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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -16199,8 +16199,9 @@ msgstr ""
"siguiente carácter." "siguiente carácter."
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
#, fuzzy
msgid "" 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" "draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-" "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 " "create an AntialiasedRegularPolygon2D node. That node relies on a texture "
"with custom mipmaps to perform antialiasing." "with custom mipmaps to perform antialiasing."
msgstr "" 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 #: doc/classes/CanvasItem.xml
msgid "" msgid ""
@ -18475,7 +18479,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte " "Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n" "represents a color channel).\n"
"[codeblock]\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]" "[/codeblock]"
msgstr "" msgstr ""
"Construye un color a partir de un entero de 32 bits (cada byte representa un " "Construye un color a partir de un entero de 32 bits (cada byte representa un "
@ -18534,12 +18538,13 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Returns the most contrasting color.\n" "Returns the most contrasting color.\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n" "var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " "var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"255)\n" "102, 255)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Devuelve el color más contrastado.\n" "Devuelve el color más contrastado.\n"
@ -18566,12 +18571,13 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n" "[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n" "50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/" "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" "Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n" "var color = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n" "var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
@ -18740,15 +18746,16 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: " "Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n" "[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n" "the hexadecimal string.\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n" "var color = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n" "var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n" "var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: " "Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: "
@ -28173,7 +28180,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml #: doc/classes/EditorPlugin.xml
#, fuzzy #, fuzzy
msgid "" 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]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the " "[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash." "editor useless and may cause a crash."
@ -31251,14 +31258,14 @@ msgstr ""
#: doc/classes/Environment.xml #: doc/classes/Environment.xml
#, fuzzy #, fuzzy
msgid "Low quality for the screen-space ambient occlusion effect." msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr "" msgstr ""
"Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la " "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la "
"pantalla." "pantalla."
#: doc/classes/Environment.xml #: doc/classes/Environment.xml
#, fuzzy #, fuzzy
msgid "Low quality for the screen-space ambient occlusion effect (slowest)." msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr "" msgstr ""
"No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
"pantalla (más rápido)." "pantalla (más rápido)."
@ -47018,11 +47025,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It " "Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n" "handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. " "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 " "Together, they define the navigable areas in the 2D world.\n"
"to be connected to each other, they must share a similar edge. An edge is " "[b]Note:[/b] Most NavigationServer changes take effect after the next "
"considered connected to another if both of its two vertices are at a " "physics frame and not immediately. This includes all changes made to maps, "
"distance less than [member Navigation.edge_connection_margin] to the " "regions or agents by navigation related Nodes in the SceneTree or made "
"respective other edge's vertex.\n" "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 " "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 " "agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n" "modified velocity.\n"
@ -48096,11 +48107,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles " "NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n" "several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, " "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 " "they define the navigable areas in the 3D world.\n"
"connected to each other, they must share a similar edge. An edge is " "[b]Note:[/b] Most NavigationServer changes take effect after the next "
"considered connected to another if both of its two vertices are at a " "physics frame and not immediately. This includes all changes made to maps, "
"distance less than [member Navigation.edge_connection_margin] to the " "regions or agents by navigation related Nodes in the SceneTree or made "
"respective other edge's vertex.\n" "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 " "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 " "agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n" "modified velocity.\n"
@ -50940,7 +50955,7 @@ msgstr ""
#, fuzzy #, fuzzy
msgid "" msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method " "Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n" "get_name_count] - 1).\n"
"[codeblock]\n" "[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n" "print(node_path.get_name(0)) # Path2D\n"
@ -53858,6 +53873,7 @@ msgid ""
msgstr "" msgstr ""
#: doc/classes/OS.xml #: doc/classes/OS.xml
#, fuzzy
msgid "" msgid ""
"Requests the OS to open a resource with the most appropriate program. For " "Requests the OS to open a resource with the most appropriate program. For "
"example:\n" "example:\n"
@ -53867,9 +53883,9 @@ msgid ""
"web browser on the official Godot website.\n" "web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/" "default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" "code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " "[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"that can be added.\n" "added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "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" "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 " "[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." msgstr "Un paquete [Array] de bytes."
#: doc/classes/PoolByteArray.xml #: doc/classes/PoolByteArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, " "An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n" "does not fragment the memory.\n"
@ -59356,7 +59373,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolByteArray()]\n" "var array = [PoolByteArray()]\n"
"array[0].push_back(123)\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" "[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[code]=[/code] for it to be changed:\n"
@ -59368,6 +59385,17 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolByteArray.xml
#, fuzzy #, fuzzy
@ -59540,6 +59568,7 @@ msgid "A pooled array of [Color]s."
msgstr "Un paquete de [Array] de [Color]s." msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolColorArray.xml #: doc/classes/PoolColorArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, " "An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n" "does not fragment the memory.\n"
@ -59550,7 +59579,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolColorArray()]\n" "var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\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" "[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[code]=[/code] for it to be changed:\n"
@ -59563,6 +59592,17 @@ msgid ""
"inside an Array)\n" "inside an Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolColorArray.xml
#, fuzzy #, fuzzy
@ -59613,7 +59653,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolIntArray()]\n" "var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\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" "[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[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." msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolRealArray.xml #: doc/classes/PoolRealArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold floating-point values. Optimized for " "An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n" "memory usage, does not fragment the memory.\n"
@ -59687,7 +59728,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolRealArray()]\n" "var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\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" "[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[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 " "store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]." "[PoolRealArray]."
msgstr "" 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 #: doc/classes/PoolRealArray.xml
#, fuzzy #, fuzzy
@ -59731,6 +59783,7 @@ msgid "A pooled array of [String]s."
msgstr "Un paquete de [Array] de [String]s." msgstr "Un paquete de [Array] de [String]s."
#: doc/classes/PoolStringArray.xml #: doc/classes/PoolStringArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [String]s. Optimized for memory " "An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n" "usage, does not fragment the memory.\n"
@ -59741,7 +59794,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolStringArray()]\n" "var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\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" "[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n" "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" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolStringArray.xml
#, fuzzy #, fuzzy
@ -59789,6 +59853,7 @@ msgid "A pooled array of [Vector2]s."
msgstr "Un empaquetado de [Array] de [Vector2]s." msgstr "Un empaquetado de [Array] de [Vector2]s."
#: doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory " "An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n" "usage, does not fragment the memory.\n"
@ -59799,7 +59864,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolVector2Array()]\n" "var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\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" "[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n" "with [code]=[/code] for it to be changed:\n"
@ -59812,6 +59877,17 @@ msgid ""
"Array)\n" "Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml #: doc/classes/TileSet.xml
@ -59846,6 +59922,7 @@ msgid "A pooled array of [Vector3]."
msgstr "Un empaquetado [Array] de [Vector3]s." msgstr "Un empaquetado [Array] de [Vector3]s."
#: doc/classes/PoolVector3Array.xml #: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory " "An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n" "usage, does not fragment the memory.\n"
@ -59856,7 +59933,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolVector3Array()]\n" "var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\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" "[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n" "with [code]=[/code] for it to be changed:\n"
@ -59869,6 +59946,17 @@ msgid ""
"Array)\n" "Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolVector3Array.xml
#, fuzzy #, fuzzy
@ -65432,10 +65520,12 @@ msgid "Abstract base class for range-based controls."
msgstr "Clase base abstracta para controles basados en el rango." msgstr "Clase base abstracta para controles basados en el rango."
#: doc/classes/Range.xml #: doc/classes/Range.xml
#, fuzzy
msgid "" msgid ""
"Range is a base class for [Control] nodes that change a floating-point " "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[/" "[member value] between a [member min_value] and [member max_value], using a "
"i] and [i]page[/i], for example a [ScrollBar]." "configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr "" msgstr ""
"Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] " "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 " "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 #: doc/classes/RigidBody.xml
#, fuzzy #, fuzzy
msgid "" msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it " "Damps the body'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" "will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more " "See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping." "details about damping."
msgstr "" msgstr ""
@ -70131,7 +70221,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n" " print(\"Timer ended.\")\n"
"[/codeblock]\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 "" msgstr ""
"Un temporizador de un solo uso gestionado por el árbol de la escena, que " "Un temporizador de un solo uso gestionado por el árbol de la escena, que "
"emite [signal timeout] al finalizar. Véase también [method SceneTree." "emite [signal timeout] al finalizar. Véase también [method SceneTree."
@ -85966,8 +86057,8 @@ msgstr ""
#: doc/classes/Viewport.xml #: doc/classes/Viewport.xml
#, fuzzy #, fuzzy
msgid "" msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/" "If [code]true[/code], the viewport will use a unique copy of the [World] "
"code] property." "defined in [member world]."
msgstr "" msgstr ""
"Si [code]true[/code], el viewport utilizará el [World] definido en [member " "Si [code]true[/code], el viewport utilizará el [World] definido en [member "
"world_3d]." "world_3d]."
@ -91666,7 +91757,7 @@ msgid ""
"[/codeblock]\n" "[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end " "Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports " "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]." "viewport_set_render_direct_to_screen]."
msgstr "" msgstr ""
"Copia el viewport a una región de la pantalla especificada por [code]rect[/" "Copia el viewport a una región de la pantalla especificada por [code]rect[/"

View File

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

View File

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

View File

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

File diff suppressed because it is too large Load Diff

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -62,7 +62,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\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" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n" "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。" "与可选的下一个字符的字偶距。"
#: doc/classes/CanvasItem.xml #: doc/classes/CanvasItem.xml
#, fuzzy
msgid "" 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" "draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-" "As a workaround, install the [url=https://github.com/godot-extended-"
@ -17378,11 +17379,12 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte " "Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n" "represents a color channel).\n"
"[codeblock]\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]" "[/codeblock]"
msgstr "" 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" "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]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Returns the most contrasting color.\n" "Returns the most contrasting color.\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n" "var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " "var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"255)\n" "102, 255)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"返回对比度最高的颜色。\n" "返回对比度最高的颜色。\n"
@ -17468,12 +17471,13 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n" "[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n" "50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]" "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。" "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 #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Returns the color's grayscale representation.\n" "Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n" "var color = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n" "var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"返回颜色的灰度表示。\n" "返回颜色的灰度表示。\n"
@ -17632,15 +17637,16 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/Color.xml #: doc/classes/Color.xml
#, fuzzy
msgid "" msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: " "Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n" "[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n" "the hexadecimal string.\n"
"[codeblock]\n" "[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n" "var color = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n" "var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n" "var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n" "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 #: doc/classes/Color.xml
msgid "Antique white color." msgid "Antique white color."
msgstr "古色古香的白色。" msgstr "古董白。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Aqua color." msgid "Aqua color."
@ -17787,7 +17793,7 @@ msgstr "癭木色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Cadet blue color." msgid "Cadet blue color."
msgstr "军校学生的蓝色。" msgstr "军服蓝。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Chartreuse color." msgid "Chartreuse color."
@ -18111,7 +18117,7 @@ msgstr "鹿皮鞋颜色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Navajo white color." msgid "Navajo white color."
msgstr "那瓦伙族人白。" msgstr "纳瓦白。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Navy blue color." msgid "Navy blue color."
@ -18119,7 +18125,7 @@ msgstr "藏青色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Old lace color." msgid "Old lace color."
msgstr "旧蕾丝色。" msgstr "旧蕾丝色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Olive color." msgid "Olive color."
@ -22156,7 +22162,6 @@ msgid "A cryptographic key (RSA)."
msgstr "加密密钥RSA。" msgstr "加密密钥RSA。"
#: doc/classes/CryptoKey.xml #: doc/classes/CryptoKey.xml
#, fuzzy
msgid "" msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and " "The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n" "saved like any other [Resource].\n"
@ -22164,11 +22169,11 @@ msgid ""
"Crypto.generate_self_signed_certificate] and as private key in [method " "Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerSSL.accept_stream] along with the appropriate certificate." "StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr "" 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" "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"
"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名" "存。\n"
"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相" "密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 "
"应的证书。\n" "[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及"
"[b]注意:[/b]在HTML5导出中不可用。" "相应的证书。"
#: doc/classes/CryptoKey.xml #: doc/classes/CryptoKey.xml
msgid "" msgid ""
@ -23840,7 +23845,6 @@ msgid "Dictionary type."
msgstr "字典类型。" msgstr "字典类型。"
#: doc/classes/Dictionary.xml #: doc/classes/Dictionary.xml
#, fuzzy
msgid "" msgid ""
"Dictionary type. Associative container which contains values referenced by " "Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be " "unique keys. Dictionaries are composed of pairs of keys (which must be "
@ -26728,8 +26732,9 @@ msgstr ""
"侧。" "侧。"
#: doc/classes/EditorPlugin.xml #: doc/classes/EditorPlugin.xml
#, fuzzy
msgid "" 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]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the " "[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash." "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)。" msgstr "低质量的屏幕空间环境遮挡效果(最快)。"
#: doc/classes/Environment.xml #: 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。" msgstr "低质量的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml #: 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)。" msgstr "低质量的屏幕空间环境遮挡效果(最慢)。"
#: doc/classes/Expression.xml #: doc/classes/Expression.xml
@ -31738,7 +31745,6 @@ msgstr ""
"code],否则返回 [code]false[/code]。" "code],否则返回 [code]false[/code]。"
#: doc/classes/Geometry.xml #: doc/classes/Geometry.xml
#, fuzzy
msgid "" msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "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 " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
@ -31746,10 +31752,10 @@ msgid ""
"[code]null[/code].\n" "[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points." "[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr "" msgstr ""
"检查两行([code]from_a[/code][code]dir_a[/code])和([code]from_b[/code]" "检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/"
"[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" "code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交"
"叉,则返回一个空的[Variant]。\n" "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。" "[b]注意:[/b]线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml #: doc/classes/Geometry.xml
msgid "" msgid ""
@ -31906,16 +31912,15 @@ msgstr ""
"交点的法线。" "交点的法线。"
#: doc/classes/Geometry.xml #: doc/classes/Geometry.xml
#, fuzzy
msgid "" msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "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 " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
"of intersection as [Vector2]. If no intersection takes place, returns " "of intersection as [Vector2]. If no intersection takes place, returns "
"[code]null[/code]." "[code]null[/code]."
msgstr "" msgstr ""
"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], " "检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/"
"[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" "code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。"
"交,返回一个空的[Variant]。" "如果不相交,则返回 [code]null[/code]。"
#: doc/classes/Geometry.xml #: doc/classes/Geometry.xml
msgid "" 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。" msgstr "在多次迭代中计算加密哈希的上下文。"
#: doc/classes/HashingContext.xml #: doc/classes/HashingContext.xml
#, fuzzy
msgid "" msgid ""
"The HashingContext class provides an interface for computing cryptographic " "The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing " "hashes over multiple iterations. This is useful for example when computing "
@ -33894,8 +33898,7 @@ msgstr ""
" var res = ctx.finish()\n" " var res = ctx.finish()\n"
" # 以十六进制字符串和数组的形式打印结果。\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" " printt(res.hex_encode(), Array(res))\n"
"[/codeblock]\n" "[/codeblock]"
"[b]注意:[/b]这在导出为 HTML5 时是不可用的。"
#: doc/classes/HashingContext.xml #: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash." 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。" msgstr "访问底层 2D 导航的服务器接口。"
#: doc/classes/Navigation2DServer.xml #: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid "" msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It " "Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n" "handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. " "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 " "Together, they define the navigable areas in the 2D world.\n"
"to be connected to each other, they must share a similar edge. An edge is " "[b]Note:[/b] Most NavigationServer changes take effect after the next "
"considered connected to another if both of its two vertices are at a " "physics frame and not immediately. This includes all changes made to maps, "
"distance less than [member Navigation.edge_connection_margin] to the " "regions or agents by navigation related Nodes in the SceneTree or made "
"respective other edge's vertex.\n" "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 " "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 " "agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n" "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" "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" "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 " "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 " "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。" "[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。" msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml #: doc/classes/NavigationServer.xml
#, fuzzy
msgid "" msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles " "NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n" "several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, " "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 " "they define the navigable areas in the 3D world.\n"
"connected to each other, they must share a similar edge. An edge is " "[b]Note:[/b] Most NavigationServer changes take effect after the next "
"considered connected to another if both of its two vertices are at a " "physics frame and not immediately. This includes all changes made to maps, "
"distance less than [member Navigation.edge_connection_margin] to the " "regions or agents by navigation related Nodes in the SceneTree or made "
"respective other edge's vertex.\n" "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 " "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 " "agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n" "modified velocity.\n"
@ -47163,7 +47176,7 @@ msgid ""
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]." "be tested using [method is_physics_interpolated_and_enabled]."
msgstr "" 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" "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" "[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。" "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." "See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]." "physics/common/physics_interpolation]."
msgstr "" 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" "[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" "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" "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。" "[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 #: doc/classes/Node.xml
#, fuzzy
msgid "" msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to " "Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional " "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 " "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" "[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 " "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" "[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 " "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." "[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree."
@ -47489,31 +47501,28 @@ msgstr ""
"rset_config] 的属性。" "rset_config] 的属性。"
#: doc/classes/Node.xml #: doc/classes/Node.xml
#, fuzzy
msgid "" msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
"code]." "code]."
msgstr "" msgstr ""
"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method " "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])。返回一个空的[Variant]。" "NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
#: doc/classes/Node.xml #: doc/classes/Node.xml
#, fuzzy
msgid "" msgid ""
"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." "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 #: doc/classes/Node.xml
#, fuzzy
msgid "" msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer." "using an unreliable protocol (see [method NetworkedMultiplayerPeer."
"set_target_peer]). Returns [code]null[/code]." "set_target_peer]). Returns [code]null[/code]."
msgstr "" msgstr ""
"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由" "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" "[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/"
"[Variant]。" "code]。"
#: doc/classes/Node.xml #: doc/classes/Node.xml
msgid "" msgid ""
@ -48345,9 +48354,10 @@ msgstr ""
"[/codeblock]" "[/codeblock]"
#: doc/classes/NodePath.xml #: doc/classes/NodePath.xml
#, fuzzy
msgid "" msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method " "Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n" "get_name_count] - 1).\n"
"[codeblock]\n" "[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\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。" "[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml #: doc/classes/OS.xml
#, fuzzy
msgid "" msgid ""
"Requests the OS to open a resource with the most appropriate program. For " "Requests the OS to open a resource with the most appropriate program. For "
"example:\n" "example:\n"
@ -51270,9 +51281,9 @@ msgid ""
"web browser on the official Godot website.\n" "web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/" "default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" "code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " "[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"that can be added.\n" "added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "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" "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 " "[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。" msgstr "字节池数组。"
#: doc/classes/PoolByteArray.xml #: doc/classes/PoolByteArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, " "An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n" "does not fragment the memory.\n"
@ -56186,7 +56198,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolByteArray()]\n" "var array = [PoolByteArray()]\n"
"array[0].push_back(123)\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" "[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[code]=[/code] for it to be changed:\n"
@ -56198,6 +56210,24 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolByteArray.xml
msgid "" msgid ""
@ -56362,11 +56392,11 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。" "负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml #: doc/classes/PoolColorArray.xml
#, fuzzy
msgid "A pooled array of [Color]s." msgid "A pooled array of [Color]s."
msgstr "[Color] 池数组。" msgstr "[Color] 池数组。"
#: doc/classes/PoolColorArray.xml #: doc/classes/PoolColorArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, " "An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n" "does not fragment the memory.\n"
@ -56377,7 +56407,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolColorArray()]\n" "var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\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" "[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[code]=[/code] for it to be changed:\n"
@ -56390,6 +56420,25 @@ msgid ""
"inside an Array)\n" "inside an Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolColorArray.xml
msgid "" msgid ""
@ -56436,7 +56485,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolIntArray()]\n" "var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\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" "[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[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 " "around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values." "larger values."
msgstr "" 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" "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"
"化。\n" "片。\n"
"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\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]" "[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][/" "[-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" "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。" msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml #: doc/classes/PoolRealArray.xml
#, fuzzy
msgid "A pooled array of real numbers ([float])." msgid "A pooled array of real numbers ([float])."
msgstr "实数([float])池数组。" msgstr "实数([float])池数组。"
@ -56500,7 +56564,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolRealArray()]\n" "var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\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" "[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n" "[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 " "store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]." "[PoolRealArray]."
msgstr "" 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" "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]这种类型是按值传递而不是按引用传递。\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 " "[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" "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 " "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。" msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml #: doc/classes/PoolStringArray.xml
#, fuzzy
msgid "A pooled array of [String]s." msgid "A pooled array of [String]s."
msgstr "[String] 池数组。" msgstr "[String] 池数组。"
#: doc/classes/PoolStringArray.xml #: doc/classes/PoolStringArray.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [String]s. Optimized for memory " "An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n" "usage, does not fragment the memory.\n"
@ -56557,7 +56637,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolStringArray()]\n" "var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\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" "[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n" "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" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolStringArray.xml
msgid "" msgid ""
@ -56597,11 +56695,11 @@ msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的[String]。" msgstr "更改给定索引处的[String]。"
#: doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid "A pooled array of [Vector2]s." msgid "A pooled array of [Vector2]s."
msgstr "[Vector2] 池数组。" msgstr "[Vector2] 池数组。"
#: doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory " "An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n" "usage, does not fragment the memory.\n"
@ -56612,7 +56710,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolVector2Array()]\n" "var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\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" "[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n" "with [code]=[/code] for it to be changed:\n"
@ -56625,6 +56723,25 @@ msgid ""
"Array)\n" "Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml #: doc/classes/TileSet.xml
@ -56655,6 +56772,7 @@ msgid "A pooled array of [Vector3]."
msgstr "[Vector3] 池数组。" msgstr "[Vector3] 池数组。"
#: doc/classes/PoolVector3Array.xml #: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid "" msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory " "An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n" "usage, does not fragment the memory.\n"
@ -56665,7 +56783,7 @@ msgid ""
"[codeblock]\n" "[codeblock]\n"
"var array = [PoolVector3Array()]\n" "var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\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" "[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n" "with [code]=[/code] for it to be changed:\n"
@ -56678,6 +56796,25 @@ msgid ""
"Array)\n" "Array)\n"
"[/codeblock]" "[/codeblock]"
msgstr "" 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 #: doc/classes/PoolVector3Array.xml
msgid "" 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。" msgstr "基于范围的控件的抽象基类。"
#: doc/classes/Range.xml #: doc/classes/Range.xml
#, fuzzy
msgid "" msgid ""
"Range is a base class for [Control] nodes that change a floating-point " "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[/" "[member value] between a [member min_value] and [member max_value], using a "
"i] and [i]page[/i], for example a [ScrollBar]." "configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr "" 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" "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]。" "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 #: doc/classes/RigidBody.xml
#, fuzzy #, fuzzy
msgid "" msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it " "Damps the body'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" "will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more " "See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping." "details about damping."
msgstr "" 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" "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"
"性阻尼将被覆盖。\n" "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/" "关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。" "default_angular_damp]。"
#: doc/classes/RigidBody.xml #: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis." 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 #: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Y axis." 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 #: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Z axis." 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 #: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the X axis." 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 #: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Y axis." 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 #: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Z axis." 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/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@ -65061,7 +65200,7 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member " "Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]." "physics_material_override]."
msgstr "" 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 " "已废弃,请通过 [member physics_material_override] 使用 [member "
"PhysicsMaterial.friction] 代替。" "PhysicsMaterial.friction] 代替。"
@ -65072,12 +65211,11 @@ msgid ""
"example, a value of 1 will be normal gravity, 2 will apply double gravity, " "example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object." "and 0.5 will apply half gravity to this object."
msgstr "" 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" "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" "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。" "个物体应用一半的重力。"
#: doc/classes/RigidBody.xml #: doc/classes/RigidBody.xml
#, fuzzy
msgid "" msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different " "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 " "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 " "See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping." "about damping."
msgstr "" 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" "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"
"性阻尼将被覆盖。\n" "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/" "关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。" "default_linear_damp]。"
#: doc/classes/RigidBody.xml #: doc/classes/RigidBody.xml
@ -65385,7 +65523,6 @@ msgstr ""
"话)。" "话)。"
#: doc/classes/RigidBody2D.xml #: doc/classes/RigidBody2D.xml
#, fuzzy
msgid "" msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "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 " "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 " "See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping." "details about damping."
msgstr "" msgstr ""
"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体" "对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
"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" "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/" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_angular_damp]。" "default_angular_damp]。"
@ -65494,12 +65632,11 @@ msgid ""
"this function allows you to set a custom value. Set 0 inertia to return to " "this function allows you to set a custom value. Set 0 inertia to return to "
"automatically computing it." "automatically computing it."
msgstr "" 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。" "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"
"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" "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。" "值。设置 0 惯性会切换回自动计算。"
#: doc/classes/RigidBody2D.xml #: doc/classes/RigidBody2D.xml
#, fuzzy
msgid "" msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "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 > " "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 " "See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping." "about damping."
msgstr "" msgstr ""
"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用" "对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线" "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 "
"性阻尼)。\n" "[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/" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_linear_damp]。" "default_linear_damp]。"
@ -65521,21 +65658,21 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] " "thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state." "as your process loop for precise control of the body state."
msgstr "" 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]" "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 " "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。" "_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody2D.xml #: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values." 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 #: doc/classes/RigidBody2D.xml
msgid "" msgid ""
"The body's weight based on its mass and the [b]Default Gravity[/b] value in " "The body's weight based on its mass and the [b]Default Gravity[/b] value in "
"[b]Project > Project Settings > Physics > 2d[/b]." "[b]Project > Project Settings > Physics > 2d[/b]."
msgstr "" 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 " "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"
"Gravity[/b](默认重力)值。" "[/b]值。"
#: doc/classes/RigidBody2D.xml #: doc/classes/RigidBody2D.xml
msgid "" msgid ""
@ -66995,6 +67132,7 @@ msgid "One-shot timer."
msgstr "一次性定时器。" msgstr "一次性定时器。"
#: doc/classes/SceneTreeTimer.xml #: doc/classes/SceneTreeTimer.xml
#, fuzzy
msgid "" msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on " "A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n" "completion. See also [method SceneTree.create_timer].\n"
@ -67006,7 +67144,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n" " print(\"Timer ended.\")\n"
"[/codeblock]\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 "" 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 " "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" "[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。" msgstr "停止动画,并删除所有补间。"
#: doc/classes/Tween.xml #: doc/classes/Tween.xml
#, fuzzy
msgid "" msgid ""
"Resets a tween to its initial value (the one given, not the one before the " "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 " "tween), given its object and property/method pair. By default, all tweens "
"are reset, unless [code]key[/code] is specified." "are reset, unless [code]key[/code] is specified."
msgstr "" 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" "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 #: doc/classes/Tween.xml
msgid "" 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。" "是针对非常高端的系统否则数值为4是最好的。"
#: doc/classes/Viewport.xml #: doc/classes/Viewport.xml
#, fuzzy
msgid "" msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/" "If [code]true[/code], the viewport will use a unique copy of the [World] "
"code] property." "defined in [member world]."
msgstr "" msgstr ""
"如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 " "如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 "
"[World]。" "[World]。"
@ -82383,13 +82522,13 @@ msgstr ""
#: doc/classes/Viewport.xml #: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well." 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 #: doc/classes/Viewport.xml
msgid "" msgid ""
"If [code]true[/code], the viewport should render its background as " "If [code]true[/code], the viewport should render its background as "
"transparent." "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 #: doc/classes/Viewport.xml
msgid "The rendering mode of viewport." msgid "The rendering mode of viewport."
@ -82415,11 +82554,11 @@ msgstr ""
#: doc/classes/Viewport.xml #: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source." 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 #: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source." 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 #: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus." 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。" msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml #: doc/classes/VisualServer.xml
#, fuzzy
msgid "" msgid ""
"Returns the default value for the param if available. Returns [code]null[/" "Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise." "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 #: doc/classes/VisualServer.xml
msgid "" msgid ""
@ -87368,6 +87506,7 @@ msgid "Sets a viewport's canvas."
msgstr "设置视窗的画布。" msgstr "设置视窗的画布。"
#: doc/classes/VisualServer.xml #: doc/classes/VisualServer.xml
#, fuzzy
msgid "" msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If " "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 " "[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@ -87385,7 +87524,7 @@ msgid ""
"[/codeblock]\n" "[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end " "Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports " "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]." "viewport_set_render_direct_to_screen]."
msgstr "" msgstr ""
"将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport." "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。" msgstr "X509 证书(例如用于 SSL。"
#: doc/classes/X509Certificate.xml #: doc/classes/X509Certificate.xml
#, fuzzy
msgid "" msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can " "The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n" "be loaded and saved like any other [Resource].\n"
@ -92421,8 +92559,7 @@ msgstr ""
"加载和保存。\n" "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 " "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" "[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" "接到 SSL 服务器时应该接受的唯一证书。"
"[b]注意:[/b]在 HTML5 导出中不可用。"
#: doc/classes/X509Certificate.xml #: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."

View File

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