Sync translations with Weblate
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@@ -114,12 +114,13 @@
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# Albert Sobral <albertsobral610@gmail.com>, 2025.
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# Dragon7 <nopenope@gmx.ch>, 2025.
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# asdad <zabooz1988@gmail.com>, 2026.
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# Alexander Klaus <alexander-klaus@outlook.de>, 2026.
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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"PO-Revision-Date: 2026-01-20 09:04+0000\n"
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"Last-Translator: Rémi Verschelde <remi@godotengine.org>\n"
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"PO-Revision-Date: 2026-02-03 14:02+0000\n"
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"Last-Translator: Alexander Klaus <alexander-klaus@outlook.de>\n"
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"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
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"class-reference/de/>\n"
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"Language: de\n"
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@@ -14142,6 +14143,9 @@ msgstr ""
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"wenn [constant BILLBOARD_PARTICLES] verwendet wird. Siehe auch [member "
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"billboard_mode]."
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msgid "The point size in pixels. See [member use_point_size]."
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msgstr "Die Punktgröße in Pixeln. Siehe [member use_point_size]."
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msgid ""
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"Distance over which the fade effect takes place. The larger the distance the "
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"longer it takes for an object to fade."
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@@ -14174,6 +14178,50 @@ msgstr ""
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"Textur, die verwendet wird, um die Stärke des Randbeleuchtungseffekts pro "
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"Pixel festzulegen. Multipliziert mit [member rim]."
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msgid ""
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"The amount of to blend light and albedo color when rendering rim effect. If "
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"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
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"color is used. An intermediate value generally works best."
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msgstr ""
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"Die Stärke, mit der Licht- und Albedo-Farbe beim Rendern des Rim-Effekts "
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"gemischt werden. Bei [code]0[/code] wird die Lichtfarbe verwendet, bei "
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"[code]1[/code] die Albedo-Farbe. Ein Zwischenwert funktioniert in der Regel "
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"am besten."
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msgid ""
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"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
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"while a value of [code]1[/code] completely blurs the reflection. See also "
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"[member metallic]."
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msgstr ""
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"Oberflächenreflexion. Ein Wert von [code]0[/code] entspricht einem perfekten "
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"Spiegel, während ein Wert von [code]1[/code] die Reflexion vollständig "
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"weichzeichnet. Siehe auch [member metallic]."
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msgid ""
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"Texture used to control the roughness per-pixel. Multiplied by [member "
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"roughness]."
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msgstr ""
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"Textur, mit der die Rauheit pro Pixel gesteuert wird. Wird mit [member "
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"roughness] multipliziert."
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msgid ""
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"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
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"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
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"areas are transparent. Useful for overlaying shadows onto a camera feed in AR."
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msgstr ""
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"Wenn [code]true[/code], wird der Rendermodus „shadow to opacity“ aktiviert, "
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"bei dem die Beleuchtung den Alpha-Wert so verändert, sodass im Schatten "
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"liegende Bereiche deckend und beleuchtete Bereiche transparent sind. "
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"Nützlich, um Schatten in AR über ein Kamerabild zu legen."
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msgid ""
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"Texture used to control the subsurface scattering strength. Stored in the red "
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"texture channel. Multiplied by [member subsurf_scatter_strength]."
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msgstr ""
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"Textur, mit der die Stärke des Subsurface-Scatterings gesteuert wird. Im "
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"roten Texturkanal gespeichert. Wird mit [member subsurf_scatter_strength] "
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"multipliziert."
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msgid ""
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"If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in "
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"world space rather than object local space. See also [member uv1_triplanar]."
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