrôle comment cet AudioStreamRandomizer choisit quel AudioStream joue " "ensuite." +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 "" +"Le plus grand multiplicateur de fréquence possible de la variation aléatoire " +"de la hauteur. La hauteur sera choisie aléatoirement dans une plage de [code " +"skip-lint]1.0 / random_pitch[/code] et [code skip-lint]random_pitch[/code]. " +"Une valeur de [code]1.0[/code] ne signifie aucune variation. Une valeur de " +"[code]2.0[/code] signifie que la hauteur sera aléatoire entre le double et la " +"moitié.\n" +"[b]Note :[/b] Définir cette propriété définit également [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 "" +"La plus grande distance possible, en demi-tons, de la variation aléatoire de " +"la hauteur. Une valeur de [code]0.0[/code] signifie aucune variation.\n" +"[b]Note :[/b] Définir cette propriété définit également [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 "" +"L'intensité de la variation aléatoire du volume. Le volume sera augmenté ou " +"diminué par une valeur aléatoire jusqu'à [code skip-" +"lint]random_volume_offset_db[/code]. Une valeur de [code]0.0[/code] signifie " +"aucune variation. Une valeur de [code]3.0[/code] signifie que le volume sera " +"aléatoire entre [code]-3.0 dB[/code] et [code]+3.0 dB[/code]." + msgid "The number of streams in the stream pool." msgstr "Le nombre de flux dans le pool de flux." @@ -21366,6 +21368,15 @@ msgstr "" msgid "Standard Material 3D and ORM Material 3D" msgstr "Matériau standard 3D et matériau ORM 3D" +msgid "Returns [code]true[/code] if the specified [param feature] is enabled." +msgstr "" +"Renvoie [code]true[/code] si la fonctionnalité [param feature] spécifiée est " +"active." + +msgid "Returns [code]true[/code] if the specified [param flag] is enabled." +msgstr "" +"Renvoie [code]true[/code] si le drapeau [param flag] spécifié est activé." + msgid "Sets the texture for the slot specified by [param param]." msgstr "Définit la texture à l'emplacement spécifié par [param param]." @@ -22232,7 +22243,7 @@ msgid "" "in the blue channel. The alpha channel is ignored." msgstr "" "La texture Occlusion/Rugosité/Metallique à utiliser. Il s'agit d'un " -"remplacement plus efficace de [member ao_texture], [member rugness_texture] " +"remplacement plus efficace de [member ao_texture], [member roughness_texture] " "et [member metallic_texture] dans [ORMMaterial3D]. L'occlusion ambiante est " "stockée dans le canal rouge. La rugosité est stockée dans le canal vert. Le " "métallique est stockée dans le canal bleu. Le canal alpha est ignoré." @@ -22423,6 +22434,24 @@ msgid "The stencil reference value (0-255). Typically a power of 2." msgstr "" "La valeur de référence du pochoir (0-255). Typiquement une puissance de 2." +msgid "" +"If [code]true[/code], subsurface scattering is enabled. Emulates light that " +"penetrates an object's surface, is scattered, and then emerges. Subsurface " +"scattering quality is controlled by [member ProjectSettings.rendering/" +"environment/subsurface_scattering/subsurface_scattering_quality].\n" +"[b]Note:[/b] Subsurface scattering is not supported on viewports that have a " +"transparent background (where [member Viewport.transparent_bg] is [code]true[/" +"code])." +msgstr "" +"Si [code]true[/code], la diffusion de la surface est activée. Émule la " +"lumière qui pénètre la surface d'un objet, est dispersée, puis émerge. La " +"qualité de diffusion de la surface est contrôlée par [member " +"ProjectSettings.rendering/environment/subsurface_scattering/" +"subsurface_scattering_quality].\n" +"[b]Note:[/b] La diffusion de la surface n'est pas pris en charge dans les " +"vues qui ont un fond transparent (où [member Viewport.transparent_bg] est " +"[code]true[/code])." + msgid "" "If [code]true[/code], subsurface scattering will use a special mode optimized " "for the color and density of human skin, such as boosting the intensity of " @@ -23120,6 +23149,19 @@ msgstr "" "Définit [code]ALBEDO[/code] par la couleur définie pour chaque sommet du " "maillage." +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 "" +"Les couleurs de sommet sont considérées comme stockées dans un encodage sRGB " +"et sont converties en encodage linéaire durant le rendu. Voir aussi [member " +"vertex_color_is_srgb].\n" +"[b]Note :[/b] Seulement effectif lors de l'utilisation des méthodes de rendu " +"Forward+ et Mobile." + 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[/" @@ -23171,6 +23213,13 @@ msgstr "" "Utiliser les coordonnées [code]UV2[/code] pour la projection de la [member " "emission_texture]." +msgid "" +"Forces the shader to convert albedo from nonlinear sRGB encoding to linear " +"encoding. See also [member albedo_texture_force_srgb]." +msgstr "" +"Force le shader à convertir l'albedo d'un encodage sRGB en un encodage " +"linéaire. Voir aussi [member albedo_texture_force_srgb]." + msgid "Disables receiving shadows from other objects." msgstr "Désactive la réception des ombres venant des autres objets." @@ -24796,7 +24845,7 @@ msgid "" "Returns the reference bone of the setting at [param index].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" -"Renvoie l'os de référence du paramètre à l'index[param index].\n" +"Renvoie l'os de référence du paramètre à l'index [param index].\n" "Cet os sera uniquement référencé et non modifié par ce modificateur." msgid "" @@ -24806,6 +24855,20 @@ msgstr "" "Renvoie le nom de l'os de référence du paramètre à l'index [param index].\n" "Cet os sera uniquement référencé et non modifié par ce modificateur." +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 "" +"Renvoie le chemin du nœud de référence du paramètre à l'index [param index].\n" +"Ce nœud sera uniquement référencé et non modifié par ce modificateur." + +msgid "" +"Returns the reference target type of the setting at [param index]. See also " +"[enum ReferenceType]." +msgstr "" +"Renvoie le type de cible de référence du réglage à [param index]. Voir aussi " +"[enum ReferenceType]." + msgid "Returns the number of settings in the modifier." msgstr "Renvoie le nombre de paramètres dans le modificateur." @@ -24845,6 +24908,13 @@ msgstr "" "pour nom [param bone_name].\n" "Cet os sera uniquement référencé et non modifié par ce modificateur." +msgid "" +"Sets the reference target type of the setting at [param index] to [param " +"type]. See also [enum ReferenceType]." +msgstr "" +"Définit le type de cible de référence du réglage à [param index] à [param " +"type]. Voir aussi [enum ReferenceType]." + msgid "Sets the number of settings in the modifier." msgstr "Définit le nombre de paramètres dans le modificateur." @@ -24925,9 +24995,47 @@ msgstr "" "modifiés. Ceci est utilisé pour mettre à jour les noms de clés dans la " "[BoneMap] et pour redessiner l'éditeur [BoneMap]." +msgid "" +"A node that propagates and disperses the child bone's twist to the parent " +"bones." +msgstr "" +"Un nœud qui propage et disperse la torsion de l'os enfant aux os parent." + +msgid "" +"This [BoneTwistDisperser3D] allows for smooth twist interpolation between " +"multiple bones by dispersing the end bone's twist to the parents. This only " +"changes the twist without changing the global position of each joint.\n" +"This is useful for smoothly twisting bones in combination with " +"[CopyTransformModifier3D] and IK.\n" +"[b]Note:[/b] If an extracted twist is greater than 180 degrees, flipping " +"occurs. This is similar to [ConvertTransformModifier3D]." +msgstr "" +"Ce [BoneTwistDisperser3D] permet d'interpoler une torsion lisse entre " +"plusieurs os en dispersant la torsion de l'os final à ses parents. Cela ne " +"change que la torsion sans changer la position globale de chaque " +"articulation.\n" +"Ceci est utile pour tordre des os de manière lisse en combinaison avec " +"[CopyTransformModifier3D] et de l'IK.\n" +"[b]Note :[/b] Si une torsion extraite est supérieure à 180 degrés, une " +"inversion se produit. Ceci est similaire à [ConvertTransformModifier3D]." + msgid "Clears all settings." msgstr "Efface tous les paramètres." +msgid "" +"Returns the damping curve when [method get_disperse_mode] is [constant " +"DISPERSE_MODE_CUSTOM]." +msgstr "" +"Renvoie la courbe d'amortissement lorsque [method get_disperse_mode] est " +"[constant DISPERSE_MODE_CUSTOM]." + +msgid "" +"Returns whether to use automatic amount assignment or to allow manual " +"assignment." +msgstr "" +"Renvoie s'il faut utiliser l'assignation automatique ou autoriser " +"l'assignation manuelle." + msgid "Returns the end bone index of the bone chain." msgstr "Renvoie l'index de l'os de fin de la chaîne d'os." @@ -24948,12 +25056,33 @@ msgid "Returns the joint count of the bone chain's joint list." msgstr "" "Renvoie la quantité de liaisons dans la liste des liaisons de la chaîne d'os." +msgid "" +"Returns the twist amount at [param joint] in the bone chain's joint list when " +"[method get_disperse_mode] is [constant DISPERSE_MODE_CUSTOM]." +msgstr "" +"Définit la quantité de gravité de la liaison [param joint] dans la liste des " +"liaisons de la chaîne d'os lorsque [method get_disperse_mode] vaut [constant " +"DISPERSE_MODE_CUSTOM]." + msgid "Returns the root bone index of the bone chain." msgstr "Renvoie l'index de l'os racine de la chaîne d'os." msgid "Returns the root bone name of the bone chain." msgstr "Renvoie le nom de l'os racine de la chaîne d'os." +msgid "" +"Returns the position at which to divide the segment between joints for weight " +"assignment when [method get_disperse_mode] is [constant " +"DISPERSE_MODE_WEIGHTED]." +msgstr "" +"Renvoie la position à laquelle diviser le segment entre les articulations " +"pour la répartition du poids lorsque [method get_disperse_mode] vaut " +"[constant DISPERSE_MODE_WEIGHTED]." + +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 end bone index of the bone chain." msgstr "Définit l'index de l'os de fin de la chaîne d'os." @@ -24964,6 +25093,27 @@ msgstr "" "Définit la direction de la queue de l'os de fin de la chaîne d'os lorsque " "[method is_end_bone_extended] vaut [code]true[/code]." +msgid "" +"If [param enabled] is [code]true[/code], the end bone is extended to have a " +"tail.\n" +"If [param enabled] is [code]false[/code], [method get_reference_bone] becomes " +"a parent of the end bone and it uses the vector to the end bone as a twist " +"axis." +msgstr "" +"Si [param enabled] vaut [code]true[/code], l'os final est prolongé pour avoir " +"une queue.\n" +"Si [param enabled] vaut [code]false[/code], [method get_reference_bone] " +"devient un parent de l'os final et il utilise le vecteur à l'os final comme " +"axe de torsion." + +msgid "" +"Sets the twist amount at [param joint] in the bone chain's joint list when " +"[method get_disperse_mode] is [constant DISPERSE_MODE_CUSTOM]." +msgstr "" +"Définit la quantité de gravité de la liaison [param joint] dans la liste des " +"liaisons de la chaîne d'os lorsque [method get_disperse_mode] is [constant " +"DISPERSE_MODE_CUSTOM]." + msgid "Sets the root bone index of the bone chain." msgstr "Définit l'index de l'os racine de la chaîne d'os." @@ -26281,9 +26431,6 @@ msgstr "" msgid "2D Isometric Demo" msgstr "Démo 2D isométrique" -msgid "Aligns the camera to the tracked node." -msgstr "Aligne la caméra sur le nœud suivi." - msgid "Forces the camera to update scroll immediately." msgstr "Force la caméra à mettre à jour le défilement immédiatement." @@ -27451,6 +27598,25 @@ msgstr "" "Les objets plus loin de la [Camera3D] que cette quantité seront floués par " "l'effet de profondeur de champ. Mesuré en mètres." +msgid "" +"Enables depth of field blur for objects further than [member " +"dof_blur_far_distance]. Strength of blur is controlled by [member " +"dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " +"rendering methods, not Compatibility.\n" +"[b]Note:[/b] Depth of field blur is not supported on viewports that have a " +"transparent background (where [member Viewport.transparent_bg] is [code]true[/" +"code])." +msgstr "" +"Active le flou de profondeur de champ pour les objets plus loin que la " +"distance [member dof_blur_far_distance]. La force du flou est contrôlée par " +"[member dof_blur_amount] et modulée par [member dof_blur_far_transition].\n" +"[b]Note :[/b] Le flou de profondeur de champ n'est supporté que dans les " +"moteur de rendu Forward+ et Mobile, pas Compatibilité.\n" +"[b]Note:[/b] La profondeur du flou de champ n'est pas supportée sur les " +"points de vue qui ont un fond transparent (où [member " +"Viewport.transparent_bg] est [code]true[/code])." + msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " @@ -27473,6 +27639,25 @@ msgstr "" "Les objets à cette distance de cette [Camera3D] seront floués par l'effet de " "profondeur de champ. Mesuré en mètres." +msgid "" +"Enables depth of field blur for objects closer than [member " +"dof_blur_near_distance]. Strength of blur is controlled by [member " +"dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " +"rendering methods, not Compatibility.\n" +"[b]Note:[/b] Depth of field blur is not supported on viewports that have a " +"transparent background (where [member Viewport.transparent_bg] is [code]true[/" +"code])." +msgstr "" +"Active le flou de profondeur de champ pour les objets plus proches que la " +"distance [member dof_blur_near_distance]. La force du flou est contrôlée par " +"[member dof_blur_amount] et modulée par [member dof_blur_near_transition].\n" +"[b]Note :[/b] Le flou de profondeur de champ n'est supporté que dans les " +"moteurs de rendu Forward+ et Mobile, pas Compatibilité.\n" +"[b]Note :[/b] Le flou de profondeur de champ n'est pas supporté sur les " +"viewports qui ont un arrière-plan transparent (où [member " +"Viewport.transparent_bg] vaut [code]true[/code])." + msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " @@ -27581,6 +27766,9 @@ msgstr "Définit l'image RGB pour ce flux." msgid "Sets YCbCr image for this feed." msgstr "Définit l'image YCbCr pour ce flux." +msgid "Sets Y and CbCr images for this feed." +msgstr "Définit les images Y et CbCr pour ce flux." + msgid "If [code]true[/code], the feed is active." msgstr "Si [code]true[/code], le flux est actif." @@ -27904,7 +28092,7 @@ msgid "" "Object._notification]." msgstr "" "Appelée lorsque le [CanvasItem] a été demandé de redessiner (après que " -"[method files_redraw] soit appelée, manuellement ou par le moteur).\n" +"[method queue_redraw] soit appelée, manuellement ou par le moteur).\n" "Correspond à la notification [constant NOTIFICATION_DRAW] dans [method " "Object._notification]." @@ -27942,25 +28130,6 @@ msgstr "" "sur-échantillonnage du viewport sont utilisés. [param pos] est défini dans " "l'espace local." -msgid "" -"Draws a colored polygon of any number of points, convex or concave. The " -"points in the [param points] array are defined in local space. Unlike [method " -"draw_polygon], a single color must be specified for the whole polygon.\n" -"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " -"vertices, consider pre-calculating the triangulation with [method " -"Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " -"draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." -msgstr "" -"Dessine un polygone coloré à n'importe quel nombre de points, convexe ou " -"concave. Les points dans le tableau [param points] sont définis en espace " -"local. Unlike [method draw_polygon], a single color must be specified for the " -"whole polygon.\n" -"[b]Remarque :[/b] Si un polygone avec un nombre considérable de sommets est " -"fréquemment redessiné, il serait conseillé de pré-calculer la triangulation " -"avec [method Geometry2D.triangulate_polygon] et utiliser la méthode [method " -"draw_mesh], [method draw_multimesh], ou [method " -"RenderingServer.canvas_item_add_triangle_array]." - msgid "" "Draws a dashed line from a 2D point to another, with a given color and width. " "The [param from] and [param to] positions are defined in local space. See " @@ -28022,37 +28191,6 @@ msgstr "" "visibles). Si ce cas d'utilisation particulier peut être négligé, " "l'utilisation de cette fonction après l'envoi des tranches n'est pas requis." -msgid "" -"Draws a textured rectangle region of the font texture with LCD subpixel anti-" -"aliasing at a given position, optionally modulated by a color. The [param " -"rect] is defined in local space.\n" -"Texture is drawn using the following blend operation, blend mode of the " -"[CanvasItemMaterial] is ignored:\n" -"[codeblock]\n" -"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " -"modulate.a);\n" -"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " -"modulate.a);\n" -"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " -"modulate.a);\n" -"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" -"[/codeblock]" -msgstr "" -"Dessine un rectangle texturé de la texture de la police avec anticrénelage " -"des sous-pixels LCD à une position donnée, éventuellement modulé par une " -"couleur. Le paramètre [param rect] est défini dans l'espace local.\n" -"La texture est dessinée à l'aide de l'opération de fusion suivante ; le mode " -"de fusion de [CanvasItemMaterial] est ignoré :\n" -"[codeblock]\n" -"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " -"modulate.a);\n" -"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " -"modulate.a);\n" -"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " -"modulate.a);\n" -"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" -"[/codeblock]" - msgid "" "Draws a line from a 2D point to another, with a given color and width. It can " "be optionally antialiased. The [param from] and [param to] positions are " @@ -28073,36 +28211,6 @@ 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." -msgstr "" -"Dessine un [Mesh] en 2D, en utilisant la texture spécifiée. Voir " -"[MeshInstance2D] pour la documentation en rapport. La transformation [param " -"transform] est définie dans l'espace local." - -msgid "" -"Draws a textured rectangle region of the multichannel signed distance field " -"texture at a given position, optionally modulated by a color. The [param " -"rect] is defined in local space. See [member " -"FontFile.multichannel_signed_distance_field] for more information and caveats " -"about MSDF font rendering.\n" -"If [param outline] is positive, each alpha channel value of pixel in region " -"is set to maximum value of true distance in the [param outline] radius.\n" -"Value of the [param pixel_range] should the same that was used during " -"distance field texture generation." -msgstr "" -"Dessine une région rectangulaire texturée de la texture du champ de distance " -"signé multicanal à une position donnée, avec modulation optionnelle par une " -"couleur. Le [param rect] est défini en espace local. Voir [member " -"FontFile.multichannel_signed_distance_field] pour plus d'informations et " -"d'avertissements sur le rendu de police en CDSM.\n" -"Si la valeur [param outline] est positive, chaque valeur de canal alpha d'un " -"pixel dans la région est affectée a la valeur maximale de la distance réelle " -"dans le rayon [param outline].\n" -"La valeur de [param pixel_range] doit être la même que celle qui a été " -"utilisée pour la génération de la texture de distance signées." - msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " @@ -28197,37 +28305,6 @@ 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." -msgstr "" -"Dessine un [MultiMesh] en 2D avec la texture spécifiée. Voir " -"[MultiMeshInstance2D] pour la documentation en rapport." - -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 " -"individually. The [param points] array is defined in local space. See also " -"[method draw_polyline] and [method draw_polyline_colors]. If you need more " -"flexibility (such as being able to use bones), use [method " -"RenderingServer.canvas_item_add_triangle_array] instead.\n" -"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " -"vertices, consider pre-calculating the triangulation with [method " -"Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " -"draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." -msgstr "" -"Dessine un polygone rempli avec un nombre quelconque de points, qu’il soit " -"convexe ou concave. Contrairement à [method draw_colored_polygon], la couleur " -"de chaque point peut être modifiée individuellement. Le tableau [param " -"points] est défini dans l’espace local. Voir également [method draw_polyline] " -"et [method draw_polyline_colors]. Si vous avez besoin de plus de flexibilité " -"(par exemple pour utiliser des os), utilisez plutôt [method " -"RenderingServer.canvas_item_add_triangle_array].\n" -"[b]Note :[/b] Si vous redessinez fréquemment le même polygone avec un grand " -"nombre de sommets, envisagez de pré-calculer la triangulation avec [method " -"Geometry2D.triangulate_polygon] et en utilisant [method draw_mesh], [method " -"draw_multimesh], ou [method RenderingServer.canvas_item_add_triangle_array]." - msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -28286,20 +28363,6 @@ msgstr "" "fine. Si ce comportement n'est pas souhaité, passez une [param width] " "positive comme [code]1.0[/code]." -msgid "" -"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " -"are specified, nothing will be drawn and an error message will be printed. " -"The [param points] array is defined in local space. See also [method " -"draw_line], [method draw_polyline], [method draw_polygon], and [method " -"draw_rect]." -msgstr "" -"Dessine une primitive personnalisée. 1 point pour dessiner un point, 2 points " -"pour une ligne, 3 points pour un triangle, et 4 points pour un quad. Si 0 " -"points ou plus de 4 points sont spécifiés, rien ne sera dessiné et un message " -"d'erreur sera affiché. Voir aussi [method draw_line], [method draw_polyline], " -"[method draw_polygon], et [method draw_rect]." - msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " "be filled with the [param color] specified. If [param filled] is [code]false[/" @@ -28373,72 +28436,6 @@ msgstr "" "Définit une transformation personnalisée pour le dessin via la matrice. Tout " "ce qui sera dessiné par la suite sera transformé par cela." -msgid "" -"Draws [param text] using the specified [param font] at the [param pos] in " -"local space (bottom-left corner using the baseline of the font). The text " -"will have its color multiplied by [param modulate]. If [param width] is " -"greater than or equal to 0, the text will be clipped if it exceeds the " -"specified width. If [param oversampling] is greater than zero, it is used as " -"font oversampling factor, otherwise viewport oversampling settings are used.\n" -"[b]Example:[/b] Draw \"Hello world\", using the project's default font:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# If using this method in a script that redraws constantly, move the\n" -"# `default_font` declaration to a member variable assigned in `_ready()`\n" -"# so the Control is only created once.\n" -"var default_font = ThemeDB.fallback_font\n" -"var default_font_size = ThemeDB.fallback_font_size\n" -"draw_string(default_font, Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" -"[/gdscript]\n" -"[csharp]\n" -"// If using this method in a script that redraws constantly, move the\n" -"// `default_font` declaration to a member variable assigned in `_Ready()`\n" -"// so the Control is only created once.\n" -"Font defaultFont = ThemeDB.FallbackFont;\n" -"int defaultFontSize = ThemeDB.FallbackFontSize;\n" -"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See also [method Font.draw_string]." -msgstr "" -"Dessine [param text] en utilisant la police [param font] spécifiée à la " -"position [param pos] dans l'espace local (le coin en bas à gauche correspond " -"à la ligne de base de la police). Le texte aura sa couleur multipliée par " -"[param modulate]. Si [param width] est supérieure ou égale à 0, le texte sera " -"coupé s'il dépasse la largeur spécifiée. Si [param oversampling] est " -"supérieur à zéro, il est utilisé comme facteur de sur-échantillonnage de la " -"police, sinon les paramètres de sur-échantillonnage du viewport sont " -"utilisés.\n" -"[b]Exemple :[/b] Dessiner \"Bonjour le monde\", en utilisant la police par " -"défaut du projet :\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Si vous utilisez cette méthode dans un script qui redessine souvent, " -"déplacez la\n" -"# déclaration de `default_font` vers une variable membre assignée dans " -"`_Ready()`\n" -"# pour que le Control ne soit créé qu'une fois.\n" -"var police_par_defaut = ThemeDB.fallback_font\n" -"var taille_police_par_defaut = ThemeDB.fallback_font_size\n" -"draw_string(police_par_defaut, Vector2(64, 64), \"Bonjour le monde\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, taille_police_par_defaut)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Si vous utilisez cette méthode dans un script qui redessine souvent, " -"déplacez la\n" -"// déclaration de `default_font` vers une variable membre assignée dans " -"`_Ready()`\n" -"// pour que le Control ne soit créé qu'une fois.\n" -"Font policeParDefaut = ThemeDB.FallbackFont;\n" -"int taillePoliceParDefaut = ThemeDB.FallbackFontSize;\n" -"DrawString(policeParDefaut, new Vector2(64, 64), \"Bonjour le monde\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, taillePoliceParDefaut);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Voir aussi [method Font.draw_string]." - msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] in local space (bottom-left corner using the baseline of the font). The " @@ -28456,40 +28453,6 @@ 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." -msgstr "" -"Dessine un rectangle stylisé. [param rect] est défini dans l'espace local." - -msgid "" -"Draws a texture at a given position. The [param position] is defined in local " -"space." -msgstr "" -"Dessine une texture à une position donnée. La [param position] est définie " -"dans l'espace local." - -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 " -"[code]true[/code], the texture will have its X and Y coordinates swapped. See " -"also [method draw_rect] and [method draw_texture_rect_region]." -msgstr "" -"Dessine un rectangle texturé à une position donnée, possiblement modulé par " -"une couleur. Le [param rect] est défini dans l'espace local. Si [param " -"transpose] vaut [code]true[/code], la texture aura ses coordonnées X et Y " -"échangées. Voir aussi [method draw_rect] et [method draw_texture_rect_region]." - -msgid "" -"Draws a textured rectangle from a texture's region (specified by [param " -"src_rect]) at a given position in local space, optionally modulated by a " -"color. If [param transpose] is [code]true[/code], the texture will have its X " -"and Y coordinates swapped. See also [method draw_texture_rect]." -msgstr "" -"Dessine un rectangle texturé depuis une région d'une texture (précisé par " -"[param src_rect]) à une position donnée dans l'espace local, possiblement " -"modulé par une couleur. Si [param transpose] vaut [code]true[/code], la " -"texture aura ses coordonnées X et Y échangées. Voir aussi [method " -"draw_texture_rect]." - msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" @@ -28856,15 +28819,6 @@ 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." -msgstr "" -"La couche de rendu dans laquelle ce [CanvasItem] est rendu par les nœuds " -"[Viewport]. Un [Viewport] rendra un [CanvasItem] s'il et tous ses parents " -"partagent une couche avec le masque de cull du canevas du [Viewport]." - msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " @@ -29029,6 +28983,13 @@ msgstr "" msgid "The [CanvasItem] has entered the canvas." msgstr "Le [CanvasItem] est entré dans le canevas." +msgid "" +"The [CanvasItem] has exited the canvas.\n" +"This notification is sent in reversed order." +msgstr "" +"Le [CanvasItem] a quitté le canevas.\n" +"Cette notification est envoyée en ordre inverse." + msgid "" "Notification received when this [CanvasItem] is registered to a new [World2D] " "(see [method get_world_2d])." @@ -29644,6 +29605,13 @@ msgstr "" "Si [code]true[/code], centre les enfants par rapport au coin supérieur gauche " "du [CenterContainer])." +msgid "" +"A [SkeletonModifier3D] to apply inverse kinematics to bone chains containing " +"an arbitrary number of bones." +msgstr "" +"Un [SkeletonModifier3D] pour appliquer de la cinématique inverse à des " +"chaînes d'os contenant un nombre arbitraire d'os." + msgid "" "Sets the end bone tail length of the bone chain when [method " "is_end_bone_extended] is [code]true[/code]." @@ -29651,6 +29619,20 @@ msgstr "" "Définit la longueur de la queue de l'os de fin de la chaîne d'os lorsque " "[method is_end_bone_extended] vaut [code]true[/code]." +msgid "" +"If [param enabled] is [code]true[/code], the end bone is extended to have a " +"tail.\n" +"The extended tail config is allocated to the last element in the joint list. " +"In other words, if you set [param enabled] to [code]false[/code], the config " +"of the last element in the joint list has no effect in the simulated result." +msgstr "" +"Si [param enabled] vaut [code]true[/code], l'os de fin est prolongé pour " +"avoir la queue.\n" +"La configuration de la queue prolongée est attribuée au dernier élément de la " +"liste des liaisons. En d'autres termes, si vous définissez [param enabled] à " +"[code]false[/code], la configuration du dernier élément de la liste de " +"liaisons n'a aucun effet sur le résultat simulé." + msgid "A 2D physics body specialized for characters moved by script." msgstr "" "Un corps physique 2D spécialisé pour les personnages déplacés par script." @@ -29736,6 +29718,18 @@ msgstr "" "sous-mouvements lorsqu'un glissement se produit, et cette méthode renvoie le " "dernier, ce qui est utile pour récupérer la direction actuelle du mouvement." +msgid "" +"Returns a [KinematicCollision2D] if a collision occurred. The returned value " +"contains information about the latest collision that occurred during the last " +"call to [method move_and_slide]. Returns [code]null[/code] if no collision " +"occurred. See also [method get_slide_collision]." +msgstr "" +"Retourne une [KinematicCollision2D] si une collision s'est produite. La " +"valeur retournée contient des informations sur la dernière collision qui " +"s'est produite lors du dernier appel à [method move_and_slide]. Retourne " +"[code]null[/code] si aucune collision ne s'est produite. Voir aussi [method " +"get_slide_collision]." + msgid "" "Returns the linear velocity of the platform at the last collision point. Only " "valid after calling [method move_and_slide]." @@ -29763,6 +29757,52 @@ msgstr "" "renvoie le mouvement diagonal, par opposition à [member velocity] qui renvoie " "la vitesse demandée." +msgid "" +"Returns a [KinematicCollision2D], which contains information about a " +"collision that occurred during the last call to [method move_and_slide]. " +"Since the body can collide several times in a single call to [method " +"move_and_slide], you must specify the index of the collision in the range 0 " +"to ([method get_slide_collision_count] - 1). See also [method " +"get_last_slide_collision].\n" +"[b]Example:[/b] Iterate through the collisions with a [code]for[/code] loop:\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count():\n" +"\tvar collision = get_slide_collision(i)\n" +"\tprint(\"Collided with: \", collision.get_collider().name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +"\tKinematicCollision2D collision = GetSlideCollision(i);\n" +"\tGD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Renvoie une [KinematicCollision2D] qui contient des informations sur une " +"collision qui s'est produite lors du dernier appel à [method move_and_slide]. " +"Comme le corps peut entrer en collisions plusieurs fois dans un seul appel à " +"[method move_and_slide], vous devez spécifier l'index de la collision dans " +"une plage de 0 à ([method get_slide_collision_count] - 1).\n" +"[b]Exemple :[/b] Itérer sur les collisions avec une boucle [code]for[/" +"code] :\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count() :\n" +"\tvar collision = get_slide_collision(i)\n" +"\tprint(\"Entré en collision avec : \", collision.get_collider().name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0 ; i < GetSlideCollisionCount() ; i++)\n" +"{\n" +"\tKinematicCollision2D collision = GetSlideCollision(i) ;\n" +"\tGD.Print(\"Entré en collision avec : \", (collision.GetCollider() as " +"Node).Name) ;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." @@ -30161,6 +30201,18 @@ msgstr "" "sous-mouvements lorsqu'un glissement se produit, et cette méthode renvoie le " "dernier, ce qui est utile pour récupérer la direction actuelle du mouvement." +msgid "" +"Returns a [KinematicCollision3D] if a collision occurred. The returned value " +"contains information about the latest collision that occurred during the last " +"call to [method move_and_slide]. Returns [code]null[/code] if no collision " +"occurred. See also [method get_slide_collision]." +msgstr "" +"Retourne une [KinematicCollision3D] si une collision s'est produite. La " +"valeur retournée contient des informations sur la dernière collision qui " +"s'est produite lors du dernier appel à [method move_and_slide]. Retourne " +"[code]null[/code] si aucune collision ne s'est produite. Voir aussi [method " +"get_slide_collision]." + msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." @@ -30243,6 +30295,19 @@ msgstr "" "collisions soient signalées comme des murs, envisagez d'utiliser [constant " "MOTION_MODE_FLOATING] pour [member motion_mode]." +msgid "" +"Current velocity vector (typically meters per second), used and modified " +"during calls to [method move_and_slide].\n" +"[b]Note:[/b] A common mistake is setting this property to the desired " +"velocity multiplied by [code]delta[/code], which produces a motion vector " +"(typically in meters)." +msgstr "" +"Vecteur de vitesse actuelle (typiquement mètres par seconde), utilisé et " +"modifié pendant les appels à [method move_and_slide].\n" +"[b]Note:[/b] Une erreur courante est de placer cette propriété à la vitesse " +"souhaitée multipliée par [code]delta[/code], qui produit un vecteur de " +"mouvement (généralement en mètres)." + msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. When [member " @@ -30300,7 +30365,7 @@ msgid "" msgstr "" "Le temps écoulé depuis que le [RichTextLabel] ait été ajouté à l'arborescence " "de scène (en secondes). Le temps s’arrête lorsque le [RichTextLabel] est en " -"pause (voir [member Node.pause_mode]). Réinitialisé lorsque le texte du " +"pause (voir [member Node.process_mode]). Réinitialisé lorsque le texte du " "[RichTextLabel] est modifié.\n" "[b]Note :[/b] Le temps continue de s'écouler même lorsque le [RichTextLabel] " "est caché." @@ -31027,6 +31092,9 @@ msgstr "" "la position de départ de la région. Sinon ou si aucun départ n'a été trouvé, " "les deux valeurs du [Vector2] vaudront [code]-1[/code]." +msgid "Gets all executing lines." +msgstr "Reprends toutes les lignes d'exécution." + msgid "Returns all lines that are currently folded." msgstr "Renvoie toutes les lignes qui sont actuellement repliées." @@ -31118,6 +31186,9 @@ msgstr "Retire le délimiteur de commentaire avec la clé [param start_key]." msgid "Removes the string delimiter with [param start_key]." msgstr "Retire le délimiteur de chaîne avec la clé [param start_key]." +msgid "Sets the current selected completion option." +msgstr "Définit l'option d'achèvement sélectionnée actuelle." + msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "" "Définit le symbole émis par [signal symbol_validate] comme un symbole de " @@ -31159,6 +31230,15 @@ msgstr "" "Définit les délimiteurs de chaîne. Tous les délimiteurs de chaîne existants " "seront supprimés." +msgid "" +"If [code]true[/code], line numbers drawn in the gutter are zero padded based " +"on the total line count. Requires [member gutters_draw_line_numbers] to be " +"set to [code]true[/code]." +msgstr "" +"Si [code]true[/code], les numéros de ligne tirés dans la gouttière sont " +"complété avec des zéro en fonction du nombre total de lignes. Exige que " +"[member gutters_draw_line_numbers] soit défini à [code]true[/code]." + msgid "Use spaces instead of tabs for indentation." msgstr "Utiliser des espaces au lieu des tabulations pour l'indentation." @@ -31302,6 +31382,9 @@ msgstr "[Color] de l'icône de point d'arrêt pour les lignes marquées." msgid "Sets the background [Color] for the code completion popup." msgstr "Définit la [Color] d'arrière-plan pour la popup de complétion du code." +msgid "[Color] of the executing icon for executing lines." +msgstr "[Color] de l'icône d'exécution pour exécuter des lignes." + msgid "Sets the [Color] of line numbers." msgstr "Définit la [Color] des numéros de ligne." @@ -31321,6 +31404,31 @@ msgstr "" "Définit une [Texture2D] personnalisée pour dessiner le bandeau de marquage " "pour les lignes marquées." +msgid "" +"Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " +"lines." +msgstr "" +"Définit la [Texture2D] personnalisée pour le point d'arrêt dans le bandeau." + +msgid "" +"Sets a custom [Texture2D] to draw in the line folding gutter when a code " +"region can be folded." +msgstr "" +"Définit une [Texture2D] personnalisée pour dessiner dans le bandeau de ligne " +"quand une région de code peut être pliée." + +msgid "" +"Sets a custom [Texture2D] to draw in the line folding gutter when a code " +"region is folded and can be unfolded." +msgstr "" +"Définit une [Texture2D] personnalisée pour dessiner dans le bandeau de ligne " +"quand une région de code est pliée et peut être dépliée." + +msgid "Sets a custom [Texture2D] to draw at the end of a folded line." +msgstr "" +"Définit une [Texture2D] personnalisée pour dessiner la fin d'une région de " +"code pliée." + msgid "[StyleBox] for the code completion popup." msgstr "[StyleBox] pour la popup de complétion de code." @@ -32056,6 +32164,23 @@ msgstr "" "Un nœud qui fournit une forme de polygone épaissie (un prisme) à un " "[CollisionObject3D] parent." +msgid "" +"A node that provides a thickened polygon shape (a prism) to a " +"[CollisionObject3D] parent and allows it to be edited. The polygon can be " +"concave or convex. This can give a detection shape to an [Area3D] or turn a " +"[PhysicsBody3D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its shape resource instead." +msgstr "" +"Un nœud qui fournit une forme de polygone épaissie (un prisme) à un " +"[CollisionObject3D] parent et permet de l'éditer. Le polygone peut être " +"concave ou convexe. Cela peut donner une forme de détection à une [Area3D] ou " +"transformer un [PhysicsBody3D] en un objet solide.\n" +"[b]Attention :[/b] Une [CollisionShape3D] avec une échelle non uniforme ne se " +"comportera probablement pas comme prévu. Assurez-vous de garder la même " +"échelle sur tous les axes et d'ajuster sa ressource de forme à la place." + msgid "" "The collision shape color that is displayed in the editor, or in the running " "project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of " @@ -32106,6 +32231,15 @@ msgstr "" msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "Un nœud qui fournit une [Shape2D] à un parent [CollisionObject2D]." +msgid "" +"A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " +"it to be edited. This can give a detection shape to an [Area2D] or turn a " +"[PhysicsBody2D] into a solid object." +msgstr "" +"Un nœud qui fournit une [Shape2D] à un parent [CollisionObject2D] et permet " +"de la modifier. Cela peut donner une forme de détection à une [Area2D] ou " +"transformer un [PhysicsBody2D] en un objet solide." + msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." @@ -32139,6 +32273,21 @@ msgstr "La forme réelle appartenant à cette forme de collision." msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "Un nœud qui fournit une [Shape3D] à un parent [CollisionObject3D]." +msgid "" +"A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " +"it to be edited. This can give a detection shape to an [Area3D] or turn a " +"[PhysicsBody3D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its [member shape] resource instead." +msgstr "" +"Un nœud qui fournit une [Shape3D] à un parent [CollisionObject3D] et permet " +"de la modifier. Cela peut donner une forme de détection à une [Area3D] ou " +"transformer un [PhysicsBody3D] en un objet solide.\n" +"[b]Attention :[/b] Un [CollisionShape3D] non-uniformémement dimensionné ne se " +"comportera probablement pas comme prévu. Assurez-vous de garder la même " +"échelle sur tous les axes et d'ajuster sa ressource [member shape] à la place." + msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." @@ -32157,6 +32306,69 @@ msgstr "" "Une couleur représentée au format RGBA (Red Green Blue Alpha, ou Rouge Vert " "Bleu Alpha en français)." +msgid "" +"A color represented in RGBA format by a red ([member r]), green ([member g]), " +"blue ([member b]), and alpha ([member a]) component. Each component is a 32-" +"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" +"code]. Some properties (such as [member CanvasItem.modulate]) may support " +"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " +"Range) colors.\n" +"Colors can be created in a number of ways: By the various [Color] " +"constructors, by static methods such as [method from_hsv], and by using a " +"name from the set of standardized colors based on [url=https://" +"en.wikipedia.org/wiki/X11_color_names]X11 color names[/url] with the addition " +"of [constant TRANSPARENT].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color constants cheatsheet[/url]\n" +"Although [Color] may be used to store values of any encoding, the red " +"([member r]), green ([member g]), and blue ([member b]) properties of [Color] " +"are expected by Godot to be encoded using the [url=https://en.wikipedia.org/" +"wiki/SRGB#Transfer_function_(%22gamma%22)]nonlinear sRGB transfer function[/" +"url] unless otherwise stated. This color encoding is used by many traditional " +"art and web tools, making it easy to match colors between Godot and these " +"tools. Godot uses [url=https://en.wikipedia.org/wiki/Rec._709]Rec. ITU-R " +"BT.709[/url] color primaries, which are used by the sRGB standard.\n" +"All physical simulation, such as lighting calculations, and colorimetry " +"transformations, such as [method get_luminance], must be performed on " +"linearly encoded values to produce correct results. When performing these " +"calculations, convert [Color] to and from linear encoding using [method " +"srgb_to_linear] and [method linear_to_srgb].\n" +"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" +"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " +"Otherwise, a Color will always evaluate to [code]true[/code]." +msgstr "" +"Une couleur représentée au format RGBA par un composant rouge ([member r]), " +"vert ([member g]), bleu ([member b]), et alpha ([member a]). Chaque composant " +"est une valeur flottante de 32 bits, variant habituellement de [code]0.0[/" +"code] à [code]1.0[/code]. Certaines propriétés (comme [member " +"CanvasItem.modulate]) peuvent supporter des valeurs supérieures à [code]1.0[/" +"code], pour les couleurs overbright ou HDR (High Dynamic Range).\n" +"Les couleurs peuvent être créées de plusieurs façons : Par les différents " +"constructeurs [Color], par des méthodes statiques telles que [method " +"from_hsv], et en utilisant un nom de l ' ensemble de couleurs normalisées " +"basées sur [url=https ://en.wikipedia.org/wiki/X11_color_names]X11 noms de " +"couleur[/url] avec l'ajout de [constant TRANSPARENT].\n" +"[url=https ://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color constants cheatsheet[/url]\n" +"Bien que [Color] puisse être utilisé pour stocker les valeurs de tout codage, " +"les propriétés rouges ([member r]), vertes ([member g]), et bleues ([member " +"b]) de [Color] sont attendues par Godot pour être encodé en utilisant la " +"fonction [url=https ://en.wikipedia.org/wiki/" +"SRGB#Transfer_fonction_(%22gamma%22)22)]). Cet encodage de couleurs est " +"utilisé par de nombreux outils d'art et de web traditionnels, ce qui permet " +"de comparer facilement les couleurs entre Godot et ces outils. Godot utilise " +"[url=https ://en.wikipedia.org/wiki/Rec._709]Rec. ITU-R BT.709[/url] des " +"primaires de couleurs, qui sont utilisées par la norme sRGB.\n" +"Toutes les simulations physiques, telles que les calculs d'éclairage et les " +"transformations de colorimétrie, telles que [method get_luminance], doivent " +"être effectuées sur des valeurs codées linéairement pour produire des " +"résultats corrects. Lors de l'exécution de ces calculs, convertir [Color] à " +"et à partir d'encodage linéaire en utilisant [method srgb_to_linear] et " +"[method linear_to_srgb].\n" +"[b]Note :[/b] Dans un contexte booléen, une couleur évaluera [code]false[/" +"code] si elle est égale à [code]Color(0, 0, 0, 1)[/code] (opaque noir). " +"Sinon, une couleur évaluera toujours [code]true[/code]." + msgid "2D GD Paint Demo" msgstr "Démo 2D « GD Paint »" @@ -32220,6 +32432,58 @@ msgstr "" "standardisé de couleur, avec un [param alpha] entre 0.0 et 1.0. Les noms de " "couleur supportés sont les mêmes que les constantes." +msgid "" +"Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " +"a] is set to 1.0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7) # Similar to `Color.from_rgba8(51, 255, 178, " +"255)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, " +"178, 255)`\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Construit une [Color] depuis des valeurs Rouge Vertes Bleues, typiquement " +"entre 0.0 et 1.0. [member a] est défini à 1.0\n" +"[codeblocks]\n" +"[gdscript]\n" +"var couleur = Color(0.2, 1.0, 0.7) # Similaire à `Color8(51, 255, 178, 255)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var couleur = Color(0.2f, 1.0f, 0.7f) ; # Similaire à `Color.Color8(51, 255, " +"178, 255)`\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color.from_rgba8(51, 255, " +"178, 204)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to " +"`Color.Color8(51, 255, 178, 255, 204)`\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Construit une [Color] depuis des valeurs Rouge Vert Bleu Alpha, typiquement " +"entre 0.0 et 1.0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var couleur = Color(0.2, 1.0, 0.7, 0.8) # Similaire à `Color.from_rgba8(51, " +"255, 178, 204)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var couleur = Color(0.2f, 1.0f, 0.7f, 0.8f); // Similaire à `Color.Color8(51, " +"255, 178, 204)`\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " @@ -32404,6 +32668,25 @@ msgstr "" "constante, utilisez plutôt le constructeur équivalent (c.-à-d. " "[code]Color(\"chaîne de la couleur\")[/code])." +msgid "" +"Returns the light intensity of the color, as a value between 0.0 and 1.0 " +"(inclusive). This is useful when determining light or dark color. Colors with " +"a luminance smaller than 0.5 can be generally considered dark.\n" +"[b]Note:[/b] [method get_luminance] relies on the color using linear encoding " +"to return an accurate relative luminance value. If the color uses the default " +"nonlinear sRGB encoding, use [method srgb_to_linear] to convert it to linear " +"encoding first." +msgstr "" +"Renvoie l'intensité lumineuse de la couleur, en tant que valeur entre 0.0 et " +"1.0 (inclusive). Ceci est utile pour déterminer si la couleur est claire ou " +"foncée. Les couleurs avec une luminance inférieure à 0,5 peuvent généralement " +"être considérées comme foncées.\n" +"[b]Note :[/b] [method get_luminance] s'appuie sur le fait que la couleur " +"utilise un encodage linéaire pour renvoyer une valeur de luminosité relative " +"exacte. Si la couleur utilise l'encodage sRGB non-linéaire par défaut, " +"utilisez [method srgb_to_linear] pour la convertir en encodage linéaire " +"d'abord." + msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel). This method is the inverse of [method " @@ -34659,6 +34942,41 @@ msgstr "" msgid "A dialog used for confirmation of actions." msgstr "Une boîte de dialogue pour la confirmation des actions." +msgid "" +"A dialog used for confirmation of actions. This window is similar to " +"[AcceptDialog], but pressing its Cancel button can have a different outcome " +"from pressing the OK button. The order of the two buttons varies depending on " +"the host OS.\n" +"To get cancel action, you can use:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_cancel_button().pressed.connect(_on_canceled)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetCancelButton().Pressed += OnCanceled;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] [AcceptDialog] is invisible by default. To make it visible, call " +"one of the [code]popup_*[/code] methods from [Window] on the node, such as " +"[method Window.popup_centered_clamped]." +msgstr "" +"Un dialogue utilisé pour la confirmation des actions. Cette fenêtre est " +"similaire à [AcceptDialog], mais appuyer sur son bouton Annuler peut avoir un " +"résultat différent de la pression sur le bouton OK. L'ordre des deux boutons " +"varie selon le système d'exploitation hôte.\n" +"Pour annuler l'action, vous pouvez utiliser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_cancel_button().pressed.connect(_on_canceled)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetCancelButton().Pressed += OnCanceled;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note :[/b] [AcceptDialog] est invisible par défaut. Pour le rendre " +"visible, appelez l'une des méthodes [code]popup_*[/code] de [Window] sur le " +"nœud, comme [method Window.popup_centered_clamped]." + msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " @@ -34808,10 +35126,10 @@ msgid "" "[/codeblocks]" msgstr "" "Godot appelle cette méthode pour vérifier si les [param data] de la méthode " -"[method get_drag_data] d'un contrôle peuvent être déposées à la position " +"[method _get_drag_data] d'un contrôle peuvent être déposées à la position " "[param at_position]. [param at_position] est locale à ce contrôle.\n" "Cette méthode ne devrait être utilisée uniquement que pour tester les " -"données. Traitez les données dans [method drop_data].\n" +"données. Traitez les données dans [method _drop_data].\n" "[b]Note :[/b] Si le glissement a été lancé par un raccourci clavier ou " "[method accessibility_drag], [param at_position] est définie à [constant " "Vector2.INF], et la position de l'objet/texte actuellement sélectionné doit " @@ -34867,7 +35185,7 @@ msgid "" msgstr "" "Godot appelle cette méthode pour vous transmettre les [param data] du " "résultat de [method _get_drag_data] d'un contrôle. Godot appelle d'abord " -"[method can_drop_data] pour vérifier si [param data] est autorisé à être " +"[method _can_drop_data] pour vérifier si [param data] est autorisé à être " "déposé à la position [param at_position] où [param at_position] est locale à " "ce contrôle.\n" "[b]Note :[/b] Si le glissement a été lancé par un raccourci clavier ou " @@ -34947,7 +35265,7 @@ msgstr "" "at_position] est locale à ce contrôle. Le glissement peut être forcé avec " "[method force_drag].\n" "Un aperçu suivant la souris représentant les données peut être défini avec " -"[methode set_drag_preview]. L'appel à cette méthode est un bon moment définir " +"[method set_drag_preview]. L'appel à cette méthode est un bon moment définir " "cet aperçu.\n" "[b]Note :[/b] Si le glissement a été lancé par un raccourci clavier ou " "[method accessibility_drag], [param at_position] est définie à [constant " @@ -35442,9 +35760,9 @@ msgid "" "a neighbor is not assigned, use [method find_valid_focus_neighbor]." msgstr "" "Renvoie le voisin de focus pour le côte [enum Side] spécifié. Une méthode " -"getter pour [member focus_neighbour_bottom], [member focus_neighbour_left], " -"[member focus_neighbour_right] et [member focus_neighbour_top].\n" -"[b]Note :[/b] Pour trouver le prochain [Contrôle] sur le [enum Side] " +"getter pour [member focus_neighbor_bottom], [member focus_neighbor_left], " +"[member focus_neighbor_right] et [member focus_neighbor_top].\n" +"[b]Note :[/b] Pour trouver le prochain [Control] sur le [enum Side] " "spécifique, même si un voisin n'est pas assigné, utilisez [method " "find_valid_focus_neighbor]." @@ -35519,6 +35837,40 @@ msgstr "" "[code]true[/code] peut conduire à des erreurs d'arrondi entre le contrôle " "affiché et le [Rect2] renvoyé." +msgid "" +"Returns the position of this [Control] in global screen coordinates (i.e. " +"taking window position into account). Mostly useful for editor plugins.\n" +"Equivalent to [code]get_screen_transform().origin[/code] (see [method " +"CanvasItem.get_screen_transform]).\n" +"[b]Example:[/b] Show a popup at the mouse position:\n" +"[codeblock]\n" +"popup_menu.position = get_screen_position() + " +"get_screen_transform().basis_xform(get_local_mouse_position())\n" +"\n" +"# The above code is equivalent to:\n" +"popup_menu.position = get_screen_transform() * get_local_mouse_position()\n" +"\n" +"popup_menu.reset_size()\n" +"popup_menu.popup()\n" +"[/codeblock]" +msgstr "" +"Renvoie la position de ce [Control] dans les coordonnées globales de l'écran " +"(c.-à-d. en tenant compte de la position de la fenêtre). Généralement utile " +"pour les plugins éditeur.\n" +"Équivalent à [code]get_screen_transform().origin[/code] (voir [method " +"CanvasItem.get_screen_transform]).\n" +"[b]Exemple :[/b] Afficher une popup à la position de la souris :\n" +"[codeblock]\n" +"menu_popup.position = get_screen_position() + " +"get_screen_transform().basis_xform(get_local_mouse_position())\n" +"\n" +"# Le code au dessus est équivalent à :\n" +"menu_popup.position = get_screen_transform() * get_local_mouse_position()\n" +"\n" +"menu_popup.reset_size()\n" +"menu_popup.popup()\n" +"[/codeblock]" + msgid "" "Returns a [Color] from the first matching [Theme] in the tree if that [Theme] " "has a color item with the specified [param name] and [param theme_type]. If " @@ -36790,7 +37142,7 @@ msgstr "" "timers/tooltip_delay_sec].\n" "Cette chaîne est la valeur de renvoi par défaut de [method get_tooltip]. " "Redéfinissez [method _get_tooltip] pour générer le texte de l'info-bulle " -"dynamiquement. Redéfinissez [method _make_custom_toolip] pour personnaliser " +"dynamiquement. Redéfinissez [method _make_custom_tooltip] pour personnaliser " "l'interface et le comportement de l'info-bulle.\n" "La popup de l'info-bulle utilisera soit l'implémentation par défaut, soit une " "que vous pouvez personnaliser en redéfinissant [method _make_custom_tooltip]. " @@ -36863,7 +37215,7 @@ msgid "" msgstr "" "Émis lorsque le curseur de la souris quitte la zone visible du contrôle (et " "de tout contrôle enfant), qui n'est pas occlus derrière d'autres Controls ou " -"Windows, à condition que son [member souris_filter] permette à l'événement de " +"Windows, à condition que son [member mouse_filter] permette à l'événement de " "l'atteindre et peu importe de s'il a le focus ou non.\n" "[b]Note :[/b] [member CanvasItem.z_index] n'a pas d'incidence sur quel " "Control reçoit le signal.\n" @@ -37493,7 +37845,7 @@ msgid "" "controls." msgstr "" "Le contrôle recevra les événements d'entrée de mouvement de la souris et les " -"événements d'entrée de bouton de la souris via [method gui_input] si vous " +"événements d'entrée de bouton de la souris via [method _gui_input] si vous " "cliquez dessus. Le contrôle recevra également les signaux [signal " "mouse_entered] et [signal mouse_exited]. Ces événements sont automatiquement " "marqués comme traités, et ils ne se propagent pas vers d'autres contrôles. " @@ -37651,6 +38003,56 @@ msgstr "Direction d'écriture de texte de gauche à droite." msgid "Right-to-left text writing direction." msgstr "Direction d'écriture de texte de droite à gauche." +msgid "" +"Apply the copied transform of the bone set by [method " +"BoneConstraint3D.set_reference_bone] to the bone set by [method " +"BoneConstraint3D.set_apply_bone] about the specific axis with remapping it " +"with some options.\n" +"There are 4 ways to apply the transform, depending on the combination of " +"[method set_relative] and [method set_additive].\n" +"[b]Relative + Additive:[/b]\n" +"- Extract reference pose relative to the rest and add it to the apply bone's " +"pose.\n" +"[b]Relative + Not Additive:[/b]\n" +"- Extract reference pose relative to the rest and add it to the apply bone's " +"rest.\n" +"[b]Not Relative + Additive:[/b]\n" +"- Extract reference pose absolutely and add it to the apply bone's pose.\n" +"[b]Not Relative + Not Additive:[/b]\n" +"- Extract reference pose absolutely and the apply bone's pose is replaced " +"with it.\n" +"[b]Note:[/b] Relative option is available only in the case [method " +"BoneConstraint3D.get_reference_type] is [constant " +"BoneConstraint3D.REFERENCE_TYPE_BONE]. See also [enum " +"BoneConstraint3D.ReferenceType].\n" +"[b]Note:[/b] If there is a rotation greater than [code]180[/code] degrees " +"with constrained axes, flipping may occur." +msgstr "" +"Applique la transformation copiée de l'os défini par [method " +"BoneConstraint3D.set_reference_bone] à l'os défini par [method " +"BoneConstraint3D.set_apply_bone] sur l'axe spécifique avec le ré-associe " +"selon quelques options.\n" +"Il y a 4 façons d'appliquer la transformation, selon la combinaison de " +"[method set_relative] et [method set_additive].\n" +"[b]Relatif + Additif :[/b]\n" +"- Extrait la pose de référence relative au reste et l'ajoute à la pose de " +"l'os appliqué.\n" +"[b]Relatif + Non Additif :[/b]\n" +"- Extrait la pose de référence relative au reste et l'ajoute au repos de l'os " +"appliqué.\n" +"[b]Non relatif + Additif :[/b]\n" +"- Extrait la pose de référence de manière absolue et l'ajoute à la pose de " +"l'os appliqué.\n" +"[b]Non relatif + Non Additif :[/b]\n" +"- Extrait la pose de référence de manière absolue et remplace la pose de l'os " +"appliqué par celle-ci.\n" +"[b]Note :[/b] L'option Relatif n'est disponible que dans le cas où [method " +"BoneConstraint3D.get_reference_type] vaut [constant " +"BoneConstraint3D.REFERENCE_TYPE_BONE]. Voir aussi [enum " +"BoneConstraint3D.ReferenceType].\n" +"[b]Note :[/b] S'il y a une rotation supérieure à [code]180[/code] degrés avec " +"des axes contraints, une inversion peut se produire." + msgid "" "Returns [code]true[/code] if the additive option is enabled in the setting at " "[param index]." @@ -37784,6 +38186,55 @@ msgstr "" "Un [SkeletonModifier3D] qui applique une transformation à l'os, copiée de la " "référence." +msgid "" +"Apply the copied transform of the bone set by [method " +"BoneConstraint3D.set_reference_bone] to the bone set by [method " +"BoneConstraint3D.set_apply_bone] with processing it with some masks and " +"options.\n" +"There are 4 ways to apply the transform, depending on the combination of " +"[method set_relative] and [method set_additive].\n" +"[b]Relative + Additive:[/b]\n" +"- Extract reference pose relative to the rest and add it to the apply bone's " +"pose.\n" +"[b]Relative + Not Additive:[/b]\n" +"- Extract reference pose relative to the rest and add it to the apply bone's " +"rest.\n" +"[b]Not Relative + Additive:[/b]\n" +"- Extract reference pose absolutely and add it to the apply bone's pose.\n" +"[b]Not Relative + Not Additive:[/b]\n" +"- Extract reference pose absolutely and the apply bone's pose is replaced " +"with it.\n" +"[b]Note:[/b] Relative option is available only in the case [method " +"BoneConstraint3D.get_reference_type] is [constant " +"BoneConstraint3D.REFERENCE_TYPE_BONE]. See also [enum " +"BoneConstraint3D.ReferenceType]." +msgstr "" +"Applique la transformation copiée de l'os défini par [method " +"BoneConstraint3D.set_reference_bone] à l'os défini par [method " +"BoneConstraint3D.set_apply_bone] sur l'axe spécifique avec le ré-associe " +"selon quelques options.\n" +"Il y a 4 façons d'appliquer la transformation, selon la combinaison de " +"[method set_relative] et [method set_additive].\n" +"[b]Relatif + Additif :[/b]\n" +"- Extrait la pose de référence relative au reste et l'ajoute à la pose de " +"l'os appliqué.\n" +"[b]Relatif + Non Additif :[/b]\n" +"- Extrait la pose de référence relative au reste et l'ajoute au repos de l'os " +"appliqué.\n" +"[b]Non relatif + Additif :[/b]\n" +"- Extrait la pose de référence de manière absolue et l'ajoute à la pose de " +"l'os appliqué.\n" +"[b]Non relatif + Non Additif :[/b]\n" +"- Extrait la pose de référence de manière absolue et remplace la pose de l'os " +"appliqué par celle-ci.\n" +"[b]Note :[/b] L'option relative n'est disponible que dans le cas [method " +"BoneConstraint3D.get_reference_type] est [constant " +"BoneConstraint3D.REFERENCE_TYPE_BONE]. Voir aussi [enum " +"BoneConstraint3D.ReferenceType]." + +msgid "Returns the axis flags of the setting at [param index]." +msgstr "Renvoie les drapeaux d'axe du paramètre à l'index [param index]." + msgid "Returns the copy flags of the setting at [param index]." msgstr "Renvoie les drapeaux de copie du paramètre à l'index [param index]." @@ -40965,7 +41416,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Renvoie la [Texture2D] associée au [enum decalTexture] spécifiée. Il s'agit " +"Renvoie la [Texture2D] associée au [enum DecalTexture] spécifié. Il s'agit " "d'une méthode de commodité, dans la plupart des cas, vous devriez accéder " "directement à la texture.\n" "Par exemple, au lieu de [code]albedo_tex = " @@ -41009,7 +41460,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Définit la [Texture2D] associée au [enum decalTexture] spécifié. Il s'agit " +"Définit la [Texture2D] associée au [enum DecalTexture] spécifié. Il s'agit " "d'une méthode de commodité, dans la plupart des cas, vous devriez accéder " "directement à la texture.\n" "Par exemple, au lieu de [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " @@ -41862,6 +42313,21 @@ msgstr "" "[b]Note:[/b] Cette méthode renvoie [code]true[/code] tant que la [param key] " "existe, même si sa valeur correspondante est [code]null[/code]." +msgid "" +"Returns [code]true[/code] if the dictionary contains all keys in the given " +"[param keys] array.\n" +"[codeblock]\n" +"var data = { \"width\": 10, \"height\": 20 }\n" +"data.has_all([\"height\", \"width\"]) # Returns true\n" +"[/codeblock]" +msgstr "" +"Renvoie [code]true[/code] si le dictionnaire contient toutes les clés du " +"tableau [param keys] donné.\n" +"[codeblock]\n" +"var donnees = {\"largeur\" : 10, \"hauteur\" : 20}\n" +"donnees.has_all([\"hauteur\", \"largeur\"]) # Renvoie true\n" +"[/codeblock]" + msgid "" "Returns a hashed 32-bit integer value representing the dictionary contents.\n" "[codeblocks]\n" @@ -42115,6 +42581,20 @@ msgstr "" "clés et valeurs, les clés des [Dictionary] et [Array] intérieurs sont " "comparées récursivement." +msgid "" +"Sets the value of the element at the given [param key] to the given [param " +"value]. Returns [code]true[/code] if the value is set successfully. Fails and " +"returns [code]false[/code] if the dictionary is read-only, or if [param key] " +"and [param value] don't match the dictionary's types. This is the same as " +"using the [code][][/code] operator ([code]dict[key] = value[/code])." +msgstr "" +"Définit la valeur de l'élément à la clé [param key] donnée à la valeur [param " +"value] donnée. Renvoie [code]true[/code] si la valeur a été définie avec " +"succès. Échoue et renvoie [code]false[/code] si le dictionnaire est en " +"lecture-seule, ou si [param key] et [param value] ne correspondent pas aux " +"types du dictionnaire. Ceci est identique à l'utilisation de l'opérateur " +"[code][][/code] ([code]dict[key] = value[/code])." + msgid "" "Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }" "[/code]) always return [code]0[/code]. See also [method is_empty]." @@ -42718,7 +43198,7 @@ msgstr "" "Crée un dossier. L'argument peut être relatif au dossier actuel, ou un chemin " "absolu. Le dossier cible doit être placé dans un dossier déjà existant (pour " "créer le chemin complet de manière récursive, voir [method " -"make_dir_recursive)].\n" +"make_dir_recursive]).\n" "Renvoie une des constantes de code [enum Error] ([constant OK] en cas de " "succès)." @@ -43060,6 +43540,23 @@ msgstr "" "peut être utile, par exemple, lorsque vous voulez contrôler les effets du " "ciel sans éclairer la scène (pendant un cycle de nuit, par exemple)." +msgid "" +"Sets the metadata of the accessibility element [param id] to [param meta]." +msgstr "" +"Définit les méta-données pour l'élément d'accessibilité [param id] à [param " +"meta]." + +msgid "" +"Sets the window focused state for assistive apps.\n" +"[b]Note:[/b] This method is implemented on Linux, macOS, and Windows.\n" +"[b]Note:[/b] Advanced users only! [Window] objects call this method " +"automatically." +msgstr "" +"Définit l'état avec focus de la fenêtre pour les applications d'assistance.\n" +"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows.\n" +"[b]Note :[/b] Utilisateurs avancés seulement ! Les objets [Window] appellent " +"cette méthode automatiquement." + msgid "" "Returns [code]1[/code] if a high-contrast user interface theme should be " "used, [code]0[/code] otherwise. Returns [code]-1[/code] if status is " @@ -43157,6 +43654,9 @@ msgstr "Définit le niveau hiérarchique de l'élément dans la liste." msgid "Sets the orientation of the list elements." msgstr "Définit l'orientation des éléments de la liste." +msgid "Sets the element to be a member of the group." +msgstr "Définit l'élément pour être membre du groupe." + msgid "Sets element accessibility name." msgstr "Définit le nom d'accessibilité de l'élément." @@ -43250,6 +43750,26 @@ msgstr "" "d'exploitation pour le PID spécifié.\n" "[b]Note :[/b] Cette méthode n'est implémentée que sur Windows." +msgid "" +"Returns the index of the screen containing the window with the keyboard " +"focus, or the primary screen if there's no focused window.\n" +"[b]Note:[/b] This method is implemented on Linux/X11, macOS, and Windows. On " +"other platforms, this method always returns the primary screen." +msgstr "" +"Renvoie l'index de l'écran contenant la fenêtre avec le focus du clavier, ou " +"l'écran primaire s'il n'y a pas de fenêtre ciblée.\n" +"[b]Note :[/b] Cette méthode est implémentée sur Linux/X11, macOS et Windows. " +"Sur d'autres plateformes, cette méthode renvoie toujours l'écran primaire." + +msgid "" +"Returns the index of the screen that overlaps the most with the given " +"rectangle. Returns [constant INVALID_SCREEN] if the rectangle doesn't overlap " +"with any screen or has no area." +msgstr "" +"Renvoie l'index de l'écran qui recoupe le plus le rectangle donné. Renvoie " +"[constant INVALID_SCREEN] si le rectangle ne chevauche pas d'écran ou n'a pas " +"d'aire." + msgid "Use [NativeMenu] or [PopupMenu] instead." msgstr "Utilisez [NativeMenu] ou [PopupMenu] à la place." @@ -43285,6 +43805,20 @@ msgstr "" "Renvoie l'info-bulle associée à l'index [param idx] spécifié.\n" "[b]Note :[/b] Cette méthode n'est implementée que sur macOS." +msgid "" +"Returns [code]true[/code] if the item at index [param idx] is disabled. When " +"it is disabled it can't be selected, or its action invoked.\n" +"See [method global_menu_set_item_disabled] for more info on how to disable an " +"item.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Renvoie [code]true[/code] si l'élément à l'index [param idx] est désactivé. " +"Lorsqu'il est désactivé, il ne peut être sélectionné, ou son action " +"invoquée.\n" +"Voir [method global_menu_set_item_disabled] pour plus d'informations sur la " +"façon de désactiver un élément.\n" +"[b]Note :[/b] Cette méthode n'est implémentée que sur macOS." + msgid "" "Sets the accelerator of the item at index [param idx]. [param keycode] can be " "a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum " @@ -43713,6 +44247,15 @@ msgstr "Renvoie l'[EditorDebuggerSession] avec l'[param id] donné." msgid "A class to interact with the editor debugger." msgstr "Une classe pour interagir avec le débogueur de l'éditeur." +msgid "Making plugins" +msgstr "Créer des plugins" + +msgid "Bottom panel." +msgstr "Panneau du bas." + +msgid "Represents the size of the [enum DockSlot] enum." +msgstr "Représente la taille de l’enum [enum DockSlot]." + msgid "Console support in Godot" msgstr "Support de la console dans Godot" @@ -45581,9 +46124,6 @@ msgstr "Panneau inférieur de l'éditeur 2D." msgid "Bottom section of the inspector." msgstr "Section inférieure de l'inspecteur." -msgid "Represents the size of the [enum DockSlot] enum." -msgstr "Représente la taille de l’enum [enum DockSlot]." - msgid "When this virtual function is called, you must update your editor." msgstr "" "Lorsque cette fonction virtuelle est appelée, vous devez mettre à jour votre " @@ -46323,7 +46863,7 @@ msgid "" "[b]Note:[/b] It is necessary to create a host in both client and server in " "order to establish a connection." msgstr "" -"Crée un ENetHost lié à l'adresse [param bind_adress] et au port [param " +"Crée un ENetHost lié à l'adresse [param bind_address] et au port [param " "bind_port] donnés qui autorise jusqu'à [param max_peers] pairs connectés, " "chacun allouant jusqu'à [param max_channels] canaux, limitant en option la " "bande passante entre [param in_bandwidth] et [param out_bandwidth] (si " @@ -55562,6 +56102,90 @@ msgstr "" "horizontally. Les contrôles enfants sont ré-organisés automatiquement lorsque " "leur taille minimale change." +msgid "" +"A 3D heightmap shape, intended for use in physics to provide a shape for a " +"[CollisionShape3D]. This type is most commonly used for terrain with vertices " +"placed in a fixed-width grid.\n" +"The heightmap is represented as a 2D grid of height values, which represent " +"the position of grid points on the Y axis. Grid points are spaced 1 unit " +"apart on the X and Z axes, and the grid is centered on the origin of the " +"[CollisionShape3D] node. Internally, each grid square is divided into two " +"triangles.\n" +"Due to the nature of the heightmap, it cannot be used to model overhangs or " +"caves, which would require multiple vertices at the same vertical location. " +"Holes can be punched through the collision by assigning [constant " +"@GDScript.NAN] to the height of the desired vertices (this is supported in " +"both GodotPhysics3D and Jolt Physics). You could then insert meshes with " +"their own separate collision to provide overhangs, caves, and so on.\n" +"[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against " +"than [ConcavePolygonShape3D], but it is significantly slower than primitive " +"shapes like [BoxShape3D].\n" +"A heightmap collision shape can also be built by using an [Image] reference:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var heightmap_texture = ResourceLoader.load(\"res://heightmap_image.exr\")\n" +"var heightmap_image = heightmap_texture.get_image()\n" +"heightmap_image.convert(Image.FORMAT_RF)\n" +"\n" +"var height_min = 0.0\n" +"var height_max = 10.0\n" +"\n" +"update_map_data_from_image(heightmap_image, height_min, height_max)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you need to use a spacing different than 1 unit, you can " +"adjust the [member Node3D.scale] of the shape. However, keep in mind that " +"GodotPhysics3D does not support non-uniform scaling: you'll need to scale the " +"Y axis by the same amount as the X and Z axes, which means the values in " +"[member map_data] will need to be pre-scaled by the inverse of that scale. " +"Also note that GodotPhysics3D does not support scaling at all for dynamic " +"bodies (that is, non-frozen [RigidBody3D] nodes); to use a scaled " +"[HeightMapShape3D] with those, you will need to use Jolt Physics." +msgstr "" +"Une forme de heightmap 3D, destinée à être utilisée pour la physique. " +"Habituellement utilisée pour fournir une forme à un [CollisionShape3D]. Ce " +"type est le plus souvent utilisé pour un terrain avec des sommets placés dans " +"une grille de largeur fixe.\n" +"La heightmap est représentée comme une grille 2D de valeurs de hauteur, qui " +"représentent la position des points de grille sur l'axe Y. Les points de " +"grille sont espacés de 1 unité sur les axes X et Z, et la grille est centrée " +"sur l'origine du noeud [CollisionShape3D]. En interne, chaque quadrillage est " +"divisé en deux triangles.\n" +"En raison de la nature de la heightmap , elle ne peut être utilisée pour " +"modéliser des surplombs ou des grottes, ce qui nécessiterait plusieurs " +"sommets au même endroit vertical. Les trous peuvent être perforés à travers " +"la collision en assignant [constant @GDScript.NAN] à la hauteur des sommets " +"désirés (ceci est supporté à la fois dans GodotPhysics3D et Jolt Physics). " +"Vous pouvez ensuite insérer des maillages avec leur propre collision séparée " +"pour fournir des surplombs, des grottes, etc.\n" +"[b]Performance :[/b] [HeightMapShape3D] est plus rapide pour vérifier les " +"collisions que [ConcavePolygonShape3D], mais elle est nettement plus lente " +"que les formes primitives comme [BoxShape3D].\n" +"Une forme de collision de heightmap peut également être construite en " +"utilisant une référence d'[Image] :\n" +"[codeblocks]\n" +"[gdscript]\n" +"var heightmap_texture = ResourceLoader.load(\"res ://heightmap_image.exr\")\n" +"var heightmap_image = heightmap_texture.get_image()\n" +"heightmap_image.convert(Image.FORMAT_RF)\n" +"\n" +"var hauteur_min = 0,0\n" +"var hauteur_max = 10.0\n" +"\n" +"update_map_data_from_image(heightmap_image, hauteur_min, hauteur_max)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"[b]Note :[/b] Si vous avez besoin d'utiliser un espacement différent de 1 " +"unité, vous pouvez définir la [member Node3D.scale] de la forme. Cependant, " +"gardez à l'esprit que GodotPhysics3D ne supporte pas d'échelle non uniforme : " +"vous aurez besoin de dimensionner l'axe Y de la même quantité que les axes X " +"et Z, ce qui signifie que les valeurs dans [member map_data] devront être pré-" +"échelonnées par l'inverse de cette échelle. Notez également que " +"GodotPhysics3D ne supporte pas la mise à l'échelle du tout pour les corps " +"dynamiques (c'est-à-dire les nœuds [RigidBody3D] non gelés). Pour utiliser " +"une [HeightMapShape3D] mise à l'échelle avec ceux-ci, vous devrez utiliser " +"Jolt Physics." + msgid "" "Returns the largest height value found in [member map_data]. Recalculates " "only when [member map_data] changes." @@ -55926,7 +56550,7 @@ msgstr "" "services, ou pour d'autres cas d'utilisation.\n" "Voir le nœud [HTTPRequest] pour une alternative de plus haut-niveau.\n" "[b]Note :[/b] Ce client doit seulement se connecter à un hôte une fois (voir " -"[method connect_to_host)] pour envoyer plusieurs requêtes. En raison de cela, " +"[method connect_to_host]) pour envoyer plusieurs requêtes. En raison de cela, " "les méthodes qui prennent des URL prennent généralement juste la partie après " "l'hôte au lieu de l'URL complète, puisque le client est déjà connecté à " "l'hôte. Voir [method request] pour un exemple complet pour pouvoir démarrer.\n" @@ -58603,7 +59227,7 @@ msgstr "" "quelle [Resource], importez-la comme une ressource [Image], et ensuite " "chargez-la normalement avec la méthode [method @GDScript.load].\n" "[b]Note :[/b] L'image peut toujours être récupérée à partir d'une texture " -"importée avec la méthode [method Texture2D.get_data], qui renvoie une copie " +"importée avec la méthode [method Texture2D.get_image], qui renvoie une copie " "des données de l'image :\n" "[codeblock]\n" "var texture = load(\"res://icon.svg\")\n" @@ -59719,7 +60343,7 @@ msgid "" msgstr "" "Renvoie le libellé traduit de la touche combinée avec des touches " "modificatrices telles que [kbd]Maj[/kbd] ou [kbd]Alt[/kbd]. Voir aussi " -"[InputEventAvecModifiers].\n" +"[InputEventWithModifiers].\n" "Pour obtenir une représentation lisible de l'[InputEventKey] avec des " "modificateurs, utilisez " "[code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] où " @@ -59734,7 +60358,7 @@ msgid "" msgstr "" "Renvoie le code de touche Latin combiné avec des touches modificatrices " "telles que [kbd]Maj[/kbd] ou [kbd]Alt[/kbd]. Voir aussi " -"[InputEventAvecModifiers].\n" +"[InputEventWithModifiers].\n" "Pour obtenir une représentation lisible de l'[InputEventKey] avec des " "modificateurs, utilisez " "[code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] où " @@ -59749,7 +60373,7 @@ msgid "" msgstr "" "Renvoie le code de touche physique combiné avec des touches modificatrices " "telles que [kbd]Maj[/kbd] ou [kbd]Alt[/kbd]. Voir aussi " -"[InputEventAvecModifiers].\n" +"[InputEventWithModifiers].\n" "Pour obtenir une représentation lisible de l'[InputEventKey] avec des " "modificateurs, utilisez " "[code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/" @@ -59777,62 +60401,6 @@ msgstr "" "supposez pas dans le comportement de votre projet que l'utilisateur a une " "configuration de répétition de touche spécifique." -msgid "" -"Represents the localized label printed on the key in the current keyboard " -"layout, which corresponds to one of the [enum Key] constants or any valid " -"Unicode character.\n" -"For keyboard layouts with a single label on the key, it is equivalent to " -"[member keycode].\n" -"To get a human-readable representation of the [InputEventKey], use " -"[code]OS.get_keycode_string(event.key_label)[/code] where [code]event[/code] " -"is the [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" and \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"Représente le libellé traduit imprimé sur la touche dans la disposition de " -"clavier actuel, qui correspond à l'une des constantes [enum Key] ou à tout " -"caractère Unicode valide.\n" -"Pour les dispositions de clavier avec un seul libellé sur la touche, cela est " -"équivalent à [member keycode].\n" -"Pour obtenir une représentation lisible de l'[InputEventKey], utilisez " -"[code]OS.get_keycode_string(event.key_label)[/code] où [code]event[/code] est " -"l'[InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" et \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" - -msgid "" -"Latin label printed on the key in the current keyboard layout, which " -"corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use " -"[code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is " -"the [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" and \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"Libellé Latin imprimé sur la touche dans la disposition de clavier actuel, " -"qui correspond à l'une des constantes [enum Key].\n" -"Pour obtenir une représentation lisible de l'[InputEventKey], utilisez " -"[code]OS.get_keycode_string(event.keycode)[/code] où [code]event[/code] est " -"l'[InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" et \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" - msgid "" "Represents the location of a key which has both left and right versions, such " "as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]." @@ -59840,59 +60408,6 @@ msgstr "" "Représente l'emplacement d'une touche qui a à la fois une version gauche et " "droite, comme [kbd]Maj[/kbd] ou [kbd]Alt[/kbd]." -msgid "" -"Represents the physical location of a key on the 101/102-key US QWERTY " -"keyboard, which corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use [method " -"OS.get_keycode_string] in combination with [method " -"DisplayServer.keyboard_get_keycode_from_physical]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _input(event):\n" -"\tif event is InputEventKey:\n" -"\t\tvar keycode = " -"DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)\n" -"\t\tprint(OS.get_keycode_string(keycode))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -"\tif (@event is InputEventKey inputEventKey)\n" -"\t{\n" -"\t\tvar keycode = " -"DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n" -"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" -"\t}\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Représente l'emplacement physique d'une touche sur un clavier QWERTY US à " -"101/102 touches, ce qui correspond à l'une des constantes [enum Key].\n" -"Pour obtenir une représentation lisible de l'[InputEventKey], utilisez " -"[method OS.get_keycode_string] en combinaison avec [method " -"DisplayServer.keyboard_get_keycode_from_physical] :\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _input(event):\n" -"\tif event is InputEventKey:\n" -"\t\tvar keycode = " -"DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)\n" -"\t\tprint(OS.get_keycode_string(keycode))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -"\tif (@event is InputEventKey inputEventKey)\n" -"\t{\n" -"\t\tvar keycode = " -"DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n" -"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" -"\t}\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." @@ -61847,6 +62362,42 @@ msgstr "" "Renvoie l'axe de rotation à la liaison [param joint] dans la liste des " "liaisons de la chaîne d'os." +msgid "" +"Returns the rotation axis vector for the specified joint in the bone chain. " +"This vector represents the axis around which the joint can rotate. It is " +"determined based on the rotation axis set for the joint.\n" +"If [method get_joint_rotation_axis] is [constant " +"SkeletonModifier3D.ROTATION_AXIS_ALL], this method returns [code]Vector3(0, " +"0, 0)[/code]." +msgstr "" +"Renvoie le vecteur de l'axe de rotation à la liaison spécifiée dans la liste " +"des liaisons de la chaîne d'os. Ce vecteur représente l'axe autour duquel la " +"liaison peut tourner. Il est déterminé en fonction de l'axe de rotation " +"défini pour la liaison.\n" +"Si [method get_joint_rotation_axis] vaut [constant " +"SkeletonModifier3D.ROTATION_AXIS_ALL], cette méthode renvoie [code]Vector3(0, " +"0, 0)[/code]." + +msgid "Returns the target node that the end bone is trying to reach." +msgstr "Renvoie le nœud cible que l'os final tente d'atteindre." + +msgid "" +"Sets the rotation axis vector for the specified joint in the bone chain.\n" +"This vector is normalized by an internal process and represents the axis " +"around which the bone chain can rotate.\n" +"If the vector length is [code]0[/code], it is considered synonymous with " +"[constant SkeletonModifier3D.ROTATION_AXIS_ALL]." +msgstr "" +"Définit le vecteur d'axe de rotation pour la liaison spécifiée dans la chaîne " +"d'os.\n" +"Ce vecteur est normalisé par un processus interne et représente l'axe autour " +"duquel la chaîne d'os peut tourner.\n" +"Si la longueur du vecteur est de [code]0[/code], il est considéré comme " +"synonyme de [constant SkeletonModifier3D.ROTATION_AXIS_ALL]." + +msgid "Sets the target node that the end bone is trying to reach." +msgstr "Définit le nœud cible que l'os final tente d'atteindre." + msgid "Returns the Java class name." msgstr "Renvoie le nom de la classe Java." @@ -61877,6 +62428,9 @@ msgstr "" msgid "Returns the [JavaClass] that this object is an instance of." msgstr "Renvoie la [JavaClass] dont cet objet est une instance de." +msgid "The JavaScriptBridge singleton" +msgstr "Le singleton JavaScriptBridge" + msgid "" "JavaScriptObject is used to interact with JavaScript objects retrieved or " "created via [method JavaScriptBridge.get_interface], [method " @@ -62575,18 +63129,6 @@ msgstr "" msgid "A control for displaying plain text." msgstr "Un contrôle pour afficher du texte brut." -msgid "" -"A control for displaying plain text. It gives you control over the horizontal " -"and vertical alignment and can wrap the text inside the node's bounding " -"rectangle. It doesn't support bold, italics, or other rich text formatting. " -"For that, use [RichTextLabel] instead." -msgstr "" -"Un contrôle pour afficher du texte brut. Il vous donne le contrôle de " -"l'alignement horizontal et vertical et peut faire un retour à la ligne " -"automatique du texte à l'intérieur du rectangle délimitant du nœud. Il ne " -"supporte pas le gras, l'italique ou autre formatage de texte avancé. Pour " -"cela, utilisez [RichTextLabel] à la place." - msgid "" "Returns the bounding rectangle of the character at position [param pos] in " "the label's local coordinate system. If the character is a non-visual " @@ -65921,39 +66463,18 @@ msgstr "" "temporelle est utilisée même si la cible est dans les limites d'angle, pour " "empêcher la vitesse angulaire de devenir trop élevée." -msgid "" -"The limit angle of the primary rotation when [member symmetry_limitation] is " -"[code]true[/code]." -msgstr "" -"L'angle limite de la rotation primaire lorsque [member symmetry_limitation] " -"vaut [code]true[/code]." - msgid "" "The threshold to start damping for [member primary_negative_limit_angle]." msgstr "" "Le seuil pour commencer l'amortissement pour [member " "primary_negative_limit_angle]." -msgid "" -"The limit angle of negative side of the primary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angle limite du côté négatif de la rotation primaire lorsque [member " -"symmetry_limitation] vaut [code]false[/code]." - msgid "" "The threshold to start damping for [member primary_positive_limit_angle]." msgstr "" "Le seuil pour commencer l'amortissement pour [member " "primary_positive_limit_angle]." -msgid "" -"The limit angle of positive side of the primary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angle limite du côté positif de la rotation primaire lorsque [member " -"symmetry_limitation] vaut [code]false[/code]." - msgid "" "The axis of the first rotation. This [SkeletonModifier3D] works by " "compositing the rotation by Euler angles to prevent to rotate the [member " @@ -65967,39 +66488,18 @@ msgid "The threshold to start damping for [member secondary_limit_angle]." msgstr "" "Le seuil pour commencer l'amortissement pour [member secondary_limit_angle]." -msgid "" -"The limit angle of the secondary rotation when [member symmetry_limitation] " -"is [code]true[/code]." -msgstr "" -"L'angle limite de la rotation secondaire lorsque [member symmetry_limitation] " -"vaut [code]true[/code]." - msgid "" "The threshold to start damping for [member secondary_negative_limit_angle]." msgstr "" "Le seuil pour commencer l'amortissement pour [member " "secondary_negative_limit_angle]." -msgid "" -"The limit angle of negative side of the secondary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angle limite du côté négatif de la rotation secondaire lorsque [member " -"symmetry_limitation] vaut [code]false[/code]." - msgid "" "The threshold to start damping for [member secondary_positive_limit_angle]." msgstr "" "Le seuil pour commencer l'amortissement pour [member " "secondary_positive_limit_angle]." -msgid "" -"The limit angle of positive side of the secondary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angle limite du côté positif de la rotation secondaire lorsque [member " -"symmetry_limitation] vaut [code]false[/code]." - msgid "" "The [NodePath] to the node that is the target for the look at modification. " "This node is what the modification will rotate the bone to." @@ -67344,18 +67844,6 @@ msgstr "Définit les poids des os du sommet donné." msgid "Node used for displaying a [Mesh] in 2D." msgstr "Un nœud utilisé pour afficher des [Mesh] en 2D." -msgid "" -"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " -"automatically created from an existing [Sprite2D] via a tool in the editor " -"toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to " -"MeshInstance2D[/b] at the top of the 2D editor viewport." -msgstr "" -"Nœud utilisé pour afficher un [Mesh] en 2D. Un [MeshInstance2D] peut être " -"automatiquement créé à partir d'un [Sprite2D] existant via un outil dans la " -"barre d'outils de l'éditeur. Sélectionnez le nœud [Sprite2D], puis choisissez " -"[b]Sprite2D > Convertir en MeshInstance2D[/b] en haut du viewport de " -"l'éditeur 2D." - msgid "2D meshes" msgstr "maillages 2D" @@ -68292,15 +68780,6 @@ msgstr "Utiliser ceci de l'utilisation de transformations 3D." msgid "Node that instances a [MultiMesh] in 2D." msgstr "Le nœud qui instancie un [MultiMesh] en 2D." -msgid "" -"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " -"resource in 2D.\n" -"Usage is the same as [MultiMeshInstance3D]." -msgstr "" -"Le [MultiMeshInstance2D] est un nœud spécialisé pour instancier une ressource " -"[MultiMesh] en 2D.\n" -"L'utilisation est la même qu'avec [MultiMeshInstance3D]." - msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "Le [MultiMesh] qui sera affiché par ce [MultiMeshInstance2D]." @@ -68512,7 +68991,7 @@ msgid "" "only needed for custom spawns." msgstr "" "Demande un spawn personnalisé, avec [param data] passée à [member " -"spawn_fonction] sur tous les pairs. Renvoie l'instance du nœud spawné " +"spawn_function] sur tous les pairs. Renvoie l'instance du nœud spawné " "localement déjà à l'intérieur de l’arborescence de scène, et ajouté en tant " "qu'enfant du nœud pointé par [member spawn_path].\n" "[b]Note :[/b] Les scènes spawnables sont générées automatiquement. [method " @@ -71276,13 +71755,13 @@ msgid "" "[b]Note:[/b] If this node is internal, the added sibling will be internal too " "(see [method add_child]'s [code]internal[/code] parameter)." msgstr "" -"Ajoute un nœud frère [parm sibling] au parent de ce nœud, et déplace le frère " -"ajouté juste en dessous de ce nœud.\n" +"Ajoute un nœud frère [param sibling] au parent de ce nœud, et déplace le " +"frère ajouté juste en dessous de ce nœud.\n" "Si [param force_readable_name] vaut [code]true[/code], améliore la lisibilité " -"du nom de [parm sibling]. S'il n'est pas nommé, [param sibling] est renommé à " -"son type, et s'il partage [member name] avec un frère, un nombre est suffixé " -"de manière plus appropriée. Cette opération est très lente. Il est donc " -"recommandé de laisser cela à [code]false[/code], ce qui attribue un nom " +"du nom de [param sibling]. S'il n'est pas nommé, [param sibling] est renommé " +"à son type, et s'il partage [member name] avec un frère, un nombre est " +"suffixé de manière plus appropriée. Cette opération est très lente. Il est " +"donc recommandé de laisser cela à [code]false[/code], ce qui attribue un nom " "factice comportant [code]@[/code] dans les deux cas.\n" "Utilisez [method add_child] au lieu de cette méthode si vous n'avez pas " "besoin que le nœud enfant soit ajouté sous un nœud spécifique dans la liste " @@ -71963,9 +72442,9 @@ msgid "" "Time.get_ticks_usec]." msgstr "" "Renvoie le temps écoulé (en secondes) depuis le dernier callback de physique. " -"Cette valeur est identique au paramètre [code]delta[/code] de " -"[method_physics_process], et elle est souvent consistante durant l'exécution, " -"à moins que [member Engine.physics_ticks_per_second] ne soit modifié. Voir " +"Cette valeur est identique au paramètre [code]delta[/code] de [method " +"_physics_process], et elle est souvent consistante durant l'exécution, à " +"moins que [member Engine.physics_ticks_per_second] ne soit modifié. Voir " "aussi [constant NOTIFICATION_PHYSICS_PROCESS].\n" "[b]Note :[/b] La valeur renvoyée sera plus grande que prévu lors de " "l'exécution à un framerate inférieur à [member " @@ -72792,23 +73271,6 @@ msgstr "" "[code]@[/code] est réservé aux noms autogénérés. Voir aussi [method " "String.validate_node_name]." -msgid "" -"The owner of this node. The owner must be an ancestor of this node. When " -"packing the owner node in a [PackedScene], all the nodes it owns are also " -"saved with it. See also [member unique_name_in_owner].\n" -"[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not " -"displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, " -"remember to set the owner after calling [method add_child]." -msgstr "" -"Le propriétaire de ce nœud. Le propriétaire doit être un ancêtre de ce nœud. " -"Lors le nœud propriétaire est compacté dans une [PackedScene], tous les nœuds " -"qu'il possède sont également sauvegardés avec lui. Voir aussi [member " -"unique_name_in_owner].\n" -"[b]Note :[/b] Dans l'éditeur, les nœuds n'appartenant pas à la racine de la " -"scène ne sont généralement pas affichés dans le dock Scène, et ne seront " -"[b]pas[/b] sauvegardés. Pour éviter cela, n'oubliez pas de définir le " -"propriétaire après avoir appelé [method add_child]." - msgid "" "The physics interpolation mode to use for this node. Only effective if " "[member ProjectSettings.physics/common/physics_interpolation] or [member " @@ -73025,6 +73487,19 @@ msgstr "" "Cette notification est reçue [i]avant[/i] le signal [signal tree_entered] " "correspondant." +msgid "" +"Notification received when the node is about to exit a [SceneTree]. See " +"[method _exit_tree].\n" +"This notification is received [i]after[/i] the related [signal tree_exiting] " +"signal.\n" +"This notification is sent in reversed order." +msgstr "" +"La notification reçue quand le nœud va quitter le [SceneTree]. Voir [method " +"_exit_tree].\n" +"Cette notification est émise [i]après[/i] le [signal tree_exiting] " +"correspondant.\n" +"Cette notification est envoyée en ordre inverse." + msgid "" "This notification is no longer sent by the engine. Use [constant " "NOTIFICATION_CHILD_ORDER_CHANGED] instead." @@ -75063,6 +75538,113 @@ msgstr "Quand et comment éviter d'utiliser des nœuds pour tout" msgid "Object notifications" msgstr "Notifications d'objets" +msgid "" +"Override this method to customize the behavior of [method get]. Should return " +"the given [param property]'s value, or [code]null[/code] if the [param " +"property] should be handled normally.\n" +"Combined with [method _set] and [method _get_property_list], this method " +"allows defining custom properties, which is particularly useful for editor " +"plugins.\n" +"[b]Note:[/b] This method is not called when getting built-in properties of an " +"object, including properties defined with [annotation @GDScript.@export].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _get(property):\n" +"\tif property == \"fake_property\":\n" +"\t\tprint(\"Getting my property!\")\n" +"\t\treturn 4\n" +"\n" +"func _get_property_list():\n" +"\treturn [\n" +"\t\t{ \"name\": \"fake_property\", \"type\": TYPE_INT }\n" +"\t]\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Variant _Get(StringName property)\n" +"{\n" +"\tif (property == \"FakeProperty\")\n" +"\t{\n" +"\t\tGD.Print(\"Getting my property!\");\n" +"\t\treturn 4;\n" +"\t}\n" +"\treturn default;\n" +"}\n" +"\n" +"public override Godot.Collections.Array " +"_GetPropertyList()\n" +"{\n" +"\treturn\n" +"\t[\n" +"\t\tnew Godot.Collections.Dictionary()\n" +"\t\t{\n" +"\t\t\t{ \"name\", \"FakeProperty\" },\n" +"\t\t\t{ \"type\", (int)Variant.Type.Int },\n" +"\t\t},\n" +"\t];\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Unlike other virtual methods, this method is called " +"automatically for every script that overrides it. This means that the base " +"implementation should not be called via [code]super[/code] in GDScript or its " +"equivalents in other languages. The bottom-most sub-class will be called " +"first, with subsequent calls ascending the class hierarchy. The call chain " +"will stop on the first class that returns a non-[code]null[/code] value." +msgstr "" +"Redéfinissez cette méthode pour personnaliser le comportement de [method " +"get]. Devrait renvoyer la valeur de la propriété [param property] donnée, ou " +"[code]null[/code] si [param property] devrait être traitée normalement.\n" +"Combiné avec [method _set] et [method _get_property_list], cette méthode " +"permet de définir des propriétés personnalisées, ce qui est particulièrement " +"utile pour les plugins éditeurs.\n" +"[b]Note :[/b] Cette méthode n'est pas appelée pour obtenir des propriétés " +"intégrées d'un objet, y compris les propriétés définies avec [annotation " +"@GDScript.@export].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _get(property) :\n" +"\tif property == \"fausse_propriete\" :\n" +"\t\tprint(\"Obtenir ma propriété !\")\n" +"\t\treturn 4\n" +"\n" +"func _get_property_list() :\n" +"\treturn [\n" +"\t\t{ \"name\" : \"fausse_propriete\", \"type\" : TYPE_INT }\n" +"\t]\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Variant _Get(StringName property)\n" +"{\n" +"\tif (property == \"FaussePropriete\")\n" +"\t{\n" +"\t\tGD.Print(\"Obtenir ma propriété !\") ;\n" +"\t\treturn 4 ;\n" +"\t}\n" +"\treturn default ;\n" +"}\n" +"\n" +"public override Godot.Collections.Array " +"_GetPropertyList()\n" +"{\n" +"\treturn\n" +"\t[\n" +"\t\tnew Godot.Collections.Dictionary()\n" +"\t\t{\n" +"\t\t\t{ \"name\", \"FaussePropriete\" },\n" +"\t\t\t{ \"type\", (int)Variant.Type.Int },\n" +"\t\t},\n" +"\t] ;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note :[/b] Contrairement à d'autres méthodes virtuelles, cette méthode est " +"appelée automatiquement pour chaque script qui l'écrase. Cela signifie que la " +"mise en œuvre de base ne doit pas être appelée via [code]super[/code] dans " +"GDScript ou ses équivalents dans d'autres langues. La sous-classe la plus " +"basse sera appelée en premier, avec des appels subséquents ascendant la " +"hiérarchie de classe. La chaîne d'appels s'arrête sur la première classe qui " +"retourne une valeur non-[code]null[/code]." + msgid "" "Called when the object's script is instantiated, oftentimes after the object " "is initialized in memory (through [code]Object.new()[/code] in GDScript, or " @@ -75188,6 +75770,135 @@ msgstr "" "référence, un tableau avec un seul élément est utilisé comme wrapper. Renvoie " "[code]true[/code] tant que l'itérateur n'a pas atteint la fin." +msgid "" +"Override this method to customize the behavior of [method set]. Should set " +"the [param property] to [param value] and return [code]true[/code], or " +"[code]false[/code] if the [param property] should be handled normally. The " +"[i]exact[/i] way to set the [param property] is up to this method's " +"implementation.\n" +"Combined with [method _get] and [method _get_property_list], this method " +"allows defining custom properties, which is particularly useful for editor " +"plugins.\n" +"[b]Note:[/b] This method is not called when setting built-in properties of an " +"object, including properties defined with [annotation @GDScript.@export].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var internal_data = {}\n" +"\n" +"func _set(property, value):\n" +"\tif property == \"fake_property\":\n" +"\t\t# Storing the value in the fake property.\n" +"\t\tinternal_data[\"fake_property\"] = value\n" +"\t\treturn true\n" +"\treturn false\n" +"\n" +"func _get_property_list():\n" +"\treturn [\n" +"\t\t{ \"name\": \"fake_property\", \"type\": TYPE_INT }\n" +"\t]\n" +"[/gdscript]\n" +"[csharp]\n" +"private Godot.Collections.Dictionary _internalData = new " +"Godot.Collections.Dictionary();\n" +"\n" +"public override bool _Set(StringName property, Variant value)\n" +"{\n" +"\tif (property == \"FakeProperty\")\n" +"\t{\n" +"\t\t// Storing the value in the fake property.\n" +"\t\t_internalData[\"FakeProperty\"] = value;\n" +"\t\treturn true;\n" +"\t}\n" +"\n" +"\treturn false;\n" +"}\n" +"\n" +"public override Godot.Collections.Array " +"_GetPropertyList()\n" +"{\n" +"\treturn\n" +"\t[\n" +"\t\tnew Godot.Collections.Dictionary()\n" +"\t\t{\n" +"\t\t\t{ \"name\", \"FakeProperty\" },\n" +"\t\t\t{ \"type\", (int)Variant.Type.Int },\n" +"\t\t},\n" +"\t];\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Unlike other virtual methods, this method is called " +"automatically for every script that overrides it. This means that the base " +"implementation should not be called via [code]super[/code] in GDScript or its " +"equivalents in other languages. The bottom-most sub-class will be called " +"first, with subsequent calls ascending the class hierarchy. The call chain " +"will stop on the first class that returns [code]true[/code]." +msgstr "" +"Redéfinissez cette méthode pour personnaliser le comportement de [method " +"set]. Doit définir la propriété [param property] à la valeur [param value] et " +"renvoyer [code]true[/code], ou [code]false[/code] si la propriété [param " +"property] devrait être manipulée normalement. La façon [i]exacte[/i] de " +"configurer [param property] dépend de l'implémentation de cette méthode.\n" +"Combiné avec [method _get] et [method _get_property_list], cette méthode " +"permet de définir des propriétés personnalisées, ce qui est particulièrement " +"utile pour les plugins éditeurs.\n" +"[b]Note :[/b] Cette méthode n'est pas appelée lorsque vous définissez des " +"propriétés intégrées d'un objet, y compris les propriétés définies par " +"[annotation @GDScript.@export].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var donnees_internes = {}\n" +"\n" +"func _set(property, value) :\n" +"\tif property == \"fausse_propriete\" :\n" +"\t\t# Stocker la valeur dans la fausse propriété.\n" +"\t\tdonnees_internes[\"fausse_propriete\"] = value\n" +"\t\treturn true\n" +"\treturn false\n" +"\n" +"func _get_property_list() :\n" +"\treturn [\n" +"\t\t{ \"name\" : \"fausse_propriete\", \"type\" : TYPE_INT }\n" +"\t]\n" +"[/gdscript]\n" +"[csharp]\n" +"private Godot.Collections.Dictionary _donneesInternes= new " +"Godot.Collections.Dictionary() ;\n" +"\n" +"public override bool _Set(StringName property, Variant value)\n" +"{\n" +"\tif (property == \"FaussePropriete\")\n" +"\t{\n" +"\t\t// Stocker la valeur dans la fausse propriété.\n" +"\t\t_donneesInternes[\"FaussePropriete\"] = value ;\n" +"\t\treturn true ;\n" +"\t}\n" +"\n" +"\treturn false ;\n" +"}\n" +"\n" +"public override Godot.Collections.Array " +"_GetPropertyList()\n" +"{\n" +"\treturn\n" +"\t[\n" +"\t\tnew Godot.Collections.Dictionary()\n" +"\t\t{\n" +"\t\t\t{ \"name\", \"FaussePropriete\" },\n" +"\t\t\t{ \"type\", (int)Variant.Type.Int },\n" +"\t\t},\n" +"\t] ;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note :[/b] Contrairement à d'autres méthodes virtuelles, cette méthode est " +"appelée automatiquement pour chaque script qui l'écrase. Cela signifie que la " +"mise en œuvre de base ne doit pas être appelée via [code]super[/code] dans " +"GDScript ou ses équivalents dans d'autres langues. La sous-classe la plus " +"basse sera appelée en premier, avec des appels subséquents ascendant la " +"hiérarchie de classe. La chaîne d'appels s'arrête sur la première classe qui " +"retourne [code]true[/code]." + msgid "" "Override this method to customize the return value of [method to_string], and " "therefore the object's representation as a [String].\n" @@ -76658,7 +77369,7 @@ msgstr "" "Cela signifie que le [SceneTree] agira en tant qu'autorité multijoueur par " "défaut. Les appels à [method MultiplayerAPI.is_server] renverront [code]true[/" "code], et les appels à [method MultiplayerAPI.get_unique_id] renverront " -"[constant MultiplayerPeer. TARGET_PEER_SERVER]." +"[constant MultiplayerPeer.TARGET_PEER_SERVER]." msgid "A sequence of Ogg packets." msgstr "Une séquence de paquets Ogg." @@ -78415,6 +79126,9 @@ msgstr "" msgid "This node will display an OpenXR render model." msgstr "Ce nœud affichera un modèle de rendu OpenXR." +msgid "Uncategorized plane." +msgstr "Plan non catégorisé." + msgid "Draws a stereo correct visibility mask." msgstr "Dessine un masque de visibilité de correction stéréo." @@ -81700,7 +82414,7 @@ msgstr "" "entrer en collision des particules avec divers objets, vous pouvez ajouter " "des nœuds [GPUParticlesCollision3D] comme enfants de nœuds [PhysicsBody3D]. " "En 3D, les collisions ne se produisent que dans la zone définie par la " -"[membre GPUParticles3D.visibility_abb] du nœud [GPUParticles3D].\n" +"[member GPUParticles3D.visibility_aabb] du nœud [GPUParticles3D].\n" "[b]Note :[/b] Les particules 2D ne peuvent entrer en collision qu'avec des " "nœuds [LightOccluder2D], pas les nœuds [PhysicsBody2D]." @@ -81725,7 +82439,7 @@ msgid "" "have no visible effect." msgstr "" "La couleur initiale de chaque particule. Si la [code]texture[/code] de " -"[GPUParticle2D] est définie, elle sera multipliée par cette couleur.\n" +"[GPUParticles2D] est définie, elle sera multipliée par cette couleur.\n" "[b]Note :[/b] [member color] multiplie les couleurs des sommets du maillage " "de la particule. Pour avoir un effet visible sur un [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]doit[/i] valoir [code]true[/" @@ -82409,9 +83123,9 @@ msgid "" "Use with [method set_param_min] and [method set_param_max] to set the " "turbulence minimum and maximum displacement of the particles spawn position." msgstr "" -"À utiliser avec [method set_param_min], [method set_param_max], et [method " -"set_param_curve] pour définir le déplacement minimal et maximale de la " -"turbulence sur la position d'apparition des particules." +"À utiliser avec [method set_param_min] and [method set_param_max] pour " +"définir le déplacement minimal et maximale de la turbulence sur la position " +"d'apparition des particules." msgid "" "Use with [method set_param_texture] to set the turbulence influence over the " @@ -82843,6 +83557,18 @@ msgstr "" "Nombre de nœuds actuellement instanciés dans l'arbre de scène. Cela inclut " "également le nœud racine. [i]Plus c'est bas, mieux c'est.[/i]" +msgid "" +"Number of orphan nodes, i.e. nodes which are not parented to a node of the " +"scene tree. [i]Lower is better.[/i]\n" +"[b]Note:[/b] This is only available in debug mode and will always return " +"[code]0[/code] when used in a project exported in release mode." +msgstr "" +"Nombre de nœuds orphelins, c'est-à-dire de nœuds qui ne sont pas parentés à " +"un nœud de l'arbre de scène. [i]Une valeur faible est souhaitable.[/i]\n" +"[b]Note :[/b] Ceci est seulement disponible en mode de débogage et renvoie " +"toujours [code]0[/code] lorsqu'il est utilisé dans un projet exporté en mode " +"release." + msgid "" "The total number of objects in the last rendered frame. This metric doesn't " "include culled objects (either via hiding nodes, frustum culling or occlusion " @@ -83049,6 +83775,9 @@ msgstr "" "[PhysicalBone3D] correctement, cela signifie que [method get_bone_id] devrait " "renvoyer un identifiant valide ([code]>=0[/code])." +msgid "Ragdoll System" +msgstr "Système Ragdoll" + msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it is called before the standard " @@ -89394,63 +90123,6 @@ msgstr "" "Chemin vers le fichier de scène principale qui sera chargé lorsque le projet " "sera exécuté." -msgid "" -"Maximum number of frames per second allowed. A value of [code]0[/code] means " -"\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " -"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " -"exceed the monitor's refresh rate.\n" -"If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " -"monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS " -"limit a few frames lower than the monitor's refresh rate will [url=https://" -"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding " -"tearing[/url].\n" -"If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], " -"limiting the FPS to a high value that can be consistently reached on the " -"system can reduce input lag compared to an uncapped framerate. Since this " -"works by ensuring the GPU load is lower than 100%, this latency reduction is " -"only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked " -"scenarios.\n" -"See also [member physics/common/physics_ticks_per_second].\n" -"This setting can be overridden using the [code]--max-fps [/code] command " -"line argument (including with a value of [code]0[/code] for unlimited " -"framerate).\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the rendering FPS cap at runtime, set [member Engine.max_fps] instead." -msgstr "" -"Nombre maximal de trames par seconde autorisé. Une valeur de [code]0[/code] " -"signifie « aucune limite ». Le nombre réel de trames par seconde peut encore " -"être inférieur à cette valeur si le CPU ou le GPU ne peuvent pas suivre avec " -"la logique du projet et le rendu.\n" -"Limiter les FPS peut être utile pour réduire la consommation d'énergie du " -"système, ce qui réduit les émissions de chaleur et de bruit (et améliore la " -"durée de vie de la batterie sur les appareils mobiles).\n" -"Si [member display/window/vsync/vsync_mode] est défini à [code]Enabled[/code] " -"ou [code]Adaptive[/code], il a la priorité et le nombre de FPS forcés ne peut " -"dépasser le taux de rafraîchissement du moniteur.\n" -"Si [member display/window/vsync/vsync_mode] est [code]Enabled[/code], sur les " -"moniteurs avec un taux de rafraîchissement variable activé (G-Sync/FreeSync), " -"utiliser une limite de FPS quelques trames inférieures à la vitesse de " -"rafraîchissement du moniteur [url=https://blurbusters.com/howto-low-lag-vsync-" -"on/]réduit l'input lag tout en évitant les déchirements[/url].\n" -"Si [member display/window/vsync/vsync_mode] est [code]Disabled[/code], " -"limiter les FPS à une valeur élevée qui peut être constamment atteinte sur le " -"système peut réduire l'input lag par rapport à un taux de rafraîchissement " -"non plafonné. Comme cela fonctionne en veillant à ce que la charge GPU soit " -"inférieure à 100%, cette réduction de latence n'est effective que dans les " -"scénarios limités par le GPU, et non dans les scénarios limités par le CPU.\n" -"Voir aussi [member physics/common/physics_ticks_per_second].\n" -"Ce paramètre peut être redéfini par l'argument de ligne de commande [code]--" -"max-fps [/code] (y compris avec une valeur de [code]0[/code] pour un " -"taux de rafraîchissement illimité).\n" -"[b]Note :[/b] Cette propriété est seulement lue lorsque le projet démarre. " -"Pour modifier la limite de FPS de rendu en cours d'exécution, définissez " -"[member Engine.max_fps] à la place." - msgid "" "If [code]true[/code], the engine header is printed in the console on startup. " "This header describes the current version of the engine, as well as the " @@ -90945,18 +91617,6 @@ msgstr "" "dans le projet. Utilisez plutôt le dock [b]Import[/b] pour cela (voir [member " "ResourceImporterDynamicFont.subpixel_positioning])." -msgid "" -"The default scale factor for [Control]s, when not overridden by a [Theme].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the default scale at runtime, set [member ThemeDB.fallback_base_scale] " -"instead." -msgstr "" -"Le facteur d'échelle par défaut pour les [Control]s, lorsqu'il n'est pas " -"redéfini par un [Theme].\n" -"[b]Note :[/b] Cette propriété est seulement lue lorsque le projet démarre. " -"Pour modifier l'échelle par défaut lors de l'exécution, définissez [member " -"ThemeDB.fallback_base_scale] à la place." - msgid "" "LCD subpixel layout used for font anti-aliasing. See [enum " "TextServer.FontLCDSubpixelLayout]." @@ -94418,36 +95078,6 @@ msgstr "" "changer le correcteur des sautillements physiques durant l'exécution, " "définissez [member Engine.physics_jitter_fix] à la place." -msgid "" -"The number of fixed iterations per second. This controls how often physics " -"simulation and [method Node._physics_process] methods are run. See also " -"[member application/run/max_fps].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " -"instead.\n" -"[b]Note:[/b] Only [member physics/common/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 " -"physics/common/max_physics_steps_per_frame] if increasing [member physics/" -"common/physics_ticks_per_second] significantly above its default value." -msgstr "" -"Le nombre d'itérations fixes par seconde. Cela contrôle combien de fois la " -"simulation physique et les méthodes [method Node._physics_process] sont " -"exécutées. Voir aussi [member application/run/max_fps].\n" -"[b]Note :[/b] Cette propriété n'est lue qu'au démarrage du projet. Pour " -"changer les TPS de la physique durant l'exécution, définissez [member " -"Engine.physics_ticks_per_second] à la place.\n" -"[b]Note :[/b] Seulement [member physique/common/max_physics_steps_per_frame] " -"trames de physique peuvent être simulées par trame visuelle rendue au " -"maximum. Si d'autres trames de physique doivent être simulées pour maintenir " -"le rendu, le projet semblera ralentir (même si [code]delta[/code] est utilisé " -"systématiquement dans les calculs de physique). Par conséquent, il est " -"recommandé d'augmenter [member physics/common/max_physics_steps_per_frame] si " -"vous augmentez [member physics/common/physics_ticks_per_second] " -"significativement au-dessus de sa valeur par défaut." - msgid "" "The maximum angle, in radians, between two adjacent triangles in a " "[ConcavePolygonShape3D] or [HeightMapShape3D] for which the edge between " @@ -97693,145 +98323,6 @@ msgstr "" "Classe pour chercher du texte avec des motifs en utilisant des expressions " "régulières." -msgid "" -"A regular expression (or regex) is a compact language that can be used to " -"recognize strings that follow a specific pattern, such as URLs, email " -"addresses, complete sentences, etc. For example, a regex of [code]ab[0-9][/" -"code] would find any string that is [code]ab[/code] followed by any number " -"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " -"easily find various tutorials and detailed explanations on the Internet.\n" -"To begin, the RegEx object needs to be compiled with the search pattern using " -"[method compile] before it can be used.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"[/codeblock]\n" -"The search pattern must be escaped first for GDScript before it is escaped " -"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be " -"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\" -"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/" -"code]. In GDScript, you can also use raw string literals (r-strings). For " -"example, [code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] would be read the " -"same.\n" -"Using [method search], you can find the pattern within the given text. If a " -"pattern is found, [RegExMatch] is returned and you can retrieve details of " -"the results using methods such as [method RegExMatch.get_string] and [method " -"RegExMatch.get_start].\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"var result = regex.search(\"abc n-0123\")\n" -"if result:\n" -"\tprint(result.get_string()) # Prints \"n-0123\"\n" -"[/codeblock]\n" -"The results of capturing groups [code]()[/code] can be retrieved by passing " -"the group number to the various methods in [RegExMatch]. Group 0 is the " -"default and will always refer to the entire pattern. In the above example, " -"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" -"This version of RegEx also supports named capturing groups, and the names can " -"be used to retrieve the results. If two or more groups have the same name, " -"the name would only refer to the first one with a match.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" -"var result = regex.search(\"the number is x2f\")\n" -"if result:\n" -"\tprint(result.get_string(\"digit\")) # Prints \"2f\"\n" -"[/codeblock]\n" -"If you need to process multiple results, [method search_all] generates a list " -"of all non-overlapping results. This can be combined with a [code]for[/code] " -"loop for convenience.\n" -"[codeblock]\n" -"# Prints \"01 03 0 3f 42\"\n" -"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" -"\tprint(result.get_string(\"digit\"))\n" -"[/codeblock]\n" -"[b]Example:[/b] Split a string using a RegEx:\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" -"var results = []\n" -"for result in regex.search_all(\"One Two \\n\\tThree\"):\n" -"\tresults.push_back(result.get_string())\n" -"print(results) # Prints [\"One\", \"Two\", \"Three\"]\n" -"[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://" -"www.pcre.org/]PCRE2[/url] library. You can view the full pattern reference " -"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" -"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " -"expressions online." -msgstr "" -"Une expression régulière (ou regex) est un langage compact qui peut être " -"utilisé pour reconnaître des chaînes qui suivent un motif spécifique, comme " -"des URLs, des adresses mail, des phrases complètes, etc... Par exemple, un " -"regex [code]ab[0-9][/code] trouverait toute chaîne valant [code]ab[/code] " -"suivi de n'importe quel chiffre entre [code]0[/code] et [code]9[/code]. Pour " -"une explication plus détaillée, vous pouvez facilement trouver divers " -"tutoriels et explications détaillées sur Internet.\n" -"Pour commencer, l'objet RegEx doit être compilé avec le motif de recherche en " -"utilisant [method compile] avant qu'il puisse être utilisé.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"[/codeblock]\n" -"Le motif de recherche doit être échappé d'abord en GDScript avant qu'il soit " -"échappé pour l'expression. Par exemple, [code]compile(\"\\\\d+\")[/code] " -"serait lu par RegEx comme [code]\\d+[/code]. De la même façon, " -"[code]compile((\"\\\"(?:\\\\\\\\.|[^\\\"])*\\\"\")[/code] serait lu comme " -"[code]\"(?:\\\\.|[^\"])*\"[/code]. En GDScript, vous pouvez aussi utiliser " -"des littéraux de chaîne brutes (r-strings). Par exemple, [code]compile(r'\"(?:" -"\\\\.|[^\"])*\"')[/code] serait lu de la même manière.\n" -"En utilisant [method search], vous pouvez trouver le motif dans le texte " -"donné. Si un motif est trouvé, [RegExMatch] est renvoyé et vous pouvez " -"récupérer les détails du résultat en utilisant des méthodes telles que " -"[method RegExMatch.get_string] et [method RegExMatch.get_start].\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"var resultat = regex.search(\"abc n-0123\")\n" -"if resultat:\n" -"\tprint(resultat.get_string()) # Affiche \"n-0123\"\n" -"[/codeblock]\n" -"Les résultats des groupes de capture [code]()[/code] peuvent être récupérés " -"en passant le numéro du groupe aux diverses méthodes dans [RegExMatch]. Le " -"groupe 0 est le défaut et se référera toujours au motif entier. Dans " -"l'exemple ci-dessus, appeler [code]resultat.get_string(1)[/code] vous " -"donnerait [code]0123[/code].\n" -"Cette version de RegEx supporte aussi les groupes de capture nommés, et les " -"noms peuvent être utilisés pour récupérer les résultats. Si deux groupes ou " -"plus ont le même nom, le nom se référerait seulement au premier avec une " -"correspondance.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" -"var resultat = regex.search(\"le nombre est x2f\")\n" -"if resultat:\n" -"\tprint(resultat.get_string(\"chiffre\")) # Affiche \"2f\"\n" -"[/codeblock]\n" -"Si vous avez besoin de traiter plusieurs résultats, [method search_all] " -"génère une liste de tous les résultats ne se chevauchant pas. Cela peut-être " -"combiné avec une boucle [code]for[/code] pour plus de facilité.\n" -"[codeblock]\n" -"# Affiche \"01 03 0 3f 42\"\n" -"for resultat in regex.search_all(\"d01, d03, d0c, x3f et x42\"):\n" -"\tprint(resultat.get_string(\"chiffre\"))\n" -"[/codeblock]\n" -"[b]Exemple :[/b] Diviser une chaîne en utilisant une RegEx :\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # Classe de caractères non-espace\n" -"var resultats = []\n" -"for resultat in regex.search_all(\"Un Deux \\n\\tTrois\"):\n" -"\tresultats.push_back(result.get_string())\n" -"print(resultats) # Affiche [\"Un\", \"Deux\", \"Trois\"]\n" -"[/codeblock]\n" -"[b]Note :[/b] L'implémentation regex de Godot est basée sur la bibliothèque " -"[url=https://www.pcre.org/]PCRE2[/url]. Vous pouvez voir la référence des " -"motifs complète [url=https://www.pcre.org/current/doc/html/" -"pcre2pattern.html]ici[/url].\n" -"[b]Astuce :[/b] Vous pouvez utiliser [url=https://regexr.com/]Regexr[/url] " -"pour vérifier des expressions régulières en ligne." - msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." @@ -98888,7 +99379,7 @@ msgstr "" "matériaux.\n" "[b]Note :[/b] En 2D, pour que ce paramètre ait un effet, définissez [member " "CanvasItem.texture_filter] à [constant " -"CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANTROPIC] ou [constant " +"CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] ou [constant " "CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] sur le nœud " "[CanvasItem] affichant la texture (ou dans [CanvasTexture]). Cependant, le " "filtrage anisotrope est rarement utile en 2D, donc ne l'activez pour des " @@ -99496,16 +99987,6 @@ msgstr "" "Objet de données de rendu abstrait, détient des données de scène relatives au " "rendu d'une unique trame d'un viewport." -msgid "" -"Abstract scene data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Objet de données abstrait, existe pour la durée du rendu d'un seul viewport.\n" -"[b]Note :[/b] Il s'agit d'un objet de serveur de rendu interne, ne " -"l'instanciez pas depuis un script." - msgid "" "Returns the camera projection used to render this frame.\n" "[b]Note:[/b] If more than one view is rendered, this will return a combined " @@ -100138,6 +100619,50 @@ msgstr "" msgid "Base class for resource importers." msgstr "Classe de base pour les importateurs de ressources." +msgid "" +"This is the base class for Godot's resource importers. To implement your own " +"resource importers using editor plugins, see [EditorImportPlugin]." +msgstr "" +"Il s'agit de la classe de base pour les importeurs de ressources de Godot. " +"Pour implémenter vos propres importeurs de ressources en utilisant des " +"plugins éditeur, voir [EditorImportPlugin]." + +msgid "" +"Called when the engine compilation profile editor wants to check what build " +"options an imported resource needs. For example, " +"[ResourceImporterDynamicFont] has a property called [member " +"ResourceImporterDynamicFont.multichannel_signed_distance_field], that depends " +"on the engine to be build with the \"msdfgen\" module. If that resource " +"happened to be a custom one, it would be handled like this:\n" +"[codeblock]\n" +"func _get_build_dependencies(path):\n" +"\tvar resource = load(path)\n" +"\tvar dependencies = PackedStringArray()\n" +"\n" +"\tif resource.multichannel_signed_distance_field:\n" +"\t\tdependencies.push_back(\"module_msdfgen_enabled\")\n" +"\n" +"\treturn dependencies\n" +"[/codeblock]" +msgstr "" +"Appelée lorsque l'éditeur de profil de compilation du moteur veut vérifier " +"quelles options de compilation une ressource importée a besoin. Par exemple, " +"[ResourceImporterDynamicFont] a une propriété appelée [member " +"ResourceImporterDynamicFont.multichannel_signed_distance_field], qui " +"nécessite à ce que le moteur soit compilé avec le module \"msdfgen\". Si " +"cette ressource était une ressource personnalisée, ceci serait géré comme " +"ceci :\n" +"[codeblock]\n" +"func _get_build_dependencies(path):\n" +"\tvar ressource = load(path)\n" +"\tvar dependances = PackedStringArray()\n" +"\n" +"\tif ressource.multichannel_signed_distance_field:\n" +"\t\tdependances.push_back(\"module_msdfgen_enabled\")\n" +"\n" +"\treturn dependances\n" +"[/codeblock]" + msgid "The default import order." msgstr "L'ordre d'importation par défaut." @@ -100212,6 +100737,9 @@ msgstr "" "glyphes.\n" "Voir aussi [ResourceImporterDynamicFont]." +msgid "Bitmap fonts - Using fonts" +msgstr "Polices Bitmap - Utiliser des polices" + msgid "If [code]true[/code], uses lossless compression for the resulting font." msgstr "" "Si [code]true[/code], utilise une compression sans perte pour la police " @@ -100228,6 +100756,10 @@ msgstr "" msgid "Font scaling mode." msgstr "Mode d'échelle de police." +msgid "Imports comma-separated values as [Translation]s." +msgstr "" +"Importe des valeurs séparées par des virgules en tant que [Translation]s." + msgid "Importing translations" msgstr "Importer des traductions" @@ -100246,6 +100778,9 @@ msgstr "" "Importe un fichier de police TTF, TTC, OTF, OTC, WOFF ou WOFF2 pour un rendu " "de police qui s'adapte à n'importe quelle taille." +msgid "Dynamic fonts - Using fonts" +msgstr "Polices dynamiques - Utiliser des polices d'écriture" + msgid "Number of rows in the font image. See also [member columns]." msgstr "Nombre de lignes dans l'image de police. Voir aussi [member columns]." @@ -103762,6 +104297,55 @@ msgstr "" "classe [code]MethodName[/code] pour éviter d'attribuer un nouveau " "[StringName] à chaque appel." +msgid "" +"Changes the running scene to the provided [Node]. Useful when you want to set " +"up the new scene before changing.\n" +"Returns [constant OK] on success, [constant ERR_INVALID_PARAMETER] if the " +"[param node] is [code]null[/code], or [constant ERR_UNCONFIGURED] if the " +"[param node] is already inside the scene tree.\n" +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_node] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code] " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene node " +"will be added to the tree. [method Node.get_tree] and [member current_scene] " +"will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method " +"Node.queue_free].\n" +"If you want to reliably access the new scene, await the [signal " +"scene_changed] signal.\n" +"[b]Warning:[/b] After using this method, the [SceneTree] will take ownership " +"of the node and will free it automatically when changing scene again. Any " +"references you had to that node will become invalid." +msgstr "" +"Change la scène en cours d'exécution sans le noeud utilisé. Utile lorsque " +"vous voulez mettre en place une scène avant un changement.\n" +"Renvoie [constant OK] lors du succès, [constant ERR_INVALID_PARAMETER] si le " +"[param node] vaut [code]null[/code], ou [constant ERR_UNCONFIGURED] si le " +"[param node] est déjà dans l'arborescence de scène.\n" +"[b]Note :[/b] Les opérations se déroulent dans l'ordre suivant quand [method " +"change_scene_to_node] est appelée :\n" +"1. Le nœud de la scène actuelle est immédiatement retiré de l'arbre. À partir " +"de ce point, appeler [method Node.get_tree] sur la scène courante (sortante) " +"renverra [code]null[/code]. [member current_scene] vaudra aussi [code]null[/" +"code], car la nouvelle scène n'est pas encore disponible.\n" +"2. A la fin de la trame, l'ancienne scène actuelle, déjà retirée de l'arbre, " +"sera supprimée (libérée de mémoire) et la nouvelle scène sera instanciée et " +"ajoutée à l'arbre. [method Node.get_tree] et [member current_scene] " +"recommenceront ainsi à fonctionner comme d'habitude.\n" +"Cela garantit que les deux scènes ne s'exécutent pas en même temps, tout en " +"libérant quand même la scène précédente d'une manière sécurisée semblable à " +"[method Node.queue_free].\n" +"Si vous voulez accéder de manière fiable à la nouvelle scène, attendez le " +"[signal scene_changed] signal .\n" +"[b]Attention :[/b] Après avoir utilisé cette méthode, le [SceneTree] prendra " +"possession du nœud et le libérera automatiquement lors de la modification de " +"la scène. Toute référence que vous avez eue à ce nœud deviendra invalide." + msgid "" "Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " "passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " @@ -105350,30 +105934,6 @@ msgid "" msgstr "" "Renvoie la valeur actuelle définie pour ce matériau d'un uniform du shader." -msgid "" -"Changes the value set for this material of a uniform in the shader.\n" -"[b]Note:[/b] [param param] is case-sensitive and must match the name of the " -"uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Changes to the shader uniform will be effective on all instances " -"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with " -"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the " -"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance " -"uniforms allow for better shader reuse and are therefore faster, so they " -"should be preferred over duplicating the [ShaderMaterial] when possible." -msgstr "" -"Change la valeur définie pour ce matériau d'un uniform du shader.\n" -"[b]Note :[/b] [param param] est sensible à la casse et doit correspondre " -"exactement au nom de l'uniform dans le code (pas le nom capitalisé dans " -"l'inspecteur).\n" -"[b]Note :[/b] Les changements apportés à l'uniform du shader seront effectifs " -"dans toutes les instances utilisant ce [ShaderMaterial]. Pour éviter cela, " -"utilisez des uniforms par instance avec [method " -"GeometryInstance3D.set_instance_shader_parameter] ou dupliquez la ressource " -"[ShaderMaterial] en utilisant [method Resource.duplicate]. Les uniforms par " -"instance permettent une meilleure réutilisation du shader et sont donc plus " -"rapides, de sorte qu'ils devraient être préférés plutôt que la duplication du " -"[ShaderMaterial] si possible." - msgid "The [Shader] program used to render this material." msgstr "Le programme [Shader] utilisé pour le rendu de ce matériau." @@ -107591,25 +108151,6 @@ msgstr "" "poses des os car le [Skeleton3D] applique automatiquement l'influence à " "toutes les poses des os définies par le modificateur." -msgid "" -"Override this virtual method to implement a custom skeleton modifier. You " -"should do things like get the [Skeleton3D]'s current pose and apply the pose " -"here.\n" -"[method _process_modification_with_delta] must not apply [member influence] " -"to bone poses because the [Skeleton3D] automatically applies influence to all " -"bone poses set by the modifier.\n" -"[param delta] is passed from parent [Skeleton3D]. See also [method " -"Skeleton3D.advance]." -msgstr "" -"Redéfinissez cette méthode virtuelle pour implémenter un modificateur de " -"squelette personnalisé. Vous devriez faire des choses comme obtenir la pose " -"actuelle du [Skeleton3D] et appliquer la pose ici.\n" -"[method _process_modification_with_delta] ne doit pas appliquer [member " -"influence] aux poses des os car le [Skeleton3D] applique automatiquement " -"l'influence à toutes les poses des os définies par le modificateur.\n" -"[param delta] est passé depuis le [Skeleton3D] parent. Voir aussi [method " -"Skeleton3D.advance]." - msgid "Called when the skeleton is changed." msgstr "Appelée quand le squelette est changé." @@ -109385,6 +109926,21 @@ msgstr "" msgid "Returns the rotation axis of the bone chain." msgstr "Renvoie l'axe de rotation de la chaîne d'os." +msgid "" +"Returns the rotation axis vector of the bone chain. This vector represents " +"the axis around which the bone chain can rotate. It is determined based on " +"the rotation axis set for the bone chain.\n" +"If [method get_rotation_axis] is [constant " +"SkeletonModifier3D.ROTATION_AXIS_ALL], this method returns [code]Vector3(0, " +"0, 0)[/code]." +msgstr "" +"Renvoie le vecteur de l'axe de rotation de la chaîne d'os. Ce vecteur " +"représente l'axe autour duquel la chaîne d'os peut tourner. Il est déterminé " +"en fonction de l'axe de rotation défini pour la chaîne d'os.\n" +"Si [method get_rotation_axis] vaut [constant " +"SkeletonModifier3D.ROTATION_AXIS_ALL], cette méthode renvoie [code]Vector3(0, " +"0, 0)[/code]." + msgid "Returns the stiffness force of the bone chain." msgstr "Renvoie la force de rigidité de la chaîne d'os." @@ -109584,6 +110140,26 @@ msgstr "" "liaisons de la chaîne d'os lorsque [method is_config_individual] vaut " "[code]true[/code]." +msgid "" +"Sets the rotation axis at [param joint] in the bone chain's joint list when " +"[method is_config_individual] is [code]true[/code].\n" +"The axes are based on the [method Skeleton3D.get_bone_rest]'s space, if " +"[param axis] is [constant SkeletonModifier3D.ROTATION_AXIS_CUSTOM], you can " +"specify any axis.\n" +"[b]Note:[/b] The rotation axis and the forward vector shouldn't be colinear " +"to avoid unintended rotation since [SpringBoneSimulator3D] does not factor in " +"twisting forces." +msgstr "" +"Définit l'axe de rotation de la liaison [param joint] dans la liste des " +"liaisons de la chaîne d'os lorsque [method is_config_individual] vaut " +"[code]true[/code].\n" +"Les axes sont basés sur l'espace de [method Skeleton3D.get_bone_rest], si " +"[param axis] vaut [constant SkeletonModifier3D.ROTATION_AXIS_CUSTOM], vous " +"pouvez spécifier n'importe quel axe.\n" +"[b]Note :[/b] L'axe de rotation et le vecteur avant ne devraient pas être " +"colinéaires pour éviter une rotation intempestive car [SpringBoneSimulator3D] " +"ne prend pas en compte les forces de torsion." + msgid "" "Sets the stiffness force at [param joint] in the bone chain's joint list when " "[method is_config_individual] is [code]true[/code]." @@ -109607,6 +110183,42 @@ msgid "Sets the joint radius damping curve of the bone chain." msgstr "" "Définit la courbe d'amortissement du rayon de liaison de la chaîne d'os." +msgid "" +"Sets the rotation axis of the bone chain. If set to a specific axis, it acts " +"like a hinge joint. The value is cached in each joint setting in the joint " +"list.\n" +"The axes are based on the [method Skeleton3D.get_bone_rest]'s space, if " +"[param axis] is [constant SkeletonModifier3D.ROTATION_AXIS_CUSTOM], you can " +"specify any axis.\n" +"[b]Note:[/b] The rotation axis vector and the forward vector shouldn't be " +"colinear to avoid unintended rotation since [SpringBoneSimulator3D] does not " +"factor in twisting forces." +msgstr "" +"Définit l'axe de rotation de la chaîne d'os. S'il est défini à un axe " +"spécifique, il agit comme une liaison avec charnière. La valeur est mise en " +"cache dans chaque paramètre de liaison dans la liste des liaisons.\n" +"Les axes sont basés sur l'espace de [method Skeleton3D.get_bone_rest], si " +"[param axis] vaut [constant SkeletonModifier3D.ROTATION_AXIS_CUSTOM], vous " +"pouvez spécifier n'importe quel axe.\n" +"[b]Note :[/b] Le vecteur d'axe de rotation et le vecteur avant ne devraient " +"pas être colinéaires pour éviter une rotation intempestive car " +"[SpringBoneSimulator3D] ne prend pas en compte les forces de torsion." + +msgid "" +"Sets the rotation axis vector of the bone chain. The value is cached in each " +"joint setting in the joint list.\n" +"This vector is normalized by an internal process and represents the axis " +"around which the bone chain can rotate.\n" +"If the vector length is [code]0[/code], it is considered synonymous with " +"[constant SkeletonModifier3D.ROTATION_AXIS_ALL]." +msgstr "" +"Définit le vecteur d'axe de rotation de la chaîne d'os. La valeur est mise en " +"cache dans chaque paramètre de liaison dans la liste des liaisons.\n" +"Ce vecteur est normalisé par un processus interne et représente l'axe autour " +"duquel la chaîne d'os peut tourner.\n" +"Si la longueur du vecteur est de [code]0[/code], il est considéré comme " +"synonyme de [constant SkeletonModifier3D.ROTATION_AXIS_ALL]." + msgid "" "Sets the stiffness force of the bone chain. The greater the value, the faster " "it recovers to its initial pose.\n" @@ -110220,8 +110832,8 @@ msgid "" "using the reverse process of [method put_string]." msgstr "" "Obtient une chaîne ASCII d'une longueur de [param bytes] octets du flux. Si " -"[[param bytes] ] est négatif (par défaut), la longueur sera lue depuis le " -"flux en utilisant le processus inverse de [method put_string]." +"[param bytes] est négatif (par défaut), la longueur sera lue depuis le flux " +"en utilisant le processus inverse de [method put_string]." msgid "Gets an unsigned byte from the stream." msgstr "Obtient un octet non signé depuis le flux." @@ -114207,6 +114819,13 @@ msgstr "" "minimale de ce nœud est mise à jour de sorte que tous les onglets soient " "visibles." +msgid "" +"If [code]true[/code], middle-clicking on a tab will emit the [signal " +"tab_close_pressed] signal." +msgstr "" +"Si [code]true[/code], un clic du milieu de la souris sur un onglet émettra le " +"[signal tab_close_pressed]signal." + msgid "" "The index of the current selected tab. A value of [code]-1[/code] means that " "no tab is selected and can only be set when [member deselect_enabled] is " @@ -115516,14 +116135,6 @@ msgstr "" "Tableau de textures pour des Cubemaps qui est lié à une texture créée sur le " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap array texture created directly " -"on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Cette classe de texture vous permet d'utiliser une texture de tableau cubemap " -"créée directement sur le [RenderingDevice] comme texture pour des matériaux, " -"des maillages, etc..." - msgid "" "Texture for Cubemap that is bound to a texture created on the " "[RenderingDevice]." @@ -115531,14 +116142,6 @@ msgstr "" "Texture pour Cubemap qui est liée à une texture créée sur le " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap texture created directly on " -"the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Cette classe de texture vous permet d'utiliser une texture cubemap créée " -"directement sur le [RenderingDevice] comme texture pour des matériaux, des " -"maillages, etc." - msgid "Returns the number of referenced [Image]s." msgstr "Renvoie le nombre d'[Image]s référencées." @@ -116702,6 +117305,49 @@ msgstr "" msgid "A countdown timer." msgstr "Un compte à rebours." +msgid "" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the scene tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Signals dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +"\tprint(\"Time to attack!\")\n" +"[/codeblock]\n" +"[b]Note:[/b] To create a one-shot timer without instantiating a node, use " +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale] unless [member " +"ignore_time_scale] is [code]true[/code]. The higher the time scale, the " +"sooner timers will end. How often a timer processes may depend on the " +"framerate or [member Engine.physics_ticks_per_second]." +msgstr "" +"Le nœud [Timer] est un minuteur de compte à rebours et est le moyen le plus " +"simple de gérer la logique basée sur le temps dans le moteur. Quand un " +"minuteur atteint la fin de son temps d'attente [member wait_time], il émettra " +"le [signal timeout]signal .\n" +"Après qu'un minuteur entre dans l'arborescence de scène, il peut être démarré " +"manuellement avec [method start]. Un nœud minuteur est également démarré " +"automatiquement si [member autostart] vaut [code]true[/code].\n" +"Sans nécessiter beaucoup de code, un nœud minuteur peut être ajouté et " +"configuré dans l'éditeur. Le [signal timeout] signal qu'il émet peut " +"également être connecté par le dock Nœud dans l'éditeur :\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +"\tprint(\"C'est le moment d'attaquer !\")\n" +"[/codeblock]\n" +"[b]Note :[/b] Pour créer un minuteur à usage unique sans instancier un nœud, " +"utilisez [method SceneTree.create_timer].\n" +"[b]Note :[/b] Les Timers sont affectés par [member Engine.time_scale] à moins " +"que [member ignore_time_scale] ne vaille [code]true[/code]. Plus l'échelle du " +"temps sera élevée, plus les minuteurs se termineront tôt. Combien de fois un " +"minuteur effectue son traitement peut dépendre du framerate ou de [member " +"Engine.physics_ticks_per_second]." + msgid "Returns [code]true[/code] if the timer is stopped or has not started." msgstr "" "Renvoie [code]true[/code] si le minuteur est arrêté ou n'a pas commencé." @@ -119194,7 +119840,7 @@ msgid "" msgstr "" "Cette méthode peut être utilisée pour de l'interpolation manuelle d'une " "valeur, lorsque vous ne voulez pas que [Tween] fasse l'animation pour vous. " -"Elle est similaire à [méthode @GlobalScope.lerp], mais avec du support pour " +"Elle est similaire à [method @GlobalScope.lerp], mais avec du support pour " "des transitions et accélérations personnalisées.\n" "[param initial_value] est la valeur de départ de l'interpolation.\n" "[param delta_value] est le changement de la valeur dans l'interpolation, " @@ -120899,6 +121545,29 @@ msgstr "" "Renvoie un nouveau vecteur avec tous ses composantes en valeurs absolues " "(c'est-à-dire toujours positives)." +msgid "" +"Returns this vector's angle with respect to the positive X axis, or [code](1, " +"0)[/code] vector, in radians.\n" +"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, " +"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter " +"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return " +"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n" +"This is equivalent to calling [method @GlobalScope.atan2] with [member y] and " +"[member x].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"vector2_angle.png]Illustration of the returned angle.[/url]" +msgstr "" +"Renvoie l'angle de ce vecteur par rapport à l'axe X positif, ou aussi le " +"vecteur [code](1,0)[/code], en radians.\n" +"Par exemple, [code]Vector2.RIGHT.angle()[/code] va renvoyer zéro, " +"[code]Vector2.DOWN.angle()[/code] va renvoyer [code]PI / 2[/code] (un quart " +"de tour, ou 90 degrés), et [code]Vector2(1,-1).angle()[/code] va renvoyer " +"[code]-PI / 4[/code] (un huitième de tour négatif, ou -45 degrés).\n" +"Équivalent au résultat de [method @GlobalScope.atan2] lorsqu'appelé avec " +"[member y] et [member x].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"vector2_angle.png]Illustration de l'angle renvoyé.[/url]" + msgid "" "Returns the derivative at the given [param t] on the [url=https://" "en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this " @@ -123992,6 +124661,59 @@ msgstr "" "Window.CONTENT_SCALE_ASPECT_IGNORE], l'échelle en X et en Y peut différer " "[i]de façon significative[/i]." +msgid "" +"Returns the viewport's texture.\n" +"[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " +"might be completely black or outdated if used too early, especially when used " +"in e.g. [method Node._ready]. To make sure the texture you get is correct, " +"you can await [signal RenderingServer.frame_post_draw] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " +"texture will be an HDR image using linear encoding." +msgstr "" +"Renvoie la texture du viewport.\n" +"[b]Note :[/b] Lorsque vous essayez de stocker la texture actuelle (par " +"exemple dans un fichier), elle peut être complètement noire ou périmée si " +"elle est utilisée trop tôt, surtout lorsqu'elle est utilisée par ex. dans " +"[method Node._ready]. Pour vous assurer que la texture que vous obtenez est " +"correcte, vous pouvez attendre le signal [signal " +"RenderingServer.frame_post_draw].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://" +"Capture_d_ecran.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://" +"Capture_d_ecran.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note :[/b] Lorsque [member use_hdr_2d] vaut [code]true[/code], la texture " +"renvoyée sera une image HDR encodée dans l'espace linéaire." + msgid "Returns the viewport's RID from the [RenderingServer]." msgstr "Renvoie le RID du viewport depuis le [RenderingServer]." @@ -124011,7 +124733,7 @@ msgid "" "Control._get_drag_data]." msgstr "" "Renvoie les données de déposer-glisser du GUI, qui étaient précédemment " -"renvoyées par [method Control.get_drag_data]." +"renvoyées par [method Control._get_drag_data]." msgid "" "Returns the currently focused [Control] within this viewport. If no [Control] " @@ -124158,7 +124880,7 @@ msgstr "" "L'appel de cette méthode va propager des appels aux nœuds enfants pour les " "méthodes suivantes dans l'ordre donné :\n" "- [method Node._input]\n" -"- [méthod Control._gui_input] pour les nœuds [Control]\n" +"- [method Control._gui_input] pour les nœuds [Control]\n" "- [method Node._shortcut_input]\n" "- [method Node._unhandled_key_input]\n" "- [method Node._unhandled_input]\n" @@ -124274,12 +124996,6 @@ msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 2D. msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 3D." -msgid "" -"The rendering layers in which this [Viewport] renders [CanvasItem] nodes." -msgstr "" -"Les couches de rendu dans lesquelles ce [Viewport] rend des nœuds " -"[CanvasItem]." - msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " @@ -124473,7 +125189,7 @@ msgid "" msgstr "" "Si [code]true[/code], le signal input_event ne sera envoyé qu'à un objet " "physique dans le processus de sélection de la souris. Si vous voulez obtenir " -"l'objet du haut seulement, vous devez également activer [[member " +"l'objet du haut seulement, vous devez également activer [member " "physics_object_picking_sort].\n" "Si [code]false[/code], un signal input_event sera envoyé à tous les objets " "physiques dans le processus de sélection de la souris.\n" @@ -125047,19 +125763,6 @@ msgstr "" "[b]Note :[/b] Seulement supporté lors de l'utilisation de la méthode de rendu " "Forward+." -msgid "" -"Draws the probes used for signed distance field global illumination (SDFGI).\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 "" -"Dessine les sondes utilisées pour l'illumination globale avec champ de " -"distance signée (SDFGI).\n" -"Ne fait rien si le [member Environment.sdfgi_enabled] de l'environnement " -"actuel vaut [code]false[/code].\n" -"[b]Note :[/b] Seulement supporté lors de l'utilisation de la méthode de rendu " -"Forward+." - msgid "" "Draws the buffer used for global illumination from [VoxelGI] or SDFGI. " "Requires [VoxelGI] (at least one visible baked VoxelGI node) or SDFGI " @@ -125068,7 +125771,7 @@ msgid "" msgstr "" "Dessine le buffer utilisé pour l'illumination globale de [VoxelGI] ou de " "SDFGI. Nécessite que [VoxelGI] (au moins un nœud VoxelGI pré-calculé visible) " -"ou que SDFGI ([member Environnement.sdfgi_enabled]) soit activé pour avoir un " +"ou que SDFGI ([member Environment.sdfgi_enabled]) soit activé pour avoir un " "effet visible.\n" "[b]Note :[/b] Seulement supporté lors de l'utilisation de la méthode de rendu " "Forward+." @@ -126790,12 +127493,12 @@ msgstr "" "procédurale ou construits par l'utilisateur tant que la géométrie est générée " "à l'avance. Pour les jeux où la géométrie est générée à tout moment du " "gameplay, la SDFGI est plus adaptée (voir [member " -"Environement.sdfgi_enabled]).\n" +"Environment.sdfgi_enabled]).\n" "[b]Performance :[/b] [VoxelGI] est relativement exigeante sur le GPU et n'est " "pas adaptée au matériel d'entrée de gamme tel que les cartes graphiques " "intégrées (utilisez plutôt [LightmapGI]). Pour améliorer les performances, " -"ajustez [memberProjectSettings.rendering/global_illumination/voxel_gi/" -"quality] et activez [memberProjectSettings.rendering/global_illumination/gi/" +"ajustez [member ProjectSettings.rendering/global_illumination/voxel_gi/" +"quality] et activez [member ProjectSettings.rendering/global_illumination/gi/" "use_half_resolution] dans les Paramètres du projet. Pour fournir une solution " "de repli au matériel d'entrée de gamme, envisagez d'ajouter une option pour " "désactiver [VoxelGI] dans les menus d'options de votre projet. Un nœud " @@ -127253,6 +127956,9 @@ msgstr "" msgid "Interface to a WebRTC peer connection." msgstr "L'interface de connexion par pair via WebRTC." +msgid "WebRTC documentation" +msgstr "Documentation WebRTC" + msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." @@ -128118,15 +128824,6 @@ msgstr "" "Spécifie comment le contenu est mis à l'échelle lorsque la [Window] est " "redimensionnée." -msgid "" -"Base size of the content (i.e. nodes that are drawn inside the window). If " -"non-zero, [Window]'s content will be scaled when the window is resized to a " -"different size." -msgstr "" -"Taille de base du contenu (c.-à-d. des nœuds qui sont dessinés à l'intérieur " -"de la fenêtre). Si différent de zéro, le contenu de la [Window] sera réduit " -"lorsque la fenêtre est redimensionnée à une taille différente." - 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 " @@ -128388,9 +129085,6 @@ msgstr "" "[b]Note :[/b] Cette propriété est implémentée uniquement sur Windows (11).\n" "[b]Note :[/b] Cette propriété ne fonctionne qu'avec des fenêtres natives." -msgid "The window's size in pixels." -msgstr "La taille de la fenêtre en pixels." - 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." @@ -128776,11 +129470,6 @@ msgstr "" msgid "Max value of the [enum Flags]." msgstr "Valeur maximale pour les drapeaux [enum Flags]." -msgid "The content will not be scaled to match the [Window]'s size." -msgstr "" -"Le contenu ne sera pas mis à l'échelle pour correspondre à la taille de la " -"[Window]." - msgid "" "The content will be rendered at the target size. This is more performance-" "expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better " @@ -130782,9 +131471,16 @@ msgstr "" "Renvoie la matrice de projection pour la vue donnée en tant que " "[PackedFloat64Array]." +msgid "Returns the current status of our tracking." +msgstr "Renvoie le statut actuel de notre suivi." + msgid "Returns a [Transform3D] for a given view." msgstr "Renvoie une [Transform3D] pour une vue donnée." +msgid "Returns the format of the texture returned by [method _get_vrs_texture]." +msgstr "" +"Retourne le format de la texture retournée par [method _get_vrs_texture]." + msgid "Initializes the interface, returns [code]true[/code] on success." msgstr "Initialise l'interface, renvoie [code]true[/code] en cas de succès." diff --git a/doc/translations/ga.po b/doc/translations/ga.po index 5be0d2b554..774a56ba3a 100644 --- a/doc/translations/ga.po +++ b/doc/translations/ga.po @@ -7633,13 +7633,6 @@ msgstr "" "Má tá [code]false[/code], meastar fad bunaidh na beochana. Má shocraíonn tú " "an lúb go [member loop_mode], lúbfaidh an bheochan i [member timeline_length]." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"Más [code]true[/code] é [ball use_custom_timeline], fritháirigh suíomh " -"tosaigh an bheochana." - msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -18295,9 +18288,6 @@ msgstr "Nód ceamara le haghaidh radhairc 2D." msgid "2D Isometric Demo" msgstr "Taispeántas Isiméadrach 2D" -msgid "Aligns the camera to the tracked node." -msgstr "Ailínithe an ceamara leis an nód rianaithe." - msgid "Forces the camera to update scroll immediately." msgstr "Cuir iallach ar an gceamara scrollú a nuashonrú láithreach." @@ -19642,13 +19632,6 @@ msgstr "" "sin le feiceáil). Mura bhfuil suim agat faoin gcás úsáide áirithe seo, ní gá " "an fheidhm seo a úsáid tar éis duit na slisní a chur isteach." -msgid "" -"Draws a [MultiMesh] in 2D with the provided texture. See " -"[MultiMeshInstance2D] for related documentation." -msgstr "" -"Tarraingíonn [MultiMesh] i 2T leis an uigeacht a cuireadh ar fáil. Féach " -"[MultiMeshInstance2D] le haghaidh doiciméadú gaolmhar." - msgid "" "Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " "the node is not in any [CanvasLayer]." @@ -19740,16 +19723,6 @@ msgstr "" "socraithe go [code]true[/code]. Gníomhóidh an [CanvasItem] go héifeachtach " "amhail is gur cuireadh mar leanbh lom [Nóid] é." -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." -msgstr "" -"An ciseal rindreála ina bhfuil an [CanvasItem] seo rindreáilte ag nóid " -"[Viewport]. Déanfaidh [Viewport] [CanvasItem] a sholáthar má roinneann sé " -"féin agus a thuismitheoirí go léir sraith le masc maraithe chanbhás " -"[Viewport]." - msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " "NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" @@ -30905,26 +30878,6 @@ msgstr "" "Filltear ar ais an cruth réamhshocraithe cúrsóra luiche socraithe ag [method " "cursor_set_shape]." -msgid "" -"Sets a custom mouse cursor image for the given [param shape]. This means the " -"user's operating system and mouse cursor theme will no longer influence the " -"mouse cursor's appearance.\n" -"[param cursor] can be either a [Texture2D] or an [Image], and it should not " -"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " -"be set to offset the image's position relative to the click point. By " -"default, [param hotspot] is set to the top-left corner of the image. See also " -"[method cursor_set_shape]." -msgstr "" -"Socraíonn sé íomhá cúrsóra luiche saincheaptha don [cruth param] a thugtar. " -"Ciallaíonn sé seo nach mbeidh tionchar ag córas oibriúcháin agus téama " -"cúrsóir na luiche ar chuma an chúrsóra luiche a thuilleadh.\n" -"Is féidir le [cúrsóir param] a bheith ina [Uigeacht2D] nó ina [Íomhá], agus " -"níor cheart go mbeadh sé níos mó ná 256×256 le taispeáint i gceart. Go " -"roghnach, is féidir [param hotspot] a shocrú chun suíomh na híomhá a " -"fhritháireamh i gcomparáid leis an bpointe cliceáil. De réir réamhshocraithe, " -"tá [param hotspot] socraithe go dtí an chúinne uachtarach ar chlé den íomhá. " -"Féach freisin [method cursor_set_shape]." - msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " @@ -33578,6 +33531,39 @@ msgstr "" "Astaítear nuair a scoitetar cianáis ón seisiún seo (i.e. éiríonn an seisiún " "neamhghníomhach)." +msgid "Dock slot, left side, upper-left (empty in default layout)." +msgstr "" +"Sliotán duga, taobh clé, ar chlé uachtarach (folamh sa leagan amach " +"réamhshocraithe)." + +msgid "Dock slot, left side, bottom-left (empty in default layout)." +msgstr "" +"Sliotán duga, taobh clé, bun-chlé (folamh i leagan amach réamhshocraithe)." + +msgid "" +"Dock slot, left side, upper-right (in default layout includes Scene and " +"Import docks)." +msgstr "" +"Sliotán duga, taobh clé, ar dheis uachtarach (áirítear duganna Radharc agus " +"Iompórtáil sa leagan amach réamhshocraithe)." + +msgid "Dock slot, right side, bottom-left (empty in default layout)." +msgstr "" +"Sliotán duga, taobh dheis, bun-chlé (folamh i leagan amach réamhshocraithe)." + +msgid "Dock slot, right side, upper-right (empty in default layout)." +msgstr "" +"Sliotán duga, taobh dheis, ar dheis uachtarach (folamh sa leagan amach " +"réamhshocraithe)." + +msgid "Dock slot, right side, bottom-right (empty in default layout)." +msgstr "" +"Sliotán duga, taobh deas, bun ar dheis (folamh i leagan amach " +"réamhshocraithe)." + +msgid "Represents the size of the [enum DockSlot] enum." +msgstr "Léiríonn sé méid an [enum DockSlot] enum." + msgid "" "Identifies a supported export platform, and internally provides the " "functionality of exporting to that platform." @@ -40604,22 +40590,6 @@ msgstr "" "Cluaisín na Socruithe Tionscadail dialóg, ar thaobh na láimhe deise de " "cluaisíní eile." -msgid "Dock slot, left side, upper-left (empty in default layout)." -msgstr "" -"Sliotán duga, taobh clé, ar chlé uachtarach (folamh sa leagan amach " -"réamhshocraithe)." - -msgid "Dock slot, left side, bottom-left (empty in default layout)." -msgstr "" -"Sliotán duga, taobh clé, bun-chlé (folamh i leagan amach réamhshocraithe)." - -msgid "" -"Dock slot, left side, upper-right (in default layout includes Scene and " -"Import docks)." -msgstr "" -"Sliotán duga, taobh clé, ar dheis uachtarach (áirítear duganna Radharc agus " -"Iompórtáil sa leagan amach réamhshocraithe)." - msgid "" "Dock slot, left side, bottom-right (in default layout includes FileSystem " "dock)." @@ -40634,23 +40604,6 @@ msgstr "" "Sliotán duga, taobh dheis, ar chlé uachtarach (cuimsíonn an leagan amach " "réamhshocraithe duganna Cigire, Nód agus Stair)." -msgid "Dock slot, right side, bottom-left (empty in default layout)." -msgstr "" -"Sliotán duga, taobh dheis, bun-chlé (folamh i leagan amach réamhshocraithe)." - -msgid "Dock slot, right side, upper-right (empty in default layout)." -msgstr "" -"Sliotán duga, taobh dheis, ar dheis uachtarach (folamh sa leagan amach " -"réamhshocraithe)." - -msgid "Dock slot, right side, bottom-right (empty in default layout)." -msgstr "" -"Sliotán duga, taobh deas, bun ar dheis (folamh i leagan amach " -"réamhshocraithe)." - -msgid "Represents the size of the [enum DockSlot] enum." -msgstr "Léiríonn sé méid an [enum DockSlot] enum." - msgid "Forwards the [InputEvent] to other EditorPlugins." msgstr "Cuir an [InputEvent] ar aghaidh chuig EditorPlugins eile." @@ -43432,16 +43385,6 @@ msgstr "" "nua á chruthú. Is iad na teaghráin a nglactar leo ná \"forward_plus\", " "\"soghluaiste\" nó \"gl_compatibility\"." -msgid "" -"Directory naming convention for the project manager. Options are \"No " -"convention\" (project name is directory name), \"kebab-case\" (default), " -"\"snake_case\", \"camelCase\", \"PascalCase\", or \"Title Case\"." -msgstr "" -"Coinbhinsiún um ainmniú eolaire don bhainisteoir tionscadail. Is iad na " -"roghanna ná \"Gan coinbhinsiún\" (is é ainm an tionscadail ná ainm eolaire), " -"\"kebab-case\" (réamhshocraithe), \"snake_case\", \"camelCase\", " -"\"PascalCase\", nó \"Title Case\"." - msgid "" "The sorting order to use in the project manager. When changing the sorting " "order in the project manager, this setting is set permanently in the editor " @@ -46211,58 +46154,6 @@ msgstr "" "réad singleton. Ní oibríonn sé ach le tonna singil atá sainithe ag an " "úsáideoir atá cláraithe le [method register_singleton]." -msgid "" -"The maximum number of frames that can be rendered every second (FPS). A value " -"of [code]0[/code] means the framerate is uncapped.\n" -"Limiting the FPS can be useful to reduce the host machine's power " -"consumption, which reduces heat, noise emissions, and improves battery life.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b] " -"or [b]Adaptive[/b], the setting takes precedence and the max FPS number " -"cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" -"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " -"an FPS limit a few frames lower than the monitor's refresh rate will " -"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " -"avoiding tearing[/url].\n" -"See also [member physics_ticks_per_second] and [member " -"ProjectSettings.application/run/max_fps].\n" -"[b]Note:[/b] The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project's logic and " -"rendering.\n" -"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " -"reached on the system can reduce input lag compared to an uncapped framerate. " -"Since this works by ensuring the GPU load is lower than 100%, this latency " -"reduction is only effective in GPU-bottlenecked scenarios, not CPU-" -"bottlenecked scenarios." -msgstr "" -"An t-uaslíon frámaí is féidir a dhéanamh gach soicind (FPS). Ciallaíonn luach " -"[code]0[/code] go bhfuil an frámaráta gan teorainn.\n" -"Is féidir leis an CCT a theorannú a bheith úsáideach chun tomhaltas cumhachta " -"an mheaisín óstach a laghdú, rud a laghdaíonn teas, astuithe torainn, agus a " -"fheabhsaíonn saol na ceallraí.\n" -"Má tá [b]Cumasaithe[/b] nó [b] Oiriúnaitheach[/b] ar [ball " -"ProjectSettings.display/window/vsync/vsync_mode], beidh tosaíocht ag an socrú " -"agus ní féidir leis an uimhir CCT uasta ráta athnuachana an mhonatóra a " -"shárú.\n" -"Má tá [comhalta ProjectSettings.display/window/vsync/vsync_mode] " -"[b]Cumasaithe[/b], ar mhonatóirí le ráta athnuachana inathraithe cumasaithe " -"(G-Sync/FreeSync), ag baint úsáide as teorainn FPS cúpla fráma níos ísle ná " -"athnuachan an mhonatóra laghdóidh an ráta aga moille ionchuir agus ag " -"seachaint stróiceadh[/url].\n" -"Féach freisin [member physics_ticks_per_second] agus [comhalta " -"ProjectSettings.application/run/max_fps].\n" -"[b]Nóta:[/b] D'fhéadfadh líon iarbhír na bhfrámaí in aghaidh an tsoicind a " -"bheith fós faoi bhun an luacha seo mura bhfuil an LAP nó an GPU in ann " -"coimeád suas le loighic agus rindreáil an tionscadail.\n" -"[b]Nóta:[/b] Má tá [b]Díchumasaithe[/b] ar [member ProjectSettings.display/" -"window/vsync/vsync_mode], is féidir an t-ionchur a laghdú trí an CCT a " -"theorannú go luach ard is féidir a bhaint amach go comhsheasmhach ar an " -"gcóras aga moille i gcomparáid le ráta fráma gan teorainn. Ós rud é go n-" -"oibríonn sé seo trína chinntiú go bhfuil an t-ualach GPU níos ísle ná 100%, " -"níl an laghdú latency seo éifeachtach ach amháin i gcásanna ina bhfuil " -"buidéal GPU, ní i gcásanna a bhfuil bac ar LAP acu." - msgid "" "The maximum number of physics steps that can be simulated each rendered " "frame.\n" @@ -46309,42 +46200,6 @@ msgstr "" "laistigh de chluiche líonra, moltar an deisiúchán fisice a dhíchumasú tríd an " "airí seo a shocrú go [code]0[/code]." -msgid "" -"The number of fixed iterations per second. This controls how often physics " -"simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " -"interpolate the physics step. As a result, values lower than [code]60[/code] " -"will look stuttery. This value can be increased to make input more reactive " -"or work around collision tunneling issues, but keep in mind doing so will " -"increase CPU usage. 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." -msgstr "" -"Líon na n-atriallta seasta in aghaidh an tsoicind. Rialaíonn sé seo cé chomh " -"minic is a reáchtáiltear insamhalta fisice agus modhanna [method " -"Node._physics_process]. Go ginearálta ba cheart an luach seo a shocrú go " -"[code]60[/code] nó níos airde i gcónaí, toisc nach ndéanann Godot céim na " -"fisice a idirshuíomh. Mar thoradh air sin, beidh cuma stuttery ar luachanna " -"níos ísle ná [code]60[/code]. Is féidir an luach seo a mhéadú chun ionchur a " -"dhéanamh níos imoibríoch nó chun oibriú ar shaincheisteanna tollánaithe " -"imbhuailte, ach coinnigh i gcuimhne go méadóidh sé sin úsáid LAP. Féach " -"freisin [comhalta max_fps] agus [comhalta ProjectSettings.physics/common/" -"physics_ticks_per_second].\n" -"[b]Nóta:[/b] Ní féidir ach [member max_physics_steps_per_frame] ticeanna " -"fisice a insamhladh in aghaidh an fhráma rindreáilte ar a mhéad. Más gá " -"tuilleadh ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte chun " -"coinneáil suas leis an rindreáil, beidh an chuma ar an scéal go dtiocfaidh " -"moill ar an tionscadal (fiú má úsáidtear [code]delta[/code] go comhsheasmhach " -"i ríomhanna fisice). Dá bhrí sin, moltar [comhalta " -"max_physics_steps_per_frame] a mhéadú freisin má tá sé ag méadú [member " -"physics_ticks_per_second] go mór os cionn a luach réamhshocraithe." - 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 " @@ -50145,18 +50000,6 @@ msgstr "" "Bainisteoir taisce Framebuffer le haghaidh rindreálaithe atá bunaithe ar " "Ghléas Rindreála." -msgid "" -"Framebuffer cache manager for Rendering Device based renderers. Provides a " -"way to create a framebuffer and reuse it in subsequent calls for as long as " -"the used textures exists. Framebuffers will automatically be cleaned up when " -"dependent objects are freed." -msgstr "" -"Bainisteoir taisce Framebuffer le haghaidh rindreálaithe atá bunaithe ar " -"Ghléas Rindreála. Soláthraíonn sé bealach chun maolán fráma a chruthú agus é " -"a athúsáid i nglaonna ina dhiaidh sin chomh fada agus a bhíonn na huigeachtaí " -"úsáidte ann. Glanfar frámaí maoláin go huathoibríoch nuair a scaoiltear rudaí " -"cleithiúnacha." - msgid "" "Creates, or obtains a cached, framebuffer. [param textures] lists textures " "accessed. [param passes] defines the subpasses and texture allocation, if " @@ -58829,62 +58672,6 @@ msgstr "" "thionscadal i gceart ar gach cumraíocht, ná glac leis go bhfuil " "eochairchumraíocht athuair ar leith ag an úsáideoir in iompar do thionscadail." -msgid "" -"Represents the localized label printed on the key in the current keyboard " -"layout, which corresponds to one of the [enum Key] constants or any valid " -"Unicode character.\n" -"For keyboard layouts with a single label on the key, it is equivalent to " -"[member keycode].\n" -"To get a human-readable representation of the [InputEventKey], use " -"[code]OS.get_keycode_string(event.key_label)[/code] where [code]event[/code] " -"is the [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" and \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"Léiríonn sé an lipéad logánta atá priontáilte ar an eochair i leagan amach " -"reatha an mhéarchláir, a fhreagraíonn do cheann de na tairisigh [Eochair " -"enum] nó aon charachtar Unicode bailí.\n" -"I gcás leagan amach méarchláir le lipéad amháin ar an eochair, tá sé " -"comhionann le [eochairchód ball].\n" -"Chun léiriú daonna-inléite den [InputEventKey] a fháil, úsáid " -"[code]OS.get_keycode_string(event.key_label)[/code] áit arb é [code]imeacht[/" -"code] an [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +----+\n" -"| Q | | Q | - \"Q\" - eochairchód\n" -"| Й | | ض | - \"Й\" agus \"ض\" - key_label\n" -"+-----+ +----+\n" -"[/codeblock]" - -msgid "" -"Latin label printed on the key in the current keyboard layout, which " -"corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use " -"[code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is " -"the [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" and \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"Lipéad Laidine clóite ar an eochair i leagan amach reatha an mhéarchláir, a " -"fhreagraíonn do cheann de na tairisigh [Eochair enum].\n" -"Chun léiriú daonna-inléite den [InputEventKey] a fháil, úsáid " -"[code]OS.get_keycode_string(event.keycode)[/code] áit arb é [code]imeacht[/" -"code] an [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +----+\n" -"| Q | | Q | - \"Q\" - eochairchód\n" -"| Й | | ض | - \"Й\" agus \"ض\" - key_label\n" -"+-----+ +----+\n" -"[/codeblock]" - msgid "" "Represents the location of a key which has both left and right versions, such " "as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]." @@ -58892,59 +58679,6 @@ msgstr "" "Léiríonn sé suíomh eochrach a bhfuil an dá leagan ar chlé agus ar dheis, mar " "[kbd]Shift[/kbd] nó [kbd]Alt[/kbd]." -msgid "" -"Represents the physical location of a key on the 101/102-key US QWERTY " -"keyboard, which corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use [method " -"OS.get_keycode_string] in combination with [method " -"DisplayServer.keyboard_get_keycode_from_physical]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _input(event):\n" -"\tif event is InputEventKey:\n" -"\t\tvar keycode = " -"DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)\n" -"\t\tprint(OS.get_keycode_string(keycode))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -"\tif (@event is InputEventKey inputEventKey)\n" -"\t{\n" -"\t\tvar keycode = " -"DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n" -"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" -"\t}\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Léiríonn sé suíomh fisiceach eochair ar mhéarchlár 101/102-eochair US QWERTY, " -"a fhreagraíonn do cheann de na tairisigh [enum Key].\n" -"Chun léiriú daonna-inléite den [InputEventKey] a fháil, úsáid [method " -"OS.get_keycode_string] in éineacht le [method " -"DisplayServer.keyboard_get_keycode_from_physical]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ionchur(imeacht):\n" -"\tmás imeacht é InputEventKey:\n" -"\t\tvar keycode = " -"DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)\n" -"\t\tprint(OS.get_keycode_string(keycode))\n" -"[/gdscript]\n" -"[csharp]\n" -"sáraigh poiblí ar neamhní _Input(InputEvent @event)\n" -"{\n" -"\tmás rud é (@event is InputEventKey inputEventKey)\n" -"\t{\n" -"\t\tvar keycode = " -"DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n" -"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" -"\t}\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." @@ -58952,18 +58686,6 @@ msgstr "" "Más [code]true[/code], tá staid na heochrach brúite. Má tá [code]false[/" "code], scaoiltear staid na heochrach." -msgid "" -"The key Unicode character code (when relevant), shifted by modifier keys. " -"Unicode character codes for composite characters and complex scripts may not " -"be available unless IME input mode is active. See [method " -"Window.set_ime_active] for more information." -msgstr "" -"An eochairchód carachtair Unicode (nuair is ábhartha), aistrithe ag eochracha " -"mionathraithe. Seans nach mbeidh cóid charachtair Unicode do charachtair " -"ilchodacha agus scripteanna casta ar fáil mura bhfuil mód ionchuir IME " -"gníomhach. Féach ar [method Window.set_ime_active] le haghaidh tuilleadh " -"eolais." - msgid "Represents a magnifying touch gesture." msgstr "Is comhartha tadhaill formhéadúcháin é." @@ -61302,18 +61024,6 @@ msgstr "" msgid "A control for displaying plain text." msgstr "Rialú chun gnáth-théacs a thaispeáint." -msgid "" -"A control for displaying plain text. It gives you control over the horizontal " -"and vertical alignment and can wrap the text inside the node's bounding " -"rectangle. It doesn't support bold, italics, or other rich text formatting. " -"For that, use [RichTextLabel] instead." -msgstr "" -"Rialú chun gnáth-théacs a thaispeáint. Tugann sé smacht duit ar an ailíniú " -"cothrománach agus ingearach agus is féidir leis an téacs a fhilleadh taobh " -"istigh de dhronuilleog teorann an nód. Ní thacaíonn sé le cló trom, i gcló " -"iodálach ná le formáidiú téacs saibhir eile. Chun sin, bain úsáid as " -"[RichTextLabel] ina ionad sin." - msgid "Returns the number of lines of text the Label has." msgstr "Filleann sé líon na línte téacs atá ar an Lipéad." @@ -65178,18 +64888,6 @@ msgstr "Socraíonn sé meáchain chnámh an rinn a thugtar." msgid "Node used for displaying a [Mesh] in 2D." msgstr "Nód a úsáidtear chun [mogall] a thaispeáint i 2T." -msgid "" -"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " -"automatically created from an existing [Sprite2D] via a tool in the editor " -"toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to " -"MeshInstance2D[/b] at the top of the 2D editor viewport." -msgstr "" -"Nód a úsáidtear chun [Mesh] a thaispeáint i 2T. Is féidir [MeshInstance2D] a " -"chruthú go huathoibríoch ó [Sprite2D] atá ann cheana féin trí uirlis i mbarra " -"uirlisí an eagarthóra. Roghnaigh an nód [Sprite2D], ansin roghnaigh " -"[b]Sprite2D > Tiontaigh go MeshInstance2D[/b] ag barr radharc an eagarthóra " -"2D." - msgid "2D meshes" msgstr "Mogaill 2D" @@ -66076,15 +65774,6 @@ msgstr "Bain úsáid as seo agus claochluithe 3D á n-úsáid." msgid "Node that instances a [MultiMesh] in 2D." msgstr "Nód a áiríonn [MultiMesh] i 2T." -msgid "" -"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " -"resource in 2D.\n" -"Usage is the same as [MultiMeshInstance3D]." -msgstr "" -"Nód speisialaithe é [MultiMeshInstance2D] chun acmhainn [MultiMesh] a úsáid " -"in 2T mar shampla.\n" -"Tá an úsáid mar an gcéanna le [MultiMeshInstance3D]." - msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "An [MultiMesh] a tharraingeoidh an [MultiMeshInstance2D]." @@ -91414,65 +91103,6 @@ msgstr "" "Conair chuig an bpríomhchomhad radharc a luchtófar nuair a bheidh an " "tionscadal ar siúl." -msgid "" -"Maximum number of frames per second allowed. A value of [code]0[/code] means " -"\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " -"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " -"exceed the monitor's refresh rate.\n" -"If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " -"monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS " -"limit a few frames lower than the monitor's refresh rate will [url=https://" -"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding " -"tearing[/url].\n" -"If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], " -"limiting the FPS to a high value that can be consistently reached on the " -"system can reduce input lag compared to an uncapped framerate. Since this " -"works by ensuring the GPU load is lower than 100%, this latency reduction is " -"only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked " -"scenarios.\n" -"See also [member physics/common/physics_ticks_per_second].\n" -"This setting can be overridden using the [code]--max-fps [/code] command " -"line argument (including with a value of [code]0[/code] for unlimited " -"framerate).\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the rendering FPS cap at runtime, set [member Engine.max_fps] instead." -msgstr "" -"An líon uasta frámaí in aghaidh an tsoicind a cheadaítear. Ciallaíonn luach " -"[code]0[/code] \"gan teorainn\". D’fhéadfadh go mbeadh líon iarbhír na " -"bhfrámaí in aghaidh an tsoicind fós faoi bhun an luacha seo mura bhfuil an " -"LAP nó an GPU in ann coimeád suas le loighic agus rindreáil an tionscadail.\n" -"Is féidir an CCT a theorannú a bheith úsáideach chun tomhaltas cumhachta an " -"chórais a laghdú, rud a laghdaíonn astuithe teasa agus torainn (agus a " -"fheabhsaíonn saol ceallraí ar ghléasanna soghluaiste).\n" -"Má tá [taispeáint ball/fuinneog/vsync/vsync_mode] socraithe mar " -"[code]Cumasaithe[/code] nó [code] Oiriúnaitheach[/code], beidh tosaíocht aige " -"agus ní féidir leis an uimhir FPS éigeantais ráta athnuachana an mhonatóra a " -"shárú.\n" -"Má tá [code]Cumasaithe[/code] ar mhonatóirí a bhfuil ráta athnuachana " -"athraitheach cumasaithe acu (G-Sync/FreeSync), ag baint úsáide as teorainn " -"FPS cúpla fráma níos ísle ná ráta athnuachana an mhonatóra [url=https://" -"blurbusters.com/howto-low-lag-vsync-on/]laghdaigh aga moille ionchuir agus " -"seachnaítear cuimilt[/url].\n" -"Má tá [code]Díchumasaithe[/code] ar [ball display/window/vsync/vsync_mode], " -"má theorannaítear an CCT go luach ard is féidir a bhaint amach go " -"comhsheasmhach ar an gcóras, is féidir moill ionchuir a laghdú i gcomparáid " -"le ráta fráma gan teorainn. Ós rud é go n-oibríonn sé seo trína chinntiú go " -"bhfuil an t-ualach GPU níos ísle ná 100%, níl an laghdú latency seo " -"éifeachtach ach amháin i gcásanna ina bhfuil buidéal GPU, ní i gcásanna a " -"bhfuil bac ar LAP acu.\n" -"Féach freisin [ballphysics/common/physics_ticks_per_second].\n" -"Is féidir an socrú seo a shárú trí úsáid a bhaint as an argóint líne ordaithe " -"[code] --max-fps [/code] (lena n-áirítear luach [code]0[/code] don " -"chreatráta neamhtheoranta).\n" -"[b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an " -"tionscadal. Chun an caipín FPS rindreála a athrú ag am rite, socraigh [member " -"Engine.max_fps] ina ionad sin." - msgid "" "If [code]true[/code], the engine header is printed in the console on startup. " "This header describes the current version of the engine, as well as the " @@ -92878,18 +92508,6 @@ msgstr "" "úsáidtear sa tionscadal. Úsáid an duga [b]Iompórtáil[/b] chuige sin ina ionad " "sin (féach [member ResourceImporterDynamicFont.subpixel_positioning])." -msgid "" -"The default scale factor for [Control]s, when not overridden by a [Theme].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the default scale at runtime, set [member ThemeDB.fallback_base_scale] " -"instead." -msgstr "" -"An fachtóir scála réamhshocraithe do [Rialú]s, nuair nach bhfuil sé sáraithe " -"ag [Téama].\n" -"[b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an " -"tionscadal. Chun an scála réamhshocraithe a athrú ag am rite, socraigh " -"[member ThemeDB.fallback_base_scale] ina ionad sin." - msgid "" "LCD subpixel layout used for font anti-aliasing. See [enum " "TextServer.FontLCDSubpixelLayout]." @@ -96017,37 +95635,6 @@ msgstr "" "Cumasaítear [comhalta Viewport.physics_object_picking] ar an amharcport " "fréimhe." -msgid "" -"The number of fixed iterations per second. This controls how often physics " -"simulation and [method Node._physics_process] methods are run. See also " -"[member application/run/max_fps].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " -"instead.\n" -"[b]Note:[/b] Only [member physics/common/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 " -"physics/common/max_physics_steps_per_frame] if increasing [member physics/" -"common/physics_ticks_per_second] significantly above its default value." -msgstr "" -"Líon na n-atriallta seasta in aghaidh an tsoicind. Rialaíonn sé seo cé chomh " -"minic is a reáchtáiltear insamhalta fisice agus modhanna [method " -"Node._physics_process]. Féach freisin [iarratas ball/rith/max_fps].\n" -"[b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an " -"tionscadal. Chun an FPS fisice a athrú ag am rite, socraigh [member " -"Engine.physics_ticks_per_second] ina ionad sin.\n" -"[b]Nóta:[/b] Ní féidir ach [ballphysics/common/max_physics_steps_per_frame] " -"ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte ar a mhéad. Más " -"gá tuilleadh ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte " -"chun coinneáil suas leis an rindreáil, beidh an chuma ar an scéal go " -"dtiocfaidh moill ar an tionscadal (fiú má úsáidtear [code]delta[/code] go " -"comhsheasmhach i ríomhanna fisice). Dá bhrí sin, moltar méadú freisin " -"[ballphysics/common/max_physics_steps_per_frame] má tá méadú suntasach ar " -"[ballphysics/common/physics_ticks_per_second] go mór os cionn a luach " -"réamhshocraithe." - msgid "" "Controls how much of the original viewport size should be covered by the 2D " "signed distance field. This SDF can be sampled in [CanvasItem] shaders and is " @@ -100977,16 +100564,6 @@ msgstr "" "oibiacht sonraí rindreála teibí, tá sonraí fráma a bhaineann le rindreáil " "fráma amháin d'amharcphointe." -msgid "" -"Abstract render data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Oibiacht sonraí rindreála teibí, ann ar feadh ré rindreála radharc amháin.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar " -"an toirt ón script." - msgid "" "Returns the [RID] of the camera attributes object in the [RenderingServer] " "being used to render this viewport." @@ -101039,27 +100616,6 @@ msgstr "" "Cuir é seo i bhfeidhm in GDExtension chun oibiacht [RenderSceneDataExtension] " "an chur chun feidhme a thabhairt ar ais." -msgid "" -"Render data implementation for the RenderingDevice based renderers.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Cur i bhfeidhm sonraí rindreála do na rindreálaithe atá bunaithe ar " -"RenderingDevice.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar " -"an toirt ón script." - -msgid "" -"This object manages all render data for the rendering device based " -"renderers.\n" -"[b]Note:[/b] This is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"Bainistíonn an réad seo na sonraí rindreála go léir le haghaidh na " -"rindreálaithe atá bunaithe ar an ngléas rindreála.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo atá nochta ach " -"amháin le haghaidh breiseán GDE Extension." - msgid "Abstraction for working with modern low-level graphics APIs." msgstr "" "Astarraingt le haghaidh oibriú le APIanna nua-aimseartha grafaic íseal-" @@ -110935,19 +110491,6 @@ msgstr "" "Réad maoláin radharc teibí, cruthaithe do gach radharcphort a ndéantar " "rindreáil 3D ina leith." -msgid "" -"Abstract scene buffers object, created for each viewport for which 3D " -"rendering is done. It manages any additional buffers used during rendering " -"and will discard buffers when the viewport is resized.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Réad maoláin radharc teibí, cruthaithe do gach radharcphort a ndéantar " -"rindreáil 3D ina leith. Bainistíonn sé aon mhaoláin bhreise a úsáidtear le " -"linn rindreála agus caithfidh sé maoláin nuair a athraítear méid an amhairc.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar " -"an toirt ón script." - msgid "Configuration object used to setup a [RenderSceneBuffers] object." msgstr "Úsáideadh réad cumraíochta chun réad [RenderSceneBuffers] a shocrú." @@ -111021,29 +110564,6 @@ msgstr "" "Cur i bhfeidhm maolán radharc rindreála do na rindreálaithe atá bunaithe ar " "RenderingDevice." -msgid "" -"This object manages all 3D rendering buffers for the rendering device based " -"renderers. An instance of this object is created for every viewport that has " -"3D rendering enabled.\n" -"All buffers are organized in [b]contexts[/b]. The default context is called " -"[b]render_buffers[/b] and can contain amongst others the color buffer, depth " -"buffer, velocity buffers, VRS density map and MSAA variants of these " -"buffers.\n" -"Buffers are only guaranteed to exist during rendering of the viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Bainistíonn an oibiacht seo na maoláin rindreála 3D go léir do na " -"rindreálaithe atá bunaithe ar an ngléas rindreála. Cruthaítear sampla den " -"oibiacht seo do gach radharc a bhfuil rindreáil 3D cumasaithe aige.\n" -"Eagraítear na maoláin go léir i [b]chomhthéacsanna[/b]. Tugtar [b]maoláin " -"rindreála[/b] ar an gcomhthéacs réamhshocraithe agus féadann sé, i measc " -"nithe eile, maolán datha, maolán doimhneachta, maoláin luais, léarscáil dlúis " -"VRS agus leaganacha MSAA de na maoláin seo a áireamh.\n" -"Ní ráthaítear go mbeidh maoláin ann ach le linn an radharc a thabhairt.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar " -"an toirt ón script." - msgid "Frees all buffers related to this context." msgstr "Saorann sé gach maolán a bhaineann leis an gcomhthéacs seo." @@ -111157,16 +110677,6 @@ msgstr "" "oibiacht sonraí rindreála teibí, tá sonraí radhairc a bhaineann le fráma " "amháin d'amharcphointe a sholáthar." -msgid "" -"Abstract scene data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Ábhar sonraí radharc teibí, ann ar feadh ré rindreála radharc amháin.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar " -"an toirt ón script." - msgid "" "Returns the camera projection used to render this frame.\n" "[b]Note:[/b] If more than one view is rendered, this will return a combined " @@ -111263,16 +110773,6 @@ msgstr "" "Cur i bhfeidhm sonraí radharc rindreála do na rindreálaithe atá bunaithe ar " "RenderingDevice." -msgid "" -"Object holds scene data related to rendering a single frame of a viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Coinníonn Object sonraí radharc a bhaineann le fráma amháin d’amharcphointe a " -"sholáthar.\n" -"[b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar " -"an toirt ón script." - msgid "Base class for serializable objects." msgstr "Bunrang le haghaidh rudaí sraitheach." @@ -117281,30 +116781,6 @@ msgid "" msgstr "" "Filleann sé an luach reatha atá socraithe don ábhar seo d'éide sa scáthlán." -msgid "" -"Changes the value set for this material of a uniform in the shader.\n" -"[b]Note:[/b] [param param] is case-sensitive and must match the name of the " -"uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Changes to the shader uniform will be effective on all instances " -"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with " -"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the " -"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance " -"uniforms allow for better shader reuse and are therefore faster, so they " -"should be preferred over duplicating the [ShaderMaterial] when possible." -msgstr "" -"Athraíonn sé an luach atá leagtha síos don ábhar seo d'éide sa scáthlán.\n" -"[b]Nóta:[/b] go bhfuil [param param] cás-íogair agus caithfidh sé a bheith ag " -"teacht go beacht le hainm na héide sa chód (ní an t-ainm caipitlithe sa " -"chigire).\n" -"[b]Nóta:[/b] Beidh athruithe ar an éide scáthaithe éifeachtach i ngach cás " -"agus an [ShaderMaterial] seo á úsáid. Chun é seo a chosc, bain úsáid as éidí " -"in aghaidh na huaire le [method " -"GeometryInstance3D.set_instance_shader_parameter] nó dúblaigh an acmhainn " -"[ShaderMaterial] ag baint úsáide as [method Resource.duplicate]. Ligeann éidí " -"de réir an scéil d’athúsáid scáthláin níos fearr agus dá bhrí sin tá siad " -"níos tapúla, mar sin ba cheart gurbh fhearr iad seachas an [ShaderMaterial] a " -"dhúbailt nuair is féidir." - msgid "The [Shader] program used to render this material." msgstr "An clár [Shader] a úsáidtear chun an t-ábhar seo a rindreáil." @@ -128251,26 +127727,12 @@ msgstr "" "Eagar Uigeachta do 2T atá ceangailte d'uigeacht a chruthaítear ar an " "[RenderingDevice]." -msgid "" -"This texture array class allows you to use a 2D array texture created " -"directly on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Ceadaíonn an rang eagar uigeachta seo duit uigeacht eagar 2D a cruthaíodh go " -"díreach ar an [RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc." - msgid "" "Texture for 2D that is bound to a texture created on the [RenderingDevice]." msgstr "" "Uigeacht do 2T atá ceangailte d'uigeacht a chruthaítear ar an " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a 2D texture created directly on the " -"[RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Ligeann an rang uigeachta seo duit uigeacht 2D a cruthaíodh go díreach ar an " -"[RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc." - msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "RID an réad uigeachta a cruthaíodh ar an [RenderingDevice]." @@ -128356,13 +127818,6 @@ msgstr "" "Uigeacht do 3D atá ceangailte d'uigeacht a chruthaítear ar an " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a 3D texture created directly on the " -"[RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Ligeann an rang uigeachta seo duit uigeacht 3D a cruthaíodh go díreach ar an " -"[RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc." - msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" @@ -128453,13 +127908,6 @@ msgstr "" "Eagar Uigeachta le haghaidh Cubemaps atá ceangailte d'uigeacht a cruthaíodh " "ar an [RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap array texture created directly " -"on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Ligeann an rang uigeachta seo duit uigeacht eagar ciúbmap a cruthaíodh go " -"díreach ar an [RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc." - msgid "" "Texture for Cubemap that is bound to a texture created on the " "[RenderingDevice]." @@ -128467,14 +127915,6 @@ msgstr "" "Uigeacht le haghaidh Cubemap atá ceangailte d'uigeacht a cruthaíodh ar an " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap texture created directly on " -"the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Ligeann an rang uigeachta seo duit uigeacht léarscáile ciúb a úsáid a " -"cruthaíodh go díreach ar an [RenderingDevice] mar uigeacht d'ábhair, mogaill, " -"etc." - msgid "" "Base class for texture types which contain the data of multiple [Image]s. " "Each image is of the same size and format." @@ -128573,16 +128013,6 @@ msgstr "[CubemapArray] atá san uigeacht, agus 6 shraith ar gach léarscáil ci msgid "Abstract base class for layered texture RD types." msgstr "Bunrang teibí do chineálacha RD uigeachta cisealta." -msgid "" -"Base class for [Texture2DArrayRD], [TextureCubemapRD] and " -"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the " -"functions necessary for accessing the derived resource types." -msgstr "" -"Bunrang do [Texture2DArrayRD], [TextureCubemapRD] agus " -"[TextureCubemapArrayRD]. Ní féidir é a úsáid go díreach, ach tá na " -"feidhmeanna go léir ann atá riachtanach chun rochtain a fháil ar na " -"cineálacha acmhainní díorthaithe." - msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." @@ -135958,18 +135388,6 @@ msgstr "" "Bainisteoir taisce socraithe aonfhoirmeach do rindreálaithe atá bunaithe ar " "Ghléas Rindreála." -msgid "" -"Uniform set cache manager for Rendering Device based renderers. Provides a " -"way to create a uniform set and reuse it in subsequent calls for as long as " -"the uniform set exists. Uniform set will automatically be cleaned up when " -"dependent objects are freed." -msgstr "" -"Bainisteoir taisce socraithe aonfhoirmeach do rindreálaithe atá bunaithe ar " -"Ghléas Rindreála. Soláthraíonn sé bealach chun tacar aonfhoirmeach a chruthú " -"agus é a athúsáid i nglaonna ina dhiaidh sin chomh fada agus a bhíonn an " -"tacar aonfhoirmeach ann. Glanfar sraith aonfhoirmeach go huathoibríoch nuair " -"a scaoiltear rudaí cleithiúnacha." - msgid "" "Creates/returns a cached uniform set based on the provided uniforms for a " "given shader." @@ -139268,11 +138686,6 @@ msgstr "Más [code]true[/code], próiseálfaidh an t-amharc sreafaí fuaime 2T." msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Más [code]true[/code], próiseálfaidh an t-amharc sreafaí fuaime 3D." -msgid "" -"The rendering layers in which this [Viewport] renders [CanvasItem] nodes." -msgstr "" -"Na sraitheanna rindreála ina rindreálann an [Viewport] nóid [CanvasItem] seo." - msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " @@ -146154,15 +145567,6 @@ msgstr "" "Sonraítear conas a dhéantar an t-inneachar a scála nuair a athraítear méid na " "[Fuinneog]." -msgid "" -"Base size of the content (i.e. nodes that are drawn inside the window). If " -"non-zero, [Window]'s content will be scaled when the window is resized to a " -"different size." -msgstr "" -"Bunmhéid an ábhair (i.e. nóid a tharraingítear taobh istigh den fhuinneog). " -"Mura mbaineann sé le nialas, déanfar inneachar [Fuinneog] a scála nuair a " -"athrófar méid na fuinneoige go méid eile." - 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 " @@ -146291,9 +145695,6 @@ msgstr "" "[b]Nóta:[/b] Ní oibríonn an t-airí seo ach amháin má tá [comhalta " "tosaigh_suíomh] socraithe go [constant WINDOW_INITIAL_POSITION_ABSOLUTE]." -msgid "The window's size in pixels." -msgstr "Méid na fuinneoige i bpicteilíní." - 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." @@ -146579,9 +145980,6 @@ msgstr "" msgid "Max value of the [enum Flags]." msgstr "Luach uasta na [Bratacha enum]." -msgid "The content will not be scaled to match the [Window]'s size." -msgstr "Ní dhéanfar an t-ábhar a scála chun teacht le méid na [Fuinneog]." - msgid "" "The content will be rendered at the target size. This is more performance-" "expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better " diff --git a/doc/translations/it.po b/doc/translations/it.po index 9b5ff121ac..da5e38e5ea 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -43,12 +43,13 @@ # Gabriele Ellena , 2025. # Adriano Inghingolo , 2025. # Daniel Colciaghi , 2025. +# Rémi Verschelde , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-10-07 20:02+0000\n" -"Last-Translator: Micky \n" +"PO-Revision-Date: 2026-01-01 14:56+0000\n" +"Last-Translator: Rémi Verschelde \n" "Language-Team: Italian \n" "Language: it\n" @@ -56,7 +57,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.14-dev\n" +"X-Generator: Weblate 5.15.1\n" msgid "All classes" msgstr "Tutte le classi" @@ -1925,98 +1926,6 @@ msgstr "" "@onready var nome_personaggio = $Label\n" "[/codeblock]" -msgid "" -"Mark the following method for remote procedure calls. See [url=$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\", \"unreliable\", 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 "" -"Contrassegna il seguente metodo per le chiamate di procedura remota. Vedi " -"[url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html] " -"Multigiocatore di alto livello[/url].\n" -"Se [param mode] è impostato a [code]\"any_peer\"[/code], permette a qualsiasi " -"peer di chiamare questa funzione RPC. Altrimenti, solo al peer dell'autorità " -"è permesso chiamarlo e [param mode] dovrebbe essere mantenuto a [code]" -"\"autorità\"[/code]. Quando si configurano le funzioni come RPC con [method " -"Node.rpc_config], ciascuna di queste modalità corrisponde rispettivamente " -"alle modalità RPC [constant MultiplayerAPI.RPC_MODE_AUTHORITY] e [constant " -"MultiplayerAPI.RPC_MODE_ANY_PEER]. Vedi [enum MultiplayerAPI.RPCMode]. Se un " -"peer che non è l'autorità cerca di chiamare una funzione che è consentita " -"solo per l'autorità, la funzione non sarà eseguita. Se l'errore può essere " -"rilevato localmente (quando la configurazione RPC è consistente tra il peer " -"locale e il peer remoto), verrà visualizzato un messaggio di errore sul peer " -"del mittente. Altrimenti, il peer remoto individuerà l'errore e stamperà un " -"errore lì.\n" -"Se [param sync] è impostato a [code]\"call_remote\"[/code], la funzione sarà " -"eseguita solo sul peer remoto, ma non localmente. Per eseguire questa " -"funzione anche localmente, imposta [param sync] a [code]\"call_local\"[/" -"code]. Quando si configurano le funzioni come RPC con [method " -"Node.rpc_config], questo equivale a impostare [code]call_local[/code] a " -"[code]true[/code].\n" -"I valori accettati da [param transfer_mode] sono [code]\"unreliable\"[/code], " -"[code]\"unreliable_order\"[/code], o [code]\"reliable\"[/code]. Esso imposta " -"la modalità di trasferimento del [MultiplayerPeer] sottostante. Vedi [member " -"MultiplayerPeer.transfer_mode].\n" -"Il [param transfer_channel] definisce il canale del [MultiplayerPeer] " -"sottostante. Vedi [member MultiplayerPeer.transfer_channel].\n" -"L'ordine di [param mode], [param sync] e [param transfer_mode] non importa, " -"ma i valori relativi allo stesso argomento non devono essere utilizzati più " -"di una volta. [param transfer_channel] deve sempre essere il quarto argomento " -"(è necessario specificare 3 argomenti precedenti).\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) # Equivalent to @rpc\n" -"func fn_default(): pass\n" -"[/codeblock]\n" -"[b]Nota:[/b] I metodi annotati con [annotation @rpc] non possono ricevere " -"oggetti che definiscono parametri obbligatori in [method Object._init]. Per " -"maggiori dettagli, vedi [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 " @@ -3133,7 +3042,7 @@ msgstr "" "intervallo sono consentiti e possono essere utilizzati per eseguire " "un'[i]estrapolazione[/i]. Se non è desiderato, utilizza [method clampf] sul " "risultato di questa funzione.\n" -"[codeblock].\n" +"[codeblock]\n" "lerp(0, 4, 0.75) # Restituisce 3.0\n" "[/codeblock]\n" "Vedi anche [method inverse_lerp] che esegue l'inverso di questa operazione. " @@ -10842,13 +10751,6 @@ msgstr "" "Se si imposta il ciclo su [member loop_mode], l'animazione sarà ripetuta in " "[member timeline_length]." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"Se [member use_custom_timeline] è [code]true[/code], sposta la posizione " -"iniziale dell'animazione." - msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -15857,90 +15759,6 @@ msgstr "" "Il risultato è nel segmento che va da [code]y = 0[/code] a [code]y = 5[/" "code]. È la posizione più vicina nel segmento al punto indicato." -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 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 "" -"Restituisce un array con gli ID dei punti che formano il percorso trovato da " -"AStar2D tra i punti indicati. L'array è ordinato dal punto iniziale al punto " -"finale del percorso.\n" -"Se non c'è un percorso valido per la destinazione, e [param " -"allow_partial_path] è [code]true[/code], restituisce un percorso al punto più " -"vicino alla destinazione che può essere raggiunto.\n" -"[b]Nota:[/b] Quando [param allow_partial_path] è [code]true[/code] e [param " -"to_id] è disabilitato, la ricerca potrebbe richiedere un tempo insolitamente " -"lungo per essere completata.\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) # Il peso predefinito è 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) # Restituisce [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); // Il peso predefinito è 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); // Restituisce [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Se si cambia il peso a 3 per il punto 2, allora il risultato sarà [code][1, " -"4, 3][/code] invece, poiché adesso anche se la distanza è più lunga, è \"più " -"facile\" arrivare attraverso il punto 4 che attraverso il punto 2." - msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -16013,32 +15831,6 @@ msgstr "Restituisce il numero di punti attualmente nell'insieme dei punti." msgid "Returns an array of all point IDs." msgstr "Restituisce un array di tutti gli ID dei punti." -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 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 "" -"Restituisce un array con i punti che sono presenti nel percorso trovato da " -"AStar2D tra i punti indicati. L'array è ordinato dal punto iniziale al punto " -"finale del percorso.\n" -"Se non c'è un percorso valido per la destinazione, e [param " -"allow_partial_path] è [code]true[/code], restituisce un percorso al punto più " -"vicino alla destinazione che può essere raggiunto.\n" -"[b]Nota:[/b] Questo metodo non è thread-safe; si può usare solo da un singolo " -"[Thread] alla volta. Si consiglia di utilizzare [Mutex] per garantire " -"l'accesso esclusivo a un thread ed evitare accessi concorrenti.\n" -"Inoltre, quando [param allow_partial_path] è [code]true[/code] e [param " -"to_id] è disabilitato, la ricerca potrebbe richiedere un tempo insolitamente " -"lungo per essere completata." - msgid "Returns the position of the point associated with the given [param id]." msgstr "Restituisce la posizione del punto associato all'[param id] fornito." @@ -16423,88 +16215,6 @@ msgstr "" "Il risultato è nel segmento che va da [code]y = 0[/code] a [code]y = 5[/" "code]. È la posizione più vicina nel segmento al punto specificato." -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 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 "" -"Restituisce un array con gli ID dei punti che formano il percorso trovato da " -"AStar3D tra i punti indicati. L'array è ordinato dal punto iniziale al punto " -"finale del percorso.\n" -"Se non c'è un percorso valido per la destinazione, e [param " -"allow_partial_path] è [code]true[/code], restituisce un percorso al punto più " -"vicino alla destinazione che può essere raggiunto.\n" -"[b]Nota:[/b] quando [param allow_partial_path] è [code]true[/code] e [param " -"to_id] è disabilitato, la ricerca potrebbe richiedere un tempo insolitamente " -"lungo per essere completata.\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) # Il peso predefinito è 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) # Restituisce [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); // Il peso predefinito è 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); // Restituisce [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Se si cambia il peso a 3 per il punto 2, allora il risultato sarà [code][1, " -"4, 3][/code] invece, poiché adesso anche se la distanza è più lunga, è \"più " -"facile\" arrivare attraverso il punto 4 che attraverso il punto 2." - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -16562,32 +16272,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"If 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 "" -"Restituisce un array con i punti che sono presenti nel percorso trovato da " -"AStar3D tra i punti indicati. L'array è ordinato dal punto iniziale al punto " -"finale del percorso.\n" -"Se non c'è un percorso valido per la destinazione, e [param " -"allow_partial_path] è [code]true[/code], restituisce un percorso al punto più " -"vicino alla destinazione che può essere raggiunto.\n" -"[b]Nota:[/b] Questo metodo non è thread-safe; si può usare solo da un singolo " -"[Thread] alla volta. Si consiglia di utilizzare [Mutex] per garantire " -"l'accesso esclusivo a un thread ed evitare accessi concorrenti.\n" -"Inoltre, quando [param allow_partial_path] è [code]true[/code] e [param " -"to_id] è disabilitato, la ricerca potrebbe richiedere un tempo insolitamente " -"lungo per essere completata." - msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." @@ -16707,26 +16391,6 @@ msgstr "" "[b]Nota:[/b] Chiamare [method update] non è necessario dopo aver chiamato " "questa funzione." -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 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 "" -"Restituisce un array con i punti che formano il percorso trovato da AStar2D " -"tra i punti indicati. L'array è ordinato dal punto iniziale al punto finale " -"del percorso.\n" -"Se non c'è un percorso valido per la destinazione, e [param " -"allow_partial_path] è [code]true[/code], restituisce un percorso al punto più " -"vicino alla destinazione che può essere raggiunto.\n" -"[b]Nota:[/b] quando [param allow_partial_path] è [code]true[/code] e [param " -"to_id] è solido, la ricerca potrebbe richiedere un tempo insolitamente lungo " -"per essere completata." - msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " @@ -16736,31 +16400,6 @@ msgstr "" "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " "[code]weight_scale[/code]: [float]) all'interno della regione [param region]." -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 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 "" -"Restituisce un array con i punti che sono presenti nel percorso trovato da " -"[AStarGrid2D] tra i punti indicati. L'array è ordinato dal punto iniziale al " -"punto finale del percorso.\n" -"Se non c'è un percorso valido per la destinazione, e [param " -"allow_partial_path] è [code]true[/code], restituisce un percorso al punto più " -"vicino alla destinazione che può essere raggiunto.\n" -"[b]Nota:[/b] Questo metodo non è thread-safe. Se chiamato da un [Thread], " -"restituirà un array vuoto e stamperà un messaggio di errore.\n" -"Inoltre, quando [param allow_partial_path] è [code]true[/code] e [param " -"to_id] è solido, la ricerca potrebbe richiedere un tempo insolitamente lungo " -"per essere completata." - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -26205,9 +25844,6 @@ msgstr "" msgid "2D Isometric Demo" msgstr "Demo isometrica 2D" -msgid "Aligns the camera to the tracked node." -msgstr "Allinea la telecamera al nodo tracciato." - msgid "Forces the camera to update scroll immediately." msgstr "Forza la telecamera ad aggiornare lo scorrimento immediatamente." @@ -27875,24 +27511,6 @@ msgstr "" "impostazioni di sovracampionamento della viewport. [param pos] è definito in " "spazio locale." -msgid "" -"Draws a colored polygon of any number of points, convex or concave. The " -"points in the [param points] array are defined in local space. Unlike [method " -"draw_polygon], a single color must be specified for the whole polygon.\n" -"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " -"vertices, consider pre-calculating the triangulation with [method " -"Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " -"draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." -msgstr "" -"Disegna un poligono colorato con un numero qualsiasi di punti, convesso o " -"concavo. I punti nell'array [param points] sono definiti in spazio locale. A " -"differenza di [method draw_polygon], è necessario specificare un singolo " -"colore per l'intero poligono.\n" -"[b]Nota:[/b] Se spesso viene ridisegnato lo stesso poligono con un numero " -"elevato di vertici, considera di precalcolare la triangolazione con [method " -"Geometry2D.triangulate_polygon] e di usare [method draw_mesh], [method " -"draw_multimesh] o [method RenderingServer.canvas_item_add_triangle_array]." - msgid "" "Draws a dashed line from a 2D point to another, with a given color and width. " "The [param from] and [param to] positions are defined in local space. See " @@ -27954,37 +27572,6 @@ msgstr "" "desiderato, non è necessario utilizzare questa funzione dopo aver inviato le " "sezioni." -msgid "" -"Draws a textured rectangle region of the font texture with LCD subpixel anti-" -"aliasing at a given position, optionally modulated by a color. The [param " -"rect] is defined in local space.\n" -"Texture is drawn using the following blend operation, blend mode of the " -"[CanvasItemMaterial] is ignored:\n" -"[codeblock]\n" -"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " -"modulate.a);\n" -"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " -"modulate.a);\n" -"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " -"modulate.a);\n" -"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" -"[/codeblock]" -msgstr "" -"Disegna una regione rettangolare texturizzata della texture del font con anti-" -"aliasing dei subpixel LCD in una posizione specifica, opzionalmente modulata " -"da un colore. Il rettangolo [param rect] è definito in spazio locale.\n" -"La texture viene disegnata attraverso la seguente operazione di fusione, " -"ignorando la modalità di fusione del [CanvasItemMaterial]:\n" -"[codeblock]\n" -"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " -"modulate.a);\n" -"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " -"modulate.a);\n" -"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " -"modulate.a);\n" -"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" -"[/codeblock]" - msgid "" "Draws a line from a 2D point to another, with a given color and width. It can " "be optionally antialiased. The [param from] and [param to] positions are " @@ -28006,36 +27593,6 @@ msgstr "" "desiderato, passare un valore positivo per [param width] come [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." -msgstr "" -"Disegna una [Mesh] in 2D, utilizzando la texture fornita. Vedi " -"[MeshInstance2D] per la documentazione al riguardo. La trasformazione [param " -"transform] è definita in spazio locale." - -msgid "" -"Draws a textured rectangle region of the multichannel signed distance field " -"texture at a given position, optionally modulated by a color. The [param " -"rect] is defined in local space. See [member " -"FontFile.multichannel_signed_distance_field] for more information and caveats " -"about MSDF font rendering.\n" -"If [param outline] is positive, each alpha channel value of pixel in region " -"is set to maximum value of true distance in the [param outline] radius.\n" -"Value of the [param pixel_range] should the same that was used during " -"distance field texture generation." -msgstr "" -"Disegna una regione rettangolare con texture della texture MSDF in una " -"posizione specificata, modulata facoltativamente da un colore. Il rettangolo " -"[param rect] è definito in spazio locale. Vedi [member " -"FontFile.multichannel_signed_distance_field] per ulteriori informazioni e " -"avvertimenti sul rendering dei font MSDF.\n" -"Se [param outline] è positivo, ogni valore del canale alfa del pixel nella " -"regione viene impostato sul valore massimo della distanza reale nel raggio " -"[param outline].\n" -"Il valore di [param pixel_range] dovrebbe essere lo stesso usato durante la " -"generazione della texture MSDF." - msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " @@ -28130,37 +27687,6 @@ msgstr "" "zero, è utilizzato come fattore di sovracampionamento del font, altrimenti " "sono utilizzate le impostazioni di sovracampionamento della viewport." -msgid "" -"Draws a [MultiMesh] in 2D with the provided texture. See " -"[MultiMeshInstance2D] for related documentation." -msgstr "" -"Disegna una [MultiMesh] in 2D, utilizzando la texture fornita. Vedi " -"[MultiMeshInstance2D] per la documentazione al riguardo." - -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 " -"individually. The [param points] array is defined in local space. See also " -"[method draw_polyline] and [method draw_polyline_colors]. If you need more " -"flexibility (such as being able to use bones), use [method " -"RenderingServer.canvas_item_add_triangle_array] instead.\n" -"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " -"vertices, consider pre-calculating the triangulation with [method " -"Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " -"draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." -msgstr "" -"Disegna un poligono solido con un numero qualsiasi di punti, convessi o " -"concavi. A differenza di [method draw_colored_polygon], è possibile " -"modificare il colore di ogni punto individualmente. L'array [param points] è " -"definito in spazio locale. Vedi anche [method draw_polyline] e [method " -"draw_polyline_colors]. Se c'è bisogno di maggiore flessibilità (ad esempio, " -"per poter utilizzare ossa), usa invece [method " -"RenderingServer.canvas_item_add_triangle_array].\n" -"[b]Nota:[/b] Se spesso viene ridisegnato lo stesso poligono con un numero " -"elevato di vertici, considera di precalcolare la triangolazione con [method " -"Geometry2D.triangulate_polygon] e di usare [method draw_mesh], [method " -"draw_multimesh] o [method RenderingServer.canvas_item_add_triangle_array]." - msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -28218,21 +27744,6 @@ msgstr "" "questo comportamento non è desiderato, passare un valore positivo per [param " "width] come [code]1.0[/code]." -msgid "" -"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " -"are specified, nothing will be drawn and an error message will be printed. " -"The [param points] array is defined in local space. See also [method " -"draw_line], [method draw_polyline], [method draw_polygon], and [method " -"draw_rect]." -msgstr "" -"Disegna una primitiva personalizzata. 1 punto per un punto, 2 punti per una " -"linea, 3 punti per un triangolo e 4 punti per un quadrato. Se vengono " -"specificati 0 punti o più di 4 punti, nulla verrà disegnato e verrà stampato " -"un messaggio di errore. L'array [param points] è definito in spazio locale. " -"Vedi anche [method draw_line], [method draw_polyline], [method draw_polygon] " -"e [method draw_rect]." - msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " "be filled with the [param color] specified. If [param filled] is [code]false[/" @@ -28305,71 +27816,6 @@ msgstr "" "tramite matrice. Tutto ciò che sarà disegnato in seguito sarà trasformato da " "questa trasformazione." -msgid "" -"Draws [param text] using the specified [param font] at the [param pos] in " -"local space (bottom-left corner using the baseline of the font). The text " -"will have its color multiplied by [param modulate]. If [param width] is " -"greater than or equal to 0, the text will be clipped if it exceeds the " -"specified width. If [param oversampling] is greater than zero, it is used as " -"font oversampling factor, otherwise viewport oversampling settings are used.\n" -"[b]Example:[/b] Draw \"Hello world\", using the project's default font:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# If using this method in a script that redraws constantly, move the\n" -"# `default_font` declaration to a member variable assigned in `_ready()`\n" -"# so the Control is only created once.\n" -"var default_font = ThemeDB.fallback_font\n" -"var default_font_size = ThemeDB.fallback_font_size\n" -"draw_string(default_font, Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" -"[/gdscript]\n" -"[csharp]\n" -"// If using this method in a script that redraws constantly, move the\n" -"// `default_font` declaration to a member variable assigned in `_Ready()`\n" -"// so the Control is only created once.\n" -"Font defaultFont = ThemeDB.FallbackFont;\n" -"int defaultFontSize = ThemeDB.FallbackFontSize;\n" -"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See also [method Font.draw_string]." -msgstr "" -"Disegna il testo [param text] attraverso il [param font] specificato nella " -"posizione [param pos] in spazio locale (angolo in basso a sinistra, usando la " -"linea di base del font). Il colore del testo verrà moltiplicato per [param " -"modulate]. Se [param width] è maggiore o uguale a 0, il testo verrà troncato " -"se supera la larghezza specificata. Se [param oversampling] è maggiore di " -"zero, è utilizzato come fattore di sovracampionamento del font, altrimenti " -"sono utilizzate le impostazioni di sovracampionamento della viewport.\n" -"[b]Esempio:[/b] Disegna \"Ciao mondo\", usando il font predefinito del " -"progetto:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Se si utilizza questo metodo in uno script che viene ridisegnato " -"costantemente,\n" -"# spostare la dichiarazione `default_font` in una variabile membro assegnata " -"in `_ready()`\n" -"# in modo che il controllo venga creato una sola volta.\n" -"var default_font = ThemeDB.fallback_font\n" -"var default_font_size = ThemeDB.fallback_font_size\n" -"draw_string(default_font, Vector2(64, 64), \"Ciao mondo\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Se si utilizza questo metodo in uno script che viene ridisegnato " -"costantemente,\n" -"// spostare la dichiarazione `default_font` in una variabile membro assegnata " -"in `_ready()`\n" -"// in modo che il controllo venga creato una sola volta.\n" -"Font defaultFont = ThemeDB.FallbackFont;\n" -"int defaultFontSize = ThemeDB.FallbackFontSize;\n" -"DrawString(defaultFont, new Vector2(64, 64), \"Ciao mondo\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Vedi anche [method Font.draw_string]." - msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] in local space (bottom-left corner using the baseline of the font). The " @@ -28387,42 +27833,6 @@ msgstr "" "sovracampionamento del font, altrimenti sono utilizzate le impostazioni di " "sovracampionamento della viewport." -msgid "Draws a styled rectangle. The [param rect] is defined in local space." -msgstr "" -"Disegna un rettangolo con stile. Il [param rect] è definito nello spazio " -"locale." - -msgid "" -"Draws a texture at a given position. The [param position] is defined in local " -"space." -msgstr "" -"Disegna una texture in una determinata posizione. La posizione [param " -"position] è definita in spazio locale." - -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 " -"[code]true[/code], the texture will have its X and Y coordinates swapped. See " -"also [method draw_rect] and [method draw_texture_rect_region]." -msgstr "" -"Disegna un rettangolo con texture in una determinata posizione, modulato " -"facoltativamente da un colore. Il rettangolo [param rect] è definito in " -"spazio locale. Se [param transpose] è [code]true[/code], la texture avrà le " -"sue coordinate X e Y scambiate. Vedi anche [method draw_rect] e [method " -"draw_texture_rect_region]." - -msgid "" -"Draws a textured rectangle from a texture's region (specified by [param " -"src_rect]) at a given position in local space, optionally modulated by a " -"color. If [param transpose] is [code]true[/code], the texture will have its X " -"and Y coordinates swapped. See also [method draw_texture_rect]." -msgstr "" -"Disegna un rettangolo con texture da una regione di texture (specificata da " -"[param src_rect]) in una determinata posizione in spazio locale, modulato " -"facoltativamente da un colore. Se [param transpose] è [code]true[/code], la " -"texture avrà le sue coordinate X e Y scambiate. Vedi anche [method " -"draw_texture_rect]." - msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" @@ -28786,16 +28196,6 @@ msgstr "" "Se [code]true[/code], il [member material] del [CanvasItem] genitore è " "utilizzato come materiale di questo nodo." -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." -msgstr "" -"Gli strati di rendering in cui questo [CanvasItem] viene renderizzato dai " -"nodi [Viewport]. Una [Viewport] renderizzerà un [CanvasItem] se esso e tutti " -"i suoi elementi genitori condividono uno strato con la maschera di culling " -"della [Viewport]." - msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " @@ -44796,26 +44196,6 @@ msgstr "" "Restituisce la forma predefinita del cursore del mouse come impostata da " "[method cursor_set_shape]." -msgid "" -"Sets a custom mouse cursor image for the given [param shape]. This means the " -"user's operating system and mouse cursor theme will no longer influence the " -"mouse cursor's appearance.\n" -"[param cursor] can be either a [Texture2D] or an [Image], and it should not " -"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " -"be set to offset the image's position relative to the click point. By " -"default, [param hotspot] is set to the top-left corner of the image. See also " -"[method cursor_set_shape]." -msgstr "" -"Imposta un'immagine personalizzata del cursore del mouse per la forma [param " -"shape]. Ciò significa che il sistema operativo dell'utente e il tema del " -"cursore del mouse non influenzeranno più l'aspetto del cursore del mouse.\n" -"[param cursor] può essere una [Texture2D] o un'[Image] e non dovrebbe essere " -"più grande di 256×256 per essere visualizzato correttamente. " -"Facoltativamente, [param hotspot] può essere impostato per compensare la " -"posizione dell'immagine rispetto al punto di clic. Per impostazione " -"predefinita, [param hotspot] è impostato sull'angolo in alto a sinistra " -"dell'immagine. Vedi anche [method cursor_set_shape]." - msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " @@ -46262,41 +45642,6 @@ msgstr "" "screen]: [constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], " "[constant SCREEN_WITH_MOUSE_FOCUS] o [constant SCREEN_WITH_KEYBOARD_FOCUS]." -msgid "" -"Returns the current refresh rate of the specified screen. Returns [code]-1.0[/" -"code] if [param screen] is invalid or the [DisplayServer] fails to find the " -"refresh rate for the specified screen.\n" -"To fallback to a default refresh rate if the method fails, try:\n" -"[codeblock]\n" -"var refresh_rate = DisplayServer.screen_get_refresh_rate()\n" -"if refresh_rate < 0:\n" -"\trefresh_rate = 60.0\n" -"[/codeblock]\n" -"[b]Note:[/b] One of the following constants can be used as [param screen]: " -"[constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], [constant " -"SCREEN_WITH_MOUSE_FOCUS], or [constant SCREEN_WITH_KEYBOARD_FOCUS].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Linux (X11 " -"and Wayland), and Windows. On other platforms, this method always returns " -"[code]-1.0[/code]." -msgstr "" -"Restituisce la frequenza di aggiornamento attuale dello schermo specificato. " -"Restituisce [code]-1.0[/code] se [param screen] non è valido o se il " -"[DisplayServer] non riesce a trovare la frequenza di aggiornamento per lo " -"schermo specificato.\n" -"Per tornare a una frequenza di aggiornamento predefinita se il metodo " -"fallisce, provare:\n" -"[codeblock]\n" -"var refresh_rate = DisplayServer.screen_get_refresh_rate()\n" -"if refresh_rate < 0:\n" -"\trefresh_rate = 60.0\n" -"[/codeblock]\n" -"[b]Nota:[/b] È possibile utilizzare una delle seguenti costanti per [param " -"screen]: [constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], " -"[constant SCREEN_WITH_MOUSE_FOCUS] o [constant SCREEN_WITH_KEYBOARD_FOCUS].\n" -"[b]Nota:[/b] Questo metodo è implementato su Android, iOS, macOS, Linux (X11 " -"e Wayland) e Windows. Su altre piattaforme, questo metodo restituisce sempre " -"[code]-1.0[/code]." - msgid "" "Returns the scale factor of the specified screen by index. Returns [code]1.0[/" "code] if [param screen] is invalid.\n" @@ -49788,6 +49133,41 @@ msgstr "" "Emesso quando un'istanza remota viene scollegata da questa sessione (ovvero " "la sessione diventa inattiva)." +msgid "Dock slot, left side, upper-left (empty in default layout)." +msgstr "" +"Slot di pannelli, lato sinistro, in alto a sinistra (vuoto nel layout " +"predefinito)." + +msgid "Dock slot, left side, bottom-left (empty in default layout)." +msgstr "" +"Slot di pannelli, lato sinistro, in basso a sinistra (vuoto nel layout " +"predefinito)." + +msgid "" +"Dock slot, left side, upper-right (in default layout includes Scene and " +"Import docks)." +msgstr "" +"Slot di pannelli, lato sinistro, in alto a destra (nel layout predefinito " +"include i pannelli Scena e Importazione)." + +msgid "Dock slot, right side, bottom-left (empty in default layout)." +msgstr "" +"Slot di pannelli, lato destro, in basso a sinistra (vuoto nel layout " +"predefinito)." + +msgid "Dock slot, right side, upper-right (empty in default layout)." +msgstr "" +"Slot di pannelli, lato destro, in alto a destra (vuoto nel layout " +"predefinito)." + +msgid "Dock slot, right side, bottom-right (empty in default layout)." +msgstr "" +"Slot di pannelli, lato destro, in basso a destra (vuoto nel layout " +"predefinito)." + +msgid "Represents the size of the [enum DockSlot] enum." +msgstr "Rappresenta la dimensione dell'enumerazione [enum DockSlot]." + msgid "" "Identifies a supported export platform, and internally provides the " "functionality of exporting to that platform." @@ -59834,23 +59214,6 @@ msgstr "" "Scheda della finestra di dialogo delle Impostazioni del progetto, a destra " "delle altre schede." -msgid "Dock slot, left side, upper-left (empty in default layout)." -msgstr "" -"Slot di pannelli, lato sinistro, in alto a sinistra (vuoto nel layout " -"predefinito)." - -msgid "Dock slot, left side, bottom-left (empty in default layout)." -msgstr "" -"Slot di pannelli, lato sinistro, in basso a sinistra (vuoto nel layout " -"predefinito)." - -msgid "" -"Dock slot, left side, upper-right (in default layout includes Scene and " -"Import docks)." -msgstr "" -"Slot di pannelli, lato sinistro, in alto a destra (nel layout predefinito " -"include i pannelli Scena e Importazione)." - msgid "" "Dock slot, left side, bottom-right (in default layout includes FileSystem " "dock)." @@ -59865,24 +59228,6 @@ msgstr "" "Slot di pannelli, lato destro, in alto a sinistra (nel layout predefinito " "include i pannelli dell'Ispettore, di Nodo e della Cronologia)." -msgid "Dock slot, right side, bottom-left (empty in default layout)." -msgstr "" -"Slot di pannelli, lato destro, in basso a sinistra (vuoto nel layout " -"predefinito)." - -msgid "Dock slot, right side, upper-right (empty in default layout)." -msgstr "" -"Slot di pannelli, lato destro, in alto a destra (vuoto nel layout " -"predefinito)." - -msgid "Dock slot, right side, bottom-right (empty in default layout)." -msgstr "" -"Slot di pannelli, lato destro, in basso a destra (vuoto nel layout " -"predefinito)." - -msgid "Represents the size of the [enum DockSlot] enum." -msgstr "Rappresenta la dimensione dell'enumerazione [enum DockSlot]." - msgid "Forwards the [InputEvent] to other EditorPlugins." msgstr "Inoltra l'[InputEvent] ad altri EditorPlugin." @@ -64108,16 +63453,6 @@ msgstr "" "nuovo progetto. Le stringhe accettate sono \"forward_plus\", \"mobile\" o " "\"gl_compatibility\"." -msgid "" -"Directory naming convention for the project manager. Options are \"No " -"convention\" (project name is directory name), \"kebab-case\" (default), " -"\"snake_case\", \"camelCase\", \"PascalCase\", or \"Title Case\"." -msgstr "" -"Convenzione per i nomi delle cartelle per il gestore dei progetti. Le opzioni " -"sono \"Nessuna convenzione\" (il nome del progetto è il nome della cartella), " -"\"kebab-case\" (predefinito), \"snake_case\", \"camelCase\", \"PascalCase\" o " -"\"Title Case\"." - msgid "" "The sorting order to use in the project manager. When changing the sorting " "order in the project manager, this setting is set permanently in the editor " @@ -65652,36 +64987,6 @@ msgstr "" "nodi rimossi con la chiamata per \"fare\" (non la chiamata per " "\"annullare\"!)." -msgid "" -"Clears the given undo history. You can clear history for a specific scene, " -"global history, or for all scenes at once if [param id] is [constant " -"INVALID_HISTORY].\n" -"If [param increase_version] is [code]true[/code], the undo history version " -"will be increased, marking it as unsaved. Useful for operations that modify " -"the scene, but don't support undo.\n" -"[codeblock]\n" -"var scene_root = EditorInterface.get_edited_scene_root()\n" -"var undo_redo = EditorInterface.get_editor_undo_redo()\n" -"undo_redo.clear_history(undo_redo.get_object_history_id(scene_root))\n" -"[/codeblock]\n" -"[b]Note:[/b] If you want to mark an edited scene as unsaved without clearing " -"its history, use [method EditorInterface.mark_scene_as_unsaved] instead." -msgstr "" -"Cancella la cronologia degli annullamenti specificata. È possibile cancellare " -"la cronologia per una scena specifica, la cronologia globale o per tutte le " -"scene alla vota se [param id] è [constant INVALID_HISTORY].\n" -"Se [param increase_version] è [code]true[/code], la versione della cronologia " -"degli annullamenti verrà aumentata, contrassegnandola come non salvata. Utile " -"per le operazioni che modificano la scena, ma non supportano l'annullamento.\n" -"[codeblock]\n" -"var scene_root = EditorInterface.get_edited_scene_root()\n" -"var undo_redo = EditorInterface.get_editor_undo_redo()\n" -"undo_redo.clear_history(undo_redo.get_object_history_id(scene_root))\n" -"[/codeblock]\n" -"[b]Nota:[/b] Se di desidera contrassegnare una scena modificata come non " -"salvata senza cancellarne la cronologia, usa invece [method " -"EditorInterface.mark_scene_as_unsaved]." - msgid "" "Commits the action. If [param execute] is [code]true[/code] (default), all " "\"do\" methods/properties are called/set when this function is called." @@ -67576,57 +66881,6 @@ msgstr "" "[i]non[/i] è liberato. Funziona solo con singleton definiti dall'utente " "registrati con [method register_singleton]." -msgid "" -"The maximum number of frames that can be rendered every second (FPS). A value " -"of [code]0[/code] means the framerate is uncapped.\n" -"Limiting the FPS can be useful to reduce the host machine's power " -"consumption, which reduces heat, noise emissions, and improves battery life.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b] " -"or [b]Adaptive[/b], the setting takes precedence and the max FPS number " -"cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" -"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " -"an FPS limit a few frames lower than the monitor's refresh rate will " -"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " -"avoiding tearing[/url].\n" -"See also [member physics_ticks_per_second] and [member " -"ProjectSettings.application/run/max_fps].\n" -"[b]Note:[/b] The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project's logic and " -"rendering.\n" -"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " -"reached on the system can reduce input lag compared to an uncapped framerate. " -"Since this works by ensuring the GPU load is lower than 100%, this latency " -"reduction is only effective in GPU-bottlenecked scenarios, not CPU-" -"bottlenecked scenarios." -msgstr "" -"Il numero massimo di frame che possono essere renderizzati ogni secondo " -"(FPS). Un valore di [code]0[/code] significa che il frame rate non è " -"limitato.\n" -"Limitare gli FPS può essere utile per ridurre il consumo energetico della " -"macchina host, il che riduce calore, emissioni di rumore e migliora la durata " -"della batteria.\n" -"Se [member ProjectSettings.display/window/vsync/vsync_mode] è [b]Enabled[/b] " -"o [b]Adaptive[/b], l'impostazione ha la precedenza e il numero massimo di FPS " -"non può superare la frequenza di aggiornamento del monitor.\n" -"Se [member ProjectSettings.display/window/vsync/vsync_mode] è [b]Enabled[/b], " -"sui monitor con frequenza di aggiornamento variabile abilitata (G-Sync/" -"FreeSync), utilizzare un limite FPS di qualche frame inferiore alla frequenza " -"di aggiornamento del monitor [url=https://blurbusters.com/howto-low-lag-vsync-" -"on/]ridurrà il ritardo di input evitando il tearing[/url].\n" -"Vedi anche [member physics_ticks_per_second] e [member " -"ProjectSettings.application/run/max_fps].\n" -"[b]Nota:[/b] il numero effettivo di frame al secondo potrebbe essere comunque " -"inferiore a questo valore se la CPU o la GPU non riescono a tenere il passo " -"con la logica e il rendering del progetto.\n" -"[b]Nota:[/b] se [member ProjectSettings.display/window/vsync/vsync_mode] è " -"[b]Disabled[/b], limitare l'FPS a un valore elevato che può essere raggiunto " -"costantemente sul sistema può ridurre il ritardo di input rispetto a un frame " -"rate senza limiti. Poiché questo funziona assicurando che il carico della GPU " -"sia inferiore al 100%, questa riduzione della latenza è efficace solo in " -"scenari dove la GPU è bloccata, non in scenari dove la CPU è bloccata." - msgid "" "The maximum number of physics steps that can be simulated each rendered " "frame.\n" @@ -67675,41 +66929,6 @@ msgstr "" "disabilitare la correzione di instabilità della fisica impostando questa " "proprietà su [code]0[/code]." -msgid "" -"The number of fixed iterations per second. This controls how often physics " -"simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Godot doesn't " -"interpolate the physics step. As a result, values lower than [code]60[/code] " -"will look stuttery. This value can be increased to make input more reactive " -"or work around collision tunneling issues, but keep in mind doing so will " -"increase CPU usage. 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." -msgstr "" -"Numero di iterazioni fisse al secondo. Controlla la frequenza con cui vengono " -"eseguiti i metodi di simulazione fisica e [method Node._physics_process]. " -"Questo valore dovrebbe essere generalmente sempre impostato su [code]60[/" -"code] o superiore, poiché Godot non interpola i passaggi di fisica. Di " -"conseguenza, i valori inferiori a [code]60[/code] sembreranno a scatti. " -"Questo valore può essere aumentato per rendere l'input più reattivo o " -"aggirare i problemi di tunneling di collisione, ma tieni presente che ciò " -"aumenterà l'utilizzo della CPU. Vedi anche [member max_fps] e [member " -"ProjectSettings.physics/common/physics_ticks_per_second].\n" -"[b]Nota:[/b] Possono essere simulati al massimo solo il numero [member " -"max_physics_steps_per_frame] di tick di fisica per frame renderizzato. Se è " -"necessario simulare più tick di fisica per ogni frame renderizzato per tenere " -"il passo con il rendering, il progetto sembrerà rallentare (anche se " -"[code]delta[/code] è utilizzato in modo coerente nei calcoli fisici). " -"Pertanto, si consiglia di aumentare anche [member " -"max_physics_steps_per_frame] se si aumenta [member physics_ticks_per_second] " -"drasticamente al di sopra del suo valore predefinito." - 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 " @@ -71860,27 +71079,6 @@ msgstr "" msgid "A container that can be expanded/collapsed." msgstr "Un contenitore che si può espandere/comprimere." -msgid "" -"A container that can be expanded/collapsed, with a title that can be filled " -"with controls, such as buttons.\n" -"The title can be positioned at the top or bottom of the container.\n" -"The container can be expanded or collapsed by clicking the title or by " -"pressing [code]ui_accept[/code] when focused.\n" -"Child control nodes are hidden when the container is collapsed. Ignores non-" -"control children.\n" -"Can allow grouping with other FoldableContainers, check [member " -"foldable_group] and [FoldableGroup]." -msgstr "" -"Un contenitore che si può espandere/comprimere, con un titolo che si può " -"riempire con controlli, come pulsanti.\n" -"Il titolo può essere posizionato in alto o in basso il contenitore.\n" -"Il contenitore si può espandere o comprimere cliccando sul titolo o premendo " -"[code]ui_accept[/code] quando è focalizzato.\n" -"I nodi di controllo figlio sono nascosti quando il contenitore è compresso. " -"Ignora i nodi figlio non di controllo.\n" -"Consentire di raggruppare altri FoldableContainer, consulta [member " -"foldable_group] e [FoldableGroup]." - msgid "" "Adds a [Control] that will be placed next to the container's title, obscuring " "the clickable area. Prime usage is adding [Button] nodes, but it can be any " @@ -73194,18 +72392,6 @@ msgstr "" "Gestore della cache del framebuffer per i renderer basati sul dispositivo di " "rendering." -msgid "" -"Framebuffer cache manager for Rendering Device based renderers. Provides a " -"way to create a framebuffer and reuse it in subsequent calls for as long as " -"the used textures exists. Framebuffers will automatically be cleaned up when " -"dependent objects are freed." -msgstr "" -"Gestore della cache del framebuffer per i renderer basati sul dispositivo di " -"rendering. Fornisce un modo per creare un framebuffer e riutilizzarlo in " -"ulteriori chiamate fin quando le texture utilizzate esistono. I framebuffer " -"verranno ripuliti automaticamente quando gli oggetti associati vengono " -"liberati." - msgid "" "Creates, or obtains a cached, framebuffer. [param textures] lists textures " "accessed. [param passes] defines the subpasses and texture allocation, if " @@ -82804,7 +81990,7 @@ msgstr "" "[/codeblocks]\n" "[b]Esempio:[/b] Carica e visualizza un'immagine tramite [HTTPRequest]:\n" "[codeblocks]\n" -"[gdscript][b]\n" +"[gdscript]\n" "func _ready():\n" "\t# Crea un nodo di richiesta HTTP e collega il suo segnale di " "completamento.\n" @@ -86062,62 +85248,6 @@ msgstr "" "configurazioni, non dare per scontato che l'utente abbia una configurazione " "di ripetizione del tasto specifica nel comportamento del progetto." -msgid "" -"Represents the localized label printed on the key in the current keyboard " -"layout, which corresponds to one of the [enum Key] constants or any valid " -"Unicode character.\n" -"For keyboard layouts with a single label on the key, it is equivalent to " -"[member keycode].\n" -"To get a human-readable representation of the [InputEventKey], use " -"[code]OS.get_keycode_string(event.key_label)[/code] where [code]event[/code] " -"is the [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" and \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"Rappresenta l'etichetta localizzata stampata sul tasto nel layout di tastiera " -"attuale, che corrisponde a una delle costanti di [enum Key] o a qualsiasi " -"carattere Unicode valido.\n" -"Per i layout di tastiera con una singola etichetta sul tasto, è equivalente a " -"[member keycode].\n" -"Per ottenere una rappresentazione leggibile in chiaro dell'[InputEventKey], " -"utilizza [code]OS.get_keycode_string(event.key_label)[/code] dove " -"[code]event[/code] è [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" e \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" - -msgid "" -"Latin label printed on the key in the current keyboard layout, which " -"corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use " -"[code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is " -"the [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" and \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"Etichetta latina stampata sul tasto nel layout di tastiera attuale, che " -"corrisponde a una delle costanti di [enum Key].\n" -"Per ottenere una rappresentazione leggibile in chiaro dell'[InputEventKey], " -"utilizza [code]OS.get_keycode_string(event.keycode)[/code] dove [code]event[/" -"code] è [InputEventKey].\n" -"[codeblock lang=text]\n" -"+-----+ +-----+\n" -"| Q | | Q | - \"Q\" - keycode\n" -"| Й | | ض | - \"Й\" e \"ض\" - key_label\n" -"+-----+ +-----+\n" -"[/codeblock]" - msgid "" "Represents the location of a key which has both left and right versions, such " "as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]." @@ -86125,60 +85255,6 @@ msgstr "" "Rappresenta la posizione di un tasto che ha sia una versione sinistra sia una " "destra, come [kbd]Shift[/kbd] o [kbd]Alt[/kbd]." -msgid "" -"Represents the physical location of a key on the 101/102-key US QWERTY " -"keyboard, which corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use [method " -"OS.get_keycode_string] in combination with [method " -"DisplayServer.keyboard_get_keycode_from_physical]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _input(event):\n" -"\tif event is InputEventKey:\n" -"\t\tvar keycode = " -"DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)\n" -"\t\tprint(OS.get_keycode_string(keycode))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -"\tif (@event is InputEventKey inputEventKey)\n" -"\t{\n" -"\t\tvar keycode = " -"DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n" -"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" -"\t}\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Rappresenta la posizione fisica di un tasto sulla tastiera QWERTY " -"statunitense a 101/102 tasti, che corrisponde a una delle costanti di [enum " -"Key].\n" -"Per ottenere una rappresentazione leggibile in chiaro dell'[InputEventKey], " -"utilizza [method OS.get_keycode_string] in combinazione con [method " -"DisplayServer.keyboard_get_keycode_from_physical]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _input(event):\n" -"\tif event is InputEventKey:\n" -"\t\tvar keycode = " -"DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)\n" -"\t\tprint(OS.get_keycode_string(keycode))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -"\tif (@event is InputEventKey inputEventKey)\n" -"\t{\n" -"\t\tvar keycode = " -"DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n" -"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" -"\t}\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." @@ -86186,18 +85262,6 @@ msgstr "" "Se [code]true[/code], lo stato del tasto è premuto. Se [code]false[/code], lo " "stato del tasto è rilasciato." -msgid "" -"The key Unicode character code (when relevant), shifted by modifier keys. " -"Unicode character codes for composite characters and complex scripts may not " -"be available unless IME input mode is active. See [method " -"Window.set_ime_active] for more information." -msgstr "" -"Il codice carattere Unicode del tasto (quando pertinente), influenzato dai " -"tasti modificatori. I codici carattere Unicode per caratteri compositi e " -"script complessi potrebbero non essere disponibili a meno che non sia attiva " -"la modalità di input IME. Vedi [method Window.set_ime_active] per maggiori " -"informazioni." - msgid "Represents a magnifying touch gesture." msgstr "Rappresenta un gesto tattile di ingrandimento." @@ -89365,18 +88429,6 @@ msgstr "" msgid "A control for displaying plain text." msgstr "Un controllo per visualizzare testo semplice." -msgid "" -"A control for displaying plain text. It gives you control over the horizontal " -"and vertical alignment and can wrap the text inside the node's bounding " -"rectangle. It doesn't support bold, italics, or other rich text formatting. " -"For that, use [RichTextLabel] instead." -msgstr "" -"Un controllo per visualizzare testo semplice. Ti dà il controllo " -"sull'allineamento orizzontale e verticale e può racchiudere il testo " -"all'interno del rettangolo di delimitazione del nodo. Non supporta grassetto, " -"corsivo o altre formattazioni di testo avanzate. Per questo, usa " -"[RichTextLabel]." - msgid "" "Returns the bounding rectangle of the character at position [param pos] in " "the label's local coordinate system. If the character is a non-visual " @@ -91405,24 +90457,6 @@ msgstr "" msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." msgstr "Il lightmapper integrato basato su GPU da utilizzare con [LightmapGI]." -msgid "" -"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-based " -"lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake " -"lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses " -"compute shaders to bake lightmaps, so it does not require CUDA or OpenCL " -"libraries to be installed to be usable.\n" -"[b]Note:[/b] Only usable when using the RenderingDevice backend (Forward+ or " -"Mobile renderers), not Compatibility." -msgstr "" -"LightmapperRD (\"RD\" sta per [RenderingDevice]) è il lightmapper integrato " -"basato su GPU per l'uso con [LightmapGI]. Sulla maggior parte delle GPU " -"dedicate, può preparare le lightmap molto più velocemente della maggior parte " -"dei lightmapper basati su CPU. LightmapperRD usa shader di calcolo per " -"preparare le lightmap, quindi non richiede l'installazione di librerie CUDA o " -"OpenCL per essere utilizzabile.\n" -"[b]Nota:[/b] Utilizzabile solo quando si usa il backend RenderingDevice " -"(renderer Forward+ o Mobile), non Compatibilità." - msgid "" "Represents a single manually placed probe for dynamic object lighting with " "[LightmapGI]." @@ -92908,39 +91942,18 @@ msgstr "" "Se [code]1.0[/code], non viene effettuato alcuno smorzamento. Se [code]0.0[/" "code], lo smorzamento viene sempre effettuato." -msgid "" -"The limit angle of the primary rotation when [member symmetry_limitation] is " -"[code]true[/code]." -msgstr "" -"L'angolo limite della rotazione primaria quando [member symmetry_limitation] " -"è [code]true[/code]." - msgid "" "The threshold to start damping for [member primary_negative_limit_angle]." msgstr "" "La soglia per iniziare lo smorzamento per [member " "primary_negative_limit_angle]." -msgid "" -"The limit angle of negative side of the primary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angolo limite del lato negativo della rotazione primaria quando [member " -"symmetry_limitation] è [code]false[/code]." - msgid "" "The threshold to start damping for [member primary_positive_limit_angle]." msgstr "" "La soglia per iniziare lo smorzamento per [member " "primary_positive_limit_angle]." -msgid "" -"The limit angle of positive side of the primary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angolo limite del lato positivo della rotazione primaria quando [member " -"symmetry_limitation] è [code]false[/code]." - msgid "" "The axis of the first rotation. This [SkeletonModifier3D] works by " "compositing the rotation by Euler angles to prevent to rotate the [member " @@ -92954,39 +91967,18 @@ msgid "The threshold to start damping for [member secondary_limit_angle]." msgstr "" "La soglia per iniziare lo smorzamento per [member secondary_limit_angle]." -msgid "" -"The limit angle of the secondary rotation when [member symmetry_limitation] " -"is [code]true[/code]." -msgstr "" -"L'angolo limite della rotazione secondaria quando [member " -"symmetry_limitation] è [code]true[/code]." - msgid "" "The threshold to start damping for [member secondary_negative_limit_angle]." msgstr "" "La soglia per iniziare lo smorzamento per [member " "secondary_negative_limit_angle]." -msgid "" -"The limit angle of negative side of the secondary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angolo limite del lato negativo della rotazione secondaria quando [member " -"symmetry_limitation] è [code]false[/code]." - msgid "" "The threshold to start damping for [member secondary_positive_limit_angle]." msgstr "" "La soglia per iniziare lo smorzamento per [member " "secondary_positive_limit_angle]." -msgid "" -"The limit angle of positive side of the secondary rotation when [member " -"symmetry_limitation] is [code]false[/code]." -msgstr "" -"L'angolo limite del lato positivo della rotazione secondaria quando [member " -"symmetry_limitation] è [code]false[/code]." - msgid "" "The [NodePath] to the node that is the target for the look at modification. " "This node is what the modification will rotate the bone to." @@ -94813,18 +93805,6 @@ msgstr "Imposta i pesi delle ossa del vertice specificato." msgid "Node used for displaying a [Mesh] in 2D." msgstr "Un nodo utilizzato per visualizzare una [Mesh] in 2D." -msgid "" -"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " -"automatically created from an existing [Sprite2D] via a tool in the editor " -"toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to " -"MeshInstance2D[/b] at the top of the 2D editor viewport." -msgstr "" -"Nodo utilizzato per visualizzare una [Mesh] in 2D. Una [MeshInstance2D] può " -"essere creata automaticamente da una [Sprite2D] esistente tramite uno " -"strumento nella barra degli strumenti dell'editor. Seleziona il nodo " -"[Sprite2D], quindi scegli [b]Sprite2D > Converti in MeshInstance2D[/b] nella " -"parte superiore della viewport dell'editor 2D." - msgid "2D meshes" msgstr "Mesh 2D" @@ -96007,15 +94987,6 @@ msgstr "Usa questo quando esegui trasformazioni 3D." msgid "Node that instances a [MultiMesh] in 2D." msgstr "Nodo che istanzia un [MultiMesh] in 2D." -msgid "" -"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " -"resource in 2D.\n" -"Usage is the same as [MultiMeshInstance3D]." -msgstr "" -"[MultiMeshInstance2D] è un nodo specializzato per creare un'istanza di una " -"risorsa [MultiMesh] in 2D.\n" -"L'utilizzo è lo stesso di [MultiMeshInstance3D]." - msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "Il [MultiMesh] che sarà disegnato dal [MultiMeshInstance2D]." @@ -104805,22 +103776,6 @@ msgstr "" "carattere [code]@[/code] è riservato ai nomi generati automaticamente. Vedere " "anche [method String.validate_node_name]." -msgid "" -"The owner of this node. The owner must be an ancestor of this node. When " -"packing the owner node in a [PackedScene], all the nodes it owns are also " -"saved with it. See also [member unique_name_in_owner].\n" -"[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not " -"displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, " -"remember to set the owner after calling [method add_child]." -msgstr "" -"Il proprietario di questo nodo. Il proprietario deve essere un antenato di " -"questo nodo. Quando si impacchetta il nodo proprietario in un [PackedScene], " -"tutti i nodi posseduti da esso sono salvati con esso.\n" -"[b]Nota:[/b] Nell'editor, i nodi non posseduti dalla radice della scena di " -"solito non sono visualizzati nel pannello di Scena e [b]non[/b] saranno " -"salvati. Per evitare ciò, ricorda di impostare il proprietario dopo aver " -"chiamato [method add_child]. Vedi anche ([member unique_name_in_owner])." - msgid "" "The physics interpolation mode to use for this node. Only effective if " "[member ProjectSettings.physics/common/physics_interpolation] or [member " @@ -129286,63 +128241,6 @@ msgstr "" "Percorso al file della scena principale che verrà caricato quando il progetto " "viene eseguito." -msgid "" -"Maximum number of frames per second allowed. A value of [code]0[/code] means " -"\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " -"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " -"exceed the monitor's refresh rate.\n" -"If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " -"monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS " -"limit a few frames lower than the monitor's refresh rate will [url=https://" -"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding " -"tearing[/url].\n" -"If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], " -"limiting the FPS to a high value that can be consistently reached on the " -"system can reduce input lag compared to an uncapped framerate. Since this " -"works by ensuring the GPU load is lower than 100%, this latency reduction is " -"only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked " -"scenarios.\n" -"See also [member physics/common/physics_ticks_per_second].\n" -"This setting can be overridden using the [code]--max-fps [/code] command " -"line argument (including with a value of [code]0[/code] for unlimited " -"framerate).\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the rendering FPS cap at runtime, set [member Engine.max_fps] instead." -msgstr "" -"Numero massimo di frame al secondo consentiti. Un valore di [code]0[/code] " -"significa \"nessun limite\". Il numero effettivo di frame al secondo potrebbe " -"essere ancora al di sotto di questo valore se la CPU o la GPU non riescono a " -"tenere il passo con la logica del progetto e il rendering.\n" -"Limitare gli FPS può essere utile per ridurre il consumo energetico del " -"sistema, il che riduce le emissioni di calore e rumore (e migliora la durata " -"della batteria sui dispositivi mobili).\n" -"Se [member display/window/vsync/vsync_mode] è impostato su [code]Enabled[/" -"code] o [code]Adaptive[/code], ha la precedenza e il numero forzato di FPS " -"non può superare la frequenza di aggiornamento del monitor.\n" -"Se [member display/window/vsync/vsync_mode] è [code]Enabled[/code], sui " -"monitor con frequenza di aggiornamento variabile abilitata (G-Sync/FreeSync), " -"usare un limite di alcuni frame inferiore alla frequenza di aggiornamento del " -"monitor [url=https://blurbusters.com/howto-low-lag-vsync-on/]ridurrà il " -"ritardo degli input evitando il tearing[/url].\n" -"Se [member display/window/vsync/vsync_mode] è [code]Disabled[/code], limitare " -"l'FPS a un valore elevato che può essere costantemente raggiunto sul sistema " -"può ridurre il ritardo degli input rispetto a un frame rate senza limiti. " -"Poiché ciò funziona assicurando che il carico della GPU sia inferiore al " -"100%, questa riduzione della latenza è efficace solo negli scenari limitati " -"dalla GPU, non in quelli limitati dalla CPU.\n" -"Vedi anche [member physics/common/physics_ticks_per_second].\n" -"Questa impostazione può essere sovrascritta usando l'argomento della riga di " -"comando [code]--max-fps [/code] (anche con un valore di [code]0[/code] " -"per framerate illimitato).\n" -"[b]Nota:[/b] Questa proprietà viene letta solo all'avvio del progetto. Per " -"modificare il limite di FPS di rendering in fase di esecuzione, imposta " -"invece [member Engine.max_fps]." - msgid "" "If [code]true[/code], the engine header is printed in the console on startup. " "This header describes the current version of the engine, as well as the " @@ -131160,18 +130058,6 @@ msgstr "" "utilizzati nel progetto. Usa invece il pannello [b]Importazione[/b] per " "questo (vedi [member ResourceImporterDynamicFont.subpixel_positioning])." -msgid "" -"The default scale factor for [Control]s, when not overridden by a [Theme].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the default scale at runtime, set [member ThemeDB.fallback_base_scale] " -"instead." -msgstr "" -"Il fattore di scala predefinito per i [Control], quando non è sovrascritto da " -"un [Theme].\n" -"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per " -"modificare la scala predefinita in fase di esecuzione, imposta invece [member " -"ThemeDB.fallback_base_scale]." - msgid "" "LCD subpixel layout used for font anti-aliasing. See [enum " "TextServer.FontLCDSubpixelLayout]." @@ -134875,37 +133761,6 @@ msgstr "" "modificare la correzione del tremolio della fisica in fase di esecuzione, " "imposta invece [member Engine.physics_jitter_fix]." -msgid "" -"The number of fixed iterations per second. This controls how often physics " -"simulation and [method Node._physics_process] methods are run. See also " -"[member application/run/max_fps].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " -"instead.\n" -"[b]Note:[/b] Only [member physics/common/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 " -"physics/common/max_physics_steps_per_frame] if increasing [member physics/" -"common/physics_ticks_per_second] significantly above its default value." -msgstr "" -"Numero di iterazioni fisse al secondo. Controlla la frequenza con cui vengono " -"eseguiti i metodi di simulazione fisica e [method Node._physics_process]. " -"Vedi anche [member application/run/max_fps].\n" -"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per " -"modificare gli FPS di fisica in fase di esecuzione, imposta invece [member " -"Engine.physics_ticks_per_second].\n" -"[b]Nota:[/b] Possono essere simulati al massimo solo il numero [member " -"physics/common/max_physics_steps_per_frame] di tick di fisica per frame " -"renderizzato. Se è necessario simulare più tick di fisica per ogni frame " -"renderizzato per tenere il passo con il rendering, il progetto sembrerà " -"rallentare (anche se [code]delta[/code] è utilizzato in modo coerente nei " -"calcoli fisici). Pertanto, si consiglia di aumentare anche [member physics/" -"common/max_physics_steps_per_frame] se si aumenta [member physics/common/" -"physics_ticks_per_second] drasticamente al di sopra del suo valore " -"predefinito." - msgid "" "The maximum angle, in radians, between two adjacent triangles in a " "[ConcavePolygonShape3D] or [HeightMapShape3D] for which the edge between " @@ -141713,146 +140568,6 @@ msgid "Class for searching text for patterns using regular expressions." msgstr "" "Classe per la ricerca di modelli nel testo, tramite espressioni regolari." -msgid "" -"A regular expression (or regex) is a compact language that can be used to " -"recognize strings that follow a specific pattern, such as URLs, email " -"addresses, complete sentences, etc. For example, a regex of [code]ab[0-9][/" -"code] would find any string that is [code]ab[/code] followed by any number " -"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " -"easily find various tutorials and detailed explanations on the Internet.\n" -"To begin, the RegEx object needs to be compiled with the search pattern using " -"[method compile] before it can be used.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"[/codeblock]\n" -"The search pattern must be escaped first for GDScript before it is escaped " -"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be " -"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\" -"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/" -"code]. In GDScript, you can also use raw string literals (r-strings). For " -"example, [code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] would be read the " -"same.\n" -"Using [method search], you can find the pattern within the given text. If a " -"pattern is found, [RegExMatch] is returned and you can retrieve details of " -"the results using methods such as [method RegExMatch.get_string] and [method " -"RegExMatch.get_start].\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"var result = regex.search(\"abc n-0123\")\n" -"if result:\n" -"\tprint(result.get_string()) # Prints \"n-0123\"\n" -"[/codeblock]\n" -"The results of capturing groups [code]()[/code] can be retrieved by passing " -"the group number to the various methods in [RegExMatch]. Group 0 is the " -"default and will always refer to the entire pattern. In the above example, " -"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" -"This version of RegEx also supports named capturing groups, and the names can " -"be used to retrieve the results. If two or more groups have the same name, " -"the name would only refer to the first one with a match.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" -"var result = regex.search(\"the number is x2f\")\n" -"if result:\n" -"\tprint(result.get_string(\"digit\")) # Prints \"2f\"\n" -"[/codeblock]\n" -"If you need to process multiple results, [method search_all] generates a list " -"of all non-overlapping results. This can be combined with a [code]for[/code] " -"loop for convenience.\n" -"[codeblock]\n" -"# Prints \"01 03 0 3f 42\"\n" -"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" -"\tprint(result.get_string(\"digit\"))\n" -"[/codeblock]\n" -"[b]Example:[/b] Split a string using a RegEx:\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" -"var results = []\n" -"for result in regex.search_all(\"One Two \\n\\tThree\"):\n" -"\tresults.push_back(result.get_string())\n" -"print(results) # Prints [\"One\", \"Two\", \"Three\"]\n" -"[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://" -"www.pcre.org/]PCRE2[/url] library. You can view the full pattern reference " -"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" -"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " -"expressions online." -msgstr "" -"Un'espressione regolare (o regex) è un linguaggio compatto che può essere " -"utilizzato per riconoscere stringhe che seguono uno schema specifico, come " -"URL, indirizzi email, frasi complete, ecc. Ad esempio, un'espressione " -"regolare [code]ab[0-9][/code] troverebbe qualsiasi stringa che sia [code]ab[/" -"code], seguita da un numero qualsiasi da [code]0[/code] a [code]9[/code]. Per " -"un approfondimento, è possibile facilmente trovare vari tutorial e " -"spiegazioni dettagliate su Internet.\n" -"Per iniziare, l'oggetto RegEx deve essere compilato con il pattern di ricerca " -"tramite [method compile] prima di poterlo utilizzare.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"[/codeblock]\n" -"Il pattern di ricerca deve essere prima sottoposto a escape per GDScript, " -"prima di essere sottoposto a escape per l'espressione. Ad esempio, " -"[code]compile(\"\\\\d+\")[/code] sarebbe interpretato da RegEx come [code]\\d+" -"[/code]. Analogamente, [code]compile(\"\\\"(?:\\\\\\\\.|[^\\\"])*\\\"\")[/" -"code] sarebbe interpretato come [code]\"(?:\\\\.|[^\"])*\"[/code]. In " -"GDScript, è anche possibile utilizzare stringhe letterali non elaborate (r-" -"string). Ad esempio, [code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] sarebbe " -"interpretato allo stesso modo.\n" -"Attraverso [method search], è possibile trovare il pattern all'interno del " -"testo specificato. Se viene trovato un pattern, viene restituito [RegExMatch] " -"ed è possibile recuperare i dettagli dei risultati tramite metodi come " -"[method RegExMatch.get_string] e [method RegExMatch.get_start].\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"var result = regex.search(\"abc n-0123\")\n" -"if result:\n" -"\tprint(result.get_string()) # Stampa\"n-0123\"\n" -"[/codeblock]\n" -"È possibile recuperare i risultati dell'acquisizione di gruppi [code]()[/" -"code] passando il numero del gruppo ai vari metodi in [RegExMatch]. Il gruppo " -"0 è quello predefinito e farà sempre riferimento all'intero pattern. " -"Nell'esempio precedente, la chiamata a [code]result.get_string(1)[/code] " -"restituirebbe [code]0123[/code].\n" -"Questa versione di RegEx supporta anche l'acquisizione di gruppi con nome, i " -"cui nomi possono essere utilizzati per recuperare i risultati. Se due o più " -"gruppi hanno lo stesso nome, il nome si riferirà solo al primo " -"corrispondente.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" -"var result = regex.search(\"the number is x2f\")\n" -"if result:\n" -"\tprint(result.get_string(\"digit\")) # Stampa \"2f\"\n" -"[/codeblock]\n" -"Se è necessario elaborare più risultati, [method search_all] genera un elenco " -"di tutti i risultati non sovrapposti. Per comodità, è possibile combinare " -"questo metodo con un ciclo [code]for[/code].\n" -"[codeblock]\n" -"# Stampa \"01 03 0 3f 42\"\n" -"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" -"\tprint(result.get_string(\"digit\"))\n" -"[/codeblock]\n" -"[b]Esempio:[/b] Dividi una stringa tramite un'espressione regolare:\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # Classe negata di caratteri di spaziatura.\n" -"var risultati = []\n" -"for result in regex.search_all(\"Uno Due \\n\\tTre\"):\n" -"\trisultati.push_back(result.get_string())\n" -"\tprint(results) # Stampa [\"Uno\", \"Due\", \"Tre\"]\n" -"[/codeblock]\n" -"[b]Nota:[/b] L'implementazione delle espressioni regolari di Godot si basa " -"sulla libreria [url=https://www.pcre.org/]PCRE2[/url]. È possibile " -"visualizzare il riferimento completo ai pattern [url=https://www.pcre.org/" -"current/doc/html/pcre2pattern.html]qui[/url].\n" -"[b]Suggerimento:[/b] È possibile usare [url=https://regexr.com/]Regexr[/url] " -"per testare online le espressioni regolari." - msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." @@ -142130,17 +140845,6 @@ msgstr "" "Oggetto astratto di dati di rendering, contiene i dati dei frame relativi al " "rendering di un singolo frame di una viewport." -msgid "" -"Abstract render data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Oggetto astratto per i dati di rendering, esiste per il tempo necessario a " -"renderizzare una singola viewport.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, non " -"istanziarlo da script." - msgid "" "Returns the [RID] of the camera attributes object in the [RenderingServer] " "being used to render this viewport." @@ -142201,27 +140905,6 @@ msgstr "" "Da implementare in GDExtension per restituire l'oggetto " "[RenderSceneDataExtension] di questa implementazione." -msgid "" -"Render data implementation for the RenderingDevice based renderers.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Implementazione dei dati di rendering per i renderer basati su " -"RenderingDevice.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, non " -"istanziarlo da script." - -msgid "" -"This object manages all render data for the rendering device based " -"renderers.\n" -"[b]Note:[/b] This is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"Questo oggetto gestisce tutti i dati di rendering per i renderer basati sul " -"dispositivo di rendering.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, esposto " -"solo per le estensioni in GDExtension." - msgid "Abstraction for working with modern low-level graphics APIs." msgstr "Astrazione per lavorare con API grafiche moderne di basso livello." @@ -153355,17 +152038,6 @@ msgstr "" "[b]Nota:[/b] Supportato solo quando si utilizza il metodo di rendering " "Forward+." -msgid "" -"Draws SDFGI probe data. This is the data structure that is used to give " -"indirect lighting dynamic objects moving within the scene.\n" -"[b]Note:[/b] Only supported when using the Forward+ rendering method." -msgstr "" -"Disegna i dati delle sonde SDFGI. Questa è la struttura dati utilizzata per " -"dare illuminazione indiretta agli oggetti dinamici che si muovono all'interno " -"della scena.\n" -"[b]Nota:[/b] Supportato solo quando si utilizza il metodo di rendering " -"Forward+." - msgid "" "Draws the global illumination buffer from [VoxelGI] or SDFGI. Requires " "[VoxelGI] (at least one visible baked VoxelGI node) or SDFGI ([member " @@ -154564,20 +153236,6 @@ msgstr "" "Oggetto astratto dei buffer di scena, creato per ogni viewport per cui viene " "eseguito il rendering 3D." -msgid "" -"Abstract scene buffers object, created for each viewport for which 3D " -"rendering is done. It manages any additional buffers used during rendering " -"and will discard buffers when the viewport is resized.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Oggetto astratto dei buffer di scena, creato per ogni viewport per cui viene " -"eseguito il rendering 3D. Gestisce tutti i buffer aggiuntivi utilizzati " -"durante il rendering e scarterà i buffer quando la viewport viene " -"ridimensionata.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, non " -"istanziarlo da script." - msgid "" "This method is called by the rendering server when the associated viewport's " "configuration is changed. It will discard the old buffers and recreate the " @@ -154673,29 +153331,6 @@ msgstr "" "Implementazione del buffer della scena di rendering per i renderer basati su " "RenderingDevice." -msgid "" -"This object manages all 3D rendering buffers for the rendering device based " -"renderers. An instance of this object is created for every viewport that has " -"3D rendering enabled.\n" -"All buffers are organized in [b]contexts[/b]. The default context is called " -"[b]render_buffers[/b] and can contain amongst others the color buffer, depth " -"buffer, velocity buffers, VRS density map and MSAA variants of these " -"buffers.\n" -"Buffers are only guaranteed to exist during rendering of the viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Questo oggetto gestisce tutti i buffer di rendering 3D per i renderer basati " -"sul dispositivo di rendering. Un'istanza di questo oggetto viene creata per " -"ogni viewport che ha il rendering 3D abilitato.\n" -"Tutti i buffer sono organizzati in [b]contesti[/b]. Il contesto predefinito è " -"detto [b]render_buffers[/b] e può contenere, tra altri, i buffer di colore, " -"di profondità e di velocità, la mappa della densità VRS e le variazioni per " -"il MSAA di questi buffer.\n" -"I buffer sono garantiti solo durante il rendering della viewport.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, non " -"istanziarlo da script." - msgid "Frees all buffers related to this context." msgstr "Libera tutti i buffer correlati a questo contesto." @@ -154873,17 +153508,6 @@ msgstr "" "Oggetto astratto di dati di rendering, contiene i dati di scena relativi al " "rendering di un singolo frame di una viewport." -msgid "" -"Abstract scene data object, exists for the duration of rendering a single " -"viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"Oggetto astratto di dati di rendering, esiste per la durata del rendering di " -"una singola viewport.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, non " -"istanziarlo da script." - msgid "" "Returns the camera projection used to render this frame.\n" "[b]Note:[/b] If more than one view is rendered, this will return a combined " @@ -154981,16 +153605,6 @@ msgstr "" "Implementazione dei dati di scena di rendering per i renderer basati su " "RenderingDevice." -msgid "" -"Object holds scene data related to rendering a single frame of a viewport.\n" -"[b]Note:[/b] This is an internal rendering server object, do not instantiate " -"this from script." -msgstr "" -"L'oggetto contiene i dati di scena relativi al rendering di un singolo frame " -"di una viewport.\n" -"[b]Nota:[/b] Questo è un oggetto interno nel server di rendering, non " -"istanziarlo da script." - msgid "Base class for serializable objects." msgstr "Classe di base per gli oggetti serializzabili." @@ -163487,31 +162101,6 @@ msgstr "" "Restituisce il valore attuale impostato per questo materiale di un'uniforme " "nello shader." -msgid "" -"Changes the value set for this material of a uniform in the shader.\n" -"[b]Note:[/b] [param param] is case-sensitive and must match the name of the " -"uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Changes to the shader uniform will be effective on all instances " -"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with " -"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the " -"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance " -"uniforms allow for better shader reuse and are therefore faster, so they " -"should be preferred over duplicating the [ShaderMaterial] when possible." -msgstr "" -"Modifica il valore impostato per questo materiale di un'uniforme nello " -"shader.\n" -"[b]Nota:[/b] [param param] è sensibile alle maiuscole e alle minuscole e deve " -"corrispondere esattamente al nome dell'uniforme nel codice (non al nome in " -"maiuscolo nell'ispettore).\n" -"[b]Nota:[/b] Le modifiche all'uniforme dello shader saranno effettive su " -"tutte le istanze che utilizzano questo [ShaderMaterial]. Per evitare ciò, usa " -"le uniformi per istanza con [method " -"GeometryInstance3D.set_instance_shader_parameter] o duplica la risorsa " -"[ShaderMaterial] tramite [method Resource.duplicate]. Le uniformi per istanza " -"consentono un migliore riutilizzo dello shader e sono quindi più veloci, " -"pertanto dovrebbero essere preferite alla duplicazione dello [ShaderMaterial] " -"quando possibile." - msgid "The [Shader] program used to render this material." msgstr "Il programma [Shader] utilizzato per il rendering di questo materiale." @@ -166424,26 +165013,6 @@ msgstr "" "pose delle ossa perché [Skeleton3D] applica automaticamente l'influenza a " "tutte le pose delle ossa impostate dal modificatore." -msgid "" -"Override this virtual method to implement a custom skeleton modifier. You " -"should do things like get the [Skeleton3D]'s current pose and apply the pose " -"here.\n" -"[method _process_modification_with_delta] must not apply [member influence] " -"to bone poses because the [Skeleton3D] automatically applies influence to all " -"bone poses set by the modifier.\n" -"[param delta] is passed from parent [Skeleton3D]. See also [method " -"Skeleton3D.advance]." -msgstr "" -"Sostituisci questo metodo virtuale per implementare un modificatore " -"personalizzato di scheletro. Dovresti fare cose come ottenere la posa attuale " -"dello [Skeleton3D] e applicare la posa qui.\n" -"[method _process_modification_with_delta] non deve applicare [member " -"influence] alle pose delle ossa perché lo [Skeleton3D] applica " -"automaticamente l'influenza a tutte le pose delle ossa impostate dal " -"modificatore.\n" -"[param delta] viene passato dallo [Skeleton3D] genitore. Vedi anche [method " -"Skeleton3D.advance]." - msgid "Called when the skeleton is changed." msgstr "Emesso quando lo scheletro è cambiato." @@ -179413,26 +177982,11 @@ msgstr "" "Un array di texture per il 2D associata a una texture creata sul " "[RenderingDevice]." -msgid "" -"This texture array class allows you to use a 2D array texture created " -"directly on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Questa classe di array di texture consente di utilizzare una texture di array " -"2D creata direttamente sul [RenderingDevice] come texture per materiali, " -"mesh, ecc." - msgid "" "Texture for 2D that is bound to a texture created on the [RenderingDevice]." msgstr "" "La texture per il 2D associata a una texture creata sul [RenderingDevice]." -msgid "" -"This texture class allows you to use a 2D texture created directly on the " -"[RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Questa classe di texture consente di utilizzare una texture 2D creata " -"direttamente sul [RenderingDevice] come texture per materiali, mesh, ecc." - msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "Il RID dell'oggetto texture creato sul [RenderingDevice]." @@ -179520,13 +178074,6 @@ msgid "" "Texture for 3D that is bound to a texture created on the [RenderingDevice]." msgstr "Texture per il 3D associata a una texture creata sul [RenderingDevice]." -msgid "" -"This texture class allows you to use a 3D texture created directly on the " -"[RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Questa classe di texture consente di utilizzare una texture 3D creata " -"direttamente sul [RenderingDevice] come texture per materiali, mesh, ecc." - msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" @@ -179691,27 +178238,12 @@ msgstr "" "Array di texture per le Cubemap, associata a una texture creata sul " "[RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap array texture created directly " -"on the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Questa classe di texture consente di utilizzare un'array di texture cubemap " -"creato direttamente sul [RenderingDevice] come texture per materiali, mesh, " -"ecc." - msgid "" "Texture for Cubemap that is bound to a texture created on the " "[RenderingDevice]." msgstr "" "Texture per Cubemap associata a una texture creata sul [RenderingDevice]." -msgid "" -"This texture class allows you to use a cubemap texture created directly on " -"the [RenderingDevice] as a texture for materials, meshes, etc." -msgstr "" -"Questa classe di texture consente di utilizzare texture cubemap creata " -"direttamente sul [RenderingDevice] come texture per materiali, mesh, ecc." - msgid "" "Base class for texture types which contain the data of multiple [Image]s. " "Each image is of the same size and format." @@ -179810,15 +178342,6 @@ msgstr "" msgid "Abstract base class for layered texture RD types." msgstr "Classe di base astratta per i tipi RD di texture multilivello." -msgid "" -"Base class for [Texture2DArrayRD], [TextureCubemapRD] and " -"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the " -"functions necessary for accessing the derived resource types." -msgstr "" -"Classe di base per [Texture2DArrayRD], [TextureCubemapRD] e " -"[TextureCubemapArrayRD]. Non può essere utilizzata direttamente, ma contiene " -"tutte le funzioni necessarie per accedere ai tipi di risorse derivati." - msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." @@ -182444,17 +180967,6 @@ msgstr "" "\t\treturn 0\n" "[/codeblock]" -msgid "" -"Returns the coordinates of the physics quadrant (see [member " -"physics_quadrant_size]) for given physics body [RID]. Such an [RID] can be " -"retrieved from [method KinematicCollision2D.get_collider_rid], when colliding " -"with a tile." -msgstr "" -"Restituisce le coordinate del quadrante di fisica (vedi [member " -"physics_quadrant_size]) per il [RID] del corpo fisico specificato. Tale [RID] " -"può essere recuperato da [method KinematicCollision2D.get_collider_rid], " -"quando si verifica una collisione con un tassello." - msgid "" "Returns the [RID] of the [NavigationServer2D] navigation used by this " "[TileMapLayer].\n" @@ -182762,31 +181274,6 @@ msgstr "" msgid "Enable or disable light occlusion." msgstr "Abilita o disabilita l'occlusione di luce." -msgid "" -"The [TileMapLayer]'s physics quadrant size. Within a physics quadrant, cells " -"with similar physics properties are grouped together and their collision " -"shapes get merged. [member physics_quadrant_size] defines the length of a " -"square's side, in the map's coordinate system, that forms the quadrant. Thus, " -"the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.\n" -"[b]Note:[/b] As quadrants are created according to the map's coordinate " -"system, the quadrant's \"square shape\" might not look like square in the " -"[TileMapLayer]'s local coordinate system.\n" -"[b]Note:[/b] This impacts the value returned by [method " -"get_coords_for_body_rid]." -msgstr "" -"La dimensione dei quadranti di fisica del [TileMapLayer]. All'interno di un " -"quadrante di fisica, le celle con proprietà fisiche simili sono raggruppate " -"assieme e le loro forme di collisione sono unite. [member " -"rendering_quadrant_size] definisce la lunghezza del lato di un quadrato, nel " -"sistema di coordinate della mappa, che forma il quadrante. Quindi, la " -"dimensione predefinita dei quadranti raggruppa insieme [code]16 * 16 = 256[/" -"code] tasselli.\n" -"[b]Nota:[/b] Poiché i quadranti sono creati secondo il sistema di coordinate " -"della mappa, la \"forma quadrata\" dei quadranti potrebbe non apparire " -"quadrata nel sistema di coordinate locale del [TileMapLayer].\n" -"[b]Nota:[/b] Ciò influisce sul valore restituito da [method " -"get_coords_for_body_rid]." - msgid "" "The [TileMapLayer]'s rendering quadrant size. A quadrant is a group of tiles " "to be drawn together on a single canvas item, for optimization purposes. " @@ -190504,18 +188991,6 @@ msgid "Uniform set cache manager for Rendering Device based renderers." msgstr "" "Gestore di cache di set di uniformi per i renderer basati su Rendering Device." -msgid "" -"Uniform set cache manager for Rendering Device based renderers. Provides a " -"way to create a uniform set and reuse it in subsequent calls for as long as " -"the uniform set exists. Uniform set will automatically be cleaned up when " -"dependent objects are freed." -msgstr "" -"Gestore della cache per i set di uniformi, per i renderer basati sui " -"dispositivi di rendering. Fornisce un modo per creare un set di uniformi e " -"riutilizzarlo nelle chiamate successive fin quando esiste il set di uniformi. " -"Il set di uniforme verrà automaticamente ripulito quando gli oggetti " -"dipendenti vengono liberati." - msgid "" "Creates/returns a cached uniform set based on the provided uniforms for a " "given shader." @@ -194583,12 +193058,6 @@ msgstr "Se [code]true[/code], la viewport elaborerà i flussi audio 2D." msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Se [code]true[/code], la viewport elaborerà i flussi audio 3D." -msgid "" -"The rendering layers in which this [Viewport] renders [CanvasItem] nodes." -msgstr "" -"Gli strati di rendering in cui questo [Viewport] renderizza i nodi " -"[CanvasItem]." - msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " @@ -195489,19 +193958,6 @@ msgstr "" "[b]Nota:[/b] Supportato solo quando si utilizza i metodo di rendering " "Forward+." -msgid "" -"Draws the probes used for signed distance field global illumination (SDFGI).\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 "" -"Disegna le sonde utilizzate per l'illuminazione globale con signed distance " -"field (SDFGI).\n" -"Non fa nulla se [member Environment.sdfgi_enabled] dell'ambiente attuale è " -"[code]false[/code].\n" -"[b]Nota:[/b] Supportato solo quando si utilizza i metodo di rendering " -"Forward+." - msgid "" "Draws the buffer used for global illumination from [VoxelGI] or SDFGI. " "Requires [VoxelGI] (at least one visible baked VoxelGI node) or SDFGI " @@ -202397,15 +200853,6 @@ msgstr "" "Specifica come il contenuto viene scalato quando il [Window] viene " "ridimensionato." -msgid "" -"Base size of the content (i.e. nodes that are drawn inside the window). If " -"non-zero, [Window]'s content will be scaled when the window is resized to a " -"different size." -msgstr "" -"Dimensioni di base del contenuto (cioè nodi che sono disegnati all'interno " -"della finestra). Se non è zero, il contenuto di [Window] verrà scalato quando " -"la finestra viene ridimensionata a una dimensione diversa." - 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 " @@ -202675,9 +201122,6 @@ msgstr "" "[b]Nota:[/b] Questa proprietà è implementata solo su Windows (11).\n" "[b]Nota:[/b] Questa proprietà funziona solamente con le finestre native." -msgid "The window's size in pixels." -msgstr "Le dimensioni della finestra in pixel." - 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." @@ -203082,10 +201526,6 @@ msgstr "" msgid "Max value of the [enum Flags]." msgstr "Valore massimo del [enum Flags]." -msgid "The content will not be scaled to match the [Window]'s size." -msgstr "" -"Il contenuto non sarà scalato per corrispondere alle dimensioni del [Window]." - msgid "" "The content will be rendered at the target size. This is more performance-" "expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better " diff --git a/doc/translations/ko.po b/doc/translations/ko.po index 3a1b99a049..ef693cc1f4 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -48,7 +48,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-16 18:00+0000\n" +"PO-Revision-Date: 2025-12-31 16:58+0000\n" "Last-Translator: Myeongjin \n" "Language-Team: Korean \n" @@ -57,7 +57,7 @@ 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 5.15.1-dev\n" +"X-Generator: Weblate 5.15.1\n" msgid "All classes" msgstr "모든 클래스" @@ -129,13 +129,13 @@ msgid "Theme Property Descriptions" msgstr "테마 속성 설명" msgid "Inherits:" -msgstr "상속됨:" +msgstr "상속:" msgid "Inherited By:" msgstr "파생:" msgid "(overrides %s)" -msgstr "(%s을(를) 덮어씀)" +msgstr "(%s을(를) 오버라이드)" msgid "Default" msgstr "디폴트" @@ -151,7 +151,7 @@ msgstr "Getter" msgid "" "This method should typically be overridden by the user to have any effect." -msgstr "이 메서드는 일반적으로 사용자가 재정의해야 작동합니다." +msgstr "이 메서드는 일반적으로 사용자가 오버라이드해야 작동합니다." msgid "" "This method has no side effects. It doesn't modify any of the instance's " @@ -166,7 +166,7 @@ msgstr "" "이 메서드는 여기 설명된 인수 뒤에 얼마든지 많은 인수를 받을 수 있습니다." msgid "This method is used to construct a type." -msgstr "이 메서드는 타입을 만드는 데 사용됩니다." +msgstr "이 메서드는 유형을 구축하는 데 사용됩니다." msgid "" "This method doesn't need an instance to be called, so it can be called " @@ -179,7 +179,7 @@ msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" -"이 메서드는 이 타입을 왼쪽 피연산자로 사용하는 올바른 연산자를 알려줍니다." +"이 메서드는 이 유형을 왼쪽 피연산자로 사용하는 올바른 연산자를 설명합니다." msgid "This value is an integer composed as a bitmask of the following flags." msgstr "이 값은 다음과 같은 플래그들의 비트마스크로 이루어진 정수입니다." @@ -374,9 +374,9 @@ msgstr "" "로젝트는 사용자가 재개할 때까지 정지됩니다. 이는 프로젝트 개발자나 애드온 사용" "자에게 [method @GlobalScope.push_error]으로 더 강한 방식으로 오류를 알리는 데 " "사용될 수 있습니다.\n" -"선택적인 파리미터 [param message]로 \"Assertion failed\" 메시지 외의 메시지를 " -"추가적으로 보여줄 수 있습니다. 이를 사용하여 assertion이 실패한 원인에 대한 추" -"가적인 정보를 제공할 수 있습니다.\n" +"선택적인 [param message]로 \"Assertion failed\" 메시지 외의 메시지를 추가적으" +"로 보여줄 수 있습니다. 이를 사용하여 assertion이 실패한 원인에 대한 추가적인 " +"정보를 제공할 수 있습니다.\n" "[b]경고:[/b] 성능에 관한 이유로, 코드 안 [method assert]는 디버그 빌드 모드에" "서 실행되거나 편집기에서 프로젝트를 실행할 때만 실행됩니다. [method assert] 호" "출에 작업 내용이 달라지는 코드를 작성하지 마세요. 그렇지 않을 경우 프로젝트가 " @@ -409,8 +409,8 @@ msgstr "" "print(char(65)) # \"A\"를 출력합니다\n" "print(char(129302)) # \"🤖\"(로봇 얼굴 이모지)를 출력합니다\n" "[/codeblock]\n" -"[method ord]의 역입니다. [method String.chr]과 [method String.unicode._at]도 " -"참조하세요." +"[method ord]의 역입니다. [method String.chr]과 [method String.unicode_at]도 참" +"조하세요." msgid "Use [method @GlobalScope.type_convert] instead." msgstr "대신 [method @GlobalScope.type_convert]를 사용하세요." @@ -580,8 +580,8 @@ msgstr "" "- [ClassDB]에 존재하는 [Object]-기반 클래스, 예를 들어 [Node].\n" "- [Script] (어떤 클래스도 사용할 수 있으며, 내부 클래스도 포함됩니다).\n" "[code]is[/code] 연산자의 오른쪽 피연산자와 달리, [param type]은 상수가 아닐 " -"수 있습니다. [code]is[/code] 연산자는 더 다양한 기능(타입이 한정된 배열 등)을 " -"지원합니다. 동적 타입 검사가 필요하지 않다면 이 메서드 대신 연산자를 사용해 주" +"수 있습니다. [code]is[/code] 연산자는 더 다양한 기능(유형이 한정된 배열 등)을 " +"지원합니다. 동적 유형 검사가 필요하지 않다면 이 메서드 대신 연산자를 사용해 주" "세요.\n" "[b]예시:[/b]\n" "[codeblock]\n" @@ -591,7 +591,7 @@ msgstr "" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]참고:[/b] [param value], [param type] 둘 중 하나 또는 둘 다 해제된 오브젝트" -"인 경우([method @GlobalScope.is_instance_valid] 참조), 또는 [param type]이 위" +"인 경우 ([method @GlobalScope.is_instance_valid] 참조), 또는 [param type]이 위" "의 옵션 중 하나가 아닌 경우, 이 메서드는 런타임 오류를 발생시킵니다.\n" "또한 [method @GlobalScope.typeof], [method type_exists], [method " "Array.is_same_typed](그 외 다른 [Array] 메서드)도 참조하세요." @@ -992,7 +992,7 @@ msgstr "" "다.\n" "추상 메서드는 구현(코드 내용)이 없는 메서드입니다. 따라서, 함수 헤더 다음에는 " "줄바꿈 또는 세미콜론이 와야 합니다. 상속받는 클래스들이 지켜야 하는 계약을 정" -"의함으로서 덮어쓸 때 메서드가 호환되도록 하는 것입니다.\n" +"의함으로서 오버라이드할 때 메서드가 호환되도록 하는 것입니다.\n" "상속하는 클래스는 모든 추상 메서드에 대한 구현을 제공하거나, 추상 클래스로 표" "시되어야 합니다. 클래스에 하나 이상의 추상 메서드(자체 메서드 또는 구현되지 않" "은 상속된 메서드)가 있는 경우, 해당 클래스도 추상 클래스로 표시해야 합니다. 하" @@ -1003,11 +1003,11 @@ msgstr "" "\n" "class Circle extends Shape:\n" "\tfunc draw():\n" -"\t\tprint(\"Drawing a circle.\")\n" +"\t\tprint(\"원을 그리는 중입니다.\")\n" "\n" "class Square extends Shape:\n" "\tfunc draw():\n" -"\t\tprint(\"Drawing a square.\")\n" +"\t\tprint(\"정사각형을 그리는 중입니다.\")\n" "[/codeblock]" msgid "" @@ -1051,7 +1051,7 @@ msgid "" "a number of other limitations." msgstr "" "다음 속성을 내보낸 것(인스펙터 독에서 편집 가능하고 디스크에 저장됨)으로 표시" -"합니다. 내보낸 속성의 유형을 제어하려면 타입 힌트 노테이션을 이용하세요.\n" +"합니다. 내보낸 속성의 유형을 제어하려면 유형 힌트 노테이션을 이용하세요.\n" "[codeblock]\n" "extends Node\n" "\n" @@ -1300,9 +1300,9 @@ msgid "" "are exporting a [Resource] path, consider using [annotation @export_file] " "instead." msgstr "" -"[annotation @export_file]와 마찬가지로 해당 파일 이외에는 모두 raw 경로에 저장" -"될 것입니다. 따라서 파일이 이동한다면 잘못될 수 있습니다. [Resource] 경로를 내" -"보내는 경우, 대신 [annotation @export_file]을 사용하는 것을 고려하세요." +"[annotation @export_file]와 마찬가지로 해당 파일 이외에는 모두 원본 경로에 저" +"장됩니다. 따라서 파일이 이동한다면 잘못될 수 있습니다. [Resource] 경로를 내보" +"낸다면, 대신 [annotation @export_file]을 사용하는 것을 고려하세요." msgid "" "Export an integer property as a bit flag field. This allows to store several " @@ -1507,7 +1507,7 @@ msgid "" msgstr "" "정수 속성을 내비게이션 어보이던스 레이어의 비트 플래그 필드(bool형 정보 여러 " "개 이진수 형태로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member " -"ProjectSettings.layer_names/avoidance/layer_ 1]에 정의된 레이어 이름을 사용할 " +"ProjectSettings.layer_names/avoidance/layer_1]에 정의된 레이어 이름을 사용할 " "것입니다.\n" "[constant PROPERTY_HINT_LAYERS_AVOIDANCE]도 참조하세요.\n" "[codeblock]\n" @@ -1636,7 +1636,7 @@ msgstr "" "Array[NodePath]\n" "[/codeblock]\n" "[b]참고:[/b] 유형은 자체 클래스나 노드를 상속받는 전역으로 등록된 스크립트" -"([code]class_name[/code]을 사용)여야 합니다." +"([code]class_name[/code] 사용)여야 합니다." msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " @@ -1787,8 +1787,8 @@ msgstr "" "다. 버튼이 눌렸을 때, 그 callable이 호출됩니다.\n" "만약 [param icon]이 명시되었다면, [code]\"EditorIcons\"[/code] 테마 유형으로부" "터, [method Control.get_theme_icon]을 통해 버튼의 아이콘을 가져오는 데에 쓰일 " -"수 있습니다. 만약 [param icon]이 생략된 경우, [code]\"Callble\"[/code] 디폴트 " -"아이콘이 대신 사용됩니다.\n" +"수 있습니다. 만약 [param icon]이 생략된 경우, [code]\"Callable\"[/code] 디폴" +"트 아이콘이 대신 사용됩니다.\n" "[EditorUndoRedoManager]를 사용해 그 동작이 안전하게 되돌려지도록 하는 것을 고" "려해보세요.\n" "[constant PROPERTY_HINT_TOOL_BUTTON]도 참조하세요.\n" @@ -1811,12 +1811,12 @@ msgstr "" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" -"[b]참고:[/b] [Callble]은 적절히 직렬화되어 파일에 저장될 수 없으므로 속성이 " +"[b]참고:[/b] [Callable]은 적절히 직렬화되어 파일에 저장될 수 없으므로 속성이 " "[constant PROPERTY_USAGE_STORAGE] 플래그 없이 내보냅니다.\n" "[b]참고:[/b] 내보낸 프로젝트에는 [EditorInterface]와 [EditorUndoRedoManager]" "가 둘 다 존재하지 않으므로, 몇몇 스크립트가 깨지는 경우가 있을 수 있습니다. 이" "를 방지하기 위해, [method Engine.get_singleton]을 사용하고 변수 선언에서 정적 " -"타입을 제외할 수 있습니다:\n" +"유형을 제외할 수 있습니다:\n" "[codeblock]\n" "var undo_redo = " "Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n" @@ -1841,7 +1841,7 @@ msgid "" "@icon] annotation must be a string literal (constant expressions are not " "supported)." msgstr "" -"현재 스크립트에 커스텀 아이콘을 추가합니다. [parma icon_path]에 지정된 아이콘" +"현재 스크립트에 커스텀 아이콘을 추가합니다. [param icon_path]에 지정된 아이콘" "이 씬 독에서 그 클래스의 모든 노드에 표시되며, 다양한 편집기 대화 상자에서도 " "똑같이 작동합니다.\n" "[codeblock]\n" @@ -1863,102 +1863,13 @@ msgid "" "@onready var character_name = $Label\n" "[/codeblock]" msgstr "" -"뒤의 속성이 [Node]가 준비 상태일 때 배정되도록 합니다. 이 속성의 값은 노드가 " -"초기화되었을 때([method Object._init] 배정되지 않으며, 대신 [method " -"Node._ready] 직후에 연산되고 저장됩니다.\n" +"[Node]가 준비되면 다음 속성을 할당된 것으로 표시합니다. 이러한 속성에 대한 값" +"은 노드가 초기화될 때([method Object._init]) 즉시 할당되지 않고, 대신 [method " +"Node._ready] 직전에 계산되어 저장됩니다.\n" "[codeblock]\n" "@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\", \"unreliable\", 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 "" -"뒤따르는 메서드를 원격 절차 호출로 명시합니다. [url=$DOCS_URL/tutorials/" -"networking/high_level_multiplayer.html]High-level multiplayer[/url]를 참조하세" -"요.\n" -"만약 [param mode]가 [code]\"any_peer\"[/code]로 설정되어 있다면, 모든 참여자" -"(peer)가 이 RPC 함수를 호출하도록 허락합니다. 그렇지 않은 경우, 오직 권한이 있" -"는 참여자만 호출할 수 있고 [param mode]는 [code]\"authority\"[/code]로 유지되" -"어야 합니다. [method Mode.rpc_config]를 통해 함수를 RPC로 구성할 때, 이 모드들" -"은 각각 RPC 모드 [constant MultiplayerAPI.RPC_MODE_AUTHORITY]와 [constant " -"MultiplayerAPI.RPC_MODE_ANY_PEER]에 대응합니다. [enum MultiplayerAPI.RPCMode]" -"를 참조하세요. 권한이 있는 사람에게만 허용된 함수를 그렇지 않은 참여자가 호출" -"하려 하는 경우, 함수는 실행되지 않습니다. 만약 오류가 로컬에서 감지될 수 있는 " -"경우 (RPC 구성이 로컬과 원격 참여자 사이에 같은 경우), 오류 메시지가 전송자 참" -"여자에게 출력됩니다. 그렇지 않은 경우, 원격 참여자가 오류를 감지하고 그곳에 오" -"류를 출력합니다.\n" -"만약 [param sync]가 [code]\"call_remote\"[/code]로 설정된 경우, 함수는 원격 참" -"여자에서만 실행되며, 로컬에서 실행되지 않습니다. 이 함수를 로컬에서도 실행하" -"기 위해서 [param sync]를 [code]\"call_local\"[/code]로 설정하세요. [method " -"Node.rpc_config]를 통해 함수를 RPC로 구성할 때, 이는 [code]call_local[/code]" -"를 [code]true[/code]로 설정하는 것과 동일합니다.\n" -"[param transfer_mode]에서 허용된 값은 [code]\"unreliable\"[/code], [code]" -"\"unreliable_ordered\"[/code], 또는 [code]\"reliable\"[/code]입니다. 기저에 있" -"는 [MultiplayerPeer]의 전송 모드를 설정합니다. [member " -"MultiplayerPeer.transfer_mode]를 참조하세요.\n" -"[param transfer_channel]은 기저에 있는 [MultiplayerPeer]의 채널을 정의합니다. " -"[member MultiplayerPeer.transfer_channel]을 참조하세요.\n" -"[param mode], [param sync]와 [param transfer_mode]의 순서는 중요하지 않지만, " -"같은 인자에 관련된 값은 두 번 이상 쓰이면 안 됩니다. [param transfer_channel]" -"은 항상 4번째 인자가 되어야 합니다 (반드시 앞에 3개의 인자를 명시해야 합니" -"다).\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) # @rpc와 동일합니다.\n" -"func fn_default(): pass\n" -"[/codeblock]\n" -"[b]참고:[/b] [annotation @rpc]로 주석이 달린 메서드는 [method Object._init]에" -"서 필수 매개변수를 정의하는 오브젝트를 받을 수 없습니다. 자세한 사항은 " -"[method Object._init]를 참조하세요." - 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 " @@ -2063,22 +1974,22 @@ msgid "" "@warning_ignore_start] annotation must be string literals (constant " "expressions are not supported)." msgstr "" -"나열된 경고 타입들을 파일 끝까지 혹은 주어진 경고 타입을 포함한 [annotation " +"나열된 경고 유형을 파일의 끝까지 또는 주어진 경고 유형과 함께 [annotation " "@warning_ignore_restore] 어노테이션을 만날 때까지 무시하기 시작합니다.\n" "[codeblock]\n" "func test():\n" -"\tvar a = 1 # 경고 (만약 프로젝트 설정에서 활성화되어 있다면).\n" +"\tvar a = 1 # 경고 (프로젝트 설정에서 활성화되어 있다면).\n" "\t@warning_ignore_start(\"unused_variable\") #사용되지 않은 변수\n" "\tvar b = 2 # 경고 없음.\n" "\tvar c = 3 # 경고 없음.\n" "\t@warning_ignore_restore(\"unused_variable\")\n" -"\tvar d = 4 # 경고 (만약 프로젝트 설정에서 활성화되어 있다면).\n" +"\tvar d = 4 # 경고 (프로젝트 설정에서 활성화되어 있다면).\n" "[/codeblock]\n" -"[b]참고:[/b] 단일 경고를 막기 위해서는, [annotation @warning_ignore]를 대신 사" -"용하세요.\n" +"[b]참고:[/b] 단일 경고를 억제하려면, [annotation @warning_ignore]를 대신 사용" +"하세요.\n" "[b]참고:[/b] 대부분의 다른 어노테이션과 달리, [annotation " -"@warning_ignore_start] 어노테이션의 매개변수는 문자열이어야 합니다 (상수 표현" -"은 지원되지 않습니다)." +"@warning_ignore_start] 어노테이션의 인수는 문자열 리터럴이어야 합니다 (상수 표" +"현은 지원되지 않습니다)." msgid "Global scope constants and functions." msgstr "전역 범위 상수와 함수." @@ -2129,7 +2040,7 @@ msgid "" "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" "[Variant] 매개변수 [param x]의 절댓값을 반환합니다(즉, 음이 아닌 값). 지원되" -"는 타입들: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " +"는 유형: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" @@ -2150,7 +2061,7 @@ msgstr "" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method absf], [method absi], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해, [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], 또는 [method Vector4i.abs]를 사용하세요." @@ -2392,15 +2303,15 @@ msgid "" "[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." msgstr "" -"[param x]를 반올림하여 (양의 무한대 방향으로), [param x] 보다 작지 않은 가장 " -"작은 수를 반환합니다. 지원되는 타입: [int], [float], [Vector2], [Vector2i], " +"[param x]를 반올림하여 (양의 무한대 방향으로), [param x]보다 작지 않은 가장 작" +"은 수를 반환합니다. 지원되는 유형: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i는 2.0\n" "i = ceil(1.001) # i는 2.0\n" "[/codeblock]\n" "[method floor], [method round], [method snapped]도 참조하세요.\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method ceilf], [method ceili], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해, [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], 또는 [method Vector4.ceil]를 사" "용하세요." @@ -2442,7 +2353,7 @@ msgid "" "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" -"[param value]를 고정시켜, [param min] 보다 작지 않고, [param max] 보다 크지 않" +"[param value]를 고정시켜, [param min]보다 작지 않고, [param max]보다 크지 않" "은 [Variant]로 반환합니다. 크기 비교 연산자로 비교될 수 있는 모든 값으로 작동" "될 수 있습니다.\n" "[codeblock]\n" @@ -2452,15 +2363,15 @@ msgstr "" "var b = clamp(8.1, 0.9, 5.5)\n" "# b는 5.5\n" "[/codeblock]\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method clampf], [method clampi], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해, [method clampf], [method clampi], " "[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], 또" "는 [method Color.clamp] (이 메서드에서는 현재 지원하지 않습니다)를 사용하세" "요.\n" "[b]참고:[/b] 이것을 벡터에 사용했을 때 컴포넌트(x, y) 별로 고정을 지원하지 [i]" -"않으며,[/i] [code]value < min[/code] 인 경우 [param min]을, [code]value > " -"max[/code] 인 경우 [param max]를 선택합니다. 컴포넌트 별 고정을 구현하고 싶다" -"면 위에 나열된 메서드들을 사용하세요." +"않으며[/i] [code]value < min[/code] 인 경우 [param min]을, [code]value > max[/" +"code] 인 경우 [param max]를 선택합니다. 컴포넌트 별 고정을 구현하고 싶다면 위" +"에 나열된 메서드들을 사용하세요." msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " @@ -2554,7 +2465,7 @@ msgid "" msgstr "" "[param weight]에 주어진 요소로 [param pre]와 [param post] 값을 이용해 두 회전 " "값 사이를 최단 경로로 세제곱 보간합니다. [method lerp_angle]도 참조하세요.\n" -"시간 값을 통해 [method cubic_interpolate] 보다 더 부드러운 보간 과정을 실행할 " +"시간 값을 통해 [method cubic_interpolate]보다 더 부드러운 보간 과정을 실행할 " "수 있습니다." msgid "" @@ -2565,7 +2476,7 @@ msgid "" msgstr "" "[param weight]에 주어진 요소로 [param pre]와 [param post] 값을 이용해 두 값 사" "이를 세제곱 보간합니다.\n" -"시간 값을 통해 [method cubic_interpolate] 보다 더 부드러운 보간 과정을 실행할 " +"시간 값을 통해 [method cubic_interpolate]보다 더 부드러운 보간 과정을 실행할 " "수 있습니다." msgid "Converts from decibels to linear energy (audio)." @@ -2601,23 +2512,22 @@ msgid "" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" -"[param curve]로 정의된 이징(easing) 함수를 바탕으로 [param x]의 \"매끄럽게" -"(eased)\" 처리된 값을 반환합니다. 이 이징 함수는 지수에 기반합니다. [param " -"curve]는 어떤 실수형 수든 될 수 있으며, 그 특정한 값은 다음과 같이 작동합니" -"다:\n" +"[param curve]로 정의된 이징 함수를 기반으로 [param x]의 \"매끄럽게\" 처리된 값" +"을 반환합니다. 이 이징 함수는 지수에 기반합니다. [param curve]는 아무 부동소수" +"점 수든 될 수 있으며, 특정 값으로 다음과 같은 행동이 이어짐니다:\n" "[codeblock lang=text]\n" -"- -1.0 미만: Ease in-out(가속하다가 감속)\n" +"- -1.0 미만: 이즈-아웃\n" "- -1.0: 선형적\n" -"- -1.0과 0.0 사이: Ease out-in(감속하다가 가속)\n" +"- -1.0과 0.0 사이: 이즈 아웃-인\n" "- 0.0: 상수\n" -"- 0.0과 1.0 사이: Ease out(감속)\n" +"- 0.0과 1.0 사이: 이즈 아웃\n" "- 1.0: 선형적\n" -"- 1.0 초과: Ease in(가속)\n" +"- 1.0 초과: 이즈 인\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"ease_cheatsheet.png]ease() 곡선 출력값 모음집[/url]\n" -"[method smoothstep]도 참조하세요. 만약 더 고도의 값 사이 변화를 구현하고 싶다" -"면, [method Tween.interpolate_value]를 사용하세요." +"ease_cheatsheet.png]ease() 곡선 값 요약표[/url]\n" +"[method smoothstep]도 참조하세요. 더 고도의 전환을 구현하고 싶다면, [method " +"Tween.interpolate_value]를 사용하세요." msgid "" "Returns a human-readable name for the given [enum Error] code.\n" @@ -2676,7 +2586,7 @@ msgstr "" "a = floor(-2.99) # a는 -3.0\n" "[/codeblock]\n" "[method floor], [method round], [method snapped]도 참조하세요.\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method floorf], [method floori], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해, [method floorf], [method floori], " "[method Vector2.floor], [method Vector3.floor], 또는 [method Vector4.floor]를 " "사용하세요." @@ -2687,7 +2597,7 @@ msgid "" msgstr "" "[param x]를 버림하여(음의 무한대 방향), [param x]보다 크지 않은 가장 큰 정수" "를 반환합니다.\n" -"[method floor]의 타입 안전 버전이며, [float] 유형을 반환합니다." +"[method floor]의 유형 안전 버전으로, [float]를 반환합니다." msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " @@ -2698,7 +2608,7 @@ msgid "" msgstr "" "[param x]를 버림하여(음의 무한대 방향), [param x]보다 크지 않은 가장 큰 정수" "를 반환합니다.\n" -"[method floor]의 타입 안전 버전이며, [int]를 반환합니다.\n" +"[method floor]의 유형 안전 버전으로, [int]를 반환합니다.\n" "[b]참고:[/b] 이 함수는 [code]int(x)[/code]와 같지 [i]않으며[/i], int 함수는 소" "숫점 밑의 숫자를 단순히 버립니다." @@ -2808,8 +2718,8 @@ msgstr "" "터 [param to]까지의 값을 가진다면 [code]0.0[/code]부터 [code]1.0[/code]까지의 " "값을 가집니다. 만약 [param weight]가 이 범위 밖에 위치한다면, 보외법(외분) 요" "소가 반환됩니다 ([code]0.0[/code] 미만 또는 [code]1.0[/code] 초과의 값을 반환" -"합니다). 이를 원하지 않는다면 [method clamp]를 [method inverse_lerp]의 결과값" -"에 사용하세요.\n" +"합니다). 이를 원하지 않는다면 [method inverse_lerp]의 결과에 [method clamp]를 " +"사용하세요.\n" "[codeblock]\n" "# 아래의 'lerp()' 호출의 보간 비율은 0.75입니다.\n" "var middle = lerp(20, 30, 0.75)\n" @@ -2973,7 +2883,7 @@ msgstr "" "의 값이여야 합니다. 하지만 이 범위 밖의 값도 가능하며 [i]보외법(외분)[/i]을 구" "현하기 위해 사용될 수 있습니다. 만약 이를 원치 않는 다면 [method clampf]를 사" "용하여 [param weight]를 한정하세요.\n" -"[param from]과 [param to]는 같은 타입이어야 합니다. 지원되는 타입: [int], " +"[param from]과 [param to]는 같은 유형이어야 합니다. 지원되는 유형: [int], " "[float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis], " "[Transform2D], [Transform3D].\n" "[codeblock]\n" @@ -2983,7 +2893,7 @@ msgstr "" "간을 [method lerp]로 구현하기 위해서, 이를 [method ease] 또는 [method " "smoothstep]과 결합하세요. 연속된 값들의 나열을 다른 곳으로 매핑하기 위해 " "[method remap]도 참조하세요.\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해 [method lerpf], [method " +"[b]참고:[/b] 더 나은 유형 안정성을 위해 [method lerpf], [method " "Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method " "Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method " "Transform2D.interpolate_with], 또는 [method Transform3D.interpolate_with]를 사" @@ -3055,7 +2965,7 @@ msgstr "" "lerpf(0, 4, 0.75) # 3.0을 반환합니다\n" "[/codeblock]\n" "이 연산을 역으로 실행하는 [method inverse_lerp]도 참조하세요. [method lerp]로 " -"매끄러운(eased) 보간을 구현하고 싶다면, [method ease] 나 [method smoothsept]" +"매끄러운(eased) 보간을 구현하고 싶다면, [method ease] 또는 [method smoothstep]" "과 결합하세요." msgid "" @@ -3124,7 +3034,7 @@ msgstr "" "[codeblock]\n" "max(1, 7, 3, -6, 5) # 7을 반환합니다\n" "[/codeblock]\n" -"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며," +"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며" "[/i] [code]x < y[/code]를 사용했을 때의 최댓값을 고릅니다. 컴포넌트 별 최댓값" "을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method " "Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method " @@ -3173,7 +3083,7 @@ msgstr "" "[codeblock]\n" "max(1, 7, 3, -6, 5) # -6을 반환합니다\n" "[/codeblock]\n" -"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며," +"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며" "[/i] [code]x < y[/code]를 사용했을 때의 최솟값을 고릅니다. 컴포넌트 별 최솟값" "을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method " "Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method " @@ -3366,7 +3276,7 @@ msgid "" "printed. See also [member Engine.print_to_stdout] and [member " "ProjectSettings.application/run/disable_stdout]." msgstr "" -"하나 또는 여러 개의 아무 타입 매개변수를 가능한 최선의 방법으로 문자열로 변환" +"하나 또는 여러 개의 아무 유형 매개변수를 가능한 최선의 방법으로 문자열로 변환" "하여 콘솔에 출력합니다.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3378,7 +3288,7 @@ msgstr "" "GD.Print(\"a\", \"b\", a); // \"ab[1, 2, 3]\"을 출력합니다\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]참고:[/b] 오류와 경고 메시지를 출력하는 경우, [method print] 나 [method " +"[b]참고:[/b] 오류와 경고 메시지를 출력하는 경우, [method print] 또는 [method " "print_rich] 대신 [method push_error]와 [method push_warning]을 사용하는 것을 " "고려해보세요. 이는 그것들을 디버깅 목적에 사용되는 메시지들과 구분하는 동시" "에, 오류나 경고가 출력되었을 때 스택 추적을 표시해줍니다. [member " @@ -3390,7 +3300,7 @@ msgid "" "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" -"자세한 모드가 활성화된 경우([method OS.is_stdout_verbose]가 [code]true[/code]" +"자세한 모드가 활성화된 경우 ([method OS.is_stdout_verbose]가 [code]true[/code]" "를 반환하는 경우), 하나 이상의 인수를 어떤 유형이든 가능한 최선의 방법으로 문" "자열로 변환하여 콘솔에 출력합니다." @@ -3717,8 +3627,7 @@ msgid "" "[/codeblocks]" msgstr "" "[param from]부터 [param to]까지의 범위에서 무작위의 부호가 있는 32비트 정수를 " -"반환합니다. 만약 [param to]가 [param from] 보다 작다면, 둘의 위치가 바뀝니" -"다.\n" +"반환합니다. 만약 [param to]가 [param from]보다 작다면, 둘의 위치가 바뀝니다.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # 0 또는 1을 반환합니다.\n" @@ -3760,8 +3669,8 @@ msgstr "" "[param value]를 [code][istart, istop][/code] 범위에서 [code][ostart, ostop][/" "code] 범위로 매핑합니다. [method lerp]와 [method inverse_lerp]도 참조하세요. " "만약 [param value]가 [code][istart, istop][/code] 밖에 있다면, 결과 값 또한 " -"[code][ostart, ostop][/code] 밖에 있을 것입니다. 이를 원치 않는 경우 이 함수" -"의 결과값에 [method clamp]를 사용하세요.\n" +"[code][ostart, ostop][/code] 밖에 있을 것입니다. 이를 원하지 않는다면 이 함수" +"의 결과에 [method clamp]를 사용하세요.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # 0.5를 반환합니다.\n" "[/codeblock]\n" @@ -3812,7 +3721,7 @@ msgid "" "[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], or [method Vector4.round]." msgstr "" -"[param x]를 가장 가까운 정수로 반올림합니다. 지원되는 타입: [int], [float], " +"[param x]를 가장 가까운 정수로 반올림합니다. 지원되는 유형: [int], [float], " "[Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # 2를 반환합니다.\n" @@ -3820,7 +3729,7 @@ msgstr "" "round(2.6) # 3을 반환합니다.\n" "[/codeblock]\n" "[method floor], [method ceil], 그리고 [method snapped]도 참조하세요.\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method roundf], [method roundi], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해, [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], 또는 [method Vector4.round]를 " "사용하세요." @@ -3831,7 +3740,7 @@ msgid "" msgstr "" "[param x]를 가장 가까운 정수로 반올림하며, 중간의 경우 0에서 멀어지는 쪽으로 " "반올림합니다.\n" -"[method round]의 타입 안전 버전으로, [float]를 반환합니다." +"[method round]의 유형 안전 버전으로, [float]를 반환합니다." msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " @@ -3840,7 +3749,7 @@ msgid "" msgstr "" "[param x]를 가장 가까운 정수로 반올림하며, 중간의 경우 0에서 멀어지는 쪽으로 " "반올림합니다.\n" -"[method round]의 타입 안전 버전으로, [int]를 반환합니다." +"[method round]의 유형 안전 버전으로, [int]를 반환합니다." msgid "" "Sets the seed for the random number generator to [param base]. Setting the " @@ -3904,10 +3813,10 @@ msgid "" "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " "Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" -"[param x]와 같은 타입의 [Variant]를 반환하며, 음의 값에는 [code]-1[/code]를, " +"[param x]와 같은 유형의 [Variant]를 반환하며, 음의 값에는 [code]-1[/code]를, " "양의 값에는 [code]1[/code]를, 0에는 [code]0[/code]을 넣습니다. [code]nan[/" "code] 값에는 0을 반환합니다.\n" -"지원되는 타입: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " +"지원되는 유형: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # -1을 반환합니다.\n" @@ -3917,7 +3826,7 @@ msgstr "" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # (-1, 0, 1)를 반환합니다.\n" "[/codeblock]\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method signf], [method signi], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해, [method signf], [method signi], " "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " "Vector3i.sign], [method Vector4.sign], 또는 [method Vector4i.sign]을 사용하세" "요." @@ -4064,7 +3973,7 @@ msgid "" msgstr "" "[param step]의 배수 중 [param x]에 가장 가까운 값을 반환합니다. 이는 실수를 임" "의의 십진 소수로 반올림(round)하는 데에도 사용될 수 있습니다.\n" -"반환된 값은 [param step]과 같은 타입의 [Variant]입니다. 지원되는 타입 목록: " +"반환된 값은 [param step]과 같은 유형의 [Variant]입니다. 지원되는 유형 목록: " "[int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" @@ -4074,7 +3983,7 @@ msgstr "" "snapped(Vector2(34, 70), Vector2(8, 8)) # (32, 72)를 반환합니다.\n" "[/codeblock]\n" "[method ceil], [method floor], 그리고 [method round]도 참조하세요.\n" -"[b]참고:[/b] 더 나은 타입 안정성을 위해 [method snappedf], [method snappedi], " +"[b]참고:[/b] 더 나은 유형 안정성을 위해 [method snappedf], [method snappedi], " "[method Vector2.snapped], [method Vector2i.snapped], [method " "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], 또는 " "[method Vector4i.snapped]를 사용하세요." @@ -4091,7 +4000,7 @@ msgid "" msgstr "" "[param step]의 배수 중 [param x]에 가장 가까운 값을 반환합니다. 이는 실수를 임" "의의 십진 소수로 반올림하는 데에도 사용될 수 있습니다.\n" -"[method snapped]의 타입 안전 버전이며, [float]를 반환합니다.\n" +"[method snapped]의 유형 안전 버전으로, [float]를 반환합니다.\n" "[codeblock]\n" "snappedf(32.0, 2.5) # 32.5를 반환합니다.\n" "snappedf(3.14159, 0.01) # 3.14를 반환합니다.\n" @@ -4106,7 +4015,7 @@ msgid "" "[/codeblock]" msgstr "" "[param step]의 배수 중 [param x]에 가장 가까운 값을 반환합니다.\n" -"[method snapped]의 타입 안전 버전이며, [int]를 반환합니다.\n" +"[method snapped]의 유형 안전 버전으로, [int]를 반환합니다.\n" "[codeblock]\n" "snappedi(53, 16) # 48을 반환합니다.\n" "snappedi(4096, 100) # 4100을 반환합니다.\n" @@ -4161,7 +4070,7 @@ msgid "" "print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n" "[/codeblock]" msgstr "" -"아무 [Variant] 타입의 하나 혹은 그 이상의 인자를 가능한 최선의 방법으로 " +"아무 [Variant] 유형의 하나 혹은 그 이상의 인자를 가능한 최선의 방법으로 " "[String]으로 변환합니다.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" @@ -4245,15 +4154,15 @@ msgid "" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" -"[enum Variant.Type]을 이용해, 주어진 [param variant]를 주어진 [param type] 타" -"입으로 변환합니다. 이 메서드는 타입을 다루는 것에 관대하여, 배열 타입 간에 자" +"[enum Variant.Type]을 이용해, 주어진 [param variant]를 주어진 [param type] 유" +"형으로 변환합니다. 이 메서드는 유형을 다루는 것에 관대하여, 배열 유형 간에 자" "동으로 변환하거나, 숫자로 이루어진 [String]을 [int]로 변환하거나, 대부분의 것" "들을 [String]으로 변환할 수 있습니다.\n" -"만약 타입 변환을 수행할 수 없으면, 이 메서드는 그 타입의 디폴트 값을 반환하" +"만약 유형 변환을 수행할 수 없으면, 이 메서드는 그 유형의 디폴트 값을 반환하" "며, 예를 들어 [Rect2]를 [Vector2]로 바꾸는 것은 [constant Vector2.ZERO]를 반환" -"합니다. 이 메서드는 [param type]이 올바른 변수 타입인 경우 절대 오류 메시지를 " +"합니다. 이 메서드는 [param type]이 올바른 변수 유형인 경우 절대 오류 메시지를 " "보여주지 않을 것입니다.\n" -"반환 값은 [Variant]지만, 안의 데이터와 그 타입은 요청된 타입과 항상 같을 것입" +"반환 값은 [Variant]지만, 안의 데이터와 그 유형은 요청된 유형과 항상 같을 것입" "니다.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # 0을 반환합니다.\n" @@ -4333,7 +4242,7 @@ msgid "" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" -"[Varint] [param variable]을 추후 [method str_to_var]를 사용해 파싱(parse)될 " +"[Variant] [param variable]을 추후 [method str_to_var]를 사용해 파싱(parse)될 " "수 있는 포맷된 [String]으로 변환합니다.\n" "[codeblocks]\n" "[gdscript]\n" @@ -5572,20 +5481,20 @@ msgid "" "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" -"음을 뗐을 때 전송되는 MIDI 메시지입니다.\n" +"음을 뗐을 때 보내는 MIDI 메시지.\n" "[b]참고:[/b] 모든 MIDI 기기가 이 메시지를 전송하지 않습니다; 몇몇은 [constant " "MIDI_MESSAGE_NOTE_ON]을 전송하며 [member InputEventMIDI.velocity]를 [code]0[/" "code]로 설정합니다." msgid "MIDI message sent when a note is pressed." -msgstr "음을 눌렀을 때 전송되는 MIDI 메시지입니다." +msgstr "음을 눌렀을 때 보내는 MIDI 메시지." msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "" -"음이 눌린 상태에서 압력의 변화를 나타내기 위해 전송되는 MIDI 메시지이며, 후속 " -"터치라고도 불립니다." +"음이 눌린 상태에서 압력의 변화를 나타내기 위해 보내는 MIDI 메시지이며, 후속 터" +"치라고도 불립니다." msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " @@ -5594,32 +5503,31 @@ msgid "" "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" -"컨트롤러 값이 변경되었을 때 전송되는 MIDI 메시지입니다. MIDI 기기에서, 컨트롤" -"러는 음을 재생하지 않는 모든 입력입니다. 이는 볼륨, 밸런스, 패닝 슬라이더, 또 " -"스위치와 페달을 포함할 수 있습니다. 작은 리스트가 담긴[url=https://" -"en.wikipedia.org/wiki/General_MIDI#Controller_events]일반적인 MIDI 사양[/url]" -"을 참조하세요." +"컨트롤러 값이 변경되었을 때 보내는 MIDI 메시지. MIDI 기기에서, 컨트롤러는 음" +"을 재생하지 않는 모든 입력입니다. 이는 볼륨, 밸런스, 패닝 슬라이더, 또 스위치" +"와 페달을 포함할 수 있습니다. 작은 리스트가 담긴[url=https://en.wikipedia.org/" +"wiki/General_MIDI#Controller_events]일반적인 MIDI 사양[/url]을 참조하세요." msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "" -"MIDI 기기가 현재 악기([i]프로그램[/i] 혹은 [i]프리셋[/i]으로도 불립니다) 를 변" -"경했을 때 전송되는 MIDI 메시지입니다." +"MIDI 기기가 현재 악기([i]프로그램[/i] 혹은 [i]프리셋[/i]으로도 불립니다)를 변" +"경할 때 보내는 MIDI 메시지." msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]." msgstr "" -"전체 채널의 압력 변화를 나타내기 위해 전송되는 MIDI 메시지입니다. 몇몇 MIDI 기" -"기는 [constant MIDI_MESSAGE_AFTERTOUCH] 대신 이를 전송할 수도 있습니다." +"전체 채널의 압력 변화를 나타내기 위해 보내는 MIDI 메시지. 몇몇 MIDI 기기는 " +"[constant MIDI_MESSAGE_AFTERTOUCH] 대신 이를 보낼 수도 있습니다." msgid "" "MIDI message sent when the value of the pitch bender changes, usually a wheel " "on the MIDI device." msgstr "" -"피치 벤더의 값이 변화할 때 전송되는 MIDI 메시지이며, 이는 주로 MIDI 기기의 휠" -"입니다." +"피치 벤더의 값이 변경될 때 보내는 MIDI 메시지이며, 일반적으로 MIDI 기기에서의 " +"휠입니다." msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " @@ -5627,9 +5535,9 @@ msgid "" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" -"MIDI 시스템-독자적인 (SysEx) 메시지입니다. 이 타입의 메시지는 표준화되어 있지 " -"않으며, 그것을 전송하는 MIDI 기기에 매우 의존적입니다.\n" -"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 받는 것은 구현되어 있" +"MIDI 시스템 독점(SysEx) 메시지. 이 유형의 메시지는 표준화되어 있지 않으며, 그" +"것을 보내는 MIDI 기기에 크게 의존적입니다.\n" +"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 얻는 것은 구현되어 있" "지 않습니다." msgid "" @@ -5638,9 +5546,9 @@ msgid "" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" -"연결된 MIDI 기기들을 동기화하기 위해 매 쿼터 프레임마다 전송되는 MIDI 메시지입" -"니다. [constant MIDI_MESSAGE_TIMING_CLOCK]과 관계가 있습니다.\n" -"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 받는 것은 구현되어 있" +"연결된 MIDI 기기들을 동기화하기 위해 매 쿼터 프레임마다 보내는 MIDI 메시지. " +"[constant MIDI_MESSAGE_TIMING_CLOCK]과 관계가 있습니다.\n" +"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 얻는 것은 구현되어 있" "지 않습니다." msgid "" @@ -5649,9 +5557,8 @@ msgid "" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" -"현재 진행이나 음악에서 새로운 위치로 넘어가기 위해 전송되는 MIDI 메시지입니" -"다.\n" -"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 받는 것은 구현되어 있" +"현재 시퀀스나 곡에서 새로운 위치로 넘어가기 위해 보내는 MIDI 메시지.\n" +"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 얻는 것은 구현되어 있" "지 않습니다." msgid "" @@ -5659,53 +5566,52 @@ msgid "" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" -"재생할 진행이나 음악을 선택하기 위해 전송되는 MIDI 메시지입니다.\n" -"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 받는 것은 구현되어 있" +"재생할 시퀀스나 음악을 선택하기 위해 보내는 MIDI 메시지.\n" +"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI]에서 얻는 것은 구현되어 있" "지 않습니다." msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" -"튜닝 조정을 요청하기 위해 전송되는 MIDI 메시지입니다. 아날로그 신디사이저에 사" -"용됩니다. 대부분의 현대 MIDI 기기는 이 메시지를 필요로 하지 않습니다." +"튜닝 조정을 요청하기 위해 보내는 MIDI 메시지. 아날로그 신디사이저에 사용됩니" +"다. 대부분의 현대 MIDI 기기는 이 메시지를 필요로 하지 않습니다." msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" "연결된 MIDI 기기들을 동기화하기 위해, [constant MIDI_MESSAGE_QUARTER_FRAME] 뒤" -"에 24번 전송되는 MIDI 메시지." +"에 24번 보내는 MIDI 메시지." msgid "" "MIDI message sent to start the current sequence or song from the beginning." -msgstr "현재 진행이나 음악을 처음부터 시작하기 위해 전송되는 MIDI 메시지." +msgstr "현재 시퀀스나 곡을 처음부터 시작하기 위해 보내는 MIDI 메시지." msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "" -"현재 진행이나 음악이 중지된 지점부터 다시 시작하기 위해 전송되는 MIDI 메시지." +"현재 진행이나 음악이 중지된 지점부터 다시 시작하기 위해 보내는 MIDI 메시지." msgid "MIDI message sent to pause the current sequence or song." -msgstr "현재 진행이나 음악을 중지하기 위해 전송되는 MIDI 메시지." +msgstr "현재 시퀀스나 곡을 중지하기 위해 보내는 MIDI 메시지." msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" -"MIDI 기기가 대기 상태일 때 반복적으로 전송되는 MIDI 메시지이며, 이는 수신자가 " -"연결이 유지되고 있는 상태임을 알도록 하는 것입니다. 대부분의 MIDI 기기들은 이 " -"메시지를 전송하지 않습니다." +"MIDI 기기가 대기 상태일 때 반복적으로 보내는 MIDI 메시지이며, 이는 수신자가 연" +"결이 유지되고 있는 상태임을 알도록 하는 것입니다. 대부분의 MIDI 기기들은 이 메" +"시지를 전송하지 않습니다." msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned on." msgstr "" -"MIDI 기기를 그 디폴트 상태로 리셋하기 위해 전송되는 MIDI 메시지이며, 막 켜졌" -"을 때의 상태로 되돌립니다. MIDI 기기가 켜져있는 상태에서는 전송되어선 안됩니" -"다." +"MIDI 기기를 그 디폴트 상태로 리셋하기 위해 보내는 MIDI 메시지이며, 막 켜졌을 " +"때의 상태로 되돌립니다. MIDI 기기가 켜져있는 상태에서는 전송되어선 안됩니다." msgid "" "Methods that return [enum Error] return [constant OK] when no error " @@ -6000,9 +5906,9 @@ msgid "" "specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it " "will show a popup menu of valid resource types to instantiate." msgstr "" -"속성이 [Resource] 기반 타입의 인스턴스라는 힌트를 주며, 선택적으로 힌트 문자열" -"을 통해 특정될 수 있습니다 (예를 들어 [code]\"Texture2D\"[/code]). 변경 시에 " -"인스턴스화될 가능한 리소스 타입의 팝업 메뉴가 띄워집니다." +"속성이 [Resource] 기반 유형의 인스턴스라는 힌트를 주며, 선택적으로 힌트 문자열" +"을 통해 지정될 수 있습니다 (예: [code]\"Texture2D\"[/code]). 편집하면 인스턴스" +"화될 올바른 리소스 유형의 팝업 메뉴가 보여집니다." msgid "Hints that a [String] property is an [Expression]." msgstr "" @@ -6027,8 +5933,8 @@ msgid "" "Hints that the property's value is an object encoded as object ID, with its " "type specified in the hint string. Used by the debugger." msgstr "" -"속성의 값이 오브젝트 ID로 암호화된 오브젝트라는 힌트를 주며, 힌트 문자열에 타" -"입이 명시됩니다. 디버거에서 사용됩니다." +"속성의 값이 오브젝트 ID로 암호화된 오브젝트라는 힌트를 주며, 힌트 문자열에 유" +"형이 명시됩니다. 디버거에서 사용됩니다." msgid "" "If a property is [String], hints that the property represents a particular " @@ -6228,7 +6134,7 @@ msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "" -"힌트 문자열이 [NodePath] 타입의 속성에 올바른 노드 타입을 명시한다는 힌트를 줍" +"힌트 문자열이 [NodePath] 유형의 속성에 올바른 노드 유형을 명시한다는 힌트를 줍" "니다." msgid "" @@ -6304,7 +6210,7 @@ msgid "" "specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will " "show a dialog for picking a node from the scene." msgstr "" -"속성이 [Node] 기반 타입의 인스턴스라는 힌트를 주며, 선택적으로 힌트 문자열에 " +"속성이 [Node] 기반 유형의 인스턴스라는 힌트를 주며, 선택적으로 힌트 문자열에 " "의해 특정됩니다 (예를 들어, [code]\"Node2D\"[/code]). 그것을 변경하는 것은 씬" "에서 노드를 고르는 대화 상자를 보여줄 것입니다." @@ -6336,7 +6242,7 @@ msgid "" msgstr "" "[Callable] 속성이 누를 수 있는 버튼으로 표시되어야 한다는 힌트를 줍니다. 버튼" "이 눌리면, callable이 호출됩니다. 이 힌트 문자열은 버튼 텍스트와 선택적으로 " -"[code]\"EditorIcons\"[/code] 테마 타입에서의 아이콘을 명시합니다.\n" +"[code]\"EditorIcons\"[/code] 테마 유형에서의 아이콘을 명시합니다.\n" "[codeblock lang=text]\n" "\"Click me!\" - \"Click me!\" 텍스트와 디폴트 \"Callable\" 아이콘이 달린 버튼" "입니다.\n" @@ -6351,8 +6257,8 @@ msgid "" "Hints that a property will be changed on its own after setting, such as " "[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]." msgstr "" -"[member AudioStreamPlayer.playing] 또는 [member GPUParticles3D.emitting] 처" -"럼, 속성이 설정된 이후 스스로 변경된다는 힌트를 줍니다." +"[member AudioStreamPlayer.playing] 또는 [member GPUParticles3D.emitting]처럼, " +"속성이 설정된 이후 스스로 변경된다는 힌트를 줍니다." msgid "" "Hints that a [String] or [StringName] property is the name of an input " @@ -6437,14 +6343,14 @@ msgstr "" "속성이 스크립트 변수입니다. [constant PROPERTY_USAGE_SCRIPT_VARIABLE]이 내보" "낸 스크립트 변수를 내장 변수(이 용도 플래그가 없습니다)와 구분하는 데에 사용" "될 수 있습니다. 기본적으로, [constant PROPERTY_USAGE_SCRIPT_VARIABLE]은 스크립" -"트에서 [method Object._get_property_list]를 덮어씀으로써 만들어지는 변수에는 " -"적용되지 [b]않음[/b]을 참고하세요." +"트에서 [method Object._get_property_list]를 오버라이드함으로써 만들어지는 변수" +"에는 적용되지 [b]않음[/b]을 참고하세요." msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "" -"[Object] 타입의 속성 값이 만약 [code]null[/code]의 값을 갖더라도 저장됩니다." +"[Object] 유형의 속성 값이 만약 [code]null[/code]의 값을 갖더라도 저장됩니다." msgid "If this property is modified, all inspector fields will be refreshed." msgstr "만약 이 속성이 수정되면, 모든 인스펙터 영역이 새로 고쳐집니다." @@ -6456,8 +6362,8 @@ msgid "" "The property is a variable of enum type, i.e. it only takes named integer " "constants from its associated enumeration." msgstr "" -"속성이 열거형 타입의 변수이며, 관련 열거형의 이름이 붙은 정수 상수만 받아들입" -"니다." +"속성이 열거형 유형의 변수입니다. 즉, 연관된 열거형에서 이름이 붙은 정수 상수" +"만 받아들입니다." msgid "" "If property has [code]nil[/code] as default value, its type will be [Variant]." @@ -6575,118 +6481,118 @@ msgid "Variable is [code]null[/code]." msgstr "변수가 [code]null[/code]입니다." msgid "Variable is of type [bool]." -msgstr "변수가 [bool] 타입입니다." +msgstr "변수가 [bool] 유형입니다." msgid "Variable is of type [int]." -msgstr "변수가 [int] 타입입니다." +msgstr "변수가 [int] 유형입니다." msgid "Variable is of type [float]." -msgstr "변수가 [float] 타입입니다." +msgstr "변수가 [float] 유형입니다." msgid "Variable is of type [String]." -msgstr "변수가 [String] 타입입니다." +msgstr "변수가 [String] 유형입니다." msgid "Variable is of type [Vector2]." -msgstr "변수가 [Vector2] 타입입니다." +msgstr "변수가 [Vector2] 유형입니다." msgid "Variable is of type [Vector2i]." -msgstr "변수가 [Vector2i] 타입입니다." +msgstr "변수가 [Vector2i] 유형입니다." msgid "Variable is of type [Rect2]." -msgstr "변수가 [Rect2] 타입입니다." +msgstr "변수가 [Rect2] 유형입니다." msgid "Variable is of type [Rect2i]." -msgstr "변수가 [Rect2i] 타입입니다." +msgstr "변수가 [Rect2i] 유형입니다." msgid "Variable is of type [Vector3]." -msgstr "변수가 [Vector3] 타입입니다." +msgstr "변수가 [Vector3] 유형입니다." msgid "Variable is of type [Vector3i]." -msgstr "변수가 [Vector3i] 타입입니다." +msgstr "변수가 [Vector3i] 유형입니다." msgid "Variable is of type [Transform2D]." -msgstr "변수가 [Transform2D] 타입입니다." +msgstr "변수가 [Transform2D] 유형입니다." msgid "Variable is of type [Vector4]." -msgstr "변수가 [Vector4] 타입입니다." +msgstr "변수가 [Vector4] 유형입니다." msgid "Variable is of type [Vector4i]." -msgstr "변수가 [Vector4i] 타입입니다." +msgstr "변수가 [Vector4i] 유형입니다." msgid "Variable is of type [Plane]." -msgstr "변수가 [Plane] 타입입니다." +msgstr "변수가 [Plane] 유형입니다." msgid "Variable is of type [Quaternion]." -msgstr "변수가 [Quaternion] 타입입니다." +msgstr "변수가 [Quaternion] 유형입니다." msgid "Variable is of type [AABB]." -msgstr "변수가 [AABB] 타입입니다." +msgstr "변수가 [AABB] 유형입니다." msgid "Variable is of type [Basis]." -msgstr "변수가 [Basis] 타입입니다." +msgstr "변수가 [Basis] 유형입니다." msgid "Variable is of type [Transform3D]." -msgstr "변수가 [Transform3D] 타입입니다." +msgstr "변수가 [Transform3D] 유형입니다." msgid "Variable is of type [Projection]." -msgstr "변수가 [Projection] 타입입니다." +msgstr "변수가 [Projection] 유형입니다." msgid "Variable is of type [Color]." -msgstr "변수가 [Color] 타입입니다." +msgstr "변수가 [Color] 유형입니다." msgid "Variable is of type [StringName]." -msgstr "변수가 [StringName] 타입입니다." +msgstr "변수가 [StringName] 유형입니다." msgid "Variable is of type [NodePath]." -msgstr "변수가 [NodePath] 타입입니다." +msgstr "변수가 [NodePath] 유형입니다." msgid "Variable is of type [RID]." -msgstr "변수가 [RID] 타입입니다." +msgstr "변수가 [RID] 유형입니다." msgid "Variable is of type [Object]." -msgstr "변수가 [Object] 타입입니다." +msgstr "변수가 [Object] 유형입니다." msgid "Variable is of type [Callable]." -msgstr "변수가 [Callable] 타입입니다." +msgstr "변수가 [Callable] 유형입니다." msgid "Variable is of type [Signal]." -msgstr "변수가 [Signal] 타입입니다." +msgstr "변수가 [Signal] 유형입니다." msgid "Variable is of type [Dictionary]." -msgstr "변수가 [Dictionary] 타입입니다." +msgstr "변수가 [Dictionary] 유형입니다." msgid "Variable is of type [Array]." -msgstr "변수가 [Array] 타입입니다." +msgstr "변수가 [Array] 유형입니다." msgid "Variable is of type [PackedByteArray]." -msgstr "변수가 [PackedByteArray] 타입입니다." +msgstr "변수가 [PackedByteArray] 유형입니다." msgid "Variable is of type [PackedInt32Array]." -msgstr "변수가 [PackedInt32Array] 타입입니다." +msgstr "변수가 [PackedInt32Array] 유형입니다." msgid "Variable is of type [PackedInt64Array]." -msgstr "변수가 [PackedInt64Array] 타입입니다." +msgstr "변수가 [PackedInt64Array] 유형입니다." msgid "Variable is of type [PackedFloat32Array]." -msgstr "변수가 [PackedFloat32Array] 타입입니다." +msgstr "변수가 [PackedFloat32Array] 유형입니다." msgid "Variable is of type [PackedFloat64Array]." -msgstr "변수가 [PackedFloat64Array] 타입입니다." +msgstr "변수가 [PackedFloat64Array] 유형입니다." msgid "Variable is of type [PackedStringArray]." -msgstr "변수가 [PackedStringArray] 타입입니다." +msgstr "변수가 [PackedStringArray] 유형입니다." msgid "Variable is of type [PackedVector2Array]." -msgstr "변수가 [PackedVector2Array] 타입입니다." +msgstr "변수가 [PackedVector2Array] 유형입니다." msgid "Variable is of type [PackedVector3Array]." -msgstr "변수가 [PackedVector3Array] 타입입니다." +msgstr "변수가 [PackedVector3Array] 유형입니다." msgid "Variable is of type [PackedColorArray]." -msgstr "변수가 [PackedColorArray] 타입입니다." +msgstr "변수가 [PackedColorArray] 유형입니다." msgid "Variable is of type [PackedVector4Array]." -msgstr "변수가 [PackedVector4Array] 타입입니다." +msgstr "변수가 [PackedVector4Array] 유형입니다." msgid "Represents the size of the [enum Variant.Type] enum." msgstr "[enum Variant.Type] 열거형의 크기를 나타냅니다." @@ -6785,9 +6691,8 @@ msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" -"[member position]와 [member size]가 [constant Vector.ZERO]로 설정된 [AABB]를 " -"구성합니다sition]와 [member size]가 [constant Vector.ZERO]로 설정된 [AABB]를 " -"생성합니다." +"[member position]와 [member size]가 [constant Vector3.ZERO]로 설정된 [AABB]를 " +"구성합니다." msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "주어진 [AABB]의 복사본인 [AABB]를 생성합니다." @@ -6833,8 +6738,8 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]참고:[/b] [member size]가 음수라면 이 메서드를 사용하는 것이 추천되며, 이" -"는 Godot의 다른 대부분의 메서드가 [member size]의 컴포넌트 값이 [code]0[/" -"code] 보다 크다는 전제 하에 작동하기 때문입니다." +"는 Godot의 다른 대부분의 메서드가 [member size]의 컴포넌트 값이 [code]0[/code]" +"보다 크다는 전제 하에 작동하기 때문입니다." msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " @@ -6995,8 +6900,8 @@ msgid "" "For an example, see [method get_longest_axis]." msgstr "" "이 바운딩 박스의 [member size]에서 가장 긴 축의 인덱스를 반환합니다 " -"([constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], 그리고 [constant " -"Vector3.AXIS_Z]를 참조하세요).\n" +"([constant Vector3.AXIS_X], [constant Vector3.AXIS_Y] 및 [constant " +"Vector3.AXIS_Z] 참조).\n" "[method get_longest_axis]를 참조하여 예시를 확인하세요." msgid "" @@ -7057,8 +6962,8 @@ msgid "" "For an example, see [method get_shortest_axis]." msgstr "" "이 바운딩 박스의 [member size]에서 가장 짧은 축의 인덱스를 반환합니다 " -"([constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], 그리고 [constant " -"Vector3.AXIS_Z]를 참조하세요).\n" +"([constant Vector3.AXIS_X], [constant Vector3.AXIS_Y] 및 [constant " +"Vector3.AXIS_Z] 참조).\n" "[method get_shortest_axis]를 참조하여 예시를 확인하세요." msgid "" @@ -7149,7 +7054,7 @@ msgid "" "code]. Otherwise, returns [code]false[/code]." msgstr "" "바운딩 박스가 평면이나 길이를 가지면, 즉, [member size]의 컴포넌트 중 하나라" -"도 [code]0[/code] 보다 크다면 [code]true[/code]를 반환합니다. 만약 그렇지 않다" +"도 [code]0[/code]보다 크다면 [code]true[/code]를 반환합니다. 만약 그렇지 않다" "면 [code]false[/code]를 반환합니다." msgid "" @@ -7188,7 +7093,7 @@ msgstr "" "이 바운딩 박스와 [param with]의 교차 구간을 반환합니다. 만약 박스들이 교차하" "지 않는다면, 빈 [AABB]를 반환합니다. 만약 박스들이 가장자리에서 교차한다면, 부" "피가 없는 평평한 [AABB]를 반환합니다 ([method has_surface]와 [method " -"has_volume]을 참조하세요).\n" +"has_volume] 참조).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" @@ -7414,11 +7319,11 @@ msgstr "" "성을 확인하거나, 대화 상자를 숨기는 것을 여러분 만의 로직으로 조정하는 등 원하" "는 것들을 할 수 있습니다.\n" "[b]참고:[/b] 이 클래스에 기반한 몇몇 노드는 다른 디폴트 값을 가지고 있을 수 있" -"고, 그들의 내장 로직이 이 설정을 잠재적으로 덮어씌울 수 있습니다. 예를 들어 " -"[FileDialog]에서의 디폴트는 [code]false[/code]이고, 당신이 확인을 눌렀을 때 호" -"출되는 자체적인 입력 유효성 확인 코드를 가지고 있어, 입력이 올바른 경우 대화 " -"상자를 숨기게 합니다. 그러므로, 이 속성은 [FileDialog]에서 확인을 눌렀을 때 대" -"화 상자를 숨기는 걸 비활성화하지 못합니다." +"고, 그들의 내장 로직이 이 설정을 잠재적으로 오버라이드할 수 있습니다. 예를 들" +"어 [FileDialog]에서의 디폴트는 [code]false[/code]이고, 당신이 확인을 눌렀을 " +"때 호출되는 자체적인 입력 유효성 확인 코드를 가지고 있어, 입력이 올바른 경우 " +"대화 상자를 숨기게 합니다. 그러므로, 이 속성은 [FileDialog]에서 확인을 눌렀을 " +"때 대화 상자를 숨기는 걸 비활성화하지 못합니다." msgid "The text displayed by the dialog." msgstr "대화 상자에서 표시되는 텍스트입니다." @@ -7803,8 +7708,8 @@ msgid "" "See also [method stop]." msgstr "" "현재 재생 중인 애니메이션을 일시정지합니다. [member frame]과 [member " -"frame_progress]는 보존되며 [method play] 나 [method play_backwards]를 인자 없" -"이 호출하는 것은 애니메이션을 현재 재생 위치에서 다시 시작할 것입니다.\n" +"frame_progress]는 보존되며 [method play] 또는 [method play_backwards]를 인자 " +"없이 호출하는 것은 애니메이션을 현재 재생 위치에서 다시 시작할 것입니다.\n" "[method stop]도 참조하세요." msgid "" @@ -7879,7 +7784,7 @@ msgid "" "[member frame_progress]. If this is not desired, use [method " "set_frame_and_progress]." msgstr "" -"표시되는 애니메이션 프레임의 인덱스입니다. 이 속성을 설정하는 것은 [memver " +"표시되는 애니메이션 프레임의 인덱스입니다. 이 속성을 설정하는 것은 [member " "frame_progress] 또한 재설정합니다. 이를 원치 않는다면, [method " "set_frame_and_progress]를 사용하세요." @@ -8200,7 +8105,7 @@ msgid "" "Returns the out handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" -"[param key_idx]로 식별되는 키의 출력 핸들을 반환합니다. [param trak_idx]는 베" +"[param key_idx]로 식별되는 키의 출력 핸들을 반환합니다. [param track_idx]는 베" "지어 트랙의 인덱스여야 합니다." msgid "" @@ -8234,7 +8139,7 @@ msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " "in_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" -"[param key_idx]로 식별되는 키의 입력 핸들을 [param in_value]값으로 설정합니" +"[param key_idx]로 식별되는 키의 입력 핸들을 [param in_handle]값으로 설정합니" "다. [param track_idx]는 베지어 트랙의 인덱스여야 합니다." msgid "" @@ -8410,7 +8315,7 @@ msgid "" "math function [method @GlobalScope.ease])." msgstr "" "특정 키에 대한 전환 곡선(이징)을 반환합니다 (내장 수학 함수 [method " -"@GlobalScope.ease]를 참조하세요)." +"@GlobalScope.ease] 참조)." msgid "Returns the value of a given key in a given track." msgstr "주어진 트랙에서 주어진 키의 값을 반환합니다." @@ -8481,7 +8386,7 @@ msgstr "" "[code]true[/code]이면 [param track_idx]에 있는 트랙이 보간 루프를 감쌉니다." msgid "Sets the interpolation type of a given track." -msgstr "주어진 트랙의 보간 타입을 설정합니다." +msgstr "주어진 트랙의 보간 유형을 설정합니다." msgid "Sets the time of an existing key." msgstr "기존 키의 시각을 설정합니다." @@ -8490,8 +8395,8 @@ msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" -"특정 키에 대한 전환 곡선 (easing)을 설정합니다 (내장 수학 함수 [method " -"@GlobalScope.ease]를 참조하세요)." +"특정 키에 대한 전환 곡선(이징)을 설정합니다 (내장 수학 함수 [method " +"@GlobalScope.ease] 참조)." msgid "Sets the value of an existing key." msgstr "기존 키의 값을 설정합니다." @@ -8558,7 +8463,7 @@ msgid "3D position track (values are stored in [Vector3]s)." msgstr "3D 위치 트랙 입니다 (값은 [Vector3]로 저장됩니다)." msgid "3D rotation track (values are stored in [Quaternion]s)." -msgstr "3D 회전 트랙입니다 (값은 [Quarternion]으로 저장됩니다)." +msgstr "3D 회전 트랙입니다 (값은 [Quaternion]으로 저장됩니다)." msgid "3D scale track (values are stored in [Vector3]s)." msgstr "3D 스케일 트랙입니다 (값은 [Vector3]으로 저장됩니다)." @@ -8593,7 +8498,7 @@ msgid "No interpolation (nearest value)." msgstr "보간하지 않습니다 (가장 가까운 값)." msgid "Linear interpolation." -msgstr "선형 보간입니다." +msgstr "선형 보간." msgid "" "Cubic interpolation. This looks smoother than linear interpolation, but is " @@ -8601,10 +8506,10 @@ msgid "" "complex 3D animations imported from external software, even if it requires " "using a higher animation framerate in return." msgstr "" -"세제곱 보간입니다. 이는 선형 보간보다 부드럽게 보이지만, 보간하는 데에 더 까다" -"롭습니다. 외부 소프트웨어에서 가져온 복잡한 3D 애니메이션에는 그 대가로 더 높" -"은 애니메이션 프레임 속도를 필요로 하게 되더라도 [constant " -"INTERPOLATION_LINEAR]를 주로 사용하세요." +"세제곱 보간. 이는 선형 보간보다 부드럽게 보이지만, 보간하는 데에 더 까다롭습니" +"다. 외부 소프트웨어에서 가져온 복잡한 3D 애니메이션에는 그 대가로 더 높은 애니" +"메이션 프레임 속도를 필요로 하게 되더라도 [constant INTERPOLATION_LINEAR]를 주" +"로 사용하세요." msgid "" "Linear interpolation with shortest path rotation.\n" @@ -8823,7 +8728,7 @@ msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" -"[AnimationMixer는 애니메이션이 적용된 노드를 캐시에 저장합니다. 노드가 사라지" +"[AnimationMixer]는 애니메이션이 적용된 노드를 캐시에 저장합니다. 노드가 사라지" "면 이를 인식하지 못할 수 있습니다; [method clear_caches]는 캐시를 다시 업데이" "트하도록 강제합니다." @@ -8984,7 +8889,7 @@ msgid "" "Notifies when the caches have been cleared, either automatically, or manually " "via [method clear_caches]." msgstr "" -"캐시가 자동으로 또는 [method clear caches]를 통해 수동으로 비워졌을 때 알림을 " +"캐시가 자동으로 또는 [method clear_caches]를 통해 수동으로 비워졌을 때 알림을 " "보냅니다." msgid "" @@ -9037,8 +8942,9 @@ msgid "" "Animation.UPDATE_DISCRETE] track values." msgstr "" "[constant Animation.UPDATE_DISCRETE] 트랙 값이 [constant " -"Animation.UPDATE_CONTINUOUS] 나 [constant Animation.UPDATE_CAPTURE] 트랙 값과 " -"[constant Animation.UPDATE_DISCRETE] 트랙 값을 블렌드할 때 우선순위가 됩니다." +"Animation.UPDATE_CONTINUOUS] 또는 [constant Animation.UPDATE_CAPTURE] 트랙 값" +"과 [constant Animation.UPDATE_DISCRETE] 트랙 값을 블렌드할 때 우선순위가 됩니" +"다." msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant " @@ -9047,11 +8953,11 @@ msgid "" "track values and the [constant Animation.UPDATE_DISCRETE] track values. This " "is the default behavior for [AnimationPlayer]." msgstr "" -"[constant Animation.UPDATE_CONTINUOUS] 나 [constant Animation.UPDATE_CAPTURE] " -"트랙 값이 [constant Animation.UPDATE_CONTINUOUS] 나 [constant " -"Animation.UPDATE_CAPTURE] 트랙 값과 [constant Animation.UPDATE_DISCRETE] 트랙 " -"값을 블렌드할 때 우선순위가 됩니다. 이는 [AnimationPlayer]의 디폴트 동작입니" -"다." +"[constant Animation.UPDATE_CONTINUOUS] 또는 [constant " +"Animation.UPDATE_CAPTURE] 트랙 값이 [constant Animation.UPDATE_CONTINUOUS] 또" +"는 [constant Animation.UPDATE_CAPTURE] 트랙 값과 [constant " +"Animation.UPDATE_DISCRETE] 트랙 값을 블렌드할 때 우선순위가 됩니다. 이는 " +"[AnimationPlayer]의 디폴트 동작입니다." msgid "" "Always treat the [constant Animation.UPDATE_DISCRETE] track value as " @@ -9086,13 +8992,13 @@ msgid "" msgstr "" "[constant Animation.UPDATE_DISCRETE] 트랙 값을 언제나 [constant " "Animation.INTERPOLATION_NEAREST]를 통해 [constant " -"Animation.INTERPOLATION_NEAREST] 처럼 다룹니다. 이는 [AnimationTree]의 디폴트 " +"Animation.INTERPOLATION_NEAREST]처럼 다룹니다. 이는 [AnimationTree]의 디폴트 " "동작입니다.\n" -"만약 값 트랙이 보간 불가능한 타입의 키 값을 가지고 있다면, 그것은 [constant " +"만약 값 트랙이 보간 불가능한 유형의 키 값을 가지고 있다면, 그것은 [constant " "Animation.UPDATE_DISCRETE]를 통해 [constant " "ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE]를 사용하도록 내부적으로 변환됩니" "다.\n" -"보간 불가능한 타입 목록:\n" +"보간 불가능한 유형 목록:\n" "- [constant @GlobalScope.TYPE_NIL]\n" "- [constant @GlobalScope.TYPE_NODE_PATH]\n" "- [constant @GlobalScope.TYPE_RID]\n" @@ -9105,10 +9011,10 @@ msgstr "" "과정에서 [constant @GlobalScope.TYPE_FLOAT]로 취급되며 결과가 도출되면 반올림" "됩니다.\n" "이는 [constant @GlobalScope.TYPE_PACKED_INT32_ARRAY] 또는 [constant " -"@GlobalScope.TYPE_VECTOR2I] 같은 위의 두 타입을 포함한 배열과 벡터에도 똑같이 " -"적용되며, 그들은 각각 [@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " -"@GlobalScope.TYPE_VECTOR2]로 취급됩니다. 또한 배열에서는, 크기도 보간된다는 점" -"을 참고하세요.\n" +"@GlobalScope.TYPE_VECTOR2I] 같은 위의 두 유형을 포함한 배열과 벡터에도 똑같이 " +"적용되며, 그들은 각각 [constant @GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or " +"[constant @GlobalScope.TYPE_VECTOR2]로 취급됩니다. 또한 배열에서는, 크기도 보" +"간된다는 점을 참고하세요.\n" "[constant @GlobalScope.TYPE_STRING]과 [constant @GlobalScope.TYPE_STRING_NAME]" "은 문자 코드와 길이가 보간되지만, 키들 간의 보간과 블렌딩에서의 보간은 알고리" "즘에 차이가 있다는 점을 참고하세요." @@ -9124,7 +9030,7 @@ msgid "" "override the text caption for this animation node." msgstr "" "[AnimationRootNode]에서 상속할 때, 이 가상 메서드를 이 애니메이션 노드의 텍스" -"트 캡션을 재정의하도록 구현하세요." +"트 캡션을 오버라이드하도록 구현하세요." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " @@ -9160,7 +9066,7 @@ msgstr "" "[AnimationRootNode]에서 상속할 때, 이 가상 메서드를 이 애니메이션 노드의 속성 " "리스트를 반환하도록 구현하세요. 리소스가 여러 트리에서 재사용될 수 있기 때문" "에, 매개변수는 애니메이션 노드들에 사용되는 커스텀 로컬 메모리입니다. 형식은 " -"[method Object.get_preperty_list]와 비슷합니다." +"[method Object.get_property_list]와 비슷합니다." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " @@ -9215,6 +9121,17 @@ msgstr "" "해 만들어진 애니메이션 노드들에만 유용합니다. 추가가 실패하면, [code]false[/" "code]를 반환합니다." +msgid "" +"Blends an input. This is only useful for animation nodes created for an " +"[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, " +"unless [param seek] is [code]true[/code], in which case it is absolute. A " +"filter mode may be optionally passed." +msgstr "" +"입력을 블렌드합니다. 이는 [AnimationNodeBlendTree]를 위해 만들어진 애니메이션 " +"노드에만 유용합니다. [param time] 매개변수는 상대적인 델타이며, [param seek]" +"가 [code]true[/code]이면 절대적입니다. 필터 모드는 선택적으로 전달될 수 있습니" +"다." + msgid "" "Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " @@ -9402,13 +9319,6 @@ msgstr "" "이는 3D 걷기 애니메이션에서 어느 발걸음이 먼저 내딛는지 조정하는 데 유용합니" "다." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"[member use_custom_timeline]이 [code]true[/code]이면 애니메이션의 시작 위치를 " -"오프셋합니다." - msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -9568,7 +9478,7 @@ msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" -"[AnimtaionNode]의 출력을 다른 [AnimationNode]의 입력으로 연결하며, 입력 포트" +"[AnimationNode]의 출력을 다른 [AnimationNode]의 입력으로 연결하며, 입력 포트" "는 [param input_index]로 지정됩니다." msgid "Disconnects the animation node connected to the specified input." @@ -9586,7 +9496,7 @@ msgid "" "Returns [code]true[/code] if a sub animation node with specified [param name] " "exists." msgstr "" -"지정된 [param name이 있는 하위 애니메이션 노드가 존재하는 경우 [code]true[/" +"지정된 [param name]이 있는 하위 애니메이션 노드가 존재하는 경우 [code]true[/" "code]를 반환합니다." msgid "Removes a sub animation node." @@ -9855,7 +9765,9 @@ msgstr "이 전환을 사용하면 안됩니다." msgid "" "Only use this transition during [method " "AnimationNodeStateMachinePlayback.travel]." -msgstr "이 전환은 [mehod AnimationNodeStateMachinePlayback]동안에만 사용합니다." +msgstr "" +"이 전환은 [method AnimationNodeStateMachinePlayback.travel]동안에만 사용합니" +"다." msgid "" "Automatically use this transition if the [member advance_condition] and " @@ -10033,14 +9945,14 @@ msgstr "" "식 노드들로 정의된 2D 공간의 영역입니다. 다른 [CollisionObject2D]가 그것에 들" "어오거나 나갈 때를 감지하며, 어떤 콜리전 오브젝트가 그것을 아직 나가지 않았는" "지(즉, 무엇이 겹쳐있는지)도 추적합니다.\n" -"이 노드는 지역적으로 물리 매개변수들 (중력, 감쇠)를 변경하거나 덮어쓸 수 있으" -"며 오디오를 커스텀 오디오 버스에 보낼 수도 있습니다.\n" +"이 노드는 지역적으로 물리 매개변수들 (중력, 감쇠)를 변경하거나 오버라이드할 " +"수 있으며 오디오를 커스텀 오디오 버스에 보낼 수도 있습니다.\n" "[b]참고:[/b] [PhysicsServer2D]로 만들어진 영역과 바디는 [Area2D]와 기대한 바" "와 같이 상호작용하지 않을 수도 있으며, 정확하게 시그널을 방출하거나 오브젝트" -"를 추적하지 않을 수 도 있습니다." +"를 추적하지 않을 수도 있습니다." msgid "Using Area2D" -msgstr "Area2D 사용" +msgstr "Area2D 사용하기" msgid "2D Pong Demo" msgstr "2D 퐁 데모" @@ -10069,7 +9981,8 @@ msgstr "영역의 오디오 채널의 이름." msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" -"[code]true[/code]이면 영역의 오디오 채널은 디폴트 오디오 채널을 덮어씁니다." +"[code]true[/code]이면 영역의 오디오 채널은 디폴트 오디오 채널을 오버라이드합니" +"다." msgid "The area's gravity vector (not normalized)." msgstr "영역의 중력 벡터 (정규화되지 않음)." @@ -10079,7 +9992,7 @@ msgid "" "gravity_point_center]). See also [member gravity_space_override]." msgstr "" "[code]true[/code]이면 중력은 점에서 계산됩니다 ([member gravity_point_center]" -"를 통해 설정됩니다). [member_gravity_space_override]도 참조하세요." +"를 통해 설정됩니다). [member gravity_space_override]도 참조하세요." msgid "" "If gravity is a point (see [member gravity_point]), this will be the point of " @@ -10102,13 +10015,13 @@ msgid "" "[World2D]'s physics is always processed last, after all areas." msgstr "" "영역의 우선순위입니다. 더 높은 우선순위를 가진 영역은 먼저 실행됩니다." -"[Wolrd2D]의 물리는 항상 모든 영역의 처리 이후에 마지막으로 처리됩니다." +"[World2D]의 물리는 항상 모든 영역의 처리 이후에 마지막으로 처리됩니다." msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" -"이 영역에 [param area]가 들어왔을 때 발생합니다. [member monitor]은 " +"이 영역에 [param area]가 들어왔을 때 발생합니다. [member monitoring]은 " "[code]true[/code]로 설정되어 있어야 합니다." msgid "" @@ -10132,8 +10045,8 @@ msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" -"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다([member priority] 순" -"서에 따라서), 낮은 우선순위 영역은 무시됩니다." +"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가하며 ([member priority] 순서" +"에 따라서), 낮은 우선순위 영역은 무시됩니다." msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any lower " @@ -10146,7 +10059,7 @@ msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" -"이 영역은 지금까지 계산된 어느 중력/감쇠 값을 대체하지만([member priority] 순" +"이 영역은 지금까지 계산된 어느 중력/감쇠 값을 대체하지만 ([member priority] 순" "서에 따라서), 나머지 영역은 계속 계산합니다." msgid "" @@ -10196,7 +10109,7 @@ msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "" -"[param fron]과 같은 배열을 반환합니다. 배열의 복사본이 필요하다면, [method " +"[param from]과 같은 배열을 반환합니다. 배열의 복사본이 필요하다면, [method " "duplicate]를 사용하세요." msgid "Constructs an array from a [PackedByteArray]." @@ -10228,7 +10141,7 @@ msgstr "[PackedVector3Array]로부터 배열을 생성합니다." msgid "" "Appends [param value] at the end of the array (alias of [method push_back])." -msgstr "[param value]를 배열의 끝에 추가합니다([method push_back]의 별명)." +msgstr "[param value]를 배열의 끝에 추가합니다 ([method push_back]의 별명)." msgid "" "Removes all elements from the array. This is equivalent to using [method " @@ -10316,22 +10229,22 @@ msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" -"요청된 표면의 인덱스 배열의 길이를 반환합니다 ([method add " -"add_surface_from_arrays]를 참조하세요)." +"요청된 표면의 인덱스 배열의 길이를 반환합니다 ([method " +"add_surface_from_arrays] 참조)." msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "요청된 표면에서 버텍스 배열의 꼭짓점에서 길이를 반환합니다 ([method " -"add_surface_from_arrays]를 참조하세요)." +"add_surface_from_arrays] 참조)." msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" -"요청된 표면의 형식 마스크를 반환합니다 ([method add_surface_from_arrays]를 참" -"조하세요)." +"요청된 표면의 형식 마스크를 반환합니다 ([method add_surface_from_arrays] 참" +"조)." msgid "Gets the name assigned to this surface." msgstr "이 표면에 할당된 이름을 얻습니다." @@ -10340,8 +10253,8 @@ msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" -"요청된 표면의 프리미티브 유형을 반환합니다([method add_surface_from_arrays]를 " -"참조하하세요)." +"요청된 표면의 프리미티브 유형을 반환합니다 ([method add_surface_from_arrays] " +"참조)." msgid "Sets a name for a given surface." msgstr "주어진 표면의 이름을 설정합니다." @@ -10395,8 +10308,8 @@ msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" -"자식 컨트롤의 경계 사각형은 종횡비를 유지하면서 컨테이너 안에 맞게 자동으로 조" -"정됩니다." +"자식 컨트롤의 경계 사각형은 화면 비율을 유지하면서 컨테이너 안에 맞게 자동으" +"로 조정됩니다." msgid "Aligns child controls with the beginning (left or top) of the container." msgstr "자식 컨트롤을 컨테이너의 시작 부분(왼쪽 또는 상단)과 정렬합니다." @@ -10682,7 +10595,7 @@ msgid "" "AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to " "pass." msgstr "" -"주파수가 [memebr AudioEffectFilter.cutoff_hz] 주위의 범위에서 제한되며, 이 범" +"주파수가 [member AudioEffectFilter.cutoff_hz] 주위의 범위에서 제한되며, 이 범" "위 밖의 주파수는 통과할 수 있도록 합니다." msgid "Adds a band pass filter to the audio bus." @@ -11003,7 +10916,7 @@ msgid "Adds a high-shelf filter to the audio bus." msgstr "오디오 버스에 하이셀프 필터를 추가합니다." msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." -msgstr "[meber AudioEffectFilter.cutoff_hz] 이상의 모든 주파수를 감소시킵니다." +msgstr "[member AudioEffectFilter.cutoff_hz] 이상의 모든 주파수를 감소시킵니다." msgid "Manipulates the audio it receives for a given effect." msgstr "주어진 효과를 위해 수신한 오디오를 조작합니다." @@ -11055,7 +10968,7 @@ msgid "" "Attenuates frequencies in a narrow band around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range." msgstr "" -"[meber AudioEffectFilter.cutoff_hz] 주변의 좁은 대역의 주파수는 약화시키고, " +"[member AudioEffectFilter.cutoff_hz] 주변의 좁은 대역의 주파수는 약화시키고, " "이 범위를 벗어난 주파수는 차단합니다." msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." @@ -11136,7 +11049,7 @@ msgid "Use the maximum value of the frequency range as magnitude." msgstr "주파수 범위의 최댓값을 진도로 사용합니다." msgid "Overrides the location sounds are heard from." -msgstr "소리가 들리는 위치를 재정의합니다." +msgstr "소리가 들리는 위치를 오버라이드합니다." msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "" @@ -11344,7 +11257,7 @@ msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in its " "parent [Skeleton3D]." msgstr "" -"부모 [Skeleton3D]에서 본의 3D 변형을 동적으로 복사하거나 재정의하는 노드." +"부모 [Skeleton3D]에서 본의 3D 변형을 동적으로 복사하거나 오버라이드하는 노드." msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " @@ -11352,8 +11265,8 @@ msgid "" "3D transform of the selected bone." msgstr "" "이 노드는 [Skeleton3D]에서 본을 선택하여 첨부합니다. 이는 [BoneAttachment3D] " -"노드가 선택된 본의 3D 변형을 동적으로 복사하거나 재정의할 수 있다는 것을 뜻합" -"니다." +"노드가 선택된 본의 3D 변형을 동적으로 복사하거나 오버라이드할 수 있다는 것을 " +"뜻합니다." msgid "The index of the attached bone." msgstr "첨부된 본의 인덱스." @@ -11400,6 +11313,9 @@ msgstr "[OccluderInstance3D]에서 오클루전 컬링에 사용하는 직육면 msgid "The box's size in 3D units." msgstr "3D 단위의 상자의 크기입니다." +msgid "3D Kinematic Character Demo" +msgstr "3D 키네마틱 캐릭터 데모" + msgid "A themed button that can contain text and an icon." msgstr "텍스트와 아이콘을 포함할 수 있는 테마 입힌 버튼." @@ -11473,18 +11389,18 @@ msgid "" "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" -"가로 종횡비를 유지합니다. Vert- 스케일링이라고도 합니다. 포트레이트 모드로 실" -"행하는 프로젝트에 가장 적합한 옵션입니다. 종횡비가 높을수록 세로 시야각이 넓어" -"지는 이점을 얻습니다." +"가로 화면 비율을 유지합니다. Vert- 스케일링이라고도 합니다. 포트레이트 모드로 " +"실행하는 프로젝트에 가장 적합한 옵션입니다. 화면 비율이 높을수록 세로 시야각" +"이 넓어지는 이점을 얻습니다." msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" -"세로 종횡비를 유지합니다. Hor+ 스케일링이라고도 합니다. 랜드스케이프 모드로 실" -"행하는 프로젝트에 가장 적합한 옵션입니다. 종횡비가 넓을수록 가로 시야각이 넓어" -"지는 이점을 얻습니다." +"세로 화면 비율을 유지합니다. Hor+ 스케일링이라고도 합니다. 랜드스케이프 모드" +"로 실행하는 프로젝트에 가장 적합한 옵션입니다. 화면 비율이 넓을수록 가로 시야" +"각이 넓어지는 이점을 얻습니다." msgid "Parent class for camera settings." msgstr "카메라 설정을 위한 부모 클래스." @@ -11554,6 +11470,15 @@ msgstr "적용할 틴트 색상." msgid "A container that keeps child controls in its center." msgstr "자식 컨트롤을 중앙에 유지하는 컨테이너." +msgid "Kinematic character (2D)" +msgstr "키네마틱 캐릭터 (2D)" + +msgid "Using CharacterBody2D" +msgstr "CharacterBody2D 사용하기" + +msgid "2D Kinematic Character Demo" +msgstr "2D 키네마틱 캐릭터 데모" + msgid "A button that represents a binary choice." msgstr "이진 선택을 나타내는 버튼." @@ -12068,6 +11993,9 @@ msgstr "[enum WindowResizeEdge] 열거형의 크기를 나타냅니다." msgid "Returns the [EditorDebuggerSession] with the given [param id]." msgstr "주어진 [param id]와 [EditorDebuggerSession]를 반환합니다." +msgid "Represents the size of the [enum DockSlot] enum." +msgstr "[enum DockSlot] 열거형의 크기를 나타냅니다." + msgid "Exporter for Android." msgstr "Android용 익스포터." @@ -12262,9 +12190,6 @@ msgstr "지정된 컨텍스트 메뉴 플러그인을 제거합니다." msgid "Use [signal ProjectSettings.settings_changed] instead." msgstr "대신 [signal ProjectSettings.settings_changed]를 사용하세요." -msgid "Represents the size of the [enum DockSlot] enum." -msgstr "[enum DockSlot] 열거형의 크기를 나타냅니다." - msgid "If [code]true[/code], the value can be selected and edited." msgstr "[code]true[/code]이면 값은 선택되고 수정될 수 있습니다." @@ -12302,6 +12227,11 @@ msgstr "선택 항목에서 노드를 제거합니다." msgid "Emitted when the selection changes." msgstr "선택 항목이 변경될 때 방출됩니다." +msgid "" +"The color to use for inverse kinematics-enabled bones in the 2D skeleton " +"editor." +msgstr "2D 스켈레톤 편집기에서 역운동학이 활성화된 본에 사용할 색상." + msgid "Maximum number of matches to show in dialog." msgstr "대화 상자에 보여줄 최대 일치 수." @@ -12410,6 +12340,12 @@ msgstr "" msgid "Represents the size of the [enum BGMode] enum." msgstr "[enum BGMode] 열거형의 크기를 나타냅니다." +msgid "External texture size." +msgstr "외부 텍스처 크기." + +msgid "Position based forward and backward reaching inverse kinematics solver." +msgstr "위치 기반 전진 및 후진 도달 역운동학 솔버." + msgid "Translate the noise input coordinates by the given [Vector3]." msgstr "주어진 [Vector3]로 노이즈 입력 좌표를 옮깁니다." @@ -13029,7 +12965,7 @@ msgstr "" "소 경계 직사각형 크기를 대략 초과하는 경우 빈 배열을 반환합니다.\n" "각 폴리곤의 꼭짓점은 [param join_type]에 따라 반올림됩니다.\n" "이 작업으로 인해 바깥쪽 폴리곤(경계)과 안쪽 폴리곤(구멍)이 생성될 수 있으며, " -"[method is_polygon_clock]을 호출하여 구분할 수 있습니다.\n" +"[method is_polygon_clockwise]을 호출하여 구분할 수 있습니다.\n" "[b]참고:[/b] 폴리곤의 꼭지점을 구체적으로 옮기려면 [Transform2D]에 곱하세요.\n" "[codeblocks]\n" "[gdscript]\n" @@ -13140,7 +13076,7 @@ msgstr "" "게 합니다. [AABB]는 코드를 통하거나 [b]입자 → AABB 생성[/b] 편집 툴로 자랄 수 " "있습니다.\n" "[b]참고:[/b] [member visibility_aabb]는 해당 속성이 디폴트가 아닌 값으로 설정" -"된 경우 [member GeometryInstance3D.custom_aabb]로 재정의됩니다." +"된 경우 [member GeometryInstance3D.custom_aabb]로 오버라이드됩니다." msgid "The attractor box's size in 3D units." msgstr "3D 단위의 어트랙터 상자의 크기입니다." @@ -13510,6 +13446,9 @@ msgstr "HTTPRequest가 다운로드 파일을 열 수 없었습니다." msgid "HTTPRequest couldn't write to the download file." msgstr "HTTPRequest가 다운로드 파일을 쓸 수 없없습니다." +msgid "A node for inverse kinematics which may modify more than one bone." +msgstr "본을 하나 이상 수정할 수 있는 역운동학을 위한 노드." + msgid "Image datatype." msgstr "이미지 데이터유형." @@ -13528,8 +13467,10 @@ msgstr "3차원으로 된 텍스처." msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface])." -msgstr "" -"요청된 표면의 프리미티브 유형을 반환합니다([method add_surface]를 참조하세요)." +msgstr "요청된 표면의 프리미티브 유형을 반환합니다 ([method add_surface] 참조)." + +msgid "Sets the blend shape mode." +msgstr "블렌드 모양 모드를 설정합니다." msgid "Abstract base class for input events." msgstr "입력 이벤트의 기본 추상 클래스." @@ -13626,16 +13567,6 @@ msgstr "감지된 콜리전의 수를 반환합니다." msgid "A control for displaying plain text." msgstr "일반 텍스트를 표시하기 위한 컨트롤." -msgid "" -"A control for displaying plain text. It gives you control over the horizontal " -"and vertical alignment and can wrap the text inside the node's bounding " -"rectangle. It doesn't support bold, italics, or other rich text formatting. " -"For that, use [RichTextLabel] instead." -msgstr "" -"일반 텍스트를 표시하기 위한 컨트롤입니다. 가로 및 세로 정렬을 제어하고 노드의 " -"경계 사각형 안에 텍스트를 배치할 수 있습니다. 굵게, 기울임 또는 기타 서식 있" -"는 텍스트 서식을 지원하지 않습니다. 이 경우 [RichTextLabel]을 대신 사용하세요." - msgid "Default text [Color] of the [Label]." msgstr "[Label]의 디폴트 텍스트 [Color]." @@ -13864,8 +13795,8 @@ msgstr "" "각 [PopupMenu] 자식을 위한 메뉴를 만드는 가로 메뉴 표시줄입니다. 새로운 항목" "은 이 노드에 [PopupMenu]을 추가하여 만듭니다. 항목 제목은 [member " "Window.title]에 의해, 또는 [member Window.title]이 비어 있으면 노드 이름으로 " -"결정됩니다. 항목 제목은 [method set_menu_title]을 사용하여 재정의될 수 있습니" -"다." +"결정됩니다. 항목 제목은 [method set_menu_title]을 사용하여 오버라이드될 수 있" +"습니다." msgid "Returns number of menu items." msgstr "메뉴 항목의 수를 반환합니다." @@ -14778,25 +14709,26 @@ msgid "Returns the type of the Joint3D." msgstr "Joint3D의 형식을 반환합니다." msgid "Creates a new soft body and returns its internal [RID]." -msgstr "새로운 연체를 만들고 내부 [RID]를 반환합니다." +msgstr "새로운 소프트 바디를 만들고 내부 [RID]를 반환합니다." msgid "Returns the bounds of the given soft body in global coordinates." -msgstr "주어진 연체의 경계를 전역 좌표로 반환합니다." +msgstr "주어진 소프트 바디의 경계를 전역 좌표로 반환합니다." msgid "Returns the physics layer or layers that the given soft body belongs to." -msgstr "주어진 연체가 속한 물리 레이어 또는 레이어를 반환합니다." +msgstr "주어진 소프트 바디가 속한 물리 레이어 또는 레이어를 반환합니다." msgid "" "Returns the physics layer or layers that the given soft body can collide with." -msgstr "주어진 연체가 충돌할 수 있는 물리 레이어 또는 레이어를 반환합니다." +msgstr "" +"주어진 소프트 바디가 충돌할 수 있는 물리 레이어 또는 레이어를 반환합니다." msgid "" "Returns the current position of the given soft body point in global " "coordinates." -msgstr "주어진 연체 점의 현재 위치를 전역 좌표로 반환합니다." +msgstr "주어진 소프트 바디 점의 현재 위치를 전역 좌표로 반환합니다." msgid "Returns the [RID] of the space assigned to the given soft body." -msgstr "주어진 연체에 할당된 공간의 [RID]를 반환합니다." +msgstr "주어진 소프트 바디에 할당된 공간의 [RID]를 반환합니다." msgid "" "Returns the given soft body state.\n" @@ -14805,37 +14737,39 @@ msgid "" "BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant " "BODY_STATE_CAN_SLEEP]." msgstr "" -"주어진 연체 상태를 반환합니다.\n" +"주어진 소프트 바디 상태를 반환합니다.\n" "[b]참고:[/b] Godot의 디폴트 물리 구현은 [constant " "BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], " "[constant BODY_STATE_SLEEPING], 또는 [constant BODY_STATE_CAN_SLEEP]을 지원하" "지 않습니다." msgid "Returns whether the given soft body point is pinned." -msgstr "주어진 연체 점이 고정되어 있는지 여부를 반환합니다." +msgstr "주어진 소프트 바디 점이 고정되어 있는지 여부를 반환합니다." msgid "Moves the given soft body point to a position in global coordinates." -msgstr "주어진 연체 점을 전역 좌표에서 위치로 이동합니다." +msgstr "주어진 소프트 바디 점을 전역 좌표에서 위치로 이동합니다." msgid "Unpins all points of the given soft body." -msgstr "주어진 연체의 모든 점을 고정 해제합니다." +msgstr "주어진 소프트 바디의 모든 점을 고정 해제합니다." msgid "Sets the physics layer or layers the given soft body belongs to." -msgstr "주어진 연체가 속한 물리 레이어 또는 레이어를 설정합니다." +msgstr "주어진 소프트 바디가 속한 물리 레이어 또는 레이어를 설정합니다." msgid "Sets the physics layer or layers the given soft body can collide with." -msgstr "주어진 연체가 충돌할 수 있는 물리 레이어 또는 레이어를 설정합니다." +msgstr "" +"주어진 소프트 바디가 충돌할 수 있는 물리 레이어 또는 레이어를 설정합니다." msgid "Sets the mesh of the given soft body." -msgstr "주어진 연체의 메시를 설정합니다." +msgstr "주어진 소프트 바디의 메시를 설정합니다." msgid "" "Sets whether the given soft body will be pickable when using object picking." msgstr "" -"오브젝트 선택을 사용할 때 주어진 연체를 선택할 수 있는지 여부를 설정합니다." +"오브젝트 선택을 사용할 때 주어진 소프트 바디를 선택할 수 있는지 여부를 설정합" +"니다." msgid "Assigns a space to the given soft body (see [method space_create])." -msgstr "주어진 연체에 공간을 할당합니다 ([method space_create]를 참조하세요)." +msgstr "주어진 소프트 바디에 공간을 할당합니다 ([method space_create] 참조)." msgid "" "Sets the given body state for the given body.\n" @@ -14851,7 +14785,7 @@ msgstr "" "지 않습니다." msgid "Sets the global transform of the given soft body." -msgstr "주어진 연체의 전역 변형을 설정합니다." +msgstr "주어진 소프트 바디의 전역 변형을 설정합니다." msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "[enum SliderJointParam] 열거형의 크기를 나타냅니다." @@ -14867,8 +14801,8 @@ msgid "" "PhysicsServer3DExtension._soft_body_update_rendering_server] with a rendering " "handler for soft bodies." msgstr "" -"[method PhysicsServer3DExtension._soft_body_update_rendering_server]에 연체에 " -"대한 렌더링 핸들러를 제공하는 데 사용되는 클래스." +"[method PhysicsServer3DExtension._soft_body_update_rendering_server]에 소프트 " +"바디에 대한 렌더링 핸들러를 제공하는 데 사용되는 클래스." msgid "Placeholder class for a material." msgstr "머티리얼에 대한 자리표시자 클래스." @@ -14936,6 +14870,21 @@ msgstr "" msgid "Base class for contextual windows and panels with fixed position." msgstr "고정된 위치로 상황에 맞는 창과 패널을 위한 기본 클래스." +msgid "" +"[Popup] is a base class for contextual windows and panels with fixed " +"position. It's a modal by default (see [member Window.popup_window]) and " +"provides methods for implementing custom popup behavior.\n" +"[b]Note:[/b] [Popup] is invisible by default. To make it visible, call one of " +"the [code]popup_*[/code] methods from [Window] on the node, such as [method " +"Window.popup_centered_clamped]." +msgstr "" +"[Popup]은 고정된 위치로 상황에 맞는 창과 패널을 위한 기본 클래스입니다. 이는 " +"디폴트로 모달([member Window.popup_window] 참조)이며 커스텀 팝업 행동을 구현하" +"기 위한 메서드를 제공합니다.\n" +"[b]참고:[/b] [Popup]은 디폴트로 보이지 않습니다. 이를 보이게 만드려면, " +"[method Window.popup_centered_clamped]와 같은 노드에 [Window]에서 " +"[code]popup_*[/code] 메서드 중 하나를 호출하세요." + msgid "Emitted when the popup is hidden." msgstr "팝업이 숨겨질 때 방출됩니다." @@ -15068,7 +15017,10 @@ msgid "Root node default layout direction." msgstr "루트 노드의 기본 레이아웃 방향." msgid "Timeout (in seconds) for connection attempts using TCP." -msgstr "TCP를 사용하여 연결을 시도할 때의 시간 초과 (초)." +msgstr "TCP를 사용한 연결 시도에 대한 시간 초과 (초)." + +msgid "Timeout (in seconds) for connection attempts using UNIX domain socket." +msgstr "UNIX 도메인 소켓을 사용한 연결 시도에 대한 시간 초과 (초)." msgid "" "Fraction of a body's inner radius that may penetrate another body while using " @@ -15776,13 +15728,13 @@ msgid "3D texture." msgstr "3D 텍스처." msgid "Array of 2-dimensional textures (see [Texture2DArray])." -msgstr "2차원 텍스처의 배열 ([Texture2DArray]를 참조하세요)." +msgstr "2차원 텍스처의 배열 ([Texture2DArray] 참조)." msgid "Cubemap texture (see [Cubemap])." -msgstr "큐브맵 텍스처 ([Cubemap]을 참조하세요)." +msgstr "큐브맵 텍스처 ([Cubemap] 참조)." msgid "Array of cubemap textures (see [CubemapArray])." -msgstr "큐브맵 텍스처의 배열 ([CubemapArray]를 참조하세요)." +msgstr "큐브맵 텍스처의 배열 ([CubemapArray] 참조)." msgid "Left face of a [Cubemap]." msgstr "[Cubemap]의 왼쪽면." @@ -15947,10 +15899,10 @@ msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "[enum InstanceFlags] 열거형의 크기를 나타냅니다." msgid "2D point light (see [PointLight2D])." -msgstr "2D 점 조명 ([PointLight2D]를 참조하세요)." +msgstr "2D 점 조명 ([PointLight2D] 참조)." msgid "2D directional (sun/moon) light (see [DirectionalLight2D])." -msgstr "2D 방향성 (태양/달) 조명 ([DirectionalLight2D]를 참조하세요)." +msgstr "2D 방향성 (태양/달) 조명 ([DirectionalLight2D] 참조)." msgid "Adds light color additive to the canvas." msgstr "캔버스에 조명 색상 덧셈을 추가합니다." @@ -16265,7 +16217,7 @@ msgstr "" "[Separator]는 순수 시각적이며 보통 [StyleBoxLine]으로 그려집니다." msgid "A node used to override global shader parameters' values in a scene." -msgstr "씬에서 전역 셰이더 매개변수의 값을 재정의하는 데 사용되는 노드." +msgstr "씬에서 전역 셰이더 매개변수의 값을 오버라이드하는 데 사용되는 노드." msgid "A 2D shape that sweeps a region of space to detect [CollisionObject2D]s." msgstr "[CollisionObject2D]를 감지하기 위해 공간의 영역을 휩쓸는 2D 모양." @@ -16494,7 +16446,7 @@ msgid "Returns tab title language code." msgstr "탭 제목 언어 코드를 반환합니다." msgid "If [code]true[/code], tabs can be rearranged with mouse drag." -msgstr "[code]true[/code]이면 탭이 마우스 드래그로 재배치될 수 있습니다." +msgstr "[code]true[/code]이면 탭이 마우스 드래그로 다시 정렬될 수 있습니다." msgid "Represents the size of the [enum AlignmentMode] enum." msgstr "[enum AlignmentMode] 열거형의 크기를 나타냅니다." @@ -16533,8 +16485,8 @@ msgid "" "Called when the user presses the backspace key. Can be overridden with " "[method _backspace]." msgstr "" -"사용자가 백스페이스 키를 누를 때 호출됩니다. [method _backspace]로 재정의할 " -"수 있습니다." +"사용자가 백스페이스 키를 누를 때 호출됩니다. [method _backspace]로 오버라이드" +"할 수 있습니다." msgid "Performs a full reset of [TextEdit], including undo history." msgstr "실행 취소 이력을 포함하여 [TextEdit]의 전체 재설정을 수행합니다." @@ -16545,11 +16497,11 @@ msgstr "실행 취소 이력을 비웁니다." msgid "" "Copies the current text selection. Can be overridden with [method _copy]." msgstr "" -"현재 텍스트 선택 항목을 복사합니다. [method _copy]로 재정의할 수 있습니다." +"현재 텍스트 선택 항목을 복사합니다. [method _copy]로 오버라이드할 수 있습니다." msgid "Cut's the current selection. Can be overridden with [method _cut]." msgstr "" -"현재 텍스트 선택 항목을 잘라냅니다. [method _cut]로 재정의할 수 있습니다." +"현재 텍스트 선택 항목을 잘라냅니다. [method _cut]로 오버라이드할 수 있습니다." msgid "Deletes the selected text." msgstr "선택된 텍스트를 삭제합니다." @@ -17601,7 +17553,7 @@ msgid "" "All columns use [constant Node.AUTO_TRANSLATE_MODE_INHERIT] by default, which " "uses the same auto translate mode as the [Tree] itself." msgstr "" -"주어진 열의 자동 번역 모드를 [param index]로 설정합니다.\n" +"주어진 열의 자동 번역 모드를 [param mode]로 설정합니다.\n" "모든 열은 디폴트로 [constant Node.AUTO_TRANSLATE_MODE_INHERIT]를 사용하며, 이" "는 [Tree] 자체와 같은 자동 번역 모드를 사용합니다." @@ -17794,7 +17746,7 @@ msgid "Parent of all visual 3D nodes." msgstr "모든 시각적 3D 노드의 부모." msgid "Using VisualShaders" -msgstr "비주얼 셰이더 사용" +msgstr "VisualShaders 사용하기" msgid "Attaches the given node to the given frame." msgstr "주어진 노드를 주어진 프레임에 부착합니다." @@ -18187,8 +18139,8 @@ msgstr "" "[WorldEnvironment] 노드는 씬을 위한 디폴트 [Environment]를 구성하는 데 사용됩" "니다.\n" "[WorldEnvironment]에 정의된 매개변수는 현재 [Camera3D]에 설정된 [Environment] " -"노드로 재정의될 수 있습니다. 또한 한 번에 [WorldEnvironment] 하나만 주어진 씬" -"에서 인스턴스화할 수 있습니다.\n" +"노드로 오버라이드될 수 있습니다. 또한 한 번에 [WorldEnvironment] 하나만 주어" +"진 씬에서 인스턴스화할 수 있습니다.\n" "[WorldEnvironment]를 통해 사용자는 디폴트 조명 매개변수(예: 환경광), 다양한 후" "처리 효과(예: SSAO, DOF, 톤매핑), 배경을 그리는 방법(예: 단색, 스카이박스)을 " "지정할 수 있도록 합니다. 일반적으로 이는 씬의 사실감/색상 균형을 개선하기 위" diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 6e87da4205..3c6d388136 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -129,7 +129,7 @@ # Andrey Razin , 2025. # Deniil , 2025. # spantamano , 2025. -# JekSun97 , 2025. +# JekSun97 , 2025, 2026. # Deniil , 2025. # Steve Fly , 2025. # kentaurus , 2025. @@ -139,11 +139,12 @@ # Mikael Grigoryan , 2025. # zhoeshin , 2025. # penggrin12 , 2025. +# cofeek-codes <11kormyshev11@gmail.com>, 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-16 18:00+0000\n" +"PO-Revision-Date: 2026-01-07 17:02+0000\n" "Last-Translator: JekSun97 \n" "Language-Team: Russian \n" @@ -153,7 +154,7 @@ 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 5.15.1-dev\n" +"X-Generator: Weblate 5.15.1\n" msgid "All classes" msgstr "Все классы" @@ -1743,6 +1744,30 @@ msgstr "" "@export var ungrouped_number = 3\n" "[/codeblock]" +msgid "" +"Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] " +"or [Array][lb][Dictionary][rb] property with a large [TextEdit] widget " +"instead of a [LineEdit]. This adds support for multiline content and makes it " +"easier to edit large amount of text stored in the property.\n" +"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"@export_multiline var npc_dialogs: Array[String]\n" +"@export_multiline(\"monospace\", \"no_wrap\") var favorite_ascii_art: String\n" +"[/codeblock]" +msgstr "" +"Экспортируйте свойство типа [String], [Array][lb][String][rb], " +"[PackedStringArray], [Dictionary] или [Array][lb][Dictionary][rb] с помощью " +"большого виджета [TextEdit] вместо [LineEdit]. Это добавляет поддержку " +"многострочного содержимого и упрощает редактирование больших объемов текста, " +"хранящихся в свойстве.\n" +"См. также [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"@export_multiline var npc_dialogs: Array[String]\n" +"@export_multiline(\"monospace\", \"no_wrap\") var favorite_ascii_art: String\n" +"[/codeblock]" + msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for " "allowed node types.\n" @@ -1786,6 +1811,83 @@ msgstr "" "@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" "[/codeblock]" +msgid "" +"Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], " +"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " +"[PackedFloat32Array], or [PackedFloat64Array] property as a range value. The " +"range must be defined by [param min] and [param max], as well as an optional " +"[param step] and a variety of extra hints. The [param step] defaults to " +"[code]1[/code] for integer properties. For floating-point numbers this value " +"depends on your [member EditorSettings.interface/inspector/" +"default_float_step] setting.\n" +"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " +"provided, the editor widget will not cap the value at range boundaries. The " +"[code]\"exp\"[/code] hint will make the edited values on range to change " +"exponentially. The [code]\"prefer_slider\"[/code] hint will make integer " +"values use the slider instead of arrows for editing, while [code]" +"\"hide_control\"[/code] will hide the element controlling the value of the " +"editor widget.\n" +"Hints also allow to indicate the units for the edited value. Using [code]" +"\"radians_as_degrees\"[/code] you can specify that the actual value is in " +"radians, but should be displayed in degrees in the Inspector dock (the range " +"values are also in degrees). [code]\"degrees\"[/code] allows to add a degree " +"sign as a unit suffix (the value is unchanged). Finally, a custom suffix can " +"be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any " +"string.\n" +"See also [constant PROPERTY_HINT_RANGE].\n" +"[codeblock]\n" +"@export_range(0, 20) var number\n" +"@export_range(-10, 20) var number\n" +"@export_range(-10, 20, 0.2) var number: float\n" +"@export_range(0, 20) var numbers: Array[float]\n" +"\n" +"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" +"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" +"\n" +"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" +"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" +"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" +"[/codeblock]" +msgstr "" +"Экспортируйте свойство типа [int], [float], [Array][lb][int][rb], [Array][lb]" +"[float][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], " +"[PackedFloat32Array] или [PackedFloat64Array] в качестве значения диапазона. " +"Диапазон должен быть определен параметрами [param min] и [param max], а также " +"необязательным параметром [param step] и различными дополнительными " +"подсказками. Параметр [param step] по умолчанию равен [code]1[/code] для " +"целочисленных свойств. Для чисел с плавающей запятой это значение зависит от " +"вашей настройки [member EditorSettings.interface/inspector/" +"default_float_step].\n" +"Если указаны подсказки [code]\"or_greater\"[/code] и [code]\"or_less\"[/" +"code], виджет редактора не будет ограничивать значение границами диапазона. " +"Подсказка [code]\"exp\"[/code] заставит редактируемые значения в диапазоне " +"изменяться экспоненциально. Подсказка [code]\"prefer_slider\"[/code] заставит " +"целочисленные значения использовать ползунок вместо стрелок для " +"редактирования, а [code]\"hide_control\"[/code] скроет элемент, управляющий " +"значением виджета редактора.\n" +"Подсказки также позволяют указывать единицы измерения редактируемого " +"значения. Используя [code]\"radians_as_degrees\"[/code], вы можете указать, " +"что фактическое значение указано в радианах, но должно отображаться в " +"градусах в панели инспектора (значения диапазона также указаны в градусах). " +"[code]\"degrees\"[/code] позволяет добавить знак градуса в качестве суффикса " +"единиц измерения (значение остается неизменным). Наконец, можно указать " +"пользовательский суффикс с помощью [code]\"suffix:unit\"[/code], где \"unit\" " +"может быть любой строкой.\n" +"См. также [constant PROPERTY_HINT_RANGE].\n" +"[codeblock]\n" +"@export_range(0, 20) var number\n" +"@export_range(-10, 20) var number\n" +"@export_range(-10, 20, 0.2) var number: float\n" +"@export_range(0, 20) var numbers: Array[float]\n" +"\n" +"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" +"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" +"\n" +"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" +"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" +"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" +"[/codeblock]" + msgid "" "Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " "is not displayed in the editor, but it is serialized and stored in the scene " @@ -2006,97 +2108,6 @@ msgstr "" "@onready var character_name: Label = $Label\n" "[/codeblock]" -msgid "" -"Mark the following method for remote procedure calls. See [url=$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\", \"unreliable\", 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 "" -"Отметьте следующий метод для удалённого вызова процедур. См. [url=$DOCS_URL/" -"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" -"url].\n" -"Если [param mode] задан как [code]\"any_peer\"[/code], любой пир может " -"вызывать эту RPC-функцию. В противном случае, только авторизованный пир может " -"её вызывать, и [param mode] следует оставить как [code]\"authority\"[/code]. " -"При настройке функций как RPC с помощью [method Node.rpc_config] каждый из " -"этих режимов соответственно соответствует режимам RPC [constant " -"MultiplayerAPI.RPC_MODE_AUTHORITY] и [constant " -"MultiplayerAPI.RPC_MODE_ANY_PEER]. См. [enum MultiplayerAPI.RPCMode]. Если " -"одноранговый узел, не имеющий полномочий, попытается вызвать функцию, " -"разрешенную только для этого полномочия, функция не будет выполнена. Если " -"ошибка может быть обнаружена локально (при согласованности конфигурации RPC " -"на локальном и удалённом узлах), на отправителе будет отображено сообщение об " -"ошибке. В противном случае удалённый узел обнаружит ошибку и выведет " -"сообщение об ошибке на свой сервер.\n" -"Если [param sync] задан как [code]\"call_remote\"[/code], функция будет " -"выполнена только на удалённом пире, но не локально. Чтобы запустить эту " -"функцию локально, задайте [param sync] как [code]\"call_local\"[/code]. При " -"настройке функций как RPC с помощью [method Node.rpc_config] это эквивалентно " -"заданию [code]call_local[/code] как [code]true[/code].\n" -"Допустимые значения [param transfer_mode]: [code]\"unreliable\"[/code], [code]" -"\"unreliable_ordered\"[/code] или [code]\"reliable\"[/code]. Он задаёт режим " -"передачи для базового [MultiplayerPeer]. См. [member " -"MultiplayerPeer.transfer_mode].\n" -"Параметр [param transfer_channel] определяет канал базового " -"[MultiplayerPeer]. См. [member MultiplayerPeer.transfer_channel].\n" -"Порядок [param mode], [param sync] и [param transfer_mode] не имеет значения, " -"но значения, относящиеся к одному и тому же аргументу, не должны " -"использоваться более одного раза. [param transfer_channel] всегда должен быть " -"4-м аргументом (необходимо указать 3 предыдущих аргумента).\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) # Эквивалентно @rpc\n" -"func fn_default(): pass\n" -"[/codeblock]\n" -"[b]Примечание:[/b] Методы, аннотированные [annotation @rpc], не могут " -"принимать объекты, в которых определены обязательные параметры в [method " -"Object._init]. Подробнее см. в [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 " @@ -2940,6 +2951,60 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns the [Object] that corresponds to [param instance_id]. All Objects " +"have a unique instance ID. See also [method Object.get_instance_id].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var drink = \"water\"\n" +"\n" +"func _ready():\n" +"\tvar id = get_instance_id()\n" +"\tvar instance = instance_from_id(id)\n" +"\tprint(instance.drink) # Prints \"water\"\n" +"[/gdscript]\n" +"[csharp]\n" +"public partial class MyNode : Node\n" +"{\n" +"\tpublic string Drink { get; set; } = \"water\";\n" +"\n" +"\tpublic override void _Ready()\n" +"\t{\n" +"\t\tulong id = GetInstanceId();\n" +"\t\tvar instance = (MyNode)InstanceFromId(Id);\n" +"\t\tGD.Print(instance.Drink); // Prints \"water\"\n" +"\t}\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Возвращает [Object], соответствующий параметру [param instance_id]. Все " +"объекты имеют уникальный идентификатор (ID) экземпляра. См. также [method " +"Object.get_instance_id].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var drink = \"water\"\n" +"\n" +"func _ready():\n" +"\tvar id = get_instance_id()\n" +"\tvar instance = instance_from_id(id)\n" +"\tprint(instance.drink) # Выводит \"water\"\n" +"[/gdscript]\n" +"[csharp]\n" +"public partial class MyNode : Node\n" +"{\n" +"\tpublic string Drink { get; set; } = \"water\";\n" +"\n" +"\tpublic override void _Ready()\n" +"\t{\n" +"\t\tulong id = GetInstanceId();\n" +"\t\tvar instance = (MyNode)InstanceFromId(Id);\n" +"\t\tGD.Print(instance.Drink); // Выводит \"water\"\n" +"\t}\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " @@ -4550,6 +4615,33 @@ msgstr "" "[/codeblock]\n" "Смотрите также [method typeof]." +msgid "" +"Returns the internal type of the given [param variable], using the [enum " +"Variant.Type] values.\n" +"[codeblock]\n" +"var json = JSON.new()\n" +"json.parse('[\"a\", \"b\", \"c\"]')\n" +"var result = json.get_data()\n" +"if typeof(result) == TYPE_ARRAY:\n" +"\tprint(result[0]) # Prints \"a\"\n" +"else:\n" +"\tprint(\"Unexpected result!\")\n" +"[/codeblock]\n" +"See also [method type_string]." +msgstr "" +"Возвращает внутренний тип заданной [param variable], используя значения [enum " +"Variant.Type].\n" +"[codeblock]\n" +"var json = JSON.new()\n" +"json.parse('[\"a\", \"b\", \"c\"]')\n" +"var result = json.get_data()\n" +"if typeof(result) == TYPE_ARRAY:\n" +"\tprint(result[0]) # Выводит \"a\"\n" +"else:\n" +"\tprint(\"Неожиданный результат!\")\n" +"[/codeblock]\n" +"См. также [method type_string]." + msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" @@ -4817,9 +4909,15 @@ msgstr "Синглтон [NavigationMeshGenerator]." msgid "The [NavigationServer2D] singleton." msgstr "Синглтон [NavigationServer2D]." +msgid "The [NavigationServer2DManager] singleton." +msgstr "Синглтон [NavigationServer2DManager]." + msgid "The [NavigationServer3D] singleton." msgstr "Синглтон [NavigationServer3D]." +msgid "The [NavigationServer3DManager] singleton." +msgstr "Синглтон [NavigationServer3DManager]." + msgid "The [OS] singleton." msgstr "Синглтон [OS]." @@ -6325,6 +6423,76 @@ msgstr "" msgid "The property has no hint for the editor." msgstr "Свойство не имеет подсказку в редакторе." +msgid "" +"Hints that an [int] or [float] property should be within a range specified " +"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" +"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" +"or [code]\"or_less\"[/code] to allow manual input going respectively above " +"the max or below the min values.\n" +"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" +"Additionally, other keywords can be included: [code]\"exp\"[/code] for " +"exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " +"radian angles in degrees (the range values are also in degrees), [code]" +"\"degrees\"[/code] to hint at an angle, [code]\"prefer_slider\"[/code] to " +"show the slider for integers, [code]\"hide_control\"[/code] to hide the " +"slider or up-down arrows, and [code]\"suffix:px/s\"[/code] to display a " +"suffix indicating the value's unit (e.g. [code]px/s[/code] for pixels per " +"second)." +msgstr "" +"Подсказка указывает, что свойство типа [int] или [float] должно находиться в " +"диапазоне, указанном в строке подсказки [code]\"min,max\"[/code] или [code]" +"\"min,max,step\"[/code]. Строка подсказки может дополнительно включать [code]" +"\"or_greater\"[/code] и/или [code]\"or_less\"[/code], чтобы разрешить ручной " +"ввод значений, превышающих или не превышающих минимальное значение " +"соответственно.\n" +"[b]Пример:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" +"Кроме того, можно добавить другие ключевые слова: [code]\"exp\"[/code] для " +"редактирования диапазона в экспоненциальных значениях, [code]" +"\"radians_as_degrees\"[/code] для редактирования углов в радианах в градусах " +"(значения диапазона также указываются в градусах), [code]\"degrees\"[/code] " +"для указания угла, [code]\"prefer_slider\"[/code] для отображения ползунка " +"для целых чисел, [code]\"hide_control\"[/code] для скрытия ползунка или " +"стрелок вверх-вниз и [code]\"suffix:px/s\"[/code] для отображения суффикса, " +"указывающего единицу измерения значения (например, [code]px/s[/code] для " +"пикселей в секунду)." + +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 "" +"Подсказка указывает, что свойство типа [int], [String] или [StringName] " +"представляет собой перечисляемое значение, которое нужно выбрать из списка, " +"указанного в строке подсказки.\n" +"Строка подсказки представляет собой список имен, разделенных запятыми, " +"например, [code]\"Hello,Something,Else\"[/code]. Пробелы [b]не[/b] удаляются " +"с обоих концов имени. Для целочисленных свойств первое имя в списке имеет " +"значение 0, следующее — 1 и так далее. Явные значения также можно указать, " +"добавив к имени [code]:integer[/code], например, [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 "" +"Подсказка указывает, что свойство типа [String] или [StringName] может " +"представлять собой перечисляемое значение, которое можно выбрать из списка, " +"указанного в строке подсказки, например, [code]\"Hello,Something,Else\"[/" +"code]. Подробнее см. [constant PROPERTY_HINT_ENUM].\n" +"В отличие от [constant PROPERTY_HINT_ENUM], свойство с этой подсказкой по-" +"прежнему принимает произвольные значения и может быть пустым. Список значений " +"служит для предложения возможных значений." + msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " @@ -6345,6 +6513,35 @@ msgstr "" "Указывает, что векторное свойство позволяет связать его компоненты. Например, " "это позволяет редактировать [member Vector2.x] и [member Vector2.y] вместе." +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 "" +"Подсказка указывает, что свойство типа [int] представляет собой битовую маску " +"с именованными битовыми флагами.\n" +"Строка подсказки представляет собой список имен, разделенных запятыми, " +"например, [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]. Пробелы [b]не[/b] удаляются с " +"обоих концов имени. Первое имя в списке имеет значение 1, следующее — 2, " +"затем 4, 8, 16 и так далее. Явные значения также можно указать, добавив к " +"имени [code]:integer[/code], например, [code]\"A:4,B:8,C:16\"[/code]. Вы " +"также можете комбинировать несколько флагов ([code]\"A:4,B:8,AB:12,C:16\"[/" +"code]).\n" +"[b]Примечание:[/b] Значение флага должно быть не менее [code]1[/code] и не " +"более [code]2 ** 32 - 1[/code].\n" +"[b]Примечание:[/b] В отличие от [constant PROPERTY_HINT_ENUM], предыдущее " +"явное значение не учитывается. Для подсказки [code]\"A:16,B,C\"[/code] A " +"равно 16, B равно 2, C равно 4." + msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." @@ -6446,6 +6643,22 @@ msgstr "" "\"Texture2D\"[/code]). При его редактировании отобразится всплывающее меню " "допустимых типов ресурсов для создания экземпляра." +msgid "" +"Hints that a [String] property is text with line breaks. Editing it will show " +"a text input field where line breaks can be typed.\n" +"The hint string can be set to [code]\"monospace\"[/code] to force the input " +"field to use a monospaced font.\n" +"If the hint string [code]\"no_wrap\"[/code] is set, the input field will not " +"wrap lines at boundaries, instead resorting to making the area scrollable." +msgstr "" +"Подсказка указывает, что свойство [String] содержит текст с переносами строк. " +"При его редактировании появится текстовое поле ввода, куда можно вводить " +"переносы строк.\n" +"Строку подсказки можно установить на [code]\"monospace\"[/code], чтобы " +"принудительно использовать моноширинный шрифт в поле ввода.\n" +"Если задана строка подсказки [code]\"no_wrap\"[/code], поле ввода не будет " +"переносить строки по границам, вместо этого область будет прокручиваться." + msgid "Hints that a [String] property is an [Expression]." msgstr "Указывает, что свойство [String] является [Expression]." @@ -6947,6 +7160,44 @@ msgstr "" "Если свойство имеет значение по умолчанию [code]nil[/code], его тип будет " "[Variant]." +msgid "" +"The property is the element count of a property array, i.e. a list of groups " +"of related properties. Properties defined with this usage also need a " +"specific [code]class_name[/code] field in the form of [code]label,prefix[/" +"code]. The field may also include additional comma-separated options:\n" +"- [code]page_size=N[/code]: Overrides [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] for this array.\n" +"- [code]add_button_text=text[/code]: The text displayed by the \"Add " +"Element\" button.\n" +"- [code]static[/code]: The elements can't be re-arranged.\n" +"- [code]const[/code]: New elements can't be added.\n" +"- [code]numbered[/code]: An index will appear next to each element.\n" +"- [code]unfoldable[/code]: The array can't be folded.\n" +"- [code]swap_method=method_name[/code]: The method that will be called when " +"two elements switch places. The method should take 2 [int] parameters, which " +"will be indices of the elements being swapped.\n" +"Note that making a full-fledged property array requires boilerplate code " +"involving [method Object._get_property_list]." +msgstr "" +"Это свойство представляет собой количество элементов в массиве свойств, то " +"есть в списке групп связанных свойств. Свойства, определенные с таким " +"использованием, также должны иметь специальное поле [code]class_name[/code] в " +"формате [code]label,prefix[/code]. Поле может также содержать дополнительные " +"параметры, разделенные запятыми:\n" +"- [code]page_size=N[/code]: Переопределяет [member EditorSettings.interface/" +"inspector/max_array_dictionary_items_per_page] для этого массива.\n" +"- [code]add_button_text=text[/code]: Текст, отображаемый кнопкой «Добавить " +"элемент».\n" +"- [code]static[/code]: Элементы нельзя переставлять.\n" +"- [code]const[/code]: Новые элементы нельзя добавлять.\n" +"- [code]numbered[/code]: Рядом с каждым элементом будет отображаться индекс.\n" +"- [code]unfoldable[/code]: Массив нельзя свернуть.\n" +"- [code]swap_method=method_name[/code]: Метод, который будет вызываться при " +"обмене местами двух элементов. Метод должен принимать 2 параметра типа [int], " +"которые будут индексами обмениваемых элементов.\n" +"Обратите внимание, что создание полноценного массива свойств требует " +"шаблонного кода, включающего [method Object._get_property_list]." + msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " @@ -7892,6 +8143,23 @@ msgstr "" msgid "A base dialog used for user notification." msgstr "Базовый диалог, используемый для уведомления пользователя." +msgid "" +"The default use of [AcceptDialog] is to allow it to only be accepted or " +"closed, with the same result. However, the [signal confirmed] and [signal " +"canceled] signals allow to make the two actions different, and the [method " +"add_button] method allows to add custom buttons and actions.\n" +"[b]Note:[/b] [AcceptDialog] is invisible by default. To make it visible, call " +"one of the [code]popup_*[/code] methods from [Window] on the node, such as " +"[method Window.popup_centered_clamped]." +msgstr "" +"По умолчанию [AcceptDialog] позволяет только принять или закрыть диалоговое " +"окно, результат один и тот же. Однако сигналы [signal confirmed] и [signal " +"canceled] позволяют сделать эти два действия разными, а метод [method " +"add_button] позволяет добавлять пользовательские кнопки и действия.\n" +"[b]Примечание:[/b] [AcceptDialog] по умолчанию невидим. Чтобы сделать его " +"видимым, вызовите один из методов [code]popup_*[/code] из [Window] узла, " +"например, [method Window.popup_centered_clamped]." + msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button.\n" @@ -7967,6 +8235,15 @@ msgstr "" msgid "Sets autowrapping for the text in the dialog." msgstr "Устанавливает автоматический перенос текста в диалоге." +msgid "" +"If [code]true[/code], the dialog will be hidden when the " +"[code]ui_close_dialog[/code] action is pressed (by default, this action is " +"bound to [kbd]Escape[/kbd], or [kbd]Cmd + W[/kbd] on macOS)." +msgstr "" +"Если [code]true[/code], диалоговое окно будет скрыто при нажатии действия " +"[code]ui_close_dialog[/code] (по умолчанию это действие привязано к клавише " +"[kbd]Escape[/kbd] или [kbd]Cmd + W[/kbd] в macOS)." + msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. You " "can set it to [code]false[/code] if you want to do e.g. input validation when " @@ -8260,6 +8537,12 @@ msgstr "AES режим шифрования электронной кодово msgid "AES electronic codebook decryption mode." msgstr "AES режим дешифрования электронной кодовой книги." +msgid "AES cipher block chaining encryption mode." +msgstr "Режим шифрования с использованием цепочки блоков AES." + +msgid "AES cipher block chaining decryption mode." +msgstr "Режим дешифрования с использованием цепочки блоков шифрования AES." + msgid "Maximum value for the mode enum." msgstr "Максимальное значение для режима перечисления." @@ -8318,6 +8601,22 @@ msgstr "" "Устанавливает ось первого вращения. Работает только если [method " "is_using_euler] равен [code]true[/code]." +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 "" +"Устанавливает параметр relative в настройках по адресу [param index] в " +"значение [param enabled].\n" +"Если параметр [param enabled] установлен в значение [code]true[/code], " +"вращение применяется относительно текущей позы.\n" +"Если параметр [param enabled] установлен в значение [code]false[/code], " +"вращение применяется относительно остальных параметров. Это означает замену " +"текущей позы результатом [AimModifier3D]." + msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation with using " "euler.\n" @@ -10830,13 +11129,6 @@ msgstr "" "цикл на [member loop_mode], анимация будет циклично повторяться в [member " "timeline_length]." -msgid "" -"If [member use_custom_timeline] is [code]true[/code], offset the start " -"position of the animation." -msgstr "" -"Если [member use_custom_timeline] равно [code]true[/code], сместите начальную " -"позицию анимации." - msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -11414,6 +11706,13 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"If [code]true[/code], the sub-animation will abort if resumed with a reset " +"after a prior interruption." +msgstr "" +"Если [code]true[/code], то при возобновлении анимации с перезагрузкой после " +"предыдущего прерывания, она будет прервана." + msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" @@ -11766,9 +12065,39 @@ msgstr "" msgid "Returns the playback position within the current animation state." msgstr "Возвращает позицию воспроизведения в текущем состоянии анимации." +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 "" +"Возвращает длительность состояния воспроизведения узла из [method " +"get_fading_from_node]. Возвращает [code]0[/code], если затухание анимации не " +"происходит." + msgid "Returns the starting state of currently fading animation." msgstr "Возвращает начальное состояние текущей затухающей анимации." +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 "" +"Возвращает позицию воспроизведения узла из [method get_fading_from_node]. " +"Возвращает [code]0[/code], если анимация затухания не происходит." + +msgid "" +"Returns the length of the current fade animation. Returns [code]0[/code] if " +"no animation fade is occurring." +msgstr "" +"Возвращает длительность текущей анимации затухания. Возвращает [code]0[/" +"code], если анимация затухания не выполняется." + +msgid "" +"Returns the playback position of the current fade animation. Returns [code]0[/" +"code] if no animation fade is occurring." +msgstr "" +"Возвращает позицию воспроизведения текущей анимации затухания. Возвращает " +"[code]0[/code], если анимация затухания не выполняется." + msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" @@ -12363,6 +12692,27 @@ msgstr "" "Возвращает [code]true[/code], если в данный момент воспроизводится анимация с " "секцией." +msgid "" +"Returns [code]true[/code] if the an animation is currently active. An " +"animation is active if it was played by calling [method play] and was not " +"finished yet, or was stopped by calling [method stop].\n" +"This can be used to check whether an animation is currently paused or " +"stopped.\n" +"[codeblock]\n" +"var is_paused = not is_playing() and is_animation_active()\n" +"var is_stopped = not is_playing() and not is_animation_active()\n" +"[/codeblock]" +msgstr "" +"Возвращает [code]true[/code] Если анимация сейчас активна. Анимация активна, " +"если она была проиграна с помощью метода [method play] и еще не завершилась, " +"или была остановлена с помощью метода [method stop].\n" +"Может быть использовано для проверки того что анимация на паузе или " +"остановлена.\n" +"[codeblock]\n" +"var is_paused = not is_playing() and is_animation_active()\n" +"var is_stopped = not is_playing() and not is_animation_active()\n" +"[/codeblock]" + msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -14198,6 +14548,19 @@ msgstr "" "копия: все вложенные массивы и словари также дублируются (рекурсивно). Однако " "любой [Resource] по-прежнему используется совместно с исходным массивом." +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 "" +"Дублирует этот массив, глубоко, как [method duplicate] при передаче " +"[code]true[/code], с дополнительным контролем над обработкой подресурсов.\n" +"[param deep_subresources_mode] должен быть одним из значений из [enum " +"Resource.DeepDuplicateMode]. По умолчанию дублируются только внутренние " +"ресурсы (рекурсивно)." + 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 " @@ -14365,6 +14728,21 @@ msgstr "" "[b]Примечание:[/b] В отличие от оператора [code][][/code] ([code]array[0][/" "code]), ошибка генерируется без остановки выполнения проекта." +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 "" +"Возвращает элемент по заданному [param index] в массиве. Если [param index] " +"выходит за пределы массива или имеет отрицательное значение, этот метод " +"завершается с ошибкой и возвращает [code]null[/code].\n" +"Этот метод похож (но не идентичен) оператору [code][][/code]. Наиболее " +"примечательно то, что при сбое этого метода выполнение проекта не " +"приостанавливается, если он запускается из редактора." + 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 " @@ -14444,6 +14822,19 @@ msgstr "" "value] [enum Variant.Type]. Например, [code]7[/code] ([int]) и [code]7.0[/" "code] ([float]) не считаются равными для этого метода." +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 "" +"Возвращает хешированное 32-битное целое число, представляющее массив и его " +"содержимое.\n" +"[b]Примечание:[/b] Массивы с одинаковыми хеш-значениями [i]не[/i] " +"гарантированно будут одинаковыми из-за коллизий хеширования. Напротив, " +"массивы с разными хеш-значениями гарантированно будут разными." + 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 " @@ -14757,6 +15148,26 @@ msgstr "" "[/codeblock]\n" "См. также [method map], [method filter], [method any] и [method all]." +msgid "" +"Removes the element from the array at the given index ([param position]). If " +"the index is out of bounds, this method fails. If the index is negative, " +"[param position] is considered relative to the end of the array.\n" +"If you need to return the removed element, use [method pop_at]. To remove an " +"element by value, use [method erase] instead.\n" +"[b]Note:[/b] This method shifts every element's index after [param position] " +"back, which may have a noticeable performance cost, especially on larger " +"arrays." +msgstr "" +"Удаляет элемент из массива по заданному индексу ([param position]). Если " +"индекс выходит за пределы массива, этот метод завершается ошибкой. Если " +"индекс отрицательный, [param position] считается относительным к концу " +"массива.\n" +"Если вам нужно вернуть удаленный элемент, используйте [method pop_at]. Для " +"удаления элемента по значению используйте [method erase] вместо этого.\n" +"[b]Примечание:[/b] Этот метод сдвигает индекс каждого элемента после [param " +"position] назад, что может заметно снизить производительность, особенно в " +"больших массивах." + msgid "" "Sets the array's number of elements to [param size]. If [param size] is " "smaller than the array's current size, the elements at the end are removed. " @@ -15787,90 +16198,6 @@ msgstr "" "Результат находится в сегменте, который идет от [code]y = 0[/code] до [code]y " "= 5[/code]. Это ближайшая позиция в сегменте к заданной точке." -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 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 "" -"Возвращает массив с идентификаторами точек, которые формируют путь, найденный " -"AStar2D между заданными точками. Массив упорядочен от начальной точки до " -"конечной точки пути.\n" -"Если нет допустимого пути к цели, а [param allow_partial_path] равен " -"[code]true[/code], возвращает путь к ближайшей к цели точке, до которой можно " -"добраться.\n" -"[b]Примечание:[/b] Когда [param allow_partial_path] равен [code]true[/code], " -"а [param to_id] отключен, поиск может занять необычно много времени для " -"завершения.\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) # Вес по умолчанию: 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); // Вес по умолчанию: 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" -"Если изменить вес 2-й точки на 3, то результатом будет [code][1, 4, 3][/" -"code], потому что теперь, несмотря на то, что расстояние больше, пройти через " -"точку 4 «легче», чем через точку 2." - msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -15943,31 +16270,6 @@ msgstr "Возвращает текущее количество баллов в msgid "Returns an array of all point IDs." msgstr "Возвращает массив всех идентификаторов точек." -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 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 "" -"Возвращает массив точек, находящихся на пути, найденном AStar2D между " -"заданными точками. Массив упорядочен от начальной до конечной точки пути.\n" -"Если допустимого пути к цели нет, а [param allow_partial_path] равен " -"[code]true[/code], возвращает путь ближайшей к цели точке, до которой можно " -"дойти.\n" -"[b]Примечание:[/b] Этот метод не является потокобезопасным; его можно " -"использовать только из одного [Thread] в данный момент времени. Рассмотрите " -"возможность использования [Mutex] для обеспечения исключительного доступа к " -"одному потоку и предотвращения состояния гонки.\n" -"Кроме того, если [param allow_partial_path] равен [code]true[/code], а [param " -"to_id] отключен, поиск может занять необычно много времени." - msgid "Returns the position of the point associated with the given [param id]." msgstr "Возвращает положение точки, связанной с указанным [param id]." @@ -16342,88 +16644,6 @@ msgstr "" "Результат находится в сегменте, который идет от [code]y = 0[/code] до [code]y " "= 5[/code]. Это ближайшая позиция в сегменте к заданной точке." -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 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 "" -"Возвращает массив с идентификаторами точек, которые формируют путь, найденный " -"AStar3D между заданными точками. Массив упорядочен от начальной точки до " -"конечной точки пути.\n" -"Если допустимого пути к цели нет, а [param allow_partial_path] равен " -"[code]true[/code], возвращает путь к ближайшей к цели точке, до которой можно " -"добраться.\n" -"[b]Примечание:[/b] Когда [param allow_partial_path] равен [code]true[/code], " -"а [param to_id] отключен, поиск может занять необычно много времени для " -"завершения.\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) # Вес по умолчанию: 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); // Вес по умолчанию: 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" -"Если изменить вес 2-й точки на 3, то результатом будет [code][1, 4, 3][/" -"code], потому что теперь, несмотря на то, что расстояние больше, пройти через " -"точку 4 «легче», чем через точку 2." - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -16481,31 +16701,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"If 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 "" -"Возвращает массив точек, находящихся на пути, найденном AStar3D между " -"заданными точками. Массив упорядочен от начальной до конечной точки пути.\n" -"Если допустимого пути к цели нет, а [param allow_partial_path] равен " -"[code]true[/code], возвращает путь к ближайшей к цели точке, до которой можно " -"дойти.\n" -"[b]Примечание:[/b] Этот метод не является потокобезопасным; его можно " -"использовать только из одного [Thread] в данный момент времени. Рассмотрите " -"возможность использования [Mutex] для обеспечения исключительного доступа к " -"одному потоку и предотвращения состояния гонки.\n" -"Кроме того, если [param allow_partial_path] равен [code]true[/code], а [param " -"to_id] отключен, поиск может занять необычно много времени." - msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." @@ -16623,25 +16818,6 @@ msgstr "" "[b]Примечание:[/b] Вызов [method update] не требуется после вызова этой " "функции." -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 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 "" -"Возвращает массив с идентификаторами точек, которые формируют путь, найденный " -"AStar2D между заданными точками. Массив упорядочен от начальной точки до " -"конечной точки пути.\n" -"Если нет допустимого пути к цели, а [param allow_partial_path] равен " -"[code]true[/code], возвращает путь к ближайшей к цели точке, до которой можно " -"добраться.\n" -"[b]Примечание:[/b] Когда [param allow_partial_path] равен [code]true[/code], " -"а [param to_id] — сплошной, поиск может занять необычно много времени." - msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " @@ -16651,31 +16827,6 @@ msgstr "" "[code]position[/code]: [Vector2], [code]solid[/code]: [bool], " "[code]weight_scale[/code]: [float]) в области [param]." -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 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 "" -"Возвращает массив с точками, которые находятся на пути, найденном " -"[AStarGrid2D] между заданными точками. Массив упорядочен от начальной точки " -"до конечной точки пути.\n" -"Если нет допустимого пути к цели, а [param allow_partial_path] равен " -"[code]true[/code], возвращает путь к ближайшей к цели точке, до которой можно " -"добраться.\n" -"[b]Примечание:[/b] Этот метод не является потокобезопасным. При вызове из " -"[Thread] он вернет пустой массив и выведет сообщение об ошибке.\n" -"Кроме того, когда [param allow_partial_path] равен [code]true[/code], а " -"[param to_id] является сплошным, поиск может занять необычно много времени " -"для завершения." - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -17007,6 +17158,19 @@ msgstr "" "[member Rect2.size] этого свойства (\"w\" и \"h\" в редакторе), нарисованная " "текстура изменяет размер, чтобы вписаться в поле." +msgid "" +"The region used to draw the [member atlas]. If either dimension of the " +"region's size is [code]0[/code], the value from [member atlas] size will be " +"used for that axis instead.\n" +"[b]Note:[/b] The image size is always an integer, so the actual region size " +"is rounded down." +msgstr "" +"Область, используемая для построения [member atlas]. Если хотя бы один из " +"параметров размера области равен [code]0[/code], то для этой оси будет " +"использоваться значение из [member atlas].\n" +"[b]Примечание:[/b] Размер изображения всегда является целым числом, поэтому " +"фактический размер области округляется в меньшую сторону." + msgid "Stores information about the audio buses." msgstr "Сохраняет информацию об аудио шинах." @@ -18455,6 +18619,16 @@ msgstr "" "headless[/code] также автоматически устанавливает аудиодрайвер в [code]Dummy[/" "code]. См. также [member ProjectSettings.audio/driver/driver]." +msgid "" +"Returns the absolute size of the microphone input buffer. This is set to a " +"multiple of the audio latency and can be used to estimate the minimum rate at " +"which the frames need to be fetched." +msgstr "" +"Возвращает абсолютный размер буфера входного сигнала микрофона. Он " +"устанавливается равным кратному значению задержки звука и может " +"использоваться для оценки минимальной скорости, с которой необходимо получать " +"кадры." + msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " @@ -18468,6 +18642,32 @@ msgstr "" "параметра для предупреждений, связанных с разрешениями и настройками " "конфиденциальности операционной системы." +msgid "" +"Returns a [PackedVector2Array] containing exactly [param frames] audio " +"samples from the internal microphone buffer if available, otherwise returns " +"an empty [PackedVector2Array].\n" +"The buffer is filled at the rate of [method get_input_mix_rate] frames per " +"second when [method set_input_device_active] has successfully been set to " +"[code]true[/code].\n" +"The samples are signed floating-point PCM values between [code]-1[/code] and " +"[code]1[/code]." +msgstr "" +"Возвращает [PackedVector2Array], содержащий ровно [param frames] аудиосэмплов " +"из внутреннего буфера микрофона, если он доступен; в противном случае " +"возвращает пустой [PackedVector2Array].\n" +"Буфер заполняется со скоростью [method get_input_mix_rate] кадров в секунду, " +"если [method set_input_device_active] успешно установлен в [code]true[/" +"code].\n" +"Сэмплы представляют собой знаковые значения PCM с плавающей запятой в " +"диапазоне от [code]-1[/code] до [code]1[/code]." + +msgid "" +"Returns the number of frames available to read using [method " +"get_input_frames]." +msgstr "" +"Возвращает количество кадров, доступных для чтения с помощью метода [method " +"get_input_frames]." + msgid "Returns the sample rate at the input of the [AudioServer]." msgstr "Возвращает частоту дискретизации на входе [AudioServer]." @@ -18608,6 +18808,18 @@ msgstr "" "[b]Примечание:[/b] Это включено по умолчанию в редакторе, так как " "используется плагинами редактора для предпросмотра аудиопотока." +msgid "" +"If [param active] is [code]true[/code], starts the microphone input stream " +"specified by [member input_device] or returns an error if it failed.\n" +"If [param active] is [code]false[/code], stops the input stream if it is " +"running." +msgstr "" +"Если [param active] равно [code]true[/code], запускает поток входного сигнала " +"с микрофона, указанный в [member input_device], или возвращает ошибку в " +"случае сбоя.\n" +"Если [param active] равно [code]false[/code], останавливает поток входного " +"сигнала, если он запущен." + msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "Меняет местами два эффекта в шине [param bus_idx]." @@ -20578,6 +20790,47 @@ msgstr "" "Управляет тем, как AudioStream Randomizer выбирает, какой AudioStream " "воспроизводить следующим." +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 "" +"Максимально возможный множитель частоты случайного изменения высоты тона. " +"Высота тона будет выбрана случайным образом в диапазоне от [code skip-" +"lint]1.0 / random_pitch[/code] до [code skip-lint]random_pitch[/code]. " +"Значение [code]1.0[/code] означает отсутствие изменения высоты тона. Значение " +"[code]2.0[/code] означает, что высота тона будет случайной, удвоенной или " +"половинной.\n" +"[b]Примечание:[/b] Установка этого свойства также устанавливает [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 "" +"Максимально возможное расстояние в полутонах для случайного изменения высоты " +"тона. Значение [code]0.0[/code] означает отсутствие изменения.\n" +"[b]Примечание:[/b] Установка этого свойства также устанавливает [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 "" +"Интенсивность случайных колебаний громкости. Громкость будет увеличиваться " +"или уменьшаться на случайное значение до [code skip-" +"lint]random_volume_offset_db[/code]. Значение [code]0.0[/code] означает " +"отсутствие колебаний. Значение [code]3.0[/code] означает, что громкость будет " +"случайным образом изменяться в диапазоне от [code]-3.0 dB[/code] до [code]" +"+3.0 dB[/code]." + msgid "The number of streams in the stream pool." msgstr "Количество потоков в пуле потоков." @@ -21127,6 +21380,43 @@ msgstr "" msgid "Standard Material 3D and ORM Material 3D" msgstr "Стандартный материал 3D и материал ORM 3D" +msgid "Returns [code]true[/code] if the specified [param feature] is enabled." +msgstr "Возвращает [code]true[/code], если указанная [param feature] включена." + +msgid "Returns [code]true[/code] if the specified [param flag] is enabled." +msgstr "Возвращает [code]true[/code], если указанный [param flag] включен." + +msgid "" +"Returns the [Texture2D] associated with the specified texture [param param]." +msgstr "Возвращает [Texture2D], связанный с указанной текстурой [param param]." + +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 "" +"Если [param enable] имеет значение [code]true[/code], то включается указанная " +"[param feature]. Многие функции, доступные в [BaseMaterial3D], необходимо " +"включить перед использованием. Таким образом, затраты на использование " +"функции возникают только при её указании. Функции также можно включить, " +"установив соответствующее свойство в значение [code]true[/code]." + +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 "" +"Если [param enable] равно [code]true[/code], включается указанный [param " +"flag]. Флаги — это необязательное поведение, которое можно включать и " +"выключать. С помощью этой функции можно включить только один флаг за раз; " +"перечисления флагов нельзя объединять в битовую маску для включения или " +"выключения нескольких флагов одновременно. Флаги также можно включить, " +"установив соответствующее свойство в [code]true[/code]." + msgid "Sets the texture for the slot specified by [param param]." msgstr "Устанавливает текстуру для слота, указанного [param param]." @@ -21156,6 +21446,27 @@ msgstr "" "Если текстура неожиданно выглядит слишком темной или слишком яркой, проверьте " "[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 "" +"Если [code]true[/code], принудительно выполняется преобразование [member " +"albedo_texture] из нелинейного кодирования sRGB в линейное кодирование. См. " +"также [member vertex_color_is_srgb].\n" +"Это следует включать только при необходимости (обычно при использовании " +"[ViewportTexture] в качестве [member albedo_texture]). Если [member " +"albedo_texture_force_srgb] имеет значение [code]true[/code], когда это не " +"должно быть так, текстура будет выглядеть слишком темной. Если [member " +"albedo_texture_force_srgb] имеет значение [code]false[/code], когда это не " +"должно быть так, текстура будет выглядеть слишком светлой." + msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." @@ -21441,6 +21752,18 @@ msgstr "" msgid "May be affected by future rendering pipeline changes." msgstr "Могут быть затронуты будущими изменениями в конвейере рендеринга." +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 "" +"Определяет, какой оператор сравнения используется при проверке глубины.\n" +"[b]Примечание:[/b] Изменение значения [member depth_test] на значение, " +"отличное от значения по умолчанию, оказывает видимый эффект только при " +"использовании на прозрачном материале или материале, у которого [member " +"depth_draw_mode] установлено на [constant DEPTH_DRAW_DISABLED]." + 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 " @@ -22152,6 +22475,16 @@ msgstr "" msgid "The primary color of the stencil effect." msgstr "Основной цвет трафаретного эффекта." +msgid "The comparison operator to use for stencil masking operations." +msgstr "" +"Оператор сравнения, используемый для операций трафаретного маскирования." + +msgid "The flags dictating how the stencil operation behaves." +msgstr "Флаги, определяющие поведение операции трафарета." + +msgid "The stencil effect mode." +msgstr "Режим трафаретного эффекта." + msgid "The outline thickness for [constant STENCIL_MODE_OUTLINE]." msgstr "Толщина контура для [constant STENCIL_MODE_OUTLINE]." @@ -22439,6 +22772,23 @@ msgstr "" "вычисляется в мировом пространстве, а не в локальном пространстве объекта. " "См. также [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 "" +"Если [code]true[/code], цвета вершин считаются хранящимися в нелинейном " +"кодировании sRGB и преобразуются в линейное кодирование во время рендеринга. " +"Если [code]false[/code], цвета вершин считаются хранящимися в линейном " +"кодировании и отображаются как есть. См. также [member " +"albedo_texture_force_srgb].\n" +"[b]Примечание:[/b] Эффективно только при использовании методов рендеринга " +"Forward+ и Mobile, а не Compatibility." + msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "Если [code]true[/code], цвет вершины используется как цвет альбедо." @@ -22869,6 +23219,19 @@ msgstr "" msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "Установите [code]ALBEDO[/code] на цвет вершины, указанный в сетке." +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 "" +"Цвета вершин считаются хранящимися в нелинейном кодировании sRGB и " +"преобразуются в линейное кодирование во время рендеринга. См. также [member " +"vertex_color_is_srgb].\n" +"[b]Примечание:[/b] Эффективно только при использовании методов рендеринга " +"Forward+ и Mobile." + 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[/" @@ -22919,6 +23282,13 @@ msgstr "" "Используйте координаты [code]UV2[/code] для поиска от [member " "emission_texture]." +msgid "" +"Forces the shader to convert albedo from nonlinear sRGB encoding to linear " +"encoding. See also [member albedo_texture_force_srgb]." +msgstr "" +"Принуждает шейдер преобразовывать альбедо из нелинейного кодирования sRGB в " +"линейное кодирование. См. также [member albedo_texture_force_srgb]." + msgid "Disables receiving shadows from other objects." msgstr "Отключает получение теней от других объектов." @@ -23151,6 +23521,13 @@ msgstr "" "Позволяет выполнять операции с трафаретами без предварительной настройки " "пресета." +msgid "" +"The material will only be rendered where it passes a stencil comparison with " +"existing stencil buffer values." +msgstr "" +"Материал будет отображаться только в том случае, если он пройдет сравнение " +"трафарета с существующими значениями буфера трафарета." + msgid "" "The material will write the reference value to the stencil buffer where it " "passes the depth test." @@ -24528,6 +24905,21 @@ msgstr "" "Эта кость будет только ссылаться на нее, но не будет изменена этим " "модификатором." +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 "" +"Возвращает путь к узлу-ссылке для параметра по адресу [param index].\n" +"Этот узел будет только использоваться в качестве ссылки и не будет изменяться " +"данным модификатором." + +msgid "" +"Returns the reference target type of the setting at [param index]. See also " +"[enum ReferenceType]." +msgstr "" +"Возвращает целевой тип ссылки для параметра по адресу [param index]. См. " +"также [enum ReferenceType]." + msgid "Returns the number of settings in the modifier." msgstr "Возвращает количество настроек в модификаторе." @@ -24566,9 +24958,44 @@ msgstr "" "Эта кость будет только ссылаться на нее, но не будет изменена этим " "модификатором." +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 "" +"Устанавливает путь к узлу-ссылке для параметра [param index] в [param node].\n" +"Этот узел будет только использоваться в качестве ссылки и не будет изменяться " +"этим модификатором." + +msgid "" +"Sets the reference target type of the setting at [param index] to [param " +"type]. See also [enum ReferenceType]." +msgstr "" +"Устанавливает целевой тип ссылки для параметра по адресу [param index] равным " +"[param type]. См. также [enum ReferenceType]." + msgid "Sets the number of settings in the modifier." msgstr "Задает количество настроек в модификаторе." +msgid "" +"The reference target is a bone. In this case, the reference target spaces is " +"local space." +msgstr "" +"В качестве опорной точки используется кость. В данном случае опорная точка " +"находится в локальном пространстве." + +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 "" +"В качестве опорного объекта используется [Node3D]. В данном случае опорный " +"объект находится в пространстве модели.\n" +"Иными словами, координаты опорного объекта обрабатываются так, как если бы он " +"был расположен непосредственно под [Skeleton3D], который является " +"родительским элементом для [BoneConstraint3D]." + msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." @@ -24642,12 +25069,58 @@ msgstr "" "профиль. Он используется для обновления имен ключей в [BoneMap] и для " "перерисовки редактора [BoneMap]." +msgid "" +"A node that propagates and disperses the child bone's twist to the parent " +"bones." +msgstr "" +"Узел, который распространяет и распределяет скручивание дочерней кости на " +"родительские кости." + +msgid "" +"This [BoneTwistDisperser3D] allows for smooth twist interpolation between " +"multiple bones by dispersing the end bone's twist to the parents. This only " +"changes the twist without changing the global position of each joint.\n" +"This is useful for smoothly twisting bones in combination with " +"[CopyTransformModifier3D] and IK.\n" +"[b]Note:[/b] If an extracted twist is greater than 180 degrees, flipping " +"occurs. This is similar to [ConvertTransformModifier3D]." +msgstr "" +"Этот [BoneTwistDisperser3D] позволяет плавно интерполировать скручивание " +"между несколькими костями, распределяя скручивание конечной кости на " +"родительские кости. Это изменяет только скручивание, не изменяя глобальное " +"положение каждого сустава.\n" +"Это полезно для плавного скручивания костей в сочетании с " +"[CopyTransformModifier3D] и IK.\n" +"[b]Примечание:[/b] Если извлеченное скручивание превышает 180 градусов, " +"происходит переворачивание. Это аналогично [ConvertTransformModifier3D]." + msgid "Clears all settings." msgstr "Очищает все настройки." +msgid "" +"Returns the damping curve when [method get_disperse_mode] is [constant " +"DISPERSE_MODE_CUSTOM]." +msgstr "" +"Возвращает кривую затухания, когда [method get_disperse_mode] равен [constant " +"DISPERSE_MODE_CUSTOM]." + +msgid "" +"Returns whether to use automatic amount assignment or to allow manual " +"assignment." +msgstr "" +"Возвращает значение, указывающее, следует ли использовать автоматическое " +"присвоение суммы или разрешить ручное присвоение." + msgid "Returns the end bone index of the bone chain." msgstr "Возвращает индекс конечной кости цепочки костей." +msgid "" +"Returns the tail direction of the end bone of the bone chain when [method " +"is_end_bone_extended] is [code]true[/code]." +msgstr "" +"Возвращает направление хвоста конечной кости цепочки костей, когда [method " +"is_end_bone_extended] имеет значение [code]true[/code]." + msgid "Returns the end bone name of the bone chain." msgstr "Возвращает имя конечной кости цепочки костей." @@ -24661,12 +25134,83 @@ msgstr "Возвращает имя кости в [param joint] в списке msgid "Returns the joint count of the bone chain's joint list." msgstr "Возвращает количество суставов в списке суставов цепочки костей." +msgid "" +"Returns the twist amount at [param joint] in the bone chain's joint list when " +"[method get_disperse_mode] is [constant DISPERSE_MODE_CUSTOM]." +msgstr "" +"Возвращает величину скручивания в [param joint] в списке суставов цепочки " +"костей, когда [method get_disperse_mode] имеет значение [constant " +"DISPERSE_MODE_CUSTOM]." + +msgid "" +"Returns the reference bone to extract twist of the setting at [param index].\n" +"This bone is either the end of the chain or its parent, depending on [method " +"is_end_bone_extended]." +msgstr "" +"Возвращает опорную кость для извлечения скручивания в настройке по адресу " +"[param index].\n" +"Эта кость является либо концом цепочки, либо ее родительской, в зависимости " +"от [method is_end_bone_extended]." + +msgid "" +"Returns the reference bone name to extract twist of the setting at [param " +"index].\n" +"This bone is either the end of the chain or its parent, depending on [method " +"is_end_bone_extended]." +msgstr "" +"Возвращает имя опорной кости для извлечения значения скручивания в настройке " +"по адресу [param index].\n" +"Эта кость является либо концом цепочки, либо ее родительской костью, в " +"зависимости от [method is_end_bone_extended]." + msgid "Returns the root bone index of the bone chain." msgstr "Возвращает индекс корневой кости цепочки костей." msgid "Returns the root bone name of the bone chain." msgstr "Возвращает имя корневой кости цепочки костей." +msgid "" +"Returns 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]." +msgstr "" +"Возвращает вращение в произвольное состояние перед поворотом для текущей позы " +"кости, чтобы извлечь поворот, когда [method is_twist_from_rest] имеет " +"значение [code]false[/code]." + +msgid "" +"Returns the position at which to divide the segment between joints for weight " +"assignment when [method get_disperse_mode] is [constant " +"DISPERSE_MODE_WEIGHTED]." +msgstr "" +"Возвращает позицию, в которой следует разделить сегмент между суставами для " +"присвоения весов, когда [method get_disperse_mode] равен [constant " +"DISPERSE_MODE_WEIGHTED]." + +msgid "Returns [code]true[/code] if the end bone is extended to have a tail." +msgstr "" +"Возвращает [code]true[/code], если конечная кость удлинена и имеет хвост." + +msgid "" +"Returns [code]true[/code] if extracting the twist amount from the difference " +"between the bone rest and the current bone pose." +msgstr "" +"Возвращает [code]true[/code], если величина скручивания вычисляется как " +"разница между состоянием покоя кости и текущим положением кости." + +msgid "" +"Sets the damping curve when [method get_disperse_mode] is [constant " +"DISPERSE_MODE_CUSTOM]." +msgstr "" +"Устанавливает кривую затухания, когда [method get_disperse_mode] имеет " +"значение [constant DISPERSE_MODE_CUSTOM]." + +msgid "" +"Sets whether to use automatic amount assignment or to allow manual assignment." +msgstr "" +"Определяет, следует ли использовать автоматическое присвоение сумм или " +"разрешить ручное присвоение." + msgid "Sets the end bone index of the bone chain." msgstr "Устанавливает индекс конечной кости в костной цепи." @@ -24677,15 +25221,140 @@ msgstr "" "Устанавливает направление хвоста конечной кости цепочки костей, когда [method " "is_end_bone_extended] имеет значение [code]true[/code]." +msgid "" +"Sets the end bone name of the bone chain.\n" +"[b]Note:[/b] The end bone must be a child of the root bone." +msgstr "" +"Задает имя конечной кости цепочки костей.\n" +"[b]Примечание:[/b] Конечная кость должна быть дочерней по отношению к " +"корневой кости." + +msgid "" +"If [param enabled] is [code]true[/code], the end bone is extended to have a " +"tail.\n" +"If [param enabled] is [code]false[/code], [method get_reference_bone] becomes " +"a parent of the end bone and it uses the vector to the end bone as a twist " +"axis." +msgstr "" +"Если [param enabled] равно [code]true[/code], конечная кость удлиняется, " +"образуя хвост.\n" +"Если [param enabled] равно [code]false[/code], [method get_reference_bone] " +"становится родительским элементом для конечной кости и использует вектор к " +"конечной кости в качестве оси скручивания." + +msgid "" +"Sets the twist amount at [param joint] in the bone chain's joint list when " +"[method get_disperse_mode] is [constant DISPERSE_MODE_CUSTOM]." +msgstr "" +"Устанавливает величину скручивания в [param joint] в списке суставов цепочки " +"костей, когда [method get_disperse_mode] имеет значение [constant " +"DISPERSE_MODE_CUSTOM]." + msgid "Sets the root bone index of the bone chain." msgstr "Устанавливает индекс корневой кости цепочки костей." msgid "Sets the root bone name of the bone chain." msgstr "Задает имя корневой кости цепочки костей." +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 "" +"Устанавливает вращение в произвольное состояние перед скручиванием для " +"текущей позы кости, чтобы извлечь скручивание, когда [method " +"is_twist_from_rest] равен [code]false[/code].\n" +"Другими словами, вызвав [method set_twist_from] с помощью [signal " +"SkeletonModifier3D.modification_processed] конкретного [SkeletonModifier3D], " +"вы можете извлечь только скручивания, сгенерированные модификаторами, " +"обработанными после, но до этого [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 "" +"Если [param enabled] равно [code]true[/code], то величина скручивания " +"вычисляется как разница между положением кости в состоянии покоя и текущим " +"положением кости.\n" +"Если [param enabled] равно [code]false[/code], то величина скручивания " +"вычисляется как разница между [method get_twist_from] и текущим положением " +"кости. См. также [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 "" +"Задает положение, в котором следует разделить сегмент между суставами для " +"присвоения весов, когда [method get_disperse_mode] равен [constant " +"DISPERSE_MODE_WEIGHTED].\n" +"Например, если [param weight_position] равен [code]0.5[/code], и между тремя " +"суставами существуют два костных сегмента длиной [code]1.0[/code], каждому " +"суставу присваиваются веса от корня до конца в соотношениях [code]0.5[/code], " +"[code]1.0[/code] и [code]0.5[/code]. Тогда значения становятся [code]0.25[/" +"code], [code]0.75[/code] и [code]1.0[/code] соответственно." + +msgid "" +"If [code]true[/code], the solver retrieves the bone axis from the bone pose " +"every frame.\n" +"If [code]false[/code], the solver retrieves the bone axis from the bone rest " +"and caches it." +msgstr "" +"Если [code]true[/code], решатель извлекает ось кости из положения кости " +"каждый кадр.\n" +"Если [code]false[/code], решатель извлекает ось кости из положения кости и " +"кэширует её." + msgid "The number of settings." msgstr "Количество настроек." +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 "" +"Назначьте значения таким образом, чтобы они монотонно возрастали от " +"[code]0.0[/code] до [code]1.0[/code], обеспечивая при этом равенство всех " +"весов. Например, для пяти суставов значения будут [code]0.2[/code], " +"[code]0.4[/code], [code]0.6[/code], [code]0.8[/code] и [code]1.0[/code], " +"начиная с корневой кости." + +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 "" +"Назначьте значения таким образом, чтобы они монотонно возрастали от " +"[code]0.0[/code] до [code]1.0[/code] в зависимости от длины костей между " +"суставными сегментами. См. также [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 "" +"Вы можете присваивать произвольные значения списку суставов. См. также " +"[method set_joint_twist_amount].\n" +"Когда [method is_end_bone_extended] имеет значение [code]false[/code], " +"дочерний элемент опорной кости существует исключительно для определения оси " +"скручивания, поэтому его пользовательское значение абсолютно никак не влияет " +"на результат." + msgid "A built-in boolean type." msgstr "Встроенный логический тип." @@ -25142,6 +25811,13 @@ msgstr "" "и выравнивание текста. Если центрировать по горизонтали и вертикали, текст " "будет отрисован поверх значка." +msgid "" +"Language code used for line-breaking and text shaping algorithms. If left " +"empty, the current locale is used instead." +msgstr "" +"Код языка, используемый алгоритмами переноса строк и форматирования текста. " +"Если оставить поле пустым, будет использоваться текущая локаль." + msgid "The button's text that will be displayed inside the button's area." msgstr "Текст кнопки, который будет отображаться внутри области кнопки." @@ -25968,9 +26644,6 @@ msgstr "" msgid "2D Isometric Demo" msgstr "Изометрическая 2D-демо" -msgid "Aligns the camera to the tracked node." -msgstr "Выравнивает камеру по отслеживаемому узлу." - msgid "Forces the camera to update scroll immediately." msgstr "Заставляет камеру немедленно обновить прокрутку." @@ -27280,6 +27953,9 @@ msgstr "Устанавливает RGB-изображение для этого msgid "Sets YCbCr image for this feed." msgstr "Устанавливает изображение YCbCr для этого канала." +msgid "Sets Y and CbCr images for this feed." +msgstr "Задает значения Y и CbCr изображений для этого потока." + msgid "If [code]true[/code], the feed is active." msgstr "Если [code]true[/code], канал активен." @@ -27483,6 +28159,71 @@ msgstr "" msgid "Merges several 2D nodes into a single draw operation." msgstr "Объединяет несколько 2D-узлов в одну операцию рисования." +msgid "" +"Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It " +"allows to e.g. draw overlapping translucent 2D nodes without causing the " +"overlapping sections to be more opaque than intended (set the [member " +"CanvasItem.self_modulate] property on the [CanvasGroup] to achieve this " +"effect).\n" +"[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " +"backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " +"overrides the built-in shader. To duplicate the behavior of the built-in " +"shader in a custom [Shader], use the following:\n" +"[codeblock]\n" +"shader_type canvas_item;\n" +"render_mode unshaded;\n" +"\n" +"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " +"filter_nearest;\n" +"\n" +"void fragment() {\n" +"\tvec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" +"\n" +"\tif (c.a > 0.0001) {\n" +"\t\tc.rgb /= c.a;\n" +"\t}\n" +"\n" +"\tCOLOR *= c;\n" +"}\n" +"[/codeblock]\n" +"[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both " +"utilize the backbuffer, children of a [CanvasGroup] who have their [member " +"CanvasItem.clip_children] set to anything other than [constant " +"CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly." +msgstr "" +"Дочерние узлы [CanvasItem] группы [CanvasGroup] отрисовываются как единый " +"объект. Это позволяет, например, отрисовывать перекрывающиеся полупрозрачные " +"2D-узлы, не делая перекрывающиеся участки более непрозрачными, чем " +"предполагалось (для достижения этого эффекта установите свойство [member " +"CanvasItem.self_modulate] для [CanvasGroup]).\n" +"[b]Примечание:[/b] [CanvasGroup] использует пользовательский шейдер для " +"чтения из буфера фона для отрисовки своих дочерних элементов. Присвоение " +"[Material] группе [CanvasGroup] переопределяет встроенный шейдер. Чтобы " +"воспроизвести поведение встроенного шейдера в пользовательском [Shader], " +"используйте следующее:\n" +"[codeblock]\n" +"shader_type canvas_item;\n" +"render_mode unshaded;\n" +"\n" +"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " +"filter_nearest;\n" +"\n" +"void fragment() {\n" +"\tvec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" +"\n" +"\tif (c.a > 0.0001) {\n" +"\t\tc.rgb /= c.a;\n" +"\t}\n" +"\n" +"\tCOLOR *= c;\n" +"}\n" +"[/codeblock]\n" +"[b]Примечание:[/b] Поскольку [CanvasGroup] и [member " +"CanvasItem.clip_children] используют буфер заднего вида, дочерние элементы " +"[CanvasGroup], у которых [member CanvasItem.clip_children] установлено на " +"значение, отличное от [constant CanvasItem.CLIP_CHILDREN_DISABLED], не будут " +"работать корректно." + msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " @@ -27613,6 +28354,41 @@ msgstr "" "указанный фрагмент анимации. Это более быстрый способ реализовать анимацию, " "которая зацикливается на фоне, а не перерисовывается постоянно." +msgid "" +"Draws an unfilled arc between the given angles with a uniform [param color] " +"and [param width] and optional antialiasing (supported only for positive " +"[param width]). The larger the value of [param point_count], the smoother the " +"curve. [param center] is defined in local space. For elliptical arcs, see " +"[method draw_ellipse_arc]. See also [method draw_circle].\n" +"If [param width] is negative, it will be ignored and the arc will be drawn " +"using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " +"the CanvasItem is scaled, the arc will remain thin. If this behavior is not " +"desired, then pass a positive [param width] like [code]1.0[/code].\n" +"The arc is drawn from [param start_angle] towards the value of [param " +"end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " +"and counter-clockwise otherwise. Passing the same angles but in reversed " +"order will produce the same arc. If absolute difference of [param " +"start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " +"radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." +msgstr "" +"Рисует незаполненную дугу между заданными углами с равномерными значениями " +"[param color] и [param width] и опциональным сглаживанием (поддерживается " +"только для положительных значений [param width]). Чем больше значение [param " +"point_count], тем плавнее кривая. [param center] определяется в локальном " +"пространстве. Для эллиптических дуг см. [method draw_ellipse_arc]. См. также " +"[method draw_circle].\n" +"Если [param width] отрицательное, оно будет проигнорировано, и дуга будет " +"нарисована с использованием [constant RenderingServer.PRIMITIVE_LINE_STRIP]. " +"Это означает, что при масштабировании CanvasItem дуга останется тонкой. Если " +"такое поведение нежелательно, передайте положительное значение [param width], " +"например, [code]1.0[/code].\n" +"Дуга рисуется от [param start_angle] к значению [param end_angle], то есть по " +"часовой стрелке, если [code]start_angle < end_angle[/code], и против часовой " +"стрелки в противном случае. Прохождение тех же углов, но в обратном порядке, " +"даст ту же дугу. Если абсолютная разница между [param start_angle] и [param " +"end_angle] больше [constant @GDScript.TAU] радиан, то рисуется полная " +"окружность (т.е. дуга не будет перекрывать саму себя)." + msgid "" "Draws a string first character using a custom font. If [param oversampling] " "is greater than zero, it is used as font oversampling factor, otherwise " @@ -27636,23 +28412,36 @@ msgstr "" "просмотра. [param pos] определяется в локальном пространстве." msgid "" -"Draws a colored polygon of any number of points, convex or concave. The " -"points in the [param points] array are defined in local space. Unlike [method " -"draw_polygon], a single color must be specified for the whole polygon.\n" -"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " -"vertices, consider pre-calculating the triangulation with [method " -"Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " -"draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." +"Draws a circle, with [param position] defined in local space. See also " +"[method draw_ellipse], [method draw_arc], [method draw_polyline], and [method " +"draw_polygon].\n" +"If [param filled] is [code]true[/code], the circle will be filled with the " +"[param color] specified. If [param filled] is [code]false[/code], the circle " +"will be drawn as a stroke with the [param color] and [param width] " +"specified.\n" +"If [param width] is negative, then two-point primitives will be drawn instead " +"of a four-point ones. This means that when the CanvasItem is scaled, the " +"lines will remain thin. If this behavior is not desired, then pass a positive " +"[param width] like [code]1.0[/code].\n" +"If [param antialiased] is [code]true[/code], half transparent \"feathers\" " +"will be attached to the boundary, making outlines smooth.\n" +"[b]Note:[/b] [param width] is only effective if [param filled] is " +"[code]false[/code]." msgstr "" -"Рисует цветной многоугольник из любого количества точек, выпуклых или " -"вогнутых. Точки в массиве [param points] определены в локальном пространстве. " -"В отличие от [method draw_polygon], для всего многоугольника должен быть " -"указан один цвет.\n" -"[b]Примечание:[/b] Если вы часто перерисовываете один и тот же многоугольник " -"с большим количеством вершин, рассмотрите возможность предварительного " -"расчёта триангуляции с помощью [method Geometry2D.triangulate_polygon] и " -"[method draw_mesh], [method draw_multimesh] или [method " -"RenderingServer.canvas_item_add_triangle_array]." +"Рисует круг с [param position], заданным в локальном пространстве. См. также " +"[method draw_ellipse], [method draw_arc], [method draw_polyline] и [method " +"draw_polygon].\n" +"Если [param filled] равен [code]true[/code], круг будет залит указанным " +"[param color]. Если [param filled] равен [code]false[/code], круг будет " +"нарисован как обводка с заданными [param color] и [param width].\n" +"Если [param width] отрицательный, будут нарисованы двухточечные примитивы " +"вместо четырехточечных. Это означает, что при масштабировании CanvasItem " +"линии останутся тонкими. Если такое поведение нежелательно, передайте " +"положительный [param width], например [code]1.0[/code].\n" +"Если [param antialiased] равен [code]true[/code], к границе будут прикреплены " +"полупрозрачные «перья», делающие контуры плавными.\n" +"[b]Примечание:[/b] Параметр [param width] эффективен только в том случае, " +"если [param filled] равен [code]false[/code]." msgid "" "Draws a dashed line from a 2D point to another, with a given color and width. " @@ -27699,6 +28488,73 @@ msgstr "" "[b]Примечание:[/b] [param antialiased] эффективен только в том случае, если " "[param width] больше [code]0.0[/code]." +msgid "" +"Draws an ellipse with semi-major axis [param major] and semi-minor axis " +"[param minor]. See also [method draw_circle], [method draw_ellipse_arc], " +"[method draw_polyline], and [method draw_polygon].\n" +"If [param filled] is [code]true[/code], the ellipse will be filled with the " +"[param color] specified. If [param filled] is [code]false[/code], the ellipse " +"will be drawn as a stroke with the [param color] and [param width] " +"specified.\n" +"If [param width] is negative, then two-point primitives will be drawn instead " +"of four-point ones. This means that when the CanvasItem is scaled, the lines " +"will remain thin. If this behavior is not desired, then pass a positive " +"[param width] like [code]1.0[/code].\n" +"If [param antialiased] is [code]true[/code], half transparent \"feathers\" " +"will be attached to the boundary, making outlines smooth.\n" +"[b]Note:[/b] [param width] is only effective if [param filled] is " +"[code]false[/code]." +msgstr "" +"Рисует эллипс с большой полуосью [param major] и малой полуосью [param " +"minor]. См. также [method draw_circle], [method draw_ellipse_arc], [method " +"draw_polyline] и [method draw_polygon].\n" +"Если [param filled] равно [code]true[/code], эллипс будет залит указанным " +"[param color]. Если [param filled] равно [code]false[/code], эллипс будет " +"нарисован в виде обводки с указанными [param color] и [param width] " +"значениями.\n" +"Если [param width] отрицательное значение, будут нарисованы двухточечные " +"примитивы вместо четырехточечных. Это означает, что при масштабировании " +"CanvasItem линии останутся тонкими. Если такое поведение нежелательно, " +"передайте положительное значение [param width], например [code]1.0[/code].\n" +"Если [param antialiased] равно [code]true[/code], к границе будут прикреплены " +"полупрозрачные «перья», сглаживающие контуры.\n" +"[b]Примечание:[/b] [param width] действует только в том случае, если [param " +"filled] равно [code]false[/code]." + +msgid "" +"Draws an unfilled elliptical arc between the given angles with a uniform " +"[param color] and [param width] and optional antialiasing (supported only for " +"positive [param width]). The larger the value of [param point_count], the " +"smoother the curve. For circular arcs, see [method draw_arc]. See also " +"[method draw_ellipse].\n" +"If [param width] is negative, it will be ignored and the arc will be drawn " +"using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " +"the CanvasItem is scaled, the arc will remain thin. If this behavior is not " +"desired, then pass a positive [param width] like [code]1.0[/code].\n" +"The arc is drawn from [param start_angle] towards the value of [param " +"end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " +"and counter-clockwise otherwise. Passing the same angles but in reversed " +"order will produce the same arc. If absolute difference of [param " +"start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " +"radians, then a full ellipse is drawn (i.e. arc will not overlap itself)." +msgstr "" +"Рисует незаполненную эллиптическую дугу между заданными углами с равномерными " +"значениями [param color] и [param width] и опциональным сглаживанием " +"(поддерживается только для положительных значений [param width]). Чем больше " +"значение [param point_count], тем плавнее кривая. Для круговых дуг см. " +"[method draw_arc]. См. также [method draw_ellipse].\n" +"Если [param width] отрицательное, оно будет проигнорировано, и дуга будет " +"нарисована с использованием [constant RenderingServer.PRIMITIVE_LINE_STRIP]. " +"Это означает, что при масштабировании CanvasItem дуга останется тонкой. Если " +"такое поведение нежелательно, передайте положительное значение [param width], " +"например, [code]1.0[/code].\n" +"Дуга рисуется от [param start_angle] к значению [param end_angle], то есть по " +"часовой стрелке, если [code]start_angle < end_angle[/code], и против часовой " +"стрелки в противном случае. Прохождение тех же углов, но в обратном порядке, " +"даст ту же дугу. Если абсолютная разница между [param start_angle] и [param " +"end_angle] больше [constant @GDScript.TAU] радиан, то будет нарисован полный " +"эллипс (т.е. дуга не будет перекрывать саму себя)." + msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " @@ -27712,37 +28568,6 @@ msgstr "" "интересует этот конкретный вариант использования, использование этой функции " "после отправки фрагментов не требуется." -msgid "" -"Draws a textured rectangle region of the font texture with LCD subpixel anti-" -"aliasing at a given position, optionally modulated by a color. The [param " -"rect] is defined in local space.\n" -"Texture is drawn using the following blend operation, blend mode of the " -"[CanvasItemMaterial] is ignored:\n" -"[codeblock]\n" -"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " -"modulate.a);\n" -"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " -"modulate.a);\n" -"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " -"modulate.a);\n" -"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" -"[/codeblock]" -msgstr "" -"Рисует текстурированную прямоугольную область текстуры шрифта с субпиксельным " -"сглаживанием ЖК-дисплея в заданной позиции, при необходимости модулируемую " -"цветом. Параметр [param rect] определяется в локальном пространстве.\n" -"Текстура рисуется с помощью следующей операции смешивания, режим смешивания " -"[CanvasItemMaterial] игнорируется:\n" -"[codeblock]\n" -"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " -"modulate.a);\n" -"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " -"modulate.a);\n" -"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " -"modulate.a);\n" -"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" -"[/codeblock]" - msgid "" "Draws a line from a 2D point to another, with a given color and width. It can " "be optionally antialiased. The [param from] and [param to] positions are " @@ -27762,36 +28587,6 @@ msgstr "" "линия останется тонкой. Если такое поведение нежелательно, передайте " "положительное значение [param width], например, [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." -msgstr "" -"Рисует [Mesh] в 2D, используя предоставленную текстуру. См. [MeshInstance2D] " -"для получения соответствующей документации. Параметр [param transform] " -"определяется в локальном пространстве." - -msgid "" -"Draws a textured rectangle region of the multichannel signed distance field " -"texture at a given position, optionally modulated by a color. The [param " -"rect] is defined in local space. See [member " -"FontFile.multichannel_signed_distance_field] for more information and caveats " -"about MSDF font rendering.\n" -"If [param outline] is positive, each alpha channel value of pixel in region " -"is set to maximum value of true distance in the [param outline] radius.\n" -"Value of the [param pixel_range] should the same that was used during " -"distance field texture generation." -msgstr "" -"Рисует текстурированную прямоугольную область многоканальной текстуры поля " -"расстояний со знаком в заданной позиции, при необходимости модулируемую " -"цветом. Параметр [param rect] определяется в локальном пространстве. См. " -"[member FontFile.multichannel_signed_distance_field] для получения " -"дополнительной информации и пояснений по рендерингу шрифтов MSDF.\n" -"Если [param outline] положительный, каждое значение альфа-канала пикселя в " -"области устанавливается равным максимальному значению истинного расстояния в " -"радиусе [param outline].\n" -"Значение [param pixel_range] должно совпадать с значением, использованным при " -"генерации текстуры поля расстояний." - msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " @@ -27883,38 +28678,6 @@ msgstr "" "передискретизации шрифта, в противном случае используются настройки " "передискретизации области просмотра." -msgid "" -"Draws a [MultiMesh] in 2D with the provided texture. See " -"[MultiMeshInstance2D] for related documentation." -msgstr "" -"Рисует [MultiMesh] в 2D с предоставленной текстурой. См. " -"[MultiMeshInstance2D] для соответствующей документации." - -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 " -"individually. The [param points] array is defined in local space. See also " -"[method draw_polyline] and [method draw_polyline_colors]. If you need more " -"flexibility (such as being able to use bones), use [method " -"RenderingServer.canvas_item_add_triangle_array] instead.\n" -"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " -"vertices, consider pre-calculating the triangulation with [method " -"Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " -"draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." -msgstr "" -"Рисует сплошной многоугольник из любого количества точек, выпуклый или " -"вогнутый. В отличие от метода [method draw_colored_polygon], цвет каждой " -"точки можно менять индивидуально. Массив [param points] определён в локальном " -"пространстве. См. также методы [method draw_polyline] и [method " -"draw_polyline_colors]. Если вам нужна большая гибкость (например, возможность " -"использовать кости), используйте метод [method " -"RenderingServer.canvas_item_add_triangle_array].\n" -"[b]Примечание:[/b] Если вы часто перерисовываете один и тот же многоугольник " -"с большим количеством вершин, рассмотрите возможность предварительного " -"расчёта триангуляции с помощью метода [method Geometry2D.triangulate_polygon] " -"и метода [method draw_mesh], метода [method draw_multimesh] или метода " -"[method RenderingServer.canvas_item_add_triangle_array]." - msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -27970,21 +28733,6 @@ msgstr "" "тонкой. Если такое поведение нежелательно, передайте положительное значение " "[param width], например, [code]1.0[/code]." -msgid "" -"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " -"are specified, nothing will be drawn and an error message will be printed. " -"The [param points] array is defined in local space. See also [method " -"draw_line], [method draw_polyline], [method draw_polygon], and [method " -"draw_rect]." -msgstr "" -"Рисует пользовательский примитив. 1 точка для точки, 2 точки для линии, 3 " -"точки для треугольника и 4 точки для четырёхугольника. Если указано 0 точек " -"или более 4 точек, ничего не будет отрисовано и будет выведено сообщение об " -"ошибке. Массив [param points] определён в локальном пространстве. См. также " -"[method draw_line], [method draw_polyline], [method draw_polygon] и [method " -"draw_rect]." - msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " "be filled with the [param color] specified. If [param filled] is [code]false[/" @@ -28056,69 +28804,6 @@ msgstr "" "Задаёт локальное преобразование для рисования через матрицу. Всё, что будет " "отрисовано после этого, будет преобразовано этим преобразованием." -msgid "" -"Draws [param text] using the specified [param font] at the [param pos] in " -"local space (bottom-left corner using the baseline of the font). The text " -"will have its color multiplied by [param modulate]. If [param width] is " -"greater than or equal to 0, the text will be clipped if it exceeds the " -"specified width. If [param oversampling] is greater than zero, it is used as " -"font oversampling factor, otherwise viewport oversampling settings are used.\n" -"[b]Example:[/b] Draw \"Hello world\", using the project's default font:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# If using this method in a script that redraws constantly, move the\n" -"# `default_font` declaration to a member variable assigned in `_ready()`\n" -"# so the Control is only created once.\n" -"var default_font = ThemeDB.fallback_font\n" -"var default_font_size = ThemeDB.fallback_font_size\n" -"draw_string(default_font, Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" -"[/gdscript]\n" -"[csharp]\n" -"// If using this method in a script that redraws constantly, move the\n" -"// `default_font` declaration to a member variable assigned in `_Ready()`\n" -"// so the Control is only created once.\n" -"Font defaultFont = ThemeDB.FallbackFont;\n" -"int defaultFontSize = ThemeDB.FallbackFontSize;\n" -"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See also [method Font.draw_string]." -msgstr "" -"Рисует [param text] с заданным [param font] в точке [param pos] в локальном " -"пространстве (в левом нижнем углу, используя базовую линию шрифта). Цвет " -"текста будет умножен на [param modulate]. Если [param width] больше или равен " -"0, текст будет обрезан при превышении заданной ширины. Если [param " -"oversampling] больше нуля, он используется как коэффициент передискретизации " -"шрифта, в противном случае используются настройки передискретизации области " -"просмотра.\n" -"[b]Пример:[/b] Нарисовать надпись «Hello world» шрифтом проекта по " -"умолчанию:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# При использовании этого метода в скрипте, который постоянно " -"перерисовывается, переместите\n" -"# объявление `default_font` в переменную-член, назначенную в `_ready()`,\n" -"# чтобы элемент управления создавался только один раз.\n" -"var default_font = ThemeDB.fallback_font\n" -"var default_font_size = ThemeDB.fallback_font_size\n" -"draw_string(default_font, Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" -"[/gdscript]\n" -"[csharp]\n" -"# При использовании этого метода в скрипте, который постоянно " -"перерисовывается, переместите\n" -"# объявление `default_font` в переменную-член, назначенную в `_Ready()`,\n" -"# чтобы элемент управления создавался только один раз.\n" -"Font defaultFont = ThemeDB.FallbackFont;\n" -"int defaultFontSize = ThemeDB.FallbackFontSize;\n" -"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " -"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"См. также [method Font.draw_string]." - msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] in local space (bottom-left corner using the baseline of the font). The " @@ -28135,42 +28820,6 @@ msgstr "" "шрифта, в противном случае используются настройки передискретизации области " "просмотра." -msgid "Draws a styled rectangle. The [param rect] is defined in local space." -msgstr "" -"Рисует стилизованный прямоугольник. Параметр [param rect] определяется в " -"локальном пространстве." - -msgid "" -"Draws a texture at a given position. The [param position] is defined in local " -"space." -msgstr "" -"Рисует текстуру в заданной позиции. Параметр [param position] определяется в " -"локальном пространстве." - -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 " -"[code]true[/code], the texture will have its X and Y coordinates swapped. See " -"also [method draw_rect] and [method draw_texture_rect_region]." -msgstr "" -"Рисует текстурированный прямоугольник в заданной позиции, возможно, " -"модулируемый цветом. Параметр [param rect] определяется в локальном " -"пространстве. Если [param transpose] равен [code]true[/code], координаты X и " -"Y текстуры поменяются местами. См. также [method draw_rect] и [method " -"draw_texture_rect_region]." - -msgid "" -"Draws a textured rectangle from a texture's region (specified by [param " -"src_rect]) at a given position in local space, optionally modulated by a " -"color. If [param transpose] is [code]true[/code], the texture will have its X " -"and Y coordinates swapped. See also [method draw_texture_rect]." -msgstr "" -"Рисует текстурированный прямоугольник из области текстуры (указанной " -"параметром [param src_rect]) в заданной точке локального пространства, при " -"необходимости модулируя его цветом. Если параметр [param transpose] равен " -"[code]true[/code], координаты X и Y текстуры поменяются местами. См. также " -"[method draw_texture_rect]." - msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" @@ -28259,6 +28908,18 @@ msgstr "" "Возвращает положение мыши в этом [CanvasItem], используя локальную систему " "координат этого [CanvasItem]." +msgid "" +"Returns the transform of this [CanvasItem] in global screen coordinates (i.e. " +"taking window position into account). Mostly useful for editor plugins.\n" +"Equivalent to [method get_global_transform_with_canvas] if the window is " +"embedded (see [member Viewport.gui_embed_subwindows])." +msgstr "" +"Возвращает преобразование этого [CanvasItem] в глобальных экранных " +"координатах (т. е. с учетом положения окна). В основном полезно для плагинов " +"редактора.\n" +"Эквивалентно [method get_global_transform_with_canvas], если окно встроено " +"(см. [member Viewport.gui_embed_subwindows])." + msgid "Returns the transform matrix of this [CanvasItem]." msgstr "Возвращает матрицу преобразования этого [CanvasItem]." @@ -28424,6 +29085,18 @@ msgstr "" "[b]Примечание:[/b] Многие элементы холста, такие как [Bone2D] или " "[CollisionShape2D], автоматически включают это для правильной работы." +msgid "" +"If [code]true[/code], the node will receive [constant " +"NOTIFICATION_TRANSFORM_CHANGED] whenever its global transform changes.\n" +"[b]Note:[/b] Many canvas items such as [Camera2D] or [Light2D] automatically " +"enable this in order to function correctly." +msgstr "" +"Если [code]true[/code], узел будет получать [constant " +"NOTIFICATION_TRANSFORM_CHANGED] всякий раз, когда изменяется его глобальное " +"преобразование.\n" +"[b]Примечание:[/b] Многие элементы холста, такие как [Camera2D] или " +"[Light2D], автоматически включают эту функцию для корректной работы." + msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." @@ -28538,15 +29211,6 @@ msgstr "" "Если [code]true[/code], то в качестве материала этого узла используется " "[member material] родительского [CanvasItem]." -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." -msgstr "" -"Слой рендеринга, в котором этот [CanvasItem] рендерится узлами [Viewport]. " -"[Viewport] будет рендерить [CanvasItem], если он и все его родители разделяют " -"слой с маской отбраковки холста [Viewport]." - msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " @@ -28708,6 +29372,13 @@ msgstr "" msgid "The [CanvasItem] has entered the canvas." msgstr "[CanvasItem] вошел в холст." +msgid "" +"The [CanvasItem] has exited the canvas.\n" +"This notification is sent in reversed order." +msgstr "" +"[CanvasItem] вышел за пределы холста.\n" +"Это уведомление отправляется в обратном порядке." + msgid "" "Notification received when this [CanvasItem] is registered to a new [World2D] " "(see [method get_world_2d])." @@ -29361,6 +30032,30 @@ msgstr "" "[member radius] больше половины [member height], свойства корректируются до " "допустимого значения." +msgid "Rotation based cyclic coordinate descent inverse kinematics solver." +msgstr "" +"Решатель обратной кинематики на основе циклического координатного спуска с " +"вращением." + +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] — это обратная кинематика на основе вращения, обеспечивающая " +"быстрое и эффективное отслеживание даже при больших поворотах суставов. Она " +"особенно подходит для цепочек с ограничениями, обеспечивая более плавное и " +"стабильное отслеживание цели по сравнению с [FABRIK3D].\n" +"Результирующее скручивание вокруг вектора движения всегда будет сохраняться " +"из предыдущей позы.\n" +"[b]Примечание:[/b] Когда цель находится близко к корню, это может вызывать " +"неестественные движения, включая перевороты суставов и колебания." + msgid "A container that keeps child controls in its center." msgstr "Контейнер, в центре которого находятся дочерние элементы управления." @@ -29378,6 +30073,27 @@ msgstr "" "Если [code]true[/code], то дочерние элементы центрируются относительно " "верхнего левого угла [CenterContainer]." +msgid "" +"A [SkeletonModifier3D] to apply inverse kinematics to bone chains containing " +"an arbitrary number of bones." +msgstr "" +"[SkeletonModifier3D] для применения обратной кинематики к цепочкам костей, " +"содержащим произвольное количество костей." + +msgid "" +"Base class of [SkeletonModifier3D] that automatically generates a joint list " +"from the bones between the root bone and the end bone." +msgstr "" +"Базовый класс [SkeletonModifier3D], который автоматически генерирует список " +"суставов из костей между корневой и конечными костями." + +msgid "" +"Returns the end bone tail length of the bone chain when [method " +"is_end_bone_extended] is [code]true[/code]." +msgstr "" +"Возвращает длину хвостовой части конечной кости цепочки костей, когда [method " +"is_end_bone_extended] имеет значение [code]true[/code]." + msgid "" "Sets the end bone tail length of the bone chain when [method " "is_end_bone_extended] is [code]true[/code]." @@ -29385,6 +30101,31 @@ msgstr "" "Устанавливает длину конечной кости цепи костей, когда [method " "is_end_bone_extended] имеет значение [code]true[/code]." +msgid "" +"Sets the end bone name of the bone chain.\n" +"[b]Note:[/b] The end bone must be the root bone or a child of the root bone. " +"If they are the same, the tail must be extended by [method " +"set_extend_end_bone] to modify the bone." +msgstr "" +"Задает имя конечной кости цепочки костей.\n" +"[b]Примечание:[/b] Конечная кость должна быть корневой костью или дочерней " +"костью корневой кости. Если они совпадают, хвостовая кость должна быть " +"расширена с помощью [method set_extend_end_bone] для изменения кости." + +msgid "" +"If [param enabled] is [code]true[/code], the end bone is extended to have a " +"tail.\n" +"The extended tail config is allocated to the last element in the joint list. " +"In other words, if you set [param enabled] to [code]false[/code], the config " +"of the last element in the joint list has no effect in the simulated result." +msgstr "" +"Если [param enabled] равно [code]true[/code], конечная кость удлиняется, " +"образуя хвост.\n" +"Конфигурация расширенного хвоста назначается последнему элементу в списке " +"суставов. Другими словами, если вы установите [param enabled] в [code]false[/" +"code], конфигурация последнего элемента в списке суставов не повлияет на " +"результат моделирования." + msgid "A 2D physics body specialized for characters moved by script." msgstr "" "Двухмерное физическое тело, специально предназначенное для персонажей, " @@ -29471,6 +30212,17 @@ msgstr "" "несколько движений, когда происходит скольжение, и этот метод возвращает " "последнее, что полезно для получения текущего направления движения." +msgid "" +"Returns a [KinematicCollision2D] if a collision occurred. The returned value " +"contains information about the latest collision that occurred during the last " +"call to [method move_and_slide]. Returns [code]null[/code] if no collision " +"occurred. See also [method get_slide_collision]." +msgstr "" +"Возвращает [KinematicCollision2D], если произошло столкновение. Возвращаемое " +"значение содержит информацию о последнем столкновении, произошедшем во время " +"последнего вызова [method move_and_slide]. Возвращает [code]null[/code], если " +"столкновения не произошло. См. также [method get_slide_collision]." + msgid "" "Returns the linear velocity of the platform at the last collision point. Only " "valid after calling [method move_and_slide]." @@ -29498,6 +30250,52 @@ msgstr "" "возвращает диагональное движение, в отличие от [member velocity], который " "возвращает запрошенную скорость." +msgid "" +"Returns a [KinematicCollision2D], which contains information about a " +"collision that occurred during the last call to [method move_and_slide]. " +"Since the body can collide several times in a single call to [method " +"move_and_slide], you must specify the index of the collision in the range 0 " +"to ([method get_slide_collision_count] - 1). See also [method " +"get_last_slide_collision].\n" +"[b]Example:[/b] Iterate through the collisions with a [code]for[/code] loop:\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count():\n" +"\tvar collision = get_slide_collision(i)\n" +"\tprint(\"Collided with: \", collision.get_collider().name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +"\tKinematicCollision2D collision = GetSlideCollision(i);\n" +"\tGD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Возвращает [KinematicCollision2D], содержащий информацию о столкновении, " +"произошедшем во время последнего вызова метода [method move_and_slide]. " +"Поскольку тело может столкнуться несколько раз за один вызов [method " +"move_and_slide], необходимо указать индекс столкновения в диапазоне от 0 до " +"([method get_slide_collision_count] - 1). См. также [method " +"get_last_slide_collision].\n" +"[b]Пример:[/b] Переберите столкновения с помощью цикла [code]for[/code]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count():\n" +"\tvar collision = get_slide_collision(i)\n" +"\tprint(\"Произошло столкновение с: \", collision.get_collider().name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +"\tKinematicCollision2D collision = GetSlideCollision(i);\n" +"\tGD.Print(\"Произошло столкновение с: \", (collision.GetCollider() as " +"Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." @@ -29780,6 +30578,19 @@ msgstr "" "столкновения были зарегистрированы как стены, рассмотрите возможность " "использования [constant MOTION_MODE_FLOATING] в качестве [member motion_mode]." +msgid "" +"Current velocity vector in pixels per second, used and modified during calls " +"to [method move_and_slide].\n" +"[b]Note:[/b] A common mistake is setting this property to the desired " +"velocity multiplied by [code]delta[/code], which produces a motion vector in " +"pixels." +msgstr "" +"Текущий вектор скорости в пикселях в секунду, используемый и изменяемый во " +"время вызовов [method move_and_slide].\n" +"[b]Примечание:[/b] Распространенная ошибка — установка этого свойства равным " +"желаемой скорости, умноженной на [code]delta[/code], что приводит к вектору " +"движения в пикселях." + msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. This property only " @@ -29882,6 +30693,17 @@ msgstr "" "несколько движений, когда происходит скольжение, и этот метод возвращает " "последнее, что полезно для получения текущего направления движения." +msgid "" +"Returns a [KinematicCollision3D] if a collision occurred. The returned value " +"contains information about the latest collision that occurred during the last " +"call to [method move_and_slide]. Returns [code]null[/code] if no collision " +"occurred. See also [method get_slide_collision]." +msgstr "" +"Возвращает [KinematicCollision3D], если произошло столкновение. Возвращаемое " +"значение содержит информацию о последнем столкновении, произошедшем во время " +"последнего вызова метода [method move_and_slide]. Возвращает [code]null[/" +"code], если столкновения не произошло. См. также [method get_slide_collision]." + msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." @@ -29889,6 +30711,21 @@ msgstr "" "Возвращает угловую скорость платформы в последней точке столкновения. " "Действует только после вызова [method move_and_slide]." +msgid "" +"Returns a [KinematicCollision3D], which contains information about a " +"collision that occurred during the last call to [method move_and_slide]. " +"Since the body can collide several times in a single call to [method " +"move_and_slide], you must specify the index of the collision in the range 0 " +"to ([method get_slide_collision_count] - 1). See also [method " +"get_last_slide_collision]." +msgstr "" +"Возвращает [KinematicCollision3D], содержащий информацию о столкновении, " +"произошедшем во время последнего вызова метода [method move_and_slide]. " +"Поскольку тело может столкнуться несколько раз за один вызов [method " +"move_and_slide], необходимо указать индекс столкновения в диапазоне от 0 до " +"([method get_slide_collision_count] - 1). См. также [method " +"get_last_slide_collision]." + msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body rather than stop immediately. If the other " @@ -29961,6 +30798,19 @@ msgstr "" "столкновения были зарегистрированы как стены, рассмотрите возможность " "использования [constant MOTION_MODE_FLOATING] в качестве [member motion_mode]." +msgid "" +"Current velocity vector (typically meters per second), used and modified " +"during calls to [method move_and_slide].\n" +"[b]Note:[/b] A common mistake is setting this property to the desired " +"velocity multiplied by [code]delta[/code], which produces a motion vector " +"(typically in meters)." +msgstr "" +"Текущий вектор скорости (обычно в метрах в секунду), используемый и " +"изменяемый во время вызовов метода [method move_and_slide].\n" +"[b]Примечание:[/b] Распространенная ошибка — установка этого свойства равным " +"желаемой скорости, умноженной на [code]delta[/code], что приводит к созданию " +"вектора движения (обычно в метрах)." + msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. When [member " @@ -31148,6 +31998,11 @@ msgstr "" "начинаются с [code]1[/code] и увеличиваются для каждой строки текста. Щелчок " "и перетаскивание разделителя номеров строк выделит целые строки текста." +msgid "The minimum width in digits reserved for the line number gutter." +msgstr "" +"Минимальная ширина в цифрах, зарезервированная для промежутка между номерами " +"строк." + msgid "" "If [code]true[/code], line numbers drawn in the gutter are zero padded based " "on the total line count. Requires [member gutters_draw_line_numbers] to be " @@ -32169,6 +33024,25 @@ msgstr "" "Узел, который придает многоугольную форму родительскому объекту " "[CollisionObject2D]." +msgid "" +"A node that provides a polygon shape to a [CollisionObject2D] parent and " +"allows it to be edited. The polygon can be concave or convex. This can give a " +"detection shape to an [Area2D], turn a [PhysicsBody2D] into a solid object, " +"or give a hollow shape to a [StaticBody2D].\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionPolygon2D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its polygon instead." +msgstr "" +"Узел, который задает форму многоугольника для родительского объекта " +"[CollisionObject2D] и позволяет его редактировать. Многоугольник может быть " +"вогнутым или выпуклым. Это может придать форму обнаружения объекту [Area2D], " +"превратить объект [PhysicsBody2D] в твердый объект или придать объекту " +"[StaticBody2D] форму полого объекта.\n" +"[b]Предупреждение:[/b] Объект [CollisionPolygon2D] с неравномерным " +"масштабированием, скорее всего, будет вести себя не так, как ожидается. " +"Убедитесь, что его масштаб одинаков по всем осям, и вместо этого " +"отрегулируйте его многоугольник." + msgid "Collision build mode." msgstr "Режим построения столкновений." @@ -32241,6 +33115,25 @@ msgstr "" "Узел, который придает утолщенную форму многоугольника (призму) родительскому " "объекту [CollisionObject3D]." +msgid "" +"A node that provides a thickened polygon shape (a prism) to a " +"[CollisionObject3D] parent and allows it to be edited. The polygon can be " +"concave or convex. This can give a detection shape to an [Area3D] or turn a " +"[PhysicsBody3D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its shape resource instead." +msgstr "" +"Узел, который предоставляет родительскому объекту [CollisionObject3D] " +"утолщенную многоугольную форму (призму) и позволяет ее редактировать. " +"Многоугольник может быть вогнутым или выпуклым. Это может придать форму " +"обнаружения объекту [Area3D] или превратить объект [PhysicsBody3D] в твердый " +"объект.\n" +"[b]Предупреждение:[/b] Объект [CollisionShape3D] с неравномерным " +"масштабированием, скорее всего, будет вести себя не так, как ожидается. " +"Убедитесь, что его масштаб одинаков по всем осям, и вместо этого " +"отрегулируйте ресурс формы." + msgid "" "The collision shape color that is displayed in the editor, or in the running " "project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of " @@ -32292,6 +33185,16 @@ msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "" "Узел, который предоставляет [Shape2D] родительскому [CollisionObject2D]." +msgid "" +"A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " +"it to be edited. This can give a detection shape to an [Area2D] or turn a " +"[PhysicsBody2D] into a solid object." +msgstr "" +"Узел, который передает объект [Shape2D] родительскому объекту " +"[CollisionObject2D] и позволяет его редактировать. Это может придать объекту " +"[Area2D] форму обнаружения или превратить объект [PhysicsBody2D] в твердый " +"объект." + msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." @@ -32327,6 +33230,23 @@ msgstr "" "Узел, который предоставляет [Shape3D] родительскому элементу " "[CollisionObject3D]." +msgid "" +"A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " +"it to be edited. This can give a detection shape to an [Area3D] or turn a " +"[PhysicsBody3D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its [member shape] resource instead." +msgstr "" +"Узел, который предоставляет [Shape3D] родительскому объекту " +"[CollisionObject3D] и позволяет его редактировать. Это может придать форму " +"обнаружения объекту [Area3D] или превратить [PhysicsBody3D] в твердый " +"объект.\n" +"[b]Предупреждение:[/b] Неравномерно масштабированный [CollisionShape3D], " +"скорее всего, будет вести себя не так, как ожидается. Убедитесь, что его " +"масштаб одинаков по всем осям, и вместо этого отрегулируйте ресурс [member " +"shape]." + msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." @@ -32343,6 +33263,71 @@ msgstr "Этот метод ничего не даёт." msgid "A color represented in RGBA format." msgstr "Цвет, представленный в формате RGBA." +msgid "" +"A color represented in RGBA format by a red ([member r]), green ([member g]), " +"blue ([member b]), and alpha ([member a]) component. Each component is a 32-" +"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" +"code]. Some properties (such as [member CanvasItem.modulate]) may support " +"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " +"Range) colors.\n" +"Colors can be created in a number of ways: By the various [Color] " +"constructors, by static methods such as [method from_hsv], and by using a " +"name from the set of standardized colors based on [url=https://" +"en.wikipedia.org/wiki/X11_color_names]X11 color names[/url] with the addition " +"of [constant TRANSPARENT].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color constants cheatsheet[/url]\n" +"Although [Color] may be used to store values of any encoding, the red " +"([member r]), green ([member g]), and blue ([member b]) properties of [Color] " +"are expected by Godot to be encoded using the [url=https://en.wikipedia.org/" +"wiki/SRGB#Transfer_function_(%22gamma%22)]nonlinear sRGB transfer function[/" +"url] unless otherwise stated. This color encoding is used by many traditional " +"art and web tools, making it easy to match colors between Godot and these " +"tools. Godot uses [url=https://en.wikipedia.org/wiki/Rec._709]Rec. ITU-R " +"BT.709[/url] color primaries, which are used by the sRGB standard.\n" +"All physical simulation, such as lighting calculations, and colorimetry " +"transformations, such as [method get_luminance], must be performed on " +"linearly encoded values to produce correct results. When performing these " +"calculations, convert [Color] to and from linear encoding using [method " +"srgb_to_linear] and [method linear_to_srgb].\n" +"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" +"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " +"Otherwise, a Color will always evaluate to [code]true[/code]." +msgstr "" +"Цвет, представленный в формате RGBA компонентами красного ([member r]), " +"зеленого ([member g]), синего ([member b]) и альфа-канала ([member a]). " +"Каждый компонент представляет собой 32-битное значение с плавающей запятой, " +"обычно в диапазоне от [code]0.0[/code] до [code]1.0[/code]. Некоторые " +"свойства (например, [member CanvasItem.modulate]) могут поддерживать значения " +"больше [code]1.0[/code] для слишком ярких цветов или цветов HDR (High Dynamic " +"Range).\n" +"Цвета могут быть созданы несколькими способами: с помощью различных " +"конструкторов [Color], с помощью статических методов, таких как [method " +"from_hsv], и с помощью имени из набора стандартизированных цветов, основанных " +"на [url=https://en.wikipedia.org/wiki/X11_color_names]названиях цветов X11[/" +"url] с добавлением [constant TRANSPARENT].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Шпаргалка по цветовым константам[/url]\n" +"Хотя [Color] может использоваться для хранения значений любой кодировки, " +"Godot ожидает, что свойства красного ([member r]), зеленого ([member g]) и " +"синего ([member b]) из [Color] будут закодированы с использованием " +"[url=https://en.wikipedia.org/wiki/" +"SRGB#Transfer_function_(%22gamma%22)]нелинейной функции преобразования sRGB[/" +"url], если не указано иное. Эта цветовая кодировка используется многими " +"традиционными инструментами для работы с графикой и веб-контентом, что " +"упрощает сопоставление цветов между Godot и этими инструментами. Godot " +"использует [url=https://en.wikipedia.org/wiki/Rec._709]Rec. Основные цвета " +"ITU-R BT.709[/url], используемые стандартом sRGB.\n" +"Все физические расчеты, такие как расчеты освещения, и преобразования " +"колориметрии, такие как [method get_luminance], должны выполняться над " +"линейно закодированными значениями для получения корректных результатов. При " +"выполнении этих расчетов преобразуйте [Color] в линейное кодирование и " +"обратно, используя [method srgb_to_linear] и [method linear_to_srgb].\n" +"[b]Примечание:[/b] В логическом контексте значение Color будет равно " +"[code]false[/code], если оно равно [code]Color(0, 0, 0, 1)[/code] " +"(непрозрачный черный). В противном случае значение Color всегда будет равно " +"[code]true[/code]." + msgid "2D GD Paint Demo" msgstr "2D GD Paint Дэмо" @@ -32405,6 +33390,58 @@ msgstr "" "цвета с [param alpha] в диапазоне от 0,0 до 1,0. Поддерживаемые имена цветов " "совпадают с константами." +msgid "" +"Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " +"a] is set to 1.0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7) # Similar to `Color.from_rgba8(51, 255, 178, " +"255)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, " +"178, 255)`\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Создает [Color] из значений RGB, обычно в диапазоне от 0,0 до 1,0. [member a] " +"устанавливается в значение 1,0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7) # Аналогично `Color.from_rgba8(51, 255, 178, " +"255)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var color = new Color(0.2f, 1.0f, 0.7f); // Аналогично `Color.from_rgba8(51, " +"255, 178, 255)`\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color.from_rgba8(51, 255, " +"178, 204)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to " +"`Color.Color8(51, 255, 178, 255, 204)`\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Создает [Color] из значений RGBA, обычно в диапазоне от 0,0 до 1,0.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7, 0.8) # Аналогично `Color.from_rgba8(51, 255, " +"178, 204)`\n" +"[/gdscript]\n" +"[csharp]\n" +"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Аналогично " +"`Color.from_rgba8(51, 255, 178, 204)`\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " @@ -32582,6 +33619,23 @@ msgstr "" "вместо этого эквивалентный конструктор (т. е. [code]Color(\"color string\")[/" "code])." +msgid "" +"Returns the light intensity of the color, as a value between 0.0 and 1.0 " +"(inclusive). This is useful when determining light or dark color. Colors with " +"a luminance smaller than 0.5 can be generally considered dark.\n" +"[b]Note:[/b] [method get_luminance] relies on the color using linear encoding " +"to return an accurate relative luminance value. If the color uses the default " +"nonlinear sRGB encoding, use [method srgb_to_linear] to convert it to linear " +"encoding first." +msgstr "" +"Возвращает интенсивность цвета в виде значения от 0,0 до 1,0 (включительно). " +"Это полезно при определении светлого или темного цвета. Цвета с яркостью " +"меньше 0,5 обычно считаются темными.\n" +"[b]Примечание:[/b] Метод [method get_luminance] использует линейное " +"кодирование для возврата точного значения относительной яркости. Если цвет " +"использует нелинейное кодирование sRGB по умолчанию, сначала используйте " +"[method srgb_to_linear] для преобразования его в линейное кодирование." + msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel). This method is the inverse of [method " @@ -32852,6 +33906,40 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns a copy of the color that is encoded using the [url=https://" +"en.wikipedia.org/wiki/SRGB]nonlinear sRGB transfer function[/url]. This " +"method requires the original color to use linear encoding. See also [method " +"srgb_to_linear] which performs the opposite operation.\n" +"[b]Note:[/b] The color's alpha channel ([member a]) is not affected. The " +"alpha channel is always stored with linear encoding, regardless of the color " +"space of the other color channels." +msgstr "" +"Возвращает копию цвета, закодированного с использованием [url=https://" +"en.wikipedia.org/wiki/SRGB]нелинейной функции преобразования sRGB[/url]. Этот " +"метод требует, чтобы исходный цвет использовал линейное кодирование. См. " +"также [method srgb_to_linear], который выполняет обратную операцию.\n" +"[b]Примечание:[/b] Альфа-канал цвета ([member a]) не затрагивается. Альфа-" +"канал всегда хранится с линейным кодированием, независимо от цветового " +"пространства других цветовых каналов." + +msgid "" +"Returns a copy of the color that uses linear encoding. This method requires " +"the original color to be encoded using the [url=https://en.wikipedia.org/wiki/" +"SRGB]nonlinear sRGB transfer function[/url]. See also [method linear_to_srgb] " +"which performs the opposite operation.\n" +"[b]Note:[/b] The color's alpha channel ([member a]) is not affected. The " +"alpha channel is always stored with linear encoding, regardless of the color " +"space of the other color channels." +msgstr "" +"Возвращает копию цвета, использующую линейное кодирование. Для этого метода " +"требуется, чтобы исходный цвет был закодирован с использованием [url=https://" +"en.wikipedia.org/wiki/SRGB]нелинейной функции преобразования sRGB[/url]. См. " +"также [method linear_to_srgb], который выполняет обратную операцию.\n" +"[b]Примечание:[/b] Альфа-канал цвета ([member a]) не затрагивается. Альфа-" +"канал всегда хранится с линейным кодированием, независимо от цветового " +"пространства других цветовых каналов." + msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " "component is 8 bits). ABGR is the reversed version of the default RGBA " @@ -33057,6 +34145,22 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque.\n" +"[b]Note:[/b] The alpha channel is always stored with linear encoding, " +"regardless of the encoding of the other color channels. The [method " +"linear_to_srgb] and [method srgb_to_linear] methods do not affect the alpha " +"channel." +msgstr "" +"Альфа-канал цвета обычно находится в диапазоне от 0 до 1. Значение 0 " +"означает, что цвет полностью прозрачен. Значение 1 означает, что цвет " +"полностью непрозрачен.\n" +"[b]Примечание:[/b] Альфа-канал всегда хранится с линейным кодированием, " +"независимо от кодирования других цветовых каналов. Методы [method " +"linear_to_srgb] и [method srgb_to_linear] не влияют на альфа-канал." + msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Оболочка для [member a], которая использует диапазон от 0 до 255 вместо 0 до " @@ -33733,6 +34837,16 @@ msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" "Если [code]true[/code], отображается ползунок альфа-канала (непрозрачность)." +msgid "" +"If [code]true[/code], shows an intensity slider. The intensity is applied as " +"follows: convert the color to linear encoding, multiply it by [code]2 ** " +"intensity[/code], and then convert it back to nonlinear sRGB encoding." +msgstr "" +"Если [code]true[/code], отображается ползунок интенсивности. Интенсивность " +"применяется следующим образом: цвет преобразуется в линейное кодирование, " +"умножается на [code]2 ** интенсивность[/code], а затем преобразуется обратно " +"в нелинейное кодирование sRGB." + msgid "If [code]true[/code], the hex color code input field is visible." msgstr "" "Если [code]true[/code], поле ввода шестнадцатеричного кода цвета будет видимо." @@ -35142,6 +36256,41 @@ msgstr "" msgid "A dialog used for confirmation of actions." msgstr "Диалог, используемый для подтверждения действий." +msgid "" +"A dialog used for confirmation of actions. This window is similar to " +"[AcceptDialog], but pressing its Cancel button can have a different outcome " +"from pressing the OK button. The order of the two buttons varies depending on " +"the host OS.\n" +"To get cancel action, you can use:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_cancel_button().pressed.connect(_on_canceled)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetCancelButton().Pressed += OnCanceled;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] [AcceptDialog] is invisible by default. To make it visible, call " +"one of the [code]popup_*[/code] methods from [Window] on the node, such as " +"[method Window.popup_centered_clamped]." +msgstr "" +"Диалоговое окно, используемое для подтверждения действий. Это окно похоже на " +"[AcceptDialog], но нажатие кнопки «Отмена» может привести к другому " +"результату, чем нажатие кнопки «ОК». Порядок кнопок зависит от операционной " +"системы.\n" +"Для выполнения действия «Отмена» можно использовать:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_cancel_button().pressed.connect(_on_canceled)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetCancelButton().Pressed += OnCanceled;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Примечание:[/b] [AcceptDialog] по умолчанию невидим. Чтобы сделать его " +"видимым, вызовите один из методов [code]popup_*[/code] из [Window] узла, " +"например, [method Window.popup_centered_clamped]." + msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " @@ -35240,6 +36389,102 @@ msgstr "" "Базовый класс для всех элементов управления GUI. Адаптирует свое положение и " "размер на основе родительского элемента управления." +msgid "" +"Base class for all UI-related nodes. [Control] features a bounding rectangle " +"that defines its extents, an anchor position relative to its parent control " +"or the current viewport, and offsets relative to the anchor. The offsets " +"update automatically when the node, any of its parents, or the screen size " +"change.\n" +"For more information on Godot's UI system, anchors, offsets, and containers, " +"see the related tutorials in the manual. To build flexible UIs, you'll need a " +"mix of UI elements that inherit from [Control] and [Container] nodes.\n" +"[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], " +"they share several concepts from the class such as the [member " +"CanvasItem.z_index] and [member CanvasItem.visible] properties.\n" +"[b]User Interface nodes and input[/b]\n" +"Godot propagates input events via viewports. Each [Viewport] is responsible " +"for propagating [InputEvent]s to their child nodes. As the [member " +"SceneTree.root] is a [Window], this already happens automatically for all UI " +"elements in your game.\n" +"Input events are propagated through the [SceneTree] from the root node to all " +"child nodes by calling [method Node._input]. For UI elements specifically, it " +"makes more sense to override the virtual method [method _gui_input], which " +"filters out unrelated input events, such as by checking z-order, [member " +"mouse_filter], focus, or if the event was inside of the control's bounding " +"box.\n" +"Call [method accept_event] so no other node receives the event. Once you " +"accept an input, it becomes handled so [method Node._unhandled_input] will " +"not process it.\n" +"Only one [Control] node can be in focus. Only the node in focus will receive " +"events. To get the focus, call [method grab_focus]. [Control] nodes lose " +"focus when another node grabs it, or if you hide the node in focus. Focus " +"will not be represented visually if gained via mouse/touch input, only " +"appearing with keyboard/gamepad input (for accessibility), or via [method " +"grab_focus].\n" +"Set [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " +"[Control] node to ignore mouse or touch events. You'll need it if you place " +"an icon on top of a button.\n" +"[Theme] resources change the control's appearance. The [member theme] of a " +"[Control] node affects all of its direct and indirect children (as long as a " +"chain of controls is uninterrupted). To override some of the theme items, " +"call one of the [code]add_theme_*_override[/code] methods, like [method " +"add_theme_font_override]. You can also override theme items in the " +"Inspector.\n" +"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " +"can't access their values using [method Object.get] and [method Object.set]. " +"Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" +"code] methods provided by this class." +msgstr "" +"Базовый класс для всех узлов, связанных с пользовательским интерфейсом. " +"[Control] имеет ограничивающий прямоугольник, определяющий его границы, " +"положение привязки относительно родительского элемента управления или текущей " +"области просмотра, а также смещения относительно привязки. Смещения " +"автоматически обновляются при изменении узла, любого из его родителей или " +"размера экрана.\n" +"Для получения дополнительной информации о системе пользовательского " +"интерфейса Godot, привязках, смещениях и контейнерах см. соответствующие " +"руководства. Для создания гибких пользовательских интерфейсов вам потребуется " +"сочетание элементов пользовательского интерфейса, наследующих от узлов " +"[Control] и [Container].\n" +"[b]Примечание:[/b] Поскольку [Node2D] и [Control] наследуют от [CanvasItem], " +"они разделяют несколько концепций класса, таких как свойства [member " +"CanvasItem.z_index] и [member CanvasItem.visible].\n" +"[b]Узлы пользовательского интерфейса и ввод[/b]\n" +"Godot распространяет события ввода через области просмотра. Каждый [Viewport] " +"отвечает за передачу [InputEvent] своим дочерним узлам. Поскольку [member " +"SceneTree.root] является [Window], это уже происходит автоматически для всех " +"элементов пользовательского интерфейса в вашей игре.\n" +"Входные события передаются через [SceneTree] от корневого узла ко всем " +"дочерним узлам путем вызова [method Node._input]. Для элементов " +"пользовательского интерфейса целесообразнее переопределить виртуальный метод " +"[method _gui_input], который фильтрует несвязанные входные события, например, " +"проверяя z-порядок, [member mouse_filter], фокус или нахождение события " +"внутри ограничивающего прямоугольника элемента управления.\n" +"Вызовите [method accept_event], чтобы ни один другой узел не получил событие. " +"После принятия входного сигнала он становится обработанным, поэтому [method " +"Node._unhandled_input] его обрабатывать не будет.\n" +"В фокусе может находиться только один узел [Control]. Только узел в фокусе " +"будет получать события. Чтобы получить фокус, вызовите [method grab_focus]. " +"Узлы [Control] теряют фокус, когда другой узел захватывает его, или если вы " +"скрываете узел, находящийся в фокусе. Фокус не будет отображаться визуально, " +"если он получен с помощью мыши/сенсорного ввода, он будет отображаться только " +"при вводе с клавиатуры/геймпада (для доступности) или с помощью [method " +"grab_focus].\n" +"Установите [member mouse_filter] в [constant MOUSE_FILTER_IGNORE], чтобы " +"указать узлу [Control] игнорировать события мыши или сенсорного ввода. Это " +"понадобится, если вы разместите значок поверх кнопки.\n" +"Ресурсы [Theme] изменяют внешний вид элемента управления. [member theme] узла " +"[Control] влияет на всех его прямых и косвенных дочерних элементов (пока " +"цепочка элементов управления не прерывается). Чтобы переопределить некоторые " +"элементы темы, вызовите один из методов [code]add_theme_*_override[/code], " +"например [method add_theme_font_override]. Вы также можете переопределить " +"элементы темы в инспекторе.\n" +"[b]Примечание:[/b] Элементы темы не являются свойствами [Object]. Это " +"означает, что вы не можете получить доступ к их значениям с помощью методов " +"[method Object.get] и [method Object.set]. Вместо этого используйте методы " +"[code]get_theme_*[/code] и [code]add_theme_*_override[/code], предоставляемые " +"этим классом." + msgid "GUI documentation index" msgstr "Каталог документации GUI" @@ -35585,6 +36830,130 @@ msgstr "" "элемента управления, вы можете использовать [code]Rect2(Vector2.ZERO, " "size).has_point(point)[/code]." +msgid "" +"Virtual method to be implemented by the user. Returns a [Control] node that " +"should be used as a tooltip instead of the default one. [param for_text] is " +"the return value of [method get_tooltip].\n" +"The returned node must be of type [Control] or Control-derived. It can have " +"child nodes of any type. It is freed when the tooltip disappears, so make " +"sure you always provide a new instance (if you want to use a pre-existing " +"node from your scene tree, you can duplicate it and pass the duplicated " +"instance). When [code]null[/code] or a non-Control node is returned, the " +"default tooltip will be used instead.\n" +"The returned node will be added as child to a [PopupPanel], so you should " +"only provide the contents of that panel. That [PopupPanel] can be themed " +"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " +"(see [member tooltip_text] for an example).\n" +"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " +"it's fully visible, you might want to set its [member custom_minimum_size] to " +"some non-zero value.\n" +"[b]Note:[/b] The node (and any relevant children) should have their [member " +"CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the " +"viewport that instantiates it will not be able to calculate its minimum size " +"reliably.\n" +"[b]Note:[/b] If overridden, this method is called even if [method " +"get_tooltip] returns an empty string. When this happens with the default " +"tooltip, it is not displayed. To copy this behavior, return [code]null[/code] " +"in this method when [param for_text] is empty.\n" +"[b]Example:[/b] Use a constructed node as a tooltip:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _make_custom_tooltip(for_text):\n" +"\tvar label = Label.new()\n" +"\tlabel.text = for_text\n" +"\treturn label\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Control _MakeCustomTooltip(string forText)\n" +"{\n" +"\tvar label = new Label();\n" +"\tlabel.Text = forText;\n" +"\treturn label;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Example:[/b] Use a scene instance as a tooltip:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _make_custom_tooltip(for_text):\n" +"\tvar tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n" +"\ttooltip.get_node(\"Label\").text = for_text\n" +"\treturn tooltip\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Control _MakeCustomTooltip(string forText)\n" +"{\n" +"\tNode tooltip = ResourceLoader.Load(\"res://" +"some_tooltip_scene.tscn\").Instantiate();\n" +"\ttooltip.GetNode