From 5f9a510441dec2322f68427cb73b13da9357eb73 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 19 Jan 2026 11:43:14 +0100 Subject: [PATCH] Sync translations with Weblate --- doc/translations/es.po | 2185 +++++++++++++++++++-- doc/translations/fr.po | 2073 ++++++++++++++++++- doc/translations/ga.po | 3 - doc/translations/it.po | 28 +- doc/translations/ko.po | 106 +- doc/translations/ru.po | 1327 ++++++++++++- doc/translations/ta.po | 3 - doc/translations/uk.po | 2121 +++++++++++++++++++- doc/translations/zh_Hans.po | 3 - editor/translations/editor/de.po | 258 ++- editor/translations/editor/el.po | 148 +- editor/translations/editor/eo.po | 114 +- editor/translations/editor/es.po | 1325 ++++++++++++- editor/translations/editor/es_AR.po | 108 +- editor/translations/editor/fr.po | 574 +++++- editor/translations/editor/ga.po | 247 ++- editor/translations/editor/hu.po | 1464 +++++++++++++- editor/translations/editor/it.po | 190 +- editor/translations/editor/ja.po | 11 +- editor/translations/editor/ko.po | 433 +++- editor/translations/editor/nl.po | 317 ++- editor/translations/editor/pl.po | 248 ++- editor/translations/editor/pt_BR.po | 254 ++- editor/translations/editor/ro.po | 25 +- editor/translations/editor/sk.po | 10 +- editor/translations/editor/sv.po | 246 ++- editor/translations/editor/th.po | 10 +- editor/translations/editor/tr.po | 139 +- editor/translations/editor/uk.po | 246 ++- editor/translations/editor/zh_Hans.po | 11 +- editor/translations/editor/zh_Hant.po | 11 +- editor/translations/properties/es.po | 561 ++++-- editor/translations/properties/fr.po | 390 +++- editor/translations/properties/ga.po | 33 +- editor/translations/properties/it.po | 13 +- editor/translations/properties/ja.po | 8 +- editor/translations/properties/ko.po | 125 +- editor/translations/properties/pl.po | 31 +- editor/translations/properties/pt_BR.po | 306 ++- editor/translations/properties/sv.po | 33 +- editor/translations/properties/tr.po | 28 +- editor/translations/properties/uk.po | 33 +- editor/translations/properties/zh_Hans.po | 10 +- 43 files changed, 15085 insertions(+), 724 deletions(-) diff --git a/doc/translations/es.po b/doc/translations/es.po index e003cd4824..6c227905aa 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -124,8 +124,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2026-01-11 23:26+0000\n" -"Last-Translator: zozelfelfo \n" +"PO-Revision-Date: 2026-01-19 09:52+0000\n" +"Last-Translator: Alejandro Moctezuma \n" "Language-Team: Spanish \n" "Language: es\n" @@ -133,43 +133,43 @@ 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 5.15.1\n" +"X-Generator: Weblate 5.16-dev\n" msgid "All classes" -msgstr "state:>=translated«Todas las clases»" +msgstr "Todas las clases" msgid "Globals" -msgstr "state:>=translated«Globales»" +msgstr "Globales" msgid "Nodes" -msgstr "state:>=translated«Nodos»" +msgstr "Nodos" msgid "Resources" msgstr "Recursos" msgid "Editor-only" -msgstr "state:>=translated«Solo para el Editor»" +msgstr "Solo para el Editor" msgid "Other objects" -msgstr "state:>=translated«Otros objetos»" +msgstr "Otros objetos" msgid "Variant types" -msgstr "state:>=translated«Tipos de Variant»" +msgstr "Tipos de Variant" msgid "Description" -msgstr "state:>=translated«Descripción»" +msgstr "Descripción" msgid "Tutorials" -msgstr "state:>=translated«Tutoriales»" +msgstr "Tutoriales" msgid "Properties" -msgstr "state:>=translated«Propiedades»" +msgstr "Propiedades" msgid "Constructors" -msgstr "state:>=translated«Constructores»" +msgstr "Constructores" msgid "Methods" -msgstr "state:>=translated«Constantes»" +msgstr "Constantes" msgid "Operators" msgstr "Operadores" @@ -4687,7 +4687,7 @@ msgid "" "[b]Note:[/b] Only implemented on Android." msgstr "" "El singleton [JavaClassWrapper] .\n" -"[b]Nota:[/b] Sólo implementado en Android." +"[b]Nota:[/b] Solo implementado en Android." msgid "" "The [JavaScriptBridge] singleton.\n" @@ -9801,7 +9801,7 @@ msgstr "" "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 " +"teniendo en cuenta la rotación. Véase también [method " "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" @@ -10898,8 +10898,8 @@ msgid "" "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" +"Si es [code]true[/code], la subanimación se reiniciará automáticamente al " +"finalizar.\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, " @@ -17997,7 +17997,7 @@ msgid "" "tween.tween_callback(queue_free).set_delay(2)\n" "[/codeblock]" msgstr "" -"Hace que la llamada de retorno se retrase el tiempo dado en segundos.\n" +"Hace que la callback se retrase el tiempo dado en segundos.\n" "[b]Ejemplo:[/b] Llama a [method Node.queue_free] después de 2 segundos:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" @@ -19253,7 +19253,7 @@ msgid "" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" -"Devuelve la normal de colisión del suelo en el último punto de colisión. Sólo " +"Devuelve la normal de colisión del suelo en el último punto de colisión. Solo " "es válido después de llamar a [method move_and_slide] y cuando [method " "is_on_floor] devuelve [code]true[/code].\n" "[b]Advertencia:[/b] La normal de colisión no siempre es la misma que la " @@ -20743,7 +20743,7 @@ msgstr "" "asignada a un [i]propietario de la forma[/i]. Los propietarios de la forma no " "son nodos y no aparecen en el editor, pero son accesibles a través del código " "usando los métodos [code]shape_owner_*[/code].\n" -"[b]Nota:[/b] Sólo se admiten colisiones entre objetos dentro del mismo canvas " +"[b]Nota:[/b] Solo se admiten colisiones entre objetos dentro del mismo canvas " "([Viewport] o [CanvasLayer]). El comportamiento de las colisiones entre " "objetos en diferentes canvas no está definido." @@ -23094,9 +23094,9 @@ msgid "" msgstr "" "Este recurso define un efecto de renderizado personalizado que se puede " "aplicar a los [Viewport]s a través del [Environment] de los viewports. Puedes " -"implementar una retrollamada que se llama durante el renderizado en una etapa " +"implementar una callback que se llama durante el renderizado en una etapa " "dada de la pipeline de renderizado y te permite insertar pases adicionales. " -"Ten en cuenta que esta retrollamada se produce en el hilo de renderizado. " +"Ten en cuenta que esta callback se produce en el hilo de renderizado. " "CompositorEffect es una clase base abstracta y debe ser extendida para " "implementar una lógica de renderizado específica." @@ -23108,7 +23108,7 @@ msgid "" "not be stored." msgstr "" "Implementa esta función con tu código de renderizado personalizado. [param " -"effect_callback_type] siempre debe coincidir con el tipo de retrollamada de " +"effect_callback_type] siempre debe coincidir con el tipo de callback de " "efecto que has especificado en [member effect_callback_type]. [param " "render_data] proporciona acceso al estado de renderizado, sólo es válido " "durante el renderizado y no debe ser almacenado." @@ -23261,38 +23261,38 @@ msgid "" "The callback is called before our opaque rendering pass, but after depth " "prepass (if applicable)." msgstr "" -"La retrollamada se llama antes de nuestro pase de renderizado opaco, pero " -"después del pre-pase de profundidad (si corresponde)." +"La callback se llama antes de nuestro pase de renderizado opaco, pero después " +"del pre-pase de profundidad (si corresponde)." msgid "" "The callback is called after our opaque rendering pass, but before our sky is " "rendered." msgstr "" -"La retrollamada se llama después de nuestro pase de renderizado opaco, pero " -"antes de que se renderice nuestro cielo." +"La callback se llama después de nuestro pase de renderizado opaco, pero antes " +"de que se renderice nuestro cielo." msgid "" "The callback is called after our sky is rendered, but before our back buffers " "are created (and if enabled, before subsurface scattering and/or screen space " "reflections)." msgstr "" -"La retrollamada se llama después de que se renderice nuestro cielo, pero " -"antes de que se creen nuestros búferes de fondo (y, si está habilitado, antes " -"de la dispersión subsuperficial y/o los reflejos del espacio de pantalla)." +"La callback se llama después de que se renderice nuestro cielo, pero antes de " +"que se creen nuestros búferes de fondo (y, si está habilitado, antes de la " +"dispersión subsuperficial y/o los reflejos del espacio de pantalla)." msgid "" "The callback is called before our transparent rendering pass, but after our " "sky is rendered and we've created our back buffers." msgstr "" -"La retrollamada se llama antes de nuestro pase de renderizado transparente, " -"pero después de que se renderice nuestro cielo y hayamos creado nuestros " -"búferes de fondo." +"La callback se llama antes de nuestro pase de renderizado transparente, pero " +"después de que se renderice nuestro cielo y hayamos creado nuestros búferes " +"de fondo." msgid "" "The callback is called after our transparent rendering pass, but before any " "built-in post-processing effects and output to our render target." msgstr "" -"La retrollamada se llama después de nuestro pase de renderizado transparente, " +"La callback se llama después de nuestro pase de renderizado transparente, " "pero antes de cualquier efecto de post-procesamiento incorporado y de la " "salida a nuestro objetivo de renderizado." @@ -23331,13 +23331,13 @@ msgstr "" "- Comprimido en VRAM (comprimido en la GPU)\n" "- Sin comprimir en VRAM (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más bajos que " -"VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " +"VRAM Comprimida, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" -"Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. Los " +"Solo [b]VRAM Comprimida[/b] reduce realmente el uso de memoria en la GPU. Los " "métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán el " "almacenamiento necesario en el disco, pero no reducirán el uso de memoria en " "la GPU, ya que la textura se envía a la GPU sin comprimir.\n" -"El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " +"El uso de [b]VRAM Comprimida[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " @@ -23377,13 +23377,13 @@ msgstr "" "- Comprimido en VRAM (comprimido en la GPU)\n" "- Sin comprimir en VRAM (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más bajos que " -"VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " +"VRAM Comprimida, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" -"Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. Los " +"Solo [b]VRAM Comprimida[/b] reduce realmente el uso de memoria en la GPU. Los " "métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán el " "almacenamiento necesario en el disco, pero no reducirán el uso de memoria en " "la GPU, ya que la textura se envía a la GPU sin comprimir.\n" -"El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " +"El uso de [b]VRAM Comprimida[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " @@ -23420,16 +23420,16 @@ msgstr "" "métodos de compresión (incluyendo la falta de cualquier compresión):\n" "- Sin pérdida (WebP o PNG, descomprimido en la GPU)\n" "- Con pérdida (WebP, descomprimido en la GPU)\n" -"- VRAM Comprimido (comprimido en la GPU)\n" +"- VRAM Comprimida (comprimido en la GPU)\n" "- VRAM Sin comprimir (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más pequeños que " -"VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " +"VRAM Comprimida, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" -"Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. Los " +"Solo [b]VRAM Comprimida[/b] reduce realmente el uso de memoria en la GPU. Los " "métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán el " "almacenamiento requerido en el disco, pero no reducirán el uso de memoria en " "la GPU, ya que la textura se envía a la GPU sin comprimir.\n" -"El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " +"El uso de [b]VRAM Comprimida[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " @@ -23475,13 +23475,13 @@ msgstr "" "- Comprimido en VRAM (comprimido en la GPU)\n" "- Sin comprimir en VRAM (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más bajos que " -"VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " +"VRAM Comprimida, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" -"Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. Los " +"Solo [b]VRAM Comprimida[/b] reduce realmente el uso de memoria en la GPU. Los " "métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán el " "almacenamiento necesario en el disco, pero no reducirán el uso de memoria en " "la GPU, ya que la textura se envía a la GPU sin comprimir.\n" -"El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " +"El uso de [b]VRAM Comprimida[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " @@ -27371,7 +27371,7 @@ msgstr "" "tanto no son compatibles con el algoritmo CSG.\n" "[b]Nota:[/b] Cuando se usa un [ArrayMesh], todos los atributos de vértice " "excepto [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] y " -"[constant Mesh.ARRAY_TEX_UV] se dejan sin usar. Sólo [constant " +"[constant Mesh.ARRAY_TEX_UV] se dejan sin usar. Solo [constant " "Mesh.ARRAY_VERTEX] y [constant Mesh.ARRAY_TEX_UV] se pasarán a la GPU.\n" "[constant Mesh.ARRAY_NORMAL] sólo se usa para determinar qué caras requieren " "el uso de sombreado plano. Por defecto, CSGMesh ignorará las normales de los " @@ -27622,7 +27622,7 @@ msgstr "" "elimina." msgid "Only intersecting geometry remains, the rest is removed." -msgstr "Sólo queda la geometría de intersección, el resto se elimina." +msgstr "Solo queda la geometría de intersección, el resto se elimina." msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." @@ -28518,6 +28518,116 @@ msgstr "" "En otras plataformas, o si la unidad solicitada no existe, el método devuelve " "una String vacía." +msgid "" +"Returns file system type name of the current directory's disk. Returned " +"values are uppercase strings like [code]NTFS[/code], [code]FAT32[/code], " +"[code]EXFAT[/code], [code]APFS[/code], [code]EXT4[/code], [code]BTRFS[/code], " +"and so on.\n" +"[b]Note:[/b] This method is implemented on macOS, Linux, Windows and for PCK " +"virtual file system." +msgstr "" +"Devuelve el nombre del tipo de sistema de archivos del disco del directorio " +"actual. Los valores devueltos son cadenas de texto en mayúsculas como " +"[code]NTFS[/code], [code]FAT32[/code], [code]EXFAT[/code], [code]APFS[/code], " +"[code]EXT4[/code], [code]BTRFS[/code], y así sucesivamente.\n" +"[b]Nota:[/b] Este método está implementado en macOS, Linux, Windows y para el " +"sistema de archivos virtual PCK." + +msgid "" +"Returns the next element (file or directory) in the current directory.\n" +"The name of the file or directory is returned (and not its full path). Once " +"the stream has been fully processed, the method returns an empty [String] and " +"closes the stream automatically (i.e. [method list_dir_end] would not be " +"mandatory in such a case)." +msgstr "" +"Devuelve el siguiente elemento (archivo o directorio) en el directorio " +"actual.\n" +"Se devuelve el nombre del archivo o directorio (y no su ruta completa). Una " +"vez que la secuencia se ha procesado completamente, el método devuelve una " +"string vacía y cierra la secuencia automáticamente (es decir, [method " +"list_dir_end] no sería obligatorio en tal caso)." + +msgid "Returns the result of the last [method open] call in the current thread." +msgstr "" +"Devuelve el resultado de la última llamada a [method open] en el hilo actual." + +msgid "" +"Returns the available space on the current directory's disk, in bytes. " +"Returns [code]0[/code] if the platform-specific method to query the available " +"space fails." +msgstr "" +"Devuelve el espacio disponible en el disco del directorio actual, en bytes. " +"Devuelve [code]0[/code] si el método específico de la plataforma para " +"consultar el espacio disponible falla." + +msgid "" +"Returns [code]true[/code] if the directory is a macOS bundle.\n" +"[b]Note:[/b] This method is implemented on macOS." +msgstr "" +"Devuelve [code]true[/code] si el directorio es un paquete de macOS.\n" +"[b]Nota:[/b] Este método está implementado en macOS." + +msgid "" +"Returns [code]true[/code] if the file system or directory use case sensitive " +"file names.\n" +"[b]Note:[/b] This method is implemented on macOS, Linux (for EXT4 and F2FS " +"filesystems only) and Windows. On other platforms, it always returns " +"[code]true[/code]." +msgstr "" +"Devuelve [code]true[/code] si el sistema de archivos o el directorio utilizan " +"nombres de archivo que distinguen entre mayúsculas y minúsculas.\n" +"[b]Nota:[/b] Este método está implementado en macOS, Linux (solo para " +"sistemas de archivos EXT4 y F2FS) y Windows. En otras plataformas, siempre " +"devuelve [code]true[/code]." + +msgid "" +"Returns [code]true[/code] if paths [param path_a] and [param path_b] resolve " +"to the same file system object. Returns [code]false[/code] otherwise, even if " +"the files are bit-for-bit identical (e.g., identical copies of the file that " +"are not symbolic links)." +msgstr "" +"Devuelve [code]true[/code] si las rutas [param path_a] y [param path_b] se " +"resuelven en el mismo objeto del sistema de archivos. Devuelve [code]false[/" +"code] en caso contrario, incluso si los archivos son idénticos bit a bit (por " +"ejemplo, copias idénticas del archivo que no son enlaces simbólicos)." + +msgid "" +"Returns [code]true[/code] if the file or directory is a symbolic link, " +"directory junction, or other reparse point.\n" +"[b]Note:[/b] This method is implemented on macOS, Linux, and Windows." +msgstr "" +"Devuelve [code]true[/code] si el archivo o directorio es un enlace simbólico, " +"una unión de directorio u otro punto de reanálisis.\n" +"[b]Nota:[/b] Este método está implementado en macOS, Linux y Windows." + +msgid "" +"Initializes the stream used to list all files and directories using the " +"[method get_next] function, closing the currently opened stream if needed. " +"Once the stream has been processed, it should typically be closed with " +"[method list_dir_end].\n" +"Affected by [member include_hidden] and [member include_navigational].\n" +"[b]Note:[/b] The order of files and directories returned by this method is " +"not deterministic, and can vary between operating systems. If you want a list " +"of all files or folders sorted alphabetically, use [method get_files] or " +"[method get_directories]." +msgstr "" +"Inicializa el flujo usado para listar todos los archivos y directorios usando " +"la función [method get_next], cerrando el flujo abierto actual si es " +"necesario. Una vez que el flujo ha sido procesado, típicamente debería ser " +"cerrado con [method list_dir_end].\n" +"Afectado por [member include_hidden] y [member include_navigational].\n" +"[b]Nota:[/b] El orden de los archivos y directorios devueltos por este método " +"no es determinístico y puede variar entre sistemas operativos. Si quieres una " +"lista de todos los archivos o carpetas ordenados alfabéticamente, usa [method " +"get_files] o [method get_directories]." + +msgid "" +"Closes the current stream opened with [method list_dir_begin] (whether it has " +"been fully processed with [method get_next] does not matter)." +msgstr "" +"Cierra el flujo actual abierto con [method list_dir_begin] (no importa si se " +"ha procesado completamente con [method get_next] o no)." + msgid "" "Creates a directory. The argument can be relative to the current directory, " "or an absolute path. The target directory should be placed in an already " @@ -28532,6 +28642,50 @@ msgstr "" "Devuelve una de las constantes de código [enum Error] ([constant OK] en caso " "de éxito)." +msgid "Static version of [method make_dir]. Supports only absolute paths." +msgstr "Versión estática de [method make_dir]. Solo admite rutas absolutas." + +msgid "" +"Creates a target directory and all necessary intermediate directories in its " +"path, by calling [method make_dir] recursively. The argument can be relative " +"to the current directory, or an absolute path.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"Crea un directorio de destino y todos los directorios intermedios necesarios " +"en su ruta, llamando a [method make_dir] recursivamente. El argumento puede " +"ser relativo al directorio actual, o una ruta absoluta.\n" +"Devuelve una de las constantes de código de [enum Error] ([constant OK] en " +"caso de éxito)." + +msgid "" +"Static version of [method make_dir_recursive]. Supports only absolute paths." +msgstr "" +"Versión estática de [method make_dir_recursive]. Solo admite rutas absolutas." + +msgid "" +"Creates a new [DirAccess] object and opens an existing directory of the " +"filesystem. The [param path] argument can be within the project tree " +"([code]res://folder[/code]), the user directory ([code]user://folder[/code]) " +"or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or " +"[code]C:\\tmp\\folder[/code]).\n" +"Returns [code]null[/code] if opening the directory failed. You can use " +"[method get_open_error] to check the error that occurred." +msgstr "" +"Crea un nuevo objeto [DirAccess] y abre un directorio existente del sistema " +"de archivos. El argumento [param path] puede estar dentro del árbol del " +"proyecto ([code]res://folder[/code]), el directorio de usuario ([code]user://" +"folder[/code]) o una ruta absoluta del sistema de archivos de usuario (por " +"ejemplo, [code]/tmp/folder[/code] o [code]C:\\tmp\\folder[/code]).\n" +"Devuelve [code]null[/code] si falló la apertura del directorio. Puedes usar " +"[method get_open_error] para verificar el error ocurrido." + +msgid "" +"Returns target of the symbolic link.\n" +"[b]Note:[/b] This method is implemented on macOS, Linux, and Windows." +msgstr "" +"Devuelve el destino del enlace simbólico.\n" +"[b]Nota:[/b] Este método está implementado en macOS, Linux y Windows." + msgid "" "Permanently deletes the target file or an empty directory. The argument can " "be relative to the current directory, or an absolute path. If the target " @@ -28548,18 +28702,210 @@ msgstr "" "Devuelve una de las constantes de código [enum Error], ([constant OK] en caso " "de éxito)." +msgid "Static version of [method remove]. Supports only absolute paths." +msgstr "Versión estática de [method remove]. Solo admite rutas absolutas." + +msgid "" +"Renames (move) the [param from] file or directory to the [param to] " +"destination. Both arguments should be paths to files or directories, either " +"relative or absolute. If the destination file or directory exists and is not " +"access-protected, it will be overwritten.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"Renombra (mueve) el archivo o directorio [param from] al destino [param to]. " +"Ambos argumentos deben ser rutas a archivos o directorios, ya sean relativas " +"o absolutas. Si el archivo o directorio de destino existe y no está protegido " +"contra el acceso, será sobrescrito.\n" +"Devuelve una de las constantes del código [enum Error] ([constant OK] en caso " +"de éxito)." + +msgid "Static version of [method rename]. Supports only absolute paths." +msgstr "Versión estática de [method rename]. Solo admite rutas absolutas." + +msgid "" +"If [code]true[/code], hidden files are included when navigating the " +"directory.\n" +"Affects [method list_dir_begin], [method get_directories] and [method " +"get_files]." +msgstr "" +"Si [code]true[/code], los archivos ocultos se incluyen al navegar por el " +"directorio.\n" +"Afecta a [method list_dir_begin], [method get_directories] y [method " +"get_files]." + +msgid "" +"If [code]true[/code], [code].[/code] and [code]..[/code] are included when " +"navigating the directory.\n" +"Affects [method list_dir_begin] and [method get_directories]." +msgstr "" +"Si [code]true[/code], [code].[/code] y [code]..[/code] se incluyen al navegar " +"por el directorio.\n" +"Afecta a [method list_dir_begin] y [method get_directories]." + msgid "Directional 2D light from a distance." msgstr "Luz direccional 2D desde la distancia." +msgid "" +"A directional light is a type of [Light2D] node that models an infinite " +"number of parallel rays covering the entire scene. It is used for lights with " +"strong intensity that are located far away from the scene (for example: to " +"model sunlight or moonlight).\n" +"Light is emitted in the +Y direction of the node's global basis. For an " +"unrotated light, this means that the light is emitted downwards. The position " +"of the node is ignored; only the basis is used to determine light direction.\n" +"[b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it " +"supports shadow cull masks). It will always light up 2D nodes, regardless of " +"the 2D node's [member CanvasItem.light_mask]." +msgstr "" +"Una luz direccional es un tipo de nodo [Light2D] que modela un número " +"infinito de rayos paralelos que cubren toda la escena. Se utiliza para luces " +"de gran intensidad que se ubican lejos de la escena (por ejemplo: para " +"modelar la luz del sol o la luz de la luna).\n" +"La luz se emite en la dirección +Y de la base global del nodo. Para una luz " +"sin rotar, esto significa que la luz se emite hacia abajo. La posición del " +"nodo se ignora; solo se usa la base para determinar la dirección de la luz.\n" +"[b]Nota:[/b] [DirectionalLight2D] no soporta máscaras de exclusión de luz " +"(pero sí soporta máscaras de exclusión de sombra). Siempre iluminará los " +"nodos 2D, independientemente de la [member CanvasItem.light_mask] del nodo 2D." + +msgid "" +"The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel " +"to the plane) to 1 (perpendicular to the plane)." +msgstr "" +"La altura de la luz. Se utiliza con el mapeo normal 2D. Rango de 0 (paralelo " +"al plano) a 1 (perpendicular al plano)." + +msgid "" +"The maximum distance from the camera center objects can be before their " +"shadows are culled (in pixels). Decreasing this value can prevent objects " +"located outside the camera from casting shadows (while also improving " +"performance). [member Camera2D.zoom] is not taken into account by [member " +"max_distance], which means that at higher zoom values, shadows will appear to " +"fade out sooner when zooming onto a given point." +msgstr "" +"La distancia máxima desde el centro de la cámara a la que los objetos pueden " +"estar antes de que sus sombras sean eliminadas (en píxeles). Disminuir este " +"valor puede evitar que los objetos situados fuera de la cámara proyecten " +"sombras (al mismo tiempo que mejora el rendimiento). [member Camera2D.zoom] " +"no es tomado en cuenta por [member max_distance], lo que significa que con " +"valores de zoom más altos, las sombras parecerán desvanecerse antes al hacer " +"zoom en un punto dado." + msgid "Directional light from a distance, as from the Sun." msgstr "Luz direccional desde una distancia, como desde el Sol." +msgid "" +"A directional light is a type of [Light3D] node that models an infinite " +"number of parallel rays covering the entire scene. It is used for lights with " +"strong intensity that are located far away from the scene to model sunlight " +"or moonlight.\n" +"Light is emitted in the -Z direction of the node's global basis. For an " +"unrotated light, this means that the light is emitted forwards, illuminating " +"the front side of a 3D model (see [constant Vector3.FORWARD] and [constant " +"Vector3.MODEL_FRONT]). The position of the node is ignored; only the basis is " +"used to determine light direction." +msgstr "" +"Una luz direccional es un tipo de nodo [Light3D] que modela un número " +"infinito de rayos paralelos que cubren toda la escena. Se utiliza para luces " +"de gran intensidad que se ubican lejos de la escena para modelar la luz del " +"sol o la luz de la luna.\n" +"La luz se emite en la dirección -Z de la base global del nodo. Para una luz " +"sin rotar, esto significa que la luz se emite hacia adelante, iluminando la " +"parte frontal de un modelo 3D (véase [constant Vector3.FORWARD] y [constant " +"Vector3.MODEL_FRONT]). La posición del nodo se ignora; solo se usa la base " +"para determinar la dirección de la luz." + +msgid "3D lights and shadows" +msgstr "Luces y sombras 3D" + msgid "Faking global illumination" msgstr "Falsificar la iluminación global" +msgid "" +"If [code]true[/code], shadow detail is sacrificed in exchange for smoother " +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." +msgstr "" +"Si es [code]true[/code], el detalle de la sombra se sacrifica a cambio de " +"transiciones más suaves entre divisiones. Habilitar la división de mezcla de " +"sombras también tiene un costo moderado en el rendimiento. Esto se ignora " +"cuando [member directional_shadow_mode] es [constant SHADOW_ORTHOGONAL]." + +msgid "" +"Proportion of [member directional_shadow_max_distance] at which point the " +"shadow starts to fade. At [member directional_shadow_max_distance], the " +"shadow will disappear. The default value is a balance between smooth fading " +"and distant shadow visibility. If the camera moves fast and the [member " +"directional_shadow_max_distance] is low, consider lowering [member " +"directional_shadow_fade_start] below [code]0.8[/code] to make shadow " +"transitions less noticeable. On the other hand, if you tuned [member " +"directional_shadow_max_distance] to cover the entire scene, you can set " +"[member directional_shadow_fade_start] to [code]1.0[/code] to prevent the " +"shadow from fading in the distance (it will suddenly cut off instead)." +msgstr "" +"Proporción de [member directional_shadow_max_distance] en la que la sombra " +"comienza a desvanecerse. En [member directional_shadow_max_distance], la " +"sombra desaparecerá. El valor predeterminado es un equilibrio entre el " +"desvanecimiento suave y la visibilidad de la sombra a distancia. Si la cámara " +"se mueve rápido y [member directional_shadow_max_distance] es baja, considera " +"reducir [member directional_shadow_fade_start] por debajo de [code]0.8[/code] " +"para hacer que las transiciones de sombra sean menos notorias. Por otro lado, " +"si ajustaste [member directional_shadow_max_distance] para cubrir toda la " +"escena, puedes establecer [member directional_shadow_fade_start] en " +"[code]1.0[/code] para evitar que la sombra se desvanezca en la distancia (en " +"su lugar, se cortará repentinamente)." + +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." +msgstr "" +"La distancia máxima para las divisiones de sombra. Aumentar este valor hará " +"que las sombras direccionales sean visibles desde más lejos, a costa de un " +"menor detalle general de la sombra y rendimiento (ya que se deben incluir más " +"objetos en la renderización de la sombra direccional)." + msgid "The light's shadow rendering algorithm." msgstr "El algoritmo de renderizado de sombras de la luz." +msgid "" +"The distance from camera to shadow split 1. Relative to [member " +"directional_shadow_max_distance]. Only used when [member " +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." +msgstr "" +"La distancia desde la cámara hasta la primera división de sombra. Relativo a " +"[member directional_shadow_max_distance]. Solo se usa cuando [member " +"directional_shadow_mode] es [constant SHADOW_PARALLEL_2_SPLITS] o [constant " +"SHADOW_PARALLEL_4_SPLITS]." + +msgid "" +"The distance from shadow split 1 to split 2. Relative to [member " +"directional_shadow_max_distance]. Only used when [member " +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." +msgstr "" +"La distancia desde la división de sombra 1 a la división 2. Relativo a " +"[member directional_shadow_max_distance]. Solo se usa cuando [member " +"directional_shadow_mode] es [constant SHADOW_PARALLEL_4_SPLITS]." + +msgid "" +"The distance from shadow split 2 to split 3. Relative to [member " +"directional_shadow_max_distance]. Only used when [member " +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." +msgstr "" +"La distancia desde la división de sombra 2 a la división 3. Relativo a " +"[member directional_shadow_max_distance]. Solo se usa cuando [member " +"directional_shadow_mode] es [constant SHADOW_PARALLEL_4_SPLITS]." + +msgid "" +"Whether this [DirectionalLight3D] is visible in the sky, in the scene, or " +"both in the sky and in the scene." +msgstr "" +"Si esta [DirectionalLight3D] es visible en el cielo, en la escena, o en " +"ambos, en el cielo y en la escena." + msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " "is the fastest directional shadow mode. May result in blurrier shadows on " @@ -28586,17 +28932,213 @@ msgstr "" "Divide el frustum de la vista en 4 áreas, cada una con su propio mapa de " "sombras. Este es el modo de sombra direccional más lento." +msgid "Makes the light visible in both scene lighting and sky rendering." +msgstr "" +"Hace que la luz sea visible tanto en la iluminación de la escena como en la " +"renderización del cielo." + +msgid "" +"Makes the light visible in scene lighting only (including direct lighting and " +"global illumination). When using this mode, the light will not be visible " +"from sky shaders." +msgstr "" +"Hace que la luz sea visible solo en la iluminación de la escena (incluida la " +"iluminación directa y la iluminación global). Al usar este modo, la luz no " +"será visible desde los shaders del cielo." + +msgid "" +"Makes the light visible to sky shaders only. When using this mode the light " +"will not cast light into the scene (either through direct lighting or through " +"global illumination), but can be accessed through sky shaders. This can be " +"useful, for example, when you want to control sky effects without " +"illuminating the scene (during a night cycle, for example)." +msgstr "" +"Hace que la luz sea visible solo para los shaders del cielo. Al usar este " +"modo, la luz no proyectará luz en la escena (ya sea a través de iluminación " +"directa o a través de iluminación global), pero se puede acceder a ella a " +"través de los shaders del cielo. Esto puede ser útil, por ejemplo, cuando " +"quieres controlar los efectos del cielo sin iluminar la escena (durante un " +"ciclo nocturno, por ejemplo)." + msgid "A server interface for low-level window management." msgstr "Una interfaz de servidor para la gestión de ventanas de bajo nivel." +msgid "" +"Creates a new, empty accessibility element resource.\n" +"[b]Note:[/b] An accessibility element is created and freed automatically for " +"each [Node]. In general, this function should not be called manually." +msgstr "" +"Crea un nuevo recurso de elemento de accesibilidad vacío.\n" +"[b]Nota:[/b] Se crea y libera automáticamente un elemento de accesibilidad " +"para cada [Node]. En general, esta función no debe ser llamada manualmente." + +msgid "" +"Creates a new, empty accessibility sub-element resource. Sub-elements can be " +"used to provide accessibility information for objects which are not [Node]s, " +"such as list items, table cells, or menu items. Sub-elements are freed " +"automatically when the parent element is freed, or can be freed early using " +"the [method accessibility_free_element] method." +msgstr "" +"Crea un nuevo recurso de subelemento de accesibilidad vacío. Los subelementos " +"se pueden usar para proporcionar información de accesibilidad para objetos " +"que no son [Node]s, como elementos de lista, celdas de tabla o elementos de " +"menú. Los subelementos se liberan automáticamente cuando se libera el " +"elemento padre, o se pueden liberar antes usando el método [method " +"accessibility_free_element]." + +msgid "" +"Creates a new, empty accessibility sub-element from the shaped text buffer. " +"Sub-elements are freed automatically when the parent element is freed, or can " +"be freed early using the [method accessibility_free_element] method.\n" +"If [param is_last_line] is [code]true[/code], no trailing newline is appended " +"to the text content. Set to [code]true[/code] for the last line in multi-line " +"text fields and for single-line text fields." +msgstr "" +"Crea un nuevo subelemento de accesibilidad vacío desde el búfer de texto " +"formateado. Los subelementos se liberan automáticamente cuando el elemento " +"padre se libera, o pueden liberarse antes usando el método [method " +"accessibility_free_element].\n" +"Si [param is_last_line] es [code]true[/code], no se añade un salto de línea " +"al final del contenido del texto. Establécelo en [code]true[/code] para la " +"última línea en campos de texto multilínea y para campos de texto de una sola " +"línea." + +msgid "Returns the metadata of the accessibility element [param id]." +msgstr "Devuelve los metadatos del elemento de accesibilidad [param id]." + +msgid "" +"Sets the metadata of the accessibility element [param id] to [param meta]." +msgstr "" +"Establece los metadatos del elemento de accesibilidad [param id] a [param " +"meta]." + +msgid "" +"Frees the accessibility element [param id] created by [method " +"accessibility_create_element], [method accessibility_create_sub_element], or " +"[method accessibility_create_sub_text_edit_elements]." +msgstr "" +"Libera el elemento de accesibilidad [param id] creado por [method " +"accessibility_create_element], [method accessibility_create_sub_element], o " +"[method accessibility_create_sub_text_edit_elements]." + msgid "Returns the main accessibility element of the OS native window." msgstr "" "Devuelve el elemento de accesibilidad principal de la ventana nativa del " "sistema operativo." +msgid "" +"Returns [code]true[/code] if [param id] is a valid accessibility element." +msgstr "" +"Devuelve [code]true[/code] si [param id] es un elemento de accesibilidad " +"válido." + +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 "" +"Establece el estado de foco de la ventana para aplicaciones de asistencia.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] ¡Solo para usuarios avanzados! Los objetos [Window] llaman a " +"este método automáticamente." + +msgid "" +"Sets window outer (with decorations) and inner (without decorations) bounds " +"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 "" +"Establece los límites exteriores (con decoraciones) e interiores (sin " +"decoraciones) de la ventana para aplicaciones de asistencia.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows.\n" +"[b]Nota:[/b] ¡Solo para usuarios avanzados! Los objetos [Window] llaman a " +"este método automáticamente." + +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 " +"unknown.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland, GNOME), macOS, " +"and Windows." +msgstr "" +"Devuelve [code]1[/code] si se debe usar un tema de interfaz de usuario de " +"alto contraste, [code]0[/code] en caso contrario. Devuelve [code]-1[/code] si " +"el estado es desconocido.\n" +"[b]Nota:[/b] Este método está implementado en Linux (X11/Wayland, GNOME), " +"macOS y Windows." + +msgid "" +"Returns [code]1[/code] if flashing, blinking, and other moving content that " +"can cause seizures in users with photosensitive epilepsy should be disabled, " +"[code]0[/code] otherwise. Returns [code]-1[/code] if status is unknown.\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"Devuelve [code]1[/code] si se debe deshabilitar el contenido parpadeante, " +"intermitente y otro contenido en movimiento que pueda causar convulsiones en " +"usuarios con epilepsia fotosensible, [code]0[/code] en caso contrario. " +"Devuelve [code]-1[/code] si el estado es desconocido.\n" +"[b]Nota:[/b] Este método está implementado en macOS y Windows." + +msgid "" +"Returns [code]1[/code] if background images, transparency, and other features " +"that can reduce the contrast between the foreground and background should be " +"disabled, [code]0[/code] otherwise. Returns [code]-1[/code] if status is " +"unknown.\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"Devuelve [code]1[/code] si las imágenes de fondo, la transparencia y otras " +"características que pueden reducir el contraste entre el primer plano y el " +"fondo deben ser deshabilitadas, [code]0[/code] en caso contrario. Devuelve " +"[code]-1[/code] si el estado es desconocido.\n" +"[b]Nota:[/b] Este método está implementado en macOS y Windows." + +msgid "" +"Adds a callback for the accessibility action (action which can be performed " +"by using a special screen reader command or buttons on the Braille display), " +"and marks this action as supported. The action callback receives one " +"[Variant] argument, which value depends on action type." +msgstr "" +"Añade una devolución de llamada para la acción de accesibilidad (acción que " +"se puede realizar usando un comando especial del lector de pantalla o botones " +"en la pantalla Braille), y marca esta acción como compatible. La devolución " +"de llamada de la acción recibe un argumento [Variant], cuyo valor depende del " +"tipo de acción." + +msgid "" +"Adds a child accessibility element.\n" +"[b]Note:[/b] [Node] children and sub-elements are added to the child list " +"automatically." +msgstr "" +"Añade un elemento de accesibilidad hijo.\n" +"[b]Nota:[/b] Los hijos y subelementos de [Node] se añaden automáticamente a " +"la lista de hijos." + +msgid "Adds an element that is controlled by this element." +msgstr "Añade un elemento que es controlado por este elemento." + +msgid "Adds an element that describes this element." +msgstr "Añade un elemento que describe este elemento." + +msgid "Adds an element that details this element." +msgstr "Añade un elemento que detalla este elemento." + msgid "Adds an element that this element flow into." msgstr "Agrega un elemento hacia el cual fluye este elemento." +msgid "Adds an element that labels this element." +msgstr "Añade un elemento que etiqueta este elemento." + +msgid "" +"Adds an element that is part of the same radio group.\n" +"[b]Note:[/b] This method should be called on each element of the group, using " +"all other elements as [param related_id]." +msgstr "" +"Añade un elemento que forma parte del mismo grupo de radio.\n" +"[b]Nota:[/b] Este método debe ser llamado en cada elemento del grupo, usando " +"todos los demás elementos como [param related_id]." + msgid "Adds an element that is an active descendant of this element." msgstr "Agrega un elemento que es un descendiente activo de este elemento." @@ -28617,6 +29159,18 @@ msgstr "Establece el nombre de la clase del elemento." msgid "Sets element color value." msgstr "Establece el valor del color del elemento." +msgid "Sets element accessibility description." +msgstr "Establece la descripción de accesibilidad del elemento." + +msgid "Sets an element which contains an error message for this element." +msgstr "" +"Establece un elemento que contiene un mensaje de error para este elemento." + +msgid "Sets element accessibility extra information added to the element name." +msgstr "" +"Establece información extra de accesibilidad del elemento, añadida al nombre " +"del elemento." + msgid "Sets element flag." msgstr "Establece la bandera del elemento." @@ -28693,9 +29247,15 @@ msgstr "" msgid "Sets scroll bar x position." msgstr "Establece la posición x de la barra de desplazamiento." +msgid "Sets scroll bar x range." +msgstr "Establece el rango X de la barra de desplazamiento." + msgid "Sets scroll bar y position." msgstr "Establece la posición y de la barra de desplazamiento." +msgid "Sets scroll bar y range." +msgstr "Establece el rango Y de la barra de desplazamiento." + msgid "Sets the list of keyboard shortcuts used by element." msgstr "Establece la lista de atajos de teclado utilizados por elemento." @@ -31295,9 +31855,6 @@ msgstr "" "Identifica una plataforma de exportación compatible e internamente " "proporciona la funcionalidad de exportar a esa plataforma." -msgid "Console support in Godot" -msgstr "Soporte de consola en Godot" - msgid "" "Adds a message to the export log that will be displayed when exporting ends." msgstr "" @@ -33173,8 +33730,8 @@ msgstr "" "Esta implementación del método puede llamar a [method " "EditorExportPlatform.save_pack] o [method EditorExportPlatform.save_zip] para " "usar el proceso de exportación PCK/ZIP predeterminado, o llama a [method " -"EditorExportPlatform.export_project_files] e implementa una función de " -"retorno personalizada para procesar cada archivo exportado." +"EditorExportPlatform.export_project_files] e implementa una callback " +"personalizada para procesar cada archivo exportado." msgid "" "Create a ZIP archive at [param path] for the specified [param preset].\n" @@ -37092,8 +37649,8 @@ msgstr "" "Las escenas importadas pueden ser modificadas automáticamente justo después " "de la importación estableciendo su propiedad de importación [b]Custom Script[/" "b] a un script [code]tool[/code] que herede de esta clase.\n" -"La llamada de retorno [method _post_import] recibe el nodo raíz de la escena " -"importada y devuelve la versión modificada de la escena:\n" +"La callback [method _post_import] recibe el nodo raíz de la escena importada " +"y devuelve la versión modificada de la escena:\n" "[codeblocks]\n" "[gdscript]\n" "@tool # Necesario para que se ejecute en el editor.\n" @@ -38182,7 +38739,7 @@ msgid "" "[code]true[/code]." msgstr "" "El color a usar para la cuadrícula del editor TileMap.\n" -"[b]Nota:[/b] Sólo es efectivo si [member editors/tiles_editor/display_grid] " +"[b]Nota:[/b] Solo es efectivo si [member editors/tiles_editor/display_grid] " "es [code]true[/code]." msgid "" @@ -41126,7 +41683,7 @@ msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" -"El ID de la capa maxima a mostrar. Sólo es efectivo cuando se utiliza el modo " +"El ID de la capa maxima a mostrar. Solo es efectivo cuando se utiliza el modo " "de fondo [constant BG_CANVAS]." msgid "" @@ -46188,7 +46745,7 @@ msgid "" "In other words, the actual mesh will not be visible, only the shadows casted " "from the mesh will be." msgstr "" -"Sólo mostrará las sombras proyectadas por este objeto.\n" +"Solo mostrará las sombras proyectadas por este objeto.\n" "En otras palabras, la malla real no será visible, sólo las sombras " "proyectadas desde la malla lo serán." @@ -46293,7 +46850,7 @@ msgstr "" "pero puede proporcionar transiciones más suaves. El rango de desvanecimiento " "está determinado por [member visibility_range_begin_margin] y [member " "visibility_range_end_margin].\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el método de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+. Cuando se utiliza el método de renderizado Móvil o de " "Compatibilidad, este modo actúa como [constant " "VISIBILITY_RANGE_FADE_DISABLED] pero con la histéresis desactivada." @@ -50497,7 +51054,7 @@ msgid "" msgstr "" "Las capas físicas en las que se encuentra este GridMap.\n" "Los GridMaps actúan como cuerpos estáticos, lo que significa que no son " -"afectados por la gravedad u otras fuerzas. Sólo afectan a otros cuerpos " +"afectados por la gravedad u otras fuerzas. Solo afectan a otros cuerpos " "físicos que colisionan con ellos." msgid "The assigned [MeshLibrary]." @@ -50753,7 +51310,7 @@ msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" -"La rotación mínima. Sólo está activa si [member angular_limit/enable] es " +"La rotación mínima. Solo está activa si [member angular_limit/enable] es " "[code]true[/code]." msgid "The lower this value, the more the rotation gets slowed down." @@ -50770,7 +51327,7 @@ msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" -"La rotación máxima. Sólo está activa si [member angular_limit/enable] es " +"La rotación máxima. Solo está activa si [member angular_limit/enable] es " "[code]true[/code]." msgid "When activated, a motor turns the hinge." @@ -54368,7 +54925,7 @@ msgid "Icon is drawn to the left of the text." msgstr "El icono se dibuja a la izquierda del texto." msgid "Only allow selecting a single item." -msgstr "Sólo permite seleccionar un único elemento." +msgstr "Solo permite seleccionar un único elemento." msgid "" "Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/" @@ -55009,7 +55566,7 @@ msgid "" "- [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" +"Registra una callback 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." @@ -60646,7 +61203,7 @@ msgid "" "Returns the callback of the item at index [param idx].\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" -"Devuelve la función de retorno del elemento en el índice [param idx].\n" +"Devuelve la callback del elemento en el índice [param idx].\n" "[b]Nota:[/b] Este método está implementado en macOS y Windows." msgid "" @@ -62389,7 +62946,7 @@ msgstr "" "objetos.\n" "Para utilizar el sistema de evitación de colisiones, puedes utilizar agentes. " "Puedes establecer la velocidad objetivo de un agente, luego los servidores " -"emitirán una retrollamada con una velocidad modificada.\n" +"emitirán una callback con una velocidad modificada.\n" "[b]Nota:[/b] El sistema de evitación de colisiones ignora las regiones. El " "uso directo de la velocidad modificada puedes mover un agente fuera del área " "transitable. Esta es una limitación del sistema de evitación de colisiones, " @@ -70067,7 +70624,7 @@ msgid "" "BaseMaterial3D.BILLBOARD_PARTICLES]." msgstr "" "Rotación inicial aplicada a cada partícula, en grados.\n" -"Sólo se aplica cuando [member particle_flag_disable_z] o [member " +"Solo se aplica cuando [member particle_flag_disable_z] o [member " "particle_flag_rotate_y] son [code]true[/code] o el [BaseMaterial3D] que se " "usa para dibujar la partícula está usando [constant " "BaseMaterial3D.BILLBOARD_PARTICLES]." @@ -72035,8 +72592,8 @@ msgid "" msgstr "" "Proporciona acceso directo a un cuerpo físico en el [PhysicsServer3D], " "permitiendo cambios seguros en las propiedades físicas. Este objeto se pasa a " -"través de la retrollamada de estado directo de [RigidBody3D], y está " -"destinado a cambiar el estado directo de ese cuerpo. Véase [method " +"través de la callback de estado directo de [RigidBody3D], y está destinado a " +"cambiar el estado directo de ese cuerpo. Véase [method " "RigidBody3D._integrate_forces]." msgid "" @@ -73512,8 +74069,8 @@ msgid "" "The value of the first parameter and area callback function receives, when an " "object enters one of its shapes." msgstr "" -"El valor del primer parámetro y la función de retrollamada de área recibe, " -"cuando un objeto entra en una de sus formas." +"El valor del primer parámetro y la función de callback de área recibe, cuando " +"un objeto entra en una de sus formas." msgid "" "The value of the first parameter and area callback function receives, when an " @@ -75833,14 +76390,14 @@ msgid "" "The minimum rotation. Only active if [member angular_limit_enabled] is " "[code]true[/code]." msgstr "" -"La rotación mínima. Sólo está activa si [member angular_limit_enabled] es " +"La rotación mínima. Solo está activa si [member angular_limit_enabled] es " "[code]true[/code]." msgid "" "The maximum rotation. Only active if [member angular_limit_enabled] is " "[code]true[/code]." msgstr "" -"La rotación máxima. Sólo está activa si [member angular_limit_enabled] es " +"La rotación máxima. Solo está activa si [member angular_limit_enabled] es " "[code]true[/code]." msgid "The higher this value, the more the bond to the pinned partner can flex." @@ -78987,8 +79544,8 @@ msgid "" "[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], " "[code]{signalName}[/code], and [code]{signal_name}[/code]." msgstr "" -"El formato del nombre de la retrollamada de señal por defecto (en el Diálogo " -"de Conexión de Señal). Las siguientes sustituciones están disponibles: [code]" +"El formato del nombre de la callback de señal por defecto (en el Diálogo de " +"Conexión de Señal). Las siguientes sustituciones están disponibles: [code]" "{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]" "{SignalName}[/code], [code]{signalName}[/code], y [code]{signal_name}[/code]." @@ -82623,7 +83180,7 @@ msgid "" msgstr "" "El multiplicador de [member sample_count] que determina cuántas muestras se " "realizan para cada fragmento. Debe estar entre [code]0.0[/code] y [code]1.0[/" -"code] (inclusive). Sólo es efectivo si [member enable_sample_shading] es " +"code] (inclusive). Solo es efectivo si [member enable_sample_shading] es " "[code]true[/code]. Si [member min_sample_shading] es [code]1.0[/code], la " "invocación de fragmentos sólo debe leer de la muestra del índice de " "cobertura. El acceso a la imagen de tile no debe utilizarse si [member " @@ -83814,7 +84371,7 @@ msgid "" "that were matched are included. If multiple groups have the same name, that " "name would refer to the first matching one." msgstr "" -"Un diccionario de grupos nombrados y su correspondiente número de grupo. Sólo " +"Un diccionario de grupos nombrados y su correspondiente número de grupo. Solo " "se incluyen los grupos que fueron coincidentes. Si varios grupos tienen el " "mismo nombre, ese nombre se referirá al primero que coincida." @@ -87264,6 +87821,12 @@ msgstr "Tamaño máximo de un búfer de uniformes." msgid "Maximum vertex input attribute offset." msgstr "Desplazamiento máximo del atributo de entrada de vértice." +msgid "Maximum number of vertex input attributes." +msgstr "Número máximo de atributos de entrada de vértice." + +msgid "Maximum number of vertex input bindings." +msgstr "Número máximo de enlaces de entrada de vértice." + msgid "Maximum vertex input binding stride." msgstr "Paso máximo del enlace de entrada de vértice." @@ -87285,12 +87848,133 @@ msgid "Maximum number of workgroups for compute shaders on the Z axis." msgstr "" "Número máximo de grupos de trabajo para los shaders de cómputo en el eje Z." +msgid "Maximum number of workgroup invocations for compute shaders." +msgstr "" +"Número máximo de invocaciones de grupos de trabajo para los shaders de " +"cómputo." + +msgid "Maximum workgroup size for compute shaders on the X axis." +msgstr "" +"Tamaño máximo del grupo de trabajo para los shaders de cómputo en el eje X." + +msgid "Maximum workgroup size for compute shaders on the Y axis." +msgstr "" +"Tamaño máximo del grupo de trabajo para los shaders de cómputo en el eje Y." + +msgid "Maximum workgroup size for compute shaders on the Z axis." +msgstr "" +"Tamaño máximo del grupo de trabajo para los shaders de cómputo en el eje Z." + msgid "Maximum viewport width (in pixels)." msgstr "Ancho máximo del viewport (en píxeles)." +msgid "Maximum viewport height (in pixels)." +msgstr "Alto máximo del viewport (en píxeles)." + +msgid "" +"Returns the smallest value for [member ProjectSettings.rendering/scaling_3d/" +"scale] when using the MetalFX temporal upscaler.\n" +"[b]Note:[/b] The returned value is multiplied by a factor of [code]1000000[/" +"code] to preserve 6 digits of precision. It must be divided by " +"[code]1000000.0[/code] to convert the value to a floating point number." +msgstr "" +"Devuelve el valor más pequeño para [member ProjectSettings.rendering/" +"scaling_3d/scale] al usar el escalador temporal MetalFX.\n" +"[b]Nota:[/b] El valor devuelto se multiplica por un factor de [code]1000000[/" +"code] para preservar 6 dígitos de precisión. Se debe dividir por " +"[code]1000000.0[/code] para convertir el valor a un número de punto flotante." + +msgid "" +"Returns the largest value for [member ProjectSettings.rendering/scaling_3d/" +"scale] when using the MetalFX temporal upscaler.\n" +"[b]Note:[/b] The returned value is multiplied by a factor of [code]1000000[/" +"code] to preserve 6 digits of precision. It must be divided by " +"[code]1000000.0[/code] to convert the value to a floating point number." +msgstr "" +"Devuelve el valor más grande para [member ProjectSettings.rendering/" +"scaling_3d/scale] al usar el escalador temporal MetalFX.\n" +"[b]Nota:[/b] El valor devuelto se multiplica por un factor de [code]1000000[/" +"code] para preservar 6 dígitos de precisión. Debe dividirse por " +"[code]1000000.0[/code] para convertir el valor a un número de punto flotante." + msgid "Memory taken by textures." msgstr "La memoria utilizada por las texturas." +msgid "Memory taken by buffers." +msgstr "Memoria ocupada por búferes." + +msgid "" +"Total memory taken. This is greater than the sum of [constant " +"MEMORY_TEXTURES] and [constant MEMORY_BUFFERS], as it also includes " +"miscellaneous memory usage." +msgstr "" +"Memoria total ocupada. Esto es mayor que la suma de [constant " +"MEMORY_TEXTURES] y [constant MEMORY_BUFFERS], ya que también incluye el uso " +"de memoria miscelánea." + +msgid "Returned by functions that return an ID if a value is invalid." +msgstr "Devuelto por funciones que devuelven una ID si un valor es inválido." + +msgid "Returned by functions that return a format ID if a value is invalid." +msgstr "" +"Devuelto por funciones que devuelven una ID de formato si un valor es " +"inválido." + +msgid "No breadcrumb marker will be added." +msgstr "No se añadirá ningún marcador de ruta de navegación." + +msgid "" +"During a GPU crash in dev or debug mode, Godot's error message will include " +"[code]\"REFLECTION_PROBES\"[/code] for added context as to when the crash " +"occurred." +msgstr "" +"Durante un fallo de GPU en modo de desarrollo o depuración, el mensaje de " +"error de Godot incluirá [code]\"REFLECTION_PROBES\"[/code] para un contexto " +"adicional sobre cuándo ocurrió el fallo." + +msgid "" +"During a GPU crash in dev or debug mode, Godot's error message will include " +"[code]\"SKY_PASS\"[/code] for added context as to when the crash occurred." +msgstr "" +"Durante un fallo de GPU en modo de desarrollo o depuración, el mensaje de " +"error de Godot incluirá [code]\"SKY_PASS\"[/code] para un contexto adicional " +"sobre cuándo ocurrió el fallo." + +msgid "" +"During a GPU crash in dev or debug mode, Godot's error message will include " +"[code]\"LIGHTMAPPER_PASS\"[/code] for added context as to when the crash " +"occurred." +msgstr "" +"Durante un fallo de GPU en modo de desarrollo o depuración, el mensaje de " +"error de Godot incluirá [code]\"LIGHTMAPPER_PASS\"[/code] para un contexto " +"adicional sobre cuándo ocurrió el fallo." + +msgid "" +"During a GPU crash in dev or debug mode, Godot's error message will include " +"[code]\"SHADOW_PASS_DIRECTIONAL\"[/code] for added context as to when the " +"crash occurred." +msgstr "" +"Durante un fallo de GPU en modo de desarrollo o depuración, el mensaje de " +"error de Godot incluirá [code]\"SHADOW_PASS_DIRECTIONAL\"[/code] para un " +"contexto adicional sobre cuándo ocurrió el fallo." + +msgid "" +"During a GPU crash in dev or debug mode, Godot's error message will include " +"[code]\"SHADOW_PASS_CUBE\"[/code] for added context as to when the crash " +"occurred." +msgstr "" +"Durante un fallo de GPU en modo de desarrollo o depuración, el mensaje de " +"error de Godot incluirá [code]\"SHADOW_PASS_CUBE\"[/code] para un contexto " +"adicional sobre cuándo ocurrió el fallo." + +msgid "" +"During a GPU crash in dev or debug mode, Godot's error message will include " +"[code]\"OPAQUE_PASS\"[/code] for added context as to when the crash occurred." +msgstr "" +"Durante un fallo de GPU en modo de desarrollo o depuración, el mensaje de " +"error de Godot incluirá [code]\"OPAQUE_PASS\"[/code] para un contexto " +"adicional sobre cuándo ocurrió el fallo." + msgid "" "During a GPU crash in dev or debug mode, Godot's error message will include " "[code]\"ALPHA_PASS\"[/code] for added context as to when the crash occurred." @@ -87505,6 +88189,44 @@ msgstr "" "durante el pase de desenfoque para ocultar artefactos a costa de verse más " "difuso." +msgid "" +"Sets the exposure values that will be used by the renderers. The " +"normalization amount is used to bake a given Exposure Value (EV) into " +"rendering calculations to reduce the dynamic range of the scene.\n" +"The normalization factor can be calculated from exposure value (EV100) as " +"follows:\n" +"[codeblock]\n" +"func get_exposure_normalization(ev100: float):\n" +"\treturn 1.0 / (pow(2.0, ev100) * 1.2)\n" +"[/codeblock]\n" +"The exposure value can be calculated from aperture (in f-stops), shutter " +"speed (in seconds), and sensitivity (in ISO) as follows:\n" +"[codeblock]\n" +"func get_exposure(aperture: float, shutter_speed: float, sensitivity: " +"float):\n" +"\treturn log((aperture * aperture) / shutter_speed * (100.0 / sensitivity)) / " +"log(2)\n" +"[/codeblock]" +msgstr "" +"Establece los valores de exposición que usarán los renderizadores. La " +"cantidad de normalización se usa para bakear un valor de exposición (EV) dado " +"en los cálculos de renderizado para reducir el rango dinámico de la escena.\n" +"El factor de normalización se puede calcular a partir del valor de exposición " +"(EV100) de la siguiente manera:\n" +"[codeblock]\n" +"func get_exposure_normalization(ev100: float):\n" +"\treturn 1.0 / (pow(2.0, ev100) * 1.2)\n" +"[/codeblock]\n" +"El valor de exposición se puede calcular a partir de la apertura (en pasos " +"f), la velocidad de obturación (en segundos) y la sensibilidad (en ISO) de la " +"siguiente manera:\n" +"[codeblock]\n" +"func get_exposure(aperture: float, shutter_speed: float, sensitivity: " +"float):\n" +"\treturn log((aperture * aperture) / shutter_speed * (100.0 / sensitivity)) / " +"log(2)\n" +"[/codeblock]" + msgid "" "Creates a 3D camera and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]camera_*[/" @@ -87619,6 +88341,15 @@ msgstr "" "dibujados con este elemento de canvas hasta que se vuelva a llamar con [param " "ignore] establecido en [code]false[/code]." +msgid "" +"Draws an ellipse with semi-major axis [param major] and semi-minor axis " +"[param minor] on the [CanvasItem] pointed to by the [param item] [RID]. See " +"also [method CanvasItem.draw_ellipse]." +msgstr "" +"Dibuja una elipse con el semieje mayor [param major] y el semieje menor " +"[param minor] en el [CanvasItem] apuntado por el [RID] del [param elemento]. " +"Véase también [method CanvasItem.draw_ellipse]." + msgid "See also [method CanvasItem.draw_lcd_texture_rect_region]." msgstr "Véase también [method CanvasItem.draw_lcd_texture_rect_region]." @@ -87791,15 +88522,205 @@ msgstr "" "instancia de canvas item especificada. Equivalente a [method " "CanvasItem.get_instance_shader_parameter]." +msgid "" +"Sets the canvas group mode used during 2D rendering for the canvas item " +"specified by the [param item] RID. For faster but more limited clipping, use " +"[method canvas_item_set_clip] instead.\n" +"[b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and " +"[member CanvasItem.clip_children]." +msgstr "" +"Establece el modo de grupo de canvas utilizado durante el renderizado 2D para " +"el elemento canvas especificado por el RID [param item]. Para un recorte más " +"rápido pero más limitado, usa [method canvas_item_set_clip] en su lugar.\n" +"[b]Nota:[/b] La funcionalidad de nodo equivalente se encuentra en " +"[CanvasGroup] y [member CanvasItem.clip_children]." + +msgid "" +"If [param clip] is [code]true[/code], makes the canvas item specified by the " +"[param item] RID not draw anything outside of its rect's coordinates. This " +"clipping is fast, but works only with axis-aligned rectangles. This means " +"that rotation is ignored by the clipping rectangle. For more advanced " +"clipping shapes, use [method canvas_item_set_canvas_group_mode] instead.\n" +"[b]Note:[/b] The equivalent node functionality is found in [member " +"Label.clip_text], [RichTextLabel] (always enabled) and more." +msgstr "" +"Si [param clip] es [code]true[/code], hace que el elemento canvas " +"especificado por el RID [param item] no dibuje nada fuera de las coordenadas " +"de su rect. Este recorte es rápido, pero solo funciona con rectángulos " +"alineados con los ejes. Esto significa que la rotación es ignorada por el " +"rectángulo de recorte. Para formas de recorte más avanzadas, usa [method " +"canvas_item_set_canvas_group_mode] en su lugar.\n" +"[b]Nota:[/b] La funcionalidad de nodo equivalente se encuentra en [member " +"Label.clip_text], [RichTextLabel] (siempre habilitado) y más." + msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "Establece el [CanvasItem] para copiar un rectángulo al backbuffer." +msgid "" +"If [param use_custom_rect] is [code]true[/code], sets the custom visibility " +"rectangle (used for culling) to [param rect] for the canvas item specified by " +"[param item]. Setting a custom visibility rect can reduce CPU load when " +"drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/" +"code], automatically computes a visibility rectangle based on the canvas " +"item's draw commands." +msgstr "" +"Si [param use_custom_rect] es [code]true[/code], establece el rectángulo de " +"visibilidad personalizado (utilizado para el culling) en [param rect] para el " +"elemento de canvas especificado por [param item]. Establecer un rectángulo de " +"visibilidad personalizado puede reducir la carga de la CPU al dibujar muchas " +"instancias 2D. Si [param use_custom_rect] es [code]false[/code], calcula " +"automáticamente un rectángulo de visibilidad basado en los comandos de dibujo " +"del elemento de canvas." + +msgid "" +"Sets the default texture filter mode for the canvas item specified by the " +"[param item] RID. Equivalent to [member CanvasItem.texture_filter]." +msgstr "" +"Establece el modo de filtro de textura predeterminado para el elemento de " +"canvas especificado por el RID [param item]. Equivalente a [member " +"CanvasItem.texture_filter]." + +msgid "" +"Sets the default texture repeat mode for the canvas item specified by the " +"[param item] RID. Equivalent to [member CanvasItem.texture_repeat]." +msgstr "" +"Establece el modo de repetición de textura predeterminado para el elemento de " +"canvas especificado por el RID [param item]. Equivalente a [member " +"CanvasItem.texture_repeat]." + +msgid "" +"If [param enabled] is [code]true[/code], enables multichannel signed distance " +"field rendering mode for the canvas item specified by the [param item] RID. " +"This is meant to be used for font rendering, or with specially generated " +"images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]." +msgstr "" +"Si [param enabled] es [code]true[/code], habilita el modo de renderizado de " +"campo de distancia con signo multicanal para el elemento de canvas " +"especificado por el RID [param item]. Esto está destinado a ser utilizado " +"para el renderizado de fuentes, o con imágenes especialmente generadas usando " +"[url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]." + +msgid "" +"If [param enabled] is [code]true[/code], draws the canvas item specified by " +"the [param item] RID behind its parent. Equivalent to [member " +"CanvasItem.show_behind_parent]." +msgstr "" +"Si [param enabled] es [code]true[/code], dibuja el elemento del canvas " +"especificado por el RID [param item] detrás de su padre. Equivalente a " +"[member CanvasItem.show_behind_parent]." + msgid "Sets the index for the [CanvasItem]." msgstr "Establece el índice para el [CanvasItem]." +msgid "" +"Sets the per-instance shader uniform on the specified canvas item instance. " +"Equivalent to [method CanvasItem.set_instance_shader_parameter]." +msgstr "" +"Establece la variable uniforme del shader por instancia en la instancia del " +"elemento del canvas especificado. Equivalente a [method " +"CanvasItem.set_instance_shader_parameter]." + +msgid "" +"If [param interpolated] is [code]true[/code], turns on physics interpolation " +"for the canvas item." +msgstr "" +"Si [param interpolated] es [code]true[/code], activa la interpolación de " +"física para el elemento del canvas." + +msgid "" +"Sets the light [param mask] for the canvas item specified by the [param item] " +"RID. Equivalent to [member CanvasItem.light_mask]." +msgstr "" +"Establece la [param mask] de luz para el elemento del canvas especificado por " +"el [param item] RID. Equivalente a [member CanvasItem.light_mask]." + +msgid "" +"Sets a new [param material] to the canvas item specified by the [param item] " +"RID. Equivalent to [member CanvasItem.material]." +msgstr "" +"Establece un nuevo [param material] al elemento del canvas especificado por " +"el [param item] RID. Equivalente a [member CanvasItem.material]." + +msgid "" +"Multiplies the color of the canvas item specified by the [param item] RID, " +"while affecting its children. See also [method " +"canvas_item_set_self_modulate]. Equivalent to [member CanvasItem.modulate]." +msgstr "" +"Multiplica el color del item de canvas especificado por el [param item] RID, " +"afectando a sus hijos. Véase también [method canvas_item_set_self_modulate]. " +"Equivalente a [member CanvasItem.modulate]." + +msgid "" +"Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit " +"transform, modulation and visibility from its parent, like [CanvasItem] nodes " +"in the scene tree." +msgstr "" +"Establece un [CanvasItem] padre al [CanvasItem]. El elemento heredará la " +"transformación, modulación y visibilidad de su padre, como los nodos " +"[CanvasItem] en el árbol de escenas." + +msgid "" +"Multiplies the color of the canvas item specified by the [param item] RID, " +"without affecting its children. See also [method canvas_item_set_modulate]. " +"Equivalent to [member CanvasItem.self_modulate]." +msgstr "" +"Multiplica el color del elemento de canvas especificado por el [param item] " +"RID, sin afectar a sus hijos. Véase también [method " +"canvas_item_set_modulate]. Equivalente a [member CanvasItem.self_modulate]." + +msgid "" +"If [param enabled] is [code]true[/code], child nodes with the lowest Y " +"position are drawn before those with a higher Y position. Y-sorting only " +"affects children that inherit from the canvas item specified by the [param " +"item] RID, not the canvas item itself. Equivalent to [member " +"CanvasItem.y_sort_enabled]." +msgstr "" +"Si [param enabled] es [code]true[/code], los nodos hijos con la posición Y " +"más baja se dibujan antes que aquellos con una posición Y más alta. La " +"ordenación Y solo afecta a los hijos que heredan del item de canvas " +"especificado por el [param item] RID, no al item de canvas en sí mismo. " +"Equivalente a [member CanvasItem.y_sort_enabled]." + +msgid "" +"Sets the [param transform] of the canvas item specified by the [param item] " +"RID. This affects where and how the item will be drawn. Child canvas items' " +"transforms are multiplied by their parent's transform. Equivalent to [member " +"Node2D.transform]." +msgstr "" +"Establece la [param transform] del elemento de canvas especificado por el " +"[param item] RID. Esto afecta dónde y cómo se dibujará el elemento. Las " +"transformaciones de los elementos de canvas hijos se multiplican por la " +"transformación de su padre. Equivalente a [member Node2D.transform]." + msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Establece si el [CanvasItem] utiliza el material de su padre." +msgid "" +"Sets the rendering visibility layer associated with this [CanvasItem]. Only " +"[Viewport] nodes with a matching rendering mask will render this [CanvasItem]." +msgstr "" +"Establece la capa de visibilidad de renderizado asociada con este " +"[CanvasItem]. Solo los nodos [Viewport] con una máscara de renderizado " +"coincidente renderizarán este [CanvasItem]." + +msgid "" +"Sets the given [CanvasItem] as visibility notifier. [param area] defines the " +"area of detecting visibility. [param enter_callable] is called when the " +"[CanvasItem] enters the screen, [param exit_callable] is called when the " +"[CanvasItem] exits the screen. If [param enable] is [code]false[/code], the " +"item will no longer function as notifier.\n" +"This method can be used to manually mimic [VisibleOnScreenNotifier2D]." +msgstr "" +"Establece el [CanvasItem] dado como notificador de visibilidad. [param area] " +"define el área para detectar la visibilidad. [param enter_callable] se llama " +"cuando el [CanvasItem] entra en la pantalla, [param exit_callable] se llama " +"cuando el [CanvasItem] sale de la pantalla. Si [param enable] es [code]false[/" +"code], el elemento dejará de funcionar como notificador.\n" +"Este método se puede usar para imitar manualmente [VisibleOnScreenNotifier2D]." + +msgid "Sets the visibility of the [CanvasItem]." +msgstr "Establece la visibilidad del [CanvasItem]." + msgid "" "If this is enabled, the Z index of the parent will be added to the children's " "Z index." @@ -87814,14 +88735,56 @@ msgstr "" "Establece el índice Z del [CanvasItem], es decir, su orden de dibujo (los " "índices inferiores se dibujan primero)." +msgid "" +"Transforms both the current and previous stored transform for a canvas item.\n" +"This allows transforming a canvas item without creating a \"glitch\" in the " +"interpolation, which is particularly useful for large worlds utilizing a " +"shifting origin." +msgstr "" +"Transforma tanto la transformación actual como la anterior almacenada para un " +"elemento de canvas.\n" +"Esto permite transformar un elemento de canvas sin crear un \"glitch\" en la " +"interpolación, lo que es particularmente útil para mundos grandes que " +"utilizan un origen cambiante." + msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "Une la luz del canvas al canvas. Lo quita de su canvas anterior." +msgid "" +"Creates a canvas light and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all " +"[code]canvas_light_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [Light2D]." +msgstr "" +"Crea una luz de canvas y la añade al RenderingServer. Se puede acceder a ella " +"con el RID que se devuelve. Este RID se usará en todas las funciones " +"[code]canvas_light_*[/code] del RenderingServer.\n" +"Una vez que hayas terminado con tu RID, querrás liberar el RID usando el " +"método [method free_rid] del RenderingServer.\n" +"[b]Nota:[/b] El nodo equivalente es [Light2D]." + msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "Adjunta un oclusor de luz al canvas. Lo quita de su canvas anterior." +msgid "" +"Creates a light occluder and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [LightOccluder2D]." +msgstr "" +"Crea un oclusor de luz y lo añade al RenderingServer. Se puede acceder a él " +"con el RID que se devuelve. Este RID se usará en todas las funciones " +"[code]canvas_light_occluder_*[/code] del RenderingServer.\n" +"Una vez que hayas terminado con tu RID, querrás liberar el RID usando el " +"método [method free_rid] del RenderingServer.\n" +"[b]Nota:[/b] El nodo equivalente es [LightOccluder2D]." + msgid "" "Prevents physics interpolation for the current physics tick.\n" "This is useful when moving an occluder to a new location, to give an " @@ -87977,6 +88940,9 @@ msgstr "" "método [method free_rid] del RenderingServer.\n" "[b]Nota:[/b] El recurso equivalente es [OccluderPolygon2D]." +msgid "Sets an occluder polygon's cull mode." +msgstr "Establece el modo de descarte de un polígono oclusor." + msgid "Sets the shape of the occluder polygon." msgstr "Establece la forma del polígono oclusor." @@ -88017,6 +88983,25 @@ msgstr "" "para el renderizado de sombras de [Light2D] (en píxeles). El valor se " "redondea a la potencia de 2 más cercana." +msgid "" +"Creates a canvas texture and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]canvas_texture_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method. See also [method " +"texture_2d_create].\n" +"[b]Note:[/b] The equivalent resource is [CanvasTexture] and is only meant to " +"be used in 2D rendering, not 3D." +msgstr "" +"Crea una textura de lienzo y la añade al RenderingServer. Se puede acceder a " +"ella con el RID que se devuelve. Este RID se usará en todas las funciones " +"[code]canvas_texture_*[/code] del RenderingServer.\n" +"Una vez que hayas terminado con tu RID, querrás liberar el RID usando el " +"método [method free_rid] del RenderingServer. Véase también [method " +"texture_2d_create].\n" +"[b]Nota:[/b] El recurso equivalente es [CanvasTexture] y solo está destinado " +"a ser utilizado en el renderizado 2D, no 3D." + msgid "" "Sets the [param channel]'s [param texture] for the canvas texture specified " "by the [param canvas_texture] RID. Equivalent to [member " @@ -88038,6 +89023,42 @@ msgstr "" "[member CanvasTexture.specular_color] y [member " "CanvasTexture.specular_shininess]." +msgid "" +"Sets the texture [param filter] mode to use for the canvas texture specified " +"by the [param canvas_texture] RID." +msgstr "" +"Establece el modo de filtro de textura [param filter] para la textura de " +"canvas especificada por el RID [param canvas_texture]." + +msgid "" +"Sets the texture [param repeat] mode to use for the canvas texture specified " +"by the [param canvas_texture] RID." +msgstr "" +"Establece el modo de repetición de textura [param repeat] para la textura de " +"canvas especificada por el RID [param canvas_texture]." + +msgid "" +"Creates a new compositor and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method." +msgstr "" +"Crea un nuevo compositor y lo añade al RenderingServer. Se puede acceder a él " +"con el RID que se devuelve.\n" +"Una vez que hayas terminado con tu RID, querrás liberarlo usando el método " +"[method free_rid] del RenderingServer." + +msgid "" +"Creates a new rendering effect and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method." +msgstr "" +"Crea un nuevo efecto de renderizado y lo añade al RenderingServer. Se puede " +"acceder a él con el RID que se devuelve.\n" +"Una vez que hayas terminado con tu RID, querrás liberarlo usando el método " +"[method free_rid] del RenderingServer." + msgid "" "Sets the callback type ([param callback_type]) and callback method([param " "callback]) for this rendering effect." @@ -88045,6 +89066,9 @@ msgstr "" "Establece el tipo de callback ([param callback_type]) y el método de callback " "([param callback]) para este efecto de renderizado." +msgid "Enables/disables this rendering effect." +msgstr "Habilita/deshabilita este efecto de renderizado." + msgid "" "Sets the flag ([param flag]) for this rendering effect to [code]true[/code] " "or [code]false[/code] ([param set])." @@ -88061,6 +89085,19 @@ msgstr "" "[param effects] debe ser un array que contenga RIDs creados con [method " "compositor_effect_create]." +msgid "" +"Creates a RenderingDevice that can be used to do draw and compute operations " +"on a separate thread. Cannot draw to the screen nor share data with the " +"global RenderingDevice.\n" +"[b]Note:[/b] When using the OpenGL rendering driver or when running in " +"headless mode, this function always returns [code]null[/code]." +msgstr "" +"Crea un RenderingDevice que puede ser usado para hacer operaciones de dibujo " +"y computación en un hilo separado. No puede dibujar en la pantalla ni " +"compartir datos con el RenderingDevice global.\n" +"[b]Nota:[/b] Cuando se usa el controlador de renderizado OpenGL o cuando se " +"ejecuta en modo headless, esta función siempre devuelve [code]null[/code]." + msgid "" "Returns the bounding rectangle for a canvas item in local space, as " "calculated by the renderer. This bound is used internally for culling.\n" @@ -88117,6 +89154,76 @@ msgstr "" "Decal.distance_fade_enabled], [member Decal.distance_fade_begin] y [member " "Decal.distance_fade_length]." +msgid "" +"Sets the emission [param energy] in the decal specified by the [param decal] " +"RID. Equivalent to [member Decal.emission_energy]." +msgstr "" +"Establece la energía de emisión ([param energy]) en el decal especificado por " +"el RID [param decal]. Equivalente a [member Decal.emission_energy]." + +msgid "" +"Sets the upper fade ([param above]) and lower fade ([param below]) in the " +"decal specified by the [param decal] RID. Equivalent to [member " +"Decal.upper_fade] and [member Decal.lower_fade]." +msgstr "" +"Establece el desvanecimiento superior ([param above]) y el desvanecimiento " +"inferior ([param below]) en el decal especificado por el RID [param decal]. " +"Equivalente a [member Decal.upper_fade] y [member Decal.lower_fade]." + +msgid "" +"Sets the color multiplier in the decal specified by the [param decal] RID to " +"[param color]. Equivalent to [member Decal.modulate]." +msgstr "" +"Establece el multiplicador de color en el decal especificado por el RID " +"[param decal] a [param color]. Equivalente a [member Decal.modulate]." + +msgid "" +"Sets the normal [param fade] in the decal specified by the [param decal] RID. " +"Equivalent to [member Decal.normal_fade]." +msgstr "" +"Establece el desvanecimiento normal ([param fade]) en el decal especificado " +"por el RID [param decal]. Equivalente a [member Decal.normal_fade]." + +msgid "" +"Sets the [param size] of the decal specified by the [param decal] RID. " +"Equivalent to [member Decal.size]." +msgstr "" +"Establece el [param size] del decal especificado por el RID [param decal]. " +"Equivalente a [member Decal.size]." + +msgid "" +"Sets the [param texture] in the given texture [param type] slot for the " +"specified decal. Equivalent to [method Decal.set_texture]." +msgstr "" +"Establece la [param texture] en el slot [param type] de textura dado para el " +"decal especificado. Equivalente a [method Decal.set_texture]." + +msgid "" +"Sets the texture [param filter] mode to use when rendering decals. This " +"parameter is global and cannot be set on a per-decal basis." +msgstr "" +"Establece el modo de [param filter] de textura a usar al renderizar decals. " +"Este parámetro es global y no puede establecerse por decal individualmente." + +msgid "" +"Creates a directional light and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID can be used in most " +"[code]light_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this directional light to an instance using " +"[method instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent node is [DirectionalLight3D]." +msgstr "" +"Crea una luz direccional y la añade al RenderingServer. Se puede acceder a " +"ella con el RID que se devuelve. Este RID puede ser usado en la mayoría de " +"las funciones de [code]light_*[/code] de RenderingServer.\n" +"Una vez que hayas terminado con tu RID, querrás liberar el RID usando el " +"método [method free_rid] del RenderingServer.\n" +"Para colocar en una escena, adjunta esta luz direccional a una instancia " +"usando [method instance_set_base] usando el RID devuelto.\n" +"[b]Nota:[/b] El nodo equivalente es [DirectionalLight3D]." + msgid "" "Sets the [param size] of the directional light shadows in 3D. See also " "[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/" @@ -88138,13 +89245,232 @@ msgstr "" "directional_shadow/soft_shadow_filter_quality]. Este parámetro es global y no " "puede ser establecido por cada viewport." +msgid "" +"Generates and returns an [Image] containing the radiance map for the " +"specified [param environment] RID's sky. This supports built-in sky material " +"and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the " +"irradiance map is saved instead of the radiance map. The radiance map is used " +"to render reflected light, while the irradiance map is used to render ambient " +"light. See also [method sky_bake_panorama].\n" +"[b]Note:[/b] The image is saved using linear encoding without any tonemapping " +"performed, which means it will look too dark if viewed directly in an image " +"editor.\n" +"[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated " +"panorama to have square pixels. For radiance maps, there is no point in using " +"a height greater than [member Sky.radiance_size], as it won't increase " +"detail. Irradiance maps only contain low-frequency data, so there is usually " +"no point in going past a size of 128×64 pixels when saving an irradiance map." +msgstr "" +"Genera y devuelve una [Image] que contiene el mapa de radiancia para el cielo " +"del RID [param environment] especificado. Esto soporta material de cielo " +"incorporado y shaders de cielo personalizados. Si [param bake_irradiance] es " +"[code]true[/code], el mapa de irradiancia se guarda en lugar del mapa de " +"radiancia. El mapa de radiancia se usa para renderizar luz reflejada, " +"mientras que el mapa de irradiancia se usa para renderizar luz ambiental. " +"Véase también [method sky_bake_panorama].\n" +"[b]Nota:[/b] La imagen se guarda utilizando codificación lineal sin ningún " +"mapeo de tonos realizado, lo que significa que se verá demasiado oscura si se " +"visualiza directamente en un editor de imágenes.\n" +"[b]Nota:[/b] [param size] debe tener una relación de aspecto de 2:1 para que " +"el panorama generado tenga píxeles cuadrados. Para los mapas de radiancia, no " +"tiene sentido utilizar una altura mayor que [member Sky.radiance_size], ya " +"que no aumentará el detalle. Los mapas de irradiancia solo contienen datos de " +"baja frecuencia, por lo que normalmente no tiene sentido ir más allá de un " +"tamaño de 128×64 píxeles al guardar un mapa de irradiancia." + +msgid "" +"Creates an environment and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all " +"[code]environment_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [Environment]." +msgstr "" +"Crea un entorno y lo añade al RenderingServer. Se puede acceder a él con el " +"RID que se devuelve. Este RID se usará en todas las funciones de " +"RenderingServer de [code]environment_*[/code].\n" +"Una vez terminado tu RID, querrás liberarlo usando el método [method " +"free_rid] del RenderingServer.\n" +"[b]Nota:[/b] El recurso equivalente es [Environment]." + +msgid "" +"If [param enable] is [code]true[/code], enables bicubic upscaling for glow " +"which improves quality at the cost of performance. Equivalent to [member " +"ProjectSettings.rendering/environment/glow/upscale_mode].\n" +"[b]Note:[/b] This setting is only effective when using the Forward+ or Mobile " +"rendering methods, as Compatibility uses a different glow implementation." +msgstr "" +"Si [param enable] es [code]true[/code], habilita el escalado bicúbico para el " +"brillo, lo que mejora la calidad a costa del rendimiento. Equivalente a " +"[member ProjectSettings.rendering/environment/glow/upscale_mode].\n" +"[b]Nota:[/b] Esta configuración solo es efectiva cuando se utilizan los " +"métodos de renderizado Forward+ o Mobile, ya que Compatibility usa una " +"implementación de brillo diferente." + +msgid "" +"Sets the values to be used with the \"adjustments\" post-process effect. See " +"[Environment] for more details." +msgstr "" +"Establece los valores que se utilizarán con el efecto de post-procesado de " +"\"ajustes\". Véase [Environment] para más detalles." + +msgid "" +"Sets the values to be used for ambient light rendering. See [Environment] for " +"more details." +msgstr "" +"Establece los valores que se utilizarán para el renderizado de luz ambiental. " +"Véase [Environment] para más detalles." + +msgid "" +"Sets the environment's background mode. Equivalent to [member " +"Environment.background_mode]." +msgstr "" +"Establece el modo de fondo del entorno. Equivalente a [member " +"Environment.background_mode]." + +msgid "" +"Color displayed for clear areas of the scene. Only effective if using the " +"[constant ENV_BG_COLOR] background mode." +msgstr "" +"Color que se muestra para las zonas despejadas de la escena. Solo es efectivo " +"si se utiliza el modo de fondo [constant ENV_BG_COLOR]." + msgid "Sets the intensity of the background color." msgstr "Establece la intensidad del color de fondo." +msgid "Sets the camera ID to be used as environment background." +msgstr "Establece el ID de la cámara que se usará como fondo del entorno." + msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" "Establece la capa máxima a usar si se utiliza el modo de fondo de canvas." +msgid "" +"Configures fog for the specified environment RID. See [code]fog_*[/code] " +"properties in [Environment] for more information." +msgstr "" +"Configura la niebla para el RID de entorno especificado. Véanse las " +"propiedades [code]fog_*[/code] en [Environment] para más información." + +msgid "" +"Configures fog depth for the specified environment RID. Only has an effect " +"when the fog mode of the environment is [constant ENV_FOG_MODE_DEPTH]. See " +"[code]fog_depth_*[/code] properties in [Environment] for more information." +msgstr "" +"Configura la profundidad de la niebla para el RID de entorno especificado. " +"Solo tiene efecto cuando el modo de niebla del entorno es [constant " +"ENV_FOG_MODE_DEPTH]. Véanse las propiedades [code]fog_depth_*[/code] en " +"[Environment] para más información." + +msgid "" +"Configures glow for the specified environment RID. See [code]glow_*[/code] " +"properties in [Environment] for more information." +msgstr "" +"Configura el brillo (glow) para el RID de entorno especificado. Véanse las " +"propiedades [code]glow_*[/code] en [Environment] para más información." + +msgid "" +"Configures signed distance field global illumination for the specified " +"environment RID. See [code]sdfgi_*[/code] properties in [Environment] for " +"more information." +msgstr "" +"Configura la iluminación global de campo de distancia con signo para el RID " +"de entorno especificado. Véanse las propiedades [code]sdfgi_*[/code] en " +"[Environment] para más información." + +msgid "" +"Sets the number of frames to use for converging signed distance field global " +"illumination. Equivalent to [member ProjectSettings.rendering/" +"global_illumination/sdfgi/frames_to_converge]." +msgstr "" +"Establece el número de fotogramas a usar para la convergencia de la " +"iluminación global de campo de distancia con signo. Equivalente a [member " +"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge]." + +msgid "" +"Sets the update speed for dynamic lights' indirect lighting when computing " +"signed distance field global illumination. Equivalent to [member " +"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]." +msgstr "" +"Establece la velocidad de actualización para la iluminación indirecta de las " +"luces dinámicas al calcular la iluminación global de campo de distancia con " +"signo. Equivalente a [member ProjectSettings.rendering/global_illumination/" +"sdfgi/frames_to_update_lights]." + +msgid "" +"Sets the number of rays to throw per frame when computing signed distance " +"field global illumination. Equivalent to [member ProjectSettings.rendering/" +"global_illumination/sdfgi/probe_ray_count]." +msgstr "" +"Establece el número de rayos a lanzar por fotograma al calcular la " +"iluminación global de campo de distancia con signo. Equivalente a [member " +"ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count]." + +msgid "" +"Sets the [Sky] to be used as the environment's background when using " +"[i]BGMode[/i] sky. Equivalent to [member Environment.sky]." +msgstr "" +"Establece el [Sky] para ser usado como fondo del ambiente cuando se usa el " +"[i]BGMode[/i] cielo. Equivalente a [member Environment.sky]." + +msgid "" +"Sets a custom field of view for the background [Sky]. Equivalent to [member " +"Environment.sky_custom_fov]." +msgstr "" +"Establece un campo de visión personalizado para el fondo [Sky]. Equivalente a " +"[member Environment.sky_custom_fov]." + +msgid "" +"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " +"to [member Environment.sky_rotation], where the rotation vector is used to " +"construct the [Basis]." +msgstr "" +"Establece la rotación del fondo [Sky] expresada como una [Basis]. Equivalente " +"a [member Environment.sky_rotation], donde el vector de rotación se utiliza " +"para construir la [Basis]." + +msgid "" +"Sets the variables to be used with the screen-space ambient occlusion (SSAO) " +"post-process effect. See [Environment] for more details." +msgstr "" +"Establece las variables que se utilizarán con el efecto de post-procesamiento " +"\"reflejos del espacio de la pantalla\". Véase [Environment] para más " +"detalles." + +msgid "" +"Sets the quality level of the screen-space ambient occlusion (SSAO) post-" +"process effect. See [Environment] for more details." +msgstr "" +"Establece el nivel de calidad del efecto de postprocesado de oclusión " +"ambiental en espacio de pantalla (SSAO). Véase [Environment] para más " +"detalles." + +msgid "" +"Sets the quality level of the screen-space indirect lighting (SSIL) post-" +"process effect. See [Environment] for more details." +msgstr "" +"Establece el nivel de calidad del efecto de postprocesado de iluminación " +"indirecta en espacio de pantalla (SSIL). Véase [Environment] para más " +"detalles." + +msgid "" +"Sets the variables to be used with the screen-space reflections (SSR) post-" +"process effect. See [Environment] for more details." +msgstr "" +"Establece las variables a usar con el efecto de postprocesado de reflejos en " +"espacio de pantalla (SSR). Véase [Environment] para más detalles." + +msgid "" +"Sets whether screen-space reflections will be rendered at full or half size. " +"Half size is faster, but may look pixelated or cause flickering." +msgstr "" +"Establece si los reflejos en espacio de pantalla se renderizarán a tamaño " +"completo o a mitad de tamaño. La mitad de tamaño es más rápida, pero puede " +"verse pixelada o causar parpadeos." + +msgid "This option no longer does anything." +msgstr "Esta opción ya no hace nada." + msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." @@ -88152,6 +89478,215 @@ msgstr "" "Establece las variables que se utilizarán con el efecto de post-proceso " "\"tonemap\". Véase [Environment] para más detalles." +msgid "See [member Environment.tonemap_agx_contrast] for more details." +msgstr "Véase [member Environment.tonemap_agx_contrast] para más detalles." + +msgid "" +"Sets the variables to be used with the volumetric fog post-process effect. " +"See [Environment] for more details." +msgstr "" +"Establece las variables que se utilizarán con el efecto de post-procesamiento " +"de niebla volumétrica. Véase [Environment] para más detalles." + +msgid "" +"Enables filtering of the volumetric fog scattering buffer. This results in " +"much smoother volumes with very few under-sampling artifacts." +msgstr "" +"Habilita el filtrado del búfer de dispersión de niebla volumétrica. Esto da " +"como resultado volúmenes mucho más suaves con muy pocos artefactos de " +"submuestreo." + +msgid "" +"Sets the resolution of the volumetric fog's froxel buffer. [param size] is " +"modified by the screen's aspect ratio and then used to set the width and " +"height of the buffer. While [param depth] is directly used to set the depth " +"of the buffer." +msgstr "" +"Establece la resolución del búfer de froxel de la niebla volumétrica. [param " +"size] es modificado por la relación de aspecto de la pantalla y luego se usa " +"para establecer el ancho y la altura del búfer. Mientras que [param depth] se " +"usa directamente para establecer la profundidad del búfer." + +msgid "" +"Creates a new fog volume and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]fog_volume_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [FogVolume]." +msgstr "" +"Crea un nuevo volumen de niebla y lo añade al RenderingServer. Se puede " +"acceder a él con el RID que se devuelve. Este RID se utilizará en todas las " +"funciones [code]fog_volume_*[/code] del RenderingServer.\n" +"Una vez terminado con tu RID, querrás liberarlo usando el método [method " +"free_rid] del RenderingServer.\n" +"[b]Nota:[/b] El nodo equivalente es [FogVolume]." + +msgid "" +"Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a " +"custom [ShaderMaterial]." +msgstr "" +"Establece el [Material] del volumen de niebla. Puede ser un [FogMaterial] o " +"un [ShaderMaterial] personalizado." + +msgid "" +"Sets the shape of the fog volume to either [constant " +"RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant " +"RenderingServer.FOG_VOLUME_SHAPE_WORLD]." +msgstr "" +"Establece la forma del volumen de niebla a [constant " +"RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_BOX] o [constant " +"RenderingServer.FOG_VOLUME_SHAPE_WORLD]." + +msgid "" +"Sets the size of the fog volume when shape is [constant " +"RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant " +"RenderingServer.FOG_VOLUME_SHAPE_BOX]." +msgstr "" +"Establece el tamaño del volumen de niebla cuando la forma es [constant " +"RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant " +"RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] o [constant " +"RenderingServer.FOG_VOLUME_SHAPE_BOX]." + +msgid "" +"Forces redrawing of all viewports at once. Must be called from the main " +"thread." +msgstr "" +"Fuerza el redibujado de todos los viewports a la vez. Debe ser llamado desde " +"el hilo principal." + +msgid "" +"Forces a synchronization between the CPU and GPU, which may be required in " +"certain cases. Only call this when needed, as CPU-GPU synchronization has a " +"performance cost." +msgstr "" +"Fuerza una sincronización entre la CPU y la GPU, lo cual puede ser necesario " +"en ciertos casos. Llama a esto solo cuando sea necesario, ya que la " +"sincronización CPU-GPU tiene un coste de rendimiento." + +msgid "" +"Tries to free an object in the RenderingServer. To avoid memory leaks, this " +"should be called after using an object as memory management does not occur " +"automatically when using RenderingServer directly." +msgstr "" +"Intenta liberar un objeto en el RenderingServer. Para evitar fugas de " +"memoria, esto debe ser llamado después de usar un objeto, ya que la gestión " +"de memoria no ocurre automáticamente al usar RenderingServer directamente." + +msgid "" +"Returns the name of the current rendering driver. This can be [code]vulkan[/" +"code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " +"[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " +"get_current_rendering_method].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." +msgstr "" +"Devuelve el nombre del controlador de renderizado actual. Puede ser " +"[code]vulkan[/code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/" +"code], [code]opengl3_es[/code], o [code]opengl3_angle[/code]. Véase también " +"[method get_current_rendering_method].\n" +"Cuando [member ProjectSettings.rendering/renderer/rendering_method] es " +"[code]forward_plus[/code] o [code]mobile[/code], el controlador de " +"renderizado es determinado por [member ProjectSettings.rendering/" +"rendering_device/driver].\n" +"Cuando [member ProjectSettings.rendering/renderer/rendering_method] es " +"[code]gl_compatibility[/code], el controlador de renderizado es determinado " +"por [member ProjectSettings.rendering/gl_compatibility/driver].\n" +"El controlador de renderizado también es determinado por el argumento de " +"línea de comandos [code]--rendering-driver[/code] que anula esta " +"configuración del proyecto, o por una alternativa automática que se aplica " +"dependiendo del hardware." + +msgid "" +"Returns the name of the current rendering method. This can be " +"[code]forward_plus[/code], [code]mobile[/code], or [code]gl_compatibility[/" +"code]. See also [method get_current_rendering_driver_name].\n" +"The rendering method is determined by [member ProjectSettings.rendering/" +"renderer/rendering_method], the [code]--rendering-method[/code] command line " +"argument that overrides this project setting, or an automatic fallback that " +"is applied depending on the hardware." +msgstr "" +"Devuelve el nombre del método de renderizado actual. Puede ser " +"[code]forward_plus[/code], [code]mobile[/code], o [code]gl_compatibility[/" +"code]. Véase también [method get_current_rendering_driver_name].\n" +"El método de renderizado es determinado por [member ProjectSettings.rendering/" +"renderer/rendering_method], el argumento de línea de comandos [code]--" +"rendering-method[/code] que anula esta configuración del proyecto, o por una " +"alternativa automática que se aplica dependiendo del hardware." + +msgid "" +"Returns the default clear color which is used when a specific clear color has " +"not been selected. See also [method set_default_clear_color]." +msgstr "" +"Devuelve el color claro predeterminado que se utiliza cuando no se ha " +"seleccionado un color claro específico. Véase también [method " +"set_default_clear_color]." + +msgid "" +"Returns the time taken to setup rendering on the CPU in milliseconds. This " +"value is shared across all viewports and does [i]not[/i] require [method " +"viewport_set_measure_render_time] to be enabled on a viewport to be queried. " +"See also [method viewport_get_measured_render_time_cpu]." +msgstr "" +"Devuelve el tiempo que tarda en configurarse el renderizado en la CPU en " +"milisegundos. Este valor se comparte entre todas las viewports y [i]no[/i] " +"requiere que [method viewport_set_measure_render_time] esté habilitado en una " +"viewport para ser consultado. Véase también [method " +"viewport_get_measured_render_time_cpu]." + +msgid "" +"Returns a statistic about the rendering engine which can be used for " +"performance profiling. See also [method viewport_get_render_info], which " +"returns information specific to a viewport.\n" +"[b]Note:[/b] Only 3D rendering is currently taken into account by some of " +"these values, such as the number of draw calls.\n" +"[b]Note:[/b] Rendering information is not available until at least 2 frames " +"have been rendered by the engine. If rendering information is not available, " +"[method get_rendering_info] returns [code]0[/code]. To print rendering " +"information in [code]_ready()[/code] successfully, use the following:\n" +"[codeblock]\n" +"func _ready():\n" +"\tfor _i in 2:\n" +"\t\tawait get_tree().process_frame\n" +"\n" +"\tprint(RenderingServer.get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n" +"[/codeblock]" +msgstr "" +"Devuelve una estadística sobre el motor de renderizado que puede utilizarse " +"para la evaluación del rendimiento. Véase también [method " +"viewport_get_render_info], que devuelve información específica de una " +"viewport.\n" +"[b]Nota:[/b] Actualmente, solo el renderizado 3D es tenido en cuenta por " +"algunos de estos valores, como el número de llamadas de dibujo.\n" +"[b]Nota:[/b] La información de renderizado no está disponible hasta que el " +"motor haya renderizado al menos 2 frames. Si la información de renderizado no " +"está disponible, [method get_rendering_info] devuelve [code]0[/code]. Para " +"imprimir información de renderizado en [code]_ready()[/code] correctamente, " +"utiliza lo siguiente:\n" +"[codeblock]\n" +"func _ready():\n" +"\tfor _i in 2:\n" +"\t\tawait get_tree().process_frame\n" +"\n" +"\tprint(RenderingServer.get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n" +"[/codeblock]" + msgid "Returns the parameters of a shader." msgstr "Devuelve los parámetros de un shader." @@ -88256,6 +89791,120 @@ msgstr "" "[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta " "función devuelve una string vacía." +msgid "" +"Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] " +"format). This texture will be created and returned on the first call to " +"[method get_white_texture], then it will be cached for subsequent calls. See " +"also [method get_test_texture].\n" +"[b]Example:[/b] Get the white texture and apply it to a [Sprite2D] node:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_white_texture()\n" +"var texture = " +"ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" +msgstr "" +"Devuelve el ID de una textura blanca de 4x4 (en formato [constant " +"Image.FORMAT_RGB8]). Esta textura se creará y se devolverá en la primera " +"llamada a [method get_white_texture], luego se almacenará en caché para " +"llamadas subsiguientes. Véase también [method get_test_texture].\n" +"[b]Ejemplo:[/b] Obtén la textura blanca y aplícala a un nodo [Sprite2D]:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_white_texture()\n" +"var texture = " +"ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" + +msgid "" +"If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI " +"([member Environment.sdfgi_enabled]) buffers at halved resolution on each " +"axis (e.g. 960×540 when the viewport size is 1920×1080). This improves " +"performance significantly when VoxelGI or SDFGI is enabled, at the cost of " +"artifacts that may be visible on polygon edges. The loss in quality becomes " +"less noticeable as the viewport resolution increases. [LightmapGI] rendering " +"is not affected by this setting. Equivalent to [member " +"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]." +msgstr "" +"Si [param half_resolution] es [code]true[/code], renderiza los búferes de " +"[VoxelGI] y SDFGI ([member Environment.sdfgi_enabled]) a la mitad de " +"resolución en cada eje (por ejemplo, 960x540 cuando el tamaño del viewport es " +"1920x1080). Esto mejora significativamente el rendimiento cuando VoxelGI o " +"SDFGI están habilitados, a costa de artefactos que pueden ser visibles en los " +"bordes de los polígonos. La pérdida de calidad se vuelve menos perceptible a " +"medida que aumenta la resolución del viewport. La renderización de " +"[LightmapGI] no se ve afectada por esta configuración. Equivalente a [member " +"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]." + +msgid "" +"Creates a new global shader uniform.\n" +"[b]Note:[/b] Global shader parameter names are case-sensitive." +msgstr "" +"Crea una nueva variable global uniforme de shader.\n" +"[b]Nota:[/b] Los nombres de los parámetros de shader globales distinguen " +"entre mayúsculas y minúsculas." + +msgid "" +"Returns the value of the global shader uniform specified by [param name].\n" +"[b]Note:[/b] [method global_shader_parameter_get] has a large performance " +"penalty as the rendering thread needs to synchronize with the calling thread, " +"which is slow. Do not use this method during gameplay to avoid stuttering. If " +"you need to read values in a script after setting them, consider creating an " +"autoload where you store the values you need to query at the same time you're " +"setting them as global parameters." +msgstr "" +"Devuelve el valor de la variable uniforme global de shader especificada por " +"[param name].\n" +"[b]Nota:[/b] [method global_shader_parameter_get] tiene una gran penalización " +"de rendimiento ya que el hilo de renderización necesita sincronizarse con el " +"hilo que llama, lo cual es lento. No utilices este método durante el juego " +"para evitar tirones. Si necesitas leer valores en un script después de " +"configurarlos, considera crear un autoload donde almacenes los valores que " +"necesitas consultar al mismo tiempo que los estás configurando como " +"parámetros globales." + +msgid "" +"Returns the list of global shader uniform names.\n" +"[b]Note:[/b] [method global_shader_parameter_get] has a large performance " +"penalty as the rendering thread needs to synchronize with the calling thread, " +"which is slow. Do not use this method during gameplay to avoid stuttering. If " +"you need to read values in a script after setting them, consider creating an " +"autoload where you store the values you need to query at the same time you're " +"setting them as global parameters." +msgstr "" +"Devuelve la lista de nombres de uniformes de shader globales.\n" +"[b]Nota:[/b] [method global_shader_parameter_get] tiene una gran penalización " +"de rendimiento ya que el hilo de renderizado necesita sincronizarse con el " +"hilo que lo llama, lo cual es lento. No uses este método durante el juego " +"para evitar tirones. Si necesitas leer valores en un script después de " +"configurarlos, considera crear un \"autoload\" donde almacenes los valores " +"que necesitas consultar al mismo tiempo que los configuras como parámetros " +"globales." + +msgid "" +"Returns the type associated to the global shader uniform specified by [param " +"name].\n" +"[b]Note:[/b] [method global_shader_parameter_get] has a large performance " +"penalty as the rendering thread needs to synchronize with the calling thread, " +"which is slow. Do not use this method during gameplay to avoid stuttering. If " +"you need to read values in a script after setting them, consider creating an " +"autoload where you store the values you need to query at the same time you're " +"setting them as global parameters." +msgstr "" +"Devuelve el tipo asociado a la variable uniforme de shader global " +"especificado por [param name].\n" +"[b]Nota:[/b] [method global_shader_parameter_get] tiene una gran penalización " +"de rendimiento ya que el hilo de renderizado necesita sincronizarse con el " +"hilo que lo llama, lo cual es lento. No uses este método durante el juego " +"para evitar tirones. Si necesitas leer valores en un script después de " +"configurarlos, considera crear un \"autoload\" donde almacenes los valores " +"que necesitas consultar al mismo tiempo que los configuras como parámetros " +"globales." + +msgid "Removes the global shader uniform specified by [param name]." +msgstr "" +"Elimina la variable uniforme global del shader especificada por [param name]." + msgid "Sets the global shader uniform [param name] to [param value]." msgstr "" "Establece la variable uniforme global del shader [param name] a [param value]." @@ -88280,6 +89929,14 @@ msgstr "Este método no se ha utilizado desde Godot 3.0." msgid "This method does nothing and always returns [code]false[/code]." msgstr "Este método no hace nada y siempre devuelve [code]false[/code]." +msgid "" +"Returns [code]true[/code] if the OS supports a certain [param feature]. " +"Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code]." +msgstr "" +"Devuelve [code]true[/code] si el sistema operativo soporta una [param " +"feature] determinada. Las características pueden ser [code]s3tc[/code], " +"[code]etc[/code] y [code]etc2[/code]." + msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " @@ -88297,6 +89954,102 @@ msgstr "" "Adjunta un esqueleto a una instancia. Elimina el esqueleto anterior de la " "instancia." +msgid "" +"Creates a visual instance and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]instance_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"An instance is a way of placing a 3D object in the scenario. Objects like " +"particles, meshes, reflection probes and decals need to be associated with an " +"instance to be visible in the scenario using [method instance_set_base].\n" +"[b]Note:[/b] The equivalent node is [VisualInstance3D]." +msgstr "" +"Crea una instancia visual y la añade al RenderingServer. Se puede acceder a " +"ella con el RID que se devuelve. Este RID se usará en todas las funciones de " +"[code]instance_*[/code] de RenderingServer.\n" +"Una vez que hayas terminado con tu RID, querrás liberar el RID usando el " +"método [method free_rid] del RenderingServer.\n" +"Una instancia es una forma de colocar un objeto 3D en el escenario. Objetos " +"como partículas, mallas, sondas de reflexión y decals necesitan ser asociados " +"a una instancia para ser visibles en el escenario usando [method " +"instance_set_base].\n" +"[b]Nota:[/b] El nodo equivalente es [VisualInstance3D]." + +msgid "" +"Creates a visual instance, adds it to the RenderingServer, and sets both base " +"and scenario. It can be accessed with the RID that is returned. This RID will " +"be used in all [code]instance_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method. This is a shorthand for using " +"[method instance_create] and setting the base and scenario manually." +msgstr "" +"Crea una instancia visual, la añade al RenderingServer, y establece tanto la " +"base como el escenario. Se puede acceder a ella con el RID que se devuelve. " +"Este RID se usará en todas las funciones de [code]instance_*[/code] de " +"RenderingServer.\n" +"Una vez que hayas terminado con tu RID, querrás liberar el RID usando el " +"método [method free_rid] del RenderingServer. Esto es una abreviatura para " +"usar [method instance_create] y establecer la base y el escenario manualmente." + +msgid "" +"Returns the value of the per-instance shader uniform from the specified 3D " +"geometry instance. Equivalent to [method " +"GeometryInstance3D.get_instance_shader_parameter].\n" +"[b]Note:[/b] Per-instance shader parameter names are case-sensitive." +msgstr "" +"Devuelve el valor de la variable uniforme de shader por instancia de la " +"instancia de geometría 3D especificada. Equivalente a [method " +"GeometryInstance3D.get_instance_shader_parameter].\n" +"[b]Nota:[/b] Los nombres de los parámetros de shader por instancia distinguen " +"entre mayúsculas y minúsculas." + +msgid "" +"Returns the default value of the per-instance shader uniform from the " +"specified 3D geometry instance. Equivalent to [method " +"GeometryInstance3D.get_instance_shader_parameter]." +msgstr "" +"Devuelve el valor predeterminado de la variable uniforme de shader por " +"instancia de la instancia de geometría 3D especificada. Equivalente a [method " +"GeometryInstance3D.get_instance_shader_parameter]." + +msgid "" +"Returns a dictionary of per-instance shader uniform names of the per-instance " +"shader uniform from the specified 3D geometry instance. The returned " +"dictionary is in PropertyInfo format, with the keys [code]name[/code], " +"[code]class_name[/code], [code]type[/code], [code]hint[/code], " +"[code]hint_string[/code] and [code]usage[/code]. Equivalent to [method " +"GeometryInstance3D.get_instance_shader_parameter]." +msgstr "" +"Devuelve un diccionario con los nombres de los uniformes de shader por " +"instancia de la instancia de geometría 3D especificada. El diccionario " +"devuelto está en formato PropertyInfo, con las claves [code]name[/code], " +"[code]class_name[/code], [code]type[/code], [code]hint[/code], " +"[code]hint_string[/code] y [code]usage[/code]. Equivalente a [method " +"GeometryInstance3D.get_instance_shader_parameter]." + +msgid "" +"Sets the shadow casting setting. Equivalent to [member " +"GeometryInstance3D.cast_shadow]." +msgstr "" +"Establece la configuración de proyección de sombras. Equivalente a [member " +"GeometryInstance3D.cast_shadow]." + +msgid "Sets the [param flag] for a given [param instance] to [param enabled]." +msgstr "" +"Establece la [param flag] para una [param instance] dada a [param enabled]." + +msgid "" +"Sets the lightmap GI instance to use for the specified 3D geometry instance. " +"The lightmap UV scale for the specified instance (equivalent to [member " +"GeometryInstance3D.gi_lightmap_scale]) and lightmap atlas slice must also be " +"specified." +msgstr "" +"Establece la instancia de GI de mapa de luz a usar para la instancia de " +"geometría 3D especificada. La escala UV del mapa de luz para la instancia " +"especificada (equivalente a [member GeometryInstance3D.gi_lightmap_scale]) y " +"el fragmento del atlas del mapa de luz también deben ser especificados." + msgid "" "Sets the level of detail bias to use when rendering the specified 3D geometry " "instance. Higher values result in higher detail from further away. Equivalent " @@ -88324,6 +90077,14 @@ msgstr "" "superficies de la malla asociada a esta instancia. Equivalente a [member " "GeometryInstance3D.material_override]." +msgid "" +"Sets the per-instance shader uniform on the specified 3D geometry instance. " +"Equivalent to [method GeometryInstance3D.set_instance_shader_parameter]." +msgstr "" +"Establece la variable uniforme de shader por instancia en la instancia de " +"geometría 3D especificada. Equivalente a [method " +"GeometryInstance3D.set_instance_shader_parameter]." + msgid "" "Sets the transparency for the given geometry instance. Equivalent to [member " "GeometryInstance3D.transparency].\n" @@ -88389,6 +90150,41 @@ msgstr "" "Establece una AABB personalizada para usar al descartar objetos del frustum " "de la vista. Equivalente a establecer [member GeometryInstance3D.custom_aabb]." +msgid "" +"Sets a margin to increase the size of the AABB when culling objects from the " +"view frustum. This allows you to avoid culling objects that fall outside the " +"view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin]." +msgstr "" +"Establece un margen para aumentar el tamaño del AABB cuando se seleccionan " +"objetos del frustum de la vista. Esto te permite evitar la selección de " +"objetos que caen fuera del frustum de la vista. Equivalente a [member " +"GeometryInstance3D.extra_cull_margin]." + +msgid "" +"If [code]true[/code], ignores both frustum and occlusion culling on the " +"specified 3D geometry instance. This is not the same as [member " +"GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion " +"culling and leaves frustum culling intact." +msgstr "" +"Si [code]true[/code], ignora tanto el culling de frustum como el de oclusión " +"en la instancia de geometría 3D especificada. Esto no es lo mismo que [member " +"GeometryInstance3D.ignore_occlusion_culling], que solo ignora el culling de " +"oclusión y deja el culling de frustum intacto." + +msgid "" +"Sets the render layers that this instance will be drawn to. Equivalent to " +"[member VisualInstance3D.layers]." +msgstr "" +"Establece las capas de renderizado a las que se dibujará esta instancia. " +"Equivalente a [member VisualInstance3D.layers]." + +msgid "" +"Sets the sorting offset and switches between using the bounding box or " +"instance origin for depth sorting." +msgstr "" +"Establece el desplazamiento de ordenación y conmuta entre usar la caja " +"delimitadora o el origen de la instancia para la ordenación por profundidad." + msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." @@ -88396,6 +90192,166 @@ msgstr "" "Establece el escenario en el que se encuentra la instancia. El escenario es " "el mundo tridimensional en el que se mostrarán los objetos." +msgid "" +"Sets the override material of a specific surface. Equivalent to [method " +"MeshInstance3D.set_surface_override_material]." +msgstr "" +"Establece el material de sobrescritura de una superficie específica. " +"Equivalente a [method MeshInstance3D.set_surface_override_material]." + +msgid "" +"Sets the world space transform of the instance. Equivalent to [member " +"Node3D.global_transform]." +msgstr "" +"Establece la transformación espacial del mundo de la instancia. Equivalente a " +"[member Node3D.global_transform]." + +msgid "" +"Sets the visibility parent for the given instance. Equivalent to [member " +"Node3D.visibility_parent]." +msgstr "" +"Establece el padre de visibilidad para la instancia dada. Equivalente a " +"[member Node3D.visibility_parent]." + +msgid "" +"Sets whether an instance is drawn or not. Equivalent to [member " +"Node3D.visible]." +msgstr "" +"Establece si una instancia se dibuja o no. Equivalente a [member " +"Node3D.visible]." + +msgid "" +"Resets motion vectors and other interpolated values. Use this [i]after[/i] " +"teleporting a mesh from one position to another to avoid ghosting artifacts." +msgstr "" +"Reinicia los vectores de movimiento y otros valores interpolados. Utiliza " +"esto [i]después[/i] de teletransportar una malla de una posición a otra para " +"evitar artefactos de ghosting." + +msgid "" +"Returns an array of object IDs intersecting with the provided AABB. Only 3D " +"nodes that inherit from [VisualInstance3D] are considered, such as " +"[MeshInstance3D] or [DirectionalLight3D]. Use [method " +"@GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID " +"must be provided, which is available in the [World3D] you want to query. This " +"forces an update for all resources queued to update.\n" +"[b]Warning:[/b] This function is primarily intended for editor usage. For in-" +"game use cases, prefer physics collision." +msgstr "" +"Devuelve un array de ID de objetos que se intersecan con el AABB " +"proporcionado. Solo se consideran los nodos 3D que heredan de " +"[VisualInstance3D], como [MeshInstance3D] o [DirectionalLight3D]. Utiliza " +"[method @GlobalScope.instance_from_id] para obtener los nodos reales. Se debe " +"proporcionar un RID de escenario, que está disponible en el [World3D] que " +"deseas consultar. Esto fuerza una actualización para todos los recursos en " +"cola para actualizarse.\n" +"[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del " +"editor. Para casos de uso en el juego, prefiere la colisión física." + +msgid "" +"Returns an array of object IDs intersecting with the provided convex shape. " +"Only 3D nodes that inherit from [VisualInstance3D] are considered, such as " +"[MeshInstance3D] or [DirectionalLight3D]. Use [method " +"@GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID " +"must be provided, which is available in the [World3D] you want to query. This " +"forces an update for all resources queued to update.\n" +"[b]Warning:[/b] This function is primarily intended for editor usage. For in-" +"game use cases, prefer physics collision." +msgstr "" +"Devuelve un array de ID de objetos que se intersecan con la forma convexa " +"proporcionada. Solo se consideran los nodos 3D que heredan de " +"[VisualInstance3D], como [MeshInstance3D] o [DirectionalLight3D]. Utiliza " +"[method @GlobalScope.instance_from_id] para obtener los nodos reales. Se debe " +"proporcionar un RID de escenario, que está disponible en el [World3D] que " +"deseas consultar. Esto fuerza una actualización para todos los recursos en " +"cola para actualizarse.\n" +"[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del " +"editor. Para casos de uso en el juego, prefiere la colisión física." + +msgid "" +"Returns an array of object IDs intersecting with the provided 3D ray. Only 3D " +"nodes that inherit from [VisualInstance3D] are considered, such as " +"[MeshInstance3D] or [DirectionalLight3D]. Use [method " +"@GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID " +"must be provided, which is available in the [World3D] you want to query. This " +"forces an update for all resources queued to update.\n" +"[b]Warning:[/b] This function is primarily intended for editor usage. For in-" +"game use cases, prefer physics collision." +msgstr "" +"Devuelve un array de IDs de objeto que se intersecan con el rayo 3D " +"proporcionado. Solo se consideran los nodos 3D que heredan de " +"[VisualInstance3D], como [MeshInstance3D] o [DirectionalLight3D]. Utiliza " +"[method @GlobalScope.instance_from_id] para obtener los nodos reales. Se debe " +"proporcionar un RID de escenario, que está disponible en el [World3D] que " +"deseas consultar. Esto fuerza una actualización para todos los recursos en " +"cola para actualizarse.\n" +"[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del " +"editor. Para casos de uso en el juego, prefiere la colisión física." + +msgid "" +"Returns [code]true[/code] if our code is currently executing on the rendering " +"thread." +msgstr "" +"Devuelve [code]true[/code] si nuestro código se está ejecutando actualmente " +"en el hilo de renderizado." + +msgid "" +"If [code]true[/code], this directional light will blend between shadow map " +"splits resulting in a smoother transition between them. Equivalent to [member " +"DirectionalLight3D.directional_shadow_blend_splits]." +msgstr "" +"Si es [code]true[/code], esta luz direccional se mezclará entre las " +"divisiones del mapa de sombras, lo que resultará en una transición más suave " +"entre ellas. Equivalente a [member " +"DirectionalLight3D.directional_shadow_blend_splits]." + +msgid "" +"Sets the shadow mode for this directional light. Equivalent to [member " +"DirectionalLight3D.directional_shadow_mode]." +msgstr "" +"Establece el modo de sombra para esta luz direccional. Equivalente a [member " +"DirectionalLight3D.directional_shadow_mode]. Véase [enum " +"LightDirectionalShadowMode] para las opciones." + +msgid "" +"If [code]true[/code], this light will not be used for anything except sky " +"shaders. Use this for lights that impact your sky shader that you may want to " +"hide from affecting the rest of the scene. For example, you may want to " +"enable this when the sun in your sky shader falls below the horizon." +msgstr "" +"Si [code]true[/code], esta luz no se usará para nada excepto para los shaders " +"de cielo. Úsalo para las luces que afectan a tu shader de cielo y que quieras " +"ocultar para que no afecten al resto de la escena. Por ejemplo, puede que " +"quieras activar esto cuando el sol en tu shader de cielo caiga por debajo del " +"horizonte." + +msgid "" +"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " +"paraboloid is faster but may suffer from artifacts. Equivalent to [member " +"OmniLight3D.omni_shadow_mode]." +msgstr "" +"Establece si se debe usar un paraboloide dual o un mapa de cubos para el mapa " +"de sombras. El paraboloide dual es más rápido pero puede sufrir de " +"artefactos. Equivalente a [member OmniLight3D.omni_shadow_mode]." + +msgid "" +"Sets the texture filter mode to use when rendering light projectors. This " +"parameter is global and cannot be set on a per-light basis." +msgstr "" +"Establece el modo de filtro de textura a usar al renderizar proyectores de " +"luz. Este parámetro es global y no puede establecerse por luz." + +msgid "" +"Sets the bake mode to use for the specified 3D light. Equivalent to [member " +"Light3D.light_bake_mode]." +msgstr "" +"Establece el modo de horneado a usar para la luz 3D especificada. Equivalente " +"a [member Light3D.light_bake_mode]." + +msgid "Sets the color of the light. Equivalent to [member Light3D.light_color]." +msgstr "" +"Establece el color de la luz. Equivalente a [member Light3D.light_color]." + msgid "Returns the value of a certain material's parameter." msgstr "Devuelve el valor del parámetro de un determinado material." @@ -90111,7 +92067,7 @@ msgstr "" "que el viewport se escale utilizando MetalFX. Los valores mayores que " "[code]1.0[/code] no son compatibles y, en su lugar, se utilizará el " "submuestreo bilineal. Un valor de [code]1.0[/code] desactiva el escalado.\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el controlador de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el controlador de renderizado " "Metal, lo que limita este modo de escalado a macOS e iOS." msgid "" @@ -90131,7 +92087,7 @@ msgstr "" "[code]1.0[/code] no son compatibles y, en su lugar, se utilizará el " "submuestreo bilineal. Un valor de [code]1.0[/code] utilizará MetalFX a " "resolución nativa como una solución TAA.\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el controlador de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el controlador de renderizado " "Metal, lo que limita este modo de escalado a macOS e iOS." msgid "Represents the size of the [enum ViewportScaling3DMode] enum." @@ -90509,8 +92465,8 @@ msgid "" "[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering " "methods." msgstr "" -"Dibuja el atlas de calcomanías que almacena las texturas de calcomanías de " -"los [Decal].\n" +"Dibuja el atlas de decals que almacena las texturas de decals de los " +"[Decal].\n" "[b]Nota:[/b] Solo se admite cuando se utilizan los métodos de renderizado " "Forward+ o Mobile." @@ -90574,8 +92530,8 @@ msgid "" "[b]Note:[/b] Only supported when using the Forward+ rendering method." msgstr "" "Dibuja el clúster [Decal]. La agrupación por clúster determina dónde se " -"colocan las calcomanías en el espacio de la pantalla, lo que permite al motor " -"procesar solo estas porciones de la pantalla para las calcomanías.\n" +"colocan los decals en el espacio de la pantalla, lo que permite al motor " +"procesar solo estas porciones de la pantalla para los decals.\n" "[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+." @@ -91164,7 +93120,7 @@ msgstr "" msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" -"Sólo se muestran las sombras del objeto. El objeto en sí no será dibujado." +"Solo se muestran las sombras del objeto. El objeto en sí no será dibujado." msgid "Disable visibility range fading for the given instance." msgstr "" @@ -93340,7 +95296,7 @@ msgstr "" "disco, importación rápida.\n" "[b]Con pérdida:[/b] Calidad reducida, alto uso de memoria, tamaño reducido en " "el disco, importación rápida.\n" -"[b]VRAM Comprimido:[/b] Calidad reducida, bajo uso de memoria, tamaño " +"[b]VRAM Comprimida:[/b] Calidad reducida, bajo uso de memoria, tamaño " "reducido en el disco, importación más lenta. Solo usar para texturas en " "escenas 3D, no para elementos 2D.\n" "[b]VRAM Sin comprimir:[/b] Calidad original, alto uso de memoria, mayor " @@ -96599,7 +98555,7 @@ msgid "" "engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used." msgstr "" "Emitida cuando el motor físico cambia el estado de sueño del cuerpo.\n" -"[b]Nota:[/b] Cambiar el valor [member sleeping] no activará esta señal. Sólo " +"[b]Nota:[/b] Cambiar el valor [member sleeping] no activará esta señal. Solo " "se emite si el motor de física cambia el estado de sueño o si se utiliza " "[code]emit_signal(\"sleeping_state_changed\")[/code]." @@ -103996,7 +105952,7 @@ msgid "Never show the close buttons." msgstr "Nunca muestra los botones de cerrado." msgid "Only show the close button on the currently active tab." -msgstr "Sólo muestra el botón de cierre en la pestaña actualmente activa." +msgstr "Solo muestra el botón de cierre en la pestaña actualmente activa." msgid "Show the close button on all tabs." msgstr "Mostrar el botón de cerrado en todas las pestañas." @@ -116096,8 +118052,8 @@ msgid "" "The method named [param callback] should accept two arguments: the [TreeItem] " "that is drawn and its position and size as a [Rect2]." msgstr "" -"Establece la retrollamada de dibujo personalizado de la columna dada al " -"método [param callback] en [param object].\n" +"Establece la callback de dibujo personalizado de la columna dada al método " +"[param callback] en [param object].\n" "El método llamado [param callback] debe aceptar dos argumentos: el [TreeItem] " "que se dibuja y su posición y tamaño como un [Rect2]." @@ -116108,10 +118064,10 @@ msgid "" "The [param callback] should accept two arguments: the [TreeItem] that is " "drawn and its position and size as a [Rect2]." msgstr "" -"Establece la retrollamada de dibujo personalizado de la columna dada. Utiliza " -"un [Callable] vacío ([code skip-lint]Callable()[/code]) para borrar la " -"retrollamada personalizada. La celda debe estar en [constant " -"CELL_MODE_CUSTOM] para usar esta función.\n" +"Establece la callback de dibujo personalizado de la columna dada. Utiliza un " +"[Callable] vacío ([code skip-lint]Callable()[/code]) para borrar la callback " +"personalizada. La celda debe estar en [constant CELL_MODE_CUSTOM] para usar " +"esta función.\n" "El [param callback] debe aceptar dos argumentos: el [TreeItem] que se dibuja " "y su posición y tamaño como un [Rect2]." @@ -117690,7 +119646,7 @@ msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." msgstr "" -"Sólo se admiten los arrendamientos permanentes. No utilices el parámetro " +"Solo se admiten los arrendamientos permanentes. No utilices el parámetro " "[code]duration[/code] cuando añada mapeos de puertos." msgid "Invalid gateway." @@ -121996,7 +123952,7 @@ msgstr "" "para el culling por oclusión en 3D para este viewport. Para el viewport raíz, " "en su lugar se debe establecer [member ProjectSettings.rendering/" "occlusion_culling/use_occlusion_culling] a [code]true[/code].\n" -"[b]Nota:[/b] Activar el culling por oclusión tiene un coste en la CPU. Sólo " +"[b]Nota:[/b] Activar el culling por oclusión tiene un coste en la CPU. Solo " "activa el culling por oclusión si realmente planeas usarlo, y piensa si tu " "escena puede realmente beneficiarse del culling por oclusión. Las escenas " "grandes y abiertas con pocos o ningún objeto que bloquee la vista " @@ -122216,7 +124172,7 @@ msgstr "" "[code]1.0[/code] deshabilita el escalado.\n" "Más información: [url=https://developer.apple.com/documentation/" "metalfx]MetalFX[/url].\n" -"[b]Nota:[/b] Sólo soportado cuando el controlador de renderizado Metal está " +"[b]Nota:[/b] Solo soportado cuando el controlador de renderizado Metal está " "en uso, lo que limita este modo de escalado a macOS e iOS." msgid "" @@ -122250,7 +124206,7 @@ msgstr "" "TAA.\n" "Más información: [url=https://developer.apple.com/documentation/" "metalfx]MetalFX[/url].\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el controlador de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el controlador de renderizado " "Metal, lo que limita este modo de escalado a macOS e iOS." msgid "Represents the size of the [enum Scaling3DMode] enum." @@ -122404,7 +124360,7 @@ msgstr "" "de la escena, para que pueda ver claramente cómo está afectando a los " "objetos. Para que este modo de visualización funcione, debe tener [member " "Environment.ssao_enabled] establecido en su [WorldEnvironment].\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el método de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+." msgid "" @@ -122418,7 +124374,7 @@ msgstr "" "lugar de la escena, para que pueda ver claramente cómo está afectando a los " "objetos. Para que este modo de visualización funcione, debe tener [member " "Environment.ssil_enabled] establecido en su [WorldEnvironment].\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el método de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+." msgid "" @@ -122427,9 +124383,9 @@ msgid "" "[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering " "methods." msgstr "" -"Dibuja el atlas de calcomanías utilizado por los [Decal]s y las texturas del " +"Dibuja el atlas de decals utilizado por los [Decal]s y las texturas del " "proyector de luz en el cuadrante superior izquierdo del [Viewport].\n" -"[b]Nota:[/b] Sólo se admite cuando se utilizan los métodos de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utilizan los métodos de renderizado " "Forward+ o Mobile." msgid "" @@ -122443,7 +124399,7 @@ msgstr "" "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 " +"[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+." msgid "" @@ -122456,7 +124412,7 @@ msgstr "" "Requiere que [VoxelGI] (al menos un nodo VoxelGI procesado visible) o SDFGI " "([member Environment.sdfgi_enabled]) estén habilitados para tener un efecto " "visible.\n" -"[b]Nota:[/b] Sólo se admite cuando se utiliza el método de renderizado " +"[b]Nota:[/b] Solo se admite cuando se utiliza el método de renderizado " "Forward+." msgid "" @@ -122489,7 +124445,7 @@ msgid "" "[b]Note:[/b] Only supported when using the Forward+ rendering method." msgstr "" "Dibuja el clúster utilizado por los nodos [Decal] para optimizar el " -"renderizado de calcomanías.\n" +"renderizado de decals.\n" "[b]Nota:[/b] Solo es compatible cuando se utiliza el método de renderizado " "Forward+." @@ -122943,8 +124899,8 @@ msgstr "" "[VisualInstance3D]s se ven afectados por una luz específica. Para " "[GPUParticles3D], esto se puede utilizar para controlar qué partículas se ven " "afectadas por un atractor específico. Para [Decal]s, esto se puede utilizar " -"para controlar qué [VisualInstance3D]s se ven afectados por una calcomanía " -"específica.\n" +"para controlar qué [VisualInstance3D]s se ven afectados por un decal " +"específico.\n" "Para ajustar [member layers] más fácilmente usando un script, utiliza [method " "get_layer_mask_value] y [method set_layer_mask_value].\n" "[b]Nota:[/b] [VoxelGI], SDFGI y [LightmapGI] siempre tendrán en cuenta todas " @@ -123320,7 +125276,7 @@ msgid "" "only be used for input ports in non-uniform nodes." msgstr "" "Tipo Sampler. Traducido a referencia del uniforme del muestras en el código " -"shader. Sólo puede utilizarse para puertos de entrada en nodos no uniformes." +"shader. Solo puede utilizarse para puertos de entrada en nodos no uniformes." msgid "Represents the size of the [enum PortType] enum." msgstr "Representa el tamaño del enum [enum PortType]." @@ -123373,7 +125329,7 @@ msgid "" "Has only one output port and no inputs.\n" "Translated to [code skip-lint]bool[/code] in the shader language." msgstr "" -"Sólo tiene un puerto de salida y no tiene entradas.\n" +"Solo tiene un puerto de salida y no tiene entradas.\n" "Traducido a [code skip-lint]bool[/code] en el lenguaje de los shaders." msgid "A boolean constant which represents a state of this node." @@ -123677,7 +125633,7 @@ msgstr "" msgid "" "Only exists for compatibility. Use [VisualShaderNodeFrame] as a replacement." msgstr "" -"Sólo existe por compatibilidad. Utiliza [VisualShaderNodeFrame] como " +"Solo existe por compatibilidad. Utiliza [VisualShaderNodeFrame] como " "reemplazo." msgid "" @@ -125678,7 +127634,8 @@ msgstr "Un tipo de fuente de entrada." msgid "Creates internal uniform and provides a way to assign it within node." msgstr "" -"Crea un uniforme interno y proporciona una forma de asignarlo dentro del nodo." +"Crea una variable uniforme interna y proporciona una forma de asignarla " +"dentro del nodo." msgid "Use the uniform texture from sampler port." msgstr "Usar la textura uniforme del puerto de muestreo." @@ -130366,7 +132323,7 @@ msgid "" msgstr "" "Devuelve [code]true[/code] si la tarea de grupo con el ID dado está " "completada.\n" -"[b]Nota:[/b] Sólo deberías llamar a este método entre la adición de la tarea " +"[b]Nota:[/b] Solo deberías llamar a este método entre la adición de la tarea " "de grupo y la espera de su finalización." msgid "" @@ -130375,7 +132332,7 @@ msgid "" "awaiting its completion." msgstr "" "Devuelve [code]true[/code] si la tarea con el ID dado está completada.\n" -"[b]Nota:[/b] Sólo deberías llamar a este método entre la adición de la tarea " +"[b]Nota:[/b] Solo deberías llamar a este método entre la adición de la tarea " "y la espera de su finalización." msgid "" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 95e80f448e..3d2e731df6 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -134,13 +134,14 @@ # Hedi Jouida , 2025. # MERCRED , 2026. # Posemartonis , 2026. +# Le cathogeek , 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: 2026-01-08 18:02+0000\n" -"Last-Translator: aioshiro \n" +"PO-Revision-Date: 2026-01-18 16:01+0000\n" +"Last-Translator: Posemartonis \n" "Language-Team: French \n" "Language: fr\n" @@ -148,7 +149,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "All classes" msgstr "Toutes les classes" @@ -1830,6 +1831,80 @@ msgstr "" "@export_placeholder(\"Nom en minuscule\") 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 "" +"Exporte une propriété [int], [float], [Array][lb][int][rb], [Array][lb][float]" +"[rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], " +"[PackedFloat32Array], ou [PackedFloat64Array] en tant que valeur de plage. La " +"plage doit être définie par [param min] et [param max] et, facultativement, " +"par un pas [param step] et une variété d'indices supplémentaires. Le pas " +"[param step] est par défaut [code]1[/code] pour les entiers. Pour les nombres " +"à virgule flottante, cette valeur dépend de votre paramètre [member " +"EditorSettings.interface/inspector/default_float_step].\n" +"Si les indices [code]\"or_greater\"[/code] et [code]\"or_less\"[/code] sont " +"fournis, le widget de l'éditeur ne plafonnera pas la valeur aux limites de la " +"plage. L'indice [code]\"exp\"[/code] fera en sorte que les valeurs modifiées " +"sur la plage changent de manière exponentielle. L'indice [code]" +"\"hide_slider\"[/code] masquera l'élément slider du widget de l'éditeur.\n" +"Des indices permettent également d'indiquer les unités de la valeur modifiée. " +"En utilisant [code]\"radians_as_degrees\"[/code], vous pouvez spécifier que " +"la valeur réelle est en radians, mais doit être affichée en degrés dans le " +"dock Inspecteur (les valeurs de plage sont également en degrés). [code]" +"\"degrees\"[/code] permet d'ajouter un signe de degré comme suffixe d'unité " +"(la valeur est inchangée). Enfin, un suffixe personnalisé peut être fourni en " +"utilisant [code]\"suffix :unit\"[/code], où \"unit\" peut être n'importe " +"quelle chaîne.\n" +"Voir également [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 " @@ -2899,6 +2974,60 @@ 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 "" +"Renvoie l'objet [Object] qui correspond à [param instance_id]. Tous les " +"Objects ont un identifiant d'instance unique. Voir aussi [method " +"Object.get_instance_id].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var boisson= \"eau\"\n" +"\n" +"func _ready() :\n" +"\tvar id = get_instance_id()\n" +"\tvar instance = instance_from_id(id)\n" +"\tprint(instance.foo) # Affiche \"eau\"\n" +"[/gdscript]\n" +"[csharp]\n" +"public partial class MonNoeud : Node\n" +"{\n" +"\tpublic string Boisson { get ; set ; } = \"eau\" ;\n" +"\n" +"\tpublic override void _Ready()\n" +"\t{\n" +"\t\tulong id = GetInstanceId() ;\n" +"\t\tvar instance = (MonNoeud)InstanceFromId(Id) ;\n" +"\t\tGD.Print(instance.Boisson) ; // Affiche \"eau\"\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 " @@ -6332,6 +6461,38 @@ 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] 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 "" +"Indique qu'une propriété [int] ou [float] doit être dans un intervalle " +"spécifié via la chaîne d'indice [code]\"min,max\"[/code] ou [code]" +"\"min,max,step\"[/code]. La chaîne d'indice peut en option inclure [code]" +"\"or_greater\"[/code] et/ou [code]\"or_less\"[/code] pour permettre une " +"entrée manuelle allant respectivement au-dessus ou en dessous des valeurs " +"maximales et minimales.\n" +"[b]Exemple :[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" +"De plus, d'autres mots-clés peuvent être inclus : [code]\"exp\"[/code] pour " +"l'édition d'un intervalle exponentiel, [code]\"radians_as_degrees\"[/code] " +"pour l'édition des angles radians en degrés (les valeurs de l'intervalle sont " +"également en degrés), [code]\"degrees\"[/code] pour indiquer un angle et " +"[code]\"hide_slider\"[/code] pour cacher le slider, [code]\"hide_control\"[/" +"code] pour cacher les feches haut et bas et [code]\"suffix:px/s\"[/code] pour " +"afficher un suffixe qui indique l'unité de la valeur (par ex. [code]px/s[/" +"code] pour les pixels par secondes)." + msgid "" "Hints that an [int], [String], or [StringName] property is an enumerated " "value to pick in a list specified via a hint string.\n" @@ -16122,6 +16283,94 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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" +"Si le point [param from_id] est désactivé, renvoie un tableau vide (même si " +"[code]from_id == to_id[/code]).\n" +"Si le point [param from_id] n'est pas désactivé, et qu'il n'y a pas de chemin " +"valide vers la cible, et [param allow_partial_path] vaut[code]true[/code], " +"renvoie le point le 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]." @@ -16194,6 +16443,38 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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" +"Si [param from_id] point est désactivé, retourne un tableau vide (même si " +"[code]from_id == to_id[/code]).\n" +"Si [param from_id] point n'est pas désactivé, qu''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." @@ -16576,6 +16857,93 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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" +"Si [param from_id] point est désactivé, retourne un tableau vide (même si " +"[code]from_id == to_id[/code]).\n" +"Si [param from_id] point n'est pas désactivé, qu'il n'y a pas de chemin " +"valide vers la cible, et [param allow_partial_path] vauest [code]true[/code], " +"renvoitourne 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" @@ -16633,6 +17001,38 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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" +"Si [param from_id] point est désactivé, retourne un tableau vide (même si " +"[code]from_id == to_id[/code]).\n" +"Si [param from_id] point n'est pas désactivé, qu''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." @@ -16749,6 +17149,31 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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" +"Si le point [param from_id] est désactivé, renvoie un tableau vide (même si " +"[code]from_id == to_id[/code]).\n" +"Si le point [param from_id] n'est pas désactivé, qu'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] 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 "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " @@ -16758,6 +17183,38 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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" +"Si [param from_id] point est désactivé, retourne un tableau vide (même si " +"[code]from_id == to_id[/code]).\n" +"Si [param from_id] point n'est pas désactivé, qu'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." @@ -28130,6 +28587,36 @@ 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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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]Note:[/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].\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les mailles stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + 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 " @@ -28191,6 +28678,48 @@ 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]\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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]\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les maillages stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + 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 " @@ -28211,6 +28740,39 @@ msgstr "" "n'est pas souhaité, passez une largeur [param width] positive comme " "[code]1.0[/code]." +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.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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.\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les mailles stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " @@ -28305,6 +28867,42 @@ msgstr "" "est utilisé comme facteur de sur-échantillonnage de la police, sinon les " "paramètres de sur-échantillonnage du viewport sont utilisés." +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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 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].\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les mailles stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -28363,6 +28961,31 @@ 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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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].\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les mailles stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + 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[/" @@ -28453,6 +29076,52 @@ msgstr "" "échantillonnage de la police, sinon les paramètres de sur-échantillonnage du " "viewport sont utilisés." +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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].\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les mailles stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +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].\n" +"[b]Note:[/b] Les boîtes de styles, les textures et les mailles stockées " +"uniquement dans les variables locales ne devraient [b]pas[/b] être utilisées " +"avec cette méthode dans GDScript, parce que l'opération de dessin ne commence " +"pas immédiatement une fois cette méthode appelée. Dans GDScript, lorsque la " +"fonction avec les variables locales se termine, les variables locales sont " +"détruites avant le rendu." + msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" @@ -43819,6 +44488,42 @@ msgstr "" "façon de désactiver un élément.\n" "[b]Note :[/b] Cette méthode n'est implémentée que sur macOS." +msgid "" +"Returns [code]true[/code] if the item at index [param idx] is hidden.\n" +"See [method global_menu_set_item_hidden] for more info on how to hide an " +"item.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Retourne [code]true[/code] si l'élément à l'index [param idx] est caché.\n" +"Voir [method global_menu_set_item_hidden] pour plus d'informations sur la " +"façon de cacher un élément.\n" +"[b]Note:[/b] Cette méthode n'est disponible que sur macOS." + +msgid "" +"Returns [code]true[/code] if the item at index [param idx] has radio button-" +"style checkability.\n" +"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" +"unchecking items in radio groups.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Retourne [code]true[/code] si l'élément à l'index [param idx] a une " +"vérification de style bouton radio.\n" +"[b]Note :[/b] Ceci est purement cosmétique ; vous devez ajouter la logique " +"pour cocher/décocher les éléments dans les groupes radio.\n" +"[b]Note :[/b] Cette méthode n'est supportée que sur macOS." + +msgid "" +"Removes the item at index [param idx] from the global menu [param " +"menu_root].\n" +"[b]Note:[/b] The indices of items after the removed item will be shifted by " +"one.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Retire l'élément à l'index \"idx\" du menu global [param menu_root].\n" +"[b]Note :[/b] Les indices des éléments après l'éléments supprimé seront " +"décalés de un.\n" +"[b]Note :[/b] Cette méthode est implémentée 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 " @@ -43832,6 +44537,30 @@ msgstr "" "KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" "[b]Note :[/b] Cette méthode n'est implémentée que sur macOS." +msgid "" +"Sets the callback of the item at index [param idx]. Callback is emitted when " +"an item is pressed.\n" +"[b]Note:[/b] The [param callback] Callable needs to accept exactly one " +"Variant parameter, the parameter passed to the Callable will be the value " +"passed to the [code]tag[/code] parameter when the menu item was created.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Définit le rappel de l'élément à l'index [param idx]. Le rappel est émis " +"lorsqu'un article est pressé.\n" +"[b]Note:[/b] Le [param callback] Appelable doit accepter exactement un " +"paramètre Variant, le paramètre passé à la Callable sera la valeur transmise " +"au paramètre [code]tag[/code] lorsque l'élément de menu a été créé.\n" +"[b]Note:[/b] Cette méthode n'est supportée que sur macOS." + +msgid "" +"Sets whether the item at index [param idx] has a checkbox. If [code]false[/" +"code], sets the type of the item to plain text.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Définit si l'élément à l'index [param idx] a une case à cocher. Si " +"[code]false[/code], fixe le type de l'élément au texte brut.\n" +"[b]Note :[/b] Cette méthode n'est supportée que sur macOS." + msgid "" "Hides/shows the item at index [param idx]. When it is hidden, an item does " "not appear in a menu and its action cannot be invoked.\n" @@ -43856,6 +44585,16 @@ msgstr "" "paramètre [code]tag[/code] lorsque l'élément de menu sera créé.\n" "[b]Note :[/b] Cette méthode n'est implémentée que sur macOS." +msgid "" +"Replaces the [Texture2D] icon of the specified [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Note:[/b] This method is not supported by macOS \"_dock\" menu items." +msgstr "" +"Remplace l'icône [Texture2D] de l'index [param idx] spécifié.\n" +"[b]Note :[/b] Cette méthode n'est implémentée que sur macOS.\n" +"[b]Note :[/b] Cette méthode n'est pas supportée par les éléments de menu " +"\"_dock\" macOS." + msgid "" "Sets the horizontal offset of the item at the given [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." @@ -43878,6 +44617,19 @@ msgstr "" "paramètre [code]tag[/code] lorsque l'élément de menu sera créé.\n" "[b]Note :[/b] Cette méthode n'est implémentée que sur macOS." +msgid "" +"Sets the type of the item at the specified index [param idx] to radio button. " +"If [code]false[/code], sets the type of the item to plain text.\n" +"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" +"unchecking items in radio groups.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"Définit le type de l'élément à l'index spécifié [param idx] en bouton radio. " +"Si [code]false[/code], fixe le type de l'élément au texte brut.\n" +"[b]Note :[/b] Ceci est purement cosmétique ; vous devez ajouter la logique " +"pour cocher/décocher les éléments dans les groupes radio.\n" +"[b]Note :[/b] Cette méthode n'est supportée que sur macOS." + msgid "" "Sets the [String] tooltip of the item at the specified index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." @@ -43886,6 +44638,14 @@ msgstr "" "spécifié.\n" "[b]Note :[/b] Cette méthode n'est implémentée que sur macOS." +msgid "" +"Registers callables to emit when the menu is respectively about to show or " +"closed. Callback methods should have zero arguments." +msgstr "" +"Enregistre les appels (callables) à émettre lorsque le menu est " +"respectivement sur le point d'apparaitre ou de fermer. Les méthodes de rappel " +"ne doivent pas avoir d'arguments." + msgid "" "Returns [code]true[/code] if a hardware keyboard is connected.\n" "[b]Note:[/b] This method is implemented on Android and iOS. On other " @@ -43904,6 +44664,49 @@ msgstr "" "[b]Note :[/b] Cette méthode est implémentée sur Android, iOS, macOS, Windows " "et Linux (X11/Wayland)." +msgid "" +"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " +"layout.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"Convertit un clavier physique (US QWERTY) [param keycode] en un clavier dans " +"la mise en page du clavier actif.\n" +"[b]Note :[/b] Cette méthode est supportée sur Linux (X11/Wayland), macOS et " +"Windows." + +msgid "" +"Converts a physical (US QWERTY) [param keycode] to localized label printed on " +"the key in the active keyboard layout.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"Convertit un clavier physique (US QWERTY) [param keycode] vers l'étiquette " +"localisée imprimée sur la touche dans la disposition active du clavier.\n" +"[b]Note:[/b] Cette méthode est supportée sur Linux (X11/Wayland), macOS et " +"Windows." + +msgid "" +"Returns the ISO-639/BCP-47 language code of the keyboard layout at position " +"[param index].\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"Retourne le code de langue ISO-639/BCP-47 de la disposition du clavier à la " +"position [param index].\n" +"[b]Note :[/b] Cette méthode est implémentée sur Linux (X11/Wayland, macOS et " +"Windows." + +msgid "" +"Returns the localized name of the keyboard layout at position [param index].\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"Retourne le nom localisé de la disposition du clavier à la position [param " +"index].\n" +"[b]Note :[/b] Cette méthode est implémentée sur Linux(X11/Wayland), macOS et " +"Windows." + msgid "" "Sets the active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " @@ -43919,6 +44722,49 @@ msgstr "Renvoie le mode de souris actuel. Voir aussi [method mouse_set_mode]." msgid "Sets the current mouse mode. See also [method mouse_get_mode]." msgstr "Définit le mode de souris actuel. Voir aussi [method mouse_get_mode]." +msgid "" +"Returns the dots per inch density of the specified screen. Returns platform " +"specific default value if [param screen] is invalid.\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] On macOS, returned value is inaccurate if fractional display " +"scaling mode is used.\n" +"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " +"six generalized densities:\n" +"[codeblock lang=text]\n" +" ldpi - 120 dpi\n" +" mdpi - 160 dpi\n" +" hdpi - 240 dpi\n" +" xhdpi - 320 dpi\n" +" xxhdpi - 480 dpi\n" +"xxxhdpi - 640 dpi\n" +"[/codeblock]\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux (X11/Wayland), " +"macOS, Web, and Windows. On other platforms, this method always returns " +"[code]72[/code]." +msgstr "" +"Retourne la densité en points pour pouce (\"dpi\") de l'écran spécifié. " +"Renvoie la valeur par défaut spécifique de la plateforme si [écran param] est " +"invalide.\n" +"[b]Note :[/b] Une des constantes suivantes peut être utilisée comme [param " +"screen] : [constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], " +"[constant SCREEN_WITH_MOUSE_FOCUS], ou [constant SCREEN_WITH_KEYBOARD_FOCUS]\n" +"[b]Note :[/b] Sous macOS, la valeur retournée est inexacte si la mise à " +"l'échelle n'est pas un nombre entier.\n" +"[b]Note :[/b] Pour les appareils Android, les densités des écrans sont " +"groupés en six catégories :\n" +"[codeblock]\n" +" ldpi - 120 dpi\n" +" mdpi - 160 dpi\n" +" hdpi - 240 dpi\n" +" xhdpi - 320 dpi\n" +" xxhdpi - 480 dpi\n" +"xxxhdpi - 640 dpi\n" +"[/codeblock]\n" +"[b]Note :[/b] Cette méthode est implémentée sous Android, Linux, macOS et " +"Windows. Retourne [code]72[/code] sur les plateformes non supportées." + msgid "" "Returns the greatest scale factor of all screens.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least " @@ -43932,9 +44778,131 @@ msgstr "" "les autres cas.\n" "[b]Note :[/b] Cette méthode est implémentée seulement sur macOS." +msgid "" +"Returns the color of the pixel at the given screen [param position]. On multi-" +"monitor setups, the screen position is relative to the virtual desktop area.\n" +"[b]Note:[/b] This method is implemented on Linux (X11, excluding XWayland), " +"macOS, and Windows. On other platforms, this method always returns " +"[code]Color(0, 0, 0, 1)[/code].\n" +"[b]Note:[/b] On macOS, this method requires the \"Screen Recording\" " +"permission. If permission is not granted, this method returns a color from a " +"screenshot that will not include other application windows or OS elements not " +"related to the application." +msgstr "" +"Renvoie la couleur du pixel à l'écran donné [param position]. Sur les " +"configurations à moniteurs multiples, la position d'écran est relative à la " +"zone de bureau virtuel.\n" +"[b]Note :[/b] Cette méthode est mise en œuvre sur Linux (X11, excluant " +"XWayland), macOS et Windows. Sur d'autres plateformes, cette méthode renvoie " +"toujours [code]Color(0, 0, 0, 1)[/code].\n" +"[b]Note :[/b] Sur macOS, cette méthode nécessite l'autorisation d' " +"\"enregistrement d'écran\". Si la permission n'est pas accordée, cette " +"méthode renvoie une couleur d'une capture d'écran qui n'inclut pas d'autres " +"fenêtres d'application ou des éléments OS non liés à l'application." + +msgid "" +"Sets the [param screen]'s [param orientation]. See also [method " +"screen_get_orientation].\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 and iOS.\n" +"[b]Note:[/b] On iOS, this method has no effect if [member " +"ProjectSettings.display/window/handheld/orientation] is not set to [constant " +"SCREEN_SENSOR]." +msgstr "" +"Définit la [param orientation] du [param screen]. Voir aussi [method " +"screen_get_orientation].\n" +"[b]Note :[/b] Une des constantes suivantes peut être utilisée comme [param " +"screen] : [constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], " +"[constant SCREEN_WITH_MOUSE_FOCUS], ou [constant " +"SCREEN_WITH_KEYBOARD_FOCUS].\n" +"[b]Note :[/b] Cette méthode est supportée sur Android et iOS.\n" +"[b]Note :[/b] Sur iOS, cette méthode n'a aucun effet si [member " +"ProjectSettings.display/window/handheld/orientation] n'est pas définie à " +"[constant SCREEN_SENSOR]." + +msgid "" +"Sets the callback that should be called when the system's theme settings are " +"changed. [param callable] should accept zero arguments.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " +"Linux (X11/Wayland)." +msgstr "" +"Définit la fonction de rappel qui devrait être lancé lorsque les paramètres " +"du thème système sont changés. [param callable] ne devrait pas accepter " +"d'argument.\n" +"[b]Note :[/b] Cette méthode est supportée sur Android, iOS, macOS, Windows et " +"Linux (X11/Wayland)." + +msgid "" +"Returns the rectangle for the given status indicator [param id] in screen " +"coordinates. If the status indicator is not visible, returns an empty " +"[Rect2].\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"Retourne le rectangle pour l'indicateur de statut donné [param id] dans les " +"coordonnées d'écran. Si l'indicateur de statut n'est pas visible, retourne un " +"[Rect2] vide.\n" +"[b]Note :[/b] Cette méthode est supportée sur macOS et Windows." + +msgid "" +"Sets the application status indicator activation callback. [param callback] " +"should take two arguments: [int] mouse button index (one of [enum " +"MouseButton] values) and [Vector2i] click position in screen coordinates.\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"Définit la fonction de rappel de l'activation de l'indicateur de statut " +"d'application. [param callback] devrait prendre deux arguments : [int] index " +"du bouton de souris (une des valeurs de [enum MouseButton]) et [Vector2i] la " +"position du clic dans les coordonnées de l'écran.\n" +"[b]Note :[/b] Cette méthode est supportée sur macOS et Windows." + +msgid "" +"Sets the application status indicator icon.\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"Définit l'icône de l'indicateur de statut d'application.\n" +"[b]Note :[/b] Cette méthode est supportée sur macOS et Windows." + +msgid "" +"Sets the application status indicator tooltip.\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"Définit l'info-bulle d'indicateur de statut d'application.\n" +"[b]Note :[/b] Cette méthode est supportée sur macOS et 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 "" +"Retourne [code]true[/code] si le synthétiseur est dans un état de pause.\n" +"[b]Note :[/b] Cette méthode est supportée sur Android, iOS, Web, Linux (X11/" +"Wayland), macOS et Windows." + msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "Cache le clavier virtuel s’il est montré, ne fait rien autrement." +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 "" +"Règle la position du curseur de la souris à la position [param] par rapport à " +"une origine au coin supérieur gauche de la fenêtre actuellement en focus par " +"le Window Manager.\n" +"[b]Note :[/b] [method warp_mouse] n'est pris en charge que sous Windows, " +"macOS et Linux (X11/Wayland). Il n'a aucun effet sur Android, iOS et Web." + +msgid "" +"Returns the [method Object.get_instance_id] of the [Window] the [param " +"window_id] is attached to." +msgstr "" +"Retourne le [method Object.get_instance_id] de la [Fenêtre] à laquelle [param " +"window_id] est joint." + msgid "" "Display server supports changing the screen orientation. [b]Android, iOS[/b]" msgstr "" @@ -44241,6 +45209,48 @@ msgstr "Redéfinit la saturation de la texture." msgid "Helper class to implement a DTLS server." msgstr "Une classe d'aide pour implémenter un serveur DTLS." +msgid "" +"Try to initiate the DTLS handshake with the given [param udp_peer] which must " +"be already connected (see [method PacketPeerUDP.connect_to_host]).\n" +"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " +"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the " +"new connections will be invalid due to cookie exchange." +msgstr "" +"Essaye de débuter une vérification DTLS avec le [param udp_peer] donné qui " +"doit être connecté au préalable (voir [method " +"PacketPeerUDP.connect_to_host)]\n" +"[b]Note :[/b] Vous devez vérifier que le status du retour PacketPeerUDP est " +"[constant PacketPeerDTLS.STATUS_HANDSHAKING], car il est commun que 50% des " +"nouvelles connexions deviennent invalides en raison de l'échange de cookies." + +msgid "" +"Override this method to be notified when a breakpoint is set in the editor." +msgstr "" +"Surcharger cette méthode pour être notifié quand un point d'arrêt est défini " +"dans l'éditeur." + +msgid "" +"Override this method to be notified when all breakpoints are cleared in the " +"editor." +msgstr "" +"Surcharger cette méthode pour être notifié lorsque tous les points d'arrêt " +"sont supprimés dans l'éditeur." + +msgid "" +"Override this method to be notified when a breakpoint line has been clicked " +"in the debugger breakpoint panel." +msgstr "" +"Surcharger cette méthode pour être notifié quand un point d'arrêt a été " +"cliqué dans le panneau de point d'arrêt du débogueur." + +msgid "" +"Override this method to be notified whenever a new [EditorDebuggerSession] is " +"created. Note that the session may be inactive during this stage." +msgstr "" +"Surcharger cette méthode pour être notifié chaque fois qu'un nouveau " +"[EditorDebuggerSession] est créé. Notez que la session peut être inactive à " +"ce stade." + msgid "Returns the [EditorDebuggerSession] with the given [param id]." msgstr "Renvoie l'[EditorDebuggerSession] avec l'[param id] donné." @@ -44256,8 +45266,25 @@ 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" +msgid "Creates a PCK archive at [param path] for the specified [param preset]." +msgstr "Crée une archive PCK à [param path] pour le [param preset] spécifié." + +msgid "Creates a full project at [param path] for the specified [param preset]." +msgstr "Crée un projet complet à [param path] pour le [param preset] spécifié." + +msgid "Create a ZIP archive at [param path] for the specified [param preset]." +msgstr "Créer une archive ZIP à [param path] pour le [param preset] spécifié." + +msgid "" +"Returns the message category for the message with the given [param index]." +msgstr "" +"Retourne la catégorie de message pour le message à l'index [param] donné." + +msgid "Returns the text for the message with the given [param index]." +msgstr "Retourne le texte pour le message avec le [param index] donné." + +msgid "Returns the type for the message with the given [param index]." +msgstr "Retourne le type pour le message au [param index] donné." msgid "Exporter for Android." msgstr "Exporteur pour Android." @@ -44288,6 +45315,14 @@ msgstr "" msgid "Name of the application." msgstr "Nom de l'application." +msgid "" +"If [code]true[/code], this app will show in the device's app library.\n" +"[b]Note:[/b] This is [code]true[/code] by default." +msgstr "" +"Si [code]true[/code], cette application apparaîtra dans la bibliothèque " +"d'applications de l'appareil.\n" +"[b]Note:[/b] Ceci est [code]true[/code] par défaut." + msgid "" "Allows applications to call into AccountAuthenticators. See [url=https://" "developer.android.com/reference/android/" @@ -44346,6 +45381,19 @@ msgstr "" "developer.android.com/reference/android/" "Manifest.permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]." +msgid "" +"If [code]true[/code], shaders will be compiled and embedded in the " +"application. This option is only supported when using the Forward+ or Mobile " +"renderers.\n" +"[b]Note:[/b] When exporting as a dedicated server, the shader baker is always " +"disabled since no rendering is performed." +msgstr "" +"Si [code]true[/code], les shaders seront compilées et intégrées dans " +"l'application. Cette option n'est prise en charge que lors de l'utilisation " +"des rendus Forward+ ou Mobile.\n" +"[b]Note :[/b] Lors de l'exportation en tant que serveur dédié, le compilateur " +"de shader est toujours désactivé car aucun rendu n'est effectué." + msgid "Exporting for iOS" msgstr "Exportation pour iOS" @@ -44360,6 +45408,9 @@ msgstr "" msgid "Returns export platform name." msgstr "Renvoie le nom de la plateforme d'export." +msgid "Returns tooltip of the one-click deploy menu button." +msgstr "Retourne l'info-bulle bouton de menu du déploiement en un clic." + msgid "Returns target OS name." msgstr "Renvoie le nom de l'OS cible." @@ -44709,6 +45760,19 @@ msgstr "Exportation pour Windows" msgid "Exporter for visionOS." msgstr "Exporteur pour visionOS." +msgid "" +"If [code]true[/code], shaders will be compiled and embedded in the " +"application. This option is only supported when using the Forward+ and Mobile " +"renderers.\n" +"[b]Note:[/b] When exporting as a dedicated server, the shader baker is always " +"disabled since no rendering is performed." +msgstr "" +"Si [code]true[/code], les shaders seront compilées et intégrées dans " +"l'application. Cette option n'est prise en charge que lors de l'utilisation " +"des rendus Forward+ et Mobile.\n" +"[b]Note:[/b] Lors de l'exportation en tant que serveur dédié, le compilateur " +"de shaders est toujours désactivé car aucun rendu n'est effectué." + msgid "Exporter for the Web." msgstr "Exporteur pour le Web." @@ -44797,6 +45861,22 @@ msgstr "" "Ceci est appelé lorsque le processus de personnalisation pour les scènes se " "termine." +msgid "" +"Virtual method to be overridden by the user. It is called when the export " +"starts and provides all information about the export. [param features] is the " +"list of features for the export, [param is_debug] is [code]true[/code] for " +"debug builds, [param path] is the target path for the exported project. " +"[param flags] is only used when running a runnable profile, e.g. when using " +"native run on Android." +msgstr "" +"Méthode virtuelle à surcharger par l'utilisateur. Elle est appelée lorsque " +"l'exportation commence et fournit toutes les informations sur l'exportation. " +"[param features] est la liste des fonctionnalité pour l'export, [param " +"is_debug] est [code]true[/code] pour les builds de débogage, [param path] est " +"le chemin cible pour le projet exporté. [param flags] n'est utilisé que lors " +"de l'exécution d'un profil exécutable, p.ex. lorsque vous utilisez native run " +"sur Android." + msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." @@ -44804,6 +45884,24 @@ msgstr "" "Une méthode virtuelle à surcharger par l'utilisateur. Elle est appelée " "lorsque l'exportation est terminée." +msgid "" +"Virtual method to be overridden by the user. Called for each exported file " +"before [method _customize_resource] and [method _customize_scene]. The " +"arguments can be used to identify the file. [param path] is the path of the " +"file, [param type] is the [Resource] represented by the file (e.g. " +"[PackedScene]), and [param features] is the list of features for the export.\n" +"Calling [method skip] inside this callback will make the file not included in " +"the export." +msgstr "" +"Une méthode virtuelle à surcharger par l'utilisateur. Elle est appelée pour " +"chaque fichier exporté avant[method _customize_resource] and [method " +"_customize_scene]. Les arguments passés peuvent permettre d'identifier le " +"fichier exporté.[param path] est le chemin du fichier, [param type] est la " +"[Resource] représentée par ce fichier (par exemple [PackedScene]) et [param " +"features] est la liste des fonctionnalités de cette exportation.\n" +"Appeler [method skip] dans cette fonction de rappel pour ne pas exporter ce " +"fichier." + msgid "" "Return [code]true[/code] if the result of [method _get_export_options] has " "changed and the export options of the preset corresponding to [param " @@ -44819,9 +45917,63 @@ msgstr "" "Renvoie [code]true[/code] si le plugin supporte la plate-forme [param " "platform] donnée." +msgid "" +"Adds an Apple embedded platform bundle file from the given [param path] to " +"the exported project." +msgstr "" +"Ajoute un fichier de paquet de plate-forme intégré d'Apple depuis [param " +"path] au projet exporté." + +msgid "" +"Adds a dynamic library (*.dylib, *.framework) to the Linking Phase in the " +"Apple embedded platform's Xcode project and embeds it into the resulting " +"binary.\n" +"[b]Note:[/b] For static libraries (*.a), this works in the same way as " +"[method add_apple_embedded_platform_framework].\n" +"[b]Note:[/b] This method should not be used for System libraries as they are " +"already present on the device." +msgstr "" +"Ajoute une bibliothèque dynamique (*.dylib, *.framework) au \"Linking Phase\" " +"dans le projet Xcode de la plateforme intégrée Apple et l'intègre au binaire " +"final.\n" +"[b]Note :[/b] Pour les bibliothèques statiques (*.a), cela fonctionne de la " +"même manière que [method add_apple_embedded_platform_framework].\n" +"[b]Note :[/b] Cette méthode ne devrait pas être utilisée pour les " +"bibliothèques système car elles sont déjà présentes sur l'appareil." + +msgid "" +"Adds a static library from the given [param path] to the Apple embedded " +"platform project." +msgstr "" +"Ajoute une bibliothèque statique depuis [param path] au projet de plateforme " +"intégré Apple." + +msgid "" +"Adds a custom file to be exported. [param path] is the virtual path that can " +"be used to load the file, [param file] is the binary data of the file.\n" +"When called inside [method _export_file] and [param remap] is [code]true[/" +"code], the current file will not be exported, but instead remapped to this " +"custom file. [param remap] is ignored when called in other places.\n" +"[param file] will not be imported, so consider using [method " +"_customize_resource] to remap imported resources." +msgstr "" +"Ajoute un fichier personnalisé à exporter. [param path] est le chemin virtuel " +"qui peut être utilisé pour charger le fichier, [param file] représente les " +"données binaires du fichier. \n" +"Quand appelée au sein de [method _export_file et lorsque [param remap] est " +"[code]true[/code], le fichier ne sera pas exporté, mais sera remplacé par une " +"référence à ce fichier. [param remap] est ignoré quand appelé dans d'autres " +"endroits.\n" +"[param file] ne sera pas importé, alors envisagez d'utiliser [méthode " +"_customize_resource] pour remapper les ressources importées." + msgid "Use [method add_apple_embedded_platform_bundle_file] instead." msgstr "Utilisez [method add_apple_embedded_platform_bundle_file] à la place." +msgid "" +"Adds an iOS bundle file from the given [param path] to the exported project." +msgstr "Ajoute un fichier d'iOS depuis [param path] au projet exporté." + msgid "Use [method add_apple_embedded_platform_cpp_code] instead." msgstr "Utilisez [method add_apple_embedded_platform_cpp_code] à la place." @@ -44860,6 +46012,9 @@ msgid "Use [method add_apple_embedded_platform_project_static_lib] instead." msgstr "" "Utilisez [method add_apple_embedded_platform_project_static_lib] à la place." +msgid "Adds a static library from the given [param path] to the iOS project." +msgstr "Ajoute une bibliothèque statique depuis [param path] au projet iOS." + msgid "" "Adds file or directory matching [param path] to [code]PlugIns[/code] " "directory of macOS app bundle.\n" @@ -44869,6 +46024,21 @@ msgstr "" "dossier [code]PlugIns[/code] de l'application macOS.\n" "[b]Note :[/b] Cela n'est utile que pour les exports macOS." +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [param tags] and destination [param path].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." +msgstr "" +"Ajoute un objet partagé ou un dossier contenant uniquement des objets " +"partagés avec les étiquettes[param tags] et la destination [param path].\n" +"[b]Note :[/b] En cas d'exportation pour macOS, ces objets partagés seront " +"ajoutés au dossier [code]Frameworks[/code] de l'app bundle.\n" +"Pour les dossiers, \"code-sign\" affichera une erreur si vous placez dans ce " +"dossier un objet qui n'est pas du code." + msgid "Returns currently used export platform." msgstr "Renvoie la plateforme d'export actuellement utilisée." @@ -44901,6 +46071,13 @@ msgstr "Renvoie le chemin de la cible d'export." msgid "Returns this export preset's name." msgstr "Renvoie le nom de ce pré-réglage d'export." +msgid "" +"Returns the value of the setting identified by [param name] using export " +"preset feature tag overrides instead of current OS features." +msgstr "" +"Retourne la valeur du paramètre spécifié par [param name] en utilisant la " +"fonctionnalité préréglée d'exportation au lieu des fonctions OS actuelles." + msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" @@ -44941,6 +46118,44 @@ msgstr "" "désactivée. Lorsqu'elle est désactivée, la classe n’apparaîtra pas dans la " "fenêtre \"Créer un nouveau nœud\"." +msgid "" +"Returns [code]true[/code] if editing for the class specified by [param " +"class_name] is disabled. When disabled, the class will still appear in the " +"Create New Node dialog but the Inspector will be read-only when selecting a " +"node that extends the class." +msgstr "" +"Retourne [code]true[/code] si l'édition pour la classe spécifiée par [param " +"class_name] est désactivée. Lorsqu'elle est désactivée, la classe apparaîtra " +"toujours dans la boite de dialogue Créer un nouveau nœud, mais l'inspecteur " +"sera en lecture seule lors de la sélection d'un nœud qui étend la classe." + +msgid "" +"Returns [code]true[/code] if [param property] is disabled in the class " +"specified by [param class_name]. When a property is disabled, it won't appear " +"in the Inspector when selecting a node that extends the class specified by " +"[param class_name]." +msgstr "" +"Retourne [code]true[/code] si [param property] est désactivé dans la classe " +"spécifiée par [param class_name]. Lorsqu'une propriété est désactivée, elle " +"n'apparaîtra pas dans l'inspecteur lors de la sélection d'un nœud qui étend " +"la classe spécifiée par [param class_name]." + +msgid "" +"Returns [code]true[/code] if the [param feature] is disabled. When a feature " +"is disabled, it will disappear from the editor entirely." +msgstr "" +"Retourne [code]true[/code] si [param feature] est désactivé. Lorsqu'une " +"fonction est désactivée, elle disparaîtra entièrement de l'éditeur." + +msgid "" +"If [param disable] is [code]true[/code], disables the class specified by " +"[param class_name]. When disabled, the class won't appear in the Create New " +"Node dialog." +msgstr "" +"Si [param disable] est [code]true[/code], désactive la classe spécifiée par " +"[param class_name]. Lorsqu'elle est désactivée, la classe n'apparaîtra pas " +"dans la boite de dialogue Créer un nouveau nœud." + msgid "" "If [param disable] is [code]true[/code], disables editing for the class " "specified by [param class_name]. When disabled, the class will still appear " @@ -45060,6 +46275,9 @@ msgstr "" msgid "Gets the root directory object." msgstr "Obtient l'objet de répertoire racine." +msgid "Returns a view into the filesystem at [param path]." +msgstr "Retourne une vue dans le système de fichiers à [param path]." + msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" "Renvoie la progression de l'analyse de 0 à 1 si le système de fichiers est en " @@ -45095,6 +46313,13 @@ msgstr "Un répertoire pour le système de fichiers des ressources." msgid "A more generalized, low-level variation of the directory concept." msgstr "Une variation bas-niveau et plus générale du concept de dossier." +msgid "" +"Returns the index of the directory with name [param name] or [code]-1[/code] " +"if not found." +msgstr "" +"Retourne l'index du répertoire avec le nom [param name] ou [code]-1[/code] si " +"rien n'est trouvé." + msgid "" "Returns the index of the file with name [param name] or [code]-1[/code] if " "not found." @@ -45117,6 +46342,33 @@ msgstr "" msgid "Returns the path to the file at index [param idx]." msgstr "Renvoie le chemin du fichier à l'index [param idx]." +msgid "" +"Returns the base class of the script class defined in the file at index " +"[param idx]. If the file doesn't define a script class using the " +"[code]class_name[/code] syntax, this will return an empty string." +msgstr "" +"Retourne la classe de base de la classe de script définie dans le fichier à " +"index [param idx]. Si le fichier ne définit pas une classe de script en " +"utilisant la syntaxe [code]class_name[/code], retourne une chaîne vide." + +msgid "" +"Returns the name of the script class defined in the file at index [param " +"idx]. If the file doesn't define a script class using the [code]class_name[/" +"code] syntax, this will return an empty string." +msgstr "" +"Retourne le nom de la classe script définie dans le fichier à l'index [param " +"idx]. Si le fichier ne définit pas une classe de script en utilisant la " +"syntaxe [code]class_name[/code], retourne une chaîne vide." + +msgid "" +"Returns the resource type of the file at index [param idx]. This returns a " +"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " +"[i]not[/i] a file extension such as [code]\".gd\"[/code]." +msgstr "" +"Retoune le type de ressource du fichier à l'index [param idx]. Retourne une " +"chaîne telle que [code]\"Resource\"[/code] ou [code]\"GDScript\"[/code], " +"[i]pas[/i] une extension de fichier telle que [code]\".gd\"[/code]." + msgid "Returns the name of this directory." msgstr "Renvoie le nom de ce répertoire." @@ -45546,6 +46798,72 @@ msgstr "" msgid "A control used to edit properties of an object." msgstr "Un contrôle pour modifier les propriétés d'un objet." +msgid "" +"This is the control that implements property editing in the editor's Settings " +"dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the " +"editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group " +"subsequent properties whose name starts with the property's hint string. The " +"group ends when a property does not start with that hint string or when a new " +"group starts. An empty group name effectively ends the current group. " +"[EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section. There is also a special case: when the hint string " +"contains the name of a property, that property is grouped too. This is mainly " +"to help grouping properties like [code]font[/code], [code]font_color[/code] " +"and [code]font_size[/code] (using the hint string [code]font_[/code]).\n" +"If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will " +"be created in the same way as a group, and a second-level section will be " +"created for each subgroup.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from groups. " +"So properties with group usage usually use capitalized names instead of " +"snake_cased names." +msgstr "" +"Il s'agit du contrôle qui permet l'édition des propriétés dans les dialogues " +"des Paramètres de l'éditeur, le dock Inspecteur, etc. Pour obtenir le " +"[EditorInspector] utilisé dans le fichier d'inspecteur de l'éditeur, utilisez " +"[method EditorInterface.get_inspector]\n" +"[EditorInspector] affichera les propriétés dans le même ordre que le tableau " +"retourné par [method Object.get_property_list]\n" +"Si le nom d'un propriété établie est semblable à celui d'un chemin (c'est-à-" +"dire s'il commence par des barres obliques), [EditorInspector] créera des " +"sections imbriquées pour les « dossier » suivant le chemin. Par exemple, si " +"une propriété est nommée [code]highlighting/gdscript/node_path_color[/code], " +"elle sera affichée comme \"Node Path Color\" dans la section \"GDScript\" " +"imbriquée dans la section \"Highlighting\".\n" +"Si une propriété a l'usage [constant @GlobalScope.PROPERTY_USAGE_GROUP], elle " +"regroupera les propriétés dont le nom commence par la chaîne d'indice de la " +"propriété. Le groupe se termine quand une propriété ne commence pas avec " +"cette chaîne d'indice ou quand un nouveau groupe commence. Un nom de groupe " +"vide termine le groupe actuel. [EditorInspector] créera une section tout en " +"haut pour chaque groupe. Par exemple, si une propriété avec l'utilisation de " +"groupe est nommée [code]Collide With[/code] et que sa chaîne d'indice est " +"[code]collide_with[/code], une propriété [code]collide_with_area[/code] " +"suivante sera affichée comme \"Area\" dans la section \"Collide With\". Il y " +"a aussi un cas spécial : lorsque la chaîne hint contient le nom d'une " +"propriété, cette propriété est regroupée aussi. C'est principalement pour " +"aider à grouper des propriétés comme [code]font[/code], [code]font_color[/" +"code] et [code]font_size[/code] (en utilisant la chaîne hint [code]font_[/" +"code]).\n" +"Si une propriété a [constant PROPERTY_USAGE_SUBGROUP] usage, un sous-groupe " +"sera créé de la même manière qu'un groupe, et une section de deuxième niveau " +"sera créée pour chaque sous-groupe.\n" +"[b]Note :[/b] Contrairement aux sections créées à partir de noms de propriété " +"selon des chemins, [EditorInspector] a obtenu le nom de sections créées à " +"partir de groupes. Ainsi, les propriétés avec l'utilisation de groupe " +"utilisent généralement des noms capitalisés au lieu des noms en " +"\"snake_case\"." + msgid "Returns the object currently selected in this inspector." msgstr "Renvoie l'objet actuellement sélectionné dans cet inspecteur." @@ -45593,6 +46911,13 @@ msgstr "" "Ajoute un contrôle personnalisé, qui n'est pas nécessairement un éditeur de " "propriété." +msgid "" +"Adds an editor that allows modifying multiple properties. The [param editor] " +"control must extend [EditorProperty]." +msgstr "" +"Ajoute un éditeur qui permet de modifier plusieurs propriétés. Le contrôle " +"[param editor] doit étendre [EditorProperty]." + msgid "Godot editor's interface." msgstr "Interface de l'éditeur Godot." @@ -45685,6 +47010,26 @@ msgstr "Renvoie l'actuel chemin en train d'être vu dans le [FileSystemDock]." msgid "Returns the edited (current) scene's root [Node]." msgstr "Renvoie le [Node] racine de la scène (actuellement) éditée." +msgid "" +"Returns the editor control responsible for main screen plugins and tools. Use " +"it with plugins that implement [method EditorPlugin._has_main_screen].\n" +"[b]Note:[/b] This node is a [VBoxContainer], which means that if you add a " +"[Control] child to it, you need to set the child's [member " +"Control.size_flags_vertical] to [constant Control.SIZE_EXPAND_FILL] to make " +"it use the full available space.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." +msgstr "" +"Retourne le contrôle de l'éditeur responsable des plugins et outils d'écran " +"principal. Utilisez-le avec des plugins qui implémentent [method " +"EditorPlugin._has_main_screen].\n" +"[b]Note :[/b] Ce nœud est un [VBoxContainer], ce qui signifie que si vous lui " +"ajoutez un [Control] fils, vous devez définir le [member " +"Control.size_flags_vertical] du fils à [constant Control. SIZE_EXPAND_FILL] " +"pour le faire utiliser tout l'espace disponible.\n" +"[b]Avertissement :[/b] La suppression et la libération de ce nœud rend une " +"partie de l'éditeur inutile et peut causer un crash." + msgid "Returns the [EditorPaths] singleton." msgstr "Renvoie le singleton [EditorPaths]." @@ -45757,6 +47102,22 @@ msgstr "" msgid "Returns the editor's [EditorSelection] instance." msgstr "Renvoie l'instance [EditorSelection] de l'éditeur." +msgid "" +"Shows the given property on the given [param object] in the editor's " +"Inspector dock. If [param inspector_only] is [code]true[/code], plugins will " +"not attempt to edit [param object]." +msgstr "" +"Affiche la propriété donnée du [param object] donné dans le dock d'inspecteur " +"de l'éditeur. Si [param inspector_only] vaut [code]true[/code], les plugins " +"ne tenteront pas de modifier [param object]." + +msgid "" +"Returns [code]true[/code] if the specified [param plugin] is enabled. The " +"plugin name is the same as its directory name." +msgstr "" +"Retourne [code]true[/code] si le [param plugin] spécifié est activé. Le nom " +"du plugin est le même que son nom de répertoire." + msgid "Marks the current scene tab as unsaved." msgstr "Marque l'onglet de la scène actuelle comme non sauvegardée." @@ -45779,6 +47140,37 @@ msgstr "Joue la scène principale." msgid "Reloads the scene at the given path." msgstr "Recharge la scène à l'emplacement spécifié." +msgid "" +"Saves the currently active scene. Returns either [constant OK] or [constant " +"ERR_CANT_CREATE]." +msgstr "" +"Enregistre la scène actuellement active. Retourne soit [constant OK] ou " +"[constant ERR_CANT_CREATE]." + +msgid "Saves the currently active scene as a file at [param path]." +msgstr "" +"Enregistre la scène actuellement active en tant que fichier localisé sur " +"[param path]." + +msgid "" +"Selects the file, with the path provided by [param file], in the FileSystem " +"dock." +msgstr "" +"Sélectionne le fichier, avec le chemin spécifié dans [param file], dans la " +"barre d'outils « FileSystem »." + +msgid "" +"Sets the editor's current main screen to the one specified in [param name]. " +"[param name] must match the title of the tab in question exactly (e.g. " +"[code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], [code]Game[/" +"code], or [code]AssetLib[/code] for default tabs)." +msgstr "" +"Définit l'écran principal courant de l'éditeur à celui spécifié dans [param " +"name]. [param name] doit correspondre exactement au titre de l'onglet en " +"question (par exemple [code]2D[/code], [code]3D[/code], [code skip-" +"lint]Script[/code], [code]Game[/code], ou [code]AssetLib[/code] pour les " +"onglets par défaut)." + msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." @@ -45799,6 +47191,27 @@ msgstr "" msgid "Gizmo for editing [Node3D] objects." msgstr "Manipulateur pour éditer des objets [Node3D]." +msgid "" +"Override this method to return the name of an edited handle (handles must " +"have been previously added by [method add_handles]). Handles can be named for " +"reference to the user when editing.\n" +"The [param secondary] argument is [code]true[/code] when the requested handle " +"is secondary (see [method add_handles] for more information)." +msgstr "" +"Surcharger cette méthode pour retourner le nom d'un gestionnaire édité (les " +"gestionnaires doivent avoir été ajoutés précédemment par [méthode " +"add_handles]). Les gestionnaires peuvent être nommés pour référence à " +"l'utilisateur lors de l'édition.\n" +"L'argument [param secondary] vaut [code]true[/code] lorsque le gestionnaire " +"demandé est secondaire (voir [method add_handles] pour plus d'informations)." + +msgid "" +"Adds the specified [param segments] to the gizmo's collision shape for " +"picking. Call this method during [method _redraw]." +msgstr "" +"Ajoute les [param segments] spécifiés à la forme de collision du manipulateur " +"pour le ramassage. Appelez cette méthode pendant [méthode _redraw]." + msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " "generated from a regular [Mesh] too. Call this method during [method _redraw]." @@ -45820,6 +47233,13 @@ msgstr "" "Définit le mode caché du manipulateur. Si [code]true[/code], le manipulateur " "sera caché. Si [code]false[/code], il sera affiché." +msgid "" +"Sets the reference [Node3D] node for the gizmo. [param node] must inherit " +"from [Node3D]." +msgstr "" +"Définit le nœud de référence [Node3D] pour le manipulateur. [param node] doit " +"hériter de [Node3D]." + msgid "Node3D gizmo plugins" msgstr "Plugins de manipulateurs Node3D" @@ -45830,6 +47250,13 @@ msgstr "" "Redéfinissez cette méthode pour fournir le nom qui apparaîtra dans le menu de " "visibilité du manipulateur." +msgid "" +"Override this method to define whether Node3D with this gizmo should be " +"selectable even when the gizmo is hidden." +msgstr "" +"Surcharger cette méthode pour définir si Node3D devrait être sélectionnable " +"avec ce manipulateur même lorsque le manipulateur est caché." + msgid "" "Adds a new material to the internal material list for the plugin. It can then " "be accessed with [method get_material]. Should not be overridden." @@ -45841,9 +47268,39 @@ msgstr "" msgid "File paths in Godot projects" msgstr "Les chemins de fichiers dans les projets Godot" +msgid "" +"Returns the relative path to the editor settings for this project. This is " +"usually [code]\"res://.godot/editor\"[/code]. Projects all have a unique " +"subdirectory inside the settings path where project-specific editor settings " +"are saved." +msgstr "" +"Retourne le chemin relatif aux paramètres de l'éditeur pour ce projet. C'est " +"habituellement [code]\"res://.godot/editor\"[/code]. Les projets ont tous un " +"sous-répertoire unique dans le chemin de réglage où les paramètres de " +"l'éditeur de projet sont sauvegardés." + msgid "Used by the editor to extend its functionality." msgstr "Utiliser par l'éditeur pour augmenter ses fonctionnalités." +msgid "" +"Plugins are used by the editor to extend functionality. The most common types " +"of plugins are those which edit a given node or resource type, import plugins " +"and export plugins. See also [EditorScript] to add functions to the editor.\n" +"[b]Note:[/b] Some names in this class contain \"left\" or \"right\" (e.g. " +"[constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and " +"would be backwards when using right-to-left layout. These names are kept for " +"compatibility reasons." +msgstr "" +"Les plugins sont utilisés par l'éditeur pour étendre la fonctionnalité. Les " +"types les plus courants de plugins sont ceux qui modifient un nœud donné ou " +"un type de ressource, les plugins d'importation et les plugins d'exportation. " +"Voir aussi [EditorScript] pour ajouter des fonctions à l'éditeur.\n" +"[b]Note :[/b] Certains noms de cette classe contiennent « left» ou « right» " +"(par exemple [constant DOCK_SLOT_LEFT_UL]). Ces API supposent une mise en " +"page de gauche à droite, et seraient à l'envers lors de l'utilisation de la " +"mise en page de droite à gauche. Ces noms sont conservés pour des raisons de " +"compatibilité." + msgid "Editor plugins documentation index" msgstr "Index de la documentation sur les plugins éditeur" @@ -45884,6 +47341,328 @@ msgstr "" "Appelé par le moteur lorsque l'utilisateur active le [EditorPlugin] dans " "l'onglet Greffon de la fenêtre des paramètres du projet." +msgid "" +"Called by the engine when the 3D editor's viewport is updated. [param " +"viewport_control] is an overlay on top of the viewport and it can be used for " +"drawing. You can update the viewport manually by calling [method " +"update_overlays].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _forward_3d_draw_over_viewport(overlay):\n" +"\t# Draw a circle at the cursor's position.\n" +"\toverlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" +"\n" +"func _forward_3d_gui_input(camera, event):\n" +"\tif event is InputEventMouseMotion:\n" +"\t\t# Redraw the viewport when the cursor is moved.\n" +"\t\tupdate_overlays()\n" +"\t\treturn EditorPlugin.AFTER_GUI_INPUT_STOP\n" +"\treturn EditorPlugin.AFTER_GUI_INPUT_PASS\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Forward3DDrawOverViewport(Control viewportControl)\n" +"{\n" +"\t// Draw a circle at the cursor's position.\n" +"\tviewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " +"Colors.White);\n" +"}\n" +"\n" +"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D " +"viewportCamera, InputEvent @event)\n" +"{\n" +"\tif (@event is InputEventMouseMotion)\n" +"\t{\n" +"\t\t// Redraw the viewport when the cursor is moved.\n" +"\t\tUpdateOverlays();\n" +"\t\treturn EditorPlugin.AfterGuiInput.Stop;\n" +"\t}\n" +"\treturn EditorPlugin.AfterGuiInput.Pass;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Appelé par le moteur quand la fenêtre d'affiche 3D de l'éditeur est mise à " +"jour. [param viewport_control] est un overlay au dessus de la fenêtre " +"d'affichage et peut être utilisé pour le dessin. Vous pouvez mettre à jour la " +"fenêtre d'affichage manuellement en appelant [method update_overlays].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _forward_3d_draw_over_viewport(overlay):\n" +"\t# Dessine un cercle sur la position du curseur.\n" +"\toverlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" +"\n" +"func _forward_3d_gui_input(camera, event):\n" +"\tif event is InputEventMouseMotion:\n" +"\t\t# Redessine la fenêtre d'affichage lorsque le curseur est déplacé.\n" +"\t\tupdate_overlays()\n" +"\t\treturn EditorPlugin.AFTER_GUI_INPUT_STOP\n" +"\treturn EditorPlugin.AFTER_GUI_INPUT_PASS\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Forward3DDrawOverViewport(Control viewportControl)\n" +"{\n" +"\t// Dessine un cercle sur la position du curseur.\n" +"\tviewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " +"Colors.White);\n" +"}\n" +"\n" +"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D " +"viewportCamera, InputEvent @event)\n" +"{\n" +"\tif (@event is InputEventMouseMotion)\n" +"\t{\n" +"\t\t// Redessine la fenêtre d'affichage lorsque le curseur est déplacé.\n" +"\t\tUpdateOverlays();\n" +"\t\treturn EditorPlugin.AfterGuiInput.Stop;\n" +"\t}\n" +"\treturn EditorPlugin.AfterGuiInput.Pass;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Called when there is a root node in the current edited scene, [method " +"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. The " +"return value decides whether the [InputEvent] is consumed or forwarded to " +"other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Prevents the InputEvent from reaching other Editor classes.\n" +"func _forward_3d_gui_input(camera, event):\n" +"\treturn EditorPlugin.AFTER_GUI_INPUT_STOP\n" +"[/gdscript]\n" +"[csharp]\n" +"// Prevents the InputEvent from reaching other Editor classes.\n" +"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D " +"camera, InputEvent @event)\n" +"{\n" +"\treturn EditorPlugin.AfterGuiInput.Stop;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"This method must return [constant AFTER_GUI_INPUT_PASS] in order to forward " +"the [InputEvent] to other Editor classes.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n" +"func _forward_3d_gui_input(camera, event):\n" +"\treturn EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion " +"else EditorPlugin.AFTER_GUI_INPUT_PASS\n" +"[/gdscript]\n" +"[csharp]\n" +"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n" +"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D " +"camera, InputEvent @event)\n" +"{\n" +"\treturn @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput.Stop : " +"EditorPlugin.AfterGuiInput.Pass;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Appelé lorsqu'il y a un nœud racine dans la scène modifiée actuelle, [méthode " +"_handles] est mis en œuvre, et un [InputEvent] se produit dans la fenêtre " +"d'affichage 3D. La valeur retournée décide si le [InputEvent] est consommé ou " +"transmis à d'autres [EditorPlugin]. Voir [enum AfterGUIInput] pour les " +"options.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Empêche l'InputEvent d'atteindre d'autres classes d'Éditeur.\n" +"func _forward_3d_gui_input(camera, event):\n" +"\treturn EditorPlugin.AFTER_GUI_INPUT_STOP\n" +"[/gdscript]\n" +"[csharp]\n" +"// Empêche l'InputEvent d'atteindre d'autres classes d'Éditeur.\n" +"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D " +"camera, InputEvent @event)\n" +"{\n" +"\treturn EditorPlugin.AfterGuiInput.Stop;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Cette méthode doit retourner [constant AFTER_GUI_INPUT_PASS] afin de " +"transmettre le [InputEvent] aux autres classes d'éditeur.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Utilise InputEventMouseMotion et transmets les autres types d'InputEvent.\n" +"func _forward_3d_gui_input(camera, event):\n" +"\treturn EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion " +"else EditorPlugin.AFTER_GUI_INPUT_PASS\n" +"[/gdscript]\n" +"[csharp]\n" +"// Utilise InputEventMouseMotion et transmets les autres types " +"d'InputEvent..\n" +"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D " +"camera, InputEvent @event)\n" +"{\n" +"\treturn @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput.Stop : " +"EditorPlugin.AfterGuiInput.Pass;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Called by the engine when the 2D editor's viewport is updated. [param " +"viewport_control] is an overlay on top of the viewport and it can be used for " +"drawing. You can update the viewport manually by calling [method " +"update_overlays].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _forward_canvas_draw_over_viewport(overlay):\n" +"\t# Draw a circle at the cursor's position.\n" +"\toverlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" +"\n" +"func _forward_canvas_gui_input(event):\n" +"\tif event is InputEventMouseMotion:\n" +"\t\t# Redraw the viewport when the cursor is moved.\n" +"\t\tupdate_overlays()\n" +"\t\treturn true\n" +"\treturn false\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n" +"{\n" +"\t// Draw a circle at the cursor's position.\n" +"\tviewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " +"Colors.White);\n" +"}\n" +"\n" +"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n" +"{\n" +"\tif (@event is InputEventMouseMotion)\n" +"\t{\n" +"\t\t// Redraw the viewport when the cursor is moved.\n" +"\t\tUpdateOverlays();\n" +"\t\treturn true;\n" +"\t}\n" +"\treturn false;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Appelé par le moteur quand la fenêtre d'affiche 2D de l'éditeur est mise à " +"jour. [param viewport_control] est un overlay sur la fenêtre d'afichage et " +"peut être utilisé pour le dessin. Vous pouvez mettre à jour la fenêtre " +"d'affichage manuellement en appelant [method update_overlays].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _forward_canvas_draw_over_viewport(overlay):\n" +"\t# Dessine un cercle sur la position du curseur.\n" +"\toverlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" +"\n" +"func _forward_canvas_gui_input(event):\n" +"\tif event is InputEventMouseMotion:\n" +"\t\t# Redessine la fenêtre d'affichage lorsque le curseur est déplacé.\n" +"\t\tupdate_overlays()\n" +"\t\treturn true\n" +"\treturn false\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n" +"{\n" +"\t// Dessine un cercle sur la position du curseur.\n" +"\tviewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " +"Colors.White);\n" +"}\n" +"\n" +"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n" +"{\n" +"\tif (@event is InputEventMouseMotion)\n" +"\t{\n" +"\t\t// Redessine la fenêtre d'affichage lorsque le curseur est déplacé.\n" +"\t\tUpdateOverlays();\n" +"\t\treturn true;\n" +"\t}\n" +"\treturn false;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Called when there is a root node in the current edited scene, [method " +"_handles] is implemented, and an [InputEvent] happens in the 2D viewport. If " +"this method returns [code]true[/code], [param event] is intercepted by this " +"[EditorPlugin], otherwise [param event] is forwarded to other Editor " +"classes.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Prevents the InputEvent from reaching other Editor classes.\n" +"func _forward_canvas_gui_input(event):\n" +"\treturn true\n" +"[/gdscript]\n" +"[csharp]\n" +"// Prevents the InputEvent from reaching other Editor classes.\n" +"public override bool ForwardCanvasGuiInput(InputEvent @event)\n" +"{\n" +"\treturn true;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"This method must return [code]false[/code] in order to forward the " +"[InputEvent] to other Editor classes.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n" +"func _forward_canvas_gui_input(event):\n" +"\tif (event is InputEventMouseMotion):\n" +"\t\treturn true\n" +"\treturn false\n" +"[/gdscript]\n" +"[csharp]\n" +"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n" +"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n" +"{\n" +"\tif (@event is InputEventMouseMotion)\n" +"\t{\n" +"\t\treturn true;\n" +"\t}\n" +"\treturn false;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Appelé quand il y a un nœud racine dans la scène en cours d’édition, que " +"[method handles] est implémenté et qu'un [InputEvent] est déclenché dans la " +"fenêtre d'affichage 2D. Si cette méthode retourne [code]true[/code], [param " +"event]est intercepté par cet [EditorPlugin], sinon [param event] est transmis " +"aux autres classes d'éditeur.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Empêche le InputEvent d’atteindre d'autres classes d'éditeur.\n" +"func _forward_canvas_gui_input(event):\n" +"\treturn true\n" +"[/gdscript]\n" +"[csharp]\n" +"// Empêche le InputEvent d’atteindre d'autres classes d'éditeur.\n" +"public override bool ForwardCanvasGuiInput(InputEvent @event)\n" +"{\n" +"\treturn true;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Cette métode doit retourner [code]false [/code] afin de transmettre le " +"[InputEvent] à d'autres classes d'éditeur.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Consomme le EventMouseMotion et transmet les autres types d'InputEvent.\n" +"func _forward_canvas_gui_input(event):\n" +"\tif (event is InputEventMouseMotion):\n" +"\t\treturn true\n" +"\treturn false\n" +"[/gdscript]\n" +"[csharp]\n" +"// Consomme le EventMouseMotion et transmet les autres types d'InputEvent.\n" +"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n" +"{\n" +"\tif (@event is InputEventMouseMotion)\n" +"\t{\n" +"\t\treturn true;\n" +"\t}\n" +"\treturn false;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "This is for editors that edit script-based objects. You can return a list of " "breakpoints in the format ([code]script:line[/code]), for example: " @@ -45933,6 +47712,27 @@ msgstr "" "\treturn etat\n" "[/codeblock]" +msgid "" +"Implement this function if your plugin edits a specific type of object " +"(Resource or Node). If you return [code]true[/code], then you will get the " +"functions [method _edit] and [method _make_visible] called when the editor " +"requests them. If you have declared the methods [method " +"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " +"called too.\n" +"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If " +"a plugin handles more types of objects and they are edited at the same time, " +"it will result in errors." +msgstr "" +"Implémentez cette fonction si votre plugin modifie un type spécifique d'objet " +"(Ressource ou Nœud). Si vous retournez [code]true[/code], alors vous " +"obtiendrez les fonctions [method _edit] et [method _make_visible] appelées " +"lorsque l'éditeur les demande. Si vous avez déclaré les méthodes [method " +"_forward_canvas_gui_input] et [method _forward_3d_gui_input] elles seront " +"également appelées.\n" +"[b]Note :[/b] Chaque plugin ne doit manipuler qu'un seul type d'objet à la " +"fois. Si un plugin gère plus de types d'objets et qu'ils sont modifiés en " +"même temps, cela entraînera des erreurs." + msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" @@ -45974,6 +47774,92 @@ msgstr "" "\tcouleur_preferee= data.get(\"ma_couleur\", Color.WHITE)\n" "[/codeblock]" +msgid "" +"Restore the plugin GUI layout and data saved by [method _get_window_layout]. " +"This method is called for every plugin on editor startup. Use the provided " +"[param configuration] file to read your saved data.\n" +"[codeblock]\n" +"func _set_window_layout(configuration):\n" +"\t$Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +"\t$Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.WHITE)\n" +"[/codeblock]" +msgstr "" +"Restaurer l'interface graphique du plugin et les données enregistrées par " +"[method _get_window_layout]. Cette méthode est appelée pour chaque plugin au " +"démarrage de l'éditeur. Utilisez le fichier [param configuration] fourni pour " +"lire vos données sauvegardées.\n" +"[codeblock]\n" +"func _set_window_layout(configuration):\n" +"\t$Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +"\t$Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Couleur. WHITE)\n" +"[/codeblock]" + +msgid "Adds a script at [param path] to the Autoload list as [param name]." +msgstr "" +"Ajoute un script à [param path] à la liste des scripts chargés " +"automatiquement sous le nom [param name]." + +msgid "" +"Adds a control to the bottom panel (together with Output, Debug, Animation, " +"etc.). Returns a reference to a button that is outside the scene tree. It's " +"up to you to hide/show the button when needed. When your plugin is " +"deactivated, make sure to remove your custom control with [method " +"remove_control_from_bottom_panel] and free it with [method Node.queue_free].\n" +"[param shortcut] is a shortcut that, when activated, will toggle the bottom " +"panel's visibility. The shortcut object is only set when this control is " +"added to the bottom panel.\n" +"[b]Note[/b] See the default editor bottom panel shortcuts in the Editor " +"Settings for inspiration. By convention, they all use [kbd]Alt[/kbd] modifier." +msgstr "" +"Ajoute un contrôle au panneau inférieur (avec Sortie, Debug, Animation, " +"etc.). Retourne une référence à un bouton qui est en dehors de l'arborescence " +"de scène. Vous décidez de cacher / afficher le bouton au besoin. Lorsque " +"votre plugin est désactivé, assurez-vous de supprimer votre commande " +"personnalisée avec [method remove_control_from_bottom_panel] et de le libérer " +"avec [method Node.queue_free].\n" +"[param shortcut] est un raccourci qui, lorsqu'il est activé, va définir la " +"visibilité du panneau inférieur. L'objet raccourci n'est défini que lorsque " +"ce contrôle est ajouté au panneau inférieur.\n" +"[b]Note[/b] Voir les raccourcis par défaut du panneau de bas de l'éditeur " +"dans l'éditeur Paramètres pour inspiration. Par convention, ils utilisent " +"tous le modificateur [kbd]Alt[/kbd]." + +msgid "" +"Adds a custom type, which will appear in the list of nodes or resources.\n" +"When a given node or resource is selected, the base type will be instantiated " +"(e.g. \"Node3D\", \"Control\", \"Resource\"), then the script will be loaded " +"and set to this object.\n" +"[b]Note:[/b] The base type is the base engine class which this type's class " +"hierarchy inherits, not any custom type parent classes.\n" +"You can use the virtual method [method _handles] to check if your custom " +"object is being edited by checking the script or using the [code]is[/code] " +"keyword.\n" +"During run-time, this will be a simple object with a script so this function " +"does not need to be called then.\n" +"[b]Note:[/b] Custom types added this way are not true classes. They are just " +"a helper to create a node with specific script." +msgstr "" +"Ajoute un type personnalisé, qui apparaîtra dans la liste des nœuds ou des " +"ressources.\n" +"Lorsqu'un nœud ou une ressource donné est sélectionné, le type de base sera " +"instancié (par exemple \"Node3D\", \"Control\", \"Ressource\"), puis le " +"script sera chargé et défini sur cet objet.\n" +"[b]Note :[/b] Le type de base est la classe moteur de base qui hérite de la " +"hiérarchie de classe de ce type, pas de classes parentes de type " +"personnalisé.\n" +"Vous pouvez utiliser la méthode virtuelle [method _handles] pour vérifier si " +"votre objet personnalisé est modifié en vérifiant le script ou en utilisant " +"le mot-clé [code]is[/code].\n" +"Pendant l'exécution, ce sera un objet simple avec un script de sorte que " +"cette fonction n'a pas besoin d'être appelée à ce moment.\n" +"[b]Note :[/b] Les types personnalisés ajoutés de cette façon ne sont pas de " +"vraies classes. Ce ne sont que des assistants pour créer un nœud avec des " +"scripts spécifiques." + msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " "tasks when the project is being exported.\n" @@ -62801,6 +64687,130 @@ msgstr "" "Essaie de parser le [param json_string] fourni et renvoie les données " "parsées. Renvoie [code]null[/code] si le parsing a échoué." +msgid "" +"Converts a [Variant] var to JSON text and returns the result. Useful for " +"serializing data to store or send over the network.\n" +"[b]Note:[/b] The JSON specification does not define integer or float types, " +"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text " +"will convert all numerical values to [float] types.\n" +"[b]Note:[/b] If [param full_precision] is [code]true[/code], when " +"stringifying floats, the unreliable digits are stringified in addition to the " +"reliable digits to guarantee exact decoding.\n" +"The [param indent] parameter controls if and how something is indented; its " +"contents will be used where there should be an indent in the output. Even " +"spaces like [code]\" \"[/code] will work. [code]\\t[/code] and [code]\\n[/" +"code] can also be used for a tab indent, or to make a newline for each indent " +"respectively.\n" +"[b]Warning:[/b] Non-finite numbers are not supported in JSON. Any occurrences " +"of [constant @GDScript.INF] will be replaced with [code]1e99999[/code], and " +"negative [constant @GDScript.INF] will be replaced with [code]-1e99999[/" +"code], but they will be interpreted correctly as infinity by most JSON " +"parsers. [constant @GDScript.NAN] will be replaced with [code]null[/code], " +"and it will not be interpreted as NaN in JSON parsers. If you expect non-" +"finite numbers, consider passing your data through [method from_native] " +"first.\n" +"[b]Example output:[/b]\n" +"[codeblock]\n" +"## JSON.stringify(my_dictionary)\n" +"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":" +"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":" +"\"value_1\"}]}\n" +"\n" +"## JSON.stringify(my_dictionary, \"\\t\")\n" +"{\n" +"\t\"name\": \"my_dictionary\",\n" +"\t\"version\": \"1.0.0\",\n" +"\t\"entities\": [\n" +"\t\t{\n" +"\t\t\t\"name\": \"entity_0\",\n" +"\t\t\t\"value\": \"value_0\"\n" +"\t\t},\n" +"\t\t{\n" +"\t\t\t\"name\": \"entity_1\",\n" +"\t\t\t\"value\": \"value_1\"\n" +"\t\t}\n" +"\t]\n" +"}\n" +"\n" +"## JSON.stringify(my_dictionary, \"...\")\n" +"{\n" +"...\"name\": \"my_dictionary\",\n" +"...\"version\": \"1.0.0\",\n" +"...\"entities\": [\n" +"......{\n" +".........\"name\": \"entity_0\",\n" +".........\"value\": \"value_0\"\n" +"......},\n" +"......{\n" +".........\"name\": \"entity_1\",\n" +".........\"value\": \"value_1\"\n" +"......}\n" +"...]\n" +"}\n" +"[/codeblock]" +msgstr "" +"Convertit une variable [Variant] en texte JSON et renvoie le résultat. Utile " +"pour sérialiser les données pour les enregistrer ou les envoyer à travers le " +"réseau.\n" +"[b]Note :[/b] Les spécifications du JSON ne définissent pas de types entier " +"ou flottant, et ne définissent que le type commun [i]number[/i]. Donc, " +"convertir un Variant en JSON transformera tous les nombres en type [float].\n" +"[b]Note :[/b] Si [param full_precision] vaut [code]true[/code], lors de la " +"conversion des flottants, les chiffres non fiables sont convertis avec les " +"chiffres fiables pour garantir un décodage exact.\n" +"La paramètre [param indent] contrôle si et comment le JSON doit être indenté, " +"la chaine de caractères utilisé pour ce paramètre sera utilisé pour " +"l'indentation de la sortie, et même les espaces [code]\" \"[/code] " +"fonctionneront. [code]\\t[/code] et [code]\\n[/code] peuvent aussi être " +"utilisé pour la tabulation, ou pour le retour à la ligne, respectivement.\n" +"[b]Avertissement :[/b] Les nombres non-finis ne sont pas gérés par JSON. " +"Toute occurrences de [constant @GDScript.INF] sera remplacée par " +"[code]1e99999[/code], et négatif [constant @GDScript.INF] sera remplacé par " +"[code]-1e99999[/code], mais ils pourront être interprétés correctement par la " +"plupart des analyseurs JSON. [constant @GDScript.NAN] sera remplacé par " +"[code]null[/code], et ne sera pas interprété en NaN par les analyseurs JSON. " +"Si vous attendez des nombres non-finis, considérez de passer vos données par " +"[method from_native] avant toute opération.\n" +"[b]Exemples de sortie :[/b]\n" +"[codeblock]\n" +"## JSON.print(my_dictionary)\n" +"{\"name\" :\"mon_dictionnaire\",\"version\" :\"1.0.0\",\"entities\" :" +"[{\"name\" :\"élément_0\",\"value\" :\"valeur_0\"},{\"name\" :\"élément_1\"," +"\"value\" :\"valeur_1\"}]}\n" +"\n" +"## JSON.print(my_dictionary, \"\\t\")\n" +"{\n" +"\t\"name\" : \"mon_dictionnaire\",\n" +"\t\"version\" : \"1.0.0\",\n" +"\t\"entities\" : [\n" +"\t\t{\n" +"\t\t\t\"name\" : \"élément_0\",\n" +"\t\t\t\"value\" : \"valeur_0\"\n" +"\t\t},\n" +"\t\t{\n" +"\t\t\t\"name\" : \"élément_1\",\n" +"\t\t\t\"value\" : \"valeur_1\"\n" +"\t\t}\n" +"\t]\n" +"}\n" +"\n" +"## JSON.print(my_dictionary, \"...\")\n" +"{\n" +"...\"name\" : \"mon_dictionnaire\",\n" +"...\"version\" : \"1.0.0\",\n" +"...\"entities\" : [\n" +"......{\n" +".........\"name\" : \"élément_0\",\n" +".........\"value\" : \"valeur_0\"\n" +"......},\n" +"......{\n" +".........\"name\" : \"élément_1\",\n" +".........\"value\" : \"valeur_1\"\n" +"......}\n" +"...]\n" +"}\n" +"[/codeblock]" + msgid "" "Converts a JSON-compliant value that was created with [method from_native] " "back to native engine types.\n" @@ -111517,6 +113527,59 @@ msgstr "" "plutôt l’opérateur [code]=[/code]. Voir aussi [method filecasecmp_to], " "[method naturalnocasecmp_to], et [method nocasecmp_to]." +msgid "" +"Returns the index of the [b]first[/b] occurrence of [param what] in this " +"string, or [code]-1[/code] if there are none. The search's start can be " +"specified with [param from], continuing to the end of the string.\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(\"Team\".find(\"I\")) # Prints -1\n" +"\n" +"print(\"Potato\".find(\"t\")) # Prints 2\n" +"print(\"Potato\".find(\"t\", 3)) # Prints 4\n" +"print(\"Potato\".find(\"t\", 5)) # Prints -1\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(\"Team\".Find(\"I\")); // Prints -1\n" +"\n" +"GD.Print(\"Potato\".Find(\"t\")); // Prints 2\n" +"GD.Print(\"Potato\".Find(\"t\", 3)); // Prints 4\n" +"GD.Print(\"Potato\".Find(\"t\", 5)); // Prints -1\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you just want to know whether the string contains [param " +"what], use [method contains]. In GDScript, you may also use the [code]in[/" +"code] operator.\n" +"[b]Note:[/b] A negative value of [param from] is converted to a starting " +"index by counting back from the last possible index with enough space to find " +"[param what]." +msgstr "" +"Renvoie l’index de la [b]première[/b] occurrence de [param what] dans cette " +"chaîne, ou [code]-1[/code] s’il n’y en a pas. Le début de la recherche peut " +"être spécifié avec [param from], continuant jusqu’à la fin de la chaîne.\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(\"équipe\".find(\"je\") # Affiche -1\n" +"\n" +"print(\"Patate\".find(\"t\") # Affiche 2\n" +"print(\"Patate\".find(\"t\", 3)) # Affiche 4\n" +"print(\"Patate\".find(\"t\", 5) # Affiche -1\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(\"équipe\".Find(\"je\")) ; // Affiche -1\n" +"\n" +"GD.Print(\"Patate\".Find(\"t\")) ; // Affiche 2\n" +"GD.Print(\"Patate\".Find(\"t\", 3)) ; // Affiche 4\n" +"GD.Print(\"Patate\",Find(\"t\", 5)) ; // Affiche -1\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note :[/b] Si vous voulez simplement savoir si la chaîne contient [param " +"what], utilisez [method contains]. En GDScript, vous pouvez également " +"utiliser l'opérateur [code]in[/code].\n" +"[b]Note :[/b] Une valeur négative de [param from] est convertie en un index " +"de départ en comptant à partir du dernier index possible avec suffisamment " +"d'espace pour trouver [param what]." + msgid "" "Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of " "[param what] in this string, or [code]-1[/code] if there are none. The " diff --git a/doc/translations/ga.po b/doc/translations/ga.po index 774a56ba3a..7c282b81cd 100644 --- a/doc/translations/ga.po +++ b/doc/translations/ga.po @@ -33593,9 +33593,6 @@ msgstr "" "EditorExportPlugin._begin_customize_scenes] agus [method " "EditorExportPlugin._begin_customize_resources] le haghaidh tuilleadh sonraí." -msgid "Console support in Godot" -msgstr "Tacaíocht console i Godot" - msgid "" "Returns the name of the export operating system handled by this " "[EditorExportPlatform] class, as a friendly string. Possible return values " diff --git a/doc/translations/it.po b/doc/translations/it.po index da5e38e5ea..2a23310be2 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -44,12 +44,13 @@ # Adriano Inghingolo , 2025. # Daniel Colciaghi , 2025. # Rémi Verschelde , 2026. +# Alex B , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2026-01-01 14:56+0000\n" -"Last-Translator: Rémi Verschelde \n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" +"Last-Translator: Alex B \n" "Language-Team: Italian \n" "Language: it\n" @@ -57,7 +58,7 @@ 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 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "All classes" msgstr "Tutte le classi" @@ -49197,9 +49198,6 @@ msgstr "" "Consulta [method EditorExportPlugin._begin_customize_scenes] e [method " "EditorExportPlugin._begin_customize_resources] per ulteriori dettagli." -msgid "Console support in Godot" -msgstr "Supporto per le console in Godot" - msgid "" "Adds a message to the export log that will be displayed when exporting ends." msgstr "" @@ -135483,6 +135481,24 @@ msgstr "" "un'acne delle ombre, ma possono migliorare le prestazioni su alcuni " "dispositivi." +msgid "" +"The subdivision amount of the first quadrant on the shadow atlas. See the " +"[url=$DOCS_URL/tutorials/3d/lights_and_shadows.html#shadow-" +"atlas]documentation[/url] for more information." +msgstr "" +"La quantità di suddivisione del primo quadrante sull'atlante delle ombre. Per " +"ulteriori informazioni, consultare la [url=$DOCS_URL/tutorials/3d/" +"lights_and_shadows.html#shadow-atlas]documentazione[/url]." + +msgid "" +"The subdivision amount of the second quadrant on the shadow atlas. See the " +"[url=$DOCS_URL/tutorials/3d/lights_and_shadows.html#shadow-" +"atlas]documentation[/url] for more information." +msgstr "" +"La quantità di suddivisione del secondo quadrante sull'atlante delle ombre. " +"Per ulteriori informazioni, consultare la [url=$DOCS_URL/tutorials/3d/" +"lights_and_shadows.html#shadow-atlas]documentazione[/url]." + msgid "" "Lower-end override for [member rendering/lights_and_shadows/positional_shadow/" "atlas_size] on mobile devices, due to performance concerns or driver support." diff --git a/doc/translations/ko.po b/doc/translations/ko.po index ef693cc1f4..34b4ef7824 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -6,7 +6,7 @@ # Doyun Kwon , 2020. # Pierre Stempin , 2020. # Yungjoong Song , 2020. -# Myeongjin Lee , 2021, 2022, 2023, 2025. +# Myeongjin Lee , 2021, 2022, 2023, 2025, 2026. # H-S Kim , 2021. # moolow , 2021. # Jaemin Park , 2021. @@ -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: 2025-12-31 16:58+0000\n" +"PO-Revision-Date: 2026-01-15 02:10+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\n" +"X-Generator: Weblate 5.15.2\n" msgid "All classes" msgstr "모든 클래스" @@ -1283,14 +1283,14 @@ msgstr "" "[String], [Array][lb][String][rb], 또는 [PackedStringArray] 속성을 파일 경로" "로 내보냅니다. 이 경로는 프로젝트 폴더와 그 하위 폴더로 제한됩니다. 전체 파일" "시스템에서 선택을 허용하려면 [annotation @export_global_file]을 참조하세요.\n" -"[param filter]가 제공되면, 해당 패턴에 맞는 파일만 선택할 수 있습니다.\n" +"[param filter]가 제공되면, 해당 패턴에 맞는 파일만 선택이 사용 가능합니다.\n" "[constant PROPERTY_HINT_FILE]도 참조하세요.\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "@export_file var level_paths: Array[String]\n" "[/codeblock]\n" -"[b]참고:[/b] 만약 가능하다면, 파일은 저장되고 UID를 참조할 것입니다. 이것은 파" +"[b]참고:[/b] 사용 가능하다면, 파일은 저장되고 UID를 참조할 것입니다. 이것은 파" "일이 이동되었을 때에도 참조가 올바르다는 것을 확실히 합니다. 여러분은 그것을 " "경로로 변환하기 위해 [ResourceUID] 메서드를 사용할 수 있습니다." @@ -1300,7 +1300,7 @@ msgid "" "are exporting a [Resource] path, consider using [annotation @export_file] " "instead." msgstr "" -"[annotation @export_file]와 마찬가지로 해당 파일 이외에는 모두 원본 경로에 저" +"[annotation @export_file]와 마찬가지로 해당 파일 이외에는 모두 원형 경로에 저" "장됩니다. 따라서 파일이 이동한다면 잘못될 수 있습니다. [Resource] 경로를 내보" "낸다면, 대신 [annotation @export_file]을 사용하는 것을 고려하세요." @@ -4302,7 +4302,7 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" "[EditorInterface] 싱글톤.\n" -"[b]참고:[/b] 편집기 빌드에서만 사용할 수 있습니다." +"[b]참고:[/b] 편집기 빌드에서만 사용 가능합니다." msgid "The [Engine] singleton." msgstr "[Engine] 싱글톤." @@ -5802,8 +5802,8 @@ msgid "" "Printer on fire error (This is an easter egg, no built-in methods return this " "error code)." msgstr "" -"불타는 프린터 오류 (이것은 이스터 에그이며, 내장 메서드는 이 오류 코드를 반환" -"하지 않습니다)." +"프린터에 불이 붙음 오류 (이것은 이스터 에그이며, 내장 메서드는 이 오류 코드를 " +"반환하지 않습니다)." msgid "The property has no hint for the editor." msgstr "속성이 편집기에 어떠한 힌트도 주지 않습니다." @@ -7370,7 +7370,7 @@ msgid "The panel that fills the background of the window." msgstr "창의 배경을 채우는 패널입니다." msgid "Provides access to AES encryption/decryption of raw data." -msgstr "비가공(RAW) 데이터의 AES 암호화/해독에의 접근을 제공합니다." +msgstr "원형 데이터의 AES 암호화/해독에의 접근을 제공합니다." msgid "" "This class holds the context information required for encryption and " @@ -10083,21 +10083,21 @@ msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" -"이 영역이 관련된 오디오에 리버브를 적용하는 정도입니다. [code]0[/code]부터 " +"이 영역이 관련된 오디오에 반향을 적용하는 정도입니다. [code]0[/code]부터 " "[code]0.1[/code]까지이며 [code]0.1[/code]의 정밀도를 가집니다." msgid "If [code]true[/code], the area applies reverb to its associated audio." -msgstr "[code]true[/code]이면 영역은 이와 연관된 오디오에 리버브를 적용합니다." +msgstr "[code]true[/code]이면 영역은 이와 연관된 오디오에 반향을 적용합니다." msgid "The name of the reverb bus to use for this area's associated audio." -msgstr "이 영역의 관련 오디오에 사용할 리버브 버스의 이름." +msgstr "이 영역의 관련 오디오에 사용할 반향 버스의 이름." msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" -"이 영역의 리버브가 균일한 효과인 정도입니다. [code]0[/code]부터 [code]1[/code]" -"까지이며, [code]0.1[/code]의 정밀도를 가집니다." +"이 영역의 반향이 균일한 효과인 정도입니다. [code]0[/code]부터 [code]1[/code]까" +"지이며, [code]0.1[/code]의 정밀도를 가집니다." msgid "A built-in data structure that holds a sequence of elements." msgstr "요소들의 순서를 담고 있는 내장 데이터의 구조입니다." @@ -10654,32 +10654,32 @@ msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" -"코러스 오디오 효과를 추가합니다. 이 효과는 음성을 복제하여 필터를 통해 조작하" -"는 필터를 적용합니다." +"코러스 오디오 효과를 추가합니다. 이 효과는 보이스를 복제하여 필터를 통해 조작" +"하는 필터를 적용합니다." msgid "The effect's raw signal." -msgstr "효과의 가공되지 않은 시그널." +msgstr "효과의 원형 시그널." msgid "The voice's cutoff frequency." -msgstr "목소리의 컷오프 주파수." +msgstr "보이스의 컷오프 주파수." msgid "The voice's signal delay." -msgstr "목소리의 시그널 지연." +msgstr "보이스의 시그널 지연." msgid "The voice filter's depth." -msgstr "목소리 필터의 깊이." +msgstr "보이스 필터의 깊이." msgid "The voice's volume." -msgstr "목소리의 음량." +msgstr "보이스의 음량." msgid "The voice's pan level." -msgstr "목소리의 패닝 레벨." +msgstr "보이스의 패닝 레벨." msgid "The voice's filter rate." -msgstr "목소리의 필터 비율." +msgstr "보이스의 필터 비율." msgid "The number of voices in the effect." -msgstr "효과가 적용된 목소리의 수." +msgstr "효과가 적용된 보이스의 수." msgid "The effect's processed signal." msgstr "효과의 처리된 시그널." @@ -10726,7 +10726,7 @@ msgstr "" "초). 값의 범위는 20부터 2000까지일 수 있습니다." msgid "Reduce the sound level using another audio bus for threshold detection." -msgstr "역치값 감지를 위해서 다른 오디오를 사용해 사운드 레벨을 줄입니다." +msgstr "역치값 감지를 위해서 다른 오디오를 사용해 소리 레벨을 줄입니다." msgid "" "The level above which compression is applied to the audio. Value can range " @@ -10757,7 +10757,7 @@ msgid "Feedback delay time in milliseconds." msgstr "피드백 지연 시간 (밀리초)." msgid "Sound level for feedback." -msgstr "피드백에 대한 사운드 레벨." +msgstr "피드백에 대한 소리 레벨." msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " @@ -10773,7 +10773,7 @@ msgid "First tap delay time in milliseconds." msgstr "첫번째 탭 지연 시간 (밀리초)." msgid "Sound level for the first tap." -msgstr "첫번째 탭에 대한 사운드 레벨." +msgstr "첫번째 탭에 대한 소리 레벨." msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " @@ -10789,7 +10789,7 @@ msgid "Second tap delay time in milliseconds." msgstr "두번째 탭 지연 시간 (밀리초)." msgid "Sound level for the second tap." -msgstr "두번째 탭에 대한 사운드 레벨." +msgstr "두번째 탭에 대한 소리 레벨." msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " @@ -12025,8 +12025,8 @@ msgid "" "Base64 encoded RSA public key for your publisher account, available from the " "profile page on the \"Google Play Console\"." msgstr "" -"\"Google Play 콘솔\"의 프로필 계정에서 사용할 수 있는 게시자 계정에 대한 " -"Base64 인코딩된 RSA 공개 키." +"\"Google Play 콘솔\"의 프로필 계정에서 사용 가능한 게시자 계정에 대한 Base64 " +"인코딩된 RSA 공개 키." msgid "" "If [code]true[/code], [code]arm64[/code] binaries are included into exported " @@ -12092,7 +12092,7 @@ msgid "" "url]." msgstr "" "애플리케이션이 사용자가 권한 메시지 사진 선택 도구를 통해 선택한 외부 저장소에" -"서 이미지나 동영상 파일을 읽을 수 있도록 허용합니다. [url=https://" +"서 이미지나 비디오 파일을 읽을 수 있도록 허용합니다. [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_MEDIA_VISUAL_USER_SELECTED]READ_MEDIA_VISUAL_USER_SELECTED[/" "url]를 참조하세요." @@ -12300,7 +12300,7 @@ msgid "" "methods such as [code]load()[/code] and [code]preload()[/code]." msgstr "" "[code]true[/code]이면 [code]load()[/code]와 [code]preload()[/code]와 같은 메서" -"드에서 파일 경로에 대한 자동 완성 제안을 제공합니다." +"드에서 파일 경로에 대한 자동완성 제안을 제공합니다." msgid "" "The GDScript syntax highlighter text color for global functions, such as the " @@ -12674,7 +12674,7 @@ msgid "" "The dialog displays files as a grid of thumbnails. Use [theme_item " "thumbnail_size] to adjust their size." msgstr "" -"대화 상자에서 파일을 썸네일의 격자로 표시합니다. 크기를 조정하려면 " +"대화 상자에서 파일을 썸네일의 격자로 표시합니다. 크기를 조절하려면 " "[theme_item thumbnail_size]를 사용하세요." msgid "The dialog displays files as a list of filenames." @@ -12790,7 +12790,7 @@ msgid "Custom icon for the parent folder arrow." msgstr "상위 폴더 화살표에 대한 커스텀 아이콘." msgid "Custom icon for the reload button." -msgstr "다시 불러옴 버튼에 대한 커스텀 아이콘." +msgstr "다시 불러오기 버튼에 대한 커스텀 아이콘." msgid "Custom icon for the sorting options menu." msgstr "정렬 옵션 메뉴에 대한 커스텀 아이콘." @@ -12885,7 +12885,7 @@ msgstr "" "[b]참고:[/b] 이 시그널은 편집기 빌드에서만 방출합니다." msgid "Emitted after the editor has finished reloading one or more extensions." -msgstr "편집기가 하나 이상의 확장 기능을 다시 불러옴을 마친 후에 방출됩니다." +msgstr "편집기가 하나 이상의 확장 기능을 다시 불러오기를 마친 후에 방출됩니다." msgid "The extension has loaded successfully." msgstr "확장 기능을 성공적으로 불러왔습니다." @@ -13351,7 +13351,7 @@ msgstr "" "대로 호출해야 합니다." msgid "If [code]true[/code], this [HTTPClient] has a response available." -msgstr "[code]true[/code]이면 이 [HTTPClient]는 응답을 사용할 수 있습니다." +msgstr "[code]true[/code]이면 이 [HTTPClient]는 응답에 사용 가능합니다." msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "[code]true[/code]이면 이 [HTTPClient]는 청크화된 응답이 있습니다." @@ -13635,16 +13635,16 @@ msgstr "" "을 렌더합니다. [member VisualInstance3D.layers]도 참조하세요." msgid "Lowest level of subdivision (fastest bake times, smallest file sizes)." -msgstr "세분의 가장 낮은 수준 (가장 빠른 굽기 시간, 가장 작은 파일 크기)." +msgstr "분할의 가장 낮은 수준 (가장 빠른 굽기 시간, 가장 작은 파일 크기)." msgid "Low level of subdivision (fast bake times, small file sizes)." -msgstr "세분의 낮은 수준 (빠른 굽기 시간, 작은 파일 크기)." +msgstr "분할의 낮은 수준 (빠른 굽기 시간, 작은 파일 크기)." msgid "High level of subdivision (slow bake times, large file sizes)." -msgstr "세분의 높은 수준 (느린 굽기 시간, 큰 파일 크기)." +msgstr "분할의 높은 수준 (느린 굽기 시간, 큰 파일 크기)." msgid "Highest level of subdivision (slowest bake times, largest file sizes)." -msgstr "세분의 가장 높은 수준 (가장 느린 굽기 시간, 가장 큰 파일 크기)." +msgstr "분할의 가장 높은 수준 (가장 느린 굽기 시간, 가장 큰 파일 크기)." msgid "" "Represents a single manually placed probe for dynamic object lighting with " @@ -14282,8 +14282,8 @@ msgid "" "Notification received when the object finishes hot reloading. This " "notification is only sent for extensions classes and derived." msgstr "" -"오브젝트가 핫 다시 불러옴을 완료할 때 받는 알림입니다. 이 알림은 확장 클래스" -"와 파생 클래스에만 보냅니다." +"오브젝트가 핫 리로드를 완료할 때 받는 알림입니다. 이 알림은 확장 클래스와 파" +"생 클래스에만 보냅니다." msgid "" "Occluder shape resource for use with occlusion culling in " @@ -14820,10 +14820,10 @@ msgid "Placeholder class for a 3-dimensional texture." msgstr "3차원 텍스처에 대한 자리표시자 클래스." msgid "Number of subdivision along the Z axis." -msgstr "Z축을 따라 세분의 수." +msgstr "Z축을 따라 분할의 수." msgid "Number of subdivision along the X axis." -msgstr "X축을 따라 세분의 수." +msgstr "X축을 따라 분할의 수." msgid "" "Casts light in a 2D environment. This light's shape is defined by a (usually " @@ -14977,7 +14977,7 @@ msgid "" msgstr "" "주요 창 모드. 가능한 값과 각 모드의 동작 방식에 대해서는 [enum " "DisplayServer.WindowMode]를 참고하세요.\n" -"[b]참고:[/b] 게임 임베딩은 \"창\" 모드에서만 사용할 수 있습니다." +"[b]참고:[/b] 게임 임베딩은 \"창\" 모드에서만 사용 가능합니다." msgid "" "The maximum width to use when importing textures as an atlas. The value will " @@ -17641,7 +17641,7 @@ msgid "Audio bus to use for sound playback." msgstr "소리 재생에 사용되는 오디오 버스." msgid "If [code]true[/code], the video is paused." -msgstr "[code]true[/code]이면 동영상은 일시 정지됩니다." +msgstr "[code]true[/code]이면 비디오는 일시 정지됩니다." msgid "The current position of the stream, in seconds." msgstr "초 단위로 스트림의 현재 위치." @@ -17656,7 +17656,7 @@ msgid "Emitted when playback is finished." msgstr "재생이 마쳐질 때 방출됩니다." msgid "[VideoStream] resource for Ogg Theora videos." -msgstr "Ogg Theora 동영상을 위한 [VideoStream] 리소스." +msgstr "Ogg Theora 비디오를 위한 [VideoStream] 리소스." msgid "" "Abstract base class for viewports. Encapsulates drawing and interaction with " @@ -17667,7 +17667,7 @@ msgstr "" msgid "" "Returns the positional shadow atlas quadrant subdivision of the specified " "quadrant." -msgstr "지정된 사분면의 위치 그림자 아틀라스 사분면 세분을 반환합니다." +msgstr "지정된 사분면의 위치 그림자 아틀라스 사분면 분할을 반환합니다." msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "드래그 작업이 성공적이면 [code]true[/code]를 반환합니다." @@ -17993,20 +17993,20 @@ msgid "" "Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use " "it if you can, but especially use it on lower-end hardware." msgstr "" -"64 세분을 사용합니다. 가장 낮은 품질 설정이지만 가장 빠릅니다. 가능하다면 사용" +"64 분할을 사용합니다. 가장 낮은 품질 설정이지만 가장 빠릅니다. 가능하다면 사용" "할 수 있지만, 특히 저사양 하드웨어에서 사용합니다." msgid "Use 128 subdivisions. This is the default quality setting." -msgstr "128 세분을 사용합니다. 디폴트 품질 설정입니다." +msgstr "128 분할을 사용합니다. 디폴트 품질 설정입니다." msgid "Use 256 subdivisions." -msgstr "256 세분을 사용합니다." +msgstr "256 분할을 사용합니다." msgid "" "Use 512 subdivisions. This is the highest quality setting, but the slowest. " "On lower-end hardware, this could cause the GPU to stall." msgstr "" -"512 세분을 사용합니다. 가장 높은 품질 설정이지만 가장 느립니다. 저사양 하드웨" +"512 분할을 사용합니다. 가장 높은 품질 설정이지만 가장 느립니다. 저사양 하드웨" "어에서는 이로 인해 GPU가 멈출 수 있습니다." msgid "Represents the size of the [enum Subdiv] enum." diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 3c6d388136..3cb4e1f66d 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -144,7 +144,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2026-01-07 17:02+0000\n" +"PO-Revision-Date: 2026-01-19 09:52+0000\n" "Last-Translator: JekSun97 \n" "Language-Team: Russian \n" @@ -154,7 +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\n" +"X-Generator: Weblate 5.16-dev\n" msgid "All classes" msgstr "Все классы" @@ -2108,6 +2108,99 @@ 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\", \"reliable\", 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 удаленных процедурных вызовов. См. " +"[url=$DOCS_URL/tutorials/networking/" +"high_level_multiplayer.html]Высокоуровневый многопользовательский режим[/" +"url].\n" +"Если [param mode] установлено как [code]\"any_peer\"[/code], это разрешает " +"любому узлу вызывать эту функцию RPC. В противном случае, вызывать ее может " +"только уполномоченный узел, и [param mode] следует оставить как [code]" +"\"authority\"[/code]. При настройке функций как RPC с помощью [method " +"Node.rpc_config] каждый из этих режимов соответствует режимам RPC [constant " +"MultiplayerAPI.RPC_MODE_AUTHORITY] и [constant " +"MultiplayerAPI.RPC_MODE_ANY_PEER]. См. [enum MultiplayerAPI.RPCMode]. Если " +"узел, не являющийся уполномоченным узлом, попытается вызвать функцию, " +"разрешенную только уполномоченному узлу, функция не будет выполнена. Если " +"ошибка обнаруживается локально (когда конфигурация RPC согласована между " +"локальным и удаленным узлом), сообщение об ошибке будет отображено на узле-" +"отправителе. В противном случае, удаленный узел обнаружит ошибку и выведет " +"сообщение об ошибке на свой узел.\n" +"Если [param sync] установлено как [code]\"call_remote\"[/code], функция будет " +"выполняться только на удаленном узле, но не локально. Чтобы запустить эту " +"функцию локально, установите [param sync] в [code]\"call_local\"[/code]. При " +"настройке функций как RPC с помощью [method Node.rpc_config] это эквивалентно " +"установке [code]call_local[/code] в [code]true[/code].\n" +"Принимаемые значения [param transfer_mode]: [code]\"unreliable\"[/code], " +"[code]\"unreliable_ordered\"[/code] или [code]\"reliable\"[/code]. Этот " +"параметр задает режим передачи данных для базового объекта [MultiplayerPeer]. " +"См. [member MultiplayerPeer.transfer_mode].\n" +"Параметр [param transfer_channel] определяет канал базового объекта " +"[MultiplayerPeer]. См. [member MultiplayerPeer.transfer_channel].\n" +"Порядок параметров [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. Параметр [param transfer_channel] " +"всегда должен быть 4-м аргументом (необходимо указать 3 предшествующих " +"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\", \"reliable\", 0) # Эквивалентно @rpc\n" +"func fn_default(): pass\n" +"[/codeblock]\n" +"[b]Примечание:[/b] Методы, аннотированные [annotation @rpc], не могут " +"принимать объекты, которые определяют обязательные параметры в [method " +"Object._init]. Дополнительные сведения 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 " @@ -11129,6 +11222,15 @@ msgstr "" "цикл на [member loop_mode], анимация будет циклично повторяться в [member " "timeline_length]." +msgid "" +"The length of the custom timeline.\n" +"If [member stretch_time_scale] is [code]true[/code], scales the animation to " +"this length." +msgstr "" +"Длительность пользовательской временной шкалы.\n" +"Если [member stretch_time_scale] имеет значение [code]true[/code], анимация " +"масштабируется до этой длительности." + msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -16198,6 +16300,93 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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, образующих путь, найденный " +"AStar2D между заданными точками. Массив упорядочен от начальной точки до " +"конечной точки пути.\n" +"Если параметр [param from_id] point отключен, возвращает пустой массив (даже " +"если [code]from_id == to_id[/code]).\n" +"Если параметр [param from_id] point не отключен, то нет допустимого пути к " +"цели, и параметр [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] и " +"параметр [param to_id] отключен, поиск может занять необычно много времени.\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 равен 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) # Возвращает [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 равен 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); // Возвращает [1, 2, 3]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Если изменить вес второй точки на 3, то результатом будет [code][1, 4, 3][/" +"code], потому что теперь, несмотря на большую длину пути, 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]." @@ -16270,6 +16459,36 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 точки до конечной точки " +"пути.\n" +"Если параметр [param from_id] point отключен, возвращает пустой массив (даже " +"если [code]from_id == to_id[/code]).\n" +"Если параметр [param from_id] point не отключен, то нет допустимого пути к " +"цели, и параметр [param allow_partial_path] равен [code]true[/code], " +"возвращает путь к точке, ближайшей к цели, до которой можно добраться.\n" +"[b]Примечание:[/b] Этот метод не является потокобезопасным; его можно " +"использовать только из одного потока одновременно. Рекомендуется использовать " +"[Mutex] для обеспечения эксклюзивного доступа к одному потоку во избежание " +"состояний гонки.\n" +"Кроме того, когда [param allow_partial_path] равен [code]true[/code] и " +"параметр [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]." @@ -16644,6 +16863,91 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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, образующих путь, найденный " +"AStar3D между заданными точками. Массив упорядочен от начальной точки до " +"конечной точки пути.\n" +"Если параметр [param from_id] point отключен, возвращает пустой массив (даже " +"если [code]from_id == to_id[/code]).\n" +"Если параметр [param from_id] point не отключен, то нет допустимого пути к " +"цели, и параметр [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] и " +"параметр [param to_id] отключен, поиск может занять необычно много времени.\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 равен 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) # Возвращает [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 равен 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); // Возвращает [1, 2, 3]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Если изменить вес второй точки на 3, то результатом будет [code][1, 4, 3][/" +"code], потому что теперь, несмотря на большую длину пути, 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" @@ -16701,6 +17005,36 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 точки до конечной точки " +"пути.\n" +"Если параметр [param from_id] point отключен, возвращает пустой массив (даже " +"если [code]from_id == to_id[/code]).\n" +"Если параметр [param from_id] point не отключен, то нет допустимого пути к " +"цели, и параметр [param allow_partial_path] равен [code]true[/code], " +"возвращает путь к точке, ближайшей к цели, до которой можно добраться.\n" +"[b]Примечание:[/b] Этот метод не является потокобезопасным; его можно " +"использовать только из одного потока одновременно. Рекомендуется использовать " +"[Mutex] для обеспечения эксклюзивного доступа к одному потоку во избежание " +"состояний гонки.\n" +"Кроме того, когда [param allow_partial_path] равен [code]true[/code] и " +"параметр [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." @@ -16818,6 +17152,30 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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, образующих путь, найденный " +"AStar2D между заданными точками. Массив упорядочен от начальной точки до " +"конечной точки пути.\n" +"Если параметр [param from_id] point отключен, возвращает пустой массив (даже " +"если [code]from_id == to_id[/code]).\n" +"Если параметр [param from_id] point не отключен, то нет допустимого пути к " +"цели, и [param allow_partial_path] имеет значение [code]true[/code], " +"возвращает путь к ближайшей к цели точке, до которой можно добраться.\n" +"[b]Примечание:[/b] Когда [param allow_partial_path] имеет значение " +"[code]true[/code] и [param to_id] имеет значение solid, 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], " @@ -16827,6 +17185,36 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 точек, находящихся на пути, найденном с помощью " +"[AStarGrid2D] между заданными точками. Массив упорядочен от начальной точки " +"до конечной точки пути.\n" +"Если [param from_id] point отключено, возвращает пустой массив (даже если " +"[code]from_id == to_id[/code]).\n" +"Если [param from_id] point не отключено, то нет допустимого пути к цели, и " +"[param allow_partial_path] равно [code]true[/code], возвращает путь к точке, " +"ближайшей к цели, до которой можно добраться.\n" +"[b]Примечание:[/b] Этот метод не является потокобезопасным; его можно " +"использовать только из одного потока одновременно. Рекомендуется использовать " +"[Mutex] для обеспечения эксклюзивного доступа к одному потоку во избежание " +"состояний гонки.\n" +"Кроме того, когда [param allow_partial_path] равно [code]true[/code] и [param " +"to_id] равно solid, поиск может занять необычно много времени." + msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -26644,6 +27032,15 @@ msgstr "" msgid "2D Isometric Demo" msgstr "Изометрическая 2D-демо" +msgid "" +"Aligns the camera to the tracked node.\n" +"[b]Note:[/b] Calling [method force_update_scroll] after this method is not " +"required." +msgstr "" +"Выравнивает камеру по отслеживаемому узлу.\n" +"[b]Примечание:[/b] Вызов [method force_update_scroll] после этого метода не " +"требуется." + msgid "Forces the camera to update scroll immediately." msgstr "Заставляет камеру немедленно обновить прокрутку." @@ -28443,6 +28840,35 @@ msgstr "" "[b]Примечание:[/b] Параметр [param width] эффективен только в том случае, " "если [param filled] равен [code]false[/code]." +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует цветной многоугольник с любым количеством точек, выпуклый или " +"вогнутый. Точки в массиве [param points] определены в локальном пространстве. " +"В отличие от [method draw_polygon], для всего многоугольника необходимо " +"указать один цвет.\n" +"[b]Примечание:[/b] Если вы часто перерисовываете один и тот же многоугольник " +"с большим количеством вершин, рассмотрите возможность предварительного " +"вычисления триангуляции с помощью [method Geometry2D.triangulate_polygon] и " +"использования [method draw_mesh], [method draw_multimesh] или [method " +"RenderingServer.canvas_item_add_triangle_array].\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + 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 " @@ -28568,6 +28994,47 @@ 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]\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует текстурированную прямоугольную область шрифтовой текстуры с " +"субпиксельным сглаживанием LCD в заданной позиции, опционально модулированную " +"цветом. Параметр [param rect] определяется в локальном пространстве.\n" +"Текстура рисуется с использованием 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]\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция отрисовки не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + 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 " @@ -28587,6 +29054,58 @@ 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.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует [Mesh] в 2D, используя предоставленную текстуру. См. [MeshInstance2D] " +"для получения соответствующей документации. [param transform] определяется в " +"локальном пространстве.\n" +"\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + +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.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует текстурированную прямоугольную область многоканальной текстуры " +"знакового поля расстояний в заданной позиции, опционально модулированную " +"цветом. Параметр [param rect] определяется в локальном пространстве. См. " +"[member FontFile.multichannel_signed_distance_field] для получения " +"дополнительной информации и предостережений относительно рендеринга шрифтов " +"MSDF.\n" +"Если [param outline] положительное значение, значение альфа-канала каждого " +"пикселя в области устанавливается равным максимальному значению истинного " +"расстояния в радиусе [param outline].\n" +"Значение [param pixel_range] должно совпадать со значением, использованным " +"при генерации текстуры поля расстояний.\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " @@ -28678,6 +29197,58 @@ 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.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует [MultiMesh] в 2D с использованием предоставленной текстуры. См. " +"[MultiMeshInstance2D] для получения соответствующей документации.\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует сплошной многоугольник с любым количеством точек, выпуклый или " +"вогнутый. В отличие от [method draw_colored_polygon], цвет каждой точки можно " +"изменять индивидуально. Массив [param points] определяется в локальном " +"пространстве. См. также [method draw_polyline] и [method " +"draw_polyline_colors]. Если вам нужна большая гибкость (например, возможность " +"использования костей), используйте [method " +"RenderingServer.canvas_item_add_triangle_array] вместо этого.\n" +"[b]Примечание:[/b] Если вы часто перерисовываете один и тот же многоугольник " +"с большим количеством вершин, рассмотрите возможность предварительного " +"вычисления триангуляции с помощью [method Geometry2D.triangulate_polygon] и " +"использования [method draw_mesh], [method draw_multimesh] или [method " +"RenderingServer.canvas_item_add_triangle_array].\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция отрисовки не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -28733,6 +29304,31 @@ 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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует пользовательский примитив. 1 точка для точки, 2 точки для линии, 3 " +"точки для треугольника и 4 точки для четырехугольника. Если указано 0 точек " +"или более 4 точек, ничего не будет нарисовано, и будет выведено сообщение об " +"ошибке. Массив [param points] определен в локальном пространстве. См. также " +"[method draw_line], [method draw_polyline], [method draw_polygon] и [method " +"draw_rect].\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + 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[/" @@ -28804,6 +29400,46 @@ 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" +"draw_string(ThemeDB.fallback_font, Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, ThemeDB.fallback_font_size)\n" +"[/gdscript]\n" +"[csharp]\n" +"DrawString(ThemeDB.FallbackFont, new Vector2(64, 64), \"Hello world\", " +"HorizontalAlignment.Left, -1, ThemeDB.FallbackFontSize);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method Font.draw_string]." +msgstr "" +"Рисует [param text] с использованием указанного [param font] в [param pos] " +"локального пространства (нижний левый угол, используя базовую линию шрифта). " +"Цвет текста будет умножен на [param modulate]. Если [param width] больше или " +"равен 0, текст будет обрезан, если он превышает указанную ширину. Если [param " +"oversampling] больше нуля, он используется в качестве коэффициента " +"передискретизации шрифта, в противном случае используются настройки " +"передискретизации области просмотра.\n" +"[b]Пример:[/b] Рисует «Hello world», используя шрифт по умолчанию проекта:\n" +"[codeblocks]\n" +"[gdscript]\n" +"draw_string(ThemeDB.fallback_font, Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, ThemeDB.fallback_font_size)\n" +"[/gdscript]\n" +"[csharp]\n" +"DrawString(ThemeDB.FallbackFont, new Vector2(64, 64), \"Hello world\", " +"HorizontalAlignment.Left, -1, ThemeDB.FallbackFontSize);\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 " @@ -28820,6 +29456,83 @@ msgstr "" "шрифта, в противном случае используются настройки передискретизации области " "просмотра." +msgid "" +"Draws a styled rectangle. The [param rect] is defined in local space.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует стилизованный прямоугольник. Параметр [param rect] определяется в " +"локальном пространстве.\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + +msgid "" +"Draws a texture at a given position. The [param position] is defined in local " +"space.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует текстуру в заданной позиции. Параметр [param position] определяется в " +"локальном пространстве.\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция отрисовки не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует текстурированный прямоугольник в заданной позиции, при необходимости " +"модулированный цветом. Параметр [param rect] определяется в локальном " +"пространстве. Если [param transpose] имеет значение [code]true[/code], " +"координаты X и Y текстуры будут поменяны местами. См. также [method " +"draw_rect] и [method draw_texture_rect_region].\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Рисует текстурированный прямоугольник из области текстуры (указанной " +"параметром [param src_rect]) в заданной позиции в локальном пространстве, " +"опционально модулированный цветом. Если [param transpose] имеет значение " +"[code]true[/code], координаты X и Y текстуры будут поменяны местами. См. " +"также [method draw_texture_rect].\n" +"[b]Примечание:[/b] Stylebox'ы, текстуры и сетки, хранящиеся только в " +"локальных переменных, [b]не[/b] следует использовать с этим методом в " +"GDScript, поскольку операция рисования не начинается сразу после вызова этого " +"метода. В GDScript, когда функция с локальными переменными завершается, " +"локальные переменные уничтожаются до начала рендеринга." + msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" @@ -29211,6 +29924,35 @@ 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.\n" +"[b]Note:[/b] A [CanvasItem] does not inherit its parents' visibility layers. " +"This means that if a parent [CanvasItem] does not have all the same layers as " +"its child, the child may not be visible even if both the parent and child " +"have [member visible] set to [code]true[/code]. For example, if a parent has " +"layer 1 and a child has layer 2, the child will not be visible in a " +"[Viewport] with the canvas cull mask set to layer 1 or 2 (see [member " +"Viewport.canvas_cull_mask]). To ensure that both the parent and child are " +"visible, the parent must have both layers 1 and 2, or the child must have " +"[member top_level] set to [code]true[/code]." +msgstr "" +"Слой рендеринга, в котором этот [CanvasItem] отображается узлами [Viewport]. " +"[Viewport] будет отображать [CanvasItem], если он и все его родительские " +"элементы используют общий слой с маской отсечения холста [Viewport].\n" +"[b]Примечание:[/b] [CanvasItem] не наследует слои видимости своих родителей. " +"Это означает, что если родительский [CanvasItem] не имеет всех тех же слоев, " +"что и его дочерний элемент, дочерний элемент может быть невидим, даже если и " +"родительский, и дочерний элементы имеют параметр [member visible] со " +"значением [code]true[/code]. Например, если родительский элемент имеет слой " +"1, а дочерний элемент — слой 2, дочерний элемент не будет виден в [Viewport] " +"с маской отсечения холста, установленной на слой 1 или 2 (см. [member " +"Viewport.canvas_cull_mask]). Чтобы обеспечить видимость как родительского, " +"так и дочернего элемента, родительский элемент должен иметь слои 1 и 2, или " +"же у дочернего элемента должен быть параметр [member top_level] со значением " +"[code]true[/code]." + msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " @@ -46047,6 +46789,30 @@ msgstr "" "Возвращает форму курсора мыши по умолчанию, установленную [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].\n" +"[b]Note:[/b] On Web, calling this method every frame can cause the cursor to " +"flicker." +msgstr "" +"Устанавливает пользовательское изображение курсора мыши для заданного " +"параметра [param shape]. Это означает, что операционная система пользователя " +"и тема курсора мыши больше не будут влиять на его внешний вид.\n" +"Параметр [param cursor] может быть либо [Texture2D], либо [Image], и его " +"размер не должен превышать 256×256 для корректного отображения. При желании " +"параметр [param hotspot] может быть установлен для смещения положения " +"изображения относительно точки щелчка. По умолчанию [param hotspot] " +"устанавливается в верхний левый угол изображения. См. также [method " +"cursor_set_shape].\n" +"[b]Примечание:[/b] В веб-среде вызов этого метода каждый кадр может привести " +"к мерцанию курсора." + 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 " @@ -47665,6 +48431,44 @@ msgstr "" "SCREEN_PRIMARY], [constant SCREEN_WITH_MOUSE_FOCUS] или [constant " "SCREEN_WITH_KEYBOARD_FOCUS]." +msgid "" +"Returns the current refresh rate of the specified screen. When V-Sync is " +"enabled, this returns the maximum framerate the project can effectively " +"reach. 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 "" +"Возвращает текущую частоту обновления указанного экрана. При включенной V-" +"Sync возвращает максимальную частоту кадров, которую проект может эффективно " +"достичь. Возвращает [code]-1.0[/code], если [param screen] недействителен или " +"[DisplayServer] не может определить частоту обновления для указанного " +"экрана.\n" +"Чтобы вернуться к частоте обновления по умолчанию в случае сбоя метода, " +"попробуйте:\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]Примечание:[/b] В качестве [param screen] можно использовать одну из " +"следующих констант: [constant SCREEN_OF_MAIN_WINDOW], [constant " +"SCREEN_PRIMARY], [constant SCREEN_WITH_MOUSE_FOCUS] или [constant " +"SCREEN_WITH_KEYBOARD_FOCUS].\n" +"[b]Примечание:[/b] Этот метод реализован на Android, iOS, macOS, Linux (X11 и " +"Wayland) и Windows. На других платформах этот метод всегда возвращает " +"[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" @@ -51194,6 +51998,68 @@ msgstr "" msgid "Dockable container for the editor." msgstr "Встраиваемый контейнер для редактора." +msgid "" +"EditorDock is a [Container] node that can be docked in one of the editor's " +"dock slots. Docks are added by plugins to provide space for controls related " +"to an [EditorPlugin]. The editor comes with a few built-in docks, such as the " +"Scene dock, FileSystem dock, etc.\n" +"You can add a dock by using [method EditorPlugin.add_dock]. The dock can be " +"customized by changing its properties.\n" +"[codeblock]\n" +"@tool\n" +"extends EditorPlugin\n" +"\n" +"# Dock reference.\n" +"var dock\n" +"\n" +"# Plugin initialization.\n" +"func _enter_tree():\n" +"\tdock = EditorDock.new()\n" +"\tdock.title = \"My Dock\"\n" +"\tdock.dock_icon = preload(\"./dock_icon.png\")\n" +"\tdock.default_slot = EditorDock.DOCK_SLOT_RIGHT_UL\n" +"\tvar dock_content = preload(\"./dock_content.tscn\").instantiate()\n" +"\tdock.add_child(dock_content)\n" +"\tadd_dock(dock)\n" +"\n" +"# Plugin clean-up.\n" +"func _exit_tree():\n" +"\tremove_dock(dock)\n" +"\tdock.queue_free()\n" +"\tdock = null\n" +"[/codeblock]" +msgstr "" +"EditorDock — это узел [Container], который можно закрепить в одном из слотов " +"док-панели редактора. Док-панели добавляются плагинами, чтобы предоставить " +"место для элементов управления, связанных с [EditorPlugin]. Редактор " +"поставляется с несколькими встроенными док-панелями, такими как док-панель " +"сцены, док-панель файловой системы и т. д.\n" +"Вы можете добавить док-панель, используя [method EditorPlugin.add_dock]. Док-" +"панель можно настроить, изменив её свойства.\n" +"[codeblock]\n" +"@tool\n" +"extends EditorPlugin\n" +"\n" +"# Ссылка на док\n" +"var dock\n" +"\n" +"# Инициализация плагина.\n" +"func _enter_tree():\n" +"\tdock = EditorDock.new()\n" +"\tdock.title = \"My Dock\"\n" +"\tdock.dock_icon = preload(\"./dock_icon.png\")\n" +"\tdock.default_slot = EditorDock.DOCK_SLOT_RIGHT_UL\n" +"\tvar dock_content = preload(\"./dock_content.tscn\").instantiate()\n" +"\tdock.add_child(dock_content)\n" +"\tadd_dock(dock)\n" +"\n" +"# Очистка плагинов.\n" +"func _exit_tree():\n" +"\tremove_dock(dock)\n" +"\tdock.queue_free()\n" +"\tdock = null\n" +"[/codeblock]" + msgid "Making plugins" msgstr "Создание плагинов" @@ -51400,6 +52266,20 @@ msgstr "" "Слот док-станции, левая сторона, вверху справа (в макете по умолчанию " "включены док-станции «Сцена» и «Импорт»)." +msgid "" +"Dock slot, left side, bottom-right (in default layout includes FileSystem and " +"History docks)." +msgstr "" +"Док-слот, слева, внизу справа (в стандартной конфигурации включает док-" +"станции файловой системы и истории)." + +msgid "" +"Dock slot, right side, upper-left (in default layout includes Inspector, " +"Signal, and Group docks)." +msgstr "" +"Док-слот, справа, в верхнем левом углу (в стандартной компоновке включает в " +"себя док-станции «Инспектор», «Сигнал» и «Группа»)." + msgid "Dock slot, right side, bottom-left (empty in default layout)." msgstr "" "Слот для док-станции, правая сторона, левый нижний угол (в макете по " @@ -51448,9 +52328,6 @@ msgstr "" "EditorExportPlugin._begin_customize_scenes] и [method " "EditorExportPlugin._begin_customize_resources]." -msgid "Console support in Godot" -msgstr "Поддержка консоли в Godot" - msgid "" "Adds a message to the export log that will be displayed when exporting ends." msgstr "" @@ -63687,6 +64564,10 @@ msgstr "" "разделы будут свернуты до тех пор, пока пользователь не начнет поиск (который " "автоматически развернет разделы по мере необходимости)." +msgid "Delay time for automatic resampling in the 2D editor (in seconds)." +msgstr "" +"Задержка для автоматической передискретизации в 2D-редакторе (в секундах)." + msgid "" "The \"start\" stop of the color gradient to use for bones in the 2D skeleton " "editor." @@ -64274,6 +65155,13 @@ msgstr "" "просмотра 3D-редактора. Альфа-канал цвета влияет на непрозрачность рамки " "выбора." +msgid "" +"If checked, the transform gizmo remains visible during rotation in that " +"transform mode." +msgstr "" +"Если этот флажок установлен, инструмент преобразования остается видимым во " +"время вращения в данном режиме преобразования." + msgid "" "The color to use for the AABB gizmo that displays the [GeometryInstance3D]'s " "custom [AABB]." @@ -66480,6 +67368,15 @@ msgstr "" "проекта. Принимаются строки \"forward_plus\", \"mobile\" или " "\"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 "" +"Правила именования каталогов для Менеджера проектов. Доступные варианты: " +"\"Без правил\" (имя проекта совпадает с именем каталога), \"kebab-case\" (по " +"умолчанию), \"snake_case\", \"camelCase\", \"PascalCase\" или \"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 " @@ -68077,6 +68974,36 @@ msgstr "" "\"отмены\" будет утеряна. Это полезно в основном для узлов, удаленных с " "помощью вызова \"do\" (а не вызова \"undo\"!)." +msgid "" +"Clears the given undo history. You can clear history for a specific scene, " +"global history, or for all histories at once (except [constant " +"REMOTE_HISTORY]) 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 "" +"Очищает указанную историю отмены. Вы можете очистить историю для конкретной " +"сцены, глобальную историю или для всех историй одновременно (кроме [constant " +"REMOTE_HISTORY]), если [param id] равно [constant INVALID_HISTORY].\n" +"Если [param increase_version] равно [code]true[/code], версия истории отмены " +"будет увеличена, помечая её как несохранённую. Полезно для операций, " +"изменяющих сцену, но не поддерживающих отмену.\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]Примечание:[/b] Если вы хотите пометить отредактированную сцену как " +"несохраненную, не очищая ее историю, используйте вместо этого [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." @@ -69969,6 +70896,65 @@ msgstr "" "i] освобожден. Работает только с определенными пользователем синглтонами, " "зарегистрированными с помощью [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. See also [method " +"DisplayServer.screen_get_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]. At higher refresh rates, the difference between the " +"FPS limit and the monitor refresh rate should be increased to ensure frames " +"to account for timing inaccuracies. The optimal formula for the FPS limit " +"value in this scenario is [code]r - (r * r) / 3600.0[/code], where [code]r[/" +"code] is the monitor's refresh rate.\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 "" +"Максимальное количество кадров, которые могут быть отрисованы в секунду " +"(FPS). Значение [code]0[/code] означает, что частота кадров не ограничена.\n" +"Ограничение FPS может быть полезно для снижения энергопотребления хост-" +"машины, что уменьшает нагрев, уровень шума и продлевает срок службы батареи.\n" +"Если [member ProjectSettings.display/window/vsync/vsync_mode] имеет значение " +"[b]Enabled[/b] или [b]Adaptive[/b], то этот параметр имеет приоритет, и " +"максимальное количество FPS не может превышать частоту обновления монитора. " +"См. также [method DisplayServer.screen_get_refresh_rate].\n" +"Если параметр [member ProjectSettings.display/window/vsync/vsync_mode] " +"включен, то на мониторах с включенной переменной частотой обновления (G-Sync/" +"FreeSync) использование ограничения FPS на несколько кадров ниже частоты " +"обновления монитора [url=https://blurbusters.com/howto-low-lag-vsync-" +"on/]уменьшит задержку ввода, избегая при этом разрывов изображения[/url]. При " +"более высоких частотах обновления разницу между ограничением FPS и частотой " +"обновления монитора следует увеличить, чтобы обеспечить учет кадров при " +"неточностях синхронизации. Оптимальная формула для значения ограничения FPS в " +"этом сценарии: [code]r - (r * r) / 3600.0[/code], где [code]r[/code] — " +"частота обновления монитора.\n" +"[b]Примечание:[/b] Фактическое количество кадров в секунду может быть ниже " +"этого значения, если ЦП или ГП не справляются с логикой и рендерингом " +"проекта.\n" +"[b]Примечание:[/b] Фактическое количество кадров в секунду может быть ниже " +"этого значения, если ЦП или ГП не успевают за логикой и рендерингом проекта.\n" +"[b]Примечание:[/b] Если параметр [member ProjectSettings.display/window/vsync/" +"vsync_mode] отключен, ограничение частоты кадров до высокого значения, " +"которое может стабильно достигаться системой, может уменьшить задержку ввода " +"по сравнению с неограниченной частотой кадров. Поскольку это работает за счет " +"обеспечения загрузки графического процессора ниже 100%, это снижение задержки " +"эффективно только в сценариях, где узким местом является графический " +"процессор, а не центральный процессор." + msgid "" "The maximum number of physics steps that can be simulated each rendered " "frame.\n" @@ -74954,6 +75940,29 @@ msgstr "" msgid "A container that can be expanded/collapsed." msgstr "Контейнер, который можно развернуть/свернуть." +msgid "" +"A container that can be expanded/collapsed, with a title that can be filled " +"with controls, such as buttons. This is also called an accordion.\n" +"The title can be positioned at the top or bottom of the container. The " +"container can be expanded or collapsed by clicking the title or by pressing " +"[code]ui_accept[/code] when focused. Child control nodes are hidden when the " +"container is collapsed. Ignores non-control children.\n" +"A FoldableContainer can be grouped with other FoldableContainers so that only " +"one of them can be opened at a time; see [member foldable_group] and " +"[FoldableGroup]." +msgstr "" +"Контейнер, который можно разворачивать/сворачивать, с заголовком, который " +"может быть заполнен элементами управления, такими как кнопки. Такой контейнер " +"также называется аккордеоном.\n" +"Заголовок может располагаться вверху или внизу контейнера. Контейнер можно " +"развернуть или свернуть, щелкнув по заголовку или нажав [code]ui_accept[/" +"code] в состоянии фокуса. Дочерние элементы управления скрываются, когда " +"контейнер свернут. Игнорирует дочерние элементы, не являющиеся элементами " +"управления.\n" +"FoldableContainer можно сгруппировать с другими FoldableContainers таким " +"образом, чтобы одновременно можно было открыть только один из них; см. " +"[member foldable_group] и [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 " @@ -76268,6 +77277,18 @@ msgid "Framebuffer cache manager for Rendering Device based renderers." msgstr "" "Менеджер кэша кадрового буфера для рендереров на базе устройств рендеринга." +msgid "" +"Framebuffer cache manager for [RenderingDevice]-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 "" +"Менеджер кэша кадрового буфера для рендереров на основе [RenderingDevice]. " +"Предоставляет способ создания кадрового буфера (framebuffer) и его повторного " +"использования в последующих вызовах до тех пор, пока существуют используемые " +"текстуры. Кадровые буферы будут автоматически очищаться при освобождении " +"зависимых объектов." + msgid "" "Creates, or obtains a cached, framebuffer. [param textures] lists textures " "accessed. [param passes] defines the subpasses and texture allocation, if " @@ -89465,6 +90486,19 @@ msgstr "" "[b]Примечание:[/b] Это значение может быть немедленно перезаписано значением " "аппаратного датчика на Android и iOS." +msgid "" +"Sets the joypad's LED light, if available, to the specified color. See also " +"[method has_joy_light].\n" +"[b]Note:[/b] There is no way to get the color of the light from a joypad. If " +"you need to know the assigned color, store it separately.\n" +"[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS." +msgstr "" +"Устанавливает цвет светодиода джойстика (если он есть). См. также [method " +"has_joy_light].\n" +"[b]Примечание:[/b] Получить цвет подсветки джойстика невозможно. Если вам " +"необходимо знать назначенный цвет, сохраните его отдельно.\n" +"[b]Примечание:[/b] Эта функция поддерживается только в Windows, Linux и macOS." + msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " @@ -90237,6 +91271,67 @@ msgstr "" "пользователя есть определенная конфигурация повтора клавиши в поведении " "вашего проекта." +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. Key labels are meant for key prompts.\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 "" +"Представляет локализованную метку, напечатанную на клавише в текущей " +"раскладке клавиатуры, которая соответствует одной из констант [enum Key] или " +"любому допустимому символу Unicode. Метки клавиш предназначены для подсказок " +"при нажатии клавиш.\n" +"Для раскладок клавиатуры с одной меткой на клавише это эквивалентно [member " +"keycode].\n" +"Чтобы получить удобочитаемое представление [InputEventKey], используйте " +"[code]OS.get_keycode_string(event.key_label)[/code], где [code]event[/code] — " +"это [InputEventKey].\n" +"[codeblock lang=text]\n" +"+-----+ +-----+\n" +"| Q | | Q | - \"Q\" - keycode\n" +"| Й | | ض | - \"Й\" and \"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. Key codes are meant for " +"shortcuts expressed with a standard Latin keyboard, such as [kbd]Ctrl + S[/" +"kbd] for a \"Save\" shortcut.\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 "" +"Латинская метка, напечатанная на клавише в текущей раскладке клавиатуры, " +"соответствует одной из констант [enum Key]. Коды клавиш предназначены для " +"сочетаний клавиш, выражаемых с помощью стандартной латинской клавиатуры, " +"например, [kbd]Ctrl + S[/kbd] для сочетания клавиш «Сохранить».\n" +"Чтобы получить удобочитаемое представление [InputEventKey], используйте " +"[code]OS.get_keycode_string(event.keycode)[/code], где [code]event[/code] — " +"это [InputEventKey].\n" +"[codeblock lang=text]\n" +"+-----+ +-----+\n" +"| Q | | Q | - \"Q\" - keycode\n" +"| Й | | ض | - \"Й\" and \"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]." @@ -90244,6 +91339,77 @@ msgstr "" "Обозначает расположение клавиши, которая имеет как левую, так и правую " "версии, например [kbd]Shift[/kbd] или [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. Physical key " +"codes meant for game input, such as WASD movement, where only the location of " +"the keys is important.\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] or [method " +"DisplayServer.keyboard_get_label_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\tvar label = " +"DisplayServer.keyboard_get_label_from_physical(event.physical_keycode)\n" +"\t\tprint(OS.get_keycode_string(keycode))\n" +"\t\tprint(OS.get_keycode_string(label))\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\tvar label = " +"DisplayServer.KeyboardGetLabelFromPhysical(inputEventKey.PhysicalKeycode);\n" +"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" +"\t\tGD.Print(OS.GetKeycodeString(label));\n" +"\t}\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Представляет физическое местоположение клавиши на 101/102-клавишной " +"американской клавиатуре QWERTY, соответствующее одной из констант [enum Key]. " +"Физические коды клавиш, предназначенные для игрового ввода, например, для " +"перемещения с помощью WASD, где важно только местоположение клавиш.\n" +"Для получения удобочитаемого представления [InputEventKey] используйте " +"[method OS.get_keycode_string] в сочетании с [method " +"DisplayServer.keyboard_get_keycode_from_physical] или [method " +"DisplayServer.keyboard_get_label_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\tvar label = " +"DisplayServer.keyboard_get_label_from_physical(event.physical_keycode)\n" +"\t\tprint(OS.get_keycode_string(keycode))\n" +"\t\tprint(OS.get_keycode_string(label))\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\tvar label = " +"DisplayServer.KeyboardGetLabelFromPhysical(inputEventKey.PhysicalKeycode);\n" +"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" +"\t\tGD.Print(OS.GetKeycodeString(label));\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." @@ -90251,6 +91417,25 @@ msgstr "" "Если [code]true[/code], состояние клавиши нажато. Если [code]false[/code], " "состояние клавиши отпущено." +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. Unicode character codes are " +"meant for text input.\n" +"[b]Note:[/b] This property is set by the engine only for a pressed event. If " +"the event is sent by an IME or a virtual keyboard, no corresponding key " +"released event is sent." +msgstr "" +"Основной код символа Unicode (если применимо), сдвинутый клавишами-" +"модификаторами. Коды символов Unicode для составных символов и сложных " +"шрифтов могут быть недоступны, если не активен режим ввода IME. См. [method " +"Window.set_ime_active] для получения дополнительной информации. Коды символов " +"Unicode предназначены для ввода текста.\n" +"[b]Примечание:[/b] Это свойство устанавливается движком только для события " +"нажатия. Если событие отправляется IME или виртуальной клавиатурой, " +"соответствующее событие отпускания клавиши не отправляется." + msgid "Represents a magnifying touch gesture." msgstr "Представляет собой увеличительный жест." @@ -92331,6 +93516,9 @@ msgstr "" "[Color] направляющей линии. Направляющая линия — это линия, проведенная между " "каждым рядом элементов." +msgid "[Color] used to modulate the [theme_item scroll_hint] texture." +msgstr "[Color] используется для модуляции текстуры [theme_item scroll_hint]." + msgid "The horizontal spacing between items." msgstr "Горизонтальное расстояние между элементами." @@ -93187,6 +94375,16 @@ msgstr "" msgid "A cone shape limitation that interacts with [ChainIK3D]." msgstr "Ограничение формы конуса, взаимодействующее с [ChainIK3D]." +msgid "" +"The radius range of the hole made by the cone.\n" +"[code]0[/code] degrees makes a sphere without hole, [code]180[/code] degrees " +"makes a hemisphere, and [code]360[/code] degrees become empty (no limitation)." +msgstr "" +"Диапазон радиуса отверстия, образованного конусом.\n" +"[code]0[/code] градусов — сфера без отверстия, [code]180[/code] градусов — " +"полусфера, а [code]360[/code] градусов — пустое пространство (без " +"ограничений)." + msgid "Helper class for creating and parsing JSON data." msgstr "Вспомогательный класс для создания и анализа данных JSON." @@ -93813,6 +95011,29 @@ msgstr "" msgid "A control for displaying plain text." msgstr "Элемент управления для отображения простого текста." +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.\n" +"[b]Note:[/b] A single Label node is not designed to display huge amounts of " +"text. To display large amounts of text in a single node, consider using " +"[RichTextLabel] instead as it supports features like an integrated scroll bar " +"and threading. [RichTextLabel] generally performs better when displaying " +"large amounts of text (several pages or more)." +msgstr "" +"Элемент управления для отображения обычного текста. Он позволяет управлять " +"горизонтальным и вертикальным выравниванием и может переносить текст внутри " +"ограничивающего прямоугольника узла. Он не поддерживает жирный шрифт, курсив " +"или другие форматированные текстовые элементы. Для этого используйте " +"[RichTextLabel].\n" +"[b]Примечание:[/b] Один узел Label не предназначен для отображения больших " +"объемов текста. Для отображения больших объемов текста в одном узле " +"рассмотрите возможность использования [RichTextLabel], поскольку он " +"поддерживает такие функции, как встроенная полоса прокрутки и " +"многопоточность. [RichTextLabel] обычно работает лучше при отображении " +"больших объемов текста (несколько страниц или более)." + 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 " @@ -95830,6 +97051,32 @@ msgstr "" "Встроенный модуль отображения освещения на базе графического процессора для " "использования с [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] This lightmapper requires the GPU to support the " +"[RenderingDevice] backend (Forward+ and Mobile renderers). When using the " +"Compatibility renderer, baking will use a temporary [RenderingDevice]. " +"Support for [RenderingDevice] is not required to [i]render[/i] lightmaps that " +"were already baked beforehand." +msgstr "" +"LightmapperRD (где RD означает [RenderingDevice]) — это встроенный " +"графический процессор для создания карт освещения, используемый с " +"[LightmapGI]. На большинстве выделенных графических процессоров он может " +"создавать карты освещения намного быстрее, чем большинство процессоров. " +"LightmapperRD использует вычислительные шейдеры для создания карт освещения, " +"поэтому для его использования не требуется установка библиотек CUDA или " +"OpenCL.\n" +"[b]Примечание:[/b] Для работы этого графического процессора требуется " +"поддержка бэкенда [RenderingDevice] (рендереры Forward+ и Mobile). При " +"использовании рендерера Compatibility для создания карт освещения будет " +"использоваться временный [RenderingDevice]. Поддержка [RenderingDevice] не " +"требуется для [i]рендеринга[/i] карт освещения, которые уже были созданы " +"ранее." + msgid "" "Represents a single manually placed probe for dynamic object lighting with " "[LightmapGI]." @@ -97446,18 +98693,39 @@ msgstr "" "Если [code]1.0[/code], демпфирование не выполняется. Если [code]0.0[/code], " "демпфирование выполняется всегда." +msgid "" +"The limit angle of the primary rotation when [member symmetry_limitation] is " +"[code]true[/code], in radians." +msgstr "" +"Предельный угол основного вращения, когда [member symmetry_limitation] равно " +"[code]true[/code], в радианах." + msgid "" "The threshold to start damping for [member primary_negative_limit_angle]." msgstr "" "Пороговое значение для начала демпфирования для [member " "primary_negative_limit_angle]." +msgid "" +"The limit angle of negative side of the primary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Предельный угол отрицательной стороны основного вращения, когда [member " +"symmetry_limitation] равно [code]false[/code], в радианах." + msgid "" "The threshold to start damping for [member primary_positive_limit_angle]." msgstr "" "Пороговое значение для начала демпфирования для [member " "primary_positive_limit_angle]." +msgid "" +"The limit angle of positive side of the primary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Предельный угол положительной стороны основного вращения, когда [member " +"symmetry_limitation] равно [code]false[/code], в радианах." + msgid "" "The axis of the first rotation. This [SkeletonModifier3D] works by " "compositing the rotation by Euler angles to prevent to rotate the [member " @@ -97481,18 +98749,39 @@ msgid "The threshold to start damping for [member secondary_limit_angle]." msgstr "" "Пороговое значение для начала демпфирования [member secondary_limit_angle]." +msgid "" +"The limit angle of the secondary rotation when [member symmetry_limitation] " +"is [code]true[/code], in radians." +msgstr "" +"Предельный угол вторичного вращения, когда [member symmetry_limitation] равно " +"[code]true[/code], в радианах." + msgid "" "The threshold to start damping for [member secondary_negative_limit_angle]." msgstr "" "Пороговое значение для начала демпфирования [member " "secondary_negative_limit_angle]." +msgid "" +"The limit angle of negative side of the secondary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Предельный угол отрицательной стороны вторичного вращения, когда [member " +"symmetry_limitation] равно [code]false[/code], в радианах." + msgid "" "The threshold to start damping for [member secondary_positive_limit_angle]." msgstr "" "Пороговое значение для начала демпфирования для [member " "secondary_positive_limit_angle]." +msgid "" +"The limit angle of positive side of the secondary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Предельный угол положительной стороны вторичного вращения, когда [member " +"symmetry_limitation] равно [code]false[/code], в радианах." + msgid "" "If [code]true[/code], the limitations are spread from the bone " "symmetrically.\n" @@ -99377,6 +100666,34 @@ msgstr "Устанавливает вес костей заданной верш msgid "Node used for displaying a [Mesh] in 2D." msgstr "Узел, используемый для отображения [Mesh] в 2D." +msgid "" +"Node used for displaying a [Mesh] in 2D. This can be faster to render " +"compared to displaying a [Sprite2D] node with large transparent areas, " +"especially if the node takes up a lot of space on screen at high viewport " +"resolutions. This is because using a mesh designed to fit the sprite's opaque " +"areas will reduce GPU fill rate utilization (at the cost of increased vertex " +"processing utilization).\n" +"When a [Mesh] has to be instantiated more than thousands of times close to " +"each other, consider using a [MultiMesh] in a [MultiMeshInstance2D] instead.\n" +"A [MeshInstance2D] can be 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 "" +"Узел, используемый для отображения [Mesh] в 2D. Это может быть быстрее при " +"рендеринге по сравнению с отображением узла [Sprite2D] с большими прозрачными " +"областями, особенно если узел занимает много места на экране при высоком " +"разрешении области просмотра. Это связано с тем, что использование сетки, " +"разработанной для соответствия непрозрачным областям спрайта, снизит " +"коэффициент заполнения графического процессора (за счет увеличения " +"использования вершинной обработки).\n" +"Если [Mesh] необходимо создать более тысячи раз близко друг к другу, " +"рассмотрите возможность использования [MultiMesh] в [MultiMeshInstance2D].\n" +"\n" +"[MeshInstance2D] можно создать из существующего [Sprite2D] с помощью " +"инструмента на панели инструментов редактора. Выберите узел [Sprite2D], затем " +"выберите [b]Sprite2D > Преобразовать в MeshInstance2D[/b] в верхней части " +"области просмотра 2D-редактора." + msgid "2D meshes" msgstr "2D-сетки" diff --git a/doc/translations/ta.po b/doc/translations/ta.po index c105f209e0..084b9e7967 100644 --- a/doc/translations/ta.po +++ b/doc/translations/ta.po @@ -45708,9 +45708,6 @@ msgstr "" "[method etigmetorexportplugin._begin_customize_scenes] மற்றும் [முறை " "EDITIOREXPORTPLUGIN._BEGIN_CUSTOMIZE_RESOURCES] ஐப் பார்க்கவும்." -msgid "Console support in Godot" -msgstr "கோடோட்டில் கன்சோல் உதவி" - msgid "" "Adds a message to the export log that will be displayed when exporting ends." msgstr "" diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 222b360e51..2329689eaa 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -31,13 +31,13 @@ # Максим Горпиніч , 2025. # Hotripak , 2025. # Максим Горпиніч , 2025. -# Максим Горпиніч , 2025. +# Максим Горпиніч , 2025, 2026. # Rémi Verschelde , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-24 20:43+0000\n" +"PO-Revision-Date: 2026-01-15 07:06+0000\n" "Last-Translator: Максим Горпиніч \n" "Language-Team: Ukrainian \n" @@ -47,7 +47,7 @@ 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\n" +"X-Generator: Weblate 5.15.2\n" msgid "All classes" msgstr "Усі класи" @@ -1986,6 +1986,96 @@ msgstr "" "@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\", \"reliable\", 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 "" +"Позначте наступний метод для віддалених викликів процедури. Дивіться " +"[url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]Високий " +"рівень багатокористувацької гри[/url].\n" +"Якщо [param mode] встановлено як [code]\"any_peer\"[/code], це дозволяє будь-" +"якому аналогу викликати цю функцію RPC. В іншому випадку лише колега з владою " +"має право викликати його, а [param mode] слід зберігати як [code]" +"\"авторитет\"[/code]. Під час налаштування функцій як RPC за допомогою " +"[method Node.rpc_config] кожен із цих режимів відповідно відповідає [constant " +"MultiplayerAPI.RPC_MODE_AUTHORITY] і [constant Multiplayer " +"API.RPS_MODe_ANY_PEER] режимам RPC. Див. [enum MultiplayerAPI.RPCMode]. Якщо " +"колега, який не є авторитетом, спробує викликати функцію, яка дозволена лише " +"для авторитету, функція не буде виконана. Якщо помилку можна виявити локально " +"(коли конфігурація RPC узгоджується між локальним і віддаленим аналогом), " +"повідомлення про помилку буде відображено на аналізі відправника. В іншому " +"випадку віддалений аналог виявить помилку та надрукує там помилку.\n" +"Якщо [param sync] встановлено як [code]\"call_remote\"[/code], функція буде " +"виконуватися лише на віддаленому рівні, але не локально. Щоб запустити цю " +"функцію локально, встановіть [param sync] на [code]\"call_local\"[/code]. Під " +"час налаштування функцій як RPC за допомогою [method Node.rpc_config] це " +"еквівалентно встановленню [code]call_local[/code]на [code]true[/code]\n" +"Прийняті значення [param transfer_mode]: [code]\"ненадійний\"[/code], [code]" +"\"unreliable_ordered\"[/code] або [code]\"надійні\"[/code]. Він встановлює " +"режим передачі базового [MultiplayerPeer]. Дивіться [member " +"MultiplayerPeer.transfer_mode].\n" +"[param transfer_channel] визначає канал базового [MultiplayerPeer]. Дивіться " +"[member MultiplayerPeer.transfer_channel].\n" +"Порядок [param mode], [param sync] та [param transfer_mode] не має значення, " +"але значення, пов\"язані з одним і тим же аргументом, не повинні " +"використовуватися більше одного разу. [param transfer_channel] завжди має " +"бути четвертим аргументом (ви повинні вказати 3 попередні аргументи).\n" +"[codeblock]\n" +"func fn(): pass\n" +"\n" +"@rpc(\"any_peer\", \"unreliable_ordered\")\n" +"func fn_update_pos(): pass\n" +"\n" +"@rpc(\"authority\", \"call_remote\", \"reliable\", 0) # Equivalent to @rpc\n" +"\n" +"func fn_default(): pass\n" +"[/codeblock]\n" +"[b]Примітка:[/b] Методи, анотовані за допомогою [annotation @rpc], не можуть " +"отримувати об\"єкти, які визначають необхідні параметри в [method " +"Object._init]. Див. [method Object._init] для отримання додаткової інформації." + 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 " @@ -10962,6 +11052,15 @@ msgstr "" "ви встановите для циклу [member loop_mode], анімація буде повторюватися в " "[member timeline_length]." +msgid "" +"The length of the custom timeline.\n" +"If [member stretch_time_scale] is [code]true[/code], scales the animation to " +"this length." +msgstr "" +"Тривалість користувацької часової шкали.\n" +"Якщо [member stretch_time_scale] має значення [code]true[/code], масштабує " +"анімацію до цієї довжини." + msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." @@ -15988,6 +16087,93 @@ msgstr "" " Результат знаходиться в сегменті, який проходить від [code]y = 0[/code] до " "[code]y = 5[/code]. Це найближча позиція на відрізку до даної точки." +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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 "" +"Повертає масив з ідентифікаторами точок, які утворюють шлях, знайдений " +"AStar2D між заданими точками. Масив упорядковується від початкової до " +"кінцевої точки шляху.\n" +"Якщо точка [param from_id] вимкнена, повертає порожній масив (навіть якщо " +"[code]from_id == to_id[/code]).\n" +"Якщо точка [param from_id] не вимкнена, то немає дійсного шляху до цілі, а " +"[parum allow_partial_path] є [code]true[/code], повертає шлях до точки, " +"найближчої до цільового значення, яку можна досягти.\n" +"[b]Примітка.[/b] Якщо [param allow_partial_path] має значення [code]true[/" +"code] і [param to_id] вимкнено, пошук може тривати надзвичайно довго.\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) # Вага за замовчуванням — 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) # Повертає [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); // Вага за замовчуванням — 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); // Повертає [1, 2, 3]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Якщо ви зміните вагу другої точки на 3, тоді результатом буде [code][1, 4, 3]" +"[/code], тому що тепер, навіть якщо відстань більша, «легше» пройти через " +"точку 4, ніж через точку 2." + msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -16060,6 +16246,36 @@ msgstr "Повертає поточну кількість балів у пул msgid "Returns an array of all point IDs." msgstr "Повертає масив усіх ідентифікаторів точок." +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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 "" +"Повертає масив із точками, які знаходяться на шляху, знайденому AStar2D між " +"заданими точками. Масив упорядковується від початкової до кінцевої точки " +"шляху.\n" +"Якщо точка [param from_id] вимкнена, повертає порожній масив (навіть якщо " +"[code]from_id == to_id[/code]).\n" +"Якщо точка [param from_id] не вимкнена, то немає дійсного шляху до цілі, а " +"[parum allow_partial_path] є [code]true[/code], повертає шлях до точки, " +"найближчої до цільового значення, яку можна досягти.\n" +"[b]Примітка:[/b] Цей метод не є безпечним для потоків; його можна " +"використовувати лише з одного [Thread] за певний час. Розгляньте можливість " +"використання [Mutex], щоб забезпечити ексклюзивний доступ до однієї теми та " +"уникнути перегонів.\n" +"Крім того, коли [param allow_partial_path] має значення [code]true[/code] і " +"[param to_id] вимкнено, пошук може тривати надзвичайно довго." + msgid "Returns the position of the point associated with the given [param id]." msgstr "Повертає положення точки, пов’язаної з заданим [param id]." @@ -16435,6 +16651,91 @@ msgstr "" " Результат знаходиться в сегменті, який проходить від [code]y = 0[/code] до " "[code]y = 5[/code]. Це найближча позиція на відрізку до даної точки." +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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 "" +"Повертає масив з ідентифікаторами точок, які утворюють шлях, знайдений " +"AStar3D між заданими точками. Масив упорядковується від початкової до " +"кінцевої точки шляху.\n" +"Якщо точка [param from_id] вимкнена, повертає порожній масив (навіть якщо " +"[code]from_id == to_id[/code]).\n" +"Якщо точка [param from_id] не вимкнена, то немає дійсного шляху до цілі, а " +"[parum allow_partial_path] є [code]true[/code], повертає шлях до точки, " +"найближчої до цільового значення, яку можна досягти.\n" +"[b]Примітка.[/b] Якщо [param allow_partial_path] має значення [code]true[/" +"code] і [param to_id] вимкнено, пошук може тривати надзвичайно довго.\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) # Вага за замовчуванням — 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) # Повертає [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); // Вага за замовчуванням — 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); // Повертає [1, 2, 3]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Якщо ви зміните вагу другої точки на 3, тоді результатом буде [code][1, 4, 3]" +"[/code], тому що тепер, навіть якщо відстань більша, «легше» пройти через " +"точку 4, ніж через точку 2." + msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -16492,6 +16793,36 @@ 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 "" +"Повертає масив із точками, які знаходяться на шляху, знайденому AStar3D між " +"заданими точками. Масив упорядковується від початкової до кінцевої точки " +"шляху.\n" +"Якщо точка [param from_id] вимкнена, повертає порожній масив (навіть якщо " +"[code]from_id == to_id[/code]).\n" +"Якщо точка [param from_id] не вимкнена, то немає дійсного шляху до цілі, а " +"[parum allow_partial_path] є [code]true[/code], повертає шлях до точки, " +"найближчої до цільового значення, яку можна досягти.\n" +"[b]Примітка:[/b] Цей метод не є безпечним для потоків; його можна " +"використовувати лише з одного [Thread] за певний час. Розгляньте можливість " +"використання [Mutex], щоб забезпечити ексклюзивний доступ до однієї теми та " +"уникнути перегонів.\n" +"Крім того, коли [param allow_partial_path] має значення [code]true[/code] і " +"[param to_id] вимкнено, пошук може тривати надзвичайно довго." + msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." @@ -16609,6 +16940,29 @@ msgstr "" "[b]Примітка:[/b] Виклик [method update] не потрібен після виклику цієї " "функції." +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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 "" +"Повертає масив з ідентифікаторами точок, які утворюють шлях, знайдений " +"AStar2D між заданими точками. Масив упорядковується від початкової до " +"кінцевої точки шляху.\n" +"Якщо точка [param from_id] вимкнена, повертає порожній масив (навіть якщо " +"[code]from_id == to_id[/code]).\n" +"Якщо точка [param from_id] не вимкнена, то немає дійсного шляху до цілі, а " +"[parum allow_partial_path] є [code]true[/code], повертає шлях до точки, " +"найближчої до цільового значення, яку можна досягти.\n" +"[b]Примітка.[/b] Якщо [param allow_partial_path] має значення [code]true[/" +"code] і [param to_id] твердо, пошук може тривати надзвичайно довго." + msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " @@ -16618,6 +16972,36 @@ msgstr "" "[code]position[/code]: [Vector2], [code]solid[/code]: [bool], " "[code]weight_scale[/code]: [float]) у [області 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 [param from_id] point is disabled, returns an empty array (even if " +"[code]from_id == to_id[/code]).\n" +"If [param from_id] point is not disabled, 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 "" +"Повертає масив із точками, які знаходяться на шляху, знайденому [AStarGrid2D] " +"між заданими точками. Масив упорядковується від початкової до кінцевої точки " +"шляху.\n" +"Якщо точка [param from_id] вимкнена, повертає порожній масив (навіть якщо " +"[code]from_id == to_id[/code]).\n" +"Якщо точка [param from_id] не вимкнена, то немає дійсного шляху до цілі, а " +"[parum allow_partial_path] є [code]true[/code], повертає шлях до точки, " +"найближчої до цільового значення, яку можна досягти.\n" +"[b]Примітка:[/b] Цей метод не є безпечним для потоків; його можна " +"використовувати лише з одного [Thread] за певний час. Розгляньте можливість " +"використання [Mutex], щоб забезпечити ексклюзивний доступ до однієї теми та " +"уникнути перегонів.\n" +"Крім того, коли [param allow_partial_path] має значення [code]true[/code] і " +"[param to_id] твердо, пошук може тривати надзвичайно довго." + msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -26363,6 +26747,15 @@ msgstr "" msgid "2D Isometric Demo" msgstr "2D ізометрична демонстрація" +msgid "" +"Aligns the camera to the tracked node.\n" +"[b]Note:[/b] Calling [method force_update_scroll] after this method is not " +"required." +msgstr "" +"Вирівнює камеру відносно відстежуваного вузла.\n" +"[b]Примітка:[/b] Виклик [method force_update_scroll] після цього методу не є " +"обов'язковим." + msgid "Forces the camera to update scroll immediately." msgstr "Змушує камеру негайно оновити прокручування." @@ -28142,6 +28535,35 @@ msgstr "" "[b]Примітка:[/b] [param width] ефективний лише тоді, коли [param filled] має " "значення [code]false[/code]." +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Намалює кольоровий багатокутник будь-якої кількості точок, опуклі або " +"увігнуті. Точки в масиві [param points] визначені в локальному просторі. На " +"відміну від [method draw_polygon], для всього полігону необхідно вказати один " +"колір.\n" +"[b]Note:[/b] Якщо ви часто перемальовуєте один і той самий полігон з великою " +"кількістю вершин, подумайте про попереднє обчислення тріангуляції за " +"допомогою [method Geometry2D.triangulate_polygon] та використовуючи [method " +"draw_mesh], [method draw_multimesh] або [method " +"RenderingServer.canvas_item_add_triangle_array].\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + 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 " @@ -28268,6 +28690,47 @@ msgstr "" "конкретний варіант використання, використання цієї функції після надсилання " "фрагментів не потрібне." +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]\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює текстуровану прямокутну область текстури шрифту з антиаліазом " +"субпікселя LCD у заданому положенні, додатково модульованого кольором. [param " +"rect] визначається в локальному просторі.\n" +"Текстура малюється за допомогою такої операції зведення, режим змішування " +"[CanvasItemMaterial] ігнорується:\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]\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + 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 " @@ -28287,6 +28750,56 @@ msgstr "" "залишиться тонкою. Якщо така поведінка не є бажаною, то передайте додатне " "значення [param width], наприклад [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.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Намалює [Mesh] у 2D, використовуючи надану текстуру. Дивіться " +"[MeshInstance2D] для відповідної документації. [param transform] визначається " +"в локальному просторі.\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + +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.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"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" +"Якщо [param outline] позитивний, кожне значення альфа-каналу пікселя в " +"області встановлюється на максимальне значення справжньої відстані в радіусі " +"[param outline].\n" +"Значення [param pixel_range] має бути таким самим, яке використовувалося під " +"час генерації текстури поля відстані.\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " @@ -28379,6 +28892,58 @@ msgstr "" "передискретизації шрифту, в іншому випадку використовуються налаштування " "передискретизації вікна перегляду." +msgid "" +"Draws a [MultiMesh] in 2D with the provided texture. See " +"[MultiMeshInstance2D] for related documentation.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює [MultiMesh] у 2D із наданою текстурою. Див. [MultiMeshInstance2D] для " +"відповідної документації.\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює суцільний многокутник з будь-якою кількістю точок, опуклих або " +"увігнутих. На відміну від [method draw_colored_polygon], колір кожної точки " +"можна змінювати окремо. Масив [param points] визначено в локальному просторі. " +"Див. також [method draw_polyline] та [method draw_polyline_colors]. Якщо вам " +"потрібна більша гнучкість (наприклад, можливість використання кісток), " +"використовуйте замість цього [method " +"RenderingServer.canvas_item_add_triangle_array].\n" +"[b]Примітка:[/b] Якщо ви часто перемальовуєте один і той самий полігон з " +"великою кількістю вершин, подумайте про попереднє обчислення тріангуляції за " +"допомогою [method Geometry2D.triangulate_polygon] та використовуючи [method " +"draw_mesh], [method draw_multimesh] або [method " +"RenderingServer.canvas_item_add_triangle_array].\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -28434,6 +28999,30 @@ msgstr "" "така поведінка не є бажаною, передайте позитивне значення [param width], " "наприклад [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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює звичайний примітив. 1 бал за очко, 2 бали за лінію, 3 очки за трикутник " +"і 4 бали за квадроцикл. Якщо вказано 0 балів або більше ніж 4 бали, нічого не " +"буде намальовано та буде надруковано повідомлення про помилку. Масив [param " +"points] визначено в локальному просторі. Див. також [method draw_line], " +"[method draw_polyline],\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + 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[/" @@ -28505,6 +29094,47 @@ msgstr "" "Встановлює власне локальне перетворення для малювання за допомогою матриці. " "Все, що буде намальовано після цього, буде перетворено цим перетворенням." +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" +"draw_string(ThemeDB.fallback_font, Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, ThemeDB.fallback_font_size)\n" +"[/gdscript]\n" +"[csharp]\n" +"DrawString(ThemeDB.FallbackFont, new Vector2(64, 64), \"Hello world\", " +"HorizontalAlignment.Left, -1, ThemeDB.FallbackFontSize);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method Font.draw_string]." +msgstr "" +"Малює [param text], використовуючи вказаний [param font] у [param pos] " +"локального простору (нижній лівий кут за допомогою базової лінії шрифту). " +"Колір тексту буде помножено на [param modulate]. Якщо [param width] більша " +"або дорівнює 0, текст буде нарізані, якщо він перевищує вказану ширину. Якщо " +"[param oversampling] перевищує нуль, він використовується як коефіцієнт " +"надмірного відбору шрифту, інакше використовуються налаштування перевищення " +"семпли вікна.\n" +"[b]Приклад:[/b] Намалюйте \"Hello world\", використовуючи шрифт за " +"замовчуванням проекту:\n" +"[codeblocks]\n" +"[gdscript]\n" +"draw_string(ThemeDB.fallback_font, Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, ThemeDB.fallback_font_size)\n" +"[/gdscript]\n" +"[csharp]\n" +"DrawString(ThemeDB.FallbackFont, new Vector2(64, 64), \"Hello world\", " +"HorizontalAlignment.Left, -1, ThemeDB.FallbackFontSize);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Див. також [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 " @@ -28521,6 +29151,81 @@ msgstr "" "передискретизації шрифту, в іншому випадку використовуються налаштування " "передискретизації вікна перегляду." +msgid "" +"Draws a styled rectangle. The [param rect] is defined in local space.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює стилізований прямокутник. [param rect] визначається в локальному " +"просторі.\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + +msgid "" +"Draws a texture at a given position. The [param position] is defined in local " +"space.\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює текстуру в певному положенні. [Положення параметра] визначено в " +"локальному просторі.\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює текстурований прямокутник у певній позиції, необов\"язково модульований " +"кольором. [param rect] визначається в локальному просторі. Якщо [param " +"transpose] є [code]true[/code], текстура матиме свої координати X і Y. Див. " +"також [method draw_rect] і [method draw_texture_rect_region].\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + +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].\n" +"[b]Note:[/b] Styleboxes, textures, and meshes stored only inside local " +"variables should [b]not[/b] be used with this method in GDScript, because the " +"drawing operation doesn't begin immediately once this method is called. In " +"GDScript, when the function with the local variables ends, the local " +"variables get destroyed before the rendering takes place." +msgstr "" +"Малює текстурований прямокутник із області текстури (вказано [param " +"src_rect]) у заданій позиції в локальному просторі, необов\"язково " +"модульованому кольором. Якщо [param transpose] є [code]true[/code], текстура " +"матиме свої координати X і Y. Дивіться також [method draw_texture_rect].\n" +"[b]Примітка:[/b] Стайлбокси, текстури та сітки, що зберігаються лише " +"всередині локальних змінних, [b]не[/b] повинні використовуватися з цим " +"методом у GDScript, оскільки операція малювання не починається одразу після " +"виклику цього методу. У GDScript, коли функція з локальними змінними " +"закінчується, локальні змінні знищуються до того, як відбудеться рендеринг." + msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" @@ -28910,6 +29615,33 @@ msgstr "" "Якщо значення [code]true[/code], матеріал [member material] батьківського " "елемента [CanvasItem] використовується як матеріал цього вузла." +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.\n" +"[b]Note:[/b] A [CanvasItem] does not inherit its parents' visibility layers. " +"This means that if a parent [CanvasItem] does not have all the same layers as " +"its child, the child may not be visible even if both the parent and child " +"have [member visible] set to [code]true[/code]. For example, if a parent has " +"layer 1 and a child has layer 2, the child will not be visible in a " +"[Viewport] with the canvas cull mask set to layer 1 or 2 (see [member " +"Viewport.canvas_cull_mask]). To ensure that both the parent and child are " +"visible, the parent must have both layers 1 and 2, or the child must have " +"[member top_level] set to [code]true[/code]." +msgstr "" +"Рендерний шар, у якому цей [CanvasItem] рендерирується вузлами [Viewport]. " +"[Viewport] відображатиме [CanvasItem], якщо він і всі його батьки мають " +"спільний шар із маскою canvas cull від [Viewport].\n" +"[b]Примітка:[/b] A [CanvasItem] не успадковує рівні видимості своїх батьків. " +"Це означає, що якщо батько [CanvasItem] не має всіх тих самих шарів, що й " +"його дитина, дитина може бути невидимою, навіть якщо і батьки, і дитина мають " +"[member visible] встановлено на [code]true[/code]. Наприклад, якщо у батька є " +"шар 1, а у дитини шар 2, дитина не буде видно в [Viewport] з маскою canvas " +"cull, налаштованою на рівень 1 або 2 (див. [member " +"Viewport.canvas_cull_mask]). Щоб переконатися, що батьки та дитина видимі, " +"батько повинен мати обидва шари 1 і 2, або дитина повинна встановити [member " +"top_level] на [code]true[/code]." + msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " @@ -45501,6 +46233,29 @@ msgstr "" "Повертає форму курсора за замовчуванням, встановлену [method " "курсор_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].\n" +"[b]Note:[/b] On Web, calling this method every frame can cause the cursor to " +"flicker." +msgstr "" +"Встановлює власне зображення курсора миші для заданого [param shape]. Це " +"означає, що операційна система користувача та тема курсора миші більше не " +"впливатимуть на зовнішній вигляд курсора миші.\n" +"[param cursor] може бути або [Texture2D], або [Image], і він не повинен " +"перевищувати розмір 256×256 для правильного відображення. За бажанням [param " +"hotspot] можна налаштувати на зміщення положення зображення відносно точки " +"клацання. За замовчуванням [param hotspot] встановлено у верхньому лівому " +"куті зображення. Дивіться також [method cusor_set_shape].\n" +"[b]Примітка:[/b] У веб-сайті виклик цього методу кожного кадру може призвести " +"до мерехтіння курсора." + 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 " @@ -47103,6 +47858,44 @@ msgstr "" "констант: [constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], " "[constant SCREEN_WITH_MOUSE_FOCUS] або [constant SCREEN_WITH_KEYBOARD_FOCUS]." +msgid "" +"Returns the current refresh rate of the specified screen. When V-Sync is " +"enabled, this returns the maximum framerate the project can effectively " +"reach. 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 "" +"Повертає поточну частоту оновлення вказаного екрана. Коли ввімкнено " +"вертикальну синхронізацію, це повертає максимальну частоту кадрів, яку проект " +"може ефективно досягти. Повертає [code]-1.0[/code], якщо [param screen] " +"недійсний або [DisplayServer] не може знайти частоту оновлення для вказаного " +"екрана.\n" +"Щоб повернутися до частоти оновлення за замовчуванням, якщо метод не спрацює, " +"спробуйте:\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]Примітка:[/b] Як [param screen] можна використовувати одну з наступних " +"констант: [constant SCREEN_OF_MAIN_WINDOW], [constant SCREEN_PRIMARY], " +"[constant SCREEN_WITH_MOUSE_FOCUS] або [constant " +"SCREEN_WITH_KEYBOARD_FOCUS].\n" +"[b]Примітка:[/b] Цей метод реалізовано на Android, iOS, macOS, Linux (X11 та " +"Wayland) та Windows. На інших платформах цей метод завжди повертає " +"[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" @@ -50606,6 +51399,69 @@ msgstr "" msgid "Dockable container for the editor." msgstr "Закріплюваний контейнер для редактора." +msgid "" +"EditorDock is a [Container] node that can be docked in one of the editor's " +"dock slots. Docks are added by plugins to provide space for controls related " +"to an [EditorPlugin]. The editor comes with a few built-in docks, such as the " +"Scene dock, FileSystem dock, etc.\n" +"You can add a dock by using [method EditorPlugin.add_dock]. The dock can be " +"customized by changing its properties.\n" +"[codeblock]\n" +"@tool\n" +"extends EditorPlugin\n" +"\n" +"# Dock reference.\n" +"var dock\n" +"\n" +"# Plugin initialization.\n" +"func _enter_tree():\n" +"\tdock = EditorDock.new()\n" +"\tdock.title = \"My Dock\"\n" +"\tdock.dock_icon = preload(\"./dock_icon.png\")\n" +"\tdock.default_slot = EditorDock.DOCK_SLOT_RIGHT_UL\n" +"\tvar dock_content = preload(\"./dock_content.tscn\").instantiate()\n" +"\tdock.add_child(dock_content)\n" +"\tadd_dock(dock)\n" +"\n" +"# Plugin clean-up.\n" +"func _exit_tree():\n" +"\tremove_dock(dock)\n" +"\tdock.queue_free()\n" +"\tdock = null\n" +"[/codeblock]" +msgstr "" +"EditorDock — це вузол [Container], який можна закріпити в одному зі слотів " +"док-станції редактора. Доки додаються плагінами, щоб забезпечити місце для " +"елементів керування, пов'язаних з [EditorPlugin]. Редактор постачається з " +"кількома вбудованими доками, такими як док-станція Scene, док-станція " +"FileSystem тощо.\n" +"Ви можете додати док-станцію за допомогою методу [method " +"EditorPlugin.add_dock]. Док-станцію можна налаштувати, змінивши її " +"властивості.\n" +"[codeblock]\n" +"@tool\n" +"extends EditorPlugin\n" +"\n" +"# Посилання на док-станцію.\n" +"var dock\n" +"\n" +"# Ініціалізація плагіна.\n" +" func _enter_tree():\n" +"dock = EditorDock.new()\n" +"dock.title = \"Мій Док\"\n" +"dock.dock_icon = preload(\"./dock_icon.png\")\n" +"dock.default_slot = EditorDock.DOCK_SLOT_RIGHT_UL\n" +"var dock_content = preload(\"./dock_content.tscn\").instantiate()\n" +"dock.add_child(dock_content)\n" +"add_dock(dock)\n" +"\n" +"# Очищення плагіна.\n" +"func _exit_tree():\n" +"remove_dock(dock)\n" +"dock.queue_free()\n" +"dock = null\n" +"[/codeblock]" + msgid "Making plugins" msgstr "Створення плагінів" @@ -50803,6 +51659,20 @@ msgstr "" "Дак слот, ліва сторона, верхній правий (в розкладі за замовчуванням включає " "сцену і імпорт доки)." +msgid "" +"Dock slot, left side, bottom-right (in default layout includes FileSystem and " +"History docks)." +msgstr "" +"Слот для док-станції, ліворуч, внизу праворуч (у стандартній розкладці " +"включає доки файлової системи та історії)." + +msgid "" +"Dock slot, right side, upper-left (in default layout includes Inspector, " +"Signal, and Group docks)." +msgstr "" +"Слот для застикання, справа, угорі ліворуч (у стандартній розкладці включає " +"застикання Інспектора, Сигнала та Групи)." + msgid "Dock slot, right side, bottom-left (empty in default layout)." msgstr "Дак слот, права сторона, низ-ліва (порожня в макеті за замовчуванням)." @@ -50848,9 +51718,6 @@ msgstr "" "та [method редакторExportPlugin._begin_customize_resources] для отримання " "більш детальної інформації." -msgid "Console support in Godot" -msgstr "Консольний супровід в Godot" - msgid "" "Adds a message to the export log that will be displayed when exporting ends." msgstr "" @@ -62828,6 +63695,10 @@ msgstr "" "розділи будуть згортатися до тих пір, поки користувач починає шукати (що буде " "автоматично розширювати розділи, як це потрібно)." +msgid "Delay time for automatic resampling in the 2D editor (in seconds)." +msgstr "" +"Час затримки для автоматичного передискретизації в 2D-редакторі (у секундах)." + msgid "" "The \"start\" stop of the color gradient to use for bones in the 2D skeleton " "editor." @@ -63396,6 +64267,13 @@ msgstr "" "Колір, який оточує вибрані вершини в портах 3D редактора. Альфа-канал кольору " "впливає на непрозорість вибору коробки." +msgid "" +"If checked, the transform gizmo remains visible during rotation in that " +"transform mode." +msgstr "" +"Якщо позначено, гізмо перетворення залишається видимим під час обертання в " +"цьому режимі перетворення." + msgid "" "The color to use for the AABB gizmo that displays the [GeometryInstance3D]'s " "custom [AABB]." @@ -65570,6 +66448,15 @@ msgstr "" "Тип рендерера, який буде зареєстрований за замовчуванням при створенні нового " "проекту. Прийняті рядки \"forward_plus\", \"мобіль\" або \"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 "" +"Правило найменування каталогів для керівника проекту. Варіанти: «Без правила» " +"(назва проекту — це назва каталогу), «kebab-case» (за замовчуванням), " +"«snake_case», «camelCase», «PascalCase» або «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 " @@ -67384,6 +68271,36 @@ msgstr "" "\"undo\". Це корисно в основному для вузлів, видалених за допомогою виклику " "«до» (не виклику «undo»)." +msgid "" +"Clears the given undo history. You can clear history for a specific scene, " +"global history, or for all histories at once (except [constant " +"REMOTE_HISTORY]) 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 "" +"Очищає задану історію скасування. Ви можете очистити історію для певної " +"сцени, глобальної історії або для всіх історій одночасно (крім [constant " +"REMOTE_HISTORY]), якщо [param id] має значення [constant INVALID_HISTORY].\n" +"Якщо [param increase_version] має значення [code]true[/code], версія історії " +"скасування буде збільшена, що позначить її як незбережену. Корисно для " +"операцій, які змінюють сцену, але не підтримують скасування.\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]Примітка:[/b] Якщо ви хочете позначити відредаговану сцену як незбережену, " +"не очищуючи її історію, використовуйте замість цього [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." @@ -69227,6 +70144,63 @@ msgstr "" "[i]не[/i] звільнено. Працює лише з визначеними користувачем синглтонами, " "зареєстрованими за допомогою методу [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. See also [method " +"DisplayServer.screen_get_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]. At higher refresh rates, the difference between the " +"FPS limit and the monitor refresh rate should be increased to ensure frames " +"to account for timing inaccuracies. The optimal formula for the FPS limit " +"value in this scenario is [code]r - (r * r) / 3600.0[/code], where [code]r[/" +"code] is the monitor's refresh rate.\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 "" +"Максимальна кількість кадрів, які можна відобразити щосекунди (FPS). Значення " +"[code]0[/code] означає, що частота кадрів не обмежена.\n" +"Обмеження FPS може бути корисним для зменшення споживання енергії хост-" +"машиною, що зменшує нагрівання, шумові викиди та подовжує термін служби " +"батареї.\n" +"Якщо [member ProjectSettings.display/window/vsync/vsync_mode] має значення " +"[b]Увімкнено[/b] або [b]Адаптивно[/b], цей параметр має пріоритет, і " +"максимальне число FPS не може перевищувати частоту оновлення монітора. Див. " +"також [method DisplayServer.screen_get_refresh_rate].\n" +"Якщо [member ProjectSettings.display/window/vsync/vsync_mode] має значення " +"[b]Увімкнено[/b], на моніторах із увімкненою змінною частотою оновлення (G-" +"Sync/FreeSync), використання обмеження FPS на кілька кадрів нижче частоти " +"оновлення монітора [url=https://blurbusters.com/howto-low-lag-vsync-" +"on/]зменшить затримку введення, уникаючи розривів[/url]. За вищих частот " +"оновлення різницю між обмеженням FPS та частотою оновлення монітора слід " +"збільшити, щоб забезпечити кадри з урахуванням неточностей синхронізації. " +"Оптимальна формула для визначення обмеження FPS у цьому сценарії: [code]r - " +"(r * r) / 3600.0[/code], де [code]r[/code] – це частота оновлення монітора.\n" +"[b]Примітка:[/b] Фактична кількість кадрів за секунду може бути нижчою за це " +"значення, якщо процесор або графічний процесор не можуть встигати за логікою " +"та рендерингом проекту.\n" +"[b]Примітка:[/b] Якщо [member ProjectSettings.display/window/vsync/" +"vsync_mode] має значення [b]Вимкнено[/b], обмеження FPS високим значенням, " +"яке можна послідовно досягти в системі, може зменшити затримку введення " +"порівняно з необмеженою частотою кадрів. Оскільки це працює, забезпечуючи " +"навантаження графічного процесора нижче 100%, це зменшення затримки ефективне " +"лише у сценаріях з обмеженим графічним процесором, а не у сценаріях з " +"обмеженим графічним процесором." + msgid "" "The maximum number of physics steps that can be simulated each rendered " "frame.\n" @@ -69273,6 +70247,57 @@ msgstr "" "або в рамках мережевої гри, рекомендується вимкнути фізичну фіксацію " "Джіттера, встановлюючи цю властивість [code]0[/code]." +msgid "" +"The number of fixed iterations per second. This controls how often physics " +"simulation and the [method Node._physics_process] method are run.\n" +"CPU usage scales approximately with the physics tick rate. However, at very " +"low tick rates (usually below 30), physics behavior can break down. Input can " +"also become less responsive at low tick rates as there can be a gap between " +"input being registered, and the response on the next physics tick. High tick " +"rates give more accurate physics simulation, particularly for fast moving " +"objects. For example, racing games may benefit from increasing the tick rate " +"above the default 60.\n" +"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.\n" +"[b]Note:[/b] Consider enabling [url=$DOCS_URL/tutorials/physics/interpolation/" +"index.html]physics interpolation[/url] if you change [member " +"physics_ticks_per_second] to a value that is not a multiple of [code]60[/" +"code]. Using physics interpolation will avoid jittering when the monitor " +"refresh rate and physics update rate don't exactly match." +msgstr "" +"Кількість фіксованих ітерацій за секунду. Це визначає частоту запуску " +"фізичного моделювання та методу [method Node._physics_process].\n" +"Використання процесора масштабується приблизно пропорційно до частоти тактів " +"фізики. Однак, при дуже низькій частоті тактів (зазвичай нижче 30), фізична " +"поведінка може порушуватися. Вхідні дані також можуть стати менш чутливими " +"при низькій частоті тактів, оскільки може виникнути розрив між реєстрацією " +"вхідних даних та відповіддю на наступному фізичному такті. Висока частота " +"тактів забезпечує точнішу фізичну симуляцію, особливо для швидко рухомих " +"об'єктів. Наприклад, гоночні ігри можуть отримати користь від збільшення " +"частоти тактів вище стандартної 60.\n" +"Див. також [member max_fps] та [member ProjectSettings.physics/common/" +"physics_ticks_per_second].\n" +"[b]Примітка:[/b] Тільки [member max_physics_steps_per_frame] фізичних тактів " +"можна моделювати на один кадр рендерингу. Якщо для рендерингу потрібно " +"моделювати більше фізичних тактів на один кадр рендерингу, щоб встигати за " +"рендерингом, проект виглядатиме сповільненим (навіть якщо [code]delta[/code] " +"використовується послідовно у фізичних розрахунках). Тому рекомендується " +"також збільшити [member max_physics_steps_per_frame], якщо [member " +"physics_ticks_per_second] значно збільшується вище значення за " +"замовчуванням.\n" +"[b]Примітка:[/b] Розгляньте можливість увімкнення [url=$DOCS_URL/tutorials/" +"physics/interpolation/index.html]фізичної інтерполяції[/url], якщо ви " +"змінюєте [member physics_ticks_per_second] на значення, не кратне [code]60[/" +"code]. Використання фізичної інтерполяції дозволить уникнути тремтіння, коли " +"частота оновлення монітора та частота оновлення фізики не зовсім збігаються." + 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 " @@ -74103,6 +75128,29 @@ msgstr "" msgid "A container that can be expanded/collapsed." msgstr "Контейнер, який можна розгортати/згортати." +msgid "" +"A container that can be expanded/collapsed, with a title that can be filled " +"with controls, such as buttons. This is also called an accordion.\n" +"The title can be positioned at the top or bottom of the container. The " +"container can be expanded or collapsed by clicking the title or by pressing " +"[code]ui_accept[/code] when focused. Child control nodes are hidden when the " +"container is collapsed. Ignores non-control children.\n" +"A FoldableContainer can be grouped with other FoldableContainers so that only " +"one of them can be opened at a time; see [member foldable_group] and " +"[FoldableGroup]." +msgstr "" +"Контейнер, який можна розгортати/згортати, із заголовком, який можна " +"заповнювати елементами керування, такими як кнопки. Це також називається " +"акордеоном.\n" +"Заголовок можна розташувати у верхній або нижній частині контейнера. " +"Контейнер можна розгортати або згортати, клацнувши на заголовку або " +"натиснувши [code]ui_accept[/code], коли він у фокусі. Дочірні вузли керування " +"приховані, коли контейнер згорнуто. Ігнорує дочірні елементи, які не є " +"елементами керування.\n" +"FoldableContainer можна групувати з іншими FoldableContainer, щоб одночасно " +"можна було відкрити лише один з них; див. [member foldable_group] та " +"[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 " @@ -75404,6 +76452,17 @@ msgstr "" msgid "Framebuffer cache manager for Rendering Device based renderers." msgstr "Рендерингових пристроїв на основі рендерингових пристроїв." +msgid "" +"Framebuffer cache manager for [RenderingDevice]-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 "" +"Менеджер кешу фреймбуфера для рендерерів на основі [RenderingDevice]. Надає " +"спосіб створення фреймбуфера та його повторного використання в наступних " +"викликах, поки існують використані текстури. Фреймбуфери автоматично " +"очищаються після звільнення залежних об'єктів." + msgid "" "Creates, or obtains a cached, framebuffer. [param textures] lists textures " "accessed. [param passes] defines the subpasses and texture allocation, if " @@ -88395,6 +89454,19 @@ msgstr "" "[b]Примітка:[/b] Це значення може бути негайно переписано значенням датчика " "обладнання на Android та iOS." +msgid "" +"Sets the joypad's LED light, if available, to the specified color. See also " +"[method has_joy_light].\n" +"[b]Note:[/b] There is no way to get the color of the light from a joypad. If " +"you need to know the assigned color, store it separately.\n" +"[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS." +msgstr "" +"Встановлює для світлодіода джойстика, якщо він доступний, заданий колір. Див. " +"також [method has_joy_light].\n" +"[b]Примітка:[/b] Немає способу отримати колір світла з джойстика. Якщо вам " +"потрібно знати призначений колір, збережіть його окремо.\n" +"[b]Примітка:[/b] Ця функція підтримується лише у Windows, Linux та macOS." + msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " @@ -89146,6 +90218,66 @@ msgstr "" "ваш проект працює правильно на всіх конфігураціях, не припустимо, користувач " "має конкретну функцію повторення ключів у своїй поведінки проекту." +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. Key labels are meant for key prompts.\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 "" +"Представляє локалізовану мітку, надруковану на клавіші в поточній розкладці " +"клавіатури, яка відповідає одній з констант [enum Key] або будь-якому " +"дійсному символу Unicode. Мітки клавіш призначені для підказок клавіш.\n" +"Для розкладок клавіатури з однією міткою на клавіші це еквівалентно [member " +"keycode].\n" +"Щоб отримати зрозуміле для людини представлення [InputEventKey], " +"використовуйте [code]OS.get_keycode_string(event.key_label)[/code], де " +"[code]event[/code] – це [InputEventKey].\n" +"[codeblock lang=text]\n" +"+-----+ +-----+\n" +"| Q | | Q | - \"Q\" - keycode\n" +"| Й | | ض | - \"Й\" and \"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. Key codes are meant for " +"shortcuts expressed with a standard Latin keyboard, such as [kbd]Ctrl + S[/" +"kbd] for a \"Save\" shortcut.\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 "" +"Латинська мітка, надрукована на клавіші в поточній розкладці клавіатури, яка " +"відповідає одній з констант [enum Key]. Коди клавіш призначені для комбінацій " +"клавіш, що виражаються стандартною латинською клавіатурою, наприклад, " +"[kbd]Ctrl + S[/kbd] для комбінації клавіш «Зберегти».\n" +"Щоб отримати зрозуміле для людини представлення [InputEventKey], " +"використовуйте [code]OS.get_keycode_string(event.keycode)[/code], де " +"[code]event[/code] – це [InputEventKey].\n" +"[codeblock lang=text]\n" +"+-----+ +-----+\n" +"| Q | | Q | - \"Q\" - keycode\n" +"| Й | | ض | - \"Й\" and \"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]." @@ -89153,6 +90285,77 @@ msgstr "" "Представляє розташування ключа, який має як ліві, так і праві версії, такі як " "[kbd]Shift[/kbd] або [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. Physical key " +"codes meant for game input, such as WASD movement, where only the location of " +"the keys is important.\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] or [method " +"DisplayServer.keyboard_get_label_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\tvar label = " +"DisplayServer.keyboard_get_label_from_physical(event.physical_keycode)\n" +"\t\tprint(OS.get_keycode_string(keycode))\n" +"\t\tprint(OS.get_keycode_string(label))\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\tvar label = " +"DisplayServer.KeyboardGetLabelFromPhysical(inputEventKey.PhysicalKeycode);\n" +"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" +"\t\tGD.Print(OS.GetKeycodeString(label));\n" +"\t}\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Представляє фізичне розташування клавіші на 101/102-клавішній клавіатурі US " +"QWERTY, яка відповідає одній з констант [enum Key]. Коди фізичних клавіш " +"призначені для введення в гру, наприклад, для руху WASD, де важливе лише " +"розташування клавіш.\n" +"Щоб отримати зрозуміле для людини представлення [InputEventKey], " +"використовуйте [method OS.get_keycode_string] у поєднанні з [method " +"DisplayServer.keyboard_get_keycode_from_physical] або [method " +"DisplayServer.keyboard_get_label_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\tvar label = " +"DisplayServer.keyboard_get_label_from_physical(event.physical_keycode)\n" +"\t\tprint(OS.get_keycode_string(keycode))\n" +"\t\tprint(OS.get_keycode_string(label))\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\tvar label = " +"DisplayServer.KeyboardGetLabelFromPhysical(inputEventKey.PhysicalKeycode);\n" +"\t\tGD.Print(OS.GetKeycodeString(keycode));\n" +"\t\tGD.Print(OS.GetKeycodeString(label));\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." @@ -89160,6 +90363,25 @@ msgstr "" "Якщо [code]true[/code], натискається ключовий стан. Якщо [code]false[/code], " "випущена ключова держава." +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. Unicode character codes are " +"meant for text input.\n" +"[b]Note:[/b] This property is set by the engine only for a pressed event. If " +"the event is sent by an IME or a virtual keyboard, no corresponding key " +"released event is sent." +msgstr "" +"Код символу Unicode клавіші (якщо це доречно), зміщений за допомогою клавіш-" +"модифікаторів. Коди символів Unicode для складених символів та складних " +"письмен можуть бути недоступні, якщо не активовано режим введення IME. Див. " +"[method Window.set_ime_active] для отримання додаткової інформації. Коди " +"символів Unicode призначені для введення тексту.\n" +"[b]Примітка:[/b] Ця властивість встановлюється механізмом лише для події " +"натискання. Якщо подію надсилає IME або віртуальна клавіатура, відповідна " +"подія відпускання клавіші не надсилається." + msgid "Represents a magnifying touch gesture." msgstr "Представляє собою лугуючий жест." @@ -91204,6 +92426,10 @@ msgid "" msgstr "" "[Колор] дирекції. Дирекція - лінія, що складається між кожним рядом предметів." +msgid "[Color] used to modulate the [theme_item scroll_hint] texture." +msgstr "" +"[Color] використовується для модуляції текстури [theme_item scroll_hint]." + msgid "The horizontal spacing between items." msgstr "Горизонтальна чистка між предметами." @@ -92046,6 +93272,15 @@ msgstr "Обмеження прикріплене до кожного сугло msgid "A cone shape limitation that interacts with [ChainIK3D]." msgstr "Обмеження форми конуса, яке взаємодіє з [ChainIK3D]." +msgid "" +"The radius range of the hole made by the cone.\n" +"[code]0[/code] degrees makes a sphere without hole, [code]180[/code] degrees " +"makes a hemisphere, and [code]360[/code] degrees become empty (no limitation)." +msgstr "" +"Діапазон радіусів отвору, утвореного конусом.\n" +"[code]0[/code] градусів утворює сферу без отвору, [code]180[/code] градусів " +"утворює півсферу, а [code]360[/code] градусів стають порожніми (без обмежень)." + msgid "Helper class for creating and parsing JSON data." msgstr "Помічник класу створення та оформлення даних JSON." @@ -92660,6 +93895,28 @@ msgstr "" msgid "A control for displaying plain text." msgstr "Контроль для відображення простого тексту." +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.\n" +"[b]Note:[/b] A single Label node is not designed to display huge amounts of " +"text. To display large amounts of text in a single node, consider using " +"[RichTextLabel] instead as it supports features like an integrated scroll bar " +"and threading. [RichTextLabel] generally performs better when displaying " +"large amounts of text (several pages or more)." +msgstr "" +"Елемент керування для відображення звичайного тексту. Він надає вам контроль " +"над горизонтальним та вертикальним вирівнюванням і може обносити текст " +"всередині прямокутника, що обмежує вузол. Він не підтримує жирний шрифт, " +"курсив або інше форматування RTF. Для цього використовуйте [RichTextLabel].\n" +"[b]Примітка:[/b] Один вузол Label не призначений для відображення величезної " +"кількості тексту. Щоб відобразити велику кількість тексту в одному вузлі, " +"розгляньте можливість використання [RichTextLabel], оскільки він підтримує " +"такі функції, як інтегрована смуга прокручування та потоки. [RichTextLabel] " +"зазвичай краще працює під час відображення великої кількості тексту (кілька " +"сторінок або більше)." + 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 " @@ -94630,6 +95887,32 @@ msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." msgstr "" "Вбудований графічний процесор на основі GPU для використання з [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] This lightmapper requires the GPU to support the " +"[RenderingDevice] backend (Forward+ and Mobile renderers). When using the " +"Compatibility renderer, baking will use a temporary [RenderingDevice]. " +"Support for [RenderingDevice] is not required to [i]render[/i] lightmaps that " +"were already baked beforehand." +msgstr "" +"LightmapperRD («RD» розшифровується як [RenderingDevice]) — це вбудований " +"графічний процесор для створення карт світла, що використовується з " +"[LightmapGI]. На більшості спеціалізованих графічних процесорів він може " +"створювати карти світла набагато швидше, ніж більшість графічних процесорів " +"на базі процесора. LightmapperRD використовує обчислювальні шейдери для " +"створення карт світла, тому для використання не потрібно встановлювати " +"бібліотеки CUDA або OpenCL.\n" +"[b]Примітка:[/b] Цей графічний процесор повинен підтримувати серверну частину " +"[RenderingDevice] (рендерери Forward+ та мобільні рендерери). Під час " +"використання рендерера сумісності для створення карт світла " +"використовуватиметься тимчасовий [RenderingDevice]. Підтримка " +"[RenderingDevice] не потрібна для [i]рендерингу[/i] карт світла, які вже були " +"запечені раніше." + msgid "" "Represents a single manually placed probe for dynamic object lighting with " "[LightmapGI]." @@ -96228,16 +97511,37 @@ msgstr "" "Якщо [code]1.0[/code], демпфування не виконується. Якщо [code]0.0[/code], " "демпфування виконується завжди." +msgid "" +"The limit angle of the primary rotation when [member symmetry_limitation] is " +"[code]true[/code], in radians." +msgstr "" +"Граничний кут основного обертання, коли [member symmetry_limition] має " +"значення [code]true[/code], у радіанах." + msgid "" "The threshold to start damping for [member primary_negative_limit_angle]." msgstr "" "Поріг для початку демпфування для [member primary_negative_limit_angle]." +msgid "" +"The limit angle of negative side of the primary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Граничний кут від'ємної сторони основного обертання, коли [member " +"symmetry_limition] дорівнює [code]false[/code], у радіанах." + msgid "" "The threshold to start damping for [member primary_positive_limit_angle]." msgstr "" "Поріг для початку демпфування для [member primary_positive_limit_angle]." +msgid "" +"The limit angle of positive side of the primary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Граничний кут позитивної сторони первинного обертання, коли [member " +"symmetry_limition] дорівнює [code]false[/code], у радіанах." + msgid "" "The axis of the first rotation. This [SkeletonModifier3D] works by " "compositing the rotation by Euler angles to prevent to rotate the [member " @@ -96260,18 +97564,39 @@ msgid "The threshold to start damping for [member secondary_limit_angle]." msgstr "" "Порогове значення для початку демпфування для [member secondary_limit_angle]." +msgid "" +"The limit angle of the secondary rotation when [member symmetry_limitation] " +"is [code]true[/code], in radians." +msgstr "" +"Граничний кут вторинного обертання, коли [member symmetry_limition] має " +"значення [code]true[/code], у радіанах." + msgid "" "The threshold to start damping for [member secondary_negative_limit_angle]." msgstr "" "Порогове значення для початку демпфування для [member " "secondary_negative_limit_angle]." +msgid "" +"The limit angle of negative side of the secondary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Граничний кут від'ємної сторони вторинного обертання, коли [member " +"symmetry_limition] дорівнює [code]false[/code], у радіанах." + msgid "" "The threshold to start damping for [member secondary_positive_limit_angle]." msgstr "" "Порогове значення для початку демпфування для [member " "secondary_positive_limit_angle]." +msgid "" +"The limit angle of positive side of the secondary rotation when [member " +"symmetry_limitation] is [code]false[/code], in radians." +msgstr "" +"Граничний кут позитивної сторони вторинного обертання, коли [member " +"symmetry_limition] дорівнює [code]false[/code], у радіанах." + msgid "" "If [code]true[/code], the limitations are spread from the bone " "symmetrically.\n" @@ -98116,6 +99441,34 @@ msgstr "Встановлює кісткові маси даної вершини msgid "Node used for displaying a [Mesh] in 2D." msgstr "Node використовується для відображення [Mesh] в 2D." +msgid "" +"Node used for displaying a [Mesh] in 2D. This can be faster to render " +"compared to displaying a [Sprite2D] node with large transparent areas, " +"especially if the node takes up a lot of space on screen at high viewport " +"resolutions. This is because using a mesh designed to fit the sprite's opaque " +"areas will reduce GPU fill rate utilization (at the cost of increased vertex " +"processing utilization).\n" +"When a [Mesh] has to be instantiated more than thousands of times close to " +"each other, consider using a [MultiMesh] in a [MultiMeshInstance2D] instead.\n" +"A [MeshInstance2D] can be 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 "" +"Вузол, що використовується для відображення [Mesh] у 2D. Це може бути швидшим " +"для рендерингу порівняно з відображенням вузла [Sprite2D] з великими " +"прозорими областями, особливо якщо вузол займає багато місця на екрані з " +"високою роздільною здатністю області перегляду. Це пояснюється тим, що " +"використання сітки, розробленої для розміщення в непрозорих областях спрайта, " +"зменшить використання швидкості заповнення GPU (ціною збільшення використання " +"обробки вершин).\n" +"Коли [Mesh] потрібно створювати екземпляри більше тисячі разів близько один " +"до одного, розгляньте можливість використання [MultiMesh] в " +"[MultiMeshInstance2D].\n" +"[MeshInstance2D] можна створити з існуючого [Sprite2D] за допомогою " +"інструмента на панелі інструментів редактора. Виберіть вузол [Sprite2D], " +"потім виберіть [b]Sprite2D > Конвертувати в MeshInstance2D[/b] у верхній " +"частині області перегляду 2D-редактора." + msgid "2D meshes" msgstr "2D сітки" @@ -99299,6 +100652,25 @@ msgstr "" msgid "Node that instances a [MultiMesh] in 2D." msgstr "Вузол, що створює екземпляр [MultiMesh] у 2D." +msgid "" +"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " +"resource in 2D. This can be faster to render compared to displaying many " +"[Sprite2D] nodes with large transparent areas, especially if the nodes take " +"up a lot of space on screen at high viewport resolutions. This is because " +"using a mesh designed to fit the sprites' opaque areas will reduce GPU fill " +"rate utilization (at the cost of increased vertex processing utilization).\n" +"Usage is the same as [MultiMeshInstance3D]." +msgstr "" +"[MultiMeshInstance2D] – це спеціалізований вузол для створення екземпляра " +"ресурсу [MultiMesh] у 2D. Його рендеринг може бути швидшим порівняно з " +"відображенням багатьох вузлів [Sprite2D] з великими прозорими областями, " +"особливо якщо вузли займають багато місця на екрані з високою роздільною " +"здатністю області перегляду. Це пояснюється тим, що використання сітки, " +"розробленої для розміщення в непрозорих областях спрайтів, зменшить швидкість " +"заповнення графічного процесора (ціною збільшення використання обробки " +"вершин).\n" +"Використання таке ж, як і у [MultiMeshInstance3D]." + msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "[MultiMesh], який буде намальовано за допомогою [MultiMeshInstance2D]." @@ -108045,6 +109417,28 @@ msgstr "" "code]). [code][/code] символ зарезервований для автоматично сформованих імен. " "Дивись також [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].\n" +"[b]Note:[/b] The owner needs to be the current scene root. See [url=$DOCS_URL/" +"tutorials/plugins/running_code_in_the_editor.html#instancing-" +"scenes]Instancing scenes[/url] in the documentation for more information." +msgstr "" +"Власник цього вузла. Власник має бути предком цього вузла. Під час пакування " +"вузла власника в [PackedScene] усі вузли, якими він володіє, також " +"зберігаються разом з ним. Див. також [member unique_name_in_owner].\n" +"[b]Примітка:[/b] У редакторі вузли, що не належать кореню сцени, зазвичай не " +"відображаються в доці сцени та [b]не[/b] зберігаються. Щоб запобігти цьому, " +"не забудьте встановити власника після виклику [method add_child].\n" +"[b]Примітка:[/b] Власник має бути поточним коренем сцени. Див. [url=$DOCS_URL/" +"tutorials/plugins/running_code_in_the_editor.html#instancing-" +"scenes]Інстанцювання сцен[/url] в документації для отримання додаткової " +"інформації." + msgid "" "The physics interpolation mode to use for this node. Only effective if " "[member ProjectSettings.physics/common/physics_interpolation] or [member " @@ -133680,6 +135074,18 @@ msgstr "" "інший [PopupMenu] пункт, він може використовувати рідне меню незалежно від " "цього майна, використовувати [method is_native_menu] для його перевірки." +msgid "" +"If [code]true[/code], shrinks [PopupMenu] to minimum height when it's shown." +msgstr "" +"Якщо [code]true[/code], [PopupMenu] зменшується до мінімальної висоти під час " +"відображення." + +msgid "" +"If [code]true[/code], shrinks [PopupMenu] to minimum width when it's shown." +msgstr "" +"Якщо [code]true[/code], [PopupMenu] зменшується до мінімальної ширини під час " +"відображення." + msgid "" "Sets the delay time in seconds for the submenu item to popup on mouse " "hovering. If the popup menu is added as a child of another (acting as a " @@ -135633,6 +137039,75 @@ msgid "Path to the main scene file that will be loaded when the project runs." msgstr "" "Шлях до основного файлу сцени, який буде завантажений, коли проект працює." +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. See also [method " +"DisplayServer.screen_get_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 slightly lower than the monitor's refresh rate will [url=https://" +"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding " +"tearing[/url]. At higher refresh rates, the difference between the FPS limit " +"and the monitor refresh rate should be increased to ensure frames to account " +"for timing inaccuracies. The optimal formula for the FPS limit value in this " +"scenario is [code]r - (r * r) / 3600.0[/code], where [code]r[/code] is the " +"monitor's refresh rate.\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 "" +"Максимально дозволена кількість кадрів за секунду. Значення [code]0[/code] " +"означає «без обмежень». Фактична кількість кадрів за секунду може бути нижчою " +"за це значення, якщо процесор або графічний процесор не можуть встигати за " +"логікою проекту та рендерингом.\n" +"Обмеження FPS може бути корисним для зменшення енергоспоживання системи, що " +"зменшує виділення тепла та шуму (і покращує час роботи акумулятора на " +"мобільних пристроях).\n" +"Якщо для [member display/window/vsync/vsync_mode] встановлено значення " +"[code]Увімкнено[/code] або [code]Адаптивно[/code], це має пріоритет, і " +"примусове число FPS не може перевищувати частоту оновлення монітора. Див. " +"також [method DisplayServer.screen_get_refresh_rate].\n" +" Якщо для параметра [member display/window/vsync/vsync_mode] встановлено " +"значення [code]Увімкнено[/code], на моніторах із увімкненою змінною частотою " +"оновлення (G-Sync/FreeSync) використання обмеження FPS, трохи нижчого за " +"частоту оновлення монітора, [url=https://blurbusters.com/howto-low-lag-vsync-" +"on/]зменшить затримку введення, уникаючи розривів[/url]. При вищих частотах " +"оновлення різницю між обмеженням FPS та частотою оновлення монітора слід " +"збільшити, щоб забезпечити врахування неточностей синхронізації кадрів. " +"Оптимальна формула для визначення граничного значення FPS у цьому сценарії: " +"[code]r - (r * r) / 3600.0[/code], де [code]r[/code] – частота оновлення " +"монітора.\n" +"Якщо для параметра [member display/window/vsync/vsync_mode] встановлено " +"значення [code]Вимкнено[/code], обмеження FPS високим значенням, яке можна " +"послідовно досягати в системі, може зменшити затримку введення порівняно з " +"необмеженою частотою кадрів. Оскільки це працює, забезпечуючи навантаження на " +"графічний процесор нижче 100%, це зменшення затримки ефективне лише у " +"сценаріях з обмеженим доступом до графічного процесора, а не до обмеженого " +"доступу до центрального процесора.\n" +"Див. також [member physics/common/physics_ticks_per_second].\n" +"Цей параметр можна змінити за допомогою аргумента командного рядка [code]--" +"max-fps [/code] (включно зі значенням [code]0[/code] для необмеженої " +"частоти кадрів).\n" +"[b]Примітка:[/b] Ця властивість зчитується лише під час запуску проекту. Щоб " +"змінити обмеження FPS під час рендерингу, встановіть замість цього [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 " @@ -138119,6 +139594,27 @@ msgstr "" "[b]Імпорт[/b] (див. [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 theme scale at runtime, set [member ThemeDB.fallback_base_scale] " +"instead. However, to adjust the scale of all 2D elements at runtime, it's " +"preferable to use [member Window.content_scale_factor] on the root [Window] " +"node instead (as this also affects overridden [Theme]s). See [url=$DOCS_URL/" +"tutorials/rendering/multiple_resolutions.html]Multiple resolutions[/url] in " +"the documentation for details." +msgstr "" +"Коефіцієнт масштабування за замовчуванням для [Control], якщо він не " +"перевизначений [Theme].\n" +"[b]Примітка:[/b] Ця властивість зчитується лише під час запуску проекту. Щоб " +"змінити масштаб теми за замовчуванням під час виконання, встановіть замість " +"цього [member ThemeDB.fallback_base_scale]. Однак, щоб налаштувати масштаб " +"усіх 2D-елементів під час виконання, краще використовувати [member " +"Window.content_scale_factor] на кореневому вузлі [Window] (оскільки це також " +"впливає на перевизначені [Theme]). Див. [url=$DOCS_URL/tutorials/rendering/" +"multiple_resolutions.html]Кілька роздільних здатностей[/url] у документації " +"для отримання детальної інформації." + msgid "" "LCD subpixel layout used for font anti-aliasing. See [enum " "TextServer.FontLCDSubpixelLayout]." @@ -141924,6 +143420,63 @@ msgstr "" "змінити фізичне виправлення тремтіння під час виконання, замість цього " "встановіть [member Engine.physics_jitter_fix]." +msgid "" +"The number of fixed iterations per second. This controls how often physics " +"simulation and the [method Node._physics_process] method are run.\n" +"CPU usage scales approximately with the physics tick rate. However, at very " +"low tick rates (usually below 30), physics behavior can break down. Input can " +"also become less responsive at low tick rates as there can be a gap between " +"input being registered, and the response on the next physics tick. High tick " +"rates give more accurate physics simulation, particularly for fast moving " +"objects. For example, racing games may benefit from increasing the tick rate " +"above the default 60.\n" +"See also [member application/run/max_fps].\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " +"instead.\n" +"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics " +"ticks may be simulated per rendered frame at most. If more physics ticks have " +"to be simulated per rendered frame to keep up with rendering, the project " +"will appear to slow down (even if [code]delta[/code] is used consistently in " +"physics calculations). Therefore, it is recommended to also increase [member " +"physics/common/max_physics_steps_per_frame] if increasing [member physics/" +"common/physics_ticks_per_second] significantly above its default value.\n" +"[b]Note:[/b] Consider enabling [url=$DOCS_URL/tutorials/physics/interpolation/" +"index.html]physics interpolation[/url] if you change [member physics/common/" +"physics_ticks_per_second] to a value that is not a multiple of [code]60[/" +"code]. Using physics interpolation will avoid jittering when the monitor " +"refresh rate and physics update rate don't exactly match." +msgstr "" +"Кількість фіксованих ітерацій за секунду. Це визначає частоту запуску " +"фізичного моделювання та методу [method Node._physics_process].\n" +"Використання процесора масштабується приблизно пропорційно частоті тактів " +"фізики. Однак, при дуже низькій частоті тактів (зазвичай нижче 30), поведінка " +"фізики може бути порушена. Вхідні дані також можуть стати менш чутливими при " +"низькій частоті тактів, оскільки може виникнути розрив між реєстрацією " +"вхідних даних та відповіддю на наступному фізичному такті. Високі частоти " +"тактів забезпечують точнішу фізичну симуляцію, особливо для швидко рухомих " +"об'єктів. Наприклад, гоночні ігри можуть отримати користь від збільшення " +"частоти тактів вище стандартної 60.\n" +"Див. також [member application/run/max_fps].\n" +"[b]Примітка:[/b] Ця властивість зчитується лише під час запуску проекту. Щоб " +"змінити FPS фізики під час виконання, встановіть замість цього [member " +"Engine.physics_ticks_per_second].\n" +"[b]Примітка:[/b] Тільки [member physics/common/max_physics_steps_per_frame] " +"фізичних тактів можуть бути імітовані максимум на один кадр рендерингу. Якщо " +"для відрендерення потрібно змоделювати більше фізичних тактів на кожен кадр, " +"щоб встигати за рендерингом, проєкт виглядатиме сповільненим (навіть якщо " +"[code]delta[/code] послідовно використовується у фізичних розрахунках). Тому " +"рекомендується також збільшити [member physics/common/" +"max_physics_steps_per_frame], якщо [member physics/common/" +"physics_ticks_per_second] значно збільшується вище значення за " +"замовчуванням.\n" +"[b]Примітка:[/b] Розгляньте можливість увімкнення [url=$DOCS_URL/tutorials/" +"physics/interpolation/index.html]фізичної інтерполяції[/url], якщо ви " +"змінюєте [member physics/common/physics_ticks_per_second] на значення, не " +"кратне [code]60[/code]. Використання фізичної інтерполяції дозволить уникнути " +"тремтіння, коли частота оновлення монітора та частота оновлення фізики не " +"зовсім збігаються." + msgid "" "The maximum angle, in radians, between two adjacent triangles in a " "[ConcavePolygonShape3D] or [HeightMapShape3D] for which the edge between " @@ -149081,6 +150634,150 @@ msgstr "" msgid "Class for searching text for patterns using regular expressions." msgstr "Клас пошуку тексту для шаблонів з використанням формальних виразів." +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. Alternatively, the static method " +"[method create_from_string] can be used to create and compile a RegEx object " +"in a single method call.\n" +"[codeblock]\n" +"var regex = RegEx.new()\n" +"regex.compile(\"\\\\w-(\\\\d+)\")\n" +"# Shorthand to create and compile a regex (used in the examples below):\n" +"var regex2 = RegEx.create_from_string(\"\\\\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.create_from_string(\"\\\\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.create_from_string(\"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.create_from_string(\"\\\\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 "" +"Регулярний вираз (або regex) – це компактна мова, яку можна використовувати " +"для розпізнавання рядків, що відповідають певному шаблону, такому як URL-" +"адреси, адреси електронної пошти, повні речення тощо. Наприклад, регулярний " +"вираз [code]ab[0-9][/code] знайде будь-який рядок, який складається з " +"[code]ab[/code], за яким йде будь-яке число від [code]0[/code] до [code]9[/" +"code]. Для більш детального ознайомлення ви можете легко знайти різні " +"навчальні посібники та детальні пояснення в Інтернеті.\n" +"Для початку об'єкт RegEx потрібно скомпілювати з використанням шаблону пошуку " +"за допомогою методу [compile], перш ніж його можна буде використовувати. Крім " +"того, статичний метод [method create_from_string] можна використовувати для " +"створення та компіляції об'єкта RegEx за один виклик методу.\n" +" [codeblock]\n" +"var regex = RegEx.new()\n" +"regex.compile(\"\\\\w-(\\\\d+)\")\n" +"# Скорочений запис для створення та компіляції регулярного виразу " +"(використовується в прикладах нижче):\n" +"var regex2 = RegEx.create_from_string(\"\\\\w-(\\\\d+)\")\n" +"[/codeblock]\n" +"Шаблон пошуку має бути екранований для GDScript, перш ніж він буде " +"екранований для виразу. Наприклад, [code]compile(\"\\\\d+\")[/code] буде " +"прочитано RegEx як [code]\\d+[/code]. Аналогічно, [code]compile(\"\\\"(?:\\\\" +"\\\\.|[^\\\"])*\\\"\")[/code] буде прочитано як [code]\"(?:\\\\.|[^\"])*\"[/" +"code]. У GDScript також можна використовувати необроблені рядкові літерали (r-" +"рядки). Наприклад, [code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] буде " +"прочитано так само.\n" +"Використовуючи [method search], ви можете знайти шаблон у заданому тексті. " +"Якщо шаблон знайдено, повертається [RegExMatch], і ви можете отримати " +"детальну інформацію про результати за допомогою таких методів, як [method " +"RegExMatch.get_string] та [method RegExMatch.get_start].\n" +"[codeblock]\n" +"var regex = RegEx.create_from_string(\"\\\\w-(\\\\d+)\")\n" +"var result = regex.search(\"abc n-0123\")\n" +"if result:\n" +"print(result.get_string()) # Виводить \"n-0123\"\n" +"[/codeblock]\n" +"Результати захоплення груп [code]()[/code] можна отримати, передавши номер " +"групи різним методам у [RegExMatch]. Група 0 є групою за замовчуванням і " +"завжди посилатиметься на весь шаблон. У наведеному вище прикладі виклик " +"[code]result.get_string(1)[/code] видасть вам [code]0123[/code].\n" +"Ця версія RegEx також підтримує іменовані групи захоплення, імена яких можна " +"використовувати для отримання результатів. Якщо дві або більше груп мають " +"однакову назву, назва посилатиметься лише на першу з них, яка відповідає.\n" +"[codeblock]\n" +"var regex = RegEx.create_from_string(\"d(?[0-9]+)|x(?[0-9a-f]+)" +"\")\n" +"var result = regex.search(\"число дорівнює x2f\")\n" +"if result:\n" +"print(result.get_string(\"digit\")) # Виводить \"2f\"\n" +"[/codeblock]\n" +"Якщо вам потрібно обробити кілька результатів, [method search_all] генерує " +"список усіх результатів, що не перекриваються. Для зручності це можна " +"поєднати з циклом [code]for[/code].\n" +"[codeblock]\n" +"# Виводить \"01 03 0 3f 42\"\n" +"for result in regex.search_all(\"d01, d03, d0c, x3f та x42\"):\n" +"print(result.get_string(\"digit\"))\n" +"[/codeblock]\n" +"[b]Приклад:[/b] Розділити рядок за допомогою RegEx:\n" +"[codeblock]\n" +"var regex = RegEx.create_from_string(\"\\\\S+\") # Клас символів пробілу з " +"запереченням.\n" +"var results = []\n" +"for result in regex.search_all(\"Один Два \\n\\tТри\"):\n" +"results.push_back(result.get_string())\n" +"print(results) # Виводить [\"Один\", \"Два\", \"Три\"]\n" +"[/codeblock]\n" +"[b]Примітка:[/b] Реалізація регулярних виразів Godot базується на бібліотеці " +"[url=https://www.pcre.org/]PCRE2[/url]. Ви можете переглянути повний довідник " +"зі шаблоном [url=https://www.pcre.org/current/doc/html/pcre2pattern.html]тут[/" +"url].\n" +"[b]Порада:[/b] Ви можете використовувати [url=https://regexr.com/]Regexr[/" +"url] для перевірки регулярних виразів онлайн." + msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." @@ -149347,6 +151044,19 @@ msgstr "" "Абстрактний об'єкт даних, що містить дані кадру, пов'язані з наданням єдиного " "кадру дивного порту." +msgid "" +"Abstract render data object, exists for the duration of rendering a single " +"viewport. See also [RenderDataRD], [RenderSceneData], and " +"[RenderSceneDataRD].\n" +"[b]Note:[/b] This is an internal rendering server object. Do not instantiate " +"this class from a script." +msgstr "" +"Абстрактний об'єкт даних рендерингу існує протягом усього часу рендерингу " +"одного вікна перегляду. Див. також [RenderDataRD], [RenderSceneData] та " +"[RenderSceneDataRD].\n" +"[b]Примітка:[/b] Це внутрішній об'єкт сервера рендерингу. Не створюйте " +"екземпляр цього класу зі скрипта." + msgid "" "Returns the [RID] of the camera attributes object in the [RenderingServer] " "being used to render this viewport." @@ -149403,6 +151113,22 @@ msgstr "" "Впровадити це в GDExtension для повернення об'єкта реалізації " "[RenderSceneDataExtension]." +msgid "Render data implementation for the RenderingDevice based renderers." +msgstr "Реалізація даних рендерингу для рендерерів на основі RenderingDevice." + +msgid "" +"This object manages all render data for the [RenderingDevice]-based " +"renderers. See also [RenderData], [RenderSceneData], and " +"[RenderSceneDataRD].\n" +"[b]Note:[/b] This is an internal rendering server object. Do not instantiate " +"this class from a script." +msgstr "" +"Цей об'єкт керує всіма даними рендерингу для рендерерів на основі " +"[RenderingDevice]. Див. також [RenderData], [RenderSceneData] та " +"[RenderSceneDataRD].\n" +"[b]Примітка:[/b] Це внутрішній об'єкт сервера рендерингу. Не створюйте " +"екземпляр цього класу зі скрипта." + msgid "Abstraction for working with modern low-level graphics APIs." msgstr "Анотація для роботи з сучасними низькорівневими графічними API." @@ -151255,7 +152981,7 @@ msgid "" "- Vulkan: [code]VkImage[/code].\n" "- D3D12: [code]ID3D12Resource[/code]." msgstr "" -"- Vulkan: [code]VkImage[/code].\n" +"-- Vulkan: [code]VkImage[/code].\n" "- D3D12: [code]ID3D12Resource[/code]." msgid "" @@ -161085,6 +162811,25 @@ msgstr "" "[b]Примітка:[/b] Підтримується лише при використанні методу рендерингу " "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" +"When in the editor, left-clicking a probe will display additional bright dots " +"that show its occlusion information. A white dot means the light is not " +"occluded at all at the dot's position, while a red dot means the light is " +"fully occluded. Intermediate values are possible.\n" +"[b]Note:[/b] Only supported when using the Forward+ rendering method." +msgstr "" +"Малює дані зонда SDFGI. Це структура даних, яка використовується для " +"забезпечення динамічного освітлення об'єктів, що рухаються в сцені, з " +"непрямим освітленням.\n" +"У редакторі клацання лівою кнопкою миші на зонді відобразить додаткові " +"яскраві точки, які показують інформацію про його оклюзію. Біла точка означає, " +"що світло взагалі не перекривається в положенні точки, тоді як червона точка " +"означає, що світло повністю перекривається. Можливі проміжні значення.\n" +"[b]Примітка:[/b] Підтримується лише при використанні методу рендерингу " +"Forward+." + msgid "" "Draws the global illumination buffer from [VoxelGI] or SDFGI. Requires " "[VoxelGI] (at least one visible baked VoxelGI node) or SDFGI ([member " @@ -162241,6 +163986,21 @@ msgstr "" "Абстрактна сцена об'єкта буферів, створена для кожного видупорту, для якого " "проводиться 3D рендеринг." +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. See also " +"[RenderSceneBuffersRD].\n" +"[b]Note:[/b] This is an internal rendering server object. Do not instantiate " +"this class from a script." +msgstr "" +"Абстрактний об'єкт буферів сцени, створений для кожного вікна перегляду, для " +"якого виконується 3D-рендеринг. Він керує будь-якими додатковими буферами, що " +"використовуються під час рендерингу, і відкидає буфери під час зміни розміру " +"вікна перегляду. Див. також [RenderSceneBuffersRD].\n" +"[b]Примітка:[/b] Це внутрішній об'єкт сервера рендерингу. Не створюйте " +"екземпляр цього класу зі скрипта." + 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 " @@ -162323,6 +164083,29 @@ msgid "" msgstr "" "Рендерна сцена буферна реалізація для рендерингуDevice на основі рендерингу." +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. See also [RenderSceneBuffers].\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 class from a script." +msgstr "" +"Цей об'єкт керує всіма буферами 3D-рендерингу для рендерерів на основі " +"пристроїв рендерингу. Екземпляр цього об'єкта створюється для кожного вікна " +"перегляду, в якому ввімкнено 3D-рендеринг. Див. також [RenderSceneBuffers].\n" +"Усі буфери організовані в [b]контексти[/b]. Контекст за замовчуванням " +"називається [b]render_buffers[/b] і може містити, серед іншого, буфер " +"кольору, буфер глибини, буфери швидкості, карту щільності VRS та варіанти " +"MSAA цих буферів.\n" +"Буфери гарантовано існують лише під час рендерингу вікна перегляду.\n" +"[b]Примітка:[/b] Це внутрішній об'єкт сервера рендерингу. Не створюйте " +"екземпляр цього класу зі скрипта." + msgid "Frees all buffers related to this context." msgstr "Всі баффери, пов'язані з цим контекстом." @@ -162477,6 +164260,18 @@ msgstr "" "Абстрактний об’єкт даних, що містить дані сцени, пов’язані з наданням єдиного " "кадру перегляду." +msgid "" +"Abstract scene data object, exists for the duration of rendering a single " +"viewport. See also [RenderSceneDataRD], [RenderData], and [RenderDataRD].\n" +"[b]Note:[/b] This is an internal rendering server object. Do not instantiate " +"this class from a script." +msgstr "" +"Абстрактний об'єкт даних сцени існує протягом усього часу рендерингу одного " +"вікна перегляду. Див. також [RenderSceneDataRD], [RenderData] та " +"[RenderDataRD].\n" +"[b]Примітка:[/b] Це внутрішній об'єкт сервера рендерингу. Не створюйте " +"екземпляр цього класу зі скрипта." + 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 " @@ -162558,6 +164353,17 @@ msgid "" "Render scene data implementation for the RenderingDevice based renderers." msgstr "Впровадження даних RenderingDevice на основі рендерингу." +msgid "" +"Object holds scene data related to rendering a single frame of a viewport. " +"See also [RenderSceneData], [RenderData], and [RenderDataRD].\n" +"[b]Note:[/b] This is an internal rendering server object. Do not instantiate " +"this class from a script." +msgstr "" +"Об'єкт містить дані сцени, пов'язані з рендерингом одного кадру області " +"перегляду. Див. також [RenderSceneData], [RenderData] та [RenderDataRD].\n" +"[b]Примітка:[/b] Це внутрішній об'єкт сервера рендерингу. Не створюйте " +"екземпляр цього класу зі скрипта." + msgid "Base class for serializable objects." msgstr "Базовий клас для серійних об'єктів." @@ -170974,6 +172780,17 @@ msgstr "" "Підказки прокручування будуть відображатися внизу (якщо горизонтальне " "розташування) або праворуч (якщо горизонтальне розташування)." +msgid "" +"[Color] used to modulate the [theme_item scroll_hint_horizontal] texture." +msgstr "" +"[Color] використовується для модуляції текстури [theme_item " +"scroll_hint_horizontal]." + +msgid "[Color] used to modulate the [theme_item scroll_hint_vertical] texture." +msgstr "" +"[Color] використовується для модуляції текстури [theme_item " +"scroll_hint_vertical]." + msgid "" "The space between the ScrollContainer's vertical scroll bar and its content, " "in pixels. No space will be added when the content's minimum size is larger " @@ -171409,6 +173226,32 @@ msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "Повертає поточний набір значення для цього матеріалу уніформи в тіні." +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 CanvasItem.set_instance_shader_parameter], [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 "" +"Змінює значення, встановлене для цього матеріалу уніформи в шейдері.\n" +"[b]Примітка:[/b] [param param] чутливий до регістру та має точно збігатися з " +"назвою уніформи в коді (не з назвою, написаною з великої літери в " +"інспекторі).\n" +"[b]Примітка:[/b] Зміни до уніформи шейдера будуть чинними для всіх " +"екземплярів, що використовують цей [ShaderMaterial]. Щоб запобігти цьому, " +"використовуйте уніформи для кожного екземпляра з [method " +"CanvasItem.set_instance_shader_parameter], [method " +"GeometryInstance3D.set_instance_shader_parameter] або дублюйте ресурс " +"[ShaderMaterial] за допомогою [method Resource.duplicate]. Уніформи для " +"кожного екземпляра дозволяють краще повторно використовувати шейдери і, отже, " +"швидші, тому їм слід надавати перевагу над дублюванням [ShaderMaterial], коли " +"це можливо." + msgid "The [Shader] program used to render this material." msgstr "Програма [Shader] використовується для рендерингу цього матеріалу." @@ -174267,6 +176110,33 @@ msgstr "" "поз кісток, оскільки [Skeleton3D] автоматично застосовує вплив до всіх поз " "кісток, встановлених модифікатором." +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].\n" +"[b]Note:[/b] This method may be called outside [method Node._process] and " +"[method Node._physics_process] with [param delta] is [code]0.0[/code], since " +"the modification should be processed immediately after initialization of the " +"[Skeleton3D]." +msgstr "" +"Перевизначте цей віртуальний метод, щоб реалізувати власний модифікатор " +"скелета. Вам слід виконати такі дії, як отримання поточної пози [Skeleton3D] " +"та застосування цієї пози тут.\n" +"[method _process_modification_with_delta] не повинен застосовувати [member " +"influence] до поз кісток, оскільки [Skeleton3D] автоматично застосовує вплив " +"до всіх поз кісток, встановлених модифікатором.\n" +"[param delta] передається з батьківського [Skeleton3D]. Див. також [method " +"Skeleton3D.advance].\n" +"[b]Примітка:[/b] Цей метод може бути викликаний поза [method Node._process] " +"та [method Node._physics_process] з [param delta], що дорівнює [code]0.0[/" +"code], оскільки модифікація повинна бути оброблена негайно після " +"ініціалізації [Skeleton3D]." + msgid "Called when the skeleton is changed." msgstr "Викликається, коли змінюється скелет." @@ -186060,6 +187930,13 @@ msgstr "" msgid "Returns [code]true[/code] if locale is right-to-left." msgstr "Повертаємо [code]true[/code], якщо локальне право вліво." +msgid "" +"Returns [code]true[/code] if the locale requires text server support data for " +"line/word breaking." +msgstr "" +"Повертає [code]true[/code], якщо локаль вимагає даних підтримки текстового " +"сервера для розриву рядків/слів." + msgid "" "Returns [code]true[/code] if [param string] is a valid identifier.\n" "If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] " @@ -187856,11 +189733,38 @@ msgid "" msgstr "" "Текстура Array для 2D, що відповідає текстурі, створеній на [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.\n" +"[b]Note:[/b] [Texture2DArrayRD] is intended for low-level usage with " +"[RenderingDevice]. For most use cases, use [Texture2DArray] instead." +msgstr "" +"Цей клас масиву текстур дозволяє використовувати 2D-текстуру масиву, створену " +"безпосередньо на [RenderingDevice], як текстуру для матеріалів, сіток тощо.\n" +"[b]Примітка:[/b] [Texture2DArrayRD] призначений для низькорівневого " +"використання з [RenderingDevice]. Для більшості випадків використання " +"використовуйте замість нього [Texture2DArray]." + +msgid "Compute Texture demo" +msgstr "Демонстрація обчислення текстури" + msgid "" "Texture for 2D that is bound to a texture created on the [RenderingDevice]." msgstr "" "Текстура для 2D, що відповідає текстурі, створеній на [RenderingDevice]." +msgid "" +"This texture class allows you to use a 2D texture created directly on the " +"[RenderingDevice] as a texture for materials, meshes, etc.\n" +"[b]Note:[/b] [Texture2DRD] is intended for low-level usage with " +"[RenderingDevice]. For most use cases, use [Texture2D] instead." +msgstr "" +"Цей клас текстур дозволяє використовувати 2D-текстуру, створену безпосередньо " +"на [RenderingDevice], як текстуру для матеріалів, сіток тощо.\n" +"[b]Примітка:[/b] [Texture2DRD] призначений для низькорівневого використання з " +"[RenderingDevice]. Для більшості випадків використання використовуйте замість " +"нього [Texture2D]." + msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "RID текстурного об'єкта, створеного на [RenderingDevice]." @@ -187945,6 +189849,18 @@ msgid "" msgstr "" "Текстура для 3D, що відповідає текстурі, створеній на [RenderingDevice]." +msgid "" +"This texture class allows you to use a 3D texture created directly on the " +"[RenderingDevice] as a texture for materials, meshes, etc.\n" +"[b]Note:[/b] [Texture3DRD] is intended for low-level usage with " +"[RenderingDevice]. For most use cases, use [Texture3D] instead." +msgstr "" +"Цей клас текстур дозволяє використовувати 3D-текстуру, створену безпосередньо " +"на [RenderingDevice], як текстуру для матеріалів, сіток тощо.\n" +"[b]Примітка:[/b] [Texture3DRD] призначений для низькорівневого використання з " +"[RenderingDevice]. Для більшості випадків використання використовуйте замість " +"нього [Texture3D]." + msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" @@ -188107,12 +190023,37 @@ msgstr "" "Текстурний масив для кубічнихкарт, що межує з текстурою, створеною на " "[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.\n" +"[b]Note:[/b] [TextureCubemapArrayRD] is intended for low-level usage with " +"[RenderingDevice]. For most use cases, use [CubemapArray] instead." +msgstr "" +"Цей клас текстур дозволяє використовувати текстуру масиву кубічної карти, " +"створену безпосередньо на [RenderingDevice], як текстуру для матеріалів, " +"сіток тощо.\n" +"[b]Примітка:[/b] [TextureCubemapArrayRD] призначений для низькорівневого " +"використання з [RenderingDevice]. Для більшості випадків використання " +"використовуйте замість нього [CubemapArray]." + msgid "" "Texture for Cubemap that is bound to a texture created on the " "[RenderingDevice]." msgstr "" "Текстура для Cubemap, яка відповідає текстурі, створеній на [RenderingDevice]." +msgid "" +"This texture class allows you to use a cubemap texture created directly on " +"the [RenderingDevice] as a texture for materials, meshes, etc.\n" +"[b]Note:[/b] [TextureCubemapRD] is intended for low-level usage with " +"[RenderingDevice]. For most use cases, use [Cubemap] instead." +msgstr "" +"Цей клас текстур дозволяє використовувати текстуру кубічної карти, створену " +"безпосередньо на [RenderingDevice], як текстуру для матеріалів, сіток тощо.\n" +"[b]Примітка:[/b] [TextureCubemapRD] призначений для низькорівневого " +"використання з [RenderingDevice]. Для більшості випадків використання " +"використовуйте замість неї [Cubemap]." + msgid "" "Base class for texture types which contain the data of multiple [Image]s. " "Each image is of the same size and format." @@ -188206,6 +190147,20 @@ msgstr "Текстура — [CubemapArray], з кожним кубиком, щ msgid "Abstract base class for layered texture RD types." msgstr "Абстрактний базовий клас для шарованої текстури типу РД." +msgid "" +"Base class for [Texture2DArrayRD], [TextureCubemapRD] and " +"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the " +"functions necessary for accessing the derived resource types.\n" +"[b]Note:[/b] [TextureLayeredRD] is intended for low-level usage with " +"[RenderingDevice]. For most use cases, use [TextureLayered] instead." +msgstr "" +"Базовий клас для [Texture2DArrayRD], [TextureCubemapRD] та " +"[TextureCubemapArrayRD]. Не може використовуватися безпосередньо, але містить " +"усі функції, необхідні для доступу до похідних типів ресурсів.\n" +"[b]Примітка:[/b] [TextureLayeredRD] призначений для низькорівневого " +"використання з [RenderingDevice]. Для більшості випадків використання " +"використовуйте замість нього [TextureLayered]." + msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." @@ -190814,6 +192769,24 @@ 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.\n" +"[b]Note:[/b] Higher values of [member physics_quadrant_size] will make this " +"function less precise. To get the exact cell coordinates, you need to set " +"[member physics_quadrant_size] to [code]1[/code], which disables physics " +"chunking." +msgstr "" +"Повертає координати фізичного квадранта (див. [member physics_quadrant_size]) " +"для заданого фізичного тіла [RID]. Такий [RID] можна отримати з [method " +"KinematicCollision2D.get_collider_rid] при зіткненні з плиткою.\n" +"[b]Примітка:[/b] Вищі значення [member physics_quadrant_size] зроблять цю " +"функцію менш точною. Щоб отримати точні координати комірки, потрібно " +"встановити [member physics_quadrant_size] на [code]1[/code], що вимикає " +"фрагментацію фізики." + msgid "" "Returns the [RID] of the [NavigationServer2D] navigation used by this " "[TileMapLayer].\n" @@ -191111,6 +193084,33 @@ msgstr "" msgid "Enable or disable light occlusion." msgstr "Увімкнути або вимкнути блокування світла." +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]. Higher values will make that function less precise. " +"To get the exact cell coordinates, you need to set [member " +"physics_quadrant_size] to [code]1[/code], which disables physics chunking." +msgstr "" +"Розмір фізичного квадранта [TileMapLayer]. У фізичному квадранті клітинки з " +"подібними фізичними властивостями групуються разом, а їхні форми зіткнень " +"об'єднуються. [member physics_quadrant_size] визначає довжину сторони " +"квадрата в системі координат карти, що утворює квадрант. Таким чином, розмір " +"квадранта за замовчуванням групує разом [code]16 * 16 = 256[/code] плиток.\n" +"[b]Примітка:[/b] Оскільки квадранти створюються відповідно до системи " +"координат карти, «квадратна форма» квадранта може не виглядати як квадрат у " +"локальній системі координат [TileMapLayer].\n" +"[b]Примітка:[/b] Це впливає на значення, що повертається методом [method " +"get_coords_for_body_rid]. Вищі значення зроблять цю функцію менш точною. Щоб " +"отримати точні координати клітинок, потрібно встановити [member " +"physics_quadrant_size] на [code]1[/code], що вимикає фрагментацію фізики." + 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. " @@ -195608,6 +197608,13 @@ msgstr "Текст за замовчуванням [Color] кнопки заго msgid "The horizontal space between each button in a cell." msgstr "Горизонтальний простір між кожним гудзиком в комірці." +msgid "" +"The horizontal space between the checkbox and the text in a [constant " +"TreeItem.CELL_MODE_CHECK] mode cell." +msgstr "" +"Горизонтальний проміжок між прапорцем і текстом у комірці режиму [constant " +"TreeItem.CELL_MODE_CHECK]." + msgid "" "The width of the relationship lines between the selected [TreeItem] and its " "children." @@ -195641,6 +197648,9 @@ msgstr "" "Горизонтальний простір між клітинами. Це також використовується як запас при " "старті елемента при складанні вимкнено." +msgid "The horizontal space between the icon and the text in item's cells." +msgstr "Горизонтальний проміжок між значком і текстом у клітинках елемента." + msgid "" "The maximum allowed width of the icon in item's cells. This limit is applied " "on top of the default size of the icon, but before the value set with [method " @@ -199015,6 +201025,17 @@ msgstr "" "Уніформа встановити кеш-менеджер для рендерингових пристроїв на основі " "рендерингу." +msgid "" +"Uniform set cache manager for [RenderingDevice]-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 "" +"Менеджер кешу уніфікованого набору для рендерів на основі [RenderingDevice]. " +"Надає спосіб створення уніфікованого набору та його повторного використання в " +"наступних викликах, поки існує уніфікований набір. Уніфікований набір буде " +"автоматично очищено після звільнення залежних об'єктів." + msgid "" "Creates/returns a cached uniform set based on the provided uniforms for a " "given shader." @@ -203419,6 +205440,16 @@ msgstr "Якщо [code]true[/code], пошук буде обробляти 2D а msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Якщо [code]true[/code], пошук буде обробляти 3D аудіо потоків." +msgid "" +"The rendering layers in which this [Viewport] renders [CanvasItem] nodes.\n" +"[b]Note:[/b] A [CanvasItem] does not inherit its parents' visibility layers. " +"See [member CanvasItem.visibility_layer]'s description for details." +msgstr "" +"Шари рендерингу, в яких цей [Viewport] рендерить вузли [CanvasItem].\n" +"[b]Примітка:[/b] [CanvasItem] не успадковує шари видимості своїх батьків. " +"Див. опис [member CanvasItem.visibility_layer] для отримання детальної " +"інформації." + msgid "The default filter mode used by [CanvasItem] nodes in this viewport." msgstr "" "Режим фільтра за замовчуванням, який використовується вузлами [CanvasItem] у " @@ -204371,6 +206402,27 @@ msgstr "" "[b]Примітка:[/b] Підтримується лише під час використання методу рендерингу " "Forward+." +msgid "" +"Draws the probes used for signed distance field global illumination (SDFGI).\n" +"When in the editor, left-clicking a probe will display additional bright dots " +"that show its occlusion information. A white dot means the light is not " +"occluded at all at the dot's position, while a red dot means the light is " +"fully occluded. Intermediate values are possible.\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 "" +"Малює зонди, що використовуються для глобального освітлення поля знакової " +"відстані (SDFGI).\n" +"У редакторі клацання лівою кнопкою миші на зонді відобразить додаткові " +"яскраві точки, які показують інформацію про його оклюзію. Біла точка означає, " +"що світло взагалі не перекривається в положенні точки, тоді як червона точка " +"означає, що світло повністю перекривається. Можливі проміжні значення.\n" +"Нічого не робить, якщо поточний елемент середовища [член " +"Environment.sdfgi_enabled] має значення [code]false[/code].\n" +"[b]Примітка:[/b] Підтримується лише під час використання методу рендерингу " +"Forward+." + msgid "" "Draws the buffer used for global illumination from [VoxelGI] or SDFGI. " "Requires [VoxelGI] (at least one visible baked VoxelGI node) or SDFGI " @@ -211306,6 +213358,45 @@ msgstr "" msgid "Specifies how the content is scaled when the [Window] is resized." msgstr "Вкажіть, як вміст масштабується при перерахуванні [Window]." +msgid "" +"The content's base size in \"virtual\" pixels. Not to be confused with " +"[member size], which sets the actual window's physical size in pixels. If set " +"to a value greater than [code]0[/code] and [member content_scale_mode] is set " +"to a value other than [constant CONTENT_SCALE_MODE_DISABLED], the [Window]'s " +"content will be scaled when the window is resized to a different size. Higher " +"values will make the content appear [i]smaller[/i], as it will be able to fit " +"more of the project in view. On the root [Window], this is set to match " +"[member ProjectSettings.display/window/size/viewport_width] and [member " +"ProjectSettings.display/window/size/viewport_height] by default.\n" +"For example, when using [constant CONTENT_SCALE_MODE_CANVAS_ITEMS] and " +"[member content_scale_size] set to [code]Vector2i(1280, 720)[/code], using a " +"window size of [code]2560×1440[/code] will make 2D elements appear at double " +"their original size, as the content is scaled by a factor of [code]2.0[/code] " +"([code]2560.0 / 1280.0 = 2.0[/code], [code]1440.0 / 720.0 = 2.0[/code]).\n" +"See [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html#base-" +"size]the Base size section of the Multiple resolutions documentation[/url] " +"for details." +msgstr "" +"Базовий розмір вмісту у «віртуальних» пікселях. Не плутати з [member size], " +"який встановлює фактичний фізичний розмір вікна в пікселях. Якщо встановлено " +"значення більше за [code]0[/code], а [member content_scale_mode] встановлено " +"значення, відмінне від [constant CONTENT_SCALE_MODE_DISABLED], вміст [Window] " +"буде масштабовано, коли розмір вікна буде змінено. Вищі значення зроблять " +"вміст [i]меншим[/i], оскільки він зможе вмістити більшу частину проекту в " +"поле зору.\n" +"У кореневому [Window] це значення встановлено так, щоб воно відповідало " +"[member ProjectSettings.display/window/size/viewport_width] та [member " +"ProjectSettings.display/window/size/viewport_height] за замовчуванням. " +"Наприклад, якщо використовувати [constant CONTENT_SCALE_MODE_CANVAS_ITEMS] та " +"[member content_scale_size], встановлений на [code]Vector2i(1280, 720)[/" +"code], використання розміру вікна [code]2560×1440[/code] призведе до того, що " +"2D-елементи відображатимуться вдвічі більшими за початковий розмір, оскільки " +"вміст масштабується з коефіцієнтом [code]2.0[/code] ([code]2560.0 / 1280.0 = " +"2.0[/code], [code]1440.0 / 720.0 = 2.0[/code]).\n" +"Див. розділ [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html#base-" +"size]Базовий розмір документації з кількох роздільних здатностей[/url] для " +"отримання детальної інформації." + 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 " @@ -211575,6 +213666,15 @@ msgstr "" "[b]Примітка:[/b] Ця властивість реалізована лише у Windows (11). \n" "[b]Примітка:[/b] Ця властивість працює лише з рідними вікнами." +msgid "" +"The window's size in pixels. See also [member content_scale_size], which " +"doesn't set the window's physical size but affects how scaling works relative " +"to the current [member content_scale_mode]." +msgstr "" +"Розмір вікна в пікселях. Див. також [member content_scale_size], який не " +"встановлює фізичний розмір вікна, але впливає на те, як працює масштабування " +"відносно поточного [member content_scale_mode]." + 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." @@ -211974,6 +214074,13 @@ msgstr "" msgid "Max value of the [enum Flags]." msgstr "Макс. значення [enum Flags]." +msgid "" +"The content will not be scaled to match the [Window]'s size ([member " +"content_scale_size] is ignored)." +msgstr "" +"Вміст не буде масштабовано відповідно до розміру [Window] ([member " +"content_scale_size] ігнорується)." + 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/zh_Hans.po b/doc/translations/zh_Hans.po index 89b33b096e..c8134d9203 100644 --- a/doc/translations/zh_Hans.po +++ b/doc/translations/zh_Hans.po @@ -44582,9 +44582,6 @@ msgstr "" "信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method " "EditorExportPlugin._begin_customize_resources]。" -msgid "Console support in Godot" -msgstr "Godot 中的控制台支持" - msgid "" "Adds a message to the export log that will be displayed when exporting ends." msgstr "在导出日志中添加一条消息,会在导出结束时显示。" diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index b4c0ffb1da..7f92eeeab8 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -101,7 +101,7 @@ # Janosch Lion , 2023. # aligator , 2023. # Benedikt Wicklein , 2023. -# Wuzzy , 2023, 2024, 2025. +# Wuzzy , 2023, 2024, 2025, 2026. # marv1nb , 2023. # Joshiy13 , 2023. # Emil Krebs , 2023. @@ -136,8 +136,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-01 16:11+0000\n" -"Last-Translator: Marek J \n" +"PO-Revision-Date: 2026-01-14 10:15+0000\n" +"Last-Translator: Wuzzy \n" "Language-Team: German \n" "Language: de\n" @@ -145,17 +145,155 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2-dev\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "Fehlgeschlagen" + +msgid "Unavailable" +msgstr "Nicht verfügbar" + +msgid "Unconfigured" +msgstr "Nicht konfiguriert" + +msgid "Unauthorized" +msgstr "Nicht authorisiert" + +msgid "Parameter out of range" +msgstr "Parameter außerhalb des Wertebereichs" + +msgid "Out of memory" +msgstr "Kein Speicher mehr" + +msgid "File not found" +msgstr "Datei nicht gefunden" + +msgid "File: Bad drive" +msgstr "Datei: Schlechtes Laufwerk" + +msgid "File: Bad path" +msgstr "Datei: Schlechter Pfad" + +msgid "File: Permission denied" +msgstr "Datei: Erlaubnis verweigert" + +msgid "File already in use" +msgstr "Datei wird bereits benutzt" + +msgid "Can't open file" +msgstr "Datei kann nicht geöffnet werden" + +msgid "Can't write file" +msgstr "Datei kann nicht geschrieben werden" + +msgid "Can't read file" +msgstr "Datei kann nicht gelesen werden" + +msgid "File unrecognized" +msgstr "Datei nicht erkannt" + +msgid "File corrupt" +msgstr "Datei kaputt" + +msgid "Missing dependencies for file" +msgstr "Fehlende Abhängigkeiten für Datei" + +msgid "End of file" +msgstr "Ende der Datei" + +msgid "Can't open" +msgstr "Kann nicht öffnen" + +msgid "Can't create" +msgstr "Kann nicht erstellen" + +msgid "Query failed" +msgstr "Anfrage fehlgeschlagen" + +msgid "Already in use" +msgstr "Bereits in Benutzung" + msgid "Locked" msgstr "Gesperrt" +msgid "Timeout" +msgstr "Zeitüberschreitung" + +msgid "Can't connect" +msgstr "Kann nicht verbinden" + +msgid "Can't resolve" +msgstr "Kann nicht auflösen" + +msgid "Connection error" +msgstr "Verbindungsfehler" + +msgid "Can't acquire resource" +msgstr "Ressource kann nicht beschafft werden" + +msgid "Can't fork" +msgstr "Kann nicht forken" + +msgid "Invalid data" +msgstr "Ungültige Daten" + +msgid "Invalid parameter" +msgstr "Ungültiger Parameter" + +msgid "Already exists" +msgstr "Existiert bereits" + +msgid "Does not exist" +msgstr "Existiert nicht" + +msgid "Can't read database" +msgstr "Kann Datenbank nicht lesen" + +msgid "Can't write database" +msgstr "Kann Datenbank nicht schreiben" + +msgid "Compilation failed" +msgstr "Kompilierung fehlgeschlagen" + +msgid "Method not found" +msgstr "Methode nicht gefunden" + +msgid "Link failed" +msgstr "Verbindung fehlgeschlagen" + +msgid "Script failed" +msgstr "Skript fehlgeschlagen" + +msgid "Cyclic link detected" +msgstr "Zyklische Verbindung erkannt" + +msgid "Invalid declaration" +msgstr "Ungültige Deklaration" + +msgid "Duplicate symbol" +msgstr "Dupliziertes Symbol" + +msgid "Parse error" +msgstr "Parse-Fehler" + +msgid "Busy" +msgstr "Beschäftigt" + +msgid "Skip" +msgstr "Überspringen" + msgid "Help" msgstr "Hilfe" +msgid "Bug" +msgstr "Fehler" + +msgid "Printer on fire" +msgstr "Drucker brennt" + msgid "unset" msgstr "nicht gesetzt" @@ -1619,6 +1757,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "Gespiegelt" +msgid "Handle mode: %s" +msgstr "Griffmodus: %s" + msgid "Stream:" msgstr "Stream:" @@ -6767,6 +6908,12 @@ msgstr "Abhängigkeiteneditor" msgid "Owners of: %s (Total: %d)" msgstr "Besitzer von: %s (Insgesamt: %d)" +msgid "No owners found for: %s" +msgstr "Keine Eigentümer gefunden für: %s" + +msgid "Owners List" +msgstr "Eigentümerliste" + msgid "Localization remap" msgstr "Lokalisierungs-Neuzuweisung" @@ -7172,6 +7319,9 @@ msgstr "Ressource auswählen" msgid "Select Scene" msgstr "Szene auswählen" +msgid "Recursion detected, Instant Preview failed." +msgstr "Rekursion erkannt, Sofortvorschau fehlgeschlagen." + msgid "Instant Preview" msgstr "Sofortvorschau" @@ -11776,6 +11926,24 @@ msgstr "" "Dieser Debug-Zeichenmodus wird nur unterstützt, wenn der Forward+-Renderer " "benutzt wird." +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Größe: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "Objekte: %d" + +msgid "Primitives: %d" +msgstr "Primitiven: %d" + msgid "Draw Calls: %d" msgstr "Zeichenaufrufe: %d" @@ -11950,6 +12118,16 @@ msgstr "" msgid "SDFGI Probes" msgstr "SDFGI-Probes" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Ein SDFGI-Probe linksklicken, um seine Occlusion-Information anzuzeigen (weiß " +"= nicht verdeckt, rot = vollständig verdeckt).\n" +"Erfordert, dass SDFGI in der Environment aktiviert wurde, um einen sichtbaren " +"Effekt zu haben." + msgid "Scene Luminance" msgstr "Szenenluminanz" @@ -13231,6 +13409,9 @@ msgstr "Auswahl zentrieren" msgid "Frame Selection" msgstr "Frame-Auswahl" +msgid "Auto Resample CanvasItems" +msgstr "CanvasItems automatisch samplen" + msgid "Preview Canvas Scale" msgstr "Vorschau Canvas-Skalierung" @@ -14300,7 +14481,7 @@ msgid "Check Item" msgstr "Checkbox Element" msgid "Checked Item" -msgstr "Markiertes Checkbox Element" +msgstr "Abgehaktes Element" msgid "Radio Item" msgstr "Auswahlelement" @@ -19102,6 +19283,18 @@ msgstr "ObjectDB-Referenzen + native Referenzen" msgid "Cycles detected in the ObjectDB" msgstr "Erkannte Zyklen in der ObjectDB" +msgid "Native References: %d" +msgstr "Native Referenzen: %d" + +msgid "ObjectDB References: %d" +msgstr "ObjectDB-Referenzen: %d" + +msgid "Total References: %d" +msgstr "Referenzen gesamt: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "ObjectDB-Zyklen: %d" + msgid "[center]ObjectDB References[center]" msgstr "[center]ObjectDB-Referenzen[center]" @@ -19168,6 +19361,27 @@ msgstr "Objekte gesamt:" msgid "Total Nodes:" msgstr "Nodes gesamt:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Mehrere Root-Nodes ([i](möglicher Aufruf von ‚remove_child‘ ohne ‚queue_free‘)" +"[/i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"RefCounted-Objekte, die nur in Zyklen referenziert werden [i](Zyklen weisen " +"oft auf Memory-Leaks hin)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Geskriptete Objekte, die von keinen anderen Objekten referenziert werden [i]" +"(unreferenzierte Objekte können auf ein Memory-Leak hinweisen)[/i]" + msgid "Generating Snapshot" msgstr "Snapshot erzeugen" @@ -19350,7 +19564,9 @@ msgid "Edit binding modifiers" msgstr "Zuweisungsmodifizierer bearbeiten" msgid "Note: This interaction profile requires extension %s support." -msgstr "Hinweis: Dieses Interaktionsprofil benötigt die Erweiterung %s." +msgstr "" +"Hinweis: Dieses Interaktionsprofil benötigt Unterstützung für die Erweiterung " +"%s." msgid "Add binding" msgstr "Zuweisung hinzufügen" @@ -21447,6 +21663,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D benötigt ein XRCamera3D-Child-Node." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"Die Skalierung des XROrigin3D-Nodes wird nicht unterstützt. Stattdessen " +"sollte die Weltskalierung geändert werden." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -21607,6 +21830,9 @@ msgstr "" "Verwenden Sie einen Container als Child-Element (VBox, HBox, etc.) oder ein " "Control und legen Sie die benutzerdefinierte Mindestgröße manuell fest." +msgid "Drag to resize" +msgstr "Ziehen, um Größe anzupassen" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -21994,6 +22220,26 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "Varying ‚%s‘ darf in diesem Kontext nicht als Parameter ‚%s‘ übergeben werden." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"Ein Multiview-Textur-Sampler kann nicht als Parameter an eine " +"benutzerdefinierte Funktion übergeben werden. Es wird empfohlen, in der Main-" +"Funktion zu samplen und anschließend das Vektor-Ergebnis an die " +"benutzerdefinierte Funktion zu übergeben." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"Ein RADIANCE-Textur-Sampler kann nicht als Parameter an eine " +"benutzerdefinierte Funktion übergeben werden. Es wird empfohlen, in der Main-" +"Funktion zu samplen und anschließend das Vektorergebnis an die " +"benutzerdefinierte Funktion zu übergeben." + msgid "Unknown identifier in expression: '%s'." msgstr "Unbekannter Bezeichner in Ausdruck: ‚%s‘." diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index e09e9a0727..78f00cb1cc 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -33,13 +33,14 @@ # Giannis Krommydas , 2025. # Dimitris Kapsacheilis , 2025. # "A Thousand Ships (she/her)" , 2025. +# Durondal , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-10-13 10:07+0000\n" -"Last-Translator: \"A Thousand Ships (she/her)\" \n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" +"Last-Translator: Durondal \n" "Language-Team: Greek \n" "Language: el\n" @@ -47,14 +48,155 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.14-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Εντάξει" +msgid "Failed" +msgstr "Απέτυχε" + +msgid "Unavailable" +msgstr "Μη διαθέσιμο" + +msgid "Unconfigured" +msgstr "Μη διαμορφωμένο" + +msgid "Unauthorized" +msgstr "Μη εξουσιοδοτημένο" + +msgid "Parameter out of range" +msgstr "Παράμετρος εκτός εύρους" + +msgid "Out of memory" +msgstr "Εξαντλημένη μνήμη" + +msgid "File not found" +msgstr "Το αρχείο δεν βρέθηκε" + +msgid "File: Bad drive" +msgstr "Αρχείο: Μη έγκυρη μονάδα δίσκου" + +msgid "File: Bad path" +msgstr "Αρχείο: Μη έγκυρη διαδρομή" + +msgid "File: Permission denied" +msgstr "Αρχείο: Δεν επιτρέπεται η πρόσβαση" + +msgid "File already in use" +msgstr "Το αρχείο χρησιμοποιείται ήδη" + +msgid "Can't open file" +msgstr "Δεν είναι δυνατό το άνοιγμα του αρχείου" + +msgid "Can't write file" +msgstr "Δεν είναι δυνατή η εγγραφή στο αρχείο" + +msgid "Can't read file" +msgstr "Δεν είναι δυνατή η ανάγνωση του αρχείου" + +msgid "File unrecognized" +msgstr "Το αρχείο δεν αναγνωρίζεται" + +msgid "File corrupt" +msgstr "Το αρχείο είναι κατεστραμμένο" + +msgid "Missing dependencies for file" +msgstr "Λείπουν εξαρτήσεις για το αρχείο" + +msgid "End of file" +msgstr "Τέλος αρχείου" + +msgid "Can't open" +msgstr "Δεν είναι δυνατό το άνοιγμα" + +msgid "Can't create" +msgstr "Δεν είναι δυνατή η δημιουργία" + +msgid "Query failed" +msgstr "Το ερώτημα απέτυχε" + +msgid "Already in use" +msgstr "Ήδη σε χρήση" + +msgid "Locked" +msgstr "Κλειδωμένο" + +msgid "Timeout" +msgstr "Λήξη χρονικού ορίου" + +msgid "Can't connect" +msgstr "Δεν είναι δυνατή η σύνδεση" + +msgid "Can't resolve" +msgstr "Δεν είναι δυνατή η επίλυση" + +msgid "Connection error" +msgstr "Σφάλμα σύνδεσης" + +msgid "Can't acquire resource" +msgstr "Δεν είναι δυνατή η απόκτηση πόρου" + +msgid "Can't fork" +msgstr "Δεν είναι δυνατή η δημιουργία διεργασίας" + +msgid "Invalid data" +msgstr "Μη έγκυρα δεδομένα" + +msgid "Invalid parameter" +msgstr "Μη έγκυρη παράμετρος" + +msgid "Already exists" +msgstr "Υπάρχει ήδη" + +msgid "Does not exist" +msgstr "Δεν υπάρχει" + +msgid "Can't read database" +msgstr "Δεν είναι δυνατή η ανάγνωση της βάσης δεδομένων" + +msgid "Can't write database" +msgstr "Δεν είναι δυνατή η εγγραφή στη βάση δεδομένων" + +msgid "Compilation failed" +msgstr "Αποτυχία μεταγλώττισης" + +msgid "Method not found" +msgstr "Δεν βρέθηκε η μέθοδος" + +msgid "Link failed" +msgstr "Αποτυχία σύνδεσης" + +msgid "Script failed" +msgstr "Αποτυχία εκτέλεσης σεναρίου" + +msgid "Cyclic link detected" +msgstr "Εντοπίστηκε κυκλική σύνδεση" + +msgid "Invalid declaration" +msgstr "Μη έγκυρη δήλωση" + +msgid "Duplicate symbol" +msgstr "Διπλό σύμβολο" + +msgid "Parse error" +msgstr "Σφάλμα ανάλυσης" + +msgid "Busy" +msgstr "Απασχολημένο" + +msgid "Skip" +msgstr "Παράλειψη" + msgid "Help" msgstr "Βοήθεια" +msgid "Bug" +msgstr "Σφάλμα" + +msgid "Printer on fire" +msgstr "Ο εκτυπωτής έχει πάρει φωτιά" + msgid "Physical" msgstr "Φυσικό" diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index dae85e1bef..047d053ded 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -29,7 +29,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2026-01-12 20:12+0000\n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" "Last-Translator: Julián Lacomba \n" "Language-Team: Esperanto \n" @@ -37,7 +37,7 @@ 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 5.15.2-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Bone" @@ -612,10 +612,10 @@ msgid "Set the blending position within the space." msgstr "Agordi pozicion de transiro en la spacon." msgid "Erase points." -msgstr "Forigi punktojn." +msgstr "Forigi la punktojn." msgid "Enable snap and show grid." -msgstr "Ŝalti kradokapton kaj vidi kradon." +msgstr "Ŝalti kradokapton kaj malkaŝi la kradon." msgid "Blend:" msgstr "Mikso:" @@ -638,6 +638,9 @@ msgstr "Triangulo jam ekzistas." msgid "Add Triangle" msgstr "Aldoni triangulon" +msgid "Change BlendSpace2D Config" +msgstr "Ŝanĝi agordojn de BlendSpace2D" + msgid "Change BlendSpace2D Labels" msgstr "Ŝanĝi etikedojn de BlendSpace2D" @@ -1905,28 +1908,40 @@ msgid "Errors" msgstr "Eraroj" msgid "Main Thread" -msgstr "Ĉefa Fadeno" +msgstr "Ĉefa fadeno" msgid "Bytes:" -msgstr "Bitokoj:" +msgstr "Bajtoj:" + +msgid "Warning:" +msgstr "Averto:" msgid "Stack Trace" msgstr "Stakspuro" +msgid "Delete Breakpoint" +msgstr "Forigi la kontrolpunkton" + +msgid "Delete All Breakpoints in:" +msgstr "Forigi ĉiujn kontrolpunktojn en:" + +msgid "Delete All Breakpoints" +msgstr "Forigi ĉiujn kontrolpunktojn" + msgid "Copy Error" -msgstr "Kopii eraro" +msgstr "Kopii la problemon" msgid "C++ Source" msgstr "C++ Fonto" msgid "Skip Breakpoints" -msgstr "Pasi preter paŭzpunktojn" +msgstr "Pasi preter kontrolpunktoj" msgid "Stack Frames" msgstr "Stakaj Framoj" msgid "Breakpoints" -msgstr "Paŭzpunktoj" +msgstr "Kontrolpunktoj" msgid "Expand All" msgstr "Etendi tuton" @@ -2946,16 +2961,40 @@ msgid "Save before closing?" msgstr "Ĉu konservi ĝin antaŭ ol fermi ĝin?" msgid "%d more files or folders" -msgstr "%d plu dosiero(j) aŭ dosierujo(j)" +msgstr "%d pliaj dosier(uj)oj" msgid "%d more folders" -msgstr "%d plu dosierujo(j)" +msgstr "%d pliaj dosierujoj" msgid "%d more files" -msgstr "%d plu dosiero(j)" +msgstr "%d pliaj dosieroj" msgid "Save & Restart" -msgstr "Konservi kaj rekomenci" +msgstr "Konservi kaj relanĉi" + +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the renderer to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: %s" +msgstr "" +"Ŝanĝi la bildigilon postulus restartigi la redaktilon.\n" +"\n" +"Elekti «Konservi kaj relanĉi» ŝanĝos la bildigilon al:\n" +"- Komputilaj platformoj: %s\n" +"- Poŝtelefonaj platformoj: %s\n" +"- Enreta platformo: %s" + +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Poŝtelefonoj" + +msgid "Compatibility" +msgstr "Kongrua plien" msgid "Open Recent" msgstr "Lastaj malfermoj" @@ -2964,7 +3003,13 @@ msgid "Export As..." msgstr "Eksporti kiel..." msgid "Version Control" -msgstr "Versikontrolo" +msgstr "Versi-teno" + +msgid "Create/Override Version Control Metadata..." +msgstr "Krei/anstataŭigi versitenajn metadatenojn..." + +msgid "Version Control Settings..." +msgstr "Versitenaj agordoj..." msgid "Install Android Build Template..." msgstr "Instali Androidan muntadan ŝablonon..." @@ -2975,14 +3020,17 @@ msgstr "Iloj" msgid "Editor Layout" msgstr "Aranĝo de la redaktilo" +msgid "Screenshots are stored in the user data folder (\"user://\")." +msgstr "Ekrankopioj konserviĝas en la uzulan daten-dosierujon (\"user://\")." + msgid "Open Editor Data/Settings Folder" -msgstr "Malfermi datumajn/agordajn dosierujon de la redaktilo" +msgstr "Malfermi la redaktilan agord- kaj daten-dosierujon" msgid "Open Editor Data Folder" -msgstr "Malfermi datumajn dosierujon de la redaktilo" +msgstr "Malfermi la redaktilan daten-dosierujon" msgid "Open Editor Settings Folder" -msgstr "Malfermi agordajn dosierujon de la redaktilo" +msgstr "Malfermi la redaktilan agordo-dosierujon" msgid "Manage Editor Features..." msgstr "Mastrumi eblecojn de la redaktilo..." @@ -2990,6 +3038,21 @@ msgstr "Mastrumi eblecojn de la redaktilo..." msgid "Manage Export Templates..." msgstr "Mastrumi eksportaj ŝablonoj..." +msgid "Main Menu" +msgstr "Ĉefmenuo" + +msgid "Lock Selected Node(s)" +msgstr "Fiksi elektita(j)n nodo(j)n" + +msgid "Unlock Selected Node(s)" +msgstr "Malfiksi elektita(j)n nodo(j)n" + +msgid "Group Selected Node(s)" +msgstr "Grupigi elektita(j)n nodo(j)n" + +msgid "Ungroup Selected Node(s)" +msgstr "Malgrupigi elektita(j)n nodo(j)n" + msgid "Pan View" msgstr "Panoramada vido" @@ -3240,9 +3303,9 @@ msgid "" "Depending on your filesystem configuration, the files will either be moved to " "the system trash or deleted permanently." msgstr "" -"Forigi la elektitajn dosierojn el la projekto? (ne malfareblas)\n" -"Depende de la agordo de via dosiersistemo, la dosierojn aŭ movos al rubujo de " -"la sistemo aŭ forigos ĉiame." +"Ĉu forigi la elektitajn dosierojn el la projekto? (Ne malfareble!)\n" +"Depende de la agordo de via dosiersistemo, la dosieroj aŭ iros al la rubujo " +"de la sistemo aŭ foriĝos por ĉiam." msgid "" "The files being removed are required by other resources in order for them to " @@ -3251,11 +3314,10 @@ msgid "" "Depending on your filesystem configuration, the files will either be moved to " "the system trash or deleted permanently." msgstr "" -"La forigotaj dosieroj estas bezoni de aliaj risurcoj por ke ili eblas " -"funkciadi.\n" -"Forigi ilin iel? (ne malfareblas)\n" -"Depende de la agordo de via dosiersistemo, la dosierojn aŭ movos al rubujo de " -"la sistemo aŭ forigos ĉiame." +"Iuj rimedoj dependas de la forigotaj dosieroj por funkciadi.\n" +"Ĉu egale forigi ilin? (Ne malfareble!)\n" +"Depende de la agordo de via dosiersistemo, la dosieroj aŭ iros al la rubujo " +"de la sistemo aŭ foriĝos por ĉiam." msgid "Cannot remove:" msgstr "Ne eblas forigi ĉi tion:" @@ -3267,7 +3329,7 @@ msgid "Error loading: %s" msgstr "Eraro dum la ŝargo de: %s" msgid "Fix Dependencies" -msgstr "Ripari dependojn" +msgstr "Ripari la dependaĵojn" msgid "Load failed due to missing dependencies:" msgstr "La ŝargo malsukcesis pro manko de dependaĵoj:" diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 62eea98b6c..b1402eb846 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -14,7 +14,7 @@ # Diego López , 2017. # eon-s , 2018, 2019, 2020. # Gustavo Leon , 2017-2018. -# Javier Ocampos , 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025. +# Javier Ocampos , 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025, 2026. # Jose Maria Martinez , 2018. # Juan Quiroga , 2017. # Kiji Pixel , 2017. @@ -162,8 +162,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-05 13:02+0000\n" -"Last-Translator: Julián Lacomba \n" +"PO-Revision-Date: 2026-01-15 02:11+0000\n" +"Last-Translator: Javier \n" "Language-Team: Spanish \n" "Language: es\n" @@ -171,19 +171,157 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Aceptar" +msgid "Failed" +msgstr "Error" + +msgid "Unavailable" +msgstr "No disponible" + +msgid "Unconfigured" +msgstr "Sin configurar" + +msgid "Unauthorized" +msgstr "No autorizado" + +msgid "Parameter out of range" +msgstr "Parámetro fuera de rango" + +msgid "Out of memory" +msgstr "Memoria agotada" + +msgid "File not found" +msgstr "Archivo no encontrado" + +msgid "File: Bad drive" +msgstr "Archivo: Unidad defectuosa" + +msgid "File: Bad path" +msgstr "Archivo: Ruta inválida" + +msgid "File: Permission denied" +msgstr "Archivo: Permiso denegado" + +msgid "File already in use" +msgstr "Archivo ya en uso" + +msgid "Can't open file" +msgstr "No se puede abrir el archivo" + +msgid "Can't write file" +msgstr "No se puede escribir el archivo" + +msgid "Can't read file" +msgstr "No se puede leer el archivo" + +msgid "File unrecognized" +msgstr "Archivo no reconocido" + +msgid "File corrupt" +msgstr "Archivo corrupto" + +msgid "Missing dependencies for file" +msgstr "Faltan dependencias para el archivo" + +msgid "End of file" +msgstr "Fin de archivo" + +msgid "Can't open" +msgstr "No se puede abrir" + +msgid "Can't create" +msgstr "No se puede crear" + +msgid "Query failed" +msgstr "Consulta fallida" + +msgid "Already in use" +msgstr "Ya está en uso" + msgid "Locked" msgstr "Bloqueado" +msgid "Timeout" +msgstr "Tiempo de espera agotado" + +msgid "Can't connect" +msgstr "No se puede conectar" + +msgid "Can't resolve" +msgstr "No se puede resolver" + +msgid "Connection error" +msgstr "Error de conexión" + +msgid "Can't acquire resource" +msgstr "No se puede adquirir el recurso" + +msgid "Can't fork" +msgstr "No se puede bifurcar (fork)" + +msgid "Invalid data" +msgstr "Datos no válidos" + +msgid "Invalid parameter" +msgstr "Parámetro no válido" + +msgid "Already exists" +msgstr "Ya existe" + +msgid "Does not exist" +msgstr "No existe" + +msgid "Can't read database" +msgstr "No se puede leer la base de datos" + +msgid "Can't write database" +msgstr "No se puede escribir en la base de datos" + +msgid "Compilation failed" +msgstr "Error de compilación" + +msgid "Method not found" +msgstr "Método no encontrado" + +msgid "Link failed" +msgstr "Fallo al vincular" + +msgid "Script failed" +msgstr "Error en el script" + +msgid "Cyclic link detected" +msgstr "Vínculo cíclico detectado" + +msgid "Invalid declaration" +msgstr "Declaración inválida" + +msgid "Duplicate symbol" +msgstr "Símbolo duplicado" + +msgid "Parse error" +msgstr "Error de análisis" + +msgid "Busy" +msgstr "Ocupado" + +msgid "Skip" +msgstr "Omitir" + msgid "Help" msgstr "Ayuda" +msgid "Bug" +msgstr "Bug" + +msgid "Printer on fire" +msgstr "Impresora en llamas" + msgid "unset" -msgstr "sin establecer" +msgstr "Sin Establecer" msgid "Physical" msgstr "Físico" @@ -417,7 +555,7 @@ msgid "Paste" msgstr "Pegar" msgid "Toggle Tab Focus Mode" -msgstr "Alternar modo foco de pestaña" +msgstr "Act./Desact. Modo de Foco de Pestaña" msgid "Undo" msgstr "Deshacer" @@ -525,7 +663,7 @@ msgid "Clear Carets and Selection" msgstr "Borrar Cursores y Selección" msgid "Toggle Insert Mode" -msgstr "Alternar modo insertar" +msgstr "Act./Desact. Modo de Inserción" msgid "Submit Text" msgstr "Enviar Texto" @@ -624,7 +762,7 @@ msgid "Value:" msgstr "Valor:" msgid "Update Selected Key Handles" -msgstr "Actualizar Manipuladores Clave Elegidos" +msgstr "Actualizar los Manipuladores de Claves Seleccionados" msgid "Insert Key Here" msgstr "Insertar Clave Aquí" @@ -645,22 +783,22 @@ msgid "Delete Selected Key(s)" msgstr "Eliminar Clave(s) Seleccionada(s)" msgid "Make Handles Free" -msgstr "Hacer Manipuladores Libres" +msgstr "Liberar Manipuladores" msgid "Make Handles Linear" -msgstr "Hacer Manipuladores Lineales" +msgstr "Linealizar Manipuladores" msgid "Make Handles Balanced" -msgstr "Hacer Manipuladores Equilibrados" +msgstr "Equilibrar Manipuladores" msgid "Make Handles Mirrored" -msgstr "Hacer Manipuladores Simétricos" +msgstr "Reflejar Manipuladores" msgid "Make Handles Balanced (Auto Tangent)" -msgstr "Hacer Manipuladores balanceados (Tangentes Automáticas)" +msgstr "Equilibrar Manipuladores (Tangente Automática)" msgid "Make Handles Mirrored (Auto Tangent)" -msgstr "Hacer Manipuladores simétricos (Tangentes Automáticas)" +msgstr "Reflejar Manipuladores (Tangente Automática)" msgid "Add Bezier Point" msgstr "Añadir Punto Bezier" @@ -739,6 +877,16 @@ msgstr "Discreto" msgid "Capture" msgstr "Captura" +msgid "" +"Select and move points.\n" +"RMB: Create point at position clicked.\n" +"Shift+LMB+Drag: Set the blending position within the space." +msgstr "" +"Selecciona y mueve puntos.\n" +"Botón Derecho: Crear un punto en la posición seleccionada.\n" +"Shift+Botón Izquierdo+Arrastrar: Establecer la posición de mezcla en el " +"espacio." + msgid "Create points." msgstr "Crear puntos." @@ -884,7 +1032,7 @@ msgid "Delete Node(s)" msgstr "Eliminar Nodo(s)" msgid "Toggle Filter On/Off" -msgstr "Act./Desact. Filtro On/Off" +msgstr "Act./Desact. Filtro" msgid "Change Filter" msgstr "Cambiar Filtro" @@ -1043,6 +1191,31 @@ msgstr "Guardar librería de Animación en Archivo: %s" msgid "Save Animation to File: %s" msgstr "Guardar Animación en Archivo: %s" +msgid "" +"The file you selected is an imported scene from a 3D model such as glTF or " +"FBX.\n" +"\n" +"In Godot, 3D models can be imported as either scenes or animation libraries, " +"which is why they show up here.\n" +"\n" +"If you want to use animations from this 3D model, open the Advanced Import " +"Settings\n" +"dialog and save the animations using Actions... → Set Animation Save Paths,\n" +"or import the whole scene as a single AnimationLibrary in the Import dock." +msgstr "" +"El archivo seleccionado es una escena importada desde un modelo 3D, como glTF " +"o FBX.\n" +"\n" +"En Godot, los modelos 3D se pueden importar como escenas o como bibliotecas " +"de animación, razón por la cual aparecen aquí.\n" +"\n" +"Si quieres usar las animaciones de este modelo 3D, abre el cuadro de diálogo " +"Ajustes de Importación Avanzados\n" +"y guarda las animaciones usando Acciones... → Establecer Rutas de Guardado de " +"Animación,\n" +"o importa la escena completa como una única AnimationLibrary en el Panel de " +"Importación." + msgid "" "The file you selected is not a valid AnimationLibrary.\n" "\n" @@ -1589,10 +1762,10 @@ msgid "Easing:" msgstr "Atenuación:" msgid "In-Handle:" -msgstr "In-Handle:" +msgstr "Manipulador de Entrada:" msgid "Out-Handle:" -msgstr "Mango de Salida:" +msgstr "Manipulador de Salida:" msgctxt "Bezier Handle Mode" msgid "Free" @@ -1608,7 +1781,10 @@ msgstr "Balanceado" msgctxt "Bezier Handle Mode" msgid "Mirrored" -msgstr "Espejo" +msgstr "Reflejados" + +msgid "Handle mode: %s" +msgstr "Modo de Manipulador: %s" msgid "Stream:" msgstr "Transmisión:" @@ -1727,6 +1903,10 @@ msgstr "FPS más cercano: %d" msgid "Bezier Default Mode" msgstr "Modo predeterminado de Bézier" +msgid "Set the default handle mode of new bezier keys." +msgstr "" +"Establece el modo de manipulador por defecto de las nuevas claves Bézier." + msgid "Change Animation Step" msgstr "Cambiar Paso de Animación" @@ -2098,62 +2278,70 @@ msgstr "Tipo de Transición:" msgctxt "Transition Type" msgid "Linear" -msgstr "Lineal" +msgstr "Linear" msgctxt "Transition Type" msgid "Sine" -msgstr "Seno" +msgstr "Sine" msgctxt "Transition Type" msgid "Quint" -msgstr "Quíntica" +msgstr "Quint" msgctxt "Transition Type" msgid "Quart" -msgstr "Cuártica" +msgstr "Quart" msgctxt "Transition Type" msgid "Quad" -msgstr "Cuadrática" +msgstr "Quad" msgctxt "Transition Type" msgid "Expo" -msgstr "Exponencial" +msgstr "Expo" msgctxt "Transition Type" msgid "Elastic" -msgstr "Elástico" +msgstr "Elastic" msgctxt "Transition Type" msgid "Cubic" -msgstr "Cúbica" +msgstr "Cubic" msgctxt "Transition Type" msgid "Circ" -msgstr "Circular" +msgstr "Circ" msgctxt "Transition Type" msgid "Bounce" -msgstr "Rebote" +msgstr "Bounce" msgctxt "Transition Type" msgid "Back" -msgstr "Regreso" +msgstr "Back" msgctxt "Transition Type" msgid "Spring" -msgstr "Resorte" +msgstr "Spring" msgid "Ease Type:" -msgstr "Tipo de Interpolación:" +msgstr "Tipo de Suavizado:" msgctxt "Ease Type" msgid "Ease In" -msgstr "Entrada Suave" +msgstr "Ease In" msgctxt "Ease Type" msgid "Ease Out" -msgstr "Salida Suave" +msgstr "Ease Out" + +msgctxt "Ease Type" +msgid "Ease In-Out" +msgstr "Ease In-Out" + +msgctxt "Ease Type" +msgid "Ease Out-In" +msgstr "Ease Out-In" msgid "FPS:" msgstr "FPS:" @@ -2179,6 +2367,9 @@ msgstr "Seleccionar Todo/Ninguno" msgid "Copy Selection" msgstr "Copiar Selección" +msgid "Key Insertion Error" +msgstr "Error de Inserción de Clave" + msgid "Imported Animation cannot be edited!" msgstr "¡La animación importada no se puede editar!" @@ -2263,6 +2454,9 @@ msgstr "Raíz" msgid "AnimationTree" msgstr "AnimationTree" +msgid "Toggle AnimationTree Dock" +msgstr "Act./Desact. Panel de AnimationTree" + msgid "Path:" msgstr "Ruta:" @@ -2694,6 +2888,9 @@ msgstr "Abrir Layout de Bus de Audio" msgid "Error saving file: %s" msgstr "Error guardando el archivo: %s" +msgid "Toggle Audio Dock" +msgstr "Act./Desact. Panel de Audio" + msgid "Layout:" msgstr "Layout:" @@ -2725,10 +2922,13 @@ msgid "Audio Bus Layout" msgstr "Layout del Bus de Audio" msgid "Step Into" -msgstr "Entrar" +msgstr "Step Into" msgid "Step Over" -msgstr "Saltar Paso" +msgstr "Step Over" + +msgid "Step Out" +msgstr "Step Out" msgid "Break" msgstr "Detener" @@ -2883,6 +3083,9 @@ msgstr "%s Remoto (%d Seleccionado)" msgid "Debugger" msgstr "Depurador" +msgid "Toggle Debugger Dock" +msgstr "Act./Desact. Panel del Depurador" + msgid "Session %d" msgstr "Sesión %d" @@ -2929,6 +3132,9 @@ msgstr "" "Guardar la rama como una escena requiere seleccionar sólo un nodo, pero has " "seleccionado %d nodos." +msgid "Expression to evaluate (Up/Down: Navigate history)" +msgstr "Expresión a evaluar (Arriba/Abajo: Navegar por el historial)" + msgid "Expression to evaluate" msgstr "Expresión para evaluar" @@ -3665,6 +3871,9 @@ msgstr "Cerrar este dock." msgid "This dock can't be closed." msgstr "Este panel no se puede cerrar." +msgid "This dock does not support floating." +msgstr "Este panel no se puede desanclar." + msgid "Make this dock floating." msgstr "Hacer flotante este dock." @@ -4022,6 +4231,9 @@ msgstr "Convertir" msgid "Groups" msgstr "Grupos" +msgid "Open Groups Dock" +msgstr "Abrir Panel de Grupos" + msgid "Scene Groups" msgstr "Grupos Locales" @@ -4399,6 +4611,13 @@ msgstr "" msgid "Save New Scene As..." msgstr "Guardar Nueva Escena Como..." +msgid "" +"Disabling \"Editable Children\" will cause all properties of this subscene's " +"descendant nodes to be reverted to their default." +msgstr "" +"Desactivar \"Hijos Editables\" hará que todas las propiedades de los nodos " +"descendientes de esta subescena se restablezcan a sus valores predeterminados." + msgid "" "Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " "all properties of the node to be reverted to their default." @@ -4569,9 +4788,25 @@ msgstr "" msgid "Filter by Type" msgstr "Filtrar por Tipo" +msgid "" +"Selects all Nodes of the given type.\n" +"Inserts \"type:\". You can also use the shorthand \"t:\"." +msgstr "" +"Selecciona todos los nodos del tipo especificado.\n" +"Inserta \"type:\". También puedes usar el atajo \"t:\"." + msgid "Filter by Group" msgstr "Filtrar por Grupo" +msgid "" +"Selects all Nodes belonging to the given group.\n" +"If empty, selects any Node belonging to any group.\n" +"Inserts \"group:\". You can also use the shorthand \"g:\"." +msgstr "" +"Selecciona todos los Nodos que pertenecen al grupo dado.\n" +"Si está vacío, selecciona cualquier Nodo que pertenezca a cualquier grupo.\n" +"Inserta \"group:\". También puedes usar el atajo \"g:\"." + msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " @@ -4729,6 +4964,9 @@ msgstr "Crear Nuevo %s" msgid "Output" msgstr "Salida" +msgid "Toggle Output Dock" +msgstr "Act./Desact. Panel de Salida" + msgid "Filter Messages" msgstr "Filtrar Mensajes" @@ -4787,11 +5025,11 @@ msgid "" "Note that in order to make gradle builds instead of using pre-built APKs, the " "\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" -"Esto configurará tu proyecto para construcciones de Android con Gradle " -"instalando la plantilla de origen en \"%s\".\n" -"Ten en cuenta que para realizar construcciones con Gradle en lugar de usar " -"APKs preconstruidos, la opción \"Usar Construcción de Gradle\" debe estar " -"activada en la preconfiguración de exportación de Android." +"Esto configurará tu proyecto para compilaciones de Android con Gradle " +"mediante la instalación de la plantilla de código fuente en \"%s\".\n" +"Ten en cuenta que para realizar compilaciones con Gradle en lugar de usar " +"APKs precompilados, la opción \"Usar Gradle Build\" debe estar habilitada en " +"el ajuste preestablecido de exportación de Android." msgid "Unnamed Project" msgstr "Proyecto Sin Nombre" @@ -4822,6 +5060,23 @@ msgstr "Los recursos importados no se pueden guardar." msgid "Error saving resource!" msgstr "¡Error al guardar el recurso!" +msgid "" +"The text-based resource at path \"%s\" is large on disk (%s), likely because " +"it has embedded binary data.\n" +"This slows down resource saving and loading.\n" +"Consider saving its binary subresource(s) to a binary `.res` file or saving " +"the resource as a binary `.res` file.\n" +"This warning can be disabled in the Editor Settings (FileSystem > On Save > " +"Warn on Saving Large Text Resources)." +msgstr "" +"El recurso de texto en la ruta \"%s\" es grande en disco (%s), probablemente " +"porque tiene datos binarios incrustados.\n" +"Esto ralentiza el guardado y la carga de recursos.\n" +"Considera guardar sus subrecursos binarios en un archivo binario `.res` o " +"guardar el recurso como un archivo binario `.res`.\n" +"Esta advertencia se puede desactivar en los Ajustes del Editor (Sistema de " +"Archivos > Al Guardar > Advertir al Guardar Recursos de Texto Grandes)." + msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." @@ -4897,6 +5152,23 @@ msgstr "" "No se pudo guardar la nueva escena. Las posibles dependencias (instancias) no " "pudieron ser resueltas." +msgid "" +"The text-based scene at path \"%s\" is large on disk (%s), likely because it " +"has embedded binary data.\n" +"This slows down scene saving and loading.\n" +"Consider saving its binary subresource(s) to a binary `.res` file or saving " +"the scene as a binary `.scn` file.\n" +"This warning can be disabled in the Editor Settings (FileSystem > On Save > " +"Warn on Saving Large Text Resources)." +msgstr "" +"La escena de texto en la ruta \"%s\" es grande en disco (%s), probablemente " +"porque tiene datos binarios incrustados.\n" +"Esto ralentiza el guardado y la carga de la escena.\n" +"Considera guardar sus subrecursos binarios en un archivo binario `.res` o " +"guardar la escena como un archivo binario `.scn`.\n" +"Esta advertencia se puede desactivar en los Ajustes del Editor (Sistema de " +"Archivos > Al Guardar > Advertir al Guardar Recursos de Texto Grandes)." + msgid "Save scene before running..." msgstr "Guarda escena antes de ejecutar..." @@ -5583,6 +5855,12 @@ msgstr "Sobre Godot..." msgid "Support Godot Development" msgstr "Apoyar el desarrollo de Godot" +msgid "Open 2D Workspace" +msgstr "Abrir Espacio de Trabajo 2D" + +msgid "Open 3D Workspace" +msgstr "Abrir Espacio de Trabajo 3D" + msgid "Open Script Editor" msgstr "Abrir Editor de Script" @@ -5601,6 +5879,21 @@ msgstr "Abrir Editor anterior" msgid "Project" msgstr "Proyecto" +msgid "" +"Choose a renderer.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile renderer is used if Forward+ is selected " +"here.\n" +"- On the web platform, the Compatibility renderer is always used." +msgstr "" +"Elige un renderizador.\n" +"\n" +"Notas:\n" +"- En plataformas móviles, se utilizará el renderizador Móvil si se selecciona " +"Forward+ aquí.\n" +"- En la plataforma web, se utilizará siempre el renderizador Compatibilidad." + msgid "Renderer" msgstr "Renderizador" @@ -6431,6 +6724,38 @@ msgstr "" "Filtros para excluir archivos/carpetas del proyecto\n" "(separados por comas, por ejemplo: *.json, *.txt, docs/*)" +msgid "Patching" +msgstr "Parcheo" + +msgid "Enable Delta Encoding" +msgstr "Activar Codificación Delta" + +msgid "Delta Encoding Compression Level" +msgstr "Nivel de Compresión de Codificación Delta" + +msgid "Delta Encoding Minimum Size Reduction" +msgstr "Reducción Mínima de Tamaño de Codificación Delta" + +msgid "Delta Encoding Include Filters" +msgstr "Filtros de Inclusión de Codificación Delta" + +msgid "" +"Filters to include files/folders from being delta-encoded\n" +"(comma-separated, e.g: *.gdc, scripts/*)" +msgstr "" +"Filtros para incluir archivos/carpetas en la codificación delta\n" +"(separados por comas, ej: *.gdc, scripts/*)" + +msgid "Delta Encoding Exclude Filters" +msgstr "Filtros de Exclusión de Codificación Delta" + +msgid "" +"Filters to exclude files/folders from being delta-encoded\n" +"(comma-separated, e.g: *.ctex, textures/*)" +msgstr "" +"Filtros para excluir archivos/carpetas de la codificación delta\n" +"(separados por comas, ej: *.ctex, textures/*)" + msgid "Base Packs:" msgstr "Paquetes Bases:" @@ -6503,6 +6828,13 @@ msgstr "Tokens binarios (carga más rápida)" msgid "Compressed binary tokens (smaller files)" msgstr "Tokens binarios comprimidos (archivos más pequeños)" +msgid "" +"No presets found.\n" +"Create one so that its parameters can be edited here." +msgstr "" +"No se encontraron ajustes predefinidos.\n" +"Crea uno para que sus parámetros puedan editarse aquí." + msgid "Export PCK/ZIP..." msgstr "Exportar PCK/ZIP..." @@ -6553,6 +6885,13 @@ msgstr "Buscar Reemplazo Para: %s" msgid "Dependencies For:" msgstr "Dependencias Para:" +msgid "" +"Scene \"%s\" is currently being edited. Changes will only take effect when " +"reloaded." +msgstr "" +"La Escena \"%s\" se está editando actualmente. Los cambios solo tendrán " +"efecto cuando se recargue." + msgid "Resource \"%s\" is in use. Changes will only take effect when reloaded." msgstr "" "El recurso \"%s\" está en uso. Los cambios no tendrán efecto hasta que " @@ -6573,6 +6912,12 @@ msgstr "Editor de Dependencias" msgid "Owners of: %s (Total: %d)" msgstr "Propietarios de: %s (Total: %d)" +msgid "No owners found for: %s" +msgstr "No se encontraron propietarios para: %s" + +msgid "Owners List" +msgstr "Lista de Propietarios" + msgid "Localization remap" msgstr "Redirección de Localización" @@ -6908,6 +7253,9 @@ msgstr "Contribuidores de Godot" msgid "Double-click to open in browser." msgstr "Haz doble clic para abrir en el navegador." +msgid "No distractions for this, close that game first." +msgstr "Sin distracciones para esto, cierra ese juego primero." + msgid "Thanks from the Godot community!" msgstr "¡Muchas gracias de parte de la comunidad de Godot!" @@ -6975,9 +7323,16 @@ msgstr "Seleccionar Recurso" msgid "Select Scene" msgstr "Seleccionar Escena" +msgid "Recursion detected, Instant Preview failed." +msgstr "Recursión detectada, la Vista Previa Instantánea falló." + msgid "Instant Preview" msgstr "Vista Previa Instantánea" +msgid "Selected resource will be previewed in the editor before accepting." +msgstr "" +"El recurso seleccionado se previsualizará en el editor antes de aceptar." + msgid "Fuzzy Search" msgstr "Búsqueda Flexible" @@ -7104,6 +7459,9 @@ msgstr "" msgid "Error opening scene" msgstr "Error al abrir la escena" +msgid "Advanced Import Settings for %s '%s'" +msgstr "Ajustes de Importación Avanzados para %s '%s'" + msgid "Select folder to extract material resources" msgstr "Selecciona una carpeta para extraer los recursos de material" @@ -7902,6 +8260,24 @@ msgstr[1] "Este %s se usa en %d lugares." msgid "This %s is external to scene." msgstr "Este %s es exterior a la escena." +msgid "" +"The %s cannot be edited in the inspector and can't be made unique directly." +msgstr "" +"El %s no se puede editar en el inspector y no se puede hacer único " +"directamente." + +msgid "Left-click to make it unique." +msgstr "Clic-izquierdo para hacerlo único." + +msgid "It is possible to make its subresources unique." +msgstr "Es posible hacer únicos sus subrecursos." + +msgid "Right-click to make them unique." +msgstr "Haz clic derecho para hacerlos únicos." + +msgid "In order to duplicate it, make its parent Resource unique." +msgstr "Para poder duplicarlo, haz único su Recurso padre." + msgid "" "The selected resource (%s) does not match any type expected for this property " "(%s)." @@ -7920,9 +8296,26 @@ msgstr "" msgid "Inspect" msgstr "Inspeccionar" +msgid "" +"Hold %s while drag-and-dropping from the FileSystem dock or another resource " +"picker to automatically make a dropped resource unique." +msgstr "" +"Mantén %s mientras arrastras y sueltas desde el panel del Sistema de Archivos " +"u otro selector de recursos para hacer único automáticamente un recurso " +"soltado." + +msgid "This Resource is already unique." +msgstr "Este Recurso ya es único." + msgid "Make Unique (Recursive)" msgstr "Hacer Único (Recursivo)" +msgid "In order to duplicate recursively, make its parent Resource unique." +msgstr "Para poder duplicar recursivamente, haz único su Recurso padre." + +msgid "Subresources have already been made unique." +msgstr "Los subrecursos ya se han hecho únicos." + msgid "Paste as Unique" msgstr "Pegar como Único" @@ -7938,6 +8331,9 @@ msgstr "Duplicar recursos" msgid "New" msgstr "Nuevo" +msgid "Number of Linked Resources." +msgstr "Número de Recursos Vinculados." + msgid "Assign Resource" msgstr "Asignar Recurso" @@ -7992,6 +8388,11 @@ msgstr "Seleccionar Método Virtual" msgid "Select Method" msgstr "Seleccionar Método" +msgid "The assigned tool button callback can't be used with multiple nodes." +msgstr "" +"El callback del botón de herramienta asignado no se puede usar con múltiples " +"nodos." + msgid "" "Name: %s\n" "Path: %s\n" @@ -8041,6 +8442,14 @@ msgstr "" "La extensión del script debe coincidir con la extensión del idioma elegido (." "%s)." +msgid "" +"Consider enabling GDScript warnings for this plugin by adding an entry for it " +"to the project setting Debug > GDScript > Warnings > Directory Rules." +msgstr "" +"Considera activar las advertencias de GDScript para este plugin añadiendo una " +"entrada para él en el ajuste del proyecto Depuración > GDScript > " +"Advertencias > Reglas de Directorio." + msgid "Edit a Plugin" msgstr "Editar Plugin" @@ -8218,6 +8627,9 @@ msgstr "" "La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta " "vacía." +msgid "Cannot duplicate a project into itself." +msgstr "No se puede duplicar un proyecto dentro de sí mismo." + msgid "New Game Project" msgstr "Nuevo Proyecto de Juego" @@ -8397,6 +8809,9 @@ msgstr "Escaneando proyectos…" msgid "Missing Project" msgstr "Proyecto Faltante" +msgid "Open in Editor (Verbose Mode)" +msgstr "Abrir en el Editor (Modo Detallado)" + msgid "Open in Editor (Recovery Mode)" msgstr "Abrir en Editor (Modo de Recuperación)" @@ -8685,6 +9100,11 @@ msgid "Tag name can't begin or end with underscore." msgstr "" "El nombre de la etiqueta no puede comenzar ni terminar con un guión bajo." +msgid "Tag name can't contain consecutive underscores or spaces." +msgstr "" +"El nombre de la etiqueta no puede contener espacios o guiones bajos " +"consecutivos." + msgid "These characters are not allowed in tags: %s." msgstr "Estos caracteres no están permitidos en las etiquetas: %s." @@ -8839,6 +9259,9 @@ msgstr "Las etiquetas se capitalizan automáticamente cuando se muestran." msgid "New Tag Name" msgstr "Nuevo Nombre de Etiqueta" +msgid "example_tag (will display as Example Tag)" +msgstr "example_tag (se mostrará como Etiqueta de Ejemplo)" + msgid "Create Tag" msgstr "Crear Etiqueta" @@ -8875,6 +9298,9 @@ msgstr "Buscar Actualizaciones" msgid "Directory Naming Convention" msgstr "Convención de Nomenclatura de Directorios" +msgid "Edit All Settings" +msgstr "Editar Todos los Ajustes" + msgid "" "Settings changed! The project manager must be restarted for changes to take " "effect." @@ -8925,9 +9351,24 @@ msgstr "Actualizando Recursos del Proyecto" msgid "Re-saving resource:" msgstr "Guardando recurso de nuevo:" +msgid "Run the project's main scene." +msgstr "Ejecutar la escena principal del proyecto." + +msgid "Play the currently edited scene." +msgstr "Reproducir la escena editada actualmente." + msgid "Play a custom scene." msgstr "Reproducir escena personalizada." +msgid "Reload the played scene that was being edited." +msgstr "Recargar la escena reproducida que se estaba editando." + +msgid "Reload the played custom scene." +msgstr "Recargar la escena personalizada reproducida." + +msgid "Reload the played main scene." +msgstr "Recargar la escena principal reproducida." + msgid "" "Movie Maker mode is enabled, but no movie file path has been specified.\n" "A default movie file path can be specified in the project settings under the " @@ -9154,6 +9595,11 @@ msgid "Game embedding not available in single window mode." msgstr "" "La incrustación de juegos no está disponible en el modo de ventana única." +msgid "Game embedding not available when the game starts in headless mode." +msgstr "" +"La incrustación del juego no está disponible cuando el juego se inicia en " +"modo headless." + msgid "Unmute game audio." msgstr "Activar audio del juego." @@ -9168,9 +9614,22 @@ msgstr "" msgid "Suspend" msgstr "Suspender" +msgid "" +"Force pause at SceneTree level. Stops all processing, but you can still " +"interact with the project." +msgstr "" +"Forzar pausa al nivel de SceneTree. Detiene todo el procesamiento, pero aún " +"puedes interactuar con el proyecto." + +msgid "Change the game speed." +msgstr "Cambiar la velocidad del juego." + msgid "Speed State" msgstr "Estado de Velocidad" +msgid "Reset the game speed." +msgstr "Restablecer la velocidad del juego." + msgid "Reset Speed" msgstr "Restablecer Velocidad" @@ -9202,6 +9661,12 @@ msgstr "Act./Desact. Visibilidad de la Selección" msgid "Selection Options" msgstr "Opciones de Selección" +msgid "Don't Select Locked Nodes" +msgstr "No Seleccionar Nodos Bloqueados" + +msgid "Select Group Over Children" +msgstr "Seleccionar Grupo Sobre Hijos" + msgid "Override the in-game camera." msgstr "Anular la cámara del juego." @@ -9230,6 +9695,9 @@ msgid "Make Game Workspace Floating on Next Play" msgstr "" "Hacer que el Espacio de Trabajo del Juego Flote en la Próxima Reproducción" +msgid "Embedded Window Sizing" +msgstr "Tamaño de Ventana Incrustada" + msgid "Fixed Size" msgstr "Tamaño Fijo" @@ -9242,9 +9710,15 @@ msgstr "" "El modo \"Mantener aspecto\" se utiliza cuando el espacio de trabajo del " "juego es más pequeño que el tamaño deseado." +msgid "Keep Aspect Ratio" +msgstr "Mantener Relación de Aspecto" + msgid "Keep the aspect ratio of the embedded game." msgstr "Mantén la relación de aspecto del juego integrado." +msgid "Stretch to Fit" +msgstr "Estirar para Ajustar" + msgid "Embedded game size stretches to fit the Game Workspace." msgstr "" "El tamaño del juego incrustado se estira para ajustarse al Espacio de Trabajo " @@ -9388,6 +9862,9 @@ msgstr "Textura de Dirección" msgid "Centered" msgstr "Centrado" +msgid "Copy Color from Mask Texture" +msgstr "Copiar Color de la Textura de Máscara" + msgid "Generating Visibility Rect (Waiting for Particle Simulation)" msgstr "" "Generando Rectángulo de Visibilidad (Esperando la Simulación de Partículas)" @@ -9398,6 +9875,28 @@ msgstr "Generando..." msgid "Loading emission mask requires ParticleProcessMaterial." msgstr "Cargar máscara de emisión requiere ParticleProcessMaterial." +msgid "Failed to load mask texture." +msgstr "Fallo al cargar la textura de máscara." + +msgid "Failed to convert mask texture to RGBA8." +msgstr "Fallo al convertir la textura de máscara a RGBA8." + +msgid "Mask texture has an invalid size." +msgstr "La textura de máscara tiene un tamaño no válido." + +msgid "Failed to load direction texture." +msgstr "Fallo al cargar la textura de dirección." + +msgid "Failed to convert direction texture to RGBA8." +msgstr "Fallo al convertir la textura de dirección a RGBA8." + +msgid "" +"Direction texture has an invalid size. It must have the same size as the mask " +"texture." +msgstr "" +"La textura de dirección tiene un tamaño no válido. Debe tener el mismo tamaño " +"que la textura de máscara." + msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -9486,10 +9985,10 @@ msgid "Remove all curve points?" msgstr "¿Eliminar Todos los Puntos de Ruptura?" msgid "Mirror Handle Angles" -msgstr "Manipulador de Ángulos de Espejo" +msgstr "Reflejar Ángulos de los Manipuladores" msgid "Mirror Handle Lengths" -msgstr "Manipulador de Tamaño de Espejo" +msgstr "Reflejar Longitudes de los Manipuladores" msgid "Create Curve" msgstr "Crear Curva" @@ -9498,7 +9997,7 @@ msgid "Set Target Position" msgstr "Establecer Posición del Objetivo" msgid "Set Handle" -msgstr "Establecer Manipulador" +msgstr "Definir Manipulador" msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9547,6 +10046,9 @@ msgstr "Pintar Peso de Huesos" msgid "Polygon" msgstr "Polígono" +msgid "Toggle Polygon Dock" +msgstr "Act./Desact. Panel de Polígono" + msgid "Points" msgstr "Puntos" @@ -10087,6 +10589,9 @@ msgstr "" msgid "TileMap" msgstr "TileMap" +msgid "Open TileMap Dock" +msgstr "Abrir Panel de TileMap" + msgid "Select Next Tile Map Layer" msgstr "Seleccionar Siguiente Capa del Mapa de Tiles" @@ -10565,6 +11070,9 @@ msgstr "Añadir fuente de atlas" msgid "TileSet" msgstr "TileSet" +msgid "Open TileSet Dock" +msgstr "Abrir Panel de TileSet" + msgid "Tile Sources" msgstr "Fuentes de Tile" @@ -10657,6 +11165,13 @@ msgstr "Herramienta de Borrador" msgid "Picker Tool" msgstr "Herramienta de Selección" +msgid "" +"Source ID: %d\n" +"Texture path: %s" +msgstr "" +"ID de origen: %d\n" +"Ruta de la textura: %s" + msgid "Source ID: %d" msgstr "IDF de Origen: %d" @@ -10881,6 +11396,27 @@ msgstr "No se pudo crear una forma de colisión simplificada." msgid "Couldn't create any collision shapes." msgstr "No pudo crear ninguna forma de colisión." +msgid "Couldn't create a bounding box shape." +msgstr "No se pudo crear una forma de caja delimitadora." + +msgid "Couldn't create a capsule shape." +msgstr "No se pudo crear una forma de cápsula." + +msgid "Couldn't create a cylinder shape." +msgstr "No se pudo crear una forma de cilindro." + +msgid "Couldn't create a sphere shape." +msgstr "No se pudo crear una forma de esfera." + +msgid "Couldn't create a primitive collision shape." +msgstr "No se pudo crear una forma de colisión primitiva." + +msgid "Create %s Collision Shape Sibling" +msgstr "Crear Hermano de Collision Shape %s" + +msgid "Create %s Static Body Child" +msgstr "Crear Nodo Hijo Static Body %s" + msgid "Trimesh" msgstr "Trimesh" @@ -10890,9 +11426,18 @@ msgstr "Convexo Único" msgid "Simplified Convex" msgstr "Convexo Simplificado" +msgid "Create %s Collision Shape Siblings" +msgstr "Crear Nodos Hermanos Collision Shape %s" + +msgid "Create %s Static Body Children" +msgstr "Crear Nodos Hijos Static Body %s" + msgid "Multiple Convex" msgstr "Múltiples Convexos" +msgid "Bounding Box" +msgstr "Caja Delimitadora" + msgid "Capsule" msgstr "Cápsula" @@ -11044,6 +11589,15 @@ msgstr "" "Crea una forma de colisión basada en polígonos.\n" "Es la opción más precisa (pero la más lenta) para la detección de colisiones." +msgid "" +"Creates a single convex collision shape.\n" +"This is the faster than the trimesh or multiple convex option, but is less " +"accurate for collision detection." +msgstr "" +"Crea una única forma de colisión convexa.\n" +"Esta es la opción más rápida que la de trimesh o de múltiples convexos, pero " +"es menos precisa para la detección de colisiones." + msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -11053,21 +11607,98 @@ msgstr "" "Esto es similar a la forma de colisión simple, pero puede resultar en una " "geometría más simple en algunos casos, a costa de la precisión." +msgid "" +"Creates multiple convex collision shapes. These are decomposed from the " +"original mesh.\n" +"This is a performance and accuracy middle-ground between a single convex " +"collision and a polygon-based trimesh collision." +msgstr "" +"Crea múltiples formas de colisión convexas. Estas se descomponen a partir de " +"la malla original.\n" +"Este es un punto medio de rendimiento y precisión entre una única colisión " +"convexa y una colisión trimesh basada en polígonos." + +msgid "" +"Creates an bounding box collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in BoxMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Crea una forma de colisión de caja delimitadora.\n" +"Esto usará el AABB de la malla si la forma no es un BoxMesh integrado.\n" +"Esto es más rápido que la opción de forma de colisión convexa para la " +"detección de colisiones." + +msgid "" +"Creates a capsule collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in CapsuleMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Crea una forma de colisión de cápsula.\n" +"Esto usará el AABB de la malla si la forma no es un CapsuleMesh integrado.\n" +"Esto es más rápido que la opción de forma de colisión convexa para la " +"detección de colisiones." + +msgid "" +"Creates a cylinder collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in CylinderMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Crea una forma de colisión de cilindro.\n" +"Esto usará el AABB de la malla si la forma no es un CylinderMesh integrado.\n" +"Esto es más rápido que la opción de forma de colisión convexa para la " +"detección de colisiones." + +msgid "" +"Creates a sphere collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in SphereMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Crea una forma de colisión de esfera.\n" +"Esto usará el AABB de la malla si la forma no es un SphereMesh integrado.\n" +"Esto es más rápido que la opción de forma de colisión convexa para la " +"detección de colisiones." + +msgid "" +"Creates a box, capsule, cylinder, or sphere primitive collision shape if the " +"mesh is a primitive.\n" +"The mesh must use the built-in BoxMesh, CapsuleMesh, CylinderMesh, or " +"SphereMesh primitive.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Crea una forma de colisión primitiva de caja, cápsula, cilindro o esfera si " +"la malla es una primitiva.\n" +"La malla debe usar las primitivas integradas BoxMesh, CapsuleMesh, " +"CylinderMesh o SphereMesh.\n" +"Esto es más rápido que la opción de forma de colisión convexa para la " +"detección de colisiones." + msgid "Alignment Axis" msgstr "Eje de Alineamiento" msgid "Longest Axis" msgstr "Eje Más Largo" +msgid "Create the shape along the longest axis of the mesh's AABB." +msgstr "Crea la forma a lo largo del eje más largo del AABB de la malla." + msgid "X-Axis" msgstr "Eje-X" +msgid "Create the shape along the local X-Axis." +msgstr "Crea la forma a lo largo del eje X local." + msgid "Y-Axis" msgstr "Eje-Y" +msgid "Create the shape along the local Y-Axis." +msgstr "Crea la forma a lo largo del eje Y local." + msgid "Z-Axis" msgstr "Eje-Z" +msgid "Create the shape along the local Z-Axis." +msgstr "Crea la forma a lo largo del eje Z local." + msgid "UV Channel Debug" msgstr "Depuración del Canal UV" @@ -11280,6 +11911,36 @@ msgstr "" "Arrastra y suelte para anular el material de cualquier nodo de geometría.\n" "Mantén presionada la tecla %s al soltar para anular una superficie específica." +msgid "" +"This debug draw mode is only supported when using the Forward+ or Mobile " +"renderer." +msgstr "" +"Este modo de dibujo de depuración solo es compatible cuando se utiliza el " +"renderizador Forward+ o Móvil." + +msgid "This debug draw mode is only supported when using the Forward+ renderer." +msgstr "" +"Este modo de dibujo de depuración solo es compatible cuando se utiliza el " +"renderizador Forward+." + +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Tamaño: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "Objetos: %d" + +msgid "Primitives: %d" +msgstr "Primitivas: %d" + msgid "Draw Calls: %d" msgstr "Llamadas de Dibujado: %d" @@ -11452,6 +12113,15 @@ msgstr "" msgid "SDFGI Probes" msgstr "Sondas SDFGI" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Haz clic izquierdo en una sonda SDFGI para mostrar su información de oclusión " +"(blanco = no ocluido, rojo = totalmente ocluido).\n" +"Requiere que SDFGI esté activado en Environment para tener un efecto visible." + msgid "Scene Luminance" msgstr "Iluminación de Escena" @@ -11600,6 +12270,12 @@ msgstr "Modificador de Órbita del Viewport 1" msgid "Viewport Orbit Modifier 2" msgstr "Modificador de Órbita del Viewport 2" +msgid "Viewport Orbit Snap Modifier 1" +msgstr "Modificador 1 de Ajuste de Órbita del Viewport" + +msgid "Viewport Orbit Snap Modifier 2" +msgstr "Modificador 2 de Ajuste de Órbita del Viewport" + msgid "Viewport Pan Modifier 1" msgstr "Modificador de Desplazamiento del Viewport 1" @@ -11675,6 +12351,12 @@ msgstr "Act./Desact. Vista Previa de la Cámara" msgid "View Rotation Locked" msgstr "Bloquear Rotación de Vista" +msgid "" +"To zoom further, change the camera's clipping planes (View → Settings...)" +msgstr "" +"Para hacer más zoom, cambia los planos de recorte de la cámara (Vista → " +"Ajustes...)" + msgid "Overriding material..." msgstr "Material de anulación..." @@ -11983,8 +12665,20 @@ msgstr "Configuración..." msgid "Snap Settings" msgstr "Configuración de Ajuste" +msgid "Translate Snap" +msgstr "Ajuste de Traslación" + msgid "Translate Snap:" -msgstr "Ajustar Traslación:" +msgstr "Ajuste de Traslación:" + +msgid "Rotate Snap" +msgstr "Ajuste de Rotación" + +msgid "Rotate Snap:" +msgstr "Ajuste de Rotación:" + +msgid "Scale Snap" +msgstr "Ajuste de Escala" msgid "Scale Snap:" msgstr "Ajuste de Escala:" @@ -12197,13 +12891,13 @@ msgid "Curve Point #" msgstr "Punto de Curva #" msgid "Handle In #" -msgstr "Manejar en #" +msgstr "Manipulador de Entrada #" msgid "Handle Out #" -msgstr "Manipular afuera #" +msgstr "Manipulador de Salida #" msgid "Handle Tilt #" -msgstr "Manejar Inclinación #" +msgstr "Inclinación de Manipulador #" msgid "Set Curve Point Position" msgstr "Establecer Posición de Punto de Curva" @@ -12245,7 +12939,7 @@ msgid "Shift+Click: Drag out Control Points" msgstr "Shift + Arrastrar: Extender Puntos de Control" msgid "Select Tilt Handles" -msgstr "Seleccionar Controles de Inclinación" +msgstr "Seleccionar Manipuladores de Inclinación" msgid "Split Segment (in curve)" msgstr "Dividir Segmento (en curva)" @@ -12367,6 +13061,15 @@ msgstr "Insertar clave (basada en la máscara) para todos los huesos." msgid "Insert Key (All Bones)" msgstr "Insertar Clave (Todos los Huesos)" +msgid "Insert key (based on mask) for modified bones with an existing track." +msgstr "" +"Insertar clave (basada en máscara) para huesos modificados con una pista " +"existente." + +msgid "Insert new key (based on mask) for all modified bones." +msgstr "" +"Insertar nueva clave (basada en máscara) para todos los huesos modificados." + msgid "Bone Transform" msgstr "Transformación de Hueso" @@ -12688,6 +13391,9 @@ msgstr "Centrar Selección" msgid "Frame Selection" msgstr "Ajustar Vista a la Selección" +msgid "Auto Resample CanvasItems" +msgstr "Remuestreo Automático de CanvasItems" + msgid "Preview Canvas Scale" msgstr "Previsualizar Escala de Canvas" @@ -12927,6 +13633,9 @@ msgstr "Editar..." msgid "Go to Method" msgstr "Ir al Método" +msgid "Select a single node or resource to edit its signals." +msgstr "Selecciona un solo nodo o recurso para editar sus señales." + msgid "Load Curve Preset" msgstr "Cargar Ajuste de Curva" @@ -12987,6 +13696,9 @@ msgstr "Cerrar Todas las Pestañas" msgid "Add a new scene." msgstr "Añadir nueva escena." +msgid "Show Opened Scenes List" +msgstr "Mostrar Lista de Escenas Abiertas" + msgid "Add Gradient Point" msgstr "Añadir punto de Gradiante" @@ -13708,12 +14420,18 @@ msgstr "" msgid "Theme" msgstr "Tema" +msgid "Toggle Theme Dock" +msgstr "Act./Desact. Panel de Theme" + msgid "Theme:" msgstr "Tema:" msgid "Manage Items..." msgstr "Administrar Ítems..." +msgid "Add, remove, organize, and import Theme items." +msgstr "Añadir, eliminar, organizar e importar elementos de Theme." + msgid "Add Preview" msgstr "Añadir Vista Previa" @@ -13952,7 +14670,10 @@ msgid "Paste Resource" msgstr "Pegar Recurso" msgid "ResourcePreloader" -msgstr "ResourcePreloader" +msgstr "Precargador de Recursos" + +msgid "Toggle ResourcePreloader Dock" +msgstr "Act./Desact. Panel de Precargador de Recursos" msgid "Load Resource" msgstr "Cargar Recurso" @@ -14200,7 +14921,10 @@ msgid "Set Frame Duration" msgstr "Establecer Duración del Fotograma" msgid "SpriteFrames" -msgstr "SpriteFrames" +msgstr "Fotogramas de Sprite" + +msgid "Open SpriteFrames Dock" +msgstr "Abrir Panel de Fotogramas de Sprite" msgid "Animations:" msgstr "Animaciones:" @@ -14241,6 +14965,12 @@ msgstr "Duración de Fotograma:" msgid "Zoom Reset" msgstr "Restablecer Zoom" +msgid "Add Frame from File" +msgstr "Añadir Fotograma desde Archivo" + +msgid "Add Frames from Sprite Sheet" +msgstr "Añadir Fotogramas desde Hoja de Sprites" + msgid "Copy Frame(s)" msgstr "Copiar Fotograma(s)" @@ -14301,6 +15031,9 @@ msgstr "No Seleccionar" msgid "Toggle Settings Panel" msgstr "Act./Desact. Panel de Ajustes" +msgid "Zoom to Fit" +msgstr "Zoom para Ajustar" + msgid "Horizontal" msgstr "Horizontal" @@ -14448,6 +15181,14 @@ msgstr "Reemplazar..." msgid "Replace in Files" msgstr "Reemplazar en Archivos" +msgid "Keep Results" +msgstr "Mantener Resultados" + +msgid "Keep these results and show subsequent results in a new window" +msgstr "" +"Mantener estos resultados y mostrar los resultados subsiguientes en una nueva " +"ventana" + msgid "Replace all (no undo)" msgstr "Reemplazar todo (no se puede deshacer)" @@ -15368,6 +16109,9 @@ msgstr "3D Editor" msgid "Scene Tree Editing" msgstr "Edición del Árbol de Escena" +msgid "Node Dock (deprecated)" +msgstr "Panel de Nodo (obsoleto)" + msgid "FileSystem Dock" msgstr "Dock de Sistema de Archivos" @@ -15380,6 +16124,12 @@ msgstr "Dock de Historial" msgid "Game View" msgstr "Vista del Juego" +msgid "Signals Dock" +msgstr "Panel de Señales" + +msgid "Groups Dock" +msgstr "Panel de Grupos" + msgid "Allows to view and edit 3D scenes." msgstr "Permite ver y editar escenas 3D." @@ -15419,6 +16169,14 @@ msgstr "" "Proporciona herramientas para seleccionar y depurar nodos en tiempo de " "ejecución." +msgid "Allows to work with signals of the node selected in the Scene dock." +msgstr "" +"Permite trabajar con las señales del nodo seleccionado en el Panel de Escena." + +msgid "Allows to manage groups of the node selected in the Scene dock." +msgstr "" +"Permite gestionar los grupos del nodo seleccionado en el Panel de Escena." + msgid "(current)" msgstr "(actual)" @@ -15502,6 +16260,12 @@ msgstr "Importar Perfil(es)" msgid "Manage Editor Feature Profiles" msgstr "Administrar Perfiles de Características del Editor" +msgid "Select Existing Layout:" +msgstr "Seleccionar Layout Existente:" + +msgid "Or enter new layout name." +msgstr "O introduce un nuevo nombre de Layout." + msgid "New layout name" msgstr "Nuevo nombre de layout" @@ -15532,6 +16296,11 @@ msgstr "Configuración de Filtro" msgid "Advanced Settings" msgstr "Configuraciones Avanzadas" +msgid "The Project Manager must be restarted for changes to take effect." +msgstr "" +"El Administrador de Proyectos debe reiniciarse para que los cambios surtan " +"efecto." + msgid "The editor must be restarted for changes to take effect." msgstr "Debe reiniciarse el editor para que los cambios surtan efecto." @@ -15788,9 +16557,15 @@ msgstr "N/D" msgid "Open Shader / Choose Location" msgstr "Abrir Shader / Seleccionar Ubicación" +msgid "Invalid shader type selected." +msgstr "Tipo de shader inválido seleccionado." + msgid "Invalid base path." msgstr "Ruta base incorrecta." +msgid "Invalid extension for selected shader type." +msgstr "Extensión inválida para el tipo de shader seleccionado." + msgid "Note: Built-in shaders can't be edited using an external editor." msgstr "Nota: Los shaders integrados no pueden editarse con un editor externo." @@ -15839,9 +16614,15 @@ msgstr "Abrir Archivo en el Inspector" msgid "Inspect Native Shader Code..." msgstr "Inspeccionar el código de sombreado nativo..." +msgid "Copy Shader Path" +msgstr "Copiar Ruta del Shader" + msgid "Shader Editor" msgstr "Editor de Shader" +msgid "Toggle Shader Editor Dock" +msgstr "Act./Desact. Panel del Editor de Shader" + msgid "No valid shader stages found." msgstr "No se encontraron etapas de shader válidas." @@ -15856,7 +16637,10 @@ msgstr "" "\n" msgid "ShaderFile" -msgstr "ShaderFile" +msgstr "Archivos de Shader" + +msgid "Toggle ShaderFile Dock" +msgstr "Act./Desact. Panel de Archivos de Shader" msgid "Set Shader Global Variable" msgstr "Establecer Variable Global en el Shader" @@ -16191,7 +16975,14 @@ msgid "Paste Parameters To Material" msgstr "Pegar Parámetros al Material" msgid "Forward+/Mobile" -msgstr "Forward+/Mobile" +msgstr "Forward+/Móvil" + +msgid "" +"Only supported in the Forward+ and Mobile rendering methods, not " +"Compatibility." +msgstr "" +"Solo es compatible con los métodos de renderizado Forward+ y Móvil, no con " +"Compatibilidad." msgid "Create Shader Node" msgstr "Crear Nodo de Shader" @@ -17217,6 +18008,22 @@ msgstr "Editar Propiedad Visual: %s" msgid "Visual Shader Mode Changed" msgstr "Modo de Shader Visual Cambiado" +msgid "" +"Cannot convert VisualShader to GDShader because VisualShader has embedded " +"subresources." +msgstr "" +"No se puede convertir VisualShader a GDShader porque el VisualShader tiene " +"subrecursos incrustados." + +msgid "" +"Visual Shader conversion cannot convert external dependencies. Resource " +"references from Nodes will have to be rebound as ShaderParameters on a " +"Material." +msgstr "" +"La conversión de Visual Shader no puede convertir dependencias externas. Las " +"referencias a recursos de los nodos deberán volver a vincularse como " +"ShaderParameters en un Material." + msgctxt "Locale" msgid "Script:" msgstr "Script:" @@ -17270,6 +18077,12 @@ msgstr "Desactivar Vista Previa de Traducción" msgid "Previewing translation. Click to disable." msgstr "Previsualizando traducción. Haz clic para deshabilitar." +msgid "No Translations Configured" +msgstr "Sin Traducciones Configuradas" + +msgid "You can add translations in the Project Settings." +msgstr "Puedes añadir traducciones en los Ajustes del Proyecto." + msgid "Add %d Translation" msgid_plural "Add %d Translations" msgstr[0] "Añadir %d Traducción" @@ -17294,6 +18107,17 @@ msgstr "Eliminar Remapeo de Recursos" msgid "Remove Resource Remap Option" msgstr "Eliminar Opción de Remapeo de Recursos" +msgid "Add %d file for template generation" +msgid_plural "Add %d files for template generation" +msgstr[0] "Añadir %d archivo para la generación de plantillas" +msgstr[1] "Añadir %d archivos para la generación de plantillas" + +msgid "Remove file from template generation" +msgstr "Eliminar archivo de la generación de plantillas" + +msgid "Rearrange Localization Items" +msgstr "Reordenar Elementos de Localización" + msgid "Removed" msgstr "Eliminado" @@ -17315,13 +18139,22 @@ msgstr "Recursos:" msgid "Remaps by Locale:" msgstr "Remapeos por idioma:" +msgid "Template Generation" +msgstr "Generación de Plantillas" + msgid "Files with translation strings:" msgstr "Archivos con strings de traducción:" +msgid "Add Built-in Strings" +msgstr "Añadir Cadenas Integradas" + msgid "Add strings from built-in components such as certain Control nodes." msgstr "" "Agregar strings de componentes integrados como ciertos nodos de Control." +msgid "No translatable strings found." +msgstr "No se encontraron cadenas traducibles." + msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." @@ -17732,6 +18565,9 @@ msgstr "Eliminar Selección de GridMap" msgid "GridMap Fill Selection" msgstr "Rellenar Selección en GridMap" +msgid "GridMap Move Selection" +msgstr "Mover Selección de GridMap" + msgid "GridMap Paste Selection" msgstr "Pegar Selección en GridMap" @@ -17843,6 +18679,9 @@ msgstr "Usando cualquier clip -> %s." msgid "Using %s → Any clip." msgstr "Usando %s -> Cualquier clip." +msgid "Using all clips → Any clip." +msgstr "Usando todos los clips → Cualquier clip." + msgid "No transition available." msgstr "Transición no disponible." @@ -18284,6 +19123,12 @@ msgstr "Clases" msgid "Filter Classes" msgstr "Filtrar Clases" +msgid "A Count" +msgstr "Conteo A" + +msgid "B Count" +msgstr "Conteo B" + msgid "Delta" msgstr "Delta" @@ -18305,15 +19150,36 @@ msgstr "Objetos B" msgid "Nodes" msgstr "Nodos" +msgid "A Nodes" +msgstr "Nodos A" + +msgid "Combine Diff" +msgstr "Combinar Diff" + +msgid "B Nodes" +msgstr "Nodos B" + msgid "Orphan Nodes" msgstr "Nodos Huérfanos" +msgid "Snapshot A" +msgstr "Snapshot A" + +msgid "Snapshot B" +msgstr "Snapshot B" + msgid "Filter Objects" msgstr "Filtrar Objetos" msgid "Snapshot" msgstr "Snapshot" +msgid "Inbound References" +msgstr "Referencias Entrantes" + +msgid "Outbound References" +msgstr "Referencias de Salida" + msgid "Object's class" msgstr "Clase del objeto" @@ -18323,12 +19189,86 @@ msgstr "Objeto" msgid "Object's name" msgstr "Nombre del objeto" +msgid "In" +msgstr "Entrada" + +msgid "Number of inbound references" +msgstr "Número de referencias entrantes" + +msgid "Out" +msgstr "Salida" + +msgid "Number of outbound references" +msgstr "Número de referencias salientes" + msgid "A" msgstr "A" +msgid "Other object referencing this object" +msgstr "Otros objetos referenciando este objeto" + +msgid "Property of other object referencing this object" +msgstr "Propiedad de otro objeto referenciando este objeto" + +msgid "Property of this object referencing other object" +msgstr "Propiedad de este objeto referenciando otro objeto" + +msgid "Other object being referenced" +msgstr "Otro objeto siendo referenciado" + +msgid "RefCounted" +msgstr "RefCounted" + +msgid "Filter RefCounteds" +msgstr "Filtrar RefCounteds" + +msgid "Native Refs" +msgstr "Referencias Nativas" + +msgid "ObjectDB Refs" +msgstr "Referencias de ObjectDB" + +msgid "Total Refs" +msgstr "Total de Referencias" + +msgid "ObjectDB Cycles" +msgstr "Ciclos de ObjectDB" + +msgid "References not owned by the ObjectDB" +msgstr "Referencias no pertenecientes a ObjectDB" + +msgid "References owned by the ObjectDB" +msgstr "Referencias pertenecientes a ObjectDB" + +msgid "ObjectDB References + Native References" +msgstr "Referencias de ObjectDB + Referencias Nativas" + +msgid "Cycles detected in the ObjectDB" +msgstr "Ciclos detectados en ObjectDB" + +msgid "Native References: %d" +msgstr "Referencias Nativas: %d" + +msgid "ObjectDB References: %d" +msgstr "Referencias de ObjectDB: %d" + +msgid "Total References: %d" +msgstr "Total de Referencias: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "Ciclos de ObjectDB: %d" + +msgid "[center]ObjectDB References[center]" +msgstr "[center]Referencias de ObjectDB[center]" + msgid "Duplicate?" msgstr "¿Duplicar?" +msgid "" +"Was the same reference returned by multiple getters on the source object?" +msgstr "" +"¿Múltiples getters en el objeto de origen devolvieron la misma referencia?" + msgid "Sort By %s (Ascending)" msgstr "Ordenar por %s (Ascendente)" @@ -18338,9 +19278,33 @@ msgstr "Ordenar por %s (Descendente)" msgid "Summary" msgstr "Resumen" +msgid "ObjectDB Snapshot Summary" +msgstr "Resumen de Instantánea de ObjectDB" + +msgid "Press 'Take ObjectDB Snapshot' to snapshot the ObjectDB." +msgstr "" +"Presiona 'Tomar Snapshot de ObjectDB' para tomar un Snapshot de ObjectDB." + +msgid "" +"Memory in Godot is either owned natively by the engine or owned by the " +"ObjectDB." +msgstr "" +"La memoria en Godot es o bien propiedad nativa del motor o bien propiedad de " +"ObjectDB." + +msgid "ObjectDB Snapshots capture only memory owned by the ObjectDB." +msgstr "" +"Los Snapshots de ObjectDB capturan solo la memoria propiedad de ObjectDB." + msgid "Overview" msgstr "Vista general" +msgid "RefCounteds" +msgstr "RefCounteds" + +msgid "Timestamp:" +msgstr "Marca de tiempo:" + msgid "Game Version:" msgstr "Versión del Juego:" @@ -18359,15 +19323,54 @@ msgstr "Objetos totales:" msgid "Total Nodes:" msgstr "Total de Nodos:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Múltiples nodos raíz [i](posible llamada a 'remove_child' sin 'queue_free')[/" +"i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"Objetos RefCounted solo referenciados en ciclos [i](los ciclos a menudo " +"indican fugas de memoria)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Objetos de script no referenciados por ningún otro objeto [i](los objetos no " +"referenciados pueden indicar una fuga de memoria)[/i]" + msgid "Generating Snapshot" msgstr "Generando Snapshot" +msgid "Receiving Snapshot (0/%s MiB)" +msgstr "Recibiendo Snapshot (0/%s MiB)" + +msgid "Receiving Snapshot (%s/%s MiB)" +msgstr "Recibiendo Snapshot (%s/%s MiB)" + msgid "Visualizing Snapshot" msgstr "Visualizando Snapshot" +msgid "Take ObjectDB Snapshot" +msgstr "Tomar Snapshot de ObjectDB" + +msgid "Invalid snapshot name." +msgstr "Nombre de snapshot no válido." + +msgid "Snapshot rename failed" +msgstr "Fallo al renombrar el Snapshot" + msgid "ObjectDB Profiler" msgstr "Perfilador de ObjectDB" +msgid "Diff Against:" +msgstr "Diferencia con:" + msgid "Rename Action" msgstr "Renombrar Acción" @@ -18428,6 +19431,9 @@ msgstr "Eliminar perfil de interacción" msgid "OpenXR Action Map" msgstr "Mapa de Acción OpenXR" +msgid "Toggle OpenXR Action Map Dock" +msgstr "Act./Desact. Panel de Action Map de OpenXR" + msgid "Add Action Set" msgstr "Añadir Conjunto de Acciones" @@ -18594,9 +19600,21 @@ msgstr "" msgid "Building Android Project (gradle)" msgstr "Construyendo Proyecto de Android (gradle)" +msgid "> Connecting to Gradle Build Environment..." +msgstr "> Conectando con Gradle Build Environment..." + +msgid "Unable to connect to Gradle Build Environment service" +msgstr "No se pudo conectar con el servicio Gradle Build Environment" + +msgid "> Starting Gradle build..." +msgstr "> Iniciando Gradle build..." + msgid "Failed to execute Gradle command" msgstr "Fallo al ejecutar el comando de Gradle" +msgid "> Copying Gradle artifacts..." +msgstr "> Copiando artefactos de Gradle..." + msgid "Package name is missing." msgstr "Falta el nombre del paquete." @@ -18629,29 +19647,30 @@ msgstr "Nombre de paquete inválido:" msgid "\"Use Gradle Build\" is required to enable \"Swipe to dismiss\"." msgstr "" -"\"Usar Construcción de Gradle\" es requerido para activar \"Deslizar para " -"descartar\"." +"\"Usar Gradle Build\" es requerido para activar \"Deslizar para descartar\"." msgid "\"Use Gradle Build\" must be enabled to use the plugins." +msgstr "\"Usar Gradle Build\" debe estar activado para usar los complementos." + +msgid "Support for \"Use Gradle Build\" on Android is currently experimental." msgstr "" -"\"Usar Construcción de Gradle\" debe estar activado para usar los plugins." +"El soporte para \"Usar Gradle Build\" en Android es actualmente experimental." msgid "" "\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " "enabled." msgstr "" -"\"Comprimir Librerías Nativas\" solo es válido cuando \"Usar compilación de " -"Gradle\" está habilitado." +"\"Comprimir Librerías Nativas\" solo es válido cuando \"Usar Gradle Build\" " +"está activado." msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" -"\"Exportar AAB\" solo es válido cuando \"Usar Construcción de Gradle\" está " -"activado." +"\"Exportar AAB\" solo es válido cuando \"Usar Gradle Build\" está activado." msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" -"\"SDK Mínimo\" solo puede ser anulado cuando \"Usar Construcción de Gradle\" " -"está activado." +"\"SDK Mínimo\" solo puede ser sobrescrito cuando \"Usar Gradle Build\" está " +"activado." msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" @@ -18667,8 +19686,8 @@ msgstr "" msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" -"\"SDK Objetivo\" solo puede ser anulado cuando \"Usar Construcción de " -"Gradle\" está activado." +"\"SDK Objetivo\" solo puede ser sobrescrito cuando \"Usar Gradle Build\" está " +"activado." msgid "" "\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid." @@ -18681,23 +19700,34 @@ msgstr "" msgid "\"Use Gradle Build\" is required to add custom theme attributes." msgstr "" -"\"Usar Construcción de Gradle\" es requerido para añadir atributos de tema " +"\"Usar Gradle Build\" es requerido para añadir atributos de tema " "personalizados." msgid "\"Use Gradle Build\" must be enabled to enable \"Show In Android Tv\"." msgstr "" -"\"Usar Construcción de Gradle\" debe estar activado para activar \"Mostrar en " -"Android TV\"." +"\"Usar Gradle Build\" debe estar activado para activar \"Mostrar en Android " +"TV\"." msgid "\"Use Gradle Build\" must be enabled to enable \"Show As Launcher App\"." msgstr "" -"\"Usar Construcción de Gradle\" debe estar activado para activar \"Mostrar " -"como Aplicación de Lanzador\"." +"\"Usar Gradle Build\" debe estar activado para activar \"Mostrar como " +"Aplicación de Inicio\"." msgid "\"Use Gradle Build\" must be enabled to disable \"Show In App Library\"." msgstr "" -"\"Usar Construcción de Gradle\" debe estar activado para desactivar \"Mostrar " -"en Biblioteca de Aplicaciones\"." +"\"Usar Gradle Build\" debe estar activado para desactivar \"Mostrar en la " +"Biblioteca de Aplicaciones\"." + +msgid "Mirror Android devices" +msgstr "Reflejar dispositivos Android" + +msgid "" +"If enabled, \"scrcpy\" is used to start the project and automatically stream " +"device display (or virtual display) content." +msgstr "" +"Si se activa, se usa \"scrcpy\" para iniciar el proyecto y transmitir " +"automáticamente el contenido de la pantalla del dispositivo (o pantalla " +"virtual)." msgid "Exporting APK..." msgstr "Exportar APK..." @@ -18714,6 +19744,13 @@ msgstr "No se pudo instalar en el dispositivo: %s" msgid "Running on device..." msgstr "Ejecutando en el dispositivo..." +msgid "" +"Could not start scrcpy executable. Configure scrcpy path in the Editor " +"Settings (Export > Android > scrcpy > Path)." +msgstr "" +"No se pudo iniciar el ejecutable de scrcpy. Configura la ruta de scrcpy en " +"los Ajustes del Editor (Exportar > Android > scrcpy > Ruta)." + msgid "Could not execute on device." msgstr "No se ha podido ejecutar en el dispositivo." @@ -18727,16 +19764,17 @@ msgid "" "template only supports '%s'. Make sure the project targets '%s' or consider " "using gradle builds instead." msgstr "" -"No se pudo determinar el TFM del proyecto C#, podría ser incompatible. La " -"plantilla de exportación solo soporta '%s'. Asegúrate de que el proyecto " -"apunte a '%s' o considera usar construcciones de Gradle en su lugar." +"No se pudo determinar el TFM del proyecto de C#, es posible que sea " +"incompatible. La plantilla de exportación solo soporta '%s'. Asegúrate de que " +"el proyecto tenga como objetivo '%s' o considera usar compilaciones de gradle " +"en su lugar." msgid "" "C# project targets '%s' but the export template only supports '%s'. Consider " "using gradle builds instead." msgstr "" -"El proyecto C# apunta a '%s' pero la plantilla de exportación solo soporta " -"'%s'. Considera usar construcciones de Gradle en su lugar." +"El proyecto de C# tiene como objetivo '%s', pero la plantilla de exportación " +"solo soporta '%s'. Considera usar compilaciones de gradle en su lugar." msgid "Exporting to Android when using C#/.NET is experimental." msgstr "Exportar a Android al usar C#/.NET es experimental." @@ -18823,9 +19861,7 @@ msgstr "" "del SDK de Android." msgid "\"Use Gradle Build\" is required for transparent background on Android" -msgstr "" -"\"Usar Construcción de Gradle\" es requerido para tener un fondo transparente " -"en Android" +msgstr "\"Usar Gradle Build\" es requerido para fondo transparente en Android" msgid "" "\"Target SDK\" %d is higher than the default version %d. This may work, but " @@ -18934,8 +19970,8 @@ msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" -"Intentando construir desde una plantilla construida con Gradle, pero no " -"existe información de versión para ella. Por favor, reinstala desde el menú " +"Intentando compilar desde una plantilla construida con gradle, pero no existe " +"información de versión para ella. Por favor, reinstálala desde el menú " "'Proyecto'." msgid "" @@ -19200,12 +20236,22 @@ msgstr "" "El acceso a la librería de fotos está habilitado, pero no se ha especificado " "una descripción de uso." +msgid "Liquid Glass Icons" +msgstr "Iconos de Liquid Glass" + msgid "Could not start 'actool' executable." msgstr "No se pudo iniciar el ejecutable \"actool\"." msgid "Could not read 'actool' version." msgstr "No se pudo leer la versión de \"actool\"." +msgid "At least version 26.0 of 'actool' is required (version %f found)." +msgstr "" +"Se requiere al menos la versión 26.0 de 'actool' (se encontró la versión %f)." + +msgid "Could not export liquid glass icon:" +msgstr "No se pudo exportar el icono de liquid glass:" + msgid "Notarization" msgstr "Notarización" @@ -19615,8 +20661,8 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Sprite Frames\" " "property in order for AnimatedSprite2D to display frames." msgstr "" -"Se debe crear o establecer un recurso SpriteFrames en la propiedad \"Sprite " -"Frames\" para que AnimatedSprite2D muestre los fotogramas." +"Se debe crear o establecer un recurso de Fotogramas de Sprite en la propiedad " +"\"Fotogramas de Sprite\" para que AnimatedSprite2D pueda mostrar fotogramas." msgid "" "Ancestor \"%s\" clips its children, so this CanvasGroup will not function " @@ -19662,6 +20708,12 @@ msgstr "" "La animación Particles2D requiere el uso de un CanvasItemMaterial con " "\"Particles Animation\" activado." +msgid "" +"Particle trails are only available when using the Forward+ or Mobile renderer." +msgstr "" +"El rastro de partículas solo está disponible cuando se utiliza el " +"renderizador Forward+ o Móvil." + msgid "" "Particle sub-emitters are not available when using the Compatibility renderer." msgstr "" @@ -19962,6 +21014,11 @@ msgstr "" "La animación de CPUParticles3D requiere el uso de un StandardMaterial3D cuyo " "modo Billboard esté configurado en \"Particle Billboard\"." +msgid "Decals are only available when using the Forward+ or Mobile renderer." +msgstr "" +"Los Decals solo están disponibles cuando se utiliza el renderizador Forward+ " +"o Móvil." + msgid "" "The decal has no textures loaded into any of its texture properties, and will " "therefore not be visible." @@ -20037,6 +21094,13 @@ msgstr "" "Trails activadas, pero faltan uno o más materiales de malla o no están " "configurados para el renderizado de rutas." +msgid "" +"Particle sub-emitters are only available when using the Forward+ or Mobile " +"renderer." +msgstr "" +"Los sub-emisores de partículas solo están disponibles cuando se utiliza el " +"renderizador Forward+ o Móvil." + msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "collision for this GPUParticlesCollisionSDF3D.\n" @@ -20048,6 +21112,12 @@ msgstr "" "Para resolver esto, activa al menos un bit en la propiedad Máscara de " "Procesamiento." +msgid "" +"Detecting settings with no target set! IterateIK3D must have a target to work." +msgstr "" +"¡Detectando ajustes sin objetivo establecido! IterateIK3D debe tener un " +"objetivo para funcionar." + msgid "A light's scale does not affect the visual size of the light." msgstr "La escala de una luz no afecta a su tamaño visual." @@ -20405,6 +21475,12 @@ msgstr "" "¡Nodo Skeleton3D no establecido! SkeletonModifier3D debe ser hijo de " "Skeleton3D." +msgid "" +"Detecting settings with no Path3D set! SplineIK3D must have a Path3D to work." +msgstr "" +"¡Detectando ajustes sin Path3D establecido! SplineIK3D debe tener un Path3D " +"para funcionar." + msgid "Parent node should be a SpringBoneSimulator3D node." msgstr "El nodo padre debe ser un nodo SpringBoneSimulator3D." @@ -20412,8 +21488,21 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Sprite Frames\" " "property in order for AnimatedSprite3D to display frames." msgstr "" -"Se debe crear o establecer un recurso SpriteFrames en la propiedad \"Sprite " -"Frames\" para que AnimatedSprite3D muestre los fotogramas." +"Se debe crear o establecer un recurso de Fotogramas de Sprite en la propiedad " +"\"Fotogramas de Sprite\" para que AnimatedSprite3D pueda mostrar fotogramas." + +msgid "" +"Detecting settings with no target set! TwoBoneIK3D must have a target to work." +msgstr "" +"¡Detectando ajustes sin objetivo establecido! TwoBoneIK3D debe tener un " +"objetivo para funcionar." + +msgid "" +"Detecting settings with no pole target set! TwoBoneIK3D must have a pole " +"target to work." +msgstr "" +"¡Detectando ajustes sin objetivo de polo establecido! TwoBoneIK3D debe tener " +"un objetivo de polo para funcionar." msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -20451,6 +21540,20 @@ msgstr "" "Para solucionarlo, aumente el margen final del rango de visibilidad por " "encima de 0." +msgid "" +"GeometryInstance3D transparency is only available when using the Forward+ " +"renderer." +msgstr "" +"La transparencia de GeometryInstance3D solo está disponible cuando se utiliza " +"el renderizador Forward+." + +msgid "" +"GeometryInstance3D visibility range transparency fade is only available when " +"using the Forward+ renderer." +msgstr "" +"La atenuación de transparencia del rango de visibilidad de GeometryInstance3D " +"solo está disponible cuando se utiliza el renderizador Forward+." + msgid "Plotting Meshes" msgstr "Trazando Mallas" @@ -20531,6 +21634,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D requiere un nodo hijo XRCamera3D." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"No se admite cambiar la escala en el nodo XROrigin3D. En su lugar, cambia la " +"Escala del Mundo." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -20555,6 +21665,24 @@ msgstr "Nada conectado a la entrada '%s' del nodo '%s'." msgid "No root AnimationNode for the graph is set." msgstr "No se ha establecido ningún nodo AnimationNode raíz para el gráfico." +msgid "" +"The AnimationTree is inactive.\n" +"Activate it in the inspector to enable playback; check node warnings if " +"activation fails." +msgstr "" +"El AnimationTree está inactivo.\n" +"Actívalo en el inspector para habilitar la reproducción; comprueba las " +"advertencias de los nodos si la activación falla." + +msgid "" +"The AnimationTree node (or one of its parents) has its process mode set to " +"Disabled.\n" +"Change the process mode in the inspector to allow playback." +msgstr "" +"El nodo AnimationTree (o uno de sus padres) tiene su modo de procesamiento " +"establecido en Desactivado.\n" +"Cambia el modo de procesamiento en el inspector para permitir la reproducción." + msgid "" "ButtonGroup is intended to be used only with buttons that have toggle_mode " "set to true." @@ -20638,6 +21766,14 @@ msgstr "" "La fuente actual no admite la representación de uno o más caracteres " "utilizados en el texto de esta etiqueta." +msgid "" +"MSDF font pixel range is too small, some outlines/shadows will not render. " +"Set MSDF pixel range to be at least %d to render all outlines/shadows." +msgstr "" +"El rango de píxeles de la fuente MSDF es demasiado pequeño, algunos contornos " +"o sombras no se renderizarán. Establece el rango de píxeles MSDF en al menos " +"%d para renderizar todos los contornos y sombras." + msgid "" "The current theme style has shadows and/or rounded corners for popups, but " "those won't display correctly if \"display/window/per_pixel_transparency/" @@ -20664,6 +21800,9 @@ msgstr "" "Usa un contenedor como hijo (VBox, HBox, etc.), o un Control y establece el " "tamaño mínimo personalizado manualmente." +msgid "Drag to resize" +msgstr "Arrastra para cambiar el tamaño" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -21053,6 +22192,24 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "El varying '%s' no puede pasarse para el parámetro '%s' en ese contexto." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"No se puede pasar un sampler de textura multiview como parámetro a una " +"función personalizada. Considera realizar el muestreo en la función principal " +"y luego pasar el resultado vectorial a la función personalizada." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"No se puede pasar un sampler de textura RADIANCE como parámetro a una función " +"personalizada. Considera realizar el muestreo en la función principal y luego " +"pasar el resultado vectorial a la función personalizada." + msgid "Unknown identifier in expression: '%s'." msgstr "Identificador desconocido en la expresión: '%s'." diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 85617ad366..669f53a498 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -43,13 +43,16 @@ # Rosas Francisco , 2025. # agus , 2025. # Nacho Roby , 2026. +# rus , 2026. +# leandro jimenez saientz , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-07 17:02+0000\n" -"Last-Translator: Nacho Roby \n" +"PO-Revision-Date: 2026-01-18 16:01+0000\n" +"Last-Translator: leandro jimenez saientz " +"\n" "Language-Team: Spanish (Argentina) \n" "Language: es_AR\n" @@ -57,17 +60,116 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "Fallido:" + +msgid "Unavailable" +msgstr "No disponible" + +msgid "Unconfigured" +msgstr "Sin configurar" + +msgid "Unauthorized" +msgstr "sin permiso" + +msgid "Parameter out of range" +msgstr "Parámetro fuera de gama" + +msgid "Out of memory" +msgstr "sin memoria" + +msgid "File not found" +msgstr "archivo no encontrado" + +msgid "File: Bad drive" +msgstr "archivo: mal manejo" + +msgid "File: Bad path" +msgstr "archivo: ruta incorrecta" + +msgid "File: Permission denied" +msgstr "archivo: permiso denegado" + +msgid "File already in use" +msgstr "el archivo ya existe" + +msgid "Can't open file" +msgstr "No se puede abrir el archivo" + +msgid "Can't write file" +msgstr "no se puede escribir este archivo" + +msgid "Can't read file" +msgstr "no se puede leer el archivo" + +msgid "File unrecognized" +msgstr "Archivo no reconocido" + +msgid "File corrupt" +msgstr "archivo corrompido" + +msgid "Missing dependencies for file" +msgstr "Falta de dependencias para el archivo" + +msgid "End of file" +msgstr "fin del archivo" + +msgid "Can't open" +msgstr "No se ha podido abrir" + +msgid "Can't create" +msgstr "No puedo crear" + +msgid "Query failed" +msgstr "Solicitud fallida." + msgid "Locked" msgstr "Bloqueado" +msgid "Timeout" +msgstr "Tiempo de espera agotado" + +msgid "Can't connect" +msgstr "No se puede conectar." + +msgid "Can't resolve" +msgstr "No se ha podido resolver." + +msgid "Does not exist" +msgstr "no existe" + +msgid "Can't write database" +msgstr "no se pude escribir la base de datos" + +msgid "Script failed" +msgstr "script fallido" + +msgid "Cyclic link detected" +msgstr "Enlace cíclico detectado" + +msgid "Duplicate symbol" +msgstr "Duplicar simbolo" + +msgid "Busy" +msgstr "Ocupado" + +msgid "Skip" +msgstr "omitir" + msgid "Help" msgstr "Ayuda" +msgid "Bug" +msgstr "error" + +msgid "unset" +msgstr "Sin establecer" + msgid "Physical" msgstr "Físico" diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index 7ed5f6873c..3170c6178d 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -214,8 +214,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-11 11:01+0000\n" -"Last-Translator: Axel Rousseau \n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" +"Last-Translator: Posemartonis \n" "Language-Team: French \n" "Language: fr\n" @@ -223,17 +223,155 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "A échoué" + +msgid "Unavailable" +msgstr "Non disponible" + +msgid "Unconfigured" +msgstr "Non configuré" + +msgid "Unauthorized" +msgstr "Non-autorisé" + +msgid "Parameter out of range" +msgstr "Paramètre hors plage" + +msgid "Out of memory" +msgstr "Pénurie de mémoire" + +msgid "File not found" +msgstr "Fichier non trouvé" + +msgid "File: Bad drive" +msgstr "Fichier : mauvais disque" + +msgid "File: Bad path" +msgstr "Fichier : mauvais chemin" + +msgid "File: Permission denied" +msgstr "Fichier : Permission refusée" + +msgid "File already in use" +msgstr "Fichier déjà utilisé" + +msgid "Can't open file" +msgstr "Impossible d’ouvrir le fichier" + +msgid "Can't write file" +msgstr "Impossible d'écrire le fichier" + +msgid "Can't read file" +msgstr "Impossible de lire le fichier" + +msgid "File unrecognized" +msgstr "Fichier non reconnu" + +msgid "File corrupt" +msgstr "Fichier corrompu" + +msgid "Missing dependencies for file" +msgstr "Dépendances manquantes pour le fichier" + +msgid "End of file" +msgstr "Fin du fichier" + +msgid "Can't open" +msgstr "Impossible d'ouvrir" + +msgid "Can't create" +msgstr "Impossible de créer" + +msgid "Query failed" +msgstr "La requête a échoué" + +msgid "Already in use" +msgstr "Déjà utilisé" + msgid "Locked" msgstr "Verrouillé" +msgid "Timeout" +msgstr "Délai dépassé" + +msgid "Can't connect" +msgstr "Connexion impossible" + +msgid "Can't resolve" +msgstr "Impossible de résoudre" + +msgid "Connection error" +msgstr "Erreur de connexion" + +msgid "Can't acquire resource" +msgstr "Impossible d'acquérir les ressources" + +msgid "Can't fork" +msgstr "Impossible de créer une branche" + +msgid "Invalid data" +msgstr "Données non valides" + +msgid "Invalid parameter" +msgstr "Paramètres invalides" + +msgid "Already exists" +msgstr "Existe déjà" + +msgid "Does not exist" +msgstr "N'existe pas" + +msgid "Can't read database" +msgstr "Impossible de lire la base de données" + +msgid "Can't write database" +msgstr "Impossible de lire la base de données" + +msgid "Compilation failed" +msgstr "Échec de la compilation" + +msgid "Method not found" +msgstr "Méthode non trouvée" + +msgid "Link failed" +msgstr "Échec du lien" + +msgid "Script failed" +msgstr "Le Script a échoué" + +msgid "Cyclic link detected" +msgstr "Lien cyclique détecté" + +msgid "Invalid declaration" +msgstr "Déclaration non valide" + +msgid "Duplicate symbol" +msgstr "Symbole dupliqué" + +msgid "Parse error" +msgstr "Erreur d’analyse" + +msgid "Busy" +msgstr "Occupé" + +msgid "Skip" +msgstr "Passer" + msgid "Help" msgstr "Aide" +msgid "Bug" +msgstr "bogue" + +msgid "Printer on fire" +msgstr "Imprimante en feu" + msgid "unset" msgstr "non défini" @@ -1693,6 +1831,13 @@ msgctxt "Bezier Handle Mode" msgid "Balanced" msgstr "Équilibré" +msgctxt "Bezier Handle Mode" +msgid "Mirrored" +msgstr "Symétrique" + +msgid "Handle mode: %s" +msgstr "Mode de manipulation : %s" + msgid "Stream:" msgstr "Flux :" @@ -4220,6 +4365,9 @@ msgstr "Ajouter un nouveau groupe." msgid "Filter Groups" msgstr "Filtrer les groupes" +msgid "Select one or more nodes to edit their groups." +msgstr "Sélectionnez un ou plusieurs nœud pour éditer leurs groupes." + msgid "The Beginning" msgstr "Le commencement" @@ -4305,6 +4453,9 @@ msgstr "" "Les ressources suivantes seront dupliquées et incorporées au sein de cette " "ressource/objet." +msgid "This object has no resources to duplicate." +msgstr "Cet objet n'a pas de ressources à dupliquer." + msgid "Failed to load resource." msgstr "Impossible de charger la ressource." @@ -4530,6 +4681,13 @@ msgstr "" msgid "Save New Scene As..." msgstr "Enregistrer la nouvelle scène sous…" +msgid "" +"Disabling \"Editable Children\" will cause all properties of this subscene's " +"descendant nodes to be reverted to their default." +msgstr "" +"Désactiver \"Editable Children\" permettra de rétablir à leur valeur par " +"défaut toutes les propriétés des nœuds descendants de cette sous-scène." + msgid "" "Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " "all properties of the node to be reverted to their default." @@ -4970,6 +5128,24 @@ msgstr "Les ressources importées ne peuvent pas être sauvegardées." msgid "Error saving resource!" msgstr "Erreur dans l’enregistrement des ressources !" +msgid "" +"The text-based resource at path \"%s\" is large on disk (%s), likely because " +"it has embedded binary data.\n" +"This slows down resource saving and loading.\n" +"Consider saving its binary subresource(s) to a binary `.res` file or saving " +"the resource as a binary `.res` file.\n" +"This warning can be disabled in the Editor Settings (FileSystem > On Save > " +"Warn on Saving Large Text Resources)." +msgstr "" +"La ressource textuelle trouvée par le chemin \"%s\" est volumineuse sur le " +"disque (%s), sans doute parce qu'elle a des données binaires intégrées.\n" +"Cela ralentit la sauvegarde et le chargement de ressource.\n" +"Pensez à sauvegarder sa sous-ressource binaire dans un fichier binaire `.res` " +"ou à sauvegarder la ressource en tant qu'un fichier binaire `.res`.\n" +"Cet avertissement peut être désactivé dans les Paramètres de l'Éditeur " +"(Système de fichiers > À l'Enregistrement > Avertir lors de la Sauvegarde de " +"Ressources Textuelles Volumineuses)." + msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." @@ -5680,6 +5856,9 @@ msgstr "Recharger la scène sauvegardée" msgid "Close Scene" msgstr "Fermer la scène" +msgid "Close All Scenes" +msgstr "Fermer toute les scènes" + msgid "Editor Settings..." msgstr "Paramètres de l’éditeur…" @@ -5752,6 +5931,12 @@ msgstr "À propos de Godot…" msgid "Support Godot Development" msgstr "Soutenir le développement de Godot" +msgid "Open 2D Workspace" +msgstr "Ouvrir 2D Workspace" + +msgid "Open 3D Workspace" +msgstr "Ouvrir le 3D Workspace" + msgid "Open Script Editor" msgstr "Ouvrir l’éditeur de script" @@ -6611,6 +6796,26 @@ msgstr "Niveau de Compression de l'Encodage Delta" msgid "Delta Encoding Minimum Size Reduction" msgstr "Réduction de Taille Minimum" +msgid "Delta Encoding Include Filters" +msgstr "L'encodage Delta contient des filtres" + +msgid "" +"Filters to include files/folders from being delta-encoded\n" +"(comma-separated, e.g: *.gdc, scripts/*)" +msgstr "" +"Filtres pour inclure les fichiers/dossiers qui seront delta-encodés\n" +"(séparateur virgule, par ex : *.gdc, scripts/*)" + +msgid "Delta Encoding Exclude Filters" +msgstr "Filtres pour exclure de l'encodage Delta" + +msgid "" +"Filters to exclude files/folders from being delta-encoded\n" +"(comma-separated, e.g: *.ctex, textures/*)" +msgstr "" +"Filtres pour exclure les fichiers/dossiers d'être delta-encodés\n" +"(séparateurs virgules, par ex : *.ctex, textures/*)" + msgid "Base Packs:" msgstr "Packs de base :" @@ -6768,6 +6973,12 @@ msgstr "Éditeur de dépendances" msgid "Owners of: %s (Total: %d)" msgstr "Possesseur de : %s (Total : %d)" +msgid "No owners found for: %s" +msgstr "Aucun propriétaire trouvé pour : %s" + +msgid "Owners List" +msgstr "Liste des propriétaires" + msgid "Localization remap" msgstr "Réaffectation des traductions" @@ -6952,6 +7163,13 @@ msgstr "Tabulations" msgid "Zoom Factor" msgstr "Facteur du zoom" +msgid "" +"%s+Mouse Wheel, %s/%s: Finetune\n" +"%s: Reset" +msgstr "" +"%s+Molette de souris, %s/%s : Ajuster précisément\n" +"%s : Réinitialiser" + msgid "Zoom In" msgstr "Zoomer" @@ -7167,6 +7385,16 @@ msgstr "Sélectionner une ressource" msgid "Select Scene" msgstr "Sélectionner une scène" +msgid "Recursion detected, Instant Preview failed." +msgstr "Récursion détectée, échec de l'aperçu instantané." + +msgid "Instant Preview" +msgstr "Aperçu instantané" + +msgid "Selected resource will be previewed in the editor before accepting." +msgstr "" +"La ressource sélectionnée sera prévisualisée dans l'éditeur avant acceptation." + msgid "Fuzzy Search" msgstr "Recherche approximative" @@ -7956,6 +8184,10 @@ msgstr "Couches" msgid "" msgstr "" +msgctxt "Ease Type" +msgid "Linear" +msgstr "Linéaire" + msgctxt "Ease Type" msgid "Zero" msgstr "Zéro" @@ -8101,6 +8333,9 @@ msgstr "Click droit pour rendre unique." msgid "It is possible to make its subresources unique." msgstr "Il est possible de rendre cette sous-ressource unique." +msgid "Right-click to make them unique." +msgstr "Clic-droit pour les rendre uniques." + msgid "In order to duplicate it, make its parent Resource unique." msgstr "Pour le dupliquer, rendre unique sa ressource parente." @@ -8130,6 +8365,9 @@ msgstr "" "du dock ou un autre récupérateur de ressources pour rendre automatiquement " "une ressource déposée unique." +msgid "This Resource is already unique." +msgstr "Cette ressource est déjà unique." + msgid "Make Unique (Recursive)" msgstr "Rendre unique (récursivement)" @@ -8451,6 +8689,9 @@ msgstr "" "Le chemin sélectionné n'est pas vide. Il est fortement recommandé de choisir " "un répertoire vide." +msgid "Cannot duplicate a project into itself." +msgstr "Impossible de dupliquer un projet dans lui-même." + msgid "New Game Project" msgstr "Nouveau projet de jeu" @@ -8565,6 +8806,9 @@ msgstr "Chemin d'installation du projet :" msgid "Renderer:" msgstr "Moteur de rendu :" +msgid "More information" +msgstr "Plus d'information" + msgid "" "RenderingDevice-based methods not available on this GPU:\n" "%s\n" @@ -8627,12 +8871,21 @@ msgstr "Analyse des projets…" msgid "Missing Project" msgstr "Projet manquant" +msgid "Open in Editor (Verbose Mode)" +msgstr "Ouvrir dans l’éditeur (Mode verbeux)" + +msgid "Open in Editor (Recovery Mode)" +msgstr "Ouvrir dans l'éditeur (mode de récupération)" + msgid "Run Project" msgstr "Lancer le projet" msgid "Manage Tags" msgstr "Gérer les étiquettes" +msgid "Remove from Project List" +msgstr "Supprimer de la liste des projets" + msgid "New Window" msgstr "Nouvelle fenêtre" @@ -8914,12 +9167,20 @@ msgid "Tag name can't begin or end with underscore." msgstr "" "Le nom de l'étiquette ne peut pas commencer ou finir avec un tiret du bas." +msgid "Tag name can't contain consecutive underscores or spaces." +msgstr "" +"Le nom de l'étiquette ne peut pas contenir de tirets du bas consécutifs ou " +"des espaces." + msgid "These characters are not allowed in tags: %s." msgstr "Ces caractères ne sont pas autorisés dans les étiquettes : %s." msgid "About Godot" msgstr "À propos de Godot" +msgid "Window" +msgstr "Fenêtre" + msgid "Settings" msgstr "Paramètres" @@ -9086,6 +9347,9 @@ msgstr "Langage" msgid "Style" msgstr "Style" +msgid "Color Preset" +msgstr "Préréglage de couleur" + msgid "Custom preset can be further configured in the editor." msgstr "" "Un préréglage personnalisé peut être configuré davantage dans l'éditeur." @@ -9102,6 +9366,9 @@ msgstr "Vérifier les mises à jour" msgid "Directory Naming Convention" msgstr "Convention de nommage des répertoires" +msgid "Edit All Settings" +msgstr "Éditer tous les réglages" + msgid "" "Settings changed! The project manager must be restarted for changes to take " "effect." @@ -9154,9 +9421,24 @@ msgstr "Mise à jour des ressources du projet" msgid "Re-saving resource:" msgstr "Ré-enregistre la ressource :" +msgid "Run the project's main scene." +msgstr "Exécuter la scène principale du projet." + +msgid "Play the currently edited scene." +msgstr "Exécuter la scène en cours d’édition." + msgid "Play a custom scene." msgstr "Lancer une scène personnalisée." +msgid "Reload the played scene that was being edited." +msgstr "Recharger la scène jouée qui était en cours d'édition." + +msgid "Reload the played custom scene." +msgstr "Recharger la scène jouée personnalisée." + +msgid "Reload the played main scene." +msgstr "Recharger la scène principale jouée." + msgid "" "Movie Maker mode is enabled, but no movie file path has been specified.\n" "A default movie file path can be specified in the project settings under the " @@ -9400,9 +9682,18 @@ msgstr "" "Pause forcée au niveau de la SceneTree. Arrête tout traitement, mais vous " "pouvez toujours interagir avec le projet." +msgid "Change the game speed." +msgstr "Changer la vitesse du jeu." + msgid "Speed State" msgstr "État de la vitesse" +msgid "Reset the game speed." +msgstr "Rétablir la vitesse du jeu." + +msgid "Reset Speed" +msgstr "Rétablir l'échelle" + msgid "Input" msgstr "Entrées" @@ -9428,6 +9719,15 @@ msgstr "Dévoiler la liste de nœuds sélectionnables à la position cliquée." msgid "Toggle Selection Visibility" msgstr "Basculer la visibilité de la sélection" +msgid "Selection Options" +msgstr "Options de sélection" + +msgid "Don't Select Locked Nodes" +msgstr "Ne pas sélectionner les nœuds verrouillés" + +msgid "Select Group Over Children" +msgstr "Sélectionner les groupes plutôt que les enfants" + msgid "Override the in-game camera." msgstr "Redéfinir la caméra en jeu." @@ -9470,6 +9770,9 @@ msgstr "" "Le mode « Conserver les proportions » est utilisé quand l’espace de travail " "du jeu est plus petit que la taille désirée." +msgid "Keep Aspect Ratio" +msgstr "Garder le ratio d'aspect" + msgid "Keep the aspect ratio of the embedded game." msgstr "Conserver les proportions du jeu en mode intégré." @@ -9592,12 +9895,18 @@ msgstr "Générer Rect de Visibilité" msgid "Load Emission Mask" msgstr "Charger Masque d'Émission" +msgid "Mask Texture" +msgstr "Texture du masque" + msgid "Solid Pixels" msgstr "Pixels pleins" msgid "Border Pixels" msgstr "Pixels de bordure" +msgid "Mask Mode" +msgstr "Mode masque" + msgid "Centered" msgstr "Centré" @@ -11129,6 +11438,12 @@ msgstr "N’a pas pu créer une forme de collision simplifiée." msgid "Couldn't create any collision shapes." msgstr "Impossible de créer des formes de collision." +msgid "Couldn't create a sphere shape." +msgstr "Impossible de créer une forme de sphère." + +msgid "Couldn't create a primitive collision shape." +msgstr "Impossible de créer une forme de collision primitive." + msgid "Create %s Collision Shape Sibling" msgstr "Crée des %s familles de formes de collision" @@ -11306,6 +11621,15 @@ msgstr "" "Il s’agit de l’option la plus précise (mais la plus lente) pour la détection " "des collisions." +msgid "" +"Creates a single convex collision shape.\n" +"This is the faster than the trimesh or multiple convex option, but is less " +"accurate for collision detection." +msgstr "" +"Crée une forme de collision convexe .\n" +"Il s'agit d'une option plus rapide que l'option trimesh ou convex multiple " +"mais elle est moins précise pour la détection des collisions." + msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -11315,6 +11639,17 @@ msgstr "" "Le résultat est similaire à une forme de collision, rendant la géométrie " "simplifiée, au prix de sa précision." +msgid "" +"Creates multiple convex collision shapes. These are decomposed from the " +"original mesh.\n" +"This is a performance and accuracy middle-ground between a single convex " +"collision and a polygon-based trimesh collision." +msgstr "" +"Crée plusieurs formes de collision convexe. Elles sont décomposées du " +"maillage original.\n" +"Il s'agit d'un compromis entre performance et précision entre une collision " +"unique en convexe et une collision en parois à base de polygone." + msgid "" "Creates an bounding box collision shape.\n" "This will use the mesh's AABB if the shape is not a built-in BoxMesh.\n" @@ -11578,6 +11913,9 @@ msgstr "Perspective arrière" msgid "[auto]" msgstr "[auto]" +msgid "Reset Transform" +msgstr "Réinitialiser la transformation" + msgid "Grouped" msgstr "Groupé" @@ -11607,6 +11945,36 @@ msgstr "" "géométrie.\n" "Maintenir %s en déposant pour redéfinir une surface spécifique." +msgid "" +"This debug draw mode is only supported when using the Forward+ or Mobile " +"renderer." +msgstr "" +"Ce mode de dessin de débogage est uniquement pris en charge lors de " +"l'utilisation des rendus Forward+ ou Mobile." + +msgid "This debug draw mode is only supported when using the Forward+ renderer." +msgstr "" +"Ce mode de dessin de débogage est uniquement pris en charge lors de " +"l'utilisation du rendu Forward+." + +msgid "X: %s" +msgstr "X : %s" + +msgid "Y: %s" +msgstr "Y : %s" + +msgid "Z: %s" +msgstr "Z : %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Taille : %s (%.1f MP)" + +msgid "Objects: %d" +msgstr "Objets : %d" + +msgid "Primitives: %d" +msgstr "Primitifs : %d" + msgid "Draw Calls: %d" msgstr "Appels de dessin : %d" @@ -11780,6 +12148,15 @@ msgstr "" msgid "SDFGI Probes" msgstr "Sondes SDFGI" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Faites un clic gauche sur une sonde SDFGI pour afficher ses informations " +"d'occlusion (blanc = sans occlusion, rouge = occlusion complète).\n" +"Exige que SDFGI soit activé dans Environnement pour avoir un effet visible." + msgid "Scene Luminance" msgstr "Luminance de la scène" @@ -12128,6 +12505,9 @@ msgstr "Définir la tonemap de l'environnement de prévisualisation" msgid "Set Preview Environment Global Illumination" msgstr "Définir l'illumination globale de l'environnement de prévisualisation" +msgid "Transform Mode" +msgstr "Mode de transformation" + msgid "Move Mode" msgstr "Mode déplacement" @@ -12710,6 +13090,15 @@ msgstr "Insérer une clé (basé sur le masque) pour tous les os." msgid "Insert Key (All Bones)" msgstr "Insérer une clé (Tous les os)" +msgid "Insert key (based on mask) for modified bones with an existing track." +msgstr "" +"Insérer une clé (basée sur le masque) pour les os modifiés avec une piste " +"existante." + +msgid "Insert new key (based on mask) for all modified bones." +msgstr "" +"Insérer une nouvelle clé (basée sur le masque) pour tous les os modifiés." + msgid "Bone Transform" msgstr "Transformation d'Os" @@ -13031,6 +13420,9 @@ msgstr "Centrer sur la sélection" msgid "Frame Selection" msgstr "Encadrer la sélection" +msgid "Auto Resample CanvasItems" +msgstr "Ré-échantillonne automatiquement CanvasItems" + msgid "Preview Canvas Scale" msgstr "Prévisualiser l’échelle du Canvas" @@ -13267,6 +13659,9 @@ msgstr "Édition…" msgid "Go to Method" msgstr "Aller à la méthode" +msgid "Select a single node or resource to edit its signals." +msgstr "Sélectionnez un seul nœud ou une ressource pour modifier ses signaux." + msgid "Load Curve Preset" msgstr "Charger un préréglage de courbe" @@ -13327,6 +13722,9 @@ msgstr "Fermer tous les onglets" msgid "Add a new scene." msgstr "Ajouter une nouvelle scène." +msgid "Show Opened Scenes List" +msgstr "Afficher la liste des scènes ouvertes" + msgid "Add Gradient Point" msgstr "Ajouter un point gradient" @@ -14051,6 +14449,9 @@ msgstr "" msgid "Theme" msgstr "Thème" +msgid "Toggle Theme Dock" +msgstr "Modifier le thème de la barre d'outils" + msgid "Theme:" msgstr "Thème :" @@ -14530,6 +14931,9 @@ msgstr "Ajouter vide" msgid "Move Frame" msgstr "Déplacer le cadre" +msgid "Paste Animation" +msgstr "Coller l'animation" + msgid "Delete Animation?" msgstr "Supprimer l'animation ?" @@ -14545,6 +14949,9 @@ msgstr "SpriteFrames" msgid "Animations:" msgstr "Animations :" +msgid "Copy Animation" +msgstr "Copier l’animation" + msgid "Delete Animation" msgstr "Supprimer l'animation" @@ -14578,6 +14985,12 @@ msgstr "Durée de la Trame :" msgid "Zoom Reset" msgstr "Réinitialiser le zoom" +msgid "Add Frame from File" +msgstr "Ajouter une trame à partir d'un fichier" + +msgid "Add Frames from Sprite Sheet" +msgstr "Ajouter des trames depuis une feuille de sprite" + msgid "Copy Frame(s)" msgstr "Copier la/les image(s)" @@ -14791,6 +15204,9 @@ msgstr "Remplacer…" msgid "Replace in Files" msgstr "Remplacer dans les fichiers" +msgid "Keep Results" +msgstr "Garder les résultats" + msgid "Keep these results and show subsequent results in a new window" msgstr "" "Garder ces résultats et afficher les résultats suivants dans une nouvelle " @@ -15720,6 +16136,9 @@ msgstr "Éditeur 3D" msgid "Scene Tree Editing" msgstr "Édition d’arborescence de scène" +msgid "Node Dock (deprecated)" +msgstr "Barre d'outils de nœud (déprécié)" + msgid "FileSystem Dock" msgstr "Dock du système de fichiers" @@ -15732,6 +16151,12 @@ msgstr "Dock de l’historique" msgid "Game View" msgstr "Vue du jeu" +msgid "Signals Dock" +msgstr "Barre d'outils de signaux" + +msgid "Groups Dock" +msgstr "Barre d'outils de groupes" + msgid "Allows to view and edit 3D scenes." msgstr "Permet de visualiser et modifier des scènes 3D." @@ -15770,6 +16195,14 @@ msgid "Provides tools for selecting and debugging nodes at runtime." msgstr "" "Fournit des outils pour sélectionner et debuger des nœuds durant l’exécution." +msgid "Allows to work with signals of the node selected in the Scene dock." +msgstr "" +"Permet de travailler avec les signaux du nœud sélectionné dans le dock scène." + +msgid "Allows to manage groups of the node selected in the Scene dock." +msgstr "" +"Permet de travailler avec les signaux du nœud sélectionné dans le dock scène." + msgid "(current)" msgstr "(actuel)" @@ -15856,6 +16289,9 @@ msgstr "Profil(s) d’importation" msgid "Manage Editor Feature Profiles" msgstr "Gérer les profils de fonctionnalités de l’éditeur" +msgid "Select Existing Layout:" +msgstr "Sélectionner une disposition existante :" + msgid "Or enter new layout name." msgstr "Ou entrez un nouveau nom de disposition." @@ -15889,6 +16325,9 @@ msgstr "Filtrer les paramètres" msgid "Advanced Settings" msgstr "Paramètres avancés" +msgid "The Project Manager must be restarted for changes to take effect." +msgstr "L’éditeur doit être redémarré pour que les changements prennent effet." + msgid "The editor must be restarted for changes to take effect." msgstr "L’éditeur doit être redémarré pour que les changements prennent effet." @@ -16144,9 +16583,15 @@ msgstr "N/A" msgid "Open Shader / Choose Location" msgstr "Ouvrir le shader / Choisir l'emplacement" +msgid "Invalid shader type selected." +msgstr "Type de shader sélectionné invalide ." + msgid "Invalid base path." msgstr "Chemin de base invalide." +msgid "Invalid extension for selected shader type." +msgstr "Extension non valide pour le type de shader sélectionné." + msgid "Note: Built-in shaders can't be edited using an external editor." msgstr "" "Remarque : les shaders intégrés ne peuvent pas être modifiés à l'aide d'un " @@ -16200,6 +16645,9 @@ msgstr "Ouvrir fichier dans l'Inspecteur" msgid "Inspect Native Shader Code..." msgstr "Inspecter le code de shader natif..." +msgid "Copy Shader Path" +msgstr "Copier le chemin du shader" + msgid "Shader Editor" msgstr "Éditeur de shader" @@ -16552,6 +17000,9 @@ msgstr "Copier les paramètres depuis le matériau" msgid "Paste Parameters To Material" msgstr "Coller les paramètres dans le matériau" +msgid "Forward+/Mobile" +msgstr "Forward+/Mobile" + msgid "" "Only supported in the Forward+ and Mobile rendering methods, not " "Compatibility." @@ -17652,6 +18103,12 @@ msgstr "Désactiver l'aperçu de la traduction" msgid "Previewing translation. Click to disable." msgstr "Aperçu de la traduction. Cliquez pour désactiver." +msgid "No Translations Configured" +msgstr "Aucune traduction configurée" + +msgid "You can add translations in the Project Settings." +msgstr "Vous pouvez ajouter des traductions dans les paramètres du projet." + msgid "Add %d Translation" msgid_plural "Add %d Translations" msgstr[0] "Ajouter %d traduction" @@ -17681,6 +18138,17 @@ msgstr "Supprimer la réaffectation (remap) des ressources" msgid "Remove Resource Remap Option" msgstr "Supprimer l’option de réaffectation (remap) de ressource" +msgid "Add %d file for template generation" +msgid_plural "Add %d files for template generation" +msgstr[0] "Ajouter %d fichier pour la génération de modèle type" +msgstr[1] "Ajouter %d fichiers pour la génération de modèle type" + +msgid "Remove file from template generation" +msgstr "Retirer le fichier de la génération de modèle type" + +msgid "Rearrange Localization Items" +msgstr "Réaffectation des éléments de traduction" + msgid "Removed" msgstr "Retiré" @@ -17702,6 +18170,9 @@ msgstr "Ressources :" msgid "Remaps by Locale:" msgstr "Réaffectations (remaps) par langue :" +msgid "Template Generation" +msgstr "Génération de modèle type" + msgid "Files with translation strings:" msgstr "Fichiers avec des chaînes de caractères de traduction :" @@ -17710,6 +18181,9 @@ msgstr "" "Ajouter des chaînes de caractères à partir de composants intégrés tels que " "certains nœuds de contrôle." +msgid "No translatable strings found." +msgstr "Aucune chaîne traduisible trouvée." + msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." @@ -18683,6 +19157,9 @@ msgstr "Objets A" msgid "B Objects" msgstr "Objets B" +msgid "Combine Diff" +msgstr "Combiner Diff" + msgid "Snapshot A" msgstr "Snapshot A" @@ -18704,6 +19181,15 @@ msgstr "Nom de l'objet" msgid "Other object referencing this object" msgstr "Autre objet référençant cet objet" +msgid "Property of other object referencing this object" +msgstr "Propriété d'autres objets faisant référence à cet objet" + +msgid "Property of this object referencing other object" +msgstr "Propriété de cet objet faisant référence à d'autre objet" + +msgid "Other object being referenced" +msgstr "Autre objet référencé" + msgid "Native Refs" msgstr "Références natives" @@ -18728,6 +19214,18 @@ msgstr "Références ObjectDB + références natives" msgid "Cycles detected in the ObjectDB" msgstr "Cycles détectés dans ObjectDB" +msgid "Native References: %d" +msgstr "Références natives : %d" + +msgid "ObjectDB References: %d" +msgstr "Références d'ObjectDB : %d" + +msgid "Total References: %d" +msgstr "Total des références : %d" + +msgid "ObjectDB Cycles: %d" +msgstr "Cycles d'ObjectDB : %d" + msgid "[center]ObjectDB References[center]" msgstr "[center]Références ObjectDB[center]" @@ -18777,6 +19275,27 @@ msgstr "Mémoire maximale utilisée :" msgid "Total Objects:" msgstr "Total des objets :" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Plusieurs nœuds racines [i](appel possible à « remove_child » sans " +"« queue_free »)[/i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"Objets RefCounted référencés uniquement dans des cycles [i](les cycles " +"indiquent souvent une fuite de mémoire)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Objets scriptés non référencés par d’autres objets [i](les objets non " +"référencés peuvent indiquer une fuite de mémoire)[/i]" + msgid "Generating Snapshot" msgstr "Génération en cours" @@ -18792,6 +19311,12 @@ msgstr "Visualisation de Snapshot" msgid "Take ObjectDB Snapshot" msgstr "Capturer un instantané de ObjectDB" +msgid "Snapshot rename failed" +msgstr "Échec du renommage de la Snapshot" + +msgid "Diff Against:" +msgstr "Diff par rapport à :" + msgid "Rename Action" msgstr "Renommer l'action" @@ -19136,6 +19661,9 @@ msgstr "" "\"Utiliser la compilation Gradle\" doit être activé pour désactiver " "\"Afficher dans la bibliothèque d'applications\"." +msgid "Mirror Android devices" +msgstr "refléter des appareils android" + msgid "" "If enabled, \"scrcpy\" is used to start the project and automatically stream " "device display (or virtual display) content." @@ -20888,6 +21416,13 @@ msgstr "" "Détection de réglages sans cible ! TwoBoneIK3D doit avoir une cible pour " "fonctionner." +msgid "" +"Detecting settings with no pole target set! TwoBoneIK3D must have a pole " +"target to work." +msgstr "" +"Détection de réglages sans cible de pôles ! TwoBoneIK3D doit avoir une cible " +"pour fonctionner." + msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -21000,6 +21535,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D requiert un nœud enfant XRCamera3D." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"La modification de l'échelle sur le nœud XROrigin3D n'est pas supportée. " +"Changez plutôt l'échelle du monde." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -21117,6 +21659,14 @@ msgstr "" "La police actuelle ne prend pas en charge un ou plusieurs caractères utilisés " "dans le texte de ce Label." +msgid "" +"MSDF font pixel range is too small, some outlines/shadows will not render. " +"Set MSDF pixel range to be at least %d to render all outlines/shadows." +msgstr "" +"La plage de pixel de CDSM est trop petite, certains contours/ombres ne seront " +"pas rendues. Réglez la plage de pixels CDSM sur au moins %d pour rendre tous " +"les contours/ombres." + msgid "" "The current theme style has shadows and/or rounded corners for popups, but " "those won't display correctly if \"display/window/per_pixel_transparency/" @@ -21539,6 +22089,24 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "La varying '%s' ne peut pas être passé pour le paramètre'%s' dans ce contexte." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"Impossible de passer une multi-vue d'échantillon de texture comme paramètre " +"pour une fonction personnalisée. Considérez de l'échantillonner dans la " +"fonction principale et ensuite lui passer le résultat du vecteur." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"Impossible de passer l'échantillonneur de texture RADIANCE comme paramètre à " +"une fonction personnalisée. Considérez de l'échantillonner dans la fonction " +"principale et ensuite lui passer le résultat du vecteur." + msgid "Unknown identifier in expression: '%s'." msgstr "Identifiant inconnu dans l'expression : '%s'." diff --git a/editor/translations/editor/ga.po b/editor/translations/editor/ga.po index e00e7e667a..26b439ae5d 100644 --- a/editor/translations/editor/ga.po +++ b/editor/translations/editor/ga.po @@ -3,13 +3,13 @@ # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # Rónán Quill , 2019, 2020. -# Aindriú Mac Giolla Eoin , 2024, 2025. +# Aindriú Mac Giolla Eoin , 2024, 2025, 2026. # "A Thousand Ships (she/her)" , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-22 09:42+0000\n" +"PO-Revision-Date: 2026-01-17 13:01+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin \n" "Language-Team: Irish \n" @@ -18,17 +18,155 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 " "&& n<11) ? 3 : 4;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Ceart go leor" +msgid "Failed" +msgstr "Theip ar" + +msgid "Unavailable" +msgstr "Gan a bheith ar fáil" + +msgid "Unconfigured" +msgstr "Gan chumraíocht" + +msgid "Unauthorized" +msgstr "Neamhúdaraithe" + +msgid "Parameter out of range" +msgstr "Paraiméadar lasmuigh den raon" + +msgid "Out of memory" +msgstr "As cuimhne" + +msgid "File not found" +msgstr "Níor aimsíodh an comhad" + +msgid "File: Bad drive" +msgstr "Comhad: Tiomántán lochtach" + +msgid "File: Bad path" +msgstr "Comhad: Droch-chosán" + +msgid "File: Permission denied" +msgstr "Comhad: Cead diúltaithe" + +msgid "File already in use" +msgstr "Comhad in úsáid cheana féin" + +msgid "Can't open file" +msgstr "Ní féidir an comhad a oscailt" + +msgid "Can't write file" +msgstr "Ní féidir comhad a scríobh" + +msgid "Can't read file" +msgstr "Ní féidir an comhad a léamh" + +msgid "File unrecognized" +msgstr "Comhad gan aitheantas" + +msgid "File corrupt" +msgstr "Comhad truaillithe" + +msgid "Missing dependencies for file" +msgstr "Spleáchais ar iarraidh don chomhad" + +msgid "End of file" +msgstr "Deireadh an chomhaid" + +msgid "Can't open" +msgstr "Ní féidir oscailt" + +msgid "Can't create" +msgstr "Ní féidir a chruthú" + +msgid "Query failed" +msgstr "Theip ar an bhfiosrúchán" + +msgid "Already in use" +msgstr "In úsáid cheana féin" + msgid "Locked" msgstr "Faoi Ghlas" +msgid "Timeout" +msgstr "Am críochnaithe" + +msgid "Can't connect" +msgstr "Ní féidir ceangal" + +msgid "Can't resolve" +msgstr "Ní féidir réiteach" + +msgid "Connection error" +msgstr "Earráid nasc" + +msgid "Can't acquire resource" +msgstr "Ní féidir acmhainn a fháil" + +msgid "Can't fork" +msgstr "Ní féidir forc a úsáid" + +msgid "Invalid data" +msgstr "Sonraí neamhbhailí" + +msgid "Invalid parameter" +msgstr "Paraiméadar neamhbhailí" + +msgid "Already exists" +msgstr "Tá sé ann cheana féin" + +msgid "Does not exist" +msgstr "Níl ann" + +msgid "Can't read database" +msgstr "Ní féidir an bunachar sonraí a léamh" + +msgid "Can't write database" +msgstr "Ní féidir bunachar sonraí a scríobh" + +msgid "Compilation failed" +msgstr "Theip ar an tiomsú" + +msgid "Method not found" +msgstr "Níor aimsíodh an modh" + +msgid "Link failed" +msgstr "Theip ar an nasc" + +msgid "Script failed" +msgstr "Theip ar an script" + +msgid "Cyclic link detected" +msgstr "Nasc timthriallach braite" + +msgid "Invalid declaration" +msgstr "Dearbhú neamhbhailí" + +msgid "Duplicate symbol" +msgstr "Siombail dhúblach" + +msgid "Parse error" +msgstr "Earráid pharsála" + +msgid "Busy" +msgstr "Gnóthach" + +msgid "Skip" +msgstr "Léim" + msgid "Help" msgstr "Cabhair" +msgid "Bug" +msgstr "Fabht" + +msgid "Printer on fire" +msgstr "Printéir ar thine" + msgid "unset" msgstr "díshuiteáil" @@ -1481,6 +1619,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "Scáthánaithe" +msgid "Handle mode: %s" +msgstr "Mód láimhseála: %s" + msgid "Stream:" msgstr "Sruth:" @@ -6654,6 +6795,12 @@ msgstr "Eagarthóir Spleáchais" msgid "Owners of: %s (Total: %d)" msgstr "Úinéirí: %s (Iomlán: %d)" +msgid "No owners found for: %s" +msgstr "Níor aimsíodh aon úinéirí do: %s" + +msgid "Owners List" +msgstr "Liosta Úinéirí" + msgid "Localization remap" msgstr "Athmhapa logánaithe" @@ -7060,6 +7207,9 @@ msgstr "Roghnaigh Acmhainn" msgid "Select Scene" msgstr "Roghnaigh Radharc" +msgid "Recursion detected, Instant Preview failed." +msgstr "Braitheadh athchúrsáil, theip ar Réamhamharc Meandarach." + msgid "Instant Preview" msgstr "Réamhamharc Meandarach" @@ -11634,6 +11784,24 @@ msgstr "" "Ní thacaítear leis an modh tarraingthe dífhabhtaithe seo ach amháin nuair a " "úsáidtear an rindreálaí Forward+." +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Méid: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "Réada: %d" + +msgid "Primitives: %d" +msgstr "Bunúsacha: %d" + msgid "Draw Calls: %d" msgstr "Tarraing Glaonna: %d" @@ -11808,6 +11976,16 @@ msgstr "" msgid "SDFGI Probes" msgstr "Tástálacha SDFGI" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Cliceáil ar chlé ar tóireadóir SDFGI chun a fhaisnéis faoi bhac a thaispeáint " +"(bán = gan bhac, dearg = lánbhac).\n" +"Éilíonn sé seo go mbeidh SDFGI cumasaithe sa Timpeallacht le go mbeidh " +"éifeacht infheicthe aige." + msgid "Scene Luminance" msgstr "Luminance Radharc" @@ -13089,6 +13267,9 @@ msgstr "Lárroghnúchán" msgid "Frame Selection" msgstr "Roghnú Fráma" +msgid "Auto Resample CanvasItems" +msgstr "Athshampláil Uathoibríoch ar Chanbhásí" + msgid "Preview Canvas Scale" msgstr "Scála Canbhás Réamhamhairc" @@ -18973,6 +19154,18 @@ msgstr "Tagairtí ObjectDB + Tagairtí Dúchasacha" msgid "Cycles detected in the ObjectDB" msgstr "Timthriallta braite sa ObjectDB" +msgid "Native References: %d" +msgstr "Tagairtí Dúchasacha: %d" + +msgid "ObjectDB References: %d" +msgstr "Tagairtí ObjectDB: %d" + +msgid "Total References: %d" +msgstr "Líon Iomlán na dTagairtí: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "Timthriallta ObjectDB: %d" + msgid "[center]ObjectDB References[center]" msgstr "[lár]Tagairtí ObjectDB[lár]" @@ -19037,6 +19230,26 @@ msgstr "Líon Iomlán na Réada:" msgid "Total Nodes:" msgstr "Líon Iomlán na Nóid:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Il-nóid fréimhe [i](glao féideartha chuig 'remove_child' gan 'queue_free')[/i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"Réada RefCounted nach ndéantar tagairt dóibh ach i dtimthriallta [i](is minic " +"a léiríonn timthriallta sceitheadh cuimhne)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Réada scriptithe nach bhfuil tagairt déanta dóibh ag aon réada eile [i]" +"(d’fhéadfadh réada gan tagairt sceitheadh cuimhne a léiriú)[/i]" + msgid "Generating Snapshot" msgstr "Ag Giniúint Pictiúr" @@ -21289,6 +21502,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "Éilíonn XROrigin3D nód leanaí XRCamera3D." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"Ní thacaítear le hathrú an scála ar an nód XROrigin3D. Athraigh an Scála " +"Domhanda ina ionad." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -21450,6 +21670,9 @@ msgstr "" "Bain úsáid as coimeádán mar leanbh (VBox, HBox, etc.), nó Rialú agus socraigh " "an t-íosmhéid saincheaptha de láimh." +msgid "Drag to resize" +msgstr "Tarraing chun athrú méide" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -21832,6 +22055,24 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "Ní féidir pas a fháil le hathrú '%s' don pharaiméadar '%s' sa chomhthéacs sin." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"Ní féidir samplaí uigeachta ilradhairc a chur mar pharaiméadar chuig feidhm " +"saincheaptha. Smaoinigh ar é a shampláil sa phríomhfheidhm agus ansin an " +"toradh veicteora a chur chuig an bhfeidhm saincheaptha." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"Ní féidir samplaí uigeachta RADIANCE a chur mar pharaiméadar chuig feidhm " +"saincheaptha. Smaoinigh ar é a shampláil sa phríomhfheidhm agus ansin an " +"toradh veicteora a chur chuig an bhfeidhm saincheaptha." + msgid "Unknown identifier in expression: '%s'." msgstr "Aitheantóir anaithnid i slonn: '%s'." diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 0ba5c01264..49b3f21d4d 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -51,7 +51,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-13 15:50+0000\n" +"PO-Revision-Date: 2026-01-19 09:53+0000\n" "Last-Translator: Tallyrald \n" "Language-Team: Hungarian \n" @@ -60,14 +60,53 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.2-dev\n" +"X-Generator: Weblate 5.16-dev\n" msgid "OK" msgstr "OK" +msgid "Unauthorized" +msgstr "Nem engedélyezett" + +msgid "Out of memory" +msgstr "Nincs elég memória" + +msgid "File: Bad drive" +msgstr "Fájl: Hibás meghajtó" + +msgid "File: Bad path" +msgstr "Fájl: Hibás útvonal" + +msgid "File: Permission denied" +msgstr "Fájl: Nem engedélyezett" + +msgid "File unrecognized" +msgstr "Ismeretlen fájl" + +msgid "File corrupt" +msgstr "Sérült fájl" + +msgid "Can't write database" +msgstr "Nem lehet írni az adatbázisba" + +msgid "Cyclic link detected" +msgstr "Ciklikus hivatkozás érzékelve" + +msgid "Busy" +msgstr "Foglalt" + +msgid "Skip" +msgstr "Kihagyás" + msgid "Help" msgstr "Súgó" +msgid "Bug" +msgstr "Hiba" + +msgid "Printer on fire" +msgstr "Ég a nyomtató" + msgid "Physical" msgstr "Fizikai" @@ -6136,6 +6175,9 @@ msgstr "" "A projekt stabil FPS-sel fog futni és az audiovizuális kimenet videófájlként " "rögzül." +msgid "No Remote Deploy export presets configured." +msgstr "Nincs beállított Távoli Telepítő export előbeállítás (preset)." + msgid "" "No runnable export preset found for this platform.\n" "Please add a runnable preset in the Export menu or define an existing preset " @@ -6144,9 +6186,170 @@ msgstr "" "Nem található futtatható exportállomány ehhez a platformhoz.\n" "Kérem adjon hozzá egy futtatható exportállományt az export menüben." +msgid "" +"Warning: The CPU architecture \"%s\" is not active in your export preset.\n" +"\n" +"Run \"Remote Deploy\" anyway?" +msgstr "" +"Figyelmeztetés: A(z) \"%s\" CPU architektúra inaktív az export " +"előbeállításokban (preset).\n" +"\n" +"Futtassuk a \"Távoli Telepítést\"?" + +msgid "Deploy to First Device in List" +msgstr "Telepítés a lista Első Eszközére" + +msgid "Deploy to Second Device in List" +msgstr "Telepítés a lista Második Eszközére" + +msgid "Deploy to Third Device in List" +msgstr "Telepítés a lista Harmadik Eszközére" + +msgid "Deploy to Fourth Device in List" +msgstr "Telepítés a lista Negyedik Eszközére" + +msgid "Suspend/Resume Embedded Project" +msgstr "Beágyazott Projekt Felfüggesztése/Folytatása" + +msgid "Game running not embedded." +msgstr "A futó játék nincs beágyazva." + +msgid "Press play to start the game." +msgstr "A játék indításához kattintson az indítás gombra." + +msgid "Game embedding not available on your OS." +msgstr "Játék beágyazás nem elérhető ezen a rendszeren." + +msgid "" +"Game embedding not available for the Display Server: '%s'.\n" +"Display Server can be modified in the Project Settings (Display > Display " +"Server > Driver)." +msgstr "" +"Játék beágyazás nem elérhető a Megjelenítő Szerverhez: \"%s\".\n" +"A Megjelenítő Szerver módosítható a Projekt Beállításokban (Megjelenítés > " +"Megjelenítő Szerver > Meghajtóprogram)." + +msgid "Game embedding not available when the game starts minimized." +msgstr "Játék beágyazás nem elérhető, ha a játék kisméretűként indul." + +msgid "" +"Consider overriding the window mode project setting with the editor feature " +"tag to Windowed to use game embedding while leaving the exported project " +"intact." +msgstr "" +"A játék beágyazáshoz átállíthatja az ablakbeállítás projekt tulajdonságot " +"Ablakosra a szerkesztő funkciócímkéjével, ezzel megőrizve az exportált " +"projekt épségét." + +msgid "Game embedding not available when the game starts maximized." +msgstr "" +"Játék beágyazás nem elérhető, ha a játék maximalizált méretben indul el." + +msgid "Game embedding not available when the game starts in fullscreen." +msgstr "" +"Játék beágyazás nem elérhető, ha a játék teljes képernyős módban indul el." + +msgid "Game embedding not available in single window mode." +msgstr "Játék beágyazás nem elérhető egyablakos módban." + +msgid "Game embedding not available when the game starts in headless mode." +msgstr "Játék beágyazás nem elérhető, ha a játék headless módban indul el." + +msgid "Unmute game audio." +msgstr "Játék audió némítás feloldása." + +msgid "Mute game audio." +msgstr "Játék audió némítása." + +msgid "Suspend" +msgstr "Felfüggesztés" + +msgid "" +"Force pause at SceneTree level. Stops all processing, but you can still " +"interact with the project." +msgstr "" +"Kényszerített szünet a SceneTree szintjén. Minden feldolgozást megállít, de " +"továbbra is használható a projekt." + +msgid "Speed State" +msgstr "Sebesség Állapota" + +msgid "Allow game input." +msgstr "Játékbemenet engedélyezése." + +msgid "" +"Disable game input and allow to select Node2Ds, Controls, and manipulate the " +"2D camera." +msgstr "" +"Játékbemenet letiltása és Node2D, Control kijelölésésének, valamint a 2D " +"kamera manipulálásának engedélyezése." + +msgid "" +"Disable game input and allow to select Node3Ds and manipulate the 3D camera." +msgstr "" +"Játékbemenet letiltása és Node3D kijelölésének, valamint a 3D kamera " +"manipulálásának engedélyezése." + +msgid "Reset 2D Camera" +msgstr "2D Kamera Alaphelyzetbe" + +msgid "Reset 3D Camera" +msgstr "3D Kamera Alaphelyzetbe" + +msgid "Manipulate In-Game" +msgstr "Játékbeli Manipuláció" + +msgid "Manipulate From Editors" +msgstr "Manipulálás Szerkesztőkből" + +msgid "Embed Game on Next Play" +msgstr "Játék Beágyazása a Következő Indításkor" + +msgid "Make Game Workspace Floating on Next Play" +msgstr "Játék Munkatér Lebegtetése a Következő Indításkor" + +msgid "Embedded Window Sizing" +msgstr "Beágyazott Ablak Méretezés" + +msgid "" +"Embedded game size is based on project settings.\n" +"The 'Keep Aspect' mode is used when the Game Workspace is smaller than the " +"desired size." +msgstr "" +"A beágyazott játék mérete a projek beállításoktól függ.\n" +"A \"Képarány Megtartása\" módot az elvárt méretnél kisebb Játék Munkatér " +"esetén használjuk." + +msgid "Keep the aspect ratio of the embedded game." +msgstr "A beágyazott játék képarányának megtartása." + +msgid "Stretch to Fit" +msgstr "Rugalmas Igazítás" + +msgid "Embedded game size stretches to fit the Game Workspace." +msgstr "A beágyazott játék rugalmasan illeszkedik a Játék Munkatér méretéhez." + msgid "Clear All" msgstr "Mind Bezárása" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Szóközzel elválasztott argumentumok, például: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Vesszővel elválasztott címkék, például: demo, steam, event" + +msgid "Enable Multiple Instances" +msgstr "Több Példány Engedélyezése" + +msgid "Override Main Run Args" +msgstr "Fő Futtatási Arg-ok Felülírása" + +msgid "Launch Arguments" +msgstr "Indítási Argumentumok" + +msgid "Move Origin to Geometric Center" +msgstr "Eredet a Geometrikus Középpontba" + msgid "Create Polygon" msgstr "Sokszög létrehozása" @@ -6159,6 +6362,9 @@ msgstr "" "Bal Egérgomb: Pont mozgatása\n" "Jobb Egérgomb: Pont törlése" +msgid "Move center of gravity to geometric center." +msgstr "A gravitációs középpont geometrikus középpontba helyezése." + msgid "Edit Polygon" msgstr "Sokszög szerkesztése" @@ -6171,15 +6377,52 @@ msgstr "Sokszög szerkesztése (pont eltávolítása)" msgid "Remove Polygon And Point" msgstr "Sokszög és pont eltávolítása" +msgid "Snap Camera2D Limits to the Viewport" +msgstr "Camera2D Határok Betekintőhöz illesztése" + +msgid "Camera2D" +msgstr "Camera2D" + +msgid "Snap the Limits to the Viewport" +msgstr "Határok Betekintőhöz Illesztése" + msgid "Create Occluder Polygon" msgstr "Árnyékoló Sokszög Létrehozása" +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + msgid "Generate Visibility Rect" msgstr "Láthatósági Téglalap Generálása" msgid "Load Emission Mask" msgstr "Kibocsátási Maszk Betöltése" +msgid "Solid Pixels" +msgstr "Tömör Pixelek" + +msgid "Border Pixels" +msgstr "Szegélypixelek" + +msgid "Loading emission mask requires ParticleProcessMaterial." +msgstr "Az emissziós maszk betöltése ParticleProcessMaterial-t igényel." + +msgid "Failed to convert mask texture to RGBA8." +msgstr "A maszk textúra RGBA8-ra konvertálása sikertelen." + +msgid "Mask texture has an invalid size." +msgstr "A maszk textúra mérete érvénytelen." + +msgid "Failed to convert direction texture to RGBA8." +msgstr "Az iránytextúra RGBA8-ra konvertálása sikertelen." + +msgid "" +"Direction texture has an invalid size. It must have the same size as the mask " +"texture." +msgstr "" +"Az iránytextúra mérete érvénytelen. Mérete meg kell egyezzen a maszk " +"textúráéval." + msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -6204,6 +6447,9 @@ msgstr "Pont Mozgatása a Görbén" msgid "Add Point to Curve" msgstr "Pont Hozzáadása a Görbéhez" +msgid "Split Curve" +msgstr "Görbe Felosztása" + msgid "Move In-Control in Curve" msgstr "Be-Vezérlő Mozgatása a Görbén" @@ -6225,15 +6471,32 @@ msgstr "Görbe Lezárása" msgid "Please Confirm..." msgstr "Kérjük erősítse meg..." +msgid "Mirror Handle Angles" +msgstr "Fogantyú Szögének Tükrözése" + +msgid "Mirror Handle Lengths" +msgstr "Fogantyú Hosszok Tükrözése" + msgid "Set Handle" msgstr "Fogantyú Beállítása" +msgid "" +"The skeleton property of the Polygon2D does not point to a Skeleton2D node" +msgstr "A Polygon2D váz tulajdonsága nem Skeleton2D node-ra mutat" + msgid "Sync Bones" msgstr "Csontok szinkronizálása" msgid "Create UV Map" msgstr "UV Térkép Létrehozása" +msgid "" +"Polygon 2D has internal vertices, so it can no longer be edited in the " +"viewport." +msgstr "" +"A Polygon2D belső csúcsokkal rendelkezik, ezért a betekintőben már nem " +"módosítható." + msgid "Create Polygon & UV" msgstr "Sokszög és UV létrehozása" @@ -6243,6 +6506,9 @@ msgstr "Belső csúcspont létrehozása" msgid "Remove Internal Vertex" msgstr "Belső csúcspont eltávolítása" +msgid "Invalid Polygon (need 3 different vertices)" +msgstr "Érvénytelen Sokszög (3 különböző csúcsra van szükség)" + msgid "Add Custom Polygon" msgstr "Egyéni sokszög hozzáadása" @@ -6255,12 +6521,18 @@ msgstr "UV Térkép Transzformálása" msgid "Transform Polygon" msgstr "Sokszög átalakítása" +msgid "Paint Bone Weights" +msgstr "Csont Súlyok Festése" + msgid "Points" msgstr "Pontok" msgid "Polygons" msgstr "Sokszögek" +msgid "UV" +msgstr "UV" + msgid "Bones" msgstr "Csontok" @@ -6273,6 +6545,27 @@ msgstr "Sokszög Forgatása" msgid "Scale Polygon" msgstr "Sokszög Skálázása" +msgid "Create a custom polygon. Enables custom polygon rendering." +msgstr "Egyedi sokszög létrehozása. Bekapcsolja az egyedi sokszög renderelést." + +msgid "" +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." +msgstr "" +"Eltávolít egy egyedi sokszöget. Ha nincs több, akkor az egyedi sokszög " +"renderelés kikapcsolódik." + +msgid "Paint weights with specified intensity." +msgstr "Súlyok adott erősségűre festése." + +msgid "Unpaint weights with specified intensity." +msgstr "Adott erősségű súlyok festésének visszavonása." + +msgid "Strength" +msgstr "Erő" + +msgid "Radius:" +msgstr "Sugár:" + msgid "Copy Polygon to UV" msgstr "Sokszög UV-ba másolása" @@ -6306,15 +6599,134 @@ msgstr "Rács X eltolása:" msgid "Grid Offset Y:" msgstr "Rács Y eltolása:" +msgid "Grid Step X:" +msgstr "Rács Beosztás X:" + +msgid "Grid Step Y:" +msgstr "Rács Beosztás Y:" + msgid "Sync Bones to Polygon" msgstr "Csontok Szinkronizálása Sokszögre" +msgid "This skeleton has no bones, create some children Bone2D nodes." +msgstr "" +"Ennek a váznak nincsenek csontjai, hozzon létre gyermek Bone2D node csontokat." + +msgid "Set Rest Pose to Bones" +msgstr "Pihenő Póz Beállítása Csontokhoz" + +msgid "Create Rest Pose from Bones" +msgstr "Pihenő Póz Létrehozása Csontokból" + +msgid "MeshInstance2D Preview" +msgstr "MeshInstance2D Előnézet" + +msgid "Create Polygon2D" +msgstr "Polygon2D Létrehozása" + +msgid "Polygon2D Preview" +msgstr "Polygon2D Előnézet" + +msgid "Create CollisionPolygon2D" +msgstr "CollisionPolygon2D Létrehozása" + +msgid "CollisionPolygon2D Preview" +msgstr "CollisionPolygon2D Előnézet" + +msgid "Create LightOccluder2D" +msgstr "LightOccluder2D Létrehozása" + +msgid "LightOccluder2D Preview" +msgstr "LightOccluder2D Előnézet" + +msgid "Invalid geometry, can't replace by mesh." +msgstr "Érvénytelen geometria, mesh alapján nem cserélhető." + +msgid "Invalid geometry, can't create polygon." +msgstr "Érvénytelen geometria, nem hozható létre sokszög." + +msgid "Convert to Polygon2D" +msgstr "Polygon2D-re Konvertálás" + +msgid "Invalid geometry, can't create collision polygon." +msgstr "Érvénytelen geometria, nem hozható létre az ütközési sokszög." + +msgid "Create CollisionPolygon2D Sibling" +msgstr "CollisionPolygon2D Testvér Létrehozása" + +msgid "Invalid geometry, can't create light occluder." +msgstr "Érvénytelen geometria, az árnyékoló nem hozható létre." + +msgid "Create LightOccluder2D Sibling" +msgstr "LightOccluder2D Testvér Létrehozása" + +msgid "Sprite's region needs to be enabled in the inspector." +msgstr "A sprite területe bekapcsolt állapotban kell legyen az elemzőben." + +msgid "Sprite2D" +msgstr "Sprite2D" + +msgid "Drag to Resize Region Rect" +msgstr "Húzással Átméretezhető Terület Téglalap" + +msgid "Shrink (Pixels):" +msgstr "Zsugorítás (Pixelek):" + +msgid "Grow (Pixels):" +msgstr "Növesztés (Pixelek):" + msgid "Update Preview" msgstr "Előnézet frissítése" msgid "Settings:" msgstr "Beállítások:" +msgid "Merge TileSetAtlasSource" +msgstr "TileSetAtlasSource Összevonása" + +msgid "%s (ID: %d)" +msgstr "%s (ID: %d)" + +msgid "Merge (Keep original Atlases)" +msgstr "Összevonás (Eredeti Atlaszok megtartásával)" + +msgid "Merge" +msgstr "Összevonás" + +msgid "Next Line After Column" +msgstr "Következő Utáni Sor Oszlop" + +msgid "" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: 0" +msgstr "" +"Forrás: %d\n" +"Atlasz koordináták: %s\n" +"Alternatíva: 0" + +msgid "" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"Forrás: %d\n" +"Atlasz koordináták: %s\n" +"Alternatíva: %d" + +msgid "" +"The selected atlas source has no valid texture. Assign a texture in the " +"TileSet bottom tab." +msgstr "" +"A kiválasztott atlasz forrásnak nincs érvényes textúrája. Rendeljen hozzá egy " +"textúrát az alsó TileSet fülön." + +msgid "Flip Polygons Vertically" +msgstr "Sokszögek Vertikális Tükrözése" + +msgid "Edit points tool" +msgstr "Pontmódosító eszköz" + msgid "Advanced" msgstr "Speciális" @@ -6324,42 +6736,728 @@ msgstr "Forgatás jobbra" msgid "Rotate Left" msgstr "Forgatás balra" +msgid "Flip Horizontally" +msgstr "Horizontális Tükrözés" + +msgid "Flip Vertically" +msgstr "Vertikális Tükrözés" + msgid "Grid Snap" msgstr "Rácsra Illesztés" +msgid "Subdivision" +msgstr "Felosztás" + +msgid "No terrains" +msgstr "Nincsenek terepek" + +msgid "No terrain" +msgstr "Nincs terep" + +msgid "Painting Terrain Set" +msgstr "Terepkészlet Festése" + +msgid "Painting Terrain" +msgstr "Terepfestés" + +msgid "Pick" +msgstr "Kiválaszt" + +msgid "Drawing Rect:" +msgstr "Rajz Téglalap:" + +msgid "Can't rotate patterns when using non-square tile grid." +msgstr "A mintákat nem lehet forgatni, ha nem négyzetes a csempe rács." + +msgid "No Texture Atlas Source (ID: %d)" +msgstr "Nincs Textúra Atlasz Forrás (ID: %d)" + +msgid "Scene Collection Source (ID: %d)" +msgstr "Jelenetgyűjtemény Forrás (ID: %d)" + +msgid "Empty Scene Collection Source (ID: %d)" +msgstr "Üres Jelenetgyűjtemény Forrás (ID: %d)" + +msgid "Unknown Type Source (ID: %d)" +msgstr "Ismeretlen Típus Forrás (ID: %d)" + +msgid "" +"The selected scene collection source has no scenes. Add scenes in the TileSet " +"bottom tab." +msgstr "" +"A kiválasztott jelenetgyűjtemény forrásban nincsenek jelenetek. Adjon hozzá " +"jeleneteket az alsó TileSet fülön." + +msgid "Bucket Tool" +msgstr "Vödör Eszköz" + +msgid "Alternatively hold %s with other tools to pick tile." +msgstr "" +"Alternatívaként %s nyomvatartása mellett más eszközökkel is választhat " +"csempét." + +msgid "Alternatively use RMB to erase tiles." +msgstr "Alternatívaként RMB használható a csempék törléséhez." + +msgid "Erase" +msgstr "Törlés" + +msgid "Flip Tile Vertically" +msgstr "Csempe Horizontális Tükrözése" + +msgid "" +"Modifies the chance of painting nothing instead of a randomly selected tile." +msgstr "" +"Módosítja annak az esélyét, hogy véletlenszerű helyett üres csempét fest." + msgid "Tiles" msgstr "Csempék" +msgid "" +"This TileMap's TileSet has no Tile Source configured. Go to the TileSet " +"bottom panel to add one." +msgstr "" +"A TileMap-hez tartozó TileSet-nek nincs beállított forrása. Az alsó TileSet " +"panelet adjon hozzá egyet." + +msgid "Sort by ID (Ascending)" +msgstr "ID sorrend (Növekvő)" + +msgid "Sort by ID (Descending)" +msgstr "ID sorrend (Csökkenő)" + +msgid "Patterns" +msgstr "Minták" + +msgid "Drag and drop or paste a TileMap selection here to store a pattern." +msgstr "Minta tárolásához húzzon rá vagy illesszen be egy TileMap szelekciót." + +msgid "Matches Corners and Sides" +msgstr "Sarkokhoz és Oldalakhoz Igazítás" + +msgid "Terrain Set %d (%s)" +msgstr "Terepkészlet %d (%s)" + +msgid "" +"Connect mode: paints a terrain, then connects it with the surrounding tiles " +"with the same terrain." +msgstr "" +"Kapcsolási mód: terepet fest és összekapcsolja az ugyanolyan környező terep " +"csempékkel." + +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Útvonal mód: terepet fest és összekapcsolja az előző csempével, ami ugyanazon " +"mozdulattal készült." + +msgid "Terrains" +msgstr "Terepek" + +msgid "Extract TileMap layers as individual TileMapLayer nodes" +msgstr "TileMap rétegek kicsomagolása TileMapLayer node-okként" + +msgid "Can't edit multiple layers at once." +msgstr "Egyszerre több réteg módosítása nem lehetséges." + +msgid "The selected TileMap has no layer to edit." +msgstr "A kiválasztott TileMap-nek nincsenek rétegei." + +msgid "The edited layer is disabled or invisible" +msgstr "A módosított réteg le van tiltva vagy láthatatlan" + +msgid "" +"The edited TileMap or TileMapLayer node has no TileSet resource.\n" +"Create or load a TileSet resource in the Tile Set property in the inspector." +msgstr "" +"A módosított TileMap vagy TileMapLayer node-nak nincs TileSet erőforrása.\n" +"Hozzon létre vagy töltsön be egy TileSet erőforrást az elemző Tile Set " +"tulajdonságánál." + +msgid "Select Previous Tile Map Layer" +msgstr "Előző Tile Map Réteg Kiválasztása" + +msgid "Highlight Selected TileMap Layer" +msgstr "Kiválasztott TileMap Réteg Kiemelése" + +msgid "Automatically Replace Tiles with Proxies" +msgstr "Csempék Automatikus Cseréje Proxy-kra" + +msgid "Create Alternative-level Tile Proxy" +msgstr "Alternatív-szintű Csempe Proxy Létrehozása" + +msgid "Create Coords-level Tile Proxy" +msgstr "Koordináta-szintű Csempe Proxy Létrehozása" + +msgid "Create source-level Tile Proxy" +msgstr "Forrás-szintű Csempe Proxy Létrehozása" + +msgid "Delete All Invalid Tile Proxies" +msgstr "Összes Érvénytelen Proxy Törlése" + +msgid "Tile Proxies Management" +msgstr "Csempe Proxy Menedzsment" + +msgid "Source-level proxies" +msgstr "Forrás-szintű proxy-k" + +msgid "Coords-level proxies" +msgstr "Koordináta-szintű proxy-k" + +msgid "Alternative-level proxies" +msgstr "Alternatív-szintű proxy-k" + +msgid "Add a new tile proxy:" +msgstr "Új csempe proxy hozzáadása:" + +msgid "Atlas" +msgstr "Atlasz" + +msgid "" +"Selected tile:\n" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"Kiválasztott csempe:\n" +"Forrás: %d\n" +"Atlasz koordináták: %s\n" +"Alternatíva: %d" + +msgid "Texture Origin" +msgstr "Textúra Eredet" + msgid "Z Index" msgstr "Z Index" +msgid "Probability" +msgstr "Valószínűség" + +msgid "" +"Create and customize physics layers in the inspector of the TileSet resource." +msgstr "" +"Fizika rétegek létrehozása és testreszabása az elemző TileSet erőforrásával " +"lehetséges." + msgid "Navigation" msgstr "Navigáció" +msgid "" +"Create and customize navigation layers in the inspector of the TileSet " +"resource." +msgstr "" +"Navigációs rétegek létrehozása és testreszabása az elemző TileSet " +"erőforrásával lehetséges." + +msgid "" +"Create and customize custom data layers in the inspector of the TileSet " +"resource." +msgstr "" +"Egyedi adatrétegek létrehozása és testreszabása az elemző TileSet " +"erőforrásával lehetséges." + +msgid "" +"TileSet is in read-only mode. Make the resource unique to edit TileSet " +"properties." +msgstr "" +"A TileSet csak-olvasható módban van. Tegye egyedivé az erőforrást a TileSet " +"tulajdonáságainak módosításához." + +msgid "Remove Tiles Outside the Texture" +msgstr "Textúrán Kívüli Csempék Eltávolítása" + +msgid "Create tiles in non-transparent texture regions" +msgstr "Csempék létrehozása átlátszatlan textúra régiókban" + +msgid "Remove tiles in fully transparent texture regions" +msgstr "Teljesen átlátszó régiók csempéinek eltávolítása" + +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"A csempe TileSet-en belüli egyedi azonosítója. Minden csempe eltárolja a " +"forrás azonosítót, ezért annak módosítása érvénytelenné teheti a csempéket." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Ember által értelmezhető atlasznév. Könnyen érthető nevet használjon " +"szervezettségi okokból (például \"terep\", \"dekoráció\", stb.)." + +msgid "The image from which the tiles will be created." +msgstr "A kép, amiből a csempék létrejönnek." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"A margók a kép szélén, amelyek nem választhatók ki csempeként (pixelben). " +"Ennek növelése hasznos lehet, ha olyan csempelapot tölt le, aminek margó van " +"a szélén (pl. tulajdonjog miatt)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"Az atlasz csempéi közötti elválasztás pixelszáma. Ennek növelése hasznos " +"lehet, ha a használt csempelap elválasztókat tartalmaz (például körvonalak a " +"csempék körül)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"Az atlasz csempéinek mérete pixelben. A legtöbb esetben ez meg kell egyezzen " +"a TileMap tulajdonságban meghatározott mérettel (bár nem szigorúan kötelező)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Bekapcsolva, hozzáad 1-pixeles átlátszó körvonalat a csempék körül, ezzel " +"megelőzve a textúra átfolyást szűrés alkalmazása mellett. Javasolt " +"bekapcsolva hagyni, kivéve, ha renderelési problémák merülnek fel a textúra " +"padding miatt." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"A csempe bal-felső sarkának pozíciója az atlaszban. A pozíció és méret az " +"atlaszon belül kell legyen és nem fedhet át más csempéket.\n" +"Minden megfestett csempének hozzárendelt atlasz koordinátája van, ezért ezen " +"tulajdonság megváltoztatása a TileMap-ek megjelenítésében hibákat okozhat." + +msgid "The unit size of the tile." +msgstr "A csempe egységmérete." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Oszlopok száma az animáció rácson. Ha a képkockák számánál kevesebb, akkor az " +"animáció automatikusan hozzáigazítja a sorok számát." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "Hely (csempék száma) az animáció képkockái között." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Meghatározza az animáció kezdetét. \"Alapértelmezett\" módban minden csempe " +"animációja ugyanazon képkockánál kezdődik. A \"Véletlenszerű Kezdési Idő\" " +"módban véletlenszerű eltolással kezdődnek a csempe animációk." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Ha [code]true[/code], akkor a csempe horizontálisan tükrözött." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Ha [code]true[/code], akkor a csempe vertikálisan tükrözött." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Ha [code]true[/code], a csempe 90 fokkal el van forgatva [i]az óramutató " +"járásával ellentétesen[/i] és utána vertikálisan tükrözött. A gyakorlatban ez " +"azt jelenti, hogy ha a csempét 90 fokkal az óramutató járásával megyegyő " +"irányba szeretné forgatni tükrözés nélkül, akkor a [b]Tökrözés H[/b] és " +"[b]Transzponálás[/b] opciókat kell használnia. 180 fokkal forgatásához " +"b]Tükrözés H[/b] és [b]Tükrözés V[/b] használható. 270 fokkal az óramutató " +"járásával megyező irányba forgatáshoz [b]Tükrözés V[/b] és [b]Transzponálás[/" +"b] használható." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"A csempe rajzolásához használandó eredet. Az alapcsempéhez képesti vizuális " +"eltoláshoz használható." + +msgid "The color multiplier to use when rendering the tile." +msgstr "A csempe rendereléséhez használandó szín szorzó." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"A csempéhez használt anyag. Másfajta keverési módhoz vagy egyetlen csempe " +"egyedi shader-rel történő használatához való." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"Rendezési sorrend a csempéhez. Magasabb értékekkel ugyanazon rétegen lévő " +"csempékhez képest előrébb kerül a rendereléskor. Az index a TileMap saját Z " +"indexéhez képest relatív." + +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"A csempe Y koordinátája alapján meghatározott sorrendiségéhez használt " +"vertikális eltolás (pixelben). Ezzel a rétegek úgy használhatóak felülnézetes " +"játékokhoz, mintha különböző magasságokban lennének. Bizonyos csempesorrend " +"problémákhoz való. Csak \"Y Rendezés Bekapcsolás\" esetén működik azon a " +"TileMap-en, amire rá van helyezve." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"A hozzá tartozó terepkészlet indexe. [code]-1[/code] esetén a terepekhez nem " +"lesz használatban." + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"A terep indexe a terepkészletben, amihez a csempe tartozik. [code]-1[/code] " +"esetén a terepekhez nem lesz használatban." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"Ezen csempe relatív megjelenési esélye \"Véletlenszerű Csempe Elhelyezés\" " +"segítségével történő festés során." + +msgid "Setup" +msgstr "Beállítás" + +msgid "" +"Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " +"control for rectangle editing)." +msgstr "" +"Atlasz beállítás. Hozzáadás/Eltávolítás eszköz (shift billentyűvel nagy " +"csempéket, control billentyűvel téglalap módosítást használhat)." + +msgid "Paint" +msgstr "Festés" + +msgid "" +"No tiles selected.\n" +"Select one or more tiles from the palette to edit its properties." +msgstr "" +"Nincs kijelölt csempe.\n" +"Jelöljön ki egy vagy több csempét a palettáról a tulajdonságainak " +"módosításához." + +msgid "Create Tiles in Non-Transparent Texture Regions" +msgstr "Csempék Létrehozása Átlátszatlan Textúra Régiókban" + +msgid "Remove Tiles in Fully Transparent Texture Regions" +msgstr "Csempék Eltávolítása Teljesen Átlátszó Textúra Régiókban" + +msgid "" +"The current atlas source has tiles outside the texture.\n" +"You can clear it using \"%s\" option in the 3 dots menu." +msgstr "" +"A jelenlegi atlasz forrásnak a textúrán kívül is vannak csempéi.\n" +"Eltávolíthatja őket a \"%s\" opcióval a három pöttyös menüben." + +msgid "Auto Create Tiles in Non-Transparent Texture Regions?" +msgstr "Automatikus Csempelétrehozás Átlátszatlan Textúra Régiókban?" + +msgid "" +"The atlas's texture was modified.\n" +"Would you like to automatically create tiles in the atlas?" +msgstr "" +"Az atlasz textúra módosult.\n" +"Szeretne automatikusan csempéket létrehozni az atlaszban?" + msgid "Yes" msgstr "Igen" +msgid "A palette of tiles made from a texture." +msgstr "Textúrából létrejött csempepaletta." + +msgid "A collection of scenes that can be instantiated and placed as tiles." +msgstr "Jelenetcsoport, amely példányosítható és csempeként elhelyezhető." + +msgid "Open Atlas Merging Tool" +msgstr "Atlasz Egyesítés Eszköz Megnyitása" + +msgid "" +"No TileSet source selected. Select or create a TileSet source.\n" +"You can create a new source by using the Add button on the left or by " +"dropping a tileset texture onto the source list." +msgstr "" +"Nincs kijelölt TileSet forrás. Válasszon ki vagy hozzon létre egy TileSet " +"forrást.\n" +"Új forrás létrehozásához használja a Hozzáadás gombot a bal oldalon vagy " +"dobjon egy tileset textúrát a forráslistára." + +msgid "Add new patterns in the TileMap editing mode." +msgstr "Új minták hozzáadása a TileMap módosítás módban." + +msgid "" +"Warning: Modifying a source ID will result in all TileMaps using that source " +"to reference an invalid source instead. This may result in unexpected data " +"loss. Change this ID carefully." +msgstr "" +"Figyelmeztetés: A forrás ID módosítása minden ezen forrást használó TileMap " +"forrásreferenciáját érvényteleníti. Ez váratlan adatvesztéshez vezethet. " +"Legyen óvatos az ID változtatásánál." + +msgid "Drag and drop scenes here or use the Add button." +msgstr "Húzzon ide jeleneteket vagy használja a Hozzáadás gombot." + +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"Ember által értelmezhető jelentcsoportnév. Könnyen érthető nevet használjon " +"szervezettségi okokból (például \"akadályok\", \"dekoráció\", stb.)." + +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"A jelenetcsempe azonosítója a csoporton belül. Minden megfestett csempének " +"van azonosítója, ezért ezen tulajdonság megváltoztatása a TileMap-ek " +"megjelenítésében hibákat okozhat." + +msgid "Absolute path to the scene associated with this tile." +msgstr "A csempéhez rendelt jelenet abszolút útvonala." + +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"Ha [code]true[/code], akkor egy placeholder jelző jelenik meg a jelenet " +"előnézete felett. A jelző akkor is megjelenik, ha a jelenetnek nincs érvényes " +"előnézete." + +msgid "Eraser Tool" +msgstr "Radír Eszköz" + +msgid "" +"Source ID: %d\n" +"Texture path: %s" +msgstr "" +"Forrás ID: %d\n" +"Textúra útvonal: %s" + +msgid "Bone Picker:" +msgstr "Csont Pipetta:" + +msgid "Clear mappings in current group." +msgstr "A csoport hozzárendeléseinek kiürítése." + msgid "Preview" msgstr "Előnézet" +msgid "Change AudioStreamPlayer3D Emission Angle" +msgstr "AudioStreamPlayer3D Kibocsátási Szögének Változtatása" + msgid "Change Camera FOV" msgstr "Kamera látószög változtatás" msgid "Change Camera Size" msgstr "Kamera méret változtatás" +msgid "Change Light Radius" +msgstr "Fény Sugarának Változtatása" + +msgid "Change Sphere Shape Radius" +msgstr "Gömb Alak Sugár Változtatása" + +msgid "Change Capsule Shape Radius" +msgstr "Kapszula Alak Sugár Változtatása" + +msgid "Change Capsule Shape Height" +msgstr "Kapszula Alak Magasság Változtatása" + +msgid "Change Cylinder Shape Radius" +msgstr "Cilinder Alak Sugár Változtatása" + +msgid "Change Cylinder Shape Height" +msgstr "Cilinder Alak Magasság Változtatása" + +msgid "Remove SoftBody3D pinned point %d" +msgstr "SoftBody3D rögzített pont %d törlése" + +msgid "Add SoftBody3D pinned point %d" +msgstr "SoftBody3D rögzített pont %d hozzáadása" + +msgid "Change Notifier AABB" +msgstr "AABB Értesítő Változtatása" + +msgid "Subdivisions: %s" +msgstr "Felosztások: %s" + +msgid "Cell size: %s" +msgstr "Cellaméret: %s" + +msgid "Video RAM size: %s MB (%s)" +msgstr "Videó RAM méret: %s MB (%s)" + +msgid "Bake SDF" +msgstr "SDF égetése" + +msgid "" +"No faces detected during GPUParticlesCollisionSDF3D bake.\n" +"Check whether there are visible meshes matching the bake mask within its " +"extents." +msgstr "" +"Nem található oldallap a GPUParticlesCollisionSDF3D égetés során.\n" +"Ellenőrizze, hogy vannak-e látható mesh-ek az égetőmaszkhoz rendelve annak " +"befoglaló területén belül." + +msgid "Select path for SDF Texture" +msgstr "Válasszon útvonalat az SDF textúrához" + +msgid "" +"No meshes with lightmapping support to bake. Make sure they contain UV2 data " +"and their Global Illumination property is set to Static." +msgstr "" +"Nincsenek lighmap-et támogató mesh-ek az égetéshez. Ellenőrizze, hogy van UV2 " +"adatuk és hogy a Globális Megvilágítás tulajdonság Statikus." + +msgid "" +"To import a scene with lightmapping support, set Meshes > Light Baking to " +"Static Lightmaps in the Import dock." +msgstr "" +"Lightmapping támogatással történő jelenetimportáláshoz állítsa a Mesh-ek > " +"Fények égetése opciót Statikus Lightmap-ekre az import dokkon." + +msgid "" +"To enable lightmapping support on a primitive mesh, edit the PrimitiveMesh " +"resource in the inspector and check Add UV2." +msgstr "" +"A lightmap támogatás engedélyezhető a primitív mesh-ekhez az elemzőbeli " +"PrimitiveMesh erőforrásnál az UV2 Hozzáadása opcióval." + +msgid "" +"To enable lightmapping support on a CSG mesh, select the root CSG node and " +"choose CSG > Bake Mesh Instance at the top of the 3D editor viewport.\n" +"Select the generated MeshInstance3D node and choose Mesh > Unwrap UV2 for " +"Lightmap/AO at the top of the 3D editor viewport." +msgstr "" +"A lightmap támogatás engedélyezhető a CSG mesh-ekhez, ehhez a CSG gyökér node " +"kiválasztása után a CSG > Mesh Példány Égetés opciót kell választani a 3D " +"szerkesztő betekintője fölött.\n" +"Válassza ki a MeshInstance3D node-ot és használja a Mesh > UV2 Kicsomagolás " +"Lightmap/AO-hoz opciót a 3D szerkesztő betekintője fölött." + +msgid "Lightmap data is not local to the scene." +msgstr "A lightmap adatok nem lokálisak a jeleneten." + +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"A maximális textúra méret túl kicsi a lightmap képekhez.\n" +"Bár ez javítható a maximális textúra méret növelésével, javasolt inkább a " +"jelenetet több objektumra osztani." + +msgid "" +"Failed creating lightmap images. Make sure all meshes to bake have the " +"Lightmap Size Hint property set high enough, and the LightmapGI's Texel Scale " +"value is not too low." +msgstr "" +"A lightmap képek létrehozása sikertelen. Ellenőrizze, hogy az égetéshez " +"használt összes mesh-nek elég magas-e a Lightmap Méret Célja, illetve a " +"LightmapGI Texel Skála értéke nem túl alacsony-e." + +msgid "" +"Failed fitting a lightmap image into an atlas. This should never happen and " +"should be reported." +msgstr "" +"Egy lightmap kép atlaszba illesztése nem sikerült. Ennek nem szabad " +"megtörténnie és jelenteni szükséges." + msgid "Bake Lightmaps" msgstr "Fény Besütése" +msgid "Lightmap baking is not supported on this GPU (%s)." +msgstr "Ezen a GPU-n (%s) nem támogatott a lightmap égetés." + +msgid "Lightmaps cannot be baked on %s." +msgstr "Lightmap-ek nem égethetőek ezen: %s." + +msgid "" +"Lightmaps cannot be baked, as the `lightmapper_rd` module was disabled at " +"compile-time." +msgstr "" +"Lightmap-ek nem égethetőek, mert a `lightmapper_rd` modult letiltották a " +"szoftverváltozat készítésekor." + +msgid "LightMap Bake" +msgstr "LightMap Égetés" + +msgid "Couldn't create a Trimesh collision shape." +msgstr "TriMesh ütközési alakzatának létrehozása sikertelen." + msgid "Couldn't create any collision shapes." msgstr "Nem sikerült ütközési alakzatokat létrehozni." +msgid "Create %s Static Body Child" +msgstr "%s Statikus Test Gyermek Létrehozása" + +msgid "Trimesh" +msgstr "Trimesh" + +msgid "Create %s Static Body Children" +msgstr "%s Statikus Test Gyermekek Létrehozása" + +msgid "Bounding Box" +msgstr "Befoglaló Doboz" + +msgid "Capsule" +msgstr "Kapszula" + +msgid "Cylinder" +msgstr "Cilinder" + +msgid "Sphere" +msgstr "Gömb" + msgid "Mesh is empty!" msgstr "A háló üres!" +msgid "" +"Mesh cannot unwrap UVs because it belongs to another resource which was " +"imported from another file type. Make it unique first." +msgstr "" +"A mesh nem tudja kicsomagolni az UV-ket, mert másik erőforráshoz tartozik, " +"amely más fájltípusból volt importálva. Tegye először egyedivé." + +msgid "Unwrap UV2" +msgstr "UV2 Kicsomagolása" + msgid "Contained Mesh is not of type ArrayMesh." msgstr "A tartalmazott Mesh nem ArrayMesh típusú." +msgid "Only triangles are supported for lightmap unwrap." +msgstr "Lightmap kicsomagoláshoz csak a háromszögek támogatottak." + +msgid "Normals are required for lightmap unwrap." +msgstr "Lightmap kicsomagoláshoz normálokra van szükség." + msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV kibontás sikertelen, a mesh talán nem sokrétű?" @@ -6378,6 +7476,17 @@ msgstr "Mesh" msgid "Create Outline Mesh..." msgstr "Körvonalháló Létrehozása..." +msgid "" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." +msgstr "" +"Statikus körvonal mesh-t hoz létre. A körvonal mesh normáljai automatikusan " +"tükröződnek.\n" +"Ez a StandardMaterial Növesztés tulajdonsága helyett használható, amikor az a " +"tulajdonság nem elérhető." + msgid "View UV1" msgstr "UV1 Megtekintése" @@ -6393,15 +7502,155 @@ msgstr "Körvonalháló Készítése" msgid "Outline Size:" msgstr "Körvonal Mérete:" +msgid "Static Body Child" +msgstr "Statikus Test Gyermek" + +msgid "Creates a StaticBody3D as child and assigns collision shapes to it." +msgstr "StaticBody3D gyermeket hoz létre és ütközési alakokat rendel hozzá." + +msgid "" +"Creates a polygon-based collision shape.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Sokszög-alapú ütközési alakzatot hoz létre.\n" +"Ez a legpontosabb (de leglassabb) opció az ütközések érzékeléséhez." + +msgid "" +"Creates a single convex collision shape.\n" +"This is the faster than the trimesh or multiple convex option, but is less " +"accurate for collision detection." +msgstr "" +"Egyetlen konvex ütközési alakzatot hoz létre.\n" +"Ez a trimesh vagy többszörös konvex opcióknál gyorsabb, de kevésbé pontos az " +"ütközések érzékelésénél." + +msgid "" +"Creates a simplified convex collision shape.\n" +"This is similar to single collision shape, but can result in a simpler " +"geometry in some cases, at the cost of accuracy." +msgstr "" +"Egyszerűsített konvex ütközési alakzatot hoz létre.\n" +"Ez hasonló az egyetlen konvex ütközési alakzathoz, de bizonyos esetekben " +"egyszerűbb geometriához vezethet némi pontosság feláldozása árán." + +msgid "" +"Creates multiple convex collision shapes. These are decomposed from the " +"original mesh.\n" +"This is a performance and accuracy middle-ground between a single convex " +"collision and a polygon-based trimesh collision." +msgstr "" +"Több konvex ütközési alakzatot hoz létre. Ezek az eredeti mesh " +"visszabontásával készülnek.\n" +"Ez egy középút a teljesítmény és pontosság, illetve az egyetlen konvex " +"ütközés és sokszög-alapú trimesh ütközés között." + +msgid "" +"Creates an bounding box collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in BoxMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Befoglaló doboz ütközési alakzatot hoz létre.\n" +"Ez a mesh AABB tulajdonságát használja, ha a mesh-nek nincs beépített BoxMesh-" +"e.\n" +"Ütközésérzékeléshez gyorsabb, mint a konvex ütközési alakzat opció." + +msgid "" +"Creates a capsule collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in CapsuleMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Kapszula ütközési alakzatot hoz létre.\n" +"Ez a mesh AABB tulajdonságát használja, ha a mesh-nek nincs beépített " +"CapsuleMesh-e.\n" +"Ütközésérzékeléshez gyorsabb, mint a konvex ütközési alakzat opció." + +msgid "" +"Creates a cylinder collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in CylinderMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Cilinder ütközési alakzatot hoz létre.\n" +"Ez a mesh AABB tulajdonságát használja, ha a mesh-nek nincs beépített " +"CylinderMesh-e.\n" +"Ütközésérzékeléshez gyorsabb, mint a konvex ütközési alakzat opció." + +msgid "" +"Creates a sphere collision shape.\n" +"This will use the mesh's AABB if the shape is not a built-in SphereMesh.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Gömb ütközési alakzatot hoz létre.\n" +"Ez a mesh AABB tulajdonságát használja, ha a mesh-nek nincs beépített " +"SphereMesh-e.\n" +"Ütközésérzékeléshez gyorsabb, mint a konvex ütközési alakzat opció." + +msgid "" +"Creates a box, capsule, cylinder, or sphere primitive collision shape if the " +"mesh is a primitive.\n" +"The mesh must use the built-in BoxMesh, CapsuleMesh, CylinderMesh, or " +"SphereMesh primitive.\n" +"This is faster than the convex collision shape option for collision detection." +msgstr "" +"Doboz, kapszula, cilinder vagy gömb primitív ütközési alakzatot hoz létre, ha " +"a mesh primitív.\n" +"A mesh-nek a beépített BoxMesh, CapsuleMesh, vagy SphereMesh primitíveket " +"kell használnia.\n" +"Ütközésérzékeléshez gyorsabb, mint a konvex ütközési alakzat opció." + +msgid "Alignment Axis" +msgstr "Igazítási Tengely" + +msgid "Longest Axis" +msgstr "Leghosszabb Tengely" + +msgid "Create the shape along the longest axis of the mesh's AABB." +msgstr "" +"Létrehozza az alakzatot a mesh AABB tulajdonságának leghosszabb tengelye " +"mentén." + msgid "X-Axis" msgstr "X-Tengely" +msgid "Create the shape along the local X-Axis." +msgstr "A lokális X-tengely mentén hozza létre az alakzatot." + msgid "Y-Axis" msgstr "Y-Tengely" +msgid "Create the shape along the local Y-Axis." +msgstr "A lokális Y-tengely mentén hozza létre az alakzatot." + msgid "Z-Axis" msgstr "Z-Tengely" +msgid "Create the shape along the local Z-Axis." +msgstr "A lokális Z-tengely mentén hozza létre az alakzatot." + +msgid "UV Channel Debug" +msgstr "UV Csatorna Hibakeresés" + +msgid "" +"Before converting a rendering mesh to a navigation mesh, please verify:\n" +"\n" +"- The mesh is two-dimensional.\n" +"- The mesh has no surface overlap.\n" +"- The mesh has no self-intersection.\n" +"- The mesh surfaces have indices.\n" +"\n" +"If the mesh does not fulfill these requirements, the pathfinding will be " +"broken." +msgstr "" +"Mielőtt egy renderelő mesh-t navigációs mesh-sé alakít, ellenőrizze az " +"alábbiakat:\n" +"\n" +"- A mesh kétdimenziós.\n" +"- A mesh-nek nincs felületátfedése.\n" +"- A mesh-nek nincs önmetszése.\n" +"- A mesh felületeinek vannak indexei.\n" +"\n" +"Ha a mesh nem teljesíti ezeket a feltételeket, akkor az útkeresés nem fog " +"működni." + msgid "Remove item %d?" msgstr "%d elem eltávolítása?" @@ -6412,6 +7661,9 @@ msgstr "" "Frissíti a meglévő jelenetből?:\n" "%s" +msgid "MeshLibrary" +msgstr "MeshLibrary" + msgid "Add Item" msgstr "Elem Hozzáadása" @@ -6491,6 +7743,9 @@ msgstr "Ortogonális" msgid "Perspective" msgstr "Perspektíva" +msgid "[auto]" +msgstr "[auto]" + msgid "X-Axis Transform." msgstr "X-Tengely Transzformáció." @@ -6509,6 +7764,30 @@ msgstr "A kulcsolás le van tiltva (nincs kulcs megadva)." msgid "Animation Key Inserted." msgstr "Animációs Kulcs Beillesztve." +msgid "" +"Drag and drop to override the material of any geometry node.\n" +"Hold %s when dropping to override a specific surface." +msgstr "" +"Ráhúzással felülírható bármely geometria node anyaga.\n" +"Tartsa nyomva a %s billentyűt a ráejtéskor egy konkrét felület felülírásához." + +msgid "" +"This debug draw mode is only supported when using the Forward+ or Mobile " +"renderer." +msgstr "" +"Ez a hibakereső rajz mód csak a Forward+ és Mobile rendermotorok esetén " +"támogatott." + +msgid "This debug draw mode is only supported when using the Forward+ renderer." +msgstr "" +"Ez a hibakereső rajz mód csak a Forward+ rendermotorok esetén támogatott." + +msgid "CPU Time: %s ms" +msgstr "CPU Idő: %s ms" + +msgid "GPU Time: %s ms" +msgstr "GPU Idő: %s ms" + msgid "FPS: %d" msgstr "FPS: %d" @@ -6530,24 +7809,205 @@ msgstr "Első nézet." msgid "Rear View." msgstr "Hátsó nézet." +msgid "Align Transform with View" +msgstr "Transzformáció Nézethez Igazítása" + +msgid "Align Rotation with View" +msgstr "Forgás Nézethez Igazítása" + +msgid "Set Surface %d Override Material" +msgstr "Felület %d Felülíró Anyagának Beállítása" + +msgid "Circular dependency found at %s" +msgstr "Körkörös függőség található itt: %s" + msgid "Rotating %s degrees." msgstr "%s fokkal való forgatás." +msgid "Rotating %f degrees." +msgstr "Forgatás %f fokkal." + msgid "View" msgstr "Nézet" +msgid "Auto Orthogonal Enabled" +msgstr "Auto Ortogonális Bekapcsolva" + +msgid "Lock View Rotation" +msgstr "Nézet Forgás Zárolása" + msgid "Display Normal" msgstr "Normális Nézet" msgid "Display Wireframe" msgstr "Drótváz Nézet" +msgid "Display Overdraw" +msgstr "Megjelenítés Túlrajzolás" + +msgid "Display Unshaded" +msgstr "Megjelenítés Shading Nélkül" + +msgid "" +"Displays directional shadow splits in different colors to make adjusting " +"split thresholds easier. \n" +"Red: 1st split (closest to the camera), Green: 2nd split, Blue: 3rd split, " +"Yellow: 4th split (furthest from the camera)" +msgstr "" +"Színezett irányított árnyszeleteket jelenít meg, megkönnyítve ezzel a " +"szeletek küszöbértékeinek beállítását. \n" +"Piros: 1. szelet (legközelebb a kamerához), Zöld: 2. szelet, Kék: 3. szelet, " +"Sárga: 4. szelet (legtávolabb a kamerától)" + msgid "Normal Buffer" msgstr "Normál Buffer" +msgid "Shadow Atlas" +msgstr "Árnyékatlasz" + +msgid "" +"Displays the shadow atlas used for positional (omni/spot) shadow mapping.\n" +"Requires a visible OmniLight3D or SpotLight3D node with shadows enabled to " +"have a visible effect." +msgstr "" +"Megjeleníti a helyzetalapú (omni/spot) árnyéktérképhez használt " +"árnyékatlaszt.\n" +"Látható és engedélyezett árnyékokkal rendelkező OmniLight3D vagy SpotLight3D " +"node szükséges az érzékelhető eredményhez." + +msgid "" +"Displays the shadow map used for directional shadow mapping.\n" +"Requires a visible DirectionalLight3D node with shadows enabled to have a " +"visible effect." +msgstr "" +"Megjeleníti az irányított árnyéktérképezéshez használt árnyéktérképet.\n" +"Látható és engedélyezett árnyékokkal rendelkező DirectionalLight3D node " +"szükséges az érzékelhető eredményhez." + +msgid "Decal Atlas" +msgstr "Decal Atlasz" + +msgid "" +"Requires a visible VoxelGI node that has been baked to have a visible effect." +msgstr "Látható és beégetett VoxelGI node szükséges az érzékelhető eredményhez." + +msgid "VoxelGI Albedo" +msgstr "VoxelGI Albedó" + +msgid "SDFGI Cascades" +msgstr "SDFGI Kaszkádok" + +msgid "Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"A Környezetben engedélyezett SDFGI szükséges az érzékelhető eredményhez." + +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Bal-klikk az SDFGI szondára a az okklúzió információ megjelenítéséhez (fehér " +"= nincs okklúzió, piros = teljes okklúzió).\n" +"A Környezetben engedélyezett SDFGI szükséges az érzékelhető eredményhez." + +msgid "" +"Displays the scene luminance computed from the 3D buffer. This is used for " +"Auto Exposure calculation.\n" +"Requires Auto Exposure to be enabled in CameraAttributes to have a visible " +"effect." +msgstr "" +"Megjeleníti a 3D buffer-ből számolt jelenet fényességet. Ez az Auto Expozíció " +"kalkulációhoz használatos.\n" +"A CameraAttributes beállításokban engedélyezett Auto Expozíció szükséges az " +"érzékelhető eredményhez." + +msgid "SSAO" +msgstr "SSAO" + +msgid "" +"Displays the screen-space ambient occlusion buffer. Requires SSAO to be " +"enabled in Environment to have a visible effect." +msgstr "" +"Megjeleníti a screen-space környezeti sugárkövetés buffert. A Környezetben " +"engedélyezett SSAO szükséges az érzékelhető eredményhez." + +msgid "SSIL" +msgstr "SSIL" + +msgid "" +"Displays the screen-space indirect lighting buffer. Requires SSIL to be " +"enabled in Environment to have a visible effect." +msgstr "" +"Megjeleníti a screen-space közvetett megvilágítás buffert. A Környezetben " +"engedélyezett SSIL szükséges az érzékelhető eredményhez." + +msgid "VoxelGI/SDFGI Buffer" +msgstr "VoxelGI/SDFGI Buffer" + +msgid "Requires SDFGI or VoxelGI to be enabled to have a visible effect." +msgstr "Engedélyezett SDFGI vagy VoxelGI szükséges az érzékelhető eredményhez." + +msgid "" +"Renders all meshes with their highest level of detail regardless of their " +"distance from the camera." +msgstr "" +"Minden mesh-t a legmagasabb részletezettségi szinten renderel függetlenül a " +"kamera távolságától." + +msgid "OmniLight3D Cluster" +msgstr "OmniLight3D Csoport" + +msgid "" +"Highlights tiles of pixels that are affected by at least one OmniLight3D." +msgstr "Kiemeli a legalább egy OmniLight3D által érintett pixelcsempéket." + +msgid "SpotLight3D Cluster" +msgstr "SpotLight3D Csoport" + +msgid "" +"Highlights tiles of pixels that are affected by at least one SpotLight3D." +msgstr "Kiemeli a legalább egy SpotLight3D által érintett pixelcsempéket." + +msgid "Decal Cluster" +msgstr "Decal Csoport" + +msgid "Highlights tiles of pixels that are affected by at least one Decal." +msgstr "Kiemeli a legalább egy Decal által érintett pixelcsempéket." + +msgid "" +"Highlights tiles of pixels that are affected by at least one ReflectionProbe." +msgstr "Kiemeli a legalább egy ReflectionProbe által érintett pixelcsempéket." + +msgid "Occlusion Culling Buffer" +msgstr "Occlusion Culling Buffer" + +msgid "" +"Represents occluders with black pixels. Requires occlusion culling to be " +"enabled to have a visible effect." +msgstr "" +"Fekete pixeleket tartalmazó occluder-eket képvisel. Engedélyezett occlusion " +"culling szükséges az érzékelhető eredményhez." + +msgid "" +"Represents motion vectors with colored lines in the direction of motion. Gray " +"dots represent areas with no per-pixel motion." +msgstr "" +"Mozgásvektorokat képvisel mozgásiránynak megfelelő színes vonalak képében. A " +"szürke pontok pixelenkénti mozdulatlanságot képviselnek." + msgid "Internal Buffer" msgstr "Belső Buffer" +msgid "" +"Shows the scene rendered in linear colorspace before any tonemapping or post-" +"processing." +msgstr "" +"Megmutatja a renderelt jelenetet színleképezés és utófeldolgozás előtti " +"lineáris színtérben." + +msgid "View Environment" +msgstr "Környezet Megtekintése" + msgid "View Grid" msgstr "Négyzethálós Nézet" diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index faf54784e0..6308cb5186 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -123,13 +123,14 @@ # "A Thousand Ships (she/her)" , 2025. # Pietro Marini , 2025. # shifenis , 2026. +# Mirto , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-05 13:02+0000\n" -"Last-Translator: shifenis \n" +"PO-Revision-Date: 2026-01-14 15:11+0000\n" +"Last-Translator: Mirto \n" "Language-Team: Italian \n" "Language: it\n" @@ -137,17 +138,158 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "Fallito" + +msgid "Unavailable" +msgstr "Non disponibile" + +msgid "Unconfigured" +msgstr "Non configurato" + +msgid "Unauthorized" +msgstr "Non autorizzato" + +msgid "Parameter out of range" +msgstr "Parametro fuori intervallo" + +msgid "Out of memory" +msgstr "Memoria esaurita" + +msgid "File not found" +msgstr "File non trovato" + +msgid "File: Bad drive" +msgstr "File: Disco danneggiato" + +msgid "File: Bad path" +msgstr "File: Percorso non valido" + +msgid "File: Permission denied" +msgstr "File: Permesso negato" + +msgid "File already in use" +msgstr "Il file è già in uso" + +msgid "Can't open file" +msgstr "Impossibile aprire il file" + +msgid "Can't write file" +msgstr "Impossibile scrivere il file" + +msgid "Can't read file" +msgstr "Impossibile leggere il file" + +msgid "File unrecognized" +msgstr "File non riconosciuto" + +msgid "File corrupt" +msgstr "File corrotto" + +msgid "Missing dependencies for file" +msgstr "Dipendenze mancanti per il file" + +msgid "End of file" +msgstr "Fine del file" + +msgid "Can't open" +msgstr "Impossibile aprire" + +msgid "Can't create" +msgstr "Impossibile creare" + +msgid "Query failed" +msgstr "Richiesta fallita" + +msgid "Already in use" +msgstr "Già in uso" + msgid "Locked" msgstr "Bloccato" +msgid "Timeout" +msgstr "Tempo scaduto" + +msgid "Can't connect" +msgstr "Impossibile connettersi" + +msgid "Can't resolve" +msgstr "Impossibile risolvere" + +msgid "Connection error" +msgstr "Errore di connessione" + +msgid "Can't acquire resource" +msgstr "Impossibile acquisire la risorsa" + +msgid "Can't fork" +msgstr "Impossibile creare il processo" + +msgid "Invalid data" +msgstr "Dati non validi" + +msgid "Invalid parameter" +msgstr "Parametro non valido" + +msgid "Already exists" +msgstr "Già esistente" + +msgid "Does not exist" +msgstr "Non esistente" + +msgid "Can't read database" +msgstr "Impossibile leggere il database" + +msgid "Can't write database" +msgstr "Impossibile scrivere nel database" + +msgid "Compilation failed" +msgstr "Compilazione fallita" + +msgid "Method not found" +msgstr "Metodo non trovato" + +msgid "Link failed" +msgstr "Link fallito" + +msgid "Script failed" +msgstr "Script fallito" + +msgid "Cyclic link detected" +msgstr "Inclusione ciclica rilevata" + +msgid "Invalid declaration" +msgstr "Dichiarazione non valida" + +msgid "Duplicate symbol" +msgstr "Simbolo duplicato" + +msgid "Parse error" +msgstr "Errore di sintassi" + +msgid "Busy" +msgstr "Occupato" + +msgid "Skip" +msgstr "Salta" + msgid "Help" msgstr "Aiuto" +msgid "Bug" +msgstr "Bug" + +msgid "Printer on fire" +msgstr "Errore critico della stampante" + +msgid "unset" +msgstr "non impostato" + msgid "Physical" msgstr "Fisico" @@ -173,13 +315,13 @@ msgid "Mouse Wheel Right" msgstr "Rotellina del mouse a destra" msgid "Mouse Thumb Button 1" -msgstr "Pulsante laterale del mouse 1" +msgstr "Tasto laterale del mouse 1" msgid "Mouse Thumb Button 2" -msgstr "Pulsante laterale del mouse 2" +msgstr "Tasto laterale del mouse 2" msgid "Button" -msgstr "Pulsante" +msgstr "Tasto" msgid "Double Click" msgstr "Doppio clic" @@ -188,25 +330,25 @@ msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Movimento del mouse in posizione (%s) con velocità (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "Levetta sinistra asse X, joystick 0 asse X" +msgstr "Levetta sinistra asse X, Joystick 0 asse X" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "Levetta sinistra asse Y, joystick 0 asse Y" +msgstr "Levetta sinistra asse Y, Joystick 0 asse Y" msgid "Right Stick X-Axis, Joystick 1 X-Axis" -msgstr "Levetta destra asse X, joystick 1 asse X" +msgstr "Levetta destra asse X, Joystick 1 asse X" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "Levetta destra asse Y, joystick 1 asse Y" +msgstr "Levetta destra asse Y, Joystick 1 asse Y" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "Asse X del joystick 2, grilletto sinistro, L2 Sony, LT Xbox" +msgstr "Asse X del Joystick 2, Grilletto sinistro, L2 Sony, LT Xbox" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "Asse Y del joystick 2, grilletto destro, R2 Sony, RT Xbox" +msgstr "Asse Y del Joystick 2, Grilletto destro, R2 Sony, RT Xbox" msgid "Joystick 3 X-Axis" -msgstr "Asse X del joystick 3" +msgstr "Asse X del Joystick 3" msgid "Joystick 3 Y-Axis" msgstr "Asse Y del joystick 3" @@ -1280,6 +1422,15 @@ msgstr "Sposta un nodo" msgid "Transition exists!" msgstr "La transizione esiste!" +msgid "Cannot transition to self!" +msgstr "Impossibile creare una transizione verso lo stesso stato!" + +msgid "Cannot transition to \"Start\"!" +msgstr "Impossibile creare una transizione verso \"Start\"!" + +msgid "Cannot transition from \"End\"!" +msgstr "Impossibile creare una transizione da \"End\"!" + msgid "Play/Travel to %s" msgstr "Riproduci/Raggiungi a %s" @@ -1586,6 +1737,9 @@ msgstr "Taglia chiave(i)" msgid "Copy Key(s)" msgstr "Copia chiave(i)" +msgid "Send Key(s) to RESET" +msgstr "Invia Chiave(i) per il RESET" + msgid "Delete Key(s)" msgstr "Elimina chiave(i)" @@ -3561,8 +3715,14 @@ msgstr "Sposta questo pannello a sinistra di una scheda." msgid "Close this dock." msgstr "Chiudi questo pannello." +msgid "This dock can't be closed." +msgstr "Questo pannello non può essere chiuso." + +msgid "This dock does not support floating." +msgstr "Questo pannello non può essere staccato dalla finestra principale." + msgid "Make this dock floating." -msgstr "Rendi questo pannello mobile." +msgstr "Stacca questo pannello." msgid "Move Tab Left" msgstr "Sposta scheda a sinistra" @@ -21018,7 +21178,7 @@ msgid "Expected constant expression after '='." msgstr "Prevista un'espressione costante dopo '='." msgid "Can't convert constant to '%s'." -msgstr "Impossibile convertire la costante in \"%s\"." +msgstr "Impossibile convertire la costante in '%s'." msgid "Expected an uniform subgroup identifier." msgstr "Previsto un identificatore di sottogruppo per uniformi." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index fc92454200..9771012d8d 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -82,7 +82,7 @@ # Yu Tanaka , 2024. # 喜多山真護 , 2025. # UtanoSchell , 2025. -# Myeongjin Lee , 2025. +# Myeongjin Lee , 2025, 2026. # Viktor Jagebrant , 2025. # RockHopperPenguin64 , 2025. # Septian Ganendra Savero Kurniawan , 2025. @@ -97,8 +97,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\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" -"Last-Translator: Amir Sabbagh \n" +"PO-Revision-Date: 2026-01-15 02:11+0000\n" +"Last-Translator: Myeongjin \n" "Language-Team: Japanese \n" "Language: ja\n" @@ -106,7 +106,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" @@ -117,6 +117,9 @@ msgstr "ロック済み" msgid "Help" msgstr "ヘルプ" +msgid "Printer on fire" +msgstr "プリンター発火" + msgid "Physical" msgstr "物理" diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index f4caffddc4..498c0c6a47 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -86,8 +86,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-13 19:51+0000\n" -"Last-Translator: nulta \n" +"PO-Revision-Date: 2026-01-15 02:10+0000\n" +"Last-Translator: Myeongjin \n" "Language-Team: Korean \n" "Language: ko\n" @@ -95,17 +95,155 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.2-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "확인" +msgid "Failed" +msgstr "실패" + +msgid "Unavailable" +msgstr "사용 가능하지 않음" + +msgid "Unconfigured" +msgstr "구성되지 않음" + +msgid "Unauthorized" +msgstr "인증되지 않음" + +msgid "Parameter out of range" +msgstr "매개변수 범위를 벗어남" + +msgid "Out of memory" +msgstr "메모리 초과" + +msgid "File not found" +msgstr "파일을 찾을 수 없음" + +msgid "File: Bad drive" +msgstr "파일: 잘못된 드라이브" + +msgid "File: Bad path" +msgstr "파일: 잘못된 경로" + +msgid "File: Permission denied" +msgstr "파일: 권한 거부됨" + +msgid "File already in use" +msgstr "파일이 이미 사용 중" + +msgid "Can't open file" +msgstr "파일을 열 수 없음" + +msgid "Can't write file" +msgstr "파일을 쓸 수 없음" + +msgid "Can't read file" +msgstr "파일을 읽을 수 없음" + +msgid "File unrecognized" +msgstr "파일을 인식할 수 없음" + +msgid "File corrupt" +msgstr "파일이 손상됨" + +msgid "Missing dependencies for file" +msgstr "파일에 종속성이 누락됨" + +msgid "End of file" +msgstr "파일의 끝" + +msgid "Can't open" +msgstr "열 수 없음" + +msgid "Can't create" +msgstr "만들 수 없음" + +msgid "Query failed" +msgstr "요청 실패" + +msgid "Already in use" +msgstr "이미 사용 중" + msgid "Locked" msgstr "잠김" +msgid "Timeout" +msgstr "시간 초과" + +msgid "Can't connect" +msgstr "연결할 수 없음" + +msgid "Can't resolve" +msgstr "해결할 수 없음" + +msgid "Connection error" +msgstr "연결 오류" + +msgid "Can't acquire resource" +msgstr "리소스를 획득할 수 없음" + +msgid "Can't fork" +msgstr "포크할 수 없음" + +msgid "Invalid data" +msgstr "잘못된 데이터" + +msgid "Invalid parameter" +msgstr "잘못된 매개변수" + +msgid "Already exists" +msgstr "이미 존재함" + +msgid "Does not exist" +msgstr "존재하지 않음" + +msgid "Can't read database" +msgstr "데이터베이스를 읽을 수 없음" + +msgid "Can't write database" +msgstr "데이터베이스를 쓸 수 없음" + +msgid "Compilation failed" +msgstr "컴파일 실패" + +msgid "Method not found" +msgstr "메서드를 찾을 수 없음" + +msgid "Link failed" +msgstr "연결 실패" + +msgid "Script failed" +msgstr "스크립트 실패" + +msgid "Cyclic link detected" +msgstr "순환 링크가 감지됨" + +msgid "Invalid declaration" +msgstr "잘못된 선언" + +msgid "Duplicate symbol" +msgstr "중복 기호" + +msgid "Parse error" +msgstr "구문 분석 오류" + +msgid "Busy" +msgstr "바쁨" + +msgid "Skip" +msgstr "건너뛰기" + msgid "Help" msgstr "도움말" +msgid "Bug" +msgstr "버그" + +msgid "Printer on fire" +msgstr "프린터에 불이 붙음" + msgid "unset" msgstr "미설정" @@ -348,7 +486,7 @@ msgid "Redo" msgstr "다시 실행" msgid "Completion Query" -msgstr "완성도" +msgstr "쿼리 자동완성" msgid "New Line" msgstr "새 줄" @@ -1548,6 +1686,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "미러링" +msgid "Handle mode: %s" +msgstr "핸들 모드: %s" + msgid "Stream:" msgstr "스트림:" @@ -1723,7 +1864,7 @@ msgid "Add Method Track Key" msgstr "메서드 트랙 키 추가" msgid "Method not found in object:" -msgstr "오브젝트에 메서드가 없음:" +msgstr "오브젝트에 메서드를 찾을 수 없음:" msgid "Animation Move Keys" msgstr "애니메이션 키 이동" @@ -1791,8 +1932,7 @@ msgstr "" "\n" "이 애니메이션을 수정하려면, 씬의 고급 가져오기 설정으로 이동하여 애니메이션을 " "선택하세요.\n" -"반복을 포함한 일부 옵션은 여기서 사용할 수 있습니다. 커스텀 트랙을 추가하려" -"면,\n" +"반복을 포함한 일부 옵션은 여기서 사용 가능합니다. 커스텀 트랙을 추가하려면,\n" "\"파일으로 저장\"과 \"커스텀 지정 트랙 유지\"를 활성화하세요." msgid "" @@ -2292,7 +2432,7 @@ msgid "Timeout." msgstr "시간 초과." msgid "Failed:" -msgstr "실패함:" +msgstr "실패:" msgid "Bad download hash, assuming file has been tampered with." msgstr "잘못된 다운로드 해시. 파일이 변조된 것 같습니다." @@ -2471,7 +2611,7 @@ msgid "Uncompressing Assets" msgstr "애셋 압축 풀기" msgid "The following files failed extraction from asset \"%s\":" -msgstr "애셋 \"%s\"에서 다음 파일의 압축 해제를 실패함:" +msgstr "다음 파일을 애셋 \"%s\"에서 압축 해제하는 데 실패함:" msgid "(and %s more files)" msgstr "(및 더 많은 파일 %s개)" @@ -3577,7 +3717,7 @@ msgid "This class is marked as deprecated." msgstr "이 클래스는 더 이상 사용되지 않는 것으로 표시되어 있습니다." msgid "This class is marked as experimental." -msgstr "이 클래스는 실험적 단계로 표시되어 있습니다." +msgstr "이 클래스는 실험적 단계로 표시됩니다." msgid "Matches the \"%s\" keyword." msgstr "\"%s\" 키워드와 일치합니다." @@ -5414,7 +5554,7 @@ msgid "Distraction Free Mode" msgstr "집중 모드" msgid "Toggle Last Opened Bottom Panel" -msgstr "마지막으로 연 바닥 패널 토글" +msgstr "마지막으로 연 아래 패널 토글" msgid "Toggle distraction-free mode." msgstr "집중 모드를 토글합니다." @@ -5708,7 +5848,7 @@ msgid "Invalid executable file." msgstr "잘못된 실행 파일." msgid "Can't resize signature load command." -msgstr "서명 불러오기 명령의 크기를 조정할 수 없습니다." +msgstr "서명 불러오기 명령의 크기를 조절할 수 없습니다." msgid "Failed to create fat binary." msgstr "fat 바이너리를 만드는 데 실패했습니다." @@ -6073,7 +6213,7 @@ msgid "" "for official releases." msgstr "" "이 버전에 대한 다운로드 링크를 찾을 수 없습니다. 직접 다운로드는 공식 출시 버" -"전에 대해서만 사용할 수 있습니다." +"전에 대해서만 사용 가능합니다." msgid "Disconnected" msgstr "연결 끊김" @@ -6306,7 +6446,7 @@ msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" -"체크하면 프리셋은 원클릭 배포로 사용할 수 있습니다.\n" +"체크하면 프리셋은 원클릭 배포로 사용 가능합니다.\n" "플랫폼 당 하나의 프리셋만 실행 가능으로 표시될 것입니다." msgid "Advanced Options" @@ -6561,6 +6701,12 @@ msgstr "종속 관계 편집기" msgid "Owners of: %s (Total: %d)" msgstr "소유자: %s (총계: %d)" +msgid "No owners found for: %s" +msgstr "찾은 소유자가 없음: %s" + +msgid "Owners List" +msgstr "소유자 목록" + msgid "Localization remap" msgstr "현지화 리매핑" @@ -6925,10 +7071,10 @@ msgid "Licenses" msgstr "라이선스" msgid "Pin Bottom Panel Switching" -msgstr "바닥 패널 전환 고정" +msgstr "아래 패널 전환 고정" msgid "Expand Bottom Panel" -msgstr "바닥 패널 확장" +msgstr "아래 패널 확장" msgid "Move/Duplicate: %s" msgstr "파일 이동/복사: %s" @@ -6958,6 +7104,9 @@ msgstr "리소스 선택" msgid "Select Scene" msgstr "씬 선택" +msgid "Recursion detected, Instant Preview failed." +msgstr "재귀가 감지되었습니다. 즉시 미리보기에 실패했습니다." + msgid "Instant Preview" msgstr "즉시 미리보기" @@ -7585,7 +7734,7 @@ msgid "Clear Property Array with Prefix %s" msgstr "접두어 %s을(를) 가진 속성 배열 비우기" msgid "Resize Property Array with Prefix %s" -msgstr "접두어 %s을(를) 가진 속성 배열 크기 조정" +msgstr "접두어 %s을(를) 가진 속성 배열 크기 조절" msgid "Element %d: %s%d*" msgstr "요소 %d: %s%d*" @@ -7603,13 +7752,13 @@ msgid "Clear Array" msgstr "배열 비우기" msgid "Resize Array..." -msgstr "배열 크기 조정..." +msgstr "배열 크기 조절..." msgid "Add Element" msgstr "요소 추가" msgid "Resize Array" -msgstr "배열 크기 조정" +msgstr "배열 크기 조절" msgid "New Size:" msgstr "새 크기:" @@ -7747,7 +7896,7 @@ msgid "Assign..." msgstr "지정..." msgid "Assign Node" -msgstr "노드 지정" +msgstr "노드 할당" msgid "Copy as Text" msgstr "텍스트로 복사" @@ -7762,7 +7911,7 @@ msgid "Invalid RID" msgstr "잘못된 RID" msgid "Recursion detected, unable to assign resource to property." -msgstr "재귀가 감지되어 프로퍼티에 리소스를 할당할 수 없습니다." +msgstr "재귀가 감지되었습니다. 속성에 리소스를 할당할 수 없습니다." msgid "" "Can't create a ViewportTexture in a Texture2D node because the texture will " @@ -8204,7 +8353,7 @@ msgid "Supports desktop platforms only." msgstr "데스크톱 플랫폼만 지원합니다." msgid "Advanced 3D graphics available." -msgstr "고급 3D 그래픽을 사용할 수 있습니다." +msgstr "고급 3D 그래픽이 사용 가능합니다." msgid "Can scale to large complex scenes." msgstr "크고 복잡한 씬을 충분히 그려낼 수 있습니다." @@ -8252,12 +8401,12 @@ msgid "" "Are you sure you wish to continue?" msgstr "" "비어 있지 않은 폴더에 Godot 프로젝트를 만들고 있습니다.\n" -"폴더 내의 모든 내용을 프로젝트 리소스로 가져올 것입니다!\n" +"이 폴더의 전체 내용을 프로젝트 리소스로 가져옵니다!\n" "\n" -"정말로 진행하시겠습니까?" +"계속하길 원하십니까?" msgid "Couldn't create project directory, check permissions." -msgstr "프로젝트 디렉터리를 만들 수 없었습니다. 권한이 있는지 확인해 주세요." +msgstr "프로젝트 디렉터리를 만들 수 없었습니다. 권한을 확인하세요." msgid "Couldn't create project.godot in project path." msgstr "프로젝트 경로에 project.godot 파일을 만들 수 없었습니다." @@ -8269,7 +8418,7 @@ msgid "Error opening package file, not in ZIP format." msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다." msgid "The following files failed extraction from package:" -msgstr "다음 파일을 패키지에서 추출하는데 실패함:" +msgstr "다음 파일을 패키지에서 압축 해제하는데 실패함:" msgid "Couldn't duplicate project (error %d)." msgstr "프로젝트를 복제할 수 없었습니다 (오류 %d)." @@ -8979,8 +9128,8 @@ msgid "" "To disable Recovery Mode, reload the project by pressing the Reload button " "next to the Recovery Mode banner, or by reopening the project normally." msgstr "" -"복구 모드를 비활성화하려면 복구 모드 배너 옆에 다시 불러옴 버튼을 누르거나, 프" -"로젝트를 정상적으로 다시 열어서 프로젝트를 다시 불러오세요." +"복구 모드를 비활성화하려면 복구 모드 배너 옆에 다시 불러오기 버튼을 누르거나, " +"프로젝트를 정상적으로 다시 열어서 프로젝트를 다시 불러오세요." msgid "Disable recovery mode and reload the project." msgstr "복구 모드를 비활성화하고 프로젝트를 다시 불러옵니다." @@ -9744,7 +9893,7 @@ msgid "Sprite2D" msgstr "Sprite2D" msgid "Drag to Resize Region Rect" -msgstr "사각 영역의 크기를 조정하려면 드래그" +msgstr "사각 영역의 크기를 조절하려면 드래그" msgid "Simplification:" msgstr "단순화:" @@ -9880,7 +10029,7 @@ msgid "Grid Snap" msgstr "격자 스냅" msgid "Subdivision" -msgstr "세분" +msgstr "분할" msgid "Painting Tiles Property" msgstr "칠하는 타일 속성" @@ -10016,7 +10165,7 @@ msgid "" "This TileMap's TileSet has no Tile Source configured. Go to the TileSet " "bottom panel to add one." msgstr "" -"이 타일맵의 타일셋에 구성된 타일 소스가 없습니다. 이동하여 타일셋 바닥 패널에" +"이 타일맵의 타일셋에 구성된 타일 소스가 없습니다. 이동하여 타일셋 아래 패널에" "서 소스를 하나 추가하세요." msgid "Sort sources" @@ -10305,7 +10454,7 @@ msgid "Select tiles" msgstr "타일 선택" msgid "Resize a tile" -msgstr "타일 크기 조정" +msgstr "타일 크기 조절" msgid "Remove tile" msgstr "타일 제거" @@ -10740,7 +10889,7 @@ msgid "High" msgstr "높음" msgid "Subdivisions: %s" -msgstr "세분: %s" +msgstr "분할: %s" msgid "Cell size: %s" msgstr "셀 크기: %s" @@ -11390,6 +11539,24 @@ msgstr "" msgid "This debug draw mode is only supported when using the Forward+ renderer." msgstr "이 디버그 그리기 모드는 Forward+ 렌더러를 사용할 때에만 지원됩니다." +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "크기: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "오브젝트: %d" + +msgid "Primitives: %d" +msgstr "프리미티브: %d" + msgid "Draw Calls: %d" msgstr "드로우 콜: %d" @@ -11403,7 +11570,7 @@ msgid "FPS: %d" msgstr "FPS: %d" msgid "Translating:" -msgstr "이동 중:" +msgstr "옮기는 중:" msgid "Instantiating:" msgstr "인스턴스화 중:" @@ -11553,11 +11720,20 @@ msgid "SDFGI Cascades" msgstr "SDFGI 캐스케이드" msgid "Requires SDFGI to be enabled in Environment to have a visible effect." -msgstr "가시적인 효과를 얻으려면 환경에서 SDFGI가 활성화되어 있어야 합니다." +msgstr "가시적인 효과를 얻으려면 환경에서 SDFGI가 활성화되어야 합니다." msgid "SDFGI Probes" msgstr "SDFGI 프로브" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"SDFGI 프로브를 왼쪽 클릭하여 오클루전 정보를 표시합니다 (하양 = 가려지지 않" +"음, 빨강 = 완전히 가려짐).\n" +"가시적인 효과를 얻으려면 환경에서 SDFGI가 활성화되어야 합니다." + msgid "Scene Luminance" msgstr "씬 광도" @@ -11568,7 +11744,7 @@ msgid "" "effect." msgstr "" "3D 버퍼에서 계산된 씬 휘도를 표시합니다. 이는 자동 노출 계산에 사용됩니다.\n" -"가시적인 효과를 얻으려면 카메라 특성에서 자동 노출이 활성화되어 있어야 합니다." +"가시적인 효과를 얻으려면 CameraAttributes에서 자동 노출이 활성화되어야 합니다." msgid "SSAO" msgstr "SSAO" @@ -11578,7 +11754,7 @@ msgid "" "enabled in Environment to have a visible effect." msgstr "" "화면 공간 앰비언트 오클루전 버퍼를 표시합니다. 가시적인 효과를 얻으려면 환경에" -"서 SSAO가 활성화되어 있어야 합니다." +"서 SSAO가 활성화되어야 합니다." msgid "SSIL" msgstr "SSIL" @@ -11588,13 +11764,13 @@ msgid "" "enabled in Environment to have a visible effect." msgstr "" "화면 공간 간접 조명 버퍼를 표시합니다. 가시적인 효과를 얻으려면 환경에서 SSIL" -"이 활성화되어 있어야 합니다." +"이 활성화되어야 합니다." msgid "VoxelGI/SDFGI Buffer" msgstr "VoxelGI/SDFGI 버퍼" msgid "Requires SDFGI or VoxelGI to be enabled to have a visible effect." -msgstr "가시적인 효과를 얻으려면 SDFGI 또는 VoxelGI가 활성화되어 있어야 합니다." +msgstr "가시적인 효과를 얻으려면 SDFGI 또는 VoxelGI가 활성화되어야 합니다." msgid "Disable Mesh LOD" msgstr "메시 LOD 비활성화" @@ -11836,7 +12012,7 @@ msgstr "" "Alt+우클릭: 클릭된 위치에 있는 잠금을 포함한 모든 노드의 목록을 보여줍니다." msgid "(Available in all modes.)" -msgstr "(모든 모드에서 사용할 수 있습니다.)" +msgstr "(모든 모드에서 사용 가능합니다.)" msgid "%s+Drag: Use snap." msgstr "%s+드래그: 스냅을 사용합니다." @@ -12601,7 +12777,7 @@ msgid "Scale Node2D \"%s\" to (%s, %s)" msgstr "Node2D \"%s\"을(를) (%s, %s)로 스케일 조절" msgid "Resize Control \"%s\" to (%d, %d)" -msgstr "Control \"%s\"을(를) (%d, %d)로 크기 조정" +msgstr "Control \"%s\"을(를) (%d, %d)로 크기 조절" msgid "Scale %d CanvasItems" msgstr "CanvasItem %d개 스케일 조절" @@ -12798,11 +12974,14 @@ msgid "Transformation" msgstr "변형" msgid "Center Selection" -msgstr "선택 항목 중앙으로" +msgstr "선택 항목 가운데로" msgid "Frame Selection" msgstr "프레임 선택" +msgid "Auto Resample CanvasItems" +msgstr "CanvasItem 자동 리샘플링" + msgid "Preview Canvas Scale" msgstr "캔버스 스케일 미리보기" @@ -13909,7 +14088,7 @@ msgstr "사변형" msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" -"Shift 키를 누르고 있으면 이동하지 않고 중점을 기준으로 크기를 조정할 수 있습니" +"Shift 키를 누르고 있으면 이동하지 않고 중점을 기준으로 크기를 조절할 수 있습니" "다." msgid "Toggle between minimum/maximum and base value/spread modes." @@ -14574,7 +14753,7 @@ msgid "%d matches in %d files" msgstr "%d개 일치가 파일 %d개에 있음" msgid "Toggle Search Results Bottom Panel" -msgstr "검색 결과 바닥 패널 토글" +msgstr "검색 결과 아래 패널 토글" msgid "Path is empty." msgstr "경로가 비었습니다." @@ -16127,7 +16306,7 @@ msgid "Set VisualShader Expression" msgstr "VisualShader 표현식 설정" msgid "Resize VisualShader Node" -msgstr "VisualShader 노드 크기 조정" +msgstr "VisualShader 노드 크기 조절" msgid "Hide Port Preview" msgstr "포트 미리보기 숨기기" @@ -17416,7 +17595,7 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"프로젝트에 사용할 수 있는 VCS 플러그인이 없습니다. VCS 통합 기능을 사용하려면 " +"프로젝트에 사용 가능한 VCS 플러그인이 없습니다. VCS 통합 기능을 사용하려면 " "VCS 플러그인을 설치해야 합니다." msgid "" @@ -17459,7 +17638,7 @@ msgid "Do you want to remove the %s remote?" msgstr "%s 원격을 제거하시겠습니까?" msgid "Toggle Version Control Bottom Panel" -msgstr "버전 관리 바닥 패널 토글" +msgstr "버전 관리 아래 패널 토글" msgid "Create Version Control Metadata" msgstr "버전 관리 메타데이터 만들기" @@ -17686,7 +17865,7 @@ msgid "Range too big." msgstr "범위가 너무 큽니다." msgid "Cannot resize array." -msgstr "배열의 크기를 조정할 수 없습니다." +msgstr "배열의 크기를 조절할 수 없습니다." msgid "Step argument is zero!" msgstr "Step 인수가 0입니다!" @@ -17888,7 +18067,7 @@ msgid "GridMap" msgstr "그리드맵" msgid "Toggle GridMap Bottom Panel" -msgstr "그리드맵 바닥 패널 토글" +msgstr "그리드맵 아래 패널 토글" msgid "All Clips" msgstr "모든 클립" @@ -18127,7 +18306,7 @@ msgid "Replication" msgstr "리플리케이션" msgid "Toggle Replication Bottom Panel" -msgstr "리플리케이션 바닥 패널 토글" +msgstr "리플리케이션 아래 패널 토글" msgid "Select a replicator node in order to pick a property to add to it." msgstr "리플리케이터 노드를 선택하고 추가할 속성을 고르세요." @@ -18185,7 +18364,7 @@ msgid "The MultiplayerSynchronizer needs a root path." msgstr "MultiplayerSynchronizer는 루트 경로가 있어야 합니다." msgid "Property/path must not be empty." -msgstr "속성/경로는 비워 두면 안됩니다." +msgstr "속성/경로는 비워둘 수 없습니다." msgid "Invalid property path: '%s'" msgstr "잘못된 속성 경로: '%s'" @@ -18481,6 +18660,18 @@ msgstr "ObjectDB 참조 + 네이티브 참조" msgid "Cycles detected in the ObjectDB" msgstr "ObjectDB에 감지된 순환" +msgid "Native References: %d" +msgstr "네이티브 참조: %d" + +msgid "ObjectDB References: %d" +msgstr "ObjectDB 참조: %d" + +msgid "Total References: %d" +msgstr "총 참조: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "ObjectDB 순환: %d" + msgid "[center]ObjectDB References[center]" msgstr "[center]ObjectDB 참조[center]" @@ -18541,6 +18732,25 @@ msgstr "총 오브젝트:" msgid "Total Nodes:" msgstr "총 노드:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "여러 루트 노드 [i]('queue_free' 없이 'remove_child'를 호출 가능)[/i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"참조개수 오브젝트는 순환으로만 참조됩니다 [i](순환은 때때로 메모리 누수를 나타" +"냅니다)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"스크립트 오브젝트는 아무 다른 오브젝트에서 참조되지 않습니다 [i](참조되지 않" +"은 오브젝트는 메모리 누수를 나타낼 수 있습니다)[/i]" + msgid "Generating Snapshot" msgstr "스냅샷 생성 중" @@ -18565,6 +18775,9 @@ msgstr "스냅샷 이름 바꾸기 실패" msgid "ObjectDB Profiler" msgstr "ObjectDB 프로파일러" +msgid "Diff Against:" +msgstr "대상과의 차이:" + msgid "Rename Action" msgstr "액션 이름 바꾸기" @@ -18833,6 +19046,9 @@ msgstr "\"밀어서 해제\"를 활성화하려면 \"Gradle 빌드 사용\"이 msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "플러그인을 사용하려면 \"Gradle 빌드 사용\"이 활성화되어야 합니다." +msgid "Support for \"Use Gradle Build\" on Android is currently experimental." +msgstr "Android에서 \"Gradle 빌드 사용\"에 대한 지원은 현재 실험적입니다." + msgid "" "\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " "enabled." @@ -18897,8 +19113,8 @@ msgid "" "If enabled, \"scrcpy\" is used to start the project and automatically stream " "device display (or virtual display) content." msgstr "" -"활성화된 경우 \"scrcpy\"를 이용해 프로젝트를 시작하고 장치 디스플레이(또는 가" -"상 디스플레이) 콘텐츠를 자동으로 스트리밍합니다." +"활성화되면 \"scrcpy\"는 프로젝트를 시작하고 기기 디스플레이 (또는 가상 디스플" +"레이) 내용을 자동으로 스트리밍하는 데 사용됩니다." msgid "Exporting APK..." msgstr "APK로 내보내는 중..." @@ -18919,8 +19135,8 @@ msgid "" "Could not start scrcpy executable. Configure scrcpy path in the Editor " "Settings (Export > Android > scrcpy > Path)." msgstr "" -"scrcpy 실행 파일을 시작할 수 없었습니다. 편집기 설정 (내보내기 > Android > " -"scrcpy > 경로) 에서 scrcpy 경로를 구성하세요." +"scrcpy 실행 파일을 시작할 수 없었습니다. 편집기 설정(내보내기 > Android > " +"scrcpy > 경로)에서 scrcpy 경로를 구성하세요." msgid "Could not execute on device." msgstr "기기에서 실행할 수 없었습니다." @@ -19729,10 +19945,10 @@ msgid "Could not find osslsigncode executable at \"%s\"." msgstr "\"%s\"에서 osslsigncode 실행 파일을 찾지 못했습니다." msgid "No identity found." -msgstr "아이덴티티를 찾을 수 없습니다." +msgstr "식별자를 찾을 수 없습니다." msgid "Invalid identity type." -msgstr "잘못된 아이덴티티 유형입니다." +msgstr "잘못된 식별자 유형입니다." msgid "Invalid timestamp server." msgstr "잘못된 타임스탬프 서버입니다." @@ -19822,7 +20038,7 @@ msgstr "" msgid "" "Particle trails are only available when using the Forward+ or Mobile renderer." msgstr "" -"입자 트레일은 Forward+ 또는 모바일 렌더러를 이용할 때만 사용할 수 있습니다." +"입자 트레일은 Forward+ 또는 모바일 렌더러를 사용할 때만 사용 가능합니다." msgid "" "Particle sub-emitters are not available when using the Compatibility renderer." @@ -19831,11 +20047,12 @@ msgstr "입자 서브이미터는 호환성 렌더러를 사용할 때는 지원 msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." -msgstr "라이트 모양의 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다." +msgstr "조명의 모양이 있는 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "이 오클루더를 반영하려면 오클루더 폴리곤을 설정(또는 그려야) 합니다." +msgstr "" +"이 오클루더를 반영하려면 오클루더 폴리곤을 설정해야 (또는 그려야) 합니다." msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "" @@ -20020,8 +20237,8 @@ msgid "" msgstr "" "TileMap 노드는 TileMapLayer 노드를 여러 개 사용하는 것으로 대체되었기 때문에 " "사용되지 않습니다.\n" -"TileMap을 TileMapLayer 노드로 변환하려면 이 노드를 선택한 상태에서 타일맵 바" -"닥 패널을 열고, 오른쪽 상단의 도구 아이콘을 클릭한 후 \"TileMap 레이어를 각각 " +"TileMap을 TileMapLayer 노드로 변환하려면 이 노드를 선택한 상태에서 타일맵 아" +"래 패널을 열고, 오른쪽 상단의 도구 아이콘을 클릭한 후 \"TileMap 레이어를 각각 " "TileMapLayer 노드로 추출\"을 선택하세요." msgid "" @@ -20095,6 +20312,9 @@ msgstr "" "CPUParticles3D 애니메이션을 사용하려면 Billboard Mode가 \"Particle " "Billboard\"로 설정된 StandardMaterial3D가 필요합니다." +msgid "Decals are only available when using the Forward+ or Mobile renderer." +msgstr "데칼은 Forward+ 또는 모바일 렌더러를 사용할 때만 사용 가능합니다." + msgid "" "The decal has no textures loaded into any of its texture properties, and will " "therefore not be visible." @@ -20170,8 +20390,7 @@ msgid "" "Particle sub-emitters are only available when using the Forward+ or Mobile " "renderer." msgstr "" -"입자 서브이미터는 Forward+ 또는 모바일 렌더러를 이용할 때만 사용할 수 있습니" -"다." +"입자 서브이미터는 Forward+ 또는 모바일 렌더러를 사용할 때만 사용 가능합니다." msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " @@ -20182,6 +20401,12 @@ msgstr "" "GPUParticlesCollisionSDF3D에 대해 아무 콜리전도 만들어내지 않을 것입니다.\n" "굽기 마스크 속성에서 하나 이상의 비트를 설정해 주세요." +msgid "" +"Detecting settings with no target set! IterateIK3D must have a target to work." +msgstr "" +"설정된 대상이 없는 상태에서 설정을 감지하고 있습니다! IterateIK3D가 작동하려" +"면 대상이 있어야 합니다." + msgid "A light's scale does not affect the visual size of the light." msgstr "빛의 크기는 실제로 보이는 빛의 크기에 영향을 미치지 않습니다." @@ -20520,6 +20745,12 @@ msgstr "" "Skeleton3D 노드가 설정되지 않았습니다! SkeletonModifier3D는 Skeleton3D의 자식" "이어야 합니다." +msgid "" +"Detecting settings with no Path3D set! SplineIK3D must have a Path3D to work." +msgstr "" +"설정된 Path3D가 없는 상태에서 설정을 감지하고 있습니다! IterateIK3D가 작동하려" +"면 Path3D가 있어야 합니다." + msgid "Parent node should be a SpringBoneSimulator3D node." msgstr "부모 노드는 SpringBoneSimulator3D 노드여야 합니다." @@ -20530,6 +20761,19 @@ msgstr "" "AnimatedSprite3D가 프레임을 표시하려면 \"스프라이트 프레임\" 속성에서 " "SpriteFrames 리소스를 만들거나 설정해야 합니다." +msgid "" +"Detecting settings with no target set! TwoBoneIK3D must have a target to work." +msgstr "" +"설정된 대상이 없는 상태에서 설정을 감지하고 있습니다! TwoBoneIK3D가 작동하려" +"면 대상이 있어야 합니다." + +msgid "" +"Detecting settings with no pole target set! TwoBoneIK3D must have a pole " +"target to work." +msgstr "" +"설정된 폴 대상이 없는 상태에서 설정을 감지하고 있습니다! TwoBoneIK3D가 작동하" +"려면 폴 대상이 있어야 합니다." + msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -20564,14 +20808,14 @@ msgid "" "GeometryInstance3D transparency is only available when using the Forward+ " "renderer." msgstr "" -"GeometryInstance3D 투명도는 Forward+ 렌더러를 이용할 때만 사용할 수 있습니다." +"GeometryInstance3D 투명도는 Forward+ 렌더러를 사용할 때만 사용 가능합니다." msgid "" "GeometryInstance3D visibility range transparency fade is only available when " "using the Forward+ renderer." msgstr "" -"GeometryInstance3D 가시성 범위 투명도 페이딩은 Forward+ 렌더러를 이용할 때만 " -"사용할 수 있습니다." +"GeometryInstance3D 가시성 범위 투명도 페이딩은 Forward+ 렌더러를 사용할 때만 " +"사용 가능합니다." msgid "Plotting Meshes" msgstr "메시 구분 중" @@ -20649,6 +20893,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D는 자식으로 XRCamera3D 노드가 필요합니다." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"XROrigin3D 노드에 스케일 변경은 지원되지 않습니다. 대신 세계 스케일을 변경하세" +"요." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -20679,8 +20930,17 @@ msgid "" "activation fails." msgstr "" "AnimationTree가 비활성 상태입니다.\n" -"재생하려면 인스펙터에서 노드를 활성 상태로 변경하세요. 활성화에 실패한다면 노" -"드 경고를 확인하세요." +"재생하려면 인스펙터에서 노드를 활성 상태로 변경하세요. 활성 상태에 실패한다면 " +"노드 경고를 확인하세요." + +msgid "" +"The AnimationTree node (or one of its parents) has its process mode set to " +"Disabled.\n" +"Change the process mode in the inspector to allow playback." +msgstr "" +"AnimationTree 노드(또는 그 노드의 부모 중 하나)에 처리 모드가 비활성화로 설정" +"되어 있습니다.\n" +"재생을 허용하려면 인스펙터에서 처리 모드를 변경하세요." msgid "" "ButtonGroup is intended to be used only with buttons that have toggle_mode " @@ -20756,8 +21016,8 @@ msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." msgstr "" -"이 레이블의 텍스트에는 현재 글꼴이 렌더링할 수 없는 글자가 하나 이상 포함되어 " -"있습니다." +"이 레이블의 텍스트에는 현재 글꼴이 렌더링을 지원하지 않는 글자가 하나 이상 포" +"함되어 있습니다." msgid "" "MSDF font pixel range is too small, some outlines/shadows will not render. " @@ -20779,7 +21039,7 @@ msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater or equal to 0." msgstr "\"지수 편집\"이 활성화되면, \"최솟값\"은 0보다 크거나 같아야 합니다." msgid "Image alternative text must not be empty." -msgstr "이미지 대체 텍스트는 비워 둘 수 없습니다." +msgstr "이미지 대체 텍스트는 비워 두면 안됩니다." msgid "" "ScrollContainer is intended to work with a single child control.\n" @@ -20790,6 +21050,9 @@ msgstr "" "(VBox, HBox 등) 컨테이너를 자식으로 사용하거나, Control을 사용하고 커스텀 최" "소 크기를 수동으로 설정하세요." +msgid "Drag to resize" +msgstr "크기를 조절하려면 드래그" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -20866,8 +21129,8 @@ msgid "" "This node is marked as experimental and may be subject to removal or major " "changes in future versions." msgstr "" -"이 노드는 실험적으로 표시되어 있으며 향후 버전에서 제거되거나 크게 변경될 수 " -"있습니다." +"이 노드는 실험적으로 표시되며 향후 버전에서 제거되거나 크게 변경될 수 있습니" +"다." msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " @@ -21155,6 +21418,22 @@ msgstr "다음 함수를 찾을 수 없습니다: '%s'." msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "Varying '%s'은(는) 해당 문맥에서 '%s' 매개변수로 전달할 수 없습니다." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"멀티뷰 텍스처 샘플러를 커스텀 함수의 매개변수로 전달할 수 없습니다. 메인 함수" +"에서 이를 샘플한 다음 벡터 결과를 커스텀 함수로 전달하는 것을 고려하세요." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"RADIANCE 텍스처 샘플러를 커스텀 함수의 매개변수로 전달할 수 없습니다. 메인 함" +"수에서 이를 샘플한 다음 벡터 결과를 커스텀 함수로 전달하는 것을 고려하세요." + msgid "Unknown identifier in expression: '%s'." msgstr "표현식에 알 수 없는 식별자가 있습니다: '%s'." @@ -21438,8 +21717,8 @@ msgid "" "'hint_normal_roughness_texture' is only available when using the Forward+ " "renderer." msgstr "" -"'hint_normal_roughness_texture'는 Forward+ 렌더러를 이용할 때만 사용할 수 있습" -"니다." +"'hint_normal_roughness_texture'는 Forward+ 렌더러를 사용할 때만 사용 가능합니" +"다." msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture'는 '%s' 셰이더에서 지원되지 않습니다." @@ -21653,7 +21932,7 @@ msgid "Shader include resource type is wrong." msgstr "셰이더 인클루드 리소스 유형이 잘못되었습니다." msgid "Cyclic include found" -msgstr "순환 참조가 발견되었습니다" +msgstr "순환 포함이 발견되었습니다" msgid "Shader max include depth exceeded." msgstr "셰이더의 최대 참조 깊이가 초과되었습니다." diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index f63c1e81b8..635c667e27 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -71,32 +71,33 @@ # Gaetan Deglorie , 2023. # Bert Heymans , 2023. # Gert-dev , 2023. -# Adriaan de Jongh , 2024. +# Adriaan de Jongh , 2024, 2026. # Luka van der Plas , 2024. # steven pince , 2024. # "Vampie C." , 2024. # Philip Goto , 2024, 2025. # Tycho , 2024. # Leroy , 2024. -# pim wagemans , 2024, 2025. +# pim wagemans , 2024, 2025, 2026. # Yannick Kartodikromo , 2024. # NicolasDed , 2024. # "Julian F." , 2024. # bas van den burg , 2024. # Luka Verbrugghe , 2024. # tristanvong , 2025. -# Cas Vankrunkelsven , 2025. -# Sven Slootweg , 2025. +# Cas Vankrunkelsven , 2025, 2026. +# Sven Slootweg , 2025, 2026. # Max de Kroon , 2025. # "A Thousand Ships (she/her)" , 2025. # penggrin12 , 2025. +# Marijn Scholtus , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-22 09:42+0000\n" -"Last-Translator: penggrin12 \n" +"PO-Revision-Date: 2026-01-16 10:02+0000\n" +"Last-Translator: Cas Vankrunkelsven \n" "Language-Team: Dutch \n" "Language: nl\n" @@ -104,16 +105,157 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Oké" +msgid "Failed" +msgstr "Mislukt" + +msgid "Unavailable" +msgstr "Niet beschikbaar" + +msgid "Unconfigured" +msgstr "Niet ingesteld" + +msgid "Unauthorized" +msgstr "Onbevoegd" + +msgid "Parameter out of range" +msgstr "Parameter buiten bereik" + +msgid "Out of memory" +msgstr "Geheugen is vol" + +msgid "File not found" +msgstr "Bestand niet gevonden" + +msgid "File: Bad drive" +msgstr "Bestand: Foute harde schijf" + +msgid "File: Bad path" +msgstr "Bestand: fout pad" + +msgid "File: Permission denied" +msgstr "Bestand: Geen toestemming" + +msgid "File already in use" +msgstr "Bestand reeds in gebruik" + +msgid "Can't open file" +msgstr "Kan het bestand niet openen" + +msgid "Can't write file" +msgstr "Kan het bestand niet opslaan" + +msgid "Can't read file" +msgstr "Kan het bestand niet lezen" + +msgid "File unrecognized" +msgstr "Bestand wordt niet herkend" + +msgid "File corrupt" +msgstr "Bestand corrupt" + +msgid "Missing dependencies for file" +msgstr "Missende afhankelijkheden voor het bestand" + +msgid "End of file" +msgstr "Einde van het bestand" + +msgid "Can't open" +msgstr "Openen mislukt" + +msgid "Can't create" +msgstr "Creëren mislukt" + +msgid "Query failed" +msgstr "Aanvraag mislukt" + +msgid "Already in use" +msgstr "Reeds in gebruik" + msgid "Locked" msgstr "Vergrendeld" +msgid "Timeout" +msgstr "Tijdslimiet" + +msgid "Can't connect" +msgstr "Kan niet verbinden" + +msgid "Can't resolve" +msgstr "Oplossen mislukt" + +msgid "Connection error" +msgstr "Foutmelding met verbinden" + +msgid "Can't acquire resource" +msgstr "Kan bron niet verkrijgen" + +msgid "Can't fork" +msgstr "Kan niet vertakken" + +msgid "Invalid data" +msgstr "Ongeldige data" + +msgid "Invalid parameter" +msgstr "Ongeldige parameter" + +msgid "Already exists" +msgstr "Bestaat al" + +msgid "Does not exist" +msgstr "Bestaat niet" + +msgid "Can't read database" +msgstr "Database lezen mislukt" + +msgid "Can't write database" +msgstr "Schrijven naar database mislukt" + +msgid "Compilation failed" +msgstr "Compilatie mislukt" + +msgid "Method not found" +msgstr "Methode niet gevonden" + +msgid "Link failed" +msgstr "Koppeling mislukt" + +msgid "Script failed" +msgstr "Script is mislukt" + +msgid "Cyclic link detected" +msgstr "Cyclische link gedetecteerd" + +msgid "Invalid declaration" +msgstr "Ongeldige verklaring" + +msgid "Duplicate symbol" +msgstr "Dupliceer symbool" + +msgid "Parse error" +msgstr "Verwerk foutmelding" + +msgid "Busy" +msgstr "Bezig" + +msgid "Skip" +msgstr "Overslaan" + msgid "Help" -msgstr "Hulp" +msgstr "Help" + +msgid "Bug" +msgstr "Fout" + +msgid "Printer on fire" +msgstr "Printer staat in de fik" + +msgid "unset" +msgstr "ondefineren" msgid "Physical" msgstr "Fysiek" @@ -128,16 +270,16 @@ msgid "Middle Mouse Button" msgstr "Middelmuisknop" msgid "Mouse Wheel Up" -msgstr "Scrollwiel omhoog" +msgstr "Scrollwiel Omhoog" msgid "Mouse Wheel Down" -msgstr "Scrollwiel omlaag" +msgstr "Scrollwiel Omlaag" msgid "Mouse Wheel Left" -msgstr "Scrollwiel links" +msgstr "Scrollwiel Links" msgid "Mouse Wheel Right" -msgstr "Scrollwiel rechts" +msgstr "Scrollwiel Rechts" msgid "Mouse Thumb Button 1" msgstr "Duimknop muis 1" @@ -304,6 +446,9 @@ msgstr "Selecteren" msgid "Cancel" msgstr "Annuleren" +msgid "Close Dialog" +msgstr "Sluit Dialoog" + msgid "Focus Next" msgstr "Volgende focussen" @@ -490,6 +635,9 @@ msgstr "Invoerrichting wisselen" msgid "Start Unicode Character Input" msgstr "Start invoegen van Unicode karakters" +msgid "ColorPicker: Delete Preset" +msgstr "KleurenKiezer: Verwijder Preset" + msgid "Accessibility: Keyboard Drag and Drop" msgstr "Toegankelijkheid: Verslepen Met Toetsenbord" @@ -629,9 +777,17 @@ msgstr "Laden..." msgid "Move Node Point" msgstr "Knooppunt bewegen" +msgid "Change BlendSpace1D Config" +msgstr "Wijzig BlendSpace1D Configuratie" + msgid "Change BlendSpace1D Labels" msgstr "Wijzig BlendSpace1D labels" +msgid "This type of node can't be used. Only animation nodes are allowed." +msgstr "" +"Deze soort node kan niet worden gebruikt. Alleen animatie nodes zijn " +"toegestaan." + msgid "This type of node can't be used. Only root nodes are allowed." msgstr "" "Dit knooptype kan niet gebruikt worden. Alleen wortelknopen zijn toegestaan." @@ -657,15 +813,30 @@ msgstr "Discreet" msgid "Capture" msgstr "Opnemen" +msgid "" +"Select and move points.\n" +"RMB: Create point at position clicked.\n" +"Shift+LMB+Drag: Set the blending position within the space." +msgstr "" +"Selecteer en beweeg punten.\n" +"Rechtermuisknop: Maak een punt op de geklikte positie.\n" +"Shift+Linkermuisknop+Sleep: Zet de mengpositie binnen de ruimte." + msgid "Create points." msgstr "Punten aanmaken." +msgid "Set the blending position within the space." +msgstr "Zet de mengpositie binnen de ruimte." + msgid "Erase points." msgstr "Punten wissen." msgid "Enable snap and show grid." msgstr "Kleven inschakelen en raster weergeven." +msgid "Grid Step" +msgstr "Raster Stap" + msgid "Sync:" msgstr "Sync:" @@ -675,9 +846,18 @@ msgstr "Mengen:" msgid "Point" msgstr "Punt" +msgid "Blend Value" +msgstr "Mengwaarde" + msgid "Open Editor" msgstr "Editor Openen" +msgid "Min" +msgstr "Min" + +msgid "Max" +msgstr "Max" + msgid "Value" msgstr "Waarde" @@ -690,6 +870,9 @@ msgstr "Driehoek bestaat al." msgid "Add Triangle" msgstr "Driehoek Toevoegen" +msgid "Change BlendSpace2D Config" +msgstr "Wijzig BlendSpace2D Configuratie" + msgid "Change BlendSpace2D Labels" msgstr "Wijzig BlendSpace2D labels" @@ -714,9 +897,42 @@ msgstr "Punten en driehoeken wissen." msgid "Generate blend triangles automatically (instead of manually)" msgstr "Genereer geblende driehoeken automatisch (in plaats van handmatig)" +msgid "Grid X Step" +msgstr "Raster X Stap" + +msgid "Grid Y Step" +msgstr "Raster Y Stap" + +msgid "Blend X Value" +msgstr "Meng X Waarde" + +msgid "Blend Y Value" +msgstr "Meng Y Waarde" + +msgid "Max Y" +msgstr "Max Y" + +msgid "Y Value" +msgstr "Y Waarde" + +msgid "Min Y" +msgstr "Min Y" + +msgid "Min X" +msgstr "Min X" + +msgid "X Value" +msgstr "X Waarde" + +msgid "Max X" +msgstr "Max X" + msgid "Parameter Changed: %s" msgstr "Parameter veranderd: %s" +msgid "Inspect Filters" +msgstr "Inspecteer Filters" + msgid "Edit Filters" msgstr "Filters berwerken" @@ -755,6 +971,15 @@ msgstr "Filter aan-/uitzetten" msgid "Change Filter" msgstr "Verander Filter" +msgid "Fill Selected Filter Children" +msgstr "Vul Geselecteerde Filter Kinderen" + +msgid "Invert Filter Selection" +msgstr "Draai Filter Selectie Om" + +msgid "Clear Filter Selection" +msgstr "Filter Selectie Wissen" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -771,6 +996,9 @@ msgstr "Audioclips" msgid "Functions" msgstr "Functies" +msgid "Inspect Filtered Tracks:" +msgstr "Gefilterde Sporen Inspecteren:" + msgid "Edit Filtered Tracks:" msgstr "Bewerk gefilterde sporen:" @@ -783,15 +1011,58 @@ msgstr "Voeg knoop toe..." msgid "Enable Filtering" msgstr "Activeer Filtering" +msgid "Fill Selected Children" +msgstr "Vul Geselecteerde Kinderen" + msgid "Invert" msgstr "Omkeren" msgid "Clear" msgstr "Wissen" +msgid "Start of Animation" +msgstr "Animatie Start" + +msgid "End of Animation" +msgstr "Animatie Einde" + +msgid "Set Custom Timeline from Marker" +msgstr "Zet Aangepaste Tijdlijn vanaf Markering" + +msgid "Select Markers" +msgstr "Selecteer Markeringen" + +msgid "Start Marker" +msgstr "Start Markering" + +msgid "End Marker" +msgstr "Eind Markering" + +msgid "Library Name:" +msgstr "Bibliotheek Naam:" + +msgid "Animation name can't be empty." +msgstr "Animatienaam kan niet leeg zijn." + +msgid "Animation name contains invalid characters: '/', ':', ',' or '['." +msgstr "De animatienaam bevat ongeldige tekens: '/', ':', ',' of '['." + msgid "Animation with the same name already exists." msgstr "Er bestaat al een animatie met dezelfde naam." +msgid "Enter a library name." +msgstr "Vul de naam van de bibliotheek in." + +msgid "Library name contains invalid characters: '/', ':', ',' or '['." +msgstr "" +"De naam van de bibliotheek bevat ongeldige tekens: '/', ':', ',' of '['." + +msgid "Library with the same name already exists." +msgstr "Er bestaat al een bibliotheek met deze naam." + +msgid "Animation name is valid." +msgstr "Animatienaam is geldig." + msgid "Add Animation to Library: %s" msgstr "Animatie toevoegen aan bibliotheek: %s" @@ -1121,7 +1392,7 @@ msgid "Animation length (seconds)" msgstr "Animatielengte (seconden)" msgid "Select a new track by type to add to this animation." -msgstr "Kies een nieuw spoor op type om aan deze animatie toe te voegen." +msgstr "Kies een nieuw type spoor om aan deze animatie toe te voegen." msgid "Filter Tracks" msgstr "Filter Sporen" @@ -1496,7 +1767,7 @@ msgid "Group tracks by node or display them as plain list." msgstr "Sporen groeperen op knoop of als een normale lijst tonen." msgid "Apply snapping to timeline cursor." -msgstr "Tijdlijncursor laten kleven aan dichtstbijzijnde frame." +msgstr "Pas snapping naar tijdlijn cursor toe." msgid "Apply snapping to selected key(s)." msgstr "Geselecteerde sleutel(s) laten kleven aan dichtstbijzijnde frame." @@ -3026,6 +3297,9 @@ msgstr "Deze klasse is gemarkeerd als verouderd." msgid "This class is marked as experimental." msgstr "Deze klasse is gemarkeerd als experimenteel." +msgid "Matches the \"%s\" keyword." +msgstr "Correspondeert met het \"%s\" sleutelwoord." + msgid "This member is marked as deprecated." msgstr "Dit lid is gemarkeerd als verouderd." @@ -8022,7 +8296,7 @@ msgid "Action %s" msgstr "Actie %s" msgid "Cannot Revert - Action is same as initial" -msgstr "Kan niet terugdraaien - Actie is hetzelfde als de oorspronkelijke" +msgstr "Kan niet ongedaan maken - Actie is zoals begin" msgid "Revert Action" msgstr "Actie ongedaan maken" @@ -8065,9 +8339,7 @@ msgstr "" "Mag niet in conflict komen met een bestaande naam van een engine-klasse." msgid "Must not collide with an existing global script class name." -msgstr "" -"Mag niet in conflict komen met een bestaande naam van een globale script-" -"klasse." +msgstr "Mag niet botsen met een bestaande naam van een globale script klasse." msgid "Must not collide with an existing built-in type name." msgstr "" @@ -8460,7 +8732,7 @@ msgstr "" msgid "Provides tools for selecting and debugging nodes at runtime." msgstr "" -"Biedt hulpmiddelen om knopen te selecteren en debuggen terwijl het spel " +"Biedt hulpmiddelen voor het selecteren en debuggen van nodes terwijl de game " "draait." msgid "(current)" @@ -9655,6 +9927,13 @@ msgstr "" "Geen Android bouwsjabloon geïnstalleerd in dit project. Vanuit het " "projectmenu kan het geïnstalleerd worden." +msgid "" +"Either Debug Keystore, Debug User AND Debug Password settings must be " +"configured OR none of them." +msgstr "" +"Ofwel Debug Keystore, Debug Gebruiker EN Debug Wachtwoord moeten " +"geconfigureerd zijn, OF geen van alle mogen geconfigureerd zijn." + msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "Debug Keystore is niet ingesteld of aanwezig in de editor-instellingen." diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index 343ecbcec1..fe96865ee3 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -24,7 +24,7 @@ # Sebastian Pasich , 2017, 2019, 2020, 2022, 2023. # siatek papieros , 2016. # Zatherz , 2017, 2020, 2021. -# Tomek , 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025. +# Tomek , 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025, 2026. # Wojcieh Er Zet , 2018. # Dariusz Siek , 2018, 2019, 2020, 2021. # Szymon Nowakowski , 2019. @@ -102,8 +102,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-01 16:11+0000\n" -"Last-Translator: Marek J \n" +"PO-Revision-Date: 2026-01-16 10:01+0000\n" +"Last-Translator: Tomek \n" "Language-Team: Polish \n" "Language: pl\n" @@ -112,17 +112,155 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "Niepowodzenie" + +msgid "Unavailable" +msgstr "Niedostępne" + +msgid "Unconfigured" +msgstr "Nieskonfigurowane" + +msgid "Unauthorized" +msgstr "Nieautoryzowane" + +msgid "Parameter out of range" +msgstr "Parametr poza zakresem" + +msgid "Out of memory" +msgstr "Brak pamięci" + +msgid "File not found" +msgstr "Plik nie znaleziony" + +msgid "File: Bad drive" +msgstr "Plik: Zły napęd" + +msgid "File: Bad path" +msgstr "Plik: Zła ścieżka" + +msgid "File: Permission denied" +msgstr "Plik: Brak dostępu" + +msgid "File already in use" +msgstr "Plik aktualnie w użyciu" + +msgid "Can't open file" +msgstr "Nie można otworzyć pliku" + +msgid "Can't write file" +msgstr "Nie można zapisać pliku" + +msgid "Can't read file" +msgstr "Nie można przeczytać pliku" + +msgid "File unrecognized" +msgstr "Plik nierozpoznany" + +msgid "File corrupt" +msgstr "Plik uszkodzony" + +msgid "Missing dependencies for file" +msgstr "Brakuje zależności dla pliku" + +msgid "End of file" +msgstr "Koniec pliku" + +msgid "Can't open" +msgstr "Nie można otworzyć" + +msgid "Can't create" +msgstr "Nie można utworzyć" + +msgid "Query failed" +msgstr "Zapytanie nie powiodło się" + +msgid "Already in use" +msgstr "Już jest w użyciu" + msgid "Locked" msgstr "Zablokowany" +msgid "Timeout" +msgstr "Przekroczenie czasu" + +msgid "Can't connect" +msgstr "Nie można połączyć" + +msgid "Can't resolve" +msgstr "Nie można rozwiązać" + +msgid "Connection error" +msgstr "Błąd połączenia" + +msgid "Can't acquire resource" +msgstr "Nie można uzyskać zasobu" + +msgid "Can't fork" +msgstr "Nie można rozwidlić" + +msgid "Invalid data" +msgstr "Niepoprawne dane" + +msgid "Invalid parameter" +msgstr "Niepoprawny parametr" + +msgid "Already exists" +msgstr "Już istnieje" + +msgid "Does not exist" +msgstr "Nie istnieje" + +msgid "Can't read database" +msgstr "Nie można odczytać bazy danych" + +msgid "Can't write database" +msgstr "Nie można zapisać bazy danych" + +msgid "Compilation failed" +msgstr "Kompilacja nieudana" + +msgid "Method not found" +msgstr "Metoda nie znaleziona" + +msgid "Link failed" +msgstr "Połączenie nieudane" + +msgid "Script failed" +msgstr "Skrypt zakończony niepowodzeniem" + +msgid "Cyclic link detected" +msgstr "Wykryto cykliczne połączenie" + +msgid "Invalid declaration" +msgstr "Nieprawidłowa deklaracja" + +msgid "Duplicate symbol" +msgstr "Zduplikowany symbol" + +msgid "Parse error" +msgstr "Błąd analizy" + +msgid "Busy" +msgstr "Zajęty" + +msgid "Skip" +msgstr "Pominięcie" + msgid "Help" msgstr "Pomoc" +msgid "Bug" +msgstr "Błąd" + +msgid "Printer on fire" +msgstr "Drukarka w ogniu" + msgid "unset" msgstr "nieustawione" @@ -1571,6 +1709,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "Odbity" +msgid "Handle mode: %s" +msgstr "Tryb uchwytów: %s" + msgid "Stream:" msgstr "Strumień:" @@ -6661,6 +6802,12 @@ msgstr "Edytor zależnośći" msgid "Owners of: %s (Total: %d)" msgstr "Właściciele: %s (Łącznie: %d)" +msgid "No owners found for: %s" +msgstr "Nie znaleziono właścicieli dla: %s" + +msgid "Owners List" +msgstr "Lista właścicieli" + msgid "Localization remap" msgstr "Przemapowanie lokalizacji" @@ -7060,6 +7207,9 @@ msgstr "Wybierz zasób" msgid "Select Scene" msgstr "Wybierz scenę" +msgid "Recursion detected, Instant Preview failed." +msgstr "Wykryto rekurencję, podgląd natychmiastowy nieudany." + msgid "Instant Preview" msgstr "Podejrzyj natychmiast" @@ -11580,6 +11730,24 @@ msgstr "" "Ten debugowy tryb rysowania jest wspierany tylko w przypadku korzystania z " "renderera Forward+." +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Rozmiar: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "Obiekty: %d" + +msgid "Primitives: %d" +msgstr "Prymitywy: %d" + msgid "Draw Calls: %d" msgstr "Wywołania rysowania: %d" @@ -11751,6 +11919,15 @@ msgstr "Wymaga SDFGI włączonego w Environment, aby mieć widoczny efekt." msgid "SDFGI Probes" msgstr "Sondy SDFGI" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Kliknij lewym na sondę SDFGI, aby wyświetlić informację przesłonięcia (biały " +"= nie przesłonięta, czerwony = przesłonięta całkowicie).\n" +"Wymaga, aby SDFGI było włączone w Environment, żeby miało widoczny efekt." + msgid "Scene Luminance" msgstr "Luminancja sceny" @@ -13024,6 +13201,9 @@ msgstr "Wyśrodkowywanie na zaznaczeniu" msgid "Frame Selection" msgstr "Powiększ do zaznaczenia" +msgid "Auto Resample CanvasItems" +msgstr "Automatycznie przepróbkuj węzły CanvasItem" + msgid "Preview Canvas Scale" msgstr "Podejrzyj skalę płótna" @@ -18836,6 +19016,18 @@ msgstr "Odniesienia ObjectDB + odniesienia natywne" msgid "Cycles detected in the ObjectDB" msgstr "Cykle wykryte w ObjectDB" +msgid "Native References: %d" +msgstr "Odniesienia natywne: %d" + +msgid "ObjectDB References: %d" +msgstr "Odniesienia ObjectDB: %d" + +msgid "Total References: %d" +msgstr "Całkowite odniesienia: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "Cykle ObjectDB: %d" + msgid "[center]ObjectDB References[center]" msgstr "[center]Odniesienia ObjectDB[center]" @@ -18900,6 +19092,26 @@ msgstr "Całkowite obiekty:" msgid "Total Nodes:" msgstr "Całkowite węzły:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Wiele korzeni [i](możliwe wywołanie \"remove_child\" bez \"queue_free\")[/i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"Obiekty RefCounted z odniesieniami w samych cyklach [i](cykle często wskazują " +"na wyciek pamięci[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Skryptowane obiekty bez odniesień w żadnych innych obiektach [i](obiekty bez " +"odniesień mogą oznaczać wyciek pamięci)[/i]" + msgid "Generating Snapshot" msgstr "Generowanie zrzutu" @@ -21125,6 +21337,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D wymaga węzła potomnego XRCamera3D." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"Zmienianie skali w węźle XROrigin3D nie jest wspierane. Zamiast tego zmień " +"Skalę świata." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -21278,6 +21497,9 @@ msgstr "" "Użyj kontenera jako dziecko (VBox, HBox, itp.) lub węzła typu Control i ustaw " "minimalny rozmiar ręcznie." +msgid "Drag to resize" +msgstr "Przeciągnij, aby zmienić rozmiar" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -21661,6 +21883,24 @@ msgstr "" "Zmienna varying \"%s\" nie może być przekazana do parametru \"%s\" w tym " "kontekście." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"Nie można przekazać samplera tekstury multiview jako parametru do funkcji " +"niestandardowej. Rozważ próbkowanie go w głównej funkcji, a następnie przekaż " +"do funkcji niestandardowej wektorowy wynik." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"Nie można przekazać samplera tekstury multiview jako parametru do funkcji " +"niestandardowej. Rozważ próbkowanie go w głównej funkcji, a następnie przekaż " +"do funkcji niestandardowej wynik wektorowy." + msgid "Unknown identifier in expression: '%s'." msgstr "Nieznany identyfikator w wyrażeniu: \"%s\"." diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index 91b793a581..825d7e3d5e 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -212,13 +212,14 @@ # Uriel Barbosa Pinheiro , 2025. # Felipe Cury , 2025, 2026. # kawoshi , 2026. +# Maíra Alves Rodrigues , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2026-01-13 17:12+0000\n" -"Last-Translator: kawoshi \n" +"PO-Revision-Date: 2026-01-14 17:28+0000\n" +"Last-Translator: Maíra Alves Rodrigues \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -226,19 +227,157 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.15.2-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "Falhou" + +msgid "Unavailable" +msgstr "Indisponível" + +msgid "Unconfigured" +msgstr "Não configurado" + +msgid "Unauthorized" +msgstr "Não autorizado" + +msgid "Parameter out of range" +msgstr "Parâmetro fora do intervalo" + +msgid "Out of memory" +msgstr "Memória excedida" + +msgid "File not found" +msgstr "Arquivo não encontrado" + +msgid "File: Bad drive" +msgstr "Arquivo: drive incorreto" + +msgid "File: Bad path" +msgstr "Arquivo: caminho incorreto" + +msgid "File: Permission denied" +msgstr "Arquivo: Permissão negada" + +msgid "File already in use" +msgstr "O arquivo em uso" + +msgid "Can't open file" +msgstr "Não foi possível abrir o arquivo" + +msgid "Can't write file" +msgstr "Não foi possível gravar o arquivo" + +msgid "Can't read file" +msgstr "Não foi possível ler o arquivo" + +msgid "File unrecognized" +msgstr "Arquivo não reconhecido" + +msgid "File corrupt" +msgstr "Arquivo corrompido" + +msgid "Missing dependencies for file" +msgstr "Dependências ausentes para o arquivo" + +msgid "End of file" +msgstr "Fim do arquivo" + +msgid "Can't open" +msgstr "Não é possível abrir" + +msgid "Can't create" +msgstr "Não é possível criar" + +msgid "Query failed" +msgstr "Falha na consulta" + +msgid "Already in use" +msgstr "Em uso" + msgid "Locked" -msgstr "Travado" +msgstr "Bloqueado" + +msgid "Timeout" +msgstr "Tempo esgotado" + +msgid "Can't connect" +msgstr "Não foi possível conectar" + +msgid "Can't resolve" +msgstr "Não foi possível resolver" + +msgid "Connection error" +msgstr "Erro de conexão" + +msgid "Can't acquire resource" +msgstr "Não foi possível adquirir o recurso" + +msgid "Can't fork" +msgstr "Não é possível bifurcar" + +msgid "Invalid data" +msgstr "Dado inválido" + +msgid "Invalid parameter" +msgstr "Parâmetro inválido" + +msgid "Already exists" +msgstr "Já existe" + +msgid "Does not exist" +msgstr "Não existe" + +msgid "Can't read database" +msgstr "Não foi possível ler o banco de dados" + +msgid "Can't write database" +msgstr "Não é possível gravar no banco de dados" + +msgid "Compilation failed" +msgstr "Falha na compilação" + +msgid "Method not found" +msgstr "Método não encontrado" + +msgid "Link failed" +msgstr "Falha no link" + +msgid "Script failed" +msgstr "Falha no script" + +msgid "Cyclic link detected" +msgstr "Ligação cíclica detectada" + +msgid "Invalid declaration" +msgstr "Declaração inválida" + +msgid "Duplicate symbol" +msgstr "Símbolo duplicado" + +msgid "Parse error" +msgstr "Erro de análise" + +msgid "Busy" +msgstr "Ocupado" + +msgid "Skip" +msgstr "Pular" msgid "Help" msgstr "Ajuda" +msgid "Bug" +msgstr "Erro" + +msgid "Printer on fire" +msgstr "Impressora ocupada" + msgid "unset" -msgstr "não definido" +msgstr "desativar" msgid "Physical" msgstr "Físico" @@ -280,61 +419,61 @@ msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Movimento do mouse na posição (%s) com velocidade (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "Eixo-X Analógico esquerdo, Eixo-X Joystick 0" +msgstr "Eixo X do joystick esquerdo, eixo X do joystick 0" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "Eixo-Y Analógico esquerdo, Eixo-Y Joystick 0" +msgstr "Eixo Y do joystick esquerdo, eixo Y do joystick 0" msgid "Right Stick X-Axis, Joystick 1 X-Axis" msgstr "Eixo-X Analógico direito, Eixo-X Joystick 1" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "Eixo-Y Analógico direito, Eixo-Y Joystick 1" +msgstr "Eixo Y do joystick direito, eixo Y do joystick 1" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "Eixo-X Joystick 2, Gatilho esquerdo, Sony L2, Xbox LT" +msgstr "Joystick 2 no eixo X, gatilho esquerdo, Sony L2, Xbox LT" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "Eixo-Y Joystick 2, Gatilho direito, Sony R2, Xbox RT" +msgstr "Joystick 2 Eixo Y, Gatilho Direito, Sony R2, Xbox RT" msgid "Joystick 3 X-Axis" -msgstr "Eixo-X Joystick 3" +msgstr "Joystick 3 Eixo X" msgid "Joystick 3 Y-Axis" -msgstr "Eixo-Y Joystick 3" +msgstr "Joystick 3 Eixo Y" msgid "Joystick 4 X-Axis" -msgstr "Eixo-X Joystick 4" +msgstr "Joystick 4 Eixo X" msgid "Joystick 4 Y-Axis" -msgstr "Eixo-Y Joystick 4" +msgstr "Joystick com 4 eixos Y" msgid "Unknown Joypad Axis" -msgstr "Eixo desconhecido do Joypad" +msgstr "Eixo do joystick desconhecido" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Movimento do Joypad no Eixo %d (%s) com valor %.2f" +msgstr "Movimento do joystick no eixo %d (%s) com valor %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" -msgstr "Botão de Ação inferior, Sony X, Xbox A, Nintendo B" +msgstr "Ação inferior, Sony Cross, Xbox A, Nintendo B" msgid "Right Action, Sony Circle, Xbox B, Nintendo A" -msgstr "Botão de Ação direito, Sony Círculo, Xbox B, Nintendo A" +msgstr "Ação direita, Sony círculo, Xbox B, Nintendo A" msgid "Left Action, Sony Square, Xbox X, Nintendo Y" -msgstr "Botão de Ação esquerdo, Sony Quadrado, Xbox X, Nintendo Y" +msgstr "Ação à esquerda, Sony Square, Xbox X, Nintendo Y" msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X" -msgstr "Botão de Ação superior, Sony Triângulo, Xbox Y, Nintendo X" +msgstr "Top Action, Sony Triangle, Xbox Y, Nintendo X" msgid "Back, Sony Select, Xbox Back, Nintendo -" -msgstr "Voltar, Sony Select, Xbox Back, Nintendo -" +msgstr "Voltar, Sony Select, Xbox Voltar, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Guia, Sony PS, Xbox Home" msgid "Start, Xbox Menu, Nintendo +" -msgstr "Iniciar, Xbox Menu, Nintendo +" +msgstr "Iniciar, Menu Xbox, Nintendo +" msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Analógico esquerdo, Sony L3, Xbox L/LS" @@ -355,31 +494,31 @@ msgid "D-pad Down" msgstr "D-pad para baixo" msgid "D-pad Left" -msgstr "D-pad para esquerda" +msgstr "D-pad esquerdo" msgid "D-pad Right" -msgstr "D-pad para direita" +msgstr "D-pad direito" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" -msgstr "Xbox Share, PS5 Microfone, Nintendo Capture" +msgstr "Compartilhamento do Xbox, Microfone do PS5, Captura da Nintendo" msgid "Xbox Paddle 1" -msgstr "Xbox Pedal 1" +msgstr "Controle Xbox 1" msgid "Xbox Paddle 2" -msgstr "Xbox Pedal 2" +msgstr "Controle Xbox 2" msgid "Xbox Paddle 3" -msgstr "Xbox Pedal 3" +msgstr "Controle Xbox 3" msgid "Xbox Paddle 4" -msgstr "Xbox Pedal 4" +msgstr "Controle Xbox 4" msgid "PS4/5 Touchpad" msgstr "Touchpad PS4/5" msgid "Joypad Button %d" -msgstr "Botão %d do Joypad" +msgstr "Botão %d do joystick" msgid "Pressure:" msgstr "Pressão:" @@ -391,7 +530,7 @@ msgid "touched" msgstr "tocado" msgid "released" -msgstr "solto" +msgstr "lançado" msgid "Screen %s at (%s) with %s touch points" msgstr "Tela %s em (%s) com %s pontos de toque" @@ -399,25 +538,25 @@ msgstr "Tela %s em (%s) com %s pontos de toque" msgid "" "Screen dragged with %s touch points at position (%s) with velocity of (%s)" msgstr "" -"Tela arrastada com %s pontos de toque na posição (%s) com velocidade de (%s)" +"Arrastar a tela com %s pontos de toque na posição (%s) com velocidade (%s)" msgid "Magnify Gesture at (%s) with factor %s" -msgstr "Gesto de ampliar em (%s) com fator %s" +msgstr "Ampliar gesto em (%s) com fator %s" msgid "Pan Gesture at (%s) with delta (%s)" -msgstr "Gesto de arrastar em (%s) com delta (%s)" +msgstr "Gesto de panorâmica em (%s) com delta (%s)" msgid "MIDI Input on Channel=%s Message=%s" -msgstr "Entrada MIDI no Canal=%s Mensagem=%s" +msgstr "Entrada MIDI no canal=%s Mensagem=%s" msgid "Input Event with Shortcut=%s" -msgstr "Evento de Entrada com Atalho=%s" +msgstr "Evento de entrada com atalho=%s" msgid " or " -msgstr " ou " +msgstr " or " msgid "Action has no bound inputs" -msgstr "Ação não tem nenhuma entrada relacionada" +msgstr "A ação não possui entradas vinculadas" msgid "Accept" msgstr "Aceitar" @@ -429,7 +568,7 @@ msgid "Cancel" msgstr "Cancelar" msgid "Close Dialog" -msgstr "Fechar Diálogo" +msgstr "Fechar diálogo" msgid "Focus Next" msgstr "Selecionar próximo" @@ -450,10 +589,10 @@ msgid "Down" msgstr "Baixo" msgid "Page Up" -msgstr "Subir página" +msgstr "Página acima" msgid "Page Down" -msgstr "Descer página" +msgstr "Página abaixo" msgid "Home" msgstr "Início" @@ -471,7 +610,7 @@ msgid "Paste" msgstr "Colar" msgid "Toggle Tab Focus Mode" -msgstr "Alternar modo de foco de aba" +msgstr "Alternar modo de foco da guia" msgid "Undo" msgstr "Desfazer" @@ -492,13 +631,13 @@ msgid "New Line Above" msgstr "Nova linha acima" msgid "Indent" -msgstr "Indentar" +msgstr "Recuar" msgid "Dedent" msgstr "Desindentar" msgid "Backspace" -msgstr "Apagar" +msgstr "Backspace" msgid "Backspace Word" msgstr "Apagar palavra" @@ -1692,6 +1831,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "Espelhado" +msgid "Handle mode: %s" +msgstr "Modo de manuseio: %s" + msgid "Stream:" msgstr "Transmissão:" @@ -2230,6 +2372,14 @@ msgstr "Mola" msgid "Ease Type:" msgstr "Tipo de Suavização:" +msgctxt "Ease Type" +msgid "Ease In" +msgstr "Transição de entrada" + +msgctxt "Ease Type" +msgid "Ease Out" +msgstr "Transição de saída" + msgctxt "Ease Type" msgid "Ease In-Out" msgstr "Transição Entrada-Saída" @@ -2817,6 +2967,9 @@ msgstr "Entrar" msgid "Step Over" msgstr "Ignorar" +msgid "Step Out" +msgstr "Sair" + msgid "Break" msgstr "Pausar" @@ -10465,9 +10618,9 @@ msgid "" "animating at the same frame. In \"Random Start Times\" mode, each tile starts " "animation with a random offset." msgstr "" -"Determina como a animação será iniciada. No modo \"Padrão\", todos os tiles " -"começam a ser animados no mesmo quadro. No modo \"Tempos de Início " -"Aleatórios\", cada tile inicia a animação em um quadro aleatório." +"Determina como a animação começará. No modo \"Padrão\", todos os blocos " +"começam a animação no mesmo quadro. No modo \"Tempos de Início Aleatórios\", " +"cada bloco inicia a animação com um deslocamento aleatório." msgid "If [code]true[/code], the tile is horizontally flipped." msgstr "Se for [code]true[/code], o tile será invertido horizontalmente." @@ -20579,6 +20732,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D requer um nó filho XRCamera3D." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"Alterar a escala no nó XROrigin3D não é possível. Em vez disso, altere a " +"escala do mundo." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index fa661c504e..cce9b8cb6b 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -40,13 +40,14 @@ # EnderIce2 , 2025. # Gape Gepeto , 2026. # Rareș Bozga , 2026. +# ADV , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-04 11:01+0000\n" -"Last-Translator: Rareș Bozga \n" +"PO-Revision-Date: 2026-01-14 05:00+0000\n" +"Last-Translator: ADV \n" "Language-Team: Romanian \n" "Language: ro\n" @@ -55,11 +56,29 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < " "20)) ? 1 : 2;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2-dev\n" msgid "OK" msgstr "OK" +msgid "Unauthorized" +msgstr "Neautorizat" + +msgid "Out of memory" +msgstr "Memorie epuizată" + +msgid "File: Permission denied" +msgstr "Acces respins" + +msgid "File corrupt" +msgstr "Fișier corupt" + +msgid "Can't write database" +msgstr "Nu se poate scrie în baza de date" + +msgid "Cyclic link detected" +msgstr "Legătură ciclică detectată" + msgid "Help" msgstr "Ajutor" diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index 96fb2ddc08..b1eb1aefbb 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -31,7 +31,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-10 10:01+0000\n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" "Last-Translator: Martin Sinansky \n" "Language-Team: Slovak \n" @@ -40,7 +40,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "OK" @@ -3934,7 +3934,7 @@ msgstr "" "bude ignorované." msgid "Preview:" -msgstr "Predzobraziť:" +msgstr "Náhľad:" msgid "Path to FBX2glTF executable is empty." msgstr "Cesta ku spustiteľnému súboru FBX2glTF je prázdna." @@ -4425,10 +4425,10 @@ msgid "Skeleton2D" msgstr "Skeleton2D" msgid "Polygon2D Preview" -msgstr "Predzobraziť Polygon2D" +msgstr "Náhľad Polygon2D" msgid "CollisionPolygon2D Preview" -msgstr "Predzobraziť CollisionPolygon2D" +msgstr "Náhľad CollisionPolygon2D" msgid "LightOccluder2D Preview" msgstr "Predzobraziť LightOccluder2D" diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 6ee2b8f682..83d12e3fa5 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -50,14 +50,14 @@ # Krissse10 , 2025. # Viktor Jagebrant , 2025. # Alshat , 2025. -# Lasse Edsvik , 2025. +# Lasse Edsvik , 2025, 2026. # "A Thousand Ships (she/her)" , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-20 02:48+0000\n" +"PO-Revision-Date: 2026-01-14 05:00+0000\n" "Last-Translator: Lasse Edsvik \n" "Language-Team: Swedish \n" @@ -66,17 +66,155 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2-dev\n" msgid "OK" msgstr "OK" +msgid "Failed" +msgstr "Misslyckade" + +msgid "Unavailable" +msgstr "Otillgänglig" + +msgid "Unconfigured" +msgstr "Okonfigurerad" + +msgid "Unauthorized" +msgstr "Obehörig" + +msgid "Parameter out of range" +msgstr "Parameter utanför intervall" + +msgid "Out of memory" +msgstr "Slut på minne" + +msgid "File not found" +msgstr "Filen hittades inte" + +msgid "File: Bad drive" +msgstr "Fil: Fel på enhet" + +msgid "File: Bad path" +msgstr "Fil: Felaktig sökväg" + +msgid "File: Permission denied" +msgstr "Fil: Åtkomst nekad" + +msgid "File already in use" +msgstr "Filen finns redan" + +msgid "Can't open file" +msgstr "Kan inte öppna filen" + +msgid "Can't write file" +msgstr "Kan inte skriva till fil" + +msgid "Can't read file" +msgstr "Kan inte läsa fil" + +msgid "File unrecognized" +msgstr "Okänt filformat" + +msgid "File corrupt" +msgstr "Korrupt fil" + +msgid "Missing dependencies for file" +msgstr "Saknar beroenden för fi" + +msgid "End of file" +msgstr "Slut på fil" + +msgid "Can't open" +msgstr "Kan inte öppna" + +msgid "Can't create" +msgstr "Kan inte skapa" + +msgid "Query failed" +msgstr "Frågan misslyckades" + +msgid "Already in use" +msgstr "Redan i bruk" + msgid "Locked" msgstr "Låst" +msgid "Timeout" +msgstr "Timeout" + +msgid "Can't connect" +msgstr "Kan inte ansluta" + +msgid "Can't resolve" +msgstr "Kan inte lösas" + +msgid "Connection error" +msgstr "Anslutningsfel" + +msgid "Can't acquire resource" +msgstr "Kan inte hämta resurs" + +msgid "Can't fork" +msgstr "Kan inte forka" + +msgid "Invalid data" +msgstr "Ogiltig data" + +msgid "Invalid parameter" +msgstr "Ogiltig parameter" + +msgid "Already exists" +msgstr "Finns redan" + +msgid "Does not exist" +msgstr "Existerar inte" + +msgid "Can't read database" +msgstr "Kan inte läsa databasen" + +msgid "Can't write database" +msgstr "Kan inte skriva till databasen" + +msgid "Compilation failed" +msgstr "Kompileringen misslyckades" + +msgid "Method not found" +msgstr "Metod hittades inte" + +msgid "Link failed" +msgstr "Länk misslyckades" + +msgid "Script failed" +msgstr "Skript misslyckades" + +msgid "Cyclic link detected" +msgstr "Cyklist länk upptäckt" + +msgid "Invalid declaration" +msgstr "Ogiltig deklaration" + +msgid "Duplicate symbol" +msgstr "Duplicera symbol" + +msgid "Parse error" +msgstr "Tolkningsfel" + +msgid "Busy" +msgstr "Upptagen" + +msgid "Skip" +msgstr "Hoppa över" + msgid "Help" msgstr "Hjälp" +msgid "Bug" +msgstr "Bugg" + +msgid "Printer on fire" +msgstr "Skrivaren brinner" + msgid "unset" msgstr "nollställ" @@ -1525,6 +1663,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "Speglad" +msgid "Handle mode: %s" +msgstr "Handtagsläge: %s" + msgid "Stream:" msgstr "Ström:" @@ -6588,6 +6729,12 @@ msgstr "Beroende-redigerare" msgid "Owners of: %s (Total: %d)" msgstr "Ägare av: %s (Totalt: %d)" +msgid "No owners found for: %s" +msgstr "Inga ägare hittades för: %s" + +msgid "Owners List" +msgstr "Ägarlista" + msgid "Localization remap" msgstr "Lokaliserings-ersättning" @@ -6988,6 +7135,9 @@ msgstr "Välj resurs" msgid "Select Scene" msgstr "Välj scen" +msgid "Recursion detected, Instant Preview failed." +msgstr "Rekursion upptäckt, direktförhandsvisning misslyckades." + msgid "Instant Preview" msgstr "Direktförhandsvisning" @@ -11486,6 +11636,24 @@ msgid "This debug draw mode is only supported when using the Forward+ renderer." msgstr "" "Detta felsökningsritläge stöds endast vid användning av Forward+‑renderaren." +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Storlek: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "Objekt: %d" + +msgid "Primitives: %d" +msgstr "Primitiver: %d" + msgid "Draw Calls: %d" msgstr "Ritanrop: %d" @@ -11657,6 +11825,15 @@ msgstr "" msgid "SDFGI Probes" msgstr "SDFGI-sonder" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Vänsterklicka på en SDFGI‑prob för att visa dess ocklusionsinformation (vitt " +"= inte ockluderad, rött = helt ockluderad).\n" +"Kräver att SDFGI är aktiverat i Environment för att ha synlig effekt." + msgid "Scene Luminance" msgstr "Scen-luminans" @@ -12915,6 +13092,9 @@ msgstr "Centrera markering" msgid "Frame Selection" msgstr "Inrama markering" +msgid "Auto Resample CanvasItems" +msgstr "Auto‑resampla CanvasItems" + msgid "Preview Canvas Scale" msgstr "Förhandsvisa canvas-skala" @@ -18676,6 +18856,18 @@ msgstr "ObjectDB‑referenser + inbyggda referenser" msgid "Cycles detected in the ObjectDB" msgstr "Cykler upptäckta i ObjectDB" +msgid "Native References: %d" +msgstr "Inhemska referenser: %d" + +msgid "ObjectDB References: %d" +msgstr "ObjectDB‑referenser: %d" + +msgid "Total References: %d" +msgstr "Totalt antal referenser: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "ObjectDB-cykler: %d" + msgid "[center]ObjectDB References[center]" msgstr "[center]ObjectDB-referenser[center]" @@ -18738,6 +18930,26 @@ msgstr "Totalt antal objekt:" msgid "Total Nodes:" msgstr "Totalt antal noder:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Flera rotnoder [i](möjligt anrop till ’remove_child’ utan ’queue_free’)[/i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"RefCounted‑objekt refereras endast i cykler [i](cykler indikerar ofta " +"minnesläckor)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Scriptade objekt refereras inte av några andra objekt [i](orefererade objekt " +"kan indikera en minnesläcka)[/i]" + msgid "Generating Snapshot" msgstr "Genererar ögonblicksbild" @@ -20920,6 +21132,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D kräver en XRCamera3D‑barnnod." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"Att ändra skalningen på noden **XROrigin3D** stöds inte. Ändra **World " +"Scale** i stället." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -21076,6 +21295,9 @@ msgstr "" "Använd en container som underordnad kontroll (VBox, HBox, etc.) eller en " "kontroll och ange den anpassade minimistorleken manuellt." +msgid "Drag to resize" +msgstr "Dra för att ändra storlek" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -21449,6 +21671,24 @@ msgstr "Ingen matchande funktion funnen för: '%s'." msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "Varying '%s' kan inte skickas som parameter '%s' i det sammanhanget." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"Det går inte att skicka en multiview‑texturesampler som parameter till en " +"anpassad funktion. Överväg att sampla den i huvudfunktionen och sedan skicka " +"vektorresultatet till den anpassade funktionen." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"Det går inte att skicka en **RADIANCE‑texturesampler** som parameter till en " +"anpassad funktion. Överväg att sampla den i huvudfunktionen och sedan skicka " +"vektorresultatet till den anpassade funktionen." + msgid "Unknown identifier in expression: '%s'." msgstr "Okänd identifierare i uttrycket: '%s'." diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index 48cf4f55d4..b6d5d97778 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -26,13 +26,14 @@ # Hidden Kendo , 2025. # "A Thousand Ships (she/her)" , 2025. # RESONA , 2025. +# Wi Chan , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-23 01:00+0000\n" -"Last-Translator: RESONA \n" +"PO-Revision-Date: 2026-01-15 07:06+0000\n" +"Last-Translator: Wi Chan \n" "Language-Team: Thai \n" "Language: th\n" @@ -40,11 +41,14 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "ตกลง" +msgid "File already in use" +msgstr "ไฟล์ถูกใช้งานอยู่แล้ว" + msgid "Help" msgstr "ช่วยเหลือ" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index 4638ea42ed..69fd34cdd2 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -127,13 +127,14 @@ # Aras Ege Gündüz , 2025. # Volkan , 2026. # KiiVoZin , 2026. +# Hasan Kara , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-12 20:12+0000\n" -"Last-Translator: KiiVoZin \n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" +"Last-Translator: ulk \n" "Language-Team: Turkish \n" "Language: tr\n" @@ -141,17 +142,143 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.2-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Tamam" +msgid "Failed" +msgstr "Başarısız" + +msgid "Unavailable" +msgstr "Erişilemez" + +msgid "Unconfigured" +msgstr "Yapılandırılmamış" + +msgid "Unauthorized" +msgstr "Yetkilendirilmemiş" + +msgid "Parameter out of range" +msgstr "Parametre değer aralığı dışında" + +msgid "Out of memory" +msgstr "Yetersiz bellek" + +msgid "File not found" +msgstr "Dosya bulunamadı" + +msgid "File: Bad drive" +msgstr "Dosya: Bozuk sürücü" + +msgid "File: Bad path" +msgstr "Dosya: Geçersiz dizin" + +msgid "File: Permission denied" +msgstr "Dosya: İzin reddedildi" + +msgid "File already in use" +msgstr "Dosya zaten kullanımda" + +msgid "Can't open file" +msgstr "Dosya açılamıyor" + +msgid "Can't write file" +msgstr "Dosya yazılamıyor" + +msgid "Can't read file" +msgstr "Dosya okunamyor" + +msgid "File unrecognized" +msgstr "Dosya tanınamadı" + +msgid "File corrupt" +msgstr "Dosya bozuk" + +msgid "Missing dependencies for file" +msgstr "Dosya için eksik bağımlılıklar" + +msgid "End of file" +msgstr "Dosya sonu" + +msgid "Can't open" +msgstr "Açılamıyor" + +msgid "Can't create" +msgstr "Oluşturulamıyor" + +msgid "Query failed" +msgstr "İstek başarısız" + +msgid "Already in use" +msgstr "Zaten kullanımda" + msgid "Locked" msgstr "Kilitli" +msgid "Timeout" +msgstr "Zaman aşımı" + +msgid "Can't connect" +msgstr "Bağlanamıyor" + +msgid "Can't resolve" +msgstr "Çözümlenemedi" + +msgid "Can't acquire resource" +msgstr "Kaynağa erişilemiyor" + +msgid "Invalid data" +msgstr "Geçersiz veri" + +msgid "Invalid parameter" +msgstr "Geçersiz parametre" + +msgid "Already exists" +msgstr "Zaten var" + +msgid "Does not exist" +msgstr "Mevcut değil" + +msgid "Can't read database" +msgstr "Veritabanı okunamıyor" + +msgid "Can't write database" +msgstr "veritabanına yazılamıyor" + +msgid "Compilation failed" +msgstr "Derleme başarısız oldu" + +msgid "Link failed" +msgstr "Bağlantı başarısız oldu" + +msgid "Script failed" +msgstr "Betik başarısız oldu" + +msgid "Invalid declaration" +msgstr "Hatalı tanımlama" + +msgid "Duplicate symbol" +msgstr "Çakışan sembol" + +msgid "Parse error" +msgstr "Söz dizimi hatası" + +msgid "Busy" +msgstr "Meşgul" + +msgid "Skip" +msgstr "Atla" + msgid "Help" msgstr "Yardım" +msgid "Bug" +msgstr "Hata" + +msgid "Printer on fire" +msgstr "Yazıcı alev aldı" + msgid "unset" msgstr "ayarlamayı kaldır" @@ -706,6 +833,9 @@ msgstr "Yakala" msgid "Create points." msgstr "Noktalar oluştur." +msgid "Set the blending position within the space." +msgstr "Alan içindeki harmanlama konumunu ayarla." + msgid "Erase points." msgstr "Noktaları sil." @@ -15635,6 +15765,9 @@ msgstr "Sabit Ayarla: %s" msgid "Invalid name for varying." msgstr "Değişen için geçersiz isim." +msgid "Varying with that name already exists." +msgstr "Bu isimle bir değişen zaten var." + msgid "Boolean type cannot be used with `%s` varying mode." msgstr "Mantıksal tip `%s` değişen modu ile kullanılamaz." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index 974b93a040..2c7c01a476 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -68,7 +68,7 @@ msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-01 09:45+0000\n" +"PO-Revision-Date: 2026-01-15 05:04+0000\n" "Last-Translator: Максим Горпиніч \n" "Language-Team: Ukrainian \n" @@ -78,17 +78,155 @@ msgstr "" "Content-Transfer-Encoding: 8bit\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\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "Гаразд" +msgid "Failed" +msgstr "Не вдалося" + +msgid "Unavailable" +msgstr "Недоступно" + +msgid "Unconfigured" +msgstr "Не налаштовано" + +msgid "Unauthorized" +msgstr "Неавторизовано" + +msgid "Parameter out of range" +msgstr "Параметр поза діапазоном" + +msgid "Out of memory" +msgstr "Не вистачає пам'яті" + +msgid "File not found" +msgstr "Файл не знайдено" + +msgid "File: Bad drive" +msgstr "Файл: Пошкоджений диск" + +msgid "File: Bad path" +msgstr "Файл: Неправильний шлях" + +msgid "File: Permission denied" +msgstr "Файл: Доступ заборонено" + +msgid "File already in use" +msgstr "Файл вже використовується" + +msgid "Can't open file" +msgstr "Не вдається відкрити файл" + +msgid "Can't write file" +msgstr "Не вдається записати файл" + +msgid "Can't read file" +msgstr "Не вдається прочитати файл" + +msgid "File unrecognized" +msgstr "Файл не розпізнано" + +msgid "File corrupt" +msgstr "Файл пошкоджено" + +msgid "Missing dependencies for file" +msgstr "Відсутні залежності для файлу" + +msgid "End of file" +msgstr "Кінець файлу" + +msgid "Can't open" +msgstr "Не вдається відкрити" + +msgid "Can't create" +msgstr "Не вдається створити" + +msgid "Query failed" +msgstr "Запит не вдався" + +msgid "Already in use" +msgstr "Вже використовується" + msgid "Locked" msgstr "Заблоковано" +msgid "Timeout" +msgstr "Тайм-аут" + +msgid "Can't connect" +msgstr "Не вдається підключитися" + +msgid "Can't resolve" +msgstr "Не вдається вирішити" + +msgid "Connection error" +msgstr "Помилка підключення" + +msgid "Can't acquire resource" +msgstr "Не вдається отримати ресурс" + +msgid "Can't fork" +msgstr "Не можу розщепитися" + +msgid "Invalid data" +msgstr "Недійсні дані" + +msgid "Invalid parameter" +msgstr "Недійсний параметр" + +msgid "Already exists" +msgstr "Вже існує" + +msgid "Does not exist" +msgstr "Не існує" + +msgid "Can't read database" +msgstr "Не вдається прочитати базу даних" + +msgid "Can't write database" +msgstr "Не вдається записати дані в базу даних" + +msgid "Compilation failed" +msgstr "Компіляція не вдалася" + +msgid "Method not found" +msgstr "Метод не знайдено" + +msgid "Link failed" +msgstr "Помилка зв'язку" + +msgid "Script failed" +msgstr "Помилка скрипта" + +msgid "Cyclic link detected" +msgstr "Виявлено циклічне посилання" + +msgid "Invalid declaration" +msgstr "Недійсна декларація" + +msgid "Duplicate symbol" +msgstr "Дублікат символу" + +msgid "Parse error" +msgstr "Помилка синтаксичного аналізу" + +msgid "Busy" +msgstr "Зайнятий" + +msgid "Skip" +msgstr "Пропущений" + msgid "Help" msgstr "Довідка" +msgid "Bug" +msgstr "Помилка" + +msgid "Printer on fire" +msgstr "Принтер у горінні" + msgid "unset" msgstr "не встановлено" @@ -1540,6 +1678,9 @@ msgctxt "Bezier Handle Mode" msgid "Mirrored" msgstr "Дзеркальне" +msgid "Handle mode: %s" +msgstr "Режим ручки: %s" + msgid "Stream:" msgstr "Потік:" @@ -6633,6 +6774,12 @@ msgstr "Редактор залежностей" msgid "Owners of: %s (Total: %d)" msgstr "Власник: %s (Загалом: %d)" +msgid "No owners found for: %s" +msgstr "Не знайдено власників для: %s" + +msgid "Owners List" +msgstr "Список власників" + msgid "Localization remap" msgstr "Перевизначення локалізації" @@ -7037,6 +7184,9 @@ msgstr "Виберіть Ресурс" msgid "Select Scene" msgstr "Виберіть Сцена" +msgid "Recursion detected, Instant Preview failed." +msgstr "Виявлено рекурсію, не вдалося виконати миттєвий попередній перегляд." + msgid "Instant Preview" msgstr "Миттєвий попередній перегляд" @@ -11556,6 +11706,24 @@ msgstr "" "Цей режим відображення налагодження підтримується лише під час використання " "рендерера Forward+." +msgid "X: %s" +msgstr "X: %s" + +msgid "Y: %s" +msgstr "Y: %s" + +msgid "Z: %s" +msgstr "Z: %s" + +msgid "Size: %s (%.1fMP)" +msgstr "Розмір: %s (%.1fMP)" + +msgid "Objects: %d" +msgstr "Об'єкти: %d" + +msgid "Primitives: %d" +msgstr "Примітиви: %d" + msgid "Draw Calls: %d" msgstr "Виклики малювання: %d" @@ -11726,6 +11894,16 @@ msgstr "Для видимого ефекту потрібно ввімкнути msgid "SDFGI Probes" msgstr "Зонди SDFGI" +msgid "" +"Left-click a SDFGI probe to display its occlusion information (white = not " +"occluded, red = fully occluded).\n" +"Requires SDFGI to be enabled in Environment to have a visible effect." +msgstr "" +"Клацніть лівою кнопкою миші на зонді SDFGI, щоб відобразити інформацію про " +"його оклюзію (білий = не перекривається, червоний = повністю " +"перекривається).\n" +"Для видимого ефекту потрібно, щоб SDFGI було ввімкнено в середовищі." + msgid "Scene Luminance" msgstr "Яскравість сцени" @@ -12986,6 +13164,9 @@ msgstr "Центрувати на вибраному" msgid "Frame Selection" msgstr "Кадрувати вибране" +msgid "Auto Resample CanvasItems" +msgstr "Автоматичне перерозподіл елементів Canvas" + msgid "Preview Canvas Scale" msgstr "Попередній перегляд масштабованого полотна" @@ -18800,6 +18981,18 @@ msgstr "Посилання на ObjectDB + нативні посилання" msgid "Cycles detected in the ObjectDB" msgstr "Цикли, виявлені в ObjectDB" +msgid "Native References: %d" +msgstr "Рідні посилання: %d" + +msgid "ObjectDB References: %d" +msgstr "Посилання на ObjectDB: %d" + +msgid "Total References: %d" +msgstr "Загальна кількість посилань: %d" + +msgid "ObjectDB Cycles: %d" +msgstr "Цикли ObjectDB: %d" + msgid "[center]ObjectDB References[center]" msgstr "[center]Посилання на ObjectDB[center]" @@ -18862,6 +19055,27 @@ msgstr "Всього об'єктів:" msgid "Total Nodes:" msgstr "Всього вузлів:" +msgid "" +"Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')" +"[/i]" +msgstr "" +"Кілька кореневих вузлів [i](можливий виклик 'remove_child' без 'queue_free')[/" +"i]" + +msgid "" +"RefCounted objects only referenced in cycles [i](cycles often indicate a " +"memory leaks)[/i]" +msgstr "" +"Об'єкти RefCounted, на які посилаються лише в циклах [i](цикли часто вказують " +"на витік пам'яті)[/i]" + +msgid "" +"Scripted objects not referenced by any other objects [i](unreferenced objects " +"may indicate a memory leak)[/i]" +msgstr "" +"Об'єкти сценаріїв, на які не посилаються інші об'єкти [i](об'єкти, на які не " +"посилаються, можуть свідчити про витік пам'яті)[/i]" + msgid "Generating Snapshot" msgstr "Створення знімка" @@ -21095,6 +21309,13 @@ msgstr "" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D потребує дочірнього вузла XRCamera3D." +msgid "" +"Changing the scale on the XROrigin3D node is not supported. Change the World " +"Scale instead." +msgstr "" +"Зміна масштабу на вузлі XROrigin3D не підтримується. Натомість змініть " +"масштаб світу." + msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " @@ -21256,6 +21477,9 @@ msgstr "" "Скористайтеся контейнером як дочірнім об'єктом (VBox, HBox тощо) або вузлом " "Control і встановіть нетиповий мінімальний розмір вручну." +msgid "Drag to resize" +msgstr "Перетягніть, щоб змінити розмір" + msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" @@ -21636,6 +21860,24 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "Варіація '%s' не може бути передана для параметра '%s' у цьому контексті." +msgid "" +"Unable to pass a multiview texture sampler as a parameter to a custom " +"function. Consider sampling it in the main function and then passing the " +"vector result to the custom function." +msgstr "" +"Не вдається передати багатовидовий семплер текстури як параметр до " +"користувацької функції. Розгляньте можливість семплерування в основній " +"функції, а потім передачі векторного результату до користувацької функції." + +msgid "" +"Unable to pass RADIANCE texture sampler as a parameter to a custom function. " +"Consider sampling it in the main function and then passing the vector result " +"to the custom function." +msgstr "" +"Неможливо передати семплер текстури RADIANCE як параметр до користувацької " +"функції. Розгляньте можливість семплерування в основній функції, а потім " +"передачі векторного результату до користувацької функції." + msgid "Unknown identifier in expression: '%s'." msgstr "Невідомий ідентифікатор у виразі: '%s'." diff --git a/editor/translations/editor/zh_Hans.po b/editor/translations/editor/zh_Hans.po index 9d7e0418c9..c4f554ff2a 100644 --- a/editor/translations/editor/zh_Hans.po +++ b/editor/translations/editor/zh_Hans.po @@ -103,7 +103,7 @@ # J_aphasiac , 2025. # BuddhaGrape <3248882725@qq.com>, 2025. # ChenLei , 2025. -# Myeongjin Lee , 2025. +# Myeongjin Lee , 2025, 2026. # Jianwen Xu , 2025. # bocai-bca , 2025. # Genius Embroider , 2025. @@ -117,8 +117,8 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2026-01-01 14:54+0000\n" -"Last-Translator: Zhen Luo <461652354@qq.com>\n" +"PO-Revision-Date: 2026-01-15 02:10+0000\n" +"Last-Translator: Myeongjin \n" "Language-Team: Chinese (Simplified Han script) \n" "Language: zh_Hans\n" @@ -126,7 +126,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "确定" @@ -137,6 +137,9 @@ msgstr "已锁定" msgid "Help" msgstr "帮助" +msgid "Printer on fire" +msgstr "打印机起火" + msgid "unset" msgstr "未设置" diff --git a/editor/translations/editor/zh_Hant.po b/editor/translations/editor/zh_Hant.po index 4449fe6e79..c68a6ed7a8 100644 --- a/editor/translations/editor/zh_Hant.po +++ b/editor/translations/editor/zh_Hant.po @@ -62,7 +62,7 @@ # WerewolfwolfyXD , 2025. # Oscar Su , 2025. # codetea , 2025. -# Myeongjin Lee , 2025. +# Myeongjin Lee , 2025, 2026. # sashimi , 2025. # 陳間時光(MorningFungame) , 2025. # Stenyin , 2025. @@ -73,8 +73,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-08 20:00+0000\n" -"Last-Translator: RogerFang \n" +"PO-Revision-Date: 2026-01-15 02:11+0000\n" +"Last-Translator: Myeongjin \n" "Language-Team: Chinese (Traditional Han script) \n" "Language: zh_Hant\n" @@ -82,7 +82,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "OK" msgstr "好" @@ -93,6 +93,9 @@ msgstr "已鎖定" msgid "Help" msgstr "說明" +msgid "Printer on fire" +msgstr "印表機起火" + msgid "Physical" msgstr "實體" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index 2ee33c1a4c..0770ad5964 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -14,7 +14,7 @@ # Diego López , 2017. # eon-s , 2018, 2019, 2020. # Gustavo Leon , 2017-2018. -# Javier Ocampos , 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025. +# Javier Ocampos , 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025, 2026. # Jose Maria Martinez , 2018. # Juan Quiroga , 2017. # Kiji Pixel , 2017. @@ -113,7 +113,7 @@ # AnyMan , 2025. # Hompis Homp , 2025. # JoseLL8 <100429024@alumnos.uc3m.es>, 2025. -# Alejandro Moctezuma , 2025. +# Alejandro Moctezuma , 2025, 2026. # Julián Lacomba , 2025. # Kevin , 2025. msgid "" @@ -121,8 +121,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-28 22:00+0000\n" -"Last-Translator: Alejandro Moctezuma \n" +"PO-Revision-Date: 2026-01-16 10:02+0000\n" +"Last-Translator: Javier \n" "Language-Team: Spanish \n" "Language: es\n" @@ -130,7 +130,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Aplicación" @@ -285,6 +285,9 @@ msgstr "Comprobar Conflictos de Tipo de Interpolación Angular" msgid "Compatibility" msgstr "Compatibilidad" +msgid "Default Parent Skeleton in Mesh Instance 3D" +msgstr "Esqueleto Padre por Defecto en Mesh Instance 3D" + msgid "Audio" msgstr "Audio" @@ -312,6 +315,9 @@ msgstr "iOS" msgid "Session Category" msgstr "Categoría Sesión" +msgid "Mix with Others" +msgstr "Mezclar con Otros" + msgid "Subwindows" msgstr "Subventanas" @@ -430,7 +436,7 @@ msgid "Timers" msgstr "Temporizadores" msgid "Incremental Search Max Interval Msec" -msgstr "Intervalo Máximo de Búsqueda Incremental (ms)" +msgstr "Milisegundos Máximos de Búsqueda Incremental" msgid "Tooltip Delay (sec)" msgstr "Retraso de Tooltip (sec)" @@ -501,6 +507,12 @@ msgstr "Descriptores Máximos por Grupo" msgid "D3D12" msgstr "D3D12" +msgid "Max Resource Descriptors" +msgstr "Descriptores Máximos de Recursos" + +msgid "Max Sampler Descriptors" +msgstr "Descriptores Máximos de Samplers" + msgid "Agility SDK Version" msgstr "Versión de SDK Agility" @@ -535,7 +547,7 @@ msgid "Enable Pan and Scale Gestures" msgstr "Activar Gestos de Paneo y Escala" msgid "Rotary Input Scroll Axis" -msgstr "Eje Desplazamiento Entrada Rotatoria" +msgstr "Eje Scroll Entrada Rotatoria" msgid "Override Volume Buttons" msgstr "Anular Botones de Volumen" @@ -829,7 +841,7 @@ msgid "Max Pending Connections" msgstr "Máximo de Conexiones Pendientes" msgid "Neighbor Filter Enabled" -msgstr "Filtro de Vecinos Habilitado" +msgstr "Filtro de Vecinos Activado" msgid "Region" msgstr "Región" @@ -844,7 +856,7 @@ msgid "Cell Shape" msgstr "Forma de la Celda" msgid "Jumping Enabled" -msgstr "Salto Habilitado" +msgstr "Salto Activado" msgid "Default Compute Heuristic" msgstr "Cálculo Heurístico Predeterminado" @@ -976,10 +988,10 @@ msgid "Stream" msgstr "Stream" msgid "Start Offset" -msgstr "Offset de Inicio" +msgstr "Desplazamiento de Inicio" msgid "End Offset" -msgstr "Offset Final" +msgstr "Desplazamiento de Fin" msgid "Easing" msgstr "Suavizar" @@ -1005,18 +1017,39 @@ msgstr "Sincronización de Puntos de Interrupción" msgid "Title" msgstr "Título" +msgid "Layout Key" +msgstr "Clave de Layout" + msgid "Global" msgstr "Global" msgid "Transient" msgstr "Transitorio" +msgid "Closable" +msgstr "Cerrable" + msgid "Icon Name" msgstr "Nombre del Ícono" +msgid "Dock Icon" +msgstr "Icono de Panel" + +msgid "Force Show Icon" +msgstr "Forzar Mostrar Icono" + msgid "Title Color" msgstr "Color del Título" +msgid "Dock Shortcut" +msgstr "Atajo de Panel" + +msgid "Default Slot" +msgstr "Espacio por Defecto" + +msgid "Available Layouts" +msgstr "Layouts Disponibles" + msgid "Distraction Free Mode" msgstr "Modo Sin Distracciones" @@ -1291,7 +1324,7 @@ msgid "Scale Mesh" msgstr "Escalar Mesh" msgid "Offset Mesh" -msgstr "Offset de Mesh" +msgstr "Malla de Desplazamiento" msgid "Force Disable Mesh Compression" msgstr "Forzar Desactivación de Compresión de Mesh" @@ -1647,6 +1680,12 @@ msgstr "Modo de Escalado" msgid "Delimiter" msgstr "Delimitador" +msgid "Unescape Keys" +msgstr "Claves Sin Escape" + +msgid "Unescape Translations" +msgstr "Traducciones Sin Escape" + msgid "Character Ranges" msgstr "Rangos de Caracter" @@ -1773,6 +1812,12 @@ msgstr "SVG" msgid "Editor" msgstr "Editor" +msgid "Scale with Editor Scale" +msgstr "Escalar con Escala del Editor" + +msgid "Convert Colors with Editor Theme" +msgstr "Convertir Colores con Tema del Editor" + msgid "Atlas File" msgstr "Archivo de Atlas" @@ -1969,6 +2014,9 @@ msgstr "Ajustes de Localización" msgid "Dock Tab Style" msgstr "Estilo de Pestañas del Dock" +msgid "Bottom Dock Tab Style" +msgstr "Estilo de Pestaña de Panel Inferior" + msgid "UI Layout Direction" msgstr "Orientación del Layout de la UI" @@ -2008,6 +2056,9 @@ msgstr "Tamaño de Fuente Principal" msgid "Code Font Size" msgstr "Tamaño de Fuente Código" +msgid "Main Font Custom OpenType Features" +msgstr "Características OpenType Personalizadas de la Fuente Principal" + msgid "Code Font Contextual Ligatures" msgstr "Ligaduras Contextuales en la Fuente de Código" @@ -2041,6 +2092,9 @@ msgstr "Fuente Principal En Negrita" msgid "Code Font" msgstr "Código Fuente" +msgid "Dragging Hover Wait Seconds" +msgstr "Segundos de Espera al Arrastrar" + msgid "Separate Distraction Mode" msgstr "Modo de Distracción Separado" @@ -2113,6 +2167,9 @@ msgstr "Mostrar Características de Bajo Nivel de OpenType" msgid "Float Drag Speed" msgstr "Velocidad de Arrastre Flotante" +msgid "Integer Drag Speed" +msgstr "Velocidad de Arrastre Entero" + msgid "Nested Color Mode" msgstr "Modo de Color Anidado" @@ -2161,6 +2218,9 @@ msgstr "Seguir Tema del Sistema" msgid "Style" msgstr "Estilo" +msgid "Color Preset" +msgstr "Preset de Color" + msgid "Spacing Preset" msgstr "Preconfiguración de Espaciado" @@ -2236,6 +2296,9 @@ msgstr "Mostrar Botón de Script" msgid "Restore Scenes on Load" msgstr "Restaurar Escenas al Cargar" +msgid "Auto Select Current Scene File" +msgstr "Seleccionar Automáticamente Archivo de Escena Actual" + msgid "Multi Window" msgstr "Múltiple Ventana" @@ -2287,6 +2350,9 @@ msgstr "Comprimir Recursos Binarios" msgid "Safe Save on Backup then Rename" msgstr "Guardar con Seguridad en una Copia de Respaldo y luego Renombrar" +msgid "Warn on Saving Large Text Resources" +msgstr "Advertir al Guardar Recursos de Texto Grandes" + msgid "File Server" msgstr "Servidor de Archivos" @@ -2314,6 +2380,9 @@ msgstr "Diálogo Abrir Rápido" msgid "Max Results" msgstr "Máximo Resultados" +msgid "Instant Preview" +msgstr "Vista Previa Instantánea" + msgid "Show Search Highlight" msgstr "Mostrar Búsqueda Resaltado" @@ -2504,13 +2573,13 @@ msgid "Move Caret on Right Click" msgstr "Mover el Cursor al Hacer Clic Derecho" msgid "Scroll Past End of File" -msgstr "Desplazarse más allá del Final del Archivo" +msgstr "Scroll más allá del Final del Archivo" msgid "Smooth Scrolling" -msgstr "Desplazamiento Suave" +msgstr "Scroll Suave" msgid "V Scroll Speed" -msgstr "Velocidad Desplazamiento V" +msgstr "Velocidad de Scroll V" msgid "Drag and Drop Selection" msgstr "Arrastrar y Soltar la Selección" @@ -2617,11 +2686,14 @@ msgstr "Completar" msgid "Idle Parse Delay" msgstr "Espera de Análisis Después de Inactividad" +msgid "Idle Parse Delay with Errors Found" +msgstr "Retraso de Análisis en Reposo con Errores Encontrados" + msgid "Auto Brace Complete" msgstr "Autocompletar Paréntesis" msgid "Code Complete Enabled" -msgstr "Completado de Código habilitado" +msgstr "Completado de Código Activado" msgid "Code Complete Delay" msgstr "Espera de Completado de Código" @@ -2767,6 +2839,9 @@ msgstr "Colisión de Hueso Muelle" msgid "Spring Bone Inside Collision" msgstr "Hueso Resorte Colisión Interior" +msgid "IK Chain" +msgstr "Cadena IK" + msgid "Gizmo Settings" msgstr "Configuración del Gizmo" @@ -2776,6 +2851,9 @@ msgstr "Longitud de Ejes del Hueso" msgid "Bone Shape" msgstr "Forma del Hueso" +msgid "Path3D Tilt Disk Size" +msgstr "Tamaño del Disco de Inclinación de Path3D" + msgid "Lightmap GI Probe Size" msgstr "Tamaño de Sonda de GI de Lightmap" @@ -2860,6 +2938,9 @@ msgstr "Inercia de Traslación" msgid "Zoom Inertia" msgstr "Inercia de Zoom" +msgid "Angle Snap Threshold" +msgstr "Umbral de Ajuste de Ángulo" + msgid "Show Viewport Rotation Gizmo" msgstr "Mostrar Gizmo de Rotación del Viewport" @@ -2893,6 +2974,9 @@ msgstr "Tamaño del Gizmo Manipulador" msgid "Manipulator Gizmo Opacity" msgstr "Opacidad del Gizmo Manipulador" +msgid "Show Gizmo During Rotation" +msgstr "Mostrar Gizmo Durante la Rotación" + msgid "Grid Color" msgstr "Color de Cuadrícula" @@ -2935,6 +3019,9 @@ msgstr "Factor de Velocidad de Zoom" msgid "Ruler Width" msgstr "Anchura de la Regla" +msgid "Auto Resample Delay" +msgstr "Retraso de Bake Automático" + msgid "Bone Mapper" msgstr "Mapeador de Hueso" @@ -3013,6 +3100,9 @@ msgstr "Crear Pistas Bézier Predeterminadas" msgid "Default Create Reset Tracks" msgstr "Crear Pistas de Reinicio Predeterminado" +msgid "Insert at Current Time" +msgstr "Insertar en Tiempo Actual" + msgid "Onion Layers Past Color" msgstr "Color de Capas de Cebolla Pasadas" @@ -3203,7 +3293,7 @@ msgid "Transform Color" msgstr "Color de Transformación" msgid "Sampler Color" -msgstr "Color de Muestra" +msgstr "Color de Sampler" msgid "Category Colors" msgstr "Colores de Categoría" @@ -3350,7 +3440,7 @@ msgid "Output Latency" msgstr "Latencia de Salida" msgid "Frame Delay Msec" -msgstr "Retraso de Fotograma en Msec" +msgstr "Milisegundos de Retraso de Fotogramas" msgid "Allow High Refresh Rate" msgstr "Permitir Alta Tasa de Refresco" @@ -3406,6 +3496,9 @@ msgstr "Utilidades de Depuración" msgid "Debug Message Types" msgstr "Tipos de Mensajes de Depuración" +msgid "Frame Synthesis" +msgstr "Síntesis de Fotogramas" + msgid "Hand Tracking" msgstr "Seguimiento de Mano" @@ -3418,6 +3511,36 @@ msgstr "Fuente de Datos para Seguimiento de Manos con Controlador" msgid "Hand Interaction Profile" msgstr "Interacción con la Ruta del Perfil" +msgid "Spatial Entity" +msgstr "Entidad Espacial" + +msgid "Enable Spatial Anchors" +msgstr "Activar Anclajes Espaciales" + +msgid "Enable Persistent Anchors" +msgstr "Activar Anclajes Persistentes" + +msgid "Enable Builtin Anchor Detection" +msgstr "Activar Detección de Anclajes Incorporada" + +msgid "Enable Plane Tracking" +msgstr "Activar Seguimiento de Planos" + +msgid "Enable Builtin Plane Detection" +msgstr "Activar Detección de Planos Incorporada" + +msgid "Enable Marker Tracking" +msgstr "Activar Seguimiento de Marcadores" + +msgid "Enable Builtin Marker Tracking" +msgstr "Activar Seguimiento de Marcadores Incorporado" + +msgid "Aruco Dict" +msgstr "Diccionario Aruco" + +msgid "April Tag Dict" +msgstr "Diccionario April Tag" + msgid "Eye Gaze Interaction" msgstr "Interacción por Mirada" @@ -3476,7 +3599,7 @@ msgid "Custom Image Hotspot" msgstr "Imagen personalizada para el Hotspot" msgid "Tooltip Position Offset" -msgstr "Desplazamiento de Posición del Tooltip" +msgstr "Desplazamiento de Posición de Tooltip" msgid "Show Image" msgstr "Mostrar Imagen" @@ -3850,6 +3973,9 @@ msgstr "Descarga Estática Redundante" msgid "Redundant Await" msgstr "Espera Redundante" +msgid "Missing Await" +msgstr "Await Faltante" + msgid "Assert Always True" msgstr "Aserción Siempre Verdadera" @@ -4040,7 +4166,7 @@ msgid "Root Nodes" msgstr "Nodos Raíz" msgid "Texture Samplers" -msgstr "Muestreadores de Textura" +msgstr "Samplers de Textura" msgid "Images" msgstr "Imágenes" @@ -4066,11 +4192,14 @@ msgstr "Crear Animaciónes" msgid "Animations" msgstr "Animaciones" +msgid "Handle Binary Image Mode" +msgstr "Manejar Modo de Imagen Binaria" + msgid "Buffer View" msgstr "Vista del Búfer" msgid "Byte Offset" -msgstr "Offset de Byte" +msgstr "Desplazamiento de Bytes" msgid "Component Type" msgstr "Tipo de Componente" @@ -4097,7 +4226,7 @@ msgid "Sparse Indices Buffer View" msgstr "Vista del Búfer de Índices Dispersos" msgid "Sparse Indices Byte Offset" -msgstr "Índices Dispersos del Offset de Bytes" +msgstr "Desplazamiento de Bytes de Índices Dispersos" msgid "Sparse Indices Component Type" msgstr "Índices Dispersos de Tipo de Componente" @@ -4106,7 +4235,7 @@ msgid "Sparse Values Buffer View" msgstr "Vista del Búfer de Valores Dispersos" msgid "Sparse Values Byte Offset" -msgstr "Valores Dispersos del Offset de Bytes" +msgstr "Desplazamiento de Bytes de Valores Dispersos" msgid "Original Name" msgstr "Nombre Original" @@ -4211,7 +4340,7 @@ msgid "Src Image" msgstr "Origen de la Imagen" msgid "Sampler" -msgstr "Muestreador" +msgstr "Sampler" msgid "Mag Filter" msgstr "Filtro Mag" @@ -4436,7 +4565,7 @@ msgid "Display to Lens" msgstr "Pantalla a Lente" msgid "Offset Rect" -msgstr "Desplazamiento del Rect" +msgstr "Rect de Desplazamiento" msgid "Oversample" msgstr "Sobremuestreo" @@ -4463,7 +4592,7 @@ msgid "Bar Beats" msgstr "Compases y Tiempos" msgid "Loop Offset" -msgstr "Offset de Loop" +msgstr "Desplazamiento de Bucle" msgid "Spawn Path" msgstr "Ruta del Generador" @@ -4630,6 +4759,9 @@ msgstr "Activado Háptico" msgid "Off Haptic" msgstr "Desactivado Háptico" +msgid "Relax Frame Interval" +msgstr "Relajar Intervalo de Fotogramas" + msgid "On Threshold" msgstr "Umbral Alcanzado" @@ -4642,6 +4774,27 @@ msgstr "UUID" msgid "Entity" msgstr "Entidad" +msgid "Spatial Tracking State" +msgstr "Estado de Seguimiento Espacial" + +msgid "April Dict" +msgstr "Diccionario April" + +msgid "Bounds Size" +msgstr "Tamaño de Límites" + +msgid "Marker Type" +msgstr "Tipo de Marcador" + +msgid "Marker ID" +msgstr "ID de Marcador" + +msgid "Plane Alignment" +msgstr "Alineación del Plano" + +msgid "Plane Label" +msgstr "Etiqueta de Plano" + msgid "Display Refresh Rate" msgstr "Mostrar Tasa de Refresco" @@ -4657,6 +4810,9 @@ msgstr "Viewport de Capa" msgid "Use Android Surface" msgstr "Usar Superficie de Android" +msgid "Protected Content" +msgstr "Contexto Protegido" + msgid "Android Surface Size" msgstr "Tamaño de la Superficie de Android" @@ -4846,6 +5002,21 @@ msgstr "Ruta del SDK de Java" msgid "Android SDK Path" msgstr "Ruta del Android SDK" +msgid "scrcpy" +msgstr "scrcpy" + +msgid "Virtual Display" +msgstr "Visualización Virtual" + +msgid "No Decorations" +msgstr "Sin Decoraciones" + +msgid "Local IME" +msgstr "IME Local" + +msgid "Screen Size" +msgstr "Tamaño de Pantalla" + msgid "Force System User" msgstr "Forzar Usuario del Sistema" @@ -4880,7 +5051,7 @@ msgid "Gradle Build" msgstr "Construcción de Gradle" msgid "Use Gradle Build" -msgstr "Usar Construcción de Gradle" +msgstr "Usar Gradle Build" msgid "Gradle Build Directory" msgstr "Directorio de Construcción de Gradle" @@ -5113,9 +5284,15 @@ msgstr "macOS" msgid "rcodesign" msgstr "rcodesign" +msgid "actool" +msgstr "actool" + msgid "Distribution Type" msgstr "Tipo de Distribución" +msgid "Liquid Glass Icon" +msgstr "Icono de Liquid Glass" + msgid "Copyright Localized" msgstr "Derechos de Autor Localizados" @@ -5549,10 +5726,10 @@ msgid "Vertical Enabled" msgstr "Vertical Activada" msgid "Horizontal Offset" -msgstr "Ajuste Horizontal" +msgstr "Desplazamiento Horizontal" msgid "Vertical Offset" -msgstr "Ajuste Vertical" +msgstr "Desplazamiento Vertical" msgid "Left Margin" msgstr "Margen Izquierdo" @@ -5768,13 +5945,13 @@ msgid "Speed Curve" msgstr "Curva de Velocidad" msgid "Offset Min" -msgstr "Ajuste Mínimo" +msgstr "Desplazamiento Mín" msgid "Offset Max" -msgstr "Ajuste Máximo" +msgstr "Desplazamiento Máx" msgid "Offset Curve" -msgstr "Curva de Offset" +msgstr "Curva de Desplazamiento" msgid "Amount Ratio" msgstr "Proporción de Cantidad" @@ -6008,10 +6185,10 @@ msgid "Skew" msgstr "Sesgo" msgid "Scroll Scale" -msgstr "Escala de Desplazamiento" +msgstr "Escala de Scroll" msgid "Scroll Offset" -msgstr "Offset de Scroll" +msgstr "Desplazamiento de Scroll" msgid "Repeat" msgstr "Repetir" @@ -6020,7 +6197,7 @@ msgid "Repeat Size" msgstr "Repetir Tamaño" msgid "Autoscroll" -msgstr "Desplazamiento Automático" +msgstr "Scroll Automático" msgid "Repeat Times" msgstr "Veces de Repetición" @@ -6035,7 +6212,7 @@ msgid "Follow Viewport" msgstr "Seguir el Viewport" msgid "Ignore Camera Scroll" -msgstr "Ignorar Desplazamiento de Cámara" +msgstr "Ignorar Scroll de Cámara" msgid "Screen Offset" msgstr "Desplazamiento de Pantalla" @@ -6044,7 +6221,7 @@ msgid "Scroll" msgstr "Scroll" msgid "Base Offset" -msgstr "Offset Base" +msgstr "Desplazamiento Base" msgid "Limit Begin" msgstr "Inicio del Límite" @@ -6071,10 +6248,10 @@ msgid "Progress Ratio" msgstr "Tasa de Progreso" msgid "H Offset" -msgstr "Offset H" +msgstr "Desplazamiento H" msgid "V Offset" -msgstr "Ajuste V" +msgstr "Desplazamiento V" msgid "Rotates" msgstr "Rotar" @@ -6188,7 +6365,7 @@ msgid "Stiffness" msgstr "Rigidez" msgid "Initial Offset" -msgstr "Offset Inicial" +msgstr "Desplazamiento Inicial" msgid "Node A" msgstr "Nodo A" @@ -6390,7 +6567,7 @@ msgid "Frame Coords" msgstr "Coordenadas del Marco" msgid "Filter Clip Enabled" -msgstr "Filtrado de Clips Habilitado" +msgstr "Filtrado de Clips Activado" msgid "Tile Set" msgstr "Tile Set" @@ -6485,6 +6662,9 @@ msgstr "Usar Esqueleto Externo" msgid "External Skeleton" msgstr "Esqueleto Externo" +msgid "Mutable Bone Axes" +msgstr "Ejes de Hueso Mutables" + msgid "Keep Aspect" msgstr "Mantener aspecto" @@ -6501,7 +6681,7 @@ msgid "Projection" msgstr "Proyección" msgid "Frustum Offset" -msgstr "Offset de Frustum" +msgstr "Desplazamiento de Frustum" msgid "Near" msgstr "Cercano" @@ -6589,7 +6769,7 @@ msgid "Thickness" msgstr "Espesor" msgid "Bake Mask" -msgstr "Máscara de Procesado" +msgstr "Máscara de Bakeo" msgid "Update Mode" msgstr "Modo de Actualización" @@ -6627,6 +6807,9 @@ msgstr "Iteraciones Máximas" msgid "Min Distance" msgstr "Distancia Mínima" +msgid "Angular Delta Limit" +msgstr "Límite de Delta Angular" + msgid "Deterministic" msgstr "Determinista" @@ -6867,6 +7050,9 @@ msgstr "Datos de Iluminación" msgid "Exclude" msgstr "Excluir" +msgid "Chains" +msgstr "Cadenas" + msgid "Target Node" msgstr "Nodo Objetivo" @@ -6946,7 +7132,7 @@ msgid "Surface Material Override" msgstr "Anulación de Material de Superficie" msgid "Path Height Offset" -msgstr "Compensación de Altura del Camino" +msgstr "Desplazamiento de Altura de Ruta" msgid "Use 3D Avoidance" msgstr "Usar Evasión 3D" @@ -7189,7 +7375,7 @@ msgid "Angular Equilibrium Point" msgstr "Punto de Equilibrio Angular" msgid "Body Offset" -msgstr "Offset del Cuerpo" +msgstr "Desplazamiento de Cuerpo" msgid "Friction" msgstr "Fricción" @@ -7309,7 +7495,7 @@ msgid "Blend Distance" msgstr "Distancia de Mezcla" msgid "Origin Offset" -msgstr "Offset de Origen" +msgstr "Desplazamiento de Origen" msgid "Box Projection" msgstr "Proyección de Cajas" @@ -7491,6 +7677,9 @@ msgstr "Curva de Fundido de Salida" msgid "Break Loop at End" msgstr "Romper Loop al Final" +msgid "Abort on Reset" +msgstr "Abortar al Reiniciar" + msgid "Auto Restart" msgstr "Reinicio Automático" @@ -7716,6 +7905,9 @@ msgstr "Dibujar Números de Línea" msgid "Zero Pad Line Numbers" msgstr "Completar con Ceros los Números de Línea" +msgid "Line Numbers Min Digits" +msgstr "Dígitos Mínimos de Números de Línea" + msgid "Draw Fold Gutter" msgstr "Mostrar Margen de Plegado" @@ -7774,7 +7966,7 @@ msgid "Customization" msgstr "Personalización" msgid "Sampler Visible" -msgstr "Muestreador Visible" +msgstr "Sampler Visible" msgid "Color Modes Visible" msgstr "Modos de Color Visibles" @@ -7819,13 +8011,16 @@ msgid "Anchor Points" msgstr "Puntos de Anclaje" msgid "Anchor Offsets" -msgstr "Ajuste de Anclaje" +msgstr "Desplazamientos de Anclaje" msgid "Grow Direction" msgstr "Dirección de Crecimiento" msgid "Pivot Offset" -msgstr "Pivote de Offset" +msgstr "Desplazamiento de Pivote" + +msgid "Pivot Offset Ratio" +msgstr "Relación de Desplazamiento de Pivote" msgid "Container Sizing" msgstr "Dimensionamiento del Contenedor" @@ -7870,7 +8065,7 @@ msgid "Mouse" msgstr "Ratón" msgid "Force Pass Scroll Events" -msgstr "Forzar el Pasaje de Eventos de Desplazamiento" +msgstr "Forzar Paso de Eventos de Scroll" msgid "Default Cursor Shape" msgstr "Forma del Cursor Predeterminado" @@ -7957,7 +8152,13 @@ msgid "Recent List Enabled" msgstr "Lista Reciente Habilitada" msgid "Layout Toggle Enabled" -msgstr "Layout Habilitado" +msgstr "Layout Activado" + +msgid "Overwrite Warning Enabled" +msgstr "Aviso de Sobrescritura Activado" + +msgid "Deleting Enabled" +msgstr "Eliminación Activada" msgid "Last Wrap Alignment" msgstr "Alineación del Último Ajuste" @@ -7990,7 +8191,7 @@ msgid "Show Grid" msgstr "Mostrar Cuadrícula" msgid "Snapping Enabled" -msgstr "Ajuste a grilla habilitado" +msgstr "Ajuste Activado" msgid "Snapping Distance" msgstr "Ajustar a distancia" @@ -8049,6 +8250,9 @@ msgstr "Arrastrable" msgid "Selected" msgstr "Seleccionado" +msgid "Scaling Menus" +msgstr "Escalado de Menús" + msgid "Autoshrink Enabled" msgstr "Autoshrink Activado" @@ -8068,7 +8272,7 @@ msgid "Ignore Invalid Connection Type" msgstr "Ignorar Tipo de Conexión Inválido" msgid "Slots Focus Mode" -msgstr "Modo de Enfoque de Ranuras" +msgstr "Modo de Enfoque de Espacios" msgid "Select Mode" msgstr "Modo de Selección" @@ -8077,7 +8281,7 @@ msgid "Allow Reselect" msgstr "Permitir Reselección" msgid "Allow RMB Select" -msgstr "Permitir Selección Con Botón Derecho Del Mouse" +msgstr "Permitir Seleccionar con Botón Derecho del Ratón" msgid "Allow Search" msgstr "Permitir Búsqueda" @@ -8094,6 +8298,12 @@ msgstr "Altura Automática" msgid "Wraparound Items" msgstr "Ítems Envolventes" +msgid "Scroll Hint Mode" +msgstr "Modo de Sugerencia de Scroll" + +msgid "Tile Scroll Hint" +msgstr "Sugerencia de Scroll de Tile" + msgid "Items" msgstr "Ítems" @@ -8190,6 +8400,12 @@ msgstr "Dibujar Caracteres de Control" msgid "Select All on Focus" msgstr "Seleccionar todos al Enfocar" +msgid "Virtual Keyboard" +msgstr "Teclado Virtual" + +msgid "Show on Focus" +msgstr "Mostrar al Enfocar" + msgid "Blink" msgstr "Parpardeo" @@ -8214,6 +8430,12 @@ msgstr "Carácter" msgid "Right Icon" msgstr "Ícono Derecho" +msgid "Icon Expand Mode" +msgstr "Modo de Expansión de Icono" + +msgid "Right Icon Scale" +msgstr "Escala de Icono Derecho" + msgid "Underline" msgstr "Subrayar" @@ -8262,6 +8484,12 @@ msgstr "ID del menú del sistema" msgid "Prefer Native Menu" msgstr "Preferir Menú Nativo" +msgid "Shrink Height" +msgstr "Reducir Altura" + +msgid "Shrink Width" +msgstr "Reducir Anchura" + msgid "Fill Mode" msgstr "Modo de Relleno" @@ -8323,7 +8551,7 @@ msgid "Relative Index" msgstr "Índice Relativo" msgid "BBCode Enabled" -msgstr "BBCode Habilitado" +msgstr "BBCode Activado" msgid "Fit Content" msgstr "Ajustar al Contenido" @@ -8335,7 +8563,7 @@ msgid "Scroll Following" msgstr "Seguir el Scroll" msgid "Scroll Following Visible Characters" -msgstr "Desplazamiento Siguiendo Caracteres Visibles" +msgstr "Scroll Siguiendo Caracteres Visibles" msgid "Tab Size" msgstr "Tamaño de Tabulación" @@ -8370,20 +8598,38 @@ msgstr "Seguir Focus" msgid "Draw Focus Border" msgstr "Dibujar Borde de Enfoque" +msgid "Scrollbar" +msgstr "Barra de Scroll" + +msgid "Scroll Horizontal" +msgstr "Scroll Horizontal" + +msgid "Scroll Vertical" +msgstr "Scroll Vertical" + +msgid "Scroll Horizontal Custom Step" +msgstr "Paso Personalizado de Scroll Horizontal" + +msgid "Scroll Vertical Custom Step" +msgstr "Paso Personalizado de Scroll Vertical" + msgid "Horizontal Scroll Mode" -msgstr "Modo de Desplazamiento Horizontal" +msgstr "Modo de Scroll Horizontal" msgid "Vertical Scroll Mode" -msgstr "Modo de Desplazamiento Vertical" +msgstr "Modo de Scroll Vertical" msgid "Scroll Deadzone" -msgstr "Zona Muerta de Desplazamiento" +msgstr "Zona Muerta de Scroll" + +msgid "Scroll Hint" +msgstr "Sugerencia de Scroll" msgid "Default Scroll Deadzone" msgstr "Zona Muerta Predeterminada del Scroll" msgid "Scrollable" -msgstr "Desplazable" +msgstr "Con Scroll" msgid "Tick Count" msgstr "Contador de Marcas" @@ -8400,6 +8646,12 @@ msgstr "Actualizar al Cambiar el Texto" msgid "Custom Arrow Step" msgstr "Paso de Flecha Personalizado" +msgid "Custom Arrow Round" +msgstr "Redondeo de Flecha Personalizado" + +msgid "Split Offsets" +msgstr "Desplazamientos de División" + msgid "Collapsed" msgstr "Colapsado" @@ -8410,7 +8662,7 @@ msgid "Dragger Visibility" msgstr "Visibilidad de los Arrastradores" msgid "Touch Dragger Enabled" -msgstr "Dragger Táctil Habilitado" +msgstr "Dragger Táctil Activado" msgid "Drag Area" msgstr "Área de Arrastre" @@ -8425,7 +8677,7 @@ msgid "Highlight in Editor" msgstr "Resaltar en el Editor" msgid "Split Offset" -msgstr "Offset de División" +msgstr "Desplazamiento de División" msgid "Stretch Shrink" msgstr "Encogimiento por Estiramiento" @@ -8442,6 +8694,9 @@ msgstr "Alineamiento de Pestaña" msgid "Clip Tabs" msgstr "Pestañas Recortadas" +msgid "Close with Middle Mouse" +msgstr "Cerrar con Botón Central del Ratón" + msgid "Tab Close Display Policy" msgstr "Política de Botón de Cerrar Pestaña" @@ -8449,19 +8704,25 @@ msgid "Max Tab Width" msgstr "Ancho Máximo de Pestaña" msgid "Scrolling Enabled" -msgstr "Desplazamiento Activado" +msgstr "Scroll Activado" msgid "Drag to Rearrange Enabled" -msgstr "Arrastrar para Reorganizar Habilitado" +msgstr "Arrastrar para Reorganizar Activado" + +msgid "Switch on Drag Hover" +msgstr "Cambiar al Arrastrar y Mantener" msgid "Tabs Rearrange Group" msgstr "Pestañas de Grupo de Reorganización" msgid "Scroll to Selected" -msgstr "Deslizar al Seleccionar" +msgstr "Scroll a Seleccionado" + +msgid "Select with RMB" +msgstr "Seleccionar con Botón Derecho del Ratón" msgid "Deselect Enabled" -msgstr "Deseleccionar Habilitado" +msgstr "Deseleccionar Activado" msgid "Tabs" msgstr "Pestañas" @@ -8511,6 +8772,9 @@ msgstr "Mover Con Clic Derecho" msgid "Multiple" msgstr "Múltiple" +msgid "Word Separators" +msgstr "Separadores de Palabras" + msgid "Syntax Highlighter" msgstr "Resaltador de Sintaxis" @@ -8555,7 +8819,7 @@ msgid "Fill Degrees" msgstr "Completar Grados" msgid "Center Offset" -msgstr "Offset Central" +msgstr "Desplazamiento Central" msgid "Nine Patch Stretch" msgstr "Estiramiento de Nine Patch" @@ -8570,7 +8834,7 @@ msgid "Over" msgstr "Sobre" msgid "Progress Offset" -msgstr "Offset de Progreso" +msgstr "Desplazamiento de Progreso" msgid "Tint" msgstr "Tinte" @@ -8590,6 +8854,9 @@ msgstr "Plegado de Pieles" msgid "Enable Recursive Folding" msgstr "Habilitar Plegado Recursivo" +msgid "Enable Drag Unfolding" +msgstr "Activar Despliegue por Arrastre" + msgid "Hide Root" msgstr "Ocultar Raíz" @@ -8600,10 +8867,10 @@ msgid "Auto Tooltip" msgstr "Tooltip Automático" msgid "Scroll Horizontal Enabled" -msgstr "Deslizamiento Horizontal Habilitado" +msgstr "Scroll Horizontal Activado" msgid "Scroll Vertical Enabled" -msgstr "Deslizamiento Vertical Habilitado" +msgstr "Scroll Vertical Activado" msgid "Audio Track" msgstr "Pista de Audio" @@ -8615,7 +8882,7 @@ msgid "Expand" msgstr "Expandir" msgid "Buffering Msec" -msgstr "Msec del Búfer" +msgstr "Milisegundos de Almacenamiento en Búfer" msgid "Self Modulate" msgstr "Modulación Automática" @@ -8642,7 +8909,7 @@ msgid "Z as Relative" msgstr "Z Como Relativo" msgid "Y Sort Enabled" -msgstr "Orden Y Habilitado" +msgstr "Orden Y Activado" msgid "Use Parent Material" msgstr "Usar el material del padre" @@ -8953,6 +9220,9 @@ msgstr "Modo de Limpieza" msgid "Current Screen" msgstr "Pantalla Actual" +msgid "Nonclient Area" +msgstr "Área No Cliente" + msgid "Mouse Passthrough Polygon" msgstr "Polígono de Paso de Ratón" @@ -9050,7 +9320,7 @@ msgid "Baking Rect" msgstr "Bakear Rect" msgid "Baking Rect Offset" -msgstr "Desplazamiento de Rect Bakeado" +msgstr "Desplazamiento de Rect de Baking" msgid "A" msgstr "A" @@ -9170,7 +9440,7 @@ msgid "Tile Layout" msgstr "Distribución de Tile" msgid "Tile Offset Axis" -msgstr "Eje de Ajuste de Tile" +msgstr "Eje de Desplazamiento de Tile" msgid "Tile Size" msgstr "Tamaño de Tile" @@ -9434,7 +9704,7 @@ msgid "DOF Blur" msgstr "Desenfoque DOF" msgid "Far Enabled" -msgstr "Lejano Habilitado" +msgstr "Lejos Activado" msgid "Far Distance" msgstr "Distancia Lejana" @@ -9443,7 +9713,7 @@ msgid "Far Transition" msgstr "Transición Lejana" msgid "Near Enabled" -msgstr "Cercano Habilitado" +msgstr "Cerca Activado" msgid "Near Distance" msgstr "Distancia Cercana" @@ -9577,6 +9847,12 @@ msgstr "Tonemap" msgid "White" msgstr "Blanco" +msgid "Agx White" +msgstr "Blanco AgX" + +msgid "Agx Contrast" +msgstr "Contraste AgX" + msgid "SSR" msgstr "SSR" @@ -9788,7 +10064,7 @@ msgid "Raw Data" msgstr "Datos en Crudo" msgid "Offsets" -msgstr "Offsets" +msgstr "Desplazamientos" msgid "Use HDR" msgstr "Usar HDR" @@ -10088,7 +10364,7 @@ msgid "Baking AABB" msgstr "Bakear AABB" msgid "Baking AABB Offset" -msgstr "Bakear Offset AABB" +msgstr "Desplazamiento de AABB de Baking" msgid "Damping as Friction" msgstr "Amortiguación como Fricción" @@ -10097,7 +10373,7 @@ msgid "Spawn" msgstr "Spawn" msgid "Emission Shape Offset" -msgstr "Desplazamiento Forma de Emisión" +msgstr "Desplazamiento de Forma de Emisión" msgid "Emission Shape Scale" msgstr "Escala Forma de Emisión" @@ -10345,6 +10621,9 @@ msgstr "Nombre del Parámetro" msgid "Qualifier" msgstr "Calificador" +msgid "Instance Index" +msgstr "Índice de Instancia" + msgid "Autoshrink" msgstr "Autoreducir" @@ -10466,7 +10745,7 @@ msgid "Pressed Mirrored" msgstr "Presionado Reflejado" msgid "Disabled Mirrored" -msgstr "Deshabilitado Reflejado" +msgstr "Desactivar Reflejado" msgid "Arrow" msgstr "Flecha" @@ -10502,7 +10781,7 @@ msgid "Radio Unchecked Disabled" msgstr "Radio Desmarcado Desactivado" msgid "Check V Offset" -msgstr "Ajuste V del Indicador" +msgstr "Desplazamiento V de Casilla" msgid "Checkbox Checked Color" msgstr "Color de Casilla Marcada" @@ -10532,10 +10811,10 @@ msgid "Font Shadow Color" msgstr "Color de Sombra de la Fuente" msgid "Shadow Offset X" -msgstr "Offset de Sombra en X" +msgstr "Desplazamiento X de Sombra" msgid "Shadow Offset Y" -msgstr "Offset de Sombra en Y" +msgstr "Desplazamiento Y de Sombra" msgid "Shadow Outline Size" msgstr "Tamaño de Contorno de la Sombra" @@ -10591,6 +10870,9 @@ msgstr "Color del Resultado de Búsqueda" msgid "Search Result Border Color" msgstr "Color de los Bordes del Resultado de Búsqueda" +msgid "Wrap Offset" +msgstr "Desplazamiento de Ajuste" + msgid "Breakpoint" msgstr "Punto de Ruptura" @@ -10625,10 +10907,10 @@ msgid "Completion Existing Color" msgstr "Completar Color Existente" msgid "Completion Scroll Color" -msgstr "Completar Color de Scroll" +msgstr "Color de Scroll de Completado" msgid "Completion Scroll Hovered Color" -msgstr "Color de Resaltado al Desplazamiento Completado" +msgstr "Color de Scroll de Completado al Pasar el Ratón" msgid "Bookmark Color" msgstr "Color del Marcador" @@ -10661,7 +10943,7 @@ msgid "Completion Max Width" msgstr "Completar Ancho Máximo" msgid "Completion Scroll Width" -msgstr "Completar Ancho de Scroll" +msgstr "Anchura de Scroll de Completado" msgid "Scroll Focus" msgstr "Enfoque de Scroll" @@ -10703,7 +10985,7 @@ msgid "Grabber Area Highlight" msgstr "Resaltado de Área del Selector" msgid "Grabber Disabled" -msgstr "Selector Deshabilitado" +msgstr "Tirador Desactivado" msgid "Tick" msgstr "Marcar" @@ -10712,10 +10994,10 @@ msgid "Center Grabber" msgstr "Selector Central" msgid "Grabber Offset" -msgstr "Desplazamiento del Selector" +msgstr "Desplazamiento de Tirador" msgid "Tick Offset" -msgstr "Desplazamiento de Marcas" +msgstr "Desplazamiento de Marca" msgid "Updown" msgstr "Reducción" @@ -10730,7 +11012,7 @@ msgid "Up Pressed" msgstr "Arriba Presionado" msgid "Up Disabled" -msgstr "Arriba Deshabilitado" +msgstr "Arriba Desactivado" msgid "Down" msgstr "Abajo" @@ -10742,7 +11024,7 @@ msgid "Down Pressed" msgstr "Abajo Presionado" msgid "Down Disabled" -msgstr "Abajo Deshabilitado" +msgstr "Abajo Desactivado" msgid "Up Background" msgstr "Fondo de Arriba" @@ -10754,7 +11036,7 @@ msgid "Up Background Pressed" msgstr "Fondo de Arriba Presionado" msgid "Up Background Disabled" -msgstr "Fondo de Arriba Deshabilitado" +msgstr "Fondo de Arriba Desactivado" msgid "Down Background" msgstr "Fondo de Abajo" @@ -10766,7 +11048,7 @@ msgid "Down Background Pressed" msgstr "Fondo de Abajo Presionado" msgid "Down Background Disabled" -msgstr "Fondo de Abajo Deshabilitado" +msgstr "Fondo de Abajo Desactivado" msgid "Up Icon Modulate" msgstr "Modulación del Ícono de Subida" @@ -10778,7 +11060,7 @@ msgid "Up Pressed Icon Modulate" msgstr "Modulación del Ícono de Subida Presionado" msgid "Up Disabled Icon Modulate" -msgstr "Modulación del Ícono de Arriba Deshabilitado" +msgstr "Modulación del Ícono de Arriba Desactivado" msgid "Down Icon Modulate" msgstr "Modulación del Ícono de Bajada" @@ -10790,7 +11072,7 @@ msgid "Down Pressed Icon Modulate" msgstr "Modulación del Ícono de Abajo Presionado" msgid "Down Disabled Icon Modulate" -msgstr "Modulación del Ícono de Abajo Deshabilitado" +msgstr "Modulación del Ícono de Abajo Desactivado" msgid "Field and Buttons Separator" msgstr "Separador de Campo y Botones" @@ -10810,6 +11092,18 @@ msgstr "Ancho de los Botones" msgid "Set Min Buttons Width From Icons" msgstr "Establecer Ancho Mínimo de Botones a Partir de Íconos" +msgid "Scroll Hint Vertical" +msgstr "Sugerencia de Scroll Vertical" + +msgid "Scroll Hint Horizontal" +msgstr "Sugerencia de Scroll Horizontal" + +msgid "Scroll Hint Vertical Color" +msgstr "Color de Sugerencia de Scroll Vertical" + +msgid "Scroll Hint Horizontal Color" +msgstr "Color de Sugerencia de Scroll Horizontal" + msgid "Embedded Border" msgstr "Borde Enbebido" @@ -10841,10 +11135,10 @@ msgid "Close Pressed" msgstr "Cerrar Presionado" msgid "Close H Offset" -msgstr "Cerrar Offset H" +msgstr "Desplazamiento H de Cierre" msgid "Close V Offset" -msgstr "Ajuste V de Cerrar" +msgstr "Desplazamiento V de Cierre" msgid "Buttons Separation" msgstr "Separación de Botones" @@ -10910,7 +11204,7 @@ msgid "File Icon Color" msgstr "Color de Ícono de Archivo" msgid "File Disabled Color" -msgstr "Color de Archivos Deshabilitado" +msgstr "Color de Archivo Desactivado" msgid "Separator" msgstr "Separador" @@ -10954,6 +11248,9 @@ msgstr "Relleno de Inicio del Ítem" msgid "Item End Padding" msgstr "Relleno de Fin del Ítem" +msgid "Gutter Compact" +msgstr "Canal Compacto" + msgid "Panel Selected" msgstr "Panel Seleccionado" @@ -10967,10 +11264,10 @@ msgid "Titlebar Selected" msgstr "Barra de Título Seleccionada" msgid "Slot" -msgstr "Ranura" +msgstr "Espacio" msgid "Slot Selected" -msgstr "Ranura Seleccionada" +msgstr "Espacio Seleccionado" msgid "Resizer" msgstr "Reajuste" @@ -10979,7 +11276,7 @@ msgid "Resizer Color" msgstr "Cambiar Color" msgid "Port H Offset" -msgstr "Desplazamiento H del Puerto" +msgstr "Desplazamiento H de Puerto" msgid "Hovered" msgstr "Señalado" @@ -11071,6 +11368,9 @@ msgstr "Color de la Línea de Resaltado del Hijo" msgid "Custom Button Font Highlight" msgstr "Fuente Personalizada de Botón Resaltado" +msgid "Scroll Hint Color" +msgstr "Color de Sugerencia de Scroll" + msgid "Item Margin" msgstr "Margen del Ítem" @@ -11086,6 +11386,12 @@ msgstr "Margen Derecho del Ítem Interno" msgid "Inner Item Margin Top" msgstr "Margen Superior del Ítem Interno" +msgid "Check H Separation" +msgstr "Separación Horizontal de Casilla" + +msgid "Icon H Separation" +msgstr "Separación Horizontal de Icono" + msgid "Button Margin" msgstr "Margen del Botón" @@ -11104,6 +11410,9 @@ msgstr "Margen de Linea HL del Padre" msgid "Draw Guides" msgstr "Guías de Dibujo" +msgid "Dragging Unfold Wait Msec" +msgstr "Milisegundos de Espera para Desplegar al Arrastrar" + msgid "Scroll Border" msgstr "Borde del Scroll" @@ -11111,22 +11420,22 @@ msgid "Scroll Speed" msgstr "Velocidad del Scroll" msgid "Scrollbar Margin Left" -msgstr "Margen Izquierdo de Barra de Desplazamiento" +msgstr "Margen Izquierdo de Barra de Scroll" msgid "Scrollbar Margin Top" -msgstr "Margen Superior de Barra de Desplazamiento" +msgstr "Margen Superior de Barra de Scroll" msgid "Scrollbar Margin Right" -msgstr "Margen Derecho de Barra de Desplazamiento" +msgstr "Margen Derecho de Barra de Scroll" msgid "Scrollbar Margin Bottom" -msgstr "Margen Inferior de Barra de Desplazamiento" +msgstr "Margen Inferior de Barra de Scroll" msgid "Scrollbar H Separation" -msgstr "Separación H de Barra de Desplazamiento" +msgstr "Separación H de Barra de Scroll" msgid "Scrollbar V Separation" -msgstr "Separación V de Barra de Desplazamiento" +msgstr "Separación V de Barra de Scroll" msgid "Icon Margin" msgstr "Margen del Ícono" @@ -11161,6 +11470,15 @@ msgstr "Color de Fuente No Seleccionado" msgid "Drop Mark Color" msgstr "Color de Marcador de Soltar" +msgid "Icon Selected Color" +msgstr "Color de Icono Seleccionado" + +msgid "Icon Hovered Color" +msgstr "Color de Icono al Pasar el Ratón" + +msgid "Icon Unselected Color" +msgstr "Color de Icono No Seleccionado" + msgid "Side Margin" msgstr "Margen Lateral" @@ -11170,6 +11488,9 @@ msgstr "Separación de Ícono" msgid "Button Highlight" msgstr "Resaltado de Botón" +msgid "Hover Switch Wait Msec" +msgstr "Milisegundos de Espera para Cambiar al Pasar el Ratón" + msgid "SV Width" msgstr "Ancho SV" @@ -11479,8 +11800,11 @@ msgstr "Escala de Velocidad de Reproducción" msgid "Playback Mode" msgstr "Modo de Reproducción" +msgid "Random Pitch Semitones" +msgstr "Semitonos de Tono Aleatorio" + msgid "Random Volume Offset dB" -msgstr "Ajuste dB del Volúmen Aleatorio" +msgstr "Desplazamiento de Volumen Aleatorio dB" msgid "Streams" msgstr "Flujos" @@ -11579,7 +11903,7 @@ msgid "Predelay" msgstr "Retraso" msgid "Msec" -msgstr "Mseg" +msgstr "Milisegundos" msgid "Room Size" msgstr "Tamaño de Habitación" @@ -11620,6 +11944,9 @@ msgstr "Modo Altavoz" msgid "Video Quality" msgstr "Calidad de Video" +msgid "Audio Bit Depth" +msgstr "Profundidad de Bits de Audio" + msgid "OGV" msgstr "OGV" @@ -11681,10 +12008,10 @@ msgid "Geometry Face Color" msgstr "Color de la Cara de la Geometría" msgid "Geometry Edge Disabled Color" -msgstr "Color Deshabilitado del Borde de la Geometría" +msgstr "Color de Borde de Geometry Desactivado" msgid "Geometry Face Disabled Color" -msgstr "Color Deshabilitado de la Cara de la Geometria" +msgstr "Color de Cara de Geometry Desactivado" msgid "Link Connection Color" msgstr "Color de Enlace de Conexión" @@ -11740,6 +12067,9 @@ msgstr "Habilitar Radio de los Obstáculos" msgid "Enable Obstacles Static" msgstr "Habilitar Obstáculos Estáticos" +msgid "Navigation Engine" +msgstr "Motor de Navegación" + msgid "Default Cell Height" msgstr "Altura de Celda Predeterminada" @@ -11776,6 +12106,12 @@ msgstr "Gravedad Total" msgid "Center of Mass Local" msgstr "Centro de Masa Local" +msgid "Collide with Bodies" +msgstr "Colisionar con Cuerpos" + +msgid "Collide with Areas" +msgstr "Colisionar Con Áreas" + msgid "Canvas Instance ID" msgstr "ID de Instancia del Canvas" @@ -11902,6 +12238,9 @@ msgstr "Importar S3TC BPTC" msgid "Import ETC2 ASTC" msgstr "Importar ETC2 ASTC" +msgid "Compress with GPU" +msgstr "Compresión Con GPU" + msgid "Cache GPU Compressor" msgstr "Compresor de Caché GPU" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 61056636af..80d69f820f 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -164,8 +164,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-08 18:02+0000\n" -"Last-Translator: trobador \n" +"PO-Revision-Date: 2026-01-19 09:52+0000\n" +"Last-Translator: Posemartonis \n" "Language-Team: French \n" "Language: fr\n" @@ -173,7 +173,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.16-dev\n" msgid "Application" msgstr "Application" @@ -964,6 +964,9 @@ msgstr "Ratio de threads à basse priorité" msgid "Locale" msgstr "Localisation" +msgid "Plural Rules Override" +msgstr "Substitution de plusieurs règles" + msgid "Test" msgstr "Test" @@ -1720,6 +1723,12 @@ msgstr "Mode mise à l'échelle" msgid "Delimiter" msgstr "Délimiteur" +msgid "Unescape Keys" +msgstr "Touche Unescape" + +msgid "Unescape Translations" +msgstr "Traductions Unescape" + msgid "Character Ranges" msgstr "Intervalles de caractères" @@ -1846,6 +1855,12 @@ msgstr "SVG" msgid "Editor" msgstr "Éditeur" +msgid "Scale with Editor Scale" +msgstr "Se règle avec l'éditeur d'Échelle" + +msgid "Convert Colors with Editor Theme" +msgstr "Convertir les couleurs avec l'éditeur de thème" + msgid "Atlas File" msgstr "Fichier Atlas" @@ -2120,6 +2135,9 @@ msgstr "Police principale en gras" msgid "Code Font" msgstr "Police du code" +msgid "Dragging Hover Wait Seconds" +msgstr "Faire glisser en survol pendant quelque seconde" + msgid "Separate Distraction Mode" msgstr "Mode distraction séparée" @@ -3000,6 +3018,9 @@ msgstr "Taille des manipulateurs" msgid "Manipulator Gizmo Opacity" msgstr "Opacité des manipulateurs" +msgid "Show Gizmo During Rotation" +msgstr "Afficher le manipulateur pendant la rotation" + msgid "Grid Color" msgstr "Couleur de la grille" @@ -3042,6 +3063,9 @@ msgstr "Facteur de vitesse du zoom" msgid "Ruler Width" msgstr "Largeur de la règle" +msgid "Auto Resample Delay" +msgstr "Délai pour le ré-échantillonnage automatique" + msgid "Bone Mapper" msgstr "Mapper d'os" @@ -3480,6 +3504,9 @@ msgstr "XR" msgid "OpenXR" msgstr "OpenXR" +msgid "Target API Version" +msgstr "Version d'API choisie" + msgid "Default Action Map" msgstr "Carte d'action par défaut" @@ -3516,6 +3543,9 @@ msgstr "Utilitaires de débogage" msgid "Debug Message Types" msgstr "Types de message de débogage" +msgid "Frame Synthesis" +msgstr "Synthèse d'Image" + msgid "Hand Tracking" msgstr "Suivi des mains" @@ -3540,6 +3570,9 @@ msgstr "Activer les ancres persistantes" msgid "Enable Builtin Anchor Detection" msgstr "Activer la détection d'ancrage intégrée" +msgid "Enable Plane Tracking" +msgstr "Activer le suivi de plan" + msgid "Enable Builtin Plane Detection" msgstr "Activer la détection intégrée des plane" @@ -4203,6 +4236,9 @@ msgstr "Créer des animations" msgid "Animations" msgstr "Animations" +msgid "Handle Binary Image Mode" +msgstr "Mode de gestion d'image binaire" + msgid "Buffer View" msgstr "Vue du tampon" @@ -4767,15 +4803,42 @@ msgstr "Haptique à l'activation" msgid "Off Haptic" msgstr "Haptique à la désactivation" +msgid "Relax Frame Interval" +msgstr "Relâcher l'intervalle des trames" + msgid "On Threshold" msgstr "Seuil d'activation" msgid "Off Threshold" msgstr "Seuil de désactivation" +msgid "UUID" +msgstr "UUID" + +msgid "Entity" +msgstr "Entité" + +msgid "Spatial Tracking State" +msgstr "État de suivi spatial" + +msgid "April Dict" +msgstr "Avril Dict" + +msgid "Bounds Size" +msgstr "Bornes de taille" + +msgid "Marker Type" +msgstr "Type de marqueur" + msgid "Marker ID" msgstr "Marker ID" +msgid "Plane Alignment" +msgstr "Alignement du plan" + +msgid "Plane Label" +msgstr "Légende du plan" + msgid "Display Refresh Rate" msgstr "Afficher le taux de rafraichissement" @@ -4791,6 +4854,9 @@ msgstr "Fenêtre d'affichage de calque" msgid "Use Android Surface" msgstr "Utiliser surface Android" +msgid "Protected Content" +msgstr "Contenu protégé" + msgid "Android Surface Size" msgstr "Taille de la surface Android" @@ -4938,6 +5004,9 @@ msgstr "Délai de poignée de main expiré" msgid "Max Queued Packets" msgstr "Paquets en queue maximum" +msgid "Heartbeat Interval" +msgstr "Intervalle du battement de cœur" + msgid "Session Mode" msgstr "Mode de session" @@ -4980,6 +5049,18 @@ msgstr "Chemin du SDK Android" msgid "scrcpy" msgstr "scrcpy" +msgid "Virtual Display" +msgstr "Affichage virtuel" + +msgid "No Decorations" +msgstr "Aucune décoration" + +msgid "Local IME" +msgstr "IME locale" + +msgid "Screen Size" +msgstr "Taille de l'écran" + msgid "Force System User" msgstr "Forcer l'utilisateur système" @@ -5532,6 +5613,9 @@ msgstr "Icône 512 X 512" msgid "Emscripten Pool Size" msgstr "Place allouée pour Emscripten" +msgid "Godot Pool Size" +msgstr "Taille de Pool de Godot" + msgid "Windows" msgstr "Windows" @@ -6123,6 +6207,9 @@ msgstr "Coût de déplacement" msgid "Vertices" msgstr "Sommets" +msgid "NavigationPolygon" +msgstr "NavigationPolygon" + msgid "Affect Navigation Mesh" msgstr "Affecter le maillage de navigation" @@ -6616,6 +6703,9 @@ msgstr "Utiliser un squelette externe" msgid "External Skeleton" msgstr "Squelette externe" +msgid "Mutable Bone Axes" +msgstr "Axes d'os pouvant être désactivés" + msgid "Keep Aspect" msgstr "Garder l'aspect" @@ -6752,6 +6842,9 @@ msgstr "Itérations max" msgid "Min Distance" msgstr "Distance Minimale" +msgid "Angular Delta Limit" +msgstr "Limite de delta angulaire" + msgid "Deterministic" msgstr "Déterministe" @@ -7616,6 +7709,9 @@ msgstr "Courbe de fondu de sortie" msgid "Break Loop at End" msgstr "Arrêter la boucle à la fin" +msgid "Abort on Reset" +msgstr "Abandon lors de la réinitialisation" + msgid "Auto Restart" msgstr "Redémarrage Automatique" @@ -7841,6 +7937,9 @@ msgstr "Dessiner une ligne de nombres" msgid "Zero Pad Line Numbers" msgstr "Remplissage par des zéros des numéro de ligne" +msgid "Line Numbers Min Digits" +msgstr "Chiffres minimums du nombre de lignes" + msgid "Draw Fold Gutter" msgstr "Dessiner le bandeau de pli" @@ -7952,6 +8051,9 @@ msgstr "Direction d'expansion" msgid "Pivot Offset" msgstr "Décalage du Pivot" +msgid "Pivot Offset Ratio" +msgstr "Facteur du Décalage du Pivot" + msgid "Container Sizing" msgstr "Dimensionnement du conteneur" @@ -8084,6 +8186,12 @@ msgstr "Liste récente activé" msgid "Layout Toggle Enabled" msgstr "Toggle disposition activé" +msgid "Overwrite Warning Enabled" +msgstr "Alerte de redéfinition activée" + +msgid "Deleting Enabled" +msgstr "Suppression Activée" + msgid "Last Wrap Alignment" msgstr "Alignement du dernier retour à la ligne" @@ -8174,6 +8282,9 @@ msgstr "Peut être glissé" msgid "Selected" msgstr "Sélectionné" +msgid "Scaling Menus" +msgstr "Mise à l'échelle des menus" + msgid "Autoshrink Enabled" msgstr "Rétrécissement automatique activé" @@ -8219,6 +8330,12 @@ msgstr "Hauteur Auto" msgid "Wraparound Items" msgstr "Éléments enveloppants" +msgid "Scroll Hint Mode" +msgstr "Mode de défilement conseillé" + +msgid "Tile Scroll Hint" +msgstr "Défilement par suggestion de tuile" + msgid "Items" msgstr "Objets" @@ -8315,6 +8432,12 @@ msgstr "Dessiner les caractères de contrôle" msgid "Select All on Focus" msgstr "Sélectionner tous au focus" +msgid "Virtual Keyboard" +msgstr "Clavier virtuel" + +msgid "Show on Focus" +msgstr "Montrer sur Focus" + msgid "Blink" msgstr "Clignoter" @@ -8339,6 +8462,12 @@ msgstr "Caractère" msgid "Right Icon" msgstr "Icône droite" +msgid "Icon Expand Mode" +msgstr "Mode d'expansion d’icône" + +msgid "Right Icon Scale" +msgstr "Échelle de l'Icône droite" + msgid "Underline" msgstr "Souligner" @@ -8387,6 +8516,12 @@ msgstr "Identifiant du système de menu" msgid "Prefer Native Menu" msgstr "Préférer le menu natif" +msgid "Shrink Height" +msgstr "Réduction de la hauteur" + +msgid "Shrink Width" +msgstr "Réduction de la largeur" + msgid "Fill Mode" msgstr "Mode de Remplissage" @@ -8495,6 +8630,21 @@ msgstr "Suivre le focus" msgid "Draw Focus Border" msgstr "Dessiner le bord du focus" +msgid "Scrollbar" +msgstr "Barre de défilement" + +msgid "Scroll Horizontal" +msgstr "Défilement horizontal" + +msgid "Scroll Vertical" +msgstr "Défilement vertical" + +msgid "Scroll Horizontal Custom Step" +msgstr "Défilement horizontal à pas personnalisé" + +msgid "Scroll Vertical Custom Step" +msgstr "Défilement vertical à pas personnalisé" + msgid "Horizontal Scroll Mode" msgstr "Mode défilement horizontal" @@ -8504,6 +8654,9 @@ msgstr "Mode défilement vertical" msgid "Scroll Deadzone" msgstr "Zone morte du défilement" +msgid "Scroll Hint" +msgstr "Défilement par suggestion" + msgid "Default Scroll Deadzone" msgstr "Zone morte par défaut du défilement" @@ -8525,6 +8678,9 @@ msgstr "Mettre à jour au changement de texte" msgid "Custom Arrow Step" msgstr "Étape personnalisée de flèche" +msgid "Custom Arrow Round" +msgstr "Rond de flèche personnalisé" + msgid "Collapsed" msgstr "Réduit" @@ -8567,6 +8723,9 @@ msgstr "Alignement d'onglet" msgid "Clip Tabs" msgstr "Accrocher les onglets" +msgid "Close with Middle Mouse" +msgstr "Fermer avec le bouton du milieu de la souris" + msgid "Tab Close Display Policy" msgstr "Stratégie d'affichage du bouton de fermeture d'onglet" @@ -8579,12 +8738,18 @@ msgstr "Défilement activé" msgid "Drag to Rearrange Enabled" msgstr "Glisser pour réorganiser activé" +msgid "Switch on Drag Hover" +msgstr "Changer au survol" + msgid "Tabs Rearrange Group" msgstr "Groupe de réagencement des onglets" msgid "Scroll to Selected" msgstr "Défiler pour les sélectionnés" +msgid "Select with RMB" +msgstr "Sélectionner avec le clic droit" + msgid "Deselect Enabled" msgstr "Dé-sélection activée" @@ -8636,6 +8801,9 @@ msgstr "Déplacer avec clic droit" msgid "Multiple" msgstr "Multiple" +msgid "Word Separators" +msgstr "Séparateurs de mots" + msgid "Syntax Highlighter" msgstr "Coloration syntaxique" @@ -8715,6 +8883,9 @@ msgstr "Cacher les plis" msgid "Enable Recursive Folding" msgstr "Activer la réduction récursive" +msgid "Enable Drag Unfolding" +msgstr "Activer le dépliage au drag-and-drop" + msgid "Hide Root" msgstr "Masquer la Racine" @@ -9078,9 +9249,18 @@ msgstr "Mode Nettoyage" msgid "Current Screen" msgstr "Écran actuel" +msgid "Nonclient Area" +msgstr "Zone Nonclient" + msgid "Mouse Passthrough Polygon" msgstr "Polygone de passage de la souris" +msgid "Wrap Controls" +msgstr "Contrôle de rebouclage" + +msgid "Transient to Focused" +msgstr "Transitoire vers Focusé" + msgid "Exclusive" msgstr "Exclusif" @@ -9099,6 +9279,9 @@ msgstr "Passage de souris" msgid "Exclude From Capture" msgstr "Exclure de la capture" +msgid "Popup Wm Hint" +msgstr "Fenêtre contextuelle de suggestion Wm" + msgid "Force Native" msgstr "Forcer le natif" @@ -9195,6 +9378,9 @@ msgstr "Longueur de chaine de données CCDIK" msgid "FABRIK Data Chain Length" msgstr "Longueur de chaine de données FABRIK" +msgid "Jiggle Data Chain Length" +msgstr "Ajuster la longueur de la chaine de données" + msgid "Default Joint Settings" msgstr "Préférences d'articulation par défaut" @@ -9375,6 +9561,9 @@ msgstr "Item" msgid "Mesh Transform" msgstr "Transformation de Mesh" +msgid "Mesh Cast Shadow" +msgstr "Maillage des ombres projetées" + msgid "Navigation Mesh Transform" msgstr "Transformation de maillage de navigation" @@ -9687,6 +9876,9 @@ msgstr "Carte tonale" msgid "White" msgstr "Blanc" +msgid "SSR" +msgstr "SSR" + msgid "Fade In" msgstr "Fondu entrant" @@ -9720,6 +9912,9 @@ msgstr "Influence du canal AO" msgid "SSIL" msgstr "SSIL" +msgid "Normal Rejection" +msgstr "Rejet normal" + msgid "SDFGI" msgstr "SDFGI" @@ -9831,6 +10026,9 @@ msgstr "Injection GI" msgid "Anisotropy" msgstr "Anisotropie" +msgid "Detail Spread" +msgstr "Distribution des détails" + msgid "Temporal Reprojection" msgstr "Reprojection Temporelle" @@ -9858,6 +10056,9 @@ msgstr "Glyphe" msgid "Space" msgstr "Espace" +msgid "Baseline" +msgstr "Ligne de base" + msgid "Font Names" msgstr "Noms de police" @@ -9867,6 +10068,9 @@ msgstr "Police italique" msgid "Font Weight" msgstr "Poids de la police" +msgid "Font Stretch" +msgstr "Étirement de la police" + msgid "Interpolation" msgstr "Interpolation" @@ -9996,6 +10200,9 @@ msgstr "Inverser la texture" msgid "Subsurf Scatter" msgstr "Transluminescence" +msgid "Skin Mode" +msgstr "Mode d'Enveloppe" + msgid "Transmittance" msgstr "Transmittance" @@ -10005,6 +10212,9 @@ msgstr "Boost" msgid "Back Lighting" msgstr "Éclairage arrière" +msgid "Backlight" +msgstr "Lumières pré-calculées" + msgid "Refraction" msgstr "Réfraction" @@ -10032,6 +10242,9 @@ msgstr "Ombres" msgid "Disable Receive Shadows" msgstr "Désactiver la réception d'ombres" +msgid "Shadow to Opacity" +msgstr "Ombre vers opacité" + msgid "Keep Scale" msgstr "Garder l'échelle" @@ -10056,6 +10269,12 @@ msgstr "Taille de point" msgid "Use Particle Trails" msgstr "Utiliser des trainées de particule" +msgid "Use Z Clip Scale" +msgstr "Utiliser l'échelle Z Clip" + +msgid "Z Clip Scale" +msgstr "Échelle Z Clip" + msgid "Use FOV Override" msgstr "Utiliser redéfinition champ de vision" @@ -10071,6 +10290,9 @@ msgstr "CDSM" msgid "Pixel Range" msgstr "Plage de pixels" +msgid "Stencil" +msgstr "Pochoir" + msgid "Compare" msgstr "Comparer" @@ -10092,6 +10314,9 @@ msgstr "Indice de taille de la texture de lumière" msgid "Blend Shape Mode" msgstr "Mode de Blend Shape" +msgid "Shadow Mesh" +msgstr "Maillage des ombres" + msgid "Base Texture" msgstr "Texture de base" @@ -10200,6 +10425,9 @@ msgstr "Rayon de l'anneau d'émission" msgid "Emission Ring Inner Radius" msgstr "Rayon de l'anneau intérieur d'émission" +msgid "Emission Ring Cone Angle" +msgstr "Angle du cône de l'anneau d'émission" + msgid "Inherit Velocity Ratio" msgstr "Hériter le ratio de vitesse" @@ -10230,6 +10458,12 @@ msgstr "Interaction avec attracteurs" msgid "Scale Curve" msgstr "Courbe d'échelle" +msgid "Scale Over Velocity" +msgstr "Varie en fonction de la vitesse" + +msgid "Scale over Velocity Curve" +msgstr "Varie en fonction de la courbe de la vitesse" + msgid "Color Curves" msgstr "Courbes de couleur" @@ -10248,6 +10482,12 @@ msgstr "Force du bruit" msgid "Noise Scale" msgstr "Échelle du bruit" +msgid "Noise Speed" +msgstr "Vitesse du bruit" + +msgid "Noise Speed Random" +msgstr "Vitesse du bruit aléatoire" + msgid "Influence over Life" msgstr "Influence durant la vie" @@ -10257,6 +10497,9 @@ msgstr "Utiliser l'échelle" msgid "Amount at End" msgstr "Quantité à la fin" +msgid "Amount at Collision" +msgstr "Quantité lors de la collision" + msgid "Amount at Start" msgstr "Quantité au départ" @@ -10353,9 +10596,15 @@ msgstr "Colorer les régions" msgid "Preserve Invalid" msgstr "Conserver invalides" +msgid "Preserve Control" +msgstr "Garder le contrôle" + msgid "Custom Punctuation" msgstr "Ponctuation personnalisée" +msgid "Break Flags" +msgstr "Casse les options" + msgid "Default Base Scale" msgstr "Échelle de base par défaut" @@ -10374,6 +10623,12 @@ msgstr "Port de sortie pour l'aperçu" msgid "Modes" msgstr "Modes" +msgid "Stencil Modes" +msgstr "Modes de pochoir" + +msgid "Stencil Flags" +msgstr "Options de pochoir" + msgid "Input Name" msgstr "Nom de l'entrée" @@ -10383,6 +10638,12 @@ msgstr "Nom de paramètre" msgid "Qualifier" msgstr "Qualificatif" +msgid "Instance Index" +msgstr "Position d'instance" + +msgid "Autoshrink" +msgstr "Réduction automatique" + msgid "Varying Name" msgstr "Nom du varying" @@ -10422,6 +10683,9 @@ msgstr "Couleur par défaut" msgid "Texture Repeat" msgstr "Répétition de texture" +msgid "Texture Source" +msgstr "Source de texture" + msgid "Billboard Type" msgstr "Mode Billboard" @@ -10560,6 +10824,9 @@ msgstr "Taille des contours d'ombre" msgid "Font Selected Color" msgstr "Couleur de police sélectionnée" +msgid "Font Uneditable Color" +msgstr "Couleur de police non-éditable" + msgid "Font Placeholder Color" msgstr "Couleur de police de remplacement" @@ -10812,12 +11079,27 @@ msgstr "Séparateur entre boutons haut et bas" msgid "Buttons Vertical Separation" msgstr "Séparation verticale des boutons" +msgid "Field and Buttons Separation" +msgstr "Séparation des boutons et champs" + msgid "Buttons Width" msgstr "Largeur des boutons" msgid "Set Min Buttons Width From Icons" msgstr "Définir la largeur minimale des buttons avec les icônes" +msgid "Scroll Hint Vertical" +msgstr "Défilement vertical assisté" + +msgid "Scroll Hint Horizontal" +msgstr "Défilement horizontal assisté" + +msgid "Scroll Hint Vertical Color" +msgstr "Couleur du défilement vertical assisté" + +msgid "Scroll Hint Horizontal Color" +msgstr "Couleur du défilement horizontal assisté" + msgid "Embedded Border" msgstr "Bordure embarquée" @@ -10830,6 +11112,9 @@ msgstr "Police du titre" msgid "Title Font Size" msgstr "Taille de la police du titre" +msgid "Title Outline Size" +msgstr "Taille du contour du titre" + msgid "Title Height" msgstr "Hauteur du titre" @@ -10941,6 +11226,15 @@ msgstr "Séparation V" msgid "Separator Outline Size" msgstr "Taille du contour du séparateur" +msgid "Item Start Padding" +msgstr "Remplissage de début d'élément" + +msgid "Item End Padding" +msgstr "Remplissage de fin d'élément" + +msgid "Gutter Compact" +msgstr "Bandeau compact" + msgid "Panel Selected" msgstr "Panneau sélectionné" @@ -10965,6 +11259,9 @@ msgstr "Redimensionneur" msgid "Resizer Color" msgstr "Couleur du redimensionneur" +msgid "Port H Offset" +msgstr "Décalage du port H" + msgid "Hovered" msgstr "Survolé" @@ -11043,6 +11340,9 @@ msgstr "Couleur de ligne des enfants HL" msgid "Custom Button Font Highlight" msgstr "Surlignage Personnalisé de la Police du Bouton" +msgid "Scroll Hint Color" +msgstr "Couleur de défilement assisté" + msgid "Item Margin" msgstr "Marge d'élément" @@ -11058,6 +11358,12 @@ msgstr "Marge de droite de l'élément intérieur" msgid "Inner Item Margin Top" msgstr "Marge du haut de l'élément intérieur" +msgid "Check H Separation" +msgstr "Vérifier la séparation H" + +msgid "Icon H Separation" +msgstr "Séparation de l'icône H" + msgid "Button Margin" msgstr "Marge de bouton" @@ -11073,6 +11379,9 @@ msgstr "Largeur de ligne d'enfants HL" msgid "Draw Guides" msgstr "Afficher les guides" +msgid "Dragging Unfold Wait Msec" +msgstr "Temps d'attente de dépliage en Msec" + msgid "Scroll Border" msgstr "Bordure de la barre de défilement" @@ -11094,6 +11403,9 @@ msgstr "Marge du bas de la barre de défilement" msgid "Scrollbar H Separation" msgstr "Séparation horizontale de barre de défilement" +msgid "Scrollbar V Separation" +msgstr "Séparation de la barre de défilement V" + msgid "Icon Margin" msgstr "Marge d’icône" @@ -11121,6 +11433,15 @@ msgstr "Menu au survol" msgid "Font Unselected Color" msgstr "Couleur de police insélectionnée" +msgid "Icon Selected Color" +msgstr "Couleur d’icône sélectionnée" + +msgid "Icon Hovered Color" +msgstr "Couleur d'icône au survol" + +msgid "Icon Unselected Color" +msgstr "Couleur de police désélectionnée" + msgid "Side Margin" msgstr "Marge de coté" @@ -11130,6 +11451,9 @@ msgstr "Séparation d'icône" msgid "Button Highlight" msgstr "Surlignage de bouton" +msgid "Hover Switch Wait Msec" +msgstr "Temps d'attente de survol en Msec" + msgid "SV Width" msgstr "Largeur SV" @@ -11148,12 +11472,18 @@ msgstr "Focus échantillon" msgid "Picker Focus Rectangle" msgstr "Rectangle de focus du sélecteur" +msgid "Picker Focus Circle" +msgstr "Cercle de focus du sélecteur" + msgid "Focused not Editing Cursor Color" msgstr "Couleur du curseur avec focus sans modification" msgid "Menu Option" msgstr "Menu des options" +msgid "Folded Arrow" +msgstr "Flèche pliée" + msgid "Expanded Arrow" msgstr "Flèche étendue" @@ -11163,6 +11493,12 @@ msgstr "Sélecteur d'écran" msgid "Shape Circle" msgstr "Forme de cercle" +msgid "Shape Rect" +msgstr "Forme de Rect" + +msgid "Shape Rect Wheel" +msgstr "Forme de roue pour un Rect" + msgid "Add Preset" msgstr "Ajouter préréglage" @@ -11193,9 +11529,15 @@ msgstr "Arrière-plan" msgid "Preset FG" msgstr "Préréglage avant-plan" +msgid "Preset Focus" +msgstr "Préréglage de focus" + msgid "Preset BG" msgstr "Préréglage arrière-plan" +msgid "Horizontal Rule" +msgstr "Règle horizontale" + msgid "Normal Font" msgstr "Police normale" @@ -11271,9 +11613,15 @@ msgstr "Marge à droite" msgid "Margin Bottom" msgstr "Marge en bas" +msgid "Minimum Grab Thickness" +msgstr "Épaisseur minimal pour attraper" + msgid "Autohide" msgstr "Cacher automatiquement" +msgid "Split Bar Background" +msgstr "Arrière plan de la barre de séparation" + msgid "Zoom Out" msgstr "Dézoomer" @@ -11313,9 +11661,30 @@ msgstr "Activité" msgid "Connection Hover Tint Color" msgstr "Couleur de la teinte au survol d'une connexion" +msgid "Connection Hover Thickness" +msgstr "Épaisseur au survol d'une connexion" + +msgid "Connection Valid Target Tint Color" +msgstr "Couleur de la teinte d'une connexion valide de cible" + msgid "Title Panel" msgstr "Panneau du titre" +msgid "Title Hover Panel" +msgstr "Panneau de titre survolé" + +msgid "Title Collapsed Panel" +msgstr "Panneau de titre réduit" + +msgid "Title Collapsed Hover Panel" +msgstr "Survol du panneau des titres compactés" + +msgid "Hover Font Color" +msgstr "Couleur au survol de la police" + +msgid "Collapsed Font Color" +msgstr "Couleur de la police réduite" + msgid "Default Theme Scale" msgstr "Thème par défaut de l'échelle" @@ -11517,12 +11886,18 @@ msgstr "Régions inclues" msgid "Path Types" msgstr "Types de chemin" +msgid "Path Owner IDs" +msgstr "Chemin des identités de propriétaire" + msgid "Path Length" msgstr "Longueur du chemin" msgid "Default Cell Size" msgstr "Taille de cellule par défaut" +msgid "Merge Rasterizer Cell Scale" +msgstr "Fusionner l'échelle des cellules de rastériseur" + msgid "Default Edge Connection Margin" msgstr "Marge de connexion des bords par défaut" @@ -11547,6 +11922,9 @@ msgstr "Couleur de géométrie de face désactivée" msgid "Link Connection Color" msgstr "Lier la couleur de connexion" +msgid "Link Connection Disabled Color" +msgstr "Lier la couleur à une connexion désactivée" + msgid "Agent Path Color" msgstr "Couleur de chemin d'agent" @@ -11775,6 +12153,9 @@ msgstr "Traitement en lot" msgid "Item Buffer Size" msgstr "Taille d'élément du buffer" +msgid "Uniform Set Cache Size" +msgstr "Définition uniforme de la taille de cache" + msgid "Shader Compiler" msgstr "Compilateur de Shader" @@ -12105,6 +12486,9 @@ msgstr "Inclure les données textuelles de serveur" msgid "Has Tracking Data" msgstr "Possède des données de suivi" +msgid "Body Flags" +msgstr "Option du corps" + msgid "Blend Shapes" msgstr "Blend Shapes" diff --git a/editor/translations/properties/ga.po b/editor/translations/properties/ga.po index f3614ed6ca..5b15a21d64 100644 --- a/editor/translations/properties/ga.po +++ b/editor/translations/properties/ga.po @@ -3,12 +3,12 @@ # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # Rónán Quill , 2019, 2020. -# Aindriú Mac Giolla Eoin , 2024, 2025. +# Aindriú Mac Giolla Eoin , 2024, 2025, 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-12-21 09:00+0000\n" +"PO-Revision-Date: 2026-01-17 13:01+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin \n" "Language-Team: Irish \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 " "&& n<11) ? 3 : 4;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Feidhmchlár" @@ -2861,6 +2861,9 @@ msgstr "Manipulator Gizmo Méid" msgid "Manipulator Gizmo Opacity" msgstr "Teimhneacht Manipulator Gizmo" +msgid "Show Gizmo During Rotation" +msgstr "Taispeáin Gizmo le linn Rothlú" + msgid "Grid Color" msgstr "Dath na Greille" @@ -2903,6 +2906,9 @@ msgstr "Fachtóir Luas Súmáil" msgid "Ruler Width" msgstr "Leithead an Rialóra" +msgid "Auto Resample Delay" +msgstr "Moill Athshamplála Uathoibríoch" + msgid "Bone Mapper" msgstr "Mapper Cnámh" @@ -8365,6 +8371,12 @@ msgstr "Aitheantas an Roghchláir Chórais" msgid "Prefer Native Menu" msgstr "Is Fearr Roghchlár Dúchasach" +msgid "Shrink Height" +msgstr "Airde Laghdaigh" + +msgid "Shrink Width" +msgstr "Leithead Laghdaigh" + msgid "Fill Mode" msgstr "Mód Líonta" @@ -10973,6 +10985,12 @@ msgstr "Leid Scrollaigh Ingearach" msgid "Scroll Hint Horizontal" msgstr "Leid Scrollaigh Cothrománach" +msgid "Scroll Hint Vertical Color" +msgstr "Dath Ingearach Leid Scrollaigh" + +msgid "Scroll Hint Horizontal Color" +msgstr "Leid Scrollaigh Dath Cothrománach" + msgid "Embedded Border" msgstr "Teorainn Leabaithe" @@ -11237,6 +11255,9 @@ msgstr "Dath Líne HL Leanaí" msgid "Custom Button Font Highlight" msgstr "Aibhsiú Cló Cnaipe Saincheaptha" +msgid "Scroll Hint Color" +msgstr "Dath Leid Scrollaigh" + msgid "Item Margin" msgstr "Imeall Míre" @@ -11252,6 +11273,12 @@ msgstr "Imeall Míre Istigh Ar Dheis" msgid "Inner Item Margin Top" msgstr "Barr Imeall Míre Istigh" +msgid "Check H Separation" +msgstr "Seiceáil Deighilt H" + +msgid "Icon H Separation" +msgstr "Deilbhín H Deighilt" + msgid "Button Margin" msgstr "Imeall na gCnaipí" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index 2dd8153724..b619fa9a18 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -97,13 +97,14 @@ # Adriano Inghingolo , 2025. # Pietro Marini , 2025. # shifenis , 2026. +# Alex B , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-05 13:02+0000\n" -"Last-Translator: shifenis \n" +"PO-Revision-Date: 2026-01-18 16:02+0000\n" +"Last-Translator: Alex B \n" "Language-Team: Italian \n" "Language: it\n" @@ -111,7 +112,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Applicazione" @@ -425,6 +426,9 @@ msgstr "Comune" msgid "Snap Controls to Pixels" msgstr "Scatta i nodi Control ai pixel" +msgid "Show Focus State on Pointer Event" +msgstr "Mostra lo stato di messa a fuoco sull'evento del puntatore" + msgid "Fonts" msgstr "Font" @@ -1610,6 +1614,9 @@ msgstr "Modalità di scala" msgid "Delimiter" msgstr "Delimitatore" +msgid "Unescape Keys" +msgstr "Tasti di Escape" + msgid "Character Ranges" msgstr "Intervalli dei caratteri" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index 59cccca119..31bb073fea 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -59,14 +59,14 @@ # rion , 2025. # Bagumeon , 2025. # Viktor Jagebrant , 2025. -# Myeongjin , 2025. +# Myeongjin , 2025, 2026. # johann carlo florin , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-25 23:00+0000\n" +"PO-Revision-Date: 2026-01-14 21:31+0000\n" "Last-Translator: Myeongjin \n" "Language-Team: Japanese \n" @@ -75,7 +75,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "アプリ" @@ -132,7 +132,7 @@ msgid "Auto Accept Quit" msgstr "プログラム終了を自動的に受け入れる" msgid "Quit on Go Back" -msgstr "戻るボタンで終了 (Android)" +msgstr "戻るボタンで終了" msgid "Accessibility" msgstr "アクセシビリティ" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index e38602ab61..3a16ed55b9 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -62,8 +62,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-13 19:01+0000\n" -"Last-Translator: nulta \n" +"PO-Revision-Date: 2026-01-15 08:07+0000\n" +"Last-Translator: Myeongjin \n" "Language-Team: Korean \n" "Language: ko\n" @@ -71,7 +71,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.2-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "애플리케이션" @@ -128,10 +128,10 @@ msgid "Main Loop Type" msgstr "메인 루프 유형" msgid "Auto Accept Quit" -msgstr "종료 요청 자동 수락" +msgstr "종료를 자동 수락" msgid "Quit on Go Back" -msgstr "뒤로 가기 시 자동 종료 (Android)" +msgstr "뒤로 가기 시 종료" msgid "Accessibility" msgstr "접근성" @@ -146,7 +146,7 @@ msgid "Updates per Second" msgstr "초당 업데이트 수" msgid "Display" -msgstr "디스플레이" +msgstr "표시" msgid "Window" msgstr "창" @@ -179,7 +179,7 @@ msgid "Borderless" msgstr "테두리 없음" msgid "Always on Top" -msgstr "항상 위에 표시" +msgstr "항상 위" msgid "Transparent" msgstr "투명" @@ -194,10 +194,10 @@ msgid "Sharp Corners" msgstr "각진 모서리" msgid "Minimize Disabled" -msgstr "최소화 비활성화" +msgstr "최소화 비활성화됨" msgid "Maximize Disabled" -msgstr "최대화 비활성화" +msgstr "최대화 비활성화됨" msgid "Window Width Override" msgstr "창 너비 오버라이드" @@ -257,13 +257,13 @@ msgid "Session Category" msgstr "세션 카테고리" msgid "Mix with Others" -msgstr "다른 것과 혼합" +msgstr "다른 소리와 혼합" msgid "Subwindows" -msgstr "보조 창" +msgstr "하위 창" msgid "Embed Subwindows" -msgstr "보조 창 내장" +msgstr "하위 창 임베딩" msgid "Frame Pacing" msgstr "프레임 간격" @@ -380,7 +380,7 @@ msgid "Incremental Search Max Interval Msec" msgstr "증분 검색의 최대 간격 밀리초" msgid "Tooltip Delay (sec)" -msgstr "툴팁 딜레이 (초)" +msgstr "툴팁 지연 (초)" msgid "Common" msgstr "일반" @@ -392,7 +392,7 @@ msgid "Snap Controls to Pixels" msgstr "컨트롤을 픽셀에 스냅" msgid "Show Focus State on Pointer Event" -msgstr "포인터 이벤트에 포커스 상태 보이기" +msgstr "포인터 이벤트 시 포커스 상태 보이기" msgid "Fonts" msgstr "글꼴" @@ -443,16 +443,16 @@ msgid "Vulkan" msgstr "Vulkan" msgid "Max Descriptors per Pool" -msgstr "풀 당 최대 디스크립터" +msgstr "풀 당 최대 설명자" msgid "D3D12" msgstr "D3D12" msgid "Max Resource Descriptors" -msgstr "최대 리소스 디스크립터" +msgstr "최대 리소스 설명자" msgid "Max Sampler Descriptors" -msgstr "최대 샘플러 디스크립터" +msgstr "최대 샘플러 설명자" msgid "Agility SDK Version" msgstr "Agility SDK 버전" @@ -1412,7 +1412,7 @@ msgid "Loop Mode" msgstr "루프 모드" msgid "Keep Custom Tracks" -msgstr "맞춤 트랙 유지" +msgstr "커스텀 트랙 유지" msgid "Slices" msgstr "썰기" @@ -1622,10 +1622,10 @@ msgid "Delimiter" msgstr "한정자" msgid "Unescape Keys" -msgstr "탈출 취소 키" +msgstr "반탈출 키" msgid "Unescape Translations" -msgstr "탈출 취소 번역" +msgstr "반탈출 번역" msgid "Character Ranges" msgstr "문자 범위" @@ -1754,10 +1754,10 @@ msgid "Editor" msgstr "편집기" msgid "Scale with Editor Scale" -msgstr "편집기 스케일로 스케일" +msgstr "편집기 스케일에 따라 스케일" msgid "Convert Colors with Editor Theme" -msgstr "색상을 편집기 테마로 변환" +msgstr "편집기 테마에 따라 색상 변환" msgid "Atlas File" msgstr "아틀라스 파일" @@ -2322,7 +2322,7 @@ msgid "Max Results" msgstr "최대 결과 수" msgid "Instant Preview" -msgstr "인스턴스 미리보기" +msgstr "즉시 미리보기" msgid "Show Search Highlight" msgstr "검색 강조 보이기" @@ -2568,7 +2568,7 @@ msgid "Convert Indent on Save" msgstr "저장 시 들여쓰기 변환" msgid "Auto Reload Scripts on External Change" -msgstr "외부에서 변경 시 스크립트 자동 다시 불러옴" +msgstr "외부에서 변경 시 스크립트 자동 다시 불러오기" msgid "Auto Reload and Parse Scripts on Save" msgstr "저장 시 스크립트 자동 다시 불러오고 파싱" @@ -2628,7 +2628,7 @@ msgid "Idle Parse Delay" msgstr "유휴 구문 분석 지연" msgid "Idle Parse Delay with Errors Found" -msgstr "오류 발견으로 유휴 구문 분석 지연" +msgstr "오류 발견 시 유휴 구문 분석 지연" msgid "Auto Brace Complete" msgstr "자동 중괄호 완성" @@ -2652,7 +2652,7 @@ msgid "Add String Name Literals" msgstr "문자열 이름 리터럴 추가" msgid "Add Node Path Literals" -msgstr "NodePath 리터럴 자동 완성" +msgstr "노드 경로 리터럴 추가" msgid "Use Single Quotes" msgstr "홑따옴표 사용" @@ -2915,6 +2915,9 @@ msgstr "조작기 기즈모 크기" msgid "Manipulator Gizmo Opacity" msgstr "조작기 기즈모 불투명도" +msgid "Show Gizmo During Rotation" +msgstr "회전하는 동안 기즈모 보이기" + msgid "Grid Color" msgstr "격자 색상" @@ -2957,6 +2960,9 @@ msgstr "확대/축소 속도 계수" msgid "Ruler Width" msgstr "자 너비" +msgid "Auto Resample Delay" +msgstr "자동 리샘플링 지연" + msgid "Bone Mapper" msgstr "본 매퍼" @@ -3012,7 +3018,7 @@ msgid "Show Previous Outline" msgstr "이전 윤곽선 보이기" msgid "Auto Bake Delay" -msgstr "자동 굽기 딜레이" +msgstr "자동 굽기 지연" msgid "Default Animation Step" msgstr "디폴트 애니메이션 단계" @@ -3036,7 +3042,7 @@ msgid "Default Create Reset Tracks" msgstr "디폴트 재설정 트랙 만들기" msgid "Insert at Current Time" -msgstr "현재 시간에서 삽입" +msgstr "현재 시간에 삽입" msgid "Onion Layers Past Color" msgstr "양파 레이어 과거 색상" @@ -3375,7 +3381,7 @@ msgid "Output Latency" msgstr "출력 레이턴시" msgid "Frame Delay Msec" -msgstr "프레임 딜레이 밀리초" +msgstr "프레임 지연 밀리초" msgid "Allow High Refresh Rate" msgstr "높은 주사율 허용" @@ -3453,7 +3459,7 @@ msgid "Enable Spatial Anchors" msgstr "공간 앵커 활성화" msgid "Enable Persistent Anchors" -msgstr "지속 앵커 활성화" +msgstr "영구 앵커 활성화" msgid "Enable Builtin Anchor Detection" msgstr "내장 앵커 감지 활성화" @@ -3564,7 +3570,7 @@ msgid "Solution Directory" msgstr "솔루션 디렉터리" msgid "Assembly Reload Attempts" -msgstr "어셈블리 다시 불러옴 시도 횟수" +msgstr "어셈블리 다시 불러오기 시도 횟수" msgid "Time" msgstr "시간" @@ -4128,7 +4134,7 @@ msgid "Animations" msgstr "애니메이션" msgid "Handle Binary Image Mode" -msgstr "핸들 바이너리 이미지 모드" +msgstr "바이너리 이미지 핸들 모드" msgid "Buffer View" msgstr "버퍼 보기" @@ -5226,7 +5232,7 @@ msgid "Distribution Type" msgstr "배포 유형" msgid "Liquid Glass Icon" -msgstr "액체 유리 아이콘" +msgstr "Liquid Glass 아이콘" msgid "Copyright Localized" msgstr "저작권 현지화됨" @@ -5268,13 +5274,13 @@ msgid "Codesign" msgstr "코드 서명" msgid "Installer Identity" -msgstr "인스톨러 아이덴티티" +msgstr "인스톨러 식별자" msgid "Apple Team ID" msgstr "Apple 팀 ID" msgid "Identity" -msgstr "아이덴티티" +msgstr "식별자" msgid "Certificate File" msgstr "인증서 파일" @@ -5478,7 +5484,7 @@ msgid "Head Include" msgstr "Head 포함" msgid "Canvas Resize Policy" -msgstr "Canvas 크기 조정 방식" +msgstr "Canvas 크기 조절 방식" msgid "Focus Canvas on Start" msgstr "시작할 때 Canvas에 포커스" @@ -5520,7 +5526,7 @@ msgid "osslsigncode" msgstr "osslsigncode" msgid "Identity Type" -msgstr "아이덴티티 유형" +msgstr "식별자 유형" msgid "Timestamp" msgstr "타임스탬프" @@ -5913,7 +5919,7 @@ msgid "Sections" msgstr "섹션" msgid "Section Subdivisions" -msgstr "섹션 세분" +msgstr "섹션 분할" msgid "Process Material" msgstr "처리 머티리얼" @@ -7130,7 +7136,7 @@ msgid "Source Path" msgstr "소스 경로" msgid "Reverb Bus" -msgstr "리버브 버스" +msgstr "반향 버스" msgid "Uniformity" msgstr "균일성" @@ -8419,6 +8425,12 @@ msgstr "시스템 메뉴 ID" msgid "Prefer Native Menu" msgstr "네이티브 메뉴 선호" +msgid "Shrink Height" +msgstr "수축 높이" + +msgid "Shrink Width" +msgstr "수축 너비" + msgid "Fill Mode" msgstr "채우기 모드" @@ -8579,7 +8591,7 @@ msgid "Custom Arrow Round" msgstr "커스텀 화살표 둥글기" msgid "Split Offsets" -msgstr "분할 오프셋" +msgstr "오프셋 분할" msgid "Collapsed" msgstr "접힘" @@ -9990,7 +10002,7 @@ msgid "Color Space" msgstr "색공간" msgid "Raw Data" -msgstr "원본 데이터" +msgstr "원형 데이터" msgid "Offsets" msgstr "오프셋" @@ -11027,6 +11039,12 @@ msgstr "스크롤 힌트 세로" msgid "Scroll Hint Horizontal" msgstr "스크롤 힌트 가로" +msgid "Scroll Hint Vertical Color" +msgstr "스크롤 힌트 세로 색상" + +msgid "Scroll Hint Horizontal Color" +msgstr "스크롤 힌트 가로 색상" + msgid "Embedded Border" msgstr "임베딩된 테두리" @@ -11049,7 +11067,7 @@ msgid "Title Height" msgstr "제목 높이" msgid "Resize Margin" -msgstr "여백 크기 조정" +msgstr "여백 크기 조절" msgid "Close" msgstr "닫기" @@ -11082,7 +11100,7 @@ msgid "Forward Folder" msgstr "다음 폴더" msgid "Reload" -msgstr "다시 불러옴" +msgstr "다시 불러오기" msgid "Favorite" msgstr "즐겨찾기" @@ -11172,7 +11190,7 @@ msgid "Item End Padding" msgstr "항목 끝 패딩" msgid "Gutter Compact" -msgstr "거터 컴팩트" +msgstr "컴팩트한 거터" msgid "Panel Selected" msgstr "패널 선택됨" @@ -11291,6 +11309,9 @@ msgstr "자식 HL 줄 색상" msgid "Custom Button Font Highlight" msgstr "커스텀 버튼 글꼴 강조" +msgid "Scroll Hint Color" +msgstr "스크롤 힌트 색상" + msgid "Item Margin" msgstr "항목 여백" @@ -11306,6 +11327,12 @@ msgstr "안 항목 여백 오른쪽" msgid "Inner Item Margin Top" msgstr "안 항목 여백 위" +msgid "Check H Separation" +msgstr "확인 가로 간격" + +msgid "Icon H Separation" +msgstr "아이콘 가로 간격" + msgid "Button Margin" msgstr "버튼 여백" @@ -11373,7 +11400,7 @@ msgid "Tabbar Background" msgstr "탭바 배경" msgid "Drop Mark" -msgstr "드롭 마크" +msgstr "마크 놓기" msgid "Menu Highlight" msgstr "메뉴 강조" @@ -11697,7 +11724,7 @@ msgid "Channel Disable Time" msgstr "채널 비활성화 시간" msgid "Video Delay Compensation (ms)" -msgstr "비디오 딜레이 보정 (ms)" +msgstr "비디오 지연 보정 (ms)" msgid "Bus Count" msgstr "버스 개수" @@ -11739,7 +11766,7 @@ msgid "Voice" msgstr "보이스" msgid "Delay (ms)" -msgstr "딜레이 (ms)" +msgstr "지연 (ms)" msgid "Rate Hz" msgstr "빈도 Hz" @@ -11814,13 +11841,13 @@ msgid "FFT Size" msgstr "FFT 크기" msgid "Predelay" -msgstr "선 딜레이" +msgstr "선 지연" msgid "Msec" msgstr "밀리초" msgid "Room Size" -msgstr "공간 크기" +msgstr "방 크기" msgid "High-pass" msgstr "하이패스" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index dd5c6bf6c7..13faffce80 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -105,7 +105,7 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-02 12:57+0000\n" +"PO-Revision-Date: 2026-01-14 21:31+0000\n" "Last-Translator: Tomek \n" "Language-Team: Polish \n" @@ -115,7 +115,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Aplikacja" @@ -2960,6 +2960,9 @@ msgstr "Regulacja wielkości uchwytu" msgid "Manipulator Gizmo Opacity" msgstr "Regulacja przezroczystości uchwytu" +msgid "Show Gizmo During Rotation" +msgstr "Pokaż uchwyt podczas obrotu" + msgid "Grid Color" msgstr "Kolor siatki" @@ -3002,6 +3005,9 @@ msgstr "Czynnik szybkości przybliżania" msgid "Ruler Width" msgstr "Grubość linijki" +msgid "Auto Resample Delay" +msgstr "Automatyczne automatycznego przepróbkowania" + msgid "Bone Mapper" msgstr "Mapper kości" @@ -8464,6 +8470,12 @@ msgstr "ID menu systemowego" msgid "Prefer Native Menu" msgstr "Preferuj menu natywne" +msgid "Shrink Height" +msgstr "Skurcz wysokość" + +msgid "Shrink Width" +msgstr "Skurcz szerokość" + msgid "Fill Mode" msgstr "Tryb Wypełnienia" @@ -11072,6 +11084,12 @@ msgstr "Pionowa wskazówka przewijania" msgid "Scroll Hint Horizontal" msgstr "Pozioma wskazówka przewijania" +msgid "Scroll Hint Vertical Color" +msgstr "Kolor pionowej wskazówki przewijania" + +msgid "Scroll Hint Horizontal Color" +msgstr "Kolor poziomej wskazówki przewijania" + msgid "Embedded Border" msgstr "Brzeg osadzenia" @@ -11336,6 +11354,9 @@ msgstr "Kolor podświetlonej linii dzieci" msgid "Custom Button Font Highlight" msgstr "Podświetlenie czcionki niestandardowego przycisku" +msgid "Scroll Hint Color" +msgstr "Kolor wskazówki przewijania" + msgid "Item Margin" msgstr "Margines elementu" @@ -11351,6 +11372,12 @@ msgstr "Prawy wewnętrzny margines elementu" msgid "Inner Item Margin Top" msgstr "Górny wewnętrzny margines elementu" +msgid "Check H Separation" +msgstr "Poziomy odstęp znaczka" + +msgid "Icon H Separation" +msgstr "Poziomy odstęp ikony" + msgid "Button Margin" msgstr "Margines przycisku" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index 3d42bca809..2c398767ef 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -172,13 +172,14 @@ # Ian Pontes Louzada , 2025. # Felipe Martins , 2025. # Katarina Müller , 2025. +# Maíra Alves Rodrigues , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2025-07-05 04:49+0000\n" -"Last-Translator: Katarina Müller \n" +"PO-Revision-Date: 2026-01-14 15:11+0000\n" +"Last-Translator: Maíra Alves Rodrigues \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -186,7 +187,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.13-dev\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Aplicação" @@ -207,7 +208,7 @@ msgid "Version" msgstr "Versão" msgid "Run" -msgstr "Execução" +msgstr "Executar" msgid "Main Scene" msgstr "Cena Principal" @@ -236,14 +237,17 @@ msgstr "Nome do Diretório de Usuário Personalizado" msgid "Project Settings Override" msgstr "Substituir Configurações do Projeto" +msgid "Disable Project Settings Override" +msgstr "Desativar a substituição das configurações do projeto" + msgid "Main Loop Type" -msgstr "Tipo de Loop Principal" +msgstr "Tipo de loop principal" msgid "Auto Accept Quit" -msgstr "Sair Automaticamente ao Fechar" +msgstr "Sair automaticamente ao fechar" msgid "Quit on Go Back" -msgstr "Encerrar ao Voltar" +msgstr "Encerrar ao voltar" msgid "Accessibility" msgstr "Acessibilidade" @@ -252,13 +256,13 @@ msgid "General" msgstr "Geral" msgid "Accessibility Support" -msgstr "Suporte à acessibilidade" +msgstr "Suporte de acessibilidade" msgid "Updates per Second" -msgstr "Atualizações por Segundo" +msgstr "Atualizações por segundo" msgid "Display" -msgstr "Exibição" +msgstr "Mostrar" msgid "Window" msgstr "Janela" @@ -267,22 +271,22 @@ msgid "Size" msgstr "Tamanho" msgid "Viewport Width" -msgstr "Largura da Viewport" +msgstr "Largura da janela de visualização" msgid "Viewport Height" -msgstr "Altura da Viewport" +msgstr "Altura da janela de visualização" msgid "Mode" msgstr "Modo" msgid "Initial Position Type" -msgstr "Tipo de Posição Inicial" +msgstr "Tipo de posição inicial" msgid "Initial Position" -msgstr "Posição Inicial" +msgstr "Posição inicial" msgid "Initial Screen" -msgstr "Tela Inicial" +msgstr "Tela inicial" msgid "Resizable" msgstr "Redimensionável" @@ -338,6 +342,9 @@ msgstr "Verificar Conflito em Tipo de Interpolação de Ângulo" msgid "Compatibility" msgstr "Compatibilidade" +msgid "Default Parent Skeleton in Mesh Instance 3D" +msgstr "Esqueleto pai padrão em instância de malha 3D" + msgid "Audio" msgstr "Áudio" @@ -365,6 +372,9 @@ msgstr "iOS" msgid "Session Category" msgstr "Categoria da Sessão" +msgid "Mix with Others" +msgstr "Misturar com outros" + msgid "Subwindows" msgstr "Subjanelas" @@ -491,9 +501,15 @@ msgstr "Delay do Tooltip (seg)" msgid "Common" msgstr "Comum" +msgid "Drag Threshold" +msgstr "Limiar de arrastar" + msgid "Snap Controls to Pixels" msgstr "Alinhar Controles a Pixels" +msgid "Show Focus State on Pointer Event" +msgstr "Exibir estado de foco no evento do ponteiro" + msgid "Fonts" msgstr "Fontes" @@ -623,6 +639,12 @@ msgstr "Pré-cálculo Usar Múltiplas Threads" msgid "Baking Use High Priority Threads" msgstr "Pré-cálculo Usar Threads de Alta Prioridade" +msgid "NavMesh Edge Merge Errors" +msgstr "Erros de mesclagem de arestas do NavMesh" + +msgid "NavMesh Cell Size Mismatch" +msgstr "Incompatibilidade de tamanho de célula do NavMesh" + msgid "Low Processor Usage Mode" msgstr "Modo de Baixo Uso do Processador" @@ -908,6 +930,9 @@ msgstr "TCP" msgid "Connect Timeout Seconds" msgstr "Segundos de Timeout para Conexão" +msgid "Unix" +msgstr "Unix" + msgid "Packet Peer Stream" msgstr "Transmissão de Peer de Pacotes" @@ -1022,6 +1047,9 @@ msgstr "Sincronizar Pontos de Interrupção" msgid "Title" msgstr "Título" +msgid "Global" +msgstr "Global" + msgid "Transient" msgstr "Transitória" @@ -1571,6 +1599,9 @@ msgstr "Permitir Fallback do Sistema" msgid "Force Autohinter" msgstr "Forçar Autohinter" +msgid "Modulate Color Glyphs" +msgstr "Modular glifos de cor" + msgid "Hinting" msgstr "Hinting" @@ -1590,7 +1621,7 @@ msgid "Language Support" msgstr "Idiomas Suportados" msgid "Script Support" -msgstr "Sistemas de Escrita Suportados" +msgstr "Suporte a scripts" msgid "OpenType Features" msgstr "Funcionalidades OpenType" @@ -1631,6 +1662,9 @@ msgstr "Modo de Escalonamento" msgid "Delimiter" msgstr "Delimitador" +msgid "Unescape Keys" +msgstr "Teclas Unescape" + msgid "Character Ranges" msgstr "Alcances de Caractere" @@ -1703,6 +1737,9 @@ msgstr "Fonte Normal" msgid "Process" msgstr "Processamento" +msgid "Blue" +msgstr "Azul" + msgid "Fix Alpha Border" msgstr "Corrigir Borda do Alpha" @@ -1947,6 +1984,9 @@ msgstr "Tela do Gerenciador de Projetos" msgid "Connection" msgstr "Conexão" +msgid "Check for Updates" +msgstr "Verifique se há atualizações" + msgid "Use Embedded Menu" msgstr "Usar Menu Integrado" @@ -1995,6 +2035,9 @@ msgstr "Fonte em Negrito Principal" msgid "Code Font" msgstr "Fonte do Código" +msgid "Dragging Hover Wait Seconds" +msgstr "Arrastar, passar o cursor, aguardar segundos" + msgid "Separate Distraction Mode" msgstr "Modo Sem Distrações Separado" @@ -2037,6 +2080,9 @@ msgstr "Modo de V-Sync" msgid "Update Continuously" msgstr "Atualizar Continuamente" +msgid "Collapse Main Menu" +msgstr "Recolher menu principal" + msgid "Show Scene Tree Root Selection" msgstr "Mostrar Seleção de Raiz em Novas Cenas" @@ -2157,6 +2203,9 @@ msgstr "Touchscreen" msgid "Scale Gizmo Handles" msgstr "Dimensionar Controles do Gizmo" +msgid "Touch Actions Panel" +msgstr "Painel de ações de toque" + msgid "Scene Tabs" msgstr "Abas de Cena" @@ -2226,6 +2275,9 @@ msgstr "Comprimir Recursos Binários" msgid "Safe Save on Backup then Rename" msgstr "Fazer Backup ao Salvar Arquivos" +msgid "Warn on Saving Large Text Resources" +msgstr "Aviso sobre o salvamento de recursos de texto grandes" + msgid "File Server" msgstr "Servidor de Arquivos" @@ -2352,6 +2404,9 @@ msgstr "Lista de Observações" msgid "Appearance" msgstr "Aparência" +msgid "Enable Inline Color Picker" +msgstr "Ativar seletor de cores embutido" + msgid "Caret" msgstr "Cursor" @@ -2499,6 +2554,9 @@ msgstr "Recarregar e Reinterpretar Scripts ao Salvar" msgid "Open Dominant Script on Scene Change" msgstr "Abrir Script Dominante ao Mudar de Cena" +msgid "Drop Preload Resources as UID" +msgstr "Remover recursos de pré-carregamento como UID" + msgid "Documentation" msgstr "Documentação" @@ -2694,6 +2752,9 @@ msgstr "Colisão de Osso Mola" msgid "Spring Bone Inside Collision" msgstr "Colisão Interna do Osso Mola" +msgid "IK Chain" +msgstr "Cadeia IK" + msgid "Gizmo Settings" msgstr "Configurações dos Gizmos" @@ -2925,6 +2986,9 @@ msgstr "Criar Faixa de Bezier por Padrão" msgid "Default Create Reset Tracks" msgstr "Criar Faixa RESET Por Padrão" +msgid "Insert at Current Time" +msgstr "Inserir a hora atual" + msgid "Onion Layers Past Color" msgstr "Cor do Papel Vegetal Anterior" @@ -3312,6 +3376,9 @@ msgstr "Utilidades de Depuração" msgid "Debug Message Types" msgstr "Tipos de Mensagem de Depuração" +msgid "Frame Synthesis" +msgstr "Síntese de quadros" + msgid "Hand Tracking" msgstr "Detecção de Mãos" @@ -3324,6 +3391,12 @@ msgstr "Detecção de Mãos: Fonte de Dados do Controle" msgid "Hand Interaction Profile" msgstr "Perfil de Interação da Mão" +msgid "Aruco Dict" +msgstr "Dicionário Aruco" + +msgid "April Tag Dict" +msgstr "Ditado de tags de abril" + msgid "Eye Gaze Interaction" msgstr "Interação de Olhar" @@ -3528,6 +3601,9 @@ msgstr "Compilações Desenho" msgid "Compilations Specialization" msgstr "Compilações Especialização" +msgid "Basis Universal" +msgstr "Base universal" + msgid "Operation" msgstr "Operação" @@ -3645,9 +3721,99 @@ msgstr "GDScript" msgid "Max Call Stack" msgstr "Máx. Call Stack" +msgid "Always Track Local Variables" +msgstr "Sempre acompanhe as variáveis locais" + msgid "Renamed in Godot 4 Hint" msgstr "Dica Renomeado no Godot 4" +msgid "Unassigned Variable" +msgstr "Variável não atribuída" + +msgid "Unassigned Variable Op Assign" +msgstr "Variável não atribuída Op Assign" + +msgid "Unused Private Class Variable" +msgstr "Variável de classe privada não utilizada" + +msgid "Unused Signal" +msgstr "Sinal não utilizado" + +msgid "Shadowed Variable Base Class" +msgstr "Classe base de variável sombreada" + +msgid "Unreachable Code" +msgstr "Código inacessível" + +msgid "Unreachable Pattern" +msgstr "Padrão inacessível" + +msgid "Standalone Ternary" +msgstr "Ternário independente" + +msgid "Incompatible Ternary" +msgstr "Ternário incompatível" + +msgid "Unsafe Property Access" +msgstr "Acesso inseguro à propriedade" + +msgid "Unsafe Method Access" +msgstr "Acesso a métodos inseguros" + +msgid "Unsafe Cast" +msgstr "Elenco inseguro" + +msgid "Unsafe Call Argument" +msgstr "Argumento de chamada insegura" + +msgid "Unsafe Void Return" +msgstr "Devolução anulada insegura" + +msgid "Return Value Discarded" +msgstr "Valor de retorno descartado" + +msgid "Static Called On Instance" +msgstr "Chamada estática na instância" + +msgid "Redundant Static Unload" +msgstr "Descarregamento estático redundante" + +msgid "Redundant Await" +msgstr "Redundante aguarda" + +msgid "Assert Always True" +msgstr "Afirme sempre a verdade" + +msgid "Assert Always False" +msgstr "Afirmar sempre falso" + +msgid "Integer Division" +msgstr "Divisão inteira" + +msgid "Int As Enum Without Cast" +msgstr "Int como Enum sem conversão" + +msgid "Int As Enum Without Match" +msgstr "Int como Enum sem correspondência" + +msgid "Enum Variable Without Default" +msgstr "Variável de enumeração sem valor padrão" + +msgid "Confusable Local Usage" +msgstr "Uso local que pode ser confundido" + +msgid "Confusable Capture Reassignment" +msgstr "Reatribuição de captura confusa" + +msgid "Inference On Variant" +msgstr "Inferência sobre variantes" + +msgid "Get Node Default Without Onready" +msgstr "Obter o padrão do nó sem Onready" + +msgid "Onready With Export" +msgstr "Pronto para exportação" + msgid "Language Server" msgstr "Servidor de Linguagem" @@ -4377,6 +4543,12 @@ msgstr "Limiar Ativado" msgid "Off Threshold" msgstr "Limiar Desativado" +msgid "April Dict" +msgstr "Dito de abril" + +msgid "Marker ID" +msgstr "ID do marcador" + msgid "Display Refresh Rate" msgstr "Mostrar Taxa de Atualização" @@ -4404,6 +4576,12 @@ msgstr "Mistura Alfa" msgid "Enable Hole Punch" msgstr "Habilitar Perfurador" +msgid "Green Swizzle" +msgstr "Remapeamento dos componentes de cor verde" + +msgid "Blue Swizzle" +msgstr "Remapeamento dos componentes de cor azul" + msgid "Border Color" msgstr "Cor da Borda" @@ -4551,6 +4729,9 @@ msgstr "Caminho do SDK Java" msgid "Android SDK Path" msgstr "Caminho do SDK Android" +msgid "scrcpy" +msgstr "copiar tela" + msgid "Force System User" msgstr "Forçar Usuário do Sistema" @@ -4593,6 +4774,9 @@ msgstr "Pasta do Compilador Gradle" msgid "Android Source Template" msgstr "Fonte do Modelo para Android" +msgid "Compress Native Libraries" +msgstr "Comprimir bibliotecas nativas" + msgid "Export Format" msgstr "Formato de Exportação" @@ -4812,6 +4996,9 @@ msgstr "rcodesign" msgid "Distribution Type" msgstr "Tipo de Distribuição" +msgid "Liquid Glass Icon" +msgstr "Ícone de vidro líquido" + msgid "Copyright Localized" msgstr "Copyright Traduzido" @@ -5085,6 +5272,9 @@ msgstr "Ícone 180 X 180" msgid "Icon 512 X 512" msgstr "Ícone 512 X 512" +msgid "Emscripten Pool Size" +msgstr "Tamanho da piscina Emscripten" + msgid "Windows" msgstr "Windows" @@ -5610,6 +5800,9 @@ msgstr "Simplificar Caminho" msgid "Simplify Epsilon" msgstr "Épsilon de Simplificação" +msgid "Path Search Max Polygons" +msgstr "Busca de caminho com polígonos máximos" + msgid "Neighbor Distance" msgstr "Distância dos Vizinhos" @@ -6353,6 +6546,9 @@ msgstr "Alinhamento Vertical" msgid "Uppercase" msgstr "Maiúsculo" +msgid "Autowrap Trim Flags" +msgstr "Bandeiras de acabamento Autowrap" + msgid "Justification Flags" msgstr "Flags de Justificação" @@ -6524,6 +6720,9 @@ msgstr "Dados de Luz" msgid "Exclude" msgstr "Ignorar" +msgid "Chains" +msgstr "Correntes" + msgid "Target Node" msgstr "Nó Alvo" @@ -7523,6 +7722,15 @@ msgstr "Forma do Cursor Padrão" msgid "Shortcut Context" msgstr "Contexto do Atalho" +msgid "Live" +msgstr "Ao vivo" + +msgid "Described by Nodes" +msgstr "Descrito por nós" + +msgid "Labeled by Nodes" +msgstr "Rotulado por nós" + msgid "Type Variation" msgstr "Variação de Tipo" @@ -7748,6 +7956,9 @@ msgstr "Menu de Contexto Hailitado" msgid "Emoji Menu Enabled" msgstr "Menu de Emoji Habilitado" +msgid "Backspace Deletes Composite Character Enabled" +msgstr "A função Backspace apaga caracteres compostos (ativada)" + msgid "Clear Button Enabled" msgstr "Botão de Apagar Habilitado" @@ -8012,6 +8223,9 @@ msgstr "Alinhamento das Abas" msgid "Clip Tabs" msgstr "Cortar Abas" +msgid "Close with Middle Mouse" +msgstr "Fechar com o botão do meio do mouse" + msgid "Tab Close Display Policy" msgstr "Mostrar Botão de Fechar" @@ -9522,6 +9736,9 @@ msgstr "MSDF" msgid "Pixel Range" msgstr "Intervalo de Pixel" +msgid "Stencil" +msgstr "Estêncil" + msgid "Convex Hull Downsampling" msgstr "Downsampling de Envoltória Convexa" @@ -10359,6 +10576,9 @@ msgstr "Próxima Pasta" msgid "Reload" msgstr "Recarregar" +msgid "Favorite" +msgstr "Favorito" + msgid "Toggle Hidden" msgstr "Alternar Escondidos" @@ -10371,6 +10591,12 @@ msgstr "Pasta" msgid "Create Folder" msgstr "Criar Pasta" +msgid "Favorite Up" +msgstr "Subir favorito" + +msgid "Favorite Down" +msgstr "Descer favorito" + msgid "Folder Icon Color" msgstr "Cor de Ícone de Pasta" @@ -10422,6 +10648,9 @@ msgstr "Item Preenchimento Inicial" msgid "Item End Padding" msgstr "Item Preenchimento Final" +msgid "Gutter Compact" +msgstr "Calha compacta" + msgid "Panel Selected" msgstr "Painel Selecionado" @@ -10566,6 +10795,9 @@ msgstr "Pai Linha de Relacionamento Margem" msgid "Draw Guides" msgstr "Mostrar Guias" +msgid "Dragging Unfold Wait Msec" +msgstr "Arrastar desdobrar aguardar (em milissegundos)" + msgid "Scroll Border" msgstr "Barra de Rolagem Borda" @@ -10632,6 +10864,9 @@ msgstr "Ícone Separação" msgid "Button Highlight" msgstr "Botão Realce" +msgid "Hover Switch Wait Msec" +msgstr "Aguarde o interruptor de compartilhamento de tempo (em milissegundos)" + msgid "SV Width" msgstr "SV Largura" @@ -10647,6 +10882,12 @@ msgstr "Label Largura" msgid "Center Slider Grabbers" msgstr "Slider Arrastadores Centro" +msgid "Picker Focus Rectangle" +msgstr "Retângulo de foco do seletor" + +msgid "Focused not Editing Cursor Color" +msgstr "Cursor em foco, não editável" + msgid "Menu Option" msgstr "Menu Opção" @@ -10752,6 +10993,18 @@ msgstr "Texto Realce Preenchimento H" msgid "Text Highlight V Padding" msgstr "Texto Realce Preenchimento V" +msgid "Strikethrough Alpha" +msgstr "Alfa tachado" + +msgid "H Touch Dragger" +msgstr "Arrastador H pressionado" + +msgid "V Touch Dragger" +msgstr "Arrastador V pressionado" + +msgid "Touch Dragger" +msgstr "Arrastador de toque" + msgid "H Grabber" msgstr "Arrastador H" @@ -10827,6 +11080,9 @@ msgstr "Conexão Coloração Alvo Válido" msgid "Connection Rim Color" msgstr "Conexão Cor do Aro" +msgid "Title Collapsed Hover Panel" +msgstr "Painel de título recolhido ao passar o cursor" + msgid "Port Hotzone Inner Extent" msgstr "Porta Zona Ativa Extensão Interna" @@ -11583,6 +11839,24 @@ msgstr "Usar Passe de Meia Resolução" msgid "Use Quarter Res Pass" msgstr "Usar Passe de Um Quarto de Resolução" +msgid "Float Comparison" +msgstr "Comparação flutuante" + +msgid "Unused Struct" +msgstr "Estrutura não utilizada" + +msgid "Unused Uniform" +msgstr "Uniforme não utilizado" + +msgid "Unused Varying" +msgstr "Variável não utilizada" + +msgid "Unused Local Variable" +msgstr "Variável local não utilizada" + +msgid "Device Limit Exceeded" +msgstr "Limite de dispositivos excedido" + msgid "Internal Size" msgstr "Tamanho Interno" diff --git a/editor/translations/properties/sv.po b/editor/translations/properties/sv.po index bfb438627f..c04fabd6ea 100644 --- a/editor/translations/properties/sv.po +++ b/editor/translations/properties/sv.po @@ -34,14 +34,14 @@ # Allan Nordhøy , 2024. # Simon Eriksson , 2024. # Isak Waltin , 2024, 2025. -# Lasse Edsvik , 2025. +# Lasse Edsvik , 2025, 2026. # "A Thousand Ships (she/her)" , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-20 02:47+0000\n" +"PO-Revision-Date: 2026-01-14 03:48+0000\n" "Last-Translator: Lasse Edsvik \n" "Language-Team: Swedish \n" @@ -50,7 +50,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2-dev\n" msgid "Application" msgstr "Applikation" @@ -2894,6 +2894,9 @@ msgstr "Storlek på manipulator‑gizmo" msgid "Manipulator Gizmo Opacity" msgstr "Opacitet för manipulator‑gizmo" +msgid "Show Gizmo During Rotation" +msgstr "Visa gizmo under rotation" + msgid "Grid Color" msgstr "Rutnätsfärg" @@ -2936,6 +2939,9 @@ msgstr "Zoomhastighetsfaktor" msgid "Ruler Width" msgstr "Linjalbredd" +msgid "Auto Resample Delay" +msgstr "Automatisk omsamplingsfördröjning" + msgid "Bone Mapper" msgstr "Benkartläggare" @@ -8398,6 +8404,12 @@ msgstr "Systemmeny‑ID" msgid "Prefer Native Menu" msgstr "Föredra inbyggd meny" +msgid "Shrink Height" +msgstr "Minska höjd" + +msgid "Shrink Width" +msgstr "Minska bredd" + msgid "Fill Mode" msgstr "Fyllnadsläge" @@ -11006,6 +11018,12 @@ msgstr "Rullningshint vertikal" msgid "Scroll Hint Horizontal" msgstr "Horisontell rullningshint" +msgid "Scroll Hint Vertical Color" +msgstr "Färg för vertikal rullningshint" + +msgid "Scroll Hint Horizontal Color" +msgstr "Färg för horisontell rullningshint" + msgid "Embedded Border" msgstr "Inbäddad ram" @@ -11270,6 +11288,9 @@ msgstr "Barn‑HL‑linjefärg" msgid "Custom Button Font Highlight" msgstr "Anpassad knapp (typsnitt, markerat)" +msgid "Scroll Hint Color" +msgstr "Färg för rullningshint" + msgid "Item Margin" msgstr "Objektmarginal" @@ -11285,6 +11306,12 @@ msgstr "Inre objektmarginal (höger)" msgid "Inner Item Margin Top" msgstr "Inre objektmarginal (övre)" +msgid "Check H Separation" +msgstr "Kontrollera horisontell separation" + +msgid "Icon H Separation" +msgstr "Ikonens horisontella separation" + msgid "Button Margin" msgstr "Knappmarginal" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index 699ebf8f9e..b2f325fcb1 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -103,13 +103,14 @@ # Murat Ugur , 2025. # Sueda Ünlü , 2025. # Fatih Serbest , 2026. +# Hasan Kara , 2026. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2026-01-10 10:02+0000\n" -"Last-Translator: Fatih Serbest \n" +"PO-Revision-Date: 2026-01-14 14:30+0000\n" +"Last-Translator: Hasan Kara \n" "Language-Team: Turkish \n" "Language: tr\n" @@ -117,7 +118,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Uygulama" @@ -524,6 +525,12 @@ msgstr "Kaydırma ve Ölçekleme Parmak Hareketlerini Etkileştir" msgid "Rotary Input Scroll Axis" msgstr "Döner Giriş Kaydırma Ekseni" +msgid "Override Volume Buttons" +msgstr "ses tuşlarını yeniden tanımla" + +msgid "Disable Scroll Deadzone" +msgstr "Kaydırma Ölü Bölgesini Devre Dışı Bırak" + msgid "Navigation" msgstr "Gezinti" @@ -965,6 +972,15 @@ msgstr "Başlık" msgid "Transient" msgstr "Kısa Süreli" +msgid "Icon Name" +msgstr "Simge Adı" + +msgid "Dock Icon" +msgstr "Dock Simgesi" + +msgid "Force Show Icon" +msgstr "Simgeyi Göstermeye Zorla" + msgid "Title Color" msgstr "Başlık Rengi" @@ -1145,6 +1161,9 @@ msgstr "Salt Okunur" msgid "Flat" msgstr "Düz" +msgid "Control State" +msgstr "Denetim Durumu" + msgid "Hide Slider" msgstr "Kaydırıcıyı Gizle" @@ -1247,6 +1266,9 @@ msgstr "Örgü Sıkıştırmayı Devre Dışı Bırakmayı Zorla" msgid "Node" msgstr "Düğüm" +msgid "Node Type" +msgstr "Node Türü" + msgid "Script" msgstr "Betik" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index 8fa48e6d10..7013e7643f 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -38,13 +38,13 @@ # Максим Горпиніч , 2024. # Максим Горпиніч , 2025. # Максим Горпиніч , 2025. -# Максим Горпиніч , 2025. +# Максим Горпиніч , 2025, 2026. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2025-12-19 13:25+0000\n" +"PO-Revision-Date: 2026-01-15 05:03+0000\n" "Last-Translator: Максим Горпиніч \n" "Language-Team: Ukrainian \n" @@ -54,7 +54,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\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\n" +"X-Generator: Weblate 5.15.2\n" msgid "Application" msgstr "Застосування" @@ -2898,6 +2898,9 @@ msgstr "Розмір гаджета маніпулятора" msgid "Manipulator Gizmo Opacity" msgstr "Непрозорість гаджета маніпулятора" +msgid "Show Gizmo During Rotation" +msgstr "Показувати Гізмо під час обертання" + msgid "Grid Color" msgstr "Колір сітки" @@ -2940,6 +2943,9 @@ msgstr "Коефіцієнт швидкості масштабування" msgid "Ruler Width" msgstr "Ширина лінійки" +msgid "Auto Resample Delay" +msgstr "Затримка автоматичного ресемплування" + msgid "Bone Mapper" msgstr "Картограф кісток" @@ -8402,6 +8408,12 @@ msgstr "Ідентифікатор системного меню" msgid "Prefer Native Menu" msgstr "Віддавайте перевагу рідному меню" +msgid "Shrink Height" +msgstr "Висота усадки" + +msgid "Shrink Width" +msgstr "Ширина усадки" + msgid "Fill Mode" msgstr "Режим заповнення" @@ -11010,6 +11022,12 @@ msgstr "Підказка прокручування вертикально" msgid "Scroll Hint Horizontal" msgstr "Підказка прокручування по горизонталі" +msgid "Scroll Hint Vertical Color" +msgstr "Колір вертикальної підказки прокручування" + +msgid "Scroll Hint Horizontal Color" +msgstr "Колір горизонтальної підказки прокручування" + msgid "Embedded Border" msgstr "Вбудована рамка" @@ -11274,6 +11292,9 @@ msgstr "Діти HL Колір лінії" msgid "Custom Button Font Highlight" msgstr "Підсвічений шрифт нетипової кнопки" +msgid "Scroll Hint Color" +msgstr "Колір підказки прокручування" + msgid "Item Margin" msgstr "Поле пункту" @@ -11289,6 +11310,12 @@ msgstr "Внутрішнє поле елемента справа" msgid "Inner Item Margin Top" msgstr "Верх внутрішнього поля елемента" +msgid "Check H Separation" +msgstr "Перевірте розділення H" + +msgid "Icon H Separation" +msgstr "Розділення піктограми H" + msgid "Button Margin" msgstr "Поле кнопки" diff --git a/editor/translations/properties/zh_Hans.po b/editor/translations/properties/zh_Hans.po index 9589d0bcb1..ecfe1988e4 100644 --- a/editor/translations/properties/zh_Hans.po +++ b/editor/translations/properties/zh_Hans.po @@ -105,7 +105,7 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2026-01-01 14:55+0000\n" +"PO-Revision-Date: 2026-01-14 07:18+0000\n" "Last-Translator: Zhen Luo <461652354@qq.com>\n" "Language-Team: Chinese (Simplified Han script) \n" @@ -114,7 +114,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.15.1\n" +"X-Generator: Weblate 5.15.2-dev\n" msgid "Application" msgstr "应用" @@ -2958,6 +2958,9 @@ msgstr "操作小工具大小" msgid "Manipulator Gizmo Opacity" msgstr "操作小工具不透明度" +msgid "Show Gizmo During Rotation" +msgstr "旋转时显示小工具" + msgid "Grid Color" msgstr "栅格颜色" @@ -3000,6 +3003,9 @@ msgstr "缩放速度系数" msgid "Ruler Width" msgstr "标尺宽度" +msgid "Auto Resample Delay" +msgstr "自动重采样延时" + msgid "Bone Mapper" msgstr "骨骼映射器"