i18n: Sync classref translations with Weblate

(cherry picked from commit 6536877117)
This commit is contained in:
Rémi Verschelde 2022-06-08 13:14:36 +02:00
parent 72dea3b821
commit c09d830106
40 changed files with 3663 additions and 1941 deletions

View File

@ -12528,7 +12528,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14253,7 +14253,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14291,9 +14291,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14312,8 +14312,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14329,8 +14329,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14421,9 +14421,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21491,7 +21491,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23805,11 +23805,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35708,11 +35708,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36666,11 +36670,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38619,7 +38627,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40780,9 +40788,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44911,7 +44919,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45120,7 +45128,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45173,7 +45181,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45222,7 +45230,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45274,7 +45282,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45326,7 +45334,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49764,8 +49772,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51769,8 +51778,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53297,7 +53306,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65612,8 +65622,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69988,7 +69998,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12469,7 +12469,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14194,7 +14194,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14232,9 +14232,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14253,8 +14253,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14270,8 +14270,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14362,9 +14362,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21421,7 +21421,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23733,11 +23733,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35614,11 +35614,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36552,11 +36556,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38501,7 +38509,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40654,9 +40662,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44766,7 +44774,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44920,7 +44928,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44975,7 +44983,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45028,7 +45036,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45077,7 +45085,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45129,7 +45137,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45181,7 +45189,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49616,8 +49624,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51619,8 +51628,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53147,7 +53156,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65439,8 +65449,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69798,7 +69808,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12349,7 +12349,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14074,7 +14074,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14112,9 +14112,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14133,8 +14133,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14150,8 +14150,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14242,9 +14242,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21301,7 +21301,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23610,11 +23610,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35491,11 +35491,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36429,11 +36433,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38378,7 +38386,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40531,9 +40539,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44643,7 +44651,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44797,7 +44805,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44852,7 +44860,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44905,7 +44913,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44954,7 +44962,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45006,7 +45014,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45058,7 +45066,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49493,8 +49501,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51496,8 +51505,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53024,7 +53033,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65316,8 +65326,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69675,7 +69685,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12875,7 +12875,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14602,7 +14602,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14640,9 +14640,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14661,8 +14661,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14678,8 +14678,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14770,9 +14770,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21870,7 +21870,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24189,11 +24189,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36103,11 +36103,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -37064,11 +37068,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39017,7 +39025,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41187,9 +41195,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45320,7 +45328,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45477,7 +45485,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45532,7 +45540,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45585,7 +45593,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45634,7 +45642,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45687,7 +45695,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45739,7 +45747,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50182,8 +50190,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52190,8 +52199,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53719,7 +53728,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -66083,10 +66093,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
msgstr ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
@ -70466,7 +70477,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -14438,7 +14438,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -16227,7 +16227,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -16265,9 +16265,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -16286,8 +16286,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -16303,8 +16303,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -16395,9 +16395,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -23583,7 +23583,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -25919,11 +25919,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -37910,11 +37910,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38899,11 +38903,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -40856,7 +40864,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -43041,9 +43049,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -47191,7 +47199,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -47358,7 +47366,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -47421,7 +47429,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -47483,7 +47491,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -47537,7 +47545,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -47597,7 +47605,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -47654,7 +47662,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -52138,8 +52146,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -54167,8 +54176,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -55711,7 +55720,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -68342,8 +68352,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten "
"[code]false[/code]."
@ -72791,7 +72801,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12373,7 +12373,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14098,7 +14098,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14136,9 +14136,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14157,8 +14157,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14174,8 +14174,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14266,9 +14266,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21336,7 +21336,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23650,11 +23650,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35547,11 +35547,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36505,11 +36509,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38458,7 +38466,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40619,9 +40627,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44737,7 +44745,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44891,7 +44899,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44946,7 +44954,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44999,7 +45007,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45048,7 +45056,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45100,7 +45108,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45152,7 +45160,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49590,8 +49598,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51595,8 +51604,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53123,7 +53132,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65438,8 +65448,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69814,7 +69824,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -16199,8 +16199,9 @@ msgstr ""
"siguiente carácter."
#: doc/classes/CanvasItem.xml
#, fuzzy
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -16208,6 +16209,9 @@ msgid ""
"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
"with custom mipmaps to perform antialiasing."
msgstr ""
"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
"coloración segmento por segmento. Los colores asignados a los segmentos de "
"línea coinciden por índice entre [code]points[/code] y [code]colors[/code]."
#: doc/classes/CanvasItem.xml
msgid ""
@ -18475,7 +18479,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Construye un color a partir de un entero de 32 bits (cada byte representa un "
@ -18534,12 +18538,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
"Devuelve el color más contrastado.\n"
@ -18566,12 +18571,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/"
@ -18594,8 +18600,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
@ -18740,15 +18746,16 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: "
@ -28173,7 +28180,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
#, fuzzy
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -31251,14 +31258,14 @@ msgstr ""
#: doc/classes/Environment.xml
#, fuzzy
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
"Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la "
"pantalla."
#: doc/classes/Environment.xml
#, fuzzy
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
"No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
"pantalla (más rápido)."
@ -47018,11 +47025,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -48096,11 +48107,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -50940,7 +50955,7 @@ msgstr ""
#, fuzzy
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -53858,6 +53873,7 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@ -53867,9 +53883,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -59346,6 +59362,7 @@ msgid "A pooled array of bytes."
msgstr "Un paquete [Array] de bytes."
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
@ -59356,7 +59373,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -59368,6 +59385,17 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
"los tamaños de arrays grandes.\n"
"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
"límites volvera los valores al minimo inicial. En comparación, [int] usa "
"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
"[PackedInt64Array]."
#: doc/classes/PoolByteArray.xml
#, fuzzy
@ -59540,6 +59568,7 @@ msgid "A pooled array of [Color]s."
msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolColorArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
@ -59550,7 +59579,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -59563,6 +59592,17 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
msgstr ""
"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
"los tamaños de arrays grandes.\n"
"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
"límites volvera los valores al minimo inicial. En comparación, [int] usa "
"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
"[PackedInt64Array]."
#: doc/classes/PoolColorArray.xml
#, fuzzy
@ -59613,7 +59653,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -59677,6 +59717,7 @@ msgid "A pooled array of real numbers ([float])."
msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolRealArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
@ -59687,7 +59728,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -59706,6 +59747,17 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
"los tamaños de arrays grandes.\n"
"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
"límites volvera los valores al minimo inicial. En comparación, [int] usa "
"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
"[PackedInt64Array]."
#: doc/classes/PoolRealArray.xml
#, fuzzy
@ -59731,6 +59783,7 @@ msgid "A pooled array of [String]s."
msgstr "Un paquete de [Array] de [String]s."
#: doc/classes/PoolStringArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
@ -59741,7 +59794,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -59753,6 +59806,17 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
"los tamaños de arrays grandes.\n"
"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
"límites volvera los valores al minimo inicial. En comparación, [int] usa "
"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
"[PackedInt64Array]."
#: doc/classes/PoolStringArray.xml
#, fuzzy
@ -59789,6 +59853,7 @@ msgid "A pooled array of [Vector2]s."
msgstr "Un empaquetado de [Array] de [Vector2]s."
#: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
@ -59799,7 +59864,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -59812,6 +59877,17 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
"los tamaños de arrays grandes.\n"
"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
"límites volvera los valores al minimo inicial. En comparación, [int] usa "
"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
"[PackedInt64Array]."
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@ -59846,6 +59922,7 @@ msgid "A pooled array of [Vector3]."
msgstr "Un empaquetado [Array] de [Vector3]s."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
@ -59856,7 +59933,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -59869,6 +59946,17 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
"los tamaños de arrays grandes.\n"
"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
"límites volvera los valores al minimo inicial. En comparación, [int] usa "
"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
"[PackedInt64Array]."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
@ -65432,10 +65520,12 @@ msgid "Abstract base class for range-based controls."
msgstr "Clase base abstracta para controles basados en el rango."
#: doc/classes/Range.xml
#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] "
"real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y "
@ -68197,8 +68287,8 @@ msgstr "Bloquea el eje lineal o rotacional especificado."
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -70131,7 +70221,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
"Un temporizador de un solo uso gestionado por el árbol de la escena, que "
"emite [signal timeout] al finalizar. Véase también [method SceneTree."
@ -85966,8 +86057,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"Si [code]true[/code], el viewport utilizará el [World] definido en [member "
"world_3d]."
@ -91666,7 +91757,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"Copia el viewport a una región de la pantalla especificada por [code]rect[/"

View File

@ -12788,7 +12788,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14513,7 +14513,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14551,9 +14551,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14572,8 +14572,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14589,8 +14589,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14681,9 +14681,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21740,7 +21740,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24052,11 +24052,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35939,11 +35939,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36877,11 +36881,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38826,7 +38834,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40979,9 +40987,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45103,7 +45111,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45257,7 +45265,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45312,7 +45320,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45365,7 +45373,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45414,7 +45422,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45466,7 +45474,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45518,7 +45526,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49957,8 +49965,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51960,8 +51969,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53488,7 +53497,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65780,8 +65790,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -70139,7 +70149,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12448,7 +12448,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14174,7 +14174,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14212,9 +14212,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14233,8 +14233,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14250,8 +14250,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14342,9 +14342,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21412,7 +21412,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23726,11 +23726,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35631,11 +35631,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36590,11 +36594,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38543,7 +38551,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40704,9 +40712,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44822,7 +44830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44976,7 +44984,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45084,7 +45092,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45133,7 +45141,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45185,7 +45193,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45237,7 +45245,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49675,8 +49683,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51680,8 +51689,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53208,7 +53217,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65531,8 +65541,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69909,7 +69919,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12365,7 +12365,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14090,7 +14090,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14128,9 +14128,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14149,8 +14149,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14166,8 +14166,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14258,9 +14258,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21317,7 +21317,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23629,11 +23629,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35510,11 +35510,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36448,11 +36452,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38397,7 +38405,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40550,9 +40558,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44662,7 +44670,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44816,7 +44824,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44871,7 +44879,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44924,7 +44932,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44973,7 +44981,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45025,7 +45033,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45077,7 +45085,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49512,8 +49520,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51515,8 +51524,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53043,7 +53052,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65335,8 +65345,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69694,7 +69704,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

File diff suppressed because it is too large Load Diff

View File

@ -12357,7 +12357,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14082,7 +14082,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14120,9 +14120,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14141,8 +14141,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14158,8 +14158,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14250,9 +14250,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21309,7 +21309,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23618,11 +23618,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35499,11 +35499,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36437,11 +36441,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38386,7 +38394,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40539,9 +40547,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44651,7 +44659,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44805,7 +44813,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44860,7 +44868,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44913,7 +44921,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44962,7 +44970,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45014,7 +45022,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45066,7 +45074,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49501,8 +49509,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51504,8 +51513,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53032,7 +53041,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65324,8 +65334,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69683,7 +69693,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12356,7 +12356,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14081,7 +14081,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14119,9 +14119,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14140,8 +14140,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14157,8 +14157,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14249,9 +14249,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21308,7 +21308,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23617,11 +23617,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35498,11 +35498,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36436,11 +36440,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38385,7 +38393,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40538,9 +40546,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44650,7 +44658,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44804,7 +44812,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44859,7 +44867,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44912,7 +44920,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44961,7 +44969,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45013,7 +45021,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49500,8 +49508,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51503,8 +51512,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53031,7 +53040,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65323,8 +65333,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69682,7 +69692,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12374,7 +12374,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14099,7 +14099,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14137,9 +14137,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14158,8 +14158,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14175,8 +14175,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14267,9 +14267,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21326,7 +21326,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23635,11 +23635,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35516,11 +35516,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36454,11 +36458,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38403,7 +38411,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40556,9 +40564,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44668,7 +44676,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44822,7 +44830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44877,7 +44885,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44930,7 +44938,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44979,7 +44987,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45083,7 +45091,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49518,8 +49526,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51521,8 +51530,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53049,7 +53058,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65341,8 +65351,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69700,7 +69710,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12769,7 +12769,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14494,7 +14494,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14532,9 +14532,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14553,8 +14553,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14570,8 +14570,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14662,9 +14662,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21721,7 +21721,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24034,11 +24034,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35928,11 +35928,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36874,11 +36878,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38825,7 +38833,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40981,9 +40989,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45108,7 +45116,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45262,7 +45270,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45317,7 +45325,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45370,7 +45378,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45419,7 +45427,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45471,7 +45479,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45523,7 +45531,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49960,8 +49968,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51964,8 +51973,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53492,7 +53501,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65791,8 +65801,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -70155,7 +70165,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12356,7 +12356,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14081,7 +14081,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14119,9 +14119,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14140,8 +14140,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14157,8 +14157,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14249,9 +14249,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21308,7 +21308,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23617,11 +23617,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35498,11 +35498,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36436,11 +36440,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38385,7 +38393,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40538,9 +40546,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44650,7 +44658,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44804,7 +44812,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44859,7 +44867,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44912,7 +44920,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44961,7 +44969,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45013,7 +45021,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49500,8 +49508,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51503,8 +51512,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53031,7 +53040,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65323,8 +65333,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69682,7 +69692,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -13393,7 +13393,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -15122,7 +15122,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -15160,9 +15160,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -15181,8 +15181,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -15198,8 +15198,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -15290,9 +15290,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -22448,7 +22448,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24768,11 +24768,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36718,11 +36718,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -37685,11 +37689,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39643,7 +39651,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41814,9 +41822,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45956,7 +45964,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46111,7 +46119,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46166,7 +46174,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46219,7 +46227,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46268,7 +46276,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -46321,7 +46329,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -46373,7 +46381,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50815,8 +50823,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52824,8 +52833,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -54354,7 +54363,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -66746,8 +66756,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Viewport.xml
@ -71138,7 +71148,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -15323,7 +15323,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -17115,7 +17115,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -17153,9 +17153,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -17174,8 +17174,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -17191,8 +17191,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -17283,9 +17283,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -24444,7 +24444,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -26781,12 +26781,14 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgstr ""
#, fuzzy
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。"
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#, fuzzy
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。"
#: doc/classes/Expression.xml
msgid "A class that stores an expression you can execute."
@ -38827,11 +38829,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39813,11 +39819,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -41770,7 +41780,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -43958,9 +43968,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -48108,7 +48118,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -48265,7 +48275,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -48321,7 +48331,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -48379,7 +48389,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -48429,7 +48439,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -48483,7 +48493,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -48536,7 +48546,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -53007,8 +53017,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -55036,8 +55047,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -56579,7 +56590,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -69324,8 +69336,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート"
"します。"
@ -73784,7 +73796,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12494,7 +12494,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14220,7 +14220,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
@ -14274,9 +14274,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14297,14 +14297,19 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
"[codeblock]\n"
"var red = Color(Color.red, 0.5) # 50% 투명한 빨간색.\n"
"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@ -14318,8 +14323,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14416,9 +14421,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21547,7 +21552,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23861,11 +23866,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35772,11 +35777,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36730,11 +36739,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38808,7 +38821,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40970,9 +40983,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45100,7 +45113,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45254,7 +45267,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45309,7 +45322,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45362,7 +45375,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45411,7 +45424,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45463,7 +45476,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45515,7 +45528,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49953,8 +49966,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51958,8 +51972,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53486,7 +53500,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65813,8 +65828,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -70189,7 +70204,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12366,7 +12366,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14091,7 +14091,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14129,9 +14129,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14150,8 +14150,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14167,8 +14167,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14259,9 +14259,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21318,7 +21318,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23627,11 +23627,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35508,11 +35508,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36446,11 +36450,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38395,7 +38403,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40548,9 +40556,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44660,7 +44668,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44814,7 +44822,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44869,7 +44877,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44922,7 +44930,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44971,7 +44979,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45023,7 +45031,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45075,7 +45083,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49510,8 +49518,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51513,8 +51522,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53041,7 +53050,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65333,8 +65343,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69692,7 +69702,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12371,7 +12371,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14096,7 +14096,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14134,9 +14134,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14155,8 +14155,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14172,8 +14172,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14264,9 +14264,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21323,7 +21323,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23635,11 +23635,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35516,11 +35516,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36454,11 +36458,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38403,7 +38411,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40556,9 +40564,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44668,7 +44676,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44822,7 +44830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44877,7 +44885,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44930,7 +44938,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44979,7 +44987,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45083,7 +45091,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49518,8 +49526,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51521,8 +51530,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53049,7 +53058,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65341,8 +65351,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69700,7 +69710,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12354,7 +12354,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14079,7 +14079,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14117,9 +14117,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14138,8 +14138,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14155,8 +14155,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14247,9 +14247,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21306,7 +21306,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23615,11 +23615,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35496,11 +35496,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36434,11 +36438,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38383,7 +38391,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40536,9 +40544,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44648,7 +44656,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44802,7 +44810,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44857,7 +44865,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44910,7 +44918,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44959,7 +44967,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45011,7 +45019,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45063,7 +45071,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49498,8 +49506,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51501,8 +51510,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53029,7 +53038,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65321,8 +65331,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69680,7 +69690,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12366,7 +12366,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14091,7 +14091,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14129,9 +14129,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14150,8 +14150,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14167,8 +14167,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14259,9 +14259,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21318,7 +21318,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23627,11 +23627,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35508,11 +35508,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36446,11 +36450,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38395,7 +38403,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40548,9 +40556,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44660,7 +44668,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44814,7 +44822,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44869,7 +44877,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44922,7 +44930,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44971,7 +44979,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45023,7 +45031,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45075,7 +45083,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49510,8 +49518,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51513,8 +51522,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53041,7 +53050,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65333,8 +65343,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69692,7 +69702,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12354,7 +12354,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14079,7 +14079,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14117,9 +14117,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14138,8 +14138,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14155,8 +14155,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14247,9 +14247,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21306,7 +21306,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23615,11 +23615,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35496,11 +35496,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36434,11 +36438,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38383,7 +38391,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40536,9 +40544,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44648,7 +44656,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44802,7 +44810,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44857,7 +44865,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44910,7 +44918,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44959,7 +44967,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45011,7 +45019,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45063,7 +45071,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49498,8 +49506,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51501,8 +51510,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53029,7 +53038,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65321,8 +65331,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69680,7 +69690,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12423,7 +12423,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14148,7 +14148,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14186,9 +14186,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14207,8 +14207,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14224,8 +14224,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14316,9 +14316,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21375,7 +21375,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23687,11 +23687,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35568,11 +35568,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36506,11 +36510,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38455,7 +38463,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40608,9 +40616,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44720,7 +44728,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44874,7 +44882,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44929,7 +44937,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44982,7 +44990,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45083,7 +45091,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45135,7 +45143,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49570,8 +49578,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51574,8 +51583,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53102,7 +53111,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65394,8 +65404,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69753,7 +69763,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12875,7 +12875,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14601,7 +14601,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14639,9 +14639,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14660,8 +14660,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14677,8 +14677,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14769,9 +14769,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21848,7 +21848,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24167,11 +24167,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36111,11 +36111,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -37085,11 +37089,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39038,7 +39046,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41210,9 +41218,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45351,7 +45359,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45505,7 +45513,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45560,7 +45568,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45613,7 +45621,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45662,7 +45670,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45714,7 +45722,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45766,7 +45774,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50209,8 +50217,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52217,8 +52226,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53748,7 +53757,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -66083,10 +66093,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
"wyłączone."
#: doc/classes/Viewport.xml
msgid ""
@ -70467,7 +70480,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -13153,7 +13153,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14902,7 +14902,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14948,9 +14948,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14969,8 +14969,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14986,8 +14986,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -15078,9 +15078,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -22152,7 +22152,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24470,11 +24470,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36376,11 +36376,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -37338,11 +37342,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39290,7 +39298,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41448,9 +41456,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45560,7 +45568,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45714,7 +45722,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45769,7 +45777,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45822,7 +45830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45871,7 +45879,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45923,7 +45931,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45975,7 +45983,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50414,8 +50422,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52418,8 +52427,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53948,7 +53957,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -66285,8 +66295,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -70647,7 +70657,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -13417,7 +13417,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -15183,7 +15183,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Constrói uma cor a partir de um inteiro 32-bit no formato RGBA (cada byte "
@ -15246,9 +15246,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -15263,14 +15263,20 @@ msgid ""
msgstr ""
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"Constrói uma cor a partir de um perfil RGB usando valores de 0 a 1. O valor "
"Alfa sempre será 1.\n"
"[codeblock]\n"
"var c = Color(0.2, 1.0, 0.7) # Equivalente a RGBA(51, 255, 178, 255)\n"
"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@ -15284,8 +15290,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -15376,9 +15382,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -22455,7 +22461,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24780,11 +24786,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36738,11 +36744,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -37711,11 +37721,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39664,7 +39678,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41832,9 +41846,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45979,7 +45993,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46133,7 +46147,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46188,7 +46202,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46241,7 +46255,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46290,7 +46304,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -46342,7 +46356,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -46394,7 +46408,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50840,8 +50854,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52848,8 +52863,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -54379,7 +54394,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -66755,10 +66771,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
"organização é desabilitada."
#: doc/classes/Viewport.xml
msgid ""
@ -71142,7 +71161,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12386,7 +12386,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14111,7 +14111,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14149,9 +14149,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14170,8 +14170,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14187,8 +14187,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14279,9 +14279,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21338,7 +21338,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23650,11 +23650,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35531,11 +35531,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36469,11 +36473,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38418,7 +38426,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40571,9 +40579,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44683,7 +44691,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44837,7 +44845,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44892,7 +44900,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44945,7 +44953,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44994,7 +45002,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45046,7 +45054,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45098,7 +45106,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49533,8 +49541,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51536,8 +51545,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53064,7 +53073,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65356,8 +65366,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69715,7 +69725,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -47,11 +47,12 @@
# Smadjavul <o1985af@gmail.com>, 2022.
# Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022.
# FuzzMix <fmwolfiechad@gmail.com>, 2022.
# МАН69К <weblate@mah69k.net>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-29 02:36+0000\n"
"PO-Revision-Date: 2022-06-08 06:47+0000\n"
"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
@ -310,24 +311,25 @@ msgid ""
"[/codeblock]"
msgstr ""
"Проверяет, что [code]condition[/code] равно [code]true[/code]. Если "
"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка "
"и программа приостановится, пока вы не продолжите её. Эта функция "
"выполняется только в отладочных сборках, или когда игра запускается в "
"редакторе. Используйте её для целей отладки, чтобы убедиться, что выражение "
"остаётся [code]true[/code] в течение разработки.\n"
"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка. "
"Если запущено из редактора, запущенный проект приостановится, пока вы не "
"продолжите его. Это может быть использовано как более сильная форма [method "
"push_error] для сообщения об ошибках разработчикам проекта или пользователям "
"дополнений.\n"
"[b]Примечание:[/b] В целях оптимизации код внутри [method assert] "
"исполняется только в debug-сборках или при запуске из редактора. Не "
"исполняется только в отладочных сборках или при запуске из редактора. Не "
"добавляйте дополнительную логику в вызов [method assert]. В противном случае "
"релизная сборка будет иметь иное поведение.\n"
"Если задан необязательный аргумент [code]message[/code], то он будет показан "
"в дополнении к сообщению \"Assertion failed\". В нём вы можете предоставить "
"дополнительные сведения о том, почему проверка была неудачной.\n"
"в дополнении к сообщению \"Assertion failed\". Вы можете использовать его "
"для предоставления дополнительных сведений о том, почему проверка была "
"неудачной.\n"
"[codeblock]\n"
"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20\n"
"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20.\n"
"speed = -10\n"
"assert(speed < 20) # True, программа продолжит выполнение\n"
"assert(speed >= 0) # False, программа будет остановлена\n"
"assert(speed >= 0 && speed < 20) # Вы можете комбинировать два условных "
"assert(speed >= 0 and speed < 20) # Вы можете комбинировать два условных "
"выражения в одной проверке\n"
"assert(speed < 20, \"speed = %f, но лимит скорости равен 20\" % speed) # "
"Показывает сообщение с уточняющими деталями\n"
@ -1483,7 +1485,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
@ -1499,7 +1500,11 @@ msgstr ""
"[codeblock].\n"
"push_error(\"test error\") # Выводит \"test error\" в отладчик и терминал "
"как вызов ошибки\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Примечание:[/b] Ошибки выведенные таким способом не приостанавливают "
"выполнение проекта. Что бы вывести сообщение об ошибке и приостановить "
"выполнение проекта в отладочных сборках - используйте [code]assert(false, "
"\"test error\")[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -1531,7 +1536,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@ -1540,12 +1544,14 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Случайное значение с плавающей запятой между [code]from[/code] и [code]to[/"
"code].\n"
"Возвращает случайное значение с плавающей запятой между [code]from[/code] и "
"[code]to[/code] (включительно).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, напр., 0.135591 "
"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, например, 0.135591 "
"0.405263\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Примечание:[/b] Это эквивалентно [code]randf() * (to - from) + from[/"
"code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -10643,17 +10649,19 @@ msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
msgstr "Сила искажения. Значение может варьироваться от 0 до 1."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
"Фильтр высоких частот, в Гц. Частоты выше этого значения не будут подвержены "
"искажением. Значение может варьироваться от 1 до 20000."
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion type."
msgstr ""
msgstr "Тип искажения."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@ -14007,7 +14015,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -15750,7 +15758,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -15788,9 +15796,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -15809,8 +15817,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -15826,8 +15834,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -15918,9 +15926,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -23105,7 +23113,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -25432,11 +25440,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -37398,11 +37406,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38370,11 +38382,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -40407,7 +40423,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -42585,9 +42601,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -46733,7 +46749,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46892,7 +46908,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -46948,7 +46964,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -47006,7 +47022,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -47057,7 +47073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -47112,7 +47128,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -47165,7 +47181,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -51673,8 +51689,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -53688,8 +53705,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -55217,7 +55234,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -67763,10 +67781,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
msgstr ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr "Если [code]true[/code], текстура будет центрирована."
#: doc/classes/Viewport.xml
msgid ""
@ -72170,7 +72189,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@ -76314,6 +76333,8 @@ msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
"Свойства среды по умолчанию для всей сцены (эффекты постобработки, настройки "
"освещения и фона)."
#: doc/classes/WorldEnvironment.xml
msgid ""
@ -76334,10 +76355,12 @@ msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
"Ресурс [Environment], используемый этим [WorldEnvironment], определяющий "
"свойства по умолчанию."
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
msgstr ""
msgstr "Сертификат X509 (например, для SSL)."
#: doc/classes/X509Certificate.xml
msgid ""
@ -76351,19 +76374,23 @@ msgstr ""
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
msgstr ""
msgstr "Загружает сертификат из [code]пути[/code] (файл \"*.crt\")."
#: doc/classes/X509Certificate.xml
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
msgstr ""
"Сохраняет сертификат по заданному [code]пути[/code] (должно быть \"*.crt\" "
"файлом)."
#: doc/classes/XMLParser.xml
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
"Низкоуровневый класс для создания парсеров для [url=https://ru.wikipedia.org/"
"wiki/XML]XML[/url] файлов."
#: doc/classes/XMLParser.xml
msgid ""
@ -76391,24 +76418,32 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
"Получает текущую строку в проанализированном файле (в настоящее время не "
"реализовано)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
"Получает значение определенного атрибута текущего элемента по имени. Это "
"приведет к ошибке, если элемент не имеет такого атрибута."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
"Получает значение определенного атрибута текущего элемента по имени. Это "
"вернет пустой [String], если атрибут не найден."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr ""
"Получает содержимое из текстового узла. Это вызовет ошибку в любом другом "
"типе узла."
#: doc/classes/XMLParser.xml
msgid ""
@ -76430,13 +76465,15 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
msgstr ""
msgstr "Проверяет, имеет ли текущий элемент определенный атрибут."
#: doc/classes/XMLParser.xml
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
"Проверяет, является ли текущий элемент пустым (это работает только для "
"полностью пустых тегов, например, [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."

View File

@ -12357,7 +12357,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14082,7 +14082,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14120,9 +14120,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14141,8 +14141,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14158,8 +14158,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14250,9 +14250,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21309,7 +21309,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23621,11 +23621,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35502,11 +35502,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36440,11 +36444,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38389,7 +38397,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40542,9 +40550,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44654,7 +44662,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44808,7 +44816,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44863,7 +44871,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44916,7 +44924,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44965,7 +44973,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45017,7 +45025,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45069,7 +45077,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49504,8 +49512,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51507,8 +51516,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53035,7 +53044,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65327,8 +65337,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69686,7 +69696,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12368,7 +12368,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14093,7 +14093,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14131,9 +14131,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14152,8 +14152,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14169,8 +14169,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14261,9 +14261,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21320,7 +21320,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23632,11 +23632,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35513,11 +35513,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36451,11 +36455,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38400,7 +38408,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40553,9 +40561,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44665,7 +44673,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44819,7 +44827,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44874,7 +44882,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44927,7 +44935,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44976,7 +44984,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45028,7 +45036,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45080,7 +45088,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49515,8 +49523,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51518,8 +51527,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53046,7 +53055,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65338,8 +65348,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69697,7 +69707,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12357,7 +12357,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14082,7 +14082,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14120,9 +14120,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14141,8 +14141,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14158,8 +14158,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14250,9 +14250,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21309,7 +21309,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23618,11 +23618,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35499,11 +35499,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36437,11 +36441,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38386,7 +38394,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40539,9 +40547,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44651,7 +44659,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44805,7 +44813,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44860,7 +44868,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44913,7 +44921,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44962,7 +44970,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45014,7 +45022,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45066,7 +45074,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49501,8 +49509,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51504,8 +51513,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53032,7 +53041,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65324,8 +65334,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69683,7 +69693,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12465,7 +12465,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14190,7 +14190,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14228,9 +14228,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14249,8 +14249,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14266,8 +14266,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14358,9 +14358,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21418,7 +21418,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23731,11 +23731,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35671,11 +35671,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36618,11 +36622,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38620,7 +38628,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40777,9 +40785,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44894,7 +44902,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45048,7 +45056,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45103,7 +45111,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45156,7 +45164,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45205,7 +45213,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45257,7 +45265,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45309,7 +45317,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49752,8 +49760,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51757,8 +51766,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53285,7 +53294,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65597,8 +65607,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69960,7 +69970,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12440,7 +12440,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14165,7 +14165,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14203,9 +14203,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14224,8 +14224,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14241,8 +14241,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14333,9 +14333,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21395,7 +21395,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23707,11 +23707,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35600,11 +35600,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36544,11 +36548,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38493,7 +38501,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40649,9 +40657,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44761,7 +44769,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44915,7 +44923,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -44970,7 +44978,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45023,7 +45031,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45072,7 +45080,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45124,7 +45132,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45176,7 +45184,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49611,8 +49619,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51614,8 +51623,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53142,7 +53151,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65440,8 +65450,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69799,7 +69809,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -13145,7 +13145,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14870,7 +14870,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14908,9 +14908,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14929,8 +14929,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14946,8 +14946,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -15038,9 +15038,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -22111,7 +22111,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24428,11 +24428,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36350,11 +36350,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -37314,11 +37318,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -39267,7 +39275,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41429,9 +41437,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45569,7 +45577,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45723,7 +45731,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45778,7 +45786,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45831,7 +45839,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45880,7 +45888,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45932,7 +45940,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45984,7 +45992,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50427,8 +50435,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52434,8 +52443,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53962,7 +53971,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -66281,10 +66291,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/Viewport.xml
msgid ""
@ -70660,7 +70672,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -17,7 +17,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-29 02:36+0000\n"
"PO-Revision-Date: 2022-06-05 10:12+0000\n"
"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
@ -3926,7 +3926,7 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
msgstr ""
msgstr "Векторна математика"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@ -12524,7 +12524,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14250,7 +14250,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14288,9 +14288,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14309,8 +14309,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14326,8 +14326,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14418,9 +14418,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21488,7 +21488,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23799,11 +23799,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -30530,7 +30530,7 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
msgstr ""
msgstr "Мишка і координати введення"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
@ -35711,11 +35711,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36670,11 +36674,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38623,7 +38631,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40784,9 +40792,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44916,7 +44924,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45070,7 +45078,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45125,7 +45133,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45178,7 +45186,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45227,7 +45235,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45279,7 +45287,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45331,7 +45339,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49769,8 +49777,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51774,8 +51783,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53302,7 +53311,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -60902,7 +60912,7 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
msgstr ""
msgstr "Використання кількох потоків"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
@ -65623,8 +65633,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -70001,7 +70011,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -12820,7 +12820,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14546,7 +14546,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14584,9 +14584,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14605,8 +14605,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14622,8 +14622,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14714,9 +14714,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21787,7 +21787,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -24101,11 +24101,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -36010,11 +36010,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36972,11 +36976,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38925,7 +38933,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -41086,9 +41094,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -45226,7 +45234,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45380,7 +45388,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45435,7 +45443,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45488,7 +45496,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45537,7 +45545,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45589,7 +45597,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45641,7 +45649,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -50086,8 +50094,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -52093,8 +52102,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53621,7 +53630,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65947,10 +65957,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
msgstr ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/Viewport.xml
msgid ""
@ -70332,7 +70343,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

View File

@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-24 13:02+0000\n"
"PO-Revision-Date: 2022-06-08 06:47+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@ -15269,8 +15269,9 @@ msgstr ""
"与可选的下一个字符的字偶距。"
#: doc/classes/CanvasItem.xml
#, fuzzy
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -17378,11 +17379,12 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n"
@ -17437,12 +17439,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
"返回对比度最高的颜色。\n"
@ -17468,12 +17471,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]"
@ -17493,12 +17497,13 @@ msgstr ""
"可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"返回颜色的灰度表示。\n"
@ -17632,15 +17637,16 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
#, fuzzy
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n"
@ -17739,7 +17745,7 @@ msgstr "爱丽丝蓝。"
#: doc/classes/Color.xml
msgid "Antique white color."
msgstr "古色古香的白色。"
msgstr "古董白。"
#: doc/classes/Color.xml
msgid "Aqua color."
@ -17787,7 +17793,7 @@ msgstr "癭木色。"
#: doc/classes/Color.xml
msgid "Cadet blue color."
msgstr "军校学生的蓝色。"
msgstr "军服蓝。"
#: doc/classes/Color.xml
msgid "Chartreuse color."
@ -18111,7 +18117,7 @@ msgstr "鹿皮鞋颜色。"
#: doc/classes/Color.xml
msgid "Navajo white color."
msgstr "那瓦伙族人白。"
msgstr "纳瓦白。"
#: doc/classes/Color.xml
msgid "Navy blue color."
@ -18119,7 +18125,7 @@ msgstr "藏青色。"
#: doc/classes/Color.xml
msgid "Old lace color."
msgstr "旧蕾丝色。"
msgstr "旧蕾丝色。"
#: doc/classes/Color.xml
msgid "Olive color."
@ -22156,7 +22162,6 @@ msgid "A cryptographic key (RSA)."
msgstr "加密密钥RSA。"
#: doc/classes/CryptoKey.xml
#, fuzzy
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
@ -22164,11 +22169,11 @@ msgid ""
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n"
"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名"
"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相"
"应的证书。\n"
"[b]注意:[/b]在HTML5导出中不可用。"
"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保"
"存。\n"
"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 "
"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及"
"相应的证书。"
#: doc/classes/CryptoKey.xml
msgid ""
@ -23840,7 +23845,6 @@ msgid "Dictionary type."
msgstr "字典类型。"
#: doc/classes/Dictionary.xml
#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@ -26728,8 +26732,9 @@ msgstr ""
"侧。"
#: doc/classes/EditorPlugin.xml
#, fuzzy
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -29666,11 +29671,13 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr "低质量的屏幕空间环境遮挡效果(最快)。"
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
#, fuzzy
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr "低质量的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
#, fuzzy
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr "低质量的屏幕空间环境遮挡效果(最慢)。"
#: doc/classes/Expression.xml
@ -31738,7 +31745,6 @@ msgstr ""
"code],否则返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
#, fuzzy
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
@ -31746,10 +31752,10 @@ msgid ""
"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
"检查两行([code]from_a[/code][code]dir_a[/code])和([code]from_b[/code]"
"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交"
"叉,则返回一个空的[Variant]。\n"
"[b]注意:[/b]线是使用方向向量而不是终点指定的。"
"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/"
"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交"
"点。如果不相交,则返回 [code]null[/code]。\n"
"[b]注意:[/b]线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml
msgid ""
@ -31906,16 +31912,15 @@ msgstr ""
"交点的法线。"
#: doc/classes/Geometry.xml
#, fuzzy
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
"of intersection as [Vector2]. If no intersection takes place, returns "
"[code]null[/code]."
msgstr ""
"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], "
"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相"
"交,返回一个空的[Variant]。"
"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/"
"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。"
"如果不相交,则返回 [code]null[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@ -33841,7 +33846,6 @@ msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr "在多次迭代中计算加密哈希的上下文。"
#: doc/classes/HashingContext.xml
#, fuzzy
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
@ -33894,8 +33898,7 @@ msgstr ""
" var res = ctx.finish()\n"
" # 以十六进制字符串和数组的形式打印结果。\n"
" printt(res.hex_encode(), Array(res))\n"
"[/codeblock]\n"
"[b]注意:[/b]这在导出为 HTML5 时是不可用的。"
"[/codeblock]"
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@ -44566,15 +44569,20 @@ msgid "Server interface for low-level 2D navigation access."
msgstr "访问底层 2D 导航的服务器接口。"
#: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -45386,7 +45394,7 @@ msgstr ""
"染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平"
"衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对"
"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
"[Navigationmesh] 代理行走的地形。\n"
"[NavigationMesh] 代理行走的地形。\n"
"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
"[NavigationMeshInstance] 使用。"
@ -45690,15 +45698,20 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -47163,7 +47176,7 @@ msgid ""
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method "
"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member "
"physics_interpolation_mode])。\n"
"[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会"
"启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。"
@ -47177,7 +47190,7 @@ msgid ""
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
"如果启用了物理插值(见 [method physics_interpolation_mode][b]并且[/b]该 "
"如果启用了物理插值(见 [member physics_interpolation_mode][b]并且[/b]该 "
"[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n"
"这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理"
"插值。\n"
@ -47445,7 +47458,6 @@ msgstr ""
"[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。"
#: doc/classes/Node.xml
#, fuzzy
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
@ -47465,7 +47477,7 @@ msgstr ""
"可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 "
"[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配"
"置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method "
"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n"
"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n"
"[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信"
"号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态可以通过 "
"[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree."
@ -47489,31 +47501,28 @@ msgstr ""
"rset_config] 的属性。"
#: doc/classes/Node.xml
#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
"code]."
msgstr ""
"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method "
"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。"
"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method "
"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
#: doc/classes/Node.xml
#, fuzzy
msgid ""
"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。"
msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。"
#: doc/classes/Node.xml
#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
"set_target_peer]). Returns [code]null[/code]."
msgstr ""
"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由"
"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的"
"[Variant]。"
"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 "
"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/"
"code]。"
#: doc/classes/Node.xml
msgid ""
@ -48345,9 +48354,10 @@ msgstr ""
"[/codeblock]"
#: doc/classes/NodePath.xml
#, fuzzy
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -51261,6 +51271,7 @@ msgstr ""
"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@ -51270,9 +51281,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -56176,6 +56187,7 @@ msgid "A pooled array of bytes."
msgstr "字节池数组。"
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
@ -56186,7 +56198,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -56198,6 +56210,24 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]](空 Array 中包含了空的 PoolByteArray\n"
"[/codeblock]\n"
"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
"生变化:\n"
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(123)\n"
"array[0] = pool_array\n"
"print(array) # [[123]]Array 中包含了含有 1 个元素的 PoolByteArray\n"
"[/codeblock]"
#: doc/classes/PoolByteArray.xml
msgid ""
@ -56362,11 +56392,11 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml
#, fuzzy
msgid "A pooled array of [Color]s."
msgstr "[Color] 池数组。"
#: doc/classes/PoolColorArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
@ -56377,7 +56407,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -56390,6 +56420,25 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
msgstr ""
"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]](空 Array 中包含了空的 PoolColorArray\n"
"[/codeblock]\n"
"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
"生变化:\n"
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"array[0] = pool_array\n"
"print(array) # [[(0.1, 0.2, 0.3, 0.4)]]Array 中包含了含有 1 个元素的 "
"PoolColorArray\n"
"[/codeblock]"
#: doc/classes/PoolColorArray.xml
msgid ""
@ -56436,7 +56485,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -56453,9 +56502,25 @@ msgid ""
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
"专门用于保存整数值([int])的数组。对内存的使用进行了优化,不会使内存碎片"
"化。\n"
"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n"
"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎"
"片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中"
"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]](空 Array 中包含了空的 PoolIntArray\n"
"[/codeblock]\n"
"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生"
"变化:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(1234)\n"
"array[0] = pool_array\n"
"print(array) # [[1234]]Array 中包含了含有 1 个元素的 PoolIntArray\n"
"[/codeblock]\n"
"[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]"
"[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/"
"code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以"
@ -56484,7 +56549,6 @@ msgid "Changes the int at the given index."
msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml
#, fuzzy
msgid "A pooled array of real numbers ([float])."
msgstr "实数([float])池数组。"
@ -56500,7 +56564,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -56519,8 +56583,24 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
"专门设计用于保存浮点值的数组。针对内存使用进行了优化,不会造成内存碎片。\n"
"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n"
"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]](空 Array 中包含了空的 PoolRealArray\n"
"[/codeblock]\n"
"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
"生变化:\n"
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(12.34)\n"
"array[0] = pool_array\n"
"print(array) # [[12.34]]Array 中包含了含有 1 个元素的 PoolRealArray\n"
"[/codeblock]\n"
"[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 "
"位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低"
"的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 "
@ -56542,11 +56622,11 @@ msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml
#, fuzzy
msgid "A pooled array of [String]s."
msgstr "[String] 池数组。"
#: doc/classes/PoolStringArray.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
@ -56557,7 +56637,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -56569,6 +56649,24 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]](空 Array 中包含了空的 PoolStringArray\n"
"[/codeblock]\n"
"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
"发生变化:\n"
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(\"hello\")\n"
"array[0] = pool_array\n"
"print(array) # [[hello]]Array 中包含了含有 1 个元素的 PoolStringArray\n"
"[/codeblock]"
#: doc/classes/PoolStringArray.xml
msgid ""
@ -56597,11 +56695,11 @@ msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的[String]。"
#: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid "A pooled array of [Vector2]s."
msgstr "[Vector2] 池数组。"
#: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
@ -56612,7 +56710,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -56625,6 +56723,25 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]](空 Array 中包含了空的 PoolVector2Array\n"
"[/codeblock]\n"
"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
"发生变化:\n"
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Vector2(12, 34))\n"
"array[0] = pool_array\n"
"print(array) # [[(12, 34)]]Array 中包含了含有 1 个元素的 "
"PoolVector2Array\n"
"[/codeblock]"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@ -56655,6 +56772,7 @@ msgid "A pooled array of [Vector3]."
msgstr "[Vector3] 池数组。"
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
@ -56665,7 +56783,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -56678,6 +56796,25 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n"
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]](空 Array 中包含了空的 PoolVector3Array\n"
"[/codeblock]\n"
"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
"发生变化:\n"
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Vector3(12, 34, 56))\n"
"array[0] = pool_array\n"
"print(array) # [[(12, 34, 56)]]Array 中包含了含有 1 个元素的 "
"PoolVector3Array\n"
"[/codeblock]"
#: doc/classes/PoolVector3Array.xml
msgid ""
@ -62390,10 +62527,12 @@ msgid "Abstract base class for range-based controls."
msgstr "基于范围的控件的抽象基类。"
#: doc/classes/Range.xml
#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变"
"一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。"
@ -64947,39 +65086,39 @@ msgstr "锁定指定的线性或旋转轴。"
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
"性阻尼将被覆盖。\n"
"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
"default_linear_damp]。"
"对 RigidBody 的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世"
"界或区域派生的线性阻尼中。\n"
"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
msgstr "锁定实体在X轴上的旋转。"
msgstr "锁定实体在 X 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Y axis."
msgstr "锁定实体在Y轴上的旋转。"
msgstr "锁定实体在 Y 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Z axis."
msgstr "锁定实体在Z轴上的旋转。"
msgstr "锁定实体在 Z 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the X axis."
msgstr "锁定实体在X轴上的移动。"
msgstr "锁定实体在 X 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Y axis."
msgstr "锁定实体在Y轴上的移动。"
msgstr "锁定实体在 Y 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Z axis."
msgstr "锁定实体在Z轴上的移动。"
msgstr "锁定实体在 Z 轴上的移动。"
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@ -65061,7 +65200,7 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
"实体的摩擦力,从 0无摩擦到 1最大摩擦。\n"
"实体的摩擦力,从 0无摩擦到 1最大摩擦。\n"
"已废弃,请通过 [member physics_material_override] 使用 [member "
"PhysicsMaterial.friction] 代替。"
@ -65072,12 +65211,11 @@ msgid ""
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产"
"RigidBody 的重力。例如1 的值将是正常的重力2 将应用双倍的重力0.5 将对"
"个物体应用一半的重力。"
"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产"
"RigidBody 的重力。例如1 的值将是正常的重力2 将应用双倍的重力0.5 将对"
"个物体应用一半的重力。"
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
"from -1.0 it will be added to any linear damp derived from the world or "
@ -65085,9 +65223,9 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
"性阻尼将被覆盖。\n"
"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
"实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界"
"或区域派生的线性阻尼中。\n"
"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。"
#: doc/classes/RigidBody.xml
@ -65385,7 +65523,6 @@ msgstr ""
"话)。"
#: doc/classes/RigidBody2D.xml
#, fuzzy
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
@ -65394,8 +65531,9 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体"
"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n"
"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果"
"大于 [code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
@ -65494,12 +65632,11 @@ msgid ""
"this function allows you to set a custom value. Set 0 inertia to return to "
"automatically computing it."
msgstr ""
"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。"
"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定"
"值。设置0惯性会切换回自动计算。"
"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力"
"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定"
"值。设置 0 惯性会切换回自动计算。"
#: doc/classes/RigidBody2D.xml
#, fuzzy
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
@ -65508,9 +65645,9 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用"
"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线"
"性阻尼)。\n"
"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 "
"[code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
@ -65521,21 +65658,21 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
"体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b]"
"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b]"
"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
msgstr "物体的模式。可能的值见[enum Mode]。"
msgstr "该实体的模式。可能的取值见 [enum Mode]。"
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
"[b]Project > Project Settings > Physics > 2d[/b]."
msgstr ""
"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default "
"Gravity[/b](默认重力)值。"
"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力"
"[/b]值。"
#: doc/classes/RigidBody2D.xml
msgid ""
@ -66995,6 +67132,7 @@ msgid "One-shot timer."
msgstr "一次性定时器。"
#: doc/classes/SceneTreeTimer.xml
#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@ -67006,7 +67144,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
"由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 "
"[method SceneTree.create_timer]。\n"
@ -79636,14 +79775,13 @@ msgid "Stops animation and removes all tweens."
msgstr "停止动画,并删除所有补间。"
#: doc/classes/Tween.xml
#, fuzzy
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
"are reset, unless [code]key[/code] is specified."
msgstr ""
"将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方"
"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。"
"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。"
#: doc/classes/Tween.xml
msgid ""
@ -82286,9 +82424,10 @@ msgstr ""
"是针对非常高端的系统否则数值为4是最好的。"
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
"如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 "
"[World]。"
@ -82383,13 +82522,13 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。"
msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。"
msgstr "如果 [code]true[/code]视窗应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
@ -82415,11 +82554,11 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
msgstr "自定义的[World]可以作为3D环境源。"
msgstr "自定义的 [World],可以作为 3D 环境源。"
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr "自定义的[World2D]可以作为2D环境源。"
msgstr "自定义的 [World2D],可以作为 2D 环境源。"
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
@ -86399,11 +86538,10 @@ msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。"
msgstr "如果可用,返回参数的默认值。否则返回 [code]null[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@ -87368,6 +87506,7 @@ msgid "Sets a viewport's canvas."
msgstr "设置视窗的画布。"
#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@ -87385,7 +87524,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport."
@ -92408,7 +92547,6 @@ msgid "An X509 certificate (e.g. for SSL)."
msgstr "X509 证书(例如用于 SSL。"
#: doc/classes/X509Certificate.xml
#, fuzzy
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
@ -92421,8 +92559,7 @@ msgstr ""
"加载和保存。\n"
"它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 "
"[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连"
"接到 SSL 服务器时应该接受的唯一证书。\n"
"[b]注意:[/b]在 HTML5 导出中不可用。"
"接到 SSL 服务器时应该接受的唯一证书。"
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."

View File

@ -12479,7 +12479,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@ -14205,7 +14205,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@ -14243,9 +14243,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
@ -14264,8 +14264,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@ -14281,8 +14281,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@ -14373,9 +14373,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@ -21443,7 +21443,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@ -23757,11 +23757,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@ -35668,11 +35668,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -36627,11 +36631,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@ -38580,7 +38588,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@ -40741,9 +40749,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@ -44871,7 +44879,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45025,7 +45033,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45080,7 +45088,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45133,7 +45141,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@ -45182,7 +45190,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45234,7 +45242,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -45286,7 +45294,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@ -49724,8 +49732,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@ -51729,8 +51738,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@ -53257,7 +53266,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@ -65580,8 +65590,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@ -69958,7 +69968,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""