i18n: Sync translations with Weblate
(cherry picked from commit d488e962df4675bdb1927e1027d8262c570cc310)
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@@ -20878,43 +20878,6 @@ msgstr ""
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"[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta "
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"floor_max_angle] chun a chinneadh an bhfuil dromchla \"balla\" nó nach bhfuil."
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msgid ""
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"Moves the body based on [member velocity]. If the body collides with another, "
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"it will slide along the other body (by default only on floor) rather than "
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"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
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"it will also be affected by the motion of the other body. You can use this to "
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"make moving and rotating platforms, or to make nodes push other nodes.\n"
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"Modifies [member velocity] if a slide collision occurred. To get the latest "
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"collision call [method get_last_slide_collision], for detailed information "
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"about collisions that occurred, use [method get_slide_collision].\n"
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"When the body touches a moving platform, the platform's velocity is "
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"automatically added to the body motion. If a collision occurs due to the "
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"platform's motion, it will always be first in the slide collisions.\n"
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"The general behavior and available properties change according to the [member "
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"motion_mode].\n"
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"Returns [code]true[/code] if the body collided, otherwise, returns "
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"[code]false[/code]."
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msgstr ""
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"Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht "
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"le ceann eile, sleamhnóidh sé ar feadh an chomhlachta eile (de réir "
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"réamhshocraithe ach amháin ar an urlár) seachas stop a chur láithreach. Más "
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"[CharacterBody2D] nó [RigidBody2D] an corp eile, beidh tionchar aige freisin "
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"ar ghluaisne an choirp eile. Is féidir leat é seo a úsáid chun ardáin "
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"ghluaiste agus rothlacha a dhéanamh, nó chun nóid a dhéanamh chun nóid eile a "
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"bhrú.\n"
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"Athraíonn [treoluas na mball] má tharla imbhualadh sleamhnáin. Chun an glao "
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"imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis "
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"mhionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method "
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"get_slide_collision].\n"
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"Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear "
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"treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn "
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"imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna "
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"himbhuailtí sleamhnáin.\n"
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"Athraíonn an iompar ginearálta agus na hairíonna atá ar fáil de réir an "
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"[member motion_mode].\n"
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"Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé "
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"[code]bréagach[/code]."
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msgid ""
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"If [code]true[/code], the body will be able to move on the floor only. This "
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"option avoids to be able to walk on walls, it will however allow to slide "
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@@ -21048,13 +21011,6 @@ msgstr ""
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"bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a úsáid mar [member "
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"motion_mode]."
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msgid ""
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"Current velocity vector in pixels per second, used and modified during calls "
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"to [method move_and_slide]."
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msgstr ""
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"Veicteoir treoluas reatha i bpicteilíní in aghaidh an tsoicind, arna úsáid "
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"agus arna mhodhnú le linn glaonna chuig [method move_and_slide]."
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msgid ""
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"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
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"body motion will react to slopes (acceleration/slowdown). This mode is "
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@@ -21178,39 +21134,6 @@ msgstr ""
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"[method move_and_slide], ní mór duit innéacs an imbhuailte a shonrú sa raon 0 "
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"go ([method get_slide_collision_count] - 1)."
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msgid ""
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"Moves the body based on [member velocity]. If the body collides with another, "
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"it will slide along the other body rather than stop immediately. If the other "
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"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
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"motion of the other body. You can use this to make moving and rotating "
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"platforms, or to make nodes push other nodes.\n"
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"Modifies [member velocity] if a slide collision occurred. To get the latest "
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"collision call [method get_last_slide_collision], for more detailed "
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"information about collisions that occurred, use [method "
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"get_slide_collision].\n"
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"When the body touches a moving platform, the platform's velocity is "
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"automatically added to the body motion. If a collision occurs due to the "
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"platform's motion, it will always be first in the slide collisions.\n"
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"Returns [code]true[/code] if the body collided, otherwise, returns "
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"[code]false[/code]."
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msgstr ""
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"Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht "
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"le duine eile, sleamhnóidh sé ar feadh an chomhlachta eile seachas stop a "
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"chur láithreach. Más [CharacterBody3D] nó [RigidBody3D] an corp eile, beidh "
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"tionchar aige freisin ar ghluaisne an choirp eile. Is féidir leat é seo a "
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"úsáid chun ardáin ghluaiste agus rothlacha a dhéanamh, nó chun nóid a "
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"dhéanamh chun nóid eile a bhrú.\n"
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"Athraítear [treoluas ball] má tharla imbhualadh sleamhnáin. Chun an glao "
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"imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis "
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"níos mionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method "
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"get_slide_collision].\n"
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"Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear "
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"treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn "
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"imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna "
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"himbhuailtí sleamhnáin.\n"
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"Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé "
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"[code]bréagach[/code]."
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msgid ""
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"Collision layers that will be included for detecting floor bodies that will "
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"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
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@@ -21245,13 +21168,6 @@ msgstr ""
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"thuairisciú mar bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a "
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"úsáid mar [member motion_mode]."
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msgid ""
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"Current velocity vector (typically meters per second), used and modified "
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"during calls to [method move_and_slide]."
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msgstr ""
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"Veicteoir treoluas reatha (méadar in aghaidh an tsoicind go hiondúil), a "
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"úsáidtear agus a athraíodh le linn glaonna chuig [method move_and_slide]."
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msgid ""
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"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
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"body motion will react to slopes (acceleration/slowdown). This mode is "
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@@ -63713,9 +63629,6 @@ msgstr ""
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"[b]Nóta:[/b] Ní thacaítear le PCSS le haghaidh soilse treorach ach amháin sa "
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"mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht."
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msgid "The light will affect objects in the selected layers."
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msgstr "Cuirfidh an solas isteach ar rudaí sna sraitheanna roghnaithe."
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msgid ""
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"The light's strength multiplier (this is not a physical unit). For "
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"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
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