diff --git a/doc/translations/ar.po b/doc/translations/ar.po index 751017b573b..eb8e6dc7b65 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -30107,7 +30107,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 1552c15271d..cce60f13ac4 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -30023,7 +30023,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 638e8573320..2bb8b2b0a71 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -1,6 +1,6 @@ # LANGUAGE translation of the Godot Engine class reference. -# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # FIRST AUTHOR , YEAR. @@ -29900,7 +29900,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 1bd920e19bf..b2072217a14 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -30498,7 +30498,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/de.po b/doc/translations/de.po index 1533aa651d7..14d2291f8c0 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -33701,7 +33701,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/el.po b/doc/translations/el.po index 13c4fbfe689..63ddea8f7b5 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -29951,7 +29951,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/es.po b/doc/translations/es.po index 8ed223238d5..94620045703 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -39,12 +39,13 @@ # Keyla Arroyos , 2022. # Victor Stancioiu , 2022. # yohanger , 2022. +# Mateo , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-29 20:23+0000\n" -"Last-Translator: yohanger \n" +"PO-Revision-Date: 2023-01-12 06:06+0000\n" +"Last-Translator: Mateo \n" "Language-Team: Spanish \n" "Language: es\n" @@ -52,7 +53,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -751,7 +752,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -776,7 +776,7 @@ msgid "" "projects exported in debug mode if not connected to a debugging server." msgstr "" "Devuelve un conjunto de diccionarios que representan la pila de llamadas " -"actual.\n" +"actual. Véase también [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -39560,6 +39560,7 @@ msgid "" msgstr "" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -39571,7 +39572,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "Establece una imagen personalizada del cursor del ratón, que sólo es visible " "dentro de la ventana del juego. También se puede especificar el punto de " diff --git a/doc/translations/et.po b/doc/translations/et.po index 7f92671d8fd..b7512b6ae57 100644 --- a/doc/translations/et.po +++ b/doc/translations/et.po @@ -29913,7 +29913,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fa.po b/doc/translations/fa.po index 787c7ff9377..ce5dd6b0c2e 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -30352,7 +30352,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fi.po b/doc/translations/fi.po index fc517a6ff52..0f19296424a 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -30034,7 +30034,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 749fea9ef90..bfa8c75c7a4 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -29919,7 +29919,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 2898e9ec191..a57c138429e 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -60,13 +60,14 @@ # Augustin Ambiehl , 2022. # Landry Simo , 2022. # Alexis Coudert , 2022. +# Callim Ethee , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-12-03 00:47+0000\n" -"Last-Translator: Alexis Coudert \n" +"PO-Revision-Date: 2023-01-01 02:51+0000\n" +"Last-Translator: Callim Ethee \n" "Language-Team: French \n" "Language: fr\n" @@ -74,7 +75,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -137,9 +138,8 @@ msgid "Default" msgstr "Défaut" #: doc/tools/make_rst.py -#, fuzzy msgid "Setter" -msgstr "Setter" +msgstr "Donneur" #: doc/tools/make_rst.py msgid "value" @@ -39456,7 +39456,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 67bd7d902fe..9b3ea41370d 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -29908,7 +29908,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/hi.po b/doc/translations/hi.po index 75318a4554c..ca1ba048741 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -29907,7 +29907,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/hu.po b/doc/translations/hu.po index e99babd5486..f5a053dfc96 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -29927,7 +29927,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/id.po b/doc/translations/id.po index ad63a828e52..8a1e757105f 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -30324,7 +30324,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/is.po b/doc/translations/is.po index 6bf49858f40..0afd2be5898 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -29907,7 +29907,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/it.po b/doc/translations/it.po index 37488c9ebd7..35ff1ac6f33 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -31127,7 +31127,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ja.po b/doc/translations/ja.po index cabf1da54af..2798995dfaa 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -33191,7 +33191,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ko.po b/doc/translations/ko.po index 72a7780a4cc..3b3137f8499 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -19,12 +19,13 @@ # 이지민 , 2022. # nulltable , 2022. # Godoto , 2022. +# 오지훈 , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-10-18 18:00+0000\n" -"Last-Translator: Godoto \n" +"PO-Revision-Date: 2023-01-19 14:47+0000\n" +"Last-Translator: 오지훈 \n" "Language-Team: Korean \n" "Language: ko\n" @@ -32,11 +33,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1\n" #: doc/tools/make_rst.py msgid "Description" -msgstr "서술" +msgstr "설명" #: doc/tools/make_rst.py msgid "Tutorials" @@ -30234,7 +30235,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/lt.po b/doc/translations/lt.po index 1cf0ffef48e..c52d238af9a 100644 --- a/doc/translations/lt.po +++ b/doc/translations/lt.po @@ -29917,7 +29917,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/lv.po b/doc/translations/lv.po index fd9ddf6f51d..bf5aa783413 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -29925,7 +29925,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 19db2e5f942..71013cc0e7d 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -29905,7 +29905,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 3b7f482e480..6431d1756d5 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -29917,7 +29917,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ne.po b/doc/translations/ne.po index c616f7b4e11..b043d7c5afd 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -29905,7 +29905,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/nl.po b/doc/translations/nl.po index cf40d032cf6..de3a4a74974 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -29978,7 +29978,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/pl.po b/doc/translations/pl.po index cd2bedd3024..a5c59f489ba 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -30529,7 +30529,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/pt.po b/doc/translations/pt.po index d3d9b9aadf3..0f7b9f54e30 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -4,7 +4,7 @@ # This file is distributed under the same license as the Godot source code. # # Reubens Sanders , 2021. -# ssantos , 2022. +# ssantos , 2022, 2023. # Felipe SiFa , 2022. # Renu , 2022. # Diogo Gomes , 2022. @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-18 16:48+0000\n" +"PO-Revision-Date: 2023-01-11 16:51+0000\n" "Last-Translator: ssantos \n" "Language-Team: Portuguese \n" @@ -27,7 +27,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -394,8 +394,8 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" -"Retorna um caractere como uma String de um dado code point Unicode (que é " -"compatível com ASCII code);\n" +"Retorna um caractere como uma cadeia de caracteres de um dado code point " +"Unicode (compatível com ASCII code);\n" "[codeblock]\n" "a = char(65) # a é \"A\"\n" "a = char(65 + 32) # a é \"a\"\n" @@ -517,15 +517,15 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" -"Compara dois valores verificando seu conteúdo real, por meio de recursão em " -"um [Array] ou [Dictionary] em todos os seus níveis.\n" -"Esta função se asemelha ou difere de [code]==[/code] de diversas maneiras:\n" +"Compara dois valores verificando o conteúdo real deles, por meio de recursão " +"em um [Array] ou [Dictionary] em todos os seus níveis.\n" +"Esta função compara a [code]==[/code] de diversas maneiras:\n" "- Para [code]null[/code], [code]int[/code], [code]float[/code], " "[code]String[/code], [code]Object[/code] e [code] RID[/code] tanto " "[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma forma.\n" "- Para [code]Dictionary[/code], [code]==[/code] considera-se igual se, e " "somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/" -"code], sem recursão ou checagem de seu conteúdo.\n" +"code], sem recursão ou checagem do seu conteúdo.\n" "- Para [code]Array[/code], [code]==[/code] considera igual se, e somente se, " "cada item no primeiro [code]Array[/code] for igual ao seu homólogo no " "segundo [ code]Array[/code], conforme informado pelo próprio [code]==[/" @@ -928,7 +928,7 @@ msgid "" "[/codeblock]" msgstr "" "Retorna o comprimento da Variant [code]var[/code]. Comprimento é a contagem " -"de caracteres de uma String, contagem de elementos de uma Array, o tamanho " +"de caracteres de uma cadeia, contagem de elementos de uma Array, o tamanho " "de um Dicionario, etc.\n" "[b]Note:[/b] Gera um erro fatal se Variant não puder retornar um " "comprimento.\n" @@ -1361,7 +1361,7 @@ msgid "" "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" -"Converte um ou mais argumentos de qualquer tipo para string da melhor " +"Converte um ou mais argumentos de qualquer tipo para cadeia da melhor " "maneira possível e imprime no console\n" "[codeblock]\n" "a = [1, 2, 3]\n" @@ -1370,7 +1370,7 @@ msgstr "" "[b]Nota:[/b] Considere usar [method push_error] e [method push_warning] para " "imprimir mensagens de erro e aviso ao invés de [method print]. Isso os " "distinguirá de impressões com propósito de depuração e também mostrará um " -"rastreamento de pilha quando um erro ou aviso é impresso ." +"rastreamento de pilha quando um erro ou aviso é impresso." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1890,7 +1890,7 @@ msgid "" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" -"Converte um ou mais argumentos de quaisquer tipos para string na melhor " +"Converte um ou mais argumentos de quaisquer tipos para cadeia na melhor " "maneira possível.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" @@ -1909,7 +1909,7 @@ msgid "" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" -"Converte um string formatado que foi retornado por [method var2str] para o " +"Converte uma cadeia formatada que foi retornada por [method var2str] para o " "valor original.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" @@ -2025,8 +2025,8 @@ msgid "" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" msgstr "" -"Verifica se [code]json[/code] contém dados JSON válidos. Retorna um String " -"vazio se válido, ou uma mensagem de erro caso contrário.\n" +"Verifica se [code]json[/code] contém dados JSON válidos. Retorna uma cadeia " +"vazia se for válida ou uma mensagem de erro caso contrário.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" @@ -2062,8 +2062,8 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"Converte uma Variant [code]var[/code] para um string formatado que pode ser " -"convertido de volta com [method str2var].\n" +"Converte uma Variant [code]var[/code] para uma cadeia formatada que pode ser " +"convertida de volta com [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" @@ -3555,59 +3555,59 @@ msgstr "Máscara da tecla Group Switch." #: doc/classes/@GlobalScope.xml msgid "Left mouse button." -msgstr "Botão esquerdo do mouse." +msgstr "Botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button." -msgstr "Botão direito do mouse." +msgstr "Botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." -msgstr "Botão central do mouse." +msgstr "Botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." -msgstr "Primeiro botão extra do mouse (disponível em apenas alguns mouses)." +msgstr "Primeiro botão extra do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." -msgstr "Segundo botão extra do mouse (disponível em apenas alguns mouses)." +msgstr "Segundo botão extra do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." -msgstr "Roda do mouse para cima." +msgstr "Roda do rato para cima." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." -msgstr "Roda do mouse para baixo." +msgstr "Roda do rato para baixo." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." -msgstr "Botão esquerdo da roda do mouse (disponível em apenas alguns mouses)." +msgstr "Botão esquerdo da roda do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." -msgstr "Botão direito da roda do mouse (disponível em apenas alguns mouses)." +msgstr "Botão direito da roda do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." -msgstr "Máscara do botão esquerdo do mouse." +msgstr "Máscara do botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." -msgstr "Máscara do botão direito do mouse." +msgstr "Máscara do botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." -msgstr "Máscara do botão central do mouse." +msgstr "Máscara do botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." -msgstr "Máscara do primeiro botão extra do mouse." +msgstr "Máscara do primeiro botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." -msgstr "Máscara do segundo botão extra do mouse." +msgstr "Máscara do segundo botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Invalid button or axis." @@ -4354,7 +4354,6 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "" "Hints that a float property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " @@ -4362,9 +4361,9 @@ msgid "" "easing." msgstr "" "Sugere que uma propriedade float deve ser editada através de uma função de " -"suavização. A string de sugestão pode incluir [code]\"attenuation\"[/code] " -"para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para incluir " -"também a suavização in/out." +"flexibilização. A cadeia de sugestão pode incluir [code]\"attenuation\"[/" +"code] para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para " +"incluir também a flexibilização in/out." #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." @@ -17844,11 +17843,11 @@ msgstr "" #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." -msgstr "Enviado quando o ponteiro do mouse entra no nó." +msgstr "Enviado quando o ponteiro do rato entra no nó." #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." -msgstr "Enviado quando o ponteiro do mouse sai do nó." +msgstr "Enviado quando o ponteiro do rato sai do nó." #: doc/classes/Control.xml msgid "Sent when the node grabs focus." @@ -30979,7 +30978,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -37028,7 +37031,7 @@ msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the position of the agent in world space." -msgstr "Retorna a posição global do mouse." +msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -37256,7 +37259,7 @@ msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." -msgstr "Retorna a posição global do mouse." +msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -65291,11 +65294,11 @@ msgstr "Emitido quando um item é editado." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." -msgstr "Emitido quando um item é editado com botão direito do mouse." +msgstr "Emitido quando um item é editado com botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." -msgstr "Emitido quando um item é selecionado com o botão direito do mouse." +msgstr "Emitido quando um item é selecionado com o botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." @@ -65310,7 +65313,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "" -"Emitido quando um clique com o botão esquerdo do mouse não seleciona nenhum " +"Emitido quando um clique com o botão esquerdo do rato não seleciona nenhum " "item." #: doc/classes/Tree.xml diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index 463bc9c9571..687566bef19 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -45,12 +45,13 @@ # Mr.Albino , 2022. # Zer0-Zer0 , 2022. # Julio Yagami , 2022. +# Andrey Gonçalves , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-09 19:48+0000\n" -"Last-Translator: Julio Yagami \n" +"PO-Revision-Date: 2023-01-09 20:42+0000\n" +"Last-Translator: Andrey Gonçalves \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -58,7 +59,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -860,7 +861,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " @@ -883,8 +883,26 @@ msgid "" "See also [method lerp] which performs the reverse of this operation, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" -"Retornar a interpolação ou extrapolação do fator considerando o ranger " -"específico [code ]para[/code]" +"Retorna o fator de interpolação ou extrapolação considerando o intervalo " +"especificado no [code]de[/code] e [code]para[/code], e o valor interpolado " +"especificado no [code]peso[/code]. O valor retornado irá ser entre " +"[code]0.0[/code] e [code]1.0[/code] se [code]peso[/code] for entre [code]de[/" +"code] e [code]para[/code] (inclusivo). Se [code]peso[/code] está fora do " +"intervalo especificado, então um fator de extrapolação será retornado " +"(retorna valor menor que [code]0.0[/code] ou maior que [code]1.0[/code]). " +"Use [method clamp] no resultado do [method inverse_lerp] se isso não for o " +"desejado.\n" +"[codeblock]\n" +"# A razão da interpolação no uso do `lerp()` abaixo é 0.75.\n" +"var meio = lerp(20, 30, 0.75)\n" +"#`meio` agora é 27.5.\n" +"# Agora, vamos fingir que esquecemos a razão original e o queremos de " +"volta.\n" +"var razao = inverse_lerp(20, 30, 27.5)\n" +"#`razao` agora é 0.75.\n" +"[/codeblock]\n" +"Veja também o [method lerp] que faz o inverso desta operação, e [method " +"range_lerp] para mapear uma série contínua de valores uns aos outros." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1423,6 +1441,17 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"Imprime um rastreamento de pilha no local do código atual. Veja também " +"[method get_stack]\n" +"A saída no console seria mais ou menos assim:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Nota:[/b] [method print_stack] só funciona se a instância em execução " +"estiver conectada a um servidor de depuração (ou seja, uma instância do " +"editor). [method print_stack] não funcionará em projetos exportados no modo " +"de lançamento ou em projetos exportados no modo de depuração se não estiver " +"conectado a um servidor de depuração." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4070,74 +4099,105 @@ msgid "" "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" +"Mensagem de pressão do canal MIDI. Esta mensagem geralmente é enviada ao " +"pressionar a tecla após ela \"ir de dentro pra fora\". Essa mensagem é " +"diferente do pós-toque polifônico, pois indica a pressão mais alta em todas " +"as teclas." #: doc/classes/@GlobalScope.xml msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" +"Mensagem MIDI de dobra de tom (pitch bend). Esta mensagem é enviada para " +"indicar uma mudança no dobrador de tom (roda ou alavanca, tipicamente)." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" +"Mensagem exclusiva do sistema MIDI. Isso tem um comportamento exclusivo do " +"dispositivo do qual você está recebendo entrada. A obtenção desses dados não " +"está implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " "synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" +"Mensagem MIDI de um quarto de quadro. Contém informações de tempo usadas " +"para sincronizar dispositivos MIDI. A obtenção desses dados não está " +"implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " "start of the song. Getting this data is not implemented in Godot." msgstr "" +"Mensagem de ponteiro de posição de música MIDI. Dá o número de semicolcheias " +"(cada 16ª nota) desde o início da música. A obtenção desses dados não está " +"implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" +"Mensagem MIDI de seleção de música. Especifica qual sequência ou música será " +"tocada. A obtenção desses dados não está implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" +"Mensagem de solicitação de sintonia MIDI. Ao receber uma solicitação de " +"sintonia, todos os sintetizadores analógicos devem sintonizar seus " +"osciladores." #: doc/classes/@GlobalScope.xml msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" +"Mensagem de relógio de tempo MIDI. Enviado 24 vezes por semínima quando a " +"sincronização é necessária." #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" +"mensagem de início MIDI. Inicie a reprodução da sequência atual. Esta " +"mensagem será seguida de relógios de temporização." #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" +"Mensagem de continuação MIDI. Continue no ponto em que a sequência foi " +"interrompida." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." -msgstr "" +msgstr "Mensagem de parada MIDI. Pare a sequência atual." #: doc/classes/@GlobalScope.xml msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "" +"Mensagem de detecção ativa de MIDI. Esta mensagem deve ser enviada " +"repetidamente para informar ao receptor que uma conexão está ativa." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" +"Mensagem de reinicialização do sistema MIDI. Redefina todos os receptores no " +"sistema para o status de inicialização. Ele não deve ser enviado no próprio " +"power-up." #: doc/classes/@GlobalScope.xml msgid "" @@ -31205,7 +31265,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ro.po b/doc/translations/ro.po index dd88e8d66bb..94c966c61ca 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -29940,7 +29940,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 9d569d77609..b76873e4f1e 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -57,12 +57,14 @@ # Handsless coder , 2022. # Evgeniy Khramov , 2022. # Григорий , 2022. +# Artur Leonov (Depish) , 2022. +# Patrik , 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-06 11:48+0000\n" -"Last-Translator: Григорий \n" +"PO-Revision-Date: 2022-12-23 10:00+0000\n" +"Last-Translator: Patrik \n" "Language-Team: Russian \n" "Language: ru\n" @@ -71,7 +73,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -127,7 +129,7 @@ msgstr "Унаследовано:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "(переназначает %s)" +msgstr "(переопределяет %s)" #: doc/tools/make_rst.py msgid "Default" @@ -461,9 +463,9 @@ msgstr "" "Ограничивает [code]value[/code], возвращая значение не меньше [code]min[/" "code] и не больше [code]max[/code].\n" "[codeblock]\n" -"a = clamp(1000, 1, 20) # a будет 20\n" -"a = clamp(-10, 1, 20) # a будет 1\n" -"a = clamp(15, 1, 20) # a будет 15\n" +"a = clamp(1000, 1, 20) # вернёт 20\n" +"a = clamp(-10, 1, 20) # вернёт 1\n" +"a = clamp(15, 1, 20) # вернёт 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -534,12 +536,12 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" -"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в " -"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n" +"[b]Примечание:[/b] [code]dectime[/code] устарел и будет удален в Godot 4.0, " +"пожалуйста, используйте [method move_toward] вместо него.\n" "Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" -"a = dectime(60, 10, 0.1)) # a равно 59.0\n" +"a = dectime(60, 10, 0.1)) # вернёт59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -635,7 +637,7 @@ msgstr "" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() шпаргалка значений кривой[/url]\n" -"См. также [метод smoothstep]. Если вам нужно выполнить более сложные " +"См. также [method smoothstep]. Если вам нужно выполнить более сложные " "переходы, используйте [Tween] или [AnimationPlayer]." #: modules/gdscript/doc_classes/@GDScript.xml @@ -766,7 +768,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -790,22 +791,27 @@ msgid "" "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" -"Возвращает массив словарей, представляющий текущий стек вызовов.\n" +"Возвращает массив словарей, представляющий текущий стек вызовов. См. также " +"[method print_stack].\n" "[codeblock]\n" "func _ready():\n" -" foo()\n" +"\tfoo()\n" "\n" "func foo():\n" -" bar()\n" +"\tbar()\n" "\n" "func bar():\n" -" print(get_stack())\n" +"\tprint(get_stack())\n" "[/codeblock]\n" "выведет\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] [method get_stack] работает только при подключенном " +"сервере отладки (например в редакторе). [method get_stack] не будет работать " +"в проектах, экспортированных в режиме release или в проектах " +"экспортированных в режиме debug, если они не подключены к серверу отладки." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -914,7 +920,8 @@ msgstr "" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` теперь 0.75.\n" "[/codeblock]\n" -"Смотрите также [метод lerp], который выполняет обратную этой операцию." +"Смотрите также [method lerp], который выполняет обратную операцию и [method " +"range_lerp] для отображения последовательного ряда значений в другом." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1048,23 +1055,23 @@ msgid "" msgstr "" "Линейная интерполяция между двумя углами (в радианах) по нормализованному " "значению.\n" -"Аналогично [методу lerp], но корректно интерполируется, когда углы " -"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную " -"интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] " -"или [методом smoothstep].\n" +"Аналогично [method lerp], но корректно интерполируется, когда углы " +"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную " +"интерполяцию с помощью [method lerp_angle], объедините его с [method ease] " +"или [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" -" var min_angle = deg2rad(0.0)\n" -" var max_angle = deg2rad(90.0)\n" -" rotation = lerp_angle(min_angle, max_angle, elapsed)\n" -" elapsed += delta\n" +"\tvar min_angle = deg2rad(0.0)\n" +"\tvar max_angle = deg2rad(90.0)\n" +"\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" +"\telapsed += delta\n" "[/codeblock]\n" "[b]Примечание:[/b] Этот метод проходит через кратчайший путь между " "[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими " -"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + " -"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности " +"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + k " +"* TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности " "чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] " "оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, " "weight)[/code] оборачивается по часовой." @@ -1098,6 +1105,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " @@ -1124,19 +1132,19 @@ msgstr "" "ссылаются в другом месте, например, в другом скрипте или в сцене), что может " "вызвать небольшую задержку, особенно при загрузке сцен. Чтобы избежать " "ненужных задержек при многократной загрузке чего-либо, либо сохраните ресурс " -"в переменной, либо используйте [метод preload].\n" +"в переменной, либо используйте [method preload].\n" "[b]Примечание: [/b] Пути к ресурсам можно получить, щёлкнув правой кнопкой " "мыши на ресурсе в панели «Файловая система» и выбрав \"Копировать путь\" или " "перетащив файл из панели «Файловая система» в сценарий.\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory and " "cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" +"var main = load(\"res://main.tscn\") # main будет содержать объект " +"PackedScene.\n" "[/codeblock]\n" "[b]Важно:[/b] Путь должен быть абсолютным, локальный путь просто вернет " "[code]null[/code].\n" -"Этот метод представляет собой упрощенную версию [метода ResourceLoader." +"Этот метод представляет собой упрощенную версию [method ResourceLoader." "load], который можно использовать для более сложных сценариев." #: modules/gdscript/doc_classes/@GDScript.xml @@ -1449,6 +1457,16 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"Выводит стек вызовов из текущей функции. Смотрите также: [method " +"get_stack].\n" +"Вывод в консоли будет примерно таким:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Примечание:[/b] [method print_stack] работает только при подключенном " +"сервере отладки (например в редакторе). [method print_stack] не будет " +"работать в проектах, экспортированных в режиме release или в проектах " +"экспортированных в режиме debug, если они не подключены к серверу отладки." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1687,7 +1705,7 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Возвращает массив с заданным диапазоном. [метод range] может быть вызван " +"Возвращает массив с заданным диапазоном. [method range] может быть вызван " "тремя способами:\n" "[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и " "останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это " @@ -1702,16 +1720,16 @@ msgstr "" "[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] " "[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это " "[code]0[/code], будет выведено сообщение об ошибке.\n" -"[метод range] преобразует все аргументы в [int] перед обработкой.\n" +"[method range] преобразует все аргументы в [int] перед обработкой.\n" "[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не " "удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или " "[code]range(5, 5, 1)[/code]).\n" "Примеры:\n" "[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"print(range(4)) # Выведет [0, 1, 2, 3]\n" +"print(range(2, 5)) # Выведет [2, 3, 4]\n" +"print(range(0, 6, 2)) # Выведет [0, 2, 4]\n" +"print(range(4, 1, -1)) # Выведет [4, 3, 2]\n" "[/codeblock]\n" "Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n" "[codeblock]\n" @@ -1739,6 +1757,18 @@ msgid "" "For complex use cases where you need multiple ranges, consider using [Curve] " "or [Gradient] instead." msgstr "" +"Ограничивает [code]значение[/code] из диапазона [code][istart, istop][/code] " +"до диапазона [code][ostart, ostop][/code]. Смотрите также [method lerp] и " +"[method inverse_lerp]. Если [code]значение[/code] за пределами [code]" +"[istart, istop][/code], тогда, выходное значение тоже будет за пределами " +"[code][ostart, ostop][/code]. Используйте [method clamp] со значением " +"полученным от [method range_lerp] если не хотите выходить за пределы.[/" +"code]\n" +"[codeblock]\n" +"range_lerp(75, 0, 100, -1, 1) # Возвращает 0.5\n" +"[/codeblock]\n" +"Для случаев где вам нужно несколько диапазонов, используйте [Curve] или " +"[Gradient]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1755,10 +1785,10 @@ msgstr "" "в большую сторону.\n" "[codeblock]\n" "a = round(2.49) # Возвращает 2.0\n" -"a = round(2.5) # Возвращает 3.0\n" +"a = round(2.5)\t# Возвращает 3.0\n" "a = round(2.51) # Возвращает 3.0\n" "[/codeblock]\n" -"См. также[метод floor], [метод ceil], [метод stepify], и [int]." +"См. также[method floor], [method ceil], [method stepify], и [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1852,14 +1882,15 @@ msgstr "" "S-образной кривой, которая соответствует значению [code]s[/code] между " "[code]0[/code] и [code]1[/code].\n" "S-образная кривая является кубическим эрмитовым сплайном, заданным функцией " -"[code]f(s) = 3*s^2 - 2*s^3[/code].\n" +"[code]f(y) = 3*y^2 - 2*y^3[/code], где [code]y = (x-from) / (to-from)[/" +"code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Возвращает 0.0\n" "smoothstep(0, 2, 0.5) # Возвращает 0.15625\n" "smoothstep(0, 2, 1.0) # Возвращает 0.5\n" "smoothstep(0, 2, 2.0) # Возвращает 1.0\n" "[/codeblock]\n" -"В сравнении с [method ease] со значение кривой [code]-1.6521[/code], [метод " +"В сравнении с [method ease] со значение кривой [code]-1.6521[/code], [method " "smoothstep] возвращает наиболее плавную кривую без внезапных изменений " "производной. Если вам нужно выполнить более продвинутые перемещения, " "используйте [Tween] или [AnimationPlayer].\n" @@ -1956,8 +1987,8 @@ msgid "" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" -"Преобразует форматированную строку, которая была возвращена [методом " -"var2str] в исходное значение.\n" +"Преобразует форматированную строку, которая была возвращена [method var2str] " +"в исходное значение.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" @@ -2265,7 +2296,7 @@ msgid "" msgstr "" "Останавливает выполнение функции и возвращает текущее приостановленное " "состояние вызывающей функции.\n" -"Вызывающая функция должна вызвать [метод GDScriptFunctionState.resume] на " +"Вызывающая функция должна вызвать [method GDScriptFunctionState.resume] на " "состоянии для возобновления выполнения. Это аннулирует состояние. Внутри " "возобновленной функции [code]yield()[/code] возвращает все, что было " "передано в вызов функции [code]resume()[/code].\n" @@ -2278,21 +2309,21 @@ msgstr "" "работы функции:\n" "[codeblock].\n" "func _ready():\n" -" yield(countdown(), \"completed\") # ожидание завершения функции " +"\tyield(countdown(), \"completed\") # ожидание завершения функции " "countdown()\n" -" print('Ready')\n" +"\tprint('Ready')\n" "\n" "func countdown():\n" -" yield(get_tree(), \"idle_frame\") # возвращает объект " +"\tyield(get_tree(), \"idle_frame\") # возвращает объект " "GDScriptFunctionState для функции _ready()\n" -" print(3)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(2)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(1)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(3)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(2)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(1)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" -"# печатает:\n" +"# выведет:\n" "# 3\n" "# 2\n" "# 1\n" @@ -13808,6 +13839,7 @@ msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml +#, fuzzy msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " @@ -13836,7 +13868,7 @@ msgstr "" "Обратите внимание, что положение узла [Camera2D] [code][/code] не отражает " "фактическое положение экрана, которое может отличаться из-за примененного " "сглаживания или ограничений. Для получения реального положения можно " -"использовать [метод get_camera_screen_center]." +"использовать [method get_camera_screen_center]." #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" @@ -16052,11 +16084,11 @@ msgstr "" "свойства (например, CanvasItem.modulate) могут принимать значения больше 1 " "(пересвет или цвета HDR).\n" "Вы также можете создать цвет из стандартизированных имен цветов с помощью " -"[метода @GDScript.ColorN] или непосредственно используя определенные здесь " +"[method @GDScript.ColorN] или непосредственно используя определенные здесь " "цветовые константы. Стандартизированный набор цветов основан на [url=https://" "en.wikipedia.org/wiki/X11_color_names]именах цветов X11[/url].\n" "Если вы хотите задать значения в диапазоне от 0 до 255, вам следует " -"использовать [метод @GDScript.Color8].\n" +"использовать [method @GDScript.Color8].\n" "[b]Примечание:[/b] В булевом контексте значение Color будет равно " "[code]false[/code], если оно равно [code]Color(0, 0, 0, 0, 1)[/code] " "(непрозрачный черный). В противном случае значение Color всегда будет равно " @@ -17703,24 +17735,24 @@ msgid "" msgstr "" "Виртуальный метод, который должен быть реализован пользователем. Используйте " "этот метод для обработки и приема входных данных на элементах " -"пользовательского интерфейса. См. [метод accept_event].\n" +"пользовательского интерфейса. См. [method accept_event].\n" "Пример: щелчок по элементу управления.\n" "[codeblock].\n" "func _gui_input(event):\n" -" if event is InputEventMouseButton:\n" -" if event.button_index == BUTTON_LEFT and event.pressed:\n" -" print(\"На меня нажали D:\")\n" +"\tif event is InputEventMouseButton:\n" +"\t\tif event.button_index == BUTTON_LEFT and event.pressed:\n" +"\t\t\tprint(\"На меня нажали D:\")\n" "[/codeblock].\n" "Событие не сработает, если:\n" -"* щелчок вне элемента управления (см. [метод has_point]);\n" +"* щелчок вне элемента управления (см. [method has_point]);\n" "* у элемента управления [member mouse_filter] установлено значение [constant " "MOUSE_FILTER_IGNORE];\n" "* элемент управления загорожен другим [Control] сверху, у которого [member " "mouse_filter] не установлен на [constant MOUSE_FILTER_IGNORE];\n" "* родитель элемента управления имеет [member mouse_filter], установленный на " "[constant MOUSE_FILTER_STOP] или принял событие;\n" -"* событие происходит вне прямоугольника родителя, и у родителя включен [член " -"rect_clip_content] или [метод _clips_input].\n" +"* событие происходит вне прямоугольника родителя, и у родителя включен " +"[member rect_clip_content] или [method _clips_input].\n" "[b]Примечание:[/b] Положение события относительно начала элемента управления." #: doc/classes/Control.xml @@ -17852,7 +17884,7 @@ msgstr "" "получении элементов темы для элемента управления.\n" "[b]Примечание:[/b] Переопределение можно удалить, присвоив ему значение " "[code]null[/code]. Это поведение устарело и будет удалено в версии 4.0, " -"используйте [метод remove_stylebox_override] вместо этого.\n" +"используйте [method remove_stylebox_override] вместо этого.\n" "См. также [метод get_stylebox].\n" "[b]Пример изменения свойства в StyleBox путем его дублирования:[/b]\n" "[codeblock]\n" @@ -17867,7 +17899,7 @@ msgstr "" "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" "# Удалите переопределение стилей.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" -"[/codeblock]." +"[/codeblock]" #: doc/classes/Control.xml msgid "" @@ -18583,7 +18615,7 @@ msgstr "" "необходимое для появления всплывающей подсказки с помощью опции [code]gui/" "timers/tooltip_delay_sec[/code] в Настройках проекта.\n" "Всплывающая подсказка будет использовать либо реализацию по умолчанию, либо " -"пользовательскую, которую вы можете создать, переопределив [метод " +"пользовательскую, которую вы можете создать, переопределив [method " "_make_custom_tooltip]. Всплывающая подсказка по умолчанию включает " "[PopupPanel] и [Label], свойства темы которых можно настроить с помощью " "методов [Theme] с [code]\"TooltipPanel\"[/code] и [code]\"TooltipLabel\"[/" @@ -23673,17 +23705,17 @@ msgstr "" "состояние можно было восстановить при возврате на вкладку). Эти данные " "автоматически сохраняются для каждой сцены в файле [code]editstate[/code] в " "папке метаданных редактора. Если вы хотите сохранить глобальные (независимые " -"от сцены) данные редактора для вашего плагина, вы можете использовать [метод " -"get_window_layout] вместо этого.\n" +"от сцены) данные редактора для вашего плагина, вы можете использовать " +"[method get_window_layout] вместо этого.\n" "Используйте [method set_state] для восстановления сохраненного состояния.\n" "[b]Примечание:[/b] Этот метод не следует использовать для сохранения важных " "настроек, которые должны сохраняться в проекте.\n" "[b]Примечание:[/b] Для корректного сохранения и восстановления состояния " -"необходимо реализовать [метод get_plugin_name].\n" +"необходимо реализовать [method get_plugin_name].\n" "[codeblock].\n" "func get_state():\n" -" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" -" return state\n" +"\tvar state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +"\treturn state\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml @@ -27854,7 +27886,7 @@ msgstr "" "Вершины каждого многоугольника будут округлены в соответствии с типом " "[code]join_type[/code], см. [enum PolyJoinType].\n" "В результате операции может быть получен внешний многоугольник (граница) и " -"внутренний многоугольник (отверстие), которые можно отличить, вызвав [метод " +"внутренний многоугольник (отверстие), которые можно отличить, вызвав [method " "is_polygon_clockwise].\n" "[b]Примечание:[/b] Для специального перевода вершин многоугольника " "используйте метод [method Transform2D.xform]:\n" @@ -28261,9 +28293,9 @@ msgstr "" "занимает от 5 до 20 секунд в большинстве сцен. Уменьшение [member subdiv] " "может ускорить запекание.\n" "[b]Примечание:[/b] [GeometryInstance]ы и [Light]ы должны быть полностью " -"готовы до вызова [метода bake]. Если вы создаете их процедурно и некоторые " +"готовы до вызова [method bake]. Если вы создаете их процедурно и некоторые " "сетки или освещение отсутствуют в вашем запекаемом [GIProbe], используйте " -"[code]call_deferred(\"bake\")[/code] вместо прямого вызова [метода bake]." +"[code]call_deferred(\"bake\")[/code] вместо прямого вызова [method bake]." #: doc/classes/GIProbe.xml msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." @@ -30899,14 +30931,14 @@ msgid "" "in the URL. See [method String.http_escape] for an example." msgstr "" "Создает запрос на базовом [HTTPClient]. Если нет ошибок конфигурации, " -"пытается подключиться, используя [метод HTTPClient.connect_to_host] и " -"передает параметры в [метод HTTPClient.request].\n" +"пытается подключиться, используя [method HTTPClient.connect_to_host] и " +"передает параметры в [method HTTPClient.request].\n" "Возвращает [constant OK], если запрос успешно создан. (Это не означает, что " -"сервер ответил), [константа ERR_UNCONFIGURED], если не находится в дереве, " -"[константа ERR_BUSY], если все еще обрабатывает предыдущий запрос, " -"[константа ERR_INVALID_PARAMETER], если заданная строка не является " -"правильным форматом URL, или [константа ERR_CANT_CONNECT], если не " -"используется поток и [HTTPClient] не может соединиться с хостом.\n" +"сервер ответил), [constant ERR_UNCONFIGURED], если не находится в дереве, " +"[constant ERR_BUSY], если все еще обрабатывает предыдущий запрос, [constant " +"ERR_INVALID_PARAMETER], если заданная строка не является правильным форматом " +"URL, или [constant ERR_CANT_CONNECT], если не используется поток и " +"[HTTPClient] не может соединиться с хостом.\n" "[b]Примечание:[/b] Если [code]метод[/code] является [constant HTTPClient." "METHOD_GET], полезная нагрузка, отправленная через [code]request_data[/" "code], может быть проигнорирована сервером или даже привести к отклонению " @@ -32299,7 +32331,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -34067,38 +34103,38 @@ msgid "" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" "JavaScriptObject используется для взаимодействия с объектами JavaScript, " -"полученными или созданными с помощью [метода JavaScript.get_interface], " -"[метода JavaScript.create_object] или [метода JavaScript.create_callback].\n" +"полученными или созданными с помощью [method JavaScript.get_interface], " +"[method JavaScript.create_object] или [method JavaScript.create_callback].\n" "Пример:\n" "[codeblock]\n" -"расширяет Node\n" +"extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # Эта " "ссылка должна быть сохранена\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" -" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый " +"\tvar buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый " "ArrayBuffer(10)\n" -" print(buf) # печатает [JavaScriptObject:OBJECT_ID]\n" -" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый " +"\tprint(buf) # печатает [JavaScriptObject:OBJECT_ID]\n" +"\tvar uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый " "Uint8Array(buf)\n" -" uint8arr[1] = 255\n" -" prints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n" -" console.log(uint8arr) # печатает в консоли браузера \"Uint8Array(10) " -"[ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n" +"\tuint8arr[1] = 255\n" +"\tprints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n" +"\tconsole.log(uint8arr) # печатает в консоли браузера \"Uint8Array(10) [ 0, " +"255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n" "\n" -" # Эквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n" -" JavaScript.get_interface(\"Array\").from(uint8arr)." +"\t# Эквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n" +"\tJavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" -" # Будет вызван с параметрами, переданными в обратный вызов \"forEach\".\n" -" # [0, 0, [JavaScriptObject:1173]]\n" -" # [255, 1, [JavaScriptObject:1173]]\n" -" # ...\n" -" # [0, 9, [JavaScriptObject:1180]]\n" -" print(args)\n" +"\t# Будет вызван с параметрами, переданными в обратный вызов \"forEach\".\n" +"\t# [0, 0, [JavaScriptObject:1173]]\n" +"\t# [255, 1, [JavaScriptObject:1173]]\n" +"\t# ...\n" +"\t# [0, 9, [JavaScriptObject:1180]]\n" +"\tprint(args)\n" "[/codeblock].\n" "[b]Примечание:[/b] Доступно только в платформе HTML5." @@ -39775,7 +39811,7 @@ msgstr "Возвращает значение задержки данного к msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" -"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]." +"Возвращает нормаль для точки, возвращенной [method map_get_closest_point]." #: doc/classes/NavigationServer.xml msgid "" @@ -39976,10 +40012,10 @@ msgstr "" "пирами, чтобы гарантировать, что пропускная способность пиров не будет " "превышена. Параметры пропускной способности также определяют размер окна " "соединения, которое ограничивает количество надежных пакетов, которые могут " -"находиться в пути в любой момент времени. Возвращает [константу OK], если " -"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр " +"находиться в пути в любой момент времени. Возвращает [constant OK], если " +"клиент был создан, [constant ERR_ALREADY_IN_USE], если данный экземпляр " "NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае " -"необходимо сначала вызвать [метод close_connection]) или [константу " +"необходимо сначала вызвать [method close_connection]) или [constant " "ERR_CANT_CREATE], если клиент не может быть создан. Если указано " "[code]client_port[/code], клиент также будет слушать указанный порт; это " "полезно для некоторых методов обхода NAT." @@ -75012,23 +75048,24 @@ msgid "" "viewport_set_render_direct_to_screen]." msgstr "" "Копирует видовой экран в область экрана, указанную [code]rect[/code]. Если " -"[член Viewport.render_direct_to_screen] равен [code]true[/code], то вьюпорт " -"не использует фреймбуфер и содержимое вьюпорта выводится непосредственно на " -"экран. Однако обратите внимание, что корневой видовой экран рисуется " -"последним, поэтому он будет рисоваться поверх экрана. Соответственно, вы " -"должны установить корневой видовой экран на область, которая не покрывает " -"область, к которой вы прикрепили этот видовой экран.\n" +"[member Viewport.render_direct_to_screen] равен [code]true[/code], то " +"вьюпорт не использует фреймбуфер и содержимое вьюпорта выводится " +"непосредственно на экран. Однако обратите внимание, что корневой видовой " +"экран рисуется последним, поэтому он будет рисоваться поверх экрана. " +"Соответственно, вы должны установить корневой видовой экран на область, " +"которая не покрывает область, к которой вы прикрепили этот видовой экран.\n" "Например, вы можете установить корневой видовой экран так, чтобы он вообще " "не отрисовывался, используя следующий код:\n" "[codeblock].\n" "func _ready():\n" -" get_viewport().set_attach_to_screen_rect(Rect2())\n" -" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" +"\tget_viewport().set_attach_to_screen_rect(Rect2())\n" +"\t$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock].\n" "Использование этого метода может привести к значительной оптимизации, " "особенно на устройствах низкого класса. Однако за это приходится " "расплачиваться необходимостью управлять видовыми экранами вручную. Для " -"дальнейшей оптимизации смотрите [метод viewport_set_render_direct_to_screen]." +"дальнейшей оптимизации смотрите [method " +"viewport_set_render_direct_to_screen]." #: doc/classes/VisualServer.xml msgid "" diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 3a58e3f2a9c..d82d0b12ee2 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -29911,7 +29911,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 2846de07bb0..2fccf2bef48 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -29922,7 +29922,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 65cad9bf8a9..b4ec51f1790 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -29909,7 +29909,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/th.po b/doc/translations/th.po index 54fbdbfe272..0ca308df1c6 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -30049,7 +30049,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/tl.po b/doc/translations/tl.po index a9b6a9e2a98..a3d46e6b1dd 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -29997,7 +29997,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 5d8f2afe29f..a41bb69483a 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -30744,7 +30744,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 3714c11d88e..6c071cee852 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -20,8 +20,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-25 12:13+0000\n" -"Last-Translator: Лев Дворский \n" +"PO-Revision-Date: 2022-12-28 14:08+0000\n" +"Last-Translator: KazanskiyMaks \n" "Language-Team: Ukrainian \n" "Language: uk\n" @@ -30,7 +30,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -106,13 +106,11 @@ msgid "Getter" msgstr "Отримувач" #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method should typically be overridden by the user to have any effect." msgstr "Зазвичай, цей метод перевизначається користувачем, щоб він мав вплив." #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." @@ -120,13 +118,11 @@ msgstr "" "Цей метод не має побічних ефектів. Не змінює ніяку змінну екземпляра об'єкта." #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method accepts any number of arguments after the ones described here." msgstr "Цей метод приймає будь-яке число аргументів після описаних тут." #: doc/tools/make_rst.py -#, fuzzy msgid "This method is used to construct a type." msgstr "Цей метод використовується для побудови типів." @@ -136,8 +132,8 @@ msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" -"Для використання, цей метод не потребує створення об'єкта, тому він може " -"бути викликаним напряму вказавши назву класу." +"Для виклику, метод не потребує створення об'єкта, тому він може бути " +"використаним просто вказавши назву класу." #: doc/tools/make_rst.py msgid "" @@ -285,22 +281,22 @@ msgid "" "[/codeblock]" msgstr "" "Перевіряє, чи [code]condition[/code] дорівнює [code]true[/code]. Якщо " -"[code]condition[/code] дорівнює [code]false[/code], буде згенеровано " -"помилку. Якщо виконується у редакторі, проєкт буде також призупинено, поки " -"ви не продовжите його. Може бути використано, як більш дієва форма [method " -"push_error] для звітування помилок розробникам проєкту, або допоміжним " -"користувачам.\n" +"[code]condition[/code] дорівнює [code]false[/code], буде створено помилку. " +"Якщо виконується в редакторі, проєкт також буде призупинено, поки ви не " +"відновите його роботу. Можна використати, як більш дієву форму [method " +"push_error] для звітування помилок розробникам проєкту, або користувачам " +"доповнення (add-on).\n" "[b]Нотатка:[/b] З міркувань продуктивності, код всередині [method assert] " -"виконується тільки у діагностичних збірках, або коли проєкт виконується у " -"редакторі. Не використовуйте код, який негативно впливає на виконання " -"[method assert]. Інакше, проєкт буде поводити себе інакше, якщо він буде " -"експортованим у режимі публікації.\n" +"виконується тільки у діагностичних збірках, або коли проєкт виконується в " +"редакторі. Не включайте в код, де використання [method assert] призведе до " +"побічних ефектів. У противному разі, проєкт буде поводити себе інакше, якщо " +"він буде експортованим у режимі публікації.\n" "Якщо задано необов'язковий аргумент [code]message[/code], то він буде " "показаний у додаток до повідомлення \"Assertion failed\". Ви можете " -"скористатися цим для надання додаткових відомостей щодо того, чому перевірку " -"не було пройдено.\n" +"скористатися цим для надання додаткових відомостей щодо причини провалу " +"перевірки.\n" "[codeblock]\n" -"# Припустимо, що ви хочете, щоб швидкість (speed) була у межах від 0 до 20.\n" +"# Припустимо, ви хочете, щоб швидкість (speed) була у межах від 0 до 20.\n" "var speed = -10\n" "assert(speed < 20) # Істина, програма продовжить виконання\n" "assert(speed >= 0) # Хиба, програму буде зупинено\n" @@ -375,6 +371,7 @@ msgstr "" "полярну систему (відстань до початку координат та кут)." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" @@ -384,6 +381,13 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" +"Заокруглює [code]s[/code] вгору (до додатної нескінченності), повертаючи " +"найменше число, ще не менше за [code]s[/code].\n" +"[codeblock]\n" +"a = ceil(1.45) # a дорівнює 2.0\n" +"a = ceil(1.001) # a дорівнює 2.0\n" +"[/codeblock]\n" +"Також перегляньте [method floor], [method round], [method stepify] та [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -396,6 +400,13 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" +"Повертає символ, як Рядок з даного Юнікод коду(що сумісний з ASCII кодом).\n" +"[codeblock]\n" +"a = char(65) # a дорівнює \"A\"\n" +"a = char(65 + 32) # a дорівнює \"a\"\n" +"a = char(8364) # a дорівнює \"€\"\n" +"[/codeblock]\n" +"Це протилежність до [method ord]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -407,6 +418,13 @@ msgid "" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" +"Затискує [code]value[/code] та повертає значення, що не менше за [code]min[/" +"code] і не більше за [code]max[/code].\n" +"[codeblock]\n" +"a = clamp(1000, 1, 20) # a дорівнює 20\n" +"a = clamp(-10, 1, 20) # a дорівнює 1\n" +"a = clamp(15, 1, 20) # a дорівнює 15\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -421,6 +439,16 @@ msgid "" "print(a.length())\n" "[/codeblock]" msgstr "" +"Конвертує один тип в інший у найкращий спосіб. Параметр [code]type[/code] " +"використовує значення з [enum Variant.Type].\n" +"[codeblock]\n" +"a = Vector2(1, 0)\n" +"# Виводить 1\n" +"print(a.length())\n" +"a = convert(a, TYPE_STRING)\n" +"# Виводить 6, бо рядок \"(1, 0)\" складається з 6 символів\n" +"print(a.length())\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -431,11 +459,10 @@ msgid "" "a = cos(PI) # a is -1.0\n" "[/codeblock]" msgstr "" -"Повертає абсолютне значення параметру [code]s[/code] (тобто значення без " -"знака, працює для цілих чисел і чисел із рухомою крапкою).\n" +"Повертає косинус кута [code]s[/code] в радіанах.\n" "[codeblock]\n" -"# a дорівнює 1\n" -"a = abs(-1)\n" +"a = cos(TAU) # a дорівнює 1.0\n" +"a = cos(PI) # a дорівнює -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -452,11 +479,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." -msgstr "" +msgstr "Перетворює з децибел в лінійну енергію (аудіо)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." -msgstr "" +msgstr "Застарілий псевдонім для [method step_decimals]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -468,6 +495,13 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" +"[b]Нотатка:[/b] [code]dectime[/code] застарілий і буде вилучений в Godot " +"4.0, натомість краще використовуйте [method move_toward].\n" +"Повертає результат [code]value[/code] зменшений на [code]step[/code] * " +"[code]amount[/code].\n" +"[codeblock]\n" +"a = dectime(60, 10, 0.1)) # a дорівнює 59.0\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -489,6 +523,23 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" +"Порівнює два значення, шляхом порівняння їх реального вмісту, рекурсивно для " +"будь-якого [Array] чи [Dictionary] аж до найглибшого рівня.\n" +"Порівнюючи з [code]==[/code], відмітимо:\n" +"- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" +"code], [code]Object[/code] та [code]RID[/code] що [code]deep_equal[/code], " +"що [code]==[/code] працюють однаково.\n" +"- Для [code]Dictionary[/code], [code]==[/code] виявляє рівність тоді й " +"тільки тоді, коли йде порівняння з цим самим [code]Dictionary[/code], без " +"рекурсії чи будь-якого врахування вмісту.\n" +"- Для [code]Array[/code], [code]==[/code] виявляє рівність тоді й тільки " +"тоді, коли кожний елемент у першому [code]Array[/code] дорівнює відповідному " +"елементу в другому [code]Array[/code], де порівняння проходить через " +"[code]==[/code]. Це означає, що [code]==[/code] рекурсивно порівнює " +"[code]Array[/code], але не [code]Dictionary[/code].\n" +"Загалом, якщо у вас потенційно використовується [code]Dictionary[/code], і " +"вам потрібно порівняння з урахуванням вмісту, використовуйте " +"[code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -30098,7 +30149,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 962440bfabd..36ef54b096f 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -30410,7 +30410,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 966ec9b0f9a..773dda130e2 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -3,7 +3,7 @@ # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # -# Haoyu Qiu , 2020, 2021, 2022. +# Haoyu Qiu , 2020, 2021, 2022, 2023. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty , 2020, 2021. @@ -37,7 +37,7 @@ # Juer Genie Whang <2695996944@qq.com>, 2021. # SimonChang , 2021. # zeng haochen , 2021. -# suplife <2634557184@qq.com>, 2021. +# suplife <2634557184@qq.com>, 2021, 2023. # Magian , 2021, 2022. # ji233 <27987772@qq.com>, 2021. # 沈士超 , 2021. @@ -64,7 +64,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-12 06:48+0000\n" +"PO-Revision-Date: 2023-01-09 20:42+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -73,7 +73,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -730,7 +730,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -754,7 +753,7 @@ msgid "" "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" -"返回一个表示当前调用堆栈的字典数组。\n" +"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -769,7 +768,11 @@ msgstr "" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注意:[/b]运行中的实例连接到调试服务器(例如编辑器实例)后,[method " +"get_stack] 才能正常工作。[method get_stack] 无法在使用发布模式导出的项目中正" +"常工作。使用调试模式导出的项目如果没有连接到调试服务器,则该函数也无法正常工" +"作。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1367,6 +1370,15 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" +"控制台中的输出是类似这样的:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]注意:[/b]运行中的实例连接到调试服务器(例如编辑器实例)后,[method " +"print_stack] 才能正常工作。[method print_stack] 无法在使用发布模式导出的项目" +"中正常工作。使用调试模式导出的项目如果没有连接到调试服务器,则该函数也无法正" +"常工作。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4407,6 +4419,18 @@ msgid "" "[b]Note:[/b] The final colon is required to specify for properly detecting " "built-in types." msgstr "" +"提示一个属性代表特定的类型。如果属性为 [constant TYPE_STRING],则可以通过创建" +"对话框设置其类型。如果你需要创建一个 [Array] 来放置特定类型的元素,则 " +"[code]hint_string[/code] 必须使用 [code]\":\"[/code] 来编码嵌套类型,使用 " +"[code]\"/\"[/code] 来指定 [Resource] 类型。例如:\n" +"[codeblock]\n" +"hint_string = \"%s:\" % [TYPE_INT] # 整数数组。\n" +"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # 浮点数二维数组。\n" +"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # 资源数组。\n" +"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " +"# 资源二维数组。\n" +"[/codeblock]\n" +"[b]注意:[/b]最后的冒号是必须的,否则无法正确检测内置类型。" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." @@ -8808,7 +8832,6 @@ msgstr "" "较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。" #: doc/classes/Array.xml -#, fuzzy msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " @@ -8828,7 +8851,9 @@ msgstr "" "var array = []\n" "array.resize(10)\n" "array.fill(0) # 将 10 个元素都初始化为 0。\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注意:[/b]如果 [code]value[/code] 为引用类型(派生自 [Object]、[Array]、" +"[Dictionary] 等),那么会用同一个对象的引用填充该数组,即不会创建副本。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -9076,7 +9101,6 @@ msgstr "" "索引之间的变化。" #: doc/classes/Array.xml -#, fuzzy msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" @@ -9092,6 +9116,9 @@ msgid "" "[/codeblock]" msgstr "" "对数组进行排序。\n" +"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/" +"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" +"也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n" "[b]注意:[/b]字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾的" "字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子。\n" "[codeblock]\n" @@ -9101,7 +9128,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Array.xml -#, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " @@ -9135,8 +9161,11 @@ msgstr "" "对于两个元素 [code]a[/code] 和 [code]b[/code],如果给定的方法返回 " "[code]true[/code],数组中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之" "后。\n" -"[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会" -"导致意外的行为。\n" +"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/" +"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" +"也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n" +"[b]注意:[/b]不能随机返回一个值,因为堆排序算法期望确定的结果。随机返回一个值" +"会导致意外的行为。\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" @@ -9787,7 +9816,7 @@ msgid "" "However, at this point in time only one interface can render to an HMD." msgstr "" "调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n" -"在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n" +"在初始化了接口之后,需要启用视口的 AR/VR 模式,将开始渲染。\n" "[b]注意:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视口上启" "用 AR/VR 模式。\n" "如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一" @@ -9844,9 +9873,9 @@ msgid "" "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" -"这个接口输出到一个外部设备。如果使用主视区,屏幕上的输出是一个未经修改的左眼" -"或右眼的缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相" -"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视区,用于其他用途。" +"这个接口输出到一个外部设备。如果使用主视口,屏幕上的输出是一个未经修改的左眼" +"或右眼的缓冲区,如果没有将视口尺寸更改为 [method get_render_targetsize] 的相" +"同长宽比,则被拉伸。使用一个单独的视口节点可以释放出主视口,用于其他用途。" #: doc/classes/ARVRInterface.xml msgid "" @@ -12402,14 +12431,13 @@ msgid "Clears the audio sample data buffer." msgstr "清除音频样本数据缓冲区。" #: doc/classes/AudioStreamGeneratorPlayback.xml -#, fuzzy msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" -"如果可以将大小为 [code]amount[/code] 的缓冲区推送到音频采样数据缓冲区而不使其" -"溢出,则返回 [code]true[/code],否则返回 [code]false[/code]。" +"返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/" +"code],则缓冲区已满。" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -13042,7 +13070,6 @@ msgstr "" "[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在着色器脚本中对其进行访问。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " @@ -13055,44 +13082,40 @@ msgid "" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" -"用于对当前屏幕显示进行后台缓冲的节点。BackBufferCopy 节点中定义的区域与其覆盖" -"屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中使" -"用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n" +"用于对当前显示的屏幕进行后台缓冲的节点。[BackBufferCopy] 节点中定义的区域与其" +"覆盖屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本" +"中使用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n" "[b]注意:[/b]由于该节点继承自 [Node2D] 而非 [Control],锚点和边距将不会应用于" "从 [Control] 派生的子节点。这在调整窗口大小时可能会出现问题。为避免这种情况," -"请将 [Control] 派生节点添加为 BackBufferCopy 节点的[i]同级[/i],不要将它们添" -"加为其子节点。" +"请将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i],不要将它们" +"添加为其子节点。" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模式。见 [enum CopyMode] 常量。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" -"BackBufferCopy 覆盖的区域。只有当 [member copy_mode] 是 [constant " +"该 [BackBufferCopy] 所覆盖的区域。只有当 [member copy_mode] 为 [constant " "COPY_MODE_RECT] 时才使用。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" -"禁用缓冲模式。这意味着 BackBufferCopy 节点将直接使用它所覆盖的屏幕部分。" +"禁用缓冲模式。这意味着该 [BackBufferCopy] 节点将直接使用它所覆盖的屏幕部分。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "[BackBufferCopy] buffers a rectangular region." -msgstr "BackBufferCopy 缓冲一个矩形区域。" +msgstr "[BackBufferCopy] 缓冲一个矩形区域。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "[BackBufferCopy] buffers the entire screen." -msgstr "BackBufferCopy 缓冲整个屏幕。" +msgstr "[BackBufferCopy] 缓冲整个屏幕。" #: doc/classes/BakedLightmap.xml msgid "Prerendered indirect light map for a scene." @@ -14561,9 +14584,9 @@ msgid "" "[Viewport] (or higher viewports) can't be displayed." msgstr "" "相机是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 [Viewport] " -"节点中注册自己(当树上行)。每个视区只能激活一个相机。如果在树上没有可用的视" -"区,相机将在全局视区中注册。换句话说,相机只是为 [Viewport] 提供 3D 显示能" -"力,如果没有,则无法显示在该 [Viewport] 或更高视区中注册的场景。" +"节点中注册自己(当树上行)。每个视口只能激活一个相机。如果在树上没有可用的视" +"口,相机将在全局视口中注册。换句话说,相机只是为 [Viewport] 提供 3D 显示能" +"力,如果没有,则无法显示在该 [Viewport] 或更高视口中注册的场景。" #: doc/classes/Camera.xml msgid "" @@ -14720,7 +14743,7 @@ msgid "" "[/codeblock]" msgstr "" "返回 [Viewport] 矩形中的 2D 坐标,该坐标映射到世界空间中给定的 3D 点。\n" -"[b]注意:[/b]当使用它来定位 3D 视区上的 GUI 元素时,如果 3D 点在相机后面,请" +"[b]注意:[/b]当使用它来定位 3D 视口上的 GUI 元素时,如果 3D 点在相机后面,请" "使用 [method is_position_behind] 来防止它们显示。\n" "[codeblock]\n" "# 这个代码块是继承自 Spatial 的脚本的一部分。\n" @@ -14768,7 +14791,7 @@ msgstr "" "[code]_process[/code] 方法中的变化。多普勒效果只对 [member " "AudioStreamPlayer3D.doppler_tracking] 设置为 [constant AudioStreamPlayer3D." "DOPPLER_TRACKING_DISABLED] 以外的值的 [AudioStreamPlayer3D] 节点进行模拟。\n" -"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用 3D 视区左上角的透视菜单,并" +"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用 3D 视口左上角的透视菜单,并" "切换为[b]启用多普勒[/b]。" #: doc/classes/Camera.xml @@ -14816,7 +14839,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The horizontal (X) offset of the camera viewport." -msgstr "相机视窗的水平(X)偏移量。" +msgstr "相机视口的水平(X)偏移量。" #: doc/classes/Camera.xml msgid "" @@ -14852,7 +14875,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The vertical (Y) offset of the camera viewport." -msgstr "相机视窗的垂直(Y)偏移量。" +msgstr "相机视口的垂直(Y)偏移量。" #: doc/classes/Camera.xml msgid "" @@ -15023,7 +15046,7 @@ msgstr "" msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." -msgstr "使之成为该场景(视区和图层)的当前 2D 相机,以防场景中有很多相机。" +msgstr "使之成为该场景(视口和图层)的当前 2D 相机,以防场景中有很多相机。" #: doc/classes/Camera2D.xml msgid "" @@ -15070,7 +15093,7 @@ msgid "" "or not a [Viewport], uses the default viewport instead." msgstr "" "连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不" -"是 [Viewport],则使用默认的视区。" +"是 [Viewport],则使用默认的视口。" #: doc/classes/Camera2D.xml msgid "" @@ -15883,11 +15906,11 @@ msgstr "返回此项目的变换矩阵。" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." -msgstr "以 [Rect2] 形式返回视区的边界。" +msgstr "以 [Rect2] 形式返回视口的边界。" #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." -msgstr "返回这个项目相对于视区的变换。" +msgstr "返回这个项目相对于视口的变换。" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." @@ -16281,7 +16304,7 @@ msgid "" "Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" -"启用时,该 [CanvasLayer] 会使用视区的变换,所以它会随相机移动,而不是保持在屏" +"启用时,该 [CanvasLayer] 会使用视口的变换,所以它会随相机移动,而不是保持在屏" "幕上的某个固定位置。\n" "与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。" @@ -19193,7 +19216,7 @@ msgid "" msgstr "" "加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 " "[ConfigFile] 对象中。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19204,7 +19227,7 @@ msgid "" msgstr "" "加载指定为参数的加密配置文件,使用提供的 [code]key[/code] 对其解密。解析文件" "的内容并将其加载到调用该方法的 [ConfigFile] 对象中。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19215,7 +19238,7 @@ msgid "" msgstr "" "加载作为参数的加密配置文件,使用提供的 [code]password[/code] 解密。该文件的内" "容被解析并加载到调用该方法的 [ConfigFile] 对象中。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19225,7 +19248,7 @@ msgid "" msgstr "" "将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 " "ConfigFile 对象中。\n" -"返回 [enum Error] 常量之一,成功时返回 [code]OK[/code]。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19235,7 +19258,7 @@ msgid "" msgstr "" "将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结" "构。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19246,7 +19269,7 @@ msgid "" msgstr "" "使用提供的 [code]key[/code] 将 [ConfigFile] 对象的内容保存到作为参数指定的 " "AES-256 加密文件中。输出文件使用 INI 样式的结构。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19257,7 +19280,7 @@ msgid "" msgstr "" "将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供" "的 [code]password[/code]进行加密。输出文件使用 INI 风格的结构。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19380,7 +19403,7 @@ msgid "" "code] methods provided by this class." msgstr "" "所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形、相对于其父控件或" -"当前视窗的锚点位置以及表示锚点偏移的边距。当节点、其任何父节点或屏幕尺寸发生" +"当前视口的锚点位置以及表示锚点偏移的边距。当节点、其任何父节点或屏幕尺寸发生" "变化时,边距会自动更新。\n" "更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。要" "构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" @@ -19557,8 +19580,8 @@ msgid "" "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" -"将输入事件标记为已处理。一旦接受输入事件,它就会停止传播,甚至传播到正在侦听" -"[method Node._unhandled_input]或[method Node._unhandled_key_input]的节点。" +"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 " +"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节点。" #: doc/classes/Control.xml msgid "" @@ -20647,7 +20670,7 @@ msgid "" "handled." msgstr "" "关闭模态控件时,输入是否传播。\n" -"如果为 [code]false[/code],事件处理将停止在视区的输入事件处理。该视区会先将模" +"如果为 [code]false[/code],事件处理将停止在视口的输入事件处理。该视口会先将模" "态控件隐藏,然后再将输入标记为已处理。" #: doc/classes/Control.xml @@ -20800,7 +20823,7 @@ msgstr "" "这个值进行缩放。\n" "[b]注意:[/b]这个属性主要用于动画用途。当控件被缩放时,控件内的文本将看起来是" "像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=$DOCS_URL/tutorials/" -"rendering/multiple_resolutions.html]文档[/url]中描述的合适的视窗拉伸模式,而" +"rendering/multiple_resolutions.html]文档[/url]中描述的合适的视口拉伸模式,而" "不是单独缩放控件。\n" "[b]注意:[/b]如果控件节点是 [Container] 节点的子节点,当场景实例化时,缩放将" "被重置为 [code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,使用 " @@ -24076,7 +24099,7 @@ msgstr "" #: doc/classes/CylinderShape.xml msgid "Cylinder shape for collisions." -msgstr "碰撞用的圆柱体形状。" +msgstr "用于碰撞的圆柱体形状。" #: doc/classes/CylinderShape.xml msgid "" @@ -24085,6 +24108,9 @@ msgid "" "engine, there are several known bugs with cylinder collision shapes. Using " "[CapsuleShape] or [BoxShape] instead is recommended." msgstr "" +"用于碰撞的圆柱体形状。\n" +"[b]注意:[/b]使用 GodotPhysics 而非默认的 Bullet 物理引擎时,圆柱体碰撞形状存" +"在已知的问题。推荐使用 [CapsuleShape] 或 [BoxShape] 代替。" #: doc/classes/CylinderShape.xml msgid "The cylinder's height." @@ -24665,7 +24691,7 @@ msgstr "" "将当前打开的目录改为参数传递的目录。参数可以是相对于当前目录的(例如 " "[code]newdir[/code] 或 [code].../newdir[/code]),也可以是绝对路径(例如 " "[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n" -"返回 [enum Error] 代码常量之一([code]OK[/code] 成功时)。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24677,7 +24703,7 @@ msgid "" msgstr "" "将 [code]from[/code] 文件复制到 [code]to[/code] 目标位置。两个参数都应该是相" "对或绝对文件的路径。如果目标文件存在且没有访问保护,则会被覆盖。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24685,8 +24711,8 @@ msgid "" "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" -"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code]和" -"[code].[/code]被认为是目录)。" +"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code] 和 " +"[code].[/code] 属于目录)。" #: doc/classes/Directory.xml msgid "" @@ -24707,16 +24733,16 @@ msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" -"返回当前打开目录的绝对路径(例如[code]res://文件夹[/code]或[code]C:\\tmp\\文" -"件夹[/code])。" +"返回当前打开目录的绝对路径(例如 [code]res://文件夹[/code] 或 [code]C:" +"\\tmp\\文件夹[/code])。" #: doc/classes/Directory.xml msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" -"返回当前打开的目录的驱动器索引。请参阅[method get_drive]将返回的索引转换为驱" -"动器的名称。" +"返回当前打开的目录的驱动器索引。请参阅 [method get_drive] 将返回的索引转换为" +"驱动器的名称。" #: doc/classes/Directory.xml msgid "" @@ -24757,11 +24783,12 @@ msgid "" "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" -"返回当前目录中的下一个元素(文件或目录)(包括[code].[/code]和[code].[/" -"code],除非[code]skip_navigational[/code]被赋予[method list_dir_begin])。\n" +"返回当前目录中的下一个元素(文件或目录。除非将 [code]skip_navigational[/" +"code] 赋予 [method list_dir_begin],否则包括 [code].[/code] 和 [code].[/" +"code])。\n" "返回的是文件或目录的名称(而不是它的完整路径)。一旦流被完全处理,该方法返回" -"一个空的String,并自动关闭流(即在这种情况下,[method list_dir_end]将不是强制" -"性的)。" +"一个空的 String,并自动关闭流(即在这种情况下,[method list_dir_end] 将不是强" +"制性的)。" #: doc/classes/Directory.xml msgid "" @@ -24808,7 +24835,7 @@ msgstr "" "创建一个目录。参数可以是当前目录的相对路径,也可以是绝对路径。目标目录应该放" "置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅 [method " "make_dir_recursive])。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24817,9 +24844,9 @@ msgid "" "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间" +"通过递归调用 [method make_dir] 方法,创建一个目标目录和其路径中所有必要的中间" "目录。参数可以是相对于当前目录的,也可以是绝对路径。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24833,7 +24860,7 @@ msgstr "" "folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径" "内:用户文件系统(例如 [code]/tmp/folder[/code] 或 [code]C:\\tmp\\folder[/" "code])。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24847,7 +24874,7 @@ msgstr "" "永久删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果" "目标目录不是空的,操作将失败。\n" "如果你不想永久删除该文件/目录,请使用 [method OS.move_to_trash] 代替。\n" -"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24860,7 +24887,7 @@ msgstr "" "将 [code]from[/code] 文件或目录重命名且移动到 [code]to[/code] 目标。两个参数" "都应该是文件或目录的相对路径或绝对路径。如果目标文件或目录存在且不受访问保" "护,它将被覆盖。\n" -"返回 [enum Error] 代码常量之一,成功时返回 [code]OK[/code]。" +"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。" #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." @@ -25127,7 +25154,7 @@ msgid "" "This can be a negative number to make the distance between words smaller." msgstr "" "空格字符(在 [member extra_spacing_char] 之外)的额外间距,单位为像素。\n" -"这可以是负数,使字符之间的距离更小。" +"可以是负数,会使字符之间的距离更小。" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the top in pixels." @@ -25166,9 +25193,9 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" -"如果为 [code]true[/code],将使用过滤功能。如果字体过度采样被禁用或无效,这将" -"使字体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议" -"启用这个功能,除非是像素设计。" +"如果为 [code]true[/code],将使用过滤功能。如果字体过采样被禁用或无法生效,字" +"体在缩放时会变得模糊,而非像素化。在尺寸会随时变化的控件中使用字体时,建议启" +"用这个功能,除非想要像素画风格。" #: doc/classes/DynamicFont.xml msgid "" @@ -25176,8 +25203,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或" -"无效时,可改善字体缩小时的表现。" +"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过采样被禁用或无" +"法生效时,可改善字体缩小时的表现。" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." @@ -25229,7 +25256,7 @@ msgid "" "and viewport stretch mode." msgstr "" "如果设为比 [code]0.0[/code] 大的值,则会覆盖默认的字体过采样,忽略 [member " -"SceneTree.use_font_oversampling] 的值和视口拉伸模式。" +"SceneTree.use_font_oversampling] 的值和视口的拉伸模式。" #: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." @@ -26338,7 +26365,7 @@ msgstr "" "新)加载场景,渲染网格预览,检查和编辑资源和对象。它允许自定义窗口,保存和" "(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对 " "[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、" -"[ScriptEditor]、编辑器视窗和场景信息的访问。\n" +"[ScriptEditor]、编辑器视口和场景信息的访问。\n" "[b]注意:[/b]这个类不应该直接实例化。相反,使用 [method EditorPlugin." "get_editor_interface] 访问单例。" @@ -26414,7 +26441,7 @@ msgid "" msgstr "" "返回主编辑器控件。将其作为主屏幕的父控件。\n" "[b]注意:[/b]这将返回包含整个编辑器的主编辑器控件,而不是具体的 2D或 3D 视" -"窗。\n" +"口。\n" "[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml @@ -26734,7 +26761,7 @@ msgid "" "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" -"注册一个新的 [EditorSpatialGizmoPlugin]。小工具插件可以在 3D 预览视区中为 " +"注册一个新的 [EditorSpatialGizmoPlugin]。小工具插件可以在 3D 预览视口中为 " "[Spatial] 添加自定义的小工具。\n" "注册插件的示例见 [method add_inspector_plugin]。" @@ -26830,8 +26857,8 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"引擎会在 2D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] [Control] " -"进行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n" +"引擎会在 2D 编辑器的视口发生更新时调用。使用 [code]overlay[/code] [Control] " +"进行绘制。你可以通过调用 [method update_overlays] 手动更新视口。\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # 在光标位置画一个圆。\n" @@ -26840,7 +26867,7 @@ msgstr "" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" -" # 当光标被移动时,重绘视窗。\n" +" # 当光标被移动时,重绘视口。\n" " update_overlays()\n" " return true\n" " return false\n" @@ -26883,7 +26910,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"当当前编辑场景中有一个根节点时被调用,[method handles]实现,在2D视窗中发生按" +"当当前编辑场景中有一个根节点时被调用,[method handles]实现,在2D视口中发生按" "键输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code] " "[EditorPlugin]消耗键值[code]event[/code],否则将键值[code]event[/code]转发给" "其他Editor类。例子:\n" @@ -26922,9 +26949,9 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"引擎会在 3D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] 控件 " +"引擎会在 3D 编辑器的视口发生更新时调用。使用 [code]overlay[/code] 控件 " "[Control] 进行绘制。你可以通过调用 [method update_overlays] 更新覆盖手动更新" -"视窗。\n" +"视口。\n" "[codeblock]\n" "func forward_spatial_draw_over_viewport(overlay):\n" " # 在光标位置画一个圆。\n" @@ -26932,7 +26959,7 @@ msgstr "" "\n" "func forward_spatial_gui_input(camera, event):\n" " if event is InputEventMouseMotion:\n" -" # 当光标被移动时,重绘视窗。\n" +" # 当光标被移动时,重绘视口。\n" " update_overlays()\n" " return true\n" " return false\n" @@ -26975,7 +27002,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"在当前编辑的场景中存在根节点时调用,实现[method handles]并在3D视窗中发生按键" +"在当前编辑的场景中存在根节点时调用,实现[method handles]并在3D视口中发生按键" "输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code],则" "[EditorPlugin]会使用键值[code]event[/code],否则将键值[code]event[/code]转发" "到其他Editor类。例子:\n" @@ -27245,7 +27272,7 @@ msgid "" "once and it will work permanently for this plugin." msgstr "" "启用 2D 编辑器的 [method forward_canvas_force_draw_over_viewport] 和 3D 编辑" -"器的 [method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。" +"器的 [method forward_spatial_force_draw_over_viewport] 在其视口更新时的调用。" "你只需要调用这个方法一次,它就会对这个插件永久起作用。" #: doc/classes/EditorPlugin.xml @@ -27312,7 +27339,7 @@ msgid "" "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" -"更新 2D 和 3D 编辑器视窗的覆盖层。导致方法 [method " +"更新 2D 和 3D 编辑器视口的覆盖层。导致方法 [method " "forward_canvas_draw_over_viewport]、[method " "forward_canvas_force_draw_over_viewport]、[method " "forward_spatial_draw_over_viewport] 和 [method " @@ -27890,7 +27917,6 @@ msgid "Base script that can be used to add extension functions to the editor." msgstr "可用于为编辑器添加扩展功能的基础脚本。" #: doc/classes/EditorScript.xml -#, fuzzy msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " @@ -27927,7 +27953,9 @@ msgstr "" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" "[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制台" -"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。" +"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。\n" +"[b]注意:[/b]EditorScript 进行了引用计数,不再被引用时就会被销毁。在进行异步" +"操作时,如果不再存在对该脚本的引用,就可能造成错误。" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." @@ -37769,6 +37797,7 @@ msgstr "" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -37780,7 +37809,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将 " "[code]null[/code] 传递给 image 参数将重置为系统光标。有关详细信息,请参阅 " @@ -37801,7 +37834,7 @@ msgid "" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" -"设置该视区中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n" +"设置该视口中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n" "[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control." "mouse_default_cursor_shape]。\n" "[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。" @@ -41529,7 +41562,6 @@ msgstr "" "如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。" #: doc/classes/Light.xml -#, fuzzy msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " @@ -41540,7 +41572,9 @@ msgid "" msgstr "" "灯光的大小,使用 Godot 的单位。只在烘焙的光照贴图中考虑,并且只在 [member " "light_bake_mode] 被设置为 [constant BAKE_ALL] 时考虑。增加这个值会使阴影看起" -"来更模糊。这可以在一定程度上用于模拟区域灯光。" +"来更模糊。这可以在一定程度上用于模拟区域灯光。\n" +"[b]注意:[/b][member light_size] 不受 [member Spatial.scale] 的影响(无论是该" +"灯光的缩放还是其父节点的缩放)。" #: doc/classes/Light.xml msgid "" @@ -44044,7 +44078,7 @@ msgid "" "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" "用于在 2D 中显示 [Mesh] 的节点。可以通过编辑器工具栏上的工具从现有的 " -"[Sprite] 构建。选中 [Sprite] 节点,然后在 2D 编辑器视区顶部选择[b]精灵 > 转换" +"[Sprite] 构建。选中 [Sprite] 节点,然后在 2D 编辑器视口顶部选择[b]精灵 > 转换" "为 MeshInstance2D[/b]。" #: doc/classes/MeshInstance2D.xml @@ -45547,7 +45581,6 @@ msgid "3D agent used in navigation for collision avoidance." msgstr "在导航中用于防撞的 3D 代理。" #: doc/classes/NavigationAgent.xml -#, fuzzy msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45574,7 +45607,9 @@ msgstr "" "[NavigationAgent] 是物理安全的。\n" "[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一" "次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个" -"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。" +"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。\n" +"[b]注意:[/b]默认情况下,避障的大强度计算是在单独的线程中进行的。在不支持多线" +"程的 HTML5 导出中,则会在主线程中进行,可能导致性能问题。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -45867,7 +45902,6 @@ msgid "2D agent used in navigation for collision avoidance." msgstr "在导航中用于防撞的 2D 代理。" #: doc/classes/NavigationAgent2D.xml -#, fuzzy msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45894,7 +45928,9 @@ msgstr "" "[NavigationAgent2D] 是物理安全的。\n" "[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一" "次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个" -"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。" +"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。\n" +"[b]注意:[/b]默认情况下,避障的大强度计算是在单独的线程中进行的。在不支持多线" +"程的 HTML5 导出中,则会在主线程中进行,可能导致性能问题。" #: doc/classes/NavigationAgent2D.xml msgid "" @@ -46763,7 +46799,6 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的服务器接口。" #: doc/classes/NavigationServer.xml -#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" @@ -46805,6 +46840,8 @@ msgstr "" "的速度触发回调。\n" "[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区" "域之外。这是防撞系统的缺陷,更复杂的情况可能需要用到物理引擎。\n" +"[b]注意:[/b]默认情况下,避障的大强度计算是在单独的线程中进行的。在不支持多线" +"程的 HTML5 导出中,则会在主线程中进行,可能导致性能问题。\n" "服务器会记录所有的调用,在同步阶段统一执行。这意味着你可以放心大胆地从任何线" "程中请求对地图进行任何修改。" @@ -50536,9 +50573,9 @@ msgstr "" "[OccluderShape] 是 [Occluder] 节点所使用的资源,用于几何遮挡剔除。\n" "该多边形必须是凸多边形。多边形顶点的创建与删除可以在编辑器的检查器中进行,也" "可以通过调用 [code]set_polygon_points[/code] 实现。每一条边的顶点都可以通过在" -"编辑器视窗中拖拽手柄设置。\n" +"编辑器视口中拖拽手柄设置。\n" "另外,每一个多边形遮挡器都可以支持单个空洞。如果你在编辑器的检查器中为空洞添" -"加至少三个顶点,就可以在编辑器视窗中拖拽空洞边缘顶点的句柄。\n" +"加至少三个顶点,就可以在编辑器视口中拖拽空洞边缘顶点的句柄。\n" "一般而言,多边形以及空洞的边数越少,运行时系统的处理速度就越快,所以在大多数" "情况下你都只会设置 4 个顶点。" @@ -50632,7 +50669,6 @@ msgstr "" "光的衰减(下降)曲线。在[b]检查器[/b]中,通过右键点击曲线,可以获得许多预设。" #: doc/classes/OmniLight.xml -#, fuzzy msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " @@ -50641,9 +50677,11 @@ msgid "" "[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" -"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的 [member " -"omni_attenuation]。无论使用何种 [member omni_attenuation],光线都不会到达这个" -"半径以外的地方。" +"该灯光的半径。请注意,根据使用的 [member omni_attenuation],有效照明区域可能" +"看起来更小。无论使用 [member omni_attenuation] 为何值,光都不会到达此范围之外" +"的任何东西。\n" +"[b]注意:[/b][member omni_range] 不受 [member Spatial.scale] 的影响(无论是该" +"灯光的缩放还是其父节点的缩放)。" #: doc/classes/OmniLight.xml msgid "See [enum ShadowDetail]." @@ -51297,7 +51335,6 @@ msgid "Returns the audio driver name for the given index." msgstr "返回给定索引的音频驱动程序名称。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " @@ -51308,7 +51345,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在桌面平台上,可以通过在启动项" +"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在 Linux 上,可以通过在启动项" "目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖此路径。有关更多信息,请" "参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件" "路径》[/url]。另请参阅 [method get_config_dir] 和 [method get_data_dir]。\n" @@ -51362,7 +51399,6 @@ msgstr "" "[/codeblock]" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On Linux, this path can be overridden by " @@ -51373,7 +51409,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在桌面平台上,这个路径可以在" +"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在 Linux 上,这个路径可以在" "启动项目前通过设置[code]XDG_CONFIG_HOME[/code]环境变量来覆盖。更多信息请参见" "文档中[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》" "[/url]。另请参阅 [method get_cache_dir] 和 [method get_data_dir]。\n" @@ -51398,7 +51434,6 @@ msgid "" msgstr "返回当前使用的视频驱动程序,使用[enum VideoDriver]中的一个值。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " @@ -51409,7 +51444,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"根据操作系统的标准,返回[i]全局[/i]用户数据目录。在桌面平台上,这个路径可以在" +"根据操作系统的标准,返回[i]全局[/i]用户数据目录。在 Linux 上,这个路径可以在" "启动项目前通过设置[code]XDG_DATA_HOME[/code]环境变量来覆盖。更多信息请参见文" "档中[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/" "url]。另请参阅 [method get_cache_dir] 和 [method get_config_dir]。\n" @@ -53698,14 +53733,14 @@ msgstr "" "使用 [code]process_material[/code] 属性添加 [ParticlesMaterial] 来配置粒子外" "观和行为。或者,您可以添加一个将应用于所有粒子的 [ShaderMaterial]。\n" "[b]注意:[/b][Particles] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染器," -"请改用 [CPUParticles]。您可以通过选择节点,单击 3D 编辑器视窗顶部的" +"请改用 [CPUParticles]。您可以通过选择节点,单击 3D 编辑器视口顶部的" "[b]Particles[/b]菜单,然后选择[b]转换为 CPUParticles[/b],将 [Particles] 转换" "为 [CPUParticles]。\n" "[b]注意:[/b]在 macOS 上,渲染 [Particles] 比 [CPUParticles] 要慢上很多,因为" "变换反馈是在 CPU 上实现的,而不是 GPU。以 macOS 为目标时,请考虑使用 " "[CPUParticles]。\n" "[b]注意:[/b]在处理粒子节点后,记得通过选择它来更新其 [member " -"visibility_aabb],单击 3D 编辑器视窗顶部的[b]Particles[/b]菜单,然后选择[b]生" +"visibility_aabb],单击 3D 编辑器视口顶部的[b]Particles[/b]菜单,然后选择[b]生" "成可见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。" #: doc/classes/Particles.xml @@ -53860,15 +53895,14 @@ msgid "Particle systems (2D)" msgstr "粒子系统(2D)" #: doc/classes/Particles2D.xml -#, fuzzy msgid "2D Particles Demo" -msgstr "2D 平台跳跃演示" +msgstr "2D 粒子演示" #: doc/classes/Particles2D.xml msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " "player)" -msgstr "" +msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D)" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." @@ -58119,7 +58153,7 @@ msgid "" msgstr "" "Popup 是基本的 [Control],用于显示对话框和弹出窗口。默认情况下,它是一个子窗" "口和模态,参阅 [Control],并具有自定义弹出行为的辅助程序。所有弹出方法都确保" -"在视窗中正确放置。" +"在视口中正确放置。" #: doc/classes/Popup.xml msgid "Popup (show the control in modal form)." @@ -60422,7 +60456,7 @@ msgid "" "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游戏的主视窗高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" +"设置游戏的主视口高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" "时,也使用此参数作为参考。" #: doc/classes/ProjectSettings.xml @@ -60451,7 +60485,7 @@ msgid "" "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游戏的主视窗宽度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" +"设置游戏的主视口宽度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" "时,也使用此参数作为参考。" #: doc/classes/ProjectSettings.xml @@ -60585,7 +60619,7 @@ msgid "" "and is the recommended setting." msgstr "" "如果已启用,则会在将 [member Viewport.gui_disable_input] 设为 [code]false[/" -"code] 禁用视区的 GUI 输入时,将当前的鼠标悬停及聚焦丢弃。\n" +"code] 禁用视口的 GUI 输入时,将当前的鼠标悬停及聚焦丢弃。\n" "这样的行为能够帮助保持 GUI 状态的健壮,输入恢复时,无论当时发生了什么都不会产" "生意外的结果。\n" "如果已禁用,会使用旧有行为,除了禁用 GUI 输入本身不会进行额外操作。\n" @@ -60596,8 +60630,8 @@ msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" -"如果为 [code]true[/code],在Windows和UWP的对话框中交换确定和取消按钮,以遵循" -"界面惯例。" +"如果为 [code]true[/code],在 Windows 和 UWP 的对话框中交换确定和取消按钮,以" +"遵循界面惯例。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60639,9 +60673,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认用于确认焦点按钮、菜单或列表项,或验证输入的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认用于确认焦点按钮、菜单或列表项,或验证输入的 [InputEventAction]。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60650,9 +60684,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认放弃一个模态或挂起的输入的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认用于放弃模态或挂起的输入的 [InputEventAction]。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60661,9 +60695,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UI中向下移动的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认在 UI 中向下移动的 [InputEventAction]。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60676,8 +60710,8 @@ msgid "" msgstr "" "默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一" "项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60689,8 +60723,8 @@ msgid "" msgstr "" "默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member " "Control.focus_next]配置。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60702,8 +60736,8 @@ msgid "" msgstr "" "默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member " "Control.focus_previous]配置。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60716,8 +60750,8 @@ msgid "" msgstr "" "默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的" "[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个[Control]" -"的内部逻辑是必要的。然而,分配给动作的事件可以被修改。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " +"[Control] 的内部逻辑所必需的。然而,分配给动作的事件可以被修改。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60726,9 +60760,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UI中向左移动的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认在 UI 中向左移动的[InputEventAction]。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60742,8 +60776,8 @@ msgstr "" "默认的在 [Control](例如 [ItemList] 或 [Tree])中向下翻页的 " "[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEDOWN] 的行为相匹" "配。\n" -"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " -"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60757,8 +60791,8 @@ msgstr "" "默认的在 [Control](例如 [ItemList] 或 [Tree])中向上翻页的 " "[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEUP] 的行为相匹" "配。\n" -"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " -"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60767,9 +60801,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UI中右移的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认在 UI 中右移的[InputEventAction]。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60780,8 +60814,8 @@ msgid "" "to the action can however be modified." msgstr "" "默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60790,9 +60824,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UI中向上移动[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认在 UI 中向上移动[InputEventAction]。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -63204,7 +63238,6 @@ msgstr "" "的值通常会给出最好的结果。另见 [member rendering/quality/filters/use_fxaa]。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " @@ -63224,13 +63257,18 @@ msgid "" "debanding at run-time, set [member Viewport.debanding] on the root " "[Viewport] instead." msgstr "" -"如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些" -"情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为" -"抖动模式会使无损压缩的屏幕截图更大。\n" +"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使 3D 的带状现象明" +"显减少。2D 渲染[i]不受[/i]去条带的影响,除非 [member Environment." +"background_mode] 为 [constant Environment.BG_CANVAS]。此时 [member rendering/" +"quality/intended_usage/framebuffer_allocation] 也必须设为 [b]3D[/b]。\n" +"在某些情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条" +"带,因为抖动模式会使无损压缩的屏幕截图更大。\n" "[b]注意:[/b]仅在 GLES3 后端可用。[member rendering/quality/depth/hdr] 也必须" "为 [code]true[/code] 才能使去色带有效。\n" "[b]注意:[/b]已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移动" -"平台时禁用此选项。" +"平台时禁用此选项。\n" +"[b]注意:[/b]这个属性在项目启动时是只读的。要在运行时设置去条带,请在根 " +"[Viewport] 上设置 [member Viewport.debanding]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -65372,6 +65410,13 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" +"在文本中搜索编译后的模式。如果找到,则将首个匹配结果放在 [RegExMatch] 容器中" +"返回,否则返回 [code]null[/code]。\n" +"搜索的范围可以用 [code]offset[/code] 和 [code]end[/code] 指定。可用于在上一次" +"成功找到后再次使用相同的 [code]subject[/code] 调用这个方法,继续寻找匹配。设" +"置这些参数和传入缩短后的字符串是不同的。例如,起点 [code]^[/code] 不会受 " +"[code]offset[/code] 影响,单词边界 [code]\\b[/code] 会检查 [code]offset[/" +"code] 之前的字符。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -65386,9 +65431,15 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" +"在文本中搜索编译后的模式。返回 [RegExMatch] 容器的数组,其中包含的是互不重叠" +"的匹配结果。如果没有找到匹配,则返回空数组。\n" +"搜索的范围可以用 [code]offset[/code] 和 [code]end[/code] 指定。可用于在上一次" +"成功找到后再次使用相同的 [code]subject[/code] 调用这个方法,继续寻找匹配。设" +"置这些参数和传入缩短后的字符串是不同的。例如,起点 [code]^[/code] 不会受 " +"[code]offset[/code] 影响,单词边界 [code]\\b[/code] 会检查 [code]offset[/" +"code] 之前的字符。" #: modules/regex/doc_classes/RegEx.xml -#, fuzzy msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " @@ -65403,10 +65454,14 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" -"搜索文本中的编译模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 " +"在文本中搜索编译后的模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 " "[code]$name[/code] 等转义和反向引用会被展开和解决。默认情况下,只有第一个实例" -"被替换,但可以对所有实例进行修改(全局替换)。可以指定要搜索的区域,而不需要" -"修改开始和结束锚的位置。" +"被替换,但可以对所有实例进行修改(全局替换)。\n" +"搜索的范围可以用 [code]offset[/code] 和 [code]end[/code] 指定。可用于在上一次" +"成功找到后再次使用相同的 [code]subject[/code] 调用这个方法,继续寻找匹配。设" +"置这些参数和传入缩短后的字符串是不同的。例如,起点 [code]^[/code] 不会受 " +"[code]offset[/code] 影响,单词边界 [code]\\b[/code] 会检查 [code]offset[/" +"code] 之前的字符。" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." @@ -65687,7 +65742,7 @@ msgstr "" "时,这个方法会被调用。它的行为可以通过覆盖脚本中的 [method " "_setup_local_to_scene] 进行定制。\n" "对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture] 执行自定义逻辑以" -"正确设置本地视窗中的代理纹理和标志。" +"正确设置本地视口中的代理纹理和标志。" #: doc/classes/Resource.xml msgid "" @@ -68854,12 +68909,11 @@ msgid "" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" -"为 [code]true[/code] 时启用字体过采样。这意味着根据视窗的缩放比例不同," -"[DynamicFont] 渲染的大小会比配置大小更高或更低。例如,如果视窗的缩放系数为 " -"1.5,那么配置为 14 号大小的字体将会按照 21 号大小渲染([code]14 * 1.5[/" -"code])。\n" -"[b]注意:[/b]字体过采样仅在视窗拉伸模式为 [constant STRETCH_MODE_VIEWPORT] 且" -"拉伸比例模式不是 [constant STRETCH_ASPECT_IGNORE] 时有效。\n" +"为 [code]true[/code] 时启用字体过采样。这意味着根据视口的缩放比例不同," +"[DynamicFont] 渲染的大小会比配置大小更高或更低。例如,视口的缩放系数为 1.5 " +"时,配置大小为 14 的字体将会当作大小为 21 渲染([code]14 * 1.5[/code])。\n" +"[b]注意:[/b]只有在视口拉伸模式为 [constant STRETCH_MODE_VIEWPORT] 且拉伸比例" +"模式不是 [constant STRETCH_ASPECT_IGNORE] 时,才会使用字体过采样。\n" "[b]注意:[/b]项目启动时会为活动的 [SceneTree] 自动设置该属性,取值为 " "[ProjectSettings] 的 [code]rendering/quality/dynamic_fonts/use_oversampling[/" "code]。不过运行时可以根据需要对该属性进行覆盖。" @@ -68932,7 +68986,7 @@ msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下 #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "当从 [SceneTree] 中删除节点时发出。" +msgstr "当从 [SceneTree] 中移除节点时发出。" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is renamed." @@ -68968,15 +69022,15 @@ msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等 #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." -msgstr "对组进行调用时,不使用标志(默认)。" +msgstr "对分组进行调用时,不使用标志(默认)。" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." -msgstr "对组进行调用时,使用逆场景序。" +msgstr "对分组进行调用时,使用逆场景序。" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." -msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。" +msgstr "对分组进行调用时,立即执行(正常情况下是在空闲时调用的)。" #: doc/classes/SceneTree.xml msgid "" @@ -68985,6 +69039,9 @@ msgid "" "call is unique or not. Therefore when the same method is called with " "different arguments, only the first call will be performed." msgstr "" +"即便执行了多次调用,也只对分组进行一次调用。\n" +"[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一" +"个方法,那么只会执行第一个调用。" #: doc/classes/SceneTree.xml msgid "No stretching." @@ -71377,10 +71434,10 @@ msgstr "" msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." -msgstr "旋转部分局部变换为度,按 YXZ-Euler 角格式指定(X 角、Y 角、Z 角)。" +msgstr "" +"局部变换的旋转部分,单位为度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z 角)。" #: doc/classes/Spatial.xml -#, fuzzy msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " @@ -71392,7 +71449,9 @@ msgid "" msgstr "" "局部变换的缩放部分。\n" "[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变" -"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。" +"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。\n" +"[b]注意:[/b]并不是所有节点的外观都会被 [member scale] 属性缩放。例如," +"[Light] 的外观就不受 [member scale] 影响。" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." @@ -73038,6 +73097,9 @@ msgid "" "[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" +"聚光灯的角度,单位为度。\n" +"[b]注意:[/b][member spot_angle] 不受 [member Spatial.scale] 的影响(无论是该" +"灯光的缩放还是其父节点的缩放)。" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." @@ -73048,7 +73110,6 @@ msgid "The spotlight's light energy attenuation curve." msgstr "聚光灯的光量衰减曲线。" #: doc/classes/SpotLight.xml -#, fuzzy msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " @@ -73058,8 +73119,10 @@ msgid "" "(the light's scale or its parent's scale)." msgstr "" "聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效" -"照明区域可能看起来更小。无论使用[member spot_attenuation],光都不会到达此范围" -"之外的任何东西。" +"照明区域可能看起来更小。无论 [member spot_attenuation] 为何值,光都不会到达此" +"范围之外的任何东西。\n" +"[b]注意:[/b][member spot_angle] 不受 [member Spatial.scale] 的影响(无论是该" +"灯光的缩放还是其父节点的缩放)。" #: doc/classes/SpringArm.xml msgid "A helper node, mostly used in 3rd person cameras." @@ -76689,7 +76752,7 @@ msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" -"将视区置于编辑光标所在的行上。这也会将 [member scroll_horizontal] 值重置为 " +"将视口置于编辑光标所在的行上。这也会将 [member scroll_horizontal] 值重置为 " "[code]0[/code]。" #: doc/classes/TextEdit.xml @@ -76723,7 +76786,7 @@ msgid "" "will center at the cursor position after the move occurs." msgstr "" "将光标移动到指定的 [code]column[/code] 索引处。\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视口" "将以光标位置为中心。" #: doc/classes/TextEdit.xml @@ -76735,7 +76798,7 @@ msgid "" "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" "在指定的 [code]line[/code] 索引处移动光标。\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视口" "将以光标位置为中心。\n" "如果 [code]can_be_hidden[/code] 设置为 [code]true[/code],则可以使用 [method " "set_line_as_hidden] 隐藏指定的 [code]line[/code]。" @@ -84329,16 +84392,16 @@ msgid "" "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" -"Viewport 会在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会" +"Viewport 会在屏幕上创建不同的视图,或者是另一个视口中的子视图。子代 2D 节点会" "在其上显示,子代 3D 摄像机节点也会在其上渲染。\n" -"另外,视窗可以有自己的 2D 或 3D 世界,所以它们不会与其他视窗共享其所绘制的内" +"另外,视口可以有自己的 2D 或 3D 世界,所以它们不会与其他视口共享其所绘制的内" "容。\n" -"如果视窗是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设" +"如果视口是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设" "置。\n" -"视窗也可以选择成为音频监听者,会根据它的 2D 或 3D 摄像机的子节点来产生位置音" +"视口也可以选择成为音频监听者,会根据它的 2D 或 3D 摄像机的子节点来产生位置音" "频。\n" -"另外,如果设备有多个屏幕,视窗可以被分配到不同的屏幕。\n" -"最后,视窗也可以作为渲染目标,在这种情况下,除非相关的纹理被用于绘制,否则它" +"另外,如果设备有多个屏幕,视口可以被分配到不同的屏幕。\n" +"最后,视口也可以作为渲染目标,在这种情况下,除非相关的纹理被用于绘制,否则它" "们将不可见。\n" "[b]注意:[/b]默认情况下,Godot 3.x 中新创建的 Viewport 是上下颠倒的。启用 " "[member render_target_v_flip] 可以使该 Viewport 使用正确的朝向显示。" @@ -84385,7 +84448,7 @@ msgstr "返回激活的 3D 相机。" #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." -msgstr "返回视窗的总的变换。" +msgstr "返回视口的总的变换。" #: doc/classes/Viewport.xml msgid "Returns the topmost modal in the stack." @@ -84399,7 +84462,7 @@ msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标 #: doc/classes/Viewport.xml msgid "Returns information about the viewport from the rendering pipeline." -msgstr "返回渲染管道中关于视窗的信息。" +msgstr "返回渲染管道中关于视口的信息。" #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." @@ -84420,7 +84483,7 @@ msgid "" "img.flip_y()\n" "[/codeblock]" msgstr "" -"返回该视窗的纹理。\n" +"返回该视口的纹理。\n" "[b]注意:[/b]由于 OpenGL 的工作方式,产生的 [ViewportTexture] 是垂直翻转的。" "你可以在 [method Texture.get_data] 的结果上使用 [method Image.flip_y] 来将其" "翻转回去,例如:\n" @@ -84459,7 +84522,7 @@ msgid "" "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." "NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" -"如果该视区目前正在执行拖拽操作,则返回 [code]true[/code]。\n" +"如果该视口目前正在执行拖拽操作,则返回 [code]true[/code]。\n" "如果你更倾向于对其进行轮询,那么就可以作为 [constant Node." "NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。" @@ -84540,7 +84603,6 @@ msgstr "" "全局画布变换。" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " @@ -84555,9 +84617,13 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" -"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减" -"少。在某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启" -"用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n" +"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使 3D 的带状现象明" +"显减少。2D 渲染[i]不受[/i]去条带的影响,除非 [member Environment." +"background_mode] 为 [constant Environment.BG_CANVAS]。此时 [member usage] 也" +"必须设为 [constant USAGE_3D]。另请参阅 [member ProjectSettings.rendering/" +"quality/filters/use_debanding]。\n" +"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议只有在实际需要时才启用" +"去条带,因为抖动图案会使无损压缩的屏幕截图变大。\n" "[b]注意:[/b]仅在 GLES3 后端可用。[member hdr] 也必须是 [code]true[/code] 才" "能使去色带生效。" @@ -84566,13 +84632,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "在调试时,用于测试渲染的几何图形的叠加模式。" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], the viewport will disable 3D rendering. To actually " "disable allocation of 3D buffers, set [member usage] instead." msgstr "" -"如果为 [code]true[/code],该视口将禁用 3D 渲染。对于实际禁用,使用 " -"[code]usage[/code]。" +"如果为 [code]true[/code],该视口将禁用 3D 渲染。要实际禁用 3D 缓冲区的分配," +"请设置 [member usage]。" #: doc/classes/Viewport.xml msgid "" @@ -84616,7 +84681,7 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" "如果为 [code]true[/code],视口的渲染将获益于高动态范围算法。高动态范围允许视" -"窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要" +"口接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要" "使用全精度浮点数(32 位),请启用 [member use_32_bpc_depth]。\n" "[b]注意:[/b]需要将 [member usage] 设置为 [constant USAGE_3D] 或 [constant " "USAGE_3D_NO_EFFECTS],因为 HDR 不支持 2D。\n" @@ -84635,7 +84700,7 @@ msgid "" "require input in linear color space!" msgstr "" "如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当" -"视口被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D " +"视口被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视口中渲染的 3D " "物体的纹理。如果视口被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很" "重要。当视口被用作 2D 对象的纹理时,或者视口是你的最终输出时,请不要启用这个" "功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线" @@ -84725,7 +84790,7 @@ msgid "" msgstr "" "阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n" "[b]注意:[/b]如果设置为 [code]0[/code],点阴影和方向阴影[i]都[/i]将不可见。由" -"于用户创建的视区默认值为 [code]0[/code],因此必须手动将此值设置为大于 " +"于用户创建的视口默认值为 [code]0[/code],因此必须手动将此值设置为大于 " "[code]0[/code](一般至少是 [code]256[/code])。" #: doc/classes/Viewport.xml @@ -84736,7 +84801,7 @@ msgid "" "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" -"如果设置为大于 [code]0.0[/code] 的值,对比度适应性锐化将被应用到3D视窗中。这" +"如果设置为大于 [code]0.0[/code] 的值,对比度适应性锐化将被应用到3D视口中。这" "具有较低的性能成本,可以用来恢复使用 FXAA 所损失的一些锐度。一般来说," "[code]0.5[/code] 左右的数值可以得到最好的效果。另请参阅 [member fxaa]。" @@ -84759,7 +84824,6 @@ msgid "" msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "The viewport's rendering mode. This controls which buffers are allocated for " "the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " @@ -84768,7 +84832,8 @@ msgid "" "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." msgstr "" -"视区的渲染模式。\n" +"该视口的渲染模式。控制的是为该视口分配哪些缓冲区(仅 2D 或者 2D + 3D)。仅 " +"2D 的选项能够降低内存占用、略微提升性能,尤其是在低端设备上。\n" "[b]注意:[/b]如果设为 [constant USAGE_2D] 或 [constant " "USAGE_2D_NO_SAMPLING],则启用 [member hdr] 不会生效,因为 2D 不支持 HDR。" @@ -84783,7 +84848,7 @@ msgid "" "enable [member debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而" +"如果为 [code]true[/code],分配该视口的帧缓冲时将使用完整浮点数精度(32 位)而" "不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n" "[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要" "求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member " @@ -85015,7 +85080,7 @@ msgstr "" #: doc/classes/ViewportContainer.xml msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." -msgstr "为 [code]true[/code] 时视窗将被缩放到控件的大小。" +msgstr "为 [code]true[/code] 时视口将被缩放到控件的大小。" #: doc/classes/ViewportContainer.xml msgid "" @@ -85046,7 +85111,7 @@ msgid "" msgstr "" "将 [Viewport] 节点的内容显示为一个动态的 [Texture]。可以用来在同一个场景中混" "合控件、2D 和 3D元素。\n" -"要通过代码创建 ViewportTexture,请使用目标视窗上的 [method Viewport." +"要通过代码创建 ViewportTexture,请使用目标视口上的 [method Viewport." "get_texture] 方法。" #: doc/classes/ViewportTexture.xml @@ -85402,6 +85467,8 @@ msgid "" "value will make the [VisualInstance] reliably draw on top of other " "[VisualInstance]s that are otherwise positioned at the same spot." msgstr "" +"这个 [VisualInstance] 所使用的排序偏移量。调高后,该 [VisualInstance] 会稳定" +"地绘制在同一位置的其他 [VisualInstance] 之上。" #: doc/classes/VisualInstance.xml msgid "" @@ -85411,6 +85478,10 @@ msgid "" "The position based sorting instead allows to better control the drawing " "order when working with [Particles] and [CPUParticles]." msgstr "" +"如果为 [code]true[/code],则该对象会根据其 [AABB] 中心点排序。否则会根据其全" +"局位置排序。\n" +"对 3D 模型而言,根据 [AABB] 的中心点排序一般更为精确。使用 [Particles] 和 " +"[CPUParticles] 时,根据位置排序能够更好地控制绘制顺序。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." @@ -87417,10 +87488,10 @@ msgstr "" "VisualServer 是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n" "VisualServer 可以用来完全绕过场景系统。\n" "可使用 [code]*_create[/code] 函数创建资源。\n" -"所有的对象都被绘制到视窗中。你可以使用附在 [SceneTree] 上的 [Viewport],或者" +"所有的对象都被绘制到视口中。你可以使用附在 [SceneTree] 上的 [Viewport],或者" "用 [method viewport_create] 自己创建一个。当使用自定义场景或画布时,需要使用 " "[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画" -"布附加到视窗上。\n" +"布附加到视口上。\n" "在 3D 中,所有的视觉对象都必须与一个场景相关联。场景是世界的一个视觉表现。如" "果从一个正在运行的游戏中访问视觉服务,场景可以通过 [method Spatial." "get_world] 从场景树中的任何 [Spatial] 节点访问。另外,可以用 [method " @@ -87431,7 +87502,7 @@ msgstr "" "一个实例。实例也必须使用 [method instance_set_scenario] 附加到场景中,以便可" "见。\n" "在 2D 中,所有可见对象都是某种形式的画布项目。为了可见,一个画布项需要是连接" -"到视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" +"到视口的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." @@ -87660,7 +87731,7 @@ msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" -"设置[CanvasItem]的父级。父级可以是另一个画布项目,也可以是连接到视窗的根画" +"设置[CanvasItem]的父级。父级可以是另一个画布项目,也可以是连接到视口的根画" "布。" #: doc/classes/VisualServer.xml @@ -89743,7 +89814,7 @@ msgid "" "[/codeblock]" msgstr "" "在两个纹理之间创建更新链,与 [ViewportTexture] 的原理类似。基础纹理为 " -"[Viewport] 的纹理时,视区每新渲染一帧,代理纹理就会自动收到更新。\n" +"[Viewport] 的纹理时,视口每新渲染一帧,代理纹理就会自动收到更新。\n" "例如,此处的代码会利用 VisualServer API 将一张通用的 [ImageTexture] 链接到 " "[Viewport] 的纹理输出上:\n" "[codeblock]\n" @@ -89781,7 +89852,7 @@ msgstr "设置视图的相机。" #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." -msgstr "设置视窗的画布。" +msgstr "设置视口的画布。" #: doc/classes/VisualServer.xml msgid "" @@ -89804,18 +89875,18 @@ msgid "" "manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" -"将视窗复制到屏幕上由 [code]rect[/code] 指定的区域。如果 [member Viewport." -"render_direct_to_screen] 为 [code]true[/code],那么视窗就不会使用帧缓冲,视窗" -"的内容会直接渲染到屏幕上。然而,请注意,根视窗是最后绘制的,因此它将在屏幕上" -"绘制。相应地,你就必须将根视窗设置为一个不覆盖你所附加的这个视窗的区域。\n" -"例如,你可以用以下代码将根视窗设置为完全不渲染。\n" +"将视口复制到屏幕上由 [code]rect[/code] 指定的区域。如果 [member Viewport." +"render_direct_to_screen] 为 [code]true[/code],那么视口就不会使用帧缓冲,视口" +"的内容会直接渲染到屏幕上。然而,请注意,根视口是最后绘制的,因此它将在屏幕上" +"绘制。相应地,你就必须将根视口设置为一个不覆盖你所附加的这个视口的区域。\n" +"例如,你可以用以下代码将根视口设置为完全不渲染。\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "使用这个方法可以带来明显的优化,特别是在低端设备上。然而,它的代价是必须手动" -"管理你的视窗。进一步的优化请参阅 [method " +"管理你的视口。进一步的优化请参阅 [method " "viewport_set_render_direct_to_screen]。" #: doc/classes/VisualServer.xml @@ -89826,32 +89897,32 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空视窗并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID" +"创建一个空视口并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID" "将用于所有[code]viewport_*[/code] 的VisualServer函数。\n" "一旦你用完了RID,你要使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." -msgstr "将视窗从屏幕上分离。" +msgstr "将视口从屏幕上分离。" #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." -msgstr "返回视窗的渲染信息。有关选项,请参阅 [enum ViewportRenderInfo] 常量。" +msgstr "返回视口的渲染信息。有关选项,请参阅 [enum ViewportRenderInfo] 常量。" #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." -msgstr "返回视窗的最后渲染帧。" +msgstr "返回视口的最后渲染帧。" #: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." -msgstr "从画布分离视窗,反之亦然。" +msgstr "从画布分离视口,反之亦然。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -"如果为 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。" +"如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。" #: doc/classes/VisualServer.xml msgid "" @@ -89859,37 +89930,37 @@ msgid "" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" -"设置视窗画布的堆叠顺序。\n" +"设置视口画布的堆叠顺序。\n" "[code]layer[/code] 是实际的画布层,而 [code]sublayer[/code] 则指定画布在同一" "层中的堆叠顺序。" #: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." -msgstr "设置视窗画布的变换。" +msgstr "设置视口画布的变换。" #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." -msgstr "设置视窗的清除模式。可选项见 [enum ViewportClearMode]。" +msgstr "设置视口的清除模式。可选项见 [enum ViewportClearMode]。" #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." -msgstr "设置视窗的调试绘图模式。可选项见 [enum ViewportDebugDraw]。" +msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." -msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将禁用。" +msgstr "如果为 [code]true[/code],则视口的 3D 渲染将禁用。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "如果为 [code]true[/code],则禁用视窗环境的渲染。" +msgstr "如果为 [code]true[/code],则禁用视口环境的渲染。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." -msgstr "设置视窗的全局变换矩阵。" +msgstr "设置视口的全局变换矩阵。" #: doc/classes/VisualServer.xml msgid "" @@ -89898,13 +89969,13 @@ msgid "" "viewport_set_use_32_bpc_depth].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],该视区会渲染至高动态范围(HDR)而不是标准动态范围" +"如果为 [code]true[/code],该视口会渲染至高动态范围(HDR)而不是标准动态范围" "(SDR)。另请参阅 [method viewport_set_use_32_bpc_depth]。\n" "[b]注意:[/b]仅在 GLES3 后端可用。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "如果为 [code]true[/code],则不渲染视窗的画布。" +msgstr "如果为 [code]true[/code],则不渲染视口的画布。" #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." @@ -89916,7 +89987,7 @@ msgstr "设置抗锯齿模式。可选项见 [enum ViewportMSAA]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." -msgstr "设置视窗的父视窗到另一个视窗。" +msgstr "设置视口的父视口到另一个视口。" #: doc/classes/VisualServer.xml msgid "" @@ -89933,12 +90004,12 @@ msgid "" "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" -"如果为 [code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优" -"化,你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备" -"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视窗或" +"如果为 [code]true[/code],直接将视口的内容渲染到屏幕上。这允许一个低级别的优" +"化,你可以跳过绘制视口到根视口。虽然这种优化可以显著提高速度(特别是在旧设备" +"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视口或" "[code]SCREEN_TEXTURE[/code]中读取。你也会失去某些窗口设置的好处,比如各种拉伸" "模式。另一个需要注意的后果是,在2D中,渲染是以窗口坐标进行的,所以如果你有一" -"个两倍于窗口大小的视窗,并且你设置了这个,那么只有适合窗口的部分才会被绘制," +"个两倍于窗口大小的视口,并且你设置了这个,那么只有适合窗口的部分才会被绘制," "没有自动缩放的可能,即使你的游戏场景明显大于窗口大小。" #: doc/classes/VisualServer.xml @@ -89947,7 +90018,7 @@ msgid "" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" -"设置一个视窗的场景。\n" +"设置视口的场景。\n" "场景包含 [enum ScenarioDebugMode] 的信息、环境信息、反射图集等。" #: doc/classes/VisualServer.xml @@ -89971,31 +90042,31 @@ msgid "" "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" -"为视窗[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于" -"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视窗中。这具有较低的性能成" +"为视口[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于" +"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视口中。这具有较低的性能成" "本,可以用来恢复使用FXAA时损失的一些锐度。一般来说,[code]0.5[/code]左右的值" "可以得到最好的效果。参阅[method viewport_set_use_fxaa]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." -msgstr "设置视窗的宽度和高度。" +msgstr "设置视口的宽度和高度。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." -msgstr "如果为 [code]true[/code],视窗将其背景渲染为透明。" +msgstr "如果为 [code]true[/code],视口将其背景渲染为透明。" #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." -msgstr "设置应更新视窗的时间。可选项请参阅 [enum ViewportUpdateMode] 。" +msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。" #: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." -msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。" +msgstr "设置视口的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。" #: doc/classes/VisualServer.xml msgid "" @@ -90005,7 +90076,7 @@ msgid "" "on the same [Viewport] to set HDR to [code]true[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分配该视区的帧缓冲时将使用完整浮点数精度(32 位)而" +"如果为 [code]true[/code],分配该视口的帧缓冲时将使用完整浮点数精度(32 位)而" "不是半浮点数精度(16 位)。只有在同一个 [Viewport] 上通过 [method " "viewport_set_use_32_bpc_depth] 将 HDR 设为 [code]true[/code] 时有效。\n" "[b]注意:[/b]仅在 GLES3 后端中可用。" @@ -90015,7 +90086,7 @@ msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -"如果为 [code]true[/code],则视窗使用增强或虚拟现实技术。见 [ARVRInterface]。" +"如果为 [code]true[/code],则视口使用增强或虚拟现实技术。见 [ARVRInterface]。" #: doc/classes/VisualServer.xml msgid "" @@ -90042,14 +90113,14 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" -"启用该视窗的快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但" +"启用该视口的快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但" "会使图像看起来很模糊,特别是在低分辨率下。在 1440p 和 4K 等高分辨率下,它仍然" "可以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见 " "[method viewport_set_sharpen_intensity])。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's rendering is flipped vertically." -msgstr "如果为 [code]true[/code],则视窗的渲染垂直翻转。" +msgstr "如果为 [code]true[/code],则视口的渲染垂直翻转。" #: doc/classes/VisualServer.xml msgid "" @@ -90440,33 +90511,33 @@ msgstr "优化阴影贴图的使用,提高有效分辨率。但可能会导致 #: doc/classes/VisualServer.xml msgid "Do not update the viewport." -msgstr "不要更新视窗。" +msgstr "不要更新视口。" #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." -msgstr "更新一次视窗,然后设置为禁用。" +msgstr "更新一次视口,然后设置为禁用。" #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." -msgstr "只要视窗是可见的,就更新视窗。" +msgstr "只要视口是可见的,就更新视口。" #: doc/classes/VisualServer.xml msgid "Always update the viewport." -msgstr "始终更新视窗。" +msgstr "始终更新视口。" #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." -msgstr "在绘图之前,视窗总是被清空。" +msgstr "在绘图之前,视口总是被清空。" #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." -msgstr "在绘图之前,视窗永远不会被清空。" +msgstr "在绘图之前,视口永远不会被清空。" #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." -msgstr "视窗被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。" +msgstr "视口被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." @@ -92375,7 +92446,7 @@ msgstr "使用给定的纹理作为此函数的参数。" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the current viewport's texture as the source." -msgstr "使用当前视窗的纹理作为源。" +msgstr "使用当前视口的纹理作为源。" #: doc/classes/VisualShaderNodeTexture.xml msgid "" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index a64bd25054e..a21d110c05a 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -15,12 +15,14 @@ # Otis Kao , 2022. # YuChiang Chang , 2022. # Hugel , 2022. +# Chih Wei Chien , 2022. +# Edison Lee , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-10-12 06:50+0000\n" -"Last-Translator: BinotaLIU \n" +"PO-Revision-Date: 2023-01-15 03:49+0000\n" +"Last-Translator: Edison Lee \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -28,7 +30,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -84,7 +86,7 @@ msgstr "繼承自:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(覆寫 %s)" #: doc/tools/make_rst.py msgid "Default" @@ -126,13 +128,13 @@ msgstr "此方法用於建構型別。" msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." -msgstr "" +msgstr "該方法不需要使用一個實體來呼叫,所以他可以直接使用 class name 呼叫。" #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." -msgstr "" +msgstr "該方法描述一個有效的運算子使用此型別作為左運算值。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." @@ -148,7 +150,6 @@ msgstr "" "供。 (關鍵字:內建、全域函式、buildin、build in、global functions)" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a color constructed from integer red, green, blue, and alpha " "channels. Each channel should have 8 bits of information ranging from 0 to " @@ -161,12 +162,12 @@ msgid "" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" -"回傳以整數紅色、綠色、藍色與 Alpha 通道構成的色彩。每個通道都應包含 0 至 255 " -"的 8 位元資訊。\n" +"回傳以整數紅色、綠色、藍色與透明通道構成的色彩。每個通道都應包含 0 至 255 的 " +"8 位元資訊。\n" "[code]r8[/code] 紅色通道\n" "[code]g8[/code] 綠色通道\n" "[code]b8[/code] 藍色通道\n" -"[code]a8[/code] Alpha 通道\n" +"[code]a8[/code] 透明通道\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" @@ -201,7 +202,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -212,15 +212,15 @@ msgid "" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"回傳以弧度表示的[code]s[/code]的反餘弦(cos)值。用於求餘弦(sin)值[code]s[/" -"code]的夾角。\n" +"回傳以弧度表示的[code]s[/code]的反餘弦(arc cos)值。用於求餘弦(cos)值[code]s[/" +"code]的夾角。[code]s[/code]必須介於[code]-1.0[/code]與[code]1.0[/code]之間 " +"(包含),否則 [method acos] 會回傳 [constant NAN]。\n" "[codeblock]\n" -"# c 為0.523599,若以rad2deg(s)換算,則為30度\n" +"# c 為 0.523599,若以 rad2deg(s) 換算,則為30度\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -230,7 +230,14 @@ msgid "" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" -msgstr "testing" +msgstr "" +"回傳以弧度表示的[code]s[/code]的反正弦(arc sin)值。用於求正弦 (sin) 值" +"[code]s[/code]的夾角。[code]s[/code]必須介於[code]-1.0[/code]與[code]1.0[/" +"code]之間 (包含),否則 [method asin] 會回傳 [constant NAN]。\n" +"[codeblock]\n" +"# c 為 0.523599,若以 rad2deg(s) 換算,則為 30 度\n" +"c = asin(0.5)\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -30066,7 +30073,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -41853,7 +41864,7 @@ msgstr "" #: doc/classes/OS.xml msgid "Desktop directory path." -msgstr "" +msgstr "桌面資料夾路徑。" #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." @@ -41861,27 +41872,27 @@ msgstr "" #: doc/classes/OS.xml msgid "Documents directory path." -msgstr "" +msgstr "檔案資料夾路徑。" #: doc/classes/OS.xml msgid "Downloads directory path." -msgstr "" +msgstr "下載資料夾路徑。" #: doc/classes/OS.xml msgid "Movies directory path." -msgstr "" +msgstr "影片資料夾路徑。" #: doc/classes/OS.xml msgid "Music directory path." -msgstr "" +msgstr "音樂資料夾路徑。" #: doc/classes/OS.xml msgid "Pictures directory path." -msgstr "" +msgstr "圖片資料夾路徑。" #: doc/classes/OS.xml msgid "Ringtones directory path." -msgstr "" +msgstr "鈴聲資料夾路徑。" #: doc/classes/OS.xml msgid "Unknown powerstate."