i18n: Sync translations with Weblate

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@ -91,12 +91,14 @@
# Dirk Graf <bb3234@web.de>, 2024.
# dass2608 <jarvisseekamp@gmail.com>, 2024.
# Random Person Games <ranpergames@gmail.com>, 2024.
# thereisno anderson <thereisnoanderson@users.noreply.hosted.weblate.org>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-07-27 00:54+0000\n"
"Last-Translator: Coxcopi70f00b67b61542fe <hn_vogel@gmx.net>\n"
"PO-Revision-Date: 2024-08-05 14:04+0000\n"
"Last-Translator: thereisno anderson <thereisnoanderson@users.noreply.hosted."
"weblate.org>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -1005,6 +1007,84 @@ msgstr ""
"[code]0[/code] durch [code]0[/code] ergibt nicht [constant NAN] und führt "
"stattdessen zu einem Laufzeitfehler."
msgid ""
"Mark the following property as exported (editable in the Inspector dock and "
"saved to disk). To control the type of the exported property, use the type "
"hint notation.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in types.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Resources.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typed arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Note:[/b] Custom resources and nodes should be registered as global "
"classes using [code]class_name[/code], since the Inspector currently only "
"supports global classes. Otherwise, a less specific type will be exported "
"instead.\n"
"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
"a number of other limitations."
msgstr ""
"Markiert die folgende Eigenschaft als exportiert (editierbar im Inspector-"
"Dock und auf der Festplatte gespeichert). Um den Typ der exportierten "
"Eigenschaft zu steuern, verwenden Sie die Type-Hint-Notation.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in-Typen.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Ressourcen.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typisierte Arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Hinweis:[/b] Benutzerdefinierte Ressourcen und Nodes sollten als globale "
"Klassen mit [code]class_name[/code] registriert werden da der Inspector "
"zurzeit nur globale Klassen unterstüzt.\n"
"[b]Hinweis:[/b] Der Node export funktioniert nur in [Node] abgeleiteten "
"Klassen und hat dazu noch einige andere Einschränkungen."
msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
@ -6675,6 +6755,20 @@ msgstr ""
"Die Eigenschaft wird nicht gespeichert und wird im Editor nicht angezeigt. "
"Dies ist die Standardeinstellung für nicht exportierte Eigenschaften."
msgid ""
"The property is serialized and saved in the scene file (default for exported "
"properties)."
msgstr ""
"Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert (Für "
"exportierte Eigenschaften standardgemäß)."
msgid ""
"The property is shown in the [EditorInspector] (default for exported "
"properties)."
msgstr ""
"Die Eigenschaft wird im [EditorInspector] angezeigt (Für exportierte "
"Eigenschaften standardgemäß)."
msgid "The property is excluded from the class reference."
msgstr "Die Eigenschaft ist von der Klassenreferenz ausgeschlossen."
@ -9252,86 +9346,6 @@ msgid "Manually advance the animations by the specified time (in seconds)."
msgstr ""
"Bewegt die Animationen manuell um die angegebene Zeit (in Sekunden) weiter."
msgid ""
"Retrieve the motion delta of position with the [member root_motion_track] as "
"a [Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying position to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"By using this in combination with [method "
"get_root_motion_position_accumulator], you can apply the root motion position "
"more correctly to account for the rotation of the node.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"Liefert das Bewegungsdelta der Position mit dem [member root_motion_track] "
"als [Vector3], der anderweitig verwendet werden kann.\n"
"Wenn [member root_motion_track] kein Pfad zu einer Spur vom Typ [constant "
"Animation.TYPE_POSITION_3D] ist, wird [code]Vector3(0, 0, 0)[/code] "
"zurückgegeben.\n"
"Siehe auch [member root_motion_track] und [RootMotionView].\n"
"Das einfachste Beispiel ist die Anwendung der Position auf "
"[CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"Wenn Sie dies in Kombination mit [method "
"get_root_motion_position_accumulator] verwenden, können Sie die "
"Wurzelbewegungsposition korrekter anwenden, um die Drehung des Knotens (Node) "
"zu berücksichtigen.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the position tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
@ -9813,14 +9827,6 @@ msgstr ""
"Animation, die als Ausgabe verwendet werden soll. Es ist eine der "
"Animationen, die von [member AnimationTree.anim_player] bereitgestellt werden."
msgid ""
"If [member use_custom_timeline] is [code]true[/code], override the loop "
"settings of the original [Animation] resource with the value."
msgstr ""
"Wenn [member use_custom_timeline] auf [code]true[/code] gesetzt ist, wird der "
"loop-Parameter der ursprünglichen [Animation] Ressource mit diesem Wert "
"überschrieben."
msgid "Determines the playback direction of the animation."
msgstr "Bestimmt die Abspielrichtung der Animation."

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@ -83,12 +83,17 @@
# José Artigas <squander@users.noreply.hosted.weblate.org>, 2024.
# Zgtale <zgtale1@hotmail.com>, 2024.
# Juan Matias Olmos <ma7as@protonmail.com>, 2024.
# Juan Castro <castrotio09172002@gmail.com>, 2024.
# Alejandro Moctezuma <moctezumaalejandro25@gmail.com>, 2024.
# gallegonovato <fran-carro@hotmail.es>, 2024.
# Andres David Calderon <andresdavidcalderonjimenez@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-07-30 16:40+0000\n"
"Last-Translator: Juan Matias Olmos <ma7as@protonmail.com>\n"
"PO-Revision-Date: 2024-08-07 15:09+0000\n"
"Last-Translator: Andres David Calderon <andresdavidcalderonjimenez@gmail."
"com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@ -168,7 +173,7 @@ msgid "Theme Property Descriptions"
msgstr "Descripciones de las propiedades del tema"
msgid "Inherits:"
msgstr "Herencia:"
msgstr "Hereda:"
msgid "Inherited By:"
msgstr "Heredado por:"
@ -180,13 +185,13 @@ msgid "Default"
msgstr "Predeterminado"
msgid "Setter"
msgstr "Método de Establecimiento o Setter"
msgstr "Setter"
msgid "value"
msgstr "valor"
msgid "Getter"
msgstr "Método de Acceso al Valor o Getter"
msgstr "Getter"
msgid ""
"This method should typically be overridden by the user to have any effect."
@ -1521,6 +1526,34 @@ msgstr ""
"argumentos de cualquier tipo en una cadena de la mejor manera posible y los "
"imprime en la consola."
msgid ""
"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], "
"where its first element is the randomized [int] value, and the second element "
"is the same as [param seed]. Passing the same [param seed] consistently "
"returns the same array.\n"
"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random "
"number generator, currently implemented as a 64 bit integer.\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# Prints 2879024997\n"
"print(a[1])\t# Prints 4\n"
"[/codeblock]"
msgstr ""
"dado un [param seed], retorna un [PackedInt64Array] de tamaño [code]2[/code], "
"donde su primer elemento es el valor aleatorizado [int], y el segundo "
"elemento es el mismo que [param seed]. Pasar el mismo [param seed] "
"consistentemente retorna el mismo array.\n"
"[b]Nota:[/b] \"Semila\" Aquí se refiere al estado interno del generador de "
"numeros pseudo aleatorio, en este momento implementado como un entero de 64 "
"bits.\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0]\t)# Prints 2879024997\n"
"print(a[1])\t# Prints 4\n"
"[/codeblock]"
msgid "The [AudioServer] singleton."
msgstr "El singleton [AudioServer]."
@ -12363,6 +12396,121 @@ msgstr ""
msgid "Emitted when node visibility changes."
msgstr "Emitido cuando cambia la visibilidad del nodo."
msgid ""
"The [NodePath] built-in [Variant] type represents a path to a node or "
"property in a hierarchy of nodes. It is designed to be efficiently passed "
"into many built-in methods (such as [method Node.get_node], [method Object."
"set_indexed], [method Tween.tween_property], etc.) without a hard dependence "
"on the node or property they point to.\n"
"A node path is represented as a [String] composed of slash-separated ([code]/"
"[/code]) node names and colon-separated ([code]:[/code]) property names (also "
"called \"subnames\"). Similar to a filesystem path, [code]\"..\"[/code] and "
"[code]\".\"[/code] are special node names. They refer to the parent node and "
"the current node, respectively.\n"
"The following examples are paths relative to the current node:\n"
"[codeblock]\n"
"^\"A\" # Points to the direct child A.\n"
"^\"A/B\" # Points to A's child B.\n"
"^\".\" # Points to the current node.\n"
"^\"..\" # Points to the parent node.\n"
"^\"../C\" # Points to the sibling node C.\n"
"^\"../..\" # Points to the grandparent node.\n"
"[/codeblock]\n"
"A leading slash means the path is absolute, and begins from the [SceneTree]:\n"
"[codeblock]\n"
"^\"/root\" # Points to the SceneTree's root Window.\n"
"^\"/root/Title\" # May point to the main scene's root node named "
"\"Title\".\n"
"^\"/root/Global\" # May point to an autoloaded node or scene named "
"\"Global\".\n"
"[/codeblock]\n"
"Despite their name, node paths may also point to a property:\n"
"[codeblock]\n"
"^\":position\" # Points to this object's position.\n"
"^\":position:x\" # Points to this object's position in the x axis.\n"
"^\"Camera3D:rotation:y\" # Points to the child Camera3D and its y rotation.\n"
"^\"/root:size:x\" # Points to the root Window and its width.\n"
"[/codeblock]\n"
"In some situations, it's possible to omit the leading [code]:[/code] when "
"pointing to an object's property. As an example, this is the case with "
"[method Object.set_indexed] and [method Tween.tween_property], as those "
"methods call [method NodePath.get_as_property_path] under the hood. However, "
"it's generally recommended to keep the [code]:[/code] prefix.\n"
"Node paths cannot check whether they are valid and may point to nodes or "
"properties that do not exist. Their meaning depends entirely on the context "
"in which they're used.\n"
"You usually do not have to worry about the [NodePath] type, as strings are "
"automatically converted to the type when necessary. There are still times "
"when defining node paths is useful. For example, exported [NodePath] "
"properties allow you to easily select any node within the currently edited "
"scene. They are also automatically updated when moving, renaming or deleting "
"nodes in the scene tree editor. See also [annotation @GDScript."
"@export_node_path].\n"
"See also [StringName], which is a similar type designed for optimized "
"strings.\n"
"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/"
"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] "
"will always evaluate to [code]true[/code]."
msgstr ""
"El tipo [Variant] integrado [NodePath] representa una ruta a un nodo o "
"propiedad en una jerarquía de nodos. Está diseñado para pasarse de manera "
"eficiente a muchos métodos integrados (como [method Node.get_node], [method "
"Object.set_indexed], [method Tween.tween_property], etc.) sin una dependencia "
"estricta del nodo o propiedad al que apuntan.\n"
"Una ruta de nodo se representa como una [String] compuesta por nombres de "
"nodo separados por barras ([code]/[/code]) y nombres de propiedad separados "
"por dos puntos ([code]:[/code]) (también llamados \"subnombres\"). De manera "
"similar a una ruta de sistema de archivos, [code]\"..\"[/code] y [code]\".\"[/"
"code] son nombres de nodo especiales. Hacen referencia al nodo superior y al "
"nodo actual, respectivamente.\n"
"Los siguientes ejemplos son rutas relativas al nodo actual:\n"
"[codeblock]\n"
"^\"A\" # Apunta al hijo directo A.\n"
"^\"A/B\" # Apunta al hijo B de A.\n"
"^\".\" # Apunta al nodo actual.\n"
"^\"..\" # Apunta al nodo padre.\n"
"^\"../C\" # Apunta al nodo hermano C.\n"
"^\"../..\" # Apunta al nodo abuelo.\n"
"[/codeblock]\n"
"Una barra diagonal inicial significa que la ruta es absoluta y comienza desde "
"[SceneTree]:\n"
"[codeblock]\n"
"^\"/root\" # Apunta a la ventana raíz de SceneTree.\n"
"^\"/root/Title\" # Puede apuntar al nodo raíz de la escena principal llamado "
"\"Title\".\n"
"^\"/root/Global\" # Puede apuntar a un nodo o escena cargados automáticamente "
"llamados \"Global\".\n"
"[/codeblock]\n"
"A pesar de su nombre, las rutas de nodos también pueden apuntar a una "
"propiedad:\n"
"[codeblock]\n"
"^\":position\" # Apunta a la posición de este objeto.\n"
"^\":position:x\" # Apunta a la posición de este objeto en el eje x.\n"
"^\"Camera3D:rotation:y\" # Apunta a la cámara secundaria Camera3D y su "
"rotación y.\n"
"^\"/root:size:x\" # Apunta a la ventana raíz y su ancho.\n"
"[/codeblock]\n"
"En algunas situaciones, es posible omitir el prefijo [code]:[/code] inicial "
"cuando se apunta a la propiedad de un objeto. Como ejemplo, este es el caso "
"de [method Object.set_indexed] y [method Tween.tween_property], ya que esos "
"métodos llaman a [method NodePath.get_as_property_path] en segundo plano. Sin "
"embargo, generalmente se recomienda mantener el prefijo [code]:[/code].\n"
"Las rutas de nodos no pueden comprobar si son válidas y pueden apuntar a "
"nodos o propiedades que no existen. Su significado depende completamente del "
"contexto en el que se utilizan.\n"
"Normalmente no hay que preocuparse por el tipo [NodePath], ya que las cadenas "
"se convierten automáticamente al tipo cuando es necesario. Aún hay ocasiones "
"en las que definir rutas de nodos es útil. Por ejemplo, las propiedades "
"[NodePath] exportadas permiten seleccionar fácilmente cualquier nodo dentro "
"de la escena que se está editando actualmente. También se actualizan "
"automáticamente al mover, renombrar o eliminar nodos en el editor del árbol "
"de escenas. Consulte también [anotación @GDScript.@export_node_path].\n"
"Consulte también [StringName], que es un tipo similar diseñado para cadenas "
"optimizadas.\n"
"[b]Nota:[/b] En un contexto booleano, un [NodePath] se evaluará como "
"[code]false[/code] si está vacío ([code]NodePath(\"\")[/code]). De lo "
"contrario, un [NodePath] siempre se evaluará como [code]true[/code]."
msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
@ -12495,6 +12643,360 @@ msgstr ""
msgid "Object notifications"
msgstr "Notificaciones de objeto"
msgid ""
"Connects a [param signal] by name to a [param callable]. Optional [param "
"flags] can be also added to configure the connection's behavior (see [enum "
"ConnectFlags] constants).\n"
"A signal can only be connected once to the same [Callable]. If the signal is "
"already connected, this method returns [constant ERR_INVALID_PARAMETER] and "
"pushes an error message, unless the signal is connected with [constant "
"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first "
"to check for existing connections.\n"
"If the [param callable]'s object is freed, the connection will be lost.\n"
"[b]Examples with recommended syntax:[/b]\n"
"Connecting signals is one of the most common operations in Godot and the API "
"gives many options to do so, which are described further down. The code block "
"below shows the recommended approach.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # `button_down` here is a Signal variant type, and we thus call the "
"Signal.connect() method, not Object.connect().\n"
" # See discussion below for a more in-depth overview of the API.\n"
" button.button_down.connect(_on_button_down)\n"
"\n"
" # This assumes that a `Player` class exists, which defines a `hit` "
"signal.\n"
" var player = Player.new()\n"
" # We use Signal.connect() again, and we also use the Callable.bind() "
"method,\n"
" # which returns a new Callable with the parameter binds.\n"
" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
"\n"
"func _on_button_down():\n"
" print(\"Button down!\")\n"
"\n"
"func _on_player_hit(weapon_type, damage):\n"
" print(\"Hit with weapon %s for %d damage.\" % [weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // C# supports passing signals as events, so we can use this idiomatic "
"construct:\n"
" button.ButtonDown += OnButtonDown;\n"
"\n"
" // This assumes that a `Player` class exists, which defines a `Hit` "
"signal.\n"
" var player = new Player();\n"
" // We can use lambdas when we need to bind additional parameters.\n"
" player.Hit += () => OnPlayerHit(\"sword\", 100);\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"Button down!\");\n"
"}\n"
"\n"
"private void OnPlayerHit(string weaponType, int damage)\n"
"{\n"
" GD.Print($\"Hit with weapon {weaponType} for {damage} damage.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal.connect()"
"[/code]?[/b]\n"
"As seen above, the recommended method to connect signals is not [method "
"Object.connect]. The code block below shows the four options for connecting "
"signals, using either this legacy method or the recommended [method Signal."
"connect], and using either an implicit [Callable] or a manually defined one.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # Option 1: Object.connect() with an implicit Callable for the defined "
"function.\n"
" button.connect(\"button_down\", _on_button_down)\n"
" # Option 2: Object.connect() with a constructed Callable using a target "
"object and method name.\n"
" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n"
" # Option 3: Signal.connect() with an implicit Callable for the defined "
"function.\n"
" button.button_down.connect(_on_button_down)\n"
" # Option 4: Signal.connect() with a constructed Callable using a target "
"object and method name.\n"
" button.button_down.connect(Callable(self, \"_on_button_down\"))\n"
"\n"
"func _on_button_down():\n"
" print(\"Button down!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // Option 1: In C#, we can use signals as events and connect with this "
"idiomatic syntax:\n"
" button.ButtonDown += OnButtonDown;\n"
" // Option 2: GodotObject.Connect() with a constructed Callable from a "
"method group.\n"
" button.Connect(Button.SignalName.ButtonDown, Callable."
"From(OnButtonDown));\n"
" // Option 3: GodotObject.Connect() with a constructed Callable using a "
"target object and method name.\n"
" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
"MethodName.OnButtonDown));\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"Button down!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"While all options have the same outcome ([code]button[/code]'s [signal "
"BaseButton.button_down] signal will be connected to [code]_on_button_down[/"
"code]), [b]option 3[/b] offers the best validation: it will print a compile-"
"time error if either the [code]button_down[/code] [Signal] or the "
"[code]_on_button_down[/code] [Callable] are not defined. On the other hand, "
"[b]option 2[/b] only relies on string names and will only be able to validate "
"either names at runtime: it will print a runtime error if "
"[code]\"button_down\"[/code] doesn't correspond to a signal, or if "
"[code]\"_on_button_down\"[/code] is not a registered method in the object "
"[code]self[/code]. The main reason for using options 1, 2, or 4 would be if "
"you actually need to use strings (e.g. to connect signals programmatically "
"based on strings read from a configuration file). Otherwise, option 3 is the "
"recommended (and fastest) method.\n"
"[b]Binding and passing parameters:[/b]\n"
"The syntax to bind parameters is through [method Callable.bind], which "
"returns a copy of the [Callable] with its parameters bound.\n"
"When calling [method emit_signal] or [method Signal.emit], the signal "
"parameters can be also passed. The examples below show the relationship "
"between these signal parameters and bound parameters.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # This assumes that a `Player` class exists, which defines a `hit` "
"signal.\n"
" var player = Player.new()\n"
" # Using Callable.bind().\n"
" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
"\n"
" # Parameters added when emitting the signal are passed first.\n"
" player.hit.emit(\"Dark lord\", 5)\n"
"\n"
"# We pass two arguments when emitting (`hit_by`, `level`),\n"
"# and bind two more arguments when connecting (`weapon_type`, `damage`).\n"
"func _on_player_hit(hit_by, level, weapon_type, damage):\n"
" print(\"Hit by %s (level %d) with weapon %s for %d damage.\" % [hit_by, "
"level, weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // This assumes that a `Player` class exists, which defines a `Hit` "
"signal.\n"
" var player = new Player();\n"
" // Using lambda expressions that create a closure that captures the "
"additional parameters.\n"
" // The lambda only receives the parameters defined by the signal's "
"delegate.\n"
" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"sword\", "
"100);\n"
"\n"
" // Parameters added when emitting the signal are passed first.\n"
" player.EmitSignal(SignalName.Hit, \"Dark lord\", 5);\n"
"}\n"
"\n"
"// We pass two arguments when emitting (`hit_by`, `level`),\n"
"// and bind two more arguments when connecting (`weapon_type`, `damage`).\n"
"private void OnPlayerHit(string hitBy, int level, string weaponType, int "
"damage)\n"
"{\n"
" GD.Print($\"Hit by {hitBy} (level {level}) with weapon {weaponType} for "
"{damage} damage.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Conecta una señal [param signal] por nombre a una función [param callable]. "
"También se pueden agregar indicadores [param flags] opcionales para "
"configurar el comportamiento de la conexión (consulte las constantes [enum "
"ConnectFlags]).\n"
"Una señal solo se puede conectar una vez al mismo [Callable]. Si la señal ya "
"está conectada, este método devuelve [constant ERR_INVALID_PARAMETER] y envía "
"un mensaje de error, a menos que la señal esté conectada con [constant "
"CONNECT_REFERENCE_COUNTED]. Para evitar esto, use primero [method "
"is_connected] para verificar si existen conexiones.\n"
"Si se libera el objeto del [param callable], se perderá la conexión.\n"
"[b]Ejemplos con sintaxis recomendada:[/b]\n"
"Conectar una señal es una de las operaciones más comunes en Godot y la API "
"ofrece muchas opciones para hacerlo, que se describen más adelante. El bloque "
"de código a continuación muestra el enfoque recomendado.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # Aquí, `button_down` es un tipo de variante de Signal, y por lo tanto "
"llamamos al método Signal.connect(), no a Object.connect().\n"
" # Vea la discusión a continuación para obtener una descripción más "
"detallada de la API.\n"
" button.button_down.connect(_on_button_down)\n"
"\n"
" # Se asume que existe una clase `Player`, que define una señal `hit`.\n"
" var player = Player.new()\n"
" # Usamos Signal.connect() nuevamente, y también usamos el método Callable."
"bind(),\n"
" # que devuelve un nuevo Callable con el argumento vinculado.\n"
" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
"\n"
"func _on_button_down():\n"
" print(\"¡Botón abajo!\")\n"
"\n"
"func _on_player_hit(weapon_type, damage):\n"
" print(\"Golpea con el arma %s con %d de daño.\" % [weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // C# admite el paso de señales como eventos, por lo que podemos usar "
"esta construcción idiomática:\n"
" button.ButtonDown += OnButtonDown;\n"
"\n"
" // Se asume que existe una clase `Player`, que define una señal `Hit`.\n"
" var player = new Player();\n"
" // Podemos usar lambdas cuando necesitamos vincular argumentos "
"adicionales.\n"
" player.Hit += () => OnPlayerHit(\"sword\", 100);\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"¡Botón abajo!\");\n"
"}\n"
"\n"
"private void OnPlayerHit(string weaponType, int damage)\n"
"{\n"
" GD.Print($\"Golpea con el arma {weaponType} con {damage} de daño.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b][code skip-lint]Object.connect()[/code] o [code skip-lint]Signal.connect()"
"[/code]?[/b]\n"
"Como se vio anteriormente, el método recomendado para conectar señales no es "
"[method Object.connect]. El bloque de código a continuación muestra las "
"cuatro opciones para conectar señales, ya sea usando este método heredado o "
"el [method Signal.connect] recomendado, y usando un [Callable] implícito o "
"uno definido manualmente.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # Opción 1: Object.connect() con un Callable implícito para la función "
"definida.\n"
" button.connect(\"button_down\", _on_button_down)\n"
" # Opción 2: Object.connect() con un Callable construido usando un objeto "
"de destino y un nombre de método.\n"
" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n"
" # Opción 3: Signal.connect() con un Callable implícito para la función "
"definida.\n"
" button.button_down.connect(_on_button_down)\n"
" # Opción 4: Signal.connect() con un Callable construido usando un objeto "
"de destino y un nombre de método.\n"
" button.button_down.connect(Callable(self, \"_on_button_down\"))\n"
"\n"
"func _on_button_down():\n"
" print(\"¡Botón abajo!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // Opción 1: En C#, podemos usar señales como eventos y conectarnos con "
"esta sintaxis idiomática:\n"
" button.ButtonDown += OnButtonDown;\n"
" // Opción 2: GodotObject.Connect() con un Callable construido a partir de "
"un grupo de métodos.\n"
" button.Connect(Button.SignalName.ButtonDown, Callable."
"From(OnButtonDown));\n"
" // Opción 3: GodotObject.Connect() con un Callable construido usando un "
"objeto de destino y un nombre de método.\n"
" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
"MethodName.OnButtonDown));\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"¡Botón abajo!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Si bien todas las opciones tienen el mismo resultado (la señal [signal "
"BaseButton.button_down] de [code]button[/code] se conectará a "
"[code]_on_button_down[/code]), la [b]opción 3[/b] ofrece la mejor validación: "
"imprimirá un error en tiempo de compilación si no se definen [Signal] "
"[code]button_down[/code] o [Callable] [code]_on_button_down[/code]. Por otro "
"lado, la [b]opción 2[/b] solo depende de nombres de cadenas y solo se podrá "
"validar el nombre en tiempo de ejecución: imprimirá un error de tiempo de "
"ejecución si [code]\"button_down\"[/code] no corresponde a una señal, o si "
"[code]\"_on_button_down\"[/code] no es un método registrado en el objeto "
"[code]self[/code]. La razón principal para usar las opciones 1, 2 o 4 sería "
"si realmente necesita usar cadenas (por ejemplo, para conectar señales "
"programáticamente en función de las cadenas leídas de un archivo de "
"configuración). De lo contrario, la opción 3 es el método recomendado (y más "
"rápido).\n"
"[b]Enlace y paso de parámetros:[/b]\n"
"La sintaxis para enlazar parámetros es a través de [method Callable.bind], "
"que devuelve una copia de [Callable] con sus parámetros vinculados.\n"
"Al llamar a [method emit_signal] o [method Signal.emit], también se pueden "
"pasar los argumentos de la señal. Los ejemplos a continuación muestran la "
"relación entre estos argumentos de señal y los parámetros vinculados.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Se asume que existe una clase `Player`, que define una señal `hit`.\n"
" var player = Player.new()\n"
" # Uso de Callable.bind().\n"
" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
"\n"
" # Los parámetros agregados al emitir la señal se pasan primero.\n"
" player.hit.emit(\"Dark lord\", 5)\n"
"\n"
"# Pasamos dos argumentos al emitir (`hit_by`, `level`),\n"
"# y vinculamos dos argumentos más al conectar (`weapon_type`, `damage`).\n"
"func _on_player_hit(hit_by, level, weapon_type, damage):\n"
" print(\"Golpeado por %s (nivel %d) con arma %s causando %d de daño.\" % "
"[hit_by, level, weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Se asume que existe una clase `Player`, que define una señal `Hit`.\n"
" var player = new Player();\n"
" // Utilizando expresiones lambda que crean un cierre que captura los "
"parámetros adicionales.\n"
" // La lambda solo recibe los parámetros definidos por el delegado de la "
"señal.\n"
" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"sword\", "
"100);\n"
" \n"
" // Los parámetros añadidos al emitir la señal se pasan primero.\n"
" player.EmitSignal(SignalName.Hit, \"Dark lord\", 5);\n"
"}\n"
"\n"
"// Pasamos dos argumentos al emitir (`hit_by`, `level`),\n"
"// y vinculamos dos argumentos más al conectar (`weapon_type`, `damage`).\n"
"private void OnPlayerHit(string hitBy, int level, string weaponType, int "
"damage)\n"
"{\n"
" GD.Print($\"Golpeado por {hitBy} (level {level}) con arma {weaponType} "
"causando {damage} de daño.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
@ -12797,6 +13299,15 @@ msgstr "El estilo del fondo de [PanelContainer]."
msgid "A node used to create a parallax scrolling background."
msgstr "Un nodo usado para crear un fondo de desplazamiento de paralaje."
msgid "2D Parallax"
msgstr "Parallax 2D"
msgid ""
"Velocity at which the offset scrolls automatically, in pixels per second."
msgstr ""
"Velocidad en la que el offset se desplaza automáticamente, en píxeles por "
"segundo."
msgid "The base position offset for all [ParallaxLayer] children."
msgstr ""
"El dezplazamiento de la posición base para todos los [ParallaxLayer] hijos."
@ -12978,10 +13489,10 @@ msgid ""
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
"Puede tener nodos infantiles [PathFollow2D] moviéndose a lo largo de la "
"[Curve2D]. Vea [PathFollow2D] para más información sobre el uso.\n"
"[b]Nota:[/b] La trayectoria se considera relativa a los nodos movidos (hijos "
"de [PathFollow2D]). Como tal, la curva debería comenzar normalmente con un "
"Puede tener nodos hijos [PathFollow2D] moviéndose a lo largo de la [Curve2D]. "
"Vea [PathFollow2D] para más información sobre el uso.\n"
"[b]Nota:[/b] El camino es considerado relativo a los nodos movidos (hijos de "
"[PathFollow2D]). Como tal, la curva debería comenzar normalmente con un "
"vector cero ([code](0, 0)[/code])."
msgid "A [Curve2D] describing the path."
@ -18095,6 +18606,286 @@ msgstr "Tipo de malla interna."
msgid "Mesh type used internally for collision calculations."
msgstr "Tipo de malla utilizada internamente para los cálculos de colisión."
msgid ""
"Tweens are mostly useful for animations requiring a numerical property to be "
"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
"betweening[/i], an animation technique where you specify [i]keyframes[/i] and "
"the computer interpolates the frames that appear between them. Animating "
"something with a [Tween] is called tweening.\n"
"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
"know the final values in advance. For example, interpolating a dynamically-"
"chosen camera zoom value is best done with a [Tween]; it would be difficult "
"to do the same thing with an [AnimationPlayer] node. Tweens are also more "
"light-weight than [AnimationPlayer], so they are very much suited for simple "
"animations or general tasks that don't require visual tweaking provided by "
"the editor. They can be used in a \"fire-and-forget\" manner for some logic "
"that normally would be done by code. You can e.g. make something shoot "
"periodically by using a looped [CallbackTweener] with a delay.\n"
"A [Tween] can be created by using either [method SceneTree.create_tween] or "
"[method Node.create_tween]. [Tween]s created manually (i.e. by using "
"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n"
"A tween animation is created by adding [Tweener]s to the [Tween] object, "
"using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
"SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
"SetTrans(Tween.TransitionType.Bounce);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Most of the [Tween] methods can be chained this way too. In the following "
"example the [Tween] is bound to the running script's node and a default "
"transition is set for its [Tweener]s:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
"TransitionType.Elastic);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"foreach (Node sprite in GetChildren())\n"
" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"You should avoid using more than one [Tween] per object's property. If two or "
"more tweens animate one property at the same time, the last one created will "
"take priority and assign the final value. If you want to interrupt and "
"restart an animation, consider assigning the [Tween] to a variable:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # Abort the previous animation.\n"
" tween = create_tween()\n"
"[/gdscript]\n"
"[csharp]\n"
"private Tween _tween;\n"
"\n"
"public void Animate()\n"
"{\n"
" if (_tween != null)\n"
" _tween.Kill(); // Abort the previous animation\n"
" _tween = CreateTween();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum "
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
"examples). The second accepts an [enum EaseType] constant, and controls where "
"the [code]trans_type[/code] is applied to the interpolation (in the "
"beginning, the end, or both). If you don't know which transition and easing "
"to pick, you can try different [enum TransitionType] constants with [constant "
"EASE_IN_OUT], and use the one that looks best.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so "
"results in an undefined behavior. Create a new Tween for each animation and "
"every time you replay an animation from start. Keep in mind that Tweens start "
"immediately, so only create a Tween when you want to start animating.\n"
"[b]Note:[/b] The tween is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"tween (or [method Node._physics_process] depending on the value passed to "
"[method set_process_mode])."
msgstr ""
"Los interpoladores (tweens) son útiles principalmente para animaciones que "
"requieren que se interpole una propiedad numérica en un rango de valores. El "
"nombre [i]tween[/i] proviene de [i]in-betweening[/i], una técnica de "
"animación en la que se especifican [i]frames clave[/i] y la computadora "
"interpola los frame que aparecen entre ellos. Animar algo con un [Tween] se "
"llama interpolación (tweening).\n"
"Un [Tween] es más adecuado que [AnimationPlayer] para animaciones en las que "
"no se conocen los valores finales de antemano. Por ejemplo, la interpolación "
"de un valor de zoom de cámara elegido dinámicamente se realiza mejor con un "
"[Tween]; sería difícil hacer lo mismo con un nodo [AnimationPlayer]. Los "
"tweens también son más livianos que [AnimationPlayer], por lo que son muy "
"adecuados para animaciones simples o tareas generales que no requieren "
"ajustes visuales proporcionados por el editor. Se pueden utilizar de forma "
"\"activar y olvidar\" para alguna lógica que normalmente se llevaría a cabo "
"mediante código. Por ejemplo, se puede hacer que algo se active "
"periódicamente mediante un [CallbackTweener] en bucle con un retraso.\n"
"Se puede crear un [Tween] mediante el [method SceneTree.create_tween] o el "
"[method Node.create_tween]. Los [Tween]s creados manualmente (es decir, "
"mediante [code]Tween.new()[/code]) no son válidos y no se pueden utilizar "
"para valores de interpolación.\n"
"Una animación de interpolación se crea agregando [Tweener]s al objeto "
"[Tween], utilizando [method tween_property], [method tween_interval], [method "
"tween_callback] o [method tween_method]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Esta secuencia hará que el nodo [code]$Sprite[/code] se vuelva rojo, luego se "
"encoja, antes de finalmente llamar al [method Node.queue_free] para liberar "
"el sprite. Los [Tweener] se ejecutan uno tras otro de manera predeterminada. "
"Este comportamiento se puede cambiar usando [method parallel] y [method "
"set_parallel].\n"
"Cuando se crea un [Tweener] con uno de los métodos [code]tween_*[/code], se "
"puede usar una llamada de método encadenada para modificar las propiedades de "
"este [Tweener]. Por ejemplo, si desea establecer un tipo de transición "
"diferente en el ejemplo anterior, puede utilizar [method set_trans]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
"SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
"SetTrans(Tween.TransitionType.Bounce);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"La mayoría de los métodos [Tween] también se pueden encadenar de esta manera. "
"En el siguiente ejemplo, el [Tween] está vinculado al nodo del script en "
"ejecución y se establece una transición predeterminada para sus [Tweener]s:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
"TransitionType.Elastic);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Otro uso interesante de los [Tween] es animar conjuntos arbitrarios de "
"objetos:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"foreach (Node sprite in GetChildren())\n"
" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"En el ejemplo anterior, todos los hijos de un nodo se mueven uno tras otro a "
"la posición (0, 0).\n"
"Debe evitar usar más de un [Tween] por propiedad del objeto. Si dos o más "
"interpolaciones animan una propiedad al mismo tiempo, la última creada tendrá "
"prioridad y asignará el valor final. Si desea interrumpir y reiniciar una "
"animación, considere asignar el [Tween] a una variable:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # Aborta la animación anterior.\n"
" tween = create_tween()\n"
"[/gdscript]\n"
"[csharp]\n"
"private Tween _tween;\n"
"\n"
"public void Animate()\n"
"{\n"
" if (_tween != null)\n"
" _tween.Kill(); // Cancelar la animación anterior\n"
" _tween = CreateTween();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Algunos [Tweener] usan transiciones y suavizados. El primero acepta una "
"constante [enum TransitionType] y hace referencia a la forma en que se maneja "
"el tiempo de la animación (consulte [url=https://easings.net/]easings.net[/"
"url] para ver algunos ejemplos). El segundo acepta una constante [enum "
"EaseType] y controla dónde se aplica el [code]trans_type[/code] a la "
"interpolación (al principio, al final o en ambos). Si no sabe qué transición "
"y suavizado elegir, puede probar diferentes constantes [enum TransitionType] "
"con [constant EASE_IN_OUT] y usar la que se vea mejor.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.webp]Conjunto de trucos sobre tipos de transiciones y "
"suavizado de interpolaciones[/url]\n"
"[b]Nota:[/b] Las interpolaciones no están diseñadas para reutilizarse y, si "
"se intenta hacerlo, se obtendrá un comportamiento indefinido. Crea una nueva "
"interpolación para cada animación y cada vez que vuelvas a reproducir una "
"animación desde el principio. Ten en cuenta que las interpolaciones comienzan "
"inmediatamente, así que crea una sola cuando quieras empezar a animar.\n"
"[b]Nota:[/b] La interpolación se procesa después de todos los nodos del frame "
"actual, es decir, el método [method Node._process] del nodo se llamaría antes "
"que la interpolación (o [method Node._physics_process], según el valor que se "
"pase a [method set_process_mode])."
msgid "The animation is interpolated linearly."
msgstr "La animación se interpola linealmente."

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@ -12508,6 +12508,9 @@ msgid ""
"recommended."
msgstr "المسار المحدد ليس فارغاً. يوصى بشدة باختيار مجلد فارغ."
msgid "New Game Project"
msgstr "مشروع لعبة جديد"
msgid "Supports desktop platforms only."
msgstr "يدعم منصات سطح المكتب فقط."
@ -12580,9 +12583,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "تعذر تحميل المشروع في '%s' (الخطأ %d). قد يكون مفقودًا أو تالفًا."
msgid "New Game Project"
msgstr "مشروع لعبة جديد"
msgid "Import & Edit"
msgstr "استيراد و تعديل"

View File

@ -23,13 +23,15 @@
# Francesc Arpi Roca <francesc.arpi@gmail.com>, 2024.
# bene toff <benetoffix@gmail.com>, 2024.
# pc <polct50@users.noreply.hosted.weblate.org>, 2024.
# sprin <graham32@tutamail.com>, 2024.
# Azor Carreras Alcaraz <azorcarreras@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-16 19:57+0000\n"
"Last-Translator: pc <polct50@users.noreply.hosted.weblate.org>\n"
"PO-Revision-Date: 2024-08-07 15:09+0000\n"
"Last-Translator: Azor Carreras Alcaraz <azorcarreras@gmail.com>\n"
"Language-Team: Catalan <https://hosted.weblate.org/projects/godot-engine/"
"godot/ca/>\n"
"Language: ca\n"
@ -363,6 +365,9 @@ msgstr "Selecciona la paraula sota el cursor"
msgid "Add Selection for Next Occurrence"
msgstr "Afegeix la selecció per la següent ocurrència"
msgid "Skip Selection for Next Occurrence"
msgstr "Omet la selecció per la següent ocurrència"
msgid "Clear Carets and Selection"
msgstr "Esborra els cursors i la Selecció"
@ -469,6 +474,9 @@ msgstr "Afegeix un Esdeveniment"
msgid "Remove Event"
msgstr "Elimina Esdeveniment"
msgid "Filter by Name"
msgstr "Filtra pel nom"
msgid "Clear All"
msgstr "Neteja-ho tot"
@ -505,6 +513,9 @@ msgstr "Insereix una Clau aquí"
msgid "Duplicate Selected Key(s)"
msgstr "Duplica les Claus seleccionades"
msgid "Copy Selected Key(s)"
msgstr "Copia les Claus seleccionades"
msgid "Paste Key(s)"
msgstr "Enganxar les Claus"
@ -860,6 +871,9 @@ msgstr "El camí de la Pista no és vàlid i per tant no s'hi poden afegir claus
msgid "Track is not of type Node3D, can't insert key"
msgstr "La pista no és de tipus Node3D, no s'hi pot inserir la clau"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "La pista no és de tipus MeshInstance3D, no s'hi pot inserir la clau"
msgid "Track path is invalid, so can't add a method key."
msgstr "No s'hi pot afegit cap clau de mètode. El camí de la pista no és vàlid."
@ -930,6 +944,20 @@ msgstr ""
"personalitzades, activeu \"Desa en un fitxer\" i\n"
"\"Mantingues les pistes personalitzades\"."
msgid ""
"Some AnimationPlayerEditor's options are disabled since this is the dummy "
"AnimationPlayer for preview.\n"
"\n"
"The dummy player is forced active, non-deterministic and doesn't have the "
"root motion track. Furthermore, the original node is inactive temporary."
msgstr ""
"Algunes opcions del AnimationPlayerEditor estan deshabilitades ja que aquesta "
"és una previsualització del AnimationPlayer de prova.\n"
"\n"
"El reproductor de prova està actiu de manera forçada, no determinista i no té "
"la pista de seguiment del moviment. A mes, el node original está inactiu de "
"manera temporal."
msgid "AnimationPlayer is inactive. The playback will not be processed."
msgstr "AnimationPlayer està inactiu. El playback no serà processat."
@ -5707,6 +5735,9 @@ msgstr "Treu-los tots"
msgid "It would be a good idea to name your project."
msgstr "Fóra bo anomenar el projecte."
msgid "New Game Project"
msgstr "Nou Projecte de Joc"
msgid "Couldn't create project.godot in project path."
msgstr "No es pot crear el fitxer 'project.godot' en el camí del projecte."
@ -5717,9 +5748,6 @@ msgstr ""
msgid "The following files failed extraction from package:"
msgstr "Ha fracassat l'extracció del paquet dels següents fitxers:"
msgid "New Game Project"
msgstr "Nou Projecte de Joc"
msgid "Import & Edit"
msgstr "Importa i Edita"

View File

@ -8119,6 +8119,9 @@ msgstr "Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\".
msgid "The path specified doesn't exist."
msgstr "Zadaná cesta neexistuje."
msgid "New Game Project"
msgstr "Nový projekt hry"
msgid "Warning: This folder is not empty"
msgstr "Varování: Tato složka není prázdná"
@ -8135,9 +8138,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "Nelze načíst projekt z '%s' (chyba %d). Může chybět nebo být poškozený."
msgid "New Game Project"
msgstr "Nový projekt hry"
msgid "Import & Edit"
msgstr "Importovat a upravit"

View File

@ -111,13 +111,14 @@
# Krzysztof Rams <krzysztofeczek@gmail.com>, 2024.
# TrueJole <jole.koop@gmail.com>, 2024.
# Dirk Graf <bb3234@web.de>, 2024.
# tct123 <tct1234@protonmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-25 23:49+0000\n"
"Last-Translator: Wuzzy <Wuzzy@disroot.org>\n"
"PO-Revision-Date: 2024-08-09 17:09+0000\n"
"Last-Translator: tct123 <tct1234@protonmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot/"
"de/>\n"
"Language: de\n"
@ -985,6 +986,10 @@ msgstr "Track-Pfad ist ungültig, Key kann nicht hinzugefügt werden."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Track ist nicht vom Typ Node3D, Key kann nicht hinzugefügt werden"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr ""
"Track ist nicht vom Typ MeshInstance3D, Key kann nicht hinzugefügt werden"
msgid "Track path is invalid, so can't add a method key."
msgstr "Track-Pfad ist ungültig, Methoden-Key kann nicht hinzugefügt werden."
@ -10796,6 +10801,13 @@ msgstr ""
"Bearbeitungsmodus\n"
"Buttons an Gelenken anzeigen."
msgid "Insert key (based on mask) for bones with an existing track."
msgstr ""
"Key einfügen (basierend auf Maske) für Knochen mit einem existierenden Track."
msgid "Insert key (based on mask) for all bones."
msgstr "Key für alle Knochen einfügen (basierend auf Maske)."
msgid "Insert Key (All Bones)"
msgstr "Key einfügen (alle Knochen)"
@ -14429,6 +14441,9 @@ msgstr ""
"Der ausgewählte Pfad ist nicht leer. Ein leeres Verzeichnis wird dringend "
"empfohlen."
msgid "New Game Project"
msgstr "Neues Spiel"
msgid "Supports desktop platforms only."
msgstr "Nur auf Desktop-Plattformen lauffähig."
@ -14509,9 +14524,6 @@ msgstr ""
"Projekt in %s konnte nicht geladen werden (Fehler %d). Es ist "
"möglicherweise nicht vorhanden oder beschädigt."
msgid "New Game Project"
msgstr "Neues Spiel"
msgid "Import & Edit"
msgstr "Importieren & Bearbeiten"
@ -15592,9 +15604,50 @@ msgstr "Export-Einstellungen:"
msgid "glTF 2.0 Scene..."
msgstr "glTF-2.0-Szene …"
msgid "Path does not point to a valid executable."
msgstr "Der Pfad zeigt nicht auf eine gültige ausführbare Datei."
msgid "Couldn't run Blender executable."
msgstr "Blender konnte nicht ausgeführt werden."
msgid "Unexpected --version output from Blender executable at: %s."
msgstr "Unerwartete Ausgabe von --version von der Blender-Binärdatei bei: %s."
msgid "Couldn't extract version information from Blender executable at: %s."
msgstr ""
"Versionsinformationen konnten aus der Blender-Binärdatei nicht extrahiert "
"werden, bei: %s."
msgid ""
"Found Blender version %d.x, which is too old for this importer (3.0+ is "
"required)."
msgstr ""
"Blender-Version %d.x gefunden. Dies ist zu alt für diesen Importer (3.0+ wird "
"benötigt)."
msgid "Path to Blender executable is valid (Autodetected)."
msgstr "Pfad zur Blender-Binärdatei ist gültig (automatisch ermittelt)."
msgid "Path to Blender executable is valid."
msgstr "Pfad zur Blender-Binärdatei ist gültig."
msgid "Configure Blender Importer"
msgstr "Blender-Importer konfigurieren"
msgid ""
"Blender 3.0+ is required to import '.blend' files.\n"
"Please provide a valid path to a Blender executable."
msgstr ""
"Blender 3.0 oder neuer wird benötigt, um .blend-Dateien zu importieren.\n"
"Bitte gültigen Pfad zu einer Blender-Binärdatei angeben."
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"Auf macOS sollte dies die Datei `Contents/MacOS/blender` innerhalb des "
"Blender-Ordners `.app`sein."
msgid "Disable '.blend' Import"
msgstr ".blend-Importe deaktivieren"
@ -16941,6 +16994,9 @@ msgstr ""
"Codesign-Anwendung konnte nicht gestartet werden, bitte sicher stellen dass "
"die Xcode-Kommandozeilen-Tools installiert sind."
msgid "Cannot sign directory %s."
msgstr "Verzeichnis %s konnte nicht signiert werden."
msgid "Cannot sign file %s."
msgstr "Datei %s konnte nicht signiert werden."
@ -18500,6 +18556,14 @@ msgstr ""
"sowohl Built-ins als auch Uniform-Texturen. Dies wird nicht unterstützt, "
"bitte nur eines von beiden verwenden."
msgid ""
"Sampler argument %d of function '%s' called more than once using textures "
"that differ in either filter, repeat, or texture hint setting."
msgstr ""
"Sampler-Argument %d von Funktion %s wurde mehr als einmal aufgerufen mit "
"Texturen, die sich entweder in Filter-, Wiederholungs- oder Texturen-Hint-"
"Einstellungen unterscheiden."
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."

View File

@ -5766,6 +5766,9 @@ msgstr "Άκυρο αρχείο έργου «.zip»: Δεν περιέχει α
msgid "The path specified doesn't exist."
msgstr "Η ορισμένη διαδρομή δεν υπάρχει."
msgid "New Game Project"
msgstr "Νέο έργο παιχνιδιού"
msgid "Couldn't create project.godot in project path."
msgstr "Δεν ήταν δυνατή η δημιουργία του project.godot στη διαδρομή έργου."
@ -5775,9 +5778,6 @@ msgstr "Σφάλμα ανοίγματος αρχείου πακέτου, δεν
msgid "The following files failed extraction from package:"
msgstr "Η εξαγωγή των ακόλουθων αρχείων από το πακέτο απέτυχε:"
msgid "New Game Project"
msgstr "Νέο έργο παιχνιδιού"
msgid "Import & Edit"
msgstr "Εισαγωγή & Επεξεργασία"

View File

@ -3752,6 +3752,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "La provizinta dosierindiko ne ekzistas."
msgid "New Game Project"
msgstr "Nova luda projekto"
msgid "Couldn't create project.godot in project path."
msgstr "Ne eblas krei project.godot en projekta dosierindiko."
@ -3761,9 +3764,6 @@ msgstr "Eraro dum malfermi la pakaĵan dosieron, ne de ZIP formato."
msgid "The following files failed extraction from package:"
msgstr "La jenaj dosieroj malplenumis malkompaktigi el la pakaĵo:"
msgid "New Game Project"
msgstr "Nova luda projekto"
msgid "Import & Edit"
msgstr "Enporti kaj redakti"

View File

@ -147,7 +147,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-31 15:41+0000\n"
"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot/es/>\n"
@ -1013,6 +1013,9 @@ msgstr "Ruta inválida de pista, no se puede agregar una clave."
msgid "Track is not of type Node3D, can't insert key"
msgstr "La pista no es del tipo Node3D, no se puede insertar la clave"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "La pista no es del tipo MeshInstance3D, no se puede insertar la clave"
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"La ruta de la pista es inválida, por lo que no se puede añadir una clave de "
@ -10800,6 +10803,13 @@ msgstr ""
"Modo Edición\n"
"Mostrar botones en las uniones."
msgid "Insert key (based on mask) for bones with an existing track."
msgstr ""
"Insertar clave (basada en la máscara) para huesos en una pista existente."
msgid "Insert key (based on mask) for all bones."
msgstr "Insertar clave (basada en la máscara) para todos los huesos."
msgid "Insert Key (All Bones)"
msgstr "Insertar Clave (Todos los Huesos)"
@ -14422,6 +14432,9 @@ msgstr ""
"La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta "
"vacía."
msgid "New Game Project"
msgstr "Nuevo Proyecto de Juego"
msgid "Supports desktop platforms only."
msgstr "Compatible solo con plataformas de escritorio."
@ -14501,9 +14514,6 @@ msgstr ""
"No se pudo cargar el proyecto desde la ruta '%s' (error %d). La ruta no "
"existe o está corrupta."
msgid "New Game Project"
msgstr "Nuevo Proyecto de Juego"
msgid "Import & Edit"
msgstr "Importar y Editar"
@ -15580,9 +15590,50 @@ msgstr "Configuración de Exportación:"
msgid "glTF 2.0 Scene..."
msgstr "Escena glTF 2.0..."
msgid "Path does not point to a valid executable."
msgstr "La ruta no apunta a un ejecutable válido."
msgid "Couldn't run Blender executable."
msgstr "No se pudo iniciar el ejecutable de Blender."
msgid "Unexpected --version output from Blender executable at: %s."
msgstr "Salida inesperada de --version del ejecutable de Blender en: %s."
msgid "Couldn't extract version information from Blender executable at: %s."
msgstr ""
"No se pudo extraer la información de la versión del ejecutable de Blender en: "
"%s."
msgid ""
"Found Blender version %d.x, which is too old for this importer (3.0+ is "
"required)."
msgstr ""
"Se encontró la versión %d.x de Blender, que es demasiado antigua para este "
"importador (se requiere 3.0 o superior)."
msgid "Path to Blender executable is valid (Autodetected)."
msgstr "La ruta al ejecutable de Blender es válida (Autodetectada)."
msgid "Path to Blender executable is valid."
msgstr "La ruta al ejecutable de Blender es válida."
msgid "Configure Blender Importer"
msgstr "Configurar el Importador de Blender"
msgid ""
"Blender 3.0+ is required to import '.blend' files.\n"
"Please provide a valid path to a Blender executable."
msgstr ""
"Se requiere Blender 3.0 o superior para importar archivos .blend.\n"
"Por favor, proporciona una ruta válida a un ejecutable de Blender."
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"En macOS, este debería ser el archivo `Contents/MacOS/blender` dentro de la "
"carpeta `.app` de Blender."
msgid "Disable '.blend' Import"
msgstr "Desactivar Importación '.blend'"
@ -16940,6 +16991,9 @@ msgstr ""
"No se pudo iniciar el ejecutable codesign. Asegúrate de que las herramientas "
"de línea de comandos de Xcode estén instaladas."
msgid "Cannot sign directory %s."
msgstr "No se puede firmar el directorio %s."
msgid "Cannot sign file %s."
msgstr "No se puede firmar el archivo %s."
@ -18495,6 +18549,14 @@ msgstr ""
"tanto texturas incorporadas como uniformes, esto no es compatible (utilice "
"una u otra)."
msgid ""
"Sampler argument %d of function '%s' called more than once using textures "
"that differ in either filter, repeat, or texture hint setting."
msgstr ""
"El argumento de muestreador %d de la función %s se llamó más de una vez "
"usando texturas que difieren en la configuración de filtro, repetición o "
"sugerencia de textura."
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."

View File

@ -6872,6 +6872,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "La ruta especificada no existe."
msgid "New Game Project"
msgstr "Nuevo Proyecto de Juego"
msgid "Couldn't create project.godot in project path."
msgstr "No se pudo crear project.godot en la ruta de proyecto."
@ -6881,9 +6884,6 @@ msgstr "Error al abrir el archivo comprimido, no está en formato ZIP."
msgid "The following files failed extraction from package:"
msgstr "Los siguientes archivos no se pudieron extraer del paquete:"
msgid "New Game Project"
msgstr "Nuevo Proyecto de Juego"
msgid "Import & Edit"
msgstr "Importar y Editar"

View File

@ -8683,12 +8683,12 @@ msgstr "Loo Uus Silt"
msgid "It would be a good idea to name your project."
msgstr "Hea mõte oleks oma Projektile nimi panna."
msgid "Couldn't create project.godot in project path."
msgstr "Projekti kaustas ei saanud faili project.godot luua."
msgid "New Game Project"
msgstr "Uus Mängu Projekt"
msgid "Couldn't create project.godot in project path."
msgstr "Projekti kaustas ei saanud faili project.godot luua."
msgid "Import & Edit"
msgstr "Impordi & Redigeeri"

View File

@ -5538,6 +5538,9 @@ msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr "فایل پروژه \".zip\" نامعتبر است؛ زیرا حاوی فایل \"project.godot\" نیست."
msgid "New Game Project"
msgstr "پروژه بازی جدید"
msgid "Supports desktop platforms only."
msgstr "تنها حمایت از سکو‌های دسکتاپ."
@ -5569,9 +5572,6 @@ msgstr "خطای گشودن بسته بندی پرونده، به شکل ZIP ن
msgid "The following files failed extraction from package:"
msgstr "استخراج پرونده های زیر از بسته بندی انجام نشد:"
msgid "New Game Project"
msgstr "پروژه بازی جدید"
msgid "Import & Edit"
msgstr "وارد کردن و ویرایش"

View File

@ -9453,6 +9453,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "Määritelty polku ei ole olemassa."
msgid "New Game Project"
msgstr "Uusi peliprojekti"
msgid "Couldn't create project.godot in project path."
msgstr "Tiedoston project.godot luonti projektin polkuun epäonnistui."
@ -9468,9 +9471,6 @@ msgstr ""
"Projektin polusta '%s' epäonnistui (virhe %d). Se saattaa puuttua tai olla "
"vioittunut."
msgid "New Game Project"
msgstr "Uusi peliprojekti"
msgid "Import & Edit"
msgstr "Tuo ja muokkaa"

View File

@ -173,13 +173,14 @@
# Stevan Coroller <stevan.coroller@gmail.com>, 2024.
# Unreal Vision <unrealvisionyt@gmail.com>, 2024.
# Jokod <jb.jokod@gmail.com>, 2024.
# didierGuieu <didier.guieu@hotmail.fr>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-23 21:48+0000\n"
"Last-Translator: Jokod <jb.jokod@gmail.com>\n"
"PO-Revision-Date: 2024-08-03 22:03+0000\n"
"Last-Translator: didierGuieu <didier.guieu@hotmail.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot/"
"fr/>\n"
"Language: fr\n"
@ -1049,6 +1050,9 @@ msgstr "Le chemin de la piste est invalide, impossible dajouter une clé."
msgid "Track is not of type Node3D, can't insert key"
msgstr "La piste nest pas de type Node3D, impossible dinsérer une clé"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "La piste n'est pas de type MeshInstance3D, impossible d'insérer une clé"
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"Le chemin de la piste est invalide, impossible dajouter une clé dappel de "
@ -3691,6 +3695,13 @@ msgid "%s no longer exists! Please specify a new save location."
msgstr ""
"'%s' n'existe plus! Veuillez indiquer un nouvel emplacement de sauvegarde."
msgid ""
"The current scene has no root node, but %d modified external resource(s) and/"
"or plugin data were saved anyway."
msgstr ""
"La scène actuelle n'a pas de nœud racine, mais %d ressources externes "
"modifiées et/ou données de plugin ont quand même été enregistrées."
msgid ""
"A root node is required to save the scene. You can add a root node using the "
"Scene tree dock."
@ -3964,6 +3975,24 @@ msgstr ""
"Impossible d'écrire dans le fichier '%s', le fichier est peut-être utilisé, "
"verrouillé ou vous n'avez pas les permissions en écriture."
msgid "Preparing scenes for reload"
msgstr "Préparation des scènes à recharger"
msgid "Analyzing scene %s"
msgstr "Analyse de la scène %s"
msgid "Preparation done."
msgstr "Préparation terminée."
msgid "Scenes reloading"
msgstr "Rechargement des scènes"
msgid "Reloading..."
msgstr "Rechargement..."
msgid "Reloading done."
msgstr "Rechargement terminé."
msgid ""
"Changing the renderer requires restarting the editor.\n"
"\n"
@ -6672,7 +6701,7 @@ msgid "Raw (e.g. \"%s\")"
msgstr "Brut (par exemple, \"%s\")"
msgid "Capitalized (e.g. \"%s\")"
msgstr "En majuscules (ex: \"%s\")"
msgstr "En majuscules (ex: \"%s\")"
msgid "Localized (e.g. \"Z Index\")"
msgstr "Localisé (par exemple, \"Z Index\")"
@ -7685,8 +7714,8 @@ msgid ""
"Children of a container get their position and size determined only by their "
"parent."
msgstr ""
"Les position et taille des enfants d'un Container sont déterminées par leur "
"parent."
"Les position et taille des enfants d'un conteneur sont uniquement déterminées "
"par leur parent."
msgid "Move Node(s) to Position"
msgstr "Déplacer la/les Node(s) en position"
@ -8177,10 +8206,10 @@ msgstr ""
"Utilisez les propriétés de disposition selon où vous souhaitez le mettre."
msgid "This node is a child of a container."
msgstr "Ce nœud est enfant d'un contenant."
msgstr "Ce nœud est enfant d'un conteneur."
msgid "Use container properties for positioning."
msgstr "Utiliser les propriétés du contenant pour le positionnement."
msgstr "Utiliser les propriétés du conteneur pour le positionnement."
msgid "This node is a child of a regular control."
msgstr "Ce nœud est enfant d'un contrôle régulier."
@ -8195,7 +8224,7 @@ msgid "Expand positioning hint."
msgstr "Dévoiler les aides au positionnement."
msgid "Container Default"
msgstr "Contenant par défaut"
msgstr "Conteneur par défaut"
msgid "Fill"
msgstr "Remplissage"
@ -8314,7 +8343,7 @@ msgstr ""
"au lieu de leur marges."
msgid "Sizing settings for children of a Container node."
msgstr "Options de taille pour les enfants du noeud Contenant."
msgstr "Options de taille pour les enfants du nœud Container."
msgid "Horizontal alignment"
msgstr "Alignement horizontal"
@ -10867,6 +10896,13 @@ msgstr ""
"Mode Édition\n"
"Montre les boutons sur les jointures."
msgid "Insert key (based on mask) for bones with an existing track."
msgstr ""
"Insérer une clé (basée sur le masque) pour les os dans une piste existante."
msgid "Insert key (based on mask) for all bones."
msgstr "Insérer une clé (basé sur le masque) pour tous les os."
msgid "Insert Key (All Bones)"
msgstr "Insérer une clé (Tous les os)"
@ -13206,6 +13242,13 @@ msgstr ""
"Retourne un vecteur 3D associé si la valeur booléenne fournie est vrai ou "
"faux."
msgid ""
"Returns an associated 4D vector if the provided boolean value is true or "
"false."
msgstr ""
"Retourne un vecteur 4D associé si la valeur booléenne fournie est vrai ou "
"faux."
msgid ""
"Returns an associated boolean if the provided boolean value is true or false."
msgstr ""
@ -14508,6 +14551,9 @@ msgstr ""
"Le chemin sélectionné n'est pas vide. Il est fortement recommandé de choisir "
"un répertoire vide."
msgid "New Game Project"
msgstr "Nouveau projet de jeu"
msgid "Supports desktop platforms only."
msgstr "Ne supporte que les technologies pour PC de bureau."
@ -14586,9 +14632,6 @@ msgstr ""
"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant "
"ou corrompu."
msgid "New Game Project"
msgstr "Nouveau projet de jeu"
msgid "Import & Edit"
msgstr "Importer et Modifier"
@ -15674,9 +15717,50 @@ msgstr "Paramètres d'export:"
msgid "glTF 2.0 Scene..."
msgstr "Scène au format glTF 2.0..."
msgid "Path does not point to a valid executable."
msgstr "La propriété Path ne pointe pas vers un exécutable valide."
msgid "Couldn't run Blender executable."
msgstr "Impossible de lancer l'exécutable de Blender."
msgid "Unexpected --version output from Blender executable at: %s."
msgstr "Sortie inattendue --version de l'exécutable Blender à : %s."
msgid "Couldn't extract version information from Blender executable at: %s."
msgstr ""
"Impossible d'extraire les informations de version de l'exécutable Blender à : "
"%s."
msgid ""
"Found Blender version %d.x, which is too old for this importer (3.0+ is "
"required)."
msgstr ""
"La version de Blender %d.x trouvée est trop ancienne pour cet importateur "
"(3.0+ est requis)."
msgid "Path to Blender executable is valid (Autodetected)."
msgstr "Le chemin vers l'exécutable de Blender est correct (Auto-détecté)."
msgid "Path to Blender executable is valid."
msgstr "Le chemin vers l'exécutable de Blender est valide."
msgid "Configure Blender Importer"
msgstr "Configurer l'importateur de Blender"
msgid ""
"Blender 3.0+ is required to import '.blend' files.\n"
"Please provide a valid path to a Blender executable."
msgstr ""
"Blender 3.0+ est requis pour importer les fichiers '.blend'.\n"
"Veuillez fournir un chemin valide vers l'exécutable de Blender."
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"Sous macOS, il s'agit du fichier `Contents/MacOS/blender` dans le dossier `."
"app` de Blender."
msgid "Disable '.blend' Import"
msgstr "Désactiver l'importation '.blend'"
@ -17053,6 +17137,9 @@ msgstr ""
"Ne peut lancer l'exécutable codesign, vérifiez que les outils en ligne de "
"commande de Xcode sont installés."
msgid "Cannot sign directory %s."
msgstr "Impossible de signer le dossier %s."
msgid "Cannot sign file %s."
msgstr "Impossible de signer le fichier %s."
@ -17405,6 +17492,13 @@ msgstr "Exécuter sur un système Windows distant"
msgid "Run exported project on remote Windows system"
msgstr "Exécuter le projet exporté sur un système Windows distant"
msgid ""
"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
"property in order for AnimatedSprite2D to display frames."
msgstr ""
"Une ressource SpriteFrames doit être créée ou définie dans la propriété "
"\"Sprite Frames\" afin que l'AnimatedSprite2D affiche les images."
msgid ""
"Only one visible CanvasModulate is allowed per canvas.\n"
"When there are more than one, only one of them will be active. Which one is "
@ -18102,6 +18196,13 @@ msgstr ""
msgid "This body will be ignored until you set a mesh."
msgstr "Ce corps sera ignoré jusqu'à ce que vous définissiez un maillage."
msgid ""
"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
"property in order for AnimatedSprite3D to display frames."
msgstr ""
"Une ressource de type SpriteFrames doit être créée ou définie dans la "
"propriété \"Sprite Frames\" afin que l'AnimatedSprite3D affiche les images."
msgid ""
"The GeometryInstance3D visibility range's End distance is set to a non-zero "
"value, but is lower than the Begin distance.\n"
@ -18255,7 +18356,7 @@ msgid ""
"placement behavior.\n"
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
"Le conteneur en lui-même ne sert à rien à moins qu'un script ne configure son "
"Container en lui-même ne sert à rien à moins qu'un script ne configure son "
"comportement de placement de ses enfants.\n"
"Si vous n'avez pas l'intention d'ajouter un script, utilisez plutôt un nœud "
"Control."
@ -18320,7 +18421,8 @@ msgid ""
"The default mouse cursor shape of SubViewportContainer has no effect.\n"
"Consider leaving it at its initial value `CURSOR_ARROW`."
msgstr ""
"Le curseur de la souris par défaut de SubViewportContainer n'a aucun effet.\n"
"La forme du curseur de la souris par défaut de SubViewportContainer n'a aucun "
"effet.\n"
"Il est préférable de laisser la valeur initiale de 'CURSOR_ARROW'."
msgid ""
@ -18581,6 +18683,9 @@ msgstr ""
"Les variables affectées dans la fonction 'fragment' ne peuvent pas être "
"réaffectées dans les fonctions 'vertex' ou 'light'."
msgid "'%s' cannot be used within the '%s' processor function."
msgstr "'%s' ne peut pas être utilisé dans la fonction processeur '%s'."
msgid ""
"'%s' cannot be used here, because '%s' is called by the '%s' processor "
"function (which is not allowed)."
@ -18608,6 +18713,14 @@ msgstr ""
"l'aide de textures intégrées et uniformes, ceci n'est pas supporté (utilisez "
"l'un ou l'autre)."
msgid ""
"Sampler argument %d of function '%s' called more than once using textures "
"that differ in either filter, repeat, or texture hint setting."
msgstr ""
"L'argument de l'échantillonneur %d de la fonction '%s' est appelé plus d'une "
"fois en utilisant des textures qui diffèrent dans le paramètre de filtre, de "
"répétition ou d'indice de texture."
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
@ -18652,6 +18765,11 @@ msgstr "Une '(' est attendue après le nom du type."
msgid "No matching constructor found for: '%s'."
msgstr "Pas de constructeur correspondant trouvé pour : '%s'."
msgid "Built-in function '%s' is not supported for the '%s' shader type."
msgstr ""
"La fonction intégrée '%s' n'est pas prise en charge pour le type de shader "
"'%s'."
msgid "Expected a function name."
msgstr "Un nom de fonction était attendu."

View File

@ -12,19 +12,20 @@
# Carlos Cortes Garcia <carlos.cortes.games@gmail.com>, 2023.
# C H O P O <ograncthulhu@gmail.com>, 2024.
# ninjum <ninhum@gmx.com>, 2024.
# spukes <soyceltista@hotmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-06-20 12:09+0000\n"
"Last-Translator: ninjum <ninhum@gmx.com>\n"
"PO-Revision-Date: 2024-08-12 20:09+0000\n"
"Last-Translator: spukes <soyceltista@hotmail.com>\n"
"Language-Team: Galician <https://hosted.weblate.org/projects/godot-engine/"
"godot/gl/>\n"
"Language: gl\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.6-rc\n"
"X-Generator: Weblate 5.7-dev\n"
msgid "Main Thread"
msgstr "Fío principal"
@ -176,6 +177,12 @@ msgstr "Botón Joystick %d"
msgid "Pressure:"
msgstr "Presión:"
msgid "canceled"
msgstr "cancelado"
msgid "touched"
msgstr "tocado"
msgid "released"
msgstr "liberado"
@ -435,12 +442,18 @@ msgstr ""
msgid "An action with the name '%s' already exists."
msgstr "Xa existe unha acción co nome '%s'."
msgid "Cannot Revert - Action is same as initial"
msgstr "Non se pode reverter - A acción é igual ca inicial"
msgid "Revert Action"
msgstr "Revertir Acción"
msgid "Add Event"
msgstr "Engadir Evento"
msgid "Remove Action"
msgstr "Eliminar acción"
msgid "Cannot Remove Action"
msgstr "Non se pode eliminar a acción"
@ -456,6 +469,9 @@ msgstr "Filtrar por nome"
msgid "Clear All"
msgstr "Limpar Todo"
msgid "Clear all search filters."
msgstr "Limpar tódolos filtros de búsqueda."
msgid "Add New Action"
msgstr "Engadir Nova Acción"
@ -576,10 +592,42 @@ msgstr "Cambiar Lonxitude da Animación"
msgid "Change Animation Loop"
msgstr "Cambiar Ciclo da Animación"
msgid "Can't change loop mode on animation instanced from imported scene."
msgstr ""
"Non se pode cambiar o modo de bucle nunha animación creada a partires dunha "
"escena importada."
msgid "Can't change loop mode on animation embedded in another scene."
msgstr ""
"Non se pode cambiar o modo de bucle na animación incorporada noutra escena."
msgid "Property Track..."
msgstr "Pista de Propiedades..."
msgid "3D Position Track..."
msgstr "Pista de Posición 3D..."
msgid "3D Rotation Track..."
msgstr "Pista de Rotación 3D..."
msgid "3D Scale Track..."
msgstr "Pista de Escala 3D..."
msgid "Blend Shape Track..."
msgstr "Pista de Forma Combinada..."
msgid "Call Method Track..."
msgstr "Pista de Chamadas de Métodos..."
msgid "Bezier Curve Track..."
msgstr "Pista de Curva Bezier..."
msgid "Audio Playback Track..."
msgstr "Pista de Reprodución de audio..."
msgid "Animation Playback Track..."
msgstr "Pista de Reprodución de animación..."
msgid "Animation length (frames)"
msgstr "Lonxitude da Animacion (en fotogramas)"
@ -655,12 +703,18 @@ msgstr "Fluxo:"
msgid "Start (s):"
msgstr "Inicio (s):"
msgid "End (s):"
msgstr "Fin (s):"
msgid "Animation Clip:"
msgstr "Clip de Animación:"
msgid "Toggle Track Enabled"
msgstr "Act./Desact. Pista"
msgid "Don't Use Blend"
msgstr "Non usar mestura"
msgid "Continuous"
msgstr "Continuo"
@ -691,9 +745,21 @@ msgstr "Interpolación de Bucle Recortado"
msgid "Wrap Loop Interp"
msgstr "Interpolación de Bucle Envolvente"
msgid "Insert Key..."
msgstr "Insertar Chave..."
msgid "Duplicate Key(s)"
msgstr "Duplicar Chave(s)"
msgid "Cut Key(s)"
msgstr "Cortar Nodo(s)"
msgid "Copy Key(s)"
msgstr "Copiar chave(s)"
msgid "Add RESET Value(s)"
msgstr "Engadir valor(es) de RESET"
msgid "Delete Key(s)"
msgstr "Eliminar Chave(s)"
@ -709,6 +775,13 @@ msgstr "Cambiar Modo de Bucle da Animación"
msgid "Change Animation Use Blend"
msgstr "Cambiar Uso de Mezcla na Animación"
msgid ""
"Compressed tracks can't be edited or removed. Re-import the animation with "
"compression disabled in order to edit."
msgstr ""
"As pistas comprimidas non poden editarse nin eliminarse. Volve a importar a "
"animación coa compresión desactivada para poder editala."
msgid "Remove Anim Track"
msgstr "Eliminar Pista de Animación"
@ -718,6 +791,11 @@ msgstr "Crear nova pista para %s e insertar clave?"
msgid "Create %d new tracks and insert keys?"
msgstr "Crear %d novas pistas e insertar claves?"
msgid "Hold Shift when clicking the key icon to skip this dialog."
msgstr ""
"Manteña premida a tecla Maiúsculas ao facer clic na icona da chave para "
"omitir este cadro de diálogo."
msgid "Create"
msgstr "Crear"
@ -779,6 +857,9 @@ msgstr "A ruta á pista é inválida, polo que non se poden engadir chaves."
msgid "Track is not of type Node3D, can't insert key"
msgstr "A pista non e do tipo Node3D, non se pode insertar a clave"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "A pista non e do tipo MeshInstance3D, non se pode insertar a clave"
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"A ruta á pista é inválida, polo que non se pode engadir unha clave de método."
@ -807,6 +888,9 @@ msgstr "BlendShape"
msgid "Methods"
msgstr "Métodos"
msgid "Bezier"
msgstr "Bezier"
msgid "Audio"
msgstr "Son"
@ -4597,6 +4681,9 @@ msgstr ""
"O arquivo de proxecto '.zip' non é válido; non conteñe ningún arquivo de "
"configuración 'project.godot'."
msgid "New Game Project"
msgstr "Novo Proxecto de Xogo"
msgid "Couldn't create project.godot in project path."
msgstr "Non se pudo crear o arquivo 'project.godot' na ruta do proxecto."
@ -4606,9 +4693,6 @@ msgstr "Erro ao abrir o arquivo comprimido, non está en formato ZIP."
msgid "The following files failed extraction from package:"
msgstr "Os seguintes arquivos non se poideron extraer do paquete:"
msgid "New Game Project"
msgstr "Novo Proxecto de Xogo"
msgid "Import & Edit"
msgstr "Importar e Editar"

View File

@ -4179,15 +4179,15 @@ msgstr "Válassza ki a mappát a kereséshez"
msgid "The path specified doesn't exist."
msgstr "A megadott útvonal nem létezik."
msgid "New Game Project"
msgstr "Új játék projekt"
msgid "Error opening package file, not in ZIP format."
msgstr "Hiba a csomagfájl megnyitása során, nem ZIP formátumú."
msgid "The following files failed extraction from package:"
msgstr "A következő fájlokat nem sikerült kibontani a csomagból:"
msgid "New Game Project"
msgstr "Új játék projekt"
msgid "Create & Edit"
msgstr "Létrehozás és Szerkesztés"

View File

@ -61,13 +61,14 @@
# RYP <rizkysaputrapakpahan@gmail.com>, 2024.
# Hajir Asyafi <hajirasyafi@gmail.com>, 2024.
# Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2024.
# "@andiDermawan" <andidermawan2004@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-04 12:08+0000\n"
"Last-Translator: Azizkhasyi 11 <azizkhasyi11@gmail.com>\n"
"PO-Revision-Date: 2024-08-03 22:03+0000\n"
"Last-Translator: \"@andiDermawan\" <andidermawan2004@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot/id/>\n"
"Language: id\n"
@ -227,6 +228,15 @@ msgstr "Tombol Joystick %d"
msgid "Pressure:"
msgstr "Tekanan:"
msgid "canceled"
msgstr "dibatalkan"
msgid "touched"
msgstr "disentuh"
msgid "released"
msgstr "Dirilis"
msgid "Screen %s at (%s) with %s touch points"
msgstr "Layar %s pada (%s) dengan titik sentuh %s"
@ -489,6 +499,9 @@ msgstr "Kembalikan Tindakan"
msgid "Add Event"
msgstr "Tambah Event"
msgid "Remove Action"
msgstr "Hapus Aksi"
msgid "Cannot Remove Action"
msgstr "Tidak Dapat Menghapus Tindakan"
@ -531,6 +544,12 @@ msgstr "Sisipkan Key Disini"
msgid "Duplicate Selected Key(s)"
msgstr "Duplikat Key Terpilih"
msgid "Copy Selected Key(s)"
msgstr "Salin Kunci Yang Dipilih"
msgid "Paste Key(s)"
msgstr "Tempel Kunci"
msgid "Delete Selected Key(s)"
msgstr "Hapus Kunci Terpilih"
@ -789,6 +808,12 @@ msgstr "Masukkan Kunci..."
msgid "Duplicate Key(s)"
msgstr "Duplikat Key"
msgid "Cut Key(s)"
msgstr "Potong Kunci"
msgid "Copy Key(s)"
msgstr "Salin Kunci"
msgid "Add RESET Value(s)"
msgstr "Tambahkan Nilai RESET"
@ -886,6 +911,9 @@ msgstr "Tidak bisa menambahkan key karena path pada track tidak sah."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Trek bukan tipe Node3D, tidak dapat memasukkan kunci"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "Trek bukan tipe MeshInstance3D, tidak dapat memasukkan kunci"
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"Tidak bisa menambahkan key untuk metode karena path pada track tidak sah."
@ -1018,6 +1046,9 @@ msgstr "Detik"
msgid "FPS"
msgstr "FPS"
msgid "Fit to panel"
msgstr "Mengepaskan ke Panel"
msgid "Edit"
msgstr "Sunting"
@ -1033,14 +1064,38 @@ msgstr "Seleksi Skala..."
msgid "Scale From Cursor..."
msgstr "Skala dari Kursor..."
msgid "Set Start Offset (Audio)"
msgstr "Atur Offset Awal (Audio)"
msgid "Set End Offset (Audio)"
msgstr "Atur Offset Akhir (Audio)"
msgid "Make Easing Selection..."
msgstr "Lakukan Seleksi Easing..."
msgid "Duplicate Selected Keys"
msgstr "Duplikat Key Yang Terpilih"
msgid "Cut Selected Keys"
msgstr "Potong Kunci Yang Terpilih"
msgid "Copy Selected Keys"
msgstr "Salin Kunci Yang Terpilih"
msgid "Paste Keys"
msgstr "Tempelkan Kunci"
msgid "Move First Selected Key to Cursor"
msgstr "Pindahkan Key Pertama Yang Terpilih ke Kursor"
msgid "Move Last Selected Key to Cursor"
msgstr "Pindahkan Key Terakhir Yang Terpilih ke Kursor"
msgid "Delete Selection"
msgstr "Hapus Pilihan"
msgid "Go to Next Step"
msgstr "Pergi ke Langkah Berikutnya"
msgstr "Pergi ke Langkah Selanjutnya"
msgid "Go to Previous Step"
msgstr "Pergi ke Langkah Sebelumnya"
@ -1048,11 +1103,17 @@ msgstr "Pergi ke Langkah Sebelumnya"
msgid "Apply Reset"
msgstr "Terapkan Reset"
msgid "Optimize Animation (no undo)..."
msgstr "Optimalkan Animasi (tanpa undo)..."
msgid "Clean-Up Animation (no undo)..."
msgstr "Bersihkan Animasi (tanpa undo)..."
msgid "Pick a node to animate:"
msgstr "Pilih node yang ingin dianimasikan:"
msgstr "Pilih sebuah node yang ingin dianimasikan:"
msgid "Use Bezier Curves"
msgstr "Gunakan Lengkungan Bezier"
msgstr "Gunakan Bezier Curves"
msgid "Create RESET Track(s)"
msgstr "Buat RESET Track"
@ -1088,7 +1149,7 @@ msgid "Clean-up all animations"
msgstr "Bersihkan semua animasi"
msgid "Clean-Up Animation(s) (NO UNDO!)"
msgstr "Bersihkan Animasi (Tidak Dapat Dikembalikan!)"
msgstr "Bersihkan Animasi (TANPA UNDO!)"
msgid "Clean-Up"
msgstr "Bersihkan"
@ -10712,6 +10773,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "Lokasi yang ditentukan tidak ada."
msgid "New Game Project"
msgstr "Proyek Baru Permainan"
msgid "Couldn't create project.godot in project path."
msgstr "Tidak dapat membuat project.godot dalam lokasi proyek."
@ -10721,9 +10785,6 @@ msgstr "Gagal saat membuka paket, tidak dalam bentuk zip."
msgid "The following files failed extraction from package:"
msgstr "Berkas berikut gagal diekstrak dari paket:"
msgid "New Game Project"
msgstr "Proyek Baru Permainan"
msgid "Import & Edit"
msgstr "Impor & Ubah"

File diff suppressed because it is too large Load Diff

View File

@ -70,13 +70,14 @@
# neuve project <neuvecom@gmail.com>, 2024.
# James Phillips <XFX@users.noreply.hosted.weblate.org>, 2024.
# Shigefumi Sasaki <polycharacter@gmail.com>, 2024.
# Tomoo Amano <sh.eer.cat@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-29 11:09+0000\n"
"Last-Translator: ueshita <nalto32@gmail.com>\n"
"PO-Revision-Date: 2024-08-09 17:09+0000\n"
"Last-Translator: Tomoo Amano <sh.eer.cat@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
"Language: ja\n"
@ -1611,7 +1612,7 @@ msgid "Sending file:"
msgstr "ファイルを送信中:"
msgid "ms"
msgstr "ミリ秒"
msgstr "ms"
msgid "Monitors"
msgstr "モニター"
@ -11706,6 +11707,9 @@ msgstr "レイヤーなし"
msgid "Replace Tiles with Proxies"
msgstr "タイルをプロキシに置き換える"
msgid "Can't edit multiple layers at once."
msgstr "一度に複数のレイヤーの編集はできません。"
msgid "The selected TileMap has no layer to edit."
msgstr "選択されたTileMapには編集するレイヤーがありません。"
@ -13937,6 +13941,9 @@ msgid ""
msgstr ""
"選択したパスは空ではありません。空のフォルダを選択することを強くお勧めします。"
msgid "New Game Project"
msgstr "新しいゲームプロジェクト"
msgid "Supports desktop platforms only."
msgstr "対応プラットフォームはデスクトップのみ。"
@ -14017,9 +14024,6 @@ msgstr ""
"%s のプロジェクトを読み込めませんでした (エラー %d)。見つからないか破損してい"
"る可能性があります。"
msgid "New Game Project"
msgstr "新しいゲームプロジェクト"
msgid "Import & Edit"
msgstr "インポートして編集"

View File

@ -64,13 +64,14 @@
# Jun Hwi Ku <siguning@gmail.com>, 2024.
# 신윤섭 <a97968765@gmail.com>, 2024.
# Lee Dogeon <dev.moreal@gmail.com>, 2024.
# Koo Youngmin <youngminz.kr@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-28 08:33+0000\n"
"Last-Translator: Lee Dogeon <dev.moreal@gmail.com>\n"
"PO-Revision-Date: 2024-08-09 17:09+0000\n"
"Last-Translator: Koo Youngmin <youngminz.kr@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot/"
"ko/>\n"
"Language: ko\n"
@ -511,6 +512,9 @@ msgstr "이름으로 필터링"
msgid "Clear All"
msgstr "모두 지우기"
msgid "Clear all search filters."
msgstr "모든 검색 필터들을 지웁니다."
msgid "Add New Action"
msgstr "새로운 액션 추가"
@ -917,6 +921,9 @@ msgstr "트랙 경로가 올바르지 않아 키를 추가할 수 없습니다."
msgid "Track is not of type Node3D, can't insert key"
msgstr "트랙이 3D 노드 타입이 아니므로 키를 추가할 수 없습니다"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "트랙이 3D 메시 인스턴스 타입이 아니므로 키를 추가할 수 없습니다"
msgid "Track path is invalid, so can't add a method key."
msgstr "트랙 경로가 올바르지 않아 메서드 키를 추가할 수 없습니다."
@ -1051,6 +1058,9 @@ msgstr "초"
msgid "FPS"
msgstr "초당 프레임"
msgid "Fit to panel"
msgstr "패널에 맞추기"
msgid "Edit"
msgstr "편집"
@ -12749,6 +12759,9 @@ msgstr ""
"선택된 경로는 비어있지 않습니다. 비어 있는 폴더를 선택하는 것을 매우 권장합니"
"다."
msgid "New Game Project"
msgstr "새 게임 프로젝트"
msgid "Supports desktop platforms only."
msgstr "데스크톱 플랫폼만을 지원합니다."
@ -12823,9 +12836,6 @@ msgstr ""
"'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상"
"된 것 같습니다."
msgid "New Game Project"
msgstr "새 게임 프로젝트"
msgid "Import & Edit"
msgstr "가져오기 & 편집"

View File

@ -3292,15 +3292,15 @@ msgstr "Norādīt mapi kuru skenēt"
msgid "Remove All"
msgstr "Noņemt visu"
msgid "New Game Project"
msgstr "Jauns spēles projekts"
msgid "Error opening package file, not in ZIP format."
msgstr "Kļūda atverot failu arhīvu, nav ZIP formātā."
msgid "The following files failed extraction from package:"
msgstr "Sekojošie faili netika izvilkti no paketes:"
msgid "New Game Project"
msgstr "Jauns spēles projekts"
msgid "Install & Edit"
msgstr "Instalēt & Rediģēt"

View File

@ -8201,6 +8201,9 @@ msgstr "Ongeldig '.zip' projectbestand, bevat geen 'project.godot' bestand."
msgid "The path specified doesn't exist."
msgstr "Dit pad bestaat niet."
msgid "New Game Project"
msgstr "Nieuw spelproject"
msgid "Couldn't create project.godot in project path."
msgstr "Kan project.godot niet in projectpad maken."
@ -8210,9 +8213,6 @@ msgstr "Fout bij het openen van het pakketbestand, geen zip-formaat."
msgid "The following files failed extraction from package:"
msgstr "De volgende bestanden konden niet worden uitgepakt:"
msgid "New Game Project"
msgstr "Nieuw spelproject"
msgid "Import & Edit"
msgstr "Importeer & Bewerk"

View File

@ -94,7 +94,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-25 01:09+0000\n"
"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot/"
"pl/>\n"
@ -960,6 +960,10 @@ msgstr "Ścieżka jest nieprawidłowa, więc nie można wstawić klucza."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Ścieżka nie jest typu Node3D, nie można wstawić klatki kluczowej"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr ""
"Ścieżka nie jest typu MeshInstance3D, nie można wstawić klatki kluczowej"
msgid "Track path is invalid, so can't add a method key."
msgstr "Ścieżka jest nieprawidłowa, więc nie można wstawić klucza metody."
@ -1107,7 +1111,7 @@ msgid "Copy Tracks..."
msgstr "Kopiuj ścieżki..."
msgid "Scale Selection..."
msgstr "Wybór skali..."
msgstr "Skaluj zaznaczone..."
msgid "Scale From Cursor..."
msgstr "Skaluj od kursora..."
@ -10647,6 +10651,12 @@ msgstr ""
"Tryb edycji\n"
"Pokaż przyciski na złączeniach."
msgid "Insert key (based on mask) for bones with an existing track."
msgstr "Wstaw klucze (w oparciu o maskę) dla kości z istniejącą ścieżką."
msgid "Insert key (based on mask) for all bones."
msgstr "Wstaw klucze (w oparciu o maskę) dla wszystkich kości."
msgid "Insert Key (All Bones)"
msgstr "Wstaw klucz (wszystkie kości)"
@ -14234,6 +14244,9 @@ msgid ""
"recommended."
msgstr "Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu."
msgid "New Game Project"
msgstr "Nowy projekt gry"
msgid "Supports desktop platforms only."
msgstr "Wspiera tylko platformy desktopowe."
@ -14311,9 +14324,6 @@ msgstr ""
"Nie udało się wczytać projektu z '%s' (błąd %d). Może być brakujący lub "
"uszkodzony."
msgid "New Game Project"
msgstr "Nowy projekt gry"
msgid "Import & Edit"
msgstr "Importuj i edytuj"
@ -15378,9 +15388,52 @@ msgstr "Ustawienia eksportu:"
msgid "glTF 2.0 Scene..."
msgstr "Scena glTF 2.0..."
msgid "Path does not point to a valid executable."
msgstr "Ścieżka nie prowadzi do prawidłowego pliku wykonywalnego."
msgid "Couldn't run Blender executable."
msgstr "Nie udało się uruchomić pliku wykonywalnego Blendera."
msgid "Unexpected --version output from Blender executable at: %s."
msgstr "Nieoczekiwany wynik --version z pliku wykonywalnego Blendera w: %s."
msgid "Couldn't extract version information from Blender executable at: %s."
msgstr ""
"Nie udało się uzyskać informacji o wersji z pliku wykonywalnego Blendera w: "
"%s."
msgid ""
"Found Blender version %d.x, which is too old for this importer (3.0+ is "
"required)."
msgstr ""
"Znaleziono wersję Blendera %s.x, która jest za stara dla tego importera "
"(wymagane jest 3.0+)."
msgid "Path to Blender executable is valid (Autodetected)."
msgstr ""
"Ścieżka do pliku wykonywalnego Blendera jest prawidłowa (wykryta "
"automatycznie)."
msgid "Path to Blender executable is valid."
msgstr "Ścieżka do pliku wykonywalnego Blendera jest prawidłowa."
msgid "Configure Blender Importer"
msgstr "Skonfiguruj importer Blendera"
msgid ""
"Blender 3.0+ is required to import '.blend' files.\n"
"Please provide a valid path to a Blender executable."
msgstr ""
"Wymagany jest Blender 3.0+ do importowania plików \".blend\".\n"
"Proszę podać prawidłową ścieżkę do pliku wykonywalnego Blendera."
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"Na macOS powinien to być plik \"Contents/MacOS/blender\" w folderze \".app\" "
"Blendera."
msgid "Disable '.blend' Import"
msgstr "Wyłącz importowanie plików \".blend\""
@ -16710,6 +16763,9 @@ msgstr ""
"Nie można uruchomić pliku wykonywalnego codesign. Upewnij się, że narzędzia "
"wiersza poleceń Xcode są zainstalowane."
msgid "Cannot sign directory %s."
msgstr "Nie można podpisać folderu %s."
msgid "Cannot sign file %s."
msgstr "Nie można podpisać pliku %s."
@ -18243,6 +18299,14 @@ msgstr ""
"zarówno wbudowanych, jak i uniformowych tekstur, nie jest obsługiwany (użyj "
"jednego lub drugiego)."
msgid ""
"Sampler argument %d of function '%s' called more than once using textures "
"that differ in either filter, repeat, or texture hint setting."
msgstr ""
"Argument samplera %d funkcji \"%s\" wywoływany więcej niż raz używając "
"tekstur, które różnią się ustawieniem filtra, powtarzania lub wskazówki "
"tekstury."
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."

View File

@ -60,13 +60,16 @@
# Ruan Victor <ruanvictordossantoscorrea128@gmail.com>, 2024.
# Christian <cristianvito22@gmail.com>, 2024.
# Ricardo Farinha <Ricardoarfarinha@gmail.com>, 2024.
# Rick and Morty <7777rickandmorty@gmail.com>, 2024.
# David Alysson <davialysson1@gmail.com>, 2024.
# "Francisco (F4VSE)" <kikosgc@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-31 15:41+0000\n"
"Last-Translator: Ricardo Farinha <Ricardoarfarinha@gmail.com>\n"
"PO-Revision-Date: 2024-08-12 20:09+0000\n"
"Last-Translator: Rick and Morty <7777rickandmorty@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot/pt/>\n"
"Language: pt\n"
@ -3529,6 +3532,13 @@ msgstr "Abrir Script de forma rápida..."
msgid "%s no longer exists! Please specify a new save location."
msgstr "%s não existe mais! Por favor, especifique um novo local de salvamento."
msgid ""
"The current scene has no root node, but %d modified external resource(s) and/"
"or plugin data were saved anyway."
msgstr ""
"A cena atual não tem um nó raiz, mas %d recurso(s) externo(s) modificado(s) e/"
"ou dados de plugin foram salvos mesmo assim."
msgid ""
"A root node is required to save the scene. You can add a root node using the "
"Scene tree dock."
@ -3543,7 +3553,7 @@ msgid "Current scene not saved. Open anyway?"
msgstr "A cena atual não foi guardada. Abrir na mesma?"
msgid "Can't undo while mouse buttons are pressed."
msgstr "Incapaz de desfazer enquanto os botões do rato estão premidos."
msgstr "Incapaz de desfazer enquanto os botões do mouse estão pressionados."
msgid "Nothing to undo."
msgstr "Nada para desfazer."
@ -3558,7 +3568,7 @@ msgid "Scene Undo: %s"
msgstr "Cena Desfeita: %s"
msgid "Can't redo while mouse buttons are pressed."
msgstr "Incapaz de refazer enquanto os botões do rato estão premidos."
msgstr "Incapaz de refazer enquanto os botões do mouse estão pressionados."
msgid "Nothing to redo."
msgstr "Nada para refazer."
@ -3573,29 +3583,29 @@ msgid "Scene Redo: %s"
msgstr "Refazer Cena: %s"
msgid "Can't reload a scene that was never saved."
msgstr "Incapaz de recarregar uma cena que nunca foi guardada."
msgstr "Incapaz de recarregar uma cena que nunca foi salva."
msgid "Reload Saved Scene"
msgstr "Recarregar Cena Guardada"
msgstr "Recarregar Cena Salva"
msgid ""
"The current scene has unsaved changes.\n"
"Reload the saved scene anyway? This action cannot be undone."
msgstr ""
"A cena atual tem alterações não guardadas.\n"
"Recarregar na mesma a cena guardada? Esta ação não pode ser desfeita."
"A cena atual tem alterações não salvas.\n"
"Recarregar a cena salva mesmo assim? Esta ação não poderá ser desfeita."
msgid "Save & Reload"
msgstr "Salvar E Reiniciar"
msgstr "Salvar & Reiniciar"
msgid "Save modified resources before reloading?"
msgstr "Gravar recursos modificados antes de recarregar?"
msgstr "Salvar recursos modificados antes de recarregar?"
msgid "Save & Quit"
msgstr "Guardar & Sair"
msgstr "Salvar & Sair"
msgid "Save modified resources before closing?"
msgstr "Gravar recursos modificados antes de fechar?"
msgstr "Salvar recursos modificados antes de fechar?"
msgid "Save changes to the following scene(s) before reloading?"
msgstr "Salvar alterações da(s) seguinte(s) cena(s) antes de reiniciar?"
@ -3605,7 +3615,7 @@ msgstr "Salvar alterações na(s) seguinte(s) cena(s) antes de sair?"
msgid "Save changes to the following scene(s) before opening Project Manager?"
msgstr ""
"Guardar alterações da(s) seguinte(s) cena(s) antes de abrir o Gestor de "
"Salvar alterações da(s) seguinte(s) cena(s) antes de abrir o Gestor de "
"Projeto?"
msgid ""
@ -3613,10 +3623,10 @@ msgid ""
"considered a bug. Please report."
msgstr ""
"Esta opção foi descontinuada. Situações onde a atualização deve ser forçada "
"são consideradas um bug. Por favor, relate."
"agora são consideradas um bug. Por favor reporte."
msgid "Pick a Main Scene"
msgstr "Escolha a Cena Principal"
msgstr "Escolha uma Cena Principal"
msgid "This operation can't be done without a scene."
msgstr "Esta operação não pode ser feita sem uma cena."
@ -3625,27 +3635,28 @@ msgid "Export Mesh Library"
msgstr "Exportar Biblioteca de Malhas"
msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
msgstr "Incapaz de ativar plugin em: '%s' falha de análise ou configuração."
msgstr ""
"Incapaz de ativar plugin adicional em: '%s' análise da configuração falhou."
msgid "Unable to find script field for addon plugin at: '%s'."
msgstr "Incapaz de localizar campo script para plugin em: '%s'."
msgstr "Incapaz de localizar campo script para plugin adicional em: '%s'."
msgid "Unable to load addon script from path: '%s'."
msgstr "Incapaz de carregar script addon do caminho: '%s'."
msgstr "Incapaz de carregar script adicional do caminho: '%s'."
msgid ""
"Unable to load addon script from path: '%s'. This might be due to a code "
"error in that script.\n"
"Disabling the addon at '%s' to prevent further errors."
msgstr ""
"Incapaz de carregar script addon do caminho: '%s' Parece haver um erro no "
"código, reveja a sintaxe.\n"
"A desativar o addon em '%s' para prevenir mais erros."
"Incapaz de carregar script adicional do caminho: '%s'. Isso pode ser devido a "
"um erro de código nesse script.\n"
"Desabilitando o script adicional em '%s' para prevenir o avanço de erros."
msgid ""
"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'."
msgstr ""
"Incapaz de carregar script da extensão pelo Caminho: '%s' Tipo base não é "
"Incapaz de carregar script adicional pelo caminho: '%s'. Tipo base não é "
"'EditorPlugin'."
msgid "Unable to load addon script from path: '%s'. Script is not in tool mode."
@ -4375,6 +4386,9 @@ msgstr "Projeto"
msgid "Write your logic in the _run() method."
msgstr "Escreva a sua lógica no Método _run()."
msgid "The current scene already has a root node."
msgstr "A cena atual já tem um nó raiz."
msgid "Edit Built-in Action: %s"
msgstr "Editar Ações Integradas: %s"
@ -6464,6 +6478,12 @@ msgstr "Expandir Não-Padrões"
msgid "Property Name Style"
msgstr "Estilo de Nome da Propriedade"
msgid "Raw (e.g. \"%s\")"
msgstr "Bruto (por exemplo, \"%s\")"
msgid "Localized (e.g. \"Z Index\")"
msgstr "Localizado (por exemplo, \"Índice Z\")"
msgid "Localization not available for current language."
msgstr "Localização não disponível para o idioma atual."
@ -7922,6 +7942,13 @@ msgstr "Segure Alt+Shift ao soltar para adicionar como outro tipo de nó."
msgid "Change Default Type"
msgstr "Mudar Tipo Predefinido"
msgid ""
"All selected CanvasItems are either invisible or locked in some way and can't "
"be transformed."
msgstr ""
"Todos os Itens de tela selecionados estão invisíveis ou bloqueados de alguma "
"forma e não podem ser transformados."
msgid "Set Target Position"
msgstr "Definir Posição do Alvo"
@ -8635,6 +8662,13 @@ msgstr ""
"grande o suficiente e que o valor do `texel_scale` no LightmapGI não seja "
"pequeno demais."
msgid ""
"Failed fitting a lightmap image into an atlas. This should never happen and "
"should be reported."
msgstr ""
"Falha ao ajustar uma imagem de mapa de luz em um atlas. Isso nunca deveria "
"acontecer e deve ser reportado."
msgid "Bake Lightmaps"
msgstr "Consolidar Lightmaps"
@ -12391,7 +12425,7 @@ msgid "Push"
msgstr "Impulso"
msgid "Force Push"
msgstr "Forçar Impulso"
msgstr "Forçar [Push]"
msgid "Modified"
msgstr "Modificado"
@ -13324,6 +13358,14 @@ msgstr ""
"Remapeia uma determinada entrada do intervalo de entrada para o intervalo de "
"saída."
msgid ""
"Builds a rotation matrix from the given axis and angle, multiply the input "
"vector by it and returns both this vector and a matrix."
msgstr ""
"Constrói uma matriz de rotação a partir do eixo e ângulo fornecidos, "
"multiplica o vetor de entrada por ela e retorna tanto esse vetor quanto a "
"matriz."
msgid "Vector function."
msgstr "Função Vetor."
@ -13951,6 +13993,9 @@ msgid ""
msgstr ""
"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia."
msgid "New Game Project"
msgstr "Novo Projeto de jogo"
msgid "Supports desktop platforms only."
msgstr "Suporta apenas plataformas de desktop."
@ -14025,9 +14070,6 @@ msgstr ""
"Não pode carregar o projeto em '%s' (error %d). Pode estar sumido ou "
"corrompido."
msgid "New Game Project"
msgstr "Novo Projeto de jogo"
msgid "Import & Edit"
msgstr "Importar & Editar"
@ -14942,6 +14984,13 @@ msgstr "Cena glTF 2.0..."
msgid "Configure Blender Importer"
msgstr "Configurar Importador do Blender"
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"No macOS, este deve ser o ficheiro `Contents/MacOS/blender` dentro da pasta `."
"app` do Blender."
msgid "Disable '.blend' Import"
msgstr "Desativar Importação '.blend'"
@ -14952,6 +15001,9 @@ msgstr ""
"Desativa a importação de ficheiros '.blend' do Blender para este projeto. "
"Pode ser reativado nas configurações do projeto."
msgid "Disabling '.blend' file import requires restarting the editor."
msgstr "Desativar a importação de ficheiro '.blend' requer reiniciar o editor."
msgid "Next Plane"
msgstr "Plano Seguinte"
@ -15051,6 +15103,15 @@ msgstr "Esvanecimento Gradual"
msgid "Cross-Fade"
msgstr "Desbotamento Cruzado"
msgid "Using Any Clip -> %s."
msgstr "Utilizar qualquer clip -> %s."
msgid "Using %s -> Any Clip."
msgstr "Utilizando %s -> Qualquer clip."
msgid "Using All Clips -> Any Clip."
msgstr "Usando todos os clipes -> Qualquer Clipe."
msgid "Clip End"
msgstr "Cortar o Final"
@ -15112,12 +15173,47 @@ msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr ""
"Número de \"bytes\" insuficientes para descodificar, ou o formato é inválido."
msgid ""
"Unable to load .NET runtime, no compatible version was found.\n"
"Attempting to create/edit a project will lead to a crash.\n"
"\n"
"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
"us/download and restart Godot."
msgstr ""
"Não foi possível carregar o .NET runtime, não foi encontrada uma versão "
"compatível.\n"
"A tentativa de criar/editar um projeto conduzirá a uma falha.\n"
"\n"
"Instale o .NET SDK 6.0 ou posterior a partir de https://dotnet.microsoft.com/"
"en-us/download e reinicie o Godot."
msgid "Failed to load .NET runtime"
msgstr "Falha ao carregar tempo de execução .NET"
msgid ""
"Unable to find the .NET assemblies directory.\n"
"Make sure the '%s' directory exists and contains the .NET assemblies."
msgstr ""
"Não foi possível encontrar o diretório de montagens .NET.\n"
"Certifique-se que o diretório '%s' exista e contenha os montadores .NET."
msgid ".NET assemblies not found"
msgstr "Assemblies .NET não encontrados"
msgid ""
"Unable to load .NET runtime, specifically hostfxr.\n"
"Attempting to create/edit a project will lead to a crash.\n"
"\n"
"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
"us/download and restart Godot."
msgstr ""
"Não é possível carregar o tempo de execução do .NET, especificamente "
"hostfxr.\n"
"A tentativa de criar/editar um projeto levará a uma falha.\n"
"\n"
"Instale o .NET SDK 6.0 ou posterior de https://dotnet.microsoft.com/pt-br/"
"download e reinicie o Godot."
msgid "%d (%s)"
msgstr "%d (%s)"
@ -15211,6 +15307,14 @@ msgstr "Remover Propriedade"
msgid "Property of this type not supported."
msgstr "Propriedades desse tipo não são suportadas."
msgctxt "Replication Mode"
msgid "Never"
msgstr "Nunca"
msgctxt "Replication Mode"
msgid "Always"
msgstr "Sempre"
msgid ""
"A valid NodePath must be set in the \"Spawn Path\" property in order for "
"MultiplayerSpawner to be able to spawn Nodes."
@ -15380,6 +15484,25 @@ msgstr ""
"Camadas de Composição OpenXR devem ter transformações orto-normalizadas (sem "
"escala ou cortes)."
msgid ""
"Hole punching won't work as expected unless the sort order is less than zero."
msgstr ""
"A perfuração não funcionará como esperado, a menos que a ordem de "
"classificação seja menor que zero."
msgid "Package segments must be of non-zero length."
msgstr "Os segmentos do Pacote devem ter comprimento diferente de zero."
msgid "A digit cannot be the first character in a package segment."
msgstr "Um dígito não pode ser o primeiro caractere em um segmento de pacote."
msgid "The character '%s' cannot be the first character in a package segment."
msgstr ""
"O caractere '%s' não pode ser o primeiro caractere em um segmento de pacote."
msgid "The package must have at least one '.' separator."
msgstr "O pacote deve ter pelo menos um '.' como separador."
msgid "Error creating keystores directory:"
msgstr "Erro ao criar diretório keystores:"
@ -17251,6 +17374,9 @@ msgstr ""
"`gl_compatibility`.\n"
"Revertido à precisão `None`."
msgid "'%s' default color is incompatible with '%s' source."
msgstr "A cor padrão de '%s' é incompatível com a fonte '%s'."
msgid "Default Color"
msgstr "Cor Padrão"

View File

@ -13965,6 +13965,9 @@ msgid ""
msgstr ""
"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia."
msgid "New Game Project"
msgstr "Novo Projeto de Jogo"
msgid "Supports desktop platforms only."
msgstr "Suporta apenas plataformas de desktop."
@ -14039,9 +14042,6 @@ msgstr ""
"Não foi possível carregar project.godot em '%s' (erro %d). Ele pode estar "
"ausente ou corrompido."
msgid "New Game Project"
msgstr "Novo Projeto de Jogo"
msgid "Import & Edit"
msgstr "Importar & Editar"

File diff suppressed because it is too large Load Diff

View File

@ -37,13 +37,14 @@
# Evelyn <gfo.957@gmail.com>, 2024.
# Joakim Hulthe <joakim@hulthe.net>, 2024.
# Lexag <lexa.grebnets@gmail.com>, 2024.
# Freezing <sebastian.akerhielm@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-28 08:33+0000\n"
"Last-Translator: Lexag <lexa.grebnets@gmail.com>\n"
"PO-Revision-Date: 2024-08-09 17:09+0000\n"
"Last-Translator: Freezing <sebastian.akerhielm@gmail.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot/sv/>\n"
"Language: sv\n"
@ -203,6 +204,12 @@ msgstr "Styrspaksknapp %d"
msgid "Pressure:"
msgstr "Tryck:"
msgid "canceled"
msgstr "Avbruten"
msgid "touched"
msgstr "Rörd"
msgid "released"
msgstr "släppt"
@ -880,6 +887,9 @@ msgstr "Kurva är felaktig så det går inte att skapa en nyckel."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Spåret är inte av typen Node3D, kan inte infoga nyckel"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "Spåret är inte av typen MeshInstance3D, kan inte infoga nyckel"
msgid "Track path is invalid, so can't add a method key."
msgstr "Spårväg ogiltig, kan således inte lägga till en metod nyckel."
@ -957,6 +967,19 @@ msgstr ""
"Alternativt, använd en importförinställning som importerar animationer till "
"separata filer."
msgid ""
"Some AnimationPlayerEditor's options are disabled since this is the dummy "
"AnimationPlayer for preview.\n"
"\n"
"The dummy player is forced active, non-deterministic and doesn't have the "
"root motion track. Furthermore, the original node is inactive temporary."
msgstr ""
"Vissa alternativ i AnimationPlayerEditors är inaktiverade eftersom detta är "
"en dummy AnimationPlayer för förhandsvisning.\n"
"\n"
"Dummyspelaren är tvångsaktiverad, indeterministisk och har inget "
"rotrörelsespår. Dessutom är orginalnoden temporärt inaktiv."
msgid "AnimationPlayer is inactive. The playback will not be processed."
msgstr ""
"Animationsspelaren är inaktiv. Uppspelningen kommer inte att återupptas."
@ -6360,6 +6383,9 @@ msgid ""
"recommended."
msgstr "Den valda sökvägen är inte tom. Att välja en tom katalog rekomenderas."
msgid "New Game Project"
msgstr "Nytt Spelprojekt"
msgid "Supports desktop platforms only."
msgstr "Stödjer desktop platformar enbart."
@ -6427,9 +6453,6 @@ msgid ""
msgstr ""
"Kunde inte ladda projektet vid '%s' (error %d). Det saknas eller är korrupt."
msgid "New Game Project"
msgstr "Nytt Spelprojekt"
msgid "Import & Edit"
msgstr "Importera & Ändra"

View File

@ -5669,6 +5669,9 @@ msgstr "ไฟล์โปรเจกต์ \".zip\" ผิดพลาด เ
msgid "The path specified doesn't exist."
msgstr "ไม่พบที่อยู่ที่ระบุเอาไว้"
msgid "New Game Project"
msgstr "โปรเจกต์เกมใหม่"
msgid "Couldn't create project.godot in project path."
msgstr "สร้างไฟล์ project.godot ไม่ได้"
@ -5678,9 +5681,6 @@ msgstr "ผิดพลาดขณะเปิดไฟล์แพคเกจ
msgid "The following files failed extraction from package:"
msgstr "ผิดพลาดขณะแยกไฟล์ต่อไปนี้จากแพคเกจ:"
msgid "New Game Project"
msgstr "โปรเจกต์เกมใหม่"
msgid "Import & Edit"
msgstr "นำเข้าและแก้ไข"

View File

@ -115,7 +115,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-30 16:40+0000\n"
"PO-Revision-Date: 2024-08-05 14:04+0000\n"
"Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot/tr/>\n"
@ -976,6 +976,9 @@ msgstr "İz yolu geçersiz, o yüzden bir anahtar eklenemez."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Bu iz, Node3D düğüm tipinde değil, anahtar eklenemez"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "İz, MeshInstance3D türünde değil, anahtar eklenemiyor"
msgid "Track path is invalid, so can't add a method key."
msgstr "İz yolu geçersiz, o yüzden yöntem anahtarı eklenemez."
@ -10704,6 +10707,12 @@ msgstr ""
"Düzenleme Kipi\n"
"Eklemlerdeki düğmeleri göster."
msgid "Insert key (based on mask) for bones with an existing track."
msgstr "Mevcut bir izi olan kemikler için anahtar ekleyin (maskelemeye dayalı)."
msgid "Insert key (based on mask) for all bones."
msgstr "Tüm kemikler için anahtar (maskelemeye dayalı) ekleyin."
msgid "Insert Key (All Bones)"
msgstr "Anahtar Ekle (Tüm Kemikler)"
@ -14298,6 +14307,9 @@ msgid ""
"recommended."
msgstr "Seçilen yol boş değil. Boş bir klasör seçilmesi önemle tavsiye edilir."
msgid "New Game Project"
msgstr "Yeni Oyun Projesi"
msgid "Supports desktop platforms only."
msgstr "Sadece masaüstü platformları destekler."
@ -14375,9 +14387,6 @@ msgid ""
msgstr ""
"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir."
msgid "New Game Project"
msgstr "Yeni Oyun Projesi"
msgid "Import & Edit"
msgstr "İçe Aktar & Düzenle"
@ -15445,9 +15454,48 @@ msgstr "Dışa Aktarma Ayarları:"
msgid "glTF 2.0 Scene..."
msgstr "glTF 2.0 Sahnesi..."
msgid "Path does not point to a valid executable."
msgstr "Yol geçerli bir çalıştırılabilir dosyaya işaret etmiyor."
msgid "Couldn't run Blender executable."
msgstr "Blender çalıştırılabilir dosyası çalıştırılamadı."
msgid "Unexpected --version output from Blender executable at: %s."
msgstr "Blender çalıştırılabilir dosyasından beklenmeyen --version çıktısı: %s."
msgid "Couldn't extract version information from Blender executable at: %s."
msgstr "Blender çalıştırılabilir dosyasından sürüm bilgisi çıkarılamadı: %s."
msgid ""
"Found Blender version %d.x, which is too old for this importer (3.0+ is "
"required)."
msgstr ""
"Blender sürümü %d.x bulundu, ama içe aktarıcı için bu sürüm çok eskidir (3.0+ "
"gereklidir)."
msgid "Path to Blender executable is valid (Autodetected)."
msgstr "Blender çalıştırılabilir dosyasının yolu geçerli (Otomatik algılandı)."
msgid "Path to Blender executable is valid."
msgstr "Blender çalıştırılabilir dosyasının yolu geçerli."
msgid "Configure Blender Importer"
msgstr "Blender İçe Aktarıcıyı Yapılandır"
msgid ""
"Blender 3.0+ is required to import '.blend' files.\n"
"Please provide a valid path to a Blender executable."
msgstr ""
"'.blend' dosyalarını içe aktarmak için Blender 3.0+ gereklidir.\n"
"Lütfen geçerli bir Blender çalıştırılabilir dosyası yolu sağlayın."
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"MacOS'ta bu, Blender `.app` klasörü içindeki `Contents/MacOS/blender` dosyası "
"olmalıdır."
msgid "Disable '.blend' Import"
msgstr "'.blend' İçe Aktarmayı Devre Dışı Bırak"
@ -16772,6 +16820,9 @@ msgstr ""
"Kod imzalama (codesign) yürütülebilir dosyası başlatılamadı, Xcode komut "
"satırı araçlarının yüklü olduğundan emin olun."
msgid "Cannot sign directory %s."
msgstr "%s dizini imzalanamıyor."
msgid "Cannot sign file %s."
msgstr "%s dosyası imzalanamıyor."
@ -18345,6 +18396,14 @@ msgstr ""
"düzenli dokular kullanılarak birden fazla kez çağrıldı, ama bu desteklenmiyor "
"(ya birini veya diğerini kullanın)."
msgid ""
"Sampler argument %d of function '%s' called more than once using textures "
"that differ in either filter, repeat, or texture hint setting."
msgstr ""
"%d örnekleyici girdi değişkeni ('%s' fonksiyonunda), filtreleme, tekrarlama "
"veya doku ipucu ayarlarından farklı dokular kullanılarak birden fazla kez "
"çağrıldı."
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."

View File

@ -49,13 +49,14 @@
# Andrew <padlyko@gmail.com>, 2024.
# Fqwe1 <Fqwe1@users.noreply.hosted.weblate.org>, 2024.
# Danil Buchenkow <dan0406qwerty@gmail.com>, 2024.
# xolarkodak <ahot.54.aya@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-30 16:40+0000\n"
"Last-Translator: Danil Buchenkow <dan0406qwerty@gmail.com>\n"
"PO-Revision-Date: 2024-08-08 16:09+0000\n"
"Last-Translator: xolarkodak <ahot.54.aya@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot/uk/>\n"
"Language: uk\n"
@ -67,7 +68,7 @@ msgstr ""
"X-Generator: Weblate 5.7-dev\n"
msgid "Main Thread"
msgstr "Головна тема"
msgstr "Головний потік"
msgid "Unset"
msgstr "Зняти"
@ -784,6 +785,9 @@ msgstr "Затиснута інтерполяція циклу"
msgid "Wrap Loop Interp"
msgstr "Загорнута інтерполяція циклу"
msgid "Insert Key..."
msgstr "Вставити ключ..."
msgid "Duplicate Key(s)"
msgstr "Дублювати ключі"
@ -928,6 +932,9 @@ msgstr "Вставити доріжки"
msgid "Animation Scale Keys"
msgstr "Клавіші масштабування анімації"
msgid "Animation Set End Offset"
msgstr "Встановлення зміщення від кінця Анімації"
msgid "Make Easing Keys"
msgstr "Створити ключі плавного переходу"
@ -1021,12 +1028,24 @@ msgstr "Редагувати"
msgid "Animation properties."
msgstr "Властивості анімації."
msgid "Copy Tracks..."
msgstr "Копіювати доріжки..."
msgid "Scale Selection..."
msgstr "Маштабувати вибране..."
msgid "Scale From Cursor..."
msgstr "Масштабувати відносно курсора..."
msgid "Set Start Offset (Audio)"
msgstr "Встановити початкове зміщення"
msgid "Set End Offset (Audio)"
msgstr "Встановити кінцеве зміщення"
msgid "Make Easing Selection..."
msgstr "Створити виділення згладжуваного переходу..."
msgid "Delete Selection"
msgstr "Вилучити позначене"
@ -1039,6 +1058,15 @@ msgstr "До попереднього кроку"
msgid "Apply Reset"
msgstr "Застосувати скидання"
msgid "Bake Animation..."
msgstr "Запекти анімацію..."
msgid "Optimize Animation (no undo)..."
msgstr "Оптимізувати Анімацію (не можна скасувати)..."
msgid "Clean-Up Animation (no undo)..."
msgstr "Очистити Анімацію (не можна скасувати)..."
msgid "Pick a node to animate:"
msgstr "Виберіть вузол для анімації:"
@ -1217,6 +1245,9 @@ msgstr[0] "%d з %d збіг"
msgstr[1] "%d з %d збіги"
msgstr[2] "%d з %d збігів"
msgid "Find"
msgstr "Знайти"
msgid "Match Case"
msgstr "Враховувати регістр"
@ -1559,6 +1590,9 @@ msgstr ""
"які ця функція викликає.\n"
"Скористайтеся цим варіантом для пошуку окремих функцій для оптимізації."
msgid "Display internal functions"
msgstr "Показати внутрішні функції"
msgid "Frame #:"
msgstr "Кадр #:"
@ -1589,6 +1623,9 @@ msgstr "Виконання відновлено."
msgid "Bytes:"
msgstr "Байтів:"
msgid "Warning:"
msgstr "Попередження:"
msgid "Error:"
msgstr "Помилка:"
@ -1987,7 +2024,7 @@ msgid "(and %s more files)"
msgstr "(і ще %s файлів)"
msgid "Asset \"%s\" installed successfully!"
msgstr "Ресурс «%s» встановлено успішно!"
msgstr "Актив \"%s\" успішно встановлено!"
msgid "Success!"
msgstr "Успіх!"
@ -2156,6 +2193,9 @@ msgstr "Створення нового компонування шини."
msgid "Audio Bus Layout"
msgstr "Компонування звукової шини"
msgid "Valid characters:"
msgstr "Допустимі символи:"
msgid "Must not collide with an existing engine class name."
msgstr "Не повинно конфліктувати з існуючою назвою класу рушія."
@ -2168,6 +2208,10 @@ msgstr "Не повинно конфліктувати з існуючою вб
msgid "Must not collide with an existing global constant name."
msgstr "Не повинен конфліктувати з існуючою назвою глобальної константи."
msgid "Keyword cannot be used as an Autoload name."
msgstr ""
"Ключове слово не може бути використано для назви компонента Автозавантаження."
msgid "Autoload '%s' already exists!"
msgstr "Автозавантаження '%s' вже існує!"
@ -2327,9 +2371,15 @@ msgstr "Основні можливості:"
msgid "Text Rendering and Font Options:"
msgstr "Параметри візуалізації тексту та шрифтів:"
msgid "Reset the edited profile?"
msgstr "Скинути відредагований профіль?"
msgid "File saving failed."
msgstr "Не вдалося зберегти файл."
msgid "Create a new profile?"
msgstr "Створити новий профіль?"
msgid "This will scan all files in the current project to detect used classes."
msgstr ""
"За допомогою цього пункту можна сканувати всі файли поточного проєкту для "
@ -2594,6 +2644,12 @@ msgstr "Застаріле"
msgid "Experimental"
msgstr "Експериментальне"
msgid "Deprecated:"
msgstr "Застарілий:"
msgid "Experimental:"
msgstr "Експериментальне:"
msgid "This method supports a variable number of arguments."
msgstr "Цей метод підтримує змінну кількість аргументів."
@ -2692,7 +2748,7 @@ msgstr ""
"[url=$url]зробивши внесок[/url][/color]!"
msgid "Note:"
msgstr "Зауваження:"
msgstr "Замітка:"
msgid ""
"There are notable differences when using this API with C#. See [url=%s]C# API "
@ -2799,6 +2855,12 @@ msgstr "Метод:"
msgid "Signal:"
msgstr "Сигнал:"
msgid "Theme Property:"
msgstr "Властивість теми:"
msgid "%d match."
msgstr "%d співпадає."
msgid "%d matches."
msgstr "%d відповідників."
@ -3102,9 +3164,15 @@ msgstr ""
msgid "Spins when the editor window redraws."
msgstr "Обертається, коли перемальовується вікно редактора."
msgid "Imported resources can't be saved."
msgstr "Імпортовані ресурси не можуть бути збережені."
msgid "OK"
msgstr "Гаразд"
msgid "Error saving resource!"
msgstr "Помилка збереження ресурсу!"
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
"Make it unique first."
@ -3122,9 +3190,21 @@ msgstr ""
msgid "Save Resource As..."
msgstr "Зберегти ресурс як..."
msgid "Can't open file for writing:"
msgstr "Не вдалося відкрити файл для запису:"
msgid "Error while saving."
msgstr "Помилка під час збереження."
msgid "Error while parsing file '%s'."
msgstr "Помилка при парсингу файлу '%s'."
msgid "Scene file '%s' appears to be invalid/corrupt."
msgstr "Файл сцени '%s' є недійсним/пошкодженим."
msgid "Missing file '%s' or one of its dependencies."
msgstr "Відсутній файл '%s' або одна з його залежностей."
msgid ""
"File '%s' is saved in a format that is newer than the formats supported by "
"this version of Godot, so it can't be opened."
@ -3132,6 +3212,9 @@ msgstr ""
"Файл '%s' збережено у форматі, який є новішим за формати, що підтримуються "
"цією версією Godot, тому його неможливо відкрити."
msgid "Error while loading file '%s'."
msgstr "Помилка під час завантаження файлу '%s'."
msgid "Saving Scene"
msgstr "Збереження сцени"
@ -3170,6 +3253,9 @@ msgstr "Змінити перетворення екземпляра сітки"
msgid "Can't load MeshLibrary for merging!"
msgstr "Не вдається завантажити MeshLibrary для об'єднання!"
msgid "Error saving MeshLibrary!"
msgstr "Помилка збереження MeshLibrary!"
msgid ""
"An error occurred while trying to save the editor layout.\n"
"Make sure the editor's user data path is writable."
@ -3232,6 +3318,9 @@ msgstr ""
"Будь ласка, прочитайте документацію, що стосується імпорту сцен, щоб краще "
"зрозуміти цей робочий процес."
msgid "Changes may be lost!"
msgstr "Зміни можуть бути втрачені!"
msgid "This object is read-only."
msgstr "Цей об’єкт доступний лише для читання."
@ -3446,6 +3535,12 @@ msgstr ""
"Ви можете змінити це пізніше в \"Налаштуваннях проєкту\" в категорії "
"\"Програма\"."
msgid "Save Layout..."
msgstr "Зберегти макет..."
msgid "Delete Layout..."
msgstr "Видалити макет..."
msgid "Default"
msgstr "Типовий"
@ -3594,6 +3689,9 @@ msgstr "Параметри редактора…"
msgid "Project"
msgstr "Проєкт"
msgid "Project Settings..."
msgstr "Налаштування проекту..."
msgid "Project Settings"
msgstr "Параметри проекту"
@ -3651,6 +3749,9 @@ msgstr "Налаштувати імпортер FBX..."
msgid "Help"
msgstr "Довідка"
msgid "Search Help..."
msgstr "Пошук в довідці..."
msgid "Online Documentation"
msgstr "Документація в інтернеті"
@ -3676,6 +3777,9 @@ msgstr "Запропонувати можливість"
msgid "Send Docs Feedback"
msgstr "Надіслати відгук щодо документації"
msgid "About Godot..."
msgstr "Про Godot..."
msgid "Support Godot Development"
msgstr "Підтримати розробку Godot"
@ -3945,6 +4049,9 @@ msgstr ""
"Тип вибраного ресурсу (%s) не відповідає типу, який є очікуваним для цієї "
"властивості (%s)."
msgid "Quick Load..."
msgstr "Швидке завантаження..."
msgid "Opens a quick menu to select from a list of allowed Resource files."
msgstr ""
"Відкриває швидке меню для вибору зі списку дозволених файлів ресурсів "
@ -3983,6 +4090,9 @@ msgstr "Новий скрипт…"
msgid "Extend Script..."
msgstr "Розширити сценарій..."
msgid "New Shader..."
msgstr "Новий шейдер..."
msgid "No Remote Debug export presets configured."
msgstr "Не налаштовано пресети експорту віддаленого налагодження."
@ -4007,6 +4117,9 @@ msgstr ""
"експорту.\n"
"\n"
msgid "Run 'Remote Debug' anyway?"
msgstr "Все одно запустити \"Віддалене налагодження\"?"
msgid "Project Run"
msgstr "Запуск проєкту"
@ -4055,9 +4168,15 @@ msgstr "Отримані JSON-дані не є коректним масивом
msgid "Offline mode, update checks disabled."
msgstr "Офлайн режим, перевірка оновлень вимкнена."
msgid "Update checks disabled."
msgstr "Перевірка оновлень вимкнена."
msgid "An error has occurred. Click to try again."
msgstr "Виникла помилка. Натисніть, щоб спробувати ще раз."
msgid "Click to open download page."
msgstr "Натисніть, щоб відкрити сторінку завантаження."
msgid "Left Stick Left, Joystick 0 Left"
msgstr "Ліва кнопка ліворуч, джойстик 0 ліворуч"
@ -4133,6 +4252,12 @@ msgstr "Усі пристрої"
msgid "Device"
msgstr "Пристрій"
msgid "Listening for Input"
msgstr "Очікування вводу"
msgid "Filter by Event"
msgstr "Фільтр за подією"
msgid "Can't get filesystem access."
msgstr "Не вдалося отримати доступ до файлової системи."
@ -4335,12 +4460,24 @@ msgstr ""
"Не знайдено посилань для завантаження цієї версії. Пряме завантаження "
"доступне лише для офіційних випусків."
msgid "Resolving"
msgstr "Вирішення"
msgid "Can't Resolve"
msgstr "Не вдається вирішити"
msgid "Connecting..."
msgstr "З’єднання..."
msgid "Can't Connect"
msgstr "Не вдається підключитися"
msgid "Requesting..."
msgstr "Запит..."
msgid "Downloading"
msgstr "Завантаження"
msgid "Can't open the export templates file."
msgstr "Не вдалося відкрити файл шаблонів експортування."
@ -4393,6 +4530,9 @@ msgstr "Вилучити шаблони для поточної версії."
msgid "Download from:"
msgstr "Джерело отримання:"
msgid "(no templates for development builds)"
msgstr "(немає шаблонів для development збірок)"
msgid "Open in Web Browser"
msgstr "Відкрити у браузері"
@ -4674,6 +4814,16 @@ msgstr "Виконуваний файл FBX2glTF є дійсним."
msgid "Configure FBX Importer"
msgstr "Налаштування імпортера FBX"
msgid ""
"FBX2glTF is required for importing FBX files if using FBX2glTF.\n"
"Alternatively, you can use ufbx by disabling FBX2glTF.\n"
"Please download the necessary tool and provide a valid path to the binary:"
msgstr ""
"FBX2glTF потрібен для імпорту FBX-файлів, якщо ви використовуєте FBX2glTF.\n"
"Крім того, ви можете використовувати ufbx, відключивши FBX2glTF.\n"
"Будь ласка, завантажте необхідний інструмент і вкажіть правильний шлях до "
"двійкового файлу:"
msgid "Click this link to download FBX2glTF"
msgstr "Натисніть на це посилання, щоб завантажити FBX2glTF"
@ -5025,12 +5175,21 @@ msgstr "Перейменувати посилання у всіх сценах"
msgid "This group belongs to another scene and can't be edited."
msgstr "Ця група належить до іншої сцени і не може бути відредагована."
msgid "Copy group name to clipboard."
msgstr "Копіювати назву групи в буфер обміну."
msgid "Global Groups"
msgstr "Глобальні групи"
msgid "Add to Group"
msgstr "Додати до групи"
msgid "Remove from Group"
msgstr "Вилучити з групи"
msgid "Convert to Scene Group"
msgstr "Конвертувати в групу сцен"
msgid "Global"
msgstr "Загально"
@ -5044,6 +5203,18 @@ msgstr ""
msgid "Expand Bottom Panel"
msgstr "Розгорнути нижню панель"
msgid "Move/Duplicate: %s"
msgstr "Перемістити/дублювати: %s"
msgid "Move/Duplicate %d Item"
msgid_plural "Move/Duplicate %d Items"
msgstr[0] "Перемістити/Дублювати %d Елемент"
msgstr[1] "Перемістити/Дублювати %d Елемента"
msgstr[2] "Перемістити/Дублювати %d Елементів"
msgid "Choose target directory:"
msgstr "Виберіть цільову директорію:"
msgid "Move"
msgstr "Перемістити"
@ -5199,6 +5370,9 @@ msgstr ""
"де буде вказано шлях до файла фільму, який буде використано під час запису "
"цієї сцени."
msgid "Could not start subprocess(es)!"
msgstr "Не вдалося запустити підпроцес(и)!"
msgid "Run the project's default scene."
msgstr "Запустити сцену проекту за замовчуванням."
@ -5534,6 +5708,9 @@ msgstr "Матеріали"
msgid "Selected Animation Play/Pause"
msgstr "Відтворення/пауза вибраної анімації"
msgid "Primary Light"
msgstr "Основне Світло"
msgid "Secondary Light"
msgstr "Другорядне світло"
@ -5837,6 +6014,9 @@ msgstr "Кнопки джойстика"
msgid "Joypad Axes"
msgstr "Осі джойстика"
msgid "Event Configuration for \"%s\""
msgstr "Конфігурація подій для \"%s\""
msgid "Event Configuration"
msgstr "Конфігурація події"
@ -5897,6 +6077,9 @@ msgstr "Стиль назв властивостей"
msgid "Raw (e.g. \"%s\")"
msgstr "Сирий (наприклад, «%s»)"
msgid "Capitalized (e.g. \"%s\")"
msgstr "З великої літери (наприклад, \"%s\")"
msgid "Localized (e.g. \"Z Index\")"
msgstr "Локалізовано (наприклад, «Z-індекс»)"
@ -6014,6 +6197,9 @@ msgstr "Файли з рядками перекладу:"
msgid "Generate POT"
msgstr "Згенерувати POT"
msgid "Add Built-in Strings to POT"
msgstr "Додати вбудовані рядки до POT"
msgid "Add strings from built-in components such as certain Control nodes."
msgstr ""
"Додавання рядків з вбудованих компонентів, таких як деякі вузли Control."
@ -6323,6 +6509,15 @@ msgstr "Зберегти бібліотеку анімації у файл: %s"
msgid "Save Animation to File: %s"
msgstr "Зберегти анімацію у файл: %s"
msgid "Some AnimationLibrary files were invalid."
msgstr "Деякі файли AnimationLibrary були недійсними."
msgid "Some Animation files were invalid."
msgstr "Деякі файли анімації були невірними."
msgid "Load Animations into Library"
msgstr "Завантажити анімацію до бібліотеки"
msgid "Load Animation into Library: %s"
msgstr "Завантажити анімацію до бібліотеки: %s"
@ -6362,12 +6557,42 @@ msgstr "[іноземна мова]"
msgid "[imported]"
msgstr "[імпортована]"
msgid "Add animation to library."
msgstr "Додати анімацію до бібліотеки."
msgid "Load animation from file and add to library."
msgstr "Завантажити анімацію з файлу та додати до бібліотеки."
msgid "Paste animation to library from clipboard."
msgstr "Вставити анімацію до бібліотеки з буфера обміну."
msgid "Save animation library to resource on disk."
msgstr "Зберегти бібліотеку анімації до ресурсу на диску."
msgid "Remove animation library."
msgstr "Видалити бібліотеку анімації."
msgid "Copy animation to clipboard."
msgstr "Копіювати анімацію в буфер обміну."
msgid "Save animation to resource on disk."
msgstr "Зберегти анімацію до ресурсу на диску."
msgid "Remove animation from Library."
msgstr "Видалити анімацію з бібліотеки."
msgid "Edit Animation Libraries"
msgstr "Редагувати бібліотеки анімації"
msgid "Create new empty animation library."
msgstr "Створіть нову порожню бібліотеку анімації."
msgid "Load Library"
msgstr "Завантажити бібліотеку"
msgid "Load animation library from disk."
msgstr "Завантажити бібліотеку анімації з диска."
msgid "Storage"
msgstr "Сховище даних"
@ -6584,6 +6809,9 @@ msgstr "Видалити все"
msgid "Root"
msgstr "Корінь"
msgid "Toggle AnimationTree Bottom Panel"
msgstr "Перемкнути нижню панель AnimationTree"
msgid "Author"
msgstr "Автор"
@ -6647,6 +6875,9 @@ msgstr "Не вдалося:"
msgid "Bad download hash, assuming file has been tampered with."
msgstr "Розбіжність хеша завантаження, можливо файл був змінений."
msgid "Expected:"
msgstr "Очікувано:"
msgid "Got:"
msgstr "Отримав:"
@ -7218,12 +7449,29 @@ msgstr "Розділити крок сітки на 2"
msgid "Adding %s..."
msgstr "Додавання %s..."
msgid "Error instantiating scene from %s."
msgstr "Помилка інстанціювання (створення) сцени з %s."
msgid "Create Node"
msgstr "Створити вузол"
msgid "Circular dependency found at %s."
msgstr "Кругову залежність виявлено на %s."
msgid "Creating inherited scene from: %s"
msgstr "Створення успадкованої сцени на основі: %s"
msgid "Instantiating: "
msgstr "Створити екземпляр: "
msgid "Adding %s and %s..."
msgstr "Додавання %s та %s..."
msgid "Hold Alt when dropping to add as child of root node."
msgstr ""
"Утримуйте Alt під час переміщення, щоб додати в якості дочірнього корневого "
"вузла."
msgid "Change Default Type"
msgstr "Змінити стандартний тип"
@ -7966,6 +8214,9 @@ msgstr "Створити контур"
msgid "Mesh"
msgstr "Сітка"
msgid "Create Collision Shape..."
msgstr "Створити форму зіткнення..."
msgid "Create Outline Mesh..."
msgstr "Створити контурну сітку ..."
@ -7995,6 +8246,12 @@ msgstr "Створити сітку обведення"
msgid "Outline Size:"
msgstr "Розмір обведення:"
msgid "Sibling"
msgstr "Дочірній"
msgid "Creates collision shapes as Sibling."
msgstr "Створює фігури зіткнення як Дочірній."
msgid "Static Body Child"
msgstr "Дочірній об'єкт статичного тіла"
@ -8276,6 +8533,9 @@ msgstr "Час GPU: %s мс"
msgid "FPS: %d"
msgstr "Частота кадрів: %d"
msgid "Instantiating:"
msgstr "Інстанціювання:"
msgid "Top View."
msgstr "Вигляд згори."
@ -8572,6 +8832,9 @@ msgstr ""
"WorldEnvironment.\n"
"Попередній перегляд вимкнено."
msgid "Drag: Use snap."
msgstr "Переміщення: Використовувати прив'язку."
msgid ""
"Groups the selected node with its children. This selects the parent when any "
"child node is clicked in 2D and 3D view."
@ -8893,6 +9156,9 @@ msgstr "Закрити криву"
msgid "Please Confirm..."
msgstr "Будь ласка, підтвердьте..."
msgid "Remove all curve points?"
msgstr "Видалити всі точки кривої?"
msgid "Mirror Handle Angles"
msgstr "Віддзеркалити кути елемента керування"
@ -9201,9 +9467,18 @@ msgstr "Не вдалося відкрити «%s». Файл могло бут
msgid "Close and save changes?"
msgstr "Закрити та зберегти зміни?"
msgid "Error writing TextFile:"
msgstr "Помилка запису TextFile:"
msgid "Error saving file!"
msgstr "Помилка збереження файлу!"
msgid "Error Saving"
msgstr "Помилка збереження"
msgid "Error importing theme."
msgstr "Помилка імпорту теми."
msgid "Error Importing"
msgstr "Помилка імпортування"
@ -9213,6 +9488,9 @@ msgstr "Створити текстовий файл…"
msgid "Open File"
msgstr "Відкрити файл"
msgid "Could not load file at:"
msgstr "Не вдалося завантажити файл за адресою:"
msgid "Save File As..."
msgstr "Зберегти файл як…"
@ -9246,12 +9524,18 @@ msgstr "Неможливо запустити скрипт, оскільки в
msgid "Import Theme"
msgstr "Імпортувати тему"
msgid "Error while saving theme"
msgstr "Помилка під час збереження теми"
msgid "Error saving"
msgstr "Помилка збереження"
msgid "Save Theme As..."
msgstr "Зберегти тему як..."
msgid "Open '%s' in Godot online documentation."
msgstr "Відкрити '%s' в онлайн-документації Godot."
msgid "Online Docs"
msgstr "Онлайн документація"
@ -9342,6 +9626,12 @@ msgstr "Перейти до наступного редагованого док
msgid "Discard"
msgstr "Скинути"
msgid "The following files are newer on disk."
msgstr "Наступні файли на диску є більш новими."
msgid "What action should be taken?:"
msgstr "Які дії слід вжити?:"
msgid "There are unsaved changes in the following built-in script(s):"
msgstr "У наступних вбудованих скриптах є незбережені зміни:"
@ -9390,6 +9680,12 @@ msgstr ""
msgid "[Ignore]"
msgstr "[Ігнорувати]"
msgid "Line %d (%s):"
msgstr "Рядок %d (%s):"
msgid "Line %d:"
msgstr "Рядок %d:"
msgid "Go to Function"
msgstr "Перейти до функції"
@ -9515,6 +9811,15 @@ msgstr "Перейти до попередньої точки зупинки"
msgid "Shader Editor"
msgstr "Редактор шейдера"
msgid "New Shader Include..."
msgstr "Новий Shader Include..."
msgid "Load Shader File..."
msgstr "Завантажити Файл Шейдера..."
msgid "Load Shader Include File..."
msgstr "Завантажити Файл Shader Include..."
msgid "Save File"
msgstr "Зберегти файл"
@ -10933,6 +11238,102 @@ msgstr ""
"Кількість стовпчиків для сітки анімації. Якщо кількість стовпчиків менша за "
"кількість кадрів, анімація автоматично змінить кількість рядків."
msgid "The space (in tiles) between each frame of the animation."
msgstr "Простір (у плитці) між кожним кадром анімації."
msgid ""
"Determines how animation will start. In \"Default\" mode all tiles start "
"animating at the same frame. In \"Random Start Times\" mode, each tile starts "
"animation with a random offset."
msgstr ""
"Визначає спосіб запуску анімації. У режимі \"За замовчуванням\" усі плитки "
"починають анімацію в один і той самий кадр. У режимі \"Випадковий час "
"початку\" кожна плитка починає анімацію з випадковим зсувом."
msgid "If [code]true[/code], the tile is horizontally flipped."
msgstr "Якщо [code]true[/code], то тайл (плитка) перевертається горизонтально."
msgid "If [code]true[/code], the tile is vertically flipped."
msgstr "Якщо [code]true[/code], то тайл (плитка) перевертається вертикально."
msgid ""
"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] "
"and then flipped vertically. In practice, this means that to rotate a tile by "
"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and "
"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip "
"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable "
"[b]Flip V[/b] and [b]Transpose[/b]."
msgstr ""
"Якщо [code]true[/code], то тайл (плитка) повертається на 90 градусів [i]проти "
"годинникової стрілки[/i], а потім перевертається вертикально. На практиці це "
"означає, що для повороту плитки на 90 градусів за годинниковою стрілкою без "
"її перевертання слід увімкнути [b]Flip H[/b] і [b]Transpose[/b]. Щоб "
"повернути плитку на 180 градусів за годинниковою стрілкою, увімкніть [b]Flip "
"H[/b] і [b]Flip V[/b]. Щоб повернути плитку на 270 градусів за годинниковою "
"стрілкою, увімкніть [b]Перевернути V[/b] і [b]Транспонувати[/b]."
msgid ""
"The origin to use for drawing the tile. This can be used to visually offset "
"the tile compared to the base tile."
msgstr ""
"Початок, який використовується для малювання плитки. Це може бути використано "
"для візуального зміщення плитки порівняно з базовою плиткою."
msgid "The color multiplier to use when rendering the tile."
msgstr "Множник кольору, який використовуватиметься при рендерингу плитки."
msgid ""
"The material to use for this tile. This can be used to apply a different "
"blend mode or custom shaders to a single tile."
msgstr ""
"Матеріал, який буде використано для цієї плитки. За допомогою цього параметра "
"можна застосувати інший режим накладання або власні шейдери до однієї плитки."
msgid ""
"The sorting order for this tile. Higher values will make the tile render in "
"front of others on the same layer. The index is relative to the TileMap's own "
"Z index."
msgstr ""
"Порядок сортування для цієї плитки. Вищі значення призведуть до того, що "
"плитка буде відрендерена перед іншими плитками на тому ж шарі. Індекс "
"відносно власного індексу Z TileMap."
msgid ""
"The vertical offset to use for tile sorting based on its Y coordinate (in "
"pixels). This allows using layers as if they were on different height for top-"
"down games. Adjusting this can help alleviate issues with sorting certain "
"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile "
"is placed on."
msgstr ""
"Вертикальний зсув для сортування плитки за координатою Y (у пікселях). Це "
"дозволяє використовувати шари так, ніби вони знаходяться на різній висоті для "
"ігор зверху вниз. Налаштування цього параметра може допомогти вирішити "
"проблеми з сортуванням певних тайлів (плитків). Діє лише якщо для шару "
"TileMap, на якому розміщено тайл (плитку), увімкнено сортування за "
"координатою Y."
msgid ""
"The index of the terrain set this tile belongs to. [code]-1[/code] means it "
"will not be used in terrains."
msgstr ""
"Індекс групи ландшафтів, до якої належить цей тайл (плитка). [code]-1[/code] "
"означає, що він не буде використовуватися в ландшафтах."
msgid ""
"The index of the terrain inside the terrain set this tile belongs to. "
"[code]-1[/code] means it will not be used in terrains."
msgstr ""
"Індекс ландшафту всередині набору ландшафтів, до якого належить цей тайл "
"(плитка). [code]-1[/code] означає, що він не буде використовуватися в "
"ландшафтах."
msgid ""
"The relative probability of this tile appearing when painting with \"Place "
"Random Tile\" enabled."
msgstr ""
"Відносна ймовірність появи цьго тайлу (плитки) при малюванні з увімкненим "
"параметром \"Розмістити випадкову плитку\"."
msgid "Setup"
msgstr "Налаштування"
@ -11349,6 +11750,9 @@ msgstr "Змінити розмір вузла VisualShader"
msgid "Show Port Preview"
msgstr "Показати попередній перегляд порту"
msgid "Set Frame Color"
msgstr "Встановити колір фрейму"
msgid "Set Parameter Name"
msgstr "Встановити назву параметра"
@ -12662,6 +13066,9 @@ msgid ""
msgstr ""
"Вибраний шлях не порожній. Наполегливо рекомендується вибирати порожню теку."
msgid "New Game Project"
msgstr "Новий проєкт гри"
msgid "Supports desktop platforms only."
msgstr "Підтримує лише настільні платформи."
@ -12736,9 +13143,6 @@ msgstr ""
"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або "
"пошкоджено."
msgid "New Game Project"
msgstr "Новий проєкт гри"
msgid "Import & Edit"
msgstr "Імпортувати та редагувати"
@ -13559,6 +13963,9 @@ msgstr "Змінити внутрішній радіус тора"
msgid "Change Torus Outer Radius"
msgstr "Змінити зовнішній радіус тора"
msgid "Cannot instantiate GDScript class."
msgstr "Не вдається інстанціювати клас GDScript."
msgid "Export Scene to glTF 2.0 File"
msgstr "Експортувати сцену у файл glTF 2.0"
@ -13924,6 +14331,9 @@ msgstr "Додати дію"
msgid "Delete action"
msgstr "Вилучити дію"
msgid "Add action."
msgstr "Додати дію."
msgid "Remove action from interaction profile"
msgstr "Видалити дію з інтерактивного профілю"
@ -14237,6 +14647,9 @@ msgstr "Підготуйте шаблони"
msgid "Export template not found."
msgstr "Шаблон експорту не знайдено."
msgid "Could not create and open the directory: \"%s\""
msgstr "Не вдалося створити та відкрити каталог: \"%s\""
msgid "Code signing failed, see editor log for details."
msgstr "Не вдалося підписати код, подробиці дивіться в журналі редактора."

View File

@ -5561,6 +5561,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "Đường dẫn đã cho không tồn tại."
msgid "New Game Project"
msgstr "Dự án Trò chơi Mới"
msgid "Fastest rendering of simple scenes."
msgstr "Render nhanh nhất cho Cảnh đơn giản."
@ -5591,9 +5594,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "Không thể tải dự án ở '%s' (lỗi %d). Nó có thể đã bị mất hoặc bị hỏng."
msgid "New Game Project"
msgstr "Dự án Trò chơi Mới"
msgid "Import & Edit"
msgstr "Nhập & Chỉnh sửa"

View File

@ -105,7 +105,7 @@ msgstr ""
"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2018-01-20 12:15+0200\n"
"PO-Revision-Date: 2024-07-23 03:39+0000\n"
"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hans/>\n"
@ -957,6 +957,9 @@ msgstr "轨道路径无效,因此无法添加关键帧。"
msgid "Track is not of type Node3D, can't insert key"
msgstr "轨道不是 Node3D 类型,无法插入关键帧"
msgid "Track is not of type MeshInstance3D, can't insert key"
msgstr "轨道不是 MeshInstance3D 类型,无法插入关键帧"
msgid "Track path is invalid, so can't add a method key."
msgstr "轨道路径无效,所以无法添加方法帧。"
@ -10323,6 +10326,12 @@ msgstr ""
"编辑模式\n"
"在关节处显示按钮。"
msgid "Insert key (based on mask) for bones with an existing track."
msgstr "为已存在轨道的骨骼插入关键帧(基于遮罩)。"
msgid "Insert key (based on mask) for all bones."
msgstr "为所有骨骼插入关键帧(基于遮罩)。"
msgid "Insert Key (All Bones)"
msgstr "插入关键帧(所有骨骼)"
@ -13721,6 +13730,9 @@ msgid ""
"recommended."
msgstr "所选路径不为空。强烈建议选择一个空文件夹。"
msgid "New Game Project"
msgstr "新建游戏项目"
msgid "Supports desktop platforms only."
msgstr "仅支持桌面平台。"
@ -13796,9 +13808,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "无法加载位于“%s”的项目错误 %d。项目可能缺失或已损坏。"
msgid "New Game Project"
msgstr "新建游戏项目"
msgid "Import & Edit"
msgstr "导入并编辑"
@ -14813,9 +14822,46 @@ msgstr "导出设置:"
msgid "glTF 2.0 Scene..."
msgstr "glTF 2.0 场景..."
msgid "Path does not point to a valid executable."
msgstr "路径未指向有效的可执行文件。"
msgid "Couldn't run Blender executable."
msgstr "无法运行 Blender 可执行文件。"
msgid "Unexpected --version output from Blender executable at: %s."
msgstr "位于 %s 的 Blender 可执行文件的 --version 输出与预期不符。"
msgid "Couldn't extract version information from Blender executable at: %s."
msgstr "无法提取位于 %s 的 Blender 可执行文件的版本。"
msgid ""
"Found Blender version %d.x, which is too old for this importer (3.0+ is "
"required)."
msgstr "检测到 Blender 版本为 %d.x低于导入器的要求不是 3.0+)。"
msgid "Path to Blender executable is valid (Autodetected)."
msgstr "Blender 可执行文件路径有效(自动检测)。"
msgid "Path to Blender executable is valid."
msgstr "Blender 可执行文件路径有效。"
msgid "Configure Blender Importer"
msgstr "配置 Blender 导入器"
msgid ""
"Blender 3.0+ is required to import '.blend' files.\n"
"Please provide a valid path to a Blender executable."
msgstr ""
"导入“.blend”文件需要至少 Blender 3.0 版本。\n"
"请提供有效的 Blender 可执行文件路径。"
msgid ""
"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
"`.app` folder."
msgstr ""
"在 macOS 上,该路径应为 Blender `.app` 文件夹中的 `Contents/MacOS/blender` 文"
"件。"
msgid "Disable '.blend' Import"
msgstr "禁用“.blend”导入"
@ -16043,6 +16089,9 @@ msgid ""
"installed."
msgstr "无法启动 codesign 可执行文件,请确保已安装 Xcode 命令行工具。"
msgid "Cannot sign directory %s."
msgstr "无法签名目录 %s。"
msgid "Cannot sign file %s."
msgstr "无法签名文件 %s。"
@ -17375,15 +17424,22 @@ msgid ""
"Sampler argument %d of function '%s' called more than once using both built-"
"ins and uniform textures, this is not supported (use either one or the other)."
msgstr ""
"采样器参数 %d函数“%s”有多次调用同时使用了内置和 uniform 纹理,不支持这种用"
"法(请在其中选择一种使用)。"
"采样器参数 %d 在函数“%s”中存在多次调用同时使用了内置和 uniform 纹理,不支持"
"这种用法(请在其中选择一种使用)。"
msgid ""
"Sampler argument %d of function '%s' called more than once using textures "
"that differ in either filter, repeat, or texture hint setting."
msgstr ""
"采样器参数 %d 在函数“%s”中存在多次调用调用时所使用纹理过滤、纹理重复或纹理提"
"示设置不同。"
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
"采样器参数 %d函数“%s”有多次调用使用的内置不同。仅支持使用相同的内置进行调"
"用。"
"采样器参数 %d 在函数“%s”中存在多次调用调用时使用的内置不同。仅支持使用相同的"
"内置进行调用。"
msgid "Array size is already defined."
msgstr "数组大小已定义。"

View File

@ -12080,6 +12080,9 @@ msgid ""
"recommended."
msgstr "選定的路徑不為空。強烈建議選擇一個空的資料夾。"
msgid "New Game Project"
msgstr "新遊戲專案"
msgid "Supports desktop platforms only."
msgstr "只支援桌面平臺。"
@ -12152,9 +12155,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "無法自路徑 '%s' 載入專案(錯誤 %d。檔案可能遺失或損毀。"
msgid "New Game Project"
msgstr "新遊戲專案"
msgid "Import & Edit"
msgstr "匯入並編輯"

View File

@ -22,6 +22,12 @@ msgstr ""
msgid "New Code Region"
msgstr "منطقة الكود الجديدة"
msgid "Pick a color from the screen."
msgstr "اختر لونًا من الشاشة."
msgid "Pick a color from the application window."
msgstr "اختر لونًا من نافذة التطبيق."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -38,12 +44,6 @@ msgstr ""
"اللون: #%s\n"
"الزر الأيسر للفأرة (LMB): تطبيق اللون"
msgid "Pick a color from the screen."
msgstr "اختر لونًا من الشاشة."
msgid "Pick a color from the application window."
msgstr "اختر لونًا من نافذة التطبيق."
msgid "Select a picker shape."
msgstr "اختر شكل الملقاط."

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Neue Code-Region"
msgid "Pick a color from the screen."
msgstr "Eine Farbe vom Bildschirm auswählen."
msgid "Pick a color from the application window."
msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Einen Hex-Code („#ff0000“) oder einen Farbnamen („red“) eingeben."
msgid "Pick a color from the screen."
msgstr "Eine Farbe vom Bildschirm auswählen."
msgid "Pick a color from the application window."
msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen."
msgid "Select a picker shape."
msgstr "Auswahl-Geometrie wählen."

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nuevo Code Region"
msgid "Pick a color from the screen."
msgstr "Selecciona un color de la pantalla."
msgid "Pick a color from the application window."
msgstr "Elige un color en la ventana de la aplicación."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -41,12 +47,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Introduce un código hexadecimal (\"#ff0000\") o un color con nombre (\"red\")."
msgid "Pick a color from the screen."
msgstr "Selecciona un color de la pantalla."
msgid "Pick a color from the application window."
msgstr "Elige un color en la ventana de la aplicación."
msgid "Select a picker shape."
msgstr "Selecciona una forma de selección."

View File

@ -18,6 +18,14 @@ msgstr ""
msgid "New Code Region"
msgstr ""
#: scene/gui/color_picker.cpp
msgid "Pick a color from the screen."
msgstr ""
#: scene/gui/color_picker.cpp
msgid "Pick a color from the application window."
msgstr ""
#: scene/gui/color_picker.cpp
msgid ""
"Color: #%s\n"
@ -35,14 +43,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
#: scene/gui/color_picker.cpp
msgid "Pick a color from the screen."
msgstr ""
#: scene/gui/color_picker.cpp
msgid "Pick a color from the application window."
msgstr ""
#: scene/gui/color_picker.cpp
msgid "Select a picker shape."
msgstr ""

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nouvelle section de code"
msgid "Pick a color from the screen."
msgstr "Échantillonner une couleur depuis l'écran."
msgid "Pick a color from the application window."
msgstr "Échantillonner une couleur depuis la fenêtre de l'application."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Entrez un code hexadécimal («#ff0000») ou le nom d'une couleur («red»)."
msgid "Pick a color from the screen."
msgstr "Échantillonner une couleur depuis l'écran."
msgid "Pick a color from the application window."
msgstr "Échantillonner une couleur depuis la fenêtre de l'application."
msgid "Select a picker shape."
msgstr "Sélectionnez une forme de sélection."

View File

@ -18,6 +18,9 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.5-dev\n"
msgid "Pick a color from the application window."
msgstr "Seleziona un colore dalla finestra applicativa."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -34,9 +37,6 @@ msgstr ""
"Colore: #%s\n"
"LMB: Imposta il colore"
msgid "Pick a color from the application window."
msgstr "Seleziona un colore dalla finestra applicativa."
msgid "Add current color as a preset."
msgstr "Aggiungi il colore corrente come preset."

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "新しいコード領域"
msgid "Pick a color from the screen."
msgstr "画面から色を選択します。"
msgid "Pick a color from the application window."
msgstr "アプリケーション ウィンドウから色を選択します。"
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "16進コード (「#ff0000」) または名前付きの色 (「red」) を入力します。"
msgid "Pick a color from the screen."
msgstr "画面から色を選択します。"
msgid "Pick a color from the application window."
msgstr "アプリケーション ウィンドウから色を選択します。"
msgid "Select a picker shape."
msgstr "ピッカーシェイプを選択"

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "새 코드 구역"
msgid "Pick a color from the screen."
msgstr "화면에서 색상을 고르세요."
msgid "Pick a color from the application window."
msgstr "프로그램 창에서 색상을 고르세요."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "헥스 코드(\"#ff0000\") 또는 영어 색상 이름(\"red\")을 넣어 주세요."
msgid "Pick a color from the screen."
msgstr "화면에서 색상을 고르세요."
msgid "Pick a color from the application window."
msgstr "프로그램 창에서 색상을 고르세요."
msgid "Select a picker shape."
msgstr "피커 모양을 고르세요."

View File

@ -22,6 +22,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nowa region kodu"
msgid "Pick a color from the screen."
msgstr "Pobierz kolor z ekranu."
msgid "Pick a color from the application window."
msgstr "Pobierz kolor z okna aplikacji."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -41,12 +47,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Wprowadź kod szesnastkowy (\"#ff0000\") lub nazwany kolor (\"red\")."
msgid "Pick a color from the screen."
msgstr "Pobierz kolor z ekranu."
msgid "Pick a color from the application window."
msgstr "Pobierz kolor z okna aplikacji."
msgid "Select a picker shape."
msgstr "Wybierz kształt próbnika."

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nova região de código"
msgid "Pick a color from the screen."
msgstr "Escolha uma cor na tela."
msgid "Pick a color from the application window."
msgstr "Escolha uma cor na janela da aplicação."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Introduza um código hex (\"#ff0000\") ou nome da cor (\"red\")."
msgid "Pick a color from the screen."
msgstr "Escolha uma cor na tela."
msgid "Pick a color from the application window."
msgstr "Escolha uma cor na janela da aplicação."
msgid "Select a picker shape."
msgstr "Selecione a forma do seletor."

View File

@ -18,6 +18,12 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 5.5-dev\n"
msgid "Pick a color from the screen."
msgstr "Escolha uma cor na tela."
msgid "Pick a color from the application window."
msgstr "Escolha uma cor na janela do aplicativo."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -38,12 +44,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Insira um código hexadecimal (\"#ff0000\") ou uma cor nomeada (\"vermelho\")."
msgid "Pick a color from the screen."
msgstr "Escolha uma cor na tela."
msgid "Pick a color from the application window."
msgstr "Escolha uma cor na janela do aplicativo."
msgid "Select a picker shape."
msgstr "Selecione a forma do seletor."

View File

@ -22,6 +22,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Новая область кода"
msgid "Pick a color from the screen."
msgstr "Взять цвет с экрана."
msgid "Pick a color from the application window."
msgstr "Выберите цвет в окне приложения."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -42,12 +48,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"red\")."
msgid "Pick a color from the screen."
msgstr "Взять цвет с экрана."
msgid "Pick a color from the application window."
msgstr "Выберите цвет в окне приложения."
msgid "Select a picker shape."
msgstr "Выберите форму виджета."

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Yeni Kod Bölgesi"
msgid "Pick a color from the screen."
msgstr "Ekrandan bir renk seçin."
msgid "Pick a color from the application window."
msgstr "Uygulama penceresinden bir renk seç."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -42,12 +48,6 @@ msgstr ""
"Bir onaltılık kod (\"#ff0000\") veya isimlendirilmiş bir renk (\"kırmızı\") "
"girin."
msgid "Pick a color from the screen."
msgstr "Ekrandan bir renk seçin."
msgid "Pick a color from the application window."
msgstr "Uygulama penceresinden bir renk seç."
msgid "Select a picker shape."
msgstr "Bir seçici şekil seçin."

View File

@ -19,6 +19,9 @@ msgstr ""
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n"
"X-Generator: Weblate 5.4-dev\n"
msgid "Pick a color from the application window."
msgstr "Вибрати колір з вікна програми."
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -39,9 +42,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"красный\")."
msgid "Pick a color from the application window."
msgstr "Вибрати колір з вікна програми."
msgid "Select a picker shape."
msgstr "Виберіть фігуру вибору."

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "新建代码区域"
msgid "Pick a color from the screen."
msgstr "从屏幕中拾取颜色。"
msgid "Pick a color from the application window."
msgstr "从应用程序窗口中拾取颜色。"
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "输入十六进制码(\"#ff0000\")或颜色名称(\"red\")。"
msgid "Pick a color from the screen."
msgstr "从屏幕中拾取颜色。"
msgid "Pick a color from the application window."
msgstr "从应用程序窗口中拾取颜色。"
msgid "Select a picker shape."
msgstr "选择选取器形状。"

View File

@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "新建程式碼區域"
msgid "Pick a color from the screen."
msgstr "從螢幕上選擇一種顏色。"
msgid "Pick a color from the application window."
msgstr "從應用程式視窗中選擇一種顏色。"
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "輸入十六進位碼(“#ff0000”或顏色名稱“red”。"
msgid "Pick a color from the screen."
msgstr "從螢幕上選擇一種顏色。"
msgid "Pick a color from the application window."
msgstr "從應用程式視窗中選擇一種顏色。"
msgid "Select a picker shape."
msgstr "選擇選取器形狀。"

View File

@ -113,7 +113,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-31 15:41+0000\n"
"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/es/>\n"
@ -2909,6 +2909,12 @@ msgstr "Archivos de Registro Máximo"
msgid "Driver"
msgstr "Controlador"
msgid "Fallback to Vulkan"
msgstr "Alternativa a Vulkan"
msgid "Fallback to D3D12"
msgstr "Alternativa a D3D12"
msgid "GL Compatibility"
msgstr "Compatibilidad GL"
@ -2916,13 +2922,13 @@ msgid "Nvidia Disable Threaded Optimization"
msgstr "Desactivar la Optimización con Hilos de Nvidia"
msgid "Fallback to Angle"
msgstr "Angle como Respaldo"
msgstr "Alternativa a Angle"
msgid "Fallback to Native"
msgstr "Native como Respaldo"
msgstr "Alternativa a Native"
msgid "Fallback to Gles"
msgstr "Gles como Respaldo"
msgstr "Alternativa a Gles"
msgid "Force Angle on Devices"
msgstr "Forzar Ángulo en Dispositivos"
@ -8478,7 +8484,7 @@ msgid "Night Sky"
msgstr "Cielo Nocturno"
msgid "Fallback Environment"
msgstr "Entorno de Retorno"
msgstr "Entorno de Respaldo"
msgid "Plane"
msgstr "Plano"

View File

@ -128,13 +128,15 @@
# Unreal Vision <unrealvisionyt@gmail.com>, 2024.
# David <sayendvd@gmail.com>, 2024.
# zefdzeqf <azrzrezfafe@users.noreply.hosted.weblate.org>, 2024.
# Mathieu Druart <mathieu.druart@gmail.com>, 2024.
# Xabi GOITY <xabigoity@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-16 05:13+0000\n"
"Last-Translator: Unreal Vision <unrealvisionyt@gmail.com>\n"
"PO-Revision-Date: 2024-08-11 19:09+0000\n"
"Last-Translator: Xabi GOITY <xabigoity@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-"
"properties/fr/>\n"
"Language: fr\n"
@ -1305,6 +1307,9 @@ msgstr "Tout déplier quand une fenêtre « Créer » s'ouvre"
msgid "Auto Expand to Selected"
msgstr "Auto-déplier jusqu'à la sélection"
msgid "Center Node on Reparent"
msgstr "Centrer le nœud lors du changement de parent"
msgid "Always Show Folders"
msgstr "Toujours afficher les dossiers"
@ -1425,6 +1430,9 @@ msgstr "Rester sur léditeur de script à la sélection d'un nœud"
msgid "Open Script When Connecting Signal to Existing Method"
msgstr "Ouvrir le script quand signal se connecte à une méthode existante"
msgid "Use Default Word Separators"
msgstr "Utiliser les séparateurs de mots par défaut"
msgid "Indent"
msgstr "Indentation"
@ -1716,6 +1724,9 @@ msgstr "Délayer automatiquement le pré-calcul"
msgid "Autorename Animation Tracks"
msgstr "Renommer les pistes d'animation automatiquement"
msgid "Confirm Insert Track"
msgstr "Confirmer l'insertion d'une piste"
msgid "Default Create Bezier Tracks"
msgstr "Créer pistes de Bézier par défaut"
@ -1773,6 +1784,9 @@ msgstr "Sauvegarde auto"
msgid "Save Before Running"
msgstr "Enregistrer Avant dExécuter"
msgid "Bottom Panel"
msgstr "Panneau inférieur"
msgid "Action on Play"
msgstr "Action au démarrage"
@ -4192,6 +4206,9 @@ msgstr "Interpolation des icônes"
msgid "Export Project Only"
msgstr "Exporter le projet uniquement"
msgid "Generate Simulator Library If Missing"
msgstr "Générer la librairie du simulateur si elle est manquante"
msgid "Capabilities"
msgstr "Fonctionnalités"
@ -6264,6 +6281,9 @@ msgstr "Modificateur"
msgid "Callback Mode Process"
msgstr "Mode processus de repli"
msgid "Deprecated"
msgstr "Déprécié"
msgid "Root Bone"
msgstr "Os racine"

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@ -12,7 +12,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-03-31 21:48+0000\n"
"PO-Revision-Date: 2024-08-03 08:09+0000\n"
"Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n"
"Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/ka/>\n"
@ -21,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.5-dev\n"
"X-Generator: Weblate 5.7-dev\n"
msgid "Application"
msgstr "აპლიკაცია"
@ -152,6 +152,9 @@ msgstr "ნაგულისხმევი მატარებლის გ
msgid "General"
msgstr "ძირითადი"
msgid "Default Playback Type"
msgstr "ნაგულისხმევი დაკვრის ტიპი"
msgid "Text to Speech"
msgstr "ტექსტიდან-საუბრამდე"
@ -257,6 +260,9 @@ msgstr "რენდერი"
msgid "BVH Build Quality"
msgstr "BVH აგების ხარისხი"
msgid "Jitter Projection"
msgstr "ჯიტერის პროექცია"
msgid "Internationalization"
msgstr "ინტერნაციონალიზაცია"
@ -266,6 +272,9 @@ msgstr "განლაგება მარჯვნიდან მარც
msgid "Root Node Layout Direction"
msgstr "ძირითადი კვანძის განლაგების მიმართულება"
msgid "Root Node Auto Translate"
msgstr "საწყისი კვანძის ავტომატური თარგმანი"
msgid "GUI"
msgstr "ინტერფეისი"
@ -299,6 +308,9 @@ msgstr "V-Sync"
msgid "Frame Queue Size"
msgstr "კადრის რიგის ზომა"
msgid "Swapchain Image Count"
msgstr "ცვლადი სამიზნის გამოსახულებების რიცხვი"
msgid "Staging Buffer"
msgstr "დროებითი ბუფერი"
@ -485,6 +497,9 @@ msgstr "ქმედება"
msgid "Strength"
msgstr "სიძლიერე"
msgid "Event Index"
msgstr "მოვლენის ინდექსი"
msgid "Delta"
msgstr "დელტა"
@ -776,6 +791,15 @@ msgstr "რედაქტორის ეკრანი"
msgid "Project Manager Screen"
msgstr "პროექტების მამრთველის ეკრანი"
msgid "Connection"
msgstr "მიერთება"
msgid "Engine Version Update Mode"
msgstr "ძრავის ვერსიის განახლების რეჟიმი"
msgid "Use Native File Dialogs"
msgstr "ფაილის სისტემური დიალოგების გამოყენება"
msgid "Main Font Size"
msgstr "მთავარი ფონტის ზომა"
@ -794,6 +818,9 @@ msgstr "ფონტის მომრგვალება"
msgid "Font Subpixel Positioning"
msgstr "ფონტის ქვეპიქსელების მდებარეობა"
msgid "Font Disable Embedded Bitmaps"
msgstr "ფონტში ჩაშენებული სურათების გათიშვა"
msgid "Main Font"
msgstr "მთავარი ფონტი"
@ -827,6 +854,9 @@ msgstr "ინსპექტორი"
msgid "Float Drag Speed"
msgstr "მცურავი გადათრევის სიჩქარე"
msgid "Nested Color Mode"
msgstr "ერთმანეთში ჩალაგებული ფერის რეჟიმი"
msgid "Disable Folding"
msgstr "გაკეცვის გამორთვა"
@ -839,12 +869,18 @@ msgstr "სისტემურ თემაზე მიყოლა"
msgid "Preset"
msgstr "შაბლონი"
msgid "Spacing Preset"
msgstr "დაშორების ნიმუში"
msgid "Icon and Font Color"
msgstr "ხატულისა და ფონტის ფერი"
msgid "Accent Color"
msgstr "აქცენტის ფერი"
msgid "Use System Accent Color"
msgstr "სისტემური აქცენტის ფერის გამოყენება"
msgid "Contrast"
msgstr "კონტრასტი"
@ -854,6 +890,9 @@ msgstr "ხატულის გაჯერებულობა"
msgid "Border Size"
msgstr "საზღვრის ზომა"
msgid "Base Spacing"
msgstr "საბაზისო დაშორება"
msgid "Additional Spacing"
msgstr "დამატებითი დაშორება"
@ -917,6 +956,9 @@ msgstr "შემოტანა"
msgid "Blender"
msgstr "Blender"
msgid "Blender Path"
msgstr "Blender-ის ბილიკი"
msgid "RPC Port"
msgstr "RPC: პორტი"
@ -1136,6 +1178,12 @@ msgstr "გამოტანა"
msgid "Font Size"
msgstr "ფონტის ზომა"
msgid "Platforms"
msgstr "პლატფორმები"
msgid "Network Mode"
msgstr "ქსელის რეჟიმი"
msgid "HTTP Proxy"
msgstr "HTTP პროქსი"
@ -1241,6 +1289,12 @@ msgstr "ბინარული ფორმატი"
msgid "Texture Format"
msgstr "ტექსტურის ფორმატი"
msgid "S3TC BPTC"
msgstr "S3TC BPTC"
msgid "ETC2 ASTC"
msgstr "ETC2 ASTC"
msgid "Export"
msgstr "გატანა"
@ -1262,6 +1316,9 @@ msgstr "ფაილის რეჟიმი"
msgid "Filters"
msgstr "ფილტრები"
msgid "Options"
msgstr "მორგება"
msgid "Flat"
msgstr "ბრტყელი"
@ -1544,6 +1601,9 @@ msgstr "გამყოფი"
msgid "Character Ranges"
msgstr "სიმბოლოს დიაპაზონები"
msgid "Kerning Pairs"
msgstr "კერნინგის წყვილები"
msgid "Columns"
msgstr "სვეტები"
@ -1607,6 +1667,10 @@ msgstr "შემოტანის რეჟიმი"
msgid "Crop to Region"
msgstr "ამოჭრა რეგიონამდე"
msgctxt "Enforce"
msgid "Force"
msgstr "ძალით"
msgid "Mono"
msgstr "მონო"
@ -1805,6 +1869,9 @@ msgstr "დაშვებულია"
msgid "Threads"
msgstr "ნაკადები"
msgid "Display Server"
msgstr "ჩვენების სერვერი"
msgid "Handheld"
msgstr "ჯიბის"
@ -1892,6 +1959,18 @@ msgstr "აგების სახელი"
msgid "Time"
msgstr "დრო"
msgid "Static"
msgstr "სტატიკური"
msgid "Object"
msgstr "ობიექტი"
msgid "Objects"
msgstr "ობიექტები"
msgid "Resources"
msgstr "რესურსები"
msgid "Video"
msgstr "ვიდეო"
@ -1970,6 +2049,12 @@ msgstr "ბილიკი შეერთდა"
msgid "CSG"
msgstr "CSG"
msgid "Importer"
msgstr "შემომტანი"
msgid "FBX2glTF"
msgstr "FBX2glTF"
msgid "GDScript"
msgstr "GDScript"
@ -2033,6 +2118,12 @@ msgstr "წრფივი იჩქარე"
msgid "Center of Mass"
msgstr "მასის ცენტრი"
msgid "Inertia Diagonal"
msgstr "დიაგონალური ინერცია"
msgid "Inertia Orientation"
msgstr "ინერციის ორიენტაცია"
msgid "Mesh Index"
msgstr "ბადის ინდექსი"
@ -2315,6 +2406,9 @@ msgstr "ბილიკები"
msgid "Interaction Profile Path"
msgstr "ინტერაქციის პროფილის ბილიკი"
msgid "Runtime Paths"
msgstr "გაშვების გარემოს ბილიკები"
msgid "Display Refresh Rate"
msgstr "ეკრანის განახლების სიხშირე"
@ -2327,6 +2421,12 @@ msgstr "მოძრაობის შუალედი"
msgid "Hand Skeleton"
msgstr "ხელის ჩონჩხი"
msgid "Skeleton Rig"
msgstr "ჩონჩხი"
msgid "Bone Update"
msgstr "ძვლის განახლება"
msgid "Names"
msgstr "სახელები"
@ -2684,6 +2784,9 @@ msgstr "ვები"
msgid "Variant"
msgstr "ვარიანტი"
msgid "Thread Support"
msgstr "ნაკადების მხარდაჭერა"
msgid "VRAM Texture Compression"
msgstr "VRAM ტექსტურის შეკუმშვა"
@ -2735,6 +2838,9 @@ msgstr "ფაილის აღწერა"
msgid "Trademarks"
msgstr "სავაჭრო ნიშნები"
msgid "Export D3D12"
msgstr "D3D12-ის გატანა"
msgid "Sprite Frames"
msgstr "სპრაიტის კადრები"
@ -3089,6 +3195,9 @@ msgstr "შეიყვანეთ ღირებულება"
msgid "Vertices"
msgstr "წვეროები"
msgid "NavigationMesh"
msgstr "ნავიგაციის ბადე"
msgid "Navigation Polygon"
msgstr "ნავიგაციის პოლიგონი"
@ -3101,6 +3210,9 @@ msgstr "გადახრა"
msgid "Repeat"
msgstr "გამეორება"
msgid "Autoscroll"
msgstr "ავტოჩოჩია"
msgid "Begin"
msgstr "დაწყება"
@ -3269,6 +3381,10 @@ msgstr "ხაზოვანი"
msgid "Constant Forces"
msgstr "მუდმივი ძალები"
msgctxt "Physics"
msgid "Force"
msgstr "ძალით"
msgid "Margin"
msgstr "ზღვარი"
@ -3368,6 +3484,9 @@ msgstr "პოზის გადაფარვა"
msgid "Keep Aspect"
msgstr "ფარდობის შენარჩუნება"
msgid "Compositor"
msgstr "კომპოზიტორი"
msgid "Doppler Tracking"
msgstr "დოპლერის დევნება"
@ -3395,6 +3514,10 @@ msgstr "მრუდის Z-ის მასშტაბი"
msgid "Albedo"
msgstr "ალბედო"
msgctxt "Geometry"
msgid "Normal"
msgstr "ნორმალური"
msgid "Parameters"
msgstr "პარამეტრები"
@ -3557,6 +3680,9 @@ msgstr "დენოიზერის გამოყენება"
msgid "Denoiser Strength"
msgstr "დენოიზერის სიძლიერე"
msgid "Texel Scale"
msgstr "ტექსტურის მასშტაბი"
msgid "Max Texture Size"
msgstr "მაქს. ტექსტურის ზომა"
@ -3776,6 +3902,9 @@ msgstr "ყუთის პროექცია"
msgid "Enable Shadows"
msgstr "ჩრდილების ჩართვა"
msgid "Reflection Mask"
msgstr "არეკვლის ნიღაბი"
msgid "Ambient"
msgstr "გარემოს განათება"
@ -3791,6 +3920,9 @@ msgstr "მოძრაობის მასშტაბი"
msgid "Show Rest Only"
msgstr "მხოლოდ, დარჩენილის ჩვენება"
msgid "Modifier"
msgstr "შემცვლელი"
msgid "Root Bone"
msgstr "ძირითადი ძვალი"
@ -4418,6 +4550,10 @@ msgstr "საკონტროლო სიმბოლოები"
msgid "Spaces"
msgstr "სივრცეები"
msgctxt "Ordinary"
msgid "Normal"
msgstr "ნორმალური"
msgid "Hover"
msgstr "გადატარება"
@ -4790,6 +4926,9 @@ msgstr "ფიზიკის ფენები"
msgid "Custom Data Layers"
msgstr "მორგებული მონაცემის ფენები"
msgid "Scenes"
msgstr "სცენები"
msgid "Scene"
msgstr "სცენა"
@ -5153,6 +5292,9 @@ msgstr "დამატებითი გამოტოვება"
msgid "Space"
msgstr "სივრცე"
msgid "Baseline"
msgstr "საბაზისო ხაზი"
msgid "Font Names"
msgstr "ფონტის სახელები"
@ -5516,6 +5658,9 @@ msgstr "პარამეტრის სახელი"
msgid "Qualifier"
msgstr "სპეციფიკატორი"
msgid "Autoshrink"
msgstr "ავტომატური დამალვა"
msgid "Varying Name"
msgstr "ცვალებადი სახელი"

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@ -43,13 +43,14 @@
# Leonardo dos Anjos Boslooper <leoprincipalacc@gmail.com>, 2024.
# Jeyson Hilario da SIlva <jeysonhilario@gmail.com>, 2024.
# Marcia Perez <cristianemarcia50@gmail.com>, 2024.
# Rick and Morty <7777rickandmorty@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-05-28 16:22+0000\n"
"Last-Translator: Marcia Perez <cristianemarcia50@gmail.com>\n"
"PO-Revision-Date: 2024-08-09 17:09+0000\n"
"Last-Translator: Rick and Morty <7777rickandmorty@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/pt/>\n"
"Language: pt\n"
@ -57,7 +58,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.6-dev\n"
"X-Generator: Weblate 5.7-dev\n"
msgid "Application"
msgstr "Aplicação"
@ -2496,7 +2497,7 @@ msgid "Allowed"
msgstr "Permitido"
msgid "Threads"
msgstr "Threads"
msgstr "Threads (Partes_Paralelizáveis)"
msgid "Thread Model"
msgstr "Modelo de Thread"

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@ -100,7 +100,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-07-30 16:40+0000\n"
"PO-Revision-Date: 2024-08-05 14:04+0000\n"
"Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/tr/>\n"
@ -2896,6 +2896,12 @@ msgstr "En Çok Günlük Dosyası"
msgid "Driver"
msgstr "Sürücü"
msgid "Fallback to Vulkan"
msgstr "Son Çare Vulkan'a Geri Dön"
msgid "Fallback to D3D12"
msgstr "Son Çare D3D12'ye Geri Dön"
msgid "GL Compatibility"
msgstr "GL Uyumluluğu"

View File

@ -97,7 +97,7 @@ msgstr ""
"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2018-01-20 12:15+0200\n"
"PO-Revision-Date: 2024-07-23 03:39+0000\n"
"PO-Revision-Date: 2024-08-12 20:09+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-properties/zh_Hans/>\n"
@ -2494,7 +2494,7 @@ msgid "Rows"
msgstr "行数"
msgid "Image Margin"
msgstr "图边距"
msgstr "图边距"
msgid "Character Margin"
msgstr "字符边距"
@ -2893,6 +2893,12 @@ msgstr "最大日志文件数"
msgid "Driver"
msgstr "驱动"
msgid "Fallback to Vulkan"
msgstr "回退至 Vulkan"
msgid "Fallback to D3D12"
msgstr "回退至 D3D12"
msgid "GL Compatibility"
msgstr "GL 兼容性"