diff --git a/doc/translations/de.po b/doc/translations/de.po index eae8241028b..10974884986 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -80,12 +80,13 @@ # Eric Brändli , 2024. # Emil Krebs , 2024. # Flyon , 2024. +# High Ruffy , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-12 02:24+0000\n" -"Last-Translator: Eric Brändli \n" +"PO-Revision-Date: 2024-03-04 14:32+0000\n" +"Last-Translator: High Ruffy \n" "Language-Team: German \n" "Language: de\n" @@ -93,7 +94,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "Alle Klassen" @@ -300,6 +301,36 @@ msgstr "" "Es macht einen großen Unterschied, wenn man diese API mit C# verwendet. Mehr " "Informationen unter :ref:`doc_c_sharp_differences`." +msgid "This signal may be changed or removed in future versions." +msgstr "" +"Dieses Signal könnte in späteren Versionen geändert oder entfernt werden." + +msgid "This constant may be changed or removed in future versions." +msgstr "" +"Diese Konstante könnte in späteren Versionen verändert oder entfernt werden." + +msgid "This property may be changed or removed in future versions." +msgstr "" +"Diese Eigenschaft könnte in späteren Versionen verändert oder entfernt werden." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Dieser Konstruktor könnte in späteren Versionen verändert oder entfernt " +"werden." + +msgid "This method may be changed or removed in future versions." +msgstr "" +"Diese Methode könnte in späteren Versionen verändert oder entfernt werden." + +msgid "This operator may be changed or removed in future versions." +msgstr "" +"Dieser Operator könnte in späteren Versionen verändert oder entfernt werden." + +msgid "This theme property may be changed or removed in future versions." +msgstr "" +"Diese Themen Eigenschaft kann in zukünftigen Versionen geändert oder entfernt " +"werden." + msgid "Built-in GDScript constants, functions, and annotations." msgstr "Eingebaute GDScript-Konstanten, -Funktionen und -Anmerkungen." @@ -414,6 +445,9 @@ msgstr "" "a = char(8364) # a ist \"€\"\n" "[/codeblock]" +msgid "Use [method @GlobalScope.type_convert] instead." +msgstr "Benutze [method @GlobalScope.type_convert] stattdessen." + msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -3198,66 +3232,6 @@ msgstr "" "print(a[1])\t# Gibt 4 zurück\n" "[/codeblock]" -msgid "" -"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/" -"code] (inclusive).\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf() # Returns e.g. 0.375671\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Randf(); // Returns e.g. 0.375671\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Gibt einen zufälligen Fließkommawert zwischen [code]0.0[/code] und [code]1.0[/" -"code] (einschließlich) zurück.\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf() # Gibt z.B. 0.375671 zurück\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Randf(); // Gibt z.B. 0.375671 zurück\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns a random floating point value between [param from] and [param to] " -"(inclusive).\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf_range(0, 20.5) # Returns e.g. 7.45315\n" -"randf_range(-10, 10) # Returns e.g. -3.844535\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" -"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Gibt einen zufälligen Fließkommawert zwischen [param from] und [param to] " -"(einschließlich) zurück.\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf_range(0, 20.5) # Gibt z.B. 7.45315 zurück\n" -"randf_range(-10, 10) # Returns e.g. -3.844535\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.RandRange(0.0, 20.5); // Gibt z.B. 7.45315 zurück\n" -"GD.RandRange(-10.0, 10.0); // Gibt z.B. -3.844535 zurück\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." -msgstr "" -"Liefert eine normalverteilte pseudozufällige Fließkommazahl unter Verwendung " -"der Box-Muller-Transformation mit dem angegebenen [param Mittelwert] und " -"einer Standard-[param Abweichung]. Dies wird auch als Gaußsche Verteilung " -"bezeichnet." - msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -3607,62 +3581,6 @@ msgstr "" "smoothstep_ease_comparison.png]Vergleich zwischen den Rückgabewerten von " "smoothstep() und ease(x, -1.6521)[/url]" -msgid "" -"Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " -"decimals.\n" -"The returned value is the same type of [Variant] as [param step]. Supported " -"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i].\n" -"[codeblock]\n" -"snapped(100, 32) # Returns 96\n" -"snapped(3.14159, 0.01) # Returns 3.14\n" -"\n" -"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" -"[/codeblock]\n" -"See also [method ceil], [method floor], and [method round].\n" -"[b]Note:[/b] For better type safety, use [method snappedf], [method " -"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " -"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " -"[method Vector4i.snapped]." -msgstr "" -"Gibt das Vielfache von [param step] zurück, das dem Wert von [param x] am " -"nächsten kommt. Dies kann auch verwendet werden, um eine Fließkommazahl auf " -"eine beliebige Anzahl von Nachkommastellen zu runden.\n" -"Der zurückgegebene Wert ist derselbe Typ von [Variant] wie [param step]. " -"Unterstützte Typen: [int], [float], [Vector2], [Vector2i], [Vector3], " -"[Vector3i], [Vector4], [Vector4i].\n" -"[codeblock]\n" -"snapped(100, 32) # Returns 96\n" -"snapped(3.14159, 0.01) # Gibt 3.14 zurück\n" -"\n" -"snapped(Vector2(34, 70), Vector2(8, 8)) # Gibt (32, 72) zurück\n" -"[/codeblock]\n" -"Siehe auch [method ceil], [method floor], und [method round].\n" -"[b]Hinweis:[/b] Für bessere Typsicherheit verwenden Sie [method snappedf], " -"[method snappedi], [method Vector2.snapped], [method Vector2i.snapped], " -"[method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped] " -"oder [method Vector4i.snapped]." - -msgid "" -"Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " -"decimals.\n" -"A type-safe version of [method snapped], returning a [float].\n" -"[codeblock]\n" -"snappedf(32.0, 2.5) # Returns 32.5\n" -"snappedf(3.14159, 0.01) # Returns 3.14\n" -"[/codeblock]" -msgstr "" -"Gibt das Vielfache von [param step] zurück, das dem Wert von [param x] am " -"nächsten kommt. Dies kann auch verwendet werden, um eine Fließkommazahl auf " -"eine beliebige Anzahl von Dezimalstellen zu runden.\n" -"Eine typsichere Version von [method snapped], die einen [float] zurückgibt.\n" -"[Codeblock]\n" -"snappedf(32.0, 2.5) # Gibt 32.5 zurück\n" -"snappedf(3.14159, 0.01) # Gibt 3.14 zurück\n" -"[/codeblock]" - msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" @@ -9165,14 +9083,6 @@ msgstr "" "miteinander zu kombinieren, zu mischen oder zu überblenden, während sie " "innerhalb eines [AnimationTree] synchronisiert bleiben." -msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " -"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." -msgstr "" -"Ermöglicht es, die Geschwindigkeit der Animation in allen untergeordneten " -"[AnimationNode]s zu skalieren (oder umzukehren). Die Einstellung auf " -"[code]0.0[/code] hält die Animation an." - msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start or " @@ -17320,6 +17230,9 @@ msgstr "Anwendungskategorie für den Play Store." msgid "Name of the application." msgstr "Name der Anwendung." +msgid "Deprecated in API level 15." +msgstr "Veraltet in API-Level 15." + msgid "Deprecated in API level 16." msgstr "Veraltet in API-Level 16." @@ -17331,9 +17244,6 @@ msgstr "" msgid "Allows an application to read the user dictionary." msgstr "Ermöglicht es einer Anwendung, das Benutzerwörterbuch zu lesen." -msgid "Deprecated in API level 15." -msgstr "Veraltet in API-Level 15." - msgid "Allows an application to request authtokens from the AccountManager." msgstr "" "Ermöglicht es einer Anwendung, Authtoken vom AccountManager anzufordern." @@ -17470,13 +17380,6 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn der Peer gerade aktiv ist (d.h. die " "zugehörige [ENetConnection] ist noch gültig)." -msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "" -"Gibt [code]true[/code] zurück, wenn ein Singleton mit dem angegebenen [param " -"name] im globalen Bereich existiert." - msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." @@ -18421,16 +18324,6 @@ msgstr "" "text_editor/completion/add_type_hints] empfohlen, um Typsicherheit zu " "erreichen." -msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." -msgstr "" -"Konstruiert ein Quaternion, das sich um die angegebene Achse um den " -"angegebenen Winkel dreht. Die Achse muss ein normalisierter Vektor sein." - -msgid "Constructs a quaternion from the given [Basis]." -msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." - msgid "" "Performs a spherical cubic interpolation between quaternions [param pre_a], " "this vector, [param b], and [param post_b], by the given amount [param " @@ -18440,24 +18333,6 @@ msgstr "" "pre_a], diesem Vektor, [param b] und [param post_b] um den angegebenen Betrag " "[param weight] durch." -msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die Quaternionen nicht gleich sind.\n" -"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " -"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." - -msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die Quaternionen genau gleich sind.\n" -"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " -"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." - msgid "The attachment's data format." msgstr "Das Datenformat des Anhangs." @@ -20173,10 +20048,6 @@ msgstr "" "Tracking würde dies zum Beispiel bedeuten, dass ein Controller (teilweise) " "verdeckt sein könnte." -msgid "Tracking information is deemed accurate and up to date." -msgstr "" -"Die Informationen zur Sendungsverfolgung gelten als korrekt und aktuell." - msgid "A tracked object." msgstr "Ein getracktes Objekt." diff --git a/doc/translations/es.po b/doc/translations/es.po index 605fdeb0a64..c202cd893c8 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -74,12 +74,14 @@ # Ismael Morejón Blasco , 2024. # Yllen Fernandez , 2024. # Franco Ezequiel Ibañez , 2024. +# Zeerats , 2024. +# Agustín Da Silva , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-20 05:50+0000\n" -"Last-Translator: Franco Ezequiel Ibañez \n" +"PO-Revision-Date: 2024-02-28 10:05+0000\n" +"Last-Translator: Agustín Da Silva \n" "Language-Team: Spanish \n" "Language: es\n" @@ -171,7 +173,7 @@ msgid "Default" msgstr "Predeterminado" msgid "Setter" -msgstr "Asignador" +msgstr "Método de Establecimiento o Setter" msgid "value" msgstr "valor" @@ -245,8 +247,8 @@ msgid "" "There is currently no description for this constant. Please help us by :ref:" "`contributing one `!" msgstr "" -"Actualmente no hay una descripción para esta constante. Por favor ayúdanos :" -"ref:` contribuyendo un `!" +"Actualmente no hay una descripción para esta constante. Por favor ayúdenos :" +"ref:` contribuyendo una `!" msgid "" "There is currently no description for this annotation. Please help us by :ref:" @@ -1504,7 +1506,7 @@ msgstr "" "definida dados los puntos [param control_1], [param control_2], y [param end]." msgid "Converts from decibels to linear energy (audio)." -msgstr "Convierte de decibeles a energía lineal (audio)." +msgstr "Convierte de decibelios a energía lineal (audio)." msgid "" "Returns a human-readable name for the given [enum Error] code.\n" @@ -1599,6 +1601,19 @@ msgstr "" "Alineación horizontal general, generalmente usada para [Separator], " "[ScrollBar], [Slider], etc." +msgid "" +"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." +msgstr "" +"Rotación en el sentido de las agujas del reloj. Utilizado por algunos métodos " +"(p.ej., [method Image.rotate_90])." + +msgid "" +"Counter-clockwise rotation. Used by some methods (e.g. [method Image." +"rotate_90])." +msgstr "" +"Rotación en sentido contrario a las agujas del reloj. Utilizado por algunos " +"métodos (p.ej. [method Image.rotate_90])." + msgid "Horizontal left alignment, usually for text-derived classes." msgstr "Alineación horizontal izquierda, generalmente para clases de texto." @@ -7197,9 +7212,6 @@ msgstr "Hace que el cursor del ratón se oculte si es visible." msgid "Helper class to implement a DTLS server." msgstr "Clase de ayuda para implementar un servidor DTLS." -msgid "Deprecated." -msgstr "Obsoleto." - msgid "Exporting for iOS" msgstr "Exportando para iOS" @@ -7737,19 +7749,6 @@ msgstr "" "Este método se llama después de que el editor guarda el proyecto o cuando se " "cierra. Le pide al plugin que guarde las escenas/recursos externos editados." -msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." -msgstr "" -"Añade un control al panel inferior (junto con la salida, depuración, " -"animación, etc.). Devuelve una referencia al botón añadido. Depende de ti " -"ocultar/mostrar el botón cuando sea necesario. Cuando tu plugin está " -"desactivado, asegúrate de quitar tu control personalizado con [method " -"remove_control_from_bottom_panel] y libéralo con [method Node.queue_free]." - msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " @@ -7985,18 +7984,6 @@ msgstr "" msgid "Clear the selection." msgstr "Despeja la selección." -msgid "Gets the list of selected nodes." -msgstr "Obtiene la lista de nodos seleccionados." - -msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." -msgstr "" -"Obtiene la lista de nodos seleccionados, optimizada para operaciones de " -"transformación (es decir, moverlos, rotarlos, etc.). Esta lista evita las " -"situaciones en las que un nodo es seleccionado y también el hijo/nieto." - msgid "Removes a node from the selection." msgstr "Elimina un nodo de la selección." @@ -8072,58 +8059,6 @@ msgstr "" "IP dada debe estar en formato de dirección IPv4 o IPv6, por ejemplo: " "[code]\"192.168.1.1\"[/code]." -msgid "" -"The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." -msgstr "" -"El singleton [Engine] permite consultar y modificar los parámetros de tiempo " -"de ejecución del proyecto, como los fotogramas por segundo, la escala de " -"tiempo y otros." - -msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" -msgstr "" -"Devuelve la información del autor del motor en un diccionario.\n" -"[code]lead_developers[/code] - Array de cadenas, nombres de los " -"desarrolladores principales\n" -"[code]founders[/code] - Array of Strings, nombres de los fundadores\n" -"[code]project_managers[/code] - Array de Strings, nombres de los directores " -"de proyecto\n" -"[code]developers[/code] - Array de Strings, nombres de desarrolladores" - -msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" -msgstr "" -"Devuelve un conjunto de diccionarios de información sobre derechos de autor.\n" -"[code]name[/code] - String, nombre del componente\n" -"[code]parts[/code] - Array de diccionarios{ [code]files[/code], " -"[code]copyright[/code], [code]license[/code]} que describen las subsecciones " -"del componente" - -msgid "Returns the frames per second of the running game." -msgstr "Devuelve los fotogramas por segundo del juego en marcha." - -msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" -"Devuelve el diccionario de licencias utilizado por Godot e incluye " -"componentes de terceros." - -msgid "Returns Godot license text." -msgstr "Devuelve el texto de la licencia de Godot." - -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "Devuelve el objeto del bucle principal (ver [MainLoop] y [SceneTree])." - msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " @@ -8133,13 +8068,6 @@ msgstr "" "estamos en el momento de renderizar el cuadro. Esto puede ser usado para " "implementar una interpolación de pasos de tiempo fijos." -msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and physics " -"phase of the game loop." -msgstr "" -"Devuelve [code]true[/code] si el juego está dentro del proceso fijo y la fase " -"de física del bucle de juego." - msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " "rendering options." @@ -8160,9 +8088,6 @@ msgstr "" msgid "The background mode. See [enum BGMode] for possible values." msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores." -msgid "The glow blending mode." -msgstr "El modo de mezcla de brillo." - msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." @@ -8529,12 +8454,6 @@ msgstr "" "Convierte un valor [bool] a un valor de real, [code]float(true)[/code] será " "igual a 1.0 y [code]float(false)[/code] será igual a 0.0." -msgid "The horizontal separation of children nodes." -msgstr "La separación horizontal de los nodos de los niños." - -msgid "The vertical separation of children nodes." -msgstr "La separación vertical de los nodos de los hijos." - msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" "Devuelve el ascenso de la fuente (número de píxeles por encima de la línea de " @@ -12846,20 +12765,6 @@ msgstr "" "Pack ignorará cualquier subnodo que no pertenezca a un nodo determinado. Ver " "[member Node.owner]." -msgid "" -"A dictionary representation of the scene contents.\n" -"Available keys include \"rnames\" and \"variants\" for resources, " -"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " -"connections, and \"version\" for the format style of the PackedScene." -msgstr "" -"Una representación en el diccionario del contenido de la escena.\n" -"Las claves disponibles incluyen \"rnames\" y \"variants\" para los recursos, " -"\"node_count\", \"nodes\", \"node_paths\" para los nodos, " -"\"editable_instances\" para las anulaciones de hijos de la escena base, " -"\"conn_count\" y \"conns\" para las conexiones de señales, y \"version\" para " -"el estilo de formato de la PackedScene." - msgid "Appends a string element at end of the array." msgstr "Añade un elemento de string al final de la array." @@ -13243,13 +13148,6 @@ msgstr "" "custom_integrator] te permite deshabilitar el comportamiento por defecto y " "hacer una integración de fuerza totalmente personalizada para un cuerpo." -msgid "" -"The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." -msgstr "" -"El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) hasta " -"[code]1[/code] (rebote completo)." - msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " @@ -14996,78 +14894,6 @@ msgstr "" "Si [code]true[/code], utiliza un modelo de iluminación de material Lambert " "más rápido pero de menor calidad en lugar del Burley." -msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." -msgstr "" -"Construye un cuaternario que girará alrededor del eje dado por el ángulo " -"especificado. El eje debe ser un vector normalizado." - -msgid "Constructs a quaternion from the given [Basis]." -msgstr "Construye un cuaternario a partir de la [Basis] dada." - -msgid "Constructs a quaternion defined by the given values." -msgstr "Construye un cuaternario definido por los valores dados." - -msgid "Returns the dot product of two quaternions." -msgstr "Realiza una interpolación esférica cúbica entre cuaterniones." - -msgid "Returns the inverse of the quaternion." -msgstr "Devuelve el inverso del cuaternario." - -msgid "Returns whether the quaternion is normalized or not." -msgstr "Devuelve si el cuaternario está normalizado o no." - -msgid "Returns the length of the quaternion." -msgstr "Devuelve la longitud del cuaternario." - -msgid "Returns the length of the quaternion, squared." -msgstr "Devuelve la longitud del cuaternario, cuadrada." - -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "" -"Devuelve una copia del cuaternario, normalizada a la longitud de la unidad." - -msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Componente W del cuaternario (parte real).\n" -"Los componentes del cuaternario normalmente no deben ser manipulados " -"directamente." - -msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Componente X del cuaternario (parte del eje imaginario [code]i[/code]).\n" -"Los componentes del cuaternario no deberían ser manipulados directamente." - -msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Componente Y del cuaternario (parte del eje imaginario [code]j[/code]).\n" -"Los componentes del cuaternario normalmente no deben ser manipulados " -"directamente." - -msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Componente Z del cuaternario (parte del eje imaginario [code]k[/code]).\n" -"Los componentes del cuaternario normalmente no deben ser manipulados " -"directamente." - -msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " -"not change." -msgstr "" -"El cuaternario de identidad, que no representa una rotación. Equivalente a " -"una matriz [Basis] de identidad. Si un vector es transformado por un " -"cuaternario de identidad, no cambiará." - msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "" @@ -15745,9 +15571,6 @@ msgstr "Establece el canvas de un viewport." msgid "Returns the viewport's last rendered frame." msgstr "Devuelve el último fotograma renderizado del viewport." -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "Separa un punto de vista de un canvas y viceversa." - msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "Si [code]true[/code], activa la ventana de visualización, si no, la desactiva." @@ -16480,78 +16303,6 @@ msgstr "Maneja el bucle del juego a través de una jerarquía de nodos." msgid "SceneTree" msgstr "Árbol de Escenas" -msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." -msgstr "" -"Devuelve el número de fotogramas actual, es decir, el número total de " -"fotogramas desde que se inició la aplicación." - -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "Devuelve el número de nodos en este [SceneTree]." - -msgid "Returns a list of all nodes assigned to the given group." -msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." - -msgid "" -"Reloads the currently active scene.\n" -"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " -"current_scene] cannot be loaded into a [PackedScene], or [constant " -"ERR_CANT_CREATE] if the scene cannot be instantiated." -msgstr "" -"Recarga la escena actualmente activa.\n" -"Devuelve [constant OK] en el éxito, [constant ERR_UNCONFIGURED] si aún no se " -"ha definido [member current_scene], [constant ERR_CANT_OPEN] si [member " -"current_scene] no puede ser cargada en una [PackedScene], o [constant " -"ERR_CANT_CREATE] si la escena no puede ser instanciada." - -msgid "The root of the edited scene." -msgstr "La raíz de la escena editada." - -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "Se emite cada vez que se añade un nodo al [SceneTree]." - -msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." -msgstr "" -"Emitido cuando la configuración de un nodo cambió. Sólo se emite en el modo " -"[code]tool[/code]." - -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "Se emite cada vez que se quita un nodo del [SceneTree]." - -msgid "Emitted whenever a node is renamed." -msgstr "Emitido cada vez que un nodo es renombrado." - -msgid "" -"Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." -msgstr "" -"Emitido inmediatamente antes de que [method Node._physics_process] sea " -"llamado en cada nodo del [SceneTree]." - -msgid "" -"Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." -msgstr "" -"Emitido inmediatamente antes de que se llame a [method Node._process] en cada " -"nodo del [SceneTree]." - -msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." -msgstr "" -"Emitido cada vez que la jerarquía [SceneTree] cambiaba (los niños eran " -"movidos o renombrados, etc.)." - -msgid "Call a group with no flags (default)." -msgstr "Llama a un grupo sin flags (por defecto)." - -msgid "Call a group in reverse scene order." -msgstr "Llama a un grupo en orden inverso al de la escena." - msgid "One-shot timer." msgstr "Un temporizador de un solo uso." @@ -16979,17 +16730,6 @@ msgstr "" "de una textura de atlas más grande, o un cuadro de una animación de hoja de " "sprite." -msgid "" -"Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" -"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " -"[code]null[/code] or if the given position is invalid." -msgstr "" -"Devuelve [code]true[/code], si el píxel en la posición dada es opaco y " -"[code]false[/code] en otro caso.\n" -"[b]Nota:[/b] También devuelve [code]false[/code], si la textura del sprite es " -"[code]null[/code] o si la posición dada es inválida." - msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -17671,14 +17411,6 @@ msgstr "" "Si [code]true[/code], las pestañas son visibles. Si [code]false[/code], el " "contenido y los títulos de las pestañas están ocultos." -msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " -"minimum size take into account in the total, instead of only the currently " -"visible one." -msgstr "" -"Si [code]true[/code], los nodos hijos [Control] que están ocultos tienen en " -"cuenta su tamaño mínimo en el total, en lugar de sólo el visible actualmente." - msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -18187,22 +17919,6 @@ msgstr "El [Transform2D] que volteará algo a lo largo del eje X." msgid "The [Transform2D] that will flip something along the Y axis." msgstr "El [Transform2D] que volteará algo a lo largo del eje Y." -msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." -msgstr "" -"La base es una matriz que contiene 3 [Vector3] como sus columnas: Eje X, eje " -"Y y eje Z. Estos vectores pueden ser interpretados como los vectores base del " -"sistema de coordenadas locales que viajan con el objeto." - -msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." -msgstr "" -"El desplazamiento de la translación en la transformada (columna 3, la cuarta " -"columna). Equivalente al índice del array [code]3[/code]." - msgid "Erases a message." msgstr "Borra un mensaje." @@ -19469,9 +19185,6 @@ msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" "La [World2D] personalizada que puede ser usada como fuente de entorno 2D." -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "Se emite cuando un nodo de control toma el foco del teclado." - msgid "This quadrant will not be used." msgstr "Este cuadrante no será utilizado." @@ -20274,13 +19987,6 @@ msgstr "La función de comparación. Ver [enum Function] para las opciones." msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "Comparación con [code]INF[/code] (Infinito)." -msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." -msgstr "" -"Comparación con [code]NaN[/code] (No es un número; denota resultados " -"numéricos no válidos, por ejemplo, la división por cero)." - msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader." @@ -20398,22 +20104,6 @@ msgstr "" "Realiza una operación de búsqueda en la textura proporcionada como un " "uniforme para el shader, con soporte para el mapeo triplanar." -msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " -"Each vector is one row in the matrix and the last column is a [code]vec4(0, " -"0, 0, 1)[/code]." -msgstr "" -"Crea una matriz de transformación 4x4 utilizando cuatro vectores de tipo " -"[code]vec3[/code]. Cada vector es una fila de la matriz y la última columna " -"es un [code]vec4(0, 0, 0, 1)[/code]." - -msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " -"values, one from each row of the matrix." -msgstr "" -"Toma una matriz de transformación de 4x4 y la descompone en cuatro valores " -"[code]vec3[/code], uno de cada fila de la matriz." - msgid "The function to be computed. See [enum Function] for options." msgstr "La función a computar. Ver [enum Function] para las opciones." @@ -20443,13 +20133,6 @@ msgstr "" msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "Traducido a [code]uniform mat4[/code] en el lenguaje shader." -msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " -"support for different multiplication operators." -msgstr "" -"Una operación de multiplicación sobre una transformada (matriz 4x4) y un " -"vector, con soporte para diferentes operadores de multiplicación." - msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 5b9f8415f2e..cdcafd34b2f 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -95,13 +95,14 @@ # Mileeam , 2024. # Pandores , 2024. # Didier Morandi , 2024. +# Joshua Adamec , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-21 09:02+0000\n" -"Last-Translator: Didier Morandi \n" +"PO-Revision-Date: 2024-02-24 22:50+0000\n" +"Last-Translator: Joshua Adamec \n" "Language-Team: French \n" "Language: fr\n" @@ -318,6 +319,34 @@ msgstr "" "Il y a des différences notables dans l'utilisation de cette API en C#. Voir " "ref:`doc_c_sharp_differences` pour plus d'informations." +msgid "Deprecated:" +msgstr "Obsolète :" + +msgid "Experimental:" +msgstr "Expérimental :" + +msgid "This signal may be changed or removed in future versions." +msgstr "Ce signal peut être changé ou retiré dans de futurs versions." + +msgid "This constant may be changed or removed in future versions." +msgstr "Cette constante peut être changée ou retirée dans de futurs versions." + +msgid "This property may be changed or removed in future versions." +msgstr "Cette propriété peut être changée ou retirée dans de futurs versions." + +msgid "This constructor may be changed or removed in future versions." +msgstr "Ce constructeur peut être changé ou retiré dans de futurs versions." + +msgid "This method may be changed or removed in future versions." +msgstr "Cette méthode peut être changée ou retirée dans de future versions." + +msgid "This operator may be changed or removed in future versions." +msgstr "Cet opérateur peut être changé ou modifié dans de futurs versions." + +msgid "This theme property may be changed or removed in future versions." +msgstr "" +"Cette propriété de thème peut être changée ou retirée dans de futurs versions." + msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, fonctions et annotations intégrées à GDScript." @@ -438,6 +467,32 @@ msgstr "" "a = char(8364) # a vaut « € »\n" "[/codeblock]" +msgid "Use [method @GlobalScope.type_convert] instead." +msgstr "Utilisez [method @GlobalScope.type_convert] à la place." + +msgid "" +"Converts [param what] to [param type] in the best way possible. The [param " +"type] uses the [enum Variant.Type] values.\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Prints true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Prints [4, 2, 1]\n" +"print(b is Array) # Prints false\n" +"[/codeblock]" +msgstr "" +"Convertie[param what] à [param type] de la meilleure manière possible. Le " +"[param type] utilise les valeurs de [enum Variant.Type].\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Affiche true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Affiche [4, 2, 1]\n" +"print(b is Array) # Affiche false\n" +"[/codeblock]" + msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -582,6 +637,99 @@ msgstr "" "Voir aussi [method @GlobalScope.typeof], [method type_exists], [method Array." "is_same_typed] (et autres méthodes [Array])." +msgid "" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String] or [StringName], the element count of any array " +"type, or the size of a [Dictionary]. For every other Variant type, a run-time " +"error is generated and execution is stopped.\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # Returns 6\n" +"[/codeblock]" +msgstr "" +"Renvoie la longueur du Variant [param var]. La longueur peut être le nombre " +"de caractères d'une [String], le nombre d'éléments de n'importe quel type de " +"tableau ou la taille de [Dictionary]. Pour tout autre type de Variant, une " +"erreur d’exécution est générée et l’exécution est interrompue.\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Renvoie 4\n" +"\n" +"B = \"Hello!\"\n" +"len(a) # Renvoie 6\n" +"[/codeblock]" + +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script or " +"in the scene), the resource is loaded from disk on function call, which might " +"cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload]. This method is equivalent of " +"using [method ResourceLoader.load] with [constant ResourceLoader." +"CACHE_MODE_REUSE].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " +"from the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data].\n" +"[b]Note:[/b] If [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." +"load] will not be able to read converted files in an exported project. If you " +"rely on run-time loading of files present within the PCK, set [member " +"ProjectSettings.editor/export/convert_text_resources_to_binary] to " +"[code]false[/code]." +msgstr "" +"Retourne une [Resource] depuis le système de fichiers localisé au chemin " +"absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans " +"un autre script ou dans la scène), la ressource est chargée depuis le disque " +"sur un appel de fonction, qui peut causer un petit délai, en particulier " +"pendant le chargement de larges scènes. Pour éviter des délais inutiles " +"lorsque vous chargez quelque chose plusieurs fois, vous pouvez stocker la " +"ressource dans une variable ou utiliser [method preload]. Cette méthode est " +"équivalent à utiliser [method ResourceLoader.load] avec [constant " +"ResourceLoader.CACHE_MODE_REUSE].\n" +"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " +"clic droit sur une ressource dans la barre d'outils du système de fichiers et " +"en choisissant \"Copier le chemin\", ou en déplaçant le fichier du système de " +"fichiers vers le script actuel.\n" +"[codeblock]\n" +"# Charge une scène appelée \"main\" située dans la racine du répertoire du " +"projet et la stocke dans une variable.\n" +"var main = load(\"res://main.tscn\") # main contiendra une ressource " +"PackedScene.\n" +"[/codeblock]\n" +"[b]Important :[/b] Le chemin doit être absolu. Un chemin relatif retournera " +"toujours [code]null[/code].\n" +"Cette fonction est une version simplifiée de [method ResourceLoader.load], " +"qui peut être utilisée pour des scénarios plus avancés.\n" +"[b]Note :[/b] Les fichiers doivent être importés dans le moteur de jeu en " +"premier pour qu'ils soient chargés en utilisant cette fonction. Si vous " +"voulez importer des [Image]s au run-time, vous pouvez utiliser [method Image." +"load]. Si vous voulez importer des fichiers audios, vous pouvez utiliser " +"l'extrait décrit dans [member AudioStreamMP3.data].\n" +"[b]Note :[/b] Si [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] est [code]true[/code], [method @GDScript." +"load] ne pourra pas lire les fichiers convertis dans un projet exporté. Si " +"vous comptez sur le chargement au moment de l'exécution des fichiers présents " +"dans le PCK, définissez [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] sur [code]false[/code]." + msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " @@ -8031,9 +8179,6 @@ msgstr "Une classe d'aide pour implémenter un serveur DTLS." msgid "Exporting for Android" msgstr "Exportation pour Android" -msgid "Deprecated." -msgstr "Déprécié." - msgid "Exporter for iOS." msgstr "Exportateur pour iOS." @@ -8731,20 +8876,6 @@ msgstr "" "lorsqu'il est fermé. Il demande au greffon d'enregistrer les scènes et " "ressources externes modifiées." -msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." -msgstr "" -"Ajoute un contrôle au panneau du bus (avec \"Sortie\", \"Deboggage\", " -"\"Animation\", etc.). Retourne une référence au bouton ajouté. Il revient à " -"vous de masquer le bouton si besoin. Lorsque votre greffon est désactivé, " -"assurez-vous de supprimer votre contrôle personnalisé avec [method " -"remove_control_from_bottom_panel] et de le libérer avec [method Node." -"queue_free]." - msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " @@ -9149,19 +9280,6 @@ msgstr "" msgid "Clear the selection." msgstr "Effacer la sélection." -msgid "Gets the list of selected nodes." -msgstr "Obtient la liste des nœuds sélectionnés." - -msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." -msgstr "" -"Retourne la liste des nœuds sélectionnés, optimisés pour les opérations de " -"transformation (c'est-à-dire le fait de les déplacer, les faire pivoter, " -"etc.). Cette liste évite les situations où un nœud est sélectionné et mais " -"aussi ses descendants." - msgid "Removes a node from the selection." msgstr "Supprime un nœud de la sélection." @@ -9312,65 +9430,6 @@ msgstr "" "disponibles. L'adresse donnée doit être au format IPv4 ou IPv6, par exemple : " "[code]\"192.168.1.1\"[/code]." -msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" -msgstr "" -"Retourne les informations des auteurs du moteur dans un dictionnaire.\n" -"[code]lead_developers[/code] - Un tableau de String, avec le nom de " -"développeurs principaux\n" -"[code]fondateurs[/code] - Un tableau de String, le nom des " -"fondateurs\n" -"[code]project_managers[/code] - Un tableau de String, le nom des chefs de " -"projet\n" -"[code]developers[/code] - Un tableau de String, le nom de développeurs" - -msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" -msgstr "" -"Retourne un Array d'information sur le copyright dans un dictionnaire.\n" -"[code]name[/code] - String, le nom du composant\n" -"[code]parts[/code] - Un table de Dictionary {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} décrivant chaque paragraphe de " -"la licence du composant" - -msgid "" -"Returns a Dictionary of Arrays of donor names.\n" -"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " -"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " -"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" -"code], [code]bronze_donors[/code]}" -msgstr "" -"Retourne un Dictionnaire des Arrays de noms des donateurs.\n" -"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " -"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " -"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" -"code], [code]bronze_donors[/code]}" - -msgid "Returns the frames per second of the running game." -msgstr "Retourne le nombre de trames par seconde du jeu lancé." - -msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" -"Retourne un dictionnaire des licences utilisées par Godot en incluant les " -"composants tiers." - -msgid "Returns Godot license text." -msgstr "Retourne le texte de la licence Godot." - -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "" -"Retourne l'objet de la boucle principale (voir [MainLoop] et [SceneTree])." - msgid "Environment and post-processing" msgstr "Les environnements et les effets post-rendu" @@ -9380,9 +9439,6 @@ msgstr "L'identifiant du flux de la caméra à afficher en arrière-plan." msgid "The background mode. See [enum BGMode] for possible values." msgstr "Le mode d'arrière-plan. Voir [enum BGMode] pour les valeurs possibles." -msgid "The glow blending mode." -msgstr "Le mode de mélange pour les lueurs." - msgid "The depth tolerance for screen-space reflections." msgstr "La tolérance de profondeur pour les réflexions sur l'espace de l'écran." @@ -9650,12 +9706,6 @@ msgstr "" msgid "Returns the current line count." msgstr "Retourne le numéro de la ligne actuelle." -msgid "The horizontal separation of children nodes." -msgstr "La séparation horizontale des nœuds enfants." - -msgid "The vertical separation of children nodes." -msgstr "La séparation verticale des nœuds enfants." - msgid "A script implemented in the GDScript programming language." msgstr "Un script implémenté dans le langage de programmation GDScript." @@ -11026,25 +11076,6 @@ msgstr "" "Le curseur en croix. Utilisé typiquement pour les régions où l'on peut " "dessiner, ou pour les sélections." -msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." -msgstr "" -"Le curseur d'occupation. Indique que l'application est occupée à exécuter une " -"opération. La forme de ce curseur suggère que l'application n'est pas " -"utilisable durant cette opération en cours (ex.: que le fil d'exécution " -"principal est bloqué)." - -msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." -msgstr "" -"Le curseur d'activité. Indique que l'application est occupée à exécuter une " -"opération. La forme de ce curseur suggère que l'application est toujours " -"utilisable durant cette opération en cours." - msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." @@ -13735,13 +13766,6 @@ msgstr "Expose les données relatives aux performances." msgid "Represents the size of the [enum Monitor] enum." msgstr "Représente la taille de l'énumération [enum Monitor]." -msgid "" -"The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." -msgstr "" -"Le facteur de rebondissement du corps. L'intervalle est de [code]0[/code] " -"(aucun rebondissement) à [code]1[/code] (rebondissement maximal)." - msgid "The body's mass." msgstr "La masse du corps." @@ -15156,71 +15180,6 @@ msgstr "" msgid "2D in 3D Demo" msgstr "Démo pour la 2D en 3D" -msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." -msgstr "" -"Construit un quaternion qui tournera autour de l'axe donné selon l'angle " -"spécifié. L'axe doit être un vecteur normalisé." - -msgid "Constructs a quaternion from the given [Basis]." -msgstr "Construit un quaternion à partir de la [Basis] donnée." - -msgid "Returns the dot product of two quaternions." -msgstr "Renvoie le produit scalaire de deux quaternions." - -msgid "Returns the inverse of the quaternion." -msgstr "Retourne l'inverse du quaternion." - -msgid "Returns whether the quaternion is normalized or not." -msgstr "Indique si le quaternion est normalisé ou non." - -msgid "Returns the length of the quaternion." -msgstr "Retourne la longueur du quaternion." - -msgid "Returns the length of the quaternion, squared." -msgstr "Retourne la longueur du quaternion, au carré." - -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "Renvoie une copie du quaternion, normalisée à la longueur de l’unité." - -msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Le composant W du quaternion (partie réelle).\n" -"Les composants des quaternions ne devraient pas être modifié directement." - -msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Le composant X du quaternion (partie de l'axe imaginaire [code]i[/code]).\n" -"Les composants des quaternions ne devraient pas être modifié directement." - -msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Le composant Y du quaternion (partie de l'axe imaginaire [code]j[/code]).\n" -"Les composants des quaternions ne devraient pas être modifié directement." - -msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"Le composant Z du quaternion (partie de l'axe imaginaire [code]k[/code]).\n" -"Les composants des quaternions ne devraient pas être modifié directement." - -msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " -"not change." -msgstr "" -"La quaternion d'identité, sans rotation. Équivalent à la matrice [Basis] " -"d'identité. Si un vecteur est transformé par un quaternion d'identité, il ne " -"changera pas." - msgid "Stops the [Range] from sharing its member variables with any other." msgstr "Arrête le [Range] de partager ses variables membres avec les autres." @@ -15998,58 +15957,6 @@ msgstr "La taille de cellule de la grille en unités 3D." msgid "The grid's color." msgstr "La couleur de la grille." -msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." -msgstr "" -"Retourne le numéro de la trame actuelle, c'est-à-dire le nombre de trames " -"depuis le lancement de l'application." - -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "Retourne le nombre de nœuds dans ce [SceneTree]." - -msgid "Returns a list of all nodes assigned to the given group." -msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." - -msgid "The root of the edited scene." -msgstr "La racine de la scène éditée." - -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "Émit quand un nœud est ajouté au [SceneTree]." - -msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." -msgstr "" -"Émis quand la configuration du nœud a changé. Uniquement en mode [code]tool[/" -"code]." - -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "Émit quand un nœud est retiré du [SceneTree]." - -msgid "Emitted whenever a node is renamed." -msgstr "Émis quand un nœud est renommé." - -msgid "" -"Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." -msgstr "" -"Émis juste avant que [method Node._physics_process] soit appelé pour chaque " -"nœud du [SceneTree]." - -msgid "" -"Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." -msgstr "" -"Émis immédiatement avant que [method Node._process] soit appelé sur chaque " -"nœud de [SceneTree]." - -msgid "Call a group with no flags (default)." -msgstr "Appelle un groupe sans drapeau (la valeur par défaut)." - -msgid "Call a group in reverse scene order." -msgstr "Appelle un groupe dans l'ordre inversé de la scène." - msgid "One-shot timer." msgstr "Minuteur à un coup." @@ -16380,17 +16287,6 @@ msgstr "" "à partir d'une texture plus grande de l'atlas, ou d'une trame d'une animation " "de feuille de sprite." -msgid "" -"Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" -"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " -"[code]null[/code] or if the given position is invalid." -msgstr "" -"Retourne [code]true[/code], si le pixel à la position donnée est opaque, ou " -"[code]false[/code] sinon.\n" -"[b]Note :[/b] Retourne également [code]false[/code] si la texture du sprite " -"est [code]null[/code] ou si la position donnée est invalide." - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -17310,15 +17206,6 @@ msgstr "" "Si [code]true[/code], les onglets sont visibles. Si [code]false[/code], le " "contenu des onglets et les titres sont masqués." -msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " -"minimum size take into account in the total, instead of only the currently " -"visible one." -msgstr "" -"Si [code]true[/code], les nœuds [Control] enfants qui sont cachés auront leur " -"taille minimale qui sera prise en compte dans le total, au lieu de seulement " -"celle actuellement visible." - msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -17844,22 +17731,6 @@ msgstr "" msgid "The [Transform2D] that will flip something along the X axis." msgstr "Le [Transform2D] qui va retourner quelque chose le long de l’axe X." -msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." -msgstr "" -"La base est une matrice contenant 3 [Vector3] comme ses colonnes : axe X, axe " -"Y et axe Z. Ces vecteurs peuvent être interprétés comme les vecteurs de base " -"du système de coordonnées locale voyageant avec l’objet." - -msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." -msgstr "" -"Le décalage de translation de la transformation (colonne 3, quatrième " -"colonne). Équivalent à l'index du tableau [code]3[/code]." - msgid "Virtual method to override [method get_message]." msgstr "La méthode virtuelle [method get_message] à surcharger." @@ -18916,9 +18787,6 @@ msgstr "" "Le [World3D] personnalisé qui peut être utilisé comme source pour " "l'environnement 2D." -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "Émis quand un nœud de Control obtient le focus du clavier." - msgid "This quadrant will not be used." msgstr "Ce quadrant ne sera pas utilisé." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index ae3a4c26ada..b2a1bffecd8 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -82,12 +82,14 @@ # HIM049 , 2023. # 墨尘 <180598130@qq.com>, 2023. # dinshin0129 <396321810@qq.com>, 2023. +# CrimsonNinja , 2024. +# 邵孟欧 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-04 06:32+0000\n" -"Last-Translator: 风青山 \n" +"PO-Revision-Date: 2024-03-04 14:32+0000\n" +"Last-Translator: 邵孟欧 \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -95,7 +97,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "所有类" @@ -292,6 +294,33 @@ msgid "" msgstr "" "通过 C# 使用这个 API 时有显著的不同。详见 :ref:`doc_c_sharp_differences`\\ 。" +msgid "Deprecated:" +msgstr "已弃用:" + +msgid "Experimental:" +msgstr "实验性:" + +msgid "This signal may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该信号。" + +msgid "This constant may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该常量。" + +msgid "This property may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该属性。" + +msgid "This constructor may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该构造函数。" + +msgid "This method may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该方法。" + +msgid "This operator may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该运算符。" + +msgid "This theme property may be changed or removed in future versions." +msgstr "未来版本中可能修改或移除该主题属性。" + msgid "Built-in GDScript constants, functions, and annotations." msgstr "内置 GDScript 常量、函数、注解。" @@ -394,6 +423,32 @@ msgstr "" "a = char(8364) # a 是“€”\n" "[/codeblock]" +msgid "Use [method @GlobalScope.type_convert] instead." +msgstr "请改用 [method @GlobalScope.type_convert]。" + +msgid "" +"Converts [param what] to [param type] in the best way possible. The [param " +"type] uses the [enum Variant.Type] values.\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Prints true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Prints [4, 2, 1]\n" +"print(b is Array) # Prints false\n" +"[/codeblock]" +msgstr "" +"在可能的情况下将 [param what] 转换为 [param type] 。 [param type] 使用 [enum " +"Variant.Type] 值。\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # 输出 true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # 输出 [4, 2, 1]\n" +"print(b is Array) # 输出 false\n" +"[/codeblock]" + msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -525,6 +580,87 @@ msgstr "" "另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array." "is_same_typed](以及其他 [Array] 方法)。" +msgid "" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String] or [StringName], the element count of any array " +"type, or the size of a [Dictionary]. For every other Variant type, a run-time " +"error is generated and execution is stopped.\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # Returns 6\n" +"[/codeblock]" +msgstr "" +"返回给定 Variant [param var] 的长度。长度可以是 [String] 或 [StringName] 的字" +"符数、任意数组类型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类" +"型,都会生成运行时错误并停止执行。\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # 返回 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # 返回 6\n" +"[/codeblock]" + +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script or " +"in the scene), the resource is loaded from disk on function call, which might " +"cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload]. This method is equivalent of " +"using [method ResourceLoader.load] with [constant ResourceLoader." +"CACHE_MODE_REUSE].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " +"from the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data].\n" +"[b]Note:[/b] If [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." +"load] will not be able to read converted files in an exported project. If you " +"rely on run-time loading of files present within the PCK, set [member " +"ProjectSettings.editor/export/convert_text_resources_to_binary] to " +"[code]false[/code]." +msgstr "" +"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" +"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可能" +"会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不必要" +"的延迟,可以将资源存储在变量中或使用预加载 [method preload]。该方法相当于使用 " +"[constant ResourceLoader.CACHE_MODE_REUSE] 调用 [method ResourceLoader." +"load]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" +"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" +"[codeblock]\n" +"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" +"[/codeblock]\n" +"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" +"景。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加载 " +"[Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 [member " +"AudioStreamMP3.data] 中描述的代码片段。\n" +"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." +"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " +"中的文件,请将 [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] 设置为 [code]false[/code]。" + msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " @@ -1269,6 +1405,65 @@ msgstr "" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" +msgid "" +"Export an [int] or [float] property as a range value. The range must be " +"defined by [param min] and [param max], as well as an optional [param step] " +"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " +"integer properties. For floating-point numbers this value depends on your " +"[member EditorSettings.interface/inspector/default_float_step] setting.\n" +"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " +"provided, the editor widget will not cap the value at range boundaries. The " +"[code]\"exp\"[/code] hint will make the edited values on range to change " +"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " +"element of the editor widget.\n" +"Hints also allow to indicate the units for the edited value. Using " +"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " +"in radians, but should be displayed in degrees in the Inspector dock (the " +"range values are also in degrees). [code]\"degrees\"[/code] allows to add a " +"degree sign as a unit suffix (the value is unchanged). Finally, a custom " +"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " +"be any string.\n" +"See also [constant PROPERTY_HINT_RANGE].\n" +"[codeblock]\n" +"@export_range(0, 20) var number\n" +"@export_range(-10, 20) var number\n" +"@export_range(-10, 20, 0.2) var number: float\n" +"\n" +"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" +"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" +"\n" +"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" +"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" +"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" +"[/codeblock]" +msgstr "" +"将 [int] 或 [float] 属性导出为范围值。范围必须由 [param min] 和 [param max] 定" +"义,还有一个可选的 [param step] 和各种额外的提示。对于整数属性,[param step] " +"的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 [member " +"EditorSettings.interface/inspector/default_float_step] 设置。\n" +"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" +"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" +"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" +"的滑块。\n" +"提示还允许指示编辑的值的单位。使用 [code]\"radians_as_degrees\"[/code] ,你可" +"以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度数)。" +"[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使用 " +"[code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符" +"串。\n" +"另见 [constant PROPERTY_HINT_RANGE]。\n" +"[codeblock]\n" +"@export_range(0, 20) var number\n" +"@export_range(-10, 20) var number\n" +"@export_range(-10, 20, 0.2) var number: float\n" +"\n" +"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" +"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" +"\n" +"@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n" +"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" +"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" +"[/codeblock]" + msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " @@ -2751,6 +2946,83 @@ msgstr "" "误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" "目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" +msgid "" +"Converts one or more arguments of any type to string in the best way possible " +"and prints them to the console.\n" +"The following BBCode tags are supported: [code]b[/code], [code]i[/code], " +"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " +"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" +"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" +"Color tags only support the following named colors: [code]black[/code], " +"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " +"[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" +"code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " +"Hexadecimal color codes are not supported.\n" +"URL tags only support URLs wrapped by a URL tag, not URLs with a different " +"title.\n" +"When printing to standard output, the supported subset of BBCode is converted " +"to ANSI escape codes for the terminal emulator to display. Support for ANSI " +"escape codes varies across terminal emulators, especially for italic and " +"strikethrough. In standard output, [code]code[/code] is represented with " +"faint text but without any font change. Unsupported tags are left as-is in " +"standard output.\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " +"world!\" in green with a bold font\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " +"\"Hello world!\" in green with a bold font\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " +"print error and warning messages instead of [method print] or [method " +"print_rich]. This distinguishes them from print messages used for debugging " +"purposes, while also displaying a stack trace when an error or warning is " +"printed.\n" +"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " +"escape codes in standard output.\n" +"[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" +"lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " +"tag's [code]address[/code] value is handled by [method OS.shell_open] when " +"clicked." +msgstr "" +"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" +"台。\n" +"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、" +"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" +"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" +"code]、[code]fgcolor[/code]。\n" +"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" +"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" +"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" +"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜色" +"代码。\n" +"URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" +"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显示。" +"对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出中," +"[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输出中会" +"原样保留。\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" +"体“Hello world!”\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗" +"体“Hello world!”\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" +"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" +"目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" +"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" +"示 ANSI 转义码。\n" +"[b]注意:[/b]在编辑器中显示的输出支持可点击的 [code skip-lint][url=address]文" +"本[/url][/code] 标签。点击时, [code skip-lint][url][/code] 标签的 " +"[code]address[/code] 值由 [method OS.shell_open] 处理。" + msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " @@ -2957,62 +3229,6 @@ msgstr "" "print(a[1])\t# 输出 4\n" "[/codeblock]" -msgid "" -"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/" -"code] (inclusive).\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf() # Returns e.g. 0.375671\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Randf(); // Returns e.g. 0.375671\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回 [code]0.0[/code] 和 [code]1.0[/code](包含)之间的随机浮点值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf() # 返回示例 0.375671\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Randf(); // 返回示例 0.375671\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns a random floating point value between [param from] and [param to] " -"(inclusive).\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf_range(0, 20.5) # Returns e.g. 7.45315\n" -"randf_range(-10, 10) # Returns e.g. -3.844535\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" -"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回 [param from] 和 [param to](包含)之间的随机浮点值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf_range(0, 20.5) # 返回示例 7.45315\n" -"randf_range(-10, 10) # 返回示例 -3.844535\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.RandRange(0.0, 20.5); // 返回示例 7.45315\n" -"GD.RandRange(-10.0, 10.0); // 返回示例 -3.844535\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." -msgstr "" -"返回一个正态分布的伪随机浮点值,该分布使用具有指定 [param mean] 和标准 [param " -"deviation] 的 Box-Muller 变换。这也被称为高斯分布。" - msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -3364,59 +3580,6 @@ msgstr "" "smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较[/" "url]" -msgid "" -"Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " -"decimals.\n" -"The returned value is the same type of [Variant] as [param step]. Supported " -"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i].\n" -"[codeblock]\n" -"snapped(100, 32) # Returns 96\n" -"snapped(3.14159, 0.01) # Returns 3.14\n" -"\n" -"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" -"[/codeblock]\n" -"See also [method ceil], [method floor], and [method round].\n" -"[b]Note:[/b] For better type safety, use [method snappedf], [method " -"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " -"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " -"[method Vector4i.snapped]." -msgstr "" -"返回最接近 [param x] 的 [param step] 的倍数。这也可用于将一个浮点数四舍五入为" -"任意小数位数。\n" -"返回值是与 [param step] 相同类型的 [Variant]。支持的类型:[int]、[float]、" -"[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n" -"[codeblock]\n" -"snapped(100, 32) # 返回 96\n" -"snapped(3.14159, 0.01) # 返回 3.14\n" -"\n" -"snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n" -"[/codeblock]\n" -"另见 [method ceil]、[method floor] 和 [method round]。\n" -"[b]注意:[/b]为了更好的类型安全,请使用 [method snappedf]、[method snappedi]、" -"[method Vector2.snapped]、[method Vector2i.snapped]、[method Vector3." -"snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 [method " -"Vector4i.snapped]。" - -msgid "" -"Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " -"decimals.\n" -"A type-safe version of [method snapped], returning a [float].\n" -"[codeblock]\n" -"snappedf(32.0, 2.5) # Returns 32.5\n" -"snappedf(3.14159, 0.01) # Returns 3.14\n" -"[/codeblock]" -msgstr "" -"返回最接近 [param x] 的 [param step] 的倍数。也可用于将浮点数四舍五入为任意的" -"小数位数。\n" -"[method snapped] 的类型安全版本,返回一个 [float]。\n" -"[codeblock]\n" -"snappedf(32.0, 2.5) # 返回 32.5\n" -"snappedf(3.14159, 0.01) # 返回 3.14\n" -"[/codeblock]" - msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" @@ -3545,6 +3708,40 @@ msgstr "" "tanh(a) # 返回 0.6\n" "[/codeblock]" +msgid "" +"Converts the given [param variant] to the given [param type], using the [enum " +"Variant.Type] values. This method is generous with how it handles types, it " +"can automatically convert between array types, convert numeric [String]s to " +"[int], and converting most things to [String].\n" +"If the type conversion cannot be done, this method will return the default " +"value for that type, for example converting [Rect2] to [Vector2] will always " +"return [constant Vector2.ZERO]. This method will never show error messages as " +"long as [param type] is a valid Variant type.\n" +"The returned value is a [Variant], but the data inside and its type will be " +"the same as the requested type.\n" +"[codeblock]\n" +"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" +"type_convert(\"123\", TYPE_INT) # Returns 123\n" +"type_convert(123.4, TYPE_INT) # Returns 123\n" +"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" +"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" +"[/codeblock]" +msgstr "" +"使用 [enum Variant.Type] 值将给定的 [param variant] 转换为给定的 [param " +"type]。此方法对类型的处理十分宽松,可以在数组类型之间自动转换,将数值的 " +"[String] 转换为 [int],也可以将大多数内容转换为 [String]。\n" +"如果无法完成类型转换,此方法将返回该类型的默认值,例如 [Rect2] 转换为 " +"[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] 是一个有效" +"的 Variant 类型,此方法就永远不会显示错误消息。\n" +"返回的值是一个 [Variant],但是其中的数据以及其类型将会与请求的类型相同。\n" +"[codeblock]\n" +"type_convert(\"Hi!\", TYPE_INT) # 返回 0\n" +"type_convert(\"123\", TYPE_INT) # 返回 123\n" +"type_convert(123.4, TYPE_INT) # 返回 123\n" +"type_convert(5, TYPE_VECTOR2) # 返回 (0, 0)\n" +"type_convert(\"Hi!\", TYPE_NIL) # 返回 null\n" +"[/codeblock]" + msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" @@ -4700,6 +4897,25 @@ msgstr "Keypad 键掩码。" msgid "Group Switch key mask." msgstr "Group Switch 键掩码。" +msgid "" +"Used for keys which only appear once, or when a comparison doesn't need to " +"differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n" +"For example, when using [method InputEvent.is_match], an event which has " +"[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " +"passed event." +msgstr "" +"用于仅出现一次的键,或者当比较不需要区分 [code]LEFT[/code] 和 [code]RIGHT[/" +"code] 版本时。\n" +"例如,当使用 [method InputEvent.is_match] 时,具有 [constant " +"KEY_LOCATION_UNSPECIFIED] 的事件将与传递的事件上的任意 [enum KeyLocation] 匹" +"配。" + +msgid "A key which is to the left of its twin." +msgstr "对键中位于左侧的键。" + +msgid "A key which is to the right of its twin." +msgstr "对键中位于右侧的键。" + msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." @@ -4895,6 +5111,138 @@ msgid "" "making a total of 10 axes." msgstr "最大游戏控制器轴数:OpenVR 最多支持 5 个操纵杆,总共 10 个轴。" +msgid "" +"Does not correspond to any MIDI message. This is the default value of [member " +"InputEventMIDI.message]." +msgstr "不对应任何 MIDI 消息。这是 [member InputEventMIDI.message] 的默认值。" + +msgid "" +"MIDI message sent when a note is released.\n" +"[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " +"MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" +"code]." +msgstr "" +"音符被释放时发送的 MIDI 消息。\n" +"[b]注意:[/b]并非所有 MIDI 设备都会发送该消息;有些可能会发送 [constant " +"MIDI_MESSAGE_NOTE_ON],并将 [member InputEventMIDI.velocity] 设置为 [code]0[/" +"code]。" + +msgid "MIDI message sent when a note is pressed." +msgstr "音符被按下时发送的 MIDI 消息。" + +msgid "" +"MIDI message sent to indicate a change in pressure while a note is being " +"pressed down, also called aftertouch." +msgstr "发送 MIDI 消息以指示音符被按下时的压力的变化,也称为触后。" + +msgid "" +"MIDI message sent when a controller value changes. In a MIDI device, a " +"controller is any input that doesn't play notes. These may include sliders " +"for volume, balance, and panning, as well as switches and pedals. See the " +"[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " +"MIDI specification[/url] for a small list." +msgstr "" +"控制器值发生变化时发送的 MIDI 消息。MIDI 设备中不演奏音符的输入都属于控制器。" +"包括音量滑块、平衡滑块、声像滑块,以及各种开关和踏板等。简要清单见 " +"[url=https://zh.wikipedia.org/zh-cn/" +"General_MIDI#%E6%8E%A7%E5%88%B6%E5%99%A8%E4%BA%8B%E4%BB%B6%EF%BC%88Controller_events%EF%BC%89]General " +"MIDI 规范[/url]。" + +msgid "" +"MIDI message sent when the MIDI device changes its current instrument (also " +"called [i]program[/i] or [i]preset[/i])." +msgstr "MIDI 设备更改乐器(也叫[i]音色[/i]或[i]预设[/i])时发送的 MIDI 消息。" + +msgid "" +"MIDI message sent to indicate a change in pressure for the whole channel. " +"Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]." +msgstr "" +"表示整个通道的压力发生改变时发送的 MIDI 消息。部分 MIDI 设备可能用这个消息来代" +"替 [constant MIDI_MESSAGE_AFTERTOUCH]。" + +msgid "" +"MIDI message sent when the value of the pitch bender changes, usually a wheel " +"on the MIDI device." +msgstr "" +"音高弯曲器的值发生改变时发送的 MIDI 消息,音高弯曲器通常是 MIDI 设备上的滚轮。" + +msgid "" +"MIDI system exclusive (SysEx) message. This type of message is not " +"standardized and it's highly dependent on the MIDI device sending it.\n" +"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " +"implemented." +msgstr "" +"MIDI 系统独占消息(SysEx)。这类消息并未标准化,取决于发送的 MIDI 设备。\n" +"[b]注意:[/b]尚未实现从 [InputEventMIDI] 获取该消息。" + +msgid "" +"MIDI message sent every quarter frame to keep connected MIDI devices " +"synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" +"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " +"implemented." +msgstr "" +"每四分之一帧发送的 MIDI 消息,用于让连接的 MIDI 设备保持同步。与 [constant " +"MIDI_MESSAGE_TIMING_CLOCK] 相关。\n" +"[b]注意:[/b]尚未实现从 [InputEventMIDI] 获取该消息。" + +msgid "" +"MIDI message sent to jump onto a new position in the current sequence or " +"song.\n" +"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " +"implemented." +msgstr "" +"跳转至当前序列或乐曲中的某个位置时发送的 MIDI 消息。\n" +"[b]注意:[/b]尚未实现从 [InputEventMIDI] 获取该消息。" + +msgid "" +"MIDI message sent to select a sequence or song to play.\n" +"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " +"implemented." +msgstr "" +"发送以选择要播放的序列或歌曲的 MIDI 消息。\n" +"[b]注意:[/b]从 [InputEventMIDI] 获取该消息的数据尚未实现。" + +msgid "" +"MIDI message sent to request a tuning calibration. Used on analog " +"synthesizers. Most modern MIDI devices do not need this message." +msgstr "" +"请求调校时发送的 MIDI 消息。适用于模拟合成器。大多数现代 MIDI 设备不需要这个消" +"息。" + +msgid "" +"MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " +"keep connected MIDI devices synchronized." +msgstr "" +"在 [constant MIDI_MESSAGE_QUARTER_FRAME] 之后发送 24 次的 MIDI 消息,用于让连" +"接的 MIDI 设备保持同步。" + +msgid "" +"MIDI message sent to start the current sequence or song from the beginning." +msgstr "发送以从头开始当前序列或歌曲的 MIDI 消息。" + +msgid "" +"MIDI message sent to resume from the point the current sequence or song was " +"paused." +msgstr "发送以从当前序列或歌曲的暂停点恢复的 MIDI 消息。" + +msgid "MIDI message sent to pause the current sequence or song." +msgstr "发送以暂停当前序列或歌曲的 MIDI 消息。" + +msgid "" +"MIDI message sent repeatedly while the MIDI device is idle, to tell the " +"receiver that the connection is alive. Most MIDI devices do not send this " +"message." +msgstr "" +"MIDI 设备空闲时不断发送的 MIDI 消息,用于告知接收方连接仍然有效。大多数 MIDI " +"设备不会发送这个消息。" + +msgid "" +"MIDI message sent to reset a MIDI device to its default state, as if it was " +"just turned on. It should not be sent when the MIDI device is being turned on." +msgstr "" +"用于将 MIDI 设备恢复至开机时的默认状态而发送的 MIDI 消息。MIDI 设备正在启动时" +"不应该发送。" + msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" @@ -5452,6 +5800,9 @@ msgstr "" "[/codeblocks]\n" "[b]注意:[/b]后缀冒号是必须的,否则无法正确识别内置类型。" +msgid "This hint is not used by the engine." +msgstr "该提示不会被引擎使用。" + msgid "Hints that an object is too big to be sent via the debugger." msgstr "提示对象太大而无法通过调试器发送。" @@ -5579,6 +5930,9 @@ msgstr "即使 [Object] 类型的属性值为 [code]null[/code],也会被存 msgid "If this property is modified, all inspector fields will be refreshed." msgstr "如果该属性被修改,则所有检查器字段都将被刷新。" +msgid "This flag is not used by the engine." +msgstr "该标志不会被引擎使用。" + msgid "" "The property is an enum, i.e. it only takes named integer constants from its " "associated enumeration." @@ -7009,6 +7363,20 @@ msgstr "" msgid "The key of the animation to play when the scene loads." msgstr "场景加载时要播放的动画名称。" +msgid "" +"If [code]true[/code], texture will be centered.\n" +"[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " +"deformed when centered. This is caused by their position being between " +"pixels. To prevent this, set this property to [code]false[/code], or consider " +"enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " +"and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." +msgstr "" +"如果为 [code]true[/code],则纹理居中。\n" +"[b]注意:[/b]像素风游戏中,纹理在居中后可能会变形。这是因为此时纹理的位置在两" +"个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" + msgid "If [code]true[/code], texture is flipped horizontally." msgstr "如果为 [code]true[/code],纹理将被水平翻转。" @@ -7057,6 +7425,15 @@ msgstr "" msgid "Emitted when [member animation] changes." msgstr "当 [member animation] 更改时发出。" +msgid "" +"Emitted when the animation reaches the end, or the start if it is played in " +"reverse. When the animation finishes, it pauses the playback.\n" +"[b]Note:[/b] This signal is not emitted if an animation is looping." +msgstr "" +"当动画到达结尾时,或者如果反向播放则到达起点时发出。当动画结束时,它会暂停播" +"放。\n" +"[b]注意:[/b]如果动画正在循环播放,则不会发出该信号。" + msgid "Emitted when the animation loops." msgstr "当动画循环播放时发出。" @@ -7086,9 +7463,45 @@ msgstr "" msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精灵动画(也适用于 3D)" +msgid "" +"This class does not work properly in current versions and may be removed in " +"the future. There is currently no equivalent workaround." +msgstr "" +"该类在当前版本中无法正常工作,将来可能会被移除。目前没有等效的解决方法。" + msgid "Proxy texture for simple frame-based animations." msgstr "用于简单帧动画的代理纹理。" +msgid "" +"[AnimatedTexture] is a resource format for frame-based animations, where " +"multiple textures can be chained automatically with a predefined delay for " +"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " +"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " +"can be used, e.g. in a [TileSet].\n" +"The playback of the animation is controlled by the [member speed_scale] " +"property, as well as each frame's duration (see [method set_frame_duration]). " +"The animation loops, i.e. it will restart at frame 0 automatically after " +"playing the last frame.\n" +"[AnimatedTexture] currently requires all frame textures to have the same " +"size, otherwise the bigger ones will be cropped to match the smallest one.\n" +"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " +"frame needs to be a separate [Texture2D].\n" +"[b]Warning:[/b] The current implementation is not efficient for the modern " +"renderers." +msgstr "" +"[AnimatedTexture] 是一种用于帧动画的资源格式,其中多个纹理可以自动链接,每个帧" +"都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 " +"[Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如在 " +"[TileSet] 中。\n" +"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(见 [method " +"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从第 " +"0 帧重新开始。\n" +"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪以" +"匹配最小的纹理。\n" +"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" +"独的 [Texture2D]。\n" +"[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。" + msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。" @@ -7480,6 +7893,16 @@ msgstr "" "返回位于给定时间(以秒为单位)的插值后的缩放值。[param track_idx] 必须是 3D 缩" "放轨道的索引。" +msgid "" +"Finds the key index by time in a given track. Optionally, only find it if the " +"approx/exact time is given.\n" +"If [param limit] is [code]true[/code], it does not return keys outside the " +"animation range." +msgstr "" +"按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查" +"找。\n" +"如果 [param limit] 为 [code]true[/code],则不会返回动画范围之外的关键帧。" + msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." @@ -7716,6 +8139,16 @@ msgstr "在关键帧之间更新并保持值。" msgid "Update at the keyframes." msgstr "在关键帧更新。" +msgid "" +"Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value " +"of the current object and perform interpolation in some methods. See also " +"[method AnimationMixer.capture] and [method AnimationPlayer." +"play_with_capture]." +msgstr "" +"与 [constant UPDATE_CONTINUOUS] 相同,但是会捕获当前对象的取值并在部分方法中进" +"行插值。另见 [method AnimationMixer.capture] 和 [method AnimationPlayer." +"play_with_capture]。" + msgid "At both ends of the animation, the animation will stop playing." msgstr "在动画的两端,动画将停止播放。" @@ -7824,6 +8257,9 @@ msgstr "" "于播放和混合的常用属性和方法。\n" "在扩展后的类中实例化播放信息数据后,就会由 [AnimationMixer] 负责处理混合。" +msgid "A virtual function for processing after getting a key during playback." +msgstr "虚函数,用于播放期间在获取关键帧之后的处理。" + msgid "" "Adds [param library] to the animation player, under the key [param name]." msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。" @@ -7831,6 +8267,29 @@ msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下 msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手动将动画前进指定的时间(单位为秒)。" +msgid "" +"If the animation track specified by [param name] has an option [constant " +"Animation.UPDATE_CAPTURE], stores current values of the objects indicated by " +"the track path as a cache. If there is already a captured cache, the old " +"cache is discarded.\n" +"After this it will interpolate with current animation blending result during " +"the playback process for the time specified by [param duration], working like " +"a crossfade.\n" +"You can specify [param trans_type] as the curve for the interpolation. For " +"better results, it may be appropriate to specify [constant Tween." +"TRANS_LINEAR] for cases where the first key of the track begins with a non-" +"zero value or where the key value does not change, and [constant Tween." +"TRANS_QUAD] for cases where the key value changes linearly." +msgstr "" +"如果 [param name] 指定的动画轨道具有 [constant Animation.UPDATE_CAPTURE] 选" +"项,则会将轨道路径表示的对象当前值存储下来作为缓存。如果已存在捕获缓存,则会丢" +"弃旧缓存。\n" +"在此之后,就会在播放过程中进行时长为 [param duration] 的与当前动画混合结果的插" +"值,类似淡入淡出。\n" +"可以使用 [param trans_type] 来指定插值曲线。为了达到最佳效果,如果轨道的第一个" +"关键帧非零或键值不会改变,则最好使用 [constant Tween.TRANS_LINEAR];如果键值有" +"线性变化,则最好使用 [constant Tween.TRANS_QUAD]。" + msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." @@ -8215,6 +8674,29 @@ msgstr "" "例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 " "[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。" +msgid "" +"Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " +"update infrequently, usually when using nearest interpolation.\n" +"However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " +"results are considered. The [member callback_mode_discrete] specify it " +"explicitly. See also [enum AnimationCallbackModeDiscrete].\n" +"To make the blended results look good, it is recommended to set this to " +"[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " +"frame during blending. Other values exist for compatibility and they are fine " +"if there is no blending, but not so, may produce artifacts." +msgstr "" +"一般而言,可以将轨道设置为 [constant Animation.UPDATE_DISCRETE] 降低更新频率," +"通常在最近邻插值时使用。\n" +"但在使用 [constant Animation.UPDATE_CONTINUOUS] 进行混合时需要考虑不同的结果," +"可以用 [member callback_mode_discrete] 来显式指定。另见 [enum " +"AnimationCallbackModeDiscrete]。\n" +"为了在混合时得到更好的结果,建议将其设置为 [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS],在混合时每一帧都更新。其他" +"值主要用于兼容,在不需要混合时没有问题,但需要混合时则可能产生问题。" + +msgid "The call mode used for \"Call Method\" tracks." +msgstr "用于“方法调用”轨道的调用模式。" + msgid "The process notification in which to update animations." msgstr "更新动画的过程通知。" @@ -8293,6 +8775,9 @@ msgstr "" "[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " "[RootMotionView]。" +msgid "The node which node path references will travel from." +msgstr "节点路径引用将从其出发的节点。" + msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." @@ -8353,6 +8838,26 @@ msgstr "" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" +msgid "" +"An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." +"UPDATE_CAPTURE] track value takes precedence when blending the [constant " +"Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track " +"values and the [constant Animation.UPDATE_DISCRETE] track values." +msgstr "" +"将 [constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation." +"UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时," +"[constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation.UPDATE_CAPTURE] " +"轨道值优先。" + +msgid "" +"Always treat the [constant Animation.UPDATE_DISCRETE] track value as " +"[constant Animation.UPDATE_CONTINUOUS] with [constant Animation." +"INTERPOLATION_NEAREST]. This is the default behavior for [AnimationTree]." +msgstr "" +"始终将 [constant Animation.UPDATE_DISCRETE] 轨道值视为 [constant Animation." +"INTERPOLATION_NEAREST] 的 [constant Animation.UPDATE_CONTINUOUS]。这是 " +"[AnimationTree] 的默认值。" + msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "[AnimationTree] 节点的基类。与场景节点无关。" @@ -8384,14 +8889,6 @@ msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以根据名称 [param name] 来返回对" "应的子动画节点。" -msgid "" -"When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " -"dictionary." -msgstr "" -"继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典" -"的形式按顺序返回所有子动画节点。" - msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " @@ -8478,15 +8975,6 @@ msgstr "" "[param time] 是一个相对的增量,除非 [param seek] 是 [code]true[/code],此时它" "是绝对的。可以选择传入过滤模式(选项请参阅 [enum FilterAction])。" -msgid "" -"Blend another animation node (in case this animation node contains children " -"animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." -msgstr "" -"混合另一个动画节点(在这个动画节点包含子动画节点的情况下)。这个函数只有在你继" -"承 [AnimationRootNode] 时才有用,否则编辑器在添加节点时不会显示你的动画节点。" - msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." @@ -9262,6 +9750,9 @@ msgstr "按索引删除给定的过渡。" msgid "Renames the given animation node." msgstr "重命名给定的动画节点。" +msgid "Replaces the given animation node with a new animation node." +msgstr "用新的动画节点替换给定的动画节点。" + msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "设置图形的绘制偏移。用于在编辑器中显示。" @@ -9593,13 +10084,6 @@ msgstr "" msgid "A time-scaling animation node used in [AnimationTree]." msgstr "对时间进行缩放的动画节点,在 [AnimationTree] 中使用。" -msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " -"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." -msgstr "" -"允许缩放任何子节点中动画的速度(或反转)。将其设置为 [code]0.0[/code] 将暂停动" -"画。" - msgid "A time-seeking animation node used in [AnimationTree]." msgstr "对时间进行检索的动画节点,在 [AnimationTree] 中使用。" @@ -9821,9 +10305,27 @@ msgid "" "their keys." msgstr "返回两个动画之间的混合时间(以秒为单位),由它们的键引用。" +msgid "Use [member AnimationMixer.callback_mode_method] instead." +msgstr "请改用 [member AnimationMixer.callback_mode_method]。" + +msgid "Returns the call mode used for \"Call Method\" tracks." +msgstr "返回用于“方法调用”轨道的调用模式。" + +msgid "Use [member AnimationMixer.callback_mode_process] instead." +msgstr "请改用 [member AnimationMixer.callback_mode_process]。" + +msgid "Returns the process notification in which to update animations." +msgstr "返回要更新动画的过程通知。" + msgid "Returns a list of the animation keys that are currently queued to play." msgstr "返回当前排队播放的动画键列表。" +msgid "Use [member AnimationMixer.root_node] instead." +msgstr "使用 [member AnimationMixer.root_node] 代替。" + +msgid "Returns the node which node path references will travel from." +msgstr "返回节点路径引用将从其出发的节点。" + msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -9866,6 +10368,33 @@ msgstr "" "更新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code]advance(0)" "[/code]。" +msgid "" +"See [method AnimationMixer.capture]. It is almost the same as the following:\n" +"[codeblock]\n" +"capture(name, duration, trans_type, ease_type)\n" +"play(name, custom_blend, custom_speed, from_end)\n" +"[/codeblock]\n" +"If name is blank, it specifies [member assigned_animation].\n" +"If [param duration] is a negative value, the duration is set to the interval " +"between the current position and the first key, when [param from_end] is " +"[code]true[/code], uses the interval between the current position and the " +"last key instead.\n" +"[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " +"but [param custom_speed] does not, because the capture cache is interpolated " +"with the blend result and the result may contain multiple animations." +msgstr "" +"见 [method AnimationMixer.capture]。几乎与下列代码等价:\n" +"[codeblock]\n" +"capture(name, duration, trans_type, ease_type)\n" +"play(name, custom_blend, custom_speed, from_end)\n" +"[/codeblock]\n" +"如果名称为空,则指定的是 [member assigned_animation]。\n" +"如果 [param duration] 为负数,则时长为当前位置和第一个关键帧的间隔,[param " +"from_end] 为 [code]true[/code] 时使用的是当前位置和最后一个关键帧的间隔。\n" +"[b]注意:[/b][param duration] 会考虑 [member speed_scale],但是 [param " +"custom_speed] 不会考虑,因为捕获缓存是和混合结果进行插值的,而插值结果可能包含" +"多个动画。" + msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued animation " @@ -9875,11 +10404,40 @@ msgstr "" "[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的" "动画将永远不会播放。" +msgid "" +"Seeks the animation to the [param seconds] point in time (in seconds). If " +"[param update] is [code]true[/code], the animation updates too, otherwise it " +"updates at process time. Events between the current frame and [param seconds] " +"are skipped.\n" +"If [param update_only] is [code]true[/code], the method / audio / animation " +"playback tracks will not be processed.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"AnimationMixer.animation_finished]. If you want to skip animation and emit " +"the signal, use [method AnimationMixer.advance]." +msgstr "" +"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 [code]true[/" +"code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param seconds] 之间的事" +"件会被跳过。\n" +"如果 [param update_only] 为 [code]true[/code],则不会处理方法轨道、音频轨道、" +"动画播放轨道。\n" +"[b]注意:[/b]寻道至动画的末尾不会触发 [signal AnimationMixer." +"animation_finished]。如果想要跳过动画并触发该信号,请使用 [method " +"AnimationMixer.advance]。" + msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "指定两个动画(由它们的键所引用)之间的混合时间(以秒为单位)。" +msgid "Sets the call mode used for \"Call Method\" tracks." +msgstr "设置用于“方法调用”轨道的调用模式。" + +msgid "Sets the process notification in which to update animations." +msgstr "设置要更新动画的过程通知。" + +msgid "Sets the node which node path references will travel from." +msgstr "设置节点路径引用将从哪个节点出发。" + msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" @@ -9957,6 +10515,21 @@ msgstr "" msgid "Emitted when [member current_animation] changes." msgstr "当 [member current_animation] 更改时发出。" +msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." +msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。" + +msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." +msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。" + +msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." +msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。" + +msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." +msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。" + +msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." +msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" + msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." @@ -10026,6 +10599,25 @@ msgid "" "exiting it." msgstr "2D 空间中的一个区域,能够检测到其他 [CollisionObject2D] 的进入或退出。" +msgid "" +"[Area2D] is a region of 2D space defined by one or multiple " +"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " +"[CollisionObject2D]s enter or exit it, and it also keeps track of which " +"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" +"This node can also locally alter or override physics parameters (gravity, " +"damping) and route audio to custom audio buses.\n" +"[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " +"interact as expected with [Area2D]s, and might not emit signals or track " +"objects correctly." +msgstr "" +"[Area2D] 是 2D 空间中的一个区域,由一个或多个 [CollisionShape2D] 或 " +"[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退出" +"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" +"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" +"线。\n" +"[b]注意:[/b]使用 [PhysicsServer2D] 创建的区域和物体可能无法按预期与 [Area2D] " +"交互,并且可能无法正确发出信号或跟踪对象。" + msgid "Using Area2D" msgstr "使用 Area2D" @@ -10385,6 +10977,38 @@ msgid "" "exiting it." msgstr "3D 空间中的一个区域,能够检测到其他 [CollisionObject3D] 的进入或退出。" +msgid "" +"[Area3D] is a region of 3D space defined by one or multiple " +"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " +"[CollisionObject3D]s enter or exit it, and it also keeps track of which " +"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" +"This node can also locally alter or override physics parameters (gravity, " +"damping) and route audio to custom audio buses.\n" +"[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " +"interact as expected with [Area3D]s, and might not emit signals or track " +"objects correctly.\n" +"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " +"child of this node (created e.g. by using the [b]Create Trimesh Collision " +"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " +"[MeshInstance3D] node) may give unexpected results, since this collision " +"shape is hollow. If this is not desired, it has to be split into multiple " +"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " +"cases it may be replaceable by a [CollisionPolygon3D]." +msgstr "" +"[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 " +"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退出" +"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" +"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" +"线。\n" +"[b]注意:[/b]使用 [PhysicsServer3D] 创建的区域和物体可能无法按预期与 [Area3D] " +"交互,并且可能无法正确发出信号或跟踪对象。\n" +"[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " +"[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " +"[b]Mesh[/b] 菜单中选择[b]创建三角网格碰撞同级[/b]选项)可能得到意外的结果,因" +"为碰撞形状是空心的。如果不想要这种行为,则应该将其拆分为多个 " +"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 " +"[CollisionPolygon3D] 代替。" + msgid "GUI in 3D Demo" msgstr "3D GUI 演示" @@ -13110,6 +13734,13 @@ msgstr "" "[method is_dirty] 将返回 [code]true[/code],需要调用此方法。\n" "[b]注意:[/b]会清空所有点的数据(坚固以及权重比例)。" +msgid "" +"The cell shape. Affects how the positions are placed in the grid. If changed, " +"[method update] needs to be called before finding the next path." +msgstr "" +"单元格形状。影响位置在栅格中的放置方式。如果发生变化,需要在查找下一条路径之前" +"调用 [method update]。" + msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " @@ -13161,6 +13792,17 @@ msgstr "" "栅格上用来寻路的区域。如果发生变化,需要在查找下一条路径之前调用 [method " "update]。" +msgid "Use [member region] instead." +msgstr "请改用 [member region]。" + +msgid "" +"The size of the grid (number of cells of size [member cell_size] on each " +"axis). If changed, [method update] needs to be called before finding the next " +"path." +msgstr "" +"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需要" +"在查找下一条路径之前调用 [method update]。" + msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" @@ -13273,6 +13915,26 @@ msgstr "" msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "代表 [enum DiagonalMode] 枚举的大小。" +msgid "Rectangular cell shape." +msgstr "矩形单元格形状。" + +msgid "" +"Diamond cell shape (for isometric look). Cell coordinates layout where the " +"horizontal axis goes up-right, and the vertical one goes down-right." +msgstr "" +"菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右上方,垂直轴朝" +"向右下方。" + +msgid "" +"Diamond cell shape (for isometric look). Cell coordinates layout where the " +"horizontal axis goes down-right, and the vertical one goes down-left." +msgstr "" +"菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右下方,垂直轴朝" +"向左下方。" + +msgid "Represents the size of the [enum CellShape] enum." +msgstr "代表 [enum CellShape] 枚举的大小。" + msgid "A texture that crops out part of another Texture2D." msgstr "裁剪其他 Texture2D 的纹理。" @@ -13329,6 +13991,26 @@ msgstr "" "存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法" "见 [AudioServer] 。" +msgid "Base class for audio effect resources." +msgstr "音频效果资源的基类。" + +msgid "" +"The base [Resource] for every audio effect. In the editor, an audio effect " +"can be added to the current bus layout through the Audio panel. At run-time, " +"it is also possible to manipulate audio effects through [method AudioServer." +"add_bus_effect], [method AudioServer.remove_bus_effect], and [method " +"AudioServer.get_bus_effect].\n" +"When applied on a bus, an audio effect creates a corresponding " +"[AudioEffectInstance]. The instance is directly responsible for manipulating " +"the sound, based on the original audio effect's properties." +msgstr "" +"音频效果的基础 [Resource]。在编辑器中,可以在“音频”面板中为当前的总线布局添加" +"音频效果。在运行时,也可以通过 [method AudioServer.add_bus_effect]、[method " +"AudioServer.remove_bus_effect]、[method AudioServer.get_bus_effect] 来操作音频" +"效果。\n" +"应用到总线时,音频效果会创建一个对应的 [AudioEffectInstance] 实例。由这个实例" +"来负责根据原始音频效果的属性操作声音。" + msgid "Audio buses" msgstr "音频总线" @@ -13371,6 +14053,27 @@ msgstr "" msgid "Captures audio from an audio bus in real-time." msgstr "从音频总线上实时捕捉音频。" +msgid "" +"AudioEffectCapture is an AudioEffect which copies all audio frames from the " +"attached audio effect bus into its internal ring buffer.\n" +"Application code should consume these audio frames from this ring buffer " +"using [method get_buffer] and process it as needed, for example to capture " +"data from an [AudioStreamMicrophone], implement application-defined effects, " +"or to transmit audio over the network. When capturing audio data from a " +"microphone, the format of the samples will be stereo 32-bit floating-point " +"PCM.\n" +"Unlike [AudioEffectRecord], this effect only returns the raw audio samples " +"instead of encoding them into an [AudioStream]." +msgstr "" +"AudioEffectCapture 是一种 AudioEffect,可将所有音频帧从附加的音频效果总线复制" +"到其内部的环形缓冲区中。\n" +"应用程序代码应使用 [method get_buffer] 从该环形缓冲区中消耗这些音频帧,并根据" +"需要对其进行处理,例如从 [AudioStreamMicrophone] 捕获数据,实现应用程序定义的" +"效果,或通过网络传输音频。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮" +"点 PCM。\n" +"与 [AudioEffectRecord] 不同,该效果仅返回原始音频样本,而不是将它们编码到 " +"[AudioStream] 中。" + msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." @@ -13378,6 +14081,31 @@ msgstr "" "如果内部环形缓冲区中至少有 [param frames] 个音频帧可供读取,则返回 " "[code]true[/code]。" +msgid "" +"Clears the internal ring buffer.\n" +"[b]Note:[/b] Calling this during a capture can cause the loss of samples " +"which causes popping in the playback." +msgstr "" +"清空内部环形缓冲。\n" +"[b]注意:[/b]捕获时调用这个方法可能造成样本的丢失,导致播放时产生噪音。" + +msgid "" +"Gets the next [param frames] audio samples from the internal ring buffer.\n" +"Returns a [PackedVector2Array] containing exactly [param frames] audio " +"samples if available, or an empty [PackedVector2Array] if insufficient data " +"was available.\n" +"The samples are signed floating-point PCM between [code]-1[/code] and " +"[code]1[/code]. You will have to scale them if you want to use them as 8 or " +"16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" +msgstr "" +"从内部环形缓冲区获取后续 [param frames] 个音频样本。\n" +"如果足够的话,则返回一个恰好包含 [param frames] 个音频样本的 " +"[PackedVector2Array];如果可用数据不足,则返回一个空的 " +"[PackedVector2Array]。\n" +"样本是有符号浮点 PCM,在 [code]-1[/code] 和 [code]1[/code] 之间。如果想要作为 " +"8 位或 16 位整型样本使用则需要进行缩放。([code]v = 0x7fff * samples[0].x[/" +"code])" + msgid "Returns the total size of the internal ring buffer in frames." msgstr "返回内部环形缓冲区的总大小,以帧为单位。" @@ -13997,6 +14725,28 @@ msgstr "代表 [enum FFTSize] 枚举的大小。" msgid "Audio effect used for recording the sound from an audio bus." msgstr "用于录制来自音频总线的声音的音频效果。" +msgid "" +"Allows the user to record the sound from an audio bus into an " +"[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " +"audio output by Godot.\n" +"Unlike [AudioEffectCapture], this effect encodes the recording with the given " +"format (8-bit, 16-bit, or compressed) instead of giving access to the raw " +"audio samples.\n" +"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" +"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." +msgstr "" +"允许用户将音频总线的声音录制到 [AudioStreamWAV] 中。当在“主”音频总线上使用时," +"这包括 Godot 的所有音频输出。\n" +"与 [AudioEffectCapture] 不同,该效果以给定格式(8 位、16 位或压缩)对录音进行" +"编码,而不是提供对原始音频样本的访问。\n" +"可被用于(与 [AudioStreamMicrophone] 一起)从麦克风进行录音。\n" +"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " +"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" +"系统隐私设置相关的注意事项。" + msgid "Recording with microphone" msgstr "使用麦克风录音" @@ -14393,6 +15143,16 @@ msgstr "" "[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设" "备名称,该值会被恢复为 [code]\"Default\"[/code]。" +msgid "" +"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " +"will make the audio be played at half its speed). See also [member Engine." +"time_scale] to affect the general simulation speed, which is independent from " +"[member AudioServer.playback_speed_scale]." +msgstr "" +"音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播" +"放)。另见 [member Engine.time_scale] 影响一般模拟速度,它独立于 [member " +"AudioServer.playback_speed_scale]。" + msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "添加、修改、删除音频总线时发出。" @@ -14432,9 +15192,44 @@ msgstr "音频流" msgid "Audio Generator Demo" msgstr "音频生成器演示" +msgid "" +"Override this method to customize the returned value of [method get_length]. " +"Should return the length of this audio stream, in seconds." +msgstr "" +"覆盖此方法以自定义 [method get_length] 所返回的值,应该返回这个音频流的长度," +"单位为秒。" + +msgid "" +"Override this method to customize the name assigned to this audio stream. " +"Unused by the engine." +msgstr "覆盖该方法,以自定义分配给该音频流的名称。未被引擎使用。" + msgid "Returns the length of the audio stream in seconds." msgstr "返回音频流的长度,单位为秒。" +msgid "" +"Returns a newly created [AudioStreamPlayback] intended to play this audio " +"stream. Useful for when you want to extend [method _instantiate_playback] but " +"call [method instantiate_playback] from an internally held AudioStream " +"subresource. An example of this can be found in the source code for " +"[code]AudioStreamRandomPitch::instantiate_playback[/code]." +msgstr "" +"返回一个新创建的 [AudioStreamPlayback],用于播放该音频流。当想要扩展 [method " +"_instantiate_playback],但从一个内部持有的 AudioStream 子资源调用 [method " +"instantiate_playback] 时很有用。在 [code]AudioStreamRandomPitch::" +"instantiate_playback[/code] 的源代码中可以找到这方面的示例。" + +msgid "" +"Returns [code]true[/code] if this audio stream only supports one channel " +"([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or " +"more channels ([i]polyphony[/i])." +msgstr "" +"如果该音频流仅支持一个通道([i]单声道[/i]),则返回 [code]true[/code];如果音" +"频流支持两个或多个通道([i]复调[/i]),则返回 [code]false[/code]。" + +msgid "Signal to be emitted to notify when the parameter list changed." +msgstr "当参数列表改变时被发出以通知的信号。" + msgid "An audio stream with utilities for procedural sound generation." msgstr "提供程序式声音生成工具的音频流。" @@ -14791,6 +15586,32 @@ msgstr "" "可以播放、循环播放、暂停滚动播放音频。有关用法,请参阅 [AudioStream] 和 " "[AudioStreamOggVorbis]。" +msgid "" +"Return the current value of a playback parameter by name (see [method " +"AudioStream._get_parameter_list])." +msgstr "" +"按名称返回播放参数的当前值(请参阅 [method AudioStream." +"_get_parameter_list])。" + +msgid "" +"Overridable method. Should return the current progress along the audio " +"stream, in seconds." +msgstr "可覆盖的方法。应返回音频流的当前进度,单位为秒。" + +msgid "" +"Override this method to customize what happens when the playback starts at " +"the given position, such as by calling [method AudioStreamPlayer.play]." +msgstr "" +"覆盖该方法以自定义在给定位置开始播放时发生的情况,例如通过调用 [method " +"AudioStreamPlayer.play] 覆盖。" + +msgid "" +"Override this method to customize what happens when the playback is stopped, " +"such as by calling [method AudioStreamPlayer.stop]." +msgstr "" +"覆盖该方法以自定义播放停止时发生的情况,例如通过调用 [method " +"AudioStreamPlayer.stop] 覆盖。" + msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "[AudioStreamPolyphonic] 的播放实例。" @@ -15899,6 +16720,28 @@ msgstr "" "丢失缩放。仅在 [member billboard_mode] 不为 [constant BILLBOARD_DISABLED] 时适" "用。" +msgid "" +"Controls how the object faces the camera. See [enum BillboardMode].\n" +"[b]Note:[/b] When billboarding is enabled and the material also casts " +"shadows, billboards will face [b]the[/b] camera in the scene when rendering " +"shadows. In scenes with multiple cameras, the intended shadow cannot be " +"determined and this will result in undefined behavior. See [url=https://" +"github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for " +"details.\n" +"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " +"vector of the camera is not horizontal when the screen is attached to your " +"head instead of on the table. See [url=https://github.com/godotengine/godot/" +"issues/41567]GitHub issue #41567[/url] for details." +msgstr "" +"控制该对象如何面对相机。见 [enum BillboardMode]。\n" +"[b]注意:[/b]当启用公告板并且材质也投射阴影时,渲染阴影时公告板将面向场景中的" +"[b]这个[/b]相机。在具有多个相机的场景中,无法确定预期的阴影,这将导致未定义的" +"行为。有关详细信息,请参阅 [url=https://github.com/godotengine/godot/" +"pull/72638]GitHub 拉取请求 #72638[/url]。\n" +"[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相机" +"的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" +"issues/41567]GitHub issue #41567[/url]。" + msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " @@ -17329,9 +18172,205 @@ msgstr "矩阵变换演示" msgid "2.5D Demo" msgstr "2.5D 演示" +msgid "Constructs a [Basis] identical to the [constant IDENTITY]." +msgstr "构造一个与 [constant IDENTITY] 相同的 [Basis]。" + msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "构造给定 [Basis] 的副本。" +msgid "" +"Constructs a [Basis] that only represents rotation, rotated around the [param " +"axis] by the given [param angle], in radians. The axis must be a normalized " +"vector.\n" +"[b]Note:[/b] This is the same as using [method rotated] on the [constant " +"IDENTITY] basis. With more than one angle consider using [method from_euler], " +"instead." +msgstr "" +"构造仅表示旋转的 [Basis],给定的 [parma angle] 以弧度为单位,表示围绕 [param " +"axis] 轴的旋转量。这个轴必须是归一化的向量。\n" +"[b]注意:[/b]与对 [constant IDENTITY] 基使用 [method rotated] 一致。多角度旋转" +"请改用 [method from_euler]。" + +msgid "" +"Constructs a [Basis] that only represents rotation from the given " +"[Quaternion].\n" +"[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " +"this, conversions from [Basis] to [Quaternion] cannot always be reversed." +msgstr "" +"根据给定的 [Quaternion] 构造仅表示旋转的 [Basis]。\n" +"[b]注意:[/b]四元数[i]仅[/i]存储旋转,不会存储缩放。因此,[Basis] 到 " +"[Quaternion] 的转换并不一定可逆。" + +msgid "" +"Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " +"matrix." +msgstr "根据 3 个轴向量构造 [Basis]。这些是基矩阵的列向量。" + +msgid "" +"Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " +"of this basis's matrix. For advanced math, this number can be used to " +"determine a few attributes:\n" +"- If the determinant is exactly [code]0[/code], the basis is not invertible " +"(see [method inverse]).\n" +"- If the determinant is a negative number, the basis represents a negative " +"scale.\n" +"[b]Note:[/b] If the basis's scale is the same for every axis, its determinant " +"is always that scale by the power of 2." +msgstr "" +"返回基矩阵的[url=https://zh.wikipedia.org/wiki/%E8%A1%8C%E5%88%97%E5%BC%8F]行" +"列式[/url]。在高等数学中,这个数可以用来确定一些性质:\n" +"- 如果行列式为 [code]0[/code],则基不可逆(见 [method inverse])。\n" +"- 如果行列式为负数,则基表示负缩放。\n" +"[b]注意:[/b]如果基的每个轴缩放都相同,那么这个行列式始终为 2 的该缩放次幂。" + +msgid "" +"Constructs a new [Basis] that only represents rotation from the given " +"[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" +"url], in radians.\n" +"- The [member Vector3.x] should contain the angle around the [member x] axis " +"(pitch).\n" +"- The [member Vector3.y] should contain the angle around the [member y] axis " +"(yaw).\n" +"- The [member Vector3.z] should contain the angle around the [member z] axis " +"(roll).\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Creates a Basis whose z axis points down.\n" +"var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" +"\n" +"print(my_basis.z) # Prints (0, -1, 0).\n" +"[/gdscript]\n" +"[csharp]\n" +"// Creates a Basis whose z axis points down.\n" +"var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" +"\n" +"GD.Print(myBasis.Z); // Prints (0, -1, 0).\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The order of each consecutive rotation can be changed with [param order] (see " +"[enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " +"(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " +"[method get_euler], this order is reversed." +msgstr "" +"根据给定的 [Vector3] 构造 [Basis],这个向量为 [url=https://zh.wikipedia.org/" +"zh-cn/%E6%AC%A7%E6%8B%89%E8%A7%92]欧拉角[/url],单位为弧度。\n" +"- [member Vector3.x] 应包含围绕 [member x] 轴的角度(俯仰)。\n" +"- [member Vector3.y] 应包含围绕 [member y] 轴的角度(偏摆)。\n" +"- [member Vector3.z] 应包含围绕 [member z] 轴的角度(翻滚)。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 创建 Z 轴向下的 Basis。\n" +"var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" +"\n" +"print(my_basis.z) # 输出 (0, -1, 0)。\n" +"[/gdscript]\n" +"[csharp]\n" +"// 创建 Z 轴向下的 Basis。\n" +"var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" +"\n" +"GD.Print(myBasis.Z); // 输出 (0, -1, 0)。\n" +"[/csharp]\n" +"[/codeblocks]\n" +"连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。默认使" +"用 YXZ 约定([constant EULER_ORDER_YXZ]):基首先围绕 Y 轴旋转(偏摆),然后围" +"绕 X 轴旋转(俯仰),最后围绕 Z 轴旋转(翻滚)。这个顺序在相对的函数 [method " +"get_euler] 中是相反的。" + +msgid "" +"Constructs a new [Basis] that only represents scale, with no rotation or " +"shear, from the given [param scale] vector.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" +"\n" +"print(my_basis.x) # Prints (2, 0, 0).\n" +"print(my_basis.y) # Prints (0, 4, 0).\n" +"print(my_basis.z) # Prints (0, 0, 8).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" +"\n" +"GD.Print(myBasis.X); // Prints (2, 0, 0).\n" +"GD.Print(myBasis.Y); // Prints (0, 4, 0).\n" +"GD.Print(myBasis.Z); // Prints (0, 0, 8).\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " +"[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." +msgstr "" +"根据给定的 [param scale] 向量构造仅表示缩放的 [Basis],不包含旋转和切变。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" +"\n" +"print(my_basis.x) # 输出 (2, 0, 0).\n" +"print(my_basis.y) # 输出 (0, 4, 0).\n" +"print(my_basis.z) # 输出 (0, 0, 8).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" +"\n" +"GD.Print(myBasis.X); // 输出 (2, 0, 0).\n" +"GD.Print(myBasis.Y); // 输出 (0, 4, 0).\n" +"GD.Print(myBasis.Z); // 输出 (0, 0, 8).\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]在线性代数中,这种基矩阵也被称作[url=https://zh.wikipedia.org/zh-" +"cn/%E5%B0%8D%E8%A7%92%E7%9F%A9%E9%99%A3]对角矩阵[/url]。" + +msgid "" +"Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia.org/" +"wiki/Euler_angles]Euler angles[/url], in radians.\n" +"- The [member Vector3.x] contains the angle around the [member x] axis " +"(pitch);\n" +"- The [member Vector3.y] contains the angle around the [member y] axis " +"(yaw);\n" +"- The [member Vector3.z] contains the angle around the [member z] axis " +"(roll).\n" +"The order of each consecutive rotation can be changed with [param order] (see " +"[enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed.\n" +"[b]Note:[/b] Euler angles are much more intuitive but are not suitable for 3D " +"math. Because of this, consider using the [method get_rotation_quaternion] " +"method instead, which returns a [Quaternion].\n" +"[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " +"Euler angles (in degrees), as is the case with the [member Node3D.rotation] " +"property." +msgstr "" +"以 [Vector3] 的形式返回基的旋转,这个向量为 [url=https://zh.wikipedia.org/zh-" +"cn/%E6%AC%A7%E6%8B%89%E8%A7%92]欧拉角[/url],单位为弧度。\n" +"- [member Vector3.x] 包含围绕 [member x] 轴的角度(俯仰)。\n" +"- [member Vector3.y] 包含围绕 [member y] 轴的角度(偏摆)。\n" +"- [member Vector3.z] 包含围绕 [member z] 轴的角度(翻滚)。\n" +"连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。默认使" +"用 YXZ 约定([constant EULER_ORDER_YXZ]):首先计算围绕 Z 轴的旋转(翻滚),然" +"后计算围绕 X 轴的旋转(俯仰),最后计算围绕 Y 轴旋转(偏摆)。这个顺序在相对的" +"函数 [method from_euler] 中是相反的。\n" +"[b]注意:[/b]欧拉角更符合直觉,但是并不适合 3D 数学。因此请考虑改用返回 " +"[Quaternion] 的 [method get_rotation_quaternion]。\n" +"[b]注意:[/b]在检查器面板中,基的旋转通常是以欧拉角的形式显示的(单位为度)," +"与 [member Node3D.rotation] 属性相同。" + +msgid "" +"Returns this basis's rotation as a [Quaternion].\n" +"[b]Note:[/b] Quatenions are much more suitable for 3D math but are less " +"intuitive. For user interfaces, consider using the [method get_euler] method, " +"which returns Euler angles." +msgstr "" +"以 [Quaternion] 的形式返回基的旋转。\n" +"[b]注意:[/b]四元数更适合 3D 数学,但是并不那么符合直觉。用户界面相关的场合请" +"考虑使用返回欧拉角的 [method get_euler] 方法。" + +msgid "" +"Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " +"this basis's matrix[/url]." +msgstr "" +"返回 [url=https://en.wikipedia.org/wiki/Invertible_matrix]该基矩阵的逆矩阵[/" +"url]。" + msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " @@ -17347,6 +18386,33 @@ msgstr "" "如果该基是有限的,则返回 [code]true[/code],判断方法是在每个向量分量上调用 " "[method @GlobalScope.is_finite]。" +msgid "" +"Returns [code]true[/code] if the components of both [Basis] matrices are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个 [Basis] 矩阵的分量不相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" + +msgid "" +"Multiplies all components of the [Basis] by the given [float]. This affects " +"the basis's scale uniformly, resizing all 3 axes by the [param right] value." +msgstr "" +"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通过 " +"[param right] 值调整所有 3 个轴的大小。" + +msgid "" +"Returns [code]true[/code] if the components of both [Basis] matrices are " +"exactly equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个 [Basis] 矩阵的分量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" + msgid "Boolean matrix." msgstr "布尔矩阵。" @@ -17457,6 +18523,13 @@ msgstr "" "如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍历" "骨骼来设置它们各自的放松姿势。" +msgid "" +"Resets the bone to the rest pose. This is equivalent to setting [member " +"Node2D.transform] to [member rest]." +msgstr "" +"将骨骼重置为放松姿势。相当于将 [member Node2D.transform] 设置为 [member " +"rest]。" + msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " @@ -18280,13 +19353,6 @@ msgstr "构造空的 [Callable],没有绑定对象和方法。" msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "构造给定 [Callable] 的副本。" -msgid "" -"Creates a new [Callable] for the method named [param method] in the specified " -"[param object]." -msgstr "" -"创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方" -"法。" - msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied by " @@ -18371,15 +19437,6 @@ msgstr "" "同[i]并不[/i]意味着可调用体相等,因为不同的可调用体可能由于哈希冲突而具有相同" "的哈希值。引擎在 [method hash] 中使用 32 位哈希算法。" -msgid "" -"Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." -msgstr "" -"如果该 [Callable] 为自定义可调用体,则返回 [code]true[/code]。自定义可调用体是" -"由 [method bind] 或 [method unbind] 创建的。在 GDScript 中,lambda 函数也是自" -"定义可调用体。" - msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the method " "on." @@ -19068,6 +20125,9 @@ msgstr "" msgid "The [CameraAttributes] to use for this camera." msgstr "该相机所使用的 [CameraAttributes]。" +msgid "The [Compositor] to use for this camera." +msgstr "该相机所使用的 [Compositor]。" + msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " @@ -20315,6 +21375,13 @@ msgstr "返回此项目所在的 [World2D] 画布的 [RID]。" msgid "Returns the canvas item RID used by [RenderingServer] for this item." msgstr "返回 [RenderingServer] 对该项目使用的画布项目 RID。" +msgid "" +"Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " +"the node is not in any [CanvasLayer]." +msgstr "" +"返回包含该节点的 [CanvasLayer],如果该节点不在任何 [CanvasLayer] 中,则返回 " +"[code]null[/code]。" + msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s coordinate system." @@ -20414,15 +21481,6 @@ msgid "" "instead of global space." msgstr "[param event] 的输入发出的变换将在局部空间而不是全局空间中应用。" -msgid "" -"Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " -"method has no effect on nodes without a parent." -msgstr "" -"移动该节点以显示在其同级节点之上。\n" -"在内部,该节点被移动到父节点的子节点列表的底部。该方法对没有父节点的节点没有影" -"响。" - msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " @@ -20463,10 +21521,6 @@ msgstr "" "[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用各" "种 [code]popup*()[/code] 函数的其中之一。" -msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." -msgstr "允许当前节点裁剪子节点,本质上是充当遮罩。" - msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "该 [CanvasItem] 的渲染层,用于响应 [Light2D] 节点。" @@ -20493,8 +21547,8 @@ msgid "" msgstr "" "应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem],与会" "同时影响节点自身和子级的 [member modulate] 不同。\n" -"[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑动条、[TabContainer] 中的选" -"项卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 " +"[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑块、[TabContainer] 中的选项" +"卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 " "[code]include_internal[/code] 参数)。" msgid "If [code]true[/code], the object draws behind its parent." @@ -20548,6 +21602,22 @@ msgstr "" "[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " "[code]popup*()[/code] 函数之一。" +msgid "" +"If [code]true[/code], this [CanvasItem] and its [CanvasItem] child nodes are " +"sorted according to the Y position. Nodes with a lower Y position are drawn " +"before those with a higher Y position. If [code]false[/code], Y-sorting is " +"disabled.\n" +"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " +"same space as the parent Y-sort. This feature allows you to organize a scene " +"better or divide it into multiple ones without changing your scene tree." +msgstr "" +"如果为 [code]true[/code],则该 [CanvasItem] 及其 [CanvasItem] 子节点按照 Y 位" +"置排序。Y 位置较低的节点先于 Y 位置较高的节点绘制。如果为 [code]false[/code]," +"则禁用 Y 排序。\n" +"可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排" +"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个场" +"景。" + msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z index. " "If this node's Z index is 2 and its parent's effective Z index is 3, then " @@ -20716,11 +21786,6 @@ msgstr "纹理不会重复。" msgid "Texture will repeat normally." msgstr "纹理将正常重复。" -msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions are " -"mirrored." -msgstr "纹理将以 2x2 平铺模式重复,其中偶数位置的元素会被镜像。" - msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "代表 [enum TextureRepeat] 枚举的大小。" @@ -22140,32 +23205,6 @@ msgstr "" "[enum CodeEdit.CodeCompletionLocation]。\n" "[b]注意:[/b]这个列表将替换所有当前候选。" -msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." -msgstr "" -"添加注释分隔符。\n" -"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键" -"为空,则自动设置为[code]true[/code]。" - -msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." -msgstr "" -"添加字符串分隔符。\n" -"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键" -"为空,则自动设置为[code]true[/code]。" - msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." @@ -22583,16 +23622,6 @@ msgstr "" "该选项是相对于代码补全查询位置的 - 例如局部变量。位置的后续值表示选项来自外部" "类,确切的值表示它们的距离(就内部类而言)。" -msgid "" -"The option is from the containing class or a parent class, relative to the " -"location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." -msgstr "" -"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 " -"OR(或)运算(例如 0 表示当前类,1 表示父类,2 表示父类的父类等),从而在当前" -"类或父类中存储选项的深度。" - msgid "" "The option is from user code which is not local and not in a derived class (e." "g. Autoload Singletons)." @@ -22711,19 +23740,6 @@ msgstr "" "通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和其" "他文本图案的颜色。" -msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." -msgstr "" -"添加颜色区域,类似注释和字符串。\n" -"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键" -"为空,则自动设置为[code]true[/code]。" - msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." @@ -23168,8 +24184,8 @@ msgstr "" "3D 物理对象的抽象基类。[CollisionObject3D] 能够容纳任意数量的 [Shape3D] 用作碰" "撞形状。每个形状必须分配给一个[i]形状所有者[/i]。形状所有者不是节点,也不会出" "现在编辑器中,但可以通过代码使用 [code]shape_owner_*[/code] 方法访问。\n" -"[b]警告:[/b]如果使用非均匀缩放,则该节点可能无法按预期工作。建议让所有轴上的" -"缩放保持一致,可以用对碰撞形状的调整来代替非均匀缩放。" +"[b]警告:[/b]如果使用非均一缩放,则该节点可能无法按预期工作。建议让所有轴上的" +"缩放保持一致,可以用对碰撞形状的调整来代替非均一缩放。" msgid "" "Receives unhandled [InputEvent]s. [param position] is the location in world " @@ -23521,12 +24537,51 @@ msgid "" "[MeshInstance3D] siblings geometry." msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟几何体的相加。" +msgid "Use [signal Resource.changed] instead." +msgstr "请改用 [signal Resource.changed]。" + msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" msgid "A color represented in RGBA format." msgstr "以 RGBA 格式表示的颜色。" +msgid "" +"A color represented in RGBA format by a red ([member r]), green ([member g]), " +"blue ([member b]), and alpha ([member a]) component. Each component is a 32-" +"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" +"code]. Some properties (such as [member CanvasItem.modulate]) may support " +"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " +"Range) colors.\n" +"Colors can be created in various ways: By the various [Color] constructors, " +"by static methods such as [method from_hsv], and by using a name from the set " +"of standardized colors based on [url=https://en.wikipedia.org/wiki/" +"X11_color_names]X11 color names[/url] with the addition of [constant " +"TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " +"integers from [code]0[/code] to [code]255[/code] and doesn't support " +"overbright colors.\n" +"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" +"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " +"Otherwise, a Color will always evaluate to [code]true[/code].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color constants cheatsheet[/url]" +msgstr "" +"由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])分" +"量表示的 RGBA 格式的颜色。每个分量都是一个 32 位浮点值,通常介于 [code]0.0[/" +"code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem.modulate])" +"可能支持大于 [code]1.0[/code] 的值,用于表示过亮或 HDR(High Dynamic Range,高" +"动态范围)颜色。\n" +"创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] 等静" +"态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 颜" +"色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript 还提供了 " +"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之间的" +"整数,且不支持过亮的颜色。\n" +"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" +"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " +"[code]true[/code]。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color 常量速查表[/url]" + msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" @@ -24871,7 +25926,7 @@ msgstr "" "移动事件中也会立即应用(会造成性能问题)。" msgid "If [code]true[/code], shows an alpha channel slider (opacity)." -msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。" +msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑块(不透明度)。" msgid "If [code]true[/code], the hex color code input field is visible." msgstr "如果为 [code]true[/code],则十六进制颜色代码输入框可见。" @@ -24996,6 +26051,15 @@ msgid "" "translucent)." msgstr "颜色预览框的背景面板(颜色为半透明时可见)。" +msgid "" +"The icon for the revert button (visible on the middle of the \"old\" color " +"when it differs from the currently selected color). This icon is modulated " +"with a dark color if the \"old\" color is bright enough, so the icon should " +"be bright to ensure visibility in both scenarios." +msgstr "" +"恢复按钮的图标(“旧”颜色与当前选中颜色不同时会在其中间显示)。如果“旧”颜色足够" +"亮,那么这个图标会和暗色进行调制,这样图标应该就能够在不同的情况下都保持可见。" + msgid "The icon for the screen color picker button." msgstr "屏幕取色器按钮的图标。" @@ -25083,6 +26147,131 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "该矩形的填充颜色。" +msgid "" +"The custom [CompositorEffect]s that are applied during rendering of viewports " +"using this compositor." +msgstr "使用该合成器的视口在进行渲染时应用的自定义 [CompositorEffect]。" + +msgid "This resource allows for creating a custom rendering effect." +msgstr "用于创建自定义渲染效果的资源。" + +msgid "" +"Implement this function with your custom rendering code. [param " +"effect_callback_type] should always match the effect callback type you've " +"specified in [member effect_callback_type]. [param render_data] provides " +"access to the rendering state, it is only valid during rendering and should " +"not be stored." +msgstr "" +"请使用自定义的渲染代码实现该方法。[param effect_callback_type] 应当与 [member " +"effect_callback_type] 中指定的效果回调类型一致。可以通过 [param render_data] " +"访问渲染状态,这个状态只有在渲染时有效,不应该存储。" + +msgid "" +"If [code]true[/code] and MSAA is enabled, this will trigger a color buffer " +"resolve before the effect is run.\n" +"[b]Note:[/b] In [method _render_callback], to access the resolved buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"color\")\n" +"[/codeblock]" +msgstr "" +"如果为 [code]true[/code] 并且启用了 MSAA,则会在执行该效果之前触发颜色缓冲的解" +"析。\n" +"[b]注意:[/b]要在 [method _render_callback] 中访问解析后的缓冲,请使用:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"color\")\n" +"[/codeblock]" + +msgid "" +"If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer " +"resolve before the effect is run.\n" +"[b]Note:[/b] In [method _render_callback], to access the resolved buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"depth\")\n" +"[/codeblock]" +msgstr "" +"如果为 [code]true[/code] 并且启用了 MSAA,则会在执行该效果之前触发深度缓冲的解" +"析。\n" +"[b]注意:[/b]要在 [method _render_callback] 中访问解析后的缓冲,请使用:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"depth\")\n" +"[/codeblock]" + +msgid "" +"The type of effect that is implemented, determines at what stage of rendering " +"the callback is called." +msgstr "实现的效果类型,决定在渲染的哪个阶段调用回调。" + +msgid "" +"If [code]true[/code] this rendering effect is applied to any viewport it is " +"added to." +msgstr "如果为 [code]true[/code],则该渲染效果会应用到所有相关视口。" + +msgid "" +"If [code]true[/code] this triggers motion vectors being calculated during the " +"opaque render state.\n" +"[b]Note:[/b] In [method _render_callback], to access the motion vector buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var motion_buffer = render_scene_buffers.get_velocity_texture()\n" +"[/codeblock]" +msgstr "" +"如果为 [code]true[/code],则会在不透明渲染状态下触发运动向量的计算。\n" +"[/b][b]注意:[/b]要在 [method _render_callback] 中访问运动向量缓冲,请使用:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var motion_buffer = render_scene_buffers.get_velocity_texture()\n" +"[/codeblock]" + +msgid "" +"If [code]true[/code] this triggers normal and roughness data to be output " +"during our depth pre-pass, only applicable for the Forward+ renderer.\n" +"[b]Note:[/b] In [method _render_callback], to access the roughness buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var roughness_buffer = render_scene_buffers." +"get_texture(\"forward_clustered\", \"normal_roughness\")\n" +"[/codeblock]" +msgstr "" +"如果为 [code]true[/code],则会在深度预阶段触发法线和粗糙度数据的输出,仅适用" +"于 Forward+ 渲染器。\n" +"[/b][b]注意:[/b]要在 [method _render_callback] 中访问粗糙度缓冲,请使用:\n" +"[codeblock]\n" +"var render_scene_buffers : RenderSceneBuffersRD = render_data." +"get_render_scene_buffers()\n" +"var roughness_buffer = render_scene_buffers." +"get_texture(\"forward_clustered\", \"normal_roughness\")\n" +"[/codeblock]" + +msgid "" +"If [code]true[/code] this triggers specular data being rendered to a separate " +"buffer and combined after effects have been applied, only applicable for the " +"Forward+ renderer." +msgstr "" +"如果为 [code]true[/code],则会触发镜面反射数据渲染至独立缓冲,在应用效果后进行" +"混合,仅适用于 Forward+ 渲染器。" + +msgid "Represents the size of the [enum EffectCallbackType] enum." +msgstr "代表 [enum EffectCallbackType] 枚举的大小。" + msgid "An optionally compressed [Cubemap]." msgstr "可选压缩的 [Cubemap] 。" @@ -29326,6 +30515,17 @@ msgstr "最大切向加速度。" msgid "Minimum tangent acceleration." msgstr "最小切向加速度。" +msgid "" +"The [AABB] that determines the node's region which needs to be visible on " +"screen for the particle system to be active.\n" +"Grow the box if particles suddenly appear/disappear when the node enters/" +"exits the screen. The [AABB] can be grown via code or with the [b]Particles → " +"Generate AABB[/b] editor tool." +msgstr "" +"[AABB] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" +"如果当节点进入/退出屏幕时粒子突然出现/消失,则增大盒子。[AABB] 可以通过代码或" +"使用 [b]粒子 → 生成 AABB[/b] 编辑器工具来生成。" + msgid "Particles are drawn in order of depth." msgstr "粒子按深度顺序绘制。" @@ -29895,6 +31095,13 @@ msgstr "" "当 [member mode] 为 [constant MODE_PATH] 时,用于挤出 [member polygon] 的 " "[Path3D] 对象的位置。" +msgid "" +"When [member mode] is [constant MODE_PATH], the path rotation method used to " +"rotate the [member polygon] as it is extruded." +msgstr "" +"当 [member mode] 为 [constant MODE_PATH] 时,用于在挤出时旋转 [member " +"polygon] 的路径旋转方法。" + msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." @@ -30255,36 +31462,6 @@ msgstr "创建该资源的占位符版本([PlaceholderCubemap])。" msgid "An array of [Cubemap]s, stored together and with a single reference." msgstr "[Cubemap] 数组,存储在一起并使用单个引用。" -msgid "" -"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are " -"made of multiple textures, the amount of which must be divisible by 6 (one " -"for each face of the cube). The primary benefit of [CubemapArray]s is that " -"they can be accessed in shader code using a single texture reference. In " -"other words, you can pass multiple [Cubemap]s into a shader using a single " -"[CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This " -"makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" -"[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " -"backend." -msgstr "" -"[CubemapArray] 由一组 [Cubemap] 组成。它们像 [Cubemap] 一样是由多个纹理组成" -"的,其纹理的数量必须能被 6 整除(立方体的每个面都有一个)。[CubemapArray] 的主" -"要好处是可以使用单个纹理引用在着色器代码中访问它们。换句话说,可以使用单个 " -"[CubemapArray] 将多个 [Cubemap] 传入着色器。\n" -"此外,[Cubemap] 被分配在 GPU 上相邻的缓存区块中。这使得 [CubemapArray] 成为存" -"储多个 [Cubemap] 的最有效方式。\n" -"如果将 [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] 设置为 [code]true[/code],Godot 在内部会将 " -"[CubemapArray] 用于多种效果,包括 [Sky]。\n" -"要想自己创建这样的纹理文件,请使用文件系统停靠面板的导入预设重新导入你的图像文" -"件。\n" -"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染后端中不受支持。" - msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." msgstr "创建该资源的占位符版本([PlaceholderCubemapArray])。" @@ -30538,6 +31715,34 @@ msgstr "" "[code]false[/code],则该插值是线性插值。\n" "立方插值往往能更好地跟随曲线,但线性插值速度更快(而且通常足够精确)。" +msgid "" +"Similar to [method sample_baked], but returns [Transform2D] that includes a " +"rotation along the curve, with [member Transform2D.origin] as the point " +"position and the [member Transform2D.x] vector pointing in the direction of " +"the path at that point. Returns an empty transform if the length of the curve " +"is [code]0[/code].\n" +"[codeblock]\n" +"var baked = curve.sample_baked_with_rotation(offset)\n" +"# The returned Transform2D can be set directly.\n" +"transform = baked\n" +"# You can also read the origin and rotation separately from the returned " +"Transform2D.\n" +"position = baked.get_origin()\n" +"rotation = baked.get_rotation()\n" +"[/codeblock]" +msgstr "" +"与 [method sample_baked] 类似,但返回的是 [Transform2D],它包含沿曲线的旋转," +"以 [member Transform2D.origin] 为点的位置,[member Transform2D.x] 向量指向该点" +"的路径方向。如果曲线长度为 [code]0[/code],则返回一个空变换。\n" +"[codeblock]\n" +"var baked = curve.sample_baked_with_rotation(offset)\n" +"# 返回的 Transform2D 可以被直接设置。\n" +"transform = baked\n" +"# 还可以从返回的 Transform2D 中单独读取原点和旋转。\n" +"position = baked.get_origin()\n" +"rotation = baked.get_rotation()\n" +"[/codeblock]" + msgid "" "Returns the position at the vertex [param fofs]. It calls [method sample] " "using the integer part of [param fofs] as [code]idx[/code], and its " @@ -32624,6 +33829,22 @@ msgstr "如果可能,将用户的剪贴板作为字符串返回。" msgid "Returns the user's clipboard as an image if possible." msgstr "如果可能,将用户的剪贴板作为图像返回。" +msgid "" +"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-" +"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " +"clipboard as a string if possible. This is the clipboard that is set when the " +"user selects text in any application, rather than when pressing [kbd]Ctrl + " +"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " +"button in any application that supports the primary clipboard mechanism.\n" +"[b]Note:[/b] This method is only implemented on Linux (X11/Wayland)." +msgstr "" +"如果可能的话,将用户的[url=https://unix.stackexchange.com/questions/139191/" +"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]剪" +"贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板,而不是在" +"按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任何应用程" +"序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" +"[b]注意:[/b]这个方法只在 Linux(X11/Wayland)上实现。" + msgid "" "Returns [code]true[/code] if there is a text content on the user's clipboard." msgstr "如果用户的剪贴板中有文本内容,则返回 [code]true[/code]。" @@ -32636,24 +33857,25 @@ msgstr "如果用户的剪贴板中有图像内容,则返回 [code]true[/code] msgid "Sets the user's clipboard content to the given string." msgstr "将用户的剪贴板内容设置为给定的字符串。" +msgid "" +"Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-" +"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " +"clipboard content to the given string. This is the clipboard that is set when " +"the user selects text in any application, rather than when pressing [kbd]Ctrl " +"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " +"button in any application that supports the primary clipboard mechanism.\n" +"[b]Note:[/b] This method is only implemented on Linux (X11/Wayland)." +msgstr "" +"将用户的[url=https://unix.stackexchange.com/questions/139191/whats-the-" +"difference-between-primary-selection-and-clipboard-buffer]主剪贴板[/url]内容设" +"置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 " +"[kbd]Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通过" +"点击鼠标中键粘贴剪贴板数据。\n" +"[b]注意:[/b]这个方法只在 Linux(X11/Wayland)上实现。" + msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。" -msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. " -"See also [method cursor_set_shape]." -msgstr "" -"为定义的形状 [param shape] 设置自定义鼠标指针图像。这意味着用户的操作系统和鼠" -"标光标主题不再影响鼠标光标的外观。图像的最大尺寸为 [code]256x256[/code],否则" -"无法正确显示。还可以设置 [param hotspot],用来定义光标的点击位置。默认情况下," -"[param hotspot] 为 [code]Vector2(0, 0)[/code],即图像的左上角。另见 [method " -"cursor_set_shape]。" - msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " @@ -32662,6 +33884,9 @@ msgstr "" "设置默认的鼠标光标形状。光标的外观将根据用户的操作系统和鼠标光标主题而变化。另" "见 [method cursor_get_shape] 和 [method cursor_set_custom_image]。" +msgid "Removes the application status indicator." +msgstr "移除应用程序状态指示器。" + msgid "" "Shows a text input dialog which uses the operating system's native look-and-" "feel. [param callback] will be called with a [String] argument equal to the " @@ -32692,6 +33917,74 @@ msgstr "" "定 PID 的焦点窃取保护。\n" "[b]注意:[/b]该方法仅在 Windows 上实现。" +msgid "" +"Displays OS native dialog for selecting files or directories in the file " +"system.\n" +"Callbacks have the following arguments: [code]status: bool, selected_paths: " +"PackedStringArray, selected_filter_index: int[/code].\n" +"[b]Note:[/b] This method is implemented if the display server has the " +"[constant FEATURE_NATIVE_DIALOG] feature. Supported platforms include Linux " +"(X11/Wayland), Windows, and macOS.\n" +"[b]Note:[/b] [param current_directory] might be ignored.\n" +"[b]Note:[/b] On Linux, [param show_hidden] is ignored.\n" +"[b]Note:[/b] On macOS, native file dialogs have no title.\n" +"[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to " +"retain access to the opened folders across multiple sessions. Use [method OS." +"get_granted_permissions] to get a list of saved bookmarks." +msgstr "" +"显示操作系统原生对话框,用于选择文件系统中的文件或目录。\n" +"回调具有以下参数:[code]status: bool, selected_paths: PackedStringArray, " +"selected_filter_index: int[/code]。\n" +"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" +"法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 macOS。\n" +"[b]注意:[/b][param current_directory] 可能会被忽略。\n" +"[b]注意:[/b]在 Linux 上,[param show_hidden] 被忽略。\n" +"[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" +"[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话中" +"打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存书" +"签的列表。" + +msgid "" +"Displays OS native dialog for selecting files or directories in the file " +"system with additional user selectable options.\n" +"[param options] is array of [Dictionary]s with the following keys:\n" +"- [code]\"name\"[/code] - option's name [String].\n" +"- [code]\"values\"[/code] - [PackedStringArray] of values. If empty, boolean " +"option (check box) is used.\n" +"- [code]\"default\"[/code] - default selected option index ([int]) or default " +"boolean value ([bool]).\n" +"Callbacks have the following arguments: [code]status: bool, selected_paths: " +"PackedStringArray, selected_filter_index: int, selected_option: Dictionary[/" +"code].\n" +"[b]Note:[/b] This method is implemented if the display server has the " +"[constant FEATURE_NATIVE_DIALOG] feature. Supported platforms include Linux " +"(X11/Wayland), Windows, and macOS.\n" +"[b]Note:[/b] [param current_directory] might be ignored.\n" +"[b]Note:[/b] On Linux (X11), [param show_hidden] is ignored.\n" +"[b]Note:[/b] On macOS, native file dialogs have no title.\n" +"[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to " +"retain access to the opened folders across multiple sessions. Use [method OS." +"get_granted_permissions] to get a list of saved bookmarks." +msgstr "" +"显示操作系统原生对话框,用于使用其他用户可选选项,选择文件系统中的文件或目" +"录。\n" +"[param options] 是具有以下键的 [Dictionary] 数组:\n" +"- [code]\"name\"[/code] - 选项的名称 [String]。\n" +"- [code]\"values\"[/code] - 值的 [PackedStringArray]。如果为空,则使用布尔选项" +"(复选框)。\n" +"- [code]\"default\"[/code] - 默认选择的选项索引([int])或默认布尔值" +"([bool])。\n" +"回调具有以下参数:[code]status: bool, selected_paths: PackedStringArray, " +"selected_filter_index: int, selected_option: Dictionary[/code]。\n" +"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" +"法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 macOS。\n" +"[b]注意:[/b][param current_directory] 可能会被忽略。\n" +"[b]注意:[/b]在 Linux (X11)上,[param show_hidden] 被忽略。\n" +"[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" +"[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话中" +"打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存书" +"签的列表。" + msgid "" "Forces window manager processing while ignoring all [InputEvent]s. See also " "[method process_events].\n" @@ -32710,6 +34003,15 @@ msgstr "" "code]。\n" "[b]注意:[/b]这个方法在 macOS 和 Windows 上实现。" +msgid "" +"Returns the OS theme base color (default control background). Returns " +"[code]Color(0, 0, 0, 0)[/code] if the base color is unknown.\n" +"[b]Note:[/b] This method is implemented on macOS and Windows." +msgstr "" +"返回操作系统主题基色(默认控件背景)。如果基色未知,则返回 [code]Color(0, 0, " +"0, 0)[/code]。\n" +"[b]注意:[/b]该方法在 macOS 和 Windows 上实现。" + msgid "" "Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " "display cutout or notch. These are non-functional areas on edge-to-edge " @@ -32736,6 +34038,25 @@ msgid "" msgstr "" "返回包含具有键盘焦点的窗口的屏幕索引,如果没有被聚焦的窗口,则返回主屏幕。" +msgid "" +"Returns the name of the [DisplayServer] currently in use. Most operating " +"systems only have a single [DisplayServer], but Linux has access to more than " +"one [DisplayServer] (currently X11 and Wayland).\n" +"The names of built-in display servers are [code]Windows[/code], [code]macOS[/" +"code], [code]X11[/code] (Linux), [code]Wayland[/code] (Linux), [code]Android[/" +"code], [code]iOS[/code], [code]web[/code] (HTML5), and [code]headless[/code] " +"(when started with the [code]--headless[/code] [url=$DOCS_URL/tutorials/" +"editor/command_line_tutorial.html]command line argument[/url])." +msgstr "" +"返回当前使用的 [DisplayServer] 的名称。大多数操作系统只有一种 " +"[DisplayServer],但 Linux 可以使用多种 [DisplayServer](目前有 X11 和 Wayland " +"两种)。\n" +"内置显示服务器的名称有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/" +"code](Linux)、[code]Wayland[/code](Linux)、[code]Android[/code]、" +"[code]iOS[/code]、[code]web[/code](HTML5)、[code]headless[/code](使用 " +"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." +"html]命令行参数[/url]启动)。" + msgid "Returns index of the primary screen." msgstr "返回主屏幕的索引。" @@ -32793,6 +34114,411 @@ msgstr "" "返回属于该进程的 Godot 窗口 ID 列表。\n" "[b]注意:[/b]这个列表中不含原生对话框。" +msgid "" +"Adds a new checkable item with text [param label] to the global menu with ID " +"[param menu_root].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " +"[param label]。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a new checkable item with text [param label] and icon [param icon] to " +"the global menu with ID [param menu_root].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " +"[param label],图标为 [param icon]。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a new item with text [param label] and icon [param icon] to the global " +"menu with ID [param menu_root].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " +"label],图标为 [param icon]。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a new radio-checkable item with text [param label] and icon [param icon] " +"to the global menu with ID [param menu_root].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " +"any built-in checking behavior and must be checked/unchecked manually. See " +"[method global_menu_set_item_checked] for more info on how to control it.\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " +"label],图标为 [param icon]。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" +"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " +"global_menu_set_item_checked]。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a new item with text [param label] to the global menu with ID [param " +"menu_root].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " +"label]。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a new item with text [param label] to the global menu with ID [param " +"menu_root].\n" +"Contrarily to normal binary items, multistate items can have more than two " +"states, as defined by [param max_states]. Each press or activate of the item " +"will increase the state by one. The default value is defined by [param " +"default_state].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] By default, there's no indication of the current item state, it " +"should be changed manually.\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " +"label]。\n" +"与常规的二态菜单项不同,多状态菜单项的状态可以多于两个,由 [param max_states] " +"定义。每点击或激活该菜单项一次,状态就会加一。默认值由 [param default_state] " +"定义。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b]默认情况下不会展示当前菜单项的状态,应该手动更改。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a new radio-checkable item with text [param label] to the global menu " +"with ID [param menu_root].\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"An [param accelerator] can optionally be defined, which is a keyboard " +"shortcut that can be pressed to trigger the menu button even if it's not " +"currently open. The [param accelerator] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" +"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " +"any built-in checking behavior and must be checked/unchecked manually. See " +"[method global_menu_set_item_checked] for more info on how to control it.\n" +"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " +"accept exactly one Variant parameter, the parameter passed to the Callables " +"will be the value passed to [param tag].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " +"label]。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" +"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" +"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" +"kbd])。\n" +"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" +"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " +"global_menu_set_item_checked]。\n" +"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " +"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds a separator between items to the global menu with ID [param menu_root]. " +"Separators also occupy an index.\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加分隔符。分隔符也拥有索引。\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Adds an item that will act as a submenu of the global menu [param menu_root]. " +"The [param submenu] argument is the ID of the global menu root that will be " +"shown when the item is clicked.\n" +"Returns index of the inserted item, it's not guaranteed to be the same as " +"[param index] value.\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"向 ID 为 [param menu_root] 的全局菜单添加作为子菜单的菜单项。[param submenu] " +"参数为全局菜单根菜单项的 ID,会在点击该菜单项时显示\n" +"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + +msgid "" +"Removes all items from the global menu with ID [param menu_root].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Supported system menu IDs:[/b]\n" +"[codeblock]\n" +"\"_main\" - Main menu (macOS).\n" +"\"_dock\" - Dock popup menu (macOS).\n" +"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" +"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " +"Front\").\n" +"\"_help\" - Help menu (macOS).\n" +"[/codeblock]" +msgstr "" +"移除 ID 为 [param menu_root] 的全局菜单中的所有菜单项。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]支持的系统菜单 ID:[/b]\n" +"[codeblock]\n" +"\"_main\" - 主菜单(macOS)。\n" +"\"_dock\" - 程序坞弹出菜单(macOS)。\n" +"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" +"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" +"\"_help\" - 帮助菜单 (macOS)。\n" +"[/codeblock]" + msgid "" "Returns the accelerator of the item at index [param idx]. Accelerators are " "special combinations of keys that activate the item, no matter which control " @@ -32907,6 +34633,13 @@ msgstr "" "返回索引为 [param idx] 的菜单项所关联的工具提示。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。" +msgid "" +"Returns Dictionary of supported system menu IDs and names.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回受支持的系统菜单 ID 和名称的字典。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + msgid "" "Returns [code]true[/code] if the item at index [param idx] is checkable in " "some way, i.e. if it has a checkbox or radio button.\n" @@ -33161,6 +34894,24 @@ msgstr "" "器[/url]窗口中的编组字符串。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。" +msgid "" +"Returns [code]true[/code] if OS is using dark mode.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " +"Linux (X11/Wayland)." +msgstr "" +"如果操作系统正在使用暗黑模式,则返回 [code]true[/code]。\n" +"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上实" +"现。" + +msgid "" +"Returns [code]true[/code] if OS supports dark mode.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " +"Linux (X11/Wayland)." +msgstr "" +"如果操作系统支持暗黑模式,则返回 [code]true[/code]。\n" +"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上实" +"现。" + msgid "" "Returns [code]true[/code] if touch events are available (Android or iOS), the " "capability is detected on the Web platform or if [member ProjectSettings." @@ -33170,6 +34921,66 @@ msgstr "" "ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 为 " "[code]true[/code] 时,则返回 [code]true[/code]。" +msgid "" +"Returns active keyboard layout index.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS, and " +"Windows." +msgstr "" +"返回激活的键盘布局的索引。\n" +"[b]注意:[/b]本方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + +msgid "" +"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " +"layout.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"将物理(美式 QWERTY)键码 [param keycode] 转换为激活键盘布局中的键码。\n" +"[b]注意:[/b]本方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + +msgid "" +"Converts a physical (US QWERTY) [param keycode] to localized label printed on " +"the key in the active keyboard layout.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"将物理(美式 QWERTY)键码 [param keycode] 转换为活动键盘布局中的按键上印刷的本" +"地化标签。\n" +"[b]注意:[/b]该方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + +msgid "" +"Returns the number of keyboard layouts.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"返回键盘布局的数量。\n" +"[b]注意:[/b]本方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + +msgid "" +"Returns the ISO-639/BCP-47 language code of the keyboard layout at position " +"[param index].\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"返回位于 [param index] 位置的键盘布局的 ISO-639/BCP-47 语言代码。\n" +"[b]注意:[/b]本方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + +msgid "" +"Returns the localized name of the keyboard layout at position [param index].\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"返回位于 [param index] 位置的键盘布局的本地化名称。\n" +"[b]注意:[/b]本方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + +msgid "" +"Sets the active keyboard layout.\n" +"[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " +"Windows." +msgstr "" +"设置激活的键盘布局。\n" +"[b]注意:[/b]本方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" + msgid "" "Returns the current state of mouse buttons (whether each button is pressed) " "as a bitmask. If multiple mouse buttons are pressed at the same time, the " @@ -33197,6 +35008,40 @@ msgstr "" "force_process_and_drop_events]、[method Input.flush_buffered_events]、[member " "Input.use_accumulated_input]。" +msgid "" +"Returns the dots per inch density of the specified screen. If [param screen] " +"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " +"main window will be used.\n" +"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " +"scaling mode is used.\n" +"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " +"six generalized densities:\n" +"[codeblock]\n" +" ldpi - 120 dpi\n" +" mdpi - 160 dpi\n" +" hdpi - 240 dpi\n" +" xhdpi - 320 dpi\n" +" xxhdpi - 480 dpi\n" +"xxxhdpi - 640 dpi\n" +"[/codeblock]\n" +"[b]Note:[/b] This method is implemented on Android, Linux (X11/Wayland), " +"macOS and Windows. Returns [code]72[/code] on unsupported platforms." +msgstr "" +"返回指定屏幕的每英寸点数密度。如果 [param screen] 为 [constant " +"SCREEN_OF_MAIN_WINDOW](默认值),则将使用带有主窗口的屏幕。\n" +"[b]注意:[/b]在 macOS 上,如果使用小数显示缩放模式,则返回值不准确。\n" +"[b]注意:[/b]在 Android 设备上,实际屏幕密度分为六种通用密度:\n" +"[codeblock]\n" +" ldpi - 120 dpi\n" +" mdpi - 160 dpi\n" +" hdpi - 240 dpi\n" +" xhdpi - 320 dpi\n" +" xxhdpi - 480 dpi\n" +"xxxhdpi - 640 dpi\n" +"[/codeblock]\n" +"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows 上实现。" +"在不受支持的平台上返回 [code]72[/code]。" + msgid "" "Returns screenshot of the [param screen].\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n" @@ -33239,6 +35084,37 @@ msgstr "" "[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面壁" "纸颜色。" +msgid "" +"Returns the screen's top-left corner position in pixels. On multi-monitor " +"setups, the screen position is relative to the virtual desktop area. On multi-" +"monitor setups with different screen resolutions or orientations, the origin " +"may be located outside any display like this:\n" +"[codeblock]\n" +"* (0, 0) +-------+\n" +" | |\n" +"+-------------+ | |\n" +"| | | |\n" +"| | | |\n" +"+-------------+ +-------+\n" +"[/codeblock]\n" +"See also [method screen_get_size].\n" +"[b]Note:[/b] On Linux (Wayland) this method always returns [code](0, 0)[/" +"code]." +msgstr "" +"返回屏幕左上角的位置,单位为像素。使用多个监视器时,屏幕位置是相对于虚拟桌面区" +"域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所有显示器" +"之外,类似于:\n" +"[codeblock]\n" +"* (0, 0) +-------+\n" +" | |\n" +"+-------------+ | |\n" +"| | | |\n" +"| | | |\n" +"+-------------+ +-------+\n" +"[/codeblock]\n" +"另见 [method screen_get_size]。\n" +"[b]注意:[/b]在 Linux(Wayland)上,该方法始终返回 [code](0, 0)[/code]。" + msgid "" "Returns the current refresh rate of the specified screen. If [param screen] " "is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " @@ -33341,6 +35217,25 @@ msgstr "" "大小由操作系统和用户首选项决定(包括显示器缩放系数)。要使用其他格式的图标,请" "改用 [method set_icon]。" +msgid "" +"Sets the [param callable] that should be called when system theme settings " +"are changed. Callback method should have zero arguments.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " +"Linux (X11/Wayland)." +msgstr "" +"设置更改系统主题设置时应调用的 [param callable]。回调方法应该有零个参数。\n" +"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上实" +"现。" + +msgid "Sets the application status indicator activation callback." +msgstr "设置应用程序状态指示器激活回调。" + +msgid "Sets the application status indicator icon." +msgstr "设置应用程序状态指示器图标。" + +msgid "Sets the application status indicator tooltip." +msgstr "设置应用程序状态指示器工具提示。" + msgid "" "Returns current active tablet driver name.\n" "[b]Note:[/b] This method is implemented only on Windows." @@ -33362,6 +35257,191 @@ msgstr "" "返回给定索引的数位板驱动程序名称。\n" "[b]注意:[/b]该方法仅在 Windows 上实现。" +msgid "" +"Returns an [Array] of voice information dictionaries.\n" +"Each [Dictionary] contains two [String] entries:\n" +"- [code]name[/code] is voice name.\n" +"- [code]id[/code] is voice identifier.\n" +"- [code]language[/code] is language code in [code]lang_Variant[/code] format. " +"The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " +"standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-" +"dependent string describing country, region or/and dialect.\n" +"Note that Godot depends on system libraries for text-to-speech functionality. " +"These libraries are installed by default on Windows and macOS, but not on all " +"Linux distributions. If they are not present, this method will return an " +"empty list. This applies to both Godot users on Linux, as well as end-users " +"on Linux running Godot games that use text-to-speech.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"返回语音信息字典的 [Array]。\n" +"每个 [Dictionary] 包含两个 [String] 条目:\n" +"- [code]name[/code] 是语音名称。\n" +"- [code]id[/code] 是语音标识符。\n" +"- [code]language[/code] 是语言代码,格式为 [code]lang_Variant[/code] 。" +"[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [code " +"skip-lint]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方" +"言。\n" +"请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上" +"是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回一" +"个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音的 " +"Godot 游戏的最终用户。\n" +"[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " +"Windows 上实现。\n" +"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 " +"[code]true[/code] 才能够使用文本到语音功能。" + +msgid "" +"Returns an [PackedStringArray] of voice identifiers for the [param " +"language].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"返回 [param language] 的语音标识符的 [PackedStringArray]。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " +"Windows 上实现。\n" +"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " +"[code]true[/code] 才能使用文本转语音。" + +msgid "" +"Returns [code]true[/code] if the synthesizer is in a paused state.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"如果合成器处于暂停状态,则返回 [code]true[/code]。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " +"Windows 上实现。\n" +"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " +"[code]true[/code] 才能使用文本转语音。" + +msgid "" +"Returns [code]true[/code] if the synthesizer is generating speech, or have " +"utterance waiting in the queue.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/code]。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " +"Windows 上实现。\n" +"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " +"[code]true[/code] 才能使用文本转语音。" + +msgid "" +"Puts the synthesizer into a paused state.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"让合成器进入暂停状态。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " +"Windows 上实现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Resumes the synthesizer if it was paused.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"让处于暂停状态的合成器继续执行。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " +"Windows 上实现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Adds a callback, which is called when the utterance has started, finished, " +"canceled or reached a text boundary.\n" +"- [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and " +"[constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] " +"parameter, the utterance ID.\n" +"- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] " +"parameters, the index of the character and the utterance ID.\n" +"[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"添加回调,会在发言开始、结束、取消、到达文本边界时调用。\n" +"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[constant " +"TTS_UTTERANCE_CANCELED] 可调用体的方法应接受一个 [int] 参数,即发言 ID。\n" +"- [constant TTS_UTTERANCE_BOUNDARY] 可调用体的方法应接受两个 [int] 参数:字符" +"索引和发言 ID。\n" +"[b]注意:[/b]边界回调的颗粒度由引擎决定。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " +"Windows 上实现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], " +"the queue is cleared first.\n" +"- [param voice] identifier is one of the [code]\"id\"[/code] values returned " +"by [method tts_get_voices] or one of the values returned by [method " +"tts_get_voices_for_language].\n" +"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] " +"(highest).\n" +"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] " +"(highest), [code]1.0[/code] is default pitch for the current voice.\n" +"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] " +"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a " +"percentage relative.\n" +"- [param utterance_id] is passed as a parameter to the callback functions.\n" +"[b]Note:[/b] On Windows and Linux (X11/Wayland), utterance [param text] can " +"use SSML markup. SSML support is engine and voice dependent. If the engine " +"does not support SSML, you should strip out all XML markup before calling " +"[method tts_speak].\n" +"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice " +"dependent. Values may be truncated.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Wayland), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"向队列中添加发言。如果 [param interrupt] 为 [code]true[/code],则会先清空队" +"列。\n" +"- [param voice] 语音标识符是 [method tts_get_voices] 所返回的 [code]\"id\"[/" +"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n" +"- [param volume] 音量从 [code]0[/code](最低)到 [code]100[/code](最高)。\n" +"- [param pitch] 音高从 [code]0.0[/code](最低)到 [code]2.0[/code](最高), " +"[code]1.0[/code] 为当前语音的默认音高。\n" +"- [param rate] 语速从 [code]0.1[/code](最低)到 [code]10.0[/code](最高), " +"[code]1.0[/code] 为普通语速。其他值为相对百分比。\n" +"- [param utterance_id] 话语 ID 会作为参数传递给回调函数。\n" +"[b]注意:[/b]在 Windows 和 Linux(X11/Wayland)上,发言的 [param text] 可以使" +"用 SSML 标记。对 SSML 支持取决于引擎和语音。如果引擎不支持 SSML,你应该在调用 " +"[method tts_speak] 之前剥离所有 XML 标记。\n" +"[b]注意:[/b]音高、语速、音量的颗粒度由引擎和语音决定。设置的值可能被截断。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " +"Windows 上实现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Stops synthesis in progress and removes all utterances from the queue.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" +"Linux), macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"停止执行中的合成器,移除队列中的所有发言。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " +"Windows 上实现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." @@ -33399,6 +35479,18 @@ msgstr "" "可选参数 [param cursor_start] 和 [param cursor_end],可以定义当前文本选区。\n" "[b]注意:[/b]该方法在 Android、iOS 和 Web 上实现。" +msgid "" +"Sets the mouse cursor position to the given [param position] relative to an " +"origin at the upper left corner of the currently focused game Window Manager " +"window.\n" +"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS, and " +"Linux (X11/Wayland). It has no effect on Android, iOS, and Web." +msgstr "" +"将鼠标光标位置设置为相对于当前聚焦的游戏窗口管理器窗口左上角的原点的给定 " +"[param position]。\n" +"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux(X11/Wayland)上" +"受支持。它在 Android、iOS 和 Web 上无效。" + msgid "" "Returns [code]true[/code] if anything can be drawn in the window specified by " "[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" @@ -33445,6 +35537,14 @@ msgstr "返回该窗口的最小尺寸,单位为像素。另见 [method window msgid "Returns the mode of the given window." msgstr "返回给定窗口的模式。" +msgid "" +"Returns internal structure pointers for use in plugins.\n" +"[b]Note:[/b] This method is implemented on Android, Linux (X11/Wayland), " +"macOS, and Windows." +msgstr "" +"该函数返回用于插件的内部结构指针。\n" +"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows 上实现。" + msgid "" "Returns the bounding box of control, or menu item that was used to open the " "popup window, in the screen coordinate system." @@ -33554,6 +35654,21 @@ msgstr "" "将由 [param window_id] 指定的窗口移动至指定的屏幕 [param screen]。另见 " "[method window_get_current_screen]。" +msgid "" +"Sets the [param callback] that should be called when files are dropped from " +"the operating system's file manager to the window specified by [param " +"window_id].\n" +"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] " +"node will override its default implementation, which can introduce bugs.\n" +"[b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11/" +"Wayland), and Web." +msgstr "" +"设置回调 [param callback],将文件从操作系统的文件管理器拖放到由 [param " +"window_id] 指定的窗口中时会进行调用。\n" +"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现," +"这可能会引入错误。\n" +"[b]注意:[/b]这个方法在 Windows、macOS、Linux(X11/Wayland)、Web 上实现。" + msgid "" "If set to [code]true[/code], this window will always stay on top of its " "parent window, parent window will ignore input while this window is opened.\n" @@ -33731,6 +35846,39 @@ msgstr "" "设置用于打开弹出窗口的控件或菜单项的范围框,使用屏幕坐标系。在该区域中点击不会" "自动关闭该弹出框。" +msgid "" +"Sets the position of the given window to [param position]. On multi-monitor " +"setups, the screen position is relative to the virtual desktop area. On multi-" +"monitor setups with different screen resolutions or orientations, the origin " +"may be located outside any display like this:\n" +"[codeblock]\n" +"* (0, 0) +-------+\n" +" | |\n" +"+-------------+ | |\n" +"| | | |\n" +"| | | |\n" +"+-------------+ +-------+\n" +"[/codeblock]\n" +"See also [method window_get_position] and [method window_set_size].\n" +"[b]Note:[/b] It's recommended to change this value using [member Window." +"position] instead.\n" +"[b]Note:[/b] On Linux (Wayland): this method is a no-op." +msgstr "" +"将给定窗口的位置设置为 [param position]。使用多个监视器时,屏幕位置是相对于虚" +"拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所" +"有显示器之外,类似于:\n" +"[codeblock]\n" +"* (0, 0) +-------+\n" +" | |\n" +"+-------------+ | |\n" +"| | | |\n" +"| | | |\n" +"+-------------+ +-------+\n" +"[/codeblock]\n" +"另见 [method window_get_position] 和 [method window_set_size]。\n" +"[b]注意:[/b]建议改用 [member Window.position] 更改此值。\n" +"[b]注意:[/b]在 Linux(Wayland)上:该方法是没有操作。" + msgid "" "Sets the [param callback] that will be called when the window specified by " "[param window_id] is moved or resized.\n" @@ -33837,6 +35985,30 @@ msgid "" "iOS, Web[/b]" msgstr "显示服务器支持触屏输入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]" +msgid "" +"Display server supports mouse input. [b]Windows, macOS, Linux (X11/Wayland), " +"Android, Web[/b]" +msgstr "" +"显示服务器支持鼠标输入。[b]Windows、macOS、Linux(X11/Wayland)、Android、" +"Web[/b]" + +msgid "" +"Display server supports warping mouse coordinates to keep the mouse cursor " +"constrained within an area, but looping when one of the edges is reached. " +"[b]Windows, macOS, Linux (X11/Wayland)[/b]" +msgstr "" +"显示服务器支持扭曲鼠标坐标以将鼠标光标限制在一个区域内,但在到达其中一个边缘时" +"循环。[b]Windows, macOS, Linux (X11/Wayland)[/b]" + +msgid "" +"Display server supports setting and getting clipboard data. See also " +"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11/Wayland), " +"Android, iOS, Web[/b]" +msgstr "" +"显示服务器支持剪贴板数据的设置和获取。另见 [constant " +"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、Linux(X11/Wayland)、Android、" +"iOS、Web[/b]" + msgid "" "Display server supports popping up a virtual keyboard when requested to input " "text without a physical keyboard. [b]Android, iOS, Web[/b]" @@ -33844,6 +36016,27 @@ msgstr "" "显示服务器支持在请求输入文本但没有物理键盘时弹出虚拟键盘。[b]Android、iOS、" "Web[/b]" +msgid "" +"Display server supports setting the mouse cursor shape to be different from " +"the default. [b]Windows, macOS, Linux (X11/Wayland), Android, Web[/b]" +msgstr "" +"显示服务器支持将鼠标光标形状设置为与默认不同。[b]Windows、macOS、Linux(X11/" +"Wayland)、Android、Web[/b]" + +msgid "" +"Display server supports setting the mouse cursor shape to a custom image. " +"[b]Windows, macOS, Linux (X11/Wayland), Web[/b]" +msgstr "" +"显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux(X11/" +"Wayland)、Web[/b]" + +msgid "" +"Display server supports spawning dialogs using the operating system's native " +"look-and-feel. [b]Windows, macOS, Linux (X11/Wayland)[/b]" +msgstr "" +"显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]Windows、macOS、Linux" +"(X11/Wayland)[/b]" + msgid "" "Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" @@ -33854,6 +36047,25 @@ msgstr "" "它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Godot 处理。" "[b]Windows, macOS, Linux (X11)[/b]" +msgid "" +"Display server supports windows can use per-pixel transparency to make " +"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11/" +"Wayland)[/b]" +msgstr "" +"显示服务器支持窗口可以使用逐像素透明,以使它们后面的窗口部分或完全可见。" +"[b]Windows、macOS、Linux(X11/Wayland)[/b]" + +msgid "" +"Display server supports querying the operating system's display scale factor. " +"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed " +"to guessing based on the screen resolution and reported display DPI (which " +"can be unreliable due to broken monitor EDID). [b]Windows, Linux (Wayland), " +"macOS[/b]" +msgstr "" +"显示服务器支持查询操作系统的显示缩放系数。这允许[i]可靠地[/i]执行自动 hiDPI 显" +"示器检测,而不是根据屏幕分辨率和报告的显示器 DPI 进行猜测(由于显示器 EDID 损" +"坏,这可能不可靠)。[b]Windows、Linux(Wayland)、macOS[/b]" + msgid "" "Display server supports changing the window icon (usually displayed in the " "top-left corner). [b]Windows, macOS, Linux (X11)[/b]" @@ -33870,6 +36082,28 @@ msgid "" "Display server supports changing the screen orientation. [b]Android, iOS[/b]" msgstr "显示服务器支持改变屏幕朝向。[b]Android、iOS[/b]" +msgid "" +"Display server supports V-Sync status can be changed from the default (which " +"is forced to be enabled platforms not supporting this feature). [b]Windows, " +"macOS, Linux (X11/Wayland)[/b]" +msgstr "" +"显示服务器支持将垂直同步状态改为非默认状态(不支持此功能的平台强制启用垂直同" +"步)。[b]Windows、macOS、Linux(X11/Wayland)[/b]" + +msgid "" +"Display server supports Primary clipboard can be used. This is a different " +"clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11/Wayland)[/b]" +msgstr "" +"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] 是不同的剪" +"贴板。[b]Linux(X11/Wayland)[/b]" + +msgid "" +"Display server supports text-to-speech. See [code]tts_*[/code] methods. " +"[b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Web[/b]" +msgstr "" +"显示服务器支持文字转语音。见 [code]tts_*[/code] 方法。[b]Windows、macOS、Linux" +"(X11/Wayland)、Android、iOS、Web[/b]" + msgid "" "Display server supports expanding window content to the title. See [constant " "WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]" @@ -33881,6 +36115,16 @@ msgid "" "Display server supports reading screen pixels. See [method screen_get_pixel]." msgstr "显示服务器支持读取屏幕像素。见 [method screen_get_pixel]。" +msgid "Display server supports application status indicators." +msgstr "显示服务器支持应用程序状态指示器。" + +msgid "" +"Display server supports native help system search callbacks. See [method " +"help_set_search_callbacks]." +msgstr "" +"显示服务器支持本机帮助系统搜索回调。请参阅 [method " +"help_set_search_callbacks]。" + msgid "Makes the mouse cursor visible if it is hidden." msgstr "如果鼠标光标处于隐藏状态,则使其可见。" @@ -33903,6 +36147,25 @@ msgstr "将鼠标光标限制在游戏窗口内,并使其可见。" msgid "Confines the mouse cursor to the game window, and make it hidden." msgstr "将鼠标光标限制在游戏窗口内,并使其隐藏。" +msgid "" +"Represents the screen containing the window with the keyboard focus.\n" +"[b]Note:[/b] On Linux (Wayland), this constant always represents the screen " +"at index [code]0[/code]." +msgstr "" +"表示包含具有键盘焦点的窗口的屏幕。\n" +"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" +"幕。" + +msgid "" +"Represents the screen where the main window is located. This is usually the " +"default value in functions that allow specifying one of several screens.\n" +"[b]Note:[/b] On Linux (Wayland), this constant always represents the screen " +"at index [code]0[/code]." +msgstr "" +"代表主窗口所在的屏幕。这通常是允许指定多个屏幕之一的函数中的默认值。\n" +"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" +"幕。" + msgid "" "The ID of the main window spawned by the engine, which can be passed to " "methods expecting a [code]window_id[/code]." @@ -34210,6 +36473,20 @@ msgid "" "full-screen windows." msgstr "该窗口悬浮在所有其他窗口之上。全屏窗口会忽略该标志。" +msgid "" +"The window background can be transparent.\n" +"[b]Note:[/b] This flag has no effect if [member ProjectSettings.display/" +"window/per_pixel_transparency/allowed] is set to [code]false[/code].\n" +"[b]Note:[/b] Transparency support is implemented on Linux (X11/Wayland), " +"macOS, and Windows, but availability might vary depending on GPU driver, " +"display manager, and compositor capabilities." +msgstr "" +"该窗口的背景可以是透明的。\n" +"[b]注意:[/b]如果 [member ProjectSettings.display/window/" +"per_pixel_transparency/allowed] 被设置为 [code]false[/code],则该标志无效。\n" +"[b]注意:[/b]透明度支持在 Linux(X11/Wayland)、macOS 和 Windows 上实现,但可" +"用性可能因 GPU 驱动、显示管理器、和合成器功能而异。" + msgid "" "The window can't be focused. No-focus window will ignore all input, except " "mouse clicks." @@ -34376,6 +36653,23 @@ msgstr "" "- macOS:窗口主视图的 [code]NSView*[/code]。\n" "- iOS:窗口主视图的 [code]UIView*[/code]。" +msgid "" +"OpenGL context (only with the GL Compatibility renderer):\n" +"- Windows: [code]HGLRC[/code] for the window (native GL), or " +"[code]EGLContext[/code] for the window (ANGLE).\n" +"- Linux (X11): [code]GLXContext*[/code] for the window.\n" +"- macOS: [code]NSOpenGLContext*[/code] for the window (native GL), or " +"[code]EGLContext[/code] for the window (ANGLE).\n" +"- Android: [code]EGLContext[/code] for the window." +msgstr "" +"OpenGL 上下文(仅适用于 GL 兼容性渲染器):\n" +"- Windows:窗口的 [code]HGLRC[/code](原生 GL)或窗口的 [code]EGLContext[/" +"code](ANGLE)。\n" +"- Linux(X11):窗口的 [code]GLXContext*[/code]。\n" +"- macOS:窗口的 [code]NSOpenGLContext*[/code](原生 GL)或窗口的 " +"[code]EGLContext[/code](ANGLE)。\n" +"- Android:窗口的 [code]EGLContext[/code]。" + msgid "Utterance has begun to be spoken." msgstr "发言开始。" @@ -35100,6 +37394,33 @@ msgid "" "when started." msgstr "附加命令行参数的列表,导出的项目将在启动时收到该列表。" +msgid "" +"Path to an APK file to use as a custom export template for debug exports. If " +"left empty, default template is used.\n" +"[b]Note:[/b] This is only used if [member EditorExportPlatformAndroid." +"gradle_build/use_gradle_build] is disabled." +msgstr "" +"用作调试导出的自定义导出模板的 APK 文件的路径。如果留空,则使用默认模板。\n" +"[b]注意:[/b]仅当 [member EditorExportPlatformAndroid.gradle_build/" +"use_gradle_build] 被禁用时才使用。" + +msgid "" +"Path to an APK file to use as a custom export template for release exports. " +"If left empty, default template is used.\n" +"[b]Note:[/b] This is only used if [member EditorExportPlatformAndroid." +"gradle_build/use_gradle_build] is disabled." +msgstr "" +"用作发布导出的自定义导出模板的 APK 文件的路径。如果留空,则使用默认模板。\n" +"[b]注意:[/b]仅当 [member EditorExportPlatformAndroid.gradle_build/" +"use_gradle_build] 被禁用时才使用。" + +msgid "" +"Path to a ZIP file holding the source for the export template used in a " +"Gradle build. If left empty, the default template is used." +msgstr "" +"保存 Gradle 构建中使用的导出模板源的 ZIP 文件的路径。如果留空,则使用默认模" +"板。" + msgid "Export format for Gradle build." msgstr "Gradle 构建的导出格式。" @@ -35597,9 +37918,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "自定义权限字符串数组。" -msgid "Deprecated." -msgstr "已弃用。" - msgid "" "Allows an application to delete packages. See [url=https://developer.android." "com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/" @@ -35846,24 +38164,8 @@ msgstr "" "允许应用程序通过 NFC 执行 I/O 操作。见 [url=https://developer.android.com/" "reference/android/Manifest.permission#NFC]NFC[/url]。" -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." -msgstr "" -"允许应用程序使其 activity 持久化。\n" -"在 API 级别 15 中已弃用。" - -msgid "" -"Allows an application to see the number being dialed during an outgoing call " -"with the option to redirect the call to a different number or abort the call " -"altogether. See [url=https://developer.android.com/reference/android/Manifest." -"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." -msgstr "" -"允许应用程序查看拨出呼叫期间拨打的号码,并可以选择将呼叫重定向到其他号码或完全" -"中止呼叫。见 [url=https://developer.android.com/reference/android/Manifest." -"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]。\n" -"在 API 级别 29 中已弃用。" +msgid "Deprecated in API level 15." +msgstr "API 级别 15 中废弃。" msgid "" "Allows an application to read the user's calendar data. See [url=https://" @@ -35889,17 +38191,6 @@ msgstr "" "允许应用程序读取用户的联系人数据。见 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" -msgid "" -"Allows an application to read from external storage. See [url=https://" -"developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." -msgstr "" -"允许应用程序从外部存储中读取数据。见 [url=https://developer.android.com/" -"reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n" -"在 API 级别 33 中已弃用。" - msgid "" "Allows an application to take screen shots and more generally get access to " "the frame buffer data." @@ -36018,9 +38309,6 @@ msgstr "" "允许应用程序对任务的 Z 顺序进行修改。见 [url=https://developer.android.com/" "reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。" -msgid "Deprecated in API level 15." -msgstr "API 级别 15 中废弃。" - msgid "" "Allows an application (Phone) to send a request to other applications to " "handle the respond-via-message action during incoming calls. See [url=https://" @@ -36396,6 +38684,15 @@ msgstr "" msgid "Interpolation method used to resize application icon." msgstr "用于调整应用程序图标大小的插值方法。" +msgid "" +"Minimum version of iOS required for this application to run in the " +"[code]major.minor.patch[/code] or [code]major.minor[/code] format, can only " +"contain numeric characters ([code]0-9[/code]) and periods ([code].[/code])." +msgstr "" +"运行该应用程序所需的最低 iOS 版本,格式为 [code]主版本号.次版本号.补丁号[/" +"code] 或 [code]主版本号.次版本号[/code],只能包含数字([code]0-9[/code])和英" +"文句点([code].[/code])。" + msgid "" "UUID of the provisioning profile. If left empty, Xcode will download or " "create a provisioning profile automatically. See [url=https://developer.apple." @@ -36750,6 +39047,14 @@ msgstr "" "- [code]{exe_name}[/code] - 应用程序可执行文件的名称。\n" "- [code]{cmd_args}[/code] - 应用程序命令行参数的数组。" +msgid "" +"If [code]true[/code], project textures are exported in the ETC2/ASTC format." +msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC2/ASTC 格式。" + +msgid "" +"If [code]true[/code], project textures are exported in the S3TC/BPTC format." +msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 S3TC/BPTC 格式。" + msgid "Exporter for macOS." msgstr "macOS 导出器。" @@ -37315,6 +39620,44 @@ msgstr "为 Web 导出" msgid "Web documentation index" msgstr "网页文档索引" +msgid "" +"File path to the custom export template used for debug builds. If left empty, " +"the default template is used." +msgstr "用于调试构建的自定义导出模板的文件路径。如果留空,则默认模板将被使用。" + +msgid "" +"File path to the custom export template used for release builds. If left " +"empty, the default template is used." +msgstr "用于发布版本的自定义导出模板的文件路径。如果留空,则默认模板将被使用。" + +msgid "" +"If [code]true[/code], the project icon will be used as the favicon for this " +"application's web page." +msgstr "如果为 [code]true[/code],则项目图标将用作该应用程序网页的图标。" + +msgid "" +"If [code]true[/code], the canvas will be focused as soon as the application " +"is loaded, if the browser window is already in focus." +msgstr "" +"如果为 [code]true[/code],则浏览器窗口已经获得焦点,且一旦加载应用程序时,画布" +"就会获得焦点。" + +msgid "The background color used behind the web application." +msgstr "Web 应用程序后面使用的背景颜色。" + +msgid "If [code]true[/code] enables [GDExtension] support for this web build." +msgstr "如果为 [code]true[/code],则启用对该 Web 构建的 [GDExtension] 支持。" + +msgid "" +"If [code]true[/code], allows textures to be optimized for desktop through the " +"S3TC algorithm." +msgstr "如果为 [code]true[/code],则允许通过 S3TC 算法针对桌面优化纹理。" + +msgid "" +"If [code]true[/code] allows textures to be optimized for mobile through the " +"ETC2 algorithm." +msgstr "如果为 [code]true[/code],则允许通过 ETC2 算法针对移动设备优化纹理。" + msgid "Exporter for Windows." msgstr "Windows 导出器。" @@ -37347,6 +39690,17 @@ msgstr "" "用户可见的捆绑包版权声明。选填。见 [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" +msgid "" +"If set to [code]1[/code], Direct3D 12 runtime (DXIL, Agility SDK, PIX) " +"libraries are exported with the exported application. If set to [code]0[/" +"code], Direct3D 12 libraries are exported only if [member ProjectSettings." +"rendering/rendering_device/driver] is set to [code]\"d3d12\"[/code]." +msgstr "" +"如果设置为 [code]1[/code],Direct3D 12 运行时(DXIL、Agility SDK、PIX)库将随" +"导出的应用程序一起导出。如果设置为 [code]0[/code],则仅当 [member " +"ProjectSettings.rendering/rendering_device/driver] 被设置为 [code]\"d3d12\"[/" +"code] 时,才会导出 Direct3D 12 库。" + msgid "" "File description to be presented to users. Required. See [url=https://learn." "microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" @@ -38629,6 +40983,17 @@ msgstr "" msgid "Import plugins" msgstr "导入插件" +msgid "" +"Tells whether this importer can be run in parallel on threads, or, on the " +"contrary, it's only safe for the editor to call it from the main thread, for " +"one file at a time.\n" +"If this method is not overridden, it will return [code]true[/code] by default " +"(i.e., safe for parallel importing)." +msgstr "" +"表示该导入器是否能够利用线程并行执行,不能的话表示编辑器只能从主线程安全调用," +"一次一个文件。\n" +"如果没有覆盖该方法,则默认返回 [code]true[/code](即表示并行导入是安全的)。" + msgid "" "Gets the options and default values for the preset at this index. Returns an " "Array of Dictionaries with the following keys: [code]name[/code], " @@ -39103,6 +41468,23 @@ msgstr "返回在 [FileSystemDock] 中查看的当前路径。" msgid "Returns the edited (current) scene's root [Node]." msgstr "返回正在编辑的(当前)场景的根 [Node]。" +msgid "" +"Returns the editor control responsible for main screen plugins and tools. Use " +"it with plugins that implement [method EditorPlugin._has_main_screen].\n" +"[b]Note:[/b] This node is a [VBoxContainer], which means that if you add a " +"[Control] child to it, you need to set the child's [member Control." +"size_flags_vertical] to [constant Control.SIZE_EXPAND_FILL] to make it use " +"the full available space.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." +msgstr "" +"返回负责主屏幕插件和工具的编辑器控件。将其与实现了 [method EditorPlugin." +"_has_main_screen] 的插件一起使用。\n" +"[b]注意:[/b]该节点是一个 [VBoxContainer],这意味着如果向其添加 [Control] 子节" +"点,则需要将子节点的 [member Control.size_flags_vertical] 设置为 [constant " +"Control.SIZE_EXPAND_FILL],以使其使用全部可用空间。\n" +"[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" + msgid "Returns the [EditorPaths] singleton." msgstr "返回 [EditorPaths] 单例。" @@ -39202,6 +41584,31 @@ msgstr "" "在编辑器的检查器面板中显示给定 [param object] 的属性。如果 [param " "inspector_only] 为 [code]true[/code] ,插件将不会试图编辑 [param object]。" +msgid "" +"Returns [code]true[/code] if multiple window support is enabled in the " +"editor. Multiple window support is enabled if [i]all[/i] of these statements " +"are true:\n" +"- [member EditorSettings.interface/multi_window/enable] is [code]true[/" +"code].\n" +"- [member EditorSettings.interface/editor/single_window_mode] is [code]false[/" +"code].\n" +"- [member Viewport.gui_embed_subwindows] is [code]false[/code]. This is " +"forced to [code]true[/code] on platforms that don't support multiple windows " +"such as Web, or when the [code]--single-window[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]command line argument[/url] is " +"used." +msgstr "" +"如果编辑器启用了多窗口支持,则返回 [code]true[/code]。以下所有条件[i]都满足[/" +"i]时才会启用多窗口支持:\n" +"- [member EditorSettings.interface/multi_window/enable] 为 [code]true[/" +"code]。\n" +"- [member EditorSettings.interface/editor/single_window_mode] 为 [code]false[/" +"code]。\n" +"- [member Viewport.gui_embed_subwindows] 为 [code]false[/code]。如果平台是 " +"Web 等不支持多窗口的平台,或者使用了 [code]--single-window[/code] " +"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]," +"则强制为 [code]true[/code]。" + msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." @@ -39276,6 +41683,82 @@ msgstr "" "dialog]。该对话框目前必须没有父级,否则该方法失败。\n" "另见 [method Window.set_unparent_when_invisible]。" +msgid "" +"Pops up an editor dialog for selecting a [Node] from the edited scene. The " +"[param callback] must take a single argument of type [NodePath]. It is called " +"on the selected [NodePath] or the empty path [code]^\"\"[/code] if the dialog " +"is canceled. If [param valid_types] is provided, the dialog will only show " +"Nodes that match one of the listed Node types.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"func _ready():\n" +" if Engine.is_editor_hint():\n" +" EditorInterface.popup_node_selector(_on_node_selected, [\"Button\"])\n" +"\n" +"func _on_node_selected(node_path):\n" +" if node_path.is_empty():\n" +" print(\"node selection canceled\")\n" +" else:\n" +" print(\"selected \", node_path)\n" +"[/codeblock]" +msgstr "" +"弹出编辑器对话框,用于选择所编辑场景中的 [Node]。[param callback] 必须接受单个" +"类型为 [NodePath] 的参数。调用回调时会传入所选 [NodePath],取消对话框时则为空" +"路径 [code]^\"\"[/code]。如果提供了 [param valid_types],则对话框只会显示与所" +"列 Node 类型匹配的 Node。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"func _ready():\n" +" if Engine.is_editor_hint():\n" +" EditorInterface.popup_node_selector(_on_node_selected, [\"Button\"])\n" +"\n" +"func _on_node_selected(node_path):\n" +" if node_path.is_empty():\n" +" print(\"节点选择已取消\")\n" +" else:\n" +" print(\"选中 \", node_path)\n" +"[/codeblock]" + +msgid "" +"Pops up an editor dialog for selecting properties from [param object]. The " +"[param callback] must take a single argument of type [NodePath]. It is called " +"on the selected property path (see [method NodePath.get_as_property_path]) or " +"the empty path [code]^\"\"[/code] if the dialog is canceled. If [param " +"type_filter] is provided, the dialog will only show properties that match one " +"of the listed [enum Variant.Type] values.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"func _ready():\n" +" if Engine.is_editor_hint():\n" +" EditorInterface.popup_property_selector(this, _on_property_selected, " +"[TYPE_INT])\n" +"\n" +"func _on_property_selected(property_path):\n" +" if property_path.is_empty():\n" +" print(\"property selection canceled\")\n" +" else:\n" +" print(\"selected \", property_path)\n" +"[/codeblock]" +msgstr "" +"弹出编辑器对话框,用于选择 [param object] 的属性。[param callback] 必须接受单" +"个类型为 [NodePath] 的参数。调用回调时会传入所选属性路径(见 [method NodePath." +"get_as_property_path]),取消对话框时则为空路径 [code]^\"\"[/code]。如果提供" +"了 [param type_filter],则对话框只会显示与所列 [enum Variant.Type] 值匹配的属" +"性。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"func _ready():\n" +" if Engine.is_editor_hint():\n" +" EditorInterface.popup_property_selector(this, _on_property_selected, " +"[TYPE_INT])\n" +"\n" +"func _on_property_selected(property_path):\n" +" if property_path.is_empty():\n" +" print(\"属性选择已取消\")\n" +" else:\n" +" print(\"选中 \", property_path)\n" +"[/codeblock]" + msgid "Reloads the scene at the given path." msgstr "重新加载给定路径的场景。" @@ -40437,61 +42920,6 @@ msgstr "" "该函数用于编辑基于脚本的对象的编辑器。可以返回格式为([code]script:line[/" "code])的断点的列表,例如:[code]res://path_to_script.gd:25[/code]。" -msgid "" -"Override this method in your plugin to return a [Texture2D] in order to give " -"it an icon.\n" -"For main screen plugins, this appears at the top of the screen, to the right " -"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" -"Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get_plugin_icon():\n" -" # You can use a custom icon:\n" -" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # Or use a built-in icon:\n" -" return EditorInterface.get_editor_theme().get_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Texture2D _GetPluginIcon()\n" -"{\n" -" // You can use a custom icon:\n" -" return ResourceLoader.Load(\"res://addons/my_plugin/" -"my_plugin_icon.svg\");\n" -" // Or use a built-in icon:\n" -" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", " -"\"EditorIcons\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"在插件中覆盖该方法,以返回一个 [Texture2D] 以便为插件提供一个图标。\n" -"对于主界面插件,它出现在屏幕顶部,“2D”、“3D”、“脚本”和 “AssetLib” 按钮的右" -"侧。\n" -"理想情况下,插件图标应为透明背景的白色,大小为 16x16 像素。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get_plugin_icon():\n" -" # 你可以使用一个自定义的图标:\n" -" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # 或者使用一个内置的图标:\n" -" return EditorInterface.get_editor_theme().get_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Texture2D _GetPluginIcon()\n" -"{\n" -" // 你可以使用一个自定义的图标:\n" -" return ResourceLoader.Load(\"res://addons/my_plugin/" -"my_plugin_icon.svg\");\n" -" // 或者使用一个内置的图标:\n" -" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", " -"\"EditorIcons\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Override this method in your plugin to provide the name of the plugin when " "displayed in the Godot editor.\n" @@ -40636,6 +43064,67 @@ msgstr "" "[b]注意:[/b]每个插件一次只应处理一种类型的对象。如果一个插件处理多种类型的对" "象并且同时编辑这些对象,则会导致错误。" +msgid "" +"Returns [code]true[/code] if this is a main screen editor plugin (it goes in " +"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " +"[b]AssetLib[/b]).\n" +"When the plugin's workspace is selected, other main screen plugins will be " +"hidden, but your plugin will not appear automatically. It needs to be added " +"as a child of [method EditorInterface.get_editor_main_screen] and made " +"visible inside [method _make_visible].\n" +"Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the " +"plugin button's appearance.\n" +"[codeblock]\n" +"var plugin_control\n" +"\n" +"func _enter_tree():\n" +" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" +" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n" +" plugin_control.hide()\n" +"\n" +"func _has_main_screen():\n" +" return true\n" +"\n" +"func _make_visible(visible):\n" +" plugin_control.visible = visible\n" +"\n" +"func _get_plugin_name():\n" +" return \"My Super Cool Plugin 3000\"\n" +"\n" +"func _get_plugin_icon():\n" +" return EditorInterface.get_editor_theme().get_icon(\"Node\", " +"\"EditorIcons\")\n" +"[/codeblock]" +msgstr "" +"如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 [b]2D[/b]、" +"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起进入工作区选择器)。\n" +"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它需" +"要被添加为 [method EditorInterface.get_editor_main_screen] 的子节点,并在 " +"[method _make_visible] 中使其可见。\n" +"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的外" +"观。\n" +"[codeblock]\n" +"var plugin_control\n" +"\n" +"func _enter_tree():\n" +" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" +" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n" +" plugin_control.hide()\n" +"\n" +"func _has_main_screen():\n" +" return true\n" +"\n" +"func _make_visible(visible):\n" +" plugin_control.visible = visible\n" +"\n" +"func _get_plugin_name():\n" +" return \"My Super Cool Plugin 3000\"\n" +"\n" +"func _get_plugin_icon():\n" +" return EditorInterface.get_editor_theme().get_icon(\"Node\", " +"\"EditorIcons\")\n" +"[/codeblock]" + msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" @@ -40699,18 +43188,6 @@ msgstr "" msgid "Adds a script at [param path] to the Autoload list as [param name]." msgstr "将 [param path] 处的脚本作为 [param name] 添加到自动加载列表中。" -msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." -msgstr "" -"将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。可以" -"根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " -"remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node." -"queue_free] 将其释放。" - msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " @@ -40917,6 +43394,14 @@ msgstr "" "[code]new_value[/code]。它们分别是检查器使用的 [UndoRedo] 对象、当前修改的对" "象、修改的属性的名称、和该属性即将采用的新值。" +msgid "" +"[EditorInterface] is a global singleton and can be accessed directly by its " +"name." +msgstr "[EditorInterface] 是全局单例,可以使用其名称直接访问。" + +msgid "Returns the [EditorInterface] singleton instance." +msgstr "返回 [EditorInterface] 单例实例。" + msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." msgstr "返回[b]场景 > 另存为...[/b]下的 [PopupMenu]。" @@ -41061,6 +43546,18 @@ msgstr "" "当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时发" "出。也适用于由插件定义的自定义屏幕。" +msgid "Use [signal ProjectSettings.settings_changed] instead." +msgstr "请改用 [signal ProjectSettings.settings_changed]。" + +msgid "Emitted when any project setting has changed." +msgstr "当任意项目设置发生改变时触发。" + +msgid "" +"Emitted when the given [param resource] was saved on disc. See also [signal " +"scene_saved]." +msgstr "" +"给定的资源 [param resource] 保存到磁盘时发出。另见 [signal scene_saved]。" + msgid "" "Emitted when the scene is changed in the editor. The argument will return the " "root node of the scene that has just become active. If this scene is new and " @@ -41069,6 +43566,18 @@ msgstr "" "在编辑器中更改场景时发出。该参数将返回刚刚变为活动状态的场景的根节点。如果此场" "景是新场景且为空,则参数将为 [code]null[/code]。" +msgid "" +"Emitted when user closes a scene. The argument is a file path to the closed " +"scene." +msgstr "当用户关闭场景时发出。参数是被关闭的场景的文件路径。" + +msgid "" +"Emitted when a scene was saved on disc. The argument is a file path to the " +"saved scene. See also [signal resource_saved]." +msgstr "" +"当场景被保存在磁盘上时发出。参数是被保存的场景的文件路径。另见 [signal " +"resource_saved]。" + msgid "Main editor toolbar, next to play buttons." msgstr "主编辑器的工具栏,旁边是运行按钮。" @@ -41686,25 +44195,32 @@ msgstr "" msgid "Importer for Blender's [code].blend[/code] scene file format." msgstr "Blender 的 [code].blend[/code] 场景文件格式的导入器。" +msgid "" +"Imports Blender scenes in the [code].blend[/code] file format through the " +"glTF 2.0 3D import pipeline. This importer requires Blender to be installed " +"by the user, so that it can be used to export the scene as glTF 2.0.\n" +"The location of the Blender binary is set via the [code]filesystem/import/" +"blender/blender_path[/code] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"blender/enabled] is enabled, otherwise [code].blend[/code] files present in " +"the project folder are not imported.\n" +"Blend import requires Blender 3.0.\n" +"Internally, the EditorSceneFormatImporterBlend uses the Blender glTF \"Use " +"Original\" mode to reference external textures." +msgstr "" +"通过 glTF 2.0 3D 导入管道导入使用 [code].blend[/code] 文件格式的 Blender 场" +"景。该导入器要求用户安装 Blender,以便将场景导出为 glTF 2.0。\n" +"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/blender_path[/" +"code] 编辑器设置来设置的。\n" +"该导入器仅在启用 [member ProjectSettings.filesystem/import/blender/enabled] 时" +"使用,否则不会导入项目文件夹中存在的 [code].blend[/code] 文件。\n" +"Blend 导入需要 Blender 3.0。\n" +"在内部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式来引用外" +"部纹理。" + msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 场景文件格式的导入器。" -msgid "" -"Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " -"the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the project " -"folder are not imported." -msgstr "" -"通过使用 FBX2glTF 命令行工具将 Autodesk FBX 3D 场景转换为 glTF 2.0 来导入它" -"们。\n" -"FBX2glTF 可执行文件的位置通过 [code]filesystem/import/fbx/fbx2gltf_path[/" -"code] 编辑器设置来设置的。\n" -"该导入器仅在启用 [member ProjectSettings.filesystem/import/fbx/enabled] 时使" -"用,否则不会导入项目文件夹中存在的 [code].fbx[/code] 文件。" - msgid "Post-processes scenes after import." msgstr "导入后对场景进行后处理。" @@ -42032,17 +44548,6 @@ msgstr "" msgid "Clear the selection." msgstr "清除选中项。" -msgid "Gets the list of selected nodes." -msgstr "获取所选节点的列表。" - -msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." -msgstr "" -"获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节点" -"被选中的情况,也避免了子/孙节点被选中的情况。" - msgid "Removes a node from the selection." msgstr "从选择中删除一个节点。" @@ -42388,6 +44893,13 @@ msgstr "" "如果为 [code]true[/code],则在选中节点时,场景树停靠面板会自动展开该节点已折叠" "的父节点。" +msgid "" +"If [code]true[/code], new node created when reparenting node(s) will be " +"positioned at the average position of the selected node(s)." +msgstr "" +"如果为 [code]true[/code],则重新设置节点父级时创建的新节点,将位于所选节点的平" +"均位置。" + msgid "" "If [code]true[/code], the Create dialog (Create New Node/Create New Resource) " "will start with all its sections expanded. Otherwise, sections will be " @@ -42485,6 +44997,54 @@ msgstr "" "小。除非使用 [Camera2D] 节点,或者除非调整窗口大小并将拉伸模式设置为 " "[code]disabled[/code],否则放置在该边界之外的对象将不可见。" +msgid "" +"The default camera vertical field of view to use in the 3D editor (in " +"degrees). The camera field of view can be adjusted on a per-scene basis using " +"the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera " +"field of view adjusted using the [b]View[/b] menu, this setting is ignored in " +"the scene in question. This setting is also ignored while a [Camera3D] node " +"is being previewed in the editor.\n" +"[b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect mode." +msgstr "" +"在 3D 编辑器中使用的默认相机垂直视野(以度为单位)。可以使用 3D 编辑器顶部的" +"[b]查看[/b]菜单,在每个场景的基础上调整相机视野。如果使用[b]查看[/b]菜单调整了" +"场景的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D 节点时," +"该设置也将被忽略。\n" +"[b]注意:[/b]编辑器相机始终使用[b]保持高度[/b]长宽比模式。" + +msgid "" +"The default camera far clip distance to use in the 3D editor (in degrees). " +"Higher values make it possible to view objects placed further away from the " +"camera, at the cost of lower precision in the depth buffer (which can result " +"in visible Z-fighting in the distance). The camera far clip distance can be " +"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D " +"editor. If a scene had its camera far clip distance adjusted using the " +"[b]View[/b] menu, this setting is ignored in the scene in question. This " +"setting is also ignored while a [Camera3D] node is being previewed in the " +"editor." +msgstr "" +"在 3D 编辑器中使用的默认相机远剪辑距离(以度为单位)。较高的值可以查看距离相机" +"较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。可以使用 " +"3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。如果一个场" +"景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将被忽略。在" +"编辑器中预览 [Camera3D] 节点时,该设置也将被忽略。" + +msgid "" +"The default camera near clip distance to use in the 3D editor (in degrees). " +"Lower values make it possible to view objects placed closer to the camera, at " +"the cost of lower precision in the depth buffer (which can result in visible " +"Z-fighting in the distance). The camera near clip distance can be adjusted on " +"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If " +"a scene had its camera near clip distance adjusted using the [b]View[/b] " +"menu, this setting is ignored in the scene in question. This setting is also " +"ignored while a [Camera3D] node is being previewed in the editor." +msgstr "" +"要在 3D 编辑器中使用的默认相机近剪辑距离(以度为单位)。较低的值可以查看距离相" +"机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。可以" +"使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。如果" +"一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中将被" +"忽略。在编辑器中预览 [Camera3D] 节点时,该设置也将被忽略。" + msgid "" "The modifier key to use to enable freelook in the 3D editor (on top of " "pressing the right mouse button).\n" @@ -43097,17 +45657,6 @@ msgstr "" "Blender 进程的最大空闲运行时间(单位为秒)。\n" "能够在给定的秒数内,防止 Godot 每次导入都创建一个新的进程。" -msgid "" -"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene " -"files [code].fbx[/code] to glTF 2.0 format during import.\n" -"To enable this feature for your specific project, use [member ProjectSettings." -"filesystem/import/fbx/enabled]." -msgstr "" -"包含 FBX2glTF 可执行文件的目录,导入时会使用 FBX2glTF 将 Autodesk FBX 3D 场景" -"文件 [code].fbx[/code] 转换为 glTF 2.0 格式。\n" -"要为指定项目启用这个功能,请使用 [member ProjectSettings.filesystem/import/" -"fbx/enabled]。" - msgid "If [code]true[/code], uses lossless compression for binary resources." msgstr "如果为 [code]true[/code],则对二进制资源使用无损压缩。" @@ -43330,6 +45879,24 @@ msgstr "" "有编辑器字体强制使用相同的子像素定位模式,无论其大小如何(其中[b]四分之一像素" "[/b]是最高质量的选项)。" +msgid "" +"The amount of sleeping between frames when the low-processor usage mode is " +"enabled (in microseconds). Higher values will result in lower CPU/GPU usage, " +"which can improve battery life on laptops. However, higher values will result " +"in a less responsive editor. The default value is set to allow for maximum " +"smoothness on monitors up to 144 Hz. See also [member interface/editor/" +"unfocused_low_processor_mode_sleep_usec].\n" +"[b]Note:[/b] This setting is ignored if [member interface/editor/" +"update_continuously] is [code]true[/code], as enabling that setting disables " +"low-processor mode." +msgstr "" +"启用低处理器使用模式时帧之间的睡眠时间(以微秒为单位)。更高的值将导致更低的 " +"CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命。但是,更高的值会导致编辑器的响" +"应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 " +"[member interface/editor/unfocused_low_processor_mode_sleep_usec]。\n" +"[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 " +"[code]true[/code],则忽略该设置,因为启用该设置会禁用低处理器模式。" + msgid "" "The font to use for the editor interface. Must be a resource of a [Font] type " "such as a [code].ttf[/code] or [code].otf[/code] font file." @@ -43378,6 +45945,59 @@ msgstr "" "项卡不同的干扰模式设置。如果为 [code]false[/code],无干扰模式切换在所有选项卡" "之间共享。" +msgid "" +"If enabled, displays internal engine errors in toast notifications " +"(toggleable by clicking the \"bell\" icon at the bottom of the editor). No " +"matter the value of this setting, non-internal engine errors will always be " +"visible in toast notifications.\n" +"The default [b]Auto[/b] value will only enable this if the editor was " +"compiled with the [code]dev_build=yes[/code] SCons option (the default is " +"[code]dev_build=no[/code])." +msgstr "" +"如果启用,则会使用吐司通知的形式显示引擎的内部错误(可通过点击编辑器底部的“铃" +"铛”图标切换)。无论这个设置项是什么值,非引擎内部错误都会在吐司通知中显示。\n" +"默认的 [b]Auto[/b] 只会在使用 [code]dev_build=yes[/code] SCons 选项(默认为 " +"[code]dev_build=no[/code])编译的编辑器中启用该功能。" + +msgid "" +"If [code]true[/code], embed modal windows such as docks inside the main " +"editor window. When single-window mode is enabled, tooltips will also be " +"embedded inside the main editor window, which means they can't be displayed " +"outside of the editor window.\n" +"[b]Note:[/b] To query whether the editor can use multiple windows in an " +"editor plugin, use [method EditorInterface.is_multi_window_enabled] instead " +"of querying the value of this editor setting." +msgstr "" +"如果为 [code]true[/code],则在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单窗" +"口模式时,工具提示也将被嵌入到主编辑器窗口中,这意味着它们不能显示在编辑器窗口" +"之外。\n" +"[b]注意:[/b]要查询编辑器是否可以在编辑器插件中使用多个窗口,请使用 [method " +"EditorInterface.is_multi_window_enabled] 而不是查询该编辑器设置的值。" + +msgid "Editor UI default layout direction." +msgstr "编辑器 UI 默认布局方向。" + +msgid "" +"When the editor window is unfocused, the amount of sleeping between frames " +"when the low-processor usage mode is enabled (in microseconds). Higher values " +"will result in lower CPU/GPU usage, which can improve battery life on laptops " +"(in addition to improving the running project's performance if the editor has " +"to redraw continuously). However, higher values will result in a less " +"responsive editor. The default value is set to limit the editor to 20 FPS " +"when the editor window is unfocused. See also [member interface/editor/" +"low_processor_mode_sleep_usec].\n" +"[b]Note:[/b] This setting is ignored if [member interface/editor/" +"update_continuously] is [code]true[/code], as enabling that setting disables " +"low-processor mode." +msgstr "" +"当编辑器窗口未聚焦时,启用低处理器使用模式时帧之间的睡眠量(以微秒为单位)。更" +"高的值将导致更低的 CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命(如果编辑器" +"必须连续重绘,还可以提高正在运行的项目的性能)。但是,更高的值会导致编辑器的响" +"应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。另见 " +"[member interface/editor/low_processor_mode_sleep_usec]。\n" +"[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 " +"[code]true[/code],则忽略该设置,因为启用该设置会禁用低处理器模式。" + msgid "" "If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " "system global menu.\n" @@ -43387,11 +46007,68 @@ msgstr "" "菜单。\n" "专用于 macOS 平台。" +msgid "" +"Sets the V-Sync mode for the editor. Does not affect the project when run " +"from the editor (this is controlled by [member ProjectSettings.display/window/" +"vsync/vsync_mode]).\n" +"Depending on the platform and used renderer, the engine will fall back to " +"[b]Enabled[/b] if the desired mode is not supported.\n" +"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " +"Forward+ and Mobile rendering methods, not Compatibility." +msgstr "" +"设置编辑器的垂直同步模式。从编辑器运行时不会影响项目(这是由 [member " +"ProjectSettings.display/window/vsync/vsync_mode] 控制的)。\n" +"根据平台和使用的渲染器,如果不支持所需的模式,引擎将回退到[b]启用[/b]。\n" +"[b]注意:[/b]除[b]启用[/b]之外的垂直同步模式,仅支持 Forward+ 和 Mobile 渲染方" +"式,不支持 Compatibility。" + +msgid "" +"The default color picker mode to use when opening [ColorPicker]s in the " +"editor. This mode can be temporarily adjusted on the color picker itself." +msgstr "" +"在编辑器中打开 [ColorPicker] 时使用的默认取色器模式。模式可以在取色器中临时调" +"整。" + +msgid "" +"The default color picker shape to use when opening [ColorPicker]s in the " +"editor. This shape can be temporarily adjusted on the color picker itself." +msgstr "" +"在编辑器中打开 [ColorPicker] 时使用的默认取色器形状。形状可以在取色器中临时调" +"整。" + +msgid "" +"If [code]true[/code], forces all property groups to be expanded in the " +"Inspector dock and prevents collapsing them." +msgstr "" +"如果为 [code]true[/code],则会在检查器面板中强制展开所有属性分组,阻止折叠。" + msgid "" "Base speed for increasing/decreasing float values by dragging them in the " "inspector." msgstr "在检查器中通过拖动来调整浮点数大小时的基础变化速度。" +msgid "" +"If [code]true[/code], [Vector2] and [Vector2i] properties are shown on a " +"single line in the inspector instead of two lines. This is overall more " +"compact, but it can be harder to view and edit large values without expanding " +"the inspector horizontally." +msgstr "" +"如果为 [code]true[/code],则检查器会将 [Vector2] 和 [Vector2i] 属性显示为一行" +"而不是两行。显示为一行更加紧凑,但如果不将检查器横向扩大,对较大数值的显示和编" +"辑就会更加困难。" + +msgid "" +"If [code]true[/code], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], " +"[Rect2i], [Plane], and [Quaternion] properties are shown on a single line in " +"the inspector instead of multiple lines. This is overall more compact, but it " +"can be harder to view and edit large values without expanding the inspector " +"horizontally." +msgstr "" +"如果为 [code]true[/code],则检查器会将 [Vector3]、[Vector3i]、[Vector4]、" +"[Vector4i]、[Rect2]、[Rect2i]、[Plane]、[Quaternion] 属性显示为一行而不是多" +"行。显示为一行更加紧凑,但如果不将检查器横向扩大,对较大数值的显示和编辑就会更" +"加困难。" + msgid "" "The number of [Array] or [Dictionary] items to display on each \"page\" in " "the inspector. Higher values allow viewing more values per page, but take " @@ -43402,6 +46079,24 @@ msgstr "" "可以查看的值就越多,但也会花越多的时间进行加载。在编辑器中选中具有很多数组或字" "典属性的节点时,这些多出来的加载时间就会很显著。" +msgid "" +"If [code]true[/code], subresources can be edited in the current inspector " +"view. If the resource type is defined in [member interface/inspector/" +"resources_to_open_in_new_inspector] or if this setting is [code]false[/code], " +"attempting to edit a subresource always opens a new inspector view." +msgstr "" +"如果为 [code]true[/code],则可以在当前检查器视图中编辑子资源。如果资源类型包含" +"在 [member interface/inspector/resources_to_open_in_new_inspector] 中,或者这" +"个设置为 [code]false[/code],则尝试编辑子资源时始终会打开新的检查器视图。" + +msgid "" +"List of resources that should always be opened in a new inspector view, even " +"if [member interface/inspector/open_resources_in_current_inspector] is " +"[code]true[/code]." +msgstr "" +"即便 [member interface/inspector/open_resources_in_current_inspector] 为 " +"[code]true[/code],也应该在新的检查器视图中打开的资源的列表。" + msgid "" "If [code]true[/code], display OpenType features marked as [code]hidden[/code] " "by the font file in the [Font] editor." @@ -43409,6 +46104,23 @@ msgstr "" "如果为 [code]true[/code],则在 [Font] 编辑器中,显示被字体文件标记为 " "[code]hidden[/code] 的 OpenType 特性。" +msgid "" +"If [code]true[/code], multiple window support in editor is enabled. The " +"following panels can become dedicated windows (i.e. made floating): Docks, " +"Script editor, and Shader editor.\n" +"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/" +"code], the multi window support is always disabled.\n" +"[b]Note:[/b] To query whether the editor can use multiple windows in an " +"editor plugin, use [method EditorInterface.is_multi_window_enabled] instead " +"of querying the value of this editor setting." +msgstr "" +"如果为 [code]true[/code],将启用编辑器的多窗口支持。以下面板可以成为独立窗口" +"(即浮动):停靠面板、脚本编辑器、着色器编辑器。\n" +"[b]注意:[/b][member interface/editor/single_window_mode] 为 [code]true[/" +"code] 时,多窗口支持始终处于禁用状态。\n" +"[b]注意:[/b]要查询编辑器是否可以在编辑器插件中使用多个窗口,请使用 [method " +"EditorInterface.is_multi_window_enabled] 而不是查询该编辑器设置的值。" + msgid "" "If [code]true[/code], when panels are made floating they will be maximized.\n" "If [code]false[/code], when panels are made floating their position and size " @@ -43456,6 +46168,16 @@ msgid "" "(pressed and hovered items)." msgstr "用于编辑器中“高亮显示”的用户界面元素(按下和悬停的项目)的颜色。" +msgid "" +"The extra spacing to add to various GUI elements in the editor (in pixels). " +"Increasing this value is useful to improve usability on touch screens, at the " +"cost of reducing the amount of usable screen real estate.\n" +"See also [member interface/theme/spacing_preset]." +msgstr "" +"添加到编辑器中各种 GUI 元素的额外间距(以像素为单位)。增加该值有助于提高触摸" +"屏的可用性,但代价是减少可用屏幕空间。\n" +"另见 [member interface/theme/spacing_preset]。" + msgid "" "The base color to use for user interface elements in the editor. Secondary " "colors (such as darker/lighter variants) are derived from this color." @@ -43463,6 +46185,13 @@ msgstr "" "用于编辑器中用户界面元素的基色。次要颜色(例如较深/较浅的变体)是从这种颜色派" "生的。" +msgid "" +"The base spacing used by various GUI elements in the editor (in pixels). See " +"also [member interface/theme/spacing_preset]." +msgstr "" +"编辑器中各种 GUI 元素使用的基本间距(单位为像素)。另请参阅 [member interface/" +"theme/spacing_preset]。" + msgid "The border size to use for interface elements (in pixels)." msgstr "界面元素的边框大小(单位为像素)。" @@ -43673,6 +46402,13 @@ msgstr "" "编辑器底部[b]输出[/b]面板中的字体大小。该设置不会影响脚本编辑器的字体大小(见 " "[member interface/editor/code_font_size])。" +msgid "" +"If [code]true[/code], on Linux/BSD, the editor will check for Wayland first " +"instead of X11 (if available)." +msgstr "" +"如果为 [code]true[/code],在 Linux/BSD 上,编辑器将首先检查 Wayland 而不是 X11" +"(如果可用)。" + msgid "" "The Android window to display the project on when starting the project from " "the editor.\n" @@ -43968,6 +46704,21 @@ msgstr "" "[b]注意:[/b]可以在按住 [kbd]Alt[/kbd] 的同时,使用鼠标滚轮将滚动速度暂时提高 " "5 倍。" +msgid "" +"If [code]true[/code], adds [url=$DOCS_URL/tutorials/scripting/gdscript/" +"static_typing.html]GDScript static typing[/url] hints such as [code]-> void[/" +"code] and [code]: int[/code] when using code autocompletion or when creating " +"onready variables by drag and dropping nodes into the script editor while " +"pressing the [kbd]Ctrl[/kbd] key. If [code]true[/code], newly created scripts " +"will also automatically have type hints added to their method parameters and " +"return types." +msgstr "" +"如果为 [code]true[/code] ,则在使用代码自动补全时,或在按下 [kbd]Ctrl[/kbd] 键" +"的同时将节点拖放到脚本编辑器中创建 onready 变量时,将添加 [url=$DOCS_URL/" +"tutorials/scripting/gdscript/static_typing.html]GDScript 静态类型[/url] 提示," +"类型提示类似 [code]-> void[/code] 和 [code]: int[/code] 。如果为 [code]true[/" +"code],则新创建的脚本也会自动将类型提示添加到其方法参数和返回类型中。" + msgid "" "If [code]true[/code], automatically completes braces when making use of code " "completion." @@ -45829,441 +48580,17 @@ msgstr "" msgid "Provides access to engine properties." msgstr "提供对引擎属性的访问。" -msgid "" -"The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." -msgstr "" -"[Engine] 单例使你可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。" - -msgid "" -"Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if \"64\" in Engine.get_architecture_name():\n" -" print(\"Running a 64-bit build of Godot.\")\n" -"else:\n" -" print(\"Running a 32-bit build of Godot.\")\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"Running a 64-bit build of Godot.\");\n" -"else\n" -" GD.Print(\"Running a 32-bit build of Godot.\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." -msgstr "" -"返回构建 Godot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 " -"[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]arm32[/" -"code]、[code]rv64[/code]、[code]riscv[/code]、[code]ppc64[/code]、[code]ppc[/" -"code]、[code]wasm64[/code] 和 [code]wasm32[/code]。\n" -"要检测当前 CPU 架构是否为 64 位,可以利用所有 64 位架构名称中都包含 [code]64[/" -"code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if \"64\" in Engine.get_architecture_name():\n" -" print(\"正在运行 64 位 Godot。\")\n" -"else:\n" -" print(\"正在运行 32 位 Godot。\")\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"正在运行 64 位 Godot。\");\n" -"else\n" -" GD.Print(\"正在运行 32 位 Godot。\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b][method get_architecture_name] 返回的[i]不是[/i]主机 CPU 架构的名" -"称。例如,如果在 x86_64 系统上运行 x86_32 的 Godot 二进制文件,那么返回值将是 " -"[code]x86_32[/code]。" - -msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" -msgstr "" -"返回一个字典中的引擎作者信息。\n" -"[code]lead_developers[/code] - 字符串的数组,主要开发者的名字\n" -"[code]founders[/code] - 创始人姓名的字符串数组\n" -"[code]project_managers[/code] - 项目经理姓名的字符串数组\n" -"[code]developers[/code] - 开发者名称的字符串数组" - -msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" -msgstr "" -"返回一个版权信息字典数组。\n" -"[code]name[/code] - 字符串,组件名称。\n" -"[code]partic[/code] - 描述组件子部分的字典数组 {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]}" - -msgid "" -"Returns a Dictionary of Arrays of donor names.\n" -"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " -"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " -"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" -"code], [code]bronze_donors[/code]}" -msgstr "" -"返回捐赠者姓名数组的字典。\n" -"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " -"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " -"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" -"code], [code]bronze_donors[/code]}" - -msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" -"返回绘制的总帧数。在无头平台上,或者如果通过命令行使用 [code]--disable-render-" -"loop[/code] 禁用渲染循环,[method get_frames_drawn] 总是返回 [code]0[/code]。" -"请参阅 [method get_process_frames]。" - -msgid "Returns the frames per second of the running game." -msgstr "返回运行游戏的每秒帧数。" - -msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "返回 Godot 所使用的许可证的 Dictionary 字典列表,其中包括第三方组件。" - -msgid "Returns Godot license text." -msgstr "返回Godot许可证文本。" - -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "返回主循环对象(请参阅[MainLoop]和[SceneTree])。" - -msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " -"get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _physics_process(_delta):\n" -" if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _PhysicsProcess(double delta)\n" -"{\n" -" base._PhysicsProcess(delta);\n" -"\n" -" if (Engine.GetPhysicsFrames() % 2 == 0)\n" -" {\n" -" // Run expensive logic only once every 2 physics frames here.\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回自引擎初始化以来通过的总帧数,该帧数在每个[b]物理帧[/b]上行进。参阅 " -"[method get_process_frames]。\n" -"[method get_physics_frames] 可用于在不依赖 [Timer] 的情况下,减少运行昂贵的逻" -"辑的次数:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _physics_process(_delta):\n" -" if Engine.get_physics_frames() % 2 == 0:\n" -" pass # 此处每 2 个物理帧仅运行一次昂贵的逻辑。\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _PhysicsProcess(double delta)\n" -"{\n" -" base._PhysicsProcess(delta);\n" -"\n" -" if (Engine.GetPhysicsFrames() % 2 == 0)\n" -" {\n" -" // 此处每 2 个物理帧仅运行一次昂贵的逻辑。\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。" -msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " -"get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) frames " -"here.\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Process(double delta)\n" -"{\n" -" base._Process(delta);\n" -"\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" -" {\n" -" // Run expensive logic only once every 2 physics frames here.\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回自引擎初始化以来通过的总帧数,无论渲染循环是否启用,每个[b]处理帧[/b]都会" -"行进。另见 [method get_frames_drawn] 和 [method get_physics_frames]。\n" -"[method get_process_frames] 可用于在不依赖 [Timer] 的情况下,减少运行昂贵的逻" -"辑的次数:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # 此处每 2 个处理(渲染)帧仅运行一次昂贵的逻辑。\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Process(double delta)\n" -"{\n" -" base._Process(delta);\n" -"\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" -" {\n" -" // 此处每 2 个处理(渲染)帧仅运行一次昂贵的逻辑。\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "返回给定索引处的 [ScriptLanguage] 实例。" - msgid "" "Returns the number of available script languages. Use with [method " "get_script_language]." msgstr "返回可用脚本语言的数量。请配合 [method get_script_language] 使用。" -msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, e." -"g. GodotPayments." -msgstr "" -"返回具有给定名称 [param name] 的全局单例。常用于插件,例如 GodotPayments。" - -msgid "Returns a list of available global singletons." -msgstr "返回可用全局单例的列表。" - -msgid "" -"Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." -msgstr "" -"返回 [MovieWriter] 的输出文件的路径,如果引擎未在 Movie Maker 模式下启动,则返" -"回一个空字符串。该路径可以是绝对路径或相对路径,具体取决于用户指定它的方式。" - -msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "" -"如果全局范围内存在具有给定 [param name] 的单例,则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally running " -"\"game\" code that would affect the scene state while in the editor:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.is_editor_hint():\n" -" draw_gizmos()\n" -"else:\n" -" simulate_physics()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.IsEditorHint())\n" -" DrawGizmos();\n" -"else\n" -" SimulatePhysics();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " -"code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in the " -"editor and when running the project from the editor, but it will evaluate to " -"[code]false[/code] when the code is run from an exported project." -msgstr "" -"如果脚本当前正在编辑器中运行,则返回 [code]true[/code],否则返回 [code]false[/" -"code]。这对于 [code]@tool[/code] 脚本很有用,可以有条件地绘制编辑器助手,或者" -"防止在编辑器中意外运行会影响场景状态的“游戏”代码:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.is_editor_hint():\n" -" draw_gizmos()\n" -"else:\n" -" simulate_physics()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.IsEditorHint())\n" -" DrawGizmos();\n" -"else\n" -" SimulatePhysics();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]《在编辑器中运行代码》[/url]。\n" -"[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如,当按 [kbd]F5[/" -"kbd] 时),请改用 [method OS.has_feature] 和 [code]\"editor\"[/code] 参数。" -"[code]OS.has_feature(\"editor\")[/code] 将在编辑器中运行代码和从编辑器运行项目" -"时,被评估为 [code]true[/code];但当代码从导出的项目运行时,它将被评估为 " -"[code]false[/code]。" - -msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and physics " -"phase of the game loop." -msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。" - -msgid "" -"Registers a [ScriptLanguage] instance to be available with " -"[code]ScriptServer[/code].\n" -"Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" -"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains " -"a language with similar extension/name/type" -msgstr "" -"注册一个 [ScriptLanguage] 实例以供 [code]ScriptServer[/code] 使用。\n" -"返回:\n" -"- [constant OK] 成功\n" -"- [constant ERR_UNAVAILABLE] 如果 [code]ScriptServer[/code] 已达到限制,并且无" -"法注册任何新语言\n" -"- [constant ERR_ALREADY_EXISTS] 如果 [code]ScriptServer[/code] 已经包含一个具" -"有相似扩展名/名称/类型的语言" - -msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." -msgstr "将给定的对象注册为单例,名称 [param name] 全局可用。" - -msgid "" -"Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" -"Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" -msgstr "" -"从 [code]ScriptServer[/code] 注销该 [ScriptLanguage] 实例。\n" -"返回:\n" -"- [constant OK] 成功\n" -"- [constant ERR_DOES_NOT_EXIST] 如果该语言尚未在 [code]ScriptServer[/code] 中" -"注册" - -msgid "" -"Unregisters the singleton registered under [param name]. The singleton object " -"is not freed. Only works with user-defined singletons created with [method " -"register_singleton]." -msgstr "" -"将名称为 [param name] 的单例解除注册。该单例对象不会被释放。仅能够对通过 " -"[method register_singleton] 创建的用户定义单例使用。" - -msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second may " -"still be below this value if the CPU or GPU cannot keep up with the project " -"logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number " -"cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), " -"using a FPS limit a few frames lower than the monitor's refresh rate will " -"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " -"avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, " -"not CPU-bottlenecked scenarios.\n" -"See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." -msgstr "" -"每秒可渲染的最大帧数。值为 [code]0[/code] 表示“无限制”。如果 CPU 或 GPU 跟不上" -"项目逻辑和渲染的速度,实际的每秒帧数仍可能低于这个值。\n" -"限制 FPS 会对降低系统功耗很有帮助,可以减少热量和噪音排放(并延长移动设备的电" -"池寿命)。\n" -"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 " -"[code]Enabled[/code] 或 [code]Adaptive[/code] ,则该设置将被优先考虑,并且强制" -"的 FPS 数不能超过显示器的刷新率。\n" -"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 " -"[code]Enabled[/code],在启用了可变刷新率(G-Sync/FreeSync)的显示器上,使用比" -"显示器刷新率低几帧的 FPS 限制,将[url=https://blurbusters.com/howto-low-lag-" -"vsync-on/]减少输入延迟,同时可以避免撕裂[/url]。\n" -"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 " -"[code]Disabled[/code],则与无上限的帧率相比,将 FPS 限制为可以在系统上持续达到" -"的高值,可以减少输入滞后。由于这是通过确保 GPU 负载低于 100% 来实现的,这种延" -"迟减少仅在 GPU 瓶颈场景中有效,在 CPU 瓶颈的情况下无效。\n" -"另见 [member physics_ticks_per_second] 和 [member ProjectSettings.application/" -"run/max_fps]。" - -msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " -"consistently used in physics calculations. To avoid this, increase [member " -"max_physics_steps_per_frame] if you have increased [member " -"physics_ticks_per_second] significantly above its default value." -msgstr "" -"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,防" -"止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member " -"physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],游" -"戏看上去会是降速的。即便在物理计算中始终使用 [code]delta[/code] 也一样会发生。" -"要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于默认" -"值,那么建议将 [member max_physics_steps_per_frame] 也调大。" - -msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." -msgstr "" -"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议" -"用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间" -"的偏差较大,但可以平滑帧速率的抖动。默认值 0.5 对于大多数人来说应该足够好了;" -"超过 2 的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" -"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 " -"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。" - msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " @@ -46293,28 +48620,6 @@ msgstr "" "physics_ticks_per_second],而且远大于默认值,那么建议将 [member " "max_physics_steps_per_frame] 也调大。" -msgid "" -"If [code]false[/code], stops printing error and warning messages to the " -"console and editor Output log. This can be used to hide error and warning " -"messages during unit test suite runs. This property is equivalent to the " -"[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted from " -"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] " -"script, this will also impact the editor itself. Do [i]not[/i] report bugs " -"before ensuring error messages are enabled (as they are by default).\n" -"[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." -msgstr "" -"如果为 [code]false[/code],则停止向控制台和编辑器输出日志打印错误和警告消息。" -"这可用于在单元测试套件运行期间隐藏错误和警告消息。该属性等效于 [member " -"ProjectSettings.application/run/disable_stderr] 项目设置。\n" -"[b]警告:[/b]如果在项目的任何地方将该项设置为 [code]false[/code],重要的错误消" -"息可能会被隐藏,即使它们是从其他脚本发出的。如果在 [code]@tool[/code] 脚本中将" -"该项设置为 [code]false[/code],这也会影响编辑器本身。在确保错误消息被启用(默" -"认情况下)之前,[i]不[/i]报告错误。\n" -"[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。" - msgid "Exposes the internal debugger." msgstr "暴露内部调试器。" @@ -46619,6 +48924,9 @@ msgstr "雾的颜色。" msgid "The fog's brightness. Higher values result in brighter fog." msgstr "雾的亮度。值越高,雾越亮。" +msgid "The fog mode. See [enum FogMode] for possible values." +msgstr "雾模式。可能的取值见 [enum FogMode]。" + msgid "" "The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/" "code] means that fog can fully obscure the sky. Lower values reduce the " @@ -46640,9 +48948,6 @@ msgstr "" "如果设置为 [code]0.0[/code] 以上,则根据视角以雾色渲染场景的定向光。这可以用来" "给人一种太阳正在“穿透”雾的印象。" -msgid "The glow blending mode." -msgstr "辉光混合模式。" - msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." @@ -46650,18 +48955,6 @@ msgstr "" "泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member " "glow_hdr_threshold] 成员更暗的区域中显示辉光。" -msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow will " -"look different due to the lower dynamic range available in the Mobile " -"rendering method." -msgstr "" -"如果为 [code]true[/code],则启用辉光效果。\n" -"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支持辉光,Compatibility 不支持。" -"使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态范" -"围较低。" - msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold will " "be clamped for the purposes of the glow effect." @@ -46692,84 +48985,6 @@ msgstr "" "辉光效果的整体亮度倍数。使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 " "[code]2.0[/code]),应将其增加到 [code]1.5[/code] 进行补偿。" -msgid "" -"The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." -msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。" - -msgid "The intensity of the 2nd level of glow." -msgstr "第 2 级辉光的强度。" - -msgid "The intensity of the 3rd level of glow." -msgstr "第 3 级辉光的强度。" - -msgid "The intensity of the 4th level of glow." -msgstr "第 4 级辉光的强度。" - -msgid "The intensity of the 5th level of glow." -msgstr "第 5 级辉光的强度。" - -msgid "The intensity of the 6th level of glow." -msgstr "第 6 级辉光的强度。" - -msgid "" -"The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." -msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。" - -msgid "" -"The texture that should be used as a glow map to [i]multiply[/i] the " -"resulting glow color according to [member glow_map_strength]. This can be " -"used to create a \"lens dirt\" effect. The texture's RGB color channels are " -"used for modulation, but the alpha channel is ignored.\n" -"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's " -"recommended to use a texture with an aspect ratio that matches your project's " -"base aspect ratio (typically 16:9)." -msgstr "" -"该纹理应被用作一个辉光贴图,以根据 [member glow_map_strength] [i]乘以[/i] 生成" -"的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调" -"制,但 Alpha 通道将被忽略。\n" -"[b]注意:[/b]该纹理将被拉伸以适应屏幕。因此,建议使用长宽比与项目的基本长宽比" -"(通常为 16:9)相匹配的纹理。" - -msgid "" -"How strong of an impact the [member glow_map] should have on the overall glow " -"effect. A strength of [code]0.0[/code] means the glow map has no effect on " -"the overall glow effect. A strength of [code]1.0[/code] means the glow has a " -"full effect on the overall glow effect (and can turn off glow entirely in " -"specific areas of the screen if the glow map has black areas)." -msgstr "" -"[member glow_map] 应该对整体发光效果产生多大的影响。[code]0.0[/code] 的强度," -"表示辉光贴图对整体辉光效果没有影响。[code]1.0[/code] 的强度,表示辉光对整体辉" -"光效果具有完全的效果(如果辉光贴图有黑色区域,则可以在屏幕的特定区域完全关闭辉" -"光)。" - -msgid "" -"When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " -"controls how much the source image is blended with the glow layer. A value of " -"[code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." -msgstr "" -"当使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 时,它控制源图" -"像与辉光层混合的程度。[code]0.0[/code] 的值使辉光渲染不可见,而 [code]1.0[/" -"code] 的值等效于 [constant GLOW_BLEND_MODE_REPLACE]。" - -msgid "" -"If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." -msgstr "" -"如果为 [code]true[/code],则辉光级别将被归一化,使强度的总和等于 [code]1.0[/" -"code]。" - -msgid "" -"The strength of the glow effect. This applies as the glow is blurred across " -"the screen and increases the distance and intensity of the blur. When using " -"the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." -msgstr "" -"辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 Mobile " -"渲染方法时应将其提高,对低动态范围进行补偿。" - msgid "The reflected (specular) light source." msgstr "反射(镜面反射)光源。" @@ -48650,6 +50865,21 @@ msgstr "清除对话框中所有添加的过滤器。" msgid "Clear all currently selected items in the dialog." msgstr "清除对话框中所有当前选定的项目。" +msgid "" +"Returns the default value index of the [OptionButton] or [CheckBox] with " +"index [param option]." +msgstr "" +"返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" + +msgid "" +"Returns the name of the [OptionButton] or [CheckBox] with index [param " +"option]." +msgstr "返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的名称。" + +msgid "" +"Returns an array of values of the [OptionButton] with index [param option]." +msgstr "返回索引为 [param option] 的 [OptionButton] 值的数组。" + msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" @@ -48664,6 +50894,19 @@ msgstr "" msgid "Invalidate and update the current dialog content list." msgstr "使当前对话框内容列表无效并更新。" +msgid "" +"Sets the default value index of the [OptionButton] or [CheckBox] with index " +"[param option]." +msgstr "" +"设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" + +msgid "" +"Sets the name of the [OptionButton] or [CheckBox] with index [param option]." +msgstr "设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的名称。" + +msgid "Sets the option values of the [OptionButton] with index [param option]." +msgstr "设置索引为 [param option] 的 [OptionButton] 的选项值。" + msgid "" "The file system access scope. See [enum Access] constants.\n" "[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or " @@ -48847,9 +51090,6 @@ msgstr "在编辑器中实例化给定场景时发出。" msgid "Emitted when an external [param resource] had its file removed." msgstr "外部资源 [param resource] 的对应文件被移除时发出。" -msgid "A built-in type for floating point numbers." -msgstr "浮点数内置类型。" - msgid "" "The [float] built-in type is a 64-bit double-precision floating-point number, " "equivalent to [code]double[/code] in C++. This type has 14 reliable decimal " @@ -49143,6 +51383,18 @@ msgstr "" msgid "Returns the current line count." msgstr "返回当前的行数。" +msgid "" +"If [code]true[/code], reverses fill direction. Horizontal [FlowContainer]s " +"will fill rows bottom to top, vertical [FlowContainer]s will fill columns " +"right to left.\n" +"When using a vertical [FlowContainer] with a right to left [member Control." +"layout_direction], columns will fill left to right instead." +msgstr "" +"如果为 [code]true[/code] ,则翻转填充方向。水平的 [FlowContainer] 会从下往上一" +"行行填充,垂直的 [FlowContainer] 会从右往左一列列填充。\n" +"如果使用的是垂直的 [FlowContainer] 和从右至左的 [member Control." +"layout_direction],则会从左往右一列列填充。" + msgid "" "If [code]true[/code], the [FlowContainer] will arrange its children " "vertically, rather than horizontally.\n" @@ -49152,12 +51404,6 @@ msgstr "" "列。\n" "使用 [HFlowContainer] 和 [VFlowContainer] 时不能改变。" -msgid "The horizontal separation of children nodes." -msgstr "子节点的水平分隔量。" - -msgid "The vertical separation of children nodes." -msgstr "子节点的垂直分隔量。" - msgid "" "A material that controls how volumetric fog is rendered, to be assigned to a " "[FogVolume]." @@ -49417,19 +51663,6 @@ msgstr "" "[b]注意:[/b]字符串的实际上高是上下文相关的,并且可能与该函数返回的值有很大不" "同。仅将其用作粗略估计(例如作为空行的上高)。" -msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" -"[b]Note:[/b] Do not use this function to calculate width of the string " -"character by character, use [method get_string_size] or [TextLine] instead. " -"The height returned is the font height (see also [method get_height]) and has " -"no relation to the glyph height." -msgstr "" -"返回字符的大小,如果提供了下一个字符,则可以选择考虑字距调整。\n" -"[b]注意:[/b]不要使用这个函数逐个字符地计算字符串的宽度,而是使用 [method " -"get_string_size] 或 [TextLine]。返回的高度是字体高度(另见 [method " -"get_height])并且与字形高度无关。" - msgid "" "Returns the average font descent (number of pixels below the baseline).\n" "[b]Note:[/b] Real descent of the string is context-dependent and can be " @@ -50276,6 +52509,47 @@ msgstr "" "例如,要通过倾斜来模拟斜体字体,请应用以下变换 [code]Transform2D(1.0, slant, " "0.0, 1.0, 0.0, 0.0)[/code]。" +msgid "Framebuffer cache manager for Rendering Device based renderers." +msgstr "基于渲染设备的渲染器的帧缓冲区缓存管理器。" + +msgid "A native library for GDExtension." +msgstr "GDExtension 的原生库。" + +msgid "Returns [code]true[/code] if this extension's library has been opened." +msgstr "如果该扩展的库已被打开,则返回 [code]true[/code]。" + +msgid "Provides access to GDExtension functionality." +msgstr "提供对 GDExtension 功能的访问。" + +msgid "" +"Returns the [GDExtension] at the given file [param path], or [code]null[/" +"code] if it has not been loaded or does not exist." +msgstr "" +"返回给定文件 [param path] 处的 [GDExtension],如果尚未加载或不存在,则返回 " +"[code]null[/code]。" + +msgid "Returns the file paths of all currently loaded extensions." +msgstr "返回所有当前加载的扩展的文件路径。" + +msgid "" +"Returns [code]true[/code] if the extension at the given file [param path] has " +"already been loaded successfully. See also [method get_loaded_extensions]." +msgstr "" +"如果给定文件 [param path] 处的扩展已成功加载,则返回 [code]true[/code]。另请参" +"阅 [method get_loaded_extensions]。" + +msgid "Emitted after the editor has finished reloading one or more extensions." +msgstr "在编辑器已完成重新加载一个或多个扩展后发出。" + +msgid "The extension has loaded successfully." +msgstr "扩展已被成功加载。" + +msgid "The extension has already been loaded." +msgstr "扩展已被加载。" + +msgid "The extension has not been loaded." +msgstr "扩展尚未被加载。" + msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" @@ -51191,6 +53465,21 @@ msgstr "" "c] 相交。如果相交,则将交点作为 [Vector3] 返回。如果不相交,则返回 " "[code]null[/code]。" +msgid "" +"Tetrahedralizes the volume specified by a discrete set of [param points] in " +"3D space, ensuring that no point lies within the circumsphere of any " +"resulting tetrahedron. The method returns a [PackedInt32Array] where each " +"tetrahedron consists of four consecutive point indices into the [param " +"points] array (resulting in an array with [code]n * 4[/code] elements, where " +"[code]n[/code] is the number of tetrahedra found). If the tetrahedralization " +"is unsuccessful, an empty [PackedInt32Array] is returned." +msgstr "" +"对 3D 空间中由离散的 [param points] 集指定的区域进行四面体化,确保没有点位于任" +"何生成的四面体的外接球内。该方法返回一个 [PackedInt32Array],其中每个四面体由 " +"[param points] 中的四个连续点的索引组成(即返回的数组将具有 [code]n * 4[/" +"code] 个元素,其中 [code]n[/code] 是找到的四面体的数量)。如果四面体化没有成" +"功,则返回一个空的 [PackedInt32Array]。" + msgid "Base node for geometry-based visual instances." msgstr "基于几何图形的视觉实例的基础节点。" @@ -51548,6 +53837,36 @@ msgstr "" "可以提供更平滑的过渡。淡出范围由 [member visibility_range_begin_margin] 和 " "[member visibility_range_end_margin] 决定。" +msgid "Represents a GLTF accessor." +msgstr "代表 GLTF 访问器。" + +msgid "Represents a GLTF buffer view." +msgstr "代表 GLTF 缓冲区视图。" + +msgid "" +"The index of the buffer this buffer view is referencing. If [code]-1[/code], " +"this buffer view is not referencing any buffer." +msgstr "" +"这个缓冲视图所引用的缓冲索引。如果为 [code]-1[/code],则这个缓冲视图并没有引用" +"任何缓冲。" + +msgid "" +"The length, in bytes, of this buffer view. If [code]0[/code], this buffer " +"view is empty." +msgstr "" +"这个缓冲视图的长度,单位为字节。如果为 [code]0[/code],则这个缓冲视图为空。" + +msgid "" +"The offset, in bytes, from the start of the buffer to the start of this " +"buffer view." +msgstr "这个缓冲视图的起点相对于缓冲起点的偏移量,单位为字节。" + +msgid "" +"The stride, in bytes, between interleaved data. If [code]-1[/code], this " +"buffer view is not interleaved." +msgstr "" +"交错数据的步幅,单位为字节。如果为 [code]-1[/code],则这个缓冲视图不是交错的。" + msgid "Represents a GLTF camera." msgstr "代表 GLTF 相机。" @@ -51710,6 +54029,17 @@ msgstr "" msgid "Unregisters the given [GLTFDocumentExtension] instance." msgstr "将给定的 [GLTFDocumentExtension] 实例取消注册。" +msgid "" +"Takes a [GLTFState] object through the [param state] parameter and writes a " +"glTF file to the filesystem.\n" +"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary " +"file or a .gltf text file." +msgstr "" +"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF 文件写入文件系" +"统。\n" +"[b]注意:[/b]glTF 文件的扩展名决定了它是一个 .glb 二进制文件还是一个 .gltf 文" +"本文件。" + msgid "" "The user-friendly name of the export image format. This is used when " "exporting the GLTF file, including writing to a file and writing to a byte " @@ -51812,6 +54142,24 @@ msgstr "" "在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据,处" "理成可以被 [method _export_node] 使用的格式。" +msgid "" +"Part of the export process. This method is run after [method " +"_get_saveable_image_formats] and before [method _export_post]. If this " +"[GLTFDocumentExtension] is used for exporting images, this runs after [method " +"_serialize_texture_json].\n" +"This method can be used to modify the final JSON of each node. Data should be " +"primarily stored in [param gltf_node] prior to serializing the JSON, but the " +"original Godot [param node] is also provided if available. The node may be " +"null if not available, such as when exporting GLTF data not generated from a " +"Godot scene." +msgstr "" +"导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method " +"_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 " +"[method _serialize_texture_json] 之后运行。\n" +"该方法可用于修改每个节点的最终 JSON。在序列化 JSON 之前,数据应主要被存储在 " +"[param gltf_node] 中,但如果原始 Godot [param node] 可用,它也将被提供。如果该" +"节点不可用,例如当导出不是从 Godot 场景生成的 GLTF 数据时,该节点可能为 null。" + msgid "" "Part of the export process. This method is run last, after all other parts of " "the export process.\n" @@ -51927,6 +54275,18 @@ msgstr "" "导入过程的一部分。该方法在最后运行,在导入过程的所有其他部分之后。\n" "该方法可用于修改导入过程生成的最终 Godot 场景。" +msgid "" +"Part of the import process. This method is run after [method " +"_parse_node_extensions] and before [method _generate_scene_node].\n" +"This method can be used to modify any of the data imported so far after " +"parsing, before generating the nodes and then running the final per-node " +"import step." +msgstr "" +"导入过程的一部分。该方法在 [method _parse_node_extensions] 之后 [method " +"_generate_scene_node] 之前运行。\n" +"该方法可用于在解析后、生成节点并运行最终的各节点导入步骤之前,修改到目前为止导" +"入的任何数据。" + msgid "" "Part of the import process. This method is run first, before all other parts " "of the import process.\n" @@ -52165,12 +54525,6 @@ msgstr "" "如果该 GLTF 节点是一个相机,则 [GLTFState] 中 [GLTFCamera] 的索引将描述该相机" "的属性。如果为 -1,则该节点不是相机。" -msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." -msgstr "" -"[GLTFState] 中子节点的索引。如果该 GLTF 节点没有子节点,则这将是一个空数组。" - msgid "" "How deep into the node hierarchy this node is. A root node will have a height " "of 0, its children will have a height of 1, and so on. If -1, the height has " @@ -52233,14 +54587,37 @@ msgstr "" msgid "Represents a GLTF physics body." msgstr "代表 GLTF 物理体。" +msgid "" +"Represents a physics body as an intermediary between the " +"[code]OMI_physics_body[/code] GLTF data and Godot's nodes, and it's " +"abstracted in a way that allows adding support for different GLTF physics " +"extensions in the future." +msgstr "" +"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Godot 节点之间的中" +"介,并且它的抽象方式允许在未来添加对不同 GLTF 物理扩展的支持。" + msgid "OMI_physics_body GLTF extension" msgstr "OMI_physics_body GLTF 扩展" +msgid "" +"Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary] in " +"the [code]OMI_physics_body[/code] GLTF extension format." +msgstr "" +"通过解析 [code]OMI_physics_body[/code] GLTF 扩展格式中给定的 [Dictionary],创" +"建新的 GLTFPhysicsBody 实例。" + msgid "" "Create a new GLTFPhysicsBody instance from the given Godot " "[CollisionObject3D] node." msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。" +msgid "" +"Serializes this GLTFPhysicsBody instance into a [Dictionary]. It will be in " +"the format expected by the [code]OMI_physics_body[/code] GLTF extension." +msgstr "" +"将这个 GLTFPhysicsBody 实例序列化到 [Dictionary] 中。使用的是 " +"[code]OMI_physics_body[/code] GLTF 扩展所需要的格式。" + msgid "" "Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." msgstr "将这个 GLTFPhysicsBody 实例转换为 Godot [CollisionObject3D] 节点。" @@ -52251,12 +54628,36 @@ msgid "" msgstr "" "该物理体的角速度,单位为弧度每秒。仅在物体类型为“rigid”或“vehicle”时使用。" +msgid "" +"The type of the body. When importing, this controls what type of " +"[CollisionObject3D] node Godot should generate. Valid values are \"static\", " +"\"animatable\", \"character\", \"rigid\", \"vehicle\", and \"trigger\". When " +"exporting, this will be squashed down to one of \"static\", \"kinematic\", or " +"\"dynamic\" motion types, or the \"trigger\" property." +msgstr "" +"该物体的类型。导入时,控制 Godot 应该生成哪种类型的 [CollisionObject3D] 节点。" +"有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、和 " +"“trigger”。导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” 运动类型之" +"一,或为 “trigger” 属性。" + msgid "" "The center of mass of the body, in meters. This is in local space relative to " "the body. By default, the center of the mass is the body's origin." msgstr "" "该物体的质心,单位为米。使用相对于物体的局部空间。质心默认为物体的原点。" +msgid "" +"The inertia strength of the physics body, in kilogram meter squared (kg⋅m²). " +"This represents the inertia around the principle axes, the diagonal of the " +"inertia tensor matrix. This is only used when the body type is \"rigid\" or " +"\"vehicle\".\n" +"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"inertia will be calculated automatically." +msgstr "" +"物理体的惯性强度,单位为千克平方米(kg⋅m²)。这表示绕主轴的惯性,而该轴为惯性" +"张量矩阵的对角线。仅在物体类型为 “rigid” 或 “vehicle” 时使用。\n" +"当转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。" + msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" @@ -52281,6 +54682,19 @@ msgstr "该物理体的质量,单位为千克。仅在物体类型为“rigid msgid "Represents a GLTF physics shape." msgstr "代表 GLTF 物理形状。" +msgid "" +"Represents a physics shape as defined by the [code]OMI_physics_shape[/code] " +"or [code]OMI_collider[/code] GLTF extensions. This class is an intermediary " +"between the GLTF data and Godot's nodes, and it's abstracted in a way that " +"allows adding support for different GLTF physics extensions in the future." +msgstr "" +"代表由 [code]OMI_physics_shape[/code] 或 [code]OMI_collider[/code] GLTF 扩展定" +"义的物理形状。这个类是 GLTF 数据与 Godot 节点的中介,并且经过了抽象,支持将来" +"添加不同 GLTF 物理扩展。" + +msgid "OMI_physics_shape GLTF extension" +msgstr "OMI_physics_shape GLTF 扩展" + msgid "OMI_collider GLTF extension" msgstr "OMI_collider GLTF 扩展" @@ -52293,6 +54707,13 @@ msgid "" "[CollisionShape3D] node." msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。" +msgid "" +"Serializes this GLTFPhysicsShape instance into a [Dictionary] in the format " +"defined by [code]OMI_physics_shape[/code]." +msgstr "" +"将该 GLTFPhysicsShape 实例序列化为 [Dictionary],其格式由 " +"[code]OMI_physics_shape[/code] 定义。" + msgid "" "Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [CollisionShape3D] 节点。" @@ -52821,6 +55242,19 @@ msgstr "" msgid "Sets this node's properties to match a given [CPUParticles2D] node." msgstr "设置该节点的属性以匹配给定的 [CPUParticles2D] 节点。" +msgid "" +"Emits a single particle. Whether [param xform], [param velocity], [param " +"color] and [param custom] are applied depends on the value of [param flags]. " +"See [enum EmitFlags].\n" +"The default ParticleProcessMaterial will overwrite [param color] and use the " +"contents of [param custom] as [code](rotation, age, animation, lifetime)[/" +"code]." +msgstr "" +"发射单个粒子。是否应用 [param xform]、[param velocity]、[param color] 和 " +"[param custom] 取决于 [param flags] 的值。请参阅 [enum EmitFlags]。\n" +"默认的 ParticleProcessMaterial 将覆盖 [param color] 并使用 [param custom] 的内" +"容作为 [code](rotation, age, animation, lifetime)[/code]。" + msgid "Restarts all the existing particles." msgstr "重新启动所有现有的粒子。" @@ -54196,6 +56630,25 @@ msgid "" "and [param to_node]." msgstr "返回构成 [param from_node] 和 [param to_node] 之间的连接的点。" +msgid "" +"Returns an [Array] containing the list of connections. A connection consists " +"in a structure of the form [code]{ from_port: 0, from_node: \"GraphNode name " +"0\", to_port: 1, to_node: \"GraphNode name 1\" }[/code]." +msgstr "" +"返回包含连接列表的 [Array]。连接由以下形式的结构组成:[code]{ from_port: 0, " +"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }[/" +"code]。" + +msgid "" +"Returns an [Array] containing the list of connections that intersect with the " +"given [Rect2]. A connection consists in a structure of the form [code]" +"{ from_port: 0, from_node: \"GraphNode name 0\", to_port: 1, to_node: " +"\"GraphNode name 1\" }[/code]." +msgstr "" +"返回一个 [Array],其中包含与给定 [Rect2] 相交的连接列表。连接由以下形式的结构" +"组成:[code]{ from_port: 0, from_node: \"GraphNode name 0\", to_port: 1, " +"to_node: \"GraphNode name 1\" }[/code]。" + msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " @@ -54284,6 +56737,9 @@ msgstr "节点之间连线的曲率。0 得到的是直线。" msgid "The thickness of the lines between the nodes." msgstr "节点之间连线的粗细。" +msgid "The pattern used for drawing the grid." +msgstr "绘制网格时使用的图案。" + msgid "If [code]true[/code], the minimap is visible." msgstr "如果为 [code]true[/code],小图是可见的。" @@ -54457,6 +56913,24 @@ msgid "" "zoom." msgstr "[kbd]鼠标滚轮[/kbd]进行视图的移动,[kbd]Ctrl + 鼠标滚轮[/kbd]进行缩放。" +msgid "Draw the grid using solid lines." +msgstr "使用实线绘制网格。" + +msgid "Draw the grid using dots." +msgstr "使用点线绘制网格。" + +msgid "" +"Color the connection line is interpolated to based on the activity value of a " +"connection (see [method set_connection_activity])." +msgstr "" +"根据连接的活动值插入连接线的颜色(请参阅 [method set_connection_activity])。" + +msgid "Color of major grid lines/dots." +msgstr "主要栅格线/点的颜色。" + +msgid "Color of minor grid lines/dots." +msgstr "次要栅格线/点的颜色。" + msgid "The fill color of the selection rectangle." msgstr "选定的矩形的填充颜色。" @@ -54662,6 +57136,18 @@ msgid "" "slot_index]." msgstr "返回索引为 [param slot_index] 的插槽右侧(输出)的 [Color]。" +msgid "" +"Returns the left (input) custom [Texture2D] of the slot with the given [param " +"slot_index]." +msgstr "" +"返回具有给定 [param slot_index] 的插槽的左侧(输入)的自定义 [Texture2D]。" + +msgid "" +"Returns the right (output) custom [Texture2D] of the slot with the given " +"[param slot_index]." +msgstr "" +"返回具有给定 [param slot_index] 的插槽的右侧(输出)的自定义 [Texture2D]。" + msgid "" "Returns the left (input) type of the slot with the given [param slot_index]." msgstr "返回索引为 [param slot_index] 的插槽左侧(输入)的类型。" @@ -54751,6 +57237,20 @@ msgstr "" "将索引为 [param slot_index] 的插槽的右侧(输出)的 [Color] 设置为 [param " "color]。" +msgid "" +"Sets the custom [Texture2D] of the left (input) side of the slot with the " +"given [param slot_index] to [param custom_icon]." +msgstr "" +"将索引为 [param slot_index] 的插槽的左侧(输入)的自定义 [Texture2D] 设置为 " +"[param custom_icon]。" + +msgid "" +"Sets the custom [Texture2D] of the right (output) side of the slot with the " +"given [param slot_index] to [param custom_icon]." +msgstr "" +"将索引为 [param slot_index] 的插槽的右侧(输出)的自定义 [Texture2D] 设置为 " +"[param custom_icon]。" + msgid "" "Toggles the background [StyleBox] of the slot with the given [param " "slot_index]." @@ -55264,6 +57764,12 @@ msgstr "" "[b]性能:[/b]对 [HeightMapShape3D] 的碰撞检测比 [ConcavePolygonShape3D] 快,但" "与 [BoxShape3D] 等图元形状相比显著要慢。" +msgid "" +"Height map data. The array's size must be equal to [member map_width] " +"multiplied by [member map_depth]." +msgstr "" +"高度图数据。该数组的大小必须等于 [member map_width] 乘以 [member map_depth]。" + msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." @@ -55491,15 +57997,15 @@ msgstr "" "用 [StyleBoxLine] 绘制。" msgid "A horizontal slider that goes from left (min) to right (max)." -msgstr "从左(最小)到右(最大)的水平滚动条。" +msgstr "从左(最小)到右(最大)的水平滑块。" msgid "" "A horizontal slider, used to adjust a value by moving a grabber along a " "horizontal axis. It is a [Range]-based control and goes from left (min) to " "right (max)." msgstr "" -"水平滚动条,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 [Range],从" -"左(最小)到右(最大)滚动。" +"水平滑块,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 [Range],从左" +"(最小)到右(最大)滚动。" msgid "" "A container that splits two child controls horizontally and provides a " @@ -56115,6 +58621,12 @@ msgstr "" "HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD,并且要不" "是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。" +msgid "HTTP status code [code]305 Use Proxy[/code]." +msgstr "HTTP 状态码 [code]305 Use Proxy[/code]。" + +msgid "HTTP status code [code]306 Switch Proxy[/code]." +msgstr "HTTP 状态码 [code]306 Switch Proxy[/code]。" + msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " @@ -57984,30 +60496,12 @@ msgstr "" "式,也叫 Block Compression 3、BC3。能够压缩 RA 数据并将其解释为两个通道(红和" "绿)。另见 [constant FORMAT_DXT5]。" -msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." -msgstr "" -"[url=https://zh.wikipedia.org/wiki/" -"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" -"自适应可伸缩纹理压缩[/url]。这实现了 4x4(高质量)模式。" - msgid "" "Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU " "know it is used for HDR." msgstr "" "与 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以让 GPU 知道它用于 HDR。" -msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." -msgstr "" -"[url=https://zh.wikipedia.org/wiki/" -"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" -"自适应可伸缩纹理压缩[/url]。这实现了 8x8(低质量)模式。" - msgid "" "Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU " "know it is used for HDR." @@ -58127,16 +60621,6 @@ msgid "" "compressed into two channels)." msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。" -msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " -"used." -msgstr "表示应该使用高质量 4x4 ASTC 压缩格式的提示。" - -msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " -"used." -msgstr "表示应该使用低质量 8x8 ASTC 压缩格式的提示。" - msgid "Base class to add support for specific image formats." msgstr "用于添加特定图像格式支持的基类。" @@ -58794,6 +61278,14 @@ msgid "" "motor, and y is the strength of the strong motor." msgstr "返回手柄振动的强度:x 是弱马达的强度,y 是强马达的强度。" +msgid "" +"Returns the last mouse velocity in screen coordinates. To provide a precise " +"and jitter-free velocity, mouse velocity is only calculated every 0.1s. " +"Therefore, mouse velocity will lag mouse movements." +msgstr "" +"返回屏幕坐标中上次的鼠标速度。为了提供精确且无抖动的速度,鼠标速度仅每 0.1 秒" +"计算一次。因此,鼠标速度将滞后于鼠标移动。" + msgid "" "Returns the last mouse velocity. To provide a precise and jitter-free " "velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse " @@ -59008,43 +61500,6 @@ msgstr "" "阅文档中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]" "《输入示例》[/url]。" -msgid "" -"Feeds an [InputEvent] to the game. Can be used to artificially trigger input " -"events from code. Also generates [method Node._input] calls.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var cancel_event = InputEventAction.new()\n" -"cancel_event.action = \"ui_cancel\"\n" -"cancel_event.pressed = true\n" -"Input.parse_input_event(cancel_event)\n" -"[/gdscript]\n" -"[csharp]\n" -"var cancelEvent = new InputEventAction();\n" -"cancelEvent.Action = \"ui_cancel\";\n" -"cancelEvent.Pressed = true;\n" -"Input.ParseInputEvent(cancelEvent);\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"向游戏提供一个 [InputEvent]。可用于从代码中人为地触发输入事件。也会产生 " -"[method Node._input] 调用。\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var cancel_event = InputEventAction.new()\n" -"cancel_event.action = \"ui_cancel\"\n" -"cancel_event.pressed = true\n" -"Input.parse_input_event(cancel_event)\n" -"[/gdscript]\n" -"[csharp]\n" -"var cancelEvent = new InputEventAction();\n" -"cancelEvent.Action = \"ui_cancel\";\n" -"cancelEvent.Pressed = true;\n" -"Input.ParseInputEvent(cancelEvent);\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。" @@ -59060,40 +61515,6 @@ msgstr "" "PC 上的编辑器中。\n" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" -msgid "" -"Sets a custom mouse cursor image, which is only visible inside the game " -"window. The hotspot can also be specified. Passing [code]null[/code] to the " -"image parameter resets to the system cursor. See [enum CursorShape] for the " -"list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" -"[param hotspot] must be within [param image]'s size.\n" -"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " -"using an [AnimatedTexture], only the first frame will be displayed.\n" -"[b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] " -"compression modes are recommended. The [b]Video RAM[/b] compression mode can " -"be used, but it will be decompressed on the CPU, which means loading times " -"are slowed down and no memory is saved compared to lossless modes.\n" -"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " -"128×128. Cursor images larger than 32×32 will also only be displayed if the " -"mouse cursor image is entirely located within the page for [url=https://" -"chromestatus.com/feature/5825971391299584]security reasons[/url]." -msgstr "" -"设置自定义鼠标光标图像,该图像仅在游戏窗口内可见。还可以指定热点。将 " -"[code]null[/code] 传递给 image 参数将重置为系统光标。形状列表见 [enum " -"CursorShape]。\n" -"[param image] 的大小必须小于等于 256×256。为了避免渲染问题,建议使用小于等于 " -"128×128 的大小。\n" -"[param hotspot] 必须在 [param image] 的大小范围内。\n" -"[b]注意:[/b]不支持使用 [AnimatedTexture] 作为自定义鼠标光标。如果使用 " -"[AnimatedTexture],则只会显示第一帧。\n" -"[b]注意:[/b]推荐使用 [b]Lossless[/b]、[b]Lossy[/b] 或 [b]Uncompressed[/b] 压" -"缩模式。[b]Video RAM[/b] 压缩模式也可以,但会使用 CPU 解压,拖慢加载,相对于无" -"损模式也并不节省内存。\n" -"[b]注意:[/b]在网络平台上,光标图像允许的最大尺寸为 128×128。 出于" -"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有当" -"鼠标光标图像完全位于页面内时,大于 32×32 的光标图像才会显示。" - msgid "" "Sets the default cursor shape to be used in the viewport instead of [constant " "CURSOR_ARROW].\n" @@ -59156,6 +61577,28 @@ msgstr "" "理设备创建虚拟设备以进行重新映射。为了避免两次处理相同的输入设备,原始设备被添" "加到忽略列表中。" +msgid "" +"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " +"strong and a weak one. [param weak_magnitude] is the strength of the weak " +"motor (between 0 and 1) and [param strong_magnitude] is the strength of the " +"strong motor (between 0 and 1). [param duration] is the duration of the " +"effect in seconds (a duration of 0 will try to play the vibration " +"indefinitely). The vibration can be stopped early by calling [method " +"stop_joy_vibration].\n" +"[b]Note:[/b] Not every hardware is compatible with long effect durations; it " +"is recommended to restart an effect if it has to be played for more than a " +"few seconds.\n" +"[b]Note:[/b] For macOS, vibration is only supported in macOS 11 and later." +msgstr "" +"开始振动游戏手柄。游戏手柄通常带有两个震动马达,一强一弱。[param " +"weak_magnitude] 是弱马达的强度(介于 0 和 1 之间),[param strong_magnitude] " +"是强马达的强度(介于 0 和 1 之间)。[param duration] 是效果的持续时间(以秒为" +"单位)(持续时间为 0 将尝试无限期地播放振动)。调用 [method " +"stop_joy_vibration] 可以提前停止震动。\n" +"[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果播放的时长必须超过几秒钟," +"建议重新启动效果。\n" +"[b]注意:[/b]对于 macOS,仅 macOS 11 及更高版本支持振动。" + msgid "" "Stops the vibration of the joypad started with [method start_joy_vibration]." msgstr "停止使用 [method start_joy_vibration] 启动的游戏手柄的振动。" @@ -59198,6 +61641,22 @@ msgstr "" "[b]注意:[/b][method warp_mouse] 仅支持 Windows、macOS 和 Linux。它对 " "Android、iOS 和 Web 没有影响。" +msgid "" +"If [code]true[/code], sends mouse input events when tapping or swiping on the " +"touchscreen. See also [member ProjectSettings.input_devices/pointing/" +"emulate_mouse_from_touch]." +msgstr "" +"如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。另请参阅 " +"[member ProjectSettings.input_devices/pointing/emulate_mouse_from_touch]。" + +msgid "" +"If [code]true[/code], sends touch input events when clicking or dragging the " +"mouse. See also [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse]." +msgstr "" +"如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。另请参阅 " +"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse]。" + msgid "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。" @@ -59243,22 +61702,6 @@ msgid "" "be performed or for selections." msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" -msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." -msgstr "" -"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可用" -"(例如,有东西阻塞了主线程)。" - -msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." -msgstr "" -"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程中" -"仍然可以使用。" - msgid "" "Drag cursor. Usually displayed when dragging something.\n" "[b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is " @@ -59591,6 +62034,9 @@ msgstr "" "如果为 [code]true[/code],按钮的状态被按下。如果为 [code]false[/code],按钮的" "状态被释放。" +msgid "This property is never set by the engine and is always [code]0[/code]." +msgstr "该属性永远不会由引擎设置,并且始终为 [code]0[/code]。" + msgid "" "Represents axis motions (such as joystick or analog triggers) from a gamepad." msgstr "代表游戏手柄的轴运动(例如摇杆和模拟扳机)。" @@ -59645,6 +62091,13 @@ msgid "" "modifiers." msgstr "返回该事件 [member keycode] 及修饰键的 [String] 字符串表示。" +msgid "" +"Returns a [String] representation of the event's [member location]. This will " +"be a blank string if the event is not specific to a location." +msgstr "" +"返回事件的 [member location] 的 [String] 表示形式。如果该事件不特定于某个位" +"置,则这将是一个空白字符串。" + msgid "" "Returns a [String] representation of the event's [member physical_keycode] " "and modifiers." @@ -59838,6 +62291,135 @@ msgid "" "the slower the gesture is performed." msgstr "事件的量(或增量)。这个值越接近 [code]1.0[/code],手势执行地越快。" +msgid "" +"Represents a MIDI message from a MIDI device, such as a musical keyboard." +msgstr "代表来自 MIDI 设备的 MIDI 消息,例如来自音乐键盘。" + +msgid "" +"InputEventMIDI stores information about messages from [url=https://en." +"wikipedia.org/wiki/MIDI]MIDI[/url] (Musical Instrument Digital Interface) " +"devices. These may include musical keyboards, synthesizers, and drum " +"machines.\n" +"MIDI messages can be received over a 5-pin MIDI connector or over USB. If " +"your device supports both be sure to check the settings in the device to see " +"which output it is using.\n" +"By default, Godot does not detect MIDI devices. You need to call [method OS." +"open_midi_inputs], first. You can check which devices are detected with " +"[method OS.get_connected_midi_inputs], and close the connection with [method " +"OS.close_midi_inputs].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" OS.open_midi_inputs()\n" +" print(OS.get_connected_midi_inputs())\n" +"\n" +"func _input(input_event):\n" +" if input_event is InputEventMIDI:\n" +" _print_midi_info(input_event)\n" +"\n" +"func _print_midi_info(midi_event):\n" +" print(midi_event)\n" +" print(\"Channel \", midi_event.channel)\n" +" print(\"Message \", midi_event.message)\n" +" print(\"Pitch \", midi_event.pitch)\n" +" print(\"Velocity \", midi_event.velocity)\n" +" print(\"Instrument \", midi_event.instrument)\n" +" print(\"Pressure \", midi_event.pressure)\n" +" print(\"Controller number: \", midi_event.controller_number)\n" +" print(\"Controller value: \", midi_event.controller_value)\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" OS.OpenMidiInputs();\n" +" GD.Print(OS.GetConnectedMidiInputs());\n" +"}\n" +"\n" +"public override void _Input(InputEvent inputEvent)\n" +"{\n" +" if (inputEvent is InputEventMIDI midiEvent)\n" +" {\n" +" PrintMIDIInfo(midiEvent);\n" +" }\n" +"}\n" +"\n" +"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" +"{\n" +" GD.Print(midiEvent);\n" +" GD.Print($\"Channel {midiEvent.Channel}\");\n" +" GD.Print($\"Message {midiEvent.Message}\");\n" +" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" +" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" +" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" +" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" +" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" +" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Godot does not support MIDI output, so there is no way to emit " +"MIDI messages from Godot. Only MIDI input is supported." +msgstr "" +"InputEventMIDI 存储有关来自 [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url]" +"(乐器数字接口)设备的消息的信息。这些设备可能包括音乐键盘、合成器和鼓机。\n" +"MIDI 消息可以通过 5 针 MIDI 连接器或 USB 接收。如果你的设备支持这两种方式,请" +"务必检查设备中的设置以查看它正在使用哪种输出。\n" +"默认情况下,Godot 不检测 MIDI 设备。需要首先调用 [method OS." +"open_midi_inputs]。可以使用 [method OS.get_connected_midi_inputs] 检查检测到哪" +"些设备,并使用 [method OS.close_midi_inputs] 关闭连接。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" OS.open_midi_inputs()\n" +" print(OS.get_connected_midi_inputs())\n" +"\n" +"func _input(input_event):\n" +" if input_event is InputEventMIDI:\n" +" _print_midi_info(input_event)\n" +"\n" +"func _print_midi_info(midi_event):\n" +" print(midi_event)\n" +" print(\"Channel \", midi_event.channel)\n" +" print(\"Message \", midi_event.message)\n" +" print(\"Pitch \", midi_event.pitch)\n" +" print(\"Velocity \", midi_event.velocity)\n" +" print(\"Instrument \", midi_event.instrument)\n" +" print(\"Pressure \", midi_event.pressure)\n" +" print(\"Controller number: \", midi_event.controller_number)\n" +" print(\"Controller value: \", midi_event.controller_value)\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" OS.OpenMidiInputs();\n" +" GD.Print(OS.GetConnectedMidiInputs());\n" +"}\n" +"\n" +"public override void _Input(InputEvent inputEvent)\n" +"{\n" +" if (inputEvent is InputEventMIDI midiEvent)\n" +" {\n" +" PrintMIDIInfo(midiEvent);\n" +" }\n" +"}\n" +"\n" +"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" +"{\n" +" GD.Print(midiEvent);\n" +" GD.Print($\"Channel {midiEvent.Channel}\");\n" +" GD.Print($\"Message {midiEvent.Message}\");\n" +" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" +" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" +" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" +" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" +" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" +" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]Godot 不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 消息。仅支持 " +"MIDI 输入。" + msgid "MIDI Message Status Byte List" msgstr "MIDI 消息状态字节列表" @@ -59847,6 +62429,33 @@ msgstr "维基百科通用 MIDI 乐器列表" msgid "Wikipedia Piano Key Frequencies List" msgstr "维基百科钢琴琴键频率列表" +msgid "" +"The velocity of the MIDI message. This value ranges from [code]0[/code] to " +"[code]127[/code]. For a musical keyboard, this corresponds to how quickly the " +"key was pressed, and is rarely above [code]110[/code] in practice.\n" +"[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] " +"message with [code]0[/code] velocity and expect it to be treated the same as " +"a [constant MIDI_MESSAGE_NOTE_OFF] message. If necessary, this can be handled " +"with a few lines of code:\n" +"[codeblock]\n" +"func _input(event):\n" +" if event is InputEventMIDI:\n" +" if event.message == MIDI_MESSAGE_NOTE_ON and event.velocity > 0:\n" +" print(\"Note pressed!\")\n" +"[/codeblock]" +msgstr "" +"MIDI 消息的速度。这个值在 [code]0[/code] 到 [code]127[/code] 之间。对于音乐键" +"盘,这对应的是按键有多快,实际很少超过 [code]110[/code]。\n" +"[b]注意:[/b]部分 MIDI 设备可能会发送速度为 [code]0[/code] 的 [constant " +"MIDI_MESSAGE_NOTE_ON],并期望它被视为和 [constant MIDI_MESSAGE_NOTE_OFF] 消息" +"一样。如果有必要,可以用几行代码来处理:\n" +"[codeblock]\n" +"func _input(event):\n" +" if event is InputEventMIDI:\n" +" if event.message == MIDI_MESSAGE_NOTE_ON and event.velocity > 0:\n" +" print(\"Note pressed!\")\n" +"[/codeblock]" + msgid "Base input event type for mouse events." msgstr "鼠标事件的基本输入事件类型。" @@ -59886,6 +62495,21 @@ msgstr "" msgid "Represents a mouse button being pressed or released." msgstr "代表某个鼠标按键被按下或松开。" +msgid "" +"Stores information about mouse click events. See [method Node._input].\n" +"[b]Note:[/b] On Wear OS devices, rotary input is mapped to [constant " +"MOUSE_BUTTON_WHEEL_UP] and [constant MOUSE_BUTTON_WHEEL_DOWN]. This can be " +"changed to [constant MOUSE_BUTTON_WHEEL_LEFT] and [constant " +"MOUSE_BUTTON_WHEEL_RIGHT] with the [member ProjectSettings.input_devices/" +"pointing/android/rotary_input_scroll_axis] setting." +msgstr "" +"存储与鼠标点击事件相关的信息。见 [method Node._input]。\n" +"[b]注意:[/b]在 Wear OS 设备上,旋钮输入会被映射到 [constant " +"MOUSE_BUTTON_WHEEL_UP] 和 [constant MOUSE_BUTTON_WHEEL_DOWN]。可以使用 " +"[member ProjectSettings.input_devices/pointing/android/" +"rotary_input_scroll_axis] 设置将其修改为 [constant MOUSE_BUTTON_WHEEL_LEFT] " +"和 [constant MOUSE_BUTTON_WHEEL_RIGHT]。" + msgid "Mouse and input coordinates" msgstr "鼠标和输入坐标" @@ -59952,6 +62576,24 @@ msgid "" "code] to [code]1.0[/code]." msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。" +msgid "" +"The unscaled mouse position relative to the previous position in the " +"coordinate system of the screen (position at the last frame).\n" +"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " +"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" +"code] when the user stops moving the mouse. This coordinate is [i]not[/i] " +"scaled according to the content scale factor or calls to [method InputEvent." +"xformed_by]. This should be preferred over [member relative] for mouse aiming " +"when using the [constant Input.MOUSE_MODE_CAPTURED] mouse mode, regardless of " +"the project's stretch mode." +msgstr "" +"未缩放的鼠标位置,该位置相对于屏幕坐标系中的前一个位置(上一帧的位置)。\n" +"[b]注意:[/b]由于 [InputEventMouseMotion] 只在鼠标移动时发出,因此当用户停止移" +"动鼠标时,上一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。该坐标[i]不[/" +"i]会根据内容缩放因子或调用 [method InputEvent.xformed_by] 进行缩放。当使用 " +"[constant Input.MOUSE_MODE_CAPTURED] 鼠标模式时,无论项目的拉伸模式如何,对于" +"鼠标瞄准来说,这都应该优于 [member relative]。" + msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " @@ -60248,99 +62890,6 @@ msgstr "" msgid "A built-in type for integers." msgstr "整数内置类型。" -msgid "" -"Signed 64-bit integer type. This means that it can take values from " -"[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " -"[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When " -"it exceeds these bounds, it will wrap around.\n" -"[int]s can be automatically converted to [float]s when necessary, for example " -"when passing them as arguments in functions. The [float] will be as close to " -"the original integer as possible.\n" -"Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" -"[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" -"code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x: int = 1 # x is 1\n" -"x = 4.2 # x is 4, because 4.2 gets truncated\n" -"var max_int = 9223372036854775807 # Biggest value an int can store\n" -"max_int += 1 # max_int is -9223372036854775808, because it wrapped around\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 1; // x is 1\n" -"x = (int)4.2; // x is 4, because 4.2 gets truncated\n" -"// We use long below, because GDScript's int is 64-bit while C#'s int is 32-" -"bit.\n" -"long maxLong = 9223372036854775807; // Biggest value a long can store\n" -"maxLong++; // maxLong is now -9223372036854775808, because it wrapped " -"around.\n" -"\n" -"// Alternatively with C#'s 32-bit int type, which has a smaller maximum " -"value.\n" -"int maxInt = 2147483647; // Biggest value an int can store\n" -"maxInt++; // maxInt is now -2147483648, because it wrapped around\n" -"[/csharp]\n" -"[/codeblocks]\n" -"You can use the [code]0b[/code] literal for binary representation, the " -"[code]0x[/code] literal for hexadecimal representation, and the [code]_[/" -"code] symbol to separate long numbers and improve readability.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x = 0b1001 # x is 9\n" -"var y = 0xF5 # y is 245\n" -"var z = 10_000_000 # z is 10000000\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 0b1001; // x is 9\n" -"int y = 0xF5; // y is 245\n" -"int z = 10_000_000; // z is 10000000\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"带符号 64 位整数类型。这意味着它能够接受从 [code]-2^63[/code] 到 [code]2^63 - " -"1[/code] 的值,即从 [code]-9223372036854775808[/code] 到 " -"[code]9223372036854775807[/code]。超出这个范围后,值会绕回到另一端。\n" -"[int] 可以在需要时自动转换为 [float],例如在作为函数的参数传递的时候。[float] " -"会尽可能与原始整数接近。\n" -"类似地,[float] 可以自动转换为 [int]。这样会截断该 [float],丢弃小数点之后的部" -"分。\n" -"[b]注意:[/b]布尔环境中会将等于 [code]0[/code] 的 [int] 评估为 [code]false[/" -"code],其他值则为 [code]true[/code]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x: int = 1 # x 为 1\n" -"x = 4.2 # x 为 4,因为 4.2 发生了截断\n" -"var max_int = 9223372036854775807 # int 所能存储的最大值\n" -"max_int += 1 # max_int 现在是 -9223372036854775808,因为它绕到了另一端\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 1; // x 为 1\n" -"x = (int)4.2; // x 为 4,因为 4.2 发生了截断\n" -"// 下面使用 long,因为 GDScript 的 int 为 64 位,而 C# 的 int 为 32 位。\n" -"long maxLong = 9223372036854775807; // long 所能存储的最大值\n" -"maxLong++; // maxLong 现在是 -9223372036854775808,因为它绕到了另一端。\n" -"\n" -"// 也可以使用 C# 的 32 位 int 类型,最大值较小。\n" -"int maxInt = 2147483647; // int 所能存储的最大值\n" -"maxInt++; // maxInt 现在是 -2147483648,因为它绕到了另一端。\n" -"[/csharp]\n" -"[/codeblocks]\n" -"你可以使用 [code]0b[/code] 字面量书写二进制值,使用 [code]0x[/code] 字面量书写" -"十六进制值,使用 [code]_[/code] 符号分隔较长的数字,提升可读性。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x = 0b1001 # x 为 9\n" -"var y = 0xF5 # y 为 245\n" -"var z = 10_000_000 # z 为 10000000\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 0b1001; // x 为 9\n" -"int y = 0xF5; // y 为 245\n" -"int z = 10_000_000; // z 为 10000000\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Constructs an [int] set to [code]0[/code]." msgstr "构造设为 [code]0[/code] 的 [int]。" @@ -63065,6 +65614,51 @@ msgstr "" msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。" +msgid "" +"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " +"are used to provide high-quality indirect lighting with very little light " +"leaking. [LightmapGI] can also provide rough reflections using spherical " +"harmonics if [member directional] is enabled. Dynamic objects can receive " +"indirect lighting thanks to [i]light probes[/i], which can be automatically " +"placed by setting [member generate_probes_subdiv] to a value other than " +"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " +"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " +"fully static and cannot be baked in an exported project. Baking a " +"[LightmapGI] node is also slower compared to [VoxelGI].\n" +"[b]Procedural generation:[/b] Lightmap baking functionality is only available " +"in the editor. This means [LightmapGI] is not suited to procedurally " +"generated or user-built levels. For procedurally generated or user-built " +"levels, use [VoxelGI] or SDFGI instead (see [member Environment." +"sdfgi_enabled]).\n" +"[b]Performance:[/b] [LightmapGI] provides the best possible run-time " +"performance for global illumination. It is suitable for low-end hardware " +"including integrated graphics and mobile devices.\n" +"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " +"effect once lightmaps are baked again.\n" +"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not " +"supported, as these cannot store UV2 data required for baking.\n" +"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only " +"be baked from devices that support the Forward+ or Mobile rendering backends." +msgstr "" +"[LightmapGI] 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照" +"明,并且漏光很少。如果启用 [member directional],[LightmapGI] 还可以使用球谐函" +"数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通过" +"将 [member generate_probes_subdiv] 设置为 [constant GENERATE_PROBES_DISABLED] " +"以外的值,来自动放置光照探针。也可以通过创建 [LightmapProbe] 节点,来添加额外" +"的光照贴图探针。缺点是光照贴图是完全静态的,不能在导出的项目中烘焙。与 " +"[VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n" +"[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] 不适" +"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] 或 " +"SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" +"[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显卡" +"和移动设备在内的低端硬件。\n" +"[b]注意:[/b]由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才" +"会产生可见效果。\n" +"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它们" +"无法存储烘焙所需的 UV2 数据。\n" +"[b]注意:[/b]如果没有安装自定义光照贴图器,则只能从支持 Forward+ 或 Mobile 渲" +"染后端的设备烘焙 [LightmapGI]。" + msgid "Using Lightmap global illumination" msgstr "使用光照贴图全局光照" @@ -63440,6 +66034,14 @@ msgstr "" "烘焙光照贴图之前,材质外观将看起来不正确,在这种情况下,此处设置的值将被丢弃," "因为整个 [LightmapGIData] 资源被光照贴图器替换。" +msgid "" +"The lightmap atlas can now contain multiple textures. See [member " +"lightmap_textures]." +msgstr "光照贴图集现在可以包含多个纹理。请参阅 [member lightmap_textures]。" + +msgid "The lightmap atlas texture generated by the lightmapper." +msgstr "由光照贴图器生成的光照贴图图集纹理。" + msgid "The lightmap atlas textures generated by the lightmapper." msgstr "由光照贴图器生成的光照贴图图集纹理。" @@ -64489,127 +67091,6 @@ msgstr "" msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" -msgid "" -"[MainLoop] is the abstract base class for a Godot project's game loop. It is " -"inherited by [SceneTree], which is the default game loop implementation used " -"in Godot projects, though it is also possible to write and use one's own " -"[MainLoop] subclass instead of the scene tree.\n" -"Upon the application start, a [MainLoop] implementation must be provided to " -"the OS; otherwise, the application will exit. This happens automatically (and " -"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " -"command line (with e.g. [code]godot -s my_loop.gd[/code]) or the \"Main Loop " -"Type\" project setting is overwritten.\n" -"Here is an example script implementing a simple [MainLoop]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"class_name CustomMainLoop\n" -"extends MainLoop\n" -"\n" -"var time_elapsed = 0\n" -"\n" -"func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" -"\n" -"func _process(delta):\n" -" time_elapsed += delta\n" -" # Return true to end the main loop.\n" -" return Input.get_mouse_button_mask() != 0 || Input." -"is_key_pressed(KEY_ESCAPE)\n" -"\n" -"func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"\n" -"public partial class CustomMainLoop : MainLoop\n" -"{\n" -" private double _timeElapsed = 0;\n" -"\n" -" public override void _Initialize()\n" -" {\n" -" GD.Print(\"Initialized:\");\n" -" GD.Print($\" Starting Time: {_timeElapsed}\");\n" -" }\n" -"\n" -" public override bool _Process(double delta)\n" -" {\n" -" _timeElapsed += delta;\n" -" // Return true to end the main loop.\n" -" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." -"Escape);\n" -" }\n" -"\n" -" private void _Finalize()\n" -" {\n" -" GD.Print(\"Finalized:\");\n" -" GD.Print($\" End Time: {_timeElapsed}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承," -"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己" -"的 [MainLoop] 子类,来代替场景树。\n" -"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退" -"出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] " -"[Script](例如 [code]godot -s my_loop.gd[/code],或“主循环类型(Main Loop " -"Type)”项目设置被覆盖。\n" -"有一个实现简单 [MainLoop] 的示例脚本:\n" -"[codeblocks]\n" -"[gdscript]\n" -"class_name CustomMainLoop\n" -"extends MainLoop\n" -"\n" -"var time_elapsed = 0\n" -"\n" -"func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" -"\n" -"func _process(delta):\n" -" time_elapsed += delta\n" -" # 返回 true 结束主循环。\n" -" return Input.get_mouse_button_mask() != 0 || Input." -"is_key_pressed(KEY_ESCAPE)\n" -"\n" -"func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"\n" -"public partial class CustomMainLoop : MainLoop\n" -"{\n" -" private double _timeElapsed = 0;\n" -"\n" -" public override void _Initialize()\n" -" {\n" -" GD.Print(\"Initialized:\");\n" -" GD.Print($\" Starting Time: {_timeElapsed}\");\n" -" }\n" -"\n" -" public override bool _Process(double delta)\n" -" {\n" -" _timeElapsed += delta;\n" -" // 返回 true 结束主循环。\n" -" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." -"Escape);\n" -" }\n" -"\n" -" private void _Finalize()\n" -" {\n" -" GD.Print(\"Finalized:\");\n" -" GD.Print($\" End Time: {_timeElapsed}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Called before the program exits." msgstr "在程序退出前调用。" @@ -64687,6 +67168,33 @@ msgstr "" "变化)。\n" "仅限 macOS 平台。" +msgid "" +"Notification received from the OS when the application is resumed.\n" +"Specific to the Android and iOS platforms." +msgstr "" +"当应用程序恢复时,从操作系统收到的通知。\n" +"具体针对 Android 和 iOS 平台。" + +msgid "" +"Notification received from the OS when the application is focused, i.e. when " +"changing the focus from the OS desktop or a thirdparty application to any " +"open window of the Godot instance.\n" +"Implemented on desktop and mobile platforms." +msgstr "" +"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程" +"序更改为 Godot 实例的任何一个打开窗口时。\n" +"在桌面和移动平台上实现。" + +msgid "" +"Notification received from the OS when the application is defocused, i.e. " +"when changing the focus from any open window of the Godot instance to the OS " +"desktop or a thirdparty application.\n" +"Implemented on desktop and mobile platforms." +msgstr "" +"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗" +"口,更改为操作系统桌面或第三方应用程序时。\n" +"在桌面和移动平台上实现。" + msgid "Notification received when text server is changed." msgstr "文本服务器被更改时,收到的通知。" @@ -65351,58 +67859,6 @@ msgstr "UV 坐标的 [PackedVector2Array]。" msgid "[PackedVector2Array] for second UV coordinates." msgstr "第二 UV 坐标的 [PackedVector2Array]。" -msgid "" -"Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自定义颜色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) " -"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " -"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " -"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " -"[PackedByteArray]。否则为 [PackedFloat32Array]。" - -msgid "" -"Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自定义颜色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) " -"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " -"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " -"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " -"[PackedByteArray]。否则为 [PackedFloat32Array]。" - -msgid "" -"Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自定义颜色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) " -"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " -"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " -"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " -"[PackedByteArray]。否则为 [PackedFloat32Array]。" - -msgid "" -"Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自定义颜色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) " -"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " -"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " -"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " -"[PackedByteArray]。否则为 [PackedFloat32Array]。" - msgid "" "[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 " "or 8 numbers per vertex depending on the presence of the [constant " @@ -65623,9 +68079,6 @@ msgstr "混合形状是相对于基础的权重。" msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "用于 [Mesh] 凸分解操作的参数。" -msgid "If enabled uses approximation for computing convex hulls." -msgstr "如果启用,则在计算凸包时使用近似计算。" - msgid "" "Controls the precision of the convex-hull generation process during the " "clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code]." @@ -65654,20 +68107,12 @@ msgstr "" msgid "Mode for the approximate convex decomposition." msgstr "近似凸分解的模式。" -msgid "If enabled normalizes the mesh before applying the convex decomposition." -msgstr "如果启用,则会在应用凸分解前将网格归一化。" - msgid "" "Controls the granularity of the search for the \"best\" clipping plane. " "Ranges from [code]1[/code] to [code]16[/code]." msgstr "" "控制搜索“最佳”裁剪平面的颗粒度。范围从 [code]1[/code] 到 [code]16[/code]。" -msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." -msgstr "如果启用,则项目会将凸包顶点输出到来源网格之上,提高结果的浮点数精度。" - msgid "Maximum number of voxels generated during the voxelization stage." msgstr "体素化阶段生成的最大体素数量。" @@ -65887,20 +68332,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." -msgstr "" -"返回该 [Mesh] 的格式。该格式是一个整数,由 [Mesh] 格式标志组合在一起组成。例" -"如,包含顶点和法线的网格将返回为 [code]3[/code] 的格式,因为 [constant Mesh." -"ARRAY_FORMAT_VERTEX] 是 [code]1[/code],而 [constant Mesh." -"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n" -"有关格式标志的列表,请参阅 [enum Mesh.ArrayFormat]。" - msgid "Returns the material assigned to the [Mesh]." msgstr "返回分配给该 [Mesh] 的材质。" @@ -66328,11 +68759,48 @@ msgid "" "An internal editor class intended for keeping the data of unrecognized nodes." msgstr "编辑器内部类,用于保存未知节点的数据。" +msgid "" +"This is an internal editor class intended for keeping data of nodes of " +"unknown type (most likely this type was supplied by an extension that is no " +"longer loaded). It can't be manually instantiated or placed in a scene.\n" +"[b]Warning:[/b] Ignore missing nodes unless you know what you are doing. " +"Existing properties on a missing node can be freely modified in code, " +"regardless of the type they are intended to be." +msgstr "" +"这是一种编辑器内部类,用于保存未知类型节点的数据(该类型很有可能是由不再加载的" +"扩展提供的)。它无法被手动实例化或放置在场景中。\n" +"[b]警告:[/b]除非你知道自己在做什么,否则忽略丢失的节点。丢失节点上的已有属性" +"可以在代码中自由修改,无论它们的类型如何。" + +msgid "Returns the path of the scene this node was instance of originally." +msgstr "返回该节点最初是其实例的场景的路径。" + +msgid "" +"If [code]true[/code], allows new properties to be set along with existing " +"ones. If [code]false[/code], only existing properties' values can be set, and " +"new properties cannot be added." +msgstr "" +"如果为 [code]true[/code],则允许将新属性与已有属性一起设置。如果为 " +"[code]false[/code],则只能设置已有属性的值,并且无法添加新属性。" + msgid "" "An internal editor class intended for keeping the data of unrecognized " "resources." msgstr "编辑器内部类,用于保存未知资源的数据。" +msgid "" +"This is an internal editor class intended for keeping data of resources of " +"unknown type (most likely this type was supplied by an extension that is no " +"longer loaded). It can't be manually instantiated or placed in a scene.\n" +"[b]Warning:[/b] Ignore missing resources unless you know what you are doing. " +"Existing properties on a missing resource can be freely modified in code, " +"regardless of the type they are intended to be." +msgstr "" +"这是一种编辑器内部类,用于保存未知类型资源的数据(该类型很有可能是由不再加载的" +"扩展提供的)。它无法被手动实例化或放置在场景中。\n" +"[b]警告:[/b]除非你知道自己在做什么,否则忽略缺失的资源。缺失资源的已有属性可" +"以在代码中自由修改,无论它们的类型如何。" + msgid "Generic mobile VR implementation." msgstr "通用移动 VR 实现。" @@ -66636,21 +69104,6 @@ msgstr "" "[code]true[/code]。如果打算设置绝对颜色而不是着色,请确保材质的反照率颜色被设" "置为纯白色 ([code]Color(1, 1, 1)[/code])。" -msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" -"For the custom data to be used, ensure that [member use_custom_data] is " -"[code]true[/code].\n" -"This custom instance data has to be manually accessed in your custom shader " -"using [code]INSTANCE_CUSTOM[/code]." -msgstr "" -"为特定的实例设置自定义数据。虽然使用了 [Color],但它只是一个容纳 4 个浮点数的" -"容器。\n" -"对于要使用的自定义数据,请确保 [member use_custom_data] 为 [code]true[/" -"code]。\n" -"必须使用 [code]INSTANCE_CUSTOM[/code] 在自定义着色器中,手动访问该自定义实例数" -"据。" - msgid "Sets the [Transform3D] for a specific instance." msgstr "为指定实例设置 [Transform3D]。" @@ -67220,6 +69673,13 @@ msgstr "" "返回下一个可用数据包被接收使用的通道。请参阅 [method PacketPeer." "get_available_packet_count]。" +msgid "" +"Returns the transfer mode the remote peer used to send the next available " +"packet. See [method PacketPeer.get_available_packet_count]." +msgstr "" +"返回远程对等体用于发送下一个可用数据包的传输模式。请参阅 [method PacketPeer." +"get_available_packet_count]。" + msgid "" "Returns the ID of the [MultiplayerPeer] who sent the next available packet. " "See [method PacketPeer.get_available_packet_count]." @@ -67406,6 +69866,13 @@ msgstr "" "返回接收下一个可用数据包所使用的通道。请参阅 [method MultiplayerPeer." "get_packet_channel]。" +msgid "" +"Called to get the transfer mode the remote peer used to send the next " +"available packet. See [method MultiplayerPeer.get_packet_mode]." +msgstr "" +"调用以获取远程对等体用于发送下一个可用数据包的传输模式。请参阅 [method " +"MultiplayerPeer.get_packet_mode]。" + msgid "" "Called when the ID of the [MultiplayerPeer] who sent the most recent packet " "is requested (see [method MultiplayerPeer.get_packet_peer])." @@ -67928,6 +70395,20 @@ msgstr "" msgid "Returns the [RID] of this agent on the [NavigationServer2D]." msgstr "返回这个代理在 [NavigationServer2D] 上的 [RID]。" +msgid "" +"Returns [code]true[/code] if the agent's navigation has finished. If the " +"target is reachable, navigation ends when the target is reached. If the " +"target is unreachable, navigation ends when the last waypoint of the path is " +"reached.\n" +"[b]Note:[/b] While [code]true[/code] prefer to stop calling update functions " +"like [method get_next_path_position]. This avoids jittering the standing " +"agent due to calling repeated path updates." +msgstr "" +"如果代理的导航已完成,则返回 [code]true[/code]。如果目标可达,则导航将在达到目" +"标时结束。如果目标不可达,则导航将在到达路径的最后一个航路点时结束。\n" +"[b]注意:[/b]虽然 [code]true[/code] 更喜欢停止调用更新函数,例如 [method " +"get_next_path_position]。这避免了由于调用重复的路径更新而使常设代理抖动。" + msgid "" "Returns [code]true[/code] if [method get_final_position] is within [member " "target_desired_distance] of the [member target_position]." @@ -67935,6 +70416,17 @@ msgstr "" "如果 [method get_final_position] 位于 [member target_position] 的 [member " "target_desired_distance] 范围内,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the agent reached the target, i.e. the agent " +"moved within [member target_desired_distance] of the [member " +"target_position]. It may not always be possible to reach the target but it " +"should always be possible to reach the final position. See [method " +"get_final_position]." +msgstr "" +"如果代理到达目标,即代理移动到 [member target_position] 的 [member " +"target_desired_distance] 范围内,则返回 [code]true[/code]。不一定总能到达目" +"标,但应总能到达最终位置。请参阅 [method get_final_position]。" + msgid "" "Based on [param value], enables or disables the specified layer in the " "[member avoidance_layers] bitmask, given a [param layer_number] between 1 and " @@ -68063,6 +70555,21 @@ msgstr "" msgid "The distance to search for other agents." msgstr "搜索其他代理的距离。" +msgid "" +"The distance threshold before a path point is considered to be reached. This " +"allows agents to not have to hit a path point on the path exactly, but only " +"to reach its general area. If this value is set too high, the NavigationAgent " +"will skip points on the path, which can lead to it leaving the navigation " +"mesh. If this value is set too low, the NavigationAgent will be stuck in a " +"repath loop because it will constantly overshoot the distance to the next " +"point on each physics frame update." +msgstr "" +"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个路" +"径点,只需到达该路径点的大致区域内即可。如果这个值设得太大,该 " +"NavigationAgent 会跳过路径上的点,这可能导致它离开该导航网格。如果这个值设得太" +"小,该 NavigationAgent 会陷入重新寻路的死循环,因为它会在每次物理帧更新后都会" +"超过下一个点。" + msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final position. This can happen due to trying to avoid collisions. When the " @@ -68097,6 +70604,30 @@ msgstr "" "不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不同的" "导航地图。" +msgid "" +"The distance threshold before the target is considered to be reached. On " +"reaching the target, [signal target_reached] is emitted and navigation ends " +"(see [method is_navigation_finished] and [signal navigation_finished]).\n" +"You can make navigation end early by setting this property to a value greater " +"than [member path_desired_distance] (navigation will end before reaching the " +"last waypoint).\n" +"You can also make navigation end closer to the target than each individual " +"path position by setting this property to a value lower than [member " +"path_desired_distance] (navigation won't immediately end when reaching the " +"last waypoint). However, if the value set is too low, the agent will be stuck " +"in a repath loop because it will constantly overshoot the distance to the " +"target on each physics frame update." +msgstr "" +"与目标的距离阈值,小于该阈值时会认为已抵达目标位置。已抵达目标位置时会发出 " +"[signal target_reached] 并结束导航(见 [method is_navigation_finished] 和 " +"[signal navigation_finished])。\n" +"将这个属性设置为大于 [member path_desired_distance] 的值可以提前结束导航(导航" +"会在到达最后一个路径点之前停止)。\n" +"将这个属性设置为小于 [member path_desired_distance] 的值则会让导航在更接近目标" +"位置的地方结束(导航在抵达最后一个路径点后不会立即停止)。不过如果设得太小,代" +"理就会陷入重新移动的循环,因为每次物理帧更新时移动的距离都会超过与目标的实际距" +"离。" + msgid "" "If set, a new navigation path from the current agent position to the [member " "target_position] is requested from the NavigationServer." @@ -68138,6 +70669,51 @@ msgstr "" "和障碍物的碰撞也会对它进行修改。将代理传送至新的位置时,请使用 [method " "set_velocity_forced] 重置内部仿真速度。" +msgid "" +"Signals that the agent reached a navigation link. Emitted when the agent " +"moves within [member path_desired_distance] of the next position of the path " +"when that position is a navigation link.\n" +"The details dictionary may contain the following keys depending on the value " +"of [member path_metadata_flags]:\n" +"- [code]position[/code]: The start position of the link that was reached.\n" +"- [code]type[/code]: Always [constant NavigationPathQueryResult2D." +"PATH_SEGMENT_TYPE_LINK].\n" +"- [code]rid[/code]: The [RID] of the link.\n" +"- [code]owner[/code]: The object which manages the link (usually " +"[NavigationLink2D]).\n" +"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " +"the owner is a [NavigationLink2D], it will contain the global position of the " +"link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " +"owner is a [NavigationLink2D], it will contain the global position of the " +"link's point which the agent is exiting." +msgstr "" +"表示代理到达导航链接的信号。当代理移动到路径下一个位置的 [member " +"path_desired_distance] 范围内,且该位置是导航链接时发出。\n" +"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" +"- [code]position[/code]:到达的链接的起始位置。\n" +"- [code]type[/code]:总是 [constant NavigationPathQueryResult2D." +"PATH_SEGMENT_TYPE_LINK]。\n" +"- [code]rid[/code]:链接的 [RID]。\n" +"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink2D])。\n" +"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n" +"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。" + +msgid "" +"Signals that the agent's navigation has finished. If the target is reachable, " +"navigation ends when the target is reached. If the target is unreachable, " +"navigation ends when the last waypoint of the path is reached. This signal is " +"emitted only once per loaded path.\n" +"This signal will be emitted just after [signal target_reached] when the " +"target is reachable." +msgstr "" +"表示代理导航完成的信号。如果目标可达,则导航会在抵达目标位置时停止。如果目标不" +"可达,则导航会在抵达最后一个路径点时停止。每次加载的路径只会发出一次这个信" +"号。\n" +"目标可达时,信号会在 [signal target_reached] 后发出。" + msgid "" "Emitted when the agent had to update the loaded path:\n" "- because path was previously empty.\n" @@ -68150,6 +70726,21 @@ msgstr "" "- 因为导航地图已经改变。\n" "- 因为代理从当前路径段推得比 [member path_max_distance] 更远。" +msgid "" +"Signals that the agent reached the target, i.e. the agent moved within " +"[member target_desired_distance] of the [member target_position]. This signal " +"is emitted only once per loaded path.\n" +"This signal will be emitted just before [signal navigation_finished] when the " +"target is reachable.\n" +"It may not always be possible to reach the target but it should always be " +"possible to reach the final position. See [method get_final_position]." +msgstr "" +"表示代理到达目标的信号,即代理移到了与 [member target_position] 相距 [member " +"target_desired_distance] 之内的位置。每次加载路径只会发出一次这个信号。\n" +"目标可达时,信号会在 [signal navigation_finished] 前发出。\n" +"并不是每次都能够到达目标位置,但是每次都能够到达最终位置。见 [method " +"get_final_position]。" + msgid "" "Notifies when the collision avoidance velocity is calculated. Emitted when " "[member velocity] is set. Only emitted when [member avoidance_enabled] is " @@ -68158,6 +70749,27 @@ msgstr "" "计算出避障速度时发出通知。设置了 [member velocity] 才会发出。仅在 [member " "avoidance_enabled] 为 true 时发出。" +msgid "" +"Signals that the agent reached a waypoint. Emitted when the agent moves " +"within [member path_desired_distance] of the next position of the path.\n" +"The details dictionary may contain the following keys depending on the value " +"of [member path_metadata_flags]:\n" +"- [code]position[/code]: The position of the waypoint that was reached.\n" +"- [code]type[/code]: The type of navigation primitive (region or link) that " +"contains this waypoint.\n" +"- [code]rid[/code]: The [RID] of the containing navigation primitive (region " +"or link).\n" +"- [code]owner[/code]: The object which manages the containing navigation " +"primitive (region or link)." +msgstr "" +"表示代理已到达航路点的信号。当代理移动到路径下一个位置的 [member " +"path_desired_distance] 范围内时发出。\n" +"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" +"- [code]position[/code]:到达的路标点的位置。\n" +"- [code]type[/code]:包含该路标的导航基元(区块或链接)的类型。\n" +"- [code]rid[/code]:包含的导航基元(区块或链接)的 [RID]。\n" +"- [code]owner[/code]:管理包含的导航基元(区块或链接)的对象。" + msgid "A 3D agent used to pathfind to a position while avoiding obstacles." msgstr "用于寻路至某个位置并且能够躲避障碍物的 3D 代理。" @@ -68212,16 +70824,6 @@ msgstr "" "避障代理的高度。2D 避障时,代理会忽略位于其上方或低于当前位置 + 高度的其他代理" "或障碍物。3D 避障时只使用半径球体,该设置无效。" -msgid "" -"If [code]true[/code], and the agent uses 2D avoidance, it will remember the " -"set y-axis velocity and reapply it after the avoidance step. While 2D " -"avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." -msgstr "" -"如果为 [code]true[/code],并且代理使用 2D 避障,它将记住设置的 y 轴速度并在避" -"障步进后重新应用它。虽然 2D 避障没有 y 轴并在平坦平面上进行模拟,但该设置可以" -"帮助减轻不均匀 3D 几何体上最明显的裁剪。" - msgid "" "The height offset is subtracted from the y-axis value of any vector path " "position for this NavigationAgent. The NavigationAgent height offset does not " @@ -68256,6 +70858,38 @@ msgstr "" "障碍物作出反应。其他使用 2D 避障的代理如果在该代理之下,或者高于该代理当前位置" "与 [member height] 之和则会被忽略。" +msgid "" +"Signals that the agent reached a navigation link. Emitted when the agent " +"moves within [member path_desired_distance] of the next position of the path " +"when that position is a navigation link.\n" +"The details dictionary may contain the following keys depending on the value " +"of [member path_metadata_flags]:\n" +"- [code]position[/code]: The start position of the link that was reached.\n" +"- [code]type[/code]: Always [constant NavigationPathQueryResult3D." +"PATH_SEGMENT_TYPE_LINK].\n" +"- [code]rid[/code]: The [RID] of the link.\n" +"- [code]owner[/code]: The object which manages the link (usually " +"[NavigationLink3D]).\n" +"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " +"the owner is a [NavigationLink3D], it will contain the global position of the " +"link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " +"owner is a [NavigationLink3D], it will contain the global position of the " +"link's point which the agent is exiting." +msgstr "" +"表示代理到达导航链接的信号。当代理移动到路径下一个位置的 [member " +"path_desired_distance] 范围内,且该位置是导航链接时发出。\n" +"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" +"- [code]position[/code]:到达的链接的起始位置。\n" +"- [code]type[/code]:总是 [constant NavigationPathQueryResult3D." +"PATH_SEGMENT_TYPE_LINK]。\n" +"- [code]rid[/code]:链接的 [RID]。\n" +"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink3D])。\n" +"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" +"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。" + msgid "" "A link between two positions on [NavigationRegion2D]s that agents can be " "routed through." @@ -68523,6 +71157,22 @@ msgstr "" "侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。" +msgid "" +"The size of the non-navigable border around the bake bounding area.\n" +"In conjunction with the [member filter_baking_aabb] and a [member " +"edge_max_error] value at [code]1.0[/code] or below the border size can be " +"used to bake tile aligned navigation meshes without the tile edges being " +"shrunk by [member agent_radius].\n" +"[b]Note:[/b] While baking and not zero, this value will be rounded up to the " +"nearest multiple of [member cell_size]." +msgstr "" +"烘焙区域边界不可导航的边框大小。\n" +"要烘焙与图块对齐的导航网格,防止图块边缘被 [member agent_radius] 收缩,请与 " +"[member filter_baking_aabb] 配合使用并将 [member edge_max_error] 设为 " +"[code]1.0[/code] 或小于边框大小的值。\n" +"[b]注意:[/b]烘焙时,这个值如果不等于零,就会被向上取整到 [member cell_size] " +"的整数倍。" + msgid "" "The cell height used to rasterize the navigation mesh vertices on the Y axis. " "Must match with the cell height on the navigation map." @@ -68715,67 +71365,25 @@ msgid "Helper class for creating and clearing navigation meshes." msgstr "对导航网格进行创建和清理的辅助类。" msgid "" -"This class is responsible for creating and clearing 3D navigation meshes used " -"as [NavigationMesh] resources inside [NavigationRegion3D]. The " -"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation " -"mesh baking process expects 3D node types and 3D source geometry to parse.\n" -"The entire navigation mesh baking is best done in a separate thread as the " -"voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" -"Navigation mesh baking happens in multiple steps and the result depends on 3D " -"source geometry and properties of the [NavigationMesh] resource. In the first " -"step, starting from a root node and depending on [NavigationMesh] properties " -"all valid 3D source geometry nodes are collected from the [SceneTree]. " -"Second, all collected nodes are parsed for their relevant 3D geometry data " -"and a combined 3D mesh is build. Due to the many different types of parsable " -"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various " -"[CollisionObject3D]s, some operations to collect geometry data can trigger " -"[RenderingServer] and [PhysicsServer3D] synchronizations. Server " -"synchronization can have a negative effect on baking time or framerate as it " -"often involves [Mutex] locking for thread security. Many parsable objects and " -"the continuous synchronization with other threaded Servers can increase the " -"baking time significantly. On the other hand only a few but very large and " -"complex objects will take some time to prepare for the Servers which can " -"noticeably stall the next frame render. As a general rule the total number of " -"parsable objects and their individual size and complexity should be balanced " -"to avoid framerate issues or very long baking times. The combined mesh is " -"then passed to the Recast Navigation Object to test the source geometry for " -"walkable terrain suitable to [NavigationMesh] agent properties by creating a " -"voxel world around the meshes bounding area.\n" -"The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n" -"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " -"obstruct navigation baking does not always work. The navigation baking has no " -"concept of what is a geometry \"inside\" when dealing with mesh source " -"geometry and this is intentional. Depending on current baking parameters, as " -"soon as the obstructing mesh is large enough to fit a navigation mesh area " -"inside, the baking will generate navigation mesh areas that are inside the " -"obstructing source geometry mesh." +"This method is deprecated due to core threading changes. To upgrade existing " +"code, first create a [NavigationMeshSourceGeometryData3D] resource. Use this " +"resource with [method parse_source_geometry_data] to parse the [SceneTree] " +"for nodes that should contribute to the navigation mesh baking. The " +"[SceneTree] parsing needs to happen on the main thread. After the parsing is " +"finished use the resource with [method bake_from_source_geometry_data] to " +"bake a navigation mesh." msgstr "" -"该类负责创建和清除用作 [NavigationRegion3D] 内的 [NavigationMesh] 资源的 3D 导" -"航网格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因为导航网格烘焙过程" -"需要 3D 节点类型和 3D 源几何体来解析。\n" -"整个导航网格的烘焙最好在单独的线程中完成,因为所涉及的体素化、碰撞测试、和网格" -"优化步骤是非常耗费性能和时间的操作。\n" -"导航网格的烘焙分成若干步进行,最终结果取决于 [NavigationMesh] 资源的 3D 源几何" -"体和该资源的属性。第一步是从根节点开始,并根据 [NavigationMesh] 的属性从 " -"[SceneTree] 收集所有有效的 3D 源几何体节点。第二步会对所有收集的节点进行解析," -"以获得其相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众" -"多,从普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各种 [CollisionObject3D],其" -"中某些收集几何数据的操作可能会触发 [RenderingServer] 和 [PhysicsServer3D] 的同" -"步。服务器同步通常涉及 [Mutex] 锁定以确保线程安全,这会对烘焙时间或帧率产生负" -"面影响。可解析对象过多,以及与多线程服务器之间的连续同步,都会大幅影响烘焙时" -"间。而如果对象数量较少,但都是非常大而且复杂的对象,那么就会在为服务器准备数据" -"上花费时间,这可能会明显拖延下一帧渲染。一般而言,可解析对象的总数与它们各自的" -"大小和复杂度之间应该达到平衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后" -"续会被交给 Recast 导航对象,通过在网格的包围区域周边创建体素世界,来测试适合 " -"[NavigationMesh] 代理属性的可行走地形的源几何体。\n" -"最终的导航网格然后将被返回并被存储在 [NavigationMesh] 中,用作 " -"[NavigationRegion3D] 节点内的资源。\n" -"[b]注意:[/b]使用网格不仅定义可行走的表面的导航烘焙,而且定义障碍的导航烘焙," -"并不总会有效。在处理网格源几何体时,导航烘焙没有什么是几何体“位于内部”的概念," -"这是有意为之的。根据当前的烘焙参数,一旦障碍网格足够大,大到足以在内部容纳一个" -"导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。" +"由于核心多线程方面的更改,该方法已被弃用。更新现有代码时,请先创建一个 " +"[NavigationMeshSourceGeometryData3D] 资源。将该资源与 [method " +"parse_source_geometry_data] 结合使用来解析 [SceneTree] 以查找应有助于导航网格" +"烘焙的节点。对 [SceneTree] 的解析需要在主线程进行。解析完成后,将该资源和 " +"[method bake_from_source_geometry_data] 结合使用来烘焙导航网格。" + +msgid "" +"Bakes the [param navigation_mesh] with source geometry collected starting " +"from the [param root_node]." +msgstr "" +"使用从 [param root_node] 开始收集的源几何图形来烘焙 [param navigation_mesh]。" msgid "" "Bakes the provided [param navigation_mesh] with the data from the provided " @@ -69345,6 +71953,16 @@ msgid "" "create the polygons." msgstr "返回一个 [PackedVector2Array],其中包含用于创建多边形的所有顶点。" +msgid "" +"Use [method NavigationServer2D.parse_source_geometry_data] and [method " +"NavigationServer2D.bake_from_source_geometry_data] instead." +msgstr "" +"请改用 [method NavigationServer2D.parse_source_geometry_data] 和 [method " +"NavigationServer2D.bake_from_source_geometry_data]。" + +msgid "Creates polygons from the outlines added in the editor or by script." +msgstr "从编辑器中添加的轮廓或通过脚本创建多边形。" + msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." @@ -69371,6 +71989,14 @@ msgid "" "mesh." msgstr "烘焙导航网格时侵蚀/收缩可行走表面的距离。" +msgid "" +"If the baking [Rect2] has an area the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "如果烘焙的 [Rect2] 存在面积,则导航网格烘焙将被限制在其封闭区域内。" + +msgid "The position offset applied to the [member baking_rect] [Rect2]." +msgstr "应用于 [member baking_rect] [Rect2] 的位置偏移量。" + msgid "" "The cell size used to rasterize the navigation mesh vertices. Must match with " "the cell size on the navigation map." @@ -69473,6 +72099,12 @@ msgstr "" msgid "Returns the current navigation map [RID] used by this region." msgstr "返回该区块使用的当前导航地图 [RID]。" +msgid "Use [method get_rid] instead." +msgstr "改用 [method get_rid]。" + +msgid "Returns the [RID] of this region on the [NavigationServer2D]." +msgstr "返回 [NavigationServer2D] 上该区块的 [RID]。" + msgid "" "Returns the [RID] of this region on the [NavigationServer2D]. Combined with " "[method NavigationServer2D.map_get_closest_point_owner] can be used to " @@ -69483,6 +72115,11 @@ msgstr "" "map_get_closest_point_owner] 可用于识别合并导航地图上离某点最近的 " "[NavigationRegion2D]。" +msgid "" +"Returns [code]true[/code] when the [NavigationPolygon] is being baked on a " +"background thread." +msgstr "当 [NavigationPolygon] 正在后台线程上烘焙时,返回 [code]true[/code]。" + msgid "" "Sets the [RID] of the navigation map this region should use. By default the " "region will automatically join the [World2D] default navigation map so this " @@ -69494,23 +72131,6 @@ msgstr "" msgid "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "位域,确定避障约束的所有避障层。" -msgid "" -"If [code]true[/code] constraints avoidance agent's with an avoidance mask bit " -"that matches with a bit of the [member avoidance_layers] to the navigation " -"polygon. Due to each navigation polygon outline creating an obstacle and each " -"polygon edge creating an avoidance line constrain keep the navigation polygon " -"shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." -msgstr "" -"如果为 [code]true[/code],则会将避障代理的避障掩码位与导航多边形的 [member " -"avoidance_layers] 位相匹配。由于每个导航多边形轮廓都会创建一个障碍物,而每个多" -"边形边缘都会创建一条避障线约束,因此为了提高性能,要尽量保持导航多边形的形状尽" -"可能简单。\n" -"[b]实验性:[/b]这是一个实验性功能,不应在生产中使用,因为代理在导航多边形的角" -"和边缘,特别是在高帧率下,可能会被卡住。" - msgid "Determines if the [NavigationRegion2D] is enabled or disabled." msgstr "决定该 [NavigationRegion2D] 是启用还是禁用。" @@ -69607,6 +72227,9 @@ msgstr "" "步操作。另外,请注意在无法使用线程的操作系统(例如禁用线程的 Web)上,会自动禁" "用独立线程烘焙。" +msgid "Returns the [RID] of this region on the [NavigationServer3D]." +msgstr "返回 [NavigationServer3D] 上该区块的 [RID]。" + msgid "" "Returns the [RID] of this region on the [NavigationServer3D]. Combined with " "[method NavigationServer3D.map_get_closest_point_owner] can be used to " @@ -69617,6 +72240,11 @@ msgstr "" "map_get_closest_point_owner] 可用于识别距离该合并导航地图上的点最近的 " "[NavigationRegion3D]。" +msgid "" +"Returns [code]true[/code] when the [NavigationMesh] is being baked on a " +"background thread." +msgstr "当 [NavigationMesh] 正在后台线程上烘焙时返回 [code]true[/code]。" + msgid "" "Sets the [RID] of the navigation map this region should use. By default the " "region will automatically join the [World3D] default navigation map so this " @@ -69648,53 +72276,6 @@ msgstr "[NavigationMesh] 发生变化时发出通知。" msgid "A server interface for low-level 2D navigation access." msgstr "用于访问低阶 2D 导航的服务器接口。" -msgid "" -"NavigationServer2D is the server that handles navigation maps, regions and " -"agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. Together, " -"they define the traversable areas in the 2D world.\n" -"[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " -"physics frame and not immediately. This includes all changes made to maps, " -"regions or agents by navigation-related nodes in the scene tree or made " -"through scripts.\n" -"For two regions to be connected to each other, they must share a similar " -"edge. An edge is considered connected to another if both of its two vertices " -"are at a distance less than [code]edge_connection_margin[/code] to the " -"respective other edge's vertex.\n" -"You may assign navigation layers to regions with [method NavigationServer2D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer2D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" -"To use the collision avoidance system, you may use agents. You can set an " -"agent's target velocity, then the servers will emit a callback with a " -"modified velocity.\n" -"[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." -msgstr "" -"NavigationServer2D 是负责处理导航地图、区块、代理的服务器。不负责处理 " -"[AStar2D] 和 [AStarGrid2D] 的 A* 导航。\n" -"地图由区块组成,区块由导航多边形组成。它们共同定义了 2D 空间中的可达区域。\n" -"[b]注意:[/b]大多数 [NavigationServer2D] 的更改都是在下一个物理帧进行的,不会" -"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作" -"出的更改,还是通过脚本作出的更改。\n" -"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点" -"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连" -"的。\n" -"可以使用 [method NavigationServer2D.region_set_navigation_layers] 为区块分配导" -"航层,使用 [method NavigationServer2D.map_get_path] 请求路径时会对导航层进行检" -"查。可用于允许或禁止某些对象进入特定的区域。\n" -"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回" -"调,提供修改后的速度。\n" -"[b]注意:[/b]碰撞躲避系统并不考虑区块。直接使用修改后的速度可能会将代理移动到" -"可达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n" -"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请" -"求对地图作出任何修改。" - msgid "Using NavigationServer" msgstr "使用 NavigationServer" @@ -69704,14 +72285,71 @@ msgstr "创建代理。" msgid "Return [code]true[/code] if the specified [param agent] uses avoidance." msgstr "如果指定的 [param agent] 使用避障,则返回 [code]true[/code]。" +msgid "" +"Returns the [code]avoidance_layers[/code] bitmask of the specified [param " +"agent]." +msgstr "返回指定 [param agent] 的 [code]avoidance_layers[/code] 位掩码。" + +msgid "" +"Returns the [code]avoidance_mask[/code] bitmask of the specified [param " +"agent]." +msgstr "返回指定 [param agent] 的 [code]avoidance_mask[/code] 位掩码。" + +msgid "" +"Returns the [code]avoidance_priority[/code] of the specified [param agent]." +msgstr "返回指定 [param agent] 的 [code]avoidance_priority[/code]。" + msgid "" "Returns the navigation map [RID] the requested [param agent] is currently " "assigned to." msgstr "返回请求 [param agent] 目前分配到的导航地图 [RID]。" +msgid "" +"Returns the maximum number of other agents the specified [param agent] takes " +"into account in the navigation." +msgstr "返回在导航中指定的 [param agent] 考虑的其他代理的最大数量。" + +msgid "Returns the maximum speed of the specified [param agent]." +msgstr "返回指定 [param agent] 的最大速度。" + +msgid "" +"Returns the maximum distance to other agents the specified [param agent] " +"takes into account in the navigation." +msgstr "返回在导航中到指定 [param agent] 考虑的其他代理的最大距离。" + msgid "Returns [code]true[/code] if the specified [param agent] is paused." msgstr "如果指定的 [param agent] 处于暂停状态,则返回 [code]true[/code]。" +msgid "Returns the position of the specified [param agent] in world space." +msgstr "返回在世界空间中指定的 [param agent] 的位置。" + +msgid "Returns the radius of the specified [param agent]." +msgstr "返回指定 [param agent] 的半径。" + +msgid "" +"Returns the minimal amount of time for which the specified [param agent]'s " +"velocities that are computed by the simulation are safe with respect to other " +"agents." +msgstr "" +"返回指定的 [param agent] 如果持续使用由仿真过程计算出的速度移动,能够不与其他" +"代理发生碰撞的最短时间。" + +msgid "" +"Returns the minimal amount of time for which the specified [param agent]'s " +"velocities that are computed by the simulation are safe with respect to " +"static avoidance obstacles." +msgstr "" +"返回指定的 [param agent] 如果持续使用由仿真过程计算出的速度移动,能够不与静态" +"障碍物发生碰撞的最短时间。" + +msgid "Returns the velocity of the specified [param agent]." +msgstr "返回指定 [param agent] 的速度。" + +msgid "" +"Return [code]true[/code] if the specified [param agent] has an avoidance " +"callback." +msgstr "如果指定的 [param agent] 有避障回调,则返回 [code]true[/code]。" + msgid "Returns true if the map got changed the previous frame." msgstr "如果该地图在上一帧发生了改变,则返回 true。" @@ -69742,20 +72380,6 @@ msgstr "设置该代理的 [code]avoidance_layers[/code] 位掩码。" msgid "Set the agent's [code]avoidance_mask[/code] bitmask." msgstr "设置该代理的 [code]avoidance_mask[/code] 位掩码。" -msgid "" -"Set the agent's [code]avoidance_priority[/code] with a [param priority] " -"between 0.0 (lowest priority) to 1.0 (highest priority).\n" -"The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this agent." -msgstr "" -"设置该代理的 [code]avoidance_priority[/code],优先级 [param priority] 在 0.0" -"(最低优先级)到 1.0(最高优先级)之间。\n" -"[param agent] 指定的代理不会针对 [code]avoidance_mask[/code] 存在匹配但 " -"[code] avoidance_priority[/code] 更低的代理调整速度。相应地,优先级更低的代理" -"则会对其速度进行更大的调整,从而避免与这个代理发生碰撞。" - msgid "Puts the agent in the map." msgstr "将代理放入地图中。" @@ -69867,6 +72491,11 @@ msgstr "" "返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 2D " "和 3D 导航地图,因为理论上它们之间是没有区别的。" +msgid "" +"Returns [code]true[/code] when the provided navigation polygon is being baked " +"on a background thread." +msgstr "当提供的导航多边形正在后台线程上烘焙时返回 [code]true[/code]。" + msgid "Create a new link between two positions on a map." msgstr "在地图上新建两个地点之间的链接。" @@ -70028,6 +72657,20 @@ msgstr "" "返回从原点到达目的地的导航路径。[param navigation_layers] 是被允许在路径中的所" "有区块导航层的位掩码。" +msgid "" +"Returns a random position picked from all map region polygons with matching " +"[param navigation_layers].\n" +"If [param uniformly] is [code]true[/code], all map regions, polygons, and " +"faces are weighted by their surface area (slower).\n" +"If [param uniformly] is [code]false[/code], just a random region and a random " +"polygon are picked (faster)." +msgstr "" +"返回与 [param navigation_layers] 匹配的所有地图区块多边形中随机挑选的位置。\n" +"如果 [param uniformly] 为 [code]true[/code],则所有地图区块、多边形、面的权重" +"都会根据对应表面调整权重(较慢)。\n" +"如果 [param uniformly] 为 [code]false[/code],则只会简单地随机挑选一个区块和一" +"个多边形(较快)。" + msgid "" "Returns all navigation regions [RID]s that are currently assigned to the " "requested navigation [param map]." @@ -70081,6 +72724,11 @@ msgid "" "enabled." msgstr "如果给定的 [param obstacle] 启用了避障,则返回 [code]true[/code]。" +msgid "" +"Returns the [code]avoidance_layers[/code] bitmask of the specified [param " +"obstacle]." +msgstr "返回指定 [param obstacle] 的 [code]avoidance_layers[/code] 位掩码。" + msgid "" "Returns the navigation map [RID] the requested [param obstacle] is currently " "assigned to." @@ -70089,6 +72737,18 @@ msgstr "返回请求的障碍物 [param obstacle] 当前分配的导航地图 [R msgid "Returns [code]true[/code] if the specified [param obstacle] is paused." msgstr "如果指定的 [param obstacle] 被暂停,则返回 [code]true[/code]。" +msgid "Returns the position of the specified [param obstacle] in world space." +msgstr "返回在世界空间中指定的 [param obstacle] 的位置。" + +msgid "Returns the radius of the specified dynamic [param obstacle]." +msgstr "返回指定的动态 [param obstacle] 的半径。" + +msgid "Returns the velocity of the specified dynamic [param obstacle]." +msgstr "返回指定的动态 [param obstacle] 的速度。" + +msgid "Returns the outline vertices for the specified [param obstacle]." +msgstr "返回指定的 [param obstacle] 的轮廓顶点。" + msgid "" "If [param enabled] is [code]true[/code], the provided [param obstacle] " "affects avoidance using agents." @@ -70205,6 +72865,23 @@ msgid "" "Returns the [code]ObjectID[/code] of the object which manages this region." msgstr "返回管理该地区对象的 [code]ObjectID[/code]。" +msgid "" +"Returns a random position picked from all region polygons with matching " +"[param navigation_layers].\n" +"If [param uniformly] is [code]true[/code], all region polygons and faces are " +"weighted by their surface area (slower).\n" +"If [param uniformly] is [code]false[/code], just a random polygon and face is " +"picked (faster)." +msgstr "" +"返回与 [param navigation_layers] 匹配的所有区块多边形中随机挑选的位置。\n" +"如果 [param uniformly] 为 [code]true[/code],则所有区块多边形和面的权重都会根" +"据对应表面调整权重(较慢)。\n" +"如果 [param uniformly] 为 [code]false[/code],则只会简单地随机挑选一个多边形和" +"一个面(较快)。" + +msgid "Returns the global transformation of this [param region]." +msgstr "返回该 [param region] 的全局变换。" + msgid "Returns the travel cost of this [param region]." msgstr "返回 [param region] 地区的移动消耗。" @@ -70295,57 +72972,13 @@ msgstr "当导航调试设置更改时发出。仅在调试版本中可用。" msgid "A server interface for low-level 3D navigation access." msgstr "用于访问低阶 3D 导航的服务器接口。" -msgid "" -"NavigationServer3D is the server that handles navigation maps, regions and " -"agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" -"[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " -"physics frame and not immediately. This includes all changes made to maps, " -"regions or agents by navigation-related nodes in the scene tree or made " -"through scripts.\n" -"For two regions to be connected to each other, they must share a similar " -"edge. An edge is considered connected to another if both of its two vertices " -"are at a distance less than [code]edge_connection_margin[/code] to the " -"respective other edge's vertex.\n" -"You may assign navigation layers to regions with [method NavigationServer3D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer3D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" -"To use the collision avoidance system, you may use agents. You can set an " -"agent's target velocity, then the servers will emit a callback with a " -"modified velocity.\n" -"[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." -msgstr "" -"NavigationServer3D 是处理导航地图、区块、代理的服务器。它不处理来自 [AStar3D] " -"的 A* 导航。\n" -"地图由区块组成,区块由导航网格组成。它们共同定义了 3D 空间中的可达区域。\n" -"[b]注意:[/b]大多数 [NavigationServer3D] 的更改都是在下一个物理帧进行的,不会" -"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作" -"出的更改,还是通过脚本作出的更改。\n" -"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点" -"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连" -"的。\n" -"可以使用 [method NavigationServer3D.region_set_navigation_layers] 为区块分配导" -"航层,使用 [method NavigationServer3D.map_get_path] 请求路径时会对导航层进行检" -"查。可用于针对某些对象允许或禁止特定的区域。\n" -"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回" -"调,提供修改后的速度。\n" -"[b]注意:[/b]碰撞躲避系统会忽略区块。直接使用修改后的速度可能会将代理移动到可" -"达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n" -"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请" -"求对地图作出任何修改。" - msgid "" "Returns [code]true[/code] if the provided [param agent] has avoidance enabled." msgstr "如果指定代理 [param agent] 启用了避障,则返回 [code]true[/code]。" +msgid "Returns the [code]height[/code] of the specified [param agent]." +msgstr "返回指定的 [param agent] 的 [code]height[/code]。" + msgid "" "Returns [code]true[/code] if the provided [param agent] uses avoidance in 3D " "space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z)." @@ -70428,6 +73061,11 @@ msgstr "" "返回有关 NavigationServer 当前状态的信息。有关可用状态的列表,请参阅 [enum " "ProcessInfo]。" +msgid "" +"Returns [code]true[/code] when the provided navigation mesh is being baked on " +"a background thread." +msgstr "当提供的导航网格正在后台线程上烘焙时返回 [code]true[/code]。" + msgid "" "Set the links's navigation layers. This allows selecting links from a path " "request (when using [method NavigationServer3D.map_get_path])." @@ -70459,6 +73097,9 @@ msgid "" msgstr "" "返回地图的边界连接边距。这是让两个不同地区的边界相连所需的最小顶点距离。" +msgid "Returns map's internal merge rasterizer cell scale." +msgstr "返回地图的内部合并栅格化器的单元格缩放。" + msgid "Returns the map's up direction." msgstr "返回地图的上方向。" @@ -70484,12 +73125,20 @@ msgstr "" "设置在 XZ 平面上栅格化导航网格顶点所使用的地图单元格大小。必须与所使用的导航网" "格的单元格大小相匹配。" +msgid "" +"Set the map's internal merge rasterizer cell scale used to control merging " +"sensitivity." +msgstr "设置地图的内部合并栅格化器的单元格缩放,用于控制合并的敏感度。" + msgid "Sets the map up direction." msgstr "设置地图的上方向。" msgid "Creates a new obstacle." msgstr "新建障碍物。" +msgid "Returns the [code]height[/code] of the specified [param obstacle]." +msgstr "返回指定 [param obstacle] 的 [code]height[/code]。" + msgid "" "Returns [code]true[/code] if the provided [param obstacle] uses avoidance in " "3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0," @@ -70526,6 +73175,12 @@ msgstr "" "[NavigationPathQueryParameters3D] 定义。会使用路径和其他查询中请求的信息更新提" "供的 [NavigationPathQueryResult3D]。" +msgid "" +"Bakes the [param navigation_mesh] with bake source geometry collected " +"starting from the [param root_node]." +msgstr "" +"烘焙 [param navigation_mesh],烘焙的来源几何体从 [param root_node] 开始收集。" + msgid "" "Returns true if the navigation [param region] is set to use edge connections " "to connect with other navigation regions within proximity of the navigation " @@ -71214,6 +73869,60 @@ msgstr "" "[b]注意:[/b]不再场景树中时,[SceneTree] 的分组方法[i]无法[/i]正常工作(见 " "[method is_inside_tree])。" +msgid "" +"Translates a [param message], using the translation catalogs configured in " +"the Project Settings. Further [param context] can be specified to help with " +"the translation.\n" +"This method works the same as [method Object.tr], with the addition of " +"respecting the [member auto_translate_mode] state.\n" +"If [method Object.can_translate_messages] is [code]false[/code], or no " +"translation is available, this method returns the [param message] without " +"changes. See [method Object.set_message_translation].\n" +"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" +"internationalizing_games.html]Internationalizing games[/url]." +msgstr "" +"使用项目设置中配置的翻译目录,翻译一条 [param message]。可以进一步指定 [param " +"context] 来帮助翻译。\n" +"该方法的工作方式与 [method Object.tr] 相同,此外还遵循 [member " +"auto_translate_mode] 状态。\n" +"如果 [method Object.can_translate_messages] 为 [code]false[/code],或者没有翻" +"译可用,则该方法将返回 [param message] 而不做任何更改。请参阅 [method Object." +"set_message_translation]。\n" +"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." +"html]《国际化游戏》[/url]。" + +msgid "" +"Translates a [param message] or [param plural_message], using the translation " +"catalogs configured in the Project Settings. Further [param context] can be " +"specified to help with the translation.\n" +"This method works the same as [method Object.tr_n], with the addition of " +"respecting the [member auto_translate_mode] state.\n" +"If [method Object.can_translate_messages] is [code]false[/code], or no " +"translation is available, this method returns [param message] or [param " +"plural_message], without changes. See [method Object." +"set_message_translation].\n" +"The [param n] is the number, or amount, of the message's subject. It is used " +"by the translation system to fetch the correct plural form for the current " +"language.\n" +"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" +"localization_using_gettext.html]Localization using gettext[/url].\n" +"[b]Note:[/b] Negative and [float] numbers may not properly apply to some " +"countable subjects. It's recommended to handle these cases with [method atr]." +msgstr "" +"使用项目设置中配置的翻译目录,翻译一条 [param message] 或 [param " +"plural_message]。可以进一步指定 [param context] 来帮助翻译。\n" +"该方法的工作方式与 [method Object.tr_n] 相同,此外还遵循 [member " +"auto_translate_mode] 状态。\n" +"如果 [method Object.can_translate_messages] 为 [code]false[/code],或者没有翻" +"译可用,则该方法将返回 [param message] 或 [param plural_message],而不做任何更" +"改。请参阅 [method Object.set_message_translation]。\n" +"[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形" +"式。\n" +"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." +"html]《使用 gettext 进行本地化》[/url]。\n" +"[b]注意:[/b]负数和 [float] 数字可能不适用于某些可数科目。建议使用 [method " +"atr] 处理这些情况。" + msgid "" "This function is similar to [method Object.call_deferred] except that the " "call will take place when the node thread group is processed. If the node " @@ -71236,6 +73945,39 @@ msgstr "" "这个函数能够确保调用成功,无论是否从线程中调用。如果是从不允许调用该函数的线程" "中调用的,那么调用就会变成延迟调用。否则就会直接调用。" +msgid "" +"Creates a new [Tween] and binds it to this node.\n" +"This is the equivalent of doing:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetTree().CreateTween().BindNode(this);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The Tween will start automatically on the next process frame or physics frame " +"(depending on [enum Tween.TweenProcessMode]). See [method Tween.bind_node] " +"for more info on Tweens bound to nodes.\n" +"[b]Note:[/b] The method can still be used when the node is not inside " +"[SceneTree]. It can fail in an unlikely case of using a custom [MainLoop]." +msgstr "" +"新建 [Tween] 并将其绑定到这个节点。\n" +"与如下操作等价:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetTree().CreateTween().BindNode(this);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"该 Tween 将在下一个处理帧或物理帧时自动开始(取决于 [enum Tween." +"TweenProcessMode])。有关绑定到节点的 Tween 的更多信息,请参阅 [method Tween." +"bind_node]。\n" +"[b]注意:[/b]当节点不在 [SceneTree] 内部时,该方法仍然可以使用。在使用自定义 " +"[MainLoop] 的极少数情况下,它可能会失败。" + msgid "" "Duplicates the node, returning a new node with all of its properties, signals " "and groups copied from the original. The behavior can be tweaked through the " @@ -71659,6 +74401,23 @@ msgstr "" "返回该节点相对于 [member SceneTree.root] 的绝对路径。如果该节点不在场景树内" "部,则该方法失败并返回空的 [NodePath]。" +msgid "" +"Returns the relative [NodePath] from this node to the specified [param node]. " +"Both nodes must be in the same [SceneTree] or scene hierarchy, otherwise this " +"method fails and returns an empty [NodePath].\n" +"If [param use_unique_path] is [code]true[/code], returns the shortest path " +"accounting for this node's unique name (see [member unique_name_in_owner]).\n" +"[b]Note:[/b] If you get a relative path which starts from a unique node, the " +"path may be longer than a normal relative path, due to the addition of the " +"unique node's name." +msgstr "" +"返回从该节点到指定节点 [param node] 的相对 [NodePath]。这两个节点都必须在同一" +"个 [SceneTree] 或场景层次结构中,否则该方法将失败并返回一个空的 [NodePath]。\n" +"如果 [param use_unique_path] 为 [code]true[/code],则返回考虑该节点唯一名称的" +"最短路径(请参阅 [member unique_name_in_owner])。\n" +"[b]注意:[/b]如果你获取了从唯一节点开始的相对路径,则由于添加了唯一节点的名" +"称,该路径可能比普通的相对路径长。" + msgid "" "Returns the time elapsed (in seconds) since the last physics callback. This " "value is identical to [method _physics_process]'s [code]delta[/code] " @@ -72046,6 +74805,22 @@ msgstr "" "从给定的 [param group] 中移除该节点。如果该节点不在 [param group] 中,则不执行" "任何操作。另请参阅描述中的注释以及 [SceneTree] 的分组方法。" +msgid "" +"Changes the parent of this [Node] to the [param new_parent]. The node needs " +"to already have a parent. The node's [member owner] is preserved if its owner " +"is still reachable from the new location (i.e., the node is still a " +"descendant of the new parent after the operation).\n" +"If [param keep_global_transform] is [code]true[/code], the node's global " +"transform will be preserved if supported. [Node2D], [Node3D] and [Control] " +"support this argument (but [Control] keeps only position)." +msgstr "" +"将这个 [Node] 的父节点更改为 [param new_parent]。该节点需要已经有一个父节点。" +"如果该节点的所有者仍然可以从新位置访问(即,该节点在操作后仍然是新父节点的后" +"代),则该节点的 [member owner] 将被保留。\n" +"如果 [param keep_global_transform] 为 [code]true[/code],则会在支持时保持该节" +"点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] 只会保" +"留位置)。" + msgid "" "Replaces this node by the given [param node]. All children of this node are " "moved to [param node].\n" @@ -72204,6 +74979,23 @@ msgstr "" "[MultiplayerSynchronizer] 复制新控制方的信息。此外,父节点的控制方[b]不会[/b]" "传播给新添加的子节点。" +msgid "" +"If set to [code]true[/code], enables physics (fixed framerate) processing. " +"When a node is being processed, it will receive a [constant " +"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." +"physics_ticks_per_second] to change) interval (and the [method " +"_physics_process] callback will be called if it exists).\n" +"[b]Note:[/b] If [method _physics_process] is overridden, this will be " +"automatically enabled before [method _ready] is called." +msgstr "" +"如果设置为 [code]true[/code],则启用物理(固定帧率)处理。当一个节点正在被处理" +"时,它将以固定的(通常是 60 FPS,请参阅 [member Engine." +"physics_ticks_per_second] 以更改)时间间隔,接收一个 [constant " +"NOTIFICATION_PHYSICS_PROCESS](如果存在 [method _physics_process] 回调,该回调" +"将被调用)。\n" +"[b]注意:[/b]如果 [method _physics_process] 被覆盖,它将在 [method _ready] 被" +"调用之前自动启用。" + msgid "" "If set to [code]true[/code], enables internal physics for this node. Internal " "physics processing happens in isolation from the normal [method " @@ -72221,6 +75013,26 @@ msgstr "" "[b]警告:[/b]内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能" "会导致意外行为。请在你知道自己正在做什么时使用该方法。" +msgid "" +"If set to [code]true[/code], enables processing. When a node is being " +"processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn " +"frame (and the [method _process] callback will be called if it exists).\n" +"[b]Note:[/b] If [method _process] is overridden, this will be automatically " +"enabled before [method _ready] is called.\n" +"[b]Note:[/b] This method only affects the [method _process] callback, i.e. it " +"has no effect on other callbacks like [method _physics_process]. If you want " +"to disable all processing for the node, set [member process_mode] to " +"[constant PROCESS_MODE_DISABLED]." +msgstr "" +"如果设置为 [code]true[/code],则启用帧处理。当一个节点正在被处理时,它将在每个" +"绘制的帧上收到一个 [constant NOTIFICATION_PROCESS](如果存在 [method " +"_process] 回调,该回调将被调用)。\n" +"[b]注意:[/b]如果 [method _process] 被覆盖,它将在 [method _ready] 被调用之前" +"自动启用。\n" +"[b]注意:[/b]该方法仅影响 [method _process] 回调,即对 [method " +"_physics_process] 等其他回调没有影响。如果要禁用节点的所有处理,请将 [member " +"process_mode] 设置为 [constant PROCESS_MODE_DISABLED]。" + msgid "" "If set to [code]true[/code], enables internal processing for this node. " "Internal processing happens in isolation from the normal [method _process] " @@ -72237,6 +75049,39 @@ msgstr "" "[b]警告:[/b]内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能" "会导致意外行为。请在你知道自己正在做什么时使用该方法。" +msgid "" +"If set to [code]true[/code], enables shortcut processing for this node.\n" +"[b]Note:[/b] If [method _shortcut_input] is overridden, this will be " +"automatically enabled before [method _ready] is called." +msgstr "" +"如果设置为 [code]true[/code],则启用该节点的快捷键处理。\n" +"[b]注意:[/b]如果 [method _shortcut_input] 被覆盖,则它将在 [method _ready] 被" +"调用之前自动启用。" + +msgid "" +"If set to [code]true[/code], enables unhandled input processing. It enables " +"the node to receive all input that was not previously handled (usually by a " +"[Control]).\n" +"[b]Note:[/b] If [method _unhandled_input] is overridden, this will be " +"automatically enabled before [method _ready] is called. Unhandled input " +"processing is also already enabled for GUI controls, such as [Button] and " +"[TextEdit]." +msgstr "" +"如果设置为 [code]true[/code],则启用未处理的输入处理。它使节点能够接收所有以前" +"没有处理的输入(通常是由 [Control] 处理的)。\n" +"[b]注意:[/b]如果 [method _unhandled_input] 被覆盖,则它将在 [method _ready] " +"被调用之前自动启用。对于 GUI 控件,例如 [Button] 和 [TextEdit],则未处理的输入" +"处理也早已启用。" + +msgid "" +"If set to [code]true[/code], enables unhandled key input processing.\n" +"[b]Note:[/b] If [method _unhandled_key_input] is overridden, this will be " +"automatically enabled before [method _ready] is called." +msgstr "" +"如果设置为 [code]true[/code],则启用未处理的按键输入处理。\n" +"[b]注意:[/b]如果 [method _unhandled_key_input] 被覆盖,则它将在 [method " +"_ready] 被调用之前自动启用。" + msgid "" "If set to [code]true[/code], the node becomes a [InstancePlaceholder] when " "packed and instantiated from a [PackedScene]. See also [method " @@ -72255,6 +75100,16 @@ msgstr "" "刷新场景面板中为该节点显示的警告。使用 [method _get_configuration_warnings] 自" "定义要显示的警告消息。" +msgid "" +"Defines if any text should automatically change to its translated version " +"depending on the current locale (for nodes such as [Label], [RichTextLabel], " +"[Window], etc.). See [enum AutoTranslateMode].\n" +"Also decides if the node's strings should be parsed for POT generation." +msgstr "" +"定义任何文本是否应根据当前区域设置自动更改为其翻译版本(对于 [Label]、" +"[RichTextLabel]、[Window] 等节点)。请参阅 [enum AutoTranslateMode]。\n" +"还决定节点的字符串是否应被解析以生成 POT。" + msgid "" "An optional description to the node. It will be displayed as a tooltip when " "hovering over the node in the editor's Scene dock." @@ -72272,6 +75127,23 @@ msgstr "" "[b]注意:[/b]将节点重命名或者在树中移动都不会将 [MultiplayerAPI] 移动至新的路" "径,你需要手动进行更新。" +msgid "" +"The name of the node. This name must be unique among the siblings (other " +"child nodes from the same parent). When set to an existing sibling's name, " +"the node is automatically renamed.\n" +"[b]Note:[/b] When changing the name, the following characters will be " +"replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] " +"[code]/[/code] [code]\"[/code] [code]%[/code]). In particular, the [code]@[/" +"code] character is reserved for auto-generated names. See also [method String." +"validate_node_name]." +msgstr "" +"该节点的名称。该名称在同级节点(来自同一父节点的其他子节点)中必须是唯一的。当" +"设置为已有同级节点的名称时,该节点将会自动重命名。\n" +"[b]注意:[/b]更改名称时,以下字符将被替换为下划线:([code].[/code] [code]:[/" +"code] [code]@[/code] [code]/[/code] [code]\"[/code] [code]%[/code])。特别是," +"[code]@[/code] 字符是为自动生成的名称保留的。另请参阅 [method String." +"validate_node_name]。" + msgid "" "The owner of this node. The owner must be an ancestor of this node. When " "packing the owner node in a [PackedScene], all the nodes it owns are also " @@ -72287,6 +75159,13 @@ msgstr "" "[/b]会被保存。为了防止这种情况,请记住在调用 [method add_child] 后设置所有者。" "另见(参见 [member unique_name_in_owner])" +msgid "" +"The node's processing behavior (see [enum ProcessMode]). To check if the node " +"can process in its current mode, use [method can_process]." +msgstr "" +"该节点的处理行为(请参阅 [enum ProcessMode])。要检查该节点是否能够在当前模式" +"下进行处理,请使用 [method can_process]。" + msgid "" "Similar to [member process_priority] but for [constant " "NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal " @@ -72304,50 +75183,6 @@ msgstr "" "处理回调([method _process]、[method _physics_process]、和内部处理)的节点执行" "顺序。无论树顺序如何,优先级值[i]较低[/i]的节点将先调用其处理回调。" -msgid "" -"Set the process thread group for this node (basically, whether it receives " -"[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " -"[method _process] or [method _physics_process] (and the internal versions) on " -"the main thread or in a sub-thread.\n" -"By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], " -"which means that this node belongs to the same thread group as the parent " -"node. The thread groups means that nodes in a specific thread group will " -"process together, separate to other thread groups (depending on [member " -"process_thread_group_order]). If the value is set is [constant " -"PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub " -"thread (not the main thread), otherwise if set to [constant " -"PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If " -"there is not a parent or grandparent node set to something other than " -"inherit, the node will belong to the [i]default thread group[/i]. This " -"default group will process on the main thread and its group order is 0.\n" -"During processing in a sub-thread, accessing most functions in nodes outside " -"the thread group is forbidden (and it will result in an error in debug mode). " -"Use [method Object.call_deferred], [method call_thread_safe], [method " -"call_deferred_thread_group] and the likes in order to communicate from the " -"thread groups to the main thread (or to other thread groups).\n" -"To better understand process thread groups, the idea is that any node set to " -"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any " -"children (and grandchildren) nodes set to inherit into its process thread " -"group. this means that the processing of all the nodes in the group will " -"happen together, at the same time as the node including them." -msgstr "" -"设置这个节点的处理线程组(基本上就是在主线程还是子线程中接收 [constant " -"NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method " -"_process]、[method _physics_process] 以及这些回调的内部版本)。\n" -"默认情况下线程组为 [constant PROCESS_THREAD_GROUP_INHERIT],表示这个节点属于和" -"父节点一样的线程组。同一线程组中的节点会一起处理,独立于其他线程组(由 " -"[member process_thread_group_order] 决定)。如果设为 [constant " -"PROCESS_THREAD_GROUP_SUB_THREAD],则该线程组会在子线程(非主线程)中执行,否则" -"设为 [constant PROCESS_THREAD_GROUP_MAIN_THREAD] 就会在主线程中处理。如果父节" -"点和先祖节点都没有设置为非继承,则该节点属于[i]默认线程组[/i]。默认分组在主线" -"程中处理,分组顺序为 0。\n" -"在子线程中处理时,线程组之外的大多数函数都禁止访问(调试模式下会报错)。请使" -"用 [method Object.call_deferred]、[method call_thread_safe]、[method " -"call_deferred_thread_group] 等方法与主线程(或其他线程组)通信。\n" -"线程组更好的理解方式是,非 [constant PROCESS_THREAD_GROUP_INHERIT] 的节点都会" -"将设为继承的子节点(以及后续子孙节点)纳入它的处理线程组。这样该分组中的节点就" -"会一起处理,包括包含它们的节点。" - msgid "" "Change the process thread group order. Groups with a lesser order will " "process before groups with a greater order. This is useful when a large " @@ -72418,6 +75253,9 @@ msgid "" "are added, moved or removed." msgstr "子节点列表发生改变时发出。发生在添加、移动、移除子节点时。" +msgid "Emitted when the node's editor description field changed." +msgstr "当节点的编辑器描述字段更改时发出。" + msgid "" "Emitted when the node is considered ready, after [method _ready] is called." msgstr "在 [method _ready] 被调用后,当节点被视为就绪时发出。" @@ -72484,6 +75322,12 @@ msgstr "" "当节点即将退出 [SceneTree] 时收到的通知。请参阅 [method _exit_tree]。\n" "该通知会在相关的 [signal tree_exiting] 信号[i]之后[/i]收到。" +msgid "" +"This notification is no longer sent by the engine. Use [constant " +"NOTIFICATION_CHILD_ORDER_CHANGED] instead." +msgstr "" +"引擎不再发送该通知。请改用 [constant NOTIFICATION_CHILD_ORDER_CHANGED]。" + msgid "Notification received when the node is ready. See [method _ready]." msgstr "当该节点就绪时接收到通知。见 [method _ready]。" @@ -72749,6 +75593,20 @@ msgstr "" msgid "Notification received when the [TextServer] is changed." msgstr "[TextServer] 被更改时收到的通知。" +msgid "" +"Inherits [member process_mode] from the node's parent. This is the default " +"for any newly created node." +msgstr "" +"从该节点的父节点继承 [member process_mode]。这是任何新创建的节点的默认设置。" + +msgid "" +"Stops processing when [member SceneTree.paused] is [code]true[/code]. This is " +"the inverse of [constant PROCESS_MODE_WHEN_PAUSED], and the default for the " +"root node." +msgstr "" +"当 [member SceneTree.paused] 为 [code]true[/code] 时停止处理。这是 [constant " +"PROCESS_MODE_WHEN_PAUSED] 的逆,也是根节点的默认值。" + msgid "" "Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This " "is the inverse of [constant PROCESS_MODE_PAUSABLE]." @@ -72771,26 +75629,12 @@ msgstr "" "PROCESS_MODE_ALWAYS] 相反。" msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Allows this node to process threaded messages created with [method " +"call_deferred_thread_group] right before either [method _process] or [method " +"_physics_process] are called." msgstr "" -"如果 [member process_thread_group] 属性设为这个值,该节点会属于线程组不是继承" -"的父节点(或祖父节点)。详见 [member process_thread_group]。" - -msgid "" -"Process this node (and children nodes set to inherit) on the main thread. See " -"[member process_thread_group] for more information." -msgstr "" -"在主线程上处理该节点(以及设为继承的子节点)。详见 [member " -"process_thread_group]。" - -msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " -"[member process_thread_group] for more information." -msgstr "" -"在子线程上处理该节点(以及设为继承的子节点)。详见 [member " -"process_thread_group]。" +"允许该节点在调用 [method _process] 或 [method _physicals_process] 之前,处理使" +"用 [method call_deferred_thread_group] 创建的线程消息。" msgid "Duplicate the node's signal connections." msgstr "复制该节点的信号连接。" @@ -72798,6 +75642,13 @@ msgstr "复制该节点的信号连接。" msgid "Duplicate the node's groups." msgstr "复制节点的分组。" +msgid "" +"Duplicate the node's script (also overriding the duplicated children's " +"scripts, if combined with [constant DUPLICATE_USE_INSTANTIATION])." +msgstr "" +"复制该节点的脚本(与 [constant DUPLICATE_USE_INSTANTIATION] 组合时,也会覆盖复" +"制的子节点的脚本)。" + msgid "" "Duplicate using [method PackedScene.instantiate]. If the node comes from a " "scene saved on disk, re-uses [method PackedScene.instantiate] as the base for " @@ -72810,14 +75661,11 @@ msgid "The node will not be internal." msgstr "该节点不是内部节点。" msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." -msgstr "该节点将被放置在父节点的子节点列表开头,位于所有非内部兄弟节点之前。" - -msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." -msgstr "该节点将被放置在父节点的子节点列表末尾,位于所有非内部兄弟节点之后。" +"Inherits [member auto_translate_mode] from the node's parent. This is the " +"default for any newly created node." +msgstr "" +"从该节点的父节点继承 [member auto_translate_mode]。这是任何新创建的节点的默认" +"设置。" msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " @@ -73021,13 +75869,6 @@ msgstr "" msgid "Returns all the gizmos attached to this [Node3D]." msgstr "返回附加到该 [Node3D] 的所有小工具。" -msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." -msgstr "" -"返回父节点 [Node3D],如果不存在父节点,或父节点不是 [Node3D] 类型,则返回空的 " -"[Object]。" - msgid "" "Returns the current [World3D] resource this [Node3D] node is registered to." msgstr "返回此 [Node3D] 节点所注册的当前 [World3D] 资源。" @@ -73219,9 +76060,6 @@ msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置 msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "更新附加于该节点的所有 [Node3D] 小工具。" -msgid "Direct access to the 3x3 basis of the [member transform] property." -msgstr "直接访问 [member transform] 属性的 3x3 基。" - msgid "" "Global basis of this node. This is equivalent to [code]global_transform." "basis[/code]." @@ -73424,9 +76262,275 @@ msgstr "2D 角色扮演游戏演示" msgid "Constructs an empty [NodePath]." msgstr "构造空的 [NodePath]。" +msgid "Constructs a [NodePath] as a copy of the given [NodePath]." +msgstr "构造一个 [NodePath] 作为给定 [NodePath] 的副本。" + +msgid "" +"Constructs a [NodePath] from a [String]. The created path is absolute if " +"prefixed with a slash (see [method is_absolute]).\n" +"The \"subnames\" optionally included after the path to the target node can " +"point to properties, and can also be nested.\n" +"Examples of strings that could be node paths:\n" +"[codeblock]\n" +"# Points to the Sprite2D node.\n" +"\"Level/RigidBody2D/Sprite2D\"\n" +"\n" +"# Points to the Sprite2D node and its \"texture\" resource.\n" +"# get_node() would retrieve the Sprite2D, while get_node_and_resource()\n" +"# would retrieve both the Sprite2D node and the \"texture\" resource.\n" +"\"Level/RigidBody2D/Sprite2D:texture\"\n" +"\n" +"# Points to the Sprite2D node and its \"position\" property.\n" +"\"Level/RigidBody2D/Sprite2D:position\"\n" +"\n" +"# Points to the Sprite2D node and the \"x\" component of its \"position\" " +"property.\n" +"\"Level/RigidBody2D/Sprite2D:position:x\"\n" +"\n" +"# Points to the RigidBody2D node as an absolute path beginning from the " +"SceneTree.\n" +"\"/root/Level/RigidBody2D\"\n" +"[/codeblock]\n" +"[b]Note:[/b] In GDScript, it's also possible to convert a constant string " +"into a node path by prefixing it with [code]^[/code]. [code]^\"path/to/" +"node\"[/code] is equivalent to [code]NodePath(\"path/to/node\")[/code]." +msgstr "" +"从 [String] 构造 [NodePath]。如果以斜杠为前缀,则创建的路径是绝对路径(请参阅 " +"[method is_absolute])。\n" +"在到目标节点的路径后可以选择包含“子名称”,它可以指向属性,也可以被嵌套。\n" +"可以作为节点路径的字符串的示例:\n" +"[codeblock]\n" +"# 指向 Sprite2D 节点。\n" +"\"Level/RigidBody2D/Sprite2D\"\n" +"\n" +"# 指向 Sprite2D 节点及其“纹理(texture)”资源。\n" +"# get_node() 将检索 Sprite2D,而 get_node_and_resource()\n" +"# 将同时检索该 Sprite2D 节点和其“纹理(texture)”资源。\n" +"\"Level/RigidBody2D/Sprite2D:texture\"\n" +"\n" +"# 指向 Sprite2D 节点及其“位置(position)”属性。\n" +"\"Level/RigidBody2D/Sprite2D:position\"\n" +"\n" +"# 指向 Sprite2D 节点及其“位置(position)”属性的 “x” 分量。\n" +"\"Level/RigidBody2D/Sprite2D:position:x\"\n" +"\n" +"# 指向 RigidBody2D 节点作为从 SceneTree 开始的绝对路径。\n" +"\"/root/Level/RigidBody2D\"\n" +"[/codeblock]\n" +"[b]注意:[/b]在 GDScript 中,也可以通过在常量字符串前面加上 [code]^[/code] 前" +"缀,来将常量字符串转换为节点路径。[code]^\"path/to/node\"[/code] 相当于 " +"[code]NodePath(\"path/to/node\")[/code]。" + +msgid "" +"Returns a copy of this node path with a colon character ([code]:[/code]) " +"prefixed, transforming it to a pure property path with no node names " +"(relative to the current node).\n" +"[codeblocks]\n" +"[gdscript]\n" +"# node_path points to the \"x\" property of the child node named " +"\"position\".\n" +"var node_path = ^\"position:x\"\n" +"\n" +"# property_path points to the \"position\" in the \"x\" axis of this node.\n" +"var property_path = node_path.get_as_property_path()\n" +"print(property_path) # Prints \":position:x\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// nodePath points to the \"x\" property of the child node named " +"\"position\".\n" +"var nodePath = new NodePath(\"position:x\");\n" +"\n" +"// propertyPath points to the \"position\" in the \"x\" axis of this node.\n" +"NodePath propertyPath = nodePath.GetAsPropertyPath();\n" +"GD.Print(propertyPath); // Prints \":position:x\".\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该节点路径带有冒号字符([code]:[/code])前缀的副本,将其转换为没有节点名称" +"的纯属性路径(相对于当前节点)。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# node_path 指向名为 “position” 的子节点的 “x” 属性。\n" +"var node_path = ^\"position:x\"\n" +"\n" +"# property_path 指向该节点在 “x” 轴上的 “position”。\n" +"var property_path = node_path.get_as_property_path()\n" +"print(property_path) # 打印 “:position:x”\n" +"[/gdscript]\n" +"[csharp]\n" +"// node_path 指向名为 “position” 的子节点的 “x” 属性。\n" +"var nodePath = new NodePath(\"position:x\");\n" +"\n" +"// property_path 指向该节点在 “x” 轴上的 “position”。\n" +"NodePath propertyPath = nodePath.GetAsPropertyPath();\n" +"GD.Print(propertyPath); // 打印 “:position:x”。\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns all node names concatenated with a slash character ([code]/[/code]) " +"as a single [StringName]." +msgstr "" +"将与斜杠字符([code]/[/code])连接的所有节点名称作为单个 [StringName] 返回。" + +msgid "" +"Returns all property subnames concatenated with a colon character ([code]:[/" +"code]) as a single [StringName].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node_path = ^\"Sprite2D:texture:resource_name\"\n" +"print(node_path.get_concatenated_subnames()) # Prints \"texture:" +"resource_name\".\n" +"[/gdscript]\n" +"[csharp]\n" +"var nodePath = new NodePath(\"Sprite2D:texture:resource_name\");\n" +"GD.Print(nodePath.GetConcatenatedSubnames()); // Prints \"texture:" +"resource_name\".\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"将与冒号字符([code]:[/code])连接的所有属性子名称作为单个 [StringName] 返" +"回。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node_path = ^\"Sprite2D:texture:resource_name\"\n" +"print(node_path.get_concatenated_subnames()) # 打印 “texture:" +"resource_name”。\n" +"[/gdscript]\n" +"[csharp]\n" +"var nodePath = new NodePath(\"Sprite2D:texture:resource_name\");\n" +"GD.Print(nodePath.GetConcatenatedSubnames()); // 打印 “texture:" +"resource_name”。\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the node name indicated by [param idx], starting from 0. If [param " +"idx] is out of bounds, an error is generated. See also [method " +"get_subname_count] and [method get_name_count].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var sprite_path = NodePath(\"../RigidBody2D/Sprite2D\")\n" +"print(sprite_path.get_name(0)) # Prints \"..\".\n" +"print(sprite_path.get_name(1)) # Prints \"RigidBody2D\".\n" +"print(sprite_path.get_name(2)) # Prints \"Sprite\".\n" +"[/gdscript]\n" +"[csharp]\n" +"var spritePath = new NodePath(\"../RigidBody2D/Sprite2D\");\n" +"GD.Print(spritePath.GetName(0)); // Prints \"..\".\n" +"GD.Print(spritePath.GetName(1)); // Prints \"PathFollow2D\".\n" +"GD.Print(spritePath.GetName(2)); // Prints \"Sprite\".\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回由从 0 开始的 [param idx] 指示的节点名称。如果 [param idx] 超出范围,则会" +"生成错误。另请参阅 [method get_subname_count] 和 [method get_name_count]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var sprite_path = NodePath(\"../RigidBody2D/Sprite2D\")\n" +"print(sprite_path.get_name(0)) # 打印 “..”。\n" +"print(sprite_path.get_name(1)) # 打印 “RigidBody2D”。\n" +"print(sprite_path.get_name(2)) # 打印 “Sprite”。\n" +"[/gdscript]\n" +"[csharp]\n" +"var spritePath = new NodePath(\"../RigidBody2D/Sprite2D\");\n" +"GD.Print(spritePath.GetName(0)); // 打印 “..”。\n" +"GD.Print(spritePath.GetName(1)); // 打印 “PathFollow2D”。\n" +"GD.Print(spritePath.GetName(2)); // 打印 “Sprite”。\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the number of node names in the path. Property subnames are not " +"included.\n" +"For example, [code]\"../RigidBody2D/Sprite2D:texture\"[/code] contains 3 node " +"names." +msgstr "" +"返回路径中节点名称的数量。不包括属性子名称。\n" +"例如,[code]\"../RigidBody2D/Sprite2D:texture\"[/code] 包含 3 个节点名称。" + +msgid "" +"Returns the property name indicated by [param idx], starting from 0. If " +"[param idx] is out of bounds, an error is generated. See also [method " +"get_subname_count].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var path_to_name = NodePath(\"Sprite2D:texture:resource_name\")\n" +"print(path_to_name.get_subname(0)) # Prints \"texture\".\n" +"print(path_to_name.get_subname(1)) # Prints \"resource_name\".\n" +"[/gdscript]\n" +"[csharp]\n" +"var pathToName = new NodePath(\"Sprite2D:texture:resource_name\");\n" +"GD.Print(pathToName.GetSubname(0)); // Prints \"texture\".\n" +"GD.Print(pathToName.GetSubname(1)); // Prints \"resource_name\".\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回由从 0 开始的 [param idx] 指示的属性名称。如果 [param idx] 超出范围,则会" +"生成错误。另请参阅 [method get_subname_count]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var path_to_name = NodePath(\"Sprite2D:texture:resource_name\")\n" +"print(path_to_name.get_subname(0)) # 打印 “texture”。\n" +"print(path_to_name.get_subname(1)) # 打印 “resource_name”。\n" +"[/gdscript]\n" +"[csharp]\n" +"var pathToName = new NodePath(\"Sprite2D:texture:resource_name\");\n" +"GD.Print(pathToName.GetSubname(0)); // 打印 “texture”。\n" +"GD.Print(pathToName.GetSubname(1)); // 打印 “resource_name”。\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the number of property names (\"subnames\") in the path. Each subname " +"in the node path is listed after a colon character ([code]:[/code]).\n" +"For example, [code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/" +"code] contains 2 subnames." +msgstr "" +"返回路径中属性名称(“子名称”)的数量。节点路径中的每个子名称都列在冒号字符" +"([code]:[/code])之后。\n" +"例如,[code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/code] 包含 " +"2 个子名称。" + +msgid "" +"Returns the 32-bit hash value representing the node path's contents.\n" +"[b]Note:[/b] Node paths with equal hash values are [i]not[/i] guaranteed to " +"be the same, as a result of hash collisions. Node paths with different hash " +"values are guaranteed to be different." +msgstr "" +"返回代表该节点路径内容的 32 位哈希值。\n" +"[b]注意:[/b]由于哈希冲突,具有相等哈希值的节点路径[i]无法[/i]保证相同。不同哈" +"希值的节点路径保证是不同的。" + +msgid "" +"Returns [code]true[/code] if the node path is absolute. Unlike a relative " +"path, an absolute path is represented by a leading slash character ([code]/[/" +"code]) and always begins from the [SceneTree]. It can be used to reliably " +"access nodes from the root node (e.g. [code]\"/root/Global\"[/code] if an " +"autoload named \"Global\" exists)." +msgstr "" +"如果节点路径是绝对路径,则返回 [code]true[/code]。与相对路径不同,绝对路径由前" +"导斜杠字符([code]/[/code])表示,并且始终从 [SceneTree] 开始。它可用于从根节" +"点可靠地访问节点(例如,如果存在名为 “Global” 的自动加载,则 [code]\"/root/" +"Global\"[/code])。" + +msgid "" +"Returns [code]true[/code] if the node path has been constructed from an empty " +"[String] ([code]\"\"[/code])." +msgstr "" +"如果节点路径是从空的 [String]([code]\"\"[/code])构造的,则返回 [code]true[/" +"code]。" + msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if two node paths are equal, that is, they are " +"composed of the same node names and subnames in the same order." +msgstr "" +"如果两个节点路径相等,即它们由相同的节点名称和子名称按相同的顺序组成,则返回 " +"[code]true[/code]。" + msgid "Abstract base class for noise generators." msgstr "噪声生成器的抽象基类。" @@ -73889,6 +76993,251 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Override this method to provide a custom list of additional properties to " +"handle by the engine.\n" +"Should return a property list, as an [Array] of dictionaries. The result is " +"added to the array of [method get_property_list], and should be formatted in " +"the same way. Each [Dictionary] must at least contain the [code]name[/code] " +"and [code]type[/code] entries.\n" +"You can use [method _property_can_revert] and [method _property_get_revert] " +"to customize the default values of the properties added by this method.\n" +"The example below displays a list of numbers shown as words going from " +"[code]ZERO[/code] to [code]FIVE[/code], with [code]number_count[/code] " +"controlling the size of the list:\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends Node\n" +"\n" +"@export var number_count = 3:\n" +" set(nc):\n" +" number_count = nc\n" +" numbers.resize(number_count)\n" +" notify_property_list_changed()\n" +"\n" +"var numbers = PackedInt32Array([0, 0, 0])\n" +"\n" +"func _get_property_list():\n" +" var properties = []\n" +"\n" +" for i in range(number_count):\n" +" properties.append({\n" +" \"name\": \"number_%d\" % i,\n" +" \"type\": TYPE_INT,\n" +" \"hint\": PROPERTY_HINT_ENUM,\n" +" \"hint_string\": \"ZERO,ONE,TWO,THREE,FOUR,FIVE\",\n" +" })\n" +"\n" +" return properties\n" +"\n" +"func _get(property):\n" +" if property.begins_with(\"number_\"):\n" +" var index = property.get_slice(\"_\", 1).to_int()\n" +" return numbers[index]\n" +"\n" +"func _set(property, value):\n" +" if property.begins_with(\"number_\"):\n" +" var index = property.get_slice(\"_\", 1).to_int()\n" +" numbers[index] = value\n" +" return true\n" +" return false\n" +"[/gdscript]\n" +"[csharp]\n" +"[Tool]\n" +"public partial class MyNode : Node\n" +"{\n" +" private int _numberCount;\n" +"\n" +" [Export]\n" +" public int NumberCount\n" +" {\n" +" get => _numberCount;\n" +" set\n" +" {\n" +" _numberCount = value;\n" +" _numbers.Resize(_numberCount);\n" +" NotifyPropertyListChanged();\n" +" }\n" +" }\n" +"\n" +" private List _numbers = new();\n" +"\n" +" public override Godot.Collections.Array " +"_GetPropertyList()\n" +" {\n" +" var properties = new Godot.Collections.Array();\n" +"\n" +" for (int i = 0; i < _numberCount; i++)\n" +" {\n" +" properties.Add(new Godot.Collections.Dictionary()\n" +" {\n" +" { \"name\", $\"number_{i}\" },\n" +" { \"type\", (int)Variant.Type.Int },\n" +" { \"hint\", (int)PropertyHint.Enum },\n" +" { \"hint_string\", \"Zero,One,Two,Three,Four,Five\" },\n" +" });\n" +" }\n" +"\n" +" return properties;\n" +" }\n" +"\n" +" public override Variant _Get(StringName property)\n" +" {\n" +" string propertyName = property.ToString();\n" +" if (propertyName.StartsWith(\"number_\"))\n" +" {\n" +" int index = int.Parse(propertyName.Substring(\"number_\"." +"Length));\n" +" return _numbers[index];\n" +" }\n" +" return default;\n" +" }\n" +"\n" +" public override bool _Set(StringName property, Variant value)\n" +" {\n" +" string propertyName = property.ToString();\n" +" if (propertyName.StartsWith(\"number_\"))\n" +" {\n" +" int index = int.Parse(propertyName.Substring(\"number_\"." +"Length));\n" +" numbers[index] = value.As();\n" +" return true;\n" +" }\n" +" return false;\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] This method is intended for advanced purposes. For most common " +"use cases, the scripting languages offer easier ways to handle properties. " +"See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], " +"[annotation @GDScript.@export_group], etc. If you want to customize exported " +"properties, use [method _validate_property].\n" +"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this " +"method will not be called in the editor." +msgstr "" +"覆盖该方法以提供由引擎处理的额外属性的自定义列表。\n" +"应该返回一个属性列表,作为字典的 [Array]。该结果被添加到 [method " +"get_property_list] 的数组中,并且应该以相同的方式进行格式化。每个 " +"[Dictionary] 必须至少包含 [code]name[/code] 和 [code]type[/code] 条目。\n" +"你可以使用 [method _property_can_revert] 和 [method _property_get_revert] 自定" +"义该方法添加的属性的默认值。\n" +"下面的示例显示了一个数字列表,该列表显示为从 [code]ZERO[/code] 到 [code]FIVE[/" +"code] 的单词,其中 [code]number_count[/code] 控制列表的大小:\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends Node\n" +"\n" +"@export var number_count = 3:\n" +" set(nc):\n" +" number_count = nc\n" +" numbers.resize(number_count)\n" +" notify_property_list_changed()\n" +"\n" +"var numbers = PackedInt32Array([0, 0, 0])\n" +"\n" +"func _get_property_list():\n" +" var properties = []\n" +"\n" +" for i in range(number_count):\n" +" properties.append({\n" +" \"name\": \"number_%d\" % i,\n" +" \"type\": TYPE_INT,\n" +" \"hint\": PROPERTY_HINT_ENUM,\n" +" \"hint_string\": \"ZERO,ONE,TWO,THREE,FOUR,FIVE\",\n" +" })\n" +"\n" +" return properties\n" +"\n" +"func _get(property):\n" +" if property.begins_with(\"number_\"):\n" +" var index = property.get_slice(\"_\", 1).to_int()\n" +" return numbers[index]\n" +"\n" +"func _set(property, value):\n" +" if property.begins_with(\"number_\"):\n" +" var index = property.get_slice(\"_\", 1).to_int()\n" +" numbers[index] = value\n" +" return true\n" +" return false\n" +"[/gdscript]\n" +"[csharp]\n" +"[Tool]\n" +"public partial class MyNode : Node\n" +"{\n" +" private int _numberCount;\n" +"\n" +" [Export]\n" +" public int NumberCount\n" +" {\n" +" get => _numberCount;\n" +" set\n" +" {\n" +" _numberCount = value;\n" +" _numbers.Resize(_numberCount);\n" +" NotifyPropertyListChanged();\n" +" }\n" +" }\n" +"\n" +" private List _numbers = new();\n" +"\n" +" public override Godot.Collections.Array " +"_GetPropertyList()\n" +" {\n" +" var properties = new Godot.Collections.Array();\n" +"\n" +" for (int i = 0; i < _numberCount; i++)\n" +" {\n" +" properties.Add(new Godot.Collections.Dictionary()\n" +" {\n" +" { \"name\", $\"number_{i}\" },\n" +" { \"type\", (int)Variant.Type.Int },\n" +" { \"hint\", (int)PropertyHint.Enum },\n" +" { \"hint_string\", \"Zero,One,Two,Three,Four,Five\" },\n" +" });\n" +" }\n" +"\n" +" return properties;\n" +" }\n" +"\n" +" public override Variant _Get(StringName property)\n" +" {\n" +" string propertyName = property.ToString();\n" +" if (propertyName.StartsWith(\"number_\"))\n" +" {\n" +" int index = int.Parse(propertyName.Substring(\"number_\"." +"Length));\n" +" return _numbers[index];\n" +" }\n" +" return default;\n" +" }\n" +"\n" +" public override bool _Set(StringName property, Variant value)\n" +" {\n" +" string propertyName = property.ToString();\n" +" if (propertyName.StartsWith(\"number_\"))\n" +" {\n" +" int index = int.Parse(propertyName.Substring(\"number_\"." +"Length));\n" +" numbers[index] = value.As();\n" +" return true;\n" +" }\n" +" return false;\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]该方法旨在用于高级目的。对于大多数常见用例,脚本语言提供了更简单" +"的方法来处理属性。参见 [annotation @GDScript.@export]、[annotation @GDScript." +"@export_enum]、[annotation @GDScript.@export_group]、等。如果要自定义导出的属" +"性,请使用 [method _validate_property]。\n" +"[b]注意:[/b]如果该对象的脚本不是 [annotation @GDScript.@tool],则该方法在编辑" +"器中不会被调用。" + msgid "" "Called when the object's script is instantiated, oftentimes after the object " "is initialized in memory (through [code]Object.new()[/code] in GDScript, or " @@ -73954,19 +77303,6 @@ msgstr "" "NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE])。[Node] 等" "继承类定义了更多通知,这些通知也由该方法接收。" -msgid "" -"Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" -"[b]Note:[/b] This method must return consistently, regardless of the current " -"value of the [param property]." -msgstr "" -"覆盖该方法以自定义给定 [param property] 的还原行为。如果 [param property] 可以" -"在检查器停靠面板中恢复,则应该返回 [code]true[/code]。使用 [method " -"_property_get_revert] 来指定 [param property] 的默认值。\n" -"[b]注意:[/b]无论 [param property] 的当前值如何,该方法都必须始终如一地返回。" - msgid "" "Override this method to customize the given [param property]'s revert " "behavior. Should return the default value for the [param property]. If the " @@ -74114,6 +77450,114 @@ msgstr "" " var a = str(self) # a 是“欢迎来到 Godot 4!”\n" "[/codeblock]" +msgid "" +"Override this method to customize existing properties. Every property info " +"goes through this method, except properties added with [method " +"_get_property_list]. The dictionary contents is the same as in [method " +"_get_property_list].\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends Node\n" +"\n" +"@export var is_number_editable: bool:\n" +" set(value):\n" +" is_number_editable = value\n" +" notify_property_list_changed()\n" +"@export var number: int\n" +"\n" +"func _validate_property(property: Dictionary):\n" +" if property.name == \"number\" and not is_number_editable:\n" +" property.usage |= PROPERTY_USAGE_READ_ONLY\n" +"[/gdscript]\n" +"[csharp]\n" +"[Tool]\n" +"public partial class MyNode : Node\n" +"{\n" +" private bool _isNumberEditable;\n" +"\n" +" [Export]\n" +" public bool IsNumberEditable\n" +" {\n" +" get => _isNumberEditable;\n" +" set\n" +" {\n" +" _isNumberEditable = value;\n" +" NotifyPropertyListChanged();\n" +" }\n" +" }\n" +"\n" +" [Export]\n" +" public int Number { get; set; }\n" +"\n" +" public override void _ValidateProperty(Godot.Collections.Dictionary " +"property)\n" +" {\n" +" if (property[\"name\"].AsStringName() == PropertyName.Number && " +"IsNumberEditable)\n" +" {\n" +" var usage = property[\"usage\"].As() | " +"PropertyUsageFlags.ReadOnly;\n" +" property[\"usage\"] = (int)usage;\n" +" }\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"覆盖该方法以自定义已有属性。除了使用 [method _get_property_list] 添加的属性之" +"外,每个属性信息都经过该方法。字典内容与 [method _get_property_list] 中的相" +"同。\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends Node\n" +"\n" +"@export var is_number_editable: bool:\n" +" set(value):\n" +" is_number_editable = value\n" +" notify_property_list_changed()\n" +"@export var number: int\n" +"\n" +"func _validate_property(property: Dictionary):\n" +" if property.name == \"number\" and not is_number_editable:\n" +" property.usage |= PROPERTY_USAGE_READ_ONLY\n" +"[/gdscript]\n" +"[csharp]\n" +"[Tool]\n" +"public partial class MyNode : Node\n" +"{\n" +" private bool _isNumberEditable;\n" +"\n" +" [Export]\n" +" public bool IsNumberEditable\n" +" {\n" +" get => _isNumberEditable;\n" +" set\n" +" {\n" +" _isNumberEditable = value;\n" +" NotifyPropertyListChanged();\n" +" }\n" +" }\n" +"\n" +" [Export]\n" +" public int Number { get; set; }\n" +"\n" +" public override void _ValidateProperty(Godot.Collections.Dictionary " +"property)\n" +" {\n" +" if (property[\"name\"].AsStringName() == PropertyName.Number && " +"IsNumberEditable)\n" +" {\n" +" var usage = property[\"usage\"].As() | " +"PropertyUsageFlags.ReadOnly;\n" +" property[\"usage\"] = (int)usage;\n" +" }\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Adds a user-defined [param signal]. Optional arguments for the signal can be " "added as an [Array] of dictionaries, each defining a [code]name[/code] " @@ -74205,80 +77649,6 @@ msgstr "" "snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次" "调用时分配新的 [StringName]。" -msgid "" -"Calls the [param method] on the object during idle time. Always returns null, " -"[b]not[/b] the method's result.\n" -"Idle time happens mainly at the end of process and physics frames. In it, " -"deferred calls will be run until there are none left, which means you can " -"defer calls from other deferred calls and they'll still be run in the current " -"idle time cycle. If not done carefully, this can result in infinite recursion " -"without causing a stack overflow, which will hang the game similarly to an " -"infinite loop.\n" -"This method supports a variable number of arguments, so parameters can be " -"passed as a comma separated list.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node3D.new()\n" -"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node3D();\n" -"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " -"1.571f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See also [method Callable.call_deferred].\n" -"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " -"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " -"call.\n" -"[b]Note:[/b] If you're looking to delay the function call by a frame, refer " -"to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] " -"signals.\n" -"[codeblock]\n" -"var node = Node3D.new()\n" -"# Make a Callable and bind the arguments to the node's rotate() call.\n" -"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" -"# Connect the callable to the process_frame signal, so it gets called in the " -"next process frame.\n" -"# CONNECT_ONE_SHOT makes sure it only gets called once instead of every " -"frame.\n" -"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" -"[/codeblock]" -msgstr "" -"在空闲时调用该对象的 [param method] 方法。始终返回 null,[b]不返回[/b]该方法的" -"结果。\n" -"空闲时间主要出现在处理帧和物理帧的末尾。此时会执行延迟调用,直到全部调用完毕," -"也就是说延迟调用中也可以进行延迟调用,这种情况下就仍然是在当前空闲时间周期中执" -"行。如果没有谨慎处理,可能导致无限递归,但不会导致栈溢出,后者会像死循环一样让" -"游戏死机。\n" -"这个方法支持可变数量的参数,所以参数可以用逗号分隔列表的形式传递。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node3D.new()\n" -"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node3D();\n" -"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " -"1.571f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"另见 [method Callable.call_deferred]。\n" -"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Godot 方法时必须使用 " -"snake_case 的形式。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次" -"调用都分配一个新的 [StringName]。\n" -"[b]注意:[/b]如果你想要延迟一帧再调用函数,请使用 [signal SceneTree." -"process_frame] 和 [signal SceneTree.physics_frame] 信号。\n" -"[codeblock]\n" -"var node = Node3D.new()\n" -"# 制作可调用体并将参数绑定到该节点的 rotate() 调用。\n" -"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" -"# 将可调用体连接到 process_frame 信号,这样就能够在下一个处理帧中调用。\n" -"# CONNECT_ONE_SHOT 能够确保只调用一次,不会每帧都调用。\n" -"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" -"[/codeblock]" - msgid "" "Calls the [param method] on the object and returns the result. Unlike [method " "call], this method expects all parameters to be contained inside [param " @@ -75396,6 +78766,33 @@ msgstr "" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." "html]《国际化游戏》[/url]。" +msgid "" +"Translates a [param message] or [param plural_message], using the translation " +"catalogs configured in the Project Settings. Further [param context] can be " +"specified to help with the translation.\n" +"If [method can_translate_messages] is [code]false[/code], or no translation " +"is available, this method returns [param message] or [param plural_message], " +"without changes. See [method set_message_translation].\n" +"The [param n] is the number, or amount, of the message's subject. It is used " +"by the translation system to fetch the correct plural form for the current " +"language.\n" +"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" +"localization_using_gettext.html]Localization using gettext[/url].\n" +"[b]Note:[/b] Negative and [float] numbers may not properly apply to some " +"countable subjects. It's recommended to handle these cases with [method tr]." +msgstr "" +"使用项目设置中配置的翻译目录,翻译一个 [param message] 或 [param " +"plural_message]。可以进一步指定 [param context] 来帮助翻译。\n" +"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用," +"则该方法将返回 [param message] 或 [param plural_message],而不做任何更改。请参" +"阅 [method set_message_translation]。\n" +"[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形" +"式。\n" +"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." +"html]《使用 gettext 进行本地化》[/url]。\n" +"[b]注意:[/b]负数和 [float] 数字可能不适用于某些可数科目。建议使用 [method " +"tr] 处理这些情况。" + msgid "Emitted when [method notify_property_list_changed] is called." msgstr "调用 [method notify_property_list_changed] 时发出。" @@ -75419,6 +78816,11 @@ msgid "" "deconstructor of some programming languages." msgstr "该对象即将被删除时收到的通知。可以当作其他编程语言中的析构函数。" +msgid "" +"Notification received when the object finishes hot reloading. This " +"notification is only sent for extensions classes and derived." +msgstr "当对象完成热重加载时收到的通知。该通知仅针对扩展类和派生类发送。" + msgid "" "Deferred connections trigger their [Callable]s on idle time (at the end of " "the frame), rather than instantly." @@ -75726,36 +79128,6 @@ msgstr "" msgid "An OpenXR action." msgstr "OpenXR 动作。" -msgid "" -"This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" -"OpenXR performs automatic conversion between action type and input type " -"whenever possible. An analog trigger bound to a boolean action will thus " -"return [code]false[/code] if the trigger is depressed and [code]true[/code] " -"if pressed fully.\n" -"Actions are not directly bound to specific devices, instead OpenXR recognizes " -"a limited number of top level paths that identify devices by usage. We can " -"restrict which devices an action can be bound to by these top level paths. " -"For instance an action that should only be used for hand held controllers can " -"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" " -"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/" -"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in " -"the OpenXR specification[/url] for more info on the top level paths.\n" -"Note that the name of the resource is used to register the action with." -msgstr "" -"该资源定义了一个 OpenXR 动作。动作可用于输入(按钮/操纵杆/触发器/等)和输出" -"(触觉)。\n" -"只要有可能,OpenXR 就会在动作类型和输入类型之间执行自动转换。因此,如果触发器" -"被按下,则绑定到一个布尔动作的模拟触发器将返回 [code]false[/code],如果完全按" -"下则返回 [code]true[/code]。\n" -"动作并不被直接绑定到特定设备,相反,OpenXR 识别了有限数量的顶级路径,这些路径" -"按用途识别设备。我们可以通过这些顶级路径来限制一个动作可以被绑定到哪些设备上。" -"例如,一个只应用于手持控制器的动作,可以具有与其关联的顶级路径“/user/hand/" -"left”和“/user/hand/right”。有关顶级路径的详细信息,请参阅 OpenXR 规范中的" -"[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec." -"html#semantic-path-reserved]保留路径部分[/url]。\n" -"注意,资源的名字是用来注册动作的。" - msgid "The type of action." msgstr "动作的类型。" @@ -75936,6 +79308,11 @@ msgstr "" "返回给定 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult." "html]XrResult[/url] 对应的错误字符串。" +msgid "" +"Returns the corresponding [code]XRHandTrackerEXT[/code] handle for the given " +"hand index value." +msgstr "返回给定手索引值的相应 [code]XRHandTrackerEXT[/code] 句柄。" + msgid "" "Returns the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/" "XrInstance.html]XrInstance[/url] created during the initialization of the " @@ -75999,6 +79376,9 @@ msgstr "" msgid "Returns [code]true[/code] if OpenXR is enabled." msgstr "如果启用 OpenXR,则返回 [code]true[/code]。" +msgid "Registers the given extension as a composition layer provider." +msgstr "将给定扩展注册为组合层提供器。" + msgid "" "Creates a [Transform3D] from an [url=https://registry.khronos.org/OpenXR/" "specs/1.0/man/html/XrPosef.html]XrPosef[/url]." @@ -76006,6 +79386,9 @@ msgstr "" "从 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrPosef." "html]XrPosef[/url] 创建一个 [Transform3D] 。" +msgid "Unregisters the given extension as a composition layer provider." +msgstr "取消将给定扩展注册为组合层提供器。" + msgid "" "Returns [code]true[/code] if the provided [url=https://registry.khronos.org/" "OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] (cast to an integer) " @@ -76020,6 +79403,20 @@ msgstr "" "khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] ,以及指定" "的附加信息。" +msgid "" +"Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] isn't " +"supported at all." +msgstr "表示完全不支持 [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND]。" + +msgid "" +"Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is really " +"supported." +msgstr "表示确实支持 [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND]。" + +msgid "" +"Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is emulated." +msgstr "表示模拟 [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND]。" + msgid "Allows clients to implement OpenXR extensions with GDExtension." msgstr "允许客户端使用 GDExtension 实现 OpenXR 扩展。" @@ -76046,6 +79443,11 @@ msgstr "" "- 如果 [code]bool *[/code] 指向布尔值,则在启用扩展的情况下,该布尔值将更新为 " "[code]true[/code]。" +msgid "" +"Returns a [PackedStringArray] of positional tracker names that are used " +"within the extension wrapper." +msgstr "返回扩展包装器中使用的位置跟踪器名称的 [PackedStringArray]。" + msgid "Called before the OpenXR instance is created." msgstr "在创建 OpenXR 实例之前调用。" @@ -76129,6 +79531,9 @@ msgid "" msgstr "" "当 OpenXR 会话状态被更改为可见时调用。这意味着 OpenXR 现在已准备好接收帧。" +msgid "Adds additional data structures when each hand tracker is created." +msgstr "当每个手部跟踪器被创建时添加额外的数据结构。" + msgid "Adds additional data structures when the OpenXR instance is created." msgstr "创建 OpenXR 实例时添加额外的数据结构。" @@ -76152,6 +79557,12 @@ msgid "" "level." msgstr "注册扩展程序。这应该发生在核心模块初始化级别。" +msgid "Node supporting hand and finger tracking in OpenXR." +msgstr "OpenXR 中支持手和手指跟踪的节点。" + +msgid "Specify the type of updates to perform on the bone." +msgstr "指定要在骨骼上执行的更新类型。" + msgid "Specifies whether this node tracks the left or right hand of the player." msgstr "指定该节点是追踪玩家的左手还是右手。" @@ -76181,6 +79592,15 @@ msgstr "玩家抓握时,手部骨架遵循玩家所持的控制器。" msgid "Maximum supported motion ranges." msgstr "最大支持的运动范围。" +msgid "An OpenXR compliant skeleton." +msgstr "符合 OpenXR 标准的骨架。" + +msgid "A [SkeletonProfileHumanoid] compliant skeleton." +msgstr "符合 [SkeletonProfileHumanoid] 标准的骨架。" + +msgid "Maximum supported bone update mode." +msgstr "最大支持的骨骼更新模式。" + msgid "Suggested bindings object for OpenXR." msgstr "用于 OpenXR 的建议绑定对象。" @@ -76371,6 +79791,12 @@ msgstr "" "如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param " "joint])的旋转。" +msgid "" +"If handtracking is enabled and hand tracking source is supported, gets the " +"source of the hand tracking data for [param hand]." +msgstr "" +"如果启用了手部跟踪并且支持手部跟踪源,则获取 [param hand] 的手部跟踪数据源。" + msgid "" "If handtracking is enabled and motion range is supported, gets the currently " "configured motion range for [param hand]." @@ -76428,6 +79854,25 @@ msgstr "" "当前 HMD 的显示刷新率。仅当 OpenXR 运行时支持该功能并且接口已被初始化后才会有" "效。" +msgid "" +"Enable dynamic foveation adjustment, the interface must be initialized before " +"this is accessible. If enabled foveation will automatically adjusted between " +"low and [member foveation_level].\n" +"[b]Note:[/b] Only works on compatibility renderer." +msgstr "" +"启用动态注视点调整,必须先初始化接口才能访问该功能。如果启用,注视点将在低和 " +"[member foveation_level] 之间自动调整。\n" +"[b]注意:[/b]仅适用于兼容性渲染器。" + +msgid "" +"Set foveation level from 0 (off) to 3 (high), the interface must be " +"initialized before this is accessible.\n" +"[b]Note:[/b] Only works on compatibility renderer." +msgstr "" +"将注视点级别设置为从 0(关闭)到 3(高),必须先初始化接口,然后才能访问该接" +"口。\n" +"[b]注意:[/b]仅适用于兼容性渲染器。" + msgid "" "The render size multiplier for the current HMD. Must be set before the " "interface has been initialized." @@ -76458,6 +79903,12 @@ msgstr "右手。" msgid "Maximum value for the hand enum." msgstr "手部枚举的最大值。" +msgid "Maximum value for the motion range enum." +msgstr "运动范围枚举的最大值。" + +msgid "Maximum value for the hand tracked source enum." +msgstr "手部跟踪源枚举的最大值。" + msgid "Palm joint." msgstr "掌关节。" @@ -76840,6 +80291,602 @@ msgstr "" msgid "Provides access to common operating system functionalities." msgstr "提供对常见操作系统功能的访问。" +msgid "" +"The [OS] class wraps the most common functionalities for communicating with " +"the host operating system, such as the video driver, delays, environment " +"variables, execution of binaries, command line, etc.\n" +"[b]Note:[/b] In Godot 4, [OS] functions related to window management, " +"clipboard, and TTS were moved to the [DisplayServer] singleton (and the " +"[Window] class). Functions related to time were removed and are only " +"available in the [Time] class." +msgstr "" +"[OS] 类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二" +"进制文件的执行、命令行等。\n" +"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板、和 TTS 相关的 [OS] 函数已被移" +"至 [DisplayServer] 单例(和 [Window] 类)。与时间相关的函数已被移除,并且仅在 " +"[Time] 类中可用。" + +msgid "" +"Displays a modal dialog box using the host platform's implementation. The " +"engine execution is blocked until the dialog is closed." +msgstr "" +"使用主机平台的实现显示一个模式对话框。引擎执行将被阻塞,直到该对话框被关闭。" + +msgid "" +"Shuts down the system MIDI driver. Godot will no longer receive " +"[InputEventMIDI]. See also [method open_midi_inputs] and [method " +"get_connected_midi_inputs].\n" +"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." +msgstr "" +"关闭系统 MIDI 驱动程序。Godot 将不再接收 [InputEventMIDI]。另请参阅 [method " +"open_midi_inputs] 和 [method get_connected_midi_inputs]。\n" +"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" + +msgid "" +"Crashes the engine (or the editor if called within a [code]@tool[/code] " +"script). See also [method kill].\n" +"[b]Note:[/b] This method should [i]only[/i] be used for testing the system's " +"crash handler, not for any other purpose. For general error reporting, use " +"(in order of preference) [method @GDScript.assert], [method @GlobalScope." +"push_error], or [method alert]." +msgstr "" +"使引擎崩溃(如果在 [code]@tool[/code] 脚本中调用,则使编辑器崩溃)。另请参阅 " +"[method kill]。\n" +"[b]注意:[/b]该方法应该[i]仅[/i]用于测试系统的崩溃处理器,而不用于任何其他目" +"的。对于一般错误报告,请使用(按优先顺序)[method @GDScript.assert]、[method " +"@GlobalScope.push_error]、[method alert]。" + +msgid "" +"Creates a new instance of Godot that runs independently. The [param " +"arguments] are used in the given order and separated by a space.\n" +"If the process is successfully created, this method returns the new process' " +"ID, which you can use to monitor the process (and potentially terminate it " +"with [method kill]). If the process cannot be created, this method returns " +"[code]-1[/code].\n" +"See [method create_process] if you wish to run a different process.\n" +"[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows." +msgstr "" +"创建一个独立运行的 Godot 新实例。[param arguments] 按给定顺序使用,并以空格分" +"隔。\n" +"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视该进程(并可能使" +"用 [method kill] 终止它)。如果进程无法创建,则该方法将返回 [code]-1[/" +"code]。\n" +"如果你希望运行不同的进程,请参阅 [method create_process]。\n" +"[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。" + +msgid "" +"Creates a new process that runs independently of Godot. It will not terminate " +"when Godot terminates. The path specified in [param path] must exist and be " +"executable file or macOS .app bundle. Platform path resolution will be used. " +"The [param arguments] are used in the given order and separated by a space.\n" +"On Windows, if [param open_console] is [code]true[/code] and the process is a " +"console app, a new terminal window will be opened.\n" +"If the process is successfully created, this method returns its process ID, " +"which you can use to monitor the process (and potentially terminate it with " +"[method kill]). Otherwise this method returns [code]-1[/code].\n" +"For example, running another instance of the project:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var pid = OS.create_process(OS.get_executable_path(), [])\n" +"[/gdscript]\n" +"[csharp]\n" +"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See [method execute] if you wish to run an external command and retrieve the " +"results.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows.\n" +"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " +"embedded helper executables, specified during export or system .app bundle, " +"system .app bundles will ignore arguments." +msgstr "" +"创建一个独立于 Godot 运行的新进程。Godot 终止时它也不会终止。[param path] 中指" +"定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解析。" +"[param arguments] 按给定顺序使用,并以空格分隔。\n" +"在 Windows 上,如果 [param open_console] 为 [code]true[/code],并且该进程是一" +"个控制台应用程序,则一个新的终端窗口将被打开。\n" +"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(并可能使用 " +"[method kill] 终止它)。否则该方法将返回 [code]-1[/code]。\n" +"例如,运行项目的另一个实例:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var pid = OS.create_process(OS.get_executable_path(), [])\n" +"[/gdscript]\n" +"[csharp]\n" +"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" +"[/csharp]\n" +"[/codeblocks]\n" +"如果希望运行一个外部命令并检索结果,请参阅 [method execute]。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]在 macOS 上,沙盒应用程序被限制为只能运行嵌入式辅助可执行文件,在" +"导出或系统 .app 包期间指定,系统 .app 包将忽略参数。" + +msgid "" +"Delays execution of the current thread by [param msec] milliseconds. [param " +"msec] must be greater than or equal to [code]0[/code]. Otherwise, [method " +"delay_msec] does nothing and prints an error message.\n" +"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " +"execution. To delay code execution in a non-blocking way, you may use [method " +"SceneTree.create_timer]. Awaiting with [SceneTreeTimer] delays the execution " +"of code placed below the [code]await[/code] without affecting the rest of the " +"project (or editor, for [EditorPlugin]s and [EditorScript]s).\n" +"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " +"freeze the project and will prevent it from redrawing and registering input " +"until the delay has passed. When using [method delay_msec] as part of an " +"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " +"the project if it is currently running (since the project is an independent " +"child process)." +msgstr "" +"将当前线程的执行延迟 [param msec] 毫秒。[param msec] 必须大于或等于 [code]0[/" +"code]。否则,[method delay_msec] 不执行任何操作并打印一条错误消息。\n" +"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" +"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 " +"[SceneTreeTimer] 等待会延迟位于 [code]await[/code] 下方的代码的执行,而不会影" +"响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其余部分。\n" +"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它将冻结项目并阻止它重新" +"绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 [EditorPlugin] " +"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" +"项目是一个独立的子进程)。" + +msgid "" +"Delays execution of the current thread by [param usec] microseconds. [param " +"usec] must be greater than or equal to [code]0[/code]. Otherwise, [method " +"delay_usec] does nothing and prints an error message.\n" +"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " +"execution. To delay code execution in a non-blocking way, you may use [method " +"SceneTree.create_timer]. Awaiting with a [SceneTreeTimer] delays the " +"execution of code placed below the [code]await[/code] without affecting the " +"rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).\n" +"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " +"freeze the project and will prevent it from redrawing and registering input " +"until the delay has passed. When using [method delay_usec] as part of an " +"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " +"the project if it is currently running (since the project is an independent " +"child process)." +msgstr "" +"将当前线程的执行延迟 [param usec] 微秒。[param usec] 必须大于或等于 [code]0[/" +"code]。否则,[method delay_usec] 不执行任何操作并打印一条错误消息。\n" +"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" +"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 " +"[SceneTreeTimer] 等待会延迟放置在 [code]await[/code] 下方的代码的执行,而不会" +"影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其余部分。\n" +"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它将冻结项目并阻止它重新" +"绘制和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] " +"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" +"项目是一个独立的子进程)。" + +msgid "" +"Executes the given process in a [i]blocking[/i] way. The file specified in " +"[param path] must exist and be executable. The system path resolution will be " +"used. The [param arguments] are used in the given order, separated by spaces, " +"and wrapped in quotes.\n" +"If an [param output] array is provided, the complete shell output of the " +"process is appended to [param output] as a single [String] element. If [param " +"read_stderr] is [code]true[/code], the output to the standard error stream is " +"also appended to the array.\n" +"On Windows, if [param open_console] is [code]true[/code] and the process is a " +"console app, a new terminal window is opened.\n" +"This method returns the exit code of the command, or [code]-1[/code] if the " +"process fails to execute.\n" +"[b]Note:[/b] The main thread will be blocked until the executed command " +"terminates. Use [Thread] to create a separate thread that will not block the " +"main thread, or use [method create_process] to create a completely " +"independent process.\n" +"For example, to retrieve a list of the working directory's contents:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If you wish to access a shell built-in or execute a composite command, a " +"platform-specific shell can be invoked. For example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " +"output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows.\n" +"[b]Note:[/b] To execute a Windows command interpreter built-in command, " +"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first " +"argument, and the desired command as the second argument.\n" +"[b]Note:[/b] To execute a PowerShell built-in command, specify " +"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the " +"first argument, and the desired command as the second argument.\n" +"[b]Note:[/b] To execute a Unix shell built-in command, specify shell " +"executable name in [param path], [code]-c[/code] as the first argument, and " +"the desired command as the second argument.\n" +"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " +"embedded helper executables, specified during export.\n" +"[b]Note:[/b] On Android, system commands such as [code]dumpsys[/code] can " +"only be run on a rooted device." +msgstr "" +"以[i]阻塞[/i]方式执行给定进程。[param path] 中指定的文件必须存在且可执行。将使" +"用系统路径解析。[param arguments] 按给定顺序使用,用空格分隔,并用引号包裹。\n" +"如果提供了 [param output] 数组,则进程的完整 shell 输出,将作为单个 [String] " +"元素被追加到 [param output]。如果 [param read_stderr] 为 [code]true[/code],则" +"标准错误流的输出也会被追加到数组中。\n" +"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制台" +"应用程序,则会打开一个新的终端窗口。\n" +"该方法返回命令的退出代码,如果进程执行失败,则返回 [code]-1[/code]。\n" +"[b]注意:[/b]主线程将被阻塞,直到执行的命令终止。使用 [Thread] 创建一个不会阻" +"塞主线程的独立线程,或者使用 [method create_process] 创建一个完全独立的进" +"程。\n" +"例如,要检索工作目录内容的列表:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例" +"如:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " +"output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 " +"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第" +"二个参数。\n" +"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 " +"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将所" +"需的命令作为第二个参数。\n" +"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执行" +"文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参数。\n" +"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可执" +"行文件。\n" +"[b]注意:[/b]在 Android 上,[code]dumpsys[/code] 等系统命令只能在 root 设备上" +"运行。" + +msgid "" +"Finds the keycode for the given string. The returned values are equivalent to " +"the [enum Key] constants.\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(OS.find_keycode_from_string(\"C\")) # Prints 67 (KEY_C)\n" +"print(OS.find_keycode_from_string(\"Escape\")) # Prints 4194305 " +"(KEY_ESCAPE)\n" +"print(OS.find_keycode_from_string(\"Shift+Tab\")) # Prints 37748738 " +"(KEY_MASK_SHIFT | KEY_TAB)\n" +"print(OS.find_keycode_from_string(\"Unknown\")) # Prints 0 (KEY_NONE)\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(OS.FindKeycodeFromString(\"C\")); // Prints C (Key.C)\n" +"GD.Print(OS.FindKeycodeFromString(\"Escape\")); // Prints Escape (Key." +"Escape)\n" +"GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // Prints 37748738 " +"(KeyModifierMask.MaskShift | Key.Tab)\n" +"GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // Prints None (Key.None)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_keycode_string]." +msgstr "" +"查找给定字符串对应的键码。返回值等价于 [enum Key] 常量。\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(OS.find_keycode_from_string(\"C\")) # 输出 67 (KEY_C)\n" +"print(OS.find_keycode_from_string(\"Escape\")) # 输出 4194305 " +"(KEY_ESCAPE)\n" +"print(OS.find_keycode_from_string(\"Shift+Tab\")) # 输出 37748738 " +"(KEY_MASK_SHIFT | KEY_TAB)\n" +"print(OS.find_keycode_from_string(\"Unknown\")) # 输出 0 (KEY_NONE)\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(OS.FindKeycodeFromString(\"C\")); // 输出 C (Key.C)\n" +"GD.Print(OS.FindKeycodeFromString(\"Escape\")); // 输出 Escape (Key." +"Escape)\n" +"GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // 输出 37748738 " +"(KeyModifierMask.MaskShift | Key.Tab)\n" +"GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // 输出 None (Key.None)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method get_keycode_string]。" + +msgid "" +"Returns the [i]global[/i] cache data directory according to the operating " +"system's standards.\n" +"On the Linux/BSD platform, this path can be overridden by setting the " +"[code]XDG_CACHE_HOME[/code] environment variable before starting the project. " +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"url] in the documentation for more information. See also [method " +"get_config_dir] and [method get_data_dir].\n" +"Not to be confused with [method get_user_data_dir], which returns the " +"[i]project-specific[/i] user data path." +msgstr "" +"根据操作系统的标准返回[i]全局[/i]缓存数据目录。\n" +"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环" +"境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" +"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"get_config_dir] 和 [method get_data_dir]。\n" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路" +"径。" + +msgid "" +"Returns the command-line arguments passed to the engine.\n" +"Command-line arguments can be written in any form, including both [code]--key " +"value[/code] and [code]--key=value[/code] forms so they can be properly " +"parsed, as long as custom command-line arguments do not conflict with engine " +"arguments.\n" +"You can also incorporate environment variables using the [method " +"get_environment] method.\n" +"You can set [member ProjectSettings.editor/run/main_run_args] to define " +"command-line arguments to be passed by the editor when running the project.\n" +"Here's a minimal example on how to parse command-line arguments into a " +"[Dictionary] using the [code]--key=value[/code] form for arguments:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var arguments = {}\n" +"for argument in OS.get_cmdline_args():\n" +" if argument.contains(\"=\"):\n" +" var key_value = argument.split(\"=\")\n" +" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" +"[/gdscript]\n" +"[csharp]\n" +"var arguments = new Godot.Collections.Dictionary();\n" +"foreach (var argument in OS.GetCmdlineArgs())\n" +"{\n" +" if (argument.Contains('='))\n" +" {\n" +" string[] keyValue = argument.Split(\"=\");\n" +" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" +" }\n" +" else\n" +" {\n" +" // Options without an argument will be present in the dictionary,\n" +" // with the value set to an empty string.\n" +" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Passing custom user arguments directly is not recommended, as " +"the engine may discard or modify them. Instead, pass the standard UNIX double " +"dash ([code]--[/code]) and then the custom arguments, which the engine will " +"ignore by design. These can be read via [method get_cmdline_user_args]." +msgstr "" +"返回传递给引擎的命令行参数。\n" +"命令行参数可以写成任何形式,包括 [code]--key value[/code] 和 [code]--" +"key=value[/code] 两种形式,这样它们就可以被正确解析,只要自定义命令行参数不与" +"引擎参数冲突。\n" +"还可以使用 [method get_environment] 方法合并环境变量。\n" +"可以设置 [member ProjectSettings.editor/run/main_run_args] 来定义编辑器在运行" +"项目时传递的命令行参数。\n" +"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析为" +"一个 [Dictionary] 的最小示例:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var arguments = {}\n" +"for argument in OS.get_cmdline_args():\n" +" if argument.contains(\"=\"):\n" +" var key_value = argument.split(\"=\")\n" +" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # 没有参数的选项将出现在字典中,\n" +" # 其值被设置为空字符串。\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" +"[/gdscript]\n" +"[csharp]\n" +"var arguments = new Godot.Collections.Dictionary();\n" +"foreach (var argument in OS.GetCmdlineArgs())\n" +"{\n" +" if (argument.Contains('='))\n" +" {\n" +" string[] keyValue = argument.Split(\"=\");\n" +" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" +" }\n" +" else\n" +" {\n" +" // 没有参数的选项将出现在字典中,\n" +" // 其值被设置为空字符串。\n" +" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相" +"反,传递标准的 UNIX 双破折号([code]--[/code]),然后传递自定义参数,引擎将根" +"据设计忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读取。" + +msgid "" +"Returns the [i]global[/i] user configuration directory according to the " +"operating system's standards.\n" +"On the Linux/BSD platform, this path can be overridden by setting the " +"[code]XDG_CONFIG_HOME[/code] environment variable before starting the " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " +"get_cache_dir] and [method get_data_dir].\n" +"Not to be confused with [method get_user_data_dir], which returns the " +"[i]project-specific[/i] user data path." +msgstr "" +"根据操作系统的标准,返回[i]全局[/i]用户配置目录。\n" +"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] " +"环境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" +"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"get_cache_dir] 和 [method get_data_dir]。\n" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" +"径。" + +msgid "" +"Returns an array of connected MIDI device names, if they exist. Returns an " +"empty array if the system MIDI driver has not previously been initialized " +"with [method open_midi_inputs]. See also [method close_midi_inputs].\n" +"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." +msgstr "" +"如果连接的 MIDI 设备名称存在,则返回它们的数组。如果系统 MIDI 驱动程序之前尚未" +"使用 [method open_midi_inputs] 进行初始化,则返回一个空数组。另请参阅 [method " +"close_midi_inputs]。\n" +"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" + +msgid "" +"Returns the [i]global[/i] user data directory according to the operating " +"system's standards.\n" +"On the Linux/BSD platform, this path can be overridden by setting the " +"[code]XDG_DATA_HOME[/code] environment variable before starting the project. " +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" +"url] in the documentation for more information. See also [method " +"get_cache_dir] and [method get_config_dir].\n" +"Not to be confused with [method get_user_data_dir], which returns the " +"[i]project-specific[/i] user data path." +msgstr "" +"根据操作系统的标准返回[i]全局[/i]用户数据目录。\n" +"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_DATA_HOME[/code] 环" +"境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" +"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"get_cache_dir] 和 [method get_config_dir]。\n" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" +"径。" + +msgid "" +"Returns the name of the distribution for Linux and BSD platforms (e.g. " +"\"Ubuntu\", \"Manjaro\", \"OpenBSD\", etc.).\n" +"Returns the same value as [method get_name] for stock Android ROMs, but " +"attempts to return the custom ROM name for popular Android derivatives such " +"as \"LineageOS\".\n" +"Returns the same value as [method get_name] for other platforms.\n" +"[b]Note:[/b] This method is not supported on the Web platform. It returns an " +"empty string." +msgstr "" +"返回 Linux 和 BSD 平台的发行版名称(例如 “Ubuntu”、“Manjaro”、“OpenBSD” " +"等)。\n" +"对于原生 Android 系统,返回与 [method get_name] 相同的值,但对于 “LineageOS” " +"等流行的 Android 派生系统,尝试返回自定义 ROM 名称。\n" +"对于其他平台,返回与 [method get_name] 相同的值。\n" +"[b]注意:[/b]Web 平台上不支持这个方法。返回的是空字符串。" + +msgid "" +"Returns the value of the given environment variable, or an empty string if " +"[param variable] doesn't exist.\n" +"[b]Note:[/b] Double-check the casing of [param variable]. Environment " +"variable names are case-sensitive on all platforms except Windows.\n" +"[b]Note:[/b] On macOS, applications do not have access to shell environment " +"variables." +msgstr "" +"返回给定环境变量的值,如果 [param variable] 不存在,则返回一串空字符串。\n" +"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之" +"外的所有平台上都区分大小写。\n" +"[b]注意:[/b]在 macOS 上,应用程序无权访问 shell 环境变量。" + +msgid "" +"Returns the file path to the current engine executable.\n" +"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying " +"on executable path." +msgstr "" +"返回当前引擎可执行文件的文件路径。\n" +"[b]注意:[/b]在 macOS 上,请始终使用 [method create_instance],不要依赖可执行" +"文件的路径。" + +msgid "" +"On Android devices: Returns the list of dangerous permissions that have been " +"granted.\n" +"On macOS: Returns the list of user selected folders accessible to the " +"application (sandboxed applications only). Use the native file dialog to " +"request folder access permission." +msgstr "" +"在 Android 设备上:返回已授予的危险权限列表。\n" +"在 macOS 上:返回应用程序可访问的用户选择的文件夹列表(仅限沙盒应用程序)。使" +"用原生文件对话框请求文件夹访问权限。" + +msgid "" +"Returns the given keycode as a [String].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(OS.get_keycode_string(KEY_C)) # Prints \"C\"\n" +"print(OS.get_keycode_string(KEY_ESCAPE)) # Prints \"Escape\"\n" +"print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # Prints " +"\"Shift+Tab\"\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(OS.GetKeycodeString(Key.C)); // " +"Prints \"C\"\n" +"GD.Print(OS.GetKeycodeString(Key.Escape)); // " +"Prints \"Escape\"\n" +"GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // " +"Prints \"Shift+Tab\"\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method find_keycode_from_string], [member InputEventKey.keycode], " +"and [method InputEventKey.get_keycode_with_modifiers]." +msgstr "" +"以 [String] 的形式返回给定的键码。\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(OS.get_keycode_string(KEY_C)) # 输出 \"C\"\n" +"print(OS.get_keycode_string(KEY_ESCAPE)) # 输出 \"Escape\"\n" +"print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # 输出 \"Shift+Tab\"\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(OS.GetKeycodeString(Key.C)); // 输" +"出 \"C\"\n" +"GD.Print(OS.GetKeycodeString(Key.Escape)); // 输" +"出 \"Escape\"\n" +"GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // 输" +"出 \"Shift+Tab\"\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method find_keycode_from_string]、[member InputEventKey.keycode]、" +"[method InputEventKey.get_keycode_with_modifiers]。" + +msgid "" +"Returns the host OS locale as a [String] of the form " +"[code]language_Script_COUNTRY_VARIANT@extra[/code]. Every substring after " +"[code]language[/code] is optional and may not exist.\n" +"- [code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" +"List_of_ISO_639-1_codes]language code[/url], in lower case.\n" +"- [code skip-lint]Script[/code] - 4-letter [url=https://en.wikipedia.org/wiki/" +"ISO_15924]script code[/url], in title case.\n" +"- [code]COUNTRY[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" +"ISO_3166-1]country code[/url], in upper case.\n" +"- [code]VARIANT[/code] - language variant, region and sort order. The variant " +"can have any number of underscored keywords.\n" +"- [code]extra[/code] - semicolon separated list of additional key words. This " +"may include currency, calendar, sort order and numbering system information.\n" +"If you want only the language code and not the fully specified locale from " +"the OS, you can use [method get_locale_language]." +msgstr "" +"以 [code]language_Script_COUNTRY_VARIANT@extra[/code] 形式的 [String] 返回主机" +"操作系统区域设置。[code]language[/code] 之后的每个子字符串都是可选的,并且可能" +"不存在。\n" +"- [code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" +"List_of_ISO_639-1_codes]语言代码[/url],小写。\n" +"- [code skip-lint]Script[/code] - 4 个字母的[url=https://en.wikipedia.org/" +"wiki/ISO_15924]文字代码[/url],首字母大写。\n" +"- [code]COUNTRY[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" +"ISO_3166-1]国家地区代码[/url],大写。\n" +"- [code]VARIANT[/code] - 语言变体,地区和排序顺序。变体可以有任意数量的带下划" +"线的关键字。\n" +"- [code]extra[/code] - 分号分隔的附加关键字列表。这可能包含货币、日历、排序顺" +"序和编号系统信息。\n" +"如果你只需要语言代码而不是操作系统中完全指定的区域设置,则可以使用 [method " +"get_locale_language]。" + msgid "" "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url] as a string which should be " @@ -76866,6 +80913,33 @@ msgstr "" "返回主线程的 ID。请参阅 [method get_thread_caller_id]。\n" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" +msgid "" +"Returns a [Dictionary] containing information about the current memory with " +"the following entries:\n" +"- [code]\"physical\"[/code] - total amount of usable physical memory in " +"bytes. This value can be slightly less than the actual physical memory " +"amount, since it does not include memory reserved by the kernel and devices.\n" +"- [code]\"free\"[/code] - amount of physical memory, that can be immediately " +"allocated without disk access or other costly operations, in bytes. The " +"process might be able to allocate more physical memory, but this action will " +"require moving inactive pages to disk, which can be expensive.\n" +"- [code]\"available\"[/code] - amount of memory that can be allocated without " +"extending the swap file(s), in bytes. This value includes both physical " +"memory and swap.\n" +"- [code]\"stack\"[/code] - size of the current thread stack in bytes.\n" +"[b]Note:[/b] Each entry's value may be [code]-1[/code] if it is unknown." +msgstr "" +"返回一个包含有关当前内存的信息的 [Dictionary],其中包含以下条目:\n" +"- [code]\"physical\"[/code] - 可用物理内存的总大小,单位为字节。这个值可能比实" +"际的物理内存略小,因为计算时不含由内核以及各种设备所保留的内存。\n" +"- [code]\"free\"[/code] - 无需磁盘访问或其他昂贵操作即可立即分配的物理内存大" +"小,单位为字节。进程也许能够分配更多的物理内存,但是这种操作需要将不活跃的内存" +"页移动至磁盘,这可能会很昂贵。\n" +"- [code]\"available\"[/code] - 无需扩展交换文件即可分配的内存大小,单位为字" +"节。该值包括物理内存和交换空间。\n" +"- [code]\"stack\"[/code] - 当前线程的栈大小,单位为字节。\n" +"[b]注意:[/b]每个条目的值在其未知时可能是 [code]-1[/code]。" + msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " @@ -76875,6 +80949,133 @@ msgstr "" "[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 " "[code]\"GenericDevice\"[/code]。" +msgid "" +"Returns the name of the host platform.\n" +"- On Windows, this is [code]\"Windows\"[/code].\n" +"- On macOS, this is [code]\"macOS\"[/code].\n" +"- On Linux-based operating systems, this is [code]\"Linux\"[/code].\n" +"- On BSD-based operating systems, this is [code]\"FreeBSD\"[/code], " +"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] as " +"a fallback.\n" +"- On Android, this is [code]\"Android\"[/code].\n" +"- On iOS, this is [code]\"iOS\"[/code].\n" +"- On Web, this is [code]\"Web\"[/code].\n" +"[b]Note:[/b] Custom builds of the engine may support additional platforms, " +"such as consoles, possibly returning other names.\n" +"[codeblocks]\n" +"[gdscript]\n" +"match OS.get_name():\n" +" \"Windows\":\n" +" print(\"Welcome to Windows!\")\n" +" \"macOS\":\n" +" print(\"Welcome to macOS!\")\n" +" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n" +" print(\"Welcome to Linux/BSD!\")\n" +" \"Android\":\n" +" print(\"Welcome to Android!\")\n" +" \"iOS\":\n" +" print(\"Welcome to iOS!\")\n" +" \"Web\":\n" +" print(\"Welcome to the Web!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"switch (OS.GetName())\n" +"{\n" +" case \"Windows\":\n" +" GD.Print(\"Welcome to Windows\");\n" +" break;\n" +" case \"macOS\":\n" +" GD.Print(\"Welcome to macOS!\");\n" +" break;\n" +" case \"Linux\":\n" +" case \"FreeBSD\":\n" +" case \"NetBSD\":\n" +" case \"OpenBSD\":\n" +" case \"BSD\":\n" +" GD.Print(\"Welcome to Linux/BSD!\");\n" +" break;\n" +" case \"Android\":\n" +" GD.Print(\"Welcome to Android!\");\n" +" break;\n" +" case \"iOS\":\n" +" GD.Print(\"Welcome to iOS!\");\n" +" break;\n" +" case \"Web\":\n" +" GD.Print(\"Welcome to the Web!\");\n" +" break;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] On Web platforms, it is still possible to determine the host " +"platform's OS with feature tags. See [method has_feature]." +msgstr "" +"返回主机平台的名称。\n" +"- 在 Windows 上为 [code]\"Windows\"[/code]。\n" +"- 在 macOS 上为 [code]\"macOS\"[/code]。\n" +"- 在基于 Linux 的操作系统上为 [code]\"Linux\"[/code]。\n" +"- 在基于 BSD 的操作系统上为 [code]\"FreeBSD\"[/code]、[code]\"NetBSD\"[/" +"code]、[code]\"OpenBSD\"[/code], 会使用 [code]\"BSD\"[/code] 作为回退方案。\n" +"- 在 Android 上为 [code]\"Android\"[/code]。\n" +"- 在 iOS 上为 [code]\"iOS\"[/code]。\n" +"- 在 Web 上为 [code]\"Web\"[/code]。\n" +"[b]注意:[/b]自定义构建的引擎可能支持其他平台,例如游戏主机,可能返回其他" +"值。\n" +"[codeblocks]\n" +"[gdscript]\n" +"match OS.get_name():\n" +" \"Windows\":\n" +" print(\"Welcome to Windows!\")\n" +" \"macOS\":\n" +" print(\"Welcome to macOS!\")\n" +" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n" +" print(\"Welcome to Linux/BSD!\")\n" +" \"Android\":\n" +" print(\"Welcome to Android!\")\n" +" \"iOS\":\n" +" print(\"Welcome to iOS!\")\n" +" \"Web\":\n" +" print(\"Welcome to the Web!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"switch (OS.GetName())\n" +"{\n" +" case \"Windows\":\n" +" GD.Print(\"Welcome to Windows\");\n" +" break;\n" +" case \"macOS\":\n" +" GD.Print(\"Welcome to macOS!\");\n" +" break;\n" +" case \"Linux\":\n" +" case \"FreeBSD\":\n" +" case \"NetBSD\":\n" +" case \"OpenBSD\":\n" +" case \"BSD\":\n" +" GD.Print(\"Welcome to Linux/BSD!\");\n" +" break;\n" +" case \"Android\":\n" +" GD.Print(\"Welcome to Android!\");\n" +" break;\n" +" case \"iOS\":\n" +" GD.Print(\"Welcome to iOS!\");\n" +" break;\n" +" case \"Web\":\n" +" GD.Print(\"Welcome to the Web!\");\n" +" break;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]在 Web 平台上,仍然可以通过功能标签确定主机平台的操作系统。请参" +"阅 [method has_feature]。" + +msgid "" +"Returns the number used by the host machine to uniquely identify this " +"application.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"返回主机用来唯一标识该应用程序的编号。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" + msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host machine. " "On CPUs with HyperThreading enabled, this number will be greater than the " @@ -76883,6 +81084,17 @@ msgstr "" "返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU,这个数会比[i]物理[/" "i] CPU 核心数大。" +msgid "" +"Returns the full name of the CPU model on the host machine (e.g. " +"[code]\"Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz\"[/code]).\n" +"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " +"iOS. On Android and Web, [method get_processor_name] returns an empty string." +msgstr "" +"返回主机上 CPU 型号的全名(例如 [code]\"Intel(R) Core(TM) i7-6700K CPU @ " +"4.00GHz\"[/code])。\n" +"[b]注意:[/b]该方法仅在 Windows、macOS、Linux 和 iOS 上实现。在 Android 和 " +"Web 上,[method get_processor_name] 返回空字符串。" + msgid "" "Returns the list of command line arguments that will be used when the project " "automatically restarts using [method set_restart_on_exit]. See also [method " @@ -76891,6 +81103,83 @@ msgstr "" "返回当项目使用 [method set_restart_on_exit] 自动重新启动时,将使用的命令行参数" "列表。另请参阅 [method is_restart_on_exit_set]。" +msgid "" +"Returns the maximum amount of static memory used. Only works in debug builds." +msgstr "返回使用的静态内存的最大数量。仅适用于调试版本。" + +msgid "" +"Returns the amount of static memory being used by the program in bytes. Only " +"works in debug builds." +msgstr "返回程序正在使用的静态内存量,以字节为单位。仅适用于调试版本。" + +msgid "" +"Returns the path to commonly used folders across different platforms, as " +"defined by [param dir]. See the [enum SystemDir] constants for available " +"locations.\n" +"[b]Note:[/b] This method is implemented on Android, Linux, macOS and " +"Windows.\n" +"[b]Note:[/b] Shared storage is implemented on Android and allows to " +"differentiate between app specific and shared directories, if [param " +"shared_storage] is [code]true[/code]. Shared directories have additional " +"restrictions on Android." +msgstr "" +"返回不同平台上常用文件夹的路径,如 [param dir] 所定义。有关可用位置,请参阅 " +"[enum SystemDir] 常量。\n" +"[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]共享存储在 Android 上实现,如果 [param shared_storage] 为 " +"[code]true[/code],则允许区分应用程序特定目录和共享目录。共享目录在 Android 上" +"有额外的限制。" + +msgid "" +"Returns the path to the system font file with [param font_name] and style. " +"Returns an empty string if no matching fonts found.\n" +"The following aliases can be used to request default fonts: \"sans-serif\", " +"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" +"[b]Note:[/b] Returned font might have different style if the requested style " +"is not available.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"返回带有 [param font_name] 和样式的系统字体文件的路径。如果未找到匹配的字体," +"则返回空字符串。\n" +"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" +"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" +"[b]注意:[/b]如果请求的样式不可用,则返回的字体可能具有不同的样式。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" + +msgid "" +"Returns an array of the system substitute font file paths, which are similar " +"to the font with [param font_name] and style for the specified text, locale, " +"and script. Returns an empty array if no matching fonts found.\n" +"The following aliases can be used to request default fonts: \"sans-serif\", " +"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" +"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned " +"fonts will be suitable for rendering specified text. Fonts should be loaded " +"and checked in the order they are returned, and the first suitable one used.\n" +"[b]Note:[/b] Returned fonts might have different style if the requested style " +"is not available or belong to a different font family.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风" +"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字体," +"则返回空数组。\n" +"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" +"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" +"[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。" +"应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n" +"[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的" +"字体。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" + +msgid "" +"Returns the list of font family names available.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"返回可用的字体家族名称列表。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" + msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" @@ -76900,6 +81189,102 @@ msgstr "" "返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" +msgid "" +"Returns the absolute directory path where user data is written (the " +"[code]user://[/code] directory in Godot). The path depends on the project " +"name and [member ProjectSettings.application/config/use_custom_user_dir].\n" +"- On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/" +"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%" +"\\AppData\\Roaming[/code].\n" +"- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" +"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" +"code] if [code]use_custom_user_dir[/code] is set.\n" +"- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/" +"[project_name][/code], or [code]~/.local/share/[custom_name][/code] if " +"[code]use_custom_user_dir[/code] is set.\n" +"- On Android and iOS, this is a sandboxed directory in either internal or " +"external storage, depending on the user's configuration.\n" +"- On Web, this is a virtual directory managed by the browser.\n" +"If the project name is empty, [code][project_name][/code] falls back to [code]" +"[unnamed project][/code].\n" +"Not to be confused with [method get_data_dir], which returns the [i]global[/" +"i] (non-project-specific) user home directory." +msgstr "" +"返回写入用户数据的绝对目录路径(Godot 中的 [code]user://[/code] 目录)。该路径" +"取决于项目名称和 [member ProjectSettings.application/config/" +"use_custom_user_dir]。\n" +"- 在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"code];如果已设置 [code]use_custom_user_dir[/code],则为 [code]%AppData%" +"\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 [code]%UserProfile%" +"\\AppData\\Roaming[/code]。\n" +"- 在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/" +"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " +"[code]~/Library/Application Support/[custom_name][/code] 。\n" +"- 在 Linux 和 BSD 上,这是 [code]~/.local/share/godot/app_userdata/" +"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " +"[code]~/.local/share/[custom_name][/code]。\n" +"- 在 Android 和 iOS 上,这是内部存储或外部存储中的沙盒目录,具体取决于用户的配" +"置。\n" +"- 在 Web 上,这是由浏览器管理的虚拟目录。\n" +"如果项目名称为空,则 [code][project_name][/code] 将回退为 [code][unnamed " +"project][/code]。\n" +"请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用户" +"主目录。" + +msgid "" +"Returns the exact production and build version of the operating system. This " +"is different from the branded version used in marketing. This helps to " +"distinguish between different releases of operating systems, including minor " +"versions, and insider and custom builds.\n" +"- For Windows, the major and minor version are returned, as well as the build " +"number. For example, the returned string may look like [code]10.0.9926[/code] " +"for a build of Windows 10, and it may look like [code]6.1.7601[/code] for a " +"build of Windows 7 SP1.\n" +"- For rolling distributions, such as Arch Linux, an empty string is " +"returned.\n" +"- For macOS and iOS, the major and minor version are returned, as well as the " +"patch number.\n" +"- For Android, the SDK version and the incremental build number are returned. " +"If it's a custom ROM, it attempts to return its version instead.\n" +"[b]Note:[/b] This method is not supported on the Web platform. It returns an " +"empty string." +msgstr "" +"返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分操" +"作系统的不同版本,包括次要版本、内部版本和自定义版本。\n" +"- 对于 Windows,返回主要和次要版本,以及构建号。例如,对于 Windows 10 版本,返" +"回的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它可能" +"看起来像 [code]6.1.7601[/code]。\n" +"- 对于滚动发行版,例如 Arch Linux,会返回一个空字符串。\n" +"- 对于 macOS 和 iOS,会返回主要和次要版本,以及补丁号。\n" +"- 对于 Android,会返回 SDK 版本和增量构建号。如果是自定义的 ROM,将会尝试返回" +"其版本。\n" +"[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。" + +msgid "" +"Returns the video adapter driver name and version for the user's currently " +"active graphics card, as a [PackedStringArray]. See also [method " +"RenderingServer.get_video_adapter_api_version].\n" +"The first element holds the driver name, such as [code]nvidia[/code], " +"[code]amdgpu[/code], etc.\n" +"The second element holds the driver version. For example, on the " +"[code]nvidia[/code] driver on a Linux/BSD platform, the version is in the " +"format [code]510.85.02[/code]. For Windows, the driver's format is " +"[code]31.0.15.1659[/code].\n" +"[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " +"running in headless mode. On other platforms, it returns an empty array." +msgstr "" +"返回用户当前激活的显卡的视频适配器驱动程序名称和版本,返回为一个 " +"[PackedStringArray]。另见 [method RenderingServer." +"get_video_adapter_api_version]。\n" +"第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] " +"等。\n" +"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱动" +"程序,其版本格式为 [code]510.85.02[/code]。对于 Windows,其驱动程序的格式是 " +"[code]31.0.15.1659[/code]。\n" +"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 上不以无头模式运行时才受支持。在" +"其他平台上,它返回一个空数组。" + msgid "" "Returns [code]true[/code] if the environment variable with the name [param " "variable] exists.\n" @@ -76910,6 +81295,91 @@ msgstr "" "[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之" "外的所有平台上都区分大小写。" +msgid "" +"Returns [code]true[/code] if the feature for the given feature tag is " +"supported in the currently running instance, depending on the platform, " +"build, etc. Can be used to check whether you're currently running a debug " +"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/" +"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more " +"details.\n" +"[b]Note:[/b] Tag names are case-sensitive.\n" +"[b]Note:[/b] On the Web platform, one of the following additional tags is " +"defined to indicate the host platform: [code]web_android[/code], " +"[code]web_ios[/code], [code]web_linuxbsd[/code], [code]web_macos[/code], or " +"[code]web_windows[/code]." +msgstr "" +"如果当前运行的实例支持给定功能标签的功能,则返回 [code]true[/code],具体取决于" +"平台、构建等。可用于检查当前是否正在运行调试构建,是否在某个平台或架构上,等" +"等。详情见[url=$DOCS_URL/tutorials/export/feature_tags.html]《功能标签》[/url]" +"文档。\n" +"[b]注意:[/b]标签名称区分大小写。\n" +"[b]注意:[/b]在 Web 平台上,会定义 [code]web_android[/code]、[code]web_ios[/" +"code]、[code]web_linuxbsd[/code]、[code]web_macos[/code]、[code]web_windows[/" +"code] 的其中之一,表示宿主平台。" + +msgid "" +"Returns [code]true[/code] if the Godot binary used to run the project is a " +"[i]debug[/i] export template, or when running in the editor.\n" +"Returns [code]false[/code] if the Godot binary used to run the project is a " +"[i]release[/i] export template.\n" +"[b]Note:[/b] To check whether the Godot binary used to run the project is an " +"export template (debug or release), use [code]OS.has_feature(\"template\")[/" +"code] instead." +msgstr "" +"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" +"时,则返回 [code]true[/code]。\n" +"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/" +"code]。\n" +"[b]注意:[/b]要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发" +"布),请改用 [code]OS.has_feature(\"template\")[/code]。" + +msgid "" +"Returns [code]true[/code] if the input keycode corresponds to a Unicode " +"character. For a list of codes, see the [enum Key] constants.\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(OS.is_keycode_unicode(KEY_G)) # Prints true\n" +"print(OS.is_keycode_unicode(KEY_KP_4)) # Prints true\n" +"print(OS.is_keycode_unicode(KEY_TAB)) # Prints false\n" +"print(OS.is_keycode_unicode(KEY_ESCAPE)) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.G)); // Prints true\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.Kp4)); // Prints true\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.Tab)); // Prints false\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.Escape)); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"如果输入的键码对应 Unicode 字符,则返回 [code]true[/code]。键码列表见 [enum " +"Key] 常量。\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(OS.is_keycode_unicode(KEY_G)) # 输出 true\n" +"print(OS.is_keycode_unicode(KEY_KP_4)) # 输出 true\n" +"print(OS.is_keycode_unicode(KEY_TAB)) # 输出 false\n" +"print(OS.is_keycode_unicode(KEY_ESCAPE)) # 输出 false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.G)); // 输出 true\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.Kp4)); // 输出 true\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.Tab)); // 输出 false\n" +"GD.Print(OS.IsKeycodeUnicode((long)Key.Escape)); // 输出 false\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns [code]true[/code] if the child process ID ([param pid]) is still " +"running or [code]false[/code] if it has terminated. [param pid] must be a " +"valid ID generated from [method create_process].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"如果该子进程 ID([param pid])仍在运行,则返回 [code]true[/code];如果它已终" +"止,则返回 [code]false[/code]。[param pid] 必须是从 [method create_process] 生" +"成的有效 ID。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" + msgid "" "Returns [code]true[/code] if the project will automatically restart when it " "exits for any reason, [code]false[/code] otherwise. See also [method " @@ -76919,6 +81389,13 @@ msgstr "" "[code]false[/code]。另请参阅 [method set_restart_on_exit] 和 [method " "get_restart_on_exit_arguments]。" +msgid "" +"Returns [code]true[/code] if the application is running in the sandbox.\n" +"[b]Note:[/b] This method is only implemented on macOS and Linux." +msgstr "" +"如果该应用程序在沙箱中运行,则返回 [code]true[/code]。\n" +"[b]注意:[/b]该方法仅在 macOS 和 Linux 上实现。" + msgid "" "Returns [code]true[/code] if the engine was executed with the [code]--" "verbose[/code] or [code]-v[/code] command line argument, or if [member " @@ -76930,6 +81407,125 @@ msgstr "" "[code]true[/code],则返回 [code]true[/code]。另请参阅 [method @GlobalScope." "print_verbose]。" +msgid "" +"Returns [code]true[/code] if the [code]user://[/code] file system is " +"persistent, that is, its state is the same after a player quits and starts " +"the game again. Relevant to the Web platform, where this persistence may be " +"unavailable." +msgstr "" +"如果 [code]user://[/code] 文件系统是持久的,即玩家退出并再次开始游戏后其状态相" +"同,则返回 [code]true[/code]。与 Web 平台相关,这种持久性可能不可用。" + +msgid "" +"Kill (terminate) the process identified by the given process ID ([param " +"pid]), such as the ID returned by [method execute] in non-blocking mode. See " +"also [method crash].\n" +"[b]Note:[/b] This method can also be used to kill processes that were not " +"spawned by the engine.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"杀死(终止)由给定进程 ID([param pid])标识的进程,例如由 [method execute] 在" +"非阻塞模式下返回的那个进程 ID。另请参阅 [method crash]。\n" +"[b]注意:[/b]该方法也可用于杀死不是由引擎产生的进程。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" + +msgid "" +"Moves the file or directory at the given [param path] to the system's recycle " +"bin. See also [method DirAccess.remove].\n" +"The method takes only global paths, so you may need to use [method " +"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" +"code] as it will not work in exported projects.\n" +"Returns [constant FAILED] if the file or directory cannot be found, or the " +"system does not support this method.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var file_to_remove = \"user://slot1.save\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/gdscript]\n" +"[csharp]\n" +"var fileToRemove = \"user://slot1.save\";\n" +"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] This method is implemented on Android, Linux, macOS and " +"Windows.\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead." +msgstr "" +"将给定 [param path] 处的文件或目录移动到系统的回收站。另请参阅 [method " +"DirAccess.remove]。\n" +"该方法仅支持全局路径,所以可能需要使用 [method ProjectSettings." +"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为它在导出后的项" +"目中是无法正常工作的。\n" +"如果找不到文件或目录,或者系统不支持该方法,则返回 [constant FAILED]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var file_to_remove = \"user://slot1.save\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/gdscript]\n" +"[csharp]\n" +"var fileToRemove = \"user://slot1.save\";\n" +"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]如果用户在其系统上禁用了回收站,则该文件将被永久删除。" + +msgid "" +"Initializes the singleton for the system MIDI driver, allowing Godot to " +"receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and " +"[method close_midi_inputs].\n" +"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." +msgstr "" +"初始化系统 MIDI 驱动的单例,允许 Godot 接收 [InputEventMIDI]。另请参阅 " +"[method get_connected_midi_inputs] and [method close_midi_inputs]。\n" +"[b]注意:[/b]该方法在 Linux、macOS、Windows 上实现。" + +msgid "" +"Reads a user input string from the standard input (usually the terminal). " +"This operation is [i]blocking[/i], which causes the window to freeze if " +"[method read_string_from_stdin] is called on the main thread. The thread " +"calling [method read_string_from_stdin] will block until the program receives " +"a line break in standard input (usually by the user pressing [kbd]Enter[/" +"kbd]).\n" +"[b]Note:[/b] This method is implemented on Linux, macOS and Windows.\n" +"[b]Note:[/b] On exported Windows builds, run the console wrapper executable " +"to access the terminal. Otherwise, the standard input will not work " +"correctly. If you need a single executable with console support, use a custom " +"build compiled with the [code]windows_subsystem=console[/code] flag." +msgstr "" +"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ,如果" +"在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 " +"[method read_string_from_stdin] 的线程将被阻塞,直到程序在标准输入中接收到一个" +"断行(通常由用户按下 [kbd]Enter[/kbd])。\n" +"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]在导出的 Windows 版本中,运行控制台包装器可执行文件来访问终端。否" +"则,标准输入将无法正常工作。如果你需要具有控制台支持的单个可执行文件,请使用启" +"用 [code]windows_subsystem=console[/code] 标志编译的自定义构建。" + +msgid "" +"Requests permission from the OS for the given [param name]. Returns " +"[code]true[/code] if the permission has been successfully granted.\n" +"[b]Note:[/b] This method is currently only implemented on Android, to " +"specifically request permission for [code]\"RECORD_AUDIO\"[/code] by " +"[code]AudioDriverOpenSL[/code]." +msgstr "" +"向操作系统请求名为 [param name] 的权限。如果顺利取得权限则返回 [code]true[/" +"code]。\n" +"[b]注意:[/b]这个方法目前只在 Android 上实现,[code]AudioDriverOpenSL[/code] " +"会用它来请求 [code]\"RECORD_AUDIO\"[/code] 权限。" + +msgid "" +"Requests [i]dangerous[/i] permissions from the OS. Returns [code]true[/code] " +"if permissions have been successfully granted.\n" +"[b]Note:[/b] This method is only implemented on Android. Normal permissions " +"are automatically granted at install time in Android applications." +msgstr "" +"向操作系统请求[i]危险的[/i]权限。如果成功授予权限则返回 [code]true[/code]。\n" +"[b]注意:[/b]这个方法仅在 Android 上实现。普通权限是在 Android 应用安装时自动" +"授予的。" + msgid "" "On macOS (sandboxed applications only), this function clears list of user " "selected folders accessible to the application." @@ -76958,6 +81554,166 @@ msgstr "" "境块中注册的 [param variable]、[param value]、[code]=[/code] 以及 null 终止符" "的总长度有 32767 个字符的限制。" +msgid "" +"If [param restart] is [code]true[/code], restarts the project automatically " +"when it is exited with [method SceneTree.quit] or [constant Node." +"NOTIFICATION_WM_CLOSE_REQUEST]. Command-line [param arguments] can be " +"supplied. To restart the project with the same command line arguments as " +"originally used to run the project, pass [method get_cmdline_args] as the " +"value for [param arguments].\n" +"This method can be used to apply setting changes that require a restart. See " +"also [method is_restart_on_exit_set] and [method " +"get_restart_on_exit_arguments].\n" +"[b]Note:[/b] This method is only effective on desktop platforms, and only " +"when the project isn't started from the editor. It will have no effect on " +"mobile and Web platforms, or when the project is started from the editor.\n" +"[b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user " +"(by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), " +"the project won't restart automatically." +msgstr "" +"如果 [param restart] 为 [code]true[/code],则项目在使用 [method SceneTree." +"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出时,会自动重新启" +"动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新启" +"动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n" +"该方法可用于应用需要重新启动的设置更改。另见 [method is_restart_on_exit_set] " +"和 [method get_restart_on_exit_arguments]。\n" +"[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。不" +"会影响移动和 Web 平台,或者当项目从编辑器启动时。\n" +"[b]注意:[/b]如果项目进程崩溃或被用户[i]杀死[/i](通过发送 [code]SIGKILL[/" +"code] 而不是通常的 [code]SIGTERM[/code]),项目不会自动重新启动。" + +msgid "" +"Assigns the given name to the current thread. Returns [constant " +"ERR_UNAVAILABLE] if unavailable on the current platform." +msgstr "" +"为当前线程分配指定的名称。如果在当前平台不可使用,则返回 [constant " +"ERR_UNAVAILABLE]。" + +msgid "" +"If [param enabled] is [code]true[/code], when opening a file for writing, a " +"temporary file is used in its place. When closed, it is automatically applied " +"to the target file.\n" +"This can useful when files may be opened by other applications, such as " +"antiviruses, text editors, or even the Godot editor itself." +msgstr "" +"如果 [param enabled] 为 [code]true[/code],那么在以写模式打开文件时,会使用在" +"同一位置打开的临时文件。关闭时会自动将其应用至目标文件。\n" +"适用于文件可能被杀毒软件、文本编辑器、甚至 Godot 编辑器自己等其他程序打开的场" +"景。" + +msgid "" +"Requests the OS to open a resource identified by [param uri] with the most " +"appropriate program. For example:\n" +"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " +"opens the file explorer at the user's Downloads folder.\n" +"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " +"web browser on the official Godot website.\n" +"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " +"default email client with the \"To\" field set to [code]example@example.com[/" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n" +"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " +"or [code]user://[/code] project path into a system path for use with this " +"method.\n" +"[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs " +"in a URL-safe, portable way. This is especially required for line breaks. " +"Otherwise, [method shell_open] may not work correctly in a project exported " +"to the Web platform.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS " +"and Windows." +msgstr "" +"请求操作系统使用最合适的程序打开由 [param uri] 标识的资源。例如:\n" +"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上会" +"用资源管理器打开用户的 Downloads 文件夹。\n" +"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览器" +"打开 Godot 官方网站。\n" +"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮" +"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定" +"义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - " +"[code]mailto[/code] URL 方案[/url]。\n" +"可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " +"[code]user://[/code] 项目路径转换为系统路径,以便与该方法一起使用。\n" +"[b]注意:[/b]请使用 [method String.uri_encode] 对 URL 中的字符进行编码,得到" +"的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 Web 平台" +"后 [method shell_open] 可能无法正常工作。\n" +"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" +"现。" + +msgid "" +"Requests the OS to open the file manager, navigate to the given [param " +"file_or_dir_path] and select the target file or folder.\n" +"If [param open_folder] is [code]true[/code] and [param file_or_dir_path] is a " +"valid directory path, the OS will open the file manager and navigate to the " +"target folder without selecting anything.\n" +"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " +"or [code]user://[/code] project path into a system path to use with this " +"method.\n" +"[b]Note:[/b] This method is currently only implemented on Windows and macOS. " +"On other platforms, it will fallback to [method shell_open] with a directory " +"path of [param file_or_dir_path] prefixed with [code]file://[/code]." +msgstr "" +"请求操作系统打开文件管理器,导航至给定的文件或目录路径 [param " +"file_or_dir_path] 并选中目标文件或文件夹。\n" +"如果 [param open_folder] 为 [code]true[/code] 并且 [param file_or_dir_path] 是" +"有效的目录路径,则操作系统将打开文件管理器并导航到目标文件夹,而不选择任何内" +"容。\n" +"请使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " +"[code]user://[/code] 项目路径转换为系统路径以与该方法一起使用。\n" +"[b]注意:[/b]目前该方法仅在 Windows 和 macOS 上实现。在其他平台上,它会回退至" +"使用前缀为 [code]file://[/code] 的 [param file_or_dir_path] 目录路径调用 " +"[method shell_open]。" + +msgid "" +"Removes the given environment variable from the current environment, if it " +"exists. The [param variable] name cannot be empty or include the [code]=[/" +"code] character. The environment variable will be removed for the Godot " +"process and any process executed with [method execute] after running [method " +"unset_environment]. The removal of the environment variable will [i]not[/i] " +"persist to processes run after the Godot process was terminated.\n" +"[b]Note:[/b] Environment variable names are case-sensitive on all platforms " +"except Windows." +msgstr "" +"如果给定的环境变量存在,则从当前环境中移除。[param variable] 名称不能为空或包" +"含 [code]=[/code] 字符。在运行 [method unset_environment] 后,将为 Godot 进程" +"和使用 [method execute] 执行的任何进程移除环境变量。环境变量的移除并[i]不会[/" +"i]持续到 Godot 进程终止后运行的进程。\n" +"[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。" + +msgid "" +"If [code]true[/code], the engine filters the time delta measured between each " +"frame, and attempts to compensate for random variation. This only works on " +"systems where V-Sync is active.\n" +"[b]Note:[/b] On start-up, this is the same as [member ProjectSettings." +"application/run/delta_smoothing]." +msgstr "" +"如果为 [code]true[/code],则引擎会在每帧之间过滤测量得到的时间增量,并尝试补偿" +"随机变化。这仅适用于垂直同步处于活动状态的系统。\n" +"[b]注意:[/b]启动时,这与 [member ProjectSettings.application/run/" +"delta_smoothing] 相同。" + +msgid "" +"If [code]true[/code], the engine optimizes for low processor usage by only " +"refreshing the screen if needed. Can improve battery consumption on mobile.\n" +"[b]Note:[/b] On start-up, this is the same as [member ProjectSettings." +"application/run/low_processor_mode]." +msgstr "" +"如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。可" +"以改善移动设备上的电池消耗。\n" +"[b]注意:[/b]启动时,这与 [member ProjectSettings.application/run/" +"low_processor_mode] 相同。" + +msgid "" +"The amount of sleeping between frames when the low-processor usage mode is " +"enabled, in microseconds. Higher values will result in lower CPU usage. See " +"also [member low_processor_usage_mode].\n" +"[b]Note:[/b] On start-up, this is the same as [member ProjectSettings." +"application/run/low_processor_mode_sleep_usec]." +msgstr "" +"启用低处理器使用模式时帧之间的睡眠时间,以微秒为单位。更高的值将导致更低的 " +"CPU 使用率。另请参阅 [member low_processor_usage_mode]。\n" +"[b]注意:[/b]启动时,这与 [member ProjectSettings.application/run/" +"low_processor_mode_sleep_usec] 相同。" + msgid "" "The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically " "uses features from Vulkan 1.1 and 1.2 if available." @@ -76972,6 +81728,33 @@ msgstr "" "OpenGL 3 渲染驱动。在桌面平台上使用 OpenGL 3.3 核心配置,在移动设备上使用 " "OpenGL ES 3.0,在 Web 上使用 WebGL 2.0。" +msgid "The Direct3D 12 rendering driver." +msgstr "Direct3D 12 渲染驱动。" + +msgid "Refers to the Desktop directory path." +msgstr "指桌面目录路径。" + +msgid "Refers to the DCIM (Digital Camera Images) directory path." +msgstr "指 DCIM(数码相机图像)目录路径。" + +msgid "Refers to the Documents directory path." +msgstr "指文档目录路径。" + +msgid "Refers to the Downloads directory path." +msgstr "指下载目录路径。" + +msgid "Refers to the Movies (or Videos) directory path." +msgstr "指电影(或视频)目录路径。" + +msgid "Refers to the Music directory path." +msgstr "指音乐目录路径。" + +msgid "Refers to the Pictures directory path." +msgstr "指图片目录路径。" + +msgid "Refers to the Ringtones directory path." +msgstr "指铃声目录路径。" + msgid "A packed array of bytes." msgstr "字节紧缩数组。" @@ -77007,30 +81790,6 @@ msgstr "" "返回新的 [PackedByteArray],其中的数据已压缩。请将压缩模式设置为 [enum " "FileAccess.CompressionMode] 常量。" -msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" -"code] if a valid number can't be decoded." -msgstr "" -"将字节序列解码为 64 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" -"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" - -msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" -"code] if a valid number can't be decoded." -msgstr "" -"将字节序列解码为 32 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" -"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" - -msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" -"code] if a valid number can't be decoded." -msgstr "" -"将字节序列解码为 16 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" -"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" - msgid "" "Decodes a 8-bit signed integer number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " @@ -77157,30 +81916,6 @@ msgstr "" msgid "Creates a copy of the array, and returns it." msgstr "创建该数组的副本,并将该副本返回。" -msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " -"byte_offset] bytes. The array must have at least 8 bytes of allocated space, " -"starting at the offset." -msgstr "" -"将 64 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" -"量位置开始,该数组必须还分配有至少 8 个字节的空间。" - -msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " -"byte_offset] bytes. The array must have at least 4 bytes of space, starting " -"at the offset." -msgstr "" -"将 32 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" -"量位置开始,该数组必须还分配有至少 4 个字节的空间。" - -msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " -"byte_offset] bytes. The array must have at least 2 bytes of space, starting " -"at the offset." -msgstr "" -"将 16 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" -"量位置开始,该数组必须还分配有至少 2 个字节的空间。" - msgid "" "Encodes a 8-bit signed integer number (signed byte) at the index of [param " "byte_offset] bytes. The array must have at least 1 byte of space, starting at " @@ -78288,19 +83023,6 @@ msgid "" "owner]." msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。" -msgid "" -"A dictionary representation of the scene contents.\n" -"Available keys include \"rnames\" and \"variants\" for resources, " -"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " -"connections, and \"version\" for the format style of the PackedScene." -msgstr "" -"场景内容的字典表示。\n" -"可用的字段包括资源的“rnames”和“variants”,节点" -"的“node_count”、“nodes”、“node_paths”,基本场景子级覆盖" -"的“editable_instances”,信号连接的“conn_count”和“conns”,以及 PackedScene 格式" -"样式的版本“version”。" - msgid "If passed to [method instantiate], blocks edits to the scene state." msgstr "如果传递给 [method instantiate],则会阻止对场景状态的编辑。" @@ -78887,31 +83609,6 @@ msgstr "" "设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 " "Android 阻止。" -msgid "" -"Binds this [PacketPeerUDP] to the specified [param port] and [param " -"bind_address] with a buffer size [param recv_buf_size], allowing it to " -"receive incoming packets.\n" -"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will " -"be bound on all available addresses (both IPv4 and IPv6).\n" -"If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or " -"[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " -"addresses matching that IP type.\n" -"If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " -"with the given address exists)." -msgstr "" -"将该 [PacketPeerUDP] 绑定到指定的 [param port] 和 [param bind_address],其缓冲" -"区大小为 [param recv_buf_size],允许它接收传入的数据包。\n" -"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),对等体将被绑定" -"到所有可用地址(IPv4 和 IPv6)。\n" -"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](对于 IPv4)或 " -"[code]\"::\"[/code](对于 IPv6),对等体将被绑定到匹配该 IP 类型的所有可用地" -"址。\n" -"如果 [param bind_address] 被设置为任何有效地址(例如 [code]\"192.168.1.101\"[/" -"code]、[code]\"::1\"[/code] 等),对等体将只被绑定到该地址的接口(如果不存在具" -"有给定地址的接口,则失败)。" - msgid "Closes the [PacketPeerUDP]'s underlying UDP socket." msgstr "关闭该 [PacketPeerUDP] 底层 UDP 套接字。" @@ -79219,6 +83916,42 @@ msgstr "" "该节点的子节点将受其滚动偏移量的影响。\n" "[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。" +msgid "" +"The interval, in pixels, at which the [ParallaxLayer] is drawn repeatedly. " +"Useful for creating an infinitely scrolling background. If an axis is set to " +"[code]0[/code], the [ParallaxLayer] will be drawn only once along that " +"direction.\n" +"[b]Note:[/b] If you want the repetition to pixel-perfect match a [Texture2D] " +"displayed by a child node, you should account for any scale applied to the " +"texture when defining this interval. For example, if you use a child " +"[Sprite2D] scaled to [code]0.5[/code] to display a 600x600 texture, and want " +"this sprite to be repeated continuously horizontally, you should set the " +"mirroring to [code]Vector2(300, 0)[/code].\n" +"[b]Note:[/b] If the length of the viewport axis is bigger than twice the " +"repeated axis size, it will not repeat infinitely, as the parallax layer only " +"draws 2 instances of the layer at any given time. The visibility window is " +"calculated from the parent [ParallaxBackground]'s position, not the layer's " +"own position. So, if you use mirroring, [b]do not[/b] change the " +"[ParallaxLayer] position relative to its parent. Instead, if you need to " +"adjust the background's position, set the [member CanvasLayer.offset] " +"property in the parent [ParallaxBackground].\n" +"[b]Note:[/b] Despite the name, the layer will not be mirrored, it will only " +"be repeated." +msgstr "" +"[ParallaxLayer] 重复绘制的间隔,单位为像素。用于创建无限滚动的背景。如果将某个" +"轴设置为 [code]0[/code],那么 [ParallaxLayer] 就只会在那个方向上绘制一次。\n" +"[b]注意:[/b]如果想要在重复时让子节点显示的 [Texture2D] 进行像素级对齐,那么就" +"应当在设置间隔时考虑纹理所使用的缩放。例如你使用 [Sprite2D] 节点将 600×600 的" +"纹理进行 [code]0.5[/code] 的缩放,然后希望纹理横向重复,那么就应该" +"将“Mirroring”设置为 [code]Vector2(300, 0)[/code]。\n" +"[b]注意:[/b]如果视口的某个轴比对应重复轴的两倍还要大,那么就无法无限重复,因" +"为时差图层同一时间只能将该图层绘制两份。计算可见窗口时依据的是父级 " +"[ParallaxBackground] 的位置,而不是图层自身的位置。因此,使用镜像时,[b]请勿[/" +"b]改变 [ParallaxLayer] 相对于父节点的位置。如果需要修改背景的位置,请改为设置 " +"[ParallaxBackground] 父节点的 [member CanvasLayer.offset] 属性。\n" +"[b]注意:[/b]虽然这个属性的名叫 Mirroring,是“镜像”的意思,但是并不会对图层做" +"镜像,只会进行重复。" + msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." @@ -79248,6 +83981,15 @@ msgstr "" "的有些属性是在粒子发射时应用的,有些则会应用 [CurveTexture] 或 " "[GradientTexture1D] 让数值或颜色值在粒子的生命周期中不断变化。" +msgid "" +"Returns the minimum and maximum values of the given [param param] as a " +"vector.\n" +"The [code]x[/code] component of the returned vector corresponds to minimum " +"and the [code]y[/code] component corresponds to maximum." +msgstr "" +"以向量的形式返回给定 [param param] 的最大最小值。\n" +"返回向量的 [code]x[/code] 分量对应最小值,[code]y[/code] 分量对应最大值。" + msgid "Returns the [Texture2D] used by the specified parameter." msgstr "返回指定参数所使用的 [Texture2D]。" @@ -79258,6 +84000,14 @@ msgstr "" "如果启用了指定的粒子标志,则返回 [code]true[/code]。可选项见 [enum " "ParticleFlags]。" +msgid "" +"Sets the minimum and maximum values of the given [param param].\n" +"The [code]x[/code] component of the argument vector corresponds to minimum " +"and the [code]y[/code] component corresponds to maximum." +msgstr "" +"以向量的形式设置给定 [param param] 的最大最小值。\n" +"参数向量的 [code]x[/code] 分量对应最小值,[code]y[/code] 分量对应最大值。" + msgid "Sets the maximum value range for the given parameter." msgstr "设置给定参数的最大值范围。" @@ -79596,6 +84346,14 @@ msgstr "" "[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] " "代替。" +msgid "" +"Each particle's scale will vary along this [CurveTexture] over its lifetime. " +"If a [CurveXYZTexture] is supplied instead, the scale will be separated per-" +"axis." +msgstr "" +"每个粒子的缩放将在其生命周期内沿着这个 [CurveTexture] 变化。如果改为提供一个 " +"[CurveXYZTexture],则缩放将按轴分离。" + msgid "Minimum equivalent of [member scale_max]." msgstr "[member scale_max] 对应的最小值。" @@ -80764,12 +85522,6 @@ msgstr "该 PhysicalBone3D 的旋转速度,以每秒[i]弧度[/i]为单位。" msgid "Sets the body's transform." msgstr "设置该物体的变换。" -msgid "" -"The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." -msgstr "" -"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反弹)。" - msgid "" "If [code]true[/code], the body is deactivated when there is no movement, so " "it will not take part in the simulation until it is awakened by an external " @@ -80981,6 +85733,14 @@ msgid "" "body." msgstr "返回该物体的碰撞例外节点数组。" +msgid "" +"Returns the gravity vector computed from all sources that can affect the " +"body, including all gravity overrides from [Area2D] nodes and the global " +"world gravity." +msgstr "" +"返回根据能够影响该物体的所有来源计算得到的重力向量,包括 [Area2D] 节点的重力覆" +"盖和全局世界重力。" + msgid "" "Moves the body along the vector [param motion]. In order to be frame rate " "independent in [method Node._physics_process] or [method Node._process], " @@ -81054,7 +85814,7 @@ msgid "" msgstr "" "[PhysicsBody3D] 与受物理影响的 3D 游戏对象的抽象基类。所有 3D 物理体都继承自这" "个类。\n" -"[b]警告:[/b]缩放不统一时,这个节点的行为可能不符合预期。建议让所有轴上的缩放" +"[b]警告:[/b]缩放不均一时,这个节点的行为可能不符合预期。建议让所有轴上的缩放" "都保持一致,改为调整碰撞形状的大小。" msgid "" @@ -81062,6 +85822,14 @@ msgid "" "is locked." msgstr "如果指定的线性或旋转轴 [param axis] 被锁定,则返回 [code]true[/code]。" +msgid "" +"Returns the gravity vector computed from all sources that can affect the " +"body, including all gravity overrides from [Area3D] nodes and the global " +"world gravity." +msgstr "" +"返回根据能够影响该物体的所有来源计算得到的重力向量,包括 [Area3D] 节点的重力覆" +"盖和全局世界重力。" + msgid "" "Moves the body along the vector [param motion]. In order to be frame rate " "independent in [method Node._physics_process] or [method Node._process], " @@ -84196,6 +88964,117 @@ msgstr "" msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。" +msgid "Adds the given body to the list of bodies exempt from collisions." +msgstr "将给定物体添加到免于碰撞的物体列表中。" + +msgid "Creates a new soft body and returns its internal [RID]." +msgstr "创建一个新的柔性物体并返回其内部 [RID]。" + +msgid "Returns the bounds of the given soft body in global coordinates." +msgstr "返回给定柔性物体在全局坐标中的边界。" + +msgid "Returns the physics layer or layers that the given soft body belongs to." +msgstr "返回给定柔性物体所属的物理层。" + +msgid "" +"Returns the physics layer or layers that the given soft body can collide with." +msgstr "返回给定柔性物体可以碰撞的物理层。" + +msgid "Returns the damping coefficient of the given soft body." +msgstr "返回给定柔性物体的阻尼系数。" + +msgid "Returns the drag coefficient of the given soft body." +msgstr "返回给定柔性物体的阻力系数。" + +msgid "Returns the linear stiffness of the given soft body." +msgstr "返回给定柔性物体的线性刚度。" + +msgid "" +"Returns the current position of the given soft body point in global " +"coordinates." +msgstr "返回给定柔性物体点在全局坐标中的当前位置。" + +msgid "Returns the pressure coefficient of the given soft body." +msgstr "返回给定柔性物体的压力系数。" + +msgid "Returns the simulation precision of the given soft body." +msgstr "返回给定柔性物体的模拟精度。" + +msgid "Returns the [RID] of the space assigned to the given soft body." +msgstr "返回分配给给定柔性物体的空间的 [RID]。" + +msgid "Returns the total mass assigned to the given soft body." +msgstr "返回分配给给定柔性物体的总质量。" + +msgid "Returns whether the given soft body point is pinned." +msgstr "返回给定的柔性物体点是否已固定。" + +msgid "Moves the given soft body point to a position in global coordinates." +msgstr "将给定的柔性物体点移动到全局坐标中的某个位置。" + +msgid "Unpins all points of the given soft body." +msgstr "取消固定给定柔性物体的所有点。" + +msgid "Removes the given body from the list of bodies exempt from collisions." +msgstr "从免于碰撞的物体列表中移除给定的物体。" + +msgid "Sets the physics layer or layers the given soft body belongs to." +msgstr "设置给定柔性物体所属的物理层。" + +msgid "Sets the physics layer or layers the given soft body can collide with." +msgstr "设置给定柔性物体可以碰撞的物理层。" + +msgid "" +"Sets the damping coefficient of the given soft body. Higher values will slow " +"down the body more noticeably when forces are applied." +msgstr "" +"设置给定柔性物体的阻尼系数。当施加力时,较高的值会更明显地减慢物体的速度。" + +msgid "" +"Sets the drag coefficient of the given soft body. Higher values increase this " +"body's air resistance.\n" +"[b]Note:[/b] This value is currently unused by Godot's default physics " +"implementation." +msgstr "" +"设置给定柔性物体的阻力系数。较高的值会增加该物体的空气阻力。\n" +"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。" + +msgid "" +"Sets the linear stiffness of the given soft body. Higher values will result " +"in a stiffer body, while lower values will increase the body's ability to " +"bend. The value can be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive)." +msgstr "" +"设置给定柔性物体的线性刚度。较高的值将导致物体更僵硬,而较低的值将增加物体的弯" +"曲能力。该值可以介于 [code]0.0[/code] 和 [code]1.0[/code] (含)之间。" + +msgid "Sets the mesh of the given soft body." +msgstr "设置给定柔性物体的网格。" + +msgid "" +"Sets the pressure coefficient of the given soft body. Simulates pressure " +"build-up from inside this body. Higher values increase the strength of this " +"effect." +msgstr "" +"设置给定柔性物体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强" +"度。" + +msgid "" +"Sets the simulation precision of the given soft body. Increasing this value " +"will improve the resulting simulation, but can affect performance. Use with " +"care." +msgstr "" +"设置给定柔性物体的模拟精度。增加该值将改善模拟结果,但会影响性能。请小心使用。" + +msgid "Assigns a space to the given soft body (see [method space_create])." +msgstr "为给定的柔性物体分配一个空间(请参阅 [method space_create])。" + +msgid "Sets the total mass for the given soft body." +msgstr "设置给定柔性物体的总质量。" + +msgid "Sets the global transform of the given soft body." +msgstr "设置给定柔性物体的全局变换。" + msgid "" "Creates a space. A space is a collection of parameters for the physics engine " "that can be assigned to an area or a body. It can be assigned to an area with " @@ -86048,6 +90927,65 @@ msgstr "" "id_focused] 信号。它与在函数中,例如在 [method set_item_checked] 中的 " "[code]index[/code] 参数无关。" +msgid "" +"Adds a new multistate item with text [param label].\n" +"Contrarily to normal binary items, multistate items can have more than two " +"states, as defined by [param max_states]. The default value is defined by " +"[param default_state].\n" +"An [param id] can optionally be provided, as well as an accelerator ([param " +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators.\n" +"[b]Note:[/b] Multistate items don't update their state automatically and must " +"be done manually. See [method toggle_item_multistate], [method " +"set_item_multistate] and [method get_item_multistate] for more info on how to " +"control it.\n" +"Example usage:\n" +"[codeblock]\n" +"func _ready():\n" +" add_multistate_item(\"Item\", 3, 0)\n" +"\n" +" index_pressed.connect(func(index: int):\n" +" toggle_item_multistate(index)\n" +" match get_item_multistate(index):\n" +" 0:\n" +" print(\"First state\")\n" +" 1:\n" +" print(\"Second state\")\n" +" 2:\n" +" print(\"Third state\")\n" +" )\n" +"[/codeblock]" +msgstr "" +"添加新的多状态菜单项,使用 [param label] 作为文本。\n" +"与普通的双态菜单项不同,多状态菜单项的状态可以超过两个,数量由 [param " +"max_states] 定义。默认值由 [param default_state] 定义。\n" +"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则会" +"根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对应 " +"[constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息" +"见 [method get_item_accelerator]。\n" +"[b]注意:[/b]多状态菜单项的状态不会自动变化,必须手动修改。如何控制见 [method " +"toggle_item_multistate]、[method set_item_multistate]、[method " +"get_item_multistate]。\n" +"示例用法:\n" +"[codeblock]\n" +"func _ready():\n" +" add_multistate_item(\"菜单项\", 3, 0)\n" +"\n" +" index_pressed.connect(func(index: int):\n" +" toggle_item_multistate(index)\n" +" match get_item_multistate(index):\n" +" 0:\n" +" print(\"甲状态\")\n" +" 1:\n" +" print(\"乙状态\")\n" +" 2:\n" +" print(\"丙状态\")\n" +" )\n" +"[/codeblock]" + msgid "" "Adds a new radio check button with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " @@ -86183,6 +91121,12 @@ msgstr "" "返回指定菜单项的元数据,可能是任何类型。可以使用 [method set_item_metadata] 来" "设置元数据,这样就能很很方便地将上下文数据分配给菜单项。" +msgid "Returns the state of the item at the given [param index]." +msgstr "返回索引为 [param index] 的菜单项的状态。" + +msgid "Returns the max states of the item at the given [param index]." +msgstr "返回索引为 [param index] 的菜单项的最大状态数。" + msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "返回给定 [param index] 处菜单项所关联的 [Shortcut]。" @@ -86246,6 +91190,10 @@ msgstr "" msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "如果指定菜单项的快捷方式被禁用,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the menu is bound to the special system menu." +msgstr "如果菜单与特殊系统菜单进行了绑定,则返回 [code]true[/code]。" + msgid "" "Removes the item at the given [param index] from the menu.\n" "[b]Note:[/b] The indices of items after the removed item will be shifted by " @@ -86351,6 +91299,11 @@ msgid "" "details." msgstr "设置一个多态项目的状态。详情请参阅 [method add_multistate_item]。" +msgid "" +"Sets the max states of a multistate item. See [method add_multistate_item] " +"for details." +msgstr "设置多状态菜单项的最大状态数。详见 [method add_multistate_item]。" + msgid "Sets a [Shortcut] for the item at the given [param index]." msgstr "设置索引为 [param index] 的菜单项的 [Shortcut]。" @@ -86402,6 +91355,15 @@ msgstr "" "设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个菜" "单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" +msgid "" +"If set to one of the values returned by [method DisplayServer." +"global_menu_get_system_menu_roots], this [PopupMenu] is bound to the special " +"system menu. Only one [PopupMenu] can be bound to each special menu at a time." +msgstr "" +"如果设为 [method DisplayServer.global_menu_get_system_menu_roots] 返回值中的任" +"意一个,则该 [PopupMenu] 与特殊系统菜单绑定。每个特殊菜单在同一时间只能与一个 " +"[PopupMenu] 绑定。" + msgid "" "Emitted when the user navigated to an item of some [param id] using the " "[member ProjectSettings.input/ui_up] or [member ProjectSettings.input/" @@ -86831,9 +91793,22 @@ msgid "" "percentage from right to left." msgstr "将百分比可视化表示的控件。显示从右到左的填充百分比。" +msgid "" +"If [code]false[/code], the [member indeterminate] animation will be paused in " +"the editor." +msgstr "" +"如果为 [code]false[/code],则会在编辑器中暂停 [member indeterminate] 动画。" + msgid "The fill direction. See [enum FillMode] for possible values." msgstr "填充方向。可能的取值见 [enum FillMode]。" +msgid "" +"When set to [code]true[/code], the progress bar indicates that something is " +"happening with an animation, but does not show the fill percentage or value." +msgstr "" +"设为 [code]true[/code] 时,进度表会使用动画来表示正在执行某些操作,但是不会显" +"示填充和具体的值。" + msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "为 [code]true[/code] 时,将在进度条上显示百分比。" @@ -86890,21 +91865,6 @@ msgstr "进度的样式(即填充进度条的部分)。" msgid "A 4×4 matrix for 3D projective transformations." msgstr "用于 3D 投影变换的 4×4 矩阵。" -msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " -"transformations such as translation, rotation, scaling, shearing, and " -"perspective division. It consists of four [Vector4] columns.\n" -"For purely linear transformations (translation, rotation, and scale), it is " -"recommended to use [Transform3D], as it is more performant and requires less " -"memory.\n" -"Used internally as [Camera3D]'s projection matrix." -msgstr "" -"用于 3D 投影变换的 4×4 矩阵,可以表示平移、旋转、缩放、剪切和透视分割等变换," -"由四个 [Vector4] 列组成。\n" -"对于纯粹的线性变换(平移、旋转和缩放),建议使用 [Transform3D],因为它的性能更" -"强,内存占用更少。\n" -"在内部作为 [Camera3D] 的投影矩阵使用。" - msgid "" "Constructs a default-initialized [Projection] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Projection]。" @@ -88147,6 +93107,15 @@ msgid "" msgstr "" "如果画布项重绘调试处于活动状态,则这个选项表示画布项每次重绘时闪光的持续时间。" +msgid "" +"If [code]true[/code], logs all output and error messages to files. See also " +"[member debug/file_logging/log_path], [member debug/file_logging/" +"max_log_files], and [member application/run/flush_stdout_on_print]." +msgstr "" +"如果为 [code]true[/code],则会将所有输出和错误消息保存在文件中。另见 [member " +"debug/file_logging/log_path]、[member debug/file_logging/max_log_files]、" +"[member application/run/flush_stdout_on_print]。" + msgid "" "Desktop override for [member debug/file_logging/enable_file_logging], as log " "files are not readily accessible on mobile/Web platforms." @@ -88154,6 +93123,32 @@ msgstr "" "[member debug/file_logging/enable_file_logging] 在桌面平台的覆盖项,因为在移" "动/Web 平台上不容易访问日志文件。" +msgid "" +"Path at which to store log files for the project. Using a path under " +"[code]user://[/code] is recommended.\n" +"This can be specified manually on the command line using the [code]--log-file " +"[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." +"html]command line argument[/url]. If this command line argument is specified, " +"log rotation is automatically disabled (see [member debug/file_logging/" +"max_log_files])." +msgstr "" +"项目日志文件的存储路径。建议使用 [code]user://[/code] 中的路径。\n" +"也可以使用 [code]--log-file [/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]命令行参数[/url]手动设置。如果指定了这个命令行参" +"数,则会自动禁用日志轮换(见 [member debug/file_logging/max_log_files])。" + +msgid "" +"Specifies the maximum number of log files allowed (used for rotation). Set to " +"[code]1[/code] to disable log file rotation.\n" +"If the [code]--log-file [/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]command line argument[/url] is used, log rotation " +"is always disabled." +msgstr "" +"指定允许的最大日志文件数(用于轮换)。设置为 [code]1[/code] 将禁用日志文件轮" +"转。\n" +"如果使用 [code]--log-file [/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]命令行参数[/url] ,则始终禁用日志轮转。" + msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when an [code]assert[/code] call always evaluates to false." @@ -88359,17 +93354,6 @@ msgstr "" "启用后,使用自 Godot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提" "示。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a function without using its return value (by " -"assigning it to a variable or using it as a function argument). Such return " -"values are sometimes used to denote possible errors using the [enum Error] " -"enum." -msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用函数却不使用其返回值" -"(通过将其分配给变量或将其用作函数参数)时,会分别产生一个警告或一个错误。此类" -"返回值有时使用 [enum Error] 枚举,用于表示可能的错误。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when defining a local or member variable, signal, or enum " @@ -88604,14 +93588,6 @@ msgstr "" "shader_language/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所" "有着色器警告。" -msgid "" -"When set to [code]true[/code], produces a warning when two floating point " -"numbers are compared directly with the [code]==[/code] operator or the [code]!" -"=[/code] operator." -msgstr "" -"设为 [code]true[/code] 时,当使用 [code]==[/code] 或 [code]!=[/code] 运算符直" -"接比较两个浮点数时,会产生警告。" - msgid "" "When set to [code]true[/code], produces a warning upon encountering certain " "formatting errors. Currently this only checks for empty statements. More " @@ -88849,6 +93825,29 @@ msgid "" "enabled in the Debug menu." msgstr "曲线路径几何图形的线宽,在“调试”菜单中启用“可见路径”时可见。" +msgid "" +"Sets the driver to be used by the display server. This property can not be " +"edited directly, instead, set the driver using the platform-specific " +"overrides." +msgstr "" +"设置显示服务器要使用的驱动程序。该属性不能直接编辑,请改用特定平台的覆盖项来设" +"置驱动程序。" + +msgid "Android override for [member display/display_server/driver]." +msgstr "[member display/display_server/driver] 在 Android 的覆盖项。" + +msgid "iOS override for [member display/display_server/driver]." +msgstr "[member display/display_server/driver] 在 iOS 的覆盖项。" + +msgid "LinuxBSD override for [member display/display_server/driver]." +msgstr "[member display/display_server/driver] 在 LinuxBSD 的覆盖项。" + +msgid "MacOS override for [member display/display_server/driver]." +msgstr "[member display/display_server/driver] 在 macOS 的覆盖项。" + +msgid "Windows override for [member display/display_server/driver]." +msgstr "[member display/display_server/driver] 在 Windows 的覆盖项。" + msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "鼠标光标的自定义图像(最大 256×256)。" @@ -88966,6 +93965,53 @@ msgstr "" "的,可以用来调整窗口的大小,标题栏是透明的,但有最小/最大/关闭按钮。\n" "[b]注意:[/b]该设置只在 macOS 上实现。" +msgid "" +"Main window initial position (in virtual desktop coordinates), this setting " +"is used only if [member display/window/size/initial_position_type] is set to " +"\"Absolute\" ([code]0[/code]).\n" +"[b]Note:[/b] This setting only affects the exported project, or when the " +"project is run from the command line. In the editor, the value of [member " +"EditorSettings.run/window_placement/rect_custom_position] is used instead." +msgstr "" +"主窗口的初始位置(使用虚拟桌面坐标),该设置仅在 [member display/window/size/" +"initial_position_type] 设置为“Absolute”([code]0[/code] )时使用。\n" +"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中,请" +"改用 [member EditorSettings.run/window_placement/rect_custom_position] 的值。" + +msgid "" +"Main window initial position.\n" +"[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] " +"is used to set window position.\n" +"[code]1[/code] - \"Primary Screen Center\".\n" +"[code]2[/code] - \"Other Screen Center\", [member display/window/size/" +"initial_screen] is used to set the screen.\n" +"[b]Note:[/b] This setting only affects the exported project, or when the " +"project is run from the command line. In the editor, the value of [member " +"EditorSettings.run/window_placement/rect] is used instead." +msgstr "" +"主窗口的初始位置。\n" +"[code]0[/code] - “Absolute(绝对位置)”,窗口位置用 [member display/window/" +"size/initial_position] 设置。\n" +"[code]1[/code] - “Primary Screen Center(主屏幕中心)”。\n" +"[code]2[/code] - “Other Screen Center(其他屏幕中心)”, 屏幕用 [member " +"display/window/size/initial_screen] 设置。\n" +"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中,请" +"改用 [member EditorSettings.run/window_placement/rect] 的值。" + +msgid "" +"Main window initial screen, this setting is used only if [member display/" +"window/size/initial_position_type] is set to \"Other Screen " +"Center\" ([code]2[/code]).\n" +"[b]Note:[/b] This setting only affects the exported project, or when the " +"project is run from the command line. In the editor, the value of [member " +"EditorSettings.run/window_placement/screen] is used instead." +msgstr "" +"主窗口的初始屏幕,该设置仅在 [member display/window/size/" +"initial_position_type] 被设置为“Other Screen Center”([code]2[/code] )时使" +"用。\n" +"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中,请" +"改用 [member EditorSettings.run/window_placement/screen] 的值。" + msgid "" "Main window mode. See [enum DisplayServer.WindowMode] for possible values and " "how each mode behaves." @@ -89149,6 +94195,30 @@ msgstr "" msgid "If [code]true[/code] subwindows are embedded in the main window." msgstr "如果为 [code]true[/code] 则子窗口是嵌入到主窗口中的。" +msgid "" +"Sets the V-Sync mode for the main game window. The editor's own V-Sync mode " +"can be set using [member EditorSettings.interface/editor/vsync_mode].\n" +"See [enum DisplayServer.VSyncMode] for possible values and how they affect " +"the behavior of your application.\n" +"Depending on the platform and used renderer, the engine will fall back to " +"[b]Enabled[/b] if the desired mode is not supported.\n" +"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " +"Forward+ and Mobile rendering methods, not Compatibility.\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] " +"instead." +msgstr "" +"设置游戏主窗口的垂直同步模式。编辑器自己的垂直同步模式可以使用 [member " +"EditorSettings.interface/editor/vsync_mode] 来设置。\n" +"请参阅 [enum DisplayServer.VSyncMode] 了解可能的值以及它们如何影响应用程序的行" +"为。\n" +"根据平台和所使用的渲染器,如果不支持所需的模式,引擎将回退到 [b]Enabled[/" +"b]。\n" +"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式仅支持 Forward+ 和 Mobile 渲" +"染方式,不支持 Compatibility。\n" +"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变垂直同步模式,请改为调" +"用 [method DisplayServer.window_set_vsync_mode]。" + msgid "" "Name of the .NET assembly. This name is used as the name of the [code]." "csproj[/code] and [code].sln[/code] files. By default, it's set to the name " @@ -89204,6 +94274,14 @@ msgstr "" "的文件,请将 [member editor/export/convert_text_resources_to_binary] 设置为 " "[code]false[/code]。" +msgid "" +"The maximum width to use when importing textures as an atlas. The value will " +"be rounded to the nearest power of two when used. Use this to prevent " +"imported textures from growing too large in the other direction." +msgstr "" +"作为图集导入纹理时使用的最大宽度。使用时会将取值向上取整到最近的二次幂。这个设" +"置可以防止导入的纹理在其他方向上增长得过大。" + msgid "If [code]true[/code] importing of resources is run on multiple threads." msgstr "如果为 [code]true[/code],则会多线程执行资源的导入。" @@ -89400,6 +94478,18 @@ msgstr "" "对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中搜" "索。" +msgid "" +"If [code]true[/code], Blender 3D scene files with the [code].blend[/code] " +"extension will be imported by converting them to glTF 2.0.\n" +"This requires configuring a path to a Blender executable in the editor " +"settings at [code]filesystem/import/blender/blender_path[/code]. Blender 3.0 " +"or later is required." +msgstr "" +"如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D 场景文件" +"会通过转换为 glTF 2.0 来导入。\n" +"需要在编辑器设置 [code]filesystem/import/blender/blender_path[/code] 中,配置 " +"Blender 可执行文件的路径。需要 Blender 3.0 或更高版本。" + msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " "Blender can't easily be accessed from Godot." @@ -89414,31 +94504,6 @@ msgstr "" "[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Godot 无法轻易访" "问到 Blender。" -msgid "" -"If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " -"extension will be imported by converting them to glTF 2.0.\n" -"This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." -msgstr "" -"如果为 [code]true[/code],扩展名为 [code].fbx[/code] 的 Autodesk FBX 3D 场景文" -"件会通过转换为 glTF 2.0 来导入。\n" -"需要在编辑器设置 [code]filesystem/import/blender/fbx2gltf_path[/code] 中,配" -"置 FBX2glTF 可执行文件的路径。" - -msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF " -"can't easily be accessed from Godot." -msgstr "" -"[member filesystem/import/fbx/enabled] 在 Android 上的覆盖项,Godot 无法轻易访" -"问到 FBX2glTF。" - -msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF " -"can't easily be accessed from Godot." -msgstr "" -"[member filesystem/import/fbx/enabled] 在 Web 上的覆盖项,Godot 无法轻易访问" -"到 FBX2glTF。" - msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." @@ -90368,6 +95433,14 @@ msgid "" "Android devices." msgstr "如果为 [code]true[/code],则会在 Android 设备上启用多点平移和缩放手势。" +msgid "" +"On Wear OS devices, defines which axis of the mouse wheel rotary input is " +"mapped to. This rotary input is usually performed by rotating the physical or " +"virtual (touch-based) bezel on a smartwatch." +msgstr "" +"在 Wear OS 设备上,定义鼠标滚轮旋钮输入映射的轴。旋钮输入通常是通过旋转智能手" +"表的物理或虚拟(基于触摸)表冠进行的。" + msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on the " "touchscreen." @@ -90474,33 +95547,6 @@ msgstr "强制所有控件的布局方向和文本书写方向为 RTL。" msgid "Root node default layout direction." msgstr "根节点的默认布局方向。" -msgid "" -"Specifies the [TextServer] to use. If left empty, the default will be used.\n" -"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " -"right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " -"typesetting and complex scripts.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " -"which disables all text rendering and font-related functionality. This driver " -"is not listed in the project settings, but it can be enabled when running the " -"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]command line argument[/url]." -msgstr "" -"指定要使用的 [TextServer]。如果留空,则会使用默认服务器。\n" -"“ICU / HarfBuzz / Graphite”是最先进的文本驱动,支持从右至左的排版和复杂文字" -"(用于阿拉伯语、希伯来语等语言)。“Fallback”文本驱动不支持从右至左的排版和复杂" -"文字。\n" -"[b]注意:[/b]在运行时可以通过 [code]--text-driver[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖使用的驱动程" -"序。\n" -"[b]注意:[/b]另外还提供了 [code]Dummy[/code] 文本驱动,它禁用了所有文本渲染和" -"字体相关的功能。这个驱动没有在项目设置中列出,但可以在运行编辑器或项目时使用 " -"[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]命令行参数[/url]启用。" - msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." @@ -91570,6 +96616,13 @@ msgid "" "map_set_up]." msgstr "3D 导航地图的默认上方向。见 [method NavigationServer3D.map_set_up]。" +msgid "" +"Default merge rasterizer cell scale for 3D navigation maps. See [method " +"NavigationServer3D.map_set_merge_rasterizer_cell_scale]." +msgstr "" +"3D 导航地图的默认合并光栅化单元格缩放。请参阅 [method NavigationServer3D." +"map_set_merge_rasterizer_cell_scale]。" + msgid "" "If enabled 3D navigation regions will use edge connections to connect with " "other navigation regions within proximity of the navigation map edge " @@ -92279,21 +97332,6 @@ msgstr "" "[b]注意:[/b]前置深度阶段仅在使用 Forward+ 或 Compatibility 渲染方法时支持。使" "用 Mobile 渲染方法时,不会执行前置深度阶段。" -msgid "" -"The thread model to use for rendering. Rendering on a thread may improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." -msgstr "" -"渲染使用的线程模型。使用线程渲染可能提升性能,但与主线程同步时可能引起更大的卡" -"顿。\n" -"[b]注意:[/b]多线程对应的 [b]Multi-Threaded[/b] 选项是实验性的,存在一些已知的" -"问题,这些问题可能导致崩溃,尤其是在使用粒子或调整窗口大小的情况下。目前不推荐" -"在生产环境中使用。" - msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " @@ -92951,6 +97989,14 @@ msgstr "" "由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/" "positional_shadow/soft_shadow_filter_quality] 以低配数值覆盖。" +msgid "" +"If [code]true[/code], items that cannot cast shadows into the view frustum " +"will not be rendered into shadow maps.\n" +"This can increase performance." +msgstr "" +"如果为 [code]true[/code],则阴影无法抵达视锥的对象不会渲染在阴影贴图中。\n" +"可以提高性能。" + msgid "" "Enables the use of physically based units for light sources. Physically based " "units tend to be much larger than the arbitrary units used by Godot, but they " @@ -93237,6 +98283,11 @@ msgstr "移动设备的 [member rendering/renderer/rendering_method] 覆盖项 msgid "Override for [member rendering/renderer/rendering_method] on web." msgstr "Web 平台的 [member rendering/renderer/rendering_method] 覆盖项。" +msgid "" +"Version code of the Direct3D 12 Agility SDK to use ([code]D3D12SDKVersion[/" +"code])." +msgstr "Direct3D 12 Agility SDK 的版本号([code]D3D12SDKVersion[/code])。" + msgid "" "Sets the driver to be used by the renderer when using a RenderingDevice-based " "renderer like the clustered renderer or the mobile renderer. This property " @@ -93357,6 +98408,17 @@ msgstr "" "overrides/force_vertex_shading] 的低端覆盖。\n" "[b]注意:[/b]这个设置目前没有效果,因为顶点着色还没有实现。" +msgid "" +"The default texture filtering mode to use on [CanvasItem]s.\n" +"[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/" +"snap_2d_vertices_to_pixel] and [member rendering/2d/snap/" +"snap_2d_transforms_to_pixel]." +msgstr "" +"[CanvasItem] 使用的默认纹理过滤模式。\n" +"[b]注意:[/b]制作像素风游戏时另见 [member rendering/2d/snap/" +"snap_2d_vertices_to_pixel] 和 [member rendering/2d/snap/" +"snap_2d_transforms_to_pixel]。" + msgid "The default texture repeating mode to use on [CanvasItem]s." msgstr "[CanvasItem] 所使用的默认纹理重复模式。" @@ -93472,30 +98534,6 @@ msgstr "" "如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使用 " "WebP。" -msgid "" -"If [code]true[/code], the texture importer will import VRAM-compressed " -"textures using the Ericsson Texture Compression 2 algorithm for lower quality " -"textures and normal maps and Adaptable Scalable Texture Compression algorithm " -"for high quality textures (in 4x4 block size).\n" -"[b]Note:[/b] This setting is an override. The texture importer will always " -"import the format the host platform needs, even if this is set to " -"[code]false[/code].\n" -"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " -"already imported before. To make this setting apply to textures that were " -"already imported, exit the editor, remove the [code].godot/imported/[/code] " -"folder located inside the project folder then restart the editor (see [member " -"application/config/use_hidden_project_data_directory])." -msgstr "" -"如果为 [code]true[/code],则纹理导入器,将使用 Ericsson 纹理压缩 2 算法导入 " -"VRAM 压缩纹理以获取较低质量的纹理和法线贴图,并使用自适应可缩放纹理压缩算法导" -"入高质量纹理(4x4 块大小)。\n" -"[b]注意:[/b]这是设置覆盖项。即便设为 [code]false[/code],纹理导入器也始终会导" -"入宿主平台所需的格式。\n" -"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已导" -"入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/code] " -"文件夹,然后重新启动编辑器(请参阅 [member application/config/" -"use_hidden_project_data_directory])。" - msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm (DXT1-5) for lower " @@ -93567,41 +98605,16 @@ msgstr "" "以在运行时更改该设置,并参阅 [enum Viewport.VRSMode] 以获取可能的值。" msgid "" -"If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to " -"default texture loaded as the VRS image.\n" -"The texture [i]must[/i] use a lossless compression format so that colors can " -"be matched precisely. The following VRS densities are mapped to various " -"colors, with brighter colors representing a lower level of shading " -"precision:\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" -"[/codeblock]" +"The ratio of [WorkerThreadPool]'s threads that will be reserved for low-" +"priority tasks. For example, if 10 threads are available and this value is " +"set to [code]0.3[/code], 3 of the worker threads will be reserved for low-" +"priority tasks. The actual value won't exceed the number of CPU cores minus " +"one, and if possible, at least one worker thread will be dedicated to low-" +"priority tasks." msgstr "" -"如果 [member rendering/vrs/mode] 为 [b]Texture[/b],则这是 VRS 图像所加载的默" -"认纹理的路径。\n" -"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射为" -"各种颜色,较亮的颜色代表较低的着色精度。\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多数硬件不支持\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多数硬件不支持\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多数硬件不支持\n" -"[/codeblock]" +"为低优先级任务保留的 [WorkerThreadPool] 线程的比例。例如总共有 10 个线程,而这" +"个值是 [code]0.3[/code],那么就会为低优先级任务保留 3 个工作线程。实际的取值不" +"会超过 CPU 核心数减一,如果可能,至少会有一个专门用于低优先级任务的线程。" msgid "" "Maximum number of threads to be used by [WorkerThreadPool]. Value of " @@ -93611,6 +98624,9 @@ msgstr "[WorkerThreadPool] 所使用的最大线程数。[code]-1[/code] 表示 msgid "Action map configuration to load by default." msgstr "默认加载的动作映射配置。" +msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup." +msgstr "如果为 [code]true[/code],Godot 将在启动时设置并初始化 OpenXR。" + msgid "" "Specify how OpenXR should blend in the environment. This is specific to " "certain AR and passthrough devices where camera images are blended in by the " @@ -93631,6 +98647,24 @@ msgid "" "Specify whether OpenXR should be configured for an HMD or a hand held device." msgstr "指定是否应为 HMD 或手持设备配置 OpenXR。" +msgid "" +"If true and foveation is supported, will automatically adjust foveation level " +"based on framerate up to the level set on [member xr/openxr/" +"foveation_level].\n" +"[b]Note:[/b] Only works on compatibility renderer." +msgstr "" +"如果为 true 并且支持注视点,将根据帧速率自动调整注视点级别,直至达到 [member " +"xr/openxr/foveation_level] 上设置的级别。\n" +"[b]注意:[/b]仅适用于兼容性渲染器。" + +msgid "" +"Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = " +"high.\n" +"[b]Note:[/b] Only works on compatibility renderer." +msgstr "" +"应用的注视点级别(如果支持):0 = 关闭、1 = 低、2 = 中、3 = 高。\n" +"[b]注意:[/b]仅适用于兼容性渲染器。" + msgid "Specify the default reference space." msgstr "指定默认参照空间。" @@ -93733,6 +98767,47 @@ msgstr "" "from_current()\n" "[/codeblock]" +msgid "" +"Allows interpolating the value with a custom easing function. The provided " +"[param interpolator_method] will be called with a value ranging from " +"[code]0.0[/code] to [code]1.0[/code] and is expected to return a value within " +"the same range (values outside the range can be used for overshoot). The " +"return value of the method is then used for interpolation between initial and " +"final value. Note that the parameter passed to the method is still subject to " +"the tweener's own easing.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"@export var curve: Curve\n" +"\n" +"func _ready():\n" +" var tween = create_tween()\n" +" # Interpolate the value using a custom curve.\n" +" tween.tween_property(self, \"position:x\", 300, 1).as_relative()." +"set_custom_interpolator(tween_curve)\n" +"\n" +"func tween_curve(v):\n" +" return curve.sample_baked(v)\n" +"[/codeblock]" +msgstr "" +"使用自定义缓动函数进行插值。会使用 [code]0.0[/code] 到 [code]1.0[/code] 之间的" +"值来调用 [param interpolator_method],提供的这个方法的返回值应该也在这个范围内" +"(可以用超出范围的值表示越过目标)。后续会再使用这个方法的返回值进行起始值和目" +"标值之间的插值。请注意,传给这个方法的参数仍然会受到补间器本身缓动功能的影" +"响。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"@export var curve: Curve\n" +"\n" +"func _ready():\n" +" var tween = create_tween()\n" +" # 使用自定义曲线进行插值。\n" +" tween.tween_property(self, \"position:x\", 300, 1).as_relative()." +"set_custom_interpolator(tween_curve)\n" +"\n" +"func tween_curve(v):\n" +" return curve.sample_baked(v)\n" +"[/codeblock]" + msgid "" "Sets the time in seconds after which the [PropertyTweener] will start " "interpolating. By default there's no delay." @@ -93776,49 +98851,9 @@ msgstr "该四边形的大小,使用 3D 单位。" msgid "A unit quaternion used for representing 3D rotations." msgstr "代表 3D 旋转的单位四元数。" -msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in particular) " -"are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for rotation." -msgstr "" -"四元数与 [Basis] 类似,实现的是旋转的矩阵表示。但 [Basis] 存储了旋转、缩放、切" -"变,四元数只存储旋转。\n" -"四元数的参数可以使用轴角对来指定,也可以通过欧拉角来指定。由于四元数的紧凑性以" -"及在内存中的存储方式,部分运算(尤其是获取轴角和执行 SLERP)在防止浮点数误差方" -"面更加高效稳健。\n" -"[b]注意:[/b]四元数需要先归一化,才能用于旋转。" - -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "构造默认初始化的四元数,所有分量都被设置为 [code]0[/code]。" - msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." msgstr "构造给定 [Quaternion] 的副本。" -msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." -msgstr "" -"构造一个四元数,代表半径为 [code]1.0[/code] 的球面上两个点之间最短的弧。" - -msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." -msgstr "" -"构造一个四元数,它将围绕给定的轴旋转指定的角度。轴必须是一个归一化的向量。" - -msgid "Constructs a quaternion from the given [Basis]." -msgstr "从给定的 [Basis] 构造一个四元数。" - -msgid "Constructs a quaternion defined by the given values." -msgstr "构建一个由给定值定义的四元数。" - msgid "" "Returns the angle between this quaternion and [param to]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " @@ -93832,9 +98867,6 @@ msgstr "" "[b]注意:[/b]该方法的浮点数误差异常地高,因此 [code]is_zero_approx[/code] 等方" "法的结果不可靠。" -msgid "Returns the dot product of two quaternions." -msgstr "返回两个四元数的点积。" - msgid "" "Returns the exponential of this quaternion. The rotation axis of the result " "is the normalized rotation axis of this quaternion, the angle of the result " @@ -93843,9 +98875,6 @@ msgstr "" "返回该四元数的指数。该结果的旋转轴是该四元数的归一化旋转轴,该结果的角度是该四" "元数的向量部分的长度。" -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "按 YXZ 旋转顺序从欧拉角构造一个四元数。" - msgid "" "Returns the angle of the rotation represented by this quaternion.\n" "[b]Note:[/b] The quaternion must be normalized." @@ -93857,20 +98886,6 @@ msgid "" "Returns the rotation axis of the rotation represented by this quaternion." msgstr "返回该四元数表示的旋转的旋转轴。" -msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." -msgstr "" -"以欧拉角的形式返回该四元数的旋转。欧拉顺序取决于 [param order] 参数,例如使用 " -"YXZ 顺序:这个方法按照 Z、X、Y 的顺序分解。可能的取值见 [enum EulerOrder] 枚" -"举。返回向量的格式为 (X 角, Y 角, Z 角)。" - -msgid "Returns the inverse of the quaternion." -msgstr "返回四元数的取逆。" - msgid "" "Returns [code]true[/code] if this quaternion and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." @@ -93885,42 +98900,6 @@ msgstr "" "如果该四元数是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 " "[method @GlobalScope.is_finite]。" -msgid "Returns whether the quaternion is normalized or not." -msgstr "返回四元数是否被归一化。" - -msgid "Returns the length of the quaternion." -msgstr "返回四元数的长度。" - -msgid "Returns the length of the quaternion, squared." -msgstr "返回四元数的长度的平方。" - -msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" -"返回该四元数的对数。该结果的向量部分是该四元数的旋转轴乘以其旋转角度,该结果的" -"实部为零。" - -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "返回四元数的副本,归一化为单位长度。" - -msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." -msgstr "" -"返回该四元数与 [param to] 之间的球面线性插值 [param weight] 的结果。\n" -"[b]注意:[/b]两个四元数都必须被归一化。" - -msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." -msgstr "" -"返回在这个四元数和 [param to] 之间按照 [param weight] 进行球面线性插值的结果," -"不会检查旋转路径是否大于 90 度。" - msgid "" "Performs a spherical cubic interpolation between quaternions [param pre_a], " "this vector, [param b], and [param post_b], by the given amount [param " @@ -93940,122 +98919,6 @@ msgstr "" "[param weight] 执行三次球面插值。\n" "它可以根据时间值执行比 [method spherical_cubic_interpolate] 更平滑的插值。" -msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元数的W分量(实数部分)。\n" -"四元数分量通常不应该被直接操作。" - -msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元数的X分量(虚轴[code]i[/code]部分)。\n" -"四元数分量通常不应直接操作。" - -msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元数的Y分量(虚轴[code]j[/code]部分)。\n" -"四元数分量通常不应直接操作。" - -msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元数的Z分量(虚轴[code]k[/code]部分)。\n" -"四元数分量通常不应该被直接操作。" - -msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " -"not change." -msgstr "" -"单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数" -"变换,它不会改变。" - -msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果四元数不相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - -msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" -"通过将这两个四元数相乘,来合成这两个四元数。效果是将第二个四元数(子)按照第一" -"个四元数(父)进行旋转。" - -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." -msgstr "使用给定的 [Quaternion] 旋转 [Vector3](相乘)。" - -msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." -msgstr "" -"将该 [Quaternion] 的每个分量乘以给定的值。此操作本身没有意义,但可以用作更大表" -"达式的一部分。" - -msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between two " -"nearby rotations." -msgstr "" -"将左侧 [Quaternion] 的每个分量与右侧的 [Quaternion] 相加。这个运算本身没有意" -"义,但可以用作更大表达式的一部分,例如求两个相近旋转的中间近似值。" - -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " -"This operation is not meaningful on its own, but it can be used as a part of " -"a larger expression." -msgstr "" -"将左侧 [Quaternion] 的每个分量与右侧的 [Quaternion] 相减。这个运算本身没有意" -"义,但可以用作更大表达式的一部分。" - -msgid "" -"Divides each component of the [Quaternion] by the given value. This operation " -"is not meaningful on its own, but it can be used as a part of a larger " -"expression." -msgstr "" -"将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大表" -"达式的一部分。" - -msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果四元数完全相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - -msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/" -"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/" -"code] is equivalent to [code]q.w[/code]." -msgstr "" -"使用索引访问四元数的分量。[code]q[0][/code] 等价于 [code]q.x[/code]、" -"[code]q[1][/code] 等价于 [code]q.y[/code]、[code]q[2][/code] 等价于 [code]q." -"z[/code]、[code]q[3][/code] 等价于[code]q.w[/code]。" - -msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " -"quaternion that represents the same rotation." -msgstr "" -"返回该 [Quaternion] 的负值。和写 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/" -"code] 相同。这个操作得到的是代表相同旋转的四元数。" - msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成伪随机数的方法。" @@ -94092,16 +98955,6 @@ msgid "" "Returns a pseudo-random float between [param from] and [param to] (inclusive)." msgstr "返回在 [param from] 和 [param to] 之间(含端点)的伪随机浮点数。" -msgid "" -"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." -msgstr "" -"使用具有指定 [param mean] 和标准 [param deviation] 的 Box-Muller 变换,返回一" -"个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]的伪随" -"机数。这也被称为高斯分布。" - msgid "" "Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." @@ -94310,6 +99163,32 @@ msgid "" "A ray in 2D space, used to find the first [CollisionObject2D] it intersects." msgstr "2D 空间中的射线,用于查找第一个相交的 [CollisionObject2D]。" +msgid "" +"A raycast represents a ray from its origin to its [member target_position] " +"that finds the closest [CollisionObject2D] along its path, if it intersects " +"any.\n" +"[RayCast2D] can ignore some objects by adding them to an exception list, by " +"making its detection reporting ignore [Area2D]s ([member collide_with_areas]) " +"or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics " +"layers.\n" +"[RayCast2D] calculates intersection every physics frame, and it holds the " +"result until the next physics frame. For an immediate raycast, or if you want " +"to configure a [RayCast2D] multiple times within the same physics frame, use " +"[method force_raycast_update].\n" +"To sweep over a region of 2D space, you can approximate the region with " +"multiple [RayCast2D]s or use [ShapeCast2D]." +msgstr "" +"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象相" +"交,就能找到路径上距离最近的 [CollisionObject2D]。\n" +"要让 [RayCast2D] 忽略某些对象,可以通过将它们加入例外列表,也可以通过让检测汇" +"报忽略 [Area2D]([member collide_with_areas])或 [PhysicsBody2D]([member " +"collide_with_bodies]),还可以通过配置物理层。\n" +"[RayCast2D] 每一个物理帧都会计算是否相交,且该计算结果会保留到下一个物理帧。如" +"果要立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast2D],请使用 " +"[method force_raycast_update]。\n" +"要扫描 2D 空间中的某个区块,可以使用多个 [RayCast2D] 或使用 [ShapeCast2D] 去近" +"似该区块。" + msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject2D] node." @@ -94431,6 +99310,32 @@ msgid "" "A ray in 3D space, used to find the first [CollisionObject3D] it intersects." msgstr "3D 空间中的射线,用于查找第一个相交的 [CollisionObject3D]。" +msgid "" +"A raycast represents a ray from its origin to its [member target_position] " +"that finds the closest [CollisionObject3D] along its path, if it intersects " +"any.\n" +"[RayCast3D] can ignore some objects by adding them to an exception list, by " +"making its detection reporting ignore [Area3D]s ([member collide_with_areas]) " +"or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics " +"layers.\n" +"[RayCast3D] calculates intersection every physics frame, and it holds the " +"result until the next physics frame. For an immediate raycast, or if you want " +"to configure a [RayCast3D] multiple times within the same physics frame, use " +"[method force_raycast_update].\n" +"To sweep over a region of 3D space, you can approximate the region with " +"multiple [RayCast3D]s or use [ShapeCast3D]." +msgstr "" +"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象相" +"交,就能找到路径上距离最近的 [CollisionObject3D]。\n" +"要让 [RayCast3D] 忽略某些对象,可以通过将它们加入例外列表,也可以通过让检测汇" +"报忽略 [Area3D]([member collide_with_areas])或 [PhysicsBody3D]([member " +"collide_with_bodies]),还可以通过配置物理层。\n" +"[RayCast3D] 每一个物理帧都会计算是否相交,且该计算结果会保留到下一个物理帧。如" +"果要立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast3D],请使用 " +"[method force_raycast_update]。\n" +"要扫描 3D 空间中的某个区块,可以使用多个 [RayCast3D] 或使用 [ShapeCast3D] 去近" +"似该区块。" + msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject3D] node." @@ -95003,6 +99908,11 @@ msgid "" "rasterization stage." msgstr "如果为 [code]true[/code],则会在栅格化阶段前立即丢弃图元。" +msgid "" +"If [code]true[/code], clamps depth values according to the minimum and " +"maximum depth of the associated viewport." +msgstr "如果为 [code]true[/code],则根据关联视口的最小和最大深度钳制深度值。" + msgid "" "The winding order to use to determine which face of a triangle is considered " "its front face." @@ -95424,6 +100334,9 @@ msgstr "对红色通道进行采样时采样的通道。" msgid "Shader uniform (used by [RenderingDevice])." msgstr "着色器 Uniform(由 [RenderingDevice] 使用)。" +msgid "Returns an array of all ids currently bound to the uniform." +msgstr "返回当前绑定到该 uniform 的所有 id 的数组。" + msgid "The uniform's binding." msgstr "Uniform 的绑定。" @@ -96017,44 +100930,6 @@ msgstr "该矩形的宽度和高度。" msgid "Base class for reference-counted objects." msgstr "引用计数对象的基类。" -msgid "" -"Base class for any object that keeps a reference count. [Resource] and many " -"other helper objects inherit this class.\n" -"Unlike other [Object] types, [RefCounted]s keep an internal reference counter " -"so that they are automatically released when no longer in use, and only then. " -"[RefCounted]s therefore do not need to be freed manually with [method Object." -"free].\n" -"[RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed " -"automatically. For example, if a node holds a reference to instance [code]A[/" -"code], which directly or indirectly holds a reference back to [code]A[/code], " -"[code]A[/code]'s reference count will be 2. Destruction of the node will " -"leave [code]A[/code] dangling with a reference count of 1, and there will be " -"a memory leak. To prevent this, one of the references in the cycle can be " -"made weak with [method @GlobalScope.weakref].\n" -"In the vast majority of use cases, instantiating and using [RefCounted]-" -"derived types is all you need to do. The methods provided in this class are " -"only for advanced users, and can cause issues if misused.\n" -"[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " -"after they are no longer in use. Instead, garbage collection will run " -"periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." -msgstr "" -"所有保持引用计数的对象的基类。[Resource] 和许多其他辅助对象继承该类。\n" -"与其他 [Object] 类型不同,[RefCounted] 保留一个内部引用计数器,以便它们在不再" -"使用时自动释放,并且仅在那时才会如此。因此,[RefCounted] 不需要使用 [method " -"Object.free] 手动释放。\n" -"陷入循环引用的 [RefCounted] 实例将[b]不会[/b]自动释放。例如,如果节点持有对实" -"例 [code]A[/code] 的引用,而该实例直接或间接持有对 [code]A[/code] 的引用,则 " -"[code]A[/code] 的引用计数将为 2。该节点的销毁将使 [code]A[/code] 悬空,引用计" -"数为 1,并且会出现内存泄漏。为了防止这种情况,可以使用 [method @GlobalScope." -"weakref] 将循环中的引用之一设置为弱引用。\n" -"在绝大多数用例中,只需实例化和使用 [RefCounted] 派生类型即可。该类中提供的方法" -"仅适用于高级用户,如果使用不当可能会导致问题。\n" -"[b]注意:[/b]在 C# 中,引用计数的对象在不再使用后不会立即被释放。相反,垃圾收" -"集将定期运行,并释放不再使用的引用计数对象。这意味着未使用的引用计数对象会在被" -"移除之前停留一段时间。" - msgid "Returns the current reference count." msgstr "返回当前的引用计数。" @@ -96205,6 +101080,20 @@ msgstr "" "[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] 节" "点。" +msgid "" +"Sets the cull mask which determines what objects are drawn by this probe. " +"Every [VisualInstance3D] with a layer included in this cull mask will be " +"rendered by the probe. It is best to only include large objects which are " +"likely to take up a lot of space in the reflection in order to save on " +"rendering cost.\n" +"This can also be used to prevent an object from reflecting upon itself (for " +"instance, a [ReflectionProbe] centered on a vehicle)." +msgstr "" +"设置剔除掩码,用来确定该探针绘制的对象。如果 [VisualInstance3D] 有一个层被包含" +"在剔除掩码中,就会被该探针渲染。为了提高性能,最好只包含可能在反射中占用大量空" +"间的大型对象。\n" +"也可以用来防止物体对自己进行反射(例如位于车辆中心的 [ReflectionProbe])。" + msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " @@ -96692,6 +101581,38 @@ msgid "" "position in the scene." msgstr "到远程节点的 [NodePath],相对于 RemoteTransform3D 在场景中的位置。" +msgid "" +"Abstract render data object, holds frame data related to rendering a single " +"frame of a viewport." +msgstr "抽象渲染数据对象,存放的是与渲染视口中某一帧相关的帧数据。" + +msgid "" +"Abstract render data object, exists for the duration of rendering a single " +"viewport.\n" +"[b]Note:[/b] This is an internal rendering server object, do not instantiate " +"this from script." +msgstr "" +"抽象渲染数据对象,渲染某一视口期间可用。\n" +"[b]注意:[/b]这是内部渲染服务器对象,请勿在脚本中实例化。" + +msgid "" +"Returns the [RID] of the camera attributes object in the [RenderingServer] " +"being used to render this viewport." +msgstr "返回 [RenderingServer] 中用来渲染这个视口的相机属性对象的 [RID]。" + +msgid "" +"Returns the [RID] of the environments object in the [RenderingServer] being " +"used to render this viewport." +msgstr "返回 [RenderingServer] 中用来渲染这个视口的环境对象的 [RID]。" + +msgid "" +"Returns the [RenderSceneBuffers] object managing the scene buffers for " +"rendering this viewport." +msgstr "返回管理这个视口渲染的 [RenderSceneBuffers] 对象。" + +msgid "Returns the [RenderSceneData] object managing this frames scene data." +msgstr "返回管理这个帧场景数据的 [RenderSceneData] 对象。" + msgid "Abstraction for working with modern low-level graphics APIs." msgstr "用于处理现代低阶图形 API 的抽象。" @@ -96747,6 +101668,44 @@ msgstr "" msgid "Using compute shaders" msgstr "使用计算着色器" +msgid "Barriers are automatically inserted by RenderingDevice." +msgstr "RenderingDevice 会自动插入屏障。" + +msgid "" +"Clears the contents of the [param buffer], clearing [param size_bytes] bytes, " +"starting at [param offset].\n" +"Prints an error if:\n" +"- the size isn't a multiple of four\n" +"- the region specified by [param offset] + [param size_bytes] exceeds the " +"buffer\n" +"- a draw list is currently active (created by [method draw_list_begin])\n" +"- a compute list is currently active (created by [method compute_list_begin])" +msgstr "" +"清除 [param buffer] 的内容,清除的是从 [param offset] 开始的 [param " +"size_bytes] 个字节。\n" +"出现以下情况时会输出错误:\n" +"- 大小不是四的倍数\n" +"- [param offset] + [param size_bytes] 指定的区域超出缓冲区\n" +"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n" +"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)" + +msgid "" +"Copies [param size] bytes from the [param src_buffer] at [param src_offset] " +"into [param dst_buffer] at [param dst_offset].\n" +"Prints an error if:\n" +"- [param size] exceeds the size of either [param src_buffer] or [param " +"dst_buffer] at their corresponding offsets\n" +"- a draw list is currently active (created by [method draw_list_begin])\n" +"- a compute list is currently active (created by [method compute_list_begin])" +msgstr "" +"将 [param src_buffer] 中从 [param src_offset] 开始的 [param size] 个字节复制" +"到 [param dst_buffer] 中的 [param dst_offset] 位置。\n" +"出现以下情况时会输出错误:\n" +"- [param size] 个字节在 [param src_buffer] 或 [param dst_buffer] 中对应位置上" +"会超出边界\n" +"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n" +"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)" + msgid "" "Returns a copy of the data of the specified [param buffer], optionally [param " "offset_bytes] and [param size_bytes] can be set to copy only a portion of the " @@ -96755,6 +101714,22 @@ msgstr "" "返回指定 [param buffer] 中数据的副本,还可以设置 [param offset_bytes] 和 " "[param size_bytes],仅复制缓冲区的某一部分。" +msgid "" +"Updates a region of [param size_bytes] bytes, starting at [param offset], in " +"the buffer, with the specified [param data].\n" +"Prints an error if:\n" +"- the region specified by [param offset] + [param size_bytes] exceeds the " +"buffer\n" +"- a draw list is currently active (created by [method draw_list_begin])\n" +"- a compute list is currently active (created by [method compute_list_begin])" +msgstr "" +"使用指定的 [param data] 更新缓冲区中从 [param offset] 开始的 [param " +"size_bytes] 个字节的区块。\n" +"出现以下情况时会输出错误:\n" +"- [param offset] + [param size_bytes] 指定的区块超出缓冲区\n" +"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n" +"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)" + msgid "" "Creates a timestamp marker with the specified [param name]. This is used for " "performance reporting with the [method get_captured_timestamp_cpu_time], " @@ -97732,6 +102707,117 @@ msgstr "" msgid "Represents the size of the [enum DeviceType] enum." msgstr "代表 [enum DeviceType] 枚举的大小。" +msgid "" +"Specific device object based on a physical device.\n" +"- Vulkan: Vulkan device driver resource ([code]VkDevice[/code]). ([code]rid[/" +"code] argument doesn't apply.)" +msgstr "" +"基于物理设备的特定设备对象。\n" +"- Vulkan:Vulkan 设备驱动资源([code]VkDevice[/code])。([code]rid[/code] 参" +"数不适用。)" + +msgid "" +"Physical device the specific logical device is based on.\n" +"- Vulkan: [code]VkDevice[/code]. ([code]rid[/code] argument doesn't apply.)" +msgstr "" +"特定逻辑设备基于的物理设备。\n" +"- Vulkan:[code]VkDevice[/code]。([code]rid[/code] 参数不适用。)" + +msgid "" +"Top-most graphics API entry object.\n" +"- Vulkan: [code]VkInstance[/code]. ([code]rid[/code] argument doesn't apply.)" +msgstr "" +"顶层图形 API 入口对象。\n" +"- Vulkan:[code]VkInstance[/code]。([code]rid[/code] 参数不适用。)" + +msgid "" +"The main graphics-compute command queue.\n" +"- Vulkan: [code]VkQueue[/code]. ([code]rid[/code] argument doesn't apply.)" +msgstr "" +"主要图形计算命令队列。\n" +"- Vulkan:[code]VkQueue[/code]。([code]rid[/code] 参数不适用。)" + +msgid "" +"The specific family the main queue belongs to.\n" +"- Vulkan: the queue family index, an [code]uint32_t[/code]. ([code]rid[/code] " +"argument doesn't apply.)" +msgstr "" +"主要队列属于的家族。\n" +"- Vulkan:队列家族索引,是一个 [code]uint32_t[/code]。([code]rid[/code] 参数" +"不适用。)" + +msgid "- Vulkan: [code]VkImage[/code]." +msgstr "- Vulkan:[code]VkImage[/code]。" + +msgid "" +"The view of an owned or shared texture.\n" +"- Vulkan: [code]VkImageView[/code]." +msgstr "" +"自有或共享纹理的视图。\n" +"- Vulkan:[code]VkImageView[/code]。" + +msgid "" +"The native id of the data format of the texture.\n" +"- Vulkan: [code]VkFormat[/code]." +msgstr "" +"纹理数据格式的原生 ID。\n" +"- Vulkan:[code]VkFormat[/code]。" + +msgid "- Vulkan: [code]VkSampler[/code]." +msgstr "- Vulkan:[code]VkSampler[/code]。" + +msgid "- Vulkan: [code]VkDescriptorSet[/code]." +msgstr "- Vulkan:[code]VkDescriptorSet[/code]。" + +msgid "" +"Buffer of any kind of (storage, vertex, etc.).\n" +"- Vulkan: [code]VkBuffer[/code]." +msgstr "" +"任何类型的缓冲(存储缓冲、顶点缓冲等)。\n" +"- Vulkan:[code]VkBuffer[/code]。" + +msgid "- Vulkan: [code]VkPipeline[/code]." +msgstr "- Vulkan:[code]VkPipeline[/code]。" + +msgid "Use [constant DRIVER_RESOURCE_LOGICAL_DEVICE] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_LOGICAL_DEVICE]。" + +msgid "Use [constant DRIVER_RESOURCE_PHYSICAL_DEVICE] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_PHYSICAL_DEVICE]。" + +msgid "Use [constant DRIVER_RESOURCE_TOPMOST_OBJECT] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_TOPMOST_OBJECT]。" + +msgid "Use [constant DRIVER_RESOURCE_COMMAND_QUEUE] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_COMMAND_QUEUE]。" + +msgid "Use [constant DRIVER_RESOURCE_QUEUE_FAMILY] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_QUEUE_FAMILY]。" + +msgid "Use [constant DRIVER_RESOURCE_TEXTURE] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_TEXTURE]。" + +msgid "Use [constant DRIVER_RESOURCE_TEXTURE_VIEW] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_TEXTURE_VIEW]。" + +msgid "Use [constant DRIVER_RESOURCE_TEXTURE_DATA_FORMAT] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_TEXTURE_DATA_FORMAT]。" + +msgid "Use [constant DRIVER_RESOURCE_SAMPLER] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_SAMPLER]。" + +msgid "Use [constant DRIVER_RESOURCE_UNIFORM_SET] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_UNIFORM_SET]。" + +msgid "Use [constant DRIVER_RESOURCE_BUFFER] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_BUFFER]。" + +msgid "Use [constant DRIVER_RESOURCE_COMPUTE_PIPELINE] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_COMPUTE_PIPELINE]。" + +msgid "Use [constant DRIVER_RESOURCE_RENDER_PIPELINE] instead." +msgstr "请改用 [constant DRIVER_RESOURCE_RENDER_PIPELINE]。" + msgid "" "4-bit-per-channel red/green channel data format, packed into 8 bits. Values " "are in the [code][0.0, 1.0][/code] range.\n" @@ -102564,19 +107650,6 @@ msgid "" "instances within the multimesh." msgstr "计算并返回轴对齐的边界框,该边界框将所有的实例都包含在 multimesh 中。" -msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" -"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to " -"be fetched from GPU memory and possibly decompressed. This means [method " -"multimesh_get_buffer] is potentially a slow operation and should be avoided " -"whenever possible." -msgstr "" -"返回 MultiMesh 数据(实例的变换、颜色等)。返回数据的描述见 [method " -"multimesh_set_buffer]。\n" -"[b]注意:[/b]如果缓冲位于引擎的内部缓存中,则需要从 GPU 显存获取,并且有可能需" -"要解压。也就是说 [method multimesh_get_buffer] 可能会比较慢,应该尽可能避免。" - msgid "Returns the number of instances allocated for this multimesh." msgstr "返回分配给这个 multimesh 的实例的数量。" @@ -103559,9 +108632,18 @@ msgstr "" "会输出错误,不会修改原始纹理。如果你需要使用不同的宽度、高度或格式,请改用 " "[method texture_replace]。" +msgid "Returns the format for the texture." +msgstr "返回该纹理的格式。" + msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。" +msgid "ProxyTexture was removed in Godot 4." +msgstr "ProxyTexture 已在 Godot 4 中移除。" + +msgid "This method does nothing and always returns an invalid [RID]." +msgstr "这个方法不起任何作用,始终返回无效的 [RID]。" + msgid "" "Creates a new texture object based on a texture created directly on the " "[RenderingDevice]. If the texture contains layers, [param layer_type] is used " @@ -103743,9 +108825,6 @@ msgstr "返回该视口的渲染目标。" msgid "Returns the viewport's last rendered frame." msgstr "返回视口的最后渲染帧。" -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "从画布分离视口,反之亦然。" - msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。" @@ -104237,6 +109316,9 @@ msgid "" "processing effect." msgstr "辉光后期处理效果使用的最大辉光级别数。" +msgid "This constant is not used by the engine." +msgstr "引擎不会使用这个常量。" + msgid "" "The maximum number of directional lights that can be rendered at a given time " "in 2D." @@ -105196,6 +110278,9 @@ msgstr "" "阴影渲染阶段。根据开启了阴影的灯光数以及方向阴影的拆分数,同一个对象可能会渲染" "多次。" +msgid "Canvas item rendering. This includes all 2D rendering." +msgstr "画布项渲染。包括所有 2D 渲染。" + msgid "Represents the size of the [enum ViewportRenderInfoType] enum." msgstr "代表 [enum ViewportRenderInfoType] 枚举的大小。" @@ -105446,6 +110531,29 @@ msgstr "" "sky_set_radiance_size] 必须被设置为 [code]256[/code]。否则会打印警告并忽略对辐" "照度大小的覆盖。" +msgid "" +"The rendering effect requires the color buffer to be resolved if MSAA is " +"enabled." +msgstr "启用 MSAA 时,渲染效果需要解析颜色缓冲。" + +msgid "" +"The rendering effect requires the depth buffer to be resolved if MSAA is " +"enabled." +msgstr "启用 MSAA 时,渲染效果需要解析深度缓冲。" + +msgid "The rendering effect requires motion vectors to be produced." +msgstr "渲染效果需要生成运动向量。" + +msgid "" +"The rendering effect requires normals and roughness g-buffer to be produced " +"(Forward+ only)." +msgstr "渲染效果需要生成法线和粗糙度 G 缓冲(仅适用于 Forward+)。" + +msgid "" +"The rendering effect requires specular data to be separated out (Forward+ " +"only)." +msgstr "渲染效果需要单独的镜面反射数据(仅适用于 Forward+)。" + msgid "Use the clear color as background." msgstr "用透明的颜色作为背景。" @@ -106184,11 +111292,25 @@ msgstr "" "于 [constant RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant " "RENDERING_INFO_BUFFER_MEM_USED] 之和。" +msgid "This constant has not been used since Godot 3.0." +msgstr "Godot 3.0 起不再使用这个常量。" + msgid "" "Abstract scene buffers object, created for each viewport for which 3D " "rendering is done." msgstr "抽象场景缓冲对象,为完成 3D 渲染的每个视口创建。" +msgid "" +"Abstract scene buffers object, created for each viewport for which 3D " +"rendering is done. It manages any additional buffers used during rendering " +"and will discard buffers when the viewport is resized.\n" +"[b]Note:[/b] This is an internal rendering server object, do not instantiate " +"this from script." +msgstr "" +"抽象场景缓冲对象,为完成 3D 渲染的每个视口创建。它管理渲染期间使用的任何额外缓" +"冲区,并在调整视口大小时丢弃缓冲区。\n" +"[b]注意:[/b]这是内部渲染服务器对象,请勿在脚本中实例化。" + msgid "" "This method is called by the rendering server when the associated viewports " "configuration is changed. It will discard the old buffers and recreate the " @@ -106255,6 +111377,30 @@ msgstr "在 GDExtension 中实现该功能以更改纹理多级渐远纹理偏 msgid "Implement this in GDExtension to react to the debanding flag changing." msgstr "在 GDExtension 中实现该功能以对去色带标志的更改做出反应。" +msgid "" +"Render scene buffer implementation for the RenderingDevice based renderers." +msgstr "渲染场景缓冲的实现,适用于基于 RenderingDevice 的渲染器。" + +msgid "" +"This object manages all 3D rendering buffers for the rendering device based " +"renderers. An instance of this object is created for every viewport that has " +"3D rendering enabled.\n" +"All buffers are organized in [b]contexts[/b]. The default context is called " +"[b]render_buffers[/b] and can contain amongst others the color buffer, depth " +"buffer, velocity buffers, VRS density map and MSAA variants of these " +"buffers.\n" +"Buffers are only guaranteed to exist during rendering of the viewport.\n" +"[b]Note:[/b] This is an internal rendering server object, do not instantiate " +"this from script." +msgstr "" +"该对象管理基于渲染设备的渲染器的所有 3D 渲染缓冲区。为每个启用 3D 渲染的视口创" +"建该对象的实例。\n" +"所有缓冲区都被组织在[b]上下文[/b]中。默认上下文被称为 [b]render_buffers[/b]," +"可以包含颜色缓冲区、深度缓冲区、速度缓冲区、VRS 密度图和这些缓冲区的 MSAA 变体" +"等。\n" +"缓冲区仅保证在视口渲染期间存在。\n" +"[b]注意:[/b]这是内部渲染服务器对象,请勿在脚本中实例化。" + msgid "Frees all buffers related to this context." msgstr "释放与这个上下文相关的所有缓冲。" @@ -106280,11 +111426,52 @@ msgstr "" "为已有纹理创建一个新的纹理视图,并将其缓存在给定的 view_name 下。如果已有的纹" "理视图已经存在,则返回该视图。如果源纹理不存在,将会出错。" +msgid "" +"Returns the specified layer from the color texture we are rendering 3D " +"content to.\n" +"If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " +"variant of the buffer." +msgstr "" +"从渲染 3D 内容的颜色纹理返回指定的图层。\n" +"如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" + +msgid "" +"Returns the color texture we are rendering 3D content to. If multiview is " +"used this will be a texture array with all views.\n" +"If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " +"variant of the buffer." +msgstr "" +"返回渲染 3D 内容的颜色纹理。如果使用多视图,这将是一个包含所有视图的纹理数" +"组。\n" +"如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" + +msgid "" +"Returns the specified layer from the depth texture we are rendering 3D " +"content to.\n" +"If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " +"variant of the buffer." +msgstr "" +"从渲染 3D 内容的深度纹理返回指定的图层。\n" +"如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" + +msgid "" +"Returns the depth texture we are rendering 3D content to. If multiview is " +"used this will be a texture array with all views.\n" +"If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " +"variant of the buffer." +msgstr "" +"返回渲染 3D 内容的深度纹理。如果使用多视图,这将是一个包含所有视图的纹理数" +"组。\n" +"如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" + msgid "" "Returns the internal size of the render buffer (size before upscaling) with " "which textures are created by default." msgstr "返回默认情况下创建纹理的渲染缓冲区的内部大小(放大之前的大小)。" +msgid "Returns the applied 3D MSAA mode for this viewport." +msgstr "返回该视口应用的 3D MSAA 模式。" + msgid "Returns the render target associated with this buffers object." msgstr "返回与该缓冲区对象关联的渲染目标。" @@ -106314,12 +111501,51 @@ msgid "" "content to." msgstr "从渲染 3D 内容的速度纹理返回指定的图层。" +msgid "" +"Returns the velocity texture we are rendering 3D content to. If multiview is " +"used this will be a texture array with all views.\n" +"If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " +"variant of the buffer." +msgstr "" +"返回渲染 3D 内容的速度纹理。如果使用多视图,这将是一个包含所有视图的纹理数" +"组。\n" +"如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" + msgid "Returns the view count for the associated viewport." msgstr "返回关联视口的视图数。" msgid "Returns [code]true[/code] if a cached texture exists for this name." msgstr "如果存在使用该名称的缓冲纹理,则返回 [code]true[/code]。" +msgid "Returns the number of views being rendered." +msgstr "返回渲染的视图数。" + +msgid "Implement this in GDExtension to return the camera [Projection]." +msgstr "在 GDExtension 中实现时请返回相机的 [Projection]。" + +msgid "Implement this in GDExtension to return the camera [Transform3D]." +msgstr "在 GDExtension 中实现时请返回相机的 [Transform3D]。" + +msgid "" +"Implement this in GDExtension to return the [RID] of the uniform buffer " +"containing the scene data as a UBO." +msgstr "" +"在 GDExtension 中实现时请返回 Uniform 缓冲的 [RID],这个缓冲中包含了 UBO 形式" +"的场景数据。" + +msgid "Implement this in GDExtension to return the view count." +msgstr "在 GDExtension 中实现时请返回视图数量。" + +msgid "" +"Implement this in GDExtension to return the eye offset for the given [param " +"view]." +msgstr "在 GDExtension 中实现时请返回 [param view] 视图的眼部偏移量。" + +msgid "" +"Implement this in GDExtension to return the view [Projection] for the given " +"[param view]." +msgstr "在 GDExtension 中实现时请返回 [param view] 视图的视图 [Projection]。" + msgid "Base class for serializable objects." msgstr "可序列化对象的基类。" @@ -106428,6 +111654,19 @@ msgstr "" "储在服务器([DisplayServer]、[RenderingServer] 等)中的资源的高级抽象,所以这" "个函数将返回原始的 [RID]。" +msgid "This method should only be called internally." +msgstr "这个方法只应在内部调用。" + +msgid "" +"Calls [method _setup_local_to_scene]. If [member resource_local_to_scene] is " +"set to [code]true[/code], this method is automatically called from [method " +"PackedScene.instantiate] by the newly duplicated resource within the scene " +"instance." +msgstr "" +"调用 [method _setup_local_to_scene]。如果 [member resource_local_to_scene] 为 " +"[code]true[/code],则场景实例中新复制的资源会自动从 [method PackedScene." +"instantiate] 中调用该方法。" + msgid "" "Sets the [member resource_path] to [param path], potentially overriding an " "existing cache entry for this path. Further attempts to load an overridden " @@ -106489,6 +111728,18 @@ msgstr "" "[b]注意:[/b]自定义资源的属性不会自动发出此信号。如有必要,需要创建一个 " "setter 来触发。" +msgid "" +"This signal is only emitted when the resource is created. Override [method " +"_setup_local_to_scene] instead." +msgstr "" +"这个信号只会在资源创建时发出。请改为覆盖 [method _setup_local_to_scene]。" + +msgid "" +"Emitted by a newly duplicated resource with [member resource_local_to_scene] " +"set to [code]true[/code]." +msgstr "" +"由新复制的 [member resource_local_to_scene] 为 [code]true[/code] 的资源发出。" + msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" @@ -107064,6 +112315,12 @@ msgstr "" "体。\n" "另请参见 [ResourceImporterDynamicFont]。" +msgid "" +"Font ascent (number of pixels above the baseline). If set to [code]0[/code], " +"half of the character height is used." +msgstr "" +"字体的上高(基线上方的像素数)。如果设为 [code]0[/code] 则使用字符高度的一半。" + msgid "" "Margin applied around every imported glyph. If your font image contains " "guides (in the form of lines between glyphs) or if spacing between characters " @@ -107072,9 +112329,49 @@ msgstr "" "在每个导入的字形周围应用边距。如果你的字体图像包含参考线(以字形之间的线的形" "式)或者字符之间的间距看起来不正确,请尝试调整 [member character_margin]。" +msgid "" +"The character ranges to import from the font image. This is an array that " +"maps each position on the image (in tile coordinates, not pixels). The font " +"atlas is traversed from left to right and top to bottom. Characters can be " +"specified with decimal numbers (127), hexadecimal numbers ([code]0x007f[/" +"code], or [code]U+007f[/code]) or between single quotes ([code]'~'[/code]). " +"Ranges can be specified with a hyphen between characters.\n" +"For example, [code]0-127[/code] represents the full ASCII range. It can also " +"be written as [code]0x0000-0x007f[/code] (or [code]U+0000-U+007f[/code]). As " +"another example, [code]' '-'~'[/code] is equivalent to [code]32-127[/code] " +"and represents the range of printable (visible) ASCII characters.\n" +"For any range, the character advance and offset can be customized by " +"appending three space-separated integer values (additional advance, x offset, " +"y offset) to the end. For example [code]'a'-'b' 4 5 2[/code] sets the advance " +"to [code]char_width + 4[/code] and offset to [code]Vector2(5, 2)[/code] for " +"both `a` and `b` characters.\n" +"Make sure [member character_ranges] doesn't exceed the number of [member " +"columns] * [member rows] defined. Otherwise, the font will fail to import." +msgstr "" +"从字体图像导入的字符范围。这是一个数组,能够对图像上的每一个位置做映射(使用图" +"块坐标,而非像素坐标)。字体图集是从左到右、从上到下遍历的。可以使用十进制数字" +"(127)、十六进制数字([code]0x007f[/code] 或 [code]U+007f[/code])、单引号" +"([code]'~'[/code])来指定字符。在字符之间加上连字符指定的就是一个范围。\n" +"例如 [code]0-127[/code] 表示的是完整的 ASCII 范围。这个范围也可以写作 " +"[code]0x0000-0x007f[/code](或者 [code]U+0000-U+007f[/code])。再比如," +"[code]' '-'~'[/code] 等价于 [code]32-127[/code],表示的是可打印(可见)ASCII " +"字符的范围。\n" +"指定范围时如果在后面加上三个用空格分隔的整数值,就可以自定义字符的前进量和偏移" +"(额外前进量、X 偏移量、Y 偏移量)。例如 [code]'a'-'b' 4 5 2[/code] 就是将 " +"`a` 和 `b` 这两个字符的前进量设为 [code]char_width + 4[/code] 并将偏移量设为 " +"[code]Vector2(5, 2)[/code]。\n" +"请确保 [member character_ranges] 不超过 [member columns] * [member rows] 定义" +"的数量。否则字体将无法导入。" + msgid "Number of columns in the font image. See also [member rows]." msgstr "字体图像中的列数。另见 [member rows]。" +msgid "" +"Font descent (number of pixels below the baseline). If set to [code]0[/code], " +"half of the character height is used." +msgstr "" +"字体的下深(基线下方的像素数)。如果设为 [code]0[/code] 则使用字符高度的一半。" + msgid "" "Margin to cut on the sides of the entire image. This can be used to cut parts " "of the image that contain attribution information or similar." @@ -107593,7 +112890,7 @@ msgid "" "code] will not perform any rescaling. See [member nodes/apply_root_scale] for " "details of how this scale is applied." msgstr "" -"用于场景根的统一缩放。默认值 [code]1.0[/code] 不会执行任何重新缩放。有关如何应" +"用于场景根的均一缩放。默认值 [code]1.0[/code] 不会执行任何重新缩放。有关如何应" "用该缩放的详细信息,请参阅 [member nodes/apply_root_scale]。" msgid "" @@ -107769,19 +113066,6 @@ msgstr "" "远纹理时才应启用该功能。如果相机从不大幅缩小,启用多级渐远纹理不会有任何好处," "但内存占用会增加。" -msgid "" -"If [code]true[/code], puts pixels of the same surrounding color in transition " -"from transparent to opaque areas. For textures displayed with bilinear " -"filtering, this helps mitigate the outline effect when exporting images from " -"an image editor.\n" -"It's recommended to leave this enabled (as it is by default), unless this " -"causes issues for a particular image." -msgstr "" -"如果为 [code]true[/code],则将相同周围颜色的像素置于从透明区域到不透明区域的过" -"渡中。对于使用双线性过滤显示的纹理,这有助于减轻从图像编辑器导出图像时的轮廓效" -"果。\n" -"建议启用该功能(默认情况下),除非这会导致特定图像出现问题。" - msgid "" "Some HDR images you can find online may be broken and contain sRGB color data " "(instead of linear color data). It is advised not to use those files. If you " @@ -108117,6 +113401,22 @@ msgstr "" "对于用 GDScript 编写的 ResourceFormatLoader,此方法将隐式执行(详见 " "[ResourceFormatLoader])。" +msgid "" +"Returns whether a recognized resource exists for the given [param path].\n" +"An optional [param type_hint] can be used to further specify the [Resource] " +"type that should be handled by the [ResourceFormatLoader]. Anything that " +"inherits from [Resource] can be used as a type hint, for example [Image].\n" +"[b]Note:[/b] If you use [method Resource.take_over_path], this method will " +"return [code]true[/code] for the taken path even if the resource wasn't saved " +"(i.e. exists only in resource cache)." +msgstr "" +"返回给定路径 [param path] 是否存在已识别的资源。\n" +"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 " +"[Resource] 类型。任何继承自 [Resource] 的内容都可以用作类型提示,例如 " +"[Image]。\n" +"[b]注意:[/b]如果使用了 [method Resource.take_over_path],则这个方法会为接管的" +"路径返回 [code]true[/code],即便对应的资源尚未保存(即仅存在于资源缓存中)。" + msgid "" "Returns the dependencies for the resource at the given [param path].\n" "[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/" @@ -108673,35 +113973,6 @@ msgstr "" "个 BBCode 会比较慢。如果你绝对需要在接下来的方法调用中关闭标签,请追加 " "[member text] 而不是使用 [method append_text]。" -msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." -msgstr "" -"清空标签栈。\n" -"[b]注意:[/b]这个方法不会修改 [member text],但将 [member text] 设置为空字符串" -"也能清空标签栈。" - -msgid "" -"Returns the line number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." -msgstr "" -"返回提供的字符位置的行号。\n" -"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" -"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" - -msgid "" -"Returns the paragraph number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." -msgstr "" -"返回提供的字符位置的段号。\n" -"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" -"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" - msgid "" "Returns the height of the content.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " @@ -109086,13 +114357,6 @@ msgstr "" "将 [code skip-lint][ol][/code] 或 [code skip-lint][ul][/code] 标签添加到标签堆" "栈中。将 [param level] 乘以当前 [member tab_size] 来确定新的边距长度。" -msgid "" -"Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." -msgstr "" -"在标签栈中添加元标签。类似于 BBCode 的 [code skip-lint][url=something]{text}[/" -"url][/code],但支持非 [String] 元数据类型。" - msgid "" "Adds a [code skip-lint][font][/code] tag with a monospace font to the tag " "stack." @@ -109202,9 +114466,6 @@ msgstr "" "如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩" "形内换行。要了解每种模式的行为,请参见 [enum TextServer.AutowrapMode]。" -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "如果为 [code]true[/code],则该标签使用 BBCode 格式。" - msgid "If [code]true[/code], a right-click displays the context menu." msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" @@ -109230,13 +114491,6 @@ msgstr "" "如果为 [code]true[/code],则该标签节点会在 hint 标记下,加下划线,例如 [code " "skip-lint][hint=description]{text}[/hint][/code]。" -msgid "" -"If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." -msgstr "" -"如果为 [code]true[/code],则会在元标签下划线,例如 [code skip-lint][url]{text}" -"[/url][/code]。" - msgid "" "The delay after which the loading progress bar is displayed, in milliseconds. " "Set to [code]-1[/code] to disable progress bar entirely.\n" @@ -109301,18 +114555,6 @@ msgstr "如果为 [code]true[/code],则文本处理在后台线程中完成。 msgid "Triggered when the document is fully loaded." msgstr "当文档完全加载时触发。" -msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/code], " -"then the parameter for this signal will be a [String] type. If a particular " -"type or an object is desired, the [method push_meta] method must be used to " -"manually insert the data into the tag stack." -msgstr "" -"当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如 [code skip-" -"lint][url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为 [String] 类型。" -"如果需要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签" -"栈。" - msgid "Triggers when the mouse exits a meta tag." msgstr "当鼠标退出元标签时触发。" @@ -110610,6 +115852,11 @@ msgstr "" msgid "Returns a list of synchronized property [NodePath]s." msgstr "返回同步属性的 [NodePath] 列表。" +msgid "" +"Returns [code]true[/code] if the given [param path] is configured for " +"synchronization." +msgstr "如果已将给定的 [param path] 配置为同步,则返回 [code]true[/code]。" + msgid "Finds the index of the given [param path]." msgstr "查找给定 [param path] 的索引。" @@ -110619,6 +115866,15 @@ msgid "" msgstr "" "返回给定 [param path] 标识的属性的复制模式。请参阅 [enum ReplicationMode]。" +msgid "" +"Returns [code]true[/code] if the property identified by the given [param " +"path] is configured to be synchronized on spawn." +msgstr "" +"返回已将 [param path] 对应的属性配置为在出生时同步,则返回 [code]true[/code]。" + +msgid "Use [method property_get_replication_mode] instead." +msgstr "请改用 [method property_get_replication_mode]。" + msgid "" "Sets the synchronization mode for the property identified by the given [param " "path]. See [enum ReplicationMode]." @@ -110629,6 +115885,20 @@ msgid "" "to be synchronized on spawn." msgstr "设置是否将路径为 [param path] 的属性配置为在出生时同步。" +msgid "" +"Use [method property_set_replication_mode] with [constant " +"REPLICATION_MODE_ALWAYS] instead." +msgstr "" +"请改为使用 [constant REPLICATION_MODE_ALWAYS] 调用 [method " +"property_set_replication_mode]。" + +msgid "" +"Use [method property_set_replication_mode] with [constant " +"REPLICATION_MODE_ON_CHANGE] instead." +msgstr "" +"请改为使用 [constant REPLICATION_MODE_ON_CHANGE] 调用 [method " +"property_set_replication_mode]。" + msgid "" "Removes the property identified by the given [param path] from the " "configuration." @@ -110825,75 +116095,9 @@ msgstr "" msgid "Manages the game loop via a hierarchy of nodes." msgstr "通过节点层次结构管理游戏循环。" -msgid "" -"As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " -"be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." -msgstr "" -"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点可" -"以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、切换" -"和重新加载。\n" -"你也可以使用 [SceneTree] 将你的节点组织成组,每个节点都可以被分配到你想要创建" -"的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并设" -"置属性。\n" -"[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。" - msgid "SceneTree" msgstr "SceneTree" -msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method call. " -"If a node doesn't have the given method or the argument list does not match " -"(either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all members " -"at once, which can cause stuttering if an expensive method is called on lots " -"of members." -msgstr "" -"对给定分组的每个成员调用 [param method]。调用方法时在末尾指定的参数会传递给 " -"[param method]。如果节点没有给定的方法或参数列表不匹配(无论是数量还是类型)," -"那么就会跳过这个节点。\n" -"[b]注意:[/b][method call_group] 将立即对所有成员调用一次方法,如果对大量成员" -"调用昂贵的方法,这可能会导致卡顿。" - -msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by specifying " -"them at the end of the method call. If a node doesn't have the given method " -"or the argument list does not match (either in count or in types), it will be " -"skipped.\n" -"[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." -msgstr "" -"调用给定分组中每个成员的 [param method] 方法,遵循给定的 [enum " -"GroupCallFlags]。你可以在方法调用末尾指定要传递给 [param method] 的参数。如果" -"某个节点没有给定的方法,或者方法的参数列表不匹配(无论是数量还是类型不匹配)," -"则会跳过这个节点。\n" -"[codeblock]\n" -"# 使用延迟方式逆序调用该方法。\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]注意:[/b]分组调用标志可用于控制方法调用的行为。默认情况下方法是立即调用" -"的,与 [method call_group] 类似。但是如果在 [param flags] 中存在 [constant " -"GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object." -"set_deferred] 类似。" - msgid "" "Changes the running scene to the one at the given [param path], after loading " "it into a [PackedScene] and creating a new instance.\n" @@ -110943,100 +116147,6 @@ msgstr "" "这确保了两个场景不会同时运行,并且仍然会以类似于 [method Node.queue_free] 的安" "全方式释放之前的场景。" -msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame (fixed " -"framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member " -"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame " -"delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func some_function():\n" -" print(\"start\")\n" -" await get_tree().create_timer(1.0).timeout\n" -" print(\"end\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public async Task SomeFunction()\n" -"{\n" -" GD.Print(\"start\");\n" -" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." -"Timeout);\n" -" GD.Print(\"end\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is set " -"to [code]true[/code])." -msgstr "" -"返回一个 [SceneTreeTimer],会在 [SceneTree] 中经过给定秒数后发出 [signal " -"SceneTreeTimer.timeout] 信号。\n" -"如果 [param process_always] 为 [code]false[/code],则暂停 [SceneTree] 也会暂停" -"计时器。\n" -"如果 [param process_in_physics] 为 [code]true[/code],则将在物理帧而不是处理帧" -"期间更新 [SceneTreeTimer](固定帧率处理)。\n" -"如果 [param ignore_time_scale] 为 [code]true[/code],则将忽略 [member Engine." -"time_scale] 并使用实际帧增量来更新 [SceneTreeTimer]。\n" -"通常用于创建一次性的延迟定时器,如下例所示:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func some_function():\n" -" print(\"开始\")\n" -" await get_tree().create_timer(1.0).timeout\n" -" print(\"结束\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public async Task SomeFunction()\n" -"{\n" -" GD.Print(\"开始\");\n" -" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." -"Timeout);\n" -" GD.Print(\"结束\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"计时器将在其时间结束后被自动释放。\n" -"[b]注意:[/b]计时器是在当前帧所有节点之后处理的,即节点的 [method Node." -"_process] 方法比计时器先调用([param process_in_physics] 为 [code]true[/code] " -"时为 [method Node._physics_process])。" - -msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if the " -"[Node] is freed, but it will automatically finish if there's nothing left to " -"animate. If you want the [Tween] to be automatically killed when the [Node] " -"is freed, use [method Node.create_tween] or [method Tween.bind_node]." -msgstr "" -"创建并返回新的 [Tween]。该 Tween 会在下一个处理帧或物理帧中自动开始(取决于 " -"[enum Tween.TweenProcessMode])。\n" -"[b]注意:[/b]使用这个方法创建 [Tween] 时,[Tween] 不会与调用的 [Node] 绑定。即" -"便在该 [Node] 释放后也仍然会继续进行动画,但是在已经没有任何可以动画的东西时会" -"自动结束。如果你想要让 [Tween] 在该 [Node] 释放时自动销毁,请使用 [method " -"Node.create_tween] 或 [method Tween.bind_node]。" - -msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." -msgstr "" -"返回指定组中的第一个节点,如果组为空或不存在,则返回 [code]null[/code]。" - -msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." -msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" - msgid "" "Searches for the [MultiplayerAPI] configured for the given path, if one does " "not exist it searches the parent paths until one is found. If the path is " @@ -111047,119 +116157,6 @@ msgstr "" "止。如果路径为空,或者没有找到,则返回默认路径。参见 [method " "set_multiplayer]。" -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "返回此 [SceneTree] 中的节点数。" - -msgid "Returns a list of all nodes assigned to the given group." -msgstr "返回一个分配给给定组的所有节点的列表。" - -msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." -msgstr "" -"返回在 [SceneTree] 中当前存在的 [Tween] 的数组(包括正在运行的和已暂停的)。" - -msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." -msgstr "" -"如果存在给定的分组,则返回 [code]true[/code]。\n" -"场景中存在属于某个分组的 [Node] 时,该分组才存在(见 [method Node." -"add_to_group])。不含任何节点的分组会被自动移除。" - -msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a result " -"of sending the notification to lots of members." -msgstr "" -"向 [param group] 中的所有成员发送给定的通知。\n" -"[b]注意:[/b][method notify_group] 会立即通知所有成员,如果向大量成员发送了通" -"知,进而调用了开销很大的方法,则可能导致卡顿。" - -msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way similar " -"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag " -"is present in the [param call_flags] argument, notifications will be sent at " -"the end of the current frame in a way similar to using [code]Object." -"call_deferred(\"notification\", ...)[/code]." -msgstr "" -"将给定的通知发送到 [param group] 中的所有成员,同时遵循给定的 [enum " -"GroupCallFlags]。\n" -"[b]注意:[/b]分组调用标志用于控制通知发送的行为。默认情况下通知会立即发送,类" -"似于 [method notify_group]。但是,如果 [param call_flags] 参数中包含 " -"[constant GROUP_CALL_DEFERRED] 标志,则通知将在当前帧的末尾发送,类似于使用 " -"[code]Object.call_deferred(\"notification\", ...)[/code]。" - -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" -"将给定的对象加入删除队列,将对 [method Object.free] 的调用推迟到当前帧的末尾。" - -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a non-" -"zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" -"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " -"Home button." -msgstr "" -"在当前迭代结束时退出应用程序。可以选择给出参数 [param exit_code](默认为 0)," -"以自定义退出状态代码。\n" -"按照惯例,退出代码 [code]0[/code] 表示成功,而非零的退出代码表示错误。\n" -"出于可移植性的原因,退出代码应设置在 0 到 125(含)之间。\n" -"[b]注意:[/b]这个方法在 iOS 上不起作用。根据《iOS 人机界面指南》中的建议,用户" -"应该通过 Home 键来关闭应用程序。" - -msgid "" -"Reloads the currently active scene.\n" -"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " -"current_scene] cannot be loaded into a [PackedScene], or [constant " -"ERR_CANT_CREATE] if the scene cannot be instantiated." -msgstr "" -"重新加载当前活动的场景。\n" -"成功时返回 [constant OK],如果尚未定义 [member current_scene],则返回 " -"[constant ERR_UNCONFIGURED],如果 [member current_scene] 无法加载到 " -"[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 " -"[constant ERR_CANT_CREATE]。" - -msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." -msgstr "" -"将给定分组中所有成员的 [param property] 设置为 [param value]。\n" -"[b]注意:[/b][method set_group] 会立即在所有成员上设置属性,如果对许多成员设置" -"具有大量耗费的 setter 的属性,则可能会导致卡顿。" - -msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the end " -"of the frame in a way similar to [method Object.call_deferred]." -msgstr "" -"将给定分组中所有成员的 [param property] 设置为 [param value],设置时会考虑给定" -"的 [enum GroupCallFlags]。\n" -"[b]注意:[/b]分组调用标志可用于控制属性设置的行为。默认情况下会立即设置属性," -"类似于 [method set_group]。但是,如果在 [param call_flags] 参数中存在 " -"[constant GROUP_CALL_DEFERRED] 标志,则属性将在该帧的末尾再设置,类似于 " -"[method Object.call_deferred]。" - msgid "" "Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " "also the relative subpaths), or override the default one if [param root_path] " @@ -111186,18 +116183,6 @@ msgstr "" "如果为 [code]true[/code],则应用程序会自动接受退出请求。\n" "移动平台见 [member quit_on_go_back]。" -msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." -msgstr "" -"返回当前运行场景的根节点,无视其结构。\n" -"[b]警告:[/b]直接设置这个属性可能无法达到预期效果,[i]不会[/i]为场景树添加或移" -"除任何节点,请考虑改用 [method change_scene_to_file] 或 [method " -"change_scene_to_packed]。" - msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes.\n" @@ -111232,9 +116217,6 @@ msgstr "" "[b]注意:[/b]该属性没有被设计为在运行时更改。在项目运行时更改 [member " "debug_paths_hint] 的值不会产生预期的效果。" -msgid "The root of the edited scene." -msgstr "编辑场景的根。" - msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal process_frame].\n" @@ -111249,19 +116231,6 @@ msgstr "" "网络数据包并下发 RPC。这允许在一个不同的循环(例如物理、线程、特定时间步长)中" "运行 RPC,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" -msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " -"following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." -msgstr "" -"如果为 [code]true[/code],[SceneTree] 会暂停。这样做会有以下行为:\n" -"- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n" -"- 节点不再调用 [method Node._process]、[method Node._physics_process] 和 " -"[method Node._input]。" - msgid "" "If [code]true[/code], the application quits automatically when navigating " "back (e.g. using the system \"Back\" button on Android).\n" @@ -111273,67 +116242,6 @@ msgstr "" "禁用这个选项时,如果要处理“返回”按钮,请使用 [constant DisplayServer." "WINDOW_EVENT_GO_BACK_REQUEST]。" -msgid "The [SceneTree]'s root [Window]." -msgstr "[SceneTree] 的根 [Window]。" - -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "当将节点添加到 [SceneTree] 时发出。" - -msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." -msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下发射。" - -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "当从 [SceneTree] 中移除节点时发出。" - -msgid "Emitted whenever a node is renamed." -msgstr "当节点重命名时发出。" - -msgid "" -"Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." -msgstr "" -"在 [SceneTree] 中的每个节点上调用 [method Node._physics_process] 之前立即发" -"出。" - -msgid "" -"Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." -msgstr "在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。" - -msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." -msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。" - -msgid "" -"This signal is only emitted in the editor, it allows the editor to update the " -"visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" -"该信号仅在编辑器中发出,允许编辑器更新被禁用节点的可见性。任何节点的 [member " -"Node.process_mode] 更改时发出。" - -msgid "Call a group with no flags (default)." -msgstr "对分组进行调用时,不使用标志(默认)。" - -msgid "Call a group in reverse scene order." -msgstr "对分组进行调用时,使用逆场景序。" - -msgid "Call a group at the end of the current frame (process or physics)." -msgstr "在当前帧的末尾对分组进行调用(处理帧或物理帧)。" - -msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." -msgstr "" -"即便执行了多次调用,也只对分组进行一次调用。\n" -"[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一" -"个方法,那么只会执行第一个调用。" - msgid "One-shot timer." msgstr "一次性定时器。" @@ -112905,12 +117813,6 @@ msgstr "" "请注意,下文的“全局姿势”是指骨骼相对于骨架的整体变换,因此并不是骨骼的实际全" "局/世界变换。" -msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." -msgstr "" -"添加骨骼,名称为 [param name]。[method get_bone_count] 将成为该骨骼的索引。" - msgid "Clear all the bones in this skeleton." msgstr "清除这个骨架上的所有骨骼。" @@ -112920,17 +117822,14 @@ msgstr "移除骨架中所有骨骼上的全局姿势覆盖。" msgid "Returns the bone index that matches [param name] as its name." msgstr "返回名称与 [param name] 匹配的骨骼的索引。" +msgid "Force updates the bone transforms/poses for all bones in the skeleton." +msgstr "强制更新该骨架中所有骨骼的变换/姿势。" + msgid "" "Force updates the bone transform for the bone at [param bone_idx] and all of " "its children." msgstr "强制更新索引为 [param bone_idx] 的骨骼及其所有子项的变换/姿势。" -msgid "" -"Returns an array containing the bone indexes of all the children node of the " -"passed in bone, [param bone_idx]." -msgstr "" -"返回一个数组,其中包含传入骨骼 [param bone_idx] 的所有子节点的骨骼索引。" - msgid "Returns the number of bones in the skeleton." msgstr "返回骨架中骨骼的数量。" @@ -113139,14 +118038,6 @@ msgstr "" "当使用 [method set_bone_enabled] 切换 [param bone_idx] 处的骨骼时发出。使用 " "[method is_bone_enabled] 来检查新值。" -msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." -msgstr "" -"当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用于" -"通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" - msgid "" "Emitted when the pose is updated, after [constant " "NOTIFICATION_UPDATE_SKELETON] is received." @@ -113170,6 +118061,64 @@ msgstr "" "可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放置在正确的 3D " "位置的节点。" +msgid "" +"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " +"that places the end bone at a desired 3D position. A typical scenario for IK " +"in games is to place a character's feet on the ground or a character's hands " +"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally " +"to solve the bone chain and applies the results to the [Skeleton3D] " +"[code]bones_global_pose_override[/code] property for all affected bones in " +"the chain. If fully applied, this overwrites any bone transform from " +"[Animation]s or bone custom poses set by users. The applied amount can be " +"controlled with the [member interpolation] property.\n" +"[codeblock]\n" +"# Apply IK effect automatically on every new frame (not the current)\n" +"skeleton_ik_node.start()\n" +"\n" +"# Apply IK effect only on the current frame\n" +"skeleton_ik_node.start(true)\n" +"\n" +"# Stop IK effect and reset bones_global_pose_override on Skeleton\n" +"skeleton_ik_node.stop()\n" +"\n" +"# Apply full IK effect\n" +"skeleton_ik_node.set_interpolation(1.0)\n" +"\n" +"# Apply half IK effect\n" +"skeleton_ik_node.set_interpolation(0.5)\n" +"\n" +"# Apply zero IK effect (a value at or below 0.01 also removes " +"bones_global_pose_override on Skeleton)\n" +"skeleton_ik_node.set_interpolation(0.0)\n" +"[/codeblock]" +msgstr "" +"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放" +"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的手" +"放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨骼" +"链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属性中" +"所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或用" +"户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控制。\n" +"[codeblock]\n" +"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" +"skeleton_ik_node.start()\n" +"\n" +"# 只在当前帧上应用 IK 效果\n" +"skeleton_ik_node.start(true)\n" +"\n" +"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n" +"skeleton_ik_node.stop()\n" +"\n" +"# 应用完整的 IK 效果\n" +"skeleton_ik_node.set_interpolation(1.0)\n" +"\n" +"# 应用一半的 IK 效果\n" +"skeleton_ik_node.set_interpolation(0.5)\n" +"\n" +"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除 Skeleton 上的 " +"bones_global_pose_override)\n" +"skeleton_ik_node.set_interpolation(0.0)\n" +"[/codeblock]" + msgid "" "Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node " @@ -113855,17 +118804,6 @@ msgid "" "[Bone2D] nodes." msgstr "将 [PhysicalBone2D] 节点的变换应用到 [Bone2D] 节点的修改器。" -msgid "" -"This modification takes the transforms of [PhysicalBone2D] nodes and applies " -"them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." -msgstr "" -"该修改采用 [PhysicalBone2D] 节点的变换并将它们应用于 [Bone2D] 节点。由于链接" -"的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n" -"实验性的。物理骨骼在未来可能会被改变,以便自行执行 [Bone2D] 的位置更新。" - msgid "" "Empties the list of [PhysicalBone2D] nodes and populates it with all " "[PhysicalBone2D] nodes that are children of the [Skeleton2D]." @@ -114318,6 +119256,131 @@ msgstr "不计算方向。" msgid "A humanoid [SkeletonProfile] preset." msgstr "人形 [SkeletonProfile] 预设。" +msgid "" +"A [SkeletonProfile] as a preset that is optimized for the human form. This " +"exists for standardization, so all parameters are read-only.\n" +"A humanoid skeleton profile contains 54 bones divided in 4 groups: " +"[code]\"Body\"[/code], [code]\"Face\"[/code], [code]\"LeftHand\"[/code], and " +"[code]\"RightHand\"[/code]. It is structured as follows:\n" +"[codeblock]\n" +"Root\n" +"└─ Hips\n" +" ├─ LeftUpperLeg\n" +" │ └─ LeftLowerLeg\n" +" │ └─ LeftFoot\n" +" │ └─ LeftToes\n" +" ├─ RightUpperLeg\n" +" │ └─ RightLowerLeg\n" +" │ └─ RightFoot\n" +" │ └─ RightToes\n" +" └─ Spine\n" +" └─ Chest\n" +" └─ UpperChest\n" +" ├─ Neck\n" +" │ └─ Head\n" +" │ ├─ Jaw\n" +" │ ├─ LeftEye\n" +" │ └─ RightEye\n" +" ├─ LeftShoulder\n" +" │ └─ LeftUpperArm\n" +" │ └─ LeftLowerArm\n" +" │ └─ LeftHand\n" +" │ ├─ LeftThumbMetacarpal\n" +" │ │ └─ LeftThumbProximal\n" +" │ ├─ LeftIndexProximal\n" +" │ │ └─ LeftIndexIntermediate\n" +" │ │ └─ LeftIndexDistal\n" +" │ ├─ LeftMiddleProximal\n" +" │ │ └─ LeftMiddleIntermediate\n" +" │ │ └─ LeftMiddleDistal\n" +" │ ├─ LeftRingProximal\n" +" │ │ └─ LeftRingIntermediate\n" +" │ │ └─ LeftRingDistal\n" +" │ └─ LeftLittleProximal\n" +" │ └─ LeftLittleIntermediate\n" +" │ └─ LeftLittleDistal\n" +" └─ RightShoulder\n" +" └─ RightUpperArm\n" +" └─ RightLowerArm\n" +" └─ RightHand\n" +" ├─ RightThumbMetacarpal\n" +" │ └─ RightThumbProximal\n" +" ├─ RightIndexProximal\n" +" │ └─ RightIndexIntermediate\n" +" │ └─ RightIndexDistal\n" +" ├─ RightMiddleProximal\n" +" │ └─ RightMiddleIntermediate\n" +" │ └─ RightMiddleDistal\n" +" ├─ RightRingProximal\n" +" │ └─ RightRingIntermediate\n" +" │ └─ RightRingDistal\n" +" └─ RightLittleProximal\n" +" └─ RightLittleIntermediate\n" +" └─ RightLittleDistal\n" +"[/codeblock]" +msgstr "" +"[SkeletonProfile] 是针对人形优化的预设。它存在的目的是进行标准化,因此所有参数" +"都是只读的。\n" +"人形骨架预设包含了 54 根骨骼,分为 [code]\"Body\"[/code](身体)、" +"[code]\"Face\"[/code](面部)、 [code]\"LeftHand\"[/code](左手)、" +"[code]\"RightHand\"[/code](右手)4 组。结构如下:\n" +"[codeblock]\n" +"Root\n" +"└─ Hips\n" +" ├─ LeftUpperLeg\n" +" │ └─ LeftLowerLeg\n" +" │ └─ LeftFoot\n" +" │ └─ LeftToes\n" +" ├─ RightUpperLeg\n" +" │ └─ RightLowerLeg\n" +" │ └─ RightFoot\n" +" │ └─ RightToes\n" +" └─ Spine\n" +" └─ Chest\n" +" └─ UpperChest\n" +" ├─ Neck\n" +" │ └─ Head\n" +" │ ├─ Jaw\n" +" │ ├─ LeftEye\n" +" │ └─ RightEye\n" +" ├─ LeftShoulder\n" +" │ └─ LeftUpperArm\n" +" │ └─ LeftLowerArm\n" +" │ └─ LeftHand\n" +" │ ├─ LeftThumbMetacarpal\n" +" │ │ └─ LeftThumbProximal\n" +" │ ├─ LeftIndexProximal\n" +" │ │ └─ LeftIndexIntermediate\n" +" │ │ └─ LeftIndexDistal\n" +" │ ├─ LeftMiddleProximal\n" +" │ │ └─ LeftMiddleIntermediate\n" +" │ │ └─ LeftMiddleDistal\n" +" │ ├─ LeftRingProximal\n" +" │ │ └─ LeftRingIntermediate\n" +" │ │ └─ LeftRingDistal\n" +" │ └─ LeftLittleProximal\n" +" │ └─ LeftLittleIntermediate\n" +" │ └─ LeftLittleDistal\n" +" └─ RightShoulder\n" +" └─ RightUpperArm\n" +" └─ RightLowerArm\n" +" └─ RightHand\n" +" ├─ RightThumbMetacarpal\n" +" │ └─ RightThumbProximal\n" +" ├─ RightIndexProximal\n" +" │ └─ RightIndexIntermediate\n" +" │ └─ RightIndexDistal\n" +" ├─ RightMiddleProximal\n" +" │ └─ RightMiddleIntermediate\n" +" │ └─ RightMiddleDistal\n" +" ├─ RightRingProximal\n" +" │ └─ RightRingIntermediate\n" +" │ └─ RightRingDistal\n" +" └─ RightLittleProximal\n" +" └─ RightLittleIntermediate\n" +" └─ RightLittleDistal\n" +"[/codeblock]" + msgid "Defines a 3D environment's background by using a [Material]." msgstr "使用 [Material] 定义 3D 环境的背景。" @@ -114456,8 +119519,8 @@ msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" -"如果为 [code]true[/code],则滑动条可以交互。如果为 [code]false[/code],则只能" -"通过代码更改该值。" +"如果为 [code]true[/code],则滑块可以交互。如果为 [code]false[/code],则只能通" +"过代码更改该值。" msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "如果为 [code]true[/code],则可以使用鼠标滚轮更改该值。" @@ -114465,12 +119528,12 @@ msgstr "如果为 [code]true[/code],则可以使用鼠标滚轮更改该值。 msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." -msgstr "滑动条上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。" +msgstr "滑杆上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。" msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." -msgstr "如果为 [code]true[/code],则滑动条将显示最小值和最大值的刻度。" +msgstr "如果为 [code]true[/code],则滑杆将显示最小值和最大值的刻度。" msgid "" "Emitted when dragging stops. If [param value_changed] is true, [member Range." @@ -114479,12 +119542,18 @@ msgstr "" "拖拽停止时触发。如果 [param value_changed] 为 true,则 [member Range.value] 与" "开始拖拽时的值不同。" +msgid "" +"Emitted when dragging is started. This is emitted before the corresponding " +"[signal Range.value_changed] signal." +msgstr "" +"拖拽开始时触发。触发时机在对应的 [signal Range.value_changed] 信号之前。" + msgid "" "Boolean constant. If [code]1[/code], the grabber texture size will be ignored " "and it will fit within slider's bounds based only on its center position." msgstr "" "布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其" -"缩放到滚动条的边界。" +"缩放到滑杆的边界。" msgid "Vertical or horizontal offset of the grabber." msgstr "抓取器的垂直或水平偏移量。" @@ -114514,7 +119583,7 @@ msgstr "抓取器被悬停或聚焦时,显示的左侧或底部区域的背景 msgid "" "The background for the whole slider. Affects the height or width of the " "[theme_item grabber_area]." -msgstr "整个滑动条的背景。影响 [theme_item grabber_area] 的高度或宽度。" +msgstr "整个滑杆的背景。影响 [theme_item grabber_area] 的高度或宽度。" msgid "" "A physics joint that restricts the movement of a 3D physics body along an " @@ -114559,7 +119628,7 @@ msgstr "应用于所有受限旋转的系数。" msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." -msgstr "应用于与滑动条正交的轴的所有旋转的系数。" +msgstr "应用于与滑杆正交的轴的所有旋转的系数。" msgid "" "The amount of damping that happens once the limit defined by [member " @@ -114743,65 +119812,6 @@ msgstr "球体的半径。形状的直径是半径的两倍。" msgid "An input field for numbers." msgstr "数字的输入字段。" -msgid "" -"[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var spin_box = SpinBox.new()\n" -"add_child(spin_box)\n" -"var line_edit = spin_box.get_line_edit()\n" -"line_edit.context_menu_enabled = false\n" -"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n" -"[/gdscript]\n" -"[csharp]\n" -"var spinBox = new SpinBox();\n" -"AddChild(spinBox);\n" -"var lineEdit = spinBox.GetLineEdit();\n" -"lineEdit.ContextMenuEnabled = false;\n" -"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The above code will create a [SpinBox], disable context menu on it and set " -"the text alignment to right.\n" -"See [Range] class for more options over the [SpinBox].\n" -"[b]Note:[/b] With the [SpinBox]'s context menu disabled, you can right-click " -"the bottom half of the spinbox to set the value to its minimum, while right-" -"clicking the top half sets the value to its maximum.\n" -"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\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 "" -"[SpinBox] 是一种用于输入数值的文本字段,允许输入整数和浮点数。\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var spin_box = SpinBox.new()\n" -"add_child(spin_box)\n" -"var line_edit = spin_box.get_line_edit()\n" -"line_edit.context_menu_enabled = false\n" -"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n" -"[/gdscript]\n" -"[csharp]\n" -"var spinBox = new SpinBox();\n" -"AddChild(spinBox);\n" -"var lineEdit = spinBox.GetLineEdit();\n" -"lineEdit.ContextMenuEnabled = false;\n" -"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n" -"[/csharp]\n" -"[/codeblocks]\n" -"上面的代码会创建一个 [SpinBox],禁用其中的上下文菜单,并将文本设置为右对齐。\n" -"[SpinBox] 的更多选项见 [Range] 类。\n" -"[b]注意:[/b][SpinBox] 的上下文菜单被禁用时,右键单击微调框的下半部分可以将取" -"值设置最小值,右键单击上半部分可以将取值设置最大值。\n" -"[b]注意:[/b][SpinBox] 依赖底层的 [LineEdit] 节点。要为 [SpinBox] 的背景设置主" -"题,请为 [LineEdit] 添加主题项目并进行自定义。\n" -"[b]注意:[/b]如果你想要为底层的 [LineEdit] 实现拖放,可以对 [method " -"get_line_edit] 所返回的节点使用 [method Control.set_drag_forwarding]。" - msgid "Applies the current value of this [SpinBox]." msgstr "应用此 [SpinBox] 的当前值。" @@ -115164,15 +120174,18 @@ msgstr "" "[/codeblocks]" msgid "" -"Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" -"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " -"[code]null[/code] or if the given position is invalid." +"If [code]true[/code], texture is centered.\n" +"[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " +"deformed when centered. This is caused by their position being between " +"pixels. To prevent this, set this property to [code]false[/code], or consider " +"enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " +"and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." msgstr "" -"如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 " -"[code]false[/code]。\n" -"[b]注意:[/b]如果精灵的纹理为 [code]null[/code] 或者给定的位置无效,它也会返" -"回 [code]false[/code]。" +"如果为 [code]true[/code],则会将纹理居中。\n" +"[b]注意:[/b]像素风游戏中,纹理在居中后可能会变形。这是因为此时纹理的位置在两" +"个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " @@ -115298,6 +120311,22 @@ msgstr "" msgid "The direction in which the front of the texture faces." msgstr "纹理正面朝向的方向。" +msgid "" +"The billboard mode to use for the sprite. See [enum BaseMaterial3D." +"BillboardMode] for possible values.\n" +"[b]Note:[/b] When billboarding is enabled and the material also casts " +"shadows, billboards will face [b]the[/b] camera in the scene when rendering " +"shadows. In scenes with multiple cameras, the intended shadow cannot be " +"determined and this will result in undefined behavior. See [url=https://" +"github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for " +"details." +msgstr "" +"精灵的公告板模式。可能的取值见 [enum BaseMaterial3D.BillboardMode]。\n" +"[b]注意:[/b]如果启用了公告板并且材质能够投射阴影,那么渲染阴影时公告板面向的" +"是[b]场景中[/b]的相机。如果场景中存在多个相机,则无法确定阴影,会导致未定义的" +"行为。详见 [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull " +"Request #72638[/url]。" + msgid "If [code]true[/code], texture will be centered." msgstr "如果为 [code]true[/code],纹理将被居中。" @@ -115308,6 +120337,29 @@ msgstr "" "如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code]," "则从后面看它是不可见的。" +msgid "" +"A color value used to [i]multiply[/i] the texture's colors. Can be used for " +"mood-coloring or to simulate the color of ambient light.\n" +"[b]Note:[/b] Unlike [member CanvasItem.modulate] for 2D, colors with values " +"above [code]1.0[/code] (overbright) are not supported.\n" +"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on " +"the [SpriteBase3D], the material override must be configured to take vertex " +"colors into account for albedo. Otherwise, the color defined in [member " +"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D." +"vertex_color_use_as_albedo] must be [code]true[/code]. For a " +"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " +"shader's [code]fragment()[/code] function." +msgstr "" +"用于[i]乘以[/i]纹理颜色的颜色值。可用于氛围着色或模拟环境光的颜色。\n" +"[b]注意:[/b]与 2D 的 [member CanvasItem.modulate] 不同,不支持大于 " +"[code]1.0[/code] 的颜色值(过亮)。\n" +"[b]注意:[/b]如果在 [SpriteBase3D] 上定义了 [member GeometryInstance3D." +"material_override],则必须配置该材质,让它的反照率考虑顶点颜色。否则 [member " +"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D],[member BaseMaterial3D." +"vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 [ShaderMaterial]," +"必须将 [code]ALBEDO *= COLOR.rgb;[/code],插入到着色器的 [code]fragment()[/" +"code] 函数中。" + msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" @@ -115333,6 +120385,17 @@ msgid "" msgstr "" "如果为 [code]true[/code],则 [Environment] 中的 [Light3D] 对该精灵有影响。" +msgid "" +"Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for " +"options.\n" +"[b]Note:[/b] Linear filtering may cause artifacts around the edges, which are " +"especially noticeable on opaque textures. To prevent this, use textures with " +"transparent or identical colors around the edges." +msgstr "" +"纹理过滤标志。可选项见 [enum BaseMaterial3D.TextureFilter]。\n" +"[b]注意:[/b]线性过滤可能导致边缘的显示问题,对不透明纹理尤为明显。要避免这个" +"问题,请使用具有透明边缘或边缘颜色一致的纹理。" + msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." @@ -115571,6 +120634,25 @@ msgstr "" "台等移动的表面(使用 [member constant_linear_velocity] 和 [member " "constant_angular_velocity])。" +msgid "" +"Application status indicator (aka notification area icon).\n" +"[b]Note:[/b] Status indicator is implemented on macOS and Windows." +msgstr "" +"应用程序状态指示器(即通知区域图标)。\n" +"[b]注意:[/b]状态指示器在 macOS 和 Windows 上实现。" + +msgid "Status indicator icon." +msgstr "状态指示器图标。" + +msgid "Status indicator tooltip." +msgstr "状态指示器工具提示。" + +msgid "If [code]true[/code], the status indicator is visible." +msgstr "如果为 [code]true[/code],则状态指示器可见。" + +msgid "Emitted when the status indicator is pressed." +msgstr "按下状态指示器时发出。" + msgid "Abstract base class for interacting with streams." msgstr "与流交互的抽象基类。" @@ -117088,46 +122170,6 @@ msgstr "" "([code]16[/code])。\n" "如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。" -msgid "" -"Converts the given [param number] to a string representation, in scientific " -"notation.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" -"[/gdscript]\n" -"[csharp]\n" -"// This method is not implemented in C#.\n" -"// Use `string.ToString()` with \"e\" to achieve similar results.\n" -"var n = -5.2e8f;\n" -"GD.Print(n); // Prints -520000000\n" -"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, this method is not implemented. To achieve similar " -"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-" -"types/standard-numeric-format-strings]Standard numeric format strings[/url]" -msgstr "" -"将给定的数字 [param number] 转换为字符串表示,使用科学记数法。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var n = -5.2e8\n" -"print(n) # 输出 -520000000\n" -"print(String.NumScientific(n)) # 输出 -5.2e+08\n" -"[/gdscript]\n" -"[csharp]\n" -"// 这个方法没有在 C# 中实现。\n" -"// 请在 `string.ToString()` 中使用 \"e\" 来实现类似的结果。\n" -"var n = -5.2e8f;\n" -"GD.Print(n); // 输出 -520000000\n" -"GD.Print(n.ToString(\"e1\")); // 输出 -5.2e+008\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]这个方法没有在 C# 中实现。要实现类似的效果,见 C# 的[url=https://" -"learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-" -"strings]标准数字格式字符串[/url]" - msgid "" "Converts the given unsigned [int] to a string representation, with the given " "[param base].\n" @@ -117840,6 +122882,51 @@ msgstr "" msgid "A built-in type for unique strings." msgstr "唯一字符串内置类型。" +msgid "" +"[StringName]s are immutable strings designed for general-purpose " +"representation of unique names (also called \"string interning\"). Two " +"[StringName]s with the same value are the same object. Comparing them is " +"extremely fast compared to regular [String]s.\n" +"You will usually pass a [String] to methods expecting a [StringName] and it " +"will be automatically converted (often at compile time), but in rare cases " +"you can construct a [StringName] ahead of time with the [StringName] " +"constructor or, in GDScript, the literal syntax [code]&\"example\"[/code]. " +"Manually constructing a [StringName] allows you to control when the " +"conversion from [String] occurs or to use the literal and prevent conversions " +"entirely.\n" +"See also [NodePath], which is a similar concept specifically designed to " +"store pre-parsed scene tree paths.\n" +"All of [String]'s methods are available in this class too. They convert the " +"[StringName] into a string, and they also return a string. This is highly " +"inefficient and should only be used if the string is desired.\n" +"[b]Note:[/b] In C#, an explicit conversion to [code]System.String[/code] is " +"required to use the methods listed on this page. Use the [code]ToString()[/" +"code] method to cast a [StringName] to a string, and then use the equivalent " +"methods in [code]System.String[/code] or [code]StringExtensions[/code].\n" +"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to " +"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, " +"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/" +"code] operator cannot be used. Instead, [method is_empty] should be used to " +"check for empty [StringName]s." +msgstr "" +"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。值" +"相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。\n" +"需要 [StringName] 的方法通常可以传 [String],会自动进行转换(经常发生在编译" +"时),不过有时候你可能会想要提前使用 [StringName] 构造函数来构造 " +"[StringName],在 GDScript 中也可以用字面量语法 [code]&\"example\"[/code]。你可" +"以通过手动构造 [StringName] 来控制 [String] 的转换时机,使用字面量则可以完全消" +"除掉转换过程。\n" +"另见 [NodePath],这是与此类似的概念,针对存储预解析的场景树路径设计。\n" +"[String] 的所有方法都在这个类中可用。它们会将 [StringName] 转换为字符串,返回" +"的也是字符串。这样做效率非常低,应该只在需要字符串时使用。\n" +"[b]注意:[/b]在 C# 中,需要显式转换为 [code]System.String[/code] 才能使用本页" +"列出的方法。使用 [code]ToString()[/code] 方法将 [StringName] 转换为字符串,然" +"后使用 [code]System.String[/code] 或 [code]StringExtensions[/code] 中的等效方" +"法。\n" +"[b]注意:[/b]转换为布尔值时,空的 [StringName]([code]StringName(\"\")[/" +"code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。不能使" +"用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 [StringName]。" + msgid "Constructs an empty [StringName]." msgstr "构造空的 [StringName]。" @@ -118956,6 +124043,20 @@ msgstr "" msgid "Removes the index array by expanding the vertex array." msgstr "通过扩展顶点数组移除索引数组。" +msgid "" +"This method is unused internally, as it does not preserve normals or UVs. " +"Consider using [method ImporterMesh.generate_lods] instead." +msgstr "" +"内部已不再使用这个方法,因为它不会保留法线和 UV。请考虑改用 [method " +"ImporterMesh.generate_lods]。" + +msgid "" +"Generates a LOD for a given [param nd_threshold] in linear units (square root " +"of quadric error metric), using at most [param target_index_count] indices." +msgstr "" +"为给定的 [param nd_threshold] 生成 LOD,使用线性单位(四次误差的平方根),最多" +"使用 [param target_index_count] 个索引。" + msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[param flip] is [code]true[/code], the resulting normals will be inverted. " @@ -119538,6 +124639,22 @@ msgstr "" "如果为 [code]true[/code],则会隐藏超出该节点宽度的选项卡,改为显示两个导航按" "钮。否则,会更新该节点的最小尺寸,让所有选项卡均可见。" +msgid "" +"The index of the current selected tab. A value of [code]-1[/code] means that " +"no tab is selected and can only be set when [member deselect_enabled] is " +"[code]true[/code] or if all tabs are hidden or disabled." +msgstr "" +"当前选中选项卡的索引号。[code]-1[/code] 表示没有选中任何选项卡,只有在 " +"[member deselect_enabled] 为 [code]true[/code] 或所有选项卡都处于隐藏或禁用状" +"态下才能够设置。" + +msgid "" +"If [code]true[/code], all tabs can be deselected so that no tab is selected. " +"Click on the current tab to deselect it." +msgstr "" +"如果为 [code]true[/code],则所有选项卡都可以被取消选择,不选中任何选项卡。单击" +"当前选项卡取消选中。" + msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" @@ -119899,6 +125016,25 @@ msgstr "" "如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 [code]false[/" "code],未激活的选项卡会被绘制在面板之后。" +msgid "" +"The current tab index. When set, this index's [Control] node's [code]visible[/" +"code] property is set to [code]true[/code] and all others are set to " +"[code]false[/code].\n" +"A value of [code]-1[/code] means that no tab is selected." +msgstr "" +"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性" +"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。\n" +"设为 [code]-1[/code] 表示不选中任何选项卡。" + +msgid "" +"If [code]true[/code], all tabs can be deselected so that no tab is selected. " +"Click on the [member current_tab] to deselect it.\n" +"Only the tab header will be shown if no tabs are selected." +msgstr "" +"如果为 [code]true[/code],则所有选项卡都可以取消选中状态,达到不选中任何选项卡" +"的状态。点击 [member current_tab] 取消选中。\n" +"未选中任何选项卡时只会显示选项卡头。" + msgid "" "Sets the position at which tabs will be placed. See [enum TabBar." "AlignmentMode] for details." @@ -119907,6 +125043,9 @@ msgstr "设置选项卡的放置位置。详情见 [enum TabBar.AlignmentMode] msgid "The focus access mode for the internal [TabBar] node." msgstr "内部 [TabBar] 节点的焦点访问模式。" +msgid "Sets the position of the tab bar. See [enum TabPosition] for details." +msgstr "设置选项卡栏的位置。详见 [enum TabPosition]。" + msgid "" "[TabContainer]s with the same rearrange group ID will allow dragging the tabs " "between them. Enable drag with [member drag_to_rearrange_enabled].\n" @@ -119924,14 +125063,6 @@ msgstr "" "如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和" "标题被隐藏。" -msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " -"minimum size take into account in the total, instead of only the currently " -"visible one." -msgstr "" -"如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不" -"是仅考虑当前可见的一个。" - msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -119942,6 +125073,17 @@ msgstr "" msgid "Emitted when the user clicks on the button icon on this tab." msgstr "用户点击该选项卡上的按钮图标时发出。" +msgid "Places the tab bar at the top." +msgstr "将选项卡置于顶部。" + +msgid "" +"Places the tab bar at the bottom. The tab bar's [StyleBox] will be flipped " +"vertically." +msgstr "将选项卡置于底部。选项卡栏的 [StyleBox] 会垂直翻转。" + +msgid "Represents the size of the [enum TabPosition] enum." +msgstr "代表 [enum TabPosition] 枚举的大小。" + msgid "Font color of the currently hovered tab." msgstr "当前悬停选项卡的字体颜色。" @@ -120018,28 +125160,6 @@ msgid "" "connections." msgstr "如果服务器当前正在侦听连接,则返回 [code]true[/code]。" -msgid "" -"Listen on the [param port] binding to [param bind_address].\n" -"If [param bind_address] is set as [code]\"*\"[/code] (default), the server " -"will listen on all available addresses (both IPv4 and IPv6).\n" -"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or " -"[code]\"::\"[/code] (for IPv6), the server will listen on all available " -"addresses matching that IP type.\n" -"If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." -msgstr "" -"在 [param port] 上监听与 [param bind_address] 绑定的地址。\n" -"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),该服务器将监听" -"所有可用地址(包括 IPv4 和 IPv6)。\n" -"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](用于 IPv4)或 " -"[code]\"::\"[/code](用于 IPv6),该服务器将监听所有符合该 IP 类型的可用地" -"址。\n" -"如果 [param bind_address] 被设置为任何有效的地址(如 [code]\"192.168.1.101\"[/" -"code]、[code]\"::1\"[/code] 等),该服务器将只在具有该地址的接口上监听(如果不" -"存在具有该地址的接口则失败)。" - msgid "Stops listening." msgstr "停止监听。" @@ -120143,6 +125263,13 @@ msgstr "" msgid "Adjust the viewport so the caret is visible." msgstr "调整视口,让光标可见。" +msgid "" +"Applies text from the [url=https://en.wikipedia.org/wiki/Input_method]Input " +"Method Editor[/url] (IME) to each caret and closes the IME if it is open." +msgstr "" +"为所有光标应用[url=https://zh.wikipedia.org/zh-cn/%E8%BE%93%E5%85%A5%E6%B3%95]" +"输入法编辑器[/url]中的文本,如果输入法编辑器处于打开状态,还会将其关闭。" + msgid "" "Called when the user presses the backspace key. Can be overridden with " "[method _backspace]." @@ -120155,6 +125282,13 @@ msgstr "" "开始一个多部分编辑。在调用 [method end_complex_operation] 之前,所有编辑都将被" "视为一个动作。" +msgid "" +"Closes the [url=https://en.wikipedia.org/wiki/Input_method]Input Method " +"Editor[/url] (IME) if it is open. Any text in the IME will be lost." +msgstr "" +"如果[url=https://zh.wikipedia.org/zh-cn/%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑" +"器[/url]处于打开状态,则会将其关闭。输入法编辑器中的文本会丢失。" + msgid "" "Centers the viewport on the line the editing caret is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." @@ -120229,9 +125363,6 @@ msgstr "返回注册的边栏数量。" msgid "Returns the name of the gutter at the given index." msgstr "返回给定索引处边栏的名称。" -msgid "Returns the type of the gutter at the given index." -msgstr "返回给定索引处边栏的类型。" - msgid "Returns the width of the gutter at the given index." msgstr "返回给定索引处边栏的宽度。" @@ -120279,18 +125410,12 @@ msgstr "" msgid "Returns the number of lines in the text." msgstr "返回文本中的行数。" -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的图标。" - msgid "Returns the color currently in [param gutter] at [param line]." msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的颜色。" msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的元数据。" -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的文本。" - msgid "" "Returns the maximum value of the line height among all lines.\n" "[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and " @@ -120517,6 +125642,13 @@ msgstr "返回位于 [param position] 的单词。" msgid "Returns a [String] text with the word under the caret's location." msgstr "返回一个 [String] 文本,其中包含文本光标位置下的单词。" +msgid "" +"Returns [code]true[/code] if the user has text in the [url=https://en." +"wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME)." +msgstr "" +"如果用户的[url=https://zh.wikipedia.org/zh-cn/%E8%BE%93%E5%85%A5%E6%B3%95]输入" +"法编辑器[/url]中存在文本,则返回 [code]true[/code]。" + msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "有“重做”动作可用时返回 [code]true[/code]。" @@ -120708,13 +125840,6 @@ msgid "" "hand when hovering over the gutter." msgstr "将边栏设置为可点击。当鼠标在边栏上悬停时,会将鼠标光标变为指点的手形。" -msgid "" -"Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." -msgstr "" -"为边栏设置自定义的绘制方法。回调方法必须接受以下参数:[code]line: int, " -"gutter: int, Area: Rect2[/code]。" - msgid "Sets whether the gutter should be drawn." msgstr "设置该边栏是否应被绘制。" @@ -120724,9 +125849,6 @@ msgstr "设置该边栏的名称。" msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "设置该边栏为可覆写。见 [method merge_gutters]。" -msgid "Sets the type of gutter." -msgstr "设置边栏的类型。" - msgid "Set the width of the gutter." msgstr "设置该边栏的宽度。" @@ -120760,9 +125882,6 @@ msgstr "" "如果 [param clickable] 为 [code]true[/code],则让位于 [param line] 的 [param " "gutter] 可点击。见 [signal gutter_clicked]。" -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." -msgstr "将边栏 [param gutter] 在第 [param line] 行的图标设置为 [param icon]。" - msgid "Sets the color for [param gutter] on [param line] to [param color]." msgstr "将边栏 [param gutter] 在第 [param line] 行的颜色设置为 [param color]。" @@ -120771,9 +125890,6 @@ msgid "" msgstr "" "将边栏 [param gutter] 在第 [param line] 行的元数据设置为 [param metadata]。" -msgid "Sets the text for [param gutter] on [param line] to [param text]." -msgstr "将边栏 [param gutter] 在第 [param line] 行的文本设置为 [param text]。" - msgid "" "If [code]true[/code], sets the user into overtype mode. When the user types " "in this mode, it will override existing text." @@ -121022,15 +126138,6 @@ msgid "" "visible." msgstr "换行发生在控件边界,超出通常可见的范围。" -msgid "Draw a string." -msgstr "绘制字符串。" - -msgid "Draw an icon." -msgstr "绘制图标。" - -msgid "Custom draw." -msgstr "自定义绘制。" - msgid "Sets the background [Color] of this [TextEdit]." msgstr "设置该 [TextEdit] 的背景 [Color]。" @@ -121272,9 +126379,6 @@ msgstr "多行 [TextMesh] 中,行与行之间的垂直间距。" msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "文本上一个像素宽度的大小,以 3D 缩放。" -msgid "The text to generate mesh from." -msgstr "用于生成网格的文本。" - msgid "Text width (in pixels), used for fill alignment." msgstr "文本宽度(单位为像素),用于填充对齐。" @@ -122041,6 +127145,9 @@ msgstr "" msgid "Returns array of the composite character boundaries." msgstr "返回组合字符边界的数组。" +msgid "Returns ellipsis character used for text clipping." +msgstr "返回文字裁剪时使用的省略字符。" + msgid "" "Returns custom punctuation character list, used for word breaking. If set to " "empty string, server defaults are used." @@ -122165,6 +127272,9 @@ msgstr "返回距离 [param pos] 最近的组合字符开始位置。" msgid "Returns grapheme start position closest to the [param pos]." msgstr "返回距离 [param pos] 最近的字素开始位置。" +msgid "Sets ellipsis character used for text clipping." +msgstr "设置文字裁剪时使用的省略字符。" + msgid "" "Sets custom punctuation character list, used for word breaking. If set to " "empty string, server defaults are used." @@ -123087,6 +128197,9 @@ msgstr "" msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "[RenderingDevice] 上创建的纹理对象的 RID。" +msgid "Base class for 3-dimensional textures." +msgstr "三维纹理的基类。" + msgid "" "Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used " "directly, but contains all the functions necessary for accessing the derived " @@ -123427,6 +128540,37 @@ msgstr "" "置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功" "能。" +msgid "" +"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " +"bottom corners and side will have a height of 16 pixels. You can set all 4 " +"margin values individually to create panels with non-uniform borders. Only " +"effective if [member nine_patch_stretch] is [code]true[/code]." +msgstr "" +"九宫格底部一行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你" +"可以单独设置所有 4 个边距值,来创建边框不均一的面板。仅在 [member " +"nine_patch_stretch] 为 [code]true[/code] 时有效。" + +msgid "" +"The width of the 9-patch's left column. Only effective if [member " +"nine_patch_stretch] is [code]true[/code]." +msgstr "" +"九宫格左侧一列的宽度。仅在 [member nine_patch_stretch] 为 [code]true[/code] 时" +"有效。" + +msgid "" +"The width of the 9-patch's right column. Only effective if [member " +"nine_patch_stretch] is [code]true[/code]." +msgstr "" +"九宫格右侧一列的宽度。仅在 [member nine_patch_stretch] 为 [code]true[/code] 时" +"有效。" + +msgid "" +"The height of the 9-patch's top row. Only effective if [member " +"nine_patch_stretch] is [code]true[/code]." +msgstr "" +"九宫格顶部一行的高度。仅在 [member nine_patch_stretch] 为 [code]true[/code] 时" +"有效。" + msgid "" "[Texture2D] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." @@ -123536,6 +128680,16 @@ msgstr "" "显示纹理的控件,例如显示 GUI 中的图标。可以使用 [member stretch_mode] 属性控制" "纹理的放置。可以在边界框中进行缩放、平铺、居中。" +msgid "" +"Using [constant EXPAND_FIT_WIDTH], [constant EXPAND_FIT_WIDTH_PROPORTIONAL], " +"[constant EXPAND_FIT_HEIGHT], or [constant EXPAND_FIT_HEIGHT_PROPORTIONAL] " +"may result in unstable behavior in some [Container] controls. This behavior " +"may be re-evaluated and changed in the future." +msgstr "" +"使用 [constant EXPAND_FIT_WIDTH]、[constant EXPAND_FIT_WIDTH_PROPORTIONAL]、" +"[constant EXPAND_FIT_HEIGHT]、[constant EXPAND_FIT_HEIGHT_PROPORTIONAL] 可能会" +"导致某些容器的行为不稳定。后续版本中可能会重新评估该行为并进行修改。" + msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." @@ -124526,6 +129680,26 @@ msgid "" msgstr "" "返回自定义数据层的自定义数据值,自定义数据层用索引 [param layer_id] 指定。" +msgid "" +"Returns the navigation polygon of the tile for the TileSet navigation layer " +"with index [param layer_id].\n" +"[param flip_h], [param flip_v], and [param transpose] allow transforming the " +"returned polygon." +msgstr "" +"返回图块的导航多边形,对应的 TileSet 导航层由索引 [param layer_id] 指定。\n" +"可以使用 [param flip_h]、[param flip_v]、[param transpose] 对返回的多边形进行" +"变换。" + +msgid "" +"Returns the occluder polygon of the tile for the TileSet occlusion layer with " +"index [param layer_id].\n" +"[param flip_h], [param flip_v], and [param transpose] allow transforming the " +"returned polygon." +msgstr "" +"返回图块的遮挡器多边形,对应的 TileSet 遮挡层由索引 [param layer_id] 指定。\n" +"可以使用 [param flip_h]、[param flip_v]、[param transpose] 对返回的多边形进行" +"变换。" + msgid "" "Returns the tile's terrain bit for the given [param peering_bit] direction." msgstr "返回该图块给定 [param peering_bit] 方向的地形位。" @@ -124647,22 +129821,6 @@ msgstr "任何属性发生变化时发出。" msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" -msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"基于 2D 图块的地图节点。Tilemap(图块地图)使用 [TileSet],其中包含了图块的列" -"表,用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之" -"上。\n" -"出于性能原因,所有 TileMap 更新都会在一帧结束时进行批处理。值得注意的是,这意" -"味着 [TileSetScenesCollectionSource] 中的场景图块可能会在其父级之后初始化。\n" -"要提前强制更新,请调用 [method update_internals]。" - msgid "Using Tilemaps" msgstr "使用 Tilemap" @@ -125074,15 +130232,6 @@ msgstr "" "[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" "形组合的地形。否则,可能会产生意想不到的结果。" -msgid "" -"Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"启用或禁用图层 [param layer]。被禁用的图层根本不会被处理(没有渲染、物理" -"等)。\n" -"如果 [param layer] 为负数,则从最后一个图层开始访问。" - msgid "" "Sets a layer's color. It will be multiplied by tile's color and TileMap's " "modulate.\n" @@ -126660,24 +131809,98 @@ msgstr "星期六,使用数字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒数计时器。" +msgid "Returns [code]true[/code] if the timer is stopped or has not started." +msgstr "如果定时器处于停止状态或尚未启动,则返回 [code]true[/code]。" + msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be set " -"to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" -"[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"Starts the timer, if it was not started already. Fails if the timer is not " +"inside the tree. If [param time_sec] is greater than [code]0[/code], this " +"value is used for the [member wait_time].\n" +"[b]Note:[/b] This method does not resume a paused timer. See [member paused]." msgstr "" -"使用指定的间隔进行倒计时,并在到达 0 时发出信号。可以设置为重复或“一次性”模" -"式。\n" -"[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响,缩放值越高超时越" -"快,反之亦然。\n" -"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method SceneTree." -"create_timer]。" +"如果计时器尚未启动,则启动计时器。如果计时器不在场景树中则会失败。如果 [param " +"time_sec] 大于 [code]0[/code],则会将其用于 [member wait_time]。\n" +"[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。" msgid "Stops the timer." msgstr "停止计时器。" +msgid "" +"If [code]true[/code], the timer will start immediately when it enters the " +"scene tree.\n" +"[b]Note:[/b] After the timer enters the tree, this property is automatically " +"set to [code]false[/code]." +msgstr "" +"如果为 [code]true[/code],则计时器将在进入场景树时自动启动。\n" +"[b]注意:[/b]计时器进入场景树后,该属性会自动设置为 [code]false[/code]。" + +msgid "" +"If [code]true[/code], the timer will stop after reaching the end. Otherwise, " +"as by default, the timer will automatically restart." +msgstr "" +"如果为 [code]true[/code],则计时器将在完成时停止。否则默认情况下会自动重新启" +"动。" + +msgid "" +"If [code]true[/code], the timer is paused. A paused timer does not process " +"until this property is set back to [code]false[/code], even when [method " +"start] is called." +msgstr "" +"如果为 [code]true[/code],则计时器处于暂停状态。即便调用了 [method start],处" +"于暂停状态的计时器也不会进行处理,必须将这个属性设回 [code]false[/code] 才会继" +"续。" + +msgid "" +"Specifies when the timer is updated during the main loop (see [enum " +"TimerProcessCallback])." +msgstr "" +"指定计时器在主循环的哪个时间点进行更新(见 [enum TimerProcessCallback])。" + +msgid "" +"The timer's remaining time in seconds. This is always [code]0[/code] if the " +"timer is stopped.\n" +"[b]Note:[/b] This property is read-only and cannot be modified. It is based " +"on [member wait_time]." +msgstr "" +"计时器的剩余时间,单位为秒。如果计时器处于停止状态,则始终为 [code]0[/" +"code]。\n" +"[b]注意:[/b]这个属性是只读的,无法进行修改。基于的是 [member wait_time]。" + +msgid "" +"The time required for the timer to end, in seconds. This property can also be " +"set every time [method start] is called.\n" +"[b]Note:[/b] Timers can only process once per physics or process frame " +"(depending on the [member process_callback]). An unstable framerate may cause " +"the timer to end inconsistently, which is especially noticeable if the wait " +"time is lower than roughly [code]0.05[/code] seconds. For very short timers, " +"it is recommended to write your own code instead of using a [Timer] node. " +"Timers are also affected by [member Engine.time_scale]." +msgstr "" +"计时器完成计时所需的时间,单位为秒。这个属性也可以在每次调用 [method start] 时" +"设置。\n" +"[b]注意:[/b]计时器的处理只能在物理帧或处理帧进行一次(取决于 [member " +"process_callback])。如果帧率不稳定,则计时完成所需的时间也可能不一致,等待时" +"间小于 [code]0.05[/code] 秒左右的情况下尤为明显。如果计时器非常短,建议自己编" +"写代码,不要使用 [Timer] 节点。计时器还会受到 [member Engine.time_scale] 的影" +"响。" + +msgid "Emitted when the timer reaches the end." +msgstr "当计时器计时完成时发出。" + +msgid "" +"Update the timer every physics process frame (see [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." +msgstr "" +"在物理处理帧中更新计时器(见 [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" + +msgid "" +"Update the timer every process (rendered) frame (see [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])." +msgstr "" +"在处理(渲染)帧中更新计时器(见 [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])。" + msgid "TLS configuration for clients and servers." msgstr "客户端与服务器的 TLS 配置。" @@ -126957,7 +132180,7 @@ msgid "" "cases." msgstr "" "如果该变换的基是共形的,则返回 [code]true[/code],这意味着它保留角度和距离比" -"率,并且只能由旋转和统一缩放组成。如果该变换的基具有不均匀的缩放或剪切/倾斜," +"率,并且只能由旋转和均一缩放组成。如果该变换的基具有不均一的缩放或剪切/倾斜," "则返回 [code]false[/code]。这可被用于验证该变换是否失真,这对于物理和其他用例" "很重要。" @@ -127153,152 +132376,9 @@ msgstr "" msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 变换的 3×4 矩阵。" -msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" -"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." -msgstr "" -"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 " -"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n" -"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" -"阵与变换》[/url]。" - -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。" - msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "构造给定 [Transform3D] 的副本。" -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." -msgstr "从 [Basis] 和 [Vector3] 构造 Transform3D。" - -msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z." -"w[/code], and [code]from.w.w[/code] are not copied over)." -msgstr "" -"通过修剪投影矩阵的最后一行,从 [Projection] 中构造 Transform3D(不会复制 " -"[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、" -"[code]from.w.w[/code])。" - -msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." -msgstr "" -"从四个 [Vector3] 值(矩阵列)构造 Transform3D。每个轴对应于局部基向量(其中一" -"些可能已被缩放)。" - -msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " -"points towards the [param target] position.\n" -"The up axis (+Y) points as close to the [param up] vector as possible while " -"staying perpendicular to the forward axis. The resulting transform is " -"orthonormalized. The existing rotation, scale, and skew information from the " -"original transform is discarded. The [param target] and [param up] vectors " -"cannot be zero, cannot be parallel to each other, and are defined in global/" -"parent space.\n" -"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " -"treated as forward (implies +X is left) and points toward the [param target] " -"position. By default, the -Z axis (camera forward) is treated as forward " -"(implies +X is right)." -msgstr "" -"返回该变换经过旋转后的副本,此时向前的轴(-Z)指向 [param target] 的位置。\n" -"向上的轴(+Y)在保持与向前的轴垂直的前提下,尽可能接近 [param up] 向量。最终的" -"变换是标准正交变换。变换中原有的旋转、缩放、偏斜信息会被丢弃。[param target] " -"和 [param up] 向量不能为零,不能互相平行,使用全局/父级空间。\n" -"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作" -"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴" -"(相机前方)作为向前的轴(此时 +X 为右)。" - -msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" -"The [param axis] must be a normalized vector.\n" -"This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding rotation transform [code]R[/code] from " -"the left, i.e., [code]R * X[/code].\n" -"This can be seen as transforming with respect to the global/parent frame." -msgstr "" -"返回该变换的副本,该副本围绕给定的 [param axis] 轴进行了夹角为 [param angle] " -"的旋转操作(单位为弧度)。\n" -"[param axis] 必须为归一化的向量。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧相" -"乘一致,即 [code]R * X[/code],但进行了优化。\n" -"可以视作在全局/父级坐标系中的变换。" - -msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" -"The [param axis] must be a normalized vector.\n" -"This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding rotation transform [code]R[/code] from " -"the right, i.e., [code]X * R[/code].\n" -"This can be seen as transforming with respect to the local frame." -msgstr "" -"返回该变换的副本,该副本围绕给定的 [param axis] 轴进行了夹角为 [param angle] " -"的旋转操作(单位为弧度)。\n" -"[param axis] 必须为归一化的向量。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧相" -"乘一致,即 [code]R * X[/code],但进行了优化。\n" -"可以视作在局部坐标系中的变换。" - -msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." -msgstr "" -"基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被解" -"释为随物体移动的局部坐标系的基向量。" - -msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." -msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。" - -msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" -"没有应用平移、旋转、缩放的 [Transform3D]。当应用于其他数据结构时,[constant " -"IDENTITY] 不执行变换。" - -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "应用了垂直于 YZ 平面镜像操作的 [Transform3D]。" - -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "应用了垂直于 XZ 平面镜像操作的 [Transform3D]。" - -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "应用了垂直于 XY 平面镜像操作的 [Transform3D]。" - -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." -msgstr "使用给定的 [Transform3D] 矩阵对 [AABB] 进行变换(相乘)。" - -msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." -msgstr "" -"使用给定的 [Transform3D] 矩阵对 [Vector3] 数组中的每个元素进行变换(相乘)。" - -msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation " -"matrix." -msgstr "使用给定的 [Transform3D] 矩阵对 [Plane] 进行变换(相乘)。" - -msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." -msgstr "使用给定的 [Transform3D] 矩阵对 [Vector3] 进行变换(相乘)。" - -msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." -msgstr "" -"该运算符将 [Transform3D] 的所有分量相乘,包括 [member origin] 向量,从而对其进" -"行统一缩放。" - msgid "" "A language translation that maps a collection of strings to their individual " "translations." @@ -127895,6 +132975,16 @@ msgstr "" "间设置。\n" "控制的是放置区,即根据鼠标的位置决定并绘制可能的放置位置。" +msgid "" +"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding " +"down [kbd]Shift[/kbd] while clicking the fold arrow or using [code]ui_right[/" +"code]/[code]ui_left[/code] shortcuts collapses or uncollapses the [TreeItem] " +"and all its descendants." +msgstr "" +"如果为 [code]true[/code],则该 [Tree] 启用了递归折叠。按住 [kbd]Shift[/kbd] 键" +"点击折叠箭头或使用快捷键 [code]ui_right[/code]/[code]ui_left[/code] 会折叠或展" +"开该 [TreeItem] 及所有子项。" + msgid "If [code]true[/code], the folding arrow is hidden." msgstr "如果为 [code]true[/code],隐藏折叠箭头。" @@ -128214,11 +133304,53 @@ msgid "" "layouts)." msgstr "箭头图标,可折叠项已折叠时使用(用于从右至左布局)。" +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is checked and editable (see [method TreeItem.set_editable])." +msgstr "" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态并且" +"可编辑时显示(见 [method TreeItem.set_editable])。" + +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is checked and non-editable (see [method TreeItem.set_editable])." +msgstr "" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态并且" +"不可编辑时显示(见 [method TreeItem.set_editable])。" + +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is indeterminate and editable (see [method TreeItem.set_editable])." +msgstr "" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态并且" +"可编辑时显示(见 [method TreeItem.set_editable])。" + +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is indeterminate and non-editable (see [method TreeItem.set_editable])." +msgstr "" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态并且" +"不可编辑时显示(见 [method TreeItem.set_editable])。" + msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。" +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is unchecked and editable (see [method TreeItem.set_editable])." +msgstr "" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选中状态并" +"且可编辑时显示(见 [method TreeItem.set_editable])。" + +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is unchecked and non-editable (see [method TreeItem.set_editable])." +msgstr "" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选中状态并" +"且不可编辑时显示(见 [method TreeItem.set_editable])。" + msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." @@ -131281,9 +136413,6 @@ msgstr "" "[BoxContainer] 的变体,只会将子控件纵向排列。子控件的最小尺寸发生变化时会自动" "进行重新排列。" -msgid "A 2D vector using floating point coordinates." -msgstr "使用浮点数坐标的 2D 向量。" - msgid "" "A 2-element structure that can be used to represent 2D coordinates or any " "other pair of numeric values.\n" @@ -131617,10 +136746,6 @@ msgstr "" "返回由该向量的分量与 [param modv] 的分量执行 [method @GlobalScope.fposmod] 运" "算后组成的向量。" -msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "返回将该向量投影到给定向量 [param b] 上的结果。" - msgid "" "Returns the result of reflecting the vector from a line defined by the given " "direction vector [param n]." @@ -131662,11 +136787,6 @@ msgstr "" "如果输入向量的长度不同,这个函数也会对长度进行插值处理。对于输入向量中存在长度" "为零的向量的特殊情况,这个方法的行为与 [method lerp] 一致。" -msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." -msgstr "返回沿着平面进行滑动后的向量,该平面由给定的法线定义。" - msgid "" "Returns a new vector with each component snapped to the nearest multiple of " "the corresponding component in [param step]. This can also be used to round " @@ -132139,9 +137259,6 @@ msgstr "" "返回该 [Vector2i] 的负值。和写 [code]Vector2i(-v.x, -v.y)[/code] 是一样的。该" "操作在保持相同幅度的同时,翻转向量的方向。" -msgid "A 3D vector using floating point coordinates." -msgstr "使用浮点数坐标的 3D 向量。" - msgid "" "A 3-element structure that can be used to represent 3D coordinates or any " "other triplet of numeric values.\n" @@ -132255,9 +137372,6 @@ msgstr "" "返回给定向量的带符号角度,单位为弧度。从 [param axis] 指定的一侧看,该角度在逆" "时针方向时符号为正,在顺时针方向时符号为负。" -msgid "Returns a new vector slid along a plane defined by the given normal." -msgstr "返回沿着由给定法线定义的平面滑动后的新向量。" - msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." @@ -132729,9 +137843,6 @@ msgstr "" "返回该 [Vector3i] 的负值。和写 [code]Vector3i(-v.x, -v.y, -v.z)[/code] 是一样" "的。该操作在保持相同幅度的同时,翻转向量的方向。" -msgid "A 4D vector using floating point coordinates." -msgstr "使用浮点数坐标的 4D 向量。" - msgid "" "A 4-element structure that can be used to represent 4D coordinates or any " "other quadruplet of numeric values.\n" @@ -133703,28 +138814,6 @@ msgid "" "a game world." msgstr "视口的抽象基类。对绘图以及与游戏世界的交互进行了封装。" -msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children Camera3D " -"3D nodes will render on it too.\n" -"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " -"what it draws with other viewports.\n" -"Viewports can also choose to be audio listeners, so they generate positional " -"audio depending on a 2D or 3D camera child of it.\n" -"Also, viewports can be assigned to different screens in case the devices have " -"multiple screens.\n" -"Finally, viewports can also behave as render targets, in which case they will " -"not be visible unless the associated texture is used to draw." -msgstr "" -"Viewport(视口)会在屏幕中创建不同的视图,或是在其他视口中创建子视图。视口上会" -"显示 2D 子节点,也会渲染 Camera3D 3D 子节点。\n" -"视口也可以拥有自己的 2D 或 3D 世界,这样就不会与其他视口共享绘制的内容。\n" -"视口也可以选择作为音频监听器,这样就可以根据 2D 或 3D 相机子节点生成位置音" -"频。\n" -"另外,在设备有多个屏幕的情况下,可以将视口分配给不同的屏幕。\n" -"最后,视口也可以充当渲染目标,在这种情况下,除非使用与其相关联的纹理进行绘制," -"否则它们将不可见。" - msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." @@ -133907,6 +138996,41 @@ msgstr "" "辅助方法,会调用当前聚焦 [Control] 的 [code]set_text()[/code] 方法,前提是该控" "件上定义了这个方法(例如聚焦 Control 为 [Button] 或 [LineEdit])。" +msgid "" +"Triggers the given [param event] in this [Viewport]. This can be used to pass " +"an [InputEvent] between viewports, or to locally apply inputs that were sent " +"over the network or saved to a file.\n" +"If [param in_local_coords] is [code]false[/code], the event's position is in " +"the embedder's coordinates and will be converted to viewport coordinates. If " +"[param in_local_coords] is [code]true[/code], the event's position is in " +"viewport coordinates.\n" +"Calling this method will propagate calls to child nodes for following methods " +"in the given order:\n" +"- [method Node._shortcut_input]\n" +"- [method Node._unhandled_key_input]\n" +"- [method Node._unhandled_input]\n" +"If an earlier method marks the input as handled via [method " +"set_input_as_handled], any later method in this list will not be called.\n" +"If none of the methods handle the event and [member physics_object_picking] " +"is [code]true[/code], the event is used for physics object picking.\n" +"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s " +"or [SubViewport]s." +msgstr "" +"在该 [Viewport] 中触发给定的 [param event] 事件。可用于在不同视口之间传递 " +"[InputEvent],或者在本地应用通过网络传输或保存在文件中的事件。\n" +"如果 [param in_local_coords] 为 [code]false[/code],则该事件中的位置使用的是嵌" +"入器坐标系,会被转换至视口坐标系。如果 [param in_local_coords] 为 [code]true[/" +"code],则该事件的位置使用的是视口坐标系。\n" +"调用这个方法会将调用传播至子节点,按照以下顺序调用:\n" +"- [method Node._shortcut_input]\n" +"- [method Node._unhandled_key_input]\n" +"- [method Node._unhandled_input]\n" +"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的" +"后续方法均不会被调用。\n" +"如果上述方法均未处理事件,并且 [member physics_object_picking] 为 [code]true[/" +"code],则该事件将用于物理对象的拾取。\n" +"[b]注意:[/b]这个方法不会将输入事件传播至嵌入的 [Window] 和 [SubViewport]。" + msgid "" "Set/clear individual bits on the rendering layer mask. This simplifies " "editing this [Viewport]'s layers." @@ -134333,51 +139457,12 @@ msgstr "" "用于这个视口的可变速率着色(Variable Rate Shading,VRS)模式。请注意,如果硬件" "不支持 VRS,则会忽略此属性。" -msgid "" -"Texture to use when [member vrs_mode] is set to [constant Viewport." -"VRS_TEXTURE].\n" -"The texture [i]must[/i] use a lossless compression format so that colors can " -"be matched precisely. The following VRS densities are mapped to various " -"colors, with brighter colors representing a lower level of shading " -"precision:\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" -"[/codeblock]" -msgstr "" -"[member vrs_mode] 为 [constant Viewport.VRS_TEXTURE] 时使用的纹理。\n" -"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射为" -"各种颜色,较亮的颜色代表较低的着色精度。\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多数硬件不支持\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多数硬件不支持\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多数硬件不支持\n" -"[/codeblock]" - msgid "The custom [World2D] which can be used as 2D environment source." msgstr "自定义的 [World2D],可以作为 2D 环境源。" msgid "The custom [World3D] which can be used as 3D environment source." msgstr "自定义的 [World3D],可以作为 3D 环境源。" -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "当控件节点获取键盘焦点时触发。" - msgid "" "Emitted when the size of the viewport is changed, whether by resizing of " "window, or some other means." @@ -135044,12 +140129,6 @@ msgstr "Varying 的类型为 [Transform2D]。" msgid "Represents the size of the [enum VaryingType] enum." msgstr "代表 [enum VaryingType] 枚举的大小。" -msgid "Denotes invalid [VisualShader] node." -msgstr "表示无效的 [VisualShader] 节点。" - -msgid "Denotes output node of [VisualShader]." -msgstr "表示 [VisualShader] 的输出节点。" - msgid "Base class for [VisualShader] nodes. Not related to scene nodes." msgstr "[VisualShader] 节点的基类。与场景节点无关。" @@ -136569,23 +141648,6 @@ msgstr "" "使用一个[String]格式的以冒号分隔的列表来定义所有输出端口: [code]id,type,name;" "[/code] ,参阅[method add_output_port]。" -msgid "" -"Outputs a 3D vector based on the result of a floating point comparison within " -"the visual shader graph." -msgstr "根据可视化着色器图中浮点比较的结果输出 3D 向量。" - -msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point number " -"to be considered equal. Ports 4 to 6 are the possible outputs, returned if " -"[code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively." -msgstr "" -"这个可视化着色器节点有六个输入端口。端口 1 和端口 2 提供的是需要比较的两个浮点" -"数 [code]a[/code] 和 [code]b[/code]。端口 3 是公差,能够将相似的浮点数认定为相" -"等。端口 4 到端口 6 是可能的输出,分别是 [code]a == b[/code]、[code]a > b[/" -"code]、[code]a < b[/code] 时的返回值。" - msgid "Represents the input shader parameter within the visual shader graph." msgstr "在可视化着色器图中,代表输入着色器参数。" @@ -136770,12 +141832,6 @@ msgstr "比较函数。参阅[enum Function]的选项。" msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "与 [code]INF[/code](无穷大)比较。" -msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." -msgstr "" -"与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0)。" - msgid "" "A visual shader node that returns the depth value of the DEPTH_TEXTURE node " "in a linear space." @@ -137500,14 +142556,6 @@ msgid "" "Composes a [Transform3D] from four [Vector3]s within the visual shader graph." msgstr "在可视化着色器图中,将四个 [Vector3] 合成为 [Transform3D]。" -msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " -"Each vector is one row in the matrix and the last column is a [code]vec4(0, " -"0, 0, 1)[/code]." -msgstr "" -"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵中" -"的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。" - msgid "A [Transform3D] constant for use within the visual shader graph." msgstr "[Transform3D] 常量,在可视化着色器图中使用。" @@ -137522,11 +142570,6 @@ msgid "" "graph." msgstr "在可视化着色器图中,将 [Transform3D] 分解为四个 [Vector3]。" -msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " -"values, one from each row of the matrix." -msgstr "获取一个4x4的变换矩阵,并将其分解为四个[code]vec3[/code]值,每行一个。" - msgid "Computes a [Transform3D] function within the visual shader graph." msgstr "在可视化着色器图中,计算 [Transform3D] 函数。" @@ -137545,9 +142588,6 @@ msgstr "对 [Transform3D] 矩阵执行转置运算。" msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "在可视化着色器图中使用的 [Transform3D] 运算符。" -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." -msgstr "对两个变换(4x4 矩阵)输入应用 [member operator]。" - msgid "" "The type of the operation to be performed on the transforms. See [enum " "Operator] for options." @@ -137596,11 +142636,6 @@ msgid "" "Multiplies a [Transform3D] and a [Vector3] within the visual shader graph." msgstr "在可视化着色器图中,将 [Transform3D] 与 [Vector3] 相乘。" -msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " -"support for different multiplication operators." -msgstr "对一个变换(4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。" - msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。" @@ -138335,8 +143370,8 @@ msgid "" "goes from top (min) to bottom (max). Note that this direction is the opposite " "of [VSlider]'s." msgstr "" -"垂直滚动条,通常用于为超出控件可见高度的内容进行导航。这是基于 [Range] 的控" -"件,从顶部(最小)滚动到底部(最大)。注意,滚动方向和 [VSlider] 相反。" +"垂直滑块,通常用于为超出控件可见高度的内容进行导航。这是基于 [Range] 的控件," +"从顶部(最小)滚动到底部(最大)。注意,滚动方向和 [VSlider] 相反。" msgid "A vertical line used for separating other controls." msgstr "分隔其他控件的垂直线。" @@ -138350,15 +143385,15 @@ msgstr "" "用 [StyleBoxLine] 绘制。" msgid "A vertical slider that goes from bottom (min) to top (max)." -msgstr "从下(最小)到上(最大)的垂直滚动条。" +msgstr "从下(最小)到上(最大)的垂直滑块。" msgid "" "A vertical slider, used to adjust a value by moving a grabber along a " "vertical axis. It is a [Range]-based control and goes from bottom (min) to " "top (max). Note that this direction is the opposite of [VScrollBar]'s." msgstr "" -"垂直滚动条,可用通过沿着垂直轴移动抓取器来调整取值。这个控件继承自 [Range],从" -"下(最小)到上(最大)滚动。注意这个方向和 [VScrollBar] 的方向是相反的。" +"垂直滑块,可用通过沿着垂直轴移动抓取器来调整取值。这个控件继承自 [Range],从下" +"(最小)到上(最大)滚动。注意这个方向和 [VScrollBar] 的方向是相反的。" msgid "" "A container that splits two child controls vertically and provides a grabber " @@ -139927,17 +144962,6 @@ msgid "" "Requests an update of the [Window] size to fit underlying [Control] nodes." msgstr "请求更新 [Window] 大小以适应底层 [Control] 节点。" -msgid "" -"Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " -"have changed.\n" -"The value returned by this method can be overridden with [method " -"_get_contents_minimum_size]." -msgstr "" -"返回该窗口子 [Control] 节点最小尺寸的合并大小。请在子节点发生改变时使用 " -"[method child_controls_changed] 进行更新。\n" -"这个方法的返回值可以使用 [method _get_contents_minimum_size] 覆盖。" - msgid "Returns [code]true[/code] if the [param flag] is set." msgstr "如果设置了标志 [param flag],则返回 [code]true[/code]。" @@ -140544,6 +145568,18 @@ msgstr "" "窗口显示在非独占全屏父窗口之上。临时窗口无法进入全屏模式。\n" "请注意,不同平台可能由不同的行为。" +msgid "" +"If [code]true[/code], and the [Window] is [member transient], this window " +"will (at the time of becoming visible) become transient to the currently " +"focused window instead of the immediate parent window in the hierarchy. Note " +"that the transient parent is assigned at the time this window becomes " +"visible, so changing it afterwards has no effect until re-shown." +msgstr "" +"如果为 [code]true[/code] 并且 [Window] 启用了 [member transient],则该窗口(在" +"变为可见时)会变为当前聚焦窗口的临时窗口,而不是层级结构中直接父窗口的临时窗" +"口。请注意,临时父级是在窗口变为可见时赋值的,所以如果在显示之后进行更改,则需" +"要等到再次显示才会生效。" + msgid "" "If [code]true[/code], the [Window] can't be focused nor interacted with. It " "can still be visible." @@ -141499,30 +146535,6 @@ msgstr "未知节点类型。" msgid "An anchor point in AR space." msgstr "AR 空间中的锚点。" -msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " -"identified by the AR platform to a position within the game world. For " -"example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " -"them.\n" -"This node is mapped to one of the anchors through its unique ID. When you " -"receive a signal that a new anchor is available, you should add this node to " -"your scene for that anchor. You can predefine nodes and set the ID; the nodes " -"will simply remain on 0,0,0 until a plane is recognized.\n" -"Keep in mind that, as long as plane detection is enabled, the size, placing " -"and orientation of an anchor will be updated as the detection logic learns " -"more about the real world out there especially if only part of the surface is " -"in view." -msgstr "" -"[XRAnchor3D] 点是一个空间节点,它将由 AR 平台识别的真实世界位置映射到游戏世界" -"中的某个位置。例如,只要 ARKit 中的平面检测处于开启状态,ARKit 就会识别和更新" -"平面(桌子、地板等)的位置,并为它们创建锚点。\n" -"该节点通过其唯一 ID 映射到其中一个锚点。当收到新锚点可用的信号时,应该将该节点" -"添加到该锚点的场景中。可以预定义节点并设置ID;节点将简单地保持在 0,0,0 上,直" -"到识别出一个平面。\n" -"请记住,只要启用了平面检测,锚点的大小、位置和方向都会随着检测逻辑了解更多关于" -"真实世界的信息而更新,尤其是在只有部分表面在视野内时。" - msgid "XR documentation index" msgstr "XR 文档索引" @@ -141632,6 +146644,219 @@ msgstr "当该控制器上的触发器或类似输入更改值时发出。" msgid "Emitted when a thumbstick or thumbpad on this controller is moved." msgstr "当该控制器上的拇指杆或拇指板被移动时发出。" +msgid "The [XRFaceTracker] path." +msgstr "[XRFaceTracker] 路径。" + +msgid "The [NodePath] of the face [MeshInstance3D]." +msgstr "面部 [MeshInstance3D] 的 [NodePath]。" + +msgid "Right eye looks outwards." +msgstr "右眼向外看。" + +msgid "Right eye looks inwards." +msgstr "右眼向内看。" + +msgid "Right eye looks upwards." +msgstr "右眼向上看。" + +msgid "Right eye looks downwards." +msgstr "右眼向下看。" + +msgid "Left eye looks outwards." +msgstr "左眼向外看。" + +msgid "Left eye looks inwards." +msgstr "左眼向内看。" + +msgid "Left eye looks upwards." +msgstr "左眼向上看。" + +msgid "Left eye looks downwards." +msgstr "左眼向下看。" + +msgid "Closes the right eyelid." +msgstr "闭右眼。" + +msgid "Closes the left eyelid." +msgstr "闭左眼。" + +msgid "Squeezes the right eye socket muscles." +msgstr "收缩右眼眶肌肉。" + +msgid "Squeezes the left eye socket muscles." +msgstr "收缩左眼眶肌肉。" + +msgid "Right eyelid widens beyond relaxed." +msgstr "右眼皮拉宽,超过放松位置。" + +msgid "Left eyelid widens beyond relaxed." +msgstr "左眼皮拉宽,超过放松位置。" + +msgid "Dilates the right eye pupil." +msgstr "扩张右瞳孔。" + +msgid "Dilates the left eye pupil." +msgstr "扩张左瞳孔。" + +msgid "Constricts the right eye pupil." +msgstr "收缩右瞳孔。" + +msgid "Constricts the left eye pupil." +msgstr "收缩左瞳孔。" + +msgid "Right eyebrow pinches in." +msgstr "收缩右眉毛。" + +msgid "Left eyebrow pinches in." +msgstr "收缩左眉毛。" + +msgid "Outer right eyebrow pulls down." +msgstr "右眉毛外侧下拉。" + +msgid "Outer left eyebrow pulls down." +msgstr "左眉毛外侧下拉。" + +msgid "Inner right eyebrow pulls up." +msgstr "右眉毛内侧上拉。" + +msgid "Inner left eyebrow pulls up." +msgstr "左眉毛内侧上拉。" + +msgid "Outer right eyebrow pulls up." +msgstr "右眉毛外侧上拉。" + +msgid "Outer left eyebrow pulls up." +msgstr "左眉毛外侧上拉。" + +msgid "Right side face sneers." +msgstr "右脸讥笑。" + +msgid "Left side face sneers." +msgstr "左脸讥笑。" + +msgid "Right side nose canal dilates." +msgstr "右侧鼻腔扩张。" + +msgid "Left side nose canal dilates." +msgstr "左侧鼻腔扩张。" + +msgid "Right side nose canal constricts." +msgstr "右侧鼻腔收缩。" + +msgid "Left side nose canal constricts." +msgstr "左侧鼻腔收缩。" + +msgid "Raises the right side cheek." +msgstr "抬升右侧面颊。" + +msgid "Raises the left side cheek." +msgstr "抬升左侧面颊。" + +msgid "Puffs the right side cheek." +msgstr "鼓起右侧面颊。" + +msgid "Puffs the left side cheek." +msgstr "鼓起左侧面颊。" + +msgid "Sucks in the right side cheek." +msgstr "吸起右侧面颊。" + +msgid "Sucks in the left side cheek." +msgstr "吸起左侧面颊。" + +msgid "Pushes jawbone right." +msgstr "下颚骨右移。" + +msgid "Pushes jawbone left." +msgstr "下颚骨左移。" + +msgid "Pushes jawbone forward." +msgstr "下颚骨前移。" + +msgid "Pushes jawbone backward." +msgstr "下颚骨后移。" + +msgid "Moves upper lip right." +msgstr "上嘴唇向右移。" + +msgid "Moves upper lip left." +msgstr "上嘴唇向左移。" + +msgid "Moves lower lip right." +msgstr "下嘴唇向右移。" + +msgid "Moves lower lip left." +msgstr "下嘴唇向左移。" + +msgid "Tongue visibly sticks out of the mouth." +msgstr "舌头从嘴里伸出来,能够被人看到。" + +msgid "Tongue points upwards." +msgstr "舌尖朝上。" + +msgid "Tongue points downwards." +msgstr "舌尖朝下。" + +msgid "Tongue points right." +msgstr "舌尖朝右。" + +msgid "Tongue points left." +msgstr "舌尖朝左。" + +msgid "Closes both eye lids." +msgstr "闭上双眼。" + +msgid "Widens both eye lids." +msgstr "睁大双眼。" + +msgid "Squints both eye lids." +msgstr "眯上双眼。" + +msgid "Dilates both pupils." +msgstr "扩张双瞳。" + +msgid "Constricts both pupils." +msgstr "收缩双瞳。" + +msgid "Right brow appears worried." +msgstr "右眉作发愁状。" + +msgid "Left brow appears worried." +msgstr "左眉作发愁状。" + +msgid "Both brows appear worried." +msgstr "双眉作发愁状。" + +msgid "Mouth opens, revealing teeth." +msgstr "张嘴,露出牙齿。" + +msgid "Moves mouth right." +msgstr "嘴巴向右移。" + +msgid "Moves mouth left." +msgstr "嘴巴向左移。" + +msgid "Right side of the mouth smiles." +msgstr "嘴巴右侧作微笑状。" + +msgid "Left side of the mouth smiles." +msgstr "嘴巴左侧作微笑状。" + +msgid "Mouth expresses a smile." +msgstr "嘴巴作微笑状。" + +msgid "Right side of the mouth expresses sadness." +msgstr "嘴巴右侧作悲伤状。" + +msgid "Left side of the mouth expresses sadness." +msgstr "嘴巴左侧作悲伤状。" + +msgid "Mouth expresses sadness." +msgstr "嘴巴作悲伤状。" + +msgid "Represents the size of the [enum BlendShapeEntry] enum." +msgstr "代表 [enum BlendShapeEntry] 枚举的大小。" + msgid "Base class for an XR interface implementation." msgstr "XR 接口实现的基类。" @@ -141663,21 +146888,6 @@ msgid "" "about the capabilities of this interface." msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。" -msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." -msgstr "返回该接口的名称(OpenXR、OpenVR、OpenHMD、ARKit 等)。" - -msgid "" -"Returns an array of vectors that denotes the physical play area mapped to the " -"virtual space around the [XROrigin3D] point. The points form a convex polygon " -"that can be used to react to or visualize the play area. This returns an " -"empty array if this feature is not supported or if the information is not yet " -"available." -msgstr "" -"返回一个向量数组,表示映射到 [XROrigin3D] 点周围的虚拟空间的物理游玩区域。这些" -"点形成一个凸多边形,可被用于对游玩区域做出反应或可视化。如果该功能不受支持或信" -"息尚不可用,则返回一个空数组。" - msgid "Returns the projection matrix for a view/eye." msgstr "返回视图/眼睛的投影矩阵。" @@ -141762,6 +146972,13 @@ msgstr "" msgid "Returns [code]true[/code] if this interface has been initialized." msgstr "如果这个接口已初始化,则返回 [code]true[/code]。" +msgid "" +"Set the [member environment_blend_mode] to [constant XRInterface." +"XR_ENV_BLEND_MODE_ALPHA_BLEND], instead." +msgstr "" +"请改为将 [member environment_blend_mode] 设置为 [constant XRInterface." +"XR_ENV_BLEND_MODE_ALPHA_BLEND]。" + msgid "" "Starts passthrough, will return [code]false[/code] if passthrough couldn't be " "started.\n" @@ -141771,6 +146988,13 @@ msgstr "" "启动穿透,如果无法启动则会返回 [code]false[/code]。\n" "[b]注意:[/b]XR 所使用的视口必须有透明背景,否则穿透可能无法正确渲染。" +msgid "" +"Set the [member environment_blend_mode] to [constant XRInterface." +"XR_ENV_BLEND_MODE_OPAQUE], instead." +msgstr "" +"请改为将 [member environment_blend_mode] 设置为 [constant XRInterface." +"XR_ENV_BLEND_MODE_OPAQUE]。" + msgid "Stops passthrough." msgstr "停止穿透。" @@ -141887,6 +147111,15 @@ msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定 msgid "Player is free to move around, full positional tracking." msgstr "玩家可以自由移动,提供完整的位置跟踪。" +msgid "" +"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the " +"center of the physical space. In this mode, system-level recentering may be " +"disabled, requiring the use of [method XRServer.center_on_hmd]." +msgstr "" +"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心。在这" +"个模式下,可能会禁用通过 [method XRServer.center_on_hmd] 进行的系统级别的中心" +"重定位。" + msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用于 VR 设备。" @@ -141942,10 +147175,8 @@ msgstr "返回接受渲染结果的深度纹理(如果适用)。" msgid "Returns the name of this interface." msgstr "返回该接口的名称。" -msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " -"applicable)." -msgstr "返回表示游戏区域边界的 [PackedVector3Array](如果适用)。" +msgid "Returns the play area mode that sets up our play area." +msgstr "返回设置游戏区域的模式。" msgid "" "Returns the projection matrix for the given view as a [PackedFloat64Array]." @@ -142123,6 +147354,21 @@ msgstr "" msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" +msgid "" +"If [code]true[/code], this origin node is currently being used by the " +"[XRServer]. Only one origin point can be used at a time." +msgstr "" +"如果为 [code]true[/code],则该原点节点目前正被 [XRServer] 使用。一次只能使用一" +"个原点。" + +msgid "" +"The scale of the game world compared to the real world. This is the same as " +"[member XRServer.world_scale]. By default, most AR/VR platforms assume that 1 " +"game unit corresponds to 1 real world meter." +msgstr "" +"游戏世界相对于现实世界的缩放。与 [member XRServer.world_scale] 相同。默认情况" +"下,大多数 AR/VR 平台假定 1 个游戏世界单位等于现实世界的 1 米。" + msgid "This object contains all data related to a pose on a tracked object." msgstr "这个对象包含了跟踪对象姿势相关的所有数据。" @@ -142199,9 +147445,6 @@ msgstr "" "追踪信息可能不准确或是估计而来的。例如,对于内向外型追踪,这表示的是控制器可能" "被(部分)遮挡。" -msgid "Tracking information is deemed accurate and up to date." -msgstr "追踪信息被认为是准确且最新的。" - msgid "A tracked object." msgstr "追踪对象。" @@ -142338,6 +147581,9 @@ msgid "" "and handles all the processing." msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。" +msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." +msgstr "注册一个新的 [XRFaceTracker],用于跟踪面部的混合形状。" + msgid "Registers an [XRInterface] object." msgstr "注册一个 [XRInterface] 对象。" @@ -142386,6 +147632,16 @@ msgstr "" "通过名称 [param name] 查找接口。例如,如果你的项目使用 AR/VR 平台的功能,你可" "以通过名称找到该平台的接口并初始化。" +msgid "Returns the [XRFaceTracker] with the given tracker name." +msgstr "返回给定跟踪器名称的 [XRFaceTracker]。" + +msgid "" +"Returns a dictionary of the registered face trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRFaceTracker] instance." +msgstr "" +"返回已注册面部跟踪器的字典。每个元素都是跟踪器的名称,映射到 [XRFaceTracker] " +"实例。" + msgid "Returns the primary interface's transformation." msgstr "返回主界面的变换。" @@ -142420,6 +147676,9 @@ msgstr "返回具有给定 [param tracker_name] 的位置追踪器。" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "返回 [param tracker_types] 的追踪器字典。" +msgid "Removes a registered [XRFaceTracker]." +msgstr "删除已注册的[XRFaceTracker]。" + msgid "Removes this [param interface]." msgstr "移除该 [param interface]。" @@ -142440,6 +147699,22 @@ msgstr "" "[b]注意:[/b]这个属性由当前的 [XROrigin3D] 节点管理。暴露的目的是方便在 " "GDExtension 使用。" +msgid "" +"The scale of the game world compared to the real world. By default, most AR/" +"VR platforms assume that 1 game unit corresponds to 1 real world meter." +msgstr "" +"游戏世界相对于现实世界的缩放。默认情况下,大多数 AR/VR 平台假定 1 个游戏世界单" +"位等于现实世界的 1 米。" + +msgid "Emitted when a new face tracker is added." +msgstr "添加新的面部跟踪器时发出。" + +msgid "Emitted when a face tracker is removed." +msgstr "移除面部跟踪器时发出。" + +msgid "Emitted when an existing face tracker is updated." +msgstr "更新已有面部跟踪器时发出。" + msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number of " "controllers or if you're using [XRAnchor3D]s for an AR solution, it is " diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 15e7cf13c9b..f1699712bf6 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -2632,62 +2632,6 @@ msgstr "" "print(a[1])\t# 輸出 4\n" "[/codeblock]" -msgid "" -"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/" -"code] (inclusive).\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf() # Returns e.g. 0.375671\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Randf(); // Returns e.g. 0.375671\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回 [code]0.0[/code] 和 [code]1.0[/code](包含)之間的隨機浮點值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf() # 返回範例 0.375671\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Randf(); // 返回範例 0.375671\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns a random floating point value between [param from] and [param to] " -"(inclusive).\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf_range(0, 20.5) # Returns e.g. 7.45315\n" -"randf_range(-10, 10) # Returns e.g. -3.844535\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" -"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回 [param from] 和 [param to](包含)之間的隨機浮點值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"randf_range(0, 20.5) # 返回範例 7.45315\n" -"randf_range(-10, 10) # 返回範例 -3.844535\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.RandRange(0.0, 20.5); // 返回範例 7.45315\n" -"GD.RandRange(-10.0, 10.0); // 返回範例 -3.844535\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." -msgstr "" -"返回一個正態分佈的偽隨機浮點值,該分佈使用具有指定 [param mean] 和標準 [param " -"deviation] 的 Box-Muller 變換。這也被稱為高斯分佈。" - msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -3008,59 +2952,6 @@ msgstr "" "smoothstep_ease_comparison.png]smoothstep() 與 ease(x, -1.6521) 返回值的比較[/" "url]" -msgid "" -"Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " -"decimals.\n" -"The returned value is the same type of [Variant] as [param step]. Supported " -"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i].\n" -"[codeblock]\n" -"snapped(100, 32) # Returns 96\n" -"snapped(3.14159, 0.01) # Returns 3.14\n" -"\n" -"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" -"[/codeblock]\n" -"See also [method ceil], [method floor], and [method round].\n" -"[b]Note:[/b] For better type safety, use [method snappedf], [method " -"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " -"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " -"[method Vector4i.snapped]." -msgstr "" -"返回最接近 [param x] 的 [param step] 的倍數。這也可用於將一個浮點數四捨五入為" -"任意小數位數。\n" -"返回值是與 [param step] 相同型別的 [Variant]。支援的型別:[int]、[float]、" -"[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n" -"[codeblock]\n" -"snapped(100, 32) # 返回 96\n" -"snapped(3.14159, 0.01) # 返回 3.14\n" -"\n" -"snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n" -"[/codeblock]\n" -"另見 [method ceil]、[method floor] 和 [method round]。\n" -"[b]注意:[/b]為了更好的型別安全,請使用 [method snappedf]、[method snappedi]、" -"[method Vector2.snapped]、[method Vector2i.snapped]、[method Vector3." -"snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 [method " -"Vector4i.snapped]。" - -msgid "" -"Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " -"decimals.\n" -"A type-safe version of [method snapped], returning a [float].\n" -"[codeblock]\n" -"snappedf(32.0, 2.5) # Returns 32.5\n" -"snappedf(3.14159, 0.01) # Returns 3.14\n" -"[/codeblock]" -msgstr "" -"返回最接近 [param x] 的 [param step] 的倍數。也可用於將浮點數四捨五入為任意的" -"小數位數。\n" -"[method snapped] 的型別安全版本,返回一個 [float]。\n" -"[codeblock]\n" -"snappedf(32.0, 2.5) # 返回 32.5\n" -"snappedf(3.14159, 0.01) # 返回 3.14\n" -"[/codeblock]" - msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" @@ -7147,14 +7038,6 @@ msgstr "" "繼承 [AnimationRootNode] 時,實作這個虛方法可以根據名稱 [param name] 來返回對" "應的子動畫節點。" -msgid "" -"When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " -"dictionary." -msgstr "" -"繼承 [AnimationRootNode] 時,實作這個虛方法可以用 [code]名稱:節點[/code] 字典" -"的形式按順序返回所有子動畫節點。" - msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " @@ -7241,15 +7124,6 @@ msgstr "" "[param time] 是一個相對的差異量,除非 [param seek] 是 [code]true[/code],此時" "它是絕對的。可以選擇傳入篩選模式(選項請參閱 [enum FilterAction])。" -msgid "" -"Blend another animation node (in case this animation node contains children " -"animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." -msgstr "" -"混合另一個動畫節點(在這個動畫節點包含子動畫節點的情況下)。這個函式只有在你繼" -"承 [AnimationRootNode] 時才有用,否則編輯器在新增節點時不會顯示你的動畫節點。" - msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." @@ -8346,13 +8220,6 @@ msgstr "" msgid "A time-scaling animation node used in [AnimationTree]." msgstr "對時間進行縮放的動畫節點,在 [AnimationTree] 中使用。" -msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " -"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." -msgstr "" -"允許縮放任何子節點中動畫的速度(或反轉)。將其設定為 [code]0.0[/code] 將暫停動" -"畫。" - msgid "A time-seeking animation node used in [AnimationTree]." msgstr "對時間進行檢索的動畫節點,在 [AnimationTree] 中使用。" @@ -16524,13 +16391,6 @@ msgstr "建構空的 [Callable],沒有綁定物件和方法。" msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "建構給定 [Callable] 的副本。" -msgid "" -"Creates a new [Callable] for the method named [param method] in the specified " -"[param object]." -msgstr "" -"建立新的 [Callable],使用指定物件 [param object] 中名為 [param method] 的方" -"法。" - msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied by " @@ -16615,15 +16475,6 @@ msgstr "" "同[i]並不[/i]意味著可呼叫體相等,因為不同的可呼叫體可能由於雜湊衝突而具有相同" "的雜湊值。引擎在 [method hash] 中使用 32 位雜湊演算法。" -msgid "" -"Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." -msgstr "" -"如果該 [Callable] 為自訂可呼叫體,則返回 [code]true[/code]。自訂可呼叫體是由 " -"[method bind] 或 [method unbind] 建立的。在 GDScript 中,lambda 函式也是自訂可" -"呼叫體。" - msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the method " "on." @@ -18532,15 +18383,6 @@ msgid "" "instead of global space." msgstr "[param event] 的輸入發出的變換將在局部空間而不是全域空間中套用。" -msgid "" -"Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " -"method has no effect on nodes without a parent." -msgstr "" -"移動該節點以顯示在其同級節點之上。\n" -"在內部,該節點被移動到父節點的子節點列表的底部。該方法對沒有父節點的節點沒有影" -"響。" - msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " @@ -18581,10 +18423,6 @@ msgstr "" "[code]true[/code]。對於繼承自 [Popup] 的控制項,讓它們可見的正確做法是換成呼叫" "各種 [code]popup*()[/code] 函式的其中之一。" -msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." -msgstr "允許目前節點裁剪子節點,本質上是充當遮罩。" - msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "該 [CanvasItem] 的算繪層,用於回應 [Light2D] 節點。" @@ -18754,11 +18592,6 @@ msgstr "紋理不會重複。" msgid "Texture will repeat normally." msgstr "紋理將正常重複。" -msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions are " -"mirrored." -msgstr "紋理將以 2x2 平鋪模式重複,其中偶數位置的元素會被鏡像。" - msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "代表 [enum TextureRepeat] 列舉的大小。" @@ -20120,32 +19953,6 @@ msgstr "" "見 [enum CodeEdit.CodeCompletionLocation]。\n" "[b]注意:[/b]這個列表將替換所有目前候選。" -msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." -msgstr "" -"新增注釋分隔符號。\n" -"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n" -"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束鍵" -"為空,則自動設定為[code]true[/code]。" - -msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." -msgstr "" -"新增字串分隔符號。\n" -"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n" -"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束鍵" -"為空,則自動設定為[code]true[/code]。" - msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." @@ -20548,16 +20355,6 @@ msgstr "" "該選項是相對於程式碼補全查詢位置的 - 例如區域變數。位置的後續值表示選項來自外" "部類,確切的值表示它們的距離(就內部類而言)。" -msgid "" -"The option is from the containing class or a parent class, relative to the " -"location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." -msgstr "" -"該選項來自於所在的類或父類,相對於程式碼補全查詢的位置。請使用類的深度進行按" -"位 OR(或)運算(例如 0 表示目前類,1 表示父類,2 表示父類的父類等),從而在目" -"前類或父類中儲存選項的深度。" - msgid "" "The option is from user code which is not local and not in a derived class (e." "g. Autoload Singletons)." @@ -20670,19 +20467,6 @@ msgstr "" "通過調整該資源的各種屬性,可以更改 [TextEdit] 控制項內的字串、注釋、數位、和其" "他文字圖案的顏色。" -msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." -msgstr "" -"新增顏色區域,類似注釋和字串。\n" -"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n" -"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束鍵" -"為空,則自動設定為[code]true[/code]。" - msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." @@ -27805,36 +27589,6 @@ msgstr "建立該資源的預留位置版本([PlaceholderCubemap])。" msgid "An array of [Cubemap]s, stored together and with a single reference." msgstr "[Cubemap] 陣列,儲存在一起並使用單一參考。" -msgid "" -"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are " -"made of multiple textures, the amount of which must be divisible by 6 (one " -"for each face of the cube). The primary benefit of [CubemapArray]s is that " -"they can be accessed in shader code using a single texture reference. In " -"other words, you can pass multiple [Cubemap]s into a shader using a single " -"[CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This " -"makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" -"[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " -"backend." -msgstr "" -"[CubemapArray] 由一組 [Cubemap] 組成。因此,它們像 [Cubemap] 一樣是由多個紋理" -"組成的,其紋理的數量必須能被 6 整除(立方體的每個面都有一個圖像)。" -"[CubemapArray] 的主要好處是可以使用單個紋理引用在著色器程式碼中存取它們。換句" -"話說,可以使用單個 [CubemapArray] 將多個 [Cubemap] 傳入著色器。\n" -"通常,與將多個 [Cubemap] 本身儲存在陣列中相比,[CubemapArray] 提供了一種更有效" -"的儲存多個 [Cubemap] 的方法。\n" -"如果將 [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] 設定為 [code]true[/code],Godot 在內部會將 " -"[CubemapArray] 用於多種效果,包括 [Sky]。\n" -"要想自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的圖像文" -"件。\n" -"[b]注意:[/b][CubemapArray] 在 OpenGL 3 算繪後端中不受支援。" - msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." msgstr "建立該資源的預留位置版本([PlaceholderCubemapArray])。" @@ -30011,21 +29765,6 @@ msgstr "將使用者的剪貼板內容設定為給定的字串。" msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回預設滑鼠游標形狀,由 [method cursor_set_shape] 設定。" -msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. " -"See also [method cursor_set_shape]." -msgstr "" -"為定義的形狀 [param shape] 設定自訂滑鼠指標圖像。這意味著使用者的作業系統和鼠" -"標游標主題不再影響滑鼠游標的外觀。圖像的最大尺寸為 [code]256x256[/code],否則" -"無法正確顯示。還可以設定 [param hotspot],用來定義游標的點擊位置。預設情況下," -"[param hotspot] 為 [code]Vector2(0, 0)[/code],即圖像的左上角。另見 [method " -"cursor_set_shape]。" - msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " @@ -32738,9 +32477,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "自訂許可權字串陣列。" -msgid "Deprecated." -msgstr "已放棄使用。" - msgid "" "Allows an application to delete packages. See [url=https://developer.android." "com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/" @@ -32988,24 +32724,8 @@ msgstr "" "允許套用程式通過 NFC 執行 I/O 操作。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#NFC]NFC[/url]。" -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." -msgstr "" -"允許套用程式使其 activity 持久化。\n" -"在 API 級別 15 中已放棄使用。" - -msgid "" -"Allows an application to see the number being dialed during an outgoing call " -"with the option to redirect the call to a different number or abort the call " -"altogether. See [url=https://developer.android.com/reference/android/Manifest." -"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." -msgstr "" -"允許套用程式查看撥出呼叫期間撥打的號碼,並可以選擇將呼叫重定向到其他號碼或完全" -"中止呼叫。見 [url=https://developer.android.com/reference/android/Manifest." -"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]。\n" -"在 API 級別 29 中已放棄使用。" +msgid "Deprecated in API level 15." +msgstr "API 級別 15 中廢棄。" msgid "" "Allows an application to read the user's calendar data. See [url=https://" @@ -33031,17 +32751,6 @@ msgstr "" "允許套用程式讀取使用者的連路人資料。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" -msgid "" -"Allows an application to read from external storage. See [url=https://" -"developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." -msgstr "" -"允許套用程式從外部儲存中讀取資料。見 [url=https://developer.android.com/" -"reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n" -"在 API 級別 33 中已放棄使用。" - msgid "" "Allows an application to take screen shots and more generally get access to " "the frame buffer data." @@ -33160,9 +32869,6 @@ msgstr "" "允許套用程式對工作的 Z 順序進行修改。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。" -msgid "Deprecated in API level 15." -msgstr "API 級別 15 中廢棄。" - msgid "" "Allows an application (Phone) to send a request to other applications to " "handle the respond-via-message action during incoming calls. See [url=https://" @@ -37365,61 +37071,6 @@ msgstr "" "該函式用於編輯基於腳本的物件的編輯器。可以返回格式為([code]script:line[/" "code])的中斷點的列表,例如:[code]res://path_to_script.gd:25[/code]。" -msgid "" -"Override this method in your plugin to return a [Texture2D] in order to give " -"it an icon.\n" -"For main screen plugins, this appears at the top of the screen, to the right " -"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" -"Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get_plugin_icon():\n" -" # You can use a custom icon:\n" -" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # Or use a built-in icon:\n" -" return EditorInterface.get_editor_theme().get_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Texture2D _GetPluginIcon()\n" -"{\n" -" // You can use a custom icon:\n" -" return ResourceLoader.Load(\"res://addons/my_plugin/" -"my_plugin_icon.svg\");\n" -" // Or use a built-in icon:\n" -" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", " -"\"EditorIcons\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"在外掛程式中覆蓋該方法,以返回一個 [Texture2D] 以便為外掛程式提供一個圖示。\n" -"對於主介面外掛程式,它出現在螢幕頂部,“2D”、“3D”、“腳本”和 “AssetLib” 按鈕的右" -"側。\n" -"理想情況下,外掛程式圖示應為透明背景的白色,大小為 16x16 圖元。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get_plugin_icon():\n" -" # 你可以使用一個自訂的圖示:\n" -" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # 或者使用一個內建的圖示:\n" -" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Texture2D _GetPluginIcon()\n" -"{\n" -" // 你可以使用一個自訂的圖示:\n" -" return ResourceLoader.Load(\"res://addons/my_plugin/" -"my_plugin_icon.svg\");\n" -" // 或者使用一個內建的圖示:\n" -" return GetEditorInterface().GetBaseControl().GetThemeIcon(\"Node\", " -"\"EditorIcons\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Override this method in your plugin to provide the name of the plugin when " "displayed in the Godot editor.\n" @@ -37609,18 +37260,6 @@ msgstr "" msgid "Adds a script at [param path] to the Autoload list as [param name]." msgstr "將 [param path] 處的腳本作為 [param name] 新增到自動載入列表中。" -msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." -msgstr "" -"將控制項新增到底部面板(包含“輸出”“除錯”“動畫”等)。返回對新增的按鈕的引用。可" -"以根據需要隱藏/顯示按鈕。停用外掛程式後,請確保使用 [method " -"remove_control_from_bottom_panel] 移除自訂控制項,並使用 [method Node." -"queue_free] 將其釋放。" - msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " @@ -38597,22 +38236,6 @@ msgstr "Blender 的 [code].blend[/code] 場景檔案格式的匯入器。" msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 場景檔案格式的匯入器。" -msgid "" -"Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " -"the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the project " -"folder are not imported." -msgstr "" -"通過使用 FBX2glTF 命令列工具將 Autodesk FBX 3D 場景轉換為 glTF 2.0 來匯入它" -"們。\n" -"FBX2glTF 可執行檔的位置通過 [code]filesystem/import/fbx/fbx2gltf_path[/code] " -"編輯器設定來設定的。\n" -"該匯入器僅在啟用 [member ProjectSettings.filesystem/import/fbx/enabled] 時使" -"用,否則不會匯入專案檔案夾中存在的 [code].fbx[/code] 檔案。" - msgid "Post-processes scenes after import." msgstr "匯入後對場景進行後處理。" @@ -38938,17 +38561,6 @@ msgstr "" msgid "Clear the selection." msgstr "清除選中項。" -msgid "Gets the list of selected nodes." -msgstr "獲取所選節點的列表。" - -msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." -msgstr "" -"獲取所選節點的列表,針對變換操作(如移動、旋轉等)進行優化。這個列表避免了節點" -"被選中的情況,也避免了子/孫節點被選中的情況。" - msgid "Removes a node from the selection." msgstr "從選擇中刪除一個節點。" @@ -39998,17 +39610,6 @@ msgstr "" "Blender 流程的最大空閒正常運作時間(以秒為單位)。\n" "這可以防止 Godot 在給定的秒內為每個匯入建立一個新程序。" -msgid "" -"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene " -"files [code].fbx[/code] to glTF 2.0 format during import.\n" -"To enable this feature for your specific project, use [member ProjectSettings." -"filesystem/import/fbx/enabled]." -msgstr "" -"FBX2glTF 執行檔的路徑,用於在匯入期間將 Autodesk FBX 3D 場景檔案 [code].fbx[/" -"code] 轉換為 glTF 2.0 格式。\n" -"若要為您的特定專案啟用此功能,請使用[member ProjectSettings.filesystem/import/" -"fbx/enabled]。" - msgid "If [code]true[/code], uses lossless compression for binary resources." msgstr "如果為 [code]true[/code],則對二進位資源使用無失真壓縮。" @@ -42662,422 +42263,17 @@ msgstr "" msgid "Provides access to engine properties." msgstr "提供對引擎屬性的存取。" -msgid "" -"The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." -msgstr "" -"[Engine] 單例使你可以查詢和修改專案的運作時參數,例如每秒影格數,時間範圍等。" - -msgid "" -"Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if \"64\" in Engine.get_architecture_name():\n" -" print(\"Running a 64-bit build of Godot.\")\n" -"else:\n" -" print(\"Running a 32-bit build of Godot.\")\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"Running a 64-bit build of Godot.\");\n" -"else\n" -" GD.Print(\"Running a 32-bit build of Godot.\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." -msgstr "" -"返回建構 Godot 二進位檔案所針對的 CPU 架構的名稱。可能的返回值有 " -"[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]arm32[/" -"code]、[code]rv64[/code]、[code]riscv[/code]、[code]ppc64[/code]、[code]ppc[/" -"code]、[code]wasm64[/code] 和 [code]wasm32[/code]。\n" -"要偵測目前 CPU 架構是否為 64 位,可以利用所有 64 位架構名稱中都包含 [code]64[/" -"code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if \"64\" in Engine.get_architecture_name():\n" -" print(\"正在運作 64 位 Godot。\")\n" -"else:\n" -" print(\"正在運作 32 位 Godot。\")\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"正在運作 64 位 Godot。\");\n" -"else\n" -" GD.Print(\"正在運作 32 位 Godot。\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b][method get_architecture_name] 返回的[i]不是[/i]主機 CPU 架構的名" -"稱。例如,如果在 x86_64 系統上運作 x86_32 的 Godot 二進位檔案,那麼返回值將是 " -"[code]x86_32[/code]。" - -msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" -msgstr "" -"返回一個字典中的引擎作者資訊。\n" -"[code]lead_developers[/code] - 字串的陣列,主要開發者的名字\n" -"[code]founders[/code] - 創始人姓名的字串陣列\n" -"[code]project_managers[/code] - 專案經理姓名的字串陣列\n" -"[code]developers[/code] - 開發者名稱的字串陣列" - -msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" -msgstr "" -"返回一個版權資訊字典陣列。\n" -"[code]name[/code] - 字串,元件名稱。\n" -"[code]partic[/code] - 描述元件子部分的字典陣列 {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]}" - -msgid "" -"Returns a Dictionary of Arrays of donor names.\n" -"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " -"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " -"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" -"code], [code]bronze_donors[/code]}" -msgstr "" -"返回捐贈者姓名陣列的字典。\n" -"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " -"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " -"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" -"code], [code]bronze_donors[/code]}" - -msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" -"返回繪製的總影格數。在無頭平臺上,或者如果通過命令行使用 [code]--disable-" -"render-loop[/code] 禁用算繪迴圈,[method get_frames_drawn] 總是返回 [code]0[/" -"code]。請參閱 [method get_process_frames]。" - -msgid "Returns the frames per second of the running game." -msgstr "返回運作遊戲的每秒影格數。" - -msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "返回 Godot 所使用的許可證的 Dictionary 字典列表,其中包括協力廠商組件。" - -msgid "Returns Godot license text." -msgstr "返回Godot許可證文字。" - -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "返回主迴圈對象(請參閱[MainLoop]和[SceneTree])。" - -msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " -"get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _physics_process(_delta):\n" -" if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _PhysicsProcess(double delta)\n" -"{\n" -" base._PhysicsProcess(delta);\n" -"\n" -" if (Engine.GetPhysicsFrames() % 2 == 0)\n" -" {\n" -" // Run expensive logic only once every 2 physics frames here.\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回自引擎初始化以來通過的總影格數,該影格數在每個[b]物理影格[/b]上行進。參閱 " -"[method get_process_frames]。\n" -"[method get_physics_frames] 可用於在不依賴 [Timer] 的情況下,減少運作昂貴的邏" -"輯的次數:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _physics_process(_delta):\n" -" if Engine.get_physics_frames() % 2 == 0:\n" -" pass # 此處每 2 個物理影格僅運作一次昂貴的邏輯。\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _PhysicsProcess(double delta)\n" -"{\n" -" base._PhysicsProcess(delta);\n" -"\n" -" if (Engine.GetPhysicsFrames() % 2 == 0)\n" -" {\n" -" // 此處每 2 個物理影格僅運作一次昂貴的邏輯。\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "返回算繪影格時目前物理週期中的分數。可用於實作固定的時間步插值。" -msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " -"get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) frames " -"here.\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Process(double delta)\n" -"{\n" -" base._Process(delta);\n" -"\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" -" {\n" -" // Run expensive logic only once every 2 physics frames here.\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回自引擎初始化以來通過的總影格數,無論算繪迴圈是否啟用,每個[b]處理影格[/b]" -"都會行進。另見 [method get_frames_drawn] 和 [method get_physics_frames]。\n" -"[method get_process_frames] 可用於在不依賴 [Timer] 的情況下,減少運作昂貴的邏" -"輯的次數:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # 此處每 2 個處理(算繪)影格僅運作一次昂貴的邏輯。\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Process(double delta)\n" -"{\n" -" base._Process(delta);\n" -"\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" -" {\n" -" // 此處每 2 個處理(算繪)影格僅運作一次昂貴的邏輯。\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "返回給定索引處的 [ScriptLanguage] 實例。" - msgid "" "Returns the number of available script languages. Use with [method " "get_script_language]." msgstr "返回可用指令碼語言的數量。請配合 [method get_script_language] 使用。" -msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, e." -"g. GodotPayments." -msgstr "" -"返回具有給定名稱 [param name] 的全域單例。常用於外掛程式,例如 GodotPayments。" - -msgid "Returns a list of available global singletons." -msgstr "返回可用全域單例的列表。" - -msgid "" -"Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." -msgstr "" -"返回 [MovieWriter] 的輸出檔的路徑,如果引擎未在 Movie Maker 模式下啟動,則返回" -"一個空字串。該路徑可以是絕對路徑或相對路徑,具體取決於使用者指定它的方式。" - -msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "" -"如果全域範圍記憶體在具有給定 [param name] 的單例,則返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally running " -"\"game\" code that would affect the scene state while in the editor:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.is_editor_hint():\n" -" draw_gizmos()\n" -"else:\n" -" simulate_physics()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.IsEditorHint())\n" -" DrawGizmos();\n" -"else\n" -" SimulatePhysics();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " -"code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in the " -"editor and when running the project from the editor, but it will evaluate to " -"[code]false[/code] when the code is run from an exported project." -msgstr "" -"如果腳本目前正在編輯器中運作,則返回 [code]true[/code],否則返回 [code]false[/" -"code]。這對於 [code]@tool[/code] 腳本很有用,可以有條件地繪製編輯器助手,或者" -"防止在編輯器中意外運作會影響場景狀態的“遊戲”程式碼:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.is_editor_hint():\n" -" draw_gizmos()\n" -"else:\n" -" simulate_physics()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.IsEditorHint())\n" -" DrawGizmos();\n" -"else\n" -" SimulatePhysics();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"有關詳細資訊,請參閱文件中的[url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]《在編輯器中運作程式碼》[/url]。\n" -"[b]注意:[/b]要偵測腳本是否從編輯器[i]建構[/i]中運作(例如,當按 [kbd]F5[/" -"kbd] 時),請改用 [method OS.has_feature] 和 [code]\"editor\"[/code] 參數。" -"[code]OS.has_feature(\"editor\")[/code] 將在編輯器中運作程式碼和從編輯器運作項" -"目時,被評估為 [code]true[/code];但當程式碼從匯出的專案運作時,它將被評估為 " -"[code]false[/code]。" - -msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and physics " -"phase of the game loop." -msgstr "如果遊戲在遊戲迴圈的固定過程和物理階段內,返回 [code]true[/code]。" - -msgid "" -"Registers a [ScriptLanguage] instance to be available with " -"[code]ScriptServer[/code].\n" -"Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" -"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains " -"a language with similar extension/name/type" -msgstr "" -"註冊一個 [ScriptLanguage] 實例以供 [code]ScriptServer[/code] 使用。\n" -"返回:\n" -"- [constant OK] 成功\n" -"- [constant ERR_UNAVAILABLE] 如果 [code]ScriptServer[/code] 已達到限制,並且無" -"法註冊任何新語言\n" -"- [constant ERR_ALREADY_EXISTS] 如果 [code]ScriptServer[/code] 已經包含一個具" -"有相似副檔名/名稱/型別的語言" - -msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." -msgstr "將給定的物件註冊為單例,名稱 [param name] 全域可用。" - -msgid "" -"Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" -"Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" -msgstr "" -"從 [code]ScriptServer[/code] 註銷該 [ScriptLanguage] 實例。\n" -"返回:\n" -"- [constant OK] 成功\n" -"- [constant ERR_DOES_NOT_EXIST] 如果該語言尚未在 [code]ScriptServer[/code] 中" -"註冊" - -msgid "" -"Unregisters the singleton registered under [param name]. The singleton object " -"is not freed. Only works with user-defined singletons created with [method " -"register_singleton]." -msgstr "" -"將名稱為 [param name] 的單例解除註冊。該單例物件不會被釋放。僅能夠對通過 " -"[method register_singleton] 建立的使用者定義單例使用。" - -msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second may " -"still be below this value if the CPU or GPU cannot keep up with the project " -"logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number " -"cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), " -"using a FPS limit a few frames lower than the monitor's refresh rate will " -"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " -"avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, " -"not CPU-bottlenecked scenarios.\n" -"See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." -msgstr "" -"每秒可算繪的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟不" -"上專案邏輯和算繪的速度,實際的每秒影格數仍可能低於這個值。\n" -"限制 FPS 會對降低系統功耗很有説明,可以減少熱量和噪音排放(並延長移動裝置的電" -"池壽命)。\n" -"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 " -"[code]Enabled[/code] 或 [code]Adaptive[/code] ,則該設定將被優先考慮,並且強制" -"的 FPS 數不能超過顯示器的更新率。\n" -"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 " -"[code]Enabled[/code],在啟用了可變更新率(G-Sync/FreeSync)的顯示器上,使用比" -"顯示器更新率低幾影格的 FPS 限制,將[url=https://blurbusters.com/howto-low-lag-" -"vsync-on/]減少輸入延遲,同時可以避免撕裂[/url]。\n" -"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 " -"[code]Disabled[/code],則與無上限的影格率相比,將 FPS 限制為可以在系統上持續達" -"到的高值,可以減少輸入滯後。由於這是通過確保 GPU 負載低於 100% 來實作的,這種" -"延遲減少僅在 GPU 瓶頸場景中有效,在 CPU 瓶頸的情況下無效。\n" -"另見 [member physics_ticks_per_second] 和 [member ProjectSettings.application/" -"run/max_fps]。" - -msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " -"consistently used in physics calculations. To avoid this, increase [member " -"max_physics_steps_per_frame] if you have increased [member " -"physics_ticks_per_second] significantly above its default value." -msgstr "" -"控制每個算繪影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," -"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果算繪 FPS 小於 [member " -"physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],遊" -"戲看上去會是降速的。即便在物理計算中始終使用 [code]delta[/code] 也一樣會發生。" -"要避免這種情況,如果增大了 [member physics_ticks_per_second],而且遠大於預設" -"值,那麼建議將 [member max_physics_steps_per_frame] 也調大。" - msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " @@ -43107,28 +42303,6 @@ msgstr "" "[member physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member " "max_physics_steps_per_frame] 也調大。" -msgid "" -"If [code]false[/code], stops printing error and warning messages to the " -"console and editor Output log. This can be used to hide error and warning " -"messages during unit test suite runs. This property is equivalent to the " -"[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted from " -"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] " -"script, this will also impact the editor itself. Do [i]not[/i] report bugs " -"before ensuring error messages are enabled (as they are by default).\n" -"[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." -msgstr "" -"如果為 [code]false[/code],則停止向控制台和編輯器輸出紀錄列印錯誤和警告消息。" -"這可用於在單元測試套件運作期間隱藏錯誤和警告消息。該屬性等效於 [member " -"ProjectSettings.application/run/disable_stderr] 專案設定。\n" -"[b]警告:[/b]如果在專案的任何地方將該項設定為 [code]false[/code],重要的錯誤消" -"息可能會被隱藏,即使它們是從其他腳本發出的。如果在 [code]@tool[/code] 腳本中將" -"該項設定為 [code]false[/code],這也會影響編輯器本身。在確保錯誤消息被啟用(預" -"設情況下)之前,[i]不[/i]報告錯誤。\n" -"[b]注意:[/b]從編輯器運作專案時,該屬性不會影響編輯器的“錯誤”分頁。" - msgid "Exposes the internal debugger." msgstr "暴露內部除錯器。" @@ -43423,9 +42597,6 @@ msgstr "" "如果設定為 [code]0.0[/code] 以上,則根據視角以霧色算繪場景的定向光。這可以用來" "給人一種太陽正在“穿透”霧的印象。" -msgid "The glow blending mode." -msgstr "輝光混合模式。" - msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." @@ -43433,18 +42604,6 @@ msgstr "" "泛光的強度。如果設定為大於 [code]0[/code] 的值,則將在比 [member " "glow_hdr_threshold] 成員更暗的區域中顯示輝光。" -msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow will " -"look different due to the lower dynamic range available in the Mobile " -"rendering method." -msgstr "" -"如果為 [code]true[/code],則啟用輝光效果。\n" -"[b]注意:[/b]只有 Forward+ 和 Mobile 算繪方法支援輝光,Compatibility 不支援。" -"使用 Mobile 算繪方法時,輝光的外觀會有些不同,因為 Mobile 算繪方法可用的動態範" -"圍較低。" - msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold will " "be clamped for the purposes of the glow effect." @@ -43475,84 +42634,6 @@ msgstr "" "輝光效果的整體亮度倍數。使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),應將其增加到 [code]1.5[/code] 進行補償。" -msgid "" -"The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." -msgstr "第 1 級輝光的強度。這是最“局部”的級別(最不模糊)。" - -msgid "The intensity of the 2nd level of glow." -msgstr "第 2 級輝光的強度。" - -msgid "The intensity of the 3rd level of glow." -msgstr "第 3 級輝光的強度。" - -msgid "The intensity of the 4th level of glow." -msgstr "第 4 級輝光的強度。" - -msgid "The intensity of the 5th level of glow." -msgstr "第 5 級輝光的強度。" - -msgid "The intensity of the 6th level of glow." -msgstr "第 6 級輝光的強度。" - -msgid "" -"The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." -msgstr "第 7 級輝光的強度。這是最“全域”的級別(最模糊)。" - -msgid "" -"The texture that should be used as a glow map to [i]multiply[/i] the " -"resulting glow color according to [member glow_map_strength]. This can be " -"used to create a \"lens dirt\" effect. The texture's RGB color channels are " -"used for modulation, but the alpha channel is ignored.\n" -"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's " -"recommended to use a texture with an aspect ratio that matches your project's " -"base aspect ratio (typically 16:9)." -msgstr "" -"該紋理應被用作一個輝光貼圖,以根據 [member glow_map_strength] [i]乘以[/i] 生成" -"的輝光顏色。這可以用來建立一個“鏡頭污垢”效果。該紋理的 RGB 顏色通道被用於調" -"制,但 Alpha 通道將被忽略。\n" -"[b]注意:[/b]該紋理將被拉伸以適應螢幕。因此,建議使用長寬比與專案的基本長寬比" -"(通常為 16:9)相配對的紋理。" - -msgid "" -"How strong of an impact the [member glow_map] should have on the overall glow " -"effect. A strength of [code]0.0[/code] means the glow map has no effect on " -"the overall glow effect. A strength of [code]1.0[/code] means the glow has a " -"full effect on the overall glow effect (and can turn off glow entirely in " -"specific areas of the screen if the glow map has black areas)." -msgstr "" -"[member glow_map] 應該對整體發光效果產生多大的影響。[code]0.0[/code] 的強度," -"表示輝光貼圖對整體輝光效果沒有影響。[code]1.0[/code] 的強度,表示輝光對整體輝" -"光效果具有完全的效果(如果輝光貼圖有黑色區域,則可以在螢幕的特定區域完全關閉輝" -"光)。" - -msgid "" -"When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " -"controls how much the source image is blended with the glow layer. A value of " -"[code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." -msgstr "" -"當使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 時,它控制源圖" -"像與輝光層混合的程度。[code]0.0[/code] 的值使輝光算繪不可見,而 [code]1.0[/" -"code] 的值等效於 [constant GLOW_BLEND_MODE_REPLACE]。" - -msgid "" -"If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." -msgstr "" -"如果為 [code]true[/code],則輝光級別將被正規化,使強度的總和等於 [code]1.0[/" -"code]。" - -msgid "" -"The strength of the glow effect. This applies as the glow is blurred across " -"the screen and increases the distance and intensity of the blur. When using " -"the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." -msgstr "" -"輝光效果的強度。適用於螢幕上的輝光模糊,能夠增加模糊的距離和強度。使用 Mobile " -"算繪方法時應將其提高,對低動態範圍進行補償。" - msgid "The reflected (specular) light source." msgstr "反射(鏡面反射)光源。" @@ -45594,9 +44675,6 @@ msgstr "在編輯器中產生實體給定場景時發出。" msgid "Emitted when an external [param resource] had its file removed." msgstr "外部資源 [param resource] 的對應檔被移除時發出。" -msgid "A built-in type for floating point numbers." -msgstr "浮點數內建型別。" - msgid "Wikipedia: Double-precision floating-point format" msgstr "維琪百科:雙精度浮點數格式" @@ -45871,12 +44949,6 @@ msgstr "" "列。\n" "使用 [HFlowContainer] 和 [VFlowContainer] 時不能改變。" -msgid "The horizontal separation of children nodes." -msgstr "子節點的水平分隔量。" - -msgid "The vertical separation of children nodes." -msgstr "子節點的垂直分隔量。" - msgid "" "A material that controls how volumetric fog is rendered, to be assigned to a " "[FogVolume]." @@ -46135,19 +45207,6 @@ msgstr "" "[b]注意:[/b]字串的實際上高是本文相關的,並且可能與該函式返回的值有很大不同。" "僅將其用作粗略估計(例如作為空行的上高)。" -msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" -"[b]Note:[/b] Do not use this function to calculate width of the string " -"character by character, use [method get_string_size] or [TextLine] instead. " -"The height returned is the font height (see also [method get_height]) and has " -"no relation to the glyph height." -msgstr "" -"返回字元的大小,如果提供了下一個字元,則可以選擇考慮字距調整。\n" -"[b]注意:[/b]不要使用這個函式逐個字元地計算字串的寬度,而是使用 [method " -"get_string_size] 或 [TextLine]。返回的高度是字形高度(另見 [method " -"get_height])並且與字形高度無關。" - msgid "" "Returns the average font descent (number of pixels below the baseline).\n" "[b]Note:[/b] Real descent of the string is context-dependent and can be " @@ -48824,12 +47883,6 @@ msgstr "" "如果該 GLTF 節點是一個相機,則 [GLTFState] 中 [GLTFCamera] 的索引將描述該相機" "的屬性。如果為 -1,則該節點不是相機。" -msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." -msgstr "" -"[GLTFState] 中子節點的索引。如果該 GLTF 節點沒有子節點,則這將是一個空陣列。" - msgid "" "How deep into the node hierarchy this node is. A root node will have a height " "of 0, its children will have a height of 1, and so on. If -1, the height has " @@ -54188,30 +53241,12 @@ msgstr "" "以壓縮 RGBA 資料,使 Alpha 完全透明或完全不透明。\n" "[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。" -msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." -msgstr "" -"[url=https://zh.wikipedia.org/wiki/" -"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" -"自我調整可伸縮紋理壓縮[/url]。這實作了 4x4(高品質)模式。" - msgid "" "Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU " "know it is used for HDR." msgstr "" "與 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以讓 GPU 知道它用於 HDR。" -msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." -msgstr "" -"[url=https://zh.wikipedia.org/wiki/" -"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" -"自我調整可伸縮紋理壓縮[/url]。這實作了 8x8(低品質)模式。" - msgid "" "Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU " "know it is used for HDR." @@ -54306,16 +53341,6 @@ msgid "" "compressed into two channels)." msgstr "原始紋理(在壓縮前)是法線紋理(例如可以壓縮為兩個通道)。" -msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " -"used." -msgstr "表示應該使用高品質 4x4 ASTC 壓縮格式的提示。" - -msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " -"used." -msgstr "表示應該使用低品質 8x8 ASTC 壓縮格式的提示。" - msgid "Base class to add support for specific image formats." msgstr "用於新增特定圖像格式支援的基底類別。" @@ -55039,43 +54064,6 @@ msgstr "" "閱文件中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]" "《輸入範例》[/url]。" -msgid "" -"Feeds an [InputEvent] to the game. Can be used to artificially trigger input " -"events from code. Also generates [method Node._input] calls.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var cancel_event = InputEventAction.new()\n" -"cancel_event.action = \"ui_cancel\"\n" -"cancel_event.pressed = true\n" -"Input.parse_input_event(cancel_event)\n" -"[/gdscript]\n" -"[csharp]\n" -"var cancelEvent = new InputEventAction();\n" -"cancelEvent.Action = \"ui_cancel\";\n" -"cancelEvent.Pressed = true;\n" -"Input.ParseInputEvent(cancelEvent);\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"向遊戲提供一個 [InputEvent]。可用於從程式碼中人為地觸發輸入事件。也會產生 " -"[method Node._input] 呼叫。\n" -"[b]範例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var cancel_event = InputEventAction.new()\n" -"cancel_event.action = \"ui_cancel\"\n" -"cancel_event.pressed = true\n" -"Input.parse_input_event(cancel_event)\n" -"[/gdscript]\n" -"[csharp]\n" -"var cancelEvent = new InputEventAction();\n" -"cancelEvent.Action = \"ui_cancel\";\n" -"cancelEvent.Pressed = true;\n" -"Input.ParseInputEvent(cancelEvent);\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "從內部資料庫中刪除與給定 GUID 配對的所有對應。" @@ -55091,40 +54079,6 @@ msgstr "" "PC 上的編輯器中。\n" "[b]注意:[/b]這個值在 Android 和 iOS 上可立即被硬體感測器的值所覆蓋。" -msgid "" -"Sets a custom mouse cursor image, which is only visible inside the game " -"window. The hotspot can also be specified. Passing [code]null[/code] to the " -"image parameter resets to the system cursor. See [enum CursorShape] for the " -"list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" -"[param hotspot] must be within [param image]'s size.\n" -"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " -"using an [AnimatedTexture], only the first frame will be displayed.\n" -"[b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] " -"compression modes are recommended. The [b]Video RAM[/b] compression mode can " -"be used, but it will be decompressed on the CPU, which means loading times " -"are slowed down and no memory is saved compared to lossless modes.\n" -"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " -"128×128. Cursor images larger than 32×32 will also only be displayed if the " -"mouse cursor image is entirely located within the page for [url=https://" -"chromestatus.com/feature/5825971391299584]security reasons[/url]." -msgstr "" -"設定自訂滑鼠游標圖像,該圖像僅在遊戲視窗內可見。還可以指定熱點。將 " -"[code]null[/code] 傳遞給 image 參數將重設為系統游標。形狀列表見 [enum " -"CursorShape]。\n" -"[param image] 的大小必須小於等於 256×256。為了避免算繪問題,建議使用小於等於 " -"128×128 的大小。\n" -"[param hotspot] 必須在 [param image] 的大小範圍內。\n" -"[b]注意:[/b]不支援使用 [AnimatedTexture] 作為自訂滑鼠游標。如果使用 " -"[AnimatedTexture],則只會顯示第一影格。\n" -"[b]注意:[/b]推薦使用 [b]Lossless[/b]、[b]Lossy[/b] 或 [b]Uncompressed[/b] 壓" -"縮模式。[b]Video RAM[/b] 壓縮模式也可以,但會使用 CPU 解壓,拖慢載入,相對於無" -"損模式也並不節省記憶體。\n" -"[b]注意:[/b]在網路平臺上,游標圖像允許的最大尺寸為 128×128。 出於" -"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有當" -"滑鼠游標圖像完全位於頁面內時,大於 32×32 的游標圖像才會顯示。" - msgid "" "Sets the default cursor shape to be used in the viewport instead of [constant " "CURSOR_ARROW].\n" @@ -55274,22 +54228,6 @@ msgid "" "be performed or for selections." msgstr "十字游標。通常出現在可以執行繪製操作或進行選擇的區域上方。" -msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." -msgstr "" -"等待游標。表示套用程式正忙於執行操作。此游標形狀表示套用程式在操作過程中不可用" -"(例如,有東西阻塞了主執行緒)。" - -msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." -msgstr "" -"忙碌游標。表示套用程式正忙於執行一項操作。這種游標形狀表示套用程式在操作過程中" -"仍然可以使用。" - msgid "" "Drag cursor. Usually displayed when dragging something.\n" "[b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is " @@ -56203,93 +55141,6 @@ msgstr "" msgid "A built-in type for integers." msgstr "整數內建型別。" -msgid "" -"Signed 64-bit integer type. This means that it can take values from " -"[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " -"[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When " -"it exceeds these bounds, it will wrap around.\n" -"[int]s can be automatically converted to [float]s when necessary, for example " -"when passing them as arguments in functions. The [float] will be as close to " -"the original integer as possible.\n" -"Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" -"[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" -"code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x: int = 1 # x is 1\n" -"x = 4.2 # x is 4, because 4.2 gets truncated\n" -"var max_int = 9223372036854775807 # Biggest value an int can store\n" -"max_int += 1 # max_int is -9223372036854775808, because it wrapped around\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 1; // x is 1\n" -"x = (int)4.2; // x is 4, because 4.2 gets truncated\n" -"// We use long below, because GDScript's int is 64-bit while C#'s int is 32-" -"bit.\n" -"long maxLong = 9223372036854775807; // Biggest value a long can store\n" -"maxLong++; // maxLong is now -9223372036854775808, because it wrapped " -"around.\n" -"\n" -"// Alternatively with C#'s 32-bit int type, which has a smaller maximum " -"value.\n" -"int maxInt = 2147483647; // Biggest value an int can store\n" -"maxInt++; // maxInt is now -2147483648, because it wrapped around\n" -"[/csharp]\n" -"[/codeblocks]\n" -"You can use the [code]0b[/code] literal for binary representation, the " -"[code]0x[/code] literal for hexadecimal representation, and the [code]_[/" -"code] symbol to separate long numbers and improve readability.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x = 0b1001 # x is 9\n" -"var y = 0xF5 # y is 245\n" -"var z = 10_000_000 # z is 10000000\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 0b1001; // x is 9\n" -"int y = 0xF5; // y is 245\n" -"int z = 10_000_000; // z is 10000000\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"帶符號 64 位元整數型別。這意味著它能夠接受從 [code]-2^63[/code] 到 [code]2^63 " -"- 1[/code] 的值,即從 [code]-9223372036854775808[/code] 到 " -"[code]9223372036854775807[/code]。超出這個範圍後,值會繞回到另一端。\n" -"[int] 可以在需要時自動轉換為 [float],例如在作為函式的參數傳遞的時候。[float] " -"會盡可能與原始整數接近。\n" -"類似地,[float] 可以自動轉換為 [int]。這樣會截斷該 [float],丟棄小數點之後的部" -"分。\n" -"[b]注意:[/b]布林環境中會將等於 [code]0[/code] 的 [int] 評估為 [code]false[/" -"code],其他值則為 [code]true[/code]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x: int = 1 # x 為 1\n" -"x = 4.2 # x 為 4,因為 4.2 發生了截斷\n" -"var max_int = 9223372036854775807 # int 所能儲存的最大值\n" -"max_int += 1 # max_int 現在是 -9223372036854775808,因為它繞到了另一端\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 1; // x 為 1\n" -"x = 4.2; // x 為 4,因為 4.2 發生了截斷\n" -"// 下面使用 long,因為 GDScript 的 int 為 64 位,而 C# 的 int 為 32 位。\n" -"long maxLong = 9223372036854775807; // long 所能儲存的最大值\n" -"maxLong++; // maxLong 現在是 -9223372036854775808,因為它繞到了另一端。\n" -"\n" -"// 也可以使用 C# 的 32 位 int 型別,最大值較小。\n" -"int maxInt = 2147483647; // int 所能儲存的最大值\n" -"maxInt++; // maxInt 現在是 -2147483648,因為它繞到了另一端。\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在 GDScript 中,你可以使用 [code]0b[/code] 字面量書寫二進位值,使用 [code]0x[/" -"code] 字面量書寫十六進位值,使用 [code]_[/code] 符號分隔較長的數字,提升可讀" -"性。\n" -"[codeblock]\n" -"var x = 0b1001 # x 為 9\n" -"var y = 0xF5 # y 為 245\n" -"var z = 10_000_000 # z 為 10000000\n" -"[/codeblock]" - msgid "Constructs an [int] set to [code]0[/code]." msgstr "建構設為 [code]0[/code] 的 [int]。" @@ -60877,58 +59728,6 @@ msgstr "UV 座標的 [PackedVector2Array]。" msgid "[PackedVector2Array] for second UV coordinates." msgstr "第二 UV 座標的 [PackedVector2Array]。" -msgid "" -"Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自訂顏色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & " -"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、" -"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 " -"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 " -"[PackedFloat32Array]。" - -msgid "" -"Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自訂顏色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & " -"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、" -"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 " -"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 " -"[PackedFloat32Array]。" - -msgid "" -"Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自訂顏色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & " -"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、" -"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 " -"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 " -"[PackedFloat32Array]。" - -msgid "" -"Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." -"ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " -"[PackedFloat32Array] otherwise." -msgstr "" -"包含自訂顏色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & " -"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、" -"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 " -"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 " -"[PackedFloat32Array]。" - msgid "" "[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 " "or 8 numbers per vertex depending on the presence of the [constant " @@ -61131,9 +59930,6 @@ msgstr "混合形狀是相對於基礎的權重。" msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "用於 [Mesh] 凸分解操作的參數。" -msgid "If enabled uses approximation for computing convex hulls." -msgstr "如果啟用,則在計算凸包時使用近似計算。" - msgid "" "Controls the precision of the convex-hull generation process during the " "clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code]." @@ -61162,20 +59958,12 @@ msgstr "" msgid "Mode for the approximate convex decomposition." msgstr "近似凸分解的模式。" -msgid "If enabled normalizes the mesh before applying the convex decomposition." -msgstr "如果啟用,則會在套用凸分解前將網格正規化。" - msgid "" "Controls the granularity of the search for the \"best\" clipping plane. " "Ranges from [code]1[/code] to [code]16[/code]." msgstr "" "控制搜索“最佳”裁剪平面的顆粒度。範圍從 [code]1[/code] 到 [code]16[/code]。" -msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." -msgstr "如果啟用,則專案會將凸包頂點輸出到來源網格之上,提高結果的浮點數精度。" - msgid "Maximum number of voxels generated during the voxelization stage." msgstr "體素化階段生成的最大體素數量。" @@ -61395,20 +60183,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." -msgstr "" -"返回該 [Mesh] 的格式。該格式是一個整數,由 [Mesh] 格式旗標組合在一起組成。例" -"如,包含頂點和法線的網格將返回為 [code]3[/code] 的格式,因為 [constant Mesh." -"ARRAY_FORMAT_VERTEX] 是 [code]1[/code],而 [constant Mesh." -"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n" -"有關格式旗標的列表,請參閱 [enum Mesh.ArrayFormat]。" - msgid "Returns the material assigned to the [Mesh]." msgstr "返回分配給該 [Mesh] 的材質。" @@ -62140,19 +60914,6 @@ msgstr "" "[code]true[/code]。如果打算設定絕對顏色而不是著色,請確保材質的反照率顏色被設" "置為純白色 ([code]Color(1, 1, 1)[/code])。" -msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" -"For the custom data to be used, ensure that [member use_custom_data] is " -"[code]true[/code].\n" -"This custom instance data has to be manually accessed in your custom shader " -"using [code]INSTANCE_CUSTOM[/code]." -msgstr "" -"為特定的實例設定自訂資料。雖然使用了 [Color],但它只是一個容納 4 個浮點數的容" -"器。\n" -"對於要使用的自訂資料,請確保 [member use_custom_data] 為 [code]true[/code]。\n" -"必須使用 [code]INSTANCE_CUSTOM[/code] 在自訂著色器中,手動存取該自訂實例資料。" - msgid "Sets the [Transform3D] for a specific instance." msgstr "為指定實例設定 [Transform3D]。" @@ -64036,69 +62797,6 @@ msgstr "代表 [enum SourceGeometryMode] 列舉的大小。" msgid "Helper class for creating and clearing navigation meshes." msgstr "對導覽網格進行建立和清理的輔助類。" -msgid "" -"This class is responsible for creating and clearing 3D navigation meshes used " -"as [NavigationMesh] resources inside [NavigationRegion3D]. The " -"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation " -"mesh baking process expects 3D node types and 3D source geometry to parse.\n" -"The entire navigation mesh baking is best done in a separate thread as the " -"voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" -"Navigation mesh baking happens in multiple steps and the result depends on 3D " -"source geometry and properties of the [NavigationMesh] resource. In the first " -"step, starting from a root node and depending on [NavigationMesh] properties " -"all valid 3D source geometry nodes are collected from the [SceneTree]. " -"Second, all collected nodes are parsed for their relevant 3D geometry data " -"and a combined 3D mesh is build. Due to the many different types of parsable " -"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various " -"[CollisionObject3D]s, some operations to collect geometry data can trigger " -"[RenderingServer] and [PhysicsServer3D] synchronizations. Server " -"synchronization can have a negative effect on baking time or framerate as it " -"often involves [Mutex] locking for thread security. Many parsable objects and " -"the continuous synchronization with other threaded Servers can increase the " -"baking time significantly. On the other hand only a few but very large and " -"complex objects will take some time to prepare for the Servers which can " -"noticeably stall the next frame render. As a general rule the total number of " -"parsable objects and their individual size and complexity should be balanced " -"to avoid framerate issues or very long baking times. The combined mesh is " -"then passed to the Recast Navigation Object to test the source geometry for " -"walkable terrain suitable to [NavigationMesh] agent properties by creating a " -"voxel world around the meshes bounding area.\n" -"The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n" -"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " -"obstruct navigation baking does not always work. The navigation baking has no " -"concept of what is a geometry \"inside\" when dealing with mesh source " -"geometry and this is intentional. Depending on current baking parameters, as " -"soon as the obstructing mesh is large enough to fit a navigation mesh area " -"inside, the baking will generate navigation mesh areas that are inside the " -"obstructing source geometry mesh." -msgstr "" -"該類負責建立和清除用作 [NavigationRegion3D] 內的 [NavigationMesh] 資源的 3D 導" -"覽網格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因為導覽網格烘焙過程" -"需要 3D 節點型別和 3D 源幾何體來解析。\n" -"整個導覽網格的烘焙最好在單獨的執行緒中完成,因為所涉及的體素化、碰撞測試、和網" -"格優化步驟是非常耗費性能和時間的操作。\n" -"導覽網格的烘焙分成若干步進行,最終結果取決於 [NavigationMesh] 資源的 3D 源幾何" -"體和該資源的屬性。第一步是從根節點開始,並根據 [NavigationMesh] 的屬性從 " -"[SceneTree] 收集所有有效的 3D 源幾何體節點。第二步會對所有收集的節點進行解析," -"以獲得其相關的 3D 幾何體資料,合併建構成一個 3D 網格。由於可解析的物件類型眾" -"多,從普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各種 [CollisionObject3D],其" -"中某些收集幾何資料的操作可能會觸發 [RenderingServer] 和 [PhysicsServer3D] 的同" -"步。伺服器同步通常涉及 [Mutex] 鎖定以確保執行緒安全,這會對烘焙時間或影格率產" -"生負面影響。可解析物件過多,以及與多執行緒伺服器之間的連續同步,都會大幅影響烘" -"焙時間。而如果物件數量較少,但都是非常大而且複雜的對象,那麼就會在為伺服器準備" -"資料上花費時間,這可能會明顯拖延下一影格算繪。一般而言,可解析物件的總數與它們" -"各自的大小和複雜度之間應該達到平衡,防止出現影格率問題和超長的烘焙時間。合併後" -"的網格後續會被交給 Recast 導覽對象,通過在網格的包圍區域周邊建立體素世界,來測" -"試適合 [NavigationMesh] 代理屬性的可行走地形的源幾何體。\n" -"最終的導覽網格然後將被返回並被儲存在 [NavigationMesh] 中,用作 " -"[NavigationRegion3D] 節點內的資源。\n" -"[b]注意:[/b]使用網格不僅定義可行走的表面的導覽烘焙,而且定義障礙的導覽烘焙," -"並不總會有效。在處理網格源幾何體時,導覽烘焙沒有什麼是幾何體“位於內部”的概念," -"這是有意為之的。根據目前的烘焙參數,一旦障礙網格足夠大,大到足以在內部容納一個" -"導覽網格區域,則烘焙時將生成位於障礙源幾何體網格內部的導覽網格區域。" - msgid "" "Bakes the provided [param navigation_mesh] with the data from the provided " "[param source_geometry_data]. After the process is finished the optional " @@ -64779,23 +63477,6 @@ msgstr "" msgid "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "位域,確定避障約束的所有避障層。" -msgid "" -"If [code]true[/code] constraints avoidance agent's with an avoidance mask bit " -"that matches with a bit of the [member avoidance_layers] to the navigation " -"polygon. Due to each navigation polygon outline creating an obstacle and each " -"polygon edge creating an avoidance line constrain keep the navigation polygon " -"shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." -msgstr "" -"如果為 [code]true[/code],則會將避障代理的避障遮罩位元與導覽多邊形的 [member " -"avoidance_layers] 位相配對。由於每個導覽多邊形輪廓都會建立一個障礙物,而每個多" -"邊形邊緣都會建立一條避障線約束,因此為了提高性能,要儘量保持導覽多邊形的形狀盡" -"可能簡單。\n" -"[b]實驗性:[/b]這是一個實驗性功能,不應在生產中使用,因為代理在導覽多邊形的角" -"和邊緣,特別是在高影格率下,可能會被卡住。" - msgid "Determines if the [NavigationRegion2D] is enabled or disabled." msgstr "決定該 [NavigationRegion2D] 是啟用還是禁用。" @@ -64918,53 +63599,6 @@ msgstr "[NavigationMesh] 發生變化時發出通知。" msgid "A server interface for low-level 2D navigation access." msgstr "用於存取低階 2D 導覽的伺服器介面。" -msgid "" -"NavigationServer2D is the server that handles navigation maps, regions and " -"agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. Together, " -"they define the traversable areas in the 2D world.\n" -"[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " -"physics frame and not immediately. This includes all changes made to maps, " -"regions or agents by navigation-related nodes in the scene tree or made " -"through scripts.\n" -"For two regions to be connected to each other, they must share a similar " -"edge. An edge is considered connected to another if both of its two vertices " -"are at a distance less than [code]edge_connection_margin[/code] to the " -"respective other edge's vertex.\n" -"You may assign navigation layers to regions with [method NavigationServer2D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer2D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" -"To use the collision avoidance system, you may use agents. You can set an " -"agent's target velocity, then the servers will emit a callback with a " -"modified velocity.\n" -"[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." -msgstr "" -"NavigationServer2D 是負責處理導覽地圖、區塊、代理的伺服器。不負責處理 " -"[AStar2D] 和 [AStarGrid2D] 的 A* 導覽。\n" -"地圖由區塊組成,區塊由導覽多邊形組成。它們共同定義了 2D 空間中的可達區域。\n" -"[b]注意:[/b]大多數 [NavigationServer2D] 的更改都是在下一個物理影格進行的,不" -"會立即生效。包括所有對地圖、區塊、代理的更改,無論是通過場景樹中導覽相關的節點" -"作出的更改,還是通過腳本作出的更改。\n" -"兩個區塊必須共用一條相似的邊才能相連。如果一條邊的兩個頂點與另一條邊上相應頂點" -"的距離都小於 [code]edge_connection_margin[/code],那麼就會認為這兩條邊是相連" -"的。\n" -"可以使用 [method NavigationServer2D.region_set_navigation_layers] 為區塊分配導" -"覽層,使用 [method NavigationServer2D.map_get_path] 請求路徑時會對導覽層進行檢" -"查。可用於允許或禁止某些物件進入特定的區域。\n" -"使用碰撞躲避系統就需要使用代理。你可以為代理設定目標速度,然後伺服器就會發出回" -"呼函式,提供修改後的速度。\n" -"[b]注意:[/b]碰撞躲避系統並不考慮區塊。直接使用修改後的速度可能會將代理移動到" -"可達區域之外。這是碰撞躲避系統的缺陷,更複雜的場合可能需要使用物理引擎。\n" -"伺服器會對所有呼叫進行追蹤,並在同步階段執行。這意味著你可以放心地從任何執行緒" -"請求對地圖作出任何修改。" - msgid "Using NavigationServer" msgstr "使用 NavigationServer" @@ -65012,20 +63646,6 @@ msgstr "設定該代理的 [code]avoidance_layers[/code] 位元遮罩。" msgid "Set the agent's [code]avoidance_mask[/code] bitmask." msgstr "設定該代理的 [code]avoidance_mask[/code] 位元遮罩。" -msgid "" -"Set the agent's [code]avoidance_priority[/code] with a [param priority] " -"between 0.0 (lowest priority) to 1.0 (highest priority).\n" -"The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this agent." -msgstr "" -"設定該代理的 [code]avoidance_priority[/code],優先順序 [param priority] 在 0.0" -"(最低優先順序)到 1.0(最高優先順序)之間。\n" -"[param agent] 指定的代理不會針對 [code]avoidance_mask[/code] 存在配對但 " -"[code] avoidance_priority[/code] 更低的代理調整速度。相應地,優先順序更低的代" -"理則會對其速度進行更大的調整,從而避免與這個代理發生碰撞。" - msgid "Puts the agent in the map." msgstr "將代理放入地圖中。" @@ -65515,53 +64135,6 @@ msgstr "當導覽除錯設定更改時發出。僅在除錯版本中可用。" msgid "A server interface for low-level 3D navigation access." msgstr "用於存取低階 3D 導覽的伺服器介面。" -msgid "" -"NavigationServer3D is the server that handles navigation maps, regions and " -"agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" -"[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " -"physics frame and not immediately. This includes all changes made to maps, " -"regions or agents by navigation-related nodes in the scene tree or made " -"through scripts.\n" -"For two regions to be connected to each other, they must share a similar " -"edge. An edge is considered connected to another if both of its two vertices " -"are at a distance less than [code]edge_connection_margin[/code] to the " -"respective other edge's vertex.\n" -"You may assign navigation layers to regions with [method NavigationServer3D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer3D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" -"To use the collision avoidance system, you may use agents. You can set an " -"agent's target velocity, then the servers will emit a callback with a " -"modified velocity.\n" -"[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." -msgstr "" -"NavigationServer3D 是負責處理導覽地圖、區塊、代理的伺服器。不負責處理 " -"[AStar3D] 的 A* 導覽。\n" -"地圖由區塊組成,區塊由導覽網格組成。它們共同定義了 3D 空間中的可達區域。\n" -"[b]注意:[/b]大多數 [NavigationServer3D] 的更改都是在下一個物理影格進行的,不" -"會立即生效。包括所有對地圖、區塊、代理的更改,無論是通過場景樹中導覽相關的節點" -"作出的更改,還是通過腳本作出的更改。\n" -"兩個區塊必須共用一條相似的邊才能相連。如果一條邊的兩個頂點與另一條邊上相應頂點" -"的距離都小於 [code]edge_connection_margin[/code],那麼就會認為這兩條邊是相連" -"的。\n" -"可以使用 [method NavigationServer3D.region_set_navigation_layers] 為區塊分配導" -"覽層,使用 [method NavigationServer3D.map_get_path] 請求路徑時會對導覽層進行檢" -"查。可用於允許或禁止某些物件進入特定的區域。\n" -"使用碰撞躲避系統就需要使用代理。你可以為代理設定目標速度,然後伺服器就會發出回" -"呼函式,提供修改後的速度。\n" -"[b]注意:[/b]碰撞躲避系統並不考慮區塊。直接使用修改後的速度可能會將代理移動到" -"可達區域之外。這是碰撞躲避系統的缺陷,更複雜的場合可能需要使用物理引擎。\n" -"伺服器會對所有呼叫進行追蹤,並在同步階段執行。這意味著你可以放心地從任何執行緒" -"請求對地圖作出任何修改。" - msgid "" "Returns [code]true[/code] if the provided [param agent] has avoidance enabled." msgstr "如果指定代理 [param agent] 啟用了避障,則返回 [code]true[/code]。" @@ -66256,50 +64829,6 @@ msgstr "" "與 [member process_priority] 類似,但是作用於 [constant " "NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及內部版本。" -msgid "" -"Set the process thread group for this node (basically, whether it receives " -"[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " -"[method _process] or [method _physics_process] (and the internal versions) on " -"the main thread or in a sub-thread.\n" -"By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], " -"which means that this node belongs to the same thread group as the parent " -"node. The thread groups means that nodes in a specific thread group will " -"process together, separate to other thread groups (depending on [member " -"process_thread_group_order]). If the value is set is [constant " -"PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub " -"thread (not the main thread), otherwise if set to [constant " -"PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If " -"there is not a parent or grandparent node set to something other than " -"inherit, the node will belong to the [i]default thread group[/i]. This " -"default group will process on the main thread and its group order is 0.\n" -"During processing in a sub-thread, accessing most functions in nodes outside " -"the thread group is forbidden (and it will result in an error in debug mode). " -"Use [method Object.call_deferred], [method call_thread_safe], [method " -"call_deferred_thread_group] and the likes in order to communicate from the " -"thread groups to the main thread (or to other thread groups).\n" -"To better understand process thread groups, the idea is that any node set to " -"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any " -"children (and grandchildren) nodes set to inherit into its process thread " -"group. this means that the processing of all the nodes in the group will " -"happen together, at the same time as the node including them." -msgstr "" -"設定這個節點的處理執行緒組(基本上就是在主執行緒還是子執行緒中接收 [constant " -"NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method " -"_process]、[method _physics_process] 以及這些回呼函式的內部版本)。\n" -"預設情況下執行緒組為 [constant PROCESS_THREAD_GROUP_INHERIT],表示這個節點屬於" -"和父節點一樣的執行緒組。同一執行緒組中的節點會一起處理,獨立於其他執行緒組" -"(由 [member process_thread_group_order] 決定)。如果設為 [constant " -"PROCESS_THREAD_GROUP_SUB_THREAD],則該執行緒組會在子執行緒(非主執行緒)中執" -"行,否則設為 [constant PROCESS_THREAD_GROUP_MAIN_THREAD] 就會在主執行緒中處" -"理。如果父節點和先祖節點都沒有設定為非繼承,則該節點屬於[i]預設執行緒組[/i]。" -"預設群組在主執行緒中處理,群組順序為 0。\n" -"在子執行緒中處理時,執行緒組之外的大多數函式都禁止存取(除錯模式下會報告有" -"錯)。請使用 [method Object.call_deferred]、[method call_thread_safe]、" -"[method call_deferred_thread_group] 等方法與主執行緒(或其他執行緒組)通信。\n" -"執行緒組更好的理解方式是,非 [constant PROCESS_THREAD_GROUP_INHERIT] 的節點都" -"會將設為繼承的子節點(以及後續子孫節點)納入它的處理執行緒組。這樣該群組中的節" -"點就會一起處理,包括包含它們的節點。" - msgid "" "Change the process thread group order. Groups with a lesser order will " "process before groups with a greater order. This is useful when a large " @@ -66441,28 +64970,6 @@ msgstr "" "[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/code]," "不論目前是否獲得焦點。" -msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." -msgstr "" -"如果 [member process_thread_group] 屬性設為這個值,該節點會屬於執行緒組不是繼" -"承的父節點(或祖父節點)。詳見 [member process_thread_group]。" - -msgid "" -"Process this node (and children nodes set to inherit) on the main thread. See " -"[member process_thread_group] for more information." -msgstr "" -"在主執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member " -"process_thread_group]。" - -msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " -"[member process_thread_group] for more information." -msgstr "" -"在子執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member " -"process_thread_group]。" - msgid "Duplicate the node's groups." msgstr "複製節點的組。" @@ -66623,13 +65130,6 @@ msgstr "" "在編輯器中,清除該節點的子小工具選擇。在一個屬性更改後,子小工具 ID 變得無效時" "很有用。" -msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." -msgstr "" -"返回父節點 [Node3D],如果不存在父節點,或父節點不是 [Node3D] 型別,則返回空的 " -"[Object]。" - msgid "" "Returns the current [World3D] resource this [Node3D] node is registered to." msgstr "返回此 [Node3D] 節點所註冊的目前 [World3D] 資源。" @@ -66808,9 +65308,6 @@ msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "通過給定的局部空間偏移量 [Vector3] 改變該節點的位置。" -msgid "Direct access to the 3x3 basis of the [member transform] property." -msgstr "直接存取該 [Transform3D] 屬性的 3x3 基。" - msgid "" "Global basis of this node. This is equivalent to [code]global_transform." "basis[/code]." @@ -67376,19 +65873,6 @@ msgstr "" "NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE])。[Node] 等" "繼承類定義了更多通知,這些通知也由該方法接收。" -msgid "" -"Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" -"[b]Note:[/b] This method must return consistently, regardless of the current " -"value of the [param property]." -msgstr "" -"覆蓋該方法以自訂給定 [param property] 的還原行為。如果 [param property] 可以在" -"屬性面板停靠面板中恢復,則應該返回 [code]true[/code]。使用 [method " -"_property_get_revert] 來指定 [param property] 的預設值。\n" -"[b]注意:[/b]無論 [param property] 的目前值如何,該方法都必須始終如一地返回。" - msgid "" "Override this method to customize the given [param property]'s revert " "behavior. Should return the default value for the [param property]. If the " @@ -67516,80 +66000,6 @@ msgstr "" "snake_case 格式。最好使用 [code]MethodName[/code] 類中公開的名稱,以避免在每次" "呼叫時分配新的 [StringName]。" -msgid "" -"Calls the [param method] on the object during idle time. Always returns null, " -"[b]not[/b] the method's result.\n" -"Idle time happens mainly at the end of process and physics frames. In it, " -"deferred calls will be run until there are none left, which means you can " -"defer calls from other deferred calls and they'll still be run in the current " -"idle time cycle. If not done carefully, this can result in infinite recursion " -"without causing a stack overflow, which will hang the game similarly to an " -"infinite loop.\n" -"This method supports a variable number of arguments, so parameters can be " -"passed as a comma separated list.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node3D.new()\n" -"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node3D();\n" -"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " -"1.571f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See also [method Callable.call_deferred].\n" -"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " -"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " -"call.\n" -"[b]Note:[/b] If you're looking to delay the function call by a frame, refer " -"to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] " -"signals.\n" -"[codeblock]\n" -"var node = Node3D.new()\n" -"# Make a Callable and bind the arguments to the node's rotate() call.\n" -"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" -"# Connect the callable to the process_frame signal, so it gets called in the " -"next process frame.\n" -"# CONNECT_ONE_SHOT makes sure it only gets called once instead of every " -"frame.\n" -"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" -"[/codeblock]" -msgstr "" -"在空閒時呼叫該物件的 [param method] 方法。始終返回 null,[b]不返回[/b]該方法的" -"結果。\n" -"閒置時間主要出現在處理影格和物理影格的末尾。此時會執行延遲呼叫,直到全部呼叫完" -"畢,也就是說延遲呼叫中也可以進行延遲呼叫,這種情況下就仍然是在目前閒置時間周期" -"中執行。如果沒有謹慎處理,可能導致無限遞迴,但不會導致堆疊溢出,後者會像死循環" -"一樣讓遊戲死機。\n" -"這個方法支援可變數量的參數,所以參數可以用逗號分隔列表的形式傳遞。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node3D.new()\n" -"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node3D();\n" -"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " -"1.571f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"另見 [method Callable.call_deferred]。\n" -"[b]注意:[/b]在 C# 中,[param method] 引用內建的 Godot 方法時必須使用 " -"snake_case 的形式。請優先使用 [code]MethodName[/code] 類中暴露的名稱,避免每次" -"呼叫都分配一個新的 [StringName]。\n" -"[b]注意:[/b]如果你想要延遲一影格再呼叫函式,請使用 [signal SceneTree." -"process_frame] 和 [signal SceneTree.physics_frame] 訊號。\n" -"[codeblock]\n" -"var node = Node3D.new()\n" -"# 製作可呼叫體並將參數綁定到該節點的 rotate() 呼叫。\n" -"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" -"# 將可呼叫體連接到 process_frame 訊號,這樣就能夠在下一個處理影格中呼叫。\n" -"# CONNECT_ONE_SHOT 能夠確保只呼叫一次,不會每影格都呼叫。\n" -"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" -"[/codeblock]" - msgid "" "Calls the [param method] on the object and returns the result. Unlike [method " "call], this method expects all parameters to be contained inside [param " @@ -68689,36 +67099,6 @@ msgstr "" msgid "An OpenXR action." msgstr "OpenXR 動作。" -msgid "" -"This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" -"OpenXR performs automatic conversion between action type and input type " -"whenever possible. An analog trigger bound to a boolean action will thus " -"return [code]false[/code] if the trigger is depressed and [code]true[/code] " -"if pressed fully.\n" -"Actions are not directly bound to specific devices, instead OpenXR recognizes " -"a limited number of top level paths that identify devices by usage. We can " -"restrict which devices an action can be bound to by these top level paths. " -"For instance an action that should only be used for hand held controllers can " -"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" " -"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/" -"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in " -"the OpenXR specification[/url] for more info on the top level paths.\n" -"Note that the name of the resource is used to register the action with." -msgstr "" -"該資源定義了一個 OpenXR 動作。動作可用於輸入(按鈕/操縱桿/觸發器/等)和輸出" -"(觸覺)。\n" -"只要有可能,OpenXR 就會在動作型別和輸入型別之間執行自動轉換。因此,如果觸發器" -"被按下,則綁定到一個布林動作的模擬觸發器將返回 [code]false[/code],如果完全按" -"下則返回 [code]true[/code]。\n" -"動作並不被直接綁定到特定裝置,相反,OpenXR 識別了有限數量的頂級路徑,這些路徑" -"按用途識別裝置。我們可以通過這些頂級路徑來限制一個動作可以被綁定到哪些裝置上。" -"例如,一個隻套用於手持控制器的動作,可以具有與其關聯的頂級路徑“/user/hand/" -"left”和“/user/hand/right”。有關頂級路徑的詳細資訊,請參閱 OpenXR 規範中的" -"[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec." -"html#semantic-path-reserved]保留路徑部分[/url]。\n" -"注意,資源的名字是用來註冊動作的。" - msgid "The type of action." msgstr "動作的型別。" @@ -69875,30 +68255,6 @@ msgstr "" "返回新的 [PackedByteArray],其中的資料已壓縮。請將壓縮模式設定為 [enum " "FileAccess.CompressionMode] 常數。" -msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" -"code] if a valid number can't be decoded." -msgstr "" -"將位元組序列解碼為 64 位浮點數,起始位置位元組偏移量為 [param byte_offset]。位" -"元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。" - -msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" -"code] if a valid number can't be decoded." -msgstr "" -"將位元組序列解碼為 32 位浮點數,起始位置位元組偏移量為 [param byte_offset]。位" -"元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。" - -msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" -"code] if a valid number can't be decoded." -msgstr "" -"將位元組序列解碼為 16 位浮點數,起始位置位元組偏移量為 [param byte_offset]。位" -"元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。" - msgid "" "Decodes a 8-bit signed integer number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " @@ -69991,30 +68347,6 @@ msgstr "" msgid "Creates a copy of the array, and returns it." msgstr "建立該陣列的副本,並將該副本返回。" -msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " -"byte_offset] bytes. The array must have at least 8 bytes of allocated space, " -"starting at the offset." -msgstr "" -"將 64 位元浮點數編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。" -"從偏移量位置開始,該陣列必須還分配有至少 8 個位元組的空間。" - -msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " -"byte_offset] bytes. The array must have at least 4 bytes of space, starting " -"at the offset." -msgstr "" -"將 32 位元浮點數編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。" -"從偏移量位置開始,該陣列必須還分配有至少 4 個位元組的空間。" - -msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " -"byte_offset] bytes. The array must have at least 2 bytes of space, starting " -"at the offset." -msgstr "" -"將 16 位元浮點數編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。" -"從偏移量位置開始,該陣列必須還分配有至少 2 個位元組的空間。" - msgid "" "Encodes a 8-bit signed integer number (signed byte) at the index of [param " "byte_offset] bytes. The array must have at least 1 byte of space, starting at " @@ -70936,19 +69268,6 @@ msgid "" "owner]." msgstr "包將忽略不屬於給定節點的任何子節點。請參閱 [member Node.owner]。" -msgid "" -"A dictionary representation of the scene contents.\n" -"Available keys include \"rnames\" and \"variants\" for resources, " -"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " -"connections, and \"version\" for the format style of the PackedScene." -msgstr "" -"場景內容的字典表示。\n" -"可用的欄位包括資源的“rnames”和“variants”,節點" -"的“node_count”、“nodes”、“node_paths”,基本場景子級覆蓋" -"的“editable_instances”,訊號連接的“conn_count”和“conns”,以及 PackedScene 格式" -"樣式的版本“version”。" - msgid "If passed to [method instantiate], blocks edits to the scene state." msgstr "如果傳遞給 [method instantiate],則會阻止對場景狀態的編輯。" @@ -71479,31 +69798,6 @@ msgstr "" "設中,開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信,都將被 " "Android 阻止。" -msgid "" -"Binds this [PacketPeerUDP] to the specified [param port] and [param " -"bind_address] with a buffer size [param recv_buf_size], allowing it to " -"receive incoming packets.\n" -"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will " -"be bound on all available addresses (both IPv4 and IPv6).\n" -"If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or " -"[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " -"addresses matching that IP type.\n" -"If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " -"with the given address exists)." -msgstr "" -"將該 [PacketPeerUDP] 綁定到指定的 [param port] 和 [param bind_address],其緩沖" -"區大小為 [param recv_buf_size],允許它接收傳入的封包。\n" -"如果 [param bind_address] 被設定為 [code]\"*\"[/code](預設),對等體將被綁定" -"到所有可用地址(IPv4 和 IPv6)。\n" -"如果 [param bind_address] 被設定為 [code]\"0.0.0.0\"[/code](對於 IPv4)或 " -"[code]\"::\"[/code](對於 IPv6),對等體將被綁定到配對該 IP 型別的所有可用地" -"址。\n" -"如果 [param bind_address] 被設定為任何有效位址(例如 [code]\"192.168.1.101\"[/" -"code]、[code]\"::1\"[/code] 等),對等體將只被綁定到該位址的介面(如果不存在具" -"有給定位址的介面,則失敗)。" - msgid "Closes the [PacketPeerUDP]'s underlying UDP socket." msgstr "關閉該 [PacketPeerUDP] 底層 UDP 通訊端。" @@ -73073,12 +71367,6 @@ msgstr "該 PhysicalBone3D 的旋轉速度,以每秒[i]弧度[/i]為單位。" msgid "Sets the body's transform." msgstr "設定該物體的變換。" -msgid "" -"The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." -msgstr "" -"實體的彈性。值的範圍從 [code]0[/code](無反彈)到 [code]1[/code](完全反彈)。" - msgid "" "If [code]true[/code], the body is deactivated when there is no movement, so " "it will not take part in the simulation until it is awakened by an external " @@ -78963,21 +77251,6 @@ msgstr "進度的樣式(即填充進度條的部分)。" msgid "A 4×4 matrix for 3D projective transformations." msgstr "用於 3D 投影變換的 4×4 矩陣。" -msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " -"transformations such as translation, rotation, scaling, shearing, and " -"perspective division. It consists of four [Vector4] columns.\n" -"For purely linear transformations (translation, rotation, and scale), it is " -"recommended to use [Transform3D], as it is more performant and requires less " -"memory.\n" -"Used internally as [Camera3D]'s projection matrix." -msgstr "" -"用於 3D 投影變換的 4×4 矩陣,可以表示平移、旋轉、縮放、剪切和透視分割等變換," -"由四個 [Vector4] 列組成。\n" -"對於純粹的線性變換(平移、旋轉和縮放),建議使用 [Transform3D],因為它的性能更" -"強,記憶體佔用更少。\n" -"在內部作為 [Camera3D] 的投影矩陣使用。" - msgid "" "Constructs a default-initialized [Projection] set to [constant IDENTITY]." msgstr "建構預設初始化為 [constant IDENTITY] 的 [Projection]。" @@ -80330,17 +78603,6 @@ msgstr "" "啟用後,使用自 Godot 3 以來重命名的屬性、列舉或函式,將在發生錯誤時產生一個提" "示。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a function without using its return value (by " -"assigning it to a variable or using it as a function argument). Such return " -"values are sometimes used to denote possible errors using the [enum Error] " -"enum." -msgstr "" -"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫函式卻不使用其返回值" -"(通過將其分配給變數或將其用作函式參數)時,會分別產生一個警告或一個錯誤。此類" -"返回值有時使用 [enum Error] 列舉,用於表示可能的錯誤。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when defining a local or member variable, signal, or enum " @@ -80563,14 +78825,6 @@ msgstr "" "shader_language/warnings/*[/code] 設定)。如果為 [code]false[/code],則禁用所" "有著色器警告。" -msgid "" -"When set to [code]true[/code], produces a warning when two floating point " -"numbers are compared directly with the [code]==[/code] operator or the [code]!" -"=[/code] operator." -msgstr "" -"設為 [code]true[/code] 時,當使用 [code]==[/code] 或 [code]!=[/code] 運算子直" -"接比較兩個浮點數時,會產生警告。" - msgid "" "When set to [code]true[/code], produces a warning upon encountering certain " "formatting errors. Currently this only checks for empty statements. More " @@ -81314,31 +79568,6 @@ msgstr "" "[member filesystem/import/blender/enabled] 在 Web 上的覆蓋項,Godot 無法輕易存" "取到 Blender。" -msgid "" -"If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " -"extension will be imported by converting them to glTF 2.0.\n" -"This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." -msgstr "" -"如果為 [code]true[/code],副檔名為 [code].fbx[/code] 的 Autodesk FBX 3D 場景檔" -"會通過轉換為 glTF 2.0 來匯入。\n" -"需要在編輯器設定 [code]filesystem/import/blender/fbx2gltf_path[/code] 中,配" -"置 FBX2glTF 可執行檔的路徑。" - -msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF " -"can't easily be accessed from Godot." -msgstr "" -"[member filesystem/import/fbx/enabled] 在 Android 上的覆蓋項,Godot 無法輕易存" -"取到 FBX2glTF。" - -msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF " -"can't easily be accessed from Godot." -msgstr "" -"[member filesystem/import/fbx/enabled] 在 Web 上的覆蓋項,Godot 無法輕易存取" -"到 FBX2glTF。" - msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." @@ -82320,33 +80549,6 @@ msgstr "強制所有控制項的佈局方向和文字書寫方向為 RTL。" msgid "Root node default layout direction." msgstr "根節點的預設佈局方向。" -msgid "" -"Specifies the [TextServer] to use. If left empty, the default will be used.\n" -"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " -"right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " -"typesetting and complex scripts.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " -"which disables all text rendering and font-related functionality. This driver " -"is not listed in the project settings, but it can be enabled when running the " -"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]command line argument[/url]." -msgstr "" -"指定要使用的 [TextServer]。如果留空,則會使用預設伺服器。\n" -"“ICU / HarfBuzz / Graphite”是最先進的文字驅動,支援從右至左的排版和複雜文字" -"(用於阿拉伯語、希伯來語等語言)。“Fallback”文字驅動不支援從右至左的排版和複雜" -"文字。\n" -"[b]注意:[/b]在運作時可以通過 [code]--text-driver[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]命令列參數[/url]覆蓋使用的驅動程" -"序。\n" -"[b]注意:[/b]另外還提供了 [code]Dummy[/code] 文字驅動,它禁用了所有文字算繪和" -"字形相關的功能。這個驅動沒有在專案設定中列出,但可以在運作編輯器或專案時使用 " -"[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]命令列參數[/url]啟用。" - msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." @@ -84104,21 +82306,6 @@ msgstr "" "[b]注意:[/b]前置深度階段僅在使用 Forward+ 或 Compatibility 算繪方法時支援。使" "用 Mobile 算繪方法時,不會執行前置深度階段。" -msgid "" -"The thread model to use for rendering. Rendering on a thread may improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." -msgstr "" -"算繪使用的執行緒模型。使用執行緒算繪可能提升性能,但與主執行緒同步時可能引起更" -"大的卡頓。\n" -"[b]注意:[/b]多執行緒對應的 [b]Multi-Threaded[/b] 選項是實驗性的,存在一些已知" -"的問題,這些問題可能導致當機,尤其是在使用粒子或調整視窗大小的情況下。目前不推" -"薦在生產環境中使用。" - msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " @@ -85185,30 +83372,6 @@ msgstr "" "如果為 [code]true[/code],紋理匯入器將使用 PNG 格式匯入無損紋理。否則預設使用 " "WebP。" -msgid "" -"If [code]true[/code], the texture importer will import VRAM-compressed " -"textures using the Ericsson Texture Compression 2 algorithm for lower quality " -"textures and normal maps and Adaptable Scalable Texture Compression algorithm " -"for high quality textures (in 4x4 block size).\n" -"[b]Note:[/b] This setting is an override. The texture importer will always " -"import the format the host platform needs, even if this is set to " -"[code]false[/code].\n" -"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " -"already imported before. To make this setting apply to textures that were " -"already imported, exit the editor, remove the [code].godot/imported/[/code] " -"folder located inside the project folder then restart the editor (see [member " -"application/config/use_hidden_project_data_directory])." -msgstr "" -"如果為 [code]true[/code],則紋理匯入器,將使用 Ericsson 紋理壓縮 2 演算法匯入 " -"VRAM 壓縮紋理以獲取較低品質的紋理和法線貼圖,並使用自我調整可縮放紋理壓縮演算" -"法導入高品質紋理(4x4 塊大小)。\n" -"[b]注意:[/b]這是設定覆蓋項。即便設為 [code]false[/code],紋理匯入器也始終會匯" -"入宿主平臺所需的格式。\n" -"[b]注意:[/b]更改該設定[i]不會[/i]影響之前已經匯入的紋理。要使該設定套用於已匯" -"入的紋理,請退出編輯器,移除位於專案檔案夾內的 [code].godot/imported/[/code] " -"資料夾,然後重新啟動編輯器(請參閱 [member application/config/" -"use_hidden_project_data_directory])。" - msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm (DXT1-5) for lower " @@ -85279,43 +83442,6 @@ msgstr "" "為主視口設定預設的可變速率著色(VRS)模式。請參閱 [member Viewport.vrs_mode] " "以在運作時更改該設定,並參閱 [enum Viewport.VRSMode] 以獲取可能的值。" -msgid "" -"If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to " -"default texture loaded as the VRS image.\n" -"The texture [i]must[/i] use a lossless compression format so that colors can " -"be matched precisely. The following VRS densities are mapped to various " -"colors, with brighter colors representing a lower level of shading " -"precision:\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" -"[/codeblock]" -msgstr "" -"如果 [member rendering/vrs/mode] 為 [b]Texture[/b],則這是 VRS 圖像所載入的默" -"認紋理的路徑。\n" -"該紋理[i]必須[/i]使用無失真壓縮格式,以便可以精確配對顏色。以下 VRS 密度會對應" -"為各種顏色,較亮的顏色代表較低的著色精度。\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多數硬體不支援\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多數硬體不支援\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多數硬體不支援\n" -"[/codeblock]" - msgid "" "Maximum number of threads to be used by [WorkerThreadPool]. Value of " "[code]-1[/code] means no limit." @@ -85481,49 +83607,9 @@ msgstr "該四邊形的大小,使用 3D 單位。" msgid "A unit quaternion used for representing 3D rotations." msgstr "代表 3D 旋轉的單位四元數。" -msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in particular) " -"are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for rotation." -msgstr "" -"四元數與 [Basis] 類似,實作的是旋轉的矩陣表示。但 [Basis] 儲存了旋轉、縮放、切" -"變,四元數隻儲存旋轉。\n" -"四元數的參數可以使用軸角對來指定,也可以通過歐拉角來指定。由於四元數的緊湊性以" -"及在記憶體中的儲存方式,部分運算(尤其是獲取軸角和執行 SLERP)在防止浮點數誤差" -"方面更加高效穩健。\n" -"[b]注意:[/b]四元數需要先正規化,才能用於旋轉。" - -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "建構預設初始化的四元數,所有分量都被設定為 [code]0[/code]。" - msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." msgstr "建構給定 [Quaternion] 的副本。" -msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." -msgstr "" -"建構一個四元數,代表半徑為 [code]1.0[/code] 的球面上兩個點之間最短的弧。" - -msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." -msgstr "" -"建構一個四元數,它將圍繞給定的軸旋轉指定的角度。軸必須是一個正規化的向量。" - -msgid "Constructs a quaternion from the given [Basis]." -msgstr "從給定的 [Basis] 建構一個四元數。" - -msgid "Constructs a quaternion defined by the given values." -msgstr "建構一個由給定值定義的四元數。" - msgid "" "Returns the angle between this quaternion and [param to]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " @@ -85537,26 +83623,6 @@ msgstr "" "[b]注意:[/b]該方法的浮點數誤差異常地高,因此 [code]is_zero_approx[/code] 等方" "法的結果不可靠。" -msgid "Returns the dot product of two quaternions." -msgstr "返回兩個四元數的點積。" - -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "按 YXZ 旋轉順序從歐拉角建構一個四元數。" - -msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." -msgstr "" -"以歐拉角的形式返回該四元數的旋轉。歐拉順序取決於 [param order] 參數,例如使用 " -"YXZ 順序:這個方法按照 Z、X、Y 的順序分解。可能的取值見 [enum EulerOrder] 列" -"舉。返回向量的格式為 (X 角, Y 角, Z 角)。" - -msgid "Returns the inverse of the quaternion." -msgstr "返回四元數的取逆。" - msgid "" "Returns [code]true[/code] if this quaternion and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." @@ -85571,34 +83637,6 @@ msgstr "" "如果該四元數是有限的,則返回 [code]true[/code],判斷方法是在每個分量上呼叫 " "[method @GlobalScope.is_finite]。" -msgid "Returns whether the quaternion is normalized or not." -msgstr "返回四元數是否被正規化。" - -msgid "Returns the length of the quaternion." -msgstr "返回四元數的長度。" - -msgid "Returns the length of the quaternion, squared." -msgstr "返回四元數的長度的平方。" - -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "返回四元數的副本,正規化為單位長度。" - -msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." -msgstr "" -"返回該四元數與 [param to] 之間的球面線性插值 [param weight] 的結果。\n" -"[b]注意:[/b]兩個四元數都必須被正規化。" - -msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." -msgstr "" -"返回在這個四元數和 [param to] 之間按照 [param weight] 進行球面線性插值的結果," -"不會檢查旋轉路徑是否大於 90 度。" - msgid "" "Performs a spherical cubic interpolation between quaternions [param pre_a], " "this vector, [param b], and [param post_b], by the given amount [param " @@ -85607,122 +83645,6 @@ msgstr "" "在四元數 [param pre_a]、這個向量、[param b] 以及 [param post_b] 之間按照給定" "的 [param weight] 進行球面三次插值。" -msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元數的W分量(實數部分)。\n" -"四元數分量通常不應該被直接操作。" - -msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元數的X分量(虛軸[code]i[/code]部分)。\n" -"四元數分量通常不應直接操作。" - -msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元數的Y分量(虛軸[code]j[/code]部分)。\n" -"四元數分量通常不應直接操作。" - -msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." -msgstr "" -"四元數的Z分量(虛軸[code]k[/code]部分)。\n" -"四元數分量通常不應該被直接操作。" - -msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " -"not change." -msgstr "" -"單位四元數,代表無旋轉。相當於單位 [Basis] 矩陣。如果一個向量被一個單位四元數" -"變換,它不會改變。" - -msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果四元數不相等,則返回 [code]true[/code]。\n" -"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" -"靠。" - -msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" -"通過將這兩個四元數相乘,來合成這兩個四元數。效果是將第二個四元數(子)按照第一" -"個四元數(父)進行旋轉。" - -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." -msgstr "使用給定的 [Quaternion] 旋轉 [Vector3](相乘)。" - -msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." -msgstr "" -"將該 [Quaternion] 的每個分量乘以給定的值。此操作本身沒有意義,但可以用作更大運" -"算式的一部分。" - -msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between two " -"nearby rotations." -msgstr "" -"將左側 [Quaternion] 的每個分量與右側的 [Quaternion] 相加。這個運算本身沒有意" -"義,但可以用作更大運算式的一部分,例如求兩個相近旋轉的中間近似值。" - -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " -"This operation is not meaningful on its own, but it can be used as a part of " -"a larger expression." -msgstr "" -"將左側 [Quaternion] 的每個分量與右側的 [Quaternion] 相減。這個運算本身沒有意" -"義,但可以用作更大運算式的一部分。" - -msgid "" -"Divides each component of the [Quaternion] by the given value. This operation " -"is not meaningful on its own, but it can be used as a part of a larger " -"expression." -msgstr "" -"將該 [Quaternion] 的每個分量除以給定的值。此操作本身沒有意義,但可以用作更大運" -"算式的一部分。" - -msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果四元數完全相等,則返回 [code]true[/code]。\n" -"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" -"靠。" - -msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/" -"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/" -"code] is equivalent to [code]q.w[/code]." -msgstr "" -"使用索引存取四元數的分量。[code]q[0][/code] 等價於 [code]q.x[/code]、" -"[code]q[1][/code] 等價於 [code]q.y[/code]、[code]q[2][/code] 等價於 [code]q." -"z[/code]、[code]q[3][/code] 等價於[code]q.w[/code]。" - -msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " -"quaternion that represents the same rotation." -msgstr "" -"返回該 [Quaternion] 的負值。和寫 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/" -"code] 相同。這個操作得到的是代表相同旋轉的四元數。" - msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成偽亂數的方法。" @@ -85736,16 +83658,6 @@ msgid "" "Returns a pseudo-random float between [param from] and [param to] (inclusive)." msgstr "返回在 [param from] 和 [param to] 之間(含端點)的偽隨機浮點數。" -msgid "" -"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." -msgstr "" -"使用具有指定 [param mean] 和標準 [param deviation] 的 Box-Muller 變換,返回一" -"個[url=https://en.wikipedia.org/wiki/Normal_distribution]正態分佈[/url]的偽隨" -"機數。這也被稱為高斯分佈。" - msgid "" "Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." @@ -93884,19 +91796,6 @@ msgid "" "instances within the multimesh." msgstr "計算並返回軸對齊的邊界框,該邊界框將所有的實例都包含在 multimesh 中。" -msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" -"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to " -"be fetched from GPU memory and possibly decompressed. This means [method " -"multimesh_get_buffer] is potentially a slow operation and should be avoided " -"whenever possible." -msgstr "" -"返回 MultiMesh 資料(實例的變換、顏色等)。返回資料的描述見 [method " -"multimesh_set_buffer]。\n" -"[b]注意:[/b]如果緩衝位於引擎的內部快取中,則需要從 GPU 顯存獲取,並且有可能需" -"要解壓。也就是說 [method multimesh_get_buffer] 可能會比較慢,應該盡可能避免。" - msgid "Returns the number of instances allocated for this multimesh." msgstr "返回分配給這個 multimesh 的實例的數量。" @@ -95046,9 +92945,6 @@ msgstr "返回該視口的算繪目標。" msgid "Returns the viewport's last rendered frame." msgstr "返回視口的最後算繪影格。" -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "從畫布分離視口,反之亦然。" - msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "如果為 [code]true[/code],則將視口設定為活動狀態,否則將其設定為非活動狀態。" @@ -98885,18 +96781,6 @@ msgstr "" "才應啟用此功能。如果相機永遠不會顯著縮小,啟用 mipmap 不會有任何好處,但記憶體" "使用量會增加。\"" -msgid "" -"If [code]true[/code], puts pixels of the same surrounding color in transition " -"from transparent to opaque areas. For textures displayed with bilinear " -"filtering, this helps mitigate the outline effect when exporting images from " -"an image editor.\n" -"It's recommended to leave this enabled (as it is by default), unless this " -"causes issues for a particular image." -msgstr "" -"如果[code]true[/code],則將周圍顏色相同的像素從透明區域過渡到不透明區域。對於" -"使用雙線性篩選顯示的紋理,這有助於減輕輪廓效果從影像編輯器匯出影像。\n" -"建議啟用此功能(預設),除非這會導致特定影像出現問題。" - msgid "" "Some HDR images you can find online may be broken and contain sRGB color data " "(instead of linear color data). It is advised not to use those files. If you " @@ -99685,35 +97569,6 @@ msgstr "" "個 BBCode 會比較慢。如果你絕對需要在接下來的方法呼叫中關閉標籤,請追加 " "[member text] 而不是使用 [method append_text]。" -msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." -msgstr "" -"清空標籤堆疊。\n" -"[b]注意:[/b]這個方法不會修改 [member text],但將 [member text] 設定為空字元串" -"也能清空標籤堆疊。" - -msgid "" -"Returns the line number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." -msgstr "" -"返回提供的字元位置的行號。\n" -"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的" -"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。" - -msgid "" -"Returns the paragraph number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." -msgstr "" -"返回提供的字元位置的段號。\n" -"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的" -"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。" - msgid "" "Returns the height of the content.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " @@ -100032,9 +97887,6 @@ msgstr "" "如果設定為 [constant TextServer.AUTOWRAP_OFF] 以外的值,則文字將在節點的邊界矩" "形內換行。要瞭解每種模式的行為,請參見 [enum TextServer.AutowrapMode]。" -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "如果為 [code]true[/code],則該標籤使用 BBCode 格式。" - msgid "If [code]true[/code], a right-click displays the context menu." msgstr "為 [code]true[/code] 時按右鍵會顯示本文功能表。" @@ -101513,169 +99365,9 @@ msgstr "" msgid "Manages the game loop via a hierarchy of nodes." msgstr "通過節點層次結構管理遊戲迴圈。" -msgid "" -"As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " -"be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." -msgstr "" -"作為最重要的類之一,[SceneTree] 管理著場景中節點的層次結構以及場景本身。節點可" -"以被新增、檢索和刪除。整個場景樹可以被暫停,包括目前場景。場景可以被載入、切換" -"和重新載入。\n" -"你也可以使用 [SceneTree] 將你的節點組織成組,每個節點都可以被分配到你想要建立" -"的組,例如“敵人”組。然後你可以走訪這些組,甚至可以均勻對所有組成員呼叫方法並設" -"定屬性。\n" -"[SceneTree] 是場景所使用的預設 [MainLoop] 實作,因此掌控著遊戲迴圈。" - msgid "SceneTree" msgstr "SceneTree" -msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method call. " -"If a node doesn't have the given method or the argument list does not match " -"(either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all members " -"at once, which can cause stuttering if an expensive method is called on lots " -"of members." -msgstr "" -"對給定群組的每個成員呼叫 [param method]。呼叫方法時在末尾指定的參數會傳遞給 " -"[param method]。如果節點沒有給定的方法或參數列表不配對(無論是數量還是類型)," -"那麼就會跳過這個節點。\n" -"[b]注意:[/b][method call_group] 將立即對所有成員呼叫一次方法,如果對大量成員" -"呼叫昂貴的方法,這可能會導致卡頓。" - -msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by specifying " -"them at the end of the method call. If a node doesn't have the given method " -"or the argument list does not match (either in count or in types), it will be " -"skipped.\n" -"[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." -msgstr "" -"呼叫給定群組中每個成員的 [param method] 方法,遵循給定的 [enum " -"GroupCallFlags]。你可以在方法呼叫末尾指定要傳遞給 [param method] 的參數。如果" -"某個節點沒有給定的方法,或者方法的參數列表不配對(無論是數量還是型別不匹配)," -"則會跳過這個節點。\n" -"[codeblock]\n" -"# 使用延遲方式逆序呼叫該方法。\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]注意:[/b]群組呼叫旗標可用於控制方法呼叫的行為。預設情況下方法是立即呼叫" -"的,與 [method call_group] 類似。但是如果在 [param flags] 中存在 [constant " -"GROUP_CALL_DEFERRED] 旗標,則方法會在該影格末尾呼叫,與 [method Object." -"set_deferred] 類似。" - -msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame (fixed " -"framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member " -"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame " -"delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func some_function():\n" -" print(\"start\")\n" -" await get_tree().create_timer(1.0).timeout\n" -" print(\"end\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public async Task SomeFunction()\n" -"{\n" -" GD.Print(\"start\");\n" -" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." -"Timeout);\n" -" GD.Print(\"end\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is set " -"to [code]true[/code])." -msgstr "" -"返回一個 [SceneTreeTimer],會在 [SceneTree] 中經過給定秒數後發出 [signal " -"SceneTreeTimer.timeout] 訊號。\n" -"如果 [param process_always] 為 [code]false[/code],則暫停 [SceneTree] 也會暫停" -"計時器。\n" -"如果 [param process_in_physics] 為 [code]true[/code],則將在物理影格而不是處理" -"影格期間更新 [SceneTreeTimer](固定影格率處理)。\n" -"如果 [param ignore_time_scale] 為 [code]true[/code],則將忽略 [member Engine." -"time_scale] 並使用實際影格差異量來更新 [SceneTreeTimer]。\n" -"通常用於建立一次性的延遲計時器,如下例所示:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func some_function():\n" -" print(\"開始\")\n" -" await get_tree().create_timer(1.0).timeout\n" -" print(\"結束\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public async Task SomeFunction()\n" -"{\n" -" GD.Print(\"開始\");\n" -" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." -"Timeout);\n" -" GD.Print(\"結束\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"計時器將在其時間結束後被自動釋放。\n" -"[b]注意:[/b]計時器是在目前影格所有節點之後處理的,即節點的 [method Node." -"_process] 方法比計時器先呼叫([param process_in_physics] 為 [code]true[/code] " -"時為 [method Node._physics_process])。" - -msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if the " -"[Node] is freed, but it will automatically finish if there's nothing left to " -"animate. If you want the [Tween] to be automatically killed when the [Node] " -"is freed, use [method Node.create_tween] or [method Tween.bind_node]." -msgstr "" -"建立並傳回一個新的 [Tween]。Tween 會在下一個流程訊框或實體訊框上自動啟動(取決" -"於 [enum Tween.TweenProcessMode])。\n" -"[b]注意:[/b]使用此方法建立[Tween]時,[Tween]將不會綁定到呼叫它的[Node]。即使 " -"[Node] 被釋放,它也會繼續動畫,但如果沒有任何東西可以動畫,它會自動完成。如果" -"您希望[Node]釋放時自動殺死[Tween],請使用[method Node.create_tween]或[method " -"Tween.bind_node]。" - -msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." -msgstr "" -"返回指定組中的第一個節點,如果組為空或不存在,則返回 [code]null[/code]。" - -msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." -msgstr "返回目前的影格數,即自套用程式啟動以來的總影格數。" - msgid "" "Searches for the [MultiplayerAPI] configured for the given path, if one does " "not exist it searches the parent paths until one is found. If the path is " @@ -101685,120 +99377,6 @@ msgstr "" "搜尋為給定路徑配置的 [MultiplayerAPI],如果不存在,則搜尋父路徑,直到找到一" "個。如果路徑為空,或沒有找到,則傳回預設值。請請參閱[method set_multiplayer]。" -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "返回此 [SceneTree] 中的節點數。" - -msgid "Returns a list of all nodes assigned to the given group." -msgstr "返回一個分配給給定組的所有節點的列表。" - -msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." -msgstr "" -"返回在 [SceneTree] 中目前存在的 [Tween] 的陣列(包括正在運作的和已暫停的)。" - -msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." -msgstr "" -"如果給定群組存在,則傳回 [code]true[/code]。\n" -"如果樹中的任何 [Node] 屬於某個群組,則該群組存在(請參閱[method Node." -"add_to_group])。沒有節點的群組將自動刪除。" - -msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a result " -"of sending the notification to lots of members." -msgstr "" -"向 [param group] 中的所有成員發送給定的通知。\n" -"[b]注意:[/b][method notify_group] 會立即通知所有成員,如果向大量成員發送了通" -"知,進而呼叫了開銷很大的方法,則可能導致卡頓。" - -msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way similar " -"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag " -"is present in the [param call_flags] argument, notifications will be sent at " -"the end of the current frame in a way similar to using [code]Object." -"call_deferred(\"notification\", ...)[/code]." -msgstr "" -"將給定的通知發送到 [param group] 中的所有成員,同時遵循給定的 [enum " -"GroupCallFlags]。\n" -"[b]注意:[/b]群組呼叫旗標用於控制通知發送的行為。預設情況下通知會立即發送,類" -"似於 [method notify_group]。但是,如果 [param call_flags] 參數中包含 " -"[constant GROUP_CALL_DEFERRED] 旗標,則通知將在目前影格的末尾發送,類似於使用 " -"[code]Object.call_deferred(\"notification\", ...)[/code]。" - -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" -"將給定的物件加入刪除佇列,將對 [method Object.free] 的呼叫推遲到目前影格的末" -"尾。" - -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a non-" -"zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" -"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " -"Home button." -msgstr "" -"在目前反覆運算結束時退出套用程式。可以選擇給出參數 [param exit_code](預設為 " -"0),以自訂退出狀態碼。\n" -"按照慣例,退出程式碼 [code]0[/code] 表示成功,而非零的退出程式碼表示錯誤。\n" -"出於可攜性的原因,退出程式碼應設定在 0 到 125(含)之間。\n" -"[b]注意:[/b]這個方法在 iOS 上不起作用。根據《iOS 人機界面指南》中的建議,用戶" -"應該通過 Home 鍵來關閉套用程式。" - -msgid "" -"Reloads the currently active scene.\n" -"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " -"current_scene] cannot be loaded into a [PackedScene], or [constant " -"ERR_CANT_CREATE] if the scene cannot be instantiated." -msgstr "" -"重新載入目前活動的場景。\n" -"成功時返回 [constant OK],如果尚未定義 [member current_scene],則返回 " -"[constant ERR_UNCONFIGURED],如果 [member current_scene] 無法載入到 " -"[PackedScene] 中,則返回 [constant ERR_CANT_OPEN],如果場景無法載入,則返回 " -"[constant ERR_CANT_CREATE]。" - -msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." -msgstr "" -"將給定群組中所有成員的 [param property] 設定為 [param value]。\n" -"[b]注意:[/b][method set_group] 會立即在所有成員上設定屬性,如果對許多成員設置" -"具有大量耗費的 setter 的屬性,則可能會導致卡頓。" - -msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the end " -"of the frame in a way similar to [method Object.call_deferred]." -msgstr "" -"將給定群組中所有成員的 [param property] 設定為 [param value],設定時會考慮給定" -"的 [enum GroupCallFlags]。\n" -"[b]注意:[/b]群組呼叫旗標可用於控制屬性設定的行為。預設情況下會立即設定屬性," -"類似於 [method set_group]。但是,如果在 [param call_flags] 參數中存在 " -"[constant GROUP_CALL_DEFERRED] 旗標,則屬性將在該影格的末尾再設定,類似於 " -"[method Object.call_deferred]。" - msgid "" "Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " "also the relative subpaths), or override the default one if [param root_path] " @@ -101825,19 +99403,6 @@ msgstr "" "如果為 [code]true[/code],則套用程式會自動接受退出請求。\n" "移動平臺見 [member quit_on_go_back]。" -msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." -msgstr "" -"傳回目前運作場景的根節點,不論其結構為何。\n" -"[b]警告:[/b]直接設定此專案可能無法按預期工作,並且不會[/i]從樹中新增或刪除任" -"何節點,請考慮使用[method change_scene_to_file]或[method " -"change_scene_to_packed]。 “, ““,““,“錯誤的”,”,”,”,”\n" -"doc/classes/ScrollContainer.xml\"" - msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes.\n" @@ -101872,9 +99437,6 @@ msgstr "" "[b]注意:[/b]該屬性沒有被設計為在運作時更改。在專案運作時更改 [member " "debug_paths_hint] 的值不會產生預期的效果。" -msgid "The root of the edited scene." -msgstr "編輯場景的根。" - msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal process_frame].\n" @@ -101889,19 +99451,6 @@ msgstr "" "網路封包並下發 RPC。這允許在一個不同的迴圈(例如物理、執行緒、特定時間步長)中" "運作 RPC,並在從執行緒存取 [MultiplayerAPI] 時進行手動 [Mutex] 保護。" -msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " -"following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." -msgstr "" -"如果為 [code]true[/code],[SceneTree] 會暫停。這樣做會有以下行為:\n" -"- 2D 和 3D 物理將停止,包括訊號和碰撞偵測。\n" -"- 節點不再呼叫 [method Node._process]、[method Node._physics_process] 和 " -"[method Node._input]。" - msgid "" "If [code]true[/code], the application quits automatically when navigating " "back (e.g. using the system \"Back\" button on Android).\n" @@ -101913,67 +99462,6 @@ msgstr "" "禁用這個選項時,如果要處理“返回”按鈕,請使用 [constant DisplayServer." "WINDOW_EVENT_GO_BACK_REQUEST]。" -msgid "The [SceneTree]'s root [Window]." -msgstr "[SceneTree] 的根 [Window]。" - -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "當將節點新增到 [SceneTree] 時發出。" - -msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." -msgstr "當節點的配置更改時發出。僅在 [code]tool[/code] 模式下發射。" - -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "當從 [SceneTree] 中移除節點時發出。" - -msgid "Emitted whenever a node is renamed." -msgstr "當節點重命名時發出。" - -msgid "" -"Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." -msgstr "" -"在 [SceneTree] 中的每個節點上呼叫 [method Node._physics_process] 之前立即發" -"出。" - -msgid "" -"Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." -msgstr "在對 [SceneTree] 中的每個節點呼叫 [method Node._process] 之前立即發出。" - -msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." -msgstr "當 [SceneTree] 層次結構發生變化(移動或重命名子項等)時發出。" - -msgid "" -"This signal is only emitted in the editor, it allows the editor to update the " -"visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" -"該訊號僅在編輯器中發出,允許編輯器更新被禁用節點的可見性。任何節點的 [member " -"Node.process_mode] 更改時發出。" - -msgid "Call a group with no flags (default)." -msgstr "對群組進行呼叫時,不使用旗標(預設)。" - -msgid "Call a group in reverse scene order." -msgstr "對群組進行呼叫時,使用逆場景序。" - -msgid "Call a group at the end of the current frame (process or physics)." -msgstr "在目前影格的末尾對群組進行呼叫(處理影格或物理影格)。" - -msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." -msgstr "" -"即便執行了多次呼叫,也只對群組進行一次呼叫。\n" -"[b]注意:[/b]確定呼叫是否唯一時不考慮參數。因此,如果使用不同的參數呼叫了同一" -"個方法,那麼只會執行第一個呼叫。" - msgid "One-shot timer." msgstr "一次性計時器。" @@ -103493,12 +100981,6 @@ msgid "" "A node containing a bone hierarchy, used to create a 3D skeletal animation." msgstr "包含骨骼層級結構的節點,用於建立 3D 骨骼動畫。" -msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." -msgstr "" -"新增骨骼,名稱為 [param name]。[method get_bone_count] 將成為該骨骼的索引。" - msgid "Clear all the bones in this skeleton." msgstr "清除這個骨架上的所有骨骼。" @@ -103513,12 +100995,6 @@ msgid "" "its children." msgstr "強制更新索引為 [param bone_idx] 的骨骼及其所有子項的變換/姿勢。" -msgid "" -"Returns an array containing the bone indexes of all the children node of the " -"passed in bone, [param bone_idx]." -msgstr "" -"返回一個陣列,其中包含傳入骨骼 [param bone_idx] 的所有子節點的骨骼索引。" - msgid "Returns the number of bones in the skeleton." msgstr "返回骨架中骨骼的數量。" @@ -103675,14 +101151,6 @@ msgstr "" "[b]注意:[/b]除非這個值是 [code]1.0[/code],否則動畫中的鍵值將與實際位置值不配" "對。" -msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." -msgstr "" -"當該 Skeleton3D 節點中的任一骨骼,改變了它們的姿勢時,就會發出這個訊號。這用於" -"通知依賴骨骼位置的節點,Skeleton3D 中的任一骨骼已經改變了它們的變換/姿勢。" - msgid "" "A node used to rotate all bones of a [Skeleton3D] bone chain a way that " "places the end bone at a desired 3D position." @@ -104375,17 +101843,6 @@ msgid "" "[Bone2D] nodes." msgstr "將 [PhysicalBone2D] 節點的變換套用到 [Bone2D] 節點的修改器。" -msgid "" -"This modification takes the transforms of [PhysicalBone2D] nodes and applies " -"them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." -msgstr "" -"該修改採用 [PhysicalBone2D] 節點的變換並將它們套用於 [Bone2D] 節點。由於連結" -"的 [PhysicalBone2D] 節點,這允許 [Bone2D] 節點對物理做出反應。\n" -"實驗性的。物理骨骼在未來可能會被改變,以便自行執行 [Bone2D] 的位置更新。" - msgid "" "Empties the list of [PhysicalBone2D] nodes and populates it with all " "[PhysicalBone2D] nodes that are children of the [Skeleton2D]." @@ -105568,17 +103025,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" -"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " -"[code]null[/code] or if the given position is invalid." -msgstr "" -"如果給定位置的圖元不透明,則返回 [code]true[/code],其他情況下返回 " -"[code]false[/code]。\n" -"[b]注意:[/b]如果精靈的紋理為 [code]null[/code] 或者給定的位置無效,它也會返" -"回 [code]false[/code]。" - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -107420,46 +104866,6 @@ msgstr "" "([code]16[/code])。\n" "如果 [param capitalize_hex] 為 [code]true[/code],比 9 大的數位會大寫。" -msgid "" -"Converts the given [param number] to a string representation, in scientific " -"notation.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" -"[/gdscript]\n" -"[csharp]\n" -"// This method is not implemented in C#.\n" -"// Use `string.ToString()` with \"e\" to achieve similar results.\n" -"var n = -5.2e8f;\n" -"GD.Print(n); // Prints -520000000\n" -"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, this method is not implemented. To achieve similar " -"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-" -"types/standard-numeric-format-strings]Standard numeric format strings[/url]" -msgstr "" -"將給定的數位 [param number] 轉換為字串表示,使用科學記數法。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var n = -5.2e8\n" -"print(n) # 輸出 -520000000\n" -"print(String.NumScientific(n)) # 輸出 -5.2e+08\n" -"[/gdscript]\n" -"[csharp]\n" -"// 這個方法沒有在 C# 中實作。\n" -"// 請在 `string.ToString()` 中使用 \"e\" 來實作類似的結果。\n" -"var n = -5.2e8f;\n" -"GD.Print(n); // 輸出 -520000000\n" -"GD.Print(n.ToString(\"e1\")); // 輸出 -5.2e+008\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]這個方法沒有在 C# 中實作。要實作類似的效果,見 C# 的[url=https://" -"learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-" -"strings]標準數位格式字串[/url]" - msgid "" "Converts the given unsigned [int] to a string representation, with the given " "[param base].\n" @@ -110168,14 +107574,6 @@ msgstr "" "如果為 [code]true[/code],分頁可見。如果 [code]false[/code],分頁的內容和標題" "被隱藏。" -msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " -"minimum size take into account in the total, instead of only the currently " -"visible one." -msgstr "" -"如果為 [code]true[/code],隱藏的子 [Control] 節點在總數中考慮其最小大小,而不" -"是僅考慮目前可見的一個。" - msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -110260,28 +107658,6 @@ msgid "" "connections." msgstr "如果伺服器目前正在偵聽連接,則返回 [code]true[/code]。" -msgid "" -"Listen on the [param port] binding to [param bind_address].\n" -"If [param bind_address] is set as [code]\"*\"[/code] (default), the server " -"will listen on all available addresses (both IPv4 and IPv6).\n" -"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or " -"[code]\"::\"[/code] (for IPv6), the server will listen on all available " -"addresses matching that IP type.\n" -"If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." -msgstr "" -"在 [param port] 上監聽與 [param bind_address] 綁定的地址。\n" -"如果 [param bind_address] 被設定為 [code]\"*\"[/code](預設),該伺服器將監聽" -"所有可用地址(包括 IPv4 和 IPv6)。\n" -"如果 [param bind_address] 被設定為 [code]\"0.0.0.0\"[/code](用於 IPv4)或 " -"[code]\"::\"[/code](用於 IPv6),該伺服器將監聽所有符合該 IP 型別的可用地" -"址。\n" -"如果 [param bind_address] 被設定為任何有效的位址(如 [code]\"192.168.1.101\"[/" -"code]、[code]\"::1\"[/code] 等),該伺服器將只在具有該位址的介面上監聽(如果不" -"存在具有該位址的介面則失敗)。" - msgid "Stops listening." msgstr "停止監聽。" @@ -110471,9 +107847,6 @@ msgstr "返回註冊的邊欄數量。" msgid "Returns the name of the gutter at the given index." msgstr "返回給定索引處邊欄的名稱。" -msgid "Returns the type of the gutter at the given index." -msgstr "返回給定索引處邊欄的型別。" - msgid "Returns the width of the gutter at the given index." msgstr "返回給定索引處邊欄的寬度。" @@ -110521,18 +107894,12 @@ msgstr "" msgid "Returns the number of lines in the text." msgstr "返回文字中的行數。" -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的圖示。" - msgid "Returns the color currently in [param gutter] at [param line]." msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的顏色。" msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的中繼資料。" -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的文字。" - msgid "" "Returns the maximum value of the line height among all lines.\n" "[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and " @@ -110950,13 +108317,6 @@ msgid "" "hand when hovering over the gutter." msgstr "將邊欄設定為可點擊。當滑鼠在邊欄上懸停時,會將滑鼠游標變為指點的手形。" -msgid "" -"Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." -msgstr "" -"為邊欄設定自訂的繪製方法。回呼函式方法必須接受以下參數:[code]line: int, " -"gutter: int, Area: Rect2[/code]。" - msgid "Sets whether the gutter should be drawn." msgstr "設定該邊欄是否應被繪製。" @@ -110966,9 +108326,6 @@ msgstr "設定該邊欄的名稱。" msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "設定該邊欄為可覆寫。見 [method merge_gutters]。" -msgid "Sets the type of gutter." -msgstr "設定邊欄的型別。" - msgid "Set the width of the gutter." msgstr "設定該邊欄的寬度。" @@ -111002,9 +108359,6 @@ msgstr "" "如果 [param clickable] 為 [code]true[/code],則讓位於 [param line] 的 [param " "gutter] 可點擊。見 [signal gutter_clicked]。" -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." -msgstr "將邊欄 [param gutter] 在第 [param line] 行的圖示設定為 [param icon]。" - msgid "Sets the color for [param gutter] on [param line] to [param color]." msgstr "將邊欄 [param gutter] 在第 [param line] 行的顏色設定為 [param color]。" @@ -111013,9 +108367,6 @@ msgid "" msgstr "" "將邊欄 [param gutter] 在第 [param line] 行的中繼資料設定為 [param metadata]。" -msgid "Sets the text for [param gutter] on [param line] to [param text]." -msgstr "將邊欄 [param gutter] 在第 [param line] 行的文字設定為 [param text]。" - msgid "" "If [code]true[/code], sets the user into overtype mode. When the user types " "in this mode, it will override existing text." @@ -111252,15 +108603,6 @@ msgid "" "visible." msgstr "換行發生在控制項邊界,超出通常可見的範圍。" -msgid "Draw a string." -msgstr "繪製字串。" - -msgid "Draw an icon." -msgstr "繪製圖示。" - -msgid "Custom draw." -msgstr "自訂繪製。" - msgid "Sets the background [Color] of this [TextEdit]." msgstr "設定該 [TextEdit] 的背景 [Color]。" @@ -111486,9 +108828,6 @@ msgstr "多行 [TextMesh] 中,行與行之間的垂直間距。" msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "文字上一個圖元寬度的大小,以 3D 縮放。" -msgid "The text to generate mesh from." -msgstr "用於生成網格的文字。" - msgid "Text width (in pixels), used for fill alignment." msgstr "文字寬度(單位為圖元),用於填充對齊。" @@ -114768,18 +112107,6 @@ msgstr "任何屬性發生變化時發出。" msgid "Node for 2D tile-based maps." msgstr "基於 2D 圖塊的地圖節點。" -msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"基於 2D 圖塊的地圖節點。Tilemap(圖塊地圖)使用 [TileSet],其中包含了圖塊的列" -"表,用於建立基於柵格的地圖。TileMap 可以有若干圖層,可以將圖塊佈局在彼此之上。" - msgid "Using Tilemaps" msgstr "使用 Tilemap" @@ -115179,15 +112506,6 @@ msgstr "" "[b]注意:[/b]要正常工作,這個方法需要 TileMap 的 TileSet 設定了具有所有必需地" "形組合的地形。否則,可能會產生意想不到的結果。" -msgid "" -"Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有算繪、物理" -"等)。\n" -"如果 [param layer] 為負數,則從最後一個圖層開始存取。" - msgid "" "Sets a layer's color. It will be multiplied by tile's color and TileMap's " "modulate.\n" @@ -116707,21 +114025,6 @@ msgstr "星期六,使用數字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒數計時器。" -msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be set " -"to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" -"[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." -msgstr "" -"使用指定的間隔進行倒計時,並在到達 0 時發出訊號。可以設定為重複或“一次性”模" -"式。\n" -"[b]注意:[/b]計時器會受到 [member Engine.time_scale] 的影響,縮放值越高超時越" -"快,反之亦然。\n" -"[b]注意:[/b]如果想要建立一次性計時器,不產生實體節點,請使用 [method " -"SceneTree.create_timer]。" - msgid "Stops the timer." msgstr "停止計時器。" @@ -117114,132 +114417,9 @@ msgstr "" msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 變換的 3×4 矩陣。" -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "建構預設初始化為 [constant IDENTITY] 的 [Transform3D]。" - msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "建構給定 [Transform3D] 的副本。" -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." -msgstr "從 [Basis] 和 [Vector3] 建構 Transform3D。" - -msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z." -"w[/code], and [code]from.w.w[/code] are not copied over)." -msgstr "" -"通過修剪投影矩陣的最後一行,從 [Projection] 中建構 Transform3D(不會複製 " -"[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、" -"[code]from.w.w[/code])。" - -msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." -msgstr "" -"從四個 [Vector3] 值(矩陣列)建構 Transform3D。每個軸對應於局部基向量(其中一" -"些可能已被縮放)。" - -msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " -"points towards the [param target] position.\n" -"The up axis (+Y) points as close to the [param up] vector as possible while " -"staying perpendicular to the forward axis. The resulting transform is " -"orthonormalized. The existing rotation, scale, and skew information from the " -"original transform is discarded. The [param target] and [param up] vectors " -"cannot be zero, cannot be parallel to each other, and are defined in global/" -"parent space.\n" -"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " -"treated as forward (implies +X is left) and points toward the [param target] " -"position. By default, the -Z axis (camera forward) is treated as forward " -"(implies +X is right)." -msgstr "" -"返回該變換經過旋轉後的副本,此時向前的軸(-Z)指向 [param target] 的位置。\n" -"向上的軸(+Y)在保持與向前的軸垂直的前提下,盡可能接近 [param up] 向量。最終的" -"變換是標準正交變換。變換中原有的旋轉、縮放、偏斜資訊會被丟棄。[param target] " -"和 [param up] 向量不能為零,不能互相平行,使用全域/父級空間。\n" -"如果 [param use_model_front] 為 [code]true[/code],則會將 +Z 軸(素材正面)作" -"為向前的軸(此時 +X 為左),指向 [param target] 的位置。預設情況下會將 -Z 軸" -"(相機前方)作為向前的軸(此時 +X 為右)。" - -msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" -"The [param axis] must be a normalized vector.\n" -"This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding rotation transform [code]R[/code] from " -"the left, i.e., [code]R * X[/code].\n" -"This can be seen as transforming with respect to the global/parent frame." -msgstr "" -"返回該變換的副本,該副本圍繞給定的 [param axis] 軸進行了夾角為 [param angle] " -"的旋轉操作(單位為弧度)。\n" -"[param axis] 必須為正規化的向量。\n" -"這個方法的結果和讓 [code]X[/code] 變換與相應的旋轉變換 [code]R[/code] 從左側相" -"乘一致,即 [code]R * X[/code],但進行了優化。\n" -"可以視作在全域/父級坐標系中的變換。" - -msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" -"The [param axis] must be a normalized vector.\n" -"This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding rotation transform [code]R[/code] from " -"the right, i.e., [code]X * R[/code].\n" -"This can be seen as transforming with respect to the local frame." -msgstr "" -"返回該變換的副本,該副本圍繞給定的 [param axis] 軸進行了夾角為 [param angle] " -"的旋轉操作(單位為弧度)。\n" -"[param axis] 必須為正規化的向量。\n" -"這個方法的結果和讓 [code]X[/code] 變換與相應的旋轉變換 [code]R[/code] 從右側相" -"乘一致,即 [code]R * X[/code],但進行了優化。\n" -"可以視作在局部坐標系中的變換。" - -msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." -msgstr "" -"基是一個矩陣,包含 3 個 [Vector3] 作為其列:X 軸、Y 軸、Z 軸。這些向量可以被解" -"釋為隨物體移動的局部坐標系的基向量。" - -msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." -msgstr "變換的平移偏移量,即第 3、4 列。相當於陣列索引 [code]3[/code]。" - -msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" -"沒有套用平移、旋轉、縮放的 [Transform3D]。當套用於其他資料結構時,[constant " -"IDENTITY] 不執行變換。" - -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "套用了垂直於 YZ 平面鏡像操作的 [Transform3D]。" - -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "套用了垂直於 XZ 平面鏡像操作的 [Transform3D]。" - -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "套用了垂直於 XY 平面鏡像操作的 [Transform3D]。" - -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." -msgstr "使用給定的 [Transform3D] 矩陣對 [AABB] 進行變換(相乘)。" - -msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." -msgstr "" -"使用給定的 [Transform3D] 矩陣對 [Vector3] 陣列中的每個元素進行變換(相乘)。" - -msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation " -"matrix." -msgstr "使用給定的 [Transform3D] 矩陣對 [Plane] 進行變換(相乘)。" - -msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." -msgstr "使用給定的 [Transform3D] 矩陣對 [Vector3] 進行變換(相乘)。" - msgid "" "A language translation that maps a collection of strings to their individual " "translations." @@ -120748,9 +117928,6 @@ msgstr "" "[BoxContainer] 的變體,只會將子控制項縱向排列。子控制項的最小尺寸發生變化時會" "自動進行重新排列。" -msgid "A 2D vector using floating point coordinates." -msgstr "使用浮點數座標的 2D 向量。" - msgid "" "A 2-element structure that can be used to represent 2D coordinates or any " "other pair of numeric values.\n" @@ -121071,10 +118248,6 @@ msgstr "" "返回由該向量的分量與 [param modv] 的分量執行 [method @GlobalScope.fposmod] 運" "算後組成的向量。" -msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "返回將該向量投影到給定向量 [param b] 上的結果。" - msgid "" "Returns the result of reflecting the vector from a line defined by the given " "direction vector [param n]." @@ -121116,11 +118289,6 @@ msgstr "" "如果輸入向量的長度不同,這個函式也會對長度進行插值處理。對於輸入向量中存在長度" "為零的向量的特殊情況,這個方法的行為與 [method lerp] 一致。" -msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." -msgstr "返回沿著平面進行滑動後的向量,該平面由給定的法線定義。" - msgid "" "Returns a new vector with each component snapped to the nearest multiple of " "the corresponding component in [param step]. This can also be used to round " @@ -121575,9 +118743,6 @@ msgstr "" "返回該 [Vector2i] 的負值。和寫 [code]Vector2i(-v.x, -v.y)[/code] 是一樣的。該" "操作在保持相同幅度的同時,翻轉向量的方向。" -msgid "A 3D vector using floating point coordinates." -msgstr "使用浮點數座標的 3D 向量。" - msgid "" "A 3-element structure that can be used to represent 3D coordinates or any " "other triplet of numeric values.\n" @@ -121691,9 +118856,6 @@ msgstr "" "返回給定向量的帶符號角度,單位為弧度。從 [param axis] 指定的一側看,該角度在逆" "時針方向時符號為正,在順時針方向時符號為負。" -msgid "Returns a new vector slid along a plane defined by the given normal." -msgstr "返回沿著由給定法線定義的平面滑動後的新向量。" - msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." @@ -122121,9 +119283,6 @@ msgstr "" "返回該 [Vector3i] 的負值。和寫 [code]Vector3i(-v.x, -v.y, -v.z)[/code] 是一樣" "的。該操作在保持相同幅度的同時,翻轉向量的方向。" -msgid "A 4D vector using floating point coordinates." -msgstr "使用浮點數座標的 4D 向量。" - msgid "" "A 4-element structure that can be used to represent 4D coordinates or any " "other quadruplet of numeric values.\n" @@ -123063,28 +120222,6 @@ msgid "" "a game world." msgstr "視口的抽象基底類別。對繪圖以及與遊戲世界的互動進行了封裝。" -msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children Camera3D " -"3D nodes will render on it too.\n" -"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " -"what it draws with other viewports.\n" -"Viewports can also choose to be audio listeners, so they generate positional " -"audio depending on a 2D or 3D camera child of it.\n" -"Also, viewports can be assigned to different screens in case the devices have " -"multiple screens.\n" -"Finally, viewports can also behave as render targets, in which case they will " -"not be visible unless the associated texture is used to draw." -msgstr "" -"Viewport(視口)會在螢幕中建立不同的視圖,或是在其他視口中建立子視圖。視口上會" -"顯示 2D 子節點,也會算繪 Camera3D 3D 子節點。\n" -"視口也可以擁有自己的 2D 或 3D 世界,這樣就不會與其他視口共用繪製的內容。\n" -"視口也可以選擇作為音訊監聽器,這樣就可以根據 2D 或 3D 相機子節點生成位置音" -"頻。\n" -"另外,在裝置有多個螢幕的情況下,可以將視口分配給不同的螢幕。\n" -"最後,視口也可以充當算繪目標,在這種情況下,除非使用與其相關聯的紋理進行繪制," -"否則它們將不可見。" - msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." @@ -123692,51 +120829,12 @@ msgstr "" "用於這個視口的可變速率著色(Variable Rate Shading,VRS)模式。請注意,如果硬件" "不支援 VRS,則會忽略此屬性。" -msgid "" -"Texture to use when [member vrs_mode] is set to [constant Viewport." -"VRS_TEXTURE].\n" -"The texture [i]must[/i] use a lossless compression format so that colors can " -"be matched precisely. The following VRS densities are mapped to various " -"colors, with brighter colors representing a lower level of shading " -"precision:\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" -"[/codeblock]" -msgstr "" -"[member vrs_mode] 為 [constant Viewport.VRS_TEXTURE] 時使用的紋理。\n" -"該紋理[i]必須[/i]使用無失真壓縮格式,以便可以精確配對顏色。以下 VRS 密度會對應" -"為各種顏色,較亮的顏色代表較低的著色精度。\n" -"[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多數硬體不支援\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多數硬體不支援\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多數硬體不支援\n" -"[/codeblock]" - msgid "The custom [World2D] which can be used as 2D environment source." msgstr "自訂的 [World2D],可以作為 2D 環境源。" msgid "The custom [World3D] which can be used as 3D environment source." msgstr "自訂的 [World3D],可以作為 3D 環境源。" -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "當控制項節點獲取鍵盤焦點時觸發。" - msgid "" "Emitted when the size of the viewport is changed, whether by resizing of " "window, or some other means." @@ -124263,12 +121361,6 @@ msgstr "Varying 的型別為 [Transform2D]。" msgid "Represents the size of the [enum VaryingType] enum." msgstr "代表 [enum VaryingType] 列舉的大小。" -msgid "Denotes invalid [VisualShader] node." -msgstr "表示無效的 [VisualShader] 節點。" - -msgid "Denotes output node of [VisualShader]." -msgstr "表示 [VisualShader] 的輸出節點。" - msgid "Base class for [VisualShader] nodes. Not related to scene nodes." msgstr "[AnimationTree] 節點的基底類別。與場景節點無關。" @@ -125734,23 +122826,6 @@ msgstr "" "使用一個[String]格式的以冒號分隔的列表來定義所有輸出埠: [code]id,type,name;[/" "code] ,參閱[method add_output_port]。" -msgid "" -"Outputs a 3D vector based on the result of a floating point comparison within " -"the visual shader graph." -msgstr "返回指向折射方向的向量。在視覺化著色器圖中使用。" - -msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point number " -"to be considered equal. Ports 4 to 6 are the possible outputs, returned if " -"[code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively." -msgstr "" -"這個視覺化著色器節點有六個輸入埠。埠 1 和埠 2 提供的是需要比較的兩個浮點數 " -"[code]a[/code] 和 [code]b[/code]。埠 3 是公差,能夠將相似的浮點數認定為相等。" -"埠 4 到埠 6 是可能的輸出,分別是 [code]a == b[/code]、[code]a > b[/code]、" -"[code]a < b[/code] 時的返回值。" - msgid "Represents the input shader parameter within the visual shader graph." msgstr "在視覺化著色器圖中,代表輸入著色器參數。" @@ -125931,12 +123006,6 @@ msgstr "比較函式。參閱[enum Function]的選項。" msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "與 [code]INF[/code](無窮大)比較。" -msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." -msgstr "" -"與 [code]NaN[/code] 比較(不是一個數字;表示無效的數字結果,如除以 0)。" - msgid "" "A visual shader node that returns the depth value of the DEPTH_TEXTURE node " "in a linear space." @@ -126606,14 +123675,6 @@ msgid "" "Composes a [Transform3D] from four [Vector3]s within the visual shader graph." msgstr "在視覺化著色器圖中,將四個 [Vector3] 合成為 [Transform3D]。" -msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " -"Each vector is one row in the matrix and the last column is a [code]vec4(0, " -"0, 0, 1)[/code]." -msgstr "" -"使用四個型別為 [code]vec3[/code] 的向量建立一個 4x4 變換矩陣。每個向量是矩陣中" -"的一行,最後一列是一個 [code]vec4(0, 0, 0, 1)[/code]。" - msgid "A [Transform3D] constant for use within the visual shader graph." msgstr "[Transform3D] 常數,在視覺化著色器圖中使用。" @@ -126628,11 +123689,6 @@ msgid "" "graph." msgstr "在視覺化著色器圖中,將 [Transform3D] 分解為四個 [Vector3]。" -msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " -"values, one from each row of the matrix." -msgstr "獲取一個4x4的變換矩陣,並將其分解為四個[code]vec3[/code]值,每行一個。" - msgid "Computes a [Transform3D] function within the visual shader graph." msgstr "在視覺化著色器圖中,計算 [Transform3D] 函式。" @@ -126651,9 +123707,6 @@ msgstr "對 [Transform3D] 矩陣執行轉置運算。" msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "在視覺化著色器圖中使用的 [Transform3D] 運算子。" -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." -msgstr "對兩個變換(4x4 矩陣)輸入套用 [member operator]。" - msgid "" "The type of the operation to be performed on the transforms. See [enum " "Operator] for options." @@ -126702,11 +123755,6 @@ msgid "" "Multiplies a [Transform3D] and a [Vector3] within the visual shader graph." msgstr "在視覺化著色器圖中,將 [Transform3D] 與 [Vector3] 相乘。" -msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " -"support for different multiplication operators." -msgstr "對一個變換(4x4 矩陣)和一個向量進行乘法運算,支援不同的乘法運算子。" - msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "要執行的乘法型別。參閱 [enum Operator] 的選項。" @@ -129037,16 +126085,6 @@ msgid "" "Requests an update of the [Window] size to fit underlying [Control] nodes." msgstr "請求更新 [Window] 大小以適應底層 [Control] 節點。" -msgid "" -"Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " -"have changed.\n" -"The value returned by this method can be overridden with [method " -"_get_contents_minimum_size]." -msgstr "" -"返回該視窗子 [Control] 節點最小尺寸的合併大小。請在子節點發生改變時使用 " -"[method child_controls_changed] 進行更新。" - msgid "Returns [code]true[/code] if the [param flag] is set." msgstr "如果設定了旗標 [param flag],則返回 [code]true[/code]。" @@ -130594,30 +127632,6 @@ msgstr "未知節點型別。" msgid "An anchor point in AR space." msgstr "AR 空間中的錨點。" -msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " -"identified by the AR platform to a position within the game world. For " -"example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " -"them.\n" -"This node is mapped to one of the anchors through its unique ID. When you " -"receive a signal that a new anchor is available, you should add this node to " -"your scene for that anchor. You can predefine nodes and set the ID; the nodes " -"will simply remain on 0,0,0 until a plane is recognized.\n" -"Keep in mind that, as long as plane detection is enabled, the size, placing " -"and orientation of an anchor will be updated as the detection logic learns " -"more about the real world out there especially if only part of the surface is " -"in view." -msgstr "" -"[XRAnchor3D] 點是一個空間節點,它將由 AR 平臺識別的真實世界位置對應到遊戲世界" -"中的某個位置。例如,只要 ARKit 中的平面偵測處於開啟狀態,ARKit 就會識別和更新" -"平面(桌子、地板等)的位置,並為它們建立錨點。\n" -"該節點通過其唯一 ID 對應到其中一個錨點。當收到新錨點可用的訊號時,應該將該節點" -"新增到該錨點的場景中。可以預定義節點並設定ID;節點將簡單地保持在 0,0,0 上,直" -"到識別出一個平面。\n" -"請記住,只要啟用了平面偵測,錨點的大小、位置和方向都會隨著偵測邏輯瞭解更多關於" -"真實世界的資訊而更新,尤其是在只有部分表面在視野內時。" - msgid "XR documentation index" msgstr "XR 文件索引" @@ -130758,21 +127772,6 @@ msgid "" "about the capabilities of this interface." msgstr "返回 [enum Capabilities] 標籤的組合,提供關於這個介面功能的資訊。" -msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." -msgstr "返回該介面的名稱(OpenXR、OpenVR、OpenHMD、ARKit 等)。" - -msgid "" -"Returns an array of vectors that denotes the physical play area mapped to the " -"virtual space around the [XROrigin3D] point. The points form a convex polygon " -"that can be used to react to or visualize the play area. This returns an " -"empty array if this feature is not supported or if the information is not yet " -"available." -msgstr "" -"返回一個向量陣列,表示對應到 [XROrigin3D] 點周圍的虛擬空間的物理遊玩區域。這些" -"點形成一個凸多邊形,可被用於對遊玩區域做出反應或視覺化。如果該功能不受支援或資" -"訊尚不可用,則返回一個空陣列。" - msgid "Returns the projection matrix for a view/eye." msgstr "返回視圖/眼睛的投影矩陣。" @@ -131038,11 +128037,6 @@ msgstr "返回接受算繪結果的深度紋理(如果適用)。" msgid "Returns the name of this interface." msgstr "返回該介面的名稱。" -msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " -"applicable)." -msgstr "返回表示遊戲區域邊界的 [PackedVector3Array](如果適用)。" - msgid "" "Returns the projection matrix for the given view as a [PackedFloat64Array]." msgstr "返回給定試圖的投影矩陣,形式為 [PackedFloat64Array]。" @@ -131295,9 +128289,6 @@ msgstr "" "追蹤資訊可能不準確或是估計而來的。例如,對於內向外型追蹤,這表示的是控制器可能" "被(部分)遮擋。" -msgid "Tracking information is deemed accurate and up to date." -msgstr "追蹤資訊被認為是準確且最新的。" - msgid "A tracked object." msgstr "追蹤對象。" diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index d15508f8d76..9bac8840e95 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -94,7 +94,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"PO-Revision-Date: 2024-03-02 14:19+0000\n" "Last-Translator: بسام العوفي \n" "Language-Team: Arabic \n" @@ -342,7 +342,7 @@ msgid "Redo" msgstr "إلغاء التراجع" msgid "Completion Query" -msgstr "إستعلام إكمال" +msgstr "التكملة المقترحة" msgid "New Line" msgstr "سطر جديد" @@ -552,6 +552,9 @@ msgstr "تعديل الحدث" msgid "Remove Event" msgstr "حذف الحدث" +msgid "Filter by Name" +msgstr "تصفية بالاسم..." + msgid "Clear All" msgstr "مسح الكل" @@ -562,7 +565,7 @@ msgid "Add" msgstr "أضف" msgid "Show Built-in Actions" -msgstr "عرض الاجراءات الداخلية" +msgstr "أظهرْ الإجراءات المدمجة" msgid "Action" msgstr "إجراء" @@ -585,6 +588,15 @@ msgstr "أدخل المفتاح هنا" msgid "Duplicate Selected Key(s)" msgstr "مضاعفة المفاتيح المحددة" +msgid "Cut Selected Key(s)" +msgstr "قص المفاتيح المحددة" + +msgid "Copy Selected Key(s)" +msgstr "نسخ المفاتيح المحددة" + +msgid "Paste Key(s)" +msgstr "لصق المفاتيح" + msgid "Delete Selected Key(s)" msgstr "امسح المفاتيح المحددة" @@ -896,7 +908,7 @@ msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "مقاطع التحريك يمكنها فقط أن تشير إلى عُقد تحريك-اللاعب." msgid "Not possible to add a new track without a root" -msgstr "لا يمكن إضافة مقطع جديد بدون جذر (root)" +msgstr "لا يمكن إضافة مقطع جديد بدون جذر" msgid "Invalid track for Bezier (no suitable sub-properties)" msgstr "مقطع غير متوافق مع منحنى بيزر (Bezier) (خصائص فرعية غير متوافقة)" @@ -1034,10 +1046,10 @@ msgid "Toggle between the bezier curve editor and track editor." msgstr "‌قم بالتبديل بين محرر منحنى بيزير ومحرر المسار." msgid "Only show tracks from nodes selected in tree." -msgstr "فقط قم بتبين المقاطع من العقد (Nodes) المحددة في الشجرة." +msgstr "أظهرْ المقاطع من العُقد المحددة داخل الشجرة، فقط." msgid "Group tracks by node or display them as plain list." -msgstr "قم بتجميع المقاطع حسب العقد (Nodes) أو إظهارهم كقائمة بسيطة." +msgstr "جمع المقاطع حسب العُقد أو إظهارها في قائمة واضحة." msgid "Snap:" msgstr "إنطباق أو محاذاة:" @@ -1291,6 +1303,9 @@ msgstr "تحذيرات" msgid "Line and column numbers." msgstr "أرقام الخط و العمود." +msgid "Indentation" +msgstr "التصدُّر عن بداية السطر" + msgid "Method in target node must be specified." msgstr "يجب تحديد الدالة في العقدة المستهدفة." @@ -1311,7 +1326,7 @@ msgid "Connect to Node:" msgstr "صلها بالعقدة:" msgid "Connect to Script:" -msgstr "الإتصال بالمخطوطة:" +msgstr "التوصيل بالنص البرمجي:" msgid "From Signal:" msgstr "من إشارة:" @@ -1393,19 +1408,19 @@ msgid "Disconnect all from signal: '%s'" msgstr "قطع جميع الاتصالات للإشارة: '%s'" msgid "Connect..." -msgstr "يتصل..." +msgstr "توصيل..." msgid "Disconnect" msgstr "قطع الاتصال" msgid "Connect a Signal to a Method" -msgstr "قم بوصل الإشارة إلى الدالة" +msgstr "توصيل إشارة إلى الدالة" msgid "Edit Connection: '%s'" msgstr "تعديل الاتصال: '%s'" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" -msgstr "هل أنت متأكد أنك تود إزالة كل الإتصالات من الإشارة \"%s\"؟" +msgstr "هل أنت متأكد أنك تريد إزالة كل الاتصالات من الإشارة \"%s\"؟" msgid "Signals" msgstr "الإشارات" @@ -1414,7 +1429,7 @@ msgid "Filter Signals" msgstr "تصفية الإشارات" msgid "Are you sure you want to remove all connections from this signal?" -msgstr "هل أنت متأكد أنك تود إزالة كل الإتصالات من هذه الإشارة؟" +msgstr "هل أنت متأكد أنك تريد إزالة كل الاتصالات من هذه الإشارة؟" msgid "Open Documentation" msgstr "فتح الوثائق" @@ -1480,7 +1495,7 @@ msgid "Debug" msgstr "تصحيح الأخطاء" msgid "Save Branch as Scene" -msgstr "حفظ الفرع كمشهد" +msgstr "حفظ الفرع مشهدًا" msgid "Copy Node Path" msgstr "نسخ مسار العُقدة" @@ -1498,7 +1513,7 @@ msgstr "" "انقر لفتح الملف الأصلي في المحرر." msgid "Toggle Visibility" -msgstr "تشغيل/إطفاء الوضوحية Visibility" +msgstr "تبديل الوضوحية" msgid "Updating assets on target device:" msgstr "تحديث الأصول والملحقات في الجهاز المستهدف:" @@ -1630,7 +1645,7 @@ msgid "%s Source:" msgstr "%s المَصْدَرَ:" msgid "Stack Trace" -msgstr "تتبع المُكدس Stack Trace" +msgstr "المُتراكمات" msgid "Stack Trace:" msgstr "متابعة التراكمات:" @@ -1684,7 +1699,7 @@ msgid "Thread:" msgstr "مسار:" msgid "Stack Frames" -msgstr "حزم الإطارات Stack Frames" +msgstr "الإطارات المتراكمة" msgid "Filter Stack Variables" msgstr "تصفية مخزن المتغيّرات" @@ -1894,13 +1909,10 @@ msgid "Folder name is valid." msgstr "اسم المجلد صالح." msgid "Thanks from the Godot community!" -msgstr "شكراً من مجتمع غودوت!" - -msgid "Click to copy." -msgstr "انقر للنسخ." +msgstr "شكراً من مجتمع جوْدَتْ!" msgid "Godot Engine contributors" -msgstr "المسهامين في محرك غودوت" +msgstr "المساهمون في محرك جوْدَتْ" msgid "Project Founders" msgstr "مؤسسون المشروع" @@ -1957,10 +1969,9 @@ msgid "" "an exhaustive list of all such third-party components with their respective " "copyright statements and license terms." msgstr "" -"محرك غودوت يعتمد على عدد من المكتبات و المكونات البرمجية لملاك اخرين و لكنها " -"مجانية و مفتوحة المصدر، و كلها متفقة مع شروط الاستخدام لرخصة \"MIT\". في ما " -"يلي قائمة تحوي جميع هذه المكونات اضافة الى حقوق النشر و شروط الاستخدام الخاصة " -"بها." +"محرك جوْدَتْ يعتمد على عدد من المكتبات و المكونات البرمجية لملاك آخرين و لكنها " +"مجانية و مفتوحة المصدر، و كلها متفقة مع رخصة \"MIT\". وهذه قائمة تحوي جميع " +"هذه المكونات إضافةً إلى حقوق النشر و شروط استخدامها." msgid "All Components" msgstr "كل المكونات" @@ -2835,7 +2846,7 @@ msgid "Annotation" msgstr "التوضيح" msgid "Search Help" -msgstr "ابحث في المساعدة" +msgstr "البحث المساعد" msgid "Case Sensitive" msgstr "حساسة لحالة الأحرف" @@ -3541,7 +3552,7 @@ msgid "Distraction Free Mode" msgstr "وضع خالي من الإلهاء" msgid "Toggle distraction-free mode." -msgstr "تمكين/إيقاف الوضع الخالي من الإلهاء." +msgstr "وضع التركيز." msgid "Scene" msgstr "المشهد" @@ -3652,7 +3663,7 @@ msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "لقطات الشاشة تكون محفوظة في مجلّد بيانات/إعدادات المحرّر." msgid "Toggle Fullscreen" -msgstr "تفعيل/إلغاء وضع الشاشة الكاملة" +msgstr "تبديل وضع الشاشة الكاملة" msgid "Open Editor Data/Settings Folder" msgstr "فتح مجلّد بيانات/إعدادات المحرّر" @@ -3675,6 +3686,9 @@ msgstr "تجهيز مستورِد FBX..." msgid "Help" msgstr "المساعدة" +msgid "Search Help..." +msgstr "البحث المساعد..." + msgid "Online Documentation" msgstr "الوثائق الإلكترونية" @@ -3723,9 +3737,6 @@ msgstr "عقدة" msgid "History" msgstr "سجل التغييرات" -msgid "Expand Bottom Panel" -msgstr "توسيع القائمة السفلية" - msgid "Output" msgstr "المخرجات" @@ -3778,9 +3789,6 @@ msgstr "إعادة تحميل" msgid "Resave" msgstr "إعادة حفظ" -msgid "Create Version Control Metadata..." -msgstr "إعداد إدارة الإصدارات لالبيانات الوصفية (Version Control)..." - msgid "Version Control Settings..." msgstr "إعدادات التحكم في الإصدارات..." @@ -3854,7 +3862,7 @@ msgid "Rename" msgstr "إعادة التسمية" msgid "Rename layer" -msgstr "اعادة تسمية الطبقة" +msgstr "إعادة تسمية الطبقة" msgid "Layer %d" msgstr "الطبقة %d" @@ -4132,6 +4140,12 @@ msgstr "جميع الأجهزة" msgid "Device" msgstr "الجهاز" +msgid "Listening for Input" +msgstr "الاستماع للمدخلات" + +msgid "Filter by Event" +msgstr "تصفية بالحدث..." + msgid "Project export for platform:" msgstr "تصدير المشروع لمنصة:" @@ -4296,10 +4310,10 @@ msgid "Can't Resolve" msgstr "لا يمكن الحل" msgid "Connecting..." -msgstr "جاري الإتصال..." +msgstr "الاتصال..." msgid "Can't Connect" -msgstr "لا يمكن الإتصال" +msgstr "لا يمكن الاتصال" msgid "Connected" msgstr "متصل" @@ -4311,7 +4325,7 @@ msgid "Downloading" msgstr "جاري التنزيل" msgid "Connection Error" -msgstr "خطأ في الإتصال" +msgstr "خطأ في الاتصال" msgid "TLS Handshake Error" msgstr "خطأ مصافحة TLS" @@ -4606,22 +4620,6 @@ msgstr "إدارة قوالب التصدير" msgid "Export With Debug" msgstr "التصدير مع مُنقح الأخطاء" -msgid "Disable FBX & Restart" -msgstr "تعطيل FBX وإعادة التشغيل" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"سيؤدي إلغاء مربع الحوار هذا إلى تعطيل مستورد FBX.\n" -"يمكنك إعادة تمكينه في إعدادات المشروع ضمن نظام الملفات > استيراد > FBX > " -"ممكّن.\n" -"\n" -"سيتم إعادة تشغيل المحرر بسبب انه تسجيل المستوردين يبدء عند تشغيل المحرر." - msgid "Path to FBX2glTF executable is empty." msgstr "المسار إلى FBX2glTF القابل للتنفيذ فارغ." @@ -4637,13 +4635,6 @@ msgstr "الملف القابل للتنفيذ FBX2glTF صالح." msgid "Configure FBX Importer" msgstr "تهيئة مُستورِد FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF مطلوب لتصدير ملفات FBX.\n" -"رجائاً حمله ووفر مسار صالح الى ملف التشغيل:" - msgid "Click this link to download FBX2glTF" msgstr "اضغط هذا الرابط لتنزيل FBX2glTF" @@ -4670,7 +4661,7 @@ msgid "" msgstr "استيراد هذا الملف قد عُطّل ، لذا لا يمكن فتحه للتحرير." msgid "Cannot move/rename resources root." -msgstr "لا يمكن مسح/إعادة تسمية جذر الموارد." +msgstr "لا يمكن نقل/إعادة تسمية جذر الموارد." msgid "Cannot move a folder into itself." msgstr "لا يمكن تحريك مجلد إلي نفسه." @@ -4736,7 +4727,7 @@ msgid "New Inherited Scene" msgstr "مشهد مُوّرَث جديد" msgid "Set as Main Scene" -msgstr "تعيين كمشهد رئيسي" +msgstr "تعيينه مشهدًا رئيسا" msgid "Open Scenes" msgstr "فتح المَشاهِد" @@ -4798,6 +4789,9 @@ msgstr "إعادة الاستيراد" msgid "Open in File Manager" msgstr "افتح في مدير الملفات" +msgid "Open Containing Folder in Terminal" +msgstr "افتح المجلد الحاوي في الطرفية" + msgid "New Folder..." msgstr "مجلد جديد..." @@ -4949,18 +4943,81 @@ msgstr "%d تطابقات في %d ملف" msgid "%d matches in %d files" msgstr "%d تطابقات في %d ملفات" +msgid "Set Group Description" +msgstr "تعيين وصف المجموعة" + +msgid "Invalid group name. It cannot be empty." +msgstr "اسم المجموعة غير صالح، لا يمكن أن يكون فارغا." + +msgid "A group with the name '%s' already exists." +msgstr "مجموعة بهذا الاسم '%s' موجودة سلفاً." + +msgid "Group can't be empty." +msgstr "المجموعة لا يمكن أن تكون فارغة." + +msgid "Group already exists." +msgstr "توجد مجموعة بهذا الاسم." + +msgid "Add Group" +msgstr "إضافة مجموعة" + +msgid "Renaming Group References" +msgstr "إعادة تسمية مرجعيات المجموعة" + +msgid "Removing Group References" +msgstr "إزالة مرجعيات المجموعة" + msgid "Rename Group" msgstr "إعادة تسمية المجموعة" +msgid "Remove Group" +msgstr "إزالة المجموعة" + +msgid "Delete group \"%s\"?" +msgstr "حذف المجموعة \"%s\"؟" + +msgid "Group name is valid." +msgstr "اسم المجموعة صالح." + +msgid "Rename references in all scenes" +msgstr "إعادة تسمية المرجعيات في كل المشاهد" + +msgid "This group belongs to another scene and can't be edited." +msgstr "هذه المجموعة تنتمي إلى مشهد آخر ولا يمكن تعديله." + +msgid "Copy group name to clipboard." +msgstr "نسخ اسم المجموعة إلى الحافظة." + msgid "Add to Group" -msgstr "إضافة إلي مجموعة" +msgstr "إضافة إلى المجموعة" msgid "Remove from Group" msgstr "حذف من المجموعة" +msgid "Convert to Global Group" +msgstr "تحويل إلى مجموعة عامة" + +msgid "Convert to Scene Group" +msgstr "تحويل إلى مجموعة المشهد" + +msgid "Create New Group" +msgstr "إنشاء مجموعة جديدة" + msgid "Global" msgstr "العام" +msgid "Delete group \"%s\" and all its references?" +msgstr "حذف المجموعة \"%s\" مع جميع مرجعياتها؟" + +msgid "Add a new group." +msgstr "إضافة مجموعة جديدة." + +msgid "Filter Groups" +msgstr "تصفية المجموعات" + +msgid "Expand Bottom Panel" +msgstr "توسيع القائمة السفلية" + msgid "Move" msgstr "تحريك" @@ -5203,6 +5260,9 @@ msgstr "تشغيل/إطفاء الوضوحية" msgid "Unlock Node" msgstr "إلغاء تأمين العقدة" +msgid "Ungroup Children" +msgstr "تفريق الفروع" + msgid "Disable Scene Unique Name" msgstr "تعطيل اسم المشهد الفريد" @@ -5735,6 +5795,9 @@ msgstr "زر عصا التحكم" msgid "Joypad Axes" msgstr "محاور عصا التحكم" +msgid "Event Configuration for \"%s\"" +msgstr "تهيئة الحدث لـ\"%s\"" + msgid "Event Configuration" msgstr "إعدادات الحدث" @@ -6163,7 +6226,7 @@ msgstr "لقد تحركت العُقدة" msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "" -"غير قادر على الاتصال، ربما البوابة قيد الاستخدام أو أن الإتصال غير صالح." +"غير قادر على الاتصال، ربما البوابة قيد الاستخدام أو أن الاتصال غير صالح." msgid "Nodes Connected" msgstr "العُقد متصلة" @@ -6357,7 +6420,7 @@ msgid "New Animation Name:" msgstr "اسم التحريك الجديد:" msgid "Rename Animation" -msgstr "إعادة تسمية الرسم المتحرك" +msgstr "إعادة تسمية التحريك" msgid "Change Animation Name:" msgstr "تغيير اسم التحريك:" @@ -6572,13 +6635,13 @@ msgid "Download" msgstr "تنزيل" msgid "Connection error, please try again." -msgstr "خطأ في الإتصال، من فضلك حاول مجدداً." +msgstr "خطأ في الاتصال، من فضلك حاول مرة أخرى." msgid "Can't connect." -msgstr "لا يمكن الإتصال." +msgstr "لا يمكن الاتصال." msgid "Can't connect to host:" -msgstr "لا يمكن الإتصال بالمُضيف:" +msgstr "لا يمكن الاتصال بالمُضيف:" msgid "No response from host:" msgstr "لا ردّ من المُضيف:" @@ -6842,7 +6905,7 @@ msgid "Locked" msgstr "مُقفل" msgid "Grouped" -msgstr "مُجَمعَ" +msgstr "جُمعتْ" msgid "Add Node Here..." msgstr "أضفْ عُقدة هنا..." @@ -6893,10 +6956,10 @@ msgid "Unlock Selected" msgstr "حل قفل المحدد" msgid "Group Selected" -msgstr "حُدد التجميع" +msgstr "تجميع المحدد" msgid "Ungroup Selected" -msgstr "حُدد إلغاء التجميع" +msgstr "تفريق المحدد" msgid "Paste Pose" msgstr "لصق الوضع" @@ -7022,12 +7085,6 @@ msgstr "نسبية المحاذاة" msgid "Use Pixel Snap" msgstr "إستخدام كبس البكسل" -msgid "Smart Snapping" -msgstr "المحاذاة الذكية" - -msgid "Configure Snap..." -msgstr "تعديل المحاذاة..." - msgid "Snap to Parent" msgstr "المحاذاة إلى الأصل" @@ -7046,6 +7103,12 @@ msgstr "حاذي إلى العقد الأخرى" msgid "Snap to Guides" msgstr "حاذي إلى الموجهات" +msgid "Smart Snapping" +msgstr "المحاذاة الذكية" + +msgid "Configure Snap..." +msgstr "تعديل المحاذاة..." + msgid "Lock selected node, preventing selection and movement." msgstr "قفل العُقدة المختارة، ومنع الحركة والاختيار." @@ -7058,9 +7121,23 @@ msgstr "فتح العُقدة المختارة، وتجويز الحركة وا msgid "Unlock Selected Node(s)" msgstr "تحرير العُقد المختارة" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"يجمع العقدة المحددة مع فروعها. وهذا يعني أن الأصل سوف يُحدد عند النقر على أي " +"عقدة فرعية له في المنظر الثنائي أو الثلاثي." + msgid "Group Selected Node(s)" msgstr "جمع العُقد المختارة" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"يفرق العقدة المختارة عن فروعها. العقد الفرعية ستكون عناصر مستقلة في المنظر " +"الثنائي والثلاثي." + msgid "Ungroup Selected Node(s)" msgstr "تفكيك العُقد المختارة" @@ -7106,6 +7183,9 @@ msgstr "إظهار المركز" msgid "Show Viewport" msgstr "أظهر الشاشة" +msgid "Group" +msgstr "المجموعة" + msgid "Gizmos" msgstr "الأدوات" @@ -7322,10 +7402,10 @@ msgid "Change Horizontal Size Flags" msgstr "تغيير أعلام الحجم الأفقي" msgid "Presets for the anchor and offset values of a Control node." -msgstr "الإعدادات المسبقة لقيم الارتساء والإزاحة لعقدة التحكم." +msgstr "تجهيزات المراسي والإزاحة لعقدة التحكم." msgid "Anchor preset" -msgstr "إرتكاز الأيقونة" +msgstr "ارتكاز العقدة" msgid "Set to Current Ratio" msgstr "تعيين إلى النسبة الحالية" @@ -7348,13 +7428,13 @@ msgid "Vertical alignment" msgstr "محاذاة عمودية" msgid "Convert to GPUParticles3D" -msgstr "التحويل إلى GPUParticles3D" +msgstr "التحويل إلى جسيمات-بطاقة-ثلاثية" msgid "Load Emission Mask" msgstr "حمل قناع الانبعاث" msgid "Convert to GPUParticles2D" -msgstr "تحويل إلى GPUParticles2D" +msgstr "تحويل إلى جسيمات-بطاقة-ثنائية" msgid "CPUParticles2D" msgstr "جسيمات-معالج-ثنائية" @@ -8415,6 +8495,9 @@ msgstr "عرض البيئة" msgid "View Gizmos" msgstr "عرض الأدوات" +msgid "View Grid" +msgstr "إظهار الشبكة" + msgid "View Information" msgstr "إظهار المعلومات" @@ -8488,7 +8571,7 @@ msgid "Begin Scale Transformation" msgstr "ابدأ في تحويل الحجم" msgid "Toggle Camera Preview" -msgstr "تفعيل/تعطيل العرض المسبق للكاميرا" +msgstr "معاينة الكامرة" msgid "View Rotation Locked" msgstr "تدوير الرؤية مقفول" @@ -8558,6 +8641,13 @@ msgstr "" "بيئة-العالم.\n" "المعاينة معطلة." +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"يجمع العقدة المختارة بفروعها. وهذا يختار العقدة الأصلية عند النقر على أي عقدة " +"فرعية لها في المنظر الثنائي أو الثلاثي." + msgid "Use Local Space" msgstr "استخدام الحيّز المحلي" @@ -8630,7 +8720,7 @@ msgid "Focus Selection" msgstr "اختيار التركيز" msgid "Toggle Freelook" -msgstr "إلغاء/تفعيل وضع الرؤية الحُرة" +msgstr "وضع الرؤية الحُرة" msgid "Decrease Field of View" msgstr "قلّل مجال الرؤية" @@ -8671,9 +8761,6 @@ msgstr "4 ساحات للرؤية" msgid "View Origin" msgstr "إظهار الأصل (المصدر)" -msgid "View Grid" -msgstr "إظهار الشبكة" - msgid "Settings..." msgstr "الإعدادات..." @@ -8841,11 +8928,14 @@ msgstr "حرك In-Control داخل المنحنى" msgid "Move Out-Control in Curve" msgstr "حرك Out-Control داخل المنحنى" +msgid "Clear Curve Points" +msgstr "مسح نقاط المُنحنى" + msgid "Select Points" -msgstr "إختر النقاط" +msgstr "اختر النقاط" msgid "Shift+Drag: Select Control Points" -msgstr "Shift+سحب: إختر نقاط التحكم" +msgstr "Shift+سحب: اختر نقاط التحكم" msgid "Click: Add Point" msgstr "إظغط: أضف نقطة" @@ -8860,7 +8950,7 @@ msgid "Select Control Points (Shift+Drag)" msgstr "اختر العُقد الآباء (بالسحب + Shift)" msgid "Add Point (in empty space)" -msgstr "إضافة عُقدة (في فُسحة فارغة)" +msgstr "إضافة نقطة (في فُسحة فارغة)" msgid "Delete Point" msgstr "احذف النقطة" @@ -8868,6 +8958,9 @@ msgstr "احذف النقطة" msgid "Close Curve" msgstr "إغلاق المنحنى" +msgid "Clear Points" +msgstr "مسح النقاط" + msgid "Please Confirm..." msgstr "يُرجى التأكيد..." @@ -8889,9 +8982,6 @@ msgstr "تراجع مُتباطئ #" msgid "Handle Tilt #" msgstr "إمالة المقبض #" -msgid "Set Curve Point Position" -msgstr "حدد موقع نقطة الإنحناء" - msgid "Set Curve Out Position" msgstr "حدد موقع خروج الإنحناء" @@ -8919,6 +9009,9 @@ msgstr "إعادة ضبط نقطة الإمالة" msgid "Split Segment (in curve)" msgstr "فصل القطعة (من المُنحنى)" +msgid "Set Curve Point Position" +msgstr "حدد موقع نقطة الإنحناء" + msgid "Move Joint" msgstr "تحريك النُقطة" @@ -9230,15 +9323,15 @@ msgstr "التاريخ السابق" msgid "History Next" msgstr "التاريخ التالي" -msgid "Theme" -msgstr "الموضوع" - msgid "Import Theme..." msgstr "استيراد الموضوع…" msgid "Reload Theme" msgstr "إعادة تحميل الموضوع" +msgid "Theme" +msgstr "الموضوع" + msgid "Save Theme" msgstr "احفظ الموضوع" @@ -9258,7 +9351,7 @@ msgid "Online Docs" msgstr "مستندات الإنترنت" msgid "Open Godot online documentation." -msgstr "افتح مستندات غودوت على الشبكة." +msgstr "افتح وثائق جوْدَتْ على الشبكة." msgid "Search the reference documentation." msgstr "ابحث في الوثائق المرجعية." @@ -9270,7 +9363,7 @@ msgid "Go to next edited document." msgstr "التوجه إلى المستند المُحرر التالي." msgid "Make the script editor floating." -msgstr "اجعل محرر البرنامج النصي عائمًا." +msgstr "تعويم المحرر البرمجي." msgid "Discard" msgstr "تجاهل" @@ -9356,9 +9449,6 @@ msgstr "اختر لوناً" msgid "Folding" msgstr "الطي" -msgid "Indentation" -msgstr "التصدُّر عن بداية السطر" - msgid "Uppercase" msgstr "الأحرف الكبيرة (Uppercase)" @@ -9372,7 +9462,7 @@ msgid "Convert Case" msgstr "حالة التحويل" msgid "Syntax Highlighter" -msgstr "مُعلّم التركيب Syntax" +msgstr "مُعلّم اللغة البرمجية" msgid "Bookmarks" msgstr "المحفوظات" @@ -9387,7 +9477,7 @@ msgid "Unindent" msgstr "بدون تصدُّر" msgid "Toggle Comment" -msgstr "تفعيل Toggle التعليقات" +msgstr "تفعيل التعليقات" msgid "Fold/Unfold Line" msgstr "إلغاء/تفعيل طي الخط" @@ -9453,7 +9543,7 @@ msgid "Go to Line..." msgstr "الذهاب إلى خط..." msgid "Toggle Breakpoint" -msgstr "تفعيل/إلغاء تفعيل نقطة التكسّر" +msgstr "تفعيل/إلغاء المِفحصة" msgid "Remove All Breakpoints" msgstr "إزالة جميع نقاط التكسّر" @@ -9669,12 +9759,6 @@ msgstr "غير قادر على تحميل الصور" msgid "ERROR: Couldn't load frame resource!" msgstr "خطأ: لم يتم تحميل مورد الإطار!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "إما أن تكون حافظة الموارد فارغة أو ليست نقشاً!" - -msgid "Paste Frame" -msgstr "الصق إطاراً" - msgid "Add Empty" msgstr "إضافته فارغاً" @@ -9726,9 +9810,6 @@ msgstr "إضافة الإطارات من المُلخّص" msgid "Delete Frame" msgstr "حذف الإطار" -msgid "Copy Frame" -msgstr "نسخ إطار" - msgid "Insert Empty (Before Selected)" msgstr "إضافته فارغ (قبل التحديد)" @@ -10041,7 +10122,7 @@ msgid "Select all Theme items." msgstr "حدد ملف القالب." msgid "Select With Data" -msgstr "إختر مع البيانات" +msgstr "اختر مع البيانات" msgid "Select all Theme items with item data." msgstr "اختر جميع عناصر الثيم والبيانات المتعلقة بهم." @@ -10078,7 +10159,7 @@ msgid "Remove All Color Items" msgstr "إزالة جميع عناصر الالوان" msgid "Rename Item" -msgstr "اعادة تسمية العنصر" +msgstr "إعادة تسمية العنصر" msgid "Remove All Constant Items" msgstr "إزالة جميع العناصر الثابتة" @@ -10148,7 +10229,7 @@ msgid "Rename Color Item" msgstr "إعادة تسمية عنصر اللون" msgid "Rename Constant Item" -msgstr "اعادة تسمية عنصر ثابت" +msgstr "إعادة تسمية عنصر ثابت" msgid "Rename Font Item" msgstr "إعادة تسمية عنصر الخط" @@ -10217,7 +10298,7 @@ msgid "Editor Theme" msgstr "محرر النمط" msgid "Select Another Theme Resource:" -msgstr "إختر مورد مظهر كلي أخر:" +msgstr "اختر مصدرًا آخر للنمط:" msgid "Theme Resource" msgstr "مورد المظهر الكلي" @@ -10238,7 +10319,7 @@ msgid "Are you sure you want to create an empty type?" msgstr "هل أنت واثق من إنشاء نوع فارغ؟" msgid "Confirm Item Rename" -msgstr "تأكيد اعادة تسمية العنصر" +msgstr "تأكيد تسمية العنصر" msgid "Cancel Item Rename" msgstr "إلغاء إعادة تسمية العنصر" @@ -10347,7 +10428,7 @@ msgstr "حدد مشهد واجهة المستخدم:" msgid "" "Toggle the control picker, allowing to visually select control types for edit." -msgstr "فعّل مُختار التحديد، مما يسمح لك باختيار أنواع التحديد بصرياً لتحريرها." +msgstr "تفعيل مِلقاط التحكم، يسمح - مرئيا - باختيار أنواع التحكم لتعديلها." msgid "Toggle Button" msgstr "زر التبديل" @@ -12575,6 +12656,9 @@ msgctxt "Application" msgid "Project Manager" msgstr "مدير المشروع" +msgid "Settings" +msgstr "الإعدادات" + msgid "New Project" msgstr "مشروع جديد" @@ -12697,6 +12781,9 @@ msgid "" "Please choose a \"project.godot\", a directory with it, or a \".zip\" file." msgstr "الرجاء اختيار \"project.godot\" أو دليل به أو ملف \".zip\"." +msgid "The install directory already contains a Godot project." +msgstr "مسار التنصيب يحوي مشروعا لجودت سابقا." + msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -12852,6 +12939,15 @@ msgstr "مشروع مفقود" msgid "Restart Now" msgstr "إعادة التشغيل الآن" +msgid "Quick Settings" +msgstr "الإعدادات السريعة" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"الإعدادات قد تغيرت! يجب استئناف مدير المشاريع حتى تأخذ التغييراتُ تأثيرَها." + msgid "Add Project Setting" msgstr "إضافة إعدادات مشروع" @@ -12903,6 +12999,9 @@ msgstr "التحميل التلقائي" msgid "Shader Globals" msgstr "مُظلل عالمي" +msgid "Global Groups" +msgstr "المجموعات العامة" + msgid "Plugins" msgstr "إضافات" @@ -13179,7 +13278,7 @@ msgid "" msgstr "" "لا يمكن أن تحفظ فرعًا هو فرع في مشهد فرعي مستنسخ.\n" "لحفظ هذا الفرع في مشهده، افتح المشهد الأصلي، وانقر بزر الفأرة الأيمن على هذا " -"الفرع، ثم اختر \"حفظ الفرع كمشهد\"." +"الفرع، ثم اختر \"حفظ الفرع مشهدًا\"." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -13187,8 +13286,8 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "لا يمكن حفظ فرع يعد جزءًا من مشهد موروث.\n" -"لحفظ هذا الفرع في المشهد الخاص به، افتح المشهد الأصلي، وانقر بزر الماوس " -"الأيمن على هذا الفرع، ثم حدد \"حفظ الفرع كمشهد\"." +"لحفظ هذا الفرع في المشهد الخاص به، افتح المشهد الأصلي، وانقر بزر الفارة " +"الأيمن على هذا الفرع، ثم حدد \"حفظ الفرع مشهدًا\"." msgid "Save New Scene As..." msgstr "احفظ المشهد الجديد ك..." @@ -13227,6 +13326,9 @@ msgstr "مشهد رئيس (جذر) جديد" msgid "Create Root Node:" msgstr "إنشاء العُقدة الرئيسة (الجذر):" +msgid "Toggle the display of favorite nodes." +msgstr "إظهار العُقد المفضلة." + msgid "Other Node" msgstr "عقدة أخرى" @@ -13251,6 +13353,9 @@ msgstr "إلحاق نص برمجي" msgid "Set Shader" msgstr "تعيين مُظلل" +msgid "Toggle Editable Children" +msgstr "إظهار الفروع قابلة التعديل" + msgid "Cut Node(s)" msgstr "قص العُقد" @@ -13354,6 +13459,9 @@ msgstr "<بدون اسم> في %s" msgid "(used %d times)" msgstr "(تم استخدامه %d مرة)" +msgid "Batch Rename..." +msgstr "إعادة تسمية الدفعة..." + msgid "Add Child Node..." msgstr "إضافة عقدة فرعية..." @@ -13375,6 +13483,9 @@ msgstr "إلحاق نص برمجي..." msgid "Make Scene Root" msgstr "جعل المشهد الرئيس" +msgid "Save Branch as Scene..." +msgstr "حفظ الفرعِ مشهدًا..." + msgid "Toggle Access as Unique Name" msgstr "تبديل الدخول إلى اسم فريد" @@ -13688,6 +13799,9 @@ msgstr "وسيطة القيمة هي تم تحريره مسبقًا." msgid "Export Scene to glTF 2.0 File" msgstr "تصدير المشهد إلى ملف glTF 2.0" +msgid "Export Settings:" +msgstr "إعدادات التصدير:" + msgid "glTF 2.0 Scene..." msgstr "مشهد glTF 2.0..." @@ -13979,13 +14093,6 @@ msgstr "إحداث" msgid "Replicate" msgstr "تناسخ" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"قم بإضافة خصائص باستخدام الخيارات المذكورة أعلاه، أو\n" -"اسحبهم من المفتش وأسقطهم هنا." - msgid "Please select a MultiplayerSynchronizer first." msgstr "الرجاء تحديد \"مزامن متعدد اللاعبين\" أولاً." @@ -14070,13 +14177,13 @@ msgid "Clears the internal NavigationMesh vertices and polygons." msgstr "مسح رؤوس ومضلعات مجسم التنقل الداخلية." msgid "Toggles whether the noise preview is computed in 3D space." -msgstr "لتبديل ما إذا كانت معاينة الضوضاء محسوبة في مساحة ثلاثية الأبعاد." +msgstr "يتبدل عند احتساب \"معاينة الضجيج\" في الفضاء الثلاثي." msgid "Rename Action" msgstr "إعادة تسمية الإجراء" msgid "Rename Actions Localized name" -msgstr "إعادة تسمية الإجراءات الاسم المحلي" +msgstr "إعادة تسمية إجراءات الاسم المحلي" msgid "Change Action Type" msgstr "تغيير نوع الإجراء" @@ -14133,7 +14240,7 @@ msgid "Rename Action Set" msgstr "إعادة تسمية مجموعة الإجراءات" msgid "Rename Action Sets Localized name" -msgstr "إعادة تسمية مجموعات الإجراءات بالاسم المترجم" +msgstr "إعادة تسمية مجموعات الإجراء المحلي" msgid "Change Action Sets priority" msgstr "تغيير أولوية مجموعات الإجراءات" @@ -14272,9 +14379,7 @@ msgstr "" "سبق." msgid "Debug keystore not configured in the Editor Settings nor in the preset." -msgstr "" -"مُنقح \"الخازن\" (keystore) غير مُهيأ في إعدادت المُحرر أو في الإعدادات الموضوعة " -"سلفاً." +msgstr "مُنقح \"الخازن\" غير مُهيأ في إعدادت المُحرر ولا التجهيزات." msgid "" "Either Release Keystore, Release User AND Release Password settings must be " @@ -14286,6 +14391,15 @@ msgstr "" msgid "Release keystore incorrectly configured in the export preset." msgstr "تحرر مخزن المفاتيح غير مُهيئ بشكل صحيح في إعدادت المسبقة للتصدير." +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "مطلوب مسار صحيح للحزمة-التطويرية (SDK) لـ جافا في إعدادات المُحرر." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "مسار الحزمة-التطويرية (SDK) لـ جافا غير صحيح في إعدادات المُحرر." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "تأكد من المسار المحدد للحزمة-التطويرية (SDK) لـ جافا في إعدادات المُحرر." + msgid "A valid Android SDK path is required in Editor Settings." msgstr "مطلوب مسار حزمة أندرويد (SDK) صحيح في إعدادات المُحرر." @@ -14395,6 +14509,20 @@ msgstr "" "محاولة الإنشاء من قالب تم إنشاؤه على مستوى gradle، ولكن لا توجد معلومات إصدار " "له. الرجاء إعادة التثبيت من قائمة \"المشروع\"." +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"مسار الحزمة-التطويرية لـ جافا يجب أن يكون مهيأ في إعدادات المحرر عند 'export/" +"android/java_sdk_path'." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"مسار حزمة-تطوير-أندرويد يجب أن يكون مهيأ في إعدادات المحرر عند 'export/" +"android/android_sdk_path'." + msgid "Could not export project files to gradle project." msgstr "لم يتمكن من تصدير ملفات المشروع إلى مشروع gradle." @@ -15084,6 +15212,85 @@ msgstr "" "المشاهد المُنمذجة).\n" "في حال وجود اكثر من واحد، سيعمل أول واحد فقط، بينما الباقي سيتم تجاهلهم." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"تتطلب الرسوم المتحركة للجسيمات-وحدة-المعالجة-المركزية-ثنائية-الأبعاد " +"(CPUParticles2D) استخدام لوحة-مادة-العنصر (CanvasItemMaterial) مع " +"تفعيل\"الرسوم المتحركة للجزيئات\"." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"لا يوجد مادة (material) لمعالجة الجسيمات ، لذلك لا يتم طبع او عمل أي سلوك." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"تتطلب الرسوم المتحركة للجسيمات-ثنائية-البُعد (Particles2D) استخدام لوحة-مادة-" +"العنصر (CanvasItemMaterial) مع تمكين \"الرسوم المتحركة للجسيمات\"." + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"تتوفر مسارات الجسيمات فقط عند استخدام الواجهات الخلفية للعرض تقدم+ أو الهاتف " +"المحمول." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"لا تتوفر بواعث الجسيمات الفرعية عند استخدام الواجهة الخلفية للعرض المتوافق مع " +"GL." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "يجب توريد نقش بهيئة الضوء لخاصية \"النقش\"." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"المُضلع المُغلق(occluder polygon) يجب تعينه (او رسمه) ليأخذ هذا الغَلق تأثيره." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "المُضلع المُغلق لهذا الغَلق فارغ. الرجاء رسم مُضلع." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"يمكن استخدام وكيل التنقل ثنائي الأبعاد فقط ضمن العقدة الأصلية الوارثة لـ عقدة " +"ثنائية الأبعاد." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"يجب أن يكون موضع بداية رابط التنقل ثنائي الأبعاد مختلفًا عن موضع النهاية ليكون " +"مفيدًا." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"يجب تعيين أو إنشاء مورد NavigationMesh لكي تعمل هذه العقدة. الرجاء تعيين " +"خاصية أو رسم مضلع." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"تعمل عقدة طبقة-المنظهر (ParallaxLayer) فقط عند تعيينها كعقدة تابعة لعقدة " +"خلفية-المنظر ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"لا يعمل اتباع-المسار-ثنائي-البُعد (PathFollow2D) إلا عند جعل عقدة مسار-ثنائي-" +"البُعد (Path2D) تابعًا له." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -15143,41 +15350,6 @@ msgstr "" "(CollisionShape2D). الرجاء استخدام عقدة مضلع-تصادم-ثنائي-البُعد " "(CollisionPolygon2D) بدلاً من ذلك." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"تتطلب الرسوم المتحركة للجسيمات-وحدة-المعالجة-المركزية-ثنائية-الأبعاد " -"(CPUParticles2D) استخدام لوحة-مادة-العنصر (CanvasItemMaterial) مع " -"تفعيل\"الرسوم المتحركة للجزيئات\"." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"لا يوجد مادة (material) لمعالجة الجسيمات ، لذلك لا يتم طبع او عمل أي سلوك." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"تتطلب الرسوم المتحركة للجسيمات-ثنائية-البُعد (Particles2D) استخدام لوحة-مادة-" -"العنصر (CanvasItemMaterial) مع تمكين \"الرسوم المتحركة للجسيمات\"." - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "" -"تتوفر مسارات الجسيمات فقط عند استخدام الواجهات الخلفية للعرض تقدم+ أو الهاتف " -"المحمول." - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "" -"لا تتوفر بواعث الجسيمات الفرعية عند استخدام الواجهة الخلفية للعرض المتوافق مع " -"GL." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "" "يجب على العقدة A والعقدة B أن يكونا PhysicsBody2Ds (جسم فيزيائي ثنائي البُعد)" @@ -15196,50 +15368,6 @@ msgstr "" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "على العقدة A وكذلك العقدة B أن يكونا PhysicsBody2Ds مختلفين" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "يجب توريد نقش بهيئة الضوء لخاصية \"النقش\"." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"المُضلع المُغلق(occluder polygon) يجب تعينه (او رسمه) ليأخذ هذا الغَلق تأثيره." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "المُضلع المُغلق لهذا الغَلق فارغ. الرجاء رسم مُضلع." - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"يمكن استخدام وكيل التنقل ثنائي الأبعاد فقط ضمن العقدة الأصلية الوارثة لـ عقدة " -"ثنائية الأبعاد." - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "" -"يجب أن يكون موضع بداية رابط التنقل ثنائي الأبعاد مختلفًا عن موضع النهاية ليكون " -"مفيدًا." - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"يجب تعيين أو إنشاء مورد NavigationMesh لكي تعمل هذه العقدة. الرجاء تعيين " -"خاصية أو رسم مضلع." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"تعمل عقدة طبقة-المنظهر (ParallaxLayer) فقط عند تعيينها كعقدة تابعة لعقدة " -"خلفية-المنظر ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"لا يعمل اتباع-المسار-ثنائي-البُعد (PathFollow2D) إلا عند جعل عقدة مسار-ثنائي-" -"البُعد (Path2D) تابعًا له." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15270,15 +15398,15 @@ msgstr "" "عند التشغيل.\n" "قم بتغيير الحجم في أشكال تصادم الأطفال بدلاً من ذلك." -msgid "Path property must point to a valid Node2D node to work." -msgstr "يجب أن تشير خاصية المسار إلى عُقدة-ثنائية-البُعد (Node2D) صالحة لكي تعمل." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "لا يمكن لهذه العقدة أن تتفاعل مع كائنات أخرى ما لم يتم تعيين شكل ثنائي " "الأبعاد." +msgid "Path property must point to a valid Node2D node to work." +msgstr "يجب أن تشير خاصية المسار إلى عُقدة-ثنائية-البُعد (Node2D) صالحة لكي تعمل." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" "سلسلة العظم ثنائي البُعد Bone2D هذه، ينبغي أن تنتهي في عُقدة هيكل ثنائي البُعد " @@ -15341,74 +15469,6 @@ msgstr "" "عقدة BoneAttachment3D غير مرتبطة بأي عظام! الرجاء تحديد عظمة لإرفاق هذه " "العقدة." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " -"الأخرى.\n" -"حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثلاثي " -"(CollisionShape3D) أو عقدة: مضلع-تصادم-ثلاثي (CollisionPolygon3D)." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"مع المقياس غير الموحد، ربما لن تعمل هذه العقدة كما هو متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي متماثلًا على جميع المحاور)، وتغيير الحجم في أشكال " -"تصادم الأطفال بدلًا من ذلك." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"يعمل CollisionPolygon3D فقط على توفير شكل تصادم للعقدة المشتقة من " -"CollisionObject3D.\n" -"يُرجى استخدامه فقط باعتباره تابعًا لـ Area3D وStaticBody3D وRigidBody3D " -"وCharacterBody3D وما إلى ذلك لمنحهم شكلاً." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"من المحتمل ألا تعمل عقدة CollisionPolygon3D ذات الحجم غير المنتظم كما هو " -"متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير رؤوس المضلع بدلاً " -"من ذلك." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"يعمل CollisionShape3D فقط على توفير شكل تصادم للعُقد المشتقة من " -"CollisionObject3D.\n" -"يرجى استخدامه فقط كطفل الى Area3D و StaticBody3D و RigidBody3D و " -"CharacterBody3D وما إلى ذلك. لإعطائهم شكلاً." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "يجب توفير شكل لكي يعمل CollisionShape3D. الرجاء إنشاء مورد الشكل له." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"من المحتمل ألا تعمل عقدة CollisionShape3D ذات الحجم غير المنتظم كما هو " -"متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير حجم مصدر الشكل " -"الخاص به بدلاً من ذلك." - msgid "Nothing is visible because no mesh has been assigned." msgstr "لا شيء مرئي لأنه لم يتم تعيين أي مجسم." @@ -15552,6 +15612,74 @@ msgstr "" "يمكن إضافة القمم في المفتش أو باستخدام أدوات تحرير المضلع الموجودة أعلى إطار " "عرض المحرر ثلاثي الأبعاد." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " +"الأخرى.\n" +"حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثلاثي " +"(CollisionShape3D) أو عقدة: مضلع-تصادم-ثلاثي (CollisionPolygon3D)." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"مع المقياس غير الموحد، ربما لن تعمل هذه العقدة كما هو متوقع.\n" +"يرجى جعل مقياسه موحدًا (أي متماثلًا على جميع المحاور)، وتغيير الحجم في أشكال " +"تصادم الأطفال بدلًا من ذلك." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"يعمل CollisionPolygon3D فقط على توفير شكل تصادم للعقدة المشتقة من " +"CollisionObject3D.\n" +"يُرجى استخدامه فقط باعتباره تابعًا لـ Area3D وStaticBody3D وRigidBody3D " +"وCharacterBody3D وما إلى ذلك لمنحهم شكلاً." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"من المحتمل ألا تعمل عقدة CollisionPolygon3D ذات الحجم غير المنتظم كما هو " +"متوقع.\n" +"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير رؤوس المضلع بدلاً " +"من ذلك." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"يعمل CollisionShape3D فقط على توفير شكل تصادم للعُقد المشتقة من " +"CollisionObject3D.\n" +"يرجى استخدامه فقط كطفل الى Area3D و StaticBody3D و RigidBody3D و " +"CharacterBody3D وما إلى ذلك. لإعطائهم شكلاً." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "يجب توفير شكل لكي يعمل CollisionShape3D. الرجاء إنشاء مورد الشكل له." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"من المحتمل ألا تعمل عقدة CollisionShape3D ذات الحجم غير المنتظم كما هو " +"متوقع.\n" +"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير حجم مصدر الشكل " +"الخاص به بدلاً من ذلك." + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15561,6 +15689,13 @@ msgstr "" "عند التشغيل.\n" "يرجى تغيير الحجم في أشكال تصادم الأطفال بدلاً من ذلك." +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"يعمل VehicleWheel3D على توفير نظام العجلات لمركبة VehicleBody3D. يرجى " +"استخدامه كطفل لمركبة VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15578,20 +15713,6 @@ msgstr "" "يجب إنشاء مصدر إطارات الرسم (SpriteFrames) أو تعيينه في خاصية \"الإطارات\" " "حتى يتمكن الرسوم المتحركة للرسم ثلاثي الُعد (AnimatedSprite3D) من عرض الإطارات." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"يعمل VehicleWheel3D على توفير نظام العجلات لمركبة VehicleBody3D. يرجى " -"استخدامه كطفل لمركبة VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"لا يتم دعم عقد VisibleOnScreenNotifier3D عند استخدام الواجهة الخلفية لتوافق " -"GL حتى الآن. سيتم إضافة الدعم في إصدار مستقبلي." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15692,49 +15813,12 @@ msgstr "" "تم تصميم ButtonGroup ليتم استخدامه فقط مع الأزرار التي تم ضبط toggle_mode على " "true." -msgid "New Code Region" -msgstr "منطقة الكود الجديدة" - msgid "Copy this constructor in a script." msgstr "انسخ هذا المنشئ في برنامج نصي." -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"اللون: #%s\n" -"الزر الأيسر للفأرة: تطبيق اللون\n" -"الزر الأيمن للفأرة: إزالة اللون المعد مسبقا" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"اللون: #%s\n" -"الزر الأيسر للفأرة (LMB): تطبيق اللون" - -msgid "Pick a color from the screen." -msgstr "اختر لونًا من الشاشة." - -msgid "Pick a color from the application window." -msgstr "اختر لونًا من نافذة التطبيق." - -msgid "Select a picker shape." -msgstr "اختر شكل الملقاط." - -msgid "Select a picker mode." -msgstr "اختر حالة الملقاط." - msgid "Switch between hexadecimal and code values." msgstr "بدّل بين القيم البرمجية والسداسية العشرية." -msgid "Hex code or named color" -msgstr "رمز سداسي عشري أو لون مسمى" - -msgid "Add current color as a preset." -msgstr "أضف اللون الحالي كإعداد مسبق." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15762,12 +15846,6 @@ msgstr "" msgid "Alert!" msgstr "تنبيه!" -msgid "You don't have permission to access contents of this folder." -msgstr "ليس لديك إذن للوصول إلى محتويات هذا المجلد." - -msgid "Invalid extension, or empty filename." -msgstr "ملحق غير صالح، أو اسم ملف فارغ." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15776,57 +15854,6 @@ msgstr "" "يرجى العلم أن GraphEdit وGraphNode سيخضعان لعملية إعادة بناء واسعة النطاق في " "إصدار 4.x مستقبلي يتضمن تغييرات في واجهة برمجة التطبيقات (API) تنتهك التوافق." -msgid "Toggle the visual grid." -msgstr "إظهار/إخفاء الشبكة المرئية." - -msgid "Change the snapping distance." -msgstr "تغيير مسافة الالتقاط." - -msgid "Toggle the graph minimap." -msgstr "تبديل الخريطة المصغرة للرسم البياني." - -msgid "Automatically arrange selected nodes." -msgstr "ترتيب العقد المحددة تلقائيًا." - -msgid "Same as Layout Direction" -msgstr "نفس اتجاه التخطيط" - -msgid "Auto-Detect Direction" -msgstr "الكشف التلقائي عن الاتجاه" - -msgid "Left-to-Right" -msgstr "من اليسار إلى اليمين" - -msgid "Right-to-Left" -msgstr "من اليمين إلى اليسار" - -msgid "Left-to-Right Mark (LRM)" -msgstr "العلامة من اليسار إلى اليمين (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "العلامة من اليمين إلى اليسار (RLM)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "علامة الحروف العربية (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "عزل من اليسار إلى اليمين (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "عزل من اليمين إلى اليسار (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "أول عزلة قوية (FSI)" - -msgid "Text Writing Direction" -msgstr "اتجاه كتابة النص" - -msgid "Display Control Characters" -msgstr "عرض أحرف التحكم" - -msgid "Insert Control Character" -msgstr "إدراج حرف التحكم" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "إذا تم تفعيل ال\"Exp Edit\" يجب على ان يكون \"Min Value\" اعلى من صفر." @@ -15855,9 +15882,6 @@ msgstr "" "ليس لشكل مؤشر الماوس الافتراضي لـ SubViewportContainer أي تأثير.\n" "فكر في تركه بقيمته الأولية `CURSOR_ARROW`." -msgid "(Other)" -msgstr "(آخر)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index efea62e8a5c..2d8e9754e1c 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -1031,9 +1031,6 @@ msgstr "Създаване на папка" msgid "Thanks from the Godot community!" msgstr "Благодарности от общността на Godot!" -msgid "Click to copy." -msgstr "Натисни за да копираш." - msgid "Project Founders" msgstr "Основатели на проекта" @@ -1787,9 +1784,6 @@ msgstr "Инспектор" msgid "Node" msgstr "Връх" -msgid "Expand Bottom Panel" -msgstr "Разширяване на долния панел" - msgid "Don't Save" msgstr "Без запазване" @@ -2241,6 +2235,9 @@ msgstr "Преименуване на групата" msgid "Global" msgstr "Глобална" +msgid "Expand Bottom Panel" +msgstr "Разширяване на долния панел" + msgid "Network" msgstr "Мрежа" @@ -3611,6 +3608,9 @@ msgstr "Показване на обкръжението" msgid "View Gizmos" msgstr "Показване на гизмота" +msgid "View Grid" +msgstr "Показване на решетката" + msgid "View Information" msgstr "Показване на информация" @@ -3795,9 +3795,6 @@ msgstr "4 прозореца за изглед" msgid "View Origin" msgstr "Показване на отправната точка" -msgid "View Grid" -msgstr "Показване на решетката" - msgid "Settings..." msgstr "Настройки…" @@ -3957,15 +3954,15 @@ msgstr "Назад в историята" msgid "History Next" msgstr "Напред в историята" -msgid "Theme" -msgstr "Тема" - msgid "Import Theme..." msgstr "Внасяне на тема…" msgid "Reload Theme" msgstr "Презареждане на темата" +msgid "Theme" +msgstr "Тема" + msgid "Save Theme" msgstr "Запазване на темата" @@ -4150,12 +4147,6 @@ msgstr "Изображенията не могат да бъдат зареде msgid "ERROR: Couldn't load frame resource!" msgstr "ГРЕШКА: Не може да се зареди ресурсът с кадъра!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Буферът за обмен на ресурси е празен или не съдържа текстура!" - -msgid "Paste Frame" -msgstr "Поставяне на кадър" - msgid "Add Empty" msgstr "Добавяне на празен" @@ -5324,25 +5315,6 @@ msgstr "Неправилен файл за иконка „%s“." msgid "Failed to remove temporary file \"%s\"." msgstr "Временният файл „%s“ не може да бъде премахнат." -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D служи само, за да даде форма за колизии на обект основан " -"на CollisionObject2D. Използвайте го само като под-обект на Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D и т.н., за да им дадете форма." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Празен CollisionPolygon2D не влияе на колизиите." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"За да работи CollisionShape2D, е необходимо да се зададе форма. Моля, " -"създайте ресурс с форма за него!" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -5370,11 +5342,44 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D работи само, когато е дъщерен на обект от тип Path2D." +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D служи само, за да даде форма за колизии на обект основан " +"на CollisionObject2D. Използвайте го само като под-обект на Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D и т.н., за да им дадете форма." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Празен CollisionPolygon2D не влияе на колизиите." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"За да работи CollisionShape2D, е необходимо да се зададе форма. Моля, " +"създайте ресурс с форма за него!" + msgid "Path property must point to a valid Node2D node to work." msgstr "" "Свойството „Path“ трябва да сочи към действителен обект от тип Node2D, за да " "работи." +msgid "Nothing is visible because no mesh has been assigned." +msgstr "Не се вижда нищо, той като няма зададена полигонна мрежа." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgstr "" +"Не се вижда нищо, тъй като полигонните мрежи не са били свързани към стъпки " +"на изчертаване." + +msgid "Creating probes" +msgstr "Създаване на сонди" + +msgid "Generating Probe Volumes" +msgstr "Създаване на обеми за сонди" + msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -5397,20 +5402,6 @@ msgstr "" "Използвайте го само като под-обект на Area3D, StaticBody3D, RigidBody3D, " "KinematicBody3D, и т.н., за да им дадете форма." -msgid "Nothing is visible because no mesh has been assigned." -msgstr "Не се вижда нищо, той като няма зададена полигонна мрежа." - -msgid "Nothing is visible because meshes have not been assigned to draw passes." -msgstr "" -"Не се вижда нищо, тъй като полигонните мрежи не са били свързани към стъпки " -"на изчертаване." - -msgid "Creating probes" -msgstr "Създаване на сонди" - -msgid "Generating Probe Volumes" -msgstr "Създаване на обеми за сонди" - msgid "This body will be ignored until you set a mesh." msgstr "Това тяло ще бъде игнорирано, докато не зададете полигонна мрежа." @@ -5427,9 +5418,6 @@ msgstr "Построяване на полигонните мрежи" msgid "Alert!" msgstr "Тревога!" -msgid "(Other)" -msgstr "(Други)" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index 18dcf02fd01..dd8cf1f86d0 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -1436,9 +1436,6 @@ msgstr "Crea un Directori" msgid "Thanks from the Godot community!" msgstr "Gràcies de la part de la Comunitat del Godot!" -msgid "Click to copy." -msgstr "Fes click per a copiar." - msgid "Godot Engine contributors" msgstr "Col·laboradors de Godot Engine" @@ -2471,9 +2468,6 @@ msgstr "Inspector" msgid "Node" msgstr "Node" -msgid "Expand Bottom Panel" -msgstr "Desplega el Tauler Inferior" - msgid "Output" msgstr "Sortida" @@ -3097,6 +3091,9 @@ msgstr "Afegeix al Grup" msgid "Remove from Group" msgstr "Treu del Grup" +msgid "Expand Bottom Panel" +msgstr "Desplega el Tauler Inferior" + msgid "Move" msgstr "Mou" @@ -4007,12 +4004,6 @@ msgstr "Ajustament Relatiu" msgid "Use Pixel Snap" msgstr "Utilitzar ajustament amb els Píxels" -msgid "Smart Snapping" -msgstr "Ajustament Intel·ligent" - -msgid "Configure Snap..." -msgstr "Configurar Ajustament..." - msgid "Snap to Parent" msgstr "Ajustar al Pare" @@ -4031,6 +4022,12 @@ msgstr "Ajustar a altres Nodes" msgid "Snap to Guides" msgstr "Ajustar amb les guies" +msgid "Smart Snapping" +msgstr "Ajustament Intel·ligent" + +msgid "Configure Snap..." +msgstr "Configurar Ajustament..." + msgid "Skeleton Options" msgstr "Opcions d'esquelet" @@ -4549,6 +4546,9 @@ msgstr "Mostra l'Entorn" msgid "View Gizmos" msgstr "Mostra els Gizmos" +msgid "View Grid" +msgstr "Mostra la Quadrícula" + msgid "View Information" msgstr "Mostra la Informació" @@ -4660,9 +4660,6 @@ msgstr "4 Vistes" msgid "View Origin" msgstr "Mostra l'Origen" -msgid "View Grid" -msgstr "Mostra la Quadrícula" - msgid "Settings..." msgstr "Configuració..." @@ -4771,9 +4768,6 @@ msgstr "Reflecteix les mides de la Nansa" msgid "Curve Point #" msgstr "Punt num. # de la Corba" -msgid "Set Curve Point Position" -msgstr "Estableix la Posició del Punt de la Corba" - msgid "Set Curve Out Position" msgstr "Estableix la Posició de Sortida de la Corba" @@ -4789,6 +4783,9 @@ msgstr "Elimina un Punt del Camí" msgid "Split Segment (in curve)" msgstr "Parteix el Segment (de la Corba)" +msgid "Set Curve Point Position" +msgstr "Estableix la Posició del Punt de la Corba" + msgid "Move Joint" msgstr "Moure Unió" @@ -5037,15 +5034,15 @@ msgstr "Anterior en l'Historial" msgid "History Next" msgstr "Següent en l'Historial" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Recarrega el Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Desa el Tema" @@ -5275,12 +5272,6 @@ msgstr "No s'han pogut carregar les imatges" msgid "ERROR: Couldn't load frame resource!" msgstr "Error: No s'ha trobat el recurs de fotogrames!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "El porta-retalls de Recursos és Buit o no és pas una Textura!" - -msgid "Paste Frame" -msgstr "Enganxa el Fotograma" - msgid "Add Empty" msgstr "Afegeix un element Buit" @@ -6332,16 +6323,6 @@ msgstr "Executa-ho en el Navegador" msgid "Run exported HTML in the system's default browser." msgstr "Executa l'HTML exportat en el navegador per defecte." -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D buit no té cap efecte en la col·lisió." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"S'ha de proporcionar una forma perquè *CollisionShape2D pugui funcionar. " -"Creeu-li un recurs de forma (shape)!" - msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." @@ -6368,6 +6349,16 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D només funciona si s'estableix com a fill d'un node Path2D." +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D buit no té cap efecte en la col·lisió." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"S'ha de proporcionar una forma perquè *CollisionShape2D pugui funcionar. " +"Creeu-li un recurs de forma (shape)!" + msgid "Path property must point to a valid Node2D node to work." msgstr "Cal que la propietat Camí (Path) assenyali un Node2D vàlid." @@ -6396,9 +6387,6 @@ msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Si l'opció \"Exp Edit\" està habilitada, \"Min Value\" ha de ser major que 0." -msgid "(Other)" -msgstr "(Altres)" - msgid "Invalid source for shader." msgstr "Font no vàlida pel Shader." diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index d5e5a18292f..a885bdfcb7c 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -41,13 +41,14 @@ # Michal Walach , 2023. # Marek Douběta , 2023. # Matěj Šroub , 2023. +# Daniel Dušek , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-12 23:42+0000\n" -"Last-Translator: Vojtěch Šamla \n" +"PO-Revision-Date: 2024-02-28 10:05+0000\n" +"Last-Translator: Daniel Dušek \n" "Language-Team: Czech \n" "Language: cs\n" @@ -55,7 +56,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Hlavní vlákno" @@ -289,6 +290,9 @@ msgstr "Zpět" msgid "Redo" msgstr "Znovu" +msgid "Completion Query" +msgstr "Dokončovací dotaz" + msgid "New Line" msgstr "Nová linka" @@ -299,7 +303,10 @@ msgid "New Line Above" msgstr "Nový řádek výše" msgid "Indent" -msgstr "Odsazení" +msgstr "Zvýšit odsazení" + +msgid "Dedent" +msgstr "Snížit odsazení" msgid "Backspace" msgstr "Backspace" @@ -320,13 +327,22 @@ msgid "Delete all to Right" msgstr "Odstranit vše vpravo" msgid "Caret Left" -msgstr "Caret vlevo" +msgstr "Kurzor vlevo" msgid "Caret Word Left" -msgstr "Caret Slovo vlevo" +msgstr "Kurzor o slovo doleva" msgid "Caret Right" -msgstr "Caret vpravo" +msgstr "Kurzor vpravo" + +msgid "Caret Word Right" +msgstr "Kurzor o slovo doprava" + +msgid "Caret Up" +msgstr "Kurzor o řádku výše" + +msgid "Caret Down" +msgstr "Kurzor o řádku níže" msgid "Caret Line Start" msgstr "Kurzor na začátek řádky" @@ -346,11 +362,20 @@ msgstr "Kurzor na začátek dokumentu" msgid "Caret Document End" msgstr "Kurzor na konec dokumentu" +msgid "Caret Add Below" +msgstr "Vložit kurzor níže" + msgid "Caret Add Above" -msgstr "Přidat kurzor výš" +msgstr "Přidat kurzor výše" + +msgid "Scroll Up" +msgstr "Posun kolečkem myši nahoru" + +msgid "Scroll Down" +msgstr "Posun kolečkem myši dolů" msgid "Select All" -msgstr "Vybrat vše" +msgstr "Označit vše" msgid "Select Word Under Caret" msgstr "Označit slovo pod kurzorem" @@ -358,6 +383,15 @@ msgstr "Označit slovo pod kurzorem" msgid "Add Selection for Next Occurrence" msgstr "Přidat další výskyt do označení" +msgid "Clear Carets and Selection" +msgstr "Odnačit kurzory a výběr" + +msgid "Toggle Insert Mode" +msgstr "Přepnout režim vkládání" + +msgid "Submit Text" +msgstr "Potvrdit text" + msgid "Duplicate Nodes" msgstr "Duplikovat uzly" @@ -373,11 +407,16 @@ msgstr "Obnovit" msgid "Show Hidden" msgstr "Zobrazit skryté" +msgid "Swap Input Direction" +msgstr "Obrátit směr vstupu" + msgid "Invalid input %d (not passed) in expression" msgstr "Neplatný vstup %d (nepředán) ve výrazu" msgid "self can't be used because instance is null (not passed)" -msgstr "self nemůže být použit, protože jeho instance je null (není platná)" +msgstr "" +"self nemůže být použit, protože jeho instance je null (nebyla předána jako " +"parametr)" msgid "Invalid operands to operator %s, %s and %s." msgstr "Neplatné operandy pro operátor %s, %s a %s." @@ -389,7 +428,7 @@ msgid "Invalid named index '%s' for base type %s" msgstr "Neplatně pojmenovaný index '%s' pro základní typ %s" msgid "Invalid arguments to construct '%s'" -msgstr "Neplatné argumenty pro zkonstruování '%s'" +msgstr "Neplatné argumenty pro vytvoření '%s'" msgid "On call to '%s':" msgstr "Při volání '%s':" @@ -441,7 +480,10 @@ msgid "An action with the name '%s' already exists." msgstr "Akce s názvem \"%s\" již existuje." msgid "Cannot Revert - Action is same as initial" -msgstr "Není možný návrat - akce je shodná s původní" +msgstr "Návrat není možný - akce je shodná s původní akcí" + +msgid "Revert Action" +msgstr "Vzít akci zpět" msgid "Add Event" msgstr "Přidat událost" @@ -458,6 +500,12 @@ msgstr "Upravit událost" msgid "Remove Event" msgstr "Odstranit událost" +msgid "Filter by Name" +msgstr "Filtrovat dle jména" + +msgid "Clear All" +msgstr "Vyčistit vše" + msgid "Add New Action" msgstr "Přidat novou akci" @@ -479,15 +527,30 @@ msgstr "Čas:" msgid "Value:" msgstr "Hodnota:" +msgid "Update Selected Key Handles" +msgstr "Duplikovat vybrané úchyty klíč(ů)" + msgid "Insert Key Here" msgstr "Vložit klíč zde" msgid "Duplicate Selected Key(s)" msgstr "Duplikovat vybrané klíč(e)" +msgid "Cut Selected Key(s)" +msgstr "Vyjmout vybrané klíč(e)" + +msgid "Copy Selected Key(s)" +msgstr "Kopírovat vybrané klíč(e)" + +msgid "Paste Key(s)" +msgstr "Vložit klíč(e)" + msgid "Delete Selected Key(s)" msgstr "Smazat vybrané klíč(e)" +msgid "Make Handles Free" +msgstr "Uvolnit úchyty" + msgid "Make Handles Linear" msgstr "Udělat úchyty lineárními" @@ -509,6 +572,42 @@ msgstr "Přidat bod Bézierovy křivky" msgid "Move Bezier Points" msgstr "Přesunout body Bézierovy křivky" +msgid "Animation Duplicate Keys" +msgstr "Animace: Duplikovat klíče" + +msgid "Animation Cut Keys" +msgstr "Animace: Vyjmout klíče" + +msgid "Animation Paste Keys" +msgstr "Animace: Vložit klíče" + +msgid "Animation Delete Keys" +msgstr "Animace: Smazat klíče" + +msgid "Select All Keys" +msgstr "Vybrat všechny klíče" + +msgid "Deselect All Keys" +msgstr "Odznačit vybrané klíče" + +msgid "Animation Change Transition" +msgstr "Animace: Změnit přechod" + +msgid "Animation Change Position3D" +msgstr "Animace: Změnit 3D pozici" + +msgid "Animation Change Rotation3D" +msgstr "Animace: Změna 3D Rotaci" + +msgid "Animation Change Scale3D" +msgstr "Animace: Změnit 3D Škálu" + +msgid "Animation Change Keyframe Value" +msgstr "Animace: Změnit hodnotu klíčového snímku" + +msgid "Animation Change Call" +msgstr "Animace: Změnit volání" + msgid "Change Animation Length" msgstr "Změnit délku animace" @@ -521,6 +620,21 @@ msgstr "Nelze změnit režim smyčky na instanci animace z importované scény." msgid "Can't change loop mode on animation embedded in another scene." msgstr "Nelze změnit režim smyčky na animaci vložené do jiné scény." +msgid "Blend Shape Track..." +msgstr "Stopa prolínání tvarů..." + +msgid "Call Method Track..." +msgstr "Stopa volání metody..." + +msgid "Bezier Curve Track..." +msgstr "Stopa Bézierovy křivky..." + +msgid "Audio Playback Track..." +msgstr "Stopa přehrávání zvuku..." + +msgid "Animation Playback Track..." +msgstr "Stopa přehrávání animace..." + msgid "Animation length (frames)" msgstr "Délka animace (ve snímcích)" @@ -539,6 +653,9 @@ msgstr "Funkce:" msgid "Audio Clips:" msgstr "Audio klipy:" +msgid "Animation Clips:" +msgstr "Animační klipy:" + msgid "Change Track Path" msgstr "Změnit cestu stopy" @@ -572,6 +689,9 @@ msgstr "Rotace:" msgid "Scale:" msgstr "Zvětšení:" +msgid "Blend Shape:" +msgstr "Prolnutí tvaru:" + msgid "Type:" msgstr "Typ:" @@ -590,6 +710,21 @@ msgstr "Režim úchytu: Vyvážený\n" msgid "Handle mode: Mirrored\n" msgstr "Režim úchytu: Zrcadlený\n" +msgid "Stream:" +msgstr "Stream:" + +msgid "Start (s):" +msgstr "Počátek (s):" + +msgid "End (s):" +msgstr "Konec (s):" + +msgid "Animation Clip:" +msgstr "Animace:" + +msgid "Toggle Track Enabled" +msgstr "Povolit stopu" + msgid "Don't Use Blend" msgstr "Nepoužívat prolínání" @@ -642,6 +777,9 @@ msgstr "" msgid "Remove Anim Track" msgstr "Odstranit stopu animace" +msgid "Hold Shift when clicking the key icon to skip this dialog." +msgstr "Držení Shiftu během klikání na ikonku klíče přeskočí tento dialog." + msgid "Create" msgstr "Vytvořit" @@ -728,6 +866,19 @@ msgstr "Vložit stopy" msgid "Make Easing Keys" msgstr "Vytvoř klíče pro dynamiku" +msgid "" +"Some AnimationPlayerEditor's options are disabled since this is the dummy " +"AnimationPlayer for preview.\n" +"\n" +"The dummy player is forced active, non-deterministic and doesn't have the " +"root motion track. Furthermore, the original node is inactive temporary." +msgstr "" +"Některé možnost AnimationPlayerEditoru jsou vypnuté v této ukázce " +"AnimationPlayeru.\n" +"\n" +"Ukázkový přehrávač je explicitně aktivován, nedeterministický a nemá žádný " +"root motion track. Původní uzel je navíc dočasně deaktivovaný." + msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "Pro přidání a úpravu animací vyberte ze stromu scény uzel AnimationPlayer." @@ -738,6 +889,9 @@ msgstr "Importovaná scéna" msgid "Warning: Editing imported animation" msgstr "Upozornění: Upravuje se importovaná animace" +msgid "Dummy Player" +msgstr "Ukázkový přehrávač" + msgid "Toggle between the bezier curve editor and track editor." msgstr "Přepnout mezi editorem bézierovy křivky a editorem stopy." @@ -765,6 +919,12 @@ msgstr "Upravit" msgid "Animation properties." msgstr "Vlastnosti animace." +msgid "Set Start Offset (Audio)" +msgstr "Nastavit počáteční offset (Audio)" + +msgid "Set End Offset (Audio)" +msgstr "Nastavit koncový offset (Audio)" + msgid "Delete Selection" msgstr "Smazat vyběr" @@ -1440,9 +1600,6 @@ msgstr "Název složky je platný." msgid "Thanks from the Godot community!" msgstr "Děkujeme za komunitu Godotu!" -msgid "Click to copy." -msgstr "Klikněte pro zkopírování." - msgid "Godot Engine contributors" msgstr "Přispěvatelé do Godot Enginu" @@ -1872,6 +2029,12 @@ msgstr "%s - Godot Engine" msgid "Dock Position" msgstr "Pozice doku" +msgid "Make Floating" +msgstr "Oddokovat" + +msgid "Make this dock floating." +msgstr "Otevřít jako plovoucí dok" + msgid "3D Editor" msgstr "3D Editor" @@ -2771,7 +2934,7 @@ msgid "Pan View" msgstr "Přesunout pohled" msgid "Distraction Free Mode" -msgstr "Nerozptylující režitm" +msgstr "Nerozptylující režit" msgid "Toggle distraction-free mode." msgstr "Zapnout nerozptylující režim." @@ -2932,9 +3095,6 @@ msgstr "Inspektor" msgid "Node" msgstr "Uzel" -msgid "Expand Bottom Panel" -msgstr "Rozšířit spodní panel" - msgid "Output" msgstr "Výstup" @@ -3765,6 +3925,9 @@ msgstr "Přidat do skupiny" msgid "Remove from Group" msgstr "Odebrat ze skupiny" +msgid "Expand Bottom Panel" +msgstr "Rozšířit spodní panel" + msgid "Move" msgstr "Přesunout" @@ -5035,12 +5198,6 @@ msgstr "Přichytávat relativně" msgid "Use Pixel Snap" msgstr "Přichytávat na pixely" -msgid "Smart Snapping" -msgstr "Chytré přichytávání" - -msgid "Configure Snap..." -msgstr "Nastavení přichytávání..." - msgid "Snap to Parent" msgstr "Přichytit k rodičovi" @@ -5059,6 +5216,12 @@ msgstr "Přichytit k jiným uzlům" msgid "Snap to Guides" msgstr "Přichytit k vodítkům" +msgid "Smart Snapping" +msgstr "Chytré přichytávání" + +msgid "Configure Snap..." +msgstr "Nastavení přichytávání..." + msgid "Skeleton Options" msgstr "Možnosti kostry" @@ -5834,6 +5997,9 @@ msgstr "Zobrazit prostředí" msgid "View Gizmos" msgstr "Zobrazit Gizmos" +msgid "View Grid" +msgstr "Zobrazit mřížku" + msgid "View Information" msgstr "Zobrazit informace" @@ -5982,9 +6148,6 @@ msgstr "4 výřezy" msgid "View Origin" msgstr "Zobrazit počátek" -msgid "View Grid" -msgstr "Zobrazit mřížku" - msgid "Settings..." msgstr "Nastavení..." @@ -6114,9 +6277,6 @@ msgstr "Zrcadlit délku úchytů" msgid "Curve Point #" msgstr "Bod křivky #" -msgid "Set Curve Point Position" -msgstr "Nastavit pozici bodu křivky" - msgid "Set Curve Out Position" msgstr "Nastavit bod z křivky" @@ -6132,6 +6292,9 @@ msgstr "Odstranit bod cesty" msgid "Split Segment (in curve)" msgstr "Rozdělit segment (v křivce)" +msgid "Set Curve Point Position" +msgstr "Nastavit pozici bodu křivky" + msgid "Move Joint" msgstr "Posunout bod" @@ -6391,15 +6554,15 @@ msgstr "Historie předchozí" msgid "History Next" msgstr "Historie další" -msgid "Theme" -msgstr "Téma" - msgid "Import Theme..." msgstr "Importovat motiv..." msgid "Reload Theme" msgstr "Znovu načíst motiv" +msgid "Theme" +msgstr "Téma" + msgid "Save Theme" msgstr "Uložit motiv" @@ -6430,6 +6593,9 @@ msgstr "Přejít na předchozí upravovaný dokument." msgid "Go to next edited document." msgstr "Přejít na další upravovaný dokument." +msgid "Make the script editor floating." +msgstr "Změň script editor v plovoucí dok." + msgid "Discard" msgstr "Zahodit" @@ -6579,6 +6745,9 @@ msgstr "Přejít na další breakpoint" msgid "Go to Previous Breakpoint" msgstr "Přejít na předchozí breakpoint" +msgid "Make the shader editor floating." +msgstr "Změň shader editor v plovoucí dok." + msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Kostra nemá žádné kosti, vytvoř nějaké potomky Bone2D." @@ -6675,12 +6844,6 @@ msgstr "Selhalo nahrání obrázků" msgid "ERROR: Couldn't load frame resource!" msgstr "CHYBA: Nelze načíst zdroj snímku!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Schránka zdrojů je prázdná nebo to není textura!" - -msgid "Paste Frame" -msgstr "Vložit snímek" - msgid "Add Empty" msgstr "Přidat prázdný" @@ -8248,6 +8411,25 @@ msgstr "Neplatná základní cesta." msgid "Wrong extension chosen." msgstr "Vybrána špatná přípona." +msgid "Mode:" +msgstr "Režim:" + +msgid "Name cannot be empty." +msgstr "Název složky nesmí být prázdný." + +msgid "Make this panel floating in the screen %d." +msgstr "Otevřít tento panel jako plovoucí dok na obrazovce %d." + +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Otevřít tento panel v plovoucím doku.\n" +"Pravé tlačíko otevře výběr obrazovky." + +msgid "Select Screen" +msgstr "Vybrat obrazovku" + msgid "Change Cylinder Radius" msgstr "Změnit poloměr Cylinder" @@ -8642,6 +8824,47 @@ msgstr "Neplatný soubor ikony \"%s\"." msgid "Failed to remove temporary file \"%s\"." msgstr "Nelze odstranit dočasný soubor: \"%s\"." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animace CPUParticles2D vyžaduje použití CanvasItemMaterial se zapnutým " +"\"Particles Animation\"." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"Nebyl přiřazen žádný materiál pro zpracování částic, takže nebudou viditelné." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animace Particles2D vyžaduje použití CanvasItemMaterial se zapnutou funkcí " +"\"Animace částic\"." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "Textura tvaru světla musí být nastavena vlastností 'texture'." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Polygon stínítka musí být nastaven (nebo namalován), aby stínítko fungovalo." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "Stínový polygon pro toto stínítko je prázdný. Nakreslete polygon." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"Uzel ParallaxLayer funguje pouze když je dítětem uzlu ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D funguje pouze když je dítětem uzlu Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -8674,26 +8897,6 @@ msgstr "" "Polygonové tvary nejsou určeny k použití nebo úpravám přímo prostřednictvím " "uzlu CollisionShape2D. Použijte uzel CollisionPolygon2D." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animace CPUParticles2D vyžaduje použití CanvasItemMaterial se zapnutým " -"\"Particles Animation\"." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"Nebyl přiřazen žádný materiál pro zpracování částic, takže nebudou viditelné." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animace Particles2D vyžaduje použití CanvasItemMaterial se zapnutou funkcí " -"\"Animace částic\"." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Uzel A a uzel B musí být PhysicsBody2D" @@ -8709,27 +8912,6 @@ msgstr "Kloub není připojen ke dvěma PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Uzel A a uzel B musí být různé PhysicsBody2D" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "Textura tvaru světla musí být nastavena vlastností 'texture'." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Polygon stínítka musí být nastaven (nebo namalován), aby stínítko fungovalo." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "Stínový polygon pro toto stínítko je prázdný. Nakreslete polygon." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"Uzel ParallaxLayer funguje pouze když je dítětem uzlu ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D funguje pouze když je dítětem uzlu Path2D." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -8754,6 +8936,16 @@ msgstr "" "Této kosti chybí správná klidová póza. Přejděte na uzel Skeleton2D a nastavte " "jej." +msgid "Nothing is visible because no mesh has been assigned." +msgstr "Nic není zobrazeno, protože nebyla přiřazena žádná mřížka." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgstr "" +"Nic není viditelné, protože mřížky nebyly přiřazeny do vykreslovací fronty." + +msgid "Generating Probe Volumes" +msgstr "Generování objemů sondy" + msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -8776,16 +8968,6 @@ msgstr "" "Použijte ho pouze jako potomka Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D a dalších, pro určení jejich tvaru." -msgid "Nothing is visible because no mesh has been assigned." -msgstr "Nic není zobrazeno, protože nebyla přiřazena žádná mřížka." - -msgid "Nothing is visible because meshes have not been assigned to draw passes." -msgstr "" -"Nic není viditelné, protože mřížky nebyly přiřazeny do vykreslovací fronty." - -msgid "Generating Probe Volumes" -msgstr "Generování objemů sondy" - msgid "This body will be ignored until you set a mesh." msgstr "Toto těleso bude ignorováno, dokud nenastavíte model." @@ -8817,19 +8999,9 @@ msgstr "Není nastaven žádný kořen grafu AnimationNode." msgid "Copy this constructor in a script." msgstr "Kopírovat tento konstruktor ve skriptu." -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Barva: #%s\n" -"LMB: Nastavit barvu" - msgid "Switch between hexadecimal and code values." msgstr "Přepni mezi hexadecimálními a kódovými hodnotami." -msgid "Add current color as a preset." -msgstr "Přidat aktuální barvu jako předvolbu." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -8863,9 +9035,6 @@ msgstr "" "Použijte kontejner (VBox, HBox atd.) nebo uzel Control jako potomka a " "nastavte minimální velikost ručně." -msgid "(Other)" -msgstr "(Ostatní)" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index 9d0583be612..013eb8c7408 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -113,7 +113,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-10 14:38+0000\n" +"PO-Revision-Date: 2024-02-23 21:51+0000\n" "Last-Translator: Cerno_b \n" "Language-Team: German \n" @@ -122,7 +122,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Hauptthread" @@ -568,6 +568,9 @@ msgstr "Ereignis bearbeiten" msgid "Remove Event" msgstr "Ereignis entfernen" +msgid "Filter by Name" +msgstr "Nach Name filtern" + msgid "Clear All" msgstr "Alle abwählen" @@ -601,6 +604,15 @@ msgstr "Key hier einfügen" msgid "Duplicate Selected Key(s)" msgstr "Ausgewählte Key(s) duplizieren" +msgid "Cut Selected Key(s)" +msgstr "Ausgewählte Key(s) ausschneiden" + +msgid "Copy Selected Key(s)" +msgstr "Ausgewählte Key(s) kopieren" + +msgid "Paste Key(s)" +msgstr "Key(s) einfügen" + msgid "Delete Selected Key(s)" msgstr "Ausgewählte Key(s) löschen" @@ -631,6 +643,12 @@ msgstr "Bezierpunkt verschieben" msgid "Animation Duplicate Keys" msgstr "Animations-Keys duplizieren" +msgid "Animation Cut Keys" +msgstr "Animations-Keys ausschneiden" + +msgid "Animation Paste Keys" +msgstr "Animations-Keys einfügen" + msgid "Animation Delete Keys" msgstr "Animations-Keys löschen" @@ -695,6 +713,33 @@ msgstr "" "Der Loop-Modus kann nicht für eine Animation geändert werden, die in einer " "anderen Szene eingebettet wurde." +msgid "Property Track..." +msgstr "Eigenschaften-Track..." + +msgid "3D Position Track..." +msgstr "3D-Positions-Track..." + +msgid "3D Rotation Track..." +msgstr "3D-Rotations-Track..." + +msgid "3D Scale Track..." +msgstr "3D-Skalierungs-Track..." + +msgid "Blend Shape Track..." +msgstr "Blend-Shape-Track..." + +msgid "Call Method Track..." +msgstr "Methodenaufrufs-Track..." + +msgid "Bezier Curve Track..." +msgstr "Bezierkurven-Track..." + +msgid "Audio Playback Track..." +msgstr "Audio Playback-Track..." + +msgid "Animation Playback Track..." +msgstr "Animationsplayback-Track..." + msgid "Animation length (frames)" msgstr "Animationsdauer (in Frames)" @@ -827,9 +872,18 @@ msgstr "Clamp-Loop-Interpol" msgid "Wrap Loop Interp" msgstr "Wiederhol-Loop-Interpol" +msgid "Insert Key..." +msgstr "Key einfügen..." + msgid "Duplicate Key(s)" msgstr "Key(s) duplizieren" +msgid "Cut Key(s)" +msgstr "Key(s) ausschneiden" + +msgid "Copy Key(s)" +msgstr "Key(s) kopieren" + msgid "Add RESET Value(s)" msgstr "RESET-Wert(e) hinzufügen" @@ -985,6 +1039,12 @@ msgstr "Tracks einfügen" msgid "Animation Scale Keys" msgstr "Animations-Keys skalieren" +msgid "Animation Set Start Offset" +msgstr "Animations-Start-Offset setzen" + +msgid "Animation Set End Offset" +msgstr "Animations-End-Offset setzen" + msgid "Make Easing Keys" msgstr "Easing-Key erzeugen" @@ -1081,6 +1141,42 @@ msgstr "Bearbeiten" msgid "Animation properties." msgstr "Animationseigenschaften." +msgid "Copy Tracks..." +msgstr "Tracks kopieren..." + +msgid "Scale Selection..." +msgstr "Auswahl skalieren..." + +msgid "Scale From Cursor..." +msgstr "Vom Mauszeiger skalieren..." + +msgid "Set Start Offset (Audio)" +msgstr "Start-Offset setzen (Audio)" + +msgid "Set End Offset (Audio)" +msgstr "End-Offset setzen (Audio)" + +msgid "Make Easing Selection..." +msgstr "Easing-Auswahl erzeugen..." + +msgid "Duplicate Selected Keys" +msgstr "Ausgewählte Key(s) duplizieren" + +msgid "Cut Selected Keys" +msgstr "Ausgewählte Key(s) ausschneiden" + +msgid "Copy Selected Keys" +msgstr "Ausgewählte Key(s) kopieren" + +msgid "Paste Keys" +msgstr "Keys einfügen" + +msgid "Move First Selected Key to Cursor" +msgstr "Ersten ausgewählten Key zum Cursor bewegen" + +msgid "Move Last Selected Key to Cursor" +msgstr "Letzten ausgewählten Key zum Cursor bewegen" + msgid "Delete Selection" msgstr "Auswahl löschen" @@ -1093,6 +1189,15 @@ msgstr "Zum vorherigen Schritt" msgid "Apply Reset" msgstr "Zurücksetzen durchführen" +msgid "Bake Animation..." +msgstr "Animation backen..." + +msgid "Optimize Animation (no undo)..." +msgstr "Animation optimieren (kann nicht rückgängig gemacht werden)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Animation bereinigen (kann nicht rückgängig gemacht werden)..." + msgid "Pick a node to animate:" msgstr "Node zum Animieren auswählen:" @@ -1117,6 +1222,12 @@ msgstr "Max. Präzisionsfehler:" msgid "Optimize" msgstr "Optimieren" +msgid "Trim keys placed in negative time" +msgstr "Keys bei negativer Zeitangabe abschneiden" + +msgid "Trim keys placed exceed the animation length" +msgstr "Keys abschneiden, die über die Animationslänge hinausgehen" + msgid "Remove invalid keys" msgstr "Ungültige Keys entfernen" @@ -1307,6 +1418,9 @@ msgstr "Warnungen" msgid "Line and column numbers." msgstr "Zeilen- und Spaltennummern." +msgid "Indentation" +msgstr "Einrückung" + msgid "Method in target node must be specified." msgstr "Methode des Ziel-Nodes muss angegeben werden." @@ -1323,6 +1437,10 @@ msgstr "" msgid "Attached Script" msgstr "Angehängtes Skript" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s: Der Callback-Code wird nicht generiert, bitte fügen Sie ihn manuell hinzu." + msgid "Connect to Node:" msgstr "Mit Node verbinden:" @@ -1601,6 +1719,9 @@ msgstr "" "aufgerufener Funktionen.\n" "Brauchbar, um einzelne Funktionen zum Optimieren zu finden." +msgid "Display internal functions" +msgstr "Interne Funktionen anzeigen" + msgid "Frame #:" msgstr "Frame #:" @@ -1914,12 +2035,12 @@ msgstr "Ordner erstellen" msgid "Folder name is valid." msgstr "Ordnername ist gültig." +msgid "Double-click to open in browser." +msgstr "Doppelklicken zum Öffnen im Browser." + msgid "Thanks from the Godot community!" msgstr "Die Godot-Community bedankt sich!" -msgid "Click to copy." -msgstr "Zum kopieren klicken." - msgid "Godot Engine contributors" msgstr "Mitwirkende der Godot Engine" @@ -2434,8 +2555,11 @@ msgstr "Profil laden" msgid "Export Profile" msgstr "Profil exportieren" +msgid "Forced Classes on Detect:" +msgstr "Forcierte Klassen beim Auffinden:" + msgid "Edit Build Configuration Profile" -msgstr "Build-Konfigurations-Profil bearbeiten" +msgstr "Build-Konfigurationsprofil bearbeiten" msgid "" "Failed to execute command \"%s\":\n" @@ -2474,6 +2598,12 @@ msgstr "Dock Position" msgid "Make Floating" msgstr "Schwebend machen" +msgid "Make this dock floating." +msgstr "Dieses Dock schweben lassen." + +msgid "Move to Bottom" +msgstr "Nach unten bewegen" + msgid "3D Editor" msgstr "3D-Editor" @@ -2644,7 +2774,7 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"Mehrere Importierer verschiedener Typen zeigen zu Datei ‚%s‘, Import wurde " +"Mehrere Importer verschiedener Typen verweisen auf Datei ‚%s‘, Import wurde " "abgebrochen" msgid "(Re)Importing Assets" @@ -2666,6 +2796,12 @@ msgstr "Veraltet" msgid "Experimental" msgstr "Experimentell" +msgid "Deprecated:" +msgstr "Veraltet:" + +msgid "Experimental:" +msgstr "Experimentell:" + msgid "This method supports a variable number of arguments." msgstr "Diese Methode akzeptiert eine variable Anzahl an Argumenten." @@ -2705,6 +2841,19 @@ msgstr "Konstruktorbeschreibungen" msgid "Operator Descriptions" msgstr "Operatorbeschreibungen" +msgid "This method may be changed or removed in future versions." +msgstr "" +"Diese Methode kann in zukünftigen Versionen geändert oder entfernt werden." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Dieser Konstruktor kann in zukünftigen Versionen geändert oder entfernt " +"werden." + +msgid "This operator may be changed or removed in future versions." +msgstr "" +"Dieser Operator kann in zukünftigen Versionen geändert oder entfernt werden." + msgid "Error codes returned:" msgstr "Zurückgegebene Fehlercodes:" @@ -2744,6 +2893,10 @@ msgstr "Oben" msgid "Class:" msgstr "Klasse:" +msgid "This class may be changed or removed in future versions." +msgstr "" +"Diese Klasse kann in zukünftigen Versionen geändert oder entfernt werden." + msgid "Inherits:" msgstr "Erbt von:" @@ -2809,9 +2962,41 @@ msgstr "Icons" msgid "Styles" msgstr "Stile" +msgid "There is currently no description for this theme property." +msgstr "Es gibt derzeit keine Beschreibung für diese Theme-Eigenschaft." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Es gibt aktuell keine Beschreibung für diese Theme-Eigenschaft. Bitte helfen " +"Sie uns, indem Sie [color=$color][url=$url]eine beisteuern[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "" +"Dieses Signal kann in zukünftigen Versionen geändert oder entfernt werden." + +msgid "There is currently no description for this signal." +msgstr "Es gibt derzeit keine Beschreibung für dieses Signal." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Es gibt aktuell keine Beschreibung für dieses Signal. Bitte helfen Sie uns, " +"indem Sie [color=$color][url=$url]eine beisteuern[/url][/color]!" + msgid "Enumerations" msgstr "Enumerationen" +msgid "This enumeration may be changed or removed in future versions." +msgstr "" +"Diese Enumeration kann in zukünftigen Versionen geändert oder entfernt werden." + +msgid "This constant may be changed or removed in future versions." +msgstr "" +"Diese Konstante kann in zukünftigen Versionen geändert oder entfernt werden." + msgid "Annotations" msgstr "Anmerkungen" @@ -2831,6 +3016,10 @@ msgstr "Eigenschaften-Beschreibung" msgid "(value)" msgstr "(Wert)" +msgid "This property may be changed or removed in future versions." +msgstr "" +"Diese Eigenschaft kann in zukünftigen Versionen geändert oder entfernt werden." + msgid "There is currently no description for this property." msgstr "Es gibt zur Zeit keine Beschreibung für diese Eigenschaft." @@ -2841,6 +3030,9 @@ msgstr "" "Es gibt zurzeit keine Beschreibung dieses Objekts. [color=$color]" "[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" +msgid "This property can only be set in the Inspector." +msgstr "Diese Eigenschaft kann nur im Inspektor eingestellt werden." + msgid "Metadata:" msgstr "Metadaten:" @@ -2853,6 +3045,9 @@ msgstr "Methode:" msgid "Signal:" msgstr "Signale:" +msgid "Theme Property:" +msgstr "Theme-Eigenschaft:" + msgid "No description available." msgstr "Keine Beschreibung verfügbar." @@ -2862,9 +3057,15 @@ msgstr "%d Übereinstimmung gefunden." msgid "%d matches." msgstr "%d Übereinstimmungen gefunden." +msgid "Constructor" +msgstr "Konstruktor" + msgid "Method" msgstr "Methode" +msgid "Operator" +msgstr "Operator" + msgid "Signal" msgstr "Ereignis" @@ -2925,6 +3126,9 @@ msgstr "Attribut-Typ" msgid "(constructors)" msgstr "(Konstruktoren)" +msgid "Keywords" +msgstr "Schlüsselwörter" + msgid "Class" msgstr "Klasse" @@ -3438,7 +3642,7 @@ msgstr "" "als Fehler betrachtet. Meldung erwünscht." msgid "Pick a Main Scene" -msgstr "Wähle eine Hauptszene" +msgstr "Wählen Sie eine Hauptszene" msgid "This operation can't be done without a scene." msgstr "Diese Aktion kann nicht ohne eine Szene ausgeführt werden." @@ -3498,6 +3702,34 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "Szene „%s“ hat defekte Abhängigkeiten:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"Unterstützung für mehrere Fenster ist nicht verfügbar, da das Kommandozeilen-" +"Argument `- single-window` verwendet wurde, um den Editor zu starten." + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Unterstützung für mehrere Fenster ist nicht verfügbar, da die aktuelle " +"Plattform mehrere Fenster nicht unterstützt." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"Die Unterstützung von mehreren Fenstern ist nicht verfügbar, da in den " +"Editoreinstellungen Schnittstelle > Editor > Einzelfenstermodus aktiviert ist." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Die Unterstützung von mehreren Fenstern ist nicht verfügbar, da Schnittstelle " +"> Mehrfachfenster > Aktivieren in den Editoreinstellungen deaktiviert ist." + msgid "Clear Recent Scenes" msgstr "Verlauf leeren" @@ -3533,6 +3765,12 @@ msgstr "" "Dies kann später in den Projekteinstellungen unter der Kategorie ‚Anwendung‘ " "geändert werden." +msgid "Save Layout..." +msgstr "Layout speichern..." + +msgid "Delete Layout..." +msgstr "Layout löschen..." + msgid "Default" msgstr "Default" @@ -3643,7 +3881,7 @@ msgid "Focus FileSystem Filter" msgstr "Dateisystemfilter fokussieren" msgid "Command Palette" -msgstr "Befehls-Palette" +msgstr "Befehlsliste" msgid "New Scene" msgstr "Neue Szene" @@ -3694,13 +3932,13 @@ msgid "Export..." msgstr "Exportieren …" msgid "Install Android Build Template..." -msgstr "Android-Build-Vorlage installieren …" +msgstr "Android-Buildvorlage installieren …" msgid "Open User Data Folder" -msgstr "User-Daten-Ordner öffnen" +msgstr "Userdaten-Ordner öffnen" msgid "Customize Engine Build Configuration..." -msgstr "Engine-Build-Konfiguration anpassen …" +msgstr "Engine-Buildkonfiguration anpassen …" msgid "Tools" msgstr "Tools" @@ -3721,7 +3959,7 @@ msgid "Editor" msgstr "Editor" msgid "Command Palette..." -msgstr "Befehlsleiste …" +msgstr "Befehlsliste…" msgid "Editor Layout" msgstr "Editorlayout" @@ -3751,11 +3989,14 @@ msgid "Manage Export Templates..." msgstr "Exportvorlagen verwalten …" msgid "Configure FBX Importer..." -msgstr "FBX-Importierer konfigurieren …" +msgstr "FBX-Importer konfigurieren …" msgid "Help" msgstr "Hilfe" +msgid "Search Help..." +msgstr "Hilfe durchsuchen..." + msgid "Online Documentation" msgstr "Internet-Dokumentation" @@ -3781,6 +4022,9 @@ msgstr "Neues Feature vorschlagen" msgid "Send Docs Feedback" msgstr "Dokumentationsvorschläge senden" +msgid "About Godot..." +msgstr "Über Godot..." + msgid "Support Godot Development" msgstr "Unterstützung der Godot-Entwicklung" @@ -3821,9 +4065,6 @@ msgstr "Node" msgid "History" msgstr "Verlauf" -msgid "Expand Bottom Panel" -msgstr "Unteres Bedienfeld vergrößern" - msgid "Output" msgstr "Ausgabe" @@ -3832,7 +4073,7 @@ msgstr "Nicht speichern" msgid "Android build template is missing, please install relevant templates." msgstr "" -"Android-Build-Vorlage fehlt, Installation relevanter Vorlagen erforderlich." +"Android-Buildvorlage fehlt, Installation relevanter Vorlagen erforderlich." msgid "Manage Templates" msgstr "Vorlagen verwalten" @@ -3877,9 +4118,6 @@ msgstr "Neu laden" msgid "Resave" msgstr "Erneut speichern" -msgid "Create Version Control Metadata..." -msgstr "Versionsverwaltungs-Metadaten erstellen..." - msgid "Version Control Settings..." msgstr "Versionsverwaltungs-Einstellungen..." @@ -3916,6 +4154,19 @@ msgstr "OK" msgid "Warning!" msgstr "Warnung!" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Name: %s\n" +"Pfad: %s\n" +"Hauptskript: %s\n" +"\n" +"%s" + msgid "On" msgstr "An" @@ -3928,6 +4179,9 @@ msgstr "Installierte Plugins:" msgid "Create New Plugin" msgstr "Neues Plugin erstellen" +msgid "Enabled" +msgstr "Aktiviert" + msgid "Version" msgstr "Version" @@ -3998,6 +4252,17 @@ msgstr "Ungültige RID" msgid "Recursion detected, unable to assign resource to property." msgstr "Rekursion erkannt, Ressource kann Eigenschaft nicht zugewiesen werden." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Kann keine ViewportTextur in einem Texture2D-Node erstellen, da die Textur " +"nicht an eine Szene gebunden ist.\n" +"Verwenden Sie stattdessen einen Texture2DParameter-Node und legen Sie die " +"Textur auf dem \"Shader-Parameter\"-Tab fest." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -4069,6 +4334,14 @@ msgstr "" "Die ausgewählte Ressource (%s) stimmt mit keinem erwarteten Typ dieser " "Eigenschaft (%s) überein." +msgid "Quick Load..." +msgstr "Schnell laden..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Öffnet ein Schnellmenü zur Auswahl aus einer Liste zulässiger " +"Ressourcendateien." + msgid "Load..." msgstr "Laden …" @@ -4102,6 +4375,9 @@ msgstr "Neues Skript …" msgid "Extend Script..." msgstr "Skript erweitern..." +msgid "New Shader..." +msgstr "Neuer Shader..." + msgid "No Remote Debug export presets configured." msgstr "Keine Remote-Debug-Exportprofile konfiguriert." @@ -4235,6 +4511,12 @@ msgstr "Alle Geräte" msgid "Device" msgstr "Gerät" +msgid "Listening for Input" +msgstr "Warte auf Eingabe" + +msgid "Filter by Event" +msgstr "Nach Ereignis filtern" + msgid "Project export for platform:" msgstr "Projektexport für Plattform:" @@ -4247,6 +4529,12 @@ msgstr "Erfolgreich fertiggestellt." msgid "Failed." msgstr "Fehlgeschlagen." +msgid "Unknown Error" +msgstr "Unbekannter Fehler" + +msgid "Export failed with error code %d." +msgstr "Der Export ist mit Fehlercode %d fehlgeschlagen." + msgid "Storing File: %s" msgstr "Speichere Datei: %s" @@ -4298,6 +4586,13 @@ msgstr "Selbst konfigurierte Debug-Exportvorlage nicht gefunden." msgid "Custom release template not found." msgstr "Selbst konfigurierte Release-Exportvorlage nicht gefunden." +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Für den Export des Projekts muss ein Texturformat ausgewählt werden. Bitte " +"wählen Sie mindestens ein Texturformat aus." + msgid "Prepare Template" msgstr "Vorlage vorbereiten" @@ -4584,6 +4879,9 @@ msgstr "" msgid "Advanced Options" msgstr "Erweiterte Einstellungen" +msgid "If checked, the advanced options will be shown." +msgstr "Bei Aktivierung werden die erweiterten Optionen angezeigt." + msgid "Export Path" msgstr "Exportpfad" @@ -4686,12 +4984,42 @@ msgstr "" msgid "More Info..." msgstr "Mehr Infos …" +msgid "Scripts" +msgstr "Skripte" + +msgid "GDScript Export Mode:" +msgstr "GDScript-Exportmodus:" + +msgid "Text (easier debugging)" +msgstr "Text (einfacheres Debugging)" + +msgid "Binary tokens (faster loading)" +msgstr "Binäre Token (schnelleres Laden)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Komprimierte binäre Token (kleinere Dateien)" + msgid "Export PCK/ZIP..." msgstr "PCK/ZIP exportieren …" +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Projektressourcen als PCK- oder ZIP-Paket exportieren. Dabei handelt es sich " +"nicht um einen spielbaren Build, sondern nur um die Projektdaten ohne eine " +"ausführbare Godot-Datei." + msgid "Export Project..." msgstr "Projekt exportieren …" +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Projekt als spielbaren Build (ausführbare Godot-Datei und Projektdaten) für " +"die ausgewählte Vorgabe exportieren." + msgid "Export All" msgstr "Alles exportieren" @@ -4719,23 +5047,6 @@ msgstr "Verwalte Exportvorlagen" msgid "Export With Debug" msgstr "Exportiere mit Debuginformationen" -msgid "Disable FBX & Restart" -msgstr "FBX deaktivieren und neustarten" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Abbrechen dieses Dialogs wird den FBX-Importierer deaktivieren.\n" -"Er kann in den Projekteinstellungen unter Dateisystem > Import > FBX " -"reaktiviert werden.\n" -"\n" -"Der Editor wird neustarten, da Importierer nur bei Editorstart registriert " -"werden." - msgid "Path to FBX2glTF executable is empty." msgstr "Dateipfad zur ausführbaren Datei von FBX2glTF ist leer." @@ -4749,14 +5060,7 @@ msgid "FBX2glTF executable is valid." msgstr "FBX2glTF-Programmdatei ist gültig." msgid "Configure FBX Importer" -msgstr "FBX-Importierer konfigurieren" - -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF wird benötigt, um FBX-Dateien zu importieren.\n" -"Bitte herunterladen und Pfad zur ausführbaren Datei angeben:" +msgstr "FBX-Importer konfigurieren" msgid "Click this link to download FBX2glTF" msgstr "Diesen Link klicken, um FBX2glTF herunterzuladen" @@ -4847,6 +5151,23 @@ msgstr "Sollen die kopierten Dateien überschrieben oder umbenannt werden?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Sollen die verschobenen Dateien überschrieben oder umbenannt werden?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Konnte externes Programm zur Überprüfung des Vorhandenseins eines Terminal-" +"Emulators nicht ausführen: command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Konnte externes Terminalprogramm nicht ausführen (Fehlercode %d): %s %s\n" +"Überprüfen Sie `filesystem/external_programs/terminal_emulator` und " +"`filesystem/external_programs/terminal_emulator_flags` in den " +"Editoreinstellungen." + msgid "Duplicating file:" msgstr "Dupliziere Datei:" @@ -4919,6 +5240,12 @@ msgstr "Neuimport" msgid "Open in File Manager" msgstr "Im Dateimanager öffnen" +msgid "Open in Terminal" +msgstr "Im Terminal öffnen" + +msgid "Open Containing Folder in Terminal" +msgstr "Enthaltenden Ordner im Terminal öffnen" + msgid "New Folder..." msgstr "Neuer Ordner …" @@ -5071,18 +5398,96 @@ msgstr "%d Übereinstimmungen in %d Datei" msgid "%d matches in %d files" msgstr "%d Übereinstimmungen in %d Dateien" +msgid "Set Group Description" +msgstr "Gruppenbeschreiben festlegen" + +msgid "Invalid group name. It cannot be empty." +msgstr "Ungültiger Gruppenname. Er darf nicht leer sein." + +msgid "A group with the name '%s' already exists." +msgstr "Eine Gruppe mit dem Namen '%s' existiert bereits." + +msgid "Group can't be empty." +msgstr "Gruppe darf nicht leer sein." + +msgid "Group already exists." +msgstr "Gruppe existiert bereits." + +msgid "Add Group" +msgstr "Gruppe hinzufügen" + +msgid "Renaming Group References" +msgstr "Benenne Gruppenreferenzen um" + +msgid "Removing Group References" +msgstr "Entferne Gruppenreferenzen" + msgid "Rename Group" msgstr "Gruppe umbenennen" +msgid "Remove Group" +msgstr "Gruppe entfernen" + +msgid "Delete references from all scenes" +msgstr "Referenzen aus allen Szenen löschen" + +msgid "Delete group \"%s\"?" +msgstr "Gruppe „%s“ löschen?" + +msgid "Group name is valid." +msgstr "Gruppenname ist gültig." + +msgid "Rename references in all scenes" +msgstr "Referenzen in allen Szenen umbenennen" + +msgid "This group belongs to another scene and can't be edited." +msgstr "" +"Diese Gruppe gehört zu einer anderen Szene und kann nicht bearbeitet werden." + +msgid "Copy group name to clipboard." +msgstr "Gruppenname in Zwischenablage kopieren." + msgid "Add to Group" msgstr "Zu Gruppe hinzufügen" msgid "Remove from Group" msgstr "Aus Gruppe entfernen" +msgid "Convert to Global Group" +msgstr "In globale Gruppe umwandeln" + +msgid "Convert to Scene Group" +msgstr "In Szenengruppe konvertieren" + +msgid "Create New Group" +msgstr "Neue Gruppe erstellen" + msgid "Global" msgstr "Global" +msgid "Delete group \"%s\" and all its references?" +msgstr "Gruppe \"%s\" und alle ihre Verweise löschen?" + +msgid "Add a new group." +msgstr "Neue Gruppe hinzufügen." + +msgid "Filter Groups" +msgstr "Gruppen filtern" + +msgid "Expand Bottom Panel" +msgstr "Unteres Bedienfeld vergrößern" + +msgid "Move/Duplicate: %s" +msgstr "Verschieben/Duplizieren: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Verschieben/Duplizieren %d Element" +msgstr[1] "Verschieben/Duplizieren %d Elemente" + +msgid "Choose target directory:" +msgstr "Zielverzeichnis wählen:" + msgid "Move" msgstr "Verschieben" @@ -5332,6 +5737,9 @@ msgstr "Sichtbarkeit ein-/ausschalten" msgid "Unlock Node" msgstr "Node entsperren" +msgid "Ungroup Children" +msgstr "Child-Nodes aus Gruppe entfernen" + msgid "Disable Scene Unique Name" msgstr "Szenen-eindeutigen Namen deaktivieren" @@ -5609,7 +6017,7 @@ msgid "Binary Resource" msgstr "Binäre Ressource" msgid "Audio Stream Importer: %s" -msgstr "Audiostream-Importierer: %s" +msgstr "Audiostream-Importer: %s" msgid "Enable looping." msgstr "Looping aktivieren." @@ -5813,8 +6221,17 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: Atlas-Textur auf einer Achse deutlich größer (%d), erwägen Sie, die " +"Projekteinstellung `editor/import/atlas_max_width` zu ändern, um eine " +"breitere Textur zu ermöglichen, damit das Ergebnis gleichmäßiger wird." + msgid "Importer:" -msgstr "Importierer:" +msgstr "Importer:" msgid "Keep File (No Import)" msgstr "Datei behalten (kein Import)" @@ -5886,6 +6303,9 @@ msgstr "Joypad-Buttons" msgid "Joypad Axes" msgstr "Joypad-Achsen" +msgid "Event Configuration for \"%s\"" +msgstr "Ereigniskonfiguration für \"%s\"" + msgid "Event Configuration" msgstr "Ereigniskonfiguration" @@ -5920,6 +6340,12 @@ msgstr "Physischer Tastencode (Position auf der US-QWERTY-Tastatur)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Tasten-Label (Unicode, unabh. Groß-/Kleinschreibung)" +msgid "Physical location" +msgstr "Physischer Ort" + +msgid "Any" +msgstr "Beliebig" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -6092,6 +6518,13 @@ msgstr "Der Name des Unterordners ist kein gültiger Ordnername." msgid "Subfolder cannot be one which already exists." msgstr "Der Unterordner kann nicht ein bereits existierender Ordner sein." +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# unterstützt die Aktivierung des Plugins bei der Erstellung nicht, da das " +"Projekt zuerst erstellt werden muss." + msgid "Edit a Plugin" msgstr "Ein Plugin bearbeiten" @@ -6351,6 +6784,15 @@ msgstr "Filter ein-/ausschalten" msgid "Change Filter" msgstr "Filter ändern" +msgid "Fill Selected Filter Children" +msgstr "Ausgewählte Filter-Child-Nodes füllen" + +msgid "Invert Filter Selection" +msgstr "Filterauswahl umkehren" + +msgid "Clear Filter Selection" +msgstr "Filterauswahl löschen" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6382,6 +6824,12 @@ msgstr "Node hinzufügen …" msgid "Enable Filtering" msgstr "Filtern aktivieren" +msgid "Fill Selected Children" +msgstr "Ausgewählte Child-Nodes füllen" + +msgid "Invert" +msgstr "Umkehren" + msgid "Library Name:" msgstr "Bibliotheksname:" @@ -6467,6 +6915,27 @@ msgstr "Animationsbibliothek in Datei speichern: %s" msgid "Save Animation to File: %s" msgstr "Animation in Datei speichern: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Einige AnimationLibrary-Dateien waren ungültig." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "" +"Einige der ausgewählten Bibliotheken wurden bereits dem Mixer hinzugefügt." + +msgid "Add Animation Libraries" +msgstr "Animationsbibliotheken hinzufügen" + +msgid "Some Animation files were invalid." +msgstr "Einige Animations-Dateien waren ungültig." + +msgid "Some of the selected animations were already added to the library." +msgstr "" +"Einige der ausgewählten Animationen wurden bereits in die Bibliothek " +"aufgenommen." + +msgid "Load Animations into Library" +msgstr "Animation in Bibliothek laden" + msgid "Load Animation into Library: %s" msgstr "Animation in Bibliothek laden: %s" @@ -6506,12 +6975,45 @@ msgstr "[fremd]" msgid "[imported]" msgstr "[importiert]" +msgid "Add animation to library." +msgstr "Animation zu Bibliothek hinzufügen." + +msgid "Load animation from file and add to library." +msgstr "Animation aus Datei laden und zu Bibliothek hinzufügen." + +msgid "Paste animation to library from clipboard." +msgstr "Animation aus Zwischenablage in Bibliothek einzufügen." + +msgid "Save animation library to resource on disk." +msgstr "Animationsbibliothek als Ressource im Dateisystem speichern." + +msgid "Remove animation library." +msgstr "Animationsbibliothek entfernen." + +msgid "Copy animation to clipboard." +msgstr "Animation in Zwischenablage kopieren." + +msgid "Save animation to resource on disk." +msgstr "Animation als Ressource im Dateisystem speichern." + +msgid "Remove animation from Library." +msgstr "Animation von Bibliothek entfernen." + msgid "Edit Animation Libraries" msgstr "Animationsbibliotheken bearbeiten" +msgid "New Library" +msgstr "Neue Bibliothek" + +msgid "Create new empty animation library." +msgstr "Neue leere Animationsbibliothek erstellen." + msgid "Load Library" msgstr "Bibliothek laden" +msgid "Load animation library from disk." +msgstr "Animationsbibliothek von Dateisystem laden." + msgid "Storage" msgstr "Speicher" @@ -6587,6 +7089,9 @@ msgstr "Animations-Tools" msgid "Animation" msgstr "Animation" +msgid "New..." +msgstr "Neu..." + msgid "Manage Animations..." msgstr "Animationen verwalten …" @@ -6869,6 +7374,16 @@ msgctxt "Pagination" msgid "Last" msgstr "Ende" +msgid "" +"The Asset Library requires an online connection and involves sending data " +"over the internet." +msgstr "" +"Die Asset-Bibliothek erfordert eine Online-Verbindung und überträgt Daten " +"über das Internet." + +msgid "Go Online" +msgstr "Online gehen" + msgid "Failed to get repository configuration." msgstr "Die Repository-Konfiguration konnte nicht abgerufen werden." @@ -7195,12 +7710,6 @@ msgstr "Relatives Einrasten verwenden" msgid "Use Pixel Snap" msgstr "Pixel-Einrasten verwenden" -msgid "Smart Snapping" -msgstr "Intelligentes Einrasten" - -msgid "Configure Snap..." -msgstr "Einrasten konfigurieren …" - msgid "Snap to Parent" msgstr "An Parent-Objekt einrasten" @@ -7219,6 +7728,12 @@ msgstr "An anderen Nodes einrasten" msgid "Snap to Guides" msgstr "An Hilfslinien einrasten" +msgid "Smart Snapping" +msgstr "Intelligentes Einrasten" + +msgid "Configure Snap..." +msgstr "Einrasten konfigurieren …" + msgid "Lock selected node, preventing selection and movement." msgstr "Ausgewählten Node sperren, um Auswahl und Verschiebung zu verhindern." @@ -7231,9 +7746,24 @@ msgstr "Ausgewählten Node entsperren, um Auswahl und Verschiebung zu erlauben." msgid "Unlock Selected Node(s)" msgstr "Gewählte Node(s) entsperren" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Gruppiert den ausgewählten Node mit seinen Child-Nodes. Dies bewirkt, dass " +"der Parent-Node ausgewählt wird, wenn ein Child-Node in der 2D- und 3D-" +"Ansicht angeklickt wird." + msgid "Group Selected Node(s)" msgstr "Gewählte Nodes gruppieren" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Hebt die Gruppierung des ausgewählten Nodes von seinen Child-Nodes auf. Child-" +"Nodes werden in der 2D- und 3D-Ansicht zu eigenständigen Elementen." + msgid "Ungroup Selected Node(s)" msgstr "Gruppierung gewählter Nodes auflösen" @@ -7279,6 +7809,15 @@ msgstr "Ursprung anzeigen" msgid "Show Viewport" msgstr "Viewport anzeigen" +msgid "Lock" +msgstr "Sperren" + +msgid "Group" +msgstr "Gruppe" + +msgid "Transformation" +msgstr "Transformation" + msgid "Gizmos" msgstr "Gizmos" @@ -7354,11 +7893,24 @@ msgstr "Rasterstufe halbieren" msgid "Adding %s..." msgstr "%s hinzufügen …" +msgid "Drag and drop to add as child of selected node." +msgstr "Drag&Drop verwenden, um als Child-Node des aktuellen Nodes." + +msgid "Hold Alt when dropping to add as child of root node." +msgstr "" +"Alt beim Loslassen halten, um als Child-Objekt des ausgewählten Nodes " +"hinzuzufügen." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Umschalt beim Loslassen halten, um als Nachbar-Node des ausgewählten Nodes " "hinzuzufügen." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "" +"Beim Ablegen Alt + Shift gedrückt halten, um einen anderen Node-Typ " +"hinzuzufügen." + msgid "Cannot instantiate multiple nodes without root." msgstr "In­s­tan­zi­ie­ren mehrerer Nodes nicht möglich ohne Root-Node." @@ -7752,6 +8304,9 @@ msgstr "" "und nach neuen Sitzungen lauschen, welche außerhalb des Editors gestartet " "wurden." +msgid "Customize Run Instances..." +msgstr "Run-Instanzen anpassen..." + msgid "Size: %s" msgstr "Größe: %s" @@ -8009,6 +8564,24 @@ msgstr "Keinen Root-Node in Editorszene gefunden." msgid "Lightmap data is not local to the scene." msgstr "Lightmap-Daten sind nicht lokal zur Szene." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"Die maximale Texturgröße ist zu klein für die Lightmap-Bilder.\n" +"Dies kann zwar durch Erhöhen der maximalen Texturgröße behoben werden, es " +"wird jedoch empfohlen, die Szene stattdessen in mehrere Objekte aufzuteilen." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Erstellung von Lightmap-Bildern fehlgeschlagen. Vergewissern Sie sich, dass " +"der Wert `lightmap_size_hint` für alle zum Backen ausgewählten Meshes hoch " +"genug ist und der Wert `texel_scale` für LightmapGI nicht zu niedrig ist." + msgid "Bake Lightmaps" msgstr "Lightmaps backen" @@ -8620,6 +9193,9 @@ msgstr "Environment anzeigen" msgid "View Gizmos" msgstr "Gizmos anzeigen" +msgid "View Grid" +msgstr "Raster anzeigen" + msgid "View Information" msgstr "Sicht-Informationen" @@ -8768,6 +9344,14 @@ msgstr "" "WorldEnvironment.\n" "Vorschau deaktiviert." +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Gruppiert den ausgewählten Node mit seinen Child-Nodes. Dadurch wird der " +"Parent-Node ausgewählt, wenn ein Child-Node in der 2D- und 3D-Ansicht " +"angeklickt wird." + msgid "Use Local Space" msgstr "Local-Space verwenden" @@ -8882,9 +9466,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ursprung anzeigen" -msgid "View Grid" -msgstr "Raster anzeigen" - msgid "Settings..." msgstr "Einstellungen …" @@ -8903,6 +9484,16 @@ msgstr "Skalierung einrasten (%):" msgid "Viewport Settings" msgstr "Viewport-Einstellungen" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV ist als vertikaler Wert definiert, da die Editor-Kamera immer den " +"Seitenverhältnis-Modus \"Höhe beibehalten\" verwendet." + +msgid "Perspective VFOV (deg.):" +msgstr "Perspektive VFOV (Grad):" + msgid "View Z-Near:" msgstr "Z-Anzeige Near:" @@ -9031,6 +9622,14 @@ msgstr "Occluder backen" msgid "Select occluder bake file:" msgstr "Occluder-Back-Datei auswählen:" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Umschalttaste gedrückt halten, um über den Mittelpunkt zu skalieren, statt zu " +"verschieben." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "Umschalten zwischen Minimum/Maximum- und Basiswert/Spanne-Modi." + msgid "Remove Point from Curve" msgstr "Punkt von Kurve entfernen" @@ -9055,6 +9654,12 @@ msgstr "Eingangsgriff auf Kurve verschieben" msgid "Move Out-Control in Curve" msgstr "Ausgangsgriff auf Kurve verschieben" +msgid "Close the Curve" +msgstr "Kurve schließen" + +msgid "Clear Curve Points" +msgstr "Kurvenpunkte entfernen" + msgid "Select Points" msgstr "Punkte auswählen" @@ -9082,9 +9687,15 @@ msgstr "Punkt löschen" msgid "Close Curve" msgstr "Kurve schließen" +msgid "Clear Points" +msgstr "Punkte entfernen" + msgid "Please Confirm..." msgstr "Bitte bestätigen …" +msgid "Remove all curve points?" +msgstr "Alle Kurvenpunkte löschen?" + msgid "Mirror Handle Angles" msgstr "Griffwinkel spiegeln" @@ -9103,9 +9714,6 @@ msgstr "Griff ausgehend #" msgid "Handle Tilt #" msgstr "Griffkippung #" -msgid "Set Curve Point Position" -msgstr "Kurvenpunktposition festlegen" - msgid "Set Curve Out Position" msgstr "Kurvenausgangsposition festlegen" @@ -9133,6 +9741,9 @@ msgstr "Punktkippung zurücksetzen" msgid "Split Segment (in curve)" msgstr "Segment teilen (in Kurve)" +msgid "Set Curve Point Position" +msgstr "Kurvenpunktposition festlegen" + msgid "Move Joint" msgstr "Gelenk verschieben" @@ -9448,15 +10059,15 @@ msgstr "Zurück im Verlauf" msgid "History Next" msgstr "Vorwärts im Verlauf" -msgid "Theme" -msgstr "Theme" - msgid "Import Theme..." msgstr "Theme importieren …" msgid "Reload Theme" msgstr "Theme neu laden" +msgid "Theme" +msgstr "Theme" + msgid "Save Theme" msgstr "Theme speichern" @@ -9576,9 +10187,6 @@ msgstr "Farbe auswählen" msgid "Folding" msgstr "Einklappen" -msgid "Indentation" -msgstr "Einrückung" - msgid "Uppercase" msgstr "Großbuchstaben" @@ -9687,9 +10295,22 @@ msgstr "Zum vorigen Haltepunkt springen" msgid "Save changes to the following shaders(s) before quitting?" msgstr "Änderungen in den folgenden Shadern vor dem Schließen speichern?" +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "" +"Es gibt nicht gespeicherte Änderungen in den folgenden Built-in-Shadern:" + msgid "Shader Editor" msgstr "Shader-Editor" +msgid "New Shader Include..." +msgstr "Neues Shader-Include..." + +msgid "Load Shader File..." +msgstr "Shader-Datei laden..." + +msgid "Load Shader Include File..." +msgstr "Shader-Include-Datei laden..." + msgid "Save File" msgstr "Datei speichern" @@ -9893,12 +10514,6 @@ msgstr "Bilder konnten nicht geladen werden" msgid "ERROR: Couldn't load frame resource!" msgstr "FEHLER: Konnte Frame-Ressource nicht laden!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Zwischenablage der Ressourcen ist leer oder enthält keine Textur!" - -msgid "Paste Frame" -msgstr "Frame einfügen" - msgid "Add Empty" msgstr "Empty einfügen" @@ -9950,9 +10565,6 @@ msgstr "Frame aus Sprite-Sheet hinzufügen" msgid "Delete Frame" msgstr "Frame löschen" -msgid "Copy Frame" -msgstr "Frame kopieren" - msgid "Insert Empty (Before Selected)" msgstr "Empty einfügen (vor Auswahl)" @@ -10875,6 +11487,13 @@ msgstr "Streuung:" msgid "Tiles" msgstr "Tiles" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"Das TileSet dieser TileMap hat keine Quelle konfiguriert. Gehen Sie zum " +"TileSet-Panel unten, um eine hinzuzufügen." + msgid "Sort sources" msgstr "Quellen sortieren" @@ -10917,6 +11536,13 @@ msgstr "" "Verbindungsmodus: Terrain malen und dann mit benachbarten Tiles des selben " "Terrains verbinden." +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Pfadmodus: Malt ein Terrain und verbindet es dann mit der zuvor gemalten Tile " +"innerhalb desselben Strichs." + msgid "Terrains" msgstr "Terrains" @@ -11129,6 +11755,187 @@ msgstr "Tiles in nicht-transparenten Textur-Regionen erstellen" msgid "Remove tiles in fully transparent texture regions" msgstr "Tiles in komplett transparenten Textur-Regionen entfernen" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"Der eindeutige Bezeichner der Tile in diesem TileSet. Jede Tile speichert " +"ihre Quell-ID, so dass eine Änderung der ID die Tiles ungültig machen kann." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Der menschenlesbare Name für den Atlas. Verwenden Sie hier einen " +"beschreibenden Namen für organisatorische Zwecke (z.B. \"Terrain\", " +"\"Dekoration\" usw.)." + +msgid "The image from which the tiles will be created." +msgstr "Das Bild, aus dem die Tiles erstellt werden sollen." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"Die Seitenränder an den Bildkanten, die nicht als Tiles auswählbar sein " +"sollen (in Pixel). Eine Erhöhung dieses Wertes kann nützlich sein, wenn Sie " +"ein Tile-Bild herunterladen, das an den Kanten Seitenränder hat (z. B. für " +"Quellenangaben)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"Der Abstand zwischen den einzelnen Tiles auf dem Atlas in Pixeln. Eine " +"Erhöhung dieses Wertes kann nützlich sein, wenn das von Ihnen verwendete " +"Tilesheet-Bild Hilfslinien enthält (z.B. Umrisse zwischen den einzelnen " +"Tiles)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"Die Größe der einzelnen Tiles auf dem Atlas in Pixeln. In den meisten Fällen " +"sollte dies mit der in der TileMap-Property definierten Tile-Größe " +"übereinstimmen (obwohl dies nicht unbedingt erforderlich ist)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Wenn diese Option aktiviert ist, wird um jede Tile ein transparenter Rand von " +"1 Pixel hinzugefügt, um ein Ausbluten der Textur zu verhindern, wenn " +"Filterung aktiviert ist. Es wird empfohlen, dies aktiviert zu lassen, es sei " +"denn, Sie bekommen Rendering-Probleme aufgrund von Textur-Padding." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"Die Position der linken oberen Ecke der Tile im Atlas. Die Position und Größe " +"muss innerhalb des Atlas liegen und darf keine andere Tile überlappen.\n" +"Jede gemalte Tile hat zugehörige Atlaskoordinaten, so dass eine Änderung " +"dieser Property dazu führen kann, dass Ihre TileMaps nicht richtig angezeigt " +"werden." + +msgid "The unit size of the tile." +msgstr "Die Einheitsgröße der Tile." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Anzahl der Spalten für das Animationsraster. Wenn die Anzahl der Spalten " +"geringer ist als die Anzahl der Bilder, passt die Animation die Zeilenzahl " +"automatisch an." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "Der Abstand (in Tiles) zwischen den einzelnen Bildern der Animation." + +msgid "Animation speed in frames per second." +msgstr "Animationsgeschwindigkeit in Frames pro Sekunde." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Legt fest, wie die Animation beginnen soll. Im \"Default\"-Modus beginnen " +"alle Tiles die Animation mit demselben Bild. Im Modus \"Zufällige " +"Startzeiten\" beginnt jede Tile die Animation mit einem zufälligen Offset." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Wenn [code]true[/code], wird die Tile horizontal gespiegelt." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Wenn [code]true[/code], wird die Tile vertikal gespiegelt." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Wenn [code]true[/code], wird die Tile um 90 Grad [i]gegen den Uhrzeigersinn[/" +"i] rotiert und dann vertikal gespiegelt. In der Praxis bedeutet dies, dass " +"Sie, um eine Tile um 90 Grad im Uhrzeigersinn zu rotieren, ohne sie zu " +"spiegeln, [b]H spiegeln[/b] und [b]Transponieren[/b] aktivieren sollten. Um " +"eine Tile um 180 Grad im Uhrzeigersinn zu drehen, aktivieren Sie [b]H " +"spiegeln[/b] und [b]V spiegeln[/b]. Um eine Kachel um 270 Grad im " +"Uhrzeigersinn zu rotieren, aktivieren Sie [b]V spiegeln[/b] und " +"[b]Transponieren[/b]." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"Der Ursprung, der für das Zeichnen der Tile verwendet wird. Dies kann " +"verwendet werden, um die Tile im Vergleich zur Basis-Tile visuell zu " +"versetzen." + +msgid "The color multiplier to use when rendering the tile." +msgstr "Der Farbmultiplikator, der beim Rendern der Tile verwendet wird." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"Das für diese Tile zu verwendende Material. Dies kann verwendet werden, um " +"einen anderen Blending-Modus oder benutzerdefinierte Shader auf eine einzelne " +"Tile anzuwenden." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"Die Sortierreihenfolge für diese Tile. Bei höheren Werten wird die Tile vor " +"den anderen Tiles auf derselben Ebene gerendert. Der Index ist relativ zum " +"eigenen Z-Index der TileMap." + +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"Der vertikale Offset, der für die Sortierung der Tiles basierend auf ihrer Y-" +"Koordinate (in Pixeln) verwendet wird. Dies ermöglicht es, bei Top-Down-" +"Spielen die Ebenen so zu verwenden, als wären sie auf unterschiedlicher Höhe. " +"Die Anpassung dieses Wertes kann helfen, Probleme bei der Sortierung " +"bestimmter Tiles zu beheben. Nur wirksam, wenn \"Y-Sortierung aktiviert\" auf " +"der TileMap-Ebene, auf der das Tile platziert ist, `true` ist." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"Der Index des Terrain-Sets, zu dem diese Tile gehört. [code]-1[/code] " +"bedeutet, dass es nicht in Terrains verwendet wird." + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"Der Index des Terrains innerhalb des Terrains-Sets, zu dem diese Tile gehört. " +"[code]-1[/code] bedeutet, dass es nicht in Terrains verwendet wird." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"Die relative Wahrscheinlichkeit, dass diese Tile beim Malen mit aktivierter " +"\"Zufällige Kachel Setzen\"-Funktion auftaucht." + msgid "Setup" msgstr "Einrichtung" @@ -11255,6 +12062,34 @@ msgid "Drag and drop scenes here or use the Add button." msgstr "" "Szenen per Drag&Drop hierher ziehen oder die Hinzufügen-Button verweden." +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"Der menschenlesbare Name für die Szenensammlung. Verwenden Sie hier einen " +"beschreibenden Namen für organisatorische Zwecke (z.B. \"Hindernisse\", " +"\"Dekoration\" etc.)." + +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"ID der Szenen-Tile in der Sammlung. Jede gemalte Tile hat eine zugehörige ID, " +"so dass eine Änderung dieser Eigenschaft dazu führen kann, dass Ihre TileMaps " +"nicht richtig angezeigt werden." + +msgid "Absolute path to the scene associated with this tile." +msgstr "Absoluter Pfad zu der mit dieser Tile verbundenen Szene." + +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"Wenn [code]true[/code], wird ein Platzhalter-Marker über der Vorschau der " +"Szene angezeigt. Der Marker wird trotzdem angezeigt, auch wenn die Szene " +"keine gültige Vorschau hat." + msgid "Scenes collection properties:" msgstr "Szenensammlungseigenschaften:" @@ -11590,6 +12425,9 @@ msgstr "Varying vom Visual Shader entfernen: %s" msgid "Node(s) Moved" msgstr "Node(s) verschoben" +msgid "Insert node" +msgstr "Node einfügen" + msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Konstanten-Node(s) in Parameter umwandlen" @@ -11683,6 +12521,9 @@ msgstr "Node hinzufügen" msgid "Clear Copy Buffer" msgstr "Kopierpuffer leeren" +msgid "Insert New Node" +msgstr "Neuen Node einfügen" + msgid "High-end node" msgstr "Hochleistungs-Node" @@ -12654,9 +13495,44 @@ msgstr "VoxelGI backen" msgid "Select path for VoxelGI Data File" msgstr "Pfad für die VoxelGI-Datendatei auswählen" +msgid "Go Online and Open Asset Library" +msgstr "Online gehen und Asset-Bibliothek öffnen" + msgid "Are you sure to run %d projects at once?" msgstr "Sollen wirklich %d Projekte gleichzeitig ausgeführt werden?" +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"Projekt kann nicht ausgeführt werden: Im Projekt ist keine Hauptszene " +"definiert.\n" +"Bitte bearbeiten Sie das Projekt und legen Sie die Hauptszene in den " +"Projekteinstellungen unter der Kategorie \"Anwendung\" fest." + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"Projekt kann nicht ausgeführt werden: Die Assets müssen erst importiert " +"werden.\n" +"Bitte bearbeiten Sie das Projekt, um den Erstimport auszulösen." + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"Projekt unter '%s' kann nicht geöffnet werden.\n" +"Die Projektdatei existiert nicht oder ist zugreifbar." + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"Projekt in ‚%s‘ kann nicht geöffnet werden.\n" +"Fehler beim Starten des Editors." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12848,6 +13724,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "Projektmanager" +msgid "Settings" +msgstr "Einstellungen" + +msgid "Projects" +msgstr "Projekte" + msgid "New Project" msgstr "Neues Projekt" @@ -12882,12 +13764,31 @@ msgstr "Zuletzt bearbeitet" msgid "Tags" msgstr "Tags" +msgid "You don't have any projects yet." +msgstr "Es existieren noch keine Projekte." + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Beginnen Sie, indem Sie ein neues Projekt erstellen,\n" +"importieren Sie ein bereits vorhandenes Projekt oder laden Sie eine " +"Projektvorlage aus der Asset-Bibliothek herunter!" + msgid "Create New Project" msgstr "Erstelle neues Projekt" msgid "Import Existing Project" msgstr "Existierendes Projekt importieren" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Hinweis: Die Asset-Bibliothek erfordert eine Online-Verbindung und überträgt " +"Daten über das Internet." + msgid "Edit Project" msgstr "Projekt bearbeiten" @@ -12903,6 +13804,13 @@ msgstr "Projekt entfernen" msgid "Remove Missing" msgstr "Fehlende entfernen" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"Asset-Bibliothek nicht verfügbar (aufgrund der Verwendung des Webeditors oder " +"weil die SSL-Unterstützung deaktiviert ist)." + msgid "Select a Folder to Scan" msgstr "Wähle zu durchsuchenden Ordner" @@ -12962,6 +13870,9 @@ msgstr "Tags werden bei Anzeige automatisch großgeschrieben." msgid "The path specified doesn't exist." msgstr "Der angegebene Pfad existiert nicht." +msgid "The install path specified doesn't exist." +msgstr "Der angegebene Installationspfad existiert nicht." + msgid "Error opening package file (it's not in ZIP format)." msgstr "Fehler beim Öffnen der Paketdatei (kein ZIP-Format)." @@ -12969,12 +13880,18 @@ msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Ungültige „.zip“-Projektdatei, enthält keine „project.godot“-Datei." +msgid "Please choose an empty install folder." +msgstr "Bitte wählen Sie einen leeren Installationsordner." + msgid "" "Please choose a \"project.godot\", a directory with it, or a \".zip\" file." msgstr "" "Bitte eine „project.godot”, ein Verzeichnis damit, oder eine „.zip“-Datei " "auswählen." +msgid "The install directory already contains a Godot project." +msgstr "Das Installationsverzeichnis enthält bereits ein Godot-Projekt." + msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -13139,6 +14056,29 @@ msgstr "Fehlendes Projekt" msgid "Restart Now" msgstr "Jetzt Neustarten" +msgid "Quick Settings" +msgstr "Schnelleinstellungen" + +msgid "Interface Theme" +msgstr "Benutzeroberflächen-Theme" + +msgid "Custom preset can be further configured in the editor." +msgstr "" +"Benutzerdefinierte Vorgaben können im Editor weiter konfiguriert werden." + +msgid "Display Scale" +msgstr "Anzeige-Skalierung" + +msgid "Network Mode" +msgstr "Netzwerk-Modus" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"Einstellungen geändert! Der Projektmanager muss neu gestartet werden, damit " +"die Änderungen wirksam werden." + msgid "Add Project Setting" msgstr "Projekteinstellung hinzufügen" @@ -13191,6 +14131,9 @@ msgstr "Autoload" msgid "Shader Globals" msgstr "Globale Shader-Variablen" +msgid "Global Groups" +msgstr "Globale Gruppen" + msgid "Plugins" msgstr "Plugins" @@ -13308,6 +14251,33 @@ msgstr "Behalte globale Transformation" msgid "Reparent" msgstr "Umhängen" +msgid "Run Instances" +msgstr "Instanzen ausführen" + +msgid "Enable Multiple Instances" +msgstr "Mehrere Instanzen aktivieren" + +msgid "Main Run Args:" +msgstr "Main-Run Argumente:" + +msgid "Main Feature Tags:" +msgstr "Main-Feature Tags:" + +msgid "Instance Configuration" +msgstr "Instanz-Konfiguration" + +msgid "Override Main Run Args" +msgstr "Main-Run-Argumente überschreiben" + +msgid "Launch Arguments" +msgstr "Start-Argumente" + +msgid "Override Main Tags" +msgstr "Main-Tags überschreiben" + +msgid "Feature Tags" +msgstr "Feature-Tags" + msgid "Pick Root Node Type" msgstr "Typ des Root-Nodes auswählen" @@ -13403,6 +14373,12 @@ msgstr "Skript loslösen" msgid "This operation can't be done on the tree root." msgstr "Diese Aktion ist am Root-Node des Szenenbaums nicht möglich." +msgid "Move Node in Parent" +msgstr "Node in Parent-Node verschieben" + +msgid "Move Nodes in Parent" +msgstr "Nodes in Parent-Node verschieben" + msgid "Duplicate Node(s)" msgstr "Dupliziere Node(s)" @@ -13532,6 +14508,9 @@ msgstr "Neuer Szenen-Root" msgid "Create Root Node:" msgstr "Erzeuge Root-Node:" +msgid "Toggle the display of favorite nodes." +msgstr "Anzeige der bevorzugten Nodes ein- und ausschalten." + msgid "Other Node" msgstr "Anderer Node" @@ -13556,6 +14535,9 @@ msgstr "Skript hinzufügen" msgid "Set Shader" msgstr "Shader festlegen" +msgid "Toggle Editable Children" +msgstr "Editierbare Kinder ein- und ausschalten" + msgid "Cut Node(s)" msgstr "Node(s) trennen" @@ -13605,6 +14587,16 @@ msgstr "Als Platzhalter laden" msgid "Auto Expand to Selected" msgstr "Automatisch auf Auswahl vergrößern" +msgid "Center Node on Reparent" +msgstr "Node beim Umhängen zentrieren" + +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "" +"Wenn aktiviert, wird \"zu neuem Node umhängen\" den neuen Node in der Mitte " +"der ausgewählten Nodes erstellen, wenn möglich." + msgid "All Scene Sub-Resources" msgstr "Alle Unterressourcen der Szene" @@ -13661,6 +14653,9 @@ msgstr " bei %s" msgid "(used %d times)" msgstr "(%d mal verwendet)" +msgid "Batch Rename..." +msgstr "Batch-Umbenennung..." + msgid "Add Child Node..." msgstr "Child-Node hinzufügen..." @@ -13679,9 +14674,18 @@ msgstr "Typ ändern..." msgid "Attach Script..." msgstr "Skript hinzufügen..." +msgid "Reparent..." +msgstr "Umhängen..." + +msgid "Reparent to New Node..." +msgstr "Node unter neuen Node hängen..." + msgid "Make Scene Root" msgstr "Als Szenen-Root festlegen" +msgid "Save Branch as Scene..." +msgstr "Branch als Szene speichern..." + msgid "Toggle Access as Unique Name" msgstr "Zugriff über einzigartigen Namen ein-/ausschalten" @@ -13886,6 +14890,15 @@ msgstr "Shader erstellen" msgid "Set Shader Global Variable" msgstr "Globale Variable für Shader festlegen" +msgid "Name cannot be empty." +msgstr "Name darf nicht leer sein." + +msgid "Name must be a valid identifier." +msgstr "Name muss ein gültiger Bezeichner sein." + +msgid "Global shader parameter '%s' already exists." +msgstr "Der globale Shader-Parameter ‚%s‘ existiert bereits." + msgid "Name '%s' is a reserved shader language keyword." msgstr "Der Name ‚%s‘ ist ein reserviertes Schlüsselwort der Shader-Sprache." @@ -13956,6 +14969,13 @@ msgstr "Neustart & Aktualisieren" msgid "Make this panel floating in the screen %d." msgstr "Dieses Panel schwebend machen auf Bildschirm %d." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Dieses Panel schwebend machen.\n" +"Klicken Sie mit der rechten Maustaste, um den Bildschirmselektor zu öffnen." + msgid "Select Screen" msgstr "Bildschirm auswählen" @@ -14032,6 +15052,9 @@ msgstr "Wert-Argument ist eine zuvor freigegebene Instanz." msgid "Export Scene to glTF 2.0 File" msgstr "Szene als glTF-2.0-Datei exportieren" +msgid "Export Settings:" +msgstr "Export-Einstellungen:" + msgid "glTF 2.0 Scene..." msgstr "glTF-2.0-Szene …" @@ -14049,7 +15072,7 @@ msgstr "Der übergebene Pfad führt nicht zu einer Blender-Anwendung." msgid "This Blender installation is too old for this importer (not 3.0+)." msgstr "" -"Diese Blender-Installation ist zu alt für den Importierer (3.0 oder neuer " +"Diese Blender-Installation ist zu alt für den Importer (3.0 oder neuer " "benötigt)." msgid "Path to Blender installation is valid (Autodetected)." @@ -14059,7 +15082,7 @@ msgid "Path to Blender installation is valid." msgstr "Pfad zu Blender ist gültig." msgid "Configure Blender Importer" -msgstr "Blender-Importierer konfigurieren" +msgstr "Blender-Importer konfigurieren" msgid "" "Blender 3.0+ is required to import '.blend' files.\n" @@ -14330,13 +15353,6 @@ msgstr "Spawn" msgid "Replicate" msgstr "Nachbilden" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"Eigenschaften können mittels der obigen Buttons oder mittels Drag&Drop\n" -"aus dem Inspektor an diese Stelle hinzugefügt werden." - msgid "Please select a MultiplayerSynchronizer first." msgstr "Bitte zuerst MultiplayerSynchronizer auswählen." @@ -14526,6 +15542,9 @@ msgstr "Unbekannt" msgid "Select an action" msgstr "Eine Aktion auswählen" +msgid "Choose an XR runtime." +msgstr "XR-Runtime wählen." + msgid "Package name is missing." msgstr "Paketname fehlt." @@ -14559,6 +15578,13 @@ msgstr "" msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR benötigt ein aktiviertes „Gradle-Build verwenden“" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"Die Option \"Native Bibliotheken komprimieren\" ist nur gültig, wenn \"Gradle-" +"Build verwenden\" aktiviert ist." + msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "„Export AAB“ ist nur gültig wenn „Gradle-Build verwenden“ aktiviert ist." @@ -14618,6 +15644,11 @@ msgstr "Auf Gerät ausführen …" msgid "Could not execute on device." msgstr "Ließ sich nicht auf Gerät ausführen." +msgid "Error: There was a problem validating the keystore username and password" +msgstr "" +"Fehler: Es gab ein Problem bei der Validierung des Keystore-Benutzernamens " +"und -Passworts" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "" "Exportieren nach Android bei Verwendung von C#/.NET ist noch experimentell." @@ -14629,7 +15660,7 @@ msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" -"Es wurde keine Android-Build-Vorlage für dieses Projekt installiert. Diese " +"Es wurde keine Android-Buildvorlage für dieses Projekt installiert. Diese " "kann im Projektmenü festgelegt werden." msgid "" @@ -14654,6 +15685,23 @@ msgstr "" msgid "Release keystore incorrectly configured in the export preset." msgstr "Release-Keystore wurde im Exportprofil nicht korrekt konfiguriert." +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "Ein gültiger Java-SDK-Pfad ist in den Editoreinstellungen erforderlich." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "Ungültiger Java SDK-Pfad in den Editor-Einstellungen." + +msgid "Missing 'bin' directory!" +msgstr "'bin'-Verzeichnis fehlt!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "Der Befehl 'java' konnte im Java SDK-Pfad nicht gefunden werden." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "" +"Bitte überprüfen Sie das in den Editor-Einstellungen angegebene Java-SDK-" +"Verzeichnis." + msgid "A valid Android SDK path is required in Editor Settings." msgstr "" "Es wird ein gültiger Android-SDK-Pfad in den Editoreinstellungen benötigt." @@ -14756,6 +15804,9 @@ msgstr "Verifiziere %s …" msgid "'apksigner' verification of %s failed." msgstr "‚apksigner‘-Verifizierung von %s fehlgeschlagen." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "Der Zielordner existiert nicht oder ist nicht zugreifbar: \"%s\"" + msgid "Exporting for Android" msgstr "Exportieren für Android" @@ -14776,9 +15827,27 @@ msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" -"Es wurde versucht aus einer Gradle-Build-Vorlage zu bauen aber es existieren " +"Es wurde versucht aus einer Gradle-Buildvorlage zu bauen aber es existieren " "keine Versionsinformation für sie. Neuinstallation im ‚Projekt‘-Menü benötigt." +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"Der Java SDK-Pfad muss in den Editor-Einstellungen unter 'export/android/" +"java_sdk_path' konfiguriert werden." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"Der Android-SDK-Pfad muss in den Editoreinstellungen unter 'export/android/" +"android_sdk_path' konfiguriert werden." + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "" +"Die res/*.xml-Dateien können nicht mit dem Projektnamen überschrieben werden." + msgid "Could not export project files to gradle project." msgstr "Projektdateien konnten nicht als Gradle-Projekt exportiert werden." @@ -14839,6 +15908,12 @@ msgstr "Ungültiger Bezeichner:" msgid "Export Icons" msgstr "Icons exportieren" +msgid "Could not open a directory at path \"%s\"." +msgstr "Verzeichnis im Pfad \"%s\" konnte nicht geöffnet werden." + +msgid "Could not write to a file at path \"%s\"." +msgstr "Datei im Pfad \"%s\" konnte nicht geschrieben werden." + msgid "Exporting for iOS (Project Files Only)" msgstr "Exportiere für iOS (nur Projektfiles)" @@ -14851,6 +15926,39 @@ msgstr "Vorlagen vorbereiten" msgid "Export template not found." msgstr "Exportvorlage wurde nicht gefunden." +msgid "Failed to create the directory: \"%s\"" +msgstr "Verzeichnis konnte nicht erstellt werden: „%s“" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "Verzeichnis konnte nicht erstellt und geöffnet werden: „%s“" + +msgid "iOS Plugins" +msgstr "iOS-Plugins" + +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"Der Export von iOS-Plugins ist mit Code %d fehlgeschlagen. Bitte prüfen Sie " +"das Ausgabeprotokoll." + +msgid "Could not create a directory at path \"%s\"." +msgstr "Verzeichnis im Pfad \"%s\" konnte nicht erstellt werden." + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "" +"Benötigte Vorlagen-Bibliothek „%s“ nicht gefunden. Es könnte im Vorlagen-" +"Archiv fehlen." + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "Datei im Pfad „%s“ konnte nicht nach \"%s\" kopiert werden." + +msgid "Could not access the filesystem." +msgstr "Kein Zugriff auf das Dateisystem möglich." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "Datei im Pfad „%s“ konnte nicht erzeugt werden (Code %d)." + msgid "Code signing failed, see editor log for details." msgstr "" "Code-Signierung fehlgeschlagen, bitte weitere Details im Editor-Log nachlesen." @@ -14858,6 +15966,9 @@ msgstr "" msgid "Xcode Build" msgstr "Xcode-Build" +msgid "Failed to run xcodebuild with code %d" +msgstr "Ausführung von xcodebuild mit Code %d fehlgeschlagen" + msgid "Xcode project build failed, see editor log for details." msgstr "" "Xcode-Build fehlgeschlagen, bitte weitere Details im Editor-Log nachlesen." @@ -14881,6 +15992,9 @@ msgstr "" msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "Exportieren nach iOS bei Verwendung von C#/.NET ist noch experimentell." +msgid "Invalid additional PList content: " +msgstr "Ungültiger zusätzlicher PList-Inhalt: " + msgid "Identifier is missing." msgstr "Bezeichner fehlt." @@ -14903,6 +16017,12 @@ msgid "Installation/running failed, see editor log for details." msgstr "" "Installation/Ausführung fehlgeschlagen, für weitere Details siehe Editor-Log." +msgid "Could not start device executable." +msgstr "Die ausführbare Datei des Geräts konnte nicht gestartet werden." + +msgid "Could not start devicectl executable." +msgstr "Die ausführbare Datei devicectl konnte nicht gestartet werden." + msgid "Debug Script Export" msgstr "Skript-Export debuggen" @@ -15176,6 +16296,10 @@ msgstr "" "Relative symbolische Links werden nicht unterstützt, exportiertes „%s“ könnte " "fehlerhaft sein!" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "" +"\"%s\": Info.plist fehlt oder ist ungültig, neue Info.plist wurde erzeugt." + msgid "PKG Creation" msgstr "PKG-Erzeugung" @@ -15286,6 +16410,24 @@ msgstr "" msgid "Sending archive for notarization" msgstr "Sende Archiv zur Beglaubigung" +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"Der Export für Universal oder x86_64 ist nicht möglich, wenn das S3TC BPTC " +"Texturformat deaktiviert ist. Aktivieren Sie es in den Projekteinstellungen " +"(Rendering > Texturen > VRAM-Komprimierung > S3TC BPTC importieren)." + +msgid "" +"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " +"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " +"Import ETC2 ASTC)." +msgstr "" +"Der Export für universal oder arm64 ist nicht möglich, wenn das ETC2 ASTC-" +"Texturformat deaktiviert ist. Aktivieren Sie es in den Projekteinstellungen " +"(Rendering > Texturen > VRAM-Kompression > ETC2 ASTC importieren)." + msgid "Notarization: Xcode command line tools are not installed." msgstr "Beglaubigung: Die Xcode-Kommandozeilen-Tools sind nicht installiert." @@ -15495,61 +16637,6 @@ msgstr "" "Wenn es mehr als eins gibt, wird nur eins aktiv gemacht. Welches das ist, ist " "undefiniert." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"Dieser Node besitzt keine Shapes, er kann also nicht mit anderen Objekten " -"kollidieren oder interagieren.\n" -"Es wird empfohlen, CollisionShape2D- oder CollisionPolygon2D-Child-Objekte " -"hinzuzufügen, um seine Shape festzulegen." - -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D liefert nur eine Kollisions-Shape für einen von " -"CollisionObject2D abgeleiteten Node. Es kann nur als Child-Objekt von Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D usw. eingehängt werden, um diesen " -"eine Shape zu geben." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Ein leeres CollisionPolygon2D hat keinen Effekt auf Kollisionen." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Ungültiges Polygon. Mindestens drei Punkte werden im ‚Festkörper‘-Baumodus " -"benötigt." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Ungültiges Polygon. Mindestens zwei Punkte werden im ‚Segment‘-Baumodus " -"benötigt." - -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Die Eigenschaft „One Way Collision“ wird ignoriert, wenn das Kollisions-" -"Objekt ein Area2D ist." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Ein CollisionShape2D benötigt zum Funktionieren eine zugeordnete Shape. Um es " -"verwenden zu können, muss eine Shape-Ressource dafür erzeugt werden!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Polygon-basierte Shapes sollten nicht direkt in CollisionShape2D-Nodes " -"genutzt oder bearbeitet werden. Zu diesem Zweck sollte der CollsionPolygon2D-" -"Node verwendet werden." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -15585,21 +16672,6 @@ msgstr "" "Partikel-Unteremitter sind nicht verfügbar, wenn das GL-Kompatibilitäts-" "Render-Backend verwendet wird." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A und Node B müssen PhysicsBody2D-Nodes sein" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A muss ein PhysicsBody2D-Node sein" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B muss ein PhysicsBody2D-Node sein" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Das Gelenk ist nicht mit zwei PhysicsBody2D-Nodes verbunden" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A und Node B müssen unterschiedliche PhysicsBody2D-Nodes sein" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -15648,6 +16720,87 @@ msgstr "" "PathFollow2D funktioniert nur, wenn es als Child-Objekt eines Path2D-Nodes " "gesetzt wird." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Dieser Node besitzt keine Shapes, er kann also nicht mit anderen Objekten " +"kollidieren oder interagieren.\n" +"Es wird empfohlen, CollisionShape2D- oder CollisionPolygon2D-Child-Objekte " +"hinzuzufügen, um seine Shape festzulegen." + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D liefert nur eine Kollisions-Shape für einen von " +"CollisionObject2D abgeleiteten Node. Es kann nur als Child-Objekt von Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D usw. eingehängt werden, um diesen " +"eine Shape zu geben." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Ein leeres CollisionPolygon2D hat keinen Effekt auf Kollisionen." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Ungültiges Polygon. Mindestens drei Punkte werden im ‚Festkörper‘-Baumodus " +"benötigt." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Ungültiges Polygon. Mindestens zwei Punkte werden im ‚Segment‘-Baumodus " +"benötigt." + +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Die Eigenschaft „One Way Collision“ wird ignoriert, wenn das Kollisions-" +"Objekt ein Area2D ist." + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D dient nur dazu, einem von CollisionObject2D abgeleiteten " +"Node eine Collision-Shape zu geben.\n" +"Bitte verwenden Sie es nur als Child-Node von Area2D, StaticBody2D, " +"RigidBody2D, CharacterBody2D usw., um ihnen eine Shape zuzuordnen." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Ein CollisionShape2D benötigt zum Funktionieren eine zugeordnete Shape. Um es " +"verwenden zu können, muss eine Shape-Ressource dafür erzeugt werden!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Polygon-basierte Shapes sollten nicht direkt in CollisionShape2D-Nodes " +"genutzt oder bearbeitet werden. Zu diesem Zweck sollte der CollsionPolygon2D-" +"Node verwendet werden." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A und Node B müssen PhysicsBody2D-Nodes sein" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A muss ein PhysicsBody2D-Node sein" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B muss ein PhysicsBody2D-Node sein" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Das Gelenk ist nicht mit zwei PhysicsBody2D-Nodes verbunden" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A und Node B müssen unterschiedliche PhysicsBody2D-Nodes sein" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15679,17 +16832,17 @@ msgstr "" "wenn sie läuft.\n" "Ändern Sie stattdessen die Größe in Child-Collision-Shapes." -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Die Pfad-Eigenschaft muss auf ein gültiges Node2D-Node zeigen, um zu " -"funktionieren." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Dieses Node kann nicht mit andern Objekten interagieren solange es keinem " "Shape2D-Node zugewiesen ist." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Die Pfad-Eigenschaft muss auf ein gültiges Node2D-Node zeigen, um zu " +"funktionieren." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Diese Bone2D-Kette sollte an einem Skeleton2D-Node enden." @@ -15764,85 +16917,6 @@ msgstr "" "BoneAttachment3D-Node ist mit keinem Kochen verbunden. Bitte Knochen zum " "Verbinden mit diesem Node auswählen." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Dieses Node besitzt keine untergeordneten Shapes, er kann deshalb nicht mit " -"anderen Objekten kollidieren oder interagieren.\n" -"Es wird empfohlen, CollisionShape3D- oder CollisionPolygon3D als Child-Objekt " -"hinzuzufügen, um seine Shape festzulegen." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Mit einer ungleichmäßigen Skalierung wird dieser Node wahrscheinlich nicht " -"wie erwartet funktionieren.\n" -"Bitte den Maßstab einheitlich machen (d.h. auf allen Achsen gleich) und " -"stattdessen die Größe in den Child-Collision-Shapes ändern." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D liefert ausschließlich ein Collision-Shape für ein von " -"CollisionObject3D abgeleitetes Node.\n" -"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Ein leeres CollisionPolygon3D hat keinen Effekt auf Kollisionen." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " -"nicht wie gewünscht funktionieren.\n" -"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " -"Achsenrichtungen) und stattdessen die Vertices seines Polygons zu ändern." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D liefert ausschließlich ein Collision-Shape für ein von " -"CollisionObject3D abgeleitetes Node.\n" -"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Ein CollisionShape3D benötigt eine Shape, damit er funktioniert. Bitte legen " -"Sie eine Shape-Ressource für ihn an." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "WorldBoundaryShape3D unterstützt RigidBody3D nur im Modus Statisch." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " -"nicht wie gewünscht funktionieren.\n" -"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " -"Achsenrichtungen) und stattdessen die Ausmaße seiner Shape-Ressource zu " -"ändern." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Nichts ist sichtbar da kein Mesh zugewiesen wurden." @@ -15951,21 +17025,6 @@ msgstr "" "Kollisionen für dieses GPUParticlesCollisionSDF3D erzeugt werden.\n" "Um dies zu beheben, muss mindestens ein Bit in der Back-Maske gesetzt werden." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A und Node B müssen PhysicsBody3D-Nodes sein" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A muss ein PhysicsBody3D-Node sein" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B muss ein PhysicsBody3D-Node sein" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Gelenk ist nicht mit einem PhysicsBody3D-Node verbunden" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A und Node B müssen unterschiedliche PhysicsBody3D-Nodes sein" - msgid "A light's scale does not affect the visual size of the light." msgstr "" "Die Skalierung eines Lichtes hat keine Auswirkung auf die visuelle Größe des " @@ -16011,6 +17070,13 @@ msgstr "Generiere Probe-Volumen" msgid "Generating Probe Acceleration Structures" msgstr "Generiere Probe-Beschleunigungsstrukturen" +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "" +"Lightmap kann nur von einem Gerät gebacken werden, das die RD-Backends " +"unterstützt. Das Backen von Lightmaps kann fehlschlagen." + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" @@ -16093,6 +17159,122 @@ msgstr "" "PathFollow3D mit aktiviertem ROTATION_ORIENTED erfordert die Aktivierung von " "„Up Vector“ in der Curve-Ressource des Parent-Path3D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Dieses Node besitzt keine untergeordneten Shapes, er kann deshalb nicht mit " +"anderen Objekten kollidieren oder interagieren.\n" +"Es wird empfohlen, CollisionShape3D- oder CollisionPolygon3D als Child-Objekt " +"hinzuzufügen, um seine Shape festzulegen." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Mit einer ungleichmäßigen Skalierung wird dieser Node wahrscheinlich nicht " +"wie erwartet funktionieren.\n" +"Bitte den Maßstab einheitlich machen (d.h. auf allen Achsen gleich) und " +"stattdessen die Größe in den Child-Collision-Shapes ändern." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D liefert ausschließlich ein Collision-Shape für ein von " +"CollisionObject3D abgeleitetes Node.\n" +"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Ein leeres CollisionPolygon3D hat keinen Effekt auf Kollisionen." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " +"nicht wie gewünscht funktionieren.\n" +"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " +"Achsenrichtungen) und stattdessen die Vertices seines Polygons zu ändern." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D liefert ausschließlich ein Collision-Shape für ein von " +"CollisionObject3D abgeleitetes Node.\n" +"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Ein CollisionShape3D benötigt eine Shape, damit er funktioniert. Bitte legen " +"Sie eine Shape-Ressource für ihn an." + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Wenn ConcavePolygonShape3D für Kollisionen verwendet wird, ist es für die " +"Verwendung mit statischen CollisionObject3D-Nodes wie StaticBody3D " +"vorgesehen.\n" +"Es wird sich wahrscheinlich nicht gut für %ss verhalten (außer wenn " +"eingefroren und freeze_mode auf FREEZE_MODE_STATIC gesetzt)." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "WorldBoundaryShape3D unterstützt RigidBody3D nur im Modus Statisch." + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Wenn ConcavePolygonShape3D für Kollisionen verwendet wird, ist es für die " +"Verwendung mit statischen CollisionObject3D-Nodes wie StaticBody3D " +"vorgesehen.\n" +"Es wird sich wahrscheinlich nicht gut für CharacterBody3Ds verhalten." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " +"nicht wie gewünscht funktionieren.\n" +"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " +"Achsenrichtungen) und stattdessen die Ausmaße seiner Shape-Ressource zu " +"ändern." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A und Node B müssen PhysicsBody3D-Nodes sein" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A muss ein PhysicsBody3D-Node sein" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B muss ein PhysicsBody3D-Node sein" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Gelenk ist nicht mit einem PhysicsBody3D-Node verbunden" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A und Node B müssen unterschiedliche PhysicsBody3D-Nodes sein" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -16102,6 +17284,27 @@ msgstr "" "wenn sie läuft.\n" "Bitte die Größe in den Child-Collision-Shapes ändern." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Der Node kann nicht mit anderen Objekten interagieren, solange kein Shape3D " +"zugewiesen wurde." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D unterstützt keine ConcavePolygonShape3Ds. Es werden keine " +"Kollisionen gemeldet." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D ist verfügbar, um mit VehicleBody3D ein Rädersystem zu " +"implementieren. Es sollte ausschließlich als Child-Objekt von VehicleBody3D " +"verwendet werden." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -16117,19 +17320,6 @@ msgstr "" "Die „Remote-Pfad“-Eigenschaft muss auf ein gültiges Node3D oder einen von " "Node3D abgeleiteten Node verweisen." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Der Node kann nicht mit anderen Objekten interagieren, solange kein Shape3D " -"zugewiesen wurde." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D unterstützt keine ConcavePolygonShape3Ds. Es werden keine " -"Kollisionen gemeldet." - msgid "This body will be ignored until you set a mesh." msgstr "Dieser Körper wird ignoriert bis Sie ein Mesh zuweisen." @@ -16140,22 +17330,6 @@ msgstr "" "Eine SpriteFrames-Ressource muss in der „Frames“-Eigenschaft erzeugt oder " "gesetzt werden, damit AnimatedSprite3D Einzelframes anzeigen kann." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D ist verfügbar, um mit VehicleBody3D ein Rädersystem zu " -"implementieren. Es sollte ausschließlich als Child-Objekt von VehicleBody3D " -"verwendet werden." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"VisibleOnScreenNotifier3D-Nodes werden vom GL-Kompatibilitäts-Backend noch " -"nicht unterstützt. Unterstützung wird mit einer zukünftigen Godot-Version " -"erscheinen." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -16272,52 +17446,12 @@ msgstr "" "ButtonGroup sollte nur mit Buttons verwendet werden deren toggle_mode als " "true festgelegt wurde." -msgid "New Code Region" -msgstr "Neue Code-Region" - msgid "Copy this constructor in a script." msgstr "Diesen Konstruktor in ein Skript kopieren." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Einen Hex-Code („#ff0000“) oder einen Farbnamen („red“) eingeben." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Farbe: #%s\n" -"LMT: Farbe anwenden\n" -"RMT: Vorgabe entfernen" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Farbe: #%s\n" -"LMT: Farbe anwenden" - -msgid "Pick a color from the screen." -msgstr "Eine Farbe vom Bildschirm auswählen." - -msgid "Pick a color from the application window." -msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen." - -msgid "Select a picker shape." -msgstr "Auswahl-Geometrie wählen." - -msgid "Select a picker mode." -msgstr "Auswahlmodus wählen." - msgid "Switch between hexadecimal and code values." msgstr "Wechselt zwischen Hexadezimal- und Zahlenwerten." -msgid "Hex code or named color" -msgstr "Hex-Code oder Farbname" - -msgid "Add current color as a preset." -msgstr "Aktuelle Farbe als Vorgabe hinzufügen." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16346,12 +17480,6 @@ msgstr "" msgid "Alert!" msgstr "Warnung!" -msgid "You don't have permission to access contents of this folder." -msgstr "Keine Berechtigung, um auf den Inhalt des Ordners zuzugreifen." - -msgid "Invalid extension, or empty filename." -msgstr "Ungültige Dateiendung oder leerer Dateiname." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16361,21 +17489,6 @@ msgstr "" "einer zukünftigen Version 4.x unterzogen werden, was kompatibilitätsbrechende " "Änderungen der API mit sich bringen kann." -msgid "Toggle the visual grid." -msgstr "Visuelles Raster ein-/ausschalten." - -msgid "Toggle snapping to the grid." -msgstr "Raster-Einrasten ein-/ausschalten." - -msgid "Change the snapping distance." -msgstr "Raster-Einrast-Abstand festlegen." - -msgid "Toggle the graph minimap." -msgstr "Graphenübersichtskarte ein-/ausschalten." - -msgid "Automatically arrange selected nodes." -msgstr "Automatisch ausgewählte Nodes anordnen." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16391,75 +17504,6 @@ msgstr "" "Die aktuelle Schriftart unterstützt mindestens ein Zeichen nicht, welches im " "Text des Labels verwendet wird." -msgid "Same as Layout Direction" -msgstr "Wie Layout-Ausrichtung" - -msgid "Auto-Detect Direction" -msgstr "Automatische Ausrichtungserkennung" - -msgid "Left-to-Right" -msgstr "Links-nach-Rechts" - -msgid "Right-to-Left" -msgstr "Rechts-nach-Links" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Links-nach-Rechts Markierung (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Rechts-nach-Links Markierung (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Anfang von Links-nach-Rechts Einbettung (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Anfang von Rechts-nach-Links Einbettung (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Anfang von Links-nach-Rechts Überschrieb (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Anfang von Rechts-nach-Links Überschrieb (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Pop-Richtungsformatierung (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Arabische Buchstaben-Markierung (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Links-nach-Rechts Isolierer (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Rechts-nach-Links Isolierer (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Erstes starkes Isolate (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Pop-Richtung-Isolate (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Nullbreitenverbinder (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Nullbreitennichtverbinder (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Wortverbinder (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Weicher Bindestrich (SHY)" - -msgid "Text Writing Direction" -msgstr "Schreibrichtung" - -msgid "Display Control Characters" -msgstr "Steuerzeichen anzeigen" - -msgid "Insert Control Character" -msgstr "Steuerzeichen eingeben" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Wenn „Exp Edit“ aktiviert ist muss „Min Value“ größer als null sein." @@ -16489,8 +17533,20 @@ msgstr "" "Die Default-Mauszeigerform von SubViewportContainer hat keine Wirkung.\n" "Ziehen Sie in Betracht, sie beim Startwert `CURSOR_ARROW` zu belassen." -msgid "(Other)" -msgstr "(Andere)" +msgid "" +"This node was an instance of scene '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Dieser Node war eine Instanz der Szene '%s', die nicht mehr verfügbar war, " +"als diese Szene geladen wurde." + +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"Das Speichern der aktuellen Szene verwirft die Instanz und alle ihre " +"Eigenschaften, einschließlich editierbarer Child-Node-Änderungen (falls " +"vorhanden)." msgid "" "This node was saved as class type '%s', which was no longer available when " @@ -16507,6 +17563,11 @@ msgstr "" "dieser Nodetyp wieder verfügbar ist. Ein erneutes Abspeichern ist daher ohne " "Datenverlust problemlos möglich." +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "" +"Nicht erkannter fehlender Node. Prüfen Sie Szenenabhängigkeitsfehler für " +"Details." + msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index 09790cf3fe8..7a754ab8687 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -1181,9 +1181,6 @@ msgstr "Δημιουργία φακέλου" msgid "Thanks from the Godot community!" msgstr "Ευχαριστίες από την κοινότητα της Godot!" -msgid "Click to copy." -msgstr "Πατήστε για αντιγραφή." - msgid "Godot Engine contributors" msgstr "Συνεισφέροντες στην Godot Engine" @@ -2195,9 +2192,6 @@ msgstr "Επιθεωρητής" msgid "Node" msgstr "Κόμβος" -msgid "Expand Bottom Panel" -msgstr "Ανάπτυξη κάτω πλαισίου" - msgid "Output" msgstr "Έξοδος" @@ -2761,6 +2755,9 @@ msgstr "Προσθήκη σε Ομάδα" msgid "Remove from Group" msgstr "Κατάργηση από την ομάδα" +msgid "Expand Bottom Panel" +msgstr "Ανάπτυξη κάτω πλαισίου" + msgid "Move" msgstr "Μετακίνηση" @@ -3712,12 +3709,6 @@ msgstr "Σχετική Προσκόλληση" msgid "Use Pixel Snap" msgstr "Χρήση Προσκόλλησης Εικονοστοιχείου" -msgid "Smart Snapping" -msgstr "Έξυπνη Προσκόλληση" - -msgid "Configure Snap..." -msgstr "Ρύθμιση Προσκόλλησης..." - msgid "Snap to Parent" msgstr "Προσκόλληση σε Γονέα" @@ -3736,6 +3727,12 @@ msgstr "Προσκόλληση σε Άλλους Κόμβους" msgid "Snap to Guides" msgstr "Προσκόλληση σε Οδηγούς" +msgid "Smart Snapping" +msgstr "Έξυπνη Προσκόλληση" + +msgid "Configure Snap..." +msgstr "Ρύθμιση Προσκόλλησης..." + msgid "Skeleton Options" msgstr "Επιλογές Σκελετού" @@ -4396,6 +4393,9 @@ msgstr "Εμφάνιση περιβάλλοντος" msgid "View Gizmos" msgstr "Εμφάνιση μαραφετιών" +msgid "View Grid" +msgstr "Προβολή πλέγματος" + msgid "View Information" msgstr "Εμφάνιση πληροφοριών" @@ -4527,9 +4527,6 @@ msgstr "4 Οπτικές γωνίες" msgid "View Origin" msgstr "Προβολή Αρχής" -msgid "View Grid" -msgstr "Προβολή πλέγματος" - msgid "Settings..." msgstr "Ρυθμίσεις..." @@ -4638,9 +4635,6 @@ msgstr "Καθρεπτισμός Μηκών Λαβών" msgid "Curve Point #" msgstr "Σημείο καμπύλης #" -msgid "Set Curve Point Position" -msgstr "Ορισμός θέσης σημείου καμπύλης" - msgid "Set Curve Out Position" msgstr "Ορισμός θέσης εξόδου καμπύλης" @@ -4656,6 +4650,9 @@ msgstr "Αφαίρεση σημείου διαδρομής" msgid "Split Segment (in curve)" msgstr "Διαχωρισμός τμήματος (στην καμπύλη)" +msgid "Set Curve Point Position" +msgstr "Ορισμός θέσης σημείου καμπύλης" + msgid "Move Joint" msgstr "Μετακίνηση Άρθρωσης" @@ -4908,15 +4905,15 @@ msgstr "Προηγούμενο Ιστορικού" msgid "History Next" msgstr "Επόμενο Ιστορικού" -msgid "Theme" -msgstr "Θέμα" - msgid "Import Theme..." msgstr "Εισαγωγή θέματος..." msgid "Reload Theme" msgstr "Επαναφόρτωση θέματος" +msgid "Theme" +msgstr "Θέμα" + msgid "Save Theme" msgstr "Αποθήκευση θέματος" @@ -5165,12 +5162,6 @@ msgstr "Αδυναμία φόρτωσης εικόνων" msgid "ERROR: Couldn't load frame resource!" msgstr "ΣΦΑΛΜΑ: Δεν ήταν δυνατή η φόρτωση πόρου τύπου καρέ!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Το πρόχειρο πόρων είναι άδειο ή δεν είναι υφή!" - -msgid "Paste Frame" -msgstr "Επικόλληση καρέ" - msgid "Add Empty" msgstr "Προσθήκη άδειου" @@ -6700,6 +6691,52 @@ msgstr "Εκτέλεση στον περιηγητή" msgid "Run exported HTML in the system's default browser." msgstr "Εκτέλεση εξαγόμενης HTMP στον προεπιλεγμένο περιηγητή του συστήματος." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Η κίνηση CPUParticles2D απαιτεί την χρήση CanvasItemMaterial με το «Particles " +"Animation» ενεργό." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"Δεν έχει οριστεί υλικό για να επεξεργαστεί τα σωματίδια, οπότε η συμπεριφορά " +"θα εκτυπώνεται." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Η κίνηση Particles2D απαιτεί την χρήση ενός CanvasItemMaterial με το " +"«Particles Animation» ενεργό." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "Μία υφή με το σχήμα του φωτός πρέπει να τεθεί στην ιδιότητα «Texture»." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Ένα πολύγωνο εμποδίου πρέπει να οριστεί (ή ζωγραφιστεί) για να λειτουργήσει " +"αυτό το εμπόδιο." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "" +"Το πολύγωνο εμποδίου για αυτό το εμπόδιο είναι άδειο. Παρακαλούμε ζωγραφίστε " +"ένα πολύγωνο." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"Ένας κόμβος ParallaxLayer δουλεύει μόνο όταν κληρονομεί έναν κόμβο τύπου " +"ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "Το PathFollow2D δουλεύει μόνο όταν κληρονομεί έναν κόμβο Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -6732,27 +6769,6 @@ msgstr "" "Τα σχήματα βασισμένα σε πολύγωνα δεν σχεδιάστικαν ώστε να είναι επεξεργάσιμα " "από τον κόμβο CollisionShape2D. Χρησιμοποιήστε τον κόμβο CollisionPolygon2D." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Η κίνηση CPUParticles2D απαιτεί την χρήση CanvasItemMaterial με το «Particles " -"Animation» ενεργό." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"Δεν έχει οριστεί υλικό για να επεξεργαστεί τα σωματίδια, οπότε η συμπεριφορά " -"θα εκτυπώνεται." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Η κίνηση Particles2D απαιτεί την χρήση ενός CanvasItemMaterial με το " -"«Particles Animation» ενεργό." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" @@ -6762,31 +6778,6 @@ msgstr "Ο Κόμβος Α πρέπει να είναι του τύπου Physic msgid "Node B must be a PhysicsBody2D" msgstr "Ο κόμβος Β πρέπει να είναι του τύπου PhysicsBody2D" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "Μία υφή με το σχήμα του φωτός πρέπει να τεθεί στην ιδιότητα «Texture»." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Ένα πολύγωνο εμποδίου πρέπει να οριστεί (ή ζωγραφιστεί) για να λειτουργήσει " -"αυτό το εμπόδιο." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "" -"Το πολύγωνο εμποδίου για αυτό το εμπόδιο είναι άδειο. Παρακαλούμε ζωγραφίστε " -"ένα πολύγωνο." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"Ένας κόμβος ParallaxLayer δουλεύει μόνο όταν κληρονομεί έναν κόμβο τύπου " -"ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "Το PathFollow2D δουλεύει μόνο όταν κληρονομεί έναν κόμβο Path2D." - msgid "Path property must point to a valid Node2D node to work." msgstr "" "Η ιδιότητα Path πρέπει να δείχνει σε έναν έγκυρο κόμβο Node2D για να δουλέψει." @@ -6843,9 +6834,6 @@ msgstr "Δεν έχει οριστεί ριζικό AnimationNode για το γ msgid "Switch between hexadecimal and code values." msgstr "Εναλλαγή δεκαεξαδικών και κωδικοποιημένων τιμών." -msgid "Add current color as a preset." -msgstr "Προσθήκη τρέχοντος χρώματος στα προκαθορισμένα." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -6882,9 +6870,6 @@ msgstr "" "Χρησιμοποιήστε ένα Container ως παιδί (VBox, HBox, κτλ), ή ένα Control με " "προσαρμοσμένο ελάχιστο μέγεθος." -msgid "(Other)" -msgstr "(Άλλο)" - msgid "Invalid source for preview." msgstr "Άκυρη πηγή για προεπισκόπηση." diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index f934b8f18ab..50ce7119ee6 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -20,19 +20,24 @@ # Omicron , 2023. # aligator , 2023. # lassr8 , 2023. +# clement lee , 2024. +# casuallyblue , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-09-20 03:24+0000\n" -"Last-Translator: lassr8 \n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" +"Last-Translator: casuallyblue \n" "Language-Team: Esperanto \n" "Language: eo\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.1-dev\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Main Thread" +msgstr "Ĉefa Fadeno" msgid "Unset" msgstr "malŝalti" @@ -97,6 +102,12 @@ msgstr "Stirstanga moviĝo sur akso %d (%s) kun valoro %.2f" msgid "Joypad Button %d" msgstr "Butono de ludstrilo %d" +msgid "touched" +msgstr "tuŝita" + +msgid "Accept" +msgstr "Akceptu" + msgid "Select" msgstr "Elekti" @@ -109,6 +120,9 @@ msgstr "Alŝuta" msgid "Down" msgstr "Elŝuta" +msgid "Home" +msgstr "Hejmo" + msgid "End" msgstr "Fino" @@ -127,9 +141,15 @@ msgstr "Malfari" msgid "Redo" msgstr "Refari" +msgid "New Line" +msgstr "Nova Linio" + msgid "Delete" msgstr "Forigi" +msgid "Delete Word" +msgstr "Forigi Vorton" + msgid "Select All" msgstr "Elekti tutan" @@ -914,9 +934,6 @@ msgstr "Krei dosierujon" msgid "Thanks from the Godot community!" msgstr "Dankon de la komunumo de Godot!" -msgid "Click to copy." -msgstr "Alklaku por kopii." - msgid "Godot Engine contributors" msgstr "Kontribuantoj de Godot Engine" @@ -1226,6 +1243,9 @@ msgstr "Doko de dosiersistemo" msgid "Import Dock" msgstr "Doko de enporto" +msgid "History Dock" +msgstr "Doko de historio" + msgid "Allows to view and edit 3D scenes." msgstr "Permesas vidi kaj redakti 3D-scenojn." @@ -1919,8 +1939,8 @@ msgstr "Inspektoro" msgid "Node" msgstr "Nodo" -msgid "Expand Bottom Panel" -msgstr "Etendi suban panelon" +msgid "History" +msgstr "Historio" msgid "Output" msgstr "Eligo" @@ -2385,6 +2405,9 @@ msgstr "Aldoni al grupo" msgid "Remove from Group" msgstr "Forigi el grupo" +msgid "Expand Bottom Panel" +msgstr "Etendi suban panelon" + msgid "Move" msgstr "Movi" @@ -3284,12 +3307,6 @@ msgstr "Kapti relative" msgid "Use Pixel Snap" msgstr "Uzi kaptadon per rastrumero" -msgid "Smart Snapping" -msgstr "Inteligenta kaptado" - -msgid "Configure Snap..." -msgstr "Agordi kaptadon..." - msgid "Snap to Parent" msgstr "Kapti al patro" @@ -3308,6 +3325,12 @@ msgstr "Kapti al aliaj nodoj" msgid "Snap to Guides" msgstr "Kapti al gvidiloj" +msgid "Smart Snapping" +msgstr "Inteligenta kaptado" + +msgid "Configure Snap..." +msgstr "Agordi kaptadon..." + msgid "Skeleton Options" msgstr "Opcioj de ostaro" @@ -3737,24 +3760,75 @@ msgstr "Konservi dosieron kiel..." msgid "Save Theme As..." msgstr "Konservi etoson kiel..." +msgid "Find Next" +msgstr "Trovu Sekva" + +msgid "Find Previous" +msgstr "Trovu Antaŭa" + +msgid "Filter Scripts" +msgstr "Filtru Skriptoj" + +msgid "Toggle alphabetical sorting of the method list." +msgstr "Baskuli alfabetan ordigon de la metodolisto." + +msgid "Sort" +msgstr "Ordigi" + +msgid "Next Script" +msgstr "Sekva Skripto" + +msgid "Previous Script" +msgstr "Antaŭa Skripto" + msgid "File" msgstr "Dosiero" +msgid "Open..." +msgstr "Malfermi..." + +msgid "Reopen Closed Script" +msgstr "Remalfermu Fermita Skripto" + msgid "Save All" msgstr "Konservi tuton" +msgid "Import Theme..." +msgstr "Importi Temo..." + +msgid "Reload Theme" +msgstr "Reŝargi Temo" + +msgid "Theme" +msgstr "Temo" + +msgid "Save Theme" +msgstr "Savi Temo" + +msgid "Close All" +msgstr "Fermu Ĉion" + +msgid "Close Docs" +msgstr "Fermu Dokumentaron" + msgid "Run" msgstr "Ruli" msgid "Search" -msgstr "Serĉo" +msgstr "Serĉi" msgid "Online Docs" -msgstr "Enreta dokumentaro" +msgstr "Enreta Dokumentaro" msgid "Open Godot online documentation." msgstr "Malfermi enretan dokumentaron de Godot." +msgid "Go to previous edited document." +msgstr "Iru al la antaŭa redaktita dokumento." + +msgid "Go to next edited document." +msgstr "Iru al la sekva redaktita dokumento." + msgid "Search Results" msgstr "Rezultoj de serĉo" @@ -3833,6 +3907,9 @@ msgstr "Konverti krommarĝenon al taboj" msgid "Contextual Help" msgstr "Kunteksta Helpo" +msgid "Close File" +msgstr "Fermu Dosiero" + msgid "Delete Animation?" msgstr "Forigi animacion?" @@ -4184,9 +4261,6 @@ msgstr "Forigi atributon?" msgid "Run in Browser" msgstr "Ruli en foliumilo" -msgid "(Other)" -msgstr "(Alia)" - msgid "Invalid source for shader." msgstr "Nevalida fonto por ombrigilo." @@ -4216,3 +4290,10 @@ msgstr "La konstanto '%s' estas deklarita sed neniam uzita." msgid "The function '%s' is declared but never used." msgstr "La funkcio '%s' estas deklarita sed neniam uzita." + +msgid "" +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." +msgstr "" +"La entute grandeco de la %s por ĉi tio ombrigilo sur ĉi tiu aparato estis " +"superita (%d/%d). La ombrigilo majo ne funkcias ĝuste." diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 1898f3ea0f8..00c3356bb85 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -127,13 +127,15 @@ # gallegonovato , 2023, 2024. # Jacobo , 2024. # aallmon22 , 2024. +# Agustín Da Silva , 2024. +# Franco Ezequiel Ibañez , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-13 01:07+0000\n" -"Last-Translator: aallmon22 \n" +"PO-Revision-Date: 2024-03-04 14:32+0000\n" +"Last-Translator: Franco Ezequiel Ibañez \n" "Language-Team: Spanish \n" "Language: es\n" @@ -141,7 +143,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Hilo principal" @@ -584,6 +586,9 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Eliminar Evento" +msgid "Filter by Name" +msgstr "Filtrar por Nombre" + msgid "Clear All" msgstr "Limpiar Todo" @@ -617,6 +622,15 @@ msgstr "Insertar Clave Aquí" msgid "Duplicate Selected Key(s)" msgstr "Duplicar Clave(s) Seleccionada(s)" +msgid "Cut Selected Key(s)" +msgstr "Cortar Clave(s) Seleccionada(s)" + +msgid "Copy Selected Key(s)" +msgstr "Copiar Clave(s) Seleccionada(s)" + +msgid "Paste Key(s)" +msgstr "Pegar Clave(s)" + msgid "Delete Selected Key(s)" msgstr "Eliminar Clave(s) Seleccionada(s)" @@ -647,6 +661,12 @@ msgstr "Mover Puntos Bezier" msgid "Animation Duplicate Keys" msgstr "Duplicar Claves de Animación" +msgid "Animation Cut Keys" +msgstr "Cortar Claves de Animación" + +msgid "Animation Paste Keys" +msgstr "Pegar Claves de Animación" + msgid "Animation Delete Keys" msgstr "Eliminar Claves de Animación" @@ -711,6 +731,33 @@ msgstr "" "No se puede cambiar el modo de bucle en una animación incrustada en otra " "escena." +msgid "Property Track..." +msgstr "Pista de Propiedades..." + +msgid "3D Position Track..." +msgstr "Pista de Posición 3D..." + +msgid "3D Rotation Track..." +msgstr "Pista de Rotación 3D..." + +msgid "3D Scale Track..." +msgstr "Pista de Escala 3D..." + +msgid "Blend Shape Track..." +msgstr "Pista de Forma Combinada..." + +msgid "Call Method Track..." +msgstr "Pista de Llamada a Métodos..." + +msgid "Bezier Curve Track..." +msgstr "Pista de Curva Bezier..." + +msgid "Audio Playback Track..." +msgstr "Pista de Reproducción de Audio..." + +msgid "Animation Playback Track..." +msgstr "Pista de Reproducción de Animación..." + msgid "Animation length (frames)" msgstr "Duración de la animación (fotogramas)" @@ -843,9 +890,18 @@ msgstr "Interp de Loop Cortante" msgid "Wrap Loop Interp" msgstr "Interp de Loop Envolvente" +msgid "Insert Key..." +msgstr "Insertar Clave..." + msgid "Duplicate Key(s)" msgstr "Duplicar Clave(s)" +msgid "Cut Key(s)" +msgstr "Cortar Nodo(s)" + +msgid "Copy Key(s)" +msgstr "Copiar Clave(s)" + msgid "Add RESET Value(s)" msgstr "Añadir Valor(es) de RESET" @@ -1003,6 +1059,12 @@ msgstr "Pegar Pistas" msgid "Animation Scale Keys" msgstr "Escalar Claves de Animación" +msgid "Animation Set Start Offset" +msgstr "Establecer Offset Inicial de Animación" + +msgid "Animation Set End Offset" +msgstr "Establecer Offset Final de Animación" + msgid "Make Easing Keys" msgstr "Crear Claves de Interpolación" @@ -1096,6 +1158,21 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propiedades de animación." +msgid "Copy Tracks..." +msgstr "Copiar Pistas..." + +msgid "Scale Selection..." +msgstr "Escalar Selección..." + +msgid "Scale From Cursor..." +msgstr "Escalar Desde Cursor..." + +msgid "Set Start Offset (Audio)" +msgstr "Establecer Offset Inicial (Audio)" + +msgid "Set End Offset (Audio)" +msgstr "Establecer Offset Final (Audio)" + msgid "Delete Selection" msgstr "Eliminar Selección" @@ -1322,6 +1399,9 @@ msgstr "Advertencias" msgid "Line and column numbers." msgstr "Números de línea y columna." +msgid "Indentation" +msgstr "Sangría" + msgid "Method in target node must be specified." msgstr "Se debe establecer un método en el nodo destino." @@ -1933,9 +2013,6 @@ msgstr "El nombre de la carpeta es válido." msgid "Thanks from the Godot community!" msgstr "¡Muchas gracias de parte de la comunidad de Godot!" -msgid "Click to copy." -msgstr "Clic para copiar." - msgid "Godot Engine contributors" msgstr "Contribuidores de Godot" @@ -3814,9 +3891,6 @@ msgstr "Nodos" msgid "History" msgstr "Historial" -msgid "Expand Bottom Panel" -msgstr "Expandir Panel Inferior" - msgid "Output" msgstr "Salida" @@ -3871,9 +3945,6 @@ msgstr "Recargar" msgid "Resave" msgstr "Volver a Guardar" -msgid "Create Version Control Metadata..." -msgstr "Crear Metadatos de Control de Versiones..." - msgid "Version Control Settings..." msgstr "Configuración del Control de Versiones..." @@ -4717,23 +4788,6 @@ msgstr "Administrar Plantillas de Exportación" msgid "Export With Debug" msgstr "Exportar Con Depuración" -msgid "Disable FBX & Restart" -msgstr "Desactivar FBX y Reiniciar" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Cancelar este cuadro de diálogo desactivará el importador FBX.\n" -"Puede volver a habilitarlo en Configuración del proyecto en Sistema de " -"archivos > Importar > FBX > Habilitado.\n" -"\n" -"El editor se reiniciará a medida que los importadores estén registrados " -"cuando se inicie el editor." - msgid "Path to FBX2glTF executable is empty." msgstr "La ruta al ejecutable FBX2glTF está vacía." @@ -4749,13 +4803,6 @@ msgstr "El ejecutable FBX2glTF es válido." msgid "Configure FBX Importer" msgstr "Configurar el Importador de FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF es necesario para importar archivos FBX.\n" -"Por favor, descárguelo y proporcione una ruta válida al binario:" - msgid "Click this link to download FBX2glTF" msgstr "Haz clic en este enlace para descargar FBX2glTF" @@ -5082,6 +5129,9 @@ msgstr "Eliminar del Grupo" msgid "Global" msgstr "Global" +msgid "Expand Bottom Panel" +msgstr "Expandir Panel Inferior" + msgid "Move" msgstr "Mover" @@ -7194,12 +7244,6 @@ msgstr "Ajuste Relativo" msgid "Use Pixel Snap" msgstr "Usar Ajuste de Píxeles" -msgid "Smart Snapping" -msgstr "Ajuste Inteligente" - -msgid "Configure Snap..." -msgstr "Configurar Ajuste..." - msgid "Snap to Parent" msgstr "Ajustar al Padre" @@ -7218,6 +7262,12 @@ msgstr "Ajustar a Otros Nodos" msgid "Snap to Guides" msgstr "Ajustar a las Guías" +msgid "Smart Snapping" +msgstr "Ajuste Inteligente" + +msgid "Configure Snap..." +msgstr "Configurar Ajuste..." + msgid "Lock selected node, preventing selection and movement." msgstr "Bloquea el nodo seleccionado, impidiendo la selección y el movimiento." @@ -8622,6 +8672,9 @@ msgstr "Ver Entorno" msgid "View Gizmos" msgstr "Ver Gizmos" +msgid "View Grid" +msgstr "Ver Cuadrícula" + msgid "View Information" msgstr "Ver Información" @@ -8881,9 +8934,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver Origen" -msgid "View Grid" -msgstr "Ver Cuadrícula" - msgid "Settings..." msgstr "Configuración..." @@ -9084,6 +9134,9 @@ msgstr "Cerrar Curva" msgid "Please Confirm..." msgstr "Por favor, Confirma..." +msgid "Remove all curve points?" +msgstr "¿Eliminar Todos los Puntos de Ruptura?" + msgid "Mirror Handle Angles" msgstr "Manipulador de Ángulos de Espejo" @@ -9102,9 +9155,6 @@ msgstr "Manipular afuera #" msgid "Handle Tilt #" msgstr "Manejar Inclinación #" -msgid "Set Curve Point Position" -msgstr "Establecer Posición de Punto de Curva" - msgid "Set Curve Out Position" msgstr "Establecer Posición de Salida de Curva" @@ -9132,6 +9182,9 @@ msgstr "Restablecer punto" msgid "Split Segment (in curve)" msgstr "Dividir Segmento (en curva)" +msgid "Set Curve Point Position" +msgstr "Establecer Posición de Punto de Curva" + msgid "Move Joint" msgstr "Mover Unión" @@ -9446,15 +9499,15 @@ msgstr "Historial Anterior" msgid "History Next" msgstr "Historial Siguiente" -msgid "Theme" -msgstr "Theme" - msgid "Import Theme..." msgstr "Importar Theme..." msgid "Reload Theme" msgstr "Recargar Theme" +msgid "Theme" +msgstr "Theme" + msgid "Save Theme" msgstr "Guardar Theme" @@ -9571,9 +9624,6 @@ msgstr "Seleccionar Color" msgid "Folding" msgstr "Plegado" -msgid "Indentation" -msgstr "Sangría" - msgid "Uppercase" msgstr "Mayúsculas" @@ -9884,12 +9934,6 @@ msgstr "No se pueden cargar las imágenes" msgid "ERROR: Couldn't load frame resource!" msgstr "ERROR: ¡No se pudo cargar el recurso de fotogramas!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "¡El portapapeles de recursos esta vacío o no es una textura!" - -msgid "Paste Frame" -msgstr "Pegar Fotograma" - msgid "Add Empty" msgstr "Añadir Vacío" @@ -9941,9 +9985,6 @@ msgstr "Añadir fotogramas desde una hoja de sprites" msgid "Delete Frame" msgstr "Eliminar Fotograma" -msgid "Copy Frame" -msgstr "Copiar Fotograma" - msgid "Insert Empty (Before Selected)" msgstr "Insertar Vacío (Antes de Seleccionado)" @@ -14307,13 +14348,6 @@ msgstr "Generar" msgid "Replicate" msgstr "Replicar" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"Añada propiedades utilizando los botones de arriba o\n" -"arrástralas desde el inspector y suéltalas aquí." - msgid "Please select a MultiplayerSynchronizer first." msgstr "Por favor, selecciona primero un MultiplayerSynchronizer." @@ -15482,6 +15516,88 @@ msgstr "" "Cuando haya más de uno, sólo uno de ellos estará activo. Cuál no está " "definido." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"La animación CPUParticles2D requiere el uso de un CanvasItemMaterial con " +"\"Particles Animation\" activado." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"No se ha asignado un material para procesar las partículas, por lo que no se " +"muestra ningún comportamiento." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"La animación Particles2D requiere el uso de un CanvasItemMaterial con " +"\"Particles Animation\" activado." + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"Las estelas de partículas sólo están disponibles cuando se utilizan los " +"backends de renderizado Forward+ o Mobile." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"Los sub-emisores de partículas no están disponibles cuando se utiliza el " +"backend de renderizado de compatibilidad GL." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"Se debe proporcionar una textura con la forma de la luz a la propiedad \" " +"Texture\"." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Se debe establecer (o dibujar) un polígono oclusor para que la oclusión tenga " +"efecto." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "" +"El polígono oclusor para este oclusor está vacío. Por favor, dibuja un " +"polígono." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"El NavigationAgent2D solo puede usarse con un nodo padre del tipo Node2D." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"La posición de inicio de NavigationLink2D debe ser diferente a la posición " +"final para que sea útil." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"Se debe establecer o crear un recurso NavigationMesh para que este nodo " +"funcione. Por favor, establece una propiedad o dibuja un polígono." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"En nodo ParallaxLayer solo funciona cuando esta posicionado como hijo de un " +"nodo ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"PathFollow2D solo funciona cuando está colocado como hijo de un nodo Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -15536,41 +15652,6 @@ msgstr "" "directamente a través del nodo CollisionShape2D. Por favor, usa el nodo " "CollisionPolygon2D en su lugar." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"La animación CPUParticles2D requiere el uso de un CanvasItemMaterial con " -"\"Particles Animation\" activado." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"No se ha asignado un material para procesar las partículas, por lo que no se " -"muestra ningún comportamiento." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"La animación Particles2D requiere el uso de un CanvasItemMaterial con " -"\"Particles Animation\" activado." - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "" -"Las estelas de partículas sólo están disponibles cuando se utilizan los " -"backends de renderizado Forward+ o Mobile." - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "" -"Los sub-emisores de partículas no están disponibles cuando se utiliza el " -"backend de renderizado de compatibilidad GL." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" @@ -15586,53 +15667,6 @@ msgstr "La unión no está conectada a dos PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"Se debe proporcionar una textura con la forma de la luz a la propiedad \" " -"Texture\"." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Se debe establecer (o dibujar) un polígono oclusor para que la oclusión tenga " -"efecto." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "" -"El polígono oclusor para este oclusor está vacío. Por favor, dibuja un " -"polígono." - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"El NavigationAgent2D solo puede usarse con un nodo padre del tipo Node2D." - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "" -"La posición de inicio de NavigationLink2D debe ser diferente a la posición " -"final para que sea útil." - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"Se debe establecer o crear un recurso NavigationMesh para que este nodo " -"funcione. Por favor, establece una propiedad o dibuja un polígono." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"En nodo ParallaxLayer solo funciona cuando esta posicionado como hijo de un " -"nodo ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D solo funciona cuando está colocado como hijo de un nodo Path2D." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15664,15 +15698,15 @@ msgstr "" "física durante la ejecución.\n" "Cambia el tamaño en las formas de colisión de los hijos en su lugar." -msgid "Path property must point to a valid Node2D node to work." -msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Este nodo no puede interactuar con otros objetos a menos que se le asigne una " "Shape2D." +msgid "Path property must point to a valid Node2D node to work." +msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta cadena Bone2D debería terminar en un nodo Skeleton2D." @@ -15745,85 +15779,6 @@ msgstr "" "El nodo BoneAttachment3D no está unido a ningún hueso. Por favor, seleccione " "un hueso para adjuntar este nodo." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Este nodo no tiene una forma, por lo que no puede colisionar o interactuar " -"con otros objetos.\n" -"Considera agregar un CollisionShape3D o CollisionPolygon3D como hijo para " -"definir su forma." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Con una escala no uniforme este nodo probablemente no funcionará como se " -"espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambiar el tamaño en las formas de colisión hijos en su lugar." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D solo sirve para proporcionar una forma de colisión a un " -"nodo derivado de CollisionObject3D.\n" -"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para darles una forma." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Un CollisionPolygon3D vacío no tiene efecto en la colisión." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Un nodo CollisionPolygon3D escalado no uniformemente probablemente no " -"funcionará como se espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambie los vértices de su polígono en su lugar." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D solo sirve para proporcionar una forma de colisión a un nodo " -"derivado CollisionObject3D.\n" -"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para darles una forma." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Se debe proporcionar una forma para que CollisionShape3D funcione. Por favor, " -"crea un recurso de forma para él." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea estático." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Un nodo CollisionShape3D con una escala no uniforme probablemente no " -"funcionará como se espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambie el tamaño de su recurso de forma en su lugar." - msgid "Nothing is visible because no mesh has been assigned." msgstr "No hay nada visible porque no se ha asignado ninguna malla." @@ -15931,21 +15886,6 @@ msgstr "" "bakeado no producirá ninguna colisión para este GPUParticlesCollisionSDF3D.\n" "Para resolver esto, habilita al menos un bit en la propiedad Máscara de Bakeo." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "El nodo A y B deben ser de tipo PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "El nodo A debe ser un PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "El nodo B debe ser un PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "La unión no está conectada a ningún PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "El nodo A y B deben ser PhysicsBody3Ds diferentes" - msgid "A light's scale does not affect the visual size of the light." msgstr "La escala de una luz no afecta a su tamaño visual." @@ -16069,6 +16009,100 @@ msgstr "" "ROTATION_ORIENTED de PathFollow3D requiere que el `Up Vector` esté activado " "en el recurso de Curve del nodo Path3D padre." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Este nodo no tiene una forma, por lo que no puede colisionar o interactuar " +"con otros objetos.\n" +"Considera agregar un CollisionShape3D o CollisionPolygon3D como hijo para " +"definir su forma." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Con una escala no uniforme este nodo probablemente no funcionará como se " +"espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambiar el tamaño en las formas de colisión hijos en su lugar." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D solo sirve para proporcionar una forma de colisión a un " +"nodo derivado de CollisionObject3D.\n" +"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para darles una forma." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Un CollisionPolygon3D vacío no tiene efecto en la colisión." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Un nodo CollisionPolygon3D escalado no uniformemente probablemente no " +"funcionará como se espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambie los vértices de su polígono en su lugar." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D solo sirve para proporcionar una forma de colisión a un nodo " +"derivado CollisionObject3D.\n" +"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para darles una forma." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Se debe proporcionar una forma para que CollisionShape3D funcione. Por favor, " +"crea un recurso de forma para él." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea estático." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Un nodo CollisionShape3D con una escala no uniforme probablemente no " +"funcionará como se espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambie el tamaño de su recurso de forma en su lugar." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "El nodo A y B deben ser de tipo PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "El nodo A debe ser un PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "El nodo B debe ser un PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "La unión no está conectada a ningún PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "El nodo A y B deben ser PhysicsBody3Ds diferentes" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -16079,6 +16113,26 @@ msgstr "" "Por favor, cambia el tamaño en las formas de colisión de los hijos en su " "lugar." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nodo no puede interactuar con otros objetos a menos que se le asigne un " +"Shape3D." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D no soporta ConcavePolygonShape3Ds. Las colisiones no serán " +"reportadas." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D sirve para proporcionar un sistema de ruedas a un " +"VehicleBody3D. Por favor, úsalo como hijo de un VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -16093,19 +16147,6 @@ msgstr "" "La propiedad \"Remote Path\" debe apuntar a un Node3D valido o un Node3D " "derivado para que funcione." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Este nodo no puede interactuar con otros objetos a menos que se le asigne un " -"Shape3D." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D no soporta ConcavePolygonShape3Ds. Las colisiones no serán " -"reportadas." - msgid "This body will be ignored until you set a mesh." msgstr "Este cuerpo será ignorado hasta que se establezca una malla." @@ -16116,20 +16157,6 @@ msgstr "" "Se debe crear o establecer un recurso SpriteFrames en la propiedad \"Frames\" " "para que AnimatedSprite3D pueda mostrar los fotogramas." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D sirve para proporcionar un sistema de ruedas a un " -"VehicleBody3D. Por favor, úsalo como hijo de un VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Los nodos VisibleOnScreenNotifier3D aún no están soportados cuando se utiliza " -"el backend de Compatibilidad GL. Se añadirá soporte en una futura versión." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -16250,53 +16277,12 @@ msgstr "" "ButtonGroup está pensado para ser utilizado únicamente con botones que tengan " "toggle_mode establecido en true." -msgid "New Code Region" -msgstr "Nuevo Code Region" - msgid "Copy this constructor in a script." msgstr "Copia este constructor en un script." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Introduce un código hexadecimal (\"#ff0000\") o un color con nombre (\"red\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Color: #%s\n" -"Clic Izq.: Aplicar color\n" -"Clic Der.: Eliminar Predeterminado" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Color: #%s\n" -"Clic Izq.: Aplicar color" - -msgid "Pick a color from the screen." -msgstr "Selecciona un color de la pantalla." - -msgid "Pick a color from the application window." -msgstr "Elige un color en la ventana de la aplicación." - -msgid "Select a picker shape." -msgstr "Selecciona una forma de selección." - -msgid "Select a picker mode." -msgstr "Elige un modo de selección." - msgid "Switch between hexadecimal and code values." msgstr "Cambiar entre valores hexadecimales y de código." -msgid "Hex code or named color" -msgstr "Código hexadecimal o nombre del color" - -msgid "Add current color as a preset." -msgstr "Añadir el color actual como preset." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16325,12 +16311,6 @@ msgstr "" msgid "Alert!" msgstr "¡Alerta!" -msgid "You don't have permission to access contents of this folder." -msgstr "No tienes permiso para acceder al contenido de esta carpeta." - -msgid "Invalid extension, or empty filename." -msgstr "Extensión inválida o nombre de archivo vacío." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16340,21 +16320,6 @@ msgstr "" "en una futura versión 4.x que implicará cambios en la API que romperán la " "compatibilidad." -msgid "Toggle the visual grid." -msgstr "Mostrar/Ocultar cuadrícula." - -msgid "Toggle snapping to the grid." -msgstr "Act./Desact. Ajuste de cuadrícula." - -msgid "Change the snapping distance." -msgstr "Cambiar la distancia de ajuste." - -msgid "Toggle the graph minimap." -msgstr "Activa el minimapa del Gráfico." - -msgid "Automatically arrange selected nodes." -msgstr "Ordena automáticamente los nodos seleccionados." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16370,75 +16335,6 @@ msgstr "" "La fuente actual no admite la representación de uno o más caracteres " "utilizados en el texto de esta etiqueta." -msgid "Same as Layout Direction" -msgstr "Igual que la dirección del diseño" - -msgid "Auto-Detect Direction" -msgstr "Auto-Detectar Dirección" - -msgid "Left-to-Right" -msgstr "Izquierda a Derecha" - -msgid "Right-to-Left" -msgstr "Derecha a Izquierda" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Marca de izquierda a derecha (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Marca de derecha a izquierda (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Inicio de la incrustación de izquierda a derecha (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Inicio de la incrustación de derecha a izquierda (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Inicio de la anulación de izquierda a derecha (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Inicio de la anulación de derecha a izquierda (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Formato de Dirección de Pila (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Marca de Letras Árabes (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Aislamiento de Izquierda a Derecha (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Aislamiento de Derecha a Izquierda (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Aislamiento Fuerte Inicial (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Fin del Aislamiento de Dirección (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Unión de Anchura Cero (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Sin Unión de Anchura Cero (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Unión de Palabras (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Guion Bajo (SHY)" - -msgid "Text Writing Direction" -msgstr "Dirección de Escritura de Texto" - -msgid "Display Control Characters" -msgstr "Mostrar Caracteres de Control" - -msgid "Insert Control Character" -msgstr "Insertar Caracter de Control" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Si \"Exp Edit\" está activado, \"Min Value\" debe ser mayor que 0." @@ -16469,9 +16365,6 @@ msgstr "" "tiene efecto alguno.\n" "Considere dejar la opción inicial `CURSOR_ARROW`." -msgid "(Other)" -msgstr "(Otros)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 46da7825e9b..ca4db8b3000 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -36,7 +36,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"PO-Revision-Date: 2024-03-03 20:01+0000\n" "Last-Translator: Franco Ezequiel Ibañez \n" "Language-Team: Spanish (Argentina) \n" @@ -488,6 +488,9 @@ msgstr "Modificar Evento" msgid "Remove Event" msgstr "Quitar Evento" +msgid "Filter by Name" +msgstr "Filtrar por nombre" + msgid "Clear All" msgstr "Limpiar Todo" @@ -521,6 +524,15 @@ msgstr "Insertar Clave Aquí" msgid "Duplicate Selected Key(s)" msgstr "Duplicar Clave(s) Seleccionada(s)" +msgid "Cut Selected Key(s)" +msgstr "Cortar Clave(s) Seleccionada(s)" + +msgid "Copy Selected Key(s)" +msgstr "Copiar Clave(s) Seleccionada(s)" + +msgid "Paste Key(s)" +msgstr "Pegar Clave(s)" + msgid "Delete Selected Key(s)" msgstr "Eliminar Clave(s) Seleccionada(s)" @@ -551,6 +563,12 @@ msgstr "Mover Puntos Bezier" msgid "Animation Duplicate Keys" msgstr "Duplicar Claves de la Animación" +msgid "Animation Cut Keys" +msgstr "Cortar Claves de la Animación" + +msgid "Animation Paste Keys" +msgstr "Pegar Claves de la Animación" + msgid "Animation Delete Keys" msgstr "Borrar Claves de la Animación" @@ -587,6 +605,18 @@ msgstr "Animación Múltiple Cambiar transición" msgid "Animation Multi Change Position3D" msgstr "Animación Múltiple Cambiar posición 3D" +msgid "Animation Multi Change Rotation3D" +msgstr "Cambiar Rotación 3D de Múltiples Animaciones" + +msgid "Animation Multi Change Scale3D" +msgstr "Cambiar Escala 3D de Múltiples Animaciones" + +msgid "Animation Multi Change Keyframe Value" +msgstr "Cambiar Valor de Fotograma Clave en Múltiples Animaciones" + +msgid "Animation Multi Change Call" +msgstr "Cambiar Llamada de Múltiples Animaciones" + msgid "Change Animation Length" msgstr "Cambiar Duración de la Animación" @@ -1326,9 +1356,6 @@ msgstr "Crear Carpeta" msgid "Thanks from the Godot community!" msgstr "Gracias de parte de la comunidad Godot!" -msgid "Click to copy." -msgstr "Click para copiar." - msgid "Godot Engine contributors" msgstr "Colaboradores de Godot Engine" @@ -2420,9 +2447,6 @@ msgstr "Inspector" msgid "Node" msgstr "Nodo" -msgid "Expand Bottom Panel" -msgstr "Expandir Panel Inferior" - msgid "Output" msgstr "Salida" @@ -3145,6 +3169,9 @@ msgstr "Agregar al Grupo" msgid "Remove from Group" msgstr "Quitar del Grupo" +msgid "Expand Bottom Panel" +msgstr "Expandir Panel Inferior" + msgid "Move" msgstr "Mover" @@ -3764,7 +3791,7 @@ msgid "Display list of animations in player." msgstr "Diaplay list de animaciones en el reproductor." msgid "Autoplay on Load" -msgstr "Autoreproducir al Cargar" +msgstr "Reproducir automáticamente al Cargar" msgid "Enable Onion Skinning" msgstr "Activar Onion Skinning" @@ -4229,12 +4256,6 @@ msgstr "Ajuste Relativo" msgid "Use Pixel Snap" msgstr "Usar Ajuste a Pixeles" -msgid "Smart Snapping" -msgstr "Ajuste Inteligente" - -msgid "Configure Snap..." -msgstr "Configurar Ajuste..." - msgid "Snap to Parent" msgstr "Ajustar al Padre" @@ -4253,6 +4274,12 @@ msgstr "Ajustar a Otros Nodos" msgid "Snap to Guides" msgstr "Ajustar a las Guías" +msgid "Smart Snapping" +msgstr "Ajuste Inteligente" + +msgid "Configure Snap..." +msgstr "Configurar Ajuste..." + msgid "Lock Selected Node(s)" msgstr "Bloquear Nodo(s) Seleccionado(s)" @@ -5001,6 +5028,9 @@ msgstr "Ver Entorno" msgid "View Gizmos" msgstr "Ver Gizmos" +msgid "View Grid" +msgstr "Ver Grilla" + msgid "View Information" msgstr "Ver Información" @@ -5168,9 +5198,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver Origen" -msgid "View Grid" -msgstr "Ver Grilla" - msgid "Settings..." msgstr "Configuración..." @@ -5279,9 +5306,6 @@ msgstr "Manejadores de Tamaño de Espejo" msgid "Curve Point #" msgstr "Punto # de Curva" -msgid "Set Curve Point Position" -msgstr "Setear Posición de Punto de Curva" - msgid "Set Curve Out Position" msgstr "Setear Posición de Salida de Curva" @@ -5297,6 +5321,9 @@ msgstr "Quitar Punto del Path" msgid "Split Segment (in curve)" msgstr "Partir Segmento (en curva)" +msgid "Set Curve Point Position" +msgstr "Setear Posición de Punto de Curva" + msgid "Move Joint" msgstr "Mover Unión" @@ -5560,15 +5587,15 @@ msgstr "Previo en Historial" msgid "History Next" msgstr "Siguiente en Historial" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Recargar Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Guardar Tema" @@ -5825,12 +5852,6 @@ msgstr "No se pudieron cargar las imágenes" msgid "ERROR: Couldn't load frame resource!" msgstr "ERROR: No se pudo cargar el recurso de frames!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "El portapapeles de recursos esta vacío o no es una textura!" - -msgid "Paste Frame" -msgstr "Pegar Frame" - msgid "Add Empty" msgstr "Agregar Vacío" @@ -8033,6 +8054,55 @@ msgstr "Ejecutar HTML exportado en el navegador por defecto del sistema." msgid "No identity found." msgstr "No se encontró identidad." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animar CPUParticles2D requiere el uso de un CanvasItemMaterial con " +"\"Particles Animation\" activado." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"No se imprimió ningun comportamiento ya que ningún material fue asignado para " +"procesar las particulas." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animar de Particles2D requiere el uso de un CanvasItemMaterial con " +"\"Particles Animation\" activado." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"Se debe proporcionar una textura con la forma de la luz a la propiedad " +"\"Texture\"." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Se debe setear(o dibujar) un polígono oclusor para que este oclusor tenga " +"efecto." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "" +"El polígono oclusor para este oclusor está vacío. Por favor, dibujá un " +"polígono." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"El nodo ParallaxLayer sólo funciona cuando está seteado como hijo de un nodo " +"ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"PathFollow2D sólo funciona cuando está seteado como hijo de un nodo Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -8071,27 +8141,6 @@ msgstr "" "directamente a través del nodo CollisionShape2D. Por favor, usá el nodo " "CollisionPolygon2D en su lugar." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animar CPUParticles2D requiere el uso de un CanvasItemMaterial con " -"\"Particles Animation\" activado." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"No se imprimió ningun comportamiento ya que ningún material fue asignado para " -"procesar las particulas." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animar de Particles2D requiere el uso de un CanvasItemMaterial con " -"\"Particles Animation\" activado." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" @@ -8107,34 +8156,6 @@ msgstr "La unión no está conectada a dos PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"Se debe proporcionar una textura con la forma de la luz a la propiedad " -"\"Texture\"." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Se debe setear(o dibujar) un polígono oclusor para que este oclusor tenga " -"efecto." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "" -"El polígono oclusor para este oclusor está vacío. Por favor, dibujá un " -"polígono." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"El nodo ParallaxLayer sólo funciona cuando está seteado como hijo de un nodo " -"ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D sólo funciona cuando está seteado como hijo de un nodo Path2D." - msgid "Path property must point to a valid Node2D node to work." msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." @@ -8188,9 +8209,6 @@ msgstr "No se ha establecido ningún nodo AnimationNode raíz para el gráfico." msgid "Switch between hexadecimal and code values." msgstr "Cambiar entre valores hexadecimales y de código." -msgid "Add current color as a preset." -msgstr "Agregar color actual como preset." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -8224,9 +8242,6 @@ msgstr "" "Utilizá un container como hijo (VBox, HBox, etc.), o un Control y establecé " "manualmente el tamaño mínimo personalizado." -msgid "(Other)" -msgstr "(Otro)" - msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" diff --git a/editor/translations/editor/et.po b/editor/translations/editor/et.po index c1515afc676..de843111d7d 100644 --- a/editor/translations/editor/et.po +++ b/editor/translations/editor/et.po @@ -594,6 +594,9 @@ msgstr "Hoiatused" msgid "Line and column numbers." msgstr "Rea- ja veerunumbrid." +msgid "Indentation" +msgstr "Treppimine" + msgid "Method in target node must be specified." msgstr "Tuleb täpsustada siht-node'i meetod." @@ -1050,9 +1053,6 @@ msgstr "Kausta nimi on kehtiv." msgid "Thanks from the Godot community!" msgstr "Suur tänu Godot kogukonnalt!" -msgid "Click to copy." -msgstr "Klõpsa, et kopeerida." - msgid "Godot Engine contributors" msgstr "Godot mängumootori panustajad" @@ -2507,9 +2507,6 @@ msgstr "Sõlm" msgid "History" msgstr "Ajalugu" -msgid "Expand Bottom Panel" -msgstr "Laienda alumist paneeli" - msgid "Output" msgstr "Väljund" @@ -3249,23 +3246,6 @@ msgstr "Halda Ekspordi Malle" msgid "Export With Debug" msgstr "Ekspordi Koos Silujaga" -msgid "Disable FBX & Restart" -msgstr "Keela FBX ja taaskäivitage" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Selle dialoogi tühistamine lülitab välja FBX-i importija.\n" -"Saate selle uuesti sisse lülitada projekti seadetes jaotises Failisüsteem > " -"Import > FBX > Lubatud.\n" -"\n" -"Redaktor käivitub uuesti, kuna importijad on redaktori käivitamisel " -"registreeritud." - msgid "Path to FBX2glTF executable is empty." msgstr "Tee FBX2glTF programmini on tühi." @@ -3281,13 +3261,6 @@ msgstr "Käivitatav FBX2glTF programm on korrektne." msgid "Configure FBX Importer" msgstr "Konfigureerige FBX Importija" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX-failide importimiseks on vajalik FBX2glTF.\n" -"Laadige see alla ja sisestage binaarfaili kehtiv tee:" - msgid "Click this link to download FBX2glTF" msgstr "FBX2glTF allalaadimiseks klõpsake sellel lingil" @@ -3563,6 +3536,9 @@ msgstr "Eemalda Grupist" msgid "Global" msgstr "Globaalne" +msgid "Expand Bottom Panel" +msgstr "Laienda alumist paneeli" + msgid "Move" msgstr "Liiguta" @@ -6367,6 +6343,9 @@ msgstr "Kuva Keskkond" msgid "View Gizmos" msgstr "Kuva Gizmos" +msgid "View Grid" +msgstr "Kuva ruudustik" + msgid "View Information" msgstr "Kuva Informatsioon" @@ -6611,9 +6590,6 @@ msgstr "4 Aaateakent" msgid "View Origin" msgstr "Kuva lähtekoht" -msgid "View Grid" -msgstr "Kuva ruudustik" - msgid "Settings..." msgstr "Sätted..." @@ -6800,9 +6776,6 @@ msgstr "Peegelda Käepideme Pikkusi" msgid "Curve Point #" msgstr "Kõvera Punkt #" -msgid "Set Curve Point Position" -msgstr "Määra Kõvera Punkti Asukoht" - msgid "Set Curve Out Position" msgstr "Seadke Kõver Positsioonist Välja" @@ -6818,6 +6791,9 @@ msgstr "Eemalda Tee Punkt" msgid "Split Segment (in curve)" msgstr "Tükelda Segment (Kõveras)" +msgid "Set Curve Point Position" +msgstr "Määra Kõvera Punkti Asukoht" + msgid "Move Joint" msgstr "Liiguta Liigendit" @@ -7091,15 +7067,15 @@ msgstr "Ajalugu Eelmine" msgid "History Next" msgstr "Ajalugu Järgmine" -msgid "Theme" -msgstr "Teema" - msgid "Import Theme..." msgstr "Impordi Teema..." msgid "Reload Theme" msgstr "Laadi Teema uuesti" +msgid "Theme" +msgstr "Teema" + msgid "Save Theme" msgstr "Salvesta Teema" @@ -7190,9 +7166,6 @@ msgstr "Otsingusümbol" msgid "Pick Color" msgstr "Vali Värv" -msgid "Indentation" -msgstr "Treppimine" - msgid "Uppercase" msgstr "Suurtähed" @@ -7474,12 +7447,6 @@ msgstr "Pilte ei saa laadida" msgid "ERROR: Couldn't load frame resource!" msgstr "VIGA: Kaadri ressurssi ei saanud laadida!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Ressursi lõikelaud on tühi või pole tekstuur!" - -msgid "Paste Frame" -msgstr "Kleebi Kaader" - msgid "Add Empty" msgstr "Lisa Tühi" @@ -7531,9 +7498,6 @@ msgstr "Lisa Kaadrid Sprite-Lehelt" msgid "Delete Frame" msgstr "Kustuta Kaader" -msgid "Copy Frame" -msgstr "Kopeeri Kaader" - msgid "Insert Empty (Before Selected)" msgstr "Sisesta Tühi (Enne Valitud)" @@ -9584,15 +9548,6 @@ msgstr "Animatsiooni '%s' ei leitud" msgid "Alert!" msgstr "Tähelepanu!" -msgid "Display Control Characters" -msgstr "Kuva Juhtmärgid" - -msgid "Insert Control Character" -msgstr "Sisesta Juhtmärk" - -msgid "(Other)" -msgstr "(Muu)" - msgid "Invalid source for preview." msgstr "Vigane eelvaate lähe." diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index 44f5370ebe7..88cbb0395ed 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -1832,9 +1832,6 @@ msgstr "نام پوشه معتبر است." msgid "Thanks from the Godot community!" msgstr "با تشکر از سوی جامعهٔ گودوت!" -msgid "Click to copy." -msgstr "برای کپی کردن کلیک کنید." - msgid "Godot Engine contributors" msgstr "مشارکت‌کنندگان موتور گودو" @@ -4675,15 +4672,15 @@ msgstr "بار کردن..." msgid "Save All" msgstr "ذخیره‌سازی همه" -msgid "Theme" -msgstr "زمینه" - msgid "Import Theme..." msgstr "وارد کردن زمینه..." msgid "Reload Theme" msgstr "بارگذاری دوباره زمینه" +msgid "Theme" +msgstr "زمینه" + msgid "Save Theme" msgstr "ذخیره زمینه" @@ -4853,12 +4850,6 @@ msgstr "قادر به بارگذاری تصاویر نیست" msgid "ERROR: Couldn't load frame resource!" msgstr "اخطار: منبع فریم بارگذاری نشد!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "کلیپ‌بورد منبع خالی است یا یک تکسچر نیست!" - -msgid "Paste Frame" -msgstr "چسباندن فریم" - msgid "Add Empty" msgstr "اضافه کردن خالی" @@ -4910,9 +4901,6 @@ msgstr "افزودن فریم‌ها از ورقه اسپرایت" msgid "Delete Frame" msgstr "حذف فریم" -msgid "Copy Frame" -msgstr "کپی فریم" - msgid "Insert Empty (Before Selected)" msgstr "درج خالی (پیش از انتخاب‌شده)" @@ -6124,6 +6112,26 @@ msgstr "خطا در راه‌اندازی سرور ‭" msgid "Run exported project on remote Windows system" msgstr "اجرای پروژه خروجی گرفته‌شده روی سیستم ویندوز از راه دور" +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "یک تکسچر با شکل نور باید برای دارایی \"Texture\" فراهم شده باشد." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "یک چندضلعی انسدادی باید تنظیم (یا ترسیم) شود تا جلوه کننده باشد." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"گره ParallaxLayer تنها در زمانی که به عنوان فرزند یک گره ParallaxBackground " +"تنظیم شود کار می‌کند." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"PathFollow2D تنها در زمانی که به عنوان یک فرزند یک گره Path2D تنظیم شود کار " +"می‌کند." + msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "یک CollisionPolygon2D خالی جلوه بر برخورد ندارد." @@ -6146,26 +6154,6 @@ msgstr "گره ب باید یک PhysicsBody2D باشد" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "گره الف و گره ب باید PhysicsBody2Dهای جداگانه باشند" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "یک تکسچر با شکل نور باید برای دارایی \"Texture\" فراهم شده باشد." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "یک چندضلعی انسدادی باید تنظیم (یا ترسیم) شود تا جلوه کننده باشد." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"گره ParallaxLayer تنها در زمانی که به عنوان فرزند یک گره ParallaxBackground " -"تنظیم شود کار می‌کند." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D تنها در زمانی که به عنوان یک فرزند یک گره Path2D تنظیم شود کار " -"می‌کند." - msgid "Path property must point to a valid Node2D node to work." msgstr "دارایی Path باید به یک گره Node2D معتبر اشاره کند تا کار کند." @@ -6187,18 +6175,9 @@ msgstr "انیمیشن پیدا نشد: '%s'" msgid "Alert!" msgstr "هشدار!" -msgid "Left-to-Right" -msgstr "چپ به راست" - -msgid "Right-to-Left" -msgstr "راست به چپ" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "اگر \"Exp ویرایش\" فعال است, \"حداقل داده\" باید بزرگتر از 0 باشد." -msgid "(Other)" -msgstr "(دیگر)" - msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index f69007224d5..013ffc6c477 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -1194,6 +1194,9 @@ msgstr "Varoitukset" msgid "Line and column numbers." msgstr "Rivi- ja sarakenumerot." +msgid "Indentation" +msgstr "Sisennys" + msgid "Method in target node must be specified." msgstr "Kohdesolmun metodi täytyy määrittää." @@ -1788,9 +1791,6 @@ msgstr "Kansion nimi on validi." msgid "Thanks from the Godot community!" msgstr "Kiitos Godot-yhteisöltä!" -msgid "Click to copy." -msgstr "Napsauta kopioidaksesi." - msgid "Godot Engine contributors" msgstr "Godot moottorin kehittäjät" @@ -3485,9 +3485,6 @@ msgstr "Solmu" msgid "History" msgstr "Historia" -msgid "Expand Bottom Panel" -msgstr "Laajenna alapaneeli" - msgid "Output" msgstr "Tuloste" @@ -3540,9 +3537,6 @@ msgstr "Lataa uudelleen" msgid "Resave" msgstr "Tallenna uudelleen" -msgid "Create Version Control Metadata..." -msgstr "Luo Versionhallintajärjestelmän Metadata..." - msgid "Version Control Settings..." msgstr "Versionhallintajärjestelmän Asetukset..." @@ -4335,13 +4329,6 @@ msgstr "Polku FBX2glTF-sovellukseen on tyhjä." msgid "Error executing this file (wrong version or architecture)." msgstr "Virhe suorittaessa tätä tiedostoa (väärä versio tai arkkitehtuuri)." -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF vaaditaan FBX-tiedostojen viemiseen.\n" -"Lataa se internetistä ja syötä binääritiedoston polku:" - msgid "Click this link to download FBX2glTF" msgstr "Paina tästä ladataksesi FBX2glTF" @@ -4662,6 +4649,9 @@ msgstr "Poista ryhmästä" msgid "Global" msgstr "Globaali" +msgid "Expand Bottom Panel" +msgstr "Laajenna alapaneeli" + msgid "Move" msgstr "Siirrä" @@ -6308,12 +6298,6 @@ msgstr "Suhteellinen tarttuminen" msgid "Use Pixel Snap" msgstr "Tartu pikseleihin" -msgid "Smart Snapping" -msgstr "Älykäs tarttuminen" - -msgid "Configure Snap..." -msgstr "Määrittele tarttuminen..." - msgid "Snap to Parent" msgstr "Tartu isäntään" @@ -6332,6 +6316,12 @@ msgstr "Tartu muihin solmuihin" msgid "Snap to Guides" msgstr "Tartu apuviivoihin" +msgid "Smart Snapping" +msgstr "Älykäs tarttuminen" + +msgid "Configure Snap..." +msgstr "Määrittele tarttuminen..." + msgid "Lock Selected Node(s)" msgstr "Lukitse valitut solmut" @@ -7318,6 +7308,9 @@ msgstr "Näytä ympäristö" msgid "View Gizmos" msgstr "Näytä vempaimet" +msgid "View Grid" +msgstr "Näytä ruudukko" + msgid "View Information" msgstr "Näytä tiedot" @@ -7500,9 +7493,6 @@ msgstr "4 Näyttöruutua" msgid "View Origin" msgstr "Näytä origo" -msgid "View Grid" -msgstr "Näytä ruudukko" - msgid "Settings..." msgstr "Asetukset..." @@ -7650,9 +7640,6 @@ msgstr "Peilaa kahvojen pituudet" msgid "Curve Point #" msgstr "Käyrän piste #" -msgid "Set Curve Point Position" -msgstr "Aseta käyräpisteen sijainti" - msgid "Set Curve Out Position" msgstr "Aseta käyrän lopetussijainti" @@ -7668,6 +7655,9 @@ msgstr "Poista polun piste" msgid "Split Segment (in curve)" msgstr "Puolita osa (käyrässä)" +msgid "Set Curve Point Position" +msgstr "Aseta käyräpisteen sijainti" + msgid "Move Joint" msgstr "Siirrä liitosta" @@ -7943,15 +7933,15 @@ msgstr "Edellinen historiassa" msgid "History Next" msgstr "Seuraava historiassa" -msgid "Theme" -msgstr "Teema" - msgid "Import Theme..." msgstr "Tuo teema..." msgid "Reload Theme" msgstr "Lataa teema uudelleen" +msgid "Theme" +msgstr "Teema" + msgid "Save Theme" msgstr "Tallenna teema" @@ -8042,9 +8032,6 @@ msgstr "Poimi väri" msgid "Folding" msgstr "Taittaminen" -msgid "Indentation" -msgstr "Sisennys" - msgid "Uppercase" msgstr "Isot kirjaimet" @@ -8255,12 +8242,6 @@ msgstr "Kuvaa ei voitu ladata" msgid "ERROR: Couldn't load frame resource!" msgstr "VIRHE: Ei voitu ladata ruudun resurssia!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Resurssileikepöytä on tyhjä tai ei sisällä tekstuuria!" - -msgid "Paste Frame" -msgstr "Liitä ruutu" - msgid "Add Empty" msgstr "Lisää tyhjä" @@ -8303,9 +8284,6 @@ msgstr "Lisää ruudut sprite-arkista" msgid "Delete Frame" msgstr "Poista Ruutu" -msgid "Copy Frame" -msgstr "Kopioi Ruutu" - msgid "Insert Empty (Before Selected)" msgstr "Syötä tyhjä (Valinnan Edelle)" @@ -11061,6 +11039,51 @@ msgstr "" "Kun niitä on useampi kuin yksi, vain yksi on aktiivinen. Mikä näistä on " "aktiivinen ei ole määritelty." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"CPUParticles2D animaatio edellyttää CanvasItemMaterial käyttöä niin että " +"\"Particles Animation\" on kytketty päälle." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"Materiaalia partikkeleiden käsittelemiseksi ei ole määritetty, joten mitään " +"ei tapahdu." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Particles2D animaatio edellyttää CanvasItemMaterial käyttöä niin että " +"\"Particles Animation\" on kytketty päälle." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"Tekstuuri, jolta löytyy valon muoto, täytyy antaa \"texture\" ominaisuudelle." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Jotta tämä peittäjä toimisi, sille on asetettava (tai piirrettävä) " +"peittopolygoni." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "Tämän peittäjän peittopolygoni on tyhjä. Ole hyvä ja piirrä polygoni." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"ParallaxLayer solmu toimii ainoastaan, jos se on ParallaxBackground solmun " +"alla." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D toimii ainoastaan ollessaan asetettuna Path2D solmun alle." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -11099,27 +11122,6 @@ msgstr "" "CollisionShape2D solmun kautta. Ole hyvä ja käytä sen sijaan " "CollisionPolygon2D solmua." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"CPUParticles2D animaatio edellyttää CanvasItemMaterial käyttöä niin että " -"\"Particles Animation\" on kytketty päälle." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"Materiaalia partikkeleiden käsittelemiseksi ei ole määritetty, joten mitään " -"ei tapahdu." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Particles2D animaatio edellyttää CanvasItemMaterial käyttöä niin että " -"\"Particles Animation\" on kytketty päälle." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Solmujen A ja B tulee olla PhysicsBody2D tyyppisiä" @@ -11135,30 +11137,6 @@ msgstr "Liitos ei ole yhdistetty kahteen PhysicsBody2D solmuun" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Solmujen A ja B tulee olla eri PhysicsBody2D solmut" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"Tekstuuri, jolta löytyy valon muoto, täytyy antaa \"texture\" ominaisuudelle." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Jotta tämä peittäjä toimisi, sille on asetettava (tai piirrettävä) " -"peittopolygoni." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "Tämän peittäjän peittopolygoni on tyhjä. Ole hyvä ja piirrä polygoni." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"ParallaxLayer solmu toimii ainoastaan, jos se on ParallaxBackground solmun " -"alla." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D toimii ainoastaan ollessaan asetettuna Path2D solmun alle." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -11183,6 +11161,14 @@ msgstr "" "Tältä luulta puuttuu kunnollinen lepoasento (REST). Mene Skeleton2D solmuun " "ja aseta sellainen." +msgid "Nothing is visible because no mesh has been assigned." +msgstr "Mitään ei näy, koska meshiä ei ole asetettu." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgstr "" +"Mitään ei näy, koska mesheille ei ole asetettu piirtopyyhkäisyjä (draw " +"passes)." + msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -11205,14 +11191,6 @@ msgstr "" "Käytä sitä ainoastaan Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, " "jne. alla antaaksesi niille muodon." -msgid "Nothing is visible because no mesh has been assigned." -msgstr "Mitään ei näy, koska meshiä ei ole asetettu." - -msgid "Nothing is visible because meshes have not been assigned to draw passes." -msgstr "" -"Mitään ei näy, koska mesheille ei ole asetettu piirtopyyhkäisyjä (draw " -"passes)." - msgid "This body will be ignored until you set a mesh." msgstr "Tämä kappale sivuutetaan, kunnes asetat meshin." @@ -11241,34 +11219,9 @@ msgstr "Mitään ei ole yhdistetty syötteeseen '%s' solmussa '%s'." msgid "No root AnimationNode for the graph is set." msgstr "Graafille ei ole asetettu AnimationNode juurisolmua." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Syötä hex koodi (\"#ff0000\") tai nimetty väri (\"red\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Väri: #%s\n" -"Vasen hiirenkorva: Aseta väri\n" -"Oikea hiirenkorva: Poista esiasetus" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Väri: #%s\n" -"Vasen hiiren painike: Aseta väri" - msgid "Switch between hexadecimal and code values." msgstr "Vaihda heksadesimaali- ja koodiarvojen välillä." -msgid "Hex code or named color" -msgstr "Hex koodi tai nimetty väri" - -msgid "Add current color as a preset." -msgstr "Lisää nykyinen väri esiasetukseksi." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -11290,12 +11243,6 @@ msgstr "" msgid "Alert!" msgstr "Huomio!" -msgid "You don't have permission to access contents of this folder." -msgstr "Sinulla ei ole oikeuksia tämän kansio sisältöön." - -msgid "Right-to-Left" -msgstr "Oikealta-Vasemmalle" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Jos \"Exp Edit\" on päällä, \"Min Value\" täytyy olla suurempi kuin 0." @@ -11308,9 +11255,6 @@ msgstr "" "Käytä alisolmuna jotakin säilöä (VBox, HBox, jne), tai Control solmua ja " "aseta haluttu minimikoko käsin." -msgid "(Other)" -msgstr "(Muu)" - msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index 29363c487f9..0e85e9ee258 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -160,13 +160,14 @@ # Clement Vanderkelen , 2024. # Varga , 2024. # Leo Belda , 2024. +# Didier Morandi , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-21 20:50+0000\n" -"Last-Translator: Leo Belda \n" +"PO-Revision-Date: 2024-02-23 20:14+0000\n" +"Last-Translator: Didier Morandi \n" "Language-Team: French \n" "Language: fr\n" @@ -174,7 +175,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Thread principal" @@ -619,6 +620,9 @@ msgstr "Editer l'Évènement" msgid "Remove Event" msgstr "Supprimer l'Évènement" +msgid "Filter by Name" +msgstr "Filtrer par nom" + msgid "Clear All" msgstr "Tout Effacer" @@ -652,6 +656,15 @@ msgstr "Insérer la clé ici" msgid "Duplicate Selected Key(s)" msgstr "Dupliquer la(les) clé(s) sélectionnée(s)" +msgid "Cut Selected Key(s)" +msgstr "Supprimer la ou les clés sélectionnées" + +msgid "Copy Selected Key(s)" +msgstr "Copier la ou les clés sélectionnées" + +msgid "Paste Key(s)" +msgstr "Colle la ou les clés" + msgid "Delete Selected Key(s)" msgstr "Supprimer la(les) clé(s) sélectionnée(s)" @@ -682,6 +695,12 @@ msgstr "Déplacer des points de Bézier" msgid "Animation Duplicate Keys" msgstr "Dupliquer les clés d’animation" +msgid "Animation Cut Keys" +msgstr "Clés de coupure d’animation" + +msgid "Animation Paste Keys" +msgstr "Clés de collage d’animation" + msgid "Animation Delete Keys" msgstr "Supprimer les clés d’animation" @@ -746,6 +765,33 @@ msgstr "" "Impossible de changer le mode de répétition d'animations intégrées dans une " "autre scène." +msgid "Property Track..." +msgstr "Piste de propriétés..." + +msgid "3D Position Track..." +msgstr "Piste de position 3D..." + +msgid "3D Rotation Track..." +msgstr "Piste de rotation 3D..." + +msgid "3D Scale Track..." +msgstr "Piste de mise à échelle 3D..." + +msgid "Blend Shape Track..." +msgstr "Piste de formes de mélange..." + +msgid "Call Method Track..." +msgstr "Piste d’appel de méthode..." + +msgid "Bezier Curve Track..." +msgstr "Piste de courbe de Bézier..." + +msgid "Audio Playback Track..." +msgstr "Piste de lecture audio..." + +msgid "Animation Playback Track..." +msgstr "Piste de lecture d’animation..." + msgid "Animation length (frames)" msgstr "Durée de l’animation (en images)" @@ -878,9 +924,18 @@ msgstr "Limiter l’interpolation de la boucle" msgid "Wrap Loop Interp" msgstr "Envelopper l’interp. de la boucle" +msgid "Insert Key..." +msgstr "Insérer la clé..." + msgid "Duplicate Key(s)" msgstr "Dupliquer clé(s)" +msgid "Cut Key(s)" +msgstr "Couper la ou les clés" + +msgid "Copy Key(s)" +msgstr "Copier la ou les clés" + msgid "Add RESET Value(s)" msgstr "Ajouter la valeur(s) RESET" @@ -1041,6 +1096,12 @@ msgstr "Coller pistes" msgid "Animation Scale Keys" msgstr "Mettre à l’échelle les clés d’animation" +msgid "Animation Set Start Offset" +msgstr "Décalage de départ pour l'ensemble des animations" + +msgid "Animation Set End Offset" +msgstr "Décalage de fin pour l'ensemble des animations" + msgid "Make Easing Keys" msgstr "Créer clés de transition" @@ -1137,6 +1198,42 @@ msgstr "Édition" msgid "Animation properties." msgstr "Propriétés de l'animation." +msgid "Copy Tracks..." +msgstr "Copier pistes..." + +msgid "Scale Selection..." +msgstr "Mettre à l'échelle la sélection..." + +msgid "Scale From Cursor..." +msgstr "Agrandir/Rétrécir à partir du curseur..." + +msgid "Set Start Offset (Audio)" +msgstr "Définition du décalage de départ (audio)" + +msgid "Set End Offset (Audio)" +msgstr "Définition du décalage de fin (Audio)" + +msgid "Make Easing Selection..." +msgstr "Faire une sélection d'assouplissement..." + +msgid "Duplicate Selected Keys" +msgstr "Dupliquer les clés sélectionnées" + +msgid "Cut Selected Keys" +msgstr "Couper les clés sélectionnées" + +msgid "Copy Selected Keys" +msgstr "Copier les clés sélectionnées" + +msgid "Paste Keys" +msgstr "Coller les clés" + +msgid "Move First Selected Key to Cursor" +msgstr "Déplacer au curseur la première clé sélectionnée" + +msgid "Move Last Selected Key to Cursor" +msgstr "Déplacer au curseur la dernière clé sélectionnée" + msgid "Delete Selection" msgstr "Supprimer la sélection" @@ -1149,6 +1246,15 @@ msgstr "Aller à l'étape précédente" msgid "Apply Reset" msgstr "Appliquer la réinitialisation" +msgid "Bake Animation..." +msgstr "Précalculer l'animation..." + +msgid "Optimize Animation (no undo)..." +msgstr "Optimiser l'animation (pas d'annulation)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Nettoyer l'animation (pas d'annulation)..." + msgid "Pick a node to animate:" msgstr "Choisir le nœud à animer :" @@ -1173,6 +1279,9 @@ msgstr "Erreur de précision max. :" msgid "Optimize" msgstr "Optimiser" +msgid "Trim keys placed exceed the animation length" +msgstr "Les clés de trim positionnées dépassent la durée de l'animation" + msgid "Remove invalid keys" msgstr "Supprimer les clés invalides" @@ -1363,6 +1472,9 @@ msgstr "Avertissements" msgid "Line and column numbers." msgstr "Numéros de ligne et de colonne." +msgid "Indentation" +msgstr "Indentation" + msgid "Method in target node must be specified." msgstr "La méthode du nœud cible doit être spécifiée." @@ -1379,6 +1491,10 @@ msgstr "" msgid "Attached Script" msgstr "Script attaché" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s : Le code de rappel ne sera pas généré, veuillez l'ajouter manuellement." + msgid "Connect to Node:" msgstr "Connecter au nœud :" @@ -1657,6 +1773,9 @@ msgstr "" "temps passé dans d'autres fonctions appelées par cette fonction.\n" "Utilisez ce mode pour trouver des fonctions individuelles à optimiser." +msgid "Display internal functions" +msgstr "Affichage des fonctions internes" + msgid "Frame #:" msgstr "Image # :" @@ -1970,12 +2089,12 @@ msgstr "Créer un dossier" msgid "Folder name is valid." msgstr "Le nom du dossier est valide." +msgid "Double-click to open in browser." +msgstr "Double cliquer pour ouvrir le navigateur." + msgid "Thanks from the Godot community!" msgstr "La communauté Godot vous dit merci !" -msgid "Click to copy." -msgstr "Cliquez pour copier." - msgid "Godot Engine contributors" msgstr "Contributeurs de Godot Engine" @@ -2491,6 +2610,9 @@ msgstr "Charger un Profil" msgid "Export Profile" msgstr "Profil d'exportation" +msgid "Forced Classes on Detect:" +msgstr "Classes forcées lors de la détection :" + msgid "Edit Build Configuration Profile" msgstr "Modifier le profil de configuration de build" @@ -2531,6 +2653,12 @@ msgstr "Position du dock" msgid "Make Floating" msgstr "Rendre flottant" +msgid "Make this dock floating." +msgstr "Rendre cet éditeur de script flottant." + +msgid "Move to Bottom" +msgstr "Déplacer vers le bas" + msgid "3D Editor" msgstr "Éditeur 3D" @@ -2722,6 +2850,12 @@ msgstr "Déprécié" msgid "Experimental" msgstr "Expérimental" +msgid "Deprecated:" +msgstr "Déprécié:" + +msgid "Experimental:" +msgstr "Expérimental :" + msgid "This method supports a variable number of arguments." msgstr "Cette méthode peut prendre un nombre variable d'arguments." @@ -2761,6 +2895,18 @@ msgstr "Descriptions des constructeurs" msgid "Operator Descriptions" msgstr "Descriptions des opérateurs" +msgid "This method may be changed or removed in future versions." +msgstr "" +"Cette méthode peut être modifiée ou supprimée dans les versions futures." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Ce constructeur pourra être modifié ou supprimé dans les versions futures." + +msgid "This operator may be changed or removed in future versions." +msgstr "" +"Cet opérateur pourra être modifié ou supprimé dans les versions futures." + msgid "Error codes returned:" msgstr "Codes d'erreur renvoyés :" @@ -2800,6 +2946,9 @@ msgstr "Dessus" msgid "Class:" msgstr "Classe :" +msgid "This class may be changed or removed in future versions." +msgstr "Cette classe peut être modifiée ou supprimée dans les versions futures." + msgid "Inherits:" msgstr "Hérite de :" @@ -2866,9 +3015,40 @@ msgstr "Icônes" msgid "Styles" msgstr "Styles" +msgid "There is currently no description for this theme property." +msgstr "Il n'y a actuellement pas de description pour cette propriété du thème." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Il n'y a actuellement pas de description pour cette propriété du thème. Aidez-" +"nous en [color=$color][url=$url]en créant une[/url][/color] !" + +msgid "This signal may be changed or removed in future versions." +msgstr "Ce signal peut être modifié ou supprimé dans les versions futures." + +msgid "There is currently no description for this signal." +msgstr "Il n'y a actuellement pas de description pour ce signal." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Il n'y a actuellement pas de description pour ce signal. Aidez-nous en " +"[color=$color][url=$url]en créant une[/url][/color] !" + msgid "Enumerations" msgstr "Énumérations" +msgid "This enumeration may be changed or removed in future versions." +msgstr "" +"Cette énumération pourra être modifiée ou supprimée dans les versions futures." + +msgid "This constant may be changed or removed in future versions." +msgstr "" +"Cette constante pourra être modifiée ou supprimée dans les versions futures." + msgid "Annotations" msgstr "Annotations" @@ -2888,6 +3068,10 @@ msgstr "Descriptions des propriétés" msgid "(value)" msgstr "(valeur)" +msgid "This property may be changed or removed in future versions." +msgstr "" +"Cette propriété pourra être modifiée ou supprimée dans les versions futures." + msgid "There is currently no description for this property." msgstr "Il n'y a actuellement pas de description pour cette propriété." @@ -2898,6 +3082,9 @@ msgstr "" "Il n'y a actuellement pas de description pour cette propriété. Aidez-nous en " "[color=$color][url=$url]en créant une[/url][/color] !" +msgid "This property can only be set in the Inspector." +msgstr "Cette propriété ne peut être établie que dans l'Inspecteur." + msgid "Metadata:" msgstr "Métadonnées :" @@ -2910,6 +3097,9 @@ msgstr "Méthode :" msgid "Signal:" msgstr "Signal :" +msgid "Theme Property:" +msgstr "Propriété du thème :" + msgid "No description available." msgstr "Aucune description disponible." @@ -2919,9 +3109,15 @@ msgstr "%d correspondance(s) trouvée(s)." msgid "%d matches." msgstr "%d correspondance(s) trouvée(s)." +msgid "Constructor" +msgstr "Constructeur" + msgid "Method" msgstr "Méthode" +msgid "Operator" +msgstr "Opérateur" + msgid "Signal" msgstr "Signaux" @@ -2982,6 +3178,9 @@ msgstr "Type de membre" msgid "(constructors)" msgstr "(constructeurs)" +msgid "Keywords" +msgstr "Mots-clés" + msgid "Class" msgstr "Classe" @@ -3554,6 +3753,36 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "La scène '%s' a des dépendances invalides :" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"La prise en charge de plusieurs fenêtres n'est pas disponible car l'argument " +"de ligne de commande `--single-window` a été utilisé pour démarrer l'éditeur." + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"La prise en charge de plusieurs fenêtres n'est pas disponible car la " +"plateforme actuelle ne prend pas en charge plusieurs fenêtres." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"La prise en charge de plusieurs fenêtres n'est pas disponible car le " +"paramètre Interface > Éditeur > Mode fenêtre unique est activé dans les " +"paramètres de l'éditeur." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"La prise en charge de plusieurs fenêtres n'est pas disponible car le " +"paramètre Interface > Multi-fenêtres > Activer est désactivé dans les " +"paramètres de l'éditeur." + msgid "Clear Recent Scenes" msgstr "Effacer la liste des scènes récentes" @@ -3588,6 +3817,12 @@ msgstr "" "Vous pouvez la modifier ultérieurement dans les 'Paramètres du projet' dans " "la catégorie 'application'." +msgid "Save Layout..." +msgstr "Enregistrer la disposition..." + +msgid "Delete Layout..." +msgstr "Supprimer la disposition..." + msgid "Default" msgstr "Défaut" @@ -3643,6 +3878,21 @@ msgstr "" "Impossible d'écrire dans le fichier '%s', le fichier est peut-être utilisé, " "verrouillé ou vous n'avez pas les permissions en écriture." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"Changer le moteur de rendu nécessite de redémarrer l'éditeur.\n" +"\n" +"Choisir Enregistrer et Redémarrer modifiera la méthode de rendu en :\n" +"- Plateformes de bureau : %s\n" +"- Plateformes mobiles : %s\n" +"- Plateforme web : gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3652,6 +3902,9 @@ msgstr "Mobile" msgid "Compatibility" msgstr "Compatibilité" +msgid "(Overridden)" +msgstr "(remplacé)" + msgid "Pan View" msgstr "Déplacer la vue" @@ -3794,6 +4047,9 @@ msgstr "Configurer l'importateur FBX..." msgid "Help" msgstr "Aide" +msgid "Search Help..." +msgstr "Recherche dans l'aide..." + msgid "Online Documentation" msgstr "Documentation en ligne" @@ -3819,9 +4075,28 @@ msgstr "Suggérer une fonctionnalité" msgid "Send Docs Feedback" msgstr "Envoyez vos retours sur la documentation" +msgid "About Godot..." +msgstr "À propos de Godot..." + msgid "Support Godot Development" msgstr "Soutenir le développement de Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Choisissez une méthode de rendu.\n" +"\n" +"Remarques:\n" +"- Sur les plateformes mobiles, la méthode de rendu Mobile est utilisée si " +"Forward+ est sélectionné.\n" +"- Sur la plateforme web, la méthode de rendu Compatibilité est toujours " +"utilisée." + msgid "Update Continuously" msgstr "Mise à jour continue" @@ -3843,9 +4118,6 @@ msgstr "Nœud" msgid "History" msgstr "Historique" -msgid "Expand Bottom Panel" -msgstr "Développer le panneau inférieur" - msgid "Output" msgstr "Sortie" @@ -3900,9 +4172,6 @@ msgstr "Recharger" msgid "Resave" msgstr "Réenregistrer" -msgid "Create Version Control Metadata..." -msgstr "Créer les métadonnées de contrôle de version." - msgid "Version Control Settings..." msgstr "Paramètres de contrôle de version..." @@ -3939,6 +4208,19 @@ msgstr "Ok" msgid "Warning!" msgstr "Avertissement !" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nom : %s\n" +"Chemin : %s\n" +"Script principal : %s\n" +"\n" +"%s" + msgid "On" msgstr "Activé" @@ -3951,6 +4233,9 @@ msgstr "Extensions installées :" msgid "Create New Plugin" msgstr "Créer un nouveau plugin" +msgid "Enabled" +msgstr "Activé" + msgid "Version" msgstr "Version" @@ -4021,6 +4306,17 @@ msgstr "RID invalide" msgid "Recursion detected, unable to assign resource to property." msgstr "Récursion détectée, impossible d'assigner la ressource à la propriété." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Impossible de créer une texture de zone d'affichage dans un nœud Texture2D " +"car la texture ne sera pas liée à une scène.\n" +"Utilisez plutôt un nœud Texture2DParameter et définissez la texture dans " +"l'onglet \"Paramètres du shader\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -4092,6 +4388,14 @@ msgstr "" "La ressource sélectionnée (%s) ne correspond à aucun des types attendus pour " "cette propriété (%s)." +msgid "Quick Load..." +msgstr "Chargement Rapide..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Ouvre un menu rapide pour effectuer une sélection dans une liste de fichiers " +"de ressources autorisés." + msgid "Load..." msgstr "Charger..." @@ -4125,6 +4429,9 @@ msgstr "Nouveau script…" msgid "Extend Script..." msgstr "Hériter d'un script..." +msgid "New Shader..." +msgstr "Nouveau Shader..." + msgid "No Remote Debug export presets configured." msgstr "Pas de préréglages d'exportation de débogage à distance configurés." @@ -4256,6 +4563,12 @@ msgstr "Tous les périphérique" msgid "Device" msgstr "Périphérique" +msgid "Listening for Input" +msgstr "Écoute des entrées en cours" + +msgid "Filter by Event" +msgstr "Filtrer par évènement" + msgid "Project export for platform:" msgstr "Exportation du projet pour la plateforme :" @@ -4268,6 +4581,12 @@ msgstr "Terminé avec succès." msgid "Failed." msgstr "Échec." +msgid "Unknown Error" +msgstr "Erreur inconnue" + +msgid "Export failed with error code %d." +msgstr "L'exportation a échoué avec le code d'erreur %d." + msgid "Storing File: %s" msgstr "Stockage du fichier en cours : %s" @@ -4320,6 +4639,13 @@ msgstr "Modèle de débogage personnalisé introuvable." msgid "Custom release template not found." msgstr "Modèle de version personnalisée introuvable." +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Un format de texture doit être sélectionné pour exporter le projet. Veuillez " +"sélectionner au moins un format de texture." + msgid "Prepare Template" msgstr "Préparer le modèle type" @@ -4610,6 +4936,9 @@ msgstr "" msgid "Advanced Options" msgstr "Options avancées" +msgid "If checked, the advanced options will be shown." +msgstr "Si cette case est cochée, les options avancées seront affichées." + msgid "Export Path" msgstr "Chemin d'exportation" @@ -4712,12 +5041,42 @@ msgstr "" msgid "More Info..." msgstr "Plus d'informations..." +msgid "Scripts" +msgstr "Scripts" + +msgid "GDScript Export Mode:" +msgstr "Mode d'exportation GDScript :" + +msgid "Text (easier debugging)" +msgstr "Texte (débogage plus facile)" + +msgid "Binary tokens (faster loading)" +msgstr "Jetons binaires (chargement plus rapide)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Jetons binaires compressés (fichiers plus petits)" + msgid "Export PCK/ZIP..." msgstr "Exporter le PCK/ZIP..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Exporte les ressources du projet sous forme de package PCK ou ZIP. Ce n'est " +"pas une version jouable, seulement les données du projet sans exécutable " +"Godot." + msgid "Export Project..." msgstr "Exporter le projet..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Exporte le projet en tant que version jouable (exécutable Godot et données du " +"projet) pour le préréglage sélectionné." + msgid "Export All" msgstr "Tout exporter" @@ -4745,23 +5104,6 @@ msgstr "Gérer les modèles d'exportation" msgid "Export With Debug" msgstr "Exporter avec debug" -msgid "Disable FBX & Restart" -msgstr "Désactiver les FBX et redémarrer" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Annuler ce dialogue désactivera l'importeur FBX.\n" -"Vous pouvez le réactiver dans les Paramètres du projet sous Système de " -"fichiers > Importer > FBX > Activé.\n" -"\n" -"L'éditeur se redémarrera, puisque les importeurs sont enregistrés au " -"démarrage." - msgid "Path to FBX2glTF executable is empty." msgstr "Le chemin d'accès vers l'exécutable FBX2glTF est vide." @@ -4778,13 +5120,6 @@ msgstr "Exécutable FBX2glTF invalide." msgid "Configure FBX Importer" msgstr "Configurer l'importeur FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF est nécessaire pour l'import des fichiers FBX.\n" -"Veuillez le télécharger et fournir un chemin d'accès valide au binaire :" - msgid "Click this link to download FBX2glTF" msgstr "Cliquez sur ce lien afin de télécharger FBX2glTF" @@ -4875,6 +5210,23 @@ msgstr "Voulez-vous les supprimer ou renommer les fichiers copiés ?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Souhaitez-vous les écraser ou renommer les fichiers copiés ?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Impossible d'exécuter un programme externe pour vérifier la présence de " +"l'émulateur de terminal : commande -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Impossible d'exécuter le programme externe de terminal (code d'erreur %d) : " +"%s %s\n" +"Vérifiez `filesystem/external_programs/terminal_emulator` et `filesystem/" +"external_programs/terminal_emulator_flags` dans les paramètres de l'éditeur." + msgid "Duplicating file:" msgstr "Duplication du fichier :" @@ -4947,6 +5299,12 @@ msgstr "Réimporter" msgid "Open in File Manager" msgstr "Ouvrir dans le gestionnaire de fichiers" +msgid "Open in Terminal" +msgstr "Ouvrir dans l'éditeur" + +msgid "Open Containing Folder in Terminal" +msgstr "Ouvre le dossier contenant dans le terminal" + msgid "New Folder..." msgstr "Nouveau dossier..." @@ -5099,18 +5457,95 @@ msgstr "%d correspondance(s) dans %d fichier(s)" msgid "%d matches in %d files" msgstr "%d correspondance(s) dans %d fichier(s)" +msgid "Set Group Description" +msgstr "Définition de la description du groupe" + +msgid "Invalid group name. It cannot be empty." +msgstr "Nom de groupe invalide. Il ne peut pas être vide." + +msgid "A group with the name '%s' already exists." +msgstr "Un groupe avec le nom « %s » existe déjà." + +msgid "Group can't be empty." +msgstr "Un nom de groupe ne peut pas être vide." + +msgid "Group already exists." +msgstr "Ce groupe existe déjà." + +msgid "Add Group" +msgstr "Ajouter un groupe" + +msgid "Renaming Group References" +msgstr "Changement de nom des références de groupe en cours" + +msgid "Removing Group References" +msgstr "Suppression des références de groupe en cours" + msgid "Rename Group" msgstr "Renommer le groupe" +msgid "Remove Group" +msgstr "Supprimer un groupe" + +msgid "Delete references from all scenes" +msgstr "Supprime les références de toutes les scènes" + +msgid "Delete group \"%s\"?" +msgstr "Effacer le groupe \"%s\" ?" + +msgid "Group name is valid." +msgstr "Le nom du groupe est valide." + +msgid "Rename references in all scenes" +msgstr "Renomme les références dans toutes les scènes" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Ce groupe appartient à une autre scène et ne peut pas être modifié." + +msgid "Copy group name to clipboard." +msgstr "Copier le nom du groupe dans le presse-papiers." + msgid "Add to Group" msgstr "Ajouter au groupe" msgid "Remove from Group" msgstr "Retirer du groupe" +msgid "Convert to Global Group" +msgstr "Convertir en groupe global" + +msgid "Convert to Scene Group" +msgstr "Convertir en groupe de scènes" + +msgid "Create New Group" +msgstr "Créer un nouveau groupe" + msgid "Global" msgstr "Globale" +msgid "Delete group \"%s\" and all its references?" +msgstr "Supprimer le groupe \"%s\" et toutes ses références ?" + +msgid "Add a new group." +msgstr "Ajouter un nouveau groupe." + +msgid "Filter Groups" +msgstr "Filtrer les groupes" + +msgid "Expand Bottom Panel" +msgstr "Développer le panneau inférieur" + +msgid "Move/Duplicate: %s" +msgstr "Déplacer/Dupliquer : %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Déplacer/Dupliquer %d élément" +msgstr[1] "Déplacer/Dupliquer %d éléments" + +msgid "Choose target directory:" +msgstr "Choisir un répertoire destination :" + msgid "Move" msgstr "Déplacer" @@ -5357,6 +5792,9 @@ msgstr "Rendre visible" msgid "Unlock Node" msgstr "Déverrouiller le nœud" +msgid "Ungroup Children" +msgstr "Dégrouper les enfants" + msgid "Disable Scene Unique Name" msgstr "Désactiver le nom unique de la scène" @@ -5844,6 +6282,15 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s : La texture Atlas est nettement plus grande sur un axe (%d), pensez à " +"modifier le paramètre du projet `editor/import/atlas_max_width` pour " +"permettre une texture plus large, rendant le résultat plus uniforme en taille." + msgid "Importer:" msgstr "Importeur :" @@ -5916,6 +6363,9 @@ msgstr "Boutons de joystick" msgid "Joypad Axes" msgstr "Axes de joystick" +msgid "Event Configuration for \"%s\"" +msgstr "Configuration d'évènement pour \"%s\"" + msgid "Event Configuration" msgstr "Configuration d'évènement" @@ -5950,6 +6400,9 @@ msgstr "Codes de touches physiques (position sur les claviers QWERTY US)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Label Clé (Unicode, Insensible à la Casse)" +msgid "Physical location" +msgstr "Emplacement physique" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -6124,6 +6577,13 @@ msgstr "Le nom du sous-dossier n'est pas un nom de dossier valide." msgid "Subfolder cannot be one which already exists." msgstr "Un sous-dossier avec ce nom existe déjà." +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# ne prend pas en charge l'activation du plugin lors d'une création car le " +"projet doit être d'abord construit." + msgid "Edit a Plugin" msgstr "Modifier un plugin" @@ -6385,6 +6845,15 @@ msgstr "Activer/désactiver le filtre" msgid "Change Filter" msgstr "Changer le filtre" +msgid "Fill Selected Filter Children" +msgstr "Renseigner le filtre des enfants sélectionnés" + +msgid "Invert Filter Selection" +msgstr "Inverser la sélection du filtre" + +msgid "Clear Filter Selection" +msgstr "Supprimer la sélection du filtre" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6416,6 +6885,12 @@ msgstr "Ajouter un nœud..." msgid "Enable Filtering" msgstr "Activer le filtrage" +msgid "Fill Selected Children" +msgstr "Renseigner les enfants sélectionnés" + +msgid "Invert" +msgstr "Inversion" + msgid "Library Name:" msgstr "Nom de la librairie :" @@ -6502,6 +6977,27 @@ msgstr "Sauvegarder la librairie d'animation dans le fichier : %s" msgid "Save Animation to File: %s" msgstr "Sauvegarder l'animation dans le fichier : %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Certains fichiers AnimationLibrary n'étaient pas valides." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "" +"Certaines des bibliothèques sélectionnées ont déjà été ajoutées au mixeur." + +msgid "Add Animation Libraries" +msgstr "Ajouter des bibliothèques d'animation" + +msgid "Some Animation files were invalid." +msgstr "Certains fichiers d'animation n'étaient pas valides." + +msgid "Some of the selected animations were already added to the library." +msgstr "" +"Certaines des animations sélectionnées ont déjà été ajoutées à la " +"bibliothèque." + +msgid "Load Animations into Library" +msgstr "Charger les animations dans la bibliothèque" + msgid "Load Animation into Library: %s" msgstr "Charger l'animation dans la librairie : %s" @@ -6541,12 +7037,45 @@ msgstr "[étranger]" msgid "[imported]" msgstr "[importé]" +msgid "Add animation to library." +msgstr "Ajouter une animation à la bibliothèque." + +msgid "Load animation from file and add to library." +msgstr "Charger animation à partir d'un fichier et ajouter à la bibliothèque." + +msgid "Paste animation to library from clipboard." +msgstr "Coller l'animation dans la bibliothèque à partir du presse-papiers." + +msgid "Save animation library to resource on disk." +msgstr "Sauvegarder la bibliothèque d'animations dans une ressource sur disque." + +msgid "Remove animation library." +msgstr "Retirer la librairie d'animations." + +msgid "Copy animation to clipboard." +msgstr "Copier l'animation dans le presse-papiers." + +msgid "Save animation to resource on disk." +msgstr "Sauvegarder l'animation en tant que ressource sur disque." + +msgid "Remove animation from Library." +msgstr "Retirer l'animation de la bibliothèque." + msgid "Edit Animation Libraries" msgstr "Modifier les librairies d'animations" +msgid "New Library" +msgstr "Nouvelle bibliothèque" + +msgid "Create new empty animation library." +msgstr "Créer une nouvelle bibliothèque d'animation vide." + msgid "Load Library" msgstr "Charger une librairie d'animation" +msgid "Load animation library from disk." +msgstr "Charger une bibliothèque d'animations à partir d'un disque." + msgid "Storage" msgstr "Stockage" @@ -6623,6 +7152,9 @@ msgstr "Outils d'animation" msgid "Animation" msgstr "Animation" +msgid "New..." +msgstr "Nouveau..." + msgid "Manage Animations..." msgstr "Gérer les animations..." @@ -6905,6 +7437,16 @@ msgctxt "Pagination" msgid "Last" msgstr "Dernier" +msgid "" +"The Asset Library requires an online connection and involves sending data " +"over the internet." +msgstr "" +"La bibliothèque d'actifs nécessite une connexion en ligne et implique l'envoi " +"de données sur Internet." + +msgid "Go Online" +msgstr "Passer en mode en ligne" + msgid "Failed to get repository configuration." msgstr "N'a pas réussi à récupérer la configuration du dépôt." @@ -7231,12 +7773,6 @@ msgstr "Alignement relatif" msgid "Use Pixel Snap" msgstr "Aligner au pixel près" -msgid "Smart Snapping" -msgstr "Aimantation intelligente" - -msgid "Configure Snap..." -msgstr "Configurer l'aimantation…" - msgid "Snap to Parent" msgstr "Aimanter au parent" @@ -7255,6 +7791,12 @@ msgstr "Aimanter aux autres nœuds" msgid "Snap to Guides" msgstr "Aimanter aux guides" +msgid "Smart Snapping" +msgstr "Aimantation intelligente" + +msgid "Configure Snap..." +msgstr "Configurer l'aimantation…" + msgid "Lock selected node, preventing selection and movement." msgstr "" "Verrouiller le nœud sélectionné, empêche sa sélection et son déplacement." @@ -7269,9 +7811,23 @@ msgstr "" msgid "Unlock Selected Node(s)" msgstr "Déverrouiller le(s) nœud(s) sélectionné(s)" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Regroupe le nœud sélectionné avec ses descendants. Cela provoque la sélection " +"du parent lorsque vous cliquez sur un nœud enfant dans les vues 2D et 3D." + msgid "Group Selected Node(s)" msgstr "Grouper le(s) nœud(s) sélectionné(s)" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Dissocie le nœud sélectionné de ses descendants. Les nœuds enfants seront des " +"éléments individuels en vue 2D et 3D." + msgid "Ungroup Selected Node(s)" msgstr "Dégrouper le(s) nœud(s) sélectionné(s)" @@ -7790,6 +8346,9 @@ msgstr "" "ouvert et sera attentif aux nouvelles sessions ouvertes de l'extérieur de " "l'éditeur lui-même." +msgid "Customize Run Instances..." +msgstr "Personnalise les instances d'exécution..." + msgid "Size: %s" msgstr "Taille : %s" @@ -8049,6 +8608,26 @@ msgstr "Aucun nœud racine de la scène d'édition trouvé." msgid "Lightmap data is not local to the scene." msgstr "Les données de lightmap ne sont pas locales à la scène." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"La taille maximale de la texture est trop petite pour les images de type " +"Lightmap.\n" +"Bien que cela puisse être résolu en augmentant la taille maximale de la " +"texture, il est recommandé de diviser la scène en plusieurs objets." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Échec de la création d'images de type Lightmap. Assurez-vous que tous les " +"maillages sélectionnés pour l'initialisation ont une valeur " +"`lightmap_size_hint` suffisamment élevée et que la valeur `texel_scale` de " +"LightmapGI n'est pas trop basse." + msgid "Bake Lightmaps" msgstr "Précalculer les lightmaps" @@ -8663,6 +9242,9 @@ msgstr "Voir environnement" msgid "View Gizmos" msgstr "Voir les gadgets" +msgid "View Grid" +msgstr "Afficher la grille" + msgid "View Information" msgstr "Voir information" @@ -8808,6 +9390,13 @@ msgstr "" "WorldEnvironment.\n" "La prévisualisation est désactivée." +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Regroupe le nœud sélectionné avec ses descendants. Ceci sélectionne le parent " +"lorsque vous cliquez sur un nœud enfant en vue 2D et 3D." + msgid "Use Local Space" msgstr "Utiliser les coordonées locales" @@ -8922,9 +9511,6 @@ msgstr "4 vues" msgid "View Origin" msgstr "Afficher l'origine" -msgid "View Grid" -msgstr "Afficher la grille" - msgid "Settings..." msgstr "Paramètres..." @@ -8943,6 +9529,13 @@ msgstr "Alignement des mises à l'échelle (%) :" msgid "Viewport Settings" msgstr "Paramètres de la vue" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"Le paramètre FOV est défini comme une valeur verticale car la caméra de " +"l'éditeur utilise toujours le mode d'aspect \"Conserver la hauteur\"." + msgid "View Z-Near:" msgstr "Z-Near de la vue :" @@ -9071,6 +9664,14 @@ msgstr "Précalculer les occlusions" msgid "Select occluder bake file:" msgstr "Sélectionnez le fichier de précalcul des occlusions :" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Maintenez Shift pour redimensionner autour du point médian au lieu de vous " +"déplacer." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "Bascule entre les modes minimum/maximum et valeur de base/écart." + msgid "Remove Point from Curve" msgstr "Supprimer Point de la Courbe" @@ -9137,9 +9738,6 @@ msgstr "Point de courbe #" msgid "Handle Tilt #" msgstr "Gérer l'inclinaison #" -msgid "Set Curve Point Position" -msgstr "Définir la position du point de la courbe" - msgid "Set Curve Out Position" msgstr "Définir la position de sortie de la courbe" @@ -9167,6 +9765,9 @@ msgstr "Réinitialiser le point d'inclinaison" msgid "Split Segment (in curve)" msgstr "Diviser le segment (en courbe)" +msgid "Set Curve Point Position" +msgstr "Définir la position du point de la courbe" + msgid "Move Joint" msgstr "Déplacer la jointure" @@ -9481,15 +10082,15 @@ msgstr "Précédent dans l'historique" msgid "History Next" msgstr "Suivant dans l'historique" -msgid "Theme" -msgstr "Thème" - msgid "Import Theme..." msgstr "Importer un thème..." msgid "Reload Theme" msgstr "Recharger le thème" +msgid "Theme" +msgstr "Thème" + msgid "Save Theme" msgstr "Enregistrer le thème" @@ -9609,9 +10210,6 @@ msgstr "Prélever une couleur" msgid "Folding" msgstr "Permettre de replier le code" -msgid "Indentation" -msgstr "Indentation" - msgid "Uppercase" msgstr "Tout en majuscule" @@ -9924,12 +10522,6 @@ msgstr "Impossible de charger les images" msgid "ERROR: Couldn't load frame resource!" msgstr "ERREUR : Impossible de charger la resource de type trame !" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Le presse-papiers des ressources est vide ou n'est pas une texture !" - -msgid "Paste Frame" -msgstr "Coller une image" - msgid "Add Empty" msgstr "Ajouter vide" @@ -9981,9 +10573,6 @@ msgstr "Ajouter des images depuis une feuille de sprite" msgid "Delete Frame" msgstr "Supprimer l'image" -msgid "Copy Frame" -msgstr "Copier l'image" - msgid "Insert Empty (Before Selected)" msgstr "Insérer du vide (Avant la sélection)" @@ -11103,6 +11692,165 @@ msgstr "Créer des tuiles dans les régions de textures non transparentes" msgid "Remove tiles in fully transparent texture regions" msgstr "Retirer des tuiles dans les régions de textures non transparentes" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"Identifiant unique de la tuile dans cet ensemble. Chaque tuile stocke son ID " +"source, donc en modifier un peut rendre des tuiles invalides." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Nom lisible de l’atlas. Utilisez ici un nom descriptif à des fins " +"d'organisation (comme « terrain », « décoration », etc.)." + +msgid "The image from which the tiles will be created." +msgstr "Image à partir de laquelle les tuiles seront créées." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"Marges sur les bords de l'image qui ne doivent pas être sélectionnables sous " +"forme de tuiles (en pixels). Les augmenter peut être utile si vous " +"téléchargez une image de feuille de tuiles comportant des marges sur les " +"bords (par exemple pour l'attribution)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"Séparation entre chaque tuile de l'atlas en pixels. L'augmenter peut être " +"utile si l'image de la feuille de tuiles que vous utilisez contient des " +"guides (tels que des contours entre chaque tuile)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"Taille de chaque tuile de l'atlas en pixels. Dans la plupart des cas, cela " +"doit correspondre à la taille des tuiles définie dans la propriété TileMap " +"(bien que cela ne soit pas strictement nécessaire)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Si cette case est cochée, ajoute un bord transparent de 1 pixel autour de " +"chaque tuile pour éviter le saignement de la texture lorsque le filtrage est " +"activé. Il est recommandé de laisser cette option activée sauf si vous " +"rencontrez des problèmes de rendu dus au remplissage de texture." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"Position du coin supérieur gauche de la tuile dans l'atlas. La position et la " +"taille doivent se trouver dans l'atlas et ne peuvent pas chevaucher une autre " +"tuile.\n" +"Chaque tuile peinte est associée à des coordonnées d'atlas. Par conséquent, " +"la modification de cette propriété peut empêcher l'ensemble de vos tuiles de " +"s'afficher correctement." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Nombre de colonnes pour la grille d'animation. Si le nombre de colonnes est " +"inférieur au nombre d'images, l'animation ajustera automatiquement le nombre " +"de lignes." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "L'espace (en tuiles) entre chaque trame de l'animation." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Détermine comment l'animation démarrera. En mode \"Par défaut\", toutes les " +"vignettes commencent à s'animer au même endroit. En mode \"Random Start " +"Times\", chaque tuile démarre l'animation avec un décalage aléatoire." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Si [code]true[/code], la tuile est retournée horizontalement." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Si [code]true[/code], la tuile est retournée verticalement." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Si [code]true[/code], la tuile subit une rotation de 90 degrés [i]dans le " +"sens inverse des aiguilles d'une montre[/i], puis est retournée " +"verticalement. En pratique, cela signifie que pour faire pivoter une tuile de " +"90 degrés dans le sens des aiguilles d'une montre sans la retourner, vous " +"devez activer [b]Flip H[/b] et [b]Transpose[/b]. Pour faire pivoter une tuile " +"de 180 degrés dans le sens des aiguilles d'une montre, activez [b]Flip H[/b] " +"et [b]Flip V[/b]. Pour faire pivoter une tuile de 270 degrés dans le sens des " +"aiguilles d'une montre, activez [b]Flip V[/b] et [b]Transpose[/b]." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"Origine à utiliser pour dessiner la tuile. Cela peut être utilisé pour " +"décaler visuellement la tuile par rapport à la tuile de base." + +msgid "The color multiplier to use when rendering the tile." +msgstr "Multiplicateur de couleur à utiliser lors du rendu de la tuile." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"Matériau à utiliser pour cette tuile. Cela peut être utilisé pour appliquer " +"un mode de fusion différent ou des shaders personnalisés à une seule tuile." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"Ordre de tri de cette tuile. Des valeurs plus élevées rendront la tuile " +"devant les autres sur le même calque. L'index est relatif à l'index Z de " +"l'ensemble des tuiles." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"Index de l'ensemble de terrain auquel appartient cette tuile. [code]-1[/code] " +"signifie qu'il ne sera pas utilisé dans les terrains." + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"Index du terrain à l'intérieur de l'ensemble de terrain auquel appartient " +"cette tuile. [code]-1[/code] signifie qu'il ne sera pas utilisé dans les " +"terrains." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"Probabilité relative que cette tuile apparaisse lors de la peinture avec le " +"paramètre \"Placer une tuile aléatoire\" activé." + msgid "Setup" msgstr "Configuration" @@ -11211,6 +11959,33 @@ msgstr "" msgid "Add a Scene Tile" msgstr "Ajouter une tuile de scène" +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"Nom en clair de la collection de scènes. Utilisez ici un nom descriptif à des " +"fins d'organisation (comme « obstacles », « décoration », etc.)." + +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"Identifiant de la tuile de scène dans la collection. Chaque tuile peinte a un " +"identifiant associé, donc la modification de cette propriété peut empêcher " +"votre ensemble de tuiles de s'afficher correctement." + +msgid "Absolute path to the scene associated with this tile." +msgstr "Chemin absolu vers la scène associée à cette tuile." + +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"Si [code]true[/code], un marqueur d'espace réservé sera affiché en haut de " +"l'aperçu de la scène. Le marqueur est affiché même si la scène n'a pas " +"d'aperçu valide." + msgid "Scenes collection properties:" msgstr "Propriétés de la collection de scènes :" @@ -12486,6 +13261,13 @@ msgstr "Précalculer le VoxelGI" msgid "Are you sure to run %d projects at once?" msgstr "Voulez-vous vraiment lancer %d projets à la fois ?" +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"Impossible d'ouvrir le projet à '%s'.\n" +"Le fichier de projet n'existe pas ou est inaccessible." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12675,6 +13457,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "Gestionnaire de projets" +msgid "Settings" +msgstr "Paramètres" + +msgid "Projects" +msgstr "Projets" + msgid "New Project" msgstr "Nouveau projet" @@ -12690,6 +13478,9 @@ msgstr "Scanner des projets" msgid "Loading, please wait..." msgstr "Chargement en cours, veuillez patienter..." +msgid "Filter Projects" +msgstr "Filtre de projets" + msgid "" "This field filters projects by name and last path component.\n" "To filter projects by name and full path, the query must contain at least one " @@ -12700,15 +13491,37 @@ msgstr "" "Pour filtrer les projets par leur nom et le chemin d'accès complet, la " "recherche doit inclure au moins un caractère `/`." +msgid "Last Edited" +msgstr "Dernière modification" + msgid "Tags" msgstr "Balises" +msgid "You don't have any projects yet." +msgstr "Vous n'avez pas encore de projets." + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Commencez par en créer un nouveau,\n" +"en important un qui existe, ou en téléchargeant un modèle de projet depuis la " +"bibliothèque d'actifs !" + msgid "Create New Project" msgstr "Créer un nouveau projet" msgid "Import Existing Project" msgstr "Importer un projet existant" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Remarque : La bibliothèque d'actifs nécessite une connexion en ligne et " +"implique l'envoi de données sur Internet." + msgid "Edit Project" msgstr "Modifier le projet" @@ -12724,6 +13537,13 @@ msgstr "Retirer le projet" msgid "Remove Missing" msgstr "Nettoyer la liste" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"Bibliothèque d'actifs non disponible (en raison de l'utilisation de l'éditeur " +"Web ou de la désactivation de la prise en charge SSL)." + msgid "Select a Folder to Scan" msgstr "Sélectionnez un dossier à scanner" @@ -12736,9 +13556,34 @@ msgstr "Supprimer les contenus du projet également (pas d'annulation !)" msgid "Convert Full Project" msgstr "Convertir le projet entier" +msgid "" +"This option will perform full project conversion, updating scenes, resources " +"and scripts from Godot 3 to work in Godot 4.\n" +"\n" +"Note that this is a best-effort conversion, i.e. it makes upgrading the " +"project easier, but it will not open out-of-the-box and will still require " +"manual adjustments.\n" +"\n" +"IMPORTANT: Make sure to backup your project before converting, as this " +"operation makes it impossible to open it in older versions of Godot." +msgstr "" +"Cette option effectuera une conversion complète du projet, mettant à jour les " +"scènes, ressources et scripts de Godot 3.x pour travailler avec Godot 4.x.\n" +"\n" +"Veuillez noter que ceci est une conversion faite au mieux, c'est-à-dire que " +"la mise à jour du projet est facilitée mais qu'il ne s'ouvrira pas en l'état " +"et demandera des ajustements manuels.\n" +"\n" +"IMPORTANT : Veuillez vous assurer de faire une copie de votre projet avant de " +"le convertir puisque cette opération rend impossible son ouverture dans les " +"versions antérieures de Godot." + msgid "Manage Project Tags" msgstr "Gérer les étiquettes de projet" +msgid "Project Tags" +msgstr "Balises du projet" + msgid "Click tag to remove it from the project." msgstr "Cliquez sur la balise pour la retirer du projet." @@ -12757,6 +13602,9 @@ msgstr "Les balises sont automatiquement en majuscules lorsqu'affichées." msgid "The path specified doesn't exist." msgstr "Le chemin spécifié n'existe pas." +msgid "The install path specified doesn't exist." +msgstr "Le chemin d'installation spécifié n'existe pas." + msgid "Error opening package file (it's not in ZIP format)." msgstr "" "Erreur lors de l'ouverture du fichier package (il n'est pas au format ZIP)." @@ -12767,6 +13615,18 @@ msgstr "" "Fichier de projet \".zip\" invalide ; il ne contient pas de fichier \"projet." "godot\"." +msgid "Please choose an empty install folder." +msgstr "Veuillez choisir un dossier d'installation vide." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Veuillez choisir un fichier \"project.godot\", un répertoire spécifique ou un " +"fichier \".zip\"." + +msgid "The install directory already contains a Godot project." +msgstr "Ce répertoire d'installation contient déjà un projet Godot." + msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -12901,6 +13761,11 @@ msgstr "Chemin d'installation du projet :" msgid "Renderer:" msgstr "Moteur de rendu :" +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"Le rendu peut être modifié ultérieurement, mais les scènes peuvent avoir " +"besoin d'être ajustées." + msgid "Version Control Metadata:" msgstr "Métadonnées du contrôle de version :" @@ -12925,6 +13790,25 @@ msgstr "Projet manquant" msgid "Restart Now" msgstr "Redémarrer maintenant" +msgid "Quick Settings" +msgstr "Paramétrage rapide" + +msgid "Interface Theme" +msgstr "Thème de l'interface" + +msgid "Display Scale" +msgstr "Échelle d'affichage" + +msgid "Network Mode" +msgstr "Mode réseau" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"Les paramètres ont été changés ! Le gestionnaire de projets doit être " +"redémarré pour que les changements prennent effet." + msgid "Add Project Setting" msgstr "Ajouter paramètre de projet" @@ -12940,9 +13824,15 @@ msgstr "Ajouter une action d'entrée" msgid "Change Action deadzone" msgstr "Modifier la zone morte de l'action" +msgid "Change Input Action Event(s)" +msgstr "Changer les événements d'action d'entrée" + msgid "Erase Input Action" msgstr "Effacer l'action d'entrée" +msgid "Update Input Action Order" +msgstr "Mettre à jour l’ordre des actions de saisie" + msgid "Project Settings (project.godot)" msgstr "Paramètres du projet (project.godot)" @@ -12959,6 +13849,15 @@ msgstr "Contrôles" msgid "Localization" msgstr "Localisation" +msgid "Autoload" +msgstr "Chargement automatique" + +msgid "Shader Globals" +msgstr "Paramétrage global des shaders" + +msgid "Global Groups" +msgstr "Groupes globaux" + msgid "Plugins" msgstr "Extensions" @@ -13075,15 +13974,48 @@ msgstr "Conserver la transformation globale" msgid "Reparent" msgstr "Re-parenter" +msgid "Run Instances" +msgstr "Exécuter des instances" + +msgid "Enable Multiple Instances" +msgstr "Activation de plusieurs instances" + +msgid "Main Run Args:" +msgstr "Arguments principaux d'exécution :" + +msgid "Main Feature Tags:" +msgstr "Balises des fonctionnalités principales :" + +msgid "Instance Configuration" +msgstr "Configuration des instances" + +msgid "Override Main Tags" +msgstr "Remplacer les balises principales" + +msgid "Feature Tags" +msgstr "Balises de fonctionnalités" + +msgid "Pick Root Node Type" +msgstr "Choisir le type de nœud racine" + +msgid "Pick" +msgstr "Choisir" + msgid "Scene name is empty." msgstr "Le nom de la scène est vide." msgid "File name invalid." msgstr "Nom de fichier invalide." +msgid "File name begins with a dot." +msgstr "Le nom du fichier commence par un point." + msgid "File already exists." msgstr "Le fichier existe déjà." +msgid "Leave empty to derive from scene name" +msgstr "Laisser vide pour dériver du nom de la scène" + msgid "Invalid root node name." msgstr "Le nom du nœud racine n'est pas valide." @@ -13124,18 +14056,43 @@ msgstr "Le nœud racine est valide." msgid "Create New Scene" msgstr "Créer une nouvelle scène" +msgid "No parent to instantiate a child at." +msgstr "Pas de parent dans lequel instancier l'enfant." + +msgid "No parent to instantiate the scenes at." +msgstr "Aucun parent dans lequel instancier les scènes." + msgid "Error loading scene from %s" msgstr "Erreur de chargement de la scène depuis %s" +msgid "" +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." +msgstr "" +"Impossible d'instancier la scène « %s » car la scène actuelle existe dans " +"l'un de ses nœuds." + +msgid "Instantiate Scene(s)" +msgstr "Instancier scène(s)" + msgid "Replace with Branch Scene" msgstr "Remplacer par une scène de branche" +msgid "Instantiate Child Scene" +msgstr "Instancier une scène enfant" + msgid "Detach Script" msgstr "Détacher le script" msgid "This operation can't be done on the tree root." msgstr "Cette opération ne peut être réalisée sur la racine de l'arborescence." +msgid "Move Node in Parent" +msgstr "Déplacer le nœud dans le parent" + +msgid "Move Nodes in Parent" +msgstr "Déplacer les nœuds dans le parent" + msgid "Duplicate Node(s)" msgstr "Dupliquer le(s) nœud(s)" @@ -13183,6 +14140,29 @@ msgstr "" "Pour sauvegarder la branche en tant que scène, il faut sélectionner seulement " "un nœud, mais vous avez sélectionné %d nœuds." +msgid "" +"Can't save the root node branch as an instantiated scene.\n" +"To create an editable copy of the current scene, duplicate it using the " +"FileSystem dock context menu\n" +"or create an inherited scene using Scene > New Inherited Scene... instead." +msgstr "" +"Impossible de sauvegarder la branche du nœud racine comme une scène " +"instanciée.\n" +"Pour créer une copie modifiable de la scène actuelle, dupliquez-la à l'aide " +"du menu contextuel du dock Système de fichiers\n" +"ou créez une scène héritée en utilisant Scène > Nouvelle scène héritée... à " +"la place." + +msgid "" +"Can't save the branch of an already instantiated scene.\n" +"To create a variation of a scene, you can make an inherited scene based on " +"the instantiated scene using Scene > New Inherited Scene... instead." +msgstr "" +"Impossible de sauvegarder la branche d'une scène déjà instanciée.\n" +"Pour créer une variation d'une scène, vous pouvez créer une scène héritée " +"basée sur la scène instanciée en utilisant Scène > Nouvelle scène héritée... " +"à la place." + msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" "To save this branch into its own scene, open the original scene, right click " @@ -13215,9 +14195,19 @@ msgstr "" "Désactiver \"editable_instance\" implique la remise à zéro de toutes les " "propriétés du nœud." +msgid "" +"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." +msgstr "" +"L'activation de \"Load As Placeholder\" désactivera \"Editable Children\" et " +"ramènera toutes les propriétés du nœud à leur valeur par défaut." + msgid "Make Local" msgstr "Rendre local" +msgid "Can't toggle unique name for nodes in subscene!" +msgstr "Impossible de changer le nom unique des nœuds dans une sous-scène !" + msgid "Enable Scene Unique Name(s)" msgstr "Activer le(s) nom(s) unique(s) de scène" @@ -13233,6 +14223,9 @@ msgstr "Nouvelle racine de scène" msgid "Create Root Node:" msgstr "Créer un nœud racine :" +msgid "Toggle the display of favorite nodes." +msgstr "Basculer l'affichage des nœuds favoris." + msgid "Other Node" msgstr "Autre nœud" @@ -13248,9 +14241,18 @@ msgstr "Impossible de modifier les nœuds en provenance d'une autre scène !" msgid "Can't operate on nodes the current scene inherits from!" msgstr "Impossible d'opérer sur des nœuds dont la scène actuelle hérite !" +msgid "This operation can't be done on instantiated scenes." +msgstr "Cette opération ne peut être réalisée sur des scènes instanciées." + msgid "Attach Script" msgstr "Attacher un script" +msgid "Set Shader" +msgstr "Nuanceur" + +msgid "Toggle Editable Children" +msgstr "Basculer sur enfants modifiables" + msgid "Cut Node(s)" msgstr "Couper le(s) nœud(s)" @@ -13279,18 +14281,36 @@ msgid "Error duplicating scene to save it." msgstr "" "Une erreur est survenue pendant la duplication de la scène à sauvegarder." +msgid "Instantiate Script" +msgstr "Instancier un script" + msgid "Sub-Resources" msgstr "Ressources secondaires" +msgid "Revoke Unique Name" +msgstr "Annuler un nom unique" + +msgid "Access as Unique Name" +msgstr "Accéder en tant que nom unique" + msgid "Clear Inheritance" msgstr "Effacer l'héritage" msgid "Editable Children" msgstr "Enfants modifiables" +msgid "Load as Placeholder" +msgstr "Charger en tant qu'emplacement" + msgid "Auto Expand to Selected" msgstr "Auto-déplier jusqu'à la sélection" +msgid "Center Node on Reparent" +msgstr "Centrer le nœud sur le nouveau parent" + +msgid "All Scene Sub-Resources" +msgstr "Ressources secondaires de toutes les scènes" + msgid "" "Filter nodes by entering a part of their name, type (if prefixed with \"type:" "\" or \"t:\")\n" @@ -13336,15 +14356,27 @@ msgstr "Coller le(s) nœud(s) comme frère(s) de %s" msgid "Paste Node(s) as Child of %s" msgstr "Coller le(s) nœud(s) comme enfant(s) de %s" +msgid "Paste Node(s) as Root" +msgstr "Coller le(s) nœud(s) en tant que racine" + msgid " at %s" msgstr " à %s" +msgid "(used %d times)" +msgstr "(utilisé %d fois)" + +msgid "Batch Rename..." +msgstr "Renommer par lots..." + msgid "Add Child Node..." msgstr "Ajouter un nœud enfant..." msgid "Instantiate Child Scene..." msgstr "Instancier une scène enfant..." +msgid "Expand/Collapse Branch" +msgstr "Développer/Réduire la branche" + msgid "Paste as Sibling" msgstr "Coller en tant que nœud frère" @@ -13354,15 +14386,34 @@ msgstr "Changer le type..." msgid "Attach Script..." msgstr "Attacher un script..." +msgid "Reparent..." +msgstr "Re-parenter..." + +msgid "Reparent to New Node..." +msgstr "Re-parenter sur un nouveau nœud" + msgid "Make Scene Root" msgstr "Choisir comme racine de scène" +msgid "Save Branch as Scene..." +msgstr "Sauvegarder la branche en tant que scène..." + +msgid "Toggle Access as Unique Name" +msgstr "Changer l'accès en tant que nom unique" + msgid "Delete (No Confirm)" msgstr "Effacer (pas de confirmation)" msgid "Add/Create a New Node." msgstr "Ajouter/Créer un nouveau nœud." +msgid "" +"Instantiate a scene file as a Node. Creates an inherited scene if no root " +"node exists." +msgstr "" +"Instancier un fichier de scène en tant que nœud. Crée une scène héritée si " +"aucun nœud racine n'existe." + msgid "Filter: name, t:type, g:group" msgstr "Filtre : nom, t:type, g:groupe" @@ -13372,6 +14423,9 @@ msgstr "Attacher un nouveau script ou un script existant au nœud sélectionné. msgid "Detach the script from the selected node." msgstr "Détacher le script du nœud sélectionné." +msgid "Extra scene options." +msgstr "Options de scène supplémentaires." + msgid "Remote" msgstr "Distant" @@ -13388,6 +14442,9 @@ msgstr "" msgid "Local" msgstr "Local" +msgid "Delete Related Animation Tracks" +msgstr "Supprimer les pistes d'animation associées" + msgid "Clear Inheritance? (No Undo!)" msgstr "Effacer l'héritage ? (Pas de retour en arrière !)" @@ -13415,6 +14472,9 @@ msgstr "Le fichier n'existe pas." msgid "Invalid extension." msgstr "Extension invalide." +msgid "Extension doesn't match chosen language." +msgstr "L'extension du fichier ne correspond pas au langage choisi." + msgid "Template:" msgstr "Modèle :" @@ -13462,12 +14522,21 @@ msgstr "" msgid "Built-in script (into scene file)." msgstr "Script intégré (dans le fichier scène)." +msgid "Using existing script file." +msgstr "Utilisation d'un fichier de script existant." + msgid "Will load an existing script file." msgstr "Va charger un fichier de script existant." msgid "Script file already exists." msgstr "Le fichier de script existe déjà." +msgid "No suitable template." +msgstr "Modèle type non adapté." + +msgid "Empty" +msgstr "Vide" + msgid "Script path/name is valid." msgstr "Le chemin/nom du script est valide." @@ -13480,36 +14549,147 @@ msgstr "Script intégré :" msgid "Attach Node Script" msgstr "Attacher un script au nœud" +msgid "Error - Could not create shader include in filesystem." +msgstr "" +"Erreur - Impossible de créer le shader inclus dans le système de fichiers." + +msgid "Error - Could not create shader in filesystem." +msgstr "Erreur - Impossible de créer le shader dans le système de fichiers." + +msgid "Error loading shader from %s" +msgstr "Erreur de chargement du shader depuis %s" + msgid "N/A" msgstr "N/A" +msgid "Open Shader / Choose Location" +msgstr "Ouvrir le shader / Choisir l'emplacement" + msgid "Invalid base path." msgstr "Chemin de base invalide." msgid "Wrong extension chosen." msgstr "Choix d'extension erroné." +msgid "Note: Built-in shaders can't be edited using an external editor." +msgstr "" +"Remarque : les shaders intégrés ne peuvent pas être modifiés à l'aide d'un " +"éditeur externe." + +msgid "Built-in shader (into scene file)." +msgstr "Shader intégré (dans le fichier scène)." + +msgid "Will load an existing shader file." +msgstr "Un fichier shader existant va être chargé." + +msgid "Shader file already exists." +msgstr "Le fichier de shader existe déjà." + +msgid "Shader path/name is valid." +msgstr "Le chemin ou le nom du shader est valide." + +msgid "Will create a new shader file." +msgstr "Un nouveau fichier de shader va être créé." + msgid "Mode:" msgstr "Mode :" +msgid "Built-in Shader:" +msgstr "Shader intégré :" + +msgid "Create Shader" +msgstr "Création d'un shader" + +msgid "Set Shader Global Variable" +msgstr "Attribution d'une variable globale au shader" + +msgid "Name cannot be empty." +msgstr "Le nom ne peut pas être vide." + +msgid "Name must be a valid identifier." +msgstr "Le nom doit être un identifiant valide." + +msgid "Global shader parameter '%s' already exists." +msgstr "Le paramètre global du shader '%s' existe déjà." + msgid "Name '%s' is a reserved shader language keyword." msgstr "Le nom '%s' est un mot-clé réservé du langage de shader." +msgid "Add Shader Global Parameter" +msgstr "Ajouter un paramètre global au shader" + +msgid "" +"This project uses meshes with an outdated mesh format from previous Godot " +"versions. The engine needs to update the format in order to use those meshes. " +"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " +"You can ignore this message and keep using outdated meshes, but keep in mind " +"that this leads to increased load times every time you load the project." +msgstr "" +"Ce projet utilise des maillages (mesh) d'un format de maillage d'une version " +"précédente de Godot. Le moteur a besoin de mettre à jour le format pour " +"utiliser ces maillages. Veuillez utiliser l'outil \"Mise à jour des surfaces " +"de maillage\" depuis le menu 'Projet > Outils'. Vous pouvez ignorer ce " +"message et continuer d'utiliser des maillages dépassés, mais gardez à " +"l’esprit que cela va augmenter les temps de chargement à chaque fois que vous " +"chargerez le projet." + msgid "" "This project uses meshes with an outdated mesh format. Check the output log." msgstr "" "Ce projet utilise des meshes avec un format obsolète. Vérifiez le journal de " "sortie." +msgid "Upgrading All Meshes in Project" +msgstr "Mise à niveau de tous les maillages du projet" + msgid "Attempting to re-save " msgstr "Tentative de ré-enregistrer " +msgid "Attempting to remove " +msgstr "Essai de suppression " + +msgid "" +"The mesh format has changed in Godot 4.2, which affects both imported meshes " +"and meshes authored inside of Godot. The engine needs to update the format in " +"order to use those meshes.\n" +"\n" +"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"this one time conversion tool. This update will restart the editor and may " +"take several minutes. Upgrading will make the meshes incompatible with " +"previous versions of Godot.\n" +"\n" +"You can still use your existing meshes as is. The engine will update each " +"mesh in memory, but the update will not be saved. Choosing this option will " +"lead to slower load times every time this project is loaded." +msgstr "" +"Le format du maillage a changé dans Godot 4.2, ce qui affecte à la fois les " +"maillages importés et les maillages créés dans Godot. Le moteur doit mettre à " +"jour le format afin d'utiliser ces maillages.\n" +"\n" +"Si votre projet est antérieur à Godot 4.2 et contient des maillages, nous " +"vous recommandons d'exécuter cet outil de conversion unique. Cette mise à " +"jour redémarrera l'éditeur et peut prendre plusieurs minutes. La mise à " +"niveau rendra les maillages incompatibles avec les versions précédentes de " +"Godot.\n" +"\n" +"Vous pouvez toujours utiliser vos maillages existants tels quels. Le moteur " +"mettra à jour chaque maillage en mémoire, mais la mise à jour ne sera pas " +"enregistrée. Le choix de cette option entraînera des temps de chargement plus " +"lents à chaque chargement de ce projet." + msgid "Restart & Upgrade" msgstr "Redémarrer et mettre à jour" msgid "Make this panel floating in the screen %d." msgstr "Rendre ce panneau flottant sur l'écran %d." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Rendre ce panneau flottant.\n" +"Clic droit pour ouvrir le sélectionneur d'écran." + msgid "Select Screen" msgstr "Sélectionner un écran" @@ -13529,6 +14709,9 @@ msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "" "Argument de type incorrect dans convert(), utilisez les constantes TYPE_*." +msgid "Cannot resize array." +msgstr "Impossible de redimensionner le tableau." + msgid "Step argument is zero!" msgstr "L'argument du pas est zéro !" @@ -13563,15 +14746,35 @@ msgstr "Impossible d’instancier la classe GDScript." msgid "Value of type '%s' can't provide a length." msgstr "La valeur de type '%s' ne peut fournir une longueur." +msgid "" +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." +msgstr "" +"Argument de type incorrect dans is_instance_of(), utilisez les constantes " +"TYPE_* pour les types prédéfinis." + msgid "Type argument is a previously freed instance." msgstr "L'argument type est une instance précédemment libérée." +msgid "" +"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " +"class or a script." +msgstr "" +"Argument de type incorrect dans is_instance_of(), doit être une constante " +"TYPE_*, une classe ou un script." + msgid "Value argument is a previously freed instance." msgstr "La valeur de l'argument est une instance précédemment libérée." msgid "Export Scene to glTF 2.0 File" msgstr "Exporter la scène vers un fichier glTF 2.0" +msgid "Export Settings:" +msgstr "Paramètres d'export :" + +msgid "glTF 2.0 Scene..." +msgstr "Scène au format glTF 2.0..." + msgid "Path does not contain a Blender installation." msgstr "Le chemin ne pointe pas vers une installation Blender." @@ -13595,6 +14798,9 @@ msgstr "Le chemin vers l'installation de Blender est valide (Autodétecté)." msgid "Path to Blender installation is valid." msgstr "Le chemin d'accès vers l'installation de Blender est valide." +msgid "Configure Blender Importer" +msgstr "Configurer l'importateur de Blender" + msgid "" "Blender 3.0+ is required to import '.blend' files.\n" "Please provide a valid path to a Blender installation:" @@ -13602,6 +14808,9 @@ msgstr "" "Blender 3.0+ est requis pour importer les fichiers '.blend'.\n" "Veuillez fournir un chemin valide vers une installation Blender :" +msgid "Disable '.blend' Import" +msgstr "Désactiver l'importation '.blend'" + msgid "" "Disables Blender '.blend' files import for this project. Can be re-enabled in " "Project Settings." @@ -13609,6 +14818,11 @@ msgstr "" "Désactive l'importation de fichiers Blender '.blend' pour ce projet. Peut-" "être réactivé dans les préférences du projet." +msgid "Disabling '.blend' file import requires restarting the editor." +msgstr "" +"La désactivation de l'importation du fichier '.blend' nécessite le " +"redémarrage de l'éditeur." + msgid "Next Plane" msgstr "Plan suivant" @@ -13703,6 +14917,9 @@ msgstr "" msgid "Determining optimal atlas size" msgstr "Détermine la taille optimale de l'atlas" +msgid "Blitting albedo and emission" +msgstr "Blitage de l'albedo et de l'émission" + msgid "Plotting mesh into acceleration structure %d/%d" msgstr "Tracer un maillage dans la structure d'accélération %d/%d" @@ -13712,12 +14929,30 @@ msgstr "Optimise la structure d'accélération" msgid "Begin Bake" msgstr "Commencer le précalcul" +msgid "Preparing shaders" +msgstr "Préparation des shaders" + +msgid "Un-occluding geometry" +msgstr "Géométrie non occultante" + +msgid "Plot direct lighting" +msgstr "Éclairage direct du terrain" + +msgid "Integrate indirect lighting" +msgstr "Intégrer un éclairage indirect" + msgid "Integrate indirect lighting %d%%" msgstr "Intégrer l'éclairage indirect %d%%" +msgid "Baking lightprobes" +msgstr "Production des sondes lumineuses" + msgid "Integrating light probes %d%%" msgstr "Intégration de sondes lumineuses %d%%" +msgid "Denoising" +msgstr "Suppression du bruit" + msgid "Retrieving textures" msgstr "Récupération des textures" @@ -13776,12 +15011,23 @@ msgstr "%d (%s)" msgid "%s/s" msgstr "%s/s" +msgctxt "Network" +msgid "Down" +msgstr "Descendre" + +msgctxt "Network" +msgid "Up" +msgstr "Monter" + msgid "Incoming RPC" msgstr "Entrées RPC" msgid "Outgoing RPC" msgstr "RPC sortant" +msgid "Synchronizer" +msgstr "Synchroniser" + msgid "Config" msgstr "Configuration" @@ -13791,6 +15037,9 @@ msgstr "Compte" msgid "Network Profiler" msgstr "Profileur réseau" +msgid "Replication" +msgstr "Réplication" + msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Choisir un noeud réplicateur afin de sélectionner une propriété à lui ajouter." @@ -13811,15 +15060,33 @@ msgstr "Choisir un noeud à synchroniser :" msgid "Add property to sync..." msgstr "Ajouter une propriété pour synchroniser..." +msgid "Add from path" +msgstr "Ajouter depuis le chemin" + msgid "Spawn" msgstr "Point d'apparition" +msgid "Replicate" +msgstr "Repliquer" + +msgid "Please select a MultiplayerSynchronizer first." +msgstr "Veuillez sélectionner tout d'abord un MultiplayerSynchronizer." + msgid "The MultiplayerSynchronizer needs a root path." msgstr "Le MultiplayerSynchronizer nécessite un chemin racine." +msgid "Property/path must not be empty." +msgstr "Une propriété ou un chemin ne peuvent être vides." + msgid "Invalid property path: '%s'" msgstr "Chemin de la propriété invalide : '%s'" +msgid "Set spawn property" +msgstr "Définition de la propriété du spawn" + +msgid "Set sync property" +msgstr "Définition de la propriété de synchronisation" + msgid "" "Each MultiplayerSynchronizer can have no more than 64 watched properties." msgstr "" @@ -13829,9 +15096,19 @@ msgstr "" msgid "Delete Property?" msgstr "Supprimer la propriété ?" +msgid "Remove Property" +msgstr "Suppression de la propriété" + msgid "Property of this type not supported." msgstr "Ce type de propriété n'est pas supporté." +msgid "" +"A valid NodePath must be set in the \"Spawn Path\" property in order for " +"MultiplayerSpawner to be able to spawn Nodes." +msgstr "" +"Un NodePath valide doit être défini dans la propriété \"Spawn Path\" pour que " +"le MultiplayerSpawner puisse générer des nœuds." + msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " "MultiplayerSynchronizer to be able to synchronize properties." @@ -13844,6 +15121,13 @@ msgstr "" "Une ressource de type NavigationMesh doit être définie ou créée pour que ce " "nœud fonctionne." +msgid "" +"Cannot generate navigation mesh because it does not belong to the edited " +"scene. Make it unique first." +msgstr "" +"Impossible de générer un maillage de navigation car il n'appartient pas à la " +"scène modifiée. Rendez-le unique en premier." + msgid "" "Cannot generate navigation mesh because it belongs to a resource which was " "imported." @@ -13869,24 +15153,54 @@ msgstr "" "formes géométriques, puis en créant les maillages de navigation " "correspondants." +msgid "Clear NavigationMesh" +msgstr "Suppression du maillage de navigation" + msgid "Clears the internal NavigationMesh vertices and polygons." msgstr "Réinitialise le NavigationMesh interne." msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Indique si l'aperçu du bruit est calculé dans l'espace 3D." +msgid "Rename Action" +msgstr "Renommer l'action" + msgid "Rename Actions Localized name" msgstr "Renomme le nom des actions localisées" +msgid "Change Action Type" +msgstr "Changer le type d'action" + +msgid "Remove action" +msgstr "Supprimer l'action" + msgid "Add action set" msgstr "Ajouter un ensemble d'actions" +msgid "Remove action set" +msgstr "Supprimer l'ensemble d'actions" + +msgid "Add interaction profile" +msgstr "Ajouter un profil d'interaction" + msgid "Error saving file %s: %s" msgstr "Erreur lors de l'enregistrement du fichier %s : %s" msgid "Error loading %s: %s." msgstr "Erreur de chargement %s : %s." +msgid "OpenXR Action map:" +msgstr "Tableau des actions OpenXR :" + +msgid "Remove interaction profile" +msgstr "Suppression du profil d'interaction" + +msgid "Action Map" +msgstr "Tableau des actions" + +msgid "Add Action Set" +msgstr "Ajouter un ensemble d'actions" + msgid "Add an action set." msgstr "Ajouter un ensemble d'actions." @@ -13905,9 +15219,18 @@ msgstr "Réinitialiser la carte d'action OpenXR par défaut." msgid "Action Sets" msgstr "Ensembles d'actions" +msgid "Rename Action Set" +msgstr "Renommer un ensemble d'actions" + msgid "Rename Action Sets Localized name" msgstr "Renommer le nom des ensembles d’actions localisés" +msgid "Change Action Sets priority" +msgstr "Changer la priorité d'un ensemble d'actions" + +msgid "Add action" +msgstr "Ajouter une action" + msgid "Delete action" msgstr "Effacer l'action" @@ -13935,6 +15258,9 @@ msgstr "Inconnu" msgid "Select an action" msgstr "Sélectionner une action" +msgid "Choose an XR runtime." +msgstr "Choisissez une version de XR." + msgid "Package name is missing." msgstr "Nom du paquet manquant." @@ -13964,9 +15290,19 @@ msgstr "Clé publique invalide pour l'expansion APK." msgid "Invalid package name:" msgstr "Nom de paquet invalide :" +msgid "\"Use Gradle Build\" must be enabled to use the plugins." +msgstr "\"Use Gradle Build\" doit être activé pour utiliser les plugins." + msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR requiert \"Utiliser la compilation Gradle\" pour être activé" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Compress Native Libraries\" n'est valide que lorsque \"Use Gradle Build\" " +"est activé." + msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" "\"Min SDK\" devrait être un nombre entier valide, mais \"%s\" n'est pas " @@ -14701,44 +16037,6 @@ msgstr "" "Seulement un CanvasModulate visible est autorisé par canevas.\n" "Quand ils sont plusieurs, un seul sera actif. Celui qui le sera est indéfini." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " -"interagir avec d'autres objets.\n" -"Envisagez d'ajouter un CollisionShape2D ou CollisionPolygon2D en tant " -"qu'enfant pour définir sa forme." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D vide n'a pas d'effet sur les collisions." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Polygone non valide. Il doit avoir au moins trois points en mode de " -"construction 'Solide'." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Polygone non valide. Il doit y avoir au moins 2 points en mode de " -"construction 'Segments'." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Une forme doit être créée afin qu'une CollisionShape2D fonctionne. Veuillez " -"créer une ressource de forme !" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Les formes à base de polygones ne sont pas prévues pour être utilisées ou " -"éditées via le nœud CollisionShape2D. Veuillez utiliser le nœud " -"CollisionPolygon2D à la place." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -14774,21 +16072,6 @@ msgstr "" "Les sous-émetteurs de particules ne sont pas disponibles lors de " "l'utilisation du moteur de rendu GL Compatibilité." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A et Node B doivent être des PhysicsBody2D" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A doit être un PhysicsBody2D" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B doit être un PhysicsBody2D" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Le Joint n'est pas connecté à deux PhysicsBody2Ds" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A et Node B doivent être des PhysicsBody2D différents" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -14838,6 +16121,59 @@ msgstr "" "Le nœud PathFollow2D ne fonctionne que s'il est défini en tant qu'enfant d'un " "nœud de type Path2D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " +"interagir avec d'autres objets.\n" +"Envisagez d'ajouter un CollisionShape2D ou CollisionPolygon2D en tant " +"qu'enfant pour définir sa forme." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D vide n'a pas d'effet sur les collisions." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Polygone non valide. Il doit avoir au moins trois points en mode de " +"construction 'Solide'." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Polygone non valide. Il doit y avoir au moins 2 points en mode de " +"construction 'Segments'." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Une forme doit être créée afin qu'une CollisionShape2D fonctionne. Veuillez " +"créer une ressource de forme !" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Les formes à base de polygones ne sont pas prévues pour être utilisées ou " +"éditées via le nœud CollisionShape2D. Veuillez utiliser le nœud " +"CollisionPolygon2D à la place." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A et Node B doivent être des PhysicsBody2D" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A doit être un PhysicsBody2D" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B doit être un PhysicsBody2D" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Le Joint n'est pas connecté à deux PhysicsBody2Ds" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A et Node B doivent être des PhysicsBody2D différents" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -14860,17 +16196,17 @@ msgstr "" "garder les os connectés ! Veuillez ajouter un noeud basé sur Joint2D comme " "enfant à ce noeud !" -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"La propriété Path doit pointer vers un nœud de type Node2D valide pour " -"fonctionner." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Ce noeud ne peut pas interagir avec les autres objets à moins qu'un Shape2D " "ne lui soit attribué." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"La propriété Path doit pointer vers un nœud de type Node2D valide pour " +"fonctionner." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Cette chaîne Bone2D doit se terminer sur un nœud Skeleton2D." @@ -14932,66 +16268,6 @@ msgstr "" "Le nœud BoneAttachment3D n'est lié à aucun os ! Sélectionnez un os auquel " "attacher ce nœud." -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Avec une échelle non uniforme, ce noeud ne fonctionnera probablement pas " -"comme prévu. \n" -"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même sur " -"tous les axes), et modifier la taille des formes de collision à la place." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D sert uniquement à fournir une forme de collision à un nœud " -"dérivé de CollisionObject3D.\n" -"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " -"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Un noeud CollisionPolygon3D non uniformément échelonné ne fonctionnera " -"probablement pas comme prévu. \n" -"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même sur " -"tous les axes), et changer ses sommets de polygones à la place." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D sert uniquement à fournir une forme de collision à un nœud " -"dérivé de CollisionObject3D.\n" -"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " -"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D ne supporte pas RigidBody3D dans un autre mode que le " -"mode statique." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Un nœud CollisionShape3D non uniformément échelonné ne fonctionnera " -"probablement pas comme prévu.\n" -"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même sur " -"tous les axes), et changer la taille de sa ressource de forme à la place." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Rien n'est visible car aucun maillage n'a été assigné." @@ -15201,12 +16477,64 @@ msgstr "" "d'édition de polygones en haut de la vue 3D de l'éditeur." msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." msgstr "" -"Les ReflectionProbes ne sont pas prises en charge lors de l'utilisation du " -"backend GL Compatibility. La prise en charge sera ajoutée dans une version " -"future." +"Avec une échelle non uniforme, ce noeud ne fonctionnera probablement pas " +"comme prévu. \n" +"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même sur " +"tous les axes), et modifier la taille des formes de collision à la place." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D sert uniquement à fournir une forme de collision à un nœud " +"dérivé de CollisionObject3D.\n" +"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " +"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Un noeud CollisionPolygon3D non uniformément échelonné ne fonctionnera " +"probablement pas comme prévu. \n" +"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même sur " +"tous les axes), et changer ses sommets de polygones à la place." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D sert uniquement à fournir une forme de collision à un nœud " +"dérivé de CollisionObject3D.\n" +"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " +"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D ne supporte pas RigidBody3D dans un autre mode que le " +"mode statique." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Un nœud CollisionShape3D non uniformément échelonné ne fonctionnera " +"probablement pas comme prévu.\n" +"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même sur " +"tous les axes), et changer la taille de sa ressource de forme à la place." msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." @@ -15221,6 +16549,14 @@ msgstr "" "ShapeCast3D ne supporte pas les ConcavePolygonShape3D. Les collisions ne " "seront pas reportées." +msgid "" +"ReflectionProbes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"Les ReflectionProbes ne sont pas prises en charge lors de l'utilisation du " +"backend GL Compatibility. La prise en charge sera ajoutée dans une version " +"future." + msgid "This body will be ignored until you set a mesh." msgstr "Ce corps sera ignoré jusqu'à ce que vous définissiez un maillage." @@ -15231,14 +16567,6 @@ msgstr "" "Une ressource de type SpriteFrames doit être créée ou définie dans la " "propriété « Frames » afin qu'une AnimatedSprite3D fonctionne." -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Les nœuds VisibleOnScreenNotifier3D ne sont pas pris en charge lors de " -"l'utilisation du backend GL Compatibility. La prise en charge sera ajoutée " -"dans une version future." - msgid "Plotting Meshes" msgstr "Tracer les maillages" @@ -15281,40 +16609,9 @@ msgstr "" msgid "Copy this constructor in a script." msgstr "Copier ce constructeur dans un script." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Entrez un code hexadécimal («#ff0000») ou le nom d'une couleur («red»)." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Couleur : #%s\n" -"Clic gauche : Appliquer la couleur\n" -"Clic droit : Supprimer le préréglage" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Couleur : #%s\n" -"Clic gauche : Appliquer la couleur" - -msgid "Select a picker shape." -msgstr "Sélectionnez une forme de sélection." - -msgid "Select a picker mode." -msgstr "Sélectionnez un mode de sélection." - msgid "Switch between hexadecimal and code values." msgstr "Alterner entre les valeurs hexadécimales ou brutes." -msgid "Hex code or named color" -msgstr "Code hexadécimal ou nom de couleur" - -msgid "Add current color as a preset." -msgstr "Ajouter la couleur courante comme préréglage." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15343,12 +16640,6 @@ msgstr "" msgid "Alert!" msgstr "Alerte !" -msgid "You don't have permission to access contents of this folder." -msgstr "Vous n'avez pas l'autorisation d'accéder au contenu de ce dossier." - -msgid "Change the snapping distance." -msgstr "Change la distance d'aimantation." - msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." @@ -15356,60 +16647,6 @@ msgstr "" "La police actuelle ne prend pas en charge un ou plusieurs caractères utilisés " "dans le texte de ce Label." -msgid "Same as Layout Direction" -msgstr "Même direction que la Disposition" - -msgid "Right-to-Left" -msgstr "De droite à gauche" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Marque gauche-à-droite (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Marque droite-à-gauche (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Enchâssement gauche-à-droite (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Enchâssement droite-à-gauche (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Forçage gauche-à-droite (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Forçage droite-à-gauche (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Dépilement de formatage directionnel (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Marque de lettre arabe (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isolat gauche-à-droite (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Isolat droite-à-gauche (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Isolat à direction du premier fort (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Dépilement d'isolat directionnel (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Liant sans chasse (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Antiliant sans chasse (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Gluon de mots (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Trait d'union conditionnel (SHY)" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Si \"Édition Exponentielle\" est activée, \"Valeur Minimale\" doit être " @@ -15442,9 +16679,6 @@ msgstr "" "Le curseur de la souris par défaut de SubViewportContainer n'a aucun effet.\n" "Il est préférable de laisser la valeur initiale de 'CURSOR_ARROW'." -msgid "(Other)" -msgstr "(Autre)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index a5dd8b89714..80a95b95def 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -1509,9 +1509,6 @@ msgstr "O nome do cartafol é válido." msgid "Thanks from the Godot community!" msgstr "Moitas grazas de parte da comunidade de Godot!" -msgid "Click to copy." -msgstr "Clic para copiar." - msgid "Godot Engine contributors" msgstr "Colaboradores de Godot Engine" @@ -2587,9 +2584,6 @@ msgstr "Nodo" msgid "History" msgstr "Historial" -msgid "Expand Bottom Panel" -msgstr "Estender Panel Inferior" - msgid "Output" msgstr "Saída" @@ -3002,6 +2996,9 @@ msgstr "Engadir ao Grupo" msgid "Remove from Group" msgstr "Eliminar do Grupo" +msgid "Expand Bottom Panel" +msgstr "Estender Panel Inferior" + msgid "Move" msgstr "Mover" @@ -3630,12 +3627,6 @@ msgstr "Axuste Relativo" msgid "Use Pixel Snap" msgstr "Empregar Axuste aos Píxeles" -msgid "Smart Snapping" -msgstr "Axuste Intelixente" - -msgid "Configure Snap..." -msgstr "Configurar Axuste de Cuadrícula..." - msgid "Snap to Parent" msgstr "Axustar ao Pai" @@ -3654,6 +3645,12 @@ msgstr "Axustar a Outros Nodos" msgid "Snap to Guides" msgstr "Axustar as Guías" +msgid "Smart Snapping" +msgstr "Axuste Intelixente" + +msgid "Configure Snap..." +msgstr "Configurar Axuste de Cuadrícula..." + msgid "Show Bones" msgstr "Amosar Ósos" @@ -3983,6 +3980,9 @@ msgstr "Amosar Entorno" msgid "View Gizmos" msgstr "Amosar Gizmos" +msgid "View Grid" +msgstr "Amosar Cuadrícula" + msgid "View Information" msgstr "Amosar Información" @@ -4075,9 +4075,6 @@ msgstr "4 Ventás" msgid "View Origin" msgstr "Amosar Orixe" -msgid "View Grid" -msgstr "Amosar Cuadrícula" - msgid "Settings..." msgstr "Axustes..." @@ -4273,15 +4270,15 @@ msgstr "Historial Anterior" msgid "History Next" msgstr "Historial Seguinte" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Volver a Cargar Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Gardar Tema" @@ -5048,6 +5045,12 @@ msgstr "" msgid "Building Android Project (gradle)" msgstr "Construir Proxecto Android (gradle)" +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"O nodo ParallaxLayer só funciona cando se establece como fillo dun nodo " +"ParallaxBackground." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -5081,12 +5084,6 @@ msgstr "A articulación non está conectada a dous nodos PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Os nodos A e B teñen que ser nodos PhysicsBody2D distintos" -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"O nodo ParallaxLayer só funciona cando se establece como fillo dun nodo " -"ParallaxBackground." - msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -5125,9 +5122,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "(Other)" -msgstr "(Outros)" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index 6ae4121a0ad..acbdd3a2c63 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -1004,9 +1004,6 @@ msgstr "יצירת תיקייה" msgid "Thanks from the Godot community!" msgstr "תודה רבה מקהילת Godot!" -msgid "Click to copy." -msgstr "לחץ להעתקה." - msgid "Godot Engine contributors" msgstr "מתנדבי מנוע גודו" @@ -2050,9 +2047,6 @@ msgstr "מפקח" msgid "Node" msgstr "מפרק" -msgid "Expand Bottom Panel" -msgstr "הרחבת הפאנל התחתון" - msgid "Output" msgstr "פלט" @@ -2396,6 +2390,9 @@ msgstr "הוספה לקבוצה" msgid "Remove from Group" msgstr "הסרה מקבוצה" +msgid "Expand Bottom Panel" +msgstr "הרחבת הפאנל התחתון" + msgid "Move" msgstr "העברה" @@ -3933,30 +3930,6 @@ msgstr "הפעלה בדפדפן" msgid "Run exported HTML in the system's default browser." msgstr "הפעלת ה־HTML המיוצא בדפדפן בררת המחדל של המערכת." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " -"אחרים.\n" -"הוספת CollisionShape2D או CollisionPolygon2D כילד תגדיר את צורתו." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "ל־CollisionPolygon2D ריק אין השפעה על התנגשות." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "יש לספק צורה כדי ש-CollisionShape2D יתפקד. יש ליצור משאב צורה עבורו!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"צורות מבוססות מצולע אינן מיועדות לשימוש או לעריכה ישירות דרך מפרק " -"CollisionShape2D. במקום זאת יש להשתמש במפרק מסוג CollisionPolygon2D." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -3989,6 +3962,30 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D עובד רק כאשר הוא מוגדר כצאצא של מפרק Path2D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " +"אחרים.\n" +"הוספת CollisionShape2D או CollisionPolygon2D כילד תגדיר את צורתו." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "ל־CollisionPolygon2D ריק אין השפעה על התנגשות." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "יש לספק צורה כדי ש-CollisionShape2D יתפקד. יש ליצור משאב צורה עבורו!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"צורות מבוססות מצולע אינן מיועדות לשימוש או לעריכה ישירות דרך מפרק " +"CollisionShape2D. במקום זאת יש להשתמש במפרק מסוג CollisionPolygon2D." + msgid "Path property must point to a valid Node2D node to work." msgstr "מאפיין הנתיב חייב להצביע על מפרק Node2D חוקי כדי לעבוד." @@ -4039,9 +4036,6 @@ msgstr "לא נקבע שורש AnimationNode עבור הגרף." msgid "Switch between hexadecimal and code values." msgstr "מעבר בין ערכים הקסדצימלים לערכי קוד." -msgid "Add current color as a preset." -msgstr "הוספת הצבע הנוכחי לערכת הצבעים." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -4072,9 +4066,6 @@ msgstr "" "יש להשתמש במיכל כצאצא (VBox, HBox וכו'), או בבקר ולקבוע את הגודל המינימלי " "המותאם אישית באופן ידני." -msgid "(Other)" -msgstr "(אחר)" - msgid "Invalid source for preview." msgstr "מקור לא תקין לתצוגה מקדימה." diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 7c5ca424c86..914fbaef22c 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -1202,9 +1202,6 @@ msgstr "Mappa Létrehozása" msgid "Thanks from the Godot community!" msgstr "Köszönet a Godot közösségétől!" -msgid "Click to copy." -msgstr "Kattints a másoláshoz." - msgid "Godot Engine contributors" msgstr "Godot Engine közreműködők" @@ -2136,9 +2133,6 @@ msgstr "Ellenőrző" msgid "Node" msgstr "Node" -msgid "Expand Bottom Panel" -msgstr "Alsó panel kinyitása" - msgid "Output" msgstr "Kimenet" @@ -2544,6 +2538,9 @@ msgstr "Hozzáadás Csoporthoz" msgid "Remove from Group" msgstr "Eltávolítás Csoportból" +msgid "Expand Bottom Panel" +msgstr "Alsó panel kinyitása" + msgid "Move" msgstr "Áthelyezés" @@ -3304,12 +3301,6 @@ msgstr "Relatív Illesztés" msgid "Use Pixel Snap" msgstr "Pixelhez Illesztés" -msgid "Smart Snapping" -msgstr "Intelligens illesztés" - -msgid "Configure Snap..." -msgstr "Illesztés Beállítása..." - msgid "Snap to Parent" msgstr "Illesztés szülőhöz" @@ -3328,6 +3319,12 @@ msgstr "Illesztés más node-okhoz" msgid "Snap to Guides" msgstr "Illesztés segédvonalakhoz" +msgid "Smart Snapping" +msgstr "Intelligens illesztés" + +msgid "Configure Snap..." +msgstr "Illesztés Beállítása..." + msgid "Skeleton Options" msgstr "Csontváz beállítások" @@ -3851,9 +3848,6 @@ msgstr "Kérjük erősítse meg..." msgid "Curve Point #" msgstr "Görbe Pont #" -msgid "Set Curve Point Position" -msgstr "Görbe Pont Pozíció Beállítása" - msgid "Set Curve Out Position" msgstr "Ki-Görbe Pozíció Beállítása" @@ -3869,6 +3863,9 @@ msgstr "Útvonal Pont Eltávolítása" msgid "Split Segment (in curve)" msgstr "Szakasz Felosztása (görbén)" +msgid "Set Curve Point Position" +msgstr "Görbe Pont Pozíció Beállítása" + msgid "Sync Bones" msgstr "Csontok szinkronizálása" @@ -4623,9 +4620,6 @@ msgstr "Az animáció nem található: '%s'" msgid "Alert!" msgstr "Figyelem!" -msgid "(Other)" -msgstr "(Más)" - msgid "Invalid source for preview." msgstr "Érvénytelen forrás az előnézethez." diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 20af4d3a61f..788e8d47f18 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -1242,6 +1242,9 @@ msgstr "Peringatan" msgid "Line and column numbers." msgstr "Nomor baris dan kolom." +msgid "Indentation" +msgstr "Indentasi" + msgid "Method in target node must be specified." msgstr "Method dalam node target harus ditentukan." @@ -1849,9 +1852,6 @@ msgstr "Nama berkas sudah valid." msgid "Thanks from the Godot community!" msgstr "Terimakasih dari komunitas Godot!" -msgid "Click to copy." -msgstr "Klik untuk salin." - msgid "Godot Engine contributors" msgstr "Kontributor Godot Engine" @@ -3661,9 +3661,6 @@ msgstr "Node" msgid "History" msgstr "Riwayat" -msgid "Expand Bottom Panel" -msgstr "Perluas Panel Bawah" - msgid "Output" msgstr "Luaran" @@ -3716,9 +3713,6 @@ msgstr "Muat Ulang" msgid "Resave" msgstr "Simpan Ulang" -msgid "Create Version Control Metadata..." -msgstr "Membuat Metadata Kontrol Versi..." - msgid "Version Control Settings..." msgstr "Pengaturan Kontrol Versi..." @@ -4538,22 +4532,6 @@ msgstr "Mengatur Templat Ekspor" msgid "Export With Debug" msgstr "Ekspor dengan Awakutu" -msgid "Disable FBX & Restart" -msgstr "Nonaktifkan FBX & Mulai Ulang" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Membatalkan dialog ini akan menonaktifkan importir FBX.\n" -"Anda dapat mengaktifkannya kembali di Pengaturan Proyek di bawah Sistem " -"Berkas > Impor > FBX > Diaktifkan.\n" -"\n" -"Editor akan memulai ulang saat importir terdaftar saat editor dimulai." - msgid "Path to FBX2glTF executable is empty." msgstr "Path ke eksekusi FBX2glTF kosong." @@ -4570,13 +4548,6 @@ msgstr "Eksekusi FBX2glTF valid." msgid "Configure FBX Importer" msgstr "Konfigurasikan Importir FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF diperlukan untuk mengimpor file FBX.\n" -"Silakan unduh dan berikan path yang valid ke biner:" - msgid "Click this link to download FBX2glTF" msgstr "Klik tautan ini untuk mengunduh FBX2glTF" @@ -4855,6 +4826,9 @@ msgstr "Hapus dari Grup" msgid "Global" msgstr "Global" +msgid "Expand Bottom Panel" +msgstr "Perluas Panel Bawah" + msgid "Move" msgstr "Pindahkan" @@ -6844,12 +6818,6 @@ msgstr "Snap Relatif" msgid "Use Pixel Snap" msgstr "Gunakan Snap Piksel" -msgid "Smart Snapping" -msgstr "Pengancingan Pintar" - -msgid "Configure Snap..." -msgstr "Atur Snap..." - msgid "Snap to Parent" msgstr "Kancingkan ke Orangtuanya" @@ -6868,6 +6836,12 @@ msgstr "Kancing ke Node Lain" msgid "Snap to Guides" msgstr "Kancing ke Panduan" +msgid "Smart Snapping" +msgstr "Pengancingan Pintar" + +msgid "Configure Snap..." +msgstr "Atur Snap..." + msgid "Lock selected node, preventing selection and movement." msgstr "Mengunci simpul yang dipilih, mencegah pemilihan dan pergerakan." @@ -8153,6 +8127,9 @@ msgstr "Tampilkan Lingkungan" msgid "View Gizmos" msgstr "Tampilkan Gizmo" +msgid "View Grid" +msgstr "Tampilkan Kisi" + msgid "View Information" msgstr "Tampilkan Informasi" @@ -8405,9 +8382,6 @@ msgstr "4 Penampil" msgid "View Origin" msgstr "Tampilkan Titik Asal" -msgid "View Grid" -msgstr "Tampilkan Kisi" - msgid "Settings..." msgstr "Pengaturan…" @@ -8616,9 +8590,6 @@ msgstr "Cermin Pengatur Panjang" msgid "Curve Point #" msgstr "Titik Kurva #" -msgid "Set Curve Point Position" -msgstr "Atur Posisi Titik Kurva" - msgid "Set Curve Out Position" msgstr "Atur Posisi Kurva Luar" @@ -8634,6 +8605,9 @@ msgstr "Hapus Titik Tapak" msgid "Split Segment (in curve)" msgstr "Pisahkan Segmen (dalam kurva)" +msgid "Set Curve Point Position" +msgstr "Atur Posisi Titik Kurva" + msgid "Move Joint" msgstr "Geser Persendian" @@ -8910,15 +8884,15 @@ msgstr "Riwayat Sebelumnya" msgid "History Next" msgstr "Riwayat Selanjutnya" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Impor Tema..." msgid "Reload Theme" msgstr "Muat Ulang Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Simpan Tema" @@ -9016,9 +8990,6 @@ msgstr "Pilih Warna" msgid "Folding" msgstr "Melipat" -msgid "Indentation" -msgstr "Indentasi" - msgid "Uppercase" msgstr "Huruf Besar" @@ -9313,12 +9284,6 @@ msgstr "Tidak dapat memuat gambar" msgid "ERROR: Couldn't load frame resource!" msgstr "GALAT: Tidak dapat memuat resource frame!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Papan klip resource kosong atau memang bukan tekstur!" - -msgid "Paste Frame" -msgstr "Rekat Frame" - msgid "Add Empty" msgstr "Tambah Kosong" @@ -9370,9 +9335,6 @@ msgstr "Tambahkan bingkai dari lembar sprite" msgid "Delete Frame" msgstr "Hapus Bingkai" -msgid "Copy Frame" -msgstr "Salin Bingkai" - msgid "Insert Empty (Before Selected)" msgstr "Sisipkan Kosong (Sebelum Dipilih)" @@ -11769,6 +11731,54 @@ msgstr "Jalankan HTML yang diekspor dalam peramban baku sistem." msgid "No identity found." msgstr "Identitas tidak ditemukan." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animasi CPUParticles2D membutuhkan penggunaan CanvasItemMaterial dengan " +"\"Animasi Partikel\" diaktifkan." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"Material untuk memproses partikel belum ditetapkan, jadi tidak ada perilaku " +"yang dimunculkan." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animasi Particles2D membutuhkan penggunaan CanvasItemMaterial dengan " +"\"Animasi Partikel\" diaktifkan." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"Sebuah tekstur dengan bentuk cahaya harus disuplai ke properti \"Tekstur\"." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Sebuah polygon occluder harus diatur (atau digambar) untuk occluder ini " +"berpengaruh." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "" +"Polygon occluder untuk occluder ini kosong. Mohon gambar dulu sebuah poligon." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"Node ParallaxLayer hanya bekerja ketika diatur sebagai child dari sebuah node " +"ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"PathFollow2D hanya bekerja ketika diatur sebagai sebuah child dari sebuah " +"node Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -11808,27 +11818,6 @@ msgstr "" "melalui node CollisionShape2D. Gunakan node CollisionPolygon2D sebagai " "gantinya." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animasi CPUParticles2D membutuhkan penggunaan CanvasItemMaterial dengan " -"\"Animasi Partikel\" diaktifkan." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"Material untuk memproses partikel belum ditetapkan, jadi tidak ada perilaku " -"yang dimunculkan." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animasi Particles2D membutuhkan penggunaan CanvasItemMaterial dengan " -"\"Animasi Partikel\" diaktifkan." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node A dan Node B harus berupa PhysicsBody2D" @@ -11844,33 +11833,6 @@ msgstr "Persendian tidak terkoneksi dengan 2 PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Node A dan Node B harus PhysicsBody2D yang berbeda" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"Sebuah tekstur dengan bentuk cahaya harus disuplai ke properti \"Tekstur\"." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Sebuah polygon occluder harus diatur (atau digambar) untuk occluder ini " -"berpengaruh." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "" -"Polygon occluder untuk occluder ini kosong. Mohon gambar dulu sebuah poligon." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"Node ParallaxLayer hanya bekerja ketika diatur sebagai child dari sebuah node " -"ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D hanya bekerja ketika diatur sebagai sebuah child dari sebuah " -"node Path2D." - msgid "Path property must point to a valid Node2D node to work." msgstr "" "Properti path harus menunjuk pada sebuah node Node2D yang sah untuk bekerja." @@ -11888,6 +11850,17 @@ msgstr "" "Tulang ini tidak memiliki pose REST yang sesuai. Pergi ke node Skeleton2D dan " "tetapkan." +msgid "Nothing is visible because no mesh has been assigned." +msgstr "Tidak ada yang tampil karena tidak ada mesh yang ditetapkan." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgstr "" +"Tidak ada yang ditampilkan karena mesh tidak ditetapkan untuk menggambar " +"lintasan." + +msgid "Generating Probe Volumes" +msgstr "Menghasilkan Volume Probe" + msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -11910,17 +11883,6 @@ msgstr "" "Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, dll. untuk memberikan bentuk." -msgid "Nothing is visible because no mesh has been assigned." -msgstr "Tidak ada yang tampil karena tidak ada mesh yang ditetapkan." - -msgid "Nothing is visible because meshes have not been assigned to draw passes." -msgstr "" -"Tidak ada yang ditampilkan karena mesh tidak ditetapkan untuk menggambar " -"lintasan." - -msgid "Generating Probe Volumes" -msgstr "Menghasilkan Volume Probe" - msgid "This body will be ignored until you set a mesh." msgstr "Body ini akan diabaikan hingga Anda mengatur mesh-nya." @@ -11949,19 +11911,9 @@ msgstr "Tidak ada yang terhubung ke input '%s' dari node '%s'." msgid "No root AnimationNode for the graph is set." msgstr "Akar AnimationNode untuk grafik belum diatur." -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Warna: #%s\n" -"LMB: Terapkan warna" - msgid "Switch between hexadecimal and code values." msgstr "Beralih antara nilai heksadesimal dan kode." -msgid "Add current color as a preset." -msgstr "Tambahkan warna yang sekarang sebagai preset." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -11995,9 +11947,6 @@ msgstr "" "Gunakan satu kontainer sebagai anak (VBox,HBox,dkk), atau Control, dan atur " "manual ukuran minimumnya." -msgid "(Other)" -msgstr "(Yang Lain)" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index ab0a2ec3ec8..a88a1a644cc 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -96,13 +96,14 @@ # Samuele Righi , 2023. # Ott8v , 2024. # NicKoehler , 2024. +# EricManara0 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-21 09:02+0000\n" -"Last-Translator: NicKoehler \n" +"PO-Revision-Date: 2024-02-26 06:01+0000\n" +"Last-Translator: EricManara0 \n" "Language-Team: Italian \n" "Language: it\n" @@ -552,6 +553,9 @@ msgstr "Modifica l'evento" msgid "Remove Event" msgstr "Rimuovi l'evento" +msgid "Filter by Name" +msgstr "Filtra per nome" + msgid "Clear All" msgstr "Pulisci tutto" @@ -585,6 +589,15 @@ msgstr "Inserisci una chiave" msgid "Duplicate Selected Key(s)" msgstr "Duplica le chiavi selezionate" +msgid "Cut Selected Key(s)" +msgstr "Taglia le chiavi selezionate" + +msgid "Copy Selected Key(s)" +msgstr "Copia le chiavi selezionate" + +msgid "Paste Key(s)" +msgstr "Incolla le chiavi selezionate" + msgid "Delete Selected Key(s)" msgstr "Elimina le chiavi selezionate" @@ -615,6 +628,12 @@ msgstr "Sposta dei punti di controllo di Bézier" msgid "Animation Duplicate Keys" msgstr "Duplica le chiavi di un'animazione" +msgid "Animation Cut Keys" +msgstr "Taglia le chiavi di un'animazione" + +msgid "Animation Paste Keys" +msgstr "Incolla le chiavi di un'animazione" + msgid "Animation Delete Keys" msgstr "Elimina le chiavi di un'animazione" @@ -648,6 +667,15 @@ msgstr "Cambia la chiamata di un'animazione" msgid "Animation Multi Change Transition" msgstr "Cambio multiplo di transizione di un'animazione" +msgid "Animation Multi Change Position3D" +msgstr "Cambio multiplo della Position3D di un'animazione" + +msgid "Animation Multi Change Rotation3D" +msgstr "Cambio multiplo della Rotation3D di un'animazione" + +msgid "Animation Multi Change Scale3D" +msgstr "Cambio multiplo della Scale3D di un'animazione" + msgid "Animation Multi Change Keyframe Value" msgstr "Cambio multiplo del valore dei fotogrammi chiave di un'animazione" @@ -670,6 +698,33 @@ msgstr "" "Impossibile cambiare la modalità di ripetizione di un'animazione integrata in " "un'altra scena." +msgid "Property Track..." +msgstr "Traccia di proprietà..." + +msgid "3D Position Track..." +msgstr "Traccia di posizione 3D..." + +msgid "3D Rotation Track..." +msgstr "Traccia di rotazione 3D..." + +msgid "3D Scale Track..." +msgstr "Traccia di scalatura 3D..." + +msgid "Blend Shape Track..." +msgstr "Traccia di plasma forme..." + +msgid "Call Method Track..." +msgstr "Traccia di metodi..." + +msgid "Bezier Curve Track..." +msgstr "Traccia di curve di Bézier..." + +msgid "Audio Playback Track..." +msgstr "Traccia sonora..." + +msgid "Animation Playback Track..." +msgstr "Traccia di animazioni..." + msgid "Animation length (frames)" msgstr "Durata dell'animazione (fotogrammi)" @@ -802,6 +857,9 @@ msgstr "Blocca l'interpolazione d'un ciclo" msgid "Wrap Loop Interp" msgstr "Continua l'interpolazione d'un ciclo" +msgid "Insert Key..." +msgstr "Inserisci un fotogramma chiave..." + msgid "Duplicate Key(s)" msgstr "Duplica i fotogrammi chiave selezionati" @@ -1258,6 +1316,9 @@ msgstr "Avvisi" msgid "Line and column numbers." msgstr "Numeri di riga e di colonna." +msgid "Indentation" +msgstr "Indentazione" + msgid "Method in target node must be specified." msgstr "Il metodo del nodo selezionato deve essere specificato." @@ -1863,9 +1924,6 @@ msgstr "Il nome della cartella è valido." msgid "Thanks from the Godot community!" msgstr "Grazie dalla comunità di Godot!" -msgid "Click to copy." -msgstr "Clicca per copiare." - msgid "Godot Engine contributors" msgstr "Contributori di Godot Engine" @@ -3661,9 +3719,6 @@ msgstr "Nodo" msgid "History" msgstr "Cronologia" -msgid "Expand Bottom Panel" -msgstr "Espandi il pannello inferiore" - msgid "Output" msgstr "Output" @@ -4528,23 +4583,6 @@ msgstr "Gestisci i modelli di esportazione" msgid "Export With Debug" msgstr "Esporta Con Debug" -msgid "Disable FBX & Restart" -msgstr "Disabilita FBX e Ricomincia" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Chiudendo questa finestra di dialogo si disattiva l'importatore FBX.\n" -"È possibile riabilitarlo nelle Impostazioni progetto in Filesystem > " -"Importazione > FBX > Abilitato.\n" -"\n" -"L'editor si riavvia perché gli importatori sono registrati all'avvio " -"dell'editor." - msgid "Path to FBX2glTF executable is empty." msgstr "Il percorso per FBX2glTF è vuoto." @@ -4561,13 +4599,6 @@ msgstr "L'eseguibile di FBX2glTF è valido." msgid "Configure FBX Importer" msgstr "Configura l'importatore FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF è richiesto per importare i file FBX.\n" -"Per favore, scaricarlo e offrire un percorso valido al binario:" - msgid "Click this link to download FBX2glTF" msgstr "Cliccare questo collegamento per scaricare FGX2glTF" @@ -4862,6 +4893,9 @@ msgstr "Rimuovi da Gruppo" msgid "Global" msgstr "Globale" +msgid "Expand Bottom Panel" +msgstr "Espandi il pannello inferiore" + msgid "Move" msgstr "Sposta" @@ -6889,12 +6923,6 @@ msgstr "Scatto relativo" msgid "Use Pixel Snap" msgstr "Scatta sui pixel" -msgid "Smart Snapping" -msgstr "Scatto intelligente" - -msgid "Configure Snap..." -msgstr "Configura l'agganciamento..." - msgid "Snap to Parent" msgstr "Aggancia sul Genitore" @@ -6913,6 +6941,12 @@ msgstr "Aggancia agli Altri Nodi" msgid "Snap to Guides" msgstr "Aggancia alle Guide" +msgid "Smart Snapping" +msgstr "Scatto intelligente" + +msgid "Configure Snap..." +msgstr "Configura l'agganciamento..." + msgid "Lock selected node, preventing selection and movement." msgstr "Blocca il nodo selezionato, impedendo la selezione e il movimento." @@ -8131,6 +8165,9 @@ msgstr "Visualizza ambiente" msgid "View Gizmos" msgstr "Visualizza Gizmos" +msgid "View Grid" +msgstr "Visualizza la griglia" + msgid "View Information" msgstr "Visualizza Informazioni" @@ -8383,9 +8420,6 @@ msgstr "4 Viste" msgid "View Origin" msgstr "Visualizza l'origine" -msgid "View Grid" -msgstr "Visualizza la griglia" - msgid "Settings..." msgstr "Impostazioni…" @@ -8592,9 +8626,6 @@ msgstr "Specchia Lunghezze Manico" msgid "Curve Point #" msgstr "Punto Curva #" -msgid "Set Curve Point Position" -msgstr "Imposta Posizione Punto Curva" - msgid "Set Curve Out Position" msgstr "Imposta posizione curva esterna" @@ -8610,6 +8641,9 @@ msgstr "Rimuovi Punto Percorso" msgid "Split Segment (in curve)" msgstr "Dividere Segmento (in curva)" +msgid "Set Curve Point Position" +msgstr "Imposta Posizione Punto Curva" + msgid "Move Joint" msgstr "Sposta Articolazione" @@ -8889,15 +8923,15 @@ msgstr "Cronologia Precedente" msgid "History Next" msgstr "Cronologia successiva" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importa tema..." msgid "Reload Theme" msgstr "Ricarica Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Salva tema" @@ -8992,9 +9026,6 @@ msgstr "Scegli un colore" msgid "Folding" msgstr "Raggruppamento" -msgid "Indentation" -msgstr "Indentazione" - msgid "Uppercase" msgstr "Maiuscolo" @@ -9274,12 +9305,6 @@ msgstr "Impossibile caricare le immagini" msgid "ERROR: Couldn't load frame resource!" msgstr "ERRORE: Impossibile caricare la risorsa frame!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Gli appunti delle risorse sono vuoti o non una texture!" - -msgid "Paste Frame" -msgstr "Incolla Frame" - msgid "Add Empty" msgstr "Aggiungi vuoto" @@ -9331,9 +9356,6 @@ msgstr "Aggiungi i fotogrammi da una scheda di sprite" msgid "Delete Frame" msgstr "Cancella un fotogramma" -msgid "Copy Frame" -msgstr "Copia un fotogramma" - msgid "Insert Empty (Before Selected)" msgstr "Inserisci un fotogramma vuoto (prima della selezione)" @@ -13725,44 +13747,6 @@ msgstr "" "Quando ne è presente più di uno, solo uno sarà attivo. Quale di essi non è " "definito." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"Questo nodo non ha una forma, non può quindi collidere o interagire con gli " -"altri oggetti.\n" -"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per definire " -"la sua forma." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Poligono non valido. Sono necessari almeno 3 punti nella modalità di " -"costruzione \"Solidi\"." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Poligono non valido. Sono necessari almeno 2 punti nella modalità di " -"costruzione \"Segmenti\"." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Perché CollisionShape2D funzioni deve essere fornita una forma. Si prega di " -"creare una risorsa forma (shape)!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Le forme basate sui poligoni non sono dovrebbero essere usate né modificate " -"direttamente tramite il nodo CollisionShape2D. Si prega di usare invece il " -"nodo CollisionPolygon2D." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -13784,21 +13768,6 @@ msgstr "" "L'animazione Particles2D richiede l'utilizzo di un CanvasItemMaterial con " "\"Animazione di Particelle\" abilitato." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Nodo A e Nodo B devono essere PhysicsBody2D" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Nodo A deve essere un PhysicsBody2D" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Nodo B deve essere un PhysicsBody2D" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Il giunto non è collegato a due PhysicsBody2D" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Nodo A e Nodo B devono essere PhysicsBody2D diversi" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -13839,8 +13808,58 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D funziona solamente se impostato come figlio di un nodo Path2D." -msgid "Path property must point to a valid Node2D node to work." -msgstr "La proprietà path deve puntare a un nodo Node2D valido per funzionare." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Questo nodo non ha una forma, non può quindi collidere o interagire con gli " +"altri oggetti.\n" +"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per definire " +"la sua forma." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Poligono non valido. Sono necessari almeno 3 punti nella modalità di " +"costruzione \"Solidi\"." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Poligono non valido. Sono necessari almeno 2 punti nella modalità di " +"costruzione \"Segmenti\"." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Perché CollisionShape2D funzioni deve essere fornita una forma. Si prega di " +"creare una risorsa forma (shape)!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Le forme basate sui poligoni non sono dovrebbero essere usate né modificate " +"direttamente tramite il nodo CollisionShape2D. Si prega di usare invece il " +"nodo CollisionPolygon2D." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Nodo A e Nodo B devono essere PhysicsBody2D" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Nodo A deve essere un PhysicsBody2D" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Nodo B deve essere un PhysicsBody2D" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Il giunto non è collegato a due PhysicsBody2D" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Nodo A e Nodo B devono essere PhysicsBody2D diversi" msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." @@ -13848,6 +13867,9 @@ msgstr "" "Questo nodo non può interagire con altri oggetti a meno che non venga " "assegnato un Shape2D." +msgid "Path property must point to a valid Node2D node to work." +msgstr "La proprietà path deve puntare a un nodo Node2D valido per funzionare." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Questa catena di Bone2D deve terminare con un nodo Skeleton2D." @@ -13862,17 +13884,6 @@ msgstr "" "Questo osso ha bisogno di una corretta postura di RIPOSO. Vai al nodo " "Skeleton2D e impostane una." -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D serve solo a fornire una forma di collisione a un nodo " -"derivato da CollisionObject3D.\n" -"Si prega di usarlo solo come child di Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, ecc. per dare loro una forma." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Niente è visibile perché non è stata assegnata alcuna mesh." @@ -13905,21 +13916,6 @@ msgstr "" "Usando mesh di tipo Trail con skin, causa la sovrascrittura delle pose Trail " "con le Skin. Suggeriamo di rimuovere la Skin." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Il nodo A e il nodo B devono essere PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Il nodo A deve essere un PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Il nodo B deve essere un PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Il giunto non è collegato ad alcun PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Il nodo A e il nodo B devono essere due PhysicsBody3D diversi" - msgid "A light's scale does not affect the visual size of the light." msgstr "La scala di una luce non altera la sua dimensione visiva." @@ -13980,11 +13976,30 @@ msgstr "" "PathFollow3D funziona solamente se impostato come child di un nodo Path3D." msgid "" -"The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " -"node to work." +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." msgstr "" -"La proprietà \"Remote Path\" deve puntare a un Node3D o a un nodo derivato da " -"Node3D per funzionare." +"CollisionShape3D serve solo a fornire una forma di collisione a un nodo " +"derivato da CollisionObject3D.\n" +"Si prega di usarlo solo come child di Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, ecc. per dare loro una forma." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Il nodo A e il nodo B devono essere PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Il nodo A deve essere un PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Il nodo B deve essere un PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Il giunto non è collegato ad alcun PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Il nodo A e il nodo B devono essere due PhysicsBody3D diversi" msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." @@ -13999,6 +14014,20 @@ msgstr "" "ShapeCast3D non supporta i ConcavePolygonShape3D. Le collisioni non verranno " "segnalate." +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D serve a fornire un sistema di ruote a un VehicleBody3D. Per " +"favore, usarlo come figlio di un VehicleBody3D." + +msgid "" +"The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " +"node to work." +msgstr "" +"La proprietà \"Remote Path\" deve puntare a un Node3D o a un nodo derivato da " +"Node3D per funzionare." + msgid "This body will be ignored until you set a mesh." msgstr "Questo corpo verrà ignorato finché non imposterai una mesh." @@ -14009,13 +14038,6 @@ msgstr "" "Una risorsa SpriteFrames deve essere creata o impostata nella proprietà " "\"Frames\" per permettere a AnimatedSprite3D di visualizzare i frame." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D serve a fornire un sistema di ruote a un VehicleBody3D. Per " -"favore, usarlo come figlio di un VehicleBody3D." - msgid "Plotting Meshes" msgstr "Tracciando Meshes" @@ -14047,31 +14069,9 @@ msgstr "Non è stata impostata alcuna radice AnimationNode per il grafico." msgid "Copy this constructor in a script." msgstr "Copia questo costruttore in uno script." -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Colore: #%s\n" -"LMB: Imposta il colore\n" -"RMB: Rimuovi la preimpostazione" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Colore: #%s\n" -"LMB: Imposta il colore" - -msgid "Pick a color from the application window." -msgstr "Seleziona un colore dalla finestra applicativa." - msgid "Switch between hexadecimal and code values." msgstr "Cambia tra valori esadecimali e valori di codice." -msgid "Add current color as a preset." -msgstr "Aggiungi il colore corrente come preset." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -14085,33 +14085,6 @@ msgstr "" msgid "Alert!" msgstr "Attenzione!" -msgid "Invalid extension, or empty filename." -msgstr "Estensione non valida o nome del file vuoto." - -msgid "Auto-Detect Direction" -msgstr "Auto-rileva la direzione" - -msgid "Left-to-Right" -msgstr "Sinistra a destra" - -msgid "Right-to-Left" -msgstr "Destra a sinistra" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Segna da Sinistra-a-Destra (LRM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isola da Sinistra-a-Destra (LRI)" - -msgid "Text Writing Direction" -msgstr "Direzione di scrittura del testo" - -msgid "Display Control Characters" -msgstr "Mostra i caratteri di controllo" - -msgid "Insert Control Character" -msgstr "Inserisci un carattere di controllo" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Se \"Exp Edit\" è abilitato, \"Min Value\" deve essere maggiore di 0." @@ -14135,9 +14108,6 @@ msgstr "" "Considera di aggiungere un SubViewport come child per fornire qualcosa di " "visualizzabile." -msgid "(Other)" -msgstr "(Altro)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index 49cdc43eebe..9da4dbc9c07 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -1252,6 +1252,9 @@ msgstr "警告" msgid "Line and column numbers." msgstr "行番号と列番号。" +msgid "Indentation" +msgstr "インデント" + msgid "Method in target node must be specified." msgstr "対象ノードのメソッドを指定してください。" @@ -1855,9 +1858,6 @@ msgstr "フォルダ名は有効です。" msgid "Thanks from the Godot community!" msgstr "Godot コミュニティより感謝を!" -msgid "Click to copy." -msgstr "クリックしてコピーします。" - msgid "Godot Engine contributors" msgstr "Godot エンジンに貢献した人々" @@ -3712,9 +3712,6 @@ msgstr "ノード" msgid "History" msgstr "履歴" -msgid "Expand Bottom Panel" -msgstr "下パネルを展開" - msgid "Output" msgstr "出力" @@ -3769,9 +3766,6 @@ msgstr "再読み込み" msgid "Resave" msgstr "再保存" -msgid "Create Version Control Metadata..." -msgstr "バージョン管理用メタデータの作成..." - msgid "Version Control Settings..." msgstr "バージョン管理設定..." @@ -4606,23 +4600,6 @@ msgstr "エクスポートテンプレートの管理" msgid "Export With Debug" msgstr "デバッグ付きエクスポート" -msgid "Disable FBX & Restart" -msgstr "FBXを無効にして再起動" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"このダイアログをキャンセルすると、FBXインポーターは無効になります。\n" -"プロジェクト設定のファイルシステム > インポート > FBX > 有効 で再有効化できま" -"す。\n" -"\n" -"インポーターはエディター起動時に登録されます。そのため、エディターは再起動しま" -"す。" - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTFの実行ファイルへのパスが空です。" @@ -4640,13 +4617,6 @@ msgstr "FBX2glTFの実行ファイルは有効です。" msgid "Configure FBX Importer" msgstr "FBXインポーターの設定" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBXファイルをインポートするにはFBX2glTFが必要です。\n" -"ダウンロードし、バイナリへの有効なパスを指定してください。" - msgid "Click this link to download FBX2glTF" msgstr "FBX2glTFをダウンロードするには、このリンクをクリックしてください" @@ -4973,6 +4943,9 @@ msgstr "グループから除去" msgid "Global" msgstr "グローバル" +msgid "Expand Bottom Panel" +msgstr "下パネルを展開" + msgid "Move" msgstr "移動" @@ -7044,12 +7017,6 @@ msgstr "相対スナップ" msgid "Use Pixel Snap" msgstr "ピクセルスナップを使用" -msgid "Smart Snapping" -msgstr "スマートスナップ" - -msgid "Configure Snap..." -msgstr "スナップの設定..." - msgid "Snap to Parent" msgstr "親にスナップ" @@ -7068,6 +7035,12 @@ msgstr "他のノードにスナップ" msgid "Snap to Guides" msgstr "ガイドにスナップ" +msgid "Smart Snapping" +msgstr "スマートスナップ" + +msgid "Configure Snap..." +msgstr "スナップの設定..." + msgid "Lock selected node, preventing selection and movement." msgstr "選択したノードをロックして、選択と移動をできなくします。" @@ -8457,6 +8430,9 @@ msgstr "環境を表示" msgid "View Gizmos" msgstr "ギズモを表示" +msgid "View Grid" +msgstr "グリッドを表示" + msgid "View Information" msgstr "情報を表示" @@ -8715,9 +8691,6 @@ msgstr "4 ビューポート" msgid "View Origin" msgstr "原点を表示" -msgid "View Grid" -msgstr "グリッドを表示" - msgid "Settings..." msgstr "設定..." @@ -8935,9 +8908,6 @@ msgstr "ハンドルOut #" msgid "Handle Tilt #" msgstr "ハンドルTilt #" -msgid "Set Curve Point Position" -msgstr "カーブポイントの位置を設定" - msgid "Set Curve Out Position" msgstr "曲線のOut-Controlの位置を指定" @@ -8965,6 +8935,9 @@ msgstr "ポイントTiltをリセット" msgid "Split Segment (in curve)" msgstr "セグメントを分割する(曲線内)" +msgid "Set Curve Point Position" +msgstr "カーブポイントの位置を設定" + msgid "Move Joint" msgstr "ジョイントを移動" @@ -9276,15 +9249,15 @@ msgstr "前の履歴" msgid "History Next" msgstr "次の履歴" -msgid "Theme" -msgstr "テーマ" - msgid "Import Theme..." msgstr "テーマのインポート..." msgid "Reload Theme" msgstr "テーマを再読み込み" +msgid "Theme" +msgstr "テーマ" + msgid "Save Theme" msgstr "テーマを保存" @@ -9403,9 +9376,6 @@ msgstr "色を取得" msgid "Folding" msgstr "折りたたみ" -msgid "Indentation" -msgstr "インデント" - msgid "Uppercase" msgstr "大文字" @@ -9715,12 +9685,6 @@ msgstr "画像を読み込めませんでした:" msgid "ERROR: Couldn't load frame resource!" msgstr "エラー:フレームリソースを読み込めませんでした!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "リソースクリップボードは空か、テクスチャ以外のものです!" - -msgid "Paste Frame" -msgstr "フレームを貼り付け" - msgid "Add Empty" msgstr "空を追加" @@ -9772,9 +9736,6 @@ msgstr "スプライトシートからフレームを追加する" msgid "Delete Frame" msgstr "フレームを削除" -msgid "Copy Frame" -msgstr "フレームをコピー" - msgid "Insert Empty (Before Selected)" msgstr "空白を挿入(選択範囲の前)" @@ -14055,13 +14016,6 @@ msgstr "生成" msgid "Replicate" msgstr "複製" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"上記オプションを使ってプロパティを追加するか\n" -"インスペクタからドラッグしてここにドロップする。" - msgid "Please select a MultiplayerSynchronizer first." msgstr "はじめにMultiplayerSynchronizerを選択してください。" @@ -15199,6 +15153,85 @@ msgstr "" "複数ある場合は、そのうちの1つだけがアクティブになります。どれになるかは未定義" "です。" +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"CPUParticles2Dアニメーションでは、 \"Particles Animation\" を有効にした" +"CanvasItemMaterialを使用する必要があります。" + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"パーティクルを処理するマテリアルが割り当てられていないため、動作を反映できませ" +"んでした。" + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Particles2Dアニメーションでは、 \"Particles Animation\"が有効になっている" +"CanvasItemMaterialを使用する必要があります。" + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"パーティクルトレイルは、Forward+ または Mobile レンダリング バックエンドを使用" +"している場合にのみ使用できます。" + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"GL 互換性レンダリングバックエンドを使用している場合、パーティクル サブエミッ" +"ターは使用できません。" + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"光の形状を持つテクスチャは\"Texture\"プロパティに指定する必要があります。" + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"この遮蔽を有効にして、オクルーダーポリゴンを設定 (または描画) する必要がありま" +"す。" + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "この遮蔽用のオクルーダーポリゴンは空です。ポリゴンを描いてください。" + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"NavigationAgent2D は、親ノードを継承する Node2D 配下でのみ使用できます。" + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"有用であるためには、NavigationLink2D の開始位置は終了位置と異なる必要がありま" +"す。" + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"このノードが機能するには、NavigationMesh リソースを設定または作成する必要があ" +"ります。プロパティを設定するか、ポリゴンを描画してください。" + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"ParallaxLayer ノードは、ParallaxBackground ノードの子として設定されている場合" +"のみ動作します。" + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。" + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -15249,41 +15282,6 @@ msgstr "" "ポリゴンベースのシェイプは、CollisionShape2Dノードで使用したり直接編集したりす" "るには適しません。代わりにCollisionPolygon2Dノードを使用してください。" -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"CPUParticles2Dアニメーションでは、 \"Particles Animation\" を有効にした" -"CanvasItemMaterialを使用する必要があります。" - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"パーティクルを処理するマテリアルが割り当てられていないため、動作を反映できませ" -"んでした。" - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Particles2Dアニメーションでは、 \"Particles Animation\"が有効になっている" -"CanvasItemMaterialを使用する必要があります。" - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "" -"パーティクルトレイルは、Forward+ または Mobile レンダリング バックエンドを使用" -"している場合にのみ使用できます。" - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "" -"GL 互換性レンダリングバックエンドを使用している場合、パーティクル サブエミッ" -"ターは使用できません。" - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node AとNode Bは PhysicsBody2D でなければなりません" @@ -15299,50 +15297,6 @@ msgstr "Joint が2つの PhysicsBody2D に接続されてません" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Node A と Node B は異なる PhysicsBody2D でなければなりません" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"光の形状を持つテクスチャは\"Texture\"プロパティに指定する必要があります。" - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"この遮蔽を有効にして、オクルーダーポリゴンを設定 (または描画) する必要がありま" -"す。" - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "この遮蔽用のオクルーダーポリゴンは空です。ポリゴンを描いてください。" - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"NavigationAgent2D は、親ノードを継承する Node2D 配下でのみ使用できます。" - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "" -"有用であるためには、NavigationLink2D の開始位置は終了位置と異なる必要がありま" -"す。" - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"このノードが機能するには、NavigationMesh リソースを設定または作成する必要があ" -"ります。プロパティを設定するか、ポリゴンを描画してください。" - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"ParallaxLayer ノードは、ParallaxBackground ノードの子として設定されている場合" -"のみ動作します。" - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。" - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15373,16 +15327,16 @@ msgstr "" "されます。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。" - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "このノードは、Shape2D が割り当てられていない限り、他のオブジェクトとインタラク" "トできません。" +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。" + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "このBone2DチェインはSkeleton2Dノードで終了する必要があります。" @@ -15455,84 +15409,6 @@ msgstr "" "BoneAttachment3D ノードはどのボーンにもバインドされていません!このノードに接" "続するボーンを選択してください。" -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"このノードにはシェイプがないため、他のオブジェクトと衝突したり相互作用したりす" -"ることはできません。\n" -"CollisionShape3D または CollisionPolygon3D を子として追加して、そのシェイプを" -"定義することを検討してください。" - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"スケールが均一でない場合、このノードは期待どおりに機能しない可能性がありま" -"す。\n" -"スケールを均一(つまり、すべての軸で同じ)にして、代わりに子のコリジョンシェイプ" -"のサイズを変更してください。" - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2Dは、CollisionObject2D派生ノードにコリジョンシェイプを提供す" -"るためにのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、" -"RigidBody2D、KinematicBody2Dなどの子として使用してください。" - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "空の CollisionPolygon3D は衝突判定に影響を与えません。" - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"不均一にスケーリングされた CollisionPolygon3D ノードは、期待どおりに機能しない" -"可能性があります。\n" -"スケールを均一(つまり、すべての軸で同じ)にし、代わりにポリゴンの頂点を変更して" -"ください。" - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3Dは、CollisionObject3D派生ノードにコリジョン形状を提供するため" -"だけのものです。\n" -"Area3D、StaticBody3D、RigidBody3D、CharacterBody3Dなどの子ノードとして、形状を" -"与えるためだけに使用してください。" - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"CollisionShape3D が機能するには、シェイプを提供する必要があります。シェイプリ" -"ソースを作成してください。" - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D は、静的モード以外の RigidBody3D をサポートしていません。" - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"不均一にスケーリングされた CollisionShape3D ノードは、期待どおりに機能しない可" -"能性があります。\n" -"スケールを均一 (つまり、すべての軸で同じ) にして、代わりにシェイプ リソースの" -"サイズを変更してください。" - msgid "Nothing is visible because no mesh has been assigned." msgstr "メッシュが割り当てられていないため、何も表示されません。" @@ -15641,21 +15517,6 @@ msgstr "" "の GPUParticlesCollisionSDF3D に衝突が発生しないことを意味します。\n" "これを解決するには、Bake Mask プロパティで少なくとも1ビットを有効にします。" -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "ノード A とノード B は PhysicsBody3D である必要があります" - -msgid "Node A must be a PhysicsBody3D" -msgstr "ノード A は PhysicsBody3D である必要があります" - -msgid "Node B must be a PhysicsBody3D" -msgstr "ノード B は PhysicsBody3D である必要があります" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "ジョイントはどの PhysicsBody3D にも接続されていません" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "ノード A とノード B は異なる PhysicsBody3D である必要があります" - msgid "A light's scale does not affect the visual size of the light." msgstr "ライトのスケールは、ライトの視覚的なサイズには影響しません。" @@ -15776,6 +15637,99 @@ msgstr "" "PathFollow3D の ROTATION_ORIENTED では、親 Path3D の Curve リソースで「Up " "Vector」を有効にする必要があります。" +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"このノードにはシェイプがないため、他のオブジェクトと衝突したり相互作用したりす" +"ることはできません。\n" +"CollisionShape3D または CollisionPolygon3D を子として追加して、そのシェイプを" +"定義することを検討してください。" + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"スケールが均一でない場合、このノードは期待どおりに機能しない可能性がありま" +"す。\n" +"スケールを均一(つまり、すべての軸で同じ)にして、代わりに子のコリジョンシェイプ" +"のサイズを変更してください。" + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2Dは、CollisionObject2D派生ノードにコリジョンシェイプを提供す" +"るためにのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、" +"RigidBody2D、KinematicBody2Dなどの子として使用してください。" + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "空の CollisionPolygon3D は衝突判定に影響を与えません。" + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"不均一にスケーリングされた CollisionPolygon3D ノードは、期待どおりに機能しない" +"可能性があります。\n" +"スケールを均一(つまり、すべての軸で同じ)にし、代わりにポリゴンの頂点を変更して" +"ください。" + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3Dは、CollisionObject3D派生ノードにコリジョン形状を提供するため" +"だけのものです。\n" +"Area3D、StaticBody3D、RigidBody3D、CharacterBody3Dなどの子ノードとして、形状を" +"与えるためだけに使用してください。" + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"CollisionShape3D が機能するには、シェイプを提供する必要があります。シェイプリ" +"ソースを作成してください。" + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D は、静的モード以外の RigidBody3D をサポートしていません。" + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"不均一にスケーリングされた CollisionShape3D ノードは、期待どおりに機能しない可" +"能性があります。\n" +"スケールを均一 (つまり、すべての軸で同じ) にして、代わりにシェイプ リソースの" +"サイズを変更してください。" + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "ノード A とノード B は PhysicsBody3D である必要があります" + +msgid "Node A must be a PhysicsBody3D" +msgstr "ノード A は PhysicsBody3D である必要があります" + +msgid "Node B must be a PhysicsBody3D" +msgstr "ノード B は PhysicsBody3D である必要があります" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "ジョイントはどの PhysicsBody3D にも接続されていません" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "ノード A とノード B は異なる PhysicsBody3D である必要があります" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15785,6 +15739,26 @@ msgstr "" "ドされます。\n" "代わりに、子のコリジョンシェイプのサイズを変更してください。" +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"このノードは、Shape3D が割り当てられていない限り、他のオブジェクトとインタラク" +"トできません。" + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D は ConcavePolygonShape3D をサポートしていません。コリジョンは報告" +"されません。" + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D は、VehicleBody3D にホイール システムを提供する役割を果たしま" +"す。VehicleBody3Dの子としてご利用ください。" + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15799,19 +15773,6 @@ msgstr "" "「リモート パス」プロパティが機能するには、有効な Node3D または Node3D 派生" "ノードを指す必要があります。" -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"このノードは、Shape3D が割り当てられていない限り、他のオブジェクトとインタラク" -"トできません。" - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D は ConcavePolygonShape3D をサポートしていません。コリジョンは報告" -"されません。" - msgid "This body will be ignored until you set a mesh." msgstr "このボディは、メッシュを設定するまで無視されます。" @@ -15822,20 +15783,6 @@ msgstr "" "SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するためには " "'Frames' プロパティを設定する必要があります。" -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D は、VehicleBody3D にホイール システムを提供する役割を果たしま" -"す。VehicleBody3Dの子としてご利用ください。" - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"GL 互換性バックエンドを使用している場合、VisibleOnScreenNotifier3D ノードはま" -"だサポートされていません。サポートは将来のリリースで追加される予定です。" - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15949,52 +15896,12 @@ msgstr "" "ButtonGroup は、toggle_mode が true に設定されているボタンでのみ使用することを" "目的としています。" -msgid "New Code Region" -msgstr "新しいコード領域" - msgid "Copy this constructor in a script." msgstr "このコンストラクターをスクリプトにコピーします。" -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "16進コード (「#ff0000」) または名前付きの色 (「red」) を入力します。" - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"色: #%s\n" -"左クリック: カラーを適用\n" -"右クリック: プリセットを削除" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"色: #%s\n" -"左クリック: 色をセット" - -msgid "Pick a color from the screen." -msgstr "画面から色を選択します。" - -msgid "Pick a color from the application window." -msgstr "アプリケーション ウィンドウから色を選択します。" - -msgid "Select a picker shape." -msgstr "ピッカーシェイプを選択" - -msgid "Select a picker mode." -msgstr "ピッカー・モードを選択" - msgid "Switch between hexadecimal and code values." msgstr "16進数とコード値を切り替えます。" -msgid "Hex code or named color" -msgstr "16 進コードまたは名前付きの色" - -msgid "Add current color as a preset." -msgstr "現在の色をプリセットとして追加します。" - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16023,12 +15930,6 @@ msgstr "" msgid "Alert!" msgstr "警告!" -msgid "You don't have permission to access contents of this folder." -msgstr "このフォルダーの内容にアクセスする権限がありません。" - -msgid "Invalid extension, or empty filename." -msgstr "拡張子が無効か、ファイル名が空です。" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16037,21 +15938,6 @@ msgstr "" "GraphEdit と GraphNode は、将来の 4.x バージョンで、互換性に影響がある API 変" "更を含む広範なリファクタリングを受ける予定であることに注意してください。" -msgid "Toggle the visual grid." -msgstr "ビジュアルグリッドを切り替えます。" - -msgid "Toggle snapping to the grid." -msgstr "グリッドスナッピングをオン / オフします。" - -msgid "Change the snapping distance." -msgstr "スナップ距離を変更します。" - -msgid "Toggle the graph minimap." -msgstr "グラフのミニマップを切り替えます。" - -msgid "Automatically arrange selected nodes." -msgstr "選択したノードを自動的に配置します。" - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16066,75 +15952,6 @@ msgstr "" "現在のフォントは、このラベルのテキストで使用されている1つ以上の文字のレンダリ" "ングをサポートしていません。" -msgid "Same as Layout Direction" -msgstr "レイアウト方向と同じ" - -msgid "Auto-Detect Direction" -msgstr "方向の自動検出" - -msgid "Left-to-Right" -msgstr "左から右" - -msgid "Right-to-Left" -msgstr "右から左" - -msgid "Left-to-Right Mark (LRM)" -msgstr "左から右へのマーク (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "右から左へのマーク (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "左から右への埋め込み (LRE) の開始" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "右から左への埋め込み (RLE) の開始" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "左から右へのオーバーライド (LRO) の開始" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "右から左へのオーバーライド (RLO) の開始" - -msgid "Pop Direction Formatting (PDF)" -msgstr "ポップ方向のフォーマット (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "アラビア文字マーク (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "左から右への分離 (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "右から左への分離 (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "ファーストストロングアイソレート(FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "ポップディレクションアイソレート (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "ゼロ幅ジョイナー (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "ゼロ幅非ジョイナー (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "ワードジョイナー (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "ソフトハイフン(SHY)" - -msgid "Text Writing Direction" -msgstr "テキストの書き込み方向" - -msgid "Display Control Characters" -msgstr "制御文字を表示" - -msgid "Insert Control Character" -msgstr "制御文字を挿入" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "「Exp Edit」がtrueの場合、「Min Value」は0より大きい必要があります。" @@ -16164,9 +15981,6 @@ msgstr "" "SubViewportContainer のデフォルトのマウス カーソルの形状は効果がありません。\n" "初期値「CURSOR_ARROW」のままにすることを検討してください。" -msgid "(Other)" -msgstr "(その他)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po index c099bb566f1..c26fbc5151c 100644 --- a/editor/translations/editor/ka.po +++ b/editor/translations/editor/ka.po @@ -12,7 +12,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-18 23:39+0000\n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Temuri Doghonadze \n" "Language-Team: Georgian \n" @@ -21,7 +21,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Unset" msgstr "მოხსნა" @@ -250,6 +250,9 @@ msgstr "მოვლენის ჩასწორება" msgid "Remove Event" msgstr "მოვლენის წაშლა" +msgid "Filter by Name" +msgstr "სახელით გაფილტვრა" + msgid "Clear All" msgstr "ყველას გასუფთავება" @@ -316,6 +319,30 @@ msgstr "ანიმაცია ბევრი გამოძახები msgid "Change Animation Length" msgstr "ანიმაციის სიგრძის შეცვლა" +msgid "Property Track..." +msgstr "თვისების ტრეკი..." + +msgid "3D Position Track..." +msgstr "3D მდებარეობის ბილიკი..." + +msgid "3D Rotation Track..." +msgstr "3D შებრუნების ბილიკი..." + +msgid "3D Scale Track..." +msgstr "3D მასშტაბის ბილიკი..." + +msgid "Blend Shape Track..." +msgstr "შერევა ფორმა ტრეკი..." + +msgid "Call Method Track..." +msgstr "მეთოდის გამოძახების ტრეკი..." + +msgid "Bezier Curve Track..." +msgstr "ბეზიეს ტრეკის დამატება..." + +msgid "Animation Playback Track..." +msgstr "ანიმ ჩაყენება..." + msgid "Animation length (frames)" msgstr "ანიმაციის ხანგრძლივობა (კადრები)" @@ -406,6 +433,9 @@ msgstr "წრფივი კუთხე" msgid "Cubic Angle" msgstr "კუბური კუთხე" +msgid "Insert Key..." +msgstr "ჩასვით გასაღები..." + msgid "Duplicate Key(s)" msgstr "გასაღებ(ებ)-ის დუბლირება" @@ -677,6 +707,9 @@ msgstr "შედომები" msgid "Warnings" msgstr "გაფრთხილებები" +msgid "Indentation" +msgstr "სწორება" + msgid "Method in target node must be specified." msgstr "სამიზნე კვანძში მეთოდის მითითება აუცილებელია." @@ -1579,9 +1612,6 @@ msgstr "ბიბლიოთეკის გატანა" msgid "Reload" msgstr "თავიდან ჩატვირთვა" -msgid "Create Version Control Metadata..." -msgstr "ვერსიის კონტროლის მეტამონაცემების შექმნა..." - msgid "Version Control Settings..." msgstr "ვერსიის კონტროლის მორგება..." @@ -2604,6 +2634,9 @@ msgstr "%s-ის მასშტაბი." msgid "Display Advanced..." msgstr "დამატებით ჩვენება..." +msgid "View Grid" +msgstr "ბადის ნახვა" + msgid "View Frame Time" msgstr "კადრის დროის ნახვა" @@ -2619,9 +2652,6 @@ msgstr "ფოკუსის არჩევა" msgid "Transform" msgstr "ტრასფორმირება" -msgid "View Grid" -msgstr "ბადის ნახვა" - msgid "Snap Settings" msgstr "მიბმის მორგება" @@ -2730,15 +2760,15 @@ msgstr "გახსნა..." msgid "Save All" msgstr "ყველას შენახვა" -msgid "Theme" -msgstr "თემა" - msgid "Import Theme..." msgstr "თემის შემოტანა.." msgid "Reload Theme" msgstr "თემის გადატვირთვა" +msgid "Theme" +msgstr "თემა" + msgid "Close All" msgstr "ყველას დახურვა" @@ -2774,9 +2804,6 @@ msgstr "ხაზი" msgid "Pick Color" msgstr "აირჩიეთ ფერი" -msgid "Indentation" -msgstr "სწორება" - msgid "Uppercase" msgstr "მაღალირეგისტრი" @@ -3851,15 +3878,6 @@ msgstr "ანიმაცია ვერ ვიპოვე: '%s'" msgid "Nothing connected to input '%s' of node '%s'." msgstr "არაფერია შეერთებული შეყვანაში '%s' კვანძისთვის '%s'." -msgid "Auto-Detect Direction" -msgstr "მიმართულების ავტომატური დადგენა" - -msgid "Left-to-Right" -msgstr "მარცხნიდან-მარჯვნივ" - -msgid "Right-to-Left" -msgstr "მარჯვნიდან-მარცხნივ" - msgid "Default Color" msgstr "ნაგულისხმები ფერი" diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index f92b654e25b..833c99d065b 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -66,8 +66,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-15 16:46+0000\n" -"Last-Translator: Minhyeok Lee \n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" +"Last-Translator: nulta \n" "Language-Team: Korean \n" "Language: ko\n" @@ -75,7 +75,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "메인 스레드" @@ -515,6 +515,9 @@ msgstr "이벤트 수정" msgid "Remove Event" msgstr "이벤트 제거" +msgid "Filter by Name" +msgstr "이름으로 필터링" + msgid "Clear All" msgstr "모두 지우기" @@ -548,6 +551,15 @@ msgstr "여기에 키 삽입" msgid "Duplicate Selected Key(s)" msgstr "선택한 키 복제" +msgid "Cut Selected Key(s)" +msgstr "선택한 키 잘라내기" + +msgid "Copy Selected Key(s)" +msgstr "선택한 키 복사" + +msgid "Paste Key(s)" +msgstr "키 붙여넣기" + msgid "Delete Selected Key(s)" msgstr "선택한 키 삭제" @@ -578,6 +590,12 @@ msgstr "베지어 점 이동" msgid "Animation Duplicate Keys" msgstr "애니메이션 키프레임 복제" +msgid "Animation Cut Keys" +msgstr "애니메이션 키 잘라내기" + +msgid "Animation Paste Keys" +msgstr "애니메이션 키 붙여넣기" + msgid "Animation Delete Keys" msgstr "애니메이션 키프레임 삭제" @@ -638,6 +656,33 @@ msgstr "가져온 씬에서 인스턴스화된 애니메이션의 루프 모드 msgid "Can't change loop mode on animation embedded in another scene." msgstr "다른 장면에 임베드된 애니메이션의 루프 모드를 변경할 수 없습니다." +msgid "Property Track..." +msgstr "속성 트랙..." + +msgid "3D Position Track..." +msgstr "3D 위치 트랙..." + +msgid "3D Rotation Track..." +msgstr "3D 회전 트랙..." + +msgid "3D Scale Track..." +msgstr "3D 크기 트랙..." + +msgid "Blend Shape Track..." +msgstr "블렌드 모양 트랙..." + +msgid "Call Method Track..." +msgstr "메서드 호출 트랙..." + +msgid "Bezier Curve Track..." +msgstr "베지어 곡선 트랙..." + +msgid "Audio Playback Track..." +msgstr "오디오 재생 트랙..." + +msgid "Animation Playback Track..." +msgstr "애니메이션 재생 트랙..." + msgid "Animation length (frames)" msgstr "애니메이션 길이 (프레임)" @@ -770,9 +815,18 @@ msgstr "루프 보간 고정" msgid "Wrap Loop Interp" msgstr "루프 보간 래핑" +msgid "Insert Key..." +msgstr "키 삽입..." + msgid "Duplicate Key(s)" msgstr "키 복제" +msgid "Cut Key(s)" +msgstr "키 잘라내기" + +msgid "Copy Key(s)" +msgstr "키 복사" + msgid "Add RESET Value(s)" msgstr "초기화 값 추가" @@ -927,6 +981,12 @@ msgstr "트랙 붙여 넣기" msgid "Animation Scale Keys" msgstr "애니메이션 스케일 키" +msgid "Animation Set Start Offset" +msgstr "애니메이션 시작 오프셋 설정" + +msgid "Animation Set End Offset" +msgstr "애니메이션 종료 오프셋 설정" + msgid "Make Easing Keys" msgstr "이징 키 만들기" @@ -1019,6 +1079,33 @@ msgstr "편집" msgid "Animation properties." msgstr "애니메이션 속성입니다." +msgid "Copy Tracks..." +msgstr "트랙 복사..." + +msgid "Scale Selection..." +msgstr "선택 항목 스케일 조절..." + +msgid "Scale From Cursor..." +msgstr "커서 위치에서 스케일 조절..." + +msgid "Set Start Offset (Audio)" +msgstr "시작 오프셋 설정 (오디오)" + +msgid "Set End Offset (Audio)" +msgstr "종료 오프셋 설정 (오디오)" + +msgid "Make Easing Selection..." +msgstr "선택 항목에 이징 만들기..." + +msgid "Duplicate Selected Keys" +msgstr "선택한 키 복제" + +msgid "Cut Selected Keys" +msgstr "선택한 키 잘라내기" + +msgid "Paste Keys" +msgstr "키 붙여넣기" + msgid "Delete Selection" msgstr "선택 항목 삭제" @@ -1031,6 +1118,15 @@ msgstr "이전 단계로 이동" msgid "Apply Reset" msgstr "재설정 적용" +msgid "Bake Animation..." +msgstr "애니메이션 굽기..." + +msgid "Optimize Animation (no undo)..." +msgstr "애니메이션 최적화 (되돌릴 수 없음)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "애니메이션 정리 (되돌릴 수 없음)..." + msgid "Pick a node to animate:" msgstr "애니메이션을 줄 노드를 선택하세요:" @@ -1243,6 +1339,9 @@ msgstr "경고" msgid "Line and column numbers." msgstr "행 및 열 번호." +msgid "Indentation" +msgstr "들여쓰기" + msgid "Method in target node must be specified." msgstr "대상 노드에 있는 메서드는 반드시 지정해야 합니다." @@ -1535,6 +1634,9 @@ msgstr "" "계산합니다.\n" "이를 사용하여 최적화할 개별 함수를 찾습니다." +msgid "Display internal functions" +msgstr "내부 함수 보이기" + msgid "Frame #:" msgstr "프레임 #:" @@ -1843,12 +1945,12 @@ msgstr "폴더 만들기" msgid "Folder name is valid." msgstr "폴더 이름이 올바릅니다." +msgid "Double-click to open in browser." +msgstr "더블 클릭하여 브라우저에서 엽니다." + msgid "Thanks from the Godot community!" msgstr "Godot 커뮤니티에서 감사드립니다!" -msgid "Click to copy." -msgstr "클릭하여 복사합니다." - msgid "Godot Engine contributors" msgstr "Godot Engine 기여자" @@ -2346,6 +2448,9 @@ msgstr "프로필 가져오기" msgid "Export Profile" msgstr "프로필 내보내기" +msgid "Forced Classes on Detect:" +msgstr "감지 시 강제할 클래스:" + msgid "Edit Build Configuration Profile" msgstr "빌드 설정 프로필 편집" @@ -2386,6 +2491,12 @@ msgstr "독 위치" msgid "Make Floating" msgstr "창 띄우기" +msgid "Make this dock floating." +msgstr "이 독을 창으로 띄웁니다." + +msgid "Move to Bottom" +msgstr "아래로 이동" + msgid "3D Editor" msgstr "3D 에디터" @@ -2563,6 +2674,12 @@ msgstr "사용되지 않음" msgid "Experimental" msgstr "실험적" +msgid "Deprecated:" +msgstr "사용되지 않음:" + +msgid "Experimental:" +msgstr "실험적:" + msgid "This method supports a variable number of arguments." msgstr "이 메서드는 다양한 인수를 지원합니다." @@ -2602,6 +2719,15 @@ msgstr "생성자 설명" msgid "Operator Descriptions" msgstr "연산자 설명" +msgid "This method may be changed or removed in future versions." +msgstr "이 메서드는 향후 버전에서 변경되거나 삭제될 수도 있습니다." + +msgid "This constructor may be changed or removed in future versions." +msgstr "이 생성자는 향후 버전에서 변경되거나 삭제될 수도 있습니다." + +msgid "This operator may be changed or removed in future versions." +msgstr "이 연산자는 향후 버전에서 변경되거나 삭제될 수도 있습니다." + msgid "Error codes returned:" msgstr "반환된 오류 코드:" @@ -2641,6 +2767,9 @@ msgstr "위쪽" msgid "Class:" msgstr "클래스:" +msgid "This class may be changed or removed in future versions." +msgstr "이 클래스는 향후 버전에서 변경되거나 삭제될 수도 있습니다." + msgid "Inherits:" msgstr "상속:" @@ -2706,9 +2835,38 @@ msgstr "아이콘" msgid "Styles" msgstr "스타일" +msgid "There is currently no description for this theme property." +msgstr "현재 이 테마 속성에 대한 설명이 없습니다." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"현재 이 테마 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여" +"하여[/url][/color] 개선할 수 있도록 도와주세요!" + +msgid "This signal may be changed or removed in future versions." +msgstr "이 시그널은 향후 버전에서 변경되거나 삭제될 수도 있습니다." + +msgid "There is currently no description for this signal." +msgstr "현재 이 시그널에 대한 설명이 없습니다." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"현재 이 시그널의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여" +"[/url][/color] 개선할 수 있도록 도와주세요!" + msgid "Enumerations" msgstr "열거형" +msgid "This enumeration may be changed or removed in future versions." +msgstr "이 열거형은 향후 버전에서 변경되거나 삭제될 수도 있습니다." + +msgid "This constant may be changed or removed in future versions." +msgstr "이 상수는 향후 버전에서 변경되거나 삭제될 수도 있습니다." + msgid "Annotations" msgstr "어노테이션" @@ -2728,6 +2886,9 @@ msgstr "속성 설명" msgid "(value)" msgstr "(값)" +msgid "This property may be changed or removed in future versions." +msgstr "이 속성은 향후 버전에서 변경되거나 삭제될 수도 있습니다." + msgid "There is currently no description for this property." msgstr "현재 이 속성에 대한 설명이 없습니다." @@ -2738,6 +2899,9 @@ msgstr "" "현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여[/" "url][/color] 개선할 수 있도록 도와주세요!" +msgid "This property can only be set in the Inspector." +msgstr "이 속성은 인스펙터에서만 설정할 수 있습니다." + msgid "Metadata:" msgstr "메타데이터:" @@ -2750,6 +2914,9 @@ msgstr "메서드:" msgid "Signal:" msgstr "시그널:" +msgid "Theme Property:" +msgstr "테마 속성:" + msgid "No description available." msgstr "사용 가능한 설명이 없습니다." @@ -2759,9 +2926,15 @@ msgstr "%d개 일치." msgid "%d matches." msgstr "%d개 일치." +msgid "Constructor" +msgstr "생성자" + msgid "Method" msgstr "메서드" +msgid "Operator" +msgstr "연산자" + msgid "Signal" msgstr "시그널" @@ -2822,6 +2995,9 @@ msgstr "멤버 타입" msgid "(constructors)" msgstr "(생성자)" +msgid "Keywords" +msgstr "키워드" + msgid "Class" msgstr "클래스" @@ -3377,6 +3553,32 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "씬 '%s'의 종속 항목이 망가짐:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"에디터에 `--single-window` 명령줄 인자가 있기 때문에 다중 창을 사용할 수 없습" +"니다." + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "현재 플랫폼에서는 다중 창을 지원하지 않습니다." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"에디터 설정의 인터페이스 > 에디터 > 단일 창 모드 속성이 켜져 있기 때문에 다중 " +"창을 사용할 수 없습니다." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"에디터 설정의 인터페이스 > 다중 창 > 활성화 속성이 꺼져 있기 때문에 다중 창을 " +"사용할 수 없습니다." + msgid "Clear Recent Scenes" msgstr "최근 씬 지우기" @@ -3407,6 +3609,12 @@ msgstr "" "선택한 씬 '%s'은(는) 씬 파일이 아닙니다, 다른 씬으로 정할까요?\n" "이건 나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다." +msgid "Save Layout..." +msgstr "레이아웃 저장..." + +msgid "Delete Layout..." +msgstr "레이아웃 삭제..." + msgid "Default" msgstr "기본값" @@ -3482,6 +3690,9 @@ msgstr "모바일" msgid "Compatibility" msgstr "호환성" +msgid "(Overridden)" +msgstr "(오버라이드)" + msgid "Pan View" msgstr "팬 보기" @@ -3623,6 +3834,9 @@ msgstr "FBX 가져오기 설정..." msgid "Help" msgstr "도움말" +msgid "Search Help..." +msgstr "도움말 검색..." + msgid "Online Documentation" msgstr "온라인 문서" @@ -3647,6 +3861,9 @@ msgstr "기능 제안" msgid "Send Docs Feedback" msgstr "문서 피드백 보내기" +msgid "About Godot..." +msgstr "Godot 정보..." + msgid "Support Godot Development" msgstr "Godot 개발 지원" @@ -3685,9 +3902,6 @@ msgstr "노드" msgid "History" msgstr "작업 내역" -msgid "Expand Bottom Panel" -msgstr "아래쪽 패널 확장" - msgid "Output" msgstr "출력" @@ -3740,9 +3954,6 @@ msgstr "새로고침" msgid "Resave" msgstr "다시 저장" -msgid "Create Version Control Metadata..." -msgstr "버전 관리 메타데이터 생성..." - msgid "Version Control Settings..." msgstr "버전 관리 설정..." @@ -3779,6 +3990,19 @@ msgstr "확인" msgid "Warning!" msgstr "경고!" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"이름: %s\n" +"경로: %s\n" +"메인 스크립트: %s\n" +"\n" +"%s" + msgid "On" msgstr "사용" @@ -3791,6 +4015,9 @@ msgstr "설치된 플러그인:" msgid "Create New Plugin" msgstr "새 플러그인 만들기" +msgid "Enabled" +msgstr "활성화" + msgid "Version" msgstr "버전" @@ -3928,6 +4155,9 @@ msgid "" "(%s)." msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 맞지 않습니다." +msgid "Quick Load..." +msgstr "빠른 불러오기..." + msgid "Load..." msgstr "불러오기..." @@ -3961,6 +4191,9 @@ msgstr "새 스크립트..." msgid "Extend Script..." msgstr "스크립트 상속..." +msgid "New Shader..." +msgstr "새 셰이더..." + msgid "No Remote Debug export presets configured." msgstr "원격 디버그 내보내기 프리셋이 구성되지 않았습니다." @@ -4093,6 +4326,12 @@ msgstr "모든 기기" msgid "Device" msgstr "기기" +msgid "Listening for Input" +msgstr "입력 대기 중" + +msgid "Filter by Event" +msgstr "이벤트로 필터링" + msgid "Project export for platform:" msgstr "플랫폼용 프로젝트 내보내기:" @@ -4105,6 +4344,9 @@ msgstr "성공적으로 완료되었습니다." msgid "Failed." msgstr "실패했습니다." +msgid "Unknown Error" +msgstr "알 수 없는 오류" + msgid "Storing File: %s" msgstr "파일 저장: %s" @@ -4535,6 +4777,21 @@ msgstr "" msgid "More Info..." msgstr "추가 정보..." +msgid "Scripts" +msgstr "스크립트" + +msgid "GDScript Export Mode:" +msgstr "GDScript 내보내기 모드:" + +msgid "Text (easier debugging)" +msgstr "텍스트 (쉬운 디버깅)" + +msgid "Binary tokens (faster loading)" +msgstr "바이너리 토큰 (빠른 로딩)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "압축된 바이너리 토큰 (작은 크기)" + msgid "Export PCK/ZIP..." msgstr "PCK/ZIP 내보내기..." @@ -4568,22 +4825,6 @@ msgstr "내보내기 템플릿 관리" msgid "Export With Debug" msgstr "디버그와 함께 내보내기" -msgid "Disable FBX & Restart" -msgstr "FBX 비활성화 & 다시 시작" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"취소하면 FBX 임포터를 비활성화할 것입니다.\n" -"프로젝트 설정의 파일시스템 > 가져오기 > FBX > 활성화됨 에서 다시 활성화할 수 " -"있습니다.\n" -"\n" -"임포터는 에디터가 새로 시작될 때 등록되기 때문에, 에디터를 재시작할 것입니다." - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF 실행 파일 경로가 비어 있습니다." @@ -4600,13 +4841,6 @@ msgstr "FBX2glTF 실행 파일이 올바릅니다." msgid "Configure FBX Importer" msgstr "FBX 임포터 설정" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX 파일을 가져오려면 FBX2glTF가 필요합니다.\n" -"다운로드하고 바이너리의 유효한 경로를 제공하세요:" - msgid "Click this link to download FBX2glTF" msgstr "이 링크를 클릭하여 FBX2glTF를 다운로드하세요" @@ -4761,6 +4995,12 @@ msgstr "다시 가져오기" msgid "Open in File Manager" msgstr "파일 매니저에서 열기" +msgid "Open in Terminal" +msgstr "터미널에서 열기" + +msgid "Open Containing Folder in Terminal" +msgstr "폴더를 터미널에서 열기" + msgid "New Folder..." msgstr "새 폴더..." @@ -4913,6 +5153,9 @@ msgstr "%d개 매치가 %d개 파일 중 있음" msgid "%d matches in %d files" msgstr "%d개 매치가 %d개 파일 중 있음" +msgid "Set Group Description" +msgstr "그룹 설명 설정" + msgid "Rename Group" msgstr "그룹 이름 바꾸기" @@ -4925,6 +5168,9 @@ msgstr "그룹에서 제거" msgid "Global" msgstr "전역" +msgid "Expand Bottom Panel" +msgstr "아래쪽 패널 확장" + msgid "Move" msgstr "이동" @@ -6973,12 +7219,6 @@ msgstr "상대적인 스냅" msgid "Use Pixel Snap" msgstr "픽셀 스냅 사용" -msgid "Smart Snapping" -msgstr "스마트 스냅" - -msgid "Configure Snap..." -msgstr "스냅 구성..." - msgid "Snap to Parent" msgstr "부모에 스냅" @@ -6997,6 +7237,12 @@ msgstr "다른 노드에 스냅" msgid "Snap to Guides" msgstr "가이드에 스냅" +msgid "Smart Snapping" +msgstr "스마트 스냅" + +msgid "Configure Snap..." +msgstr "스냅 구성..." + msgid "Lock selected node, preventing selection and movement." msgstr "선택된 노드를 잠그어 선택하거나 이동하지 못하게 합니다." @@ -8370,6 +8616,9 @@ msgstr "환경 보기" msgid "View Gizmos" msgstr "기즈모 보기" +msgid "View Grid" +msgstr "격자 보기" + msgid "View Information" msgstr "정보 보기" @@ -8623,9 +8872,6 @@ msgstr "뷰포트 4개" msgid "View Origin" msgstr "원점 보기" -msgid "View Grid" -msgstr "격자 보기" - msgid "Settings..." msgstr "설정..." @@ -8839,9 +9085,6 @@ msgstr "핸들 아웃 #" msgid "Handle Tilt #" msgstr "핸들 틸트 #" -msgid "Set Curve Point Position" -msgstr "곡선 점 위치 설정" - msgid "Set Curve Out Position" msgstr "곡선의 아웃 위치 설정" @@ -8869,6 +9112,9 @@ msgstr "점 틸트 초기화" msgid "Split Segment (in curve)" msgstr "(곡선에서) 세그먼트 가르기" +msgid "Set Curve Point Position" +msgstr "곡선 점 위치 설정" + msgid "Move Joint" msgstr "관절 이동" @@ -9178,15 +9424,15 @@ msgstr "이전 기록" msgid "History Next" msgstr "다음 기록" -msgid "Theme" -msgstr "테마" - msgid "Import Theme..." msgstr "테마 가져오기..." msgid "Reload Theme" msgstr "테마 새로고침" +msgid "Theme" +msgstr "테마" + msgid "Save Theme" msgstr "테마 저장" @@ -9303,9 +9549,6 @@ msgstr "색상 선택" msgid "Folding" msgstr "접기" -msgid "Indentation" -msgstr "들여쓰기" - msgid "Uppercase" msgstr "대문자로" @@ -9614,12 +9857,6 @@ msgstr "이미지를 불러올 수 없음" msgid "ERROR: Couldn't load frame resource!" msgstr "오류: 프레임 리소스를 불러올 수 없습니다!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "리소스 클립보드가 비었거나 텍스처가 아닙니다!" - -msgid "Paste Frame" -msgstr "프레임 붙여넣기" - msgid "Add Empty" msgstr "빈 프레임 추가" @@ -9671,9 +9908,6 @@ msgstr "스프라이트 시트에서 프레임 추가" msgid "Delete Frame" msgstr "프레임 삭제" -msgid "Copy Frame" -msgstr "프레임 복사" - msgid "Insert Empty (Before Selected)" msgstr "빈 프레임 삽입 (앞에)" @@ -13874,13 +14108,6 @@ msgstr "소환" msgid "Replicate" msgstr "리플리케이트" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"위의 버튼을 이용하여 속성을 추가하거나\n" -"인스펙터에서 끌어와서 여기에 놓으세요." - msgid "Please select a MultiplayerSynchronizer first." msgstr "MultiplayerSynchronizer를 먼저 선택해 주세요." @@ -14724,6 +14951,77 @@ msgstr "" "여러 개 존재할 경우 하나만 작동하고 나머지는 무시됩니다. 어느 것이 작동할지는 " "알 수 없습니다." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"CPUParticles2D 애니메이션에는 \"Particles Animation\"이 활성화된 " +"CanvasItemMaterial을 사용해야 합니다." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니다." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Particles2D 애니메이션은 \"Particles Animation\"이 활성화되어 있는 " +"CanvasItemMaterial을 사용해야 합니다." + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"파티클 트레일은 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 수 있" +"습니다." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "파티클 서브이미터는 GL 호환성 백엔드를 사용할 때는 쓸 수 없습니다." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "라이트 모양의 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"이 Occluder를 반영하려면 Occluder 폴리곤을 설정해야 (혹은 그려야) 합니다." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "Occluder 폴리곤이 비어있습니다. 폴리곤을 그려주세요." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"NavigationAgent2D는 Node2D 기반의 부모 노드 아래에서만 사용할 수 있습니다." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"NavigationLink2D의 시작점은 끝점과 다르게 설정하는 편이 유용할 것입니다." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다. 속성" +"을 설정하거나 폴리곤을 그려주세요." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"ParallaxLayer는 ParallaxBackground 노드의 자식 노드로 있을 때만 작동합니다." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D는 Path2D 노드의 자식 노드로 있을 때만 작동합니다." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -14770,38 +15068,6 @@ msgstr "" "폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 않" "았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"CPUParticles2D 애니메이션에는 \"Particles Animation\"이 활성화된 " -"CanvasItemMaterial을 사용해야 합니다." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니다." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Particles2D 애니메이션은 \"Particles Animation\"이 활성화되어 있는 " -"CanvasItemMaterial을 사용해야 합니다." - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "" -"파티클 트레일은 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 수 있" -"습니다." - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "파티클 서브이미터는 GL 호환성 백엔드를 사용할 때는 쓸 수 없습니다." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다" @@ -14817,45 +15083,6 @@ msgstr "관절이 PhysicsBody2D 두 곳과 연결되어 있지 않습니다" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody2D여야 합니다" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "라이트 모양의 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"이 Occluder를 반영하려면 Occluder 폴리곤을 설정해야 (혹은 그려야) 합니다." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "Occluder 폴리곤이 비어있습니다. 폴리곤을 그려주세요." - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"NavigationAgent2D는 Node2D 기반의 부모 노드 아래에서만 사용할 수 있습니다." - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "" -"NavigationLink2D의 시작점은 끝점과 다르게 설정하는 편이 유용할 것입니다." - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다. 속성" -"을 설정하거나 폴리곤을 그려주세요." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"ParallaxLayer는 ParallaxBackground 노드의 자식 노드로 있을 때만 작동합니다." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D는 Path2D 노드의 자식 노드로 있을 때만 작동합니다." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -14885,14 +15112,14 @@ msgstr "" "실행 중에 RigidBody2D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." -msgid "Path property must point to a valid Node2D node to work." -msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "이 노드는 Shape2D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." +msgid "Path property must point to a valid Node2D node to work." +msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "이 Bone2D 체인은 Skeleton2D 노드에서 끝나야 합니다." @@ -14962,84 +15189,6 @@ msgstr "" "BoneAttachment3D 노드가 어떠한 본과도 엮여 있지 않습니다! 이 노드를 부착할 본" "을 선택해 주세요." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" -"CollisionShape3D 또는 CollisionPolygon3D를 자식 노드로 추가하여 모양을 정의하" -"는 것을 고려하세요." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"이 노드의 크기가 일관적이지 않아서 생각한 대로 작동하지 않을 것입니다.\n" -"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 자식 " -"충돌 모양의 크기를 변경하세요." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" -"로만 사용됩니다.\n" -"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등의 " -"자식으로만 사용해주세요." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "빈 CollisionPolygon3D는 콜리전에 영향을 주지 않습니다." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"일관적인 크기가 아닌 CollisionPolygon3D 노드는 아마 생각한 대로 작동하지 않을 " -"것입니다.\n" -"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 폴리" -"곤의 모양을 변경하세요." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도로" -"만 사용됩니다.\n" -"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D 등의 " -"자식으로만 사용해주세요." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"CollisionShape3D가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들어" -"주세요." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습니" -"다." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"일관적인 크기가 아닌 CollisionShape3D 노드는 아마 생각한 대로 작동하지 않을 것" -"입니다.\n" -"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 모양 " -"리소스의 크기를 변경하세요." - msgid "Nothing is visible because no mesh has been assigned." msgstr "지정한 메시가 없어서 아무 것도 보이지 않습니다." @@ -15142,21 +15291,6 @@ msgstr "" "GPUParticlesCollisionSDF3D에 대해 어떤 충돌도 만들어내지 않을 것입니다.\n" "굽기 마스크 속성에서 하나 이상의 비트를 설정해 주세요." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "노드 A와 노드 B는 PhysicsBody3D여야 합니다" - -msgid "Node A must be a PhysicsBody3D" -msgstr "노드 A는 PhysicsBody3D여야 합니다" - -msgid "Node B must be a PhysicsBody3D" -msgstr "노드 B는 PhysicsBody3D여야 합니다" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint가 어떠한 PhysicsBody3D에도 연결되어 있지 않습니다" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody3D여야 합니다" - msgid "A light's scale does not affect the visual size of the light." msgstr "빛의 크기는 실제로 보이는 빛의 크기에 영향을 미치지 않습니다." @@ -15229,6 +15363,99 @@ msgstr "" "PathFollow3D의 ROTATION_ORIENTED는 부모 Path3D의 Curve 리소스에서 \"Up " "Vector\"가 켜져 있어야 합니다." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" +"CollisionShape3D 또는 CollisionPolygon3D를 자식 노드로 추가하여 모양을 정의하" +"는 것을 고려하세요." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"이 노드의 크기가 일관적이지 않아서 생각한 대로 작동하지 않을 것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 자식 " +"충돌 모양의 크기를 변경하세요." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" +"로만 사용됩니다.\n" +"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등의 " +"자식으로만 사용해주세요." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "빈 CollisionPolygon3D는 콜리전에 영향을 주지 않습니다." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"일관적인 크기가 아닌 CollisionPolygon3D 노드는 아마 생각한 대로 작동하지 않을 " +"것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 폴리" +"곤의 모양을 변경하세요." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도로" +"만 사용됩니다.\n" +"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D 등의 " +"자식으로만 사용해주세요." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"CollisionShape3D가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들어" +"주세요." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습니" +"다." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"일관적인 크기가 아닌 CollisionShape3D 노드는 아마 생각한 대로 작동하지 않을 것" +"입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 모양 " +"리소스의 크기를 변경하세요." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "노드 A와 노드 B는 PhysicsBody3D여야 합니다" + +msgid "Node A must be a PhysicsBody3D" +msgstr "노드 A는 PhysicsBody3D여야 합니다" + +msgid "Node B must be a PhysicsBody3D" +msgstr "노드 B는 PhysicsBody3D여야 합니다" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint가 어떠한 PhysicsBody3D에도 연결되어 있지 않습니다" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody3D여야 합니다" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15237,6 +15464,18 @@ msgstr "" "실행 중에 RigidBody3D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"이 노드는 Shape3D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " +"VehicleBody3D의 자식으로 사용해주세요." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15251,11 +15490,6 @@ msgstr "" "\"원격 경로(Remote Path)\" 속성이 작동하려면 유효한 Node3D 또는 Node3D 파생 노" "드를 가리켜야 합니다." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"이 노드는 Shape3D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." - msgid "This body will be ignored until you set a mesh." msgstr "이 바디는 메시를 설정할 때까지 무시됩니다." @@ -15266,20 +15500,6 @@ msgstr "" "AnimatedSprite3D가 프레임을 보여주기 위해서는 \"Frames\" 속성에 SpriteFrames " "리소스를 만들거나 설정해야 합니다." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " -"VehicleBody3D의 자식으로 사용해주세요." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"VisibleOnScreenNotifier3D 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니다. " -"추후 릴리즈에서 지원될 예정입니다." - msgid "Plotting Meshes" msgstr "메시 구분" @@ -15353,52 +15573,12 @@ msgid "" msgstr "" "ButtonGroup은 오직 toggle_mode가 참인 버튼들만 함께 사용하도록 되어 있습니다." -msgid "New Code Region" -msgstr "새 코드 구역" - msgid "Copy this constructor in a script." msgstr "이 생성자를 스크립트 안으로 복사합니다." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "헥스 코드(\"#ff0000\") 또는 영어 색상 이름(\"red\")을 넣어 주세요." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"색상: #%s\n" -"좌클릭: 색상 지정\n" -"우클릭: 프리셋 제거" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"색상: #%s\n" -"좌클릭: 색상 지정" - -msgid "Pick a color from the screen." -msgstr "화면에서 색상을 고르세요." - -msgid "Pick a color from the application window." -msgstr "프로그램 창에서 색상을 고르세요." - -msgid "Select a picker shape." -msgstr "피커 모양을 고르세요." - -msgid "Select a picker mode." -msgstr "피커 모드를 고르세요." - msgid "Switch between hexadecimal and code values." msgstr "헥스 코드와 코드 값의 사이를 전환합니다." -msgid "Hex code or named color" -msgstr "헥스 코드 또는 색상 이름" - -msgid "Add current color as a preset." -msgstr "현재 색상을 프리셋으로 추가합니다." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15424,12 +15604,6 @@ msgstr "" msgid "Alert!" msgstr "경고!" -msgid "You don't have permission to access contents of this folder." -msgstr "이 폴더에 접근할 권한이 없습니다." - -msgid "Invalid extension, or empty filename." -msgstr "잘못된 확장자이거나 파일명이 비어 있습니다." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15438,21 +15612,6 @@ msgstr "" "GraphEdit과 GraphNode는 이후의 4.x 버전에서 하위 호환성 없는 API 변경을 포함" "한 큰 리팩터링을 거칠 것임을 유의해 주세요." -msgid "Toggle the visual grid." -msgstr "배경 격자판을 보이거나 숨깁니다." - -msgid "Toggle snapping to the grid." -msgstr "격자 스냅을 켜거나 끕니다." - -msgid "Change the snapping distance." -msgstr "스냅의 거리를 변경합니다." - -msgid "Toggle the graph minimap." -msgstr "그래프 미니맵을 활성화합니다." - -msgid "Automatically arrange selected nodes." -msgstr "선택된 노드들을 자동으로 정렬합니다." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -15467,33 +15626,6 @@ msgstr "" "이 레이블에는 현재 글꼴이 렌더링하지 못하는 글자가 하나 이상 포함되어 있습니" "다." -msgid "Same as Layout Direction" -msgstr "레이아웃 방향과 같음" - -msgid "Auto-Detect Direction" -msgstr "방향 자동 감지" - -msgid "Left-to-Right" -msgstr "좌-우 방향으로" - -msgid "Right-to-Left" -msgstr "우-좌 방향으로" - -msgid "Left-to-Right Mark (LRM)" -msgstr "좌-우 방향 표식 (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "우-좌 방향 표식 (RLM)" - -msgid "Text Writing Direction" -msgstr "텍스트 쓰기 방향" - -msgid "Display Control Characters" -msgstr "제어 문자 표시" - -msgid "Insert Control Character" -msgstr "제어 문자 삽입" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "\"Exp Edit\"을 활성화하면, \"Min Value\"는 반드시 0보다 커야 합니다." @@ -15514,9 +15646,6 @@ msgstr "" "이 노드에는 SubViewport 자식이 없어서, 의도된 내용물을 표시하지 못합니다.\n" "무언가를 표시할 수 있게 SubViewport 자식을 추가하는 것을 고려해 보세요." -msgid "(Other)" -msgstr "(기타)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index 27f595579ec..83e0970a6c0 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -1151,9 +1151,6 @@ msgstr "Izveidot mapi" msgid "Thanks from the Godot community!" msgstr "Paldies no Godot sabiedrības!" -msgid "Click to copy." -msgstr "Klikšķini, lai kopētu." - msgid "Godot Engine contributors" msgstr "Godot Dzinēja ieguldītāji" @@ -2203,9 +2200,6 @@ msgstr "Inspektors" msgid "Node" msgstr "Mezgls" -msgid "Expand Bottom Panel" -msgstr "Izvērst apakšējo paneli" - msgid "Output" msgstr "Izeja" @@ -2541,6 +2535,9 @@ msgstr "Meklē..." msgid "Rename Group" msgstr "Pārsaukt Grupu" +msgid "Expand Bottom Panel" +msgstr "Izvērst apakšējo paneli" + msgid "Move" msgstr "Kustināt" @@ -3729,15 +3726,9 @@ msgstr "Animācija netika atrasta: '%s'" msgid "Nothing connected to input '%s' of node '%s'." msgstr "Nekas nav savienots ar ieeju '%s' mezglam '%s'." -msgid "Add current color as a preset." -msgstr "Pievienot pašreizējo krāsu kā iepriekšnoteiktu krāsu." - msgid "Alert!" msgstr "Brīdinājums!" -msgid "(Other)" -msgstr "(Cits(i))" - msgid "Invalid source for preview." msgstr "Nederīgs avots priekšskatījumam." diff --git a/editor/translations/editor/ms.po b/editor/translations/editor/ms.po index 02d76482fa3..71cee3a1625 100644 --- a/editor/translations/editor/ms.po +++ b/editor/translations/editor/ms.po @@ -12,13 +12,14 @@ # Jacque Fresco , 2021. # Lemoney , 2021, 2022. # dens-07 , 2023. +# ghakindye vv , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-09 13:37+0000\n" -"Last-Translator: Keviindran Ramachandran \n" +"PO-Revision-Date: 2024-03-01 21:04+0000\n" +"Last-Translator: ghakindye vv \n" "Language-Team: Malay \n" "Language: ms\n" @@ -26,7 +27,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Utas Utama" @@ -155,7 +156,19 @@ msgid "D-pad Right" msgstr "D-pad Kanan" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" -msgstr "Xbox Kongsi, Mikrofon PS5, Nintendo Tangkap" +msgstr "Xbox Share, Mikrofon PS5, Nintendo Capture" + +msgid "Xbox Paddle 1" +msgstr "Paddle Xbox 1" + +msgid "Xbox Paddle 2" +msgstr "Paddle Xbox 2" + +msgid "Xbox Paddle 3" +msgstr "Paddle Xbox 3" + +msgid "Xbox Paddle 4" +msgstr "Paddle Xbox 4" msgid "PS4/5 Touchpad" msgstr "Pad Sentuh PS4/5" @@ -170,10 +183,10 @@ msgid "canceled" msgstr "dibatalkan" msgid "touched" -msgstr "Disentuh" +msgstr "disentuh" msgid "released" -msgstr "Dilepas" +msgstr "dilepas" msgid "Screen %s at (%s) with %s touch points" msgstr "Skrin %s di (%s) dengan nilai sentuh %s" @@ -187,10 +200,10 @@ msgid "Magnify Gesture at (%s) with factor %s" msgstr "Besarkan Gerak Isyarat pada (%s) dengan faktor %s" msgid "Pan Gesture at (%s) with delta (%s)" -msgstr "Pan Gerak Isyarat pada (%s) dengan delta (%s)" +msgstr "Geser Gerak Isyarat pada (%s) dengan delta (%s)" msgid "MIDI Input on Channel=%s Message=%s" -msgstr "Pemasuk MIDI di Saluran=%s Mesej=%s" +msgstr "Masukan MIDI di Saluran=%s Mesej=%s" msgid "Input Event with Shortcut=%s" msgstr "Peristiwa Pemasuk dengan Pintasan=%s" @@ -490,6 +503,15 @@ msgstr "Masukkan Kunci di Sini" msgid "Duplicate Selected Key(s)" msgstr "Gandakan Kunci Terpilih" +msgid "Cut Selected Key(s)" +msgstr "Potong Kunci Terpilih" + +msgid "Copy Selected Key(s)" +msgstr "Salin Kunci Terpilih" + +msgid "Paste Key(s)" +msgstr "Paste Kunci" + msgid "Delete Selected Key(s)" msgstr "Padam Kunci Terpilih" @@ -520,6 +542,12 @@ msgstr "Pindah Titik-titik Bezier" msgid "Animation Duplicate Keys" msgstr "Animasi Ganda Kunci" +msgid "Animation Cut Keys" +msgstr "Animasi Padam Kekunci" + +msgid "Animation Paste Keys" +msgstr "Animasi Paste Kekunci" + msgid "Animation Delete Keys" msgstr "Animasi Padam Kunci" @@ -535,6 +563,36 @@ msgstr "Batalkan Pilihan Semua Kunci" msgid "Animation Change Transition" msgstr "Animasi Ubah Transisi" +msgid "Animation Change Position3D" +msgstr "Animasi Ubah Position3D" + +msgid "Animation Change Rotation3D" +msgstr "Animasi Ubah Rotation3D" + +msgid "Animation Change Scale3D" +msgstr "Animasi Ubah Scale3D" + +msgid "Animation Change Keyframe Value" +msgstr "Animasi Ubah Nilai Bingkai Kekunci" + +msgid "Animation Change Call" +msgstr "Animasi Ubah Panggilan" + +msgid "Animation Multi Change Transition" +msgstr "Animasi Ubah Multi Transisi" + +msgid "Animation Multi Change Position3D" +msgstr "Animasi Ubah Multi Position3D" + +msgid "Animation Multi Change Rotation3D" +msgstr "Animasi Ubah Multi Rotation3D" + +msgid "Animation Multi Change Scale3D" +msgstr "Animasi Ubah Multi Scale3D" + +msgid "Animation Multi Change Keyframe Value" +msgstr "Animasi Ubah Multi Nilai Bingkai Kekunci" + msgid "Change Animation Length" msgstr "Ubah Panjang Animasi" @@ -613,6 +671,18 @@ msgstr "Dalam-Pemegang:" msgid "Out-Handle:" msgstr "Keluar-Pemegang:" +msgid "Handle mode: Free\n" +msgstr "Cara urusan: Bebas\n" + +msgid "Handle mode: Linear\n" +msgstr "Cara urusan: Lelurus\n" + +msgid "Handle mode: Balanced\n" +msgstr "Cara urusan: Seimbang\n" + +msgid "Handle mode: Mirrored\n" +msgstr "Cara urusan: Cerminan\n" + msgid "Stream:" msgstr "Aliran:" @@ -628,6 +698,9 @@ msgstr "Klip Animasi:" msgid "Toggle Track Enabled" msgstr "Togol Trek Diaktifkan" +msgid "Don't Use Blend" +msgstr "Jangan Gunakan Paduan" + msgid "Continuous" msgstr "Berterusan" @@ -670,9 +743,20 @@ msgstr "Tukar Mod Interpolasi Animasi" msgid "Change Animation Loop Mode" msgstr "Tukar Mod Gelung Animasi" +msgid "" +"Compressed tracks can't be edited or removed. Re-import the animation with " +"compression disabled in order to edit." +msgstr "" +"Trek pemampatan tidak boleh disunting atau dibuang. Import semula animasi " +"tanpa mampatan untuk menyunting." + msgid "Remove Anim Track" msgstr "Keluarkan Trek Anim" +msgid "Hold Shift when clicking the key icon to skip this dialog." +msgstr "" +"Tekan dan tahan Shift semasa mengklik ikon kunci untuk langkau dialog ini." + msgid "Create" msgstr "Cipta" @@ -744,6 +828,9 @@ msgstr "Skala" msgid "Methods" msgstr "Kaedah" +msgid "Bezier" +msgstr "Bezier" + msgid "Audio" msgstr "Audio" @@ -759,6 +846,12 @@ msgstr "Pilih nod AnimationPlayer untuk mencipta dan mengedit animasi." msgid "Warning: Editing imported animation" msgstr "Amaran: Mengedit animasi yang diimport" +msgid "Dummy Player" +msgstr "Pemain Patung" + +msgid "Toggle between the bezier curve editor and track editor." +msgstr "Tukar antara penyunting lengkung bezier dan penyunting trek." + msgid "Only show tracks from nodes selected in tree." msgstr "Hanya tunjukkan trek dari nod yang dipilih di pokok." @@ -783,6 +876,18 @@ msgstr "Sunting" msgid "Animation properties." msgstr "Sifat animasi." +msgid "Set Start Offset (Audio)" +msgstr "Tetapkan Ofset Mula (Audio)" + +msgid "Set End Offset (Audio)" +msgstr "Tetapkan Ofset Berakhir (Audio)" + +msgid "Move First Selected Key to Cursor" +msgstr "Alih Kekunci Terpilih Pertama ke Kursor" + +msgid "Move Last Selected Key to Cursor" +msgstr "Alih Kekunci Terpilih Terakhir ke Kursor" + msgid "Delete Selection" msgstr "Padam Pilihan" @@ -804,6 +909,12 @@ msgstr "Cipta Trek RESET" msgid "Optimize" msgstr "Mengoptimumkan" +msgid "Trim keys placed in negative time" +msgstr "Potong kekunci yg diletakkan pada masa negatif" + +msgid "Trim keys placed exceed the animation length" +msgstr "Potong kekunci yang melebihi panjang animasi" + msgid "Remove invalid keys" msgstr "Keluarkan kunci yang tidak sah" @@ -822,6 +933,32 @@ msgstr "Bersihkan" msgid "Scale Ratio:" msgstr "Nisbah Skala:" +msgid "Select Transition and Easing" +msgstr "Pilih Transisi dan Perlincinan" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinus" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Kuad" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Kenyal" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Lantunan" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Pegas" + +msgid "FPS:" +msgstr "FPS:" + msgid "Select Tracks to Copy" msgstr "Pilih Trek untuk Disalin" @@ -861,6 +998,14 @@ msgstr "Ganti Semua" msgid "Selection Only" msgstr "Pilihan Sahaja" +msgctxt "Indentation" +msgid "Spaces" +msgstr "Jarak" + +msgctxt "Indentation" +msgid "Tabs" +msgstr "Tab" + msgid "Toggle Scripts Panel" msgstr "Togol Panel Skrip" @@ -873,6 +1018,9 @@ msgstr "Zum Keluar" msgid "Reset Zoom" msgstr "Set Semula Zum" +msgid "Errors" +msgstr "Ralat" + msgid "Warnings" msgstr "Amaran" @@ -892,6 +1040,10 @@ msgstr "" "Kaedah sasaran tidak dijumpai. Tentukan kaedah yang sah atau lampirkan skrip " "ke nod sasaran." +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s: Kod panggilan balik tidak akan dijana, sila tambahkan-nya secara manual." + msgid "Connect to Node:" msgstr "Sambung ke Nod:" @@ -904,6 +1056,12 @@ msgstr "Dari Isyarat:" msgid "Scene does not contain any script." msgstr "Adegan tidak mengandungi sebarang skrip." +msgid "Select Method" +msgstr "Pilih Kaedah" + +msgid "No method found matching given filters." +msgstr "Tiada kaedah ditemui dengan tapisan yang diberi." + msgid "Remove" msgstr "Keluarkan" @@ -913,6 +1071,9 @@ msgstr "Tambah Hujah Panggilan Tambahan:" msgid "Extra Call Arguments:" msgstr "Hujah Panggilan Tambahan:" +msgid "Allows to drop arguments sent by signal emitter." +msgstr "Membenarkan untuk gugurkan argumen yang dihantar oleh pemancar isyarat." + msgid "Receiver Method:" msgstr "Kaedah Penerima:" @@ -990,6 +1151,12 @@ msgstr "Cipta %s Baru" msgid "No results for \"%s\"." msgstr "Tiada hasil untuk \"%s\"." +msgid "This class is marked as deprecated." +msgstr "Kelas ini ditanda sebagai usang." + +msgid "This class is marked as experimental." +msgstr "Kelas ini ditanda sebagai eksperimental." + msgid "No description available for %s." msgstr "Tiada keterangan tersedia untuk %s." @@ -1008,9 +1175,21 @@ msgstr "Padanan:" msgid "Description:" msgstr "Keterangan:" +msgid "Debugger" +msgstr "Penyahpepijat" + msgid "Debug" msgstr "Nyahpepijat" +msgid "Save Branch as Scene" +msgstr "Simpan Cabang sebagai Adengan" + +msgid "Copy Node Path" +msgstr "Salin Laluan Nod" + +msgid "Instance:" +msgstr "Tika:" + msgid "Value" msgstr "Nilai" @@ -1196,9 +1375,6 @@ msgstr "Cipta Folder" msgid "Thanks from the Godot community!" msgstr "Terima kasih dari komuniti Godot!" -msgid "Click to copy." -msgstr "Klik untuk salin." - msgid "Godot Engine contributors" msgstr "Penyumbang Enjin Godot" @@ -2254,9 +2430,6 @@ msgstr "Pemeriksa" msgid "Node" msgstr "Nod" -msgid "Expand Bottom Panel" -msgstr "Kembangkan Panel Bawah" - msgid "Output" msgstr "Keluaran" @@ -2839,6 +3012,9 @@ msgstr "Tambah ke Kumpulan" msgid "Remove from Group" msgstr "Alih keluar dari Kumpulan" +msgid "Expand Bottom Panel" +msgstr "Kembangkan Panel Bawah" + msgid "Move" msgstr "Pindah" @@ -3826,12 +4002,6 @@ msgstr "Snap Relatif" msgid "Use Pixel Snap" msgstr "Gunakan Pixel Snap" -msgid "Smart Snapping" -msgstr "Snap Pintar" - -msgid "Configure Snap..." -msgstr "Konfigurasikan Snap..." - msgid "Snap to Parent" msgstr "Snap kepada Ibu Bapa" @@ -3850,6 +4020,12 @@ msgstr "Snap ke Nod Lain" msgid "Snap to Guides" msgstr "Snap ke Panduan" +msgid "Smart Snapping" +msgstr "Snap Pintar" + +msgid "Configure Snap..." +msgstr "Konfigurasikan Snap..." + msgid "Lock Selected Node(s)" msgstr "Kunci Nod Terpilih" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index b981b3d8657..e6de9a17315 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -1750,9 +1750,6 @@ msgstr "Inspektør" msgid "Node" msgstr "Node" -msgid "Expand Bottom Panel" -msgstr "Utvid Nederste Panel" - msgid "Output" msgstr "Utgang" @@ -2114,6 +2111,9 @@ msgstr "Legg til i Gruppe" msgid "Remove from Group" msgstr "Fjern fra Gruppe" +msgid "Expand Bottom Panel" +msgstr "Utvid Nederste Panel" + msgid "Move" msgstr "Flytt" @@ -3032,12 +3032,12 @@ msgstr "Kopier Skript-Sti" msgid "History Previous" msgstr "Historie Forrige" -msgid "Theme" -msgstr "Tema" - msgid "Reload Theme" msgstr "Gjeninnlast drakt" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Lagre drakt" @@ -3456,9 +3456,6 @@ msgstr "Velg enhet fra listen" msgid "Uninstalling..." msgstr "Avinstallerer …" -msgid "(Other)" -msgstr "(Annet)" - msgid "Invalid comparison function for that type." msgstr "Ugyldig sammenligningsfunksjon for den typen." diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index 21cba902bc8..8df86880933 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -78,7 +78,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-28 14:02+0000\n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" "Last-Translator: Luka van der Plas \n" "Language-Team: Dutch \n" +"PO-Revision-Date: 2024-02-29 19:48+0000\n" +"Last-Translator: Tomek \n" "Language-Team: Polish \n" "Language: pl\n" @@ -545,6 +545,9 @@ msgstr "Edytuj zdarzenie" msgid "Remove Event" msgstr "Usuń zdarzenie" +msgid "Filter by Name" +msgstr "Filtruj według nazwy" + msgid "Clear All" msgstr "Wyczyść wszystko" @@ -578,6 +581,15 @@ msgstr "Wstaw klucz tutaj" msgid "Duplicate Selected Key(s)" msgstr "Duplikuj zaznaczone klucz(e)" +msgid "Cut Selected Key(s)" +msgstr "Wytnij wybrane klucze" + +msgid "Copy Selected Key(s)" +msgstr "Skopiuj wybrane klucze" + +msgid "Paste Key(s)" +msgstr "Wklej klucz(e)" + msgid "Delete Selected Key(s)" msgstr "Usuń zaznaczony klucz(e)" @@ -608,6 +620,12 @@ msgstr "Przesuń punkty krzywej Béziera" msgid "Animation Duplicate Keys" msgstr "Animacja duplikuj klucze" +msgid "Animation Cut Keys" +msgstr "Klawisze wycinania animacji" + +msgid "Animation Paste Keys" +msgstr "Klawisze wklejania animacji" + msgid "Animation Delete Keys" msgstr "Animacja usuń klucze" @@ -671,6 +689,33 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Nie można zmienić trybu zapętlania w animacji zagnieżdżonej w innej scenie." +msgid "Property Track..." +msgstr "Ścieżka właściwości..." + +msgid "3D Position Track..." +msgstr "Śledzenie pozycji 3D..." + +msgid "3D Rotation Track..." +msgstr "Ścieżka obrotu 3D..." + +msgid "3D Scale Track..." +msgstr "Ścieżka skali 3D..." + +msgid "Blend Shape Track..." +msgstr "Mieszaj ścieżkę kształtu..." + +msgid "Call Method Track..." +msgstr "Ścieżka metody wywołania..." + +msgid "Bezier Curve Track..." +msgstr "Tor krzywej Beziera..." + +msgid "Audio Playback Track..." +msgstr "Ścieżka odtwarzania dźwięku" + +msgid "Animation Playback Track..." +msgstr "Ścieżka odtwarzania animacji" + msgid "Animation length (frames)" msgstr "Długość animacji (klatki)" @@ -803,9 +848,18 @@ msgstr "Przytnij" msgid "Wrap Loop Interp" msgstr "Zawiń pętlę interpolacji" +msgid "Insert Key..." +msgstr "Wprowadź klucz" + msgid "Duplicate Key(s)" msgstr "Duplikuj klucz(e)" +msgid "Cut Key(s)" +msgstr "Wytnij klucz(e)" + +msgid "Copy Key(s)" +msgstr "Skopiuj klucz(e)" + msgid "Add RESET Value(s)" msgstr "Dodaj wartość(i) RESET" @@ -960,6 +1014,12 @@ msgstr "Wklej ścieżki" msgid "Animation Scale Keys" msgstr "Animacja przeskaluj klatki kluczowe" +msgid "Animation Set Start Offset" +msgstr "Przesunięcie początku zestawu animacji" + +msgid "Animation Set End Offset" +msgstr "Przesunięcie końca zestawu animacji" + msgid "Make Easing Keys" msgstr "Utwórz klatki kluczowe wygładzania" @@ -1052,6 +1112,42 @@ msgstr "Edycja" msgid "Animation properties." msgstr "Właściwości animacji." +msgid "Copy Tracks..." +msgstr "Kopiuj ścieżki..." + +msgid "Scale Selection..." +msgstr "Wybór skali..." + +msgid "Scale From Cursor..." +msgstr "Skaluj od kursora" + +msgid "Set Start Offset (Audio)" +msgstr "Ustaw przesunięcie początkowe (audio)" + +msgid "Set End Offset (Audio)" +msgstr "Ustaw przesunięcie końcowe (audio)" + +msgid "Make Easing Selection..." +msgstr "Dokonaj ułatwienia wyboru..." + +msgid "Duplicate Selected Keys" +msgstr "Zduplikuj wybrane klucze" + +msgid "Cut Selected Keys" +msgstr "Wytnij wybrane klucze" + +msgid "Copy Selected Keys" +msgstr "Skopiuj wybrane klucze" + +msgid "Paste Keys" +msgstr "Wklej klucze" + +msgid "Move First Selected Key to Cursor" +msgstr "Przenieś pierwszy wybrany klawisz do kursora" + +msgid "Move Last Selected Key to Cursor" +msgstr "Przenieś ostatnio wybrany klawisz do kursora" + msgid "Delete Selection" msgstr "Usuń zaznaczone" @@ -1064,6 +1160,15 @@ msgstr "Przejdź do poprzedniego kroku" msgid "Apply Reset" msgstr "Zastosuj reset" +msgid "Bake Animation..." +msgstr "Wstępnie obliczone" + +msgid "Optimize Animation (no undo)..." +msgstr "Optymalizuj animację (nie można cofnąć)" + +msgid "Clean-Up Animation (no undo)..." +msgstr "Oczyść animację (nie można cofnąć)..." + msgid "Pick a node to animate:" msgstr "Wybierz węzeł do animowania:" @@ -1088,6 +1193,12 @@ msgstr "Maks. błąd precyzji:" msgid "Optimize" msgstr "Zoptymalizuj" +msgid "Trim keys placed in negative time" +msgstr "Przytnij klucze umieszczone w czasie ujemnym" + +msgid "Trim keys placed exceed the animation length" +msgstr "Umieszczone klawisze przycinania przekraczają długość animacji" + msgid "Remove invalid keys" msgstr "Usuń wadliwe klatki kluczowe" @@ -1280,6 +1391,9 @@ msgstr "Ostrzeżenia" msgid "Line and column numbers." msgstr "Numery linii i kolumn." +msgid "Indentation" +msgstr "Wcięcia" + msgid "Method in target node must be specified." msgstr "Metoda w węźle docelowym musi zostać podana." @@ -1296,6 +1410,10 @@ msgstr "" msgid "Attached Script" msgstr "Dołączony skrypt" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s: Kod wywołania zwrotnego nie zostanie wygenerowany. Dodaj go ręcznie." + msgid "Connect to Node:" msgstr "Połącz do węzła:" @@ -1571,6 +1689,9 @@ msgstr "" "przez nią.\n" "Użyj tego, by znaleźć pojedyncze funkcje do optymalizacji." +msgid "Display internal functions" +msgstr "Wyświetl funkcje wewnętrzne" + msgid "Frame #:" msgstr "Klatka #:" @@ -1882,12 +2003,12 @@ msgstr "Utwórz katalog" msgid "Folder name is valid." msgstr "Nazwa folderu jest prawidłowa." +msgid "Double-click to open in browser." +msgstr "Kliknij dwukrotnie, aby otworzyć w przeglądarce." + msgid "Thanks from the Godot community!" msgstr "Podziękowania od społeczności Godota!" -msgid "Click to copy." -msgstr "Kliknij, by skopiować." - msgid "Godot Engine contributors" msgstr "Współtwórcy Godot Engine" @@ -2390,6 +2511,9 @@ msgstr "Wczytaj profil" msgid "Export Profile" msgstr "Eksportuj profil" +msgid "Forced Classes on Detect:" +msgstr "Wymuszone klasy przy wykryciu:" + msgid "Edit Build Configuration Profile" msgstr "Edytuj profil konfiguracji budowania" @@ -2430,6 +2554,12 @@ msgstr "Pozycja doku" msgid "Make Floating" msgstr "Zrób pływający" +msgid "Make this dock floating." +msgstr "Uczyń ten dok pływającym." + +msgid "Move to Bottom" +msgstr "Przenieś na dół" + msgid "3D Editor" msgstr "Edytor 3D" @@ -2607,6 +2737,12 @@ msgstr "Przestarzałe" msgid "Experimental" msgstr "Eksperymentalny" +msgid "Deprecated:" +msgstr "Przestarzałe:" + +msgid "Experimental:" +msgstr "Eksperymentalny:" + msgid "This method supports a variable number of arguments." msgstr "Ta metoda wspiera zmienną liczbę argumentów." @@ -2646,6 +2782,16 @@ msgstr "Opisy konstruktorów" msgid "Operator Descriptions" msgstr "Opisy operatorów" +msgid "This method may be changed or removed in future versions." +msgstr "Ta metoda może zostać zmieniona lub usunięta w przyszłych wersjach." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Ten konstruktor może zostać zmieniony lub usunięty w przyszłych wersjach." + +msgid "This operator may be changed or removed in future versions." +msgstr "Ten operator może zostać zmieniony lub usunięty w przyszłych wersjach." + msgid "Error codes returned:" msgstr "Zwrócone kody błędu:" @@ -2685,6 +2831,9 @@ msgstr "Góra" msgid "Class:" msgstr "Klasa:" +msgid "This class may be changed or removed in future versions." +msgstr "Ta klasa może zostać zmieniona lub usunięta w przyszłych wersjach." + msgid "Inherits:" msgstr "Dziedziczy:" @@ -2750,9 +2899,38 @@ msgstr "Ikony" msgid "Styles" msgstr "Style" +msgid "There is currently no description for this theme property." +msgstr "Obecnie nie ma opisu tej właściwości motywu." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Obecnie nie ma opisu tej właściwości motywu. Pomóż nam, [color=$color]" +"[url=$url]przesyłając jeden[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "Ten sygnał może zostać zmieniony lub usunięty w przyszłych wersjach." + +msgid "There is currently no description for this signal." +msgstr "Obecnie nie ma opisu tego sygnału." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Obecnie nie ma opisu tego sygnału. Pomóż nam, [color=$color]" +"[url=$url]przesyłając jeden[/url][/color]!" + msgid "Enumerations" msgstr "Wyliczenia" +msgid "This enumeration may be changed or removed in future versions." +msgstr "To wyliczenie może zostać zmienione lub usunięte w przyszłych wersjach." + +msgid "This constant may be changed or removed in future versions." +msgstr "Ta stała może zostać zmieniona lub usunięta w przyszłych wersjach." + msgid "Annotations" msgstr "Adnotacje" @@ -2772,6 +2950,9 @@ msgstr "Opisy właściwości" msgid "(value)" msgstr "(wartość)" +msgid "This property may be changed or removed in future versions." +msgstr "Ta właściwość może zostać zmieniona lub usunięta w przyszłych wersjach." + msgid "There is currently no description for this property." msgstr "Obecnie nie ma opisu dla tej właściwości." @@ -2782,6 +2963,9 @@ msgstr "" "Obecnie nie ma opisu dla tej właściwości. Pomóż nam, [color=$color]" "[url=$url]wysyłając go[/url][/color]!" +msgid "This property can only be set in the Inspector." +msgstr "Tę właściwość można ustawić tylko w Inspektorze." + msgid "Metadata:" msgstr "Metadane:" @@ -2794,6 +2978,9 @@ msgstr "Metoda:" msgid "Signal:" msgstr "Sygnał:" +msgid "Theme Property:" +msgstr "Właściwość motywu:" + msgid "No description available." msgstr "Brak dostępnego opisu." @@ -2803,9 +2990,15 @@ msgstr "%d dopasowanie." msgid "%d matches." msgstr "%d dopasowań." +msgid "Constructor" +msgstr "Konstruktor" + msgid "Method" msgstr "Metoda" +msgid "Operator" +msgstr "Operator" + msgid "Signal" msgstr "Sygnał" @@ -2866,6 +3059,9 @@ msgstr "Typ członka" msgid "(constructors)" msgstr "(konstruktory)" +msgid "Keywords" +msgstr "Słowa kluczowe" + msgid "Class" msgstr "Klasa" @@ -3430,6 +3626,34 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "Scena \"%s\" ma niespełnione zależności:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"Obsługa wielu okien nie jest dostępna, ponieważ do uruchomienia edytora użyto " +"argumentu wiersza poleceń `--single-window`." + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Obsługa wielu okien nie jest dostępna, ponieważ bieżąca platforma nie " +"obsługuje wielu okien." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"Obsługa wielu okien nie jest dostępna, ponieważ w ustawieniach edytora " +"włączono opcję Interfejs > Edytor > Tryb pojedynczego okna." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Obsługa wielu okien nie jest dostępna, ponieważ w ustawieniach edytora opcja " +"Interfejs > Wiele okien > Włącz jest wyłączona." + msgid "Clear Recent Scenes" msgstr "Wyczyść listę ostatnio otwieranych scen" @@ -3460,6 +3684,12 @@ msgstr "" "Wybrany plik \"%s\" nie jest sceną, wybrać poprawny?\n" "Można to później zmienić w \"Ustawienia projektu\" w kategorii \"aplikacja\"." +msgid "Save Layout..." +msgstr "Zapisz układ..." + +msgid "Delete Layout..." +msgstr "Usuń układ..." + msgid "Default" msgstr "Domyślny" @@ -3686,6 +3916,9 @@ msgstr "Konfiguruj importer FBX..." msgid "Help" msgstr "Pomoc" +msgid "Search Help..." +msgstr "Wyszukaj w pomocy..." + msgid "Online Documentation" msgstr "Dokumentacja online" @@ -3710,6 +3943,9 @@ msgstr "Zasugeruj funkcjonalność" msgid "Send Docs Feedback" msgstr "Oceń dokumentację" +msgid "About Godot..." +msgstr "O Godocie..." + msgid "Support Godot Development" msgstr "Wesprzyj rozwój Godota" @@ -3750,9 +3986,6 @@ msgstr "Węzeł" msgid "History" msgstr "Historia" -msgid "Expand Bottom Panel" -msgstr "Rozwiń panel dolny" - msgid "Output" msgstr "Konsola" @@ -3805,9 +4038,6 @@ msgstr "Przeładuj" msgid "Resave" msgstr "Zapisz ponownie" -msgid "Create Version Control Metadata..." -msgstr "Utwórz metadane kontroli wersji..." - msgid "Version Control Settings..." msgstr "Ustawienia kontroli wersji..." @@ -3844,6 +4074,19 @@ msgstr "Ok" msgid "Warning!" msgstr "Ostrzeżenie!" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nazwa: %S \n" +"Ścieżka: %S \n" +"Główny skrypt: %S \n" +"\n" +" %S" + msgid "On" msgstr "Włącz" @@ -3856,6 +4099,9 @@ msgstr "Zainstalowane wtyczki:" msgid "Create New Plugin" msgstr "Utwórz nową wtyczkę" +msgid "Enabled" +msgstr "Włączony" + msgid "Version" msgstr "Wersja" @@ -3925,6 +4171,17 @@ msgstr "Nieprawidłowy RID" msgid "Recursion detected, unable to assign resource to property." msgstr "Wykryto rekurencję, nie można przypisać zasobu do właściwości." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Nie można utworzyć ViewportTexture w węźle Texture2D, ponieważ tekstura nie " +"zostanie powiązana ze sceną.\n" +" Zamiast tego użyj węzła Texture2DParametr i ustaw teksturę w zakładce " +"„Parametry modułu cieniującego”." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3995,6 +4252,13 @@ msgstr "" "Wybrany zasób (%s) nie zgadza się z żadnym rodzajem przewidywanym dla tego " "użycia (%s)." +msgid "Quick Load..." +msgstr "Szybkie wczytywanie..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Otwiera szybkie menu umożliwiające wybór z listy dozwolonych zasobów plików." + msgid "Load..." msgstr "Wczytaj..." @@ -4028,6 +4292,9 @@ msgstr "Nowy skrypt..." msgid "Extend Script..." msgstr "Rozszerz skrypt..." +msgid "New Shader..." +msgstr "Nowy Shader..." + msgid "No Remote Debug export presets configured." msgstr "Brak skonfigurowanych profili zdalnego debugowania." @@ -4160,6 +4427,12 @@ msgstr "Wszystkie urządzenia" msgid "Device" msgstr "Urządzenie" +msgid "Listening for Input" +msgstr "Nasłuchiwanie danych wejściowych" + +msgid "Filter by Event" +msgstr "Filtruj po zdarzeniu" + msgid "Project export for platform:" msgstr "Eksportowanie projektu dla platformy:" @@ -4172,6 +4445,12 @@ msgstr "Zakończono pomyślnie." msgid "Failed." msgstr "Nie powiodło się." +msgid "Unknown Error" +msgstr "Nieznany błąd" + +msgid "Export failed with error code %d." +msgstr "Eksport nie powiódł się z powodu kodu błędu %d." + msgid "Storing File: %s" msgstr "Przechowywanie pliku: %s" @@ -4223,6 +4502,13 @@ msgstr "Nie znaleziono własnego szablonu debugowania." msgid "Custom release template not found." msgstr "Nie znaleziono własnego szablonu wydania." +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Aby wyeksportować projekt, należy wybrać format tekstury. Wybierz co najmniej " +"jeden format tekstury." + msgid "Prepare Template" msgstr "Przygotuj szablon" @@ -4505,6 +4791,9 @@ msgstr "" msgid "Advanced Options" msgstr "Opcje zaawansowane" +msgid "If checked, the advanced options will be shown." +msgstr "Jeśli zaznaczone, zostaną pokazane opcje zaawansowane." + msgid "Export Path" msgstr "Ścieżka eksportu" @@ -4606,12 +4895,41 @@ msgstr "" msgid "More Info..." msgstr "Więcej informacji..." +msgid "Scripts" +msgstr "Skrypty" + +msgid "GDScript Export Mode:" +msgstr "Tryb eksportu GDScript:" + +msgid "Text (easier debugging)" +msgstr "Tekst (łatwiejsze debugowanie)" + +msgid "Binary tokens (faster loading)" +msgstr "Tokeny binarne (szybsze ładowanie)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Skompresowane tokeny binarne (mniejsze pliki)" + msgid "Export PCK/ZIP..." msgstr "Eksport PCK/ZIP..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Eksportuj zasoby projektu jako pakiet PCK lub ZIP. To nie jest grywalna " +"kompilacja, wyłącznie dane projektu bez pliku wykonywalnego Godot." + msgid "Export Project..." msgstr "Wyeksportuj projekt..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Wyeksportuj projekt jako grywalną kompilację (plik wykonywalny Godot i dane " +"projektu) dla wybranego ustawienia wstępnego." + msgid "Export All" msgstr "Eksportuj wszystko" @@ -4639,23 +4957,6 @@ msgstr "Zarządzaj szablonami eksportu" msgid "Export With Debug" msgstr "Eksport z debugowaniem" -msgid "Disable FBX & Restart" -msgstr "Wyłącz FBX i zrestartuj" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Anulowanie tego dialogu wyłączy importer FBX.\n" -"Możesz go włączyć ponownie w ustawieniach projektu pod System Plików > Import " -"> FBX > Włączony.\n" -"\n" -"Edytor zostanie zrestartowany, gdyż importery są rejestrowane kiedy edytor " -"się uruchamia." - msgid "Path to FBX2glTF executable is empty." msgstr "Ścieżka do pliku wykonywalnego FBX2glTF jest pusta." @@ -4671,13 +4972,6 @@ msgstr "Plik wykonywalny FBX2glTF jest nieprawidłowy." msgid "Configure FBX Importer" msgstr "Skonfiguruj importer FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF jest wymagany do importowania plików FBX.\n" -"Proszę go pobrać i zapewnić prawidłową ścieżkę do pliku wykonywalnego:" - msgid "Click this link to download FBX2glTF" msgstr "Kliknij ten link, by pobrać FBX2glTF" @@ -4767,6 +5061,22 @@ msgstr "Czy chcesz je nadpisać, czy zmienić nazwę kopiowanych plików?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Czy chcesz je nadpisać, czy zmienić nazwę przeniesionych plików?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"nie można uruchomić zewnętrznego programu w celu sprawdzenia obecności " +"emulatora terminala: polecenie -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"nie można uruchomić programu terminala zewnętrznego (kod błędu %d): %s %s\n" +" Sprawdź `filesystem/external_programs/terminal_emulator` i `filesystem/" +"external_programs/terminal_emulator_flags` w Ustawieniach edytora." + msgid "Duplicating file:" msgstr "Duplikowanie pliku:" @@ -4839,6 +5149,12 @@ msgstr "Importuj ponownie" msgid "Open in File Manager" msgstr "Otwórz w menedżerze plików" +msgid "Open in Terminal" +msgstr "Otwórz w terminalu" + +msgid "Open Containing Folder in Terminal" +msgstr "Otwórz folder zawierający w terminalu" + msgid "New Folder..." msgstr "Utwórz katalog..." @@ -4991,18 +5307,96 @@ msgstr "%d dopasowań w %d pliku" msgid "%d matches in %d files" msgstr "%d dopasowań w %d plikach" +msgid "Set Group Description" +msgstr "Ustaw opis grupy" + +msgid "Invalid group name. It cannot be empty." +msgstr "Nieprawidłowa nazwa grupy. Pole nie może być puste." + +msgid "A group with the name '%s' already exists." +msgstr "Grupa o nazwie „%s” już istnieje." + +msgid "Group can't be empty." +msgstr "Grupa nie może być pusta." + +msgid "Group already exists." +msgstr "Grupa już istnieje." + +msgid "Add Group" +msgstr "Dodaj grupę" + +msgid "Renaming Group References" +msgstr "Zmiana nazwy odniesień do grupy" + +msgid "Removing Group References" +msgstr "Usuwanie odniesień do grup" + msgid "Rename Group" msgstr "Zmień nazwę grupy" +msgid "Remove Group" +msgstr "Usuń grupę" + +msgid "Delete references from all scenes" +msgstr "Usuń odniesienia ze wszystkich scen" + +msgid "Delete group \"%s\"?" +msgstr "Usunąć grupę „%s”?" + +msgid "Group name is valid." +msgstr "Nazwa grupy jest prawidłowa." + +msgid "Rename references in all scenes" +msgstr "Zmień nazwy odniesień we wszystkich scenach" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Ta grupa należy do innej sceny i nie można jej edytować." + +msgid "Copy group name to clipboard." +msgstr "Skopiuj nazwę grupy do schowka." + msgid "Add to Group" msgstr "Dodaj do Grupy" msgid "Remove from Group" msgstr "Usuń z Grupy" +msgid "Convert to Global Group" +msgstr "Konwertuj na grupę globalną" + +msgid "Convert to Scene Group" +msgstr "Konwertuj na grupę scen" + +msgid "Create New Group" +msgstr "Stwórz Nową Grupę" + msgid "Global" msgstr "Globalna" +msgid "Delete group \"%s\" and all its references?" +msgstr "Usunąć grupę „%s” i wszystkie jej odniesienia?" + +msgid "Add a new group." +msgstr "Dodaj nową grupę." + +msgid "Filter Groups" +msgstr "Grupy filtrów" + +msgid "Expand Bottom Panel" +msgstr "Rozwiń panel dolny" + +msgid "Move/Duplicate: %s" +msgstr "Przenieś/Duplikuj: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Przenieś/duplikuj %d element" +msgstr[1] "Przenieś/duplikuj %d elementów" +msgstr[2] "Przenieś/duplikuj %d elementów" + +msgid "Choose target directory:" +msgstr "Wybierz katalog docelowy:" + msgid "Move" msgstr "Przenieś" @@ -5246,6 +5640,9 @@ msgstr "Przełącz widoczność" msgid "Unlock Node" msgstr "Odblokuj węzeł" +msgid "Ungroup Children" +msgstr "Rozgrupuj dzieci" + msgid "Disable Scene Unique Name" msgstr "Wyłącz unikalną w scenie nazwę" @@ -5723,6 +6120,15 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: Tekstura Atlasu jest znacznie większa na jednej osi (%d), rozważ zmianę " +"ustawień projektu `editor/import/atlas_max_width`, aby umożliwić szerszą " +"teksturę, dzięki czemu wynik będzie bardziej równomierny." + msgid "Importer:" msgstr "Importer:" @@ -5794,6 +6200,9 @@ msgstr "Przyciski joysticka" msgid "Joypad Axes" msgstr "Osie Joypada" +msgid "Event Configuration for \"%s\"" +msgstr "Konfiguracja zdarzenia dla „%s”" + msgid "Event Configuration" msgstr "Konfiguracja zdarzenia" @@ -5828,6 +6237,12 @@ msgstr "Fizyczny kod znaku (pozycja na klawiaturze US QWERTY)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Etykieta znaku (Unikod, wielkość liter ma znaczenie)" +msgid "Physical location" +msgstr "Fizyczna lokalizacja" + +msgid "Any" +msgstr "Dowolny" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -5997,6 +6412,13 @@ msgstr "Nazwa podfolderu nie jest prawidłową nazwą folderu." msgid "Subfolder cannot be one which already exists." msgstr "Podfolder nie może już istnieć." +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# nie obsługuje aktywacji wtyczki podczas tworzenia, ponieważ projekt musi " +"zostać najpierw skompilowany." + msgid "Edit a Plugin" msgstr "Edytuj wtyczkę" @@ -6249,6 +6671,15 @@ msgstr "Przełącz filtrowanie" msgid "Change Filter" msgstr "Zmień filtr" +msgid "Fill Selected Filter Children" +msgstr "Wypełnij wybrane podrzędne filtry" + +msgid "Invert Filter Selection" +msgstr "Odwróć wybór filtra" + +msgid "Clear Filter Selection" +msgstr "Wyczyść wybór filtra" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6280,6 +6711,12 @@ msgstr "Dodaj węzeł..." msgid "Enable Filtering" msgstr "Włącz filtrowanie" +msgid "Fill Selected Children" +msgstr "Wypełnij wybrane podrzędne elementy" + +msgid "Invert" +msgstr "Odwróć" + msgid "Library Name:" msgstr "Nazwa biblioteki:" @@ -6365,6 +6802,24 @@ msgstr "Zapisz bibliotekę animacji do pliku: %s" msgid "Save Animation to File: %s" msgstr "Zapisz animację do pliku: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Niektóre pliki AnimationLibrary były nieprawidłowe." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "Część wybranych bibliotek została już dodana do miksera." + +msgid "Add Animation Libraries" +msgstr "Dodaj biblioteki animacji" + +msgid "Some Animation files were invalid." +msgstr "Niektóre pliki animacji były nieprawidłowe." + +msgid "Some of the selected animations were already added to the library." +msgstr "Niektóre z wybranych animacji zostały już dodane do biblioteki." + +msgid "Load Animations into Library" +msgstr "Załaduj animacje do biblioteki" + msgid "Load Animation into Library: %s" msgstr "Wczytaj animację do biblioteki: %s" @@ -6404,12 +6859,45 @@ msgstr "[zewnętrzne]" msgid "[imported]" msgstr "[importowane]" +msgid "Add animation to library." +msgstr "Dodaj animację do biblioteki." + +msgid "Load animation from file and add to library." +msgstr "Załaduj animację z pliku i dodaj do biblioteki." + +msgid "Paste animation to library from clipboard." +msgstr "Wklej animację do biblioteki ze schowka." + +msgid "Save animation library to resource on disk." +msgstr "Zapisz bibliotekę animacji do zasobu na dysku." + +msgid "Remove animation library." +msgstr "Usuń bibliotekę animacji." + +msgid "Copy animation to clipboard." +msgstr "Skopiuj animację do schowka." + +msgid "Save animation to resource on disk." +msgstr "Zapisz animację do zasobu na dysku." + +msgid "Remove animation from Library." +msgstr "Usuń animację z biblioteki." + msgid "Edit Animation Libraries" msgstr "Edytuj biblioteki animacji" +msgid "New Library" +msgstr "Nowa biblioteka" + +msgid "Create new empty animation library." +msgstr "Utwórz nową pustą bibliotekę animacji." + msgid "Load Library" msgstr "Wczytaj bibliotekę" +msgid "Load animation library from disk." +msgstr "Załaduj bibliotekę animacji z dysku." + msgid "Storage" msgstr "Przechowywanie" @@ -6485,6 +6973,9 @@ msgstr "Narzędzia do animacji" msgid "Animation" msgstr "Animacja" +msgid "New..." +msgstr "Nowy..." + msgid "Manage Animations..." msgstr "Zarządzaj animacjami..." @@ -6768,6 +7259,16 @@ msgctxt "Pagination" msgid "Last" msgstr "Koniec" +msgid "" +"The Asset Library requires an online connection and involves sending data " +"over the internet." +msgstr "" +"Biblioteka zasobów wymaga połączenia internetowego i wiąże się z przesyłaniem " +"danych przez Internet." + +msgid "Go Online" +msgstr "Przejdź do trybu online" + msgid "Failed to get repository configuration." msgstr "Nie udało się uzyskać konfiguracji repozytorium." @@ -7093,12 +7594,6 @@ msgstr "Przyciągaj względnie" msgid "Use Pixel Snap" msgstr "Przyciągaj do pikseli" -msgid "Smart Snapping" -msgstr "Inteligentne przyciąganie" - -msgid "Configure Snap..." -msgstr "Konfiguruj przyciąganie..." - msgid "Snap to Parent" msgstr "Przyciągaj do rodzica" @@ -7117,6 +7612,12 @@ msgstr "Przyciągaj do innych węzłów" msgid "Snap to Guides" msgstr "Przyciągaj do prowadnic" +msgid "Smart Snapping" +msgstr "Inteligentne przyciąganie" + +msgid "Configure Snap..." +msgstr "Konfiguruj przyciąganie..." + msgid "Lock selected node, preventing selection and movement." msgstr "Zablokuj zaznaczony węzeł, uniemożliwiając zaznaczanie i przesuwanie." @@ -7129,9 +7630,23 @@ msgstr "Odblokuj zaznaczony węzeł, umożliwiając zaznaczanie i przesuwanie." msgid "Unlock Selected Node(s)" msgstr "Odblokuj zaznaczone węzły" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Grupuje wybrany węzeł wraz z jego dziećmi. Powoduje to wybranie elementu " +"nadrzędnego po kliknięciu dowolnego węzła podrzędnego w widoku 2D i 3D." + msgid "Group Selected Node(s)" msgstr "Grupuj zaznaczone węzły" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Rozgrupowuje wybrany węzeł od jego elementów podrzędnych. Węzły podrzędne " +"będą indywidualnymi elementami w widoku 2D i 3D." + msgid "Ungroup Selected Node(s)" msgstr "Rozgrupuj zaznaczone węzły" @@ -7177,6 +7692,15 @@ msgstr "Pokaż pozycję początkową" msgid "Show Viewport" msgstr "Pokaż widok" +msgid "Lock" +msgstr "Zablokuj" + +msgid "Group" +msgstr "Grupa" + +msgid "Transformation" +msgstr "Transformacja" + msgid "Gizmos" msgstr "Uchwyty" @@ -7252,11 +7776,23 @@ msgstr "Zmniejsz rozdzielczość siatki 2 razy" msgid "Adding %s..." msgstr "Dodawanie %s..." +msgid "Drag and drop to add as child of selected node." +msgstr "Przeciągnij i upuść, aby dodać jako węzeł potomny wybranego węzła." + +msgid "Hold Alt when dropping to add as child of root node." +msgstr "" +"Przytrzymaj Alt podczas upuszczania, aby dodać jako węzeł potomny korzenia " +"sceny." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Przytrzymaj Shift podczas upuszczania, by dodać jako węzeł siostrzany " "wybranego węzła." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "" +"Przytrzymaj Alt + Shift podczas upuszczania, aby dodać jako inny typ węzła." + msgid "Cannot instantiate multiple nodes without root." msgstr "Nie można utworzyć instancji wielu węzłów bez węzła głównego." @@ -7645,6 +8181,9 @@ msgstr "" "Kiedy ta opcja jest włączona, serwer debugowania edytora będzie dalej otwarty " "i będzie nasłuchiwał nowych sesji poza samym edytorem." +msgid "Customize Run Instances..." +msgstr "Dostosuj uruchamiane instancje..." + msgid "Size: %s" msgstr "Rozmiar: %s" @@ -7900,6 +8439,24 @@ msgstr "Nie znaleziono korzenia sceny edytora." msgid "Lightmap data is not local to the scene." msgstr "Dane mapy światła nie są lokalne dla sceny." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"Maksymalny rozmiar tekstury jest za mały dla obrazków mapy światła.\n" +"Mimo że to może być naprawione przez zwiększenie maksymalnego rozmiaru " +"tekstury, zalecane jest zamiast tego rozdzielenie sceny na więcej obiektów." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Nie udało się utworzyć obrazków mapy światła. Upewnij się, że wszystkie " +"siatki wybrane do wypiekania mają wartość \"lightmap_size_hint\" ustawioną na " +"wystarczająco wysoką i \"texel_scale\" węzła LightmapGI nie jest za niski." + msgid "Bake Lightmaps" msgstr "Stwórz Lightmaps" @@ -8509,6 +9066,9 @@ msgstr "Wyświetlaj środowisko" msgid "View Gizmos" msgstr "Pokaż uchwyty" +msgid "View Grid" +msgstr "Pokaż siatkę" + msgid "View Information" msgstr "Pokaż informacje" @@ -8653,6 +9213,14 @@ msgstr "" "WorldEnvironment.\n" "Podgląd zablokowany." +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Grupuje wybrany węzeł z jego węzłami potomnymi. Jeśli jakiś węzeł potomny " +"zostanie kliknięty w widoku 2D lub 3D, ta opcja powoduje zaznaczenie węzła " +"nadrzędnego." + msgid "Use Local Space" msgstr "Użyj przestrzeni lokalnej" @@ -8767,9 +9335,6 @@ msgstr "4 widoki" msgid "View Origin" msgstr "Pokaż pozycję początkową" -msgid "View Grid" -msgstr "Pokaż siatkę" - msgid "Settings..." msgstr "Ustawienia..." @@ -8788,6 +9353,16 @@ msgstr "Przyciąganie skali (%):" msgid "Viewport Settings" msgstr "Ustawienia widoku" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV jest zdefiniowane jako wartość pionowa, gdyż kamera edytora zawsze używa " +"trybu aspektu Zachowaj Wysokość." + +msgid "Perspective VFOV (deg.):" +msgstr "Pionowe pole widzenia w perspektywie (stopnie):" + msgid "View Z-Near:" msgstr "Widok Z-Blisko:" @@ -8916,6 +9491,12 @@ msgstr "Wypiecz zasłony" msgid "Select occluder bake file:" msgstr "Wybierz plik wypiekania zasłon:" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "Przytrzymaj Shift, żeby skalować wokół środka zamiast przesuwać." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "Przełącz pomiędzy trybami minimum/maksimum i podstawa/rozrzut." + msgid "Remove Point from Curve" msgstr "Usuń punkt z krzywej" @@ -8940,6 +9521,12 @@ msgstr "Przesuń punkt kontrolny wchodzący z krzywej" msgid "Move Out-Control in Curve" msgstr "Przesuń punkt kontrolny wychodzący z krzywej" +msgid "Close the Curve" +msgstr "Zamknij krzywą" + +msgid "Clear Curve Points" +msgstr "Wyczyść punkty krzywej" + msgid "Select Points" msgstr "Zaznacz Punkty" @@ -8967,9 +9554,15 @@ msgstr "Usuń Punkt" msgid "Close Curve" msgstr "Zamknij krzywą" +msgid "Clear Points" +msgstr "Wyczyść punkty" + msgid "Please Confirm..." msgstr "Proszę potwierdzić..." +msgid "Remove all curve points?" +msgstr "Usunąć wszystkie punkty krzywej?" + msgid "Mirror Handle Angles" msgstr "Odbij kąty uchwytów" @@ -8988,9 +9581,6 @@ msgstr "Uchwyt wyjściowy #" msgid "Handle Tilt #" msgstr "Nachylenie uchwytu #" -msgid "Set Curve Point Position" -msgstr "Ustaw pozycje punktu krzywej" - msgid "Set Curve Out Position" msgstr "Ustaw punkt kontrolny wychodzący z krzywej" @@ -9018,6 +9608,9 @@ msgstr "Zresetuj nachylenie punktu" msgid "Split Segment (in curve)" msgstr "Podziel Segment (na krzywej)" +msgid "Set Curve Point Position" +msgstr "Ustaw pozycje punktu krzywej" + msgid "Move Joint" msgstr "Przesuń złącze" @@ -9328,15 +9921,15 @@ msgstr "Poprzedni plik" msgid "History Next" msgstr "Następny plik" -msgid "Theme" -msgstr "Motyw" - msgid "Import Theme..." msgstr "Importuj motyw..." msgid "Reload Theme" msgstr "Przeładuj motyw" +msgid "Theme" +msgstr "Motyw" + msgid "Save Theme" msgstr "Zapisz motyw" @@ -9454,9 +10047,6 @@ msgstr "Wybierz Kolor" msgid "Folding" msgstr "Zawijanie" -msgid "Indentation" -msgstr "Wcięcia" - msgid "Uppercase" msgstr "Wielkie litery" @@ -9565,9 +10155,21 @@ msgstr "Przejdź do poprzedniego punktu wstrzymania" msgid "Save changes to the following shaders(s) before quitting?" msgstr "Czy zapisać zmiany w następujących shaderach przed wyjściem?" +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "W następujących wbudowanych shaderach są niezapisane zmiany:" + msgid "Shader Editor" msgstr "Edytor shaderów" +msgid "New Shader Include..." +msgstr "Nowe załączenie shadera..." + +msgid "Load Shader File..." +msgstr "Wczytaj plik shadera..." + +msgid "Load Shader Include File..." +msgstr "Wczytaj plik załączenia shadera..." + msgid "Save File" msgstr "Zapisz plik" @@ -9765,12 +10367,6 @@ msgstr "Nie można wczytać obrazków" msgid "ERROR: Couldn't load frame resource!" msgstr "Błąd: Nie można załadować zasobu klatki!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Schowek zasobów jest pusty lub nie zawiera tekstury!" - -msgid "Paste Frame" -msgstr "Wklej klatkę" - msgid "Add Empty" msgstr "Dodaj pusty" @@ -9822,9 +10418,6 @@ msgstr "Dodaj klatki z sprite sheetu" msgid "Delete Frame" msgstr "Usuń klatkę" -msgid "Copy Frame" -msgstr "Kopiuj klatkę" - msgid "Insert Empty (Before Selected)" msgstr "Wstaw puste (przed zaznaczonym)" @@ -10737,7 +11330,7 @@ msgid "Contiguous" msgstr "Przylegające" msgid "Place Random Tile" -msgstr "Ustaw losowy kafelek" +msgstr "Postaw losowy kafelek" msgid "" "Modifies the chance of painting nothing instead of a randomly selected tile." @@ -10750,6 +11343,13 @@ msgstr "Rozrzucanie:" msgid "Tiles" msgstr "Kafelki" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"TileSet tej TileMapy nie ma skonfigurowanego źródła. Przejdź do dolnego " +"panelu TileSet, by jakieś dodać." + msgid "Sort sources" msgstr "Sortuj źródła" @@ -10792,6 +11392,13 @@ msgstr "" "Tryb łączenia: maluje teren, a następnie łączy go z sąsiadującymi kafelkami z " "tym samym terenem." +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Tryb ścieżek: maluje teren, a następnie łączy go do poprzedniego kafelka " +"namalowanego w tym samym pociągnięciu." + msgid "Terrains" msgstr "Tereny" @@ -10999,6 +11606,178 @@ msgstr "Utwórz kafelki na nieprzezroczystych regionach tekstury" msgid "Remove tiles in fully transparent texture regions" msgstr "Usuń kafelki z całkowicie przezroczystych regionów tekstury" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"Unikalny identyfikator kafelka wewnątrz zasobu TileSet. Każdy kafelek " +"przechowuje ID swojego źródła, więc zmienienie go może zepsuć kafelki." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Czytelna dla człowieka nazwa atlasu. Nazwa powinna dobrze opisywać zawartość " +"w celach organizacyjnych (np. \"teren\", \"dekoracje\", itp.)." + +msgid "The image from which the tiles will be created." +msgstr "Obrazek, z którego zostaną utworzone kafelki." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"Marginesy na krawędziach obrazka, które nie powinny być wybieralne jako " +"kafelki (w pikselach). Zwiększenie tego może być przydatne jeśli pobierasz " +"obrazek z kafelkami, który ma marginesy na krawędziach (np. w celu atrybucji)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"Odstęp pomiędzy kafelkami w atlasie, w pikselach. Zwiększenie tego może być " +"przydatne jeśli obrazek z kafelkami zawiera prowadnice (jak ramki pomiędzy " +"każdym kafelkiem)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"Rozmiar każdego kafelka w atlasie, w pikselach. W większości przypadków " +"powinien być równy rozmiarowi kafelka zdefiniowanemu we właściwości TileMapy " +"(ale nie jest to ściśle konieczne)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Gdy zaznaczone, dodaje jednopikselową przezroczystą krawędź wokół każdego " +"kafelka, by zapobiec wylewaniu tekstury kiedy filtrowanie jest włączone. " +"Zalecane jest włączenie tej opcji, chyba że dodatkowy odstęp powoduje " +"problemy z renderowaniem." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"Pozycja lewego górnego rogu kafelka w atlasie. Pozycja i rozmiar muszą być " +"wewnątrz atlasu nie mogą nachodzić na inny kafelek.\n" +"Każdy namalowany kafelek ma przypisane koordynaty atlasu, więc zmiana tej " +"właściwości może spowodować, że twoje TileMapy nie będą się poprawnie " +"wyświetlać." + +msgid "The unit size of the tile." +msgstr "Jednostkowy rozmiar kafelka." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Liczba kolumn dla siatki animacji. Jeśli liczba kolumn jest mniejsza niż " +"liczba klatek, animacja automatycznie dostosuje liczbę rzędów." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "Odstęp (w kafelkach) pomiędzy klatkami animacji." + +msgid "Animation speed in frames per second." +msgstr "Szybkość animacji w klatkach na sekundę." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Określa jak animacja będzie się zaczynać. W trybie \"Domyślny\" wszystkie " +"kafelki zaczną animowanie na tej samej klatce. W trybie \"Losowe czasy " +"początku\" każdy kafelek zaczyna animację z losowym odstępem." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Jak [code]prawdziwe[/code], kafelek jest odwrócony poziomo." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Jak [code]prawdziwe[/code], kafelek jest odwrócony pionowo." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Gdy włączone, kafelek jest obrócony o 90 stopni [i]przeciwnie do ruchu " +"wskazówek zegara[/i] i przewrócony pionowo. W praktyce oznacza to, że aby " +"obrócić kafelek o 90 stopni zgodnie z ruchem wskazówek zegara bez " +"przewracania go powinno się włączyć [b]Flip H[/b] i [b]Transpose[/b]. By " +"obrócić kafelek o 180 stopni, włącz [b]Flip H[/b] i [b]Flip V[/b]. By obrócić " +"kafelek o 270 stopni, włącz [b]Flip V[/b] i [b]Transpose[/b]." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"Początek używany do rysowania kafelka. Może być użyty do wizualnego " +"przesunięcia kafelka względem bazowego kafelka." + +msgid "The color multiplier to use when rendering the tile." +msgstr "Mnożnik koloru używany do renderowania kafelka." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"Materiał używany dla tego kafelka. Może być użyty do zastosowania innego typu " +"mieszania albo własnego shadera do pojedynczego kafelka." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"Kolejność sortowania dla tego kafelka. Większe wartości sprawią, że kafelek " +"będzie się wyświetlał przed innymi na tej samej warstwie. Indeks jest " +"względny w stosunku do indeksu Z TileMapy." + +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"Pionowy odstęp użyty do sortowania kafelka na podstawie jego koordynatu Y (w " +"pikselach). Pozwala to na sortowanie warstw w grach z widokiem z góry tak " +"jakby były na różnych wysokościach. Zmiana tego może pomóc załagodzić " +"problemy z sortowaniem niektórych kafelków. Efektywne tylko, gdy Y Sort " +"Enabled jest włączone w warstwie TileMapy gdzie ten kafelek jest położony." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"Indeks zestawu terenu, do którego należy ten kafelek. [code]-1[/code] " +"oznacza, że nie będzie użyty w terenach." + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"Indeks terenu wewnątrz zestawu terenu, do którego należy ten kafelek. " +"[code]-1[/code] oznacza, że nie będzie użyty w terenach." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"Względne prawdopodobieństwo pojawienia się tego kafelka podczas malowania z " +"włączonym \"Postaw losowy kafelek\"." + msgid "Setup" msgstr "Konfiguracja" @@ -11121,6 +11900,33 @@ msgstr "Usuń kafelek sceny" msgid "Drag and drop scenes here or use the Add button." msgstr "Przeciągnij i upuść tutaj sceny lub użyj przycisku Dodaj." +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"Czytelna dla człowieka nazwa kolekcji scen. Nazwa powinna dobrze opisywać " +"zawartość w celach organizacyjnych (np. \"przeszkody\", \"dekoracje\", itp.)." + +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"Identyfikator kafelka sceny w kolekcji. Każdy namalowany kafelek ma powiązane " +"ID, więc zmienienie tej właściwości może spowodować, że twoje TileMapy nie " +"będą się prawidłowo wyświetlać." + +msgid "Absolute path to the scene associated with this tile." +msgstr "Bezwzględna ścieżka do sceny powiązanej z tym kafelkiem." + +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"Gdy włączone, na wierzchu podglądu sceny będzie wyświetlany symbol zastępczy. " +"Symbol wyświetli się tak czy inaczej, jeśli scena nie ma prawidłowego " +"podglądu." + msgid "Scenes collection properties:" msgstr "Właściwości kolekcji scen:" @@ -11454,6 +12260,9 @@ msgstr "Usuń varying z shadera wizualnego: %s" msgid "Node(s) Moved" msgstr "Węzeł/y przesunięte" +msgid "Insert node" +msgstr "Wstaw węzeł" + msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Konwertuj stałe węzły do parametrów" @@ -11547,6 +12356,9 @@ msgstr "Dodaj węzeł" msgid "Clear Copy Buffer" msgstr "Wyczyść bufor kopiowania" +msgid "Insert New Node" +msgstr "Wstaw nowy węzeł" + msgid "High-end node" msgstr "Węzeł wysokiej klasy" @@ -12504,9 +13316,42 @@ msgstr "Wypal VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Wybierz ścieżkę dla pliku danych VoxelGI" +msgid "Go Online and Open Asset Library" +msgstr "Przejdź online i otwórz Bibliotekę Zasobów" + msgid "Are you sure to run %d projects at once?" msgstr "Czy na pewno chcesz uruchomić %d projektów na raz?" +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"Nie można uruchomić projektu: główna scena niezdefiniowana.\n" +"Edytuj projekt i ustaw główną scenę w Ustawieniach Projektu pod kategorią " +"\"Aplikacja\"." + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"Nie można uruchomić projektu: zasoby muszą najpierw zostać zaimportowane.\n" +"Otwórz projekt w edytorze, aby uruchomić wstępny import." + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"Nie można otworzyć projektu w \"%s\":\n" +"Plik projektu nie istnieje lub jest niedostępny." + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"Nie można otworzyć projektu w \"%s\":\n" +"Nie udało się uruchomić edytora." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12694,6 +13539,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "Menedżer projektów" +msgid "Settings" +msgstr "Ustawienia" + +msgid "Projects" +msgstr "Projekty" + msgid "New Project" msgstr "Nowy projekt" @@ -12727,12 +13578,31 @@ msgstr "Ostatnia modyfikacja" msgid "Tags" msgstr "Tagi" +msgid "You don't have any projects yet." +msgstr "Nie masz jeszcze żadnych projektów." + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Zacznij od utworzenia nowego,\n" +"importowania istniejącego lub poprzez pobranie szablonu projektu z Biblioteki " +"Zasobów!" + msgid "Create New Project" msgstr "Utwórz nowy projekt" msgid "Import Existing Project" msgstr "Importuj istniejący projekt" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Uwaga: Biblioteka Zasobów wymaga połączenia online i obejmuje przesyłanie " +"danych przez internet." + msgid "Edit Project" msgstr "Edytuj projekt" @@ -12748,6 +13618,13 @@ msgstr "Usuń projekt" msgid "Remove Missing" msgstr "Usuń brakujące" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"Biblioteka Zasobów niedostępna (z powodu używania edytora webowego lub przez " +"wyłączone wsparcie SSL)." + msgid "Select a Folder to Scan" msgstr "Wybierz folder do skanowania" @@ -12806,6 +13683,9 @@ msgstr "Wyświetlane tagi są pisane wielkimi literami." msgid "The path specified doesn't exist." msgstr "Podana ścieżka nie istnieje." +msgid "The install path specified doesn't exist." +msgstr "Podana ścieżka instalacji nie istnieje." + msgid "Error opening package file (it's not in ZIP format)." msgstr "Błąd otwierania pliku pakietu (nie jest w formacie ZIP)." @@ -12814,11 +13694,17 @@ msgid "" msgstr "" "Niewłaściwy plik \".zip\" projektu; nie zawiera pliku \"project.godot\"." +msgid "Please choose an empty install folder." +msgstr "Proszę wybrać pusty folder instalacyjny." + msgid "" "Please choose a \"project.godot\", a directory with it, or a \".zip\" file." msgstr "" "Proszę wybrać plik \"project.godot\" lub folder z nim, albo plik \".zip\"." +msgid "The install directory already contains a Godot project." +msgstr "Folder instalacji już zawiera projekt Godota." + msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -12978,6 +13864,28 @@ msgstr "Brakujący projekt" msgid "Restart Now" msgstr "Uruchom ponownie" +msgid "Quick Settings" +msgstr "Szybkie ustawienia" + +msgid "Interface Theme" +msgstr "Motyw interfejsu" + +msgid "Custom preset can be further configured in the editor." +msgstr "Niestandardowe ustawienie może być dalej konfigurowane w edytorze." + +msgid "Display Scale" +msgstr "Skala wyświetlania" + +msgid "Network Mode" +msgstr "Tryb sieci" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"Ustawienia zmienione! Menedżer projektów musi być zrestartowany, by zmiany " +"miały efekt." + msgid "Add Project Setting" msgstr "Dodaj ustawienie projektu" @@ -13029,6 +13937,9 @@ msgstr "Autoładowanie" msgid "Shader Globals" msgstr "Globalne shaderów" +msgid "Global Groups" +msgstr "Globalne grupy" + msgid "Plugins" msgstr "Wtyczki" @@ -13145,6 +14056,33 @@ msgstr "Zachowaj globalną transformację" msgid "Reparent" msgstr "Zmień nadrzędny" +msgid "Run Instances" +msgstr "Uruchamiane instancje" + +msgid "Enable Multiple Instances" +msgstr "Włącz wiele instancji" + +msgid "Main Run Args:" +msgstr "Główne argumenty uruchomienia:" + +msgid "Main Feature Tags:" +msgstr "Główne tagi funkcjonalności:" + +msgid "Instance Configuration" +msgstr "Konfiguracja instancji" + +msgid "Override Main Run Args" +msgstr "Nadpisz główne argumenty uruchomienia" + +msgid "Launch Arguments" +msgstr "Argumenty uruchomienia" + +msgid "Override Main Tags" +msgstr "Nadpisz główne tagi" + +msgid "Feature Tags" +msgstr "Tagi funkcjonalności" + msgid "Pick Root Node Type" msgstr "Wybierz typ korzenia" @@ -13237,6 +14175,12 @@ msgstr "Odłącz skrypt" msgid "This operation can't be done on the tree root." msgstr "Nie można wykonać tej operacji na głównym węźle drzewa." +msgid "Move Node in Parent" +msgstr "Przenieś węzeł w nadrzędnym" + +msgid "Move Nodes in Parent" +msgstr "Przenieś węzły w nadrzędnym" + msgid "Duplicate Node(s)" msgstr "Duplikuj węzeł(y)" @@ -13359,6 +14303,9 @@ msgstr "Nowy korzeń sceny" msgid "Create Root Node:" msgstr "Utwórz korzeń:" +msgid "Toggle the display of favorite nodes." +msgstr "Przełącz widoczność ulubionych węzłów." + msgid "Other Node" msgstr "Inny węzeł" @@ -13383,6 +14330,9 @@ msgstr "Dołącz skrypt" msgid "Set Shader" msgstr "Ustaw shader" +msgid "Toggle Editable Children" +msgstr "Przełącz edytowalne dzieci" + msgid "Cut Node(s)" msgstr "Wytnij węzeł/y" @@ -13432,6 +14382,16 @@ msgstr "Wczytaj jako zastępczy" msgid "Auto Expand to Selected" msgstr "Automatycznie rozwijaj do wybranego" +msgid "Center Node on Reparent" +msgstr "Wycentruj węzeł przy zmianie nadrzędnego" + +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "" +"Gdy włączone, \"Zmień nadrzędny węzeł na nowy\" utworzy nowy węzeł pośrodku " +"zaznaczonych węzłów, jeśli możliwe." + msgid "All Scene Sub-Resources" msgstr "Wszystkie podzasoby sceny" @@ -13489,6 +14449,9 @@ msgstr " w %s" msgid "(used %d times)" msgstr "(używany %d razy)" +msgid "Batch Rename..." +msgstr "Grupowa zmiana nazwy..." + msgid "Add Child Node..." msgstr "Dodaj węzeł potomny..." @@ -13507,9 +14470,18 @@ msgstr "Zmień typ..." msgid "Attach Script..." msgstr "Dołącz skrypt..." +msgid "Reparent..." +msgstr "Zmień nadrzędny..." + +msgid "Reparent to New Node..." +msgstr "Zmień nadrzędny węzeł na nowy..." + msgid "Make Scene Root" msgstr "Zmień na korzeń sceny" +msgid "Save Branch as Scene..." +msgstr "Zapisz gałąź jako scenę..." + msgid "Toggle Access as Unique Name" msgstr "Przełącz dostęp jako unikalna nazwa" @@ -13713,6 +14685,15 @@ msgstr "Utwórz shader" msgid "Set Shader Global Variable" msgstr "Ustaw zmienną globalną shadera" +msgid "Name cannot be empty." +msgstr "Nazwa nie może być pusta." + +msgid "Name must be a valid identifier." +msgstr "Nazwa musi być prawidłowym identyfikatorem." + +msgid "Global shader parameter '%s' already exists." +msgstr "Globalny parametr shadera \"%s\" już istnieje." + msgid "Name '%s' is a reserved shader language keyword." msgstr "Nazwa \"%s\" jest zarezerwowanym słowem kluczowym języka shaderów." @@ -13780,6 +14761,13 @@ msgstr "Zrestartuj i zaktualizuj" msgid "Make this panel floating in the screen %d." msgstr "Uczyń ten panel pływającym na ekranie %d." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Uczyń ten panel pływającym.\n" +"Kliknij prawym, by otworzyć wybór ekranu." + msgid "Select Screen" msgstr "Wybierz ekran" @@ -13855,6 +14843,9 @@ msgstr "Argument wartości jest wcześniej zwolnioną instancją." msgid "Export Scene to glTF 2.0 File" msgstr "Eksportuj scenę do pliku glTF 2.0" +msgid "Export Settings:" +msgstr "Ustawienia eksportu:" + msgid "glTF 2.0 Scene..." msgstr "Scena glTF 2.0..." @@ -14148,13 +15139,6 @@ msgstr "Tworzenie" msgid "Replicate" msgstr "Replikuj" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"Dodaj właściwości używając opcji powyżej\n" -"lub przeciągnij je z inspektora i upuść tutaj." - msgid "Please select a MultiplayerSynchronizer first." msgstr "Najpierw wybierz MultiplayerSynchronizer." @@ -14344,6 +15328,9 @@ msgstr "Nieznane" msgid "Select an action" msgstr "Wybierz akcję" +msgid "Choose an XR runtime." +msgstr "Wybierz środowisko uruchomieniowe XR." + msgid "Package name is missing." msgstr "Brakuje nazwy paczki." @@ -14374,6 +15361,13 @@ msgstr "Aby korzystać z wtyczek, należy włączyć opcję „Użyj kompilacji msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR wymaga włączenia opcji „Użyj kompilacji Gradle”" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"„Kompresuj natywne biblioteki” działa tylko wtedy, gdy włączona jest opcja " +"„Użyj kompilacji Gradle”." + msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "„Eksportuj AAB” działa tylko wtedy, gdy włączona jest opcja „Użyj kompilacji " @@ -14435,6 +15429,10 @@ msgstr "Uruchamiam na urządzeniu..." msgid "Could not execute on device." msgstr "Nie udało się uruchomić na urządzeniu." +msgid "Error: There was a problem validating the keystore username and password" +msgstr "" +"Błąd: Wystąpił problem podczas sprawdzania nazwy użytkownika i hasła keystore" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "Eksportowanie na Androida z użyciem C#/.NET jest eksperymentalne." @@ -14470,6 +15468,21 @@ msgstr "" msgid "Release keystore incorrectly configured in the export preset." msgstr "Wydaniowy keystore jest niepoprawnie skonfigurowany w profilu eksportu." +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "Wymagana jest poprawna ścieżka Java SDK w Ustawieniach Edytora." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "Niepoprawna ścieżka do SDK Javy w Ustawieniach Edytora." + +msgid "Missing 'bin' directory!" +msgstr "Brakuje folderu \"bin\"!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "Nie udało się odnaleźć komendy \"java\" używając ścieżki SDK Javy." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "Sprawdź folder Java SDK podany w Ustawieniach Edytora." + msgid "A valid Android SDK path is required in Editor Settings." msgstr "Wymagana jest poprawna ścieżka SDK Androida w Ustawieniach Edytora." @@ -14566,6 +15579,9 @@ msgstr "Weryfikowanie %s..." msgid "'apksigner' verification of %s failed." msgstr "Weryfikacja \"apksigner\" dla %s nieudana." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "Docelowy folder nie istnieje lub jest niedostępny: \"%s\"" + msgid "Exporting for Android" msgstr "Eksportowanie na Androida" @@ -14589,6 +15605,23 @@ msgstr "" "Próbuję zbudować z szablonu zbudowanego w gradle , ale nie ma informacji o " "wersji. Zainstaluj ponownie z menu \"Projekt\"." +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"Ścieżka Java SDK musi być skonfigurowana w Ustawieniach Edytora w \"export/" +"android/java_sdk_path\"." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"Ścieżka Android SDK musi być skonfigurowana w Ustawieniach Edytora w \"export/" +"android/android_sdk_path\"." + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "Nie można zastąpić plików res/*.xml nazwą projektu." + msgid "Could not export project files to gradle project." msgstr "Nie udało się eksportować plików projektu do projektu gradle." @@ -14646,6 +15679,12 @@ msgstr "Niepoprawny identyfikator:" msgid "Export Icons" msgstr "Eksportuj ikony" +msgid "Could not open a directory at path \"%s\"." +msgstr "Nie udało się otworzyć katalogu w ścieżce \"%s\"." + +msgid "Could not write to a file at path \"%s\"." +msgstr "Nie udało się zapisać do pliku w ścieżce \"%s\"." + msgid "Exporting for iOS (Project Files Only)" msgstr "Eksportowanie na iOS (tylko pliki projektu)" @@ -14658,6 +15697,39 @@ msgstr "Przygotuj szablony" msgid "Export template not found." msgstr "Nie znaleziono szablonu eksportu." +msgid "Failed to create the directory: \"%s\"" +msgstr "Nie udało się utworzyć katalogu: \"%s\"" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "Nie udało się utworzyć i otworzyć katalogu: \"%s\"" + +msgid "iOS Plugins" +msgstr "Wtyczki iOS" + +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"Nie udało się wyeksportować wtyczek iOS, kod błędu %d. Proszę sprawdzić " +"dziennik konsoli." + +msgid "Could not create a directory at path \"%s\"." +msgstr "Nie udało się utworzyć katalogu w ścieżce: \"%s\"." + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "" +"Żądana biblioteka szablonu \"%s\" nie została znaleziona. Może jej brakować w " +"twoim archiwum szablonu." + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "Nie udało się skopiować pliku ze ścieżki \"%s\" do \"%s\"." + +msgid "Could not access the filesystem." +msgstr "Nie udało się uzyskać dostępu do systemu plików." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "Nie udało się utworzyć pliku w ścieżce \"%s\", kod błędu %d." + msgid "Code signing failed, see editor log for details." msgstr "" "Podpisywanie kodu nie powiodło się, szczegółowe informacje można znaleźć w " @@ -14666,6 +15738,9 @@ msgstr "" msgid "Xcode Build" msgstr "Kompilacja Xcode" +msgid "Failed to run xcodebuild with code %d" +msgstr "Nie udało się uruchomić xcodebuild, kod błędu %d" + msgid "Xcode project build failed, see editor log for details." msgstr "" "Kompilacja projektu Xcode nie powiodła się, zobacz dziennik edytora, aby " @@ -14690,6 +15765,9 @@ msgstr "" msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "Eksportowanie na iOS z użyciem C#/.NET jest eksperymentalne." +msgid "Invalid additional PList content: " +msgstr "Nie prawidłowa dodatkowa zawartość PList: " + msgid "Identifier is missing." msgstr "Brakuje identyfikatora." @@ -14717,6 +15795,12 @@ msgstr "" "Instalacja/uruchomienie nie powiodło się, zobacz dziennik (log) edytora po " "więcej szczegółów." +msgid "Could not start device executable." +msgstr "Nie udało się uruchomić pliku wykonywalnego device." + +msgid "Could not start devicectl executable." +msgstr "Nie udało się uruchomić pliku wykonywalnego devicectl." + msgid "Debug Script Export" msgstr "Eksport skryptu debugowania" @@ -14989,6 +16073,11 @@ msgstr "" "Względne dowiązania symboliczne nie są obsługiwane, eksportowane \"%s\" mogą " "być uszkodzone!" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "" +"\"%s\": Info.plist nie istnieje albo jest nieprawidłowe, wygenerowano nowe " +"Info.plist." + msgid "PKG Creation" msgstr "Tworzenie PKG" @@ -15099,6 +16188,24 @@ msgstr "" msgid "Sending archive for notarization" msgstr "Przesyłanie archiwum w celu poświadczenia" +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"Nie można eksportować jako uniwersalny lub x86_64 kiedy format tekstur S3TC " +"BPTC jest wyłączony. Włącz go w Ustawieniach Projektu (Renderowanie > " +"Tekstury > Kompresja VRAM > Importuj S3TC BPTC)." + +msgid "" +"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " +"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " +"Import ETC2 ASTC)." +msgstr "" +"Nie można eksportować jako uniwersalny lub arm64 kiedy format tekstur ETC2 " +"ASTC jest wyłączony. Włącz go w Ustawieniach Projektu (Renderowanie > " +"Tekstury > Kompresja VRAM > Importuj ETC2 ASTC)." + msgid "Notarization: Xcode command line tools are not installed." msgstr "Poświadczenie: narzędzia wiersza poleceń Xcode nie są zainstalowane." @@ -15308,60 +16415,6 @@ msgstr "" "Kiedy jest więcej niż jeden, tylko jeden z nich będzie aktywny. To, który, " "jest niezdefiniowane." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"Ten węzeł nie posiada kształtu, więc nie może kolidować, czy wchodzić w " -"interakcje z innymi obiektami.\n" -"Rozważ dodanie węzła CollisionShape2D lub CollisionPolygon2D jako podrzędny, " -"aby zdefiniować kształt." - -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D służy jedynie do zapewnienia kształtu kolizji dla węzła " -"pochodnego CollisionObject2D. Proszę używać go tylko jako dziecko Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D itp., aby nadać im kształt." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Pusty CollisionPolygon2D nie ma wpływu na kolizje." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " -"\"Solids\"." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " -"\"Segments\"." - -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Właściwość One Way Collision zostanie zignorowana, gdy obiektem kolizji jest " -"Area2D." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Kształt jest niezbędny do działania CollisionShape2D. Proszę utworzyć zasób " -"Shape!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Kształty oparte na wielokątach nie są przystosowane, by ich używać lub " -"edytować bezpośrednio przez węzeł CollisionShape2D. Zamiast tego użyj węzła " -"CollisionPolygon2D." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -15397,21 +16450,6 @@ msgstr "" "Podemitery cząstek nie są dostępne w przypadku korzystania z zaplecza " "renderowania Kompatybilności GL." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A i Node B muszą być węzłami PhysicsBody2D" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A musi być węzłem PhysicsBody2D" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B musi być węzłem PhysicsBody2D" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Złącze nie jest połączone do dwóch węzłów PhysicsBody2D" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A i Node B muszą być różnymi węzłami PhysicsBody2D" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -15458,6 +16496,86 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D zadziała tylko wtedy, gdy będzie dzieckiem węzeł Path2D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Ten węzeł nie posiada kształtu, więc nie może kolidować, czy wchodzić w " +"interakcje z innymi obiektami.\n" +"Rozważ dodanie węzła CollisionShape2D lub CollisionPolygon2D jako podrzędny, " +"aby zdefiniować kształt." + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D służy jedynie do zapewnienia kształtu kolizji dla węzła " +"pochodnego CollisionObject2D. Proszę używać go tylko jako dziecko Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D itp., aby nadać im kształt." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Pusty CollisionPolygon2D nie ma wpływu na kolizje." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " +"\"Solids\"." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " +"\"Segments\"." + +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Właściwość One Way Collision zostanie zignorowana, gdy obiektem kolizji jest " +"Area2D." + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D służy tylko do zapewnienia kształtu kolizji dla węzła " +"pochodnego CollisionObject2D.\n" +"Proszę używać go tylko jako dziecko Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D itp., aby nadać im kształt." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Kształt jest niezbędny do działania CollisionShape2D. Proszę utworzyć zasób " +"Shape!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Kształty oparte na wielokątach nie są przystosowane, by ich używać lub " +"edytować bezpośrednio przez węzeł CollisionShape2D. Zamiast tego użyj węzła " +"CollisionPolygon2D." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A i Node B muszą być węzłami PhysicsBody2D" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A musi być węzłem PhysicsBody2D" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B musi być węzłem PhysicsBody2D" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Złącze nie jest połączone do dwóch węzłów PhysicsBody2D" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A i Node B muszą być różnymi węzłami PhysicsBody2D" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15489,15 +16607,15 @@ msgstr "" "działania.\n" "Zamiast tego zmień rozmiar w kształtach kolizji dzieci." -msgid "Path property must point to a valid Node2D node to work." -msgstr "Żeby zadziałało, pole Path musi wskazywać na istniejący węzeł Node2D." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Ten węzeł nie może wchodzić w interakcje z innymi obiektami, chyba że " "zostanie przypisany Shape2D." +msgid "Path property must point to a valid Node2D node to work." +msgstr "Żeby zadziałało, pole Path musi wskazywać na istniejący węzeł Node2D." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Ten łańcuch kości 2D powinien się kończyć na węźle Skeleton2D." @@ -15571,85 +16689,6 @@ msgstr "" "Węzeł BoneAttachment3D nie jest związany z żadnymi kośćmi! Wybierz kość, aby " "dołączyć ten węzeł." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Ten węzeł nie ma kształtu, więc nie może zderzać się ani oddziaływać z innymi " -"obiektami.\n" -"Rozważ dodanie CollisionShape3D lub CollisionPolygon3D jako dziecka, aby " -"zdefiniować jego kształt." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Przy niejednolitej skali ten węzeł prawdopodobnie nie będzie działał zgodnie " -"z oczekiwaniami.\n" -"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " -"osiach), a zamiast tego zmień rozmiar w kształtach kolizji dzieci." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D służy jedynie do określenia kształtu kolizji dla jednego z " -"obiektów dziedziczących z CollisionObject2D. \n" -"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D itp. by nadać im kształt." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Pusty CollisionPolygon3D nie ma wpływu na kolizję." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Niejednolicie skalowany węzeł CollisionPolygon3D prawdopodobnie nie będzie " -"działał zgodnie z oczekiwaniami.\n" -"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " -"osiach), a zamiast tego zmienić wierzchołki jego wielokąta." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D służy jedynie do określenia kształtu kolizji dla jednego z " -"obiektów dziedziczących z CollisionObject2D.\n" -"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D itp. by nadać im kształt." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Aby CollisionShape3D działał, należy podać kształt. Utwórz dla niego zasób " -"kształtu." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Nierównomiernie skalowany węzeł CollisionShape3D prawdopodobnie nie będzie " -"działał zgodnie z oczekiwaniami.\n" -"Proszę ujednolicić jego skalę (tj. taką samą we wszystkich osiach), a zamiast " -"tego zmienić rozmiar jego zasobu kształtu." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Nic nie jest widoczne, ponieważ nie przypisano żadnej siatki." @@ -15758,21 +16797,6 @@ msgstr "" "Aby rozwiązać ten problem, włącz co najmniej jeden bit we właściwości Bake " "Mask." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Węzeł A i węzeł B muszą być węzłami PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Węzeł A musi być węzłem PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Węzeł B musi być węzłem PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Staw nie jest połączony z żadnym węzłem PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Węzeł A i węzeł B muszą być różnymi PhysicsBody3D" - msgid "A light's scale does not affect the visual size of the light." msgstr "Skala światła nie wpływa na jego wizualny rozmiar." @@ -15813,6 +16837,13 @@ msgstr "Generowanie obszarów sond" msgid "Generating Probe Acceleration Structures" msgstr "Generowanie struktur przyspieszenia sond" +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "" +"Mapa światła może być wypieczona tylko na urządzeniu, które obsługuje " +"backendy RD. Wypiekanie mapy światła może się nie udać." + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "NavigationAgent3D może być użyty tylko pod węzłem dziedziczącym Node3D." @@ -15893,6 +16924,120 @@ msgstr "" "Właściwość ROTATION_ORIENTED węzła PathFollow3D wymaga włączonego \"Up " "Vector\" w zasobie Curve jego nadrzędnego węzła Path3D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Ten węzeł nie ma kształtu, więc nie może zderzać się ani oddziaływać z innymi " +"obiektami.\n" +"Rozważ dodanie CollisionShape3D lub CollisionPolygon3D jako dziecka, aby " +"zdefiniować jego kształt." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Przy niejednolitej skali ten węzeł prawdopodobnie nie będzie działał zgodnie " +"z oczekiwaniami.\n" +"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " +"osiach), a zamiast tego zmień rozmiar w kształtach kolizji dzieci." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D służy jedynie do określenia kształtu kolizji dla jednego z " +"obiektów dziedziczących z CollisionObject2D. \n" +"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D itp. by nadać im kształt." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Pusty CollisionPolygon3D nie ma wpływu na kolizję." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Niejednolicie skalowany węzeł CollisionPolygon3D prawdopodobnie nie będzie " +"działał zgodnie z oczekiwaniami.\n" +"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " +"osiach), a zamiast tego zmienić wierzchołki jego wielokąta." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D służy jedynie do określenia kształtu kolizji dla jednego z " +"obiektów dziedziczących z CollisionObject2D.\n" +"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D itp. by nadać im kształt." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Aby CollisionShape3D działał, należy podać kształt. Utwórz dla niego zasób " +"kształtu." + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Kiedy używany dla kolizji, zamierzeniem ConcavePolygonShape3D jest działanie " +"ze statycznymi węzłami CollisionObject3D jak StaticBody3D.\n" +"Nie będzie zachowywał się dobrze dla %s (z wyjątkiem kiedy frozen i " +"freeze_mode są ustawione na FREEZE_MODE_STATIC)." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Kiedy używany dla kolizji, zamierzeniem ConcavePolygonShape3D jest działanie " +"ze statycznymi węzłami CollisionObject3D jak StaticBody3D.\n" +"Nie będzie zachowywał się dobrze dla CharacterBody3D." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Nierównomiernie skalowany węzeł CollisionShape3D prawdopodobnie nie będzie " +"działał zgodnie z oczekiwaniami.\n" +"Proszę ujednolicić jego skalę (tj. taką samą we wszystkich osiach), a zamiast " +"tego zmienić rozmiar jego zasobu kształtu." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Węzeł A i węzeł B muszą być węzłami PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Węzeł A musi być węzłem PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Węzeł B musi być węzłem PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Staw nie jest połączony z żadnym węzłem PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Węzeł A i węzeł B muszą być różnymi PhysicsBody3D" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15902,6 +17047,25 @@ msgstr "" "działania.\n" "Zamiast tego zmień rozmiar w kształtach kolizji dzieci." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Ten węzeł nie może wchodzić w interakcje z innymi obiektami, chyba że " +"zostanie przypisany Shape3D." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D nie obsługuje ConcavePolygonShape3D. Kolizje nie będą zgłaszane." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D służy do dostarczania systemu kół do VehicleBody3D. Używaj go " +"jako dziecka VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15916,18 +17080,6 @@ msgstr "" "Właściwość \"Remote Path\" musi wskazywać na poprawny węzeł Node3D lub " "pochodny Node3D, aby działał." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Ten węzeł nie może wchodzić w interakcje z innymi obiektami, chyba że " -"zostanie przypisany Shape3D." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D nie obsługuje ConcavePolygonShape3D. Kolizje nie będą zgłaszane." - msgid "This body will be ignored until you set a mesh." msgstr "To ciało będzie ignorowane, dopóki nie ustawisz siatki." @@ -15938,21 +17090,6 @@ msgstr "" "Właściwość \"Frames\" musi zawierać odpowiedni zasób SpriteFrames, aby " "AnimatedSprite3D wyświetlał klatki." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D służy do dostarczania systemu kół do VehicleBody3D. Używaj go " -"jako dziecka VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Węzły VisibleOnScreenNotifier3D nie są jeszcze obsługiwane podczas " -"korzystania z backendu GL Compatibility. Wsparcie zostanie dodane w przyszłym " -"wydaniu." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -16067,52 +17204,12 @@ msgstr "" "ButtonGroup jest przeznaczone do użycia tylko z przyciskami, które mają " "toggle_mode ustawione na true." -msgid "New Code Region" -msgstr "Nowa region kodu" - msgid "Copy this constructor in a script." msgstr "Skopiuj ten konstruktor w skrypcie." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Wprowadź kod szesnastkowy (\"#ff0000\") lub nazwany kolor (\"red\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Kolor: #%s\n" -"LPM: Ustaw ten kolor\n" -"PPM: Usuń próbkę" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Kolor: #%s\n" -"LPM: Ustaw ten kolor" - -msgid "Pick a color from the screen." -msgstr "Pobierz kolor z ekranu." - -msgid "Pick a color from the application window." -msgstr "Pobierz kolor z okna aplikacji." - -msgid "Select a picker shape." -msgstr "Wybierz kształt próbnika." - -msgid "Select a picker mode." -msgstr "Wybierz tryb próbnika." - msgid "Switch between hexadecimal and code values." msgstr "Przełącz między szesnastkowymi i kodowymi wartościami." -msgid "Hex code or named color" -msgstr "Kod szesnastkowy lub nazwany kolor" - -msgid "Add current color as a preset." -msgstr "Dodaj bieżący kolor do zapisanych." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16139,12 +17236,6 @@ msgstr "" msgid "Alert!" msgstr "Alarm!" -msgid "You don't have permission to access contents of this folder." -msgstr "Nie masz uprawnień, by uzyskać dostęp do tego folderu." - -msgid "Invalid extension, or empty filename." -msgstr "Niepoprawne rozszerzenie lub pusta nazwa pliku." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16153,21 +17244,6 @@ msgstr "" "Miej na uwadze, że GraphEdit i GraphNode przejdą obszerną refaktoryzację w " "przyszłej wersji 4.x, obejmujące zmiany API łamiące kompatybilność." -msgid "Toggle the visual grid." -msgstr "Przełącz wizualną siatkę." - -msgid "Toggle snapping to the grid." -msgstr "Przełącz przyciąganie do siatki." - -msgid "Change the snapping distance." -msgstr "Zmień odległość przyciągania." - -msgid "Toggle the graph minimap." -msgstr "Przełącz minimapę grafu." - -msgid "Automatically arrange selected nodes." -msgstr "Automatycznie ułóż zaznaczone węzły." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16182,75 +17258,6 @@ msgstr "" "Aktualna czcionka nie wspiera renderowania jednego lub więcej znaków użytych " "w tekście tego węzła Label." -msgid "Same as Layout Direction" -msgstr "Tak samo jak kierunek układu" - -msgid "Auto-Detect Direction" -msgstr "Autowykrywanie kierunku" - -msgid "Left-to-Right" -msgstr "Od lewej do prawej" - -msgid "Right-to-Left" -msgstr "Od prawej do lewej" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Znacznik od lewej do prawej (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Znacznik od prawej do lewej (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Początek osadzania od lewej do prawej (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Początek osadzania od prawej do lewej (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Początek zastępowania od lewej do prawej (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Początek zastępowania od prawej do lewej (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Pokaż formatowanie kierunkowe (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Znacznik litery arabskiej (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Odrębne od lewej do prawej (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Odrębne od prawej do lewej (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Pierwsza silna odrębność (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Pokaż odrębność kierunkową (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Łącznik zerowej długości (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Rozłącznik zerowej długości (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Łącznik wyrazów (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Miękki łącznik (SHY)" - -msgid "Text Writing Direction" -msgstr "Kierunek pisania tekstu" - -msgid "Display Control Characters" -msgstr "Pokaż znaki kontrolne" - -msgid "Insert Control Character" -msgstr "Wstaw znak kontrolny" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Jeśli \"Exp Edit\" jest włączone, \"Min Value\" musi być większe od 0." @@ -16279,8 +17286,19 @@ msgstr "" "Domyślny kształt kursora w węźle SubViewportContainer nie ma efektu.\n" "Rozważ pozostawienie go na początkowej wartości `CURSOR_ARROW`." -msgid "(Other)" -msgstr "Inne" +msgid "" +"This node was an instance of scene '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Ten węzeł był instancją sceny \"%s\", która nie była dostępna, kiedy ta scena " +"była wczytywana." + +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"Zapisanie aktualnej sceny skasuje instancję i wszystkie jej właściwości, " +"włączając w to ustawienia edytowalnych dzieci (jeśli istnieją)." msgid "" "This node was saved as class type '%s', which was no longer available when " @@ -16297,6 +17315,11 @@ msgstr "" "będzie znowu dostępny. Może być w takim razie zapisany bezpiecznie, bez " "ryzyka utraty danych." +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "" +"Nierozpoznany brakujący węzeł. Sprawdź błędy zależności sceny po więcej " +"szczegółów." + msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index 50a2a34cf10..975bb3c5a2f 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -46,13 +46,14 @@ # 100Nome <100nome.portugal@gmail.com>, 2023. # João Victor Alonso de Paula Sperandio , 2024. # AegisTTN , 2024. +# NamelessGO <66227691+NameLessGO@users.noreply.github.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-18 23:39+0000\n" -"Last-Translator: AegisTTN \n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" +"Last-Translator: NamelessGO <66227691+NameLessGO@users.noreply.github.com>\n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -60,7 +61,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Linha Principal" @@ -502,6 +503,9 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Remover Evento" +msgid "Filter by Name" +msgstr "Filtrar por Nome" + msgid "Clear All" msgstr "Limpar Tudo" @@ -535,6 +539,9 @@ msgstr "Inserir Chave Aqui" msgid "Duplicate Selected Key(s)" msgstr "Duplicar Chave(s) Selecionada(s)" +msgid "Copy Selected Key(s)" +msgstr "Copiar tecla(s) selecionada(s)" + msgid "Delete Selected Key(s)" msgstr "Apagar Chave(s) Selecionada(s)" @@ -1237,6 +1244,9 @@ msgstr "Avisos" msgid "Line and column numbers." msgstr "Números de Linha e Coluna." +msgid "Indentation" +msgstr "Recuo" + msgid "Method in target node must be specified." msgstr "Método no nó alvo deve ser especificado." @@ -1843,9 +1853,6 @@ msgstr "O nome da pasta é válido." msgid "Thanks from the Godot community!" msgstr "Agradecimentos da Comunidade Godot!" -msgid "Click to copy." -msgstr "Clique para copiar." - msgid "Godot Engine contributors" msgstr "Contribuidores do Godot Engine" @@ -3680,9 +3687,6 @@ msgstr "Nó" msgid "History" msgstr "Histórico" -msgid "Expand Bottom Panel" -msgstr "Expandir Painel do Fundo" - msgid "Output" msgstr "Saída" @@ -3735,9 +3739,6 @@ msgstr "Recarregar" msgid "Resave" msgstr "Guardar novamente" -msgid "Create Version Control Metadata..." -msgstr "Criar Metadados de Controle de versão..." - msgid "Version Control Settings..." msgstr "Configurações de Controle de Versão..." @@ -4579,23 +4580,6 @@ msgstr "Gerir Modelos de Exportação" msgid "Export With Debug" msgstr "Exportar com Depuração" -msgid "Disable FBX & Restart" -msgstr "Desativar FBX & Reiniciar" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Cancelar este diálogo desativará o importador FBX.\n" -"Pode reativá-lo nas Configurações do Projeto em " -"Ficheiros>Importar>FBX>Ativado.\n" -"\n" -"O editor será reiniciado à medida que os importadores forem registados quando " -"o editor for iniciado." - msgid "Path to FBX2glTF executable is empty." msgstr "O caminho ao executável FBX2glTF está vazio." @@ -4611,13 +4595,6 @@ msgstr "O executável FBX2glTF é válido." msgid "Configure FBX Importer" msgstr "Configurar Importador FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF é necessário para importar ficheiros FBX.\n" -"Descarregue e forneça um caminho válido ao binário:" - msgid "Click this link to download FBX2glTF" msgstr "Clique nesta ligação para descarregar o FBX2glTF" @@ -4944,6 +4921,9 @@ msgstr "Remover do Grupo" msgid "Global" msgstr "Global" +msgid "Expand Bottom Panel" +msgstr "Expandir Painel do Fundo" + msgid "Move" msgstr "Mover" @@ -7026,12 +7006,6 @@ msgstr "Ajuste Relativo" msgid "Use Pixel Snap" msgstr "Usar Ajuste de Pixel" -msgid "Smart Snapping" -msgstr "Ajuste Inteligente" - -msgid "Configure Snap..." -msgstr "Configurar Ajuste..." - msgid "Snap to Parent" msgstr "Ajustar ao Progenitor" @@ -7050,6 +7024,12 @@ msgstr "Ajustar a Outros Nós" msgid "Snap to Guides" msgstr "Ajustar às Guias" +msgid "Smart Snapping" +msgstr "Ajuste Inteligente" + +msgid "Configure Snap..." +msgstr "Configurar Ajuste..." + msgid "Lock selected node, preventing selection and movement." msgstr "Travar o nó selecionado, para prevenir a seleção e movimentação." @@ -8435,6 +8415,9 @@ msgstr "Ver ambiente" msgid "View Gizmos" msgstr "Ver Bugigangas" +msgid "View Grid" +msgstr "Ver grelha" + msgid "View Information" msgstr "Ver informação" @@ -8693,9 +8676,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver origem" -msgid "View Grid" -msgstr "Ver grelha" - msgid "Settings..." msgstr "Configuração..." @@ -8915,9 +8895,6 @@ msgstr "Lidar com #" msgid "Handle Tilt #" msgstr "Lidar com inclinação #" -msgid "Set Curve Point Position" -msgstr "Definir posição do Ponto da curva" - msgid "Set Curve Out Position" msgstr "Definir posição Curve Out" @@ -8945,6 +8922,9 @@ msgstr "Redefinir Inclinação do Ponto" msgid "Split Segment (in curve)" msgstr "Separar segmento (na curva)" +msgid "Set Curve Point Position" +msgstr "Definir posição do Ponto da curva" + msgid "Move Joint" msgstr "Mover Junta" @@ -9257,15 +9237,15 @@ msgstr "Histórico Anterior" msgid "History Next" msgstr "Histórico Seguinte" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importar tema..." msgid "Reload Theme" msgstr "Recarregar tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Guardar tema" @@ -9380,9 +9360,6 @@ msgstr "Escolher cor" msgid "Folding" msgstr "Dobramento de Código (Folding)" -msgid "Indentation" -msgstr "Recuo" - msgid "Uppercase" msgstr "Maiúsculas" @@ -9693,12 +9670,6 @@ msgstr "Incapaz de carregar imagens" msgid "ERROR: Couldn't load frame resource!" msgstr "ERRO: Recurso de frame não carregado!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Recurso da Área de Transferência vazio ou não é textura!" - -msgid "Paste Frame" -msgstr "Colar Frame" - msgid "Add Empty" msgstr "Adicionar vazio" @@ -9750,9 +9721,6 @@ msgstr "Adicionar Quadros de uma folha de Sprite" msgid "Delete Frame" msgstr "Apagar Quadro" -msgid "Copy Frame" -msgstr "Copiar Quadro" - msgid "Insert Empty (Before Selected)" msgstr "Inserir Vazio (Antes da Seleção)" @@ -14067,13 +14035,6 @@ msgstr "Gerar" msgid "Replicate" msgstr "Replicar" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"Adicione propriedades usando as opções acima ou\n" -"arraste-os do inspetor e solte-os aqui." - msgid "Please select a MultiplayerSynchronizer first." msgstr "Por favor, selecione um MultiplayerSynchronizer primeiro." @@ -15231,6 +15192,86 @@ msgstr "" "Quando houver mais de um, apenas um deles estará ativo. Qual deles é " "indefinido." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animação CPUParticles2D requer o uso de um CanvasItemMaterial com \"Particles " +"Animation\" ativada." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"Não foi atribuído um Material para processar as partículas, sem possuir um " +"comportamento." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animação Particles2D requer o uso de um CanvasItemMaterial com \"Particles " +"Animation\" ativada." + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"As trilhas de partículas estão disponíveis apenas ao usar o módulo de " +"renderização Avançado+ ou Mobile." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"Os subemissores de partículas não estão disponíveis ao usar o back-end de " +"renderização de compatibilidade GL." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"Uma textura com a forma da luz tem de ser disponibilizada na Propriedade " +"\"Textura\"." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Um Polígono oclusor tem de definido (ou desenhado) para este Oclusor ter " +"efeito." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "O polígono oclusor deste oclusor está vazio. Desenhe um polígono." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"O nó NavigationAgent2D pode ser usado apenas num nó pai herdeiro de Node2D." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"A posição inicial do nó NavigationLink2D deve ser diferente da posição final " +"para ser utilizado." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"Um recurso NavigationMesh deve ser definido ou criado para que este nó " +"funcione. Defina uma propriedade ou desenhe um polígono." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"O nó ParallaxLayer só funciona quando definido como filho de um nó " +"ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "" +"PathFollow2D apenas funciona quando definido como filho de um nó Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -15283,41 +15324,6 @@ msgstr "" "Formas baseadas em polígono não pretendem ser usadas ou editadas diretamente " "através do nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animação CPUParticles2D requer o uso de um CanvasItemMaterial com \"Particles " -"Animation\" ativada." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"Não foi atribuído um Material para processar as partículas, sem possuir um " -"comportamento." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animação Particles2D requer o uso de um CanvasItemMaterial com \"Particles " -"Animation\" ativada." - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "" -"As trilhas de partículas estão disponíveis apenas ao usar o módulo de " -"renderização Avançado+ ou Mobile." - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "" -"Os subemissores de partículas não estão disponíveis ao usar o back-end de " -"renderização de compatibilidade GL." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds" @@ -15333,51 +15339,6 @@ msgstr "Junção não está conectada a dois PhysicsBody2Ds" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds diferentes" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"Uma textura com a forma da luz tem de ser disponibilizada na Propriedade " -"\"Textura\"." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Um Polígono oclusor tem de definido (ou desenhado) para este Oclusor ter " -"efeito." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "O polígono oclusor deste oclusor está vazio. Desenhe um polígono." - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"O nó NavigationAgent2D pode ser usado apenas num nó pai herdeiro de Node2D." - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "" -"A posição inicial do nó NavigationLink2D deve ser diferente da posição final " -"para ser utilizado." - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"Um recurso NavigationMesh deve ser definido ou criado para que este nó " -"funcione. Defina uma propriedade ou desenhe um polígono." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"O nó ParallaxLayer só funciona quando definido como filho de um nó " -"ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D apenas funciona quando definido como filho de um nó Path2D." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15408,16 +15369,16 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Para funcionar, a propriedade caminho tem de apontar para um nó Node2D válido." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Este nó não pode interagir com outros objetos, a menos que um Shape2D seja " "atribuído." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Para funcionar, a propriedade caminho tem de apontar para um nó Node2D válido." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta corrente de Bone2D deve terminar num nó Skeleton2D." @@ -15485,86 +15446,6 @@ msgstr "" "O nó BoneAttachment3D não está vinculado a nenhum osso! Selecione um osso " "para anexar este nó." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Este nó não tem forma, então não pode colidir ou interagir com outros " -"objetos.\n" -"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho para " -"definir a forma dele." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Com uma escala não uniforme, este nó provavelmente não funcionará como " -"esperado.\n" -"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " -"disso, altere o tamanho nas formas de colisão dos filhos." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um nó " -"derivado de CollisionObject3D.\n" -"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc... para dar-lhes uma forma." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Um nó CollisionPolygon3D com escala não uniforme provavelmente não funcionará " -"como esperado.\n" -"Por favor, faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e " -"altere os vértices do seu polígono." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D apenas serve para fornecer a forma de colisão para um nó " -"derivado de CollisionObject3D.\n" -"Por favor use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para dá-los forma." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " -"crie um recurso de forma para ele." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " -"seja estático." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " -"como esperado.\n" -"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " -"tamanho do recurso de forma dele." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Nada é visível porque nenhuma malha foi atribuída." @@ -15671,21 +15552,6 @@ msgstr "" "produzirá nenhuma colisão para este nó GPUParticlesCollisionSDF3D.\n" "Para resolver isso, ative pelo menos um bit na propriedade Bake Mask." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" - -msgid "Node A must be a PhysicsBody3D" -msgstr "O nó A deve ser um PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "O nó B deve ser um PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" - msgid "A light's scale does not affect the visual size of the light." msgstr "A escala da iluminação não afeta o tamanho visual da luz." @@ -15805,6 +15671,101 @@ msgstr "" "O ROTATION_ORIENTED do PathFollow3D requer que \"Up Vector\" seja ativado no " "recurso Curve do Path3D pai." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Este nó não tem forma, então não pode colidir ou interagir com outros " +"objetos.\n" +"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho para " +"definir a forma dele." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Com uma escala não uniforme, este nó provavelmente não funcionará como " +"esperado.\n" +"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " +"disso, altere o tamanho nas formas de colisão dos filhos." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject3D.\n" +"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc... para dar-lhes uma forma." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Um nó CollisionPolygon3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" +"Por favor, faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e " +"altere os vértices do seu polígono." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D apenas serve para fornecer a forma de colisão para um nó " +"derivado de CollisionObject3D.\n" +"Por favor use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para dá-los forma." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " +"crie um recurso de forma para ele." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " +"seja estático." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" +"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " +"tamanho do recurso de forma dele." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" + +msgid "Node A must be a PhysicsBody3D" +msgstr "O nó A deve ser um PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "O nó B deve ser um PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15814,6 +15775,26 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D seja " +"atribuído." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " +"relatadas." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " +"Use-o como filho de um VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15828,19 +15809,6 @@ msgstr "" "A propriedade \"Caminho Remoto\" deve apontar para um Node3D válido ou nó " "derivado de Node3D para funcionar." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D seja " -"atribuído." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " -"relatadas." - msgid "This body will be ignored until you set a mesh." msgstr "Este corpo será ignorado até se definir uma malha." @@ -15851,20 +15819,6 @@ msgstr "" "Um recurso SpriteFrames tem de ser criado ou definido na Propriedade " "\"Frames\" de forma a que AnimatedSprite3D mostre frames." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " -"Use-o como filho de um VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo de " -"Compatibilidade GL. O suporte será adicionado numa versão futura." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15982,52 +15936,12 @@ msgstr "" "ButtonGroup destina-se a ser usado apenas com botões que têm toggle_mode " "definido como true." -msgid "New Code Region" -msgstr "Nova região de código" - msgid "Copy this constructor in a script." msgstr "Copiar este construtor num script." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Introduza um código hex (\"#ff0000\") ou nome da cor (\"red\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Cor: #%s\n" -"LMB: Aplica cor\n" -"RMB: Remove predefinição" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Cor: #%s\n" -"LMB: Aplicar cor" - -msgid "Pick a color from the screen." -msgstr "Escolha uma cor na tela." - -msgid "Pick a color from the application window." -msgstr "Escolha uma cor na janela da aplicação." - -msgid "Select a picker shape." -msgstr "Selecione a forma do seletor." - -msgid "Select a picker mode." -msgstr "Selecione o modo do seletor." - msgid "Switch between hexadecimal and code values." msgstr "Alternar valores entre hexadecimal e código." -msgid "Hex code or named color" -msgstr "Código hex ou nome da cor" - -msgid "Add current color as a preset." -msgstr "Adicionar cor atual como predefinição." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16055,12 +15969,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "You don't have permission to access contents of this folder." -msgstr "Não tem permissão para acessar o conteúdo desta pasta." - -msgid "Invalid extension, or empty filename." -msgstr "Extensão inválida ou nome de ficheiro vazio." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16070,21 +15978,6 @@ msgstr "" "reformulação numa futura versão 4.x envolvendo alterações de API de quebra de " "compatibilidade." -msgid "Toggle the visual grid." -msgstr "Alterne a grade visual." - -msgid "Toggle snapping to the grid." -msgstr "Alternar o ajuste à grade." - -msgid "Change the snapping distance." -msgstr "Altere a distância de encaixe." - -msgid "Toggle the graph minimap." -msgstr "Alterne o minimapa do gráfico." - -msgid "Automatically arrange selected nodes." -msgstr "Organize automaticamente os nós selecionados." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16099,75 +15992,6 @@ msgstr "" "A fonte atual não suporta a renderização de um ou mais caracteres usados no " "texto deste Rótulo." -msgid "Same as Layout Direction" -msgstr "Mesma Direção do Layout" - -msgid "Auto-Detect Direction" -msgstr "Auto Detetar Direção" - -msgid "Left-to-Right" -msgstr "Esquerda para Direita" - -msgid "Right-to-Left" -msgstr "Direita para Esquerda" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Marca da Esquerda para a Direita (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Marca da Direita para a Esquerda (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Iniciar Incorporação da Esquerda para a Direita (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Iniciar Incorporação da Direita para a Esquerda (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Iniciar Substituição da Esquerda para a Direita (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Iniciar Substituição da Direita para a Esquerda (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Formatação de Direção Pop (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Alinhamento de Letras Árabes (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isolado da Esquerda para a Direita (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Isolado da Direita para a Esquerda (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Primeiro Isolado Forte (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Direção Pop Isolada (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Junta Largura-Zero (ZWU)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Largura-Zero Não-Junta (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Juntador de Palavras (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Hífen Suave (SHY)" - -msgid "Text Writing Direction" -msgstr "Direção da Escrita do Texto" - -msgid "Display Control Characters" -msgstr "Exibir Caracteres de Controle" - -msgid "Insert Control Character" -msgstr "Inserir Caractere de Controle" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Se \"Exp Edit\" está ativado, \"Min Value\" tem de ser maior que 0." @@ -16197,9 +16021,6 @@ msgstr "" "A forma padrão do cursor do mouse de SubViewportContainer não tem efeito.\n" "Considere deixá-lo com seu valor inicial `CURSOR_ARROW`." -msgid "(Other)" -msgstr "(Outro)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index da376825588..6873956082f 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -179,14 +179,14 @@ # Otávio Burato , 2024. # Augusto Renan , 2024. # João Vitor da Silva Matos , 2024. +# Gleydson Araujo , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2024-02-16 00:31+0000\n" -"Last-Translator: João Vitor da Silva Matos \n" +"PO-Revision-Date: 2024-02-28 10:05+0000\n" +"Last-Translator: Gleydson Araujo \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -194,7 +194,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Thread principal" @@ -669,6 +669,9 @@ msgstr "Inserir Chave Aqui" msgid "Duplicate Selected Key(s)" msgstr "Duplicar Chave(s) Selecionada(s)" +msgid "Copy Selected Key(s)" +msgstr "Copiar Chave(s) Selecionada(s)" + msgid "Delete Selected Key(s)" msgstr "Excluir Chave(s) Selecionada(s)" @@ -1371,6 +1374,9 @@ msgstr "Avisos" msgid "Line and column numbers." msgstr "Números de linha e coluna." +msgid "Indentation" +msgstr "Recuo" + msgid "Method in target node must be specified." msgstr "O método no nó de destino deve ser especificado." @@ -1976,9 +1982,6 @@ msgstr "O nome da pasta é válido." msgid "Thanks from the Godot community!" msgstr "Agradecimentos da comunidade Godot!" -msgid "Click to copy." -msgstr "Clique para copiar." - msgid "Godot Engine contributors" msgstr "Contribuidores do Godot Engine" @@ -3794,9 +3797,6 @@ msgstr "Nó" msgid "History" msgstr "Histórico" -msgid "Expand Bottom Panel" -msgstr "Expandir Painel Inferior" - msgid "Output" msgstr "Saída" @@ -4666,23 +4666,6 @@ msgstr "Gerenciar Modelos de Exportação" msgid "Export With Debug" msgstr "Exportar Com Depuração" -msgid "Disable FBX & Restart" -msgstr "Desabilitar FBX & Reiniciar" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Cancelar este diálogo desabilitará o importador FBX.\n" -"Você pode reativá-lo nas Configurações do Projeto em " -"Arquivos>Importar>FBX>Habilitado.\n" -"\n" -"O editor será reiniciado à medida que os importadores forem registrados " -"quando o editor for iniciado." - msgid "Path to FBX2glTF executable is empty." msgstr "O caminho para o executável FBX2glTF está vazio." @@ -4698,13 +4681,6 @@ msgstr "O executável FBX2glTF é válido." msgid "Configure FBX Importer" msgstr "Configurar Importador FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF é necessário para importar arquivos FBX.\n" -"Faça o download e forneça um caminho válido para o binário:" - msgid "Click this link to download FBX2glTF" msgstr "Clique neste link para baixar o FBX2glTF" @@ -5007,6 +4983,9 @@ msgstr "Remover do Grupo" msgid "Global" msgstr "Global" +msgid "Expand Bottom Panel" +msgstr "Expandir Painel Inferior" + msgid "Move" msgstr "Mover" @@ -7048,12 +7027,6 @@ msgstr "Encaixe Relativo" msgid "Use Pixel Snap" msgstr "Usar Encaixe de Pixel" -msgid "Smart Snapping" -msgstr "Encaixe Inteligente" - -msgid "Configure Snap..." -msgstr "Configurar Encaixe..." - msgid "Snap to Parent" msgstr "Encaixar no Pai" @@ -7072,6 +7045,12 @@ msgstr "Encaixar em Outros Nós" msgid "Snap to Guides" msgstr "Encaixar nas Guias" +msgid "Smart Snapping" +msgstr "Encaixe Inteligente" + +msgid "Configure Snap..." +msgstr "Configurar Encaixe..." + msgid "Lock selected node, preventing selection and movement." msgstr "Travar Nó selecionado, prevenindo sua seleção e movimentação." @@ -8386,6 +8365,9 @@ msgstr "Visualizar Ambiente" msgid "View Gizmos" msgstr "Visualizar Gizmos" +msgid "View Grid" +msgstr "Ver Grade" + msgid "View Information" msgstr "Visualizar Informações" @@ -8637,9 +8619,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver Origem" -msgid "View Grid" -msgstr "Ver Grade" - msgid "Settings..." msgstr "Configurações..." @@ -8852,9 +8831,6 @@ msgstr "Ponto da Curva #" msgid "Handle In #" msgstr "Manipulador" -msgid "Set Curve Point Position" -msgstr "Definir Posição do Ponto da Curva" - msgid "Set Curve Out Position" msgstr "Definir Posição de Saída da Curva" @@ -8870,6 +8846,9 @@ msgstr "Remover Ponto do Caminho" msgid "Split Segment (in curve)" msgstr "Dividir Segmentos (na curva)" +msgid "Set Curve Point Position" +msgstr "Definir Posição do Ponto da Curva" + msgid "Move Joint" msgstr "Mover Junta" @@ -9168,15 +9147,15 @@ msgstr "Anterior no Histórico" msgid "History Next" msgstr "Próximo no Histórico" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Recarregar Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Salvar Tema" @@ -9283,9 +9262,6 @@ msgstr "Escolher Cor" msgid "Folding" msgstr "Dobramento de Código (Folding)" -msgid "Indentation" -msgstr "Recuo" - msgid "Uppercase" msgstr "Maiúscula" @@ -9581,12 +9557,6 @@ msgstr "Não foi possível carregar as imagens" msgid "ERROR: Couldn't load frame resource!" msgstr "ERRO: Não foi possível carregar o recurso de quadro!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Recurso da área de transferência está vazio ou não é uma textura!" - -msgid "Paste Frame" -msgstr "Colar Quadro" - msgid "Add Empty" msgstr "Adicionar Vazio" @@ -9638,9 +9608,6 @@ msgstr "Adicionar Quadros de uma folha de Sprite" msgid "Delete Frame" msgstr "Excluir Quadro" -msgid "Copy Frame" -msgstr "Copiar Quadro" - msgid "Insert Empty (Before Selected)" msgstr "Inserir Vazio (Antes da Seleção)" @@ -14894,6 +14861,84 @@ msgstr "" "instanciadas). Quando houver mais de um, o primeiro \n" "criado ficará ativo, enquanto os outros serão ignorados." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"A animação CPUParticles2D requer o uso de um CanvasItemMaterial com " +"\"Animação de Partículas\" ativada." + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "" +"Um material para processar partículas não foi atribuído, então nenhum " +"comportamento será aplicado." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Animação Particles2D requer o uso de um CanvasItemMaterial com \"Animação de " +"Partículas\" ativada." + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"As trilhas de partículas estão disponíveis apenas ao usar o módulo de " +"renderização Avançado+ ou Mobile." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"Os subemissores de partículas não estão disponíveis ao usar o back-end de " +"renderização de compatibilidade com GL." + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "" +"Uma textura de iluminação deve ser fornecida na propriedade \"Textura\"." + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Um polígono oclusor deve ser definido (ou desenhado) para que esse oclusor " +"entre em vigor." + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "O polígono para este oclusor está vazio. Por favor desenhe um polígono." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"O nó NavigationAgent2D pode ser usado apenas em um nó pai herdeiro de Node2D." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"A posição inicial do nó NavigationLink2D deve ser diferente da posição final " +"para ser utilizado." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"Um recurso NavigationMesh deve ser definido ou criado para que este nó " +"funcione. Defina uma propriedade ou desenhe um polígono." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"O nó ParallaxLayer só funciona quando definido como filho de um nó " +"ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D só funciona quando definido como filho de um nó Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -14947,41 +14992,6 @@ msgstr "" "Formas baseadas em polígonos não foram feitas para serem diretamente editadas " "no nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"A animação CPUParticles2D requer o uso de um CanvasItemMaterial com " -"\"Animação de Partículas\" ativada." - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "" -"Um material para processar partículas não foi atribuído, então nenhum " -"comportamento será aplicado." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Animação Particles2D requer o uso de um CanvasItemMaterial com \"Animação de " -"Partículas\" ativada." - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "" -"As trilhas de partículas estão disponíveis apenas ao usar o módulo de " -"renderização Avançado+ ou Mobile." - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "" -"Os subemissores de partículas não estão disponíveis ao usar o back-end de " -"renderização de compatibilidade com GL." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "O Nó A e o Nó B devem ser PhysicsBody2Ds" @@ -14997,49 +15007,6 @@ msgstr "A Junta não está conectada a dois PhysicsBody2Ds" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "O Nó A e o Nó B devem ser diferentes PhysicsBody2Ds" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "" -"Uma textura de iluminação deve ser fornecida na propriedade \"Textura\"." - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Um polígono oclusor deve ser definido (ou desenhado) para que esse oclusor " -"entre em vigor." - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "O polígono para este oclusor está vazio. Por favor desenhe um polígono." - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"O nó NavigationAgent2D pode ser usado apenas em um nó pai herdeiro de Node2D." - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "" -"A posição inicial do nó NavigationLink2D deve ser diferente da posição final " -"para ser utilizado." - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"Um recurso NavigationMesh deve ser definido ou criado para que este nó " -"funcione. Defina uma propriedade ou desenhe um polígono." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"O nó ParallaxLayer só funciona quando definido como filho de um nó " -"ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D só funciona quando definido como filho de um nó Path2D." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15070,16 +15037,16 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"A propriedade Caminho deve apontar para um nó Node2D válido para funcionar." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Este nó não pode interagir com outros objetos, a menos que um Shape2D seja " "atribuído." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"A propriedade Caminho deve apontar para um nó Node2D válido para funcionar." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta cadeia Bone2D deve terminar em um nó Skeleton2D." @@ -15138,86 +15105,6 @@ msgstr "" "O nó BoneAttachment3D não está vinculado a nenhum osso! Selecione um osso " "para anexar este nó." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Este nó não tem forma, então não pode colidir ou interagir com outros " -"objetos.\n" -"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho para " -"definir sua forma." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Com uma escala não uniforme, este nó provavelmente não funcionará como " -"esperado.\n" -"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " -"disso, altere o tamanho nas formas de colisão dos filhos." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um nó " -"derivado de CollisionObject3D.\n" -"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc... para dar-lhes uma forma." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Um nó CollisionPolygon3D com escala não uniforme provavelmente não funcionará " -"como esperado.\n" -"Por favor, torne sua escala uniforme (ou seja, a mesma em todos os eixos) e " -"altere os vértices de seu polígono." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D apenas serve para fornecer a forma de colisão para um nó " -"derivado de CollisionObject2D.\n" -"Por favor use-o apenas como filho de Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D, etc. para dá-los forma." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " -"crie um recurso de forma para ele." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " -"seja estático." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " -"como esperado.\n" -"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " -"tamanho de seu recurso de forma." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Nada é visível porque nenhuma malha foi atribuída." @@ -15325,21 +15212,6 @@ msgstr "" "produzirá nenhuma colisão para este nó GPUParticlesCollisionSDF3D.\n" "Para resolver isso, habilite pelo menos um bit na propriedade Bake Mask." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" - -msgid "Node A must be a PhysicsBody3D" -msgstr "O nó A deve ser um PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "O nó B deve ser um PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" - msgid "A light's scale does not affect the visual size of the light." msgstr "A escala da iluminação não afeta o tamanho visual da luz." @@ -15459,6 +15331,101 @@ msgstr "" "O ROTATION_ORIENTED do PathFollow3D requer que \"Up Vector\" seja ativado no " "recurso Curve do Path3D pai." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Este nó não tem forma, então não pode colidir ou interagir com outros " +"objetos.\n" +"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho para " +"definir sua forma." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Com uma escala não uniforme, este nó provavelmente não funcionará como " +"esperado.\n" +"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " +"disso, altere o tamanho nas formas de colisão dos filhos." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject3D.\n" +"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc... para dar-lhes uma forma." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Um nó CollisionPolygon3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" +"Por favor, torne sua escala uniforme (ou seja, a mesma em todos os eixos) e " +"altere os vértices de seu polígono." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D apenas serve para fornecer a forma de colisão para um nó " +"derivado de CollisionObject2D.\n" +"Por favor use-o apenas como filho de Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D, etc. para dá-los forma." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " +"crie um recurso de forma para ele." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " +"seja estático." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" +"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " +"tamanho de seu recurso de forma." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" + +msgid "Node A must be a PhysicsBody3D" +msgstr "O nó A deve ser um PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "O nó B deve ser um PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15468,6 +15435,26 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D seja " +"atribuído." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " +"relatadas." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " +"Use-o como filho de um VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15482,19 +15469,6 @@ msgstr "" "A propriedade \"Caminho Remoto\" deve apontar para um Node3D válido ou nó " "derivado de Node3D para funcionar." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D seja " -"atribuído." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " -"relatadas." - msgid "This body will be ignored until you set a mesh." msgstr "Este corpo será ignorado até você definir uma malha." @@ -15505,20 +15479,6 @@ msgstr "" "Um recurso SpriteFrames deve ser criado ou definido na propriedade " "\"Quadros\" para que o nó AnimatedSprite3D mostre quadros." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " -"Use-o como filho de um VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo de " -"Compatibilidade GL. O suporte será adicionado em uma versão futura." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15639,47 +15599,9 @@ msgstr "" msgid "Copy this constructor in a script." msgstr "Copiar este construtor em um script." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Insira um código hexadecimal (\"#ff0000\") ou uma cor nomeada (\"vermelho\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Cor: #%s\n" -"LMB: Aplica cor\n" -"RMB: Remove predefinição" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Cor: #%s\n" -"LMB: Aplica cor" - -msgid "Pick a color from the screen." -msgstr "Escolha uma cor na tela." - -msgid "Pick a color from the application window." -msgstr "Escolha uma cor na janela do aplicativo." - -msgid "Select a picker shape." -msgstr "Selecione a forma do seletor." - -msgid "Select a picker mode." -msgstr "Selecione o modo do seletor." - msgid "Switch between hexadecimal and code values." msgstr "Alterne entre valores hexadecimais e de código." -msgid "Hex code or named color" -msgstr "Código hexadecimal ou cor nomeada" - -msgid "Add current color as a preset." -msgstr "Adicionar cor atual como uma predefinição." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15707,12 +15629,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "You don't have permission to access contents of this folder." -msgstr "Você não tem permissão para acessar o conteúdo desta pasta." - -msgid "Invalid extension, or empty filename." -msgstr "Extensão inválida ou nome de arquivo vazio." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15722,9 +15638,6 @@ msgstr "" "reformulação em uma futura versão 4.x envolvendo alterações de API de quebra " "de compatibilidade." -msgid "Automatically arrange selected nodes." -msgstr "Arranjar automaticamente os nós selecionados." - msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." @@ -15732,75 +15645,6 @@ msgstr "" "A fonte atual não suporta a renderização de um ou mais caracteres usados no " "texto deste Rótulo." -msgid "Same as Layout Direction" -msgstr "Mesma Direção do Layout" - -msgid "Auto-Detect Direction" -msgstr "Auto Detectar Direção" - -msgid "Left-to-Right" -msgstr "Esquerda para Direita" - -msgid "Right-to-Left" -msgstr "Direita para Esquerda" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Marca da Esquerda para a Direita (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Marca da Direita para a Esquerda (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Iniciar Incorporação da Esquerda para a Direita (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Iniciar Incorporação da Direita para a Esquerda (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Iniciar Substituição da Esquerda para a Direita (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Iniciar Substituição da Direita para a Esquerda (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Formatação de Direção Pop (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Alinhamento de Letras Árabes (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isolado da Esquerda para a Direita (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Isolado da Direita para a Esquerda (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Primeiro Isolado Forte (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Direção Pop Isolada (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Junta Largura-Zero (ZWU)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Largura-Zero Não-Junta (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Juntador de Palavras (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Hífen Suave (SHY)" - -msgid "Text Writing Direction" -msgstr "Direção da Escrita do Texto" - -msgid "Display Control Characters" -msgstr "Exibir Caracteres de Controle" - -msgid "Insert Control Character" -msgstr "Inserir Caractere de Controle" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Se \"Exp Edit\" estiver habilitado, \"Min Value\" deve ser maior que 0." @@ -15823,9 +15667,6 @@ msgstr "" "Considere adicionar um SubViewport como filho para fornecer algo que possa " "ser exibido." -msgid "(Other)" -msgstr "(Outro)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index c02832b7d68..d9a1896079e 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -923,9 +923,6 @@ msgstr "Creare folder" msgid "Thanks from the Godot community!" msgstr "Mulțumesc din partea comunităţii Godot!" -msgid "Click to copy." -msgstr "Apasă click sa copiezi." - msgid "Godot Engine contributors" msgstr "Contribuabili Motor Godot" @@ -1859,9 +1856,6 @@ msgstr "Inspector" msgid "Node" msgstr "Nod" -msgid "Expand Bottom Panel" -msgstr "Extinde Panoul De Jos" - msgid "Output" msgstr "Ieșire" @@ -2196,6 +2190,9 @@ msgstr "Adaugă în Grup" msgid "Remove from Group" msgstr "Elimină din Grup" +msgid "Expand Bottom Panel" +msgstr "Extinde Panoul De Jos" + msgid "Move" msgstr "Mută" @@ -2884,12 +2881,6 @@ msgstr "Snap Relativ" msgid "Use Pixel Snap" msgstr "Utilizează Pixel Snap" -msgid "Smart Snapping" -msgstr "Snapping Inteligent" - -msgid "Configure Snap..." -msgstr "Configurare Snap..." - msgid "Snap to Parent" msgstr "Snap către Părinte" @@ -2908,6 +2899,12 @@ msgstr "Snap către Alte Noduri" msgid "Snap to Guides" msgstr "Snap pe Ghiduri" +msgid "Smart Snapping" +msgstr "Snapping Inteligent" + +msgid "Configure Snap..." +msgstr "Configurare Snap..." + msgid "Lock Selected Node(s)" msgstr "Blochează Nodurile Selectate" @@ -3346,9 +3343,6 @@ msgstr "Închidere curbă" msgid "Curve Point #" msgstr "Punct de curbă #" -msgid "Set Curve Point Position" -msgstr "Setare poziție punct de curbă" - msgid "Set Curve Out Position" msgstr "Setare poziție de ieșire a curbei" @@ -3364,6 +3358,9 @@ msgstr "Ștergere punct cale" msgid "Split Segment (in curve)" msgstr "Divizare segment (pe curbă)" +msgid "Set Curve Point Position" +msgstr "Setare poziție punct de curbă" + msgid "Create UV Map" msgstr "Creare hartă UV" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index 7a30ed08454..e2fac2eaa27 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -172,13 +172,16 @@ # MaksKraft , 2024. # Dmitry , 2024. # John Blacko , 2024. +# G-Shadow <18046412+gshadows@users.noreply.github.com>, 2024. +# Макар Разин , 2024. +# Artem , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-08 17:45+0000\n" -"Last-Translator: Ruslan \n" +"PO-Revision-Date: 2024-03-02 14:19+0000\n" +"Last-Translator: Artem \n" "Language-Team: Russian \n" "Language: ru\n" @@ -187,7 +190,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "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" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Главный поток" @@ -631,6 +634,9 @@ msgstr "Изменить событие" msgid "Remove Event" msgstr "Удалить событие" +msgid "Filter by Name" +msgstr "Фильтр по имени" + msgid "Clear All" msgstr "Очистить всё" @@ -664,6 +670,15 @@ msgstr "Вставить ключ здесь" msgid "Duplicate Selected Key(s)" msgstr "Дублировать выделенные ключи" +msgid "Cut Selected Key(s)" +msgstr "Вырезать выделенный(ые) ключ(и)" + +msgid "Copy Selected Key(s)" +msgstr "Копировать выделенный(ые) ключ(и)" + +msgid "Paste Key(s)" +msgstr "Вставить ключ(и)" + msgid "Delete Selected Key(s)" msgstr "Удалить выделенные ключи" @@ -694,6 +709,12 @@ msgstr "Передвинуть точки Безье" msgid "Animation Duplicate Keys" msgstr "Анимация дублировать ключи" +msgid "Animation Cut Keys" +msgstr "Клавиши вырезания анимации" + +msgid "Animation Paste Keys" +msgstr "Клавиши вставки анимации" + msgid "Animation Delete Keys" msgstr "Анимация удалить ключи" @@ -757,6 +778,33 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Невозможно переключить режим зацикливания анимации, встроенной в другую сцену." +msgid "Property Track..." +msgstr "Слежка за свойством..." + +msgid "3D Position Track..." +msgstr "Слежка за 3D-позицией" + +msgid "3D Rotation Track..." +msgstr "Слежка за 3D-вращением" + +msgid "3D Scale Track..." +msgstr "Слежка за 3D-маштабом" + +msgid "Blend Shape Track..." +msgstr "Слежка за смешением форм" + +msgid "Call Method Track..." +msgstr "Слежка за вызовами метода" + +msgid "Bezier Curve Track..." +msgstr "Слежка за кривой Безье" + +msgid "Audio Playback Track..." +msgstr "Слежка за воспроизведением аудио" + +msgid "Animation Playback Track..." +msgstr "Слежка за воспроизведением анимации" + msgid "Animation length (frames)" msgstr "Длина анимации (в кадрах)" @@ -889,9 +937,18 @@ msgstr "Обрезание перехода зацикливания" msgid "Wrap Loop Interp" msgstr "Перенос перехода зацикливания" +msgid "Insert Key..." +msgstr "Вставить ключ..." + msgid "Duplicate Key(s)" msgstr "Дублировать ключ(и)" +msgid "Cut Key(s)" +msgstr "Вырезать ключ(и)" + +msgid "Copy Key(s)" +msgstr "Копировать ключ(и)" + msgid "Add RESET Value(s)" msgstr "Добавить RESET-значение(я)" @@ -1045,6 +1102,9 @@ msgstr "Вставить дорожки" msgid "Animation Scale Keys" msgstr "Анимация ключи масштаба" +msgid "Animation Set End Offset" +msgstr "Смещение конца анимации" + msgid "Make Easing Keys" msgstr "Создать ключи плавного перехода" @@ -1137,6 +1197,42 @@ msgstr "Редактировать" msgid "Animation properties." msgstr "Свойства анимации." +msgid "Copy Tracks..." +msgstr "Копировать дорожки…" + +msgid "Scale Selection..." +msgstr "Выбор масштаба..." + +msgid "Scale From Cursor..." +msgstr "Масштабировать от курсора..." + +msgid "Set Start Offset (Audio)" +msgstr "Установить отступ от начала (Аудио)" + +msgid "Set End Offset (Audio)" +msgstr "Установить отступ от конца (Аудио)" + +msgid "Make Easing Selection..." +msgstr "Облегчить выделение…" + +msgid "Duplicate Selected Keys" +msgstr "Дублировать выделенные ключи" + +msgid "Cut Selected Keys" +msgstr "Вырезать выделенные ключи" + +msgid "Copy Selected Keys" +msgstr "Копировать выделенные ключи" + +msgid "Paste Keys" +msgstr "Вставить ключи" + +msgid "Move First Selected Key to Cursor" +msgstr "Переместить первый выбранный ключ к курсору" + +msgid "Move Last Selected Key to Cursor" +msgstr "Переместить последний выбранный ключ к курсору" + msgid "Delete Selection" msgstr "Удалить выделенное" @@ -1149,6 +1245,15 @@ msgstr "Перейти к предыдущему шагу" msgid "Apply Reset" msgstr "Применить сброс" +msgid "Bake Animation..." +msgstr "Запечь анимацию..." + +msgid "Optimize Animation (no undo)..." +msgstr "Оптимизировать анимацию (нельзя отменить)…" + +msgid "Clean-Up Animation (no undo)..." +msgstr "Подчистить анимацию (нельзя отменить)…" + msgid "Pick a node to animate:" msgstr "Выберите узел для анимации:" @@ -1173,6 +1278,12 @@ msgstr "Макс. погрешность точности:" msgid "Optimize" msgstr "Оптимизировать" +msgid "Trim keys placed in negative time" +msgstr "Обрезать ключи в области с отрицательным временем" + +msgid "Trim keys placed exceed the animation length" +msgstr "Обрезать ключи за пределами конца анимации" + msgid "Remove invalid keys" msgstr "Удалить недопустимые ключи" @@ -1365,6 +1476,9 @@ msgstr "Предупреждения" msgid "Line and column numbers." msgstr "Номера строк и столбцов." +msgid "Indentation" +msgstr "Отступ" + msgid "Method in target node must be specified." msgstr "Метод в целевом узле должен быть указан." @@ -1381,6 +1495,9 @@ msgstr "" msgid "Attached Script" msgstr "Прикреплённый скрипт" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "%s: Код коллбэка не был сгенерирован, пожалуйста добавьте его вручную." + msgid "Connect to Node:" msgstr "Присоединить к узлу:" @@ -1658,6 +1775,9 @@ msgstr "" "других функциях, вызываемых этой функцией.\n" "Используйте для поиска отдельных функций для оптимизации." +msgid "Display internal functions" +msgstr "Отображение внутренних функций" + msgid "Frame #:" msgstr "Кадр #:" @@ -1971,12 +2091,12 @@ msgstr "Создать папку" msgid "Folder name is valid." msgstr "Имя папки допустимо." +msgid "Double-click to open in browser." +msgstr "Двойной клик для открытия в браузере." + msgid "Thanks from the Godot community!" msgstr "Спасибо от сообщества Godot!" -msgid "Click to copy." -msgstr "Нажмите, чтобы скопировать." - msgid "Godot Engine contributors" msgstr "Контрибьюторы Godot Engine" @@ -2518,6 +2638,9 @@ msgstr "Позиция панели" msgid "Make Floating" msgstr "Сделать плавающим" +msgid "Move to Bottom" +msgstr "Переместиться вниз" + msgid "3D Editor" msgstr "3D Редактор" @@ -2703,6 +2826,12 @@ msgstr "Устаревший" msgid "Experimental" msgstr "Экспериментальный" +msgid "Deprecated:" +msgstr "Устаревший:" + +msgid "Experimental:" +msgstr "Экспериментальный:" + msgid "This method supports a variable number of arguments." msgstr "Данный метод поддерживает переменное количество аргументов." @@ -2742,6 +2871,15 @@ msgstr "Описания конструкторов" msgid "Operator Descriptions" msgstr "Описания операторов" +msgid "This method may be changed or removed in future versions." +msgstr "Этот метод может быть изменён или удалён в будущих версиях." + +msgid "This constructor may be changed or removed in future versions." +msgstr "Этот конструктор может быть изменён или удалён в будущих версиях." + +msgid "This operator may be changed or removed in future versions." +msgstr "Этот оператор может быть изменён или удалён в будущих версиях." + msgid "Error codes returned:" msgstr "Возвращённые коды ошибок:" @@ -2781,6 +2919,9 @@ msgstr "Верх" msgid "Class:" msgstr "Класс:" +msgid "This class may be changed or removed in future versions." +msgstr "Этот класс может быть изменён или удалён в будущих версиях." + msgid "Inherits:" msgstr "Наследует:" @@ -2846,9 +2987,31 @@ msgstr "Иконки" msgid "Styles" msgstr "Стили" +msgid "There is currently no description for this theme property." +msgstr "В настоящее время нет описания для этого свойства темы." + +msgid "This signal may be changed or removed in future versions." +msgstr "Этот сигнал может быть изменён или удалён в будущих версиях." + +msgid "There is currently no description for this signal." +msgstr "В настоящее время нет описания для этого сигнала." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"В настоящее время описание этого сигнала отсутствует. Пожалуйста, помогите " +"нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" + msgid "Enumerations" msgstr "Перечисления" +msgid "This enumeration may be changed or removed in future versions." +msgstr "Это перечисление может быть изменено или удалено в будущих версиях." + +msgid "This constant may be changed or removed in future versions." +msgstr "Эта константа может быть изменена или удалена в будущих версиях." + msgid "Annotations" msgstr "Аннотации" @@ -2868,6 +3031,9 @@ msgstr "Описания свойств" msgid "(value)" msgstr "(значение)" +msgid "This property may be changed or removed in future versions." +msgstr "Это свойство может быть изменено или удалено в будущих версиях." + msgid "There is currently no description for this property." msgstr "В настоящее время описание этого свойства отсутствует." @@ -2890,6 +3056,9 @@ msgstr "Метод:" msgid "Signal:" msgstr "Сигнал:" +msgid "Theme Property:" +msgstr "Свойство темы:" + msgid "No description available." msgstr "Описание недоступно." @@ -2899,9 +3068,15 @@ msgstr "%d совпадение." msgid "%d matches." msgstr "%d совпадения(ий)." +msgid "Constructor" +msgstr "Конструктор" + msgid "Method" msgstr "Метод" +msgid "Operator" +msgstr "Оператор" + msgid "Signal" msgstr "Сигнал" @@ -2962,6 +3137,9 @@ msgstr "Тип члена" msgid "(constructors)" msgstr "(конструкторы)" +msgid "Keywords" +msgstr "Ключевые слова" + msgid "Class" msgstr "Класс" @@ -3524,6 +3702,34 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "Сцена '%s' имеет сломанные зависимости:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"Поддержка многооконности недоступна, так как при старте редактора был " +"использован аргумент командной строки `--single-window`." + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Поддержка многооконноси недоступна так как не поддерживается текущей " +"платформой." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"Поддержка многооконности недоступна так как в настройках редактора включена " +"опция Интерфейс > Редактор > Однооконный Режим." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Поддержка многооконности недоступна так как в настройках редактора отключена " +"опция Интерфейс > Мультиоконный режим > Включить." + msgid "Clear Recent Scenes" msgstr "Очистить недавние сцены" @@ -3555,6 +3761,12 @@ msgstr "" "Вы можете изменить главную сцену позже в \"Настройки проекта\" категория " "'Приложение'." +msgid "Save Layout..." +msgstr "Сохранить макет…" + +msgid "Delete Layout..." +msgstr "Удалить макет…" + msgid "Default" msgstr "По умолчанию" @@ -3781,6 +3993,9 @@ msgstr "Настроить импортёр FBX..." msgid "Help" msgstr "Справка" +msgid "Search Help..." +msgstr "Поиск в справке..." + msgid "Online Documentation" msgstr "Онлайн-документация" @@ -3806,6 +4021,9 @@ msgstr "Предложить функцию" msgid "Send Docs Feedback" msgstr "Отправить отзыв о документации" +msgid "About Godot..." +msgstr "О Godot…" + msgid "Support Godot Development" msgstr "Поддержать разработку Godot" @@ -3845,9 +4063,6 @@ msgstr "Узел" msgid "History" msgstr "История" -msgid "Expand Bottom Panel" -msgstr "Развернуть нижнюю панель" - msgid "Output" msgstr "Вывод" @@ -3902,9 +4117,6 @@ msgstr "Перезагрузить" msgid "Resave" msgstr "Пересохранить" -msgid "Create Version Control Metadata..." -msgstr "Создание метаданных контроля версий..." - msgid "Version Control Settings..." msgstr "Настройки контроля версий..." @@ -3941,6 +4153,19 @@ msgstr "Ok" msgid "Warning!" msgstr "Предупреждение!" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Имя: %s\n" +"Путь: %s\n" +"Основной скрипт: %s\n" +"\n" +"%s" + msgid "On" msgstr "Вкл" @@ -4022,6 +4247,17 @@ msgstr "Неверный RID" msgid "Recursion detected, unable to assign resource to property." msgstr "Обнаружена рекурсия, невозможно назначить ресурс свойству." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Нельзя создать ViewportTexture в узле Texture2D потому что текстура не будет " +"привязана к сцене.\n" +"Используйте вместо этого узел Texture2DParameter и установите текстуру во " +"вкладке \"Параметры шейдера\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -4092,6 +4328,13 @@ msgstr "" "Выбранные ресурсы (%s) не соответствуют типам, ожидаемым для данного свойства " "(%s)." +msgid "Quick Load..." +msgstr "Быстрая загрузка..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Открывает быстрое меню для выбора из списка разрешённых файлов ресурсов." + msgid "Load..." msgstr "Загрузка..." @@ -4125,6 +4368,9 @@ msgstr "Новый скрипт..." msgid "Extend Script..." msgstr "Расширить скрипт..." +msgid "New Shader..." +msgstr "Новый шейдер…" + msgid "No Remote Debug export presets configured." msgstr "Нет настроенных пресетов экспорта для удалённой отладки." @@ -4257,6 +4503,12 @@ msgstr "Все устройства" msgid "Device" msgstr "Устройство" +msgid "Listening for Input" +msgstr "Ожидание ввода" + +msgid "Filter by Event" +msgstr "Фильтровать по событию" + msgid "Project export for platform:" msgstr "Экспорт проекта для платформы:" @@ -4269,6 +4521,12 @@ msgstr "Завершено без ошибок." msgid "Failed." msgstr "Ошибка." +msgid "Unknown Error" +msgstr "Неизвестная ошибка" + +msgid "Export failed with error code %d." +msgstr "Экспорт завершился с кодом ошибки %d." + msgid "Storing File: %s" msgstr "Сохранение: %s" @@ -4320,6 +4578,13 @@ msgstr "Пользовательский отладочный шаблон не msgid "Custom release template not found." msgstr "Пользовательский релизный шаблон не найден." +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Для экспорта проекта требуется выбрать форматы текстур. Пожалуйста, выберите " +"хотя бы один формат." + msgid "Prepare Template" msgstr "Подготовить шаблон" @@ -4604,6 +4869,9 @@ msgstr "" msgid "Advanced Options" msgstr "Дополнительные параметры" +msgid "If checked, the advanced options will be shown." +msgstr "Если включено, будут отображаться дополнительные параметры." + msgid "Export Path" msgstr "Путь экспорта" @@ -4704,12 +4972,42 @@ msgstr "" msgid "More Info..." msgstr "Подробнее..." +msgid "Scripts" +msgstr "Сценарии" + +msgid "GDScript Export Mode:" +msgstr "Режим экспорта GDScript:" + +msgid "Text (easier debugging)" +msgstr "Текст (проще отладка)" + +msgid "Binary tokens (faster loading)" +msgstr "Двоичные токены (быстрее загрузка)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Сжатые двоичные токены (меньший размер файлов)" + msgid "Export PCK/ZIP..." msgstr "Экспорт PCK/ZIP..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Экспортировать ресурсы проекта как пакет PCK или ZIP. Это действие не создаст " +"запускаемую сборку, только экспортирует данные проекта без исполняемого файла " +"Godot." + msgid "Export Project..." msgstr "Экспорт проекта..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Экспортировать проект как запускаемую сборку (исполняемый файл Godot и данные " +"проекта) для выбранного пресета." + msgid "Export All" msgstr "Экспортировать всё" @@ -4737,23 +5035,6 @@ msgstr "Управление шаблонами экспорта" msgid "Export With Debug" msgstr "Экспорт в режиме отладки" -msgid "Disable FBX & Restart" -msgstr "Отключить FBX и перезапустить" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Отмена этого диалога отключит импортер FBX.\n" -"Вы можете снова включить его в настройках проекта в разделе Файловая система " -"> Импорт > FBX > Включено.\n" -"\n" -"Редактор перезапустится, так как импортеры регистрируются при запуске " -"редактора." - msgid "Path to FBX2glTF executable is empty." msgstr "Путь к исполнителю FBX2glTF пуст." @@ -4769,13 +5050,6 @@ msgstr "Исполняемый файл FBX2glTF действителен." msgid "Configure FBX Importer" msgstr "Настроить импортёр FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF необходим для импортирования файлов FBX.\n" -"Пожалуйста, скачайте его и укажите верный путь к исполнителю:" - msgid "Click this link to download FBX2glTF" msgstr "Нажмите на эту ссылку для скачивания FBX2glTF" @@ -4865,6 +5139,24 @@ msgstr "Вы хотите перезаписать их или переимен msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Вы хотите перезаписать их или переименовать перемещенные файлы?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Не удалось запустить внешнюю программу для проверки присутствия эмулятора " +"терминала: command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Не удалось запустить внешнюю терминальную программу (код ошибки %d): %s %s\n" +"Проверьте `filesystem/external_programs/terminal_emulator` (Файловая система " +"> Внешние программы > Эмулятор терминала) и`filesystem/external_programs/" +"terminal_emulator_flags` (Файловая система > Внешние программы > Флаги " +"эмулятора терминала) в настройках редактора." + msgid "Duplicating file:" msgstr "Дублирование файла:" @@ -4937,6 +5229,12 @@ msgstr "Повторить импорт" msgid "Open in File Manager" msgstr "Открыть в проводнике" +msgid "Open in Terminal" +msgstr "Открыть в терминале" + +msgid "Open Containing Folder in Terminal" +msgstr "Открыть содержащую папку в терминале" + msgid "New Folder..." msgstr "Новая папка..." @@ -5089,18 +5387,93 @@ msgstr "%d совпадений в %d файле" msgid "%d matches in %d files" msgstr "%d совпадений в %d файлах" +msgid "Set Group Description" +msgstr "Установить описание группы" + +msgid "Invalid group name. It cannot be empty." +msgstr "Недопустимое имя группы. Имя не может быть пустым." + +msgid "A group with the name '%s' already exists." +msgstr "Группа с именем «%s» уже существует." + +msgid "Group can't be empty." +msgstr "Группа не может быть пустой." + +msgid "Group already exists." +msgstr "Группа уже существует." + +msgid "Add Group" +msgstr "Добавить группу" + +msgid "Renaming Group References" +msgstr "Переименование ссылок на группы" + +msgid "Removing Group References" +msgstr "Удаление ссылок на группу" + msgid "Rename Group" msgstr "Переименовать группу" +msgid "Remove Group" +msgstr "Удалить группу" + +msgid "Delete references from all scenes" +msgstr "Удалить ссылки из всех сцен" + +msgid "Delete group \"%s\"?" +msgstr "Удалить группу \"%s\"?" + +msgid "Group name is valid." +msgstr "Имя папки допустимо." + +msgid "Rename references in all scenes" +msgstr "Переименовать ссылки во всех сценах" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Эта группа принадлежит другой сцене и не может быть изменена." + +msgid "Copy group name to clipboard." +msgstr "Копировать имя группы в буфер обмена." + msgid "Add to Group" msgstr "Добавить в группу" msgid "Remove from Group" msgstr "Удалить из группы" +msgid "Convert to Global Group" +msgstr "Преобразовать глобальную группу" + +msgid "Convert to Scene Group" +msgstr "Преобразовать в группу сцены" + +msgid "Create New Group" +msgstr "Создать новую группу" + msgid "Global" msgstr "Глобально" +msgid "Add a new group." +msgstr "Добавить новую группу." + +msgid "Filter Groups" +msgstr "Фильтровать группы" + +msgid "Expand Bottom Panel" +msgstr "Развернуть нижнюю панель" + +msgid "Move/Duplicate: %s" +msgstr "Переместить/дублировать: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Переместить/дублировать %d файл" +msgstr[1] "Переместить/дублировать %d файла" +msgstr[2] "Переместить/дублировать %d файлов" + +msgid "Choose target directory:" +msgstr "Выбрать целевой каталог:" + msgid "Move" msgstr "Переместить" @@ -5344,6 +5717,9 @@ msgstr "Переключить видимость" msgid "Unlock Node" msgstr "Разблокировать узел" +msgid "Ungroup Children" +msgstr "Разгруппировать дочерние элементы" + msgid "Disable Scene Unique Name" msgstr "Убрать уникальное имя в сцене" @@ -5821,6 +6197,16 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: Текстура атласа значительно больше по одной из осей (%d), рассмотрите " +"возможность разрешить более широкие текстуры в настройке проекта `editor/" +"import/atlas_max_width` (Редактор > Импорт > Максимальная ширина атласа), " +"сделав результат более равным по размеру." + msgid "Importer:" msgstr "Импортёр:" @@ -5892,6 +6278,9 @@ msgstr "Кнопки джойстика" msgid "Joypad Axes" msgstr "Оси джойстика" +msgid "Event Configuration for \"%s\"" +msgstr "Настройки события для \"%s\"" + msgid "Event Configuration" msgstr "Настройки события" @@ -5926,6 +6315,12 @@ msgstr "Физический код клавиши (Положение на кл msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Название клавиши (Юникод, без учета регистра)" +msgid "Physical location" +msgstr "Физическое местоположение" + +msgid "Any" +msgstr "Любой" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -6094,6 +6489,13 @@ msgstr "Имя подпапки не является допустимым им msgid "Subfolder cannot be one which already exists." msgstr "Подпапка с данным именем уже существует." +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# не поддерживает активацию плагина при создании потому что вначале " +"требуется собрать проект." + msgid "Edit a Plugin" msgstr "Редактировать плагин" @@ -6347,6 +6749,15 @@ msgstr "Переключить фильтр вкл/выкл" msgid "Change Filter" msgstr "Изменить фильтр" +msgid "Fill Selected Filter Children" +msgstr "Заполнить выбранные дочерние элементы фильтра" + +msgid "Invert Filter Selection" +msgstr "Инвертировать выбор фильтра" + +msgid "Clear Filter Selection" +msgstr "Очистить выбор фильтра" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6378,6 +6789,9 @@ msgstr "Добавить узел..." msgid "Enable Filtering" msgstr "Включить фильтрацию" +msgid "Invert" +msgstr "Инверсия" + msgid "Library Name:" msgstr "Имя библиотеки:" @@ -6463,6 +6877,24 @@ msgstr "Сохранить библиотеку анимации в файл: %s msgid "Save Animation to File: %s" msgstr "Сохранить анимацию в файл: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Некоторые файлы AnimationLibrary оказались недействительными." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "Некоторые из выбранных библиотек уже добавлены в микшер." + +msgid "Add Animation Libraries" +msgstr "Добавить библиотеки анимации" + +msgid "Some Animation files were invalid." +msgstr "Некоторые файлы анимации оказались недействительными." + +msgid "Some of the selected animations were already added to the library." +msgstr "Некоторые из выбранных анимаций уже добавлены в библиотеку." + +msgid "Load Animations into Library" +msgstr "Загрузить анимации в библиотеку" + msgid "Load Animation into Library: %s" msgstr "Загрузить анимацию в библиотеку: %s" @@ -6502,12 +6934,45 @@ msgstr "[внешний]" msgid "[imported]" msgstr "[импортировано]" +msgid "Add animation to library." +msgstr "Добавить анимацию в библиотеку." + +msgid "Load animation from file and add to library." +msgstr "Загрузить анимацию из файла и добавить в библиотеку." + +msgid "Paste animation to library from clipboard." +msgstr "Вставить анимацию в библиотеку из буфера обмена." + +msgid "Save animation library to resource on disk." +msgstr "Сохранить библиотеку анимаций в ресурс на диске." + +msgid "Remove animation library." +msgstr "Удалить библиотеку анимаций." + +msgid "Copy animation to clipboard." +msgstr "Копировать анимацию в буфер обмена." + +msgid "Save animation to resource on disk." +msgstr "Сохранить анимацию в ресурс на диске." + +msgid "Remove animation from Library." +msgstr "Удалить анимацию из библиотеки." + msgid "Edit Animation Libraries" msgstr "Редактировать библиотеки анимаций" +msgid "New Library" +msgstr "Создать библиотеку" + +msgid "Create new empty animation library." +msgstr "Создать новую пустую библиотеку анимации." + msgid "Load Library" msgstr "Загрузить библиотеку" +msgid "Load animation library from disk." +msgstr "Загрузить библиотеку анимации с диска." + msgid "Storage" msgstr "Хранилище" @@ -6586,6 +7051,9 @@ msgstr "Инструменты анимации" msgid "Animation" msgstr "Анимация" +msgid "New..." +msgstr "Новый..." + msgid "Manage Animations..." msgstr "Управление анимациями..." @@ -6868,6 +7336,13 @@ msgctxt "Pagination" msgid "Last" msgstr "Последняя" +msgid "" +"The Asset Library requires an online connection and involves sending data " +"over the internet." +msgstr "" +"Библиотека ресурсов требует онлайн подключения и использует отправку данных " +"через интернет." + msgid "Failed to get repository configuration." msgstr "Не удалось получить конфигурацию репозитория." @@ -7193,12 +7668,6 @@ msgstr "Относительная привязка" msgid "Use Pixel Snap" msgstr "Использовать попиксельную привязку" -msgid "Smart Snapping" -msgstr "Интеллектуальная привязка" - -msgid "Configure Snap..." -msgstr "Настроить привязку..." - msgid "Snap to Parent" msgstr "Привязка к родителю" @@ -7217,6 +7686,12 @@ msgstr "Привязка к другим узлам" msgid "Snap to Guides" msgstr "Привязка к направляющим" +msgid "Smart Snapping" +msgstr "Интеллектуальная привязка" + +msgid "Configure Snap..." +msgstr "Настроить привязку..." + msgid "Lock selected node, preventing selection and movement." msgstr "Заблокировать выбранный узел, предотвращая выбор и движение." @@ -7229,9 +7704,23 @@ msgstr "Разблокировать выбранный узел (разреши msgid "Unlock Selected Node(s)" msgstr "Разблокировать выбранный узел(узлы)" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Группирует выбранный узел с его дочерними узлами. В этом случае, при клике на " +"любой дочерний узел во вкладке 2D и 3D будет выбран родитель." + msgid "Group Selected Node(s)" msgstr "Сгруппировать выбранный узел(узлы)" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Отменяет группировку выбранного узла с его дочерними узлами. Дочерние узлы " +"будут самостоятельными объектами во вкладках 2D и 3D." + msgid "Ungroup Selected Node(s)" msgstr "Разгруппировать выбранный узел(узлы)" @@ -7277,6 +7766,12 @@ msgstr "Отображать центр" msgid "Show Viewport" msgstr "Показать окно просмотра" +msgid "Group" +msgstr "Группа" + +msgid "Transformation" +msgstr "Трансформация" + msgid "Gizmos" msgstr "Гизмо" @@ -7352,11 +7847,23 @@ msgstr "Разделить шаг сетки на 2" msgid "Adding %s..." msgstr "Добавление %s..." +msgid "Drag and drop to add as child of selected node." +msgstr "Перетащите, чтобы добавить как дочерний узел выбранного узла." + +msgid "Hold Alt when dropping to add as child of root node." +msgstr "" +"Удерживайте Alt при перетаскивании, чтобы добавить как дочерний узел базового " +"узла сцены." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Удерживайте Shift при удалении, чтобы добавить выбранный узел в качестве " "родственного узла." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "" +"Удерживайте Alt + Shift при перетаскивании, чтобы добавить узел другого типа." + msgid "Cannot instantiate multiple nodes without root." msgstr "Не удаётся создать несколько узлов без корня." @@ -7747,6 +8254,9 @@ msgstr "" "Когда эта опция включена, сервер отладки редактора будет оставаться открытым " "и прослушивать новые сеансы, запущенные вне самого редактора." +msgid "Customize Run Instances..." +msgstr "Настроить запускаемые экземпляры..." + msgid "Size: %s" msgstr "Размер: %s" @@ -8001,6 +8511,24 @@ msgstr "Корневая сцена редактора не найдена." msgid "Lightmap data is not local to the scene." msgstr "Данные карты освещения не являются локальными для сцены." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"Максимальный размер текстуры слишком мал для карты освещения.\n" +"Хотя это можно исправить, увеличив максимальный размер текстуры, " +"рекомендуется вместо этого разбить сцену на большее число объектов." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Не удалось создать карты освещения. Убедитесь, что у всех мешей, выбранных " +"для запекания, значения `lightmap_size_hint` установлено достаточно большим, " +"а значение `texel_scale`для LightmapGI - не слишком мало." + msgid "Bake Lightmaps" msgstr "Запекать карты освещения" @@ -8606,6 +9134,9 @@ msgstr "Окружение" msgid "View Gizmos" msgstr "Отобразить гизмо" +msgid "View Grid" +msgstr "Отображать сетку" + msgid "View Information" msgstr "Информация" @@ -8751,6 +9282,13 @@ msgstr "" "WorldEnvironment.\n" "Предпросмотр отключен." +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Сгруппирует выбранный узел с его дочерними узлами. В этом случае, при клике " +"на дочерние узлы во вкладках 2D и 3D будет выбираться родитель." + msgid "Use Local Space" msgstr "Использовать локальное пространство" @@ -8865,9 +9403,6 @@ msgstr "4 Окна" msgid "View Origin" msgstr "Отображать начало координат" -msgid "View Grid" -msgstr "Отображать сетку" - msgid "Settings..." msgstr "Настройки..." @@ -8886,6 +9421,17 @@ msgstr "Привязка масштабирования (%):" msgid "Viewport Settings" msgstr "Настройки окна просмотра" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV (угол обзора) определяется по вертикали, так как камера в редакторе " +"всегда находится в режиме Сохранять соотношение сторон по вертикали (keep " +"height)." + +msgid "Perspective VFOV (deg.):" +msgstr "Перспектива VFOV (град.):" + msgid "View Z-Near:" msgstr "Ближний Z отображения:" @@ -9013,6 +9559,11 @@ msgstr "Запечь окклюдеры" msgid "Select occluder bake file:" msgstr "Выберите файл запекания окклюдера:" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Удерживать Shift для масштабирования относительно средней точки вместо " +"перемещения." + msgid "Remove Point from Curve" msgstr "Удалить точку с кривой" @@ -9067,6 +9618,9 @@ msgstr "Сомкнуть кривую" msgid "Please Confirm..." msgstr "Подтверждение..." +msgid "Remove all curve points?" +msgstr "Удалить все точки дуги?" + msgid "Mirror Handle Angles" msgstr "Отразить угол ручки" @@ -9085,9 +9639,6 @@ msgstr "Дескриптор выхода #" msgid "Handle Tilt #" msgstr "Обработать наклон #" -msgid "Set Curve Point Position" -msgstr "Установить позицию точки кривой" - msgid "Set Curve Out Position" msgstr "Установить позицию выхода кривой" @@ -9115,6 +9666,9 @@ msgstr "Сбросить наклон точки" msgid "Split Segment (in curve)" msgstr "Разделить сегмент (в кривой)" +msgid "Set Curve Point Position" +msgstr "Установить позицию точки кривой" + msgid "Move Joint" msgstr "Передвинуть сустав" @@ -9428,15 +9982,15 @@ msgstr "Предыдущий файл" msgid "History Next" msgstr "Следующий файл" -msgid "Theme" -msgstr "Тема" - msgid "Import Theme..." msgstr "Импортировать тему...." msgid "Reload Theme" msgstr "Перезагрузить тему" +msgid "Theme" +msgstr "Тема" + msgid "Save Theme" msgstr "Сохранить тему" @@ -9554,9 +10108,6 @@ msgstr "Выбрать цвет" msgid "Folding" msgstr "Сворачивание" -msgid "Indentation" -msgstr "Отступ" - msgid "Uppercase" msgstr "ВЕРХНИЙ РЕГИСТР" @@ -9867,12 +10418,6 @@ msgstr "Невозможно загрузить изображения" msgid "ERROR: Couldn't load frame resource!" msgstr "ОШИБКА: Невозможно загрузить кадр!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Буфер обмена пуст или не содержит текстуру!" - -msgid "Paste Frame" -msgstr "Вставить кадр" - msgid "Add Empty" msgstr "Добавить пустоту" @@ -9924,9 +10469,6 @@ msgstr "Добавить кадры из спрайт-листа" msgid "Delete Frame" msgstr "Удалить кадр" -msgid "Copy Frame" -msgstr "Скопировать кадр" - msgid "Insert Empty (Before Selected)" msgstr "Вставить пустоту (перед выбранным)" @@ -11103,6 +11645,123 @@ msgstr "Создавать тайлы в непрозрачных областя msgid "Remove tiles in fully transparent texture regions" msgstr "Удалить тайлы в полностью прозрачных областях текстуры" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"Уникальный идентификатор тайла в наборе. Каждый тайл хранит свой ID " +"источника, поэтому его изменение может сделать тайлы невалидными." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Понятное имя для атласа. Используйте понятное описания для лучшей организации " +"(например \"ландшафт\", \"декорация\", и т.д.)." + +msgid "The image from which the tiles will be created." +msgstr "Изображение, из которого будут созданы тайлы." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"Отступы на границах изображения, которые не должны выбираться (в пикселях). " +"Увеличение этого параметра может быть полезно, если вы скачали изображение с " +"набором тайлов, у которого есть отступы по краям (например, для указания " +"авторства)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"Промежуток между тайлами в атласе в пикселях. Увеличение этого параметра " +"имеет смысл, если изображение с набором тайлов, которые вы используете, " +"содержит направляющие (например, рамку вокруг каждого тайла)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"Размер каждого тайла в атласе в пикселях. В большинстве случаев, должен " +"соответствовать размеру тайла, указанному в свойствах TileMap (хотя это не " +"является абсолютно необходимым)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Если включено, добавляет прозрачный край толщиной в 1 пиксель вокруг каждого " +"тайла для предотвращения утечек текстур при включении фильтрации. " +"Рекомендуется оставить включённым, если у вас нет проблем с отрисовкой из-за " +"отступа текстур." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"Позиция верхнего левого угла тайла в атласе. Позиция и размер должны " +"находиться внутри атласа и не могут пересекать другие тайлы.\n" +"Каждый рисуемый тайл имеет соответствующие координаты в атласе, поэтому " +"изменение этого свойства может вызвать неверное отображение вашей TileMap." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Количество колонок в сетке анимации. Если количество колонок меньше числа " +"кадров, анимация автоматически скорректирует число строк." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "Пространство (в тайлах) между кадрами анимации." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Определяет, как запускается анимация. В режиме \"По умолчанию\" все тайлы " +"начинают анимироваться с одного кадра. В режиме \"Случайное время старта\", " +"каждый тайл начинает анимироваться со случайным смещением." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Если [code]true[/code], тайл перевёрнут по горизонтали." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Если [code]true[/code], тайл перевёрнут по вертикали." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Если [code]true[/code], тайл повёрнут на 90 градусов [i]против часовой " +"стрелки[/i] и затем перевёрнут по вертикали. На практике это означает, что " +"для поворота на 90 градусов по часовой стрелке без переворота вам следует " +"включить [b]Перевернуть H[/b] и [b]Транспонировать[/b]. Для поворота тайна на " +"180 градусов по часовой стрелке, включите [b]Перевернуть H[/b] и " +"[b]Перевернуть V[/b]. Для поворота тайла на 270 градусов по часовой стрелке, " +"включите [b]Перевернуть V[/b] и [b]Транспонировать[/b]." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"Точка привязки для отрисовки тайла. Может быть использована для визуального " +"смещения тайла в сравнении с базовым тайлом." + +msgid "The color multiplier to use when rendering the tile." +msgstr "Множитель цвета, используемый при отрисовке тайла." + msgid "Setup" msgstr "Настройка" @@ -12611,6 +13270,13 @@ msgstr "Выберите путь к файлу данных VoxelGI" msgid "Are you sure to run %d projects at once?" msgstr "Вы уверены, что хотите запустить %d проектов одновременно?" +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"Не удаётся открыть проект в '%s'.\n" +"Не удалось запустить редактор." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12799,6 +13465,9 @@ msgctxt "Application" msgid "Project Manager" msgstr "Менеджер проектов" +msgid "Settings" +msgstr "Параметры" + msgid "New Project" msgstr "Новый проект" @@ -12832,6 +13501,9 @@ msgstr "Последнее изменение" msgid "Tags" msgstr "Метки" +msgid "You don't have any projects yet." +msgstr "У вас ещё нет проектов." + msgid "Create New Project" msgstr "Создать новый проект" @@ -13131,6 +13803,9 @@ msgstr "Автозагрузка" msgid "Shader Globals" msgstr "Общ. Шейдеры" +msgid "Global Groups" +msgstr "Глобальные группы" + msgid "Plugins" msgstr "Плагины" @@ -13248,6 +13923,9 @@ msgstr "Сохранить глобальные преобразования" msgid "Reparent" msgstr "Переподчинить" +msgid "Run Instances" +msgstr "Запуск экземпляров" + msgid "Pick Root Node Type" msgstr "Выбрать тип корневого узла" @@ -13968,6 +14646,9 @@ msgstr "Значения аргумента - это ранее освобожд msgid "Export Scene to glTF 2.0 File" msgstr "Экспорт сцены в файл glTF 2.0" +msgid "Export Settings:" +msgstr "Настройки экспорта:" + msgid "glTF 2.0 Scene..." msgstr "Сцена glTF 2.0..." @@ -14259,13 +14940,6 @@ msgstr "Разместить" msgid "Replicate" msgstr "Рреплицировать" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"Добавьте свойства, используя параметры выше, или\n" -"перетащите их из инспектора сюда." - msgid "Please select a MultiplayerSynchronizer first." msgstr "Пожалуйста, сначала выберите MultiplayerSynchronizer." @@ -14454,6 +15128,9 @@ msgstr "Неизвестно" msgid "Select an action" msgstr "Выбрать действие" +msgid "Choose an XR runtime." +msgstr "Выбор среды исполнения XR." + msgid "Package name is missing." msgstr "Отсутствует имя пакета." @@ -14666,6 +15343,9 @@ msgstr "Проверка %s..." msgid "'apksigner' verification of %s failed." msgstr "'apksigner' проверка %s не удалась." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "Целевая папка не существует или недоступна: \"%s\"" + msgid "Exporting for Android" msgstr "Экспортирование для ОС Android" @@ -14757,6 +15437,12 @@ msgstr "Подготовить шаблоны" msgid "Export template not found." msgstr "Шаблон экспорта не найден." +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "Не удалось скопировать файл из пути \"%s\" в \"%s\"." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "Не удалось создать файл с путём \"%s\", код ошибки %d." + msgid "Code signing failed, see editor log for details." msgstr "Не удалось подписать код, подробности смотрите в журнале редактора." @@ -15408,59 +16094,6 @@ msgstr "" "Если их больше одного, то активным будет только один из них. Какой именно, не " "определено." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " -"с другими объектами.\n" -"Подумайте о добавлении CollisionShape2D или CollisionPolygon2D как дочерний, " -"чтобы определить ее форму." - -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D служит только для обеспечения столкновений фигурам типа " -"CollisionObject2D. Пожалуйста использовать его только в качестве дочернего " -"для Area2D, StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им " -"форму." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Пустой CollisionPolygon2D не влияет на столкновения." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Недопустимый полигон. В режиме 'Solids' необходимо по крайней мере 3 точки." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Недопустимый полигон. В режиме 'Segments' необходимо по крайней мере 2 точки." - -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Свойство One Way Collision будет игнорироваться, если родителем является " -"Area2D." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Shape должен быть предусмотрен для функций CollisionShape2D. Пожалуйста, " -"создайте shape-ресурс для этого!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Полигональные формы не предназначены для использования или редактирования " -"непосредственно через узел CollisionShape2D. Пожалуйста, используйте вместо " -"этого узел CollisionPolygon2D." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -15495,24 +16128,6 @@ msgstr "" "Субэмиттеры частиц недоступны при использовании бэкенда рендеринга GL " "Compatibility." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody2D" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Узел А должен быть экземпляром класса PhysicsBody2D" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Узел B должен быть экземпляром класса PhysicsBody2D" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" -"Сустав должен быть связан с двумя объектами являющимися экземплярами класса " -"PhysicsBody2D" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" -"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody2D" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -15557,6 +16172,88 @@ msgstr "" "PathFollow2D работает только при установке его в качестве дочернего узла " "Path2D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " +"с другими объектами.\n" +"Подумайте о добавлении CollisionShape2D или CollisionPolygon2D как дочерний, " +"чтобы определить ее форму." + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D служит только для обеспечения столкновений фигурам типа " +"CollisionObject2D. Пожалуйста использовать его только в качестве дочернего " +"для Area2D, StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им " +"форму." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Пустой CollisionPolygon2D не влияет на столкновения." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Недопустимый полигон. В режиме 'Solids' необходимо по крайней мере 3 точки." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Недопустимый полигон. В режиме 'Segments' необходимо по крайней мере 2 точки." + +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Свойство One Way Collision будет игнорироваться, если родителем является " +"Area2D." + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D служит только для обозначения формы границы столкновений " +"узлам типа CollisionObject2D.\n" +"Пожалуйста используйте его только в качестве дочернего для Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им форму." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Shape должен быть предусмотрен для функций CollisionShape2D. Пожалуйста, " +"создайте shape-ресурс для этого!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Полигональные формы не предназначены для использования или редактирования " +"непосредственно через узел CollisionShape2D. Пожалуйста, используйте вместо " +"этого узел CollisionPolygon2D." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody2D" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Узел А должен быть экземпляром класса PhysicsBody2D" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Узел B должен быть экземпляром класса PhysicsBody2D" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" +"Сустав должен быть связан с двумя объектами являющимися экземплярами класса " +"PhysicsBody2D" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" +"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody2D" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15588,17 +16285,17 @@ msgstr "" "время работы.\n" "Вместо этого измените размер его дочерних форм столкновений." -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Для корректной работы свойство Path должно указывать на действующий узел " -"Node2D." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Этот узел не может взаимодействовать с другими объектами, если не назначен " "Shape2D." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Для корректной работы свойство Path должно указывать на действующий узел " +"Node2D." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Эта Bone2D цепь должна заканчиваться на узле Skeleton2D." @@ -15671,85 +16368,6 @@ msgstr "" "Узел BoneAttachment3D не привязан ни к одной кости! Пожалуйста, выберите " "кость, чтобы прикрепить этот узел." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " -"с другими объектами.\n" -"Подумайте о добавлении CollisionShape3D или CollisionPolygon3D как ребёнка, " -"чтобы определить его форму." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"При неравномерном масштабе этот узел, вероятно, не будет работать так, как " -"ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените размер в дочерних формах столкновения." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D служит для предоставления формы столкновения узлам " -"унаследованным от CollisionObject3D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Пустой CollisionPolygon3D не влияет на столкновения." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Неравномерно масштабированный узел CollisionPolygon3D, вероятно, не будет " -"работать так, как ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените вершины его полигона." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D служит для предоставления формы столкновения узлам " -"унаследованным от CollisionObject3D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Shape должен быть предоставлен для CollisionShape3D. Пожалуйста, создайте " -"ресурс Shape для него." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D поддерживает RigidBody3D только в статическом режиме." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Неравномерно масштабированный узел CollisionShape3D, вероятно, не будет " -"работать так, как ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените размер его ресурса формы." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Ничто не видно, потому что не назначена сетка." @@ -15854,22 +16472,6 @@ msgstr "" "не приведет к столкновениям для данного GPUParticlesCollisionSDF3D.\n" "Чтобы решить эту проблему, включите хотя бы один бит в свойстве Bake Mask." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Узел А должен быть экземпляром класса PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Узел B должен быть объектом PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Сустав не соединён ни с одним экземпляром класса PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" -"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody3D" - msgid "A light's scale does not affect the visual size of the light." msgstr "Масштабирование света не влияет на размер источника света." @@ -15991,6 +16593,101 @@ msgstr "" "Для параметра ROTATION_ORIENTED в PathFollow3D требуется, чтобы в ресурсе " "Curve родительского Path3D был включен \"Вектор вверх\"." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " +"с другими объектами.\n" +"Подумайте о добавлении CollisionShape3D или CollisionPolygon3D как ребёнка, " +"чтобы определить его форму." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"При неравномерном масштабе этот узел, вероятно, не будет работать так, как " +"ожидается.\n" +"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " +"а вместо этого измените размер в дочерних формах столкновения." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D служит для предоставления формы столкновения узлам " +"унаследованным от CollisionObject3D.\n" +"Пожалуйста используйте его только в качестве дочернего для Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Пустой CollisionPolygon3D не влияет на столкновения." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Неравномерно масштабированный узел CollisionPolygon3D, вероятно, не будет " +"работать так, как ожидается.\n" +"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " +"а вместо этого измените вершины его полигона." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D служит для предоставления формы столкновения узлам " +"унаследованным от CollisionObject3D.\n" +"Пожалуйста используйте его только в качестве дочернего для Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Shape должен быть предоставлен для CollisionShape3D. Пожалуйста, создайте " +"ресурс Shape для него." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D поддерживает RigidBody3D только в статическом режиме." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Неравномерно масштабированный узел CollisionShape3D, вероятно, не будет " +"работать так, как ожидается.\n" +"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " +"а вместо этого измените размер его ресурса формы." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Узел А должен быть экземпляром класса PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Узел B должен быть объектом PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Сустав не соединён ни с одним экземпляром класса PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" +"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody3D" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -16000,6 +16697,26 @@ msgstr "" "время работы.\n" "Вместо этого измените размер в дочерних формах столкновений." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Этот узел не может взаимодействовать с другими объектами, если ему не " +"назначен Shape3D." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D не поддерживает вогнутые полигональные формы " +"(ConcavePolygonShape3D). О столкновениях не будет сообщено." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D служит для обеспечения колесной системы автомобиля " +"VehicleBody3D. Используйте его в качестве дочернего элемента VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -16014,19 +16731,6 @@ msgstr "" "Для работы свойство \"Remote Path\" должно указывать на действительный узел " "Node3D или производный узел Node3D." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Этот узел не может взаимодействовать с другими объектами, если ему не " -"назначен Shape3D." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D не поддерживает вогнутые полигональные формы " -"(ConcavePolygonShape3D). О столкновениях не будет сообщено." - msgid "This body will be ignored until you set a mesh." msgstr "Это тело будет игнорироваться, пока вы не установите сетку." @@ -16037,21 +16741,6 @@ msgstr "" "Чтобы AnimatedSprite3D отображал кадры, ресурс SpriteFrames должен быть " "создан или задан в свойстве \"Frames\"." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D служит для обеспечения колесной системы автомобиля " -"VehicleBody3D. Используйте его в качестве дочернего элемента VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Узлы VisibleOnScreenNotifier3D пока не поддерживаются при использовании " -"бэкенда GL Compatibility. Поддержка будет добавлена в одном из будущих " -"выпусков." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -16168,53 +16857,12 @@ msgstr "" "ButtonGroup предназначена для использования только с кнопками, у которых " "режим toggle_mode установлен в true." -msgid "New Code Region" -msgstr "Новая область кода" - msgid "Copy this constructor in a script." msgstr "Скопируйте этот конструктор в скрипт." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"red\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Цвет: #%s\n" -"ЛКМ: Применить цвет\n" -"ПКМ: Удалить пресет" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Цвет: #%s\n" -"ЛКМ: Применить цвет" - -msgid "Pick a color from the screen." -msgstr "Взять цвет с экрана." - -msgid "Pick a color from the application window." -msgstr "Выберите цвет в окне приложения." - -msgid "Select a picker shape." -msgstr "Выберите форму виджета." - -msgid "Select a picker mode." -msgstr "Выберите режим виджета." - msgid "Switch between hexadecimal and code values." msgstr "Переключение между шестнадцатеричными и кодовыми значениями." -msgid "Hex code or named color" -msgstr "Шестнадцатеричный код или названный цвет" - -msgid "Add current color as a preset." -msgstr "Добавить текущий цвет как пресет." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16243,12 +16891,6 @@ msgstr "" msgid "Alert!" msgstr "Внимание!" -msgid "You don't have permission to access contents of this folder." -msgstr "У вас нет прав для доступа к содержимому этой папки." - -msgid "Invalid extension, or empty filename." -msgstr "Недопустимое расширение или пустое имя файла." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16258,21 +16900,6 @@ msgstr "" "рефакторингу в будущей версии 4.x, что повлечет за собой изменения в API, " "нарушающие совместимость." -msgid "Toggle the visual grid." -msgstr "Переключить видимую сетку." - -msgid "Toggle snapping to the grid." -msgstr "Переключить привязку к сетке." - -msgid "Change the snapping distance." -msgstr "Измените расстояние привязки." - -msgid "Toggle the graph minimap." -msgstr "Переключить миникарту графа." - -msgid "Automatically arrange selected nodes." -msgstr "Автоматически располагать выбранные узлы." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16288,83 +16915,6 @@ msgstr "" "Текущий шрифт не поддерживает отображение одного или нескольких символов, " "используемых в тексте данного Label." -msgid "Same as Layout Direction" -msgstr "То же, что и направление макета" - -msgid "Auto-Detect Direction" -msgstr "Автоопределение направления" - -msgid "Left-to-Right" -msgstr "Слева направо" - -msgid "Right-to-Left" -msgstr "Справа налево" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Писать слева направо (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Писать справа налево (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" -"Начало текста, написанного слева направо, внутри текста, написанного справа " -"налево (LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" -"Начало текста, написанного справа налево, внутри текста, написанного слева " -"направо (RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" -"Начать замену текста, написанного слева направо, текстом, написанным справа " -"налево (LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" -"Начать замену текста, написанного справа налево, текстом, написанным слева " -"направо (RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Конец вставленного текста с другим направлением (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Знак арабского письма (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Разделитель слева-направо (LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Разделитель справа-налево (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "Первый усиленный разделитель (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Конец изолированного текста с другим направлением (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Разрешающий образования лигатур символ (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Запрещающий образования лигатур символ (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Cоединитель слов (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Мягкий перенос (SHY)" - -msgid "Text Writing Direction" -msgstr "Направление написания текста" - -msgid "Display Control Characters" -msgstr "Отображать управляющие символы" - -msgid "Insert Control Character" -msgstr "Вставить управляющий символ" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Если \"Exp Edit\" включён, \"Min Value\" должно быть больше 0." @@ -16395,9 +16945,6 @@ msgstr "" "Форма курсора мыши по умолчанию в SubViewportContainer не имеет эффекта.\n" "Рассмотрите возможность оставить ее с начальным значением `CURSOR_ARROW`." -msgid "(Other)" -msgstr "(Другие)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index b9da2bfbc41..fd1087196bf 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -1481,9 +1481,6 @@ msgstr "Názov priečinku je platný." msgid "Thanks from the Godot community!" msgstr "Vďaka z Godot komunity!" -msgid "Click to copy." -msgstr "Klikni na skopírovanie." - msgid "Godot Engine contributors" msgstr "Godot Engine prispievatelia" @@ -3029,9 +3026,6 @@ msgstr "Node" msgid "History" msgstr "História" -msgid "Expand Bottom Panel" -msgstr "Expandovať Spodný Panel" - msgid "Output" msgstr "Výstup" @@ -3642,19 +3636,6 @@ msgstr "Spravovať exportovacie šablóny" msgid "Export With Debug" msgstr "Exportovať s ladením" -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Zatvorením tohto vyskakovacieho okna sa vypne FBX importer.\n" -"Je možné ho zapnúť v nastaveniach projektu pod sekciou Súborovy systém > " -"Import > FBX > Zapnutý.\n" -"\n" -"Editor sa reštartuje, nakoľko importéry sa registrujú keď sa editor spúšťa." - msgid "Path to FBX2glTF executable is empty." msgstr "Cesta ku spustiteľnému súboru FBX2glTF je prázdna." @@ -3665,13 +3646,6 @@ msgid "Error executing this file (wrong version or architecture)." msgstr "" "Chyba pri vykonávaní tohto súboru (nesprávna verzia alebo architektúra)." -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF je potrebný pre importovanie FBX súborov.\n" -"Prosím stiahnite a uveďte platnú cestu ku binárnemu súboru:" - msgid "Click this link to download FBX2glTF" msgstr "Pre stiahnutie FBX2glTF, kliknite na tento link" @@ -3880,6 +3854,9 @@ msgstr "Pridať do Skupiny" msgid "Remove from Group" msgstr "Vymazať zo Skupiny" +msgid "Expand Bottom Panel" +msgstr "Expandovať Spodný Panel" + msgid "Move" msgstr "Presunúť" @@ -4949,12 +4926,6 @@ msgstr "Prichytiť Relatívne" msgid "Use Pixel Snap" msgstr "Použiť Pixelové Prichytávanie" -msgid "Smart Snapping" -msgstr "Smart Prichytávanie" - -msgid "Configure Snap..." -msgstr "Konfigurovať Prichytávanie..." - msgid "Snap to Parent" msgstr "Prichytiť na Rodiča" @@ -4973,6 +4944,12 @@ msgstr "Prichytiť sa na Ostatné Nody" msgid "Snap to Guides" msgstr "Prichytiť na Návody" +msgid "Smart Snapping" +msgstr "Smart Prichytávanie" + +msgid "Configure Snap..." +msgstr "Konfigurovať Prichytávanie..." + msgid "Lock selected node, preventing selection and movement." msgstr "Zamknúť vybrané nody, zabraní vyberaniu a presúvaniu." @@ -5823,6 +5800,9 @@ msgstr "Zobraziť Prostredie" msgid "View Gizmos" msgstr "Zobraziť Gizmá" +msgid "View Grid" +msgstr "Zobraziť Mriežku" + msgid "View Information" msgstr "Zobraziť Informácie" @@ -5987,9 +5967,6 @@ msgstr "4 Viewporty" msgid "View Origin" msgstr "Zobraziť Pôvod" -msgid "View Grid" -msgstr "Zobraziť Mriežku" - msgid "Settings..." msgstr "Nastavenia..." @@ -6164,9 +6141,6 @@ msgstr "Zrkadliť Dĺžky Rukoväti" msgid "Curve Point #" msgstr "Body Krivky #" -msgid "Set Curve Point Position" -msgstr "Nastaviť Pozíciu Bodu Krivky" - msgid "Split Path" msgstr "Rozdeliť Cestu" @@ -6176,6 +6150,9 @@ msgstr "Vymazať Bod Cesty" msgid "Split Segment (in curve)" msgstr "Rozdeliť Segment (v krivke)" +msgid "Set Curve Point Position" +msgstr "Nastaviť Pozíciu Bodu Krivky" + msgid "Move Joint" msgstr "Presunúť Kĺb" @@ -6976,6 +6953,34 @@ msgstr "Neplatná ikona \"%s\"." msgid "Failed to remove temporary file \"%s\"." msgstr "Nepodarilo sa vymazať dočasný súbor \"%s\"." +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "" +"Okluzorový polygón musí byť nastavený (alebo vykreslený) aby sa okluzor " +"prejavil." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"NavigationAgent2D môže byť použitý iba pod rodičkovským nodom, ktorý dedí " +"Node2D." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"Prostriedok NavigationMesh musí byť nastavený alebo vytvorený, aby tento node " +"mohol pracovať. Prosím nastavte vlastnosť alebo nakreslite polygón." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"Node ParallaxLayer funguje iba keď je nastavený ako dieťa nodu " +"ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D funguje iba keď je nastavený ako dieťa nodu Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -7025,34 +7030,6 @@ msgstr "Node B musí byť PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Noda A a Node B musia byť odlišné PhysicsBody2D" -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "" -"Okluzorový polygón musí byť nastavený (alebo vykreslený) aby sa okluzor " -"prejavil." - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "" -"NavigationAgent2D môže byť použitý iba pod rodičkovským nodom, ktorý dedí " -"Node2D." - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"Prostriedok NavigationMesh musí byť nastavený alebo vytvorený, aby tento node " -"mohol pracovať. Prosím nastavte vlastnosť alebo nakreslite polygón." - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"Node ParallaxLayer funguje iba keď je nastavený ako dieťa nodu " -"ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D funguje iba keď je nastavený ako dieťa nodu Path2D." - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -7075,15 +7052,15 @@ msgstr "" "zanechal kosti pripojené! Prosím pridajte node založený na Joint2D ako dieťa " "k tomuto nodu!" -msgid "Path property must point to a valid Node2D node to work." -msgstr "Vlastnosť cesty musí smerovať k platnému nodu Node2D, aby fungoval." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Tento node nemôže interagovať s inými objektmi, pokiaľ Shape2D nie je " "priradený." +msgid "Path property must point to a valid Node2D node to work." +msgstr "Vlastnosť cesty musí smerovať k platnému nodu Node2D, aby fungoval." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Táto Bone2D reťaz by mala končiť so Skeleton2D nodom." @@ -7126,6 +7103,15 @@ msgstr "" "Node BoneAttachment3D nie je viazaný k žiadnym kostiam! Prosím vyberte kosť " "na priloženie do tohto nodu." +msgid "" +"The NavigationAgent3D can be used only under a Node3D inheriting parent node." +msgstr "" +"NavigationAgent3D môže byť použitý iba pod rodičovským nodom, ktorý dedí " +"Node3D." + +msgid "PathFollow3D only works when set as a child of a Path3D node." +msgstr "PathFollow3D funguje iba keď je dieťaťom Path3D node." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " @@ -7203,13 +7189,10 @@ msgid "Node A and Node B must be different PhysicsBody3Ds" msgstr "Node A a Node B musia byť rozličné PhysicsBody3D" msgid "" -"The NavigationAgent3D can be used only under a Node3D inheriting parent node." +"This node cannot interact with other objects unless a Shape3D is assigned." msgstr "" -"NavigationAgent3D môže byť použitý iba pod rodičovským nodom, ktorý dedí " -"Node3D." - -msgid "PathFollow3D only works when set as a child of a Path3D node." -msgstr "PathFollow3D funguje iba keď je dieťaťom Path3D node." +"Tento node nemôže interagovať s inými objektmi, pokiaľ Shape3D nie je " +"priradený." msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " @@ -7218,19 +7201,6 @@ msgstr "" "Vlastnosť \"Vzdialená Cesta\" musí smerovať do platného Node3D alebo Node3D " "odovodeného nodu, aby fungovala." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Tento node nemôže interagovať s inými objektmi, pokiaľ Shape3D nie je " -"priradený." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Nody VisibleOnScreenNotifier3D zatiaľ nie sú podporované počas používania " -"backendu GL Kompatibility. Podpora bude pridaná v budúcich verziách." - msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 87cc5d4d36b..7ae7ced6d26 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -29,7 +29,7 @@ # Kenny Andersson , 2022. # Ludvig Svenonius , 2023. # Daniel Ljung , 2023. -# Henrik Nilsson , 2023. +# Henrik Nilsson , 2023, 2024. # Flashbox , 2023. # Emil Åsberg <02asb01@gmail.com>, 2023. # Erik Högberg , 2023. @@ -39,8 +39,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-20 05:55+0000\n" -"Last-Translator: Kristoffer Grundström \n" +"PO-Revision-Date: 2024-02-24 22:50+0000\n" +"Last-Translator: Henrik Nilsson \n" "Language-Team: Swedish \n" "Language: sv\n" @@ -48,7 +48,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Huvudtråd" @@ -490,6 +490,9 @@ msgstr "Redigera Händelse" msgid "Remove Event" msgstr "Ta bort Händelse" +msgid "Filter by Name" +msgstr "Filtrera efter namn" + msgid "Clear All" msgstr "Rensa Alla" @@ -523,6 +526,15 @@ msgstr "Infoga Nyckel Här" msgid "Duplicate Selected Key(s)" msgstr "Duplicera valda punkter" +msgid "Cut Selected Key(s)" +msgstr "Klipp ut valda nycklar" + +msgid "Copy Selected Key(s)" +msgstr "Kopiera valda nycklar" + +msgid "Paste Key(s)" +msgstr "Klistra in nycklar" + msgid "Delete Selected Key(s)" msgstr "Ta bort valda nycklar" @@ -553,6 +565,12 @@ msgstr "Flytta Bezierpunkt" msgid "Animation Duplicate Keys" msgstr "Animation Duplicera Nycklar" +msgid "Animation Cut Keys" +msgstr "Animation Klipp ut nycklar" + +msgid "Animation Paste Keys" +msgstr "Animation Klistra in nycklar" + msgid "Animation Delete Keys" msgstr "Animation Ta Bort Nycklar" @@ -614,6 +632,27 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "Kan inte ändra loop mode på en animation inbäddad i en annan scen." +msgid "Property Track..." +msgstr "Egenskapsspår..." + +msgid "3D Position Track..." +msgstr "3D positionsspår..." + +msgid "3D Rotation Track..." +msgstr "3D rotationsspår..." + +msgid "3D Scale Track..." +msgstr "3D skalspår..." + +msgid "Call Method Track..." +msgstr "Anropa metod spår..." + +msgid "Bezier Curve Track..." +msgstr "Bezier kurvspår..." + +msgid "Audio Playback Track..." +msgstr "Ljuduppspelningsspår..." + msgid "Animation length (frames)" msgstr "Animation längd (bildrutor)" @@ -743,6 +782,9 @@ msgstr "Begränsa Sling Interpolering" msgid "Wrap Loop Interp" msgstr "Återgåendeslinginterpolering" +msgid "Insert Key..." +msgstr "Lägg till nyckel..." + msgid "Duplicate Key(s)" msgstr "Duplicera Nycklar" @@ -1761,9 +1803,6 @@ msgstr "Mapp-namnet är ogiltigt." msgid "Thanks from the Godot community!" msgstr "Tack från Godot-gemenskapen!" -msgid "Click to copy." -msgstr "Klicka för att kopiera." - msgid "Godot Engine contributors" msgstr "Godot Engine bidragare" @@ -3437,9 +3476,6 @@ msgstr "Nod" msgid "History" msgstr "Historik" -msgid "Expand Bottom Panel" -msgstr "Expandera Nedre Panel" - msgid "Output" msgstr "Utdata" @@ -3480,9 +3516,6 @@ msgstr "Ladda om" msgid "Resave" msgstr "Spara om" -msgid "Create Version Control Metadata..." -msgstr "Skapa metadata för versionshantering..." - msgid "Version Control Settings..." msgstr "Versionshanteringsinställningar..." @@ -4025,13 +4058,6 @@ msgstr "Sökväg till FBX2glTF programmet är ogiltig." msgid "Configure FBX Importer" msgstr "Konfigurera FBX importerare" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF krävs för att importera FBX filer.\n" -"Var vänlig och ladda ner detta och sätt en giltig sökväg till programmet:" - msgid "Click this link to download FBX2glTF" msgstr "Klicka denna länk för att ladda ner FBX2glTF" @@ -4248,6 +4274,9 @@ msgstr "Ta bort från Grupp" msgid "Global" msgstr "Global" +msgid "Expand Bottom Panel" +msgstr "Expandera Nedre Panel" + msgid "Move" msgstr "Flytta" @@ -5525,6 +5554,9 @@ msgstr "Intern buffer" msgid "Display Advanced..." msgstr "Visa avancerad..." +msgid "View Grid" +msgstr "Visa nät" + msgid "View Information" msgstr "Visa Information" @@ -5597,9 +5629,6 @@ msgstr "3 vyer (Alt)" msgid "4 Viewports" msgstr "4 vyer" -msgid "View Grid" -msgstr "Visa nät" - msgid "Settings..." msgstr "Inställningar..." @@ -5669,15 +5698,15 @@ msgstr "Öppna..." msgid "Save All" msgstr "Spara Alla" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Importera Tema..." msgid "Reload Theme" msgstr "Ladda om Tema" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Spara Tema" @@ -7427,9 +7456,6 @@ msgstr "Ogiltig identitetstyp." msgid "Failed to remove temporary file \"%s\"." msgstr "Kan inte ta bort temporär fil \"%s\"." -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." - msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" @@ -7440,10 +7466,16 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D fungerar bara när den är satt som ett barn till en Path2D-Node." +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." + msgid "Path property must point to a valid Node2D node to work." msgstr "" "Sökvägs-egenskapen måste peka på en giltigt Node2D Node för att fungera." +msgid "Generating Probe Volumes" +msgstr "Genererar sond volymer" + msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -7466,24 +7498,12 @@ msgstr "" "Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. för att ge dem en form." -msgid "Generating Probe Volumes" -msgstr "Genererar sond volymer" - msgid "Nothing connected to input '%s' of node '%s'." msgstr "Inget anslutet till inmatning '%s' av nod '%s'." -msgid "Add current color as a preset." -msgstr "Lägg till nuvarande färg som en förinställning." - msgid "Alert!" msgstr "Varning!" -msgid "Insert Control Character" -msgstr "Infoga kontroltecken" - -msgid "(Other)" -msgstr "(Annat)" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index d286140ab29..c6defd53820 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -1286,9 +1286,6 @@ msgstr "สร้างโฟลเดอร์" msgid "Thanks from the Godot community!" msgstr "ขอขอบคุณจากชุมชนผู้ใช้ Godot!" -msgid "Click to copy." -msgstr "คลิกเพื่อคัดลอก" - msgid "Godot Engine contributors" msgstr "ผู้ช่วยพัฒนา Godot Engine" @@ -2217,9 +2214,6 @@ msgstr "คุณสมบัติ" msgid "Node" msgstr "โนด" -msgid "Expand Bottom Panel" -msgstr "ขยายแผงด้านล่าง" - msgid "Output" msgstr "ข้อความ" @@ -2747,6 +2741,9 @@ msgstr "เพิ่มไปยังกลุ่ม" msgid "Remove from Group" msgstr "ลบออกจากกลุ่ม" +msgid "Expand Bottom Panel" +msgstr "ขยายแผงด้านล่าง" + msgid "Move" msgstr "ย้าย" @@ -3707,12 +3704,6 @@ msgstr "จำกัดโดยใช้ตำแหน่งปัจจุบ msgid "Use Pixel Snap" msgstr "จำกัดให้ย้ายเป็นพิกเซล" -msgid "Smart Snapping" -msgstr "สแนปอัจฉริยะ" - -msgid "Configure Snap..." -msgstr "ตั้งค่าการจำกัด..." - msgid "Snap to Parent" msgstr "สแนปโหนดแม่" @@ -3731,6 +3722,12 @@ msgstr "สแนปโหนดอื่น" msgid "Snap to Guides" msgstr "สแนปเส้นไกด์" +msgid "Smart Snapping" +msgstr "สแนปอัจฉริยะ" + +msgid "Configure Snap..." +msgstr "ตั้งค่าการจำกัด..." + msgid "Skeleton Options" msgstr "ตั้งค่าโครง" @@ -4384,6 +4381,9 @@ msgstr "แสดงสภาพแวดล้อม" msgid "View Gizmos" msgstr "แสดงสัญลักษณ์" +msgid "View Grid" +msgstr "แสดงเส้นตาราง" + msgid "View Information" msgstr "แสดงข้อมูล" @@ -4518,9 +4518,6 @@ msgstr "4 วิวพอร์ต" msgid "View Origin" msgstr "แสดงจุดกำเนิด" -msgid "View Grid" -msgstr "แสดงเส้นตาราง" - msgid "Settings..." msgstr "ตั้งค่า..." @@ -4629,9 +4626,6 @@ msgstr "ความยาวตัวสะท้อน" msgid "Curve Point #" msgstr "จุดเส้นโค้ง #" -msgid "Set Curve Point Position" -msgstr "กำหนดพิกัดจุดเส้นโค้ง" - msgid "Set Curve Out Position" msgstr "กำหนดเส้นโค้งขาออก" @@ -4647,6 +4641,9 @@ msgstr "ลบจุด" msgid "Split Segment (in curve)" msgstr "แยกส่วน (ในเส้นโค้ง)" +msgid "Set Curve Point Position" +msgstr "กำหนดพิกัดจุดเส้นโค้ง" + msgid "Move Joint" msgstr "เลื่อนข้อต่อ" @@ -4900,15 +4897,15 @@ msgstr "ประวัติก่อนหน้า" msgid "History Next" msgstr "ประวัติถัดไป" -msgid "Theme" -msgstr "ธีม" - msgid "Import Theme..." msgstr "นำเข้าธีม..." msgid "Reload Theme" msgstr "โหลดธีมใหม่" +msgid "Theme" +msgstr "ธีม" + msgid "Save Theme" msgstr "บันทึกธีม" @@ -5163,12 +5160,6 @@ msgstr "โหลดรูปไม่ได้" msgid "ERROR: Couldn't load frame resource!" msgstr "ผิดพลาด: โหลดรีซอร์สเฟรมไม่ได้!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "คลิปบอร์ดว่าง หรือไม่ใช่ texture!" - -msgid "Paste Frame" -msgstr "วางเฟรม" - msgid "Add Empty" msgstr "เพิ่มแบบว่างเปล่า" @@ -6620,6 +6611,44 @@ msgstr "รันในเบราเซอร์" msgid "Run exported HTML in the system's default browser." msgstr "รันไฟล์ HTML ที่ส่งออกในเบราเซอร์" +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"แอนิเมชัน CPUParticles2D จำเป็นต้องใช้ CanvasItemMaterial โดยเปิดการทำงาน " +"\"Particles Animation\"" + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "ไม่ได้กำหนดวัสดุให้กับอนุภาค" + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"แอนิเมชัน Particles2D จำเป็นต้องใช้ CanvasItemMaterial โดยเปิดใช้งาน \"Particles " +"Animation\"" + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "ต้องระบุเทกเจอร์ที่มีรูปร่างของแสงให้กับคุณสมบัติ \"Texture\"'" + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "ต้องมีรูปหลายเหลี่ยมเพื่อให้ตัวบังแสงนี้ทำงานได้" + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "รูปหลายเหลี่ยมของตัวบังแสงนี้ว่างเปล่า กรุณาวาดโพลีกอน" + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "ParallaxLayer จะทำงานได้ต้องเป็นโหนดลูกของโหนด ParallaxBackground" + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D จะทำงานได้ต้องเป็นโหนดลูกของโหนด Path2D" + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -6650,25 +6679,6 @@ msgstr "" "รูปร่างโพลีกอนไม่สามารถใช้หรือแก้ไขโดยตรงจากโหนด CollisionShape2D กรุณาใช้โหนด " "CollisionPolygon2D แทน" -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"แอนิเมชัน CPUParticles2D จำเป็นต้องใช้ CanvasItemMaterial โดยเปิดการทำงาน " -"\"Particles Animation\"" - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "ไม่ได้กำหนดวัสดุให้กับอนุภาค" - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"แอนิเมชัน Particles2D จำเป็นต้องใช้ CanvasItemMaterial โดยเปิดใช้งาน \"Particles " -"Animation\"" - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "โหนด A และ โหนด B จะต้องเป็น PhysicsBody2D" @@ -6684,25 +6694,6 @@ msgstr "ข้อต่อไม่ได้เชื่อมโยงกับ msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "โหนด A และโหนด B จะต้องเป็น PhysicsBody2D ที่แตกต่างกัน" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "ต้องระบุเทกเจอร์ที่มีรูปร่างของแสงให้กับคุณสมบัติ \"Texture\"'" - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "ต้องมีรูปหลายเหลี่ยมเพื่อให้ตัวบังแสงนี้ทำงานได้" - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "รูปหลายเหลี่ยมของตัวบังแสงนี้ว่างเปล่า กรุณาวาดโพลีกอน" - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "ParallaxLayer จะทำงานได้ต้องเป็นโหนดลูกของโหนด ParallaxBackground" - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D จะทำงานได้ต้องเป็นโหนดลูกของโหนด Path2D" - msgid "Path property must point to a valid Node2D node to work." msgstr "ต้องแก้ไข Path ให้ชี้ไปยังโหนด Node2D จึงจะทำงานได้" @@ -6756,9 +6747,6 @@ msgstr "ไม่มีรากสำหรับ AnimationNode สำหรั msgid "Switch between hexadecimal and code values." msgstr "สลับระหว่างค่าฐานสิบหกและโค้ด" -msgid "Add current color as a preset." -msgstr "เพิ่มสีปัจจุบันเป็นพรีเซ็ต" - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -6788,9 +6776,6 @@ msgstr "" "ScrollContainer ทำงานได้เมื่อมีโหนดลูกเพียงหนึ่งโหนดเท่านั้น\n" "ใช้ container เป็นโหนดลูก (VBox,HBox,ฯลฯ) หรือ Control และปรับขนาดเล็กสุดด้วยตนเอง" -msgid "(Other)" -msgstr "(อื่น)" - msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index f5daafc124a..3f6793191bf 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -111,7 +111,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-17 15:01+0000\n" +"PO-Revision-Date: 2024-02-27 08:02+0000\n" "Last-Translator: Yılmaz Durmaz \n" "Language-Team: Turkish \n" @@ -120,7 +120,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Ana İş Parçası" @@ -561,6 +561,9 @@ msgstr "Olayı Düzenle" msgid "Remove Event" msgstr "Olayı kaldır" +msgid "Filter by Name" +msgstr "İsme göre Filtrele" + msgid "Clear All" msgstr "Tümünü Temizle" @@ -594,6 +597,15 @@ msgstr "Anahtarı Buraya Gir" msgid "Duplicate Selected Key(s)" msgstr "Seçili Tuşların Kopyasını Oluştur" +msgid "Cut Selected Key(s)" +msgstr "Seçili Anahtar(lar)ı Kes" + +msgid "Copy Selected Key(s)" +msgstr "Seçili Anahtar(lar)ı Kopyala" + +msgid "Paste Key(s)" +msgstr "Anahtar(lar)ı Yapıştır" + msgid "Delete Selected Key(s)" msgstr "Seçili Tuşları Sil" @@ -624,6 +636,12 @@ msgstr "Bezier Noktalarını Taşı" msgid "Animation Duplicate Keys" msgstr "Animasyonda Kopya Anahtarlar" +msgid "Animation Cut Keys" +msgstr "Animasyon Anahtarları Kes" + +msgid "Animation Paste Keys" +msgstr "Animasyonda Anahtarları Yapıştır" + msgid "Animation Delete Keys" msgstr "Animasyonda Silinecek Anahtarlar" @@ -685,6 +703,33 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "Başka bir sahneye gömülü animasyonda, döngü kipi değiştirilemez." +msgid "Property Track..." +msgstr "Özellik İzi..." + +msgid "3D Position Track..." +msgstr "3B Konum İzi..." + +msgid "3D Rotation Track..." +msgstr "3B Dönme İzi..." + +msgid "3D Scale Track..." +msgstr "3B Ölçek İzi..." + +msgid "Blend Shape Track..." +msgstr "Harmanlama Şekli İzi..." + +msgid "Call Method Track..." +msgstr "Yöntem Çağırma İzi..." + +msgid "Bezier Curve Track..." +msgstr "Bezier Eğrisi İzi..." + +msgid "Audio Playback Track..." +msgstr "Ses Oynatıcı İzi..." + +msgid "Animation Playback Track..." +msgstr "Animasyon Oynatma İzi..." + msgid "Animation length (frames)" msgstr "Animasyon uzunluğu (kare)" @@ -817,9 +862,18 @@ msgstr "Kesik Döngülü Aradeğerleme" msgid "Wrap Loop Interp" msgstr "Sarılmış Döngülü Aradeğerleme" +msgid "Insert Key..." +msgstr "Anahtar Ekle..." + msgid "Duplicate Key(s)" msgstr "Yinelenen Anahtar(lar)" +msgid "Cut Key(s)" +msgstr "Anahtar(lar)ı Kes" + +msgid "Copy Key(s)" +msgstr "Anahtar(lar)ı Kopyala" + msgid "Add RESET Value(s)" msgstr "RESET değer(ler)'i (sıfırlama) ekle" @@ -974,6 +1028,12 @@ msgstr "İzleri Yapıştır" msgid "Animation Scale Keys" msgstr "Animasyon Anahtarları Ölçekle" +msgid "Animation Set Start Offset" +msgstr "Animasyon Başlangıç Kaymasını Ayarla" + +msgid "Animation Set End Offset" +msgstr "Animasyon Bitiş Kaymasını Ayarla" + msgid "Make Easing Keys" msgstr "Yumuşatma Anahtarları Oluştur" @@ -1068,6 +1128,42 @@ msgstr "Düzenle" msgid "Animation properties." msgstr "Animasyon özellikleri." +msgid "Copy Tracks..." +msgstr "İzleri Kopyala..." + +msgid "Scale Selection..." +msgstr "Seçimi Ölçekle..." + +msgid "Scale From Cursor..." +msgstr "İmleçten Ölçekle..." + +msgid "Set Start Offset (Audio)" +msgstr "Başlangıç Kaymasını Ayarla (Ses)" + +msgid "Set End Offset (Audio)" +msgstr "Bitiş Kaymasını Ayarla (Ses)" + +msgid "Make Easing Selection..." +msgstr "Yumuşatma Seçimini Yap..." + +msgid "Duplicate Selected Keys" +msgstr "Seçili Anahtarların Kopyasını Oluştur" + +msgid "Cut Selected Keys" +msgstr "Seçili Anahtarları Kes" + +msgid "Copy Selected Keys" +msgstr "Seçili Anahtarları Kopyala" + +msgid "Paste Keys" +msgstr "Anahtarları Yapıştır" + +msgid "Move First Selected Key to Cursor" +msgstr "İlk Seçilen Anahtarı İmlece Taşı" + +msgid "Move Last Selected Key to Cursor" +msgstr "Son Seçilen Anahtarı İmlece Taşı" + msgid "Delete Selection" msgstr "Seçimi Sil" @@ -1080,6 +1176,15 @@ msgstr "Önceki Adıma Git" msgid "Apply Reset" msgstr "Sıfırlamayı Uygula" +msgid "Bake Animation..." +msgstr "Animasyonu Pişir..." + +msgid "Optimize Animation (no undo)..." +msgstr "Animasyonu Eniyileştir (geri alınamaz)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Animasyonu temizle (geri alınamaz)..." + msgid "Pick a node to animate:" msgstr "Canlandırılacak düğümü seç:" @@ -1104,6 +1209,12 @@ msgstr "En Yüksek Kesinlik Hatası:" msgid "Optimize" msgstr "İyileştir" +msgid "Trim keys placed in negative time" +msgstr "Negatif zamana yerleştirilmiş anahtarları kırp" + +msgid "Trim keys placed exceed the animation length" +msgstr "Animasyon uzunluğunu aşan yerleştirilmiş anahtarları kırp" + msgid "Remove invalid keys" msgstr "Geçersiz anahtarları kaldır" @@ -1294,6 +1405,9 @@ msgstr "Uyarılar" msgid "Line and column numbers." msgstr "Satır ve sütun numaraları." +msgid "Indentation" +msgstr "Girinti" + msgid "Method in target node must be specified." msgstr "Hedef düğümdeki yöntem belirtilmeli." @@ -1310,6 +1424,9 @@ msgstr "" msgid "Attached Script" msgstr "Ekli Betik" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "%s: Geriçağır kodu oluşturulmayacak, lütfen kendiniz elden ekleyin." + msgid "Connect to Node:" msgstr "Düğüme Bağla:" @@ -1585,6 +1702,9 @@ msgstr "" "tarafından çağrılan diğer fonksiyonları saymaz.\n" "Eniyileştirme yapılacak tekil fonksiyonları bulmak için bunu kullan." +msgid "Display internal functions" +msgstr "Dahili fonksiyonları görüntüle" + msgid "Frame #:" msgstr "Kare #:" @@ -1898,12 +2018,12 @@ msgstr "Klasör Oluştur" msgid "Folder name is valid." msgstr "Klasör adı geçerli." +msgid "Double-click to open in browser." +msgstr "Tarayıcıda açmak için çift tıklayın." + msgid "Thanks from the Godot community!" msgstr "Godot topluluğundan teşekkürler!" -msgid "Click to copy." -msgstr "Kopyalamak için tıkla." - msgid "Godot Engine contributors" msgstr "Godot Oyun Motoru katkı sağlayanlar" @@ -2410,6 +2530,9 @@ msgstr "Profil Yükle" msgid "Export Profile" msgstr "Profili Dışa Aktar" +msgid "Forced Classes on Detect:" +msgstr "Algılanması Zorlama Sınıflar:" + msgid "Edit Build Configuration Profile" msgstr "Derleme Yapılandırması Profilini Düzenle" @@ -2450,6 +2573,12 @@ msgstr "Yuva Konumu" msgid "Make Floating" msgstr "Serbest Pencere Yap" +msgid "Make this dock floating." +msgstr "Bu yuvayı yüzer hale getir." + +msgid "Move to Bottom" +msgstr "Alt Tarafa Taşı" + msgid "3D Editor" msgstr "3B Düzenleyici" @@ -2638,6 +2767,12 @@ msgstr "Kullanımdan kaldırıldı" msgid "Experimental" msgstr "Deneysel" +msgid "Deprecated:" +msgstr "Kullanımdan kaldırıldı:" + +msgid "Experimental:" +msgstr "Deneysel:" + msgid "This method supports a variable number of arguments." msgstr "Bu yöntem, değişen sayıda girdi değişkenini destekler." @@ -2677,6 +2812,16 @@ msgstr "Kurucu Yöntem Tanımlamaları" msgid "Operator Descriptions" msgstr "İşleç Tanımlamaları" +msgid "This method may be changed or removed in future versions." +msgstr "Bu yöntem, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Bu kurucu yöntem, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + +msgid "This operator may be changed or removed in future versions." +msgstr "Bu işleç, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + msgid "Error codes returned:" msgstr "Döndürülen hata kodları:" @@ -2716,6 +2861,9 @@ msgstr "Üst" msgid "Class:" msgstr "Sınıf:" +msgid "This class may be changed or removed in future versions." +msgstr "Bu sınıf, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + msgid "Inherits:" msgstr "Miras Aldığı:" @@ -2781,9 +2929,39 @@ msgstr "Simgeler" msgid "Styles" msgstr "Tarzlar" +msgid "There is currently no description for this theme property." +msgstr "Şu anda bu tema özelliği için herhangi bir tanımlama bulunmamaktadır." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Bu tema özelliği için henüz bir tanımlama yok. [color=$color][url=$url]Bir " +"tane katkıda bulunarak[/url][/color] bize yardım edebilirsiniz!" + +msgid "This signal may be changed or removed in future versions." +msgstr "Bu sinyal, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + +msgid "There is currently no description for this signal." +msgstr "Şu anda bu sinyal için bir tanımlama yok." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Bu sinyal için henüz bir tanımlama yok. [color=$color][url=$url]Bir tane " +"katkıda bulunarak[/url][/color] bize yardım edebilirsiniz!" + msgid "Enumerations" msgstr "Numaralandırmalar" +msgid "This enumeration may be changed or removed in future versions." +msgstr "" +"Bu numaralandırma, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + +msgid "This constant may be changed or removed in future versions." +msgstr "Bu sabit, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + msgid "Annotations" msgstr "EkTanımlayıcılar" @@ -2803,6 +2981,9 @@ msgstr "Özellik Tanımlamaları" msgid "(value)" msgstr "(değer)" +msgid "This property may be changed or removed in future versions." +msgstr "Bu özellik, gelecek sürümlerde değiştirilebilir veya kaldırılabilir." + msgid "There is currently no description for this property." msgstr "Şu anda bu özellik için herhangi bir tanımlama bulunmamaktadır." @@ -2813,6 +2994,9 @@ msgstr "" "Bu özellik için henüz bir tanımlama yok. [color=$color][url=$url]Bir tane " "katkıda bulunup[/url][/color] bize yardım edebilirsin!" +msgid "This property can only be set in the Inspector." +msgstr "Bu özellik yalnızca Denetleyici'de ayarlanabilir." + msgid "Metadata:" msgstr "Metaveri:" @@ -2825,6 +3009,9 @@ msgstr "Yöntem:" msgid "Signal:" msgstr "Sinyal:" +msgid "Theme Property:" +msgstr "Tema Özelliği:" + msgid "No description available." msgstr "Tanımlama mevcut değil." @@ -2834,9 +3021,15 @@ msgstr "%d eşleşme." msgid "%d matches." msgstr "%d eşleşme." +msgid "Constructor" +msgstr "Kurucu Yöntem" + msgid "Method" msgstr "Yöntem" +msgid "Operator" +msgstr "İşleç" + msgid "Signal" msgstr "Sinyal" @@ -2897,6 +3090,9 @@ msgstr "Üye Tipi" msgid "(constructors)" msgstr "(yapıcı yöntemler)" +msgid "Keywords" +msgstr "Anahtar Kelimeler" + msgid "Class" msgstr "Sınıf" @@ -3458,6 +3654,34 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "Sahne '%s' bozuk bağımlılıklara sahip:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"Çoklu-pencere desteği kullanılabilir değildir, çünkü düzenleyici " +"başlatılırken `--single-window` komut satırı argümanı kullanılmıştır." + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Çoklu-pencere desteği kullanılabilir değildir çünkü mevcut platform çoklu " +"pencereleri desteklememektedir." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"Çoklu-pencere desteği kullanılabilir değildir, çünkü düzenleyici ayarlarında " +"Arayüz > Düzenleyici > Tek Pencere Modu etkinleştirilmiştir." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Çoklu pencere desteği kullanılabilir değildir, çünkü düzenleyici ayarlarında " +"Arayüz > Çoklu Pencere > Etkinleştir devre dışı bırakılmıştır." + msgid "Clear Recent Scenes" msgstr "Yakınlarda Kullanılan Sahneleri Temizle" @@ -3491,6 +3715,12 @@ msgstr "" "Bunu daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " "değiştirebilirsin." +msgid "Save Layout..." +msgstr "Yerleşim Düzenini Kaydet..." + +msgid "Delete Layout..." +msgstr "Yerleşim Düzenini Sil..." + msgid "Default" msgstr "Varsayılan" @@ -3714,6 +3944,9 @@ msgstr "FBX İçe Aktarıcıyı Yapılandır..." msgid "Help" msgstr "Yardım" +msgid "Search Help..." +msgstr "Yardımda Ara..." + msgid "Online Documentation" msgstr "Çevrimiçi Belgeler" @@ -3738,6 +3971,9 @@ msgstr "Yeni bir Özellik Öner" msgid "Send Docs Feedback" msgstr "Belgeler Hakkında Geri Bildirimde Bulun" +msgid "About Godot..." +msgstr "Godot Hakkında..." + msgid "Support Godot Development" msgstr "Godot'yu Geliştirmeye Destek Olun" @@ -3777,9 +4013,6 @@ msgstr "Düğüm" msgid "History" msgstr "Geçmiş" -msgid "Expand Bottom Panel" -msgstr "Alt Paneli Genişlet" - msgid "Output" msgstr "Çıktı" @@ -3832,9 +4065,6 @@ msgstr "Yeniden Yükle" msgid "Resave" msgstr "Yeniden Kaydet" -msgid "Create Version Control Metadata..." -msgstr "Sürüm Kontrol Metaverisi Oluştur..." - msgid "Version Control Settings..." msgstr "Sürüm Denetim Ayarları..." @@ -3871,6 +4101,19 @@ msgstr "Tamam" msgid "Warning!" msgstr "Uyarı!" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"İsim: %s\n" +"Yol: %s\n" +"Ana Betik: %s\n" +"\n" +"%s" + msgid "On" msgstr "Açık" @@ -3883,6 +4126,9 @@ msgstr "Kurulu Eklentiler:" msgid "Create New Plugin" msgstr "Yeni Eklenti Oluştur" +msgid "Enabled" +msgstr "Etkinleştirildi" + msgid "Version" msgstr "Sürüm" @@ -3953,6 +4199,18 @@ msgstr "Geçersiz kaynak kimliği (RID)" msgid "Recursion detected, unable to assign resource to property." msgstr "Özyineleme algılandı, özelliğe kaynak ataması yapılamıyor." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Texture2D (2B Doku) düğümünde bir ViewportTexture (Çerçeve Dokusu) " +"oluşturulamaz çünkü doku bir sahneye bağlı olmayacaktır.\n" +"Bunun yerine bir Texture2DParameter (2B Doku Parametresi) düğümü kullanın ve " +"dokuyu \"Gölgelendirici Parametreleri\" (Shader Parameters) sekmesinde " +"ayarlayın." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -4024,6 +4282,14 @@ msgstr "" "Seçili kaynak (%s), bu özellik (%s) için beklenen herhangi bir tip ile " "uyuşmuyor." +msgid "Quick Load..." +msgstr "Hızlı Yükleme..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"İzin verilen Kaynak dosyaları listesinden seçim yapmak için bir hızlı menü " +"açar." + msgid "Load..." msgstr "Yükle..." @@ -4057,6 +4323,9 @@ msgstr "Yeni Betik..." msgid "Extend Script..." msgstr "Betiği Genişlet..." +msgid "New Shader..." +msgstr "Yeni Gölgelendirici..." + msgid "No Remote Debug export presets configured." msgstr "Uzaktan Hata Ayıklama dışa aktarım hazırayarı yapılandırılmamış." @@ -4189,6 +4458,12 @@ msgstr "Tüm Aygıtlar" msgid "Device" msgstr "Aygıt" +msgid "Listening for Input" +msgstr "Giriş için Bekleniyor" + +msgid "Filter by Event" +msgstr "Olaya göre Filtrele" + msgid "Project export for platform:" msgstr "Şu platform için proje dışa aktarımı:" @@ -4201,6 +4476,12 @@ msgstr "Başarıyla tamamlandı." msgid "Failed." msgstr "Başarısız." +msgid "Unknown Error" +msgstr "Bilinmeyen Hata" + +msgid "Export failed with error code %d." +msgstr "Dışa aktarma %d hata koduyla başarısız oldu." + msgid "Storing File: %s" msgstr "Dosya Depolanıyor: %s" @@ -4252,6 +4533,13 @@ msgstr "Özel hata ayıklama şablonu bulunmadı." msgid "Custom release template not found." msgstr "Özel yayınlama şablonu bulunamadı." +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Projeyi dışa aktarmak için bir doku biçimi seçilmelidir. Lütfen en az bir " +"doku biçimi seçin." + msgid "Prepare Template" msgstr "Şablon Hazırla" @@ -4541,6 +4829,9 @@ msgstr "" msgid "Advanced Options" msgstr "Gelişmiş Seçenekler" +msgid "If checked, the advanced options will be shown." +msgstr "Eğer işaretlenirse, gelişmiş seçenekler gösterilecektir." + msgid "Export Path" msgstr "Dışa Aktarım Yolu" @@ -4642,9 +4933,32 @@ msgstr "" msgid "More Info..." msgstr "Daha Fazla Bilgi..." +msgid "Scripts" +msgstr "Betikler" + +msgid "GDScript Export Mode:" +msgstr "GDScript Dışa Aktarma Kipi:" + +msgid "Text (easier debugging)" +msgstr "Metin (daha kolay hata ayıklama)" + +msgid "Binary tokens (faster loading)" +msgstr "İkili-tip belirteçler (daha hızlı yükleme)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Sıkıştırılmış ikili-tip belirteçler (daha küçük dosyalar)" + msgid "Export PCK/ZIP..." msgstr "PCK/ZIP Dışa Aktar..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Proje kaynaklarını bir PCK veya ZIP paketi olarak dışa aktarın. Bu " +"oynanabilir bir derleme değildir, sadece Godot çalıştırılabilir dosyası " +"olmayan proje verileridir." + msgid "Export Project..." msgstr "Projeyi Dışa Aktar..." @@ -4675,24 +4989,6 @@ msgstr "Dışa Aktarım Şablonlarını Yönet" msgid "Export With Debug" msgstr "Hata Ayıklama İle Dışa Aktar" -msgid "Disable FBX & Restart" -msgstr "FBX'i Devre Dışı Bırak ve Yeniden Başlat" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Bu iletişim kutusunu iptal etmek, FBX içe aktarıcısını devre dışı " -"bırakacaktır.\n" -"Proje Ayarlarında, \"DosyaSistemi > İçe Aktar > FBX > Etkin\" ile yeniden " -"etkinleştirebilirsiniz.\n" -"\n" -"İçe aktarıcılar, sadece düzenleyici başlarken kayıt altına alındığı için, " -"düzenleyici yeniden başlatılacak." - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF yürütülebilir dosyasının yolu boş." @@ -4708,13 +5004,6 @@ msgstr "FBX2glTF yürütülebilir dosyası geçerlidir." msgid "Configure FBX Importer" msgstr "FBX İçe Aktarıcıyı Yapılandır" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX dosyalarını içe aktarmak için FBX2glTF gereklidir.\n" -"Lütfen bunu indirin ve ikili-tip dosyanın geçerli yolunu girin:" - msgid "Click this link to download FBX2glTF" msgstr "FBX2glTF'yi indirmek için bu bağlantıya tıkla" @@ -4808,6 +5097,13 @@ msgstr "" "Bunların üzerine yazmak mı, yoksa taşınan dosyaları yeniden adlandırmak mı " "istiyorsunuz?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Terminal emülatörünün varlığını kontrol etmek için harici program " +"çalıştırılamadı: command -v %s" + msgid "Duplicating file:" msgstr "Dosya çoğaltılıyor:" @@ -4880,6 +5176,12 @@ msgstr "Yeniden İçe Aktar" msgid "Open in File Manager" msgstr "Dosya Yöneticisinde Aç" +msgid "Open in Terminal" +msgstr "Terminal'de Aç" + +msgid "Open Containing Folder in Terminal" +msgstr "İçeren Klasörü Terminal'de Aç" + msgid "New Folder..." msgstr "Yeni Klasör..." @@ -5032,18 +5334,95 @@ msgstr "%d eşleşme (%d dosyada)" msgid "%d matches in %d files" msgstr "%d eşleşme (%d dosyada)" +msgid "Set Group Description" +msgstr "Grup Tanımlamasını Ayarla" + +msgid "Invalid group name. It cannot be empty." +msgstr "Geçersiz grup adı. Boş olamaz." + +msgid "A group with the name '%s' already exists." +msgstr "'%s' adında bir grup zaten mevcut." + +msgid "Group can't be empty." +msgstr "Grup boş olamaz." + +msgid "Group already exists." +msgstr "Grup zaten mevcut." + +msgid "Add Group" +msgstr "Grup Ekle" + +msgid "Renaming Group References" +msgstr "Grup Referanslarını Yeniden Adlandırma" + +msgid "Removing Group References" +msgstr "Grup Referanslarını Kaldırma" + msgid "Rename Group" msgstr "Grubu Yeniden Adlandır" +msgid "Remove Group" +msgstr "Grubu Kaldır" + +msgid "Delete references from all scenes" +msgstr "Referansları tüm sahnelerden sil" + +msgid "Delete group \"%s\"?" +msgstr "\"%s\" grubu silinsin mi?" + +msgid "Group name is valid." +msgstr "Grup adı geçerlidir." + +msgid "Rename references in all scenes" +msgstr "Tüm sahnelerdeki referansları yeniden adlandır" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Bu grup başka bir sahneye aittir ve düzenlenemez." + +msgid "Copy group name to clipboard." +msgstr "Grup adını panoya kopyala." + msgid "Add to Group" msgstr "Gruba Ekle" msgid "Remove from Group" msgstr "Gruptan Kaldır" +msgid "Convert to Global Group" +msgstr "Genel Gruba Dönüştür" + +msgid "Convert to Scene Group" +msgstr "Sahne Grubuna Dönüştür" + +msgid "Create New Group" +msgstr "Yeni Grup Oluştur" + msgid "Global" msgstr "Genel" +msgid "Delete group \"%s\" and all its references?" +msgstr "\"%s\" grubunu ve tüm referansları silinsin mi?" + +msgid "Add a new group." +msgstr "Yeni bir grup ekle." + +msgid "Filter Groups" +msgstr "Grupları Filtrele" + +msgid "Expand Bottom Panel" +msgstr "Alt Paneli Genişlet" + +msgid "Move/Duplicate: %s" +msgstr "Taşı/Çoğalt: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "%d Öğeyi Taşı/Çoğalt" +msgstr[1] "%d Öğelerini Taşı/Çoğalt" + +msgid "Choose target directory:" +msgstr "Hedef dizini seçin:" + msgid "Move" msgstr "Taşı" @@ -5287,6 +5666,9 @@ msgstr "Görünürlüğü Aç/Kapat" msgid "Unlock Node" msgstr "Düğümün Kilidini Aç" +msgid "Ungroup Children" +msgstr "Alt-öğelerin Grubunu Kaldır" + msgid "Disable Scene Unique Name" msgstr "Sahne Benzersiz İsmini Devre Dışı Bırak" @@ -5834,6 +6216,9 @@ msgstr "Oyun Kolu Düğmeleri" msgid "Joypad Axes" msgstr "Oyun Kolu Eksenleri" +msgid "Event Configuration for \"%s\"" +msgstr "\"%s\" için Olay Yapılandırması" + msgid "Event Configuration" msgstr "Olay Ayarları" @@ -5868,6 +6253,12 @@ msgstr "Fiziksel Tuş Kodu (Amerikan US QWERTY Klavyesindeki Konum)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Tuş Etiketi (Evrensel Kod, Büyük/Küçük Harfe Duyarsız)" +msgid "Physical location" +msgstr "Fiziksel konum" + +msgid "Any" +msgstr "Herhangi Biri" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -6289,6 +6680,15 @@ msgstr "Filtreyi Aç/Kapat" msgid "Change Filter" msgstr "Filtreyi Değiştir" +msgid "Fill Selected Filter Children" +msgstr "Seçili Filtre Alt-öğelerini Doldur" + +msgid "Invert Filter Selection" +msgstr "Filtre Seçimini Tersine Çevir" + +msgid "Clear Filter Selection" +msgstr "Filtre Seçimini Temizle" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6320,6 +6720,12 @@ msgstr "Düğüm Ekle..." msgid "Enable Filtering" msgstr "Filtrelemeyi Etkinleştir" +msgid "Fill Selected Children" +msgstr "Seçilen Alt-öğeleri Doldur" + +msgid "Invert" +msgstr "Ters Çevir" + msgid "Library Name:" msgstr "Kütüphane İsmi:" @@ -6405,6 +6811,24 @@ msgstr "Animasyon kütüphanesini Dosyaya kaydet: %s" msgid "Save Animation to File: %s" msgstr "Animasyonu Dosyaya Kaydet: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Bazı AnimationLibrary dosyaları geçersizdi." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "Seçilen kütüphanelerden bazıları karıştırıcıya zaten eklenmişti." + +msgid "Add Animation Libraries" +msgstr "Animasyon Kütüphaneleri Ekle" + +msgid "Some Animation files were invalid." +msgstr "Bazı Animasyon dosyaları geçersizdi." + +msgid "Some of the selected animations were already added to the library." +msgstr "Seçilen animasyonlardan bazıları zaten kütüphaneye eklenmişti." + +msgid "Load Animations into Library" +msgstr "Animasyonları Kitaplığa Yükle" + msgid "Load Animation into Library: %s" msgstr "Animasyonu Kütüphaneye Yükle: %s" @@ -6444,12 +6868,45 @@ msgstr "[harici]" msgid "[imported]" msgstr "[içe aktarılmış]" +msgid "Add animation to library." +msgstr "Kütüphaneye animasyon ekleyin." + +msgid "Load animation from file and add to library." +msgstr "Dosyadan animasyon yükleyin ve kütüphaneye ekleyin." + +msgid "Paste animation to library from clipboard." +msgstr "Panodaki animasyonu kütüphaneye yapıştırın." + +msgid "Save animation library to resource on disk." +msgstr "Animasyon kitaplığını diskteki kaynağa kaydedin." + +msgid "Remove animation library." +msgstr "Animasyon kitaplığını kaldırın." + +msgid "Copy animation to clipboard." +msgstr "Animasyonu panoya kopyalayın." + +msgid "Save animation to resource on disk." +msgstr "Animasyonu diskteki kaynağa kaydedin." + +msgid "Remove animation from Library." +msgstr "Animasyonu Kitaplıktan kaldırın." + msgid "Edit Animation Libraries" msgstr "Animasyon Kütüphanelerini Düzenle" +msgid "New Library" +msgstr "Yeni Kütüphane" + +msgid "Create new empty animation library." +msgstr "Yeni boş animasyon kitaplığı oluşturun." + msgid "Load Library" msgstr "Kütüphane Yükle" +msgid "Load animation library from disk." +msgstr "Animasyon kitaplığını diskten yükleyin." + msgid "Storage" msgstr "Depolama" @@ -6525,6 +6982,9 @@ msgstr "Animasyon Araçları" msgid "Animation" msgstr "Animasyon" +msgid "New..." +msgstr "Yeni..." + msgid "Manage Animations..." msgstr "Animasyonları Yönet..." @@ -6807,6 +7267,16 @@ msgctxt "Pagination" msgid "Last" msgstr "Son" +msgid "" +"The Asset Library requires an online connection and involves sending data " +"over the internet." +msgstr "" +"Varlık Kütüphanesi çevrimiçi bir bağlantı gerektirir ve internet üzerinden " +"veri göndermeyi içerir." + +msgid "Go Online" +msgstr "Çevrimiçi Ol" + msgid "Failed to get repository configuration." msgstr "Depo yapılandırmasının alınması başarısı oldu." @@ -7133,12 +7603,6 @@ msgstr "Göreceli Tutun" msgid "Use Pixel Snap" msgstr "Piksel Tutunmasını Kullan" -msgid "Smart Snapping" -msgstr "Akıllı Tutunma" - -msgid "Configure Snap..." -msgstr "Tutunmayı Yapılandır..." - msgid "Snap to Parent" msgstr "Üst Ögeye Tutun" @@ -7157,6 +7621,12 @@ msgstr "Diğer Düğümlere Tutun" msgid "Snap to Guides" msgstr "Kılavuz Çizgilere Tutun" +msgid "Smart Snapping" +msgstr "Akıllı Tutunma" + +msgid "Configure Snap..." +msgstr "Tutunmayı Yapılandır..." + msgid "Lock selected node, preventing selection and movement." msgstr "Seçilen düğümü kilitle, seçmeyi ve hareket ettirmeyi önle." @@ -7217,6 +7687,15 @@ msgstr "Sıfır Noktasını Göster" msgid "Show Viewport" msgstr "Çerçeveyi Göster" +msgid "Lock" +msgstr "Kilitle" + +msgid "Group" +msgstr "Grupla" + +msgid "Transformation" +msgstr "Dönüşüm" + msgid "Gizmos" msgstr "Aletler" @@ -7291,11 +7770,23 @@ msgstr "Izgara adımını 2'ye böl" msgid "Adding %s..." msgstr "%s Ekleniyor..." +msgid "Drag and drop to add as child of selected node." +msgstr "Seçili düğümün alt öğesi olarak eklemek için sürükleyip bırakın." + +msgid "Hold Alt when dropping to add as child of root node." +msgstr "" +"Kök düğüme alt-öğe olarak eklemek için bırakırken Alt tuşuna basılı tutun." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Seçilen düğümün kardeş-öğesi olarak eklemek için, bırakırken ÜstKrkt basılı " "tut." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "" +"Farklı bir düğüm türü olarak eklemek için bırakırken Alt + Shift tuşlarını " +"basılı tutun." + msgid "Cannot instantiate multiple nodes without root." msgstr "Bir kök olmadan çoklu düğümler oluşturulamaz." @@ -7685,6 +8176,9 @@ msgstr "" "kalacak, ve düzenleyicinin kendisi dışında başlatılan yeni oturumları " "dinleyecektir." +msgid "Customize Run Instances..." +msgstr "Örnekleme Çalıştırmalarını Özelleştirin..." + msgid "Size: %s" msgstr "Boyut: %s" @@ -8548,6 +9042,9 @@ msgstr "Çevreyi Gör" msgid "View Gizmos" msgstr "Aletleri Gör" +msgid "View Grid" +msgstr "Izgarayı Gör" + msgid "View Information" msgstr "Bilgiyi Gör" @@ -8806,9 +9303,6 @@ msgstr "4 Çerçeve" msgid "View Origin" msgstr "Sıfır Noktasını Gör" -msgid "View Grid" -msgstr "Izgarayı Gör" - msgid "Settings..." msgstr "Ayarlar..." @@ -8827,6 +9321,9 @@ msgstr "Tutunmayı Ölçekle (%):" msgid "Viewport Settings" msgstr "Çerçeve Ayarları" +msgid "Perspective VFOV (deg.):" +msgstr "Bakış Açılı VFOV (derece):" + msgid "View Z-Near:" msgstr "Z-Yakını Gör:" @@ -8954,6 +9451,14 @@ msgstr "Perdeleyicileri Pişir" msgid "Select occluder bake file:" msgstr "Perdeleyici pişirme dosyasını seç:" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Hareket ettirmek yerine, orta nokta civarında ölçeklendirmek için Shift " +"tuşunu basılı tutun." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "En az/en fazla ile temel değer/yayılma kipleri arasında geçiş yap." + msgid "Remove Point from Curve" msgstr "Noktayı Eğriden Kaldır" @@ -8978,6 +9483,12 @@ msgstr "Eğride Giriş-Kontrol'ü Taşı" msgid "Move Out-Control in Curve" msgstr "Eğride Çıkış-Kontrol'ü Taşı" +msgid "Close the Curve" +msgstr "Eğriyi Kapat" + +msgid "Clear Curve Points" +msgstr "Eğri Noktalarını Temizle" + msgid "Select Points" msgstr "Noktaları Seç" @@ -9005,9 +9516,15 @@ msgstr "Noktayı Sil" msgid "Close Curve" msgstr "Eğriyi Kapat" +msgid "Clear Points" +msgstr "Noktaları Temizle" + msgid "Please Confirm..." msgstr "Lütfen Doğrulayın..." +msgid "Remove all curve points?" +msgstr "Tüm eğri noktaları kaldırılsın mı?" + msgid "Mirror Handle Angles" msgstr "Tutamaç Açılarını Yansıt" @@ -9026,9 +9543,6 @@ msgstr "Dış Tutamaç #" msgid "Handle Tilt #" msgstr "Eğme Tutamacı #" -msgid "Set Curve Point Position" -msgstr "Eğri Noktası Konumu Ayarla" - msgid "Set Curve Out Position" msgstr "Eğri Çıkış Konumunu Ayarla" @@ -9056,6 +9570,9 @@ msgstr "Nokta Eğimini Sıfırla" msgid "Split Segment (in curve)" msgstr "Parçayı Böl (eğride)" +msgid "Set Curve Point Position" +msgstr "Eğri Noktası Konumu Ayarla" + msgid "Move Joint" msgstr "Eklemi Taşı" @@ -9369,15 +9886,15 @@ msgstr "Geçmiş Önceki" msgid "History Next" msgstr "Geçmiş Sonraki" -msgid "Theme" -msgstr "Tema" - msgid "Import Theme..." msgstr "Tema İçe Aktar..." msgid "Reload Theme" msgstr "Temayı Yeniden Yükle" +msgid "Theme" +msgstr "Tema" + msgid "Save Theme" msgstr "Temayı Kaydet" @@ -9496,9 +10013,6 @@ msgstr "Renk Seç" msgid "Folding" msgstr "Daraltılıyor" -msgid "Indentation" -msgstr "Girinti" - msgid "Uppercase" msgstr "Büyük harf" @@ -9607,9 +10121,22 @@ msgstr "Önceki Kesme Noktasına Git" msgid "Save changes to the following shaders(s) before quitting?" msgstr "Çıkmadan önce, şu gölgelendirici(ler)deki değişiklikler kaydedilsin mi?" +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "" +"Aşağıdaki yerleşik gölgelendirici(ler)de kaydedilmemiş değişiklikler var:" + msgid "Shader Editor" msgstr "Gölgelendirici Düzenleyicisi" +msgid "New Shader Include..." +msgstr "Yeni Gölgelendirici İçermesi..." + +msgid "Load Shader File..." +msgstr "Gölgelendirici Dosyası Yükle..." + +msgid "Load Shader Include File..." +msgstr "Gölgelendirici İçerme Dosyasını Yükle..." + msgid "Save File" msgstr "Dosyayı Kaydet" @@ -9811,12 +10338,6 @@ msgstr "Resimler yüklenemiyor" msgid "ERROR: Couldn't load frame resource!" msgstr "HATA: Kare kaynağı yüklenemedi!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Kaynak panosu boş ya da bir doku değil!" - -msgid "Paste Frame" -msgstr "Kareyi Yapıştır" - msgid "Add Empty" msgstr "Boş Ekle" @@ -9868,9 +10389,6 @@ msgstr "Grafik öğe sayfasından kare ekle" msgid "Delete Frame" msgstr "Kareyi Sil" -msgid "Copy Frame" -msgstr "Kareyi Kopyala" - msgid "Insert Empty (Before Selected)" msgstr "Boş Ekle (Seçilenden Önce)" @@ -10789,6 +11307,13 @@ msgstr "Saçılıyor:" msgid "Tiles" msgstr "Karolar" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"Bu KaroHaritası'nın KaroSet'i için yapılandırılmış bir kaynak yok. Bir tane " +"eklemek için alttaki KaroSeti paneline gidin." + msgid "Sort sources" msgstr "Kaynakları sırala" @@ -10831,6 +11356,12 @@ msgstr "" "Bağlantı kipi: bir araziyi boyar, sonra aynı araziyi çevreleyen karolarla " "bağlar." +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Yol kipi: bir araziyi boyar, sonra aynı çizgiyle boyanan önceki karoya bağlar." + msgid "Terrains" msgstr "Araziler" @@ -11044,6 +11575,34 @@ msgstr "Saydam-olmayan doku bölgelerinde karolar oluştur" msgid "Remove tiles in fully transparent texture regions" msgstr "Tamamen saydam doku bölgelerindeki karoları kaldır" +msgid "The image from which the tiles will be created." +msgstr "Karoları oluşturmak için kullanılacak görüntü." + +msgid "The unit size of the tile." +msgstr "Karonun birim boyutu." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "Animasyonun her karesi arasındaki boşluk (karolardaki)." + +msgid "Animation speed in frames per second." +msgstr "Saniye başına kare cinsinden animasyon hızı." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Eğer [code]true[/code] ise, karo yatay eksende çevrilir." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Eğer [code]true[/code] ise, karo dikey eksende çevrilir." + +msgid "The color multiplier to use when rendering the tile." +msgstr "Karolar işlenirken kullanılacak renk çarpanı." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"\"Rastgele Karo Yerleştir\" etkinken boyama yapıldığında bu karonun " +"kullanılma olasılığı." + msgid "Setup" msgstr "Kurulum" @@ -11166,6 +11725,9 @@ msgstr "Bir Sahne Karosunu Kaldır" msgid "Drag and drop scenes here or use the Add button." msgstr "Sahneleri buraya sürükleyip bırakın veya Ekle düğmesini kullanın." +msgid "Absolute path to the scene associated with this tile." +msgstr "Bu karo ile ilişkili sahnenin mutlak yolu." + msgid "Scenes collection properties:" msgstr "Sahne derlemesi özellikleri:" @@ -11497,6 +12059,9 @@ msgstr "Görsel Gölgelendiriciden Değişen Çıkar: %s" msgid "Node(s) Moved" msgstr "Düğüm(ler) Taşındı" +msgid "Insert node" +msgstr "Düğüm ekle" + msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Sabit Düğüm(ler)i Parametre(ler)e Dönüştür" @@ -11590,6 +12155,9 @@ msgstr "Düğüm Ekle" msgid "Clear Copy Buffer" msgstr "Kopyalama Arabelleğini Temizle" +msgid "Insert New Node" +msgstr "Yeni Düğüm Ekle" + msgid "High-end node" msgstr "Üst-düzey düğüm" @@ -12554,9 +13122,42 @@ msgstr "VoxelGI Pişir" msgid "Select path for VoxelGI Data File" msgstr "VoxelGI Veri Dosyası için yol seç" +msgid "Go Online and Open Asset Library" +msgstr "Çevrimiçi Olun ve Varlık Kitaplığını Açın" + msgid "Are you sure to run %d projects at once?" msgstr "%d projenin hepsini tek seferde çalıştırmak istediğinize emin misiniz?" +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"Proje çalıştırılamıyor: belirlenmiş bir ana sahne yok.\n" +"Lütfen projeyi düzenleyin ve Proje Ayarları'ndaki \"Uygulama\" kategorisi " +"altında ana sahneyi ayarlayın." + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"Proje çalıştırılamıyor: İlk önce varlıkların içe aktarılmış olması gerekir.\n" +"Lütfen, ilk içe aktarmayı tetiklemek için projeyi düzenleyin." + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"'%s' yolundaki proje açılamıyor.\n" +"Proje dosyası mevcut değil veya erişilemez durumda." + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"'%s' adresindeki proje açılamıyor.\n" +"Düzenleyici başlatılamadı." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12744,6 +13345,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "Proje Yöneticisi" +msgid "Settings" +msgstr "Ayarlar" + +msgid "Projects" +msgstr "Projeler" + msgid "New Project" msgstr "Yeni Proje" @@ -12777,6 +13384,9 @@ msgstr "Son Düzenleme" msgid "Tags" msgstr "Etiketler" +msgid "You don't have any projects yet." +msgstr "Henüz herhangi bir projeniz yok." + msgid "Create New Project" msgstr "Yeni Proje Oluştur" @@ -12856,6 +13466,9 @@ msgstr "Etiketler görüntülenirken otomatik olarak büyük harfe çevrilir." msgid "The path specified doesn't exist." msgstr "Belirtilen yol mevcut değil." +msgid "The install path specified doesn't exist." +msgstr "Belirtilen kurulum yolu mevcut değil." + msgid "Error opening package file (it's not in ZIP format)." msgstr "Paket dosyası açılırken hata (ZIP biçiminde değil)." @@ -12865,12 +13478,18 @@ msgstr "" "Geçersiz \".zip\" proje dosyası; içerisinde \"project.godot\" dosyası " "içermiyor." +msgid "Please choose an empty install folder." +msgstr "Lütfen boş bir kurulum klasörü seçin." + msgid "" "Please choose a \"project.godot\", a directory with it, or a \".zip\" file." msgstr "" "Lütfen bir \"project.godot\" ya da onu içeren bir klasör veya bir \".zip\" " "dosyası seçin." +msgid "The install directory already contains a Godot project." +msgstr "Kurulum klasöründe zaten bir Godot projesi bulunuyor." + msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -13031,6 +13650,28 @@ msgstr "Eksik Proje" msgid "Restart Now" msgstr "Şimdi Yeniden Başlat" +msgid "Quick Settings" +msgstr "Hızlı Ayarlar" + +msgid "Interface Theme" +msgstr "Arayüz Teması" + +msgid "Custom preset can be further configured in the editor." +msgstr "Özel hazır ayar, düzenleyici içinden daha fazla yapılandırılabilir." + +msgid "Display Scale" +msgstr "Ekran Ölçeği" + +msgid "Network Mode" +msgstr "Ağ Kipi" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"Ayarlar değişti! Değişikliklerin etkili olması için proje yöneticisinin " +"yeniden başlatılması gerekiyor." + msgid "Add Project Setting" msgstr "Proje Ayarı Ekle" @@ -13083,6 +13724,9 @@ msgstr "Otomatik yükleme" msgid "Shader Globals" msgstr "Gölgelendirici Genelleri" +msgid "Global Groups" +msgstr "Genel Gruplar" + msgid "Plugins" msgstr "Eklentiler" @@ -13199,6 +13843,33 @@ msgstr "Genel Dönüşümü Tut" msgid "Reparent" msgstr "Üst-Öğeyi Değiştir" +msgid "Run Instances" +msgstr "Örneklemeleri Çalıştır" + +msgid "Enable Multiple Instances" +msgstr "Çoklu Örneklemeleri Etkinleştir" + +msgid "Main Run Args:" +msgstr "Ana Çalıştırma Argümanları:" + +msgid "Main Feature Tags:" +msgstr "Ana Özellik Etiketleri:" + +msgid "Instance Configuration" +msgstr "Örnek Oluşum Yapılandırması" + +msgid "Override Main Run Args" +msgstr "Ana Çalıştırma Argümanlarının Üzerine Yaz" + +msgid "Launch Arguments" +msgstr "Başlatma Argümanları" + +msgid "Override Main Tags" +msgstr "Ana Etiketlerin Üzerine Yaz" + +msgid "Feature Tags" +msgstr "Özellik Etiketleri" + msgid "Pick Root Node Type" msgstr "Kök Düğüm Türünü Seç" @@ -13292,6 +13963,12 @@ msgstr "Betiği Ayır" msgid "This operation can't be done on the tree root." msgstr "Bu işlem, ağacın kök düğümü üzerinde yapılamaz." +msgid "Move Node in Parent" +msgstr "Üst-öğedeki Düğümü Taşı" + +msgid "Move Nodes in Parent" +msgstr "Üst-öğedeki Düğümleri Taşı" + msgid "Duplicate Node(s)" msgstr "Düğüm(ler)in Kopyasını Oluştur" @@ -13418,6 +14095,9 @@ msgstr "Yeni Sahne Kökü" msgid "Create Root Node:" msgstr "Kök Düğüm Oluştur:" +msgid "Toggle the display of favorite nodes." +msgstr "Sık kullanılan düğümleri görüntülenmeyi aç/kapat." + msgid "Other Node" msgstr "Diğer Düğüm" @@ -13442,6 +14122,9 @@ msgstr "Betik İliştir" msgid "Set Shader" msgstr "Gölgelendirici Ayarla" +msgid "Toggle Editable Children" +msgstr "Düzenlenebilir Alt-öğeleri Aç/Kapat" + msgid "Cut Node(s)" msgstr "Düğüm(ler)i Kes" @@ -13489,6 +14172,9 @@ msgstr "Yer Tutucu olarak Yükle" msgid "Auto Expand to Selected" msgstr "Seçilene Otomatik Genişlet" +msgid "Center Node on Reparent" +msgstr "Üst-öğe değişiminde Düğümü Ortala" + msgid "All Scene Sub-Resources" msgstr "Tüm Sahne Alt-Kaynakları" @@ -13546,6 +14232,9 @@ msgstr "%s 'de <İsimsiz>" msgid "(used %d times)" msgstr "( %d kez kullanıldı)" +msgid "Batch Rename..." +msgstr "Toplu Yeniden İsimlendir..." + msgid "Add Child Node..." msgstr "Alt-öğe Düğümü Ekle..." @@ -13564,9 +14253,18 @@ msgstr "Türü Değiştir..." msgid "Attach Script..." msgstr "Betik İliştir..." +msgid "Reparent..." +msgstr "Üst-Öğeyi Değiştir..." + +msgid "Reparent to New Node..." +msgstr "Yeni Düğüme Üst-öğe Yap..." + msgid "Make Scene Root" msgstr "Sahne Kökü Yap" +msgid "Save Branch as Scene..." +msgstr "Bu Dalı, Sahne olarak Kaydet..." + msgid "Toggle Access as Unique Name" msgstr "Benzersiz İsim olarak Erişimi Aç/Kapat" @@ -13768,6 +14466,15 @@ msgstr "Gölgelendirici Oluştur" msgid "Set Shader Global Variable" msgstr "Gölgelendirici Genel Değişkenini Ayarla" +msgid "Name cannot be empty." +msgstr "İsim boş olamaz." + +msgid "Name must be a valid identifier." +msgstr "İsim geçerli bir tanımlayıcı olmalıdır." + +msgid "Global shader parameter '%s' already exists." +msgstr "Genel gölgelendirici parametresi '%s' zaten var." + msgid "Name '%s' is a reserved shader language keyword." msgstr "'%s' ismi gölgelendirici dili için ayrılmış bir anahtar kelimedir." @@ -13837,6 +14544,13 @@ msgstr "Yeniden Başlat ve Güncelle" msgid "Make this panel floating in the screen %d." msgstr "Bu paneli %d ekranında yüzer hale getir." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Bu paneli yüzer hale getir.\n" +"Ekran seçiciyi açmak için sağ-tıklayın." + msgid "Select Screen" msgstr "Ekran Seç" @@ -13912,6 +14626,9 @@ msgstr "Değer girdi değişkeni, daha önce serbest bırakılmış bir örnekti msgid "Export Scene to glTF 2.0 File" msgstr "Sahneyi glTF 2.0 Dosyası olarak Dışa Aktar" +msgid "Export Settings:" +msgstr "Dışa Aktarma Ayarları:" + msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 Sahnesi..." @@ -14209,13 +14926,6 @@ msgstr "Oluştur" msgid "Replicate" msgstr "Çoğalt" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"Yukarıdaki seçenekleri kullanarak özellikler ekleyin veya\n" -"onları denetleyiciden sürükleyin ve buraya bırakın." - msgid "Please select a MultiplayerSynchronizer first." msgstr "" "Lütfen önce bir MultiplayerSynchronizer (çoklu oyuncu eşitleyici) seçin." @@ -14402,6 +15112,9 @@ msgstr "Bilinmeyen" msgid "Select an action" msgstr "Bir eylem seçin" +msgid "Choose an XR runtime." +msgstr "Bir XR çalışma zamanı seçin." + msgid "Package name is missing." msgstr "Paket ismi eksik." @@ -14436,6 +15149,13 @@ msgstr "" "OpenXR, \"Gradle Derlemesini Kullan\" seçeneğinin etkinleştirilmesini " "gerektirir" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Yerel Kitaplıkları Sıkıştır\" seçeneği yalnızca \"Gradle Derlemesini " +"Kullan\" etkinleştirildiğinde geçerlidir." + msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"AAB Dışa Aktar\" yalnızca \"Gradle Derlemesi Kullan\" etkinleştirildiğinde " @@ -14499,6 +15219,10 @@ msgstr "Cihazda çalışıyor..." msgid "Could not execute on device." msgstr "Cihazda yürütülemedi." +msgid "Error: There was a problem validating the keystore username and password" +msgstr "" +"Hata: Anahtar deposu kullanıcı adı ve parolasını doğrularken bir sorun oluştu" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "C#/.NET kullanırken Android'e dışa aktarma henüz deneyseldir." @@ -14533,11 +15257,27 @@ msgid "Release keystore incorrectly configured in the export preset." msgstr "" "Yayınlama anahtar deposu, dışa aktarma hazırayarında yanlış yapılandırılmış." +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "Düzenleyici Ayarları'nda geçerli bir Java SDK yolu gereklidir." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "Düzenleyici Ayarları'nda geçersiz Java SDK yolu." + +msgid "Missing 'bin' directory!" +msgstr "'bin' klasörü eksik!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "Verilen Java SDK yolunda 'java' komutu bulunamıyor." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "" +"Lütfen Düzenleyici Ayarları'nda belirtilen Java SDK dizinini kontrol edin." + msgid "A valid Android SDK path is required in Editor Settings." msgstr "Düzenleyici Ayarlarında geçerli bir Android SDK yolu gerekli." msgid "Invalid Android SDK path in Editor Settings." -msgstr "Editör Ayarlarında geçersiz Android SDK yolu." +msgstr "Düzenleyici Ayarları'nda geçersiz Android SDK yolu." msgid "Missing 'platform-tools' directory!" msgstr "'platform-tools' klasörü eksik!" @@ -14630,6 +15370,9 @@ msgstr "Doğrulanıyor %s..." msgid "'apksigner' verification of %s failed." msgstr "%s için 'apksigner' doğrulaması başarısız oldu." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "Hedef klasör mevcut değil veya erişilemiyor: \"%s\"" + msgid "Exporting for Android" msgstr "Android için dışa aktarılıyor" @@ -14654,6 +15397,23 @@ msgstr "" "gradle ile derlenmiş bir şablondan derleme yapılmaya çalışılıyor, ancak bunun " "için bir sürüm belirtilmemiş. Lütfen 'Proje' menüsünden yeniden yükleyin." +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"Java SDK yolu Düzenleyici Ayarları'nda bulunan 'export/android/java_sdk_path' " +"ile yapılandırılmalıdır." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"Android SDK yolu Düzenleyici Ayarları'nda 'export/android/android_sdk_path' " +"ile yapılandırılmalıdır." + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "Proje ismiyle res/*.xml dosyalarının üstüne yazılamıyor." + msgid "Could not export project files to gradle project." msgstr "Proje dosyaları gradle projesine aktarılamadı." @@ -14713,6 +15473,12 @@ msgstr "Geçersiz Tanımlayıcı:" msgid "Export Icons" msgstr "Simgeleri Dışa Aktar" +msgid "Could not open a directory at path \"%s\"." +msgstr "\"%s\" yolundaki bir dizin açılamadı." + +msgid "Could not write to a file at path \"%s\"." +msgstr "\"%s\" yolundaki bir dosyaya yazılamadı." + msgid "Exporting for iOS (Project Files Only)" msgstr "iOS için dışa aktarılıyor (Yalnızca Proje Dosyaları)" @@ -14725,6 +15491,39 @@ msgstr "Şablonları Hazırla" msgid "Export template not found." msgstr "Dışa aktarma şablonu bulunamadı." +msgid "Failed to create the directory: \"%s\"" +msgstr "Klasör oluşturulması başarısız oldu: \"%s\"" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "Klasör oluşturulamadı ve açılamadı: \"%s\"" + +msgid "iOS Plugins" +msgstr "iOS Eklentileri" + +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"iOS eklentileri dışa aktarımı %d koduyla başarısız oldu. Lütfen çıktı " +"günlüğünü kontrol edin." + +msgid "Could not create a directory at path \"%s\"." +msgstr "\"%s\" yolunda bir dizin oluşturulamadı." + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "" +"İstenilen şablon dosyası, \"%s\", bulunamadı. Şablon arşivinizde eksik " +"olabilir." + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "\"%s\" yolundaki bir dosya \"%s\" konumuna kopyalanamadı." + +msgid "Could not access the filesystem." +msgstr "Dosya sistemine erişilemedi." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "\"%s\" yolunda bir dosya oluşturulması %d koduyla başarısız oldu." + msgid "Code signing failed, see editor log for details." msgstr "" "Kod imzalama başarısız oldu, ayrıntılar için düzenleyici günlüğüne bakın." @@ -14732,6 +15531,9 @@ msgstr "" msgid "Xcode Build" msgstr "Xcode Derlemesi" +msgid "Failed to run xcodebuild with code %d" +msgstr "xcodebuild çalışması %d kodu ile başarısız oldu" + msgid "Xcode project build failed, see editor log for details." msgstr "" "Xcode proje derlemesi başarısız oldu, ayrıntılar için düzenleyici günlüğüne " @@ -14755,6 +15557,9 @@ msgstr "C#/.NET kullanırken iOS'a dışa aktarma deneyseldir ve macOS gerektiri msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "C#/.NET kullanırken iOS'a dışa aktarma deneyseldir." +msgid "Invalid additional PList content: " +msgstr "Geçersiz ek PList içeriği: " + msgid "Identifier is missing." msgstr "Tanımlayıcı eksik." @@ -14778,6 +15583,12 @@ msgstr "" "Kurulum/çalıştırma başarısız oldu, ayrıntılar için düzenleyici günlüğüne " "bakın." +msgid "Could not start device executable." +msgstr "Cihaz çalıştırılabilir dosyası başlatılamadı." + +msgid "Could not start devicectl executable." +msgstr "devicectl çalıştırılabilir dosyası başlatılamadı." + msgid "Debug Script Export" msgstr "Hata Ayıklama Betiği Dışa Aktarması" @@ -15046,6 +15857,10 @@ msgstr "" "Göreceli sembolik bağlantılar desteklenmez, dışa aktarılan \"%s\" bozulmuş " "olabilir!" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "" +"\"%s\": Info.plist eksik veya geçersiz, yeni bir Info.plist oluşturuldu." + msgid "PKG Creation" msgstr "PKG Oluşturma" @@ -15366,57 +16181,6 @@ msgstr "" "Birden fazla olduğunda, bunlardan yalnızca biri etkin olacaktır. Hangisinin " "olacağı tamamen belirsizdir." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya onlarla " -"etkileşime giremez.\n" -"Şeklini tanımlamak için alt-düğüm olarak bir ÇarpışmaŞekil2B veya " -"ÇarpışmaÇokgen2B eklemeyi düşünün." - -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"ÇarpışmaÇokgen2B, yalnızca ÇarpışmaNesne2B'den türeyen düğümlere bir çarpışma " -"şekli sağlamaya hizmet eder. Lütfen onu yalnızca, şunlara şekil vermek için, " -"onların alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, KatıCisim2D, " -"HareketliCisim2B, vb." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Boş bir ÇarpışmaÇokgen2B'nin çarpışmaya hiçbir etkisi yoktur." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "Geçersiz çokgen. 'Katılar' derleme kipinde en az 3 nokta gereklidir." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "Geçersiz çokgen. 'Kesitler' oluşturma modunda en az 2 nokta gereklidir." - -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Tek Yönlü Çarpışma özelliği, çarpışma nesnesi bir Alan2B olduğunda yok " -"sayılır." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"ÇarpışmaŞekil2B'nin işlevini yerine getirmesi için ona bir şekil verilmesi " -"gerekir. Lütfen onun için bir şekil kaynağı oluşturun!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Çokgen-tabanlı şekiller, doğrudan ÇarpışmaŞekil2B düğümü aracılığıyla " -"kullanılamak veya düzenlenemek için yapılmadılar. Lütfen bunun yerine " -"ÇarpışmaÇokgen2B düğümünü kullanın." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -15452,21 +16216,6 @@ msgstr "" "Parçacık alt-yayıcıları, GL Uyumluluğu işleme arka-ucu kullanılırken mevcut " "değildir." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Düğüm A, bir FizikCisim2B olmalıdır" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Düğüm B, bir FizimCisim2B olmalıdır" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Eklem, iki FizikCisim2B'ye bağlı değil" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Düğüm A ve Düğüm B, iki farklı FizikCisim2B olmalıdır" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -15511,6 +16260,84 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "Yolİzle2B, yalnızca Yol2B düğümünün alt-öğesi olarak ayarlanınca çalışır." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya onlarla " +"etkileşime giremez.\n" +"Şeklini tanımlamak için alt-düğüm olarak bir ÇarpışmaŞekil2B veya " +"ÇarpışmaÇokgen2B eklemeyi düşünün." + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"ÇarpışmaÇokgen2B, yalnızca ÇarpışmaNesne2B'den türeyen düğümlere bir çarpışma " +"şekli sağlamaya hizmet eder. Lütfen onu yalnızca, şunlara şekil vermek için, " +"onların alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, KatıCisim2D, " +"HareketliCisim2B, vb." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Boş bir ÇarpışmaÇokgen2B'nin çarpışmaya hiçbir etkisi yoktur." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "Geçersiz çokgen. 'Katılar' derleme kipinde en az 3 nokta gereklidir." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "Geçersiz çokgen. 'Kesitler' oluşturma modunda en az 2 nokta gereklidir." + +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Tek Yönlü Çarpışma özelliği, çarpışma nesnesi bir Alan2B olduğunda yok " +"sayılır." + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D (ÇarpışmaŞekil2B) yalnızca CollisionObject2D " +"(ÇarpışmaŞekil2B) 'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" +"Lütfen bunu sadece Area2D (Alan2B), StaticBody2D (DuranCisim2B), RigidBody2D " +"(KatıCisim2B), CharacterBody2D (HareketliCisim2B), vb. öğelerin alt öğesi " +"olarak ve onlara bir şekil vermek için kullanın." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"ÇarpışmaŞekil2B'nin işlevini yerine getirmesi için ona bir şekil verilmesi " +"gerekir. Lütfen onun için bir şekil kaynağı oluşturun!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Çokgen-tabanlı şekiller, doğrudan ÇarpışmaŞekil2B düğümü aracılığıyla " +"kullanılamak veya düzenlenemek için yapılmadılar. Lütfen bunun yerine " +"ÇarpışmaÇokgen2B düğümünü kullanın." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Düğüm A, bir FizikCisim2B olmalıdır" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Düğüm B, bir FizimCisim2B olmalıdır" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Eklem, iki FizikCisim2B'ye bağlı değil" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Düğüm A ve Düğüm B, iki farklı FizikCisim2B olmalıdır" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15542,16 +16369,16 @@ msgstr "" "üzerine yazılacaktır.\n" "Bunun yerine boyutu, alt-öğenin çarpışma şekillerinde değiştirin." -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Yol özelliği, çalışabilmesi için geçerli bir Düğüm2B düğümüne işaret " -"etmelidir." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Bu düğüm, bir Şekil2B atanmadığı sürece, diğer nesnelerle etkileşime giremez." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Yol özelliği, çalışabilmesi için geçerli bir Düğüm2B düğümüne işaret " +"etmelidir." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Bu Kemik2B zinciri, İskelet2B düğümünde sonlanmalı." @@ -15626,91 +16453,6 @@ msgstr "" "Kemikİliştirme3B düğümü (BoneAttachment3D), herhangi bir kemiğe bağlı değil! " "Lütfen bu düğüme bağlamak için bir kemik seçin." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " -"etkileşime giremez.\n" -"Şeklini tanımlamak için, alt-düğüm olarak bir ÇarpışmaŞekil3B " -"(CollisionShape3D) veya ÇarpışmaÇokgen3B (CollisionPolygon3D) eklemeyi " -"düşünün." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Düzenli-olmayan bir ölçekle, bu düğüm muhtemelen beklendiği gibi " -"çalışmayacaktır.\n" -"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve alt-" -"öğe çarpışma şekillerinin boyutunu değiştirin." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"ÇarpışmaÇokgen3B (CollisionPolygon3D), yalnızca ÇarpışmaNesne3B " -"(CollisionObject3D)'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" -"Lütfen bunu, yalnızca Alan3B (Area3D), DuranCisim3B (StaticBody3D), " -"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " -"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" -"Boş bir ÇarpışmaÇokgen3B (CollisionPolygon3D)'nin çarpışmaya hiçbir etkisi " -"yoktur." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Düzensiz ölçekli bir ÇarpışmaÇokgen3B düğümü (CollisionPolygon3D), muhtemelen " -"beklendiği gibi çalışmayacaktır.\n" -"Lütfen bunun yerine, ölçeğini düzenli hale getirin (yani tüm eksenlerde aynı) " -"ve çokgeninin köşelerini değiştirin." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"ÇarpışmaŞekil3B (CollisionShape3D), yalnızca ÇarpışmaNesne3B " -"(CollisionObject3D)'den türetilmiş bir düğüme, çarpışma şekli vermeye yarar.\n" -"Lütfen bunu, yalnızca Alan3B (Area3D), DurgunCisim3B (StaticBody3D), " -"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " -"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"ÇarpışmaŞekil3B (CollisionShape3D)'in çalışması için ona bir şekil " -"verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde KatıCisim3B " -"(RigidBody3D)'yi desteklemez." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Düzensiz ölçekli bir ÇarpışmaŞekil3B düğümü (CollisionShape3D), muhtemelen " -"beklendiği gibi çalışmayacaktır.\n" -"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " -"şekil kaynağının boyutunu değiştirin." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Hiçbirşey görünebilir değil çünkü hiçbir örgü atanmış değil." @@ -15824,21 +16566,6 @@ msgstr "" "bir çarpışma üretilmeyecektir.\n" "Bunu çözmek için, Pişirme Maskesi özelliğinde en az bir biti etkinleştirin." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır (PhysicsBody2D)" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Düğüm A bir FizikCisim2B olmalıdır (PhysicsBody2D)" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Düğüm B bir FizikCisim2B olmalıdır (PhysicsBody2D)" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Eklem, herhangi bir FizikCisim3B'ye bağlı değil (PhysicsBody3D)" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Düğüm A ve Düğüm B, farklı birer FizikCisim3B olmalıdır (PhysicsBody3D)" - msgid "A light's scale does not affect the visual size of the light." msgstr "Bir ışığın ölçeği, ışığın görsel boyutunu etkilemez." @@ -15967,6 +16694,106 @@ msgstr "" "yönelimli), 3B Yol (Path3D) üst-öğesindeki Eğri kaynağında \"Yukarı Vektör\" " "özelliğinin etkinleştirilmesini gerektiriyor." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " +"etkileşime giremez.\n" +"Şeklini tanımlamak için, alt-düğüm olarak bir ÇarpışmaŞekil3B " +"(CollisionShape3D) veya ÇarpışmaÇokgen3B (CollisionPolygon3D) eklemeyi " +"düşünün." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Düzenli-olmayan bir ölçekle, bu düğüm muhtemelen beklendiği gibi " +"çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve alt-" +"öğe çarpışma şekillerinin boyutunu değiştirin." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"ÇarpışmaÇokgen3B (CollisionPolygon3D), yalnızca ÇarpışmaNesne3B " +"(CollisionObject3D)'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" +"Lütfen bunu, yalnızca Alan3B (Area3D), DuranCisim3B (StaticBody3D), " +"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " +"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" +"Boş bir ÇarpışmaÇokgen3B (CollisionPolygon3D)'nin çarpışmaya hiçbir etkisi " +"yoktur." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Düzensiz ölçekli bir ÇarpışmaÇokgen3B düğümü (CollisionPolygon3D), muhtemelen " +"beklendiği gibi çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli hale getirin (yani tüm eksenlerde aynı) " +"ve çokgeninin köşelerini değiştirin." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"ÇarpışmaŞekil3B (CollisionShape3D), yalnızca ÇarpışmaNesne3B " +"(CollisionObject3D)'den türetilmiş bir düğüme, çarpışma şekli vermeye yarar.\n" +"Lütfen bunu, yalnızca Alan3B (Area3D), DurgunCisim3B (StaticBody3D), " +"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " +"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"ÇarpışmaŞekil3B (CollisionShape3D)'in çalışması için ona bir şekil " +"verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde KatıCisim3B " +"(RigidBody3D)'yi desteklemez." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Düzensiz ölçekli bir ÇarpışmaŞekil3B düğümü (CollisionShape3D), muhtemelen " +"beklendiği gibi çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " +"şekil kaynağının boyutunu değiştirin." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır (PhysicsBody2D)" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Düğüm A bir FizikCisim2B olmalıdır (PhysicsBody2D)" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Düğüm B bir FizikCisim2B olmalıdır (PhysicsBody2D)" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Eklem, herhangi bir FizikCisim3B'ye bağlı değil (PhysicsBody3D)" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Düğüm A ve Düğüm B, farklı birer FizikCisim3B olmalıdır (PhysicsBody3D)" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15976,6 +16803,27 @@ msgstr "" "motoru tarafından, üzerine yazılacaktır.\n" "Bunun yerine boyutları, alt-öğenin çarpışma şekillerinde değiştirin." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Bu düğüm, bir 3B Şekil (Shape3D) ataması yapılmazsa, diğer nesnelerle " +"etkileşime giremez." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"3B Şekil Yayılımı (ShapaCast3D), 3B İçbükey Çokgen Şekilleri " +"(ConcavePolygonShape3D) desteklemez. Çarpışmalar bildirilmeyecektir." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"Bir 3B Araç Tekeri (VehicleWheel3D), 3B Araç Cismine (VehicleBody3D) bir " +"tekerlek sistemi sağlamaya hizmet eder. Lütfen bunu VehicleBody3D'nin alt-" +"öğesi olarak kullanın." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15990,19 +16838,6 @@ msgstr "" "\"Uzak Yol\" özelliğinin çalışması için, geçerli bir 3B Düğüme (Node3D) veya " "bir 3B düğümden türetilmiş bir öğeye işaret etmelidir." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Bu düğüm, bir 3B Şekil (Shape3D) ataması yapılmazsa, diğer nesnelerle " -"etkileşime giremez." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"3B Şekil Yayılımı (ShapaCast3D), 3B İçbükey Çokgen Şekilleri " -"(ConcavePolygonShape3D) desteklemez. Çarpışmalar bildirilmeyecektir." - msgid "This body will be ignored until you set a mesh." msgstr "Bu cisim, siz bir örgü ayarlayana kadar yok sayılır." @@ -16014,22 +16849,6 @@ msgstr "" "\"Kareler\" özelliğinde bir Grafik Öğe Kareleri (SpriteFrames) ayarlanmalı " "veya yenisi oluşturulmalıdır." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"Bir 3B Araç Tekeri (VehicleWheel3D), 3B Araç Cismine (VehicleBody3D) bir " -"tekerlek sistemi sağlamaya hizmet eder. Lütfen bunu VehicleBody3D'nin alt-" -"öğesi olarak kullanın." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"GL Uyumluluğu arka-ucu kullanılırken, 3B Görünür Ekran Bilridirimi düğümleri " -"(VisibleOnScreenNotifier3D) henüz desteklenmemektedir. Destek gelecekteki bir " -"sürümde eklenecektir." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -16159,54 +16978,12 @@ msgstr "" "\"true\" (doğru) olarak ayarlanmış düğmelerle kullanılmak üzere " "tasarlanmıştır." -msgid "New Code Region" -msgstr "Yeni Kod Bölgesi" - msgid "Copy this constructor in a script." msgstr "Bu yapıcı yöntemi, bir betik içinde kopyala." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Bir onaltılık kod (\"#ff0000\") veya isimlendirilmiş bir renk (\"kırmızı\") " -"girin." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Renk: #%s\n" -"Sol Fare Düğmesi: Rengi Uygula\n" -"Sağ Fare Düğmesi: Hazırayarı kaldır" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Renk: #%s\n" -"Sol Fare Düğmesi: Rengi Uygula" - -msgid "Pick a color from the screen." -msgstr "Ekrandan bir renk seçin." - -msgid "Pick a color from the application window." -msgstr "Uygulama penceresinden bir renk seç." - -msgid "Select a picker shape." -msgstr "Bir seçici şekil seçin." - -msgid "Select a picker mode." -msgstr "Bir seçici kip seçin." - msgid "Switch between hexadecimal and code values." msgstr "Onaltılık (hexadecimal) ve kod değerleri arasında geçiş yapın." -msgid "Hex code or named color" -msgstr "Onaltılı kod veya isimlendirilimiş renk" - -msgid "Add current color as a preset." -msgstr "Şuanki rengi bir hazırayar olarak kaydet." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -16236,12 +17013,6 @@ msgstr "" msgid "Alert!" msgstr "Uyarı!" -msgid "You don't have permission to access contents of this folder." -msgstr "Bu klasörün içeriğine erişim izniniz yok." - -msgid "Invalid extension, or empty filename." -msgstr "Geçersiz uzantı, veya boş dosya ismi." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16251,21 +17022,6 @@ msgstr "" "gelecekteki 4.x sürümünde, uyumluluğu-bozacak API değişikliklerini içeren " "kapsamlı bir yeniden düzenleme işleminden geçecekler." -msgid "Toggle the visual grid." -msgstr "Görsel ızgarayı aç/kapat." - -msgid "Toggle snapping to the grid." -msgstr "Izgaraya tutunmayı aç/kapat." - -msgid "Change the snapping distance." -msgstr "Tutunma mesafesini değiştirin." - -msgid "Toggle the graph minimap." -msgstr "Grafik mini haritasını aç/kapat." - -msgid "Automatically arrange selected nodes." -msgstr "Seçilen düğümleri otomatik olarak düzenle." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -16281,75 +17037,6 @@ msgstr "" "Geçerli yazı tipi, bu Etiketin (Label) metninde kullanılan bir veya daha " "fazla karakterin işlenmesini desteklemiyor." -msgid "Same as Layout Direction" -msgstr "Yerleşim Düzeni Yönü ile Aynı" - -msgid "Auto-Detect Direction" -msgstr "Yönü Otomatik Algıla" - -msgid "Left-to-Right" -msgstr "Soldan-Sağa" - -msgid "Right-to-Left" -msgstr "Sağdan-Sola" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Soldan-Sağa İşaret (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Sağdan-Sola İşaret (RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Soldan-sağa gömme (LRE) başlangıcı" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Sağdan-Sola Gömme (RLE) başlangıcı" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Soldan-Sağa Üzerine yazma (LRO) Başlangıcı" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Sağdan-Sola Üzerine yazma (RLO) başlangıcı" - -msgid "Pop Direction Formatting (PDF)" -msgstr "Çıkarma Yönü Biçimi (PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Arapça Harf İşareti (ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Soldan-Sağa Ayrık(LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Sağdan-Sola Ayrık (RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "İlk Güçlü Ayrık (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Çıkarma Yönü Ayrık (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Sıfır-Genişlikli Birleştirici (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Sıfır-Genişlikli Birleştirici-Olmayan (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "Kelime Birleştirici (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "Yumuşak Kısa Çizgi (SHY)" - -msgid "Text Writing Direction" -msgstr "Metin Yazım Yönü" - -msgid "Display Control Characters" -msgstr "Denetim Karakterlerini Görüntüle" - -msgid "Insert Control Character" -msgstr "Denetim Karakteri Ekle" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "\"Üstel Düzenleme\" etkinse, \"En küçük Değer\" 0'dan büyük olmalıdır." @@ -16381,8 +17068,12 @@ msgstr "" "yoktur.\n" "Başlangıç değeri olan `CURSOR_ARROW`da bırakmayı düşünün." -msgid "(Other)" -msgstr "(Diğer)" +msgid "" +"This node was an instance of scene '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Bu düğüm, bu sahne yüklendiğinde artık mevcut olmayan '%s' sahnesinin bir " +"örnek oluşumuydu." msgid "" "This node was saved as class type '%s', which was no longer available when " @@ -16399,6 +17090,11 @@ msgstr "" "tutucu olarak saklanır. Bu nedenle veri kaybı riski olmadan güvenli bir " "şekilde yeniden kaydedilebilir." +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "" +"Tanınmayan eksik düğüm. Ayrıntılar için sahne bağımlılığı hatalarını kontrol " +"edin." + msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index caf73d135d7..399de2b315d 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -1234,6 +1234,9 @@ msgstr "Попередження" msgid "Line and column numbers." msgstr "Номери рядків і позицій." +msgid "Indentation" +msgstr "Відступ" + msgid "Method in target node must be specified." msgstr "Має бути вказано метод у цільовому вузлі." @@ -1843,9 +1846,6 @@ msgstr "Некоректна назва теки." msgid "Thanks from the Godot community!" msgstr "Спасибі від спільноти Godot!" -msgid "Click to copy." -msgstr "Клацніть, щоб скопіювати." - msgid "Godot Engine contributors" msgstr "Автори рушія Godot" @@ -3688,9 +3688,6 @@ msgstr "Вузол" msgid "History" msgstr "Історія" -msgid "Expand Bottom Panel" -msgstr "Розгорнути нижню панель" - msgid "Output" msgstr "Вивід" @@ -3745,9 +3742,6 @@ msgstr "Перезавантажити" msgid "Resave" msgstr "Перезаписати" -msgid "Create Version Control Metadata..." -msgstr "Створення метаданих керування версіями..." - msgid "Version Control Settings..." msgstr "Налаштування контролю версій..." @@ -4580,23 +4574,6 @@ msgstr "Керування шаблонами експорту" msgid "Export With Debug" msgstr "Експортувати із діагностикою" -msgid "Disable FBX & Restart" -msgstr "Вимкнути FBX та перезапустити" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"Скасування цього діалового вікна зупинить імпорт FBX.\n" -"Ви зможете заново увімкнути у Параметрах проекту у категорії Файлова система " -"> FBX > Увімкнути.\n" -"\n" -"Редактор буде перезавантажено, оскільки процеси імпорту реєструються в момент " -"запуску редактора." - msgid "Path to FBX2glTF executable is empty." msgstr "Шлях до виконуваного файлу FBX2glTF порожній." @@ -4612,13 +4589,6 @@ msgstr "Виконуваний файл FBX2glTF є дійсним." msgid "Configure FBX Importer" msgstr "Налаштування імпортера FBX" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"FBX2glTF необхідний для імпорту FBX файлів.\n" -"Будь ласка, завантажте його та вкажіть правильний шлях до бінарного файлу:" - msgid "Click this link to download FBX2glTF" msgstr "Натисніть на це посилання, щоб завантажити FBX2glTF" @@ -4944,6 +4914,9 @@ msgstr "Вилучити з групи" msgid "Global" msgstr "Загально" +msgid "Expand Bottom Panel" +msgstr "Розгорнути нижню панель" + msgid "Move" msgstr "Перемістити" @@ -7034,12 +7007,6 @@ msgstr "Відносна прив'язка" msgid "Use Pixel Snap" msgstr "Використати прилипання до пікселів" -msgid "Smart Snapping" -msgstr "Інтелектуальне прилипання" - -msgid "Configure Snap..." -msgstr "Налаштування прив'язки..." - msgid "Snap to Parent" msgstr "Прилипання до предка" @@ -7058,6 +7025,12 @@ msgstr "Прилипання до інших вузлів" msgid "Snap to Guides" msgstr "Прилипання до напрямних" +msgid "Smart Snapping" +msgstr "Інтелектуальне прилипання" + +msgid "Configure Snap..." +msgstr "Налаштування прив'язки..." + msgid "Lock selected node, preventing selection and movement." msgstr "Блокувати вибраний вузол, запобігаючи виділенню та переміщенню." @@ -8397,6 +8370,9 @@ msgstr "Перегляд середовища" msgid "View Gizmos" msgstr "Перегляд гаджетів" +msgid "View Grid" +msgstr "Перегляд ґратки" + msgid "View Information" msgstr "Перегляд відомостей" @@ -8654,9 +8630,6 @@ msgstr "4 панелі перегляду" msgid "View Origin" msgstr "Перегляд центра" -msgid "View Grid" -msgstr "Перегляд ґратки" - msgid "Settings..." msgstr "Параметри…" @@ -8870,9 +8843,6 @@ msgstr "Handle In #" msgid "Handle Tilt #" msgstr "Нахил ручки #" -msgid "Set Curve Point Position" -msgstr "Задати положення точки кривої" - msgid "Set Curve Out Position" msgstr "Встановити положення виходу кривої" @@ -8888,6 +8858,9 @@ msgstr "Видалити точку шляху" msgid "Split Segment (in curve)" msgstr "Розділити сегмент (кривої)" +msgid "Set Curve Point Position" +msgstr "Задати положення точки кривої" + msgid "Move Joint" msgstr "Пересунути з'єднання" @@ -9192,15 +9165,15 @@ msgstr "Попередній у журналі" msgid "History Next" msgstr "Наступний файл" -msgid "Theme" -msgstr "Тема" - msgid "Import Theme..." msgstr "Імпортувати тему…" msgid "Reload Theme" msgstr "Перезавантажити тему" +msgid "Theme" +msgstr "Тема" + msgid "Save Theme" msgstr "Зберегти тему" @@ -9306,9 +9279,6 @@ msgstr "Вибрати колір" msgid "Folding" msgstr "Згортання" -msgid "Indentation" -msgstr "Відступ" - msgid "Uppercase" msgstr "ВЕРХНІЙ РЕГІСТР" @@ -9593,12 +9563,6 @@ msgstr "Не вдалося завантажити зображення" msgid "ERROR: Couldn't load frame resource!" msgstr "Помилка: не вдалося завантажити ресурс кадру!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Буфер ресурсів порожній або не містить текстури!" - -msgid "Paste Frame" -msgstr "Вставити кадр" - msgid "Add Empty" msgstr "Додати порожній" @@ -9647,9 +9611,6 @@ msgstr "Додати кадри із аркуша спрайтів" msgid "Delete Frame" msgstr "Видалити кадр" -msgid "Copy Frame" -msgstr "Копіювати кадр" - msgid "Insert Empty (Before Selected)" msgstr "Вставити порожній (перед виділеним)" @@ -14844,50 +14805,6 @@ msgstr "" "CanvasModulate.\n" "Працюватиме перший зі створених, решту буде проігноровано." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"У цього вузла немає форми, отже він не може взаємодіяти із іншими об'єктами.\n" -"Спробуйте додати дочірні вузли CollisionShape2D або CollisionPolygon2D для " -"визначення його форми." - -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D призначено лише для надання форми для зіткнень похідному " -"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм форми." - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Порожній CollisionPolygon2D ніяк не вплине на зіткнення." - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Некоректний полігон. У режимі збирання «Solids» потрібно принаймні 3 точки." - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Некоректний полігон. У режимі збирання «Segments» потрібні принаймні 2 точки." - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Для забезпечення працездатності CollisionShape2D слід надати форму. Будь " -"ласка, створіть ресурс форми для цього елемента!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Засновані на багатокутниках форми не призначено для використання або " -"редагування з вузла CollisionShape2D. Будь ласка, скористайтеся замість нього " -"вузлом CollisionPolygon2D." - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -14916,21 +14833,6 @@ msgstr "" "Сліди частинок доступні лише при використанні бекендів рендерингу Forward+ " "або Мобільний." -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Вузол A і вузол B мають бути PhysicsBody2D" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Вузол A має бути PhysicsBody2D" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Вузол B має бути PhysicsBody2D" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "З'єднання не з'єднано із двома PhysicsBody2D" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Вузол A і вузол B мають бути різними PhysicsBody2D" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -14977,6 +14879,65 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D працюватиме лише як дочірній елемент вузла Path2D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"У цього вузла немає форми, отже він не може взаємодіяти із іншими об'єктами.\n" +"Спробуйте додати дочірні вузли CollisionShape2D або CollisionPolygon2D для " +"визначення його форми." + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D призначено лише для надання форми для зіткнень похідному " +"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " +"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм форми." + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Порожній CollisionPolygon2D ніяк не вплине на зіткнення." + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Некоректний полігон. У режимі збирання «Solids» потрібно принаймні 3 точки." + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Некоректний полігон. У режимі збирання «Segments» потрібні принаймні 2 точки." + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Для забезпечення працездатності CollisionShape2D слід надати форму. Будь " +"ласка, створіть ресурс форми для цього елемента!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Засновані на багатокутниках форми не призначено для використання або " +"редагування з вузла CollisionShape2D. Будь ласка, скористайтеся замість нього " +"вузлом CollisionPolygon2D." + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Вузол A і вузол B мають бути PhysicsBody2D" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Вузол A має бути PhysicsBody2D" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Вузол B має бути PhysicsBody2D" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "З'єднання не з'єднано із двома PhysicsBody2D" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Вузол A і вузол B мають бути різними PhysicsBody2D" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -15008,17 +14969,17 @@ msgstr "" "запуску.\n" "Вам варто змінити розмір у дочірніх формах зіткнення." -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Щоб усе працювало як слід, властивість шляху (path) має вказувати на " -"коректний вузол Node2D." - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Цей вузол не може взаємодіяти з іншими об'єктами, якщо йому не призначено " "Shape2D." +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Щоб усе працювало як слід, властивість шляху (path) має вказувати на " +"коректний вузол Node2D." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Цей ланцюжок Bone2D має завершуватися вузлом Skeleton2D." @@ -15079,86 +15040,6 @@ msgstr "" "Вузол BoneAttachment3D не прив'язаний до жодної кістки! Будь ласка, виберіть " "кістку для прикріплення цього вузла." -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"У цього вузла немає форми, отже він не може стикатися, або взаємодіяти із " -"іншими об'єктами.\n" -"Спробуйте додати дочірні вузли CollisionShape3D або CollisionPolygon3D для " -"визначення його форми." - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"З нерівномірним масштабом цей вузол, ймовірно, не буде функціонувати належним " -"чином.\n" -"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " -"а замість цього змініть розмір у дочірніх формах зіткнення." - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D призначено лише для надання форми зіткнень похідному вузлу " -"CollisionObject3D.\n" -"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D, тощо, щоб надати їм форми." - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Порожній CollisionPolygon3D ніяк не вплине на зіткнення." - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Нерівномірно масштабований вузол CollisionPolygon3D, ймовірно, не працюватиме " -"належним чином.\n" -"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " -"а замість цього змініть вершини багатокутника." - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D призначено лише для надання форми для зіткнень похідному " -"вузлу CollisionObject3D.\n" -"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D тощо, щоб надати їм форми." - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Для забезпечення працездатності CollisionShape3D слід надати форму. Будь " -"ласка, створіть ресурс форми для цього елемента." - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"У WorldBoundaryShape3D не передбачено підтримки RigidBody3D у режимі, " -"відмінному від статичного." - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Нерівномірно масштабований вузол CollisionShape3D, ймовірно, не працюватиме " -"належним чином.\n" -"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " -"а замість цього змініть розмір форми його ресурсу." - msgid "Nothing is visible because no mesh has been assigned." msgstr "Нічого не видно, оскільки не призначено сітки." @@ -15223,21 +15104,6 @@ msgstr "" "спричинить жодної колізії для цього GPUParticlesCollisionSDF3D.\n" "Щоб вирішити цю проблему, увімкніть хоча б один біт у властивості Bake Mask." -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Вузол A і вузол B мають бути PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Вузол A має бути PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Вузол B має бути PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint не з'єднано із жодним PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Вузол A і вузол B мають бути різними PhysicsBody3D" - msgid "A light's scale does not affect the visual size of the light." msgstr "Масштаб світильника не впливає на візуальний розмір світла." @@ -15360,6 +15226,101 @@ msgstr "" "ROTATION_ORIENTED у PathFollow3D потребує вмикання \"Up Vector\" у його " "батьківському ресурсі Curve у Path3D." +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"У цього вузла немає форми, отже він не може стикатися, або взаємодіяти із " +"іншими об'єктами.\n" +"Спробуйте додати дочірні вузли CollisionShape3D або CollisionPolygon3D для " +"визначення його форми." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"З нерівномірним масштабом цей вузол, ймовірно, не буде функціонувати належним " +"чином.\n" +"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " +"а замість цього змініть розмір у дочірніх формах зіткнення." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D призначено лише для надання форми зіткнень похідному вузлу " +"CollisionObject3D.\n" +"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D, тощо, щоб надати їм форми." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Порожній CollisionPolygon3D ніяк не вплине на зіткнення." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Нерівномірно масштабований вузол CollisionPolygon3D, ймовірно, не працюватиме " +"належним чином.\n" +"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " +"а замість цього змініть вершини багатокутника." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D призначено лише для надання форми для зіткнень похідному " +"вузлу CollisionObject3D.\n" +"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D тощо, щоб надати їм форми." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Для забезпечення працездатності CollisionShape3D слід надати форму. Будь " +"ласка, створіть ресурс форми для цього елемента." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"У WorldBoundaryShape3D не передбачено підтримки RigidBody3D у режимі, " +"відмінному від статичного." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Нерівномірно масштабований вузол CollisionShape3D, ймовірно, не працюватиме " +"належним чином.\n" +"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " +"а замість цього змініть розмір форми його ресурсу." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Вузол A і вузол B мають бути PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Вузол A має бути PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Вузол B має бути PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint не з'єднано із жодним PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Вузол A і вузол B мають бути різними PhysicsBody3D" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15369,6 +15330,27 @@ msgstr "" "роботи.\n" "Замість змінювати це, вам варто змінити розміри дочірніх форм зіткнення." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Цей вузол не може взаємодіяти з іншими об'єктами, якщо йому не призначено " +"Shape3D." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D не підтримує ConcavePolygonShape3D. Про зіткнення не буде " +"повідомлено." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D слугує для забезпечення роботи системи коліс у VehicleBody3D. " +"Будь ласка, використовуйте цей елемент як дочірній елемент вузла " +"VehicleBody3D." + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15383,19 +15365,6 @@ msgstr "" "Властивість \"Remote Path\" має вказувати на дійсний вузол Node3D або " "похідний вузол Node3D, щоб працювати." -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Цей вузол не може взаємодіяти з іншими об'єктами, якщо йому не призначено " -"Shape3D." - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D не підтримує ConcavePolygonShape3D. Про зіткнення не буде " -"повідомлено." - msgid "This body will be ignored until you set a mesh." msgstr "Це тіло буде проігноровано, аж доки ви не встановите сітку." @@ -15406,21 +15375,6 @@ msgstr "" "Щоб AnimatedSprite3D могла показувати кадри, має бути створено або " "встановлено у властивості «Frames» ресурс SpriteFrames." -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D слугує для забезпечення роботи системи коліс у VehicleBody3D. " -"Будь ласка, використовуйте цей елемент як дочірній елемент вузла " -"VehicleBody3D." - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Вузли VisibleOnScreenNotifier3D поки що не підтримуються при використанні " -"бекенду сумісності з GL. Підтримка буде додана у наступному випуску." - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15539,44 +15493,9 @@ msgstr "" msgid "Copy this constructor in a script." msgstr "Скопіюйте цей конструктор у скрипт." -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"красный\")." - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Колір: #%s\n" -"Ліва кнопка: застосувати колір\n" -"Права кнопка: вилучити взірець" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Колір: #%s\n" -"Ліва кнопка: Застосувати колір" - -msgid "Pick a color from the application window." -msgstr "Вибрати колір з вікна програми." - -msgid "Select a picker shape." -msgstr "Виберіть фігуру вибору." - -msgid "Select a picker mode." -msgstr "Виберіть режим вибору." - msgid "Switch between hexadecimal and code values." msgstr "Перемикання між шістнадцятковими значеннями і кодами." -msgid "Hex code or named color" -msgstr "Шестнадцатеричный код или названный цвет" - -msgid "Add current color as a preset." -msgstr "Додати поточний колір як шаблон." - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15605,12 +15524,6 @@ msgstr "" msgid "Alert!" msgstr "Увага!" -msgid "You don't have permission to access contents of this folder." -msgstr "У вас немає дозволу на доступ до вмісту цієї папки." - -msgid "Invalid extension, or empty filename." -msgstr "Некоректний суфікс, або порожня назва файлу." - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15620,9 +15533,6 @@ msgstr "" "рефакторингу в майбутній версії 4.x, що включає зміни API, які порушують " "сумісність." -msgid "Change the snapping distance." -msgstr "Изменение расстояния привязки." - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -15637,72 +15547,6 @@ msgstr "" "Поточний шрифт не підтримує відображення одного або декількох символів, що " "використовуються в тексті цієї мітки." -msgid "Same as Layout Direction" -msgstr "Те саме, що напрямок макета" - -msgid "Auto-Detect Direction" -msgstr "Автоматичне визначення напрямку" - -msgid "Left-to-Right" -msgstr "Зліва направо" - -msgid "Right-to-Left" -msgstr "Справа наліво" - -msgid "Left-to-Right Mark (LRM)" -msgstr "Позначка зліва направо (LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "Позначка справа наліво (ПЛП)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Початок вбудовування зліва направо (ЛПВ)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Початок вбудовування справа наліво (ПЛВ)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Початок перевизначення зліва направо (ЛПЗ)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Початок перевизначення справа наліво (ПЛЗ)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "Знак арабської літери (ЗАЛ)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "Ізоляція зліва направо (ЛПІ)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "Ізоляція справа наліво (ПЛІ)" - -msgid "First Strong Isolate (FSI)" -msgstr "Первый сильный изолят (FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "Поп-направление Изолировать (PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "З'єднувач нульової ширини (ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Нез’єднувач нульової ширини (ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "З'єднувач слів (WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "М'який дефіс (SHY)" - -msgid "Text Writing Direction" -msgstr "Напрямок написання тексту" - -msgid "Display Control Characters" -msgstr "Відображення контрольних символів" - -msgid "Insert Control Character" -msgstr "Вставлення контрольного символу" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Якщо увімкнено «Exp Edit», «Min Value» має бути > 0." @@ -15733,9 +15577,6 @@ msgstr "" "эффекта.\n" "Рассмотрите возможность оставить ее в начальном значении `CURSOR_ARROW`." -msgid "(Other)" -msgstr "(Інші)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 0d2d1ff7d8c..586904ebb17 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -1121,9 +1121,6 @@ msgstr "Tạo thư mục" msgid "Thanks from the Godot community!" msgstr "Cảm ơn từ cộng đồng Godot!" -msgid "Click to copy." -msgstr "Nháy để sao chép." - msgid "Godot Engine contributors" msgstr "Cá nhân đóng góp của Godot Engine" @@ -2204,9 +2201,6 @@ msgstr "Quan Sát Viên" msgid "Node" msgstr "Nút" -msgid "Expand Bottom Panel" -msgstr "Mở rộng bảng điều khiển dưới" - msgid "Output" msgstr "Đầu ra" @@ -2847,6 +2841,9 @@ msgstr "Thêm vào Nhóm" msgid "Remove from Group" msgstr "Xóa khỏi Nhóm" +msgid "Expand Bottom Panel" +msgstr "Mở rộng bảng điều khiển dưới" + msgid "Move" msgstr "Di chuyển" @@ -3886,12 +3883,6 @@ msgstr "Dính tương đối" msgid "Use Pixel Snap" msgstr "Dính điểm ảnh" -msgid "Smart Snapping" -msgstr "Dính thông minh" - -msgid "Configure Snap..." -msgstr "Cài đặt Dính..." - msgid "Snap to Parent" msgstr "Dính về nút Mẹ" @@ -3910,6 +3901,12 @@ msgstr "Dính vào các Nút khác" msgid "Snap to Guides" msgstr "Dính vào Đường căn" +msgid "Smart Snapping" +msgstr "Dính thông minh" + +msgid "Configure Snap..." +msgstr "Cài đặt Dính..." + msgid "Skeleton Options" msgstr "Cài đặt Khung xương" @@ -4332,6 +4329,9 @@ msgstr "Chia tỉ lệ %s." msgid "Lock View Rotation" msgstr "Khóa xoay ở chế độ xem" +msgid "View Grid" +msgstr "Xem Lưới" + msgid "View Information" msgstr "Xem thông tin" @@ -4389,9 +4389,6 @@ msgstr "3 Cổng xem" msgid "4 Viewports" msgstr "4 Cổng xem" -msgid "View Grid" -msgstr "Xem Lưới" - msgid "Settings..." msgstr "Cài đặt..." @@ -4464,9 +4461,6 @@ msgstr "Xin hãy xác nhận..." msgid "Curve Point #" msgstr "Điểm uốn #" -msgid "Set Curve Point Position" -msgstr "Đặt vị trí điểm uốn" - msgid "Split Path" msgstr "Tách đường" @@ -4476,6 +4470,9 @@ msgstr "Loại bỏ điểm đường dẫn" msgid "Split Segment (in curve)" msgstr "Phân tách đoạn (trong đường cong)" +msgid "Set Curve Point Position" +msgstr "Đặt vị trí điểm uốn" + msgid "Move Joint" msgstr "Di chuyển Khớp" @@ -4689,15 +4686,15 @@ msgstr "Lưu tất cả" msgid "Copy Script Path" msgstr "Sao chép đường dẫn tập lệnh" -msgid "Theme" -msgstr "Tông màu" - msgid "Import Theme..." msgstr "Nhập Tông màu..." msgid "Reload Theme" msgstr "Tải lại Tông màu" +msgid "Theme" +msgstr "Tông màu" + msgid "Save Theme" msgstr "Lưu Tông màu" @@ -4950,12 +4947,6 @@ msgstr "Không tải được hình ảnh" msgid "ERROR: Couldn't load frame resource!" msgstr "LỖI: Không thể nạp khung hình!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "Khay nhớ tạm tài nguyên bị trống hoặc không chứa họa tiết!" - -msgid "Paste Frame" -msgstr "Dán Khung hình" - msgid "Add Empty" msgstr "Thêm Rỗng" @@ -6335,6 +6326,26 @@ msgstr "Signtool thất bại khi khí tệp tin thực thi: %s." msgid "Failed to remove temporary file \"%s\"." msgstr "Không thể gỡ bỏ tệp tạm thời \"%s\"." +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Hoạt ảnh CPUParticles2D cần CanvasItemMaterial bật \"Particles Animation\"." + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Hoạt ảnh Particles2D cần CanvasItemMaterial bật \"Particles Animation\"." + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "" +"Nút ParallaxLayer chỉ hoạt động khi là con của một nút ParallaxBackground." + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D chỉ hoạt động khi được đặt làm con của một nút Path2D." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -6368,18 +6379,6 @@ msgstr "" "Khối hình đa giác không được nhằm để dùng hoặc chỉnh sửa thông qua nút " "CollisionShape2D. Hãy chuyển qua dùng nút CollisionPolygon2D." -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Hoạt ảnh CPUParticles2D cần CanvasItemMaterial bật \"Particles Animation\"." - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Hoạt ảnh Particles2D cần CanvasItemMaterial bật \"Particles Animation\"." - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Nút A và Nút B phải là PhysicsBody2D" @@ -6395,14 +6394,6 @@ msgstr "Khớp nối chưa kết nối tới hai PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Nút A và Nút B phải là 2 PhysicsBody2D khác nhau" -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "" -"Nút ParallaxLayer chỉ hoạt động khi là con của một nút ParallaxBackground." - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D chỉ hoạt động khi được đặt làm con của một nút Path2D." - msgid "Path property must point to a valid Node2D node to work." msgstr "" "Thuộc tính Đường dẫn phải chỉ đến một nút Node2D hợp lệ thì mới hoạt động " @@ -6443,9 +6434,6 @@ msgstr "Sao chép constructor này vào một script." msgid "Alert!" msgstr "Cảnh báo!" -msgid "(Other)" -msgstr "(Khác)" - msgid "Invalid source for preview." msgstr "Nguồn vô hiệu cho xem trước." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index 5d9ceb4745a..c062bf43d08 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -103,7 +103,7 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2024-02-03 12:07+0000\n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -112,7 +112,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "主线程" @@ -550,6 +550,9 @@ msgstr "编辑事件" msgid "Remove Event" msgstr "移除事件" +msgid "Filter by Name" +msgstr "按名称筛选" + msgid "Clear All" msgstr "全部清除" @@ -581,8 +584,17 @@ msgid "Insert Key Here" msgstr "此处插入关键帧" msgid "Duplicate Selected Key(s)" +msgstr "制作所选关键帧副本" + +msgid "Cut Selected Key(s)" +msgstr "剪切所选关键帧" + +msgid "Copy Selected Key(s)" msgstr "复制所选关键帧" +msgid "Paste Key(s)" +msgstr "粘贴关键帧" + msgid "Delete Selected Key(s)" msgstr "删除所选关键帧" @@ -611,7 +623,13 @@ msgid "Move Bezier Points" msgstr "移动贝塞尔顶点" msgid "Animation Duplicate Keys" -msgstr "复制动画关键帧" +msgstr "制作动画关键帧副本" + +msgid "Animation Cut Keys" +msgstr "剪切动画关键帧" + +msgid "Animation Paste Keys" +msgstr "粘贴动画关键帧" msgid "Animation Delete Keys" msgstr "删除动画关键帧" @@ -673,6 +691,33 @@ msgstr "无法修改从导入场景中实例化的动画的循环模式。" msgid "Can't change loop mode on animation embedded in another scene." msgstr "无法修改嵌入另一场景的动画的循环模式。" +msgid "Property Track..." +msgstr "属性轨道..." + +msgid "3D Position Track..." +msgstr "3D 位置轨道..." + +msgid "3D Rotation Track..." +msgstr "3D 旋转轨道..." + +msgid "3D Scale Track..." +msgstr "3D 缩放轨道..." + +msgid "Blend Shape Track..." +msgstr "混合形状轨道..." + +msgid "Call Method Track..." +msgstr "方法调用轨道..." + +msgid "Bezier Curve Track..." +msgstr "贝塞尔曲线轨道..." + +msgid "Audio Playback Track..." +msgstr "音频播放轨道..." + +msgid "Animation Playback Track..." +msgstr "动画播放轨道..." + msgid "Animation length (frames)" msgstr "动画长度(帧)" @@ -805,7 +850,16 @@ msgstr "钳制循环插值" msgid "Wrap Loop Interp" msgstr "环绕循环插值" +msgid "Insert Key..." +msgstr "插入关键帧..." + msgid "Duplicate Key(s)" +msgstr "制作关键帧副本" + +msgid "Cut Key(s)" +msgstr "剪切关键帧" + +msgid "Copy Key(s)" msgstr "复制关键帧" msgid "Add RESET Value(s)" @@ -956,6 +1010,12 @@ msgstr "粘贴轨道" msgid "Animation Scale Keys" msgstr "缩放动画关键帧" +msgid "Animation Set Start Offset" +msgstr "设置动画开头偏移" + +msgid "Animation Set End Offset" +msgstr "设置动画结尾偏移" + msgid "Make Easing Keys" msgstr "改为缓动关键帧" @@ -1045,6 +1105,42 @@ msgstr "编辑" msgid "Animation properties." msgstr "动画属性。" +msgid "Copy Tracks..." +msgstr "复制轨道..." + +msgid "Scale Selection..." +msgstr "缩放选中项..." + +msgid "Scale From Cursor..." +msgstr "通过光标缩放..." + +msgid "Set Start Offset (Audio)" +msgstr "设置开头偏移(音频)" + +msgid "Set End Offset (Audio)" +msgstr "设置结尾偏移(音频)" + +msgid "Make Easing Selection..." +msgstr "缓动选中项..." + +msgid "Duplicate Selected Keys" +msgstr "制作所选关键帧副本" + +msgid "Cut Selected Keys" +msgstr "剪切所选关键帧" + +msgid "Copy Selected Keys" +msgstr "复制所选关键帧" + +msgid "Paste Keys" +msgstr "粘贴关键帧" + +msgid "Move First Selected Key to Cursor" +msgstr "将所选关键帧开头移动至光标处" + +msgid "Move Last Selected Key to Cursor" +msgstr "将所选关键帧末尾移动至光标处" + msgid "Delete Selection" msgstr "删除选中项" @@ -1057,6 +1153,15 @@ msgstr "跳到上一步" msgid "Apply Reset" msgstr "应用重置" +msgid "Bake Animation..." +msgstr "烘焙动画..." + +msgid "Optimize Animation (no undo)..." +msgstr "优化动画(无法撤销)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "清理动画(无法撤销)..." + msgid "Pick a node to animate:" msgstr "选择要设置动画的节点:" @@ -1081,6 +1186,12 @@ msgstr "最大精度误差:" msgid "Optimize" msgstr "优化" +msgid "Trim keys placed in negative time" +msgstr "裁剪时间为负数的关键帧" + +msgid "Trim keys placed exceed the animation length" +msgstr "裁剪超过动画长度的关键帧" + msgid "Remove invalid keys" msgstr "移除无效帧" @@ -1269,6 +1380,9 @@ msgstr "警告" msgid "Line and column numbers." msgstr "行号和列号。" +msgid "Indentation" +msgstr "缩进" + msgid "Method in target node must be specified." msgstr "必须指定目标节点的方法。" @@ -1283,6 +1397,9 @@ msgstr "找不到目标方法。请指定一个有效的方法或把脚本附加 msgid "Attached Script" msgstr "附加脚本" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "%s:不会生成回调代码,请手动添加。" + msgid "Connect to Node:" msgstr "连接到节点:" @@ -1556,6 +1673,9 @@ msgstr "" "仅自己:只计算消耗在该函数本身的时间,不包含该函数所调用的其他函数。\n" "使用该选项寻找需要优化的函数。" +msgid "Display internal functions" +msgstr "显示内部函数" + msgid "Frame #:" msgstr "帧 #:" @@ -1863,12 +1983,12 @@ msgstr "创建文件夹" msgid "Folder name is valid." msgstr "文件夹名称有效。" +msgid "Double-click to open in browser." +msgstr "双击在浏览器中打开。" + msgid "Thanks from the Godot community!" msgstr "Godot 社区感谢大家!" -msgid "Click to copy." -msgstr "点击复制。" - msgid "Godot Engine contributors" msgstr "Godot Engine 贡献者" @@ -2360,6 +2480,9 @@ msgstr "加载配置" msgid "Export Profile" msgstr "导出配置" +msgid "Forced Classes on Detect:" +msgstr "强制检测类:" + msgid "Edit Build Configuration Profile" msgstr "编辑构建配置" @@ -2400,6 +2523,12 @@ msgstr "面板位置" msgid "Make Floating" msgstr "浮动" +msgid "Make this dock floating." +msgstr "浮动该面板。" + +msgid "Move to Bottom" +msgstr "移至底部" + msgid "3D Editor" msgstr "3D 编辑器" @@ -2571,6 +2700,12 @@ msgstr "已废弃" msgid "Experimental" msgstr "实验性" +msgid "Deprecated:" +msgstr "已废弃:" + +msgid "Experimental:" +msgstr "实验性:" + msgid "This method supports a variable number of arguments." msgstr "这个方法支持可变数量的参数。" @@ -2610,6 +2745,15 @@ msgstr "构造函数说明" msgid "Operator Descriptions" msgstr "运算符说明" +msgid "This method may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该方法。" + +msgid "This constructor may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该构造函数。" + +msgid "This operator may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该运算符。" + msgid "Error codes returned:" msgstr "返回错误码:" @@ -2648,6 +2792,9 @@ msgstr "顶部" msgid "Class:" msgstr "类:" +msgid "This class may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该类。" + msgid "Inherits:" msgstr "继承:" @@ -2712,9 +2859,38 @@ msgstr "图标" msgid "Styles" msgstr "样式" +msgid "There is currently no description for this theme property." +msgstr "目前没有这个主题属性的描述。" + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"目前没有这个主题属性的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" +"color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该信号。" + +msgid "There is currently no description for this signal." +msgstr "目前没有这个信号的描述。" + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"目前没有这个信号的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" +"color]!" + msgid "Enumerations" msgstr "枚举" +msgid "This enumeration may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该枚举。" + +msgid "This constant may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该常量。" + msgid "Annotations" msgstr "注解" @@ -2734,6 +2910,9 @@ msgstr "属性说明" msgid "(value)" msgstr "(值)" +msgid "This property may be changed or removed in future versions." +msgstr "将来的版本中可能修改或移除该属性。" + msgid "There is currently no description for this property." msgstr "目前没有这个属性的描述。" @@ -2744,6 +2923,9 @@ msgstr "" "目前没有这个属性的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" "color]!" +msgid "This property can only be set in the Inspector." +msgstr "该属性只能在检查器中设置。" + msgid "Metadata:" msgstr "元数据:" @@ -2756,6 +2938,9 @@ msgstr "方法:" msgid "Signal:" msgstr "信号:" +msgid "Theme Property:" +msgstr "主题属性:" + msgid "No description available." msgstr "没有可用的描述。" @@ -2765,9 +2950,15 @@ msgstr "%d 个匹配。" msgid "%d matches." msgstr "%d 个匹配。" +msgid "Constructor" +msgstr "构造函数" + msgid "Method" msgstr "方法" +msgid "Operator" +msgstr "运算符" + msgid "Signal" msgstr "信号" @@ -2828,6 +3019,9 @@ msgstr "成员类型" msgid "(constructors)" msgstr "(构造函数)" +msgid "Keywords" +msgstr "关键词" + msgid "Class" msgstr "类" @@ -3354,6 +3548,26 @@ msgstr "" msgid "Scene '%s' has broken dependencies:" msgstr "场景 “%s” 的依赖已损坏:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "多窗口支持不可用,因为启动编辑器时使用了 `--single-window` 命令行参数。" + +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "多窗口支持不可用,因为当前平台不支持多窗口。" + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "多窗口支持不可用,因为编辑器设置中启用了“界面 > 编辑器 > 单窗口模式”。" + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "多窗口支持不可用,因为编辑器设置中禁用了“界面 > 多窗口 > 启用”。" + msgid "Clear Recent Scenes" msgstr "清除近期的场景" @@ -3384,6 +3598,12 @@ msgstr "" "选中的 “%s” 场景并非场景文件,请选择有效的场景。\n" "稍后也可在 “项目设置” 的 “application” 分类下更换主场景。" +msgid "Save Layout..." +msgstr "保存布局..." + +msgid "Delete Layout..." +msgstr "删除布局..." + msgid "Default" msgstr "默认" @@ -3602,6 +3822,9 @@ msgstr "配置 FBX 导入器..." msgid "Help" msgstr "帮助" +msgid "Search Help..." +msgstr "搜索帮助..." + msgid "Online Documentation" msgstr "在线文档" @@ -3626,6 +3849,9 @@ msgstr "提交新特性建议" msgid "Send Docs Feedback" msgstr "发送文档反馈" +msgid "About Godot..." +msgstr "关于 Godot..." + msgid "Support Godot Development" msgstr "支持 Godot 开发" @@ -3664,9 +3890,6 @@ msgstr "节点" msgid "History" msgstr "历史" -msgid "Expand Bottom Panel" -msgstr "展开底部面板" - msgid "Output" msgstr "输出" @@ -3719,9 +3942,6 @@ msgstr "重新加载" msgid "Resave" msgstr "重新保存" -msgid "Create Version Control Metadata..." -msgstr "创建版本控制元数据..." - msgid "Version Control Settings..." msgstr "版本控制设置..." @@ -3758,6 +3978,19 @@ msgstr "确定" msgid "Warning!" msgstr "警告!" +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"名称:%s\n" +"路径:%s\n" +"主脚本:%s\n" +"\n" +"%s" + msgid "On" msgstr "启用" @@ -3770,6 +4003,9 @@ msgstr "已安装插件:" msgid "Create New Plugin" msgstr "创建新插件" +msgid "Enabled" +msgstr "启用" + msgid "Version" msgstr "版本" @@ -3837,6 +4073,15 @@ msgstr "无效的 RID" msgid "Recursion detected, unable to assign resource to property." msgstr "检测到递归,无法将资源分配给属性。" +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"无法在 Texture2D 节点中创建 ViewportTexture,因为该纹理不会与场景绑定。\n" +"请改用 Texture2DParameter 节点,然后在“Shader Parameters”选项卡中设置纹理。" + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3903,6 +4148,12 @@ msgid "" "(%s)." msgstr "所选资源(%s)与该属性(%s)所需的类型都不匹配。" +msgid "Quick Load..." +msgstr "快速加载..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "打开快捷菜单,从允许的 Resource 文件列表中进行选择。" + msgid "Load..." msgstr "加载..." @@ -3936,6 +4187,9 @@ msgstr "新建脚本..." msgid "Extend Script..." msgstr "扩展脚本..." +msgid "New Shader..." +msgstr "新建着色器..." + msgid "No Remote Debug export presets configured." msgstr "没有配置远程调试导出预置。" @@ -4067,6 +4321,12 @@ msgstr "所有设备" msgid "Device" msgstr "设备" +msgid "Listening for Input" +msgstr "正在监听输入" + +msgid "Filter by Event" +msgstr "按事件筛选" + msgid "Project export for platform:" msgstr "针对平台导出项目:" @@ -4079,6 +4339,12 @@ msgstr "成功完成。" msgid "Failed." msgstr "失败。" +msgid "Unknown Error" +msgstr "未知错误" + +msgid "Export failed with error code %d." +msgstr "导出失败,错误码 %d。" + msgid "Storing File: %s" msgstr "保存文件:%s" @@ -4130,6 +4396,11 @@ msgstr "找不到自定义调试模板。" msgid "Custom release template not found." msgstr "找不到自定义发布模板。" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "必须选择纹理格式才能导出项目。请至少选中一个纹理格式。" + msgid "Prepare Template" msgstr "准备模板" @@ -4402,6 +4673,9 @@ msgstr "" msgid "Advanced Options" msgstr "高级选项" +msgid "If checked, the advanced options will be shown." +msgstr "勾选后显示高级选项。" + msgid "Export Path" msgstr "导出路径" @@ -4501,12 +4775,39 @@ msgstr "" msgid "More Info..." msgstr "更多信息..." +msgid "Scripts" +msgstr "脚本" + +msgid "GDScript Export Mode:" +msgstr "GDScript 导出模式:" + +msgid "Text (easier debugging)" +msgstr "文本(便于调试)" + +msgid "Binary tokens (faster loading)" +msgstr "二进制标记(加载较快)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "压缩二进制标记(文件较小)" + msgid "Export PCK/ZIP..." msgstr "导出 PCK/ZIP..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"将项目资源以 PCK 或 ZIP 包的形式导出。无法运行,仅包含项目数据,不包含 Godot " +"可执行文件。" + msgid "Export Project..." msgstr "导出项目..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "使用选中的预设将项目导出为可运行的构建(Godot 可执行文件和项目数据)。" + msgid "Export All" msgstr "全部导出" @@ -4534,21 +4835,6 @@ msgstr "管理导出模板" msgid "Export With Debug" msgstr "使用调试导出" -msgid "Disable FBX & Restart" -msgstr "禁用 FBX 并重启" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"取消这个对话框会禁用 FBX 导入器。\n" -"你可以在“项目设置”的“文件系统 > 导入 > FBX > 启用”中重新启用。\n" -"\n" -"编辑器即将重启,因为导入器是在编辑器启动时注册的。" - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF 可执行文件的路径为空。" @@ -4564,13 +4850,6 @@ msgstr "FBX2glTF 可执行文件有效。" msgid "Configure FBX Importer" msgstr "配置 FBX 导入器" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"导入 FBX 文件需要 FBX2glTF。\n" -"请下载 FBX2glTF 并提供可执行文件的有效路径:" - msgid "Click this link to download FBX2glTF" msgstr "点击此链接下载 FBX2glTF" @@ -4651,6 +4930,20 @@ msgstr "你想要覆盖还是重命名复制的文件?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "你想要覆盖还是重命名移动的文件?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "无法运行外部程序检测终端模拟器:command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"无法运行外部终端程序(错误码 %d):%s %s\n" +"请检查“编辑器设置”中的 `filesystem/external_programs/terminal_emulator` 和 " +"`filesystem/external_programs/terminal_emulator_flags`。" + msgid "Duplicating file:" msgstr "复制文件:" @@ -4723,6 +5016,12 @@ msgstr "重新导入" msgid "Open in File Manager" msgstr "在文件管理器中打开" +msgid "Open in Terminal" +msgstr "在终端中打开" + +msgid "Open Containing Folder in Terminal" +msgstr "在终端中打开所在文件夹" + msgid "New Folder..." msgstr "新建文件夹..." @@ -4873,18 +5172,94 @@ msgstr "%d 处匹配,共 %d 个文件" msgid "%d matches in %d files" msgstr "%d 处匹配,共 %d 个文件" +msgid "Set Group Description" +msgstr "设置分组描述" + +msgid "Invalid group name. It cannot be empty." +msgstr "分组名称无效。不能为空。" + +msgid "A group with the name '%s' already exists." +msgstr "名为“%s”的分组已存在。" + +msgid "Group can't be empty." +msgstr "分组不能为空。" + +msgid "Group already exists." +msgstr "分组已存在。" + +msgid "Add Group" +msgstr "添加分组" + +msgid "Renaming Group References" +msgstr "重命名分组引用" + +msgid "Removing Group References" +msgstr "移除分组引用" + msgid "Rename Group" msgstr "重命名分组" +msgid "Remove Group" +msgstr "移除分组" + +msgid "Delete references from all scenes" +msgstr "删除所有场景中的引用" + +msgid "Delete group \"%s\"?" +msgstr "是否删除分组“%s”?" + +msgid "Group name is valid." +msgstr "分组名称有效。" + +msgid "Rename references in all scenes" +msgstr "重命名所有场景中的引用" + +msgid "This group belongs to another scene and can't be edited." +msgstr "该分组属于其他场景,无法编辑。" + +msgid "Copy group name to clipboard." +msgstr "将分组名称复制到剪贴板。" + msgid "Add to Group" msgstr "添加到分组" msgid "Remove from Group" msgstr "从分组中移除" +msgid "Convert to Global Group" +msgstr "转换为全局分组" + +msgid "Convert to Scene Group" +msgstr "转换为场景分组" + +msgid "Create New Group" +msgstr "新建分组" + msgid "Global" msgstr "全局" +msgid "Delete group \"%s\" and all its references?" +msgstr "是否删除分组“%s”及其引用?" + +msgid "Add a new group." +msgstr "添加新分组。" + +msgid "Filter Groups" +msgstr "分组过滤" + +msgid "Expand Bottom Panel" +msgstr "展开底部面板" + +msgid "Move/Duplicate: %s" +msgstr "移动/复制:%s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "移动/复制 %d 个项目" + +msgid "Choose target directory:" +msgstr "选择目标目录:" + msgid "Move" msgstr "移动" @@ -5123,6 +5498,9 @@ msgstr "切换可见性" msgid "Unlock Node" msgstr "解锁节点" +msgid "Ungroup Children" +msgstr "解组子节点" + msgid "Disable Scene Unique Name" msgstr "禁用场景唯一名称" @@ -5562,6 +5940,14 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s:图集纹理的某个轴(%d)明显大于另一个轴,请考虑在“项目设置”中调整 `editor/" +"import/atlas_max_width`,允许使用更宽的纹理,从而获得更均衡的结果。" + msgid "Importer:" msgstr "导入器:" @@ -5626,6 +6012,9 @@ msgstr "手柄按键" msgid "Joypad Axes" msgstr "游戏手柄轴" +msgid "Event Configuration for \"%s\"" +msgstr "“%s”事件配置" + msgid "Event Configuration" msgstr "事件配置" @@ -5658,6 +6047,12 @@ msgstr "物理键码(美式 QWERTY 键盘上的位置)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "键标签(Unicode,不区分大小写)" +msgid "Physical location" +msgstr "物理位置" + +msgid "Any" +msgstr "任意" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -5825,6 +6220,11 @@ msgstr "子文件夹名称不是有效的文件夹名。" msgid "Subfolder cannot be one which already exists." msgstr "子文件夹不能已存在。" +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "C# 不支持在创建时激活插件,因为必须先构建项目。" + msgid "Edit a Plugin" msgstr "编辑插件" @@ -6067,6 +6467,15 @@ msgstr "开关过滤器" msgid "Change Filter" msgstr "修改过滤器" +msgid "Fill Selected Filter Children" +msgstr "填充所选过滤器子级" + +msgid "Invert Filter Selection" +msgstr "反选过滤器" + +msgid "Clear Filter Selection" +msgstr "取消选中所有过滤器" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6096,6 +6505,12 @@ msgstr "添加节点..." msgid "Enable Filtering" msgstr "启用筛选" +msgid "Fill Selected Children" +msgstr "填充所选项子级" + +msgid "Invert" +msgstr "反选" + msgid "Library Name:" msgstr "库名称:" @@ -6173,6 +6588,24 @@ msgstr "保存动画库到文件:%s" msgid "Save Animation to File: %s" msgstr "保存动画到文件:%s" +msgid "Some AnimationLibrary files were invalid." +msgstr "部分 AnimationLibrary 文件无效。" + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "所选库中有一部分已经被添加到混合器中。" + +msgid "Add Animation Libraries" +msgstr "添加动画库" + +msgid "Some Animation files were invalid." +msgstr "部分 Animation 文件无效。" + +msgid "Some of the selected animations were already added to the library." +msgstr "所选动画中有部分已添加在库中。" + +msgid "Load Animations into Library" +msgstr "将动画加载到库中" + msgid "Load Animation into Library: %s" msgstr "将动画加载到库中:%s" @@ -6212,12 +6645,45 @@ msgstr "[外部]" msgid "[imported]" msgstr "[已导入]" +msgid "Add animation to library." +msgstr "添加动画到库。" + +msgid "Load animation from file and add to library." +msgstr "从文件中加载动画并添加到库中。" + +msgid "Paste animation to library from clipboard." +msgstr "将动画从剪贴板粘贴到库中。" + +msgid "Save animation library to resource on disk." +msgstr "将动画库保存为磁盘上的资源。" + +msgid "Remove animation library." +msgstr "移除动画库。" + +msgid "Copy animation to clipboard." +msgstr "将动画复制到剪贴板。" + +msgid "Save animation to resource on disk." +msgstr "将动画保存为磁盘上的资源。" + +msgid "Remove animation from Library." +msgstr "从库中移除动画。" + msgid "Edit Animation Libraries" msgstr "编辑动画库" +msgid "New Library" +msgstr "新建库" + +msgid "Create new empty animation library." +msgstr "新建空的动画库。" + msgid "Load Library" msgstr "加载库" +msgid "Load animation library from disk." +msgstr "从磁盘加载动画库。" + msgid "Storage" msgstr "存储" @@ -6293,6 +6759,9 @@ msgstr "动画工具" msgid "Animation" msgstr "动画" +msgid "New..." +msgstr "新建..." + msgid "Manage Animations..." msgstr "管理动画..." @@ -6575,6 +7044,14 @@ msgctxt "Pagination" msgid "Last" msgstr "末页" +msgid "" +"The Asset Library requires an online connection and involves sending data " +"over the internet." +msgstr "资产库需要连接网络,会通过互联网传输数据。" + +msgid "Go Online" +msgstr "连接网络" + msgid "Failed to get repository configuration." msgstr "获取仓库配置失败。" @@ -6892,12 +7369,6 @@ msgstr "相对吸附" msgid "Use Pixel Snap" msgstr "使用像素吸附" -msgid "Smart Snapping" -msgstr "智能吸附" - -msgid "Configure Snap..." -msgstr "设置吸附..." - msgid "Snap to Parent" msgstr "吸附到父节点" @@ -6916,6 +7387,12 @@ msgstr "吸附到其他节点" msgid "Snap to Guides" msgstr "吸附到参考线" +msgid "Smart Snapping" +msgstr "智能吸附" + +msgid "Configure Snap..." +msgstr "设置吸附..." + msgid "Lock selected node, preventing selection and movement." msgstr "锁定选定的节点,防止选择和移动。" @@ -6928,9 +7405,20 @@ msgstr "解锁选定的节点,允许选择和移动。" msgid "Unlock Selected Node(s)" msgstr "解锁所选节点" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"将所选节点与其子节点组合。这样在 2D 和 3D 视图中点击子节点就会选中父节点。" + msgid "Group Selected Node(s)" msgstr "编组所选节点" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "解除所选节点与其子节点的组合。子节点在 2D 和 3D 视图中为独立对象。" + msgid "Ungroup Selected Node(s)" msgstr "解组所选节点" @@ -6976,6 +7464,15 @@ msgstr "显示原点" msgid "Show Viewport" msgstr "显示视口" +msgid "Lock" +msgstr "锁定" + +msgid "Group" +msgstr "分组" + +msgid "Transformation" +msgstr "变换" + msgid "Gizmos" msgstr "小工具" @@ -7049,8 +7546,17 @@ msgstr "栅格步进除以 2" msgid "Adding %s..." msgstr "正在添加 %s..." +msgid "Drag and drop to add as child of selected node." +msgstr "拖放添加为选中节点的子节点。" + +msgid "Hold Alt when dropping to add as child of root node." +msgstr "放下时按住 Alt 添加根节点的子节点。" + msgid "Hold Shift when dropping to add as sibling of selected node." -msgstr "放下时按住 Shift 以添加为所选节点的同级节点。" +msgstr "放下时按住 Shift 添加为所选节点的同级节点。" + +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "放下时按住 Alt + Shift 添加为不同的节点类型。" msgid "Cannot instantiate multiple nodes without root." msgstr "没有根节点无法实例化多个节点。" @@ -7417,6 +7923,9 @@ msgid "" msgstr "" "启用该选项时,编辑器的调试服务器将保持开放,监听在编辑器本身之外开始的新会话。" +msgid "Customize Run Instances..." +msgstr "自定义运行实例..." + msgid "Size: %s" msgstr "大小:%s" @@ -7665,7 +8174,23 @@ msgid "No editor scene root found." msgstr "没有找到编辑器场景根节点。" msgid "Lightmap data is not local to the scene." -msgstr "光照图数据未设置本地于场景。" +msgstr "光照贴图数据未设置本地于场景。" + +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"光照贴图图像的最大纹理尺寸过小。\n" +"虽然将最大纹理尺寸调大也可以解决问题,但是推荐将场景拆分为多个对象。" + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"创建光照贴图图像失败。请确保所选需要烘焙的网格的 `lightmap_size_hint` 足够大," +"不要将 LightmapGI 的 `texel_scale` 设得太低。" msgid "Bake Lightmaps" msgstr "烘焙光照贴图" @@ -8257,6 +8782,9 @@ msgstr "查看环境" msgid "View Gizmos" msgstr "查看小工具" +msgid "View Grid" +msgstr "显示栅格" + msgid "View Information" msgstr "查看信息" @@ -8398,6 +8926,12 @@ msgstr "" "WorldEnvironment。\n" "预览已禁用。" +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"将所选节点与其子节点组合。这样在 2D 和 3D 视图中点击子节点就会选中父节点。" + msgid "Use Local Space" msgstr "使用本地空间" @@ -8510,9 +9044,6 @@ msgstr "4 个视口" msgid "View Origin" msgstr "显示原点" -msgid "View Grid" -msgstr "显示栅格" - msgid "Settings..." msgstr "设置..." @@ -8531,6 +9062,14 @@ msgstr "缩放吸附(%):" msgid "Viewport Settings" msgstr "视口设置" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "FOV 是垂直方向的值,因为编辑器相机始终使用 Keep Height 长宽比模式。" + +msgid "Perspective VFOV (deg.):" +msgstr "透视垂直视角(角度):" + msgid "View Z-Near:" msgstr "视图近平面 Z:" @@ -8654,6 +9193,12 @@ msgstr "烘焙遮挡器" msgid "Select occluder bake file:" msgstr "选择遮挡器烘焙文件:" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "按住 Shift 围绕中点缩放,不移动。" + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "切换“最小/最大”模式和“基础/分布”模式。" + msgid "Remove Point from Curve" msgstr "从曲线中移除顶点" @@ -8678,6 +9223,12 @@ msgstr "移动曲线内控制点" msgid "Move Out-Control in Curve" msgstr "移动曲线外控制点" +msgid "Close the Curve" +msgstr "闭合曲线" + +msgid "Clear Curve Points" +msgstr "清除曲线顶点" + msgid "Select Points" msgstr "选择顶点" @@ -8705,9 +9256,15 @@ msgstr "删除顶点" msgid "Close Curve" msgstr "闭合曲线" +msgid "Clear Points" +msgstr "清除顶点" + msgid "Please Confirm..." msgstr "请确认..." +msgid "Remove all curve points?" +msgstr "是否移除所有曲线顶点?" + msgid "Mirror Handle Angles" msgstr "镜像手柄角度" @@ -8726,9 +9283,6 @@ msgstr "手柄出 #" msgid "Handle Tilt #" msgstr "手柄倾斜 #" -msgid "Set Curve Point Position" -msgstr "设置曲线的顶点位置" - msgid "Set Curve Out Position" msgstr "设置曲线外控点位置" @@ -8756,6 +9310,9 @@ msgstr "重置点倾斜" msgid "Split Segment (in curve)" msgstr "拆分线段(在曲线中)" +msgid "Set Curve Point Position" +msgstr "设置曲线的顶点位置" + msgid "Move Joint" msgstr "移动关节" @@ -9058,15 +9615,15 @@ msgstr "后退" msgid "History Next" msgstr "前进" -msgid "Theme" -msgstr "主题" - msgid "Import Theme..." msgstr "导入主题..." msgid "Reload Theme" msgstr "重新加载主题" +msgid "Theme" +msgstr "主题" + msgid "Save Theme" msgstr "保存主题" @@ -9181,9 +9738,6 @@ msgstr "拾取颜色" msgid "Folding" msgstr "折叠" -msgid "Indentation" -msgstr "缩进" - msgid "Uppercase" msgstr "大写" @@ -9292,9 +9846,21 @@ msgstr "转到上一个断点" msgid "Save changes to the following shaders(s) before quitting?" msgstr "退出前要保存以下着色器更改吗?" +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "以下内置着色器中存在未保存的更改:" + msgid "Shader Editor" msgstr "着色器编辑器" +msgid "New Shader Include..." +msgstr "新建着色器头文件..." + +msgid "Load Shader File..." +msgstr "加载着色器文件..." + +msgid "Load Shader Include File..." +msgstr "加载着色器头文件..." + msgid "Save File" msgstr "保存" @@ -9492,12 +10058,6 @@ msgstr "无法加载图片" msgid "ERROR: Couldn't load frame resource!" msgstr "错误:无法加载帧资源!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "资源剪切板中无内容,或内容不是纹理贴图!" - -msgid "Paste Frame" -msgstr "粘贴帧" - msgid "Add Empty" msgstr "添加空白帧" @@ -9549,9 +10109,6 @@ msgstr "从精灵表中添加帧" msgid "Delete Frame" msgstr "删除帧" -msgid "Copy Frame" -msgstr "复制帧" - msgid "Insert Empty (Before Selected)" msgstr "插入空白帧(在所选之前)" @@ -10445,6 +11002,12 @@ msgstr "散布:" msgid "Tiles" msgstr "图块" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"这个 TileMap 的 TileSet 中没有配置任何源。请在 TileSet 底部面板中进行添加。" + msgid "Sort sources" msgstr "源排序" @@ -10483,6 +11046,11 @@ msgid "" "with the same terrain." msgstr "连接模式:绘制一个地形,然后将其与周围具有相同地形的图块连接起来。" +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "路径模式:绘制一个地形,并在同一笔画内将其与前一个图块连接起来。" + msgid "Terrains" msgstr "地形" @@ -10689,6 +11257,154 @@ msgstr "在不透明纹理区域中创建图块" msgid "Remove tiles in fully transparent texture regions" msgstr "从全透明纹理区域中移除图块" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"图块在该 TileSet 中的唯一标识符。每个图块都会存储来源 ID,所以修改后可能会让图" +"块失效。" + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"图集的人类可读名称。请在此处使用有意义的名称,方便组织(例如“地形”“装饰品”等名" +"称)。" + +msgid "The image from which the tiles will be created." +msgstr "图块是从哪个图片创建的。" + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"图像边缘不应作为可选图块的边距(单位为像素)。如果你下载的图块表图像在边缘存在" +"边距(例如为了归属问题),就可以增大这个属性。" + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"图集中图块与图块之间的距离,单位为像素。如果你使用的图块表图像中包含参考线(例" +"如图块之间的轮廓),就可以增大这个属性。" + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"图集中每个图块的大小,单位为像素。大多数情况下应该与 TileMap 属性中定义的图块" +"大小一致(但这并不是硬性规定)。" + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"勾选后会在每个图块周围添加 1 个像素的透明边缘,防止启用过滤时的纹理出血现象。" +"推荐保持启用,除非遇到了由于纹理内边距而导致的渲染问题。" + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"图块左上角在图集中的位置。位置和大小必须位于图集之中,不能与其他图块重叠。\n" +"绘制出的每个图块都有对应的图集坐标,所以修改这个属性可能会导致 TileMap 无法正" +"确显示。" + +msgid "The unit size of the tile." +msgstr "图块的单位尺寸。" + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "动画网格的列数。如果列数比帧数小,则动画会自动调整行数。" + +msgid "The space (in tiles) between each frame of the animation." +msgstr "动画中帧与帧之间的间隔(单位为图块)。" + +msgid "Animation speed in frames per second." +msgstr "动画的速度,单位为每秒的帧数。" + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"决定动画的开始方式。“Default”模式下所有图块都会在同一帧开始动画。“Random " +"Start Times”模式下,每个图块在开始动画时都有随机偏移量。" + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "如果为 [code]true[/code],则图块会左右翻转。" + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "如果为 [code]true[/code],则图块会上下翻转。" + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"如果为 [code]true[/code],则图块会在[i]逆时针[/i]旋转 90 度后上下翻转。实践" +"中,如果需要将图块顺时针旋转 90 度但不翻转,就应该启用[b]水平翻转[/b]和[b]转置" +"[/b]。如果要将图块顺时针旋转 180 度,请启用[b]水平翻转[/b]和[b]垂直翻转[/b]。" +"如果要将图块顺时针旋转 270 度,请启用[b]垂直翻转[/b]和[b]转置[/b]。" + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"绘制该图块所使用的原点。可以用来在视觉上将图块进行相对于基础图块的偏移。" + +msgid "The color multiplier to use when rendering the tile." +msgstr "渲染该图块时使用的颜色乘数。" + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "图块所使用的材质。可以用来为图块应用不同的混合模式和自定义着色器。" + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"图块的排序顺序。在同一层中,值越大的图块在渲染时越靠前。该索引号是以 TileMap " +"本身 Z 索引为基础的相对值。" + +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"根据 Y 坐标(以像素为单位)进行图块排序时使用的垂直偏移量。这样就能够将不同的" +"层视为在不同高度上,适用于俯视角游戏。调整这个值可以帮助缓解某些图块排序问题。" +"仅当放置图块的 TileMap 图层上的 Y Sort Enabled 为 true 时才有效。" + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "图块所属的地形集索引号。[code]-1[/code] 表示地形中不使用该图块。" + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "图块所属地形集中地形的索引号。[code]-1[/code] 表示地形中不使用该图块。" + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "启用“放置随机图块”进行绘制时,出现该图块的相对概率。" + msgid "Setup" msgstr "设置" @@ -10807,6 +11523,31 @@ msgstr "移除场景图块" msgid "Drag and drop scenes here or use the Add button." msgstr "请将场景拖放至此处或使用“添加”按钮。" +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"场景合集的人类可读名称。请在此处使用有意义的名称,方便组织(例如“障碍物”“装饰" +"品”等名称)。" + +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"合集中场景图块的 ID。绘制的图块都有对应的 ID,修改这个属性可能导致 TileMap 无" +"法正确显示。" + +msgid "Absolute path to the scene associated with this tile." +msgstr "该图块对应的场景的绝对路径。" + +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"如果为 [code]true[/code],则会在场景预览的顶部显示占位标记。该标记也会在场景不" +"存在有效预览时显示。" + msgid "Scenes collection properties:" msgstr "场景合集属性:" @@ -11133,6 +11874,9 @@ msgstr "将 Varying 从可视着色器移除:%s" msgid "Node(s) Moved" msgstr "节点已移动" +msgid "Insert node" +msgstr "插入节点" + msgid "Convert Constant Node(s) To Parameter(s)" msgstr "将常量节点转换为参数" @@ -11226,6 +11970,9 @@ msgstr "添加节点" msgid "Clear Copy Buffer" msgstr "清除复制缓冲区" +msgid "Insert New Node" +msgstr "插入新节点" + msgid "High-end node" msgstr "高端节点" @@ -12108,9 +12855,41 @@ msgstr "烘焙 VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "选择 VoxelGI 数据文件路径" +msgid "Go Online and Open Asset Library" +msgstr "联机打开资产库" + msgid "Are you sure to run %d projects at once?" msgstr "确定要同时运行 %d 个项目吗?" +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"无法运行项目:项目未定义主场景。\n" +"请编辑项目并在“项目设置”的“应用”类别下设置主场景。" + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"无法运行项目:需要先导入资产。\n" +"请编辑项目,触发首次导入。" + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"无法打开位于“%s”的项目。\n" +"项目文件不存在或无法访问。" + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"无法打开位于“%s”的项目。\n" +"启动编辑器失败。" + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12283,6 +13062,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "项目管理器" +msgid "Settings" +msgstr "设置" + +msgid "Projects" +msgstr "项目" + msgid "New Project" msgstr "新建项目" @@ -12315,12 +13100,28 @@ msgstr "最近编辑" msgid "Tags" msgstr "标签" +msgid "You don't have any projects yet." +msgstr "你目前还没有任何项目。" + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"可以选择新建项目、\n" +"导入已有项目或从资产库下载项目模板!" + msgid "Create New Project" msgstr "新建项目" msgid "Import Existing Project" msgstr "导入现有项目" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "注意:资产库需要连接网络,会通过互联网传输数据。" + msgid "Edit Project" msgstr "编辑项目" @@ -12336,6 +13137,11 @@ msgstr "移除项目" msgid "Remove Missing" msgstr "移除缺失项" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "资产库不可用(使用的是 Web 编辑器或禁用了 SSL 支持)。" + msgid "Select a Folder to Scan" msgstr "选择要扫描的文件夹" @@ -12392,6 +13198,9 @@ msgstr "显示时会自动将标签的首字母大写。" msgid "The path specified doesn't exist." msgstr "指定的路径不存在。" +msgid "The install path specified doesn't exist." +msgstr "指定的安装路径不存在。" + msgid "Error opening package file (it's not in ZIP format)." msgstr "打开包文件时出错(非 ZIP 格式)。" @@ -12399,10 +13208,16 @@ msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "无效的 “.zip” 项目文件。没有包含 “project.godot” 文件。" +msgid "Please choose an empty install folder." +msgstr "请选择空的安装文件夹。" + msgid "" "Please choose a \"project.godot\", a directory with it, or a \".zip\" file." msgstr "请选择“project.godot”、包含该文件的目录或“.zip”文件。" +msgid "The install directory already contains a Godot project." +msgstr "安装目录已经包含 Godot 项目。" + msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -12556,6 +13371,26 @@ msgstr "缺失项目" msgid "Restart Now" msgstr "立即重启" +msgid "Quick Settings" +msgstr "快速设置" + +msgid "Interface Theme" +msgstr "界面主题" + +msgid "Custom preset can be further configured in the editor." +msgstr "可以在编辑器中进一步配置自定义预设。" + +msgid "Display Scale" +msgstr "显示缩放" + +msgid "Network Mode" +msgstr "网络模式" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "设置已更改!必须重新启动项目管理器才能使更改生效。" + msgid "Add Project Setting" msgstr "添加项目设置" @@ -12607,6 +13442,9 @@ msgstr "自动加载" msgid "Shader Globals" msgstr "着色器全局量" +msgid "Global Groups" +msgstr "全局分组" + msgid "Plugins" msgstr "插件" @@ -12723,6 +13561,33 @@ msgstr "保持全局变换" msgid "Reparent" msgstr "重设父节点" +msgid "Run Instances" +msgstr "运行实例" + +msgid "Enable Multiple Instances" +msgstr "启用多实例" + +msgid "Main Run Args:" +msgstr "主要运行参数:" + +msgid "Main Feature Tags:" +msgstr "主要特性标签:" + +msgid "Instance Configuration" +msgstr "实例配置" + +msgid "Override Main Run Args" +msgstr "覆盖主要运行参数" + +msgid "Launch Arguments" +msgstr "启动参数" + +msgid "Override Main Tags" +msgstr "覆盖主要标签" + +msgid "Feature Tags" +msgstr "特性标签" + msgid "Pick Root Node Type" msgstr "选取根节点类型" @@ -12813,6 +13678,12 @@ msgstr "分离脚本" msgid "This operation can't be done on the tree root." msgstr "此操作不能被用于根节点。" +msgid "Move Node in Parent" +msgstr "在父节点中移动节点" + +msgid "Move Nodes in Parent" +msgstr "在父节点中移动多个节点" + msgid "Duplicate Node(s)" msgstr "复制节点" @@ -12926,6 +13797,9 @@ msgstr "新建场景根" msgid "Create Root Node:" msgstr "创建根节点:" +msgid "Toggle the display of favorite nodes." +msgstr "切换收藏节点的可见性。" + msgid "Other Node" msgstr "其他节点" @@ -12950,6 +13824,9 @@ msgstr "添加脚本" msgid "Set Shader" msgstr "设置着色器" +msgid "Toggle Editable Children" +msgstr "开关子节点可编辑" + msgid "Cut Node(s)" msgstr "剪切节点" @@ -12997,6 +13874,14 @@ msgstr "加载为占位符" msgid "Auto Expand to Selected" msgstr "自动展开至选定项" +msgid "Center Node on Reparent" +msgstr "重设父节点时居中" + +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "如果启用,则“重设父节点为新节点”会优先在选中节点的中心创建新节点。" + msgid "All Scene Sub-Resources" msgstr "所有场景子资源" @@ -13051,6 +13936,9 @@ msgstr "%s 中的 <未命名>" msgid "(used %d times)" msgstr "(使用 %d 次)" +msgid "Batch Rename..." +msgstr "批量重命名..." + msgid "Add Child Node..." msgstr "添加子节点..." @@ -13069,9 +13957,18 @@ msgstr "更改类型..." msgid "Attach Script..." msgstr "添加脚本..." +msgid "Reparent..." +msgstr "重设父节点..." + +msgid "Reparent to New Node..." +msgstr "重设父节点为新节点..." + msgid "Make Scene Root" msgstr "设为场景根节点" +msgid "Save Branch as Scene..." +msgstr "将分支保存为场景..." + msgid "Toggle Access as Unique Name" msgstr "切换作为唯一名称访问" @@ -13266,6 +14163,15 @@ msgstr "创建着色器" msgid "Set Shader Global Variable" msgstr "设置着色器全局变量" +msgid "Name cannot be empty." +msgstr "名称不能为空。" + +msgid "Name must be a valid identifier." +msgstr "名称必须是有效的标识符。" + +msgid "Global shader parameter '%s' already exists." +msgstr "全局着色器参数“%s”已存在。" + msgid "Name '%s' is a reserved shader language keyword." msgstr "名称“%s”是为着色器语言保留的关键字。" @@ -13325,6 +14231,13 @@ msgstr "重启并升级" msgid "Make this panel floating in the screen %d." msgstr "让这个面板在屏幕 %d 中浮动。" +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"浮动该面板。\n" +"右键点击打开屏幕选择器。" + msgid "Select Screen" msgstr "选择屏幕" @@ -13395,6 +14308,9 @@ msgstr "值参数为之前已释放的实例。" msgid "Export Scene to glTF 2.0 File" msgstr "将场景导出为 glTF 2.0 文件" +msgid "Export Settings:" +msgstr "导出设置:" + msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 场景..." @@ -13682,13 +14598,6 @@ msgstr "出生" msgid "Replicate" msgstr "复制" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"请使用上面的选项添加属性或\n" -"将属性从检查器中拖放到这里。" - msgid "Please select a MultiplayerSynchronizer first." msgstr "请先选择一个 MultiplayerSynchronizer。" @@ -13866,6 +14775,9 @@ msgstr "未知" msgid "Select an action" msgstr "选择一个动作" +msgid "Choose an XR runtime." +msgstr "请选择 XR 运行时。" + msgid "Package name is missing." msgstr "包名缺失。" @@ -13896,6 +14808,11 @@ msgstr "必须启用“使用 Gradle 构建”才能使用插件。" msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR 需要启用“使用 Gradle 构建”" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "“压缩原生库”只有在启用“使用 Gradle 构建”时才有效。" + msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "“导出 AAB”只有在启用“使用 Gradle 构建”时才有效。" @@ -13945,6 +14862,9 @@ msgstr "正在设备上运行……" msgid "Could not execute on device." msgstr "无法在设备上运行。" +msgid "Error: There was a problem validating the keystore username and password" +msgstr "错误:校验密钥库用户名密码时出现问题" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "使用 C#/.NET 时导出到 Android 是实验性的。" @@ -13972,6 +14892,21 @@ msgstr "“发布密钥库”“发布用户”“发布密码”必须全部填 msgid "Release keystore incorrectly configured in the export preset." msgstr "未在导出预设中正确设置“发布密钥库”。" +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "编辑器设置中需要有效的 Java SDK 路径。" + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "编辑器设置中的 Java SDK 路径无效。" + +msgid "Missing 'bin' directory!" +msgstr "缺失“bin”目录!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "无法使用 Java SDK 路径找到“java”命令。" + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "请检查编辑器设置中指定的 Java SDK 目录。" + msgid "A valid Android SDK path is required in Editor Settings." msgstr "编辑器设置中需要有效的 Android SDK 路径。" @@ -13985,7 +14920,7 @@ msgid "Unable to find Android SDK platform-tools' adb command." msgstr "找不到 Android SDK 平台工具的 adb 命令。" msgid "Please check in the Android SDK directory specified in Editor Settings." -msgstr "请签入编辑器设置中指定的 Android SDK 目录。" +msgstr "请检查编辑器设置中指定的 Android SDK 目录。" msgid "Missing 'build-tools' directory!" msgstr "缺失“build-tools”目录!" @@ -14061,6 +14996,9 @@ msgstr "正在校验 %s……" msgid "'apksigner' verification of %s failed." msgstr "“apksigner”校验 %s 失败。" +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "目标文件夹不存在或无法访问:“%s”" + msgid "Exporting for Android" msgstr "正在为 Android 导出" @@ -14083,6 +15021,21 @@ msgstr "" "尝试从自定义构建模板构建,但是它所使用的版本信息不存在。请从“项目”菜单中重新安" "装。" +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"必须在“编辑器设置”的“export/android/java_sdk_path”中配置 Java SDK 路径。" + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"必须在“编辑器设置”的“export/android/android_sdk_path”中配置 Android SDK 路径。" + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "无法使用项目名称覆盖 res/*.xml 文件。" + msgid "Could not export project files to gradle project." msgstr "无法将项目文件导出至 gradle 项目。" @@ -14139,6 +15092,12 @@ msgstr "无效的标识符:" msgid "Export Icons" msgstr "导出图标" +msgid "Could not open a directory at path \"%s\"." +msgstr "无法打开位于“%s”的目录。" + +msgid "Could not write to a file at path \"%s\"." +msgstr "无法写入位于“%s”的文件。" + msgid "Exporting for iOS (Project Files Only)" msgstr "正在为 iOS 导出(仅项目文件)" @@ -14151,12 +15110,44 @@ msgstr "准备模板" msgid "Export template not found." msgstr "找不到导出模板。" +msgid "Failed to create the directory: \"%s\"" +msgstr "创建目录失败:“%s”" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "无法创建并打开目录:“%s”" + +msgid "iOS Plugins" +msgstr "iOS 插件" + +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "无法导出 iOS 插件,错误码 %d。请检查输出日志。" + +msgid "Could not create a directory at path \"%s\"." +msgstr "无法创建位于“%s”的目录。" + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "未找到请求的模板二进制文件“%s”。你的模板包中可能缺失该文件。" + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "无法将位于“%s”的文件复制到“%s”。" + +msgid "Could not access the filesystem." +msgstr "无法访问文件系统。" + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "创建位于“%s”的文件失败,错误码 %d。" + msgid "Code signing failed, see editor log for details." msgstr "代码签名失败,详见编辑器日志。" msgid "Xcode Build" msgstr "Xcode 构建" +msgid "Failed to run xcodebuild with code %d" +msgstr "无法运行 xcodebuild,错误码 %d" + msgid "Xcode project build failed, see editor log for details." msgstr "Xcode 项目构建失败,详见编辑器日志。" @@ -14174,6 +15165,9 @@ msgstr "使用 C#/.NET 时导出到 iOS 是实验性的,并且需要 macOS。" msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "使用 C#/.NET 时导出到 iOS 是实验性的。" +msgid "Invalid additional PList content: " +msgstr "额外 PList 内容无效: " + msgid "Identifier is missing." msgstr "缺少标识符。" @@ -14195,6 +15189,12 @@ msgstr "无法启动 ios-deploy 可执行文件。" msgid "Installation/running failed, see editor log for details." msgstr "安装/运行失败,详见编辑器日志。" +msgid "Could not start device executable." +msgstr "无法启动设备可执行文件。" + +msgid "Could not start devicectl executable." +msgstr "无法启动 devicectl 可执行文件。" + msgid "Debug Script Export" msgstr "调试脚本导出" @@ -14447,6 +15447,9 @@ msgstr "无法签名文件 %s。" msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "不支持相对符号链接,导出的“%s”可能损坏!" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "“%s”:Info.plist 缺失或无效,已生成新的 Info.plist。" + msgid "PKG Creation" msgstr "PKG 创建" @@ -14547,6 +15550,22 @@ msgstr "公证要求该应用先进行归档,请选择 DMG 或 ZIP 导出格 msgid "Sending archive for notarization" msgstr "正在发送归档进行公证" +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"禁用 S3TC BPTC 纹理格式时无法为 universal 和 x86_64 进行导出。请在“项目设置”中" +"启用(渲染 > 纹理 > VRAM 压缩 > 导入 S3TC BPTC)。" + +msgid "" +"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " +"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " +"Import ETC2 ASTC)." +msgstr "" +"禁用 ETC2 ASTC 纹理格式时无法为 universal 和 arm64 进行导出。请在“项目设置”中" +"启用(渲染 > 纹理 > VRAM 压缩 > 导入 ETC2 ASTC)。" + msgid "Notarization: Xcode command line tools are not installed." msgstr "公证:未安装 Xcode 命令行工具。" @@ -14744,48 +15763,6 @@ msgstr "" "每个场景只允许一个可见的 CanvasModulate。\n" "存在多个时,只有一个会激活。具体激活哪一个是未定义的。" -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" -"该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" -"请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形状。" - -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其作" -"为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形状。" - -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "空的 CollisionPolygon2D 不起任何碰撞检测作用。" - -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "多边形无效。“Solids”构建模式需要至少三个点。" - -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "多边形无效。“Segments”构建模式需要至少两个点。" - -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "碰撞对象为 Area2D 时将忽略 One Way Collision 属性。" - -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "CollisionShape2D 必须有形状才能工作。请先为其创建形状资源!" - -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"基于多边形的形状不应该被 CollisionShape2D 节点直接使用或编辑。请使用 " -"CollisionPolygon2D 节点。" - msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." @@ -14814,21 +15791,6 @@ msgid "" "rendering backend." msgstr "粒子的子发射器在使用 GL 兼容渲染后端时不可用。" -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A 与 Node B 必须为 PhysicsBody2D" - -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A 必须为 PhysicsBody2D" - -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B 必须为 PhysicsBody2D" - -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Joint 未连接 2 个 PhysicsBody2D" - -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A 与 Node B 必须为不同的 PhysicsBody2D" - msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." @@ -14865,6 +15827,73 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D 类型的节点只有作为 Path2D 的子节点节才能正常工作。" +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" +"请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形状。" + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其作" +"为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形状。" + +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "空的 CollisionPolygon2D 不起任何碰撞检测作用。" + +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "多边形无效。“Solids”构建模式需要至少三个点。" + +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "多边形无效。“Segments”构建模式需要至少两个点。" + +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "碰撞对象为 Area2D 时将忽略 One Way Collision 属性。" + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状。\n" +"请将其作为 Area2D、StaticBody2D、RigidBody2D、CharacterBody2D 等节点的子节点以" +"提供形状。" + +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "CollisionShape2D 必须有形状才能工作。请先为其创建形状资源!" + +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"基于多边形的形状不应该被 CollisionShape2D 节点直接使用或编辑。请使用 " +"CollisionPolygon2D 节点。" + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A 与 Node B 必须为 PhysicsBody2D" + +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A 必须为 PhysicsBody2D" + +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B 必须为 PhysicsBody2D" + +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Joint 未连接 2 个 PhysicsBody2D" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A 与 Node B 必须为不同的 PhysicsBody2D" + msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -14894,13 +15923,13 @@ msgstr "" "对 RigidBody2D 大小的修改,将会在运行时被物理引擎所覆盖。\n" "建议修改子节点的碰撞体形状大小。" -msgid "Path property must point to a valid Node2D node to work." -msgstr "Path 属性必须指向有效的 Node2D 节点才能正常工作。" - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "除非指定 Shape2D,否则该节点不能与其他对象交互。" +msgid "Path property must point to a valid Node2D node to work." +msgstr "Path 属性必须指向有效的 Node2D 节点才能正常工作。" + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "这条 Bone2D 链应该以 Skeleton2D 节点结束。" @@ -14959,72 +15988,6 @@ msgid "" "attach this node." msgstr "BoneAttachment3D 节点未绑定至任何骨头!请选择这个节点附加的骨头。" -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"这个节点没有形状,因此无法与其他物体产生碰撞或者进行交互。\n" -"请添加一个 CollisionShape3D 或 CollisionPolygon3D 类型的子节点来定义它的形状。" - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"缩放不统一,这个节点很可能无法正常工作。\n" -"请统一其缩放(即各轴均相同),修改子碰撞形状节点的大小。" - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D 类型节点只能为 CollisionObject3D 的派生类提供碰撞形状。\n" -"请将其放在 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 等节点下提供形" -"状。" - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "空的 CollisionPolygon3D 不影响碰撞。" - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"CollisionPolygon3D 节点的缩放不统一,很可能无法正常工作。\n" -"请统一其缩放(即各轴均相同),修改多边形的顶点。" - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D 节点只能为 CollisionObject3D 的派生节点提供碰撞形状。\n" -"请将其用作 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 的子节点以提供形" -"状。" - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "CollisionShape3D 必须有形状才能工作。请先为其创建形状资源。" - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "WorldBoundaryShape3D 不支持静态模式以外的 RigidBody3D。" - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"缩放不一致的 CollisionShape3D 节点可能不会像预期地那样工作。\n" -"请使其缩放统一(即在所有轴上的值相等),改变其形状资源的大小而不是缩放值。" - msgid "Nothing is visible because no mesh has been assigned." msgstr "未指定网格,无可见内容。" @@ -15113,21 +16076,6 @@ msgstr "" "任何碰撞。\n" "要解决此问题,请在 Bake Mask 属性中至少启用一位。" -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A 与 Node B 必须为 PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A 必须为 PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B 必须为 PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint 未连接到任何 PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A 与 Node B 必须为不同的 PhysicsBody3D" - msgid "A light's scale does not affect the visual size of the light." msgstr "灯光的缩放不会影响灯光的视觉尺寸。" @@ -15166,6 +16114,11 @@ msgstr "正在生成探针体积" msgid "Generating Probe Acceleration Structures" msgstr "正在生成探针加速结构" +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "光照贴图只能在支持 RD 后端的设备上烘焙。烘焙光照贴图可能失败。" + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "NavigationAgent3D 只能在继承 Node3D 的父节点下使用。" @@ -15235,6 +16188,107 @@ msgstr "" "PathFollow3D 的 ROTATION_ORIENTED 要求在其父级 Path3D 的 Curve 资源中启用“Up " "Vector”。" +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"这个节点没有形状,因此无法与其他物体产生碰撞或者进行交互。\n" +"请添加一个 CollisionShape3D 或 CollisionPolygon3D 类型的子节点来定义它的形状。" + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"缩放不统一,这个节点很可能无法正常工作。\n" +"请统一其缩放(即各轴均相同),修改子碰撞形状节点的大小。" + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D 类型节点只能为 CollisionObject3D 的派生类提供碰撞形状。\n" +"请将其放在 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 等节点下提供形" +"状。" + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "空的 CollisionPolygon3D 不影响碰撞。" + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"CollisionPolygon3D 节点的缩放不统一,很可能无法正常工作。\n" +"请统一其缩放(即各轴均相同),修改多边形的顶点。" + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D 节点只能为 CollisionObject3D 的派生节点提供碰撞形状。\n" +"请将其用作 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 的子节点以提供形" +"状。" + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "CollisionShape3D 必须有形状才能工作。请先为其创建形状资源。" + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"用于碰撞时,ConcavePolygonShape3D 应配合 StaticBody3D 等静态 " +"CollisionObject3D 节点使用。\n" +"与 %s 一起使用很可能无法正常工作(除非处于冻结状态或将 freeze_mode 设为 " +"FREEZE_MODE_STATIC)。" + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "WorldBoundaryShape3D 不支持静态模式以外的 RigidBody3D。" + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"用于碰撞时,ConcavePolygonShape3D 应配合 StaticBody3D 等静态 " +"CollisionObject3D 节点使用。\n" +"与 CharacterBody3D 一起使用很可能无法正常工作。" + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"缩放不一致的 CollisionShape3D 节点可能不会像预期地那样工作。\n" +"请使其缩放统一(即在所有轴上的值相等),改变其形状资源的大小而不是缩放值。" + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A 与 Node B 必须为 PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A 必须为 PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B 必须为 PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint 未连接到任何 PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A 与 Node B 必须为不同的 PhysicsBody3D" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15243,6 +16297,22 @@ msgstr "" "对 RigidBody3D 尺寸的修改将会在运行时被物理引擎所覆盖。\n" "请改为修改子节点的碰撞形状的尺寸。" +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "除非指定 Shape3D,否则该节点不能与其他对象交互。" + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "ShapeCast3D 不支持 ConcavePolygonShape3D。将无法汇报碰撞。" + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D 是用来为 VehicleBody3D 提供车轮系统的。请将它用作 " +"VehicleBody3D 的子节点。" + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15255,15 +16325,6 @@ msgid "" msgstr "" "“Remote Path”属性必须指向有效的 Node3D 或从 Node3D 派生的节点才能正常工作。" -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "除非指定 Shape3D,否则该节点不能与其他对象交互。" - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "ShapeCast3D 不支持 ConcavePolygonShape3D。将无法汇报碰撞。" - msgid "This body will be ignored until you set a mesh." msgstr "在设置网格之前,将忽略该实体。" @@ -15274,20 +16335,6 @@ msgstr "" "必须在 “Frames” 属性中创建或设置 SpriteFrames 资源,AnimatedSprite3D 才会显示" "帧。" -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D 是用来为 VehicleBody3D 提供车轮系统的。请将它用作 " -"VehicleBody3D 的子节点。" - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"使用 GL Compatibility 后端时尚不支持 VisibleOnScreenNotifier3D 节点。将在后续" -"版本中加入。" - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15387,52 +16434,12 @@ msgid "" "set to true." msgstr "ButtonGroup 的目的是只用于那些将 toggle_mode 设置为 true 的按钮。" -msgid "New Code Region" -msgstr "新建代码区域" - msgid "Copy this constructor in a script." msgstr "复制这个脚本中的构造函数。" -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "输入十六进制码(\"#ff0000\")或颜色名称(\"red\")。" - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"颜色:#%s\n" -"鼠标左键:应用颜色\n" -"鼠标右键:移除预设" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"颜色:#%s\n" -"鼠标左键:应用颜色" - -msgid "Pick a color from the screen." -msgstr "从屏幕中拾取颜色。" - -msgid "Pick a color from the application window." -msgstr "从应用程序窗口中拾取颜色。" - -msgid "Select a picker shape." -msgstr "选择选取器形状。" - -msgid "Select a picker mode." -msgstr "选择选取器模式。" - msgid "Switch between hexadecimal and code values." msgstr "在十六进制值和代码值之间切换。" -msgid "Hex code or named color" -msgstr "十六进制码或颜色名称" - -msgid "Add current color as a preset." -msgstr "将当前颜色添加为预设。" - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15456,12 +16463,6 @@ msgstr "改变控件的Z索引只影响绘图顺序,不影响输入事件的 msgid "Alert!" msgstr "警告!" -msgid "You don't have permission to access contents of this folder." -msgstr "你无权访问此文件夹的内容。" - -msgid "Invalid extension, or empty filename." -msgstr "扩展名无效或文件名为空。" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15470,21 +16471,6 @@ msgstr "" "请注意,GraphEdit 和 GraphNode 将在未来的 4.x 版本中进行重构,会涉及大量破坏兼" "容性的 API 更改。" -msgid "Toggle the visual grid." -msgstr "开关可视网格。" - -msgid "Toggle snapping to the grid." -msgstr "开关网格吸附。" - -msgid "Change the snapping distance." -msgstr "修改吸附距离。" - -msgid "Toggle the graph minimap." -msgstr "开关小地图。" - -msgid "Automatically arrange selected nodes." -msgstr "自动排列所选节点。" - msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." @@ -15496,75 +16482,6 @@ msgid "" "this Label's text." msgstr "当前字体不支持渲染该标签文本中使用的一个或多个字符。" -msgid "Same as Layout Direction" -msgstr "与布局方向一致" - -msgid "Auto-Detect Direction" -msgstr "自动检测方向" - -msgid "Left-to-Right" -msgstr "从左至右" - -msgid "Right-to-Left" -msgstr "从右至左" - -msgid "Left-to-Right Mark (LRM)" -msgstr "从左至右标志(LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "从右至左标志(RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "开始从左至右嵌入(LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "开始从右至左嵌入(RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "开始从左至右强制(LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "开始从右至左强制(RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "退出方向格式化(PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "阿拉伯字母标记(ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "从左至右隔离(LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "从右至左隔离(RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "第一个强隔离(FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "退出方向隔离(PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "零宽连接符(ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "零宽非连接符(ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "文字连接符(WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "软连字符(SHY)" - -msgid "Text Writing Direction" -msgstr "文本书写方向" - -msgid "Display Control Characters" -msgstr "显示控制字符" - -msgid "Insert Control Character" -msgstr "插入控制字符" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "如果启用了 “Exp Edit”,则 “Min Value” 必须大于 0。" @@ -15592,8 +16509,17 @@ msgstr "" "SubViewportContainer 的默认鼠标指针形状无效。\n" "请考虑保持默认的 `CURSOR_ARROW`。" -msgid "(Other)" -msgstr "(其他)" +msgid "" +"This node was an instance of scene '%s', which was no longer available when " +"this scene was loaded." +msgstr "该节点是场景“%s”的实例,加载当前场景时该场景不可用。" + +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"保存当前场景会丢弃实例及其所有属性,包括对可编辑子节点的更改(如果启用了子节点" +"可编辑)。" msgid "" "This node was saved as class type '%s', which was no longer available when " @@ -15607,6 +16533,9 @@ msgstr "" "原始节点中的数据将保留为占位符,直到此类型的节点再次可用。因此,它可以安全地重" "新保存,而不会有数据丢失的风险。" +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "无法识别的缺失节点。详情见场景依赖项错误。" + msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index c4ac63a39c5..52527b6f87e 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -1222,6 +1222,9 @@ msgstr "警告" msgid "Line and column numbers." msgstr "行號與列號。" +msgid "Indentation" +msgstr "縮排" + msgid "Method in target node must be specified." msgstr "必須指定目標節點方法。" @@ -1819,9 +1822,6 @@ msgstr "資料夾名稱為空。" msgid "Thanks from the Godot community!" msgstr "Godot 社群感謝你!" -msgid "Click to copy." -msgstr "按一下以複製。" - msgid "Godot Engine contributors" msgstr "Godot Engine 貢獻者" @@ -3590,9 +3590,6 @@ msgstr "節點" msgid "History" msgstr "歷史記錄" -msgid "Expand Bottom Panel" -msgstr "展開底部面板" - msgid "Output" msgstr "輸出" @@ -3645,9 +3642,6 @@ msgstr "重新載入" msgid "Resave" msgstr "重新儲存" -msgid "Create Version Control Metadata..." -msgstr "建立版本控管 Metadata..." - msgid "Version Control Settings..." msgstr "版本控制系統設定..." @@ -4462,21 +4456,6 @@ msgstr "管理匯出樣板" msgid "Export With Debug" msgstr "以偵錯模式匯出" -msgid "Disable FBX & Restart" -msgstr "不啟用FBX並重新啟動" - -msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" -"\n" -"The editor will restart as importers are registered when the editor starts." -msgstr "" -"關掉這個對話框會不啟用FBX匯入器。\n" -"你可以重新在專案設定的 Filesystem > Import > FBX > Enabled 這樣重新啟用\n" -"\n" -"這個編輯器會重啟,因為導入器已經在編輯器開啟時註冊。" - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF執行檔的路徑是空的。" @@ -4492,13 +4471,6 @@ msgstr "無效的FBX2glTF執行檔。" msgid "Configure FBX Importer" msgstr "設定FBX匯入" -msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" -msgstr "" -"需要FBX2glTF來導入FBX檔案。\n" -"請下載並提供有效的執行檔路徑:" - msgid "Click this link to download FBX2glTF" msgstr "點擊這個連結以下載FBX2glTF" @@ -4813,6 +4785,9 @@ msgstr "自群組中移除" msgid "Global" msgstr "全域" +msgid "Expand Bottom Panel" +msgstr "展開底部面板" + msgid "Move" msgstr "移動" @@ -6814,12 +6789,6 @@ msgstr "相對吸附" msgid "Use Pixel Snap" msgstr "使用像素吸附" -msgid "Smart Snapping" -msgstr "智慧型吸附" - -msgid "Configure Snap..." -msgstr "設定吸附..." - msgid "Snap to Parent" msgstr "吸附至父級" @@ -6838,6 +6807,12 @@ msgstr "吸附至其他節點" msgid "Snap to Guides" msgstr "吸附至參考線" +msgid "Smart Snapping" +msgstr "智慧型吸附" + +msgid "Configure Snap..." +msgstr "設定吸附..." + msgid "Lock selected node, preventing selection and movement." msgstr "鎖定選定的節點,防止選擇和移動。" @@ -8161,6 +8136,9 @@ msgstr "檢視環境" msgid "View Gizmos" msgstr "檢視 Gizmo" +msgid "View Grid" +msgstr "顯示網格" + msgid "View Information" msgstr "檢視資訊" @@ -8414,9 +8392,6 @@ msgstr "4 個檢視區" msgid "View Origin" msgstr "顯示原點" -msgid "View Grid" -msgstr "顯示網格" - msgid "Settings..." msgstr "設定..." @@ -8630,9 +8605,6 @@ msgstr "處理輸出#" msgid "Handle Tilt #" msgstr "處理傾斜#" -msgid "Set Curve Point Position" -msgstr "設定曲線控制點位置" - msgid "Set Curve Out Position" msgstr "設定曲線外控制點位置" @@ -8660,6 +8632,9 @@ msgstr "重置頂點傾斜" msgid "Split Segment (in curve)" msgstr "拆分線段(在曲線中)" +msgid "Set Curve Point Position" +msgstr "設定曲線控制點位置" + msgid "Move Joint" msgstr "移動關節" @@ -8962,15 +8937,15 @@ msgstr "上一個歷史記錄" msgid "History Next" msgstr "下一個歷史記錄" -msgid "Theme" -msgstr "主題" - msgid "Import Theme..." msgstr "匯入主題..." msgid "Reload Theme" msgstr "重新載入主題" +msgid "Theme" +msgstr "主題" + msgid "Save Theme" msgstr "儲存主題" @@ -9085,9 +9060,6 @@ msgstr "選擇顏色" msgid "Folding" msgstr "折疊" -msgid "Indentation" -msgstr "縮排" - msgid "Uppercase" msgstr "大寫" @@ -9393,12 +9365,6 @@ msgstr "無法載入圖片" msgid "ERROR: Couldn't load frame resource!" msgstr "錯誤:無法載入影格資源!" -msgid "Resource clipboard is empty or not a texture!" -msgstr "資源剪貼簿為空或非紋理貼圖!" - -msgid "Paste Frame" -msgstr "貼上影格" - msgid "Add Empty" msgstr "新增空白" @@ -9450,9 +9416,6 @@ msgstr "自 Sprite 表新增影格" msgid "Delete Frame" msgstr "刪除影格" -msgid "Copy Frame" -msgstr "複製影格" - msgid "Insert Empty (Before Selected)" msgstr "在選擇前面插入空白" @@ -13549,13 +13512,6 @@ msgstr "生成" msgid "Replicate" msgstr "複製" -msgid "" -"Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." -msgstr "" -"請使用上面的選項添加屬性或\n" -"將屬性從屬性面板中拖放到這裡。" - msgid "Please select a MultiplayerSynchronizer first." msgstr "請先選擇一個 MultiplayerSynchronizer。" @@ -14593,6 +14549,70 @@ msgstr "" "每個場景(或實體化的場景集)中僅允許一個可見的 CanvasModulate。\n" "當有多於一個時,它們當中只有一個會生效。至於是哪一個則未定。" +msgid "" +"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"CPUParticles2D 動畫需要使用有啟用「Particles Animation(粒子動畫)」的 " +"CanvasItemMaterial。" + +msgid "" +"A material to process the particles is not assigned, so no behavior is " +"imprinted." +msgstr "尚未指定要處理粒子的材料,故未產生任何行為。" + +msgid "" +"Particles2D animation requires the usage of a CanvasItemMaterial with " +"\"Particles Animation\" enabled." +msgstr "" +"Particles2D 動畫需要使用開啟了「Particles Animation(粒子動畫)」的 " +"CanvasItemMaterial。" + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "粒子軌跡僅在使用 Forward+ 或 Mobile 算繪後端時可用。" + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "使用 GL 相容性算繪後端時,粒子子發射器不可用。" + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "有光照形狀的紋理必須提供「Texture」(紋理)屬性。" + +msgid "" +"An occluder polygon must be set (or drawn) for this occluder to take effect." +msgstr "該遮光體必須要有設定(或繪製)遮光體形狀才會有作用。" + +msgid "The occluder polygon for this occluder is empty. Please draw a polygon." +msgstr "遮光體無遮光體多邊形。請先繪製一個多邊形。" + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "NavigationAgent2D 只能在繼承Node2D 的父節點下使用。" + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "NavigationLink2D 的開始位置應與結束位置不同,才能發揮作用。" + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"必須先在該節點上設定或建立 NavigationPolygon 才可以使用。請設定屬性或繪製多邊" +"形。" + +msgid "" +"ParallaxLayer node only works when set as child of a ParallaxBackground node." +msgstr "ParallaxLayer 節點僅在當其被設為 ParallaxBackground 的子節點時有效。" + +msgid "PathFollow2D only works when set as a child of a Path2D node." +msgstr "PathFollow2D 僅在其為 Path2D 的子節點時有效。" + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -14636,35 +14656,6 @@ msgstr "" "基於多邊形的形狀不應該被 CollisionShape2D 節點直接使用或編輯。請使用 " "CollisionPolygon2D 節點。" -msgid "" -"CPUParticles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"CPUParticles2D 動畫需要使用有啟用「Particles Animation(粒子動畫)」的 " -"CanvasItemMaterial。" - -msgid "" -"A material to process the particles is not assigned, so no behavior is " -"imprinted." -msgstr "尚未指定要處理粒子的材料,故未產生任何行為。" - -msgid "" -"Particles2D animation requires the usage of a CanvasItemMaterial with " -"\"Particles Animation\" enabled." -msgstr "" -"Particles2D 動畫需要使用開啟了「Particles Animation(粒子動畫)」的 " -"CanvasItemMaterial。" - -msgid "" -"Particle trails are only available when using the Forward+ or Mobile " -"rendering backends." -msgstr "粒子軌跡僅在使用 Forward+ 或 Mobile 算繪後端時可用。" - -msgid "" -"Particle sub-emitters are not available when using the GL Compatibility " -"rendering backend." -msgstr "使用 GL 相容性算繪後端時,粒子子發射器不可用。" - msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node A 與 Node B 必須為 PhysicsBody2D" @@ -14680,41 +14671,6 @@ msgstr "Joint 未連結至 2 個 PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Node A 與 Node B 必須為不同的 PhysicsBody2D" -msgid "" -"A texture with the shape of the light must be supplied to the \"Texture\" " -"property." -msgstr "有光照形狀的紋理必須提供「Texture」(紋理)屬性。" - -msgid "" -"An occluder polygon must be set (or drawn) for this occluder to take effect." -msgstr "該遮光體必須要有設定(或繪製)遮光體形狀才會有作用。" - -msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "遮光體無遮光體多邊形。請先繪製一個多邊形。" - -msgid "" -"The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "NavigationAgent2D 只能在繼承Node2D 的父節點下使用。" - -msgid "" -"NavigationLink2D start position should be different than the end position to " -"be useful." -msgstr "NavigationLink2D 的開始位置應與結束位置不同,才能發揮作用。" - -msgid "" -"A NavigationMesh resource must be set or created for this node to work. " -"Please set a property or draw a polygon." -msgstr "" -"必須先在該節點上設定或建立 NavigationPolygon 才可以使用。請設定屬性或繪製多邊" -"形。" - -msgid "" -"ParallaxLayer node only works when set as child of a ParallaxBackground node." -msgstr "ParallaxLayer 節點僅在當其被設為 ParallaxBackground 的子節點時有效。" - -msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "PathFollow2D 僅在其為 Path2D 的子節點時有效。" - msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -14743,13 +14699,13 @@ msgstr "" "對 RigidBody2D 大小的修改,將會在運行時被物理引擎所覆蓋。\n" "建議修改子節點的碰撞體形狀大小。" -msgid "Path property must point to a valid Node2D node to work." -msgstr "路徑屬性必須指向一個有效的 Node2D 才可用。" - msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "除非指定 Shape2D,否則該節點不能與其他物件交互作用。" +msgid "Path property must point to a valid Node2D node to work." +msgstr "路徑屬性必須指向一個有效的 Node2D 才可用。" + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "該 Bone2D 鏈必須以 Skeleton2D 節點結尾。" @@ -14799,72 +14755,6 @@ msgid "" "attach this node." msgstr "BoneAttachment3D 節點未綁定至任何骨骼!請選擇一個骨骼來連接此節點。" -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" -"該節點無形狀,故無法與其他物件碰撞或互動。\n" -"建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" - -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"在縮放不一致的情況下,此節點可能無法按預期運作。\n" -"請使其縮放比例一致(即所有軸上都相同),並改為更改子碰撞形狀的大小。" - -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" -"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點使" -"用。" - -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "空白的 CollisionPolygon2D 不會產生任何碰撞效果。" - -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"非縮放一致的碰撞多邊形 3D 節點可能無法按預期運作。\n" -"請使其縮放比例一致(即在所有軸上都相同),並改為更改其多邊形的頂點。" - -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" -"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點使" -"用以提供形狀。" - -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "CollisionShape 必須被賦予形狀才能運作。請先建立形狀資源。" - -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "WorldBoundaryShape3D 不支援靜態模式以外的 RigidBody3D。" - -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"非縮放一致的 CollisionShape3D 節點可能無法按預期運作。\n" -"請使其縮放比例一致(即在所有軸上都相同),並更改其形狀資源的大小。" - msgid "Nothing is visible because no mesh has been assigned." msgstr "由於尚未指定網格,未顯示任何東西。" @@ -14953,21 +14843,6 @@ msgstr "" "成任何碰撞。\n" "要解決此問題,請在烘培 Mask屬性中至少啟用一個位元。" -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A 與 Node B 必須為 PhysicsBody3D" - -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A 必須為 PhysicsBody3D" - -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B 必須為 PhysicsBody3D" - -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint 尚未連結至任何 PhysicsBody3D" - -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A 與 Node B 必須為不同的 PhysicsBody3D" - msgid "A light's scale does not affect the visual size of the light." msgstr "光源的縮放不會影響燈光的視覺尺寸。" @@ -15076,6 +14951,87 @@ msgstr "" "PathFollow3D 的 ROTATION_ORIENTED 需要在其父節點的Path3D的 Curve 資源內啟用" "「Up Vector」。" +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"該節點無形狀,故無法與其他物件碰撞或互動。\n" +"建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"在縮放不一致的情況下,此節點可能無法按預期運作。\n" +"請使其縮放比例一致(即所有軸上都相同),並改為更改子碰撞形狀的大小。" + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" +"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點使" +"用。" + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "空白的 CollisionPolygon2D 不會產生任何碰撞效果。" + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"非縮放一致的碰撞多邊形 3D 節點可能無法按預期運作。\n" +"請使其縮放比例一致(即在所有軸上都相同),並改為更改其多邊形的頂點。" + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" +"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點使" +"用以提供形狀。" + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "CollisionShape 必須被賦予形狀才能運作。請先建立形狀資源。" + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "WorldBoundaryShape3D 不支援靜態模式以外的 RigidBody3D。" + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"非縮放一致的 CollisionShape3D 節點可能無法按預期運作。\n" +"請使其縮放比例一致(即在所有軸上都相同),並更改其形狀資源的大小。" + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A 與 Node B 必須為 PhysicsBody3D" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A 必須為 PhysicsBody3D" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B 必須為 PhysicsBody3D" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint 尚未連結至任何 PhysicsBody3D" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A 與 Node B 必須為不同的 PhysicsBody3D" + msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -15084,6 +15040,22 @@ msgstr "" "對 RigidBody3D 尺寸的修改將會在運作時被物理引擎所覆蓋。\n" "請改為修改子節點的碰撞形狀的尺寸。" +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "除非指定 Shape3D,否則該節點不能與其他物件互動。" + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "ShapeCast3D 不支援 ConcavePolygonShape3D。將無法報告碰撞。" + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D旨在為 VehicleBody3D提供 Wheel System。請將其作為 VehicleBody3D" +"的子節點。" + msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15096,15 +15068,6 @@ msgid "" msgstr "" "「Remote Path」屬性必須指向一個有效的 Node3D 或 Node3D 衍生之節點才可運作。" -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "除非指定 Shape3D,否則該節點不能與其他物件互動。" - -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "ShapeCast3D 不支援 ConcavePolygonShape3D。將無法報告碰撞。" - msgid "This body will be ignored until you set a mesh." msgstr "該形體在設定網格前都將被忽略。" @@ -15115,20 +15078,6 @@ msgstr "" "必須先為「Frames」屬性建立或設定 SpriteFrames 資源以令 AnimatedSprite3D 顯示影" "格。" -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D旨在為 VehicleBody3D提供 Wheel System。請將其作為 VehicleBody3D" -"的子節點。" - -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"目前 GL Compatibility 後端尚不支援 VisibleOnScreenNotifier3D 節點。將在後續版" -"本中加入。" - msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" @@ -15229,52 +15178,12 @@ msgid "" "set to true." msgstr "ButtonGroup 的目的是只用於那些將 toggle_mode 設置為 true 的按鈕。" -msgid "New Code Region" -msgstr "新建程式碼區域" - msgid "Copy this constructor in a script." msgstr "複製腳本中此建構式。" -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "輸入十六進位碼(“#ff0000”)或顏色名稱(“red”)。" - -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"色彩: #%s\n" -"滑鼠左鍵:設定色彩\n" -"滑鼠右鍵:刪除預設設定" - -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"色彩: #%s\n" -"左鍵點擊:設定色彩" - -msgid "Pick a color from the screen." -msgstr "從螢幕上選擇一種顏色。" - -msgid "Pick a color from the application window." -msgstr "從應用程式視窗中選擇一種顏色。" - -msgid "Select a picker shape." -msgstr "選擇選取器形狀。" - -msgid "Select a picker mode." -msgstr "選擇選取氣模式。" - msgid "Switch between hexadecimal and code values." msgstr "在 16 進位與代碼值之間切換。" -msgid "Hex code or named color" -msgstr "十六進位碼或顏色名稱" - -msgid "Add current color as a preset." -msgstr "將目前的顏色加入預設設定。" - msgid "" "Container by itself serves no purpose unless a script configures its children " "placement behavior.\n" @@ -15299,12 +15208,6 @@ msgstr "改變控件的Z索引只影響繪圖順序,不影響輸入事件的 msgid "Alert!" msgstr "警告!" -msgid "You don't have permission to access contents of this folder." -msgstr "你無權存取此資料夾的內容。" - -msgid "Invalid extension, or empty filename." -msgstr "無效的副檔名,或空白的檔名。" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15313,95 +15216,11 @@ msgstr "" "請注意,GraphEdit 和 GraphNode 將在未來的 4.x 版本中進行重構,會涉及大量破壞相" "容性的 API 更改。" -msgid "Toggle the visual grid." -msgstr "顯示/取消可視網格。" - -msgid "Toggle snapping to the grid." -msgstr "開啟/關閉網格吸附。" - -msgid "Change the snapping distance." -msgstr "修改吸附距離。" - -msgid "Toggle the graph minimap." -msgstr "開關迷你地圖。。" - -msgid "Automatically arrange selected nodes." -msgstr "自動排列所選節點。" - msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." msgstr "當前字體不支援算繪該標籤字串中使用的一個或多個字元。" -msgid "Same as Layout Direction" -msgstr "與佈局方向一致" - -msgid "Auto-Detect Direction" -msgstr "自動檢測方向" - -msgid "Left-to-Right" -msgstr "由左至右" - -msgid "Right-to-Left" -msgstr "由右至左" - -msgid "Left-to-Right Mark (LRM)" -msgstr "由左至右標記(LRM)" - -msgid "Right-to-Left Mark (RLM)" -msgstr "由右至左標記(RLM)" - -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "開始由左至右嵌入(LRE)" - -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "開始由右至左嵌入(RLE)" - -msgid "Start of Left-to-Right Override (LRO)" -msgstr "開始由左至右強制(LRO)" - -msgid "Start of Right-to-Left Override (RLO)" -msgstr "開始由右至左強制(RLO)" - -msgid "Pop Direction Formatting (PDF)" -msgstr "離開方向格式化(PDF)" - -msgid "Arabic Letter Mark (ALM)" -msgstr "阿拉伯字父標記(ALM)" - -msgid "Left-to-Right Isolate (LRI)" -msgstr "由左至右隔離(LRI)" - -msgid "Right-to-Left Isolate (RLI)" -msgstr "由右至左隔離(RLI)" - -msgid "First Strong Isolate (FSI)" -msgstr "第一個強隔離(FSI)" - -msgid "Pop Direction Isolate (PDI)" -msgstr "離開方向隔離(PDI)" - -msgid "Zero-Width Joiner (ZWJ)" -msgstr "零寬度連接符(ZWJ)" - -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "零寬度非連接符(ZWNJ)" - -msgid "Word Joiner (WJ)" -msgstr "文字連接符(WJ)" - -msgid "Soft Hyphen (SHY)" -msgstr "軟連字元(SHY)" - -msgid "Text Writing Direction" -msgstr "文字書寫方向" - -msgid "Display Control Characters" -msgstr "顯示控制字元" - -msgid "Insert Control Character" -msgstr "插入控制字元" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "若啟用「Exp Edit」,則「Min Value」必須大於 0。" @@ -15428,9 +15247,6 @@ msgstr "" "SubViewportContainer 的預設滑鼠指標形狀無效。\n" "請考慮保持預設的 『CURSOR_ARROW』。" -msgid "(Other)" -msgstr "(其它)" - msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." diff --git a/editor/translations/extractable/af.po b/editor/translations/extractable/af.po new file mode 100644 index 00000000000..1b73e4770cb --- /dev/null +++ b/editor/translations/extractable/af.po @@ -0,0 +1,88 @@ +# Afrikaans translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-11-19 00:26+0000\n" +"Last-Translator: Mad Murdock \n" +"Language-Team: Afrikaans \n" +"Language: af\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.2\n" + +msgid "Open" +msgstr "Oop" + +msgid "All Recognized" +msgstr "Alle Erkende" + +msgid "Open a File" +msgstr "Open 'n Lêer" + +msgid "Open File(s)" +msgstr "Open Lêer(s)" + +msgid "Open a Directory" +msgstr "Open 'n Gids" + +msgid "Open a File or Directory" +msgstr "Open 'n Lêer of Gids" + +msgid "Save" +msgstr "Stoor" + +msgid "Save a File" +msgstr "Stoor 'n Lêer" + +msgid "Path:" +msgstr "Pad:" + +msgid "Directories & Files:" +msgstr "Gidse & Lêers:" + +msgid "File:" +msgstr "Lêer:" + +msgid "Create Folder" +msgstr "Skep Vouer" + +msgid "Name:" +msgstr "Naam:" + +msgid "Could not create folder." +msgstr "Kon nie vouer skep nie." + +msgid "Zoom Out" +msgstr "Zoem Uit" + +msgid "Zoom In" +msgstr "Zoem In" + +msgid "Cut" +msgstr "Sny" + +msgid "Copy" +msgstr "Kopieer" + +msgid "Paste" +msgstr "Plak" + +msgid "Select All" +msgstr "Kies alles" + +msgid "Clear" +msgstr "Vee uit" + +msgid "Undo" +msgstr "Ongedaan Maak" + +msgid "Redo" +msgstr "Oordoen" diff --git a/editor/translations/extractable/ar.po b/editor/translations/extractable/ar.po new file mode 100644 index 00000000000..26f8c8db772 --- /dev/null +++ b/editor/translations/extractable/ar.po @@ -0,0 +1,238 @@ +# Arabic translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-03-02 14:19+0000\n" +"Last-Translator: بسام العوفي \n" +"Language-Team: Arabic \n" +"Language: ar\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " +"n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "مثال: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d عنصر" +msgstr[1] "%d عنصر" +msgstr[2] "%d عنصران" +msgstr[3] "%d عناصر" +msgstr[4] "%d عناصر" +msgstr[5] "%d عناصر" + +msgid "New Code Region" +msgstr "منطقة الكود الجديدة" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"اللون: #%s\n" +"الزر الأيسر للفأرة: تطبيق اللون\n" +"الزر الأيمن للفأرة: إزالة اللون المعد مسبقا" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"اللون: #%s\n" +"الزر الأيسر للفأرة (LMB): تطبيق اللون" + +msgid "Pick a color from the screen." +msgstr "اختر لونًا من الشاشة." + +msgid "Pick a color from the application window." +msgstr "اختر لونًا من نافذة التطبيق." + +msgid "Select a picker shape." +msgstr "اختر شكل الملقاط." + +msgid "Select a picker mode." +msgstr "اختر حالة الملقاط." + +msgid "Hex code or named color" +msgstr "رمز سداسي عشري أو لون مسمى" + +msgid "Add current color as a preset." +msgstr "أضف اللون الحالي كإعداد مسبق." + +msgid "Network" +msgstr "الشبكة" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"الملف \"%s\" موجود سلفاً.\n" +"هل ترغب بأستبدالهِ بهذا الملف؟" + +msgid "Open" +msgstr "افتح" + +msgid "Select Current Folder" +msgstr "تحديد المجلد الحالي" + +msgid "Select This Folder" +msgstr "حدد هذا المجلد" + +msgid "You don't have permission to access contents of this folder." +msgstr "ليس لديك إذن للوصول إلى محتويات هذا المجلد." + +msgid "All Recognized" +msgstr "جميع الأنواع المعتمدة\"المعروفة\"" + +msgid "All Files" +msgstr "كل الملفات" + +msgid "Open a File" +msgstr "فتح ملف" + +msgid "Open File(s)" +msgstr "فتح الملفات" + +msgid "Open a Directory" +msgstr "افتح مجلدا" + +msgid "Open a File or Directory" +msgstr "افتح ملفا أو مجلدا" + +msgid "Save" +msgstr "حفظ" + +msgid "Save a File" +msgstr "حفظ ملف" + +msgid "Go to previous folder." +msgstr "إرجع إلي المجلد السابق." + +msgid "Go to next folder." +msgstr "إذهب إلي المجلد التالي." + +msgid "Go to parent folder." +msgstr "إذهب إلي مجلد الأصل." + +msgid "Path:" +msgstr "المسار:" + +msgid "Refresh files." +msgstr "حَدِّث الملفات." + +msgid "Toggle the visibility of hidden files." +msgstr "إظهار/إخفاء الملفات المخفية." + +msgid "Directories & Files:" +msgstr "المجلدات والملفات:" + +msgid "File:" +msgstr "الملف:" + +msgid "Create Folder" +msgstr "أنشئ مجلد" + +msgid "Name:" +msgstr "الاسم:" + +msgid "Could not create folder." +msgstr "لا يمكن إنشاء المجلد." + +msgid "Invalid extension, or empty filename." +msgstr "ملحق غير صالح، أو اسم ملف فارغ." + +msgid "Zoom Out" +msgstr "تصغير" + +msgid "Zoom Reset" +msgstr "إعادة تعيين التكبير" + +msgid "Zoom In" +msgstr "تكبير" + +msgid "Toggle the visual grid." +msgstr "إظهار/إخفاء الشبكة المرئية." + +msgid "Toggle snapping to the grid." +msgstr "تفعيل المحاذاة إلى الشبكة." + +msgid "Change the snapping distance." +msgstr "تغيير مسافة الالتقاط." + +msgid "Toggle the graph minimap." +msgstr "تبديل الخريطة المصغرة للرسم البياني." + +msgid "Automatically arrange selected nodes." +msgstr "ترتيب العقد المحددة تلقائيًا." + +msgid "Same as Layout Direction" +msgstr "نفس اتجاه التخطيط" + +msgid "Auto-Detect Direction" +msgstr "الكشف التلقائي عن الاتجاه" + +msgid "Left-to-Right" +msgstr "من اليسار إلى اليمين" + +msgid "Right-to-Left" +msgstr "من اليمين إلى اليسار" + +msgid "Left-to-Right Mark (LRM)" +msgstr "العلامة من اليسار إلى اليمين (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "العلامة من اليمين إلى اليسار (RLM)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "علامة الحروف العربية (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "عزل من اليسار إلى اليمين (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "عزل من اليمين إلى اليسار (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "أول عزلة قوية (FSI)" + +msgid "Cut" +msgstr "قص" + +msgid "Copy" +msgstr "نسخ" + +msgid "Paste" +msgstr "لصق" + +msgid "Select All" +msgstr "تحديد الكل" + +msgid "Clear" +msgstr "مسح" + +msgid "Undo" +msgstr "تراجع" + +msgid "Redo" +msgstr "إلغاء التراجع" + +msgid "Text Writing Direction" +msgstr "اتجاه كتابة النص" + +msgid "Display Control Characters" +msgstr "عرض أحرف التحكم" + +msgid "Insert Control Character" +msgstr "إدراج حرف التحكم" + +msgid "(Other)" +msgstr "(آخر)" diff --git a/editor/translations/extractable/bg.po b/editor/translations/extractable/bg.po new file mode 100644 index 00000000000..1cc029d41f8 --- /dev/null +++ b/editor/translations/extractable/bg.po @@ -0,0 +1,118 @@ +# Bulgarian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-07-17 09:43+0000\n" +"Last-Translator: 100daysummer \n" +"Language-Team: Bulgarian \n" +"Language: bg\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.0-dev\n" + +msgid "Network" +msgstr "Мрежа" + +msgid "Open" +msgstr "Отваряне" + +msgid "Select Current Folder" +msgstr "Избиране на текущата папка" + +msgid "Select This Folder" +msgstr "Избиране на тази папка" + +msgid "All Recognized" +msgstr "Всички разпознати" + +msgid "Open a File" +msgstr "Отваряне на файл" + +msgid "Open File(s)" +msgstr "Отваряне на файл(ове)" + +msgid "Open a Directory" +msgstr "Отваряне на папка" + +msgid "Open a File or Directory" +msgstr "Отваряне на файл или папка" + +msgid "Save" +msgstr "Запазване" + +msgid "Save a File" +msgstr "Запазване на файл" + +msgid "Go to previous folder." +msgstr "Преминаване към горната папка." + +msgid "Go to next folder." +msgstr "Преминаване към горната папка." + +msgid "Go to parent folder." +msgstr "Преминаване към горната папка." + +msgid "Path:" +msgstr "Път:" + +msgid "Refresh files." +msgstr "Опресняване на файловете." + +msgid "Toggle the visibility of hidden files." +msgstr "Превключване на видимостта на скритите файлове." + +msgid "Directories & Files:" +msgstr "Папки и файлове:" + +msgid "File:" +msgstr "Файл:" + +msgid "Create Folder" +msgstr "Създаване на папка" + +msgid "Name:" +msgstr "Име:" + +msgid "Could not create folder." +msgstr "Папката не може да бъде създадена." + +msgid "Zoom Out" +msgstr "Отдалечаване" + +msgid "Zoom Reset" +msgstr "Връщане на оригиналния мащаб" + +msgid "Zoom In" +msgstr "Приближаване" + +msgid "Cut" +msgstr "Изрязване" + +msgid "Copy" +msgstr "Копиране" + +msgid "Paste" +msgstr "Поставяне" + +msgid "Select All" +msgstr "Избиране на всичко" + +msgid "Clear" +msgstr "Изчистване" + +msgid "Undo" +msgstr "Отмяна" + +msgid "Redo" +msgstr "Повторение" + +msgid "(Other)" +msgstr "(Други)" diff --git a/editor/translations/extractable/bn.po b/editor/translations/extractable/bn.po new file mode 100644 index 00000000000..b70ac563b1e --- /dev/null +++ b/editor/translations/extractable/bn.po @@ -0,0 +1,91 @@ +# Bengali translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-26 06:01+0000\n" +"Last-Translator: Rakib Ryan \n" +"Language-Team: Bengali \n" +"Language: bn\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Open" +msgstr "খুলুন" + +msgid "All Recognized" +msgstr "সব ফাইল পরিচিতি সম্পন্ন" + +msgid "Open a File" +msgstr "একটি ফাইল খুলুন" + +msgid "Open File(s)" +msgstr "এক বা একাধিক ফাইল খুলুন" + +msgid "Open a Directory" +msgstr "পথ/ডিরেক্টরি খুলুন" + +msgid "Open a File or Directory" +msgstr "ফাইল বা পথ/ডিরেক্টরি খুলুন" + +msgid "Save" +msgstr "সংরক্ষন করুন" + +msgid "Save a File" +msgstr "ফাইল সংরক্ষন করুন" + +msgid "Path:" +msgstr "পথ:" + +msgid "Directories & Files:" +msgstr "পথ এবং ফাইল:" + +msgid "File:" +msgstr "ফাইল:" + +msgid "Create Folder" +msgstr "ফোল্ডার তৈরি করুন" + +msgid "Name:" +msgstr "নাম:" + +msgid "Could not create folder." +msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" + +msgid "Zoom Out" +msgstr "সংকুচিত করুন (জুম্ আউট)" + +msgid "Zoom In" +msgstr "সম্প্রসারিত করুন (জুম্ ইন)" + +msgid "Cut" +msgstr "কর্তন/কাট করুন" + +msgid "Copy" +msgstr "প্রতিলিপি/কপি করুন" + +msgid "Paste" +msgstr "প্রতিলেপন/পেস্ট করুন" + +msgid "Select All" +msgstr "সবগুলি বাছাই করুন" + +msgid "Clear" +msgstr "পরিস্কার করুন/ক্লীয়ার" + +msgid "Undo" +msgstr "সাবেক অবস্থায় যান/আনডু" + +msgid "Redo" +msgstr "পুনরায় করুন" + +msgid "(Other)" +msgstr "(অন্যান্য)" diff --git a/editor/translations/extractable/ca.po b/editor/translations/extractable/ca.po new file mode 100644 index 00000000000..adea9def755 --- /dev/null +++ b/editor/translations/extractable/ca.po @@ -0,0 +1,126 @@ +# Catalan translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-01-16 18:10+0000\n" +"Last-Translator: bene toff \n" +"Language-Team: Catalan \n" +"Language: ca\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Exemple: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d element" +msgstr[1] "%d elements" + +msgid "Network" +msgstr "Xarxa" + +msgid "Open" +msgstr "Obre" + +msgid "Select Current Folder" +msgstr "Selecciona el Directori Actual" + +msgid "Select This Folder" +msgstr "Seleccionar aquest Directori" + +msgid "All Recognized" +msgstr "Tots Reconeguts" + +msgid "Open a File" +msgstr "Obre un Fitxer" + +msgid "Open File(s)" +msgstr "Obre Fitxer(s)" + +msgid "Open a Directory" +msgstr "Obre un Directori" + +msgid "Open a File or Directory" +msgstr "Obre un Fitxer o Directori" + +msgid "Save" +msgstr "Desa" + +msgid "Save a File" +msgstr "Desa un Fitxer" + +msgid "Go to previous folder." +msgstr "Anar al directori anterior." + +msgid "Go to next folder." +msgstr "Anar al directori següent." + +msgid "Go to parent folder." +msgstr "Anar al directori pare." + +msgid "Path:" +msgstr "Camí:" + +msgid "Refresh files." +msgstr "Actualitzar fitxers." + +msgid "Toggle the visibility of hidden files." +msgstr "Commutar visibilitat dels fitxers ocults." + +msgid "Directories & Files:" +msgstr "Directoris i Fitxers:" + +msgid "File:" +msgstr "Fitxer:" + +msgid "Create Folder" +msgstr "Crea un Directori" + +msgid "Name:" +msgstr "Nom:" + +msgid "Could not create folder." +msgstr "No s'ha pogut crear el directori." + +msgid "Zoom Out" +msgstr "Allunya" + +msgid "Zoom Reset" +msgstr "Restablir zoom" + +msgid "Zoom In" +msgstr "Apropa" + +msgid "Cut" +msgstr "Talla" + +msgid "Copy" +msgstr "Copia" + +msgid "Paste" +msgstr "Enganxa" + +msgid "Select All" +msgstr "Selecciona-ho Tot" + +msgid "Clear" +msgstr "Neteja" + +msgid "Undo" +msgstr "Desfés" + +msgid "Redo" +msgstr "Refés" + +msgid "(Other)" +msgstr "(Altres)" diff --git a/editor/translations/extractable/cs.po b/editor/translations/extractable/cs.po new file mode 100644 index 00000000000..b35d58c138a --- /dev/null +++ b/editor/translations/extractable/cs.po @@ -0,0 +1,140 @@ +# Czech translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-28 10:05+0000\n" +"Last-Translator: Daniel Dušek \n" +"Language-Team: Czech \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Příklad: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d položka" +msgstr[1] "%d položky" +msgstr[2] "%d položek" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Barva: #%s\n" +"LMB: Nastavit barvu" + +msgid "Add current color as a preset." +msgstr "Přidat aktuální barvu jako předvolbu." + +msgid "Network" +msgstr "Síť" + +msgid "Open" +msgstr "Otevřít" + +msgid "Select Current Folder" +msgstr "Vybrat stávající složku" + +msgid "Select This Folder" +msgstr "Vybrat tuto složku" + +msgid "All Recognized" +msgstr "Všechny rozpoznatelné" + +msgid "All Files" +msgstr "Všechny soubory" + +msgid "Open a File" +msgstr "Otevřít soubor" + +msgid "Open File(s)" +msgstr "Otevřít soubor(y)" + +msgid "Open a Directory" +msgstr "Otevřít složku" + +msgid "Open a File or Directory" +msgstr "Otevřít soubor nebo složku" + +msgid "Save" +msgstr "Uložit" + +msgid "Save a File" +msgstr "Uložit soubor" + +msgid "Go to previous folder." +msgstr "Přejít do předchozí složky." + +msgid "Go to next folder." +msgstr "Přejít do další složky." + +msgid "Go to parent folder." +msgstr "Přejít do nadřazené složky." + +msgid "Path:" +msgstr "Cesta:" + +msgid "Refresh files." +msgstr "Obnovit soubory." + +msgid "Toggle the visibility of hidden files." +msgstr "Změnit viditelnost skrytých souborů." + +msgid "Directories & Files:" +msgstr "Složky a soubory:" + +msgid "File:" +msgstr "Soubor:" + +msgid "Create Folder" +msgstr "Vytvořit složku" + +msgid "Name:" +msgstr "Jméno:" + +msgid "Could not create folder." +msgstr "Nelze vytvořit složku." + +msgid "Zoom Out" +msgstr "Zmenšit" + +msgid "Zoom Reset" +msgstr "Obnovení lupy" + +msgid "Zoom In" +msgstr "Zvětšit" + +msgid "Cut" +msgstr "Vyjmout" + +msgid "Copy" +msgstr "Kopírovat" + +msgid "Paste" +msgstr "Vložit" + +msgid "Select All" +msgstr "Označit vše" + +msgid "Clear" +msgstr "Promazat" + +msgid "Undo" +msgstr "Zpět" + +msgid "Redo" +msgstr "Znovu" + +msgid "(Other)" +msgstr "(Ostatní)" diff --git a/editor/translations/extractable/cy.po b/editor/translations/extractable/cy.po new file mode 100644 index 00000000000..9d632bf6c84 --- /dev/null +++ b/editor/translations/extractable/cy.po @@ -0,0 +1,79 @@ +# Welsh translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2024-01-31 03:16+0000\n" +"Last-Translator: L Howells \n" +"Language-Team: Welsh \n" +"Language: cy\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=6; plural=(n==0) ? 0 : (n==1) ? 1 : (n==2) ? 2 : " +"(n==3) ? 3 :(n==6) ? 4 : 5;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Enghraifft: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d eitem" +msgstr[1] "%d eitem" +msgstr[2] "%d eitem" +msgstr[3] "%d eitem" +msgstr[4] "%d eitem" +msgstr[5] "%d eitem" + +msgid "Network" +msgstr "Rhwydwaith" + +msgid "Open" +msgstr "Agor" + +msgid "Save" +msgstr "Cadw" + +msgid "Path:" +msgstr "Llwybr:" + +msgid "File:" +msgstr "Ffeil:" + +msgid "Name:" +msgstr "Enw:" + +msgid "Left-to-Right" +msgstr "Chwith-i-Dde" + +msgid "Right-to-Left" +msgstr "Dde-i-Chwith" + +msgid "Cut" +msgstr "Torri" + +msgid "Copy" +msgstr "Copïo" + +msgid "Paste" +msgstr "Gludo" + +msgid "Select All" +msgstr "Dewis Popeth" + +msgid "Clear" +msgstr "Clirio" + +msgid "Undo" +msgstr "Dadwneud" + +msgid "Redo" +msgstr "Ailwneud" + +msgid "(Other)" +msgstr "(Arall)" diff --git a/editor/translations/extractable/da.po b/editor/translations/extractable/da.po new file mode 100644 index 00000000000..1f3799200ea --- /dev/null +++ b/editor/translations/extractable/da.po @@ -0,0 +1,97 @@ +# Danish translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-10 09:01+0000\n" +"Last-Translator: symegac <97731141+symegac@users.noreply.github.com>\n" +"Language-Team: Danish \n" +"Language: da\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Eksempel: %s" + +msgid "Open" +msgstr "Åben" + +msgid "Select Current Folder" +msgstr "Vælg nurværende mappe" + +msgid "Select This Folder" +msgstr "Vælg denne mappe" + +msgid "All Recognized" +msgstr "Alle Genkendte" + +msgid "Open a File" +msgstr "Åben en Fil" + +msgid "Open File(s)" +msgstr "Åben Fil(er)" + +msgid "Open a Directory" +msgstr "Åbn en Mappe" + +msgid "Open a File or Directory" +msgstr "Åben en Fil eller Mappe" + +msgid "Save" +msgstr "Gem" + +msgid "Save a File" +msgstr "Gem en Fil" + +msgid "Path:" +msgstr "Sti:" + +msgid "Directories & Files:" +msgstr "Mapper & Filer:" + +msgid "File:" +msgstr "Fil:" + +msgid "Create Folder" +msgstr "Opret Mappe" + +msgid "Name:" +msgstr "Navn:" + +msgid "Could not create folder." +msgstr "Kunne ikke oprette mappe." + +msgid "Zoom Out" +msgstr "Zoom Ud" + +msgid "Zoom In" +msgstr "Zoom Ind" + +msgid "Cut" +msgstr "Klippe" + +msgid "Copy" +msgstr "Kopier" + +msgid "Paste" +msgstr "Indsæt" + +msgid "Select All" +msgstr "Vælg alt" + +msgid "Clear" +msgstr "Ryd" + +msgid "Undo" +msgstr "Fortryd" + +msgid "Redo" +msgstr "Annuller Fortyd" diff --git a/editor/translations/extractable/de.po b/editor/translations/extractable/de.po new file mode 100644 index 00000000000..5d87c1bc5d3 --- /dev/null +++ b/editor/translations/extractable/de.po @@ -0,0 +1,266 @@ +# German translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-23 21:51+0000\n" +"Last-Translator: Cerno_b \n" +"Language-Team: German \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Beispiel: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d Element" +msgstr[1] "%d Elemente" + +msgid "New Code Region" +msgstr "Neue Code-Region" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Farbe: #%s\n" +"LMT: Farbe anwenden\n" +"RMT: Vorgabe entfernen" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Farbe: #%s\n" +"LMT: Farbe anwenden" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "Einen Hex-Code („#ff0000“) oder einen Farbnamen („red“) eingeben." + +msgid "Pick a color from the screen." +msgstr "Eine Farbe vom Bildschirm auswählen." + +msgid "Pick a color from the application window." +msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen." + +msgid "Select a picker shape." +msgstr "Auswahl-Geometrie wählen." + +msgid "Select a picker mode." +msgstr "Auswahlmodus wählen." + +msgid "Hex code or named color" +msgstr "Hex-Code oder Farbname" + +msgid "Add current color as a preset." +msgstr "Aktuelle Farbe als Vorgabe hinzufügen." + +msgid "Network" +msgstr "Netzwerk" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Datei „%s“ existiert bereits.\n" +"Soll sie überschrieben werden?" + +msgid "Open" +msgstr "Öffnen" + +msgid "Select Current Folder" +msgstr "Aktuellen Ordner auswählen" + +msgid "Select This Folder" +msgstr "Diesen Ordner auswählen" + +msgid "You don't have permission to access contents of this folder." +msgstr "Keine Berechtigung, um auf den Inhalt des Ordners zuzugreifen." + +msgid "All Recognized" +msgstr "Alle bekannte Dateitypen" + +msgid "All Files" +msgstr "Alle Dateien" + +msgid "Open a File" +msgstr "Datei öffnen" + +msgid "Open File(s)" +msgstr "Datei(en) öffnen" + +msgid "Open a Directory" +msgstr "Verzeichnis wählen" + +msgid "Open a File or Directory" +msgstr "Datei oder Verzeichnis öffnen" + +msgid "Save" +msgstr "Speichern" + +msgid "Save a File" +msgstr "Datei speichern" + +msgid "Go to previous folder." +msgstr "Zum vorherigen Ordner springen." + +msgid "Go to next folder." +msgstr "Zum nächsten Ordner springen." + +msgid "Go to parent folder." +msgstr "Zum Parent-Ordner springen." + +msgid "Path:" +msgstr "Pfad:" + +msgid "Refresh files." +msgstr "Dateien neu lesen." + +msgid "Toggle the visibility of hidden files." +msgstr "Versteckte Dateien ein-/ausblenden." + +msgid "Directories & Files:" +msgstr "Verzeichnisse und Dateien:" + +msgid "File:" +msgstr "Datei:" + +msgid "Create Folder" +msgstr "Ordner erstellen" + +msgid "Name:" +msgstr "Name:" + +msgid "Could not create folder." +msgstr "Ordner konnte nicht erstellt werden." + +msgid "Invalid extension, or empty filename." +msgstr "Ungültige Dateiendung oder leerer Dateiname." + +msgid "Zoom Out" +msgstr "Hinauszoomen" + +msgid "Zoom Reset" +msgstr "Zoom zurücksetzen" + +msgid "Zoom In" +msgstr "Hereinzoomen" + +msgid "Toggle the visual grid." +msgstr "Visuelles Raster ein-/ausschalten." + +msgid "Toggle snapping to the grid." +msgstr "Raster-Einrasten ein-/ausschalten." + +msgid "Change the snapping distance." +msgstr "Raster-Einrast-Abstand festlegen." + +msgid "Toggle the graph minimap." +msgstr "Graphenübersichtskarte ein-/ausschalten." + +msgid "Automatically arrange selected nodes." +msgstr "Automatisch ausgewählte Nodes anordnen." + +msgid "Same as Layout Direction" +msgstr "Wie Layout-Ausrichtung" + +msgid "Auto-Detect Direction" +msgstr "Automatische Ausrichtungserkennung" + +msgid "Left-to-Right" +msgstr "Links-nach-Rechts" + +msgid "Right-to-Left" +msgstr "Rechts-nach-Links" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Links-nach-Rechts Markierung (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Rechts-nach-Links Markierung (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Anfang von Links-nach-Rechts Einbettung (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Anfang von Rechts-nach-Links Einbettung (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Anfang von Links-nach-Rechts Überschrieb (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Anfang von Rechts-nach-Links Überschrieb (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Pop-Richtungsformatierung (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Arabische Buchstaben-Markierung (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Links-nach-Rechts Isolierer (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Rechts-nach-Links Isolierer (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Erstes starkes Isolate (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Pop-Richtung-Isolate (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Nullbreitenverbinder (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Nullbreitennichtverbinder (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Wortverbinder (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Weicher Bindestrich (SHY)" + +msgid "Cut" +msgstr "Ausschneiden" + +msgid "Copy" +msgstr "Kopieren" + +msgid "Paste" +msgstr "Einfügen" + +msgid "Select All" +msgstr "Alles auswählen" + +msgid "Clear" +msgstr "Löschen" + +msgid "Undo" +msgstr "Rückgängig" + +msgid "Redo" +msgstr "Wiederherstellen" + +msgid "Text Writing Direction" +msgstr "Schreibrichtung" + +msgid "Display Control Characters" +msgstr "Steuerzeichen anzeigen" + +msgid "Insert Control Character" +msgstr "Steuerzeichen eingeben" + +msgid "(Other)" +msgstr "(Andere)" diff --git a/editor/translations/extractable/el.po b/editor/translations/extractable/el.po new file mode 100644 index 00000000000..e4da3d9b86e --- /dev/null +++ b/editor/translations/extractable/el.po @@ -0,0 +1,124 @@ +# Greek translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-10-01 21:58+0000\n" +"Last-Translator: Marios1Gr \n" +"Language-Team: Greek \n" +"Language: el\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.1-dev\n" + +msgid "Example: %s" +msgstr "Παράδειγμα: %s" + +msgid "Add current color as a preset." +msgstr "Προσθήκη τρέχοντος χρώματος στα προκαθορισμένα." + +msgid "Network" +msgstr "Δίκτυο" + +msgid "Open" +msgstr "Άνοιγμα" + +msgid "Select Current Folder" +msgstr "Επιλογή τρέχοντα φακέλου" + +msgid "Select This Folder" +msgstr "Επιλογή αυτού του φακέλου" + +msgid "All Recognized" +msgstr "Όλα τα αναγνωρισμένα" + +msgid "Open a File" +msgstr "Άνοιγμα αρχείου" + +msgid "Open File(s)" +msgstr "Άνοιγμα αρχείου/-ων" + +msgid "Open a Directory" +msgstr "Άνοιγμα φακέλου" + +msgid "Open a File or Directory" +msgstr "Άνοιγμα αρχείου ή φακέλου" + +msgid "Save" +msgstr "Αποθήκευση" + +msgid "Save a File" +msgstr "Αποθήκευση αρχείου" + +msgid "Go to previous folder." +msgstr "Πήγαινε στον προηγούμενο φάκελο." + +msgid "Go to next folder." +msgstr "Πήγαινε στον επόμενο φάκελο." + +msgid "Go to parent folder." +msgstr "Πήγαινε στον γονικό φάκελο." + +msgid "Path:" +msgstr "Διαδρομή:" + +msgid "Refresh files." +msgstr "Ανανέωση αρχείων." + +msgid "Toggle the visibility of hidden files." +msgstr "Εναλλαγή ορατότητας κρυφών αρχείων." + +msgid "Directories & Files:" +msgstr "Φάκελοι & Αρχεία:" + +msgid "File:" +msgstr "Αρχείο:" + +msgid "Create Folder" +msgstr "Δημιουργία φακέλου" + +msgid "Name:" +msgstr "Όνομα:" + +msgid "Could not create folder." +msgstr "Αδύνατη η δημιουργία φακέλου." + +msgid "Zoom Out" +msgstr "Σμίκρυνση" + +msgid "Zoom Reset" +msgstr "Επαναφορά Μεγέθυνσης" + +msgid "Zoom In" +msgstr "Μεγέθυνση" + +msgid "Cut" +msgstr "Αποκοπή" + +msgid "Copy" +msgstr "Αντιγραφή" + +msgid "Paste" +msgstr "Επικόλληση" + +msgid "Select All" +msgstr "Επιλογή όλων" + +msgid "Clear" +msgstr "Εκκαθάριση" + +msgid "Undo" +msgstr "Αναίρεση" + +msgid "Redo" +msgstr "Ακύρωση αναίρεσης" + +msgid "(Other)" +msgstr "(Άλλο)" diff --git a/editor/translations/extractable/eo.po b/editor/translations/extractable/eo.po new file mode 100644 index 00000000000..b314f6e61ec --- /dev/null +++ b/editor/translations/extractable/eo.po @@ -0,0 +1,113 @@ +# Esperanto translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" +"Last-Translator: casuallyblue \n" +"Language-Team: Esperanto \n" +"Language: eo\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Open" +msgstr "Malfermi" + +msgid "Select Current Folder" +msgstr "Elekti kurantan dosierujon" + +msgid "Select This Folder" +msgstr "Elekti ĉi tiun dosierujon" + +msgid "All Recognized" +msgstr "Ĉiaj rekonaj dosiertipoj" + +msgid "Open a File" +msgstr "Malfermi dosieron" + +msgid "Open File(s)" +msgstr "Malfermi dosiero(j)n" + +msgid "Open a Directory" +msgstr "Malfermi dosierujon" + +msgid "Open a File or Directory" +msgstr "Malfermi dosieron aŭ dosierujon" + +msgid "Save" +msgstr "Konservi" + +msgid "Save a File" +msgstr "Konservi dosieron" + +msgid "Go to previous folder." +msgstr "Iri al antaŭa dosierujo." + +msgid "Go to next folder." +msgstr "Iri al sekva dosierujo." + +msgid "Go to parent folder." +msgstr "Iri al superdosierujo." + +msgid "Path:" +msgstr "Vojo:" + +msgid "Refresh files." +msgstr "Aktualigi dosieroj." + +msgid "Toggle the visibility of hidden files." +msgstr "Baskuli videblo de kaŝitaj dosieroj." + +msgid "Directories & Files:" +msgstr "Dosierujoj kaj dosieroj:" + +msgid "File:" +msgstr "Dosiero:" + +msgid "Create Folder" +msgstr "Krei dosierujon" + +msgid "Name:" +msgstr "Nomo:" + +msgid "Could not create folder." +msgstr "Ne povis krei dosierujon." + +msgid "Zoom Out" +msgstr "Malzomi" + +msgid "Zoom Reset" +msgstr "Rekomencigi zomon" + +msgid "Zoom In" +msgstr "Zomi" + +msgid "Cut" +msgstr "Eltondi" + +msgid "Copy" +msgstr "Kopii" + +msgid "Paste" +msgstr "Alglui" + +msgid "Select All" +msgstr "Elekti tutan" + +msgid "Clear" +msgstr "Vakigi" + +msgid "Undo" +msgstr "Malfari" + +msgid "Redo" +msgstr "Refari" + +msgid "(Other)" +msgstr "(Alia)" diff --git a/editor/translations/extractable/es.po b/editor/translations/extractable/es.po new file mode 100644 index 00000000000..8d816bc3929 --- /dev/null +++ b/editor/translations/extractable/es.po @@ -0,0 +1,267 @@ +# Spanish translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-03-04 14:32+0000\n" +"Last-Translator: Franco Ezequiel Ibañez \n" +"Language-Team: Spanish \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Ejemplo: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d ítem" +msgstr[1] "%d ítems" + +msgid "New Code Region" +msgstr "Nuevo Code Region" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Color: #%s\n" +"Clic Izq.: Aplicar color\n" +"Clic Der.: Eliminar Predeterminado" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Color: #%s\n" +"Clic Izq.: Aplicar color" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Introduce un código hexadecimal (\"#ff0000\") o un color con nombre (\"red\")." + +msgid "Pick a color from the screen." +msgstr "Selecciona un color de la pantalla." + +msgid "Pick a color from the application window." +msgstr "Elige un color en la ventana de la aplicación." + +msgid "Select a picker shape." +msgstr "Selecciona una forma de selección." + +msgid "Select a picker mode." +msgstr "Elige un modo de selección." + +msgid "Hex code or named color" +msgstr "Código hexadecimal o nombre del color" + +msgid "Add current color as a preset." +msgstr "Añadir el color actual como preset." + +msgid "Network" +msgstr "Red" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"El fichero \"%s\" ya existe.\n" +"¿Quieres sobrescribirlo?" + +msgid "Open" +msgstr "Abrir" + +msgid "Select Current Folder" +msgstr "Seleccionar Carpeta Actual" + +msgid "Select This Folder" +msgstr "Seleccionar Esta Carpeta" + +msgid "You don't have permission to access contents of this folder." +msgstr "No tienes permiso para acceder al contenido de esta carpeta." + +msgid "All Recognized" +msgstr "Todos Reconocidos" + +msgid "All Files" +msgstr "Todos los Archivos" + +msgid "Open a File" +msgstr "Abrir un Archivo" + +msgid "Open File(s)" +msgstr "Abrir Archivo(s)" + +msgid "Open a Directory" +msgstr "Abrir un Directorio" + +msgid "Open a File or Directory" +msgstr "Abrir un archivo o directorio" + +msgid "Save" +msgstr "Guardar" + +msgid "Save a File" +msgstr "Guardar un Archivo" + +msgid "Go to previous folder." +msgstr "Ir a la carpeta anterior." + +msgid "Go to next folder." +msgstr "Ir a la carpeta siguiente." + +msgid "Go to parent folder." +msgstr "Ir a la carpeta padre." + +msgid "Path:" +msgstr "Ruta:" + +msgid "Refresh files." +msgstr "Refrescar archivos." + +msgid "Toggle the visibility of hidden files." +msgstr "Mostrar/Ocultar archivos ocultos." + +msgid "Directories & Files:" +msgstr "Directorios y Archivos:" + +msgid "File:" +msgstr "Archivo:" + +msgid "Create Folder" +msgstr "Crear Carpeta" + +msgid "Name:" +msgstr "Nombre:" + +msgid "Could not create folder." +msgstr "No se pudo crear la carpeta." + +msgid "Invalid extension, or empty filename." +msgstr "Extensión inválida o nombre de archivo vacío." + +msgid "Zoom Out" +msgstr "Alejar" + +msgid "Zoom Reset" +msgstr "Restablecer Zoom" + +msgid "Zoom In" +msgstr "Acercar" + +msgid "Toggle the visual grid." +msgstr "Mostrar/Ocultar cuadrícula." + +msgid "Toggle snapping to the grid." +msgstr "Act./Desact. Ajuste de cuadrícula." + +msgid "Change the snapping distance." +msgstr "Cambiar la distancia de ajuste." + +msgid "Toggle the graph minimap." +msgstr "Activa el minimapa del Gráfico." + +msgid "Automatically arrange selected nodes." +msgstr "Ordena automáticamente los nodos seleccionados." + +msgid "Same as Layout Direction" +msgstr "Igual que la dirección del diseño" + +msgid "Auto-Detect Direction" +msgstr "Auto-Detectar Dirección" + +msgid "Left-to-Right" +msgstr "Izquierda a Derecha" + +msgid "Right-to-Left" +msgstr "Derecha a Izquierda" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Marca de izquierda a derecha (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Marca de derecha a izquierda (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Inicio de la incrustación de izquierda a derecha (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Inicio de la incrustación de derecha a izquierda (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Inicio de la anulación de izquierda a derecha (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Inicio de la anulación de derecha a izquierda (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Formato de Dirección de Pila (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Marca de Letras Árabes (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Aislamiento de Izquierda a Derecha (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Aislamiento de Derecha a Izquierda (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Aislamiento Fuerte Inicial (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Fin del Aislamiento de Dirección (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Unión de Anchura Cero (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Sin Unión de Anchura Cero (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Unión de Palabras (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Guion Bajo (SHY)" + +msgid "Cut" +msgstr "Cortar" + +msgid "Copy" +msgstr "Copiar" + +msgid "Paste" +msgstr "Pegar" + +msgid "Select All" +msgstr "Seleccionar Todo" + +msgid "Clear" +msgstr "Limpiar" + +msgid "Undo" +msgstr "Deshacer" + +msgid "Redo" +msgstr "Rehacer" + +msgid "Text Writing Direction" +msgstr "Dirección de Escritura de Texto" + +msgid "Display Control Characters" +msgstr "Mostrar Caracteres de Control" + +msgid "Insert Control Character" +msgstr "Insertar Caracter de Control" + +msgid "(Other)" +msgstr "(Otros)" diff --git a/editor/translations/extractable/es_AR.po b/editor/translations/extractable/es_AR.po new file mode 100644 index 00000000000..650781de29a --- /dev/null +++ b/editor/translations/extractable/es_AR.po @@ -0,0 +1,129 @@ +# Spanish (Argentina) translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-03-03 20:01+0000\n" +"Last-Translator: Franco Ezequiel Ibañez \n" +"Language-Team: Spanish (Argentina) \n" +"Language: es_AR\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Ejemplo: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "artículo %d" +msgstr[1] "artículos %d" + +msgid "Add current color as a preset." +msgstr "Agregar color actual como preset." + +msgid "Network" +msgstr "Red" + +msgid "Open" +msgstr "Abrir" + +msgid "Select Current Folder" +msgstr "Seleccionar Carpeta Actual" + +msgid "Select This Folder" +msgstr "Seleccionar Esta Carpeta" + +msgid "All Recognized" +msgstr "Todos Reconocidos" + +msgid "Open a File" +msgstr "Abrir un Archivo" + +msgid "Open File(s)" +msgstr "Abrir Archivo(s)" + +msgid "Open a Directory" +msgstr "Abrir un Directorio" + +msgid "Open a File or Directory" +msgstr "Abrir un Archivo o Directorio" + +msgid "Save" +msgstr "Guardar" + +msgid "Save a File" +msgstr "Guardar un Archivo" + +msgid "Go to previous folder." +msgstr "Ir a la carpeta anterior." + +msgid "Go to next folder." +msgstr "Ir a la carpeta siguiente." + +msgid "Go to parent folder." +msgstr "Ir a la carpeta padre." + +msgid "Path:" +msgstr "Ruta:" + +msgid "Refresh files." +msgstr "Refrescar archivos." + +msgid "Toggle the visibility of hidden files." +msgstr "Mostrar/Ocultar archivos ocultos." + +msgid "Directories & Files:" +msgstr "Directorios y Archivos:" + +msgid "File:" +msgstr "Archivo:" + +msgid "Create Folder" +msgstr "Crear Carpeta" + +msgid "Name:" +msgstr "Nombre:" + +msgid "Could not create folder." +msgstr "No se pudo crear la carpeta." + +msgid "Zoom Out" +msgstr "Alejar Zoom" + +msgid "Zoom Reset" +msgstr "Reset de Zoom" + +msgid "Zoom In" +msgstr "Zoom In" + +msgid "Cut" +msgstr "Cortar" + +msgid "Copy" +msgstr "Copiar" + +msgid "Paste" +msgstr "Pegar" + +msgid "Select All" +msgstr "Seleccionar Todo" + +msgid "Clear" +msgstr "Limpiar" + +msgid "Undo" +msgstr "Deshacer" + +msgid "Redo" +msgstr "Rehacer" + +msgid "(Other)" +msgstr "(Otro)" diff --git a/editor/translations/extractable/et.po b/editor/translations/extractable/et.po new file mode 100644 index 00000000000..16b09a862fe --- /dev/null +++ b/editor/translations/extractable/et.po @@ -0,0 +1,137 @@ +# Estonian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2023-09-29 19:03+0000\n" +"Last-Translator: Andreas Kuuskaru \n" +"Language-Team: Estonian \n" +"Language: et\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.1-dev\n" + +msgid "Example: %s" +msgstr "Näide: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d asi" +msgstr[1] "%d asjad" + +msgid "Network" +msgstr "Võrk" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Fail \"%s\" on juba olemas.\n" +"Kas soovite selle üle kirjutada?" + +msgid "Open" +msgstr "Ava" + +msgid "Select Current Folder" +msgstr "Valige praegune kaust" + +msgid "Select This Folder" +msgstr "Vali see kaust" + +msgid "All Recognized" +msgstr "Kõik tuvastatud" + +msgid "Open a File" +msgstr "Ava fail" + +msgid "Open File(s)" +msgstr "Ava fail(id)" + +msgid "Open a Directory" +msgstr "Ava kataloog" + +msgid "Open a File or Directory" +msgstr "Ava kaust või kataloog" + +msgid "Save" +msgstr "Salvesta" + +msgid "Save a File" +msgstr "Salvesta fail" + +msgid "Go to previous folder." +msgstr "Mine eelmisesse kausta." + +msgid "Go to next folder." +msgstr "Mine järmisesse kausta." + +msgid "Go to parent folder." +msgstr "Mine vanema kausta." + +msgid "Path:" +msgstr "Failitee:" + +msgid "Refresh files." +msgstr "Värskenda faile." + +msgid "Toggle the visibility of hidden files." +msgstr "Näita peidetud faile." + +msgid "Directories & Files:" +msgstr "Kataloogid ja failid:" + +msgid "File:" +msgstr "Fail:" + +msgid "Create Folder" +msgstr "Loo kaust" + +msgid "Name:" +msgstr "Nimi:" + +msgid "Could not create folder." +msgstr "Ei saanud luua kausta." + +msgid "Zoom Out" +msgstr "Vähenda" + +msgid "Zoom Reset" +msgstr "Lähtesta Suum" + +msgid "Zoom In" +msgstr "Suurenda" + +msgid "Cut" +msgstr "Lõika" + +msgid "Copy" +msgstr "Kopeeri" + +msgid "Paste" +msgstr "Kleebi" + +msgid "Select All" +msgstr "Vali Kõik" + +msgid "Clear" +msgstr "Puhasta" + +msgid "Undo" +msgstr "Võta tagasi" + +msgid "Redo" +msgstr "Tee uuesti" + +msgid "Display Control Characters" +msgstr "Kuva Juhtmärgid" + +msgid "Insert Control Character" +msgstr "Sisesta Juhtmärk" + +msgid "(Other)" +msgstr "(Muu)" diff --git a/editor/translations/extractable/eu.po b/editor/translations/extractable/eu.po new file mode 100644 index 00000000000..5da8373f6aa --- /dev/null +++ b/editor/translations/extractable/eu.po @@ -0,0 +1,74 @@ +# Basque translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2023-11-06 00:35+0000\n" +"Last-Translator: Pablo Mori \n" +"Language-Team: Basque \n" +"Language: eu\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.2-dev\n" + +msgid "Network" +msgstr "Sarea" + +msgid "Open" +msgstr "Ireki" + +msgid "Select Current Folder" +msgstr "Hautatu uneko karpeta" + +msgid "Select This Folder" +msgstr "Hautatu karpeta hau" + +msgid "Open a File" +msgstr "Ireki fitxategi bat" + +msgid "Open File(s)" +msgstr "Ireki fitxategia(k)" + +msgid "Open a Directory" +msgstr "Ireki direktorioa" + +msgid "Open a File or Directory" +msgstr "Ireki fitxategia edo direktorioa" + +msgid "Save" +msgstr "Gorde" + +msgid "Save a File" +msgstr "Gorde fitxategia" + +msgid "Go to previous folder." +msgstr "Joan aurreko karpetara." + +msgid "Go to next folder." +msgstr "Joan hurrengo karpetara." + +msgid "Go to parent folder." +msgstr "Joan guraso karpetara." + +msgid "Refresh files." +msgstr "Eguneratu fitxategiak." + +msgid "Toggle the visibility of hidden files." +msgstr "Txandakatu ezkutuko fitxategien ikusgaitasuna." + +msgid "Directories & Files:" +msgstr "Direktorioak eta fitxategiak:" + +msgid "File:" +msgstr "Fitxategia:" + +msgid "Undo" +msgstr "Desegin" + +msgid "Redo" +msgstr "Berregin" diff --git a/editor/translations/extractable/fa.po b/editor/translations/extractable/fa.po new file mode 100644 index 00000000000..75a55429de5 --- /dev/null +++ b/editor/translations/extractable/fa.po @@ -0,0 +1,132 @@ +# Persian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-17 15:01+0000\n" +"Last-Translator: John Smith \n" +"Language-Team: Persian \n" +"Language: fa\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n > 1;\n" +"X-Generator: Weblate 5.4\n" + +msgid "Example: %s" +msgstr "مثال: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d مورد" +msgstr[1] "%d مورد" + +msgid "Network" +msgstr "شبکه" + +msgid "Open" +msgstr "باز کن" + +msgid "Select Current Folder" +msgstr "انتخاب پوشه کنونی" + +msgid "Select This Folder" +msgstr "برگزیدن این پوشه" + +msgid "All Recognized" +msgstr "همه ی موارد شناخته شده اند" + +msgid "Open a File" +msgstr "یک پرونده را باز کن" + +msgid "Open File(s)" +msgstr "پرونده(ها) را باز کن" + +msgid "Open a Directory" +msgstr "یک دیکشنری را باز کن" + +msgid "Open a File or Directory" +msgstr "یک پرونده یا پوشه را باز کن" + +msgid "Save" +msgstr "ذخیره" + +msgid "Save a File" +msgstr "یک پرونده را ذخیره کن" + +msgid "Go to previous folder." +msgstr "برو به پوشه پیشین." + +msgid "Go to next folder." +msgstr "برو به پوشه بعد." + +msgid "Go to parent folder." +msgstr "برو به پوشه والد." + +msgid "Path:" +msgstr "مسیر:" + +msgid "Refresh files." +msgstr "نوسازی پرونده‌ها." + +msgid "Toggle the visibility of hidden files." +msgstr "تغییر پدیدار بودن فایل‌های مخفی شده." + +msgid "Directories & Files:" +msgstr "پوشه‌ها و پرونده‌ها:" + +msgid "File:" +msgstr "پرونده:" + +msgid "Create Folder" +msgstr "ساخت پوشه" + +msgid "Name:" +msgstr "نام:" + +msgid "Could not create folder." +msgstr "ناتوان در ساختن پوشه." + +msgid "Zoom Out" +msgstr "کوچکنمایی" + +msgid "Zoom Reset" +msgstr "‪‮تنظیم مجدد بزرگنمایی" + +msgid "Zoom In" +msgstr "بزرگنمایی" + +msgid "Left-to-Right" +msgstr "چپ به راست" + +msgid "Right-to-Left" +msgstr "راست به چپ" + +msgid "Cut" +msgstr "برش" + +msgid "Copy" +msgstr "کپی" + +msgid "Paste" +msgstr "چسباندن" + +msgid "Select All" +msgstr "انتخاب همه" + +msgid "Clear" +msgstr "پاک کردن" + +msgid "Undo" +msgstr "عقب‌گرد" + +msgid "Redo" +msgstr "جلوگرد" + +msgid "(Other)" +msgstr "(دیگر)" diff --git a/editor/translations/extractable/fi.po b/editor/translations/extractable/fi.po new file mode 100644 index 00000000000..d5825de8553 --- /dev/null +++ b/editor/translations/extractable/fi.po @@ -0,0 +1,164 @@ +# Finnish translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-01-02 09:06+0000\n" +"Last-Translator: Jonni Lehtiranta \n" +"Language-Team: Finnish \n" +"Language: fi\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Esimerkki: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d kohde" +msgstr[1] "%d kohdetta" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Väri: #%s\n" +"Vasen hiirenkorva: Aseta väri\n" +"Oikea hiirenkorva: Poista esiasetus" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Väri: #%s\n" +"Vasen hiiren painike: Aseta väri" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "Syötä hex koodi (\"#ff0000\") tai nimetty väri (\"red\")." + +msgid "Hex code or named color" +msgstr "Hex koodi tai nimetty väri" + +msgid "Add current color as a preset." +msgstr "Lisää nykyinen väri esiasetukseksi." + +msgid "Network" +msgstr "Verkko" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Tiedosto \"%s\" on jo olemassa.\n" +"Haluatko ylikirjoittaa sen?" + +msgid "Open" +msgstr "Avaa" + +msgid "Select Current Folder" +msgstr "Valitse nykyinen kansio" + +msgid "Select This Folder" +msgstr "Valitse tämä kansio" + +msgid "You don't have permission to access contents of this folder." +msgstr "Sinulla ei ole oikeuksia tämän kansio sisältöön." + +msgid "All Recognized" +msgstr "Kaikki tunnistetut" + +msgid "Open a File" +msgstr "Avaa tiedosto" + +msgid "Open File(s)" +msgstr "Avaa tiedosto(t)" + +msgid "Open a Directory" +msgstr "Avaa Hakemisto" + +msgid "Open a File or Directory" +msgstr "Avaa Tiedosto tai Hakemisto" + +msgid "Save" +msgstr "Tallenna" + +msgid "Save a File" +msgstr "Tallenna tiedosto" + +msgid "Go to previous folder." +msgstr "Siirry edelliseen kansioon." + +msgid "Go to next folder." +msgstr "Siirry seuraavaan kansioon." + +msgid "Go to parent folder." +msgstr "Siirry yläkansioon." + +msgid "Path:" +msgstr "Polku:" + +msgid "Refresh files." +msgstr "Lataa uudelleen tiedostot." + +msgid "Toggle the visibility of hidden files." +msgstr "Aseta piilotiedostojen näyttäminen." + +msgid "Directories & Files:" +msgstr "Hakemistot ja Tiedostot:" + +msgid "File:" +msgstr "Tiedosto:" + +msgid "Create Folder" +msgstr "Luo kansio" + +msgid "Name:" +msgstr "Nimi:" + +msgid "Could not create folder." +msgstr "Kansiota ei voitu luoda." + +msgid "Zoom Out" +msgstr "Loitonna" + +msgid "Zoom Reset" +msgstr "Palauta oletuslähennystaso" + +msgid "Zoom In" +msgstr "Lähennä" + +msgid "Right-to-Left" +msgstr "Oikealta-Vasemmalle" + +msgid "Cut" +msgstr "Leikkaa" + +msgid "Copy" +msgstr "Kopioi" + +msgid "Paste" +msgstr "Liitä" + +msgid "Select All" +msgstr "Valitse kaikki" + +msgid "Clear" +msgstr "Tyhjennä" + +msgid "Undo" +msgstr "Peru" + +msgid "Redo" +msgstr "Tee uudelleen" + +msgid "(Other)" +msgstr "(Muu)" diff --git a/editor/translations/extractable/fr.po b/editor/translations/extractable/fr.po new file mode 100644 index 00000000000..5e01cccbc71 --- /dev/null +++ b/editor/translations/extractable/fr.po @@ -0,0 +1,224 @@ +# French translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-23 20:14+0000\n" +"Last-Translator: Didier Morandi \n" +"Language-Team: French \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n > 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Exemple : %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d élément" +msgstr[1] "%d éléments" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Couleur : #%s\n" +"Clic gauche : Appliquer la couleur\n" +"Clic droit : Supprimer le préréglage" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Couleur : #%s\n" +"Clic gauche : Appliquer la couleur" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "Entrez un code hexadécimal («#ff0000») ou le nom d'une couleur («red»)." + +msgid "Select a picker shape." +msgstr "Sélectionnez une forme de sélection." + +msgid "Select a picker mode." +msgstr "Sélectionnez un mode de sélection." + +msgid "Hex code or named color" +msgstr "Code hexadécimal ou nom de couleur" + +msgid "Add current color as a preset." +msgstr "Ajouter la couleur courante comme préréglage." + +msgid "Network" +msgstr "Réseau" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Le fichier \"%s\" existe déjà.\n" +"Voulez-vous l'écraser ?" + +msgid "Open" +msgstr "Ouvrir" + +msgid "Select Current Folder" +msgstr "Sélectionner le dossier courant" + +msgid "Select This Folder" +msgstr "Sélectionner ce dossier" + +msgid "You don't have permission to access contents of this folder." +msgstr "Vous n'avez pas l'autorisation d'accéder au contenu de ce dossier." + +msgid "All Recognized" +msgstr "Tous les types de fichiers reconnus" + +msgid "Open a File" +msgstr "Ouvrir un fichier" + +msgid "Open File(s)" +msgstr "Ouvrir un ou plusieurs fichiers" + +msgid "Open a Directory" +msgstr "Ouvrir un répertoire" + +msgid "Open a File or Directory" +msgstr "Ouvrir un fichier ou un répertoire" + +msgid "Save" +msgstr "Enregistrer" + +msgid "Save a File" +msgstr "Enregistrer un fichier" + +msgid "Go to previous folder." +msgstr "Aller au dossier précédent." + +msgid "Go to next folder." +msgstr "Aller au dossier suivant." + +msgid "Go to parent folder." +msgstr "Aller au dossier parent." + +msgid "Path:" +msgstr "Chemin :" + +msgid "Refresh files." +msgstr "Rafraîchir les fichiers." + +msgid "Toggle the visibility of hidden files." +msgstr "Activer / désactiver la visibilité des fichiers cachés." + +msgid "Directories & Files:" +msgstr "Répertoires et fichiers :" + +msgid "File:" +msgstr "Fichier :" + +msgid "Create Folder" +msgstr "Créer un dossier" + +msgid "Name:" +msgstr "Nom :" + +msgid "Could not create folder." +msgstr "Impossible de créer le dossier." + +msgid "Zoom Out" +msgstr "Dézoomer" + +msgid "Zoom Reset" +msgstr "Réinitialiser le zoom" + +msgid "Zoom In" +msgstr "Zoomer" + +msgid "Change the snapping distance." +msgstr "Change la distance d'aimantation." + +msgid "Same as Layout Direction" +msgstr "Même direction que la Disposition" + +msgid "Right-to-Left" +msgstr "De droite à gauche" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Marque gauche-à-droite (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Marque droite-à-gauche (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Enchâssement gauche-à-droite (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Enchâssement droite-à-gauche (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Forçage gauche-à-droite (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Forçage droite-à-gauche (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Dépilement de formatage directionnel (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Marque de lettre arabe (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Isolat gauche-à-droite (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Isolat droite-à-gauche (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Isolat à direction du premier fort (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Dépilement d'isolat directionnel (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Liant sans chasse (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Antiliant sans chasse (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Gluon de mots (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Trait d'union conditionnel (SHY)" + +msgid "Cut" +msgstr "Couper" + +msgid "Copy" +msgstr "Copier" + +msgid "Paste" +msgstr "Coller" + +msgid "Select All" +msgstr "Tout sélectionner" + +msgid "Clear" +msgstr "Vider" + +msgid "Undo" +msgstr "Annuler" + +msgid "Redo" +msgstr "Refaire" + +msgid "(Other)" +msgstr "(Autre)" diff --git a/editor/translations/extractable/gl.po b/editor/translations/extractable/gl.po new file mode 100644 index 00000000000..fe1d402bfca --- /dev/null +++ b/editor/translations/extractable/gl.po @@ -0,0 +1,121 @@ +# Galician translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2023-12-11 21:00+0000\n" +"Last-Translator: Carlos Cortes Garcia \n" +"Language-Team: Galician \n" +"Language: gl\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.3-dev\n" + +msgid "Example: %s" +msgstr "Exemplo: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d elemento" +msgstr[1] "%d elementos" + +msgid "Open" +msgstr "Abrir" + +msgid "Select Current Folder" +msgstr "Seleccionar Cartafol Actual" + +msgid "Select This Folder" +msgstr "Seleccionar Este Cartafol" + +msgid "All Recognized" +msgstr "Todos Recoñecidos" + +msgid "Open a File" +msgstr "Abrir un Arquivo" + +msgid "Open File(s)" +msgstr "Abrir Arquivo(s)" + +msgid "Open a Directory" +msgstr "Abrir un Directorio" + +msgid "Open a File or Directory" +msgstr "Abrir un Arquivo ou Directorio" + +msgid "Save" +msgstr "Gardar" + +msgid "Save a File" +msgstr "Gardar un Arquivo" + +msgid "Go to previous folder." +msgstr "Ir ao cartafol anterior." + +msgid "Go to next folder." +msgstr "Ir ao cartafol seguinte." + +msgid "Go to parent folder." +msgstr "Ir ao cartafol padre." + +msgid "Path:" +msgstr "Ruta:" + +msgid "Refresh files." +msgstr "Actualizar Arquivos." + +msgid "Toggle the visibility of hidden files." +msgstr "Amosar/Ocultar arquivos ocultos." + +msgid "Directories & Files:" +msgstr "Directorios e Arquivos:" + +msgid "File:" +msgstr "Arquivo:" + +msgid "Create Folder" +msgstr "Crear Cartafol" + +msgid "Name:" +msgstr "Nome:" + +msgid "Could not create folder." +msgstr "Non se puido crear cartafol." + +msgid "Zoom Out" +msgstr "Diminuír Zoom" + +msgid "Zoom Reset" +msgstr "Restablecer Zoom" + +msgid "Zoom In" +msgstr "Aumentar Zoom" + +msgid "Cut" +msgstr "Cortar" + +msgid "Copy" +msgstr "Copiar" + +msgid "Paste" +msgstr "Pegar" + +msgid "Select All" +msgstr "Seleccionar Todo" + +msgid "Clear" +msgstr "Limpar" + +msgid "Undo" +msgstr "Desfacer" + +msgid "Redo" +msgstr "Refacer" + +msgid "(Other)" +msgstr "(Outros)" diff --git a/editor/translations/extractable/he.po b/editor/translations/extractable/he.po new file mode 100644 index 00000000000..67445f5d11d --- /dev/null +++ b/editor/translations/extractable/he.po @@ -0,0 +1,119 @@ +# Hebrew translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-14 08:02+0000\n" +"Last-Translator: Kfir Pshititsky \n" +"Language-Team: Hebrew \n" +"Language: he\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=4; plural=(n == 1) ? 0 : ((n == 2) ? 1 : ((n > 10 && n " +"% 10 == 0) ? 2 : 3));\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Add current color as a preset." +msgstr "הוספת הצבע הנוכחי לערכת הצבעים." + +msgid "Network" +msgstr "רשת" + +msgid "Open" +msgstr "פתיחה" + +msgid "Select Current Folder" +msgstr "נא לבחור את התיקייה הנוכחית" + +msgid "All Recognized" +msgstr "כל המוכרים" + +msgid "Open a File" +msgstr "פתיחת קובץ" + +msgid "Open File(s)" +msgstr "פתיחת קבצים" + +msgid "Open a Directory" +msgstr "פתיחת תיקייה" + +msgid "Open a File or Directory" +msgstr "פתיחת קובץ או תיקייה" + +msgid "Save" +msgstr "שמירה" + +msgid "Save a File" +msgstr "שמירת קובץ" + +msgid "Go to previous folder." +msgstr "מעבר לתיקיה הקודמת." + +msgid "Go to next folder." +msgstr "מעבר לתיקיה הבאה." + +msgid "Go to parent folder." +msgstr "מעבר לתיקיית העל." + +msgid "Path:" +msgstr "נתיב:" + +msgid "Refresh files." +msgstr "ריענון קבצים." + +msgid "Toggle the visibility of hidden files." +msgstr "הצג/הסתר קבצים מוסתרים." + +msgid "Directories & Files:" +msgstr "תיקיות וקבצים:" + +msgid "File:" +msgstr "קובץ:" + +msgid "Create Folder" +msgstr "יצירת תיקייה" + +msgid "Name:" +msgstr "שם:" + +msgid "Could not create folder." +msgstr "לא ניתן ליצור תיקייה." + +msgid "Zoom Out" +msgstr "התרחקות" + +msgid "Zoom Reset" +msgstr "איפוס התקריב" + +msgid "Zoom In" +msgstr "התקרבות" + +msgid "Cut" +msgstr "גזירה" + +msgid "Copy" +msgstr "העתקה" + +msgid "Paste" +msgstr "הדבקה" + +msgid "Select All" +msgstr "לבחור הכול" + +msgid "Clear" +msgstr "ניקוי" + +msgid "Undo" +msgstr "ביטול" + +msgid "Redo" +msgstr "ביצוע חוזר" + +msgid "(Other)" +msgstr "(אחר)" diff --git a/editor/translations/extractable/hi.po b/editor/translations/extractable/hi.po new file mode 100644 index 00000000000..29f2bdb386c --- /dev/null +++ b/editor/translations/extractable/hi.po @@ -0,0 +1,103 @@ +# Hindi translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-09-19 21:46+0000\n" +"Last-Translator: Priyanshu Dutt \n" +"Language-Team: Hindi \n" +"Language: hi\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.1-dev\n" + +msgid "Network" +msgstr "संजाल" + +msgid "Open" +msgstr "खोलो इसे" + +msgid "Select Current Folder" +msgstr "वर्तमान फ़ोल्डर सिलेक्ट कीजिये" + +msgid "Select This Folder" +msgstr "यह फ़ोल्डर सिलेक्ट कीजिये" + +msgid "All Recognized" +msgstr "सभी स्वीकृत" + +msgid "Open a File" +msgstr "फ़ाइल खोलिये" + +msgid "Open File(s)" +msgstr "फ़ाइल(s) खोलिये" + +msgid "Open a Directory" +msgstr "डायरेक्टरी खोलिये" + +msgid "Open a File or Directory" +msgstr "फ़ाइल या डायरेक्टरी खोलिये" + +msgid "Save" +msgstr "सेव कीजिये" + +msgid "Save a File" +msgstr "फ़ाइल सेव कीजिये" + +msgid "Go to previous folder." +msgstr "पिछले फ़ोल्डर पे जाय." + +msgid "Go to next folder." +msgstr "अगले फ़ोल्डर पे जाय." + +msgid "Go to parent folder." +msgstr "मूल फ़ोल्डर पे जाय." + +msgid "Path:" +msgstr "पाथ:" + +msgid "Refresh files." +msgstr "रिफ़्रेश फ़ाइल." + +msgid "Toggle the visibility of hidden files." +msgstr "छिपी फ़ाइलों की दृश्य टॉगल कीजिये." + +msgid "Directories & Files:" +msgstr "डायरेक्टरिज & फ़ाइले:" + +msgid "File:" +msgstr "फ़ाइल:" + +msgid "Create Folder" +msgstr "फ़ोल्डर बनाइये" + +msgid "Name:" +msgstr "नाम:" + +msgid "Could not create folder." +msgstr "फ़ोल्डर नही बना सकते." + +msgid "Zoom Out" +msgstr "छोटा करो" + +msgid "Zoom Reset" +msgstr "ज़ूम रीसेट" + +msgid "Zoom In" +msgstr "बड़ा करो" + +msgid "Clear" +msgstr "साफ़" + +msgid "Undo" +msgstr "पीछे जाएं" + +msgid "Redo" +msgstr "दोहराएँ" diff --git a/editor/translations/extractable/hr.po b/editor/translations/extractable/hr.po new file mode 100644 index 00000000000..767250b009e --- /dev/null +++ b/editor/translations/extractable/hr.po @@ -0,0 +1,66 @@ +# Croatian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2024-02-12 02:24+0000\n" +"Last-Translator: LeoClose \n" +"Language-Team: Croatian \n" +"Language: hr\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"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" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Open" +msgstr "Otvori" + +msgid "Open a File" +msgstr "Otvori datoteku" + +msgid "Open File(s)" +msgstr "Otvori datoteke" + +msgid "Open a Directory" +msgstr "Otvori direktorij" + +msgid "Open a File or Directory" +msgstr "Otvori datoteku ili direktorij" + +msgid "Save" +msgstr "Spremi" + +msgid "Save a File" +msgstr "Spremi datoteku" + +msgid "Go to previous folder." +msgstr "Idi u prethodni direktorij." + +msgid "Go to next folder." +msgstr "Idi u sljedeći direktorij." + +msgid "Go to parent folder." +msgstr "Idi u roditeljski direktorij." + +msgid "Refresh files." +msgstr "Osvježi datoteke." + +msgid "Directories & Files:" +msgstr "Direktoriji i datoteke:" + +msgid "File:" +msgstr "Datoteka:" + +msgid "Zoom Out" +msgstr "Odzumiraj" + +msgid "Zoom In" +msgstr "Zumiraj" + +msgid "Copy" +msgstr "Kopiraj" diff --git a/editor/translations/extractable/hu.po b/editor/translations/extractable/hu.po new file mode 100644 index 00000000000..eaaba534171 --- /dev/null +++ b/editor/translations/extractable/hu.po @@ -0,0 +1,123 @@ +# Hungarian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-01-03 21:46+0000\n" +"Last-Translator: bedo david \n" +"Language-Team: Hungarian \n" +"Language: hu\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Példa: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d elem" +msgstr[1] "%d elemek" + +msgid "Open" +msgstr "Megnyitás" + +msgid "Select Current Folder" +msgstr "Aktuális Mappa Kiválasztása" + +msgid "Select This Folder" +msgstr "Válassza ezt a mappát" + +msgid "All Recognized" +msgstr "Minden Felismert" + +msgid "Open a File" +msgstr "Fálj Megnyitása" + +msgid "Open File(s)" +msgstr "Fájl(ok) Megnyitása" + +msgid "Open a Directory" +msgstr "Könyvtár Megnyitása" + +msgid "Open a File or Directory" +msgstr "Fájl vagy Könyvtár Megnyitása" + +msgid "Save" +msgstr "Mentés" + +msgid "Save a File" +msgstr "Fájl Mentése" + +msgid "Go to previous folder." +msgstr "Ugrás az előző mappára." + +msgid "Go to next folder." +msgstr "Ugrás a következő mappára." + +msgid "Go to parent folder." +msgstr "Lépjen a szülőmappába." + +msgid "Path:" +msgstr "Útvonal:" + +msgid "Refresh files." +msgstr "Fájlok frissítése." + +msgid "Toggle the visibility of hidden files." +msgstr "A rejtett fájlok láthatóságának ki- és bekapcsolása." + +msgid "Directories & Files:" +msgstr "Könyvtárak és Fájlok:" + +msgid "File:" +msgstr "Fájl:" + +msgid "Create Folder" +msgstr "Mappa Létrehozása" + +msgid "Name:" +msgstr "Név:" + +msgid "Could not create folder." +msgstr "Nem sikerült létrehozni a mappát." + +msgid "Zoom Out" +msgstr "Kicsinyítés" + +msgid "Zoom Reset" +msgstr "Nagyítás visszaállítása" + +msgid "Zoom In" +msgstr "Nagyítás" + +msgid "Cut" +msgstr "Kivágás" + +msgid "Copy" +msgstr "Másolás" + +msgid "Paste" +msgstr "Beillesztés" + +msgid "Select All" +msgstr "Összes Kijelölése" + +msgid "Clear" +msgstr "Töröl" + +msgid "Undo" +msgstr "Visszavonás" + +msgid "Redo" +msgstr "Újra" + +msgid "(Other)" +msgstr "(Más)" diff --git a/editor/translations/extractable/id.po b/editor/translations/extractable/id.po new file mode 100644 index 00000000000..1192ef2c5f8 --- /dev/null +++ b/editor/translations/extractable/id.po @@ -0,0 +1,142 @@ +# Indonesian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-01-09 13:37+0000\n" +"Last-Translator: Stephen Gunawan Susilo \n" +"Language-Team: Indonesian \n" +"Language: id\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Contoh: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d item" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Warna: #%s\n" +"LMB: Terapkan warna" + +msgid "Add current color as a preset." +msgstr "Tambahkan warna yang sekarang sebagai preset." + +msgid "Network" +msgstr "Jaringan" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"File \"%s\" sudah ada.\n" +"Apakah Anda ingin menimpanya?" + +msgid "Open" +msgstr "Buka" + +msgid "Select Current Folder" +msgstr "Pilih Folder Saat Ini" + +msgid "Select This Folder" +msgstr "Pilih Folder Ini" + +msgid "All Recognized" +msgstr "Semua diakui" + +msgid "Open a File" +msgstr "Buka sebuah File" + +msgid "Open File(s)" +msgstr "Buka File (File-file)" + +msgid "Open a Directory" +msgstr "Buka sebuah Direktori" + +msgid "Open a File or Directory" +msgstr "Buka sebuah File atau Direktori" + +msgid "Save" +msgstr "Simpan" + +msgid "Save a File" +msgstr "Simpan sebuah File" + +msgid "Go to previous folder." +msgstr "Pergi ke direktori sebelumnya." + +msgid "Go to next folder." +msgstr "Pergi ke direktori selanjutnya." + +msgid "Go to parent folder." +msgstr "Pergi ke direktori atasnya." + +msgid "Path:" +msgstr "Jalur:" + +msgid "Refresh files." +msgstr "Segarkan berkas." + +msgid "Toggle the visibility of hidden files." +msgstr "Beralih visibilitas berkas yang tersembunyi." + +msgid "Directories & Files:" +msgstr "Direktori-direktori & File-file:" + +msgid "File:" +msgstr "File:" + +msgid "Create Folder" +msgstr "Buat berkas" + +msgid "Name:" +msgstr "Nama:" + +msgid "Could not create folder." +msgstr "Tidak dapat membuat folder." + +msgid "Zoom Out" +msgstr "Perkecil Pandangan" + +msgid "Zoom Reset" +msgstr "Reset Perbesaran" + +msgid "Zoom In" +msgstr "Perbesar Pandangan" + +msgid "Cut" +msgstr "Potong" + +msgid "Copy" +msgstr "Salin" + +msgid "Paste" +msgstr "Tempel" + +msgid "Select All" +msgstr "Pilih Semua" + +msgid "Clear" +msgstr "Bersihkan" + +msgid "Undo" +msgstr "Batal" + +msgid "Redo" +msgstr "Ulangi" + +msgid "(Other)" +msgstr "(Yang Lain)" diff --git a/editor/translations/extractable/it.po b/editor/translations/extractable/it.po new file mode 100644 index 00000000000..393686afdc5 --- /dev/null +++ b/editor/translations/extractable/it.po @@ -0,0 +1,185 @@ +# Italian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-26 06:01+0000\n" +"Last-Translator: EricManara0 \n" +"Language-Team: Italian \n" +"Language: it\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Esempio: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d elemento" +msgstr[1] "%d elementi" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Colore: #%s\n" +"LMB: Imposta il colore\n" +"RMB: Rimuovi la preimpostazione" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Colore: #%s\n" +"LMB: Imposta il colore" + +msgid "Pick a color from the application window." +msgstr "Seleziona un colore dalla finestra applicativa." + +msgid "Add current color as a preset." +msgstr "Aggiungi il colore corrente come preset." + +msgid "Network" +msgstr "Reti" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Il file \"%s\" esiste già.\n" +"Si desidera sovrascriverlo?" + +msgid "Open" +msgstr "Apri" + +msgid "Select Current Folder" +msgstr "Seleziona la cartella attuale" + +msgid "Select This Folder" +msgstr "Seleziona questa cartella" + +msgid "All Recognized" +msgstr "Tutti i formati riconosciuti" + +msgid "All Files" +msgstr "Tutti i file" + +msgid "Open a File" +msgstr "Apri un file" + +msgid "Open File(s)" +msgstr "Apri i file" + +msgid "Open a Directory" +msgstr "Apri una cartella" + +msgid "Open a File or Directory" +msgstr "Apri un file o una cartella" + +msgid "Save" +msgstr "Salva" + +msgid "Save a File" +msgstr "Salva un file" + +msgid "Go to previous folder." +msgstr "Vai alla cartella precedente." + +msgid "Go to next folder." +msgstr "Vai alla cartella successiva." + +msgid "Go to parent folder." +msgstr "Vai alla cartella superiore." + +msgid "Path:" +msgstr "Percorso:" + +msgid "Refresh files." +msgstr "Ricarica i file." + +msgid "Toggle the visibility of hidden files." +msgstr "Commuta la visibilità dei file nascosti." + +msgid "Directories & Files:" +msgstr "File e cartelle:" + +msgid "File:" +msgstr "File:" + +msgid "Create Folder" +msgstr "Crea una cartella" + +msgid "Name:" +msgstr "Nome:" + +msgid "Could not create folder." +msgstr "Impossibile creare la cartella." + +msgid "Invalid extension, or empty filename." +msgstr "Estensione non valida o nome del file vuoto." + +msgid "Zoom Out" +msgstr "Rimpicciolisci" + +msgid "Zoom Reset" +msgstr "Ripristina Zoom" + +msgid "Zoom In" +msgstr "Ingrandisci" + +msgid "Auto-Detect Direction" +msgstr "Auto-rileva la direzione" + +msgid "Left-to-Right" +msgstr "Sinistra a destra" + +msgid "Right-to-Left" +msgstr "Destra a sinistra" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Segna da Sinistra-a-Destra (LRM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Isola da Sinistra-a-Destra (LRI)" + +msgid "Cut" +msgstr "Taglia" + +msgid "Copy" +msgstr "Copia" + +msgid "Paste" +msgstr "Incolla" + +msgid "Select All" +msgstr "Seleziona tutto" + +msgid "Clear" +msgstr "Rimuovi tutto" + +msgid "Undo" +msgstr "Annulla" + +msgid "Redo" +msgstr "Rifai" + +msgid "Text Writing Direction" +msgstr "Direzione di scrittura del testo" + +msgid "Display Control Characters" +msgstr "Mostra i caratteri di controllo" + +msgid "Insert Control Character" +msgstr "Inserisci un carattere di controllo" + +msgid "(Other)" +msgstr "(Altro)" diff --git a/editor/translations/extractable/ja.po b/editor/translations/extractable/ja.po new file mode 100644 index 00000000000..a0539f728d1 --- /dev/null +++ b/editor/translations/extractable/ja.po @@ -0,0 +1,265 @@ +# Japanese translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-12 14:00+0000\n" +"Last-Translator: Koji Horaguchi \n" +"Language-Team: Japanese \n" +"Language: ja\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "例: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d 項目" + +msgid "New Code Region" +msgstr "新しいコード領域" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"色: #%s\n" +"左クリック: カラーを適用\n" +"右クリック: プリセットを削除" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"色: #%s\n" +"左クリック: 色をセット" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "16進コード (「#ff0000」) または名前付きの色 (「red」) を入力します。" + +msgid "Pick a color from the screen." +msgstr "画面から色を選択します。" + +msgid "Pick a color from the application window." +msgstr "アプリケーション ウィンドウから色を選択します。" + +msgid "Select a picker shape." +msgstr "ピッカーシェイプを選択" + +msgid "Select a picker mode." +msgstr "ピッカー・モードを選択" + +msgid "Hex code or named color" +msgstr "16 進コードまたは名前付きの色" + +msgid "Add current color as a preset." +msgstr "現在の色をプリセットとして追加します。" + +msgid "Network" +msgstr "ネットワーク" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"ファイル \"%s\" はすでに存在します。\n" +"上書きしますか?" + +msgid "Open" +msgstr "開く" + +msgid "Select Current Folder" +msgstr "現在のフォルダーを選択" + +msgid "Select This Folder" +msgstr "このフォルダーを選択" + +msgid "You don't have permission to access contents of this folder." +msgstr "このフォルダーの内容にアクセスする権限がありません。" + +msgid "All Recognized" +msgstr "承認済みすべて" + +msgid "All Files" +msgstr "すべてのファイル" + +msgid "Open a File" +msgstr "ファイルを開く" + +msgid "Open File(s)" +msgstr "ファイルを開く" + +msgid "Open a Directory" +msgstr "ディレクトリを開く" + +msgid "Open a File or Directory" +msgstr "ファイルまたはディレクトリを開く" + +msgid "Save" +msgstr "保存" + +msgid "Save a File" +msgstr "ファイルを保存" + +msgid "Go to previous folder." +msgstr "前のフォルダーへ移動する。" + +msgid "Go to next folder." +msgstr "次のフォルダーへ移動する。" + +msgid "Go to parent folder." +msgstr "親フォルダーへ移動する。" + +msgid "Path:" +msgstr "パス:" + +msgid "Refresh files." +msgstr "ファイルの一覧をリフレッシュする。" + +msgid "Toggle the visibility of hidden files." +msgstr "隠しファイルの表示 / 非表示を切り替えます。" + +msgid "Directories & Files:" +msgstr "ディレクトリとファイル:" + +msgid "File:" +msgstr "ファイル:" + +msgid "Create Folder" +msgstr "フォルダーを作成" + +msgid "Name:" +msgstr "名前:" + +msgid "Could not create folder." +msgstr "フォルダーを作成できませんでした。" + +msgid "Invalid extension, or empty filename." +msgstr "拡張子が無効か、ファイル名が空です。" + +msgid "Zoom Out" +msgstr "ズームアウト" + +msgid "Zoom Reset" +msgstr "ズームをリセット" + +msgid "Zoom In" +msgstr "ズームイン" + +msgid "Toggle the visual grid." +msgstr "ビジュアルグリッドを切り替えます。" + +msgid "Toggle snapping to the grid." +msgstr "グリッドスナッピングをオン / オフします。" + +msgid "Change the snapping distance." +msgstr "スナップ距離を変更します。" + +msgid "Toggle the graph minimap." +msgstr "グラフのミニマップを切り替えます。" + +msgid "Automatically arrange selected nodes." +msgstr "選択したノードを自動的に配置します。" + +msgid "Same as Layout Direction" +msgstr "レイアウト方向と同じ" + +msgid "Auto-Detect Direction" +msgstr "方向の自動検出" + +msgid "Left-to-Right" +msgstr "左から右" + +msgid "Right-to-Left" +msgstr "右から左" + +msgid "Left-to-Right Mark (LRM)" +msgstr "左から右へのマーク (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "右から左へのマーク (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "左から右への埋め込み (LRE) の開始" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "右から左への埋め込み (RLE) の開始" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "左から右へのオーバーライド (LRO) の開始" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "右から左へのオーバーライド (RLO) の開始" + +msgid "Pop Direction Formatting (PDF)" +msgstr "ポップ方向のフォーマット (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "アラビア文字マーク (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "左から右への分離 (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "右から左への分離 (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "ファーストストロングアイソレート(FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "ポップディレクションアイソレート (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "ゼロ幅ジョイナー (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "ゼロ幅非ジョイナー (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "ワードジョイナー (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "ソフトハイフン(SHY)" + +msgid "Cut" +msgstr "切り取り" + +msgid "Copy" +msgstr "コピー" + +msgid "Paste" +msgstr "貼り付け" + +msgid "Select All" +msgstr "すべて選択" + +msgid "Clear" +msgstr "クリア" + +msgid "Undo" +msgstr "元に戻す" + +msgid "Redo" +msgstr "やり直し" + +msgid "Text Writing Direction" +msgstr "テキストの書き込み方向" + +msgid "Display Control Characters" +msgstr "制御文字を表示" + +msgid "Insert Control Character" +msgstr "制御文字を挿入" + +msgid "(Other)" +msgstr "(その他)" diff --git a/editor/translations/extractable/ka.po b/editor/translations/extractable/ka.po new file mode 100644 index 00000000000..21b4d32fa60 --- /dev/null +++ b/editor/translations/extractable/ka.po @@ -0,0 +1,102 @@ +# Georgian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" +"Last-Translator: Temuri Doghonadze \n" +"Language-Team: Georgian \n" +"Language: ka\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "მაგალითად: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d ელემენტი" +msgstr[1] "%d ელემენტი" + +msgid "Network" +msgstr "ქსელი" + +msgid "Open" +msgstr "გახსნა" + +msgid "Open a File" +msgstr "ფაილის გახსნა" + +msgid "Save" +msgstr "შენახვა" + +msgid "Save a File" +msgstr "ფაილის შენახვა" + +msgid "Go to previous folder." +msgstr "წინა საქაღალდეზე გადასვლა." + +msgid "Go to next folder." +msgstr "შემდეგ საქაღალდეზე გადასვლა." + +msgid "Path:" +msgstr "ბილიკი:" + +msgid "Refresh files." +msgstr "ფაილების განახლება." + +msgid "File:" +msgstr "ფაილი:" + +msgid "Create Folder" +msgstr "საქაღალდის შექმნა" + +msgid "Name:" +msgstr "სახელი:" + +msgid "Zoom Out" +msgstr "დაპატარავება" + +msgid "Zoom Reset" +msgstr "გადიდების გაუქმება" + +msgid "Zoom In" +msgstr "გადიდება" + +msgid "Auto-Detect Direction" +msgstr "მიმართულების ავტომატური დადგენა" + +msgid "Left-to-Right" +msgstr "მარცხნიდან-მარჯვნივ" + +msgid "Right-to-Left" +msgstr "მარჯვნიდან-მარცხნივ" + +msgid "Cut" +msgstr "ამოჭრა" + +msgid "Copy" +msgstr "კოპირება" + +msgid "Paste" +msgstr "ჩასმა" + +msgid "Select All" +msgstr "ყველას მონიშვნა" + +msgid "Clear" +msgstr "სუფთა ცა" + +msgid "Undo" +msgstr "დაბრუნება" + +msgid "Redo" +msgstr "გამეორება" diff --git a/editor/translations/extractable/ko.po b/editor/translations/extractable/ko.po new file mode 100644 index 00000000000..edde8674854 --- /dev/null +++ b/editor/translations/extractable/ko.po @@ -0,0 +1,223 @@ +# Korean translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" +"Last-Translator: nulta \n" +"Language-Team: Korean \n" +"Language: ko\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "예: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d개 항목" + +msgid "New Code Region" +msgstr "새 코드 구역" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"색상: #%s\n" +"좌클릭: 색상 지정\n" +"우클릭: 프리셋 제거" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"색상: #%s\n" +"좌클릭: 색상 지정" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "헥스 코드(\"#ff0000\") 또는 영어 색상 이름(\"red\")을 넣어 주세요." + +msgid "Pick a color from the screen." +msgstr "화면에서 색상을 고르세요." + +msgid "Pick a color from the application window." +msgstr "프로그램 창에서 색상을 고르세요." + +msgid "Select a picker shape." +msgstr "피커 모양을 고르세요." + +msgid "Select a picker mode." +msgstr "피커 모드를 고르세요." + +msgid "Hex code or named color" +msgstr "헥스 코드 또는 색상 이름" + +msgid "Add current color as a preset." +msgstr "현재 색상을 프리셋으로 추가합니다." + +msgid "Network" +msgstr "네트워크" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"\"%s\" 파일이 이미 있습니다.\n" +"덮어쓰시겠습니까?" + +msgid "Open" +msgstr "열기" + +msgid "Select Current Folder" +msgstr "현재 폴더 선택" + +msgid "Select This Folder" +msgstr "이 폴더 선택" + +msgid "You don't have permission to access contents of this folder." +msgstr "이 폴더에 접근할 권한이 없습니다." + +msgid "All Recognized" +msgstr "인식 가능한 모든 파일" + +msgid "All Files" +msgstr "모든 파일" + +msgid "Open a File" +msgstr "파일 열기" + +msgid "Open File(s)" +msgstr "여러 파일 열기" + +msgid "Open a Directory" +msgstr "디렉토리 열기" + +msgid "Open a File or Directory" +msgstr "디렉토리 또는 파일 열기" + +msgid "Save" +msgstr "저장" + +msgid "Save a File" +msgstr "파일로 저장" + +msgid "Go to previous folder." +msgstr "이전 폴더로 이동합니다." + +msgid "Go to next folder." +msgstr "다음 폴더로 이동합니다." + +msgid "Go to parent folder." +msgstr "부모 폴더로 이동합니다." + +msgid "Path:" +msgstr "경로:" + +msgid "Refresh files." +msgstr "파일을 새로고침합니다." + +msgid "Toggle the visibility of hidden files." +msgstr "숨긴 파일의 표시 여부를 토글합니다." + +msgid "Directories & Files:" +msgstr "디렉토리 & 파일:" + +msgid "File:" +msgstr "파일:" + +msgid "Create Folder" +msgstr "폴더 만들기" + +msgid "Name:" +msgstr "이름:" + +msgid "Could not create folder." +msgstr "폴더를 만들 수 없습니다." + +msgid "Invalid extension, or empty filename." +msgstr "잘못된 확장자이거나 파일명이 비어 있습니다." + +msgid "Zoom Out" +msgstr "줌 아웃" + +msgid "Zoom Reset" +msgstr "줌 재설정" + +msgid "Zoom In" +msgstr "줌 인" + +msgid "Toggle the visual grid." +msgstr "배경 격자판을 보이거나 숨깁니다." + +msgid "Toggle snapping to the grid." +msgstr "격자 스냅을 켜거나 끕니다." + +msgid "Change the snapping distance." +msgstr "스냅의 거리를 변경합니다." + +msgid "Toggle the graph minimap." +msgstr "그래프 미니맵을 활성화합니다." + +msgid "Automatically arrange selected nodes." +msgstr "선택된 노드들을 자동으로 정렬합니다." + +msgid "Same as Layout Direction" +msgstr "레이아웃 방향과 같음" + +msgid "Auto-Detect Direction" +msgstr "방향 자동 감지" + +msgid "Left-to-Right" +msgstr "좌-우 방향으로" + +msgid "Right-to-Left" +msgstr "우-좌 방향으로" + +msgid "Left-to-Right Mark (LRM)" +msgstr "좌-우 방향 표식 (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "우-좌 방향 표식 (RLM)" + +msgid "Cut" +msgstr "잘라내기" + +msgid "Copy" +msgstr "복사" + +msgid "Paste" +msgstr "붙여넣기" + +msgid "Select All" +msgstr "모두 선택" + +msgid "Clear" +msgstr "지우기" + +msgid "Undo" +msgstr "실행 취소" + +msgid "Redo" +msgstr "다시 실행" + +msgid "Text Writing Direction" +msgstr "텍스트 쓰기 방향" + +msgid "Display Control Characters" +msgstr "제어 문자 표시" + +msgid "Insert Control Character" +msgstr "제어 문자 삽입" + +msgid "(Other)" +msgstr "(기타)" diff --git a/editor/translations/extractable/lv.po b/editor/translations/extractable/lv.po new file mode 100644 index 00000000000..7d7afec10f9 --- /dev/null +++ b/editor/translations/extractable/lv.po @@ -0,0 +1,128 @@ +# Latvian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-11-16 07:52+0000\n" +"Last-Translator: Peter Lauris \n" +"Language-Team: Latvian \n" +"Language: lv\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=3; plural=(n % 10 == 0 || n % 100 >= 11 && n % 100 <= " +"19) ? 0 : ((n % 10 == 1 && n % 100 != 11) ? 1 : 2);\n" +"X-Generator: Weblate 5.2\n" + +msgid "Example: %s" +msgstr "Piemērs: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d lietas" +msgstr[1] "%d lieta" +msgstr[2] "%d lietas" + +msgid "Add current color as a preset." +msgstr "Pievienot pašreizējo krāsu kā iepriekšnoteiktu krāsu." + +msgid "Open" +msgstr "Atvērt" + +msgid "Select Current Folder" +msgstr "Izvēlēties pašreizējo mapi" + +msgid "Select This Folder" +msgstr "Izvēlēties Šo Mapi" + +msgid "All Recognized" +msgstr "Viss atpazīts" + +msgid "Open a File" +msgstr "Atvērt failu" + +msgid "Open File(s)" +msgstr "Atvērt failu(s)" + +msgid "Open a Directory" +msgstr "Atvērt mapi" + +msgid "Open a File or Directory" +msgstr "Atvērt failu vai mapi" + +msgid "Save" +msgstr "Saglabāt" + +msgid "Save a File" +msgstr "Saglabāt failu" + +msgid "Go to previous folder." +msgstr "Doties uz iepriekšējo mapi." + +msgid "Go to next folder." +msgstr "Doties uz nākamo mapi." + +msgid "Go to parent folder." +msgstr "Atvērt mātes mapi." + +msgid "Path:" +msgstr "Ceļš:" + +msgid "Refresh files." +msgstr "Atjaunot failus." + +msgid "Toggle the visibility of hidden files." +msgstr "Pārslēgt slēpto failu redzamību." + +msgid "Directories & Files:" +msgstr "Mapes & Faili:" + +msgid "File:" +msgstr "Fails:" + +msgid "Create Folder" +msgstr "Izveidot mapi" + +msgid "Name:" +msgstr "Nosaukums:" + +msgid "Could not create folder." +msgstr "Neizdevās izveidot mapi." + +msgid "Zoom Out" +msgstr "Attālināt" + +msgid "Zoom Reset" +msgstr "Atiestatīt Tuvinājumu" + +msgid "Zoom In" +msgstr "Palielināt" + +msgid "Cut" +msgstr "Izgriezt" + +msgid "Copy" +msgstr "Kopēt" + +msgid "Paste" +msgstr "Ielīmēt" + +msgid "Select All" +msgstr "Izvēlēties visu" + +msgid "Clear" +msgstr "Notīrīt" + +msgid "Undo" +msgstr "Atsaukt" + +msgid "Redo" +msgstr "Pārtaisīt" + +msgid "(Other)" +msgstr "(Cits(i))" diff --git a/editor/translations/extractable/ms.po b/editor/translations/extractable/ms.po new file mode 100644 index 00000000000..3ca2a583ee5 --- /dev/null +++ b/editor/translations/extractable/ms.po @@ -0,0 +1,122 @@ +# Malay translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-03-01 21:04+0000\n" +"Last-Translator: ghakindye vv \n" +"Language-Team: Malay \n" +"Language: ms\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Contoh:%s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "Barang %d" + +msgid "Network" +msgstr "Rangkaian" + +msgid "Open" +msgstr "Buka" + +msgid "Select Current Folder" +msgstr "Pilih Folder Semasa" + +msgid "Select This Folder" +msgstr "Pilih Folder Ini" + +msgid "All Recognized" +msgstr "Semua Dikenali" + +msgid "Open a File" +msgstr "Buka Fail" + +msgid "Open File(s)" +msgstr "Buka Fail" + +msgid "Open a Directory" +msgstr "Buka Direktori" + +msgid "Open a File or Directory" +msgstr "Buka Fail atau Direktori" + +msgid "Save" +msgstr "Simpan" + +msgid "Save a File" +msgstr "Simpan Fail" + +msgid "Go to previous folder." +msgstr "Pergi ke folder sebelumnya." + +msgid "Go to next folder." +msgstr "Pergi ke folder seterusnya." + +msgid "Go to parent folder." +msgstr "Pergi ke folder induk." + +msgid "Path:" +msgstr "Laluan:" + +msgid "Refresh files." +msgstr "Muat semula fail." + +msgid "Toggle the visibility of hidden files." +msgstr "Togol keterlihatan fail tersembunyi." + +msgid "Directories & Files:" +msgstr "Direktori & Fail:" + +msgid "File:" +msgstr "Fail:" + +msgid "Create Folder" +msgstr "Cipta Folder" + +msgid "Name:" +msgstr "Nama:" + +msgid "Could not create folder." +msgstr "Tidak dapat mencipta folder." + +msgid "Zoom Out" +msgstr "Zum Keluar" + +msgid "Zoom Reset" +msgstr "Zum Set Semula" + +msgid "Zoom In" +msgstr "Zum Masuk" + +msgid "Cut" +msgstr "Potong" + +msgid "Copy" +msgstr "Salin" + +msgid "Paste" +msgstr "Tampal" + +msgid "Select All" +msgstr "Pilih Semua" + +msgid "Clear" +msgstr "Kosongkan" + +msgid "Undo" +msgstr "Buat Asal" + +msgid "Redo" +msgstr "Buat Semula" diff --git a/editor/translations/extractable/nb.po b/editor/translations/extractable/nb.po new file mode 100644 index 00000000000..d9bb6892f77 --- /dev/null +++ b/editor/translations/extractable/nb.po @@ -0,0 +1,111 @@ +# Norwegian Bokmål translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-11-06 00:35+0000\n" +"Last-Translator: Fragment Ventures \n" +"Language-Team: Norwegian Bokmål \n" +"Language: nb\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.2-dev\n" + +msgid "Example: %s" +msgstr "Eksempel: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d element" +msgstr[1] "%d elementer" + +msgid "Network" +msgstr "Nettverk" + +msgid "Open" +msgstr "Åpne" + +msgid "Select Current Folder" +msgstr "Velg Gjeldende Mappe" + +msgid "All Recognized" +msgstr "Alle gjenkjente" + +msgid "Open a File" +msgstr "Åpne en fil" + +msgid "Open File(s)" +msgstr "Åpne fil(er)" + +msgid "Open a Directory" +msgstr "Åpne ei mappe" + +msgid "Open a File or Directory" +msgstr "Åpne ei fil eller mappe" + +msgid "Save" +msgstr "Lagre" + +msgid "Save a File" +msgstr "Lagre ei fil" + +msgid "Go to parent folder." +msgstr "Gå til ovennevnt mappe." + +msgid "Path:" +msgstr "Filbane:" + +msgid "Directories & Files:" +msgstr "Mapper og Filer:" + +msgid "File:" +msgstr "Fil:" + +msgid "Create Folder" +msgstr "Opprett mappe" + +msgid "Name:" +msgstr "Navn:" + +msgid "Could not create folder." +msgstr "Kunne ikke opprette mappe." + +msgid "Zoom Out" +msgstr "Zoom ut" + +msgid "Zoom Reset" +msgstr "Tilbakestill forstørring" + +msgid "Zoom In" +msgstr "Forstørr" + +msgid "Cut" +msgstr "Kutt" + +msgid "Copy" +msgstr "Kopier" + +msgid "Paste" +msgstr "Lim inn" + +msgid "Select All" +msgstr "Velg alle" + +msgid "Clear" +msgstr "Tøm" + +msgid "Undo" +msgstr "Angre" + +msgid "Redo" +msgstr "Gjør om" + +msgid "(Other)" +msgstr "(Annet)" diff --git a/editor/translations/extractable/nl.po b/editor/translations/extractable/nl.po new file mode 100644 index 00000000000..cf080a63b10 --- /dev/null +++ b/editor/translations/extractable/nl.po @@ -0,0 +1,130 @@ +# Dutch translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" +"Last-Translator: Luka van der Plas \n" +"Language-Team: Dutch \n" +"Language: nl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Voorbeeld: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d item" +msgstr[1] "%d items" + +msgid "Add current color as a preset." +msgstr "Huidige kleur als voorkeuze toevoegen." + +msgid "Network" +msgstr "Netwerk" + +msgid "Open" +msgstr "Openen" + +msgid "Select Current Folder" +msgstr "Huidige Map Selecteren" + +msgid "Select This Folder" +msgstr "Deze map selecteren" + +msgid "All Recognized" +msgstr "Alles Herkend" + +msgid "Open a File" +msgstr "Open een Bestand" + +msgid "Open File(s)" +msgstr "Open Bestand(en)" + +msgid "Open a Directory" +msgstr "Map openen" + +msgid "Open a File or Directory" +msgstr "Bestand of map openen" + +msgid "Save" +msgstr "Opslaan" + +msgid "Save a File" +msgstr "Sla een Bestand Op" + +msgid "Go to previous folder." +msgstr "Ga naar vorige map." + +msgid "Go to next folder." +msgstr "Ga naar de volgende map." + +msgid "Go to parent folder." +msgstr "Ga naar de bovenliggende map." + +msgid "Path:" +msgstr "Pad:" + +msgid "Refresh files." +msgstr "Ververs bestandslijst." + +msgid "Toggle the visibility of hidden files." +msgstr "Maak verborgen bestanden (on)zichtbaar." + +msgid "Directories & Files:" +msgstr "Mappen & Bestanden:" + +msgid "File:" +msgstr "Bestand:" + +msgid "Create Folder" +msgstr "Map maken" + +msgid "Name:" +msgstr "Naam:" + +msgid "Could not create folder." +msgstr "Map kon niet gemaakt worden." + +msgid "Zoom Out" +msgstr "Uitzoomen" + +msgid "Zoom Reset" +msgstr "Zoom terugzetten" + +msgid "Zoom In" +msgstr "Inzoomen" + +msgid "Cut" +msgstr "Knippen" + +msgid "Copy" +msgstr "Kopiëren" + +msgid "Paste" +msgstr "Plakken" + +msgid "Select All" +msgstr "Alles selecteren" + +msgid "Clear" +msgstr "Wissen" + +msgid "Undo" +msgstr "Ongedaan maken" + +msgid "Redo" +msgstr "Opnieuw uitvoeren" + +msgid "(Other)" +msgstr "(Andere)" diff --git a/editor/translations/extractable/pl.po b/editor/translations/extractable/pl.po new file mode 100644 index 00000000000..617133fa229 --- /dev/null +++ b/editor/translations/extractable/pl.po @@ -0,0 +1,268 @@ +# Polish translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-29 19:48+0000\n" +"Last-Translator: Tomek \n" +"Language-Team: Polish \n" +"Language: pl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " +"|| n%100>=20) ? 1 : 2);\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Przykład: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d pozycja" +msgstr[1] "%d pozycje" +msgstr[2] "%d pozycji" + +msgid "New Code Region" +msgstr "Nowa region kodu" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Kolor: #%s\n" +"LPM: Ustaw ten kolor\n" +"PPM: Usuń próbkę" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Kolor: #%s\n" +"LPM: Ustaw ten kolor" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "Wprowadź kod szesnastkowy (\"#ff0000\") lub nazwany kolor (\"red\")." + +msgid "Pick a color from the screen." +msgstr "Pobierz kolor z ekranu." + +msgid "Pick a color from the application window." +msgstr "Pobierz kolor z okna aplikacji." + +msgid "Select a picker shape." +msgstr "Wybierz kształt próbnika." + +msgid "Select a picker mode." +msgstr "Wybierz tryb próbnika." + +msgid "Hex code or named color" +msgstr "Kod szesnastkowy lub nazwany kolor" + +msgid "Add current color as a preset." +msgstr "Dodaj bieżący kolor do zapisanych." + +msgid "Network" +msgstr "Sieć" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Plik \"%s\" już istnieje.\n" +"Czy chcesz go nadpisać?" + +msgid "Open" +msgstr "Otwórz" + +msgid "Select Current Folder" +msgstr "Wybierz bieżący katalog" + +msgid "Select This Folder" +msgstr "Wybierz ten folder" + +msgid "You don't have permission to access contents of this folder." +msgstr "Nie masz uprawnień, by uzyskać dostęp do tego folderu." + +msgid "All Recognized" +msgstr "Wszystkie rozpoznane" + +msgid "All Files" +msgstr "Wszystkie pliki" + +msgid "Open a File" +msgstr "Otwórz plik" + +msgid "Open File(s)" +msgstr "Otwórz plik(i)" + +msgid "Open a Directory" +msgstr "Otwórz katalog" + +msgid "Open a File or Directory" +msgstr "Otwórz plik lub katalog" + +msgid "Save" +msgstr "Zapisz" + +msgid "Save a File" +msgstr "Zapisz plik" + +msgid "Go to previous folder." +msgstr "Przejdź do poprzedniego folderu." + +msgid "Go to next folder." +msgstr "Przejdź do następnego folderu." + +msgid "Go to parent folder." +msgstr "Przejdź folder wyżej." + +msgid "Path:" +msgstr "Ścieżka:" + +msgid "Refresh files." +msgstr "Odśwież pliki." + +msgid "Toggle the visibility of hidden files." +msgstr "Przełącz widoczność ukrytych plików." + +msgid "Directories & Files:" +msgstr "Katalogi i pliki:" + +msgid "File:" +msgstr "Plik:" + +msgid "Create Folder" +msgstr "Utwórz katalog" + +msgid "Name:" +msgstr "Nazwa:" + +msgid "Could not create folder." +msgstr "Nie można utworzyć katalogu." + +msgid "Invalid extension, or empty filename." +msgstr "Niepoprawne rozszerzenie lub pusta nazwa pliku." + +msgid "Zoom Out" +msgstr "Oddal" + +msgid "Zoom Reset" +msgstr "Wyzeruj zbliżenie" + +msgid "Zoom In" +msgstr "Przybliż" + +msgid "Toggle the visual grid." +msgstr "Przełącz wizualną siatkę." + +msgid "Toggle snapping to the grid." +msgstr "Przełącz przyciąganie do siatki." + +msgid "Change the snapping distance." +msgstr "Zmień odległość przyciągania." + +msgid "Toggle the graph minimap." +msgstr "Przełącz minimapę grafu." + +msgid "Automatically arrange selected nodes." +msgstr "Automatycznie ułóż zaznaczone węzły." + +msgid "Same as Layout Direction" +msgstr "Tak samo jak kierunek układu" + +msgid "Auto-Detect Direction" +msgstr "Autowykrywanie kierunku" + +msgid "Left-to-Right" +msgstr "Od lewej do prawej" + +msgid "Right-to-Left" +msgstr "Od prawej do lewej" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Znacznik od lewej do prawej (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Znacznik od prawej do lewej (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Początek osadzania od lewej do prawej (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Początek osadzania od prawej do lewej (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Początek zastępowania od lewej do prawej (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Początek zastępowania od prawej do lewej (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Pokaż formatowanie kierunkowe (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Znacznik litery arabskiej (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Odrębne od lewej do prawej (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Odrębne od prawej do lewej (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Pierwsza silna odrębność (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Pokaż odrębność kierunkową (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Łącznik zerowej długości (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Rozłącznik zerowej długości (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Łącznik wyrazów (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Miękki łącznik (SHY)" + +msgid "Cut" +msgstr "Wytnij" + +msgid "Copy" +msgstr "Kopiuj" + +msgid "Paste" +msgstr "Wklej" + +msgid "Select All" +msgstr "Zaznacz wszystko" + +msgid "Clear" +msgstr "Wyczyść" + +msgid "Undo" +msgstr "Cofnij" + +msgid "Redo" +msgstr "Ponów" + +msgid "Text Writing Direction" +msgstr "Kierunek pisania tekstu" + +msgid "Display Control Characters" +msgstr "Pokaż znaki kontrolne" + +msgid "Insert Control Character" +msgstr "Wstaw znak kontrolny" + +msgid "(Other)" +msgstr "Inne" diff --git a/editor/translations/extractable/pt.po b/editor/translations/extractable/pt.po new file mode 100644 index 00000000000..7ceabaf2f8f --- /dev/null +++ b/editor/translations/extractable/pt.po @@ -0,0 +1,266 @@ +# Portuguese translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" +"Last-Translator: NamelessGO <66227691+NameLessGO@users.noreply.github.com>\n" +"Language-Team: Portuguese \n" +"Language: pt\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Exemplo: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d item" +msgstr[1] "%d itens" + +msgid "New Code Region" +msgstr "Nova região de código" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Cor: #%s\n" +"LMB: Aplica cor\n" +"RMB: Remove predefinição" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Cor: #%s\n" +"LMB: Aplicar cor" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "Introduza um código hex (\"#ff0000\") ou nome da cor (\"red\")." + +msgid "Pick a color from the screen." +msgstr "Escolha uma cor na tela." + +msgid "Pick a color from the application window." +msgstr "Escolha uma cor na janela da aplicação." + +msgid "Select a picker shape." +msgstr "Selecione a forma do seletor." + +msgid "Select a picker mode." +msgstr "Selecione o modo do seletor." + +msgid "Hex code or named color" +msgstr "Código hex ou nome da cor" + +msgid "Add current color as a preset." +msgstr "Adicionar cor atual como predefinição." + +msgid "Network" +msgstr "Rede" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"O ficheiro \"%s\" já existe.\n" +"Deseja sobrescreve-lo?" + +msgid "Open" +msgstr "Abrir" + +msgid "Select Current Folder" +msgstr "Selecionar pasta atual" + +msgid "Select This Folder" +msgstr "Selecionar esta Pasta" + +msgid "You don't have permission to access contents of this folder." +msgstr "Não tem permissão para acessar o conteúdo desta pasta." + +msgid "All Recognized" +msgstr "Todos Reconhecidos" + +msgid "All Files" +msgstr "Todos os Ficheiros" + +msgid "Open a File" +msgstr "Abrir um Ficheiro" + +msgid "Open File(s)" +msgstr "Abrir Ficheiro(s)" + +msgid "Open a Directory" +msgstr "Abrir uma Diretoria" + +msgid "Open a File or Directory" +msgstr "Abrir um Ficheiro ou Diretoria" + +msgid "Save" +msgstr "Guardar" + +msgid "Save a File" +msgstr "Guardar um Ficheiro" + +msgid "Go to previous folder." +msgstr "Ir para a pasta anterior." + +msgid "Go to next folder." +msgstr "Ir para a pasta seguinte." + +msgid "Go to parent folder." +msgstr "Ir para a pasta acima." + +msgid "Path:" +msgstr "Caminho:" + +msgid "Refresh files." +msgstr "Atualizar ficheiros." + +msgid "Toggle the visibility of hidden files." +msgstr "Alternar a visibilidade de ficheiros escondidos." + +msgid "Directories & Files:" +msgstr "Diretorias e Ficheiros:" + +msgid "File:" +msgstr "Ficheiro:" + +msgid "Create Folder" +msgstr "Criar Pasta" + +msgid "Name:" +msgstr "Nome:" + +msgid "Could not create folder." +msgstr "Não consegui criar pasta." + +msgid "Invalid extension, or empty filename." +msgstr "Extensão inválida ou nome de ficheiro vazio." + +msgid "Zoom Out" +msgstr "Diminuir Zoom" + +msgid "Zoom Reset" +msgstr "Reposição do Zoom" + +msgid "Zoom In" +msgstr "Aumentar Zoom" + +msgid "Toggle the visual grid." +msgstr "Alterne a grade visual." + +msgid "Toggle snapping to the grid." +msgstr "Alternar o ajuste à grade." + +msgid "Change the snapping distance." +msgstr "Altere a distância de encaixe." + +msgid "Toggle the graph minimap." +msgstr "Alterne o minimapa do gráfico." + +msgid "Automatically arrange selected nodes." +msgstr "Organize automaticamente os nós selecionados." + +msgid "Same as Layout Direction" +msgstr "Mesma Direção do Layout" + +msgid "Auto-Detect Direction" +msgstr "Auto Detetar Direção" + +msgid "Left-to-Right" +msgstr "Esquerda para Direita" + +msgid "Right-to-Left" +msgstr "Direita para Esquerda" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Marca da Esquerda para a Direita (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Marca da Direita para a Esquerda (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Iniciar Incorporação da Esquerda para a Direita (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Iniciar Incorporação da Direita para a Esquerda (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Iniciar Substituição da Esquerda para a Direita (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Iniciar Substituição da Direita para a Esquerda (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Formatação de Direção Pop (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Alinhamento de Letras Árabes (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Isolado da Esquerda para a Direita (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Isolado da Direita para a Esquerda (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Primeiro Isolado Forte (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Direção Pop Isolada (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Junta Largura-Zero (ZWU)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Largura-Zero Não-Junta (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Juntador de Palavras (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Hífen Suave (SHY)" + +msgid "Cut" +msgstr "Cortar" + +msgid "Copy" +msgstr "Copiar" + +msgid "Paste" +msgstr "Colar" + +msgid "Select All" +msgstr "Selecionar Tudo" + +msgid "Clear" +msgstr "Limpar" + +msgid "Undo" +msgstr "Desfazer" + +msgid "Redo" +msgstr "Refazer" + +msgid "Text Writing Direction" +msgstr "Direção da Escrita do Texto" + +msgid "Display Control Characters" +msgstr "Exibir Caracteres de Controle" + +msgid "Insert Control Character" +msgstr "Inserir Caractere de Controle" + +msgid "(Other)" +msgstr "(Outro)" diff --git a/editor/translations/extractable/pt_BR.po b/editor/translations/extractable/pt_BR.po new file mode 100644 index 00000000000..999d24d132e --- /dev/null +++ b/editor/translations/extractable/pt_BR.po @@ -0,0 +1,252 @@ +# Portuguese (Brazil) translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: 2016-05-30\n" +"PO-Revision-Date: 2024-02-28 10:05+0000\n" +"Last-Translator: Gleydson Araujo \n" +"Language-Team: Portuguese (Brazil) \n" +"Language: pt_BR\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n > 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Exemplo: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d item" +msgstr[1] "%d itens" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Cor: #%s\n" +"LMB: Aplica cor\n" +"RMB: Remove predefinição" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Cor: #%s\n" +"LMB: Aplica cor" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Insira um código hexadecimal (\"#ff0000\") ou uma cor nomeada (\"vermelho\")." + +msgid "Pick a color from the screen." +msgstr "Escolha uma cor na tela." + +msgid "Pick a color from the application window." +msgstr "Escolha uma cor na janela do aplicativo." + +msgid "Select a picker shape." +msgstr "Selecione a forma do seletor." + +msgid "Select a picker mode." +msgstr "Selecione o modo do seletor." + +msgid "Hex code or named color" +msgstr "Código hexadecimal ou cor nomeada" + +msgid "Add current color as a preset." +msgstr "Adicionar cor atual como uma predefinição." + +msgid "Network" +msgstr "Rede" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"O arquivo \"%s\" já existe.\n" +"Você deseja sobrescreve-lo?" + +msgid "Open" +msgstr "Abrir" + +msgid "Select Current Folder" +msgstr "Selecionar a Pasta Atual" + +msgid "Select This Folder" +msgstr "Selecionar Esta Pasta" + +msgid "You don't have permission to access contents of this folder." +msgstr "Você não tem permissão para acessar o conteúdo desta pasta." + +msgid "All Recognized" +msgstr "Todos Conhecidos" + +msgid "All Files" +msgstr "Todos os Arquivos" + +msgid "Open a File" +msgstr "Abrir um Arquivo" + +msgid "Open File(s)" +msgstr "Abrir Arquivo(s)" + +msgid "Open a Directory" +msgstr "Abrir um Diretório" + +msgid "Open a File or Directory" +msgstr "Abrir Arquivo ou Diretório" + +msgid "Save" +msgstr "Salvar" + +msgid "Save a File" +msgstr "Salvar um Arquivo" + +msgid "Go to previous folder." +msgstr "Ir para a pasta anterior." + +msgid "Go to next folder." +msgstr "Ir para a próxima pasta." + +msgid "Go to parent folder." +msgstr "Ir para a pasta pai." + +msgid "Path:" +msgstr "Caminho:" + +msgid "Refresh files." +msgstr "Atualizar arquivos." + +msgid "Toggle the visibility of hidden files." +msgstr "Alternar a visibilidade de arquivos ocultos." + +msgid "Directories & Files:" +msgstr "Diretórios & Arquivos:" + +msgid "File:" +msgstr "Arquivo:" + +msgid "Create Folder" +msgstr "Criar Pasta" + +msgid "Name:" +msgstr "Nome:" + +msgid "Could not create folder." +msgstr "Não foi possível criar a pasta." + +msgid "Invalid extension, or empty filename." +msgstr "Extensão inválida ou nome de arquivo vazio." + +msgid "Zoom Out" +msgstr "Afastar" + +msgid "Zoom Reset" +msgstr "Restaurar Ampliação" + +msgid "Zoom In" +msgstr "Ampliar" + +msgid "Automatically arrange selected nodes." +msgstr "Arranjar automaticamente os nós selecionados." + +msgid "Same as Layout Direction" +msgstr "Mesma Direção do Layout" + +msgid "Auto-Detect Direction" +msgstr "Auto Detectar Direção" + +msgid "Left-to-Right" +msgstr "Esquerda para Direita" + +msgid "Right-to-Left" +msgstr "Direita para Esquerda" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Marca da Esquerda para a Direita (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Marca da Direita para a Esquerda (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Iniciar Incorporação da Esquerda para a Direita (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Iniciar Incorporação da Direita para a Esquerda (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Iniciar Substituição da Esquerda para a Direita (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Iniciar Substituição da Direita para a Esquerda (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Formatação de Direção Pop (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Alinhamento de Letras Árabes (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Isolado da Esquerda para a Direita (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Isolado da Direita para a Esquerda (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Primeiro Isolado Forte (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Direção Pop Isolada (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Junta Largura-Zero (ZWU)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Largura-Zero Não-Junta (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Juntador de Palavras (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Hífen Suave (SHY)" + +msgid "Cut" +msgstr "Recortar" + +msgid "Copy" +msgstr "Copiar" + +msgid "Paste" +msgstr "Colar" + +msgid "Select All" +msgstr "Selecionar Tudo" + +msgid "Clear" +msgstr "Limpar" + +msgid "Undo" +msgstr "Desfazer" + +msgid "Redo" +msgstr "Refazer" + +msgid "Text Writing Direction" +msgstr "Direção da Escrita do Texto" + +msgid "Display Control Characters" +msgstr "Exibir Caracteres de Controle" + +msgid "Insert Control Character" +msgstr "Inserir Caractere de Controle" + +msgid "(Other)" +msgstr "(Outro)" diff --git a/editor/translations/extractable/ro.po b/editor/translations/extractable/ro.po new file mode 100644 index 00000000000..c278c7ce8f9 --- /dev/null +++ b/editor/translations/extractable/ro.po @@ -0,0 +1,116 @@ +# Romanian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-10 09:01+0000\n" +"Last-Translator: FlooferLand \n" +"Language-Team: Romanian \n" +"Language: ro\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < " +"20)) ? 1 : 2;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Exemplu: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d obiect" +msgstr[1] "%d obiecte" +msgstr[2] "%d obiecte" + +msgid "Network" +msgstr "Rețea" + +msgid "Open" +msgstr "Deschide" + +msgid "Select Current Folder" +msgstr "Selectaţi directorul curent" + +msgid "Select This Folder" +msgstr "Selectaţi directorul curent" + +msgid "All Recognized" +msgstr "Toate Recunoscute" + +msgid "Open a File" +msgstr "Deschideți un Fișier" + +msgid "Open File(s)" +msgstr "Deschideți Fișier(e)" + +msgid "Open a Directory" +msgstr "Deschideţi un Director" + +msgid "Open a File or Directory" +msgstr "Deschideți un Fişier sau Director" + +msgid "Save" +msgstr "Salvați" + +msgid "Save a File" +msgstr "Salvați un Fișier" + +msgid "Go to previous folder." +msgstr "Accesați Directorul Precedent." + +msgid "Go to next folder." +msgstr "Mergi la următorul director." + +msgid "Go to parent folder." +msgstr "Mergi la Directorul Părinte." + +msgid "Path:" +msgstr "Cale:" + +msgid "Refresh files." +msgstr "Reîmprospătează filele." + +msgid "Toggle the visibility of hidden files." +msgstr "Comutați Vizibilitatea Fișierelor Ascunse." + +msgid "Directories & Files:" +msgstr "Directoare și Fişiere:" + +msgid "File:" +msgstr "Fișier:" + +msgid "Create Folder" +msgstr "Creare folder" + +msgid "Name:" +msgstr "Nume:" + +msgid "Could not create folder." +msgstr "Directorul nu a putut fi creat." + +msgid "Zoom Out" +msgstr "Departare" + +msgid "Zoom Reset" +msgstr "Resetare zoom" + +msgid "Zoom In" +msgstr "Apropiere" + +msgid "Cut" +msgstr "Tăiere" + +msgid "Copy" +msgstr "Copiaza" + +msgid "Paste" +msgstr "Lipește" + +msgid "Clear" +msgstr "Curăță" diff --git a/editor/translations/extractable/ru.po b/editor/translations/extractable/ru.po new file mode 100644 index 00000000000..479061e3cfa --- /dev/null +++ b/editor/translations/extractable/ru.po @@ -0,0 +1,277 @@ +# Russian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-03-02 14:19+0000\n" +"Last-Translator: Artem \n" +"Language-Team: Russian \n" +"Language: ru\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"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" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Пример: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d элемент" +msgstr[1] "%d элемента" +msgstr[2] "%d элементов" + +msgid "New Code Region" +msgstr "Новая область кода" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Цвет: #%s\n" +"ЛКМ: Применить цвет\n" +"ПКМ: Удалить пресет" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Цвет: #%s\n" +"ЛКМ: Применить цвет" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"red\")." + +msgid "Pick a color from the screen." +msgstr "Взять цвет с экрана." + +msgid "Pick a color from the application window." +msgstr "Выберите цвет в окне приложения." + +msgid "Select a picker shape." +msgstr "Выберите форму виджета." + +msgid "Select a picker mode." +msgstr "Выберите режим виджета." + +msgid "Hex code or named color" +msgstr "Шестнадцатеричный код или названный цвет" + +msgid "Add current color as a preset." +msgstr "Добавить текущий цвет как пресет." + +msgid "Network" +msgstr "Сеть" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Файл \"%s\" уже существует.\n" +"Перезаписать файл?" + +msgid "Open" +msgstr "Открыть" + +msgid "Select Current Folder" +msgstr "Выбрать текущую папку" + +msgid "Select This Folder" +msgstr "Выбрать эту папку" + +msgid "You don't have permission to access contents of this folder." +msgstr "У вас нет прав для доступа к содержимому этой папки." + +msgid "All Recognized" +msgstr "Все разрешённые" + +msgid "All Files" +msgstr "Все файлы" + +msgid "Open a File" +msgstr "Открыть файл" + +msgid "Open File(s)" +msgstr "Открыть файл(ы)" + +msgid "Open a Directory" +msgstr "Открыть каталог" + +msgid "Open a File or Directory" +msgstr "Открыть каталог или файл" + +msgid "Save" +msgstr "Сохранить" + +msgid "Save a File" +msgstr "Сохранить файл" + +msgid "Go to previous folder." +msgstr "Перейти к предыдущей папке." + +msgid "Go to next folder." +msgstr "Перейти к следующей папке." + +msgid "Go to parent folder." +msgstr "Перейти к родительской папке." + +msgid "Path:" +msgstr "Путь:" + +msgid "Refresh files." +msgstr "Обновить файлы." + +msgid "Toggle the visibility of hidden files." +msgstr "Переключить видимость скрытых файлов." + +msgid "Directories & Files:" +msgstr "Каталоги и файлы:" + +msgid "File:" +msgstr "Файл:" + +msgid "Create Folder" +msgstr "Создать папку" + +msgid "Name:" +msgstr "Имя:" + +msgid "Could not create folder." +msgstr "Невозможно создать папку." + +msgid "Invalid extension, or empty filename." +msgstr "Недопустимое расширение или пустое имя файла." + +msgid "Zoom Out" +msgstr "Отдалить" + +msgid "Zoom Reset" +msgstr "Сбросить масштабирование" + +msgid "Zoom In" +msgstr "Приблизить" + +msgid "Toggle the visual grid." +msgstr "Переключить видимую сетку." + +msgid "Toggle snapping to the grid." +msgstr "Переключить привязку к сетке." + +msgid "Change the snapping distance." +msgstr "Измените расстояние привязки." + +msgid "Toggle the graph minimap." +msgstr "Переключить миникарту графа." + +msgid "Automatically arrange selected nodes." +msgstr "Автоматически располагать выбранные узлы." + +msgid "Same as Layout Direction" +msgstr "То же, что и направление макета" + +msgid "Auto-Detect Direction" +msgstr "Автоопределение направления" + +msgid "Left-to-Right" +msgstr "Слева направо" + +msgid "Right-to-Left" +msgstr "Справа налево" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Писать слева направо (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Писать справа налево (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "" +"Начало текста, написанного слева направо, внутри текста, написанного справа " +"налево (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "" +"Начало текста, написанного справа налево, внутри текста, написанного слева " +"направо (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "" +"Начать замену текста, написанного слева направо, текстом, написанным справа " +"налево (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "" +"Начать замену текста, написанного справа налево, текстом, написанным слева " +"направо (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Конец вставленного текста с другим направлением (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Знак арабского письма (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Разделитель слева-направо (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Разделитель справа-налево (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Первый усиленный разделитель (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Конец изолированного текста с другим направлением (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Разрешающий образования лигатур символ (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Запрещающий образования лигатур символ (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Cоединитель слов (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Мягкий перенос (SHY)" + +msgid "Cut" +msgstr "Вырезать" + +msgid "Copy" +msgstr "Копировать" + +msgid "Paste" +msgstr "Вставить" + +msgid "Select All" +msgstr "Выделить всё" + +msgid "Clear" +msgstr "Очистить" + +msgid "Undo" +msgstr "Отменить" + +msgid "Redo" +msgstr "Повторить" + +msgid "Text Writing Direction" +msgstr "Направление написания текста" + +msgid "Display Control Characters" +msgstr "Отображать управляющие символы" + +msgid "Insert Control Character" +msgstr "Вставить управляющий символ" + +msgid "(Other)" +msgstr "(Другие)" diff --git a/editor/translations/extractable/sk.po b/editor/translations/extractable/sk.po new file mode 100644 index 00000000000..4befffdec0f --- /dev/null +++ b/editor/translations/extractable/sk.po @@ -0,0 +1,131 @@ +# Slovak translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-12-02 19:36+0000\n" +"Last-Translator: Ellie Star \n" +"Language-Team: Slovak \n" +"Language: sk\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" +"X-Generator: Weblate 5.3-dev\n" + +msgid "Example: %s" +msgstr "Príklad: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d položka" +msgstr[1] "%d položky" +msgstr[2] "%d položiek" + +msgid "Network" +msgstr "Sieť" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Súbor \"%s\" už existuje.\n" +"Želáte si ho prepísať?" + +msgid "Open" +msgstr "Otvoriť" + +msgid "Select Current Folder" +msgstr "Vybrať Aktuálny Priečinok" + +msgid "Select This Folder" +msgstr "Vybrať Tento Priečinok" + +msgid "All Recognized" +msgstr "Všetko rozpoznané" + +msgid "Open a File" +msgstr "Otvoriť súbor" + +msgid "Open File(s)" +msgstr "Otvoriť súbor(y)" + +msgid "Open a Directory" +msgstr "Otvorit priečinok" + +msgid "Open a File or Directory" +msgstr "Otvoriť súbor / priečinok" + +msgid "Save" +msgstr "Uložiť" + +msgid "Save a File" +msgstr "Uložiť súbor" + +msgid "Go to previous folder." +msgstr "Ísť do predchádzajúceho priečinka." + +msgid "Go to next folder." +msgstr "Ísť do ďalšieho priečinka." + +msgid "Go to parent folder." +msgstr "Ísť do parent folder." + +msgid "Path:" +msgstr "Cesta:" + +msgid "Refresh files." +msgstr "Obnoviť súbory." + +msgid "Toggle the visibility of hidden files." +msgstr "Prepnúť viditeľnosť skrytých súborov." + +msgid "Directories & Files:" +msgstr "Priečinky a Súbory:" + +msgid "File:" +msgstr "Súbor:" + +msgid "Create Folder" +msgstr "Vytvoriť adresár" + +msgid "Name:" +msgstr "Názov:" + +msgid "Could not create folder." +msgstr "Priečinok sa nepodarilo vytvoriť." + +msgid "Zoom Out" +msgstr "Oddialiť" + +msgid "Zoom Reset" +msgstr "Resetovať Priblíženie" + +msgid "Zoom In" +msgstr "Priblížiť" + +msgid "Cut" +msgstr "Vystrihnúť" + +msgid "Copy" +msgstr "Kopírovať" + +msgid "Paste" +msgstr "Vložiť" + +msgid "Select All" +msgstr "Označiť všetko" + +msgid "Clear" +msgstr "Vyčistiť" + +msgid "Undo" +msgstr "Späť" + +msgid "Redo" +msgstr "Prerobiť" diff --git a/editor/translations/extractable/sl.po b/editor/translations/extractable/sl.po new file mode 100644 index 00000000000..06b2c545318 --- /dev/null +++ b/editor/translations/extractable/sl.po @@ -0,0 +1,86 @@ +# Slovenian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-11-16 16:21+0000\n" +"Last-Translator: Andrej Koman \n" +"Language-Team: Slovenian \n" +"Language: sl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=4; plural=n%100==1 ? 0 : n%100==2 ? 1 : n%100==3 || " +"n%100==4 ? 2 : 3;\n" +"X-Generator: Weblate 5.2\n" + +msgid "Network" +msgstr "Omrežje" + +msgid "Open" +msgstr "Odpri" + +msgid "Select Current Folder" +msgstr "Izberite Trenutno Mapo" + +msgid "All Recognized" +msgstr "Vse Prepoznano" + +msgid "Open a File" +msgstr "Odpri v Datoteki" + +msgid "Open File(s)" +msgstr "Odpri Datotek(o/e)" + +msgid "Open a Directory" +msgstr "Odpri v Mapi" + +msgid "Open a File or Directory" +msgstr "Odpri Datoteko ali Mapo" + +msgid "Save" +msgstr "Shrani" + +msgid "Save a File" +msgstr "Shrani Datoteko" + +msgid "Path:" +msgstr "Pot:" + +msgid "Directories & Files:" +msgstr "Mape & Datoteke:" + +msgid "File:" +msgstr "Datoteka:" + +msgid "Create Folder" +msgstr "Ustvarite Mapo" + +msgid "Name:" +msgstr "Ime:" + +msgid "Could not create folder." +msgstr "Mape ni mogoče ustvariti." + +msgid "Zoom Out" +msgstr "Oddalji" + +msgid "Zoom In" +msgstr "Približaj" + +msgid "Clear" +msgstr "Počisti" + +msgid "Undo" +msgstr "Razveljavi" + +msgid "Redo" +msgstr "Ponovi" + +msgid "(Other)" +msgstr "(Ostalo)" diff --git a/editor/translations/extractable/sq.po b/editor/translations/extractable/sq.po new file mode 100644 index 00000000000..b64c73ba841 --- /dev/null +++ b/editor/translations/extractable/sq.po @@ -0,0 +1,77 @@ +# Albanian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2023-09-16 22:13+0000\n" +"Last-Translator: Andrea Toska \n" +"Language-Team: Albanian \n" +"Language: sq\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.0.2\n" + +msgid "Open" +msgstr "Hap" + +msgid "Select Current Folder" +msgstr "Zgjidh Folderin Aktual" + +msgid "Select This Folder" +msgstr "Zgjidh Këtë Folder" + +msgid "All Recognized" +msgstr "Të Gjithë të Njohurat" + +msgid "Open a File" +msgstr "Hap një Skedar" + +msgid "Open File(s)" +msgstr "Hap Skedarët" + +msgid "Open a Directory" +msgstr "Hap një Direktori" + +msgid "Open a File or Directory" +msgstr "Hap një Skedar ose Direktori" + +msgid "Save" +msgstr "Ruaj" + +msgid "Save a File" +msgstr "Ruaj një Skedar" + +msgid "Path:" +msgstr "Rruga:" + +msgid "Directories & Files:" +msgstr "Direktorit & Skedarët:" + +msgid "File:" +msgstr "Skedar:" + +msgid "Create Folder" +msgstr "Krijo një Folder" + +msgid "Name:" +msgstr "Emri:" + +msgid "Could not create folder." +msgstr "Nuk mund të krijoj folderin." + +msgid "Paste" +msgstr "Ngjit" + +msgid "Clear" +msgstr "Pastro" + +msgid "Undo" +msgstr "Zhbëj" + +msgid "Redo" +msgstr "Ribëj" diff --git a/editor/translations/extractable/sr_Cyrl.po b/editor/translations/extractable/sr_Cyrl.po new file mode 100644 index 00000000000..4408967f410 --- /dev/null +++ b/editor/translations/extractable/sr_Cyrl.po @@ -0,0 +1,90 @@ +# Serbian (cyrillic) translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2023-09-18 19:17+0000\n" +"Last-Translator: Mihajlo Radojković \n" +"Language-Team: Serbian (cyrillic) \n" +"Language: sr_Cyrl\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"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" +"X-Generator: Weblate 5.0.2\n" + +msgid "Open" +msgstr "Отвори" + +msgid "Select Current Folder" +msgstr "Одабери тренутни директоријум" + +msgid "All Recognized" +msgstr "Сви препознати" + +msgid "Open a File" +msgstr "Отвори датотеку" + +msgid "Open File(s)" +msgstr "Отвори датотеку/е" + +msgid "Open a Directory" +msgstr "Отвори директоријум" + +msgid "Open a File or Directory" +msgstr "Отвори датотеку или директоријум" + +msgid "Save" +msgstr "Сачувај" + +msgid "Save a File" +msgstr "Сачувај датотеку" + +msgid "Path:" +msgstr "Пут:" + +msgid "Directories & Files:" +msgstr "Директоријуми и датотеке:" + +msgid "File:" +msgstr "Датотека:" + +msgid "Create Folder" +msgstr "Направи директоријум" + +msgid "Name:" +msgstr "Име:" + +msgid "Could not create folder." +msgstr "Неуспех при прављењу директоријума." + +msgid "Zoom Out" +msgstr "Умањи" + +msgid "Zoom In" +msgstr "Увеличај" + +msgid "Cut" +msgstr "Исеци" + +msgid "Copy" +msgstr "Копирај" + +msgid "Paste" +msgstr "Налепи" + +msgid "Select All" +msgstr "Одабери све" + +msgid "Clear" +msgstr "Обриши" + +msgid "Undo" +msgstr "Опозови" + +msgid "Redo" +msgstr "Поново уради" diff --git a/editor/translations/extractable/sv.po b/editor/translations/extractable/sv.po new file mode 100644 index 00000000000..18c23cf6edc --- /dev/null +++ b/editor/translations/extractable/sv.po @@ -0,0 +1,139 @@ +# Swedish translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-24 22:50+0000\n" +"Last-Translator: Henrik Nilsson \n" +"Language-Team: Swedish \n" +"Language: sv\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Exempel: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d föremål" +msgstr[1] "%d föremål" + +msgid "Add current color as a preset." +msgstr "Lägg till nuvarande färg som en förinställning." + +msgid "Network" +msgstr "Nätverk" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Filen \"%s\" finns redan.\n" +"Vill du skriva över den?" + +msgid "Open" +msgstr "Öppna" + +msgid "Select Current Folder" +msgstr "Välj Nuvarande Mapp" + +msgid "Select This Folder" +msgstr "Välj denna mapp" + +msgid "All Recognized" +msgstr "Alla Erkända" + +msgid "Open a File" +msgstr "Öppna en Fil" + +msgid "Open File(s)" +msgstr "Öppna Fil(er)" + +msgid "Open a Directory" +msgstr "Öppna en Katalog" + +msgid "Open a File or Directory" +msgstr "Öppna en Fil eller Katalog" + +msgid "Save" +msgstr "Spara" + +msgid "Save a File" +msgstr "Spara en Fil" + +msgid "Go to previous folder." +msgstr "Gå till föregående mapp." + +msgid "Go to next folder." +msgstr "Gå till nästa mapp." + +msgid "Go to parent folder." +msgstr "Gå till överordnad mapp." + +msgid "Path:" +msgstr "Sökväg:" + +msgid "Refresh files." +msgstr "Uppdatera filer." + +msgid "Toggle the visibility of hidden files." +msgstr "Växla synligheten av dolda filer." + +msgid "Directories & Files:" +msgstr "Kataloger & Filer:" + +msgid "File:" +msgstr "Fil:" + +msgid "Create Folder" +msgstr "Skapa Mapp" + +msgid "Name:" +msgstr "Namn:" + +msgid "Could not create folder." +msgstr "Kunde inte skapa mapp." + +msgid "Zoom Out" +msgstr "Zooma Ut" + +msgid "Zoom Reset" +msgstr "Återställ zoom" + +msgid "Zoom In" +msgstr "Zooma In" + +msgid "Cut" +msgstr "Klipp" + +msgid "Copy" +msgstr "Kopiera" + +msgid "Paste" +msgstr "Klistra in" + +msgid "Select All" +msgstr "Välj Alla" + +msgid "Clear" +msgstr "Rensa" + +msgid "Undo" +msgstr "Ångra" + +msgid "Redo" +msgstr "Återställ" + +msgid "Insert Control Character" +msgstr "Infoga kontroltecken" + +msgid "(Other)" +msgstr "(Annat)" diff --git a/editor/translations/extractable/th.po b/editor/translations/extractable/th.po new file mode 100644 index 00000000000..8f1ac6a79fe --- /dev/null +++ b/editor/translations/extractable/th.po @@ -0,0 +1,125 @@ +# Thai translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-12-13 14:13+0000\n" +"Last-Translator: รัชพล คิดการ \n" +"Language-Team: Thai \n" +"Language: th\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.3-rc\n" + +msgid "Example: %s" +msgstr "ตัวอย่าง: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d หน่วย" + +msgid "Add current color as a preset." +msgstr "เพิ่มสีปัจจุบันเป็นพรีเซ็ต" + +msgid "Open" +msgstr "เปิด" + +msgid "Select Current Folder" +msgstr "เลือกโฟลเดอร์ปัจจุบัน" + +msgid "Select This Folder" +msgstr "เลือกโฟลเดอร์นี้" + +msgid "All Recognized" +msgstr "ทุกนามสุกลที่รู้จัก" + +msgid "Open a File" +msgstr "เปิดไฟล์" + +msgid "Open File(s)" +msgstr "เปิดไฟล์" + +msgid "Open a Directory" +msgstr "เปิดโฟลเดอร์" + +msgid "Open a File or Directory" +msgstr "เปิดไฟล์หรือโฟลเดอร์" + +msgid "Save" +msgstr "บันทึก" + +msgid "Save a File" +msgstr "บันทึกไฟล์" + +msgid "Go to previous folder." +msgstr "ไปยังโฟลเดอร์ก่อนหน้า" + +msgid "Go to next folder." +msgstr "ไปยังโฟลเดอร์ถัดไป" + +msgid "Go to parent folder." +msgstr "ไปยังโฟลเดอร์หลัก" + +msgid "Path:" +msgstr "ตำแหน่ง:" + +msgid "Refresh files." +msgstr "รีเฟรชไฟล์" + +msgid "Toggle the visibility of hidden files." +msgstr "เปิด/ปิดการแสดงไฟล์ที่ซ่อน" + +msgid "Directories & Files:" +msgstr "ไฟล์และโฟลเดอร์:" + +msgid "File:" +msgstr "ไฟล์:" + +msgid "Create Folder" +msgstr "สร้างโฟลเดอร์" + +msgid "Name:" +msgstr "ชื่อ:" + +msgid "Could not create folder." +msgstr "ไม่สามารถสร้างโฟลเดอร์" + +msgid "Zoom Out" +msgstr "ย่อ" + +msgid "Zoom Reset" +msgstr "รีเซ็ตการซูม" + +msgid "Zoom In" +msgstr "ขยาย" + +msgid "Cut" +msgstr "ตัด" + +msgid "Copy" +msgstr "คัดลอก" + +msgid "Paste" +msgstr "วาง" + +msgid "Select All" +msgstr "เลือกทั้งหมด" + +msgid "Clear" +msgstr "เคลียร์" + +msgid "Undo" +msgstr "ยกเลิกการกระทำ" + +msgid "Redo" +msgstr "ทำซ้ำ" + +msgid "(Other)" +msgstr "(อื่น)" diff --git a/editor/translations/extractable/tl.po b/editor/translations/extractable/tl.po new file mode 100644 index 00000000000..5e775a639a6 --- /dev/null +++ b/editor/translations/extractable/tl.po @@ -0,0 +1,112 @@ +# Tagalog translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"PO-Revision-Date: 2022-08-12 17:08+0000\n" +"Last-Translator: Napstaguy04 \n" +"Language-Team: Tagalog \n" +"Language: tl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" +"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 " +"|| n % 10 == 6 || n % 10 == 9);\n" +"X-Generator: Weblate 4.14-dev\n" + +msgid "Open" +msgstr "Buksan" + +msgid "Select Current Folder" +msgstr "Piliin Ang Tinututukang Folder" + +msgid "Select This Folder" +msgstr "Piliin ang Folder na Ito" + +msgid "All Recognized" +msgstr "Lahat na Kilalang Ekstensyon" + +msgid "Open a File" +msgstr "Buksan ang File" + +msgid "Open File(s)" +msgstr "Buksan Ang (Mga) File" + +msgid "Open a Directory" +msgstr "Bumukas ng Directory" + +msgid "Open a File or Directory" +msgstr "Bumukas ng File o Directory" + +msgid "Save" +msgstr "I-save" + +msgid "Save a File" +msgstr "Magsave ng File" + +msgid "Go to previous folder." +msgstr "Pumunta sa nakaraang Folder." + +msgid "Go to next folder." +msgstr "Pumunta sa susunod na folder." + +msgid "Go to parent folder." +msgstr "Pumunta sa ugat na folder." + +msgid "Path:" +msgstr "Kinaroroonan:" + +msgid "Refresh files." +msgstr "I-refresh ang mga file." + +msgid "Toggle the visibility of hidden files." +msgstr "I-toggle ang pagkakakita ng mga nakatagong file." + +msgid "Directories & Files:" +msgstr "Mga Direktoryo at mga File:" + +msgid "File:" +msgstr "File:" + +msgid "Create Folder" +msgstr "Gumawa ng Folder" + +msgid "Name:" +msgstr "Pangalan:" + +msgid "Could not create folder." +msgstr "Nabigong lumikha ng folder." + +msgid "Zoom Out" +msgstr "Paliitin Ang Tanaw" + +msgid "Zoom Reset" +msgstr "Ibalik sa Dati ang Zoom" + +msgid "Zoom In" +msgstr "Palakihin Ang Tanaw" + +msgid "Cut" +msgstr "Gupitin" + +msgid "Copy" +msgstr "Kopyahin" + +msgid "Paste" +msgstr "I-pasta" + +msgid "Select All" +msgstr "Piliin Lahat" + +msgid "Clear" +msgstr "Linisin" + +msgid "Undo" +msgstr "I-undo" + +msgid "Redo" +msgstr "I-redo" diff --git a/editor/translations/extractable/tr.po b/editor/translations/extractable/tr.po new file mode 100644 index 00000000000..ffdee59b9fd --- /dev/null +++ b/editor/translations/extractable/tr.po @@ -0,0 +1,268 @@ +# Turkish translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-27 08:02+0000\n" +"Last-Translator: Yılmaz Durmaz \n" +"Language-Team: Turkish \n" +"Language: tr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "Örnek:%s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d öğe" +msgstr[1] "%d öğe" + +msgid "New Code Region" +msgstr "Yeni Kod Bölgesi" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Renk: #%s\n" +"Sol Fare Düğmesi: Rengi Uygula\n" +"Sağ Fare Düğmesi: Hazırayarı kaldır" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Renk: #%s\n" +"Sol Fare Düğmesi: Rengi Uygula" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Bir onaltılık kod (\"#ff0000\") veya isimlendirilmiş bir renk (\"kırmızı\") " +"girin." + +msgid "Pick a color from the screen." +msgstr "Ekrandan bir renk seçin." + +msgid "Pick a color from the application window." +msgstr "Uygulama penceresinden bir renk seç." + +msgid "Select a picker shape." +msgstr "Bir seçici şekil seçin." + +msgid "Select a picker mode." +msgstr "Bir seçici kip seçin." + +msgid "Hex code or named color" +msgstr "Onaltılı kod veya isimlendirilimiş renk" + +msgid "Add current color as a preset." +msgstr "Şuanki rengi bir hazırayar olarak kaydet." + +msgid "Network" +msgstr "Ağ" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"\"%s\" dosyası zaten var.\n" +"Üzerine yazmayı istiyor musun?" + +msgid "Open" +msgstr "Aç" + +msgid "Select Current Folder" +msgstr "Açık Olan Klasörü Seç" + +msgid "Select This Folder" +msgstr "Bu Klasörü Seç" + +msgid "You don't have permission to access contents of this folder." +msgstr "Bu klasörün içeriğine erişim izniniz yok." + +msgid "All Recognized" +msgstr "Hepsi Tanındı" + +msgid "All Files" +msgstr "Tüm Dosyalar" + +msgid "Open a File" +msgstr "Bir Dosya Aç" + +msgid "Open File(s)" +msgstr "Dosya(ları) Aç" + +msgid "Open a Directory" +msgstr "Bir Klasör Aç" + +msgid "Open a File or Directory" +msgstr "Bir Dosya ya da Klasör Aç" + +msgid "Save" +msgstr "Kaydet" + +msgid "Save a File" +msgstr "Bir Dosya Kaydet" + +msgid "Go to previous folder." +msgstr "Önceki klasöre git." + +msgid "Go to next folder." +msgstr "Sonraki klasöre git." + +msgid "Go to parent folder." +msgstr "Üst klasöre git." + +msgid "Path:" +msgstr "Yol:" + +msgid "Refresh files." +msgstr "Dosya listesini yenile." + +msgid "Toggle the visibility of hidden files." +msgstr "Gizli Dosyaların görünürlüğü aç/kapat." + +msgid "Directories & Files:" +msgstr "Klasörler ve Dosyalar:" + +msgid "File:" +msgstr "Dosya:" + +msgid "Create Folder" +msgstr "Klasör Oluştur" + +msgid "Name:" +msgstr "İsim:" + +msgid "Could not create folder." +msgstr "Klasör oluşturulamadı." + +msgid "Invalid extension, or empty filename." +msgstr "Geçersiz uzantı, veya boş dosya ismi." + +msgid "Zoom Out" +msgstr "Uzaklaştır" + +msgid "Zoom Reset" +msgstr "Yakınlaştırmayı Sıfırlama" + +msgid "Zoom In" +msgstr "Yakınlaştır" + +msgid "Toggle the visual grid." +msgstr "Görsel ızgarayı aç/kapat." + +msgid "Toggle snapping to the grid." +msgstr "Izgaraya tutunmayı aç/kapat." + +msgid "Change the snapping distance." +msgstr "Tutunma mesafesini değiştirin." + +msgid "Toggle the graph minimap." +msgstr "Grafik mini haritasını aç/kapat." + +msgid "Automatically arrange selected nodes." +msgstr "Seçilen düğümleri otomatik olarak düzenle." + +msgid "Same as Layout Direction" +msgstr "Yerleşim Düzeni Yönü ile Aynı" + +msgid "Auto-Detect Direction" +msgstr "Yönü Otomatik Algıla" + +msgid "Left-to-Right" +msgstr "Soldan-Sağa" + +msgid "Right-to-Left" +msgstr "Sağdan-Sola" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Soldan-Sağa İşaret (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Sağdan-Sola İşaret (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Soldan-sağa gömme (LRE) başlangıcı" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Sağdan-Sola Gömme (RLE) başlangıcı" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Soldan-Sağa Üzerine yazma (LRO) Başlangıcı" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Sağdan-Sola Üzerine yazma (RLO) başlangıcı" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Çıkarma Yönü Biçimi (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Arapça Harf İşareti (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Soldan-Sağa Ayrık(LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Sağdan-Sola Ayrık (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "İlk Güçlü Ayrık (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Çıkarma Yönü Ayrık (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Sıfır-Genişlikli Birleştirici (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Sıfır-Genişlikli Birleştirici-Olmayan (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Kelime Birleştirici (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Yumuşak Kısa Çizgi (SHY)" + +msgid "Cut" +msgstr "Kes" + +msgid "Copy" +msgstr "Kopyala" + +msgid "Paste" +msgstr "Yapıştır" + +msgid "Select All" +msgstr "Hepsini Seç" + +msgid "Clear" +msgstr "Temizle" + +msgid "Undo" +msgstr "Geri al" + +msgid "Redo" +msgstr "Yinele" + +msgid "Text Writing Direction" +msgstr "Metin Yazım Yönü" + +msgid "Display Control Characters" +msgstr "Denetim Karakterlerini Görüntüle" + +msgid "Insert Control Character" +msgstr "Denetim Karakteri Ekle" + +msgid "(Other)" +msgstr "(Diğer)" diff --git a/editor/translations/extractable/uk.po b/editor/translations/extractable/uk.po new file mode 100644 index 00000000000..4ed4b2e705d --- /dev/null +++ b/editor/translations/extractable/uk.po @@ -0,0 +1,248 @@ +# Ukrainian translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Ukrainian (Godot Engine)\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-11 04:06+0000\n" +"Last-Translator: Bogdan \n" +"Language-Team: Ukrainian \n" +"Language: uk\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"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" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Приклад: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d елемент" +msgstr[1] "%d елемента" +msgstr[2] "%d елементів" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Колір: #%s\n" +"Ліва кнопка: застосувати колір\n" +"Права кнопка: вилучити взірець" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Колір: #%s\n" +"Ліва кнопка: Застосувати колір" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"красный\")." + +msgid "Pick a color from the application window." +msgstr "Вибрати колір з вікна програми." + +msgid "Select a picker shape." +msgstr "Виберіть фігуру вибору." + +msgid "Select a picker mode." +msgstr "Виберіть режим вибору." + +msgid "Hex code or named color" +msgstr "Шестнадцатеричный код или названный цвет" + +msgid "Add current color as a preset." +msgstr "Додати поточний колір як шаблон." + +msgid "Network" +msgstr "Мережа" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Файл \"%s\" вже існує.\n" +"Хочете його перезаписати?" + +msgid "Open" +msgstr "Відкрити" + +msgid "Select Current Folder" +msgstr "Вибрати поточну теку" + +msgid "Select This Folder" +msgstr "Вибрати цю теку" + +msgid "You don't have permission to access contents of this folder." +msgstr "У вас немає дозволу на доступ до вмісту цієї папки." + +msgid "All Recognized" +msgstr "Усе розпізнано" + +msgid "All Files" +msgstr "Усі файли" + +msgid "Open a File" +msgstr "Відкрити файл" + +msgid "Open File(s)" +msgstr "Відкрити файл(и)" + +msgid "Open a Directory" +msgstr "Відкрити каталог" + +msgid "Open a File or Directory" +msgstr "Відкрити файл або каталог" + +msgid "Save" +msgstr "Зберегти" + +msgid "Save a File" +msgstr "Зберегти файл" + +msgid "Go to previous folder." +msgstr "Перейти до попередньої теки." + +msgid "Go to next folder." +msgstr "Перейти до наступної теки." + +msgid "Go to parent folder." +msgstr "Перейти до батьківської теки." + +msgid "Path:" +msgstr "Шлях:" + +msgid "Refresh files." +msgstr "Освіжити файли." + +msgid "Toggle the visibility of hidden files." +msgstr "Увімкнути або вимкнути видимість прихованих файлів." + +msgid "Directories & Files:" +msgstr "Каталоги та файли:" + +msgid "File:" +msgstr "Файл:" + +msgid "Create Folder" +msgstr "Створити теку" + +msgid "Name:" +msgstr "Ім'я:" + +msgid "Could not create folder." +msgstr "Не вдалося створити теку." + +msgid "Invalid extension, or empty filename." +msgstr "Некоректний суфікс, або порожня назва файлу." + +msgid "Zoom Out" +msgstr "Зменшення" + +msgid "Zoom Reset" +msgstr "Відновити початковий масштаб" + +msgid "Zoom In" +msgstr "Збільшувати" + +msgid "Change the snapping distance." +msgstr "Изменение расстояния привязки." + +msgid "Same as Layout Direction" +msgstr "Те саме, що напрямок макета" + +msgid "Auto-Detect Direction" +msgstr "Автоматичне визначення напрямку" + +msgid "Left-to-Right" +msgstr "Зліва направо" + +msgid "Right-to-Left" +msgstr "Справа наліво" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Позначка зліва направо (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Позначка справа наліво (ПЛП)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Початок вбудовування зліва направо (ЛПВ)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Початок вбудовування справа наліво (ПЛВ)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Початок перевизначення зліва направо (ЛПЗ)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Початок перевизначення справа наліво (ПЛЗ)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Знак арабської літери (ЗАЛ)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Ізоляція зліва направо (ЛПІ)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Ізоляція справа наліво (ПЛІ)" + +msgid "First Strong Isolate (FSI)" +msgstr "Первый сильный изолят (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Поп-направление Изолировать (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "З'єднувач нульової ширини (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Нез’єднувач нульової ширини (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "З'єднувач слів (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "М'який дефіс (SHY)" + +msgid "Cut" +msgstr "Вирізати" + +msgid "Copy" +msgstr "Копіювати" + +msgid "Paste" +msgstr "Вставити" + +msgid "Select All" +msgstr "Виділити все" + +msgid "Clear" +msgstr "Очистити" + +msgid "Undo" +msgstr "Скасувати" + +msgid "Redo" +msgstr "Повернути" + +msgid "Text Writing Direction" +msgstr "Напрямок написання тексту" + +msgid "Display Control Characters" +msgstr "Відображення контрольних символів" + +msgid "Insert Control Character" +msgstr "Вставлення контрольного символу" + +msgid "(Other)" +msgstr "(Інші)" diff --git a/editor/translations/extractable/vi.po b/editor/translations/extractable/vi.po new file mode 100644 index 00000000000..ea953b40d27 --- /dev/null +++ b/editor/translations/extractable/vi.po @@ -0,0 +1,125 @@ +# Vietnamese translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-14 08:02+0000\n" +"Last-Translator: Trần Đức Minh Nhật \n" +"Language-Team: Vietnamese \n" +"Language: vi\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "Ví dụ: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d mục" + +msgid "Network" +msgstr "Mạng" + +msgid "Open" +msgstr "Mở" + +msgid "Select Current Folder" +msgstr "Chọn thư mục hiện tại" + +msgid "Select This Folder" +msgstr "Chọn thư mục này" + +msgid "All Recognized" +msgstr "Đã nhận diện hết" + +msgid "Open a File" +msgstr "Mở một Tệp tin" + +msgid "Open File(s)" +msgstr "Mở Tệp tin" + +msgid "Open a Directory" +msgstr "Mở một thư mục" + +msgid "Open a File or Directory" +msgstr "Mở một tệp tin hoặc thư mục" + +msgid "Save" +msgstr "Lưu" + +msgid "Save a File" +msgstr "Lưu thành tệp tin" + +msgid "Go to previous folder." +msgstr "Quay lại thư mục trước." + +msgid "Go to next folder." +msgstr "Đến thư mục tiếp theo." + +msgid "Go to parent folder." +msgstr "Đến thư mục mẹ." + +msgid "Path:" +msgstr "Đường dẫn:" + +msgid "Refresh files." +msgstr "Làm mới các tệp." + +msgid "Toggle the visibility of hidden files." +msgstr "Hiện/ẩn tệp ẩn." + +msgid "Directories & Files:" +msgstr "Các Thư mục và Tệp tin:" + +msgid "File:" +msgstr "Tệp tin:" + +msgid "Create Folder" +msgstr "Tạo thư mục" + +msgid "Name:" +msgstr "Tên:" + +msgid "Could not create folder." +msgstr "Không thể tạo folder." + +msgid "Zoom Out" +msgstr "Thu nhỏ" + +msgid "Zoom Reset" +msgstr "Đặt lại Thu phóng" + +msgid "Zoom In" +msgstr "Phóng to" + +msgid "Cut" +msgstr "Cắt" + +msgid "Copy" +msgstr "Sao chép" + +msgid "Paste" +msgstr "Dán" + +msgid "Select All" +msgstr "Chọn Toàn Bộ" + +msgid "Clear" +msgstr "Xoá" + +msgid "Undo" +msgstr "Hoàn tác" + +msgid "Redo" +msgstr "Làm lại" + +msgid "(Other)" +msgstr "(Khác)" diff --git a/editor/translations/extractable/zh_CN.po b/editor/translations/extractable/zh_CN.po new file mode 100644 index 00000000000..f75d8bd231a --- /dev/null +++ b/editor/translations/extractable/zh_CN.po @@ -0,0 +1,265 @@ +# Chinese (Simplified) translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: 2018-01-20 12:15+0200\n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" +"Last-Translator: Haoyu Qiu \n" +"Language-Team: Chinese (Simplified) \n" +"Language: zh_CN\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Example: %s" +msgstr "示例:%s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d 个项目" + +msgid "New Code Region" +msgstr "新建代码区域" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"颜色:#%s\n" +"鼠标左键:应用颜色\n" +"鼠标右键:移除预设" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"颜色:#%s\n" +"鼠标左键:应用颜色" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "输入十六进制码(\"#ff0000\")或颜色名称(\"red\")。" + +msgid "Pick a color from the screen." +msgstr "从屏幕中拾取颜色。" + +msgid "Pick a color from the application window." +msgstr "从应用程序窗口中拾取颜色。" + +msgid "Select a picker shape." +msgstr "选择选取器形状。" + +msgid "Select a picker mode." +msgstr "选择选取器模式。" + +msgid "Hex code or named color" +msgstr "十六进制码或颜色名称" + +msgid "Add current color as a preset." +msgstr "将当前颜色添加为预设。" + +msgid "Network" +msgstr "网络" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"文件“%s”已存在。\n" +"是否要覆盖?" + +msgid "Open" +msgstr "打开" + +msgid "Select Current Folder" +msgstr "选择当前文件夹" + +msgid "Select This Folder" +msgstr "选择此文件夹" + +msgid "You don't have permission to access contents of this folder." +msgstr "你无权访问此文件夹的内容。" + +msgid "All Recognized" +msgstr "所有可用类型" + +msgid "All Files" +msgstr "所有文件" + +msgid "Open a File" +msgstr "打开文件" + +msgid "Open File(s)" +msgstr "打开文件" + +msgid "Open a Directory" +msgstr "打开目录" + +msgid "Open a File or Directory" +msgstr "打开文件或目录" + +msgid "Save" +msgstr "保存" + +msgid "Save a File" +msgstr "保存文件" + +msgid "Go to previous folder." +msgstr "转到上个文件夹。" + +msgid "Go to next folder." +msgstr "转到下个文件夹。" + +msgid "Go to parent folder." +msgstr "转到父文件夹。" + +msgid "Path:" +msgstr "路径:" + +msgid "Refresh files." +msgstr "刷新文件。" + +msgid "Toggle the visibility of hidden files." +msgstr "切换隐藏文件的可见性。" + +msgid "Directories & Files:" +msgstr "目录与文件:" + +msgid "File:" +msgstr "文件:" + +msgid "Create Folder" +msgstr "创建文件夹" + +msgid "Name:" +msgstr "名称:" + +msgid "Could not create folder." +msgstr "无法创建文件夹。" + +msgid "Invalid extension, or empty filename." +msgstr "扩展名无效或文件名为空。" + +msgid "Zoom Out" +msgstr "缩小" + +msgid "Zoom Reset" +msgstr "重置缩放" + +msgid "Zoom In" +msgstr "放大" + +msgid "Toggle the visual grid." +msgstr "开关可视网格。" + +msgid "Toggle snapping to the grid." +msgstr "开关网格吸附。" + +msgid "Change the snapping distance." +msgstr "修改吸附距离。" + +msgid "Toggle the graph minimap." +msgstr "开关小地图。" + +msgid "Automatically arrange selected nodes." +msgstr "自动排列所选节点。" + +msgid "Same as Layout Direction" +msgstr "与布局方向一致" + +msgid "Auto-Detect Direction" +msgstr "自动检测方向" + +msgid "Left-to-Right" +msgstr "从左至右" + +msgid "Right-to-Left" +msgstr "从右至左" + +msgid "Left-to-Right Mark (LRM)" +msgstr "从左至右标志(LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "从右至左标志(RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "开始从左至右嵌入(LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "开始从右至左嵌入(RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "开始从左至右强制(LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "开始从右至左强制(RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "退出方向格式化(PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "阿拉伯字母标记(ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "从左至右隔离(LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "从右至左隔离(RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "第一个强隔离(FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "退出方向隔离(PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "零宽连接符(ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "零宽非连接符(ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "文字连接符(WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "软连字符(SHY)" + +msgid "Cut" +msgstr "剪切" + +msgid "Copy" +msgstr "复制" + +msgid "Paste" +msgstr "粘贴" + +msgid "Select All" +msgstr "全选" + +msgid "Clear" +msgstr "清除" + +msgid "Undo" +msgstr "撤销" + +msgid "Redo" +msgstr "重做" + +msgid "Text Writing Direction" +msgstr "文本书写方向" + +msgid "Display Control Characters" +msgstr "显示控制字符" + +msgid "Insert Control Character" +msgstr "插入控制字符" + +msgid "(Other)" +msgstr "(其他)" diff --git a/editor/translations/extractable/zh_HK.po b/editor/translations/extractable/zh_HK.po new file mode 100644 index 00000000000..8e3d779e84f --- /dev/null +++ b/editor/translations/extractable/zh_HK.po @@ -0,0 +1,107 @@ +# Chinese (Hong Kong) translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-08-06 10:12+0000\n" +"Last-Translator: Maurice \n" +"Language-Team: Chinese (Traditional, Hong Kong) \n" +"Language: zh_HK\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.0-dev\n" + +msgid "Example: %s" +msgstr "例子:%s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d 件" + +msgid "Open" +msgstr "開啟" + +msgid "All Recognized" +msgstr "所有已知類型" + +msgid "Open a File" +msgstr "開啟檔案" + +msgid "Open File(s)" +msgstr "開啟(多個)檔案" + +msgid "Open a Directory" +msgstr "開啟資料夾" + +msgid "Open a File or Directory" +msgstr "選擇資料夾/檔案" + +msgid "Save" +msgstr "儲存" + +msgid "Save a File" +msgstr "儲存檔案" + +msgid "Go to previous folder." +msgstr "回到上一個資料夾。" + +msgid "Go to next folder." +msgstr "下一個資料夾" + +msgid "Path:" +msgstr "路徑:" + +msgid "Toggle the visibility of hidden files." +msgstr "切換隱藏文件的可見性" + +msgid "Directories & Files:" +msgstr "資料夾和檔案:" + +msgid "File:" +msgstr "檔案:" + +msgid "Create Folder" +msgstr "新增資料夾" + +msgid "Name:" +msgstr "名稱:" + +msgid "Could not create folder." +msgstr "無法新增資料夾" + +msgid "Zoom Out" +msgstr "縮小" + +msgid "Zoom In" +msgstr "放大" + +msgid "Cut" +msgstr "剪下" + +msgid "Copy" +msgstr "複製" + +msgid "Paste" +msgstr "貼上" + +msgid "Select All" +msgstr "全選" + +msgid "Clear" +msgstr "清空" + +msgid "Undo" +msgstr "復原" + +msgid "Redo" +msgstr "重做" + +msgid "(Other)" +msgstr "(其他)" diff --git a/editor/translations/extractable/zh_TW.po b/editor/translations/extractable/zh_TW.po new file mode 100644 index 00000000000..f302f9726d2 --- /dev/null +++ b/editor/translations/extractable/zh_TW.po @@ -0,0 +1,265 @@ +# Chinese (Taiwan) translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-12 23:42+0000\n" +"Last-Translator: Chang-Chia Tseng \n" +"Language-Team: Chinese (Traditional) \n" +"Language: zh_TW\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Example: %s" +msgstr "範例: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d 個項目" + +msgid "New Code Region" +msgstr "新建程式碼區域" + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"色彩: #%s\n" +"滑鼠左鍵:設定色彩\n" +"滑鼠右鍵:刪除預設設定" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"色彩: #%s\n" +"左鍵點擊:設定色彩" + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "輸入十六進位碼(“#ff0000”)或顏色名稱(“red”)。" + +msgid "Pick a color from the screen." +msgstr "從螢幕上選擇一種顏色。" + +msgid "Pick a color from the application window." +msgstr "從應用程式視窗中選擇一種顏色。" + +msgid "Select a picker shape." +msgstr "選擇選取器形狀。" + +msgid "Select a picker mode." +msgstr "選擇選取氣模式。" + +msgid "Hex code or named color" +msgstr "十六進位碼或顏色名稱" + +msgid "Add current color as a preset." +msgstr "將目前的顏色加入預設設定。" + +msgid "Network" +msgstr "網路" + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"檔案「%s」已存在。\n" +"你希望覆寫嗎?" + +msgid "Open" +msgstr "開啟" + +msgid "Select Current Folder" +msgstr "選擇目前資料夾" + +msgid "Select This Folder" +msgstr "選擇此資料夾" + +msgid "You don't have permission to access contents of this folder." +msgstr "你無權存取此資料夾的內容。" + +msgid "All Recognized" +msgstr "支援的型別" + +msgid "All Files" +msgstr "所有檔案" + +msgid "Open a File" +msgstr "開啟檔案" + +msgid "Open File(s)" +msgstr "開啟檔案" + +msgid "Open a Directory" +msgstr "開啟資料夾" + +msgid "Open a File or Directory" +msgstr "開啟檔案或資料夾" + +msgid "Save" +msgstr "儲存" + +msgid "Save a File" +msgstr "儲存檔案" + +msgid "Go to previous folder." +msgstr "前往上一個資料夾。" + +msgid "Go to next folder." +msgstr "前往下一個資料夾。" + +msgid "Go to parent folder." +msgstr "前往上一層資料夾。" + +msgid "Path:" +msgstr "路徑:" + +msgid "Refresh files." +msgstr "重新整理檔案。" + +msgid "Toggle the visibility of hidden files." +msgstr "顯示/取消顯示隱藏檔案。" + +msgid "Directories & Files:" +msgstr "資料夾與檔案:" + +msgid "File:" +msgstr "檔案:" + +msgid "Create Folder" +msgstr "建立資料夾" + +msgid "Name:" +msgstr "名稱:" + +msgid "Could not create folder." +msgstr "無法新增資料夾。" + +msgid "Invalid extension, or empty filename." +msgstr "無效的副檔名,或空白的檔名。" + +msgid "Zoom Out" +msgstr "縮小" + +msgid "Zoom Reset" +msgstr "重設縮放" + +msgid "Zoom In" +msgstr "放大" + +msgid "Toggle the visual grid." +msgstr "顯示/取消可視網格。" + +msgid "Toggle snapping to the grid." +msgstr "開啟/關閉網格吸附。" + +msgid "Change the snapping distance." +msgstr "修改吸附距離。" + +msgid "Toggle the graph minimap." +msgstr "開關迷你地圖。。" + +msgid "Automatically arrange selected nodes." +msgstr "自動排列所選節點。" + +msgid "Same as Layout Direction" +msgstr "與佈局方向一致" + +msgid "Auto-Detect Direction" +msgstr "自動檢測方向" + +msgid "Left-to-Right" +msgstr "由左至右" + +msgid "Right-to-Left" +msgstr "由右至左" + +msgid "Left-to-Right Mark (LRM)" +msgstr "由左至右標記(LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "由右至左標記(RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "開始由左至右嵌入(LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "開始由右至左嵌入(RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "開始由左至右強制(LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "開始由右至左強制(RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "離開方向格式化(PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "阿拉伯字父標記(ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "由左至右隔離(LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "由右至左隔離(RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "第一個強隔離(FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "離開方向隔離(PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "零寬度連接符(ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "零寬度非連接符(ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "文字連接符(WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "軟連字元(SHY)" + +msgid "Cut" +msgstr "剪下" + +msgid "Copy" +msgstr "複製" + +msgid "Paste" +msgstr "貼上" + +msgid "Select All" +msgstr "全部選擇" + +msgid "Clear" +msgstr "清除" + +msgid "Undo" +msgstr "復原" + +msgid "Redo" +msgstr "重做" + +msgid "Text Writing Direction" +msgstr "文字書寫方向" + +msgid "Display Control Characters" +msgstr "顯示控制字元" + +msgid "Insert Control Character" +msgstr "插入控制字元" + +msgid "(Other)" +msgstr "(其它)" diff --git a/editor/translations/properties/ar.po b/editor/translations/properties/ar.po index 6fb207da9c9..b3718b5a241 100644 --- a/editor/translations/properties/ar.po +++ b/editor/translations/properties/ar.po @@ -1953,9 +1953,6 @@ msgstr "متغير" msgid "Centered" msgstr "المتوسطة" -msgid "Point" -msgstr "نقطة" - msgid "Left" msgstr "يساراً" @@ -1965,12 +1962,6 @@ msgstr "فوق" msgid "Right" msgstr "يميناً" -msgid "Input" -msgstr "إدخال" - -msgid "Disabled" -msgstr "معطّل" - msgid "Time" msgstr "الوقت" @@ -1995,6 +1986,21 @@ msgstr "اللون الإفتراضي" msgid "Fill" msgstr "التعبئة" +msgid "Repeat" +msgstr "كرر" + +msgid "End" +msgstr "النهاية" + +msgid "Point" +msgstr "نقطة" + +msgid "Input" +msgstr "إدخال" + +msgid "Disabled" +msgstr "معطّل" + msgid "Linear" msgstr "خطي" @@ -2022,15 +2028,6 @@ msgstr "نظام تعديل" msgid "Update Mode" msgstr "وضع التحديث" -msgid "End" -msgstr "النهاية" - -msgid "Upper Angle" -msgstr "الزاوية العلوية" - -msgid "Lower Angle" -msgstr "الزاوية السفلية" - msgid "Pixel Size" msgstr "حجم البكسل" @@ -2049,11 +2046,11 @@ msgstr "الضبابية" msgid "Quality" msgstr "جودة" -msgid "Bones" -msgstr "العظام" +msgid "Upper Angle" +msgstr "الزاوية العلوية" -msgid "Target" -msgstr "الهدف" +msgid "Lower Angle" +msgstr "الزاوية السفلية" msgid "Engine Force" msgstr "قوة المحرك" @@ -2067,6 +2064,12 @@ msgstr "عجلة" msgid "Travel" msgstr "السفر" +msgid "Bones" +msgstr "العظام" + +msgid "Target" +msgstr "الهدف" + msgid "Pose" msgstr "وضعية" @@ -2136,9 +2139,6 @@ msgstr "توسيع" msgid "Z Index" msgstr "مؤشر ز" -msgid "Repeat" -msgstr "كرر" - msgid "NormalMap" msgstr "خريطة عادية" @@ -2196,15 +2196,54 @@ msgstr "فيزياء 2D" msgid "3D Physics" msgstr "فيزياء 3D" +msgid "B" +msgstr "بايت (Byte)" + +msgid "Terrains" +msgstr "التضاريس" + +msgid "Custom Data" +msgstr "البيانات مخصصة" + +msgid "Scene" +msgstr "المشهد" + +msgid "Transpose" +msgstr "المصفوفة المنقولة Transpose" + +msgid "Texture Origin" +msgstr "أصل الملمس" + +msgid "Y Sort Origin" +msgstr "فرز مركز ص" + +msgid "Miscellaneous" +msgstr "متنوع" + +msgid "Probability" +msgstr "الاحتمال" + +msgid "Item" +msgstr "عنصر" + +msgid "Preview" +msgstr "معاينة" + +msgid "Sky" +msgstr "سَمَاء" + +msgid "Rayleigh" +msgstr "التبعثر الضوئي" + +msgid "Ground Color" +msgstr "اللون الأرض" + msgid "Atlas" msgstr "أطلس" msgid "Format" msgstr "البنية (اللاحقة)" -msgid "Sky" -msgstr "سَمَاء" - msgid "Source" msgstr "مصدر" @@ -2241,24 +2280,9 @@ msgstr "التشتت تحت السطح" msgid "MSDF" msgstr "حقل مسافة متعدد (ح م ع)(MSDF)" -msgid "Item" -msgstr "عنصر" - -msgid "Preview" -msgstr "معاينة" - msgid "Image Size" msgstr "حجم الصورة" -msgid "B" -msgstr "بايت (Byte)" - -msgid "Rayleigh" -msgstr "التبعثر الضوئي" - -msgid "Ground Color" -msgstr "اللون الأرض" - msgid "Blend" msgstr "دمج" @@ -2274,30 +2298,6 @@ msgstr "في الأسفل يميناً" msgid "Bottom Left" msgstr "في الأسفل يساراً" -msgid "Terrains" -msgstr "التضاريس" - -msgid "Custom Data" -msgstr "البيانات مخصصة" - -msgid "Scene" -msgstr "المشهد" - -msgid "Transpose" -msgstr "المصفوفة المنقولة Transpose" - -msgid "Texture Origin" -msgstr "أصل الملمس" - -msgid "Y Sort Origin" -msgstr "فرز مركز ص" - -msgid "Miscellaneous" -msgstr "متنوع" - -msgid "Probability" -msgstr "الاحتمال" - msgid "File" msgstr "ملف" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index cfa92d97029..7fa8407d9ae 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -108,7 +108,7 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-19 08:19+0000\n" +"PO-Revision-Date: 2024-03-02 15:45+0000\n" "Last-Translator: Cerno_b \n" "Language-Team: German \n" @@ -117,7 +117,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Anwendung" @@ -149,6 +149,9 @@ msgstr "stdout deaktivieren" msgid "Disable stderr" msgstr "stderr deaktivieren" +msgid "Print Header" +msgstr "Header ausgeben" + msgid "Use Hidden Project Data Directory" msgstr "Verstecktes Projektdatenverzeichnis verwenden" @@ -233,6 +236,12 @@ msgstr "Animation" msgid "Warnings" msgstr "Warnungen" +msgid "Check Invalid Track Paths" +msgstr "Ungültige Trackpfade prüfen" + +msgid "Check Angle Interpolation Type Conflicting" +msgstr "Winkelinterpolationstyp-Konflikt prüfen" + msgid "Audio" msgstr "Audio" @@ -392,6 +401,12 @@ msgstr "Render-Backend" msgid "V-Sync" msgstr "V-Sync" +msgid "Frame Queue Size" +msgstr "Größe der Frame-Warteschlange" + +msgid "Swapchain Image Count" +msgstr "Bildanzahl Swapchain" + msgid "Staging Buffer" msgstr "Bereitstellungspuffer" @@ -416,6 +431,21 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Max. Deskriptoren pro Pool" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Max. Ressourcen-Deskriptoren pro Frame" + +msgid "Max Sampler Descriptors per Frame" +msgstr "Max. Sampler-Deskriptoren pro Frame" + +msgid "Max Misc Descriptors per Frame" +msgstr "Max. Misc-Deskriptoren pro Frame" + +msgid "Agility SDK Version" +msgstr "Agility SDK-Version" + msgid "Textures" msgstr "Texturen" @@ -557,9 +587,15 @@ msgstr "Stift invertiert" msgid "Relative" msgstr "Relativ" +msgid "Screen Relative" +msgstr "Bildschirm-Relativ" + msgid "Velocity" msgstr "Geschwindigkeit" +msgid "Screen Velocity" +msgstr "Bildschirm-Geschwindigkeit" + msgid "Axis" msgstr "Achse" @@ -656,6 +692,9 @@ msgstr "Versatz" msgid "Cell Size" msgstr "Zellengröße" +msgid "Cell Shape" +msgstr "Zellen-Form" + msgid "Jumping Enabled" msgstr "Springen aktiviert" @@ -875,6 +914,9 @@ msgstr "Editorsprache" msgid "Localize Settings" msgstr "Einstellungen übersetzen" +msgid "UI Layout Direction" +msgstr "UI Layout-Richtung" + msgid "Display Scale" msgstr "Anzeigeskalierung" @@ -1016,6 +1058,9 @@ msgstr "Theme" msgid "Preset" msgstr "Vorgabe" +msgid "Spacing Preset" +msgstr "Abstands-Vorgabe" + msgid "Icon and Font Color" msgstr "Icon- und Schriftfarbe" @@ -1043,6 +1088,9 @@ msgstr "Randgröße" msgid "Corner Radius" msgstr "Eckradius" +msgid "Base Spacing" +msgstr "Basisabstand" + msgid "Additional Spacing" msgstr "Zusätzlicher Zwischenraum" @@ -1083,7 +1131,7 @@ msgid "Restore Scenes on Load" msgstr "Szenen beim Laden wiederherstellen" msgid "Multi Window" -msgstr "Multi-Fenster" +msgstr "Mehrfach-Fenster" msgid "Enable" msgstr "Aktivieren" @@ -1109,6 +1157,12 @@ msgstr "Audio-Editor" msgid "3D Model Editor" msgstr "3D-Modell-Editor" +msgid "Terminal Emulator" +msgstr "Terminal-Emulator" + +msgid "Terminal Emulator Flags" +msgstr "Terminal-Emulator-Flags" + msgid "Directories" msgstr "Verzeichnisse" @@ -1145,21 +1199,27 @@ msgstr "Importieren" msgid "Blender" msgstr "Blender" +msgid "Blender Path" +msgstr "Blender-Pfad" + msgid "RPC Port" msgstr "RPC-Port" msgid "RPC Server Uptime" msgstr "RPC-Server-Uptime" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF-Pfad" msgid "Tools" msgstr "Tools" +msgid "OIDN" +msgstr "OIDN" + +msgid "OIDN Denoise Path" +msgstr "Pfad OIDN-Rauschunterdrückung" + msgid "Docks" msgstr "Docks" @@ -1172,6 +1232,9 @@ msgstr "Erstellen-Dialog beim Start vollständig aufklappen" msgid "Auto Expand to Selected" msgstr "Automatisch auf Auswahl vergrößern" +msgid "Center Node on Reparent" +msgstr "Node beim Umhängen zentrieren" + msgid "Always Show Folders" msgstr "Verzeichnisse immer anzeigen" @@ -1374,7 +1437,7 @@ msgid "Editors" msgstr "Editoren" msgid "Grid Map" -msgstr "Gitterkarte" +msgstr "Rasterkarte" msgid "Pick Distance" msgstr "Auswahldistanz" @@ -1601,6 +1664,9 @@ msgstr "Deckkraft der Übersichtskarte" msgid "Lines Curvature" msgstr "Linienkrümmung" +msgid "Grid Pattern" +msgstr "Raster-Muster" + msgid "Visual Shader" msgstr "Visueller Shader" @@ -1643,6 +1709,21 @@ msgstr "Ausgabe immer vor Programmstart öffnen" msgid "Always Close Output on Stop" msgstr "Ausgabe immer nach Programmstopp schließen" +msgid "Platforms" +msgstr "Plattformen" + +msgid "Linuxbsd" +msgstr "Linuxbsd" + +msgid "Prefer Wayland" +msgstr "Wayland bevorzugen" + +msgid "Connection" +msgstr "Verbindung" + +msgid "Network Mode" +msgstr "Netzwerkmodus" + msgid "HTTP Proxy" msgstr "HTTP-Proxy" @@ -1673,6 +1754,9 @@ msgstr "Remote-Szenenbaum-Aktualisierungsintervall" msgid "Remote Inspect Refresh Interval" msgstr "Remote-Inspektor-Aktualisierungsintervall" +msgid "Profile Native Calls" +msgstr "Native Aufrufe profilieren" + msgid "Project Manager" msgstr "Projektmanager" @@ -1817,6 +1901,12 @@ msgstr "PCK einbetten" msgid "Texture Format" msgstr "Texturformat" +msgid "S3TC BPTC" +msgstr "S3TC BPTC" + +msgid "ETC2 ASTC" +msgstr "ETC2 ASTC" + msgid "Export" msgstr "Export" @@ -2222,6 +2312,9 @@ msgstr "Trennzeichen" msgid "Character Ranges" msgstr "Zeichenbereiche" +msgid "Kerning Pairs" +msgstr "Kerning-Paare" + msgid "Columns" msgstr "Spalten" @@ -2234,6 +2327,12 @@ msgstr "Bildabstand" msgid "Character Margin" msgstr "Zeichenabstand" +msgid "Ascent" +msgstr "Oberlänge" + +msgid "Descent" +msgstr "Unterlänge" + msgid "High Quality" msgstr "Hohe Qualität" @@ -2367,7 +2466,7 @@ msgid "Current Bone Idx" msgstr "Aktueller Knochenindex" msgid "Bone Mapper" -msgstr "Knochen-Mapper" +msgstr "Knochen-Mapping" msgid "Handle Colors" msgstr "Farben handhaben" @@ -2564,6 +2663,9 @@ msgstr "Fehlende importierte Dateien reimportieren" msgid "Use Multiple Threads" msgstr "Mehrere Threads verwenden" +msgid "Atlas Max Width" +msgstr "Max. Atlasbreite" + msgid "Convert Text Resources to Binary" msgstr "Textressourcen in Binärformat konvertieren" @@ -2583,7 +2685,7 @@ msgid "Ask Before Deleting Related Animation Tracks" msgstr "Fragen vor Löschen verwandter Animations-Tracks" msgid "Use Favorites Root Selection" -msgstr "Lesezeichenhauptauswahl verwenden" +msgstr "Lesezeichen-Root-Auswahl verwenden" msgid "Flush stdout on Print" msgstr "stdout bei Print flushen" @@ -2660,6 +2762,9 @@ msgstr "Threads" msgid "Thread Model" msgstr "Thread-Modell" +msgid "Display Server" +msgstr "Anzeigeserver" + msgid "Handheld" msgstr "Handgerät" @@ -2795,6 +2900,9 @@ msgstr "Berührung" msgid "Android" msgstr "Android" +msgid "Rotary Input Scroll Axis" +msgstr "Scrollachse der Dreheingabe" + msgid "Text Driver" msgstr "Text-Treiber" @@ -2927,6 +3035,12 @@ msgstr "Pfad zusammengeführt" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Handhabung für eingebettete Bilder" + msgid "GDScript" msgstr "GDScript" @@ -2996,9 +3110,6 @@ msgstr "glTF" msgid "Naming Version" msgstr "Naming-Version" -msgid "Embedded Image Handling" -msgstr "Handhabung für eingebettete Bilder" - msgid "Color" msgstr "Farbe" @@ -3044,6 +3155,12 @@ msgstr "Winkelgeschwindigkeit" msgid "Center of Mass" msgstr "Schwerpunkt" +msgid "Inertia Diagonal" +msgstr "Trägheit Diagonale" + +msgid "Inertia Orientation" +msgstr "Trägheit Orientierung" + msgid "Inertia Tensor" msgstr "Trägheitstensor" @@ -3518,6 +3635,9 @@ msgstr "Pfade" msgid "Interaction Profile Path" msgstr "Interaktionsprofilpfad" +msgid "Runtime Paths" +msgstr "Runtime-Pfade" + msgid "Display Refresh Rate" msgstr "Aktualisierungsrate anzeigen" @@ -3533,6 +3653,12 @@ msgstr "Bewegungsbereich" msgid "Hand Skeleton" msgstr "Handskelett" +msgid "Skeleton Rig" +msgstr "Skelett-Rig" + +msgid "Bone Update" +msgstr "Knochen-Update" + msgid "Subject" msgstr "Subjekt" @@ -3614,17 +3740,20 @@ msgstr "Reference-Space-Typ" msgid "Visibility State" msgstr "Sichtbarkeitsstatus" +msgid "Java SDK Path" +msgstr "Java SDK-Pfad" + msgid "Android SDK Path" msgstr "Android-SDK-Pfad" msgid "Debug Keystore" -msgstr "Debug-Schlüsselspeicher" +msgstr "Debug-Keystore" msgid "Debug Keystore User" -msgstr "Debug Schlüsselspeichernutzer" +msgstr "Debug-Keystore-Benutzer" msgid "Debug Keystore Pass" -msgstr "Debug Schlüsselspeicherpasswort" +msgstr "Debug-Keystore-Passwort" msgid "Force System User" msgstr "Systemnutzer erzwingen" @@ -3659,6 +3788,15 @@ msgstr "Gradle-Build" msgid "Use Gradle Build" msgstr "Gradle Build verwenden" +msgid "Gradle Build Directory" +msgstr "Gradle-Buildverzeichnis" + +msgid "Android Source Template" +msgstr "Android Quell-Vorlage" + +msgid "Compress Native Libraries" +msgstr "Native Bibliotheken komprimieren" + msgid "Export Format" msgstr "Exportformat" @@ -3675,7 +3813,7 @@ msgid "Architectures" msgstr "Architekturen" msgid "Keystore" -msgstr "Schlüsselspeicher" +msgstr "Keystore" msgid "Debug User" msgstr "Debug-Nutzer" @@ -3848,6 +3986,12 @@ msgstr "Signatur" msgid "Short Version" msgstr "Kurzversion" +msgid "Min iOS Version" +msgstr "Mindest-iOS-Version" + +msgid "Additional Plist Content" +msgstr "Zusätzlicher Plist-Inhalt" + msgid "Icon Interpolation" msgstr "Icon-Interpolation" @@ -3863,6 +4007,12 @@ msgstr "Zugriff auf WLAN" msgid "Push Notifications" msgstr "Push-Benachrichtigungen" +msgid "Performance Gaming Tier" +msgstr "Performance Gaming-Stufe" + +msgid "Performance A 12" +msgstr "Performance A 12" + msgid "User Data" msgstr "Nutzerdaten" @@ -4160,6 +4310,9 @@ msgstr "Variante" msgid "Extensions Support" msgstr "Extensions-Support" +msgid "Thread Support" +msgstr "Thread-Unterstützung" + msgid "VRAM Texture Compression" msgstr "VRAM-Texturkompression" @@ -4193,6 +4346,9 @@ msgstr "Experimentelle virtuelle Tastatur" msgid "Progressive Web App" msgstr "Progressive Web App" +msgid "Ensure Cross Origin Isolation Headers" +msgstr "Cross-Origin-Isolation-Header sicherstellen" + msgid "Offline Page" msgstr "Offline-Seite" @@ -4256,6 +4412,12 @@ msgstr "Dateibeschreibung" msgid "Trademarks" msgstr "Trademarks" +msgid "Export D3D12" +msgstr "D3D12 exportieren" + +msgid "D3D12 Agility SDK Multiarch" +msgstr "D3D12 Agility SDK-Multiarch" + msgid "Sprite Frames" msgstr "Sprite-Frames" @@ -4274,39 +4436,6 @@ msgstr "H spiegeln" msgid "Flip V" msgstr "V spiegeln" -msgid "Monitoring" -msgstr "Wird überwacht" - -msgid "Monitorable" -msgstr "Überwachbar" - -msgid "Gravity" -msgstr "Schwerkraft" - -msgid "Space Override" -msgstr "Raum-Überschreibung" - -msgid "Point" -msgstr "Punkt" - -msgid "Point Unit Distance" -msgstr "Punkt Einheitsabstand" - -msgid "Point Center" -msgstr "Punkt Mitte" - -msgid "Direction" -msgstr "Richtung" - -msgid "Linear Damp" -msgstr "Lineare Dämpfung" - -msgid "Angular Damp" -msgstr "Dämpfung nach Winkel" - -msgid "Audio Bus" -msgstr "Audiobus" - msgid "Current" msgstr "Aktuell" @@ -4424,44 +4553,20 @@ msgstr "Rand entfernen" msgid "Use Mipmaps" msgstr "Mipmaps verwenden" -msgid "Disable Mode" -msgstr "Inaktivmodus" - -msgid "Input" -msgstr "Eingabe" - -msgid "Pickable" -msgstr "Aufnehmbar" - -msgid "Build Mode" -msgstr "Build-Modus" - -msgid "Disabled" -msgstr "Deaktiviert" - -msgid "One Way Collision" -msgstr "Einseitige Kollision" - -msgid "One Way Collision Margin" -msgstr "Grenze für einseitige Kollisionen" - -msgid "Debug Color" -msgstr "Debug-Farbe" - msgid "Emitting" -msgstr "Aussendend" +msgstr "Emittierend" msgid "Time" msgstr "Zeit" msgid "Lifetime" -msgstr "Lebenszeit" +msgstr "Lebensdauer" msgid "One Shot" msgstr "Einmalig" msgid "Preprocess" -msgstr "Vorbearbeitung" +msgstr "Vorverarbeitung" msgid "Explosiveness" msgstr "Explosivität" @@ -4470,7 +4575,7 @@ msgid "Randomness" msgstr "Zufälligkeit" msgid "Lifetime Randomness" -msgstr "Lebenszeit-Zufälligkeit" +msgstr "Lebensdauer-Zufälligkeit" msgid "Fixed FPS" msgstr "Feste FPS" @@ -4511,9 +4616,15 @@ msgstr "Partikel-Flags" msgid "Align Y" msgstr "Y Ausrichten" +msgid "Direction" +msgstr "Richtung" + msgid "Spread" msgstr "Streuung" +msgid "Gravity" +msgstr "Schwerkraft" + msgid "Initial Velocity" msgstr "Anfangsgeschwindigkeit" @@ -4652,48 +4763,6 @@ msgstr "Abschnitte" msgid "Section Subdivisions" msgstr "Abschnitt Unterbereiche" -msgid "Node A" -msgstr "Node A" - -msgid "Node B" -msgstr "Node B" - -msgid "Bias" -msgstr "Bias" - -msgid "Disable Collision" -msgstr "Kollisionen deaktivieren" - -msgid "Softness" -msgstr "Weichheit" - -msgid "Angular Limit" -msgstr "Winkelgrenze" - -msgid "Lower" -msgstr "Untergrenze" - -msgid "Upper" -msgstr "Obergrenze" - -msgid "Motor" -msgstr "Antrieb" - -msgid "Target Velocity" -msgstr "Zielgeschwindigkeit" - -msgid "Length" -msgstr "Länge" - -msgid "Initial Offset" -msgstr "Anfänglicher Versatz" - -msgid "Rest Length" -msgstr "Restlänge" - -msgid "Stiffness" -msgstr "Steifheit" - msgid "Editor Only" msgstr "Editor-exklusiv" @@ -4880,6 +4949,21 @@ msgstr "Ausweichen einschränken" msgid "Skew" msgstr "Neigung" +msgid "Scroll Offset" +msgstr "Scrollversatz" + +msgid "Repeat" +msgstr "Wiederholen" + +msgid "Begin" +msgstr "Beginn" + +msgid "End" +msgstr "Ende" + +msgid "Follow Viewport" +msgstr "Viewport folgen" + msgid "Scroll" msgstr "Rollen" @@ -4925,6 +5009,147 @@ msgstr "Rotiert" msgid "Cubic Interp" msgstr "Kubische Interpolation" +msgid "Sync to Physics" +msgstr "Zu Physik synchronisieren" + +msgid "Monitoring" +msgstr "Wird überwacht" + +msgid "Monitorable" +msgstr "Überwachbar" + +msgid "Space Override" +msgstr "Raum-Überschreibung" + +msgid "Point" +msgstr "Punkt" + +msgid "Point Unit Distance" +msgstr "Punkt Einheitsabstand" + +msgid "Point Center" +msgstr "Punkt Mitte" + +msgid "Linear Damp" +msgstr "Lineare Dämpfung" + +msgid "Angular Damp" +msgstr "Dämpfung nach Winkel" + +msgid "Audio Bus" +msgstr "Audiobus" + +msgid "Motion Mode" +msgstr "Bewegungsmodus" + +msgid "Up Direction" +msgstr "Richtung nach oben" + +msgid "Slide on Ceiling" +msgstr "An Decke gleiten" + +msgid "Wall Min Slide Angle" +msgstr "Min. Wandgleitwinkel" + +msgid "Floor" +msgstr "Boden" + +msgid "Stop on Slope" +msgstr "Bei Schräge anhalten" + +msgid "Constant Speed" +msgstr "Konstante Geschwindigkeit" + +msgid "Block on Wall" +msgstr "Bei Wand blockieren" + +msgid "Max Angle" +msgstr "Max. Winkel" + +msgid "Snap Length" +msgstr "Einrast-Länge" + +msgid "Moving Platform" +msgstr "Bewegliche Plattform" + +msgid "On Leave" +msgstr "Beim Verlassen" + +msgid "Floor Layers" +msgstr "Bodenebenen" + +msgid "Wall Layers" +msgstr "Wandebenen" + +msgid "Safe Margin" +msgstr "Toleranzabstand" + +msgid "Disable Mode" +msgstr "Inaktivmodus" + +msgid "Input" +msgstr "Eingabe" + +msgid "Pickable" +msgstr "Aufnehmbar" + +msgid "Build Mode" +msgstr "Build-Modus" + +msgid "Disabled" +msgstr "Deaktiviert" + +msgid "One Way Collision" +msgstr "Einseitige Kollision" + +msgid "One Way Collision Margin" +msgstr "Grenze für einseitige Kollisionen" + +msgid "Debug Color" +msgstr "Debug-Farbe" + +msgid "Length" +msgstr "Länge" + +msgid "Rest Length" +msgstr "Restlänge" + +msgid "Stiffness" +msgstr "Steifheit" + +msgid "Initial Offset" +msgstr "Anfänglicher Versatz" + +msgid "Node A" +msgstr "Node A" + +msgid "Node B" +msgstr "Node B" + +msgid "Bias" +msgstr "Bias" + +msgid "Disable Collision" +msgstr "Kollisionen deaktivieren" + +msgid "Softness" +msgstr "Weichheit" + +msgid "Angular Limit" +msgstr "Winkelgrenze" + +msgid "Lower" +msgstr "Untergrenze" + +msgid "Upper" +msgstr "Obergrenze" + +msgid "Motor" +msgstr "Antrieb" + +msgid "Target Velocity" +msgstr "Zielgeschwindigkeit" + msgid "Bone 2D Nodepath" msgstr "Knochen-2D-Nodepfad" @@ -4940,14 +5165,23 @@ msgstr "Physik simulieren" msgid "Follow Bone When Simulating" msgstr "Knochen bei Simulation folgen" -msgid "Constant Linear Velocity" -msgstr "Konstante lineare Geschwindigkeit" +msgid "Exclude Parent" +msgstr "Parent ausschließen" -msgid "Constant Angular Velocity" -msgstr "Konstante Winkelgeschwindigkeit" +msgid "Target Position" +msgstr "Zielposition" -msgid "Sync to Physics" -msgstr "Zu Physik synchronisieren" +msgid "Hit From Inside" +msgstr "Von innen treffen" + +msgid "Collide With" +msgstr "Kollidiere mit" + +msgid "Areas" +msgstr "Gebiete" + +msgid "Bodies" +msgstr "Körper" msgid "Gravity Scale" msgstr "Schwerkraft-Skalierung" @@ -5012,50 +5246,17 @@ msgstr "Konstante Kräfte" msgid "Torque" msgstr "Drehmoment" -msgid "Motion Mode" -msgstr "Bewegungsmodus" +msgid "Margin" +msgstr "Rand" -msgid "Up Direction" -msgstr "Richtung nach oben" +msgid "Max Results" +msgstr "Max. Ergebnisse" -msgid "Slide on Ceiling" -msgstr "An Decke gleiten" +msgid "Constant Linear Velocity" +msgstr "Konstante lineare Geschwindigkeit" -msgid "Wall Min Slide Angle" -msgstr "Min. Wandgleitwinkel" - -msgid "Floor" -msgstr "Boden" - -msgid "Stop on Slope" -msgstr "Bei Schräge anhalten" - -msgid "Constant Speed" -msgstr "Konstante Geschwindigkeit" - -msgid "Block on Wall" -msgstr "Bei Wand blockieren" - -msgid "Max Angle" -msgstr "Max. Winkel" - -msgid "Snap Length" -msgstr "Einrast-Länge" - -msgid "Moving Platform" -msgstr "Bewegliche Plattform" - -msgid "On Leave" -msgstr "Beim Verlassen" - -msgid "Floor Layers" -msgstr "Bodenebenen" - -msgid "Wall Layers" -msgstr "Wandebenen" - -msgid "Safe Margin" -msgstr "Toleranzabstand" +msgid "Constant Angular Velocity" +msgstr "Konstante Winkelgeschwindigkeit" msgid "UV" msgstr "UV" @@ -5069,24 +5270,6 @@ msgstr "Polygone" msgid "Internal Vertex Count" msgstr "Interne Vertex-Anzahl" -msgid "Exclude Parent" -msgstr "Parent ausschließen" - -msgid "Target Position" -msgstr "Zielposition" - -msgid "Hit From Inside" -msgstr "Von innen treffen" - -msgid "Collide With" -msgstr "Kollidiere mit" - -msgid "Areas" -msgstr "Gebiete" - -msgid "Bodies" -msgstr "Körper" - msgid "Remote Path" msgstr "Remote-Pfad" @@ -5096,12 +5279,6 @@ msgstr "Globale Koordinaten verwenden" msgid "Update" msgstr "Update" -msgid "Margin" -msgstr "Rand" - -msgid "Max Results" -msgstr "Max. Ergebnisse" - msgid "Auto Calculate Length and Angle" msgstr "Länge und Winkel automatisch berechnen" @@ -5174,24 +5351,6 @@ msgstr "Aktivieren" msgid "Node Path" msgstr "Node-Pfad" -msgid "Wind" -msgstr "Wind" - -msgid "Force Magnitude" -msgstr "Kraftstärke" - -msgid "Attenuation Factor" -msgstr "Dämpfungsfaktor" - -msgid "Source Path" -msgstr "Quellpfad" - -msgid "Reverb Bus" -msgstr "Hall-Bus" - -msgid "Uniformity" -msgstr "Gleichmäßigkeit" - msgid "Attenuation Model" msgstr "Dämpfungsmodell" @@ -5243,6 +5402,9 @@ msgstr "Cull-Maske" msgid "Attributes" msgstr "Attribute" +msgid "Compositor" +msgstr "Kompositor" + msgid "Doppler Tracking" msgstr "Dopplereffekt erkennen" @@ -5258,12 +5420,6 @@ msgstr "Near" msgid "Far" msgstr "Far" -msgid "Ray Pickable" -msgstr "Strahl aufnehmbar" - -msgid "Capture on Drag" -msgstr "Fangen bei Ziehen" - msgid "Visibility AABB" msgstr "Sichtbarkeit AABB" @@ -5333,9 +5489,6 @@ msgstr "Unteres Fading" msgid "Distance Fade" msgstr "Fern-Fading" -msgid "Begin" -msgstr "Beginn" - msgid "Transform Align" msgstr "Transformationsausrichtung" @@ -5355,7 +5508,7 @@ msgid "Update Mode" msgstr "Aktualisierungsmodus" msgid "Follow Camera Enabled" -msgstr "Verfolgungskamera aktiviert" +msgstr "Kameraverfolgung aktiviert" msgid "Directionality" msgstr "Direktionalität" @@ -5372,99 +5525,12 @@ msgstr "Sichtbarkeitsbereich" msgid "Begin Margin" msgstr "Abstand Beginn" -msgid "End" -msgstr "Ende" - msgid "End Margin" msgstr "Abstand Ende" msgid "Fade Mode" msgstr "Fading-Modus" -msgid "Solver Priority" -msgstr "Solver-Priorität" - -msgid "Exclude Nodes From Collision" -msgstr "Nodes von Kollision ausschließen" - -msgid "Params" -msgstr "Parameter" - -msgid "Impulse Clamp" -msgstr "Impuls-Clamp" - -msgid "Relaxation" -msgstr "Entspannung" - -msgid "Max Impulse" -msgstr "Max Impuls" - -msgid "Linear Limit" -msgstr "Lineare Grenze" - -msgid "Upper Distance" -msgstr "Weite Distanz" - -msgid "Lower Distance" -msgstr "Kurze Distanz" - -msgid "Restitution" -msgstr "Rückbildung" - -msgid "Linear Motion" -msgstr "Lineare Bewegung" - -msgid "Linear Ortho" -msgstr "Lineares Ortho" - -msgid "Upper Angle" -msgstr "Oberer Winkel" - -msgid "Lower Angle" -msgstr "Unterer Winkel" - -msgid "Angular Motion" -msgstr "Winkelbewegung" - -msgid "Angular Ortho" -msgstr "Winkel-Ortho" - -msgid "Swing Span" -msgstr "Schwungbereich" - -msgid "Twist Span" -msgstr "Verdrehungsbereich" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "Linearantrieb" - -msgid "Force Limit" -msgstr "Kraftgrenze" - -msgid "Linear Spring" -msgstr "Linearfeder" - -msgid "Equilibrium Point" -msgstr "Gleichgewichts-Punkt" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "Winkelantrieb" - -msgid "Angular Spring" -msgstr "Winkelfeder" - msgid "Pixel Size" msgstr "Pixelgröße" @@ -5651,6 +5717,9 @@ msgstr "Rauschunterdrückung verwenden" msgid "Denoiser Strength" msgstr "Rauschunterdrückungs-Stärke" +msgid "Texel Scale" +msgstr "Texel-Skalierung" + msgid "Max Texture Size" msgstr "Max. Texturengröße" @@ -5726,26 +5795,113 @@ msgstr "Modellvorderseite verwenden" msgid "Tilt Enabled" msgstr "Neigung aktiviert" -msgid "Axis Lock" -msgstr "Achsensperre" +msgid "Wind" +msgstr "Wind" -msgid "Linear X" -msgstr "X linear" +msgid "Force Magnitude" +msgstr "Kraftstärke" -msgid "Linear Y" -msgstr "Y linear" +msgid "Attenuation Factor" +msgstr "Dämpfungsfaktor" -msgid "Linear Z" -msgstr "Z linear" +msgid "Source Path" +msgstr "Quellpfad" -msgid "Angular X" -msgstr "X Winkel" +msgid "Reverb Bus" +msgstr "Hall-Bus" -msgid "Angular Y" -msgstr "Y Winkel" +msgid "Uniformity" +msgstr "Gleichmäßigkeit" -msgid "Angular Z" -msgstr "Z Winkel" +msgid "Ray Pickable" +msgstr "Strahl aufnehmbar" + +msgid "Capture on Drag" +msgstr "Fangen bei Ziehen" + +msgid "Swing Span" +msgstr "Schwungbereich" + +msgid "Twist Span" +msgstr "Verdrehungsbereich" + +msgid "Relaxation" +msgstr "Entspannung" + +msgid "Linear Limit" +msgstr "Lineare Grenze" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Weite Distanz" + +msgid "Lower Distance" +msgstr "Kurze Distanz" + +msgid "Restitution" +msgstr "Rückbildung" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "Linearantrieb" + +msgid "Force Limit" +msgstr "Kraftgrenze" + +msgid "Linear Spring" +msgstr "Linearfeder" + +msgid "Equilibrium Point" +msgstr "Gleichgewichts-Punkt" + +msgid "Upper Angle" +msgstr "Oberer Winkel" + +msgid "Lower Angle" +msgstr "Unterer Winkel" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "Winkelantrieb" + +msgid "Angular Spring" +msgstr "Winkelfeder" + +msgid "Params" +msgstr "Parameter" + +msgid "Max Impulse" +msgstr "Max Impuls" + +msgid "Solver Priority" +msgstr "Solver-Priorität" + +msgid "Exclude Nodes From Collision" +msgstr "Nodes von Kollision ausschließen" + +msgid "Impulse Clamp" +msgstr "Impuls-Clamp" + +msgid "Linear Motion" +msgstr "Lineare Bewegung" + +msgid "Linear Ortho" +msgstr "Lineares Ortho" + +msgid "Angular Motion" +msgstr "Winkelbewegung" + +msgid "Angular Ortho" +msgstr "Winkel-Ortho" msgid "Joint Constraints" msgstr "Gelenk-Begrenzungen" @@ -5843,12 +5999,75 @@ msgstr "Linearer Dämpfungsmodus" msgid "Angular Damp Mode" msgstr "Winkeldämpfungsmodus" +msgid "Axis Lock" +msgstr "Achsensperre" + +msgid "Linear X" +msgstr "X linear" + +msgid "Linear Y" +msgstr "Y linear" + +msgid "Linear Z" +msgstr "Z linear" + +msgid "Angular X" +msgstr "X Winkel" + +msgid "Angular Y" +msgstr "Y Winkel" + +msgid "Angular Z" +msgstr "Z Winkel" + msgid "Hit Back Faces" msgstr "Backfaces treffen" msgid "Debug Shape" msgstr "Debug-Shape" +msgid "Spring Length" +msgstr "Federlänge" + +msgid "Per-Wheel Motion" +msgstr "Bewegung pro Rad" + +msgid "Engine Force" +msgstr "Antriebskraft" + +msgid "Brake" +msgstr "Bremskraft" + +msgid "Steering" +msgstr "Lenkwinkel" + +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D-Bewegung" + +msgid "Use as Traction" +msgstr "Als Bodenhaftung verwenden" + +msgid "Use as Steering" +msgstr "Als Lenkung verwenden" + +msgid "Wheel" +msgstr "Rad" + +msgid "Roll Influence" +msgstr "Rolleinfluss" + +msgid "Friction Slip" +msgstr "Reibungsschlupf" + +msgid "Suspension" +msgstr "Federung" + +msgid "Travel" +msgstr "Reisen" + +msgid "Max Force" +msgstr "Max Kraft" + msgid "Origin Offset" msgstr "Ursprungsversatz" @@ -5858,6 +6077,9 @@ msgstr "Box-Projektion" msgid "Enable Shadows" msgstr "Schatten aktivieren" +msgid "Reflection Mask" +msgstr "Reflexionsmaske" + msgid "Mesh LOD Threshold" msgstr "Mesh-LOD-Schwelle" @@ -5942,48 +6164,6 @@ msgstr "Dämpfungskoeffizient" msgid "Drag Coefficient" msgstr "Zugkoeffizient" -msgid "Spring Length" -msgstr "Federlänge" - -msgid "Per-Wheel Motion" -msgstr "Bewegung pro Rad" - -msgid "Engine Force" -msgstr "Antriebskraft" - -msgid "Brake" -msgstr "Bremskraft" - -msgid "Steering" -msgstr "Lenkwinkel" - -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D-Bewegung" - -msgid "Use as Traction" -msgstr "Als Bodenhaftung verwenden" - -msgid "Use as Steering" -msgstr "Als Lenkung verwenden" - -msgid "Wheel" -msgstr "Rad" - -msgid "Roll Influence" -msgstr "Rolleinfluss" - -msgid "Friction Slip" -msgstr "Reibungsschlupf" - -msgid "Suspension" -msgstr "Federung" - -msgid "Travel" -msgstr "Reisen" - -msgid "Max Force" -msgstr "Max Kraft" - msgid "Track Physics Step" msgstr "Physikschritt verfolgen" @@ -6035,6 +6215,9 @@ msgstr "Verbreitung" msgid "Use Two Bounces" msgstr "Zwei Abprälle verwenden" +msgid "Face Tracker" +msgstr "Gesichtstracker" + msgid "Tracker" msgstr "Tracker" @@ -6143,6 +6326,9 @@ msgstr "Callback-Modus" msgid "Method" msgstr "Methode" +msgid "Discrete" +msgstr "Diskret" + msgid "Reset" msgstr "Zurücksetzen" @@ -6461,11 +6647,14 @@ msgstr "Modus überschreibt Titel" msgid "Root Subfolder" msgstr "Wurzel-Unterordner" +msgid "Options" +msgstr "Optionen" + msgid "Use Native Dialog" msgstr "Nativen Dialog verwenden" -msgid "Scroll Offset" -msgstr "Scrollversatz" +msgid "Reverse Fill" +msgstr "Füllung Rückseite" msgid "Show Grid" msgstr "Raster anzeigen" @@ -6575,6 +6764,9 @@ msgstr "Feste Icon-Größe" msgid "Label Settings" msgstr "Label-Einstellungen" +msgid "Ellipsis Char" +msgstr "Auslassungspunkte-Zeichen" + msgid "Tab Stops" msgstr "Tab-Stopps" @@ -6704,6 +6896,9 @@ msgstr "Bei Status-Elementauswahl verstecken" msgid "Submenu Popup Delay" msgstr "Untermenü Popup-Verzögerung" +msgid "System Menu Root" +msgstr "System-Menü-Root" + msgid "Fill Mode" msgstr "Füllmodus" @@ -6711,7 +6906,10 @@ msgid "Show Percentage" msgstr "Prozentzahl anzeigen" msgid "Indeterminate" -msgstr "Unbestimmt" +msgstr "Unbestimmte" + +msgid "Preview Indeterminate" +msgstr "Vorschau Unbestimmte" msgid "Min Value" msgstr "Minimalwert" @@ -6884,9 +7082,15 @@ msgstr "Zu Auswahl scrollen" msgid "Select With RMB" msgstr "Mit rechter Maustaste auswählen" +msgid "Deselect Enabled" +msgstr "Auswahl Aufheben aktiviert" + msgid "Tabs" msgstr "Tabs" +msgid "Tabs Position" +msgstr "Tabs-Position" + msgid "Tabs Visible" msgstr "Tabs sichtbar" @@ -7049,9 +7253,6 @@ msgstr "Z als relativ" msgid "Y Sort Enabled" msgstr "Y-Sortierung aktiviert" -msgid "Repeat" -msgstr "Wiederholen" - msgid "Use Parent Material" msgstr "Parent-Material verwenden" @@ -7064,9 +7265,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "Glanz" -msgid "Follow Viewport" -msgstr "Viewport folgen" - msgid "Download File" msgstr "Datei herunterladen" @@ -7307,6 +7505,9 @@ msgstr "Objektauswahl" msgid "Object Picking Sort" msgstr "Objektauswahlsortierung" +msgid "Object Picking First Only" +msgstr "Objektauswahl, nur das erste" + msgid "Disable Input" msgstr "Eingabe deaktivieren" @@ -7358,6 +7559,9 @@ msgstr "Überlaufsteuerung" msgid "Transient" msgstr "Flüchtig" +msgid "Transient to Focused" +msgstr "Flüchtig nach Fokussiert" + msgid "Exclusive" msgstr "Exklusiv" @@ -7409,6 +7613,360 @@ msgstr "3D-Physik" msgid "3D Navigation" msgstr "3D-Navigation" +msgid "Segments" +msgstr "Segmente" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "Auf Schräge gleiten" + +msgid "Custom Solver Bias" +msgstr "Eigener Bias für Solver" + +msgid "Execution Mode" +msgstr "Ausführmodus" + +msgid "Target Nodepath" +msgstr "Ziel-Node-Pfad" + +msgid "Tip Nodepath" +msgstr "Ende-Nodepfad" + +msgid "CCDIK Data Chain Length" +msgstr "CCDIK-Datenkettenlänge" + +msgid "FABRIK Data Chain Length" +msgstr "FABRIK-Datenkettenlänge" + +msgid "Jiggle Data Chain Length" +msgstr "Jiggle-Datenkettenlänge" + +msgid "Default Joint Settings" +msgstr "Default-Gelenkeinstellungen" + +msgid "Use Gravity" +msgstr "Schwerkraft verwenden" + +msgid "Bone Index" +msgstr "Knochenindex" + +msgid "Bone 2D Node" +msgstr "2D-Knochen-Node" + +msgid "Physical Bone Chain Length" +msgstr "Physische Knochenkettenlänge" + +msgid "Target Minimum Distance" +msgstr "Minimale Zieldistanz" + +msgid "Target Maximum Distance" +msgstr "Maximale Zieldistanz" + +msgid "Flip Bend Direction" +msgstr "Biegerichtung spiegeln" + +msgid "Modification Count" +msgstr "Modifikationsanzahl" + +msgid "Right Side" +msgstr "Rechte Seite" + +msgid "Right Corner" +msgstr "Rechte Ecke" + +msgid "Bottom Right Side" +msgstr "Untere rechte Seite" + +msgid "Bottom Right Corner" +msgstr "Untere rechte Ecke" + +msgid "Bottom Side" +msgstr "Untere Seite" + +msgid "Bottom Corner" +msgstr "Untere Ecke" + +msgid "Bottom Left Side" +msgstr "Untere linke Seite" + +msgid "Bottom Left Corner" +msgstr "Untere linke Ecke" + +msgid "Left Side" +msgstr "Linke Seite" + +msgid "Left Corner" +msgstr "Linke Ecke" + +msgid "Top Left Side" +msgstr "Obere linke Seite" + +msgid "Top Left Corner" +msgstr "Obere linke Ecke" + +msgid "Top Side" +msgstr "Obere Seite" + +msgid "Top Corner" +msgstr "Obere Ecke" + +msgid "Top Right Side" +msgstr "Obere rechte Seite" + +msgid "Top Right Corner" +msgstr "Obere rechte Ecke" + +msgid "Terrains" +msgstr "Terrains" + +msgid "Custom Data" +msgstr "Benutzerdefinierte Daten" + +msgid "Tile Proxies" +msgstr "Tile-Stellvertreter" + +msgid "Source Level" +msgstr "Quell-Level" + +msgid "Coords Level" +msgstr "Koordinaten-Level" + +msgid "Alternative Level" +msgstr "Alternativer Level" + +msgid "Tile Shape" +msgstr "Tile-Form" + +msgid "Tile Layout" +msgstr "Tile-Layout" + +msgid "Tile Offset Axis" +msgstr "Tile-Versatzachse" + +msgid "Tile Size" +msgstr "Tile-Größe" + +msgid "UV Clipping" +msgstr "UV-Clipping" + +msgid "Occlusion Layers" +msgstr "Verdeckungsebenen" + +msgid "Physics Layers" +msgstr "Physik-Ebenen" + +msgid "Terrain Sets" +msgstr "Terrain-Sets" + +msgid "Custom Data Layers" +msgstr "Eigene Datenschichten" + +msgid "Scenes" +msgstr "Szenen" + +msgid "Scene" +msgstr "Szene" + +msgid "Display Placeholder" +msgstr "Platzhalter anzeigen" + +msgid "Polygons Count" +msgstr "Polygonanzahl" + +msgid "One Way" +msgstr "Einweg" + +msgid "One Way Margin" +msgstr "Einwegabstand" + +msgid "Terrains Peering Bit" +msgstr "Terrain-Peering-Bit" + +msgid "Transpose" +msgstr "Transponieren" + +msgid "Texture Origin" +msgstr "Texturursprung" + +msgid "Y Sort Origin" +msgstr "Y-Sortierungsursprung" + +msgid "Terrain Set" +msgstr "Terrain-Set" + +msgid "Terrain" +msgstr "Terrain" + +msgid "Miscellaneous" +msgstr "Sonstiges" + +msgid "Probability" +msgstr "Wahrscheinlichkeit" + +msgid "Distance" +msgstr "Distanz" + +msgid "Backface Collision" +msgstr "Backface-Kollision" + +msgid "Density" +msgstr "Dichte" + +msgid "Height Falloff" +msgstr "Höhenabfall" + +msgid "Edge Fade" +msgstr "Kanten-Fading" + +msgid "Density Texture" +msgstr "Dichtentextur" + +msgid "Map Width" +msgstr "Kartenbreite" + +msgid "Map Depth" +msgstr "Kartentiefe" + +msgid "Map Data" +msgstr "Kartendaten" + +msgid "Item" +msgstr "Element" + +msgid "Mesh Transform" +msgstr "Mesh-Transformation" + +msgid "Navigation Mesh Transform" +msgstr "Navigationsmesh-Transformation" + +msgid "Preview" +msgstr "Vorschau" + +msgid "Add UV2" +msgstr "UV2 hinzufügen" + +msgid "UV2 Padding" +msgstr "UV2-Padding" + +msgid "Subdivide Width" +msgstr "Unterteilungsbreite" + +msgid "Subdivide Height" +msgstr "Unterteilungshöhe" + +msgid "Subdivide Depth" +msgstr "Unterteilungstiefe" + +msgid "Top Radius" +msgstr "Radius oben" + +msgid "Bottom Radius" +msgstr "Radius unten" + +msgid "Cap Top" +msgstr "Abschluss oben" + +msgid "Cap Bottom" +msgstr "Abschluss unten" + +msgid "Left to Right" +msgstr "Links nach rechts" + +msgid "Is Hemisphere" +msgstr "Ist Halbkugel" + +msgid "Ring Segments" +msgstr "Ringsegmente" + +msgid "Radial Steps" +msgstr "Radiale Schritte" + +msgid "Section Length" +msgstr "Abschnittslänge" + +msgid "Section Rings" +msgstr "Abschnittsringe" + +msgid "Section Segments" +msgstr "Abschnittssegmente" + +msgid "Curve Step" +msgstr "Kurven-Stufe" + +msgid "Bind Count" +msgstr "Zuordnungs-Anzahl" + +msgid "Bind" +msgstr "Zuordnung" + +msgid "Bone" +msgstr "Knochen" + +msgid "Sky" +msgstr "Himmel" + +msgid "Top Color" +msgstr "Farbe oben" + +msgid "Horizon Color" +msgstr "Horizontfarbe" + +msgid "Energy Multiplier" +msgstr "Energiefaktor" + +msgid "Cover" +msgstr "Abdeckung" + +msgid "Cover Modulate" +msgstr "Cover-Modulation" + +msgid "Ground" +msgstr "Boden" + +msgid "Bottom Color" +msgstr "Farbe unten" + +msgid "Sun" +msgstr "Sonne" + +msgid "Panorama" +msgstr "Panorama" + +msgid "Rayleigh" +msgstr "Rayleigh" + +msgid "Coefficient" +msgstr "Koeffizient" + +msgid "Mie" +msgstr "Mie" + +msgid "Eccentricity" +msgstr "Exzentrizität" + +msgid "Turbidity" +msgstr "Turbidität" + +msgid "Sun Disk Scale" +msgstr "Sonnenscheibenskalierung" + +msgid "Ground Color" +msgstr "Bodenfarbe" + +msgid "Night Sky" +msgstr "Nachthimmel" + +msgid "Fallback Environment" +msgstr "Fallback-Environment" + +msgid "Plane" +msgstr "Ebene" + msgid "Frames" msgstr "Frames" @@ -7523,15 +8081,30 @@ msgstr "Partikelanimation V Frames" msgid "Particles Anim Loop" msgstr "Partikelanimations-Loop" +msgid "Effect Callback Type" +msgstr "Effekt Callback-Typ" + +msgid "Access Resolved Color" +msgstr "Zugang aufgelöste Farbe" + +msgid "Access Resolved Depth" +msgstr "Zugang aufgelöste Tiefe" + +msgid "Needs Motion Vectors" +msgstr "Benötigt Bewegungsvektoren" + +msgid "Needs Normal Roughness" +msgstr "Benötigt Normalen-Rauheit" + +msgid "Needs Separate Specular" +msgstr "Benötigt separaten Glanzpunkt" + +msgid "Compositor Effects" +msgstr "Kompositor-Effekte" + msgid "Load Path" msgstr "Ladepfad" -msgid "Segments" -msgstr "Segmente" - -msgid "Backface Collision" -msgstr "Backface-Kollision" - msgid "Bake Resolution" msgstr "Backauflösung" @@ -7553,15 +8126,9 @@ msgstr "Kurve Z" msgid "Background" msgstr "Hintergrund" -msgid "Energy Multiplier" -msgstr "Energiefaktor" - msgid "Canvas Max Layer" msgstr "Max. Canvas-Ebene" -msgid "Sky" -msgstr "Himmel" - msgid "Custom FOV" msgstr "Eigenes FOV" @@ -7709,9 +8276,6 @@ msgstr "Lichtenergie" msgid "Sun Scatter" msgstr "Sonnenstreuung" -msgid "Density" -msgstr "Dichte" - msgid "Aerial Perspective" msgstr "Vogelperspektive" @@ -7721,6 +8285,15 @@ msgstr "Himmelsbeeinflussung" msgid "Height Density" msgstr "Höhendichte" +msgid "Depth Curve" +msgstr "Tiefenkurve" + +msgid "Depth Begin" +msgstr "Tiefe Beginn" + +msgid "Depth End" +msgstr "Tiefe Ende" + msgid "Volumetric Fog" msgstr "Volumetrischer Nebel" @@ -7751,15 +8324,6 @@ msgstr "Sättigung" msgid "Color Correction" msgstr "Farbkorrektur" -msgid "Height Falloff" -msgstr "Höhenabfall" - -msgid "Edge Fade" -msgstr "Kanten-Fading" - -msgid "Density Texture" -msgstr "Dichtentextur" - msgid "Base Font" msgstr "Basisschrift" @@ -7775,6 +8339,9 @@ msgstr "Glyphe" msgid "Space" msgstr "Leerzeichen" +msgid "Baseline" +msgstr "Grundlinie" + msgid "Font Names" msgstr "Schriftnamen" @@ -7805,15 +8372,6 @@ msgstr "Von" msgid "To" msgstr "Bis" -msgid "Map Width" -msgstr "Kartenbreite" - -msgid "Map Depth" -msgstr "Kartentiefe" - -msgid "Map Data" -msgstr "Kartendaten" - msgid "Next Pass" msgstr "Nächster Durchgang" @@ -7979,9 +8537,6 @@ msgstr "Partikel-Trails verwenden" msgid "Proximity Fade" msgstr "Nah-Fading" -msgid "Distance" -msgstr "Distanz" - msgid "MSDF" msgstr "MSDF" @@ -8003,18 +8558,6 @@ msgstr "Blend-Shape-Modus" msgid "Shadow Mesh" msgstr "Schatten-Mesh" -msgid "Item" -msgstr "Element" - -msgid "Mesh Transform" -msgstr "Mesh-Transformation" - -msgid "Navigation Mesh Transform" -msgstr "Navigationsmesh-Transformation" - -msgid "Preview" -msgstr "Vorschau" - msgid "Base Texture" msgstr "Grundtextur" @@ -8051,6 +8594,9 @@ msgstr "Quellen-Gruppenname" msgid "Cells" msgstr "Zellen" +msgid "Cell Height" +msgstr "Zellenhöhe" + msgid "Agents" msgstr "Agenten" @@ -8105,6 +8651,12 @@ msgstr "Geparste Kollisionsmaske" msgid "Source Geometry Group Name" msgstr "Quellengeometriegruppenname" +msgid "Baking Rect" +msgstr "Back-Rechteck" + +msgid "Baking Rect Offset" +msgstr "Back-Rechtecks-Offset" + msgid "Bundled" msgstr "Gebündelt" @@ -8237,114 +8789,6 @@ msgstr "Größenüberschreibung" msgid "Keep Compressed Buffer" msgstr "Komprimierten Puffer behalten" -msgid "Add UV2" -msgstr "UV2 hinzufügen" - -msgid "UV2 Padding" -msgstr "UV2-Padding" - -msgid "Subdivide Width" -msgstr "Unterteilungsbreite" - -msgid "Subdivide Height" -msgstr "Unterteilungshöhe" - -msgid "Subdivide Depth" -msgstr "Unterteilungstiefe" - -msgid "Top Radius" -msgstr "Radius oben" - -msgid "Bottom Radius" -msgstr "Radius unten" - -msgid "Cap Top" -msgstr "Abschluss oben" - -msgid "Cap Bottom" -msgstr "Abschluss unten" - -msgid "Left to Right" -msgstr "Links nach rechts" - -msgid "Is Hemisphere" -msgstr "Ist Halbkugel" - -msgid "Ring Segments" -msgstr "Ringsegmente" - -msgid "Radial Steps" -msgstr "Radiale Schritte" - -msgid "Section Length" -msgstr "Abschnittslänge" - -msgid "Section Rings" -msgstr "Abschnittsringe" - -msgid "Section Segments" -msgstr "Abschnittssegmente" - -msgid "Curve Step" -msgstr "Kurven-Stufe" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "Auf Schräge gleiten" - -msgid "Custom Solver Bias" -msgstr "Eigener Bias für Solver" - -msgid "Execution Mode" -msgstr "Ausführmodus" - -msgid "Target Nodepath" -msgstr "Ziel-Node-Pfad" - -msgid "Tip Nodepath" -msgstr "Ende-Nodepfad" - -msgid "CCDIK Data Chain Length" -msgstr "CCDIK-Datenkettenlänge" - -msgid "FABRIK Data Chain Length" -msgstr "FABRIK-Datenkettenlänge" - -msgid "Jiggle Data Chain Length" -msgstr "Jiggle-Datenkettenlänge" - -msgid "Default Joint Settings" -msgstr "Default-Gelenkeinstellungen" - -msgid "Use Gravity" -msgstr "Schwerkraft verwenden" - -msgid "Bone Index" -msgstr "Knochenindex" - -msgid "Bone 2D Node" -msgstr "2D-Knochen-Node" - -msgid "Physical Bone Chain Length" -msgstr "Physische Knochenkettenlänge" - -msgid "Target Minimum Distance" -msgstr "Minimale Zieldistanz" - -msgid "Target Maximum Distance" -msgstr "Maximale Zieldistanz" - -msgid "Flip Bend Direction" -msgstr "Biegerichtung spiegeln" - -msgid "Modification Count" -msgstr "Modifikationsanzahl" - msgid "Scale Base Bone" msgstr "Basisknochen skalieren" @@ -8354,15 +8798,6 @@ msgstr "Gruppengröße" msgid "Bone Size" msgstr "Knochengröße" -msgid "Bind Count" -msgstr "Zuordnungs-Anzahl" - -msgid "Bind" -msgstr "Zuordnung" - -msgid "Bone" -msgstr "Knochen" - msgid "Sky Material" msgstr "Himmelsmaterial" @@ -8372,54 +8807,6 @@ msgstr "Verarbeitungsmodus" msgid "Radiance Size" msgstr "Strahlungsgröße" -msgid "Top Color" -msgstr "Farbe oben" - -msgid "Horizon Color" -msgstr "Horizontfarbe" - -msgid "Cover" -msgstr "Abdeckung" - -msgid "Cover Modulate" -msgstr "Cover-Modulation" - -msgid "Ground" -msgstr "Boden" - -msgid "Bottom Color" -msgstr "Farbe unten" - -msgid "Sun" -msgstr "Sonne" - -msgid "Panorama" -msgstr "Panorama" - -msgid "Rayleigh" -msgstr "Rayleigh" - -msgid "Coefficient" -msgstr "Koeffizient" - -msgid "Mie" -msgstr "Mie" - -msgid "Eccentricity" -msgstr "Exzentrizität" - -msgid "Turbidity" -msgstr "Turbidität" - -msgid "Sun Disk Scale" -msgstr "Sonnenscheibenskalierung" - -msgid "Ground Color" -msgstr "Bodenfarbe" - -msgid "Night Sky" -msgstr "Nachthimmel" - msgid "Content Margins" msgstr "Inhalts-Ränder" @@ -8486,141 +8873,6 @@ msgstr "Default-Schriftart" msgid "Default Font Size" msgstr "Default-Schriftgröße" -msgid "Right Side" -msgstr "Rechte Seite" - -msgid "Right Corner" -msgstr "Rechte Ecke" - -msgid "Bottom Right Side" -msgstr "Untere rechte Seite" - -msgid "Bottom Right Corner" -msgstr "Untere rechte Ecke" - -msgid "Bottom Side" -msgstr "Untere Seite" - -msgid "Bottom Corner" -msgstr "Untere Ecke" - -msgid "Bottom Left Side" -msgstr "Untere linke Seite" - -msgid "Bottom Left Corner" -msgstr "Untere linke Ecke" - -msgid "Left Side" -msgstr "Linke Seite" - -msgid "Left Corner" -msgstr "Linke Ecke" - -msgid "Top Left Side" -msgstr "Obere linke Seite" - -msgid "Top Left Corner" -msgstr "Obere linke Ecke" - -msgid "Top Side" -msgstr "Obere Seite" - -msgid "Top Corner" -msgstr "Obere Ecke" - -msgid "Top Right Side" -msgstr "Obere rechte Seite" - -msgid "Top Right Corner" -msgstr "Obere rechte Ecke" - -msgid "Terrains" -msgstr "Terrains" - -msgid "Custom Data" -msgstr "Benutzerdefinierte Daten" - -msgid "Tile Proxies" -msgstr "Tile-Stellvertreter" - -msgid "Source Level" -msgstr "Quell-Level" - -msgid "Coords Level" -msgstr "Koordinaten-Level" - -msgid "Alternative Level" -msgstr "Alternativer Level" - -msgid "Tile Shape" -msgstr "Tile-Form" - -msgid "Tile Layout" -msgstr "Tile-Layout" - -msgid "Tile Offset Axis" -msgstr "Tile-Versatzachse" - -msgid "Tile Size" -msgstr "Tile-Größe" - -msgid "UV Clipping" -msgstr "UV-Clipping" - -msgid "Occlusion Layers" -msgstr "Verdeckungsebenen" - -msgid "Physics Layers" -msgstr "Physik-Ebenen" - -msgid "Terrain Sets" -msgstr "Terrain-Sets" - -msgid "Custom Data Layers" -msgstr "Eigene Datenschichten" - -msgid "Scenes" -msgstr "Szenen" - -msgid "Scene" -msgstr "Szene" - -msgid "Display Placeholder" -msgstr "Platzhalter anzeigen" - -msgid "Polygons Count" -msgstr "Polygonanzahl" - -msgid "One Way" -msgstr "Einweg" - -msgid "One Way Margin" -msgstr "Einwegabstand" - -msgid "Terrains Peering Bit" -msgstr "Terrain-Peering-Bit" - -msgid "Transpose" -msgstr "Transponieren" - -msgid "Texture Origin" -msgstr "Texturursprung" - -msgid "Y Sort Origin" -msgstr "Y-Sortierungsursprung" - -msgid "Terrain Set" -msgstr "Terrain-Set" - -msgid "Terrain" -msgstr "Terrain" - -msgid "Miscellaneous" -msgstr "Sonstiges" - -msgid "Probability" -msgstr "Wahrscheinlichkeit" - msgid "File" msgstr "Datei" @@ -8699,12 +8951,6 @@ msgstr "Oberflächenindex" msgid "Degrees Mode" msgstr "Gradmodus" -msgid "Fallback Environment" -msgstr "Fallback-Environment" - -msgid "Plane" -msgstr "Ebene" - msgid "Panel" msgstr "Panel" @@ -9104,6 +9350,9 @@ msgstr "Benutzerdefinierter Button gedrückt" msgid "Custom Button Hover" msgstr "Benutzerdefinierter Button überfahren" +msgid "Indeterminate Disabled" +msgstr "Unbestimmte" + msgid "Select Arrow" msgstr "Auswahlpfeil" @@ -9296,6 +9545,9 @@ msgstr "Vorgabe hinzufügen" msgid "Sample BG" msgstr "Beispiel-HG" +msgid "Sample Revert" +msgstr "Sample rückgängig" + msgid "Overbright Indicator" msgstr "Überhellanzeiger" @@ -9431,6 +9683,15 @@ msgstr "Auswahlstrichart" msgid "Activity" msgstr "Aktivität" +msgid "Connection Hover Tint Color" +msgstr "Farbton Verbindungs-Schweben" + +msgid "Connection Valid Target Tint Color" +msgstr "Farbton Verbindung Gültiges Ziel" + +msgid "Connection Rim Color" +msgstr "Randfarbe Verbindung" + msgid "Port Hotzone Inner Extent" msgstr "Port-Hotzone inneres Ausmaß" @@ -9668,6 +9929,9 @@ msgstr "Default-Zellenhöhe" msgid "Default Up" msgstr "Default oben" +msgid "Merge Rasterizer Cell Scale" +msgstr "Zusammenführen Rasterisierer-Zellenskalierung" + msgid "Avoidance Use Multiple Threads" msgstr "Ausweichen benutzt mehrere Threads" @@ -9866,6 +10130,9 @@ msgstr "Zeit Debug-Neuzeichnen" msgid "Debug Redraw Color" msgstr "Farbe Debug-Neuzeichnen" +msgid "Tighter Shadow Caster Culling" +msgstr "Stärkeres Culling von Schattenwerfern" + msgid "Vertex" msgstr "Vertex" @@ -10223,6 +10490,12 @@ msgstr "Shader-Sprache" msgid "Treat Warnings as Errors" msgstr "Warnungen als Fehler behandeln" +msgid "Has Tracking Data" +msgstr "Hat Tracking-Daten" + +msgid "Blend Shapes" +msgstr "Blend-Shapes" + msgid "Is Primary" msgstr "Ist Primär" @@ -10235,9 +10508,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Ist Ankererkennung aktiviert" -msgid "Has Tracking Data" -msgstr "Hat Tracking-Daten" - msgid "Tracking Confidence" msgstr "Tracking-Konfidenz" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index bd2bfffd4ce..021aa811e5b 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -101,13 +101,14 @@ # Chimi , 2023. # BIBALLO , 2024. # Miguel de Dios Matias , 2024. +# Zeerats , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-02 09:31+0000\n" -"Last-Translator: Miguel de Dios Matias \n" +"PO-Revision-Date: 2024-02-26 06:02+0000\n" +"Last-Translator: Zeerats \n" "Language-Team: Spanish \n" "Language: es\n" @@ -115,7 +116,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Aplicación" @@ -231,6 +232,12 @@ msgstr "Animación" msgid "Warnings" msgstr "Advertencias" +msgid "Check Invalid Track Paths" +msgstr "Comprobar Trazados No Válidos" + +msgid "Check Angle Interpolation Type Conflicting" +msgstr "Comprobar Conflictos de Tipo de Interpolación Angular" + msgid "Audio" msgstr "Audio" @@ -390,6 +397,12 @@ msgstr "Dispositivo de Renderizado" msgid "V-Sync" msgstr "Sincronización Vertical" +msgid "Frame Queue Size" +msgstr "Tamaño de Cola de Fotogramas" + +msgid "Swapchain Image Count" +msgstr "Número de Imágenes Swapchain" + msgid "Staging Buffer" msgstr "Buffer de preparación" @@ -414,6 +427,21 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Descriptores Máximos por Grupo" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Máximo de Descriptores de Recursos por Fotograma" + +msgid "Max Sampler Descriptors per Frame" +msgstr "Máximo de Descriptores de Muestreo por Fotograma" + +msgid "Max Misc Descriptors per Frame" +msgstr "Máximo de Descriptores Variados por Fotograma" + +msgid "Agility SDK Version" +msgstr "Versión de SDK Agility" + msgid "Textures" msgstr "Texturas" @@ -555,6 +583,9 @@ msgstr "Relativo" msgid "Velocity" msgstr "Velocidad" +msgid "Screen Velocity" +msgstr "Velocidad de Pantalla" + msgid "Axis" msgstr "Eje" @@ -649,7 +680,10 @@ msgid "Offset" msgstr "Desplazamiento" msgid "Cell Size" -msgstr "Tamaño de la casilla" +msgstr "Tamaño de la Celda" + +msgid "Cell Shape" +msgstr "Forma de la Celda" msgid "Jumping Enabled" msgstr "Salto Habilitado" @@ -658,7 +692,7 @@ msgid "Default Compute Heuristic" msgstr "Cálculo Heurístico Predeterminado" msgid "Default Estimate Heuristic" -msgstr "Heuristica Estimación Predeterminada" +msgstr "Estimación Heurística por Defecto" msgid "Diagonal Mode" msgstr "Modo Diagonal" @@ -688,7 +722,7 @@ msgid "TCP" msgstr "TCP" msgid "Connect Timeout Seconds" -msgstr "Segundos de tiempo de espera de conexión" +msgstr "Segundos de Espera de Conexión" msgid "Packet Peer Stream" msgstr "Transmisión de Paquetes entre Pares" @@ -1140,9 +1174,6 @@ msgstr "Puerto RPC" msgid "RPC Server Uptime" msgstr "Tiempo de actividad del servidor RPC" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "Ruta FBX2glTF" @@ -2877,6 +2908,12 @@ msgstr "Ruta Unida" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Manejo de Imágenes Embebidas" + msgid "GDScript" msgstr "GDScript" @@ -2943,9 +2980,6 @@ msgstr "Copyright" msgid "glTF" msgstr "glTF" -msgid "Embedded Image Handling" -msgstr "Manejo de Imágenes Embebidas" - msgid "Color" msgstr "Color" @@ -4215,39 +4249,6 @@ msgstr "Voltear H" msgid "Flip V" msgstr "Voltear V" -msgid "Monitoring" -msgstr "Monitorización" - -msgid "Monitorable" -msgstr "Monitorizable" - -msgid "Gravity" -msgstr "Gravedad" - -msgid "Space Override" -msgstr "Anulación de Espacio" - -msgid "Point" -msgstr "Punto" - -msgid "Point Unit Distance" -msgstr "Distancia de Unidad de Punto" - -msgid "Point Center" -msgstr "Centrar Punto" - -msgid "Direction" -msgstr "Dirección" - -msgid "Linear Damp" -msgstr "Amortiguación Lineal" - -msgid "Angular Damp" -msgstr "Amortiguación Angular" - -msgid "Audio Bus" -msgstr "Bus de Audio" - msgid "Current" msgstr "Actual" @@ -4365,30 +4366,6 @@ msgstr "Limpiar Margen" msgid "Use Mipmaps" msgstr "Usar Mipmaps" -msgid "Disable Mode" -msgstr "Modo Desactivado" - -msgid "Input" -msgstr "Entrada" - -msgid "Pickable" -msgstr "Seleccionable" - -msgid "Build Mode" -msgstr "Modo de Compilación" - -msgid "Disabled" -msgstr "Desactivado" - -msgid "One Way Collision" -msgstr "Colisión en Una Dirección" - -msgid "One Way Collision Margin" -msgstr "Margen de Colisión en Una Dirección" - -msgid "Debug Color" -msgstr "Color de Depuración" - msgid "Emitting" msgstr "Emitiendo" @@ -4452,9 +4429,15 @@ msgstr "Marcador de Partículas" msgid "Align Y" msgstr "Alineación Y" +msgid "Direction" +msgstr "Dirección" + msgid "Spread" msgstr "Propagación" +msgid "Gravity" +msgstr "Gravedad" + msgid "Initial Velocity" msgstr "Velocidad Inicial" @@ -4587,48 +4570,6 @@ msgstr "Secciones" msgid "Section Subdivisions" msgstr "Subdivisiones de Sección" -msgid "Node A" -msgstr "Nodo A" - -msgid "Node B" -msgstr "Nodo B" - -msgid "Bias" -msgstr "Tendencia" - -msgid "Disable Collision" -msgstr "Desactivar Colisión" - -msgid "Softness" -msgstr "Suavidad" - -msgid "Angular Limit" -msgstr "Límite Angular" - -msgid "Lower" -msgstr "Inferior" - -msgid "Upper" -msgstr "Superior" - -msgid "Motor" -msgstr "Motor" - -msgid "Target Velocity" -msgstr "Velocidad del Objetivo" - -msgid "Length" -msgstr "Longitud" - -msgid "Initial Offset" -msgstr "Offset Inicial" - -msgid "Rest Length" -msgstr "Duración de Reposo" - -msgid "Stiffness" -msgstr "Rigidez" - msgid "Editor Only" msgstr "Sólo para el Editor" @@ -4815,6 +4756,21 @@ msgstr "Restricciones de Evasión" msgid "Skew" msgstr "Sesgo" +msgid "Scroll Offset" +msgstr "Offset de Scroll" + +msgid "Repeat" +msgstr "Repetir" + +msgid "Begin" +msgstr "Comienzo" + +msgid "End" +msgstr "Fin" + +msgid "Follow Viewport" +msgstr "Seguir el Viewport" + msgid "Scroll" msgstr "Scroll" @@ -4860,6 +4816,147 @@ msgstr "Rotar" msgid "Cubic Interp" msgstr "Interp. Cúbica" +msgid "Sync to Physics" +msgstr "Sincronizar con la Física\"" + +msgid "Monitoring" +msgstr "Monitorización" + +msgid "Monitorable" +msgstr "Monitorizable" + +msgid "Space Override" +msgstr "Anulación de Espacio" + +msgid "Point" +msgstr "Punto" + +msgid "Point Unit Distance" +msgstr "Distancia de Unidad de Punto" + +msgid "Point Center" +msgstr "Centrar Punto" + +msgid "Linear Damp" +msgstr "Amortiguación Lineal" + +msgid "Angular Damp" +msgstr "Amortiguación Angular" + +msgid "Audio Bus" +msgstr "Bus de Audio" + +msgid "Motion Mode" +msgstr "Modo de Locomocion" + +msgid "Up Direction" +msgstr "Dirección Arriba" + +msgid "Slide on Ceiling" +msgstr "Deslizamiento en Techo" + +msgid "Wall Min Slide Angle" +msgstr "Angulo Mínimo de Deslizamiento en Muro" + +msgid "Floor" +msgstr "Suelo" + +msgid "Stop on Slope" +msgstr "Detener en Pendiente" + +msgid "Constant Speed" +msgstr "Velocidad Constante" + +msgid "Block on Wall" +msgstr "Bloque en Muro" + +msgid "Max Angle" +msgstr "Ángulo Máximo" + +msgid "Snap Length" +msgstr "Longitud de Ajuste" + +msgid "Moving Platform" +msgstr "Plataforma Móvil" + +msgid "On Leave" +msgstr "Al Dejar" + +msgid "Floor Layers" +msgstr "Capas de Suelo" + +msgid "Wall Layers" +msgstr "Capas de Muro" + +msgid "Safe Margin" +msgstr "Margen de Seguridad" + +msgid "Disable Mode" +msgstr "Modo Desactivado" + +msgid "Input" +msgstr "Entrada" + +msgid "Pickable" +msgstr "Seleccionable" + +msgid "Build Mode" +msgstr "Modo de Compilación" + +msgid "Disabled" +msgstr "Desactivado" + +msgid "One Way Collision" +msgstr "Colisión en Una Dirección" + +msgid "One Way Collision Margin" +msgstr "Margen de Colisión en Una Dirección" + +msgid "Debug Color" +msgstr "Color de Depuración" + +msgid "Length" +msgstr "Longitud" + +msgid "Rest Length" +msgstr "Duración de Reposo" + +msgid "Stiffness" +msgstr "Rigidez" + +msgid "Initial Offset" +msgstr "Offset Inicial" + +msgid "Node A" +msgstr "Nodo A" + +msgid "Node B" +msgstr "Nodo B" + +msgid "Bias" +msgstr "Tendencia" + +msgid "Disable Collision" +msgstr "Desactivar Colisión" + +msgid "Softness" +msgstr "Suavidad" + +msgid "Angular Limit" +msgstr "Límite Angular" + +msgid "Lower" +msgstr "Inferior" + +msgid "Upper" +msgstr "Superior" + +msgid "Motor" +msgstr "Motor" + +msgid "Target Velocity" +msgstr "Velocidad del Objetivo" + msgid "Bone 2D Nodepath" msgstr "Ruta del nodo de Hueso 2D" @@ -4875,14 +4972,23 @@ msgstr "Simular Físicas" msgid "Follow Bone When Simulating" msgstr "Seguimiento de Hueso Durante la Simulación" -msgid "Constant Linear Velocity" -msgstr "Velocidad Lineal Constante" +msgid "Exclude Parent" +msgstr "Excluir Padre" -msgid "Constant Angular Velocity" -msgstr "Velocidad Angular Constante" +msgid "Target Position" +msgstr "Posición del Objetivo" -msgid "Sync to Physics" -msgstr "Sincronizar con la Física\"" +msgid "Hit From Inside" +msgstr "Golpea desde dentro" + +msgid "Collide With" +msgstr "Colisionar con" + +msgid "Areas" +msgstr "Áreas" + +msgid "Bodies" +msgstr "Cuerpos" msgid "Gravity Scale" msgstr "Escala de gravedad" @@ -4947,50 +5053,17 @@ msgstr "Fuerzas Constantes" msgid "Torque" msgstr "Torsión" -msgid "Motion Mode" -msgstr "Modo de Locomocion" +msgid "Margin" +msgstr "Margen" -msgid "Up Direction" -msgstr "Dirección Arriba" +msgid "Max Results" +msgstr "Resultados Máximos" -msgid "Slide on Ceiling" -msgstr "Deslizamiento en Techo" +msgid "Constant Linear Velocity" +msgstr "Velocidad Lineal Constante" -msgid "Wall Min Slide Angle" -msgstr "Angulo Mínimo de Deslizamiento en Muro" - -msgid "Floor" -msgstr "Suelo" - -msgid "Stop on Slope" -msgstr "Detener en Pendiente" - -msgid "Constant Speed" -msgstr "Velocidad Constante" - -msgid "Block on Wall" -msgstr "Bloque en Muro" - -msgid "Max Angle" -msgstr "Ángulo Máximo" - -msgid "Snap Length" -msgstr "Longitud de Ajuste" - -msgid "Moving Platform" -msgstr "Plataforma Móvil" - -msgid "On Leave" -msgstr "Al Dejar" - -msgid "Floor Layers" -msgstr "Capas de Suelo" - -msgid "Wall Layers" -msgstr "Capas de Muro" - -msgid "Safe Margin" -msgstr "Margen de Seguridad" +msgid "Constant Angular Velocity" +msgstr "Velocidad Angular Constante" msgid "UV" msgstr "UV" @@ -5004,24 +5077,6 @@ msgstr "Polígonos" msgid "Internal Vertex Count" msgstr "Conteo de Vértices Internos" -msgid "Exclude Parent" -msgstr "Excluir Padre" - -msgid "Target Position" -msgstr "Posición del Objetivo" - -msgid "Hit From Inside" -msgstr "Golpea desde dentro" - -msgid "Collide With" -msgstr "Colisionar con" - -msgid "Areas" -msgstr "Áreas" - -msgid "Bodies" -msgstr "Cuerpos" - msgid "Remote Path" msgstr "Ruta Remota" @@ -5031,12 +5086,6 @@ msgstr "Usar Coordenadas Globales" msgid "Update" msgstr "Actualizar" -msgid "Margin" -msgstr "Margen" - -msgid "Max Results" -msgstr "Resultados Máximos" - msgid "Auto Calculate Length and Angle" msgstr "Auto Calcular la Longitud y el Ángulo" @@ -5109,24 +5158,6 @@ msgstr "Habilitando" msgid "Node Path" msgstr "Ruta del Nodo" -msgid "Wind" -msgstr "Viento" - -msgid "Force Magnitude" -msgstr "Magnitud de Fuerza" - -msgid "Attenuation Factor" -msgstr "Factor de atenuación" - -msgid "Source Path" -msgstr "Ruta de la Fuente" - -msgid "Reverb Bus" -msgstr "Bus de reverberación" - -msgid "Uniformity" -msgstr "Uniformidad" - msgid "Attenuation Model" msgstr "Modelo de Atenuación" @@ -5193,12 +5224,6 @@ msgstr "Cercano" msgid "Far" msgstr "Lejos" -msgid "Ray Pickable" -msgstr "Seleccionable por Rayo" - -msgid "Capture on Drag" -msgstr "Captura Al Arrastrar" - msgid "Visibility AABB" msgstr "Visibilidad AABB" @@ -5268,9 +5293,6 @@ msgstr "Fundido Inferior" msgid "Distance Fade" msgstr "Fade al Distanciarse" -msgid "Begin" -msgstr "Comienzo" - msgid "Transform Align" msgstr "Transformacion de Alineamiento" @@ -5307,99 +5329,12 @@ msgstr "Rango de Visibilidad" msgid "Begin Margin" msgstr "Margen Inicial" -msgid "End" -msgstr "Fin" - msgid "End Margin" msgstr "Margen al Final" msgid "Fade Mode" msgstr "Modo de Fundido" -msgid "Solver Priority" -msgstr "Prioridad del Solucionador" - -msgid "Exclude Nodes From Collision" -msgstr "Excluir Nodos Desde la Colisión" - -msgid "Params" -msgstr "Parámetros" - -msgid "Impulse Clamp" -msgstr "Restricción de Impulso" - -msgid "Relaxation" -msgstr "Relajación" - -msgid "Max Impulse" -msgstr "Impulso Máximo" - -msgid "Linear Limit" -msgstr "Límite Lineal" - -msgid "Upper Distance" -msgstr "Distancia Superior" - -msgid "Lower Distance" -msgstr "Distancia Inferior" - -msgid "Restitution" -msgstr "Restitución" - -msgid "Linear Motion" -msgstr "Movimiento Lineal" - -msgid "Linear Ortho" -msgstr "Ortogonal Lineal" - -msgid "Upper Angle" -msgstr "Ángulo Superior" - -msgid "Lower Angle" -msgstr "Ángulo Inferior" - -msgid "Angular Motion" -msgstr "Movimiento Angular" - -msgid "Angular Ortho" -msgstr "Ortogonal Angular" - -msgid "Swing Span" -msgstr "Expansión de Swing" - -msgid "Twist Span" -msgstr "Extensión de Torsión" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "Motor Lineal" - -msgid "Force Limit" -msgstr "Forzar Límite" - -msgid "Linear Spring" -msgstr "Resorte Lineal" - -msgid "Equilibrium Point" -msgstr "Punto de Equilibrio" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "Motor Angular" - -msgid "Angular Spring" -msgstr "Resorte Angular" - msgid "Pixel Size" msgstr "Tamaño de Píxeles" @@ -5652,26 +5587,113 @@ msgstr "Usar Model Frontal" msgid "Tilt Enabled" msgstr "Activado de Inclinado" -msgid "Axis Lock" -msgstr "Bloquear Ejes" +msgid "Wind" +msgstr "Viento" -msgid "Linear X" -msgstr "Lineal X" +msgid "Force Magnitude" +msgstr "Magnitud de Fuerza" -msgid "Linear Y" -msgstr "Lineal Y" +msgid "Attenuation Factor" +msgstr "Factor de atenuación" -msgid "Linear Z" -msgstr "Lineal Z" +msgid "Source Path" +msgstr "Ruta de la Fuente" -msgid "Angular X" -msgstr "Angular X" +msgid "Reverb Bus" +msgstr "Bus de reverberación" -msgid "Angular Y" -msgstr "Angular Y" +msgid "Uniformity" +msgstr "Uniformidad" -msgid "Angular Z" -msgstr "Angular Z" +msgid "Ray Pickable" +msgstr "Seleccionable por Rayo" + +msgid "Capture on Drag" +msgstr "Captura Al Arrastrar" + +msgid "Swing Span" +msgstr "Expansión de Swing" + +msgid "Twist Span" +msgstr "Extensión de Torsión" + +msgid "Relaxation" +msgstr "Relajación" + +msgid "Linear Limit" +msgstr "Límite Lineal" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Distancia Superior" + +msgid "Lower Distance" +msgstr "Distancia Inferior" + +msgid "Restitution" +msgstr "Restitución" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "Motor Lineal" + +msgid "Force Limit" +msgstr "Forzar Límite" + +msgid "Linear Spring" +msgstr "Resorte Lineal" + +msgid "Equilibrium Point" +msgstr "Punto de Equilibrio" + +msgid "Upper Angle" +msgstr "Ángulo Superior" + +msgid "Lower Angle" +msgstr "Ángulo Inferior" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "Motor Angular" + +msgid "Angular Spring" +msgstr "Resorte Angular" + +msgid "Params" +msgstr "Parámetros" + +msgid "Max Impulse" +msgstr "Impulso Máximo" + +msgid "Solver Priority" +msgstr "Prioridad del Solucionador" + +msgid "Exclude Nodes From Collision" +msgstr "Excluir Nodos Desde la Colisión" + +msgid "Impulse Clamp" +msgstr "Restricción de Impulso" + +msgid "Linear Motion" +msgstr "Movimiento Lineal" + +msgid "Linear Ortho" +msgstr "Ortogonal Lineal" + +msgid "Angular Motion" +msgstr "Movimiento Angular" + +msgid "Angular Ortho" +msgstr "Ortogonal Angular" msgid "Joint Constraints" msgstr "Restringir Articulaciones" @@ -5769,12 +5791,75 @@ msgstr "Modo de Amortiguación Lineal" msgid "Angular Damp Mode" msgstr "Modo de Amortiguación Angular" +msgid "Axis Lock" +msgstr "Bloquear Ejes" + +msgid "Linear X" +msgstr "Lineal X" + +msgid "Linear Y" +msgstr "Lineal Y" + +msgid "Linear Z" +msgstr "Lineal Z" + +msgid "Angular X" +msgstr "Angular X" + +msgid "Angular Y" +msgstr "Angular Y" + +msgid "Angular Z" +msgstr "Angular Z" + msgid "Hit Back Faces" msgstr "Golpear Caras Traseras" msgid "Debug Shape" msgstr "Depurar Shape" +msgid "Spring Length" +msgstr "Cantidad de Amortiguación" + +msgid "Per-Wheel Motion" +msgstr "Movimiento por Rueda" + +msgid "Engine Force" +msgstr "Fuerza del Motor" + +msgid "Brake" +msgstr "Freno" + +msgid "Steering" +msgstr "Dirección" + +msgid "VehicleBody3D Motion" +msgstr "Movimiento del VehicleBody 3D" + +msgid "Use as Traction" +msgstr "Usar Como Tracción" + +msgid "Use as Steering" +msgstr "Usar Como Dirección" + +msgid "Wheel" +msgstr "Rueda" + +msgid "Roll Influence" +msgstr "Influencia del Rodaje" + +msgid "Friction Slip" +msgstr "Deslizamiento por Fricción" + +msgid "Suspension" +msgstr "Suspensión" + +msgid "Travel" +msgstr "Viaje" + +msgid "Max Force" +msgstr "Fuerza Máxima" + msgid "Origin Offset" msgstr "Offset de Origen" @@ -5868,48 +5953,6 @@ msgstr "Coeficiente de amortización" msgid "Drag Coefficient" msgstr "Coeficiente de resistencia" -msgid "Spring Length" -msgstr "Cantidad de Amortiguación" - -msgid "Per-Wheel Motion" -msgstr "Movimiento por Rueda" - -msgid "Engine Force" -msgstr "Fuerza del Motor" - -msgid "Brake" -msgstr "Freno" - -msgid "Steering" -msgstr "Dirección" - -msgid "VehicleBody3D Motion" -msgstr "Movimiento del VehicleBody 3D" - -msgid "Use as Traction" -msgstr "Usar Como Tracción" - -msgid "Use as Steering" -msgstr "Usar Como Dirección" - -msgid "Wheel" -msgstr "Rueda" - -msgid "Roll Influence" -msgstr "Influencia del Rodaje" - -msgid "Friction Slip" -msgstr "Deslizamiento por Fricción" - -msgid "Suspension" -msgstr "Suspensión" - -msgid "Travel" -msgstr "Viaje" - -msgid "Max Force" -msgstr "Fuerza Máxima" - msgid "Track Physics Step" msgstr "Paso de Física de Pistas" @@ -6390,9 +6433,6 @@ msgstr "Subcarpeta raíz" msgid "Use Native Dialog" msgstr "Usar diálogo nativo" -msgid "Scroll Offset" -msgstr "Offset de Scroll" - msgid "Show Grid" msgstr "Mostrar Cuadrícula" @@ -6966,9 +7006,6 @@ msgstr "Z Como Relativo" msgid "Y Sort Enabled" msgstr "Orden Y Habilitado" -msgid "Repeat" -msgstr "Repetir" - msgid "Use Parent Material" msgstr "Usar el material del padre" @@ -6981,9 +7018,6 @@ msgstr "Mapa Normal" msgid "Shininess" msgstr "Luminosidad" -msgid "Follow Viewport" -msgstr "Seguir el Viewport" - msgid "Download File" msgstr "Descargar Archivo" @@ -7323,6 +7357,360 @@ msgstr "Física 3D" msgid "3D Navigation" msgstr "Navegación 3D" +msgid "Segments" +msgstr "Segmentos" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "Deslizar en Pendiente" + +msgid "Custom Solver Bias" +msgstr "Bias de Solución Personalizado" + +msgid "Execution Mode" +msgstr "Modo de Ejecución" + +msgid "Target Nodepath" +msgstr "ruta de Nodo Objetivo" + +msgid "Tip Nodepath" +msgstr "Pista de ruta de Nodo" + +msgid "CCDIK Data Chain Length" +msgstr "Longitud de Cadena de Datos CCDIK" + +msgid "FABRIK Data Chain Length" +msgstr "Longitud de Cadena de Datos FABRIK" + +msgid "Jiggle Data Chain Length" +msgstr "Longitud de Cadena de Datos de Sacudida" + +msgid "Default Joint Settings" +msgstr "Ajustes de Juntas por Defecto" + +msgid "Use Gravity" +msgstr "Usar Gravedad" + +msgid "Bone Index" +msgstr "Índice de Hueso" + +msgid "Bone 2D Node" +msgstr "Nodo de Hueso 2D" + +msgid "Physical Bone Chain Length" +msgstr "Longitud de Cadena de Huesos Físicos" + +msgid "Target Minimum Distance" +msgstr "Distancia Mínima del Objetivo" + +msgid "Target Maximum Distance" +msgstr "Distancia Máxima del Objetivo" + +msgid "Flip Bend Direction" +msgstr "Invertir Dirección de Curvatura" + +msgid "Modification Count" +msgstr "Conteo de Modificación" + +msgid "Right Side" +msgstr "Lado Derecho" + +msgid "Right Corner" +msgstr "Esquina Derecha" + +msgid "Bottom Right Side" +msgstr "Lado Inferior Derecho" + +msgid "Bottom Right Corner" +msgstr "Esquina Inferior Derecha" + +msgid "Bottom Side" +msgstr "Lado Inferior" + +msgid "Bottom Corner" +msgstr "Esquina Inferior" + +msgid "Bottom Left Side" +msgstr "Lado Inferior Izquierdo" + +msgid "Bottom Left Corner" +msgstr "Esquina Inferior Izquierda" + +msgid "Left Side" +msgstr "Lado Izquierdo" + +msgid "Left Corner" +msgstr "Esquina Izquierda" + +msgid "Top Left Side" +msgstr "Lado Superior Izquierdo" + +msgid "Top Left Corner" +msgstr "Esquina Superior Izquierda" + +msgid "Top Side" +msgstr "Lado Superior" + +msgid "Top Corner" +msgstr "Esquina Superior" + +msgid "Top Right Side" +msgstr "Lado Superior Derecho" + +msgid "Top Right Corner" +msgstr "Esquina Superior Derecha" + +msgid "Terrains" +msgstr "Terrenos" + +msgid "Custom Data" +msgstr "Datos Personalizados" + +msgid "Tile Proxies" +msgstr "Proxys de Tiles" + +msgid "Source Level" +msgstr "Nivel de la Fuente" + +msgid "Coords Level" +msgstr "Nivel de Coordenadas" + +msgid "Alternative Level" +msgstr "Nivel Alternativo" + +msgid "Tile Shape" +msgstr "Forma del Tile" + +msgid "Tile Layout" +msgstr "Distribución de Tile" + +msgid "Tile Offset Axis" +msgstr "Eje de Ajuste de Tile" + +msgid "Tile Size" +msgstr "Tamaño de Tile" + +msgid "UV Clipping" +msgstr "Recorte de UV" + +msgid "Occlusion Layers" +msgstr "Capas de Oclusión" + +msgid "Physics Layers" +msgstr "Capas Físicas" + +msgid "Terrain Sets" +msgstr "Conjuntos de Terrenos" + +msgid "Custom Data Layers" +msgstr "Capas de Datos Personalizados" + +msgid "Scenes" +msgstr "Escenas" + +msgid "Scene" +msgstr "Escena" + +msgid "Display Placeholder" +msgstr "Mostrar Marcador" + +msgid "Polygons Count" +msgstr "Conteo de Polígonos" + +msgid "One Way" +msgstr "Unico Sentido" + +msgid "One Way Margin" +msgstr "Margen de Unico Sentido" + +msgid "Terrains Peering Bit" +msgstr "Bit de Emparejamiento de Terrenos" + +msgid "Transpose" +msgstr "Transponer" + +msgid "Texture Origin" +msgstr "Origen de Textura" + +msgid "Y Sort Origin" +msgstr "Origen de Ordenación Y" + +msgid "Terrain Set" +msgstr "Conjunto de Terreno" + +msgid "Terrain" +msgstr "Terreno" + +msgid "Miscellaneous" +msgstr "Miscelaneo" + +msgid "Probability" +msgstr "Probabilidad" + +msgid "Distance" +msgstr "Distancia" + +msgid "Backface Collision" +msgstr "Colisión de Cara Trasera" + +msgid "Density" +msgstr "Densidad" + +msgid "Height Falloff" +msgstr "Atenuación de Altura" + +msgid "Edge Fade" +msgstr "Fundido de Borde" + +msgid "Density Texture" +msgstr "Densidad de Textura" + +msgid "Map Width" +msgstr "Anchura del Mapa" + +msgid "Map Depth" +msgstr "Mapa de Profundidad" + +msgid "Map Data" +msgstr "Datos del Mapa" + +msgid "Item" +msgstr "Elemento" + +msgid "Mesh Transform" +msgstr "Transformación de Mesh" + +msgid "Navigation Mesh Transform" +msgstr "Transformación de Malla de Navegación" + +msgid "Preview" +msgstr "Vista Previa" + +msgid "Add UV2" +msgstr "Añadir UV2" + +msgid "UV2 Padding" +msgstr "Relleno UV2" + +msgid "Subdivide Width" +msgstr "Anchura de Subdivisión" + +msgid "Subdivide Height" +msgstr "Altura de Subdivisión" + +msgid "Subdivide Depth" +msgstr "Profundidad de Subdivisión" + +msgid "Top Radius" +msgstr "Radio Superior" + +msgid "Bottom Radius" +msgstr "Radio Inferior" + +msgid "Cap Top" +msgstr "Tapa Superior" + +msgid "Cap Bottom" +msgstr "Tapa Inferior" + +msgid "Left to Right" +msgstr "De Izquierda a Derecha" + +msgid "Is Hemisphere" +msgstr "Es Hemisfera" + +msgid "Ring Segments" +msgstr "Segmentos en Anillo" + +msgid "Radial Steps" +msgstr "Pasos Radiales" + +msgid "Section Length" +msgstr "Longitud de Sección" + +msgid "Section Rings" +msgstr "Anillos de Sección" + +msgid "Section Segments" +msgstr "Segmentos de Sección" + +msgid "Curve Step" +msgstr "Paso de Curva" + +msgid "Bind Count" +msgstr "Conteo de Vinculaciones" + +msgid "Bind" +msgstr "Vinculación" + +msgid "Bone" +msgstr "Hueso" + +msgid "Sky" +msgstr "Cielo" + +msgid "Top Color" +msgstr "Color Superior" + +msgid "Horizon Color" +msgstr "Color del Horizonte" + +msgid "Energy Multiplier" +msgstr "Multiplicador de Energía" + +msgid "Cover" +msgstr "Cubierta" + +msgid "Cover Modulate" +msgstr "Modulación de Cubierta" + +msgid "Ground" +msgstr "Suelo" + +msgid "Bottom Color" +msgstr "Color Inferior" + +msgid "Sun" +msgstr "Sol" + +msgid "Panorama" +msgstr "Panorama" + +msgid "Rayleigh" +msgstr "Rayleigh" + +msgid "Coefficient" +msgstr "Coeficiente" + +msgid "Mie" +msgstr "Mie" + +msgid "Eccentricity" +msgstr "Excentricidad" + +msgid "Turbidity" +msgstr "Turbidez" + +msgid "Sun Disk Scale" +msgstr "Escala de Disco Solar" + +msgid "Ground Color" +msgstr "Color del Suelo" + +msgid "Night Sky" +msgstr "Cielo Nocturno" + +msgid "Fallback Environment" +msgstr "Entorno de Retorno" + +msgid "Plane" +msgstr "Plano" + msgid "Frames" msgstr "Fotogramas" @@ -7440,12 +7828,6 @@ msgstr "Bucle de Animación de Partículas" msgid "Load Path" msgstr "Ruta de Carga" -msgid "Segments" -msgstr "Segmentos" - -msgid "Backface Collision" -msgstr "Colisión de Cara Trasera" - msgid "Bake Resolution" msgstr "Bakear Resolución" @@ -7467,15 +7849,9 @@ msgstr "Curva Z" msgid "Background" msgstr "Fondo" -msgid "Energy Multiplier" -msgstr "Multiplicador de Energía" - msgid "Canvas Max Layer" msgstr "Max de Capas del Lienzo" -msgid "Sky" -msgstr "Cielo" - msgid "Custom FOV" msgstr "FOV Personalizado" @@ -7623,9 +7999,6 @@ msgstr "Energía de Luz" msgid "Sun Scatter" msgstr "Dispersión Solar" -msgid "Density" -msgstr "Densidad" - msgid "Aerial Perspective" msgstr "Perspectiva Atmosferica" @@ -7665,15 +8038,6 @@ msgstr "Saturación" msgid "Color Correction" msgstr "Corrección del Color" -msgid "Height Falloff" -msgstr "Atenuación de Altura" - -msgid "Edge Fade" -msgstr "Fundido de Borde" - -msgid "Density Texture" -msgstr "Densidad de Textura" - msgid "Base Font" msgstr "Fuente Base" @@ -7719,15 +8083,6 @@ msgstr "Desde" msgid "To" msgstr "A" -msgid "Map Width" -msgstr "Anchura del Mapa" - -msgid "Map Depth" -msgstr "Mapa de Profundidad" - -msgid "Map Data" -msgstr "Datos del Mapa" - msgid "Next Pass" msgstr "Siguiente Paso" @@ -7893,9 +8248,6 @@ msgstr "Usar Estelas de Partículas" msgid "Proximity Fade" msgstr "Desvanecimiento de Proximidad" -msgid "Distance" -msgstr "Distancia" - msgid "MSDF" msgstr "MSDF" @@ -7917,18 +8269,6 @@ msgstr "Modo de Mezcla de Forma" msgid "Shadow Mesh" msgstr "Malla de Sombra" -msgid "Item" -msgstr "Elemento" - -msgid "Mesh Transform" -msgstr "Transformación de Mesh" - -msgid "Navigation Mesh Transform" -msgstr "Transformación de Malla de Navegación" - -msgid "Preview" -msgstr "Vista Previa" - msgid "Base Texture" msgstr "Textura Base" @@ -8070,114 +8410,6 @@ msgstr "Anulación de Tamaño" msgid "Keep Compressed Buffer" msgstr "Mantener Buffer Comprimido" -msgid "Add UV2" -msgstr "Añadir UV2" - -msgid "UV2 Padding" -msgstr "Relleno UV2" - -msgid "Subdivide Width" -msgstr "Anchura de Subdivisión" - -msgid "Subdivide Height" -msgstr "Altura de Subdivisión" - -msgid "Subdivide Depth" -msgstr "Profundidad de Subdivisión" - -msgid "Top Radius" -msgstr "Radio Superior" - -msgid "Bottom Radius" -msgstr "Radio Inferior" - -msgid "Cap Top" -msgstr "Tapa Superior" - -msgid "Cap Bottom" -msgstr "Tapa Inferior" - -msgid "Left to Right" -msgstr "De Izquierda a Derecha" - -msgid "Is Hemisphere" -msgstr "Es Hemisfera" - -msgid "Ring Segments" -msgstr "Segmentos en Anillo" - -msgid "Radial Steps" -msgstr "Pasos Radiales" - -msgid "Section Length" -msgstr "Longitud de Sección" - -msgid "Section Rings" -msgstr "Anillos de Sección" - -msgid "Section Segments" -msgstr "Segmentos de Sección" - -msgid "Curve Step" -msgstr "Paso de Curva" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "Deslizar en Pendiente" - -msgid "Custom Solver Bias" -msgstr "Bias de Solución Personalizado" - -msgid "Execution Mode" -msgstr "Modo de Ejecución" - -msgid "Target Nodepath" -msgstr "ruta de Nodo Objetivo" - -msgid "Tip Nodepath" -msgstr "Pista de ruta de Nodo" - -msgid "CCDIK Data Chain Length" -msgstr "Longitud de Cadena de Datos CCDIK" - -msgid "FABRIK Data Chain Length" -msgstr "Longitud de Cadena de Datos FABRIK" - -msgid "Jiggle Data Chain Length" -msgstr "Longitud de Cadena de Datos de Sacudida" - -msgid "Default Joint Settings" -msgstr "Ajustes de Juntas por Defecto" - -msgid "Use Gravity" -msgstr "Usar Gravedad" - -msgid "Bone Index" -msgstr "Índice de Hueso" - -msgid "Bone 2D Node" -msgstr "Nodo de Hueso 2D" - -msgid "Physical Bone Chain Length" -msgstr "Longitud de Cadena de Huesos Físicos" - -msgid "Target Minimum Distance" -msgstr "Distancia Mínima del Objetivo" - -msgid "Target Maximum Distance" -msgstr "Distancia Máxima del Objetivo" - -msgid "Flip Bend Direction" -msgstr "Invertir Dirección de Curvatura" - -msgid "Modification Count" -msgstr "Conteo de Modificación" - msgid "Scale Base Bone" msgstr "Escala del Hueso Base" @@ -8187,15 +8419,6 @@ msgstr "Tamaño del Grupo" msgid "Bone Size" msgstr "Tamaño del Hueso" -msgid "Bind Count" -msgstr "Conteo de Vinculaciones" - -msgid "Bind" -msgstr "Vinculación" - -msgid "Bone" -msgstr "Hueso" - msgid "Sky Material" msgstr "Material del Cielo" @@ -8205,54 +8428,6 @@ msgstr "Modo de Proceso" msgid "Radiance Size" msgstr "Tamaño de Resplandor" -msgid "Top Color" -msgstr "Color Superior" - -msgid "Horizon Color" -msgstr "Color del Horizonte" - -msgid "Cover" -msgstr "Cubierta" - -msgid "Cover Modulate" -msgstr "Modulación de Cubierta" - -msgid "Ground" -msgstr "Suelo" - -msgid "Bottom Color" -msgstr "Color Inferior" - -msgid "Sun" -msgstr "Sol" - -msgid "Panorama" -msgstr "Panorama" - -msgid "Rayleigh" -msgstr "Rayleigh" - -msgid "Coefficient" -msgstr "Coeficiente" - -msgid "Mie" -msgstr "Mie" - -msgid "Eccentricity" -msgstr "Excentricidad" - -msgid "Turbidity" -msgstr "Turbidez" - -msgid "Sun Disk Scale" -msgstr "Escala de Disco Solar" - -msgid "Ground Color" -msgstr "Color del Suelo" - -msgid "Night Sky" -msgstr "Cielo Nocturno" - msgid "Content Margins" msgstr "Margenes de Contenido" @@ -8319,141 +8494,6 @@ msgstr "Fuente Predeterminada" msgid "Default Font Size" msgstr "Tamaño Fuente Predeterminada" -msgid "Right Side" -msgstr "Lado Derecho" - -msgid "Right Corner" -msgstr "Esquina Derecha" - -msgid "Bottom Right Side" -msgstr "Lado Inferior Derecho" - -msgid "Bottom Right Corner" -msgstr "Esquina Inferior Derecha" - -msgid "Bottom Side" -msgstr "Lado Inferior" - -msgid "Bottom Corner" -msgstr "Esquina Inferior" - -msgid "Bottom Left Side" -msgstr "Lado Inferior Izquierdo" - -msgid "Bottom Left Corner" -msgstr "Esquina Inferior Izquierda" - -msgid "Left Side" -msgstr "Lado Izquierdo" - -msgid "Left Corner" -msgstr "Esquina Izquierda" - -msgid "Top Left Side" -msgstr "Lado Superior Izquierdo" - -msgid "Top Left Corner" -msgstr "Esquina Superior Izquierda" - -msgid "Top Side" -msgstr "Lado Superior" - -msgid "Top Corner" -msgstr "Esquina Superior" - -msgid "Top Right Side" -msgstr "Lado Superior Derecho" - -msgid "Top Right Corner" -msgstr "Esquina Superior Derecha" - -msgid "Terrains" -msgstr "Terrenos" - -msgid "Custom Data" -msgstr "Datos Personalizados" - -msgid "Tile Proxies" -msgstr "Proxys de Tiles" - -msgid "Source Level" -msgstr "Nivel de la Fuente" - -msgid "Coords Level" -msgstr "Nivel de Coordenadas" - -msgid "Alternative Level" -msgstr "Nivel Alternativo" - -msgid "Tile Shape" -msgstr "Forma del Tile" - -msgid "Tile Layout" -msgstr "Distribución de Tile" - -msgid "Tile Offset Axis" -msgstr "Eje de Ajuste de Tile" - -msgid "Tile Size" -msgstr "Tamaño de Tile" - -msgid "UV Clipping" -msgstr "Recorte de UV" - -msgid "Occlusion Layers" -msgstr "Capas de Oclusión" - -msgid "Physics Layers" -msgstr "Capas Físicas" - -msgid "Terrain Sets" -msgstr "Conjuntos de Terrenos" - -msgid "Custom Data Layers" -msgstr "Capas de Datos Personalizados" - -msgid "Scenes" -msgstr "Escenas" - -msgid "Scene" -msgstr "Escena" - -msgid "Display Placeholder" -msgstr "Mostrar Marcador" - -msgid "Polygons Count" -msgstr "Conteo de Polígonos" - -msgid "One Way" -msgstr "Unico Sentido" - -msgid "One Way Margin" -msgstr "Margen de Unico Sentido" - -msgid "Terrains Peering Bit" -msgstr "Bit de Emparejamiento de Terrenos" - -msgid "Transpose" -msgstr "Transponer" - -msgid "Texture Origin" -msgstr "Origen de Textura" - -msgid "Y Sort Origin" -msgstr "Origen de Ordenación Y" - -msgid "Terrain Set" -msgstr "Conjunto de Terreno" - -msgid "Terrain" -msgstr "Terreno" - -msgid "Miscellaneous" -msgstr "Miscelaneo" - -msgid "Probability" -msgstr "Probabilidad" - msgid "File" msgstr "Archivo" @@ -8532,12 +8572,6 @@ msgstr "Índice de Superficie" msgid "Degrees Mode" msgstr "Modo de Grados" -msgid "Fallback Environment" -msgstr "Entorno de Retorno" - -msgid "Plane" -msgstr "Plano" - msgid "Panel" msgstr "Panel" @@ -10047,6 +10081,9 @@ msgstr "Lenguaje de Shader" msgid "Treat Warnings as Errors" msgstr "Tratar las Advertencias como Errores" +msgid "Has Tracking Data" +msgstr "Tiene Datos de Seguimiento" + msgid "Is Primary" msgstr "Es Primario" @@ -10059,9 +10096,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Detección de Anclaje Está Activada" -msgid "Has Tracking Data" -msgstr "Tiene Datos de Seguimiento" - msgid "Tracking Confidence" msgstr "Confianza de Seguimiento" diff --git a/editor/translations/properties/et.po b/editor/translations/properties/et.po index 7d31bc055fd..f45c2513156 100644 --- a/editor/translations/properties/et.po +++ b/editor/translations/properties/et.po @@ -913,9 +913,6 @@ msgstr "RPC Port" msgid "RPC Server Uptime" msgstr "RPC Serveri Aktiivaeg" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF Asukoht" @@ -2209,6 +2206,9 @@ msgstr "Tee Pööramine" msgid "Path Local" msgstr "Lokaalne Tee" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "GDScript" @@ -3019,15 +3019,9 @@ msgstr "signtool" msgid "Frame" msgstr "Kaader" -msgid "Point" -msgstr "Punkt" - msgid "Top" msgstr "Ülaosa" -msgid "Input" -msgstr "Sisend" - msgid "Emitting" msgstr "Kiirgab" @@ -3046,6 +3040,15 @@ msgstr "Alam Kiirgur" msgid "Fill" msgstr "Täida" +msgid "End" +msgstr "End" + +msgid "Point" +msgstr "Punkt" + +msgid "Input" +msgstr "Sisend" + msgid "Linear" msgstr "Sirgjooneline" @@ -3067,9 +3070,6 @@ msgstr "Väljalõikamis mask" msgid "Modulate" msgstr "Moduleeri" -msgid "End" -msgstr "End" - msgid "Text" msgstr "Tekst" @@ -3142,6 +3142,42 @@ msgstr "2D Füüsika" msgid "3D Physics" msgstr "3D Füüsika" +msgid "B" +msgstr "B" + +msgid "Terrains" +msgstr "Maastikud" + +msgid "Custom Data" +msgstr "Kohandatud Andmed" + +msgid "Scenes" +msgstr "Stseenid" + +msgid "Scene" +msgstr "Stseen" + +msgid "Texture Origin" +msgstr "Tekstuuri Alguspunkt" + +msgid "Y Sort Origin" +msgstr "Y-Sordi Päritolu" + +msgid "Probability" +msgstr "Võimalus" + +msgid "Item" +msgstr "Üksus" + +msgid "Preview" +msgstr "Eelvaade" + +msgid "Sky" +msgstr "Taevas" + +msgid "Ground Color" +msgstr "Maa Värv" + msgid "Pause" msgstr "Paus" @@ -3154,9 +3190,6 @@ msgstr "Formaat" msgid "Camera Is Active" msgstr "Kaamera On Aktiivne" -msgid "Sky" -msgstr "Taevas" - msgid "Source" msgstr "Allikas" @@ -3181,18 +3214,6 @@ msgstr "Funktsionaalsused" msgid "Subsurface Scattering" msgstr "Pinnaalune hajumine" -msgid "Item" -msgstr "Üksus" - -msgid "Preview" -msgstr "Eelvaade" - -msgid "B" -msgstr "B" - -msgid "Ground Color" -msgstr "Maa Värv" - msgid "Top Left" msgstr "Ülemine Vasak" @@ -3205,27 +3226,6 @@ msgstr "All Parem" msgid "Bottom Left" msgstr "All Vasak" -msgid "Terrains" -msgstr "Maastikud" - -msgid "Custom Data" -msgstr "Kohandatud Andmed" - -msgid "Scenes" -msgstr "Stseenid" - -msgid "Scene" -msgstr "Stseen" - -msgid "Texture Origin" -msgstr "Tekstuuri Alguspunkt" - -msgid "Y Sort Origin" -msgstr "Y-Sordi Päritolu" - -msgid "Probability" -msgstr "Võimalus" - msgid "File" msgstr "Fail" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 2201e555fda..4afbe298592 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -1093,9 +1093,6 @@ msgstr "Blender" msgid "RPC Port" msgstr "Port RPC" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "Chemin de FBX2glTF" @@ -2683,6 +2680,9 @@ msgstr "Chemin joint" msgid "CSG" msgstr "GCS" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "GDScript" @@ -3607,33 +3607,6 @@ msgstr "Miroir H" msgid "Flip V" msgstr "Miroir V" -msgid "Monitoring" -msgstr "Observation" - -msgid "Monitorable" -msgstr "Observable" - -msgid "Gravity" -msgstr "Gravité" - -msgid "Space Override" -msgstr "Redéfinition d'espace" - -msgid "Point" -msgstr "Point" - -msgid "Direction" -msgstr "Direction" - -msgid "Linear Damp" -msgstr "Amorti Linéaire" - -msgid "Angular Damp" -msgstr "Amorti Angulaire" - -msgid "Audio Bus" -msgstr "Bus audio" - msgid "Current" msgstr "Actuel" @@ -3712,24 +3685,6 @@ msgstr "Ajustements" msgid "Use Mipmaps" msgstr "Utiliser les Mipmaps" -msgid "Input" -msgstr "Entrée" - -msgid "Pickable" -msgstr "Déplaçable" - -msgid "Build Mode" -msgstr "Mode construction" - -msgid "Disabled" -msgstr "Désactivé" - -msgid "One Way Collision" -msgstr "Collision à sens unique" - -msgid "One Way Collision Margin" -msgstr "marge de collision à sens unique" - msgid "Emitting" msgstr "Émet" @@ -3790,9 +3745,15 @@ msgstr "Couleurs" msgid "Align Y" msgstr "Aligner axe Y" +msgid "Direction" +msgstr "Direction" + msgid "Spread" msgstr "Propagation" +msgid "Gravity" +msgstr "Gravité" + msgid "Initial Velocity" msgstr "Vélocité initiale" @@ -3856,48 +3817,6 @@ msgstr "Matériau" msgid "Visibility Rect" msgstr "Zone de Visibilité" -msgid "Node A" -msgstr "Nœud A" - -msgid "Node B" -msgstr "Nœud B" - -msgid "Bias" -msgstr "Biais" - -msgid "Disable Collision" -msgstr "Désactiver les collisions" - -msgid "Softness" -msgstr "Douceur" - -msgid "Angular Limit" -msgstr "Limite angulaire" - -msgid "Lower" -msgstr "Basse" - -msgid "Upper" -msgstr "Haute" - -msgid "Motor" -msgstr "Moteur" - -msgid "Target Velocity" -msgstr "Vélocité cible" - -msgid "Length" -msgstr "Longueur" - -msgid "Initial Offset" -msgstr "Décalage initial" - -msgid "Rest Length" -msgstr "Longueur au repos" - -msgid "Stiffness" -msgstr "Rigidité" - msgid "Editor Only" msgstr "Éditeur seulement" @@ -4018,6 +3937,18 @@ msgstr "Coût de déplacement" msgid "Skew" msgstr "Biseau" +msgid "Scroll Offset" +msgstr "Décalage du Défilement" + +msgid "Repeat" +msgstr "Répéter" + +msgid "End" +msgstr "Fin" + +msgid "Follow Viewport" +msgstr "Suivre la fenêtre d'affichage" + msgid "Scroll" msgstr "Défilement" @@ -4057,11 +3988,107 @@ msgstr "Décalage Vertical" msgid "Cubic Interp" msgstr "Interpolation Cubique" -msgid "Constant Linear Velocity" -msgstr "Vélocité Linéaire Constante" +msgid "Monitoring" +msgstr "Observation" -msgid "Constant Angular Velocity" -msgstr "Vélocité Angulaire Constante" +msgid "Monitorable" +msgstr "Observable" + +msgid "Space Override" +msgstr "Redéfinition d'espace" + +msgid "Point" +msgstr "Point" + +msgid "Linear Damp" +msgstr "Amorti Linéaire" + +msgid "Angular Damp" +msgstr "Amorti Angulaire" + +msgid "Audio Bus" +msgstr "Bus audio" + +msgid "Max Angle" +msgstr "Angle maximal" + +msgid "Moving Platform" +msgstr "Plateforme mobile" + +msgid "Safe Margin" +msgstr "Marge de sécurité" + +msgid "Input" +msgstr "Entrée" + +msgid "Pickable" +msgstr "Déplaçable" + +msgid "Build Mode" +msgstr "Mode construction" + +msgid "Disabled" +msgstr "Désactivé" + +msgid "One Way Collision" +msgstr "Collision à sens unique" + +msgid "One Way Collision Margin" +msgstr "marge de collision à sens unique" + +msgid "Length" +msgstr "Longueur" + +msgid "Rest Length" +msgstr "Longueur au repos" + +msgid "Stiffness" +msgstr "Rigidité" + +msgid "Initial Offset" +msgstr "Décalage initial" + +msgid "Node A" +msgstr "Nœud A" + +msgid "Node B" +msgstr "Nœud B" + +msgid "Bias" +msgstr "Biais" + +msgid "Disable Collision" +msgstr "Désactiver les collisions" + +msgid "Softness" +msgstr "Douceur" + +msgid "Angular Limit" +msgstr "Limite angulaire" + +msgid "Lower" +msgstr "Basse" + +msgid "Upper" +msgstr "Haute" + +msgid "Motor" +msgstr "Moteur" + +msgid "Target Velocity" +msgstr "Vélocité cible" + +msgid "Exclude Parent" +msgstr "Exclure Le Parent" + +msgid "Collide With" +msgstr "Collisionne Avec" + +msgid "Areas" +msgstr "Zones" + +msgid "Bodies" +msgstr "Corps" msgid "Gravity Scale" msgstr "Échelle de la Gravité" @@ -4096,14 +4123,14 @@ msgstr "Angulaire" msgid "Torque" msgstr "Torque" -msgid "Max Angle" -msgstr "Angle maximal" +msgid "Margin" +msgstr "Marge" -msgid "Moving Platform" -msgstr "Plateforme mobile" +msgid "Constant Linear Velocity" +msgstr "Vélocité Linéaire Constante" -msgid "Safe Margin" -msgstr "Marge de sécurité" +msgid "Constant Angular Velocity" +msgstr "Vélocité Angulaire Constante" msgid "UV" msgstr "UV" @@ -4117,18 +4144,6 @@ msgstr "Polygones" msgid "Internal Vertex Count" msgstr "Nombre de Sommet Interne" -msgid "Exclude Parent" -msgstr "Exclure Le Parent" - -msgid "Collide With" -msgstr "Collisionne Avec" - -msgid "Areas" -msgstr "Zones" - -msgid "Bodies" -msgstr "Corps" - msgid "Remote Path" msgstr "Chemin distant" @@ -4138,9 +4153,6 @@ msgstr "Utiliser les coordonnées globales" msgid "Update" msgstr "Mettre à jour" -msgid "Margin" -msgstr "Marge" - msgid "Editor Settings" msgstr "Paramètres de l'éditeur" @@ -4177,12 +4189,6 @@ msgstr "Mode de Visibilité" msgid "Node Path" msgstr "Chemin de nœud" -msgid "Reverb Bus" -msgstr "Bus de Réverb" - -msgid "Uniformity" -msgstr "Uniformité" - msgid "Attenuation Model" msgstr "Modèle d’atténuation" @@ -4240,9 +4246,6 @@ msgstr "Plan proche" msgid "Far" msgstr "Plan éloigné" -msgid "Ray Pickable" -msgstr "Sélectionnable par rayon" - msgid "Visibility AABB" msgstr "Visibilité AABB" @@ -4303,75 +4306,6 @@ msgstr "Mode de mise à jour" msgid "Skeleton Path" msgstr "Squelette de chemin" -msgid "End" -msgstr "Fin" - -msgid "Params" -msgstr "Paramètres" - -msgid "Impulse Clamp" -msgstr "Borner l'impulsion" - -msgid "Relaxation" -msgstr "Relâchement" - -msgid "Max Impulse" -msgstr "Impulsion Maximale" - -msgid "Linear Limit" -msgstr "Limite linéaire" - -msgid "Upper Distance" -msgstr "Distance haute" - -msgid "Lower Distance" -msgstr "Distance basse" - -msgid "Restitution" -msgstr "Restitution" - -msgid "Linear Motion" -msgstr "Mouvement linéaire" - -msgid "Linear Ortho" -msgstr "Ortho linéaire" - -msgid "Upper Angle" -msgstr "Angle supérieur" - -msgid "Lower Angle" -msgstr "Angle inférieur" - -msgid "Angular Motion" -msgstr "Mouvement angulaire" - -msgid "Angular Ortho" -msgstr "Ortho angulaire" - -msgid "Swing Span" -msgstr "Ampleur de balancement" - -msgid "Twist Span" -msgstr "Ampleur de torsion" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Force Limit" -msgstr "Limite de Force" - -msgid "Equilibrium Point" -msgstr "Point d’équilibre" - -msgid "ERP" -msgstr "ERP" - msgid "Pixel Size" msgstr "Taille de pixel" @@ -4510,26 +4444,80 @@ msgstr "Visible" msgid "Rotation Mode" msgstr "Mode rotation" -msgid "Axis Lock" -msgstr "Verrouiller l'axe" +msgid "Reverb Bus" +msgstr "Bus de Réverb" -msgid "Linear X" -msgstr "X linéaire" +msgid "Uniformity" +msgstr "Uniformité" -msgid "Linear Y" -msgstr "Y linéaire" +msgid "Ray Pickable" +msgstr "Sélectionnable par rayon" -msgid "Linear Z" -msgstr "Z linéaire" +msgid "Swing Span" +msgstr "Ampleur de balancement" -msgid "Angular X" -msgstr "X angulaire" +msgid "Twist Span" +msgstr "Ampleur de torsion" -msgid "Angular Y" -msgstr "Y angulaire" +msgid "Relaxation" +msgstr "Relâchement" -msgid "Angular Z" -msgstr "Z angulaire" +msgid "Linear Limit" +msgstr "Limite linéaire" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Distance haute" + +msgid "Lower Distance" +msgstr "Distance basse" + +msgid "Restitution" +msgstr "Restitution" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Force Limit" +msgstr "Limite de Force" + +msgid "Equilibrium Point" +msgstr "Point d’équilibre" + +msgid "Upper Angle" +msgstr "Angle supérieur" + +msgid "Lower Angle" +msgstr "Angle inférieur" + +msgid "ERP" +msgstr "ERP" + +msgid "Params" +msgstr "Paramètres" + +msgid "Max Impulse" +msgstr "Impulsion Maximale" + +msgid "Impulse Clamp" +msgstr "Borner l'impulsion" + +msgid "Linear Motion" +msgstr "Mouvement linéaire" + +msgid "Linear Ortho" +msgstr "Ortho linéaire" + +msgid "Angular Motion" +msgstr "Mouvement angulaire" + +msgid "Angular Ortho" +msgstr "Ortho angulaire" msgid "Joint Constraints" msgstr "Restrictions de jointure" @@ -4621,9 +4609,63 @@ msgstr "Friction" msgid "Bounce" msgstr "Rebond" +msgid "Axis Lock" +msgstr "Verrouiller l'axe" + +msgid "Linear X" +msgstr "X linéaire" + +msgid "Linear Y" +msgstr "Y linéaire" + +msgid "Linear Z" +msgstr "Z linéaire" + +msgid "Angular X" +msgstr "X angulaire" + +msgid "Angular Y" +msgstr "Y angulaire" + +msgid "Angular Z" +msgstr "Z angulaire" + msgid "Debug Shape" msgstr "Forme de débogage" +msgid "Spring Length" +msgstr "Longueur du ressort" + +msgid "Per-Wheel Motion" +msgstr "Mouvement par roue" + +msgid "Engine Force" +msgstr "Force du moteur" + +msgid "Brake" +msgstr "Frein" + +msgid "Steering" +msgstr "Direction" + +msgid "Wheel" +msgstr "Molette" + +msgid "Roll Influence" +msgstr "Influence de rotation" + +msgid "Friction Slip" +msgstr "Glissement par friction" + +msgid "Suspension" +msgstr "Suspension" + +msgid "Travel" +msgstr "Se déplacer" + +msgid "Max Force" +msgstr "Force max" + msgid "Origin Offset" msgstr "Décalage de l'origine" @@ -4699,39 +4741,6 @@ msgstr "Coefficient d'amortissement" msgid "Drag Coefficient" msgstr "Coefficient de traînée" -msgid "Spring Length" -msgstr "Longueur du ressort" - -msgid "Per-Wheel Motion" -msgstr "Mouvement par roue" - -msgid "Engine Force" -msgstr "Force du moteur" - -msgid "Brake" -msgstr "Frein" - -msgid "Steering" -msgstr "Direction" - -msgid "Wheel" -msgstr "Molette" - -msgid "Roll Influence" -msgstr "Influence de rotation" - -msgid "Friction Slip" -msgstr "Glissement par friction" - -msgid "Suspension" -msgstr "Suspension" - -msgid "Travel" -msgstr "Se déplacer" - -msgid "Max Force" -msgstr "Force max" - msgid "Track Physics Step" msgstr "Suivre les Etapes Physiques" @@ -4951,9 +4960,6 @@ msgstr "Retour à la ligne automatique" msgid "Mode Overrides Title" msgstr "Le Mode remplace le Titre" -msgid "Scroll Offset" -msgstr "Décalage du Défilement" - msgid "Panning Scheme" msgstr "Schéma de défilement" @@ -5275,9 +5281,6 @@ msgstr "Masque de lumières" msgid "Z Index" msgstr "Index Z" -msgid "Repeat" -msgstr "Répéter" - msgid "Use Parent Material" msgstr "Utiliser le matériau du parent" @@ -5287,9 +5290,6 @@ msgstr "Diffus" msgid "NormalMap" msgstr "CarteNormale" -msgid "Follow Viewport" -msgstr "Suivre la fenêtre d'affichage" - msgid "Download File" msgstr "Télécharger le Fichier" @@ -5455,6 +5455,123 @@ msgstr "Physique 3D" msgid "3D Navigation" msgstr "Navigation 3D" +msgid "Segments" +msgstr "Segments" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "o" + +msgid "Custom Solver Bias" +msgstr "Biais Personnalisé du Solveur" + +msgid "Terrains" +msgstr "Terrains" + +msgid "Custom Data" +msgstr "Données Personnalisées" + +msgid "Transpose" +msgstr "Transposer" + +msgid "Texture Origin" +msgstr "Origine de la Texture" + +msgid "Y Sort Origin" +msgstr "Origine du triage par Y" + +msgid "Probability" +msgstr "Probabilité" + +msgid "Distance" +msgstr "Distance" + +msgid "Map Width" +msgstr "Largeur de la carte" + +msgid "Map Depth" +msgstr "Profondeur de la carte" + +msgid "Map Data" +msgstr "Données de la carte" + +msgid "Item" +msgstr "Item" + +msgid "Mesh Transform" +msgstr "Transformation de Mesh" + +msgid "Preview" +msgstr "Aperçu" + +msgid "Add UV2" +msgstr "Ajouter UV2" + +msgid "Subdivide Width" +msgstr "Largeur de subdivision" + +msgid "Subdivide Height" +msgstr "Hauteur de subdivision" + +msgid "Subdivide Depth" +msgstr "Profondeur de subdivision" + +msgid "Top Radius" +msgstr "Rayon Supérieur" + +msgid "Bottom Radius" +msgstr "Rayon bas" + +msgid "Is Hemisphere" +msgstr "Est une hémisphère" + +msgid "Curve Step" +msgstr "Pas de la courbe" + +msgid "Bind Count" +msgstr "Nombre de liaisons" + +msgid "Bind" +msgstr "Liaison" + +msgid "Bone" +msgstr "Os" + +msgid "Sky" +msgstr "Ciel" + +msgid "Top Color" +msgstr "Couleur du haut" + +msgid "Horizon Color" +msgstr "Couleur de l’Horizon" + +msgid "Ground" +msgstr "Sol" + +msgid "Bottom Color" +msgstr "Couleur du bas" + +msgid "Sun" +msgstr "Soleil" + +msgid "Panorama" +msgstr "Panorama" + +msgid "Rayleigh" +msgstr "Rayleigh" + +msgid "Ground Color" +msgstr "Couleur du sol" + +msgid "Fallback Environment" +msgstr "Environnement de repli" + +msgid "Plane" +msgstr "Plan" + msgid "Frames" msgstr "Trames" @@ -5512,9 +5629,6 @@ msgstr "Boucle d'animation de particules" msgid "Load Path" msgstr "Charger chemin" -msgid "Segments" -msgstr "Segments" - msgid "Bake Resolution" msgstr "Précalculer la résolution" @@ -5530,9 +5644,6 @@ msgstr "Arrière-plan" msgid "Canvas Max Layer" msgstr "Calque Max du Canvas" -msgid "Sky" -msgstr "Ciel" - msgid "Ambient Light" msgstr "Lumière ambiante" @@ -5656,15 +5767,6 @@ msgstr "De" msgid "To" msgstr "À" -msgid "Map Width" -msgstr "Largeur de la carte" - -msgid "Map Depth" -msgstr "Profondeur de la carte" - -msgid "Map Data" -msgstr "Données de la carte" - msgid "Next Pass" msgstr "Passe suivante" @@ -5782,24 +5884,12 @@ msgstr "Taille de point" msgid "Proximity Fade" msgstr "Fondu de proximité" -msgid "Distance" -msgstr "Distance" - msgid "MSDF" msgstr "CDSM" msgid "Lightmap Size Hint" msgstr "Indice de taille de la texture de lumière" -msgid "Item" -msgstr "Item" - -msgid "Mesh Transform" -msgstr "Transformation de Mesh" - -msgid "Preview" -msgstr "Aperçu" - msgid "Base Texture" msgstr "Texture de base" @@ -5890,78 +5980,12 @@ msgstr "Rugueux" msgid "Absorbent" msgstr "Absorbant" -msgid "Add UV2" -msgstr "Ajouter UV2" - -msgid "Subdivide Width" -msgstr "Largeur de subdivision" - -msgid "Subdivide Height" -msgstr "Hauteur de subdivision" - -msgid "Subdivide Depth" -msgstr "Profondeur de subdivision" - -msgid "Top Radius" -msgstr "Rayon Supérieur" - -msgid "Bottom Radius" -msgstr "Rayon bas" - -msgid "Is Hemisphere" -msgstr "Est une hémisphère" - -msgid "Curve Step" -msgstr "Pas de la courbe" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "o" - -msgid "Custom Solver Bias" -msgstr "Biais Personnalisé du Solveur" - -msgid "Bind Count" -msgstr "Nombre de liaisons" - -msgid "Bind" -msgstr "Liaison" - -msgid "Bone" -msgstr "Os" - msgid "Process Mode" msgstr "Mode de traitement" msgid "Radiance Size" msgstr "Taille du rayonnement" -msgid "Top Color" -msgstr "Couleur du haut" - -msgid "Horizon Color" -msgstr "Couleur de l’Horizon" - -msgid "Ground" -msgstr "Sol" - -msgid "Bottom Color" -msgstr "Couleur du bas" - -msgid "Sun" -msgstr "Soleil" - -msgid "Panorama" -msgstr "Panorama" - -msgid "Rayleigh" -msgstr "Rayleigh" - -msgid "Ground Color" -msgstr "Couleur du sol" - msgid "Blend" msgstr "Mélanger" @@ -5992,24 +6016,6 @@ msgstr "Fin d'Expansion" msgid "Default Font" msgstr "Police par défaut" -msgid "Terrains" -msgstr "Terrains" - -msgid "Custom Data" -msgstr "Données Personnalisées" - -msgid "Transpose" -msgstr "Transposer" - -msgid "Texture Origin" -msgstr "Origine de la Texture" - -msgid "Y Sort Origin" -msgstr "Origine du triage par Y" - -msgid "Probability" -msgstr "Probabilité" - msgid "File" msgstr "Fichier" @@ -6043,12 +6049,6 @@ msgstr "Valeur par défaut" msgid "Color Default" msgstr "Couleur par défaut" -msgid "Fallback Environment" -msgstr "Environnement de repli" - -msgid "Plane" -msgstr "Plan" - msgid "Panel" msgstr "Panneau" diff --git a/editor/translations/properties/id.po b/editor/translations/properties/id.po index cac61152e9b..cb5204f9e3b 100644 --- a/editor/translations/properties/id.po +++ b/editor/translations/properties/id.po @@ -1080,9 +1080,6 @@ msgstr "Port RPC" msgid "RPC Server Uptime" msgstr "Waktu Aktif Server RPC" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "Path FBX2glTF" @@ -2775,6 +2772,12 @@ msgstr "Path Bergabung" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Penanganan Gambar Tertanam" + msgid "GDScript" msgstr "GDScript" @@ -2820,9 +2823,6 @@ msgstr "Hak Cipta" msgid "glTF" msgstr "glTF" -msgid "Embedded Image Handling" -msgstr "Penanganan Gambar Tertanam" - msgid "Color" msgstr "Warna" @@ -4056,39 +4056,6 @@ msgstr "Balik Horizontal" msgid "Flip V" msgstr "Balik Vertikal" -msgid "Monitoring" -msgstr "Pemantauan" - -msgid "Monitorable" -msgstr "Dapat dipantau" - -msgid "Gravity" -msgstr "Gravitasi" - -msgid "Space Override" -msgstr "Ruang Override" - -msgid "Point" -msgstr "Titik" - -msgid "Point Unit Distance" -msgstr "Jarak Satuan Titik" - -msgid "Point Center" -msgstr "Pusat Titik" - -msgid "Direction" -msgstr "Arah" - -msgid "Linear Damp" -msgstr "Lembab Linier" - -msgid "Angular Damp" -msgstr "Lembab Sudut" - -msgid "Audio Bus" -msgstr "Bus Audio" - msgid "Current" msgstr "Saat ini" @@ -4206,30 +4173,6 @@ msgstr "Hapus Margin" msgid "Use Mipmaps" msgstr "Gunakan Mipmaps" -msgid "Disable Mode" -msgstr "Mode Nonaktifkan" - -msgid "Input" -msgstr "Input" - -msgid "Pickable" -msgstr "Dapat dipilih" - -msgid "Build Mode" -msgstr "Mode Build" - -msgid "Disabled" -msgstr "Dinonaktifkan" - -msgid "One Way Collision" -msgstr "Tabrakan Satu Arah" - -msgid "One Way Collision Margin" -msgstr "Margin Tabrakan Satu Arah" - -msgid "Debug Color" -msgstr "Warna Debug" - msgid "Emitting" msgstr "Memancarkan" @@ -4293,9 +4236,15 @@ msgstr "Bendera Partikel" msgid "Align Y" msgstr "Sejajarkan Y" +msgid "Direction" +msgstr "Arah" + msgid "Spread" msgstr "Menyebar" +msgid "Gravity" +msgstr "Gravitasi" + msgid "Initial Velocity" msgstr "Kecepatan Awal" @@ -4428,48 +4377,6 @@ msgstr "Bagian" msgid "Section Subdivisions" msgstr "Subdivisi Bagian" -msgid "Node A" -msgstr "Node A" - -msgid "Node B" -msgstr "Node B" - -msgid "Bias" -msgstr "ketidakseimbangan" - -msgid "Disable Collision" -msgstr "Nonaktifkan Tabrakan" - -msgid "Softness" -msgstr "Kelembutan" - -msgid "Angular Limit" -msgstr "Batas Sudut" - -msgid "Lower" -msgstr "Bawah" - -msgid "Upper" -msgstr "Atas" - -msgid "Motor" -msgstr "Motor" - -msgid "Target Velocity" -msgstr "Kecepatan Target" - -msgid "Length" -msgstr "Panjang" - -msgid "Initial Offset" -msgstr "Offset Awal" - -msgid "Rest Length" -msgstr "Lama Istirahat" - -msgid "Stiffness" -msgstr "Kekakuan" - msgid "Editor Only" msgstr "Hanya Editor" @@ -4656,6 +4563,21 @@ msgstr "Penghindaran Pembatasan" msgid "Skew" msgstr "Condong" +msgid "Scroll Offset" +msgstr "Gulir Offset" + +msgid "Repeat" +msgstr "Ulang" + +msgid "Begin" +msgstr "Mulai" + +msgid "End" +msgstr "Akhir" + +msgid "Follow Viewport" +msgstr "Ikuti Viewport" + msgid "Scroll" msgstr "Gulir" @@ -4701,6 +4623,147 @@ msgstr "Berputar" msgid "Cubic Interp" msgstr "Interp Kubik" +msgid "Sync to Physics" +msgstr "Sinkron Dengan Fisika" + +msgid "Monitoring" +msgstr "Pemantauan" + +msgid "Monitorable" +msgstr "Dapat dipantau" + +msgid "Space Override" +msgstr "Ruang Override" + +msgid "Point" +msgstr "Titik" + +msgid "Point Unit Distance" +msgstr "Jarak Satuan Titik" + +msgid "Point Center" +msgstr "Pusat Titik" + +msgid "Linear Damp" +msgstr "Lembab Linier" + +msgid "Angular Damp" +msgstr "Lembab Sudut" + +msgid "Audio Bus" +msgstr "Bus Audio" + +msgid "Motion Mode" +msgstr "Mode Gerak" + +msgid "Up Direction" +msgstr "Arah Atas" + +msgid "Slide on Ceiling" +msgstr "Geser di Langit-langit" + +msgid "Wall Min Slide Angle" +msgstr "Sudut Geser Min Dinding" + +msgid "Floor" +msgstr "Lantai" + +msgid "Stop on Slope" +msgstr "Berhenti di Lereng" + +msgid "Constant Speed" +msgstr "Kecepatan Konstan" + +msgid "Block on Wall" +msgstr "Blok di Dinding" + +msgid "Max Angle" +msgstr "Sudut Maks" + +msgid "Snap Length" +msgstr "Panjang Snap" + +msgid "Moving Platform" +msgstr "Platform Bergerak" + +msgid "On Leave" +msgstr "Ditinggal" + +msgid "Floor Layers" +msgstr "Lapisan Lantai" + +msgid "Wall Layers" +msgstr "Lapisan Dinding" + +msgid "Safe Margin" +msgstr "Batas Aman" + +msgid "Disable Mode" +msgstr "Mode Nonaktifkan" + +msgid "Input" +msgstr "Input" + +msgid "Pickable" +msgstr "Dapat dipilih" + +msgid "Build Mode" +msgstr "Mode Build" + +msgid "Disabled" +msgstr "Dinonaktifkan" + +msgid "One Way Collision" +msgstr "Tabrakan Satu Arah" + +msgid "One Way Collision Margin" +msgstr "Margin Tabrakan Satu Arah" + +msgid "Debug Color" +msgstr "Warna Debug" + +msgid "Length" +msgstr "Panjang" + +msgid "Rest Length" +msgstr "Lama Istirahat" + +msgid "Stiffness" +msgstr "Kekakuan" + +msgid "Initial Offset" +msgstr "Offset Awal" + +msgid "Node A" +msgstr "Node A" + +msgid "Node B" +msgstr "Node B" + +msgid "Bias" +msgstr "ketidakseimbangan" + +msgid "Disable Collision" +msgstr "Nonaktifkan Tabrakan" + +msgid "Softness" +msgstr "Kelembutan" + +msgid "Angular Limit" +msgstr "Batas Sudut" + +msgid "Lower" +msgstr "Bawah" + +msgid "Upper" +msgstr "Atas" + +msgid "Motor" +msgstr "Motor" + +msgid "Target Velocity" +msgstr "Kecepatan Target" + msgid "Bone 2D Nodepath" msgstr "Jalur Node Tulang 2D" @@ -4716,14 +4779,23 @@ msgstr "Simulasi Fisika" msgid "Follow Bone When Simulating" msgstr "Ikuti Tulang Saat Simulasi" -msgid "Constant Linear Velocity" -msgstr "Kecepatan Linear Konstan" +msgid "Exclude Parent" +msgstr "Kecualikan Induk" -msgid "Constant Angular Velocity" -msgstr "Kecepatan Sudut Konstan" +msgid "Target Position" +msgstr "Posisi Target" -msgid "Sync to Physics" -msgstr "Sinkron Dengan Fisika" +msgid "Hit From Inside" +msgstr "Pukul Dari Dalam" + +msgid "Collide With" +msgstr "Menabrak Dengan" + +msgid "Areas" +msgstr "Area" + +msgid "Bodies" +msgstr "Tubuh" msgid "Gravity Scale" msgstr "Skala Gravitasi" @@ -4782,50 +4854,17 @@ msgstr "Kekuatan Konstan" msgid "Torque" msgstr "Torsi" -msgid "Motion Mode" -msgstr "Mode Gerak" +msgid "Margin" +msgstr "Batas" -msgid "Up Direction" -msgstr "Arah Atas" +msgid "Max Results" +msgstr "Hasil Maks" -msgid "Slide on Ceiling" -msgstr "Geser di Langit-langit" +msgid "Constant Linear Velocity" +msgstr "Kecepatan Linear Konstan" -msgid "Wall Min Slide Angle" -msgstr "Sudut Geser Min Dinding" - -msgid "Floor" -msgstr "Lantai" - -msgid "Stop on Slope" -msgstr "Berhenti di Lereng" - -msgid "Constant Speed" -msgstr "Kecepatan Konstan" - -msgid "Block on Wall" -msgstr "Blok di Dinding" - -msgid "Max Angle" -msgstr "Sudut Maks" - -msgid "Snap Length" -msgstr "Panjang Snap" - -msgid "Moving Platform" -msgstr "Platform Bergerak" - -msgid "On Leave" -msgstr "Ditinggal" - -msgid "Floor Layers" -msgstr "Lapisan Lantai" - -msgid "Wall Layers" -msgstr "Lapisan Dinding" - -msgid "Safe Margin" -msgstr "Batas Aman" +msgid "Constant Angular Velocity" +msgstr "Kecepatan Sudut Konstan" msgid "UV" msgstr "UV" @@ -4839,24 +4878,6 @@ msgstr "Poligon" msgid "Internal Vertex Count" msgstr "Hitungan Verteks Internal" -msgid "Exclude Parent" -msgstr "Kecualikan Induk" - -msgid "Target Position" -msgstr "Posisi Target" - -msgid "Hit From Inside" -msgstr "Pukul Dari Dalam" - -msgid "Collide With" -msgstr "Menabrak Dengan" - -msgid "Areas" -msgstr "Area" - -msgid "Bodies" -msgstr "Tubuh" - msgid "Remote Path" msgstr "Path Remot" @@ -4866,12 +4887,6 @@ msgstr "Gunakan Koordinat Global" msgid "Update" msgstr "Perbarui" -msgid "Margin" -msgstr "Batas" - -msgid "Max Results" -msgstr "Hasil Maks" - msgid "Auto Calculate Length and Angle" msgstr "Menghitung Panjang dan Sudut Secara Otomatis" @@ -4941,24 +4956,6 @@ msgstr "Mengaktifkan" msgid "Node Path" msgstr "Lokasi Node" -msgid "Wind" -msgstr "Angin" - -msgid "Force Magnitude" -msgstr "Besaran Gaya" - -msgid "Attenuation Factor" -msgstr "Faktor Atenuasi" - -msgid "Source Path" -msgstr "Path Sumber" - -msgid "Reverb Bus" -msgstr "Bus Reverb" - -msgid "Uniformity" -msgstr "Keseragaman" - msgid "Attenuation Model" msgstr "Model Atenuasi" @@ -5025,12 +5022,6 @@ msgstr "Dekat" msgid "Far" msgstr "Jauh" -msgid "Ray Pickable" -msgstr "Ray yang Dapat Diambil" - -msgid "Capture on Drag" -msgstr "Tangkap saat Seret" - msgid "Visibility AABB" msgstr "Visibilitas AABB" @@ -5100,9 +5091,6 @@ msgstr "Pudar Bawah" msgid "Distance Fade" msgstr "Jarak Pudar" -msgid "Begin" -msgstr "Mulai" - msgid "Transform Align" msgstr "Ubah Sejajarkan" @@ -5136,99 +5124,12 @@ msgstr "Rentang Visibilitas" msgid "Begin Margin" msgstr "Mulai Margin" -msgid "End" -msgstr "Akhir" - msgid "End Margin" msgstr "Margin Akhir" msgid "Fade Mode" msgstr "Mode Pudar" -msgid "Solver Priority" -msgstr "Prioritas Penyelesaian" - -msgid "Exclude Nodes From Collision" -msgstr "Mengecualikan Node Dari Tabrakan" - -msgid "Params" -msgstr "Param" - -msgid "Impulse Clamp" -msgstr "Penjepit Impuls" - -msgid "Relaxation" -msgstr "Relaksasi" - -msgid "Max Impulse" -msgstr "Impuls Maks" - -msgid "Linear Limit" -msgstr "Batas Linear" - -msgid "Upper Distance" -msgstr "Jarak Atas" - -msgid "Lower Distance" -msgstr "Jarak Bawah" - -msgid "Restitution" -msgstr "Restitusi" - -msgid "Linear Motion" -msgstr "Gerakan Linier" - -msgid "Linear Ortho" -msgstr "Ortogonal Linier" - -msgid "Upper Angle" -msgstr "Sudut Atas" - -msgid "Lower Angle" -msgstr "Sudut Bawah" - -msgid "Angular Motion" -msgstr "Gerakan Sudut" - -msgid "Angular Ortho" -msgstr "Orto sudut" - -msgid "Swing Span" -msgstr "Rentang Ayunan" - -msgid "Twist Span" -msgstr "Rentang Putar" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "Motor Linear" - -msgid "Force Limit" -msgstr "Batas Kekuatan" - -msgid "Linear Spring" -msgstr "Pegas Linear" - -msgid "Equilibrium Point" -msgstr "Titik Kesetimbangan" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "Motor Sudut" - -msgid "Angular Spring" -msgstr "Pegas Sudut" - msgid "Pixel Size" msgstr "Ukuran Piksel" @@ -5478,26 +5379,113 @@ msgstr "Gunakan Model Depan" msgid "Tilt Enabled" msgstr "Kemiringan Diaktifkan" -msgid "Axis Lock" -msgstr "Kunci Sumbu" +msgid "Wind" +msgstr "Angin" -msgid "Linear X" -msgstr "Linear X" +msgid "Force Magnitude" +msgstr "Besaran Gaya" -msgid "Linear Y" -msgstr "Linear Y" +msgid "Attenuation Factor" +msgstr "Faktor Atenuasi" -msgid "Linear Z" -msgstr "Linear Z" +msgid "Source Path" +msgstr "Path Sumber" -msgid "Angular X" -msgstr "Sudut X" +msgid "Reverb Bus" +msgstr "Bus Reverb" -msgid "Angular Y" -msgstr "Sudut Y" +msgid "Uniformity" +msgstr "Keseragaman" -msgid "Angular Z" -msgstr "Sudut Z" +msgid "Ray Pickable" +msgstr "Ray yang Dapat Diambil" + +msgid "Capture on Drag" +msgstr "Tangkap saat Seret" + +msgid "Swing Span" +msgstr "Rentang Ayunan" + +msgid "Twist Span" +msgstr "Rentang Putar" + +msgid "Relaxation" +msgstr "Relaksasi" + +msgid "Linear Limit" +msgstr "Batas Linear" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Jarak Atas" + +msgid "Lower Distance" +msgstr "Jarak Bawah" + +msgid "Restitution" +msgstr "Restitusi" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "Motor Linear" + +msgid "Force Limit" +msgstr "Batas Kekuatan" + +msgid "Linear Spring" +msgstr "Pegas Linear" + +msgid "Equilibrium Point" +msgstr "Titik Kesetimbangan" + +msgid "Upper Angle" +msgstr "Sudut Atas" + +msgid "Lower Angle" +msgstr "Sudut Bawah" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "Motor Sudut" + +msgid "Angular Spring" +msgstr "Pegas Sudut" + +msgid "Params" +msgstr "Param" + +msgid "Max Impulse" +msgstr "Impuls Maks" + +msgid "Solver Priority" +msgstr "Prioritas Penyelesaian" + +msgid "Exclude Nodes From Collision" +msgstr "Mengecualikan Node Dari Tabrakan" + +msgid "Impulse Clamp" +msgstr "Penjepit Impuls" + +msgid "Linear Motion" +msgstr "Gerakan Linier" + +msgid "Linear Ortho" +msgstr "Ortogonal Linier" + +msgid "Angular Motion" +msgstr "Gerakan Sudut" + +msgid "Angular Ortho" +msgstr "Orto sudut" msgid "Joint Constraints" msgstr "Kendala Bersama" @@ -5595,12 +5583,75 @@ msgstr "Mode Redam Linear" msgid "Angular Damp Mode" msgstr "Mode Redam Sudut" +msgid "Axis Lock" +msgstr "Kunci Sumbu" + +msgid "Linear X" +msgstr "Linear X" + +msgid "Linear Y" +msgstr "Linear Y" + +msgid "Linear Z" +msgstr "Linear Z" + +msgid "Angular X" +msgstr "Sudut X" + +msgid "Angular Y" +msgstr "Sudut Y" + +msgid "Angular Z" +msgstr "Sudut Z" + msgid "Hit Back Faces" msgstr "Kena Muka Belakang" msgid "Debug Shape" msgstr "Bentuk Debug" +msgid "Spring Length" +msgstr "Panjang Pegas" + +msgid "Per-Wheel Motion" +msgstr "Gerak Per-Roda" + +msgid "Engine Force" +msgstr "Kekuatan Mesin" + +msgid "Brake" +msgstr "Rem" + +msgid "Steering" +msgstr "Kemudi" + +msgid "VehicleBody3D Motion" +msgstr "Gerakan VehicleBody3D" + +msgid "Use as Traction" +msgstr "Gunakan Sebagai Traksi" + +msgid "Use as Steering" +msgstr "Gunakan Sebagai Kemudi" + +msgid "Wheel" +msgstr "Roda" + +msgid "Roll Influence" +msgstr "Pengaruh Gulung" + +msgid "Friction Slip" +msgstr "Slip Gesekan" + +msgid "Suspension" +msgstr "Suspensi" + +msgid "Travel" +msgstr "Menjelajah" + +msgid "Max Force" +msgstr "Kekuatan Maks" + msgid "Origin Offset" msgstr "Offset Asal" @@ -5694,48 +5745,6 @@ msgstr "Koefisien Redam" msgid "Drag Coefficient" msgstr "Koefisien Hambat" -msgid "Spring Length" -msgstr "Panjang Pegas" - -msgid "Per-Wheel Motion" -msgstr "Gerak Per-Roda" - -msgid "Engine Force" -msgstr "Kekuatan Mesin" - -msgid "Brake" -msgstr "Rem" - -msgid "Steering" -msgstr "Kemudi" - -msgid "VehicleBody3D Motion" -msgstr "Gerakan VehicleBody3D" - -msgid "Use as Traction" -msgstr "Gunakan Sebagai Traksi" - -msgid "Use as Steering" -msgstr "Gunakan Sebagai Kemudi" - -msgid "Wheel" -msgstr "Roda" - -msgid "Roll Influence" -msgstr "Pengaruh Gulung" - -msgid "Friction Slip" -msgstr "Slip Gesekan" - -msgid "Suspension" -msgstr "Suspensi" - -msgid "Travel" -msgstr "Menjelajah" - -msgid "Max Force" -msgstr "Kekuatan Maks" - msgid "Track Physics Step" msgstr "Lacak Langkah Fisik" @@ -6204,9 +6213,6 @@ msgstr "Mode Menimpa Judul" msgid "Root Subfolder" msgstr "Subfolder Akar" -msgid "Scroll Offset" -msgstr "Gulir Offset" - msgid "Panning Scheme" msgstr "Skema Panning" @@ -6750,9 +6756,6 @@ msgstr "Z Sebagai Relatif" msgid "Y Sort Enabled" msgstr "Urutan Y Diaktifkan" -msgid "Repeat" -msgstr "Ulang" - msgid "Use Parent Material" msgstr "Gunakan Bahan Induk" @@ -6765,9 +6768,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "Kemilau" -msgid "Follow Viewport" -msgstr "Ikuti Viewport" - msgid "Download File" msgstr "Unduh File" @@ -7101,6 +7101,309 @@ msgstr "Fisik 3D" msgid "3D Navigation" msgstr "Navigasi 3D" +msgid "Segments" +msgstr "Segmen" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "Geser pada Kemiringan" + +msgid "Custom Solver Bias" +msgstr "Penyesuaian Penyelesaian Kustom" + +msgid "Execution Mode" +msgstr "Mode Eksekusi" + +msgid "Target Nodepath" +msgstr "Target Jalur node" + +msgid "Tip Nodepath" +msgstr "Tip Jalur node" + +msgid "CCDIK Data Chain Length" +msgstr "CCDIK Panjang Rantai Data" + +msgid "FABRIK Data Chain Length" +msgstr "FABRIK Panjang Rantai Data" + +msgid "Jiggle Data Chain Length" +msgstr "Panjang Rantai Data Getar" + +msgid "Default Joint Settings" +msgstr "Pengaturan Persendian Bawaan" + +msgid "Use Gravity" +msgstr "Gunakan Gravitasi" + +msgid "Bone Index" +msgstr "Indeks Bone" + +msgid "Bone 2D Node" +msgstr "Node Bone 2D" + +msgid "Physical Bone Chain Length" +msgstr "Panjang Rantai Bone Fisik" + +msgid "Target Minimum Distance" +msgstr "Jarak Minimum Target" + +msgid "Target Maximum Distance" +msgstr "Jarak Maksimum Target" + +msgid "Flip Bend Direction" +msgstr "Balik Arah Tikungan" + +msgid "Modification Count" +msgstr "Jumlah Modifikasi" + +msgid "Terrains" +msgstr "Lahan" + +msgid "Custom Data" +msgstr "Data Kustom" + +msgid "Tile Proxies" +msgstr "Proksi Tile" + +msgid "Source Level" +msgstr "Tingkat Sumber" + +msgid "Coords Level" +msgstr "Tingkat Koordinat" + +msgid "Alternative Level" +msgstr "Tingkat Alternatif" + +msgid "Tile Shape" +msgstr "Bentuk Tile" + +msgid "Tile Layout" +msgstr "Tata Letak Tile" + +msgid "Tile Offset Axis" +msgstr "Sumbu Offset Tile" + +msgid "Tile Size" +msgstr "Ukuran Tile" + +msgid "UV Clipping" +msgstr "Pemotongan UV" + +msgid "Occlusion Layers" +msgstr "Layer Halangan" + +msgid "Physics Layers" +msgstr "Layer Fisika" + +msgid "Terrain Sets" +msgstr "Set Medan" + +msgid "Custom Data Layers" +msgstr "Lapisan Data Kustom" + +msgid "Scenes" +msgstr "Adegan" + +msgid "Scene" +msgstr "Adegan" + +msgid "Display Placeholder" +msgstr "Tampilan Placeholder" + +msgid "Polygons Count" +msgstr "Jumlah Poligon" + +msgid "One Way" +msgstr "Satu Cara" + +msgid "One Way Margin" +msgstr "Batas Satu Arah" + +msgid "Transpose" +msgstr "Mengubah urutan" + +msgid "Texture Origin" +msgstr "Asal Tekstur" + +msgid "Y Sort Origin" +msgstr "Asal Urutan Y" + +msgid "Terrain Set" +msgstr "Set Medan" + +msgid "Terrain" +msgstr "Lahan" + +msgid "Miscellaneous" +msgstr "Lain-lain" + +msgid "Probability" +msgstr "Kemungkinan" + +msgid "Distance" +msgstr "Jarak" + +msgid "Backface Collision" +msgstr "Tabrakan Backface" + +msgid "Density" +msgstr "Kepadatan" + +msgid "Height Falloff" +msgstr "Penurunan Ketinggian" + +msgid "Edge Fade" +msgstr "Pelepasan Tepi" + +msgid "Density Texture" +msgstr "Tekstur Ketebalan" + +msgid "Map Width" +msgstr "Lebar Peta" + +msgid "Map Depth" +msgstr "Kedalaman Peta" + +msgid "Map Data" +msgstr "Data Peta" + +msgid "Item" +msgstr "Item" + +msgid "Mesh Transform" +msgstr "Mesh Transform" + +msgid "Navigation Mesh Transform" +msgstr "Navigasi Mesh Transform" + +msgid "Preview" +msgstr "Pratinjau" + +msgid "Add UV2" +msgstr "Tambah UV2" + +msgid "UV2 Padding" +msgstr "Padding UV2" + +msgid "Subdivide Width" +msgstr "Membagi Lebar" + +msgid "Subdivide Height" +msgstr "Pemisahan Tinggi" + +msgid "Subdivide Depth" +msgstr "Kedalaman Pembagian Subbagian" + +msgid "Top Radius" +msgstr "Radius Atas" + +msgid "Bottom Radius" +msgstr "Radius Bawah" + +msgid "Cap Top" +msgstr "Cap Atas" + +msgid "Cap Bottom" +msgstr "Cap Bawah" + +msgid "Left to Right" +msgstr "Kiri ke Kanan" + +msgid "Is Hemisphere" +msgstr "Adalah Selatan Belahan Bumi" + +msgid "Ring Segments" +msgstr "Segmen Cincin" + +msgid "Radial Steps" +msgstr "Langkah-langkah Radial" + +msgid "Section Length" +msgstr "Panjang Bagian" + +msgid "Section Rings" +msgstr "Cincin Bagian" + +msgid "Section Segments" +msgstr "Bagian Segmen" + +msgid "Curve Step" +msgstr "Step Kurva" + +msgid "Bind Count" +msgstr "Jumlah Ikatan" + +msgid "Bind" +msgstr "Ikatan" + +msgid "Bone" +msgstr "Tulang" + +msgid "Sky" +msgstr "Langit" + +msgid "Top Color" +msgstr "Warna Atas" + +msgid "Horizon Color" +msgstr "Warna Horizon" + +msgid "Energy Multiplier" +msgstr "Pengganda Energi" + +msgid "Cover" +msgstr "Sampul" + +msgid "Cover Modulate" +msgstr "Modulasi Sampul" + +msgid "Ground" +msgstr "Tanah" + +msgid "Bottom Color" +msgstr "Warna Bawah" + +msgid "Sun" +msgstr "Matahari" + +msgid "Panorama" +msgstr "Pemandangan Luas" + +msgid "Rayleigh" +msgstr "Rayleigh" + +msgid "Coefficient" +msgstr "Koefisien" + +msgid "Mie" +msgstr "Mie" + +msgid "Eccentricity" +msgstr "Keanehan" + +msgid "Turbidity" +msgstr "Kekeruhan" + +msgid "Sun Disk Scale" +msgstr "Skala Cakram Matahari" + +msgid "Ground Color" +msgstr "Warna Daratan" + +msgid "Night Sky" +msgstr "Langit Malam" + +msgid "Fallback Environment" +msgstr "Lingkungan Pengganti" + +msgid "Plane" +msgstr "Pesawat" + msgid "Frames" msgstr "Bingkai-bingkai" @@ -7218,12 +7521,6 @@ msgstr "Partikel Anim Loop" msgid "Load Path" msgstr "Jalur Muat" -msgid "Segments" -msgstr "Segmen" - -msgid "Backface Collision" -msgstr "Tabrakan Backface" - msgid "Bake Resolution" msgstr "Bake Resolusi" @@ -7245,15 +7542,9 @@ msgstr "Kurva Z" msgid "Background" msgstr "Latar Belakang" -msgid "Energy Multiplier" -msgstr "Pengganda Energi" - msgid "Canvas Max Layer" msgstr "Lapisan Maksimum Kanvas" -msgid "Sky" -msgstr "Langit" - msgid "Custom FOV" msgstr "Kostum FOV" @@ -7401,9 +7692,6 @@ msgstr "Energi Cahaya" msgid "Sun Scatter" msgstr "Taburan Cahaya Matahari" -msgid "Density" -msgstr "Kepadatan" - msgid "Aerial Perspective" msgstr "Perspektif Udara" @@ -7443,15 +7731,6 @@ msgstr "Ketepatan Warna" msgid "Color Correction" msgstr "Koreksi Color" -msgid "Height Falloff" -msgstr "Penurunan Ketinggian" - -msgid "Edge Fade" -msgstr "Pelepasan Tepi" - -msgid "Density Texture" -msgstr "Tekstur Ketebalan" - msgid "Base Font" msgstr "Huruf Dasar" @@ -7497,15 +7776,6 @@ msgstr "Dari" msgid "To" msgstr "Ke" -msgid "Map Width" -msgstr "Lebar Peta" - -msgid "Map Depth" -msgstr "Kedalaman Peta" - -msgid "Map Data" -msgstr "Data Peta" - msgid "Next Pass" msgstr "Pass Selanjutnya" @@ -7671,9 +7941,6 @@ msgstr "Gunakan Jejak Partikel" msgid "Proximity Fade" msgstr "Pudarnya dengan Jarak Dekat" -msgid "Distance" -msgstr "Jarak" - msgid "MSDF" msgstr "MSDF" @@ -7695,18 +7962,6 @@ msgstr "Mode Bentuk Gabungan" msgid "Shadow Mesh" msgstr "Mesh Bayangan" -msgid "Item" -msgstr "Item" - -msgid "Mesh Transform" -msgstr "Mesh Transform" - -msgid "Navigation Mesh Transform" -msgstr "Navigasi Mesh Transform" - -msgid "Preview" -msgstr "Pratinjau" - msgid "Base Texture" msgstr "Tekstur Dasar" @@ -7842,114 +8097,6 @@ msgstr "Timpa Ukuran" msgid "Keep Compressed Buffer" msgstr "Menyimpan Buffer yang Tertekan" -msgid "Add UV2" -msgstr "Tambah UV2" - -msgid "UV2 Padding" -msgstr "Padding UV2" - -msgid "Subdivide Width" -msgstr "Membagi Lebar" - -msgid "Subdivide Height" -msgstr "Pemisahan Tinggi" - -msgid "Subdivide Depth" -msgstr "Kedalaman Pembagian Subbagian" - -msgid "Top Radius" -msgstr "Radius Atas" - -msgid "Bottom Radius" -msgstr "Radius Bawah" - -msgid "Cap Top" -msgstr "Cap Atas" - -msgid "Cap Bottom" -msgstr "Cap Bawah" - -msgid "Left to Right" -msgstr "Kiri ke Kanan" - -msgid "Is Hemisphere" -msgstr "Adalah Selatan Belahan Bumi" - -msgid "Ring Segments" -msgstr "Segmen Cincin" - -msgid "Radial Steps" -msgstr "Langkah-langkah Radial" - -msgid "Section Length" -msgstr "Panjang Bagian" - -msgid "Section Rings" -msgstr "Cincin Bagian" - -msgid "Section Segments" -msgstr "Bagian Segmen" - -msgid "Curve Step" -msgstr "Step Kurva" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "Geser pada Kemiringan" - -msgid "Custom Solver Bias" -msgstr "Penyesuaian Penyelesaian Kustom" - -msgid "Execution Mode" -msgstr "Mode Eksekusi" - -msgid "Target Nodepath" -msgstr "Target Jalur node" - -msgid "Tip Nodepath" -msgstr "Tip Jalur node" - -msgid "CCDIK Data Chain Length" -msgstr "CCDIK Panjang Rantai Data" - -msgid "FABRIK Data Chain Length" -msgstr "FABRIK Panjang Rantai Data" - -msgid "Jiggle Data Chain Length" -msgstr "Panjang Rantai Data Getar" - -msgid "Default Joint Settings" -msgstr "Pengaturan Persendian Bawaan" - -msgid "Use Gravity" -msgstr "Gunakan Gravitasi" - -msgid "Bone Index" -msgstr "Indeks Bone" - -msgid "Bone 2D Node" -msgstr "Node Bone 2D" - -msgid "Physical Bone Chain Length" -msgstr "Panjang Rantai Bone Fisik" - -msgid "Target Minimum Distance" -msgstr "Jarak Minimum Target" - -msgid "Target Maximum Distance" -msgstr "Jarak Maksimum Target" - -msgid "Flip Bend Direction" -msgstr "Balik Arah Tikungan" - -msgid "Modification Count" -msgstr "Jumlah Modifikasi" - msgid "Scale Base Bone" msgstr "Skala Bone Dasar" @@ -7959,15 +8106,6 @@ msgstr "Ukuran Grup" msgid "Bone Size" msgstr "Ukuran Bone" -msgid "Bind Count" -msgstr "Jumlah Ikatan" - -msgid "Bind" -msgstr "Ikatan" - -msgid "Bone" -msgstr "Tulang" - msgid "Sky Material" msgstr "Bahan Langit" @@ -7977,54 +8115,6 @@ msgstr "Mode Proses" msgid "Radiance Size" msgstr "Ukuran Pancaran" -msgid "Top Color" -msgstr "Warna Atas" - -msgid "Horizon Color" -msgstr "Warna Horizon" - -msgid "Cover" -msgstr "Sampul" - -msgid "Cover Modulate" -msgstr "Modulasi Sampul" - -msgid "Ground" -msgstr "Tanah" - -msgid "Bottom Color" -msgstr "Warna Bawah" - -msgid "Sun" -msgstr "Matahari" - -msgid "Panorama" -msgstr "Pemandangan Luas" - -msgid "Rayleigh" -msgstr "Rayleigh" - -msgid "Coefficient" -msgstr "Koefisien" - -msgid "Mie" -msgstr "Mie" - -msgid "Eccentricity" -msgstr "Keanehan" - -msgid "Turbidity" -msgstr "Kekeruhan" - -msgid "Sun Disk Scale" -msgstr "Skala Cakram Matahari" - -msgid "Ground Color" -msgstr "Warna Daratan" - -msgid "Night Sky" -msgstr "Langit Malam" - msgid "Content Margins" msgstr "Batas Konten" @@ -8091,90 +8181,6 @@ msgstr "Font Bawaan" msgid "Default Font Size" msgstr "Ukuran Font Bawaan" -msgid "Terrains" -msgstr "Lahan" - -msgid "Custom Data" -msgstr "Data Kustom" - -msgid "Tile Proxies" -msgstr "Proksi Tile" - -msgid "Source Level" -msgstr "Tingkat Sumber" - -msgid "Coords Level" -msgstr "Tingkat Koordinat" - -msgid "Alternative Level" -msgstr "Tingkat Alternatif" - -msgid "Tile Shape" -msgstr "Bentuk Tile" - -msgid "Tile Layout" -msgstr "Tata Letak Tile" - -msgid "Tile Offset Axis" -msgstr "Sumbu Offset Tile" - -msgid "Tile Size" -msgstr "Ukuran Tile" - -msgid "UV Clipping" -msgstr "Pemotongan UV" - -msgid "Occlusion Layers" -msgstr "Layer Halangan" - -msgid "Physics Layers" -msgstr "Layer Fisika" - -msgid "Terrain Sets" -msgstr "Set Medan" - -msgid "Custom Data Layers" -msgstr "Lapisan Data Kustom" - -msgid "Scenes" -msgstr "Adegan" - -msgid "Scene" -msgstr "Adegan" - -msgid "Display Placeholder" -msgstr "Tampilan Placeholder" - -msgid "Polygons Count" -msgstr "Jumlah Poligon" - -msgid "One Way" -msgstr "Satu Cara" - -msgid "One Way Margin" -msgstr "Batas Satu Arah" - -msgid "Transpose" -msgstr "Mengubah urutan" - -msgid "Texture Origin" -msgstr "Asal Tekstur" - -msgid "Y Sort Origin" -msgstr "Asal Urutan Y" - -msgid "Terrain Set" -msgstr "Set Medan" - -msgid "Terrain" -msgstr "Lahan" - -msgid "Miscellaneous" -msgstr "Lain-lain" - -msgid "Probability" -msgstr "Kemungkinan" - msgid "File" msgstr "File" @@ -8253,12 +8259,6 @@ msgstr "Indeks Permukaan" msgid "Degrees Mode" msgstr "Mode Derajat" -msgid "Fallback Environment" -msgstr "Lingkungan Pengganti" - -msgid "Plane" -msgstr "Pesawat" - msgid "Panel" msgstr "Panel" @@ -9684,6 +9684,9 @@ msgstr "Bahasa Shader" msgid "Treat Warnings as Errors" msgstr "Perlakukan Peringatan Sebagai Error" +msgid "Has Tracking Data" +msgstr "Memiliki Data Pelacakan" + msgid "Is Primary" msgstr "Adalah Pertama" @@ -9696,9 +9699,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Adalah Deteksi Pemancangan Enabled" -msgid "Has Tracking Data" -msgstr "Memiliki Data Pelacakan" - msgid "Tracking Confidence" msgstr "Keyakinan Pelacakan" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index 4eee6dff9c5..8567471ecc0 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -738,9 +738,6 @@ msgstr "Dimensione della Miniatura" msgid "Import" msgstr "Importa" -msgid "FBX" -msgstr "FBX" - msgid "Tools" msgstr "Strumenti" @@ -1779,6 +1776,9 @@ msgstr "Percorsi Uniti" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "GDScript" @@ -2532,9 +2532,6 @@ msgstr "Windows" msgid "Frame" msgstr "Fotogramma" -msgid "Point" -msgstr "Punto" - msgid "Left" msgstr "Sinistra" @@ -2553,9 +2550,6 @@ msgstr "Verticale Abilitato" msgid "Tweaks" msgstr "Ritocchi" -msgid "Input" -msgstr "Input" - msgid "Time" msgstr "Tempo" @@ -2592,18 +2586,30 @@ msgstr "Multimesh" msgid "Navigation Layers" msgstr "Livelli Navigazione" +msgid "Repeat" +msgstr "Ripeti" + +msgid "End" +msgstr "Fine" + msgid "Scroll" msgstr "Scorrere" msgid "Progress" msgstr "Avanzamento" -msgid "Linear" -msgstr "Lineare" +msgid "Point" +msgstr "Punto" msgid "Max Angle" msgstr "Angolo Max" +msgid "Input" +msgstr "Input" + +msgid "Linear" +msgstr "Lineare" + msgid "UV" msgstr "UV" @@ -2634,9 +2640,6 @@ msgstr "Gradi" msgid "Modulate" msgstr "Modula" -msgid "End" -msgstr "Fine" - msgid "Flags" msgstr "Flags" @@ -2661,6 +2664,12 @@ msgstr "Qualità" msgid "Subdiv" msgstr "Subdiv" +msgid "Wheel" +msgstr "Rotellina" + +msgid "Travel" +msgstr "Spostamento" + msgid "Bones" msgstr "Ossa" @@ -2670,12 +2679,6 @@ msgstr "Target" msgid "Simulation Precision" msgstr "Precisione Simulazione" -msgid "Wheel" -msgstr "Rotellina" - -msgid "Travel" -msgstr "Spostamento" - msgid "Pose" msgstr "Posa" @@ -2826,9 +2829,6 @@ msgstr "Espandi" msgid "Z Index" msgstr "Indice Z" -msgid "Repeat" -msgstr "Ripeti" - msgid "Timeout" msgstr "Timeout" @@ -2859,15 +2859,33 @@ msgstr "Fisica 2D" msgid "3D Physics" msgstr "Fisica 3D" +msgid "B" +msgstr "B" + +msgid "Transpose" +msgstr "Trasponi" + +msgid "Item" +msgstr "Elemento" + +msgid "Preview" +msgstr "Anteprima" + +msgid "Sky" +msgstr "Cielo" + +msgid "Ground Color" +msgstr "Colore del terreno" + +msgid "Fallback Environment" +msgstr "Ambiente di ripiego" + msgid "Atlas" msgstr "Atlas" msgid "Format" msgstr "Formato" -msgid "Sky" -msgstr "Cielo" - msgid "Ambient Light" msgstr "Luce Ambientale" @@ -2919,12 +2937,6 @@ msgstr "Occlusione ambientale" msgid "Subsurface Scattering" msgstr "Subsurface Scattering" -msgid "Item" -msgstr "Elemento" - -msgid "Preview" -msgstr "Anteprima" - msgid "Image Size" msgstr "Dimensione Immagine" @@ -2934,12 +2946,6 @@ msgstr "Formato Trasformazione" msgid "Parsed Geometry Type" msgstr "Tipo di Geometria Analizzata" -msgid "B" -msgstr "B" - -msgid "Ground Color" -msgstr "Colore del terreno" - msgid "Blend" msgstr "Fondi" @@ -2955,9 +2961,6 @@ msgstr "In Basso A Destra" msgid "Bottom Left" msgstr "In Basso A Sinistra" -msgid "Transpose" -msgstr "Trasponi" - msgid "File" msgstr "File" @@ -2973,9 +2976,6 @@ msgstr "Usa tutte le superfici" msgid "Surface Index" msgstr "Indice di superficie" -msgid "Fallback Environment" -msgstr "Ambiente di ripiego" - msgid "Clear" msgstr "Rimuovi tutto" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index eefe4a1280f..2df69cec95f 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -1045,9 +1045,6 @@ msgstr "RPCポート" msgid "RPC Server Uptime" msgstr "RPCサーバーの稼働時間" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTFのパス" @@ -2398,6 +2395,9 @@ msgstr "パスの角度を容易にする" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "GDScript" @@ -2899,30 +2899,6 @@ msgstr "水平反転" msgid "Flip V" msgstr "垂直反転" -msgid "Monitoring" -msgstr "モニタリング" - -msgid "Monitorable" -msgstr "モニター可能" - -msgid "Gravity" -msgstr "重力" - -msgid "Space Override" -msgstr "領域のオーバーライド" - -msgid "Point" -msgstr "点" - -msgid "Linear Damp" -msgstr "線形減衰" - -msgid "Angular Damp" -msgstr "角度減衰" - -msgid "Audio Bus" -msgstr "オーディオバス" - msgid "Current" msgstr "現在" @@ -2983,15 +2959,6 @@ msgstr "限界を描画する" msgid "Draw Drag Margin" msgstr "ドラッグマージンを描画する" -msgid "Input" -msgstr "入力" - -msgid "Pickable" -msgstr "ピック可能" - -msgid "Build Mode" -msgstr "ビルドモード" - msgid "Time" msgstr "時間" @@ -3022,6 +2989,9 @@ msgstr "カラー" msgid "Spread" msgstr "広がり" +msgid "Gravity" +msgstr "重力" + msgid "Initial Velocity" msgstr "初期速度" @@ -3049,18 +3019,6 @@ msgstr "オフセット曲線" msgid "Visibility Rect" msgstr "可視領域矩形(Visibility Rect)" -msgid "Node A" -msgstr "ノード A" - -msgid "Node B" -msgstr "ノード B" - -msgid "Bias" -msgstr "バイアス" - -msgid "Length" -msgstr "長さ" - msgid "Editor Only" msgstr "エディターのみ" @@ -3088,6 +3046,12 @@ msgstr "ボーダー" msgid "Round Precision" msgstr "丸め精度" +msgid "Repeat" +msgstr "繰り返し" + +msgid "End" +msgstr "End" + msgid "Ignore Camera Zoom" msgstr "カメラのズームを無視" @@ -3097,6 +3061,54 @@ msgstr "水平オフセット" msgid "V Offset" msgstr "垂直オフセット" +msgid "Monitoring" +msgstr "モニタリング" + +msgid "Monitorable" +msgstr "モニター可能" + +msgid "Space Override" +msgstr "領域のオーバーライド" + +msgid "Point" +msgstr "点" + +msgid "Linear Damp" +msgstr "線形減衰" + +msgid "Angular Damp" +msgstr "角度減衰" + +msgid "Audio Bus" +msgstr "オーディオバス" + +msgid "Max Angle" +msgstr "最大角度" + +msgid "Safe Margin" +msgstr "セーフマージン" + +msgid "Input" +msgstr "入力" + +msgid "Pickable" +msgstr "ピック可能" + +msgid "Build Mode" +msgstr "ビルドモード" + +msgid "Length" +msgstr "長さ" + +msgid "Node A" +msgstr "ノード A" + +msgid "Node B" +msgstr "ノード B" + +msgid "Bias" +msgstr "バイアス" + msgid "Inertia" msgstr "慣性" @@ -3115,12 +3127,6 @@ msgstr "リニア" msgid "Torque" msgstr "トルク" -msgid "Max Angle" -msgstr "最大角度" - -msgid "Safe Margin" -msgstr "セーフマージン" - msgid "UV" msgstr "UV" @@ -3172,9 +3178,6 @@ msgstr "パラメーター" msgid "Modulate" msgstr "変調" -msgid "End" -msgstr "End" - msgid "Flags" msgstr "フラグ" @@ -3208,6 +3211,9 @@ msgstr "ノイズ除去を使用" msgid "Visibility" msgstr "可視性" +msgid "Friction" +msgstr "摩擦" + msgid "Angular X" msgstr "角度X" @@ -3217,8 +3223,11 @@ msgstr "角度Y" msgid "Angular Z" msgstr "角度Z" -msgid "Friction" -msgstr "摩擦" +msgid "Wheel" +msgstr "ホイール" + +msgid "Travel" +msgstr "トラベル" msgid "Enable Shadows" msgstr "シャドウを有効化" @@ -3241,12 +3250,6 @@ msgstr "圧力係数" msgid "Damping Coefficient" msgstr "減衰係数" -msgid "Wheel" -msgstr "ホイール" - -msgid "Travel" -msgstr "トラベル" - msgid "Track Physics Step" msgstr "物理ステップの追跡" @@ -3337,9 +3340,6 @@ msgstr "拡大" msgid "Z Index" msgstr "Zインデックス" -msgid "Repeat" -msgstr "繰り返し" - msgid "Use Parent Material" msgstr "親のマテリアルを使用" @@ -3385,6 +3385,51 @@ msgstr "2D物理" msgid "3D Physics" msgstr "3D物理" +msgid "B" +msgstr "B" + +msgid "Terrains" +msgstr "地形" + +msgid "Custom Data" +msgstr "カスタムデータ" + +msgid "Transpose" +msgstr "行列(縦横)入れ替え" + +msgid "Texture Origin" +msgstr "テクスチャの原点" + +msgid "Y Sort Origin" +msgstr "Yソート原点" + +msgid "Probability" +msgstr "確率" + +msgid "Item" +msgstr "アイテム" + +msgid "Preview" +msgstr "プレビュー" + +msgid "Sky" +msgstr "空" + +msgid "Ground" +msgstr "地面" + +msgid "Sun" +msgstr "太陽" + +msgid "Panorama" +msgstr "パノラマ" + +msgid "Rayleigh" +msgstr "レイリー" + +msgid "Ground Color" +msgstr "地面の色" + msgid "Frames" msgstr "フレーム" @@ -3400,9 +3445,6 @@ msgstr "ライトモード" msgid "Background" msgstr "背景" -msgid "Sky" -msgstr "空" - msgid "Source" msgstr "ソース" @@ -3463,39 +3505,15 @@ msgstr "シャドウ" msgid "MSDF" msgstr "MSDF" -msgid "Item" -msgstr "アイテム" - -msgid "Preview" -msgstr "プレビュー" - msgid "Transform Format" msgstr "変換形式" msgid "Parsed Geometry Type" msgstr "解析されたジオメトリ型" -msgid "B" -msgstr "B" - msgid "Process Mode" msgstr "処理モード" -msgid "Ground" -msgstr "地面" - -msgid "Sun" -msgstr "太陽" - -msgid "Panorama" -msgstr "パノラマ" - -msgid "Rayleigh" -msgstr "レイリー" - -msgid "Ground Color" -msgstr "地面の色" - msgid "Blend" msgstr "ブレンド" @@ -3511,24 +3529,6 @@ msgstr "右下" msgid "Bottom Left" msgstr "左下" -msgid "Terrains" -msgstr "地形" - -msgid "Custom Data" -msgstr "カスタムデータ" - -msgid "Transpose" -msgstr "行列(縦横)入れ替え" - -msgid "Texture Origin" -msgstr "テクスチャの原点" - -msgid "Y Sort Origin" -msgstr "Yソート原点" - -msgid "Probability" -msgstr "確率" - msgid "File" msgstr "ファイル" diff --git a/editor/translations/properties/ka.po b/editor/translations/properties/ka.po index 7a8a74e5db0..efeee0150ee 100644 --- a/editor/translations/properties/ka.po +++ b/editor/translations/properties/ka.po @@ -890,9 +890,6 @@ msgstr "Blender" msgid "RPC Port" msgstr "RPC: პორტი" -msgid "FBX" -msgstr "FBX" - msgid "Tools" msgstr "ხელსაწყოები" @@ -1931,6 +1928,9 @@ msgstr "ბილიკი შეერთდა" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "GDScript" @@ -2708,27 +2708,6 @@ msgstr "სიჩქარის მასშტაბი" msgid "Centered" msgstr "შუაზე გასწორებული" -msgid "Monitoring" -msgstr "მონიტორინგი" - -msgid "Gravity" -msgstr "მიზიდულობა" - -msgid "Point" -msgstr "წერტილი" - -msgid "Point Unit Distance" -msgstr "წერტილის ერთეულის დაშორება" - -msgid "Point Center" -msgstr "ცენტრზე მითითება" - -msgid "Direction" -msgstr "მიმართულება" - -msgid "Audio Bus" -msgstr "აუდიომატარებელი" - msgid "Current" msgstr "მიმდინარე" @@ -2819,27 +2798,6 @@ msgstr "საზღვრის გასუფთავება" msgid "Use Mipmaps" msgstr "მინირუკების გამოყენება" -msgid "Disable Mode" -msgstr "რეჟიმის გათიშვა" - -msgid "Input" -msgstr "შეყვანა" - -msgid "Build Mode" -msgstr "აგების რეჟიმი" - -msgid "Disabled" -msgstr "გამოირთო" - -msgid "One Way Collision" -msgstr "ერთმხრივი დაჯახება" - -msgid "One Way Collision Margin" -msgstr "ერთმხრივი დაჯახების საზღვარი" - -msgid "Debug Color" -msgstr "გამართვის ფერი" - msgid "Emitting" msgstr "გამომსხივებელი" @@ -2864,9 +2822,15 @@ msgstr "ფერები" msgid "Particle Flags" msgstr "ნაწილაკის ალმები" +msgid "Direction" +msgstr "მიმართულება" + msgid "Spread" msgstr "გავრცელება" +msgid "Gravity" +msgstr "მიზიდულობა" + msgid "Initial Velocity" msgstr "საწყისი სიჩქარე" @@ -2972,36 +2936,6 @@ msgstr "კვალები" msgid "Sections" msgstr "ჭრილები" -msgid "Node A" -msgstr "კვანძი A" - -msgid "Node B" -msgstr "კვანძი B" - -msgid "Disable Collision" -msgstr "შეჯახების გათიშვა" - -msgid "Softness" -msgstr "სირბილე" - -msgid "Lower" -msgstr "დაწევა" - -msgid "Upper" -msgstr "ზედა" - -msgid "Motor" -msgstr "მოტორი" - -msgid "Target Velocity" -msgstr "სამიზნის სიჩქარე" - -msgid "Length" -msgstr "სიგრძე" - -msgid "Stiffness" -msgstr "სიმყიფე" - msgid "Editor Only" msgstr "მხოლოდ, რედაქტორი" @@ -3128,6 +3062,15 @@ msgstr "შეზღუდვის თავიდან აცილება" msgid "Skew" msgstr "გადახრა" +msgid "Repeat" +msgstr "გამეორება" + +msgid "Begin" +msgstr "დაწყება" + +msgid "End" +msgstr "დასასრული" + msgid "Scroll" msgstr "ჩამოქაჩვა" @@ -3155,14 +3098,107 @@ msgstr "მიმდინარეობის შეფარდება" msgid "Rotates" msgstr "ბრუნავს" +msgid "Monitoring" +msgstr "მონიტორინგი" + +msgid "Point" +msgstr "წერტილი" + +msgid "Point Unit Distance" +msgstr "წერტილის ერთეულის დაშორება" + +msgid "Point Center" +msgstr "ცენტრზე მითითება" + +msgid "Audio Bus" +msgstr "აუდიომატარებელი" + +msgid "Motion Mode" +msgstr "მოძრაობის რეჟიმი" + +msgid "Up Direction" +msgstr "მიმართულება მაღლა" + +msgid "Slide on Ceiling" +msgstr "სახურავზე გადაცურება" + +msgid "Floor" +msgstr "სართული" + +msgid "Constant Speed" +msgstr "მუდმივი სიჩქარე" + +msgid "Block on Wall" +msgstr "ბლოკი კედელზე" + +msgid "Snap Length" +msgstr "მიბმის სიგრძე" + +msgid "Floor Layers" +msgstr "სართულის ფენები" + +msgid "Wall Layers" +msgstr "კედლის ფენები" + +msgid "Disable Mode" +msgstr "რეჟიმის გათიშვა" + +msgid "Input" +msgstr "შეყვანა" + +msgid "Build Mode" +msgstr "აგების რეჟიმი" + +msgid "Disabled" +msgstr "გამოირთო" + +msgid "One Way Collision" +msgstr "ერთმხრივი დაჯახება" + +msgid "One Way Collision Margin" +msgstr "ერთმხრივი დაჯახების საზღვარი" + +msgid "Debug Color" +msgstr "გამართვის ფერი" + +msgid "Length" +msgstr "სიგრძე" + +msgid "Stiffness" +msgstr "სიმყიფე" + +msgid "Node A" +msgstr "კვანძი A" + +msgid "Node B" +msgstr "კვანძი B" + +msgid "Disable Collision" +msgstr "შეჯახების გათიშვა" + +msgid "Softness" +msgstr "სირბილე" + +msgid "Lower" +msgstr "დაწევა" + +msgid "Upper" +msgstr "ზედა" + +msgid "Motor" +msgstr "მოტორი" + +msgid "Target Velocity" +msgstr "სამიზნის სიჩქარე" + msgid "Bone 2D Index" msgstr "ძვლის 2D ინდექსი" -msgid "Constant Linear Velocity" -msgstr "მუდმივი წრფივი სიჩქარე" +msgid "Target Position" +msgstr "სამიზნის მდებარეობა" -msgid "Constant Angular Velocity" -msgstr "მუდმივი კუთხური სიჩქარე" +msgid "Areas" +msgstr "ადგილები" msgid "Mass Distribution" msgstr "მასის განაწილება" @@ -3200,32 +3236,17 @@ msgstr "ხაზოვანი" msgid "Constant Forces" msgstr "მუდმივი ძალები" -msgid "Motion Mode" -msgstr "მოძრაობის რეჟიმი" +msgid "Margin" +msgstr "ზღვარი" -msgid "Up Direction" -msgstr "მიმართულება მაღლა" +msgid "Max Results" +msgstr "მაქს. შედეგები" -msgid "Slide on Ceiling" -msgstr "სახურავზე გადაცურება" +msgid "Constant Linear Velocity" +msgstr "მუდმივი წრფივი სიჩქარე" -msgid "Floor" -msgstr "სართული" - -msgid "Constant Speed" -msgstr "მუდმივი სიჩქარე" - -msgid "Block on Wall" -msgstr "ბლოკი კედელზე" - -msgid "Snap Length" -msgstr "მიბმის სიგრძე" - -msgid "Floor Layers" -msgstr "სართულის ფენები" - -msgid "Wall Layers" -msgstr "კედლის ფენები" +msgid "Constant Angular Velocity" +msgstr "მუდმივი კუთხური სიჩქარე" msgid "UV" msgstr "ულტრაიისფერი გამოსხივება" @@ -3233,12 +3254,6 @@ msgstr "ულტრაიისფერი გამოსხივება" msgid "Polygons" msgstr "მრავალკუთხედები" -msgid "Target Position" -msgstr "სამიზნის მდებარეობა" - -msgid "Areas" -msgstr "ადგილები" - msgid "Remote Path" msgstr "დაშორებული ბილიკი" @@ -3248,12 +3263,6 @@ msgstr "გლობალური კოორდინატების გ msgid "Update" msgstr "განახლება" -msgid "Margin" -msgstr "ზღვარი" - -msgid "Max Results" -msgstr "მაქს. შედეგები" - msgid "Bone Angle" msgstr "ძვლის კუთხე" @@ -3293,15 +3302,6 @@ msgstr "ჩართვა" msgid "Node Path" msgstr "კვანძის ბილიკი" -msgid "Wind" -msgstr "ქარი" - -msgid "Attenuation Factor" -msgstr "ატენუაციის ფაქტორი" - -msgid "Source Path" -msgstr "წყაროს ბილიკი" - msgid "Attenuation Model" msgstr "ატენუაციის მოდელი" @@ -3347,9 +3347,6 @@ msgstr "ახლოს" msgid "Far" msgstr "შორს" -msgid "Capture on Drag" -msgstr "გადაღება გადათრევისას" - msgid "Ring Radius" msgstr "რგოლის რადიუსი" @@ -3386,9 +3383,6 @@ msgstr "ზედა მინავლება" msgid "Lower Fade" msgstr "ქვედა მინავლება" -msgid "Begin" -msgstr "დაწყება" - msgid "Transform Align" msgstr "გადაყვანის სწორება" @@ -3416,78 +3410,12 @@ msgstr "ფენის ნიღაბი" msgid "Begin Margin" msgstr "დაწყების ზღვარი" -msgid "End" -msgstr "დასასრული" - msgid "End Margin" msgstr "დასასრულის საზღვარი" msgid "Fade Mode" msgstr "მინავლების რეჟიმი" -msgid "Solver Priority" -msgstr "ამომხსნელის პრიორიტეტი" - -msgid "Exclude Nodes From Collision" -msgstr "კვანძების გამორიცხვა შეჯახებიდან" - -msgid "Params" -msgstr "პარამეტრები" - -msgid "Relaxation" -msgstr "მოშვება" - -msgid "Max Impulse" -msgstr "მაქს იმპულსი" - -msgid "Linear Limit" -msgstr "წრფივი შეზღუდვა" - -msgid "Upper Distance" -msgstr "ზედა დაშორება" - -msgid "Lower Distance" -msgstr "ქვედა დაშორება" - -msgid "Restitution" -msgstr "დაბრუნება" - -msgid "Linear Motion" -msgstr "წრფივი გადაადგილება" - -msgid "Linear Ortho" -msgstr "წრფივი ორთო" - -msgid "Angular Motion" -msgstr "კუთხოვანი მოძრაობა" - -msgid "Angular Ortho" -msgstr "კუთხოვანი ორთო" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "წრფივი ძრავა" - -msgid "Linear Spring" -msgstr "წრფივი ზამბარა" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "კუთხოვანი ძრავა" - -msgid "Angular Spring" -msgstr "კუთხოვანი ზამბარა" - msgid "Pixel Size" msgstr "პიქსელის ზომა" @@ -3650,14 +3578,80 @@ msgstr "მობრუნების რეჟიმი" msgid "Tilt Enabled" msgstr "მოხრა ჩართულია" -msgid "Linear X" -msgstr "წრფივი X" +msgid "Wind" +msgstr "ქარი" -msgid "Linear Y" -msgstr "წრფივი Y" +msgid "Attenuation Factor" +msgstr "ატენუაციის ფაქტორი" -msgid "Linear Z" -msgstr "წრფივი Z" +msgid "Source Path" +msgstr "წყაროს ბილიკი" + +msgid "Capture on Drag" +msgstr "გადაღება გადათრევისას" + +msgid "Relaxation" +msgstr "მოშვება" + +msgid "Linear Limit" +msgstr "წრფივი შეზღუდვა" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "ზედა დაშორება" + +msgid "Lower Distance" +msgstr "ქვედა დაშორება" + +msgid "Restitution" +msgstr "დაბრუნება" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "წრფივი ძრავა" + +msgid "Linear Spring" +msgstr "წრფივი ზამბარა" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "კუთხოვანი ძრავა" + +msgid "Angular Spring" +msgstr "კუთხოვანი ზამბარა" + +msgid "Params" +msgstr "პარამეტრები" + +msgid "Max Impulse" +msgstr "მაქს იმპულსი" + +msgid "Solver Priority" +msgstr "ამომხსნელის პრიორიტეტი" + +msgid "Exclude Nodes From Collision" +msgstr "კვანძების გამორიცხვა შეჯახებიდან" + +msgid "Linear Motion" +msgstr "წრფივი გადაადგილება" + +msgid "Linear Ortho" +msgstr "წრფივი ორთო" + +msgid "Angular Motion" +msgstr "კუთხოვანი მოძრაობა" + +msgid "Angular Ortho" +msgstr "კუთხოვანი ორთო" msgid "Joint Constraints" msgstr "შეერთების შეზღუდვები" @@ -3719,6 +3713,33 @@ msgstr "ხახუნი" msgid "Bounce" msgstr "ხტუნვა" +msgid "Linear X" +msgstr "წრფივი X" + +msgid "Linear Y" +msgstr "წრფივი Y" + +msgid "Linear Z" +msgstr "წრფივი Z" + +msgid "Use as Traction" +msgstr "გასათრევად გამოყენება" + +msgid "Wheel" +msgstr "ბორბალი" + +msgid "Friction Slip" +msgstr "ხახუნი სრიალი" + +msgid "Suspension" +msgstr "სუსპენზია" + +msgid "Travel" +msgstr "მოგზაურობა" + +msgid "Max Force" +msgstr "მაქს ძალა" + msgid "Box Projection" msgstr "ყუთის პროექცია" @@ -3776,24 +3797,6 @@ msgstr "წერტილის ინდექსი" msgid "Parent Collision Ignore" msgstr "მშობლის შეჯახების გამოტოვება" -msgid "Use as Traction" -msgstr "გასათრევად გამოყენება" - -msgid "Wheel" -msgstr "ბორბალი" - -msgid "Friction Slip" -msgstr "ხახუნი სრიალი" - -msgid "Suspension" -msgstr "სუსპენზია" - -msgid "Travel" -msgstr "მოგზაურობა" - -msgid "Max Force" -msgstr "მაქს ძალა" - msgid "Sorting" msgstr "დალაგება" @@ -4460,9 +4463,6 @@ msgstr "დალაგება" msgid "Y Sort Enabled" msgstr "Y დალაგება ჩართულია" -msgid "Repeat" -msgstr "გამეორება" - msgid "Diffuse" msgstr "დიფუზია" @@ -4634,6 +4634,246 @@ msgstr "3D ფიზიკა" msgid "3D Navigation" msgstr "3D ნავიგაცია" +msgid "Segments" +msgstr "სეგმენტები" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "დახრაზე დაცურება" + +msgid "Execution Mode" +msgstr "შესრულების რეჟიმი" + +msgid "Default Joint Settings" +msgstr "ნაგულისხმევი საერთო პარამეტრები" + +msgid "Bone Index" +msgstr "ძვლების ინდექსი" + +msgid "Bone 2D Node" +msgstr "ძვლის 2D კვანძი" + +msgid "Physical Bone Chain Length" +msgstr "ფიზიკური ძვლის ჯაჭვის სიგრძე" + +msgid "Target Minimum Distance" +msgstr "სამიზნის მინ. დაშორება" + +msgid "Target Maximum Distance" +msgstr "სამიზნის მაქს. დაშორება" + +msgid "Flip Bend Direction" +msgstr "გადაბრუნების მიმართულება" + +msgid "Modification Count" +msgstr "ცვლილების რაოდენობა" + +msgid "Right Side" +msgstr "მარჯვენა მხარე" + +msgid "Right Corner" +msgstr "მარჯვენა კუთხე" + +msgid "Bottom Right Side" +msgstr "ქვედა მარჯვენა მხარე" + +msgid "Bottom Right Corner" +msgstr "ქვედა მარჯვენა კუთხე" + +msgid "Bottom Side" +msgstr "ქვედა მხარე" + +msgid "Bottom Corner" +msgstr "ფსკერის კუთხე" + +msgid "Bottom Left Side" +msgstr "ქვედა მარცხენა მხარე" + +msgid "Bottom Left Corner" +msgstr "ქვედა მარცხენა კუთხე" + +msgid "Left Side" +msgstr "მარცხენა მხარე" + +msgid "Left Corner" +msgstr "მარცხენა კუთხე" + +msgid "Top Left Side" +msgstr "ზედა მარცხენა" + +msgid "Top Left Corner" +msgstr "ზედა მარცხენა კუთხე" + +msgid "Top Side" +msgstr "ზედა მხარე" + +msgid "Top Corner" +msgstr "ზედა კუთხე" + +msgid "Top Right Side" +msgstr "ზედა მარჯვენა მხარე" + +msgid "Top Right Corner" +msgstr "ზედა მარჯვენა კუთხე" + +msgid "Custom Data" +msgstr "მომხმარებლის მონაცემები" + +msgid "Tile Proxies" +msgstr "ფილის პროქსიები" + +msgid "Source Level" +msgstr "წყაროს დონე" + +msgid "Coords Level" +msgstr "კოორდინატების დონე" + +msgid "Tile Shape" +msgstr "ფილის მოხაზულობა" + +msgid "Tile Layout" +msgstr "ფილების განლაგება" + +msgid "Tile Offset Axis" +msgstr "ფილის წანაცვლების ღერძი" + +msgid "Tile Size" +msgstr "ფილის ზომა" + +msgid "Occlusion Layers" +msgstr "ოკლუზიის ფენები" + +msgid "Physics Layers" +msgstr "ფიზიკის ფენები" + +msgid "Custom Data Layers" +msgstr "მორგებული მონაცემის ფენები" + +msgid "Scenes" +msgstr "სცენები" + +msgid "Scene" +msgstr "სცენა" + +msgid "Display Placeholder" +msgstr "ადგილმჭერის ჩვენება" + +msgid "Polygons Count" +msgstr "მრავალკუთხედების რაოდენობა" + +msgid "One Way Margin" +msgstr "ერთმხრივი საზღვარი" + +msgid "Transpose" +msgstr "ტრანსპოზიცია" + +msgid "Texture Origin" +msgstr "ტექსტურის წყარო" + +msgid "Y Sort Origin" +msgstr "Y დალაგების წყარო" + +msgid "Terrain" +msgstr "რელიეფი" + +msgid "Miscellaneous" +msgstr "სხვადასხვა" + +msgid "Probability" +msgstr "ალბათობა" + +msgid "Distance" +msgstr "მანძილი" + +msgid "Density" +msgstr "სიმკვრივე" + +msgid "Density Texture" +msgstr "სიმკვრივის ტექსტურა" + +msgid "Item" +msgstr "ელემენტი" + +msgid "Mesh Transform" +msgstr "ბადის გარდაქმნა" + +msgid "Navigation Mesh Transform" +msgstr "ნავიგაციის ბადის გარდაქმნა" + +msgid "Preview" +msgstr "მინიატურა" + +msgid "Left to Right" +msgstr "მარცხნიდან მარჯვნივ" + +msgid "Radial Steps" +msgstr "რადიალური ნაბიჯები" + +msgid "Section Length" +msgstr "კვეთის სიგრძე" + +msgid "Section Rings" +msgstr "კვეთის რგოლები" + +msgid "Section Segments" +msgstr "კვეთის სეგმენტები" + +msgid "Curve Step" +msgstr "Curve Step" + +msgid "Bind Count" +msgstr "მიბმების რაოდენობა" + +msgid "Bind" +msgstr "აკინძვა" + +msgid "Bone" +msgstr "ძვალი" + +msgid "Sky" +msgstr "ცა" + +msgid "Top Color" +msgstr "ზედა ფერი" + +msgid "Horizon Color" +msgstr "ჰორიზონტის ფერი" + +msgid "Cover" +msgstr "ყდა" + +msgid "Ground" +msgstr "მიწა" + +msgid "Bottom Color" +msgstr "ფსკერის ფერი" + +msgid "Sun" +msgstr "მზე" + +msgid "Panorama" +msgstr "პანორამა" + +msgid "Coefficient" +msgstr "კოეფიციენტი" + +msgid "Mie" +msgstr "მიე" + +msgid "Ground Color" +msgstr "მიწის ფერი" + +msgid "Night Sky" +msgstr "ღამის ცა" + +msgid "Plane" +msgstr "სიბრტყე" + msgid "Frames" msgstr "კადრები" @@ -4712,9 +4952,6 @@ msgstr "ნაწილაკების ანიმაცია" msgid "Load Path" msgstr "ბილიკის ჩატვირთვა" -msgid "Segments" -msgstr "სეგმენტები" - msgid "Bake Resolution" msgstr "ცხობის გაფართოება" @@ -4730,9 +4967,6 @@ msgstr "მრუდის Z" msgid "Background" msgstr "ფონი" -msgid "Sky" -msgstr "ცა" - msgid "Custom FOV" msgstr "ხედვის არეს მორგება" @@ -4850,9 +5084,6 @@ msgstr "სინათლის ფერი" msgid "Light Energy" msgstr "სინათლის ენერგია" -msgid "Density" -msgstr "სიმკვრივე" - msgid "Sky Affect" msgstr "ცა ზემოქმედებს" @@ -4880,9 +5111,6 @@ msgstr "გაჯერებულობა" msgid "Color Correction" msgstr "ფერების კორექცია" -msgid "Density Texture" -msgstr "სიმკვრივის ტექსტურა" - msgid "Base Font" msgstr "საბაზისო ფონტი" @@ -5015,9 +5243,6 @@ msgstr "წერტილის ზომის გამოყენება" msgid "Point Size" msgstr "წერტილის ზომა" -msgid "Distance" -msgstr "მანძილი" - msgid "MSDF" msgstr "MSDF" @@ -5033,18 +5258,6 @@ msgstr "შერევის ფორმის რეჟიმი" msgid "Shadow Mesh" msgstr "ჩრდილის ბადე" -msgid "Item" -msgstr "ელემენტი" - -msgid "Mesh Transform" -msgstr "ბადის გარდაქმნა" - -msgid "Navigation Mesh Transform" -msgstr "ნავიგაციის ბადის გარდაქმნა" - -msgid "Preview" -msgstr "მინიატურა" - msgid "Base Texture" msgstr "საბაზისო ტექსტურა" @@ -5210,60 +5423,6 @@ msgstr "უხეში" msgid "Size Override" msgstr "ზომის გადაფარვა" -msgid "Left to Right" -msgstr "მარცხნიდან მარჯვნივ" - -msgid "Radial Steps" -msgstr "რადიალური ნაბიჯები" - -msgid "Section Length" -msgstr "კვეთის სიგრძე" - -msgid "Section Rings" -msgstr "კვეთის რგოლები" - -msgid "Section Segments" -msgstr "კვეთის სეგმენტები" - -msgid "Curve Step" -msgstr "Curve Step" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "დახრაზე დაცურება" - -msgid "Execution Mode" -msgstr "შესრულების რეჟიმი" - -msgid "Default Joint Settings" -msgstr "ნაგულისხმევი საერთო პარამეტრები" - -msgid "Bone Index" -msgstr "ძვლების ინდექსი" - -msgid "Bone 2D Node" -msgstr "ძვლის 2D კვანძი" - -msgid "Physical Bone Chain Length" -msgstr "ფიზიკური ძვლის ჯაჭვის სიგრძე" - -msgid "Target Minimum Distance" -msgstr "სამიზნის მინ. დაშორება" - -msgid "Target Maximum Distance" -msgstr "სამიზნის მაქს. დაშორება" - -msgid "Flip Bend Direction" -msgstr "გადაბრუნების მიმართულება" - -msgid "Modification Count" -msgstr "ცვლილების რაოდენობა" - msgid "Scale Base Bone" msgstr "საბაზისო ძვლის მასშტაბი" @@ -5273,54 +5432,12 @@ msgstr "ჯგუფის ზომა" msgid "Bone Size" msgstr "ძვლის ზომა" -msgid "Bind Count" -msgstr "მიბმების რაოდენობა" - -msgid "Bind" -msgstr "აკინძვა" - -msgid "Bone" -msgstr "ძვალი" - msgid "Sky Material" msgstr "ცის მასალა" msgid "Process Mode" msgstr "დამუშავების რეჟიმი" -msgid "Top Color" -msgstr "ზედა ფერი" - -msgid "Horizon Color" -msgstr "ჰორიზონტის ფერი" - -msgid "Cover" -msgstr "ყდა" - -msgid "Ground" -msgstr "მიწა" - -msgid "Bottom Color" -msgstr "ფსკერის ფერი" - -msgid "Sun" -msgstr "მზე" - -msgid "Panorama" -msgstr "პანორამა" - -msgid "Coefficient" -msgstr "კოეფიციენტი" - -msgid "Mie" -msgstr "მიე" - -msgid "Ground Color" -msgstr "მიწის ფერი" - -msgid "Night Sky" -msgstr "ღამის ცა" - msgid "Content Margins" msgstr "შემცველობის საზღვრები" @@ -5369,120 +5486,6 @@ msgstr "ნაგულისხმევი ფონტი" msgid "Default Font Size" msgstr "ნაგულისხმევი ფონტის ზომა" -msgid "Right Side" -msgstr "მარჯვენა მხარე" - -msgid "Right Corner" -msgstr "მარჯვენა კუთხე" - -msgid "Bottom Right Side" -msgstr "ქვედა მარჯვენა მხარე" - -msgid "Bottom Right Corner" -msgstr "ქვედა მარჯვენა კუთხე" - -msgid "Bottom Side" -msgstr "ქვედა მხარე" - -msgid "Bottom Corner" -msgstr "ფსკერის კუთხე" - -msgid "Bottom Left Side" -msgstr "ქვედა მარცხენა მხარე" - -msgid "Bottom Left Corner" -msgstr "ქვედა მარცხენა კუთხე" - -msgid "Left Side" -msgstr "მარცხენა მხარე" - -msgid "Left Corner" -msgstr "მარცხენა კუთხე" - -msgid "Top Left Side" -msgstr "ზედა მარცხენა" - -msgid "Top Left Corner" -msgstr "ზედა მარცხენა კუთხე" - -msgid "Top Side" -msgstr "ზედა მხარე" - -msgid "Top Corner" -msgstr "ზედა კუთხე" - -msgid "Top Right Side" -msgstr "ზედა მარჯვენა მხარე" - -msgid "Top Right Corner" -msgstr "ზედა მარჯვენა კუთხე" - -msgid "Custom Data" -msgstr "მომხმარებლის მონაცემები" - -msgid "Tile Proxies" -msgstr "ფილის პროქსიები" - -msgid "Source Level" -msgstr "წყაროს დონე" - -msgid "Coords Level" -msgstr "კოორდინატების დონე" - -msgid "Tile Shape" -msgstr "ფილის მოხაზულობა" - -msgid "Tile Layout" -msgstr "ფილების განლაგება" - -msgid "Tile Offset Axis" -msgstr "ფილის წანაცვლების ღერძი" - -msgid "Tile Size" -msgstr "ფილის ზომა" - -msgid "Occlusion Layers" -msgstr "ოკლუზიის ფენები" - -msgid "Physics Layers" -msgstr "ფიზიკის ფენები" - -msgid "Custom Data Layers" -msgstr "მორგებული მონაცემის ფენები" - -msgid "Scenes" -msgstr "სცენები" - -msgid "Scene" -msgstr "სცენა" - -msgid "Display Placeholder" -msgstr "ადგილმჭერის ჩვენება" - -msgid "Polygons Count" -msgstr "მრავალკუთხედების რაოდენობა" - -msgid "One Way Margin" -msgstr "ერთმხრივი საზღვარი" - -msgid "Transpose" -msgstr "ტრანსპოზიცია" - -msgid "Texture Origin" -msgstr "ტექსტურის წყარო" - -msgid "Y Sort Origin" -msgstr "Y დალაგების წყარო" - -msgid "Terrain" -msgstr "რელიეფი" - -msgid "Miscellaneous" -msgstr "სხვადასხვა" - -msgid "Probability" -msgstr "ალბათობა" - msgid "File" msgstr "ფაილი" @@ -5552,9 +5555,6 @@ msgstr "ზედაპირის ინდექსი" msgid "Degrees Mode" msgstr "გრადუსების რეჟიმი" -msgid "Plane" -msgstr "სიბრტყე" - msgid "Panel" msgstr "პანელი" @@ -6542,15 +6542,15 @@ msgstr "შეიდერები" msgid "Shader Language" msgstr "შეიდერის ენა" +msgid "Has Tracking Data" +msgstr "აქვს ტრეკინგის მონაცემები" + msgid "Play Area Mode" msgstr "დაკვრის ადგილის რეჟიმი" msgid "AR" msgstr "AR" -msgid "Has Tracking Data" -msgstr "აქვს ტრეკინგის მონაცემები" - msgid "World Origin" msgstr "სამყაროს წყარო" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index ee80ab00f61..3294df17102 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -1088,9 +1088,6 @@ msgstr "RPC 포트" msgid "RPC Server Uptime" msgstr "RPC 서버 업타임" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF 경로" @@ -2783,6 +2780,12 @@ msgstr "결합된 경로" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "임베디드 이미지 핸들링" + msgid "GDScript" msgstr "GDScript" @@ -2828,9 +2831,6 @@ msgstr "저작권" msgid "glTF" msgstr "glTF" -msgid "Embedded Image Handling" -msgstr "임베디드 이미지 핸들링" - msgid "Color" msgstr "색상" @@ -3989,39 +3989,6 @@ msgstr "가로 뒤집기" msgid "Flip V" msgstr "세로 뒤집기" -msgid "Monitoring" -msgstr "모니터링" - -msgid "Monitorable" -msgstr "모니터링 가능" - -msgid "Gravity" -msgstr "중력" - -msgid "Space Override" -msgstr "공간 오버라이드" - -msgid "Point" -msgstr "점" - -msgid "Point Unit Distance" -msgstr "점 유닛 거리" - -msgid "Point Center" -msgstr "점 중간" - -msgid "Direction" -msgstr "방향" - -msgid "Linear Damp" -msgstr "선형 댐핑" - -msgid "Angular Damp" -msgstr "각도 댐핑" - -msgid "Audio Bus" -msgstr "오디오 버스" - msgid "Current" msgstr "사용 중" @@ -4139,30 +4106,6 @@ msgstr "여백 비우기" msgid "Use Mipmaps" msgstr "밉맵 사용" -msgid "Disable Mode" -msgstr "비활성화 모드" - -msgid "Input" -msgstr "입력" - -msgid "Pickable" -msgstr "집기 가능" - -msgid "Build Mode" -msgstr "빌드 모드" - -msgid "Disabled" -msgstr "비활성화됨" - -msgid "One Way Collision" -msgstr "일방향 충돌" - -msgid "One Way Collision Margin" -msgstr "일방향 충돌 간격" - -msgid "Debug Color" -msgstr "디버그 색상" - msgid "Emitting" msgstr "방출" @@ -4226,9 +4169,15 @@ msgstr "파티클 플래그" msgid "Align Y" msgstr "Y 정렬" +msgid "Direction" +msgstr "방향" + msgid "Spread" msgstr "스프레드" +msgid "Gravity" +msgstr "중력" + msgid "Initial Velocity" msgstr "초기 속도" @@ -4361,48 +4310,6 @@ msgstr "섹션" msgid "Section Subdivisions" msgstr "섹션 세분" -msgid "Node A" -msgstr "노드 A" - -msgid "Node B" -msgstr "노드 B" - -msgid "Bias" -msgstr "바이어스" - -msgid "Disable Collision" -msgstr "충돌 비활성화" - -msgid "Softness" -msgstr "연성" - -msgid "Angular Limit" -msgstr "각 제한" - -msgid "Lower" -msgstr "하한" - -msgid "Upper" -msgstr "상한" - -msgid "Motor" -msgstr "모터" - -msgid "Target Velocity" -msgstr "목표 속도" - -msgid "Length" -msgstr "길이" - -msgid "Initial Offset" -msgstr "초기 오프셋" - -msgid "Rest Length" -msgstr "나머지 길이" - -msgid "Stiffness" -msgstr "강성" - msgid "Editor Only" msgstr "에디터 전용" @@ -4589,6 +4496,18 @@ msgstr "어보이던스 제약" msgid "Skew" msgstr "기울임" +msgid "Repeat" +msgstr "반복" + +msgid "Begin" +msgstr "시작점" + +msgid "End" +msgstr "끝" + +msgid "Follow Viewport" +msgstr "뷰포트 따라가기" + msgid "Scroll" msgstr "스크롤" @@ -4634,6 +4553,144 @@ msgstr "회전함" msgid "Cubic Interp" msgstr "입방형 보간" +msgid "Sync to Physics" +msgstr "물리와 동기화" + +msgid "Monitoring" +msgstr "모니터링" + +msgid "Monitorable" +msgstr "모니터링 가능" + +msgid "Space Override" +msgstr "공간 오버라이드" + +msgid "Point" +msgstr "점" + +msgid "Point Unit Distance" +msgstr "점 유닛 거리" + +msgid "Point Center" +msgstr "점 중간" + +msgid "Linear Damp" +msgstr "선형 댐핑" + +msgid "Angular Damp" +msgstr "각도 댐핑" + +msgid "Audio Bus" +msgstr "오디오 버스" + +msgid "Motion Mode" +msgstr "움직임 모드" + +msgid "Up Direction" +msgstr "위 방향" + +msgid "Slide on Ceiling" +msgstr "천장에서 슬라이딩" + +msgid "Wall Min Slide Angle" +msgstr "벽 최소 슬라이딩 각도" + +msgid "Floor" +msgstr "바닥" + +msgid "Stop on Slope" +msgstr "경사면에서 정지" + +msgid "Constant Speed" +msgstr "상수 속력" + +msgid "Max Angle" +msgstr "최대 각도" + +msgid "Snap Length" +msgstr "스냅 길이" + +msgid "Moving Platform" +msgstr "움직이는 플랫폼" + +msgid "On Leave" +msgstr "나갈 때" + +msgid "Floor Layers" +msgstr "바닥 레이어" + +msgid "Wall Layers" +msgstr "벽 레이어" + +msgid "Safe Margin" +msgstr "안전 마진" + +msgid "Disable Mode" +msgstr "비활성화 모드" + +msgid "Input" +msgstr "입력" + +msgid "Pickable" +msgstr "집기 가능" + +msgid "Build Mode" +msgstr "빌드 모드" + +msgid "Disabled" +msgstr "비활성화됨" + +msgid "One Way Collision" +msgstr "일방향 충돌" + +msgid "One Way Collision Margin" +msgstr "일방향 충돌 간격" + +msgid "Debug Color" +msgstr "디버그 색상" + +msgid "Length" +msgstr "길이" + +msgid "Rest Length" +msgstr "나머지 길이" + +msgid "Stiffness" +msgstr "강성" + +msgid "Initial Offset" +msgstr "초기 오프셋" + +msgid "Node A" +msgstr "노드 A" + +msgid "Node B" +msgstr "노드 B" + +msgid "Bias" +msgstr "바이어스" + +msgid "Disable Collision" +msgstr "충돌 비활성화" + +msgid "Softness" +msgstr "연성" + +msgid "Angular Limit" +msgstr "각 제한" + +msgid "Lower" +msgstr "하한" + +msgid "Upper" +msgstr "상한" + +msgid "Motor" +msgstr "모터" + +msgid "Target Velocity" +msgstr "목표 속도" + msgid "Bone 2D Nodepath" msgstr "본 2D 노드 경로" @@ -4649,14 +4706,23 @@ msgstr "물리 시뮬레이션" msgid "Follow Bone When Simulating" msgstr "시뮬레이션 시 본을 따르기" -msgid "Constant Linear Velocity" -msgstr "상수 선속도" +msgid "Exclude Parent" +msgstr "부모 제외" -msgid "Constant Angular Velocity" -msgstr "상수 각속도" +msgid "Target Position" +msgstr "목표 위치" -msgid "Sync to Physics" -msgstr "물리와 동기화" +msgid "Hit From Inside" +msgstr "내부에서 충돌" + +msgid "Collide With" +msgstr "닿을 것" + +msgid "Areas" +msgstr "에이리어" + +msgid "Bodies" +msgstr "바디" msgid "Gravity Scale" msgstr "중력 스케일" @@ -4715,47 +4781,17 @@ msgstr "상수 힘" msgid "Torque" msgstr "토크" -msgid "Motion Mode" -msgstr "움직임 모드" +msgid "Margin" +msgstr "마진" -msgid "Up Direction" -msgstr "위 방향" +msgid "Max Results" +msgstr "최대 결과 수" -msgid "Slide on Ceiling" -msgstr "천장에서 슬라이딩" +msgid "Constant Linear Velocity" +msgstr "상수 선속도" -msgid "Wall Min Slide Angle" -msgstr "벽 최소 슬라이딩 각도" - -msgid "Floor" -msgstr "바닥" - -msgid "Stop on Slope" -msgstr "경사면에서 정지" - -msgid "Constant Speed" -msgstr "상수 속력" - -msgid "Max Angle" -msgstr "최대 각도" - -msgid "Snap Length" -msgstr "스냅 길이" - -msgid "Moving Platform" -msgstr "움직이는 플랫폼" - -msgid "On Leave" -msgstr "나갈 때" - -msgid "Floor Layers" -msgstr "바닥 레이어" - -msgid "Wall Layers" -msgstr "벽 레이어" - -msgid "Safe Margin" -msgstr "안전 마진" +msgid "Constant Angular Velocity" +msgstr "상수 각속도" msgid "UV" msgstr "UV" @@ -4769,24 +4805,6 @@ msgstr "폴리곤" msgid "Internal Vertex Count" msgstr "내부 꼭짓점 개수" -msgid "Exclude Parent" -msgstr "부모 제외" - -msgid "Target Position" -msgstr "목표 위치" - -msgid "Hit From Inside" -msgstr "내부에서 충돌" - -msgid "Collide With" -msgstr "닿을 것" - -msgid "Areas" -msgstr "에이리어" - -msgid "Bodies" -msgstr "바디" - msgid "Remote Path" msgstr "원격 경로" @@ -4796,12 +4814,6 @@ msgstr "전역 좌표 사용" msgid "Update" msgstr "업데이트" -msgid "Margin" -msgstr "마진" - -msgid "Max Results" -msgstr "최대 결과 수" - msgid "Auto Calculate Length and Angle" msgstr "길이와 각도 자동 계산" @@ -4862,24 +4874,6 @@ msgstr "활성화함" msgid "Node Path" msgstr "노드 경로" -msgid "Wind" -msgstr "바람" - -msgid "Force Magnitude" -msgstr "힘 강도" - -msgid "Attenuation Factor" -msgstr "감쇠율" - -msgid "Source Path" -msgstr "소스 경로" - -msgid "Reverb Bus" -msgstr "리버브 버스" - -msgid "Uniformity" -msgstr "균일성" - msgid "Attenuation Model" msgstr "감쇠 모델" @@ -5015,9 +5009,6 @@ msgstr "페이드 하한" msgid "Distance Fade" msgstr "거리 페이드" -msgid "Begin" -msgstr "시작점" - msgid "Transform Align" msgstr "변형 정렬" @@ -5051,99 +5042,12 @@ msgstr "가시성 범위" msgid "Begin Margin" msgstr "마진 시작" -msgid "End" -msgstr "끝" - msgid "End Margin" msgstr "끝 마진" msgid "Fade Mode" msgstr "페이드 모드" -msgid "Solver Priority" -msgstr "솔버 우선 순위" - -msgid "Exclude Nodes From Collision" -msgstr "노드를 충돌에서 제외" - -msgid "Params" -msgstr "매개 변수" - -msgid "Impulse Clamp" -msgstr "충격 제한" - -msgid "Relaxation" -msgstr "완화" - -msgid "Max Impulse" -msgstr "최대 충격" - -msgid "Linear Limit" -msgstr "선형 제한" - -msgid "Upper Distance" -msgstr "거리 상한" - -msgid "Lower Distance" -msgstr "거리 하한" - -msgid "Restitution" -msgstr "복원력" - -msgid "Linear Motion" -msgstr "선운동" - -msgid "Linear Ortho" -msgstr "선형 직교" - -msgid "Upper Angle" -msgstr "각도 상한" - -msgid "Lower Angle" -msgstr "각도 하한" - -msgid "Angular Motion" -msgstr "각운동" - -msgid "Angular Ortho" -msgstr "각 직교" - -msgid "Swing Span" -msgstr "스윙 폭" - -msgid "Twist Span" -msgstr "트위스트 폭" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "직선형 모터" - -msgid "Force Limit" -msgstr "힘 제한" - -msgid "Linear Spring" -msgstr "선형 스프링" - -msgid "Equilibrium Point" -msgstr "평형점" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "회전 모터" - -msgid "Angular Spring" -msgstr "회전 스프링" - msgid "Pixel Size" msgstr "픽셀 크기" @@ -5390,6 +5294,114 @@ msgstr "모델 앞면 사용" msgid "Tilt Enabled" msgstr "기울이기 활성화" +msgid "Wind" +msgstr "바람" + +msgid "Force Magnitude" +msgstr "힘 강도" + +msgid "Attenuation Factor" +msgstr "감쇠율" + +msgid "Source Path" +msgstr "소스 경로" + +msgid "Reverb Bus" +msgstr "리버브 버스" + +msgid "Uniformity" +msgstr "균일성" + +msgid "Swing Span" +msgstr "스윙 폭" + +msgid "Twist Span" +msgstr "트위스트 폭" + +msgid "Relaxation" +msgstr "완화" + +msgid "Linear Limit" +msgstr "선형 제한" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "거리 상한" + +msgid "Lower Distance" +msgstr "거리 하한" + +msgid "Restitution" +msgstr "복원력" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "직선형 모터" + +msgid "Force Limit" +msgstr "힘 제한" + +msgid "Linear Spring" +msgstr "선형 스프링" + +msgid "Equilibrium Point" +msgstr "평형점" + +msgid "Upper Angle" +msgstr "각도 상한" + +msgid "Lower Angle" +msgstr "각도 하한" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "회전 모터" + +msgid "Angular Spring" +msgstr "회전 스프링" + +msgid "Params" +msgstr "매개 변수" + +msgid "Max Impulse" +msgstr "최대 충격" + +msgid "Solver Priority" +msgstr "솔버 우선 순위" + +msgid "Exclude Nodes From Collision" +msgstr "노드를 충돌에서 제외" + +msgid "Impulse Clamp" +msgstr "충격 제한" + +msgid "Linear Motion" +msgstr "선운동" + +msgid "Linear Ortho" +msgstr "선형 직교" + +msgid "Angular Motion" +msgstr "각운동" + +msgid "Angular Ortho" +msgstr "각 직교" + +msgid "Friction" +msgstr "마찰력" + +msgid "Bounce" +msgstr "바운스" + msgid "Axis Lock" msgstr "축 잠금" @@ -5411,15 +5423,51 @@ msgstr "각 Y" msgid "Angular Z" msgstr "각 Z" -msgid "Friction" -msgstr "마찰력" - -msgid "Bounce" -msgstr "바운스" - msgid "Debug Shape" msgstr "디버그 모양" +msgid "Spring Length" +msgstr "스프링 길이" + +msgid "Per-Wheel Motion" +msgstr "바퀴마다 운동" + +msgid "Engine Force" +msgstr "엔진 힘" + +msgid "Brake" +msgstr "브레이크" + +msgid "Steering" +msgstr "스티어링" + +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D 운동" + +msgid "Use as Traction" +msgstr "견인용으로 사용" + +msgid "Use as Steering" +msgstr "스티어링으로 사용" + +msgid "Wheel" +msgstr "바퀴" + +msgid "Roll Influence" +msgstr "구르기 영향력" + +msgid "Friction Slip" +msgstr "마찰력 슬립" + +msgid "Suspension" +msgstr "서스펜션" + +msgid "Travel" +msgstr "진행" + +msgid "Max Force" +msgstr "최대 힘" + msgid "Origin Offset" msgstr "원점 오프셋" @@ -5474,48 +5522,6 @@ msgstr "댐핑 계수" msgid "Drag Coefficient" msgstr "항력 계수" -msgid "Spring Length" -msgstr "스프링 길이" - -msgid "Per-Wheel Motion" -msgstr "바퀴마다 운동" - -msgid "Engine Force" -msgstr "엔진 힘" - -msgid "Brake" -msgstr "브레이크" - -msgid "Steering" -msgstr "스티어링" - -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D 운동" - -msgid "Use as Traction" -msgstr "견인용으로 사용" - -msgid "Use as Steering" -msgstr "스티어링으로 사용" - -msgid "Wheel" -msgstr "바퀴" - -msgid "Roll Influence" -msgstr "구르기 영향력" - -msgid "Friction Slip" -msgstr "마찰력 슬립" - -msgid "Suspension" -msgstr "서스펜션" - -msgid "Travel" -msgstr "진행" - -msgid "Max Force" -msgstr "최대 힘" - msgid "Track Physics Step" msgstr "물리 스텝 추적" @@ -6185,18 +6191,12 @@ msgstr "Z를 상대값으로" msgid "Y Sort Enabled" msgstr "Y 정렬 사용" -msgid "Repeat" -msgstr "반복" - msgid "Use Parent Material" msgstr "부모 머티리얼 사용" msgid "NormalMap" msgstr "노멀 맵" -msgid "Follow Viewport" -msgstr "뷰포트 따라가기" - msgid "Download File" msgstr "다운로드 파일" @@ -6350,6 +6350,198 @@ msgstr "2D 물리" msgid "3D Physics" msgstr "3D 물리" +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Terrains" +msgstr "지형" + +msgid "Custom Data" +msgstr "커스텀 데이터" + +msgid "Tile Proxies" +msgstr "타일 프록시" + +msgid "Source Level" +msgstr "소스 레벨" + +msgid "Coords Level" +msgstr "좌표 레벨" + +msgid "Alternative Level" +msgstr "대체 레벨" + +msgid "Tile Shape" +msgstr "타일 모양" + +msgid "Tile Layout" +msgstr "타일 레이아웃" + +msgid "Tile Offset Axis" +msgstr "타일 오프셋 축" + +msgid "Tile Size" +msgstr "타일 크기" + +msgid "UV Clipping" +msgstr "UV 클리핑" + +msgid "Occlusion Layers" +msgstr "오클루전 레이어" + +msgid "Physics Layers" +msgstr "물리 레이어" + +msgid "Terrain Sets" +msgstr "지형 세트" + +msgid "Custom Data Layers" +msgstr "커스텀 데이터 레이어" + +msgid "Scenes" +msgstr "씬" + +msgid "Scene" +msgstr "씬" + +msgid "Display Placeholder" +msgstr "자리 표시자 보이기" + +msgid "Polygons Count" +msgstr "폴리곤 개수" + +msgid "One Way" +msgstr "일방향" + +msgid "One Way Margin" +msgstr "일방향 여백" + +msgid "Transpose" +msgstr "전치" + +msgid "Texture Origin" +msgstr "텍스처 원점" + +msgid "Y Sort Origin" +msgstr "Y 정렬 기준점" + +msgid "Terrain Set" +msgstr "지형 세트" + +msgid "Terrain" +msgstr "지형" + +msgid "Miscellaneous" +msgstr "기타" + +msgid "Probability" +msgstr "확률" + +msgid "Distance" +msgstr "거리" + +msgid "Density" +msgstr "밀도" + +msgid "Height Falloff" +msgstr "높이 감소율" + +msgid "Edge Fade" +msgstr "모서리 페이드" + +msgid "Density Texture" +msgstr "밀도 텍스처" + +msgid "Map Width" +msgstr "맵 너비" + +msgid "Map Depth" +msgstr "맵 깊이" + +msgid "Map Data" +msgstr "맵 데이터" + +msgid "Item" +msgstr "항목" + +msgid "Preview" +msgstr "미리보기" + +msgid "Subdivide Width" +msgstr "서브디바이드 너비" + +msgid "Subdivide Height" +msgstr "서브디바이드 높이" + +msgid "Subdivide Depth" +msgstr "서브디바이드 깊이" + +msgid "Bone" +msgstr "본" + +msgid "Sky" +msgstr "하늘" + +msgid "Top Color" +msgstr "위쪽 색상" + +msgid "Horizon Color" +msgstr "지평선 색상" + +msgid "Energy Multiplier" +msgstr "에너지 배수" + +msgid "Cover" +msgstr "커버" + +msgid "Cover Modulate" +msgstr "커버 변조" + +msgid "Ground" +msgstr "땅" + +msgid "Bottom Color" +msgstr "아래쪽 색상" + +msgid "Sun" +msgstr "태양" + +msgid "Panorama" +msgstr "파노라마" + +msgid "Rayleigh" +msgstr "레일리" + +msgid "Coefficient" +msgstr "계수" + +msgid "Mie" +msgstr "미" + +msgid "Eccentricity" +msgstr "이심률" + +msgid "Turbidity" +msgstr "탁도" + +msgid "Sun Disk Scale" +msgstr "태양 디스크 크기" + +msgid "Ground Color" +msgstr "땅 색상" + +msgid "Night Sky" +msgstr "밤하늘" + +msgid "Fallback Environment" +msgstr "대안 환경" + +msgid "Plane" +msgstr "평면" + msgid "Frames" msgstr "프레임" @@ -6386,15 +6578,9 @@ msgstr "곡선 Y" msgid "Curve Z" msgstr "곡선 Z" -msgid "Energy Multiplier" -msgstr "에너지 배수" - msgid "Canvas Max Layer" msgstr "캔버스 최대 레이어" -msgid "Sky" -msgstr "하늘" - msgid "Custom FOV" msgstr "커스텀 FOV" @@ -6542,9 +6728,6 @@ msgstr "빛 에너지" msgid "Sun Scatter" msgstr "태양 산란" -msgid "Density" -msgstr "밀도" - msgid "Aerial Perspective" msgstr "공기 원근법" @@ -6584,15 +6767,6 @@ msgstr "포화도" msgid "Color Correction" msgstr "색상 보정" -msgid "Height Falloff" -msgstr "높이 감소율" - -msgid "Edge Fade" -msgstr "모서리 페이드" - -msgid "Density Texture" -msgstr "밀도 텍스처" - msgid "Base Font" msgstr "기반 글꼴" @@ -6635,15 +6809,6 @@ msgstr "으로부터" msgid "To" msgstr "까지" -msgid "Map Width" -msgstr "맵 너비" - -msgid "Map Depth" -msgstr "맵 깊이" - -msgid "Map Data" -msgstr "맵 데이터" - msgid "Next Pass" msgstr "다음 패스" @@ -6806,21 +6971,12 @@ msgstr "파티클 트레일 사용" msgid "Proximity Fade" msgstr "프록시미티 페이드" -msgid "Distance" -msgstr "거리" - msgid "MSDF" msgstr "MSDF" msgid "Pixel Range" msgstr "픽셀 범위" -msgid "Item" -msgstr "항목" - -msgid "Preview" -msgstr "미리보기" - msgid "Base Texture" msgstr "기반 텍스처" @@ -6878,24 +7034,6 @@ msgstr "크기 오버라이드" msgid "Keep Compressed Buffer" msgstr "압축된 버퍼 유지" -msgid "Subdivide Width" -msgstr "서브디바이드 너비" - -msgid "Subdivide Height" -msgstr "서브디바이드 높이" - -msgid "Subdivide Depth" -msgstr "서브디바이드 깊이" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Bone" -msgstr "본" - msgid "Sky Material" msgstr "하늘 머티리얼" @@ -6905,54 +7043,6 @@ msgstr "프로세스 모드" msgid "Radiance Size" msgstr "광도 크기" -msgid "Top Color" -msgstr "위쪽 색상" - -msgid "Horizon Color" -msgstr "지평선 색상" - -msgid "Cover" -msgstr "커버" - -msgid "Cover Modulate" -msgstr "커버 변조" - -msgid "Ground" -msgstr "땅" - -msgid "Bottom Color" -msgstr "아래쪽 색상" - -msgid "Sun" -msgstr "태양" - -msgid "Panorama" -msgstr "파노라마" - -msgid "Rayleigh" -msgstr "레일리" - -msgid "Coefficient" -msgstr "계수" - -msgid "Mie" -msgstr "미" - -msgid "Eccentricity" -msgstr "이심률" - -msgid "Turbidity" -msgstr "탁도" - -msgid "Sun Disk Scale" -msgstr "태양 디스크 크기" - -msgid "Ground Color" -msgstr "땅 색상" - -msgid "Night Sky" -msgstr "밤하늘" - msgid "Content Margins" msgstr "내용물 여백" @@ -7001,90 +7091,6 @@ msgstr "기본 글꼴" msgid "Default Font Size" msgstr "기본 글꼴 크기" -msgid "Terrains" -msgstr "지형" - -msgid "Custom Data" -msgstr "커스텀 데이터" - -msgid "Tile Proxies" -msgstr "타일 프록시" - -msgid "Source Level" -msgstr "소스 레벨" - -msgid "Coords Level" -msgstr "좌표 레벨" - -msgid "Alternative Level" -msgstr "대체 레벨" - -msgid "Tile Shape" -msgstr "타일 모양" - -msgid "Tile Layout" -msgstr "타일 레이아웃" - -msgid "Tile Offset Axis" -msgstr "타일 오프셋 축" - -msgid "Tile Size" -msgstr "타일 크기" - -msgid "UV Clipping" -msgstr "UV 클리핑" - -msgid "Occlusion Layers" -msgstr "오클루전 레이어" - -msgid "Physics Layers" -msgstr "물리 레이어" - -msgid "Terrain Sets" -msgstr "지형 세트" - -msgid "Custom Data Layers" -msgstr "커스텀 데이터 레이어" - -msgid "Scenes" -msgstr "씬" - -msgid "Scene" -msgstr "씬" - -msgid "Display Placeholder" -msgstr "자리 표시자 보이기" - -msgid "Polygons Count" -msgstr "폴리곤 개수" - -msgid "One Way" -msgstr "일방향" - -msgid "One Way Margin" -msgstr "일방향 여백" - -msgid "Transpose" -msgstr "전치" - -msgid "Texture Origin" -msgstr "텍스처 원점" - -msgid "Y Sort Origin" -msgstr "Y 정렬 기준점" - -msgid "Terrain Set" -msgstr "지형 세트" - -msgid "Terrain" -msgstr "지형" - -msgid "Miscellaneous" -msgstr "기타" - -msgid "Probability" -msgstr "확률" - msgid "File" msgstr "파일" @@ -7103,12 +7109,6 @@ msgstr "서피스 인덱스" msgid "Degrees Mode" msgstr "각도 모드" -msgid "Fallback Environment" -msgstr "대안 환경" - -msgid "Plane" -msgstr "평면" - msgid "Clear" msgstr "지우기" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index 79bda7ef052..15cbf373886 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -90,8 +90,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-15 10:11+0000\n" -"Last-Translator: damian \n" +"PO-Revision-Date: 2024-02-29 19:48+0000\n" +"Last-Translator: Tomek \n" "Language-Team: Polish \n" "Language: pl\n" @@ -100,7 +100,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Aplikacja" @@ -132,6 +132,9 @@ msgstr "Wyłączenie stdout" msgid "Disable stderr" msgstr "Wyłączenie stderr" +msgid "Print Header" +msgstr "Wyświetl nagłówek" + msgid "Use Hidden Project Data Directory" msgstr "Użyj ukrytego katalogu danych projektu" @@ -216,6 +219,12 @@ msgstr "Animacja" msgid "Warnings" msgstr "Ostrzeżenia" +msgid "Check Invalid Track Paths" +msgstr "Sprawdź nieprawidłowe ścieżki animacji" + +msgid "Check Angle Interpolation Type Conflicting" +msgstr "Sprawdź konflikt typu interpolacji kąta" + msgid "Audio" msgstr "Audio" @@ -372,6 +381,15 @@ msgstr "Zastosuj nadpróbkowanie" msgid "Rendering Device" msgstr "Urządzenie renderujące" +msgid "V-Sync" +msgstr "Synchronizacja pionowa (V-Sync)" + +msgid "Frame Queue Size" +msgstr "Rozmiar kolejki klatki" + +msgid "Swapchain Image Count" +msgstr "Liczba obrazków łańcucha wymiany" + msgid "Staging Buffer" msgstr "Bufor przejściowy" @@ -396,6 +414,21 @@ msgstr "Vulkan (API)" msgid "Max Descriptors per Pool" msgstr "Maks. liczba deskryptorów na pulę" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Maks. liczba deskryptorów zasobów na klatkę" + +msgid "Max Sampler Descriptors per Frame" +msgstr "Maks. liczba deskryptorów samplerów na klatkę" + +msgid "Max Misc Descriptors per Frame" +msgstr "Maks. liczba różnych deskryptorów na klatkę" + +msgid "Agility SDK Version" +msgstr "Wersja Agility SDK" + msgid "Textures" msgstr "Tekstury" @@ -459,12 +492,18 @@ msgstr "Urządzenia wejściowe" msgid "Compatibility" msgstr "Kompatybilny" +msgid "Legacy Just Pressed Behavior" +msgstr "Stare zachowanie Just Pressed" + msgid "Device" msgstr "Urządzenie" msgid "Window ID" msgstr "ID Okna" +msgid "Command or Control Autoremap" +msgstr "Automatyczne przemapowanie Command i Control" + msgid "Alt Pressed" msgstr "Alt Wciśnięty" @@ -474,6 +513,9 @@ msgstr "Shift Wciśnięty" msgid "Ctrl Pressed" msgstr "Ctrl Wciśnięty" +msgid "Meta Pressed" +msgstr "Meta wciśnięty" + msgid "Pressed" msgstr "Wciśnięty" @@ -528,9 +570,15 @@ msgstr "Odwrócone pióro" msgid "Relative" msgstr "Względny" +msgid "Screen Relative" +msgstr "Względem ekranu" + msgid "Velocity" msgstr "Prędkość" +msgid "Screen Velocity" +msgstr "Prędkość ekranowa" + msgid "Axis" msgstr "Oś" @@ -573,6 +621,9 @@ msgstr "Skrót" msgid "Events" msgstr "Zdarzenia" +msgid "Include Navigational" +msgstr "Dołącz nawigacyjne" + msgid "Include Hidden" msgstr "Zawrzyj ukryte" @@ -624,6 +675,9 @@ msgstr "Przesunięcie" msgid "Cell Size" msgstr "Rozmiar Komórki" +msgid "Cell Shape" +msgstr "Kształt komórki" + msgid "Jumping Enabled" msgstr "Skakanie włączone" @@ -633,6 +687,9 @@ msgstr "Domyślna Heurystyka Obliczeniowa" msgid "Default Estimate Heuristic" msgstr "Domyślna Heurystyka Szacunkowa" +msgid "Diagonal Mode" +msgstr "Tryb przekątny" + msgid "Seed" msgstr "Ziarno" @@ -648,6 +705,9 @@ msgstr "Limity" msgid "Message Queue" msgstr "Kolejka wiadomości" +msgid "Max Steps" +msgstr "Maksymalne kroki" + msgid "Network" msgstr "Sieć" @@ -829,16 +889,19 @@ msgid "Disable Folding" msgstr "Wyłącz zwijanie" msgid "Auto Unfold Foreign Scenes" -msgstr "Automatyczne rozwijanie zagranicznych scen" +msgstr "Automatyczne rozwijanie obcych scen" msgid "Horizontal Vector2 Editing" -msgstr "Edycja pozioma Vector2" +msgstr "Pozioma edycja Vector2" msgid "Horizontal Vector Types Editing" -msgstr "Edycja poziomych typów wektorów" +msgstr "Pozioma edycja typów wektorowych" msgid "Default Color Picker Mode" -msgstr "Domyślny tryb pobieracza kolorów" +msgstr "Domyślny tryb próbnika kolorów" + +msgid "Default Color Picker Shape" +msgstr "Domyślny kształt próbnika kolorów" msgid "Theme" msgstr "Motyw" @@ -912,9 +975,6 @@ msgstr "Rozmiar miniaturki" msgid "Import" msgstr "Zaimportuj" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "Ścieżka do FBX2glTF" @@ -1446,6 +1506,9 @@ msgstr "Osadź PCK" msgid "Texture Format" msgstr "Format tekstury" +msgid "ETC2 ASTC" +msgstr "ETC2 ASTC" + msgid "Export" msgstr "Eksportuj" @@ -1876,7 +1939,7 @@ msgid "stdout" msgstr "stdout" msgid "Print GPU Profile" -msgstr "Wydrukuj profil GPU" +msgstr "Wyświetl profil GPU" msgid "Verbose stdout" msgstr "Werbalne stdout" @@ -2022,6 +2085,9 @@ msgstr "Ścieżka dołączona" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "GDScript" @@ -2289,9 +2355,6 @@ msgstr "Klatka" msgid "Centered" msgstr "Wyśrodkowana" -msgid "Point" -msgstr "Punkt" - msgid "Left" msgstr "Lewo" @@ -2301,12 +2364,6 @@ msgstr "Góra" msgid "Right" msgstr "Prawo" -msgid "Input" -msgstr "Wejście" - -msgid "Disabled" -msgstr "Wyłączony" - msgid "Time" msgstr "Czas" @@ -2355,12 +2412,27 @@ msgstr "Tryb tekstury" msgid "Navigation Layers" msgstr "Warstwy nawigacji" -msgid "Linear" -msgstr "Liniowy" +msgid "Repeat" +msgstr "Powtórz" + +msgid "End" +msgstr "Koniec" + +msgid "Point" +msgstr "Punkt" msgid "Max Angle" msgstr "Maksymalny kąt" +msgid "Input" +msgstr "Wejście" + +msgid "Disabled" +msgstr "Wyłączony" + +msgid "Linear" +msgstr "Liniowy" + msgid "UV" msgstr "UV" @@ -2391,9 +2463,6 @@ msgstr "Maska usuwania" msgid "Modulate" msgstr "Moduluj" -msgid "End" -msgstr "Koniec" - msgid "Flags" msgstr "Flagi" @@ -2421,6 +2490,12 @@ msgstr "Maksymalny rozmiar tekstury" msgid "Bounce" msgstr "Odbijanie" +msgid "Wheel" +msgstr "Koło" + +msgid "Travel" +msgstr "Przejdź" + msgid "Bones" msgstr "Kości" @@ -2430,12 +2505,6 @@ msgstr "Cel" msgid "Simulation Precision" msgstr "Precyzja symulacji" -msgid "Wheel" -msgstr "Koło" - -msgid "Travel" -msgstr "Przejdź" - msgid "Ignore Occlusion Culling" msgstr "Ignoruj usuwanie niewidocznych powierzchni" @@ -2523,9 +2592,6 @@ msgstr "Rozszerz" msgid "Z Index" msgstr "Indeks Z" -msgid "Repeat" -msgstr "Powtórz" - msgid "NormalMap" msgstr "NormalMap" @@ -2556,6 +2622,45 @@ msgstr "Fizyka 2D" msgid "3D Physics" msgstr "Fizyka 3D" +msgid "B" +msgstr "B" + +msgid "Terrains" +msgstr "Tereny" + +msgid "Custom Data" +msgstr "Własne dane" + +msgid "Transpose" +msgstr "Transpozycja" + +msgid "Texture Origin" +msgstr "Początek tekstury" + +msgid "Y Sort Origin" +msgstr "Początek sortowania Y" + +msgid "Miscellaneous" +msgstr "Różne" + +msgid "Probability" +msgstr "Prawdopodobieństwo" + +msgid "Density Texture" +msgstr "Tekstura gęstości" + +msgid "Item" +msgstr "Element" + +msgid "Preview" +msgstr "Podgląd" + +msgid "Sky" +msgstr "Niebo" + +msgid "Ground Color" +msgstr "Kolor podłoża" + msgid "Atlas" msgstr "Atlas" @@ -2568,9 +2673,6 @@ msgstr "Dalekie przejście" msgid "Near Transition" msgstr "Bliskie przejście" -msgid "Sky" -msgstr "Niebo" - msgid "Source" msgstr "Źródło" @@ -2598,9 +2700,6 @@ msgstr "Mgła" msgid "Color Correction" msgstr "Korekcja koloru" -msgid "Density Texture" -msgstr "Tekstura gęstości" - msgid "Features" msgstr "Funkcje" @@ -2634,12 +2733,6 @@ msgstr "Próbkowanie" msgid "MSDF" msgstr "MSDF" -msgid "Item" -msgstr "Element" - -msgid "Preview" -msgstr "Podgląd" - msgid "Base Texture" msgstr "Bazowa tekstura" @@ -2652,12 +2745,6 @@ msgstr "Format transformacji" msgid "Parsed Geometry Type" msgstr "Parsowany typ geometrii" -msgid "B" -msgstr "B" - -msgid "Ground Color" -msgstr "Kolor podłoża" - msgid "Blend" msgstr "Mieszanie" @@ -2676,27 +2763,6 @@ msgstr "Lewy dolny róg" msgid "Texture Margins" msgstr "Marginesy tekstury" -msgid "Terrains" -msgstr "Tereny" - -msgid "Custom Data" -msgstr "Własne dane" - -msgid "Transpose" -msgstr "Transpozycja" - -msgid "Texture Origin" -msgstr "Początek tekstury" - -msgid "Y Sort Origin" -msgstr "Początek sortowania Y" - -msgid "Miscellaneous" -msgstr "Różne" - -msgid "Probability" -msgstr "Prawdopodobieństwo" - msgid "File" msgstr "Plik" @@ -2814,6 +2880,15 @@ msgstr "Zredukuj" msgid "Ensure Correct Normals" msgstr "Zapewnij prawidłowe wartości normalnych" +msgid "VRAM Compression" +msgstr "Kompresja VRAM" + +msgid "Import S3TC BPTC" +msgstr "Importuj S3TC BPTC" + +msgid "Import ETC2 ASTC" +msgstr "Importuj ETC2 ASTC" + msgid "Shadow Atlas" msgstr "Atlas cieni" diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po index 7619cc905ce..6a309639115 100644 --- a/editor/translations/properties/pt.po +++ b/editor/translations/properties/pt.po @@ -802,9 +802,6 @@ msgstr "Importar" msgid "RPC Server Uptime" msgstr "Servidor RPC Uptime" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" @@ -2002,6 +1999,12 @@ msgstr "Caminho Unido" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Manuseio de imagens embutido" + msgid "GDScript" msgstr "GDScript" @@ -2032,9 +2035,6 @@ msgstr "Direitos Autorais" msgid "glTF" msgstr "'glTF'" -msgid "Embedded Image Handling" -msgstr "Manuseio de imagens embutido" - msgid "Color" msgstr "Cor" @@ -2911,27 +2911,6 @@ msgstr "Virar Horizontal" msgid "Flip V" msgstr "Virar Vertical" -msgid "Monitoring" -msgstr "Monitorando" - -msgid "Monitorable" -msgstr "Monitorável" - -msgid "Gravity" -msgstr "Gravidade" - -msgid "Point" -msgstr "Ponto" - -msgid "Direction" -msgstr "Direção" - -msgid "Angular Damp" -msgstr "Amortecimento Angular" - -msgid "Audio Bus" -msgstr "Canal de Áudio" - msgid "Current" msgstr "Atual" @@ -2995,15 +2974,6 @@ msgstr "Limites de Desenho" msgid "Tweaks" msgstr "Ajustes" -msgid "Input" -msgstr "Entrada" - -msgid "Pickable" -msgstr "Pegável" - -msgid "Disabled" -msgstr "Desativado" - msgid "Emitting" msgstr "Emitindo" @@ -3058,9 +3028,15 @@ msgstr "Normais" msgid "Colors" msgstr "Cores" +msgid "Direction" +msgstr "Direção" + msgid "Spread" msgstr "Espalhar" +msgid "Gravity" +msgstr "Gravidade" + msgid "Initial Velocity" msgstr "Velocidade Inicial" @@ -3115,36 +3091,6 @@ msgstr "Processo de Material" msgid "Section Subdivisions" msgstr "Subdivisões de Secção" -msgid "Node A" -msgstr "Nó A" - -msgid "Node B" -msgstr "Nó B" - -msgid "Bias" -msgstr "'Bias'" - -msgid "Disable Collision" -msgstr "Desativar Colisão" - -msgid "Softness" -msgstr "Maciêz" - -msgid "Angular Limit" -msgstr "Limite Angular" - -msgid "Motor" -msgstr "'Motor'" - -msgid "Length" -msgstr "Comprimento" - -msgid "Rest Length" -msgstr "Comprimento de Repouso" - -msgid "Stiffness" -msgstr "Rigidez" - msgid "Editor Only" msgstr "Somente Editor" @@ -3220,6 +3166,15 @@ msgstr "Velocidade Máxima" msgid "Skew" msgstr "Inclinação" +msgid "Scroll Offset" +msgstr "Deslocamento da Rolagem" + +msgid "Repeat" +msgstr "Repetir" + +msgid "End" +msgstr "Fim" + msgid "Scroll" msgstr "Rolagem" @@ -3247,14 +3202,92 @@ msgstr "Deslocamento V" msgid "Cubic Interp" msgstr "Interpolação Cúbica" +msgid "Monitoring" +msgstr "Monitorando" + +msgid "Monitorable" +msgstr "Monitorável" + +msgid "Point" +msgstr "Ponto" + +msgid "Angular Damp" +msgstr "Amortecimento Angular" + +msgid "Audio Bus" +msgstr "Canal de Áudio" + +msgid "Wall Min Slide Angle" +msgstr "Ângulo mínimo de deslizamento da parede" + +msgid "Stop on Slope" +msgstr "Parar na ladeira" + +msgid "Max Angle" +msgstr "Ângulo Máximo" + +msgid "Moving Platform" +msgstr "Plataforma Móvel" + +msgid "On Leave" +msgstr "Ao sair" + +msgid "Input" +msgstr "Entrada" + +msgid "Pickable" +msgstr "Pegável" + +msgid "Disabled" +msgstr "Desativado" + +msgid "Length" +msgstr "Comprimento" + +msgid "Rest Length" +msgstr "Comprimento de Repouso" + +msgid "Stiffness" +msgstr "Rigidez" + +msgid "Node A" +msgstr "Nó A" + +msgid "Node B" +msgstr "Nó B" + +msgid "Bias" +msgstr "'Bias'" + +msgid "Disable Collision" +msgstr "Desativar Colisão" + +msgid "Softness" +msgstr "Maciêz" + +msgid "Angular Limit" +msgstr "Limite Angular" + +msgid "Motor" +msgstr "'Motor'" + msgid "Follow Bone When Simulating" msgstr "Siga o osso ao simular" -msgid "Constant Linear Velocity" -msgstr "Velocidade Linear Constante" +msgid "Exclude Parent" +msgstr "Excluir Pai" -msgid "Constant Angular Velocity" -msgstr "Velocidade Angular Constante" +msgid "Hit From Inside" +msgstr "Atingido por dentro" + +msgid "Collide With" +msgstr "Colidir com" + +msgid "Areas" +msgstr "Áreas" + +msgid "Bodies" +msgstr "Corpos" msgid "Gravity Scale" msgstr "Escala da Gravidade" @@ -3283,20 +3316,14 @@ msgstr "Angular" msgid "Torque" msgstr "Torque" -msgid "Wall Min Slide Angle" -msgstr "Ângulo mínimo de deslizamento da parede" +msgid "Margin" +msgstr "Margem" -msgid "Stop on Slope" -msgstr "Parar na ladeira" +msgid "Constant Linear Velocity" +msgstr "Velocidade Linear Constante" -msgid "Max Angle" -msgstr "Ângulo Máximo" - -msgid "Moving Platform" -msgstr "Plataforma Móvel" - -msgid "On Leave" -msgstr "Ao sair" +msgid "Constant Angular Velocity" +msgstr "Velocidade Angular Constante" msgid "UV" msgstr "UV" @@ -3304,21 +3331,6 @@ msgstr "UV" msgid "Polygons" msgstr "Polígonos" -msgid "Exclude Parent" -msgstr "Excluir Pai" - -msgid "Hit From Inside" -msgstr "Atingido por dentro" - -msgid "Collide With" -msgstr "Colidir com" - -msgid "Areas" -msgstr "Áreas" - -msgid "Bodies" -msgstr "Corpos" - msgid "Remote Path" msgstr "Remover Caminho" @@ -3328,9 +3340,6 @@ msgstr "Usar Coordenadas Globais" msgid "Update" msgstr "Atualizar" -msgid "Margin" -msgstr "Margem" - msgid "Auto Calculate Length and Angle" msgstr "Calcular comprimento e ângulo automaticamente" @@ -3364,9 +3373,6 @@ msgstr "Modo de Visibilidade" msgid "Node Path" msgstr "Caminho do Nó" -msgid "Reverb Bus" -msgstr "Barramento de reverberação" - msgid "Unit Size" msgstr "Tamanho da Unidade" @@ -3412,9 +3418,6 @@ msgstr "Deslocamento do Frustum" msgid "Far" msgstr "Longe" -msgid "Ray Pickable" -msgstr "Raio selecionável" - msgid "Visibility AABB" msgstr "Visibilidade AABB" @@ -3457,54 +3460,6 @@ msgstr "Passos" msgid "Thickness" msgstr "Espessura" -msgid "End" -msgstr "Fim" - -msgid "Params" -msgstr "Parâmetros" - -msgid "Impulse Clamp" -msgstr "Braçadeira de Impulso" - -msgid "Relaxation" -msgstr "Relaxamento" - -msgid "Max Impulse" -msgstr "Impulso Máximo" - -msgid "Linear Limit" -msgstr "Limite Linear" - -msgid "Upper Distance" -msgstr "Distância mais Alta" - -msgid "Lower Distance" -msgstr "Distância mais Baixa" - -msgid "Angular Ortho" -msgstr "Orto Angular" - -msgid "Twist Span" -msgstr "Período de Torção" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Force Limit" -msgstr "Limite de Força" - -msgid "Equilibrium Point" -msgstr "Ponto de Equilíbrio" - -msgid "ERP" -msgstr "ERP" - msgid "Pixel Size" msgstr "Tamanho de Pixel" @@ -3634,23 +3589,56 @@ msgstr "Visível" msgid "Rotation Mode" msgstr "Modo de Rotação" -msgid "Linear X" -msgstr "X Linear" +msgid "Reverb Bus" +msgstr "Barramento de reverberação" -msgid "Linear Y" -msgstr "Y Linear" +msgid "Ray Pickable" +msgstr "Raio selecionável" -msgid "Linear Z" -msgstr "Z Linear" +msgid "Twist Span" +msgstr "Período de Torção" -msgid "Angular X" -msgstr "X Angular" +msgid "Relaxation" +msgstr "Relaxamento" -msgid "Angular Y" -msgstr "Y Angular" +msgid "Linear Limit" +msgstr "Limite Linear" -msgid "Angular Z" -msgstr "Z Angular" +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Distância mais Alta" + +msgid "Lower Distance" +msgstr "Distância mais Baixa" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Force Limit" +msgstr "Limite de Força" + +msgid "Equilibrium Point" +msgstr "Ponto de Equilíbrio" + +msgid "ERP" +msgstr "ERP" + +msgid "Params" +msgstr "Parâmetros" + +msgid "Max Impulse" +msgstr "Impulso Máximo" + +msgid "Impulse Clamp" +msgstr "Braçadeira de Impulso" + +msgid "Angular Ortho" +msgstr "Orto Angular" msgid "Angular Limit Enabled" msgstr "Limite Angular Ativado" @@ -3679,6 +3667,51 @@ msgstr "Fricção" msgid "Bounce" msgstr "Quicar" +msgid "Linear X" +msgstr "X Linear" + +msgid "Linear Y" +msgstr "Y Linear" + +msgid "Linear Z" +msgstr "Z Linear" + +msgid "Angular X" +msgstr "X Angular" + +msgid "Angular Y" +msgstr "Y Angular" + +msgid "Angular Z" +msgstr "Z Angular" + +msgid "Spring Length" +msgstr "Comprimento da Mola" + +msgid "Engine Force" +msgstr "Força do Motor" + +msgid "Brake" +msgstr "Freio" + +msgid "Steering" +msgstr "Volante" + +msgid "VehicleBody3D Motion" +msgstr "Movimento de VehicleBody3D" + +msgid "Wheel" +msgstr "Roda" + +msgid "Roll Influence" +msgstr "Influência do Rolamento" + +msgid "Suspension" +msgstr "Suspensão" + +msgid "Travel" +msgstr "Viagem" + msgid "Origin Offset" msgstr "Deslocamento da Origem" @@ -3724,33 +3757,6 @@ msgstr "Coeficiente de Amortecimento" msgid "Drag Coefficient" msgstr "Coeficiente de arrasto" -msgid "Spring Length" -msgstr "Comprimento da Mola" - -msgid "Engine Force" -msgstr "Força do Motor" - -msgid "Brake" -msgstr "Freio" - -msgid "Steering" -msgstr "Volante" - -msgid "VehicleBody3D Motion" -msgstr "Movimento de VehicleBody3D" - -msgid "Wheel" -msgstr "Roda" - -msgid "Roll Influence" -msgstr "Influência do Rolamento" - -msgid "Suspension" -msgstr "Suspensão" - -msgid "Travel" -msgstr "Viagem" - msgid "AABB" msgstr "AABB" @@ -3895,9 +3901,6 @@ msgstr "Forçar Eventos de Rolagem" msgid "Default Cursor Shape" msgstr "Forma do Cursor Predefinida" -msgid "Scroll Offset" -msgstr "Deslocamento da Rolagem" - msgid "Show Grid" msgstr "Mostrar Grade" @@ -4081,9 +4084,6 @@ msgstr "Máscara de Luz" msgid "Z Index" msgstr "Índice Z" -msgid "Repeat" -msgstr "Repetir" - msgid "Use Parent Material" msgstr "Usar Material do Pai" @@ -4204,6 +4204,117 @@ msgstr "Física 2D" msgid "3D Physics" msgstr "Física 3D" +msgid "Segments" +msgstr "Segmentos" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Custom Solver Bias" +msgstr "Bias do 'Solver' Personalizado" + +msgid "CCDIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados CCDIK" + +msgid "FABRIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados FABRIK" + +msgid "Jiggle Data Chain Length" +msgstr "Comprimento da Cadeia de Dados Jiggle" + +msgid "Terrains" +msgstr "Terrenos" + +msgid "Custom Data" +msgstr "Dados Personalizados" + +msgid "Alternative Level" +msgstr "Nível Alternativo" + +msgid "UV Clipping" +msgstr "Corte UV" + +msgid "One Way" +msgstr "De uma forma" + +msgid "Transpose" +msgstr "Transpor" + +msgid "Texture Origin" +msgstr "Origem da Textura" + +msgid "Y Sort Origin" +msgstr "Ordenar Origem Y" + +msgid "Terrain" +msgstr "Terreno" + +msgid "Miscellaneous" +msgstr "Micelânea" + +msgid "Probability" +msgstr "Probabilidade" + +msgid "Distance" +msgstr "Distância" + +msgid "Edge Fade" +msgstr "Esmaecer de Borda" + +msgid "Map Width" +msgstr "Largura do Mapa" + +msgid "Item" +msgstr "Item" + +msgid "Preview" +msgstr "Pré-visualização" + +msgid "Subdivide Width" +msgstr "Largura de Subdivisão" + +msgid "Subdivide Height" +msgstr "Altura de Subdivisão" + +msgid "Subdivide Depth" +msgstr "Profundidade de Subdivisão" + +msgid "Top Radius" +msgstr "Raio do Topo" + +msgid "Is Hemisphere" +msgstr "É hemisfério" + +msgid "Sky" +msgstr "Céu" + +msgid "Horizon Color" +msgstr "Cor do Horizonte" + +msgid "Cover" +msgstr "Capa" + +msgid "Panorama" +msgstr "'Panorama'" + +msgid "Rayleigh" +msgstr "Efeito Rayleigh" + +msgid "Eccentricity" +msgstr "Excentricidade" + +msgid "Turbidity" +msgstr "Turbidez" + +msgid "Ground Color" +msgstr "Cor da Chão" + +msgid "Plane" +msgstr "Plano" + msgid "Frames" msgstr "Quadros" @@ -4237,9 +4348,6 @@ msgstr "Quadros Horizontais de Anim. de Partículas" msgid "Particles Anim V Frames" msgstr "Quadros Verticais de Animação de Pratículas" -msgid "Segments" -msgstr "Segmentos" - msgid "Bake Interval" msgstr "Intervalo de Bake" @@ -4249,9 +4357,6 @@ msgstr "Plano de Fundo" msgid "Canvas Max Layer" msgstr "Camada Máx. da Tela" -msgid "Sky" -msgstr "Céu" - msgid "Source" msgstr "Fonte" @@ -4339,9 +4444,6 @@ msgstr "Separação" msgid "Color Correction" msgstr "Correção de Cor" -msgid "Edge Fade" -msgstr "Esmaecer de Borda" - msgid "Features" msgstr "Funcionalidades" @@ -4363,9 +4465,6 @@ msgstr "À Partir de" msgid "To" msgstr "Para" -msgid "Map Width" -msgstr "Largura do Mapa" - msgid "Shader" msgstr "Shader" @@ -4420,18 +4519,9 @@ msgstr "Mostragem" msgid "Grow" msgstr "Crescer" -msgid "Distance" -msgstr "Distância" - msgid "MSDF" msgstr "MSDF" -msgid "Item" -msgstr "Item" - -msgid "Preview" -msgstr "Pré-visualização" - msgid "Image Size" msgstr "Tamanho da Imagem" @@ -4495,63 +4585,9 @@ msgstr "Absorção" msgid "Keep Compressed Buffer" msgstr "Manter Buffer Comprimido" -msgid "Subdivide Width" -msgstr "Largura de Subdivisão" - -msgid "Subdivide Height" -msgstr "Altura de Subdivisão" - -msgid "Subdivide Depth" -msgstr "Profundidade de Subdivisão" - -msgid "Top Radius" -msgstr "Raio do Topo" - -msgid "Is Hemisphere" -msgstr "É hemisfério" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Custom Solver Bias" -msgstr "Bias do 'Solver' Personalizado" - -msgid "CCDIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados CCDIK" - -msgid "FABRIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados FABRIK" - -msgid "Jiggle Data Chain Length" -msgstr "Comprimento da Cadeia de Dados Jiggle" - msgid "Radiance Size" msgstr "Tamanho da Radiância" -msgid "Horizon Color" -msgstr "Cor do Horizonte" - -msgid "Cover" -msgstr "Capa" - -msgid "Panorama" -msgstr "'Panorama'" - -msgid "Rayleigh" -msgstr "Efeito Rayleigh" - -msgid "Eccentricity" -msgstr "Excentricidade" - -msgid "Turbidity" -msgstr "Turbidez" - -msgid "Ground Color" -msgstr "Cor da Chão" - msgid "Blend" msgstr "Misturar" @@ -4576,39 +4612,6 @@ msgstr "Início de Crescimento" msgid "Grow End" msgstr "Fim do Crescimento" -msgid "Terrains" -msgstr "Terrenos" - -msgid "Custom Data" -msgstr "Dados Personalizados" - -msgid "Alternative Level" -msgstr "Nível Alternativo" - -msgid "UV Clipping" -msgstr "Corte UV" - -msgid "One Way" -msgstr "De uma forma" - -msgid "Transpose" -msgstr "Transpor" - -msgid "Texture Origin" -msgstr "Origem da Textura" - -msgid "Y Sort Origin" -msgstr "Ordenar Origem Y" - -msgid "Terrain" -msgstr "Terreno" - -msgid "Miscellaneous" -msgstr "Micelânea" - -msgid "Probability" -msgstr "Probabilidade" - msgid "File" msgstr "Ficheiro" @@ -4633,9 +4636,6 @@ msgstr "Usar Todas as Superfícies" msgid "Surface Index" msgstr "Índice de Superfície" -msgid "Plane" -msgstr "Plano" - msgid "Panel" msgstr "Painel" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index 6573c4e454c..eaca19c0765 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -163,13 +163,14 @@ # Vittor Paulo Vieira da Costa , 2023. # Matheus Macedo , 2023. # Davi Felipe , 2024. +# Bryan Alves Sindra Costa , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2024-02-01 17:01+0000\n" -"Last-Translator: Davi Felipe \n" +"PO-Revision-Date: 2024-03-03 20:01+0000\n" +"Last-Translator: Bryan Alves Sindra Costa \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -177,7 +178,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Aplicação" @@ -470,6 +471,12 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Máximo de descritores por pool" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Máximo de Descritores de Recurso por Quadro" + msgid "Textures" msgstr "Texturas" @@ -1169,9 +1176,6 @@ msgstr "Porta RPC" msgid "RPC Server Uptime" msgstr "Servidor RPC Uptime" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" @@ -2717,6 +2721,12 @@ msgstr "Caminho Unido" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Manuseio de imagens embutido" + msgid "GDScript" msgstr "GDScript" @@ -2756,9 +2766,6 @@ msgstr "Direitos Autorais" msgid "glTF" msgstr "'glTF'" -msgid "Embedded Image Handling" -msgstr "Manuseio de imagens embutido" - msgid "Color" msgstr "Cor" @@ -3839,27 +3846,6 @@ msgstr "Virar Horizontal" msgid "Flip V" msgstr "Virar Vertical" -msgid "Monitoring" -msgstr "Monitorando" - -msgid "Monitorable" -msgstr "Monitorável" - -msgid "Gravity" -msgstr "Gravidade" - -msgid "Point" -msgstr "Ponto" - -msgid "Direction" -msgstr "Direção" - -msgid "Angular Damp" -msgstr "Amortecimento Angular" - -msgid "Audio Bus" -msgstr "Canal de Áudio" - msgid "Current" msgstr "Atual" @@ -3926,18 +3912,6 @@ msgstr "Limites de Desenho" msgid "Tweaks" msgstr "Ajustes" -msgid "Disable Mode" -msgstr "Desativar Modo" - -msgid "Input" -msgstr "Entrada" - -msgid "Pickable" -msgstr "Pegável" - -msgid "Disabled" -msgstr "Desativado" - msgid "Emitting" msgstr "Emitindo" @@ -3992,9 +3966,15 @@ msgstr "Normais" msgid "Colors" msgstr "Cores" +msgid "Direction" +msgstr "Direção" + msgid "Spread" msgstr "Espalhar" +msgid "Gravity" +msgstr "Gravidade" + msgid "Initial Velocity" msgstr "Velocidade Inicial" @@ -4052,36 +4032,6 @@ msgstr "Visibility Rect (Retângulo de Visibilidade)" msgid "Section Subdivisions" msgstr "Subdivisões de Secção" -msgid "Node A" -msgstr "Nó A" - -msgid "Node B" -msgstr "Nó B" - -msgid "Bias" -msgstr "'Bias'" - -msgid "Disable Collision" -msgstr "Desativar Colisão" - -msgid "Softness" -msgstr "Maciêz" - -msgid "Angular Limit" -msgstr "Limite Angular" - -msgid "Motor" -msgstr "'Motor'" - -msgid "Length" -msgstr "Comprimento" - -msgid "Rest Length" -msgstr "Comprimento de Repouso" - -msgid "Stiffness" -msgstr "Rigidez" - msgid "Editor Only" msgstr "Somente Editor" @@ -4166,6 +4116,15 @@ msgstr "Velocidade Máxima" msgid "Skew" msgstr "Inclinação" +msgid "Scroll Offset" +msgstr "Deslocamento da Rolagem" + +msgid "Repeat" +msgstr "Repetir" + +msgid "End" +msgstr "Fim" + msgid "Scroll" msgstr "Rolagem" @@ -4193,14 +4152,98 @@ msgstr "Deslocamento V" msgid "Cubic Interp" msgstr "Interpolação Cúbica" +msgid "Monitoring" +msgstr "Monitorando" + +msgid "Monitorable" +msgstr "Monitorável" + +msgid "Point" +msgstr "Ponto" + +msgid "Angular Damp" +msgstr "Amortecimento Angular" + +msgid "Audio Bus" +msgstr "Canal de Áudio" + +msgid "Wall Min Slide Angle" +msgstr "Ângulo mínimo de deslizamento da parede" + +msgid "Floor" +msgstr "Chão" + +msgid "Stop on Slope" +msgstr "Parar na ladeira" + +msgid "Max Angle" +msgstr "Ângulo Máximo" + +msgid "Moving Platform" +msgstr "Plataforma Móvel" + +msgid "On Leave" +msgstr "Ao sair" + +msgid "Disable Mode" +msgstr "Desativar Modo" + +msgid "Input" +msgstr "Entrada" + +msgid "Pickable" +msgstr "Pegável" + +msgid "Disabled" +msgstr "Desativado" + +msgid "Length" +msgstr "Comprimento" + +msgid "Rest Length" +msgstr "Comprimento de Repouso" + +msgid "Stiffness" +msgstr "Rigidez" + +msgid "Node A" +msgstr "Nó A" + +msgid "Node B" +msgstr "Nó B" + +msgid "Bias" +msgstr "'Bias'" + +msgid "Disable Collision" +msgstr "Desativar Colisão" + +msgid "Softness" +msgstr "Maciêz" + +msgid "Angular Limit" +msgstr "Limite Angular" + +msgid "Motor" +msgstr "'Motor'" + msgid "Follow Bone When Simulating" msgstr "Siga o osso ao simular" -msgid "Constant Linear Velocity" -msgstr "Velocidade Linear Constante" +msgid "Exclude Parent" +msgstr "Excluir Pai" -msgid "Constant Angular Velocity" -msgstr "Velocidade Angular Constante" +msgid "Hit From Inside" +msgstr "Atingido por dentro" + +msgid "Collide With" +msgstr "Colidir com" + +msgid "Areas" +msgstr "Áreas" + +msgid "Bodies" +msgstr "Corpos" msgid "Gravity Scale" msgstr "Escala da Gravidade" @@ -4232,23 +4275,14 @@ msgstr "Angular" msgid "Torque" msgstr "Torque" -msgid "Wall Min Slide Angle" -msgstr "Ângulo mínimo de deslizamento da parede" +msgid "Margin" +msgstr "Margem" -msgid "Floor" -msgstr "Chão" +msgid "Constant Linear Velocity" +msgstr "Velocidade Linear Constante" -msgid "Stop on Slope" -msgstr "Parar na ladeira" - -msgid "Max Angle" -msgstr "Ângulo Máximo" - -msgid "Moving Platform" -msgstr "Plataforma Móvel" - -msgid "On Leave" -msgstr "Ao sair" +msgid "Constant Angular Velocity" +msgstr "Velocidade Angular Constante" msgid "UV" msgstr "UV" @@ -4256,21 +4290,6 @@ msgstr "UV" msgid "Polygons" msgstr "Polígonos" -msgid "Exclude Parent" -msgstr "Excluir Pai" - -msgid "Hit From Inside" -msgstr "Atingido por dentro" - -msgid "Collide With" -msgstr "Colidir com" - -msgid "Areas" -msgstr "Áreas" - -msgid "Bodies" -msgstr "Corpos" - msgid "Remote Path" msgstr "Remover Caminho" @@ -4280,9 +4299,6 @@ msgstr "Usar Coordenadas Globais" msgid "Update" msgstr "Atualizar" -msgid "Margin" -msgstr "Margem" - msgid "Auto Calculate Length and Angle" msgstr "Calcular comprimento e ângulo automaticamente" @@ -4316,9 +4332,6 @@ msgstr "Modo de Visibilidade" msgid "Node Path" msgstr "Caminho do Nó" -msgid "Reverb Bus" -msgstr "Barramento de reverberação" - msgid "Unit Size" msgstr "Tamanho da Unidade" @@ -4364,9 +4377,6 @@ msgstr "Deslocamento do Frustum" msgid "Far" msgstr "Longe" -msgid "Ray Pickable" -msgstr "Raio selecionável" - msgid "Visibility AABB" msgstr "Visibilidade AABB" @@ -4409,54 +4419,6 @@ msgstr "Passos" msgid "Thickness" msgstr "Espessura" -msgid "End" -msgstr "Fim" - -msgid "Params" -msgstr "Parâmetros" - -msgid "Impulse Clamp" -msgstr "Braçadeira de Impulso" - -msgid "Relaxation" -msgstr "Relaxamento" - -msgid "Max Impulse" -msgstr "Impulso Máximo" - -msgid "Linear Limit" -msgstr "Limite Linear" - -msgid "Upper Distance" -msgstr "Distância mais Alta" - -msgid "Lower Distance" -msgstr "Distância mais Baixa" - -msgid "Angular Ortho" -msgstr "Orto Angular" - -msgid "Twist Span" -msgstr "Período de Torção" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Force Limit" -msgstr "Limite de Força" - -msgid "Equilibrium Point" -msgstr "Ponto de Equilíbrio" - -msgid "ERP" -msgstr "ERP" - msgid "Pixel Size" msgstr "Tamanho de Pixel" @@ -4592,23 +4554,56 @@ msgstr "Visibilidade do Pai" msgid "Rotation Mode" msgstr "Modo de Rotação" -msgid "Linear X" -msgstr "X Linear" +msgid "Reverb Bus" +msgstr "Barramento de reverberação" -msgid "Linear Y" -msgstr "Y Linear" +msgid "Ray Pickable" +msgstr "Raio selecionável" -msgid "Linear Z" -msgstr "Z Linear" +msgid "Twist Span" +msgstr "Período de Torção" -msgid "Angular X" -msgstr "X Angular" +msgid "Relaxation" +msgstr "Relaxamento" -msgid "Angular Y" -msgstr "Y Angular" +msgid "Linear Limit" +msgstr "Limite Linear" -msgid "Angular Z" -msgstr "Z Angular" +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Distância mais Alta" + +msgid "Lower Distance" +msgstr "Distância mais Baixa" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Force Limit" +msgstr "Limite de Força" + +msgid "Equilibrium Point" +msgstr "Ponto de Equilíbrio" + +msgid "ERP" +msgstr "ERP" + +msgid "Params" +msgstr "Parâmetros" + +msgid "Max Impulse" +msgstr "Impulso Máximo" + +msgid "Impulse Clamp" +msgstr "Braçadeira de Impulso" + +msgid "Angular Ortho" +msgstr "Orto Angular" msgid "Angular Limit Enabled" msgstr "Limite Angular Habilitado" @@ -4637,6 +4632,51 @@ msgstr "Fricção" msgid "Bounce" msgstr "Quicar" +msgid "Linear X" +msgstr "X Linear" + +msgid "Linear Y" +msgstr "Y Linear" + +msgid "Linear Z" +msgstr "Z Linear" + +msgid "Angular X" +msgstr "X Angular" + +msgid "Angular Y" +msgstr "Y Angular" + +msgid "Angular Z" +msgstr "Z Angular" + +msgid "Spring Length" +msgstr "Comprimento da Mola" + +msgid "Engine Force" +msgstr "Força do Motor" + +msgid "Brake" +msgstr "Freio" + +msgid "Steering" +msgstr "Volante" + +msgid "VehicleBody3D Motion" +msgstr "Movimento de VehicleBody3D" + +msgid "Wheel" +msgstr "Roda" + +msgid "Roll Influence" +msgstr "Influência do Rolamento" + +msgid "Suspension" +msgstr "Suspensão" + +msgid "Travel" +msgstr "Viagem" + msgid "Origin Offset" msgstr "Deslocamento da Origem" @@ -4682,33 +4722,6 @@ msgstr "Coeficiente de Amortecimento" msgid "Drag Coefficient" msgstr "Coeficiente de arrasto" -msgid "Spring Length" -msgstr "Comprimento da Mola" - -msgid "Engine Force" -msgstr "Força do Motor" - -msgid "Brake" -msgstr "Freio" - -msgid "Steering" -msgstr "Volante" - -msgid "VehicleBody3D Motion" -msgstr "Movimento de VehicleBody3D" - -msgid "Wheel" -msgstr "Roda" - -msgid "Roll Influence" -msgstr "Influência do Rolamento" - -msgid "Suspension" -msgstr "Suspensão" - -msgid "Travel" -msgstr "Viagem" - msgid "AABB" msgstr "AABB" @@ -4943,9 +4956,6 @@ msgstr "Variação de Tipo" msgid "Root Subfolder" msgstr "Subpasta Raiz" -msgid "Scroll Offset" -msgstr "Deslocamento da Rolagem" - msgid "Title" msgstr "Título" @@ -5213,9 +5223,6 @@ msgstr "Z Relativo" msgid "Y Sort Enabled" msgstr "Ordenação Y" -msgid "Repeat" -msgstr "Repetir" - msgid "Use Parent Material" msgstr "Usar Material do Pai" @@ -5438,6 +5445,126 @@ msgstr "Física 2D" msgid "3D Physics" msgstr "Física 3D" +msgid "Segments" +msgstr "Segmentos" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Custom Solver Bias" +msgstr "Bias do 'Solver' Personalizado" + +msgid "CCDIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados CCDIK" + +msgid "FABRIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados FABRIK" + +msgid "Jiggle Data Chain Length" +msgstr "Comprimento da Cadeia de Dados Jiggle" + +msgid "Terrains" +msgstr "Terrenos" + +msgid "Custom Data" +msgstr "Dados Personalizados" + +msgid "Alternative Level" +msgstr "Nível Alternativo" + +msgid "Tile Layout" +msgstr "Layout do Tile" + +msgid "UV Clipping" +msgstr "Corte UV" + +msgid "One Way" +msgstr "De uma forma" + +msgid "Transpose" +msgstr "Transpor" + +msgid "Texture Origin" +msgstr "Origem da Textura" + +msgid "Y Sort Origin" +msgstr "Ordenar Origem Y" + +msgid "Terrain" +msgstr "Terreno" + +msgid "Miscellaneous" +msgstr "Micelânea" + +msgid "Probability" +msgstr "Probabilidade" + +msgid "Distance" +msgstr "Distância" + +msgid "Edge Fade" +msgstr "Esmaecer de Borda" + +msgid "Map Width" +msgstr "Largura do Mapa" + +msgid "Item" +msgstr "Item" + +msgid "Preview" +msgstr "Visualização" + +msgid "Subdivide Width" +msgstr "Largura de Subdivisão" + +msgid "Subdivide Height" +msgstr "Altura de Subdivisão" + +msgid "Subdivide Depth" +msgstr "Profundidade de Subdivisão" + +msgid "Top Radius" +msgstr "Raio do Topo" + +msgid "Is Hemisphere" +msgstr "É hemisfério" + +msgid "Sky" +msgstr "Céu" + +msgid "Horizon Color" +msgstr "Cor do Horizonte" + +msgid "Energy Multiplier" +msgstr "Multiplicador de Energia" + +msgid "Cover" +msgstr "Capa" + +msgid "Cover Modulate" +msgstr "Modular Capa" + +msgid "Panorama" +msgstr "'Panorama'" + +msgid "Rayleigh" +msgstr "Efeito Rayleigh" + +msgid "Eccentricity" +msgstr "Excentricidade" + +msgid "Turbidity" +msgstr "Turbidez" + +msgid "Ground Color" +msgstr "Cor da Chão" + +msgid "Plane" +msgstr "Plano" + msgid "Frames" msgstr "Quadros" @@ -5507,24 +5634,15 @@ msgstr "Quadros Horizontais de Anim. de Partículas" msgid "Particles Anim V Frames" msgstr "Quadros Verticais de Animação de Pratículas" -msgid "Segments" -msgstr "Segmentos" - msgid "Bake Interval" msgstr "Intervalo de Bake" msgid "Background" msgstr "Plano de Fundo" -msgid "Energy Multiplier" -msgstr "Multiplicador de Energia" - msgid "Canvas Max Layer" msgstr "Camada Máx. da Tela" -msgid "Sky" -msgstr "Céu" - msgid "Ambient Light" msgstr "Luz ambiente" @@ -5615,9 +5733,6 @@ msgstr "Separação" msgid "Color Correction" msgstr "Correção de Cor" -msgid "Edge Fade" -msgstr "Esmaecer de Borda" - msgid "Features" msgstr "Funcionalidades" @@ -5639,9 +5754,6 @@ msgstr "À Partir de" msgid "To" msgstr "Para" -msgid "Map Width" -msgstr "Largura do Mapa" - msgid "Next Pass" msgstr "Próximo passo" @@ -5732,18 +5844,9 @@ msgstr "Usar Point Size (Tamanho de ponto)" msgid "Point Size" msgstr "Tamanho do ponto" -msgid "Distance" -msgstr "Distância" - msgid "MSDF" msgstr "MSDF" -msgid "Item" -msgstr "Item" - -msgid "Preview" -msgstr "Visualização" - msgid "Image Size" msgstr "Tamanho da Imagem" @@ -5807,66 +5910,9 @@ msgstr "Absorção" msgid "Keep Compressed Buffer" msgstr "Manter Buffer Comprimido" -msgid "Subdivide Width" -msgstr "Largura de Subdivisão" - -msgid "Subdivide Height" -msgstr "Altura de Subdivisão" - -msgid "Subdivide Depth" -msgstr "Profundidade de Subdivisão" - -msgid "Top Radius" -msgstr "Raio do Topo" - -msgid "Is Hemisphere" -msgstr "É hemisfério" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Custom Solver Bias" -msgstr "Bias do 'Solver' Personalizado" - -msgid "CCDIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados CCDIK" - -msgid "FABRIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados FABRIK" - -msgid "Jiggle Data Chain Length" -msgstr "Comprimento da Cadeia de Dados Jiggle" - msgid "Radiance Size" msgstr "Tamanho da Radiância" -msgid "Horizon Color" -msgstr "Cor do Horizonte" - -msgid "Cover" -msgstr "Capa" - -msgid "Cover Modulate" -msgstr "Modular Capa" - -msgid "Panorama" -msgstr "'Panorama'" - -msgid "Rayleigh" -msgstr "Efeito Rayleigh" - -msgid "Eccentricity" -msgstr "Excentricidade" - -msgid "Turbidity" -msgstr "Turbidez" - -msgid "Ground Color" -msgstr "Cor da Chão" - msgid "Blend" msgstr "Misturar" @@ -5891,42 +5937,6 @@ msgstr "Início de Crescimento" msgid "Grow End" msgstr "Fim do Crescimento" -msgid "Terrains" -msgstr "Terrenos" - -msgid "Custom Data" -msgstr "Dados Personalizados" - -msgid "Alternative Level" -msgstr "Nível Alternativo" - -msgid "Tile Layout" -msgstr "Layout do Tile" - -msgid "UV Clipping" -msgstr "Corte UV" - -msgid "One Way" -msgstr "De uma forma" - -msgid "Transpose" -msgstr "Transpor" - -msgid "Texture Origin" -msgstr "Origem da Textura" - -msgid "Y Sort Origin" -msgstr "Ordenar Origem Y" - -msgid "Terrain" -msgstr "Terreno" - -msgid "Miscellaneous" -msgstr "Micelânea" - -msgid "Probability" -msgstr "Probabilidade" - msgid "File" msgstr "Arquivo" @@ -5963,9 +5973,6 @@ msgstr "Usar Todas as Superfícies" msgid "Surface Index" msgstr "Índice de Superfície" -msgid "Plane" -msgstr "Plano" - msgid "Panel" msgstr "Painel" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index 4a4511f48c6..bf651292573 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -164,13 +164,15 @@ # Daniel , 2024. # suprohub , 2024. # msun_ , 2024. +# ShaniZ , 2024. +# Artem , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-08 17:45+0000\n" -"Last-Translator: Ruslan \n" +"PO-Revision-Date: 2024-03-02 14:19+0000\n" +"Last-Translator: Artem \n" "Language-Team: Russian \n" "Language: ru\n" @@ -179,7 +181,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "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" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Приложение" @@ -211,6 +213,9 @@ msgstr "Отключить стандартный вывод" msgid "Disable stderr" msgstr "Отключить стандартный вывод ошибок" +msgid "Print Header" +msgstr "Заголовок печати" + msgid "Use Hidden Project Data Directory" msgstr "Использовать скрытую директорию данных проекта" @@ -478,6 +483,9 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Макс. дескрипторов на пул" +msgid "Agility SDK Version" +msgstr "Версия Agility SDK" + msgid "Textures" msgstr "Текстуры" @@ -1189,15 +1197,15 @@ msgstr "RPC-порт" msgid "RPC Server Uptime" msgstr "Время работы сервера RPC" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF Путь" msgid "Tools" msgstr "Инструменты" +msgid "OIDN Denoise Path" +msgstr "Путь к OIDN Denoise" + msgid "Docks" msgstr "Панели" @@ -1205,7 +1213,7 @@ msgid "Scene Tree" msgstr "Дерево сцены" msgid "Start Create Dialog Fully Expanded" -msgstr "Начальный диалог создания полностью развёрнут" +msgstr "Начинать создание диалога в полностью развёрнутом окне" msgid "Auto Expand to Selected" msgstr "Авто-раскрыть дерево до выбранного элемента" @@ -1235,7 +1243,7 @@ msgid "Caret Blink" msgstr "Мигающий курсор" msgid "Caret Blink Interval" -msgstr "Интервал мигания курсор" +msgstr "Интервал мигания курсора" msgid "Highlight Current Line" msgstr "Подсвечивать текущую строку" @@ -2473,6 +2481,12 @@ msgstr "Путь присоединен" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Обработка встроенных изображений" + msgid "GDScript" msgstr "GDScript код" @@ -2503,9 +2517,6 @@ msgstr "Авторские права" msgid "glTF" msgstr "glTF" -msgid "Embedded Image Handling" -msgstr "Обработка встроенных изображений" - msgid "Color" msgstr "Цвет" @@ -3271,27 +3282,6 @@ msgstr "Повернуть по горизонтали" msgid "Flip V" msgstr "Повернуть по вертикали" -msgid "Monitoring" -msgstr "Наблюдение" - -msgid "Monitorable" -msgstr "Наблюдаемый" - -msgid "Gravity" -msgstr "Гравитация" - -msgid "Space Override" -msgstr "Переопределение пространства" - -msgid "Point" -msgstr "Точка" - -msgid "Direction" -msgstr "Направление" - -msgid "Audio Bus" -msgstr "Аудио шина" - msgid "Current" msgstr "Текущая" @@ -3343,24 +3333,6 @@ msgstr "Тащить" msgid "Tweaks" msgstr "Tweaks (надстройки)" -msgid "Input" -msgstr "Вход" - -msgid "Pickable" -msgstr "Выбираемый" - -msgid "Build Mode" -msgstr "Режим сборки" - -msgid "Disabled" -msgstr "Отключённый" - -msgid "One Way Collision" -msgstr "Одностороннее столкновение" - -msgid "One Way Collision Margin" -msgstr "Отступ одностороннего полигона столкновений" - msgid "Emitting" msgstr "Излучающий" @@ -3415,9 +3387,15 @@ msgstr "Цвета" msgid "Align Y" msgstr "Выравнивать по Y" +msgid "Direction" +msgstr "Направление" + msgid "Spread" msgstr "Разброс" +msgid "Gravity" +msgstr "Гравитация" + msgid "Initial Velocity" msgstr "Начальная скорость" @@ -3472,45 +3450,6 @@ msgstr "Кривая смещения" msgid "Visibility Rect" msgstr "Видимый прямоугольник" -msgid "Node A" -msgstr "Узел А" - -msgid "Node B" -msgstr "Узел B" - -msgid "Bias" -msgstr "Смещение" - -msgid "Disable Collision" -msgstr "Отключить столкновения" - -msgid "Softness" -msgstr "Мягкость" - -msgid "Angular Limit" -msgstr "Угловой Предел" - -msgid "Lower" -msgstr "Нижний" - -msgid "Upper" -msgstr "Верхний" - -msgid "Motor" -msgstr "Мотор" - -msgid "Length" -msgstr "Длина" - -msgid "Initial Offset" -msgstr "Начальное смещение" - -msgid "Rest Length" -msgstr "Длина остатка" - -msgid "Stiffness" -msgstr "Жесткость" - msgid "Energy" msgstr "Энергия" @@ -3592,6 +3531,15 @@ msgstr "Макс соседей" msgid "Max Speed" msgstr "Макс скорость" +msgid "Scroll Offset" +msgstr "Смещение прокрутки" + +msgid "Repeat" +msgstr "Повторить" + +msgid "End" +msgstr "Конец" + msgid "Scroll" msgstr "Прокрутка" @@ -3628,14 +3576,110 @@ msgstr "В смещение" msgid "Cubic Interp" msgstr "Кубическая интерполяция" +msgid "Monitoring" +msgstr "Наблюдение" + +msgid "Monitorable" +msgstr "Наблюдаемый" + +msgid "Space Override" +msgstr "Переопределение пространства" + +msgid "Point" +msgstr "Точка" + +msgid "Audio Bus" +msgstr "Аудио шина" + +msgid "Wall Min Slide Angle" +msgstr "Мин. угол скольжения у стены" + +msgid "Stop on Slope" +msgstr "Остановиться на склоне" + +msgid "Max Angle" +msgstr "Максимальный Угол" + +msgid "On Leave" +msgstr "При покидании" + +msgid "Safe Margin" +msgstr "Безопасный отступ" + +msgid "Input" +msgstr "Вход" + +msgid "Pickable" +msgstr "Выбираемый" + +msgid "Build Mode" +msgstr "Режим сборки" + +msgid "Disabled" +msgstr "Отключённый" + +msgid "One Way Collision" +msgstr "Одностороннее столкновение" + +msgid "One Way Collision Margin" +msgstr "Отступ одностороннего полигона столкновений" + +msgid "Length" +msgstr "Длина" + +msgid "Rest Length" +msgstr "Длина остатка" + +msgid "Stiffness" +msgstr "Жесткость" + +msgid "Initial Offset" +msgstr "Начальное смещение" + +msgid "Node A" +msgstr "Узел А" + +msgid "Node B" +msgstr "Узел B" + +msgid "Bias" +msgstr "Смещение" + +msgid "Disable Collision" +msgstr "Отключить столкновения" + +msgid "Softness" +msgstr "Мягкость" + +msgid "Angular Limit" +msgstr "Угловой Предел" + +msgid "Lower" +msgstr "Нижний" + +msgid "Upper" +msgstr "Верхний" + +msgid "Motor" +msgstr "Мотор" + msgid "Follow Bone When Simulating" msgstr "Следование кости при симуляции" -msgid "Constant Linear Velocity" -msgstr "Постоянная линейная скорость" +msgid "Exclude Parent" +msgstr "Исключить родителя" -msgid "Constant Angular Velocity" -msgstr "Постоянная угловая скорость" +msgid "Hit From Inside" +msgstr "Удар изнутри" + +msgid "Collide With" +msgstr "Сталкиваться с" + +msgid "Areas" +msgstr "Области" + +msgid "Bodies" +msgstr "Тела" msgid "Gravity Scale" msgstr "Масштаб гравитации" @@ -3664,20 +3708,14 @@ msgstr "Угловой" msgid "Torque" msgstr "Крутящий момент" -msgid "Wall Min Slide Angle" -msgstr "Мин. угол скольжения у стены" +msgid "Margin" +msgstr "Отступ" -msgid "Stop on Slope" -msgstr "Остановиться на склоне" +msgid "Constant Linear Velocity" +msgstr "Постоянная линейная скорость" -msgid "Max Angle" -msgstr "Максимальный Угол" - -msgid "On Leave" -msgstr "При покидании" - -msgid "Safe Margin" -msgstr "Безопасный отступ" +msgid "Constant Angular Velocity" +msgstr "Постоянная угловая скорость" msgid "UV" msgstr "UV" @@ -3691,21 +3729,6 @@ msgstr "Полигоны" msgid "Internal Vertex Count" msgstr "Внутренний счет вершин" -msgid "Exclude Parent" -msgstr "Исключить родителя" - -msgid "Hit From Inside" -msgstr "Удар изнутри" - -msgid "Collide With" -msgstr "Сталкиваться с" - -msgid "Areas" -msgstr "Области" - -msgid "Bodies" -msgstr "Тела" - msgid "Remote Path" msgstr "Удаленный путь" @@ -3715,9 +3738,6 @@ msgstr "Использовать глобальные координаты" msgid "Update" msgstr "Обновить" -msgid "Margin" -msgstr "Отступ" - msgid "Auto Calculate Length and Angle" msgstr "Авторасчет длины и угла" @@ -3748,9 +3768,6 @@ msgstr "Режим видимости" msgid "Node Path" msgstr "Путь узла" -msgid "Reverb Bus" -msgstr "Шина реверба" - msgid "Attenuation Model" msgstr "Модель затухания" @@ -3844,48 +3861,6 @@ msgstr "Толщина" msgid "Update Mode" msgstr "Режим обновления" -msgid "End" -msgstr "Конец" - -msgid "Impulse Clamp" -msgstr "Ограничение импульса" - -msgid "Linear Limit" -msgstr "Линейный лимит" - -msgid "Upper Distance" -msgstr "Верхняя дистанция" - -msgid "Linear Motion" -msgstr "Линейное движение" - -msgid "Linear Ortho" -msgstr "Линейный ортогональный" - -msgid "Upper Angle" -msgstr "Верхний Угол" - -msgid "Lower Angle" -msgstr "Нижний угол" - -msgid "Angular Motion" -msgstr "Угловое движение" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Force Limit" -msgstr "Форсировать лимиты" - -msgid "Equilibrium Point" -msgstr "Точка Равновесия" - msgid "Pixel Size" msgstr "Размер пикселя" @@ -4000,26 +3975,47 @@ msgstr "Видимость" msgid "Visible" msgstr "Видимый" -msgid "Axis Lock" -msgstr "Заблокировать ось" +msgid "Reverb Bus" +msgstr "Шина реверба" -msgid "Linear X" -msgstr "Линейный X" +msgid "Linear Limit" +msgstr "Линейный лимит" -msgid "Linear Y" -msgstr "Линейный Y" +msgid "X" +msgstr "X" -msgid "Linear Z" -msgstr "Линейный Z" +msgid "Upper Distance" +msgstr "Верхняя дистанция" -msgid "Angular X" -msgstr "Угловая скорость X" +msgid "Y" +msgstr "Y" -msgid "Angular Y" -msgstr "Угловая скорость Y" +msgid "Z" +msgstr "Z" -msgid "Angular Z" -msgstr "Угловая скорость Z" +msgid "Force Limit" +msgstr "Форсировать лимиты" + +msgid "Equilibrium Point" +msgstr "Точка Равновесия" + +msgid "Upper Angle" +msgstr "Верхний Угол" + +msgid "Lower Angle" +msgstr "Нижний угол" + +msgid "Impulse Clamp" +msgstr "Ограничение импульса" + +msgid "Linear Motion" +msgstr "Линейное движение" + +msgid "Linear Ortho" +msgstr "Линейный ортогональный" + +msgid "Angular Motion" +msgstr "Угловое движение" msgid "Joint Constraints" msgstr "Ограничения соединений" @@ -4054,9 +4050,51 @@ msgstr "Трение" msgid "Bounce" msgstr "Отскок" +msgid "Axis Lock" +msgstr "Заблокировать ось" + +msgid "Linear X" +msgstr "Линейный X" + +msgid "Linear Y" +msgstr "Линейный Y" + +msgid "Linear Z" +msgstr "Линейный Z" + +msgid "Angular X" +msgstr "Угловая скорость X" + +msgid "Angular Y" +msgstr "Угловая скорость Y" + +msgid "Angular Z" +msgstr "Угловая скорость Z" + msgid "Debug Shape" msgstr "Форма отладчика" +msgid "Spring Length" +msgstr "Длина пружины" + +msgid "Engine Force" +msgstr "Сила движка" + +msgid "Wheel" +msgstr "Колесо" + +msgid "Roll Influence" +msgstr "Влияние поворота" + +msgid "Suspension" +msgstr "Подвеска" + +msgid "Travel" +msgstr "Переместится" + +msgid "Max Force" +msgstr "Макс Сила" + msgid "Enable Shadows" msgstr "Включить тени" @@ -4117,27 +4155,6 @@ msgstr "Коэффициент ослабления" msgid "Drag Coefficient" msgstr "Коэффициент сопротивления" -msgid "Spring Length" -msgstr "Длина пружины" - -msgid "Engine Force" -msgstr "Сила движка" - -msgid "Wheel" -msgstr "Колесо" - -msgid "Roll Influence" -msgstr "Влияние поворота" - -msgid "Suspension" -msgstr "Подвеска" - -msgid "Travel" -msgstr "Переместится" - -msgid "Max Force" -msgstr "Макс Сила" - msgid "Geometry" msgstr "Геометрия" @@ -4309,9 +4326,6 @@ msgstr "Диалог" msgid "Autowrap" msgstr "Автоперенос" -msgid "Scroll Offset" -msgstr "Смещение прокрутки" - msgid "Show Grid" msgstr "Показать сетку" @@ -4588,9 +4602,6 @@ msgstr "Маска света" msgid "Z Index" msgstr "Z-позиция" -msgid "Repeat" -msgstr "Повторить" - msgid "Use Parent Material" msgstr "Использовать материал родителя" @@ -4720,6 +4731,129 @@ msgstr "3D Физика" msgid "3D Navigation" msgstr "3D Навигация" +msgid "Segments" +msgstr "Сегменты" + +msgid "A" +msgstr "А" + +msgid "B" +msgstr "Б" + +msgid "Custom Solver Bias" +msgstr "Смещение пользовательского вычислителя" + +msgid "Terrains" +msgstr "Местность" + +msgid "Custom Data" +msgstr "Пользовательские данные" + +msgid "Alternative Level" +msgstr "Альтернативный слой" + +msgid "UV Clipping" +msgstr "UV отсечение" + +msgid "Transpose" +msgstr "Транспонировать" + +msgid "Texture Origin" +msgstr "Центр координат текстуры" + +msgid "Y Sort Origin" +msgstr "Y сортировочный центр координат" + +msgid "Terrain" +msgstr "Ландшафт" + +msgid "Miscellaneous" +msgstr "Прочее" + +msgid "Probability" +msgstr "Вероятность" + +msgid "Distance" +msgstr "Расстояние" + +msgid "Map Width" +msgstr "Ширина карты" + +msgid "Map Depth" +msgstr "Глубина карты" + +msgid "Map Data" +msgstr "Данные карты" + +msgid "Item" +msgstr "Элемент" + +msgid "Mesh Transform" +msgstr "Преобразование меша" + +msgid "Preview" +msgstr "Предпросмотр" + +msgid "Subdivide Width" +msgstr "Ширина подразделения(Subdiv)" + +msgid "Subdivide Height" +msgstr "Высота подразделения(Subdiv)" + +msgid "Subdivide Depth" +msgstr "Глубина подразделения(Subdiv)" + +msgid "Bottom Radius" +msgstr "Нижний радиус" + +msgid "Is Hemisphere" +msgstr "Является полусферическим" + +msgid "Curve Step" +msgstr "Шаг кривой" + +msgid "Bone" +msgstr "Кость" + +msgid "Sky" +msgstr "Небо" + +msgid "Top Color" +msgstr "Верхний цвет" + +msgid "Horizon Color" +msgstr "Цвет горизонта" + +msgid "Cover" +msgstr "Покрытие" + +msgid "Ground" +msgstr "Земля" + +msgid "Bottom Color" +msgstr "Нижний цвет" + +msgid "Sun" +msgstr "Солнце" + +msgid "Panorama" +msgstr "Панорама" + +msgid "Coefficient" +msgstr "Коэффициент" + +msgid "Eccentricity" +msgstr "Эксцентриситет" + +msgid "Turbidity" +msgstr "Затуманенность" + +msgid "Ground Color" +msgstr "Цвет земли" + +msgid "Plane" +msgstr "Плоскость" + msgid "Frames" msgstr "Кадры" @@ -4747,9 +4881,6 @@ msgstr "Цикл анимации частиц" msgid "Load Path" msgstr "Загрузить путь" -msgid "Segments" -msgstr "Сегменты" - msgid "Bake Resolution" msgstr "Запечь разрешение" @@ -4762,9 +4893,6 @@ msgstr "Фон" msgid "Canvas Max Layer" msgstr "Макс. слой холста" -msgid "Sky" -msgstr "Небо" - msgid "Ambient Light" msgstr "Рассеянный свет" @@ -4855,15 +4983,6 @@ msgstr "От" msgid "To" msgstr "До" -msgid "Map Width" -msgstr "Ширина карты" - -msgid "Map Depth" -msgstr "Глубина карты" - -msgid "Map Data" -msgstr "Данные карты" - msgid "Next Pass" msgstr "Следующий проход" @@ -4939,21 +5058,9 @@ msgstr "Использовать размер точки" msgid "Point Size" msgstr "Размер точки" -msgid "Distance" -msgstr "Расстояние" - msgid "MSDF" msgstr "МПРсЗ" -msgid "Item" -msgstr "Элемент" - -msgid "Mesh Transform" -msgstr "Преобразование меша" - -msgid "Preview" -msgstr "Предпросмотр" - msgid "Base Texture" msgstr "Базовая текстура" @@ -5023,69 +5130,6 @@ msgstr "Поглощающий" msgid "Keep Compressed Buffer" msgstr "Сохранять буфер сжатым" -msgid "Subdivide Width" -msgstr "Ширина подразделения(Subdiv)" - -msgid "Subdivide Height" -msgstr "Высота подразделения(Subdiv)" - -msgid "Subdivide Depth" -msgstr "Глубина подразделения(Subdiv)" - -msgid "Bottom Radius" -msgstr "Нижний радиус" - -msgid "Is Hemisphere" -msgstr "Является полусферическим" - -msgid "Curve Step" -msgstr "Шаг кривой" - -msgid "A" -msgstr "А" - -msgid "B" -msgstr "Б" - -msgid "Custom Solver Bias" -msgstr "Смещение пользовательского вычислителя" - -msgid "Bone" -msgstr "Кость" - -msgid "Top Color" -msgstr "Верхний цвет" - -msgid "Horizon Color" -msgstr "Цвет горизонта" - -msgid "Cover" -msgstr "Покрытие" - -msgid "Ground" -msgstr "Земля" - -msgid "Bottom Color" -msgstr "Нижний цвет" - -msgid "Sun" -msgstr "Солнце" - -msgid "Panorama" -msgstr "Панорама" - -msgid "Coefficient" -msgstr "Коэффициент" - -msgid "Eccentricity" -msgstr "Эксцентриситет" - -msgid "Turbidity" -msgstr "Затуманенность" - -msgid "Ground Color" -msgstr "Цвет земли" - msgid "Blend" msgstr "Смешивание" @@ -5107,36 +5151,6 @@ msgstr "Детали в углах" msgid "Default Font" msgstr "Шрифт по умолчанию" -msgid "Terrains" -msgstr "Местность" - -msgid "Custom Data" -msgstr "Пользовательские данные" - -msgid "Alternative Level" -msgstr "Альтернативный слой" - -msgid "UV Clipping" -msgstr "UV отсечение" - -msgid "Transpose" -msgstr "Транспонировать" - -msgid "Texture Origin" -msgstr "Центр координат текстуры" - -msgid "Y Sort Origin" -msgstr "Y сортировочный центр координат" - -msgid "Terrain" -msgstr "Ландшафт" - -msgid "Miscellaneous" -msgstr "Прочее" - -msgid "Probability" -msgstr "Вероятность" - msgid "File" msgstr "Файл" @@ -5182,9 +5196,6 @@ msgstr "Использовать все поверхности" msgid "Surface Index" msgstr "Индекс поверхности" -msgid "Plane" -msgstr "Плоскость" - msgid "Panel" msgstr "Панель" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index d951f8ac5cc..4fd1021ca08 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -89,7 +89,7 @@ # Dream Drunk , 2022. # alpdenthedev , 2022. # Muhammed Said Gülberk , 2022. -# Yılmaz Durmaz , 2023. +# Yılmaz Durmaz , 2023, 2024. # Black , 2023. # Mertcan YILDIRIM , 2023. # Ufuk SARIALTIN , 2023. @@ -100,7 +100,7 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-16 16:21+0000\n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Yılmaz Durmaz \n" "Language-Team: Turkish \n" @@ -109,7 +109,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.2\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Uygulama" @@ -141,6 +141,9 @@ msgstr "Standart çıktıyı (stdout) devre dışı bırak" msgid "Disable stderr" msgstr "Standart hatayı (stderr) devre dışı bırak" +msgid "Print Header" +msgstr "Başlığı Yazdır" + msgid "Use Hidden Project Data Directory" msgstr "Gizli Proje Veri Klasörünü Kullan" @@ -225,6 +228,12 @@ msgstr "Animasyon" msgid "Warnings" msgstr "Uyarılar" +msgid "Check Invalid Track Paths" +msgstr "Geçersiz İz Yollarını Kontrol Et" + +msgid "Check Angle Interpolation Type Conflicting" +msgstr "Açı Ara Değerlemesi Tip Çakışmasını Denetle" + msgid "Audio" msgstr "Ses" @@ -384,6 +393,12 @@ msgstr "İşleme Cihazı" msgid "V-Sync" msgstr "Dikey-Eşleme" +msgid "Frame Queue Size" +msgstr "Çerçeve Kuyruk Boyutu" + +msgid "Swapchain Image Count" +msgstr "Swapchain (Takas Zinciri) Görüntü Sayısı" + msgid "Staging Buffer" msgstr "Aşama Arabelleği" @@ -408,6 +423,21 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Havuz Başına En Fazla Tanımlayıcı" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Çerçeve Başına En Fazla Kaynak Tanımlayıcıları" + +msgid "Max Sampler Descriptors per Frame" +msgstr "Çerçeve Başına En Fazla Örnekleyici Tanımlayıcıları" + +msgid "Max Misc Descriptors per Frame" +msgstr "Çerçeve Başına En Fazla Çeşitli Tanımlayıcılar" + +msgid "Agility SDK Version" +msgstr "Agility SDK Sürümü" + msgid "Textures" msgstr "Dokular" @@ -549,9 +579,15 @@ msgstr "Ters Kalem" msgid "Relative" msgstr "Göreceli" +msgid "Screen Relative" +msgstr "Ekrana Göreceli" + msgid "Velocity" msgstr "Hız" +msgid "Screen Velocity" +msgstr "Ekran Hızı" + msgid "Axis" msgstr "Eksen" @@ -648,6 +684,9 @@ msgstr "Kayma" msgid "Cell Size" msgstr "Hücre Boyutu" +msgid "Cell Shape" +msgstr "Hücre Şekli" + msgid "Jumping Enabled" msgstr "Sıçrama Etkin" @@ -867,6 +906,9 @@ msgstr "Düzenleyici Dili" msgid "Localize Settings" msgstr "Ayarları Yerelleştir" +msgid "UI Layout Direction" +msgstr "UI Yerleşim Düzeni Yönü" + msgid "Display Scale" msgstr "Görüntü Ölçeği" @@ -1008,6 +1050,9 @@ msgstr "Tema" msgid "Preset" msgstr "Hazır Ayar" +msgid "Spacing Preset" +msgstr "Aralık Hazır Ayarı" + msgid "Icon and Font Color" msgstr "Simge ve Yazı Tipi Rengi" @@ -1035,6 +1080,9 @@ msgstr "Kenarlık Boyutu" msgid "Corner Radius" msgstr "Kenarlık Yarıçapı" +msgid "Base Spacing" +msgstr "Taban Aralık" + msgid "Additional Spacing" msgstr "Ek Boşluk" @@ -1101,6 +1149,12 @@ msgstr "Ses Düzenleyicisi" msgid "3D Model Editor" msgstr "3B Model Düzenleyici" +msgid "Terminal Emulator" +msgstr "Terminal Emülatörü" + +msgid "Terminal Emulator Flags" +msgstr "Terminal Emülatörü Bayrakları" + msgid "Directories" msgstr "Klasörler" @@ -1137,21 +1191,27 @@ msgstr "İçe Aktar" msgid "Blender" msgstr "Blender" +msgid "Blender Path" +msgstr "Blender Yolu" + msgid "RPC Port" msgstr "RPC Portu" msgid "RPC Server Uptime" msgstr "RPC Sunucu Çalışma Süresi" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF Yolu" msgid "Tools" msgstr "Araçlar" +msgid "OIDN" +msgstr "OIDN" + +msgid "OIDN Denoise Path" +msgstr "OIDN Gürültü Giderici Yolu" + msgid "Docks" msgstr "Yuvalar" @@ -1164,6 +1224,9 @@ msgstr "Oluştur İleti Penceresini Tam Boy Başlat" msgid "Auto Expand to Selected" msgstr "Seçilene Otomatik Genişlet" +msgid "Center Node on Reparent" +msgstr "Üst-öğe değişiminde Düğümü Merkeze Ortala" + msgid "Always Show Folders" msgstr "Klasörleri Her Zaman Göster" @@ -1593,6 +1656,9 @@ msgstr "Mini Harita Şeffaflığı" msgid "Lines Curvature" msgstr "Çizgilerin Eğriliği" +msgid "Grid Pattern" +msgstr "Izgara Deseni" + msgid "Visual Shader" msgstr "Görsel Gölgelendirici" @@ -1635,6 +1701,21 @@ msgstr "Oynatıldığında Çıktıyı Her Zaman Aç" msgid "Always Close Output on Stop" msgstr "Durdurulduğunda Çıktıyı Her Zaman Kapat" +msgid "Platforms" +msgstr "Platformlar" + +msgid "Linuxbsd" +msgstr "Linuxbsd" + +msgid "Prefer Wayland" +msgstr "Wayland Tercih Et" + +msgid "Connection" +msgstr "Bağlantı" + +msgid "Network Mode" +msgstr "Ağ Kipi" + msgid "HTTP Proxy" msgstr "HTTP Vekil" @@ -1665,6 +1746,9 @@ msgstr "Uzak Sahne Ağacı Yenileme Sıklığı" msgid "Remote Inspect Refresh Interval" msgstr "Uzak Denetleme Yenileme Aralığı" +msgid "Profile Native Calls" +msgstr "Profil Özgün Çağrıları" + msgid "Project Manager" msgstr "Proje Yöneticisi" @@ -1809,6 +1893,12 @@ msgstr "PCK'yi Göm" msgid "Texture Format" msgstr "Doku Biçimi" +msgid "S3TC BPTC" +msgstr "S3TC BPTC" + +msgid "ETC2 ASTC" +msgstr "ETC2 ASTC" + msgid "Export" msgstr "Dışa Aktar" @@ -2214,6 +2304,9 @@ msgstr "Ayırıcı" msgid "Character Ranges" msgstr "Karakter Aralıkları" +msgid "Kerning Pairs" +msgstr "Karakter Aralığı Çiftleri" + msgid "Columns" msgstr "Sütunlar" @@ -2226,6 +2319,12 @@ msgstr "Resim Kenar Boşluğu" msgid "Character Margin" msgstr "Karakter Kenar Boşluğu" +msgid "Ascent" +msgstr "Artış" + +msgid "Descent" +msgstr "Azalış" + msgid "High Quality" msgstr "Yüksek Kalite" @@ -2556,6 +2655,9 @@ msgstr "Eksik İçe Aktarılmış Dosyaları Yeniden İçe Aktar" msgid "Use Multiple Threads" msgstr "Çoklu İş Parçacıklarını Kullan" +msgid "Atlas Max Width" +msgstr "Atlas En Fazla Genişlik" + msgid "Convert Text Resources to Binary" msgstr "Metin Kaynaklarını İkili-tipe Dönüştür" @@ -2652,6 +2754,9 @@ msgstr "İş parçacıkları" msgid "Thread Model" msgstr "İş Parçası Modeli" +msgid "Display Server" +msgstr "Görüntü Sunucusu" + msgid "Handheld" msgstr "Elde-taşınır" @@ -2787,6 +2892,9 @@ msgstr "İşaretçi" msgid "Android" msgstr "Android" +msgid "Rotary Input Scroll Axis" +msgstr "Döner Giriş Kaydırma Ekseni" + msgid "Text Driver" msgstr "Metin Sürücüsü" @@ -2919,6 +3027,12 @@ msgstr "Yol Birleşti" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "Gömülü Resim İşlemesi" + msgid "GDScript" msgstr "GDScript" @@ -2988,9 +3102,6 @@ msgstr "glTF" msgid "Naming Version" msgstr "Sürümü İsimlendirme" -msgid "Embedded Image Handling" -msgstr "Gömülü Resim İşlemesi" - msgid "Color" msgstr "Renk" @@ -3036,6 +3147,12 @@ msgstr "Açısal Hız" msgid "Center of Mass" msgstr "Kütle Merkezi" +msgid "Inertia Diagonal" +msgstr "Atalet Köşegensel" + +msgid "Inertia Orientation" +msgstr "Atalet Yönelimi" + msgid "Inertia Tensor" msgstr "Eylemsizlik Tensörü" @@ -3510,6 +3627,9 @@ msgstr "Yollar" msgid "Interaction Profile Path" msgstr "Etkileşim Profili Yolu" +msgid "Runtime Paths" +msgstr "Çalışma Zamanı Yolları" + msgid "Display Refresh Rate" msgstr "Görüntü Tazeleme Oranı" @@ -3525,6 +3645,12 @@ msgstr "Hareket Aralığı" msgid "Hand Skeleton" msgstr "El İskeleti" +msgid "Skeleton Rig" +msgstr "İskelet Teçhizatı" + +msgid "Bone Update" +msgstr "Kemik Güncellemesi" + msgid "Subject" msgstr "Özne" @@ -3606,6 +3732,9 @@ msgstr "Başvuru Uzayı Türü" msgid "Visibility State" msgstr "Görünebilirlik Durumu" +msgid "Java SDK Path" +msgstr "Java SDK Yolu" + msgid "Android SDK Path" msgstr "Android SDK Yolu" @@ -3651,6 +3780,15 @@ msgstr "Gradle Derlemesi" msgid "Use Gradle Build" msgstr "Gradle Derlemesi Kullan" +msgid "Gradle Build Directory" +msgstr "Gradle Derleme Dizini" + +msgid "Android Source Template" +msgstr "Android Kaynak Şablonu" + +msgid "Compress Native Libraries" +msgstr "Yerel Kütüphaneleri Sıkıştır" + msgid "Export Format" msgstr "Dışa Aktarım Biçimi" @@ -3840,6 +3978,12 @@ msgstr "İmza" msgid "Short Version" msgstr "Kısa Sürüm" +msgid "Min iOS Version" +msgstr "En düşük iOS Sürümü" + +msgid "Additional Plist Content" +msgstr "Ek Plist İçeriği" + msgid "Icon Interpolation" msgstr "Simge Ara Değerleme" @@ -3855,6 +3999,12 @@ msgstr "Wi-Fi'ye Eriş" msgid "Push Notifications" msgstr "Anlık Bildirimler" +msgid "Performance Gaming Tier" +msgstr "Performans Oyun Sınıfı" + +msgid "Performance A 12" +msgstr "Performans A 12" + msgid "User Data" msgstr "Kullanıcı Verisi" @@ -4152,6 +4302,9 @@ msgstr "Alt-Çeşit" msgid "Extensions Support" msgstr "Uzantılar Desteği" +msgid "Thread Support" +msgstr "İş Parçaları Desteği" + msgid "VRAM Texture Compression" msgstr "VRAM Doku Sıkıştırması" @@ -4185,6 +4338,9 @@ msgstr "Deneysel Sanal Klavye" msgid "Progressive Web App" msgstr "Gelişimsel Web Uygulaması (PWA)" +msgid "Ensure Cross Origin Isolation Headers" +msgstr "Çapraz Köken İzolasyon Başlıklarını Sağlayın" + msgid "Offline Page" msgstr "Çevrimdışı Sayfa" @@ -4248,6 +4404,12 @@ msgstr "Dosya Açıklaması" msgid "Trademarks" msgstr "Tesciller" +msgid "Export D3D12" +msgstr "D3D12'yi Dışa Aktar" + +msgid "D3D12 Agility SDK Multiarch" +msgstr "D3D12 Agility SDK Çoklumimari" + msgid "Sprite Frames" msgstr "Grafik Öğe Kareleri" @@ -4266,39 +4428,6 @@ msgstr "Ters Çevir Yatay" msgid "Flip V" msgstr "Ters Çevir Dikey" -msgid "Monitoring" -msgstr "İzleme" - -msgid "Monitorable" -msgstr "İzlenebilir" - -msgid "Gravity" -msgstr "Yer Çekimi" - -msgid "Space Override" -msgstr "Uzayın Üzerine Yaz" - -msgid "Point" -msgstr "Nokta" - -msgid "Point Unit Distance" -msgstr "Nokta Birim Mesafe" - -msgid "Point Center" -msgstr "Nokta Merkez" - -msgid "Direction" -msgstr "Yön" - -msgid "Linear Damp" -msgstr "Doğrusal Yavaşlatma" - -msgid "Angular Damp" -msgstr "Açısal Yavaşlatma" - -msgid "Audio Bus" -msgstr "Ses Veriyolu" - msgid "Current" msgstr "Mevcut" @@ -4416,30 +4545,6 @@ msgstr "Kenar Boşluğunu Temizle" msgid "Use Mipmaps" msgstr "Mipharitalarıi Kullan" -msgid "Disable Mode" -msgstr "Etkisizleştirme Kipi" - -msgid "Input" -msgstr "Giriş" - -msgid "Pickable" -msgstr "Seçilebilir" - -msgid "Build Mode" -msgstr "Derleme Kipi" - -msgid "Disabled" -msgstr "Devre Dışı" - -msgid "One Way Collision" -msgstr "Tek Yönlü Çarpışma" - -msgid "One Way Collision Margin" -msgstr "Tek Yönlü Çarpışma Kenar Boşluğu" - -msgid "Debug Color" -msgstr "Hata Ayıklama Rengi" - msgid "Emitting" msgstr "Yayılma" @@ -4503,9 +4608,15 @@ msgstr "Parçacık Bayrakları" msgid "Align Y" msgstr "Hizala Y" +msgid "Direction" +msgstr "Yön" + msgid "Spread" msgstr "Dağılma" +msgid "Gravity" +msgstr "Yer Çekimi" + msgid "Initial Velocity" msgstr "Başlangıç Hızı" @@ -4644,48 +4755,6 @@ msgstr "Bölümler" msgid "Section Subdivisions" msgstr "Bölüm Altbölümleri" -msgid "Node A" -msgstr "Düğüm A" - -msgid "Node B" -msgstr "Düğüm B" - -msgid "Bias" -msgstr "Sapma" - -msgid "Disable Collision" -msgstr "Çarpışmayı Devredışı Bırak" - -msgid "Softness" -msgstr "Yumuşaklık" - -msgid "Angular Limit" -msgstr "Açısal Sınır" - -msgid "Lower" -msgstr "Alt" - -msgid "Upper" -msgstr "Üst" - -msgid "Motor" -msgstr "Motor" - -msgid "Target Velocity" -msgstr "Hedef Hız" - -msgid "Length" -msgstr "Uzunluk" - -msgid "Initial Offset" -msgstr "Başlangıç Kayması" - -msgid "Rest Length" -msgstr "Durgun Uzunluk" - -msgid "Stiffness" -msgstr "Eğilmezlik" - msgid "Editor Only" msgstr "Sadece Düzenleyici" @@ -4872,6 +4941,21 @@ msgstr "Kaçınmayı Sınırla" msgid "Skew" msgstr "Yamult" +msgid "Scroll Offset" +msgstr "Kaydırma Kayması" + +msgid "Repeat" +msgstr "Tekrar Et" + +msgid "Begin" +msgstr "Başlangıç" + +msgid "End" +msgstr "Bitiş" + +msgid "Follow Viewport" +msgstr "Çerçeveyi İzle" + msgid "Scroll" msgstr "Kaydır" @@ -4917,6 +5001,147 @@ msgstr "Döndürür" msgid "Cubic Interp" msgstr "Kübik Ara Değerleme" +msgid "Sync to Physics" +msgstr "Fiziğe Eşle" + +msgid "Monitoring" +msgstr "İzleme" + +msgid "Monitorable" +msgstr "İzlenebilir" + +msgid "Space Override" +msgstr "Uzayın Üzerine Yaz" + +msgid "Point" +msgstr "Nokta" + +msgid "Point Unit Distance" +msgstr "Nokta Birim Mesafe" + +msgid "Point Center" +msgstr "Nokta Merkez" + +msgid "Linear Damp" +msgstr "Doğrusal Yavaşlatma" + +msgid "Angular Damp" +msgstr "Açısal Yavaşlatma" + +msgid "Audio Bus" +msgstr "Ses Veriyolu" + +msgid "Motion Mode" +msgstr "Hareket Kipi" + +msgid "Up Direction" +msgstr "Yukarı Yön" + +msgid "Slide on Ceiling" +msgstr "Tavanda Kay" + +msgid "Wall Min Slide Angle" +msgstr "Duvar En Az Kayma Açısı" + +msgid "Floor" +msgstr "Zemin" + +msgid "Stop on Slope" +msgstr "Yokuşta Dur" + +msgid "Constant Speed" +msgstr "Sabit Hız" + +msgid "Block on Wall" +msgstr "Duvarda Engelle" + +msgid "Max Angle" +msgstr "En Büyük Açı" + +msgid "Snap Length" +msgstr "Tutunma Uzunluğu" + +msgid "Moving Platform" +msgstr "Hareketli Düzlük" + +msgid "On Leave" +msgstr "Ayrıldığında" + +msgid "Floor Layers" +msgstr "Zemin Katmanları" + +msgid "Wall Layers" +msgstr "Duvar Katmanları" + +msgid "Safe Margin" +msgstr "Güvenli Kenar Boşluğu" + +msgid "Disable Mode" +msgstr "Etkisizleştirme Kipi" + +msgid "Input" +msgstr "Giriş" + +msgid "Pickable" +msgstr "Seçilebilir" + +msgid "Build Mode" +msgstr "Derleme Kipi" + +msgid "Disabled" +msgstr "Devre Dışı" + +msgid "One Way Collision" +msgstr "Tek Yönlü Çarpışma" + +msgid "One Way Collision Margin" +msgstr "Tek Yönlü Çarpışma Kenar Boşluğu" + +msgid "Debug Color" +msgstr "Hata Ayıklama Rengi" + +msgid "Length" +msgstr "Uzunluk" + +msgid "Rest Length" +msgstr "Durgun Uzunluk" + +msgid "Stiffness" +msgstr "Eğilmezlik" + +msgid "Initial Offset" +msgstr "Başlangıç Kayması" + +msgid "Node A" +msgstr "Düğüm A" + +msgid "Node B" +msgstr "Düğüm B" + +msgid "Bias" +msgstr "Sapma" + +msgid "Disable Collision" +msgstr "Çarpışmayı Devredışı Bırak" + +msgid "Softness" +msgstr "Yumuşaklık" + +msgid "Angular Limit" +msgstr "Açısal Sınır" + +msgid "Lower" +msgstr "Alt" + +msgid "Upper" +msgstr "Üst" + +msgid "Motor" +msgstr "Motor" + +msgid "Target Velocity" +msgstr "Hedef Hız" + msgid "Bone 2D Nodepath" msgstr "Kemik 2B Düğümyolu" @@ -4932,14 +5157,23 @@ msgstr "Fizik Benzetimi Yap" msgid "Follow Bone When Simulating" msgstr "Benzetim Yaparken Kemiği Takip et" -msgid "Constant Linear Velocity" -msgstr "Sabit Doğrusal Hız" +msgid "Exclude Parent" +msgstr "Üst-Öğeyi Dışarıda Bırak" -msgid "Constant Angular Velocity" -msgstr "Sabit Açısal Hız" +msgid "Target Position" +msgstr "Hedef Konum" -msgid "Sync to Physics" -msgstr "Fiziğe Eşle" +msgid "Hit From Inside" +msgstr "İçeriden Çarp" + +msgid "Collide With" +msgstr "Şununla Çarpış" + +msgid "Areas" +msgstr "Alanlar" + +msgid "Bodies" +msgstr "Cisimler" msgid "Gravity Scale" msgstr "Yer Çekimi Ölçeği" @@ -5004,50 +5238,17 @@ msgstr "Sabit Kuvvetler" msgid "Torque" msgstr "Dönme Kuvveti" -msgid "Motion Mode" -msgstr "Hareket Kipi" +msgid "Margin" +msgstr "Kenar Boşluğu" -msgid "Up Direction" -msgstr "Yukarı Yön" +msgid "Max Results" +msgstr "En Fazla Sonuç" -msgid "Slide on Ceiling" -msgstr "Tavanda Kay" +msgid "Constant Linear Velocity" +msgstr "Sabit Doğrusal Hız" -msgid "Wall Min Slide Angle" -msgstr "Duvar En Az Kayma Açısı" - -msgid "Floor" -msgstr "Zemin" - -msgid "Stop on Slope" -msgstr "Yokuşta Dur" - -msgid "Constant Speed" -msgstr "Sabit Hız" - -msgid "Block on Wall" -msgstr "Duvarda Engelle" - -msgid "Max Angle" -msgstr "En Büyük Açı" - -msgid "Snap Length" -msgstr "Tutunma Uzunluğu" - -msgid "Moving Platform" -msgstr "Hareketli Düzlük" - -msgid "On Leave" -msgstr "Ayrıldığında" - -msgid "Floor Layers" -msgstr "Zemin Katmanları" - -msgid "Wall Layers" -msgstr "Duvar Katmanları" - -msgid "Safe Margin" -msgstr "Güvenli Kenar Boşluğu" +msgid "Constant Angular Velocity" +msgstr "Sabit Açısal Hız" msgid "UV" msgstr "UV" @@ -5061,24 +5262,6 @@ msgstr "Çokgenler" msgid "Internal Vertex Count" msgstr "Dahili Köşe Sayısı" -msgid "Exclude Parent" -msgstr "Üst-Öğeyi Dışarıda Bırak" - -msgid "Target Position" -msgstr "Hedef Konum" - -msgid "Hit From Inside" -msgstr "İçeriden Çarp" - -msgid "Collide With" -msgstr "Şununla Çarpış" - -msgid "Areas" -msgstr "Alanlar" - -msgid "Bodies" -msgstr "Cisimler" - msgid "Remote Path" msgstr "Uzak Yol" @@ -5088,12 +5271,6 @@ msgstr "Genel Koordinatları Kullan" msgid "Update" msgstr "Güncelle" -msgid "Margin" -msgstr "Kenar Boşluğu" - -msgid "Max Results" -msgstr "En Fazla Sonuç" - msgid "Auto Calculate Length and Angle" msgstr "Uzunluğu ve Açıyı Otomatik Hesapla" @@ -5166,24 +5343,6 @@ msgstr "Etkinleştiriliyor" msgid "Node Path" msgstr "Düğüm Yolu" -msgid "Wind" -msgstr "Rüzgar" - -msgid "Force Magnitude" -msgstr "Kuvvet Büyüklüğü" - -msgid "Attenuation Factor" -msgstr "Zayıflama Katsayısı" - -msgid "Source Path" -msgstr "Kaynak Yolu" - -msgid "Reverb Bus" -msgstr "Yankılama Veriyolu" - -msgid "Uniformity" -msgstr "Tekdüzelik" - msgid "Attenuation Model" msgstr "Zayıflama Modeli" @@ -5235,6 +5394,9 @@ msgstr "Kaldırma Maskesi" msgid "Attributes" msgstr "Öznitelikler" +msgid "Compositor" +msgstr "Kompozitör" + msgid "Doppler Tracking" msgstr "Doppler İzleme" @@ -5250,12 +5412,6 @@ msgstr "Yakın" msgid "Far" msgstr "Uzak" -msgid "Ray Pickable" -msgstr "Işın Seçilebilir" - -msgid "Capture on Drag" -msgstr "Sürüklerken Yakala" - msgid "Visibility AABB" msgstr "Görünürlük AABB" @@ -5325,9 +5481,6 @@ msgstr "Alttan Solma" msgid "Distance Fade" msgstr "Uzaklık Solması" -msgid "Begin" -msgstr "Başlangıç" - msgid "Transform Align" msgstr "Dönüştürme Hizalama" @@ -5364,99 +5517,12 @@ msgstr "Görünürlük Aralığı" msgid "Begin Margin" msgstr "Kenar Boşluk Başlama" -msgid "End" -msgstr "Bitiş" - msgid "End Margin" msgstr "Kenar Boşluğu Bitiş" msgid "Fade Mode" msgstr "Solma Kipi" -msgid "Solver Priority" -msgstr "Çözümleyici Önceliği" - -msgid "Exclude Nodes From Collision" -msgstr "Düğümleri Çarpışmaların Dışında Tut" - -msgid "Params" -msgstr "Parametreler" - -msgid "Impulse Clamp" -msgstr "Anlık İtme Kırpma" - -msgid "Relaxation" -msgstr "Gevşeme" - -msgid "Max Impulse" -msgstr "En Büyük Anlık İtme" - -msgid "Linear Limit" -msgstr "Doğrusal Sınır" - -msgid "Upper Distance" -msgstr "Üst Mesafe" - -msgid "Lower Distance" -msgstr "Alt Mesafe" - -msgid "Restitution" -msgstr "Onarım" - -msgid "Linear Motion" -msgstr "Doğrusal Hareket" - -msgid "Linear Ortho" -msgstr "Doğrusal Diklik" - -msgid "Upper Angle" -msgstr "Üst Açı" - -msgid "Lower Angle" -msgstr "Alt Açı" - -msgid "Angular Motion" -msgstr "Açısal Hareket" - -msgid "Angular Ortho" -msgstr "Açısal Diklik" - -msgid "Swing Span" -msgstr "Sallanma Genişliği" - -msgid "Twist Span" -msgstr "Kıvırma Genişliği" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "Doğrusal Motor" - -msgid "Force Limit" -msgstr "Kuvvet Sınırı" - -msgid "Linear Spring" -msgstr "Doğrusal Yay" - -msgid "Equilibrium Point" -msgstr "Denge Noktası" - -msgid "ERP" -msgstr "Hata Payı" - -msgid "Angular Motor" -msgstr "Açısal Motor" - -msgid "Angular Spring" -msgstr "Açısal Yay" - msgid "Pixel Size" msgstr "Piksel Boyutu" @@ -5643,6 +5709,9 @@ msgstr "Gürültü Giderici Kullan" msgid "Denoiser Strength" msgstr "Gürültü Giderici Gücü" +msgid "Texel Scale" +msgstr "Doku Hücresi Ölçeği" + msgid "Max Texture Size" msgstr "En Büyük Doku Boyutu" @@ -5718,26 +5787,113 @@ msgstr "Modelin Önünü Kullan" msgid "Tilt Enabled" msgstr "Yana Eğilme Etkin" -msgid "Axis Lock" -msgstr "Eksen Kilidi" +msgid "Wind" +msgstr "Rüzgar" -msgid "Linear X" -msgstr "Doğrusal X" +msgid "Force Magnitude" +msgstr "Kuvvet Büyüklüğü" -msgid "Linear Y" -msgstr "Doğrusal Y" +msgid "Attenuation Factor" +msgstr "Zayıflama Katsayısı" -msgid "Linear Z" -msgstr "Doğrusal Z" +msgid "Source Path" +msgstr "Kaynak Yolu" -msgid "Angular X" -msgstr "Açısal X" +msgid "Reverb Bus" +msgstr "Yankılama Veriyolu" -msgid "Angular Y" -msgstr "Açısal Y" +msgid "Uniformity" +msgstr "Tekdüzelik" -msgid "Angular Z" -msgstr "Açısal Z" +msgid "Ray Pickable" +msgstr "Işın Seçilebilir" + +msgid "Capture on Drag" +msgstr "Sürüklerken Yakala" + +msgid "Swing Span" +msgstr "Sallanma Genişliği" + +msgid "Twist Span" +msgstr "Kıvırma Genişliği" + +msgid "Relaxation" +msgstr "Gevşeme" + +msgid "Linear Limit" +msgstr "Doğrusal Sınır" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "Üst Mesafe" + +msgid "Lower Distance" +msgstr "Alt Mesafe" + +msgid "Restitution" +msgstr "Onarım" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "Doğrusal Motor" + +msgid "Force Limit" +msgstr "Kuvvet Sınırı" + +msgid "Linear Spring" +msgstr "Doğrusal Yay" + +msgid "Equilibrium Point" +msgstr "Denge Noktası" + +msgid "Upper Angle" +msgstr "Üst Açı" + +msgid "Lower Angle" +msgstr "Alt Açı" + +msgid "ERP" +msgstr "Hata Payı" + +msgid "Angular Motor" +msgstr "Açısal Motor" + +msgid "Angular Spring" +msgstr "Açısal Yay" + +msgid "Params" +msgstr "Parametreler" + +msgid "Max Impulse" +msgstr "En Büyük Anlık İtme" + +msgid "Solver Priority" +msgstr "Çözümleyici Önceliği" + +msgid "Exclude Nodes From Collision" +msgstr "Düğümleri Çarpışmaların Dışında Tut" + +msgid "Impulse Clamp" +msgstr "Anlık İtme Kırpma" + +msgid "Linear Motion" +msgstr "Doğrusal Hareket" + +msgid "Linear Ortho" +msgstr "Doğrusal Diklik" + +msgid "Angular Motion" +msgstr "Açısal Hareket" + +msgid "Angular Ortho" +msgstr "Açısal Diklik" msgid "Joint Constraints" msgstr "Eklem Kısıtlamaları" @@ -5835,12 +5991,75 @@ msgstr "Doğrusal Yavaşlatma Kipi" msgid "Angular Damp Mode" msgstr "Açısal Yavaşlatma Kipi" +msgid "Axis Lock" +msgstr "Eksen Kilidi" + +msgid "Linear X" +msgstr "Doğrusal X" + +msgid "Linear Y" +msgstr "Doğrusal Y" + +msgid "Linear Z" +msgstr "Doğrusal Z" + +msgid "Angular X" +msgstr "Açısal X" + +msgid "Angular Y" +msgstr "Açısal Y" + +msgid "Angular Z" +msgstr "Açısal Z" + msgid "Hit Back Faces" msgstr "Geri Çarpma Yüzleri" msgid "Debug Shape" msgstr "Hata Ayıklayıcı Şekil" +msgid "Spring Length" +msgstr "Yay Uzunluğu" + +msgid "Per-Wheel Motion" +msgstr "Teker-başına Hareket" + +msgid "Engine Force" +msgstr "Motor Kuvveti" + +msgid "Brake" +msgstr "Fren" + +msgid "Steering" +msgstr "Yönlendirme" + +msgid "VehicleBody3D Motion" +msgstr "3B Araç Cismi (VehicleBody3D) Hareketi" + +msgid "Use as Traction" +msgstr "Çekiş için Kullan" + +msgid "Use as Steering" +msgstr "Yön vermek için Kullan" + +msgid "Wheel" +msgstr "Tekerlek" + +msgid "Roll Influence" +msgstr "Yuvarlama Etkisi" + +msgid "Friction Slip" +msgstr "Sürtünme Kayması" + +msgid "Suspension" +msgstr "Askılama" + +msgid "Travel" +msgstr "Seyahat" + +msgid "Max Force" +msgstr "En Fazla Kuvvet" + msgid "Origin Offset" msgstr "Sıfır Noktası Kayması" @@ -5850,6 +6069,9 @@ msgstr "Kutu Yansıtması" msgid "Enable Shadows" msgstr "Gölgeleri Enkinleştir" +msgid "Reflection Mask" +msgstr "Yansıma Maskesi" + msgid "Mesh LOD Threshold" msgstr "Örgü Detay Seviyesi Eşiği" @@ -5934,48 +6156,6 @@ msgstr "Yavaşlatma Katsayısı" msgid "Drag Coefficient" msgstr "Sürükleme Katsayısı" -msgid "Spring Length" -msgstr "Yay Uzunluğu" - -msgid "Per-Wheel Motion" -msgstr "Teker-başına Hareket" - -msgid "Engine Force" -msgstr "Motor Kuvveti" - -msgid "Brake" -msgstr "Fren" - -msgid "Steering" -msgstr "Yönlendirme" - -msgid "VehicleBody3D Motion" -msgstr "3B Araç Cismi (VehicleBody3D) Hareketi" - -msgid "Use as Traction" -msgstr "Çekiş için Kullan" - -msgid "Use as Steering" -msgstr "Yön vermek için Kullan" - -msgid "Wheel" -msgstr "Tekerlek" - -msgid "Roll Influence" -msgstr "Yuvarlama Etkisi" - -msgid "Friction Slip" -msgstr "Sürtünme Kayması" - -msgid "Suspension" -msgstr "Askılama" - -msgid "Travel" -msgstr "Seyahat" - -msgid "Max Force" -msgstr "En Fazla Kuvvet" - msgid "Track Physics Step" msgstr "Fizik Adımını Takip Et" @@ -6027,6 +6207,9 @@ msgstr "Yayılma" msgid "Use Two Bounces" msgstr "İki Sekmeli Kullan" +msgid "Face Tracker" +msgstr "Yüz İzleyici" + msgid "Tracker" msgstr "İzleyici" @@ -6135,6 +6318,9 @@ msgstr "Geriçağır Kipi" msgid "Method" msgstr "Yöntem" +msgid "Discrete" +msgstr "Ayrık" + msgid "Reset" msgstr "Sıfırla" @@ -6453,11 +6639,14 @@ msgstr "Kip Başlığın Üzerine Yazar" msgid "Root Subfolder" msgstr "Kök Altklasör" +msgid "Options" +msgstr "Seçenekler" + msgid "Use Native Dialog" msgstr "Yerel Diyaloğu Kullan" -msgid "Scroll Offset" -msgstr "Kaydırma Kayması" +msgid "Reverse Fill" +msgstr "Ters Dolgu" msgid "Show Grid" msgstr "Izgarayı Göster" @@ -6567,6 +6756,9 @@ msgstr "Sabit Simge Boyu" msgid "Label Settings" msgstr "Etiket Ayarları" +msgid "Ellipsis Char" +msgstr "Üç Nokta Karakteri" + msgid "Tab Stops" msgstr "Sekme Durakları" @@ -6696,6 +6888,9 @@ msgstr "Durum Öğesi Seçiminde Gizle" msgid "Submenu Popup Delay" msgstr "Altmenü Açılır Pencere Gecikmesi" +msgid "System Menu Root" +msgstr "Sistem Menüsü Kökü" + msgid "Fill Mode" msgstr "Doldurma Kipi" @@ -6705,6 +6900,9 @@ msgstr "Yüzdeyi Göster" msgid "Indeterminate" msgstr "Belirsiz" +msgid "Preview Indeterminate" +msgstr "Belirsiz Önizleme" + msgid "Min Value" msgstr "En küçük Değer" @@ -6876,9 +7074,15 @@ msgstr "Seçilene Kaydır" msgid "Select With RMB" msgstr "Sağ Fare Düğmesi ile Seç" +msgid "Deselect Enabled" +msgstr "Etkin Seçimi Kaldır" + msgid "Tabs" msgstr "Sekmeler" +msgid "Tabs Position" +msgstr "Sekmelerin Konumu" + msgid "Tabs Visible" msgstr "Sekmeler Görünür" @@ -7041,9 +7245,6 @@ msgstr "Z Göreceli" msgid "Y Sort Enabled" msgstr "Y Sıralama Etkin" -msgid "Repeat" -msgstr "Tekrar Et" - msgid "Use Parent Material" msgstr "Üst-öğe Malzemesini Kullan" @@ -7056,9 +7257,6 @@ msgstr "NormalHaritası" msgid "Shininess" msgstr "Parlaklık" -msgid "Follow Viewport" -msgstr "Çerçeveyi İzle" - msgid "Download File" msgstr "Dosya İndir" @@ -7299,6 +7497,9 @@ msgstr "Nesne Seçme" msgid "Object Picking Sort" msgstr "Nesne Seçme Sıralaması" +msgid "Object Picking First Only" +msgstr "Sadece Önce Nesne Seçimi" + msgid "Disable Input" msgstr "Giriş Devre Dışı" @@ -7350,6 +7551,9 @@ msgstr "Denetimleri Sar" msgid "Transient" msgstr "Kısa Süreli" +msgid "Transient to Focused" +msgstr "Odaklanmışa Geçiş yap" + msgid "Exclusive" msgstr "Ayrıcalıklı" @@ -7401,6 +7605,360 @@ msgstr "3B Fizik" msgid "3D Navigation" msgstr "3B Gezinti" +msgid "Segments" +msgstr "Dilimler" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "Eğimde Kaydır" + +msgid "Custom Solver Bias" +msgstr "Özel Çözümleyici Sapması" + +msgid "Execution Mode" +msgstr "Çalıştırma Kipi" + +msgid "Target Nodepath" +msgstr "Hedef Düğümyolu" + +msgid "Tip Nodepath" +msgstr "Tepe Düğümyolu" + +msgid "CCDIK Data Chain Length" +msgstr "CCDIK Veri Zinciri Uzunluğu" + +msgid "FABRIK Data Chain Length" +msgstr "FABRIK Veri Zinciri Uzunluğu" + +msgid "Jiggle Data Chain Length" +msgstr "Titreme Veri Zinciri Uzunluğu" + +msgid "Default Joint Settings" +msgstr "Varsayılan Eklem Ayarları" + +msgid "Use Gravity" +msgstr "Yerçekimi Kullan" + +msgid "Bone Index" +msgstr "Kemik İndeksi" + +msgid "Bone 2D Node" +msgstr "2B Kemik Düğümü" + +msgid "Physical Bone Chain Length" +msgstr "Fiziksel Kemik Zincir Uzunluğu" + +msgid "Target Minimum Distance" +msgstr "Hedef En Az Mesafe" + +msgid "Target Maximum Distance" +msgstr "Hedef En Çok Mesafe" + +msgid "Flip Bend Direction" +msgstr "Eğilme Yönünü Ters Çevir" + +msgid "Modification Count" +msgstr "Değiştirilme Sayısı" + +msgid "Right Side" +msgstr "Sağ Taraf" + +msgid "Right Corner" +msgstr "Sağ Köşe" + +msgid "Bottom Right Side" +msgstr "Sağ Alt Taraf" + +msgid "Bottom Right Corner" +msgstr "Sağ Alt Köşe" + +msgid "Bottom Side" +msgstr "Alt Taraf" + +msgid "Bottom Corner" +msgstr "Alt Köşe" + +msgid "Bottom Left Side" +msgstr "Sol Alt Taraf" + +msgid "Bottom Left Corner" +msgstr "Sol Alt Köşe" + +msgid "Left Side" +msgstr "Sol Taraf" + +msgid "Left Corner" +msgstr "Sol Köşe" + +msgid "Top Left Side" +msgstr "Sol Üst Taraf" + +msgid "Top Left Corner" +msgstr "Sol Üst Köşe" + +msgid "Top Side" +msgstr "Üst Taraf" + +msgid "Top Corner" +msgstr "Üst Köşe" + +msgid "Top Right Side" +msgstr "Sağ Üst Taraf" + +msgid "Top Right Corner" +msgstr "Sağ Üst Köşe" + +msgid "Terrains" +msgstr "Araziler" + +msgid "Custom Data" +msgstr "Özel Veri" + +msgid "Tile Proxies" +msgstr "Karo Vekilleri" + +msgid "Source Level" +msgstr "Kaynak Seviyesi" + +msgid "Coords Level" +msgstr "Konum Seviyesi" + +msgid "Alternative Level" +msgstr "Diğer Seviye" + +msgid "Tile Shape" +msgstr "Karo Şekli" + +msgid "Tile Layout" +msgstr "Karo Yerleşim Düzeni" + +msgid "Tile Offset Axis" +msgstr "Karo Kayma Ekseni" + +msgid "Tile Size" +msgstr "Karo Boyutu" + +msgid "UV Clipping" +msgstr "UV Kesme" + +msgid "Occlusion Layers" +msgstr "Perdeleme Katmanları" + +msgid "Physics Layers" +msgstr "Fizik Katmanları" + +msgid "Terrain Sets" +msgstr "Arazi Kümeleri" + +msgid "Custom Data Layers" +msgstr "Özel Veri Katmanları" + +msgid "Scenes" +msgstr "Sahneler" + +msgid "Scene" +msgstr "Sahne" + +msgid "Display Placeholder" +msgstr "Yer Tutucu Göster" + +msgid "Polygons Count" +msgstr "Çokgenlerin Sayısı" + +msgid "One Way" +msgstr "Tek Yön" + +msgid "One Way Margin" +msgstr "Tek Yön Kenar Boşluğu" + +msgid "Terrains Peering Bit" +msgstr "Arazi Eşleştirme Biti" + +msgid "Transpose" +msgstr "Tersini Al" + +msgid "Texture Origin" +msgstr "Doku Kökeni" + +msgid "Y Sort Origin" +msgstr "Y Sıralama Kökeni" + +msgid "Terrain Set" +msgstr "Arazi Kümesi" + +msgid "Terrain" +msgstr "Arazi" + +msgid "Miscellaneous" +msgstr "Çeşitli" + +msgid "Probability" +msgstr "Olasılık" + +msgid "Distance" +msgstr "Mesafe" + +msgid "Backface Collision" +msgstr "Arkayüz Çarpışması" + +msgid "Density" +msgstr "Yoğunluk" + +msgid "Height Falloff" +msgstr "Yükseklik Azalması" + +msgid "Edge Fade" +msgstr "Kenar Solması" + +msgid "Density Texture" +msgstr "Yoğunluk Dokusu" + +msgid "Map Width" +msgstr "Harita Genişliği" + +msgid "Map Depth" +msgstr "Harita Derinliği" + +msgid "Map Data" +msgstr "Harita Verisi" + +msgid "Item" +msgstr "Öğe" + +msgid "Mesh Transform" +msgstr "Ögrü Dönüştürme" + +msgid "Navigation Mesh Transform" +msgstr "Gezinti Örgüsü Dönüştürme" + +msgid "Preview" +msgstr "Önizleme" + +msgid "Add UV2" +msgstr "UV2 ekle" + +msgid "UV2 Padding" +msgstr "UV2 Dolgulama" + +msgid "Subdivide Width" +msgstr "Altparça Genişliği" + +msgid "Subdivide Height" +msgstr "Altparça Yüksekliği" + +msgid "Subdivide Depth" +msgstr "Altparça Derinliği" + +msgid "Top Radius" +msgstr "Üst Yarıçap" + +msgid "Bottom Radius" +msgstr "Alt Yarıçap" + +msgid "Cap Top" +msgstr "Kapak Üst" + +msgid "Cap Bottom" +msgstr "Kapak Alt" + +msgid "Left to Right" +msgstr "Soldan Sağa" + +msgid "Is Hemisphere" +msgstr "Yarım Küre Mi" + +msgid "Ring Segments" +msgstr "Halka Dilimleri" + +msgid "Radial Steps" +msgstr "Dairesel Adımlar" + +msgid "Section Length" +msgstr "Kesit Uzunluğu" + +msgid "Section Rings" +msgstr "Kesit Halkaları" + +msgid "Section Segments" +msgstr "Kesit Dilimleri" + +msgid "Curve Step" +msgstr "Eğri Adımı" + +msgid "Bind Count" +msgstr "Bağlayıcı Sayısı" + +msgid "Bind" +msgstr "Bağlayıcı" + +msgid "Bone" +msgstr "Kemik" + +msgid "Sky" +msgstr "Gökyüzü" + +msgid "Top Color" +msgstr "Üst Renk" + +msgid "Horizon Color" +msgstr "Ufuk Çizgisi Rengi" + +msgid "Energy Multiplier" +msgstr "Enerji Çarpanı" + +msgid "Cover" +msgstr "Kapak" + +msgid "Cover Modulate" +msgstr "Kapak Ton Değişimi" + +msgid "Ground" +msgstr "Yer" + +msgid "Bottom Color" +msgstr "Alt Renk" + +msgid "Sun" +msgstr "Güneş" + +msgid "Panorama" +msgstr "Geniş-görünüm" + +msgid "Rayleigh" +msgstr "Rayleigh" + +msgid "Coefficient" +msgstr "Katsayı" + +msgid "Mie" +msgstr "Mie" + +msgid "Eccentricity" +msgstr "Dışmerkezlilik" + +msgid "Turbidity" +msgstr "Bulanıklık" + +msgid "Sun Disk Scale" +msgstr "Güneş Diski Ölçeği" + +msgid "Ground Color" +msgstr "Zemin Rengi" + +msgid "Night Sky" +msgstr "Gece Gökyüzü" + +msgid "Fallback Environment" +msgstr "Sonçare Ortamı" + +msgid "Plane" +msgstr "Düzlem" + msgid "Frames" msgstr "Kareler" @@ -7515,15 +8073,30 @@ msgstr "Parçacık Animasyonu Dikey Kareler" msgid "Particles Anim Loop" msgstr "Parçacık Animasyonu Döngüsü" +msgid "Effect Callback Type" +msgstr "Efekt Geriçağırması Türü" + +msgid "Access Resolved Color" +msgstr "Erişim Çözüldü Rengi" + +msgid "Access Resolved Depth" +msgstr "Erişim Çözüldü Derinliği" + +msgid "Needs Motion Vectors" +msgstr "Hareket Vektörleri Gerekiyor" + +msgid "Needs Normal Roughness" +msgstr "Normal Pürüzlülüğü Gerekiyor" + +msgid "Needs Separate Specular" +msgstr "Ayrı Yansıtıcı Gerekiyor" + +msgid "Compositor Effects" +msgstr "Kompozitör Efektleri" + msgid "Load Path" msgstr "Yükleme Yolu" -msgid "Segments" -msgstr "Dilimler" - -msgid "Backface Collision" -msgstr "Arkayüz Çarpışması" - msgid "Bake Resolution" msgstr "Pişirme Çözünürlüğü" @@ -7545,15 +8118,9 @@ msgstr "Eğri Z" msgid "Background" msgstr "Arkaplan" -msgid "Energy Multiplier" -msgstr "Enerji Çarpanı" - msgid "Canvas Max Layer" msgstr "Kanvas En Çok Katman" -msgid "Sky" -msgstr "Gökyüzü" - msgid "Custom FOV" msgstr "Özel Görüş Alanı" @@ -7701,9 +8268,6 @@ msgstr "Işık Enerjisi" msgid "Sun Scatter" msgstr "Güneş Saçılması" -msgid "Density" -msgstr "Yoğunluk" - msgid "Aerial Perspective" msgstr "Havadan Görünüm" @@ -7713,6 +8277,15 @@ msgstr "Gökyüzü Etkisi" msgid "Height Density" msgstr "Yükseklik Yoğunluğu" +msgid "Depth Curve" +msgstr "Derinlik Eğrisi" + +msgid "Depth Begin" +msgstr "Derinlik Başlangıcı" + +msgid "Depth End" +msgstr "Derinlik Bitişi" + msgid "Volumetric Fog" msgstr "Hacimsel Sis" @@ -7743,15 +8316,6 @@ msgstr "Doygunluk" msgid "Color Correction" msgstr "Renk Düzeltme" -msgid "Height Falloff" -msgstr "Yükseklik Azalması" - -msgid "Edge Fade" -msgstr "Kenar Solması" - -msgid "Density Texture" -msgstr "Yoğunluk Dokusu" - msgid "Base Font" msgstr "Temel Yazı Tipi" @@ -7767,6 +8331,9 @@ msgstr "Kabartma" msgid "Space" msgstr "Uzay" +msgid "Baseline" +msgstr "Anahat" + msgid "Font Names" msgstr "Yazı Tipi İsimleri" @@ -7797,15 +8364,6 @@ msgstr "Şuradan" msgid "To" msgstr "Şuraya" -msgid "Map Width" -msgstr "Harita Genişliği" - -msgid "Map Depth" -msgstr "Harita Derinliği" - -msgid "Map Data" -msgstr "Harita Verisi" - msgid "Next Pass" msgstr "Sonraki Geçiş" @@ -7971,9 +8529,6 @@ msgstr "Parçacık Kuyruk İzleri Kullan" msgid "Proximity Fade" msgstr "Yakınlık Solması" -msgid "Distance" -msgstr "Mesafe" - msgid "MSDF" msgstr "Çokkanallı İşaretli Uzaklık Alanı (MSDF)" @@ -7995,18 +8550,6 @@ msgstr "Harmanlama Şekil Kipi" msgid "Shadow Mesh" msgstr "Gölge Örgü" -msgid "Item" -msgstr "Öğe" - -msgid "Mesh Transform" -msgstr "Ögrü Dönüştürme" - -msgid "Navigation Mesh Transform" -msgstr "Gezinti Örgüsü Dönüştürme" - -msgid "Preview" -msgstr "Önizleme" - msgid "Base Texture" msgstr "Temel Doku" @@ -8043,6 +8586,9 @@ msgstr "Kaynak Grup İsmi" msgid "Cells" msgstr "Hücreler" +msgid "Cell Height" +msgstr "Hücre Yüksekliği" + msgid "Agents" msgstr "Vekiller" @@ -8097,6 +8643,12 @@ msgstr "Çözümlenmiş Çarpışma Maskesi" msgid "Source Geometry Group Name" msgstr "Kaynak Geometri Grup İsmi" +msgid "Baking Rect" +msgstr "Dörtgen Pişiriliyor" + +msgid "Baking Rect Offset" +msgstr "Dörtgen Kayması Pişiriliyor" + msgid "Bundled" msgstr "Paketlenmiş" @@ -8229,114 +8781,6 @@ msgstr "Boyut Üzerine Yazma" msgid "Keep Compressed Buffer" msgstr "Sıkıştırılmış Arabelleği Koru" -msgid "Add UV2" -msgstr "UV2 ekle" - -msgid "UV2 Padding" -msgstr "UV2 Dolgulama" - -msgid "Subdivide Width" -msgstr "Altparça Genişliği" - -msgid "Subdivide Height" -msgstr "Altparça Yüksekliği" - -msgid "Subdivide Depth" -msgstr "Altparça Derinliği" - -msgid "Top Radius" -msgstr "Üst Yarıçap" - -msgid "Bottom Radius" -msgstr "Alt Yarıçap" - -msgid "Cap Top" -msgstr "Kapak Üst" - -msgid "Cap Bottom" -msgstr "Kapak Alt" - -msgid "Left to Right" -msgstr "Soldan Sağa" - -msgid "Is Hemisphere" -msgstr "Yarım Küre Mi" - -msgid "Ring Segments" -msgstr "Halka Dilimleri" - -msgid "Radial Steps" -msgstr "Dairesel Adımlar" - -msgid "Section Length" -msgstr "Kesit Uzunluğu" - -msgid "Section Rings" -msgstr "Kesit Halkaları" - -msgid "Section Segments" -msgstr "Kesit Dilimleri" - -msgid "Curve Step" -msgstr "Eğri Adımı" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "Eğimde Kaydır" - -msgid "Custom Solver Bias" -msgstr "Özel Çözümleyici Sapması" - -msgid "Execution Mode" -msgstr "Çalıştırma Kipi" - -msgid "Target Nodepath" -msgstr "Hedef Düğümyolu" - -msgid "Tip Nodepath" -msgstr "Tepe Düğümyolu" - -msgid "CCDIK Data Chain Length" -msgstr "CCDIK Veri Zinciri Uzunluğu" - -msgid "FABRIK Data Chain Length" -msgstr "FABRIK Veri Zinciri Uzunluğu" - -msgid "Jiggle Data Chain Length" -msgstr "Titreme Veri Zinciri Uzunluğu" - -msgid "Default Joint Settings" -msgstr "Varsayılan Eklem Ayarları" - -msgid "Use Gravity" -msgstr "Yerçekimi Kullan" - -msgid "Bone Index" -msgstr "Kemik İndeksi" - -msgid "Bone 2D Node" -msgstr "2B Kemik Düğümü" - -msgid "Physical Bone Chain Length" -msgstr "Fiziksel Kemik Zincir Uzunluğu" - -msgid "Target Minimum Distance" -msgstr "Hedef En Az Mesafe" - -msgid "Target Maximum Distance" -msgstr "Hedef En Çok Mesafe" - -msgid "Flip Bend Direction" -msgstr "Eğilme Yönünü Ters Çevir" - -msgid "Modification Count" -msgstr "Değiştirilme Sayısı" - msgid "Scale Base Bone" msgstr "Temel Kemiği Ölçekle" @@ -8346,15 +8790,6 @@ msgstr "Grup Boyutu" msgid "Bone Size" msgstr "Kemik Boyutu" -msgid "Bind Count" -msgstr "Bağlayıcı Sayısı" - -msgid "Bind" -msgstr "Bağlayıcı" - -msgid "Bone" -msgstr "Kemik" - msgid "Sky Material" msgstr "Gökyüzü Malzemesi" @@ -8364,54 +8799,6 @@ msgstr "İşleme Kipi" msgid "Radiance Size" msgstr "Işınım Boyutu" -msgid "Top Color" -msgstr "Üst Renk" - -msgid "Horizon Color" -msgstr "Ufuk Çizgisi Rengi" - -msgid "Cover" -msgstr "Kapak" - -msgid "Cover Modulate" -msgstr "Kapak Ton Değişimi" - -msgid "Ground" -msgstr "Yer" - -msgid "Bottom Color" -msgstr "Alt Renk" - -msgid "Sun" -msgstr "Güneş" - -msgid "Panorama" -msgstr "Geniş-görünüm" - -msgid "Rayleigh" -msgstr "Rayleigh" - -msgid "Coefficient" -msgstr "Katsayı" - -msgid "Mie" -msgstr "Mie" - -msgid "Eccentricity" -msgstr "Dışmerkezlilik" - -msgid "Turbidity" -msgstr "Bulanıklık" - -msgid "Sun Disk Scale" -msgstr "Güneş Diski Ölçeği" - -msgid "Ground Color" -msgstr "Zemin Rengi" - -msgid "Night Sky" -msgstr "Gece Gökyüzü" - msgid "Content Margins" msgstr "İçerik Kenar Boşlukları" @@ -8478,141 +8865,6 @@ msgstr "Varsayılan Yazı Tipi" msgid "Default Font Size" msgstr "Varsayılan Yazı Tipi Boyutu" -msgid "Right Side" -msgstr "Sağ Taraf" - -msgid "Right Corner" -msgstr "Sağ Köşe" - -msgid "Bottom Right Side" -msgstr "Sağ Alt Taraf" - -msgid "Bottom Right Corner" -msgstr "Sağ Alt Köşe" - -msgid "Bottom Side" -msgstr "Alt Taraf" - -msgid "Bottom Corner" -msgstr "Alt Köşe" - -msgid "Bottom Left Side" -msgstr "Sol Alt Taraf" - -msgid "Bottom Left Corner" -msgstr "Sol Alt Köşe" - -msgid "Left Side" -msgstr "Sol Taraf" - -msgid "Left Corner" -msgstr "Sol Köşe" - -msgid "Top Left Side" -msgstr "Sol Üst Taraf" - -msgid "Top Left Corner" -msgstr "Sol Üst Köşe" - -msgid "Top Side" -msgstr "Üst Taraf" - -msgid "Top Corner" -msgstr "Üst Köşe" - -msgid "Top Right Side" -msgstr "Sağ Üst Taraf" - -msgid "Top Right Corner" -msgstr "Sağ Üst Köşe" - -msgid "Terrains" -msgstr "Araziler" - -msgid "Custom Data" -msgstr "Özel Veri" - -msgid "Tile Proxies" -msgstr "Karo Vekilleri" - -msgid "Source Level" -msgstr "Kaynak Seviyesi" - -msgid "Coords Level" -msgstr "Konum Seviyesi" - -msgid "Alternative Level" -msgstr "Diğer Seviye" - -msgid "Tile Shape" -msgstr "Karo Şekli" - -msgid "Tile Layout" -msgstr "Karo Yerleşim Düzeni" - -msgid "Tile Offset Axis" -msgstr "Karo Kayma Ekseni" - -msgid "Tile Size" -msgstr "Karo Boyutu" - -msgid "UV Clipping" -msgstr "UV Kesme" - -msgid "Occlusion Layers" -msgstr "Perdeleme Katmanları" - -msgid "Physics Layers" -msgstr "Fizik Katmanları" - -msgid "Terrain Sets" -msgstr "Arazi Kümeleri" - -msgid "Custom Data Layers" -msgstr "Özel Veri Katmanları" - -msgid "Scenes" -msgstr "Sahneler" - -msgid "Scene" -msgstr "Sahne" - -msgid "Display Placeholder" -msgstr "Yer Tutucu Göster" - -msgid "Polygons Count" -msgstr "Çokgenlerin Sayısı" - -msgid "One Way" -msgstr "Tek Yön" - -msgid "One Way Margin" -msgstr "Tek Yön Kenar Boşluğu" - -msgid "Terrains Peering Bit" -msgstr "Arazi Eşleştirme Biti" - -msgid "Transpose" -msgstr "Tersini Al" - -msgid "Texture Origin" -msgstr "Doku Kökeni" - -msgid "Y Sort Origin" -msgstr "Y Sıralama Kökeni" - -msgid "Terrain Set" -msgstr "Arazi Kümesi" - -msgid "Terrain" -msgstr "Arazi" - -msgid "Miscellaneous" -msgstr "Çeşitli" - -msgid "Probability" -msgstr "Olasılık" - msgid "File" msgstr "Dosya" @@ -8691,12 +8943,6 @@ msgstr "Yüzey İndeksi" msgid "Degrees Mode" msgstr "Derece Kipi" -msgid "Fallback Environment" -msgstr "Sonçare Ortamı" - -msgid "Plane" -msgstr "Düzlem" - msgid "Panel" msgstr "Panel" @@ -9096,6 +9342,9 @@ msgstr "Özel Düğme Basıldı" msgid "Custom Button Hover" msgstr "Özel Düğme Üzerine Gelme" +msgid "Indeterminate Disabled" +msgstr "Belirsiz Devredışı" + msgid "Select Arrow" msgstr "Seçim Oku" @@ -9288,6 +9537,9 @@ msgstr "Önayar Ekle" msgid "Sample BG" msgstr "Arkaplan Örnekleyici" +msgid "Sample Revert" +msgstr "Örnek Geri Al" + msgid "Overbright Indicator" msgstr "Aşırı-parlak Göstergesi" @@ -9423,6 +9675,15 @@ msgstr "Seçim Fırça Darbesi" msgid "Activity" msgstr "Etkinlik" +msgid "Connection Hover Tint Color" +msgstr "Bağlantı Üstünde Durma Tonlama Rengi" + +msgid "Connection Valid Target Tint Color" +msgstr "Bağlantı Geçerli Hedef Tonlama Rengi" + +msgid "Connection Rim Color" +msgstr "Bağlantı Kenar Rengi" + msgid "Port Hotzone Inner Extent" msgstr "Port Sıcakbölge İç Uzanımı" @@ -9660,6 +9921,9 @@ msgstr "Varsayılan Hücre Yüksekliği" msgid "Default Up" msgstr "Varsayılan Yukarı" +msgid "Merge Rasterizer Cell Scale" +msgstr "Pikselleştirici Hücre Ölçeğini Birleştir" + msgid "Avoidance Use Multiple Threads" msgstr "Kaçınma için Çoklu İş Parcacıkları Kullan" @@ -9858,6 +10122,9 @@ msgstr "Hata Ayıklama Tekrar Çizme Süresi" msgid "Debug Redraw Color" msgstr "Hata Ayıklama Tekrar Çizme Rengi" +msgid "Tighter Shadow Caster Culling" +msgstr "Daha Sıkı Gölge Oluşumu Ayıklaması" + msgid "Vertex" msgstr "Köşenokta" @@ -10215,6 +10482,12 @@ msgstr "Gölgelendirici Dili" msgid "Treat Warnings as Errors" msgstr "Uyarılara Hatalar Gibi Davran" +msgid "Has Tracking Data" +msgstr "İzleme Verisi Var mı" + +msgid "Blend Shapes" +msgstr "Harmanlama Şekilleri" + msgid "Is Primary" msgstr "Birincil mi" @@ -10227,9 +10500,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Çapa Algılama Etkin mi" -msgid "Has Tracking Data" -msgstr "İzleme Verisi Var mı" - msgid "Tracking Confidence" msgstr "İzleme Güvenirliği" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index af10a33d9a0..350f52dbf1d 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -983,9 +983,6 @@ msgstr "Розмір мініатюр" msgid "Import" msgstr "Імпорт" -msgid "FBX" -msgstr "FBX" - msgid "Docks" msgstr "Панелі" @@ -2387,6 +2384,9 @@ msgstr "Контур з'єднано" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + msgid "GDScript" msgstr "Скрипт" @@ -3164,33 +3164,6 @@ msgstr "Гор. віддзеркалення" msgid "Flip V" msgstr "Верт. віддзеркалення" -msgid "Monitoring" -msgstr "Спостереження" - -msgid "Monitorable" -msgstr "Можна спостерігати" - -msgid "Gravity" -msgstr "Тяжіння" - -msgid "Space Override" -msgstr "Перевизначення" - -msgid "Point" -msgstr "Точка" - -msgid "Direction" -msgstr "Напрямок" - -msgid "Linear Damp" -msgstr "Лінійний" - -msgid "Angular Damp" -msgstr "Кутове уповільнення" - -msgid "Audio Bus" -msgstr "Додавання аудіо шини" - msgid "Current" msgstr "Поточний" @@ -3263,24 +3236,6 @@ msgstr "Коригування" msgid "Use Mipmaps" msgstr "Використовувати MIP-текстурування" -msgid "Input" -msgstr "Введення" - -msgid "Pickable" -msgstr "Можна вибирати" - -msgid "Build Mode" -msgstr "Режим вимірювання" - -msgid "Disabled" -msgstr "Вимкнено" - -msgid "One Way Collision" -msgstr "Однобічне зіткнення" - -msgid "One Way Collision Margin" -msgstr "Створити полігон зіткнення" - msgid "Emitting" msgstr "Надсилання" @@ -3338,9 +3293,15 @@ msgstr "Кольори" msgid "Align Y" msgstr "Вирівнювання за Y" +msgid "Direction" +msgstr "Напрямок" + msgid "Spread" msgstr "Розсіювання" +msgid "Gravity" +msgstr "Тяжіння" + msgid "Initial Velocity" msgstr "Ініціалізувати" @@ -3401,48 +3362,6 @@ msgstr "Обробляти матеріал" msgid "Visibility Rect" msgstr "Прямокутник видимості" -msgid "Node A" -msgstr "Вузол A" - -msgid "Node B" -msgstr "Вузол B" - -msgid "Bias" -msgstr "Нахил" - -msgid "Disable Collision" -msgstr "Вимкнути зіткнення" - -msgid "Softness" -msgstr "М’якість" - -msgid "Angular Limit" -msgstr "Кутове обмеження" - -msgid "Lower" -msgstr "Опустити" - -msgid "Upper" -msgstr "Верхня" - -msgid "Motor" -msgstr "Рушій" - -msgid "Target Velocity" -msgstr "Цільова швидкість" - -msgid "Length" -msgstr "Довжина" - -msgid "Initial Offset" -msgstr "Ініціалізувати" - -msgid "Rest Length" -msgstr "Довжина у нерозтягненому стані" - -msgid "Stiffness" -msgstr "Жорсткість" - msgid "Editor Only" msgstr "Лише редактор" @@ -3527,6 +3446,18 @@ msgstr "Макс. відстань контуру" msgid "Max Speed" msgstr "Макс. швидкість" +msgid "Scroll Offset" +msgstr "Відступ гортання" + +msgid "Repeat" +msgstr "Повторення" + +msgid "End" +msgstr "Кінець" + +msgid "Follow Viewport" +msgstr "Показати панель перегляду" + msgid "Scroll" msgstr "Гортання" @@ -3566,11 +3497,107 @@ msgstr "Верт. зміщення" msgid "Cubic Interp" msgstr "Кубічна інтерп" -msgid "Constant Linear Velocity" -msgstr "Стала лінійна швидкість" +msgid "Monitoring" +msgstr "Спостереження" -msgid "Constant Angular Velocity" -msgstr "Стала кутова швидкість" +msgid "Monitorable" +msgstr "Можна спостерігати" + +msgid "Space Override" +msgstr "Перевизначення" + +msgid "Point" +msgstr "Точка" + +msgid "Linear Damp" +msgstr "Лінійний" + +msgid "Angular Damp" +msgstr "Кутове уповільнення" + +msgid "Audio Bus" +msgstr "Додавання аудіо шини" + +msgid "Max Angle" +msgstr "Макс. кут" + +msgid "Moving Platform" +msgstr "Рухома платформа" + +msgid "Safe Margin" +msgstr "Встановити поле" + +msgid "Input" +msgstr "Введення" + +msgid "Pickable" +msgstr "Можна вибирати" + +msgid "Build Mode" +msgstr "Режим вимірювання" + +msgid "Disabled" +msgstr "Вимкнено" + +msgid "One Way Collision" +msgstr "Однобічне зіткнення" + +msgid "One Way Collision Margin" +msgstr "Створити полігон зіткнення" + +msgid "Length" +msgstr "Довжина" + +msgid "Rest Length" +msgstr "Довжина у нерозтягненому стані" + +msgid "Stiffness" +msgstr "Жорсткість" + +msgid "Initial Offset" +msgstr "Ініціалізувати" + +msgid "Node A" +msgstr "Вузол A" + +msgid "Node B" +msgstr "Вузол B" + +msgid "Bias" +msgstr "Нахил" + +msgid "Disable Collision" +msgstr "Вимкнути зіткнення" + +msgid "Softness" +msgstr "М’якість" + +msgid "Angular Limit" +msgstr "Кутове обмеження" + +msgid "Lower" +msgstr "Опустити" + +msgid "Upper" +msgstr "Верхня" + +msgid "Motor" +msgstr "Рушій" + +msgid "Target Velocity" +msgstr "Цільова швидкість" + +msgid "Exclude Parent" +msgstr "Виключити батьківський" + +msgid "Collide With" +msgstr "Об'єкт зіткнення" + +msgid "Areas" +msgstr "Області" + +msgid "Bodies" +msgstr "Тіла" msgid "Gravity Scale" msgstr "Масштаб тяжіння" @@ -3608,14 +3635,14 @@ msgstr "Кутовий" msgid "Torque" msgstr "Момент" -msgid "Max Angle" -msgstr "Макс. кут" +msgid "Margin" +msgstr "Поле" -msgid "Moving Platform" -msgstr "Рухома платформа" +msgid "Constant Linear Velocity" +msgstr "Стала лінійна швидкість" -msgid "Safe Margin" -msgstr "Встановити поле" +msgid "Constant Angular Velocity" +msgstr "Стала кутова швидкість" msgid "UV" msgstr "UV" @@ -3629,18 +3656,6 @@ msgstr "Полігони" msgid "Internal Vertex Count" msgstr "Створити внутрішню вершину" -msgid "Exclude Parent" -msgstr "Виключити батьківський" - -msgid "Collide With" -msgstr "Об'єкт зіткнення" - -msgid "Areas" -msgstr "Області" - -msgid "Bodies" -msgstr "Тіла" - msgid "Remote Path" msgstr "Віддалений шлях" @@ -3650,9 +3665,6 @@ msgstr "Глобальні координати" msgid "Update" msgstr "Оновити" -msgid "Margin" -msgstr "Поле" - msgid "Editor Settings" msgstr "Параметри редактора" @@ -3680,9 +3692,6 @@ msgstr "Режим пріоритетності" msgid "Node Path" msgstr "Шлях до вузла" -msgid "Uniformity" -msgstr "Однорідність" - msgid "Attenuation Model" msgstr "Анімаційний вузол" @@ -3788,63 +3797,6 @@ msgstr "Товщина" msgid "Update Mode" msgstr "Режим повороту" -msgid "End" -msgstr "Кінець" - -msgid "Params" -msgstr "Параметри" - -msgid "Relaxation" -msgstr "Релаксація" - -msgid "Max Impulse" -msgstr "Макс. імпульс" - -msgid "Linear Limit" -msgstr "Лінійне обмеження" - -msgid "Upper Distance" -msgstr "Верхня відстань" - -msgid "Lower Distance" -msgstr "Нижня відстань" - -msgid "Restitution" -msgstr "Відновлення" - -msgid "Linear Motion" -msgstr "Лінійний рух" - -msgid "Linear Ortho" -msgstr "Лінійне орто" - -msgid "Upper Angle" -msgstr "Верхній кут" - -msgid "Lower Angle" -msgstr "Нижній кут" - -msgid "Angular Motion" -msgstr "Кутовий рух" - -msgid "Angular Ortho" -msgstr "Кутове орто" - -msgid "Swing Span" -msgstr "Діапазон гойдання" - -msgid "Twist Span" -msgstr "Діапазон обертання" - -msgid "Force Limit" -msgstr "Примусове обмеження" - -msgid "Equilibrium Point" -msgstr "Точка рівноваги" - -msgid "ERP" -msgstr "ERP" - msgid "Pixel Size" msgstr "Розмір у пікселях" @@ -3965,6 +3917,72 @@ msgstr "Видимий" msgid "Rotation Mode" msgstr "Режим повороту" +msgid "Uniformity" +msgstr "Однорідність" + +msgid "Swing Span" +msgstr "Діапазон гойдання" + +msgid "Twist Span" +msgstr "Діапазон обертання" + +msgid "Relaxation" +msgstr "Релаксація" + +msgid "Linear Limit" +msgstr "Лінійне обмеження" + +msgid "Upper Distance" +msgstr "Верхня відстань" + +msgid "Lower Distance" +msgstr "Нижня відстань" + +msgid "Restitution" +msgstr "Відновлення" + +msgid "Force Limit" +msgstr "Примусове обмеження" + +msgid "Equilibrium Point" +msgstr "Точка рівноваги" + +msgid "Upper Angle" +msgstr "Верхній кут" + +msgid "Lower Angle" +msgstr "Нижній кут" + +msgid "ERP" +msgstr "ERP" + +msgid "Params" +msgstr "Параметри" + +msgid "Max Impulse" +msgstr "Макс. імпульс" + +msgid "Linear Motion" +msgstr "Лінійний рух" + +msgid "Linear Ortho" +msgstr "Лінійне орто" + +msgid "Angular Motion" +msgstr "Кутовий рух" + +msgid "Angular Ortho" +msgstr "Кутове орто" + +msgid "Body Offset" +msgstr "Зміщення вмісту" + +msgid "Friction" +msgstr "Функція" + +msgid "Bounce" +msgstr "Відскакування" + msgid "Axis Lock" msgstr "Вісь" @@ -3986,18 +4004,39 @@ msgstr "Кутовий за Y" msgid "Angular Z" msgstr "Кутовий за Z" -msgid "Body Offset" -msgstr "Зміщення вмісту" - -msgid "Friction" -msgstr "Функція" - -msgid "Bounce" -msgstr "Відскакування" - msgid "Debug Shape" msgstr "Зневаджувач" +msgid "Spring Length" +msgstr "Довжина пружини" + +msgid "Per-Wheel Motion" +msgstr "Рух за окремими колесами" + +msgid "Engine Force" +msgstr "Сила рушія" + +msgid "Brake" +msgstr "Гальма" + +msgid "Steering" +msgstr "Керування" + +msgid "Wheel" +msgstr "Колесо" + +msgid "Friction Slip" +msgstr "Ковзання з тертям" + +msgid "Suspension" +msgstr "Призупинення" + +msgid "Travel" +msgstr "Подорож" + +msgid "Max Force" +msgstr "Максимальна сила" + msgid "Origin Offset" msgstr "Зсув початку координат" @@ -4055,36 +4094,6 @@ msgstr "Коефіцієнт тиску" msgid "Drag Coefficient" msgstr "Коефіцієнт опору" -msgid "Spring Length" -msgstr "Довжина пружини" - -msgid "Per-Wheel Motion" -msgstr "Рух за окремими колесами" - -msgid "Engine Force" -msgstr "Сила рушія" - -msgid "Brake" -msgstr "Гальма" - -msgid "Steering" -msgstr "Керування" - -msgid "Wheel" -msgstr "Колесо" - -msgid "Friction Slip" -msgstr "Ковзання з тертям" - -msgid "Suspension" -msgstr "Призупинення" - -msgid "Travel" -msgstr "Подорож" - -msgid "Max Force" -msgstr "Максимальна сила" - msgid "Track Physics Step" msgstr "Крок стеження за фізикою" @@ -4271,9 +4280,6 @@ msgstr "Автозацикленість" msgid "Mode Overrides Title" msgstr "Режим перевизначення заголовків" -msgid "Scroll Offset" -msgstr "Відступ гортання" - msgid "Right Disconnects" msgstr "Праворуч роз'єднує" @@ -4565,15 +4571,9 @@ msgstr "Приготування карти освітлення" msgid "Z Index" msgstr "Індекс Z" -msgid "Repeat" -msgstr "Повторення" - msgid "Use Parent Material" msgstr "Батьківський матеріал" -msgid "Follow Viewport" -msgstr "Показати панель перегляду" - msgid "Download File" msgstr "Отримання файла" @@ -4703,6 +4703,93 @@ msgstr "2D фізика" msgid "3D Physics" msgstr "3D фізика" +msgid "Segments" +msgstr "Сегменти" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "Б" + +msgid "Custom Solver Bias" +msgstr "Нетиповий нахил розв'язування" + +msgid "Terrains" +msgstr "Місцевості" + +msgid "Custom Data" +msgstr "Спеціальні дані" + +msgid "Physics Layers" +msgstr "Шари фізики" + +msgid "Scene" +msgstr "Сцена" + +msgid "Transpose" +msgstr "Транспонувати" + +msgid "Probability" +msgstr "Ймовірність" + +msgid "Distance" +msgstr "Відстань" + +msgid "Map Width" +msgstr "Ширина карти" + +msgid "Map Depth" +msgstr "Глибина" + +msgid "Map Data" +msgstr "Дані карти" + +msgid "Item" +msgstr "Елемент" + +msgid "Preview" +msgstr "Попередній перегляд" + +msgid "Add UV2" +msgstr "Додати UV2" + +msgid "Top Radius" +msgstr "Радіус згори" + +msgid "Bottom Radius" +msgstr "Внизу праворуч" + +msgid "Sky" +msgstr "Небо" + +msgid "Top Color" +msgstr "Колір верху" + +msgid "Horizon Color" +msgstr "Колір горизонту" + +msgid "Ground" +msgstr "Земля" + +msgid "Bottom Color" +msgstr "Колір низу" + +msgid "Sun" +msgstr "Сонце" + +msgid "Panorama" +msgstr "Панорама" + +msgid "Ground Color" +msgstr "Колір грунту" + +msgid "Fallback Environment" +msgstr "Перегляд середовища" + +msgid "Plane" +msgstr "Площина" + msgid "Frames" msgstr "Кадри" @@ -4748,9 +4835,6 @@ msgstr "Цикл анімації частинок" msgid "Load Path" msgstr "Завантажити шаблон" -msgid "Segments" -msgstr "Сегменти" - msgid "Bake Resolution" msgstr "Половина роздільності" @@ -4763,9 +4847,6 @@ msgstr "Вектор" msgid "Background" msgstr "Тло" -msgid "Sky" -msgstr "Небо" - msgid "Ambient Light" msgstr "Навколишнє світло" @@ -4877,15 +4958,6 @@ msgstr "HDR" msgid "To" msgstr "До" -msgid "Map Width" -msgstr "Ширина карти" - -msgid "Map Depth" -msgstr "Глибина" - -msgid "Map Data" -msgstr "Дані карти" - msgid "Next Pass" msgstr "Наступна площина" @@ -4976,18 +5048,9 @@ msgstr "Розмір крапки" msgid "Proximity Fade" msgstr "Режим пріоритетності" -msgid "Distance" -msgstr "Відстань" - msgid "Lightmap Size Hint" msgstr "Підказка розміру карти освітлення" -msgid "Item" -msgstr "Елемент" - -msgid "Preview" -msgstr "Попередній перегляд" - msgid "Base Texture" msgstr "Вилучити текстуру" @@ -5030,51 +5093,12 @@ msgstr "Крива масштабування" msgid "Rough" msgstr "Грубо" -msgid "Add UV2" -msgstr "Додати UV2" - -msgid "Top Radius" -msgstr "Радіус згори" - -msgid "Bottom Radius" -msgstr "Внизу праворуч" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "Б" - -msgid "Custom Solver Bias" -msgstr "Нетиповий нахил розв'язування" - msgid "Process Mode" msgstr "Режим переміщення" msgid "Radiance Size" msgstr "Розмір сяйва" -msgid "Top Color" -msgstr "Колір верху" - -msgid "Horizon Color" -msgstr "Колір горизонту" - -msgid "Ground" -msgstr "Земля" - -msgid "Bottom Color" -msgstr "Колір низу" - -msgid "Sun" -msgstr "Сонце" - -msgid "Panorama" -msgstr "Панорама" - -msgid "Ground Color" -msgstr "Колір грунту" - msgid "Blend" msgstr "Змішати" @@ -5093,24 +5117,6 @@ msgstr "Внизу ліворуч" msgid "Default Font" msgstr "Типовий шрифт" -msgid "Terrains" -msgstr "Місцевості" - -msgid "Custom Data" -msgstr "Спеціальні дані" - -msgid "Physics Layers" -msgstr "Шари фізики" - -msgid "Scene" -msgstr "Сцена" - -msgid "Transpose" -msgstr "Транспонувати" - -msgid "Probability" -msgstr "Ймовірність" - msgid "File" msgstr "Файл" @@ -5147,12 +5153,6 @@ msgstr "Використовувати всі поверхні" msgid "Surface Index" msgstr "Індекс поверхні" -msgid "Fallback Environment" -msgstr "Перегляд середовища" - -msgid "Plane" -msgstr "Площина" - msgid "Panel" msgstr "Панель" diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po index c5e8cde2716..14f02ac4781 100644 --- a/editor/translations/properties/zh_CN.po +++ b/editor/translations/properties/zh_CN.po @@ -97,7 +97,7 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2024-01-17 23:13+0000\n" +"PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -106,7 +106,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "应用" @@ -138,6 +138,9 @@ msgstr "禁用标准输出" msgid "Disable stderr" msgstr "禁用标准错误输出" +msgid "Print Header" +msgstr "输出报头" + msgid "Use Hidden Project Data Directory" msgstr "使用隐藏的项目数据目录" @@ -222,6 +225,12 @@ msgstr "动画" msgid "Warnings" msgstr "警告" +msgid "Check Invalid Track Paths" +msgstr "检查无效轨道路径" + +msgid "Check Angle Interpolation Type Conflicting" +msgstr "检查角度插值类型冲突" + msgid "Audio" msgstr "音频" @@ -381,6 +390,12 @@ msgstr "渲染设备" msgid "V-Sync" msgstr "垂直同步" +msgid "Frame Queue Size" +msgstr "帧队列大小" + +msgid "Swapchain Image Count" +msgstr "交换链图像数" + msgid "Staging Buffer" msgstr "暂存缓冲区" @@ -405,6 +420,21 @@ msgstr "Vulkan 渲染引擎" msgid "Max Descriptors per Pool" msgstr "单池最大描述符数" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "单帧最大资源描述符数" + +msgid "Max Sampler Descriptors per Frame" +msgstr "单帧最大采样器描述符数" + +msgid "Max Misc Descriptors per Frame" +msgstr "单帧最大杂项描述符数" + +msgid "Agility SDK Version" +msgstr "Agility SDK 版本" + msgid "Textures" msgstr "纹理" @@ -546,9 +576,15 @@ msgstr "笔触翻转" msgid "Relative" msgstr "相对" +msgid "Screen Relative" +msgstr "相对屏幕" + msgid "Velocity" msgstr "速度" +msgid "Screen Velocity" +msgstr "屏幕速度" + msgid "Axis" msgstr "轴" @@ -645,6 +681,9 @@ msgstr "偏移" msgid "Cell Size" msgstr "单元格大小" +msgid "Cell Shape" +msgstr "单元格形状" + msgid "Jumping Enabled" msgstr "启用跳跃" @@ -864,6 +903,9 @@ msgstr "编辑器语言" msgid "Localize Settings" msgstr "设置本地化" +msgid "UI Layout Direction" +msgstr "UI 布局方向" + msgid "Display Scale" msgstr "显示缩放" @@ -1005,6 +1047,9 @@ msgstr "主题" msgid "Preset" msgstr "预设" +msgid "Spacing Preset" +msgstr "间距预设" + msgid "Icon and Font Color" msgstr "图标与字体颜色" @@ -1032,6 +1077,9 @@ msgstr "边框大小" msgid "Corner Radius" msgstr "圆角半径" +msgid "Base Spacing" +msgstr "基础间距" + msgid "Additional Spacing" msgstr "额外间距" @@ -1098,6 +1146,12 @@ msgstr "音频编辑器" msgid "3D Model Editor" msgstr "3D 模型编辑器" +msgid "Terminal Emulator" +msgstr "终端模拟器" + +msgid "Terminal Emulator Flags" +msgstr "终端模拟器参数" + msgid "Directories" msgstr "目录" @@ -1134,21 +1188,27 @@ msgstr "导入" msgid "Blender" msgstr "Blender" +msgid "Blender Path" +msgstr "Blender 路径" + msgid "RPC Port" msgstr "RPC 端口" msgid "RPC Server Uptime" msgstr "RPC 服务器在线时间" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF 路径" msgid "Tools" msgstr "工具" +msgid "OIDN" +msgstr "OIDN" + +msgid "OIDN Denoise Path" +msgstr "OIDN 降噪器路径" + msgid "Docks" msgstr "停靠面板" @@ -1161,6 +1221,9 @@ msgstr "打开创建对话框时完全展开" msgid "Auto Expand to Selected" msgstr "自动展开至选定项" +msgid "Center Node on Reparent" +msgstr "重设父节点时居中" + msgid "Always Show Folders" msgstr "总是显示文件夹" @@ -1590,6 +1653,9 @@ msgstr "小地图不透明度" msgid "Lines Curvature" msgstr "线条曲率" +msgid "Grid Pattern" +msgstr "网格图案" + msgid "Visual Shader" msgstr "可视化着色器" @@ -1632,6 +1698,21 @@ msgstr "运行时打开输出" msgid "Always Close Output on Stop" msgstr "停止时关闭输出" +msgid "Platforms" +msgstr "平台" + +msgid "Linuxbsd" +msgstr "Linux/BSD" + +msgid "Prefer Wayland" +msgstr "首选 Wayland" + +msgid "Connection" +msgstr "连接" + +msgid "Network Mode" +msgstr "网络模式" + msgid "HTTP Proxy" msgstr "HTTP 代理" @@ -1662,6 +1743,9 @@ msgstr "远程场景树刷新间隔" msgid "Remote Inspect Refresh Interval" msgstr "远程检查器刷新间隔" +msgid "Profile Native Calls" +msgstr "分析原生调用" + msgid "Project Manager" msgstr "项目管理器" @@ -1806,6 +1890,12 @@ msgstr "内嵌 PCK" msgid "Texture Format" msgstr "纹理格式" +msgid "S3TC BPTC" +msgstr "S3TC BPTC" + +msgid "ETC2 ASTC" +msgstr "ETC2 ASTC" + msgid "Export" msgstr "导出" @@ -2211,6 +2301,9 @@ msgstr "分隔符" msgid "Character Ranges" msgstr "字符范围" +msgid "Kerning Pairs" +msgstr "字偶对" + msgid "Columns" msgstr "列数" @@ -2223,6 +2316,12 @@ msgstr "图片边距" msgid "Character Margin" msgstr "字符边距" +msgid "Ascent" +msgstr "上高" + +msgid "Descent" +msgstr "下深" + msgid "High Quality" msgstr "高质量" @@ -2553,6 +2652,9 @@ msgstr "重新导入缺失的已导入文件" msgid "Use Multiple Threads" msgstr "使用多线程" +msgid "Atlas Max Width" +msgstr "图集最大宽度" + msgid "Convert Text Resources to Binary" msgstr "将文本资源转换为二进制" @@ -2649,6 +2751,9 @@ msgstr "线程" msgid "Thread Model" msgstr "线程模型" +msgid "Display Server" +msgstr "显示服务器" + msgid "Handheld" msgstr "手持设备" @@ -2784,6 +2889,9 @@ msgstr "指点" msgid "Android" msgstr "Android" +msgid "Rotary Input Scroll Axis" +msgstr "旋钮输入滚动轴" + msgid "Text Driver" msgstr "文本驱动" @@ -2916,6 +3024,12 @@ msgstr "路径接合" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "嵌入图像处理" + msgid "GDScript" msgstr "GDScript" @@ -2985,9 +3099,6 @@ msgstr "glTF" msgid "Naming Version" msgstr "命名版本" -msgid "Embedded Image Handling" -msgstr "嵌入图像处理" - msgid "Color" msgstr "颜色" @@ -3033,6 +3144,12 @@ msgstr "角速度" msgid "Center of Mass" msgstr "质心" +msgid "Inertia Diagonal" +msgstr "惯性对角" + +msgid "Inertia Orientation" +msgstr "惯性朝向" + msgid "Inertia Tensor" msgstr "惯性张量" @@ -3507,6 +3624,9 @@ msgstr "路径" msgid "Interaction Profile Path" msgstr "交互配置路径" +msgid "Runtime Paths" +msgstr "运行时路径" + msgid "Display Refresh Rate" msgstr "显示刷新率" @@ -3522,6 +3642,12 @@ msgstr "运动范围" msgid "Hand Skeleton" msgstr "手骨架" +msgid "Skeleton Rig" +msgstr "骨架系统" + +msgid "Bone Update" +msgstr "骨骼更新" + msgid "Subject" msgstr "对象" @@ -3603,6 +3729,9 @@ msgstr "参照空间类型" msgid "Visibility State" msgstr "可见状态" +msgid "Java SDK Path" +msgstr "Java SDK 路径" + msgid "Android SDK Path" msgstr "Android SDK 路径" @@ -3648,6 +3777,15 @@ msgstr "Gradle 构建" msgid "Use Gradle Build" msgstr "使用 Gradle 构建" +msgid "Gradle Build Directory" +msgstr "Gradle 构建目录" + +msgid "Android Source Template" +msgstr "Android 源码模板" + +msgid "Compress Native Libraries" +msgstr "压缩原生库" + msgid "Export Format" msgstr "导出格式" @@ -3837,6 +3975,12 @@ msgstr "签名" msgid "Short Version" msgstr "短版本" +msgid "Min iOS Version" +msgstr "最低 iOS 版本" + +msgid "Additional Plist Content" +msgstr "额外 Plist 内容" + msgid "Icon Interpolation" msgstr "图标插值" @@ -3852,6 +3996,12 @@ msgstr "访问 Wi-Fi" msgid "Push Notifications" msgstr "推送通知" +msgid "Performance Gaming Tier" +msgstr "性能游戏标准" + +msgid "Performance A 12" +msgstr "性能 A12" + msgid "User Data" msgstr "用户数据" @@ -4149,6 +4299,9 @@ msgstr "变体" msgid "Extensions Support" msgstr "扩展支持" +msgid "Thread Support" +msgstr "线程支持" + msgid "VRAM Texture Compression" msgstr "VRAM 纹理压缩" @@ -4182,6 +4335,9 @@ msgstr "实验性虚拟键盘" msgid "Progressive Web App" msgstr "渐进式网络应用程序" +msgid "Ensure Cross Origin Isolation Headers" +msgstr "保证跨域隔离报头" + msgid "Offline Page" msgstr "离线页面" @@ -4245,6 +4401,12 @@ msgstr "文件描述" msgid "Trademarks" msgstr "商标" +msgid "Export D3D12" +msgstr "导出 D3D12" + +msgid "D3D12 Agility SDK Multiarch" +msgstr "D3D12 Agility SDK 多架构" + msgid "Sprite Frames" msgstr "精灵帧" @@ -4263,39 +4425,6 @@ msgstr "水平翻转" msgid "Flip V" msgstr "垂直翻转" -msgid "Monitoring" -msgstr "监视" - -msgid "Monitorable" -msgstr "可被监视" - -msgid "Gravity" -msgstr "重力" - -msgid "Space Override" -msgstr "空间覆盖" - -msgid "Point" -msgstr "点" - -msgid "Point Unit Distance" -msgstr "点单位距离" - -msgid "Point Center" -msgstr "点中心" - -msgid "Direction" -msgstr "方向" - -msgid "Linear Damp" -msgstr "线性阻尼" - -msgid "Angular Damp" -msgstr "角度阻尼" - -msgid "Audio Bus" -msgstr "音频总线" - msgid "Current" msgstr "当前" @@ -4413,30 +4542,6 @@ msgstr "清除边距" msgid "Use Mipmaps" msgstr "使用 Mipmap" -msgid "Disable Mode" -msgstr "禁用模式" - -msgid "Input" -msgstr "输入" - -msgid "Pickable" -msgstr "可拾取" - -msgid "Build Mode" -msgstr "构建模式" - -msgid "Disabled" -msgstr "禁用" - -msgid "One Way Collision" -msgstr "单向碰撞" - -msgid "One Way Collision Margin" -msgstr "单向碰撞边距" - -msgid "Debug Color" -msgstr "调试颜色" - msgid "Emitting" msgstr "发射" @@ -4500,9 +4605,15 @@ msgstr "粒子标志" msgid "Align Y" msgstr "对齐 Y" +msgid "Direction" +msgstr "方向" + msgid "Spread" msgstr "发散" +msgid "Gravity" +msgstr "重力" + msgid "Initial Velocity" msgstr "初速度" @@ -4641,48 +4752,6 @@ msgstr "节" msgid "Section Subdivisions" msgstr "节细分" -msgid "Node A" -msgstr "节点 A" - -msgid "Node B" -msgstr "节点 B" - -msgid "Bias" -msgstr "偏置" - -msgid "Disable Collision" -msgstr "禁用碰撞" - -msgid "Softness" -msgstr "软度" - -msgid "Angular Limit" -msgstr "角度限制" - -msgid "Lower" -msgstr "下端" - -msgid "Upper" -msgstr "上端" - -msgid "Motor" -msgstr "电机" - -msgid "Target Velocity" -msgstr "目标速度" - -msgid "Length" -msgstr "长度" - -msgid "Initial Offset" -msgstr "初始偏移" - -msgid "Rest Length" -msgstr "放松长度" - -msgid "Stiffness" -msgstr "硬度" - msgid "Editor Only" msgstr "仅编辑器" @@ -4869,6 +4938,21 @@ msgstr "约束避障" msgid "Skew" msgstr "偏斜" +msgid "Scroll Offset" +msgstr "滚动偏移" + +msgid "Repeat" +msgstr "重复" + +msgid "Begin" +msgstr "起点" + +msgid "End" +msgstr "行尾" + +msgid "Follow Viewport" +msgstr "跟随视口" + msgid "Scroll" msgstr "滚动" @@ -4914,6 +4998,147 @@ msgstr "旋转" msgid "Cubic Interp" msgstr "三次插值" +msgid "Sync to Physics" +msgstr "同步到物理" + +msgid "Monitoring" +msgstr "监视" + +msgid "Monitorable" +msgstr "可被监视" + +msgid "Space Override" +msgstr "空间覆盖" + +msgid "Point" +msgstr "点" + +msgid "Point Unit Distance" +msgstr "点单位距离" + +msgid "Point Center" +msgstr "点中心" + +msgid "Linear Damp" +msgstr "线性阻尼" + +msgid "Angular Damp" +msgstr "角度阻尼" + +msgid "Audio Bus" +msgstr "音频总线" + +msgid "Motion Mode" +msgstr "运动模式" + +msgid "Up Direction" +msgstr "向上方向" + +msgid "Slide on Ceiling" +msgstr "在天花板上滑动" + +msgid "Wall Min Slide Angle" +msgstr "墙体最小滑动角度" + +msgid "Floor" +msgstr "地面" + +msgid "Stop on Slope" +msgstr "在斜坡上停止" + +msgid "Constant Speed" +msgstr "恒定速度" + +msgid "Block on Wall" +msgstr "阻止上墙" + +msgid "Max Angle" +msgstr "最大角" + +msgid "Snap Length" +msgstr "吸附长度" + +msgid "Moving Platform" +msgstr "可移动平台" + +msgid "On Leave" +msgstr "离开时" + +msgid "Floor Layers" +msgstr "地面层" + +msgid "Wall Layers" +msgstr "墙体层" + +msgid "Safe Margin" +msgstr "安全边距" + +msgid "Disable Mode" +msgstr "禁用模式" + +msgid "Input" +msgstr "输入" + +msgid "Pickable" +msgstr "可拾取" + +msgid "Build Mode" +msgstr "构建模式" + +msgid "Disabled" +msgstr "禁用" + +msgid "One Way Collision" +msgstr "单向碰撞" + +msgid "One Way Collision Margin" +msgstr "单向碰撞边距" + +msgid "Debug Color" +msgstr "调试颜色" + +msgid "Length" +msgstr "长度" + +msgid "Rest Length" +msgstr "放松长度" + +msgid "Stiffness" +msgstr "硬度" + +msgid "Initial Offset" +msgstr "初始偏移" + +msgid "Node A" +msgstr "节点 A" + +msgid "Node B" +msgstr "节点 B" + +msgid "Bias" +msgstr "偏置" + +msgid "Disable Collision" +msgstr "禁用碰撞" + +msgid "Softness" +msgstr "软度" + +msgid "Angular Limit" +msgstr "角度限制" + +msgid "Lower" +msgstr "下端" + +msgid "Upper" +msgstr "上端" + +msgid "Motor" +msgstr "电机" + +msgid "Target Velocity" +msgstr "目标速度" + msgid "Bone 2D Nodepath" msgstr "骨骼 2D 节点路径" @@ -4929,14 +5154,23 @@ msgstr "模拟物理" msgid "Follow Bone When Simulating" msgstr "模拟时跟随骨骼" -msgid "Constant Linear Velocity" -msgstr "常线速度" +msgid "Exclude Parent" +msgstr "排除父节点" -msgid "Constant Angular Velocity" -msgstr "常角速度" +msgid "Target Position" +msgstr "目标位置" -msgid "Sync to Physics" -msgstr "同步到物理" +msgid "Hit From Inside" +msgstr "从内部命中" + +msgid "Collide With" +msgstr "参与碰撞" + +msgid "Areas" +msgstr "区域" + +msgid "Bodies" +msgstr "实体" msgid "Gravity Scale" msgstr "重力缩放" @@ -5001,50 +5235,17 @@ msgstr "恒力" msgid "Torque" msgstr "力矩" -msgid "Motion Mode" -msgstr "运动模式" +msgid "Margin" +msgstr "边距" -msgid "Up Direction" -msgstr "向上方向" +msgid "Max Results" +msgstr "最大结果" -msgid "Slide on Ceiling" -msgstr "在天花板上滑动" +msgid "Constant Linear Velocity" +msgstr "常线速度" -msgid "Wall Min Slide Angle" -msgstr "墙体最小滑动角度" - -msgid "Floor" -msgstr "地面" - -msgid "Stop on Slope" -msgstr "在斜坡上停止" - -msgid "Constant Speed" -msgstr "恒定速度" - -msgid "Block on Wall" -msgstr "阻止上墙" - -msgid "Max Angle" -msgstr "最大角" - -msgid "Snap Length" -msgstr "吸附长度" - -msgid "Moving Platform" -msgstr "可移动平台" - -msgid "On Leave" -msgstr "离开时" - -msgid "Floor Layers" -msgstr "地面层" - -msgid "Wall Layers" -msgstr "墙体层" - -msgid "Safe Margin" -msgstr "安全边距" +msgid "Constant Angular Velocity" +msgstr "常角速度" msgid "UV" msgstr "UV" @@ -5058,24 +5259,6 @@ msgstr "多边形" msgid "Internal Vertex Count" msgstr "内部顶点数" -msgid "Exclude Parent" -msgstr "排除父节点" - -msgid "Target Position" -msgstr "目标位置" - -msgid "Hit From Inside" -msgstr "从内部命中" - -msgid "Collide With" -msgstr "参与碰撞" - -msgid "Areas" -msgstr "区域" - -msgid "Bodies" -msgstr "实体" - msgid "Remote Path" msgstr "远程路径" @@ -5085,12 +5268,6 @@ msgstr "使用全局坐标" msgid "Update" msgstr "更新" -msgid "Margin" -msgstr "边距" - -msgid "Max Results" -msgstr "最大结果" - msgid "Auto Calculate Length and Angle" msgstr "自动计算长度和角度" @@ -5163,24 +5340,6 @@ msgstr "启用" msgid "Node Path" msgstr "节点路径" -msgid "Wind" -msgstr "风" - -msgid "Force Magnitude" -msgstr "力量大小" - -msgid "Attenuation Factor" -msgstr "衰减系数" - -msgid "Source Path" -msgstr "来源路径" - -msgid "Reverb Bus" -msgstr "混响总线" - -msgid "Uniformity" -msgstr "统一性" - msgid "Attenuation Model" msgstr "衰减模型" @@ -5232,6 +5391,9 @@ msgstr "剔除遮罩" msgid "Attributes" msgstr "属性" +msgid "Compositor" +msgstr "合成器" + msgid "Doppler Tracking" msgstr "多普勒跟踪" @@ -5247,12 +5409,6 @@ msgstr "近平面" msgid "Far" msgstr "远平面" -msgid "Ray Pickable" -msgstr "射线可拾取" - -msgid "Capture on Drag" -msgstr "拖拽时捕获" - msgid "Visibility AABB" msgstr "可见性 AABB" @@ -5322,9 +5478,6 @@ msgstr "下侧淡出" msgid "Distance Fade" msgstr "距离淡出" -msgid "Begin" -msgstr "起点" - msgid "Transform Align" msgstr "变换对齐" @@ -5361,99 +5514,12 @@ msgstr "能见度范围" msgid "Begin Margin" msgstr "起始边距" -msgid "End" -msgstr "行尾" - msgid "End Margin" msgstr "结束边距" msgid "Fade Mode" msgstr "淡化模式" -msgid "Solver Priority" -msgstr "求解器优先级" - -msgid "Exclude Nodes From Collision" -msgstr "从碰撞中排除节点" - -msgid "Params" -msgstr "参数" - -msgid "Impulse Clamp" -msgstr "冲量限制" - -msgid "Relaxation" -msgstr "松驰" - -msgid "Max Impulse" -msgstr "最大冲量" - -msgid "Linear Limit" -msgstr "线性限制" - -msgid "Upper Distance" -msgstr "距离上限" - -msgid "Lower Distance" -msgstr "距离下限" - -msgid "Restitution" -msgstr "复原" - -msgid "Linear Motion" -msgstr "线性运动" - -msgid "Linear Ortho" -msgstr "线性正交" - -msgid "Upper Angle" -msgstr "上端角" - -msgid "Lower Angle" -msgstr "下端角" - -msgid "Angular Motion" -msgstr "角度运动" - -msgid "Angular Ortho" -msgstr "角度正交" - -msgid "Swing Span" -msgstr "摆动范围" - -msgid "Twist Span" -msgstr "扭转范围" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "线性马达" - -msgid "Force Limit" -msgstr "力度限制" - -msgid "Linear Spring" -msgstr "线性弹簧" - -msgid "Equilibrium Point" -msgstr "平衡点" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "角度马达" - -msgid "Angular Spring" -msgstr "角度弹簧" - msgid "Pixel Size" msgstr "像素大小" @@ -5640,6 +5706,9 @@ msgstr "使用降噪器" msgid "Denoiser Strength" msgstr "降噪器强度" +msgid "Texel Scale" +msgstr "纹素缩放" + msgid "Max Texture Size" msgstr "最大纹理大小" @@ -5715,26 +5784,113 @@ msgstr "使用模型正面" msgid "Tilt Enabled" msgstr "启用倾斜" -msgid "Axis Lock" -msgstr "轴锁定" +msgid "Wind" +msgstr "风" -msgid "Linear X" -msgstr "线性 X" +msgid "Force Magnitude" +msgstr "力量大小" -msgid "Linear Y" -msgstr "线性 Y" +msgid "Attenuation Factor" +msgstr "衰减系数" -msgid "Linear Z" -msgstr "线性 Z" +msgid "Source Path" +msgstr "来源路径" -msgid "Angular X" -msgstr "角 X" +msgid "Reverb Bus" +msgstr "混响总线" -msgid "Angular Y" -msgstr "角 Y" +msgid "Uniformity" +msgstr "统一性" -msgid "Angular Z" -msgstr "角 Z" +msgid "Ray Pickable" +msgstr "射线可拾取" + +msgid "Capture on Drag" +msgstr "拖拽时捕获" + +msgid "Swing Span" +msgstr "摆动范围" + +msgid "Twist Span" +msgstr "扭转范围" + +msgid "Relaxation" +msgstr "松驰" + +msgid "Linear Limit" +msgstr "线性限制" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "距离上限" + +msgid "Lower Distance" +msgstr "距离下限" + +msgid "Restitution" +msgstr "复原" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "线性马达" + +msgid "Force Limit" +msgstr "力度限制" + +msgid "Linear Spring" +msgstr "线性弹簧" + +msgid "Equilibrium Point" +msgstr "平衡点" + +msgid "Upper Angle" +msgstr "上端角" + +msgid "Lower Angle" +msgstr "下端角" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "角度马达" + +msgid "Angular Spring" +msgstr "角度弹簧" + +msgid "Params" +msgstr "参数" + +msgid "Max Impulse" +msgstr "最大冲量" + +msgid "Solver Priority" +msgstr "求解器优先级" + +msgid "Exclude Nodes From Collision" +msgstr "从碰撞中排除节点" + +msgid "Impulse Clamp" +msgstr "冲量限制" + +msgid "Linear Motion" +msgstr "线性运动" + +msgid "Linear Ortho" +msgstr "线性正交" + +msgid "Angular Motion" +msgstr "角度运动" + +msgid "Angular Ortho" +msgstr "角度正交" msgid "Joint Constraints" msgstr "关节约束" @@ -5832,12 +5988,75 @@ msgstr "线性阻尼模式" msgid "Angular Damp Mode" msgstr "角度阻尼模式" +msgid "Axis Lock" +msgstr "轴锁定" + +msgid "Linear X" +msgstr "线性 X" + +msgid "Linear Y" +msgstr "线性 Y" + +msgid "Linear Z" +msgstr "线性 Z" + +msgid "Angular X" +msgstr "角 X" + +msgid "Angular Y" +msgstr "角 Y" + +msgid "Angular Z" +msgstr "角 Z" + msgid "Hit Back Faces" msgstr "命中背面" msgid "Debug Shape" msgstr "调试形状" +msgid "Spring Length" +msgstr "弹簧长度" + +msgid "Per-Wheel Motion" +msgstr "单车轮运动" + +msgid "Engine Force" +msgstr "引擎力度" + +msgid "Brake" +msgstr "刹车" + +msgid "Steering" +msgstr "方向控制" + +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D 运动" + +msgid "Use as Traction" +msgstr "用作牵引" + +msgid "Use as Steering" +msgstr "用作转向" + +msgid "Wheel" +msgstr "车轮" + +msgid "Roll Influence" +msgstr "翻滚影响" + +msgid "Friction Slip" +msgstr "摩擦滑动" + +msgid "Suspension" +msgstr "悬架" + +msgid "Travel" +msgstr "行程" + +msgid "Max Force" +msgstr "最大力度" + msgid "Origin Offset" msgstr "原点偏移" @@ -5847,6 +6066,9 @@ msgstr "盒投影" msgid "Enable Shadows" msgstr "启用阴影" +msgid "Reflection Mask" +msgstr "反射遮罩" + msgid "Mesh LOD Threshold" msgstr "网格 LOD 阈值" @@ -5931,48 +6153,6 @@ msgstr "阻尼系数" msgid "Drag Coefficient" msgstr "阻力系数" -msgid "Spring Length" -msgstr "弹簧长度" - -msgid "Per-Wheel Motion" -msgstr "单车轮运动" - -msgid "Engine Force" -msgstr "引擎力度" - -msgid "Brake" -msgstr "刹车" - -msgid "Steering" -msgstr "方向控制" - -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D 运动" - -msgid "Use as Traction" -msgstr "用作牵引" - -msgid "Use as Steering" -msgstr "用作转向" - -msgid "Wheel" -msgstr "车轮" - -msgid "Roll Influence" -msgstr "翻滚影响" - -msgid "Friction Slip" -msgstr "摩擦滑动" - -msgid "Suspension" -msgstr "悬架" - -msgid "Travel" -msgstr "行程" - -msgid "Max Force" -msgstr "最大力度" - msgid "Track Physics Step" msgstr "跟踪物理迭代" @@ -6024,6 +6204,9 @@ msgstr "传播" msgid "Use Two Bounces" msgstr "使用二次反弹" +msgid "Face Tracker" +msgstr "面部追踪器" + msgid "Tracker" msgstr "追踪器" @@ -6132,6 +6315,9 @@ msgstr "回调模式" msgid "Method" msgstr "方法" +msgid "Discrete" +msgstr "离散" + msgid "Reset" msgstr "重置" @@ -6450,11 +6636,14 @@ msgstr "模式覆盖标题" msgid "Root Subfolder" msgstr "根部子文件夹" +msgid "Options" +msgstr "选项" + msgid "Use Native Dialog" msgstr "使用原生对话框" -msgid "Scroll Offset" -msgstr "滚动偏移" +msgid "Reverse Fill" +msgstr "翻转填充" msgid "Show Grid" msgstr "显示网格" @@ -6564,6 +6753,9 @@ msgstr "固定图标大小" msgid "Label Settings" msgstr "标签设置" +msgid "Ellipsis Char" +msgstr "省略字符" + msgid "Tab Stops" msgstr "制表位" @@ -6693,6 +6885,9 @@ msgstr "选择状态项目时隐藏" msgid "Submenu Popup Delay" msgstr "子菜单弹出延迟" +msgid "System Menu Root" +msgstr "系统菜单根" + msgid "Fill Mode" msgstr "填充模式" @@ -6702,6 +6897,9 @@ msgstr "显示百分比" msgid "Indeterminate" msgstr "不确定" +msgid "Preview Indeterminate" +msgstr "预览不确定" + msgid "Min Value" msgstr "最小值" @@ -6873,9 +7071,15 @@ msgstr "滚动到选定" msgid "Select With RMB" msgstr "右键选择" +msgid "Deselect Enabled" +msgstr "启用取消选中" + msgid "Tabs" msgstr "选项卡" +msgid "Tabs Position" +msgstr "选项卡位置" + msgid "Tabs Visible" msgstr "选项卡可见" @@ -7038,9 +7242,6 @@ msgstr "Z 为相对量" msgid "Y Sort Enabled" msgstr "启用 Y 排序" -msgid "Repeat" -msgstr "重复" - msgid "Use Parent Material" msgstr "使用父级材质" @@ -7053,9 +7254,6 @@ msgstr "法线贴图" msgid "Shininess" msgstr "光泽度" -msgid "Follow Viewport" -msgstr "跟随视口" - msgid "Download File" msgstr "下载文件" @@ -7296,6 +7494,9 @@ msgstr "对象拾取" msgid "Object Picking Sort" msgstr "对象拾取排序" +msgid "Object Picking First Only" +msgstr "仅拾取首个对象" + msgid "Disable Input" msgstr "禁用输入" @@ -7345,7 +7546,10 @@ msgid "Wrap Controls" msgstr "包裹控件" msgid "Transient" -msgstr "瞬态" +msgstr "临时" + +msgid "Transient to Focused" +msgstr "聚焦窗口临时" msgid "Exclusive" msgstr "独占" @@ -7398,6 +7602,360 @@ msgstr "3D 物理" msgid "3D Navigation" msgstr "3D 导航" +msgid "Segments" +msgstr "分段" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "斜坡滑动" + +msgid "Custom Solver Bias" +msgstr "自定义求解器偏置" + +msgid "Execution Mode" +msgstr "执行模式" + +msgid "Target Nodepath" +msgstr "目标节点路径" + +msgid "Tip Nodepath" +msgstr "尖端节点路径" + +msgid "CCDIK Data Chain Length" +msgstr "CCDIK 数据链长度" + +msgid "FABRIK Data Chain Length" +msgstr "FABRIK 数据链长度" + +msgid "Jiggle Data Chain Length" +msgstr "Jiggle 数据链长度" + +msgid "Default Joint Settings" +msgstr "默认关节设置" + +msgid "Use Gravity" +msgstr "使用重力" + +msgid "Bone Index" +msgstr "骨骼索引" + +msgid "Bone 2D Node" +msgstr "Bone2D 节点" + +msgid "Physical Bone Chain Length" +msgstr "物理骨链长度" + +msgid "Target Minimum Distance" +msgstr "目标最小距离" + +msgid "Target Maximum Distance" +msgstr "目标最大距离" + +msgid "Flip Bend Direction" +msgstr "翻转弯曲方向" + +msgid "Modification Count" +msgstr "修改数" + +msgid "Right Side" +msgstr "右侧边缘" + +msgid "Right Corner" +msgstr "右侧角落" + +msgid "Bottom Right Side" +msgstr "右下边缘" + +msgid "Bottom Right Corner" +msgstr "右下角落" + +msgid "Bottom Side" +msgstr "下侧边缘" + +msgid "Bottom Corner" +msgstr "下侧角落" + +msgid "Bottom Left Side" +msgstr "左下边缘" + +msgid "Bottom Left Corner" +msgstr "左下角落" + +msgid "Left Side" +msgstr "左侧边缘" + +msgid "Left Corner" +msgstr "左侧角落" + +msgid "Top Left Side" +msgstr "左上边缘" + +msgid "Top Left Corner" +msgstr "左上角落" + +msgid "Top Side" +msgstr "上侧边缘" + +msgid "Top Corner" +msgstr "上侧角落" + +msgid "Top Right Side" +msgstr "右上边缘" + +msgid "Top Right Corner" +msgstr "右上角落" + +msgid "Terrains" +msgstr "地形" + +msgid "Custom Data" +msgstr "自定义数据" + +msgid "Tile Proxies" +msgstr "图块代理" + +msgid "Source Level" +msgstr "源级别" + +msgid "Coords Level" +msgstr "坐标级别" + +msgid "Alternative Level" +msgstr "备选级别" + +msgid "Tile Shape" +msgstr "图块形状" + +msgid "Tile Layout" +msgstr "图块布局" + +msgid "Tile Offset Axis" +msgstr "图块偏移轴" + +msgid "Tile Size" +msgstr "图块大小" + +msgid "UV Clipping" +msgstr "UV 裁剪" + +msgid "Occlusion Layers" +msgstr "遮挡层" + +msgid "Physics Layers" +msgstr "物理层" + +msgid "Terrain Sets" +msgstr "地形集" + +msgid "Custom Data Layers" +msgstr "自定义数据层" + +msgid "Scenes" +msgstr "场景" + +msgid "Scene" +msgstr "场景" + +msgid "Display Placeholder" +msgstr "显示占位符" + +msgid "Polygons Count" +msgstr "多边形数" + +msgid "One Way" +msgstr "单向" + +msgid "One Way Margin" +msgstr "单向边距" + +msgid "Terrains Peering Bit" +msgstr "地形临接位" + +msgid "Transpose" +msgstr "转置" + +msgid "Texture Origin" +msgstr "纹理原点" + +msgid "Y Sort Origin" +msgstr "Y 排序原点" + +msgid "Terrain Set" +msgstr "地形集" + +msgid "Terrain" +msgstr "地形" + +msgid "Miscellaneous" +msgstr "杂项" + +msgid "Probability" +msgstr "概率" + +msgid "Distance" +msgstr "距离" + +msgid "Backface Collision" +msgstr "背面碰撞" + +msgid "Density" +msgstr "密度" + +msgid "Height Falloff" +msgstr "高度衰减" + +msgid "Edge Fade" +msgstr "边缘淡化" + +msgid "Density Texture" +msgstr "密度纹理" + +msgid "Map Width" +msgstr "贴图宽度" + +msgid "Map Depth" +msgstr "贴图深度" + +msgid "Map Data" +msgstr "地图数据" + +msgid "Item" +msgstr "项目" + +msgid "Mesh Transform" +msgstr "网格变换" + +msgid "Navigation Mesh Transform" +msgstr "导航网格变换" + +msgid "Preview" +msgstr "预览" + +msgid "Add UV2" +msgstr "添加 UV2" + +msgid "UV2 Padding" +msgstr "UV2 填充" + +msgid "Subdivide Width" +msgstr "细分宽度" + +msgid "Subdivide Height" +msgstr "细分高度" + +msgid "Subdivide Depth" +msgstr "细分深度" + +msgid "Top Radius" +msgstr "顶部半径" + +msgid "Bottom Radius" +msgstr "底部半径" + +msgid "Cap Top" +msgstr "顶盖" + +msgid "Cap Bottom" +msgstr "底盖" + +msgid "Left to Right" +msgstr "从左到右" + +msgid "Is Hemisphere" +msgstr "是否半球" + +msgid "Ring Segments" +msgstr "环段数" + +msgid "Radial Steps" +msgstr "径向步数" + +msgid "Section Length" +msgstr "节长度" + +msgid "Section Rings" +msgstr "节环数" + +msgid "Section Segments" +msgstr "节段数" + +msgid "Curve Step" +msgstr "曲线步长" + +msgid "Bind Count" +msgstr "绑定数" + +msgid "Bind" +msgstr "绑定" + +msgid "Bone" +msgstr "骨骼" + +msgid "Sky" +msgstr "天空" + +msgid "Top Color" +msgstr "顶部颜色" + +msgid "Horizon Color" +msgstr "地平线颜色" + +msgid "Energy Multiplier" +msgstr "能量倍数" + +msgid "Cover" +msgstr "天穹" + +msgid "Cover Modulate" +msgstr "天穹调制" + +msgid "Ground" +msgstr "地面" + +msgid "Bottom Color" +msgstr "底部颜色" + +msgid "Sun" +msgstr "太阳" + +msgid "Panorama" +msgstr "全景" + +msgid "Rayleigh" +msgstr "瑞利散射" + +msgid "Coefficient" +msgstr "系数" + +msgid "Mie" +msgstr "米氏散射" + +msgid "Eccentricity" +msgstr "偏心率" + +msgid "Turbidity" +msgstr "浊度" + +msgid "Sun Disk Scale" +msgstr "太阳盘缩放" + +msgid "Ground Color" +msgstr "地面颜色" + +msgid "Night Sky" +msgstr "夜空" + +msgid "Fallback Environment" +msgstr "回退环境" + +msgid "Plane" +msgstr "平面" + msgid "Frames" msgstr "帧" @@ -7512,15 +8070,30 @@ msgstr "粒子动画垂直帧数" msgid "Particles Anim Loop" msgstr "粒子动画循环" +msgid "Effect Callback Type" +msgstr "效果回调类型" + +msgid "Access Resolved Color" +msgstr "访问解析颜色" + +msgid "Access Resolved Depth" +msgstr "访问解析深度" + +msgid "Needs Motion Vectors" +msgstr "需要运动向量" + +msgid "Needs Normal Roughness" +msgstr "需要法线粗糙度" + +msgid "Needs Separate Specular" +msgstr "需要独立镜面反射" + +msgid "Compositor Effects" +msgstr "合成器效果" + msgid "Load Path" msgstr "加载路径" -msgid "Segments" -msgstr "分段" - -msgid "Backface Collision" -msgstr "背面碰撞" - msgid "Bake Resolution" msgstr "烘焙分辨率" @@ -7542,15 +8115,9 @@ msgstr "曲线 Z" msgid "Background" msgstr "背景" -msgid "Energy Multiplier" -msgstr "能量倍数" - msgid "Canvas Max Layer" msgstr "画布最大层" -msgid "Sky" -msgstr "天空" - msgid "Custom FOV" msgstr "自定义 FOV" @@ -7698,9 +8265,6 @@ msgstr "光线能量" msgid "Sun Scatter" msgstr "太阳散射" -msgid "Density" -msgstr "密度" - msgid "Aerial Perspective" msgstr "空气透视" @@ -7710,6 +8274,15 @@ msgstr "天空影响" msgid "Height Density" msgstr "高度密度" +msgid "Depth Curve" +msgstr "深度曲线" + +msgid "Depth Begin" +msgstr "深度起点" + +msgid "Depth End" +msgstr "深度终点" + msgid "Volumetric Fog" msgstr "体积雾" @@ -7740,15 +8313,6 @@ msgstr "饱和度" msgid "Color Correction" msgstr "颜色校正" -msgid "Height Falloff" -msgstr "高度衰减" - -msgid "Edge Fade" -msgstr "边缘淡化" - -msgid "Density Texture" -msgstr "密度纹理" - msgid "Base Font" msgstr "基础字体" @@ -7764,6 +8328,9 @@ msgstr "字形" msgid "Space" msgstr "空格" +msgid "Baseline" +msgstr "基线" + msgid "Font Names" msgstr "字体名称" @@ -7794,15 +8361,6 @@ msgstr "起点" msgid "To" msgstr "终点" -msgid "Map Width" -msgstr "贴图宽度" - -msgid "Map Depth" -msgstr "贴图深度" - -msgid "Map Data" -msgstr "地图数据" - msgid "Next Pass" msgstr "下一阶段" @@ -7968,9 +8526,6 @@ msgstr "使用粒子尾迹" msgid "Proximity Fade" msgstr "邻近淡出" -msgid "Distance" -msgstr "距离" - msgid "MSDF" msgstr "MSDF" @@ -7992,18 +8547,6 @@ msgstr "混合形状模式" msgid "Shadow Mesh" msgstr "阴影网格" -msgid "Item" -msgstr "项目" - -msgid "Mesh Transform" -msgstr "网格变换" - -msgid "Navigation Mesh Transform" -msgstr "导航网格变换" - -msgid "Preview" -msgstr "预览" - msgid "Base Texture" msgstr "基础纹理" @@ -8040,6 +8583,9 @@ msgstr "来源分组名称" msgid "Cells" msgstr "单元格" +msgid "Cell Height" +msgstr "单元格高度" + msgid "Agents" msgstr "代理" @@ -8094,6 +8640,12 @@ msgstr "解析碰撞遮罩" msgid "Source Geometry Group Name" msgstr "来源几何体分组名称" +msgid "Baking Rect" +msgstr "烘焙矩形" + +msgid "Baking Rect Offset" +msgstr "烘焙矩形偏移" + msgid "Bundled" msgstr "捆绑" @@ -8226,114 +8778,6 @@ msgstr "尺寸覆盖" msgid "Keep Compressed Buffer" msgstr "保持压缩缓冲" -msgid "Add UV2" -msgstr "添加 UV2" - -msgid "UV2 Padding" -msgstr "UV2 填充" - -msgid "Subdivide Width" -msgstr "细分宽度" - -msgid "Subdivide Height" -msgstr "细分高度" - -msgid "Subdivide Depth" -msgstr "细分深度" - -msgid "Top Radius" -msgstr "顶部半径" - -msgid "Bottom Radius" -msgstr "底部半径" - -msgid "Cap Top" -msgstr "顶盖" - -msgid "Cap Bottom" -msgstr "底盖" - -msgid "Left to Right" -msgstr "从左到右" - -msgid "Is Hemisphere" -msgstr "是否半球" - -msgid "Ring Segments" -msgstr "环段数" - -msgid "Radial Steps" -msgstr "径向步数" - -msgid "Section Length" -msgstr "节长度" - -msgid "Section Rings" -msgstr "节环数" - -msgid "Section Segments" -msgstr "节段数" - -msgid "Curve Step" -msgstr "曲线步长" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "斜坡滑动" - -msgid "Custom Solver Bias" -msgstr "自定义求解器偏置" - -msgid "Execution Mode" -msgstr "执行模式" - -msgid "Target Nodepath" -msgstr "目标节点路径" - -msgid "Tip Nodepath" -msgstr "尖端节点路径" - -msgid "CCDIK Data Chain Length" -msgstr "CCDIK 数据链长度" - -msgid "FABRIK Data Chain Length" -msgstr "FABRIK 数据链长度" - -msgid "Jiggle Data Chain Length" -msgstr "Jiggle 数据链长度" - -msgid "Default Joint Settings" -msgstr "默认关节设置" - -msgid "Use Gravity" -msgstr "使用重力" - -msgid "Bone Index" -msgstr "骨骼索引" - -msgid "Bone 2D Node" -msgstr "Bone2D 节点" - -msgid "Physical Bone Chain Length" -msgstr "物理骨链长度" - -msgid "Target Minimum Distance" -msgstr "目标最小距离" - -msgid "Target Maximum Distance" -msgstr "目标最大距离" - -msgid "Flip Bend Direction" -msgstr "翻转弯曲方向" - -msgid "Modification Count" -msgstr "修改数" - msgid "Scale Base Bone" msgstr "缩放基础骨骼" @@ -8343,15 +8787,6 @@ msgstr "分组大小" msgid "Bone Size" msgstr "骨骼大小" -msgid "Bind Count" -msgstr "绑定数" - -msgid "Bind" -msgstr "绑定" - -msgid "Bone" -msgstr "骨骼" - msgid "Sky Material" msgstr "天空材质" @@ -8361,54 +8796,6 @@ msgstr "处理模式" msgid "Radiance Size" msgstr "辐射大小" -msgid "Top Color" -msgstr "顶部颜色" - -msgid "Horizon Color" -msgstr "地平线颜色" - -msgid "Cover" -msgstr "天穹" - -msgid "Cover Modulate" -msgstr "天穹调制" - -msgid "Ground" -msgstr "地面" - -msgid "Bottom Color" -msgstr "底部颜色" - -msgid "Sun" -msgstr "太阳" - -msgid "Panorama" -msgstr "全景" - -msgid "Rayleigh" -msgstr "瑞利散射" - -msgid "Coefficient" -msgstr "系数" - -msgid "Mie" -msgstr "米氏散射" - -msgid "Eccentricity" -msgstr "偏心率" - -msgid "Turbidity" -msgstr "浊度" - -msgid "Sun Disk Scale" -msgstr "太阳盘缩放" - -msgid "Ground Color" -msgstr "地面颜色" - -msgid "Night Sky" -msgstr "夜空" - msgid "Content Margins" msgstr "内容边距" @@ -8475,141 +8862,6 @@ msgstr "默认字体" msgid "Default Font Size" msgstr "默认字体大小" -msgid "Right Side" -msgstr "右侧边缘" - -msgid "Right Corner" -msgstr "右侧角落" - -msgid "Bottom Right Side" -msgstr "右下边缘" - -msgid "Bottom Right Corner" -msgstr "右下角落" - -msgid "Bottom Side" -msgstr "下侧边缘" - -msgid "Bottom Corner" -msgstr "下侧角落" - -msgid "Bottom Left Side" -msgstr "左下边缘" - -msgid "Bottom Left Corner" -msgstr "左下角落" - -msgid "Left Side" -msgstr "左侧边缘" - -msgid "Left Corner" -msgstr "左侧角落" - -msgid "Top Left Side" -msgstr "左上边缘" - -msgid "Top Left Corner" -msgstr "左上角落" - -msgid "Top Side" -msgstr "上侧边缘" - -msgid "Top Corner" -msgstr "上侧角落" - -msgid "Top Right Side" -msgstr "右上边缘" - -msgid "Top Right Corner" -msgstr "右上角落" - -msgid "Terrains" -msgstr "地形" - -msgid "Custom Data" -msgstr "自定义数据" - -msgid "Tile Proxies" -msgstr "图块代理" - -msgid "Source Level" -msgstr "源级别" - -msgid "Coords Level" -msgstr "坐标级别" - -msgid "Alternative Level" -msgstr "备选级别" - -msgid "Tile Shape" -msgstr "图块形状" - -msgid "Tile Layout" -msgstr "图块布局" - -msgid "Tile Offset Axis" -msgstr "图块偏移轴" - -msgid "Tile Size" -msgstr "图块大小" - -msgid "UV Clipping" -msgstr "UV 裁剪" - -msgid "Occlusion Layers" -msgstr "遮挡层" - -msgid "Physics Layers" -msgstr "物理层" - -msgid "Terrain Sets" -msgstr "地形集" - -msgid "Custom Data Layers" -msgstr "自定义数据层" - -msgid "Scenes" -msgstr "场景" - -msgid "Scene" -msgstr "场景" - -msgid "Display Placeholder" -msgstr "显示占位符" - -msgid "Polygons Count" -msgstr "多边形数" - -msgid "One Way" -msgstr "单向" - -msgid "One Way Margin" -msgstr "单向边距" - -msgid "Terrains Peering Bit" -msgstr "地形临接位" - -msgid "Transpose" -msgstr "转置" - -msgid "Texture Origin" -msgstr "纹理原点" - -msgid "Y Sort Origin" -msgstr "Y 排序原点" - -msgid "Terrain Set" -msgstr "地形集" - -msgid "Terrain" -msgstr "地形" - -msgid "Miscellaneous" -msgstr "杂项" - -msgid "Probability" -msgstr "概率" - msgid "File" msgstr "文件" @@ -8688,12 +8940,6 @@ msgstr "表面索引" msgid "Degrees Mode" msgstr "度数模式" -msgid "Fallback Environment" -msgstr "回退环境" - -msgid "Plane" -msgstr "平面" - msgid "Panel" msgstr "面板" @@ -9093,6 +9339,9 @@ msgstr "自定义按钮按下" msgid "Custom Button Hover" msgstr "自定义按钮悬停" +msgid "Indeterminate Disabled" +msgstr "禁用中间状态" + msgid "Select Arrow" msgstr "选择箭头" @@ -9285,6 +9534,9 @@ msgstr "添加预设" msgid "Sample BG" msgstr "采样背景" +msgid "Sample Revert" +msgstr "采样恢复" + msgid "Overbright Indicator" msgstr "过亮指示器" @@ -9420,6 +9672,15 @@ msgstr "选中项描边" msgid "Activity" msgstr "活动" +msgid "Connection Hover Tint Color" +msgstr "连接悬停着色" + +msgid "Connection Valid Target Tint Color" +msgstr "连接有效目标着色" + +msgid "Connection Rim Color" +msgstr "连接边缘颜色" + msgid "Port Hotzone Inner Extent" msgstr "端口热区内部范围" @@ -9657,6 +9918,9 @@ msgstr "默认单元格高度" msgid "Default Up" msgstr "默认上方" +msgid "Merge Rasterizer Cell Scale" +msgstr "合并光栅器单元格缩放" + msgid "Avoidance Use Multiple Threads" msgstr "避障使用多线程" @@ -9855,6 +10119,9 @@ msgstr "调试重绘时间" msgid "Debug Redraw Color" msgstr "调试重绘颜色" +msgid "Tighter Shadow Caster Culling" +msgstr "紧凑阴影投射剔除" + msgid "Vertex" msgstr "顶点" @@ -10212,6 +10479,12 @@ msgstr "着色器语言" msgid "Treat Warnings as Errors" msgstr "将警告当作错误" +msgid "Has Tracking Data" +msgstr "有跟踪数据" + +msgid "Blend Shapes" +msgstr "混合形状" + msgid "Is Primary" msgstr "是否主要" @@ -10224,9 +10497,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "锚点检测是否启用" -msgid "Has Tracking Data" -msgstr "有跟踪数据" - msgid "Tracking Confidence" msgstr "追踪置信度" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index ecca600cd07..8f19ed7406c 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -1081,9 +1081,6 @@ msgstr "RPC 埠" msgid "RPC Server Uptime" msgstr "RPC 伺服器上線時間" -msgid "FBX" -msgstr "FBX" - msgid "FBX2glTF Path" msgstr "FBX2glTF 路徑" @@ -2815,6 +2812,12 @@ msgstr "路徑接合" msgid "CSG" msgstr "CSG" +msgid "FBX" +msgstr "FBX" + +msgid "Embedded Image Handling" +msgstr "嵌入影像處理" + msgid "GDScript" msgstr "GDScript" @@ -2881,9 +2884,6 @@ msgstr "版權" msgid "glTF" msgstr "glTF" -msgid "Embedded Image Handling" -msgstr "嵌入影像處理" - msgid "Color" msgstr "顏色" @@ -4153,39 +4153,6 @@ msgstr "水準翻轉" msgid "Flip V" msgstr "垂直翻轉" -msgid "Monitoring" -msgstr "監視" - -msgid "Monitorable" -msgstr "可被監視" - -msgid "Gravity" -msgstr "重力" - -msgid "Space Override" -msgstr "空間覆蓋" - -msgid "Point" -msgstr "點" - -msgid "Point Unit Distance" -msgstr "點單位距離" - -msgid "Point Center" -msgstr "點中心" - -msgid "Direction" -msgstr "方向" - -msgid "Linear Damp" -msgstr "線性阻尼" - -msgid "Angular Damp" -msgstr "角度阻尼" - -msgid "Audio Bus" -msgstr "音訊匯流排" - msgid "Current" msgstr "目前" @@ -4303,30 +4270,6 @@ msgstr "清除邊距" msgid "Use Mipmaps" msgstr "使用 Mipmap" -msgid "Disable Mode" -msgstr "停用模式" - -msgid "Input" -msgstr "輸入" - -msgid "Pickable" -msgstr "可拾取" - -msgid "Build Mode" -msgstr "建構模式" - -msgid "Disabled" -msgstr "已停用的專案" - -msgid "One Way Collision" -msgstr "單向碰撞" - -msgid "One Way Collision Margin" -msgstr "單向碰撞邊距" - -msgid "Debug Color" -msgstr "除錯顏色" - msgid "Emitting" msgstr "發射" @@ -4390,9 +4333,15 @@ msgstr "粒子旗標" msgid "Align Y" msgstr "對齊 Y" +msgid "Direction" +msgstr "方向" + msgid "Spread" msgstr "發散" +msgid "Gravity" +msgstr "重力" + msgid "Initial Velocity" msgstr "初速度" @@ -4525,48 +4474,6 @@ msgstr "節" msgid "Section Subdivisions" msgstr "節細分" -msgid "Node A" -msgstr "節點 A" - -msgid "Node B" -msgstr "節點 B" - -msgid "Bias" -msgstr "偏置" - -msgid "Disable Collision" -msgstr "停用碰撞" - -msgid "Softness" -msgstr "柔軟度" - -msgid "Angular Limit" -msgstr "角度極限" - -msgid "Lower" -msgstr "下端" - -msgid "Upper" -msgstr "上端" - -msgid "Motor" -msgstr "馬達" - -msgid "Target Velocity" -msgstr "目標速度" - -msgid "Length" -msgstr "長度" - -msgid "Initial Offset" -msgstr "初始偏移" - -msgid "Rest Length" -msgstr "放鬆長度" - -msgid "Stiffness" -msgstr "硬度" - msgid "Editor Only" msgstr "僅編輯器" @@ -4753,6 +4660,21 @@ msgstr "約束避障" msgid "Skew" msgstr "偏斜" +msgid "Scroll Offset" +msgstr "滾動偏移" + +msgid "Repeat" +msgstr "重覆" + +msgid "Begin" +msgstr "起點" + +msgid "End" +msgstr "頁尾" + +msgid "Follow Viewport" +msgstr "跟隨檢視區" + msgid "Scroll" msgstr "滾動" @@ -4798,6 +4720,147 @@ msgstr "旋轉" msgid "Cubic Interp" msgstr "三次插值" +msgid "Sync to Physics" +msgstr "與物理同步" + +msgid "Monitoring" +msgstr "監視" + +msgid "Monitorable" +msgstr "可被監視" + +msgid "Space Override" +msgstr "空間覆蓋" + +msgid "Point" +msgstr "點" + +msgid "Point Unit Distance" +msgstr "點單位距離" + +msgid "Point Center" +msgstr "點中心" + +msgid "Linear Damp" +msgstr "線性阻尼" + +msgid "Angular Damp" +msgstr "角度阻尼" + +msgid "Audio Bus" +msgstr "音訊匯流排" + +msgid "Motion Mode" +msgstr "運動模式" + +msgid "Up Direction" +msgstr "向上方向" + +msgid "Slide on Ceiling" +msgstr "在天花板上滑動" + +msgid "Wall Min Slide Angle" +msgstr "牆體最小滑動角度" + +msgid "Floor" +msgstr "地面" + +msgid "Stop on Slope" +msgstr "在斜坡上停止" + +msgid "Constant Speed" +msgstr "恒定速度" + +msgid "Block on Wall" +msgstr "阻止上牆" + +msgid "Max Angle" +msgstr "最大角度" + +msgid "Snap Length" +msgstr "吸附長度" + +msgid "Moving Platform" +msgstr "可移動平臺" + +msgid "On Leave" +msgstr "離開時" + +msgid "Floor Layers" +msgstr "地面圖層" + +msgid "Wall Layers" +msgstr "牆體圖層" + +msgid "Safe Margin" +msgstr "安全邊距" + +msgid "Disable Mode" +msgstr "停用模式" + +msgid "Input" +msgstr "輸入" + +msgid "Pickable" +msgstr "可拾取" + +msgid "Build Mode" +msgstr "建構模式" + +msgid "Disabled" +msgstr "已停用的專案" + +msgid "One Way Collision" +msgstr "單向碰撞" + +msgid "One Way Collision Margin" +msgstr "單向碰撞邊距" + +msgid "Debug Color" +msgstr "除錯顏色" + +msgid "Length" +msgstr "長度" + +msgid "Rest Length" +msgstr "放鬆長度" + +msgid "Stiffness" +msgstr "硬度" + +msgid "Initial Offset" +msgstr "初始偏移" + +msgid "Node A" +msgstr "節點 A" + +msgid "Node B" +msgstr "節點 B" + +msgid "Bias" +msgstr "偏置" + +msgid "Disable Collision" +msgstr "停用碰撞" + +msgid "Softness" +msgstr "柔軟度" + +msgid "Angular Limit" +msgstr "角度極限" + +msgid "Lower" +msgstr "下端" + +msgid "Upper" +msgstr "上端" + +msgid "Motor" +msgstr "馬達" + +msgid "Target Velocity" +msgstr "目標速度" + msgid "Bone 2D Nodepath" msgstr "骨骼 2D 節點路徑" @@ -4813,14 +4876,23 @@ msgstr "類比物理" msgid "Follow Bone When Simulating" msgstr "模擬時跟隨骨骼" -msgid "Constant Linear Velocity" -msgstr "常線速度" +msgid "Exclude Parent" +msgstr "排除父節點" -msgid "Constant Angular Velocity" -msgstr "常角速度" +msgid "Target Position" +msgstr "目標位置" -msgid "Sync to Physics" -msgstr "與物理同步" +msgid "Hit From Inside" +msgstr "從內部命中" + +msgid "Collide With" +msgstr "參與碰撞" + +msgid "Areas" +msgstr "區域" + +msgid "Bodies" +msgstr "實體" msgid "Gravity Scale" msgstr "重力縮放" @@ -4885,50 +4957,17 @@ msgstr "恆定的力" msgid "Torque" msgstr "力矩" -msgid "Motion Mode" -msgstr "運動模式" +msgid "Margin" +msgstr "邊距" -msgid "Up Direction" -msgstr "向上方向" +msgid "Max Results" +msgstr "最大結果" -msgid "Slide on Ceiling" -msgstr "在天花板上滑動" +msgid "Constant Linear Velocity" +msgstr "常線速度" -msgid "Wall Min Slide Angle" -msgstr "牆體最小滑動角度" - -msgid "Floor" -msgstr "地面" - -msgid "Stop on Slope" -msgstr "在斜坡上停止" - -msgid "Constant Speed" -msgstr "恒定速度" - -msgid "Block on Wall" -msgstr "阻止上牆" - -msgid "Max Angle" -msgstr "最大角度" - -msgid "Snap Length" -msgstr "吸附長度" - -msgid "Moving Platform" -msgstr "可移動平臺" - -msgid "On Leave" -msgstr "離開時" - -msgid "Floor Layers" -msgstr "地面圖層" - -msgid "Wall Layers" -msgstr "牆體圖層" - -msgid "Safe Margin" -msgstr "安全邊距" +msgid "Constant Angular Velocity" +msgstr "常角速度" msgid "UV" msgstr "UV" @@ -4942,24 +4981,6 @@ msgstr "多邊形" msgid "Internal Vertex Count" msgstr "內部頂點數" -msgid "Exclude Parent" -msgstr "排除父節點" - -msgid "Target Position" -msgstr "目標位置" - -msgid "Hit From Inside" -msgstr "從內部命中" - -msgid "Collide With" -msgstr "參與碰撞" - -msgid "Areas" -msgstr "區域" - -msgid "Bodies" -msgstr "實體" - msgid "Remote Path" msgstr "遠端路徑" @@ -4969,12 +4990,6 @@ msgstr "使用全域座標" msgid "Update" msgstr "更新" -msgid "Margin" -msgstr "邊距" - -msgid "Max Results" -msgstr "最大結果" - msgid "Auto Calculate Length and Angle" msgstr "自動計算長度和角度" @@ -5047,24 +5062,6 @@ msgstr "啟用" msgid "Node Path" msgstr "節點路徑" -msgid "Wind" -msgstr "風" - -msgid "Force Magnitude" -msgstr "力量大小" - -msgid "Attenuation Factor" -msgstr "衰減係數" - -msgid "Source Path" -msgstr "資源路徑" - -msgid "Reverb Bus" -msgstr "混響匯流排" - -msgid "Uniformity" -msgstr "均勻性" - msgid "Attenuation Model" msgstr "衰減模型" @@ -5131,12 +5128,6 @@ msgstr "近平面" msgid "Far" msgstr "遠平面" -msgid "Ray Pickable" -msgstr "射線可拾取" - -msgid "Capture on Drag" -msgstr "拖曳時捕獲" - msgid "Visibility AABB" msgstr "切換 AABB 可見/隱藏" @@ -5206,9 +5197,6 @@ msgstr "下側淡出" msgid "Distance Fade" msgstr "距離淡出" -msgid "Begin" -msgstr "起點" - msgid "Transform Align" msgstr "變換對齊" @@ -5245,99 +5233,12 @@ msgstr "能見度範圍" msgid "Begin Margin" msgstr "起始邊距" -msgid "End" -msgstr "頁尾" - msgid "End Margin" msgstr "結束邊距" msgid "Fade Mode" msgstr "淡入淡出模式" -msgid "Solver Priority" -msgstr "求解優先級" - -msgid "Exclude Nodes From Collision" -msgstr "從碰撞中排除節點" - -msgid "Params" -msgstr "參數" - -msgid "Impulse Clamp" -msgstr "脈衝極限" - -msgid "Relaxation" -msgstr "鬆弛" - -msgid "Max Impulse" -msgstr "最大脈衝" - -msgid "Linear Limit" -msgstr "線性極限" - -msgid "Upper Distance" -msgstr "距離上限" - -msgid "Lower Distance" -msgstr "距離下限" - -msgid "Restitution" -msgstr "復原" - -msgid "Linear Motion" -msgstr "線性運動" - -msgid "Linear Ortho" -msgstr "線性正交" - -msgid "Upper Angle" -msgstr "上端角" - -msgid "Lower Angle" -msgstr "下端角" - -msgid "Angular Motion" -msgstr "角度運動" - -msgid "Angular Ortho" -msgstr "角度正交" - -msgid "Swing Span" -msgstr "擺動範圍" - -msgid "Twist Span" -msgstr "扭轉範圍" - -msgid "X" -msgstr "X" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Linear Motor" -msgstr "線性馬達" - -msgid "Force Limit" -msgstr "力量極限" - -msgid "Linear Spring" -msgstr "線性彈簧" - -msgid "Equilibrium Point" -msgstr "平衡點" - -msgid "ERP" -msgstr "ERP" - -msgid "Angular Motor" -msgstr "角度馬達" - -msgid "Angular Spring" -msgstr "角度彈簧" - msgid "Pixel Size" msgstr "像素大小" @@ -5590,26 +5491,113 @@ msgstr "使用模型正面" msgid "Tilt Enabled" msgstr "啟用傾斜" -msgid "Axis Lock" -msgstr "軸鎖定" +msgid "Wind" +msgstr "風" -msgid "Linear X" -msgstr "線性 X" +msgid "Force Magnitude" +msgstr "力量大小" -msgid "Linear Y" -msgstr "線性 Y" +msgid "Attenuation Factor" +msgstr "衰減係數" -msgid "Linear Z" -msgstr "線性 Z" +msgid "Source Path" +msgstr "資源路徑" -msgid "Angular X" -msgstr "角度 X" +msgid "Reverb Bus" +msgstr "混響匯流排" -msgid "Angular Y" -msgstr "角度 Y" +msgid "Uniformity" +msgstr "均勻性" -msgid "Angular Z" -msgstr "角度 Z" +msgid "Ray Pickable" +msgstr "射線可拾取" + +msgid "Capture on Drag" +msgstr "拖曳時捕獲" + +msgid "Swing Span" +msgstr "擺動範圍" + +msgid "Twist Span" +msgstr "扭轉範圍" + +msgid "Relaxation" +msgstr "鬆弛" + +msgid "Linear Limit" +msgstr "線性極限" + +msgid "X" +msgstr "X" + +msgid "Upper Distance" +msgstr "距離上限" + +msgid "Lower Distance" +msgstr "距離下限" + +msgid "Restitution" +msgstr "復原" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "線性馬達" + +msgid "Force Limit" +msgstr "力量極限" + +msgid "Linear Spring" +msgstr "線性彈簧" + +msgid "Equilibrium Point" +msgstr "平衡點" + +msgid "Upper Angle" +msgstr "上端角" + +msgid "Lower Angle" +msgstr "下端角" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "角度馬達" + +msgid "Angular Spring" +msgstr "角度彈簧" + +msgid "Params" +msgstr "參數" + +msgid "Max Impulse" +msgstr "最大脈衝" + +msgid "Solver Priority" +msgstr "求解優先級" + +msgid "Exclude Nodes From Collision" +msgstr "從碰撞中排除節點" + +msgid "Impulse Clamp" +msgstr "脈衝極限" + +msgid "Linear Motion" +msgstr "線性運動" + +msgid "Linear Ortho" +msgstr "線性正交" + +msgid "Angular Motion" +msgstr "角度運動" + +msgid "Angular Ortho" +msgstr "角度正交" msgid "Joint Constraints" msgstr "關節約束" @@ -5707,12 +5695,75 @@ msgstr "線性阻尼模式" msgid "Angular Damp Mode" msgstr "角度阻尼模式" +msgid "Axis Lock" +msgstr "軸鎖定" + +msgid "Linear X" +msgstr "線性 X" + +msgid "Linear Y" +msgstr "線性 Y" + +msgid "Linear Z" +msgstr "線性 Z" + +msgid "Angular X" +msgstr "角度 X" + +msgid "Angular Y" +msgstr "角度 Y" + +msgid "Angular Z" +msgstr "角度 Z" + msgid "Hit Back Faces" msgstr "命中背面" msgid "Debug Shape" msgstr "除錯形狀" +msgid "Spring Length" +msgstr "彈簧長度" + +msgid "Per-Wheel Motion" +msgstr "單輪運動" + +msgid "Engine Force" +msgstr "引擎力度" + +msgid "Brake" +msgstr "剎車" + +msgid "Steering" +msgstr "轉向控制" + +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D 運動" + +msgid "Use as Traction" +msgstr "用作牽引" + +msgid "Use as Steering" +msgstr "用作轉向" + +msgid "Wheel" +msgstr "車輪" + +msgid "Roll Influence" +msgstr "翻滾影響" + +msgid "Friction Slip" +msgstr "摩擦滑動" + +msgid "Suspension" +msgstr "懸架" + +msgid "Travel" +msgstr "行程" + +msgid "Max Force" +msgstr "最大力度" + msgid "Origin Offset" msgstr "原點偏移" @@ -5806,48 +5857,6 @@ msgstr "阻尼係數" msgid "Drag Coefficient" msgstr "阻力係數" -msgid "Spring Length" -msgstr "彈簧長度" - -msgid "Per-Wheel Motion" -msgstr "單輪運動" - -msgid "Engine Force" -msgstr "引擎力度" - -msgid "Brake" -msgstr "剎車" - -msgid "Steering" -msgstr "轉向控制" - -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D 運動" - -msgid "Use as Traction" -msgstr "用作牽引" - -msgid "Use as Steering" -msgstr "用作轉向" - -msgid "Wheel" -msgstr "車輪" - -msgid "Roll Influence" -msgstr "翻滾影響" - -msgid "Friction Slip" -msgstr "摩擦滑動" - -msgid "Suspension" -msgstr "懸架" - -msgid "Travel" -msgstr "行程" - -msgid "Max Force" -msgstr "最大力度" - msgid "Track Physics Step" msgstr "追蹤物理反覆運算" @@ -6328,9 +6337,6 @@ msgstr "根部子資料夾" msgid "Use Native Dialog" msgstr "使用原生對話方塊" -msgid "Scroll Offset" -msgstr "滾動偏移" - msgid "Show Grid" msgstr "顯示網格" @@ -6904,9 +6910,6 @@ msgstr "Z 為相對量" msgid "Y Sort Enabled" msgstr "啟用 Y 排序" -msgid "Repeat" -msgstr "重覆" - msgid "Use Parent Material" msgstr "使用父級材質" @@ -6919,9 +6922,6 @@ msgstr "法線貼圖" msgid "Shininess" msgstr "光澤度" -msgid "Follow Viewport" -msgstr "跟隨檢視區" - msgid "Download File" msgstr "下載檔案" @@ -7261,6 +7261,360 @@ msgstr "3D 物理" msgid "3D Navigation" msgstr "3D 導航" +msgid "Segments" +msgstr "分段" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "斜坡滑動" + +msgid "Custom Solver Bias" +msgstr "自訂求解器偏置" + +msgid "Execution Mode" +msgstr "執行模式" + +msgid "Target Nodepath" +msgstr "目標節點路徑" + +msgid "Tip Nodepath" +msgstr "尖端節點路徑" + +msgid "CCDIK Data Chain Length" +msgstr "CCDIK 資料鏈長度" + +msgid "FABRIK Data Chain Length" +msgstr "FABRIK 資料鏈長度" + +msgid "Jiggle Data Chain Length" +msgstr "Jiggle 資料鏈長度" + +msgid "Default Joint Settings" +msgstr "預設關節設定" + +msgid "Use Gravity" +msgstr "使用重力" + +msgid "Bone Index" +msgstr "骨骼索引" + +msgid "Bone 2D Node" +msgstr "Bone2D 節點" + +msgid "Physical Bone Chain Length" +msgstr "物理骨鏈長度" + +msgid "Target Minimum Distance" +msgstr "目標最小距離" + +msgid "Target Maximum Distance" +msgstr "目標最大距離" + +msgid "Flip Bend Direction" +msgstr "翻轉彎曲方向" + +msgid "Modification Count" +msgstr "修改數" + +msgid "Right Side" +msgstr "右側邊緣" + +msgid "Right Corner" +msgstr "右側角落" + +msgid "Bottom Right Side" +msgstr "右下邊緣" + +msgid "Bottom Right Corner" +msgstr "右下角落" + +msgid "Bottom Side" +msgstr "下側邊緣" + +msgid "Bottom Corner" +msgstr "下側角落" + +msgid "Bottom Left Side" +msgstr "左下邊緣" + +msgid "Bottom Left Corner" +msgstr "左下角落" + +msgid "Left Side" +msgstr "左側邊緣" + +msgid "Left Corner" +msgstr "左側角落" + +msgid "Top Left Side" +msgstr "左上邊緣" + +msgid "Top Left Corner" +msgstr "左上角落" + +msgid "Top Side" +msgstr "上側邊緣" + +msgid "Top Corner" +msgstr "上側角落" + +msgid "Top Right Side" +msgstr "右上邊緣" + +msgid "Top Right Corner" +msgstr "右上角落" + +msgid "Terrains" +msgstr "地形" + +msgid "Custom Data" +msgstr "自訂資料" + +msgid "Tile Proxies" +msgstr "圖塊代理" + +msgid "Source Level" +msgstr "原始碼等級" + +msgid "Coords Level" +msgstr "座標級別" + +msgid "Alternative Level" +msgstr "備選級別" + +msgid "Tile Shape" +msgstr "圖塊形狀" + +msgid "Tile Layout" +msgstr "圖塊佈局" + +msgid "Tile Offset Axis" +msgstr "圖塊偏移軸" + +msgid "Tile Size" +msgstr "圖塊大小" + +msgid "UV Clipping" +msgstr "UV 裁剪" + +msgid "Occlusion Layers" +msgstr "遮擋圖層" + +msgid "Physics Layers" +msgstr "實體圖層" + +msgid "Terrain Sets" +msgstr "地形集" + +msgid "Custom Data Layers" +msgstr "自訂資料層" + +msgid "Scenes" +msgstr "場景" + +msgid "Scene" +msgstr "場景" + +msgid "Display Placeholder" +msgstr "顯示預留位置" + +msgid "Polygons Count" +msgstr "多邊形數" + +msgid "One Way" +msgstr "單向" + +msgid "One Way Margin" +msgstr "單向邊距" + +msgid "Terrains Peering Bit" +msgstr "地形臨接位" + +msgid "Transpose" +msgstr "轉置" + +msgid "Texture Origin" +msgstr "紋理原點" + +msgid "Y Sort Origin" +msgstr "Y 排序原點" + +msgid "Terrain Set" +msgstr "地形集" + +msgid "Terrain" +msgstr "地形" + +msgid "Miscellaneous" +msgstr "雜項" + +msgid "Probability" +msgstr "概率" + +msgid "Distance" +msgstr "距離" + +msgid "Backface Collision" +msgstr "背面碰撞" + +msgid "Density" +msgstr "密度" + +msgid "Height Falloff" +msgstr "高度衰減" + +msgid "Edge Fade" +msgstr "邊緣淡化" + +msgid "Density Texture" +msgstr "密度紋理" + +msgid "Map Width" +msgstr "貼圖寬度" + +msgid "Map Depth" +msgstr "貼圖深度" + +msgid "Map Data" +msgstr "地圖資料" + +msgid "Item" +msgstr "項目" + +msgid "Mesh Transform" +msgstr "網格變換" + +msgid "Navigation Mesh Transform" +msgstr "導航網格變換" + +msgid "Preview" +msgstr "預覽" + +msgid "Add UV2" +msgstr "新增 UV2" + +msgid "UV2 Padding" +msgstr "UV2 填充" + +msgid "Subdivide Width" +msgstr "細分寬度" + +msgid "Subdivide Height" +msgstr "細分高度" + +msgid "Subdivide Depth" +msgstr "細分深度" + +msgid "Top Radius" +msgstr "頂部半徑" + +msgid "Bottom Radius" +msgstr "底部半徑" + +msgid "Cap Top" +msgstr "頂蓋" + +msgid "Cap Bottom" +msgstr "底蓋" + +msgid "Left to Right" +msgstr "從左到右" + +msgid "Is Hemisphere" +msgstr "是否半球" + +msgid "Ring Segments" +msgstr "環段數" + +msgid "Radial Steps" +msgstr "徑向步數" + +msgid "Section Length" +msgstr "節長度" + +msgid "Section Rings" +msgstr "節環數" + +msgid "Section Segments" +msgstr "節段數" + +msgid "Curve Step" +msgstr "曲線步長" + +msgid "Bind Count" +msgstr "綁定數" + +msgid "Bind" +msgstr "綁定" + +msgid "Bone" +msgstr "骨骼" + +msgid "Sky" +msgstr "天空" + +msgid "Top Color" +msgstr "頂部顏色" + +msgid "Horizon Color" +msgstr "地平線顏色" + +msgid "Energy Multiplier" +msgstr "能量倍數" + +msgid "Cover" +msgstr "天穹" + +msgid "Cover Modulate" +msgstr "天穹調變" + +msgid "Ground" +msgstr "地面" + +msgid "Bottom Color" +msgstr "底部顏色" + +msgid "Sun" +msgstr "太陽" + +msgid "Panorama" +msgstr "全景" + +msgid "Rayleigh" +msgstr "瑞利散射" + +msgid "Coefficient" +msgstr "係數" + +msgid "Mie" +msgstr "米氏散射" + +msgid "Eccentricity" +msgstr "偏心率" + +msgid "Turbidity" +msgstr "濁度" + +msgid "Sun Disk Scale" +msgstr "太陽盤縮放" + +msgid "Ground Color" +msgstr "地面顏色" + +msgid "Night Sky" +msgstr "夜空" + +msgid "Fallback Environment" +msgstr "退回環境" + +msgid "Plane" +msgstr "平面" + msgid "Frames" msgstr "影格" @@ -7378,12 +7732,6 @@ msgstr "粒子動畫迴圈" msgid "Load Path" msgstr "載入路徑" -msgid "Segments" -msgstr "分段" - -msgid "Backface Collision" -msgstr "背面碰撞" - msgid "Bake Resolution" msgstr "烘焙解析度" @@ -7405,15 +7753,9 @@ msgstr "曲線 Z" msgid "Background" msgstr "背景" -msgid "Energy Multiplier" -msgstr "能量倍數" - msgid "Canvas Max Layer" msgstr "畫布最大圖層" -msgid "Sky" -msgstr "天空" - msgid "Custom FOV" msgstr "自訂 FOV" @@ -7561,9 +7903,6 @@ msgstr "光線能量" msgid "Sun Scatter" msgstr "太陽散射" -msgid "Density" -msgstr "密度" - msgid "Aerial Perspective" msgstr "空氣透視" @@ -7603,15 +7942,6 @@ msgstr "飽和度" msgid "Color Correction" msgstr "顏色校正" -msgid "Height Falloff" -msgstr "高度衰減" - -msgid "Edge Fade" -msgstr "邊緣淡化" - -msgid "Density Texture" -msgstr "密度紋理" - msgid "Base Font" msgstr "基礎字體" @@ -7657,15 +7987,6 @@ msgstr "起點" msgid "To" msgstr "終點" -msgid "Map Width" -msgstr "貼圖寬度" - -msgid "Map Depth" -msgstr "貼圖深度" - -msgid "Map Data" -msgstr "地圖資料" - msgid "Next Pass" msgstr "下一階段" @@ -7831,9 +8152,6 @@ msgstr "使用粒子尾跡" msgid "Proximity Fade" msgstr "鄰近淡出" -msgid "Distance" -msgstr "距離" - msgid "MSDF" msgstr "MSDF" @@ -7855,18 +8173,6 @@ msgstr "混合形狀模式" msgid "Shadow Mesh" msgstr "陰影網格" -msgid "Item" -msgstr "項目" - -msgid "Mesh Transform" -msgstr "網格變換" - -msgid "Navigation Mesh Transform" -msgstr "導航網格變換" - -msgid "Preview" -msgstr "預覽" - msgid "Base Texture" msgstr "基礎紋理" @@ -8008,114 +8314,6 @@ msgstr "尺寸覆蓋" msgid "Keep Compressed Buffer" msgstr "保持壓縮緩衝" -msgid "Add UV2" -msgstr "新增 UV2" - -msgid "UV2 Padding" -msgstr "UV2 填充" - -msgid "Subdivide Width" -msgstr "細分寬度" - -msgid "Subdivide Height" -msgstr "細分高度" - -msgid "Subdivide Depth" -msgstr "細分深度" - -msgid "Top Radius" -msgstr "頂部半徑" - -msgid "Bottom Radius" -msgstr "底部半徑" - -msgid "Cap Top" -msgstr "頂蓋" - -msgid "Cap Bottom" -msgstr "底蓋" - -msgid "Left to Right" -msgstr "從左到右" - -msgid "Is Hemisphere" -msgstr "是否半球" - -msgid "Ring Segments" -msgstr "環段數" - -msgid "Radial Steps" -msgstr "徑向步數" - -msgid "Section Length" -msgstr "節長度" - -msgid "Section Rings" -msgstr "節環數" - -msgid "Section Segments" -msgstr "節段數" - -msgid "Curve Step" -msgstr "曲線步長" - -msgid "A" -msgstr "A" - -msgid "B" -msgstr "B" - -msgid "Slide on Slope" -msgstr "斜坡滑動" - -msgid "Custom Solver Bias" -msgstr "自訂求解器偏置" - -msgid "Execution Mode" -msgstr "執行模式" - -msgid "Target Nodepath" -msgstr "目標節點路徑" - -msgid "Tip Nodepath" -msgstr "尖端節點路徑" - -msgid "CCDIK Data Chain Length" -msgstr "CCDIK 資料鏈長度" - -msgid "FABRIK Data Chain Length" -msgstr "FABRIK 資料鏈長度" - -msgid "Jiggle Data Chain Length" -msgstr "Jiggle 資料鏈長度" - -msgid "Default Joint Settings" -msgstr "預設關節設定" - -msgid "Use Gravity" -msgstr "使用重力" - -msgid "Bone Index" -msgstr "骨骼索引" - -msgid "Bone 2D Node" -msgstr "Bone2D 節點" - -msgid "Physical Bone Chain Length" -msgstr "物理骨鏈長度" - -msgid "Target Minimum Distance" -msgstr "目標最小距離" - -msgid "Target Maximum Distance" -msgstr "目標最大距離" - -msgid "Flip Bend Direction" -msgstr "翻轉彎曲方向" - -msgid "Modification Count" -msgstr "修改數" - msgid "Scale Base Bone" msgstr "縮放基礎骨骼" @@ -8125,15 +8323,6 @@ msgstr "分組大小" msgid "Bone Size" msgstr "骨骼大小" -msgid "Bind Count" -msgstr "綁定數" - -msgid "Bind" -msgstr "綁定" - -msgid "Bone" -msgstr "骨骼" - msgid "Sky Material" msgstr "天空材質" @@ -8143,54 +8332,6 @@ msgstr "處理模式" msgid "Radiance Size" msgstr "輻射大小" -msgid "Top Color" -msgstr "頂部顏色" - -msgid "Horizon Color" -msgstr "地平線顏色" - -msgid "Cover" -msgstr "天穹" - -msgid "Cover Modulate" -msgstr "天穹調變" - -msgid "Ground" -msgstr "地面" - -msgid "Bottom Color" -msgstr "底部顏色" - -msgid "Sun" -msgstr "太陽" - -msgid "Panorama" -msgstr "全景" - -msgid "Rayleigh" -msgstr "瑞利散射" - -msgid "Coefficient" -msgstr "係數" - -msgid "Mie" -msgstr "米氏散射" - -msgid "Eccentricity" -msgstr "偏心率" - -msgid "Turbidity" -msgstr "濁度" - -msgid "Sun Disk Scale" -msgstr "太陽盤縮放" - -msgid "Ground Color" -msgstr "地面顏色" - -msgid "Night Sky" -msgstr "夜空" - msgid "Content Margins" msgstr "內容邊距" @@ -8257,141 +8398,6 @@ msgstr "預設字體" msgid "Default Font Size" msgstr "預設字體大小" -msgid "Right Side" -msgstr "右側邊緣" - -msgid "Right Corner" -msgstr "右側角落" - -msgid "Bottom Right Side" -msgstr "右下邊緣" - -msgid "Bottom Right Corner" -msgstr "右下角落" - -msgid "Bottom Side" -msgstr "下側邊緣" - -msgid "Bottom Corner" -msgstr "下側角落" - -msgid "Bottom Left Side" -msgstr "左下邊緣" - -msgid "Bottom Left Corner" -msgstr "左下角落" - -msgid "Left Side" -msgstr "左側邊緣" - -msgid "Left Corner" -msgstr "左側角落" - -msgid "Top Left Side" -msgstr "左上邊緣" - -msgid "Top Left Corner" -msgstr "左上角落" - -msgid "Top Side" -msgstr "上側邊緣" - -msgid "Top Corner" -msgstr "上側角落" - -msgid "Top Right Side" -msgstr "右上邊緣" - -msgid "Top Right Corner" -msgstr "右上角落" - -msgid "Terrains" -msgstr "地形" - -msgid "Custom Data" -msgstr "自訂資料" - -msgid "Tile Proxies" -msgstr "圖塊代理" - -msgid "Source Level" -msgstr "原始碼等級" - -msgid "Coords Level" -msgstr "座標級別" - -msgid "Alternative Level" -msgstr "備選級別" - -msgid "Tile Shape" -msgstr "圖塊形狀" - -msgid "Tile Layout" -msgstr "圖塊佈局" - -msgid "Tile Offset Axis" -msgstr "圖塊偏移軸" - -msgid "Tile Size" -msgstr "圖塊大小" - -msgid "UV Clipping" -msgstr "UV 裁剪" - -msgid "Occlusion Layers" -msgstr "遮擋圖層" - -msgid "Physics Layers" -msgstr "實體圖層" - -msgid "Terrain Sets" -msgstr "地形集" - -msgid "Custom Data Layers" -msgstr "自訂資料層" - -msgid "Scenes" -msgstr "場景" - -msgid "Scene" -msgstr "場景" - -msgid "Display Placeholder" -msgstr "顯示預留位置" - -msgid "Polygons Count" -msgstr "多邊形數" - -msgid "One Way" -msgstr "單向" - -msgid "One Way Margin" -msgstr "單向邊距" - -msgid "Terrains Peering Bit" -msgstr "地形臨接位" - -msgid "Transpose" -msgstr "轉置" - -msgid "Texture Origin" -msgstr "紋理原點" - -msgid "Y Sort Origin" -msgstr "Y 排序原點" - -msgid "Terrain Set" -msgstr "地形集" - -msgid "Terrain" -msgstr "地形" - -msgid "Miscellaneous" -msgstr "雜項" - -msgid "Probability" -msgstr "概率" - msgid "File" msgstr "檔案" @@ -8470,12 +8476,6 @@ msgstr "表面索引" msgid "Degrees Mode" msgstr "度數模式" -msgid "Fallback Environment" -msgstr "退回環境" - -msgid "Plane" -msgstr "平面" - msgid "Panel" msgstr "面板" @@ -9985,6 +9985,9 @@ msgstr "著色器語言" msgid "Treat Warnings as Errors" msgstr "將警告當作錯誤" +msgid "Has Tracking Data" +msgstr "有追蹤資料" + msgid "Is Primary" msgstr "是否主要" @@ -9997,9 +10000,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "錨點檢測是否啟用" -msgid "Has Tracking Data" -msgstr "有追蹤資料" - msgid "Tracking Confidence" msgstr "追蹤置信度"