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

@@ -9309,13 +9309,6 @@ msgstr ""
"若為 [code]false[/code],則使用原始動畫長度。若你啟用 [member loop_mode] 迴"
"圈,動畫將於 [member timeline_length] 內循環。"
msgid ""
"If [member use_custom_timeline] is [code]true[/code], offset the start "
"position of the animation."
msgstr ""
"當 [member use_custom_timeline] 為 [code]true[/code] 時,可偏移動畫的起始位"
"置。"
msgid ""
"If [code]true[/code], [AnimationNode] provides an animation based on the "
"[Animation] resource with some parameters adjusted."
@@ -13558,86 +13551,6 @@ msgstr ""
"此結果位於 [code]y = 0[/code] 到 [code]y = 5[/code] 的線段中,並且是該線段中最"
"靠近指定點的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"If there is no valid path to the target, and [param allow_partial_path] is "
"[code]true[/code], returns a path to the point closest to the target that can "
"be reached.\n"
"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is disabled the search may take an unusually long time to finish.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一個陣列,內含 AStar2D 在給定兩點之間尋找之路徑上的所有點 ID。陣列的順序會"
"按照路徑從起點排到終點。\n"
"若找不到通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code]"
"則會回傳一條通往最接近目標、且可抵達之點的路徑。\n"
"[b]注意:[/b] 當 [param allow_partial_path] 為 [code]true[/code] 且 [param "
"to_id] 被停用時,搜尋可能需要異常久的時間才能結束。\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) # 預設權重為 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) # 回傳 [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); // 預設權重為 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); // 回傳 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果把第 2 點的權重係數改成 3結果就會變成 [code][1, 4, 3][/code],因為雖然距"
"離較長,但通過點 4 的代價比點 2 更低。"
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [method reserve_space]."
@@ -14039,84 +13952,6 @@ msgstr ""
"此結果位於 [code]y = 0[/code] 至 [code]y = 5[/code] 的線段上,為該線段中最接近"
"給定點的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar3D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"If there is no valid path to the target, and [param allow_partial_path] is "
"[code]true[/code], returns a path to the point closest to the target that can "
"be reached.\n"
"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is disabled the search may take an unusually long time to finish.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一個陣列,包含 AStar3D 在給定兩點之間找到的路徑上各點的 ID。陣列按起點到終"
"點排序。\n"
"若不存在通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code]"
"則會回傳通往最接近目標且可到達之點的路徑。\n"
"[b]注意:[/b]當 [param allow_partial_path] 為 [code]true[/code] 且 [param "
"to_id] 已被停用時,搜尋可能需要異常長的時間才能完成。\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) # 預設權重為 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) # 回傳 [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); // 預設權重為 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); // 回傳 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"若將第 2 個點的權重改為 3則結果會變為 [code][1, 4, 3][/code],因為即便距離較"
"長,透過點 4 的「成本」仍低於透過點 2。"
msgid ""
"Returns an array with the IDs of the points that form the connection with the "
"given point.\n"
@@ -14279,23 +14114,6 @@ msgstr ""
"為網格中指定的 [param region] 設定給定的權重比例。\n"
"[b]注意:[/b]呼叫此函式後無需再次呼叫 [method update]。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"If there is no valid path to the target, and [param allow_partial_path] is "
"[code]true[/code], returns a path to the point closest to the target that can "
"be reached.\n"
"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param "
"to_id] is solid the search may take an unusually long time to finish."
msgstr ""
"返回一個陣列,包含 AStar2D 在指定兩點之間找到的路徑上各點的 ID。陣列按起點到終"
"點排序。\n"
"若不存在通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code]"
"則回傳通往最接近目標且可到達之點的路徑。\n"
"[b]注意:[/b]當 [param allow_partial_path] 為 [code]true[/code] 且 [param "
"to_id] 為實心時,搜尋可能需要異常長的時間才能完成。"
msgid ""
"Returns an array of dictionaries with point data ([code]id[/code]: "
"[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], "
@@ -21428,9 +21246,6 @@ msgstr "2D 場景的相機節點。"
msgid "2D Isometric Demo"
msgstr "2D 等軸演示"
msgid "Aligns the camera to the tracked node."
msgstr "將相機與追蹤的節點對齊。"
msgid "Forces the camera to update scroll immediately."
msgstr "強制相機立即更新滾動。"
@@ -22523,13 +22338,6 @@ msgstr ""
"恢復到其預設狀態(所有後續繪製命令都將可見)。如果不關心這個特定用例,則不需要"
"在提交切片後使用該函式。"
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation."
msgstr ""
"用所提供的紋理以 2D 方式繪製一個 [MultiMesh]。相關文件請參考 "
"[MultiMeshInstance2D]。"
msgid ""
"Returns the global transform matrix of this item, i.e. the combined transform "
"up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that "
@@ -22625,15 +22433,6 @@ msgstr ""
"[code]true[/code] 的 [CanvasItem] 之上繪製。效果和把該 [CanvasItem] 作為裸 "
"[Node] 的子級一樣。"
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 ""
"[Viewport] 節點算繪該 [CanvasItem] 時所使用的算繪層。只有 [CanvasItem] 及其所"
"有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會算繪此 "
"[CanvasItem]。"
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"
@@ -31954,6 +31753,29 @@ msgid ""
"session becomes inactive)."
msgstr "當一個遠端實例從該會話中分離出來時(即該會話變為非活動狀態)發出。"
msgid "Dock slot, left side, upper-left (empty in default layout)."
msgstr "左側停靠槽的左上(預設佈局中為空)。"
msgid "Dock slot, left side, bottom-left (empty in default layout)."
msgstr "左側停靠槽的左下(預設佈局中為空)。"
msgid ""
"Dock slot, left side, upper-right (in default layout includes Scene and "
"Import docks)."
msgstr "左側停靠槽的右上(預設佈局中為“場景”和“匯入”面板)。"
msgid "Dock slot, right side, bottom-left (empty in default layout)."
msgstr "右側停靠槽的左下(預設佈局中為空)。"
msgid "Dock slot, right side, upper-right (empty in default layout)."
msgstr "右側停靠槽的左上(預設佈局中為空)。"
msgid "Dock slot, right side, bottom-right (empty in default layout)."
msgstr "右側停靠槽的右下(預設佈局中為空)。"
msgid "Represents the size of the [enum DockSlot] enum."
msgstr "代表 [enum DockSlot] 列舉的大小。"
msgid ""
"Identifies a supported export platform, and internally provides the "
"functionality of exporting to that platform."
@@ -36433,17 +36255,6 @@ msgstr "專案設定對話方塊中的分頁,在其他分頁的左側。"
msgid "Tab of Project Settings dialog, to the right of other tabs."
msgstr "專案設定對話方塊中的分頁,在其他分頁的右側。"
msgid "Dock slot, left side, upper-left (empty in default layout)."
msgstr "左側停靠槽的左上(預設佈局中為空)。"
msgid "Dock slot, left side, bottom-left (empty in default layout)."
msgstr "左側停靠槽的左下(預設佈局中為空)。"
msgid ""
"Dock slot, left side, upper-right (in default layout includes Scene and "
"Import docks)."
msgstr "左側停靠槽的右上(預設佈局中為“場景”和“匯入”面板)。"
msgid ""
"Dock slot, left side, bottom-right (in default layout includes FileSystem "
"dock)."
@@ -36456,18 +36267,6 @@ msgstr ""
"停靠區位置,右側,左上方 (在預設版面配置中包含屬性檢視器、節點和歷史記錄停靠"
"區)。"
msgid "Dock slot, right side, bottom-left (empty in default layout)."
msgstr "右側停靠槽的左下(預設佈局中為空)。"
msgid "Dock slot, right side, upper-right (empty in default layout)."
msgstr "右側停靠槽的左上(預設佈局中為空)。"
msgid "Dock slot, right side, bottom-right (empty in default layout)."
msgstr "右側停靠槽的右下(預設佈局中為空)。"
msgid "Represents the size of the [enum DockSlot] enum."
msgstr "代表 [enum DockSlot] 列舉的大小。"
msgid "Forwards the [InputEvent] to other EditorPlugins."
msgstr "將該 [InputEvent] 轉發給其他 EditorPlugin。"
@@ -39967,35 +39766,6 @@ msgid ""
"get_script_language]."
msgstr "返回可用指令碼語言的數量。請配合 [method get_script_language] 使用。"
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 ""
"每秒執行的固定反覆運算次數。用於控制物理模擬和 [method Node._physics_process] "
"的執行頻率。因為 Godot 不會進行物理步驟的插值,所以通常應該總是將其設成大於等"
"於 [code]60[/code] 的值。因此,如果值小於 [code]60[/code] 就會看起來卡頓。提高"
"該值可以讓輸入變得更加靈敏、也可以繞過碰撞隧道問題,但請記得這麼做也會提升 "
"CPU 的佔用率。另請參閱 [member max_fps] 和 [member ProjectSettings.physics/"
"common/physics_ticks_per_second]。\n"
"[b]注意:[/b]每個算繪影格最多只能模擬 [member max_physics_steps_per_frame] 個"
"物理週期。如果為了追趕算繪,需要在每個算繪影格中類比更多物理週期,遊戲看上去會"
"是降速的(即便在物理計算中始終使用 [code]delta[/code])。因此,如果增大了 "
"[member physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member "
"max_physics_steps_per_frame] 也調大。"
msgid "Exposes the internal debugger."
msgstr "暴露內部除錯器。"
@@ -48517,16 +48287,6 @@ msgstr ""
"如果為 [code]true[/code],按鍵的狀態是被按下。如果為 [code]false[/code],該鍵"
"的狀態被釋放。"
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 ""
"按鍵 Unicode 字元程式碼(當相關時),由修飾鍵移動。除非 IME 輸入模式處於活動狀"
"態,否則複合字元和複雜文字的 Unicode 字元程式碼可能不可用。有關詳細資訊,請參"
"閱 [method Window.set_ime_active]。"
msgid "Represents a magnifying touch gesture."
msgstr "代表放大觸摸手勢。"
@@ -50110,15 +49870,6 @@ msgstr "給定碰撞索引(預設情況下最深的碰撞),返回以全域
msgid "A control for displaying plain text."
msgstr "用於顯示純文字的控制項。"
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 ""
"用於顯示純文字的控制項。可以控制水平和垂直對齊方式以及文字在節點包圍框內的換行"
"方式。不支援粗體、斜體等富文字格式。這種需求請改用 [RichTextLabel]。"
msgid "Returns the number of lines of text the Label has."
msgstr "返回該 Label 的文字行數。"
@@ -53081,16 +52832,6 @@ msgstr "設定給定頂點的骨骼權重。"
msgid "Node used for displaying a [Mesh] in 2D."
msgstr "用於在 2D 中顯示 [Mesh] 的節點。"
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 ""
"用於在 2D 中顯示 [Mesh] 的節點。可以通過編輯器工具列中的工具,從現有的 "
"[Sprite2D] 自動建立 [MeshInstance2D]。請選中該 [Sprite2D] 節點,然後在 2D 編輯"
"器視口的頂部選擇 [b]Sprite2D > 轉換為 MeshInstance2D[/b]。"
msgid "2D meshes"
msgstr "2D 網格"
@@ -53650,14 +53391,6 @@ msgstr "使用 3D 變換時使用此選項。"
msgid "Node that instances a [MultiMesh] in 2D."
msgstr "在 2D 中產生實體 [MultiMesh] 的節點。"
msgid ""
"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance3D]."
msgstr ""
"[MultiMeshInstance2D] 是專用於在 2D 中產生實體 [MultiMesh] 資源的節點。\n"
"用法與 [MultiMeshInstance3D] 相同。"
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr "將由 [MultiMeshInstance2D] 繪製的 [MultiMesh]。"
@@ -58218,19 +57951,6 @@ msgstr ""
"code] [code]@[/code] [code]/[/code] [code]\"[/code] [code]%[/code])。特別是 "
"[code]@[/code] 保留給自動產生名稱。詳見 [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 ""
"本節點的擁有者。擁有者必須是本節點的祖先。當將擁有者節點打包為 [PackedScene] "
"時,其所擁有的所有節點也會一併儲存。詳見 [member unique_name_in_owner]。\n"
"[b]注意:[/b]在編輯器中,不屬於場景根節點的節點通常不會顯示於「場景」面板,且"
"[b]不會[/b]被儲存。為避免此情況,請在呼叫 [method add_child] 後設定 owner。"
msgid ""
"Similar to [member process_priority] but for [constant "
"NOTIFICATION_PHYSICS_PROCESS], [method _physics_process], or [constant "
@@ -70681,16 +70401,6 @@ msgstr ""
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[Font]。請使用 [b]Import[/b] 停靠"
"列(請參閱[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 ""
"[Theme] 中沒有覆蓋縮放係數時,[Control] 的預設縮放係數。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變預設縮放,請改為設定 "
"[member ThemeDB.fallback_base_scale]。"
msgid ""
"LCD subpixel layout used for font anti-aliasing. See [enum "
"TextServer.FontLCDSubpixelLayout]."
@@ -72945,32 +72655,6 @@ msgstr ""
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr "在根視圖上啟用 [member Viewport.physics_object_picking]。"
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 ""
"每秒執行的固定反覆運算次數。用於控制物理模擬和 [method Node._physics_process] "
"的執行頻率。另見 [member application/run/max_fps]。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變物理 FPS請改為設定 "
"[member Engine.physics_ticks_per_second]。\n"
"[b]注意:[/b]每個算繪影格最多只能模擬 [member physics/common/"
"max_physics_steps_per_frame] 個物理週期。如果為了追趕算繪,需要在每個算繪影格"
"中類比更多物理週期,遊戲看上去會是降速的(即便在物理計算中始終使用 "
"[code]delta[/code])。因此,如果增大了 [member physics/common/"
"physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member physics/"
"common/max_physics_steps_per_frame] 也調大。"
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 "
@@ -88031,27 +87715,6 @@ msgid ""
"Returns the current value set for this material of a uniform in the shader."
msgstr "返回在著色器中此 uniform 材質的目前值。"
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 ""
"更改這個材質的著色器中為某個 uniform 設定的值。\n"
"[b]注意:[/b][param param] 大小寫敏感,必須完全配對程式碼中 uniform 的名稱(不"
"是屬性檢視器中首字母大寫後的名稱)。\n"
"[b]注意:[/b]對著色器 uniform 的修改會在使用這個 [ShaderMaterial] 的所有實例上"
"生效。要防止這種行為,請通過 [method "
"GeometryInstance3D.set_instance_shader_parameter] 使用單實例 uniform或者使"
"用 [method Resource.duplicate] 製作該 [ShaderMaterial] 的副本。單實例 uniform "
"可以更好地複用著色器,因此速度也更快,所以應該盡可能優先使用,而不是製作 "
"[ShaderMaterial] 的副本。"
msgid "The [Shader] program used to render this material."
msgstr "用於算繪此材質的 [Shader] 程式。"
@@ -95949,24 +95612,10 @@ msgid ""
"[RenderingDevice]."
msgstr "用於 2D 的紋理陣列,與 [RenderingDevice] 上建立的紋理綁定。"
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 ""
"此紋理陣列類別可讓您使用直接在 [RenderingDevice] 上建立的 2D 陣列紋理作為材"
"質、網格等的紋理"
msgid ""
"Texture for 2D that is bound to a texture created on the [RenderingDevice]."
msgstr "用於 2D 的紋理,與 [RenderingDevice] 上建立的紋理綁定。"
msgid ""
"This texture class allows you to use a 2D texture created directly on the "
"[RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的 2D 紋理作為材質、網格等"
"的紋理"
msgid "The RID of the texture object created on the [RenderingDevice]."
msgstr "[RenderingDevice] 上建立的紋理對象的 RID。"
@@ -96038,13 +95687,6 @@ msgid ""
"Texture for 3D that is bound to a texture created on the [RenderingDevice]."
msgstr "紋理格式(由 [RenderingDevice] 使用)。"
msgid ""
"This texture class allows you to use a 3D texture created directly on the "
"[RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的 3D 紋理作為材質、網格等"
"的紋理"
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr "基於紋理的按鈕。支援按下、懸停、停用和焦點狀態。"
@@ -96115,25 +95757,11 @@ msgid ""
"[RenderingDevice]."
msgstr "綁定到 [RenderingDevice] 上建立的紋理的立方體貼圖的紋理陣列。"
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 ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的立方體貼圖陣列紋理作為材"
"質、網格等的紋理"
msgid ""
"Texture for Cubemap that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "紋理格式(由 [RenderingDevice] 使用)。"
msgid ""
"This texture class allows you to use a cubemap texture created directly on "
"the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的立方體貼圖紋理作為材質、"
"網格等的紋理"
msgid ""
"Base class for texture types which contain the data of multiple [Image]s. "
"Each image is of the same size and format."
@@ -96216,14 +95844,6 @@ msgstr "紋理為 [CubemapArray],每個立方體貼圖都由 6 層組成。"
msgid "Abstract base class for layered texture RD types."
msgstr "滑桿的抽象基底類別。"
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 ""
"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基底類別。不能直接使用,但包含"
"了存取衍生資源型別所需的所有函式。另請參閱 [Texture3D]。"
msgid ""
"Texture-based progress bar. Useful for loading screens and life or stamina "
"bars."
@@ -103007,10 +102627,6 @@ msgstr "如果為 [code]true[/code],該視口將處理 2D 音訊流。"
msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr "如果為 [code]true[/code],該視口將處理 3D 音訊流。"
msgid ""
"The rendering layers in which this [Viewport] renders [CanvasItem] nodes."
msgstr "算繪層,該 [Viewport] 會算繪位於這些層中的 [CanvasItem] 節點。"
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 "
@@ -108061,14 +107677,6 @@ msgstr ""
msgid "Specifies how the content is scaled when the [Window] is resized."
msgstr "指定當 [Window] 的大小改變時,如何對內容進行縮放。"
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 ""
"內容的基礎大小(內容指在視窗內繪製的節點)。如果非零,當視窗大小發生變化時,"
"[Window] 的內容將被縮放。"
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 "
@@ -108169,9 +107777,6 @@ msgstr ""
"[b]注意:[/b]這個屬性僅在 [member initial_position] 為 [constant "
"WINDOW_INITIAL_POSITION_ABSOLUTE] 時有效。"
msgid "The window's size in pixels."
msgstr "該視窗的大小,單位為圖元。"
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."
@@ -108390,9 +107995,6 @@ msgstr ""
msgid "Max value of the [enum Flags]."
msgstr "[enum Flags] 的最大值。"
msgid "The content will not be scaled to match the [Window]'s size."
msgstr "不會為了配對 [Window] 的大小而對內容進行縮放。"
msgid ""
"The content will be rendered at the target size. This is more performance-"
"expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better "