i18n: Sync classref translations with Weblate

(cherry picked from commit 4c68304e2ff3546c317593b4aa8608d7f14fe7d3)
This commit is contained in:
Rémi Verschelde
2022-04-25 17:16:41 +02:00
parent 340ffabd20
commit baa0b4fdec
39 changed files with 13479 additions and 5023 deletions

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@@ -12,12 +12,13 @@
# KazanskiyMaks <kazanskiy.maks@gmail.com>, 2022.
# Vladyslav Anisimov <uniss@ua.fm>, 2022.
# Мирослав <hlopukmyroslav@gmail.com>, 2022.
# Гліб Соколов <ramithes@i.ua>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-23 04:18+0000\n"
"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Гліб Соколов <ramithes@i.ua>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -3619,7 +3620,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor."
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4266,7 +4267,7 @@ msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
msgstr ""
msgstr "Анімація 2D спрайтів"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -7144,8 +7145,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Removes the first occurrence of a value from the array. To remove an element "
"by index, use [method remove] instead.\n"
"Removes the first occurrence of a value from the array. If the value does "
"not exist in the array, nothing happens. To remove an element by index, use "
"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11876,8 +11878,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
"sets the other axis' size length."
"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12405,7 +12407,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D"
msgstr ""
msgstr "Власне малювання в 2D"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -12680,8 +12682,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
"transform from parent canvas items."
"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
"be changed to make it draw on top of other [CanvasItem]s that are not set as "
"top-level. The [CanvasItem] will effectively act as if it was placed as a "
"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13771,7 +13776,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
"through code using the [code]shape_owner_*[/code] methods."
"through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Note:[/b] Only collisions between objects within the same canvas "
"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20657,18 +20665,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
msgid "A tab used to edit properties of the selected node."
msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"The editor inspector is by default located on the right-hand side of the "
"editor. It's used to edit the properties of the selected node. For example, "
"you can select a node such as [Sprite] then edit its transform through the "
"inspector tool. The editor inspector is an essential tool in the game "
"development workflow.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_inspector]."
"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 @GlobalScope.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.\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 ""
#: doc/classes/EditorInspector.xml
@@ -21843,6 +21867,14 @@ msgid ""
"[/codeblock]"
msgstr ""
#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [EditorSceneImporterGLTF] within a script will cause an error in an "
"exported project."
msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22946,11 +22978,8 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
msgid "Environment and post-processing"
msgstr ""
"https://docs.godotengine.org/uk/latest/tutorials/3d/"
"environment_and_post_processing.html"
msgstr "Середовище та пост-обробка"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
@@ -25743,6 +25772,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
#: modules/gltf/doc_classes/GLTFAccessor.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFAccessor] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFAnimation.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFAnimation] within a script will cause an error in an exported "
"project."
msgstr ""
#: modules/gltf/doc_classes/GLTFBufferView.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFBufferView] within a script will cause an error in an exported "
"project."
msgstr ""
#: modules/gltf/doc_classes/GLTFCamera.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFCamera] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFDocument.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFDocument] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFLight] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25792,6 +25865,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
#: modules/gltf/doc_classes/GLTFMesh.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFMesh] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFNode.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFNode] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFSkeleton.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFSkeleton] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFSpecGloss.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFSpecGloss] within a script will cause an error in an exported "
"project."
msgstr ""
#: modules/gltf/doc_classes/GLTFState.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFState] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFTexture.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFTexture] within a script will cause an error in an exported project."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32120,7 +32236,7 @@ msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
msgstr ""
msgstr "3D світло та тіні"
#: doc/classes/Light.xml
#, fuzzy
@@ -32719,7 +32835,7 @@ msgid ""
"be within the text's length."
msgstr ""
#: doc/classes/LineEdit.xml
#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32738,6 +32854,19 @@ msgid ""
"characters."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/LineEdit.xml
#, fuzzy
msgid "Returns [code]true[/code] if the user has selected text."
msgstr "Повертає косинус параметра."
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38182,7 +38311,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
msgid "Returns the object's metadata entry for the given [code]name[/code]."
msgid ""
"Returns the object's metadata entry for the given [code]name[/code].\n"
"Throws error if the entry does not exist, unless [code]default[/code] is not "
"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40398,6 +40530,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: modules/gltf/doc_classes/PackedSceneGLTF.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [PackedSceneGLTF] within a script will cause an error in an exported "
"project."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46123,7 +46263,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
"[b]Note:[/b] This setting is ignored on iOS and Android."
"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46770,7 +46910,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14"
msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48040,16 +48180,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can "
"increase performance a lot, but also reduces quality immensely. Can be used "
"to optimize performance on low-end mobile devices."
"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"[ShaderMaterial] rendering. This can be used to improve performance on low-"
"end mobile devices. The downside is that shading becomes much less accurate, "
"with visible linear interpolation between vertices that are joined together. "
"This can be compensated by ensuring meshes have a sufficient level of "
"subdivision (but not too much, to avoid reducing performance). Some material "
"features are also not supported when vertex shading is enabled.\n"
"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
"enable vertex shading on specific materials only.\n"
"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
"driver support."
"driver support. If lighting looks broken after exporting the project to a "
"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50084,6 +50232,11 @@ msgid ""
"wrapped text as one line."
msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Повертає синус параметра."
#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
@@ -52376,14 +52529,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
"on success, [constant ERR_BUSY] otherwise."
"Lowers the [Semaphore], allowing one more thread in.\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
"Like [method wait], but won't block, so if the value is zero, fails "
"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53830,7 +53992,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
"pixel. This may increase performance on low-end devices."
"pixel. This may increase performance on low-end devices, especially for "
"meshes with a lower polygon count. The downside is that shading becomes much "
"less accurate, with visible linear interpolation between vertices that are "
"joined together. This can be compensated by ensuring meshes have a "
"sufficient level of subdivision (but not too much, to avoid reducing "
"performance). Some material features are also not supported when vertex "
"shading is enabled.\n"
"See also [member ProjectSettings.rendering/quality/shading/"
"force_vertex_shading] which can globally enable vertex shading on all "
"materials.\n"
"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
"[code]mobile[/code] override.\n"
"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54634,7 +54810,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
"[b]Note:[/b] If you want to implement drag and drop for the underlying "
"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55955,7 +56134,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56226,9 +56404,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"this string compared to another. A result of 1.0 means totally similar, "
"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57703,10 +57881,6 @@ msgid ""
"side."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57715,10 +57889,6 @@ msgstr ""
msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58743,6 +58913,14 @@ msgid ""
"theme[/code] file, see the documentation for more information."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds an empty theme type for every valid data type.\n"
"[b]Note:[/b] Empty types are not saved with the theme. This method only "
"exists to perform in-memory changes to the resource. Use available "
"[code]set_*[/code] methods to add theme items."
msgstr ""
#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59004,6 +59182,13 @@ msgid ""
"merge the other two into it one after another."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Removes the theme type, gracefully discarding defined theme items. If the "
"type is a variation, this information is also erased. If the type is a base "
"for type variations, those variations lose their base."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71736,6 +71921,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Sets additional headers to be sent to clients during the HTTP handshake."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71832,6 +72022,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # Map to the standard button/axis ids when possible.\n"
" webxr_interface.xr_standard_mapping = true\n"
"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72055,6 +72248,13 @@ msgid ""
"blurred\"[/code]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"If set to true, the button and axes ids will be converted to match the "
"standard ids used by other AR/VR interfaces, when possible.\n"
"Otherwise, the ids will be passed through unaltered from WebXR."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted to indicate that the reference space has been reset or "