i18n: Sync classref translations with Weblate
(cherry picked from commit 7379f2c76adfa9ce739bdee98c2feaf4169de9b8)
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@@ -10125,7 +10125,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
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msgstr ""
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#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
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msgid "Bus on which this audio is playing."
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msgid ""
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"Bus on which this audio is playing.\n"
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"[b]Note:[/b] When setting this property, keep in mind that no validation is "
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"performed to see if the given name matches an existing bus. This is because "
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"audio bus layouts might be loaded after this property is set. If this given "
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"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
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"code]."
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msgstr ""
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#: doc/classes/AudioStreamPlayer.xml
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@@ -10290,7 +10296,13 @@ msgid ""
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msgstr ""
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#: doc/classes/AudioStreamPlayer3D.xml
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msgid "The bus on which this audio is playing."
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msgid ""
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"The bus on which this audio is playing.\n"
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"[b]Note:[/b] When setting this property, keep in mind that no validation is "
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"performed to see if the given name matches an existing bus. This is because "
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"audio bus layouts might be loaded after this property is set. If this given "
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"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
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"code]."
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msgstr ""
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#: doc/classes/AudioStreamPlayer3D.xml
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@@ -28608,13 +28620,14 @@ msgstr ""
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#: doc/classes/HTTPRequest.xml
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msgid ""
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"If set to a value greater than [code]0.0[/code], the HTTP request will time "
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"out after [code]timeout[/code] seconds have passed and the request is not "
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"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
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"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
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"application from getting stuck if the request fails to get a response in a "
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"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
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"the download from failing if it takes too much time."
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"If set to a value greater than [code]0.0[/code] before the request starts, "
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"the HTTP request will time out after [code]timeout[/code] seconds have "
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"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
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"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
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"code] and [code]30.0[/code] to prevent the application from getting stuck if "
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"the request fails to get a response in a timely manner. For file downloads, "
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"leave this to [code]0.0[/code] to prevent the download from failing if it "
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"takes too much time."
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msgstr ""
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#: doc/classes/HTTPRequest.xml
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@@ -30030,9 +30043,9 @@ msgid ""
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"freehand lines is required, input accumulation should generally be disabled "
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"while the user is drawing the line to get results that closely follow the "
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"actual input.\n"
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"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
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"compatibility reasons. It is however recommended to enable it for games "
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"which don't require very reactive input, as this will decrease CPU usage."
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"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
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"recommended to keep it enabled for games which don't require very reactive "
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"input, as this will decrease CPU usage."
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msgstr ""
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#: doc/classes/Input.xml
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@@ -30606,10 +30619,13 @@ msgstr ""
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msgid ""
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"Contains mouse and pen motion information. Supports relative, absolute "
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"positions and speed. See [method Node._input].\n"
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"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
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"rendered, allowing for precise input reporting, at the expense of CPU usage. "
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"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
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"multiple events merge into a single emitted event per frame.\n"
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"[b]Note:[/b] The behavior of this event is affected by the value of [member "
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"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
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"pen motion events received from the OS will be merged to emit an accumulated "
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"event only once per frame rendered at most. When set to [code]false[/code], "
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"the events will be emitted as received, which means that they can be emitted "
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"multiple times per frame rendered, allowing for precise input reporting at "
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"the expense of CPU usage.\n"
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"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
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"implementing [url=https://en.wikipedia.org/wiki/"
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"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
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@@ -30620,6 +30636,12 @@ msgstr ""
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msgid "Mouse and input coordinates"
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msgstr "Мишка і координати введення"
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#: doc/classes/InputEventMouseMotion.xml
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msgid ""
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"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
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"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
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msgstr ""
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#: doc/classes/InputEventMouseMotion.xml
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msgid ""
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"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
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@@ -45563,6 +45585,13 @@ msgstr ""
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msgid "Changes the byte at the given index."
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msgstr ""
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#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
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#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
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#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
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#: doc/classes/PoolVector3Array.xml
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msgid "Sorts the elements of the array in ascending order."
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msgstr ""
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#: doc/classes/PoolByteArray.xml
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msgid ""
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"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
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@@ -54492,7 +54521,8 @@ msgid ""
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"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
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"[SceneTreeTween] might become invalid when it has finished tweening, is "
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"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
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"[SceneTreeTween]s can't have [Tweener]s appended."
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"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
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"[method interpolate_value]."
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msgstr ""
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#: doc/classes/SceneTreeTween.xml
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@@ -54532,15 +54562,16 @@ msgstr ""
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msgid ""
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"Sets the number of times the tweening sequence will be repeated, i.e. "
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"[code]set_loops(2)[/code] will run the animation twice.\n"
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"Calling this method without arguments will make the [Tween] run infinitely, "
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"until either it is killed with [method kill], the [Tween]'s bound node is "
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"freed, or all the animated objects have been freed (which makes further "
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"animation impossible).\n"
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"Calling this method without arguments will make the [SceneTreeTween] run "
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"infinitely, until either it is killed with [method kill], the "
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"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
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"been freed (which makes further animation impossible).\n"
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"[b]Warning:[/b] Make sure to always add some duration/delay when using "
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"infinite loops. To prevent the game freezing, 0-duration looped animations "
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"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
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"number of loops, which may produce unexpected results. If a [Tween]'s "
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"lifetime depends on some node, always use [method bind_node]."
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"number of loops, which may produce unexpected results. If a "
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"[SceneTreeTween]'s lifetime depends on some node, always use [method "
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"bind_node]."
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msgstr ""
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#: doc/classes/SceneTreeTween.xml
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@@ -56016,10 +56047,29 @@ msgid ""
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"as custom visualization and editing handles in Editor."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid ""
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"Rotation part of the global transformation in radians, specified in terms of "
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"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
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"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
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"vector. The three Euler angles, which are the three independent parameters "
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"of the Euler-angle parametrization of the rotation matrix, are stored in a "
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"[Vector3] data structure not because the rotation is a vector, but only "
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"because [Vector3] exists as a convenient data-structure to store 3 floating-"
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"point numbers. Therefore, applying affine operations on the rotation "
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"\"vector\" is not meaningful."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid "World space (global) [Transform] of this node."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid ""
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"Global position of this node. This is equivalent to [code]global_transform."
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"origin[/code]."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid ""
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"Rotation part of the local transformation in radians, specified in terms of "
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@@ -66064,11 +66114,11 @@ msgstr ""
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#: doc/classes/VehicleBody.xml
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msgid ""
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"Accelerates the vehicle by applying an engine force. The vehicle is only "
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"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
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"to [code]true[/code] and are in contact with a surface. The [member "
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"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
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"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
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"range for acceleration.\n"
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"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
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"[code]true[/code] and are in contact with a surface. The [member RigidBody."
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"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
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"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
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"acceleration.\n"
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"[b]Note:[/b] The simulation does not take the effect of gears into account, "
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"you will need to add logic for this if you wish to simulate gears.\n"
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"A negative value will result in the vehicle reversing."
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@@ -66148,8 +66198,8 @@ msgstr ""
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#: doc/classes/VehicleWheel.xml
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msgid ""
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"Accelerates the wheel by applying an engine force. The wheel is only speed "
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"up if it is in contact with a surface. The [member RigidBody.mass] of the "
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"Accelerates the wheel by applying an engine force. The wheel is only sped up "
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"if it is in contact with a surface. The [member RigidBody.mass] of the "
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"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
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"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
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"[b]Note:[/b] The simulation does not take the effect of gears into account, "
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