Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2026-01-13 23:07:28 +01:00
parent 79033f1754
commit 575a2a913c
71 changed files with 66624 additions and 12967 deletions

View File

@@ -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 <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\". Dfhéadfadh 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 <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 damharcphointe 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 dathúsáid 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 "