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

View File

@@ -3559,7 +3559,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7078,8 +7078,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11809,8 +11810,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12611,8 +12612,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13701,7 +13705,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20587,18 +20594,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21773,6 +21796,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25673,6 +25704,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25722,6 +25797,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32641,7 +32759,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32660,6 +32778,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38102,7 +38233,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40318,6 +40452,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46042,7 +46184,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46689,7 +46831,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47959,16 +48101,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50003,6 +50153,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52295,14 +52450,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53748,7 +53912,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54552,7 +54730,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55872,7 +56053,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56143,9 +56323,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57619,10 +57799,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57631,10 +57807,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58659,6 +58831,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58918,6 +59098,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71645,6 +71832,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71741,6 +71933,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71964,6 +72159,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3582,7 +3582,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7099,8 +7099,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11827,8 +11828,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12626,8 +12627,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13716,7 +13720,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20591,18 +20598,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21777,6 +21800,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25674,6 +25705,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25723,6 +25798,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32636,7 +32754,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32655,6 +32773,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38071,7 +38201,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40279,6 +40412,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45982,7 +46123,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46629,7 +46770,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47899,16 +48040,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49942,6 +50091,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52234,14 +52387,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53687,7 +53849,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54491,7 +54667,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55809,7 +55988,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56080,9 +56258,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57552,10 +57730,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57564,10 +57738,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58588,6 +58758,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58846,6 +59024,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71540,6 +71725,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71636,6 +71826,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71859,6 +72052,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3462,7 +3462,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6979,8 +6979,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11707,8 +11708,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12506,8 +12507,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13596,7 +13600,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20471,18 +20478,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21657,6 +21680,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25551,6 +25582,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25600,6 +25675,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32513,7 +32631,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32532,6 +32650,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37948,7 +38078,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40156,6 +40289,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45859,7 +46000,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46506,7 +46647,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47776,16 +47917,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49819,6 +49968,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52111,14 +52264,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53564,7 +53726,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54368,7 +54544,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55686,7 +55865,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55957,9 +56135,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57429,10 +57607,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57441,10 +57615,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58465,6 +58635,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58723,6 +58901,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71417,6 +71602,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71513,6 +71703,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71736,6 +71929,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3966,7 +3966,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7487,8 +7487,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12226,8 +12227,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -13031,8 +13032,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14123,7 +14127,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -21038,18 +21045,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22225,6 +22248,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26130,6 +26161,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26179,6 +26254,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33104,7 +33222,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33123,6 +33241,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38571,7 +38702,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40797,6 +40931,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46524,7 +46666,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47171,7 +47313,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48441,16 +48583,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50492,6 +50642,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Vrátí sinus parametru."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52785,14 +52940,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54239,7 +54403,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -55043,7 +55221,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56370,7 +56551,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56641,9 +56821,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58119,10 +58299,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58131,10 +58307,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59168,6 +59340,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59445,6 +59625,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72189,6 +72376,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72285,6 +72477,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72508,6 +72703,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -4525,7 +4525,8 @@ msgid "The property is a translatable string."
msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette." msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor." #, fuzzy
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren." msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -9015,8 +9016,9 @@ msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -13774,8 +13776,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -14583,8 +14585,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -15724,7 +15729,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -22737,18 +22745,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -23930,6 +23954,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -27857,6 +27889,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27906,6 +27982,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -34884,7 +35003,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -34903,6 +35022,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Gibt [code]true[/code] zurück falls das Array leer ist."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -40385,7 +40517,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -42628,6 +42763,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -48458,7 +48601,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49105,7 +49248,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50375,16 +50518,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -52463,6 +52614,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -54764,14 +54920,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -56235,7 +56400,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -57054,7 +57233,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -58401,7 +58583,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -58672,9 +58853,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -60167,10 +60348,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -60179,10 +60356,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -61223,6 +61396,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -61516,6 +61697,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -74510,6 +74698,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -74606,6 +74799,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -74829,6 +75025,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3476,7 +3476,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6995,8 +6995,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11726,8 +11727,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12529,8 +12530,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13619,7 +13623,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20505,18 +20512,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21691,6 +21714,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25591,6 +25622,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25640,6 +25715,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32559,7 +32677,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32578,6 +32696,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Επιστρέφει το συνημίτονο της παραμέτρου."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38014,7 +38145,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40230,6 +40364,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45941,7 +46083,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46588,7 +46730,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47858,16 +48000,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49902,6 +50052,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52194,14 +52349,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53647,7 +53811,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54451,7 +54629,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55771,7 +55952,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56042,9 +56222,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57518,10 +57698,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57530,10 +57706,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58558,6 +58730,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58817,6 +58997,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71543,6 +71730,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71639,6 +71831,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71862,6 +72057,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -12,7 +12,7 @@
# No te interesa <soxahop585@inmail3.com>, 2020. # No te interesa <soxahop585@inmail3.com>, 2020.
# Jonatan <arandajonatan94@tuta.io>, 2020. # Jonatan <arandajonatan94@tuta.io>, 2020.
# peter9811 <petercuevas.6@gmail.com>, 2020. # peter9811 <petercuevas.6@gmail.com>, 2020.
# Ventura Pérez García <vetu@protonmail.com>, 2020. # Ventura Pérez García <vetu@protonmail.com>, 2020, 2022.
# Joakker <joaquinandresleon108@gmail.com>, 2020, 2021. # Joakker <joaquinandresleon108@gmail.com>, 2020, 2021.
# ACM <albertocm@tuta.io>, 2020. # ACM <albertocm@tuta.io>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020. # Pierre Stempin <pierre.stempin@gmail.com>, 2020.
@@ -33,12 +33,13 @@
# Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022. # Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
# Francesco Santoro <fgsantoror20@gmail.com>, 2022. # Francesco Santoro <fgsantoror20@gmail.com>, 2022.
# Jake-insane <jake0insane@gmail.com>, 2022. # Jake-insane <jake0insane@gmail.com>, 2022.
# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-26 23:26+0000\n" "PO-Revision-Date: 2022-04-25 15:12+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n" "Last-Translator: Ventura Pérez García <vetu@protonmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n" "godot-class-reference/es/>\n"
"Language: es\n" "Language: es\n"
@@ -46,7 +47,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n" "Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n" "X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -324,7 +325,6 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Returns the arc tangent of [code]s[/code] in radians. Use it to get the " "Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == " "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
@@ -338,14 +338,13 @@ msgstr ""
"Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener " "Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener "
"el ángulo a partir de la tangente de un ángulo en trigonometría: " "el ángulo a partir de la tangente de un ángulo en trigonometría: "
"[code]atan(tan(angle)) == angle[/code].\n" "[code]atan(tan(angle)) == angle[/code].\n"
"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea " "El método no puede saber en qué cuadrante se encuentra el ángulo . Vea "
"[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n" "[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n"
"[codeblock]\n" "[codeblock]\n"
"a = atan(0.5) # a is 0.463648\n" "a = atan(0.5) # a is 0.463648\n"
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into " "of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -380,7 +379,6 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
#, fuzzy
msgid "" msgid ""
"Converts a 2D point expressed in the cartesian coordinate system (X and Y " "Converts a 2D point expressed in the cartesian coordinate system (X and Y "
"axis) to the polar coordinate system (a distance from the origin and an " "axis) to the polar coordinate system (a distance from the origin and an "
@@ -400,12 +398,13 @@ msgid ""
"[/codeblock]\n" "[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]." "See also [method floor], [method round], [method stepify], and [int]."
msgstr "" msgstr ""
"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño " "Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo "
"que no es menor que [code]s[/code].\n" "el valor entero más pequeño que no es menor que [code]s[/code].\n"
"[codeblock]\n" "[codeblock]\n"
"a = ceil(1.45) # a es 2\n" "a = ceil(1.45) # a es 2.0\n"
"a = ceil(1.001) # a es 2\n" "a = ceil(1.001) # a es 2.0\n"
"[/codeblock]" "[/codeblock]\n"
"Ver también [method floor], [method round], [method stepify] e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
msgid "" msgid ""
@@ -4590,7 +4589,8 @@ msgid "The property is a translatable string."
msgstr "La propiedad es una string traducible." msgstr "La propiedad es una string traducible."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor." #, fuzzy
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Se utiliza para agrupar las propiedades en el editor." msgstr "Se utiliza para agrupar las propiedades en el editor."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -5266,40 +5266,40 @@ msgid ""
" assert(decrypted == data.to_utf8())\n" " assert(decrypted == data.to_utf8())\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Esta clase proporciona acceso a la encriptación/desencriptación AES de los " "Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en "
"datos en bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n" "bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
"[codeblock]\n" "[codeblock]\n"
"extends Node\n" "extends Node\n"
"\n" "\n"
"var aes = AESContext.new()\n" "var aes = AESContext.new()\n"
"\n" "\n"
"func _ready():\n" "func _ready():\n"
" var clave = \"Mi clave secreta!!!\" # La clave debe ser de 16 o 32 " " var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. "
"bytes. (1 byte = 1 char) normalmdlkd\n" "(1 byte = 1 char) normalmdlkd\n"
" var datos = \"Mi clave secreta\" # El tamaño de datos debe ser multiplo " " var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo "
"de 16, ponga algún relleno para completar de ser necesario.\n" "de 16, ponga algún relleno para completar de ser necesario.\n"
" # Encriptar ECB\n" " # Cifraro en modo ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n"
" var encriptado = aes.update(datos.to_utf8())\n" " var textocifrado = aes.update(datos.to_utf8())\n"
" aes.finish()\n" " aes.finish()\n"
" # Desencriptar ECB\n" " # Descifrar en modo ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n" " aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n"
" var desencriptado = aes.update(encriptado)\n" " var textoplano = aes.update(textocifrado)\n"
" aes.finish()\n" " aes.finish()\n"
" # Comprobar ECB\n" " # Comprobar ECB\n"
" assert(desencriptado == datos.to_utf8())\n" " assert(textoplano == datos.to_utf8())\n"
"\n" "\n"
" var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n" " var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n"
" # Encriptar CBC\n" " # Cifrado en modo CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n"
" encriptado = aes.update(datos.to_utf8())\n" " textocifrado = aes.update(datos.to_utf8())\n"
" aes.finish()\n" " aes.finish()\n"
" # Desencriptar CBC\n" " # Descifrar en modo CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n" " aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n"
" desencriptado = aes.update(encriptado)\n" " textoplano = aes.update(textocifrado)\n"
" aes.finish()\n" " aes.finish()\n"
" # Comprobar CBC\n" " # Comprobar CBC\n"
" assert(desencriptado == datos.to_utf8())\n" " assert(textoplano == datos.to_utf8())\n"
"[/codeblock]" "[/codeblock]"
#: doc/classes/AESContext.xml #: doc/classes/AESContext.xml
@@ -5335,7 +5335,6 @@ msgstr ""
"[constant MODE_CBC_DECRYPT]." "[constant MODE_CBC_DECRYPT]."
#: doc/classes/AESContext.xml #: doc/classes/AESContext.xml
#, fuzzy
msgid "" msgid ""
"Run the desired operation for this AES context. Will return a " "Run the desired operation for this AES context. Will return a "
"[PoolByteArray] containing the result of encrypting (or decrypting) the " "[PoolByteArray] containing the result of encrypting (or decrypting) the "
@@ -5344,11 +5343,11 @@ msgid ""
"some padding if needed." "some padding if needed."
msgstr "" msgstr ""
"Ejecute la operación deseada para este contexto de AES. Devolverá un " "Ejecute la operación deseada para este contexto de AES. Devolverá un "
"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el " "[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el "
"[code]src[/code] dado. Consulte [start method] para conocer el modo de " "[code]src[/code] dado. Consulte [method start] para conocer el modo de "
"operación.\n" "operación.\n"
"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo " "[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. "
"de relleno si fuera necesario." "Aplique algo de relleno si fuera necesario."
#: doc/classes/AESContext.xml #: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode." msgid "AES electronic codebook encryption mode."
@@ -9140,14 +9139,22 @@ msgid "Returns [code]true[/code] if the array is empty."
msgstr "Devuelve [code]true[/code] si el array es vacio." msgstr "Devuelve [code]true[/code] si el array es vacio."
#: doc/classes/Array.xml #: doc/classes/Array.xml
#, fuzzy
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed." "all elements placed after the removed element have to be reindexed."
msgstr "" msgstr ""
"Inserta un nuevo elemento en la posisción dada en el array. La posición debe "
"ser valida, o al final de el array([code]pos == size()[/code].\n"
"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n"
"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento "
"incertado esta cerca al inicio del array (índice 0). Esto es por que todos "
"los elementos despues del elemento incertado tienen que ser reindisados."
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
@@ -15362,10 +15369,11 @@ msgstr ""
"la cámara escala su tamaño percibido." "la cámara escala su tamaño percibido."
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
#, fuzzy
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
"El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo " "El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo "
"aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el " "aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el "
@@ -16458,11 +16466,12 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su "
"transformación de los objetos del canvas padre."
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
#, fuzzy #, fuzzy
@@ -17888,12 +17897,16 @@ msgid "Base node for 2D collision objects."
msgstr "Nodo base para objetos de colisión 2D." msgstr "Nodo base para objetos de colisión 2D."
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
#, fuzzy
msgid "" msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any " "CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
"CollisionObject2D es la clase base de los objetos de física 2D. Puede " "CollisionObject2D es la clase base de los objetos de física 2D. Puede "
"contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser " "contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser "
@@ -20049,8 +20062,8 @@ msgid ""
"Queue resort of the contained children. This is called automatically anyway, " "Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request." "but can be called upon request."
msgstr "" msgstr ""
"El recurso de la cola de los hijos contenidos. Esto se llama automáticamente " "Encolar la reorganización de los hijos contenidos. Este método es llamado "
"de todos modos, pero puede ser llamado a petición." "automáticamente, pero también puede ser llamado manualmente."
#: doc/classes/Container.xml #: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed." msgid "Emitted when sorting the children is needed."
@@ -27132,29 +27145,37 @@ msgstr ""
"método." "método."
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "A tab used to edit properties of the selected node." #, fuzzy
msgid "A control used to edit properties of an object."
msgstr "" msgstr ""
"Una pestaña que se utiliza para editar las propiedades del nodo seleccionado." "Una pestaña que se utiliza para editar las propiedades del nodo seleccionado."
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
#, fuzzy
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
"El inspector de la edición se encuentra por defecto en la parte derecha del "
"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por "
"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su "
"transformación a través de la herramienta de inspección. El inspector del "
"editor es una herramienta esencial en el flujo de trabajo del desarrollo del "
"juego.\n"
"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de "
"eso, accede al singleton usando el [method EditorInterface.get_inspector]."
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
@@ -28709,6 +28730,14 @@ msgstr ""
"- Formatio Binario en FBX 2017\n" "- Formatio Binario en FBX 2017\n"
"[/codeblock]" "[/codeblock]"
#: 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "Post-procesa las escenas después de la importación." msgstr "Post-procesa las escenas después de la importación."
@@ -30893,7 +30922,7 @@ msgstr ""
"El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que " "El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que "
"\"convierte\" los valores HDR para que sean adecuados para su representación " "\"convierte\" los valores HDR para que sean adecuados para su representación "
"en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas " "en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas "
"HDR.)" "HDR)."
#: doc/classes/Environment.xml #: doc/classes/Environment.xml
msgid "" msgid ""
@@ -33961,6 +33990,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "Representa el tamaño del enum [enum Subdiv]." msgstr "Representa el tamaño del enum [enum Subdiv]."
#: 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -34010,6 +34083,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -43260,7 +43376,7 @@ msgstr ""
"[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben " "[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben "
"estar dentro de la longitud del texto." "estar dentro de la longitud del texto."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "Borra la selección actual." msgstr "Borra la selección actual."
@@ -43279,6 +43395,19 @@ msgid ""
"characters." "characters."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr "Devuelve la columna de inicio de la selección."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr "Devuelve la columna de final de selección."
#: doc/classes/LineEdit.xml
#, fuzzy
msgid "Returns [code]true[/code] if the user has selected text."
msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -48132,7 +48261,7 @@ msgstr ""
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "Nodes and Scenes" msgid "Nodes and Scenes"
msgstr "" msgstr "Nodos y escenas"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "All Demos" msgid "All Demos"
@@ -50650,9 +50779,16 @@ msgstr ""
"recuperar la instancia del objeto con [method @GDScript.instance_from_id]." "recuperar la instancia del objeto con [method @GDScript.instance_from_id]."
#: doc/classes/Object.xml #: doc/classes/Object.xml
msgid "Returns the object's metadata entry for the given [code]name[/code]." #, fuzzy
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 "" msgstr ""
"Devuelve la entrada de metadatos del objeto para el [code]name[/code] dado." "Devuelve el índice del artículo en la [code]position[/code] dada.\n"
"Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/"
"code] es [code]true[/code], y de lo contrario se devolverá el índice de "
"elemento más cercano."
#: doc/classes/Object.xml #: doc/classes/Object.xml
#, fuzzy #, fuzzy
@@ -53542,6 +53678,14 @@ msgstr ""
"principal.\n" "principal.\n"
"[b]Nota:[/b] Sólo disponible en las construcciones del editor." "[b]Nota:[/b] Sólo disponible en las construcciones del editor."
#: 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "Abstracción y clase base para protocolos basados en paquetes." msgstr "Abstracción y clase base para protocolos basados en paquetes."
@@ -61189,7 +61333,7 @@ msgstr ""
#, fuzzy #, fuzzy
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "Permite que la ventana sea redimensionada por defecto." msgstr "Permite que la ventana sea redimensionada por defecto."
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -61982,7 +62126,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nombre opcional para la capa 13 del renderizado 3D." msgstr "Nombre opcional para la capa 13 del renderizado 3D."
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" #, fuzzy
msgid "Optional name for the 3D render layer 14."
msgstr "Nombre opcional para la capa 14 del renderizado 3D" msgstr "Nombre opcional para la capa 14 del renderizado 3D"
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -63503,20 +63648,25 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
"Si [code]true[/code], fuerza el sombreado de vértices para todos los "
"renderizados. Esto puede aumentar mucho el rendimiento, pero también reduce "
"la calidad enormemente. Se puede utilizar para optimizar el rendimiento en "
"dispositivos móviles de gama baja."
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
#, fuzzy
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
"Sobreescritura del extremo inferior para [member rendering/quality/shading/" "Sobreescritura del extremo inferior para [member rendering/quality/shading/"
"force_vertex_shading] en los dispositivos móviles, debido a problemas de " "force_vertex_shading] en los dispositivos móviles, debido a problemas de "
@@ -66272,6 +66422,13 @@ msgstr ""
"Devuelve el número total de líneas nuevas en las etiquetas de texto de la " "Devuelve el número total de líneas nuevas en las etiquetas de texto de la "
"pila de etiquetas. Considera el texto envuelto como una línea." "pila de etiquetas. Considera el texto envuelto como una línea."
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
"Devuelve el número total de caracteres de las etiquetas de texto. No incluye "
"los BBCodes."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -69215,22 +69372,25 @@ msgstr ""
"evitar los bloqueos. Para una versión binaria, véase [Mutex]." "evitar los bloqueos. Para una versión binaria, véase [Mutex]."
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
#, fuzzy
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
#, fuzzy
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
msgid "Base class for separators." msgid "Base class for separators."
@@ -71078,7 +71238,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -72102,7 +72276,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
"SpinBox es un campo de texto de entrada numérica. Permite introducir números " "SpinBox es un campo de texto de entrada numérica. Permite introducir números "
"enteros y reales.\n" "enteros y reales.\n"
@@ -73781,7 +73958,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -74116,9 +74292,9 @@ msgstr "Devuelve el hash SHA-256 de la string como una string."
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -76055,10 +76231,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr "Devuelve la columna de inicio de la selección."
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "Devuelve la línea de inicio de la selección." msgstr "Devuelve la línea de inicio de la selección."
@@ -76067,10 +76239,6 @@ msgstr "Devuelve la línea de inicio de la selección."
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "Devuelve el texto dentro de la selección." msgstr "Devuelve el texto dentro de la selección."
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr "Devuelve la columna de final de selección."
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "Devuelve la línea final de selección." msgstr "Devuelve la línea final de selección."
@@ -77363,6 +77531,14 @@ msgstr ""
"Los recursos del tema pueden cargarse alternativamente escribiéndolos en un " "Los recursos del tema pueden cargarse alternativamente escribiéndolos en un "
"archivo [code].theme[/code], vea la documentación para más información." "archivo [code].theme[/code], vea la documentación para más información."
#: 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "Borra todos los valores del tema." msgstr "Borra todos los valores del tema."
@@ -77726,6 +77902,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
#, fuzzy #, fuzzy
msgid "" msgid ""
@@ -94375,6 +94558,11 @@ msgstr ""
"para comunicarse con el par con el [code]id[/code] dado (por ejemplo, " "para comunicarse con el par con el [code]id[/code] dado (por ejemplo, "
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
#: 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "Detiene el servidor y limpia su estado." msgstr "Detiene el servidor y limpia su estado."
@@ -94495,6 +94683,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -94718,6 +94909,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -14,12 +14,13 @@
# ItzMiad44909858f5774b6d <maidggg@gmail.com>, 2020. # ItzMiad44909858f5774b6d <maidggg@gmail.com>, 2020.
# ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021. # ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021.
# Seyed Fazel Alavi <fazel8195@gmail.com>, 2022. # Seyed Fazel Alavi <fazel8195@gmail.com>, 2022.
# Giga hertz <gigahertzyt@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-01-09 14:57+0000\n" "PO-Revision-Date: 2022-04-03 08:11+0000\n"
"Last-Translator: Seyed Fazel Alavi <fazel8195@gmail.com>\n" "Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fa/>\n" "godot-class-reference/fa/>\n"
"Language: fa\n" "Language: fa\n"
@@ -27,7 +28,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n" "Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.10.1\n" "X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -70,9 +71,8 @@ msgid "Method Descriptions"
msgstr "توضیحات تابع" msgstr "توضیحات تابع"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
#, fuzzy
msgid "Theme Property Descriptions" msgid "Theme Property Descriptions"
msgstr "توضیحات خصیصه" msgstr "توضیحات ویژگی تم"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Inherits:" msgid "Inherits:"
@@ -88,15 +88,15 @@ msgstr ""
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Default" msgid "Default"
msgstr "" msgstr "پیش‌فرض"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Setter" msgid "Setter"
msgstr "" msgstr "تنظیم کننده"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "value" msgid "value"
msgstr "" msgstr "مقدار"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Getter" msgid "Getter"
@@ -3901,7 +3901,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7418,8 +7418,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12146,8 +12147,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12945,8 +12946,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14035,7 +14039,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20910,18 +20917,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22096,6 +22119,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25993,6 +26024,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26042,6 +26117,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32955,7 +33073,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32974,6 +33092,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38396,7 +38526,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40604,6 +40737,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46319,7 +46460,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48236,16 +48377,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50283,6 +50432,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52575,14 +52728,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54028,7 +54190,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54832,7 +55008,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56150,7 +56329,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56421,9 +56599,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57893,10 +58071,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57905,10 +58079,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58929,6 +59099,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59187,6 +59365,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71881,6 +72066,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71977,6 +72167,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72200,6 +72393,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -8,12 +8,13 @@
# Nekromanser <ari.taitto@protonmail.com>, 2021. # Nekromanser <ari.taitto@protonmail.com>, 2021.
# Leevi Laine <leeviervoemil@gmail.com>, 2021. # Leevi Laine <leeviervoemil@gmail.com>, 2021.
# Tuomas Lähteenmäki <lahtis@gmail.com>, 2022. # Tuomas Lähteenmäki <lahtis@gmail.com>, 2022.
# Siina Mashek <siina@criminallycute.fi>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-17 13:59+0000\n" "PO-Revision-Date: 2022-04-09 12:13+0000\n"
"Last-Translator: Tuomas Lähteenmäki <lahtis@gmail.com>\n" "Last-Translator: Siina Mashek <siina@criminallycute.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fi/>\n" "godot-class-reference/fi/>\n"
"Language: fi\n" "Language: fi\n"
@@ -185,7 +186,7 @@ msgid ""
"[/codeblock]\n" "[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]." "Supported color names are the same as the constants defined in [Color]."
msgstr "" msgstr ""
"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/" "Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/"
"code] vaihtelee välillä 0 -1.\n" "code] vaihtelee välillä 0 -1.\n"
"[codeblock]\n" "[codeblock]\n"
"punainen = ColorN(\"punainen\", 1)\n" "punainen = ColorN(\"punainen\", 1)\n"
@@ -3543,7 +3544,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7068,8 +7069,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11800,8 +11802,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12604,8 +12606,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13695,7 +13700,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20581,18 +20589,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21767,6 +21791,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25667,6 +25699,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25716,6 +25792,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32643,7 +32762,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32662,6 +32781,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Palauttaa parametrin kosinin."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38099,7 +38231,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40315,6 +40450,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46026,7 +46169,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46673,7 +46816,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47943,16 +48086,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49987,6 +50138,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Palauttaa parametrin sinin."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52279,14 +52435,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53733,7 +53898,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54537,7 +54716,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55858,7 +56040,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56129,9 +56310,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57606,10 +57787,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57618,10 +57795,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58646,6 +58819,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58907,6 +59088,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71639,6 +71827,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71735,6 +71928,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71958,6 +72154,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25561,6 +25592,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25610,6 +25685,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32523,7 +32641,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32542,6 +32660,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37958,7 +38088,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40166,6 +40299,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45869,7 +46010,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46516,7 +46657,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47786,16 +47927,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49829,6 +49978,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52121,14 +52274,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53574,7 +53736,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54378,7 +54554,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55696,7 +55875,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55967,9 +56145,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57439,10 +57617,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57451,10 +57625,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58475,6 +58645,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58733,6 +58911,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71427,6 +71612,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71523,6 +71713,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71746,6 +71939,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

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@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25559,6 +25590,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25608,6 +25683,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32521,7 +32639,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32540,6 +32658,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37956,7 +38086,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40164,6 +40297,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45867,7 +46008,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47784,16 +47925,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49827,6 +49976,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52119,14 +52272,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53572,7 +53734,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54376,7 +54552,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55694,7 +55873,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55965,9 +56143,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57437,10 +57615,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57449,10 +57623,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58473,6 +58643,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58731,6 +58909,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71425,6 +71610,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71521,6 +71711,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71744,6 +71937,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25558,6 +25589,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25607,6 +25682,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32520,7 +32638,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32539,6 +32657,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37955,7 +38085,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40163,6 +40296,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45866,7 +46007,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47783,16 +47924,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49826,6 +49975,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52118,14 +52271,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53571,7 +53733,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54375,7 +54551,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55693,7 +55872,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55964,9 +56142,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57436,10 +57614,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57448,10 +57622,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58472,6 +58642,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58730,6 +58908,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71424,6 +71609,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71520,6 +71710,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71743,6 +71936,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3487,7 +3487,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7004,8 +7004,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11732,8 +11733,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12531,8 +12532,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13621,7 +13625,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20496,18 +20503,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21682,6 +21705,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25576,6 +25607,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25625,6 +25700,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32538,7 +32656,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32557,6 +32675,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37973,7 +38103,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40181,6 +40314,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45884,7 +46025,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47801,16 +47942,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49844,6 +49993,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52136,14 +52289,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53589,7 +53751,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54393,7 +54569,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55711,7 +55890,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55982,9 +56160,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57454,10 +57632,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57466,10 +57640,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58490,6 +58660,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58748,6 +58926,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71442,6 +71627,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71538,6 +71728,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71761,6 +71954,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -13,12 +13,13 @@
# Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2021. # Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2021.
# zephyroths <ridho.hikaru@gmail.com>, 2022. # zephyroths <ridho.hikaru@gmail.com>, 2022.
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022. # ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-25 01:54+0000\n" "PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Stephen Gunawan Susilo <gunawanstephen@yahoo.com>\n" "Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n" "godot-class-reference/id/>\n"
"Language: id\n" "Language: id\n"
@@ -77,13 +78,12 @@ msgid "Inherits:"
msgstr "Mewarisi:" msgstr "Mewarisi:"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
#, fuzzy
msgid "Inherited By:" msgid "Inherited By:"
msgstr "Diwariskan oleh:" msgstr "Diturunkan oleh:"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "(overrides %s)" msgid "(overrides %s)"
msgstr "" msgstr "(menimpa %s)"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Default" msgid "Default"
@@ -3880,7 +3880,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7398,8 +7398,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12126,8 +12127,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12926,8 +12927,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14016,7 +14020,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20891,18 +20898,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22077,6 +22100,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25977,6 +26008,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26026,6 +26101,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32940,7 +33058,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32959,6 +33077,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38389,7 +38519,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40600,6 +40733,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46319,7 +46460,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48236,16 +48377,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50279,6 +50428,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52571,14 +52725,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54024,7 +54187,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54828,7 +55005,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56148,7 +56328,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56419,9 +56598,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57893,10 +58072,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57905,10 +58080,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58931,6 +59102,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59189,6 +59368,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71890,6 +72076,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71986,6 +72177,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72209,6 +72403,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25558,6 +25589,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25607,6 +25682,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32520,7 +32638,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32539,6 +32657,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37955,7 +38085,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40163,6 +40296,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45866,7 +46007,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47783,16 +47924,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49826,6 +49975,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52118,14 +52271,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53571,7 +53733,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54375,7 +54551,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55693,7 +55872,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55964,9 +56142,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57436,10 +57614,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57448,10 +57622,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58472,6 +58642,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58730,6 +58908,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71424,6 +71609,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71520,6 +71710,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71743,6 +71936,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3,7 +3,7 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code. # This file is distributed under the same license as the Godot source code.
# #
# Micila Micillotto <micillotto@gmail.com>, 2020, 2021. # Micila Micillotto <micillotto@gmail.com>, 2020, 2021, 2022.
# Bob <spiroski.boban@gmail.com>, 2020. # Bob <spiroski.boban@gmail.com>, 2020.
# Riccardo Ferro <Riccardo3Ferro@gmail.com>, 2020. # Riccardo Ferro <Riccardo3Ferro@gmail.com>, 2020.
# Lorenzo Asolan <brixiumx@gmail.com>, 2020. # Lorenzo Asolan <brixiumx@gmail.com>, 2020.
@@ -29,8 +29,8 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-26 23:26+0000\n" "PO-Revision-Date: 2022-04-25 15:12+0000\n"
"Last-Translator: Alessandro Casalino <alessandro.casalino93@gmail.com>\n" "Last-Translator: Micila Micillotto <micillotto@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n" "godot-class-reference/it/>\n"
"Language: it\n" "Language: it\n"
@@ -38,7 +38,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n" "Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n" "X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -112,7 +112,7 @@ msgstr "valore"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
#, fuzzy #, fuzzy
msgid "Getter" msgid "Getter"
msgstr "Acquisitore" msgstr "Acchiappatore"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "" msgid ""
@@ -154,6 +154,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand " "This method describes a valid operator to use with this type as left-hand "
"operand." "operand."
msgstr "" msgstr ""
"Questo metodo descrive un operatore valido da usare con questo tipo come "
"operando di sinistra."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions." msgid "Built-in GDScript functions."
@@ -210,6 +212,7 @@ msgstr ""
"I nomi dei colori supportati sono uguali alle costanti definite in [Color]." "I nomi dei colori supportati sono uguali alle costanti definite in [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive " "Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n" "value).\n"
@@ -218,7 +221,7 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero " "Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero "
"positivo, sia intero che decimale).\n" "positivo).\n"
"[codeblock]\n" "[codeblock]\n"
"a = abs(-1) # a è 1\n" "a = abs(-1) # a è 1\n"
"[/codeblock]" "[/codeblock]"
@@ -289,11 +292,16 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Controlla che [code]condition[/code] sia [code]true[/code]. Se " "Controlla che [code]condition[/code] sia [code]true[/code]. Se "
"[code]condition[/code] è [code]false[/code], un errore è generato ed il " "[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si "
"programma viene fermato fin quando decidi di avviarlo di nuovo. Viene " "sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non "
"eseguito soltanto nelle build di debug, o quando il gioco viene eseguito " "lo riprenderai. Questo può essere usato come una forma più forte di [method "
"nell'editor. È usato per il debug, oppure per essere sicuri che una " "push_error] per riportare gli errori allo sviluppatore del progetto o agli "
"condizione ritorni [code]true[/code] durante lo sviluppo.\n" "utilizzatori di add-on.\n"
"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] "
"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il "
"progetto dall'editor. Non includere codice che ha effetti collaterali mentre "
"[method assert] viene chiamato. Altrimenti il progetto si comporterà "
"diversamente quando viene esportato nella modalità di rilascio.\n"
"Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme " "Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme "
"al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli " "al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli "
"addizionali sul perché l'asserzione sia fallita.\n" "addizionali sul perché l'asserzione sia fallita.\n"
@@ -507,7 +515,6 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Compares two values by checking their actual contents, recursing into any " "Compares two values by checking their actual contents, recursing into any "
"`Array` or `Dictionary` up to its deepest level.\n" "`Array` or `Dictionary` up to its deepest level.\n"
@@ -530,9 +537,9 @@ msgstr ""
"Paragona due valori controllando il loro contenuto attuale, ricorrendo in " "Paragona due valori controllando il loro contenuto attuale, ricorrendo in "
"ogni `Array` o `Dictionary` fino al suo livello più profondo.\n" "ogni `Array` o `Dictionary` fino al suo livello più profondo.\n"
"Questo è simile a [code]==[/code] su molti aspetti:\n" "Questo è simile a [code]==[/code] su molti aspetti:\n"
"- Per [code]null[/code] , code]int[/code], [code]float[/code], [code]String[/" "- Per [code]null[/code] , [code]int[/code], [code]float[/code], "
"code], [code]Object[/code] and [code]RID[/code] sia [code]deep_equal[/code] " "[code]String[/code], [code]Object[/code] and [code]RID[/code] sia "
"e [code]==[/code] funzionano allo stesso modo.\n" "[code]deep_equal[/code] e [code]==[/code] funzionano allo stesso modo.\n"
"- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo " "- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo "
"e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], " "e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], "
"senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n" "senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n"
@@ -833,6 +840,7 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Returns an interpolation or extrapolation factor considering the range " "Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated " "specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -853,6 +861,22 @@ msgid ""
"[/codeblock]\n" "[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation." "See also [method lerp] which performs the reverse of this operation."
msgstr "" msgstr ""
"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio "
"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati "
"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra "
"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra "
"[code]from[/code] e [code]to[/code] (inclusi).\n"
"[codeblock]\n"
"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di "
"0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` ora vale 27.5.\n"
"# Ora fingiamo di aver dimenticato il rapporto originale e lo vogliamo "
"riottenere.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` ora vale 0.75.\n"
"[/codeblock]\n"
"Vedi anche [method lerp] che esegue l'inverso di questa operazione."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
msgid "" msgid ""
@@ -4437,7 +4461,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7975,8 +7999,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12717,8 +12742,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -13524,8 +13549,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14617,7 +14645,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -21590,18 +21621,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22781,6 +22828,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26690,6 +26745,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26739,6 +26838,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33684,7 +33826,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33703,6 +33845,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37490,7 +37645,7 @@ msgstr ""
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "Nodes and Scenes" msgid "Nodes and Scenes"
msgstr "Nodi e scene" msgstr "Nodi e Scene"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "All Demos" msgid "All Demos"
@@ -39164,7 +39319,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -41399,6 +41557,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -47127,7 +47293,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47774,7 +47940,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49044,16 +49210,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -51095,6 +51269,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Restituisce il seno del parametro."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -53389,14 +53568,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54845,7 +55033,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -55652,7 +55854,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56976,7 +57181,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -57247,9 +57451,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58727,10 +58931,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58739,10 +58939,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59779,6 +59975,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -60056,6 +60260,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72843,6 +73054,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72939,6 +73155,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -73162,6 +73381,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "
@@ -73472,16 +73698,21 @@ msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] " "Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument." "argument."
msgstr "" msgstr ""
"Prende il nome dell'attributo specificato dall'indice nell'argomento "
"[code]idx[/code]."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
msgid "" msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] " "Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument." "argument."
msgstr "" msgstr ""
"Prende il nome dell'attributo specificato dall'indice nell'argomento "
"[code]idx[/code]."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
#, fuzzy
msgid "Gets the current line in the parsed file (currently not implemented)." msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr "" msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
msgid "" msgid ""
@@ -73530,28 +73761,36 @@ msgid "Check whether the current element has a certain attribute."
msgstr "Verifica che l'elemento attuale abbia un certo attributo." msgstr "Verifica che l'elemento attuale abbia un certo attributo."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
#, fuzzy
msgid "" msgid ""
"Check whether the current element is empty (this only works for completely " "Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])." "empty tags, e.g. [code]<element \\>[/code])."
msgstr "" msgstr ""
"Controlla se l'elemento corrente è vuoto (questo funziona solo per tags "
"completamente vuoi, es. [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code." msgid "Opens an XML file for parsing. This returns an error code."
msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore." msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
#, fuzzy
msgid "Opens an XML raw buffer for parsing. This returns an error code." msgid "Opens an XML raw buffer for parsing. This returns an error code."
msgstr "" msgstr ""
"Apre un buffer greggio di XML per analizzarlo. Questo ritorna un codice di "
"errore."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
msgid "Reads the next node of the file. This returns an error code." msgid "Reads the next node of the file. This returns an error code."
msgstr "" msgstr "Legge il nodo seguente del file. Questo ritorna un codice di errore."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
msgid "" msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and read " "Moves the buffer cursor to a certain offset (since the beginning) and read "
"the next node there. This returns an error code." "the next node there. This returns an error code."
msgstr "" msgstr ""
"Muove il cursore del buffer di un certo margine (partendo dall'inizio) e lì "
"legge il nodo seguente. Questo ritorna un codice errore."
#: doc/classes/XMLParser.xml #: doc/classes/XMLParser.xml
#, fuzzy #, fuzzy

View File

@@ -4483,7 +4483,8 @@ msgid "The property is a translatable string."
msgstr "プロパティは翻訳可能な文字列です。" msgstr "プロパティは翻訳可能な文字列です。"
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor." #, fuzzy
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "エディタ内でプロパティをグループ化するために使用します。" msgstr "エディタ内でプロパティをグループ化するために使用します。"
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -9078,8 +9079,9 @@ msgstr "配列が空の場合は[code]true[/code]を返します。"
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -14695,8 +14697,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -15510,8 +15512,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -16651,7 +16656,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -23634,18 +23642,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -24830,6 +24854,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -28764,6 +28796,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -28813,6 +28889,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -35818,7 +35937,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -35837,6 +35956,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "配列が空の場合は[code]true[/code]を返します。"
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -41324,7 +41456,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -43572,6 +43707,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -49343,7 +49486,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49990,7 +50133,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -51260,16 +51403,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -53333,6 +53484,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "現在再生中のアニメーションステートを返します。"
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -55633,14 +55789,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -57188,7 +57353,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -58173,7 +58352,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -59521,7 +59703,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -59792,9 +59973,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -61284,10 +61465,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -61296,10 +61473,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -62342,6 +62515,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -62630,6 +62811,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -75494,6 +75682,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -75590,6 +75783,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -75813,6 +76009,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3596,7 +3596,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7116,8 +7116,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11847,8 +11848,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12650,8 +12651,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13740,7 +13744,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20716,18 +20723,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21902,6 +21925,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25803,6 +25834,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25852,6 +25927,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32778,7 +32896,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32797,6 +32915,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "매개변수의 코사인 값을 반환합니다."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38365,7 +38496,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40581,6 +40715,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46304,7 +46446,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46951,7 +47093,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48221,16 +48363,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50265,6 +50415,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "매개변수의 탄젠트 값을 반환합니다."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52557,14 +52712,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54010,7 +54174,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54814,7 +54992,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56134,7 +56315,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56405,9 +56585,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57881,10 +58061,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57893,10 +58069,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58921,6 +59093,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59180,6 +59360,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71918,6 +72105,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72014,6 +72206,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72237,6 +72432,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3484,7 +3484,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7001,8 +7001,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11729,8 +11730,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12528,8 +12529,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13618,7 +13622,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20493,18 +20500,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21679,6 +21702,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25576,6 +25607,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25625,6 +25700,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32538,7 +32656,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32557,6 +32675,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37973,7 +38103,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40181,6 +40314,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45884,7 +46025,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47801,16 +47942,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49844,6 +49993,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52136,14 +52289,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53589,7 +53751,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54393,7 +54569,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55711,7 +55890,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55982,9 +56160,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57454,10 +57632,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57466,10 +57640,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58490,6 +58660,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58748,6 +58926,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71442,6 +71627,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71538,6 +71728,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71761,6 +71954,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3467,7 +3467,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6984,8 +6984,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11712,8 +11713,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12511,8 +12512,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13601,7 +13605,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20476,18 +20483,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21662,6 +21685,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25556,6 +25587,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25605,6 +25680,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32518,7 +32636,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32537,6 +32655,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37953,7 +38083,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40161,6 +40294,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45864,7 +46005,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47781,16 +47922,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49824,6 +49973,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52116,14 +52269,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53569,7 +53731,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54373,7 +54549,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55691,7 +55870,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55962,9 +56140,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57434,10 +57612,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57446,10 +57620,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58470,6 +58640,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58728,6 +58906,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71422,6 +71607,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71518,6 +71708,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71741,6 +71934,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3479,7 +3479,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6996,8 +6996,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11724,8 +11725,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12523,8 +12524,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13613,7 +13617,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20488,18 +20495,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21674,6 +21697,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25568,6 +25599,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25617,6 +25692,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32530,7 +32648,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32549,6 +32667,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37965,7 +38095,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40173,6 +40306,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45876,7 +46017,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46523,7 +46664,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47793,16 +47934,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49836,6 +49985,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52128,14 +52281,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53581,7 +53743,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54385,7 +54561,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55703,7 +55882,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55974,9 +56152,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57446,10 +57624,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57458,10 +57632,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58482,6 +58652,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58740,6 +58918,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71434,6 +71619,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71530,6 +71720,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71753,6 +71946,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3467,7 +3467,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6984,8 +6984,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11712,8 +11713,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12511,8 +12512,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13601,7 +13605,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20476,18 +20483,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21662,6 +21685,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25556,6 +25587,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25605,6 +25680,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32518,7 +32636,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32537,6 +32655,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37953,7 +38083,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40161,6 +40294,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45864,7 +46005,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47781,16 +47922,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49824,6 +49973,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52116,14 +52269,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53569,7 +53731,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54373,7 +54549,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55691,7 +55870,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55962,9 +56140,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57434,10 +57612,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57446,10 +57620,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58470,6 +58640,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58728,6 +58906,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71422,6 +71607,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71518,6 +71708,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71741,6 +71934,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3536,7 +3536,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7053,8 +7053,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11781,8 +11782,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12580,8 +12581,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13670,7 +13674,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20545,18 +20552,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21731,6 +21754,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25628,6 +25659,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25677,6 +25752,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32590,7 +32708,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32609,6 +32727,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38025,7 +38155,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40233,6 +40366,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45936,7 +46077,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46583,7 +46724,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47853,16 +47994,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49897,6 +50046,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52189,14 +52342,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53642,7 +53804,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54446,7 +54622,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55764,7 +55943,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56035,9 +56213,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57507,10 +57685,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57519,10 +57693,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58543,6 +58713,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58801,6 +58979,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71495,6 +71680,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71591,6 +71781,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71814,6 +72007,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3945,7 +3945,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7472,8 +7472,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12204,8 +12205,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -13014,8 +13015,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14105,7 +14109,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -21000,18 +21007,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22189,6 +22212,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26092,6 +26123,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26141,6 +26216,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33082,7 +33200,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33101,6 +33219,21 @@ msgid ""
"characters." "characters."
msgstr "" 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 ""
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
"wyłączone."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38563,7 +38696,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40797,6 +40933,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46524,7 +46668,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47171,7 +47315,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48441,16 +48585,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50493,6 +50645,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Zwraca obecną długość spring arm."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52788,14 +52945,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54242,7 +54408,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -55049,7 +55229,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56369,7 +56552,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56640,9 +56822,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58117,10 +58299,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58129,10 +58307,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59162,6 +59336,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59426,6 +59608,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72173,6 +72362,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72269,6 +72463,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72492,6 +72689,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -6,12 +6,13 @@
# Reubens Sanders <reubensst@protonmail.com>, 2021. # Reubens Sanders <reubensst@protonmail.com>, 2021.
# ssantos <ssantos@web.de>, 2022. # ssantos <ssantos@web.de>, 2022.
# Felipe SiFa <felipe@logus.digital>, 2022. # Felipe SiFa <felipe@logus.digital>, 2022.
# Renu <ifpilucas@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-01-07 12:18+0000\n" "PO-Revision-Date: 2022-04-25 15:12+0000\n"
"Last-Translator: Felipe SiFa <felipe@logus.digital>\n" "Last-Translator: Renu <ifpilucas@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n" "godot-class-reference/pt/>\n"
"Language: pt\n" "Language: pt\n"
@@ -19,11 +20,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n" "Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.10.1\n" "X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
msgstr "Descrição" msgstr "Descrição"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Tutorials" msgid "Tutorials"
@@ -112,13 +113,15 @@ msgstr ""
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "This method is used to construct a type." msgid "This method is used to construct a type."
msgstr "" msgstr "Este método é usado para construir um tipo."
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "" msgid ""
"This method doesn't need an instance to be called, so it can be called " "This method doesn't need an instance to be called, so it can be called "
"directly using the class name." "directly using the class name."
msgstr "" msgstr ""
"Este método não precisa de uma instância para ser chamando, de maneira que "
"pode ser chamado diretamente usando o nome da classe."
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "" msgid ""
@@ -3931,7 +3934,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error." msgid "File: Missing dependencies error."
msgstr "" msgstr "Ficheiro: Erro faltam dependências."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "File: End of file (EOF) error." msgid "File: End of file (EOF) error."
@@ -3987,7 +3990,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Invalid parameter error." msgid "Invalid parameter error."
msgstr "" msgstr "Erro, parâmetro inválido."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Already exists error." msgid "Already exists error."
@@ -3995,15 +3998,15 @@ msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Does not exist error." msgid "Does not exist error."
msgstr "" msgstr "Não há erro."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Database: Read error." msgid "Database: Read error."
msgstr "" msgstr "Banco de dados: Erro de leitura."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Database: Write error." msgid "Database: Write error."
msgstr "" msgstr "Banco de dados: Erro de escrita."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Compilation failed error." msgid "Compilation failed error."
@@ -4031,7 +4034,7 @@ msgstr "Erro de declaração inválida."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Duplicate symbol error." msgid "Duplicate symbol error."
msgstr "" msgstr "Erro de símbolo duplicado."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Parse error." msgid "Parse error."
@@ -4043,7 +4046,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Skip error." msgid "Skip error."
msgstr "" msgstr "Pular erro."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Help error." msgid "Help error."
@@ -4061,7 +4064,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property." msgid "No hint for the edited property."
msgstr "" msgstr "Não há sugestão para a propriedade editada."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "" msgid ""
@@ -4113,7 +4116,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused." msgid "Deprecated hint, unused."
msgstr "" msgstr "Dica defasada, não utilizada."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "" msgid ""
@@ -4232,8 +4235,9 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor." #, fuzzy
msgstr "" msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "A propriedade pode ser checada no inspetor do editor."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor." msgid "Used to categorize properties together in the editor."
@@ -7768,8 +7772,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12501,8 +12506,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -13303,8 +13308,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14416,7 +14424,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -21315,18 +21326,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22503,6 +22530,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26405,6 +26440,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26454,6 +26533,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33372,7 +33494,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33391,6 +33513,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38831,7 +38966,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -41044,6 +41182,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46748,7 +46894,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47395,7 +47541,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nome opcional para a camada 13 da renderização 3D." msgstr "Nome opcional para a camada 13 da renderização 3D."
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" #, fuzzy
msgid "Optional name for the 3D render layer 14."
msgstr "Nome opcional para a camada 14 da renderização 3D" msgstr "Nome opcional para a camada 14 da renderização 3D"
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48665,16 +48812,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50708,6 +50863,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Retorna o comprimento atual do braço da mola."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -53002,14 +53162,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54461,7 +54630,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -55279,7 +55462,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56599,7 +56785,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56870,9 +57055,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58344,10 +58529,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58356,10 +58537,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59382,6 +59559,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema." msgstr "Limpa todos os valores no tema."
@@ -59645,6 +59830,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72356,6 +72548,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72452,6 +72649,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72675,6 +72875,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -37,12 +37,14 @@
# Kawan Weege <therealdragonofwar@gmail.com>, 2022. # Kawan Weege <therealdragonofwar@gmail.com>, 2022.
# Schnippss <rian.uzum1901@gmail.com>, 2022. # Schnippss <rian.uzum1901@gmail.com>, 2022.
# Gonçalo Pascoal <goncalojpascoal@gmail.com>, 2022. # Gonçalo Pascoal <goncalojpascoal@gmail.com>, 2022.
# Douglas S. Elias <douglassantoselias@gmail.com>, 2022.
# Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-01-15 22:14+0000\n" "PO-Revision-Date: 2022-04-20 18:20+0000\n"
"Last-Translator: jak3z <jose_renato06@outlook.com>\n" "Last-Translator: Fabio Moura de Oliveira <ccmaismais@yahoo.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n" "godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n" "Language: pt_BR\n"
@@ -50,7 +52,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n" "Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.10.1\n" "X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -114,7 +116,7 @@ msgstr "Padrão"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Setter" msgid "Setter"
msgstr "" msgstr "setter"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "value" msgid "value"
@@ -122,7 +124,7 @@ msgstr "Valor"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Getter" msgid "Getter"
msgstr "" msgstr "Getter"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "" msgid ""
@@ -162,6 +164,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand " "This method describes a valid operator to use with this type as left-hand "
"operand." "operand."
msgstr "" msgstr ""
"Este método descreve um operador válido pra utilizar com este tipo como "
"operando do lado esquerdo."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions." msgid "Built-in GDScript functions."
@@ -4479,7 +4483,8 @@ msgid "The property is a translatable string."
msgstr "A propriedade é uma string traduzível." msgstr "A propriedade é uma string traduzível."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor." #, fuzzy
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Usado para agrupar propriedade no editor." msgstr "Usado para agrupar propriedade no editor."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -8038,8 +8043,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12775,8 +12781,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -13583,8 +13589,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14697,7 +14706,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -21634,18 +21646,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22823,6 +22851,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26735,6 +26771,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26784,6 +26864,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33738,7 +33861,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33757,6 +33880,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37548,7 +37684,7 @@ msgstr ""
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "Nodes and Scenes" msgid "Nodes and Scenes"
msgstr "" msgstr "Nós e cenas"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "All Demos" msgid "All Demos"
@@ -39218,7 +39354,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -41449,6 +41588,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -47183,7 +47330,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47830,7 +47977,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nome opcional para a camada 13 da renderização 3D." msgstr "Nome opcional para a camada 13 da renderização 3D."
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" #, fuzzy
msgid "Optional name for the 3D render layer 14."
msgstr "Nome opcional para a camada 14 da renderização 3D" msgstr "Nome opcional para a camada 14 da renderização 3D"
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49100,16 +49248,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -51151,6 +51307,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Retorna o comprimento atual do braço da mola."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -53446,16 +53607,24 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
#, fuzzy
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[b]Note:[/b] This method internals' can't possibly fail, but an error code "
msgstr "Abaixa o [Semaphore], permitindo a entrada de mais um thread." "is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54909,7 +55078,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -55730,7 +55913,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -57050,7 +57236,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -57321,9 +57506,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58801,10 +58986,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58813,10 +58994,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59853,6 +60030,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema." msgstr "Limpa todos os valores no tema."
@@ -60119,6 +60304,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72878,6 +73070,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72974,6 +73171,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -73197,6 +73397,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3487,7 +3487,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7004,8 +7004,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11732,8 +11733,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12531,8 +12532,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13621,7 +13625,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20496,18 +20503,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21682,6 +21705,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25579,6 +25610,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25628,6 +25703,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32541,7 +32659,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32560,6 +32678,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37976,7 +38106,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40184,6 +40317,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45887,7 +46028,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46534,7 +46675,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47804,16 +47945,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49847,6 +49996,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52139,14 +52292,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53592,7 +53754,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54396,7 +54572,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55714,7 +55893,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55985,9 +56163,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57457,10 +57635,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57469,10 +57643,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58493,6 +58663,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58751,6 +58929,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71445,6 +71630,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71541,6 +71731,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71764,6 +71957,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -41,12 +41,15 @@
# Иван Гай <yfrde615@gmail.com>, 2022. # Иван Гай <yfrde615@gmail.com>, 2022.
# Bebihindra <denisk.chebotarev@mail.ru>, 2022. # Bebihindra <denisk.chebotarev@mail.ru>, 2022.
# Alex_Faction <creeponedead@gmail.com>, 2022. # Alex_Faction <creeponedead@gmail.com>, 2022.
# Turok Chukchin <chukchinturok@gmail.com>, 2022.
# Rish Alternative <ii4526668@gmail.com>, 2022.
# Andrey <stre10k@mail.ru>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-13 22:11+0000\n" "PO-Revision-Date: 2022-04-25 15:12+0000\n"
"Last-Translator: Alex_Faction <creeponedead@gmail.com>\n" "Last-Translator: Andrey <stre10k@mail.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n" "godot-class-reference/ru/>\n"
"Language: ru\n" "Language: ru\n"
@@ -55,7 +58,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "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" "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.12-dev\n" "X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -507,7 +510,6 @@ msgid "Deprecated alias for [method step_decimals]."
msgstr "Устаревший псевдоним для [method step_decimals]." msgstr "Устаревший псевдоним для [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n" "Godot 4.0, please use [method move_toward] instead.\n"
@@ -517,11 +519,12 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n" "a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Возвращает [code]value[/code], уменьшенное на [code]step[/code] * " "[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в "
"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n"
"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * "
"[code]amount[/code].\n" "[code]amount[/code].\n"
"[codeblock]\n" "[codeblock]\n"
"# a = 59\n" "a = dectime(60, 10, 0.1)) # a равно 59.0\n"
"a = dectime(60, 10, 0.1))\n"
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
@@ -643,7 +646,6 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the " "Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n" "largest whole number that is not more than [code]s[/code].\n"
@@ -658,16 +660,16 @@ msgid ""
"directly." "directly."
msgstr "" msgstr ""
"Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), " "Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), "
"возвращая наибольшее целое число, которое меньше или равно [code]s[/code].\n" "возвращая наибольшее целое число, которое не больше [code]s[/code].\n"
"[codeblock]\n" "[codeblock]\n"
"# a равно 2.0\n" "a = floor(2.45) # a равно 2.0\n"
"a = floor(2.99)\n" "a = floor(2.99) # a равно 2.0\n"
"# a равно -3.0\n" "a = floor(-2.99) # a равно -3.0\n"
"a = floor(-2.99)\n" "[/codeblock].\n"
"[/codeblock]\n" "См. также [method ceil], [method round], [method stepify] и [int].\n"
"[b]Примечание:[/b] Этот метод возвращает число с плавающей точкой (float). " "[b]Примечание:[/b] Этот метод возвращает float. Если вам нужно целое число и "
"Если вам нужно целое число (int), вы можете использовать [code]int(s)[/code] " "[code]s[/code] является неотрицательным числом, вы можете использовать "
"напрямую." "[code]int(s)[/code] напрямую."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
msgid "" msgid ""
@@ -686,7 +688,6 @@ msgstr ""
"Для получения целочисленного остатка используйте оператор %." "Для получения целочисленного остатка используйте оператор %."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n" "positive and negative.\n"
@@ -706,27 +707,22 @@ msgid ""
" 1.5 0.0 0.0\n" " 1.5 0.0 0.0\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Возвращает вещественный остаток от деления [code]a/b[/code], который " "Возвращает модуль с плавающей точкой числа [code]a/b[/code], которое "
"зациклен одинаково для положительных и отрицательных чисел.\n" "одинаково обертывается в положительную и отрицательную части.\n"
"[codeblock]\n" "[codeblock]\n"
"var i = -6\n" "for i in 7:\n"
"while i < 5:\n" " var x = 0.5 * i - 1.5\n"
" prints(i, fposmod(i, 3))\n" " print(\"%4.1f %4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
" i += 1\n" "[/codeblock].\n"
"[/codeblock]\n" "Производит:\n"
"Выводит:\n"
"[codeblock]\n" "[codeblock]\n"
"-6 0\n" "-1.5 -0.0 0.0\n"
"-5 1\n" "-1.0 -1.0 0.5\n"
"-4 2\n" "-0.5 -0.5 1.0\n"
"-3 0\n" " 0.0 0.0 0.0\n"
"-2 1\n" " 0.5 0.5 0.5\n"
"-1 2\n" " 1.0 1.0 1.0\n"
"0 0\n" " 1.5 0.0 0.0\n"
"1 1\n"
"2 2\n"
"3 0\n"
"4 1\n"
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
@@ -3748,6 +3744,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n" "- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons." "- Windows and macOS: Up to 128 buttons."
msgstr "" msgstr ""
"Максимальное количество кнопок поддерживаемое движком для игрового "
"контроллера. Фактический лимит может быть ниже на определенных платформах:\n"
"- Android: до 36 кнопок.\n"
"- Linux: до 80 кнопок.\n"
"- Windows и macOS: до 128 кнопок."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "DualShock circle button." msgid "DualShock circle button."
@@ -4170,7 +4171,6 @@ msgid "Unconfigured error."
msgstr "Ошибка \"Не настроено\"." msgstr "Ошибка \"Не настроено\"."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
#, fuzzy
msgid "Unauthorized error." msgid "Unauthorized error."
msgstr "Ошибка \"Не авторизовано\"." msgstr "Ошибка \"Не авторизовано\"."
@@ -4587,7 +4587,8 @@ msgid "The property is a translatable string."
msgstr "Свойство является переводимой строкой." msgstr "Свойство является переводимой строкой."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor." #, fuzzy
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Используется для группировки свойств в редакторе." msgstr "Используется для группировки свойств в редакторе."
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -8534,8 +8535,9 @@ msgstr "Возвращает [code]true[/code] если массив пусто
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -13357,8 +13359,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -14169,8 +14171,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -15274,7 +15279,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -22271,18 +22279,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -23464,6 +23488,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -27382,6 +27414,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27431,6 +27507,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -34393,7 +34512,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -34412,6 +34531,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Возвращает [code]true[/code] если массив пустой."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37604,21 +37736,26 @@ msgid "Returns the map cell height."
msgstr "Возвращает значение задержки данного кадра." msgstr "Возвращает значение задержки данного кадра."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy
msgid "" msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]." "Returns the normal for the point returned by [method map_get_closest_point]."
msgstr "Возвращает обратный квадратный корень из аргумента." msgstr ""
"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
msgid "" msgid ""
"Returns the closest point between the navigation surface and the segment." "Returns the closest point between the navigation surface and the segment."
msgstr "" msgstr ""
"Возвращает ближайшую точку между навигационной поверхностью и сегментом."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy
msgid "" msgid ""
"Returns the edge connection margin of the map. This distance is the minimum " "Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions." "vertex distance needed to connect two edges from different regions."
msgstr "" msgstr ""
"Возвращает расстояние соединения граней карты. Это расстояние - минимальное "
"расстояние между вершинами, необходимое для соединения двух ребер из разных "
"регионов."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy #, fuzzy
@@ -37632,31 +37769,42 @@ msgstr ""
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy #, fuzzy
msgid "Sets the map up direction." msgid "Sets the map up direction."
msgstr "Возвращает синус параметра." msgstr "Устанавливает направление движения карты вверх."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy
msgid "" msgid ""
"Process the collision avoidance agents.\n" "Process the collision avoidance agents.\n"
"The result of this process is needed by the physics server, so this must be " "The result of this process is needed by the physics server, so this must be "
"called in the main thread.\n" "called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe." "[b]Note:[/b] This function is not thread safe."
msgstr "" msgstr ""
"Обработка агентов предотвращения столкновений.\n"
"Результат этого процесса необходим физическому серверу, поэтому эта функция "
"должна вызываться в главном потоке.\n"
"[b]Примечание:[/b] Эта функция не является потокобезопасной."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Bakes the navigation mesh." msgid "Bakes the navigation mesh."
msgstr "" msgstr "Выпекает навигационную сетку."
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Control activation of this server." msgid "Control activation of this server."
msgstr "" msgstr "Управление активацией данного сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index." "PacketPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library." "html]ENet[/url] library."
msgstr "" msgstr ""
"Реализация PacketPeer с использованием библиотеки [url=http://enet.bespin."
"org/index.html]ENet[/url]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"A PacketPeer implementation that should be passed to [member SceneTree." "A PacketPeer implementation that should be passed to [member SceneTree."
"network_peer] after being initialized as either a client or server. Events " "network_peer] after being initialized as either a client or server. Events "
@@ -37668,16 +37816,32 @@ msgid ""
"the server port in UDP. You can use the [UPNP] class to try to forward the " "the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server." "server port automatically when starting the server."
msgstr "" msgstr ""
"Реализация PacketPeer, которая должна быть передана в [member SceneTree."
"network_peer] после инициализации в качестве клиента или сервера. Затем "
"события могут обрабатываться путем подключения к сигналам [SceneTree].\n"
"Цель ENet - обеспечить относительно тонкий, простой и надежный сетевой "
"коммуникационный уровень поверх UDP (User Datagram Protocol).\n"
"[b]Примечание:[/b] ENet использует только UDP, а не TCP. При переадресации "
"порта сервера, чтобы сделать ваш сервер доступным в публичном Интернете, вам "
"нужно переадресовать только порт сервера в UDP. Вы можете использовать класс "
"[UPNP], чтобы попытаться перенаправить порт сервера автоматически при "
"запуске сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"Closes the connection. Ignored if no connection is currently established. If " "Closes the connection. Ignored if no connection is currently established. If "
"this is a server it tries to notify all clients before forcibly " "this is a server it tries to notify all clients before forcibly "
"disconnecting them. If this is a client it simply closes the connection to " "disconnecting them. If this is a client it simply closes the connection to "
"the server." "the server."
msgstr "" msgstr ""
"Закрывает соединение. Игнорируется, если в данный момент соединение не "
"установлено. Если это сервер, он пытается уведомить всех клиентов, прежде "
"чем принудительно отключить их. Если это клиент, он просто закрывает "
"соединение с сервером."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"Create client that connects to a server at [code]address[/code] using " "Create client that connects to a server at [code]address[/code] using "
"specified [code]port[/code]. The given address needs to be either a fully " "specified [code]port[/code]. The given address needs to be either a fully "
@@ -37698,8 +37862,29 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is " "code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques." "useful for some NAT traversal techniques."
msgstr "" msgstr ""
"Создайте клиент, который подключается к серверу по адресу [code]address[/"
"code], используя указанный [code]port[/code]. Указанный адрес должен быть "
"либо полным доменным именем (например, [code]\"www.example.com\"[/code]), "
"либо IP-адресом в формате IPv4 или IPv6 (например, [code]\"192.168.1.1\"[/"
"code]). [code]port[/code] - это порт, который прослушивает сервер. Параметры "
"[code]in_bandwidth[/code] и [code]out_bandwidth[/code] могут быть "
"использованы для ограничения входящей и исходящей полосы пропускания до "
"заданного количества байт в секунду. Значение по умолчанию 0 означает "
"неограниченную пропускную способность. Обратите внимание, что ENet будет "
"стратегически отбрасывать пакеты на определенных сторонах соединения между "
"пирами, чтобы гарантировать, что пропускная способность пиров не будет "
"превышена. Параметры пропускной способности также определяют размер окна "
"соединения, которое ограничивает количество надежных пакетов, которые могут "
"находиться в пути в любой момент времени. Возвращает [константу OK], если "
"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр "
"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае "
"необходимо сначала вызвать [метод close_connection]) или [константу "
"ERR_CANT_CREATE], если клиент не может быть создан. Если указано "
"[code]client_port[/code], клиент также будет слушать указанный порт; это "
"полезно для некоторых методов обхода NAT."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"Create server that listens to connections via [code]port[/code]. The port " "Create server that listens to connections via [code]port[/code]. The port "
"needs to be an available, unused port between 0 and 65535. Note that ports " "needs to be an available, unused port between 0 and 65535. Note that ports "
@@ -37716,29 +37901,55 @@ msgid ""
"case you need to call [method close_connection] first) or [constant " "case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created." "ERR_CANT_CREATE] if the server could not be created."
msgstr "" msgstr ""
"Создайте сервер, который прослушивает соединения через [code]порт[/code]. "
"Порт должен быть доступным, неиспользуемым портом в диапазоне от 0 до 65535. "
"Обратите внимание, что порты ниже 1024 являются привилегированными и могут "
"требовать повышенных прав в зависимости от платформы. Чтобы изменить "
"интерфейс, на котором прослушивается сервер, используйте [method "
"set_bind_ip]. IP по умолчанию - это подстановочный знак [code]\"*\"[/code], "
"который прослушивает все доступные интерфейсы. [code]max_clients[/code] - "
"максимальное количество клиентов, разрешенных одновременно, можно "
"использовать любое число до 4095, хотя достижимое количество одновременных "
"клиентов может быть гораздо меньше и зависит от приложения. Дополнительные "
"сведения о параметрах пропускной способности см. в [метод create_client]. "
"Возвращает [константу OK], если сервер был создан, [константу "
"ERR_ALREADY_IN_USE], если данный экземпляр NetworkedMultiplayerENet уже "
"имеет открытое соединение (в этом случае необходимо сначала вызвать [метод "
"close_connection]) или [константу ERR_CANT_CREATE], если сервер не удалось "
"создать."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages." "connection will be closed immediately without flushing queued messages."
msgstr "" msgstr ""
"Отключить указанный пир. Если \"now\" имеет значение [code]true[/code], "
"соединение будет закрыто немедленно без сброса очередей сообщений."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer." "Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]." "get_packet]."
msgstr "" msgstr ""
"Возвращает канал последнего пакета, полученного через [метод PacketPeer."
"get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#, fuzzy
msgid "" msgid ""
"Returns the channel of the next packet that will be retrieved via [method " "Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]." "PacketPeer.get_packet]."
msgstr "" msgstr ""
"Возвращает канал следующего пакета, который будет получен через [метод "
"PacketPeer.get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml #: modules/websocket/doc_classes/WebSocketServer.xml
#, fuzzy
msgid "Returns the IP address of the given peer." msgid "Returns the IP address of the given peer."
msgstr "" msgstr "Возвращает IP-адрес заданного аналога."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml #: modules/websocket/doc_classes/WebSocketServer.xml
@@ -39879,7 +40090,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -42117,6 +42331,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -47882,7 +48104,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48529,7 +48751,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49799,16 +50021,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -51900,6 +52130,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Возвращает длину вектора."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -54193,14 +54428,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -55656,7 +55900,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -56461,7 +56719,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -57808,7 +58069,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -58079,9 +58339,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -59560,10 +59820,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -59572,10 +59828,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -60609,6 +60861,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -60894,6 +61154,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -73802,6 +74069,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -73898,6 +74170,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -74121,6 +74396,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25562,6 +25593,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25611,6 +25686,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32524,7 +32642,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32543,6 +32661,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37959,7 +38089,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40167,6 +40300,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45870,7 +46011,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46517,7 +46658,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47787,16 +47928,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49830,6 +49979,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52122,14 +52275,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53575,7 +53737,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54379,7 +54555,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55697,7 +55876,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55968,9 +56146,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57440,10 +57618,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57452,10 +57626,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58476,6 +58646,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58734,6 +58912,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71428,6 +71613,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71524,6 +71714,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71747,6 +71940,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3481,7 +3481,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6998,8 +6998,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11726,8 +11727,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12525,8 +12526,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13615,7 +13619,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20490,18 +20497,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21676,6 +21699,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25573,6 +25604,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25622,6 +25697,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32535,7 +32653,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32554,6 +32672,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37970,7 +38100,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40178,6 +40311,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45881,7 +46022,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46528,7 +46669,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47798,16 +47939,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49841,6 +49990,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52133,14 +52286,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53586,7 +53748,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54390,7 +54566,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55708,7 +55887,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55979,9 +56157,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57451,10 +57629,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57463,10 +57637,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58487,6 +58657,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58745,6 +58923,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71439,6 +71624,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71535,6 +71725,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71758,6 +71951,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25559,6 +25590,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25608,6 +25683,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32521,7 +32639,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32540,6 +32658,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37956,7 +38086,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40164,6 +40297,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45867,7 +46008,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47784,16 +47925,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49827,6 +49976,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52119,14 +52272,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53572,7 +53734,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54376,7 +54552,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55694,7 +55873,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -55965,9 +56143,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57437,10 +57615,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57449,10 +57623,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58473,6 +58643,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58731,6 +58909,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71425,6 +71610,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71521,6 +71711,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71744,6 +71937,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -9,12 +9,13 @@
# Kongfa Warorot <gongpha@hotmail.com>, 2020. # Kongfa Warorot <gongpha@hotmail.com>, 2020.
# PT 07 <porton555@gmail.com>, 2021. # PT 07 <porton555@gmail.com>, 2021.
# SysError_ <ictsanook@hotmail.com>, 2021. # SysError_ <ictsanook@hotmail.com>, 2021.
# Kanda Ninthfish <akkhaporn@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2021-12-10 10:42+0000\n" "PO-Revision-Date: 2022-04-18 06:11+0000\n"
"Last-Translator: SysError_ <ictsanook@hotmail.com>\n" "Last-Translator: Kanda Ninthfish <akkhaporn@gmail.com>\n"
"Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot-" "Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/th/>\n" "class-reference/th/>\n"
"Language: th\n" "Language: th\n"
@@ -22,7 +23,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n" "Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.10-dev\n" "X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -38,7 +39,7 @@ msgstr "คุณสมบัติ"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Methods" msgid "Methods"
msgstr "เมธอด" msgstr "วิธีการ"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Theme Properties" msgid "Theme Properties"
@@ -71,23 +72,23 @@ msgstr "รายละเอียดของคุณสมบัติ"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Inherits:" msgid "Inherits:"
msgstr "" msgstr "สืบทอด:"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Inherited By:" msgid "Inherited By:"
msgstr "" msgstr "สืบทอดโดย:"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "(overrides %s)" msgid "(overrides %s)"
msgstr "" msgstr "(แทนที่ %s)"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Default" msgid "Default"
msgstr "" msgstr "ค่าเริ่มต้น"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Setter" msgid "Setter"
msgstr "" msgstr "Setter"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "value" msgid "value"
@@ -95,7 +96,7 @@ msgstr ""
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Getter" msgid "Getter"
msgstr "" msgstr "Getter"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "" msgid ""
@@ -3563,7 +3564,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7091,8 +7092,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11820,8 +11822,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12621,8 +12623,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13711,7 +13716,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20587,18 +20595,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21773,6 +21797,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25672,6 +25704,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25721,6 +25797,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32689,7 +32808,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32708,6 +32827,18 @@ msgid ""
"characters." "characters."
msgstr "" 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -36464,7 +36595,7 @@ msgstr ""
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "Nodes and Scenes" msgid "Nodes and Scenes"
msgstr "" msgstr "โหนดและฉาก"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "All Demos" msgid "All Demos"
@@ -38184,7 +38315,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40397,6 +40531,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46105,7 +46247,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46757,7 +46899,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48027,16 +48169,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50071,6 +50221,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52363,14 +52518,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53816,7 +53980,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54620,7 +54798,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55941,7 +56122,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56212,9 +56392,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57686,10 +57866,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57698,10 +57874,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58724,6 +58896,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58982,6 +59162,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71696,6 +71883,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71792,6 +71984,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72015,6 +72210,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -3546,7 +3546,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7063,8 +7063,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11795,8 +11796,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12597,8 +12598,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13687,7 +13691,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20565,18 +20572,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21751,6 +21774,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25645,6 +25676,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25694,6 +25769,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32607,7 +32725,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32626,6 +32744,21 @@ msgid ""
"characters." "characters."
msgstr "" 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 ""
"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
"so-sort ay hindi pinapagana."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38048,7 +38181,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40259,6 +40395,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -45962,7 +46106,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46609,7 +46753,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47879,16 +48023,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -49922,6 +50074,10 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52214,14 +52370,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53667,7 +53832,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54471,7 +54650,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55789,7 +55971,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56060,9 +56241,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57532,10 +57713,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57544,10 +57721,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58571,6 +58744,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58829,6 +59010,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71526,6 +71714,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71622,6 +71815,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -71845,6 +72041,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -16,12 +16,12 @@
# The Recon <reconmovyie@gmail.com>, 2021. # The Recon <reconmovyie@gmail.com>, 2021.
# ali aydın <alimxaydin@gmail.com>, 2021. # ali aydın <alimxaydin@gmail.com>, 2021.
# yigithan <yigithanermet38@gmail.com>, 2021. # yigithan <yigithanermet38@gmail.com>, 2021.
# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021. # Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2021-11-17 12:59+0000\n" "PO-Revision-Date: 2022-04-03 08:10+0000\n"
"Last-Translator: Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>\n" "Last-Translator: Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tr/>\n" "godot-class-reference/tr/>\n"
@@ -30,7 +30,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n" "Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.9.1-dev\n" "X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -4241,7 +4241,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7760,8 +7760,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12491,8 +12492,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -13301,8 +13302,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14391,7 +14395,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -21280,18 +21287,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22468,6 +22491,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26374,6 +26405,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26423,6 +26498,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33346,7 +33464,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33365,6 +33483,20 @@ msgid ""
"characters." "characters."
msgstr "" 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 ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -37145,7 +37277,7 @@ msgstr ""
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "Nodes and Scenes" msgid "Nodes and Scenes"
msgstr "" msgstr "Düğüm ve Sahneler"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "All Demos" msgid "All Demos"
@@ -38815,7 +38947,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -41036,6 +41171,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46765,7 +46908,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47412,7 +47555,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48682,16 +48825,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50733,6 +50884,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Verilen değerin tanjantını döndürür."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -53025,14 +53181,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54478,7 +54643,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -55284,7 +55463,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56604,7 +56786,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56875,9 +57056,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58351,10 +58532,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58363,10 +58540,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59393,6 +59566,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59652,6 +59833,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72387,6 +72575,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72483,6 +72676,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72706,6 +72902,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -12,12 +12,13 @@
# KazanskiyMaks <kazanskiy.maks@gmail.com>, 2022. # KazanskiyMaks <kazanskiy.maks@gmail.com>, 2022.
# Vladyslav Anisimov <uniss@ua.fm>, 2022. # Vladyslav Anisimov <uniss@ua.fm>, 2022.
# Мирослав <hlopukmyroslav@gmail.com>, 2022. # Мирослав <hlopukmyroslav@gmail.com>, 2022.
# Гліб Соколов <ramithes@i.ua>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-03-23 04:18+0000\n" "PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n" "Last-Translator: Гліб Соколов <ramithes@i.ua>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n" "godot-class-reference/uk/>\n"
"Language: uk\n" "Language: uk\n"
@@ -3619,7 +3620,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -4266,7 +4267,7 @@ msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation" msgid "2D Sprite animation"
msgstr "" msgstr "Анімація 2D спрайтів"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -7144,8 +7145,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11876,8 +11878,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12405,7 +12407,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D" msgid "Custom drawing in 2D"
msgstr "" msgstr "Власне малювання в 2D"
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
@@ -12680,8 +12682,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13771,7 +13776,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20657,18 +20665,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21843,6 +21867,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -22946,11 +22978,8 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
msgid "Environment and post-processing" msgid "Environment and post-processing"
msgstr "" msgstr "Середовище та пост-обробка"
"https://docs.godotengine.org/uk/latest/tutorials/3d/"
"environment_and_post_processing.html"
#: doc/classes/Environment.xml #: doc/classes/Environment.xml
msgid "Light transport in game engines" msgid "Light transport in game engines"
@@ -25743,6 +25772,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25792,6 +25865,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32120,7 +32236,7 @@ msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml #: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows" msgid "3D lights and shadows"
msgstr "" msgstr "3D світло та тіні"
#: doc/classes/Light.xml #: doc/classes/Light.xml
#, fuzzy #, fuzzy
@@ -32719,7 +32835,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32738,6 +32854,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38182,7 +38311,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40398,6 +40530,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46123,7 +46263,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46770,7 +46910,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48040,16 +48180,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50084,6 +50232,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Повертає синус параметра."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52376,14 +52529,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53830,7 +53992,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54634,7 +54810,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55955,7 +56134,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56226,9 +56404,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57703,10 +57881,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57715,10 +57889,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58743,6 +58913,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59004,6 +59182,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "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])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71832,6 +72022,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72055,6 +72248,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

View File

@@ -12,7 +12,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-02-26 10:27+0000\n" "PO-Revision-Date: 2022-04-25 15:12+0000\n"
"Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n" "Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/vi/>\n" "godot-class-reference/vi/>\n"
@@ -21,11 +21,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n" "Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.11.1-dev\n" "X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
msgstr "Nội dung" msgstr "Mô tả"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Tutorials" msgid "Tutorials"
@@ -57,7 +57,7 @@ msgstr "Hằng"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Property Descriptions" msgid "Property Descriptions"
msgstr "Nội dung Thuộc tính" msgstr "Mô tả huộc tính"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Method Descriptions" msgid "Method Descriptions"
@@ -3897,7 +3897,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7440,8 +7440,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -12172,8 +12173,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12977,8 +12978,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -14068,7 +14072,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20957,18 +20964,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -22144,6 +22167,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -26043,6 +26074,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26092,6 +26167,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -33014,7 +33132,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -33033,6 +33151,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -38480,7 +38611,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40702,6 +40836,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46433,7 +46575,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47080,7 +47222,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -48350,16 +48492,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50399,6 +50549,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Trả về [Texture2D] của khung hình được cho."
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52691,14 +52846,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -54147,7 +54311,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54952,7 +55130,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -56272,7 +56453,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56543,9 +56723,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58019,10 +58199,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -58031,10 +58207,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -59061,6 +59233,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -59320,6 +59500,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72070,6 +72257,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -72166,6 +72358,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72389,6 +72584,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "

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@@ -10,12 +10,14 @@
# Lihan Zhu <lihan@proctorio.com>, 2021. # Lihan Zhu <lihan@proctorio.com>, 2021.
# jixun <jingshinglai@gmail.com>, 2021. # jixun <jingshinglai@gmail.com>, 2021.
# Nick Chu <nickchu35@gmail.com>, 2021. # Nick Chu <nickchu35@gmail.com>, 2021.
# Number18 <secretemail7730@gmail.com>, 2022.
# 曹恩逢 <nelson22768384@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2021-10-10 14:03+0000\n" "PO-Revision-Date: 2022-04-10 17:08+0000\n"
"Last-Translator: Nick Chu <nickchu35@gmail.com>\n" "Last-Translator: 曹恩逢 <nelson22768384@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n" "godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n" "Language: zh_TW\n"
@@ -23,7 +25,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n" "Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.9-dev\n" "X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@@ -51,7 +53,7 @@ msgstr "訊號"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Enumerations" msgid "Enumerations"
msgstr "列舉類型" msgstr "列舉"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Constants" msgid "Constants"
@@ -88,7 +90,7 @@ msgstr ""
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Setter" msgid "Setter"
msgstr "" msgstr "Setter"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "value" msgid "value"
@@ -3575,7 +3577,7 @@ msgid "The property is a translatable string."
msgstr "" msgstr ""
#: doc/classes/@GlobalScope.xml #: 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 "" msgstr ""
#: doc/classes/@GlobalScope.xml #: doc/classes/@GlobalScope.xml
@@ -7097,8 +7099,9 @@ msgstr ""
#: doc/classes/Array.xml #: doc/classes/Array.xml
msgid "" msgid ""
"Removes the first occurrence of a value from the array. To remove an element " "Removes the first occurrence of a value from the array. If the value does "
"by index, use [method remove] instead.\n" "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] 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 " "[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 " "element is close to the beginning of the array (index 0). This is because "
@@ -11829,8 +11832,8 @@ msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in " "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] " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"sets the other axis' size length." "[code]size[/code] sets the other axis' size length."
msgstr "" msgstr ""
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
@@ -12633,8 +12636,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
msgid "" msgid ""
"If [code]enable[/code] is [code]true[/code], the node won't inherit its " "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"transform from parent canvas items." "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 "" msgstr ""
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
@@ -13724,7 +13730,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "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 " "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 " "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 "" msgstr ""
#: doc/classes/CollisionObject2D.xml #: doc/classes/CollisionObject2D.xml
@@ -20610,18 +20619,34 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/EditorInspector.xml #: 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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
msgid "" msgid ""
"The editor inspector is by default located on the right-hand side of the " "This is the control that implements property editing in the editor's "
"editor. It's used to edit the properties of the selected node. For example, " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"you can select a node such as [Sprite] then edit its transform through the " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"inspector tool. The editor inspector is an essential tool in the game " "[EditorInspector] will show properties in the same order as the array "
"development workflow.\n" "returned by [method Object.get_property_list].\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "If a property's name is path-like (i.e. if it contains forward slashes), "
"the singleton using [method EditorInterface.get_inspector]." "[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 "" msgstr ""
#: doc/classes/EditorInspector.xml #: doc/classes/EditorInspector.xml
@@ -21796,6 +21821,14 @@ msgid ""
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import." msgid "Post-processes scenes after import."
msgstr "" msgstr ""
@@ -25696,6 +25729,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum." msgid "Represents the size of the [enum Subdiv] enum."
msgstr "" 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 #: modules/gltf/doc_classes/GLTFLight.xml
msgid "" msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light " "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25745,6 +25822,49 @@ msgid ""
"and [DirectionalLight] respectively." "and [DirectionalLight] respectively."
msgstr "" 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 #: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "" msgstr ""
@@ -32672,7 +32792,7 @@ msgid ""
"be within the text's length." "be within the text's length."
msgstr "" msgstr ""
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection." msgid "Clears the current selection."
msgstr "" msgstr ""
@@ -32691,6 +32811,19 @@ msgid ""
"characters." "characters."
msgstr "" 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 "回傳參數的餘弦值。"
#: doc/classes/LineEdit.xml #: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum." msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "" msgstr ""
@@ -36464,7 +36597,7 @@ msgstr ""
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "Nodes and Scenes" msgid "Nodes and Scenes"
msgstr "" msgstr "節點與場景"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "All Demos" msgid "All Demos"
@@ -38134,7 +38267,10 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/Object.xml #: 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 "" msgstr ""
#: doc/classes/Object.xml #: doc/classes/Object.xml
@@ -40046,79 +40182,79 @@ msgstr ""
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Sunday." msgid "Sunday."
msgstr "" msgstr "星期日。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Monday." msgid "Monday."
msgstr "" msgstr "星期一。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Tuesday." msgid "Tuesday."
msgstr "" msgstr "星期二。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Wednesday." msgid "Wednesday."
msgstr "" msgstr "星期三。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Thursday." msgid "Thursday."
msgstr "" msgstr "星期四。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Friday." msgid "Friday."
msgstr "" msgstr "星期五。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "Saturday." msgid "Saturday."
msgstr "" msgstr "星期六。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "January." msgid "January."
msgstr "" msgstr "一月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "February." msgid "February."
msgstr "" msgstr "二月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "March." msgid "March."
msgstr "" msgstr "三月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "April." msgid "April."
msgstr "" msgstr "四月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "May." msgid "May."
msgstr "" msgstr "五月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "June." msgid "June."
msgstr "" msgstr "六月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "July." msgid "July."
msgstr "" msgstr "七月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "August." msgid "August."
msgstr "" msgstr "八月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "September." msgid "September."
msgstr "" msgstr "九月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "October." msgid "October."
msgstr "" msgstr "十月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "November." msgid "November."
msgstr "" msgstr "十一月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "December." msgid "December."
msgstr "" msgstr "十二月。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
msgid "" msgid ""
@@ -40350,6 +40486,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds." "[b]Note:[/b] Only available in editor builds."
msgstr "" 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 #: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols." msgid "Abstraction and base class for packet-based protocols."
msgstr "" msgstr ""
@@ -46073,7 +46217,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Allows the window to be resizable by default.\n" "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -46720,7 +46864,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14" msgid "Optional name for the 3D render layer 14."
msgstr "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -47990,16 +48134,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can " "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"increase performance a lot, but also reduces quality immensely. Can be used " "[ShaderMaterial] rendering. This can be used to improve performance on low-"
"to optimize performance on low-end mobile devices." "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
msgid "" msgid ""
"Lower-end override for [member rendering/quality/shading/" "Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or " "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 "" msgstr ""
#: doc/classes/ProjectSettings.xml #: doc/classes/ProjectSettings.xml
@@ -50034,6 +50186,11 @@ msgid ""
"wrapped text as one line." "wrapped text as one line."
msgstr "" msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "回傳參數的正弦值。"
#: doc/classes/RichTextLabel.xml #: doc/classes/RichTextLabel.xml
msgid "" msgid ""
"Returns the total number of characters from text tags. Does not include " "Returns the total number of characters from text tags. Does not include "
@@ -52326,14 +52483,23 @@ msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "Lowers the [Semaphore], allowing one more thread in.\n"
"on success, [constant ERR_BUSY] otherwise." "[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 "" msgstr ""
#: doc/classes/Semaphore.xml #: doc/classes/Semaphore.xml
msgid "" msgid ""
"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" "Like [method wait], but won't block, so if the value is zero, fails "
"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." "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 "" msgstr ""
#: doc/classes/Separator.xml #: doc/classes/Separator.xml
@@ -53780,7 +53946,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
msgid "" msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per " "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 "" msgstr ""
#: doc/classes/SpatialMaterial.xml #: doc/classes/SpatialMaterial.xml
@@ -54584,7 +54764,10 @@ msgid ""
"the text alignment to right.\n" "the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n" "See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[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 "" msgstr ""
#: doc/classes/SpinBox.xml #: doc/classes/SpinBox.xml
@@ -55905,7 +56088,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".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" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
@@ -56176,9 +56358,9 @@ msgstr ""
#: doc/classes/String.xml #: doc/classes/String.xml
msgid "" msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"string compared to another. 1.0 means totally similar and 0.0 means totally " "this string compared to another. A result of 1.0 means totally similar, "
"dissimilar.\n" "while 0.0 means totally dissimilar.\n"
"[codeblock]\n" "[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57653,10 +57835,6 @@ msgid ""
"side." "side."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection begin line." msgid "Returns the selection begin line."
msgstr "" msgstr ""
@@ -57665,10 +57843,6 @@ msgstr ""
msgid "Returns the text inside the selection." msgid "Returns the text inside the selection."
msgstr "" msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
msgid "Returns the selection end line." msgid "Returns the selection end line."
msgstr "" msgstr ""
@@ -58693,6 +58867,14 @@ msgid ""
"theme[/code] file, see the documentation for more information." "theme[/code] file, see the documentation for more information."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "Clears all values on the theme." msgid "Clears all values on the theme."
msgstr "" msgstr ""
@@ -58954,6 +59136,13 @@ msgid ""
"merge the other two into it one after another." "merge the other two into it one after another."
msgstr "" 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 #: doc/classes/Theme.xml
msgid "" msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -62521,7 +62710,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml #: modules/upnp/doc_classes/UPNPDevice.xml
msgid "OK." msgid "OK."
msgstr "" msgstr "OK。"
#: modules/upnp/doc_classes/UPNPDevice.xml #: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response." msgid "Empty HTTP response."
@@ -71682,6 +71871,11 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])." "[code]get_peer(id).get_available_packet_count[/code])."
msgstr "" 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 #: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state." msgid "Stops the server and clear its state."
msgstr "" msgstr ""
@@ -71778,6 +71972,9 @@ msgid ""
"\n" "\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\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 " " # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n" "various\n"
" # signals in order to receive them.\n" " # signals in order to receive them.\n"
@@ -72001,6 +72198,13 @@ msgid ""
"blurred\"[/code]." "blurred\"[/code]."
msgstr "" 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 #: modules/webxr/doc_classes/WebXRInterface.xml
msgid "" msgid ""
"Emitted to indicate that the reference space has been reset or " "Emitted to indicate that the reference space has been reset or "