i18n: Sync classref translations with Weblate
(cherry picked from commit 417f20f06c7449bfc3820cdfdde4183082cfb004)
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@@ -12302,10 +12302,12 @@ msgid ""
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msgstr ""
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#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
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#: doc/classes/InterpolatedCamera.xml
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msgid "The camera updates with the [code]_physics_process[/code] callback."
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msgstr ""
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#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
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#: doc/classes/InterpolatedCamera.xml
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msgid "The camera updates with the [code]_process[/code] callback."
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msgstr ""
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@@ -19604,13 +19606,17 @@ msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"Amount of extra bias for shadow splits that are far away. If self-shadowing "
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"occurs only on the splits far away, increasing this value can fix them."
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"occurs only on the splits far away, increasing this value can fix them. This "
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"is ignored when [member directional_shadow_mode] is [constant "
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"SHADOW_ORTHOGONAL]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
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"transitions between splits."
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"transitions between splits. Enabling shadow blend splitting also has a "
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"moderate performance cost. This is ignored when [member "
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"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@@ -19620,7 +19626,11 @@ msgid ""
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid "The maximum distance for shadow splits."
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msgid ""
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"The maximum distance for shadow splits. Increasing this value will make "
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"directional shadows visible from further away, at the cost of lower overall "
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"shadow detail and performance (since more objects need to be included in the "
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"directional shadow rendering)."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@@ -19637,23 +19647,23 @@ msgstr ""
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msgid ""
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"The distance from camera to shadow split 1. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
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"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
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"SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"The distance from shadow split 1 to split 2. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
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"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
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"SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"The distance from shadow split 2 to split 3. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@@ -30019,7 +30029,10 @@ msgid ""
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"input at the cost of increased CPU usage. In applications where drawing "
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"freehand lines is required, input accumulation should generally be disabled "
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"while the user is drawing the line to get results that closely follow the "
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"actual input."
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"actual input.\n"
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"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
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"compatibility reasons. It is however recommended to enable it for games "
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"which don't require very reactive input, as this will decrease CPU usage."
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msgstr ""
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#: doc/classes/Input.xml
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@@ -30593,10 +30606,11 @@ msgstr ""
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msgid ""
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"Contains mouse and pen motion information. Supports relative, absolute "
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"positions and speed. See [method Node._input].\n"
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"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
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"at most. If you need more precise input reporting, set [member Input."
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"use_accumulated_input] to [code]false[/code] to make events emitted as often "
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"as possible. If you use InputEventMouseMotion to draw lines, consider "
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"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
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"rendered, allowing for precise input reporting, at the expense of CPU usage. "
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"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
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"multiple events merge into a single emitted event per frame.\n"
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"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
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"implementing [url=https://en.wikipedia.org/wiki/"
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"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
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"avoid visible gaps in lines if the user is moving the mouse quickly."
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@@ -30918,6 +30932,11 @@ msgid ""
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"automatically."
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msgstr ""
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#: doc/classes/InterpolatedCamera.xml
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msgid ""
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"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
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msgstr ""
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#: doc/classes/InterpolatedCamera.xml
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msgid ""
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"How quickly the camera moves toward its target. Higher values will result in "
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@@ -36354,7 +36373,7 @@ msgid ""
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"maximum distance is exceeded, it recalculates the ideal path."
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msgstr ""
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#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
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#: doc/classes/NavigationAgent.xml
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msgid ""
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"The radius of the avoidance agent. This is the \"body\" of the avoidance "
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"agent and not the avoidance maneuver starting radius (which is controlled by "
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@@ -36467,6 +36486,14 @@ msgid ""
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"least one matching layer."
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msgstr ""
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#: doc/classes/NavigationAgent2D.xml
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msgid ""
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"The radius of the avoidance agent. This is the \"body\" of the avoidance "
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"agent and not the avoidance maneuver starting radius (which is controlled by "
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"[member neighbor_dist]).\n"
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"Does not affect normal pathfinding."
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msgstr ""
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#: doc/classes/NavigationMesh.xml
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msgid "A mesh to approximate the walkable areas and obstacles."
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msgstr ""
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@@ -50086,8 +50113,8 @@ msgstr ""
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#: doc/classes/ProjectSettings.xml
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msgid ""
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"Size for shadow atlas (used for OmniLights and SpotLights). See "
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"documentation."
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"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
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"be rounded up to the nearest power of 2. See shadow mapping documentation."
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msgstr ""
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#: doc/classes/ProjectSettings.xml
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@@ -58462,7 +58489,31 @@ msgstr ""
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#: doc/classes/String.xml
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msgid ""
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"Formats the string by replacing all occurrences of [code]placeholder[/code] "
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"with [code]values[/code]."
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"with the elements of [code]values[/code].\n"
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"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
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"[code]placeholder[/code] will be replaced with the corresponding keys in "
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"advance. Array elements use their index as keys.\n"
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"[codeblock]\n"
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"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
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"named after it.\n"
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"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
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"named after it.\"\n"
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"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
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"\n"
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"# Prints: User 42 is Godot.\n"
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"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
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"[/codeblock]\n"
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"Some additional handling is performed when [code]values[/code] is an array. "
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"If [code]placeholder[/code] does not contain an underscore, the elements of "
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"the array will be used to replace one occurrence of the placeholder in turn; "
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"If an array element is another 2-element array, it'll be interpreted as a "
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"key-value pair.\n"
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"[codeblock]\n"
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"# Prints: User 42 is Godot.\n"
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"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
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"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
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"\"Godot\"]]))\n"
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"[/codeblock]"
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msgstr ""
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#: doc/classes/String.xml
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@@ -59059,9 +59110,11 @@ msgstr ""
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#: doc/classes/StyleBox.xml
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msgid ""
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"Draws this stylebox using a [CanvasItem] with given [RID].\n"
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"You can get a [RID] value using [method Object.get_instance_id] on a "
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"[CanvasItem]-derived node."
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"Draws this stylebox using a canvas item identified by the given [RID].\n"
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"The [RID] value can either be the result of [method CanvasItem."
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"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
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"directly from creating a canvas item in the [VisualServer] with [method "
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"VisualServer.canvas_item_create]."
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msgstr ""
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#: doc/classes/StyleBox.xml
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@@ -60606,6 +60659,11 @@ msgstr ""
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msgid "If [code]true[/code], a right-click displays the context menu."
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msgstr ""
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#: doc/classes/TextEdit.xml
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#, fuzzy
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msgid "If [code]true[/code], allow drag and drop of selected text."
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msgstr "Повертає косинус параметра."
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#: doc/classes/TextEdit.xml
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msgid ""
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"If [code]true[/code], the \"space\" character will have a visible "
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@@ -66698,9 +66756,10 @@ msgstr ""
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msgid ""
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"The shadow atlas' resolution (used for omni and spot lights). The value will "
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"be rounded up to the nearest power of 2.\n"
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"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
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"created viewports default to a value of 0, this value must be set above 0 "
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"manually."
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"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
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"directional shadows won't be visible. Since user-created viewports default "
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"to a value of [code]0[/code], this value must be set above [code]0[/code] "
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"manually (typically at least [code]256[/code])."
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msgstr ""
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#: doc/classes/Viewport.xml
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@@ -66729,7 +66788,11 @@ msgid ""
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msgstr ""
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#: doc/classes/Viewport.xml
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msgid "The rendering mode of viewport."
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msgid ""
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"The rendering mode of viewport.\n"
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"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
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"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
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"HDR is not supported for 2D."
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msgstr ""
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#: doc/classes/Viewport.xml
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