i18n: Sync classref translations with Weblate

This commit is contained in:
Rémi Verschelde 2022-07-06 15:04:01 +02:00
parent 30ceef93b0
commit 417f20f06c
40 changed files with 4783 additions and 1312 deletions

View File

@ -12308,10 +12308,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19607,13 +19609,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19623,7 +19629,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19640,23 +19650,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30018,7 +30028,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30592,10 +30605,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30917,6 +30931,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36350,7 +36369,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36463,6 +36482,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50081,8 +50108,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58455,7 +58482,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59052,9 +59103,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60598,6 +60651,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66687,9 +66745,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66718,7 +66777,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12252,10 +12252,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19537,13 +19539,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19553,7 +19559,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19570,23 +19580,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29935,7 +29945,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30509,10 +30522,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30833,6 +30847,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36235,7 +36254,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36346,6 +36365,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49925,8 +49952,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58295,7 +58322,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58892,9 +58943,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60430,6 +60483,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66505,9 +66562,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66536,7 +66594,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12132,10 +12132,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19417,13 +19419,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19433,7 +19439,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19450,23 +19460,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29812,7 +29822,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30386,10 +30399,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30710,6 +30724,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36112,7 +36131,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36223,6 +36242,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49802,8 +49829,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58172,7 +58199,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58769,9 +58820,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60307,6 +60360,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66382,9 +66439,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66413,7 +66471,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12653,10 +12653,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19985,13 +19987,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20001,7 +20007,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20018,23 +20028,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30408,7 +30418,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30982,10 +30995,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31307,6 +31321,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36749,7 +36768,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36862,6 +36881,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50499,8 +50526,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58889,7 +58916,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59486,9 +59537,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -61042,6 +61095,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67164,9 +67222,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67195,7 +67254,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -14222,10 +14222,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -21703,13 +21705,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -21719,7 +21725,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -21736,23 +21746,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -32199,7 +32209,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -32773,10 +32786,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -33102,6 +33116,11 @@ msgstr ""
"Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch "
"neu gestartet."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -38619,7 +38638,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -38734,6 +38753,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -52484,8 +52511,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -60981,7 +61008,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -61582,9 +61633,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -63157,6 +63210,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Wenn [code]true[/code], wird die Textur zentriert."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -69471,9 +69529,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -69505,7 +69564,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12152,10 +12152,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19452,13 +19454,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19468,7 +19474,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19485,23 +19495,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29863,7 +29873,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30437,10 +30450,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30762,6 +30776,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36189,7 +36208,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36302,6 +36321,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49907,8 +49934,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58281,7 +58308,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58878,9 +58929,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60424,6 +60477,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66513,9 +66571,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66544,7 +66603,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -15915,10 +15915,12 @@ msgstr ""
"horizontales y el tamaño de la pantalla."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
@ -25571,16 +25573,18 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
"Si [code]true[/code], el detalle de la sombra se sacrifica a cambio de "
"transiciones más suaves entre las divisiones."
#: doc/classes/DirectionalLight.xml
msgid ""
@ -25591,8 +25595,12 @@ msgstr ""
"movimiento. Ver [enum ShadowDepthRange]."
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgstr "La distancia máxima para las divisiones de la sombra."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@ -25606,11 +25614,12 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
#, fuzzy
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"La distancia de la cámara a la sombra se divide en 1. Relativo a [member "
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
@ -25618,11 +25627,12 @@ msgstr ""
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
#: doc/classes/DirectionalLight.xml
#, fuzzy
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"La distancia de la sombra se divide en dos. Relativo a [member "
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
@ -25630,10 +25640,11 @@ msgstr ""
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
#: doc/classes/DirectionalLight.xml
#, fuzzy
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"La distancia de la sombra se divide en dos y tres. Relativo a [member "
"directional_shadow_max_distance]. Sólo se usa cuando [member "
@ -39542,7 +39553,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
"Habilita o deshabilita la acumulación de eventos de entrada similares "
"enviados por el sistema operativo. Cuando la acumulación de entrada está "
@ -40301,10 +40315,11 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -40744,6 +40759,12 @@ msgstr ""
"Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar "
"automáticamente el nuevo contenido."
#: doc/classes/InterpolatedCamera.xml
#, fuzzy
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -47706,7 +47727,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -47821,6 +47842,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -65718,12 +65747,13 @@ msgstr ""
"documentación del mapeo de sombras."
#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
"Tamaño para el atlas de sombras (usado para OmniLights y SpotLights). Vea la "
"documentación."
"Establece el tamaño de las imágenes del atlas de sombras (usado para omni y "
"focos). El valor se redondeará a la potencia más cercana de 2."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -76413,10 +76443,32 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
"Formatea la string reemplazando todas las ocurrencias de [code]placeholder[/"
"code] por [code]values[/code]."
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@ -77186,13 +77238,12 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
"Dibuja este cuadro de estilo usando un [CanvasItem] con un [RID] dado.\n"
"Puedes obtener un valor [RID] usando el [method Object.get_instance_id] en "
"un nodo derivado de [CanvasItem]."
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
@ -79172,6 +79223,11 @@ msgstr ""
"Si [code]true[/code], un clic con el botón derecho del ratón muestra el menú "
"contextual."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -87155,12 +87211,14 @@ msgstr ""
"La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras."
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
"La resolución del atlas de las sombras (usado para luces omni y spot). El "
"valor se redondeará a la potencia más cercana de 2.\n"
@ -87197,9 +87255,12 @@ msgid ""
msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
#: doc/classes/Viewport.xml
#, fuzzy
msgid "The rendering mode of viewport."
msgstr "El modo de selección a utilizar."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""

View File

@ -12573,10 +12573,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19858,13 +19860,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19874,7 +19880,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19891,23 +19901,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30256,7 +30266,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30830,10 +30843,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31154,6 +31168,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36562,7 +36581,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36673,6 +36692,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50264,8 +50291,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58638,7 +58665,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59235,9 +59286,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60773,6 +60826,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66848,9 +66905,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66879,7 +66937,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12226,10 +12226,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19528,13 +19530,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19544,7 +19550,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19561,23 +19571,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29946,7 +29956,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30520,10 +30533,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30845,6 +30859,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36274,7 +36293,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36387,6 +36406,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49992,8 +50019,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58368,7 +58395,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58965,9 +59016,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60512,6 +60565,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Palauttaa parametrin kosinin."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66606,9 +66664,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66637,7 +66696,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12148,10 +12148,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19433,13 +19435,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19449,7 +19455,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19466,23 +19476,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29831,7 +29841,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30405,10 +30418,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30729,6 +30743,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36131,7 +36150,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36242,6 +36261,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49821,8 +49848,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58191,7 +58218,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58788,9 +58839,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60326,6 +60379,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66401,9 +66458,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66432,7 +66490,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

File diff suppressed because it is too large Load Diff

View File

@ -12140,10 +12140,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19425,13 +19427,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19441,7 +19447,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19458,23 +19468,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29820,7 +29830,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30394,10 +30407,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30718,6 +30732,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36120,7 +36139,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36231,6 +36250,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49810,8 +49837,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58180,7 +58207,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58777,9 +58828,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60315,6 +60368,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66390,9 +66447,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66421,7 +66479,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12139,10 +12139,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19424,13 +19426,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19440,7 +19446,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19457,23 +19467,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29819,7 +29829,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30393,10 +30406,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30717,6 +30731,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36119,7 +36138,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36230,6 +36249,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49809,8 +49836,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58179,7 +58206,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58776,9 +58827,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60314,6 +60367,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66389,9 +66446,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66420,7 +66478,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12158,10 +12158,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19443,13 +19445,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19459,7 +19465,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19476,23 +19486,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29838,7 +29848,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30412,10 +30425,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30736,6 +30750,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36138,7 +36157,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36249,6 +36268,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49828,8 +49855,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58198,7 +58225,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58795,9 +58846,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60333,6 +60386,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66408,9 +66465,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66439,7 +66497,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12551,10 +12551,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19838,13 +19840,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19854,7 +19860,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19871,23 +19881,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30244,7 +30254,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30818,10 +30831,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31142,6 +31156,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36564,7 +36583,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36676,6 +36695,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50277,8 +50304,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58650,7 +58677,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59247,9 +59298,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60789,6 +60842,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66865,9 +66922,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66896,7 +66954,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12139,10 +12139,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19424,13 +19426,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19440,7 +19446,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19457,23 +19467,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29819,7 +29829,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30393,10 +30406,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30717,6 +30731,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36119,7 +36138,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36230,6 +36249,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49809,8 +49836,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58179,7 +58206,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58776,9 +58827,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60314,6 +60367,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66389,9 +66446,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66420,7 +66478,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -13170,10 +13170,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -20563,13 +20565,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20579,7 +20585,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20596,23 +20606,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -31009,7 +31019,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31584,10 +31597,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31912,6 +31926,11 @@ msgstr ""
"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
"è disabilitato."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -37368,7 +37387,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -37481,6 +37500,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -51136,8 +51163,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -59529,7 +59556,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -60126,9 +60177,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -61687,6 +61740,13 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
"è disabilitato."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67830,9 +67890,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67864,7 +67925,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -15107,10 +15107,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -22561,13 +22563,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -22577,7 +22583,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -22594,23 +22604,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -33071,7 +33081,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -33645,10 +33658,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -33975,6 +33989,11 @@ msgstr ""
"[code]true[/code]の場合は円錐形が作成され、[member radius]は片側にのみ適用さ"
"れます。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -39508,7 +39527,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -39623,6 +39642,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -53345,8 +53372,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -62077,7 +62104,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -62674,9 +62725,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -64250,6 +64303,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "[code]true[/code] であれば、テクスチャは中央になります。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -70432,9 +70490,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -70464,7 +70523,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -15,12 +15,13 @@
# whatthesamuel <alex01763@gmail.com>, 2021.
# 한수현 <shh1473@ajou.ac.kr>, 2022.
# vrSono <global.sonogong@gmail.com>, 2022.
# 김태우 <ogosengi3@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-06-13 03:39+0000\n"
"Last-Translator: vrSono <global.sonogong@gmail.com>\n"
"PO-Revision-Date: 2022-06-29 10:30+0000\n"
"Last-Translator: 김태우 <ogosengi3@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ko/>\n"
"Language: ko\n"
@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -88,7 +89,7 @@ msgstr "(%s를 덮어씀)"
#: doc/tools/make_rst.py
msgid "Default"
msgstr ""
msgstr "기본값"
#: doc/tools/make_rst.py
msgid "Setter"
@ -96,7 +97,7 @@ msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
msgstr ""
msgstr ""
#: doc/tools/make_rst.py
msgid "Getter"
@ -12316,10 +12317,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19650,13 +19653,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19666,7 +19673,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19683,23 +19694,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30129,7 +30140,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30703,10 +30717,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31028,6 +31043,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36462,7 +36482,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36575,6 +36595,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50318,8 +50346,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58692,7 +58720,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59289,9 +59341,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60835,6 +60889,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "매개변수의 코사인 값을 반환합니다."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66936,9 +66995,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66967,7 +67027,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12149,10 +12149,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19434,13 +19436,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19450,7 +19456,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19467,23 +19477,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29829,7 +29839,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30403,10 +30416,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30727,6 +30741,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36129,7 +36148,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36240,6 +36259,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49819,8 +49846,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58189,7 +58216,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58786,9 +58837,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60324,6 +60377,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66399,9 +66456,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66430,7 +66488,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12154,10 +12154,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19439,13 +19441,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19455,7 +19461,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19472,23 +19482,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29837,7 +29847,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30411,10 +30424,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30735,6 +30749,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36137,7 +36156,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36248,6 +36267,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49827,8 +49854,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58197,7 +58224,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58794,9 +58845,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60332,6 +60385,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66407,9 +66464,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66438,7 +66496,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12137,10 +12137,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19422,13 +19424,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19438,7 +19444,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19455,23 +19465,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29817,7 +29827,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30391,10 +30404,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30715,6 +30729,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36117,7 +36136,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36228,6 +36247,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49807,8 +49834,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58177,7 +58204,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58774,9 +58825,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60312,6 +60365,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66387,9 +66444,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66418,7 +66476,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12149,10 +12149,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19434,13 +19436,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19450,7 +19456,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19467,23 +19477,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29829,7 +29839,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30403,10 +30416,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30727,6 +30741,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36129,7 +36148,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36240,6 +36259,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49819,8 +49846,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58189,7 +58216,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58786,9 +58837,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60324,6 +60377,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66399,9 +66456,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66430,7 +66488,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12137,10 +12137,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19422,13 +19424,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19438,7 +19444,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19455,23 +19465,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29817,7 +29827,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30391,10 +30404,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30715,6 +30729,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36117,7 +36136,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36228,6 +36247,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49807,8 +49834,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58177,7 +58204,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58774,9 +58825,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60312,6 +60365,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66387,9 +66444,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66418,7 +66476,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12206,10 +12206,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19491,13 +19493,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19507,7 +19513,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19524,23 +19534,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29889,7 +29899,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30463,10 +30476,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30787,6 +30801,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36189,7 +36208,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36300,6 +36319,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49879,8 +49906,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58250,7 +58277,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58847,9 +58898,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60385,6 +60438,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66460,9 +66517,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66491,7 +66549,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12651,10 +12651,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19963,13 +19965,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19979,7 +19985,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19996,23 +20006,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30398,7 +30408,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30972,10 +30985,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31300,6 +31314,11 @@ msgstr ""
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
"wyłączone."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36769,7 +36788,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36882,6 +36901,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50526,8 +50553,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58915,7 +58942,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59512,9 +59563,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -61062,6 +61115,13 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
"wyłączone."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67169,9 +67229,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67203,7 +67264,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -9,12 +9,13 @@
# Renu <ifpilucas@gmail.com>, 2022.
# Diogo Gomes <dgomes@graphnode.com>, 2022.
# El_ExpertPlayer <xpertnathan37@gmail.com>, 2022.
# Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-06-13 03:39+0000\n"
"Last-Translator: El_ExpertPlayer <xpertnathan37@gmail.com>\n"
"PO-Revision-Date: 2022-06-29 10:31+0000\n"
"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n"
"Language: pt\n"
@ -22,7 +23,7 @@ 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 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -78,7 +79,7 @@ msgstr "Herdado por:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
msgstr ""
msgstr "(recopiar %s)"
#: doc/tools/make_rst.py
msgid "Default"
@ -86,7 +87,7 @@ msgstr "Padrão"
#: doc/tools/make_rst.py
msgid "Setter"
msgstr "Definidor"
msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@ -94,13 +95,13 @@ msgstr "valor"
#: doc/tools/make_rst.py
msgid "Getter"
msgstr "Buscador"
msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
"Este método normalmente deve ser substituído pelo usuário para ter algum "
"Este método normalmente deve ser reescrito pelo usuário para que tenha algum "
"efeito."
#: doc/tools/make_rst.py
@ -907,7 +908,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@ -927,20 +927,25 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
"Interpola linearmente entre dois valores através de um valor normalizado. "
"Este método é o oposto do método [method inverse_lerp].\n"
"Interpola linearmente entre dois valores pelo fator definido em "
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
"valores fora desse intervalo são permitidos e podem ser usados para realizar "
"[i]extrapolação[/i].\n"
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
"[float], o retorno é um valor do tipo [float].\n"
"Se ambos são vetores de mesmo tipo ([Vector2], [Vector3] ou [Color]), o "
"valor retornado será do mesmo tipo ([code]lerp[/code] então chama o método "
"[code]lerp[/code] do tipo de vetor em questão).\n"
"[float], o valor de retorno será um [float].\n"
"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
"valor de retorno será do mesmo tipo ([code]lerp[/code] então chama o método "
"[code]linear_interpolate[/code] do tipo de vetor).\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Retorna 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retorna Vector2(2, 3.5)\n"
"[/codeblock]"
"lerp(0, 4, 0,75) # Retorna 3,0\n"
"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
"[/codeblock]\n"
"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
"realizar a interpolação facilitada com [method lerp], combine-o com [method "
"easy] ou [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@ -963,10 +968,12 @@ msgid ""
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
"Interpola linearmente entre dois ângulos (em radianos) por um valor "
"normalizado.\n"
"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
"ângulos passam através de [constant @GDScript.TAU].\n"
"Semelhante a [method lerp], mas interpola corretamente quando os ângulos "
"envolvem [constant @GDScript.TAU]. Para realizar a interpolação facilitada "
"com [method lerp_angle], combine-o com [method easy] ou [method "
"smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@ -975,7 +982,14 @@ msgstr ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Nota:[/b] Este método lê o caminho mais curto entre [code]from[/code] e "
"[code]to[/code]. No entanto, quando esses dois ângulos estão aproximadamente "
"[code]PI + k * TAU[/code] separados para qualquer inteiro [code]k[/code], "
"não é óbvio de que maneira eles interpretam devido a erros de precisão de "
"ponto flutuante. Por exemplo, [code]lerp_angle(0, PI, weight)[/code] lê no "
"sentido anti-horário, enquanto [code]lerp_angle(0, PI + 5 * TAU, weight)[/"
"code] lê no sentido horário."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -1463,7 +1477,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@ -1472,12 +1485,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e "
"[code]to[/code].\n"
"Retorna um valor de ponto flutuante aleatório entre [code]from[/code] e "
"[code]to[/code] (ambos os endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime por exemplo 0.135591 "
"0.405263\n"
"[/codeblock]"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
"[/codeblock]\n"
"[b]Nota:[/b] Isso é equivalente a [code]randf() * (to - from) + from[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -4579,9 +4592,8 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
#, fuzzy
msgid "Vector math"
msgstr "Vetor utilizado para matemática 2D."
msgstr "Matemática vetorial"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@ -5798,9 +5810,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
#, fuzzy
msgid "AnimationTree"
msgstr "Nó de animação."
msgstr "AnimationTree"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@ -6493,9 +6504,8 @@ msgid ""
msgstr ""
#: doc/classes/AnimationPlayer.xml
#, fuzzy
msgid "Animation tutorial index"
msgstr "Nó de animação."
msgstr "Índice do tutorial de animação"
#: doc/classes/AnimationPlayer.xml
msgid ""
@ -6784,9 +6794,8 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTree.xml
#, fuzzy
msgid "Using AnimationTree"
msgstr "Reseta este [AnimationTreePlayer]."
msgstr "Usando AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@ -12958,10 +12967,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -13749,9 +13760,8 @@ msgstr ""
"camada -1 ou abaixo)."
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid "Canvas layers"
msgstr "Camada para desenhar no ecrã."
msgstr "Camadas de tela"
#: doc/classes/CanvasLayer.xml
msgid "Returns the RID of the canvas used by this layer."
@ -14821,9 +14831,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
#, fuzzy
msgid "Physics introduction"
msgstr "Interpolação cúbica."
msgstr "Introdução à física"
#: doc/classes/CollisionShape.xml
msgid ""
@ -16390,9 +16399,8 @@ msgid "GUI tutorial index"
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid "Control node gallery"
msgstr "Tecla Control."
msgstr "Galeria de *nós* de controle"
#: doc/classes/Control.xml
msgid "All GUI Demos"
@ -20292,13 +20300,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20308,7 +20320,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20325,23 +20341,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30704,7 +30720,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31278,10 +31297,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31606,6 +31626,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -37046,7 +37071,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -37159,6 +37184,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -38441,7 +38474,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr ""
msgstr "Nós e Cenas"
#: doc/classes/Node.xml
msgid "All Demos"
@ -49310,68 +49343,67 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
msgstr ""
msgstr "Nome opcional para a camada 3 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
msgstr ""
msgstr "Nome opcional para a camada 30 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
msgstr ""
msgstr "Nome opcional para a camada 31 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
msgstr ""
msgstr "Nome opcional para a camada 32 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
msgstr ""
msgstr "Nome opcional para a camada 4 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 5."
msgstr ""
msgstr "Nome opcional para a camada 5 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 6."
msgstr ""
msgstr "Nome opcional para a camada 6 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 7."
msgstr ""
msgstr "Nome opcional para a camada 7 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 8."
msgstr ""
msgstr "Nome opcional para a camada 8 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 9."
msgstr ""
msgstr "Nome opcional para a camada 9 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 1."
msgstr "Nome opcional para a camada 1 da renderização 3D."
msgstr "Nome opcional para a camada 1 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 10."
msgstr "Nome opcional para a camada 10 da renderização 3D."
msgstr "Nome opcional para a camada 10 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 11."
msgstr "Nome opcional para a camada 11 da renderização 3D."
msgstr "Nome opcional para a camada 11 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 12."
msgstr "Nome opcional para a camada 12 da renderização 3D."
msgstr "Nome opcional para a camada 12 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 13."
msgstr "Nome opcional para a camada 13 da renderização 3D."
msgstr "Nome opcional para a camada 13 de renderização 3D."
#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid "Optional name for the 3D render layer 14."
msgstr "Nome opcional para a camada 14 da renderização 3D"
msgstr "Nome opcional para a camada 14 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
@ -49434,38 +49466,53 @@ msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"A localidade para retornar se uma tradução não estiver disponível em um "
"determinado idioma. Se deixado em branco, [code]en[/code] (inglês) será "
"usado."
#: doc/classes/ProjectSettings.xml
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
"Se não estiver vazio, essa localidade será usada ao executar o projeto a "
"partir do editor."
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], logs all output to files."
msgstr ""
msgstr "Se [code]true[/code], registra todas os resultados nos arquivos."
#: doc/classes/ProjectSettings.xml
msgid ""
"Desktop override for [member logging/file_logging/enable_file_logging], as "
"log files are not readily accessible on mobile/Web platforms."
msgstr ""
"Substituição da área de trabalho para [member logging/file_logging/"
"enable_file_logging], pois os arquivos de log não são facilmente acessíveis "
"em plataformas móveis/Web."
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to logs within the project. Using an [code]user://[/code] path is "
"recommended."
msgstr ""
"Caminho para logs dentro do projeto. Recomenda se utilizar um caminho "
"[code]user://[/code]."
#: doc/classes/ProjectSettings.xml
msgid "Specifies the maximum amount of log files allowed (used for rotation)."
msgstr ""
"Especifica a quantidade máxima de arquivos de log permitidos (usados para "
"rotação)."
#: doc/classes/ProjectSettings.xml
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
"Godot usa uma fila de mensagens para adiar algumas chamadas de função. Se "
"você ficar sem espaço nela (você verá um erro), você pode aumentar o tamanho "
"aqui."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49474,6 +49521,11 @@ msgid ""
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
"Isso é usado por servidores quando usado no modo multi-threading (servidores "
"e visual). Os RIDs são pré-alocados para evitar a interrupção do servidor "
"que os solicita em encadeamentos. Se os servidores ficarem paralisados com "
"muita frequência ao carregar recursos em um encadeamento, aumente esse "
"número."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49486,6 +49538,14 @@ msgid ""
"in the editor, which also includes C# [code]tool[/code] scripts running "
"within the editor as well as editor plugin code."
msgstr ""
"A política a ser usada para exceções Mono (C#) não tratadas. O padrão "
"\"Terminate Application\" sai do projeto assim que uma exceção não tratada é "
"lançada. Em vez disso, \"Log Error\" registra uma mensagem de erro no "
"console e não interromperá a execução do projeto quando uma exceção não "
"tratada for lançada.\n"
"[b]Observação:[/b] A política de exceção não tratada é sempre definida como "
"\"Erro de log\" no editor, que também inclui scripts C# [code]tool[/code] "
"executados no editor, bem como o código do plug-in do editor."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49493,42 +49553,57 @@ msgid ""
"map_set_cell_height].\n"
"[b]Note:[/b] Currently not implemented."
msgstr ""
"Altura de célula padrão para mapas de navegação 2D. Consulte [método "
"Navigation2DServer.map_set_cell_height].\n"
"[b]Observação:[/b] atualmente não implementado."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell size for 2D navigation maps. See [method Navigation2DServer."
"map_set_cell_size]."
msgstr ""
"Tamanho de célula padrão para mapas de navegação 2D. Consulte [method "
"Navigation2DServer.map_set_cell_size]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default edge connection margin for 2D navigation maps. See [method "
"Navigation2DServer.map_set_edge_connection_margin]."
msgstr ""
"Margem de conexão de borda padrão para mapas de navegação 2D. Consulte "
"[method Navigation2DServer.map_set_edge_connection_margin]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell height for 3D navigation maps. See [method NavigationServer."
"map_set_cell_height]."
msgstr ""
"Altura de célula padrão para mapas de navegação 3D. Consulte [method "
"NavigationServer.map_set_cell_height]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell size for 3D navigation maps. See [method NavigationServer."
"map_set_cell_size]."
msgstr ""
"Tamanho de célula padrão para mapas de navegação 3D. Consulte [method "
"NavigationServer.map_set_cell_size]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default edge connection margin for 3D navigation maps. See [method "
"NavigationServer.map_set_edge_connection_margin]."
msgstr ""
"Margem de conexão de borda padrão para mapas de navegação 3D. Consulte "
"[method NavigationServer.map_set_edge_connection_margin]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default map up vector for 3D navigation maps. See [method NavigationServer."
"map_set_up]."
msgstr ""
"Vetor de mapa padrão para mapas de navegação 3D. Consulte [method "
"NavigationServer.map_set_up]."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49536,6 +49611,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
"Quantidade máxima de caracteres permitidos para enviar como saída do "
"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
"travar a conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49543,6 +49621,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
"Número máximo de erros permitidos a serem enviados como saída do depurador. "
"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
"conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49550,6 +49631,9 @@ msgid ""
"this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
"Quantidade máxima de mensagens permitidas para enviar como saída do "
"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
"travar a conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49557,6 +49641,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
"Número máximo de avisos que podem ser enviados como saída do depurador. "
"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
"conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -49564,56 +49651,64 @@ msgid ""
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
"Tamanho padrão do fluxo de pares de pacotes para desserializar dados Godot "
"(em bytes, especificado como uma potência de dois). O valor padrão [code]16[/"
"code] é igual a 65.536 bytes. Acima desse tamanho, os dados são descartados."
#: doc/classes/ProjectSettings.xml
msgid "Timeout (in seconds) for connection attempts using TCP."
msgstr ""
msgstr "Tempo limite (em segundos) para tentativas de conexão usando TCP."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
msgstr ""
msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebRTCDataChannel]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
msgstr ""
msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketClient]."
msgstr ""
"Número máximo de pacotes de entrada simultâneos para [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
msgstr ""
msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketClient]."
msgstr ""
msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
msgstr ""
msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketServer]."
msgstr ""
"Número máximo de pacotes de entrada simultâneos para [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
msgstr ""
msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketServer]."
msgstr ""
msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of read ahead used by remote filesystem. Higher values decrease the "
"effects of latency at the cost of higher bandwidth usage."
msgstr ""
"Quantidade de leitura antecipada usada pelo sistema de arquivos remoto. "
"Valores mais altos diminuem os efeitos da latência ao custo de maior uso de "
"largura de banda."
#: doc/classes/ProjectSettings.xml
msgid "Page size used by remote filesystem (in bytes)."
msgstr ""
msgstr "Tamanho da página usado pelo sistema de arquivos remoto (em bytes)."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -50756,8 +50851,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -59151,7 +59246,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59748,9 +59867,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -61290,6 +61411,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67385,9 +67511,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67416,7 +67543,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -13209,10 +13209,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -20592,13 +20594,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20608,7 +20614,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20625,23 +20635,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -31043,7 +31053,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31617,10 +31630,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31949,6 +31963,11 @@ msgstr ""
"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
"organização é desabilitada."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -37411,7 +37430,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -37525,6 +37544,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -51178,8 +51205,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -59588,7 +59615,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -60185,9 +60236,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -61745,6 +61798,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67861,9 +67919,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67895,7 +67954,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12169,10 +12169,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19454,13 +19456,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19470,7 +19476,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19487,23 +19497,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29852,7 +29862,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30426,10 +30439,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30750,6 +30764,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36152,7 +36171,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36263,6 +36282,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49843,8 +49870,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58213,7 +58240,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58810,9 +58861,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60348,6 +60401,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66423,9 +66480,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66454,7 +66512,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -48,12 +48,13 @@
# Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022.
# FuzzMix <fmwolfiechad@gmail.com>, 2022.
# МАН69К <weblate@mah69k.net>, 2022.
# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-06-08 06:47+0000\n"
"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n"
"PO-Revision-Date: 2022-07-03 00:44+0000\n"
"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@ -62,7 +63,7 @@ msgstr ""
"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 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -154,7 +155,8 @@ msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "Этот метод принимает любое количество аргументов после описанных."
msgstr ""
"Этот метод принимает любое количество аргументов после описанных здесь."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
@ -533,7 +535,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@ -559,9 +560,9 @@ msgstr ""
"- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] и [code]RID[/code], [code]deep_equal[/code] и "
"[code]==[/code] работают одинаково.\n"
"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство и "
"только если обе переменные указывают на один и тот же [code]Dictionary[/"
"code], без рекурсии или просмотра содержимого вообще.\n"
"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство "
"тогда, и только тогда, когда обе переменные указывают на один и тот же "
"[code]Dictionary[/code], без рекурсии или просмотра содержимого вообще.\n"
"- Для [code]Array[/code], [code]==[/code] считается равенством тогда, и "
"только тогда, когда каждый элемент в первом [code]Array[/code] равен "
"элементу во втором [code]Array[/code], как сообщает [code]==[/code]. Это "
@ -1006,7 +1007,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@ -1032,7 +1032,7 @@ msgstr ""
"Линейная интерполяция между двумя углами (в радианах) по нормализованному "
"значению.\n"
"Аналогично [методу lerp], но корректно интерполируется, когда углы "
"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную "
"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную "
"интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] "
"или [методом smoothstep].\n"
"[codeblock]\n"
@ -1043,7 +1043,14 @@ msgstr ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между "
"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими "
"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + "
"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности "
"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] "
"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, "
"weight)[/code] оборачивается по часовой."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -1292,7 +1299,6 @@ msgstr ""
"координат (оси X и Y)."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@ -1314,28 +1320,21 @@ msgstr ""
"Возвращает целочисленный модуль [code]a/b[/code], который одинаково "
"переносится как в положительный, так и в отрицательный.\n"
"[codeblock]\n"
"var i = -6\n"
"while i < 5:\n"
" prints(i, posmod(i, 3))\n"
" i += 1\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"-6 0\n"
"-5 1\n"
"-4 2\n"
"-3 0\n"
"-2 1\n"
"-1 2\n"
"0 0\n"
"1 1\n"
"2 2\n"
"3 0\n"
"4 1\n"
"-3 0 0\n"
"-2 -2 1\n"
"-1 -1 2\n"
" 0 0 0\n"
" 1 1 1\n"
" 2 2 2\n"
" 3 0 0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@ -1346,7 +1345,7 @@ msgstr ""
"Возвращает результат возведения числа [code]x[/code] в степени [code]y[/"
"code].\n"
"[codeblock]\n"
"pow(2, 5) # Возвращает 32\n"
"pow(2, 5) # Возвращает 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -1525,7 +1524,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
@ -1534,7 +1532,7 @@ msgid ""
msgstr ""
"Преобразует угол, выраженный в радианах, в градусы.\n"
"[codeblock]\n"
"rad2deg(0.523599) # Возвращает 30\n"
"rad2deg(0.523599) # Возвращает 30.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -1581,7 +1579,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
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 "
@ -1660,6 +1657,44 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
"Возвращает массив с заданным диапазоном. [метод range] может быть вызван "
"тремя способами:\n"
"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и "
"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это "
"[b]эксклюзив[/b].\n"
"[code]range(b: int, n: int)[/code]: Начинается с [code]b[/code], "
"увеличивается с шагом в 1 и останавливается [i]перед[/i] [code]n[/code]. "
"Аргументы [code]b[/code] и [code]n[/code] это [b]инклюзив[/b] и "
"[b]эксклюзив[/b], соответственно.\n"
"[code]range(b: int, n: int, s: int)[/code]: Начинается с [code]b[/code], "
"увеличивается/уменьшается с шагом [code]s[/code], и останавливается "
"[i]перед[/i] [code]n[/code]. Аргументы [code]b[/code] и [code]n[/code] это "
"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] "
"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это "
"[code]0[/code], будет выведено сообщение об ошибке.\n"
"[метод range] преобразует все аргументы в [int] перед обработкой.\n"
"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не "
"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или "
"[code]range(5, 5, 1)[/code]).\n"
"Примеры:\n"
"[codeblock]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size(), 0, -1):\n"
" print(array[i - 1])\n"
"[/codeblock]\n"
"Вывод:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -1676,7 +1711,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
"rounded away from zero.\n"
@ -1687,11 +1721,14 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method ceil], [method stepify], and [int]."
msgstr ""
"Округляет [code]s[/code] к ближайшему целому числу, при этом середины "
"округляются от нуля.\n"
"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется "
"в большую сторону.\n"
"[codeblock]\n"
"round(2.6) # Возвращает 3\n"
"[/codeblock]"
"a = round(2.49) # Возвращает 2.0\n"
"a = round(2.5) # Возвращает 3.0\n"
"a = round(2.51) # Возвращает 3.0\n"
"[/codeblock]\n"
"См. также[метод floor], [метод ceil], [метод stepify], и [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -13799,10 +13836,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -21231,13 +21270,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -21247,7 +21290,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -21264,23 +21311,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -31684,7 +31731,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -32258,10 +32308,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -32584,6 +32635,11 @@ msgid ""
"automatically."
msgstr "Если [code]true[/code], текстура отражена по вертикали."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -38070,7 +38126,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -38183,6 +38239,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -51969,8 +52033,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -60441,7 +60505,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -61038,9 +61126,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -62597,6 +62687,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Если [code]true[/code], текстура будет центрирована."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -68866,9 +68961,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -68898,7 +68994,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12140,10 +12140,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19425,13 +19427,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19441,7 +19447,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19458,23 +19468,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29823,7 +29833,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30397,10 +30410,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30721,6 +30735,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36123,7 +36142,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36234,6 +36253,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49813,8 +49840,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58183,7 +58210,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58780,9 +58831,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60318,6 +60371,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66393,9 +66450,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66424,7 +66482,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12151,10 +12151,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19436,13 +19438,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19452,7 +19458,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19469,23 +19479,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29834,7 +29844,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30408,10 +30421,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30732,6 +30746,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36134,7 +36153,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36245,6 +36264,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49824,8 +49851,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58194,7 +58221,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58791,9 +58842,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60329,6 +60382,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66404,9 +66461,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66435,7 +66493,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12140,10 +12140,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19425,13 +19427,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19441,7 +19447,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19458,23 +19468,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29820,7 +29830,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30394,10 +30407,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30718,6 +30732,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36120,7 +36139,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36231,6 +36250,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49810,8 +49837,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58180,7 +58207,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58777,9 +58828,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60315,6 +60368,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66390,9 +66447,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66421,7 +66479,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12246,10 +12246,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19535,13 +19537,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19551,7 +19557,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19568,23 +19578,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29961,7 +29971,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30551,10 +30564,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30879,6 +30893,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36308,7 +36327,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36420,6 +36439,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50068,8 +50095,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58444,7 +58471,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59041,9 +59092,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60583,6 +60636,10 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66671,9 +66728,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66702,7 +66760,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12223,10 +12223,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19508,13 +19510,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19524,7 +19530,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19541,23 +19551,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29909,7 +29919,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30483,10 +30496,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30807,6 +30821,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36233,7 +36252,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36344,6 +36363,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -49926,8 +49953,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58296,7 +58323,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58893,9 +58944,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60434,6 +60487,13 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
"so-sort ay hindi pinapagana."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66515,9 +66575,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66546,7 +66607,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -18,12 +18,14 @@
# yigithan <yigithanermet38@gmail.com>, 2021.
# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022.
# Ramazan Aslan <legendraslan@gmail.com>, 2022.
# paledega <paledega@yandex.ru>, 2022.
# Yekez <yasintonge@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-06-13 03:39+0000\n"
"Last-Translator: Ramazan Aslan <legendraslan@gmail.com>\n"
"PO-Revision-Date: 2022-07-03 00:45+0000\n"
"Last-Translator: Yekez <yasintonge@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tr/>\n"
"Language: tr\n"
@ -31,7 +33,7 @@ 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 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -83,7 +85,7 @@ msgstr "Miras:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
msgstr ""
msgstr "Kalıtılan:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
@ -91,19 +93,21 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
msgstr ""
msgstr "Varsayılan"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Setter"
msgstr ""
msgstr "Ayarlayıcı"
#: doc/tools/make_rst.py
msgid "value"
msgstr "değer"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Getter"
msgstr ""
msgstr "Alıcı"
#: doc/tools/make_rst.py
msgid ""
@ -129,13 +133,15 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
msgstr ""
msgstr "Bu method bir veri tipi oluşturmak için kullanılır."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
"Bu metod çağrılmak için bir örneklemeye ihtiyaç duymaz, bu yüzden doğrudan "
"sınıf adı ile çağırılabilir."
#: doc/tools/make_rst.py
msgid ""
@ -12925,10 +12931,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -20232,13 +20240,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20248,7 +20260,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -20265,23 +20281,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30657,7 +30673,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31231,10 +31250,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31558,6 +31578,11 @@ msgid ""
msgstr ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -37003,7 +37028,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -37116,6 +37141,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50748,8 +50781,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -59131,7 +59164,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59728,9 +59785,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -61276,6 +61335,12 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67369,9 +67434,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67402,7 +67468,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12302,10 +12302,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19604,13 +19606,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19620,7 +19626,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19637,23 +19647,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30019,7 +30029,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30593,10 +30606,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30918,6 +30932,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36354,7 +36373,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36467,6 +36486,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50086,8 +50113,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58462,7 +58489,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59059,9 +59110,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60606,6 +60659,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Повертає косинус параметра."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66698,9 +66756,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66729,7 +66788,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

View File

@ -12598,10 +12598,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19903,13 +19905,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19919,7 +19925,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19936,23 +19946,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -30317,7 +30327,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30891,10 +30904,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -31217,6 +31231,11 @@ msgid ""
"automatically."
msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36655,7 +36674,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36768,6 +36787,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50402,8 +50429,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58785,7 +58812,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59382,9 +59433,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60929,6 +60982,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -67026,9 +67084,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -67058,7 +67117,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml

File diff suppressed because it is too large Load Diff

View File

@ -12257,10 +12257,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@ -19559,13 +19561,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them."
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits."
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19575,7 +19581,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The maximum distance for shadow splits."
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -19592,23 +19602,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@ -29977,7 +29987,10 @@ msgid ""
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input."
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30551,10 +30564,11 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@ -30876,6 +30890,11 @@ msgid ""
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
@ -36311,7 +36330,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
@ -36424,6 +36443,14 @@ msgid ""
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@ -50041,8 +50068,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -58417,7 +58444,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with [code]values[/code]."
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59014,9 +59065,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
"You can get a [RID] value using [method Object.get_instance_id] on a "
"[CanvasItem]-derived node."
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@ -60561,6 +60614,11 @@ msgstr ""
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "回傳參數的餘弦值。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
@ -66655,9 +66713,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@ -66686,7 +66745,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
msgid ""
"The rendering mode of viewport.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml