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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-02-21 15:32:56 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-02-21 15:32:56 +0100 |
commit | 846d075a2f2333b4ba4cbca48a96484015b31031 (patch) | |
tree | 4d1f0f13ed5e446cf43f08fb133af11f2e9592d2 | |
parent | c6d091e0f35d82d66461910c84ad72674c363808 (diff) | |
download | redot-engine-846d075a2f2333b4ba4cbca48a96484015b31031.tar.gz |
i18n: Sync translations with Weblate
First sync with the 4.3 changes.
61 files changed, 28456 insertions, 40778 deletions
diff --git a/doc/translations/de.po b/doc/translations/de.po index 50eb470db1..eae8241028 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -67,7 +67,7 @@ # dasTholo <kaitholo@gmail.com>, 2023. # Ettore Atalan <atalanttore@googlemail.com>, 2023. # Arktikus <ArktikusArkan@gmail.com>, 2023. -# marv1nb <marvin_baumann@outlook.com>, 2023. +# marv1nb <marvin_baumann@outlook.com>, 2023, 2024. # Rob G <robert.gudat@web.de>, 2023. # Joshiy13 <weidanzjoshua@gmail.com>, 2023. # Wuzzy <Wuzzy@disroot.org>, 2023. @@ -78,12 +78,14 @@ # Tobias Mohr <tobias_mohr_1991@gmx.de>, 2023. # Florian Schaupp <fschaupp@hotmail.com>, 2023. # Eric Brändli <ericbraendli@gmail.com>, 2024. +# Emil Krebs <emil.krebs@typefox.io>, 2024. +# Flyon <fcbf97@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-01-19 08:19+0000\n" -"Last-Translator: Cerno_b <cerno.b@gmail.com>\n" +"PO-Revision-Date: 2024-02-12 02:24+0000\n" +"Last-Translator: Eric Brändli <ericbraendli@gmail.com>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-" "class-reference/de/>\n" "Language: de\n" @@ -236,6 +238,20 @@ msgstr "" "indem Sie :ref:` eine beitragen <doc_updating_the_class_reference>`!" msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"Zurzeit gibt es für diese Enumeration keine Beschreibung. Bitte helfen Sie " +"uns, indem Sie :ref:` eine beitragen <doc_updating_the_class_reference>`!" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"Zurzeit gibt es für diesen Konstante keine Beschreibung. Bitte helfen Sie " +"uns, indem Sie :ref:` eine beitragen <doc_updating_the_class_reference>`!" + +msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one <doc_updating_the_class_reference>`!" msgstr "" @@ -399,32 +415,6 @@ msgstr "" "[/codeblock]" msgid "" -"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"[i]Veraltet[/i] Verwenden Sie stattdessen [Methode @GlobalScope." -"type_convert].\n" -"Konvertiert [param what] in [param type] auf die bestmögliche Weise. Der " -"[param type] verwendet die [enum Variant.Type] Werte.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Druckt true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Druckt [4, 2, 1]\n" -"print(b is Array) # Druckt false\n" -"[/codeblock]" - -msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" @@ -570,97 +560,6 @@ msgstr "" "is_same_typed] (und andere [Array]-Methoden)." msgid "" -"Returns the length of the given Variant [param var]. The length can be the " -"character count of a [String], the element count of any array type or the " -"size of a [Dictionary]. For every other Variant type, a run-time error is " -"generated and execution is stopped.\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Returns 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # Returns 6\n" -"[/codeblock]" -msgstr "" -"Gibt die Länge der angegebenen Variante [param var] zurück. Die Länge kann " -"die Anzahl der Zeichen eines [String], die Anzahl der Elemente eines " -"beliebigen Array-Typs oder die Größe eines [Dictionary] sein. Für jeden " -"anderen Variantentyp wird ein Laufzeitfehler erzeugt und die Ausführung " -"abgebrochen.\n" -"[Codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Gibt 4 zurück\n" -"\n" -"b = \"Hallo!\"\n" -"len(b) # Gibt 6 zurück\n" -"[/codeblock]" - -msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\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" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"Gibt eine [Resource] aus dem Dateisystem zurück, die sich am absoluten Pfad " -"[param path] befindet. Sofern sie nicht bereits an anderer Stelle " -"referenziert ist (z.B. in einem anderen Skript oder in der Szene), wird die " -"Ressource beim Funktionsaufruf von der Festplatte geladen, was zu einer " -"leichten Verzögerung führen kann, insbesondere beim Laden großer Szenen. Um " -"unnötige Verzögerungen beim mehrfachen Laden zu vermeiden, kann die Ressource " -"entweder in einer Variablen gespeichert, oder die Methode [method preload] " -"verwendet werden.\n" -"[b]Hinweis:[/b] Ressourcenpfade können erhalten werden, indem mit der rechten " -"Maustaste auf eine Ressource im Dateisystem-Dock geklickt und \"Pfad " -"kopieren\" ausgewählt wird, oder indem die Datei aus dem Dateisystem-Dock in " -"das aktuelle Skript gezogen wird.\n" -"[codeblock]\n" -"# Läd eine Szene mit dem Namen \"main\", die sich im Stammverzeichnis des " -"Projekts befindet, und speichert sie in einer Variablen zwischen.\n" -"var main = load(\"res://main.tscn\") # main wird eine PackedScene-Ressource " -"enthalten.\n" -"[/codeblock]\n" -"[b]Wichtig:[/b] Der Pfad muss absolut sein. Ein relativer Pfad wird immer " -"[code]null[/code] zurückgeben.\n" -"Diese Funktion ist eine vereinfachte Version von [method ResourceLoader." -"load], die für fortgeschrittenere Szenarien verwendet werden kann.\n" -"[b]Hinweis:[/b] Dateien müssen zuerst in die Engine importiert werden, um sie " -"mit dieser Funktion zu laden. Wenn [Image]s zur Laufzeit geladen werden " -"sollen, kann [method Image.load] verwendet werden. Wenn Audiodateien " -"importiert werden sollen, kann das in [member AudioStreamMP3.data] " -"beschriebene Snippet verwendt werden.\n" -"[b]Hinweis:[/b] Wenn [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] [code]true[/code] ist, kann die [Methode " -"@GDScript.load] keine konvertierten Dateien in einem exportierten Projekt " -"lesen. Wenn zur Laufzeit Dateien aus einem PCK geladen werden müssen, muss " -"[member ProjectSettings.editor/export/convert_text_resources_to_binary] auf " -"[code]false[/code] gesetzt werden." - -msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " @@ -1477,72 +1376,6 @@ msgstr "" "[/codeblock]" msgid "" -"Export an [int] or [float] property as a range value. The range must be " -"defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n" -"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " -"provided, the editor widget will not cap the value at range boundaries. The " -"[code]\"exp\"[/code] hint will make the edited values on range to change " -"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " -"element of the editor widget.\n" -"Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " -"in radians, but should be displayed in degrees in the Inspector dock (the " -"range values are also in degrees). [code]\"degrees\"[/code] allows to add a " -"degree sign as a unit suffix (the value is unchanged). Finally, a custom " -"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " -"be any string.\n" -"See also [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]- oder [float]-Eigenschaft als Bereichswert. Der Bereich " -"muss durch [param min] und [param max] sowie einen optionalen [param step] " -"und eine Reihe von zusätzlichen Hinweisen definiert werden. Der [param step] " -"ist standardmäßig [code]1[/code] für Ganzzahl-Eigenschaften. Bei " -"Fließkommazahlen hängt dieser Wert von Ihrer Einstellung [code]EditorSettings." -"interface/inspector/default_float_step[/code] ab.\n" -"Wenn die Hinweise [code]\"or_greater\"[/code] und [code]\"or_less\"[/code] " -"angegeben sind, wird das Editor-Widget den Wert an Bereichsgrenzen nicht " -"begrenzen. Der [code]\"exp\"[/code]-Hinweis bewirkt, dass sich die " -"bearbeiteten Werte im Bereich exponentiell verändern. Der Hinweis " -"[code]\"hide_slider\"[/code] blendet das Schiebereglerelement des Editor-" -"Widgets aus.\n" -"Hinweise erlauben auch die Angabe der Einheiten für den bearbeiteten Wert. " -"Mit [code]\"radians_as_degrees\"[/code] können Sie angeben, dass der aktuelle " -"Wert im Bogenmaß angegeben ist, aber im Inspektor-Dock in Grad angezeigt " -"werden soll (die Werte des Bereichs sind ebenfalls in Grad angegeben). Mit " -"[code]\"Grad\"[/code] kann man ein Gradzeichen als Einheitssuffix hinzufügen " -"(der Wert bleibt unverändert). Schließlich kann ein eigenes Suffix mit " -"[code]\"suffix:unit\"[/code] angegeben werden, wobei \"unit\" eine beliebige " -"Zeichenkette sein kann.\n" -"Siehe auch [Konstante PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" - -msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " @@ -1721,6 +1554,28 @@ msgstr "" "die statischen Variablen auf ihre Standardwerte zurückgesetzt." msgid "" +"Mark the current script as a tool script, allowing it to be loaded and " +"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Running code in the editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " +"annotation must be placed before the class definition and inheritance." +msgstr "" +"Markiert das aktuelle Skript als Tool Skript und ermöglicht es ihm im Editor " +"geladen und ausgeführt zu werden. Siehe [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Code im Editor ausführen[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Anmerkung:[/b] Da Annotationen ihren jeweiligen Bereich beschreiben, muss " +"die [annotation @tool] vor der Klassendefinition und der Vererbung platziert " +"werden." + +msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" @@ -2106,6 +1961,48 @@ msgstr "" "Eine typsichere Version von [method ceil], die einen [int] zurückgibt." msgid "" +"Clamps the [param value], returning a [Variant] not less than [param min] and " +"not more than [param max]. Any values that can be compared with the less than " +"and greater than operators will work.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " +"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " +"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " +"[method Color.clamp] (not currently supported by this method).\n" +"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" +"wise clamping, and will pick [param min] if [code]value < min[/code] or " +"[param max] if [code]value > max[/code]. To perform component-wise clamping " +"use the methods listed above." +msgstr "" +"Klemmt den [param value] und gibt eine [Variant] zurück, die nicht kleiner " +"als [param min] und nicht größer als [param max] ist. Alle Werte, die mit den " +"Operatoren kleiner als und größer als verglichen werden können, " +"funktionieren.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"[/codeblock]\n" +"[b]Hinweis:[/b] Für eine bessere Typsicherheit verwenden Sie [method clampf], " +"[method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method " +"Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method " +"Vector4i.clamp] oder [method Color.clamp](von dieser Methode derzeit nicht " +"unterstützt).\n" +"[b]Hinweis:[/b] Wenn dies auf Vektoren verwendet wird, führt es [i]not[/i] " +"komponentenweise Klemmung durch und wählt [param min] aus, wenn [code]value < " +"min[/code] ist, oder [param max], wenn [code]value > ist max[/code]. Um eine " +"komponentenweise Klemmung durchzuführen, verwenden Sie die oben aufgeführten " +"Methoden." + +msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" @@ -2304,6 +2201,32 @@ msgstr "" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " +"whole number that is not more than [param x]. Supported types: [int], " +"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " +"[Vector4i].\n" +"[codeblock]\n" +"var a = floor(2.99) # a is 2.0\n" +"a = floor(-2.99) # a is -3.0\n" +"[/codeblock]\n" +"See also [method ceil], [method round], and [method snapped].\n" +"[b]Note:[/b] For better type safety, use [method floorf], [method floori], " +"[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." +msgstr "" +"Rundet [param x] ab (in Richtung negativ unendlich) und gibt die größte ganze " +"Zahl zurück, welche nicht größer als [param x] ist. Unterstützte Typen: " +"[int], [float], [Vector2],[Vector2i], [Vector3], [Vector3i],[Vector4]," +"[Vector4i].\n" +"[codeblock]\n" +"var a = floor(2.99) # a ist 2.0\n" +"a = floor(-2.99) # a ist -3.0\n" +"[/codeblock]\n" +"Siehe auch [method ceil], [method round], und [method snapped].\n" +"[b]Hinweis:[/b] Für bessere Typsicherheit verwenden Sie [method floorf], " +"[method floori], [method Vector2.floor], [method Vector3.floor] oder [method " +"Vector4.floor]." + +msgid "" +"Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" @@ -5245,149 +5168,6 @@ msgstr "" "5 Joysticks mit insgesamt 10 Achsen." msgid "" -"Enum value which doesn't correspond to any MIDI message. This is used to " -"initialize [enum MIDIMessage] properties with a generic state." -msgstr "" -"Enum-Wert, der keiner MIDI-Nachricht entspricht. Dies wird verwendet, um " -"[enum MIDIMessage]-Eigenschaften mit einem generischen Zustand zu " -"initialisieren." - -msgid "" -"MIDI note OFF message. Not all MIDI devices send this event; some send " -"[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the " -"documentation of [InputEventMIDI] for information of how to use MIDI inputs." -msgstr "" -"MIDI Note OFF-Message. Nicht alle MIDI-Geräte senden dieses Ereignis; einige " -"senden stattdessen [constant MIDI_MESSAGE_NOTE_ON] mit Velocity Null. Siehe " -"die Dokumentation von [InputEventMIDI] für Informationen, wie man MIDI-" -"Eingänge verwendet." - -msgid "" -"MIDI note ON message. Some MIDI devices send this event with velocity zero " -"instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See " -"the documentation of [InputEventMIDI] for information of how to use MIDI " -"inputs." -msgstr "" -"MIDI Note ON-Message. Einige MIDI-Geräte senden dieses Ereignis mit Velocity " -"Null anstelle der [Konstante MIDI_MESSAGE_NOTE_OFF], aber die " -"Implementierungen variieren. Siehe die Dokumentation von [InputEventMIDI] für " -"Informationen über die Verwendung von MIDI-Eingängen." - -msgid "" -"MIDI aftertouch message. This message is most often sent by pressing down on " -"the key after it \"bottoms out\"." -msgstr "" -"MIDI-Aftertouch-Meldung. Diese Meldung wird meistens durch Drücken der Taste " -"nachdem sie den Tiefpunkt erreicht hat gesendet." - -msgid "" -"MIDI control change message. This message is sent when a controller value " -"changes. Controllers include devices such as pedals and levers." -msgstr "" -"Änderungsmitteilung für eine MIDI-Steuerungseinheit. Diese Mitteilung wird " -"gesendet, sollte sich der Wert einer Steuerungseinheit ändern. " -"Steuerungseinheiten sind zum Beispiel Pedale und Schalter." - -msgid "" -"MIDI program change message. This message sent when the program patch number " -"changes." -msgstr "" -"MIDI-Programmwechselmeldung. Diese Meldung wird gesendet, wenn sich die " -"Programm-Patch-Nummer ändert." - -msgid "" -"MIDI channel pressure message. This message is most often sent by pressing " -"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 "" -"MIDI-Kanal-Druckmeldung. Diese Meldung wird meistens durch Drücken der Taste " -"nachdem sie den Tiefpunkt erreicht hat gesendet.Diese Meldung unterscheidet " -"sich von der polyphonen Aftertouch-Meldung, da sie den höchsten Druck über " -"alle Tasten hinweg anzeigt." - -msgid "" -"MIDI pitch bend message. This message is sent to indicate a change in the " -"pitch bender (wheel or lever, typically)." -msgstr "" -"MIDI-Pitch-Bend-Meldung. Diese Meldung wird gesendet, um eine Änderung des " -"Pitch-Benders (typischerweise Rad oder Hebel) anzuzeigen." - -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 "" -"MIDI-System-exklusive Nachricht. Dieses Verhalten gilt nur für das Gerät, von " -"dem Sie Eingaben empfangen. Das Abrufen dieser Daten ist in Godot nicht " -"implementiert." - -msgid "" -"MIDI quarter frame message. Contains timing information that is used to " -"synchronize MIDI devices. Getting this data is not implemented in Godot." -msgstr "" -"MIDI-Viertel-Frame-Meldung. Enthält Zeitinformationen, die zur " -"Synchronisierung von MIDI-Geräten verwendet werden. Das Abrufen dieser Daten " -"ist in Godot nicht implementiert." - -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 "" -"MIDI-Songpositionszeiger-Meldung. Gibt die Anzahl der 16tel-Noten seit Beginn " -"des Liedes an. Das Abrufen dieser Daten ist in Godot nicht implementiert." - -msgid "" -"MIDI song select message. Specifies which sequence or song is to be played. " -"Getting this data is not implemented in Godot." -msgstr "" -"MIDI Mitteilung für Songauswahl. Legt fest, welche Musik-Sequenz oder welcher " -"Song abgespielt werden soll. Das Abrufen dieser Daten ist nicht in Godot " -"implementiert." - -msgid "" -"MIDI tune request message. Upon receiving a tune request, all analog " -"synthesizers should tune their oscillators." -msgstr "" -"MIDI Tune Request Nachricht. Beim Empfang einer Tune-Anforderung sollten alle " -"analogen Synthesizer ihre Oszillatoren stimmen." - -msgid "" -"MIDI timing clock message. Sent 24 times per quarter note when " -"synchronization is required." -msgstr "" -"MIDI Mitteilung zum Uhr-Timing. Diese Mitteilung wird 24 Mal pro Viertelnote " -"gesendet, sollte eine Synchronisation erforderlich sein." - -msgid "" -"MIDI start message. Start the current sequence playing. This message will be " -"followed with Timing Clocks." -msgstr "" -"MIDI Start-Mitteilung. Startet die Wiedergabe der aktuellen Sequenz. Dieser " -"Mitteilung folgen die Uhr-Timings." - -msgid "MIDI continue message. Continue at the point the sequence was stopped." -msgstr "" -"MIDI Wiederaufnahme-Mitteilung. Die Wiedergabe der Sequenz wird an dem Punkt " -"fortgesetzt, an dem die Wiedergabe gestoppt wurde." - -msgid "MIDI stop message. Stop the current sequence." -msgstr "MIDI Stop-Mitteilung. Stoppt die Wiedergabe der aktuellen Sequenz." - -msgid "" -"MIDI active sensing message. This message is intended to be sent repeatedly " -"to tell the receiver that a connection is alive." -msgstr "" -"MIDI active sensing message. Diese Meldung soll wiederholt gesendet werden, " -"um dem Empfänger mitzuteilen, dass eine Verbindung besteht." - -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 "" -"MIDI System-Reset Mitteilung. Reset aller Empfänger im System in den " -"Hochfahren-Status. Diese Mitteilung sollte nicht zum Starten der Empfänger " -"selbst genutzt werden." - -msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value 0, and all other error constants are positive " @@ -6010,13 +5790,6 @@ msgstr "" "[b]Hinweis:[/b] Der abschließende Doppelpunkt ist erforderlich, um eingebaute " "Typen korrekt zu erkennen." -msgid "" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"[i]Deprecated.[/i] Dieser Hinweis wird nirgendwo verwendet und wird in " -"Zukunft entfernt." - msgid "Hints that an object is too big to be sent via the debugger." msgstr "" "Weist darauf hin, dass ein Objekt zu groß ist, um über den Debugger gesendet " @@ -6030,15 +5803,6 @@ msgstr "" "[NodePath]-Eigenschaften gültig sind." msgid "" -"Hints that an [int] property is an object ID.\n" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"Deutet darauf hin, dass eine [int]-Eigenschaft eine Object-ID ist.\n" -"[i]Deprecated.[/i] Dieser Hinweis wird nirgendwo verwendet und wird in " -"Zukunft gelöscht." - -msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string." msgstr "" @@ -6143,15 +5907,6 @@ msgstr "" "aktualisiert." msgid "" -"Signifies a default value from a placeholder script instance.\n" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"Beschreibt einen Default-Wert aus einer Platzhalter Skript-Instanz.\n" -"[i]Obsolet.[/i] Dieser Hinweis ist nicht in Verwendung und wird zukünftig " -"entfernt." - -msgid "" "The property is an enum, i.e. it only takes named integer constants from its " "associated enumeration." msgstr "" @@ -6202,6 +5957,15 @@ msgstr "" "für lokale Ressourcen hilfreich." msgid "" +"Use when a resource is created on the fly, i.e. the getter will always return " +"a different instance. [ResourceSaver] needs this information to properly save " +"such resources." +msgstr "" +"Wird verwendet, wenn eine Ressource im laufenden Betrieb erstellt wird, d. h. " +"der Getter gibt immer eine andere Instanz zurück. [ResourceSaver] benötigt " +"diese Informationen, um solche Ressourcen ordnungsgemäß zu speichern." + +msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "" @@ -6210,17 +5974,6 @@ msgstr "" "einer Zeile." msgid "" -"When loading, the resource for this property can be set at the end of " -"loading.\n" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"Während dem Ladevorgang kann die Ressource der Eigenschaft auch am Ende " -"dessen gesetzt werden.\n" -"[i]Obsolet.[/i] Dieser Hinweis ist nicht in Verwendung und wird zukünftig " -"entfernt." - -msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." @@ -6476,6 +6229,38 @@ msgstr "Stellt die Größe dar des [enum Variant.Operator] enum." msgid "A 3D axis-aligned bounding box." msgstr "Ein an den 3D-Achsen ausgerichtetes Begrenzungsrechteck." +msgid "" +"The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " +"a 3D space. It is defined by its [member position] and [member size], which " +"are [Vector3]. It is frequently used for fast overlap tests (see [method " +"intersects]). Although [AABB] itself is axis-aligned, it can be combined with " +"[Transform3D] to represent a rotated or skewed bounding box.\n" +"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " +"There is no version of [AABB] that uses integer coordinates.\n" +"[b]Note:[/b] Negative values for [member size] are not supported. With " +"negative size, most [AABB] methods do not work correctly. Use [method abs] to " +"get an equivalent [AABB] with a non-negative size.\n" +"[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " +"if both [member position] and [member size] are zero (equal to [constant " +"Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." +msgstr "" +"Der integrierte Typ [AABB] [Variant] stellt einen achsenausgerichteten " +"Begrenzungsrahmen in einem 3D-Raum dar. Es wird durch seine [member position] " +"und [member size] definiert, die [Vector3] sind. Es wird häufig für schnelle " +"Überlappungstests verwendet (siehe [method intersects]). Obwohl [AABB] selbst " +"achsenausgerichtet ist, kann es mit [Transform3D] kombiniert werden, um einen " +"gedrehten oder geneigten Begrenzungsrahmen darzustellen.\n" +"Es verwendet Gleitkommakoordinaten. Das 2D-Gegenstück zu [AABB] ist [Rect2]. " +"Es gibt keine Version von [AABB], die ganzzahlige Koordinaten verwendet.\n" +"[b]Notiz:[/b] Negative Werte für [member size] werden nicht unterstützt. Bei " +"negativer Größe funktionieren die meisten [AABB]-Methoden nicht richtig. " +"Verwenden Sie [method abs], um ein äquivalentes [AABB] mit einer nicht " +"negativen Größe zu erhalten.\n" +"[b]Notiz:[/b] In einem booleschen Kontext wird ein [AABB] zu [code]false[/" +"code] ausgewertet, wenn sowohl [member position] als auch [member size] Null " +"sind (gleich zu [constant Vector3.ZERO]). Ansonsten wird immer [code]true[/" +"code] ausgewertet." + msgid "Vector math" msgstr "Vektor-Mathematik" @@ -6486,6 +6271,383 @@ msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "Konstruiert einen [AABB] als Kopie des gegebenen [AABB]." msgid "" +"Returns an [AABB] equivalent to this bounding box, with its width, height, " +"and depth modified to be non-negative values.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15, -10, 0)\n" +"print(absolute.size) # Prints (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] It's recommended to use this method when [member size] is " +"negative, as most other methods in Godot assume that the [member size]'s " +"components are greater than [code]0[/code]." +msgstr "" +"Gibt ein [AABB]-Äquivalent zu diesem Begrenzungsrahmen zurück, dessen Breite, " +"Höhe und Tiefe so geändert wurden, dass sie nicht negative Werte sind.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15, -10, 0)\n" +"print(absolute.size) # Prints (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Hinweis:[/b] Es wird empfohlen, diese Methode zu verwenden, wenn die " +"[member size] negativ ist, da die meisten anderen Methoden in Godot davon " +"ausgehen, dass die Komponenten der [member size] größer als [code]0[/code] " +"sind." + +msgid "" +"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " +"[param with] box. The edges of both boxes are included.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # Prints true\n" +"print(a.encloses(b)) # Prints true\n" +"print(a.encloses(c)) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // Prints True\n" +"GD.Print(a.Encloses(b)); // Prints True\n" +"GD.Print(a.Encloses(c)); // Prints False\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt [code]true[/code] zurück, wenn diese Bounding Box die [param with] Box " +"[i]vollständig[/i] einschließt. Die Kanten beider Boxen sind inbegriffen.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # Gibt true aus\n" +"print(a.encloses(b)) # Gibt true aus\n" +"print(a.encloses(c)) # Gibt false aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // Gibt True aus\n" +"GD.Print(a.Encloses(b)); // Gibt True aus\n" +"GD.Print(a.Encloses(c)); // Gibt False aus\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the position of one of the 8 vertices that compose this bounding box. " +"With a [param idx] of [code]0[/code] this is the same as [member position], " +"and a [param idx] of [code]7[/code] is the same as [member end]." +msgstr "" +"Gibt die Position eines der 8 Eckpunkte, die diese Bounding Box definieren, " +"zurück. Mit einem [param idx] von [code]0[/code] ist dies dasselbe wie " +"[member position] und ein [param idx] von [code]7[/code] ist dasselbe wie " +"[member end]." + +msgid "" +"Returns the longest normalized axis of this bounding box's [member size], as " +"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Prints (0, 0, 1)\n" +"print(box.get_longest_axis_index()) # Prints 2\n" +"print(box.get_longest_axis_size()) # Prints 8\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" +"GD.Print(box.GetLongestAxisSize()); // Prints 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_longest_axis_index] and [method get_longest_axis_size]." +msgstr "" +"Gibt die längste normalisierte Achse der [member size] dieser Bounding Box " +"zurück, entweder als [Vector3] ([constant Vector3.RIGHT], [constant Vector3." +"UP], oder als [constant Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Gibt (0, 0, 1) aus\n" +"print(box.get_longest_axis_index()) # Gibt 2 aus\n" +"print(box.get_longest_axis_size()) # Gibt 8 aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Gibt (0, 0, 1) aus\n" +"GD.Print(box.GetLongestAxisIndex()); // Gibt 2 aus\n" +"GD.Print(box.GetLongestAxisSize()); // Gibt 8 aus\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Siehe auch [method get_longest_axis_index] und [method get_longest_axis_size]." + +msgid "" +"Returns the index to the longest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"Gibt den Index der längsten normalisierten Achse der [member size] dieser " +"Bounding Box zurück (siehe [constant Vector3.AXIS_X], [constant Vector3." +"AXIS_Y], und [constant Vector3.AXIS_Z]).\n" +"Als Beispiel, siehe [method get_longest_axis]." + +msgid "" +"Returns the longest dimension of this bounding box's [member size].\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"Gibt die längste Dimension der [member size] dieser Bounding Box zurück.\n" +"Als Beispiel, siehe [method get_longest_axis]." + +msgid "" +"Returns the shortest normaalized axis of this bounding box's [member size], " +"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" +"print(box.get_shortest_axis_index()) # Prints 0\n" +"print(box.get_shortest_axis_size()) # Prints 2\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" +"GD.Print(box.GetShortestAxisSize()); // Prints 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." +msgstr "" +"Gibt die kürzeste normalisierte Achse der [member size] dieser Bounding Box " +"zurück, entweder als [Vector3] ([constant Vector3.RIGHT], [constant Vector3." +"UP], oder als [constant Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Gibt (1, 0, 0) aus\n" +"print(box.get_shortest_axis_index()) # Gibt 0 aus\n" +"print(box.get_shortest_axis_size()) # Gibt 2 aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Gibt (1, 0, 0) aus\n" +"GD.Print(box.GetShortestAxisIndex()); // Gibt 0 aus\n" +"GD.Print(box.GetShortestAxisSize()); // Gibt 2 aus\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Siehe auch [method get_shortest_axis_index] und [method " +"get_shortest_axis_size]." + +msgid "" +"Returns the index to the shortest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"Gibt den Index der kürzesten normalisierten Achse der [member size] dieser " +"Bounding Box zurück (siehe [constant Vector3.AXIS_X], [constant Vector3." +"AXIS_Y], und [constant Vector3.AXIS_Z]).\n" +"Als Beispiel, siehe [method get_shortest_axis]." + +msgid "" +"Returns the shortest dimension of this bounding box's [member size].\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"Gibt die kürzeste Dimension der [member size] dieser Bounding Box zurück.\n" +"Als Beispiel, siehe [method get_shortest_axis]." + +msgid "" +"Returns the bounding box's volume. This is equivalent to [code]size.x * size." +"y * size.z[/code]. See also [method has_volume]." +msgstr "" +"Gibt das Volumen des Begrenzungsrahmens zurück. Dies entspricht [code]size.x " +"* size.y * size.z[/code]. Siehe auch [method has_volume]." + +msgid "" +"Returns a copy of this bounding box extended on all sides by the given amount " +"[param by]. A negative amount shrinks the box instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Prints (0, 0, 0)\n" +"print(a.size) # Prints (16, 16, 16)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Prints (-2, -2, -2)\n" +"print(b.size) # Prints (12, 8, 6)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Prints (0, 0, 0)\n" +"GD.Print(a.Size); // Prints (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Prints (-2, -2, -2)\n" +"GD.Print(b.Size); // Prints (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt eine an allen Seiten um die gegebenen Größe [param by] vergrößerte Kopie " +"dieser Bounding Box zurück. Ein negativer Wert verkleinert die Box " +"stattdessen.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Gibt (0, 0, 0) aus\n" +"print(a.size) # Gibt (16, 16, 16) aus\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Gibt (-2, -2, -2) aus\n" +"print(b.size) # Gibt (12, 8, 6) aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Gibt (0, 0, 0) aus\n" +"GD.Print(a.Size); // Gibt (16, 16, 16) aus\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Gibt (-2, -2, -2) aus\n" +"GD.Print(b.Size); // Gibt (12, 8, 6) aus\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the intersection between this bounding box and [param with]. If the " +"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " +"the edge, returns a flat [AABB] with no volume (see [method has_surface] and " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Prints (2, 0, 2)\n" +"print(intersection.size) # Prints (3, 2, 4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Prints (2, 0, 2)\n" +"GD.Print(intersection.Size); // Prints (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you only need to know whether two bounding boxes are " +"intersecting, use [method intersects], instead." +msgstr "" +"Gibt die Schnittmenge zwischen dieser Bounding Box und [param with] zurück. " +"Wenn diese Boxen sich nicht überschneiden, wird eine leere [AABB] " +"zurückgegeben. Wenn die Boxen sich an der Kante überschneiden, wird eine " +"flache [AABB] ohne Volumen zurückgegeben (siehe [method has_surface] und " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Gibt (2, 0, 2) aus\n" +"print(intersection.size) # Gibt (3, 2, 4) aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Gibt (2, 0, 2) aus\n" +"GD.Print(intersection.Size); // Gibt (3, 2, 4) aus\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Hinweis:[/b] Wenn Sie nur wissen müssen, ob die zwei Bounding Boxes sich " +"überschneiden, nutzen Sie stattdessen [method intersects]." + +msgid "" +"Returns the first point where this bounding box and the given ray intersect, " +"as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" +"The ray begin at [param from], faces [param dir] and extends towards infinity." +msgstr "" +"Gibt den ersten Punkt an dem diese Bounding Box und der gegebene Ray sich " +"schneiden als [Vector3] zurück. Wenn keine Überschneidung stattfindet, wird " +"[code]null[/code] zurückgegeben.\n" +"Der Ray startet bei [param from], zeigt nach [param dir] und streckt sich in " +"unendlich." + +msgid "" +"Returns the first point where this bounding box and the given segment " +"intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" +"code].\n" +"The segment begins at [param from] and ends at [param to]." +msgstr "" +"Gibt den ersten Punkt zurück, an dem sich dieser Begrenzungsrahmen und das " +"angegebene Segment schneiden, als [Vector3]. Wenn kein Schnittpunkt auftritt, " +"wird [code]null[/code] zurückgegeben.\n" +"Das Segment beginnt bei [param from] und endet bei [param to]." + +msgid "" +"Returns an [AABB] that encloses both this bounding box and [param with] " +"around the edges. See also [method encloses]." +msgstr "" +"Gibt ein [AABB] zurück, das sowohl diesen Begrenzungsrahmen als auch [param " +"with] an den Rändern umschließt. Siehe auch [method encloses]." + +msgid "" +"The bounding box's width, height, and depth starting from [member position]. " +"Setting this value also affects the [member end] point.\n" +"[b]Note:[/b] It's recommended setting the width, height, and depth to non-" +"negative values. This is because most methods in Godot assume that the " +"[member position] is the bottom-left-back corner, and the [member end] is the " +"top-right-forward corner. To get an equivalent bounding box with non-negative " +"size, use [method abs]." +msgstr "" +"Die Breite, Höhe und Tiefe des Begrenzungsrahmens beginnend bei [member " +"position]. Das Festlegen dieses Werts wirkt sich auch auf den Punkt [member " +"end] aus.\n" +"[b]Hinweis:[/b] Es wird empfohlen, die Breite, Höhe und Tiefe auf nicht " +"negative Werte festzulegen. Dies liegt daran, dass die meisten Methoden in " +"Godot davon ausgehen, dass die [member position] die hintere linke untere " +"Ecke und das [member end] die vordere rechte obere Ecke ist. Um einen " +"äquivalenten Begrenzungsrahmen mit nicht negativer Größe zu erhalten, " +"verwenden Sie [method abs]." + +msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" @@ -7001,9 +7163,6 @@ msgstr "" "[code]0[/code] zurückgesetzt und die [code]custom_speed[/code] wird auf " "[code]1.0[/code] zurückgesetzt. Siehe auch [Methode pause]." -msgid "If [code]true[/code], texture will be centered." -msgstr "Wenn [code]true[/code], wird die Textur zentriert." - msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Wenn [code]true[/code], wird die Textur horizontal gespiegelt." @@ -7083,46 +7242,6 @@ msgid "Proxy texture for simple frame-based animations." msgstr "Proxy-Textur für einfache framebasierte Animationen." msgid "" -"[AnimatedTexture] is a resource format for frame-based animations, where " -"multiple textures can be chained automatically with a predefined delay for " -"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " -"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " -"can be used, e.g. in a [TileSet].\n" -"The playback of the animation is controlled by the [member speed_scale] " -"property, as well as each frame's duration (see [method set_frame_duration]). " -"The animation loops, i.e. it will restart at frame 0 automatically after " -"playing the last frame.\n" -"[AnimatedTexture] currently requires all frame textures to have the same " -"size, otherwise the bigger ones will be cropped to match the smallest one.\n" -"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " -"frame needs to be a separate [Texture2D].\n" -"[b]Warning:[/b] The current implementation is not efficient for the modern " -"renderers.\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " -"release." -msgstr "" -"[AnimatedTexture] ist ein Ressourcenformat für Frame-basierte Animationen, " -"bei denen mehrere Texturen automatisch mit einer vordefinierten Verzögerung " -"für jedes Frame verkettet werden können. Im Gegensatz zu [AnimationPlayer] " -"oder [AnimatedSprite2D] ist es kein [Node], hat aber den Vorteil, dass es " -"überall verwendet werden kann, wo eine [Texture2D]-Ressource verwendet werden " -"kann, z.B. in einem [TileSet].\n" -"Die Wiedergabe der Animation wird durch die [member speed_scale]-Eigenschaft " -"gesteuert, ebenso wie die Dauer der einzelnen Frames (siehe [method " -"set_frame_duration]). Die Animation wird in einer Schleife abgespielt, d.h. " -"sie beginnt automatisch wieder bei Bild 0, nachdem das letzte Bild abgespielt " -"wurde.\n" -"[AnimatedTexture] erfordert derzeit, dass alle Frame-Texturen die gleiche " -"Größe haben, ansonsten werden die größeren Texturen auf die kleinste " -"zugeschnitten.\n" -"[b]Hinweis:[/b] AnimatedTexture unterstützt nicht die Verwendung von " -"[AtlasTexture]s. Jedes Bild muss eine eigene [Texture2D] sein.\n" -"[b]Warnung:[/b] Die aktuelle Implementierung ist für moderne Renderer nicht " -"effizient.\n" -"[i]Veraltet:[/i] Diese Klasse ist veraltet und wird möglicherweise in einer " -"zukünftigen Version entfernt werden." - -msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " "during playback." @@ -7449,14 +7568,6 @@ msgid "Update at the keyframes." msgstr "Aktualisierung an den Keyframes." msgid "" -"Same as linear interpolation, but also interpolates from the current value (i." -"e. dynamically at runtime) if the first key isn't at 0 seconds." -msgstr "" -"Wie lineare Interpolation, interpoliert aber zusätzlich vom aktuellen Wert " -"aus (d.h. dynamisch zur Laufzeit), wenn der erste Schlüssel nicht auf 0 " -"Sekunden steht." - -msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "" @@ -7551,11 +7662,6 @@ msgstr "" "Nach der Instanziierung der Wiedergabeinformationsdaten innerhalb der " "erweiterten Klasse wird Blending durch den [AnimationMixer] verarbeitet." -msgid "A virtual function for processing after key getting during playback." -msgstr "" -"Eine virtuelle Funktion für die Verarbeitung nach dem Tastendruck während der " -"Wiedergabe." - msgid "" "Adds [param library] to the animation player, under the key [param name]." msgstr "" @@ -7945,9 +8051,6 @@ msgstr "" "Audiospuren hat, können die beiden zugewiesenen [AudioStreamPlayer]s " "gleichzeitig jeweils bis zu [code]32[/code] Stimmen abspielen." -msgid "The call mode to use for Call Method tracks." -msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll." - msgid "The process notification in which to update animations." msgstr "Die Prozessmeldung, in der die Animationen aktualisiert werden sollen." @@ -8011,9 +8114,6 @@ msgstr "" "da Änderungen an der Szene nicht gespeichert werden, solange sie in der " "Rücksetzanimation gesetzt sind." -msgid "The node from which node path references will travel." -msgstr "Das Node, von dem aus Nodepfadreferenzen erfolgen." - msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." @@ -9281,25 +9381,6 @@ msgstr "" "Löscht alle in der Warteschlange stehenden, nicht abgespielten Animationen." msgid "" -"For backward compatibility. See [enum AnimationMixer." -"AnimationCallbackModeMethod]." -msgstr "" -"Aus Gründen der Abwärtskompatibilität. Siehe [enum AnimationMixer." -"AnimationCallbackModeMethod]." - -msgid "" -"For backward compatibility. See [enum AnimationMixer." -"AnimationCallbackModeProcess]." -msgstr "" -"Aus Gründen der Abwärtskompatibilität. Siehe [enum AnimationMixer." -"AnimationCallbackModeProcess]." - -msgid "For backward compatibility. See [member AnimationMixer.root_node]." -msgstr "" -"Aus Gründen der Abwärtskompatibilität. Siehe [Mitglied AnimationMixer." -"root_node]." - -msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " @@ -9348,28 +9429,6 @@ msgstr "" "Animation in der Schleife wird irgendwie gestoppt." msgid "" -"Seeks the animation to the [param seconds] point in time (in seconds). If " -"[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param seconds] " -"are skipped.\n" -"If [param update_only] is true, the method / audio / animation playback " -"tracks will not be processed.\n" -"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " -"AnimationMixer.animation_finished]. If you want to skip animation and emit " -"the signal, use [method AnimationMixer.advance]." -msgstr "" -"Sucht die Animation bis zum [param seconds]-Zeitpunkt (in Sekunden). Wenn " -"[param update] [code]true[/code] ist, wird die Animation ebenfalls " -"aktualisiert, andernfalls wird sie zur Prozesszeit aktualisiert. Ereignisse " -"zwischen dem aktuellen Frame und [param seconds] werden übersprungen.\n" -"Wenn [param update_only] true ist, werden die Methoden-/Audio-/Animations-" -"Wiedergabespuren nicht verarbeitet.\n" -"[b]Hinweis:[/b] Das Überspringen des Endes der Animation gibt kein [Signal " -"AnimationMixer.animation_finished] aus. Wenn Sie die Animation überspringen " -"und das Signal ausgeben wollen, verwenden Sie [Methode AnimationMixer." -"advance]." - -msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause].\n" @@ -9414,41 +9473,6 @@ msgstr "" "reicht von 0 bis 4096 mit einer Genauigkeit von 0,01." msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." -msgstr "" -"Für Abwärtskompatibilität. Siehe [Konstante AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." -msgstr "" -"Für Abwärtskompatibilität. Siehe [Konstante AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." -msgstr "" -"Für Abwärtskompatibilität. Siehe [Konstante AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." -msgstr "" -"Für Abwärtskompatibilität. Siehe [Konstante AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." -msgstr "" -"Für Abwärtskompatibilität. Siehe [Konstante AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." - -msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" @@ -9518,23 +9542,6 @@ msgstr "" "Ein Bereich des 2D-Raums, der andere [CollisionObject2D]s erkennt, die ihn " "betreten oder verlassen." -msgid "" -"[Area2D] is a region of 2D space defined by one or multiple " -"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " -"[CollisionObject2D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses." -msgstr "" -"[Area2D] ist ein Bereich des 2D-Raums, der durch einen oder mehrere " -"[CollisionShape2D]- oder [CollisionPolygon2D]-Unterknoten definiert ist. Er " -"erkennt, wenn andere [CollisionObject2D]s ihn betreten oder verlassen, und er " -"behält auch im Auge, welche Kollisionsobjekte ihn noch nicht verlassen haben " -"(d.h. welche ihn überlappen).\n" -"Dieser Knoten kann auch lokal Physikparameter (Schwerkraft, Dämpfung) ändern " -"oder außer Kraft setzen und Audio an benutzerdefinierte Audiobusse " -"weiterleiten." - msgid "Using Area2D" msgstr "Verwendung von Area2D" @@ -9861,38 +9868,6 @@ msgstr "" "Ein Bereich des 3D-Raums, der andere [CollisionObject3D]s erkennt, die ihn " "betreten oder verlassen." -msgid "" -"[Area3D] is a region of 3D space defined by one or multiple " -"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " -"[CollisionObject3D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses.\n" -"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " -"child of this node (created e.g. by using the [b]Create Trimesh Collision " -"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " -"[MeshInstance3D] node) may give unexpected results, since this collision " -"shape is hollow. If this is not desired, it has to be split into multiple " -"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " -"cases it may be replaceable by a [CollisionPolygon3D]." -msgstr "" -"[Area3D] ist ein Bereich des 3D-Raums, der durch einen oder mehrere " -"[CollisionShape3D]- oder [CollisionPolygon3D]-Knoten definiert ist. Er " -"erkennt, wenn andere [CollisionObject3D]s ihn betreten oder verlassen, und er " -"behält auch im Auge, welche Kollisionsobjekte ihn noch nicht verlassen haben " -"(d.h. welche ihn überlappen).\n" -"Dieser Knoten kann auch lokal Physikparameter (Schwerkraft, Dämpfung) ändern " -"oder außer Kraft setzen und Audio an benutzerdefinierte Audiobusse " -"weiterleiten.\n" -"[b]Warnung:[/b] Die Verwendung eines [ConcavePolygonShape3D] innerhalb eines " -"[CollisionShape3D]-Unterknotens dieses Knotens (erstellt z.B. mit der Option " -"[b]Create Trimesh Collision Sibling[/b] im [b]Mesh[/b]-Menü, das bei der " -"Auswahl eines [MeshInstance3D]-Knotens erscheint) kann zu unerwarteten " -"Ergebnissen führen, da diese Kollisionsform hohl ist. Wenn dies nicht " -"erwünscht ist, muss sie in mehrere [ConvexPolygonShape3D]s oder primitive " -"Formen wie [BoxShape3D] aufgeteilt werden, oder in einigen Fällen kann sie " -"durch ein [CollisionPolygon3D] ersetzt werden." - msgid "GUI in 3D Demo" msgstr "Benutzeroberfläche in 3D-Demo" @@ -12439,17 +12414,6 @@ msgstr "" "Pfad gefunden wird." msgid "" -"The size of the grid (number of cells of size [member cell_size] on each " -"axis). If changed, [method update] needs to be called before finding the next " -"path.\n" -"[i]Deprecated.[/i] Use [member region] instead." -msgstr "" -"Die Größe des Gitters (Anzahl der Zellen der Größe [member cell_size] auf " -"jeder Achse). Wenn sie geändert wird, muss [method update] aufgerufen werden, " -"bevor der nächste Pfad gefunden wird.\n" -"[i]Veraltet.[/i] Verwenden Sie stattdessen [member region]." - -msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" @@ -12601,15 +12565,8 @@ msgstr "" "Lautstärke und die Verbindungen zwischen Bussen. Siehe [AudioServer] für die " "Verwendung." -msgid "Audio effect for audio." -msgstr "Audioeffekt für Audio." - -msgid "" -"Base resource for audio bus. Applies an audio effect on the bus that the " -"resource is applied on." -msgstr "" -"Basisressource für Audiobus. Wendet einen Audioeffekt auf den Bus an, auf den " -"die Ressource angewendet wird." +msgid "Audio buses" +msgstr "Audio-Busse" msgid "Audio Mic Record Demo" msgstr "Audio-Mikrofonaufnahme-Demo" @@ -12617,9 +12574,6 @@ msgstr "Audio-Mikrofonaufnahme-Demo" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Erhöht oder verringert die über den Audiobus geleitete Lautstärke." -msgid "Audio buses" -msgstr "Audio-Busse" - msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." @@ -12652,42 +12606,12 @@ msgid "Captures audio from an audio bus in real-time." msgstr "Nimmt Audio von einem Audiobus in Echtzeit auf." msgid "" -"AudioEffectCapture is an AudioEffect which copies all audio frames from the " -"attached audio effect bus into its internal ring buffer.\n" -"Application code should consume these audio frames from this ring buffer " -"using [method get_buffer] and process it as needed, for example to capture " -"data from an [AudioStreamMicrophone], implement application-defined effects, " -"or to transmit audio over the network. When capturing audio data from a " -"microphone, the format of the samples will be stereo 32-bit floating point " -"PCM.\n" -"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " -"[code]true[/code] for audio input to work. See also that setting's " -"description for caveats related to permissions and operating system privacy " -"settings." -msgstr "" -"AudioEffectCapture ist ein AudioEffect, der alle Audio-Frames vom " -"angeschlossenen Audio-Effekt-Bus in seinen internen Ringpuffer kopiert.\n" -"Der Anwendungscode sollte diese Audioframes aus diesem Ringpuffer mit der " -"[method get_buffer] abrufen und nach Bedarf verarbeiten, z.B. um Daten von " -"einem [AudioStreamMicrophone] zu erfassen, anwendungsdefinierte Effekte zu " -"implementieren oder um Audio über das Netzwerk zu übertragen. Wenn Audiodaten " -"von einem Mikrofon erfasst werden, ist das Format der Samples Stereo 32-Bit " -"Floating Point PCM.\n" -"[b]Hinweis:[/b] [member ProjectSettings.audio/driver/enable_input] muss " -"[code]true[/code] sein, damit die Audioeingabe funktioniert. Siehe auch die " -"Beschreibung dieser Einstellung für Hinweise zu den Berechtigungen und den " -"Datenschutzeinstellungen des Betriebssystems." - -msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "Gibt [code]true[/code] zurück, wenn mindestens [param frames] Audio-Frames " "zum Lesen im internen Ringpuffer vorhanden sind." -msgid "Clears the internal ring buffer." -msgstr "Löscht den internen Ringspeicher." - msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." @@ -13303,24 +13227,6 @@ msgid "Audio effect used for recording the sound from an audio bus." msgstr "" "Audioeffekt, der für die Aufnahme des Tons von einem Audiobus verwendet wird." -msgid "" -"Allows the user to record the sound from an audio bus. This can include all " -"audio output by Godot when used on the \"Master\" audio bus.\n" -"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" -"It sets and gets the format in which the audio file will be recorded (8-bit, " -"16-bit, or compressed). It checks whether or not the recording is active, and " -"if it is, records the sound. It then returns the recorded sample." -msgstr "" -"Ermöglicht es dem Benutzer, den Ton von einem Audiobus aufzunehmen. Dies kann " -"alle von Godot ausgegebenen Audiosignale umfassen, wenn sie auf dem " -"\"Master\"-Audiobus verwendet werden.\n" -"Kann (mit einem [AudioStreamMicrophone]) zur Aufnahme von einem Mikrofon " -"verwendet werden.\n" -"Legt das Format fest, in dem die Audiodatei aufgezeichnet wird (8-Bit, 16-Bit " -"oder komprimiert) und ruft es ab. Sie prüft, ob die Aufnahme aktiv ist, und " -"wenn ja, nimmt sie den Ton auf. Anschließend gibt sie das aufgenommene Sample " -"zurück." - msgid "Recording with microphone" msgstr "Aufnahme mit Mikrofon" @@ -13722,14 +13628,6 @@ msgstr "" "eingestellt wird, wird der Wert auf [code]\"Standard\"[/code] zurückgesetzt." msgid "" -"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " -"will make the audio be played at half its speed)." -msgstr "" -"Skaliert die Geschwindigkeit, mit der die Audiodaten abgespielt werden (d.h. " -"wenn der Wert [code]0.5[/code] eingestellt ist, werden die Audiodaten mit " -"halber Geschwindigkeit abgespielt)." - -msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" @@ -13769,26 +13667,6 @@ msgstr "Audio-Generator-Demo" msgid "Returns the length of the audio stream in seconds." msgstr "Liefert die Länge des Audio Streams in Sekunden zurück." -msgid "" -"Returns an AudioStreamPlayback. Useful for when you want to extend [method " -"_instantiate_playback] but call [method instantiate_playback] from an " -"internally held AudioStream subresource. An example of this can be found in " -"the source files for [code]AudioStreamRandomPitch::instantiate_playback[/" -"code]." -msgstr "" -"Gibt ein AudioStreamPlayback zurück. Nützlich, wenn Sie [method " -"_instantiate_playback] erweitern, aber [method instantiate_playback] von " -"einer intern gehaltenen AudioStream-Subresource aufrufen wollen. Ein Beispiel " -"hierfür findet sich in den Quelldateien für [code]AudioStreamRandomPitch::" -"instantiate_playback[/code]." - -msgid "" -"Returns true if this audio stream only supports monophonic playback, or false " -"if the audio stream supports polyphony." -msgstr "" -"Gibt true zurück, wenn dieser Audiostream nur monophone Wiedergabe " -"unterstützt, oder false, wenn der Audiostream Mehrstimmigkeit unterstützt." - msgid "An audio stream with utilities for procedural sound generation." msgstr "Ein Audiostrom mit Hilfsprogrammen für die prozedurale Klangerzeugung." @@ -15399,20 +15277,6 @@ msgstr "" "Hinzugefügt zu [member backlight]." msgid "" -"Controls how the object faces the camera. See [enum BillboardMode].\n" -"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " -"vector of the camera is not horizontal when the screen is attached to your " -"head instead of on the table. See [url=https://github.com/godotengine/godot/" -"issues/41567]GitHub issue #41567[/url] for details." -msgstr "" -"Kontrolliert, wie das Objekt der Kamera zugewandt ist. Siehe [enum " -"BillboardMode].\n" -"[b]Anmerkung:[/b] Billboard-Modus ist nicht für VR geeignet, da der linke " -"rechte Vektor der Kamera nicht horizontal ist, wenn der Bildschirm statt auf " -"dem Tisch an Ihrem Kopf angebracht ist. Siehe [url=https://github.com/" -"godotengine/godot/issues/41567]GitHub Ausgabe #41567[/url] für Details." - -msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." @@ -15933,6 +15797,46 @@ msgid "The strength of the normal map's effect." msgstr "Die Stärke des Effekts der Normal Map." msgid "" +"The number of horizontal frames in the particle sprite sheet. Only enabled " +"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +msgstr "" +"Die Anzahl an horizontalen Frames im particle sprite sheet. Nur aktiviert, " +"wenn [constant BILLBOARD_PARTICLES] verwendet wird. Siehe auch [member " +"billboard_mode]." + +msgid "" +"Distance over which the fade effect takes place. The larger the distance the " +"longer it takes for an object to fade." +msgstr "" +"Entfernung, über die der Fade-Effekt stattfindet. Je größer der Abstand ist, " +"desto länger dauert es, bis ein Objekt ausgeblendet wird." + +msgid "" +"If [code]true[/code], the proximity fade effect is enabled. The proximity " +"fade effect fades out each pixel based on its distance to another object." +msgstr "" +"Wenn [code]true[/code], ist der Ausblendeffekt aktiviert. Der " +"annäherungsbasierte Ausblendeffekt blendet jedes Pixel basierend auf seiner " +"Entfernung zu einem anderen Objekt aus." + +msgid "" +"Texture that controls the strength of the refraction per-pixel. Multiplied by " +"[member refraction_scale]." +msgstr "" +"Textur, die die Stärke der Brechung pro Pixel steuert. Multipliziert mit " +"[member refraction_scale]." + +msgid "Sets the strength of the rim lighting effect." +msgstr "Legt die Stärke des Randbeleuchtungseffekts fest." + +msgid "" +"Texture used to set the strength of the rim lighting effect per-pixel. " +"Multiplied by [member rim]." +msgstr "" +"Textur, die verwendet wird, um die Stärke des Randbeleuchtungseffekts pro " +"Pixel festzulegen. Multipliziert mit [member rim]." + +msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" @@ -15964,15 +15868,6 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn diese Basis endlich ist, indem [Methode " "@GlobalScope.is_finite] für alle Vektorkomponenten aufgerufen wird." -msgid "" -"Returns [code]true[/code] if the [Basis] matrices are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die [Basis]-Matrizen nicht gleich sind.\n" -"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " -"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." - msgid "Boolean matrix." msgstr "Boolesche Matrix." @@ -17340,89 +17235,6 @@ msgstr "" "[b]Hinweis:[/b] Diese Methode ist nur unter macOS implementiert." msgid "" -"Returns [code]true[/code] if OS is using dark mode.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " -"Linux (X11)." -msgstr "" -"Gibt [code]true[/code] zurück, wenn das Betriebssystem den Dark Mode " -"verwendet.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, macOS, Windows und Linux " -"(X11) implementiert." - -msgid "" -"Returns [code]true[/code] if OS supports dark mode.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " -"Linux (X11)." -msgstr "" -"Gibt [code]true[/code] zurück, wenn das Betriebssystem den dunklen Modus " -"unterstützt.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, macOS, Windows und Linux " -"(X11) implementiert." - -msgid "" -"Returns active keyboard layout index.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Gibt den Index des aktiven Tastaturlayouts zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" -"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " -"layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Konvertiert einen physischen (US QWERTY) [param keycode] in einen im aktiven " -"Tastaturlayout.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" -"Converts a physical (US QWERTY) [param keycode] to localized label printed on " -"the key in the active keyboard layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Konvertiert einen physischen (US QWERTY) [param keycode] in eine lokalisierte " -"Beschriftung, die auf die Taste im aktiven Tastaturlayout gedruckt wird.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" -"Returns the number of keyboard layouts.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Gibt die Anzahl der Tastaturlayouts zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" -"Returns the ISO-639/BCP-47 language code of the keyboard layout at position " -"[param index].\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Gibt den ISO-639/BCP-47-Sprachcode des Tastaturlayouts an der Position [param " -"index] zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" -"Returns the localized name of the keyboard layout at position [param index].\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Gibt den lokalisierten Namen des Tastaturlayouts an der Position [param " -"index] zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" -"Sets the active keyboard layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"Legt das aktive Tastaturlayout fest.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux (X11), macOS und Windows " -"implementiert." - -msgid "" "Returns current active tablet driver name.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" @@ -17444,92 +17256,6 @@ msgstr "" "[b]Hinweis:[/b] Diese Methode ist nur unter Windows implementiert." msgid "" -"Set active tablet driver name.\n" -"[b]Note:[/b] This method is implemented only on Windows." -msgstr "" -"Name des aktiven Tablett-Treibers festlegen.\n" -"[b]Hinweis:[/b] Diese Methode ist nur unter Windows implementiert." - -msgid "" -"Returns an [PackedStringArray] of voice identifiers for the [param " -"language].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"Gibt ein [PackedStringArray] von Sprachkennungen für die [param-Sprache] " -"zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, Web, Linux (X11), macOS " -"und Windows implementiert.\n" -"[b]Hinweis:[/b] [member ProjectSettings.audio/general/text_to_speech] sollte " -"[code]true[/code] sein, um Text-to-Speech zu verwenden." - -msgid "" -"Returns [code]true[/code] if the synthesizer is in a paused state.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"Gibt [code]true[/code] zurück, wenn sich der Synthesizer in einem pausierten " -"Zustand befindet.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, Web, Linux (X11), macOS " -"und Windows implementiert.\n" -"[b]Hinweis:[/b] [member ProjectSettings.audio/general/text_to_speech] sollte " -"[code]true[/code] sein, um Text-to-Speech zu verwenden." - -msgid "" -"Returns [code]true[/code] if the synthesizer is generating speech, or have " -"utterance waiting in the queue.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"Gibt [code]true[/code] zurück, wenn der Synthesizer Sprache erzeugt oder eine " -"Äußerung in der Warteschlange wartet.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, Web, Linux (X11), macOS " -"und Windows implementiert.\n" -"[b]Hinweis:[/b] [member ProjectSettings.audio/general/text_to_speech] sollte " -"[code]true[/code] sein, um Text-to-Speech zu verwenden." - -msgid "" -"Puts the synthesizer into a paused state.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"Versetzt den Synthesizer in einen pausierten Zustand.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, Web, Linux (X11), macOS " -"und Windows implementiert.\n" -"[b]Hinweis:[/b] [member ProjectSettings.audio/general/text_to_speech] sollte " -"[code]true[/code] sein, um Text-to-Speech zu verwenden." - -msgid "" -"Resumes the synthesizer if it was paused.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"Setzt den Synthesizer fort, wenn er pausiert wurde.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, Web, Linux (X11), macOS " -"und Windows implementiert.\n" -"[b]Hinweis:[/b] [member ProjectSettings.audio/general/text_to_speech] sollte " -"[code]true[/code] sein, um Text-to-Speech zu verwenden." - -msgid "" -"Returns internal structure pointers for use in plugins.\n" -"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and " -"Windows." -msgstr "" -"Gibt interne Strukturzeiger zur Verwendung in Plugins zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, Linux (X11), macOS und Windows " -"implementiert." - -msgid "" "Returns [code]true[/code] if the given window can be maximized (the maximize " "button is enabled)." msgstr "" @@ -17657,12 +17383,6 @@ msgstr "Exportieren für das Web" msgid "Web documentation index" msgstr "Index der Webdokumentation" -msgid "" -"The canvas resize policy determines how the canvas should be resized by Godot." -msgstr "" -"Die Richtlinie zur Größenänderung der Zeichenfläche (Canvas) legt fest, wie " -"die Größe der Zeichenfläche (Canvas) durch Godot geändert werden soll." - msgid "Exporter for Windows." msgstr "Exporter für Windows." @@ -18211,6 +17931,9 @@ msgstr "" msgid "3D text" msgstr "3D-Text" +msgid "Threshold at which the alpha scissor will discard values." +msgstr "Schwellwert, ab der die Alpha-Schere Werte verwerfen wird." + msgid "The light will affect objects in the selected layers." msgstr "Das Licht wirkt sich auf Objekte in den ausgewählten Ebenen aus." @@ -18447,30 +18170,6 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn das Element bei Index [param idx] als " "Trennzeichen markiert ist." -msgid "" -"Returns list of font family names available.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"Gibt die Liste der verfügbaren Schriftfamiliennamen zurück.\n" -"[b]Hinweis:[/b] Diese Methode ist auf Android, iOS, Linux, macOS und Windows " -"implementiert." - -msgid "" -"Returns [code]true[/code] if application is running in the sandbox.\n" -"[b]Note:[/b] This method is implemented on macOS and Linux." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die Anwendung in der Sandbox läuft.\n" -"[b]Hinweis:[/b] Diese Methode ist auf macOS und Linux implementiert." - -msgid "" -"Initializes the singleton for the system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"Initialisiert das Singleton für den System-MIDI-Treiber.\n" -"[b]Hinweis:[/b] Diese Methode ist unter Linux, macOS und Windows " -"implementiert." - msgid "Constructs an empty [PackedByteArray]." msgstr "Konstruiert ein leeres [PackedByteArray]." @@ -18913,52 +18612,6 @@ msgstr "" "auf 0 gesetzt, was bedeutet, dass nichts aufgezeichnet wird, siehe [member " "max_contacts_reported]." -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be synchronized on process.\n" -"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead." -msgstr "" -"Gibt zurück, ob die durch den angegebenen [param path] identifizierte " -"Eigenschaft so konfiguriert ist, dass sie bei einem Prozess synchronisiert " -"wird.\n" -"[i]Veraltet[/i] Verwenden Sie stattdessen die [Methode " -"property_get_replication_mode]." - -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be reliably synchronized when changes are detected on process.\n" -"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead." -msgstr "" -"Gibt zurück, ob die durch den angegebenen [param path] identifizierte " -"Eigenschaft so konfiguriert ist, dass sie zuverlässig synchronisiert wird, " -"wenn Änderungen am Prozess erkannt werden.\n" -"[i]Veraltet[/i] Verwenden Sie stattdessen die [Methode " -"property_get_replication_mode]." - -msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be synchronized on process.\n" -"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant " -"REPLICATION_MODE_ALWAYS] instead." -msgstr "" -"Legt fest, ob die durch den angegebenen [param path] identifizierte " -"Eigenschaft so konfiguriert ist, dass sie bei einem Prozess synchronisiert " -"wird.\n" -"[i]Veraltet[/i] Verwenden Sie stattdessen [Methode " -"property_set_replication_mode] mit der [Konstante REPLICATION_MODE_ALWAYS]." - -msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be reliably synchronized when changes are detected on process.\n" -"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant " -"REPLICATION_MODE_ON_CHANGE] instead." -msgstr "" -"Legt fest, ob die Eigenschaft, die durch den angegebenen [param path] " -"identifiziert wird, so konfiguriert ist, dass sie zuverlässig synchronisiert " -"wird, wenn Änderungen im Prozess erkannt werden.\n" -"[i]Veraltet[/i] Verwenden Sie stattdessen die [Methode " -"property_set_replication_mode] mit der [Konstante REPLICATION_MODE_ON_CHANGE]." - msgid "SceneTree" msgstr "SceneTree" @@ -19002,6 +18655,9 @@ msgstr "" msgid "Returns the spring arm's current length." msgstr "Gibt die aktuelle Länge des Federarms zurück." +msgid "If [code]true[/code], texture will be centered." +msgstr "Wenn [code]true[/code], wird die Textur zentriert." + msgid "" "A static 2D physics body. It can't be moved by external forces or contacts, " "but can be moved manually by other means such as code, [AnimationMixer]s " @@ -19508,29 +19164,6 @@ msgstr "" "code] ausgewertet, wenn er gleich [code]Vector4(0, 0, 0, 0)[/code] ist. " "Andernfalls wird ein Vector4 immer als [code]true[/code] ausgewertet." -msgid "" -"A 4-element structure that can be used to represent 4D grid coordinates or " -"any other quadruplet of integers.\n" -"It uses integer coordinates and is therefore preferable to [Vector4] when " -"exact precision is required. Note that the values are limited to 32 bits, and " -"unlike [Vector4] this cannot be configured with an engine build option. Use " -"[int] or [PackedInt64Array] if 64-bit values are needed.\n" -"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/" -"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a " -"Vector3i will always evaluate to [code]true[/code]." -msgstr "" -"Eine 4-Element-Struktur, die zur Darstellung von 4D-Gitterkoordinaten oder " -"jedem anderen Quadrupel von Ganzzahlen verwendet werden kann.\n" -"Sie verwendet Integer-Koordinaten und ist daher [Vector4] vorzuziehen, wenn " -"exakte Präzision erforderlich ist. Beachten Sie, dass die Werte auf 32 Bit " -"begrenzt sind und im Gegensatz zu [Vector4] nicht mit einer Engine-Build-" -"Option konfiguriert werden können. Verwenden Sie [int] oder " -"[PackedInt64Array], wenn 64-Bit-Werte benötigt werden.\n" -"[b]Hinweis:[/b] In einem booleschen Kontext wird ein Vector4i als " -"[code]false[/code] ausgewertet, wenn er gleich [code]Vector4i(0, 0, 0, 0)[/" -"code] ist. Andernfalls wird ein Vector3i immer als [code]true[/code] " -"ausgewertet." - msgid "Playing videos" msgstr "Abspielen von Videos" @@ -20156,6 +19789,10 @@ msgstr "" "können Sie dem Benutzer eine Rückmeldung geben, ob es Probleme mit der " "Positionsbestimmung gibt." +msgid "Returns [code]true[/code] if this interface has been initialized." +msgstr "" +"Gibt [code]true[/code] zurück, wenn diese Schnittstelle initialisiert wurde." + msgid "Stops passthrough." msgstr "Stoppt Passthrough." @@ -20290,10 +19927,6 @@ msgid "Initializes the interface, returns [code]true[/code] on success." msgstr "" "Initialisiert die Schnittstelle und gibt bei Erfolg [code]true[/code] zurück." -msgid "Returns [code]true[/code] if this interface has been initialized." -msgstr "" -"Gibt [code]true[/code] zurück, wenn diese Schnittstelle initialisiert wurde." - msgid "Called after the XR [Viewport] draw logic has completed." msgstr "" "Wird aufgerufen, nachdem die XR [Viewport]-Zeichenlogik abgeschlossen ist." @@ -20449,11 +20082,6 @@ msgstr "" msgid "The origin point in AR/VR." msgstr "Der Ursprungspunkt in AR/VR." -msgid "Is this XROrigin3D node the current origin used by the [XRServer]?" -msgstr "" -"Ist dieser XROrigin3D-Knoten (Node) der aktuelle, vom [XRServer] verwendete " -"Ursprung?" - msgid "This object contains all data related to a pose on a tracked object." msgstr "" "Dieses Objekt enthält alle Daten, die sich auf eine Pose eines verfolgten " @@ -20835,14 +20463,6 @@ msgstr "" "verwaltet. Sie ist für den Zugriff durch GDExtensions offen." msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter." -msgstr "" -"Ermöglicht es, die Skalierung an die Einheiten Ihres Spiels anzupassen. Die " -"meisten AR/VR-Plattformen gehen von einem Maßstab von 1 Einheit der Spielwelt " -"= 1 Meter der realen Welt aus." - -msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number of " "controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " diff --git a/doc/translations/es.po b/doc/translations/es.po index 10adfb9527..605fdeb0a6 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -71,12 +71,15 @@ # Santiago Fagúndez <oberkom@gmail.com>, 2024. # el erok <amigosdealexis520@gmail.com>, 2024. # Miguel de Dios Matias <tres.14159@gmail.com>, 2024. +# Ismael Morejón Blasco <sharkhyacc@gmail.com>, 2024. +# Yllen Fernandez <yllenfernandez@gmail.com>, 2024. +# Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-02 09:32+0000\n" -"Last-Translator: Miguel de Dios Matias <tres.14159@gmail.com>\n" +"PO-Revision-Date: 2024-02-20 05:50+0000\n" +"Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -84,7 +87,7 @@ 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 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "Todas las clases" @@ -167,6 +170,9 @@ msgstr "(sobrescribe %s)" msgid "Default" msgstr "Predeterminado" +msgid "Setter" +msgstr "Asignador" + msgid "value" msgstr "valor" @@ -229,6 +235,20 @@ msgstr "" "contribuyendo un <doc_updating_the_class_reference>`!" msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"Actualmente no hay una descripción para este enumerador. Por favor ayúdanos :" +"ref:` contribuyendo un <doc_updating_the_class_reference>`!" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"Actualmente no hay una descripción para esta constante. Por favor ayúdanos :" +"ref:` contribuyendo un <doc_updating_the_class_reference>`!" + +msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one <doc_updating_the_class_reference>`!" msgstr "" @@ -393,31 +413,6 @@ msgstr "" "[/codeblock]" msgid "" -"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"[i]obsoleto.[/i] Usar [method @GlobalScope.type_convert] en su lugar.\n" -"Convierte [param what] a [param type] de la mejor forma posible. El [param " -"type] usa los valores de[enum Variant.Type].\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Imprime true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Imprime false\n" -"[/codeblock]" - -msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" @@ -561,83 +556,35 @@ msgstr "" "is_same_typed] (y otros métodos [Array])." msgid "" -"Returns the length of the given Variant [param var]. The length can be the " -"character count of a [String], the element count of any array type or the " -"size of a [Dictionary]. For every other Variant type, a run-time error is " -"generated and execution is stopped.\n" +"Returns a [Resource] from the filesystem located at [param path]. During run-" +"time, the resource is loaded when the script is being parsed. This function " +"effectively acts as a reference to that resource. Note that this function " +"requires [param path] to be a constant [String]. If you want to load a " +"resource from a dynamic/variable path, use [method load].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " +"the FileSystem dock into the current script.\n" "[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Returns 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # Returns 6\n" +"# Create instance of a scene.\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]" msgstr "" -"Devuelve la longitud de la variable [code]var[/code]. La longitud es el " -"número de caracteres de la cadena, el número de elementos de la matriz, el " -"tamaño del diccionario, etc.\n" -"[b]Nota:[/b] Genera un error fatal si la variable no puede proporcionar una " -"longitud.\n" +"Devuelve un [Recurso] del sistema de archivos ubicado en [parámetro ruta]. El " +"recurso se carga durante el análisis sintáctico del script, es decir, se " +"carga con el script y [method preload] actúa efectivamente como una " +"referencia a ese recurso. Tenga en cuenta que el método requiere una ruta " +"constante. Si desea cargar un recurso de una ruta dinámica/variable, utilice " +"[method load].\n" +"[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con el " +"botón derecho del ratón en un recurso del Panel de activos y eligiendo " +"\"Copiar ruta\" o arrastrando el archivo desde el muelle del Sistema de " +"archivos al script.\n" "[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Devuelve 4\n" -"\n" -"b = \"Hola!\"\n" -"len(b) # Devuelve 6\n" +"# Instancia una escena.\n" +"var diamante = preload(\"res://diamante.tscn\").instance()\n" "[/codeblock]" msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\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" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"Carga un [Resource] del sistema de archivos ubicado en la absoluta [param " -"path]. El recurso es cargado en la llamada al método (a menos que ya esté " -"referenciado en otro lugar, por ejemplo, en otro script o en la escena), lo " -"que puede causar un ligero retraso, especialmente al cargar escenas. Para " -"evitar retrasos innecesarios al cargar algo varias veces, almacena el recurso " -"en una variable o utiliza [Método pre-cargado].\n" -"[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic derecho " -"sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" o " -"arrastrando el archivo de la pestaña FileSystem al script.\n" -"[bloque de código]\n" -"# Carga una escena llamada main localizada en la raíz del directorio del " -"proyecto y la almacena en caché en una variable.\n" -"var main = load(\"res://main.tscn\") # main contendrá un recurso " -"PackedScene.\n" -"[/codeblock]\n" -"[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá " -"[code]null[/code].\n" -"Este método es una versión simplificada de [method ResourceLoader.load], el " -"cual puede ser usado en escenarios más avanzados" - -msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" @@ -1359,73 +1306,6 @@ msgstr "" "[/codeblock]" msgid "" -"Export an [int] or [float] property as a range value. The range must be " -"defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n" -"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " -"provided, the editor widget will not cap the value at range boundaries. The " -"[code]\"exp\"[/code] hint will make the edited values on range to change " -"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " -"element of the editor widget.\n" -"Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " -"in radians, but should be displayed in degrees in the Inspector dock (the " -"range values are also in degrees). [code]\"degrees\"[/code] allows to add a " -"degree sign as a unit suffix (the value is unchanged). Finally, a custom " -"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " -"be any string.\n" -"See also [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" -msgstr "" -"Exporta un [int] o un [float] como un control slider ajustable. Debe ser " -"ajustado entre un [valor mínimo] y un [máximo]. También se puede especificar " -"un parámetro extra para definir intervalos y otros para establecer atajos que " -"alteran el comportamiento del control. En el caso de los números enteros, el " -"intervalo de salto por defecto es de [1]. Para los números flotantes, el " -"valor depende de su configuración en [code]EditorSettings.interface/inspector/" -"default_float_step[/code].\n" -"Sobre los atajos: Si se suministra [code]\"or_greater\"[/code] y " -"[code]\"or_less\"[/code] el slider en el inspector no ajustará los valores a " -"los límites establecidos. El atajo [code]\"exp\"[/code] se puede usar para " -"hacer que los valores del slider cambien de manera exponencial. " -"[code]\"hide_slider\"[/code] ocultará el slider del control del inspector.\n" -"Los atajos, también pueden usarse para especificar distintas unidades de " -"medida para el parámetro editado. Usando [code]\"radians_as_degrees\"[/code], " -"puede especificar el valor como radianes, sin embargo en el inspector se " -"mostrará como grados. [code]\"degrees\"[/code] permitirá añadir el símbolo de " -"grados al final del valor. Finalmente, se podrá especificar un atajo " -"personalizado para añadir alguna clase de sufijo al valor usando " -"[code]\"suffix:unit\"[/code], donde \"unit\" podrá ser cualquier clase de " -"cadena de texto.\n" -"\n" -"Vea también [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" - -msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " @@ -1517,6 +1397,27 @@ msgstr "" "estática revierten su valor a sus respectivos valores predeterminados." msgid "" +"Mark the current script as a tool script, allowing it to be loaded and " +"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Running code in the editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " +"annotation must be placed before the class definition and inheritance." +msgstr "" +"Marca el script actual como una herramienta script, permitiéndole ser cargado " +"y ejecutado por el editor. Vea [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Corriendo el código en el editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Nota:[/b] Como las anotaciones describen sus sujetos, la [annotation " +"@tool]debe ser colocada antes de la definición de clase y herencia." + +msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" @@ -2214,9 +2115,6 @@ msgstr "Botón de ratón extra 1 máscara." msgid "Extra mouse button 2 mask." msgstr "Máscara de botón de ratón extra 2." -msgid "MIDI stop message. Stop the current sequence." -msgstr "Mensaje de detención MIDI. Detiene la secuencia actual." - msgid "Generic error." msgstr "Error genérico." @@ -2591,9 +2489,6 @@ msgstr "Modo desencripción AES cipher blocker chaining (CBC)." msgid "Maximum value for the mode enum." msgstr "Valor máximo para el modo enum." -msgid "If [code]true[/code], texture will be centered." -msgstr "Si [code]true[/code], la textura se centrará." - msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Si [code]true[/code], la textura se voltea horizontalmente." @@ -2778,27 +2673,13 @@ msgstr "Interpolación lineal." msgid "Update at the keyframes." msgstr "Actualización de los fotogramas clave." -msgid "" -"Same as linear interpolation, but also interpolates from the current value (i." -"e. dynamically at runtime) if the first key isn't at 0 seconds." -msgstr "" -"Igual que la interpolación lineal, pero también interpola a partir del valor " -"actual (es decir, dinámicamente en tiempo de ejecución) si la primera clave " -"no está en 0 segundos." - msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" "Avanza manualmente las animaciones en el tiempo especificado (en segundos)." -msgid "The call mode to use for Call Method tracks." -msgstr "El modo de llamada a utilizar para las Call Method Tracks." - msgid "The process notification in which to update animations." msgstr "La notificación de proceso en la que se actualizan las animaciones." -msgid "The node from which node path references will travel." -msgstr "El nodo desde el cual viajarán las referencias de la ruta de nodos." - msgid "Notifies when an animation starts playing." msgstr "Notifica cuando una animación comienza a reproducirse." @@ -3404,16 +3285,6 @@ msgstr "" "Almacena posicion, muteado, solo, bypass, efectos, posicion de efecto, " "volumen, y las conexiones entre buses. Ver [AudioServer] para su uso." -msgid "Audio effect for audio." -msgstr "Efecto de audio para audio." - -msgid "" -"Base resource for audio bus. Applies an audio effect on the bus that the " -"resource is applied on." -msgstr "" -"Recurso base para el bus de audio. Aplica un efecto de audio en el bus en que " -"el recurso es aplicado." - msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Aumenta o reduce el volumen que se dirige a traves del bus de audio." @@ -4953,123 +4824,6 @@ msgstr "" "Suavemente se desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando el canal alfa." -msgid "Constructs a pure rotation basis matrix from the given quaternion." -msgstr "" -"Construye una matriz de base de rotación pura a partir del cuaternario dado." - -msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." -msgstr "" -"Construye una matriz base a partir de vectores de 3 ejes (columnas de la " -"matriz)." - -msgid "" -"Returns the determinant of the basis matrix. If the basis is uniformly " -"scaled, its determinant is the square of the scale.\n" -"A negative determinant means the basis has a negative scale. A zero " -"determinant means the basis isn't invertible, and is usually considered " -"invalid." -msgstr "" -"Devuelve el determinante de la matriz base. Si la base está uniformemente " -"escalada, su determinante es el cuadrado de la escala.\n" -"Un determinante negativo significa que la base tiene una escala negativa. Un " -"determinante cero significa que la base no es invertible, y normalmente se " -"considera inválida." - -msgid "" -"Returns the basis's rotation in the form of a quaternion. See [method " -"get_euler] if you need Euler angles, but keep in mind quaternions should " -"generally be preferred to Euler angles." -msgstr "" -"Devuelve la rotación de la base en forma de cuaternario. Véase [method " -"get_euler] si necesita ángulos de Euler, pero tenga en cuenta que las " -"cuaterniones generalmente deben ser preferidas a los ángulos de Euler." - -msgid "" -"Assuming that the matrix is the combination of a rotation and scaling, return " -"the absolute value of scaling factors along each axis." -msgstr "" -"Asumiendo que la matriz es la combinación de una rotación y un escalado, " -"devuelve el valor absoluto de los factores de escala a lo largo de cada eje." - -msgid "Returns the inverse of the matrix." -msgstr "Devuelve el inverso de la matriz." - -msgid "" -"Returns the orthonormalized version of the matrix (useful to call from time " -"to time to avoid rounding error for orthogonal matrices). This performs a " -"Gram-Schmidt orthonormalization on the basis of the matrix." -msgstr "" -"Devuelve la versión ortonormalizada de la matriz (útil para llamar de vez en " -"cuando para evitar el error de redondeo de las matrices ortogonales). Realiza " -"una ortonormalización de Gram-Schmidt sobre la base de la matriz." - -msgid "" -"Introduce an additional scaling specified by the given 3D scaling factor." -msgstr "" -"Introducir una escalado adicional especificada por el factor de escala 3D " -"dado." - -msgid "" -"Assuming that the matrix is a proper rotation matrix, slerp performs a " -"spherical-linear interpolation with another rotation matrix." -msgstr "" -"Asumiendo que la matriz es una matriz de rotación adecuada, slerp realiza una " -"interpolación esférica-lineal con otra matriz de rotación." - -msgid "Transposed dot product with the X axis of the matrix." -msgstr "Producto vectorial transpuesto con el eje X de la matriz." - -msgid "Transposed dot product with the Y axis of the matrix." -msgstr "Producto vectorial transpuesto con el eje Y de la matriz." - -msgid "Transposed dot product with the Z axis of the matrix." -msgstr "Producto vectorial transpuesto con el eje Z de la matriz." - -msgid "Returns the transposed version of the matrix." -msgstr "Devuelve la versión transpuesta de la matriz." - -msgid "" -"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" -"code]." -msgstr "" -"El vector X de la matriz base (columna 0). Equivalente al índice de la matriz " -"[code]0[/code]." - -msgid "" -"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" -"code]." -msgstr "" -"El vector Y de la matriz base (columna 1). Equivalente al índice de la matriz " -"[code]1[/code]." - -msgid "" -"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" -"code]." -msgstr "" -"El vector Z de la matriz base (columna 2). Equivalente al índice de la matriz " -"[code]2[/code]." - -msgid "" -"The basis that will flip something along the X axis when used in a " -"transformation." -msgstr "" -"La base que volteará algo a lo largo del eje X cuando se use en una " -"transformación." - -msgid "" -"The basis that will flip something along the Y axis when used in a " -"transformation." -msgstr "" -"La base que volteará algo a lo largo del eje Y cuando se use en una " -"transformación." - -msgid "" -"The basis that will flip something along the Z axis when used in a " -"transformation." -msgstr "" -"La base que volteará algo a lo largo del eje Z cuando se use en una " -"transformación." - msgid "Boolean matrix." msgstr "Matriz booleana." @@ -5103,9 +4857,6 @@ msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" "Establece una porción rectangular del mapa de bits al valor especificado." -msgid "Stores the node's current transforms in [member rest]." -msgstr "Almacena las transformaciones del nodo actual en [member rest]." - msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" @@ -8085,12 +7836,6 @@ msgstr "" "nodo raíz de la escena que se acaba de activar. Si esta escena es nueva y " "está vacía, el argumento será [code]null[/code]." -msgid "" -"Emitted when user closes a scene. The argument is file path to a closed scene." -msgstr "" -"Emitido cuando el usuario cierra una escena. El argumento es la ruta de " -"archivo a una escena cerrada." - msgid "Represents the size of the [enum DockSlot] enum." msgstr "Representa el tamaño del enum [enum DockSlot]." @@ -9424,12 +9169,6 @@ msgstr "" "Emitido cuando el desplazamiento de la pantalla es cambiado por el usuario. " "No se emitirá cuando se cambie el código." -msgid "Color of major grid lines." -msgstr "El color de las principales líneas de la cuadrícula." - -msgid "Color of minor grid lines." -msgstr "El color de las líneas de la cuadrícula menor." - msgid "The fill color of the selection rectangle." msgstr "El color de relleno del rectángulo de selección." @@ -9563,13 +9302,6 @@ msgstr "Algoritmo de Hasheado: SHA-1." msgid "Hashing algorithm: SHA-256." msgstr "Algoritmo de Hasheado: SHA-256." -msgid "" -"Height map data, pool array must be of [member map_width] * [member " -"map_depth] size." -msgstr "" -"El tamaño de los datos del mapa de altura , debe ser de tamaño [member " -"map_width] * [member map_depth] ." - msgid "Returns the value of the specified flag." msgstr "Devuelve el valor de la flag especificada." @@ -11200,19 +10932,6 @@ msgstr "" "[code]0.0[/code] hasta [code]1.0[/code]." msgid "" -"The mouse position relative to the previous position (position at the last " -"frame).\n" -"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " -"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" -"code] when the user stops moving the mouse." -msgstr "" -"La posición del ratón en relación con la posición anterior (posición en el " -"último cuadro).\n" -"[b]Nota:[/b] Dado que [InputEventMouseMotion] sólo se emite cuando el ratón " -"se mueve, el último evento no tendrá una posición relativa de " -"[code]Vector2(0, 0)[/code] cuando el usuario deje de mover el ratón." - -msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " @@ -12944,22 +12663,6 @@ msgid "Emitted when node visibility changes." msgstr "Emitido cuando cambia la visibilidad del nodo." msgid "" -"Returns [code]true[/code] if the node path is absolute (as opposed to " -"relative), which means that it starts with a slash character ([code]/[/" -"code]). Absolute node paths can be used to access the root node ([code]\"/" -"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " -"autoload was registered)." -msgstr "" -"Devuelve [code]true[/code] si la ruta del nodo es absoluta (en contraposición " -"a la relativa), lo que significa que comienza con un carácter de barra " -"inclinada ([code]/[/code]). Las rutas de nodo absolutas pueden utilizarse " -"para acceder al nodo raíz ([code]\"/root\"[/code]) o a las autocargas (por " -"ejemplo, [code]\"/global\"[/code] si se registró un autocarga \"global\")." - -msgid "Returns [code]true[/code] if the node path is empty." -msgstr "Devuelve [code]true[/code] si la ruta del nodo está vacía." - -msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" @@ -13097,13 +12800,6 @@ msgid "The arrow icon to be drawn on the right end of the button." msgstr "El icono de la flecha que se dibujará en el extremo derecho del botón." msgid "" -"Shuts down system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"Apaga el controlador MIDI del sistema.\n" -"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." - -msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " "[code]\"GenericDevice\"[/code] on unsupported platforms." @@ -13113,70 +12809,6 @@ msgstr "" "[code]\"GenericDevice\"[/code] en plataformas no soportadas." msgid "" -"Returns the project's process ID.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"Devuelve la identificación del proceso del proyecto.\n" -"[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y " -"Windows." - -msgid "Returns the maximum amount of static memory used (only works in debug)." -msgstr "" -"Devuelve la cantidad máxima de memoria estática utilizada (sólo funciona en " -"la depuración)." - -msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " -"request permission for [code]RECORD_AUDIO[/code] on Android." -msgstr "" -"Por el momento esta función sólo es utilizada por [code]AudioDriverOpenSL[/" -"code] para pedir permiso para [code]RECORD_AUDIO[/code] en Android." - -msgid "Sets the name of the current thread." -msgstr "Establece el nombre del hilo actual." - -msgid "" -"If [code]true[/code], the engine optimizes for low processor usage by only " -"refreshing the screen if needed. Can improve battery consumption on mobile." -msgstr "" -"Si [code]true[/code], el motor se optimiza para un bajo uso del procesador, " -"sólo refrescando la pantalla si es necesario. Puede mejorar el consumo de la " -"batería en el móvil." - -msgid "" -"The amount of sleeping between frames when the low-processor usage mode is " -"enabled (in microseconds). Higher values will result in lower CPU usage." -msgstr "" -"La cantidad de sueño entre cuadros cuando se activa el modo de uso del " -"procesador bajo (en microsegundos). Valores más altos resultarán en un menor " -"uso de la CPU." - -msgid "Desktop directory path." -msgstr "Ruta de directorio del escritorio." - -msgid "DCIM (Digital Camera Images) directory path." -msgstr "Ruta del directorio DCIM (Digital Camera Images)." - -msgid "Documents directory path." -msgstr "Ruta del directorio de documentos." - -msgid "Downloads directory path." -msgstr "La ruta del directorio de descargas." - -msgid "Movies directory path." -msgstr "La ruta del directorio de películas." - -msgid "Music directory path." -msgstr "Ruta del directorio de música." - -msgid "Pictures directory path." -msgstr "Ruta del directorio de fotos." - -msgid "Ringtones directory path." -msgstr "Ruta de directorio de tonos." - -msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" @@ -15009,9 +14641,6 @@ msgstr "" "pueden resultar en una mejor compresión, pero requerirán más memoria al " "comprimir y descomprimir." -msgid "If [code]true[/code], logs all output to files." -msgstr "Si [code]true[/code], registra todos los resultados en archivos." - msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " @@ -15343,17 +14972,6 @@ msgstr "" "Si te quedas sin espacio en ella (verás un error), puedes aumentar el tamaño " "aquí." -msgid "" -"This is used by servers when used in multi-threading mode (servers and " -"visual). RIDs are preallocated to avoid stalling the server requesting them " -"on threads. If servers get stalled too often when loading resources in a " -"thread, increase this number." -msgstr "" -"Esto es utilizado por los servidores cuando se usa en el modo de multi-hilo " -"(servidores y visual). Los RIDs son preasignados para evitar que el servidor " -"los solicite en los hilos. Si los servidores se paralizan con demasiada " -"frecuencia al cargar recursos en un hilo, aumente este número." - msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" "Tiempo de espera (en segundos) para los intentos de conexión usando TCP." @@ -15875,9 +15493,6 @@ msgstr "" "[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta " "función devuelve una string vacía." -msgid "Not yet implemented. Always returns [code]false[/code]." -msgstr "Aún no se ha implementado. Siempre devuelve [code]false[/code]." - msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " @@ -16054,15 +15669,6 @@ msgstr "" "instances_cull_convex], o [method instances_cull_ray]." msgid "" -"Sets the render cull mask for this reflection probe. Only instances with a " -"matching cull mask will be rendered by this probe. Equivalent to [member " -"ReflectionProbe.cull_mask]." -msgstr "" -"Establece la máscara de selección de renderizado para esta sonda de " -"reflexión. Sólo los casos con una máscara de selección que coincida serán " -"renderizados por esta sonda. Equivalente a [member ReflectionProbe.cull_mask]." - -msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." @@ -16493,16 +16099,6 @@ msgstr "" "La selección del oclusor del canvas es en sentido contrario a las agujas del " "reloj." -msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." -msgstr "" -"El hardware soporta los shaders. Esta enum no se usa actualmente en Godot 3.x." - -msgid "" -"Hardware supports multithreading. This enum is currently unused in Godot 3.x." -msgstr "" -"El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3." -"x." - msgid "Loads a specific resource type from a file." msgstr "Carga un tipo de recurso específico de un archivo." @@ -17394,9 +16990,6 @@ msgstr "" "[b]Nota:[/b] También devuelve [code]false[/code], si la textura del sprite es " "[code]null[/code] o si la posición dada es inválida." -msgid "If [code]true[/code], texture is centered." -msgstr "Si [code]true[/code], la textura se centra." - msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -17429,6 +17022,9 @@ msgstr "Devuelve el rectángulo que representa a este sprite." msgid "The direction in which the front of the texture faces." msgstr "La dirección en la que se orienta el frente de la textura." +msgid "If [code]true[/code], texture will be centered." +msgstr "Si [code]true[/code], la textura se centrará." + msgid "" "If [code]true[/code], texture can be seen from the back as well, if " "[code]false[/code], it is invisible when looking at it from behind." @@ -17958,9 +17554,6 @@ msgstr "Devuelve el número de pestañas ocultas desplazadas a la izquierda." msgid "Returns tab [Rect2] with local position and size." msgstr "Devuelve la pestaña [Rect2] con la posición y el tamaño local." -msgid "Select tab at index [code]tab_idx[/code]." -msgstr "Seleccione la pestaña en el índice [code]tab_idx[/code]." - msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" "Si [code]true[/code], las pestañas se pueden reorganizar con el arrastre del " @@ -18072,15 +17665,6 @@ msgid "Returns the number of tabs." msgstr "Devuelve el número de pestañas." msgid "" -"The current tab index. When set, this index's [Control] node's [code]visible[/" -"code] property is set to [code]true[/code] and all others are set to " -"[code]false[/code]." -msgstr "" -"El actual índice de pestañas. Cuando se establece, la propiedad " -"[code]visible[/code] de este índice del nodo [Control] se establece en " -"[code]true[/code] y todas las demás se establecen en [code]false[/code]." - -msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" @@ -18390,58 +17974,6 @@ msgstr "" "parche. Cuando se utiliza un [member fill_mode] radial, este ajuste permitirá " "el estiramiento." -msgid "" -"Offsets [member texture_progress] if [member fill_mode] is [constant " -"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." -msgstr "" -"Desplaza [member texture_progress] si [member fill_mode] es [constant " -"FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]." - -msgid "" -"Upper limit for the fill of [member texture_progress] if [member fill_mode] " -"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " -"node's [code]value[/code] is equal to its [code]max_value[/code], the texture " -"fills up to this angle.\n" -"See [member Range.value], [member Range.max_value]." -msgstr "" -"Límite superior para el relleno de [member texture_progress] si el [member " -"fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. " -"Cuando el [code]value[/code] del nodo es igual a su [code]max_value[/code], " -"la textura se rellena hasta este ángulo.\n" -"Ver [member Range.value], [member Range.max_value]." - -msgid "" -"Starting angle for the fill of [member texture_progress] if [member " -"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. " -"When the node's [code]value[/code] is equal to its [code]min_value[/code], " -"the texture doesn't show up at all. When the [code]value[/code] increases, " -"the texture fills and tends towards [member radial_fill_degrees]." -msgstr "" -"Ángulo inicial para el relleno de [member texture_progress] si [member " -"fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. " -"Cuando el [code]value[/code] del nodo es igual a su [code]min_value[/code], " -"la textura no se muestra en absoluto. Cuando el [code]value[/code] aumenta, " -"la textura se llena y tiende hacia [member radial_fill_degrees]." - -msgid "" -"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " -"bottom corners and side will have a height of 16 pixels. You can set all 4 " -"margin values individually to create panels with non-uniform borders." -msgstr "" -"La altura de la fila inferior del 9-patch. Un margen de 16 significa que las " -"esquinas y el lado inferior del 9-patch tendrán una altura de 16 píxeles. " -"Puede establecer los 4 valores de margen individualmente para crear paneles " -"con bordes no uniformes." - -msgid "The width of the 9-patch's left column." -msgstr "El ancho de la columna izquierda del 9-patch." - -msgid "The width of the 9-patch's right column." -msgstr "El ancho de la columna derecha del 9-patch." - -msgid "The height of the 9-patch's top row." -msgstr "La altura de la fila superior del 9-patch." - msgid "The [member texture_progress] fills from left to right." msgstr "El [member texture_progress] se llena de izquierda a derecha." @@ -18536,46 +18068,15 @@ msgstr "Limpia todas las celdas." msgid "Clears cells that do not exist in the tileset." msgstr "Despeja las celdas que no existen en el tileset." -msgid "The assigned [TileSet]." -msgstr "El [TileSet] asignado." - msgid "Tile library for tilemaps." msgstr "Biblioteca de tile para tilemaps." msgid "A countdown timer." msgstr "Un temporizador de cuenta atrás." -msgid "Returns [code]true[/code] if the timer is stopped." -msgstr "Devuelve [code]true[/code] si el temporizador se detiene." - msgid "Stops the timer." msgstr "Detiene el temporizador." -msgid "" -"If [code]true[/code], the timer will automatically start when entering the " -"scene tree.\n" -"[b]Note:[/b] This property is automatically set to [code]false[/code] after " -"the timer enters the scene tree and starts." -msgstr "" -"Si [code]true[/code], el temporizador se iniciará automáticamente al entrar " -"en el árbol de la escena.\n" -"[b]Nota:[/b] Esta propiedad se ajusta automáticamente a [code]false[/code] " -"después de que el temporizador entra en el árbol de la escena y comienza." - -msgid "" -"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" -"code], it will restart." -msgstr "" -"Si [code]true[/code], el temporizador se detendrá al llegar a 0. Si " -"[code]false[/code], se reiniciará." - -msgid "" -"If [code]true[/code], the timer is paused and will not process until it is " -"unpaused again, even if [method start] is called." -msgstr "" -"Si [code]true[/code], el temporizador se pausa y no se procesará hasta que no " -"se vuelva a pausar, incluso si se llama a [method start]." - msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado." @@ -18658,6 +18159,20 @@ msgstr "" "del indice [code]2[/code]. El vector de origen representa la traslación." msgid "" +"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" +"code]." +msgstr "" +"El vector X de la matriz base (columna 0). Equivalente al índice de la matriz " +"[code]0[/code]." + +msgid "" +"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" +"code]." +msgstr "" +"El vector Y de la matriz base (columna 1). Equivalente al índice de la matriz " +"[code]1[/code]." + +msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." @@ -19033,13 +18548,6 @@ msgstr "" "colapsado." msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is checked." -msgstr "" -"El icono de comprobación que se muestra cuando se comprueba la celda de modo " -"[constant TreeItem.CELL_MODE_CHECK]." - -msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" @@ -19047,13 +18555,6 @@ msgstr "" "CELL_MODE_RANGE]." msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is unchecked." -msgstr "" -"El icono de verificación que se muestra cuando la celda de modo [constant " -"TreeItem.CELL_MODE_CHECK] está desmarcada." - -msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" @@ -20467,13 +19968,6 @@ msgid "No hints are added to the uniform declaration." msgstr "No se añade ninguna sugerencia a la declaración del uniforme." msgid "" -"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " -"sRGB to linear conversion." -msgstr "" -"Añade [code]hint_albedo[/code] como sugerencia a la declaración uniforme para " -"la conversión adecuada de sRGB a lineal." - -msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" @@ -21662,14 +21156,6 @@ msgstr "" "Devuelve una lista de las interfaces disponibles, el ID y el nombre de cada " "interfaz." -msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter." -msgstr "" -"Permite ajustar la escala a las unidades de su juego. La mayoría de las " -"plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 metro " -"del mundo real." - msgid "The tracker tracks the location of a controller." msgstr "El rastreador rastrea la ubicación de un controlador." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index f4b35d0ba2..5b9f8415f2 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -94,13 +94,14 @@ # Mat <mathis-abdou@outlook.com>, 2024. # Mileeam <Wileeam07@gmail.com>, 2024. # Pandores <pandores.dr@gmail.com>, 2024. +# Didier Morandi <didier.morandi@gmail.com>, 2024. 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: 2024-02-01 17:01+0000\n" -"Last-Translator: Pandores <pandores.dr@gmail.com>\n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: Didier Morandi <didier.morandi@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-" "class-reference/fr/>\n" "Language: fr\n" @@ -108,7 +109,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "Toutes les classes" @@ -128,6 +129,9 @@ msgstr "Éditeur-uniquement" msgid "Other objects" msgstr "Autres objets" +msgid "Variant types" +msgstr "Types Variant" + msgid "Description" msgstr "Description" @@ -158,6 +162,9 @@ msgstr "Énumérations" msgid "Constants" msgstr "Constantes" +msgid "Annotations" +msgstr "Annotations" + msgid "Property Descriptions" msgstr "Descriptions des propriétés" @@ -249,6 +256,20 @@ msgstr "" "`contribuant une <doc_updating_the_class_reference>` !" msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"Il n'y a actuellement aucune description pour cette énumératoin. Aidez-nous " +"en :ref:`contribuant à une <doc_updating_the_class_reference>` !" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"Il n'y a actuellement pas de description pour cette constante. Aidez-nous en :" +"ref:`contribuant à une <doc_updating_the_class_reference>` !" + +msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one <doc_updating_the_class_reference>`!" msgstr "" @@ -418,31 +439,6 @@ msgstr "" "[/codeblock]" msgid "" -"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"[i]Déprécié.[/i] Utilisez [method @GlobalScope.type_convert] à la place.\n" -"Convertit [param what] en [param type] de la meilleure façon possible. Le " -"[param type] utilise les valeurs de [enum Variant.Type].\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Affiche true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Affiche [4, 2, 1]\n" -"print(b is Array) # Affiche false\n" -"[/codeblock]" - -msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" @@ -587,95 +583,6 @@ msgstr "" "is_same_typed] (et autres méthodes [Array])." msgid "" -"Returns the length of the given Variant [param var]. The length can be the " -"character count of a [String], the element count of any array type or the " -"size of a [Dictionary]. For every other Variant type, a run-time error is " -"generated and execution is stopped.\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Returns 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # Returns 6\n" -"[/codeblock]" -msgstr "" -"Renvoie la longueur du Variant [param var]. La longueur peut être le nombre " -"de caractères d'une [String], le nombre d'éléments de n'importe quel type de " -"tableau ou la taille de [Dictionary]. Pour tout autre type de Variant, une " -"erreur d’exécution est générée et l’exécution est interrompue.\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Renvoie 4\n" -"\n" -"B = \"Hello!\"\n" -"len(a) # Renvoie 6\n" -"[/codeblock]" - -msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\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" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"Retourne une [Resource] depuis le système de fichiers localisé au chemin " -"absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans " -"un autre script ou dans une scène), la ressource est chargée depuis le disque " -"sur un appel de fonction, qui peut causer un petit délai, en particulier " -"pendant le chargement de larges scènes. Pour éviter des délais inutiles " -"lorsque vous chargez quelque chose plusieurs fois, vous pouvez stocker la " -"ressource dans une variable ou utiliser [method preload].\n" -"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " -"clic droit sur une ressource dans la barre d'outils du système de fichiers et " -"en choisissant \"Copier le chemin\", ou en déplaçant le fichier du système de " -"fichiers vers le script actuel.\n" -"[codeblock]\n" -"# Charge une scène appelée \"main\" située dans la racine du répertoire du " -"projet et la stocke dans une variable.\n" -"var main = load(\"res://main.tscn\") # main contiendra une ressource " -"PackedScene.\n" -"[/codeblock]\n" -"[b]Important :[/b] Le chemin doit être absolu. Un chemin relatif retournera " -"toujours [code]null[/code].\n" -"Cette fonction est une version simplifiée de [method ResourceLoader.load], " -"qui peut être utilisée pour des scénarios plus avancés.\n" -"[b]Note :[/b] Les fichiers doivent être importés dans le moteur de jeu en " -"premier pour qu'ils soient chargés en utilisant cette fonction. Si vous " -"voulez importer des [Image]s au run-time vous pouvez utiliser [method Image." -"load]. Si vous voulez importer des fichiers audios, vous pouvez utiliser " -"l'extrait décrit dans [member AudioStreamMP3.data].\n" -"[b]Note :[/b] Si [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] est [code]true[/code], [method @GDScript." -"load] ne pourra pas lire les fichiers convertis dans un projet exporté. Si " -"vous comptez sur le chargement au moment de l'exécution des fichiers présents " -"dans le PCK, définissez [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] sur [code]false[/code]." - -msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " @@ -1166,6 +1073,24 @@ msgstr "" "[/codeblock]" msgid "" +"Export an integer property as a bit flag field for 2D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporter une propriété entière sous forme de champ d'indicateur de bits pour " +"les couches physiques 2D. Le widget dans la barre d'outils de l'Inspecteur " +"utilisera les noms des calques définis dans [member ProjectSettings." +"layer_names/2d_physics/layer_1].\n" +"Voir également [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers : int\n" +"[/codeblock]" + +msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" @@ -1295,6 +1220,61 @@ msgstr "" "[/codeblock]" msgid "" +"Define a new group for the following exported properties. This helps to " +"organize properties in the Inspector dock. Groups can be added with an " +"optional [param prefix], which would make group to only consider properties " +"that have this prefix. The grouping will break on the first property that " +"doesn't have a prefix. The prefix is also removed from the property's name in " +"the Inspector dock.\n" +"If no [param prefix] is provided, then every following property will be added " +"to the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " +"within groups.\n" +"See also [constant PROPERTY_USAGE_GROUP].\n" +"[codeblock]\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_group(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" +msgstr "" +"Définit un nouveau groupe pour les propriétés exportées suivantes. Ceci aide " +"à organiser les propriétés dans la barre d'outils de l'Inspecteur. Les " +"groupes peuvent être ajoutés avec un [préfixe de paramètres] optionnel qui " +"considère uniquement les propriétés ayant ce préfixe dans le groupe. Le " +"groupement se terminera sur la première propriété n'ayant pas de préfixe. Le " +"préfixe est également supprimé du nom de la propriété dans la barre d'outils " +"de l'Inspecteur.\n" +"Si aucun [préfixe de paramètres] n'est fourni, alors toutes les propriétés " +"suivantes seront ajoutées au groupe. Le groupe se termine quand le groupe ou " +"la catégorie suivante sont définis. Vous pouvez également forcer la fin d'un " +"groupe en utilisation cette annotation avec des chaînes de caractères vides " +"comme paramètres : [code]@export_group(\"\", \"\")[/code].\n" +"Les groupes ne peuvent pas être imbriqués, utilisez [annotation " +"@export_subgroup] pour ajouter des sous-groupes au sein d'un groupe.\n" +"Voir aussi [constant PROPERTY_USAGE_GROUP]\n" +"[codeblock]\n" +"@export_group(\"Propriétés du coureur\")\n" +"@export var surnom = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_group(\"Propriétés de la voiture\", \"voiture_\")\n" +"@export var voiture_label = \"Speedy\"\n" +"@export var voiture_numero = 3\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var nombre_sans_groupe= 3\n" +"[/codeblock]" + +msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " "edit large amount of text stored in the property.\n" @@ -1460,6 +1440,25 @@ msgstr "" "[/codeblock]" msgid "" +"Returns the arc cosine of [param x] in radians. Use to get the angle of " +"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " +"[code]1.0[/code] (inclusive), in order to prevent [method acos] from " +"returning [constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" +"var c = acos(0.866025)\n" +"[/codeblock]" +msgstr "" +"Renvoie l'arc cosinus de [param x] en radians. À utiliser pour obtenir " +"l'angle du cosinus [param x]. [param x] doit être entre [code]-1.0[/code] et " +"[code]1.0[/code] (inclus), dans le cas contraire, [method acos] retournera " +"[constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c vaut 0.523599 ou 30 degrés si converti avec rad_to_deg(c)\n" +"var c = acos(0.866025)\n" +"[/codeblock]" + +msgid "" "Returns the difference between the two angles, in the range of [code][-PI, " "+PI][/code]. When [param from] and [param to] are opposite, returns [code]-" "PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] " @@ -1470,6 +1469,25 @@ msgstr "" "code] si [param from] est plus petit que [param to], ou sinon [code]PI[/code]." msgid "" +"Returns the arc sine of [param x] in radians. Use to get the angle of sine " +"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" +"code] (inclusive), in order to prevent [method asin] from returning [constant " +"@GDScript.NAN].\n" +"[codeblock]\n" +"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" +"var s = asin(0.5)\n" +"[/codeblock]" +msgstr "" +"Renvoie l'arc sinus de [code]s[/code] en radians. Utilisé pour obtenir " +"l'angle du sinus [code]s[/code]. [code]s[/code] doit être compris entre " +"[code]-1.0[/code] et [code]1.0[/code] (inclus) afin d'empêcher [méthode asin] " +"de renvoyer [constante @GDScript.NAN].\n" +"[codeblock]\n" +"# s vaut 0.523599 ou 30 degrés si converti avec rad_to_deg(s)\n" +"var s = asin(0.5)\n" +"[/codeblock]" + +msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning a [float]." @@ -2172,97 +2190,6 @@ msgstr "" "- [b]Linux : [/b]Jusqu'à 80 boutons.\n" "- [b]Window et macOS : [/b]Jusqu'à 128 boutons." -msgid "" -"MIDI aftertouch message. This message is most often sent by pressing down on " -"the key after it \"bottoms out\"." -msgstr "" -"Le message MIDI d'après touche. Ce message est le plus souvent envoyé quand " -"on continue de faire varier la pression sur la touche après l'appui initial." - -msgid "" -"MIDI control change message. This message is sent when a controller value " -"changes. Controllers include devices such as pedals and levers." -msgstr "" -"Le message de changement de contrôle MIDI. Ce message est envoyé lorsqu'un " -"contrôleur change de valeur. Les contrôleurs comprennent des dispositifs " -"comme des pédales, des leviers." - -msgid "" -"MIDI program change message. This message sent when the program patch number " -"changes." -msgstr "" -"Le message de changement de programme MIDI. Ce message est envoyé lorsque le " -"nombre du patch du programme est changée." - -msgid "" -"MIDI channel pressure message. This message is most often sent by pressing " -"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 "" -"Le message de pression de canal MIDI. Ce message est le plus souvent envoyé " -"en appuyant sur la touche après qu'il « se retire » . Ce message est " -"différent de l'après-touche polyphonique car il indique la plus haute " -"pression sur toutes les clés." - -msgid "" -"MIDI pitch bend message. This message is sent to indicate a change in the " -"pitch bender (wheel or lever, typically)." -msgstr "" -"Le message de la hauteur MIDI. Ce message est envoyé pour indiquer un " -"changement dans le plieur de hauteur (généralement une roue ou un levier)." - -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 "" -"Le message exclusif du système MIDI. Cela a un comportement exclusif à " -"l'appareil dont vous recevez l'entrée. Obtenir cette donnée n'est pas " -"implémenté dans Godot." - -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 "" -"Le message de position de chanson MIDI. Donne le nombre de seizième de note " -"depuis le début de la chanson. Obtenir cette donnée n'est pas implémenté dans " -"Godot." - -msgid "" -"MIDI song select message. Specifies which sequence or song is to be played. " -"Getting this data is not implemented in Godot." -msgstr "" -"Le message de sélectionne de la chanson. Spécifie quelle séquence ou quelle " -"chanson doit être jouée. Obtenir cette donnée n'est pas implémenté dans Godot." - -msgid "" -"MIDI tune request message. Upon receiving a tune request, all analog " -"synthesizers should tune their oscillators." -msgstr "" -"Le message de requête d'accordage MIDI. À la réception d'une requête " -"d'accordage, tous les synthétiseurs analogiques devraient accorder leurs " -"oscillateurs." - -msgid "" -"MIDI timing clock message. Sent 24 times per quarter note when " -"synchronization is required." -msgstr "" -"Le message d'horloge MIDI. Envoyé 24 fois par quart de note lorsque la " -"synchronisation est requise." - -msgid "" -"MIDI start message. Start the current sequence playing. This message will be " -"followed with Timing Clocks." -msgstr "" -"Le message de démarrage MIDI. Commence la séquence actuelle. Ce message sera " -"suivi avec un message d'horloge." - -msgid "MIDI continue message. Continue at the point the sequence was stopped." -msgstr "" -"Le message de continuation en MIDI. Reprend la séquence où elle a été arrêtée." - -msgid "MIDI stop message. Stop the current sequence." -msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle." - msgid "Generic error." msgstr "Erreur générique." @@ -2745,9 +2672,6 @@ msgstr "Animation Sprite 2D" msgid "2D Dodge The Creeps Demo" msgstr "Démo 2D « Dodge The Creeps »" -msgid "If [code]true[/code], texture will be centered." -msgstr "Si [code]true[/code], la texture sera centrée." - msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Si [code]true[/code], la texture est inversée horizontalement." @@ -2960,27 +2884,13 @@ msgstr "Interpolation linéaire." msgid "Update at the keyframes." msgstr "Mise à jour aux images clés." -msgid "" -"Same as linear interpolation, but also interpolates from the current value (i." -"e. dynamically at runtime) if the first key isn't at 0 seconds." -msgstr "" -"Identique à l'interpolation linéaire, mais interpole aussi à partir de la " -"valeur actuelle (définie à l'exécution) si la première clé n'est pas située à " -"0 seconde." - msgid "Manually advance the animations by the specified time (in seconds)." msgstr "Avance manuellement les animations par le temps spécifié (en secondes)." -msgid "The call mode to use for Call Method tracks." -msgstr "Le mode d'appel à utiliser pour les pistes \"Call Method\"." - msgid "The process notification in which to update animations." msgstr "" "La notification de processus dans laquelle mettre à jour les animations." -msgid "The node from which node path references will travel." -msgstr "Le nœud à partir duquel les références de chemin de nœud vont aller." - msgid "Notifies when an animation starts playing." msgstr "Avertit quand une animation commence à jouer." @@ -3280,25 +3190,6 @@ msgstr "" "[b]Note :[/b] Si une animation en boucle joue actuellement, l'animation " "ajoutée ne sera jamais joué à moins que l'animation en boucle ne soit arrêtée." -msgid "" -"Seeks the animation to the [param seconds] point in time (in seconds). If " -"[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param seconds] " -"are skipped.\n" -"If [param update_only] is true, the method / audio / animation playback " -"tracks will not be processed.\n" -"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " -"AnimationMixer.animation_finished]. If you want to skip animation and emit " -"the signal, use [method AnimationMixer.advance]." -msgstr "" -"Avance la lecture de l'animation à la position [param seconds] dans le temps " -"(en secondes). Si [param update] est [code]true[/code], l'animation se mettra " -"également à jour, sinon elle le sera au moment du traitement. Les événements " -"entre la trame actuel et la position [param seconds] sont ignorés.\n" -"[b]Note :[/b] Aller à la fin de l'animation n'émet pas le signal [signal " -"AnimationMixer.animation_finished]. Si vous souhaitez ignorer l'animation et " -"émettre le signal, utilisez plutôt [method AnimationMixer.advance]." - msgid "The position (in seconds) of the currently playing animation." msgstr "La position (en secondes) de l'animation actuellement jouée." @@ -3749,8 +3640,8 @@ msgstr "" msgid "Stores information about the audio buses." msgstr "Stocke de l'information sur les bus audio." -msgid "Audio effect for audio." -msgstr "Effet audio pour l’audio." +msgid "Audio buses" +msgstr "Bus audio" msgid "Audio Mic Record Demo" msgstr "Démo d'enregistrement du microphone" @@ -3758,9 +3649,6 @@ msgstr "Démo d'enregistrement du microphone" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Augmente ou diminue le volume passé au bus audio." -msgid "Audio buses" -msgstr "Bus audio" - msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." @@ -3792,21 +3680,6 @@ msgstr "" msgid "Captures audio from an audio bus in real-time." msgstr "Capture l'audio depuis un bus audio en temps réel." -msgid "Clears the internal ring buffer." -msgstr "Efface la mémoire tampon interne en anneaux." - -msgid "" -"Gets the next [param frames] audio samples from the internal ring buffer.\n" -"Returns a [PackedVector2Array] containing exactly [param frames] audio " -"samples if available, or an empty [PackedVector2Array] if insufficient data " -"was available." -msgstr "" -"Retourne les prochains [param frames] d'échantillonnage audio depuis le " -"buffer circulaire.\n" -"Retourne un [PackedVector2Array] contenant exactement [param frames] " -"échantillons audio si disponible, ou un [PackedVector2Array] vide s'il n'y a " -"pas assez de données disponibles." - msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." @@ -4195,24 +4068,6 @@ msgid "Audio effect used for recording the sound from an audio bus." msgstr "" "L'effet audio utilisé pour l'enregistrement des sons venants d'un bus audio." -msgid "" -"Allows the user to record the sound from an audio bus. This can include all " -"audio output by Godot when used on the \"Master\" audio bus.\n" -"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" -"It sets and gets the format in which the audio file will be recorded (8-bit, " -"16-bit, or compressed). It checks whether or not the recording is active, and " -"if it is, records the sound. It then returns the recorded sample." -msgstr "" -"Permet à l'utilisateur d'enregistrer le son d'un bus audio. Cela peut inclure " -"toutes les sorties audio de Godot lorsqu'elles sont utilisées sur le bus " -"audio \"Master\".\n" -"Peut être utilisé (avec un [AudioStreamMicrophone)] pour enregistrer un " -"microphone.\n" -"Il définit et obtient le format dans lequel le fichier audio sera enregistré " -"(8-bit, 16-bit ou compressé). Il vérifie si l'enregistrement est actif ou " -"non, et si c'est le cas, enregistre le son. Il retourne ensuite l'échantillon " -"enregistré." - msgid "Recording with microphone" msgstr "L'enregistrement avec le microphone" @@ -5110,77 +4965,6 @@ msgstr "Démo de transformation matricielle" msgid "2.5D Demo" msgstr "Démo 2,5D" -msgid "Constructs a pure rotation basis matrix from the given quaternion." -msgstr "" -"Construit la matrice d'une base de rotation seulement depuis le quaternion " -"donné." - -msgid "" -"Returns the basis's rotation in the form of a quaternion. See [method " -"get_euler] if you need Euler angles, but keep in mind quaternions should " -"generally be preferred to Euler angles." -msgstr "" -"Retourne la rotation de la base sous la forme d'un quaternion. Voir [method " -"get_euler] si vous avez besoin d'angles d'Euler, mais gardez à l'esprit que " -"les quaternions devraient être préférés aux angles d'Euler." - -msgid "Returns the inverse of the matrix." -msgstr "Retourne l'inverse de la matrice." - -msgid "Transposed dot product with the X axis of the matrix." -msgstr "Le produit scalaire de la matrice transposée avec l'axe X." - -msgid "Transposed dot product with the Y axis of the matrix." -msgstr "Le produit scalaire de la matrice transposée avec l'axe Y." - -msgid "Transposed dot product with the Z axis of the matrix." -msgstr "Le produit scalaire de la matrice transposée avec l'axe Z." - -msgid "Returns the transposed version of the matrix." -msgstr "Retourne la matrice transposée." - -msgid "" -"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" -"code]." -msgstr "" -"Le vecteur X (la colonne 0) de la matrice de la base. Équivalent à l'index de " -"tableau [code]0[/code]." - -msgid "" -"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" -"code]." -msgstr "" -"Le vecteur Y (la colonne 1) de la matrice de la base. Équivalent à l'index de " -"tableau [code]1[/code]." - -msgid "" -"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" -"code]." -msgstr "" -"Le vecteur Z (la colonne 2) de la matrice de la base. Équivalent à l'index de " -"tableau [code]2[/code]." - -msgid "" -"The basis that will flip something along the X axis when used in a " -"transformation." -msgstr "" -"La base qui appliquera un effet miroir suivant l'axe X lorsqu'elle est " -"utilisée dans une transformation." - -msgid "" -"The basis that will flip something along the Y axis when used in a " -"transformation." -msgstr "" -"La base qui appliquera un effet miroir suivant l'axe Y lorsqu'elle est " -"utilisée dans une transformation." - -msgid "" -"The basis that will flip something along the Z axis when used in a " -"transformation." -msgstr "" -"La base qui appliquera un effet miroir suivant l'axe Z lorsqu'elle est " -"utilisée dans une transformation." - msgid "Boolean matrix." msgstr "Matrice booléenne." @@ -5214,9 +4998,6 @@ msgstr "" msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "Définit une valeur spécifique pour une portion rectangulaire du bitmap." -msgid "Stores the node's current transforms in [member rest]." -msgstr "Enregistre la transformation actuelle du nœud dans [member rest]." - msgid "" "Rest transform of the bone. You can reset the node's transforms to this value " "using [method apply_rest]." @@ -7772,14 +7553,6 @@ msgstr "" "et le premier points du chemin." msgid "" -"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " -"used to rotate the [member polygon] as it is extruded." -msgstr "" -"Lorsque [member mode] est [constant MODE_PATH], la méthode [enum " -"PathRotation] utilisée pour faire pivoter le [member polygon] selon son " -"extrusion." - -msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" @@ -9111,12 +8884,6 @@ msgstr "" "nœud racine de la scène qui vient de devenir active. Si cette scène est " "nouvelle et vide, l'argument sera [code]null[/code]." -msgid "" -"Emitted when user closes a scene. The argument is file path to a closed scene." -msgstr "" -"Émis lorsque l’utilisateur ferme une scène. L’argument est le chemin d’accès " -"au fichier vers une scène fermée." - msgid "Represents the size of the [enum DockSlot] enum." msgstr "Représente la taille de l’enum [enum DockSlot]." @@ -10383,12 +10150,6 @@ msgstr "La valeur minimale du zoom." msgid "The step of each zoom level." msgstr "La différence entre chaque niveau de zoom." -msgid "Color of major grid lines." -msgstr "La couleur des lignes principales de la grille." - -msgid "Color of minor grid lines." -msgstr "La couleur des lignes secondaires de la grille." - msgid "The fill color of the selection rectangle." msgstr "La couleur de remplissage du rectangle de sélection." @@ -11372,23 +11133,6 @@ msgstr "" msgid "Wikipedia Piano Key Frequencies List" msgstr "La liste des fréquences des touches de piano sur Wikipédia" -msgid "" -"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " -"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " -"the piano key frequency chart on Wikipedia for more information." -msgstr "" -"Le numéro de la hauteur de la note de ce signal MIDI. Cette valeur est entre " -"0 et 127. Sur un piano, le Do du milieu est 60, et le La 440Hz est 69, voir " -"la colonne des \"notes MIDI\" sur la graphique des fréquences du piano sur " -"Wikipédia pour plus d'informations." - -msgid "" -"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " -"devices, this value is always zero." -msgstr "" -"La pression du signal MIDI. Cette valeur va de 0 à 127. Pour plusieurs " -"périphériques, cette valeur est toujours 0." - msgid "Base input event type for mouse events." msgstr "Type d’événement d’entrée de base pour les événements de la souris." @@ -13506,22 +13250,6 @@ msgid "2D Role Playing Game Demo" msgstr "Démo 2D de jeu de role-play" msgid "" -"Returns [code]true[/code] if the node path is absolute (as opposed to " -"relative), which means that it starts with a slash character ([code]/[/" -"code]). Absolute node paths can be used to access the root node ([code]\"/" -"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " -"autoload was registered)." -msgstr "" -"Retourne [code]true[/code] si le chemin du nœud est absolu (et non relatif), " -"ce qui signifie qu'il commence par une barre oblique ([code]/[/code]). Les " -"chemins de nœuds absolus peuvent être utilisés pour accéder au nœud racine " -"([code]\"/root\"[/code]) ou pour les chargements automatiques (par exemple " -"[code]\"/global\"[/code] si \"global\" est chargé automatiquement)." - -msgid "Returns [code]true[/code] if the node path is empty." -msgstr "Retourne [code]true[/code] si le chemin du nœud est vide." - -msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" @@ -13676,20 +13404,6 @@ msgid "The arrow icon to be drawn on the right end of the button." msgstr "L'icône de la flèche qui est affichée au bord droit du bouton." msgid "" -"Displays a modal dialog box using the host OS' facilities. Execution is " -"blocked until the dialog is closed." -msgstr "" -"Affiche une boîte de dialogue modal en utilisant le système d'exploitation " -"hôte. L'exécution est bloquée jusqu'à ce que le dialogue soit fermé." - -msgid "" -"Shuts down system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"Ferme le système de pilote MIDI.\n" -"[b]Note :[/b] Cette méthode est implémenté sur Linux, macOS et Windows." - -msgid "" "Returns the ID of the main thread. See [method get_thread_caller_id].\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." @@ -13709,15 +13423,6 @@ msgstr "" "[code]\"GénériqueDevice\"[/code] sur les plateformes non supportées." msgid "" -"Returns the project's process ID.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"Retourne l'identifiant du processus du projet.\n" -"[b]Note :[/b] Cette méthode est implémentée sur Android, iOS, Linux, macOS et " -"Windows." - -msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host machine. " "On CPUs with HyperThreading enabled, this number will be greater than the " "number of [i]physical[/i] CPU cores." @@ -13726,36 +13431,6 @@ msgstr "" "hôte. Sur les processeurs avec le mode HyperThreading activé, ce nombre sera " "supérieur au nombre de cœurs [i]physiques[/i] du CPU." -msgid "Returns the maximum amount of static memory used (only works in debug)." -msgstr "" -"Retourne la quantité maximal de la mémoire statique utilisée (ne fonctionne " -"qu'en débogage)." - -msgid "" -"Returns the amount of static memory being used by the program in bytes (only " -"works in debug)." -msgstr "" -"Retourne la quantité de mémoire statique utilisée par le programme en octets " -"(seulement pour les versions avec débogage)." - -msgid "" -"Returns the actual path to commonly used folders across different platforms. " -"Available locations are specified in [enum SystemDir].\n" -"[b]Note:[/b] This method is implemented on Android, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] Shared storage is implemented on Android and allows to " -"differentiate between app specific and shared directories. Shared directories " -"have additional restrictions on Android." -msgstr "" -"Retourne le chemin réel aux dossiers couramment utilisés sur différentes " -"plateformes. Les emplacements disponibles sont spécifiés dans [enum " -"SystemDir].\n" -"[b]Note :[/b] Cette méthode est implémentée sur Android, Linux, macOS et " -"Windows.\n" -"[b]Note :[/b] Le stockage partagé est implémenté sur Android et permet de " -"différencier entre les applications spécifiques et les dossiers partagés. Les " -"dossiers partagés ont des restrictions supplémentaires sur Android." - msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" @@ -13768,57 +13443,6 @@ msgstr "" "[b]Note :[/b] Ces identifiants ne sont pas déterministes et peuvent être " "réutilisés durant plusieurs lancement de l'application." -msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " -"request permission for [code]RECORD_AUDIO[/code] on Android." -msgstr "" -"Pour le moment cette fonction est uniquement utilisée par " -"[code]AudioDriverOpenSL[/code] pour demande la permission [code]RECORD_AUDIO[/" -"code] sur Android." - -msgid "Sets the name of the current thread." -msgstr "Définit le nom du fil d'exécution actuel." - -msgid "" -"If [code]true[/code], the engine optimizes for low processor usage by only " -"refreshing the screen if needed. Can improve battery consumption on mobile." -msgstr "" -"Si [code]true[/code], le moteur réduit la consommation du processeur en " -"rafraîchissant l'écran uniquement quand nécessaire. Peut améliorer la durée " -"de batterie sur mobile." - -msgid "" -"The amount of sleeping between frames when the low-processor usage mode is " -"enabled (in microseconds). Higher values will result in lower CPU usage." -msgstr "" -"La quantité d'inactivité entre les trames lorsque le mode de réduction du " -"processeur est activé (en microsecondes). Des valeurs plus élevées limiteront " -"l'utilisation du processeur." - -msgid "Desktop directory path." -msgstr "Chemin d’accès du répertoire de bureau." - -msgid "DCIM (Digital Camera Images) directory path." -msgstr "Le chemin du dossier DCIM (images de la caméra numérique)." - -msgid "Documents directory path." -msgstr "Chemin du répertoire des documents." - -msgid "Downloads directory path." -msgstr "Chemin d'accès au répertoire des téléchargements." - -msgid "Movies directory path." -msgstr "Chemin d’accès du répertoire des films." - -msgid "Music directory path." -msgstr "Chemin du répertoire de musique." - -msgid "Pictures directory path." -msgstr "Chemin d'accès au répertoire des images." - -msgid "Ringtones directory path." -msgstr "Chemin d'accès au répertoire des sonneries." - msgid "Appends an element at the end of the array." msgstr "Ajoute un élément à la fin du tableau." @@ -14777,9 +14401,6 @@ msgstr "" "Active [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] dans Zstandard." -msgid "If [code]true[/code], logs all output to files." -msgstr "Si [code]true[/code], enregistre toutes les sorties dans des fichiers." - msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." @@ -15763,9 +15384,6 @@ msgstr "" "Si [code]true[/code], les coordonnées globales sont utilisées. Si " "[code]false[/code], ce sont les locales." -msgid "Vulkan instance driver resource." -msgstr "Ressource du pilote d'instance Vulkan." - msgid "Server for anything visible." msgstr "Serveur pour tout ce qui est visible." @@ -15871,9 +15489,6 @@ msgstr "" "[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de serveur, " "cette fonction retourne une chaîne vide." -msgid "Not yet implemented. Always returns [code]false[/code]." -msgstr "Pas encore implémenté. Retourne toujours [code]false[/code]." - msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." @@ -16228,17 +15843,6 @@ msgstr "Le culling de l'occulteur du canevas est dans le sens horaire." msgid "Culling of the canvas occluder is counterclockwise." msgstr "Le culling de l'occulteur du canevas est dans le sens anti-horaire." -msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." -msgstr "" -"L'appareil supporte les shaders. Cette énumération est actuellement " -"inutilisée dans Godot 3.x." - -msgid "" -"Hardware supports multithreading. This enum is currently unused in Godot 3.x." -msgstr "" -"L'appareil supporte plusieurs fils d'exécution. Cette énumération est " -"actuellement inutilisée dans Godot 3.x." - msgid "Loads a specific resource type from a file." msgstr "Charge un type de ressource spécifique depuis un fichier." @@ -16633,9 +16237,6 @@ msgstr "" "Si [code]true[/code], le curseur affichera des marqueurs pour les valeurs " "minimales et maximales." -msgid "Emitted when dragging is started." -msgstr "Émis lorsque le glissement de la souris a commencé." - msgid "The texture for the grabber (the draggable element)." msgstr "La texture du glisseur (l'élément déplaçable)." @@ -16790,9 +16391,6 @@ msgstr "" "[b]Note :[/b] Retourne également [code]false[/code] si la texture du sprite " "est [code]null[/code] ou si la position donnée est invalide." -msgid "If [code]true[/code], texture is centered." -msgstr "Si [code]true[/code], la texture est centrée." - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -16834,6 +16432,9 @@ msgstr "Retourne le rectangle représentant ce sprite." msgid "The direction in which the front of the texture faces." msgstr "La direction que pointe la face avant de cette texture." +msgid "If [code]true[/code], texture will be centered." +msgstr "Si [code]true[/code], la texture sera centrée." + msgid "" "If [code]true[/code], texture can be seen from the back as well, if " "[code]false[/code], it is invisible when looking at it from behind." @@ -17575,9 +17176,6 @@ msgstr "" "Si [param disabled] est [code]true[/code], désactive l'onglet à l'index " "[param tab_idx], le rendant non-interactif." -msgid "Select tab at index [code]tab_idx[/code]." -msgstr "Sélectionne l'onglet à l'index [code]tab_idx[/code]." - msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" "Si [code]true[/code], les onglets peuvent être réarrangés avec par déposé-" @@ -17706,15 +17304,6 @@ msgstr "" "[code]false[/code], les onglets inactifs sont dessinés derrière le panneau." msgid "" -"The current tab index. When set, this index's [Control] node's [code]visible[/" -"code] property is set to [code]true[/code] and all others are set to " -"[code]false[/code]." -msgstr "" -"L'index actuel de l'onglet. Quand définie, cette propriété [code]visible[/" -"code] du nœud [Control] pour cet index sera mis à [code]true[/code] et toutes " -"les autres seront à [code]false[/code]." - -msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" @@ -18017,15 +17606,6 @@ msgstr "" "La texture conserve sa taille d’origine et reste centrée dans le rectangle de " "délimitation du nœud." -msgid "The width of the 9-patch's left column." -msgstr "La largeur de la colonne gauche du 9-patch." - -msgid "The width of the 9-patch's right column." -msgstr "La largeur de la colonne droite du 9-patch." - -msgid "The height of the 9-patch's top row." -msgstr "La hauteur de la colonne du haut du 9-patch." - msgid "The [member texture_progress] fills from left to right." msgstr "La [member texture_progress] remplis de gauche à droite." @@ -18091,9 +17671,6 @@ msgstr "Efface toutes les cellules." msgid "Clears cells that do not exist in the tileset." msgstr "Efface les cellules qui n'existent plus dans le tileset." -msgid "The assigned [TileSet]." -msgstr "Le [TileSet] assigné." - msgid "Tile library for tilemaps." msgstr "La bibliothèque des tuiles pour les cartes." @@ -18182,9 +17759,6 @@ msgstr "" msgid "A countdown timer." msgstr "Un compte à rebours." -msgid "Returns [code]true[/code] if the timer is stopped." -msgstr "Retourne [code]true[/code] si le minuteur est arrêté." - msgid "Stops the timer." msgstr "Arrête la minuterie." @@ -18253,6 +17827,20 @@ msgstr "" "Le vecteur d'origine (colonne 2, la troisième colonne). Équivalent à l'index " "du tableau [code]2[/code]. Le vecteur d'origine représente la translation." +msgid "" +"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" +"code]." +msgstr "" +"Le vecteur X (la colonne 0) de la matrice de la base. Équivalent à l'index de " +"tableau [code]0[/code]." + +msgid "" +"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" +"code]." +msgstr "" +"Le vecteur Y (la colonne 1) de la matrice de la base. Équivalent à l'index de " +"tableau [code]1[/code]." + msgid "The [Transform2D] that will flip something along the X axis." msgstr "Le [Transform2D] qui va retourner quelque chose le long de l’axe X." @@ -18431,13 +18019,6 @@ msgid "The arrow icon used when a foldable item is not collapsed." msgstr "L'icône de la flèche utilisée quand un élément n'est pas réduit." msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is checked." -msgstr "" -"L'icône de la coche à afficher quand un cellule en mode [constant TreeItem." -"CELL_MODE_CHECK] est cochée." - -msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" @@ -18445,13 +18026,6 @@ msgstr "" "CELL_MODE_RANGE]." msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is unchecked." -msgstr "" -"L'icône de la coche à afficher quand la cellule en mode [constant TreeItem." -"CELL_MODE_CHECK] n'est pas cochée." - -msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" @@ -20424,13 +19998,6 @@ msgstr "" "Retourne une liste des interfaces disponibles avec l'identifiant et le nom de " "chaque interface." -msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter." -msgstr "" -"Vous permet d'ajuster l'échelle des unités de votre jeu. La plupart des " -"plateformes AR/VR assument une échelle de 1 unité de jeu = 1 mètre réel." - msgid "The tracker tracks the location of a controller." msgstr "Le traqueur permet de suivre la localisation d'un contrôleur." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 8ad8d33ff2..ae3a4c26ad 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -86,8 +86,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-01 17:01+0000\n" -"Last-Translator: suplife <2634557184@qq.com>\n" +"PO-Revision-Date: 2024-02-04 06:32+0000\n" +"Last-Translator: 风青山 <idleman@yeah.net>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" "Language: zh_CN\n" @@ -231,6 +231,20 @@ msgstr "" "<doc_updating_the_class_reference>`\\ !" msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"目前没有这个枚举的描述。请帮我们\\ :ref:`贡献一个 " +"<doc_updating_the_class_reference>`\\ !" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one <doc_updating_the_class_reference>`!" +msgstr "" +"目前没有这个常量的描述。请帮我们\\ :ref:`贡献一个 " +"<doc_updating_the_class_reference>`\\ !" + +msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one <doc_updating_the_class_reference>`!" msgstr "" @@ -381,31 +395,6 @@ msgstr "" "[/codeblock]" msgid "" -"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"[i]已弃用。[/i]请改用 [method @GlobalScope.type_convert]。\n" -"在可能的情况下将 [param what] 转换为 [param type] 。 [param type] 使用 [enum " -"Variant.Type] 值。\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # 输出 true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # 输出 [4, 2, 1]\n" -"print(b is Array) # 输出 false\n" -"[/codeblock]" - -msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" @@ -537,83 +526,6 @@ msgstr "" "is_same_typed](以及其他 [Array] 方法)。" msgid "" -"Returns the length of the given Variant [param var]. The length can be the " -"character count of a [String], the element count of any array type or the " -"size of a [Dictionary]. For every other Variant type, a run-time error is " -"generated and execution is stopped.\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Returns 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # Returns 6\n" -"[/codeblock]" -msgstr "" -"返回给定 Variant [param var] 的长度。长度可以是 [String] 的字符数、任意数组类" -"型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类型,都会生成运行" -"时错误并停止执行。\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # 返回 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # 返回 6\n" -"[/codeblock]" - -msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\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" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" -"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可能" -"会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不必要" -"的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" -"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" -"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" -"[codeblock]\n" -"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" -"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" -"[/codeblock]\n" -"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" -"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" -"景。\n" -"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加载 " -"[Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 [member " -"AudioStreamMP3.data] 中描述的代码片段。\n" -"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." -"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " -"中的文件,请将 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 设置为 [code]false[/code]。" - -msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " @@ -1358,65 +1270,6 @@ msgstr "" "[/codeblock]" msgid "" -"Export an [int] or [float] property as a range value. The range must be " -"defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n" -"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " -"provided, the editor widget will not cap the value at range boundaries. The " -"[code]\"exp\"[/code] hint will make the edited values on range to change " -"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " -"element of the editor widget.\n" -"Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " -"in radians, but should be displayed in degrees in the Inspector dock (the " -"range values are also in degrees). [code]\"degrees\"[/code] allows to add a " -"degree sign as a unit suffix (the value is unchanged). Finally, a custom " -"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " -"be any string.\n" -"See also [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" -msgstr "" -"将 [int] 或 [float] 属性导出为范围值。范围必须由 [param min] 和 [param max] 定" -"义,还有一个可选的 [param step] 和各种额外的提示。对于整数属性,[param step] " -"的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 [code]EditorSettings." -"interface/inspector/default_float_step[/code] 设置。\n" -"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" -"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" -"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" -"的滑块。\n" -"提示还允许指示编辑的值的单位。使用 [code]\"radians_as_degrees\"[/code] ,你可" -"以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度数)。" -"[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使用 " -"[code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符" -"串。\n" -"另见 [constant PROPERTY_HINT_RANGE]。\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" - -msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " @@ -1949,6 +1802,43 @@ msgstr "" "[method ceil] 的类型安全版本,返回一个 [int]。" msgid "" +"Clamps the [param value], returning a [Variant] not less than [param min] and " +"not more than [param max]. Any values that can be compared with the less than " +"and greater than operators will work.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " +"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " +"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " +"[method Color.clamp] (not currently supported by this method).\n" +"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" +"wise clamping, and will pick [param min] if [code]value < min[/code] or " +"[param max] if [code]value > max[/code]. To perform component-wise clamping " +"use the methods listed above." +msgstr "" +"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [Variant]。" +"任何能够用小于和大于运算符进行比较的值都能工作。\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a 是 -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b 是 5.5\n" +"[/codeblock]\n" +"[b]注意:[/b]为了更好的类型安全,请使用 [method clampf]、[method clampi]、" +"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" +"[method Vector3i.clamp ]、[method Vector4.clamp]、[method Vector4i.clamp] 或 " +"[method Color.clamp](该方法当前不受支持)。\n" +"[b]注意:[/b]当在向量上使用该函数时,它[i]不[/i]会执行逐分量钳制,并且如果 " +"[code]value < min[/code] 则结果为 [param min],如果 [code]value > max[/code] " +"则为 [param max]。要执行逐分量钳制,请使用上面列出的方法。" + +msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" @@ -2862,76 +2752,6 @@ msgstr "" "目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" msgid "" -"Converts one or more arguments of any type to string in the best way possible " -"and prints them to the console.\n" -"The following BBCode tags are supported: [code]b[/code], [code]i[/code], " -"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " -"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" -"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" -"Color tags only support the following named colors: [code]black[/code], " -"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " -"[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" -"code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " -"Hexadecimal color codes are not supported.\n" -"URL tags only support URLs wrapped by a URL tag, not URLs with a different " -"title.\n" -"When printing to standard output, the supported subset of BBCode is converted " -"to ANSI escape codes for the terminal emulator to display. Support for ANSI " -"escape codes varies across terminal emulators, especially for italic and " -"strikethrough. In standard output, [code]code[/code] is represented with " -"faint text but without any font change. Unsupported tags are left as-is in " -"standard output.\n" -"[codeblocks]\n" -"[gdscript skip-lint]\n" -"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " -"world!\" in green with a bold font\n" -"[/gdscript]\n" -"[csharp skip-lint]\n" -"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " -"\"Hello world!\" in green with a bold font\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " -"print error and warning messages instead of [method print] or [method " -"print_rich]. This distinguishes them from print messages used for debugging " -"purposes, while also displaying a stack trace when an error or warning is " -"printed.\n" -"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " -"escape codes in standard output." -msgstr "" -"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" -"台。\n" -"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、" -"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" -"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" -"code]、[code]fgcolor[/code]。\n" -"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" -"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" -"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" -"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜色" -"代码。\n" -"URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" -"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显示。" -"对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出中," -"[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输出中会" -"原样保留。\n" -"[codeblocks]\n" -"[gdscript skip-lint]\n" -"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" -"体“Hello world!”\n" -"[/gdscript]\n" -"[csharp skip-lint]\n" -"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗" -"体“Hello world!”\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" -"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" -"目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" -"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" -"示 ANSI 转义码。" - -msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." @@ -3726,41 +3546,6 @@ msgstr "" "[/codeblock]" msgid "" -"Converts the given [param variant] to the given [param type], using the [enum " -"Variant.Type] values. This method is generous with how it handles types, it " -"can automatically convert between array types, convert numeric [String]s to " -"[int], and converting most things to [String].\n" -"If the type conversion cannot be done, this method will return the default " -"value for that type, for example converting [Rect2] to [Vector2] will always " -"return [constant Vector2.ZERO]. This method will never show error messages as " -"long as [param type] is a valid Variant type.\n" -"The returned value is a [Variant], but the data inside and the [enum Variant." -"Type] will be the same as the requested type.\n" -"[codeblock]\n" -"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" -"type_convert(\"123\", TYPE_INT) # Returns 123\n" -"type_convert(123.4, TYPE_INT) # Returns 123\n" -"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" -"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" -"[/codeblock]" -msgstr "" -"使用 [enum Variant.Type] 值将给定的 [param variant] 转换为给定的 [param " -"type]。此方法对类型的处理十分宽松,可以在数组类型之间自动转换,将数值的 " -"[String] 转换为 [int],也可以将大多数内容转换为 [String]。\n" -"如果无法完成类型转换,此方法将返回该类型的默认值,例如 [Rect2] 转换为 " -"[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] 是一个有效" -"的 Variant 类型,此方法就永远不会显示错误消息。\n" -"返回的值是一个 [Variant],但是其中的数据以及 [enum Variant.Type] 将会与请求的" -"类型相同。\n" -"[codeblock]\n" -"type_convert(\"Hi!\", TYPE_INT) # 返回 0\n" -"type_convert(\"123\", TYPE_INT) # 返回 123\n" -"type_convert(123.4, TYPE_INT) # 返回 123\n" -"type_convert(5, TYPE_VECTOR2) # 返回 (0, 0)\n" -"type_convert(\"Hi!\", TYPE_NIL) # 返回 null\n" -"[/codeblock]" - -msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" @@ -3805,6 +3590,30 @@ msgstr "" "另见 [method type_string]。" msgid "" +"Encodes a [Variant] value to a byte array, without encoding objects. " +"Deserialization can be done with [method bytes_to_var].\n" +"[b]Note:[/b] If you need object serialization, see [method " +"var_to_bytes_with_objects].\n" +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " +"value, regardless of the data." +msgstr "" +"将 [Variant] 值编码为字节数组,不编码对象。反序列化可以使用 [method " +"bytes_to_var] 来完成。\n" +"[b]注意:[/b]如果需要对象序列化,参见 [method var_to_bytes_with_objects]。\n" +"[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" + +msgid "" +"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " +"can potentially include executable code). Deserialization can be done with " +"[method bytes_to_var_with_objects].\n" +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " +"value, regardless of the data." +msgstr "" +"将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。" +"反序列化可以使用 [method bytes_to_var_with_objects] 来完成。\n" +"[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" + +msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" @@ -5087,119 +4896,6 @@ msgid "" msgstr "最大游戏控制器轴数:OpenVR 最多支持 5 个操纵杆,总共 10 个轴。" msgid "" -"Enum value which doesn't correspond to any MIDI message. This is used to " -"initialize [enum MIDIMessage] properties with a generic state." -msgstr "" -"与任何 MIDI 消息都不对应的枚举值。这用于初始化具有通用状态的 [enum " -"MIDIMessage] 属性。" - -msgid "" -"MIDI note OFF message. Not all MIDI devices send this event; some send " -"[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the " -"documentation of [InputEventMIDI] for information of how to use MIDI inputs." -msgstr "" -"MIDI 音符 OFF 消息。并不是所有 MIDI 设备都会发送这个事件;有些会改为发送速度为" -"零的 [constant MIDI_MESSAGE_NOTE_ON]。如何使用 MIDI 输入的信息请参阅 " -"[InputEventMIDI] 的文档。" - -msgid "" -"MIDI note ON message. Some MIDI devices send this event with velocity zero " -"instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See " -"the documentation of [InputEventMIDI] for information of how to use MIDI " -"inputs." -msgstr "" -"MIDI 音符 ON 消息。有些 MIDI 设备用速度为零的这个事件来代替 [constant " -"MIDI_MESSAGE_NOTE_OFF],但可能有不同的实现。如何使用 MIDI 输入的信息请参阅 " -"[InputEventMIDI] 的文档。" - -msgid "" -"MIDI aftertouch message. This message is most often sent by pressing down on " -"the key after it \"bottoms out\"." -msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。" - -msgid "" -"MIDI control change message. This message is sent when a controller value " -"changes. Controllers include devices such as pedals and levers." -msgstr "" -"MIDI 控制变化消息。这个消息会在控制器值发生变化时发送。控制器包括踏板、推杆等" -"设备。" - -msgid "" -"MIDI program change message. This message sent when the program patch number " -"changes." -msgstr "MIDI 音色变化消息。这个消息会在音色 Patch 号变化时发送。" - -msgid "" -"MIDI channel pressure message. This message is most often sent by pressing " -"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 "" -"MIDI 通道压力消息。这个消息经常都是在按键“结束”后继续施压时发送。这个消息与复" -"音触后不同,因为它表示的是所有键中的最大压力。" - -msgid "" -"MIDI pitch bend message. This message is sent to indicate a change in the " -"pitch bender (wheel or lever, typically)." -msgstr "MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。" - -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 "" -"MIDI 系统专有消息。行为由你所用来获取输入的设备专有。Godot 未实现该数据的获" -"取。" - -msgid "" -"MIDI quarter frame message. Contains timing information that is used to " -"synchronize MIDI devices. Getting this data is not implemented in Godot." -msgstr "" -"MIDI 四分帧消息。包含用于同步 MIDI 设备的时间信息。Godot 未实现该数据的获取。" - -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 "" -"MIDI 歌曲位置指针消息。提供自歌曲开始以来所经过的十六分音符数。Godot 未实现该" -"数据的获取。" - -msgid "" -"MIDI song select message. Specifies which sequence or song is to be played. " -"Getting this data is not implemented in Godot." -msgstr "MIDI 歌曲选择消息。指定要播放的序列或歌曲。Godot 未实现该数据的获取。" - -msgid "" -"MIDI tune request message. Upon receiving a tune request, all analog " -"synthesizers should tune their oscillators." -msgstr "MIDI 调谐请求消息。收到调谐请求后,所有模拟合成器都应调整其振荡器。" - -msgid "" -"MIDI timing clock message. Sent 24 times per quarter note when " -"synchronization is required." -msgstr "MIDI 时钟消息。需要同步时,每四分音符会发送 24 次。" - -msgid "" -"MIDI start message. Start the current sequence playing. This message will be " -"followed with Timing Clocks." -msgstr "MIDI 开始消息。开始当前序列的播放。这个消息后会跟随时钟消息。" - -msgid "MIDI continue message. Continue at the point the sequence was stopped." -msgstr "MIDI 继续消息。从序列停止的位置继续。" - -msgid "MIDI stop message. Stop the current sequence." -msgstr "MIDI 停止消息。停止当前序列。" - -msgid "" -"MIDI active sensing message. This message is intended to be sent repeatedly " -"to tell the receiver that a connection is alive." -msgstr "MIDI 活跃感知消息。这个消息的目的是要重复发送,告知接收方连接仍存在。" - -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 "" -"MIDI 系统重置消息。将系统中的所有接收方重置为上电状态。本身不应在上电时发送。" - -msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value 0, and all other error constants are positive " @@ -5756,11 +5452,6 @@ msgstr "" "[/codeblocks]\n" "[b]注意:[/b]后缀冒号是必须的,否则无法正确识别内置类型。" -msgid "" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "[i]已废弃。[/i]该提示未被用于任何地方,将来会被移除。" - msgid "Hints that an object is too big to be sent via the debugger." msgstr "提示对象太大而无法通过调试器发送。" @@ -5791,14 +5482,6 @@ msgstr "" "的路径。该对话框可以访问整个文件系统。该提示字符串可以是一组带有通配符的筛选" "器,例如 [code]\"*.png,*.jpg\"[/code]。另请参阅 [member FileDialog.filters]。" -msgid "" -"Hints that an [int] property is an object ID.\n" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"提示 [int] 属性是对象 ID。\n" -"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。" - msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "提示 [int] 属性是一个指针。用于 GDExtension。" @@ -5897,14 +5580,6 @@ msgid "If this property is modified, all inspector fields will be refreshed." msgstr "如果该属性被修改,则所有检查器字段都将被刷新。" msgid "" -"Signifies a default value from a placeholder script instance.\n" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"表示占位符脚本实例的默认值。\n" -"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。" - -msgid "" "The property is an enum, i.e. it only takes named integer constants from its " "associated enumeration." msgstr "该属性是一个枚举,即它仅从其关联的枚举中获取被命名的整数常量。" @@ -5959,15 +5634,6 @@ msgstr "" "帧。" msgid "" -"When loading, the resource for this property can be set at the end of " -"loading.\n" -"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " -"future." -msgstr "" -"加载时,可以在加载结束时设置该属性的资源。\n" -"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。" - -msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." @@ -6221,6 +5887,33 @@ msgstr "代表 [enum Variant.Operator] 枚举的大小。" msgid "A 3D axis-aligned bounding box." msgstr "3D 轴对齐边界框。" +msgid "" +"The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " +"a 3D space. It is defined by its [member position] and [member size], which " +"are [Vector3]. It is frequently used for fast overlap tests (see [method " +"intersects]). Although [AABB] itself is axis-aligned, it can be combined with " +"[Transform3D] to represent a rotated or skewed bounding box.\n" +"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " +"There is no version of [AABB] that uses integer coordinates.\n" +"[b]Note:[/b] Negative values for [member size] are not supported. With " +"negative size, most [AABB] methods do not work correctly. Use [method abs] to " +"get an equivalent [AABB] with a non-negative size.\n" +"[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " +"if both [member position] and [member size] are zero (equal to [constant " +"Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." +msgstr "" +"[AABB] 内置 [Variant] 类型表示 3D 空间中的轴对齐边界框。它由其 [member " +"position] 和 [member size] 定义,皆为 [Vector3] 类型。它经常被用于快速重叠测试" +"(参见 [method intersects])。虽然 [AABB] 本身是轴对齐的,但它可以与 " +"[Transform3D] 组合来表示旋转或倾斜的边界框。\n" +"它使用浮点坐标。[AABB] 的 2D 等效体是 [Rect2]。没有使用整数坐标的 [AABB] 版" +"本。\n" +"[b]注意:[/b]不支持负的 [member size]。对于负大小,大多数 [AABB] 方法都无法正" +"常工作。使用 [method abs] 获取具有非负大小的等效 [AABB]。\n" +"[b]注意:[/b]在布尔上下文中,如果 [member position] 和 [member size] 均为零" +"(等于 [constant Vector3.ZERO]),则 [AABB] 的计算结果为 [code]false[/code]。" +"否则,它的计算结果始终为 [code]true[/code]。" + msgid "Math documentation index" msgstr "数学文档索引" @@ -6230,9 +5923,521 @@ msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" +msgid "" +"Constructs an [AABB] with its [member position] and [member size] set to " +"[constant Vector3.ZERO]." +msgstr "" +"构造 [AABB],并将 [member position] 和 [member size] 设置为 [constant Vector3." +"ZERO]。" + msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "构造给定 [AABB] 的副本。" +msgid "Constructs an [AABB] by [param position] and [param size]." +msgstr "使用指定的 [param position] 和 [param size] 构造 [AABB]。" + +msgid "" +"Returns an [AABB] equivalent to this bounding box, with its width, height, " +"and depth modified to be non-negative values.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15, -10, 0)\n" +"print(absolute.size) # Prints (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] It's recommended to use this method when [member size] is " +"negative, as most other methods in Godot assume that the [member size]'s " +"components are greater than [code]0[/code]." +msgstr "" +"返回一个与该边界框等效的 [AABB],其宽度、高度和深度被修改为非负值。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # 打印 (-15, -10, 0)\n" +"print(absolute.size) # 打印 (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // 打印 (-15, -10, 0)\n" +"GD.Print(absolute.Size); // 打印 (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其" +"他方法都假设 [member size] 的分量大于 [code]0[/code]。" + +msgid "" +"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " +"[param with] box. The edges of both boxes are included.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # Prints true\n" +"print(a.encloses(b)) # Prints true\n" +"print(a.encloses(c)) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // Prints True\n" +"GD.Print(a.Encloses(b)); // Prints True\n" +"GD.Print(a.Encloses(c)); // Prints False\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"如果该边界框[i]完全[/i]包围 [param with] 框,则返回 [code]true[/code]。两个框" +"的边都包括在内。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # 打印 true\n" +"print(a.encloses(b)) # 打印 true\n" +"print(a.encloses(c)) # 打印 false\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // 打印 True\n" +"GD.Print(a.Encloses(b)); // 打印 True\n" +"GD.Print(a.Encloses(c)); // 打印 False\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns a copy of this bounding box expanded to align the edges with the " +"given [param to_point], if necessary.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # Prints (0, 0, 0)\n" +"print(box.size) # Prints (10, 2, 5)\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # Prints (-5, 0, 0)\n" +"print(box.size) # Prints (15, 2, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // Prints (0, 0, 0)\n" +"GD.Print(box.Size); // Prints (10, 2, 5)\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // Prints (-5, 0, 0)\n" +"GD.Print(box.Size); // Prints (15, 2, 5)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该边界框的副本,如有必要,该边界框被扩展为将边与给定的 [param to_point] 对" +"齐。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # 打印 (0, 0, 0)\n" +"print(box.size) # 打印 (10, 2, 5)\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # 打印 (-5, 0, 0)\n" +"print(box.size) # 打印 (15, 2, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // 打印 (0, 0, 0)\n" +"GD.Print(box.Size); // 打印 (10, 2, 5)\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // 打印 (-5, 0, 0)\n" +"GD.Print(box.Size); // 打印 (15, 2, 5)\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the center point of the bounding box. This is the same as " +"[code]position + (size / 2.0)[/code]." +msgstr "返回该边界框的中心点。这与 [code]position + (size / 2.0)[/code] 相同。" + +msgid "" +"Returns the position of one of the 8 vertices that compose this bounding box. " +"With a [param idx] of [code]0[/code] this is the same as [member position], " +"and a [param idx] of [code]7[/code] is the same as [member end]." +msgstr "" +"返回组成该边界框的 8 个顶点之一的位置。当 [param idx] 为 [code]0[/code] 时,这" +"与 [member position] 相同;[param idx] 为 [code]7[/code] 时,与 [member end] " +"相同。" + +msgid "" +"Returns the longest normalized axis of this bounding box's [member size], as " +"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Prints (0, 0, 1)\n" +"print(box.get_longest_axis_index()) # Prints 2\n" +"print(box.get_longest_axis_size()) # Prints 8\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" +"GD.Print(box.GetLongestAxisSize()); // Prints 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_longest_axis_index] and [method get_longest_axis_size]." +msgstr "" +"返回该边界框的 [member size] 的最长归一化轴,作为 [Vector3]([constant " +"Vector3.RIGHT]、[constant Vector3.UP] 或 [constant Vector3.BACK])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # 打印 (0, 0, 1)\n" +"print(box.get_longest_axis_index()) # 打印 2\n" +"print(box.get_longest_axis_size()) # 打印 8\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // 打印 (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // 打印 2\n" +"GD.Print(box.GetLongestAxisSize()); // 打印 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method get_longest_axis_index] 和 [method get_longest_axis_size]。" + +msgid "" +"Returns the index to the longest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最长轴的索引(请参阅 [constant Vector3." +"AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" +"有关示例,请参阅 [method get_longest_axis]。" + +msgid "" +"Returns the longest dimension of this bounding box's [member size].\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最长尺度。\n" +"有关示例,请参阅 [method get_longest_axis]。" + +msgid "" +"Returns the shortest normaalized axis of this bounding box's [member size], " +"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" +"print(box.get_shortest_axis_index()) # Prints 0\n" +"print(box.get_shortest_axis_size()) # Prints 2\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" +"GD.Print(box.GetShortestAxisSize()); // Prints 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." +msgstr "" +"返回该边界框的 [member size] 的最短归一化轴,作为 [Vector3]([constant " +"Vector3.RIGHT]、[constant Vector3.UP]、或 [constant Vector3.BACK])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # 打印 (1, 0, 0)\n" +"print(box.get_shortest_axis_index()) # 打印 0\n" +"print(box.get_shortest_axis_size()) # 打印 2\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // 打印 (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // 打印 0\n" +"GD.Print(box.GetShortestAxisSize()); // 打印 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method get_shortest_axis_index] 和 [method get_shortest_axis_size]。" + +msgid "" +"Returns the index to the shortest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最短轴的索引(请参阅 [constant Vector3." +"AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" +"有关示例,请参阅 [method get_shortest_axis]。" + +msgid "" +"Returns the shortest dimension of this bounding box's [member size].\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最短尺度。\n" +"有关示例,请参阅 [method get_shortest_axis]。" + +msgid "" +"Returns the vertex's position of this bounding box that's the farthest in the " +"given direction. This point is commonly known as the support point in " +"collision detection algorithms." +msgstr "" +"返回给定方向上最远的边界框的顶点位置。该点在碰撞检测算法中通常被称为支撑点。" + +msgid "" +"Returns the bounding box's volume. This is equivalent to [code]size.x * size." +"y * size.z[/code]. See also [method has_volume]." +msgstr "" +"返回该边界框的体积。这相当于 [code]size.x * size.y * size.z[/code]。另请参阅 " +"[method has_volume]。" + +msgid "" +"Returns a copy of this bounding box extended on all sides by the given amount " +"[param by]. A negative amount shrinks the box instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Prints (0, 0, 0)\n" +"print(a.size) # Prints (16, 16, 16)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Prints (-2, -2, -2)\n" +"print(b.size) # Prints (12, 8, 6)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Prints (0, 0, 0)\n" +"GD.Print(a.Size); // Prints (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Prints (-2, -2, -2)\n" +"GD.Print(b.Size); // Prints (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该边界框的副本,该边界框在所有边上扩展给定量 [param by]。负数会缩小该" +"框。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # 打印 (0, 0, 0)\n" +"print(a.size) # 打印 (16, 16, 16)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # 打印 (-2, -2, -2)\n" +"print(b.size) # 打印 (12, 8, 6)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // 打印 (0, 0, 0)\n" +"GD.Print(a.Size); // 打印 (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // 打印 (-2, -2, -2)\n" +"GD.Print(b.Size); // 打印 (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns [code]true[/code] if the bounding box contains the given [param " +"point]. By convention, points exactly on the right, top, and front sides are " +"[b]not[/b] included.\n" +"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " +"[member size]. Use [method abs] first to get a valid bounding box." +msgstr "" +"如果该边界框包含给定的 [param point],则返回 [code]true[/code]。依照惯例,[b]" +"不[/b]包括正好位于右侧、顶部和前侧的点。\n" +"[b]注意:[/b]对于具有[i]负[/i] [member size] 的 [AABB],该方法并不可靠。请首先" +"使用 [method abs] 获取一个有效的边界框。" + +msgid "" +"Returns [code]true[/code] if this bounding box has a surface or a length, " +"that is, at least one component of [member size] is greater than [code]0[/" +"code]. Otherwise, returns [code]false[/code]." +msgstr "" +"如果该边界框具有表面或长度,即 [member size] 的至少一个分量大于 [code]0[/" +"code],则返回 [code]true[/code]。否则,返回 [code]false[/code]。" + +msgid "" +"Returns [code]true[/code] if this bounding box's width, height, and depth are " +"all positive. See also [method get_volume]." +msgstr "" +"如果该边界框的宽度、高度和深度均为正值,则返回 [code]true[/code]。另见 " +"[method get_volume]。" + +msgid "" +"Returns the intersection between this bounding box and [param with]. If the " +"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " +"the edge, returns a flat [AABB] with no volume (see [method has_surface] and " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Prints (2, 0, 2)\n" +"print(intersection.size) # Prints (3, 2, 4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Prints (2, 0, 2)\n" +"GD.Print(intersection.Size); // Prints (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you only need to know whether two bounding boxes are " +"intersecting, use [method intersects], instead." +msgstr "" +"返回该边界框与 [param with] 之间的交集。如果框不相交,则返回空的 [AABB]。如果" +"框在边相交,则返回没有体积的平 [AABB](请参阅 [method has_surface] 和 [method " +"has_volume])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # 打印 (2, 0, 2)\n" +"print(intersection.size) # 打印 (3, 2, 4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // 打印 (2, 0, 2)\n" +"GD.Print(intersection.Size); // 打印 (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]如果你只需要知道两个边界框是否相交,请改用 [method intersects]。" + +msgid "" +"Returns [code]true[/code] if this bounding box overlaps with the box [param " +"with]. The edges of both boxes are [i]always[/i] excluded." +msgstr "" +"如果该边界框与框 [param with] 重叠,则返回 [code]true[/code]。两个框的边[i]总" +"是[/i]被排除。" + +msgid "" +"Returns [code]true[/code] if this bounding box is on both sides of the given " +"[param plane]." +msgstr "如果该边界框位于给定 [param plane] 的两侧,则返回 [code]true[/code]。" + +msgid "" +"Returns the first point where this bounding box and the given ray intersect, " +"as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" +"The ray begin at [param from], faces [param dir] and extends towards infinity." +msgstr "" +"返回该边界框与给定射线相交的第一个点,作为 [Vector3]。如果没有交集存在,则返" +"回 [code]null[/code]。\n" +"射线从 [param from] 开始,面向 [param dir] 并向无穷远延伸。" + +msgid "" +"Returns the first point where this bounding box and the given segment " +"intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" +"code].\n" +"The segment begins at [param from] and ends at [param to]." +msgstr "" +"返回该边界框与给定线段相交的第一个点,作为 [Vector3]。如果没有交集存在,则返" +"回 [code]null[/code]。\n" +"该线段从 [param from] 开始,到 [param to] 结束。" + +msgid "" +"Returns [code]true[/code] if this bounding box and [param aabb] are " +"approximately equal, by calling [method Vector2.is_equal_approx] on the " +"[member position] and the [member size]." +msgstr "" +"如果该边界框和 [param aabb] 近似相等,则返回 [code]true[/code],判断方法是通过" +"在 [member position] 和 [member size] 上调用 [method Vector3." +"is_equal_approx]。" + +msgid "" +"Returns [code]true[/code] if this bounding box's values are finite, by " +"calling [method Vector2.is_finite] on the [member position] and the [member " +"size]." +msgstr "" +"如果该边界框的值是有限的,则返回 [code]true[/code],判断方法是通过在 [member " +"position] 和 [member size] 上调用 [method Vector3.is_finite]。" + +msgid "" +"Returns an [AABB] that encloses both this bounding box and [param with] " +"around the edges. See also [method encloses]." +msgstr "返回边界包围该边界框和 [param with] 的 [AABB]。另见 [method encloses]。" + +msgid "" +"The ending point. This is usually the corner on the top-right and forward of " +"the bounding box, and is equivalent to [code]position + size[/code]. Setting " +"this point affects the [member size]." +msgstr "" +"终点。通常是边界框的前方右上角,等价于 [code]position + size[/code]。设置该点" +"会影响 [member size]。" + +msgid "" +"The origin point. This is usually the corner on the bottom-left and back of " +"the bounding box." +msgstr "原点。通常是边界框的背面左下角。" + +msgid "" +"The bounding box's width, height, and depth starting from [member position]. " +"Setting this value also affects the [member end] point.\n" +"[b]Note:[/b] It's recommended setting the width, height, and depth to non-" +"negative values. This is because most methods in Godot assume that the " +"[member position] is the bottom-left-back corner, and the [member end] is the " +"top-right-forward corner. To get an equivalent bounding box with non-negative " +"size, use [method abs]." +msgstr "" +"边界框的宽度、高度、深度,相对于 [member position]。设置该值会影响终点 " +"[member end]。\n" +"[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Godot 中的大多数方法假" +"设 [member position] 为背面的左下角、[member end] 为正面的右上角。要获取等价且" +"大小非负的边界框,请使用 [method abs]。" + +msgid "" +"Returns [code]true[/code] if the [member position] or [member size] of both " +"bounding boxes are not equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个边界框的 [member position] 不相等或 [member size] 不相等,则返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"靠。" + msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " @@ -6250,6 +6455,17 @@ msgstr "" "对于通过仿射变换的逆进行的变换(例如,缩放),可以使用 [code]transform." "affine_inverse() * aabb[/code] 代替。见 [method Transform3D.affine_inverse]。" +msgid "" +"Returns [code]true[/code] if both [member position] and [member size] of the " +"bounding boxes are exactly equal, respectively.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个边界框的 [member position] 完全相等且 [member size] 完全相等,则返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"靠。" + msgid "A base dialog used for user notification." msgstr "用于用户通知的基本对话框。" @@ -6793,9 +7009,6 @@ msgstr "" msgid "The key of the animation to play when the scene loads." msgstr "场景加载时要播放的动画名称。" -msgid "If [code]true[/code], texture will be centered." -msgstr "如果为 [code]true[/code],纹理将被居中。" - msgid "If [code]true[/code], texture is flipped horizontally." msgstr "如果为 [code]true[/code],纹理将被水平翻转。" @@ -6844,13 +7057,6 @@ msgstr "" msgid "Emitted when [member animation] changes." msgstr "当 [member animation] 更改时发出。" -msgid "" -"Emitted when the animation reaches the end, or the start if it is played in " -"reverse. When the animation finishes, it pauses the playback." -msgstr "" -"当动画到达结尾时,或者如果反向播放则到达起点时发出。当动画结束时,它会暂停播" -"放。" - msgid "Emitted when the animation loops." msgstr "当动画循环播放时发出。" @@ -6883,39 +7089,6 @@ msgstr "2D 精灵动画(也适用于 3D)" msgid "Proxy texture for simple frame-based animations." msgstr "用于简单帧动画的代理纹理。" -msgid "" -"[AnimatedTexture] is a resource format for frame-based animations, where " -"multiple textures can be chained automatically with a predefined delay for " -"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " -"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " -"can be used, e.g. in a [TileSet].\n" -"The playback of the animation is controlled by the [member speed_scale] " -"property, as well as each frame's duration (see [method set_frame_duration]). " -"The animation loops, i.e. it will restart at frame 0 automatically after " -"playing the last frame.\n" -"[AnimatedTexture] currently requires all frame textures to have the same " -"size, otherwise the bigger ones will be cropped to match the smallest one.\n" -"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " -"frame needs to be a separate [Texture2D].\n" -"[b]Warning:[/b] The current implementation is not efficient for the modern " -"renderers.\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " -"release." -msgstr "" -"[AnimatedTexture] 是一种用于帧动画的资源格式,其中多个纹理可以自动链接,每个帧" -"都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 " -"[Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如在 " -"[TileSet] 中。\n" -"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(见 [method " -"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从第 " -"0 帧重新开始。\n" -"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪以" -"匹配最小的纹理。\n" -"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" -"独的 [Texture2D]。\n" -"[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。\n" -"[i]已废弃。[/i]该类已废弃,可能在未来的版本中移除。" - msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。" @@ -6992,6 +7165,75 @@ msgstr "" msgid "Holds data that can be used to animate anything in the engine." msgstr "存放的是用于对引擎中的任何对象进行动画处理的数据。" +msgid "" +"This resource holds data that can be used to animate anything in the engine. " +"Animations are divided into tracks and each track must be linked to a node. " +"The state of that node can be changed through time, by adding timed keys " +"(events) to the track.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This creates an animation that makes the node \"Enemy\" move to the right " +"by\n" +"# 100 pixels in 2.0 seconds.\n" +"var animation = Animation.new()\n" +"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" +"animation.track_set_path(track_index, \"Enemy:position:x\")\n" +"animation.track_insert_key(track_index, 0.0, 0)\n" +"animation.track_insert_key(track_index, 2.0, 100)\n" +"animation.length = 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"// This creates an animation that makes the node \"Enemy\" move to the right " +"by\n" +"// 100 pixels in 2.0 seconds.\n" +"var animation = new Animation();\n" +"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" +"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" +"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" +"animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" +"animation.Length = 2.0f;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Animations are just data containers, and must be added to nodes such as an " +"[AnimationPlayer] to be played back. Animation tracks have different types, " +"each with its own set of dedicated methods. Check [enum TrackType] to see " +"available types.\n" +"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " +"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " +"track types instead of [constant TYPE_VALUE] is recommended for performance " +"reasons." +msgstr "" +"这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道必" +"须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 创建动画,让“Enemy”节点在 2.0 秒内\n" +"# 向右移动 100 像素。\n" +"var animation = Animation.new()\n" +"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" +"animation.track_set_path(track_index, \"Enemy:position:x\")\n" +"animation.track_insert_key(track_index, 0.0, 0)\n" +"animation.track_insert_key(track_index, 2.0, 100)\n" +"animation.length = 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"# 创建动画,让“Enemy”节点在 2.0 秒内\n" +"# 向右移动 100 像素。\n" +"var animation = new Animation();\n" +"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" +"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" +"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" +"animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" +"animation.Length = 2.0f;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"动画只是数据的容器,必须添加至 [AnimationPlayer] 等节点才能进行播放。动画轨道" +"分为不同的类型,不同的类型有各自不同的专属方法。可用的类型请查看 [enum " +"TrackType]。\n" +"[b]注意:[/b]对于 3D 的位置、旋转、缩放,推荐使用专门的 [constant " +"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 轨道" +"类型,不要使用 [constant TYPE_VALUE],性能更高。" + msgid "Animation documentation index" msgstr "动画教程索引" @@ -7239,12 +7481,6 @@ msgstr "" "放轨道的索引。" msgid "" -"Finds the key index by time in a given track. Optionally, only find it if the " -"approx/exact time is given." -msgstr "" -"按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查找。" - -msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" @@ -7480,13 +7716,6 @@ msgstr "在关键帧之间更新并保持值。" msgid "Update at the keyframes." msgstr "在关键帧更新。" -msgid "" -"Same as linear interpolation, but also interpolates from the current value (i." -"e. dynamically at runtime) if the first key isn't at 0 seconds." -msgstr "" -"与线性插值相同,但如果第一个关键帧不在第 0 秒,则会从当前值进行插值(即在运行" -"时动态插值)。" - msgid "At both ends of the animation, the animation will stop playing." msgstr "在动画的两端,动画将停止播放。" @@ -7595,9 +7824,6 @@ msgstr "" "于播放和混合的常用属性和方法。\n" "在扩展后的类中实例化播放信息数据后,就会由 [AnimationMixer] 负责处理混合。" -msgid "A virtual function for processing after key getting during playback." -msgstr "虚函数,用于播放期间在获取关键帧之后的处理。" - msgid "" "Adds [param library] to the animation player, under the key [param name]." msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。" @@ -7989,9 +8215,6 @@ msgstr "" "例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 " "[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。" -msgid "The call mode to use for Call Method tracks." -msgstr "方法调用轨道所使用的调用模式。" - msgid "The process notification in which to update animations." msgstr "更新动画的过程通知。" @@ -8070,9 +8293,6 @@ msgstr "" "[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " "[RootMotionView]。" -msgid "The node from which node path references will travel." -msgstr "节点路径引用将从其运行的节点。" - msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." @@ -9094,6 +9314,16 @@ msgstr "" "寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过渡" "都缺失,被视为退出状态机。" +msgid "" +"This is a grouped state machine that can be controlled from a parent state " +"machine. It does not work independently. There must be a state machine with " +"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " +"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." +msgstr "" +"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有一" +"个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " +"[constant STATE_MACHINE_TYPE_NESTED] 的状态机。" + msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "为 [AnimationNodeStateMachine] 提供播放控制。" @@ -9591,22 +9821,9 @@ msgid "" "their keys." msgstr "返回两个动画之间的混合时间(以秒为单位),由它们的键引用。" -msgid "" -"For backward compatibility. See [enum AnimationMixer." -"AnimationCallbackModeMethod]." -msgstr "用于向后兼容。见 [enum AnimationMixer.AnimationCallbackModeMethod]。" - -msgid "" -"For backward compatibility. See [enum AnimationMixer." -"AnimationCallbackModeProcess]." -msgstr "用于向后兼容。见 [enum AnimationMixer.AnimationCallbackModeProcess]。" - msgid "Returns a list of the animation keys that are currently queued to play." msgstr "返回当前排队播放的动画键列表。" -msgid "For backward compatibility. See [member AnimationMixer.root_node]." -msgstr "用于向后兼容。见 [member AnimationMixer.root_node]。" - msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -9659,26 +9876,6 @@ msgstr "" "动画将永远不会播放。" msgid "" -"Seeks the animation to the [param seconds] point in time (in seconds). If " -"[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param seconds] " -"are skipped.\n" -"If [param update_only] is true, the method / audio / animation playback " -"tracks will not be processed.\n" -"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " -"AnimationMixer.animation_finished]. If you want to skip animation and emit " -"the signal, use [method AnimationMixer.advance]." -msgstr "" -"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 [code]true[/" -"code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param seconds] 之间的事" -"件会被跳过。\n" -"如果 [param update_only] 为 true,则不会处理方法轨道、音频轨道、动画播放轨" -"道。\n" -"[b]注意:[/b]寻道至动画的末尾不会触发 [signal AnimationMixer." -"animation_finished]。如果想要跳过动画并触发该信号,请使用 [method " -"AnimationMixer.advance]。" - -msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "指定两个动画(由它们的键所引用)之间的混合时间(以秒为单位)。" @@ -9761,41 +9958,6 @@ msgid "Emitted when [member current_animation] changes." msgstr "当 [member current_animation] 更改时发出。" msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." -msgstr "" -"用于向后兼容。见 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." -msgstr "" -"用于向后兼容。见 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." -msgstr "" -"用于向后兼容。见 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." -msgstr "" -"用于向后兼容。见 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." -msgstr "" -"用于向后兼容。见 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" - -msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" @@ -9864,20 +10026,6 @@ msgid "" "exiting it." msgstr "2D 空间中的一个区域,能够检测到其他 [CollisionObject2D] 的进入或退出。" -msgid "" -"[Area2D] is a region of 2D space defined by one or multiple " -"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " -"[CollisionObject2D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses." -msgstr "" -"[Area2D] 是 2D 空间中的一个区域,由一个或多个 [CollisionShape2D] 或 " -"[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退出" -"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" -"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" -"线。" - msgid "Using Area2D" msgstr "使用 Area2D" @@ -10237,33 +10385,6 @@ msgid "" "exiting it." msgstr "3D 空间中的一个区域,能够检测到其他 [CollisionObject3D] 的进入或退出。" -msgid "" -"[Area3D] is a region of 3D space defined by one or multiple " -"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " -"[CollisionObject3D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses.\n" -"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " -"child of this node (created e.g. by using the [b]Create Trimesh Collision " -"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " -"[MeshInstance3D] node) may give unexpected results, since this collision " -"shape is hollow. If this is not desired, it has to be split into multiple " -"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " -"cases it may be replaceable by a [CollisionPolygon3D]." -msgstr "" -"[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 " -"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退出" -"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" -"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" -"线。\n" -"[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " -"[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " -"[b]Mesh[/b] 菜单中选择[b]创建三角网格碰撞同级[/b]选项)可能得到意外的结果,因" -"为碰撞形状是空心的。如果不想要这种行为,则应该将其拆分为多个 " -"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 " -"[CollisionPolygon3D] 代替。" - msgid "GUI in 3D Demo" msgstr "3D GUI 演示" @@ -11252,6 +11373,24 @@ msgstr "" "[/codeblocks]" msgid "" +"Removes and returns the element of the array at index [param position]. If " +"negative, [param position] is considered relative to the end of the array. " +"Leaves the array unchanged and returns [code]null[/code] if the array is " +"empty or if it's accessed out of bounds. An error message is printed when the " +"array is accessed out of bounds, but not when the array is empty.\n" +"[b]Note:[/b] On large arrays, this method can be slower than [method " +"pop_back] as it will reindex the array's elements that are located after the " +"removed element. The larger the array and the lower the index of the removed " +"element, the slower [method pop_at] will be." +msgstr "" +"移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为负" +"数,则认为是相对于该数组末尾的值。如果该数组为空或访问越界,则保持该数组不变并" +"返回 [code]null[/code]。数组访问越界时会输出错误消息,但如果数组为空时不会。\n" +"[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除元" +"素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method pop_at] " +"就越慢。" + +msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." @@ -11342,6 +11481,21 @@ msgstr "" "[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回" "值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" +msgid "" +"Resizes the array to contain a different number of elements. If the array " +"size is smaller, elements are cleared, if bigger, new elements are " +"[code]null[/code]. Returns [constant OK] on success, or one of the other " +"[enum Error] values if the operation failed.\n" +"Calling [method resize] once and assigning the new values is faster than " +"adding new elements one by one.\n" +"[b]Note:[/b] This method acts in-place and doesn't return a modified array." +msgstr "" +"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新" +"元素为 [code]null[/code]。成功时返回 [constant OK],操作失败时返回其他 [enum " +"Error] 值。\n" +"调用一次 [method resize] 并分配新值比逐个添加新元素要快。\n" +"[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。" + msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" @@ -13008,16 +13162,6 @@ msgstr "" "update]。" msgid "" -"The size of the grid (number of cells of size [member cell_size] on each " -"axis). If changed, [method update] needs to be called before finding the next " -"path.\n" -"[i]Deprecated.[/i] Use [member region] instead." -msgstr "" -"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需要" -"在查找下一条路径之前调用 [method update]。\n" -"[i]已弃用。[/i]请使用 [member region] 替代。" - -msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" @@ -13185,13 +13329,8 @@ msgstr "" "存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法" "见 [AudioServer] 。" -msgid "Audio effect for audio." -msgstr "用于音频的音频效果。" - -msgid "" -"Base resource for audio bus. Applies an audio effect on the bus that the " -"resource is applied on." -msgstr "音频总线的基础资源。在该资源所应用的总线上应用音频效果。" +msgid "Audio buses" +msgstr "音频总线" msgid "Audio Mic Record Demo" msgstr "音频麦克风录音演示" @@ -13202,9 +13341,6 @@ msgstr "向音频总线添加一个放大的音频效果。" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "增加或减少通过音频总线传送的音量。" -msgid "Audio buses" -msgstr "音频总线" - msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." @@ -13236,49 +13372,12 @@ msgid "Captures audio from an audio bus in real-time." msgstr "从音频总线上实时捕捉音频。" msgid "" -"AudioEffectCapture is an AudioEffect which copies all audio frames from the " -"attached audio effect bus into its internal ring buffer.\n" -"Application code should consume these audio frames from this ring buffer " -"using [method get_buffer] and process it as needed, for example to capture " -"data from an [AudioStreamMicrophone], implement application-defined effects, " -"or to transmit audio over the network. When capturing audio data from a " -"microphone, the format of the samples will be stereo 32-bit floating point " -"PCM.\n" -"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " -"[code]true[/code] for audio input to work. See also that setting's " -"description for caveats related to permissions and operating system privacy " -"settings." -msgstr "" -"AudioEffectCapture 是一种 AudioEffect,可将所有音频帧从附加的音频效果总线复制" -"到其内部的环形缓冲区中。\n" -"应用程序代码应使用 [method get_buffer] 从该环形缓冲区中消耗这些音频帧,并根据" -"需要对其进行处理,例如从 [AudioStreamMicrophone] 捕获数据,实现应用程序定义的" -"效果,或通过网络传输音频。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮" -"点 PCM。\n" -"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " -"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" -"系统隐私设置相关的注意事项。" - -msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "如果内部环形缓冲区中至少有 [param frames] 个音频帧可供读取,则返回 " "[code]true[/code]。" -msgid "Clears the internal ring buffer." -msgstr "清除内部环形缓冲区。" - -msgid "" -"Gets the next [param frames] audio samples from the internal ring buffer.\n" -"Returns a [PackedVector2Array] containing exactly [param frames] audio " -"samples if available, or an empty [PackedVector2Array] if insufficient data " -"was available." -msgstr "" -"从内部环形缓冲区获取后续 [param frames] 个音频样本。\n" -"如果足够的话,则返回一个恰好包含 [param frames] 个音频样本的 " -"[PackedVector2Array];如果可用数据不足,则返回一个空的 [PackedVector2Array]。" - msgid "Returns the total size of the internal ring buffer in frames." msgstr "返回内部环形缓冲区的总大小,以帧为单位。" @@ -13851,6 +13950,16 @@ msgstr "" "不上,可能会导致音频破裂。" msgid "" +"The pitch scale to use. [code]1.0[/code] is the default pitch and plays " +"sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " +"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " +"the initial pitch)." +msgstr "" +"要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member " +"pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/" +"code](比初始音高要高 16 倍)。" + +msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" @@ -13888,20 +13997,6 @@ msgstr "代表 [enum FFTSize] 枚举的大小。" msgid "Audio effect used for recording the sound from an audio bus." msgstr "用于录制来自音频总线的声音的音频效果。" -msgid "" -"Allows the user to record the sound from an audio bus. This can include all " -"audio output by Godot when used on the \"Master\" audio bus.\n" -"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" -"It sets and gets the format in which the audio file will be recorded (8-bit, " -"16-bit, or compressed). It checks whether or not the recording is active, and " -"if it is, records the sound. It then returns the recorded sample." -msgstr "" -"允许用户录制来自音频总线的声音。在“Master”音频总线上使用时会包含所有 Godot 输" -"出的音频。\n" -"可以用于录制麦克风(使用 [AudioStreamMicrophone])。\n" -"它设置和获取记录音频文件的格式(8位,16位或压缩)。它检查录音是否处于活动状" -"态,如果是,则记录声音。然后返回记录的样本。" - msgid "Recording with microphone" msgstr "使用麦克风录音" @@ -14298,13 +14393,6 @@ msgstr "" "[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设" "备名称,该值会被恢复为 [code]\"Default\"[/code]。" -msgid "" -"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " -"will make the audio be played at half its speed)." -msgstr "" -"音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播" -"放)。" - msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "添加、修改、删除音频总线时发出。" @@ -14347,24 +14435,6 @@ msgstr "音频生成器演示" msgid "Returns the length of the audio stream in seconds." msgstr "返回音频流的长度,单位为秒。" -msgid "" -"Returns an AudioStreamPlayback. Useful for when you want to extend [method " -"_instantiate_playback] but call [method instantiate_playback] from an " -"internally held AudioStream subresource. An example of this can be found in " -"the source files for [code]AudioStreamRandomPitch::instantiate_playback[/" -"code]." -msgstr "" -"返回一个 AudioStreamPlayback。当想要扩展 [method _instantiate_playback],但从" -"一个内部持有的 AudioStream 子资源调用 [method instantiate_playback] 时很有用。" -"在 [code]AudioStreamRandomPitch::instantiate_playback[/code] 的源文件中可以找" -"到这方面的示例。" - -msgid "" -"Returns true if this audio stream only supports monophonic playback, or false " -"if the audio stream supports polyphony." -msgstr "" -"如果该音频流仅支持单声道播放,则返回 true;如果音频流支持复调,则返回 false。" - msgid "An audio stream with utilities for procedural sound generation." msgstr "提供程序式声音生成工具的音频流。" @@ -15830,18 +15900,6 @@ msgstr "" "用。" msgid "" -"Controls how the object faces the camera. See [enum BillboardMode].\n" -"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " -"vector of the camera is not horizontal when the screen is attached to your " -"head instead of on the table. See [url=https://github.com/godotengine/godot/" -"issues/41567]GitHub issue #41567[/url] for details." -msgstr "" -"控制该对象如何面对相机。见 [enum BillboardMode]。\n" -"[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相机" -"的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" -"issues/41567]GitHub issue #41567[/url]。" - -msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." @@ -16537,6 +16595,15 @@ msgstr "" "backlight_enabled]。" msgid "" +"The texture to use for multiplying the intensity of the subsurface scattering " +"transmittance intensity. See also [member subsurf_scatter_texture]. Ignored " +"if [member subsurf_scatter_skin_mode] is [code]true[/code]." +msgstr "" +"用于乘以次表面散射透射率强度的纹理。另请参见 [member " +"subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 为 [code]true[/" +"code] 时忽略。" + +msgid "" "Filter flags for the texture. See [enum TextureFilter] for options.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " "filtering, even if nearest-neighbor filtering is selected here. This is to " @@ -17262,94 +17329,10 @@ msgstr "矩阵变换演示" msgid "2.5D Demo" msgstr "2.5D 演示" -msgid "Constructs a default-initialized [Basis] set to [constant IDENTITY]." -msgstr "构造默认初始化为 [constant IDENTITY] 的 [Basis] 。" - msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "构造给定 [Basis] 的副本。" msgid "" -"Constructs a pure rotation basis matrix, rotated around the given [param " -"axis] by [param angle] (in radians). The axis must be a normalized vector." -msgstr "" -"构造纯旋转的基矩阵,围绕给定的轴 [param axis] 旋转 [param angle](单位为弧" -"度)。该轴必须是归一化向量。" - -msgid "Constructs a pure rotation basis matrix from the given quaternion." -msgstr "根据给定的四元数构造纯旋转的基矩阵。" - -msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." -msgstr "从 3 个轴向量(矩阵列)构造一个基矩阵。" - -msgid "" -"Returns the determinant of the basis matrix. If the basis is uniformly " -"scaled, its determinant is the square of the scale.\n" -"A negative determinant means the basis has a negative scale. A zero " -"determinant means the basis isn't invertible, and is usually considered " -"invalid." -msgstr "" -"返回基矩阵的行列式。如果基是均匀缩放的,它的行列式是缩放的平方。\n" -"负的行列式意味着基的缩放是负的。负的行列式意味着基不可逆,通常被认为无效。" - -msgid "" -"Constructs a pure rotation Basis matrix from Euler angles in the specified " -"Euler rotation order. By default, use YXZ order (most common). See the [enum " -"EulerOrder] enum for possible values." -msgstr "" -"按照指定的欧拉旋转顺序,从欧拉角中构造一个纯旋转的 Basis 矩阵。默认情况下,使" -"用 YXZ 顺序(最常用)。参见枚举 [enum EulerOrder] 的可能值。" - -msgid "" -"Constructs a pure scale basis matrix with no rotation or shearing. The scale " -"values are set as the diagonal of the matrix, and the other parts of the " -"matrix are zero." -msgstr "" -"构造一个没有旋转或剪切的纯缩放基础矩阵。scale 值被设置为矩阵的对角线,矩阵的其" -"他部分为零。" - -msgid "" -"Returns the basis's rotation in the form of Euler angles. The Euler order " -"depends on the [param order] parameter, by default it uses the YXZ " -"convention: when decomposing, first Z, then X, and Y last. The returned " -"vector contains the rotation angles in the format (X angle, Y angle, Z " -"angle).\n" -"Consider using the [method get_rotation_quaternion] method instead, which " -"returns a [Quaternion] quaternion instead of Euler angles." -msgstr "" -"以欧拉角的形式返回基的旋转。欧拉顺序取决于 [param order] 参数,默认使用 YXZ 惯" -"例:分解时,先 Z、再 X、最后 Y。返回的向量包含格式为(X 角、Y 角、Z 角)的旋转" -"角。\n" -"可考虑改用 [method get_rotation_quaternion] 方法,将返回 [Quaternion] 四元数而" -"不是欧拉角。" - -msgid "" -"Returns the basis's rotation in the form of a quaternion. See [method " -"get_euler] if you need Euler angles, but keep in mind quaternions should " -"generally be preferred to Euler angles." -msgstr "" -"以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方法," -"但通常首选四元数而不是欧拉角。" - -msgid "" -"Assuming that the matrix is the combination of a rotation and scaling, return " -"the absolute value of scaling factors along each axis." -msgstr "假设矩阵是旋转和缩放的组合,返回沿各轴缩放系数的绝对值。" - -msgid "Returns the inverse of the matrix." -msgstr "返回矩阵的逆值。" - -msgid "" -"Returns [code]true[/code] if the basis is conformal, meaning it preserves " -"angles and distance ratios, and may only be composed of rotation and uniform " -"scale. Returns [code]false[/code] if the basis has non-uniform scale or shear/" -"skew. This can be used to validate if the basis is non-distorted, which is " -"important for physics and other use cases." -msgstr "" -"如果该基是共形的,则返回[code]true[/code],这意味着它保留角度和距离比率,并且" -"只能由旋转和均匀缩放组成。如果该基具有不均匀的缩放或剪切/倾斜,则返回 " -"[code]false[/code]。这可以用来验证该基是否不失真,这对于物理和其他用例很重要。" - -msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." @@ -17364,145 +17347,6 @@ msgstr "" "如果该基是有限的,则返回 [code]true[/code],判断方法是在每个向量分量上调用 " "[method @GlobalScope.is_finite]。" -msgid "" -"Creates a Basis with a rotation such that the forward axis (-Z) points " -"towards the [param target] position.\n" -"The up axis (+Y) points as close to the [param up] vector as possible while " -"staying perpendicular to the forward axis. The resulting Basis is " -"orthonormalized. The [param target] and [param up] vectors cannot be zero, " -"and cannot be parallel to each other.\n" -"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " -"treated as forward (implies +X is left) and points toward the [param target] " -"position. By default, the -Z axis (camera forward) is treated as forward " -"(implies +X is right)." -msgstr "" -"创建旋转 Basis,向前的轴(-Z)指向 [param target] 的位置。\n" -"向上的轴(+Y)在保持与向前的轴垂直的前提下,尽可能接近 [param up] 向量。最终" -"的 Basis 是标准正交基。 [param target] 和 [param up] 向量不能为零,不能互相平" -"行。\n" -"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作" -"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴" -"(相机前方)作为向前的轴(此时 +X 为右)。" - -msgid "" -"Returns the orthonormalized version of the matrix (useful to call from time " -"to time to avoid rounding error for orthogonal matrices). This performs a " -"Gram-Schmidt orthonormalization on the basis of the matrix." -msgstr "" -"返回矩阵的正交归一化版本(对于正交矩阵来说,偶尔调用以避免四舍五入错误是有用" -"的)。这将在矩阵的基上执行 Gram-Schmidt 正交化。" - -msgid "" -"Introduce an additional rotation around the given axis by [param angle] (in " -"radians). The axis must be a normalized vector." -msgstr "" -"围绕给定轴线引入一个额外的旋转 [param angle](单位为弧度)。该轴必须是一个归一" -"化的向量。" - -msgid "" -"Introduce an additional scaling specified by the given 3D scaling factor." -msgstr "引入一个由给定的 3D 缩放因子指定的附加缩放。" - -msgid "" -"Assuming that the matrix is a proper rotation matrix, slerp performs a " -"spherical-linear interpolation with another rotation matrix." -msgstr "" -"假设该矩阵是一个合适的旋转矩阵,slerp 与另一个旋转矩阵进行球面直线插值。" - -msgid "Transposed dot product with the X axis of the matrix." -msgstr "与矩阵 X 轴的转置点积。" - -msgid "Transposed dot product with the Y axis of the matrix." -msgstr "与矩阵 Y 轴的转置点积。" - -msgid "Transposed dot product with the Z axis of the matrix." -msgstr "与矩阵 Z 轴的转置点积。" - -msgid "Returns the transposed version of the matrix." -msgstr "返回矩阵的转置版本。" - -msgid "" -"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" -"code]." -msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。" - -msgid "" -"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" -"code]." -msgstr "基矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。" - -msgid "" -"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" -"code]." -msgstr "基矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。" - -msgid "" -"The identity basis, with no rotation or scaling applied.\n" -"This is identical to creating [constructor Basis] without any parameters. " -"This constant can be used to make your code clearer, and for consistency with " -"C#." -msgstr "" -"恒等基,未应用旋转或缩放。\n" -"这与不带任何参数调用 [constructor Basis] 来创建是一样的。这个常量可以用来让你" -"的代码更清晰,并与 C# 保持一致。" - -msgid "" -"The basis that will flip something along the X axis when used in a " -"transformation." -msgstr "在变换中使用时,会沿 X 轴翻转某物的基。" - -msgid "" -"The basis that will flip something along the Y axis when used in a " -"transformation." -msgstr "在变换中使用时,会沿 Y 轴翻转某物的基。" - -msgid "" -"The basis that will flip something along the Z axis when used in a " -"transformation." -msgstr "在变换中使用时,会沿 Z 轴翻转某物的基。" - -msgid "" -"Returns [code]true[/code] if the [Basis] matrices are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 [Basis] 矩阵不相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - -msgid "" -"Composes these two basis matrices by multiplying them together. This has the " -"effect of transforming the second basis (the child) by the first basis (the " -"parent)." -msgstr "" -"通过将这两个 basis 矩阵相乘来组合它们。这具有使用第一个 basis(父项)变换第二" -"个 basis(子项)的效果。" - -msgid "Transforms (multiplies) the [Vector3] by the given [Basis] matrix." -msgstr "使用给定的 [Basis] 矩阵变换(乘)该 [Vector3]。" - -msgid "" -"This operator multiplies all components of the [Basis], which scales it " -"uniformly." -msgstr "该运算符会对 [Basis] 的所有分量进行乘操作,达到统一缩放的效果。" - -msgid "" -"Returns [code]true[/code] if the [Basis] matrices are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 [Basis] 矩阵完全相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - -msgid "" -"Access basis components using their index. [code]b[0][/code] is equivalent to " -"[code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and " -"[code]b[2][/code] is equivalent to [code]b.z[/code]." -msgstr "" -"使用索引访问基的分量。[code]b[0][/code] 相当于 [code]b.x[/code]、[code]b[1][/" -"code] 相当于 [code]b.y[/code]、[code]b[2][/code] 相当于 [code]b.z[/code]。" - msgid "Boolean matrix." msgstr "布尔矩阵。" @@ -17613,9 +17457,6 @@ msgstr "" "如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍历" "骨骼来设置它们各自的放松姿势。" -msgid "Stores the node's current transforms in [member rest]." -msgstr "将节点当前的变换存储在 [member rest] 中。" - msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " @@ -18433,138 +18274,6 @@ msgstr "当该组中的某个按钮被按下时发出。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一个方法或一个独立函数的内置类型。" -msgid "" -"[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most commonly " -"used for signal callbacks.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func print_args(arg1, arg2, arg3 = \"\"):\n" -" prints(arg1, arg2, arg3)\n" -"\n" -"func test():\n" -" var callable = Callable(self, \"print_args\")\n" -" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" -" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." -"gd)::print_args\".\n" -" callable.call(\"invalid\") # Invalid call, should have at least 2 " -"arguments.\n" -"[/gdscript]\n" -"[csharp]\n" -"// Default parameter values are not supported.\n" -"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" -"{\n" -" GD.PrintS(arg1, arg2, arg3);\n" -"}\n" -"\n" -"public void Test()\n" -"{\n" -" // Invalid calls fail silently.\n" -" Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // Default parameter values are not " -"supported, should have 3 arguments.\n" -" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node." -"cs)::PrintArgs\".\n" -" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In GDScript, it's possible to create lambda functions within a method. Lambda " -"functions are custom callables that are not associated with an [Object] " -"instance. Optionally, lambda functions can also be named. The name will be " -"displayed in the debugger, or when calling [method get_method].\n" -"[codeblock]\n" -"func _init():\n" -" var my_lambda = func (message):\n" -" print(message)\n" -"\n" -" # Prints Hello everyone!\n" -" my_lambda.call(\"Hello everyone!\")\n" -"\n" -" # Prints \"Attack!\", when the button_pressed signal is emitted.\n" -" button_pressed.connect(func(): print(\"Attack!\"))\n" -"[/codeblock]\n" -"[b]Note:[/b] Methods of native types such as [Signal], [Array], or " -"[Dictionary] are not of type [Callable] in order to avoid unnecessary " -"overhead. If you need to pass those methods as [Callable], use a lambda " -"function as a wrapper.\n" -"[codeblock]\n" -"func _init():\n" -" var my_dictionary = { \"hello\": \"world\" }\n" -"\n" -" # This will not work, `clear` is not a callable.\n" -" create_tween().tween_callback(my_dictionary.clear)\n" -"\n" -" # This will work, as lambdas are custom callables.\n" -" create_tween().tween_callback(func(): my_dictionary.clear())\n" -"[/codeblock]" -msgstr "" -"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] 实" -"例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 " -"[Variant] 类型一样可以保存在变量里,传递给其他函数。最常用于信号回调。\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func print_args(arg1, arg2, arg3 = \"\"):\n" -" prints(arg1, arg2, arg3)\n" -"\n" -"func test():\n" -" var callable = Callable(self, \"print_args\")\n" -" callable.call(\"hello\", \"world\") # 输出 \"hello world \".\n" -" callable.call(Vector2.UP, 42, callable) # 输出 \"(0, -1) 42 Node(node." -"gd)::print_args\".\n" -" callable.call(\"invalid\") # 无效调用,应当至少有 2 个参数。\n" -"[/gdscript]\n" -"[csharp]\n" -"// 不支持参数默认值。\n" -"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" -"{\n" -" GD.PrintS(arg1, arg2, arg3);\n" -"}\n" -"\n" -"public void Test()\n" -"{\n" -" // Invalid calls fail silently.\n" -" Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参" -"数。\n" -" callable.Call(Vector2.Up, 42, callable); // 输出 \"(0, -1) 42 Node(Node." -"cs)::PrintArgs\".\n" -" callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 " -"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 " -"[method get_method] 中使用。\n" -"[codeblock]\n" -"func _init():\n" -" var my_lambda = func (message):\n" -" print(message)\n" -"\n" -" # 输出 大家好呀!\n" -" my_lambda.call(\"大家好呀!\")\n" -"\n" -" # 发出 button_pressed 信号时输出 \"全军出击!\"。\n" -" button_pressed.connect(func(): print(\"全军出击!\"))\n" -"[/codeblock]\n" -"[b]注意:[/b][Signal]、[Array]、[Dictionary] 等原生类型的方法不是 [Callable] " -"类型,这是为了避免不必要的开销。如果你需要将这些方法作为 [Callable] 传递,请使" -"用 Lambda 函数进行封装。\n" -"[codeblock]\n" -"func _init():\n" -" var my_dictionary = { \"hello\": \"world\" }\n" -"\n" -" # 不可行,因为`clear` 不是可调用体。\n" -" create_tween().tween_callback(my_dictionary.clear)\n" -"\n" -" # 可行,因为 Lambda 是自定义可调用体。\n" -" create_tween().tween_callback(func(): my_dictionary.clear())\n" -"[/codeblock]" - msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "构造空的 [Callable],没有绑定对象和方法。" @@ -18610,24 +18319,6 @@ msgstr "" "调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。" msgid "" -"Calls the method represented by this [Callable] in deferred mode, i.e. at the " -"end of the current frame. Arguments can be passed and should match the " -"method's signature.\n" -"[codeblock]\n" -"func _ready():\n" -" grab_focus.call_deferred()\n" -"[/codeblock]\n" -"See also [method Object.call_deferred]." -msgstr "" -"使用延迟模式调用该 [Callable] 所代表的方法,即在当前帧的末尾调用。可以传递参" -"数,必须与该方法的签名相匹配。\n" -"[codeblock]\n" -"func _ready():\n" -" grab_focus.call_deferred()\n" -"[/codeblock]\n" -"另见 [method Object.call_deferred]。" - -msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." @@ -19815,6 +19506,15 @@ msgstr "" "黑暗的一个截止点。" msgid "" +"Sets the maximum amount of blur. When using physically-based blur amounts, " +"will instead act as a multiplier. High values lead to an increased amount of " +"blurriness, but can be much more expensive to calculate. It is best to keep " +"this as low as possible for a given art style." +msgstr "" +"设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊度" +"增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能低。" + +msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" @@ -20696,6 +20396,16 @@ msgid "" "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its ancestors are also " +"visible. If any ancestor is hidden, this node will not be visible in the " +"scene tree, and is therefore not drawn (see [method _draw])." +msgstr "" +"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" +"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" +"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" + msgid "Assigns [param screen_point] as this node's new local transform." msgstr "将 [param screen_point] 指定为该节点的新局部变换。" @@ -20839,21 +20549,6 @@ msgstr "" "[code]popup*()[/code] 函数之一。" msgid "" -"If [code]true[/code], child nodes with the lowest Y position are drawn before " -"those with a higher Y position. If [code]false[/code], Y-sorting is disabled. " -"Y-sorting only affects children that inherit from [CanvasItem].\n" -"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " -"same space as the parent Y-sort. This feature allows you to organize a scene " -"better or divide it into multiple ones without changing your scene tree." -msgstr "" -"如果为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再绘制 Y 位置较高的" -"子节点。如果为 [code]false[/code],则禁用 Y 排序。Y 排序仅影响继承自 " -"[CanvasItem] 的子节点。\n" -"可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排" -"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个场" -"景。" - -msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z index. " "If this node's Z index is 2 and its parent's effective Z index is 3, then " "this node's effective Z index will be 2 + 3 = 5." @@ -21286,6 +20981,23 @@ msgstr "要应用的色调颜色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "用于 2D 渲染的纹理,带有可选的法线和镜面贴图。" +msgid "" +"[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " +"allows using normal maps and specular maps in any node that inherits from " +"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " +"repeat mode independently of the node's properties (or the project " +"settings).\n" +"[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " +"correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " +"[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." +msgstr "" +"[CanvasTexture] 是用于 2D 渲染的 [ImageTexture] 的替代品。它允许在任何继承自 " +"[CanvasItem] 的节点中使用法线贴图和镜面贴图。[CanvasTexture] 还允许独立于节点" +"的属性(或项目设置)覆盖纹理的过滤模式和重复模式。\n" +"[b]注意:[/b][CanvasTexture] 不能在 3D 中使用。当应用于任何 " +"[VisualInstance3D],例如 [Sprite3D] 或 [Decal] 时,它将无法正确显示。对于 3D " +"中基于物理的材质,请改用 [BaseMaterial3D]。" + msgid "2D Lights and Shadows" msgstr "2D 灯光和阴影" @@ -23658,6 +23370,18 @@ msgstr "" "边形的对撞机来说效果更好。" msgid "" +"The polygon's list of vertices. Each point will be connected to the next, and " +"the final point will be connected to the first.\n" +"[b]Note:[/b] The returned vertices are in the local coordinate space of the " +"given [CollisionPolygon2D].\n" +"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " +"not a reference." +msgstr "" +"该多边形的顶点列表。每个点都与下一个点相连,最后一个点与第一个点相连。\n" +"[b]注意:[/b]返回的顶点位于给定的 [CollisionPolygon2D] 的局部坐标空间中。\n" +"[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。" + +msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without the " @@ -23797,51 +23521,12 @@ msgid "" "[MeshInstance3D] siblings geometry." msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟几何体的相加。" -msgid "[i]Obsoleted.[/i] Use [signal Resource.changed] instead." -msgstr "[i]已废弃。[/i]请改用 [signal Resource.changed] 。" - msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" msgid "A color represented in RGBA format." msgstr "以 RGBA 格式表示的颜色。" -msgid "" -"A color represented in RGBA format by a red ([member r]), green ([member g]), " -"blue ([member b]), and alpha ([member a]) component. Each component is a 16-" -"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" -"code]. Some properties (such as [member CanvasItem.modulate]) may support " -"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " -"Range) colors.\n" -"Colors can be created in various ways: By the various [Color] constructors, " -"by static methods such as [method from_hsv], and by using a name from the set " -"of standardized colors based on [url=https://en.wikipedia.org/wiki/" -"X11_color_names]X11 color names[/url] with the addition of [constant " -"TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " -"integers from [code]0[/code] to [code]255[/code] and doesn't support " -"overbright colors.\n" -"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" -"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " -"Otherwise, a Color will always evaluate to [code]true[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"color_constants.png]Color constants cheatsheet[/url]" -msgstr "" -"由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])分" -"量表示的 RGBA 格式的颜色。每个分量都是一个 16 位浮点值,通常介于 [code]0.0[/" -"code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem.modulate])" -"可能支持大于 [code]1.0[/code] 的值,用于表示过亮或 HDR(High Dynamic Range,高" -"动态范围)颜色。\n" -"创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] 等静" -"态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 颜" -"色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript 还提供了 " -"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之间的" -"整数,且不支持过亮的颜色。\n" -"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" -"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " -"[code]true[/code]。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"color_constants.png]Color 常量速查表[/url]" - msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" @@ -25401,9 +25086,84 @@ msgstr "该矩形的填充颜色。" msgid "An optionally compressed [Cubemap]." msgstr "可选压缩的 [Cubemap] 。" +msgid "" +"A cubemap that is loaded from a [code].ccube[/code] file. This file format is " +"internal to Godot; it is created by importing other image formats with the " +"import system. [CompressedCubemap] can use one of 4 compression methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [Cubemap] for a general description of cubemaps." +msgstr "" +"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用" +"的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种" +"压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" +"有关立方体贴图的一般描述,请参阅 [Cubemap]。" + msgid "An optionally compressed [CubemapArray]." msgstr "一个可选压缩的 [CubemapArray] 。" +msgid "" +"A cubemap array that is loaded from a [code].ccubearray[/code] file. This " +"file format is internal to Godot; it is created by importing other image " +"formats with the import system. [CompressedCubemapArray] can use one of 4 " +"compression methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [CubemapArray] for a general description of cubemap arrays." +msgstr "" +"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 " +"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。" +"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" +"有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。" + msgid "Texture with 2 dimensions, optionally compressed." msgstr "二维纹理,可选择压缩。" @@ -25452,6 +25212,44 @@ msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二维纹理的数组,可选择压缩。" +msgid "" +"A texture array that is loaded from a [code].ctexarray[/code] file. This file " +"format is internal to Godot; it is created by importing other image formats " +"with the import system. [CompressedTexture2DArray] can use one of 4 " +"compression methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [Texture2DArray] for a general description of texture arrays." +msgstr "" +"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使" +"用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以" +"使用 4 种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" +"有关纹理数组的一般描述,请参阅 [Texture2DArray]。" + msgid "Texture with 3 dimensions, optionally compressed." msgstr "三维纹理,可选择压缩。" @@ -27569,11 +27367,8 @@ msgstr "" msgid "" "Toggles if any text should automatically change to its translated version " -"depending on the current locale.\n" -"Also decides if the node's strings should be parsed for POT generation." -msgstr "" -"切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。\n" -"还会决定生成 POT 时是否应解析该节点中的字符串。" +"depending on the current locale." +msgstr "切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。" msgid "" "Enables whether rendering of [CanvasItem] based children should be clipped to " @@ -30101,13 +29896,6 @@ msgstr "" "[Path3D] 对象的位置。" msgid "" -"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " -"used to rotate the [member polygon] as it is extruded." -msgstr "" -"当 [member mode] 为 [constant MODE_PATH] 时,[enum PathRotation] 方法用于在挤" -"出时旋转[member polygon]。" - -msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" @@ -30751,39 +30539,6 @@ msgstr "" "立方插值往往能更好地跟随曲线,但线性插值速度更快(而且通常足够精确)。" msgid "" -"Similar to [method sample_baked], but returns [Transform2D] that includes a " -"rotation along the curve, with [member Transform2D.origin] as the point " -"position, [member Transform2D.x] as the sideways vector, and [member " -"Transform2D.y] as the forward vector. Returns an empty transform if the " -"length of the curve is [code]0[/code].\n" -"[codeblock]\n" -"var baked = curve.sample_baked_with_rotation(offset)\n" -"# This will rotate and position the node with the up direction pointing along " -"the curve.\n" -"position = baked.get_origin()\n" -"rotation = baked.get_rotation()\n" -"# Alternatively, not preserving scale.\n" -"transform = baked * Transform2D.FLIP_Y\n" -"# To match the rotation of PathFollow2D, not preserving scale.\n" -"transform = Transform2D(baked.y, baked.x, baked.origin)\n" -"[/codeblock]" -msgstr "" -"与 [method sample_baked] 类似,但返回的是 [Transform2D],包含沿曲线进行的旋" -"转,[member Transform2D.origin] 为点的位置,[member Transform2D.x] 为侧面向" -"量,[member Transform2D.y] 为前进方向的向量。如果曲线长度为 [code]0[/code] 则" -"返回的是一个空变换。\n" -"[codeblock]\n" -"var baked = curve.sample_baked_with_rotation(offset)\n" -"# 旋转并放置节点,让原来的上方向指向曲线的方向。\n" -"position = baked.get_origin()\n" -"rotation = baked.get_rotation()\n" -"# 也可以这样,但是不保留缩放。\n" -"transform = baked * Transform2D.FLIP_Y\n" -"# 匹配 PathFollow2D 的旋转,但是不保留缩放。\n" -"transform = Transform2D(baked.y, baked.x, baked.origin)\n" -"[/codeblock]" - -msgid "" "Returns the position at the vertex [param fofs]. It calls [method sample] " "using the integer part of [param fofs] as [code]idx[/code], and its " "fractional part as [code]t[/code]." @@ -32870,22 +32625,6 @@ msgid "Returns the user's clipboard as an image if possible." msgstr "如果可能,将用户的剪贴板作为图像返回。" msgid "" -"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-" -"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard as a string if possible. This is the clipboard that is set when the " -"user selects text in any application, rather than when pressing [kbd]Ctrl + " -"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " -"button in any application that supports the primary clipboard mechanism.\n" -"[b]Note:[/b] This method is only implemented on Linux (X11)." -msgstr "" -"如果可能的话,将用户的[url=https://unix.stackexchange.com/questions/139191/" -"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]剪" -"贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板,而不是在" -"按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任何应用程" -"序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" -"[b]注意:[/b]这个方法只在 Linux(X11)上实现。" - -msgid "" "Returns [code]true[/code] if there is a text content on the user's clipboard." msgstr "如果用户的剪贴板中有文本内容,则返回 [code]true[/code]。" @@ -32897,22 +32636,6 @@ msgstr "如果用户的剪贴板中有图像内容,则返回 [code]true[/code] msgid "Sets the user's clipboard content to the given string." msgstr "将用户的剪贴板内容设置为给定的字符串。" -msgid "" -"Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-" -"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard content to the given string. This is the clipboard that is set when " -"the user selects text in any application, rather than when pressing [kbd]Ctrl " -"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " -"button in any application that supports the primary clipboard mechanism.\n" -"[b]Note:[/b] This method is only implemented on Linux (X11)." -msgstr "" -"将用户的[url=https://unix.stackexchange.com/questions/139191/whats-the-" -"difference-between-primary-selection-and-clipboard-buffer]主剪贴板[/url]内容设" -"置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 " -"[kbd]Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通过" -"点击鼠标中键粘贴剪贴板数据。\n" -"[b]注意:[/b]这个方法只在 Linux(X11)上实现。" - msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。" @@ -32970,34 +32693,6 @@ msgstr "" "[b]注意:[/b]该方法仅在 Windows 上实现。" msgid "" -"Displays OS native dialog for selecting files or directories in the file " -"system.\n" -"Callbacks have the following arguments: [code]bool status, PackedStringArray " -"selected_paths, int selected_filter_index[/code].\n" -"[b]Note:[/b] This method is implemented if the display server has the " -"[constant FEATURE_NATIVE_DIALOG] feature.\n" -"[b]Note:[/b] This method is implemented on Linux, Windows and macOS.\n" -"[b]Note:[/b] [param current_directory] might be ignored.\n" -"[b]Note:[/b] On Linux, [param show_hidden] is ignored.\n" -"[b]Note:[/b] On macOS, native file dialogs have no title.\n" -"[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to " -"retain access to the opened folders across multiple sessions. Use [method OS." -"get_granted_permissions] to get a list of saved bookmarks." -msgstr "" -"显示操作系统原生对话框,用于选择文件系统中的文件或目录。\n" -"回调具有以下参数:[code]bool status, PackedStringArray selected_paths, int " -"selected_filter_index[/code]。\n" -"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" -"法已被实现。\n" -"[b]注意:[/b]该方法在 Linux、Windows 和 macOS 上实现。\n" -"[b]注意:[/b][param current_directory] 可能会被忽略。\n" -"[b]注意:[/b]在 Linux 上,[param show_hidden] 被忽略。\n" -"[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话中" -"打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存书" -"签的列表。" - -msgid "" "Forces window manager processing while ignoring all [InputEvent]s. See also " "[method process_events].\n" "[b]Note:[/b] This method is implemented on Windows and macOS." @@ -33041,24 +32736,6 @@ msgid "" msgstr "" "返回包含具有键盘焦点的窗口的屏幕索引,如果没有被聚焦的窗口,则返回主屏幕。" -msgid "" -"Returns the name of the [DisplayServer] currently in use. Most operating " -"systems only have a single [DisplayServer], but Linux has access to more than " -"one [DisplayServer] (although only X11 is currently implemented in Godot).\n" -"The names of built-in display servers are [code]Windows[/code], [code]macOS[/" -"code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], " -"[code]web[/code] (HTML5) and [code]headless[/code] (when started with the " -"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url])." -msgstr "" -"返回当前使用的 [DisplayServer] 的名称。大多数操作系统只有一种 " -"[DisplayServer],但 Linux 可以使用多种 [DisplayServer](尽管 Godot 中目前只实" -"现了 X11)。\n" -"内置显示服务器的名称有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/" -"code](Linux)、[code]Android[/code]、[code]iOS[/code]、[code]web[/code]" -"(HTML5)、[code]headless[/code](使用 [code]--headless[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]命令行参数[/url]启动)。" - msgid "Returns index of the primary screen." msgstr "返回主屏幕的索引。" @@ -33117,341 +32794,6 @@ msgstr "" "[b]注意:[/b]这个列表中不含原生对话框。" msgid "" -"Adds a new checkable item with text [param label] to the global menu with ID " -"[param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " -"[param label]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new checkable item with text [param label] and icon [param icon] to " -"the global menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " -"[param label],图标为 [param icon]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] and icon [param icon] to the global " -"menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " -"label],图标为 [param icon]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new radio-checkable item with text [param label] and icon [param icon] " -"to the global menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " -"any built-in checking behavior and must be checked/unchecked manually. See " -"[method global_menu_set_item_checked] for more info on how to control it.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " -"label],图标为 [param icon]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" -"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " -"global_menu_set_item_checked]。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] to the global menu with ID [param " -"menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " -"label]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] to the global menu with ID [param " -"menu_root].\n" -"Contrarily to normal binary items, multistate items can have more than two " -"states, as defined by [param max_states]. Each press or activate of the item " -"will increase the state by one. The default value is defined by [param " -"default_state].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] By default, there's no indication of the current item state, it " -"should be changed manually.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " -"label]。\n" -"与常规的二态菜单项不同,多状态菜单项的状态可以多于两个,由 [param max_states] " -"定义。每点击或激活该菜单项一次,状态就会加一。默认值由 [param default_state] " -"定义。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b]默认情况下不会展示当前菜单项的状态,应该手动更改。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new radio-checkable item with text [param label] to the global menu " -"with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " -"any built-in checking behavior and must be checked/unchecked manually. See " -"[method global_menu_set_item_checked] for more info on how to control it.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " -"label]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" -"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " -"global_menu_set_item_checked]。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a separator between items to the global menu with ID [param menu_root]. " -"Separators also occupy an index.\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加分隔符。分隔符也拥有索引。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds an item that will act as a submenu of the global menu [param menu_root]. " -"The [param submenu] argument is the ID of the global menu root that will be " -"shown when the item is clicked.\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加作为子菜单的菜单项。[param submenu] " -"参数为全局菜单根菜单项的 ID,会在点击该菜单项时显示\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" -"Removes all items from the global menu with ID [param menu_root].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"移除 ID 为 [param menu_root] 的全局菜单中的所有菜单项。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"[/codeblock]" - -msgid "" "Returns the accelerator of the item at index [param idx]. Accelerators are " "special combinations of keys that activate the item, no matter which control " "is focused.\n" @@ -33820,22 +33162,6 @@ msgstr "" "[b]注意:[/b]该方法仅在 macOS 上实现。" msgid "" -"Returns [code]true[/code] if OS is using dark mode.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " -"Linux (X11)." -msgstr "" -"如果操作系统正在使用暗黑模式,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11)上实现。" - -msgid "" -"Returns [code]true[/code] if OS supports dark mode.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " -"Linux (X11)." -msgstr "" -"如果操作系统支持暗黑模式,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11)上实现。" - -msgid "" "Returns [code]true[/code] if touch events are available (Android or iOS), the " "capability is detected on the Web platform or if [member ProjectSettings." "input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]." @@ -33845,59 +33171,6 @@ msgstr "" "[code]true[/code] 时,则返回 [code]true[/code]。" msgid "" -"Returns active keyboard layout index.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回激活的键盘布局的索引。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" -"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " -"layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"将物理(美式 QWERTY)键码 [param keycode] 转换为激活键盘布局中的键码。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" -"Converts a physical (US QWERTY) [param keycode] to localized label printed on " -"the key in the active keyboard layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"将物理(美式 QWERTY)键码 [param keycode] 转换为活动键盘布局中的按键上印刷的本" -"地化标签。\n" -"[b]注意:[/b]该方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" -"Returns the number of keyboard layouts.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回键盘布局的数量。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" -"Returns the ISO-639/BCP-47 language code of the keyboard layout at position " -"[param index].\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回位于 [param index] 位置的键盘布局的 ISO-639/BCP-47 语言代码。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" -"Returns the localized name of the keyboard layout at position [param index].\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回位于 [param index] 位置的键盘布局的本地化名称。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" -"Sets the active keyboard layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"设置激活的键盘布局。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" "Returns the current state of mouse buttons (whether each button is pressed) " "as a bitmask. If multiple mouse buttons are pressed at the same time, the " "bits are added together. Equivalent to [method Input.get_mouse_button_mask]." @@ -33925,40 +33198,6 @@ msgstr "" "Input.use_accumulated_input]。" msgid "" -"Returns the dots per inch density of the specified screen. If [param screen] " -"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " -"main window will be used.\n" -"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " -"scaling mode is used.\n" -"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " -"six generalized densities:\n" -"[codeblock]\n" -" ldpi - 120 dpi\n" -" mdpi - 160 dpi\n" -" hdpi - 240 dpi\n" -" xhdpi - 320 dpi\n" -" xxhdpi - 480 dpi\n" -"xxxhdpi - 640 dpi\n" -"[/codeblock]\n" -"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and " -"Windows. Returns [code]72[/code] on unsupported platforms." -msgstr "" -"返回指定屏幕的每英寸点数密度。如果 [param screen] 为 [constant " -"SCREEN_OF_MAIN_WINDOW](默认值),则将使用带有主窗口的屏幕。\n" -"[b]注意:[/b]在 macOS 上,如果使用小数显示缩放模式,则返回值不准确。\n" -"[b]注意:[/b]在 Android 设备上,实际屏幕密度分为六种通用密度:\n" -"[codeblock]\n" -" ldpi - 120 dpi\n" -" mdpi - 160 dpi\n" -" hdpi - 240 dpi\n" -" xhdpi - 320 dpi\n" -" xxhdpi - 480 dpi\n" -"xxxhdpi - 640 dpi\n" -"[/codeblock]\n" -"[b]注意:[/b]该方法在 Android、Linux(X11)、macOS 和 Windows 上实现。在不受支持" -"的平台上返回 [code]72[/code]。" - -msgid "" "Returns screenshot of the [param screen].\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n" "[b]Note:[/b] On macOS, this method requires \"Screen Recording\" permission, " @@ -34001,34 +33240,6 @@ msgstr "" "纸颜色。" msgid "" -"Returns the screen's top-left corner position in pixels. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"See also [method screen_get_size]." -msgstr "" -"返回屏幕左上角的位置,单位为像素。使用多个监视器时,屏幕位置是相对于虚拟桌面区" -"域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所有显示器" -"之外,类似于:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"另见 [method screen_get_size]。" - -msgid "" "Returns the current refresh rate of the specified screen. If [param screen] " "is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " "main window will be used.\n" @@ -34152,198 +33363,6 @@ msgstr "" "[b]注意:[/b]该方法仅在 Windows 上实现。" msgid "" -"Set active tablet driver name.\n" -"[b]Note:[/b] This method is implemented only on Windows." -msgstr "" -"设置活动的数位板驱动程序的名称。\n" -"[b]注意:[/b]该方法仅在 Windows 上实现。" - -msgid "" -"Returns an [Array] of voice information dictionaries.\n" -"Each [Dictionary] contains two [String] entries:\n" -"- [code]name[/code] is voice name.\n" -"- [code]id[/code] is voice identifier.\n" -"- [code]language[/code] is language code in [code]lang_Variant[/code] format. " -"The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " -"standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-" -"dependent string describing country, region or/and dialect.\n" -"Note that Godot depends on system libraries for text-to-speech functionality. " -"These libraries are installed by default on Windows and macOS, but not on all " -"Linux distributions. If they are not present, this method will return an " -"empty list. This applies to both Godot users on Linux, as well as end-users " -"on Linux running Godot games that use text-to-speech.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"返回语音信息字典的 [Array]。\n" -"每个 [Dictionary] 包含两个 [String] 条目:\n" -"- [code]name[/code] 是语音名称。\n" -"- [code]id[/code] 是语音标识符。\n" -"- [code]language[/code] 是语言代码,格式为 [code]lang_Variant[/code] 。" -"[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [code " -"skip-lint]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方" -"言。\n" -"请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上" -"是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回一" -"个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音的 " -"Godot 游戏的最终用户。\n" -"[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上实" -"现。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 " -"[code]true[/code] 才能够使用文本到语音功能。" - -msgid "" -"Returns an [PackedStringArray] of voice identifiers for the [param " -"language].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"返回 [param language] 的语音标识符的 [PackedStringArray]。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上实" -"现。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " -"[code]true[/code] 才能使用文本转语音。" - -msgid "" -"Returns [code]true[/code] if the synthesizer is in a paused state.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"如果合成器处于暂停状态,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上实" -"现。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " -"[code]true[/code] 才能使用文本转语音。" - -msgid "" -"Returns [code]true[/code] if the synthesizer is generating speech, or have " -"utterance waiting in the queue.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上实" -"现。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " -"[code]true[/code] 才能使用文本转语音。" - -msgid "" -"Puts the synthesizer into a paused state.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"让合成器进入暂停状态。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" -"现。\n" -"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" -"text_to_speech] 应该为 [code]true[/code]。" - -msgid "" -"Resumes the synthesizer if it was paused.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"让处于暂停状态的合成器继续执行。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" -"现。\n" -"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" -"text_to_speech] 应该为 [code]true[/code]。" - -msgid "" -"Adds a callback, which is called when the utterance has started, finished, " -"canceled or reached a text boundary.\n" -"- [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and " -"[constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] " -"parameter, the utterance ID.\n" -"- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] " -"parameters, the index of the character and the utterance ID.\n" -"[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"添加回调,会在发言开始、结束、取消、到达文本边界时调用。\n" -"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[constant " -"TTS_UTTERANCE_CANCELED] 可调用体的方法应接受一个 [int] 参数,即发言 ID。\n" -"- [constant TTS_UTTERANCE_BOUNDARY] 可调用体的方法应接受两个 [int] 参数:字符" -"索引和发言 ID。\n" -"[b]注意:[/b]边界回调的颗粒度由引擎决定。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" -"现。\n" -"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" -"text_to_speech] 应该为 [code]true[/code]。" - -msgid "" -"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], " -"the queue is cleared first.\n" -"- [param voice] identifier is one of the [code]\"id\"[/code] values returned " -"by [method tts_get_voices] or one of the values returned by [method " -"tts_get_voices_for_language].\n" -"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] " -"(highest).\n" -"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] " -"(highest), [code]1.0[/code] is default pitch for the current voice.\n" -"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] " -"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a " -"percentage relative.\n" -"- [param utterance_id] is passed as a parameter to the callback functions.\n" -"[b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML " -"markup. SSML support is engine and voice dependent. If the engine does not " -"support SSML, you should strip out all XML markup before calling [method " -"tts_speak].\n" -"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice " -"dependent. Values may be truncated.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"向队列中添加发言。如果 [param interrupt] 为 [code]true[/code],则会先清空队" -"列。\n" -"- [param voice] 语音标识符是 [method tts_get_voices] 所返回的 [code]\"id\"[/" -"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n" -"- [param volume] 音量从 [code]0[/code](最低)到 [code]100[/code](最高)。\n" -"- [param pitch] 音高从 [code]0.0[/code](最低)到 [code]2.0[/code](最高), " -"[code]1.0[/code] 为当前语音的默认音高。\n" -"- [param rate] 语速从 [code]0.1[/code](最低)到 [code]10.0[/code](最高), " -"[code]1.0[/code] 为普通语速。其他值为相对百分比。\n" -"- [param utterance_id] 话语 ID 会作为参数传递给回调函数。\n" -"[b]注意:[/b]在 Windows 和 Linux(X11)上,发言的 [param text] 可以使用 SSML " -"标记。对 SSML 支持取决于引擎和语音。如果引擎不支持 SSML,你应该在调用 [method " -"tts_speak] 之前剥离所有 XML 标记。\n" -"[b]注意:[/b]音高、语速、音量的颗粒度由引擎和语音决定。设置的值可能被截断。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" -"现。\n" -"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" -"text_to_speech] 应该为 [code]true[/code]。" - -msgid "" -"Stops synthesis in progress and removes all utterances from the queue.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"停止执行中的合成器,移除队列中的所有发言。\n" -"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" -"现。\n" -"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" -"text_to_speech] 应该为 [code]true[/code]。" - -msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." msgstr "" @@ -34381,18 +33400,6 @@ msgstr "" "[b]注意:[/b]该方法在 Android、iOS 和 Web 上实现。" msgid "" -"Sets the mouse cursor position to the given [param position] relative to an " -"origin at the upper left corner of the currently focused game Window Manager " -"window.\n" -"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and " -"Linux. It has no effect on Android, iOS and Web." -msgstr "" -"将鼠标光标位置设置为相对于当前聚焦的游戏窗口管理器窗口左上角的原点的给定 " -"[param position]。\n" -"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 " -"Android、iOS 和 Web 上无效。" - -msgid "" "Returns [code]true[/code] if anything can be drawn in the window specified by " "[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" "render-loop[/code] command line argument or a headless build will return " @@ -34439,14 +33446,6 @@ msgid "Returns the mode of the given window." msgstr "返回给定窗口的模式。" msgid "" -"Returns internal structure pointers for use in plugins.\n" -"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and " -"Windows." -msgstr "" -"该函数返回用于插件的内部结构指针。\n" -"[b]注意:[/b]该方法在 Android、Linux(X11)、macOS 和 Windows 上实现。" - -msgid "" "Returns the bounding box of control, or menu item that was used to open the " "popup window, in the screen coordinate system." msgstr "" @@ -34556,21 +33555,6 @@ msgstr "" "[method window_get_current_screen]。" msgid "" -"Sets the [param callback] that should be called when files are dropped from " -"the operating system's file manager to the window specified by [param " -"window_id].\n" -"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] " -"node will override its default implementation, which can introduce bugs.\n" -"[b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11) and " -"Web." -msgstr "" -"设置回调 [param callback],将文件从操作系统的文件管理器拖放到由 [param " -"window_id] 指定的窗口中时会进行调用。\n" -"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现," -"这可能会引入错误。\n" -"[b]注意:[/b]这个方法在 Windows、macOS、Linux(X11)、Web 上实现。" - -msgid "" "If set to [code]true[/code], this window will always stay on top of its " "parent window, parent window will ignore input while this window is opened.\n" "[b]Note:[/b] On macOS, exclusive windows are confined to the same space " @@ -34748,37 +33732,6 @@ msgstr "" "自动关闭该弹出框。" msgid "" -"Sets the position of the given window to [param position]. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"See also [method window_get_position] and [method window_set_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"position] instead." -msgstr "" -"将给定窗口的位置设置为 [param position]。使用多个监视器时,屏幕位置是相对于虚" -"拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所" -"有显示器之外,类似于:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"另见 [method window_get_position] 和 [method window_set_size]。\n" -"[b]注意:[/b]建议改用 [member Window.position] 更改此值。" - -msgid "" "Sets the [param callback] that will be called when the window specified by " "[param window_id] is moved or resized.\n" "[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] " @@ -34885,29 +33838,6 @@ msgid "" msgstr "显示服务器支持触屏输入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]" msgid "" -"Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, " -"Web[/b]" -msgstr "" -"显示服务器支持鼠标输入。[b]Windows、macOS、Linux(X11)、Android、Web[/b]" - -msgid "" -"Display server supports warping mouse coordinates to keep the mouse cursor " -"constrained within an area, but looping when one of the edges is reached. " -"[b]Windows, macOS, Linux (X11)[/b]" -msgstr "" -"显示服务器支持扭曲鼠标坐标以将鼠标光标限制在一个区域内,但在到达其中一个边缘时" -"循环。[b]Windows, macOS, Linux (X11)[/b]" - -msgid "" -"Display server supports setting and getting clipboard data. See also " -"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), " -"Android, iOS, Web[/b]" -msgstr "" -"显示服务器支持剪贴板数据的设置和获取。另见 [constant " -"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、Linux(X11)、Android、iOS、" -"Web[/b]" - -msgid "" "Display server supports popping up a virtual keyboard when requested to input " "text without a physical keyboard. [b]Android, iOS, Web[/b]" msgstr "" @@ -34915,25 +33845,6 @@ msgstr "" "Web[/b]" msgid "" -"Display server supports setting the mouse cursor shape to be different from " -"the default. [b]Windows, macOS, Linux (X11), Android, Web[/b]" -msgstr "" -"显示服务器支持将鼠标光标形状设置为与默认不同。[b]Windows、macOS、Linux" -"(X11)、Android、Web[/b]" - -msgid "" -"Display server supports setting the mouse cursor shape to a custom image. " -"[b]Windows, macOS, Linux (X11), Web[/b]" -msgstr "" -"显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux" -"(X11)、Web[/b]" - -msgid "" -"Display server supports spawning dialogs using the operating system's native " -"look-and-feel. [b]macOS[/b]" -msgstr "显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]macOS[/b]" - -msgid "" "Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" "Korean text. This is handled by the operating system, rather than by Godot. " @@ -34944,24 +33855,6 @@ msgstr "" "[b]Windows, macOS, Linux (X11)[/b]" msgid "" -"Display server supports windows can use per-pixel transparency to make " -"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)" -"[/b]" -msgstr "" -"显示服务器支持窗口可以使用逐像素透明,以使它们后面的窗口部分或完全可见。" -"[b]Windows, macOS, Linux (X11)[/b]" - -msgid "" -"Display server supports querying the operating system's display scale factor. " -"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed " -"to guessing based on the screen resolution and reported display DPI (which " -"can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b]" -msgstr "" -"显示服务器支持查询操作系统的显示缩放系数。这允许[i]可靠地[/i]执行自动 hiDPI 显" -"示器检测,而不是根据屏幕分辨率和报告的显示器 DPI 进行猜测(由于显示器 EDID 损" -"坏,这可能不可靠)。[b]Windows, macOS[/b]" - -msgid "" "Display server supports changing the window icon (usually displayed in the " "top-left corner). [b]Windows, macOS, Linux (X11)[/b]" msgstr "" @@ -34978,28 +33871,6 @@ msgid "" msgstr "显示服务器支持改变屏幕朝向。[b]Android、iOS[/b]" msgid "" -"Display server supports V-Sync status can be changed from the default (which " -"is forced to be enabled platforms not supporting this feature). [b]Windows, " -"macOS, Linux (X11)[/b]" -msgstr "" -"显示服务器支持将垂直同步状态改为非默认状态(不支持此功能的平台强制启用垂直同" -"步)。[b]Windows、macOS、Linux(X11)[/b]" - -msgid "" -"Display server supports Primary clipboard can be used. This is a different " -"clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b]" -msgstr "" -"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] 是不同的剪" -"贴板。[b]Linux(X11)[/b]" - -msgid "" -"Display server supports text-to-speech. See [code]tts_*[/code] methods. " -"[b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]" -msgstr "" -"显示服务器支持文字转语音。见 [code]tts_*[/code] 方法。[b]Windows、macOS、Linux" -"(X11)、Android、iOS、Web[/b]" - -msgid "" "Display server supports expanding window content to the title. See [constant " "WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]" msgstr "" @@ -35032,26 +33903,19 @@ msgstr "将鼠标光标限制在游戏窗口内,并使其可见。" msgid "Confines the mouse cursor to the game window, and make it hidden." msgstr "将鼠标光标限制在游戏窗口内,并使其隐藏。" -msgid "Represents the screen containing the mouse pointer." -msgstr "代表包含鼠标指针的屏幕。" - -msgid "Represents the screen containing the window with the keyboard focus." -msgstr "代表包含具有键盘焦点的窗口的屏幕。" - -msgid "Represents the primary screen." -msgstr "代表主屏幕。" - -msgid "" -"Represents the screen where the main window is located. This is usually the " -"default value in functions that allow specifying one of several screens." -msgstr "代表主窗口所在的屏幕。如果函数允许指定不同的屏幕,这个值通常是默认值。" - msgid "" "The ID of the main window spawned by the engine, which can be passed to " "methods expecting a [code]window_id[/code]." msgstr "" "主窗口的 ID,可以传给需要 [code]window_id[/code] 的方法,该窗口由引擎生成。" +msgid "" +"The ID that refers to a nonexistent window. This is returned by some " +"[DisplayServer] methods if no window matches the requested result." +msgstr "" +"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配,某些 [DisplayServer] " +"方法将返回这个 ID。" + msgid "Default landscape orientation." msgstr "默认横屏朝向。" @@ -35347,20 +34211,6 @@ msgid "" msgstr "该窗口悬浮在所有其他窗口之上。全屏窗口会忽略该标志。" msgid "" -"The window background can be transparent.\n" -"[b]Note:[/b] This flag has no effect if [member ProjectSettings.display/" -"window/per_pixel_transparency/allowed] is set to [code]false[/code].\n" -"[b]Note:[/b] Transparency support is implemented on Linux (X11), macOS and " -"Windows, but availability might vary depending on GPU driver, display " -"manager, and compositor capabilities." -msgstr "" -"该窗口的背景可以是透明的。\n" -"[b]注意:[/b]如果 [member ProjectSettings.display/window/" -"per_pixel_transparency/allowed] 被设置为 [code]false[/code],则该标志无效。\n" -"[b]注意:[/b]透明度支持在 Linux(X11)、macOS 和 Windows 上实现,但可用性可能" -"因 GPU 驱动、显示管理器、和合成器功能而异。" - -msgid "" "The window can't be focused. No-focus window will ignore all input, except " "mouse clicks." msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。" @@ -35446,6 +34296,51 @@ msgstr "" "[b]注意:[/b]该标志仅在 macOS 上实现。" msgid "" +"No vertical synchronization, which means the engine will display frames as " +"fast as possible (tearing may be visible). Framerate is unlimited (regardless " +"of [member Engine.max_fps])." +msgstr "" +"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是未" +"限制的(不考虑 [member Engine.max_fps])。" + +msgid "" +"Default vertical synchronization mode, the image is displayed only on " +"vertical blanking intervals (no tearing is visible). Framerate is limited by " +"the monitor refresh rate (regardless of [member Engine.max_fps])." +msgstr "" +"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示器" +"刷新率的限制(不考虑 [member Engine.max_fps])。" + +msgid "" +"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " +"screen's refresh rate to reduce stuttering (tearing may be visible). " +"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " +"limited by the monitor refresh rate (regardless of [member Engine.max_fps]). " +"Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering " +"method." +msgstr "" +"当帧速率降至屏幕刷新率以下以减少卡顿(可能有可见的撕裂)时,行为类似于 " +"[constant VSYNC_DISABLED]。否则,启用垂直同步以避免撕裂。帧速率受显示器刷新率" +"的限制(不考虑 [member Engine.max_fps])。使用兼容渲染方法时表现得像 " +"[constant VSYNC_ENABLED]。" + +msgid "" +"Displays the most recent image in the queue on vertical blanking intervals, " +"while rendering to the other images (no tearing is visible). Framerate is " +"unlimited (regardless of [member Engine.max_fps]).\n" +"Although not guaranteed, the images can be rendered as fast as possible, " +"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant " +"VSYNC_MAILBOX] works best when at least twice as many frames as the display " +"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using " +"the Compatibility rendering method." +msgstr "" +"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧速" +"率是未限制的(不考虑 [member Engine.max_fps])。\n" +"虽然不能保证,但可以尽可能快地渲染图像,这可能会减少输入滞后(也称为“快速”V-" +"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时效" +"果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。" + +msgid "" "Display handle:\n" "- Linux (X11): [code]X11::Display*[/code] for the display.\n" "- Android: [code]EGLDisplay[/code] for the display." @@ -35481,23 +34376,6 @@ msgstr "" "- macOS:窗口主视图的 [code]NSView*[/code]。\n" "- iOS:窗口主视图的 [code]UIView*[/code]。" -msgid "" -"OpenGL context (only with the GL Compatibility renderer):\n" -"- Windows: [code]HGLRC[/code] for the window (native GL), or " -"[code]EGLContext[/code] for the window (ANGLE).\n" -"- Linux: [code]GLXContext*[/code] for the window.\n" -"- macOS: [code]NSOpenGLContext*[/code] for the window (native GL), or " -"[code]EGLContext[/code] for the window (ANGLE).\n" -"- Android: [code]EGLContext[/code] for the window." -msgstr "" -"OpenGL 上下文(仅适用于 GL 兼容性渲染器):\n" -"- Windows:窗口的 [code]HGLRC[/code](原生 GL)或窗口的 [code]EGLContext[/" -"code](ANGLE)。\n" -"- Linux:窗口的 [code]GLXContext*[/code]。\n" -"- macOS:窗口的 [code]NSOpenGLContext*[/code](原生 GL)或窗口的 " -"[code]EGLContext[/code](ANGLE)。\n" -"- Android:窗口的 [code]EGLContext[/code]。" - msgid "Utterance has begun to be spoken." msgstr "发言开始。" @@ -36147,9 +35025,6 @@ msgstr "" "信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method " "EditorExportPlugin._begin_customize_resources]。" -msgid "$DOCS_URL/tutorials/platform/consoles.html" -msgstr "$DOCS_URL/tutorials/platform/consoles.html" - msgid "" "Returns the name of the export operating system handled by this " "[EditorExportPlatform] class, as a friendly string. Possible return values " @@ -36225,10 +35100,6 @@ msgid "" "when started." msgstr "附加命令行参数的列表,导出的项目将在启动时收到该列表。" -msgid "" -"Path to the custom export template. If left empty, default template is used." -msgstr "到自定义导出模板的路径。如果留空,则默认模板将被使用。" - msgid "Export format for Gradle build." msgstr "Gradle 构建的导出格式。" @@ -36360,15 +35231,6 @@ msgid "If [code]true[/code], package signing is enabled." msgstr "如果为 [code]true[/code],则包签名被启用。" msgid "" -"Unique application identifier in a reverse-DNS format, can only contain " -"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/" -"code]), hyphens ([code]-[/code]), and periods ([code].[/code])." -msgstr "" -"反向 DNS 格式的唯一应用程序标识符,只能包含字母数字字符([code]A-Z[/code]、" -"[code]a-z[/code] 和 [code]0-9[/code])、连字符([code]-[/code])和句点" -"([code].[/code])。" - -msgid "" "Allows read/write access to the \"properties\" table in the checkin database. " "See [url=https://developer.android.com/reference/android/Manifest." "permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]." @@ -37495,6 +36357,15 @@ msgstr "" "你的团队 ID[/url]。" msgid "" +"Unique application identifier in a reverse-DNS format, can only contain " +"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/" +"code]), hyphens ([code]-[/code]), and periods ([code].[/code])." +msgstr "" +"反向 DNS 格式的唯一应用程序标识符,只能包含字母数字字符([code]A-Z[/code]、" +"[code]a-z[/code] 和 [code]0-9[/code])、连字符([code]-[/code])和句点" +"([code].[/code])。" + +msgid "" "The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " "for debug export." msgstr "用于调试导出的签名身份的“全名”、“通用名”或 SHA-1 哈希值。" @@ -37525,9 +36396,6 @@ msgstr "" msgid "Interpolation method used to resize application icon." msgstr "用于调整应用程序图标大小的插值方法。" -msgid "Interpolation method used to resize launch screen images." -msgstr "用于调整启动屏幕图像大小的插值方法。" - msgid "" "UUID of the provisioning profile. If left empty, Xcode will download or " "create a provisioning profile automatically. See [url=https://developer.apple." @@ -37598,6 +36466,10 @@ msgstr "" "cn/support/required-device-capabilities/]App 所需的设备功能[/url]。" msgid "" +"Path to the custom export template. If left empty, default template is used." +msgstr "到自定义导出模板的路径。如果留空,则默认模板将被使用。" + +msgid "" "App Store application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/icon]. See [url=https://developer.apple." "com/design/human-interface-guidelines/foundations/app-icons]App icons[/url]." @@ -37717,13 +36589,6 @@ msgstr "" "cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" msgid "" -"Application launch screen image file. If left empty, it will fallback to " -"[member ProjectSettings.application/boot_splash/image]." -msgstr "" -"应用程序启动屏幕图像文件。如果留空,则会回退至 [member ProjectSettings." -"application/boot_splash/image]。" - -msgid "" "A message displayed when requesting access to the device's camera (in " "English)." msgstr "请求访问设备相机时显示的(英文)消息。" @@ -37782,12 +36647,6 @@ msgstr "" "code]。" msgid "" -"If [code]true[/code], storyboard launch screen is used instead of launch " -"screen images." -msgstr "" -"如果为 [code]true[/code],则使用 storyboard 启动屏幕,不使用启动屏幕图像。" - -msgid "" "If [code]true[/code], the app \"Documents\" folder can be accessed via " "\"Files\" app. See [url=https://developer.apple.com/documentation/" "bundleresources/information_property_list/" @@ -37891,18 +36750,6 @@ msgstr "" "- [code]{exe_name}[/code] - 应用程序可执行文件的名称。\n" "- [code]{cmd_args}[/code] - 应用程序命令行参数的数组。" -msgid "If [code]true[/code], project textures are exported in the BPTC format." -msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 BPTC 格式。" - -msgid "If [code]true[/code], project textures are exported in the ETC format." -msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC 格式。" - -msgid "If [code]true[/code], project textures are exported in the ETC2 format." -msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC2 格式。" - -msgid "If [code]true[/code], project textures are exported in the S3TC format." -msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 S3TC 格式。" - msgid "Exporter for macOS." msgstr "macOS 导出器。" @@ -38468,10 +37315,6 @@ msgstr "为 Web 导出" msgid "Web documentation index" msgstr "网页文档索引" -msgid "" -"The canvas resize policy determines how the canvas should be resized by Godot." -msgstr "画布大小调整策略决定 Godot 应当如何调整画布的大小。" - msgid "Exporter for Windows." msgstr "Windows 导出器。" @@ -40260,16 +39103,6 @@ msgstr "返回在 [FileSystemDock] 中查看的当前路径。" msgid "Returns the edited (current) scene's root [Node]." msgstr "返回正在编辑的(当前)场景的根 [Node]。" -msgid "" -"Returns the editor control responsible for main screen plugins and tools. Use " -"it with plugins that implement [method EditorPlugin._has_main_screen].\n" -"[b]Warning:[/b] Removing and freeing this node will render a part of the " -"editor useless and may cause a crash." -msgstr "" -"返回负责主屏幕插件和工具的编辑器控件。将其与实现了 [method EditorPlugin." -"_has_main_screen] 的插件一起使用。\n" -"[b]警告:[/b]移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。" - msgid "Returns the [EditorPaths] singleton." msgstr "返回 [EditorPaths] 单例。" @@ -41786,65 +40619,22 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if this is a main screen editor plugin (it goes in " -"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " -"[b]AssetLib[/b]).\n" -"When the plugin's workspace is selected, other main screen plugins will be " -"hidden, but your plugin will not appear automatically. It needs to be added " -"as a child of [method EditorInterface.get_base_control] and made visible " -"inside [method _make_visible].\n" -"Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the " -"plugin button's appearance.\n" -"[codeblock]\n" -"var plugin_control\n" -"\n" -"func _enter_tree():\n" -" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" -" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n" -" plugin_control.hide()\n" -"\n" -"func _has_main_screen():\n" -" return true\n" -"\n" -"func _make_visible(visible):\n" -" plugin_control.visible = visible\n" -"\n" -"func _get_plugin_name():\n" -" return \"My Super Cool Plugin 3000\"\n" -"\n" -"func _get_plugin_icon():\n" -" return EditorInterface.get_editor_theme().get_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/codeblock]" +"Implement this function if your plugin edits a specific type of object " +"(Resource or Node). If you return [code]true[/code], then you will get the " +"functions [method _edit] and [method _make_visible] called when the editor " +"requests them. If you have declared the methods [method " +"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " +"called too.\n" +"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If " +"a plugin handles more types of objects and they are edited at the same time, " +"it will result in errors." msgstr "" -"如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 [b]2D[/b]、" -"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起进入工作区选择器)。\n" -"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它需" -"要被添加为 [method EditorInterface.get_base_control] 的子节点,并在 [method " -"_make_visible] 中使其可见。\n" -"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的外" -"观。\n" -"[codeblock]\n" -"var plugin_control\n" -"\n" -"func _enter_tree():\n" -" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" -" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n" -" plugin_control.hide()\n" -"\n" -"func _has_main_screen():\n" -" return true\n" -"\n" -"func _make_visible(visible):\n" -" plugin_control.visible = visible\n" -"\n" -"func _get_plugin_name():\n" -" return \"My Super Cool Plugin 3000\"\n" -"\n" -"func _get_plugin_icon():\n" -" return EditorInterface.get_editor_theme().get_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/codeblock]" +"如果插件会编辑特定类型的对象(资源或节点),则请实现该函数。如果返回 " +"[code]true[/code],则将在编辑器请求时,调用函数 [method _edit] 和 [method " +"_make_visible]。如果已经声明了方法 [method _forward_canvas_gui_input] 和 " +"[method _forward_3d_gui_input],则它们也会被调用。\n" +"[b]注意:[/b]每个插件一次只应处理一种类型的对象。如果一个插件处理多种类型的对" +"象并且同时编辑这些对象,则会导致错误。" msgid "" "This function will be called when the editor is requested to become visible. " @@ -42127,14 +40917,6 @@ msgstr "" "[code]new_value[/code]。它们分别是检查器使用的 [UndoRedo] 对象、当前修改的对" "象、修改的属性的名称、和该属性即将采用的新值。" -msgid "" -"Returns the [EditorInterface] singleton instance.\n" -"[i]Deprecated.[/i] [EditorInterface] is a global singleton and can be " -"accessed directly by its name." -msgstr "" -"返回 [EditorInterface] 单例实例。\n" -"[i]已废弃。[/i][EditorInterface] 是全局单例,可以使用其名称直接访问。" - msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." msgstr "返回[b]场景 > 另存为...[/b]下的 [PopupMenu]。" @@ -42280,16 +41062,6 @@ msgstr "" "出。也适用于由插件定义的自定义屏幕。" msgid "" -"Emitted when any project setting has changed.\n" -"[i]Deprecated.[/i] Use [signal ProjectSettings.settings_changed] instead." -msgstr "" -"当任意项目设置发生改变时发出。\n" -"[i]已废弃。[/i]请改用 [signal ProjectSettings.settings_changed]。" - -msgid "Emitted when the given [param resource] was saved on disc." -msgstr "给定的资源 [param resource] 保存到磁盘时发出。" - -msgid "" "Emitted when the scene is changed in the editor. The argument will return the " "root node of the scene that has just become active. If this scene is new and " "empty, the argument will be [code]null[/code]." @@ -42297,10 +41069,6 @@ msgstr "" "在编辑器中更改场景时发出。该参数将返回刚刚变为活动状态的场景的根节点。如果此场" "景是新场景且为空,则参数将为 [code]null[/code]。" -msgid "" -"Emitted when user closes a scene. The argument is file path to a closed scene." -msgstr "当用户关闭场景时发出。参数是关闭的场景的文件路径。" - msgid "Main editor toolbar, next to play buttons." msgstr "主编辑器的工具栏,旁边是运行按钮。" @@ -42918,29 +41686,6 @@ msgstr "" msgid "Importer for Blender's [code].blend[/code] scene file format." msgstr "Blender 的 [code].blend[/code] 场景文件格式的导入器。" -msgid "" -"Imports Blender scenes in the [code].blend[/code] file format through the " -"glTF 2.0 3D import pipeline. This importer requires Blender to be installed " -"by the user, so that it can be used to export the scene as glTF 2.0.\n" -"The location of the Blender binary is set via the [code]filesystem/import/" -"blender/blender3_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/" -"blender/enabled] is enabled, otherwise [code].blend[/code] files present in " -"the project folder are not imported.\n" -"Blend import requires Blender 3.0.\n" -"Internally, the EditorSceneFormatImporterBlend uses the Blender glTF \"Use " -"Original\" mode to reference external textures." -msgstr "" -"通过 glTF 2.0 3D 导入管道导入使用 [code].blend[/code] 文件格式的 Blender 场" -"景。该导入器要求用户安装 Blender,以便将场景导出为 glTF 2.0。\n" -"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/blender3_path[/" -"code] 编辑器设置来设置的。\n" -"该导入器仅在启用 [member ProjectSettings.filesystem/import/blender/enabled] 时" -"使用,否则不会导入项目文件夹中存在的 [code].blend[/code] 文件。\n" -"Blend 导入需要 Blender 3.0。\n" -"在内部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式来引用外" -"部纹理。" - msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 场景文件格式的导入器。" @@ -43741,52 +42486,6 @@ msgstr "" "[code]disabled[/code],否则放置在该边界之外的对象将不可见。" msgid "" -"The default camera field of view to use in the 3D editor (in degrees). The " -"camera field of view can be adjusted on a per-scene basis using the [b]View[/" -"b] menu at the top of the 3D editor. If a scene had its camera field of view " -"adjusted using the [b]View[/b] menu, this setting is ignored in the scene in " -"question. This setting is also ignored while a Camera3D node is being " -"previewed in the editor." -msgstr "" -"在 3D 编辑器中使用的默认相机视野(以度为单位)。可以使用 3D 编辑器顶部的[b]查" -"看[/b]菜单,在每个场景的基础上调整相机视野。如果使用[b]查看[/b]菜单调整了场景" -"的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D 节点时,该设" -"置也将被忽略。" - -msgid "" -"The default camera far clip distance to use in the 3D editor (in degrees). " -"Higher values make it possible to view objects placed further away from the " -"camera, at the cost of lower precision in the depth buffer (which can result " -"in visible Z-fighting in the distance). The camera far clip distance can be " -"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D " -"editor. If a scene had its camera far clip distance adjusted using the " -"[b]View[/b] menu, this setting is ignored in the scene in question. This " -"setting is also ignored while a Camera3D node is being previewed in the " -"editor." -msgstr "" -"在 3D 编辑器中使用的默认相机远剪辑距离(以度为单位)。较高的值可以查看距离相机" -"较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。可以使用 " -"3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。如果一个场" -"景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将被忽略。在" -"编辑器中预览 Camera3D 节点时,该设置也将被忽略。" - -msgid "" -"The default camera near clip distance to use in the 3D editor (in degrees). " -"Lower values make it possible to view objects placed closer to the camera, at " -"the cost of lower precision in the depth buffer (which can result in visible " -"Z-fighting in the distance). The camera near clip distance can be adjusted on " -"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If " -"a scene had its camera near clip distance adjusted using the [b]View[/b] " -"menu, this setting is ignored in the scene in question. This setting is also " -"ignored while a Camera3D node is being previewed in the editor." -msgstr "" -"要在 3D 编辑器中使用的默认相机近剪辑距离(以度为单位)。较低的值可以查看距离相" -"机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。可以" -"使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。如果" -"一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中将被" -"忽略。在编辑器中预览 Camera3D 节点时,该设置也将被忽略。" - -msgid "" "The modifier key to use to enable freelook in the 3D editor (on top of " "pressing the right mouse button).\n" "[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard " @@ -44632,19 +43331,6 @@ msgstr "" "[/b]是最高质量的选项)。" msgid "" -"The amount of sleeping between frames when the low-processor usage mode is " -"enabled (in microseconds). Higher values will result in lower CPU/GPU usage, " -"which can improve battery life on laptops. However, higher values will result " -"in a less responsive editor. The default value is set to allow for maximum " -"smoothness on monitors up to 144 Hz. See also [member interface/editor/" -"unfocused_low_processor_mode_sleep_usec]." -msgstr "" -"启用低处理器使用模式时帧之间的睡眠时间(以微秒为单位)。更高的值将导致更低的 " -"CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命。但是,更高的值会导致编辑器的响" -"应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 " -"[member interface/editor/unfocused_low_processor_mode_sleep_usec]。" - -msgid "" "The font to use for the editor interface. Must be a resource of a [Font] type " "such as a [code].ttf[/code] or [code].otf[/code] font file." msgstr "" @@ -44693,46 +43379,6 @@ msgstr "" "之间共享。" msgid "" -"If enabled, displays internal engine errors in toast notifications " -"(toggleable by clicking the \"bell\" icon at the bottom of the editor). No " -"matter the value of this setting, non-internal engine errors will always be " -"visible in toast notifications.\n" -"The default [b]Auto[/b] value will only enable this if the editor was " -"compiled with the [code]dev=yes[/code] option (the default is [code]dev=no[/" -"code])." -msgstr "" -"如果启用,则会使用吐司通知的形式显示引擎的内部错误(可通过点击编辑器底部的“铃" -"铛”图标切换)。无论这个设置项是什么值,非引擎内部错误都会在吐司通知中显示。\n" -"默认的 [b]Auto[/b] 只会在使用 [code]dev=yes[/code] 选项(默认为 [code]dev=no[/" -"code])编译的编辑器中启用这个行为。" - -msgid "" -"If [code]true[/code], embed modal windows such as docks inside the main " -"editor window. When single-window mode is enabled, tooltips will also be " -"embedded inside the main editor window, which means they can't be displayed " -"outside of the editor window." -msgstr "" -"如果为 [code]true[/code],则在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单窗" -"口模式时,工具提示也将被嵌入到主编辑器窗口中,这意味着它们不能显示在编辑器窗口" -"之外。" - -msgid "" -"When the editor window is unfocused, the amount of sleeping between frames " -"when the low-processor usage mode is enabled (in microseconds). Higher values " -"will result in lower CPU/GPU usage, which can improve battery life on laptops " -"(in addition to improving the running project's performance if the editor has " -"to redraw continuously). However, higher values will result in a less " -"responsive editor. The default value is set to limit the editor to 20 FPS " -"when the editor window is unfocused. See also [member interface/editor/" -"low_processor_mode_sleep_usec]." -msgstr "" -"当编辑器窗口未聚焦时,启用低处理器使用模式时帧之间的睡眠量(以微秒为单位)。更" -"高的值将导致更低的 CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命(如果编辑器" -"必须连续重绘,还可以提高正在运行的项目的性能)。但是,更高的值会导致编辑器的响" -"应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。另见 " -"[member interface/editor/low_processor_mode_sleep_usec]。" - -msgid "" "If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " "system global menu.\n" "Specific to the macOS platform." @@ -44764,18 +43410,6 @@ msgstr "" "[code]hidden[/code] 的 OpenType 特性。" msgid "" -"If [code]true[/code], the multi window support in editor is enabled. The " -"following panels can become dedicated windows (made floating): Docks, Script " -"editor, and Shader editor.\n" -"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/" -"code], the multi window support is always disabled." -msgstr "" -"如果为 [code]true[/code],将启用编辑器的多窗口支持。以下面板可以成为独立窗口" -"(浮动):停靠面板、脚本编辑器、着色器编辑器。\n" -"[b]注意:[/b][member interface/editor/single_window_mode] 为 [code]true[/" -"code] 时,多窗口支持始终处于禁用状态。" - -msgid "" "If [code]true[/code], when panels are made floating they will be maximized.\n" "If [code]false[/code], when panels are made floating their position and size " "will match the ones when they are attached (excluding window border) to the " @@ -44823,14 +43457,6 @@ msgid "" msgstr "用于编辑器中“高亮显示”的用户界面元素(按下和悬停的项目)的颜色。" msgid "" -"The spacing to add for buttons and list items in the editor (in pixels). " -"Increasing this value is useful to improve usability on touch screens, at the " -"cost of reducing the amount of usable screen real estate." -msgstr "" -"在编辑器中为按钮和列表项添加的间距(以像素为单位)。增加该值有助于提高触摸屏的" -"可用性,但代价是减少可用屏幕空间。" - -msgid "" "The base color to use for user interface elements in the editor. Secondary " "colors (such as darker/lighter variants) are derived from this color." msgstr "" @@ -45343,16 +43969,6 @@ msgstr "" "5 倍。" msgid "" -"If [code]true[/code], adds static typing hints such as [code]-> void[/code] " -"and [code]: int[/code] when using code autocompletion or when creating " -"onready variables by drag and dropping nodes into the script editor while " -"pressing the [kbd]Ctrl[/kbd] key." -msgstr "" -"如果为 [code]true[/code] ,则在使用代码自动补全时,或在按下 [kbd]Ctrl[/kbd] 键" -"的同时将节点拖放到脚本编辑器中创建 onready 变量时,将添加静态类型提示,类型提" -"示类似 [code]-> void[/code] 和 [code]: int[/code] 。" - -msgid "" "If [code]true[/code], automatically completes braces when making use of code " "completion." msgstr "如果为 [code]true[/code],则在使用代码补全时,自动补全括号。" @@ -47453,84 +46069,6 @@ msgid "Returns a list of available global singletons." msgstr "返回可用全局单例的列表。" msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]year[/code] - Holds the year the version was released in as an int\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" -"The [code]hex[/code] value is encoded as follows, from left to right: one " -"byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" -"else:\n" -" # Do things specific to versions before 3.2\n" -"[/gdscript]\n" -"[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" -"{\n" -" // Do things specific to version 3.2 or later\n" -"}\n" -"else\n" -"{\n" -" // Do things specific to versions before 3.2\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"以字典形式返回当前引擎版本信息。\n" -"[code]major[/code] - 将主要版本号保存为一个 int\n" -"[code]minor[/code] - 将次要版本号保存为一个 int\n" -"[code]patch[/code] - 将补丁版本号保存为一个 int\n" -"[code]hex[/code] - 保存编码为十六进制整数的完整版本号,每个数字一个字节(2 " -"位)(参见下面的示例)\n" -"[code]status[/code] - 将状态(例如“beta”、“rc1”、“rc2”、...“stable”)保存为字" -"符串\n" -"[code]build[/code] - 将构建名称(例如“custom_build”)保存为字符串\n" -"[code]hash[/code] - 将完整的 Git 提交哈希保存为字符串\n" -"[code]year[/code] - 将版本发布的年份保存为 int\n" -"[code]string[/code] - 将 [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在单个字符串" -"中\n" -"[code]hex[/code] 值的编码方式如下,从左到右:主版本对应一字节,次版本对应一字" -"节,补丁版本对应一字节。例如,“3.1.12”将是 [code]0x03010C[/code]。[b]注意:[/" -"b]它内部还是一个 int,打印出来就是它的十进制表示,没有特别的意义。使用十六进制" -"文字从代码中轻松比较版本:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # 执行特定于版本 3.2 或更高版本的操作\n" -"else:\n" -" # 执行特定于 3.2 之前版本的操作\n" -"[/gdscript]\n" -"[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" -"{\n" -" // 执行特定于版本 3.2 或更高版本的操作\n" -"}\n" -"else\n" -"{\n" -" // 执行特定于 3.2 之前版本的操作\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " "the engine wasn't started in Movie Maker mode. This path can be absolute or " "relative depending on how the user specified it." @@ -47708,6 +46246,25 @@ msgstr "" "值,那么建议将 [member max_physics_steps_per_frame] 也调大。" msgid "" +"Controls how much physics ticks are synchronized with real time. For 0 or " +"less, the ticks are synchronized. Such values are recommended for network " +"games, where clock synchronization matters. Higher values cause higher " +"deviation of the in-game clock and real clock but smooth out framerate " +"jitters. The default value of 0.5 should be good enough for most; values " +"above 2 could cause the game to react to dropped frames with a noticeable " +"delay and are not recommended.\n" +"[b]Note:[/b] For best results, when using a custom physics interpolation " +"solution, the physics jitter fix should be disabled by setting [member " +"physics_jitter_fix] to [code]0[/code]." +msgstr "" +"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议" +"用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间" +"的偏差较大,但可以平滑帧速率的抖动。默认值 0.5 对于大多数人来说应该足够好了;" +"超过 2 的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" +"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 " +"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。" + +msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " "should generally always be set to [code]60[/code] or above, as Godot doesn't " @@ -47758,18 +46315,6 @@ msgstr "" "认情况下)之前,[i]不[/i]报告错误。\n" "[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。" -msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real " -"life, whilst a value of 0.5 means the game moves at half the regular speed. " -"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this)." -msgstr "" -"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的" -"移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。" -"[Timer] 和 [SceneTreeTimer] 也会受到影响(如何控制见 [method SceneTree." -"create_timer])。" - msgid "Exposes the internal debugger." msgstr "暴露内部调试器。" @@ -48057,13 +46602,6 @@ msgstr "" "说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 " "[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。" -msgid "" -"The [i]exponential[/i] fog density to use. Higher values result in a more " -"dense fog. Fog rendering is exponential as in real life." -msgstr "" -"要使用的[i]指数[/i]形式雾密度。值越高雾越密。雾的渲染是指数式的,和现实生活中" -"相同。" - msgid "If [code]true[/code], fog effects are enabled." msgstr "如果为 [code]true[/code],则启用雾效果。" @@ -51738,9 +50276,6 @@ msgstr "" "例如,要通过倾斜来模拟斜体字体,请应用以下变换 [code]Transform2D(1.0, slant, " "0.0, 1.0, 0.0, 0.0)[/code]。" -msgid "Emitted after the editor has automatically reloaded any extensions." -msgstr "在编辑器自动重新加载任何扩展后发出。" - msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" @@ -52703,6 +51238,26 @@ msgid "" msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" msgid "" +"Overrides the bounding box of this node with a custom one. This can be used " +"to avoid the expensive [AABB] recalculation that happens when a skeleton is " +"used with a [MeshInstance3D] or to have precise control over the " +"[MeshInstance3D]'s bounding box. To use the default AABB, set value to an " +"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set " +"[member custom_aabb] to a very large AABB that covers your entire game world " +"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To " +"disable all forms of culling (including occlusion culling), call [method " +"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s " +"[RID]." +msgstr "" +"使用自定义边界框覆盖该节点的边界框。骨架使用 [MeshInstance3D] 时可以避免重新计" +"算 [AABB] 节省性能,也可以用来对 [MeshInstance3D] 的边界框进行精确控制。要使用" +"默认的 AABB,请将其设为所有字段均为 [code]0.0[/code] 的 [AABB]。要避免视锥剔" +"除,请将 [member custom_aabb] 设为大到能够覆盖整个游戏世界的 AABB,例如 " +"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]。要禁用所有形式" +"的剔除(包括遮挡剔除),请使用该 [GeometryInstance3D] 的 [RID] 调用 [method " +"RenderingServer.instance_set_ignore_culling]。" + +msgid "" "The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to " "increase its cull box." msgstr "" @@ -53156,17 +51711,6 @@ msgid "Unregisters the given [GLTFDocumentExtension] instance." msgstr "将给定的 [GLTFDocumentExtension] 实例取消注册。" msgid "" -"Takes a [GLTFState] object through the [param state] parameter and writes a " -"glTF file to the filesystem.\n" -"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary " -"file or a .gltf file." -msgstr "" -"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF 文件写入文件系" -"统。\n" -"[b]注意:[/b]glTF 文件的扩展名决定了它是一个 .glb 二进制文件还是一个 .gltf 文" -"件。" - -msgid "" "The user-friendly name of the export image format. This is used when " "exporting the GLTF file, including writing to a file and writing to a byte " "array.\n" @@ -53269,18 +51813,6 @@ msgstr "" "理成可以被 [method _export_node] 使用的格式。" msgid "" -"Part of the export process. This method is run after [method " -"_get_saveable_image_formats] and before [method _export_post]. If this " -"[GLTFDocumentExtension] is used for exporting images, this runs after [method " -"_serialize_texture_json].\n" -"This method can be used to modify the final JSON of each node." -msgstr "" -"导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method " -"_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 " -"[method _serialize_texture_json] 之后运行。\n" -"该方法可用于修改每个节点的最终 JSON。" - -msgid "" "Part of the export process. This method is run last, after all other parts of " "the export process.\n" "This method can be used to modify the final JSON of the generated GLTF file." @@ -53396,17 +51928,6 @@ msgstr "" "该方法可用于修改导入过程生成的最终 Godot 场景。" msgid "" -"Part of the import process. This method is run after [method " -"_parse_node_extensions] and before [method _generate_scene_node].\n" -"This method can be used to modify any of the data imported so far, including " -"any scene nodes, before running the final per-node import step." -msgstr "" -"导入过程的一部分。该方法在 [method _parse_node_extensions] 之后 [method " -"_generate_scene_node] 之前运行。\n" -"在运行最终的各节点导入步骤之前,该方法可用于修改到目前为止导入的任何数据,包括" -"任何场景节点。" - -msgid "" "Part of the import process. This method is run first, before all other parts " "of the import process.\n" "The return value is used to determine if this [GLTFDocumentExtension] " @@ -53712,30 +52233,14 @@ msgstr "" msgid "Represents a GLTF physics body." msgstr "代表 GLTF 物理体。" -msgid "" -"Represents a physics body as defined by the [code]OMI_physics_body[/code] " -"GLTF extension. This class is an intermediary between the GLTF data and " -"Godot's nodes, and it's abstracted in a way that allows adding support for " -"different GLTF physics extensions in the future." -msgstr "" -"代表 [code]OMI_physics_body[/code] GLTF 扩展中定义的物理体。这个类是 GLTF 数据" -"与 Godot 节点的中介,并且经过了抽象,支持将来加入各种 GLTF 物理扩展。" - msgid "OMI_physics_body GLTF extension" msgstr "OMI_physics_body GLTF 扩展" msgid "" -"Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary]." -msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsBody 实例。" - -msgid "" "Create a new GLTFPhysicsBody instance from the given Godot " "[CollisionObject3D] node." msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。" -msgid "Serializes this GLTFPhysicsBody instance into a [Dictionary]." -msgstr "将这个 GLTFPhysicsBody 实例序列化为 [Dictionary]。" - msgid "" "Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." msgstr "将这个 GLTFPhysicsBody 实例转换为 Godot [CollisionObject3D] 节点。" @@ -53747,14 +52252,6 @@ msgstr "" "该物理体的角速度,单位为弧度每秒。仅在物体类型为“rigid”或“vehicle”时使用。" msgid "" -"The type of the body. When importing, this controls what type of " -"[CollisionObject3D] node Godot should generate. Valid values are \"static\", " -"\"kinematic\", \"character\", \"rigid\", \"vehicle\", and \"trigger\"." -msgstr "" -"该物体的类型。导入时,控制 Godot 应该生成何种类型的 [CollisionObject3D] 节点。" -"有效值有“static”“kinematic”“character”“rigid”“vehicle”“trigger”。" - -msgid "" "The center of mass of the body, in meters. This is in local space relative to " "the body. By default, the center of the mass is the body's origin." msgstr "" @@ -53784,15 +52281,6 @@ msgstr "该物理体的质量,单位为千克。仅在物体类型为“rigid msgid "Represents a GLTF physics shape." msgstr "代表 GLTF 物理形状。" -msgid "" -"Represents a physics shape as defined by the [code]OMI_collider[/code] GLTF " -"extension. This class is an intermediary between the GLTF data and Godot's " -"nodes, and it's abstracted in a way that allows adding support for different " -"GLTF physics extensions in the future." -msgstr "" -"代表 [code]OMI_collider[/code] GLTF 扩展中定义的物理形状。这个类是 GLTF 数据" -"与 Godot 节点的中介,并且经过了抽象,支持将来加入各种 GLTF 物理扩展。" - msgid "OMI_collider GLTF extension" msgstr "OMI_collider GLTF 扩展" @@ -53805,9 +52293,6 @@ msgid "" "[CollisionShape3D] node." msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。" -msgid "Serializes this GLTFPhysicsShape instance into a [Dictionary]." -msgstr "将这个 GLTFPhysicsShape 实例序列化为 [Dictionary]。" - msgid "" "Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [CollisionShape3D] 节点。" @@ -54336,14 +52821,6 @@ msgstr "" msgid "Sets this node's properties to match a given [CPUParticles2D] node." msgstr "设置该节点的属性以匹配给定的 [CPUParticles2D] 节点。" -msgid "" -"Emits a single particle. Whether [param xform], [param velocity], [param " -"color] and [param custom] are applied depends on the value of [param flags]. " -"See [enum EmitFlags]." -msgstr "" -"发射单个粒子。是否应用 [param xform]、[param velocity]、[param color] 和 " -"[param custom] 取决于 [param flags] 的值。请参阅 [enum EmitFlags]。" - msgid "Restarts all the existing particles." msgstr "重新启动所有现有的粒子。" @@ -55879,6 +54356,9 @@ msgstr "缩放下限。" msgid "The step of each zoom level." msgstr "每个缩放级别的步长。" +msgid "Emitted at the beginning of a [GraphElement]'s movement." +msgstr "在 [GraphElement] 移动开始时发出。" + msgid "Emitted at the end of a connection drag." msgstr "在连接拖动结束时发出。" @@ -55904,6 +54384,24 @@ msgid "" msgstr "当用户将连接从输出端口拖动到图形的空白区域时发出。" msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_copy[/code] action " +"([kbd]Ctrl + C[/kbd] by default). In general, this signal indicates that the " +"selected [GraphElement]s should be copied." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_copy[/code] 动作(默认情况下为 [kbd]Ctrl + C[/" +"kbd])时发出。一般来说,该信号指示所选的 [GraphElement] 应被复制。" + +msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_graph_delete[/code] action " +"([kbd]Delete[/kbd] by default).\n" +"[param nodes] is an array of node names that should be removed. These usually " +"include all selected nodes." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_graph_delete[/code] 动作(默认为 [kbd]Delete[/" +"kbd])时触发。\n" +"[param nodes] 是应被移除的节点的名称的数组。这些通常包括所有选定的节点。" + +msgid "" "Emitted to the GraphEdit when the connection between [param from_port] of " "[param from_node] [GraphNode] and [param to_port] of [param to_node] " "[GraphNode] is attempted to be removed." @@ -55912,6 +54410,31 @@ msgstr "" "to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。" msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_graph_duplicate[/code] " +"action ([kbd]Ctrl + D[/kbd] by default). In general, this signal indicates " +"that the selected [GraphElement]s should be duplicated." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_graph_duplicate[/code] 动作(默认为 [kbd]Ctrl " +"+ D[/kbd])时触发。一般来说,该信号指示应被复制的所选的 [GraphElement]。" + +msgid "Emitted at the end of a [GraphElement]'s movement." +msgstr "在 [GraphElement] 移动结束时发出。" + +msgid "Emitted when the given [GraphElement] node is deselected." +msgstr "当给定的 [GraphElement] 节点被取消选择时发出。" + +msgid "Emitted when the given [GraphElement] node is selected." +msgstr "当给定的 [GraphElement] 节点被选中时发出。" + +msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_paste[/code] action " +"([kbd]Ctrl + V[/kbd] by default). In general, this signal indicates that " +"previously copied [GraphElement]s should be pasted." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_paste[/code] 动作(默认为 [kbd]Ctrl + V[/kbd])" +"时触发。一般来说,该信号指示应被粘贴的先前复制的 [GraphElement]。" + +msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [param position] is the position of the mouse pointer when the " "signal is sent." @@ -55934,16 +54457,6 @@ msgid "" "zoom." msgstr "[kbd]鼠标滚轮[/kbd]进行视图的移动,[kbd]Ctrl + 鼠标滚轮[/kbd]进行缩放。" -msgid "" -"Color of the connection's activity (see [method set_connection_activity])." -msgstr "该连接活动的颜色(请参阅 [method set_connection_activity])。" - -msgid "Color of major grid lines." -msgstr "主要栅格线的颜色。" - -msgid "Color of minor grid lines." -msgstr "次要栅格线的颜色。" - msgid "The fill color of the selection rectangle." msgstr "选定的矩形的填充颜色。" @@ -56752,12 +55265,6 @@ msgstr "" "与 [BoxShape3D] 等图元形状相比显著要慢。" msgid "" -"Height map data, pool array must be of [member map_width] * [member " -"map_depth] size." -msgstr "" -"高度图数据,池数组的大小必须是 [member map_width] * [member map_depth]。" - -msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." msgstr "高度图深度中的顶点数。更改该项将调整 [member map_data] 的大小。" @@ -57608,12 +56115,6 @@ msgstr "" "HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD,并且要不" "是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。" -msgid "[i]Deprecated.[/i] HTTP status code [code]305 Use Proxy[/code]." -msgstr "[i]已废弃。[/i]HTTP 状态码 [code]305 Use Proxy[/code]。" - -msgid "[i]Deprecated.[/i] HTTP status code [code]306 Switch Proxy[/code]." -msgstr "[i]已废弃。[/i]HTTP 状态码 [code]306 Switch Proxy[/code]。" - msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " @@ -58517,6 +57018,15 @@ msgid "Importing images" msgstr "导入图像" msgid "" +"Adjusts this image's [param brightness], [param contrast], and [param " +"saturation] by the given values. Does not work if the image is compressed " +"(see [method is_compressed])." +msgstr "" +"使用 [param brightness] 调整图像的亮度,使用 [param contrast] 调整图像的对比" +"度,使用 [param saturation] 调整图像的饱和度。对压缩图像无效(见 [method " +"is_compressed])。" + +msgid "" "Alpha-blends [param src_rect] from [param src] image to this image at " "coordinates [param dst], clipped accordingly to both image bounds. This image " "and [param src] image [b]must[/b] have the same format. [param src_rect] with " @@ -58673,6 +57183,14 @@ msgstr "" "都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据,则" "返回 [constant ALPHA_NONE]。" +msgid "" +"Returns the color channels used by this image, as one of the [enum " +"UsedChannels] constants. If the image is compressed, the original [param " +"source] must be specified." +msgstr "" +"返回某个 [enum UsedChannels] 常量,表示该图像所使用的颜色通道。如果为压缩图" +"像,则必须使用 [param source] 指定原始图像的属性。" + msgid "Fills the image with [param color]." msgstr "使用颜色 [param color] 填充图像。" @@ -59195,6 +57713,13 @@ msgstr "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 4。" msgid "" +"OpenGL texture format [code]RGB[/code] with three components. Red and blue " +"have a bitdepth of 5, and green has a bitdepth of 6." +msgstr "" +"OpenGL 纹理格式 [code]RGB[/code],具有三个组件。红色和蓝色的位深度为 5,绿色的" +"位深度为 6。" + +msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,是32 位浮点值。" @@ -59440,6 +57965,27 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGBA8[/code] variant), which compresses RA data and interprets " +"it as two channels (red and green). See also [constant FORMAT_ETC2_RGBA8]." +msgstr "" +"[url=https://zh.wikipedia.org/zh-cn/" +"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" +"爱立信纹理压缩格式 2[/url]([code]RGBA8[/code] 变体),能够压缩 RA 数据,将其" +"解释为两个通道(红和绿)。另见 [constant FORMAT_ETC2_RGBA8]。" + +msgid "" +"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " +"texture format also known as Block Compression 3 or BC3, which compresses RA " +"data and interprets it as two channels (red and green). See also [constant " +"FORMAT_DXT5]." +msgstr "" +"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格" +"式,也叫 Block Compression 3、BC3。能够压缩 RA 数据并将其解释为两个通道(红和" +"绿)。另见 [constant FORMAT_DXT5]。" + +msgid "" +"[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" "url]. This implements the 4x4 (high quality) mode." msgstr "" @@ -59516,6 +58062,13 @@ msgstr "" "另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一" "组。" +msgid "" +"Performs Lanczos interpolation. This is the slowest image resizing mode, but " +"it typically gives the best results, especially when downscaling images." +msgstr "" +"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是" +"在缩小图像时。" + msgid "Image does not have alpha." msgstr "图片没有 Alpha 通道。" @@ -59543,6 +58096,24 @@ msgstr "使用 ASTC 压缩。" msgid "Represents the size of the [enum CompressMode] enum." msgstr "代表 [enum CompressMode] 枚举的大小。" +msgid "The image only uses one channel for luminance (grayscale)." +msgstr "该图像仅使用一个通道表示亮度(灰度图)。" + +msgid "The image uses two channels for luminance and alpha, respectively." +msgstr "该图像使用两个通道,分别表示亮度和 Alpha。" + +msgid "The image only uses the red channel." +msgstr "该图像仅使用红色通道。" + +msgid "The image uses two channels for red and green." +msgstr "该图像使用红色和绿色两个通道。" + +msgid "The image uses three channels for red, green, and blue." +msgstr "该图像使用红、绿、蓝三个通道。" + +msgid "The image uses four channels for red, green, blue, and alpha." +msgstr "该图像使用红色、绿色、蓝色和 Alpha 四个通道。" + msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." @@ -60586,26 +59157,6 @@ msgstr "" "加到忽略列表中。" msgid "" -"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " -"strong and a weak one. [param weak_magnitude] is the strength of the weak " -"motor (between 0 and 1) and [param strong_magnitude] is the strength of the " -"strong motor (between 0 and 1). [param duration] is the duration of the " -"effect in seconds (a duration of 0 will try to play the vibration " -"indefinitely). The vibration can be stopped early by calling [method " -"stop_joy_vibration].\n" -"[b]Note:[/b] Not every hardware is compatible with long effect durations; it " -"is recommended to restart an effect if it has to be played for more than a " -"few seconds." -msgstr "" -"开始振动游戏手柄。游戏手柄通常带有两个震动马达,一强一弱。[param " -"weak_magnitude] 是弱马达的强度(介于 0 和 1 之间),[param strong_magnitude] " -"是强马达的强度(介于 0 和 1 之间)。[param duration] 是效果的持续时间(以秒为" -"单位)(持续时间为 0 将尝试无限期地播放振动)。调用 [method " -"stop_joy_vibration] 可以提前停止震动。\n" -"[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果播放的时长必须超过几秒钟," -"建议重新启动效果。" - -msgid "" "Stops the vibration of the joypad started with [method start_joy_vibration]." msgstr "停止使用 [method start_joy_vibration] 启动的游戏手柄的振动。" @@ -61041,13 +59592,6 @@ msgstr "" "状态被释放。" msgid "" -"Represents the pressure the user puts on the button with their finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." -msgstr "" -"如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 " -"[code]1[/code]。" - -msgid "" "Represents axis motions (such as joystick or analog triggers) from a gamepad." msgstr "代表游戏手柄的轴运动(例如摇杆和模拟扳机)。" @@ -61294,130 +59838,6 @@ msgid "" "the slower the gesture is performed." msgstr "事件的量(或增量)。这个值越接近 [code]1.0[/code],手势执行地越快。" -msgid "Represents an input event from a MIDI device, such as a piano." -msgstr "代表来自 MIDI 设备的输入事件,例如钢琴。" - -msgid "" -"InputEventMIDI allows receiving input events from MIDI (Musical Instrument " -"Digital Interface) devices such as a piano.\n" -"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " -"device supports both be sure to check the settings in the device to see which " -"output it's using.\n" -"To receive input events from MIDI devices, you need to call [method OS." -"open_midi_inputs]. You can check which devices are detected using [method OS." -"get_connected_midi_inputs].\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" OS.open_midi_inputs()\n" -" print(OS.get_connected_midi_inputs())\n" -"\n" -"func _input(input_event):\n" -" if input_event is InputEventMIDI:\n" -" _print_midi_info(input_event)\n" -"\n" -"func _print_midi_info(midi_event: InputEventMIDI):\n" -" print(midi_event)\n" -" print(\"Channel \" + str(midi_event.channel))\n" -" print(\"Message \" + str(midi_event.message))\n" -" print(\"Pitch \" + str(midi_event.pitch))\n" -" print(\"Velocity \" + str(midi_event.velocity))\n" -" print(\"Instrument \" + str(midi_event.instrument))\n" -" print(\"Pressure \" + str(midi_event.pressure))\n" -" print(\"Controller number: \" + str(midi_event.controller_number))\n" -" print(\"Controller value: \" + str(midi_event.controller_value))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" OS.OpenMidiInputs();\n" -" GD.Print(OS.GetConnectedMidiInputs());\n" -"}\n" -"\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -" if (@event is InputEventMIDI midiEvent)\n" -" {\n" -" PrintMIDIInfo(midiEvent);\n" -" }\n" -"}\n" -"\n" -"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" -"{\n" -" GD.Print(midiEvent);\n" -" GD.Print($\"Channel {midiEvent.Channel}\");\n" -" GD.Print($\"Message {midiEvent.Message}\");\n" -" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" -" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" -" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" -" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" -" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" -" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Note that Godot does not currently support MIDI output, so there is no way to " -"emit MIDI signals from Godot. Only MIDI input works." -msgstr "" -"InputEventMIDI 允许从钢琴等 MIDI(Musical Instrument Digital Interface)设备接" -"收输入事件。\n" -"MIDI 信号可以通过 5 针 MIDI 连接器或 USB 发送,如果你的设备支持这两种方式,请" -"务必检查设备中的设置以查看它使用的是哪种输出。\n" -"要从 MIDI 设备接收输入事件,需要调用 [method OS.open_midi_inputs]。可以使用 " -"[method OS.get_connected_midi_inputs] 检查检测到哪些设备。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" OS.open_midi_inputs()\n" -" print(OS.get_connected_midi_inputs())\n" -"\n" -"func _input(input_event):\n" -" if input_event is InputEventMIDI:\n" -" _print_midi_info(input_event)\n" -"\n" -"func _print_midi_info(midi_event: InputEventMIDI):\n" -" print(midi_event)\n" -" print(\"Channel \" + str(midi_event.channel))\n" -" print(\"Message \" + str(midi_event.message))\n" -" print(\"Pitch \" + str(midi_event.pitch))\n" -" print(\"Velocity \" + str(midi_event.velocity))\n" -" print(\"Instrument \" + str(midi_event.instrument))\n" -" print(\"Pressure \" + str(midi_event.pressure))\n" -" print(\"Controller number: \" + str(midi_event.controller_number))\n" -" print(\"Controller value: \" + str(midi_event.controller_value))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" OS.OpenMidiInputs();\n" -" GD.Print(OS.GetConnectedMidiInputs());\n" -"}\n" -"\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -" if (@event is InputEventMIDI midiEvent)\n" -" {\n" -" PrintMIDIInfo(midiEvent);\n" -" }\n" -"}\n" -"\n" -"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" -"{\n" -" GD.Print(midiEvent);\n" -" GD.Print($\"Channel {midiEvent.Channel}\");\n" -" GD.Print($\"Message {midiEvent.Message}\");\n" -" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" -" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" -" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" -" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" -" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" -" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"请注意,Godot 目前不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 信号。只有 " -"MIDI 输入有效。" - msgid "MIDI Message Status Byte List" msgstr "MIDI 消息状态字节列表" @@ -61427,90 +59847,6 @@ msgstr "维基百科通用 MIDI 乐器列表" msgid "Wikipedia Piano Key Frequencies List" msgstr "维基百科钢琴琴键频率列表" -msgid "" -"The MIDI channel of this input event. There are 16 channels, so this value " -"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " -"instruments, the rest of the channels are for non-percussion instruments." -msgstr "" -"这个输入事件的 MIDI 通道。总共有 16 个通道,所以这个值的范围是 0 到 15。MIDI " -"通道 9 是为打击乐器保留的,其余通道供非打击乐器使用。" - -msgid "" -"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the " -"controller number, otherwise this is zero. Controllers include devices such " -"as pedals and levers." -msgstr "" -"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器号,否则为零。" -"控制器包含踏板、推杆等设备。" - -msgid "" -"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the " -"controller value, otherwise this is zero. Controllers include devices such as " -"pedals and levers." -msgstr "" -"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器值,否则为零。" -"控制器包含踏板、推杆等设备。" - -msgid "" -"Returns a value indicating the type of message for this MIDI signal. This is " -"a member of the [enum MIDIMessage] enum.\n" -"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " -"returned as this value, as the other part is the channel (ex: 0x94 becomes " -"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" -"Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they " -"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, " -"therefore your code should treat the input as stopped if some period of time " -"has passed.\n" -"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero velocity " -"instead of [constant MIDI_MESSAGE_NOTE_OFF].\n" -"For more information, see the note in [member velocity] and the MIDI message " -"status byte list chart linked above." -msgstr "" -"返回表示这个 MIDI 信号类型的值,是 [enum MIDIMessage] 枚举的成员。\n" -"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半是" -"通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是原" -"样返回的。\n" -"激活音符时会返回 [constant MIDI_MESSAGE_NOTE_ON],但失活时并不一定会返回 " -"[constant MIDI_MESSAGE_NOTE_OFF],因此你的代码应该在经过一段时间后将输入处理为" -"停止。\n" -"有些 MIDI 设备可能发送速度为零的 [constant MIDI_MESSAGE_NOTE_ON] 来代替 " -"[constant MIDI_MESSAGE_NOTE_OFF]。\n" -"更多消息请参阅 [member velocity] 中的备注,以及上面链接的 MIDI 消息状态字节列" -"表。" - -msgid "" -"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " -"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " -"the piano key frequency chart on Wikipedia for more information." -msgstr "" -"这个 MIDI 信号的音高索引号。这个值的范围为 0 到 127。在钢琴上,中央 C 是 60," -"而 A440 是 69,更多信息请参阅维基百科钢琴琴键频率表的“MIDI 音符”列。" - -msgid "" -"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " -"devices, this value is always zero." -msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。" - -msgid "" -"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " -"piano, this corresponds to how quickly the key was pressed, and is rarely " -"above about 110 in practice.\n" -"[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] " -"message with zero velocity and expect this to be treated the same as a " -"[constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so " -"Godot reports event data exactly as received. Depending on the hardware and " -"the needs of the game/app, this MIDI quirk can be handled robustly with a " -"couple lines of script (check for [constant MIDI_MESSAGE_NOTE_ON] with " -"velocity zero)." -msgstr "" -"MIDI 信号的速度。这个值在 0 到 127 之间。对于钢琴,这对应的是按键有多快,实际" -"很少超过 110。\n" -"[b]注意:[/b]部分 MIDI 设备可能会发送速度为零的 [constant " -"MIDI_MESSAGE_NOTE_ON] 并期望进行和 [constant MIDI_MESSAGE_NOTE_OFF] 一样的处" -"理,但因设备实现而异,所以 Godot 会原样汇报事件数据。根据硬件和游戏/应用的需求" -"的不同,可以用几行脚本来可靠地处理这种 MIDI 特质(检查 [constant " -"MIDI_MESSAGE_NOTE_ON] 的速度是否为零)。" - msgid "Base input event type for mouse events." msgstr "鼠标事件的基本输入事件类型。" @@ -61550,9 +59886,6 @@ msgstr "" msgid "Represents a mouse button being pressed or released." msgstr "代表某个鼠标按键被按下或松开。" -msgid "Stores information about mouse click events. See [method Node._input]." -msgstr "存储与鼠标点击事件相关的信息。见 [method Node._input]。" - msgid "Mouse and input coordinates" msgstr "鼠标和输入坐标" @@ -61620,17 +59953,6 @@ msgid "" msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。" msgid "" -"The mouse position relative to the previous position (position at the last " -"frame).\n" -"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " -"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" -"code] when the user stops moving the mouse." -msgstr "" -"鼠标相对于前一个位置的位置(上一帧的位置)。\n" -"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动鼠" -"标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。" - -msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " @@ -61639,9 +59961,6 @@ msgstr "" "代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。两" "个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。" -msgid "The mouse velocity in pixels per second." -msgstr "鼠标速度,以像素每秒为单位。" - msgid "Represents a panning touch gesture." msgstr "代表平移触摸手势。" @@ -61676,14 +59995,6 @@ msgstr "正在使用手写笔的橡皮端时,会返回 [code]true[/code]。" msgid "The drag position." msgstr "拖拽的位置。" -msgid "" -"The drag position relative to the previous position (position at the last " -"frame)." -msgstr "相对于之前位置(上一帧时的位置)的拖拽位置。" - -msgid "The drag velocity." -msgstr "拖拽的速度。" - msgid "Represents a screen touch event." msgstr "代表屏幕触摸事件。" @@ -63851,6 +62162,24 @@ msgstr "文本阴影效果的颜色 [Color]。" msgid "Vertical space between lines in multiline [Label]." msgstr "多行 [Label] 中,行与行之间的垂直间距。" +msgid "" +"Text outline size.\n" +"[b]Note:[/b] If using a font with [member FontFile." +"multichannel_signed_distance_field] enabled, its [member FontFile." +"msdf_pixel_range] must be set to at least [i]twice[/i] the value of " +"[theme_item outline_size] for outline rendering to look correct. Otherwise, " +"the outline may appear to be cut off earlier than intended.\n" +"[b]Note:[/b] Using a value that is larger than half the font size is not " +"recommended, as the font outline may fail to be fully closed in this case." +msgstr "" +"文字轮廓的大小。\n" +"[b]注意:[/b]如果使用启用了 [member FontFile." +"multichannel_signed_distance_field] 的字体,其 [member FontFile." +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" +"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。\n" +"[b]注意:[/b]不建议使用大于字体大小一半的值,因为这种情况下字体轮廓可能无法完" +"全闭合。" + msgid "The horizontal offset of the text's shadow." msgstr "文本阴影的水平偏移。" @@ -64736,51 +63065,6 @@ msgstr "" msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。" -msgid "" -"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " -"are used to provide high-quality indirect lighting with very little light " -"leaking. [LightmapGI] can also provide rough reflections using spherical " -"harmonics if [member directional] is enabled. Dynamic objects can receive " -"indirect lighting thanks to [i]light probes[/i], which can be automatically " -"placed by setting [member generate_probes_subdiv] to a value other than " -"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " -"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " -"fully static and cannot be baked in an exported project. Baking a " -"[LightmapGI] node is also slower compared to [VoxelGI].\n" -"[b]Procedural generation:[/b] Lightmap baking functionality is only available " -"in the editor. This means [LightmapGI] is not suited to procedurally " -"generated or user-built levels. For procedurally generated or user-built " -"levels, use [VoxelGI] or SDFGI instead (see [member Environment." -"sdfgi_enabled]).\n" -"[b]Performance:[/b] [LightmapGI] provides the best possible run-time " -"performance for global illumination. It is suitable for low-end hardware " -"including integrated graphics and mobile devices.\n" -"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " -"effect once lightmaps are baked again.\n" -"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not " -"supported, as these cannot store UV2 data required for baking.\n" -"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only " -"be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL." -msgstr "" -"[LightmapGI] 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照" -"明,并且漏光很少。如果启用 [member directional],[LightmapGI] 还可以使用球谐函" -"数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通过" -"将 [member generate_probes_subdiv] 设置为 [constant GENERATE_PROBES_DISABLED] " -"以外的值,来自动放置光照探针。也可以通过创建 [LightmapProbe] 节点,来添加额外" -"的光照贴图探针。缺点是光照贴图是完全静态的,不能在导出的项目中烘焙。与 " -"[VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n" -"[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] 不适" -"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] 或 " -"SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" -"[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显卡" -"和移动设备在内的低端硬件。\n" -"[b]注意:[/b]由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才" -"会产生可见效果。\n" -"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它们" -"无法存储烘焙所需的 UV2 数据。\n" -"[b]注意:[/b]如果没有安装自定义光照贴图,[LightmapGI] 只能在使用 Vulkan 后端" -"(Forward+ 或 Mobile)时进行烘焙,而不能在使用 OpenGL 时烘焙。" - msgid "Using Lightmap global illumination" msgstr "使用光照贴图全局光照" @@ -65156,15 +63440,6 @@ msgstr "" "烘焙光照贴图之前,材质外观将看起来不正确,在这种情况下,此处设置的值将被丢弃," "因为整个 [LightmapGIData] 资源被光照贴图器替换。" -msgid "" -"The lightmap atlas texture generated by the lightmapper.\n" -"[i]Deprecated.[/i] The lightmap atlas can now have multiple textures. See " -"[member lightmap_textures]." -msgstr "" -"由光照贴图器生成的光照贴图图集纹理。\n" -"[i]已弃用。[/i]光照贴图图集现在可以有多个纹理。请参阅 [member " -"lightmap_textures]。" - msgid "The lightmap atlas textures generated by the lightmapper." msgstr "由光照贴图器生成的光照贴图图集纹理。" @@ -66214,6 +64489,127 @@ msgstr "" msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" +msgid "" +"[MainLoop] is the abstract base class for a Godot project's game loop. It is " +"inherited by [SceneTree], which is the default game loop implementation used " +"in Godot projects, though it is also possible to write and use one's own " +"[MainLoop] subclass instead of the scene tree.\n" +"Upon the application start, a [MainLoop] implementation must be provided to " +"the OS; otherwise, the application will exit. This happens automatically (and " +"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " +"command line (with e.g. [code]godot -s my_loop.gd[/code]) or the \"Main Loop " +"Type\" project setting is overwritten.\n" +"Here is an example script implementing a simple [MainLoop]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name CustomMainLoop\n" +"extends MainLoop\n" +"\n" +"var time_elapsed = 0\n" +"\n" +"func _initialize():\n" +" print(\"Initialized:\")\n" +" print(\" Starting time: %s\" % str(time_elapsed))\n" +"\n" +"func _process(delta):\n" +" time_elapsed += delta\n" +" # Return true to end the main loop.\n" +" return Input.get_mouse_button_mask() != 0 || Input." +"is_key_pressed(KEY_ESCAPE)\n" +"\n" +"func _finalize():\n" +" print(\"Finalized:\")\n" +" print(\" End time: %s\" % str(time_elapsed))\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"public partial class CustomMainLoop : MainLoop\n" +"{\n" +" private double _timeElapsed = 0;\n" +"\n" +" public override void _Initialize()\n" +" {\n" +" GD.Print(\"Initialized:\");\n" +" GD.Print($\" Starting Time: {_timeElapsed}\");\n" +" }\n" +"\n" +" public override bool _Process(double delta)\n" +" {\n" +" _timeElapsed += delta;\n" +" // Return true to end the main loop.\n" +" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." +"Escape);\n" +" }\n" +"\n" +" private void _Finalize()\n" +" {\n" +" GD.Print(\"Finalized:\");\n" +" GD.Print($\" End Time: {_timeElapsed}\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承," +"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己" +"的 [MainLoop] 子类,来代替场景树。\n" +"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退" +"出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] " +"[Script](例如 [code]godot -s my_loop.gd[/code],或“主循环类型(Main Loop " +"Type)”项目设置被覆盖。\n" +"有一个实现简单 [MainLoop] 的示例脚本:\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name CustomMainLoop\n" +"extends MainLoop\n" +"\n" +"var time_elapsed = 0\n" +"\n" +"func _initialize():\n" +" print(\"Initialized:\")\n" +" print(\" Starting time: %s\" % str(time_elapsed))\n" +"\n" +"func _process(delta):\n" +" time_elapsed += delta\n" +" # 返回 true 结束主循环。\n" +" return Input.get_mouse_button_mask() != 0 || Input." +"is_key_pressed(KEY_ESCAPE)\n" +"\n" +"func _finalize():\n" +" print(\"Finalized:\")\n" +" print(\" End time: %s\" % str(time_elapsed))\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"public partial class CustomMainLoop : MainLoop\n" +"{\n" +" private double _timeElapsed = 0;\n" +"\n" +" public override void _Initialize()\n" +" {\n" +" GD.Print(\"Initialized:\");\n" +" GD.Print($\" Starting Time: {_timeElapsed}\");\n" +" }\n" +"\n" +" public override bool _Process(double delta)\n" +" {\n" +" _timeElapsed += delta;\n" +" // 返回 true 结束主循环。\n" +" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." +"Escape);\n" +" }\n" +"\n" +" private void _Finalize()\n" +" {\n" +" GD.Print(\"Finalized:\");\n" +" GD.Print($\" End Time: {_timeElapsed}\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Called before the program exits." msgstr "在程序退出前调用。" @@ -66291,40 +64687,6 @@ msgstr "" "变化)。\n" "仅限 macOS 平台。" -msgid "" -"Notification received from the OS when the application is resumed.\n" -"Specific to the Android platform." -msgstr "" -"当应用程序恢复时,从操作系统收到的通知。\n" -"仅限 Android 平台。" - -msgid "" -"Notification received from the OS when the application is paused.\n" -"Specific to the Android platform." -msgstr "" -"当应用程序暂停时,从操作系统收到的通知。\n" -"仅限 Android 平台。" - -msgid "" -"Notification received from the OS when the application is focused, i.e. when " -"changing the focus from the OS desktop or a thirdparty application to any " -"open window of the Godot instance.\n" -"Implemented on desktop platforms." -msgstr "" -"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程" -"序更改为 Godot 实例的任何一个打开窗口时。\n" -"在桌面平台上被实现。" - -msgid "" -"Notification received from the OS when the application is defocused, i.e. " -"when changing the focus from any open window of the Godot instance to the OS " -"desktop or a thirdparty application.\n" -"Implemented on desktop platforms." -msgstr "" -"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗" -"口,更改为操作系统桌面或第三方应用程序时。\n" -"在桌面平台上被实现。" - msgid "Notification received when text server is changed." msgstr "文本服务器被更改时,收到的通知。" @@ -67967,34 +66329,10 @@ msgid "" msgstr "编辑器内部类,用于保存未知节点的数据。" msgid "" -"This is an internal editor class intended for keeping data of nodes of " -"unknown type (most likely this type was supplied by an extension that is no " -"longer loaded). It can't be manually instantiated or placed in the scene. " -"Ignore it if you don't know what it is." -msgstr "" -"这是编辑器内部类,用于保存未知类型节点的数据(该类型很有可能是由扩展提供的,而" -"该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略它。" - -msgid "Returns the name of the type this node was originally." -msgstr "返回这个节点原本的类型名。" - -msgid "" "An internal editor class intended for keeping the data of unrecognized " "resources." msgstr "编辑器内部类,用于保存未知资源的数据。" -msgid "" -"This is an internal editor class intended for keeping data of resources of " -"unknown type (most likely this type was supplied by an extension that is no " -"longer loaded). It can't be manually instantiated or placed in the scene. " -"Ignore it if you don't know what it is." -msgstr "" -"这是编辑器内部类,用于保存未知类型资源的数据(该类型很有可能是由扩展提供的,而" -"该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略它。" - -msgid "Returns the name of the class this resource was originally." -msgstr "返回这个资源原本的类名。" - msgid "Generic mobile VR implementation." msgstr "通用移动 VR 实现。" @@ -68319,12 +66657,6 @@ msgstr "为指定实例设置 [Transform3D]。" msgid "Sets the [Transform2D] for a specific instance." msgstr "为指定实例设置 [Transform2D]。" -msgid "See [method set_instance_color]." -msgstr "见 [method set_instance_color]。" - -msgid "See [method set_instance_custom_data]." -msgstr "见 [method set_instance_custom_data]。" - msgid "" "Number of instances that will get drawn. This clears and (re)sizes the " "buffers. Setting data format or flags afterwards will have no effect.\n" @@ -68345,12 +66677,6 @@ msgstr "" "各个实例的外观可以通过 [method set_instance_color] 和 [method " "set_instance_custom_data] 来修改。" -msgid "See [method set_instance_transform_2d]." -msgstr "见 [method set_instance_transform_2d]。" - -msgid "See [method set_instance_transform]." -msgstr "见 [method set_instance_transform]。" - msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "用于变换网格的变换格式,可以是 2D 或 3D。" @@ -68895,13 +67221,6 @@ msgstr "" "get_available_packet_count]。" msgid "" -"Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send " -"the next available packet. See [method PacketPeer.get_available_packet_count]." -msgstr "" -"返回用于发送下一个可用数据包的远程对等体的 [enum MultiplayerPeer." -"TransferMode]。请参阅 [method PacketPeer.get_available_packet_count]。" - -msgid "" "Returns the ID of the [MultiplayerPeer] who sent the next available packet. " "See [method PacketPeer.get_available_packet_count]." msgstr "" @@ -69088,13 +67407,6 @@ msgstr "" "get_packet_channel]。" msgid "" -"Called to get the [enum MultiplayerPeer.TransferMode] the remote peer used to " -"send the next available packet. See [method MultiplayerPeer.get_packet_mode]." -msgstr "" -"返回发送下一个可用数据包所使用的远程对等体的 [enum MultiplayerPeer." -"TransferMode]。请参阅 [method MultiplayerPeer.get_packet_mode]。" - -msgid "" "Called when the ID of the [MultiplayerPeer] who sent the most recent packet " "is requested (see [method MultiplayerPeer.get_packet_peer])." msgstr "" @@ -69617,17 +67929,6 @@ msgid "Returns the [RID] of this agent on the [NavigationServer2D]." msgstr "返回这个代理在 [NavigationServer2D] 上的 [RID]。" msgid "" -"Returns [code]true[/code] if the end of the currently loaded navigation path " -"has been reached.\n" -"[b]Note:[/b] While true prefer to stop calling update functions like [method " -"get_next_path_position]. This avoids jittering the standing agent due to " -"calling repeated path updates." -msgstr "" -"如果已到达当前加载的导航路径的末尾,则返回 [code]true[/code]。\n" -"[b]注意:[/b]虽然 true 更喜欢停止调用更新函数,例如 [method " -"get_next_path_position]。这避免了由于调用重复的路径更新而使常设代理抖动。" - -msgid "" "Returns [code]true[/code] if [method get_final_position] is within [member " "target_desired_distance] of the [member target_position]." msgstr "" @@ -69635,14 +67936,6 @@ msgstr "" "target_desired_distance] 范围内,则返回 [code]true[/code]。" msgid "" -"Returns true if [member target_position] is reached. It may not always be " -"possible to reach the target position. It should always be possible to reach " -"the final position though. See [method get_final_position]." -msgstr "" -"如果已到达 [member target_position],则返回 true。目标位置并不总是可达。终点位" -"置应该总是可达的。见 [method get_final_position]。" - -msgid "" "Based on [param value], enables or disables the specified layer in the " "[member avoidance_layers] bitmask, given a [param layer_number] between 1 and " "32." @@ -69771,21 +68064,6 @@ msgid "The distance to search for other agents." msgstr "搜索其他代理的距离。" msgid "" -"The distance threshold before a path point is considered to be reached. This " -"allows agents to not have to hit a path point on the path exactly, but only " -"to reach its general area. If this value is set too high, the NavigationAgent " -"will skip points on the path, which can lead to leaving the navigation mesh. " -"If this value is set too low, the NavigationAgent will be stuck in a repath " -"loop because it will constantly overshoot or undershoot the distance to the " -"next point on each physics frame update." -msgstr "" -"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个路" -"径点,到达该路径点的大致区域内即可。如果这个值设得太大,该 NavigationAgent 会" -"跳过路径上的点,可能导致其离开该导航网格。如果这个值设得太小,该 " -"NavigationAgent 会陷入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到" -"达不了下一个点。" - -msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final position. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." @@ -69820,18 +68098,6 @@ msgstr "" "导航地图。" msgid "" -"The distance threshold before the final target point is considered to be " -"reached. This allows agents to not have to hit the point of the final target " -"exactly, but only to reach its general area. If this value is set too low, " -"the NavigationAgent will be stuck in a repath loop because it will constantly " -"overshoot or undershoot the distance to the final target point on each " -"physics frame update." -msgstr "" -"距离阈值,用于确定是否已到达最终目标点。使用这个值,代理就不必精确地到达最终目" -"标点,到达目标点的大致区域内即可。如果这个值设得太小,该 NavigationAgent 会陷" -"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到达不了最终目标点。" - -msgid "" "If set, a new navigation path from the current agent position to the [member " "target_position] is requested from the NavigationServer." msgstr "" @@ -69873,44 +68139,6 @@ msgstr "" "set_velocity_forced] 重置内部仿真速度。" msgid "" -"Notifies when a navigation link has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The start position of the link that was reached.\n" -"- [code]type[/code]: Always [constant NavigationPathQueryResult2D." -"PATH_SEGMENT_TYPE_LINK].\n" -"- [code]rid[/code]: The [RID] of the link.\n" -"- [code]owner[/code]: The object which manages the link (usually " -"[NavigationLink2D]).\n" -"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink2D], it will contain the global position of the " -"link's point which the agent is exiting." -msgstr "" -"当到达一个导航链接时通知。\n" -"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" -"- [code]position[/code]:到达的链接的起始位置。\n" -"- [code]type[/code]:总是 [constant NavigationPathQueryResult2D." -"PATH_SEGMENT_TYPE_LINK]。\n" -"- [code]rid[/code]:链接的 [RID]。\n" -"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink2D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" -"个 [NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" -"个 [NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。" - -msgid "" -"Emitted once per loaded path when the agent internal navigation path index " -"reaches the last index of the loaded path array. The agent internal " -"navigation path index can be received with [method " -"get_current_navigation_path_index]." -msgstr "" -"当代理内部导航路径索引到达加载路径数组的最后一个索引时,每个加载路径发出一次。" -"可以使用 [method get_current_navigation_path_index] 接收代理内部导航路径索引。" - -msgid "" "Emitted when the agent had to update the loaded path:\n" "- because path was previously empty.\n" "- because navigation map has changed.\n" @@ -69923,13 +68151,6 @@ msgstr "" "- 因为代理从当前路径段推得比 [member path_max_distance] 更远。" msgid "" -"Emitted once per loaded path when the agent's global position is the first " -"time within [member target_desired_distance] to the [member target_position]." -msgstr "" -"当代理的全局位置第一次在 [member target_desired_distance] 内到达 [member " -"target_position] 时,每个加载路径发出一次。" - -msgid "" "Notifies when the collision avoidance velocity is calculated. Emitted when " "[member velocity] is set. Only emitted when [member avoidance_enabled] is " "true." @@ -69937,25 +68158,6 @@ msgstr "" "计算出避障速度时发出通知。设置了 [member velocity] 才会发出。仅在 [member " "avoidance_enabled] 为 true 时发出。" -msgid "" -"Notifies when a waypoint along the path has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The position of the waypoint that was reached.\n" -"- [code]type[/code]: The type of navigation primitive (region or link) that " -"contains this waypoint.\n" -"- [code]rid[/code]: The [RID] of the containing navigation primitive (region " -"or link).\n" -"- [code]owner[/code]: The object which manages the containing navigation " -"primitive (region or link)." -msgstr "" -"当已到达路径上的一个路标时发出通知。\n" -"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" -"- [code]position[/code]:到达的路标点的位置。\n" -"- [code]type[/code]:包含该路标的导航基元(区块或链接)的类型。\n" -"- [code]rid[/code]:包含的导航基元(区块或链接)的 [RID]。\n" -"- [code]owner[/code]:管理包含的导航基元(区块或链接)的对象。" - msgid "A 3D agent used to pathfind to a position while avoiding obstacles." msgstr "用于寻路至某个位置并且能够躲避障碍物的 3D 代理。" @@ -70055,35 +68257,6 @@ msgstr "" "与 [member height] 之和则会被忽略。" msgid "" -"Notifies when a navigation link has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The start position of the link that was reached.\n" -"- [code]type[/code]: Always [constant NavigationPathQueryResult3D." -"PATH_SEGMENT_TYPE_LINK].\n" -"- [code]rid[/code]: The [RID] of the link.\n" -"- [code]owner[/code]: The object which manages the link (usually " -"[NavigationLink3D]).\n" -"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink3D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink3D], it will contain the global position of the " -"link's point which the agent is exiting." -msgstr "" -"当到达一个导航链接时通知。\n" -"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" -"- [code]position[/code]:到达的链接的起始位置。\n" -"- [code]type[/code]:总是 [constant NavigationPathQueryResult3D." -"PATH_SEGMENT_TYPE_LINK]。\n" -"- [code]rid[/code]:链接的 [RID]。\n" -"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink3D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" -"个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" -"个 [NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。" - -msgid "" "A link between two positions on [NavigationRegion2D]s that agents can be " "routed through." msgstr "" @@ -70605,21 +68778,6 @@ msgstr "" "导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。" msgid "" -"The bake function is deprecated due to core threading changes. To upgrade " -"existing code, first create a [NavigationMeshSourceGeometryData3D] resource. " -"Use this resource with [method parse_source_geometry_data] to parse the " -"SceneTree for nodes that should contribute to the navigation mesh baking. The " -"SceneTree parsing needs to happen on the main thread. After the parsing is " -"finished use the resource with [method bake_from_source_geometry_data] to " -"bake a navigation mesh." -msgstr "" -"由于核心多线程方面的更改,烘焙功能已废弃。更新现有代码时,请先创建一个 " -"[NavigationMeshSourceGeometryData3D] 资源。调用 [method " -"parse_source_geometry_data] 来解析 SceneTree 中影响导航网格烘焙的节点时请使用" -"该资源。对 SceneTree 的解析需要在主线程进行。解析完成后,请在调用 [method " -"bake_from_source_geometry_data] 时使用该资源对导航网格进行烘焙。" - -msgid "" "Bakes the provided [param navigation_mesh] with the data from the provided " "[param source_geometry_data]. After the process is finished the optional " "[param callback] will be called." @@ -71188,17 +69346,6 @@ msgid "" msgstr "返回一个 [PackedVector2Array],其中包含用于创建多边形的所有顶点。" msgid "" -"Creates polygons from the outlines added in the editor or by script.\n" -"[i]Deprecated.[/i] This function is deprecated, and might be removed in a " -"future release. Use [method NavigationServer2D.parse_source_geometry_data] " -"and [method NavigationServer2D.bake_from_source_geometry_data] instead." -msgstr "" -"从编辑器中或通过脚本添加的轮廓创建多边形。\n" -"[i]已弃用。[/i]该函数已弃用,并且可能会在将来的版本中移除。请改用 [method " -"NavigationServer2D.parse_source_geometry_data] 和 [method NavigationServer2D." -"bake_from_source_geometry_data]。" - -msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" @@ -71327,13 +69474,6 @@ msgid "Returns the current navigation map [RID] used by this region." msgstr "返回该区块使用的当前导航地图 [RID]。" msgid "" -"Returns the [RID] of this region on the [NavigationServer2D].\n" -"[i]Deprecated.[/i] Use [method get_rid] instead." -msgstr "" -"返回 [NavigationServer2D] 上该区块的 [RID]。\n" -"[i]已废弃。[/i]请改用 [method get_rid]。" - -msgid "" "Returns the [RID] of this region on the [NavigationServer2D]. Combined with " "[method NavigationServer2D.map_get_closest_point_owner] can be used to " "identify the [NavigationRegion2D] closest to a point on the merged navigation " @@ -71468,13 +69608,6 @@ msgstr "" "用独立线程烘焙。" msgid "" -"Returns the [RID] of this region on the [NavigationServer3D].\n" -"[i]Deprecated.[/i] Use [method get_rid] instead." -msgstr "" -"返回 [NavigationServer3D] 上该区块的 [RID]。\n" -"[i]已废弃。[/i]请改用 [method get_rid]。" - -msgid "" "Returns the [RID] of this region on the [NavigationServer3D]. Combined with " "[method NavigationServer3D.map_get_closest_point_owner] can be used to " "identify the [NavigationRegion3D] closest to a point on the merged navigation " @@ -71805,6 +69938,48 @@ msgid "Create a new map." msgstr "创建一张新地图。" msgid "" +"This function immediately forces synchronization of the specified navigation " +"[param map] [RID]. By default navigation maps are only synchronized at the " +"end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue will " +"be flushed. This means all already queued update commands for this physics " +"frame will be executed, even those intended for other maps, regions and " +"agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is unaffected by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer command " +"queue. Not only can this severely impact the performance of a game but it can " +"also introduce bugs if used inappropriately without much foresight." +msgstr "" +"该函数将立即强制指定的导航 [param map] [RID] 的同步。默认情况下,导航地图仅在" +"每个物理帧结束时同步。该函数可用于立即(重新)计算该导航地图的所有导航网格和区" +"块连接。这使得可以在同一帧中对修改后的地图的导航路径立即执行查询(如果需要,可" +"以执行多次)。\n" +"由于技术上的限制,当前的 NavigationServer 命令队列将被冲刷。这意味着所有已在当" +"前物理帧中入队的更新命令都会被执行,即使是那些用于其他地图、不属于指定地图的区" +"块和代理的更新命令。 昂贵计算的导航网格和地图的区块连接将仅针对指定地图进行。" +"其他地图将在物理帧结束时接收正常同步。如果指定的地图在强制更新后又收到了修改," +"则它将在其他地图收到更新时再次更新。\n" +"避障处理和 [code]safe_velocity[/code] 信号的分发不受该函数影响,仍继续发生在物" +"理帧结束时的所有地图和代理上。\n" +"[b]注意:[/b]能力越大,责任越大。该函数仅该用于用户真正知道自己在做什么并且有" +"充分理由的情况。强制立即更新导航地图需要锁定 NavigationServer 并冲刷整个 " +"NavigationServer 命令队列。这不仅会严重影响游戏的性能,而且如果缺乏远见且使用" +"不当,还会引入 bug。" + +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [param map]." msgstr "返回所有与请求的导航地图 [param map] 关联的导航代理的 [RID]。" @@ -72188,6 +70363,35 @@ msgid "Updates the provided [param agent] [param height]." msgstr "更新指定代理 [param agent] 的高度 [param height]。" msgid "" +"Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance " +"is enabled.\n" +"If [code]true[/code] the agent calculates avoidance velocities in 3D for the " +"xyz-axis, e.g. for games that take place in air, underwater or space. The 3D " +"using agent only avoids other 3D avoidance using agent's. The 3D using agent " +"only reacts to radius based avoidance obstacles. The 3D using agent ignores " +"any vertices based obstacles. The 3D using agent only avoids other 3D using " +"agent's.\n" +"If [code]false[/code] the agent calculates avoidance velocities in 2D along " +"the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D " +"avoidance using agent's. The 2D using agent reacts to radius avoidance " +"obstacles. The 2D using agent reacts to vertices based avoidance obstacles. " +"The 2D using agent only avoids other 2D using agent's. 2D using agents will " +"ignore other 2D using agents or obstacles that are below their current " +"position or above their current position including the agents height in 2D " +"avoidance." +msgstr "" +"设置该代理在启用避障时使用 2D 避障还是 3D 避障。\n" +"如果为 [code]true[/code],则代理会为 XYZ 轴计算 3D 避障速度,例如在空中、水" +"下、太空中进行的游戏。使用 3D 的代理只会躲避其他使用 3D 避障的代理。使用 3D 的" +"代理只会响应基于半径的避障障碍物。使用 3D 的代理会忽略基于顶点的障碍物。使用 " +"3D 的代理只会躲避其他使用 3D 的代理。\n" +"如果为 [code]false[/code],则代理会沿 XZ 轴计算 2D 避障速度,忽略 Y 轴。使用 " +"2D 的代理只会躲避其他使用 2D 避障的代理。使用 2D 的代理会响应基于半径的避障障" +"碍物。使用 2D 的代理会响应基于顶点的避障障碍物。使用 2D 的代理只会躲避其他使" +"用 2D 的代理。在 2D 避障时,使用 2D 的代理会忽略它们位于当前位置之下或者位于当" +"前位置与代理高度之和之上的其他使用 2D 的代理和障碍物。" + +msgid "" "Sets [param velocity] as the new wanted velocity for the specified [param " "agent]. The avoidance simulation will try to fulfill this velocity if " "possible but will modify it to avoid collision with other agent's and " @@ -72323,25 +70527,6 @@ msgstr "" "供的 [NavigationPathQueryResult3D]。" msgid "" -"Bakes the [param navigation_mesh] with bake source geometry collected " -"starting from the [param root_node].\n" -"[i]Deprecated.[/i] This function is deprecated due to core threading changes. " -"To upgrade existing code, first create a [NavigationMeshSourceGeometryData3D] " -"resource. Use this resource with [method parse_source_geometry_data] to parse " -"the SceneTree for nodes that should contribute to the navigation mesh baking. " -"The SceneTree parsing needs to happen on the main thread. After the parsing " -"is finished use the resource with [method bake_from_source_geometry_data] to " -"bake a navigation mesh." -msgstr "" -"使用从 [param root_node] 开始收集的烘焙源几何体来烘焙 [param " -"navigation_mesh]。\n" -"[i]已弃用。[/i] 由于核心线程更改,该函数已弃用。要更新现有代码,请先创建一个 " -"[NavigationMeshSourceGeometryData3D] 资源。将该资源与 [method " -"parse_source_geometry_data] 结合使用来解析 SceneTree 以查找有助于导航网格烘焙" -"的节点。SceneTree 解析需要在主线程上进行。解析完成后,请在调用 [method " -"bake_from_source_geometry_data] 时使用该资源对导航网格进行烘焙。" - -msgid "" "Returns true if the navigation [param region] is set to use edge connections " "to connect with other navigation regions within proximity of the navigation " "map edge connection margin." @@ -72526,6 +70711,112 @@ msgstr "" msgid "Base class for all scene objects." msgstr "所有场景对象的基类。" +msgid "" +"Nodes are Godot's building blocks. They can be assigned as the child of " +"another node, resulting in a tree arrangement. A given node can contain any " +"number of nodes as children with the requirement that all siblings (direct " +"children of a node) should have unique names.\n" +"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and " +"then instantiated into other scenes. This allows for very high flexibility in " +"the architecture and data model of Godot projects.\n" +"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " +"node is added to the scene tree, it receives the [constant " +"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " +"is triggered. Child nodes are always added [i]after[/i] their parent node, i." +"e. the [method _enter_tree] callback of a parent node will be triggered " +"before its child's.\n" +"Once all nodes have been added in the scene tree, they receive the [constant " +"NOTIFICATION_READY] notification and their respective [method _ready] " +"callbacks are triggered. For groups of nodes, the [method _ready] callback is " +"called in reverse order, starting with the children and moving up to the " +"parent nodes.\n" +"This means that when adding a node to the scene tree, the following order " +"will be used for the callbacks: [method _enter_tree] of the parent, [method " +"_enter_tree] of the children, [method _ready] of the children and finally " +"[method _ready] of the parent (recursively for the entire scene tree).\n" +"[b]Processing:[/b] Nodes can override the \"process\" state, so that they " +"receive a callback on each frame requesting them to process (do something). " +"Normal processing (callback [method _process], toggled with [method " +"set_process]) happens as fast as possible and is dependent on the frame rate, " +"so the processing time [i]delta[/i] (in seconds) is passed as an argument. " +"Physics processing (callback [method _physics_process], toggled with [method " +"set_physics_process]) happens a fixed number of times per second (60 by " +"default) and is useful for code related to the physics engine.\n" +"Nodes can also process input events. When present, the [method _input] " +"function will be called for each input that the program receives. In many " +"cases, this can be overkill (unless used for simple projects), and the " +"[method _unhandled_input] function might be preferred; it is called when the " +"input event was not handled by anyone else (typically, GUI [Control] nodes), " +"ensuring that the node only receives the events that were meant for it.\n" +"To keep track of the scene hierarchy (especially when instantiating scenes " +"into other scenes), an \"owner\" can be set for the node with the [member " +"owner] property. This keeps track of who instantiated what. This is mostly " +"useful when writing editors and tools, though.\n" +"Finally, when a node is freed with [method Object.free] or [method " +"queue_free], it will also free all its children.\n" +"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to " +"manage, you could create groups like \"enemies\" or \"collectables\" for " +"example, depending on your game. See [method add_to_group], [method " +"is_in_group] and [method remove_from_group]. You can then retrieve all nodes " +"in these groups, iterate them and even call methods on groups via the methods " +"on [SceneTree].\n" +"[b]Networking with nodes:[/b] After connecting to a server (or making one, " +"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote " +"procedure call) system to communicate over the network. By calling [method " +"rpc] with a method name, it will be called locally and in all connected peers " +"(peers = clients and the server that accepts connections). To identify which " +"node receives the RPC call, Godot will use its [NodePath] (make sure node " +"names are the same on all peers). Also, take a look at the high-level " +"networking tutorial and corresponding demos.\n" +"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " +"not [Node]. It isn't exposed like most properties but does have a setter and " +"getter (see [method Object.set_script] and [method Object.get_script])." +msgstr "" +"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排" +"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该节" +"点的直接子节点)的名字唯一。\n" +"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这" +"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n" +"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它" +"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] " +"回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] " +"回调将在其子节点的之前被触发。\n" +"一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通" +"知,其各自的 [method _ready] 回调被触发。对于一组节点,[method _ready] 回调是" +"按相反的顺序调用的,从子节点开始,向上移动到父节点。\n" +"这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 " +"[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method " +"_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n" +"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进" +"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method " +"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/i]" +"(单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以使" +"用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理引" +"擎相关的代码很有用。\n" +"节点也可以处理输入事件。存在 [method _input] 函数时,程序每收到一次输入都会去" +"调用它。在许多情况下,这么做是大材小用了(除非是用于简单的项目),用 [method " +"_unhandled_input] 函数可能更合适;当输入事件没有被其他节点(通常是 GUI " +"[Control] 节点)处理时,才会调用这个函数,可以确保节点只接收到它该收到的事" +"件。\n" +"为了记录场景的层次结构(尤其是在将场景实例化到其他场景时)可以用 [member " +"owner] 属性为节点设置一个“所有者”。它记录的是谁实例化了什么。这在编写编辑器和" +"工具时非常有用。\n" +"最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将" +"释放它的所有子节点。\n" +"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要" +"来创建类似“敌人”或“收集品”这样的组。见 [method add_to_group]、[method " +"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所有" +"节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n" +"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,见 " +"[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进" +"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对" +"应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用," +"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅" +"高级网络教程和相应的演示。\n" +"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这" +"个属性暴露的方式和其他属性不同,但提供了 setter 和 getter(见 [method Object." +"set_script] 和 [method Object.get_script])。" + msgid "Nodes and scenes" msgstr "节点与场景" @@ -72533,6 +70824,20 @@ msgid "All Demos" msgstr "所有演示" msgid "" +"Called when the node enters the [SceneTree] (e.g. upon instantiating, scene " +"changing, or after calling [method add_child] in a script). If the node has " +"children, its [method _enter_tree] callback will be called first, and then " +"that of the children.\n" +"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " +"Object._notification]." +msgstr "" +"当节点进入 [SceneTree] 时调用(例如实例化时、场景改变时、或者在脚本中调用 " +"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method " +"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n" +"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] " +"通知。" + +msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " "node has children, its [method _exit_tree] callback will be called last, " @@ -72651,6 +70956,32 @@ msgstr "" "是孤立节点)。" msgid "" +"Called when the node is \"ready\", i.e. when both the node and its children " +"have entered the scene tree. If the node has children, their [method _ready] " +"callbacks get triggered first, and the parent node will receive the ready " +"notification afterwards.\n" +"Corresponds to the [constant NOTIFICATION_READY] notification in [method " +"Object._notification]. See also the [code]@onready[/code] annotation for " +"variables.\n" +"Usually used for initialization. For even earlier initialization, [method " +"Object._init] may be used. See also [method _enter_tree].\n" +"[b]Note:[/b] This method may be called only once for each node. After " +"removing a node from the scene tree and adding it again, [method _ready] will " +"[b]not[/b] be called a second time. This can be bypassed by requesting " +"another call with [method request_ready], which may be called anywhere before " +"adding the node again." +msgstr "" +"当节点“就绪”时被调用,即当节点及其子节点都已经进入场景树时。如果该节点有子节" +"点,将首先触发子节点的 [method _ready] 回调,稍后父节点将收到就绪通知。\n" +"对应 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通知。另" +"请参阅用于变量的 [code]@onready[/code] 注解。\n" +"通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。另见 " +"[method _enter_tree]。\n" +"[b]注意:[/b]该方法对于每个节点可能仅调用一次。从场景树中移除一个节点后,并再" +"次添加该节点时,将[b]不[/b]会第二次调用 [method _ready]。这时可以通过使用 " +"[method request_ready],它可以在再次添加节点之前的任何地方被调用。" + +msgid "" "Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " "by [method _input] or any GUI [Control] item. It is called before [method " "_unhandled_key_input] and [method _unhandled_input]. The input event " @@ -72747,6 +71078,143 @@ msgstr "" "[b]注意:[/b]只有当节点存在于场景树中(即不是孤立节点)时,该方法才会被调用。" msgid "" +"Adds a child [param node]. Nodes can have any number of children, but every " +"child must have a unique name. Child nodes are automatically deleted when the " +"parent node is deleted, so an entire scene can be removed by deleting its " +"topmost node.\n" +"If [param force_readable_name] is [code]true[/code], improves the readability " +"of the added [param node]. If not named, the [param node] is renamed to its " +"type, and if it shares [member name] with a sibling, a number is suffixed " +"more appropriately. This operation is very slow. As such, it is recommended " +"leaving this to [code]false[/code], which assigns a dummy name featuring " +"[code]@[/code] in both situations.\n" +"If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the " +"child will be added as internal node. These nodes are ignored by methods like " +"[method get_children], unless their parameter [code]include_internal[/code] " +"is [code]true[/code]. The intended usage is to hide the internal nodes from " +"the user, so the user won't accidentally delete or modify them. Used by some " +"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n" +"[b]Note:[/b] If [param node] already has a parent, this method will fail. Use " +"[method remove_child] first to remove [param node] from its current parent. " +"For example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var child_node = get_child(0)\n" +"if child_node.get_parent():\n" +" child_node.get_parent().remove_child(child_node)\n" +"add_child(child_node)\n" +"[/gdscript]\n" +"[csharp]\n" +"Node childNode = GetChild(0);\n" +"if (childNode.GetParent() != null)\n" +"{\n" +" childNode.GetParent().RemoveChild(childNode);\n" +"}\n" +"AddChild(childNode);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If you need the child node to be added below a specific node in the list of " +"children, use [method add_sibling] instead of this method.\n" +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " +"set [member owner] in addition to calling [method add_child]. This is " +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the 2D/3D " +"view." +msgstr "" +"将 [param node] 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须唯" +"一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场" +"景。\n" +"如果 [param force_readable_name] 为 [code]true[/code],则将提高所添加的 " +"[param node] 的可读性。如果尚未命名,[param node] 将重命名为它的类型,如果存" +"在 [member name] 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此," +"建议将其保留为 [code]false[/code],在这两种情况下会分配包含 [code]@[/code] 的" +"虚拟名称。\n" +"如果 [param internal] 不同于 [constant INTERNAL_MODE_DISABLED],则该子节点将被" +"添加为内部节点。[method get_children] 等方法会忽略这些节点,除非它们的参数 " +"[code]include_internal[/code] 为 [code]true[/code]。这种功能的设计初衷是对用户" +"隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功" +"能,例如 [ColorPicker]。可用的模式见 [enum InternalMode]。\n" +"[b]注意:[/b]如果 [param node] 已经有父节点,则该方法会失败。请先使用 [method " +"remove_child] 将 [param node] 从其当前父节点中移除。例如:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var child_node = get_child(0)\n" +"if child_node.get_parent():\n" +" child_node.get_parent().remove_child(child_node)\n" +"add_child(child_node)\n" +"[/gdscript]\n" +"[csharp]\n" +"Node childNode = GetChild(0);\n" +"if (childNode.GetParent() != null)\n" +"{\n" +" childNode.GetParent().RemoveChild(childNode);\n" +"}\n" +"AddChild(childNode);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"如果你需要将子节点添加到子节点列表中特定节点的下方,请使用 [method " +"add_sibling] 而不是该方法。\n" +"[b]注意:[/b]如果想让子节点持久化到某个 [PackedScene] 的,除了调用 [method " +"add_child] 之外,还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" +"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果在没有设置 " +"[member owner],只调用了 [method add_child],则新添加的 [Node] 在场景树中将不" +"可见,但在 2D/3D 视图中却是可见的。" + +msgid "" +"Adds a [param sibling] node to this node's parent, and moves the added " +"sibling right below this node.\n" +"If [param force_readable_name] is [code]true[/code], improves the readability " +"of the added [param sibling]. If not named, the [param sibling] is renamed to " +"its type, and if it shares [member name] with a sibling, a number is suffixed " +"more appropriately. This operation is very slow. As such, it is recommended " +"leaving this to [code]false[/code], which assigns a dummy name featuring " +"[code]@[/code] in both situations.\n" +"Use [method add_child] instead of this method if you don't need the child " +"node to be added below a specific node in the list of children.\n" +"[b]Note:[/b] If this node is internal, the added sibling will be internal too " +"(see [method add_child]'s [code]internal[/code] parameter)." +msgstr "" +"将一个 [param sibling] 节点添加到该节点的父节点,并将该添加的同级节点移动到该" +"节点的正下方。\n" +"如果 [param force_readable_name] 为 [code]true[/code],则提高添加的 [param " +"sibling] 的可读性。如果没有命名,[param sibling] 将被重命名为它的类型,如果它" +"与一个同级节点共享 [member name],则添加一个更合适的数字后缀。这个操作很慢。因" +"此,建议将其保留为 [code]false[/code],这会在两种情况下分配一个以 [code]@[/" +"code] 为特色的虚拟名称。\n" +"如果不需要将该子节点添加到子列表中特定节点的下方,请使用 [method add_child] 而" +"不是该方法。\n" +"[b]注意:[/b]如果这个节点是内部的,则添加的同级节点也将是内部的(参见 [method " +"add_child] 的 [code]internal[/code] 参数)。" + +msgid "" +"Adds the node to the [param group]. Groups can be helpful to organize a " +"subset of nodes, for example [code]\"enemies\"[/code] or " +"[code]\"collectables\"[/code]. See notes in the description, and the group " +"methods in [SceneTree].\n" +"If [param persistent] is [code]true[/code], the group will be stored when " +"saved inside a [PackedScene]. All groups created and displayed in the Node " +"dock are persistent.\n" +"[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] " +"guaranteed and may vary between project runs. Therefore, do not rely on the " +"group order.\n" +"[b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node if " +"not inside the tree (see [method is_inside_tree])." +msgstr "" +"将该节点加入 [param group] 分组。使用分组可以很方便地组织部分节点,例如将敌人" +"加入 [code]\"enemies\"[/code] 分组、将收集品加入 [code]\"collectables\"[/" +"code] 分组。注意事项见下文,以及 [SceneTree] 中相关的分组方法。\n" +"如果 [param persistent] 为 [code]true[/code],则保存 [PackedScene] 时会存储该" +"分组。在“节点”面板中创建、显示的分组都能够进行持久化。\n" +"[b]注意:[/b]为了提升性能,[i]并不[/i]保证分组名称的顺序,每次运行项目可能会不" +"同。因此请不要依赖分组的顺序。\n" +"[b]注意:[/b]不再场景树中时,[SceneTree] 的分组方法[i]无法[/i]正常工作(见 " +"[method is_inside_tree])。" + +msgid "" "This function is similar to [method Object.call_deferred] except that the " "call will take place when the node thread group is processed. If the node " "thread group processes in sub-threads, then the call will be done on that " @@ -72769,6 +71237,232 @@ msgstr "" "中调用的,那么调用就会变成延迟调用。否则就会直接调用。" msgid "" +"Duplicates the node, returning a new node with all of its properties, signals " +"and groups copied from the original. The behavior can be tweaked through the " +"[param flags] (see [enum DuplicateFlags]).\n" +"[b]Note:[/b] For nodes with a [Script] attached, if [method Object._init] has " +"been defined with required parameters, the duplicated node will not have a " +"[Script]." +msgstr "" +"复制该节点,返回一个新节点,其中包含从原始节点复制的所有属性、信号和组。可以通" +"过 [param flags] 调整该行为(请参阅 [enum DuplicateFlags])。\n" +"[b]注意:[/b]对于附带有 [Script] 的节点,如果 [method Object._init] 已使用所需" +"参数定义,则复制的节点将不会有 [Script]。" + +msgid "" +"Finds the first descendant of this node whose [member name] matches [param " +"pattern], returning [code]null[/code] if no match is found. The matching is " +"done against node names, [i]not[/i] their paths, through [method String." +"match]. As such, it is case-sensitive, [code]\"*\"[/code] matches zero or " +"more characters, and [code]\"?\"[/code] matches any single character.\n" +"If [param recursive] is [code]false[/code], only this node's direct children " +"are checked. Nodes are checked in tree order, so this node's first direct " +"child is checked first, then its own direct children, etc., before moving to " +"the second direct child, and so on. Internal children are also included in " +"the search (see [code]internal[/code] parameter in [method add_child]).\n" +"If [param owned] is [code]true[/code], only descendants with a valid [member " +"owner] node are checked.\n" +"[b]Note:[/b] This method can be very slow. Consider storing a reference to " +"the found node in a variable. Alternatively, use [method get_node] with " +"unique names (see [member unique_name_in_owner]).\n" +"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, " +"see [method find_children]." +msgstr "" +"查找该节点的后代节点中,其 [member name] 与 [param pattern] 匹配的第一个节点。" +"如果找不到匹配项,则返回 [code]null[/code]。匹配是通过 [method String.match] " +"针对节点名称完成的,而[i]不[/i]是针对其路径。因此,它区分大小写,[code]\"*\"[/" +"code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配任意单个字符。\n" +"如果 [param recursive] 为 [code]false[/code],则仅检查该节点的直接子节点。节点" +"按树顺序检查,因此首先检查该节点的第一个直接子节点,然后检查它自己的直接子节" +"点,依此类推;然后移动到第二个直接子节点,依此类推。内部子级也包含在该搜索中" +"(请参阅 [method add_child] 中的 [code]internal[/code] 参数)。\n" +"如果 [param owned] 为 [code]true[/code],则仅检查具有有效 [member owner] 节点" +"的后代。\n" +"[b]注意:[/b]该方法可能非常慢。考虑将找到的节点的引用存储在变量中。或者,使用" +"唯一名称调用 [method get_node](请参阅 [member unique_name_in_owner])。\n" +"[b]注意:[/b]要查找匹配一个模式或类类型的所有后代节点,请参阅 [method " +"find_children]。" + +msgid "" +"Finds all descendants of this node whose names match [param pattern], " +"returning an empty [Array] if no match is found. The matching is done against " +"node names, [i]not[/i] their paths, through [method String.match]. As such, " +"it is case-sensitive, [code]\"*\"[/code] matches zero or more characters, and " +"[code]\"?\"[/code] matches any single character.\n" +"If [param type] is not empty, only ancestors inheriting from [param type] are " +"included (see [method Object.is_class]).\n" +"If [param recursive] is [code]false[/code], only this node's direct children " +"are checked. Nodes are checked in tree order, so this node's first direct " +"child is checked first, then its own direct children, etc., before moving to " +"the second direct child, and so on. Internal children are also included in " +"the search (see [code]internal[/code] parameter in [method add_child]).\n" +"If [param owned] is [code]true[/code], only descendants with a valid [member " +"owner] node are checked.\n" +"[b]Note:[/b] This method can be very slow. Consider storing references to the " +"found nodes in a variable.\n" +"[b]Note:[/b] To find a single descendant node matching a pattern, see [method " +"find_child]." +msgstr "" +"查找该节点的后代节点中,其名称与 [param pattern] 匹配的所有节点。如果找不到匹" +"配项,则返回空 [Array]。匹配是通过 [method String.match] 针对节点名称完成的," +"而[i]不[/i]是针对其路径。因此,它区分大小写,[code]\"*\"[/code] 匹配零个或多个" +"字符,[code]\"?\"[/code] 匹配任意单个字符。\n" +"如果 [param type] 不为空,则仅包含从 [param type] 继承的后代节点(请参阅 " +"[method Object.is_class])。\n" +"如果 [param recursive] 为 [code]false[/code],则仅检查该节点的直接子节点。节点" +"按树顺序检查,因此首先检查该节点的第一个直接子节点,然后检查它自己的直接子节" +"点,依此类推;然后移动到第二个直接子节点,依此类推。内部子级也包含在该搜索中" +"(请参阅 [method add_child] 中的 [code]internal[/code] 参数)。\n" +"如果 [param owned] 为 [code]true[/code],则仅检查具有有效 [member owner] 节点" +"的后代。\n" +"[b]注意:[/b]该方法可能非常慢。考虑将找到的节点的引用存储在变量中。\n" +"[b]注意:[/b]如果只想查找匹配一个模式的单个后代节点,请参阅 [method " +"find_child]。" + +msgid "" +"Finds the first ancestor of this node whose [member name] matches [param " +"pattern], returning [code]null[/code] if no match is found. The matching is " +"done through [method String.match]. As such, it is case-sensitive, " +"[code]\"*\"[/code] matches zero or more characters, and [code]\"?\"[/code] " +"matches any single character. See also [method find_child] and [method " +"find_children].\n" +"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " +"in large, deeply nested nodes. Consider storing a reference to the found node " +"in a variable. Alternatively, use [method get_node] with unique names (see " +"[member unique_name_in_owner])." +msgstr "" +"查找该节点的祖先节点中,其 [member name] 与 [param pattern] 匹配的第一个节点。" +"如果找不到匹配项,则返回 [code]null[/code]。匹配是通过 [method String.match] " +"完成的。因此,它区分大小写,[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?" +"\"[/code] 匹配任意单个字符。另见 [method find_child] 和 [method " +"find_children]。\n" +"[b]注意:[/b] 由于该方法在场景树中向上遍历,因此在大型、深度嵌套的节点中可能会" +"很慢。考虑将找到的节点的引用存储在变量中。或者,使用唯一名称调用 [method " +"get_node](请参阅 [member unique_name_in_owner])。" + +msgid "" +"Fetches a child node by its index. Each child node has an index relative its " +"siblings (see [method get_index]). The first child is at index 0. Negative " +"values can also be used to start from the end of the list. This method can be " +"used in combination with [method get_child_count] to iterate over this node's " +"children. If no child exists at the given index, this method returns " +"[code]null[/code] and an error is generated.\n" +"If [param include_internal] is [code]false[/code], internal children are " +"ignored (see [method add_child]'s [code]internal[/code] parameter).\n" +"[codeblock]\n" +"# Assuming the following are children of this node, in order:\n" +"# First, Middle, Last.\n" +"\n" +"var a = get_child(0).name # a is \"First\"\n" +"var b = get_child(1).name # b is \"Middle\"\n" +"var b = get_child(2).name # b is \"Last\"\n" +"var c = get_child(-1).name # c is \"Last\"\n" +"[/codeblock]\n" +"[b]Note:[/b] To fetch a node by [NodePath], use [method get_node]." +msgstr "" +"通过索引获取子节点。每个子节点都有一个相对于其同级节点的索引(请参阅 [method " +"get_index])。第一个子节点位于索引 0 处。负值也可用于从列表末尾开始。该方法可" +"以与 [method get_child_count] 结合使用来迭代该节点的子节点。如果给定索引处不存" +"在子节点,则该方法返回 [code]null[/code] 并生成一个错误。\n" +"如果 [param include_internal] 为 [code]false[/code],则忽略内部子节点(请参阅 " +"[method add_child] 的 [code]internal[/code] 参数)。\n" +"[codeblock]\n" +"# 假设以下是该节点的子节点(按顺序):\n" +"# 第一、中间、最后。\n" +"\n" +"var a = get_child(0).name # a 是 “第一”\n" +"var b = get_child(1).name # b 是 “中间”\n" +"var b = get_child(2).name # b 是 “最后”\n" +"var c = get_child(-1).name # c 是 “最后”\n" +"[/codeblock]\n" +"[b]注意:[/b]要通过 [NodePath] 获取节点,请使用 [method get_node]。" + +msgid "" +"Returns the number of children of this node.\n" +"If [param include_internal] is [code]false[/code], internal children are not " +"counted (see [method add_child]'s [code]internal[/code] parameter)." +msgstr "" +"返回该节点的子节点的数量。\n" +"如果 [param include_internal] 为 [code]false[/code] ,则不计算内部子节点(见 " +"[method add_child] 的 [code]internal[/code] 参数)。" + +msgid "" +"Returns all children of this node inside an [Array].\n" +"If [param include_internal] is [code]false[/code], excludes internal children " +"from the returned array (see [method add_child]'s [code]internal[/code] " +"parameter)." +msgstr "" +"返回该节点的所有子节点到一个 [Array] 内。\n" +"如果 [param include_internal] 为 [code]false[/code],则从返回的数组中排除内部" +"子节点(见 [method add_child] 的 [code]internal[/code] 参数)。" + +msgid "" +"Returns an [Array] of group names that the node has been added to.\n" +"[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] " +"guaranteed and may vary between project runs. Therefore, do not rely on the " +"group order.\n" +"[b]Note:[/b] This method may also return some group names starting with an " +"underscore ([code]_[/code]). These are internally used by the engine. To " +"avoid conflicts, do not use custom groups starting with underscores. To " +"exclude internal groups, see the following code snippet:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Stores the node's non-internal groups only (as an array of StringNames).\n" +"var non_internal_groups = []\n" +"for group in get_groups():\n" +" if not str(group).begins_with(\"_\"):\n" +" non_internal_groups.push_back(group)\n" +"[/gdscript]\n" +"[csharp]\n" +"// Stores the node's non-internal groups only (as a List of StringNames).\n" +"List<string> nonInternalGroups = new List<string>();\n" +"foreach (string group in GetGroups())\n" +"{\n" +" if (!group.BeginsWith(\"_\"))\n" +" nonInternalGroups.Add(group);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该节点已被添加到的分组的名称的 [Array]。\n" +"[b]注意:[/b]为了提高性能,[i]不[/i]保证分组名称的顺序,并且在项目运行之间可能" +"会有所不同。因此,不要依赖分组顺序。\n" +"[b]注意:[/b]该方法还可能返回一些以下划线([code]_[/code])开头的分组名称。这" +"些名称被引擎内部使用。为避免冲突,请勿使用以下划线开头的自定义分组。要排除内部" +"分组,请参阅以下代码片段:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 仅存储节点的非内部分组(作为一个 StringNames 数组)。\n" +"var non_internal_groups = []\n" +"for group in get_groups():\n" +" if not str(group).begins_with(\"_\"):\n" +" non_internal_groups.push_back(group)\n" +"[/gdscript]\n" +"[csharp]\n" +"// 仅存储节点的非内部分组(作为一个 StringNames 列表)。\n" +"List<string> nonInternalGroups = new List<string>();\n" +"foreach (string group in GetGroups())\n" +"{\n" +" if (!group.BeginsWith(\"_\"))\n" +" nonInternalGroups.Add(group);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns this node's order among its siblings. The first node's index is " +"[code]0[/code]. See also [method get_child].\n" +"If [param include_internal] is [code]false[/code], returns the index ignoring " +"internal children. The first, non-internal child will have an index of " +"[code]0[/code] (see [method add_child]'s [code]internal[/code] parameter)." +msgstr "" +"返回该节点在其同级节点中的顺序。第一个节点的索引是 [code]0[/code]。另见 " +"[method get_child]。\n" +"如果 [param include_internal] 为 [code]false[/code],则返回的索引会忽略内部子" +"节点。第一个非内部子节点的索引为 [code]0[/code](见 [method add_child] 的 " +"[code]internal[/code] 参数)。" + +msgid "" "Returns the [Window] that contains this node, or the last exclusive child in " "a chain of windows starting with the one that contains this node." msgstr "" @@ -72782,6 +71476,226 @@ msgstr "" "返回这个节点多人游戏控制者的对等体 ID。见 [method set_multiplayer_authority]。" msgid "" +"Fetches a node. The [NodePath] can either be a relative path (from this " +"node), or an absolute path (from the [member SceneTree.root]) to a node. If " +"[param path] does not point to a valid node, generates an error and returns " +"[code]null[/code]. Attempts to access methods on the return value will result " +"in an [i]\"Attempt to call <method> on a null instance.\"[/i] error.\n" +"[b]Note:[/b] Fetching by absolute path only works when the node is inside the " +"scene tree (see [method is_inside_tree]).\n" +"[b]Example:[/b] Assume this method is called from the Character node, inside " +"the following tree:\n" +"[codeblock]\n" +" ┖╴root\n" +" ┠╴Character (you are here!)\n" +" ┃ ┠╴Sword\n" +" ┃ ┖╴Backpack\n" +" ┃ ┖╴Dagger\n" +" ┠╴MyGame\n" +" ┖╴Swamp\n" +" ┠╴Alligator\n" +" ┠╴Mosquito\n" +" ┖╴Goblin\n" +"[/codeblock]\n" +"The following calls will return a valid node:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_node(\"Sword\")\n" +"get_node(\"Backpack/Dagger\")\n" +"get_node(\"../Swamp/Alligator\")\n" +"get_node(\"/root/MyGame\")\n" +"[/gdscript]\n" +"[csharp]\n" +"GetNode(\"Sword\");\n" +"GetNode(\"Backpack/Dagger\");\n" +"GetNode(\"../Swamp/Alligator\");\n" +"GetNode(\"/root/MyGame\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"获取一个节点。[NodePath] 可以是到一个节点的相对路径(从该节点开始)或绝对路径" +"(从 [member SceneTree.root] 开始)。如果 [param path] 未指向一个有效节点,则" +"会生成错误并返回 [code]null[/code]。尝试访问返回值上的方法将导致[i]“尝试在一" +"个 null 实例上调用 <method>。”[/i]错误。\n" +"[b]注意:[/b]通过绝对路径获取,仅在节点位于场景树内部时有效(参见 [method " +"is_inside_tree])。\n" +"[b]示例:[/b]假设从以下树内的 Character 节点调用该方法:\n" +"[codeblock]\n" +" ┖╴root\n" +" ┠╴Character (you are here!)\n" +" ┃ ┠╴Sword\n" +" ┃ ┖╴Backpack\n" +" ┃ ┖╴Dagger\n" +" ┠╴MyGame\n" +" ┖╴Swamp\n" +" ┠╴Alligator\n" +" ┠╴Mosquito\n" +" ┖╴Goblin\n" +"[/codeblock]\n" +"以下调用将返回一个有效节点:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_node(\"Sword\")\n" +"get_node(\"Backpack/Dagger\")\n" +"get_node(\"../Swamp/Alligator\")\n" +"get_node(\"/root/MyGame\")\n" +"[/gdscript]\n" +"[csharp]\n" +"GetNode(\"Sword\");\n" +"GetNode(\"Backpack/Dagger\");\n" +"GetNode(\"../Swamp/Alligator\");\n" +"GetNode(\"/root/MyGame\");\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Fetches a node and its most nested resource as specified by the [NodePath]'s " +"subname. Returns an [Array] of size [code]3[/code] where:\n" +"- Element [code]0[/code] is the [Node], or [code]null[/code] if not found;\n" +"- Element [code]1[/code] is the subname's last nested [Resource], or " +"[code]null[/code] if not found;\n" +"- Element [code]2[/code] is the remaining [NodePath], referring to an " +"existing, non-[Resource] property (see [method Object.get_indexed]).\n" +"[b]Example:[/b] Assume that the child's [member Sprite2D.texture] has been " +"assigned a [AtlasTexture]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = get_node_and_resource(\"Area2D/Sprite2D\")\n" +"print(a[0].name) # Prints Sprite2D\n" +"print(a[1]) # Prints <null>\n" +"print(a[2]) # Prints ^\"\"\n" +"\n" +"var b = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas\")\n" +"print(b[0].name) # Prints Sprite2D\n" +"print(b[1].get_class()) # Prints AtlasTexture\n" +"print(b[2]) # Prints ^\"\"\n" +"\n" +"var c = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas:region\")\n" +"print(c[0].name) # Prints Sprite2D\n" +"print(c[1].get_class()) # Prints AtlasTexture\n" +"print(c[2]) # Prints ^\":region\"\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = GetNodeAndResource(NodePath(\"Area2D/Sprite2D\"));\n" +"GD.Print(a[0].Name); // Prints Sprite2D\n" +"GD.Print(a[1]); // Prints <null>\n" +"GD.Print(a[2]); // Prints ^\"\n" +"\n" +"var b = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas\"));\n" +"GD.Print(b[0].name); // Prints Sprite2D\n" +"GD.Print(b[1].get_class()); // Prints AtlasTexture\n" +"GD.Print(b[2]); // Prints ^\"\"\n" +"\n" +"var c = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas:" +"region\"));\n" +"GD.Print(c[0].name); // Prints Sprite2D\n" +"GD.Print(c[1].get_class()); // Prints AtlasTexture\n" +"GD.Print(c[2]); // Prints ^\":region\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"获取节点及其由 [NodePath] 子名指定的嵌套最深的资源。返回一个大小为 [code]3[/" +"code] 的 [Array],其中:\n" +"- 元素 [code]0[/code] 是 [Node],如果找不到,则为 [code]null[/code];\n" +"- 元素 [code]1[/code] 是子名中最后嵌套的 [Resource],如果找不到,则为 " +"[code]null[/code];\n" +"- 元素 [code]2[/code] 是剩余的 [NodePath],引用一个已有的非 [Resource] 属性" +"(请参阅 [method Object.get_indexed])。\n" +"[b]示例:[/b]假设子节点的 [member Sprite2D.texture] 已被分配了一个" +"[AtlasTexture]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = get_node_and_resource(\"Area2D/Sprite2D\")\n" +"print(a[0].name) # 打印 Sprite2D\n" +"print(a[1]) # 打印 <null>\n" +"print(a[2]) # 打印 ^\"\"\n" +"\n" +"var b = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas\")\n" +"print(b[0].name) # 打印 Sprite2D\n" +"print(b[1].get_class()) # 打印 AtlasTexture\n" +"print(b[2]) # 打印 ^\"\"\n" +"\n" +"var c = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas:region\")\n" +"print(c[0].name) # 打印 Sprite2D\n" +"print(c[1].get_class()) # 打印 AtlasTexture\n" +"print(c[2]) # 打印 ^\":region\"\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = GetNodeAndResource(NodePath(\"Area2D/Sprite2D\"));\n" +"GD.Print(a[0].Name); // 打印 Sprite2D\n" +"GD.Print(a[1]); // 打印 <null>\n" +"GD.Print(a[2]); // 打印 ^\"\n" +"\n" +"var b = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas\"));\n" +"GD.Print(b[0].name); // 打印 Sprite2D\n" +"GD.Print(b[1].get_class()); // 打印 AtlasTexture\n" +"GD.Print(b[2]); // 打印 ^\"\"\n" +"\n" +"var c = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas:" +"region\"));\n" +"GD.Print(c[0].name); // 打印 Sprite2D\n" +"GD.Print(c[1].get_class()); // 打印 AtlasTexture\n" +"GD.Print(c[2]); // 打印 ^\":region\"\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Fetches a node by [NodePath]. Similar to [method get_node], but does not " +"generate an error if [param path] does not point to a valid node." +msgstr "" +"通过 [NodePath] 获取节点。类似于 [method get_node],但在 [param path] 没有指向" +"有效节点时不会生成错误。" + +msgid "" +"Returns this node's parent node, or [code]null[/code] if the node doesn't " +"have a parent." +msgstr "返回该节点的父节点,如果该节点没有父节点,则返回 [code]null[/code]。" + +msgid "" +"Returns the node's absolute path, relative to the [member SceneTree.root]. If " +"the node is not inside the scene tree, this method fails and returns an empty " +"[NodePath]." +msgstr "" +"返回该节点相对于 [member SceneTree.root] 的绝对路径。如果该节点不在场景树内" +"部,则该方法失败并返回空的 [NodePath]。" + +msgid "" +"Returns the time elapsed (in seconds) since the last physics callback. This " +"value is identical to [method _physics_process]'s [code]delta[/code] " +"parameter, and is often consistent at run-time, unless [member Engine." +"physics_ticks_per_second] is changed. See also [constant " +"NOTIFICATION_PHYSICS_PROCESS]." +msgstr "" +"返回自上次物理回调以来经过的时间(单位为秒)。该值与 [method " +"_physics_process] 的 [code]delta[/code] 参数相同,并且除非 [member Engine." +"physics_ticks_per_second] 被更改,否则这在运行时通常是恒定的。另请参阅 " +"[constant NOTIFICATION_PHYSICS_PROCESS]。" + +msgid "" +"Returns the time elapsed (in seconds) since the last process callback. This " +"value is identical to [method _process]'s [code]delta[/code] parameter, and " +"may vary from frame to frame. See also [constant NOTIFICATION_PROCESS]." +msgstr "" +"返回自上次处理回调以来经过的时间(单位为秒)。该值与 [method _process] 的 " +"[code]delta[/code] 参数相同,并且可能因帧而异。另请参阅 [constant " +"NOTIFICATION_PROCESS]。" + +msgid "" +"Returns [code]true[/code] if this node is an instance load placeholder. See " +"[InstancePlaceholder] and [method set_scene_instance_load_placeholder]." +msgstr "" +"如果该节点是一个实例加载占位符,则返回 [code]true[/code]。见 " +"[InstancePlaceholder] 和 [method set_scene_instance_load_placeholder]。" + +msgid "" +"Returns the [SceneTree] that contains this node. If this node is not inside " +"the tree, generates an error and returns [code]null[/code]. See also [method " +"is_inside_tree]." +msgstr "" +"返回包含该节点的 [SceneTree]。如果该节点不在场景树内,则会生成错误并返回 " +"[code]null[/code]。另见 [method is_inside_tree]。" + +msgid "" "Returns the tree as a [String]. Used mainly for debugging purposes. This " "version displays the path relative to the current node, and is good for copy/" "pasting into the [method get_node] function. It also can be used in game UI/" @@ -72836,6 +71750,13 @@ msgstr "" "[/codeblock]" msgid "" +"Returns the node's closest [Viewport] ancestor, if the node is inside the " +"tree. Otherwise, returns [code]null[/code]." +msgstr "" +"如果节点位于场景树内部,则返回该节点最近的 [Viewport] 祖先。否则,返回 " +"[code]null[/code]。" + +msgid "" "Returns the [Window] that contains this node. If the node is in the main " "window, this is equivalent to getting the root node ([code]get_tree()." "get_root()[/code])." @@ -72844,6 +71765,70 @@ msgstr "" "([code]get_tree().get_root()[/code])。" msgid "" +"Returns [code]true[/code] if the [param path] points to a valid node. See " +"also [method get_node]." +msgstr "" +"如果 [param path] 指向一个有效节点,则返回 [code]true[/code]。另见 [method " +"get_node]。" + +msgid "" +"Returns [code]true[/code] if [param path] points to a valid node and its " +"subnames point to a valid [Resource], e.g. [code]Area2D/CollisionShape2D:" +"shape[/code]. Properties that are not [Resource] types (such as nodes or " +"other [Variant] types) are not considered. See also [method " +"get_node_and_resource]." +msgstr "" +"如果 [param path] 指向一个有效的节点,并且它的子名称指向一个有效的 " +"[Resource],例如 [code]Area2D/CollisionShape2D:shape[/code],则返回 " +"[code]true[/code]。不考虑非 [Resource] 类型(例如节点或其他 [Variant] 类型)的" +"属性。另见 [method get_node_and_resource]。" + +msgid "" +"Returns [code]true[/code] if the given [param node] is a direct or indirect " +"child of this node." +msgstr "" +"如果给定的 [param node] 是该节点的直接或间接子节点,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the node is folded (collapsed) in the Scene " +"dock. This method is intended to be used in editor plugins and tools. See " +"also [method set_display_folded]." +msgstr "" +"如果该节点在“场景”面板中被折叠,则返回 [code]true[/code]。该方法旨在用于编辑器" +"插件和工具。另见 [method set_display_folded]。" + +msgid "" +"Returns [code]true[/code] if [param node] has editable children enabled " +"relative to this node. This method is intended to be used in editor plugins " +"and tools. See also [method set_editable_instance]." +msgstr "" +"如果 [param node] 具有相对于该节点启用的可编辑子节点,则返回 [code]true[/" +"code]。该方法旨在用于编辑器插件和工具。另见 [method set_editable_instance]。" + +msgid "" +"Returns [code]true[/code] if the given [param node] occurs later in the scene " +"hierarchy than this node. A node occurring later is usually processed last." +msgstr "" +"如果给定的 [param node] 在场景层次结构中出现得比该节点晚,则返回 [code]true[/" +"code]。晚出现的节点通常晚处理。" + +msgid "" +"Returns [code]true[/code] if this node has been added to the given [param " +"group]. See [method add_to_group] and [method remove_from_group]. See also " +"notes in the description, and the [SceneTree]'s group methods." +msgstr "" +"如果该节点已被添加到给定的 [param group],则返回 [code]true[/code]。请参阅 " +"[method add_to_group] 和 [method remove_from_group]。另请参阅描述中的注释以及 " +"[SceneTree] 的分组方法。" + +msgid "" +"Returns [code]true[/code] if this node is currently inside a [SceneTree]. See " +"also [method get_tree]." +msgstr "" +"如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。另见 [method " +"get_tree]。" + +msgid "" "Returns [code]true[/code] if the local system is the multiplayer authority of " "this node." msgstr "如果本地系统为这个节点的多人游戏控制者,则返回 [code]true[/code]。" @@ -72910,6 +71895,23 @@ msgstr "" "如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method " "set_process_unhandled_key_input])。" +msgid "" +"Moves [param child_node] to the given index. A node's index is the order " +"among its siblings. If [param to_index] is negative, the index is counted " +"from the end of the list. See also [method get_child] and [method " +"get_index].\n" +"[b]Note:[/b] The processing order of several engine callbacks ([method " +"_ready], [method _process], etc.) and notifications sent through [method " +"propagate_notification] is affected by tree order. [CanvasItem] nodes are " +"also rendered in tree order. See also [member process_priority]." +msgstr "" +"将 [param child_node] 移动到给定索引。节点的索引是其同级节点之间的顺序。如果 " +"[param to_index] 为负,则索引从列表末尾开始计数。另见 [method get_child] 和 " +"[method get_index]。\n" +"[b]注意:[/b]几个引擎回调([method _ready]、[method _process] 等)和通过 " +"[method propagate_notification] 发送的通知的处理顺序受树顺序的影响。" +"[CanvasItem] 节点也按树顺序渲染。另见[member process_priority]。" + msgid "Similar to [method call_deferred_thread_group], but for notifications." msgstr "类似于 [method call_deferred_thread_group],但针对的是通知。" @@ -72917,25 +71919,349 @@ msgid "Similar to [method call_thread_safe], but for notifications." msgstr "类似于 [method call_thread_safe],但针对的是通知。" msgid "" -"Changes the parent of this [Node] to the [param new_parent]. The node needs " -"to already have a parent.\n" -"If [param keep_global_transform] is [code]true[/code], the node's global " -"transform will be preserved if supported. [Node2D], [Node3D] and [Control] " -"support this argument (but [Control] keeps only position)." +"Prints all orphan nodes (nodes outside the [SceneTree]). Useful for " +"debugging.\n" +"[b]Note:[/b] This method only works in debug builds. Does nothing in a " +"project exported in release mode." msgstr "" -"将这个 [Node] 的父节点更改为 [param new_parent]。该节点需要拥有父节点。\n" -"如果 [param keep_global_transform] 为 [code]true[/code],则会在支持时保持该节" -"点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] 只会保" -"留位置)。" +"输出所有孤立节点([SceneTree] 之外的节点)。利于调试。\n" +"[b]注意:[/b]该方法仅适用于调试构建版本。在以发布模式导出的项目中不执行任何操" +"作。" + +msgid "" +"Prints the node and its children to the console, recursively. The node does " +"not have to be inside the tree. This method outputs [NodePath]s relative to " +"this node, and is good for copy/pasting into [method get_node]. See also " +"[method print_tree_pretty].\n" +"[b]Example output:[/b]\n" +"[codeblock]\n" +".\n" +"Menu\n" +"Menu/Label\n" +"Menu/Camera2D\n" +"SplashScreen\n" +"SplashScreen/Camera2D\n" +"[/codeblock]" +msgstr "" +"将该节点及其子节点打印到标准输出,会进行递归操作。该节点可以不在树中。这个方法" +"输出的是相对于当前节点的路径,适合复制/粘贴到 [method get_node] 函数中。另见 " +"[method print_tree_pretty]。\n" +"[b]示例输出:[/b]\n" +"[codeblock]\n" +".\n" +"Menu\n" +"Menu/Label\n" +"Menu/Camera2D\n" +"SplashScreen\n" +"SplashScreen/Camera2D\n" +"[/codeblock]" + +msgid "" +"Prints the node and its children to the console, recursively. The node does " +"not have to be inside the tree. Similar to [method print_tree], but the " +"graphical representation looks like what is displayed in the editor's Scene " +"dock. It is useful for inspecting larger trees.\n" +"[b]Example output:[/b]\n" +"[codeblock]\n" +" ┖╴TheGame\n" +" ┠╴Menu\n" +" ┃ ┠╴Label\n" +" ┃ ┖╴Camera2D\n" +" ┖╴SplashScreen\n" +" ┖╴Camera2D\n" +"[/codeblock]" +msgstr "" +"递归地将节点及其子节点打印到控制台。节点不必位于场景树中。类似于 [method " +"print_tree],但图形表示看起来像编辑器的场景面板中显示的内容。利于检查较大的" +"树。\n" +"[b]输出示例:[/b]\n" +"[codeblock]\n" +" ┖╴TheGame\n" +" ┠╴Menu\n" +" ┃ ┠╴Label\n" +" ┃ ┖╴Camera2D\n" +" ┖╴SplashScreen\n" +" ┖╴Camera2D\n" +"[/codeblock]" + +msgid "" +"Calls the given [param method] name, passing [param args] as arguments, on " +"this node and all of its children, recursively.\n" +"If [param parent_first] is [code]true[/code], the method is called on this " +"node first, then on all of its children. If [code]false[/code], the " +"children's methods are called first." +msgstr "" +"在该节点上并递归地在其所有子节点上,调用给定的 [param method] 名称,并将 " +"[param args] 作为参数传递。\n" +"如果 [param parent_first] 参数为 [code]true[/code],则该方法将首先在该节点上调" +"用,然后在其所有子节点上调用。如果为 [code]false[/code],则子节点的方法将首先" +"被调用。" + +msgid "" +"Calls [method Object.notification] with [param what] on this node and all of " +"its children, recursively." +msgstr "" +"在该节点上并递归地在其所有子节点上,使用 [param what] 调用 [method Object." +"notification]。" + +msgid "" +"Queues this node to be deleted at the end of the current frame. When deleted, " +"all of its children are deleted as well, and all references to the node and " +"its children become invalid.\n" +"Unlike with [method Object.free], the node is not deleted instantly, and it " +"can still be accessed before deletion. It is also safe to call [method " +"queue_free] multiple times. Use [method Object.is_queued_for_deletion] to " +"check if the node will be deleted at the end of the frame.\n" +"[b]Note:[/b] The node will only be freed after all other deferred calls are " +"finished. Using this method is not always the same as calling [method Object." +"free] through [method Object.call_deferred]." +msgstr "" +"将该节点加入队列以在当前帧末尾删除。被删除时,其所有子节点也将被删除,并且对该" +"节点及其子节点的所有引用都将变得无效。\n" +"与 [method Object.free] 不同,该节点不会被立即删除,并且它在被删除前仍然可以访" +"问。多次调用 [method queue_free] 也是安全的。使用 [method Object." +"is_queued_for_deletion] 检查节点是否会在该帧末尾删除。\n" +"[b]注意:[/b]该节点只会在所有其他已延迟的调用完成后释放。使用该方法并不总会和" +"通过 [method Object.call_deferred] 调用 [method Object.free] 相同。" + +msgid "" +"Removes a child [param node]. The [param node], along with its children, are " +"[b]not[/b] deleted. To delete a node, see [method queue_free].\n" +"[b]Note:[/b] When this node is inside the tree, this method sets the [member " +"owner] of the removed [param node] (or its descendants) to [code]null[/code], " +"if their [member owner] is no longer an ancestor (see [method " +"is_ancestor_of])." +msgstr "" +"移除一个子 [param node]。该 [param node] 及其子节点[b]不会[/b]被删除。要删除节" +"点,见 [method queue_free]。\n" +"[b]注意:[/b]当该节点位于场景树中时,如果被移除的 [param node](或其后代)的 " +"[member owner] 不再是祖先(参见 [method is_ancestor_of]),则该方法将它们的 " +"[member owner] 设置为 [code]null[/code]。" + +msgid "" +"Removes the node from the given [param group]. Does nothing if the node is " +"not in the [param group]. See also notes in the description, and the " +"[SceneTree]'s group methods." +msgstr "" +"从给定的 [param group] 中移除该节点。如果该节点不在 [param group] 中,则不执行" +"任何操作。另请参阅描述中的注释以及 [SceneTree] 的分组方法。" + +msgid "" +"Replaces this node by the given [param node]. All children of this node are " +"moved to [param node].\n" +"If [param keep_groups] is [code]true[/code], the [param node] is added to the " +"same groups that the replaced node is in (see [method add_to_group]).\n" +"[b]Warning:[/b] The replaced node is removed from the tree, but it is [b]not[/" +"b] deleted. To prevent memory leaks, store a reference to the node in a " +"variable, or use [method Object.free]." +msgstr "" +"将该节点替换为给定的 [param node]。该节点的所有子节点都会被移动到 [param " +"node]。\n" +"如果 [param keep_groups] 为 [code]true[/code],则 [param node] 将被添加到被替" +"换节点所在的相同分组中(请参阅 [method add_to_group])。\n" +"[b]警告:[/b]被替换的节点已从树中移除,但[b]未[/b]被删除。为了防止内存泄漏,请" +"将该节点的引用存储在变量中,或使用 [method Object.free]。" + +msgid "" +"Requests [method _ready] to be called again the next time the node enters the " +"tree. Does [b]not[/b] immediately call [method _ready].\n" +"[b]Note:[/b] This method only affects the current node. If the node's " +"children also need to request ready, this method needs to be called for each " +"one of them. When the node and its children enter the tree again, the order " +"of [method _ready] callbacks will be the same as normal." +msgstr "" +"请求在该节点下次进入树时再次调用 [method _ready]。[b]不[/b]会立即调用 [method " +"_ready]。\n" +"[b]注意:[/b]该方法只影响当前节点。如果该节点的子节点也需要请求就绪,则需要为" +"每个子节点调用该方法。当节点及其子节点再次进入树时,[method _ready] 回调的顺序" +"将与正常情况相同。" + +msgid "" +"Sends a remote procedure call request for the given [param method] to peers " +"on the network (and locally), sending additional arguments to the method " +"called by the RPC. The call request will only be received by nodes with the " +"same [NodePath], including the exact same [member name]. Behavior depends on " +"the RPC configuration for the given [param method] (see [method rpc_config] " +"and [annotation @GDScript.@rpc]). By default, methods are not exposed to " +"RPCs.\n" +"May return [constant OK] if the call is successful, [constant " +"ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not " +"match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot " +"be fetched (such as when the node is not inside the tree), [constant " +"ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.\n" +"[b]Note:[/b] You can only safely use RPCs on clients after you received the " +"[signal MultiplayerAPI.connected_to_server] signal from the [MultiplayerAPI]. " +"You also need to keep track of the connection state, either by the " +"[MultiplayerAPI] signals like [signal MultiplayerAPI.server_disconnected] or " +"by checking ([code]get_multiplayer().peer.get_connection_status() == " +"CONNECTION_CONNECTED[/code])." +msgstr "" +"将给定 [param method] 的远程过程调用请求发送到网络(和本地)上的对等体,并将额" +"外参数发送给 RPC 调用的方法。该调用请求只会被具有相同 [NodePath] 的节点接收," +"该节点包括完全相同的 [member name]。行为取决于给定 [param method] 的 RPC 配置" +"(请参阅 [method rpc_config] 和 [annotation @GDScript.@rpc])。默认情况下,方" +"法不会暴露给 RPC。\n" +"如果调用成功,则返回 [constant OK];如果 [param method] 中传递的参数不匹配,则" +"返回 [constant ERR_INVALID_PARAMETER];如果无法获取节点的 [member multiplayer]" +"(例如当该节点不在树中),则返回 [constant ERR_UNCONFIGURED];如果 [member " +"multiplayer] 的连接不可用,则返回 [constant ERR_CONNECTION_ERROR]。\n" +"[b]注意:[/b]只有在收到来自 [MultiplayerAPI] 的 [signal MultiplayerAPI." +"connected_to_server] 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状" +"态,可通过 [MultiplayerAPI] 信号(如 [signal MultiplayerAPI." +"server_disconnected])或通过检查([code]get_multiplayer().peer." +"get_connection_status() == CONNECTION_CONNECTED[/code])来跟踪。" + +msgid "" +"Changes the RPC configuration for the given [param method]. [param config] " +"should either be [code]null[/code] to disable the feature (as by default), or " +"a [Dictionary] containing the following entries:\n" +"- [code]rpc_mode[/code]: see [enum MultiplayerAPI.RPCMode];\n" +"- [code]transfer_mode[/code]: see [enum MultiplayerPeer.TransferMode];\n" +"- [code]call_local[/code]: if [code]true[/code], the method will also be " +"called locally;\n" +"- [code]channel[/code]: an [int] representing the channel to send the RPC " +"on.\n" +"[b]Note:[/b] In GDScript, this method corresponds to the [annotation " +"@GDScript.@rpc] annotation, with various parameters passed ([code]@rpc(any)[/" +"code], [code]@rpc(authority)[/code]...). See also the [url=$DOCS_URL/" +"tutorials/networking/high_level_multiplayer.html]high-level multiplayer[/url] " +"tutorial." +msgstr "" +"更改给定 [param method] 的 RPC 配置。[param config] 应该是 [code]null[/code] " +"以禁用该功能(默认情况下),或者是包含以下条目的 [Dictionary]:\n" +"- [code]rpc_mode[/code]:见 [enum MultiplayerAPI.RPCMode];\n" +"- [code]transfer_mode[/code]:见 [enum MultiplayerPeer.TransferMode];\n" +"- [code]call_local[/code]:如果为 [code]true[/code],该方法也将会在本地调" +"用;\n" +"- [code]channel[/code]:一个 [int] 表示启用了发送 RPC 的通道。\n" +"[b]注意:[/b]在 GDScript 中,该方法对应 [annotation @GDScript.@rpc] 注解,并传" +"递各种参数([code]@rpc(any)[/code]、[code]@rpc(authority)[/code]……)。 另请参" +"阅 [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]高级多人游" +"戏[/url] 教程。" + +msgid "" +"Sends a [method rpc] to a specific peer identified by [param peer_id] (see " +"[method MultiplayerPeer.set_target_peer]).\n" +"May return [constant OK] if the call is successful, [constant " +"ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not " +"match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot " +"be fetched (such as when the node is not inside the tree), [constant " +"ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available." +msgstr "" +"将 [method rpc] 发送到由 [param peer_id] 标识的特定对等体(请参阅 [method " +"MultiplayerPeer.set_target_peer])。\n" +"如果调用成功,则返回 [constant OK];如果 [param method] 中传递的参数不匹配,则" +"返回 [constant ERR_INVALID_PARAMETER];如果无法获取节点的 [member multiplayer]" +"(例如当节点不在场景树中),则返回 [constant ERR_UNCONFIGURED];如果 [member " +"multiplayer] 的连接不可用,则返回 [constant ERR_CONNECTION_ERROR]。" msgid "" "Similar to [method call_deferred_thread_group], but for setting properties." msgstr "类似于 [method call_deferred_thread_group],但针对的是设置属性。" +msgid "" +"If set to [code]true[/code], the node appears folded in the Scene dock. As a " +"result, all of its children are hidden. This method is intended to be used in " +"editor plugins and tools, but it also works in release builds. See also " +"[method is_displayed_folded]." +msgstr "" +"如果设置为 [code]true[/code],则节点将在场景面板中显示为被折叠。结果,它的所有" +"子节点都被隐藏了。该方法旨在用于编辑器插件和工具脚本,但它也适用于发布构建版" +"本。另请参阅 [method is_displayed_folded]。" + +msgid "" +"Set to [code]true[/code] to allow all nodes owned by [param node] to be " +"available, and editable, in the Scene dock, even if their [member owner] is " +"not the scene root. This method is intended to be used in editor plugins and " +"tools, but it also works in release builds. See also [method " +"is_editable_instance]." +msgstr "" +"设置为 [code]true[/code] 以允许 [param node] 拥有的所有节点在场景面板中可用且" +"可编辑,即使它们的 [member owner] 不是场景根。该方法旨在用于编辑器插件和工具脚" +"本,但它也适用于发布构建版本。另见 [method is_editable_instance]。" + +msgid "" +"Sets the node's multiplayer authority to the peer with the given peer [param " +"id]. The multiplayer authority is the peer that has authority over the node " +"on the network. Defaults to peer ID 1 (the server). Useful in conjunction " +"with [method rpc_config] and the [MultiplayerAPI].\n" +"If [param recursive] is [code]true[/code], the given peer is recursively set " +"as the authority for all children of this node.\n" +"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new " +"authority to other peers. It is the developer's responsibility to do so. You " +"may replicate the new authority's information using [member " +"MultiplayerSpawner.spawn_function], an RPC, or a [MultiplayerSynchronizer]. " +"Furthermore, the parent's authority does [b]not[/b] propagate to newly added " +"children." +msgstr "" +"将该节点的多人游戏控制方设置为具有给定对等体 [param id] 的对等体。多人游戏控制" +"方是对网络上的节点具有控制权限的对等体。默认为对等体 ID 1(服务器)。利于与 " +"[method rpc_config] 和 [MultiplayerAPI] 结合使用。\n" +"如果 [param recursive] 为 [code]true[/code],则该节点的所有子节点将递归地将给" +"定的对等体设置为控制方。\n" +"[b]警告:[/b]这[b]不会[/b]自动将新的控制方复制给其他对等体。是否这样做由开发者" +"负责。可以使用 [member MultiplayerSpawner.spawn_function]、RPC、或 " +"[MultiplayerSynchronizer] 复制新控制方的信息。此外,父节点的控制方[b]不会[/b]" +"传播给新添加的子节点。" + +msgid "" +"If set to [code]true[/code], enables internal physics for this node. Internal " +"physics processing happens in isolation from the normal [method " +"_physics_process] calls and is used by some nodes internally to guarantee " +"proper functioning even if the node is paused or physics processing is " +"disabled for scripting ([method set_physics_process]).\n" +"[b]Warning:[/b] Built-in nodes rely on internal processing for their internal " +"logic. Disabling it is unsafe and may lead to unexpected behavior. Use this " +"method if you know what you are doing." +msgstr "" +"如果设置为 [code]true[/code],则启用该节点的内部物理。内部物理处理独立于正常" +"的 [method _physics_process] 调用而发生,并且由某些节点内部使用以确保正常工" +"作,即使节点暂停或物理处理因脚本而禁用([method set_physics_process])也是如" +"此。\n" +"[b]警告:[/b]内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能" +"会导致意外行为。请在你知道自己正在做什么时使用该方法。" + +msgid "" +"If set to [code]true[/code], enables internal processing for this node. " +"Internal processing happens in isolation from the normal [method _process] " +"calls and is used by some nodes internally to guarantee proper functioning " +"even if the node is paused or processing is disabled for scripting ([method " +"set_process]).\n" +"[b]Warning:[/b] Built-in nodes rely on internal processing for their internal " +"logic. Disabling it is unsafe and may lead to unexpected behavior. Use this " +"method if you know what you are doing." +msgstr "" +"如果设置为 [code]true[/code],则启用该节点的内部处理。内部处理独立于正常的 " +"[method _process] 调用而发生,并且由某些节点在内部使用以保证正常运行,即使节点" +"已暂停或处理因脚本而禁用([method set_process])也是如此。\n" +"[b]警告:[/b]内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能" +"会导致意外行为。请在你知道自己正在做什么时使用该方法。" + +msgid "" +"If set to [code]true[/code], the node becomes a [InstancePlaceholder] when " +"packed and instantiated from a [PackedScene]. See also [method " +"get_scene_instance_load_placeholder]." +msgstr "" +"如果设置为 [code]true[/code],则当从 [PackedScene] 打包和实例化时,节点将变为 " +"[InstancePlaceholder]。另见 [method get_scene_instance_load_placeholder]。" + msgid "Similar to [method call_thread_safe], but for setting properties." msgstr "类似于 [method call_thread_safe],但用于设置属性。" msgid "" +"Refreshes the warnings displayed for this node in the Scene dock. Use [method " +"_get_configuration_warnings] to customize the warning messages to display." +msgstr "" +"刷新场景面板中为该节点显示的警告。使用 [method _get_configuration_warnings] 自" +"定义要显示的警告消息。" + +msgid "" +"An optional description to the node. It will be displayed as a tooltip when " +"hovering over the node in the editor's Scene dock." +msgstr "" +"节点的可选描述。当将悬停在编辑器场景面板中的节点上时,它将显示为工具提示。" + +msgid "" "The [MultiplayerAPI] instance associated with this node. See [method " "SceneTree.get_multiplayer].\n" "[b]Note:[/b] Renaming the node, or moving it in the tree, will not move the " @@ -72947,6 +72273,21 @@ msgstr "" "径,你需要手动进行更新。" msgid "" +"The owner of this node. The owner must be an ancestor of this node. When " +"packing the owner node in a [PackedScene], all the nodes it owns are also " +"saved with it. \n" +"[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not " +"displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, " +"remember to set the owner after calling [method add_child]. See also (see " +"[member unique_name_in_owner])" +msgstr "" +"该节点的所有者。所有者必须是该节点的祖先节点。当将所有者节点打包到 " +"[PackedScene] 中时,它拥有的所有节点也会随之保存。\n" +"[b]注意:[/b]在编辑器中,不属于场景根的节点通常不会显示在场景面板中,并且[b]不" +"[/b]会被保存。为了防止这种情况,请记住在调用 [method add_child] 后设置所有者。" +"另见(参见 [member unique_name_in_owner])" + +msgid "" "Similar to [member process_priority] but for [constant " "NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal " "version." @@ -72955,6 +72296,15 @@ msgstr "" "NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及内部版本。" msgid "" +"The node's execution order of the process callbacks ([method _process], " +"[method _physics_process], and internal processing). Nodes whose priority " +"value is [i]lower[/i] call their process callbacks first, regardless of tree " +"order." +msgstr "" +"处理回调([method _process]、[method _physics_process]、和内部处理)的节点执行" +"顺序。无论树顺序如何,优先级值[i]较低[/i]的节点将先调用其处理回调。" + +msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " "[method _process] or [method _physics_process] (and the internal versions) on " @@ -73017,11 +72367,67 @@ msgstr "" "息。" msgid "" +"The original scene's file path, if the node has been instantiated from a " +"[PackedScene] file. Only scene root nodes contains this." +msgstr "" +"原始场景的文件路径(如果节点已从 [PackedScene] 文件完成实例化)。只有场景根节" +"点包含该文件路径。" + +msgid "" +"If [code]true[/code], the node can be accessed from any node sharing the same " +"[member owner] or from the [member owner] itself, with special [code]%Name[/" +"code] syntax in [method get_node].\n" +"[b]Note:[/b] If another node with the same [member owner] shares the same " +"[member name] as this node, the other node will no longer be accessible as " +"unique." +msgstr "" +"如果为 [code]true[/code],则可以从共享相同 [member owner] 的任意节点或从 " +"[member owner] 本身访问该节点,并可在 [method get_node] 中使用特殊的 " +"[code]%Name[/code] 语法。\n" +"[b]注意:[/b]如果具有相同 [member owner] 的另一个节点与该节点共享相同的 " +"[member name],则另一个节点将不可再作为唯一节点名称进行访问。" + +msgid "" +"Emitted when the child [param node] enters the [SceneTree], usually because " +"this node entered the tree (see [signal tree_entered]), or [method add_child] " +"has been called.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." +msgstr "" +"当子节点 [param node] 进入 [SceneTree] 时触发,通常是因为该节点进入了树(参见 " +"[signal tree_entered]),或者 [method add_child] 已被调用。\n" +"该信号在子节点自己的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " +"tree_entered] [i]之后[/i]触发。" + +msgid "" +"Emitted when the child [param node] is about to exit the [SceneTree], usually " +"because this node is exiting the tree (see [signal tree_exiting]), or because " +"the child [param node] is being removed or freed.\n" +"When this signal is received, the child [param node] is still accessible " +"inside the tree. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." +msgstr "" +"当子节点 [param node] 即将退出 [SceneTree] 时发出,通常是因为该节点正在退出树" +"(请参阅 [signal tree_exiting]),或者因为子节点 [param node] 正在被移除或释" +"放。\n" +"当收到该信号时,子节点 [param node] 仍然可以在树内访问。该信号在子节点自己的 " +"[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/i]触发。" + +msgid "" "Emitted when the list of children is changed. This happens when child nodes " "are added, moved or removed." msgstr "子节点列表发生改变时发出。发生在添加、移动、移除子节点时。" msgid "" +"Emitted when the node is considered ready, after [method _ready] is called." +msgstr "在 [method _ready] 被调用后,当节点被视为就绪时发出。" + +msgid "" +"Emitted when the node's [member name] is changed, if the node is inside the " +"tree." +msgstr "节点位于场景树中,在节点的 [member name] 更改时发出。" + +msgid "" "Emitted when this node is being replaced by the [param node], see [method " "replace_by].\n" "This signal is emitted [i]after[/i] [param node] has been added as a child of " @@ -73041,16 +72447,94 @@ msgstr "" "这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。" msgid "" -"[i]Deprecated.[/i] This notification is no longer emitted. Use [constant " -"NOTIFICATION_CHILD_ORDER_CHANGED] instead." +"Emitted after the node exits the tree and is no longer active.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." +msgstr "" +"节点退出树并且不再活动后发出。\n" +"该信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之后[/i]发出。" + +msgid "" +"Emitted when the node is just about to exit the tree. The node is still " +"valid. As such, this is the right place for de-initialization (or a " +"\"destructor\", if you will).\n" +"This signal is emitted [i]after[/i] the node's [method _exit_tree], and " +"[i]before[/i] the related [constant NOTIFICATION_EXIT_TREE]." msgstr "" -"[i]已废弃。[/i]不会再发出这个通知。请改用 [constant " -"NOTIFICATION_CHILD_ORDER_CHANGED]。" +"当节点即将退出树时发出。节点仍然有效。因此,这是反初始化(如果愿意,也可以称之" +"为“析构函数”)的正确位置。\n" +"该信号会在节点的 [method _exit_tree] [i]之后[/i]和相关的 [constant " +"NOTIFICATION_EXIT_TREE] [i]之前[/i]发出。" + +msgid "" +"Notification received when the node enters a [SceneTree]. See [method " +"_enter_tree].\n" +"This notification is received [i]before[/i] the related [signal tree_entered] " +"signal." +msgstr "" +"当节点进入 [SceneTree] 时收到的通知。请参阅 [method _enter_tree]。\n" +"该通知会在相关 [signal tree_entered] 信号[i]之前[/i]收到。" + +msgid "" +"Notification received when the node is about to exit a [SceneTree]. See " +"[method _exit_tree].\n" +"This notification is received [i]after[/i] the related [signal tree_exiting] " +"signal." +msgstr "" +"当节点即将退出 [SceneTree] 时收到的通知。请参阅 [method _exit_tree]。\n" +"该通知会在相关的 [signal tree_exiting] 信号[i]之后[/i]收到。" msgid "Notification received when the node is ready. See [method _ready]." msgstr "当该节点就绪时接收到通知。见 [method _ready]。" msgid "" +"Notification received when the node is paused. See [member process_mode]." +msgstr "当节点暂停时收到的通知。请参阅 [member process_mode]。" + +msgid "" +"Notification received when the node is unpaused. See [member process_mode]." +msgstr "当节点取消暂停时收到的通知。请参阅 [member process_mode]。" + +msgid "" +"Notification received from the tree every physics frame when [method " +"is_physics_processing] returns [code]true[/code]. See [method " +"_physics_process]." +msgstr "" +"当 [method is_physics_processing] 返回 [code]true[/code] 时,每个物理帧都会从" +"场景树收到的通知。请参阅 [method _physics_process]。" + +msgid "" +"Notification received from the tree every rendered frame when [method " +"is_processing] returns [code]true[/code]. See [method _process]." +msgstr "" +"当 [method is_processing] 返回 [code]true[/code] 时,每个渲染帧从场景树收到的" +"通知。请参阅 [method _process]。" + +msgid "" +"Notification received when the node is set as a child of another node (see " +"[method add_child] and [method add_sibling]).\n" +"[b]Note:[/b] This does [i]not[/i] mean that the node entered the [SceneTree]." +msgstr "" +"当节点被设置为另一个节点的子节点时收到的通知(请参阅 [method add_child] 和 " +"[method add_sibling])。\n" +"[b]注意:[/b]这并[i]不[/i]意味着该节点进入了 [SceneTree]。" + +msgid "" +"Notification received when the parent node calls [method remove_child] on " +"this node.\n" +"[b]Note:[/b] This does [i]not[/i] mean that the node exited the [SceneTree]." +msgstr "" +"当父节点在该节点上调用 [method remove_child] 时收到的通知。\n" +"[b]注意:[/b]这并[i]不[/i]意味着该节点退出了 [SceneTree]。" + +msgid "" +"Notification received [i]only[/i] by the newly instantiated scene root node, " +"when [method PackedScene.instantiate] is completed." +msgstr "" +"当 [method PackedScene.instantiate] 完成时,[i]仅[/i]被新实例化的场景根节点收" +"到的通知。" + +msgid "" "Notification received when a drag operation begins. All nodes receive this " "notification, not only the dragged one.\n" "Can be triggered either by dragging a [Control] that provides drag data (see " @@ -73070,12 +72554,42 @@ msgstr "" "请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" msgid "" +"Notification received when the node's [member name] or one of its " +"ancestors' [member name] is changed. This notification is [i]not[/i] received " +"when the node is removed from the [SceneTree]." +msgstr "" +"当该节点的 [member name] 或其祖先节点之一的 [member name] 更改时收到的通知。当" +"节点从 [SceneTree] 中移除时,[i]不会[/i]收到该通知。" + +msgid "" "Notification received when the list of children is changed. This happens when " "child nodes are added, moved or removed." msgstr "" "子节点列表发生更改时收到的通知。子节点发生添加、移动、删除时列表会发生更改。" msgid "" +"Notification received from the tree every rendered frame when [method " +"is_processing_internal] returns [code]true[/code]." +msgstr "" +"当 [method is_processing_internal] 返回 [code]true[/code] 时,每个渲染帧都会从" +"树中收到的通知。" + +msgid "" +"Notification received from the tree every physics frame when [method " +"is_physics_processing_internal] returns [code]true[/code]." +msgstr "" +"当 [method is_physics_processing_internal] 返回 [code]true[/code] 时,每个物理" +"帧都会从树中收到的通知。" + +msgid "" +"Notification received when the node enters the tree, just before [constant " +"NOTIFICATION_READY] may be received. Unlike the latter, it is sent every time " +"the node enters tree, not just once." +msgstr "" +"当该节点进入树时,刚好在可能收到 [constant NOTIFICATION_READY] 之前,收到的通" +"知。与后者不同的是,它在节点每次进入树时都会发送,而不是只发送一次。" + +msgid "" "Notification received when the node is disabled. See [constant " "PROCESS_MODE_DISABLED]." msgstr "当该节点被禁用时收到的通知。见 [constant PROCESS_MODE_DISABLED]。" @@ -73118,6 +72632,34 @@ msgstr "" "为内嵌窗口实现,并在桌面和 Web 平台上实现。" msgid "" +"Notification received from the OS when the node's [Window] ancestor is " +"focused. This may be a change of focus between two windows of the same engine " +"instance, or from the OS desktop or a third-party application to a window of " +"the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also " +"received).\n" +"A [Window] node receives this notification when it is focused." +msgstr "" +"当节点的 [Window] 祖先获得焦点时从操作系统收到的通知。这可能是同一引擎实例的两" +"个窗口之间的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗" +"口的焦点变化(在这种情况下,还会收到 [constant " +"NOTIFICATION_APPLICATION_FOCUS_IN])。\n" +"[Window] 节点会在获得焦点时收到该通知。" + +msgid "" +"Notification received from the OS when the node's [Window] ancestor is " +"defocused. This may be a change of focus between two windows of the same " +"engine instance, or from a window of the game to the OS desktop or a third-" +"party application (in which case [constant " +"NOTIFICATION_APPLICATION_FOCUS_OUT] is also received).\n" +"A [Window] node receives this notification when it is defocused." +msgstr "" +"当节点的 [Window] 祖先失去焦点时从操作系统收到的通知。这可能是同一引擎实例的两" +"个窗口之间的焦点变化,也可能是从游戏的某一窗口切换到操作系统桌面或第三方应用程" +"序的焦点变化(在这种情况下,还会收到 [constant " +"NOTIFICATION_APPLICATION_FOCUS_OUT])。\n" +"[Window] 节点会在失去焦点时收到该通知。" + +msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" "Implemented on desktop platforms." @@ -73127,6 +72669,31 @@ msgstr "" "在桌面平台上实现。" msgid "" +"Notification received from the OS when a go back request is sent (e.g. " +"pressing the \"Back\" button on Android).\n" +"Implemented only on iOS." +msgstr "" +"当一个返回请求发出时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按" +"钮)。\n" +"仅在 iOS 上实现。" + +msgid "" +"Notification received when the window is resized.\n" +"[b]Note:[/b] Only the resized [Window] node receives this notification, and " +"it's not propagated to the child nodes." +msgstr "" +"当窗口大小被调整时收到的通知。\n" +"[b]注意:[/b]只有调整大小的 [Window] 节点才会收到该通知,并且不会传播到子节" +"点。" + +msgid "" +"Notification received from the OS when the screen's dots per inch (DPI) scale " +"is changed. Only implemented on macOS." +msgstr "" +"当屏幕的每英寸点数(DPI)比例发生更改时,从操作系统收到的通知。仅在 macOS 上实" +"现。" + +msgid "" "Notification received when the mouse cursor enters the [Viewport]'s visible " "area, that is not occluded behind other [Control]s or [Window]s, provided its " "[member Viewport.gui_disable_input] is [code]false[/code] and regardless if " @@ -73147,6 +72714,63 @@ msgstr "" "gui_disable_input] 为 [code]false[/code],与当前是否持有焦点无关。" msgid "" +"Notification received from the OS when the application is exceeding its " +"allocated memory.\n" +"Implemented only on iOS." +msgstr "" +"当应用程序超过其分配的内存时,从操作系统收到的通知。\n" +"仅在 iOS 上被实现。" + +msgid "" +"Notification received from the OS when a request for \"About\" information is " +"sent.\n" +"Implemented only on macOS." +msgstr "" +"当发出“关于”信息请求时,从操作系统收到的通知。\n" +"仅在 macOS 上被实现。" + +msgid "" +"Notification received from Godot's crash handler when the engine is about to " +"crash.\n" +"Implemented on desktop platforms, if the crash handler is enabled." +msgstr "" +"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" +"如果崩溃处理程序被启用,则在桌面平台上被实现。" + +msgid "" +"Notification received from the OS when an update of the Input Method Engine " +"occurs (e.g. change of IME cursor position or composition string).\n" +"Implemented only on macOS." +msgstr "" +"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串的" +"变化)。\n" +"仅在 macOS 上被实现。" + +msgid "Notification received when the [TextServer] is changed." +msgstr "[TextServer] 被更改时收到的通知。" + +msgid "" +"Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This " +"is the inverse of [constant PROCESS_MODE_PAUSABLE]." +msgstr "" +"[b]仅[/b]当 [member SceneTree.paused] 为 [code]true[/code] 时处理。与 " +"[constant PROCESS_MODE_PAUSABLE] 相反。" + +msgid "" +"Always process. Keeps processing, ignoring [member SceneTree.paused]. This is " +"the inverse of [constant PROCESS_MODE_DISABLED]." +msgstr "" +"始终处理。继续处理,忽略 [member SceneTree.paused]。与 [constant " +"PROCESS_MODE_DISABLED] 相反。" + +msgid "" +"Never process. Completely disables processing, ignoring [member SceneTree." +"paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS]." +msgstr "" +"从不处理。完全禁用处理,忽略 [member SceneTree.paused]。与 [constant " +"PROCESS_MODE_ALWAYS] 相反。" + +msgid "" "If the [member process_thread_group] property is sent to this, the node will " "belong to any parent (or grandparent) node that has a thread group mode that " "is not inherit. See [member process_thread_group] for more information." @@ -73168,8 +72792,32 @@ msgstr "" "在子线程上处理该节点(以及设为继承的子节点)。详见 [member " "process_thread_group]。" +msgid "Duplicate the node's signal connections." +msgstr "复制该节点的信号连接。" + msgid "Duplicate the node's groups." -msgstr "复制节点的组。" +msgstr "复制节点的分组。" + +msgid "" +"Duplicate using [method PackedScene.instantiate]. If the node comes from a " +"scene saved on disk, re-uses [method PackedScene.instantiate] as the base for " +"the duplicated node and its children." +msgstr "" +"使用 [method PackedScene.instantiate] 进行复制。如果该节点来自磁盘上保存的场" +"景,则会重用 [method PackedScene.instantiate] 作为该节点及其子节点副本的基础。" + +msgid "The node will not be internal." +msgstr "该节点不是内部节点。" + +msgid "" +"The node will be placed at the beginning of the parent's children list, " +"before any non-internal sibling." +msgstr "该节点将被放置在父节点的子节点列表开头,位于所有非内部兄弟节点之前。" + +msgid "" +"The node will be placed at the end of the parent's children list, after any " +"non-internal sibling." +msgstr "该节点将被放置在父节点的子节点列表末尾,位于所有非内部兄弟节点之后。" msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " @@ -73770,333 +73418,15 @@ msgstr "" msgid "A pre-parsed scene tree path." msgstr "预先解析的场景树路径。" -msgid "" -"A pre-parsed relative or absolute path in a scene tree, for use with [method " -"Node.get_node] and similar functions. It can reference a node, a resource " -"within a node, or a property of a node or resource. For example, " -"[code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code] would refer to the " -"[code]size[/code] property of the [code]texture[/code] resource on the node " -"named [code]\"Sprite2D\"[/code], which is a child of the other named nodes in " -"the path.\n" -"You will usually just pass a string to [method Node.get_node] and it will be " -"automatically converted, but you may occasionally want to parse a path ahead " -"of time with [NodePath] or the literal syntax [code]^\"path\"[/code]. " -"Exporting a [NodePath] variable will give you a node selection widget in the " -"properties panel of the editor, which can often be useful.\n" -"A [NodePath] is composed of a list of slash-separated node names (like a " -"filesystem path) and an optional colon-separated list of \"subnames\" which " -"can be resources or properties.\n" -"Some examples of NodePaths include the following:\n" -"[codeblock]\n" -"# No leading slash means it is relative to the current node.\n" -"^\"A\" # Immediate child A\n" -"^\"A/B\" # A's child B\n" -"^\".\" # The current node.\n" -"^\"..\" # The parent node.\n" -"^\"../C\" # A sibling node C.\n" -"^\"../..\" # The grandparent node.\n" -"# A leading slash means it is absolute from the SceneTree.\n" -"^\"/root\" # Equivalent to get_tree().get_root().\n" -"^\"/root/Main\" # If your main scene's root node were named \"Main\".\n" -"^\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" -"[/codeblock]\n" -"See also [StringName], which is a similar concept for general-purpose string " -"interning.\n" -"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " -"when moving, renaming or deleting a node in the scene tree, but they are " -"never updated at runtime.\n" -"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/" -"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] " -"will always evaluate to [code]true[/code]." -msgstr "" -"场景树中预先解析的相对或绝对路径,用于 [method Node.get_node] 和类似函数。它可" -"以引用节点、节点内的资源、或节点或资源的属性。例如,[code]\"Path2D/" -"PathFollow2D/Sprite2D:texture:size\"[/code] 将引用名为 [code]\"Sprite2D\"[/" -"code] 节点上的 [code]texture[/code] 资源的 [code]size[/code] 属性,该节点是路" -"径中其他命名节点的一个子节点。\n" -"通常只需将一个字符串传递给 [method Node.get_node],它将会被自动转换,但可能偶" -"尔想要使用 [NodePath] 或文字语法 [code]^\"path\"[/code] 提前解析路径。导出 " -"[NodePath] 变量会在编辑器的属性面板中,为你提供一个节点选择小部件,这通常很有" -"用。\n" -"[NodePath] 由斜线分隔的节点名称列表(如文件系统路径)和可选的冒号分隔的“子名" -"称”列表组成,这些“子名称”可以是资源或属性。\n" -"NodePath 的一些示例包括:\n" -"[codeblock]\n" -"# 没有前导斜杠意味着它是相对于当前节点的。\n" -"^\"A\" # 直接子节点 A\n" -"^\"A/B\" # A 的子节点 B\n" -"^\".\" # 当前节点。\n" -"^\"..\" # 父节点。\n" -"^\"../C\" # 兄弟节点 C。\n" -"^\"../..\" # 祖父节点。\n" -"# 前导斜杠意味着它是来自 SceneTree 的绝对路径。\n" -"^\"/root\" # 等同于 get_tree().get_root()。\n" -"^\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n" -"^\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n" -"[/codeblock]\n" -"另见 [StringName],它是通用字符串的类似概念。\n" -"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会自" -"动更新,但它们不会在运行时更新。\n" -"[b]注意:[/b]在布尔上下文中,如果 [NodePath] 为空([code]NodePath(\"\")[/" -"code]),则它将评估为 [code]false[/code]。否则,[NodePath] 将始终评估为 " -"[code]true[/code]。" - msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演游戏演示" msgid "Constructs an empty [NodePath]." msgstr "构造空的 [NodePath]。" -msgid "" -"Constructs a [NodePath] as a copy of the given [NodePath]. " -"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/code]." -msgstr "" -"构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 " -"[code]^\"example\"[/code]。" - -msgid "" -"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite2D:" -"texture:size\"[/code]. A path is absolute if it starts with a slash. Absolute " -"paths are only valid in the global scene tree, not within individual scenes. " -"In a relative path, [code]\".\"[/code] and [code]\"..\"[/code] indicate the " -"current node and its parent.\n" -"The \"subnames\" optionally included after the path to the target node can " -"point to resources or properties, and can also be nested.\n" -"Examples of valid NodePaths (assuming that those nodes exist and have the " -"referenced resources or properties):\n" -"[codeblock]\n" -"# Points to the Sprite2D node.\n" -"\"Path2D/PathFollow2D/Sprite2D\"\n" -"# Points to the Sprite2D node and its \"texture\" resource.\n" -"# get_node() would retrieve \"Sprite2D\", while get_node_and_resource()\n" -"# would retrieve both the Sprite2D node and the \"texture\" resource.\n" -"\"Path2D/PathFollow2D/Sprite2D:texture\"\n" -"# Points to the Sprite2D node and its \"position\" property.\n" -"\"Path2D/PathFollow2D/Sprite2D:position\"\n" -"# Points to the Sprite2D node and the \"x\" component of its \"position\" " -"property.\n" -"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n" -"# Absolute path (from \"root\")\n" -"\"/root/Level/Path2D\"\n" -"[/codeblock]" -msgstr "" -"从一个字符串,例如 [code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/" -"code],创建一个 NodePath。如果路径以斜杠开头,则该路径是绝对路径。绝对路径仅在" -"全局场景树中有效,在单个场景中无效。在相对路径中,[code]\".\"[/code] 和 " -"[code]\"..\"[/code] 表示当前节点及其父节点。\n" -"在到目标节点的路径后可以选择包含“子名称”,它可以指向资源或属性,也可以被嵌" -"套。\n" -"有效 NodePath 的示例(假设这些节点存在,并具有引用的资源或属性):\n" -"[codeblock]\n" -"# 指向 Sprite2D 节点。\n" -"\"Path2D/PathFollow2D/Sprite2D\"\n" -"# 指向 Sprite2D 节点及其“纹理(texture)”资源。\n" -"# get_node() 将检索“Sprite2D”,而 get_node_and_resource()\n" -"# 将同时检索该 Sprite2D 节点和其“纹理(texture)”资源。\n" -"\"Path2D/PathFollow2D/Sprite2D:texture\"\n" -"# 指向 Sprite2D 节点及其“位置(position)”属性。\n" -"\"Path2D/PathFollow2D/Sprite2D:position\"\n" -"# 指向 Sprite2D 节点及其“位置(position)”属性的“x”分量。\n" -"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n" -"# 绝对路径(从 “root” 开始)\n" -"“/root/Level/Path2D”\n" -"[/codeblock]" - -msgid "" -"Returns a node path with a colon character ([code]:[/code]) prepended, " -"transforming it to a pure property path with no node name (defaults to " -"resolving from the current node).\n" -"[codeblocks]\n" -"[gdscript]\n" -"# This will be parsed as a node path to the \"x\" property in the " -"\"position\" node.\n" -"var node_path = NodePath(\"position:x\")\n" -"# This will be parsed as a node path to the \"x\" component of the " -"\"position\" property in the current node.\n" -"var property_path = node_path.get_as_property_path()\n" -"print(property_path) # :position:x\n" -"[/gdscript]\n" -"[csharp]\n" -"// This will be parsed as a node path to the \"x\" property in the " -"\"position\" node.\n" -"var nodePath = new NodePath(\"position:x\");\n" -"// This will be parsed as a node path to the \"x\" component of the " -"\"position\" property in the current node.\n" -"NodePath propertyPath = nodePath.GetAsPropertyPath();\n" -"GD.Print(propertyPath); // :position:x\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回前面带有冒号字符([code]:[/code])的节点路径,将其转换为没有节点名称的纯属" -"性路径(默认为从当前节点解析)。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 这将被解析为一个到“position”节点中“x”属性的节点路径。\n" -"var node_path = NodePath(\"position:x\")\n" -"# 这将被解析为一个到当前节点中“position”属性的“x”分量的节点路径。\n" -"var property_path = node_path.get_as_property_path()\n" -"print(property_path) # :position:x\n" -"[/gdscript]\n" -"[csharp]\n" -"// 这将被解析为一个到“position”节点中“x”属性的节点路径。\n" -"var nodePath = new NodePath(\"position:x\");\n" -"// 这将被解析为一个到当前节点中“position”属性的“x”分量的节点路径。\n" -"NodePath propertyPath = nodePath.GetAsPropertyPath();\n" -"GD.Print(propertyPath); // :position:x\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns all paths concatenated with a slash character ([code]/[/code]) as " -"separator without subnames." -msgstr "" -"返回所有以斜杠字符([code]/[/code])作为分隔符连接的且不带子名称的路径。" - -msgid "" -"Returns all subnames concatenated with a colon character ([code]:[/code]) as " -"separator, i.e. the right side of the first colon in a node path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_concatenated_subnames()) # texture:load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetConcatenatedSubnames()); // texture:load_path\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回所有以冒号字符([code]:[/code])作为分隔符连接的子名称,即节点路径中第一个" -"冒号的右侧。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_concatenated_subnames()) # texture:load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetConcatenatedSubnames()); // texture:load_path\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Gets the node name indicated by [param idx] (0 to [method get_name_count] - " -"1).\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n" -"print(node_path.get_name(0)) # Path2D\n" -"print(node_path.get_name(1)) # PathFollow2D\n" -"print(node_path.get_name(2)) # Sprite\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n" -"GD.Print(nodePath.GetName(0)); // Path2D\n" -"GD.Print(nodePath.GetName(1)); // PathFollow2D\n" -"GD.Print(nodePath.GetName(2)); // Sprite\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"获取由 [param idx](0 到 [method get_name_count] - 1)指示的节点名称。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n" -"print(node_path.get_name(0)) # Path2D\n" -"print(node_path.get_name(1)) # PathFollow2D\n" -"print(node_path.get_name(2)) # Sprite\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n" -"GD.Print(nodePath.GetName(0)); // Path2D\n" -"GD.Print(nodePath.GetName(1)); // PathFollow2D\n" -"GD.Print(nodePath.GetName(2)); // Sprite\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Gets the number of node names which make up the path. Subnames (see [method " -"get_subname_count]) are not included.\n" -"For example, [code]\"Path2D/PathFollow2D/Sprite2D\"[/code] has 3 names." -msgstr "" -"获取组成路径的节点名称的数量。不包括子名称(见 [method " -"get_subname_count])。\n" -"例如,[code]\"Path2D/PathFollow2D/Sprite2D\"[/code] 中有 3 个名称。" - -msgid "" -"Gets the resource or property name indicated by [param idx] (0 to [method " -"get_subname_count] - 1).\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_subname(0)) # texture\n" -"print(node_path.get_subname(1)) # load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetSubname(0)); // texture\n" -"GD.Print(nodePath.GetSubname(1)); // load_path\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"获取由 [param idx] 表示的资源或属性名称(0 到 [method get_subname_count] - " -"1)。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_subname(0)) # texture\n" -"print(node_path.get_subname(1)) # load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetSubname(0)); // texture\n" -"GD.Print(nodePath.GetSubname(1)); // load_path\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Gets the number of resource or property names (\"subnames\") in the path. " -"Each subname is listed after a colon character ([code]:[/code]) in the node " -"path.\n" -"For example, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] " -"has 2 subnames." -msgstr "" -"获取路径中资源或属性名称(“子名称”)的数量。每个子名称都列在节点路径中的冒号字" -"符([code]:[/code])之后。\n" -"例如,[code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] 中有 2 " -"个子名称。" - -msgid "Returns the 32-bit hash value representing the [NodePath]'s contents." -msgstr "返回代表该 [NodePath] 内容的 32 位哈希值。" - -msgid "" -"Returns [code]true[/code] if the node path is absolute (as opposed to " -"relative), which means that it starts with a slash character ([code]/[/" -"code]). Absolute node paths can be used to access the root node ([code]\"/" -"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " -"autoload was registered)." -msgstr "" -"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返" -"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code])" -"或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自动加载" -"项)。" - -msgid "Returns [code]true[/code] if the node path is empty." -msgstr "如果节点路径为空,则返回 [code]true[/code]。" - msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if two node paths are equal, i.e. all node names in " -"the path are the same and in the same order." -msgstr "" -"如果两个节点路径相等,即路径中的所有节点名称都相同且顺序一致,则返回 " -"[code]true[/code]。" - msgid "Abstract base class for noise generators." msgstr "噪声生成器的抽象基类。" @@ -74560,184 +73890,6 @@ msgstr "" "[/codeblocks]" msgid "" -"Override this method to customize how script properties should be handled by " -"the engine.\n" -"Should return a property list, as an [Array] of dictionaries. The result is " -"added to the array of [method get_property_list], and should be formatted in " -"the same way. Each [Dictionary] must at least contain the [code]name[/code] " -"and [code]type[/code] entries.\n" -"The example below displays [code]hammer_type[/code] in the Inspector dock, " -"only if [code]holding_hammer[/code] is [code]true[/code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node2D\n" -"\n" -"@export var holding_hammer = false:\n" -" set(value):\n" -" holding_hammer = value\n" -" notify_property_list_changed()\n" -"var hammer_type = 0\n" -"\n" -"func _get_property_list():\n" -" # By default, `hammer_type` is not visible in the editor.\n" -" var property_usage = PROPERTY_USAGE_NO_EDITOR\n" -"\n" -" if holding_hammer:\n" -" property_usage = PROPERTY_USAGE_DEFAULT\n" -"\n" -" var properties = []\n" -" properties.append({\n" -" \"name\": \"hammer_type\",\n" -" \"type\": TYPE_INT,\n" -" \"usage\": property_usage, # See above assignment.\n" -" \"hint\": PROPERTY_HINT_ENUM,\n" -" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n" -" })\n" -"\n" -" return properties\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode2D : Node2D\n" -"{\n" -" private bool _holdingHammer;\n" -"\n" -" [Export]\n" -" public bool HoldingHammer\n" -" {\n" -" get => _holdingHammer;\n" -" set\n" -" {\n" -" _holdingHammer = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" public int HammerType { get; set; }\n" -"\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " -"_GetPropertyList()\n" -" {\n" -" // By default, `HammerType` is not visible in the editor.\n" -" var propertyUsage = PropertyUsageFlags.NoEditor;\n" -"\n" -" if (HoldingHammer)\n" -" {\n" -" propertyUsage = PropertyUsageFlags.Default;\n" -" }\n" -"\n" -" var properties = new Godot.Collections.Array<Godot.Collections." -"Dictionary>();\n" -" properties.Add(new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"HammerType\" },\n" -" { \"type\", (int)Variant.Type.Int },\n" -" { \"usage\", (int)propertyUsage }, // See above assignment.\n" -" { \"hint\", (int)PropertyHint.Enum },\n" -" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n" -" });\n" -"\n" -" return properties;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method is intended for advanced purposes. For most common " -"use cases, the scripting languages offer easier ways to handle properties. " -"See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], " -"[annotation @GDScript.@export_group], etc.\n" -"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this " -"method will not be called in the editor." -msgstr "" -"覆盖该方法以自定义引擎处理脚本属性的方式。\n" -"应该返回一个属性列表,作为字典的 [Array]。该结果被添加到 [method " -"get_property_list] 的数组中,并且应该以相同的方式进行格式化。每个 " -"[Dictionary] 必须至少包含 [code]name[/code] 和 [code]type[/code] 条目。\n" -"以下示例仅在 [code]holding_hammer[/code] 为 [code]true[/code] 时,在检查器停靠" -"面板中显示 [code]hammer_type[/code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node2D\n" -"\n" -"@export var holding_hammer = false:\n" -" set(value):\n" -" holding_hammer = value\n" -" notify_property_list_changed()\n" -"var hammer_type = 0\n" -"\n" -"func _get_property_list():\n" -" # 默认情况下,`hammer_type` 在编辑器中不可见。\n" -" var property_usage = PROPERTY_USAGE_NO_EDITOR\n" -"\n" -" if holding_hammer:\n" -" property_usage = PROPERTY_USAGE_DEFAULT\n" -"\n" -" var properties = []\n" -" properties.append({\n" -" \"name\": \"hammer_type\",\n" -" \"type\": TYPE_INT,\n" -" \"usage\": property_usage, # 参见上面的赋值。\n" -" \"hint\": PROPERTY_HINT_ENUM,\n" -" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n" -" })\n" -"\n" -" return properties\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode2D : Node2D\n" -"{\n" -" private bool _holdingHammer;\n" -"\n" -" [Export]\n" -" public bool HoldingHammer\n" -" {\n" -" get => _holdingHammer;\n" -" set\n" -" {\n" -" _holdingHammer = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" public int HammerType { get; set; }\n" -"\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " -"_GetPropertyList()\n" -" {\n" -" // 默认情况下,`HammerType` 在编辑器中不可见。\n" -" var propertyUsage = PropertyUsageFlags.NoEditor;\n" -"\n" -" if (HoldingHammer)\n" -" {\n" -" propertyUsage = PropertyUsageFlags.Default;\n" -" }\n" -"\n" -" var properties = new Godot.Collections.Array<Godot.Collections." -"Dictionary>();\n" -" properties.Add(new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"HammerType\" },\n" -" { \"type\", (int)Variant.Type.Int },\n" -" { \"usage\", (int)propertyUsage }, // 参见上面的赋值。\n" -" { \"hint\", (int)PropertyHint.Enum },\n" -" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n" -" });\n" -"\n" -" return properties;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]该方法旨在用于高级目的。对于大多数常见用例,脚本语言提供了更简单" -"的方法来处理属性。参见 [annotation @GDScript.@export]、[annotation @GDScript." -"@export_enum]、[annotation @GDScript.@export_group]、等。\n" -"[b]注意:[/b]如果该对象的脚本不是 [annotation @GDScript.@tool],则该方法在编辑" -"器中不会被调用。" - -msgid "" "Called when the object's script is instantiated, oftentimes after the object " "is initialized in memory (through [code]Object.new()[/code] in GDScript, or " "[code]new GodotObject[/code] in C#). It can be also defined to take in " @@ -76244,33 +75396,6 @@ msgstr "" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." "html]《国际化游戏》[/url]。" -msgid "" -"Translates a [param message] or [param plural_message], using the translation " -"catalogs configured in the Project Settings. Further [param context] can be " -"specified to help with the translation.\n" -"If [method can_translate_messages] is [code]false[/code], or no translation " -"is available, this method returns [param message] or [param plural_message], " -"without changes. See [method set_message_translation].\n" -"The [param n] is the number, or amount, of the message's subject. It is used " -"by the translation system to fetch the correct plural form for the current " -"language.\n" -"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" -"localization_using_gettext.html]Localization using gettext[/url].\n" -"[b]Note:[/b] Negative and [float] numbers may not properly apply to some " -"countable subjects. It's recommended handling these cases with [method tr]." -msgstr "" -"使用项目设置中配置的翻译目录,翻译一个 [param message] 或 [param " -"plural_message]。可以进一步指定 [param context] 来帮助翻译。\n" -"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用," -"则该方法将返回 [param message] 或 [param plural_message],而不做任何更改。请参" -"阅 [method set_message_translation]。\n" -"[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形" -"式。\n" -"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." -"html]《使用 gettext 进行本地化》[/url]。\n" -"[b]注意:[/b]负数和 [float] 数字可能不适用于某些可数科目。建议使用 [method " -"tr] 处理这些情况。" - msgid "Emitted when [method notify_property_list_changed] is called." msgstr "调用 [method notify_property_list_changed] 时发出。" @@ -76570,26 +75695,6 @@ msgstr "" "大。否则灯光在该网格上可能不可见。" msgid "" -"The light's attenuation (drop-off) curve. A number of presets are available " -"in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values " -"are allowed but can produce unusual effects.\n" -"[b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) " -"can impact performance negatively if the light is made to use a larger " -"[member omni_range] to compensate. This is because culling opportunities will " -"become less common and shading costs will be increased (as the light will " -"cover more pixels on screen while resulting in the same amount of " -"brightness). To improve performance, use the lowest [member omni_attenuation] " -"value possible for the visuals you're trying to achieve." -msgstr "" -"灯光的衰减(衰减)曲线。通过右键点击曲线,可以在[b]属性检查器[/b]中使用许多预" -"设。允许零值和负值,但会产生不寻常的效果。\n" -"[b]注意:[/b]如果灯光使用更大的 [member omni_range] 进行补偿,非常高的 " -"[member omni_attenuation] 值(通常高于 10)则可能会对性能产生负面影响。这是因" -"为剔除机会将变得不那么常见,并且着色成本将增加(因为光线将覆盖屏幕上更多的像" -"素,且同时产生相同的亮度)。要提高性能,请为试图实现的视觉效果使用尽可能低的 " -"[member omni_attenuation] 值。" - -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 " "[member omni_attenuation] in use, the light will never reach anything outside " @@ -77047,20 +76152,6 @@ msgid "" "level." msgstr "注册扩展程序。这应该发生在核心模块初始化级别。" -msgid "Node supporting finger tracking in OpenXR." -msgstr "在 OpenXR 中提供手指跟踪的节点。" - -msgid "" -"This node enables OpenXR's hand tracking functionality. The node should be a " -"child node of an [XROrigin3D] node, tracking will update its position to " -"where the player's actual hand is positioned. This node also updates the " -"skeleton of a properly skinned hand model. The hand mesh should be a child " -"node of this node." -msgstr "" -"该节点启用 OpenXR 的手部跟踪功能。该节点应该是 [XROrigin3D] 节点的一个子节点," -"跟踪会将其位置更新为玩家的实际手所在的位置。该节点还更新了适当蒙皮的手部模型的" -"骨架。手部网格应该是该节点的一个子节点。" - msgid "Specifies whether this node tracks the left or right hand of the player." msgstr "指定该节点是追踪玩家的左手还是右手。" @@ -77338,21 +76429,6 @@ msgstr "" "效。" msgid "" -"Enable dynamic foveation adjustment, the interface must be initialized before " -"this is accessible. If enabled foveation will automatically adjusted between " -"low and [member foveation_level]." -msgstr "" -"启用动态注视点调整,必须先初始化接口才能访问该功能。如果启用,注视点将在低和 " -"[member foveation_level] 之间自动调整。" - -msgid "" -"Set foveation level from 0 (off) to 3 (high), the interface must be " -"initialized before this is accessible." -msgstr "" -"将注视点级别设置为从 0(关闭)到 3(高),必须先初始化接口,然后才能访问该接" -"口。" - -msgid "" "The render size multiplier for the current HMD. Must be set before the " "interface has been initialized." msgstr "当前 HMD 的渲染大小乘数。必须在接触初始化之前设置。" @@ -77765,545 +76841,6 @@ msgid "Provides access to common operating system functionalities." msgstr "提供对常见操作系统功能的访问。" msgid "" -"This class wraps the most common functionalities for communicating with the " -"host operating system, such as the video driver, delays, environment " -"variables, execution of binaries, command line, etc.\n" -"[b]Note:[/b] In Godot 4, [OS] functions related to window management were " -"moved to the [DisplayServer] singleton." -msgstr "" -"这个类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二进" -"制文件的执行、命令行等。\n" -"[b]注意:[/b]在 Godot 4 中,窗口管理相关的 [OS] 函数已移动至 [DisplayServer] " -"单例。" - -msgid "" -"Displays a modal dialog box using the host OS' facilities. Execution is " -"blocked until the dialog is closed." -msgstr "" -"使用主机操作系统显示一个模式化的对话框。执行将被阻塞,直到该对话框被关闭。" - -msgid "" -"Shuts down system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"关闭系统 MIDI 驱动程序。\n" -"[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。" - -msgid "" -"Crashes the engine (or the editor if called within a [code]@tool[/code] " -"script). This should [i]only[/i] be used for testing the system's crash " -"handler, not for any other purpose. For general error reporting, use (in " -"order of preference) [method @GDScript.assert], [method @GlobalScope." -"push_error] or [method alert]. See also [method kill]." -msgstr "" -"使引擎崩溃(如果是在 [code]@tool[/code] 脚本中调用则为编辑器崩溃)。应该[i]仅" -"[/i]用于测试系统的崩溃处理器,其他情况下都不应使用。普通的错误汇报请使用 " -"[method @GDScript.assert]、[method @GlobalScope.push_error]、[method alert]" -"(按推荐顺序排列)。另见 [method kill]。" - -msgid "" -"Creates a new instance of Godot that runs independently. The [param " -"arguments] are used in the given order and separated by a space.\n" -"If the process creation succeeds, the method will return the new process ID, " -"which you can use to monitor the process (and potentially terminate it with " -"[method kill]). If the process creation fails, the method will return " -"[code]-1[/code].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"创建一个独立运行的 Godot 新实例。[param arguments] 按给定顺序使用,并以空格分" -"隔。\n" -"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视该进程(并可能使" -"用 [method kill] 终止它)。如果进程创建失败,则该方法将返回 [code]-1[/" -"code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" - -msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"if Godot terminates. The path specified in [param path] must exist and be " -"executable file or macOS .app bundle. Platform path resolution will be used. " -"The [param arguments] are used in the given order and separated by a space.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window will be opened. This is ignored on other " -"platforms.\n" -"If the process creation succeeds, the method will return the new process ID, " -"which you can use to monitor the process (and potentially terminate it with " -"[method kill]). If the process creation fails, the method will return " -"[code]-1[/code].\n" -"For example, running another instance of the project:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var pid = OS.create_process(OS.get_executable_path(), [])\n" -"[/gdscript]\n" -"[csharp]\n" -"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See [method execute] if you wish to run an external command and retrieve the " -"results.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export or system .app bundle, " -"system .app bundles will ignore arguments." -msgstr "" -"创建一个独立于 Godot 运行的新进程。如果 Godot 终止,它也不会终止。[param " -"path] 中指定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解" -"析。[param arguments] 按给定顺序使用,并以空格分隔。\n" -"在 Windows 上,如果 [param open_console] 为 [code]true[/code],并且该进程是一" -"个控制台应用程序,则一个新的终端窗口将被打开。这在其他平台上将被忽略。\n" -"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(并可能使用 " -"[method kill] 终止它)。如果进程创建失败,则该方法将返回 [code]-1[/code]。\n" -"例如,运行项目的另一个实例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var pid = OS.create_process(OS.get_executable_path(), [])\n" -"[/gdscript]\n" -"[csharp]\n" -"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望运行一个外部命令并检索结果,请参阅 [method execute]。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序被限制为只能运行嵌入式辅助可执行文件,在" -"导出或系统 .app 包期间指定,系统 .app 包将忽略参数。" - -msgid "" -"Delays execution of the current thread by [param msec] milliseconds. [param " -"msec] must be greater than or equal to [code]0[/code]. Otherwise, [method " -"delay_msec] will do nothing and will print an error message.\n" -"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " -"execution. To delay code execution in a non-blocking way, see [method " -"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will " -"delay the execution of code placed below the [code]await[/code] without " -"affecting the rest of the project (or editor, for [EditorPlugin]s and " -"[EditorScript]s).\n" -"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " -"freeze the project and will prevent it from redrawing and registering input " -"until the delay has passed. When using [method delay_msec] as part of an " -"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " -"the project if it is currently running (since the project is an independent " -"child process)." -msgstr "" -"将当前线程的执行延迟 [param msec] 毫秒。[param msec] 必须大于或等于 [code]0[/" -"code]。否则,[method delay_msec] 将不执行任何操作并打印一条错误消息。\n" -"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" -"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " -"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码的" -"执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其" -"余部分。\n" -"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它将冻结项目并阻止它重新" -"绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 [EditorPlugin] " -"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" -"项目是一个独立的子进程)。" - -msgid "" -"Delays execution of the current thread by [param usec] microseconds. [param " -"usec] must be greater than or equal to [code]0[/code]. Otherwise, [method " -"delay_usec] will do nothing and will print an error message.\n" -"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " -"execution. To delay code execution in a non-blocking way, see [method " -"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will " -"delay the execution of code placed below the [code]await[/code] without " -"affecting the rest of the project (or editor, for [EditorPlugin]s and " -"[EditorScript]s).\n" -"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " -"freeze the project and will prevent it from redrawing and registering input " -"until the delay has passed. When using [method delay_usec] as part of an " -"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " -"the project if it is currently running (since the project is an independent " -"child process)." -msgstr "" -"将当前线程的执行延迟 [param usec] 微秒。[param usec] 必须大于或等于 [code]0[/" -"code]。否则,[method delay_usec] 将不执行任何操作并打印一条错误消息。\n" -"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" -"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " -"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码的" -"执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其" -"余部分。\n" -"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它将冻结项目并阻止它重新" -"绘制和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] " -"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" -"项目是一个独立的子进程)。" - -msgid "" -"Executes a command. The file specified in [param path] must exist and be " -"executable. Platform path resolution will be used. The [param arguments] are " -"used in the given order, separated by spaces, and wrapped in quotes. If an " -"[param output] [Array] is provided, the complete shell output of the process " -"will be appended as a single [String] element in [param output]. If [param " -"read_stderr] is [code]true[/code], the output to the standard error stream " -"will be included too.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window will be opened. This is ignored on other " -"platforms.\n" -"If the command is successfully executed, the method will return the exit code " -"of the command, or [code]-1[/code] if it fails.\n" -"[b]Note:[/b] The Godot thread will pause its execution until the executed " -"command terminates. Use [Thread] to create a separate thread that will not " -"pause the Godot thread, or use [method create_process] to create a completely " -"independent process.\n" -"For example, to retrieve a list of the working directory's contents:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you wish to access a shell built-in or execute a composite command, a " -"platform-specific shell can be invoked. For example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] To execute a Windows command interpreter built-in command, " -"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first " -"argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a PowerShell built-in command, specify " -"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the " -"first argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a Unix shell built-in command, specify shell " -"executable name in [param path], [code]-c[/code] as the first argument, and " -"the desired command as the second argument.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export." -msgstr "" -"执行一条命令。[param path] 中指定的文件必须存在且可执行。将使用平台路径解析。" -"[param arguments] 按给定顺序使用,以空格分隔,会使用引号包裹。如果提供了 " -"[param output] [Array],则进程的完整 shell 输出,将作为单个 [String] 元素追加" -"到 [param output] 中。如果 [param read_stderr] 为 [code]true[/code],则标准错" -"误流的输出也将被包含在内。\n" -"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制台" -"应用程序,则将打开一个新的终端窗口。该参数在其他平台上被忽略。\n" -"如果命令执行成功,该方法将返回命令的退出代码,如果失败则返回 [code]-1[/" -"code]。\n" -"[b]注意:[/b]Godot 线程将暂停执行,直到执行的命令终止。使用 [Thread] 创建一个" -"不会暂停 Godot 线程的独立线程,或者使用 [method create_process] 创建一个完全独" -"立的进程。\n" -"例如,要检索工作目录内容的列表:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例" -"如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 " -"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第" -"二个参数。\n" -"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 " -"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将所" -"需的命令作为第二个参数。\n" -"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执行" -"文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参数。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可执" -"行文件。" - -msgid "Returns the keycode of the given string (e.g. \"Escape\")." -msgstr "返回给定字符串(例如“Escape”)的键码。" - -msgid "" -"Returns the [i]global[/i] cache data directory according to the operating " -"system's standards. On the Linux/BSD platform, this path can be overridden by " -"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_config_dir] and [method get_data_dir].\n" -"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 Linux/BSD 平台上,可以通过在" -"启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖该路径。有关详细信" -"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" -"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路" -"径。" - -msgid "" -"Returns the command-line arguments passed to the engine.\n" -"Command-line arguments can be written in any form, including both [code]--key " -"value[/code] and [code]--key=value[/code] forms so they can be properly " -"parsed, as long as custom command-line arguments do not conflict with engine " -"arguments.\n" -"You can also incorporate environment variables using the [method " -"get_environment] method.\n" -"You can set [member ProjectSettings.editor/run/main_run_args] to define " -"command-line arguments to be passed by the editor when running the project.\n" -"Here's a minimal example on how to parse command-line arguments into a " -"dictionary using the [code]--key=value[/code] form for arguments:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var arguments = {}\n" -"for argument in OS.get_cmdline_args():\n" -" if argument.find(\"=\") > -1:\n" -" var key_value = argument.split(\"=\")\n" -" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" -" else:\n" -" # Options without an argument will be present in the dictionary,\n" -" # with the value set to an empty string.\n" -" arguments[argument.lstrip(\"--\")] = \"\"\n" -"[/gdscript]\n" -"[csharp]\n" -"var arguments = new Godot.Collections.Dictionary();\n" -"foreach (var argument in OS.GetCmdlineArgs())\n" -"{\n" -" if (argument.Find(\"=\") > -1)\n" -" {\n" -" string[] keyValue = argument.Split(\"=\");\n" -" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" -" }\n" -" else\n" -" {\n" -" // Options without an argument will be present in the dictionary,\n" -" // with the value set to an empty string.\n" -" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Passing custom user arguments directly is not recommended, as " -"the engine may discard or modify them. Instead, the best way is to use the " -"standard UNIX double dash ([code]--[/code]) and then pass custom arguments, " -"which the engine itself will ignore. These can be read via [method " -"get_cmdline_user_args]." -msgstr "" -"返回传递给引擎的命令行参数。\n" -"命令行参数可以写成任何形式,包括 [code]--key value[/code] 和 [code]--" -"key=value[/code] 两种形式,这样它们就可以被正确解析,只要自定义命令行参数不与" -"引擎参数冲突。\n" -"还可以使用 [method get_environment] 方法合并环境变量。\n" -"可以设置 [member ProjectSettings.editor/run/main_run_args] 来定义编辑器在运行" -"项目时传递的命令行参数。\n" -"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析为" -"一个字典的最小示例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var arguments = {}\n" -"for argument in OS.get_cmdline_args():\n" -" if argument.find(\"=\") > -1:\n" -" var key_value = argument.split(\"=\")\n" -" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" -" else:\n" -" # 没有参数的选项将出现在字典中,\n" -" # 其值被设置为空字符串。\n" -" arguments[argument.lstrip(\"--\")] = \"\"\n" -"[/gdscript]\n" -"[csharp]\n" -"var arguments = new Godot.Collections.Dictionary();\n" -"foreach (var argument in OS.GetCmdlineArgs())\n" -"{\n" -" if (argument.Find(\"=\") > -1)\n" -" {\n" -" string[] keyValue = argument.Split(\"=\");\n" -" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" -" }\n" -" else\n" -" {\n" -" // 没有参数的选项将出现在字典中,\n" -" // 其值被设置为空字符串。\n" -" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相" -"反,最好的方法是使用标准的 UNIX 双破折号([code]--[/code]),然后传递自定义参" -"数,引擎本身将忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读取。" - -msgid "" -"Similar to [method get_cmdline_args], but this returns the user arguments " -"(any argument passed after the double dash [code]--[/code] or double plus " -"[code]++[/code] argument). These are left untouched by Godot for the user. " -"[code]++[/code] can be used in situations where [code]--[/code] is " -"intercepted by another program (such as [code]startx[/code]).\n" -"For example, in the command line below, [code]--fullscreen[/code] will not be " -"returned in [method get_cmdline_user_args] and [code]--level 1[/code] will " -"only be returned in [method get_cmdline_user_args]:\n" -"[codeblock]\n" -"godot --fullscreen -- --level 1\n" -"# Or:\n" -"godot --fullscreen ++ --level 1\n" -"[/codeblock]" -msgstr "" -"类似于 [method get_cmdline_args],但它返回用户参数(在双破折号 [code]--[/" -"code] 或双加号 [code]++[/code] 参数之后传递的任何参数)。这些都是 Godot 为用户" -"留下的,不做任何改动。[code]++[/code] 可用于 [code]--[/code] 被其他程序拦截的" -"情况(如 [code]startx[/code])。\n" -"例如,在下面的命令行中,[code]--fullscreen[/code] 不会在 [method " -"get_cmdline_user_args] 中返回,[code]--level 1[/code] 只会在 [method " -"get_cmdline_user_args] 中返回:\n" -"[codeblock]\n" -"godot --fullscreen -- --level 1\n" -"# 或:\n" -"godot --fullscreen ++ --level 1\n" -"[/codeblock]" - -msgid "" -"Returns the [i]global[/i] user configuration directory according to the " -"operating system's standards. On the Linux/BSD platform, this path can be " -"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " -"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]File paths in Godot projects[/url] in the documentation for more " -"information. See also [method get_cache_dir] and [method get_data_dir].\n" -"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 Linux/BSD 平台上,可以通过" -"在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] 环境变量来覆盖该路径。有关详细" -"信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中" -"的文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method " -"get_data_dir]。\n" -"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" -"径。" - -msgid "" -"Returns an array of MIDI device names.\n" -"The returned array will be empty if the system MIDI driver has not previously " -"been initialized with [method open_midi_inputs].\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"返回 MIDI 设备名称数组。\n" -"如果系统 MIDI 驱动程序之前没有使用 [method open_midi_inputs] 进行初始化,则返" -"回的数组将为空。\n" -"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" - -msgid "" -"Returns the [i]global[/i] user data directory according to the operating " -"system's standards. On the Linux/BSD platform, this path can be overridden by " -"setting the [code]XDG_DATA_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_cache_dir] and [method get_config_dir].\n" -"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 Linux/BSD 平台上,可以通过在" -"启动项目之前设置 [code]XDG_DATA_HOME[/code] 环境变量来覆盖该路径。有关详细信" -"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_cache_dir] 和 [method " -"get_config_dir]。\n" -"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" -"径。" - -msgid "" -"Returns the name of the distribution for Linux and BSD platforms (e.g. " -"Ubuntu, Manjaro, OpenBSD, etc.).\n" -"Returns the same value as [method get_name] for stock Android ROMs, but " -"attempts to return the custom ROM name for popular Android derivatives such " -"as LineageOS.\n" -"Returns the same value as [method get_name] for other platforms.\n" -"[b]Note:[/b] This method is not supported on the web platform. It returns an " -"empty string." -msgstr "" -"返回 Linux 和 BSD 平台的发行版名称(例如 Ubuntu、Manjaro、OpenBSD 等)。\n" -"对于原生 Android 系统,返回与 [method get_name] 相同的值,但对于 LineageOS 等" -"流行的 Android 派生系统,尝试返回自定义 ROM 名称。\n" -"对于其他平台,返回与 [method get_name] 相同的值。\n" -"[b]注意:[/b]Web 平台上不支持这个方法。返回的是空字符串。" - -msgid "" -"Returns the value of an environment variable. Returns an empty string if the " -"environment variable doesn't exist.\n" -"[b]Note:[/b] Double-check the casing of [param variable]. Environment " -"variable names are case-sensitive on all platforms except Windows." -msgstr "" -"返回环境变量的值。如果环境变量不存在,则返回一个空字符串。\n" -"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之" -"外的所有平台上都区分大小写。" - -msgid "" -"Returns the path to the current engine executable.\n" -"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying " -"on executable path." -msgstr "" -"返回当前引擎可执行文件的路径。\n" -"[b]注意:[/b]在 macOS 上,请始终使用 [method create_instance],不要依赖可执行" -"文件的路径。" - -msgid "" -"On Android devices: With this function, you can get the list of dangerous " -"permissions that have been granted.\n" -"On macOS (sandboxed applications only): This function returns the list of " -"user selected folders accessible to the application. Use native file dialog " -"to request folder access permission." -msgstr "" -"在 Android 设备上:通过该功能,你可以获取已被授予的危险权限列表。\n" -"在 macOS 上(仅限沙盒应用程序):该函数返回应用程序可访问的用户选择的文件夹列" -"表。使用原生文件对话框请求文件夹访问权限。" - -msgid "" -"Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/" -"code], [code]\"Shift+Escape\"[/code]).\n" -"See also [member InputEventKey.keycode] and [method InputEventKey." -"get_keycode_with_modifiers]." -msgstr "" -"返回给定键码的字符串形式(例如,返回值:[code]\"Escape\"[/code]、" -"[code]\"Shift+Escape\"[/code])。\n" -"另见 [member InputEventKey.keycode] 和 [method InputEventKey." -"get_keycode_with_modifiers]。" - -msgid "" -"Returns the host OS locale as a string of the form " -"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the " -"language code and not the fully specified locale from the OS, you can use " -"[method get_locale_language].\n" -"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" -"List_of_ISO_639-1_codes]language code[/url], in lower case.\n" -"[code skip-lint]Script[/code] - optional, 4-letter [url=https://en.wikipedia." -"org/wiki/ISO_15924]script code[/url], in title case.\n" -"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/" -"wiki/ISO_3166-1]country code[/url], in upper case.\n" -"[code]VARIANT[/code] - optional, language variant, region and sort order. " -"Variant can have any number of underscored keywords.\n" -"[code]extra[/code] - optional, semicolon separated list of additional key " -"words. Currency, calendar, sort order and numbering system information." -msgstr "" -"将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] 形" -"式的字符串。如果你只想要语言代码而不是操作系统中完全指定的语言环境,可以使用 " -"[method get_locale_language]。\n" -"[code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" -"List_of_ISO_639-1_codes]语言代码[/url],小写。\n" -"[code skip-lint]Script[/code] - 可选,4 个字母的[url=https://en.wikipedia.org/" -"wiki/ISO_15924]文字代码[/url],首字母大写。\n" -"[code]COUNTRY[/code] - 可选,2 个或 3 个字母的[url=https://en.wikipedia.org/" -"wiki/ISO_3166-1]国家地区代码[/url],大写。\n" -"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。变体可以有任意数量的带" -"下划线的关键字。\n" -"[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编" -"号系统信息。" - -msgid "" "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " @@ -78330,35 +76867,6 @@ msgstr "" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" -"Returns the [Dictionary] with the following keys:\n" -"[code]\"physical\"[/code] - total amount of usable physical memory, in bytes " -"or [code]-1[/code] if unknown. This value can be slightly less than the " -"actual physical memory amount, since it does not include memory reserved by " -"kernel and devices.\n" -"[code]\"free\"[/code] - amount of physical memory, that can be immediately " -"allocated without disk access or other costly operation, in bytes or " -"[code]-1[/code] if unknown. The process might be able to allocate more " -"physical memory, but such allocation will require moving inactive pages to " -"disk and can take some time.\n" -"[code]\"available\"[/code] - amount of memory, that can be allocated without " -"extending the swap file(s), in bytes or [code]-1[/code] if unknown. This " -"value include both physical memory and swap.\n" -"[code]\"stack\"[/code] - size of the current thread stack, in bytes or " -"[code]-1[/code] if unknown." -msgstr "" -"返回带有以下键的 [Dictionary]:\n" -"[code]\"physical\"[/code] - 可用物理内存的总大小,单位为字节,未知时为 " -"[code]-1[/code]。这个值可能比实际的物理内存略小,因为计算时不含内核以及各种设" -"备所保留的内存。\n" -"[code]\"free\"[/code] - 在不访问磁盘、不进行其他高成本操作的前提下,能够立即分" -"配的物理内存大小,单位为字节,未知时为 [code]-1[/code]。进程也许能够分配更多的" -"物理内存,但是这种分配会需要将不活跃的内存页移动至磁盘,可能花费较长时间。\n" -"[code]\"available\"[/code] - 在不扩展交换文件的前提下,能够分配的内存大小,单" -"位为字节,未知时为 [code]-1[/code]。包括物理内存和交换分区大小。\n" -"[code]\"stack\"[/code] - 当前线程的栈大小,单位为字节,未知时为 [code]-1[/" -"code]。" - -msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " "[code]\"GenericDevice\"[/code] on unsupported platforms." @@ -78368,128 +76876,6 @@ msgstr "" "[code]\"GenericDevice\"[/code]。" msgid "" -"Returns the name of the host OS.\n" -"On Windows, this is [code]\"Windows\"[/code].\n" -"On macOS, this is [code]\"macOS\"[/code].\n" -"On Linux-based operating systems, this is [code]\"Linux\"[/code].\n" -"On BSD-based operating systems, this is [code]\"FreeBSD\"[/code], " -"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] as " -"a fallback.\n" -"On Android, this is [code]\"Android\"[/code].\n" -"On iOS, this is [code]\"iOS\"[/code].\n" -"On the web, this is [code]\"Web\"[/code].\n" -"[b]Note:[/b] Custom builds of the engine may support additional platforms, " -"such as consoles, yielding other return values.\n" -"[codeblocks]\n" -"[gdscript]\n" -"match OS.get_name():\n" -" \"Windows\":\n" -" print(\"Windows\")\n" -" \"macOS\":\n" -" print(\"macOS\")\n" -" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n" -" print(\"Linux/BSD\")\n" -" \"Android\":\n" -" print(\"Android\")\n" -" \"iOS\":\n" -" print(\"iOS\")\n" -" \"Web\":\n" -" print(\"Web\")\n" -"[/gdscript]\n" -"[csharp]\n" -"switch (OS.GetName())\n" -"{\n" -" case \"Windows\":\n" -" GD.Print(\"Windows\");\n" -" break;\n" -" case \"macOS\":\n" -" GD.Print(\"macOS\");\n" -" break;\n" -" case \"Linux\":\n" -" case \"FreeBSD\":\n" -" case \"NetBSD\":\n" -" case \"OpenBSD\":\n" -" case \"BSD\":\n" -" GD.Print(\"Linux/BSD\");\n" -" break;\n" -" case \"Android\":\n" -" GD.Print(\"Android\");\n" -" break;\n" -" case \"iOS\":\n" -" GD.Print(\"iOS\");\n" -" break;\n" -" case \"Web\":\n" -" GD.Print(\"Web\");\n" -" break;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回主机操作系统的名称。\n" -"在 Windows 上为 [code]\"Windows\"[/code]。\n" -"在 macOS 上为 [code]\"macOS\"[/code]。\n" -"在基于 Linux 的操作系统上为 [code]\"Linux\"[/code]。\n" -"在基于 BSD 的操作系统上为 [code]\"FreeBSD\"[/code]、[code]\"NetBSD\"[/code]、" -"[code]\"OpenBSD\"[/code], 会使用 [code]\"BSD\"[/code] 作为回退方案。\n" -"在 Android 上为 [code]\"Android\"[/code]。\n" -"在 iOS 上为 [code]\"iOS\"[/code]。\n" -"在 Web 上为 [code]\"Web\"[/code]。\n" -"[b]注意:[/b]自定义构建的引擎可能支持其他平台,例如游戏主机,可能返回其他" -"值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"match OS.get_name():\n" -" \"Windows\":\n" -" print(\"Windows\")\n" -" \"macOS\":\n" -" print(\"macOS\")\n" -" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n" -" print(\"Linux/BSD\")\n" -" \"Android\":\n" -" print(\"Android\")\n" -" \"iOS\":\n" -" print(\"iOS\")\n" -" \"Web\":\n" -" print(\"Web\")\n" -"[/gdscript]\n" -"[csharp]\n" -"switch (OS.GetName())\n" -"{\n" -" case \"Windows\":\n" -" GD.Print(\"Windows\");\n" -" break;\n" -" case \"macOS\":\n" -" GD.Print(\"macOS\");\n" -" break;\n" -" case \"Linux\":\n" -" case \"FreeBSD\":\n" -" case \"NetBSD\":\n" -" case \"OpenBSD\":\n" -" case \"BSD\":\n" -" GD.Print(\"Linux/BSD\");\n" -" break;\n" -" case \"Android\":\n" -" GD.Print(\"Android\");\n" -" break;\n" -" case \"iOS\":\n" -" GD.Print(\"iOS\");\n" -" break;\n" -" case \"Web\":\n" -" GD.Print(\"Web\");\n" -" break;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the project's process ID.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回项目的进程 ID。\n" -"[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" - -msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host machine. " "On CPUs with HyperThreading enabled, this number will be greater than the " "number of [i]physical[/i] CPU cores." @@ -78498,17 +76884,6 @@ msgstr "" "i] CPU 核心数大。" msgid "" -"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " -"Core(TM) i7-6700K CPU @ 4.00GHz\").\n" -"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " -"iOS. On Android and Web, [method get_processor_name] returns an empty string." -msgstr "" -"返回主机 CPU 型号的名称(例如 \"Intel(R) Core(TM) i7-6700K CPU @ " -"4.00GHz\")。\n" -"[b]注意:[/b]该方法仅在 Windows、macOS、Linux 和 iOS 上实现。在 Android 和 " -"Web 上,[method get_processor_name] 返回空字符串。" - -msgid "" "Returns the list of command line arguments that will be used when the project " "automatically restarts using [method set_restart_on_exit]. See also [method " "is_restart_on_exit_set]." @@ -78516,78 +76891,6 @@ msgstr "" "返回当项目使用 [method set_restart_on_exit] 自动重新启动时,将使用的命令行参数" "列表。另请参阅 [method is_restart_on_exit_set]。" -msgid "Returns the maximum amount of static memory used (only works in debug)." -msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。" - -msgid "" -"Returns the amount of static memory being used by the program in bytes (only " -"works in debug)." -msgstr "返回程序所使用的静态内存量,以字节为单位(仅在调试时有效)。" - -msgid "" -"Returns the actual path to commonly used folders across different platforms. " -"Available locations are specified in [enum SystemDir].\n" -"[b]Note:[/b] This method is implemented on Android, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] Shared storage is implemented on Android and allows to " -"differentiate between app specific and shared directories. Shared directories " -"have additional restrictions on Android." -msgstr "" -"返回不同平台上常用文件夹的实际路径。可用的位置在 [enum SystemDir] 中指定。\n" -"[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目录。" -"共享目录在 Android 上有额外的限制。" - -msgid "" -"Returns path to the system font file with [param font_name] and style. " -"Returns empty string if no matching fonts found.\n" -"The following aliases can be used to request default fonts: \"sans-serif\", " -"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" -"[b]Note:[/b] Returned font might have different style if the requested style " -"is not available.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回名称为 [param font_name] 并且其他风格也相符的系统字体文件路径。如果没有相" -"匹配的字体,则返回空字符串。\n" -"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" -"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" -"[b]注意:[/b]如果没有请求的风格,则可能返回不同风格的字体。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" - -msgid "" -"Returns an array of the system substitute font file paths, which are similar " -"to the font with [param font_name] and style for the specified text, locale " -"and script. Returns empty array if no matching fonts found.\n" -"The following aliases can be used to request default fonts: \"sans-serif\", " -"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" -"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned " -"fonts will be suitable for rendering specified text. Fonts should be loaded " -"and checked in the order they are returned, and the first suitable one used.\n" -"[b]Note:[/b] Returned fonts might have different style if the requested style " -"is not available or belong to a different font family.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风" -"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字体," -"则返回空数组。\n" -"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" -"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" -"[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。" -"应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n" -"[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的" -"字体。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" - -msgid "" -"Returns list of font family names available.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回可用的字体家族名称列表。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" - msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" @@ -78598,115 +76901,6 @@ msgstr "" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" -"Returns a string that is unique to the device.\n" -"[b]Note:[/b] This string may change without notice if the user reinstalls/" -"upgrades their operating system or changes their hardware. This means it " -"should generally not be used to encrypt persistent data as the data saved " -"before an unexpected ID change would become inaccessible. The returned string " -"may also be falsified using external programs, so do not rely on the string " -"returned by [method get_unique_id] for security purposes.\n" -"[b]Note:[/b] Returns an empty string and prints an error on Web, as this " -"method cannot be implemented on this platform." -msgstr "" -"返回特定于该设备的一个字符串。\n" -"[b]注意:[/b]如果用户重新安装/升级他们的操作系统或更改他们的硬件,该字符串可能" -"会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID 更改" -"会使之前保存的数据将变得不可访问。返回的字符串也可能会被外部程序伪造,因此出于" -"安全目的,不要依赖 [method get_unique_id] 返回的字符串。\n" -"[b]注意:[/b]在 Web 上返回一个空字符串,因为该方法尚未在该平台上实现。" - -msgid "" -"Returns the absolute directory path where user data is written ([code]user://" -"[/code]).\n" -"On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" -"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/" -"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%" -"\\AppData\\Roaming[/code].\n" -"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" -"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" -"code] if [code]use_custom_user_dir[/code] is set.\n" -"On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/" -"[project_name][/code], or [code]~/.local/share/[custom_name][/code] if " -"[code]use_custom_user_dir[/code] is set.\n" -"On Android and iOS, this is a sandboxed directory in either internal or " -"external storage, depending on the user's configuration.\n" -"On the web, this is a virtual directory managed by the browser.\n" -"If the project name is empty, [code][project_name][/code] falls back to [code]" -"[unnamed project][/code].\n" -"Not to be confused with [method get_data_dir], which returns the [i]global[/" -"i] (non-project-specific) user home directory." -msgstr "" -"返回用于写入用户数据的绝对目录路径([code]user://[/code])。\n" -"在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/" -"code];如果已设置 [code]use_custom_user_dir[/code],则为 [code]%AppData%" -"\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 [code]%UserProfile%" -"\\AppData\\Roaming[/code]。\n" -"在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/" -"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " -"[code]~/Library/Application Support/[custom_name][/code] 。\n" -"在 Linux 和 BSD 上,这是 [code]~/.local/share/godot/app_userdata/" -"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " -"[code]~/.local/share/[custom_name][/code]。\n" -"在 Android 和 iOS 上,这是内部存储或外部存储中的沙盒目录,具体取决于用户的配" -"置。\n" -"在 Web 上,这是由浏览器管理的虚拟目录。\n" -"如果项目名称为空,则 [code][project_name][/code] 将回退为 [code][unnamed " -"project][/code]。\n" -"请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用户" -"主目录。" - -msgid "" -"Returns the exact production and build version of the operating system. This " -"is different from the branded version used in marketing. This helps to " -"distinguish between different releases of operating systems, including minor " -"versions, and insider and custom builds.\n" -"For Windows, the major and minor version are returned, as well as the build " -"number. For example, the returned string can look like [code]10.0.9926[/code] " -"for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a " -"build of Windows 7 SP1.\n" -"For rolling distributions, such as Arch Linux, an empty string is returned.\n" -"For macOS and iOS, the major and minor version are returned, as well as the " -"patch number.\n" -"For Android, the SDK version and the incremental build number are returned. " -"If it's a custom ROM, it attempts to return its version instead.\n" -"[b]Note:[/b] This method is not supported on the web platform. It returns an " -"empty string." -msgstr "" -"返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分操" -"作系统的不同版本,包括次要版本、内部版本和自定义版本。\n" -"对于 Windows,返回主要和次要版本,以及构建号。例如,对于 Windows 10 版本,返回" -"的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它可能看" -"起来像 [code]6.1.7601[/code]。\n" -"对于滚动发行版,例如 Arch Linux,会返回一个空字符串。\n" -"对于 macOS 和 iOS,会返回主要和次要版本,以及补丁号。\n" -"对于 Android,会返回 SDK 版本和增量构建号。如果是自定义的 ROM,将会尝试返回其" -"版本。\n" -"[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。" - -msgid "" -"Returns the video adapter driver name and version for the user's currently " -"active graphics card. See also [method RenderingServer." -"get_video_adapter_api_version].\n" -"The first element holds the driver name, such as [code]nvidia[/code], " -"[code]amdgpu[/code], etc.\n" -"The second element holds the driver version. For e.g. the [code]nvidia[/code] " -"driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/" -"code]. For Windows, the driver's format is [code]31.0.15.1659[/code].\n" -"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and " -"Windows when not running in headless mode. It returns an empty array on other " -"platforms." -msgstr "" -"返回用户当前激活的显卡的视频适配器驱动程序名称和版本。另见 [method " -"RenderingServer.get_video_adapter_api_version]。\n" -"第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] " -"等。\n" -"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱动" -"程序,其版本格式为 [code]510.85.02[/code]。对于 Windows,其驱动程序的格式是 " -"[code]31.0.15.1659[/code]。\n" -"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 平台上不以无头模式运行时才受支" -"持。在其他平台上返回一个空数组。" - -msgid "" "Returns [code]true[/code] if the environment variable with the name [param " "variable] exists.\n" "[b]Note:[/b] Double-check the casing of [param variable]. Environment " @@ -78717,64 +76911,6 @@ msgstr "" "外的所有平台上都区分大小写。" msgid "" -"Returns [code]true[/code] if the feature for the given feature tag is " -"supported in the currently running instance, depending on the platform, " -"build, etc. Can be used to check whether you're currently running a debug " -"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/" -"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more " -"details.\n" -"[b]Note:[/b] Tag names are case-sensitive.\n" -"[b]Note:[/b] On the web platform, one of the following additional tags is " -"defined to indicate host platform: [code]web_android[/code], [code]web_ios[/" -"code], [code]web_linuxbsd[/code], [code]web_macos[/code], or " -"[code]web_windows[/code].\n" -"[b]Note:[/b] On the iOS simulator, the additional [code]simulator[/code] tag " -"is defined." -msgstr "" -"如果当前运行的实例支持给定功能标签的功能,则返回 [code]true[/code],具体取决于" -"平台、构建等。可用于检查当前是否正在运行调试构建,是否在某个平台或架构上,等" -"等。详情见[url=$DOCS_URL/tutorials/export/feature_tags.html]《功能标签》[/url]" -"文档。\n" -"[b]注意:[/b]标签名称区分大小写。\n" -"[b]注意:[/b]在 Web 平台上,会定义 [code]web_android[/code]、[code]web_ios[/" -"code]、[code]web_linuxbsd[/code]、[code]web_macos[/code]、[code]web_windows[/" -"code] 的其中之一,表示宿主平台。\n" -"[b]注意:[/b]在 iOS 模拟器中,还会定义 [code]simulator[/code] 标签。" - -msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " -"[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " -"[i]release[/i] export template.\n" -"To check whether the Godot binary used to run the project is an export " -"template (debug or release), use [code]OS.has_feature(\"template\")[/code] " -"instead." -msgstr "" -"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" -"时,则返回 [code]true[/code]。\n" -"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/" -"code]。\n" -"要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发布),请改用 " -"[code]OS.has_feature(\"template\")[/code]。" - -msgid "" -"Returns [code]true[/code] if the input keycode corresponds to a Unicode " -"character." -msgstr "如果输入键码对应一个 Unicode 字符,则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the child process ID ([param pid]) is still " -"running or [code]false[/code] if it has terminated.\n" -"Must be a valid ID generated from [method create_process].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"如果该子进程 ID([param pid])仍在运行,则返回 [code]true[/code];如果它已终" -"止,则返回 [code]false[/code]。\n" -"必须是从 [method create_process] 生成的有效 ID。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" - -msgid "" "Returns [code]true[/code] if the project will automatically restart when it " "exits for any reason, [code]false[/code] otherwise. See also [method " "set_restart_on_exit] and [method get_restart_on_exit_arguments]." @@ -78784,13 +76920,6 @@ msgstr "" "get_restart_on_exit_arguments]。" msgid "" -"Returns [code]true[/code] if application is running in the sandbox.\n" -"[b]Note:[/b] This method is implemented on macOS and Linux." -msgstr "" -"如果应用程序在沙箱中运行,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 macOS 和 Linux 上实现。" - -msgid "" "Returns [code]true[/code] if the engine was executed with the [code]--" "verbose[/code] or [code]-v[/code] command line argument, or if [member " "ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. " @@ -78802,103 +76931,6 @@ msgstr "" "print_verbose]。" msgid "" -"If [code]true[/code], the [code]user://[/code] file system is persistent, so " -"that its state is the same after a player quits and starts the game again. " -"Relevant to the Web platform, where this persistence may be unavailable." -msgstr "" -"如果为 [code]true[/code],则 [code]user://[/code] 文件系统是持久的,所以在玩家" -"退出并再次开始游戏后,它的状态是相同的。与 Web 平台相关时,该持久性可能不可" -"用。" - -msgid "" -"Kill (terminate) the process identified by the given process ID ([param " -"pid]), e.g. the one returned by [method execute] in non-blocking mode. See " -"also [method crash].\n" -"[b]Note:[/b] This method can also be used to kill processes that were not " -"spawned by the game.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"杀死(终止)由给定进程 ID([param pid])标识的进程,例如由 [method execute] 在" -"非阻塞模式下返回的那个进程 ID。另请参阅 [method crash]。\n" -"[b]注意:[/b]该方法也可用于杀死不是由游戏产生的进程。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" - -msgid "" -"Moves the file or directory to the system's recycle bin. See also [method " -"DirAccess.remove].\n" -"The method takes only global paths, so you may need to use [method " -"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" -"code] as it will not work in exported projects.\n" -"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " -"file will be permanently deleted instead.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var file_to_remove = \"user://slot1.save\"\n" -"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" -"[/gdscript]\n" -"[csharp]\n" -"var fileToRemove = \"user://slot1.save\";\n" -"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"将文件或目录移动到系统的回收站。另见 [method DirAccess.remove]。\n" -"该方法仅支持全局路径,所以可能需要使用 [method ProjectSettings." -"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为它在导出后的项" -"目中是无法正常工作的。\n" -"[b]注意:[/b]如果用户在系统上禁用了回收站,则该文件将被永久删除。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var file_to_remove = \"user://slot1.save\"\n" -"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" -"[/gdscript]\n" -"[csharp]\n" -"var fileToRemove = \"user://slot1.save\";\n" -"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Initializes the singleton for the system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"初始化系统 MIDI 驱动的单例。\n" -"[b]注意:[/b]该方法在 Linux、macOS、Windows 上实现。" - -msgid "" -"Reads a user input string from the standard input (usually the terminal). " -"This operation is [i]blocking[/i], which causes the window to freeze if " -"[method read_string_from_stdin] is called on the main thread. The thread " -"calling [method read_string_from_stdin] will block until the program receives " -"a line break in standard input (usually by the user pressing [kbd]Enter[/" -"kbd]).\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ,如果" -"在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 " -"[method read_string_from_stdin] 的线程将被阻塞,直到程序在标准输入中接收到一个" -"断行(通常由用户按下 [kbd]Enter[/kbd])。\n" -"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" - -msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " -"request permission for [code]RECORD_AUDIO[/code] on Android." -msgstr "" -"目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 " -"[code]RECORD_AUDIO[/code] 的权限。" - -msgid "" -"With this function, you can request dangerous permissions since normal " -"permissions are automatically granted at install time in Android " -"applications.\n" -"[b]Note:[/b] This method is implemented only on Android." -msgstr "" -"你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安" -"装时自动授予。\n" -"[b]注意:[/b]该方法仅在 Android 上实现。" - -msgid "" "On macOS (sandboxed applications only), this function clears list of user " "selected folders accessible to the application." msgstr "" @@ -78927,138 +76959,6 @@ msgstr "" "的总长度有 32767 个字符的限制。" msgid "" -"If [param restart] is [code]true[/code], restarts the project automatically " -"when it is exited with [method SceneTree.quit] or [constant Node." -"NOTIFICATION_WM_CLOSE_REQUEST]. Command line [param arguments] can be " -"supplied. To restart the project with the same command line arguments as " -"originally used to run the project, pass [method get_cmdline_args] as the " -"value for [param arguments].\n" -"[method set_restart_on_exit] can be used to apply setting changes that " -"require a restart. See also [method is_restart_on_exit_set] and [method " -"get_restart_on_exit_arguments].\n" -"[b]Note:[/b] This method is only effective on desktop platforms, and only " -"when the project isn't started from the editor. It will have no effect on " -"mobile and Web platforms, or when the project is started from the editor.\n" -"[b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user " -"(by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), " -"the project won't restart automatically." -msgstr "" -"如果 [param restart] 为 [code]true[/code],则项目在使用 [method SceneTree." -"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出时,会自动重新启" -"动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新启" -"动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n" -"[method set_restart_on_exit] 可用于应用需要重新启动的设置更改。另见 [method " -"is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n" -"[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。不" -"会影响移动和 Web 平台,或者当项目从编辑器启动时。\n" -"[b]注意:[/b]如果项目进程崩溃或被用户[i]杀死[/i](通过发送 [code]SIGKILL[/" -"code] 而不是通常的 [code]SIGTERM[/code]),项目不会自动重新启动。" - -msgid "Sets the name of the current thread." -msgstr "设置当前线程的名称。" - -msgid "Enables backup saves if [param enabled] is [code]true[/code]." -msgstr "如果 [param enabled] 为 [code]true[/code],则启用备份保存。" - -msgid "" -"Requests the OS to open a resource with the most appropriate program. For " -"example:\n" -"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " -"opens the file explorer at the user's Downloads folder.\n" -"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Godot website.\n" -"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " -"default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " -"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n" -"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " -"or [code]user://[/code] path into a system path for use with this method.\n" -"[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs " -"in a URL-safe, portable way. This is especially required for line breaks. " -"Otherwise, [method shell_open] may not work correctly in a project exported " -"to the Web platform.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS " -"and Windows." -msgstr "" -"请求操作系统使用最合适的程序打开资源。例如:\n" -"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上会" -"用资源管理器打开用户的 Downloads 文件夹。\n" -"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览器" -"打开 Godot 官方网站。\n" -"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮" -"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定" -"义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - " -"[code]mailto[/code] URL 方案[/url]。\n" -"可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " -"[code]user://[/code] 路径转换为本方法所使用的系统路径。\n" -"[b]注意:[/b]请使用 [method String.uri_encode] 对 URL 中的字符进行编码,得到" -"的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 Web 平台" -"后 [method shell_open] 可能无法正常工作。\n" -"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" -"现。" - -msgid "" -"Requests the OS to open the file manager, then navigate to the given [param " -"file_or_dir_path] and select the target file or folder.\n" -"If [param file_or_dir_path] is a valid directory path, and [param " -"open_folder] is [code]true[/code], the method will open the file manager and " -"enter the target folder without selecting anything.\n" -"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " -"or [code]user://[/code] path into a system path for use with this method.\n" -"[b]Note:[/b] Currently this method is only implemented on Windows and macOS. " -"On other platforms, it will fallback to [method shell_open] with a directory " -"path of [param file_or_dir_path] with prefix [code]file://[/code]." -msgstr "" -"请求操作系统打开文件管理器,然后导航至给定的文件或目录路径 [param " -"file_or_dir_path] 并选中目标文件或文件夹。\n" -"如果 [param file_or_dir_path] 为有效的目录路径,并且 [param open_folder] 为 " -"[code]true[/code],则该方法会打开文件管理器并进入目标文件夹,不会选中任何东" -"西。\n" -"请使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " -"[code]user://[/code] 路径转换为能够用于这个方法的文件系统路径。\n" -"[b]注意:[/b]目前该方法仅在 Windows 和 macOS 上实现。在其他平台上会回退至使用" -"前缀 [code]file://[/code] 的 [param file_or_dir_path] 目录路径调用 [method " -"shell_open]。" - -msgid "" -"Removes the environment [param variable] from the current environment, if it " -"exists. The environment variable will be removed for the Godot process and " -"any process executed with [method execute] after running [method " -"unset_environment]. The removal of the environment variable will [i]not[/i] " -"persist to processes run after the Godot process was terminated.\n" -"[b]Note:[/b] Environment variable names are case-sensitive on all platforms " -"except Windows. The [param variable] name cannot be empty or include the " -"[code]=[/code] character." -msgstr "" -"从当前环境中移除环境变量 [param variable](如果存在)。在运行 [method " -"unset_environment] 后,将为 Godot 进程和使用 [method execute] 执行的任何进程移" -"除环境变量。环境变量的移除并[i]不会[/i]持续到 Godot 进程终止后运行的进程。\n" -"[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。[param " -"variable] 名称不能为空或包含 [code]=[/code] 字符。" - -msgid "" -"If [code]true[/code], the engine filters the time delta measured between each " -"frame, and attempts to compensate for random variation. This will only " -"operate on systems where V-Sync is active." -msgstr "" -"如果为 [code]true[/code],则引擎会在每帧之间过滤测量得到的时间增量,并尝试补偿" -"随机变化。仅在启用垂直同步的系统上有效。" - -msgid "" -"If [code]true[/code], the engine optimizes for low processor usage by only " -"refreshing the screen if needed. Can improve battery consumption on mobile." -msgstr "" -"如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。可" -"以改善移动设备上的电池消耗。" - -msgid "" -"The amount of sleeping between frames when the low-processor usage mode is " -"enabled (in microseconds). Higher values will result in lower CPU usage." -msgstr "" -"启用低处理器使用模式时,帧之间的休眠量(单位为微秒)。较高的值将导致较低的 " -"CPU 使用率。" - -msgid "" "The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically " "uses features from Vulkan 1.1 and 1.2 if available." msgstr "" @@ -79072,30 +76972,6 @@ msgstr "" "OpenGL 3 渲染驱动。在桌面平台上使用 OpenGL 3.3 核心配置,在移动设备上使用 " "OpenGL ES 3.0,在 Web 上使用 WebGL 2.0。" -msgid "Desktop directory path." -msgstr "桌面目录路径。" - -msgid "DCIM (Digital Camera Images) directory path." -msgstr "DCIM(数码相机图像)目录路径。" - -msgid "Documents directory path." -msgstr "文档目录路径。" - -msgid "Downloads directory path." -msgstr "下载目录路径。" - -msgid "Movies directory path." -msgstr "影片目录路径。" - -msgid "Music directory path." -msgstr "音乐目录路径。" - -msgid "Pictures directory path." -msgstr "图片目录路径。" - -msgid "Ringtones directory path." -msgstr "铃声目录路径。" - msgid "A packed array of bytes." msgstr "字节紧缩数组。" @@ -79235,6 +77111,49 @@ msgstr "" "将字节序列解码为 [Variant] 的大小,起始位置字节偏移量为 [param byte_offset]。" "要求起始位置后至少有 4 个字节的数据,否则返回 [code]null[/code]。" +msgid "" +"Returns a new [PackedByteArray] with the data decompressed. Set [param " +"buffer_size] to the size of the uncompressed data. Set the compression mode " +"using one of [enum FileAccess.CompressionMode]'s constants.\n" +"[b]Note:[/b] Decompression is not guaranteed to work with data not compressed " +"by Godot, for example if data compressed with the deflate compression mode " +"lacks a checksum or header." +msgstr "" +"返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为" +"数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常" +"量。\n" +"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 " +"deflate 压缩模式压缩的数据缺少校验和或标头。" + +msgid "" +"Returns a new [PackedByteArray] with the data decompressed. Set the " +"compression mode using one of [enum FileAccess.CompressionMode]'s constants. " +"[b]This method only accepts brotli, gzip, and deflate compression modes.[/b]\n" +"This method is potentially slower than [method decompress], as it may have to " +"re-allocate its output buffer multiple times while decompressing, whereas " +"[method decompress] knows it's output buffer size from the beginning.\n" +"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " +"for a small compressed payload to decompress to a potentially very large " +"output. To guard against this, you may provide a maximum size this function " +"is allowed to allocate in bytes via [param max_output_size]. Passing -1 will " +"allow for unbounded output. If any positive value is passed, and the " +"decompression exceeds that amount in bytes, then an error will be returned.\n" +"[b]Note:[/b] Decompression is not guaranteed to work with data not compressed " +"by Godot, for example if data compressed with the deflate compression mode " +"lacks a checksum or header." +msgstr "" +"返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum " +"FileAccess.CompressionMode] 常量。[b]这个方法只接受 brotli、gzip 和 deflate 压" +"缩模式。[/b]\n" +"这个方法可能比 [method decompress] 慢,因为在解压时可能需要多次重新分配输出缓" +"冲区,而 [method decompress] 则在一开始就知道输出缓冲区的大小。\n" +"GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的输" +"出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分配" +"的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错" +"误。\n" +"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 " +"deflate 压缩模式压缩的数据缺少校验和或标头。" + msgid "Creates a copy of the array, and returns it." msgstr "创建该数组的副本,并将该副本返回。" @@ -79447,6 +77366,15 @@ msgstr "在数组的末尾追加一个元素。" msgid "Removes an element from the array by index." msgstr "从数组中删除位于索引的元素。" +msgid "" +"Sets the size of the array. If the array is grown, reserves elements at the " +"end of the array. If the array is shrunk, truncates the array to the new " +"size. Calling [method resize] once and assigning the new values is faster " +"than adding new elements one by one." +msgstr "" +"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组" +"截断到新的大小。调用一次 [method resize] 并分配新值比逐个添加新元素要快。" + msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" @@ -81203,6 +79131,11 @@ msgstr "" "图。" msgid "" +"The sky's overall brightness multiplier. Higher values result in a brighter " +"sky." +msgstr "天空整体亮度的乘数。数值越高,天空就越亮。" + +msgid "" "A boolean value to determine if the background texture should be filtered or " "not." msgstr "布尔值,用于确定背景纹理是否应被过滤。" @@ -81287,23 +79220,6 @@ msgstr "" "[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。" msgid "" -"The ParallaxLayer's [Texture2D] repeating. Useful for creating an infinite " -"scrolling background. If an axis is set to [code]0[/code], the [Texture2D] " -"will not be repeated.\n" -"If the length of the viewport axis is bigger than twice the repeated axis " -"size, it will not repeat infinitely, as the parallax layer only draws 2 " -"instances of the texture at any given time.\n" -"[b]Note:[/b] Despite its name, the texture will not be mirrored, it will " -"simply be repeated." -msgstr "" -"ParallaxLayer 的 [Texture2D] 镜像。用于创建无限滚动的背景。如果轴被设置为 " -"[code]0[/code],则该 [Texture2D] 将不会被镜像。\n" -"如果视口轴的长度大于镜像轴的两倍大小,并不会无限重复,因为视差层在任何时候只会" -"绘制 2 个纹理实例。\n" -"[b]注意:[/b]虽然属性的名称如此,但实际不会对纹理进行镜像操作,而是简单地重" -"复。" - -msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" @@ -81680,13 +79596,6 @@ msgstr "" "[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] " "代替。" -msgid "" -"Each particle's scale will vary along this [CurveTexture]. If a " -"[CurveXYZTexture] is supplied instead, the scale will be separated per-axis." -msgstr "" -"每个粒子的缩放将沿着这个 [CurveTexture] 变化。如果改为提供一个 " -"[CurveXYZTexture],则缩放将按轴分离。" - msgid "Minimum equivalent of [member scale_max]." msgstr "[member scale_max] 对应的最小值。" @@ -82976,11 +80885,6 @@ msgstr "" "到生成的着色器中以添加一个夜空。" msgid "" -"The sky's overall brightness multiplier. Higher values result in a brighter " -"sky." -msgstr "天空整体亮度的乘数。数值越高,天空就越亮。" - -msgid "" "Modulates the [Color] on the bottom half of the sky to represent the ground." msgstr "调制天空下半部分的 [Color],这部分代表地面。" @@ -88145,28 +86049,6 @@ msgstr "" "[code]index[/code] 参数无关。" msgid "" -"Adds a new multistate item with text [param label].\n" -"Contrarily to normal binary items, multistate items can have more than two " -"states, as defined by [param max_states]. Each press or activate of the item " -"will increase the state by one. The default value is defined by [param " -"default_state].\n" -"An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators." -msgstr "" -"添加文本为 [param label] 的新多状态菜单项。\n" -"与普通的双态菜单项不同,多状态菜单项的状态可以超过两个,数量由 [param " -"max_states] 定义。菜单项每按下或激活一次,状态就会加一。默认值由 [param " -"default_state] 定义。\n" -"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则会" -"根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对应 " -"[constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息" -"见 [method get_item_accelerator]。" - -msgid "" "Adds a new radio check button with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " "accel]). If no [param id] is provided, one will be created from the index. If " @@ -88748,6 +86630,14 @@ msgstr "" "格。" msgid "" +"Override this method to customize how this primitive mesh should be " +"generated. Should return an [Array] where each element is another Array of " +"values required for the mesh (see the [enum Mesh.ArrayType] constants)." +msgstr "" +"重写该方法以自定义应如何生成该基本网格。应该返回一个 [Array],其中每个元素都是" +"该网格所需的另一个值数组(请参阅 [enum Mesh.ArrayType] 常量)。" + +msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " "passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. " "For example:\n" @@ -88841,6 +86731,36 @@ msgid "A material that defines a simple sky for a [Sky] resource." msgstr "一种材质,可为 [Sky] 资源定义简单天空。" msgid "" +"[ProceduralSkyMaterial] provides a way to create an effective background " +"quickly by defining procedural parameters for the sun, the sky and the " +"ground. The sky and ground are defined by a main color, a color at the " +"horizon, and an easing curve to interpolate between them. Suns are described " +"by a position in the sky, a color, and a max angle from the sun at which the " +"easing curve ends. The max angle therefore defines the size of the sun in the " +"sky.\n" +"[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, " +"direction, and angular distance of the first four [DirectionalLight3D] nodes " +"in the scene. This means that the suns are defined individually by the " +"properties of their corresponding [DirectionalLight3D]s and globally by " +"[member sun_angle_max] and [member sun_curve].\n" +"[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is " +"therefore suited for real-time updates. This makes it a great option for a " +"sky that is simple and computationally cheap, but unrealistic. If you need a " +"more realistic procedural option, use [PhysicalSkyMaterial]." +msgstr "" +"[ProceduralSkyMaterial] 提供了一种通过为太阳、天空、和地面定义程序参数,来快速" +"创建一个有效背景的方法。天空和地面由主颜色、地平线颜色、以及在它们之间插值的缓" +"动曲线定义。太阳通过天空中的位置、颜色、以及缓动曲线结束时距太阳的最大角度来描" +"述。因此,最大角度定义了天空中太阳的大小。\n" +"[ProceduralSkyMaterial] 支持最多 4 个太阳,它们使用场景中前四个 " +"[DirectionalLight3D] 节点的颜色、能量、方向、和角距离。这意味着太阳由其相应的 " +"[DirectionalLight3D] 的属性单独定义,并由 [member sun_angle_max] 和 [member " +"sun_curve] 全局定义。\n" +"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。这使得它" +"成为简单、低计算成本且不切实际的天空的绝佳选择。如果你需要更真实的程序化选项," +"请使用 [PhysicalSkyMaterial]。" + +msgid "" "Color of the ground at the bottom. Blends with [member ground_horizon_color]." msgstr "地面底部的颜色。会与 [member ground_horizon_color] 混合。" @@ -90157,6 +88077,12 @@ msgstr "" "时考虑将其关闭。" msgid "" +"Setting to hardcode audio delay when playing video. Best to leave this " +"unchanged unless you know what you are doing." +msgstr "" +"播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好保持不变。" + +msgid "" "If [code]true[/code], ambient lights will be imported from COLLADA models as " "[DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored." msgstr "" @@ -90221,9 +88147,6 @@ msgid "" msgstr "" "如果画布项重绘调试处于活动状态,则这个选项表示画布项每次重绘时闪光的持续时间。" -msgid "If [code]true[/code], logs all output to files." -msgstr "如果为 [code]true[/code],将所有输出记录到文件中。" - msgid "" "Desktop override for [member debug/file_logging/enable_file_logging], as log " "files are not readily accessible on mobile/Web platforms." @@ -90232,14 +88155,6 @@ msgstr "" "动/Web 平台上不容易访问日志文件。" msgid "" -"Path at which to store log files for the project. Using a path under " -"[code]user://[/code] is recommended." -msgstr "项目日志的存储路径。建议使用 [code]user://[/code] 下的路径。" - -msgid "Specifies the maximum number of log files allowed (used for rotation)." -msgstr "指定允许的最大日志文件数量(用于轮换)。" - -msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when an [code]assert[/code] call always evaluates to false." msgstr "" @@ -91052,37 +88967,6 @@ msgstr "" "[b]注意:[/b]该设置只在 macOS 上实现。" msgid "" -"Main window initial position (in virtual desktop coordinates), this setting " -"is used only if [member display/window/size/initial_position_type] is set to " -"\"Absolute\" ([code]0[/code])." -msgstr "" -"主窗口的初始位置(使用虚拟桌面坐标),该设置仅在 [member display/window/size/" -"initial_position_type] 设置为“Absolute”([code]0[/code] )时使用。" - -msgid "" -"Main window initial position.\n" -"[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] " -"is used to set window position.\n" -"[code]1[/code] - \"Primary Screen Center\".\n" -"[code]2[/code] - \"Other Screen Center\", [member display/window/size/" -"initial_screen] is used to set the screen." -msgstr "" -"主窗口的初始位置。\n" -"[code]0[/code] - “Absolute(绝对位置)”,窗口位置用 [member display/window/" -"size/initial_position] 设置。\n" -"[code]1[/code] - “Primary Screen Center(主屏幕中心)”。\n" -"[code]2[/code] - “Other Screen Center(其他屏幕中心)”, 屏幕用 [member " -"display/window/size/initial_screen] 设置。" - -msgid "" -"Main window initial screen, this setting is used only if [member display/" -"window/size/initial_position_type] is set to \"Other Screen " -"Center\" ([code]2[/code])." -msgstr "" -"主窗口的初始屏幕,该设置仅在 [member display/window/size/" -"initial_position_type] 设置为“Other Screen Center”([code]2[/code] )时使用。" - -msgid "" "Main window mode. See [enum DisplayServer.WindowMode] for possible values and " "how each mode behaves." msgstr "" @@ -91095,6 +88979,27 @@ msgid "" msgstr "主窗口无法成为焦点。无焦点的窗口将忽略除鼠标点击之外的所有输入。" msgid "" +"If [code]true[/code], allows the window to be resizable by default.\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"whether the window is resizable at runtime, set [member Window.unresizable] " +"instead on the root Window, which can be retrieved using [code]get_viewport()." +"get_window()[/code]. [member Window.unresizable] takes the opposite value of " +"this setting.\n" +"[b]Note:[/b] Certain window managers can be configured to ignore the non-" +"resizable status of a window. Do not rely on this setting as a guarantee that " +"the window will [i]never[/i] be resizable.\n" +"[b]Note:[/b] This setting is ignored on iOS." +msgstr "" +"如果为 [code]true[/code],则默认允许窗口调整大小。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。要更改窗口在运行时是否可调整大小,请改" +"在根窗口上设置 [member Window.unresizable],这样可以使用 [code]get_viewport()." +"get_window()[/code] 检索根窗口。[member Window.unresizable] 采用与该设置相反的" +"值。\n" +"[b]注意:[/b]某些窗口管理器可以被配置为忽略窗口的不可调整大小状态。不要依赖该" +"设置来保证窗口[i]永远不会[/i]调整大小。\n" +"[b]注意:[/b]该设置在 iOS 上被忽略。" + +msgid "" "If [code]true[/code], enables a window manager hint that the main window " "background [i]can[/i] be transparent. This does not make the background " "actually transparent. For the background to be transparent, the root viewport " @@ -91245,28 +89150,6 @@ msgid "If [code]true[/code] subwindows are embedded in the main window." msgstr "如果为 [code]true[/code] 则子窗口是嵌入到主窗口中的。" msgid "" -"Sets the V-Sync mode for the main game window.\n" -"See [enum DisplayServer.VSyncMode] for possible values and how they affect " -"the behavior of your application.\n" -"Depending on the platform and used renderer, the engine will fall back to " -"[b]Enabled[/b] if the desired mode is not supported.\n" -"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " -"Forward+ and Mobile rendering methods, not Compatibility.\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] " -"instead." -msgstr "" -"设置游戏主窗口的垂直同步模式。\n" -"请参阅 [enum DisplayServer.VSyncMode] 了解可能的值以及它们如何影响应用程序的行" -"为。\n" -"根据平台和所使用的渲染器,如果不支持所需的模式,引擎将回退到 [b]Enabled[/" -"b]。\n" -"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式仅支持 Forward+ 和 Mobile 渲" -"染方式,不支持 Compatibility。\n" -"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变垂直同步模式,请改为调" -"用 [method DisplayServer.window_set_vsync_mode]。" - -msgid "" "Name of the .NET assembly. This name is used as the name of the [code]." "csproj[/code] and [code].sln[/code] files. By default, it's set to the name " "of the project ([member application/config/name]) allowing to change it in " @@ -91518,18 +89401,6 @@ msgstr "" "索。" msgid "" -"If [code]true[/code], Blender 3D scene files with the [code].blend[/code] " -"extension will be imported by converting them to glTF 2.0.\n" -"This requires configuring a path to a Blender executable in the editor " -"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 " -"or later is required." -msgstr "" -"如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D 场景文件" -"会通过转换为 glTF 2.0 来导入。\n" -"需要在编辑器设置 [code]filesystem/import/blender/blender3_path[/code] 中,配" -"置 Blender 可执行文件的路径。需要 Blender 3.0 或更高版本。" - -msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " "Blender can't easily be accessed from Godot." msgstr "" @@ -91965,6 +89836,14 @@ msgstr "" "的,无法删除。但是可以修改分配给该动作的事件。" msgid "" +"Default [InputEventAction] to swap input direction, i.e. change between left-" +"to-right to right-to-left modes. Affects text-editing controls ([LineEdit], " +"[TextEdit])." +msgstr "" +"默认 [InputEventAction],用于交换输入方向,例如在“从左至右”和“从右至左”模式之" +"间切换。影响文本编辑控件([LineEdit]、[TextEdit])。" + +msgid "" "If a selection is currently active with the last caret in text fields, " "searches for the next occurrence of the selection, adds a caret and selects " "the next occurrence.\n" @@ -92209,6 +90088,37 @@ msgstr "" "[Control] 的内部逻辑是必需的。但是,可以修改分配给该动作的事件。" msgid "" +"Default [InputEventAction] to accept an autocompletion hint.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于接受某个自动补全提示。\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。" + +msgid "" +"Default [InputEventAction] to request autocompletion.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于请求自动补全。\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。" + +msgid "" +"Default [InputEventAction] to accept an autocompletion hint, replacing " +"existing text.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于接受某个自动补全提示并替换现有文本。\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。" + +msgid "" "Default [InputEventAction] to unindent text.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " @@ -93599,16 +91509,6 @@ msgstr "" "误),你可以在这里增加大小。" msgid "" -"This is used by servers when used in multi-threading mode (servers and " -"visual). RIDs are preallocated to avoid stalling the server requesting them " -"on threads. If servers get stalled too often when loading resources in a " -"thread, increase this number." -msgstr "" -"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的,以" -"避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请增加" -"此数字。" - -msgid "" "Default cell size for 2D navigation maps. See [method NavigationServer2D." "map_set_cell_size]." msgstr "" @@ -93752,25 +91652,6 @@ msgstr "" "如果有疑问,请将此设置留空。" msgid "" -"The default angular damp in 2D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"2D 中的默认角度阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " -"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " -"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" -"停止。" - -msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" @@ -93837,25 +91718,6 @@ msgstr "" "[/codeblocks]" msgid "" -"The default linear damp in 2D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"2D 中的默认线性阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " -"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " -"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" -"停止。" - -msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." @@ -93953,25 +91815,6 @@ msgstr "" "PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" msgid "" -"The default angular damp in 3D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"3D 中的默认角度阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " -"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " -"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" -"停止。" - -msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" @@ -94038,25 +91881,6 @@ msgstr "" "[/codeblocks]" msgid "" -"The default linear damp in 3D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"3D 中的默认线性阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " -"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " -"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" -"停止。" - -msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " "alternative 3D physics server implemented." @@ -94172,6 +91996,31 @@ msgstr "" "数,请改为设置 [member Engine.max_physics_steps_per_frame]。" msgid "" +"Controls how much physics ticks are synchronized with real time. For 0 or " +"less, the ticks are synchronized. Such values are recommended for network " +"games, where clock synchronization matters. Higher values cause higher " +"deviation of in-game clock and real clock, but allows smoothing out framerate " +"jitters. The default value of 0.5 should be good enough for most; values " +"above 2 could cause the game to react to dropped frames with a noticeable " +"delay and are not recommended.\n" +"[b]Note:[/b] For best results, when using a custom physics interpolation " +"solution, the physics jitter fix should be disabled by setting [member " +"physics/common/physics_jitter_fix] to [code]0[/code].\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] " +"instead." +msgstr "" +"控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要" +"求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可" +"以平滑帧率抖动。大多数情况下,默认值 0.5 应该足够好了;大于 2 的值可能导致游戏" +"对丢帧作出明显延迟的反应,因此不推荐使用。\n" +"[b]注意:[/b]为了获得最佳的结果,使用自定义物理插值解决方案时,应通过将 " +"[member physics/common/physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖" +"动修复。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。 要在运行时更改物理抖动修复,请改为设" +"置 [member Engine.physics_jitter_fix]。" + +msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. See also " "[member application/run/max_fps].\n" @@ -94253,46 +92102,6 @@ msgstr "" "改用 [method RenderingServer.canvas_set_shadow_texture_size]。" msgid "" -"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. " -"Their position can still be sub-pixel, but the decimals will not have effect. " -"This can lead to a crisper appearance at the cost of less smooth movement, " -"especially when [Camera2D] smoothing is enabled.\n" -"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " -"transform snapping at runtime, use [method RenderingServer." -"viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" -"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." -msgstr "" -"如果为 [code]true[/code],则 [CanvasItem] 节点会在内部吸附到整像素。节点的位置" -"仍然可以是次像素的,但小数部分无效。这样外观看上去就会更锐利,但会影响移动的平" -"滑程度,尤其是在启用了 [Camera2D] 平滑的情况下。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 变换的吸附,请改为" -"在根 [Viewport] 上使用 [method RenderingServer." -"viewport_set_snap_2d_transforms_to_pixel]。\n" -"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " -"gui/common/snap_controls_to_pixels] 控制。" - -msgid "" -"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full " -"pixels. Only affects the final vertex positions, not the transforms. This can " -"lead to a crisper appearance at the cost of less smooth movement, especially " -"when [Camera2D] smoothing is enabled.\n" -"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " -"vertex snapping at runtime, use [method RenderingServer." -"viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" -"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." -msgstr "" -"如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素。只影响最终" -"顶点的位置,不影响变换。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其" -"是在启用了 [Camera2D] 平滑的情况下。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 顶点的吸附,请改为" -"在根 [Viewport] 上使用 [method RenderingServer." -"viewport_set_snap_2d_vertices_to_pixel]。\n" -"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " -"gui/common/snap_controls_to_pixels] 控制。" - -msgid "" "Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of " "two). MSAA is used to reduce aliasing around the edges of polygons. A higher " "MSAA value results in smoother edges but can be significantly slower on some " @@ -95233,6 +93042,14 @@ msgstr "" "Mobile。" msgid "" +"The minimum number of instances that must be present in a scene to enable " +"culling computations on multiple threads. If a scene has fewer instances than " +"this number, culling is done on a single thread." +msgstr "" +"在多线程上启用剔除计算时,场景中必须存在的最小实例数。如果场景的实例数少于该数" +"量,则在单线程上完成剔除。" + +msgid "" "The automatic LOD bias to use for meshes rendered within the " "[ReflectionProbe]. Higher values will use less detailed versions of meshes " "that have LOD variations generated. If set to [code]0.0[/code], automatic LOD " @@ -95540,9 +93357,6 @@ msgstr "" "overrides/force_vertex_shading] 的低端覆盖。\n" "[b]注意:[/b]这个设置目前没有效果,因为顶点着色还没有实现。" -msgid "The default texture filtering mode to use on [CanvasItem]s." -msgstr "[CanvasItem] 所使用的默认纹理过滤模式。" - msgid "The default texture repeating mode to use on [CanvasItem]s." msgstr "[CanvasItem] 所使用的默认纹理重复模式。" @@ -95797,9 +93611,6 @@ msgstr "[WorkerThreadPool] 所使用的最大线程数。[code]-1[/code] 表示 msgid "Action map configuration to load by default." msgstr "默认加载的动作映射配置。" -msgid "If [code]true[/code] Godot will setup and initialize OpenXR on startup." -msgstr "如果为 [code]true[/code],Godot 将在启动时初始化 OpenXR。" - msgid "" "Specify how OpenXR should blend in the environment. This is specific to " "certain AR and passthrough devices where camera images are blended in by the " @@ -95820,17 +93631,6 @@ msgid "" "Specify whether OpenXR should be configured for an HMD or a hand held device." msgstr "指定是否应为 HMD 或手持设备配置 OpenXR。" -msgid "" -"If true and foveation is supported, will automatically adjust foveation level " -"based on framerate up to the level set on [member xr/openxr/foveation_level]." -msgstr "" -"如果为 true 并且支持注视点,将根据帧速率自动调整注视点级别,直至达到 [member " -"xr/openxr/foveation_level] 上设置的级别。" - -msgid "" -"Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high." -msgstr "应用的注视点级别(如果支持):0 = 关闭、1 = 低、2 = 中、3 = 高。" - msgid "Specify the default reference space." msgstr "指定默认参照空间。" @@ -96035,10 +93835,29 @@ msgstr "" msgid "Returns the dot product of two quaternions." msgstr "返回两个四元数的点积。" +msgid "" +"Returns the exponential of this quaternion. The rotation axis of the result " +"is the normalized rotation axis of this quaternion, the angle of the result " +"is the length of the vector part of this quaternion." +msgstr "" +"返回该四元数的指数。该结果的旋转轴是该四元数的归一化旋转轴,该结果的角度是该四" +"元数的向量部分的长度。" + msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." msgstr "按 YXZ 旋转顺序从欧拉角构造一个四元数。" msgid "" +"Returns the angle of the rotation represented by this quaternion.\n" +"[b]Note:[/b] The quaternion must be normalized." +msgstr "" +"返回该四元数表示的旋转角度。\n" +"[b]注意:[/b]该四元数必须被归一化。" + +msgid "" +"Returns the rotation axis of the rotation represented by this quaternion." +msgstr "返回该四元数表示的旋转的旋转轴。" + +msgid "" "Returns the quaternion's rotation in the form of Euler angles. The Euler " "order depends on the [param order] parameter, for example using the YXZ " "convention: since this method decomposes, first Z, then X, and Y last. See " @@ -96075,6 +93894,14 @@ msgstr "返回四元数的长度。" msgid "Returns the length of the quaternion, squared." msgstr "返回四元数的长度的平方。" +msgid "" +"Returns the logarithm of this quaternion. The vector part of the result is " +"the rotation axis of this quaternion multiplied by its rotation angle, the " +"real part of the result is zero." +msgstr "" +"返回该四元数的对数。该结果的向量部分是该四元数的旋转轴乘以其旋转角度,该结果的" +"实部为零。" + msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "返回四元数的副本,归一化为单位长度。" @@ -96233,6 +94060,29 @@ msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成伪随机数的方法。" msgid "" +"RandomNumberGenerator is a class for generating pseudo-random numbers. It " +"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n" +"[b]Note:[/b] The underlying algorithm is an implementation detail and should " +"not be depended upon.\n" +"To generate a random float number (within a given range) based on a time-" +"dependent seed:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"func _ready():\n" +" var my_random_number = rng.randf_range(-10.0, 10.0)\n" +"[/codeblock]" +msgstr "" +"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://www." +"pcg-random.org/]PCG32[/url]。\n" +"[b]注意:[/b]底层算法属于实现细节,不应该对此产生依赖。\n" +"要根据时间相关种子生成(给定范围内的)随机浮点数:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"func _ready():\n" +" var my_random_number = rng.randf_range(-10.0, 10.0)\n" +"[/codeblock]" + +msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " "(inclusive)." msgstr "" @@ -96461,32 +94311,6 @@ msgid "" msgstr "2D 空间中的射线,用于查找第一个相交的 [CollisionObject2D]。" msgid "" -"A raycast represents a ray from its origin to its [member target_position] " -"that finds the closest [CollisionObject2D] along its path, if it intersects " -"any. This is useful for a lot of things, such as\n" -"[RayCast2D] can ignore some objects by adding them to an exception list, by " -"making its detection reporting ignore [Area2D]s ([member collide_with_areas]) " -"or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics " -"layers.\n" -"[RayCast2D] calculates intersection every physics frame, and it holds the " -"result until the next physics frame. For an immediate raycast, or if you want " -"to configure a [RayCast2D] multiple times within the same physics frame, use " -"[method force_raycast_update].\n" -"To sweep over a region of 2D space, you can approximate the region with " -"multiple [RayCast2D]s or use [ShapeCast2D]." -msgstr "" -"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象相" -"交,就能找到路径上距离最近的 [CollisionObject2D]。可以用来做很多事情,例如\n" -"要让 [RayCast2D] 忽略某些对象,可以将它们加入例外列表,也可以让检测汇报忽略 " -"[Area2D]([member collide_with_areas])或 [PhysicsBody2D]([member " -"collide_with_bodies]),还可以配置物理层。\n" -"[RayCast2D] 每一个物理帧都会计算是否相交,计算结果会保留到下一个物理帧。如果要" -"立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast2D],请使用 " -"[method force_raycast_update]。\n" -"要扫描 2D 空间中的某个区域,可以使用多个 [RayCast2D] 去近似,也可以使用 " -"[ShapeCast2D]。" - -msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject2D] node." msgstr "添加碰撞例外,这样射线就不会报告与指定 [CollisionObject2D] 节点的碰撞。" @@ -96543,6 +94367,16 @@ msgstr "" "hit_from_inside] 为 [code]true[/code],则为 [code]Vector2(0, 0)[/code]。" msgid "" +"Returns the collision point at which the ray intersects the closest object. " +"If [member hit_from_inside] is [code]true[/code] and the ray starts inside of " +"a collision shape, this function will return the origin point of the ray.\n" +"[b]Note:[/b] This point is in the [b]global[/b] coordinate system." +msgstr "" +"返回射线与最近的物体相交的碰撞点。如果 [member hit_from_inside] 为 " +"[code]true[/code] 并且射线从碰撞形状内部开始,则该函数将返回该射线的原点。\n" +"[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" + +msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." msgstr "返回是否有任何对象与射线的向量相交(考虑向量长度)。" @@ -96598,32 +94432,6 @@ msgid "" msgstr "3D 空间中的射线,用于查找第一个相交的 [CollisionObject3D]。" msgid "" -"A raycast represents a ray from its origin to its [member target_position] " -"that finds the closest [CollisionObject3D] along its path, if it intersects " -"any. This is useful for a lot of things, such as\n" -"[RayCast3D] can ignore some objects by adding them to an exception list, by " -"making its detection reporting ignore [Area3D]s ([member collide_with_areas]) " -"or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics " -"layers.\n" -"[RayCast3D] calculates intersection every physics frame, and it holds the " -"result until the next physics frame. For an immediate raycast, or if you want " -"to configure a [RayCast3D] multiple times within the same physics frame, use " -"[method force_raycast_update].\n" -"To sweep over a region of 3D space, you can approximate the region with " -"multiple [RayCast3D]s or use [ShapeCast3D]." -msgstr "" -"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象相" -"交,就能找到路径上距离最近的 [CollisionObject3D]。可以用来做很多事情,例如\n" -"要让 [RayCast3D] 忽略某些对象,可以将它们加入例外列表,也可以让检测汇报忽略 " -"[Area3D]([member collide_with_areas])或 [PhysicsBody3D]([member " -"collide_with_bodies]),还可以配置物理层。\n" -"[RayCast3D] 每一个物理帧都会计算是否相交,计算结果会保留到下一个物理帧。如果要" -"立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast3D],请使用 " -"[method force_raycast_update]。\n" -"要扫描 3D 空间中的某个区域,可以使用多个 [RayCast3D] 去近似,也可以使用 " -"[ShapeCast3D]。" - -msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject3D] node." msgstr "添加碰撞例外,这样射线就不会报告与指定 [CollisionObject3D] 节点的碰撞。" @@ -97005,6 +94813,53 @@ msgstr "" "行采样时,如何进行深度和模板的比较。" msgid "" +"The method used for comparing the previous back stencil value and [member " +"back_op_reference]." +msgstr "用于比较前一个背面模板值和 [member back_op_reference] 的方法。" + +msgid "Selects which bits from the back stencil value will be compared." +msgstr "选择将比较背面模板值中的哪些位。" + +msgid "" +"The operation to perform on the stencil buffer for back pixels that pass the " +"stencil test but fail the depth test." +msgstr "对通过模板测试但未通过深度测试的背面像素的模板缓冲区执行的操作。" + +msgid "" +"The operation to perform on the stencil buffer for back pixels that fail the " +"stencil test" +msgstr "对模板缓冲区中未通过模板测试的背面像素执行的操作" + +msgid "" +"The operation to perform on the stencil buffer for back pixels that pass the " +"stencil test." +msgstr "对通过模板测试的背面像素的模板缓冲区执行的操作。" + +msgid "The value the previous back stencil value will be compared to." +msgstr "将与前一个背面模板值进行比较的值。" + +msgid "Selects which bits from the back stencil value will be changed." +msgstr "选择背面模板值中的哪些位将被更改。" + +msgid "The method used for comparing the previous and current depth values." +msgstr "用于比较前一个和当前深度值的方法。" + +msgid "The maximum depth that returns true for [member enable_depth_range]." +msgstr "[member enable_depth_range] 将返回 true 的最大深度。" + +msgid "The minimum depth that returns true for [member enable_depth_range]." +msgstr "[member enable_depth_range] 将返回 true 的最小深度。" + +msgid "" +"If [code]true[/code], each depth value will be tested to see if it is between " +"[member depth_range_min] and [member depth_range_max]. If it is outside of " +"these values, it is discarded." +msgstr "" +"如果为 [code]true[/code],则将测试每个深度值以查看它是否在 [member " +"depth_range_min] 和 [member depth_range_max] 之间。如果超出这些值,则将其丢" +"弃。" + +msgid "" "If [code]true[/code], enables depth testing which allows objects to be " "automatically occluded by other objects based on their depth. This also " "allows objects to be partially occluded by other objects. If [code]false[/" @@ -97012,8 +94867,52 @@ msgid "" "renderer)." msgstr "" "如果为 [code]true[/code],则会启用深度测试,能够让对象根据深度自动被其他对象遮" -"挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则会按照绘制" -"顺序显示(类似 Godot 的 2D 渲染器)。" +"挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则对象会按照" +"绘制顺序显示(类似 Godot 的 2D 渲染器)。" + +msgid "" +"If [code]true[/code], writes to the depth buffer whenever the depth test " +"returns true. Only works when enable_depth_test is also true." +msgstr "" +"如果为 [code]true[/code],则每当深度测试返回 true 时写入深度缓冲区。仅当 " +"enable_depth_test 也为 true 时才有效。" + +msgid "" +"If [code]true[/code], enables stencil testing. There are separate stencil " +"buffers for front-facing triangles and back-facing triangles. See properties " +"that begin with \"front_op\" and properties with \"back_op\" for each." +msgstr "" +"如果为 [code]true[/code],则启用模板测试。正面三角形和背面三角形有单独的模板缓" +"冲区。请参阅每个以“front_op”开头、和以“back_op”开头的属性。" + +msgid "" +"The method used for comparing the previous front stencil value and [member " +"front_op_reference]." +msgstr "该方法用于比较前一个正面模板值和 [member front_op_reference]。" + +msgid "Selects which bits from the front stencil value will be compared." +msgstr "选择正面模板值中的哪些位将被比较。" + +msgid "" +"The operation to perform on the stencil buffer for front pixels that pass the " +"stencil test but fail the depth test." +msgstr "对通过模板测试但未通过深度测试的正面像素的模板缓冲区执行的操作。" + +msgid "" +"The operation to perform on the stencil buffer for front pixels that fail the " +"stencil test." +msgstr "对模板缓冲区中未通过模板测试的正面像素执行的操作。" + +msgid "" +"The operation to perform on the stencil buffer for front pixels that pass the " +"stencil test." +msgstr "对通过模板测试的正面像素的模板缓冲区执行的操作。" + +msgid "The value the previous front stencil value will be compared to." +msgstr "将与前一个正面模板值进行比较的值。" + +msgid "Selects which bits from the front stencil value will be changed." +msgstr "选择正面模板值中的哪些位将被更改。" msgid "Pipeline multisample state (used by [RenderingDevice])." msgstr "管线的多重采样状态(由 [RenderingDevice] 使用)。" @@ -97211,9 +95110,6 @@ msgstr "" "给定距离处更锐利(有可能看上去会很颗粒化)。推荐值在 [code]-0.5[/code] 到 " "[code]0.0[/code] 之间。仅在采样器的 mipmap 可用时有效。" -msgid "The sampler's magnification filter." -msgstr "采样器的放大过滤器。" - msgid "" "The maximum mipmap LOD bias to display (lowest resolution). Only effective if " "the sampler has mipmaps available." @@ -98310,16 +96206,6 @@ msgstr "" "点。" msgid "" -"Sets the cull mask which determines what objects are drawn by this probe. " -"Every [VisualInstance3D] with a layer included in this cull mask will be " -"rendered by the probe. To improve performance, it is best to only include " -"large objects which are likely to take up a lot of space in the reflection." -msgstr "" -"设置剔除掩码,该掩码确定该探针绘制的对象。每个 [VisualInstance3D],若它有一个" -"层被包含在该剔除掩码中,则它将由该探针渲染。为了提高性能,最好只包含可能在反射" -"中占用大量空间的大型对象。" - -msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." @@ -98862,31 +96748,6 @@ msgid "Using compute shaders" msgstr "使用计算着色器" msgid "" -"Puts a memory barrier in place. This is used for synchronization to avoid " -"data races. See also [method full_barrier], which may be useful for debugging." -msgstr "" -"原地放置一个内存屏障。内存屏障可用于进行同步,避免数据竞争。另见 [method " -"full_barrier],可能更适合调试。" - -msgid "" -"Clears the contents of the [param buffer], clearing [param size_bytes] bytes, " -"starting at [param offset]. Always raises a memory barrier.\n" -"Prints an error if:\n" -"- the size isn't a multiple of four\n" -"- the region specified by [param offset] + [param size_bytes] exceeds the " -"buffer\n" -"- a draw list is currently active (created by [method draw_list_begin])\n" -"- a compute list is currently active (created by [method compute_list_begin])" -msgstr "" -"清除 [param buffer] 的内容,清除 [param size_bytes] 字节,从 [param offset] 开" -"始。总是会造成内存障碍。\n" -"如果出现以下情况,则打印错误:\n" -"- 大小不是四的倍数\n" -"- [param offset] + [param size_bytes] 指定的区域超出缓冲区\n" -"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n" -"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)" - -msgid "" "Returns a copy of the data of the specified [param buffer], optionally [param " "offset_bytes] and [param size_bytes] can be set to copy only a portion of the " "buffer." @@ -98895,24 +96756,6 @@ msgstr "" "[param size_bytes],仅复制缓冲区的某一部分。" msgid "" -"Updates a region of [param size_bytes] bytes, starting at [param offset], in " -"the buffer, with the specified [param data]. Raises a memory barrier except " -"when [param post_barrier] is set to [constant BARRIER_MASK_NO_BARRIER].\n" -"Prints an error if:\n" -"- the region specified by [param offset] + [param size_bytes] exceeds the " -"buffer\n" -"- a draw list is currently active (created by [method draw_list_begin])\n" -"- a compute list is currently active (created by [method compute_list_begin])" -msgstr "" -"使用指定的 [param data] 更新缓冲区中从 [param offset] 开始的 [param " -"size_bytes] 字节区块。引发一个内存屏障,除非 [param post_barrier] 被设置为 " -"[constant BARRIER_MASK_NO_BARRIER]。\n" -"如果出现以下情况,则打印错误:\n" -"- [param offset] + [param size_bytes] 指定的区块超出该缓冲区\n" -"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n" -"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)" - -msgid "" "Creates a timestamp marker with the specified [param name]. This is used for " "performance reporting with the [method get_captured_timestamp_cpu_time], " "[method get_captured_timestamp_gpu_time] and [method " @@ -98926,60 +96769,6 @@ msgid "Raises a Vulkan compute barrier in the specified [param compute_list]." msgstr "在指定的 [param compute_list] 中引发 Vulkan 计算屏障。" msgid "" -"Starts a list of compute commands created with the [code]compute_*[/code] " -"methods. The returned value should be passed to other [code]compute_list_*[/" -"code] functions.\n" -"If [param allow_draw_overlap] is [code]true[/code], you may have one draw " -"list running at the same time as one compute list. Multiple compute lists " -"cannot be created at the same time; you must finish the previous compute list " -"first using [method compute_list_end].\n" -"A simple compute operation might look like this (code is not a complete " -"example):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var compute_list = rd.compute_list_begin()\n" -"\n" -"rd.compute_list_bind_compute_pipeline(compute_list, " -"compute_shader_dilate_pipeline)\n" -"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n" -"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n" -"\n" -"for i in atlas_slices:\n" -" rd.compute_list_set_push_constant(compute_list, push_constant, " -"push_constant.size())\n" -" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, " -"group_size.z)\n" -" # No barrier, let them run all together.\n" -"\n" -"rd.compute_list_end()\n" -"[/codeblock]" -msgstr "" -"开始由 [code]compute_*[/code] 方法创建的计算命令列表。应该将返回值传递给其他 " -"[code]compute_list_*[/code] 函数。\n" -"如果 [param allow_draw_overlap] 为 [code]true[/code],就可以在执行绘图列表的同" -"时执行计算列表。无法同时创建多个计算列表;你必须先使用 [method " -"compute_list_end] 把之前的计算列表完成。\n" -"简易的计算操作类似于下面这样(代码不是完整的示例):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var compute_list = rd.compute_list_begin()\n" -"\n" -"rd.compute_list_bind_compute_pipeline(compute_list, " -"compute_shader_dilate_pipeline)\n" -"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n" -"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n" -"\n" -"for i in atlas_slices:\n" -" rd.compute_list_set_push_constant(compute_list, push_constant, " -"push_constant.size())\n" -" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, " -"group_size.z)\n" -" # 没有屏障,一起执行。\n" -"\n" -"rd.compute_list_end()\n" -"[/codeblock]" - -msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " "If the shader has changed since the last time this function was called, Godot " "will unbind all descriptor sets and will re-bind them inside [method " @@ -99044,25 +96833,6 @@ msgstr "" "分。" msgid "" -"Create a command buffer debug label region that can be displayed in third-" -"party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions " -"must be ended with a [method draw_command_end_label] call. When viewed from " -"the linear series of submissions to a single queue, calls to [method " -"draw_command_begin_label] and [method draw_command_end_label] must be matched " -"and balanced.\n" -"The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be " -"available and enabled for command buffer debug label region to work. See also " -"[method draw_command_insert_label] and [method draw_command_end_label]." -msgstr "" -"创建命令缓冲调试标签区域,能够在 [url=https://renderdoc.org/]RenderDoc[/url] " -"等第三方工具中显示。所有的区域都应该调用 [method draw_command_end_label] 结" -"束。观察单个队列的线性提交序列时,[method draw_command_begin_label] 必须有与之" -"对应的 [method draw_command_end_label]。\n" -"Vulkan 扩展 [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 必须可用并启用,这" -"样命令缓冲调试标签区域才能正常工作。另见 [method draw_command_insert_label] " -"和 [method draw_command_end_label]。" - -msgid "" "Ends the command buffer debug label region started by a [method " "draw_command_begin_label] call." msgstr "" @@ -99070,13 +96840,65 @@ msgstr "" "启。" msgid "" -"Inserts a command buffer debug label region in the current command buffer. " -"Unlike [method draw_command_begin_label], this region should not be ended " -"with a [method draw_command_end_label] call." -msgstr "" -"在当前的命令缓冲中插入命令缓冲调试标签区域。与 [method " -"draw_command_begin_label] 不同,不应该调用 [method draw_command_end_label] 来" -"结束这个区域。" +"Starts a list of raster drawing commands created with the [code]draw_*[/code] " +"methods. The returned value should be passed to other [code]draw_list_*[/" +"code] functions.\n" +"Multiple draw lists cannot be created at the same time; you must finish the " +"previous draw list first using [method draw_list_end].\n" +"A simple drawing operation might look like this (code is not a complete " +"example):\n" +"[codeblock]\n" +"var rd = RenderingDevice.new()\n" +"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " +"Color(0, 0, 0, 0)])\n" +"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" +"\n" +"# Draw opaque.\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"# Draw wire.\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"\n" +"rd.draw_list_end()\n" +"[/codeblock]" +msgstr "" +"开始由 [code]draw_*[/code] 方法创建的栅格绘图命令列表。应该将返回值传递给其他 " +"[code]draw_list_*[/code] 函数。\n" +"无法同时创建多个绘图列表;你必须先使用 [method draw_list_end] 把之前的绘图列表" +"完成。\n" +"简易的绘图操作类似于下面这样(代码不是完整的示例):\n" +"[codeblock]\n" +"var rd = RenderingDevice.new()\n" +"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " +"Color(0, 0, 0, 0)])\n" +"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" +"\n" +"# 实心绘制。\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"# 线框绘制。\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"\n" +"rd.draw_list_end()\n" +"[/codeblock]" msgid "" "High-level variant of [method draw_list_begin], with the parameters " @@ -99092,13 +96914,6 @@ msgstr "" "RenderingDevice 上调用,[method draw_list_begin_for_screen] 会返回 [constant " "INVALID_ID]。" -msgid "" -"Variant of [method draw_list_begin] with support for multiple splits. The " -"[param splits] parameter determines how many splits are created." -msgstr "" -"[method draw_list_begin] 的变体,支持多个拆分。[param splits] 参数决定创建多少" -"拆分。" - msgid "Binds [param index_array] to the specified [param draw_list]." msgstr "将 [param index_array] 绑定到指定的 [param draw_list]。" @@ -99170,24 +96985,6 @@ msgstr "" "以通过对 [param buffer] 调用 [method PackedByteArray.size] 获取)。" msgid "" -"Switches to the next draw pass and returns the split's ID. Equivalent to " -"[method draw_list_switch_to_next_pass_split] with [code]splits[/code] set to " -"[code]1[/code]." -msgstr "" -"切换到下一个绘制阶段并返回拆分 ID。等价于调用 [method " -"draw_list_switch_to_next_pass_split] 时将 [code]splits[/code] 设为 [code]1[/" -"code]。" - -msgid "" -"Switches to the next draw pass, with the number of splits allocated specified " -"in [param splits]. The return value is an array containing the ID of each " -"split. For single-split usage, see [method draw_list_switch_to_next_pass]." -msgstr "" -"切换到下一个绘制阶段,分配的拆分数在 [param splits] 中指定。返回值是一个数组," -"包含各个拆分的 ID。如果使用的是单个拆分,请参阅 [method " -"draw_list_switch_to_next_pass]。" - -msgid "" "Creates a new framebuffer. It can be accessed with the RID that is returned.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." @@ -99273,14 +97070,6 @@ msgstr "" "用这个方法,因为直接使用 RenderingDevice 时并不会自动进行内存管理。" msgid "" -"Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] " -"with all flags enabled. [method full_barrier] it should only be used for " -"debugging as it can severely impact performance." -msgstr "" -"原地放置一个[i]完整[/i]的内存屏障。这是启用了所有标志的 [method barrier]。" -"[method full_barrier] 应该仅用于调试,因为对性能的影响极大。" - -msgid "" "Returns the timestamp in CPU time for the rendering step specified by [param " "index] (in microseconds since the engine started). See also [method " "get_captured_timestamp_gpu_time] and [method capture_timestamp]." @@ -99433,18 +97222,6 @@ msgstr "" "理,则返回 [code]true[/code]。" msgid "" -"Returns the screen's framebuffer format.\n" -"[b]Note:[/b] Only the main [RenderingDevice] returned by [method " -"RenderingServer.get_rendering_device] has a format. If called on a local " -"[RenderingDevice], this method prints an error and returns [constant " -"INVALID_ID]." -msgstr "" -"返回屏幕帧缓冲的格式。\n" -"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 " -"[RenderingDevice] 有格式。对局部 [RenderingDevice] 调用时,这个方法会输出错误" -"并返回 [constant INVALID_ID]。" - -msgid "" "Returns the window height matching the graphics API context for the given " "window ID (in pixels). Despite the parameter being named [param screen], this " "returns the [i]window[/i] size. See also [method screen_get_width].\n" @@ -99956,51 +97733,6 @@ msgid "Represents the size of the [enum DeviceType] enum." msgstr "代表 [enum DeviceType] 枚举的大小。" msgid "" -"Vulkan device driver resource. This is a \"global\" resource and ignores the " -"RID passed in" -msgstr "Vulkan 设备驱动资源。这是一种“全局”资源,会忽略传入的 RID" - -msgid "Physical device (graphics card) driver resource." -msgstr "物理设备(显卡)驱动资源。" - -msgid "Vulkan instance driver resource." -msgstr "Vulkan 实例驱动资源。" - -msgid "Vulkan queue driver resource." -msgstr "Vulkan 队列驱动资源。" - -msgid "Vulkan queue family index driver resource." -msgstr "Vulkan 队列族索引驱动资源。" - -msgid "Vulkan image driver resource." -msgstr "Vulkan 图像驱动资源。" - -msgid "Vulkan image view driver resource." -msgstr "Vulkan 图像查看驱动资源。" - -msgid "Vulkan image native texture format driver resource." -msgstr "Vulkan 图像原生纹理格式驱动资源。" - -msgid "Vulkan sampler driver resource." -msgstr "Vulkan 采样器驱动资源。" - -msgid "" -"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/" -"url] driver resource." -msgstr "" -"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驱动" -"资源。" - -msgid "Vulkan buffer driver resource." -msgstr "Vulkan 缓冲驱动资源。" - -msgid "Vulkan compute pipeline driver resource." -msgstr "Vulkan 计算管线驱动资源。" - -msgid "Vulkan render pipeline driver resource." -msgstr "Vulkan 渲染管线驱动资源。" - -msgid "" "4-bit-per-channel red/green channel data format, packed into 8 bits. Values " "are in the [code][0.0, 1.0][/code] range.\n" "[b]Note:[/b] More information on all data formats can be found on the " @@ -102576,70 +100308,9 @@ msgstr "最大混合运算(保留两者之间的较大值)。" msgid "Represents the size of the [enum BlendOperation] enum." msgstr "代表 [enum BlendOperation] 枚举的大小。" -msgid "Start rendering and clear the whole framebuffer." -msgstr "开始渲染并清空整个帧缓冲。" - -msgid "Start rendering and clear the framebuffer in the specified region." -msgstr "开始渲染并清空帧缓冲里的指定区域。" - -msgid "" -"Continue rendering and clear the framebuffer in the specified region. " -"Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as " -"the final action previously." -msgstr "" -"继续渲染并清空帧缓冲里的指定区域。帧缓冲必须在之前的最后一次动作后停留在 " -"[constant FINAL_ACTION_CONTINUE] 状态。" - -msgid "" -"Start rendering, but keep attached color texture contents. If the framebuffer " -"was previously used to read in a shader, this will automatically insert a " -"layout transition." -msgstr "" -"开始渲染但保留附加颜色纹理的内容。如果帧缓冲之前用于在着色器中读取,此操作会自" -"动插入布局过渡。" - -msgid "" -"Start rendering, ignore what is there; write above it. In general, this is " -"the fastest option when you will be writing every single pixel and you don't " -"need a clear color." -msgstr "" -"开始渲染,忽略原有内容;在内容上覆盖。当你会写入所有像素并且不需要清屏颜色时," -"这通常是最快的选项。" - -msgid "" -"Continue rendering. Framebuffer must have been left in [constant " -"FINAL_ACTION_CONTINUE] state as the final action previously." -msgstr "" -"继续渲染。帧缓冲必须在之前的最后一次动作后停留在 [constant " -"FINAL_ACTION_CONTINUE] 状态。" - msgid "Represents the size of the [enum InitialAction] enum." msgstr "代表 [enum InitialAction] 枚举的大小。" -msgid "" -"Store the texture for reading and make it read-only if it has the [constant " -"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil " -"attachments)." -msgstr "" -"以读取为目的存储纹理,如果设置了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位则将" -"其设为只读(仅适用于颜色、深度、模板附件)。" - -msgid "" -"Discard the texture data and make it read-only if it has the [constant " -"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil " -"attachments)." -msgstr "" -"丢弃纹理数据,如果设置了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位则将其设为只" -"读(仅适用于颜色、深度、模板附件)。" - -msgid "" -"Store the texture and continue for further processing. Similar to [constant " -"FINAL_ACTION_READ], but does not make the texture read-only if it has the " -"[constant TEXTURE_USAGE_SAMPLING_BIT] bit." -msgstr "" -"存储纹理并继续后续处理。与 [constant FINAL_ACTION_READ] 类似,但不会在设置了 " -"[constant TEXTURE_USAGE_SAMPLING_BIT] 位时将其设为只读。" - msgid "Represents the size of the [enum FinalAction] enum." msgstr "代表 [enum FinalAction] 枚举的大小。" @@ -103656,6 +101327,16 @@ msgstr "" "[code]null[/code] 。" msgid "" +"Returns the bounding rectangle for a canvas item in local space, as " +"calculated by the renderer. This bound is used internally for culling.\n" +"[b]Warning:[/b] This function is intended for debugging in the editor, and " +"will pass through and return a zero [Rect2] in exported projects." +msgstr "" +"返回渲染器计算出的局部空间中画布项的边界矩形。该边界在内部用于剔除。\n" +"[b]警告:[/b]该函数用于在编辑器中进行调试,并且将在导出的项目中跳过并返回零 " +"[Rect2]。" + +msgid "" "Creates a decal and adds it to the RenderingServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]decal_*[/code] " "RenderingServer functions.\n" @@ -104013,6 +101694,11 @@ msgstr "" "时,雾体积的大小。" msgid "" +"Forces redrawing of all viewports at once. Must be called from the main " +"thread." +msgstr "强制立即重绘所有视口。必须从主线程调用。" + +msgid "" "Forces a synchronization between the CPU and GPU, which may be required in " "certain cases. Only call this when needed, as CPU-GPU synchronization has a " "performance cost." @@ -104292,9 +101978,6 @@ msgstr "" "如果对 RenderingServer 的数据进行了更改,则返回 [code]true[/code]。如果发生这" "种情况,通常会调用 [method force_draw]。" -msgid "Not yet implemented. Always returns [code]false[/code]." -msgstr "还没有实现。总是返回 [code]false[/code]。" - msgid "" "Returns [code]true[/code] if the OS supports a certain [param feature]. " "Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code]." @@ -105425,14 +103108,6 @@ msgstr "" "ReflectionProbe.interior]。" msgid "" -"Sets the render cull mask for this reflection probe. Only instances with a " -"matching cull mask will be rendered by this probe. Equivalent to [member " -"ReflectionProbe.cull_mask]." -msgstr "" -"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相当" -"于 [member ReflectionProbe.cull_mask]。" - -msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." @@ -105884,26 +103559,10 @@ msgstr "" "会输出错误,不会修改原始纹理。如果你需要使用不同的宽度、高度或格式,请改用 " "[method texture_replace]。" -msgid "Returns the [enum Image.Format] for the texture." -msgstr "返回该纹理的 [enum Image.Format]。" - msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。" msgid "" -"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method does " -"nothing when called and always returns a null [RID]." -msgstr "" -"[i]已废弃。[/i]ProxyTexture 已在 Godot 4 中移除,所以调用这个方法什么都不会发" -"生,始终返回空 [RID]。" - -msgid "" -"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method cannot " -"be used anymore." -msgstr "" -"[i]已废弃。[/i]ProxyTexture 已在 Godot 4 中移除,所以这个方法无法再使用。" - -msgid "" "Creates a new texture object based on a texture created directly on the " "[RenderingDevice]. If the texture contains layers, [param layer_type] is used " "to define the layer type." @@ -106578,9 +104237,6 @@ msgid "" "processing effect." msgstr "辉光后期处理效果使用的最大辉光级别数。" -msgid "[i]Deprecated.[/i] This constant is unused internally." -msgstr "[i]已废弃。[/i]这个常量未在内部使用。" - msgid "" "The maximum number of directional lights that can be rendered at a given time " "in 2D." @@ -108528,30 +106184,12 @@ msgstr "" "于 [constant RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant " "RENDERING_INFO_BUFFER_MEM_USED] 之和。" -msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." -msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。" - -msgid "" -"Hardware supports multithreading. This enum is currently unused in Godot 3.x." -msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。" - msgid "" "Abstract scene buffers object, created for each viewport for which 3D " "rendering is done." msgstr "抽象场景缓冲对象,为完成 3D 渲染的每个视口创建。" msgid "" -"Abstract scene buffers object, created for each viewport for which 3D " -"rendering is done. It manages any additional buffers used during rendering " -"and will discard buffers when the viewport is resized.\n" -"[b]Note:[/b] this is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"抽象场景缓冲对象,为完成 3D 渲染的每个视口创建。它管理渲染期间使用的任何额外缓" -"冲区,并在调整视口大小时丢弃缓冲区。\n" -"[b]注意:[/b]这是一个仅为 GDExtension 插件公开的内部渲染服务器对象。" - -msgid "" "This method is called by the rendering server when the associated viewports " "configuration is changed. It will discard the old buffers and recreate the " "internal buffers used." @@ -108617,31 +106255,6 @@ msgstr "在 GDExtension 中实现该功能以更改纹理多级渐远纹理偏 msgid "Implement this in GDExtension to react to the debanding flag changing." msgstr "在 GDExtension 中实现该功能以对去色带标志的更改做出反应。" -msgid "" -"Abstract render scene buffer implementation for the RenderingDevice based " -"renderers." -msgstr "RenderingDevice 基于的渲染器的抽象渲染场景缓冲区实现。" - -msgid "" -"This object manages all 3D rendering buffers for the rendering device based " -"renderers. An instance of this object is created for every viewport that has " -"3D rendering enabled.\n" -"All buffers are organized in [b]contexts[/b]. The default context is called " -"[b]render_buffers[/b] and can contain amongst others the color buffer, depth " -"buffer, velocity buffers, VRS density map and MSAA variants of these " -"buffers.\n" -"Buffers are only guaranteed to exist during rendering of the viewport.\n" -"[b]Note:[/b] this is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"该对象管理基于渲染设备的渲染器的所有 3D 渲染缓冲区。为每个启用 3D 渲染的视口创" -"建该对象的实例。\n" -"所有缓冲区都被组织在[b]上下文[/b]中。默认上下文被称为 [b]render_buffers[/b]," -"可以包含颜色缓冲区、深度缓冲区、速度缓冲区、VRS 密度图和这些缓冲区的 MSAA 变体" -"等。\n" -"缓冲区仅保证在视口渲染期间存在。\n" -"[b]注意:[/b]这是一个仅为 GDExtension 插件公开的内部渲染服务器对象。" - msgid "Frees all buffers related to this context." msgstr "释放与这个上下文相关的所有缓冲。" @@ -108668,28 +106281,6 @@ msgstr "" "理视图已经存在,则返回该视图。如果源纹理不存在,将会出错。" msgid "" -"Returns the specified layer from the color texture we are rendering 3D " -"content to." -msgstr "从渲染 3D 内容的颜色纹理返回指定的图层。" - -msgid "" -"Returns the color texture we are rendering 3D content to. If multiview is " -"used this will be a texture array with all views." -msgstr "" -"返回渲染 3D 内容的颜色纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。" - -msgid "" -"Returns the specified layer from the depth texture we are rendering 3D " -"content to." -msgstr "从渲染 3D 内容的深度纹理返回指定的图层。" - -msgid "" -"Returns the depth texture we are rendering 3D content to. If multiview is " -"used this will be a texture array with all views." -msgstr "" -"返回渲染 3D 内容的深度纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。" - -msgid "" "Returns the internal size of the render buffer (size before upscaling) with " "which textures are created by default." msgstr "返回默认情况下创建纹理的渲染缓冲区的内部大小(放大之前的大小)。" @@ -108723,12 +106314,6 @@ msgid "" "content to." msgstr "从渲染 3D 内容的速度纹理返回指定的图层。" -msgid "" -"Returns the velocity texture we are rendering 3D content to. If multiview is " -"used this will be a texture array with all views." -msgstr "" -"返回渲染 3D 内容的速度纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。" - msgid "Returns the view count for the associated viewport." msgstr "返回关联视口的视图数。" @@ -108739,32 +106324,6 @@ msgid "Base class for serializable objects." msgstr "可序列化对象的基类。" msgid "" -"Resource is the base class for all Godot-specific resource types, serving " -"primarily as data containers. Since they inherit from [RefCounted], resources " -"are reference-counted and freed when no longer in use. They can also be " -"nested within other resources, and saved on disk. Once loaded from disk, " -"further attempts to load a resource by [member resource_path] returns the " -"same reference. [PackedScene], one of the most common [Object]s in a Godot " -"project, is also a resource, uniquely capable of storing and instantiating " -"the [Node]s it contains as many times as desired.\n" -"In GDScript, resources can loaded from disk by their [member resource_path] " -"using [method @GDScript.load] or [method @GDScript.preload].\n" -"[b]Note:[/b] In C#, resources will not be freed instantly after they are no " -"longer in use. Instead, garbage collection will run periodically and will " -"free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." -msgstr "" -"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 " -"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源" -"里、保存到磁盘上。一旦从磁盘加载,后续尝试使用 [member resource_path] 加载资源" -"时都会返回相同的引用。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 " -"[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" -"在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 " -"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" -"[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" -"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" - -msgid "" "Override this method to return a custom [RID] when [method get_rid] is called." msgstr "可以覆盖此方法,从而在调用 [method get_rid] 时返回自定义 [RID]。" @@ -108870,20 +106429,6 @@ msgstr "" "个函数将返回原始的 [RID]。" msgid "" -"Calls [method _setup_local_to_scene]. If [member resource_local_to_scene] is " -"set to [code]true[/code], this method is automatically called from [method " -"PackedScene.instantiate] by the newly duplicated resource within the scene " -"instance.\n" -"[i]Deprecated.[/i] This method should only be called internally. Override " -"[method _setup_local_to_scene] instead." -msgstr "" -"调用 [method _setup_local_to_scene]。如果 [member resource_local_to_scene] 被" -"设置为 [code]true[/code],则场景实例中新复制的资源会自动从 [method " -"PackedScene.instantiate] 中调用该方法。\n" -"[i]已弃用。[/i]该方法只能被内部调用。使用覆盖 [method _setup_local_to_scene] " -"代替。" - -msgid "" "Sets the [member resource_path] to [param path], potentially overriding an " "existing cache entry for this path. Further attempts to load an overridden " "resource by path will instead return this resource." @@ -108944,17 +106489,6 @@ msgstr "" "[b]注意:[/b]自定义资源的属性不会自动发出此信号。如有必要,需要创建一个 " "setter 来触发。" -msgid "" -"Emitted by a newly duplicated resource with [member resource_local_to_scene] " -"set to [code]true[/code]. \n" -"[i]Deprecated.[/i] This signal is only emitted when the resource is created. " -"Override [method _setup_local_to_scene] instead." -msgstr "" -"由新复制的资源发出,并将 [member resource_local_to_scene] 设置为 [code]true[/" -"code]。\n" -"[i]已弃用。[/i]该信号仅在创建资源时发出。改为覆盖 [method " -"_setup_local_to_scene]。" - msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" @@ -109538,30 +107072,6 @@ msgstr "" "在每个导入的字形周围应用边距。如果你的字体图像包含参考线(以字形之间的线的形" "式)或者字符之间的间距看起来不正确,请尝试调整 [member character_margin]。" -msgid "" -"The character ranges to import from the font image. This is an array that " -"maps each position on the image (in tile coordinates, not pixels). The font " -"atlas is traversed from left to right and top to bottom. Characters can be " -"specified with decimal numbers (127), hexadecimal numbers ([code]0x007f[/" -"code]) or between single quotes ([code]'~'[/code]). Ranges can be specified " -"with a hyphen between characters.\n" -"For instance, [code]0-127[/code] (or [code]0x0000-0x007f[/code]) denotes the " -"full ASCII range. As another example, [code]' '-'~'[/code] is equivalent to " -"[code]32-127[/code] and denotes the range of printable (visible) ASCII " -"characters.\n" -"Make sure [member character_ranges] doesn't exceed the number of [member " -"columns] * [member rows] defined. Otherwise, the font will fail to import." -msgstr "" -"从字体图像导入的字符范围。这是一个映射图像上每个位置的数组(以图块坐标,而不是" -"像素映射)。字体图集是从左到右、从上到下遍历的。可以使用十进制数字(127)、十" -"六进制数字([code]0x007f[/code])、或单引号之间([code]'~'[/code])指定字符。" -"可以使用字符之间的连字符指定范围。\n" -"例如,[code]0-127[/code](或 [code]0x0000-0x007f[/code])表示完整的 ASCII 范" -"围。再比如,[code]' '-'~'[/code] 等价于 [code]32-127[/code],表示可打印(可" -"见)ASCII 字符的范围。\n" -"确保 [member character_ranges] 不超过定义的 [member columns] * [member rows] " -"的数量。否则,该字体将无法导入。" - msgid "Number of columns in the font image. See also [member rows]." msgstr "字体图像中的列数。另见 [member rows]。" @@ -109828,6 +107338,9 @@ msgstr "" "[b]高级导入设置[/b]对话框中为 [member loop_offset] 提供了更方便的编辑器,因为" "它可以让你预览更改,且无需重新导入音频。" +msgid "Imports an OBJ 3D model as an independent [Mesh] or scene." +msgstr "将 OBJ 3D 模型导入为独立的 [Mesh] 或场景。" + msgid "" "Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single " "[Mesh] resource by default instead of importing a [PackedScene]. This makes " @@ -109925,6 +107438,25 @@ msgid "Imports a glTF, FBX, Collada or Blender 3D scene." msgstr "导入 glTF、FBX、Collada 或 Blender 3D 场景。" msgid "" +"See also [ResourceImporterOBJ], which is used for OBJ models that can be " +"imported as an independent [Mesh] or a scene.\n" +"Additional options (such as extracting individual meshes or materials to " +"files) are available in the [b]Advanced Import Settings[/b] dialog. This " +"dialog can be accessed by double-clicking a 3D scene in the FileSystem dock " +"or by selecting a 3D scene in the FileSystem dock, going to the Import dock " +"and choosing [b]Advanced[/b].\n" +"[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, " +"such as [code].tscn[/code] and [code].scn[/code] files." +msgstr "" +"另请参见 [ResourceImporterOBJ],它被用于可作为独立的 [Mesh] 或场景导入的 OBJ " +"模型。\n" +"[b]高级导入设置[/b] 对话框中提供了其他选项(例如将单个网格或材质提取到文件)。" +"可以通过双击文件系统停靠面板中的 3D 场景或通过选择文件系统停靠面板中的 3D 场" +"景,转至导入停靠面板并选择[b]高级[/b]来访问该对话框。\n" +"[b]注意:[/b][ResourceImporterScene] [i]未[/i]被用于 [PackedScene],例如 " +"[code].tscn[/code] 和 [code].scn[/code] 文件 。" + +msgid "" "Contains properties for the scene's subresources. This is an internal option " "which is not visible in the Import dock." msgstr "包含场景子资源的属性。这是一个内部选项,在导入停靠面板中不可见。" @@ -110586,17 +108118,6 @@ msgstr "" "[ResourceFormatLoader])。" msgid "" -"Returns whether a recognized resource exists for the given [param path].\n" -"An optional [param type_hint] can be used to further specify the [Resource] " -"type that should be handled by the [ResourceFormatLoader]. Anything that " -"inherits from [Resource] can be used as a type hint, for example [Image]." -msgstr "" -"返回给定路径 [param path] 是否存在已识别的资源。\n" -"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 " -"[Resource] 类型。任何继承自 [Resource] 的内容都可以用作类型提示,例如 " -"[Image]。" - -msgid "" "Returns the dependencies for the resource at the given [param path].\n" "[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/" "code]. You can use [method String.get_slice] to get their components.\n" @@ -111013,6 +108534,44 @@ msgid "A custom effect for a [RichTextLabel]." msgstr "[RichTextLabel] 的自定义效果。" msgid "" +"A custom effect for a [RichTextLabel], which can be loaded in the " +"[RichTextLabel] inspector or using [method RichTextLabel.install_effect].\n" +"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " +"defined as a member variable called [code]bbcode[/code] in the script.\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"# The RichTextEffect will be usable like this: `[example]Some text[/" +"example]`\n" +"var bbcode = \"example\"\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"// The RichTextEffect will be usable like this: `[example]Some text[/" +"example]`\n" +"string bbcode = \"example\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " +"[RichTextEffect], it will continuously process the effect unless the project " +"is paused. This may impact battery life negatively." +msgstr "" +"[RichTextLabel] 的自定义效果,可以在 [RichTextLabel] 检查器中加载或使用 " +"[method RichTextLabel.install_effect] 加载。\n" +"[b]注意:[/b]要使用 [RichTextEffect],必须在脚本中定义名为 [code]bbcode[/" +"code] 的成员变量作为 BBCode 标签。\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"# 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" +"var bbcode = \"example\"\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"// 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" +"string bbcode = \"example\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]只要 [RichTextLabel] 包含至少一个 [RichTextEffect],它就会持续处" +"理效果,除非项目暂停。这可能会对电池寿命产生负面影响。" + +msgid "" "Override this method to modify properties in [param char_fx]. The method must " "return [code]true[/code] if the character could be transformed successfully. " "If the method returns [code]false[/code], it will skip transformation to " @@ -111340,6 +108899,57 @@ msgstr "" "用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" msgid "" +"Installs a custom effect. This can also be done in the RichTextLabel " +"inspector using the [member custom_effects] property. [param effect] should " +"be a valid [RichTextEffect].\n" +"Example RichTextEffect:\n" +"[codeblock]\n" +"# effect.gd\n" +"class_name MyCustomEffect\n" +"extends RichTextEffect\n" +"\n" +"var bbcode = \"my_custom_effect\"\n" +"\n" +"# ...\n" +"[/codeblock]\n" +"Registering the above effect in RichTextLabel from script:\n" +"[codeblock]\n" +"# rich_text_label.gd\n" +"extends RichTextLabel\n" +"\n" +"func _ready():\n" +" install_effect(MyCustomEffect.new())\n" +"\n" +" # Alternatively, if not using `class_name` in the script that extends " +"RichTextEffect:\n" +" install_effect(preload(\"res://effect.gd\").new())\n" +"[/codeblock]" +msgstr "" +"安装自定义效果。这也可以在 RichTextLabel 检查器中使用 [member custom_effects] " +"属性来完成。[param effect] 应该是一个有效的 [RichTextEffect]。\n" +"RichTextEffect 示例:\n" +"[codeblock]\n" +"# effect.gd\n" +"class_name MyCustomEffect\n" +"extends RichTextEffect\n" +"\n" +"var bbcode = \"my_custom_effect\"\n" +"\n" +"# ...\n" +"[/codeblock]\n" +"通过脚本在 RichTextLabel 中注册上述效果:\n" +"[codeblock]\n" +"# rich_text_label.gd\n" +"extends RichTextLabel\n" +"\n" +"func _ready():\n" +" install_effect(MyCustomEffect.new())\n" +"\n" +" # 或者,如果在扩展 RichTextEffect 的脚本中不使用“class_name”:\n" +" install_effect(preload(\"res://effect.gd\").new())\n" +"[/codeblock]" + +msgid "" "If [member threaded] is enabled, returns [code]true[/code] if the background " "thread has finished text processing, otherwise always return [code]true[/" "code]." @@ -113000,10 +110610,6 @@ msgstr "" msgid "Returns a list of synchronized property [NodePath]s." msgstr "返回同步属性的 [NodePath] 列表。" -msgid "" -"Returns whether the given [param path] is configured for synchronization." -msgstr "返回给定的 [param path] 是否配置为同步。" - msgid "Finds the index of the given [param path]." msgstr "查找给定 [param path] 的索引。" @@ -113014,28 +110620,6 @@ msgstr "" "返回给定 [param path] 标识的属性的复制模式。请参阅 [enum ReplicationMode]。" msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be synchronized on spawn." -msgstr "返回属性是否配置为在出生时同步,该属性由 [param path] 指定。" - -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be synchronized on process.\n" -"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead." -msgstr "" -"返回属性是否配置为在处理时同步,该属性由[param path] 指定。\n" -"[i]已废弃。[/i]请改用 [method property_get_replication_mode]。" - -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be reliably synchronized when changes are detected on process.\n" -"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead." -msgstr "" -"返回属性是否配置为在处理中检测到变化时进行可靠同步,该属性由 [param path] 指" -"定。\n" -"[i]已废弃。[/i]请改用 [method property_get_replication_mode]。" - -msgid "" "Sets the synchronization mode for the property identified by the given [param " "path]. See [enum ReplicationMode]." msgstr "为路径为 [param path] 的属性设置同步模式。见 [enum ReplicationMode]。" @@ -113046,26 +110630,6 @@ msgid "" msgstr "设置是否将路径为 [param path] 的属性配置为在出生时同步。" msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be synchronized on process.\n" -"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant " -"REPLICATION_MODE_ALWAYS] instead." -msgstr "" -"设置是否将路径为 [param path] 的属性配置为在处理时同步。\n" -"[i]已废弃。[/i]请改为使用 [constant REPLICATION_MODE_ALWAYS] 调用 [method " -"property_set_replication_mode]。" - -msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be reliably synchronized when changes are detected on process.\n" -"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant " -"REPLICATION_MODE_ON_CHANGE] instead." -msgstr "" -"设置是否将路径为 [param path] 的属性配置为在处理时检测到变化时进行可靠同步。\n" -"[i]已废弃。[/i]请改为使用 [constant REPLICATION_MODE_ON_CHANGE] 调用 [method " -"property_set_replication_mode]。" - -msgid "" "Removes the property identified by the given [param path] from the " "configuration." msgstr "从配置中移除属性,该属性由 [param path] 指定。" @@ -114091,9 +111655,6 @@ msgstr "用户进行上下文跳转,并且该条目在同一个脚本中时发 msgid "Emitted when the user request to search text in the file system." msgstr "用户请求在文件系统中搜索文本时发出。" -msgid "[i]Deprecated.[/i] This method is not called by the engine." -msgstr "[i]已废弃。[/i]引擎不会调用这个方法。" - msgid "Abstract base class for scrollbars." msgstr "滚动条的抽象基类。" @@ -115328,6 +112889,23 @@ msgid "" msgstr "包含骨骼层级结构的节点,用于创建 3D 骨骼动画。" msgid "" +"[Skeleton3D] provides an interface for managing a hierarchy of bones, " +"including pose, rest and animation (see [Animation]). It can also use ragdoll " +"physics.\n" +"The overall transform of a bone with respect to the skeleton is determined by " +"bone pose. Bone rest defines the initial transform of the bone pose.\n" +"Note that \"global pose\" below refers to the overall transform of the bone " +"with respect to skeleton, so it is not the actual global/world transform of " +"the bone." +msgstr "" +"[Skeleton3D] 提供了管理骨骼层级结构的接口,包括姿势、放松姿势和动画(见 " +"[Animation])。它还可以使用布娃娃物理。\n" +"骨骼相对于骨架的整体变换由骨骼的姿势决定。骨骼的放松姿势定义的是骨骼姿势的初始" +"变换。\n" +"请注意,下文的“全局姿势”是指骨骼相对于骨架的整体变换,因此并不是骨骼的实际全" +"局/世界变换。" + +msgid "" "Adds a bone, with name [param name]. [method get_bone_count] will become the " "bone index." msgstr "" @@ -115343,13 +112921,6 @@ msgid "Returns the bone index that matches [param name] as its name." msgstr "返回名称与 [param name] 匹配的骨骼的索引。" msgid "" -"Force updates the bone transforms/poses for all bones in the skeleton.\n" -"[i]Deprecated.[/i] Do not use." -msgstr "" -"强制更新该骨架中所有骨骼的变换/姿势。\n" -"[i]已废弃。[/i]请勿使用。" - -msgid "" "Force updates the bone transform for the bone at [param bone_idx] and all of " "its children." msgstr "强制更新索引为 [param bone_idx] 的骨骼及其所有子项的变换/姿势。" @@ -115554,6 +113125,21 @@ msgstr "" "配。" msgid "" +"If [code]true[/code], forces the bones in their default rest pose, regardless " +"of their values. In the editor, this also prevents the bones from being " +"edited." +msgstr "" +"如果为 [code]true[/code],则无论其值如何,强制骨骼处于默认放松姿势。在编辑器" +"中,这也会阻止骨骼被编辑。" + +msgid "" +"Emitted when the bone at [param bone_idx] is toggled with [method " +"set_bone_enabled]. Use [method is_bone_enabled] to check the new value." +msgstr "" +"当使用 [method set_bone_enabled] 切换 [param bone_idx] 处的骨骼时发出。使用 " +"[method is_bone_enabled] 来检查新值。" + +msgid "" "This signal is emitted when one of the bones in the Skeleton3D node have " "changed their pose. This is used to inform nodes that rely on bone positions " "that one of the bones in the Skeleton3D have changed their transform/pose." @@ -115562,6 +113148,22 @@ msgstr "" "通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" msgid "" +"Emitted when the pose is updated, after [constant " +"NOTIFICATION_UPDATE_SKELETON] is received." +msgstr "收到 [constant NOTIFICATION_UPDATE_SKELETON] 后更新姿势时触发。" + +msgid "Emitted when the value of [member show_rest_only] changes." +msgstr "当 [member show_rest_only] 的值改变时触发。" + +msgid "" +"Notification received when this skeleton's pose needs to be updated.\n" +"This notification is received [i]before[/i] the related [signal pose_updated] " +"signal." +msgstr "" +"当该骨架的姿势需要更新时收到的通知。\n" +"该通知是在相关 [signal pose_updated] 信号[i]之前[/i]接收的。" + +msgid "" "A node used to rotate all bones of a [Skeleton3D] bone chain a way that " "places the end bone at a desired 3D position." msgstr "" @@ -115569,67 +113171,6 @@ msgstr "" "位置的节点。" msgid "" -"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " -"that places the end bone at a desired 3D position. A typical scenario for IK " -"in games is to place a character's feet on the ground or a character's hands " -"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally " -"to solve the bone chain and applies the results to the [Skeleton3D] " -"[code]bones_global_pose_override[/code] property for all affected bones in " -"the chain. If fully applied, this overwrites any bone transform from " -"[Animation]s or bone custom poses set by users. The applied amount can be " -"controlled with the [member interpolation] property.\n" -"[codeblock]\n" -"# Apply IK effect automatically on every new frame (not the current)\n" -"skeleton_ik_node.start()\n" -"\n" -"# Apply IK effect only on the current frame\n" -"skeleton_ik_node.start(true)\n" -"\n" -"# Stop IK effect and reset bones_global_pose_override on Skeleton\n" -"skeleton_ik_node.stop()\n" -"\n" -"# Apply full IK effect\n" -"skeleton_ik_node.set_interpolation(1.0)\n" -"\n" -"# Apply half IK effect\n" -"skeleton_ik_node.set_interpolation(0.5)\n" -"\n" -"# Apply zero IK effect (a value at or below 0.01 also removes " -"bones_global_pose_override on Skeleton)\n" -"skeleton_ik_node.set_interpolation(0.0)\n" -"[/codeblock]\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " -"release." -msgstr "" -"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放" -"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的手" -"放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨骼" -"链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属性中" -"所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或用" -"户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控制。\n" -"[codeblock]\n" -"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" -"skeleton_ik_node.start()\n" -"\n" -"# 只在当前帧上应用 IK 效果\n" -"skeleton_ik_node.start(true)\n" -"\n" -"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n" -"skeleton_ik_node.stop()\n" -"\n" -"# 应用完整的 IK 效果\n" -"skeleton_ik_node.set_interpolation(1.0)\n" -"\n" -"# 应用一半的 IK 效果\n" -"skeleton_ik_node.set_interpolation(0.5)\n" -"\n" -"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除 Skeleton 上的 " -"bones_global_pose_override)。\n" -"skeleton_ik_node.set_interpolation(0.0)\n" -"[/codeblock]\n" -"[i]已弃用。[/i]这个类已废弃,可能在后续版本中移除。" - -msgid "" "Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node " "when SkeletonIK3D entered the [SceneTree]." @@ -116777,13 +114318,6 @@ msgstr "不计算方向。" msgid "A humanoid [SkeletonProfile] preset." msgstr "人形 [SkeletonProfile] 预设。" -msgid "" -"A [SkeletonProfile] as a preset that is optimized for the human form. This " -"exists for standardization, so all parameters are read-only." -msgstr "" -"针对人体优化的 [SkeletonProfile] 预设。存在的意义是进行标准化,所以所有参数都" -"是只读的。" - msgid "Defines a 3D environment's background by using a [Material]." msgstr "使用 [Material] 定义 3D 环境的背景。" @@ -116945,9 +114479,6 @@ msgstr "" "拖拽停止时触发。如果 [param value_changed] 为 true,则 [member Range.value] 与" "开始拖拽时的值不同。" -msgid "Emitted when dragging is started." -msgstr "拖拽开始时触发。" - msgid "" "Boolean constant. If [code]1[/code], the grabber texture size will be ignored " "and it will fit within slider's bounds based only on its center position." @@ -117056,6 +114587,9 @@ msgstr "" msgid "SoftBody" msgstr "SoftBody" +msgid "Returns the internal [RID] used by the [PhysicsServer3D] for this body." +msgstr "返回 [PhysicsServer3D] 用于该实体的内部 [RID]。" + msgid "Returns local translation of a vertex in the surface array." msgstr "返回表面数组中顶点的局部平移。" @@ -117099,6 +114633,20 @@ msgstr "" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "" +"The body's damping coefficient. Higher values will slow down the body more " +"noticeably when forces are applied." +msgstr "物体的阻尼系数。当施加力时,较高的值会更明显地减慢物体的速度。" + +msgid "" +"The body's drag coefficient. Higher values increase this body's air " +"resistance.\n" +"[b]Note:[/b] This value is currently unused by Godot's default physics " +"implementation." +msgstr "" +"物体的阻力系数。较高的值会增加该物体的空气阻力。\n" +"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。" + +msgid "" "Higher values will result in a stiffer body, while lower values will increase " "the body's ability to bend. The value can be between [code]0.0[/code] and " "[code]1.0[/code] (inclusive)." @@ -117111,6 +114659,11 @@ msgid "" msgstr "" "指向 [CollisionObject3D] 的 [NodePath],这个 SoftBody3D 应该避免穿过它。" +msgid "" +"The pressure coefficient of this soft body. Simulate pressure build-up from " +"inside this body. Higher values increase the strength of this effect." +msgstr "该软体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强度。" + msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s." msgstr "如果为 [code]true[/code],则该 [SoftBody3D] 会响应 [RayCast3D]。" @@ -117448,27 +115001,6 @@ msgid "" msgstr "聚光灯的[i]角度[/i]衰减曲线。另见 [member spot_attenuation]。" msgid "" -"The spotlight's light energy (drop-off) attenuation curve. A number of " -"presets are available in the [b]Inspector[/b] by right-clicking the curve. " -"Zero and negative values are allowed but can produce unusual effects. See " -"also [member spot_angle_attenuation].\n" -"[b]Note:[/b] Very high [member spot_attenuation] values (typically above 10) " -"can impact performance negatively if the light is made to use a larger " -"[member spot_range] to compensate. This is because culling opportunities will " -"become less common and shading costs will be increased (as the light will " -"cover more pixels on screen while resulting in the same amount of " -"brightness). To improve performance, use the lowest [member spot_attenuation] " -"value possible for the visuals you're trying to achieve." -msgstr "" -"聚光灯的光照能量(下降)衰减曲线。在[b]检查器[/b]中右键单击曲线会提供一些预" -"设。允许零和负数,但可能产生异常效果。另见 [member spot_angle_attenuation]。\n" -"[b]注意:[/b]如果 [member spot_attenuation] 值很高(一般大于 10),将灯光的 " -"[member spot_range] 调大去进行补偿会对性能产生负面影响。这是因为剔除的机会会变" -"少,从而增加在着色上的消耗(因为在亮度相同的前提下,灯光会覆盖屏幕上的更多像" -"素)。为了提升性能,请使用尽可能低的 [member spot_attenuation] 值来达成想要的" -"显示效果。" - -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 " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, the " @@ -117642,8 +115174,16 @@ msgstr "" "[b]注意:[/b]如果精灵的纹理为 [code]null[/code] 或者给定的位置无效,它也会返" "回 [code]false[/code]。" -msgid "If [code]true[/code], texture is centered." -msgstr "如果为 [code]true[/code],纹理居中。" +msgid "" +"Current frame to display from sprite sheet. [member hframes] or [member " +"vframes] must be greater than 1. This property is automatically adjusted when " +"[member hframes] or [member vframes] are changed to keep pointing to the same " +"visual frame (same column and row). If that's impossible, this value is reset " +"to [code]0[/code]." +msgstr "" +"当前显示的精灵表中的帧。[member hframes] 和 [member vframes] 必须大于 1。" +"[member hframes] 或 [member vframes] 发生变化时会自动调整该属性,让它在视觉上" +"保持指向同一帧(同一行、同一列)。 如果无法保持,则会重置为 [code]0[/code]。" msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " @@ -117654,6 +115194,16 @@ msgstr "" "[member hframes] 必须大于 1。" msgid "" +"The number of columns in the sprite sheet. When this property is changed, " +"[member frame] is adjusted so that the same visual frame is maintained (same " +"row and column). If that's impossible, [member frame] is reset to [code]0[/" +"code]." +msgstr "" +"精灵表中的列数。该属性发生变化时会对 [member frame] 进行调整,在视觉上维持相同" +"的帧(同一行、同一列)。如果无法维持,则会将 [member frame] 重置为 [code]0[/" +"code]。" + +msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." msgstr "" @@ -117676,6 +115226,16 @@ msgstr "" msgid "[Texture2D] object to draw." msgstr "要绘制的 [Texture2D] 对象。" +msgid "" +"The number of rows in the sprite sheet. When this property is changed, " +"[member frame] is adjusted so that the same visual frame is maintained (same " +"row and column). If that's impossible, [member frame] is reset to [code]0[/" +"code]." +msgstr "" +"精灵表中的行数。该属性发生变化时会对 [member frame] 进行调整,在视觉上维持相同" +"的帧(同一行、同一列)。如果无法维持,则会将 [member frame] 重置为 [code]0[/" +"code]。" + msgid "Emitted when the [member frame] changes." msgstr "当 [member frame] 更改时发出。" @@ -117738,11 +115298,8 @@ msgstr "" msgid "The direction in which the front of the texture faces." msgstr "纹理正面朝向的方向。" -msgid "" -"The billboard mode to use for the sprite. See [enum BaseMaterial3D." -"BillboardMode] for possible values." -msgstr "" -"该精灵使用的公告板模式。可能的值见 [enum BaseMaterial3D.BillboardMode]。" +msgid "If [code]true[/code], texture will be centered." +msgstr "如果为 [code]true[/code],纹理将被居中。" msgid "" "If [code]true[/code], texture can be seen from the back as well, if " @@ -117751,25 +115308,6 @@ msgstr "" "如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code]," "则从后面看它是不可见的。" -msgid "" -"A color value used to [i]multiply[/i] the texture's colors. Can be used for " -"mood-coloring or to simulate the color of light.\n" -"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on " -"the [SpriteBase3D], the material override must be configured to take vertex " -"colors into account for albedo. Otherwise, the color defined in [member " -"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D." -"vertex_color_use_as_albedo] must be [code]true[/code]. For a " -"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " -"shader's [code]fragment()[/code] function." -msgstr "" -"用于[i]乘以[/i]纹理颜色的颜色值。可用于氛围着色或模拟光的颜色。\n" -"[b]注意:[/b]如果在 [SpriteBase3D] 上定义了 [member GeometryInstance3D." -"material_override],则必须配置该材质,让它的反照率考虑顶点颜色。否则 [member " -"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D],[member BaseMaterial3D." -"vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 [ShaderMaterial]," -"必须将 [code]ALBEDO *= COLOR.rgb;[/code],插入到着色器的 [code]fragment()[/" -"code] 函数中。" - msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" @@ -118612,6 +116150,39 @@ msgstr "" "序列。" msgid "" +"Changes the appearance of the string: replaces underscores ([code]_[/code]) " +"with spaces, adds spaces before uppercase letters in the middle of a word, " +"converts all letters to lowercase, then converts the first one and each one " +"following a space to uppercase.\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n" +"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n" +"\"2D, FPS, PNG\".capitalize() # Returns \"2d, Fps, Png\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n" +"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n" +"\"2D, FPS, PNG\".Capitalize(); // Returns \"2d, Fps, Png\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前添" +"加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大写。\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n" +"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n" +"\"2D, FPS, PNG\".capitalize() # 返回 \"2d, Fps, Png\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n" +"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n" +"\"2D, FPS, PNG\".Capitalize(); // 返回 \"2d, Fps, Png\"\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"Less than\" and \"greater than\" are determined by the [url=https://" @@ -118948,6 +116519,16 @@ msgstr "" "只需要一个子串时这个方法比 [method split] 快。" msgid "" +"Returns the 32-bit hash value representing the string's contents.\n" +"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be " +"the same, as a result of hash collisions. On the contrary, strings with " +"different hash values are guaranteed to be different." +msgstr "" +"返回代表该字符串内容的 32 位哈希值。\n" +"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈希" +"值。而相对的是,哈希不同的字符串一定不同。" + +msgid "" "Decodes a hexadecimal string as a [PackedByteArray].\n" "[codeblocks]\n" "[gdscript]\n" @@ -119942,10 +117523,51 @@ msgstr "" "var d = \"Hello!\".to_int() # d 为 0\n" "[/codeblock]" +msgid "Returns the string converted to [code]lowercase[/code]." +msgstr "返回将该字符串转换为小写 [code]lowercase[/code] 的结果。" + msgid "Returns the string converted to [code]PascalCase[/code]." msgstr "返回将该字符串转换为大驼峰命名 [code]PascalCase[/code] 的结果。" msgid "" +"Returns the string converted to [code]snake_case[/code].\n" +"[b]Note:[/b] Numbers followed by a [i]single[/i] letter are not separated in " +"the conversion to keep some words (such as \"2D\") together.\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"Node2D\".to_snake_case() # Returns \"node_2d\"\n" +"\"2nd place\".to_snake_case() # Returns \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".to_snake_case() # Returns " +"\"texture_3d_asset_folder\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"Node2D\".ToSnakeCase(); // Returns \"node_2d\"\n" +"\"2nd place\".ToSnakeCase(); // Returns \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".ToSnakeCase(); // Returns " +"\"texture_3d_asset_folder\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回将该字符串转换为蛇形命名 [code]snake_case[/code] 的结果。\n" +"[b]注意:[/b]如果数字之后存在的是[i]单个[/i]字符,则不会进行拆分,这是为了保证" +"某些单词的连贯(例如“2D”)。\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"Node2D\".to_snake_case() # 返回 \"node_2d\"\n" +"\"2nd place\".to_snake_case() # 返回 \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".to_snake_case() # 返回 \"texture_3d_asset_folder\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"Node2D\".ToSnakeCase(); // 返回 \"node_2d\"\n" +"\"2nd place\".ToSnakeCase(); // 返回 \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".ToSnakeCase(); // 返回 \"texture_3d_asset_folder\"\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "Returns the string converted to [code]UPPERCASE[/code]." +msgstr "返回将该字符串转换为大写 [code]UPPERCASE[/code] 的结果。" + +msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " "encoded [PackedByteArray]. This method is slightly slower than [method " "to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer " @@ -121674,6 +119296,26 @@ msgid "" msgstr "" "从系统字体加载的字体。如果未在宿主操作系统上实现,则回退到默认主题字体。" +msgid "" +"[SystemFont] loads a font from a system font with the first matching name " +"from [member font_names].\n" +"It will attempt to match font style, but it's not guaranteed.\n" +"The returned font might be part of a font collection or be a variable font " +"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n" +"You can create [FontVariation] of the system font for precise control over " +"its features.\n" +"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on " +"other platforms it will fallback to default theme font." +msgstr "" +"[SystemFont] 会从系统字体中加载一个字体,该字体是名称能与 [member font_names] " +"匹配的第一个字体。\n" +"会尝试匹配字体样式,但是并不保证。\n" +"返回的字体可能属于某个字体合集,也可能是设置了 OpenType“字重”“宽度”和/或“斜" +"体”特性的可变字体。\n" +"你可以创建系统字体的 [FontVariation],以便对其特征进行精细控制。\n" +"[b]注意:[/b]这个类在 iOS、Linux、macOS、Windows 上实现,在其他平台上会回退到" +"默认主题字体。" + msgid "If set to [code]true[/code], italic or oblique font is preferred." msgstr "" "如果设置为 [code]true[/code],则优先使用斜体(italic)或伪斜体(oblique)。" @@ -121896,9 +119538,6 @@ msgstr "" "如果为 [code]true[/code],则会隐藏超出该节点宽度的选项卡,改为显示两个导航按" "钮。否则,会更新该节点的最小尺寸,让所有选项卡均可见。" -msgid "Select tab at index [code]tab_idx[/code]." -msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。" - msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" @@ -122261,14 +119900,6 @@ msgstr "" "code],未激活的选项卡会被绘制在面板之后。" msgid "" -"The current tab index. When set, this index's [Control] node's [code]visible[/" -"code] property is set to [code]true[/code] and all others are set to " -"[code]false[/code]." -msgstr "" -"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性" -"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。" - -msgid "" "Sets the position at which tabs will be placed. See [enum TabBar." "AlignmentMode] for details." msgstr "设置选项卡的放置位置。详情见 [enum TabBar.AlignmentMode]。" @@ -122886,9 +120517,6 @@ msgstr "返回位于 [param position] 的单词。" msgid "Returns a [String] text with the word under the caret's location." msgstr "返回一个 [String] 文本,其中包含文本光标位置下的单词。" -msgid "Returns if the user has IME text." -msgstr "返回用户是否有 IME 文本。" - msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "有“重做”动作可用时返回 [code]true[/code]。" @@ -123211,6 +120839,15 @@ msgid "" "disabled." msgstr "如果为 [code]true[/code],则禁用 [member editable] 时光标可见。" +msgid "" +"If [code]true[/code], a right-click moves the caret at the mouse position " +"before displaying the context menu.\n" +"If [code]false[/code], the context menu ignores mouse location." +msgstr "" +"如果为 [code]true[/code],则单击右键时会先将文本光标移动到鼠标位置,然后再显示" +"上下文菜单。\n" +"如果为 [code]false[/code],则上下文菜单将忽略鼠标位置。" + msgid "Sets if multiple carets are allowed." msgstr "设置是否允许使用多个文本光标。" @@ -124708,6 +122345,9 @@ msgstr "垂直 RGB 次像素布局。" msgid "Vertical BGR subpixel layout." msgstr "垂直 BGR 次像素布局。" +msgid "Represents the size of the [enum FontLCDSubpixelLayout] enum." +msgstr "代表 [enum FontLCDSubpixelLayout] 枚举的大小。" + msgid "Text direction is determined based on contents and current locale." msgstr "文本的书写方向由根据内容和当前区域设置确定。" @@ -124892,6 +122532,11 @@ msgid "" "not be hidden." msgstr "决定是否应在文本末尾强制添加省略号,该省略号无法被隐藏。" +msgid "" +"Accounts for the text being justified before attempting to trim it (see [enum " +"JustificationFlag])." +msgstr "在尝试修剪文本之前考虑文本是否对齐(请参阅 [enum JustificationFlag])。" + msgid "Grapheme is supported by the font, and can be drawn." msgstr "字素由字体支持,并且可以被绘制。" @@ -125076,6 +122721,9 @@ msgstr "行顶部的间距。" msgid "Spacing at the bottom of the line." msgstr "行底部的间距。" +msgid "Represents the size of the [enum SpacingType] enum." +msgstr "代表 [enum SpacingType] 枚举的大小。" + msgid "Font is bold." msgstr "字体为粗体。" @@ -125356,6 +123004,20 @@ msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上绘制纹理的一部 msgid "Returns the texture height in pixels." msgstr "返回该纹理的高度,单位为像素。" +msgid "" +"Returns an [Image] that is a copy of data from this [Texture2D] (a new " +"[Image] is created each time). [Image]s can be accessed and manipulated " +"directly.\n" +"[b]Note:[/b] This will return [code]null[/code] if this [Texture2D] is " +"invalid.\n" +"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause " +"performance problems when overused." +msgstr "" +"返回一个 [Image],该对象是这个 [Texture2D] 中数据的副本(每次都会新建一个 " +"[Image])。可以直接访问并操作 [Image]。\n" +"[b]注意:[/b]如果该 [Texture2D] 无效,则会返回 [code]null[/code]。\n" +"[b]注意:[/b]这个函数会从 GPU 获取纹理数据,过度使用可能会引起性能问题。" + msgid "Returns the texture size in pixels." msgstr "返回该纹理的大小,单位为像素。" @@ -125425,9 +123087,6 @@ msgstr "" msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "[RenderingDevice] 上创建的纹理对象的 RID。" -msgid "Base class for 3-dimensionnal textures." -msgstr "3D 纹理的基类。" - msgid "" "Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used " "directly, but contains all the functions necessary for accessing the derived " @@ -125769,54 +123428,6 @@ msgstr "" "能。" msgid "" -"Offsets [member texture_progress] if [member fill_mode] is [constant " -"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." -msgstr "" -"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " -"FILL_COUNTER_CLOCKWISE],则对[member texture_progress]进行偏移。" - -msgid "" -"Upper limit for the fill of [member texture_progress] if [member fill_mode] " -"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " -"node's [code]value[/code] is equal to its [code]max_value[/code], the texture " -"fills up to this angle.\n" -"See [member Range.value], [member Range.max_value]." -msgstr "" -"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " -"FILL_COUNTER_CLOCKWISE],则为[member texture_progress]的填充上限。当节点的" -"[code]value[/code]等于其[code]max_value[/code]时,纹理会填充到这个角度。\n" -"参阅[member Range.value], [member Range.max_value]。" - -msgid "" -"Starting angle for the fill of [member texture_progress] if [member " -"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. " -"When the node's [code]value[/code] is equal to its [code]min_value[/code], " -"the texture doesn't show up at all. When the [code]value[/code] increases, " -"the texture fills and tends towards [member radial_fill_degrees]." -msgstr "" -"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " -"FILL_COUNTER_CLOCKWISE],[member texture_progress]的填充起始角度。当节点的" -"[code]value[/code]等于其[code]min_value[/code]时,纹理根本不会显示出来。当" -"[code]value[/code]增加时,纹理会被填满并趋向于[member radial_fill_degrees]。" - -msgid "" -"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " -"bottom corners and side will have a height of 16 pixels. You can set all 4 " -"margin values individually to create panels with non-uniform borders." -msgstr "" -"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可以" -"单独设置所有 4 个边距值,来创建具有非统一边框的面板。" - -msgid "The width of the 9-patch's left column." -msgstr "九宫格左列的宽度。" - -msgid "The width of the 9-patch's right column." -msgstr "九宫格右列的宽度。" - -msgid "The height of the 9-patch's top row." -msgstr "九宫格顶行的高度。" - -msgid "" "[Texture2D] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" @@ -125926,21 +123537,6 @@ msgstr "" "纹理的放置。可以在边界框中进行缩放、平铺、居中。" msgid "" -"Defines how minimum size is determined based on the texture's size. See [enum " -"ExpandMode] for options.\n" -"[b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant " -"EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant " -"EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some " -"containers. This functionality is being re-evaluated and will change in the " -"future." -msgstr "" -"定义如何根据该纹理的大小确定最小大小。有关选项,请参阅 [enum ExpandMode]。\n" -"[b]注意:[/b]使用 [constant EXPAND_FIT_WIDTH]、[constant " -"EXPAND_FIT_WIDTH_PROPORTIONAL]、[constant EXPAND_FIT_HEIGHT]、或 [constant " -"EXPAND_FIT_HEIGHT_PROPORTIONAL],可能会导致某些容器的行为不稳定。该功能正在重" -"新评估,将来可能会发生变化。" - -msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "控件纹理在调整节点边界矩形时的行为。见 [enum StretchMode]。" @@ -126931,16 +124527,6 @@ msgstr "" "返回自定义数据层的自定义数据值,自定义数据层用索引 [param layer_id] 指定。" msgid "" -"Returns the navigation polygon of the tile for the TileSet navigation layer " -"with index [param layer_id]." -msgstr "返回该图块中索引为 [param layer_id] 的 TileSet 导航层的导航多边形。" - -msgid "" -"Returns the occluder polygon of the tile for the TileSet occlusion layer with " -"index [param layer_id]." -msgstr "返回该图块中索引为 [param layer_id] 的 TileSet 遮挡层的遮挡器多边形。" - -msgid "" "Returns the tile's terrain bit for the given [param peering_bit] direction." msgstr "返回该图块给定 [param peering_bit] 方向的地形位。" @@ -127149,13 +124735,6 @@ msgid "Clears cells that do not exist in the tileset." msgstr "清除图块集中不存在的单元格。" msgid "" -"[i]Deprecated.[/i] See [method notify_runtime_tile_data_update] and [method " -"update_internals]." -msgstr "" -"[i]已废弃。[/i]见 [method notify_runtime_tile_data_update] 和 [method " -"update_internals]。" - -msgid "" "Returns the tile alternative ID of the cell on layer [param layer] at [param " "coords]. If [param use_proxies] is [code]false[/code], ignores the " "[TileSet]'s tile proxies, returning the raw alternative identifier. See " @@ -127258,26 +124837,6 @@ msgstr "" "如果 [param layer] 为负,则从最后一个图层开始访问。" msgid "" -"Returns the [NavigationServer2D] navigation map [RID] currently assigned to " -"the specified TileMap [param layer].\n" -"By default the TileMap uses the default [World2D] navigation map for the " -"first TileMap layer. For each additional TileMap layer a new navigation map " -"is created for the additional layer.\n" -"In order to make [NavigationAgent2D] switch between TileMap layer navigation " -"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " -"map received from [method get_layer_navigation_map].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回当前分配给指定 TileMap [param layer] 的 [NavigationServer2D] 导航地图 " -"[RID]。\n" -"默认情况下,TileMap 为第一个 TileMap 层,使用默认的 [World2D] 导航地图。对于每" -"个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" -"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " -"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" -"导航地图。\n" -"如果 [param layer] 为负,则从最后一个图层开始访问。" - -msgid "" "Returns a TileMap layer's Y sort origin.\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -127294,9 +124853,6 @@ msgstr "" msgid "Returns the number of layers in the TileMap." msgstr "返回 TileMap 图层的数量。" -msgid "See [method get_layer_navigation_map]." -msgstr "见 [method get_layer_navigation_map]。" - msgid "" "Returns the neighboring cell to the one at coordinates [param coords], " "identified by the [param neighbor] direction. This method takes into account " @@ -127551,25 +125107,6 @@ msgstr "" "据 TileMap 烘焙导航区块,请禁用此项。" msgid "" -"Assigns a [NavigationServer2D] navigation map [RID] to the specified TileMap " -"[param layer].\n" -"By default the TileMap uses the default [World2D] navigation map for the " -"first TileMap layer. For each additional TileMap layer a new navigation map " -"is created for the additional layer.\n" -"In order to make [NavigationAgent2D] switch between TileMap layer navigation " -"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " -"map received from [method get_layer_navigation_map].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"将 [NavigationServer2D] 导航地图 [RID] 分配给指定的 TileMap [param layer]。\n" -"默认情况下,TileMap 为第一个 TileMap 层使用默认的 [World2D] 导航地图。对于每个" -"附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" -"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " -"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" -"导航地图。\n" -"如果 [param layer] 为负,则从最后一个图层开始访问。" - -msgid "" "Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer " "will behave as a CanvasItem node where each of its tile gets Y-sorted.\n" "Y-sorted layers should usually be on different Z-index values than not Y-" @@ -127602,9 +125139,6 @@ msgstr "" "设置图层的 Z 索引值。各个图块的 Z 索引值都会加上这个 Z 索引。\n" "如果 [param layer] 为负,则逆序访问图层。" -msgid "See [method set_layer_navigation_map]." -msgstr "见 [method set_layer_navigation_map]。" - msgid "" "Paste the given [TileMapPattern] at the given [param position] and [param " "layer] in the tile map.\n" @@ -127678,9 +125212,6 @@ msgstr "" "[b]注意:[/b]象限是根据地图坐标系创建的,“正方形”的象限在 TileMap 的局部坐标系" "中可能并不是正方形。" -msgid "The assigned [TileSet]." -msgstr "指定的 [TileSet] 图块集。" - msgid "Emitted when the [TileSet] of this TileMap changes." msgstr "该 TileMap 的 [TileSet] 发生改变时发出。" @@ -128440,13 +125971,6 @@ msgid "" msgstr "返回位于坐标 [param atlas_coords] 的图块有多少动画帧。" msgid "" -"Returns the [enum TileAnimationMode] of the tile at [param atlas_coords]. See " -"also [method set_tile_animation_mode]." -msgstr "" -"返回图集坐标为 [param atlas_coords] 的图块的 [enum TileAnimationMode]。另见 " -"[method set_tile_animation_mode]。" - -msgid "" "Returns the separation (as in the atlas grid) between each frame of an " "animated tile at coordinates [param atlas_coords]." msgstr "" @@ -128578,13 +126102,6 @@ msgid "" msgstr "设置位于坐标 [param atlas_coords] 的图块有多少动画帧。" msgid "" -"Sets the [enum TileAnimationMode] of the tile at [param atlas_coords] to " -"[param mode]. See also [method get_tile_animation_mode]." -msgstr "" -"将图集坐标为 [param atlas_coords] 的图块的 [enum TileAnimationMode] 设置为 " -"[param mode]。另见 [method get_tile_animation_mode]。" - -msgid "" "Sets the margin (in grid tiles) between each tile in the animation layout of " "the tile at coordinates [param atlas_coords] has." msgstr "" @@ -129158,91 +126675,9 @@ msgstr "" "[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method SceneTree." "create_timer]。" -msgid "Returns [code]true[/code] if the timer is stopped." -msgstr "如果定时器被停止,返回 [code]true[/code]。" - -msgid "" -"Starts the timer. Sets [member wait_time] to [param time_sec] if " -"[code]time_sec > 0[/code]. This also resets the remaining time to [member " -"wait_time].\n" -"[b]Note:[/b] This method will not resume a paused timer. See [member paused]." -msgstr "" -"启动计时器。如果 [code]time_sec > 0[/code],则会将 [member wait_time] 设置为 " -"[param time_sec]。这也会将剩余时间重置为 [member wait_time]。\n" -"[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。" - msgid "Stops the timer." msgstr "停止计时器。" -msgid "" -"If [code]true[/code], the timer will automatically start when entering the " -"scene tree.\n" -"[b]Note:[/b] This property is automatically set to [code]false[/code] after " -"the timer enters the scene tree and starts." -msgstr "" -"如果为 [code]true[/code],定时器将在进入场景树时自动启动。\n" -"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/" -"code]。" - -msgid "" -"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" -"code], it will restart." -msgstr "" -"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/code]," -"它将重新启动。" - -msgid "" -"If [code]true[/code], the timer is paused and will not process until it is " -"unpaused again, even if [method start] is called." -msgstr "" -"如果为 [code]true[/code],定时器会被暂停,并且不再处理,即使调用 [method " -"start],直到它被取消暂停。" - -msgid "Processing callback. See [enum TimerProcessCallback]." -msgstr "处理回调。见 [enum TimerProcessCallback]。" - -msgid "" -"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n" -"[b]Note:[/b] This value is read-only and cannot be set. It is based on " -"[member wait_time], which can be set using [method start]." -msgstr "" -"计时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回 0。\n" -"[b]注意:[/b]该值是只读的,无法设置。基于的是 [member wait_time],请使用 " -"[method start] 设置。" - -msgid "" -"The wait time in seconds.\n" -"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " -"per physics frame if [member process_callback] is [constant " -"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " -"seconds) will behave in significantly different ways depending on the " -"rendered framerate. For very low wait times, it is recommended to use a " -"process loop in a script instead of using a Timer node. Timers are affected " -"by [member Engine.time_scale], a higher scale means quicker timeouts, and " -"vice versa." -msgstr "" -"等待时间,单位为秒。\n" -"[b]注意:[/b]计时器在每个渲染帧最多只能发射一次(或者如果 [member " -"process_callback] 为 [constant TIMER_PROCESS_PHYSICS],则是每个物理帧)。这意" -"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表现。" -"对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 Timer 节" -"点。计时器会受 [member Engine.time_scale] 的影响,缩放值越高意味着超时越快,反" -"之亦然。" - -msgid "" -"Update the timer during physics frames (see [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." -msgstr "" -"计时器的更新发生在物理帧中(见 [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" - -msgid "" -"Update the timer during process frames (see [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])." -msgstr "" -"计时器的更新发生在处理帧中(见 [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])。" - msgid "TLS configuration for clients and servers." msgstr "客户端与服务器的 TLS 配置。" @@ -129409,6 +126844,19 @@ msgid "A 2×3 matrix representing a 2D transformation." msgstr "代表 2D 变换的 2×3 矩阵。" msgid "" +"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " +"represent transformations such as translation, rotation, and scaling. It " +"consists of three [Vector2] values: [member x], [member y], and the [member " +"origin].\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +msgstr "" +"用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换,由三" +"个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" +"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" +"阵与变换》[/url]。" + +msgid "" "Constructs a default-initialized [Transform2D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform2D]。" @@ -129625,6 +127073,16 @@ msgstr "" "量代表平移。" msgid "" +"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" +"code]." +msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。" + +msgid "" +"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" +"code]." +msgstr "基矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。" + +msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." @@ -129696,6 +127154,19 @@ msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 变换的 3×4 矩阵。" msgid "" +"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " +"represent transformations such as translation, rotation, and scaling. It " +"consists of a [member basis] (first 3 columns) and a [Vector3] for the " +"[member origin] (last column).\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +msgstr "" +"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 " +"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n" +"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" +"阵与变换》[/url]。" + +msgid "" "Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。" @@ -130424,14 +127895,6 @@ msgstr "" "间设置。\n" "控制的是放置区,即根据鼠标的位置决定并绘制可能的放置位置。" -msgid "" -"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding " -"down Shift while clicking the fold arrow collapses or uncollapses the " -"[TreeItem] and all its descendants." -msgstr "" -"如果为 [code]true[/code],则该 [Tree] 启用了递归折叠。按住 Shift 键点击折叠箭" -"头会折叠或展开该 [TreeItem] 及所有子项。" - msgid "If [code]true[/code], the folding arrow is hidden." msgstr "如果为 [code]true[/code],隐藏折叠箭头。" @@ -130752,32 +128215,11 @@ msgid "" msgstr "箭头图标,可折叠项已折叠时使用(用于从右至左布局)。" msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is checked." -msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态时显" -"示。" - -msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is indeterminate." -msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态时显" -"示。" - -msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。" msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is unchecked." -msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选状态时显" -"示。" - -msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "上下箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。" @@ -131228,16 +128670,6 @@ msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一 msgid "Sets the given column's custom color." msgstr "设置给定列的自定义颜色。" -msgid "" -"Sets the given column's custom draw callback to [param callback] method on " -"[param object].\n" -"The [param callback] should accept two arguments: the [TreeItem] that is " -"drawn and its position and size as a [Rect2]." -msgstr "" -"将给定列的自定义绘制回调设置为 [param object] 上的 [param callback] 方法。\n" -"[param callback] 应该接受两个参数:被绘制的 [TreeItem] 及其作为一个 [Rect2] 的" -"位置和大小。" - msgid "Sets custom font used to draw text in the given [param column]." msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体。" @@ -131459,6 +128891,264 @@ msgid "" msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" msgid "" +"Tweens are mostly useful for animations requiring a numerical property to be " +"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" +"betweening[/i], an animation technique where you specify [i]keyframes[/i] and " +"the computer interpolates the frames that appear between them. Animating " +"something with a [Tween] is called tweening.\n" +"[Tween] is more suited than [AnimationPlayer] for animations where you don't " +"know the final values in advance. For example, interpolating a dynamically-" +"chosen camera zoom value is best done with a [Tween]; it would be difficult " +"to do the same thing with an [AnimationPlayer] node. Tweens are also more " +"light-weight than [AnimationPlayer], so they are very much suited for simple " +"animations or general tasks that don't require visual tweaking provided by " +"the editor. They can be used in a \"fire-and-forget\" manner for some logic " +"that normally would be done by code. You can e.g. make something shoot " +"periodically by using a looped [CallbackTweener] with a delay.\n" +"A [Tween] can be created by using either [method SceneTree.create_tween] or " +"[method Node.create_tween]. [Tween]s created manually (i.e. by using " +"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n" +"A tween animation is created by adding [Tweener]s to the [Tween] object, " +"using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" +"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " +"chained method call can be used to tweak the properties of this [Tweener]. " +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." +"SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." +"SetTrans(Tween.TransitionType.Bounce);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Most of the [Tween] methods can be chained this way too. In the following " +"example the [Tween] is bound to the running script's node and a default " +"transition is set for its [Tweener]s:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." +"TransitionType.Elastic);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"foreach (Node sprite in GetChildren())\n" +" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In the example above, all children of a node are moved one after another to " +"position (0, 0).\n" +"You should avoid using more than one [Tween] per object's property. If two or " +"more tweens animate one property at the same time, the last one created will " +"take priority and assign the final value. If you want to interrupt and " +"restart an animation, consider assigning the [Tween] to a variable:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # Abort the previous animation.\n" +" tween = create_tween()\n" +"[/gdscript]\n" +"[csharp]\n" +"private Tween _tween;\n" +"\n" +"public void Animate()\n" +"{\n" +" if (_tween != null)\n" +" _tween.Kill(); // Abort the previous animation\n" +" _tween = CreateTween();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Some [Tweener]s use transitions and eases. The first accepts a [enum " +"TransitionType] constant, and refers to the way the timing of the animation " +"is handled (see [url=https://easings.net/]easings.net[/url] for some " +"examples). The second accepts an [enum EaseType] constant, and controls where " +"the [code]trans_type[/code] is applied to the interpolation (in the " +"beginning, the end, or both). If you don't know which transition and easing " +"to pick, you can try different [enum TransitionType] constants with [constant " +"EASE_IN_OUT], and use the one that looks best.\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" +"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " +"results in an undefined behavior. Create a new Tween for each animation and " +"every time you replay an animation from start. Keep in mind that Tweens start " +"immediately, so only create a Tween when you want to start animating.\n" +"[b]Note:[/b] The tween is processed after all of the nodes in the current " +"frame, i.e. node's [method Node._process] method would be called before the " +"tween (or [method Node._physics_process] depending on the value passed to " +"[method set_process_mode])." +msgstr "" +"Tween 主要用于需要将一个数值属性插值到一系列值的动画。[i]tween[/i] 这个名字来" +"自 [i]in-betweening[/i],这是一种动画技术,可以在其中指定 [i]关键帧[/i],然后" +"计算机会插入出现在它们之间的帧。使用 [Tween] 制作动画被称为补间动画。\n" +"[Tween] 比 [AnimationPlayer] 更适合事先不知道最终值的动画。例如,插入动态选择" +"的相机缩放值最好使用 [Tween] 完成;很难使用 [AnimationPlayer] 节点做同样的事" +"情。Tween 也比 [AnimationPlayer] 更轻量级,因此它们非常适合简单的动画,或不需" +"要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以“即" +"用即弃”的方式使用。例如,可以使用带延迟的循环 [CallbackTweener] 定期射击。\n" +"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 创建 " +"[Tween]。手动创建的 [Tween](即使用 [code]Tween.new()[/code])无效,不能用于对" +"值进行补间。\n" +"通过使用 [method tween_property]、[method tween_interval]、[method " +"tween_callback]、或 [method tween_method],可将 [Tweener] 添加到 [Tween] 对象" +"来创建一个补间动画:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"该序列将使 [code]$Sprite[/code] 节点变红,然后缩小,最后调用 [method Node." +"queue_free] 来释放该精灵。默认情况下,[Tweener] 一个接一个地执行。这种行为可以" +"使用 [method parallel] 和 [method set_parallel] 来更改。\n" +"当使用 [code]tween_*[/code] 方法之一创建 [Tweener] 时,可以使用链式方法调用来" +"调整该 [Tweener] 的属性。例如,如果想在上面的例子中设置一个不同的过渡类型,可" +"以使用 [method set_trans]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." +"SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." +"SetTrans(Tween.TransitionType.Bounce);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"大多数 [Tween] 方法也可以这样链式调用。在下面的示例中,[Tween] 被绑定到运行脚" +"本的节点,并为其 [Tweener] 设置了默认过渡:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." +"TransitionType.Elastic);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[Tween] 的另一个有趣用途是动画化任意对象集:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"foreach (Node sprite in GetChildren())\n" +" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"在上面的示例中,一个节点的所有子节点都被依次移动到位置 (0, 0)。\n" +"应该避免为对象的同一属性使用多个 [Tween]。如果两个或多个补间同时为同一个属性设" +"置动画,则最后创建的补间将优先使用,并分配最终值。如果要中断并重新启动动画,请" +"考虑将 [Tween] 赋给变量:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # 终止之前的补间动画。\n" +" tween = create_tween()\n" +"[/gdscript]\n" +"[csharp]\n" +"private Tween _tween;\n" +"\n" +"public void Animate()\n" +"{\n" +" if (_tween != null)\n" +" _tween.Kill(); // 终止之前的补间动画。\n" +" _tween = CreateTween();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"一些 [Tweener] 会使用过渡和缓动。第一个接受一个 [enum TransitionType] 常量,指" +"的是处理动画时间的方式(相关示例见 [url=https://easings.net/]easings.net[/" +"url])。第二个接受一个 [enum EaseType] 常量,并控制 [code]trans_type[/code] 应" +"用于插值的位置(在开头、结尾、或两者)。如果不知道该选择哪种过渡和缓动,可以尝" +"试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常量,并使用看" +"起来最好的那个。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.webp]补间缓动与过渡类型速查表[/url]\n" +"[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开" +"始重新播放每个动画都请新建一个 Tween。请记住,Tween 是会立即开始的,所以请只在" +"需要开始动画时创建 Tween。\n" +"[b]注意:[/b]该补间在当前帧中的所有节点之后进行处理,即节点的 [method Node." +"_process] 方法(或 [method Node._physics_process],具体取决于传递给 [method " +"set_process_mode] 的值)会在补间之前被调用。" + +msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " "directly by the [SceneTree], so they run independently of the animated nodes. " "When you bind a [Node] with the [Tween], the [Tween] will halt the animation " @@ -131680,13 +129370,6 @@ msgstr "" "bind_node]。" msgid "" -"If [param parallel] is [code]true[/code], the [Tweener]s appended after this " -"method will by default run simultaneously, as opposed to sequentially." -msgstr "" -"如果 [param parallel] 为 [code]true[/code],那么在这个方法之后追加的 " -"[Tweener] 将默认同时执行,而不是顺序执行。" - -msgid "" "Determines the behavior of the [Tween] when the [SceneTree] is paused. Check " "[enum TweenPauseMode] for options.\n" "Default value is [constant TWEEN_PAUSE_BOUND]." @@ -135294,25 +132977,6 @@ msgid "A 4D vector using integer coordinates." msgstr "使用整数坐标的 4D 向量。" msgid "" -"A 4-element structure that can be used to represent 4D grid coordinates or " -"any other quadruplet of integers.\n" -"It uses integer coordinates and is therefore preferable to [Vector4] when " -"exact precision is required. Note that the values are limited to 32 bits, and " -"unlike [Vector4] this cannot be configured with an engine build option. Use " -"[int] or [PackedInt64Array] if 64-bit values are needed.\n" -"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/" -"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a " -"Vector3i will always evaluate to [code]true[/code]." -msgstr "" -"包含四个元素的结构体,可用于代表 4D 坐标或任何整数的四元组。\n" -"使用整数坐标,因此需要绝对精确时应比 [Vector4] 优先使用。请注意,取值范围有 " -"32 位的限制,与 [Vector4] 不同,这个类型的精度无法使用引擎的构建参数进行配置。" -"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n" -"[b]注意:[/b]在布尔语境中,如果 Vector4i 等于 [code]Vector4i(0, 0, 0, 0)[/" -"code] 则求值结果为 [code]false[/code]。否则 Vector4i 的求值结果始终为 " -"[code]true[/code]。" - -msgid "" "Constructs a default-initialized [Vector4i] with all components set to " "[code]0[/code]." msgstr "构造默认初始化的 [Vector4i],所有分量都为 [code]0[/code]。" @@ -135771,6 +133435,14 @@ msgstr "" "将轮子向下移动到汽车静止时它应该所处位置。" msgid "" +"This value affects the roll of your vehicle. If set to 1.0 for all wheels, " +"your vehicle will resist body roll, while a value of 0.0 will be prone to " +"rolling over." +msgstr "" +"该值会影响车辆的滚动。如果将所有车轮都设置为 1.0,车辆将抵抗车身侧倾,而值为 " +"0.0 则容易翻车。" + +msgid "" "A container that arranges its child controls vertically and wraps them around " "at the borders." msgstr "将子控件纵向排列并在边界处换行的容器。" @@ -136096,11 +133768,6 @@ msgid "" msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。" msgid "" -"Returns the [enum PositionalShadowAtlasQuadrantSubdiv] of the specified " -"quadrant." -msgstr "返回指定象限的 [enum PositionalShadowAtlasQuadrantSubdiv]。" - -msgid "" "Returns rendering statistics of the given type. See [enum RenderInfoType] and " "[enum RenderInfo] for options." msgstr "" @@ -136241,50 +133908,6 @@ msgstr "" "件上定义了这个方法(例如聚焦 Control 为 [Button] 或 [LineEdit])。" msgid "" -"Triggers the given [InputEvent] in this [Viewport]. This can be used to pass " -"input events between viewports, or to locally apply inputs that were sent " -"over the network or saved to a file.\n" -"If [param in_local_coords] is [code]false[/code], the event's position is in " -"the embedder's coordinates and will be converted to viewport coordinates. If " -"[param in_local_coords] is [code]true[/code], the event's position is in " -"viewport coordinates.\n" -"While this method serves a similar purpose as [method Input." -"parse_input_event], it does not remap the specified [param event] based on " -"project settings like [member ProjectSettings.input_devices/pointing/" -"emulate_touch_from_mouse].\n" -"Calling this method will propagate calls to child nodes for following methods " -"in the given order:\n" -"- [method Node._shortcut_input]\n" -"- [method Node._unhandled_key_input]\n" -"- [method Node._unhandled_input]\n" -"If an earlier method marks the input as handled via [method " -"set_input_as_handled], any later method in this list will not be called.\n" -"If none of the methods handle the event and [member physics_object_picking] " -"is [code]true[/code], the event is used for physics object picking.\n" -"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s " -"or [SubViewport]s.\n" -"[i]Deprecated.[/i] Use [method push_input] instead." -msgstr "" -"在该 [Viewport] 中触发给定的 [param event] 事件。可用于在不同视口之间传递 " -"[InputEvent],或者在本地应用通过网络传输或保存在文件中的事件。\n" -"如果 [param in_local_coords] 为 [code]false[/code],则该事件中的位置使用的是嵌" -"入器坐标系,会被转换至视口坐标系。如果 [param in_local_coords] 为 [code]true[/" -"code],则该事件的位置使用的是视口坐标系。\n" -"虽然这个方法的用途和 [method Input.parse_input_event] 类似,但不会根据 " -"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等项" -"目设置对指定的 [param event] 进行重映射。\n" -"调用这个方法会将调用传播至子节点,按照以下顺序调用:\n" -"- [method Node._shortcut_input]\n" -"- [method Node._unhandled_key_input]\n" -"- [method Node._unhandled_input]\n" -"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的" -"后续方法均不会被调用。\n" -"如果上述方法均未处理事件,并且 [member physics_object_picking] 为 [code]true[/" -"code],则该事件将用于物理对象的拾取。\n" -"[b]注意:[/b]这个方法不会将输入事件传播至嵌入的 [Window] 和 [SubViewport]。\n" -"[i]已弃用。[/i]请改用 [method push_input]。" - -msgid "" "Set/clear individual bits on the rendering layer mask. This simplifies " "editing this [Viewport]'s layers." msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层的编辑。" @@ -137012,18 +134635,6 @@ msgstr "" "确定如何启用目标节点。对应于 [enum Node.ProcessMode]。当该节点被禁用时,它始终" "使用 [constant Node.PROCESS_MODE_DISABLED]。" -msgid "" -"The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The " -"target node is cached; it's only assigned when setting this property (if the " -"[VisibleOnScreenEnabler2D] is inside the scene tree) and every time the " -"[VisibleOnScreenEnabler2D] enters the scene tree. If the path is invalid, an " -"error will be printed in the editor and no node will be affected." -msgstr "" -"目标节点的路径,相对于 [VisibleOnScreenEnabler2D]。目标节点会被缓存;只有在设" -"置这个属性时([VisibleOnScreenEnabler2D] 位于场景树中),以及 " -"[VisibleOnScreenEnabler2D] 进入场景树时会进行赋值。如果路径无效,在编辑器中将" -"打印一条错误,并且不会影响任何节点。" - msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]." msgstr "对应 [constant Node.PROCESS_MODE_INHERIT]。" @@ -137061,18 +134672,6 @@ msgstr "" "则它也不会起作用。" msgid "" -"The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The " -"target node is cached; it's only assigned when setting this property (if the " -"[VisibleOnScreenEnabler3D] is inside the scene tree) and every time the " -"[VisibleOnScreenEnabler3D] enters the scene tree. If the path is invalid, an " -"error will be printed in the editor and no node will be affected." -msgstr "" -"目标节点的路径,相对于 [VisibleOnScreenEnabler3D]。目标节点会被缓存;只有在设" -"置这个属性时([VisibleOnScreenEnabler3D] 位于场景树中),以及 " -"[VisibleOnScreenEnabler3D] 进入场景树时会进行赋值。如果路径无效,在编辑器中将" -"打印一条错误,并且不会影响任何节点。" - -msgid "" "A rectangular region of 2D space that detects whether it is visible on screen." msgstr "2D 空间的矩形区域,用于检测其在屏幕上是否可见。" @@ -138044,11 +135643,11 @@ msgid "No hints are added to the uniform declaration." msgstr "在uniform声明中未添加提示。" msgid "" -"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " +"Adds [code]source_color[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" -"将 [code]hint_albedo[/code] 作为提示添加到 uniform 声明中,以便将 sRGB 转换为" -"线性。" +"向该 uniform 声明添加 [code]source_color[/code] 提示,用于进行正确的 sRGB 到线" +"性颜色空间的转换。" msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " @@ -139780,13 +137379,6 @@ msgstr "" "(法线粗糙度)纹理。选项见 [enum TextureSource]。" msgid "" -"Adds [code]source_color[/code] as hint to the uniform declaration for proper " -"sRGB to linear conversion." -msgstr "" -"向该 uniform 声明添加 [code]source_color[/code] 提示,用于进行正确的 sRGB 到线" -"性颜色空间的转换。" - -msgid "" "Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use " "for a flowmap." msgstr "向该 uniform 声明添加 [code]hint_anisotropy[/code] 提示,用于流向图。" @@ -141169,12 +138761,6 @@ msgstr "" "是否完成。" msgid "" -"Returns the [enum SignalingState] on the local end of the connection while " -"connecting or reconnecting to another peer." -msgstr "" -"返回在连接或重新连接至其他对等体时,连接本地端的 [enum SignalingState]。" - -msgid "" "Re-initialize this peer connection, closing any previously active connection, " "and going back to state [constant STATE_NEW]. A dictionary of [param " "configuration] options can be passed to configure the peer connection.\n" @@ -142541,9 +140127,6 @@ msgid "" msgstr "" "在当前屏幕里居中原生窗口,如果时嵌入式窗口则是在嵌入器 [Viewport] 里居中。" -msgid "Moves the [Window] on top of other windows and focuses it." -msgstr "将该 [Window] 移动到其他窗口的顶部并聚焦。" - msgid "" "Shows the [Window] and makes it transient (see [member transient]). If [param " "rect] is provided, it will be set as the [Window]'s size. Fails if called on " @@ -142727,11 +140310,6 @@ msgstr "" "如果为 [code]true[/code],则该窗口将位于所有其他窗口的顶部。如果启用了 " "[member transient] 则不起作用。" -msgid "" -"Toggles if any text should automatically change to its translated version " -"depending on the current locale." -msgstr "切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。" - msgid "If [code]true[/code], the window will have no borders." msgstr "如果为 [code]true[/code],则该窗口将没有边框。" @@ -142967,24 +140545,6 @@ msgstr "" "请注意,不同平台可能由不同的行为。" msgid "" -"If [code]true[/code], the [Window]'s background can be transparent. This is " -"best used with embedded windows.\n" -"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, " -"but availability might vary depending on GPU driver, display manager, and " -"compositor capabilities.\n" -"[b]Note:[/b] This property has no effect if either [member ProjectSettings." -"display/window/per_pixel_transparency/allowed], or the window's [member " -"Viewport.transparent_bg] is set to [code]false[/code]." -msgstr "" -"如果为 [code]true[/code],则 [Window] 的背景可以是透明的。最好用在嵌入式窗口" -"中。\n" -"[b]注意:[/b]透明度支持已在 Linux、macOS 和 Windows 上实现,但可用性可能因 " -"GPU 驱动程序、显示管理器和合成器的能力而异。\n" -"[b]注意:[/b]如果 [member ProjectSettings.display/window/" -"per_pixel_transparency/allowed] 或该窗口的 [member Viewport.transparent_bg] " -"为 [code]false[/code],则这个属性无效。" - -msgid "" "If [code]true[/code], the [Window] can't be focused nor interacted with. It " "can still be visible." msgstr "" @@ -143521,27 +141081,6 @@ msgid "" msgstr "在具有给定 ID 的分组任务完成前暂停调用这个方法的线程。" msgid "" -"Pauses the thread that calls this method until the task with the given ID is " -"completed.\n" -"Returns [constant @GlobalScope.OK] if the task could be successfully " -"awaited.\n" -"Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the " -"passed ID does not exist (maybe because it was already awaited and disposed " -"of).\n" -"Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another " -"running task and, due to task scheduling, the task to await is at a lower " -"level in the call stack and therefore can't progress. This is an advanced " -"situation that should only matter when some tasks depend on others." -msgstr "" -"暂停调用该方法的线程,直到给定 ID 对应的任务完成。\n" -"如果能够成功等待任务,则返回 [constant @GlobalScope.OK]。\n" -"如果不存在与传入 ID 对应的任务(可能已被等待或处理),则返回 [constant " -"@GlobalScope.ERR_INVALID_PARAMETER]。\n" -"如果其他正在执行的任务调用了该方法,并且由于任务调度的原因,要等待的任务位于调" -"用栈更下层的位置,因此无法继续,则返回 [constant @GlobalScope.ERR_BUSY]。这是" -"比较高级的情况,只有任务之间存在依赖关系时才会出现。" - -msgid "" "A resource that holds all components of a 2D world, such as a canvas and a " "physics space." msgstr "一种保存了所有 2D 世界组件的资源,例如画布和物理运算空间。" @@ -144220,67 +141759,8 @@ msgstr "" "虽然当前未使用,但可以激活其他接口。如果想跟踪来自其他平台的控制器,可能会希望" "这样做。但是,此时只有一个接口可以渲染到 HMD。" -msgid "Is [code]true[/code] if this interface has been initialized." -msgstr "如果该接口已初始化,则为 [code]true[/code]。" - -msgid "Is [code]true[/code] if passthrough is enabled." -msgstr "如果已启用穿透,则为 [code]true[/code]。" - -msgid "Is [code]true[/code] if this interface supports passthrough." -msgstr "如果该接口支持穿透,则为 [code]true[/code]。" - -msgid "" -"Sets the active environment blend mode.\n" -"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with the " -"next frame.\n" -"[b]Note:[/b] Not all runtimes support all environment blend modes, so it is " -"important to check this at startup. For example:\n" -"[codeblock]\n" -" func _ready():\n" -" var xr_interface: XRInterface = XRServer." -"find_interface(\"OpenXR\")\n" -" if xr_interface and xr_interface.is_initialized():\n" -" var vp: Viewport = get_viewport()\n" -" vp.use_xr = true\n" -" var acceptable_modes = [ XRInterface." -"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n" -" var modes = xr_interface." -"get_supported_environment_blend_modes()\n" -" for mode in acceptable_modes:\n" -" if mode in modes:\n" -" xr_interface." -"set_environment_blend_mode(mode)\n" -" break\n" -"[/codeblock]" -msgstr "" -"设置活动的环境混合模式。\n" -"[param mode] 是从下一帧开始的 [enum XRInterface.EnvironmentBlendMode]。\n" -"[b]注意:[/b]并非所有运行时都支持全部的环境混合模式,因此在启动时检查这一点很" -"重要。例如:\n" -"[codeblock]\n" -" func _ready():\n" -" var xr_interface: XRInterface = XRServer." -"find_interface(\"OpenXR\")\n" -" if xr_interface and xr_interface.is_initialized():\n" -" var vp: Viewport = get_viewport()\n" -" vp.use_xr = true\n" -" var acceptable_modes = [ XRInterface." -"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n" -" var modes = xr_interface." -"get_supported_environment_blend_modes()\n" -" for mode in acceptable_modes:\n" -" if mode in modes:\n" -" xr_interface." -"set_environment_blend_mode(mode)\n" -" break\n" -"[/codeblock]" - -msgid "" -"Sets the active play area mode, will return [code]false[/code] if the mode " -"can't be used with this interface." -msgstr "" -"设置活动的游玩区域模式,如果该模式无法在这个接口中使用则返回 [code]false[/" -"code]。" +msgid "Returns [code]true[/code] if this interface has been initialized." +msgstr "如果这个接口已初始化,则返回 [code]true[/code]。" msgid "" "Starts passthrough, will return [code]false[/code] if passthrough couldn't be " @@ -144407,13 +141887,6 @@ msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定 msgid "Player is free to move around, full positional tracking." msgstr "玩家可以自由移动,提供完整的位置跟踪。" -msgid "" -"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the " -"center of the physical space, [method XRServer.center_on_hmd] disabled." -msgstr "" -"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心,禁用 " -"[method XRServer.center_on_hmd]。" - msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用于 VR 设备。" @@ -144474,9 +141947,6 @@ msgid "" "applicable)." msgstr "返回表示游戏区域边界的 [PackedVector3Array](如果适用)。" -msgid "Returns the [enum XRInterface.PlayAreaMode] that sets up our play area." -msgstr "返回设置我们的游戏区域的 [enum XRInterface.PlayAreaMode]。" - msgid "" "Returns the projection matrix for the given view as a [PackedFloat64Array]." msgstr "返回给定试图的投影矩阵,形式为 [PackedFloat64Array]。" @@ -144524,9 +141994,6 @@ msgstr "返回此接口所需的视图数量,1 代表单目平面视图,2 msgid "Initializes the interface, returns [code]true[/code] on success." msgstr "初始化该接口,成功时返回 [code]true[/code]。" -msgid "Returns [code]true[/code] if this interface has been initialized." -msgstr "如果这个接口已初始化,则返回 [code]true[/code]。" - msgid "Called after the XR [Viewport] draw logic has completed." msgstr "在 XR [Viewport] 绘制逻辑完成后调用。" @@ -144656,41 +142123,6 @@ msgstr "" msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" -msgid "" -"This is a special node within the AR/VR system that maps the physical " -"location of the center of our tracking space to the virtual location within " -"our game world.\n" -"There should be only one of these nodes in your scene and you must have one. " -"All the XRCamera3D, XRController3D and XRAnchor3D nodes should be direct " -"children of this node for spatial tracking to work correctly.\n" -"It is the position of this node that you update when your character needs to " -"move through your game world while we're not moving in the real world. " -"Movement in the real world is always in relation to this origin point.\n" -"For example, if your character is driving a car, the XROrigin3D node should " -"be a child node of this car. Or, if you're implementing a teleport system to " -"move your character, you should change the position of this node." -msgstr "" -"这是 AR/VR 系统中的一个特殊节点,会将我们跟踪空间中心的物理位置映射到游戏世界" -"中的虚拟位置。\n" -"你的场景中应该有且必须只有一个这样的节点。所有 XRCamera3D、XRController3D 和 " -"XRAnchor3D 节点都应该是该节点的直接子节点,以便空间跟踪正常运行。\n" -"当你的角色需要在游戏世界中移动而不在现实世界中移动时,就要更新此节点的位置。现" -"实世界中的运动始终是相对于这个原点的。\n" -"例如,如果你的角色正在驾驶汽车,则 XROrigin3D 节点应该是这辆车的子节点。或者," -"如果要实现通过传送系统来移动角色,则应该更改此节点的位置。" - -msgid "Is this XROrigin3D node the current origin used by the [XRServer]?" -msgstr "这个 XROrigin3D 节点是否为 [XRServer] 所使用的当前原点?" - -msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter.\n" -"[b]Note:[/b] This method is a passthrough to the [XRServer] itself." -msgstr "" -"允许你根据你的游戏的单位来调整比例。大多数 AR/VR 平台假定的比例是 1 个游戏世界" -"的单位 = 1 个现实世界的米。\n" -"[b]注意:[/b]这种方法是对 [XRServer] 本身的直接调用。" - msgid "This object contains all data related to a pose on a tracked object." msgstr "这个对象包含了跟踪对象姿势相关的所有数据。" @@ -145009,13 +142441,6 @@ msgstr "" "GDExtension 使用。" msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter." -msgstr "" -"允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = " -"1 个现实世界的米。" - -msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number of " "controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 596f6f9100..15e7cf13c9 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -26,12 +26,13 @@ # Skyter Lin <linskyter@gmail.com>, 2023. # longhjues <longhjues@gmail.com>, 2023. # 风青山 <idleman@yeah.net>, 2023. +# Chang-Chia Tseng <pswo10680@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-12-12 02:37+0000\n" -"Last-Translator: 风青山 <idleman@yeah.net>\n" +"PO-Revision-Date: 2024-02-12 23:45+0000\n" +"Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hant/>\n" "Language: zh_TW\n" @@ -39,7 +40,7 @@ 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 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Resources" msgstr "資源" @@ -304,31 +305,6 @@ msgstr "" "[/codeblock]" msgid "" -"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"[i]已放棄使用。[/i]請改用 [method @GlobalScope.type_convert]。\n" -"在可能的情況下將 [param what] 轉換為 [param type] 。 [param type] 使用 [enum " -"Variant.Type] 值。\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # 輸出 true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # 輸出 [4, 2, 1]\n" -"print(b is Array) # 輸出 false\n" -"[/codeblock]" - -msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" @@ -460,83 +436,6 @@ msgstr "" "is_same_typed](以及其他 [Array] 方法)。" msgid "" -"Returns the length of the given Variant [param var]. The length can be the " -"character count of a [String], the element count of any array type or the " -"size of a [Dictionary]. For every other Variant type, a run-time error is " -"generated and execution is stopped.\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # Returns 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # Returns 6\n" -"[/codeblock]" -msgstr "" -"返回給定 Variant [param var] 的長度。長度可以是 [String] 的字元數、任意陣列類" -"型的元素數、或 [Dictionary] 的大小等。對於所有其他 Variant 型別,都會生成運作" -"時錯誤並停止執行。\n" -"[codeblock]\n" -"a = [1, 2, 3, 4]\n" -"len(a) # 返回 4\n" -"\n" -"b = \"Hello!\"\n" -"len(b) # 返回 6\n" -"[/codeblock]" - -msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\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" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"返回一個位於檔案系統絕對路徑 [param path] 的 [Resource]。除非該資源已在其他地" -"方引用(例如在另一個腳本或場景中),否則資源是在函式呼叫時從磁片載入的——這可能" -"會導致輕微的延遲,尤其是在載入大型場景時。為避免在多次載入某些內容時出現不必要" -"的延遲,可以將資源儲存在變數中或使用預載入 [method preload]。\n" -"[b]注意:[/b]資源路徑可以通過按右鍵檔案系統停靠面板中的資源並選擇“複製路徑”," -"或將檔案從檔案系統停靠面板拖到腳本中獲得。\n" -"[codeblock]\n" -"# 載入位於專案根目錄的一個名為“main”的場景,並將其快取在一個變數中。\n" -"var main = load(\"res://main.tscn\") # main 將包含一個 PackedScene 資源。\n" -"[/codeblock]\n" -"[b]重要提示:[/b]路徑必須是絕對路徑。相對路徑將始終返回 [code]null[/code]。\n" -"這個方法是 [method ResourceLoader.load] 的簡化版,原方法可以用於更高級的場" -"景。\n" -"[b]注意:[/b]必須先將檔匯入引擎才能使用此函式載入它們。如果你想在運作時加載 " -"[Image],你可以使用 [method Image.load]。如果要匯入音訊檔,可以使用 [member " -"AudioStreamMP3.data] 中描述的程式碼片段。\n" -"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 為 [code]true[/code],則 [method @GDScript." -"load] 無法在匯出後的專案中讀取已轉換的檔。如果你需要在運作時載入存在於 PCK 中" -"的檔案,請將 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 設定為 [code]false[/code]。" - -msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " @@ -1005,7 +904,7 @@ msgid "" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgstr "" -"將整數屬性匯出為 2D 渲染層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " +"將整數屬性匯出為 2D 算繪層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " "[member ProjectSettings.layer_names/2d_render/layer_1] 中定義的層名稱。\n" "另請參見 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" "[codeblock]\n" @@ -1053,7 +952,7 @@ msgid "" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgstr "" -"將整數屬性匯出為 3D 渲染層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " +"將整數屬性匯出為 3D 算繪層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " "[member ProjectSettings.layer_names/3d_render/layer_1] 中定義的層名稱。\n" "另請參見 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" "[codeblock]\n" @@ -1210,64 +1109,6 @@ msgstr "" "[/codeblock]" msgid "" -"Export an [int] or [float] property as a range value. The range must be " -"defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n" -"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " -"provided, the editor widget will not cap the value at range boundaries. The " -"[code]\"exp\"[/code] hint will make the edited values on range to change " -"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " -"element of the editor widget.\n" -"Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " -"in radians, but should be displayed in degrees in the Inspector dock (the " -"range values are also in degrees). [code]\"degrees\"[/code] allows to add a " -"degree sign as a unit suffix (the value is unchanged). Finally, a custom " -"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " -"be any string.\n" -"See also [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" -msgstr "" -"將 [int] 或 [float] 屬性匯出為範圍值。範圍必須由 [param min] 和 [param max] 定" -"義,還有一個可選的 [param step] 和各種額外的提示。對於整數屬性,[param step] " -"的預設值是 [code]1[/code] 。對於浮點數,這個值取決於你的 [code]EditorSettings." -"interface/inspector/default_float_step[/code] 設定。\n" -"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那麼" -"編輯器元件將不會在範圍邊界處對數值進行限制。[code]\"exp\"[/code] 提示將使範圍" -"內的編輯值以指數形式變化。[code]\"hide_slider\"[/code] 提示將隱藏編輯器元件中" -"的滑桿。\n" -"提示還允許指示編輯的值的單位。使用 [code]\"radians_as_degrees\"[/code] ,你可" -"以指定實際值以弧度為單位,但在屬性面板中會以角度為單位顯示(範圍值也使用度" -"數)。[code]\"degrees\"[/code] 允許新增一個角度符號作為單位後綴。最後,可以使" -"用 [code]\"suffix:單位\"[/code] 提供一個自訂後綴,其中“單位”可以是任何字串。\n" -"另見 [constant PROPERTY_HINT_RANGE]。\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" - -msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " @@ -3349,41 +3190,6 @@ msgstr "" "[/codeblock]" msgid "" -"Converts the given [param variant] to the given [param type], using the [enum " -"Variant.Type] values. This method is generous with how it handles types, it " -"can automatically convert between array types, convert numeric [String]s to " -"[int], and converting most things to [String].\n" -"If the type conversion cannot be done, this method will return the default " -"value for that type, for example converting [Rect2] to [Vector2] will always " -"return [constant Vector2.ZERO]. This method will never show error messages as " -"long as [param type] is a valid Variant type.\n" -"The returned value is a [Variant], but the data inside and the [enum Variant." -"Type] will be the same as the requested type.\n" -"[codeblock]\n" -"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" -"type_convert(\"123\", TYPE_INT) # Returns 123\n" -"type_convert(123.4, TYPE_INT) # Returns 123\n" -"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" -"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" -"[/codeblock]" -msgstr "" -"使用 [enum Variant.Type] 值將給定的 [param variant] 轉換為給定的 [param " -"type]。此方法處理型別的方式很慷慨,它可以自動在陣列型別之間進行轉換,將數字" -"[String] 轉換為[int],並將大多數內容轉換為[String]。\n" -"如果無法完成型別轉換,此方法將傳回該型別的預設值,例如將 [Rect2] 轉換為 " -"[Vector2] 將始終傳回 [code]Vector2.ZERO[/code]。只要 [param type] 是有效的 " -"Variant 型別,此方法就永遠不會顯示錯誤訊息。\n" -"傳回的值是一個[Variant],但裡面的資料和[enum Variant.Type]將與請求的型別相" -"同。\n" -"[codeblock]\n" -"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" -"type_convert(\"123\", TYPE_INT) # Returns 123\n" -"type_convert(123.4, TYPE_INT) # Returns 123\n" -"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" -"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" -"[/codeblock]" - -msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" @@ -4603,120 +4409,6 @@ msgid "" msgstr "最大遊戲控制器軸數:OpenVR 最多支援 5 個操縱桿,總共 10 個軸。" msgid "" -"Enum value which doesn't correspond to any MIDI message. This is used to " -"initialize [enum MIDIMessage] properties with a generic state." -msgstr "" -"與任何 MIDI 消息都不對應的列舉值。這用於初始化具有通用狀態的 [enum " -"MIDIMessage] 屬性。" - -msgid "" -"MIDI note OFF message. Not all MIDI devices send this event; some send " -"[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the " -"documentation of [InputEventMIDI] for information of how to use MIDI inputs." -msgstr "" -"MIDI 音符 OFF 消息。並不是所有 MIDI 裝置都會發送這個事件;有些會改為發送速度為" -"零的 [constant MIDI_MESSAGE_NOTE_ON]。如何使用 MIDI 輸入的資訊請參閱 " -"[InputEventMIDI] 的文件。" - -msgid "" -"MIDI note ON message. Some MIDI devices send this event with velocity zero " -"instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See " -"the documentation of [InputEventMIDI] for information of how to use MIDI " -"inputs." -msgstr "" -"MIDI 音符 ON 消息。有些 MIDI 裝置用速度為零的這個事件來代替 [constant " -"MIDI_MESSAGE_NOTE_OFF],但可能有不同的實作。如何使用 MIDI 輸入的資訊請參閱 " -"[InputEventMIDI] 的文件。" - -msgid "" -"MIDI aftertouch message. This message is most often sent by pressing down on " -"the key after it \"bottoms out\"." -msgstr "MIDI 觸後消息。這個消息經常都是在按鍵“結束”後繼續施壓時發送。" - -msgid "" -"MIDI control change message. This message is sent when a controller value " -"changes. Controllers include devices such as pedals and levers." -msgstr "" -"MIDI 控制變化消息。這個消息會在控制器值發生變化時發送。控制器包括踏板、推杆等" -"裝置。" - -msgid "" -"MIDI program change message. This message sent when the program patch number " -"changes." -msgstr "MIDI 音色變化消息。這個消息會在音色 Patch 號變化時發送。" - -msgid "" -"MIDI channel pressure message. This message is most often sent by pressing " -"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 "" -"MIDI 通道壓力消息。這個消息經常都是在按鍵“結束”後繼續施壓時發送。這個消息與複" -"音觸後不同,因為它表示的是所有鍵中的最大壓力。" - -msgid "" -"MIDI pitch bend message. This message is sent to indicate a change in the " -"pitch bender (wheel or lever, typically)." -msgstr "MIDI 彎音消息。發送這個消息表示彎音器(一般是彎音輪或推杆)產生了變化。" - -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 "" -"MIDI 系統專有消息。行為由你所用來獲取輸入的裝置專有。Godot 未實作該資料的獲" -"取。" - -msgid "" -"MIDI quarter frame message. Contains timing information that is used to " -"synchronize MIDI devices. Getting this data is not implemented in Godot." -msgstr "" -"MIDI 四分影格消息。包含用於同步 MIDI 裝置的時間資訊。Godot 未實作該資料的獲" -"取。" - -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 "" -"MIDI 歌曲位置指標消息。提供自歌曲開始以來所經過的十六分音符數。Godot 未實作該" -"資料的獲取。" - -msgid "" -"MIDI song select message. Specifies which sequence or song is to be played. " -"Getting this data is not implemented in Godot." -msgstr "MIDI 歌曲選擇消息。指定要播放的序列或歌曲。Godot 未實作該資料的獲取。" - -msgid "" -"MIDI tune request message. Upon receiving a tune request, all analog " -"synthesizers should tune their oscillators." -msgstr "MIDI 調諧請求消息。收到調諧請求後,所有模擬合成器都應調整其振盪器。" - -msgid "" -"MIDI timing clock message. Sent 24 times per quarter note when " -"synchronization is required." -msgstr "MIDI 時鐘消息。需要同步時,每四分音符會發送 24 次。" - -msgid "" -"MIDI start message. Start the current sequence playing. This message will be " -"followed with Timing Clocks." -msgstr "MIDI 開始消息。開始目前序列的播放。這個消息後會跟隨時鐘消息。" - -msgid "MIDI continue message. Continue at the point the sequence was stopped." -msgstr "MIDI 繼續消息。從序列停止的位置繼續。" - -msgid "MIDI stop message. Stop the current sequence." -msgstr "MIDI 停止消息。停止目前序列。" - -msgid "" -"MIDI active sensing message. This message is intended to be sent repeatedly " -"to tell the receiver that a connection is alive." -msgstr "MIDI 活躍感知消息。這個消息的目的是要重複發送,告知接收方連接仍存在。" - -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 "" -"MIDI 系統重設消息。將系統中的所有接收方重設為上電狀態。本身不應在上電時發送。" - -msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value 0, and all other error constants are positive " @@ -5004,7 +4696,7 @@ msgstr "" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." -msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 渲染層。" +msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 算繪層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " @@ -5019,7 +4711,7 @@ msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 導覽層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." -msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 渲染層。" +msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 算繪層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " @@ -5356,7 +5048,7 @@ msgstr "" msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." -msgstr "只有在支援現代渲染器(不包含 GLES3)的情況下該屬性才會在編輯器中顯示。" +msgstr "只有在支援現代算繪器(不包含 GLES3)的情況下該屬性才會在編輯器中顯示。" msgid "The property is read-only in the [EditorInspector]." msgstr "該屬性在 [EditorInspector] 中唯讀。" @@ -6155,9 +5847,6 @@ msgstr "" msgid "The key of the animation to play when the scene loads." msgstr "場景載入時要播放的動畫名稱。" -msgid "If [code]true[/code], texture will be centered." -msgstr "如果為 [code]true[/code],紋理將被居中。" - msgid "If [code]true[/code], texture is flipped horizontally." msgstr "如果為 [code]true[/code],紋理將被水平翻轉。" @@ -6206,13 +5895,6 @@ msgstr "" msgid "Emitted when [member animation] changes." msgstr "當 [member animation] 更改時發出。" -msgid "" -"Emitted when the animation reaches the end, or the start if it is played in " -"reverse. When the animation finishes, it pauses the playback." -msgstr "" -"當動畫到達結尾時,或者如果反向播放則到達起點時發出。當動畫結束時,它會暫停播" -"放。" - msgid "Emitted when the animation loops." msgstr "當動畫迴圈播放時發出。" @@ -6245,39 +5927,6 @@ msgstr "2D 精靈動畫(也適用於 3D)" msgid "Proxy texture for simple frame-based animations." msgstr "用於簡單影格動畫的代理紋理。" -msgid "" -"[AnimatedTexture] is a resource format for frame-based animations, where " -"multiple textures can be chained automatically with a predefined delay for " -"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " -"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " -"can be used, e.g. in a [TileSet].\n" -"The playback of the animation is controlled by the [member speed_scale] " -"property, as well as each frame's duration (see [method set_frame_duration]). " -"The animation loops, i.e. it will restart at frame 0 automatically after " -"playing the last frame.\n" -"[AnimatedTexture] currently requires all frame textures to have the same " -"size, otherwise the bigger ones will be cropped to match the smallest one.\n" -"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " -"frame needs to be a separate [Texture2D].\n" -"[b]Warning:[/b] The current implementation is not efficient for the modern " -"renderers.\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " -"release." -msgstr "" -"[AnimatedTexture] 是一種用於影格動畫的資源格式,其中多個紋理可以自動連結,每個" -"影格都有預定義的延遲。與 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 " -"[Node],但具有可在任何可以使用 [Texture2D] 資源的地方使用的優勢,例如在 " -"[TileSet] 中。\n" -"動畫的播放由 [member speed_scale] 屬性以及每影格的持續時間(見 [method " -"set_frame_duration])控制。動畫是迴圈播放的,即它會在播放完最後一影格後自動從" -"第 0 影格重新開始。\n" -"[AnimatedTexture] 目前要求所有影格的紋理具有相同的大小,否則較大的紋理將被裁剪" -"以配對最小的紋理。\n" -"[b]注意:[/b]AnimatedTexture 不支援使用 [AtlasTexture]。 每個影格都需要是一個" -"單獨的 [Texture2D]。\n" -"[b]警告:[/b]目前的實作對於現代渲染器來說效率不高。\n" -"[i]已廢棄。[/i]該類已廢棄,可能在未來的版本中移除。" - msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回給定的 [param frame] 的持續時間,以秒為單位。" @@ -6596,13 +6245,6 @@ msgstr "" "放軌道的索引。" msgid "" -"Finds the key index by time in a given track. Optionally, only find it if the " -"approx/exact time is given." -msgstr "" -"按時間搜尋給定軌道中的關鍵影格索引。也可選擇只在給定大約/準確時間的情況下搜" -"尋。" - -msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" @@ -6838,13 +6480,6 @@ msgstr "在關鍵影格之間更新並保持值。" msgid "Update at the keyframes." msgstr "在關鍵影格更新。" -msgid "" -"Same as linear interpolation, but also interpolates from the current value (i." -"e. dynamically at runtime) if the first key isn't at 0 seconds." -msgstr "" -"與線性插值相同,但如果第一個關鍵影格不在第 0 秒,則會從目前值進行插值(即在運" -"作時動態插值)。" - msgid "At both ends of the animation, the animation will stop playing." msgstr "在動畫的兩端,動畫將停止播放。" @@ -6953,9 +6588,6 @@ msgstr "" "和混合的通用屬性和方法。\n" "在擴充類別中實例化播放資訊資料後,由 [AnimationMixer] 處理混合。" -msgid "A virtual function for processing after key getting during playback." -msgstr "一個用於播放期間鍵獲取之後的處理的虛函式。" - msgid "" "Adds [param library] to the animation player, under the key [param name]." msgstr "將 [param library] 新增到該動畫播放機的鍵 [param name] 下。" @@ -7347,9 +6979,6 @@ msgstr "" "例如,如果該值為 [code]32[/code] 並且動畫有兩個音軌,則分配的兩個 " "[AudioStreamPlayer] 可以同時播放最多 [code]32[/code] 個聲音。" -msgid "The call mode to use for Call Method tracks." -msgstr "方法呼叫軌道所使用的呼叫模式。" - msgid "The process notification in which to update animations." msgstr "更新動畫的過程通知。" @@ -7427,9 +7056,6 @@ msgstr "" "[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " "[RootMotionView]。" -msgid "The node from which node path references will travel." -msgstr "節點路徑引用將從其運作的節點。" - msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." @@ -8948,24 +8574,9 @@ msgid "" "their keys." msgstr "返回兩個動畫之間的混合時間(以秒為單位),由它們的鍵引用。" -msgid "" -"For backward compatibility. See [enum AnimationMixer." -"AnimationCallbackModeMethod]." -msgstr "" -"為了向後相容。請參閱 [enum AnimationMixer.AnimationCallbackModeMethod]。" - -msgid "" -"For backward compatibility. See [enum AnimationMixer." -"AnimationCallbackModeProcess]." -msgstr "" -"為了向後相容。請參閱 [enum AnimationMixer.AnimationCallbackModeProcess]。" - msgid "Returns a list of the animation keys that are currently queued to play." msgstr "返回目前排隊播放的動畫鍵列表。" -msgid "For backward compatibility. See [member AnimationMixer.root_node]." -msgstr "為了向後相容。請參閱[member AnimationMixer.root_node]。" - msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -9018,24 +8629,6 @@ msgstr "" "動畫將永遠不會播放。" msgid "" -"Seeks the animation to the [param seconds] point in time (in seconds). If " -"[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param seconds] " -"are skipped.\n" -"If [param update_only] is true, the method / audio / animation playback " -"tracks will not be processed.\n" -"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " -"AnimationMixer.animation_finished]. If you want to skip animation and emit " -"the signal, use [method AnimationMixer.advance]." -msgstr "" -"將動畫尋道到時間點 [param seconds](單位為秒)。[param update] 為 [code]true[/" -"code] 時會同時更新動畫,否則會在處理時更新。目前影格和 [param seconds] 之間的" -"事件會被跳過。\n" -"[b]注意:[/b]尋道至動畫的末尾不會觸發 [signal AnimationMixer." -"animation_finished]。如果想要跳過動畫並觸發該訊號,請使用 [method " -"AnimationMixer.advance]。" - -msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "指定兩個動畫(由它們的鍵所引用)之間的混合時間(以秒為單位)。" @@ -9117,41 +8710,6 @@ msgid "Emitted when [member current_animation] changes." msgstr "當 [member current_animation] 更改時發出。" msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." -msgstr "" -"為了向後相容。請參閱 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." -msgstr "" -"為了往後相容。請參閱 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." -msgstr "" -"為了往後相容。請參閱 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." -msgstr "" -"為了向後相容。請參閱 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。" - -msgid "" -"For backward compatibility. See [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." -msgstr "" -"為了往後相容。請參閱 [constant AnimationMixer." -"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" - -msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" @@ -9220,20 +8778,6 @@ msgid "" "exiting it." msgstr "2D 空間中的一個區域,能夠偵測到其他 [CollisionObject2D] 的進入或退出。" -msgid "" -"[Area2D] is a region of 2D space defined by one or multiple " -"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " -"[CollisionObject2D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses." -msgstr "" -"[Area2D] 是 2D 空間中的一個區域,由一個或多個 [CollisionShape2D] 或 " -"[CollisionPolygon2D] 子節點定義,能夠偵測到其他 [CollisionObject2D] 進入或退出" -"該區域,同時也會記錄哪些碰撞物件尚未退出(即哪些物件與其存在重疊)。\n" -"這個節點也可以在局部修改或覆蓋物理參數(重力、阻尼),將音訊引導至自訂音訊匯流" -"排。" - msgid "Using Area2D" msgstr "使用 Area2D" @@ -9593,33 +9137,6 @@ msgid "" "exiting it." msgstr "3D 空間中的一個區域,能夠偵測到其他 [CollisionObject3D] 的進入或退出。" -msgid "" -"[Area3D] is a region of 3D space defined by one or multiple " -"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " -"[CollisionObject3D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses.\n" -"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " -"child of this node (created e.g. by using the [b]Create Trimesh Collision " -"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " -"[MeshInstance3D] node) may give unexpected results, since this collision " -"shape is hollow. If this is not desired, it has to be split into multiple " -"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " -"cases it may be replaceable by a [CollisionPolygon3D]." -msgstr "" -"[Area3D] 是 3D 空間中的一個區域,由一個或多個 [CollisionShape3D] 或 " -"[CollisionPolygon3D] 子節點定義,能夠偵測到其他 [CollisionObject3D] 進入或退出" -"該區域,同時也會記錄哪些碰撞物件尚未退出(即哪些物件與其存在重疊)。\n" -"這個節點也可以在局部修改或覆蓋物理參數(重力、阻尼),將音訊引導至自訂音訊匯流" -"排。\n" -"[b]警告:[/b]在這個節點的 [CollisionShape3D] 子節點中使用 " -"[ConcavePolygonShape3D](建立方法是在選中 [MeshInstance3D] 節點後,在出現的 " -"[b]Mesh[/b] 功能表中選擇[b]建立三角網格碰撞同級[/b]選項)可能得到意外的結果," -"因為碰撞形狀是空心的。如果不想要這種行為,則應該將其拆分為多個 " -"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基礎網格,有些情況下也可以用 " -"[CollisionPolygon3D] 代替。" - msgid "GUI in 3D Demo" msgstr "3D GUI 演示" @@ -11126,7 +10643,7 @@ msgid "" msgstr "" "建立一個新的表面。[method Mesh.get_surface_count] 將成為這個新表面的 " "[code]surf_idx[/code]。\n" -"建立表面以使用 [param primitive] 進行渲染,它可以是 [enum Mesh.PrimitiveType] " +"建立表面以使用 [param primitive] 進行算繪,它可以是 [enum Mesh.PrimitiveType] " "中定義的任何值。\n" "[param arrays] 參數是陣列的陣列。每個 [constant Mesh.ARRAY_MAX] 元素都包含一個" "陣列,其中包含此表面的一些網格資料,如 [enum Mesh.ArrayType] 的相應成員所描述" @@ -11224,8 +10741,8 @@ msgid "" "using a mesh that only contains vertex position data (without normals, UVs, " "colors, etc.)." msgstr "" -"用於渲染陰影並可用於深度預通道的可選網格。可用於通過使用僅包含頂點位置資料(不" -"含法線、UV、顏色等)的網格來提高陰影渲染的性能。" +"用於算繪陰影並可用於深度預通道的可選網格。可用於通過使用僅包含頂點位置資料(不" +"含法線、UV、顏色等)的網格來提高陰影算繪的性能。" msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用於與 [OccluderInstance3D] 中的遮擋剔除一起使用的 3D 多邊形形狀。" @@ -12203,16 +11720,6 @@ msgstr "" "update]。" msgid "" -"The size of the grid (number of cells of size [member cell_size] on each " -"axis). If changed, [method update] needs to be called before finding the next " -"path.\n" -"[i]Deprecated.[/i] Use [member region] instead." -msgstr "" -"柵格的大小(每個軸上大小為 [member cell_size] 的儲存格數)。如果發生變化,需要" -"在搜尋下一條路徑之前呼叫 [method update]。\n" -"[i]已放棄使用。[/i]請使用 [member region] 替代。" - -msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" @@ -12341,7 +11848,7 @@ msgstr "" "[Texture2D] 資源,只繪製其 [member atlas] 紋理中的由 [member region] 所定義的" "那部分。還可以設定一個額外的 [member margin],這對於小的調整很有用。\n" "可以從同一個[member atlas]中裁剪出多個 [AtlasTexture] 資源。將許多較小的紋理打" -"包成一個單一的大紋理有助於優化影片記憶體成本和渲染呼叫。\n" +"包成一個單一的大紋理有助於優化影片記憶體成本和算繪呼叫。\n" "[b]注意:[/b][AtlasTexture] 不能在 [AnimatedTexture] 中使用,並且當在其他 " "[AtlasTexture] 資源內時,可能無法在 [TextureRect] 等節點中正確平鋪。" @@ -12380,13 +11887,8 @@ msgstr "" "儲存位置、靜音、獨奏、旁通、效果、效果位置、音量以及匯流排之間的連接。使用方法" "見 [AudioServer] 。" -msgid "Audio effect for audio." -msgstr "用於音訊的音訊效果。" - -msgid "" -"Base resource for audio bus. Applies an audio effect on the bus that the " -"resource is applied on." -msgstr "音訊匯流排的基礎資源。在該資源所套用的匯流排上套用音訊效果。" +msgid "Audio buses" +msgstr "音訊匯流排" msgid "Audio Mic Record Demo" msgstr "音訊麥克風錄音演示" @@ -12397,9 +11899,6 @@ msgstr "向音訊匯流排新增一個放大的音訊效果。" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "增加或減少通過音訊匯流排傳送的音量。" -msgid "Audio buses" -msgstr "音訊匯流排" - msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." @@ -12431,49 +11930,12 @@ msgid "Captures audio from an audio bus in real-time." msgstr "從音訊匯流排上即時捕捉音訊。" msgid "" -"AudioEffectCapture is an AudioEffect which copies all audio frames from the " -"attached audio effect bus into its internal ring buffer.\n" -"Application code should consume these audio frames from this ring buffer " -"using [method get_buffer] and process it as needed, for example to capture " -"data from an [AudioStreamMicrophone], implement application-defined effects, " -"or to transmit audio over the network. When capturing audio data from a " -"microphone, the format of the samples will be stereo 32-bit floating point " -"PCM.\n" -"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " -"[code]true[/code] for audio input to work. See also that setting's " -"description for caveats related to permissions and operating system privacy " -"settings." -msgstr "" -"AudioEffectCapture 是一種 AudioEffect,可將所有音訊影格從附加的音訊效果匯流排" -"複製到其內部的環形緩衝區中。\n" -"套用程式碼應使用 [method get_buffer] 從該環形緩衝區中消耗這些音訊影格,並根據" -"需要對其進行處理,例如從 [AudioStreamMicrophone] 捕獲資料,實作套用程式定義的" -"效果,或通過網路傳輸音訊。從麥克風捕獲音訊資料時,樣本格式將為身歷聲 32 位浮" -"點 PCM。\n" -"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必須為 " -"[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定的說明,瞭解與許可權和操" -"作系統隱私設定相關的注意事項。" - -msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "如果內部環形緩衝區中至少有 [param frames] 個音訊影格可供讀取,則返回 " "[code]true[/code]。" -msgid "Clears the internal ring buffer." -msgstr "清除內部環形緩衝區。" - -msgid "" -"Gets the next [param frames] audio samples from the internal ring buffer.\n" -"Returns a [PackedVector2Array] containing exactly [param frames] audio " -"samples if available, or an empty [PackedVector2Array] if insufficient data " -"was available." -msgstr "" -"從內部環形緩衝區獲取後續 [param frames] 個音訊樣本。\n" -"如果足夠的話,則返回一個恰好包含 [param frames] 個音訊樣本的 " -"[PackedVector2Array];如果可用資料不足,則返回一個空的 [PackedVector2Array]。" - msgid "Returns the total size of the internal ring buffer in frames." msgstr "返回內部環形緩衝區的總大小,以影格為單位。" @@ -13084,20 +12546,6 @@ msgstr "代表 [enum FFTSize] 列舉的大小。" msgid "Audio effect used for recording the sound from an audio bus." msgstr "用於錄製來自音訊匯流排的聲音的音訊效果。" -msgid "" -"Allows the user to record the sound from an audio bus. This can include all " -"audio output by Godot when used on the \"Master\" audio bus.\n" -"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" -"It sets and gets the format in which the audio file will be recorded (8-bit, " -"16-bit, or compressed). It checks whether or not the recording is active, and " -"if it is, records the sound. It then returns the recorded sample." -msgstr "" -"允許使用者錄製來自音訊匯流排的聲音。在“Master”音訊匯流排上使用時會包含所有 " -"Godot 輸出的音訊。\n" -"可以用於錄製麥克風(使用 [AudioStreamMicrophone])。\n" -"它設定和獲取記錄音訊檔的格式(8位,16位或壓縮)。它檢查錄音是否處於活動狀態," -"如果是,則記錄聲音。然後返回記錄的樣本。" - msgid "Recording with microphone" msgstr "使用麥克風錄音" @@ -13499,13 +12947,6 @@ msgstr "" "[code]\"Default\"[/code] 時會從系統預設的音訊輸出播放音訊。如果設定了無效的設" "備名稱,該值會被恢復為 [code]\"Default\"[/code]。" -msgid "" -"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " -"will make the audio be played at half its speed)." -msgstr "" -"音訊播放的縮放速率(即將其設定為 [code]0.5[/code] 將使音訊以其一半的速度播" -"放)。" - msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "發生選單項的新增、修改、刪除時發出。" @@ -13541,24 +12982,6 @@ msgstr "音訊生成器演示" msgid "Returns the length of the audio stream in seconds." msgstr "返回音訊流的長度,單位為秒。" -msgid "" -"Returns an AudioStreamPlayback. Useful for when you want to extend [method " -"_instantiate_playback] but call [method instantiate_playback] from an " -"internally held AudioStream subresource. An example of this can be found in " -"the source files for [code]AudioStreamRandomPitch::instantiate_playback[/" -"code]." -msgstr "" -"返回一個 AudioStreamPlayback。當想要擴充 [method _instantiate_playback],但從" -"一個內部持有的 AudioStream 子資源呼叫 [method instantiate_playback] 時很有用。" -"在 [code]AudioStreamRandomPitch::instantiate_playback[/code] 的原始檔案中可以" -"找到這方面的範例。" - -msgid "" -"Returns true if this audio stream only supports monophonic playback, or false " -"if the audio stream supports polyphony." -msgstr "" -"如果該音訊流僅支援單聲道播放,則返回 true;如果音訊流支援複調,則返回 false。" - msgid "An audio stream with utilities for procedural sound generation." msgstr "提供程式式聲音生成工具的音訊流。" @@ -14644,7 +14067,7 @@ msgid "" "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" -"這提供了一個預設的材質,具有多種渲染功能和屬性,無需編寫著色器程式碼。詳情請看" +"這提供了一個預設的材質,具有多種算繪功能和屬性,無需編寫著色器程式碼。詳情請看" "下面的教學。" msgid "Standard Material 3D and ORM Material 3D" @@ -14739,7 +14162,7 @@ msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." msgstr "" -"啟用多通道有符號距離場渲染著色器。使用 [member msdf_pixel_range] 和 [member " +"啟用多通道有符號距離場算繪著色器。使用 [member msdf_pixel_range] 和 [member " "msdf_outline_size] 配置 MSDF 參數。" msgid "Threshold at which antialiasing will be applied on the alpha channel." @@ -14878,18 +14301,6 @@ msgstr "" "用。" msgid "" -"Controls how the object faces the camera. See [enum BillboardMode].\n" -"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " -"vector of the camera is not horizontal when the screen is attached to your " -"head instead of on the table. See [url=https://github.com/godotengine/godot/" -"issues/41567]GitHub issue #41567[/url] for details." -msgstr "" -"控制該物件如何面對相機。見 [enum BillboardMode]。\n" -"[b]注意:[/b]公告板模式不適合 VR,因為當螢幕貼在你的頭上而不是在桌子上時,相機" -"的左右向量不是水平的。詳見 [url=https://github.com/godotengine/godot/" -"issues/41567]GitHub issue #41567[/url]。" - -msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." @@ -14911,11 +14322,11 @@ msgid "" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" -"如果為 [code]true[/code],則啟用清漆渲染。將輔助透明通道新增到照明計算中,從而" +"如果為 [code]true[/code],則啟用清漆算繪。將輔助透明通道新增到照明計算中,從而" "產生一個新增的鏡面反射斑點。這使得材質看起來好像它們表面上有一層透明層,該透明" "層可以是有光澤的也可以是粗糙的。\n" "[b]注意:[/b]如果材質的 [member shading_mode] 為 [constant " -"SHADING_MODE_UNSHADED],則清漆渲染不可見。" +"SHADING_MODE_UNSHADED],則清漆算繪不可見。" msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a rougher " @@ -14943,7 +14354,7 @@ msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member transparency]." msgstr "" -"確定深度渲染發生的時間。參見 [enum DepthDrawMode]。另見 [member " +"確定深度算繪發生的時間。參見 [enum DepthDrawMode]。另見 [member " "transparency]。" msgid "" @@ -15073,7 +14484,7 @@ msgstr "紋理,指定某點的表面發光的程度。" msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." -msgstr "如果為 [code]true[/code],則無論距離遠近,物件都以相同的大小渲染。" +msgstr "如果為 [code]true[/code],則無論距離遠近,物件都以相同的大小算繪。" msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " @@ -15298,7 +14709,7 @@ msgstr "圍繞最小和最大可表示有符號距離之間的形狀的範圍的 msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." -msgstr "如果為 [code]true[/code],深度測試被禁用,物件將按渲染順序繪製。" +msgstr "如果為 [code]true[/code],深度測試被禁用,物件將按算繪順序繪製。" msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " @@ -15333,7 +14744,7 @@ msgstr "" "忽略藍色和 alpha 通道。從 [member normal_texture] 讀取的法線是圍繞 [Mesh] 所提" "供的表面法線的進行朝向的。\n" "[b]注意:[/b]該網格必須在其頂點資料中同時定義法線和切線。否則法線貼圖將無法正" -"確渲染,只會使整個表面變暗。如果使用 [SurfaceTool] 建立幾何體,可以使用 " +"確算繪,只會使整個表面變暗。如果使用 [SurfaceTool] 建立幾何體,可以使用 " "[method SurfaceTool.generate_normals] 和 [method SurfaceTool." "generate_tangents] 分別自動生成法線和切線。\n" "[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" @@ -15440,7 +14851,7 @@ msgid "" "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" -"渲染邊緣效果時,混合光照色和反射色的數量。如果 [code]0[/code] 表示使用光色," +"算繪邊緣效果時,混合光照色和反射色的數量。如果 [code]0[/code] 表示使用光色," "[code]1[/code] 表示使用反照色。一般來說,中間值的效果最好。" msgid "" @@ -15476,7 +14887,7 @@ msgid "" "as vertex shading is not implemented yet." msgstr "" "設定是否發生著色,逐圖元、逐頂點或無陰影。逐頂點時照明速度更快,使其成為移動套" -"用程式的最佳選擇,但它看起來比逐圖元時差很多。無陰影渲染是最快的,但會禁用與燈" +"用程式的最佳選擇,但它看起來比逐圖元時差很多。無陰影算繪是最快的,但會禁用與燈" "光的所有互動。\n" "[b]注意:[/b]設定著色模式為頂點著色時目前沒有效果,因為頂點著色還沒有實作。" @@ -15485,7 +14896,7 @@ msgid "" "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" -"如果為 [code]true[/code],啟用“陰影到不透明度”的渲染模式,在該模式下,光照會修" +"如果為 [code]true[/code],啟用“陰影到不透明度”的算繪模式,在該模式下,光照會修" "改 Alpha,使陰影區域不透明,非陰影區域透明。對於在 AR 中把陰影疊加到相機畫面上" "很有用。" @@ -15496,7 +14907,7 @@ msgid "" "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" -"渲染鏡面反射斑點的方法。請參閱 [enum SpecularMode]。\n" +"算繪鏡面反射斑點的方法。請參閱 [enum SpecularMode]。\n" "[b]注意:[/b][member specular_mode] 僅適用於鏡面反射斑點。它不影響來自天空的鏡" "面反射、螢幕空間反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同時禁用來自這" "些源的反射,請將 [member metallic_specular] 設定為 [code]0.0[/code]。" @@ -15593,14 +15004,14 @@ msgstr "" "如果為 [code]true[/code],則啟用 [GPUParticles3D] 尾跡所需的部分著色器以發揮作" "用。這也需要使用具有適當蒙皮的網格,例如 [RibbonTrailMesh] 或 " "[TubeTrailMesh]。在 [GPUParticles3D] 網格中使用的材質之外啟用該功能將破壞材質" -"渲染。" +"算繪。" msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-based " "rather than triangle-based. See also [member point_size]." msgstr "" -"如果為 [code]true[/code],可以改變渲染點大小。\n" +"如果為 [code]true[/code],可以改變算繪點大小。\n" "[b]注意:[/b]這僅對幾何形狀基於點而非基於三角形的物件有效。另見 [member " "point_size]。" @@ -15724,10 +15135,10 @@ msgid "" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"如果為 [code]true[/code],則頂點顏色被認為使用 sRGB 顏色空間儲存,並在渲染期間" +"如果為 [code]true[/code],則頂點顏色被認為使用 sRGB 顏色空間儲存,並在算繪期間" "被轉換為線性顏色空間。如果為 [code]false[/code],則頂點顏色被認為使用線性顏色" -"空間儲存並按原樣渲染。另見 [member albedo_texture_force_srgb]。\n" -"[b]注意:[/b]僅在使用 Forward+ 和移動渲染方式時有效,不支援相容模式。" +"空間儲存並按原樣算繪。另見 [member albedo_texture_force_srgb]。\n" +"[b]注意:[/b]僅在使用 Forward+ 和移動算繪方式時有效,不支援相容模式。" msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "如果為 [code]true[/code],則使用頂點顏色作為反射率顏色。" @@ -15801,12 +15212,12 @@ msgid "Use [code]UV2[/code] with the detail texture." msgstr "使用 [code]UV2[/code] 與細節紋理。" msgid "The material will not use transparency. This is the fastest to render." -msgstr "該材質將不使用透明度。渲染最快。" +msgstr "該材質將不使用透明度。算繪最快。" msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." -msgstr "該材質將使用紋理的 Alpha 值作為透明度。渲染最慢,且會禁用陰影投射。" +msgstr "該材質將使用紋理的 Alpha 值作為透明度。算繪最慢,且會禁用陰影投射。" msgid "" "The material will cut off all values below a threshold, the rest will remain " @@ -15815,7 +15226,7 @@ msgid "" "also supports casting shadows." msgstr "" "該材質會將所有低於閾值的值截斷,其餘部分將保持不透明。不透明部分將在深度預通道" -"中渲染。這比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支援投射陰影。" +"中算繪。這比 Alpha 混合的算繪速度更快,但比不透明算繪慢。支援投射陰影。" msgid "" "The material will cut off all values below a spatially-deterministic " @@ -15824,7 +15235,7 @@ msgid "" "shadows. Alpha hashing is suited for hair rendering." msgstr "" "該材質會將所有低於空間確定性閾值的值截斷,其餘部分將保持不透明。這比 Alpha 混" -"合的渲染速度更快,但比不透明渲染慢。支援投射陰影。Alpha 雜湊適合毛髮渲染。" +"合的算繪速度更快,但比不透明算繪慢。支援投射陰影。Alpha 雜湊適合毛髮算繪。" msgid "" "The material will use the texture's alpha value for transparency, but will " @@ -15841,7 +15252,7 @@ msgstr "代表 [enum Transparency] 列舉的大小。" msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." -msgstr "該物件不會接受陰影。渲染速度最快,但會禁用與燈光的所有互動。" +msgstr "該物件不會接受陰影。算繪速度最快,但會禁用與燈光的所有互動。" msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." @@ -15995,9 +15406,9 @@ msgid "" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" -"頂點顏色被認為使用 sRGB 顏色空間儲存,並在渲染期間轉換為線性顏色空間。另見 " +"頂點顏色被認為使用 sRGB 顏色空間儲存,並在算繪期間轉換為線性顏色空間。另見 " "[member vertex_color_is_srgb]。\n" -"[b]注意:[/b]僅在使用 Forward+ 和移動渲染方式時有效。" +"[b]注意:[/b]僅在使用 Forward+ 和移動算繪方式時有效。" msgid "" "Uses point size to alter the size of primitive points. Also changes the " @@ -16083,10 +15494,10 @@ msgid "" msgstr "" "啟用使 [GPUParticles3D] 尾跡生效所需的部分著色器。這也需要使用具有適當蒙皮的網" "格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 網格中使用" -"的材質之外啟用該功能將破壞材質的渲染。" +"的材質之外啟用該功能將破壞材質的算繪。" msgid "Enables multichannel signed distance field rendering shader." -msgstr "啟用多通道有符號距離場渲染著色器。" +msgstr "啟用多通道有符號距離場算繪著色器。" msgid "Disables receiving depth-based or volumetric fog." msgstr "禁用從其他物件接收陰影。" @@ -16114,7 +15525,7 @@ msgstr "基於粗糙度更改大小的 Toon 斑點。" msgid "" "No specular blob. This is slightly faster to render than other specular modes." -msgstr "沒有鏡面反射斑點。這比其他鏡面反射模式渲染速度稍快。" +msgstr "沒有鏡面反射斑點。這比其他鏡面反射模式算繪速度稍快。" msgid "Billboard mode is disabled." msgstr "公告板模式已禁用。" @@ -16192,94 +15603,10 @@ msgstr "矩陣變換演示" msgid "2.5D Demo" msgstr "2.5D 演示" -msgid "Constructs a default-initialized [Basis] set to [constant IDENTITY]." -msgstr "建構預設初始化為 [constant IDENTITY] 的 [Basis] 。" - msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "建構給定 [Basis] 的副本。" msgid "" -"Constructs a pure rotation basis matrix, rotated around the given [param " -"axis] by [param angle] (in radians). The axis must be a normalized vector." -msgstr "" -"建構純旋轉的基矩陣,圍繞給定的軸 [param axis] 旋轉 [param angle](單位為弧" -"度)。該軸必須是正規化向量。" - -msgid "Constructs a pure rotation basis matrix from the given quaternion." -msgstr "根據給定的四元數建構純旋轉的基矩陣。" - -msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." -msgstr "從 3 個軸向量(矩陣列)建構一個基矩陣。" - -msgid "" -"Returns the determinant of the basis matrix. If the basis is uniformly " -"scaled, its determinant is the square of the scale.\n" -"A negative determinant means the basis has a negative scale. A zero " -"determinant means the basis isn't invertible, and is usually considered " -"invalid." -msgstr "" -"返回基矩陣的行列式。如果基是均勻縮放的,它的行列式是縮放的平方。\n" -"負的行列式意味著基的縮放是負的。負的行列式意味著基不可逆,通常被認為無效。" - -msgid "" -"Constructs a pure rotation Basis matrix from Euler angles in the specified " -"Euler rotation order. By default, use YXZ order (most common). See the [enum " -"EulerOrder] enum for possible values." -msgstr "" -"按照指定的歐拉旋轉順序,從歐拉角中建構一個純旋轉的 Basis 矩陣。預設情況下,使" -"用 YXZ 順序(最常用)。參見列舉 [enum EulerOrder] 的可能值。" - -msgid "" -"Constructs a pure scale basis matrix with no rotation or shearing. The scale " -"values are set as the diagonal of the matrix, and the other parts of the " -"matrix are zero." -msgstr "" -"建構一個沒有旋轉或剪切的純縮放基礎矩陣。scale 值被設定為矩陣的對角線,矩陣的其" -"他部分為零。" - -msgid "" -"Returns the basis's rotation in the form of Euler angles. The Euler order " -"depends on the [param order] parameter, by default it uses the YXZ " -"convention: when decomposing, first Z, then X, and Y last. The returned " -"vector contains the rotation angles in the format (X angle, Y angle, Z " -"angle).\n" -"Consider using the [method get_rotation_quaternion] method instead, which " -"returns a [Quaternion] quaternion instead of Euler angles." -msgstr "" -"以歐拉角的形式返回基的旋轉。歐拉順序取決於 [param order] 參數,預設使用 YXZ 慣" -"例:分解時,先 Z、再 X、最後 Y。返回的向量包含格式為(X 角、Y 角、Z 角)的旋轉" -"角。\n" -"可考慮改用 [method get_rotation_quaternion] 方法,將返回 [Quaternion] 四元數而" -"不是歐拉角。" - -msgid "" -"Returns the basis's rotation in the form of a quaternion. See [method " -"get_euler] if you need Euler angles, but keep in mind quaternions should " -"generally be preferred to Euler angles." -msgstr "" -"以四元數的形式返回基的旋轉。如果你需要歐拉角,請參閱 [method get_euler] 方法," -"但通常首選四元數而不是歐拉角。" - -msgid "" -"Assuming that the matrix is the combination of a rotation and scaling, return " -"the absolute value of scaling factors along each axis." -msgstr "假設矩陣是旋轉和縮放的組合,返回沿各軸縮放係數的絕對值。" - -msgid "Returns the inverse of the matrix." -msgstr "返回矩陣的逆值。" - -msgid "" -"Returns [code]true[/code] if the basis is conformal, meaning it preserves " -"angles and distance ratios, and may only be composed of rotation and uniform " -"scale. Returns [code]false[/code] if the basis has non-uniform scale or shear/" -"skew. This can be used to validate if the basis is non-distorted, which is " -"important for physics and other use cases." -msgstr "" -"如果基礎是共形的,則傳回[code]true[/code],這表示它保留角度和距離比率,並且只" -"能由旋轉和均勻比例組成。返回[code]false [/code] 基礎是否具有不均勻的尺度或剪" -"切/傾斜。這可用於驗證基礎是否不扭曲,這對於物理和其他用例很重要。" - -msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." @@ -16294,135 +15621,6 @@ msgstr "" "如果該基是有限的,則返回 [code]true[/code],判斷方法是在每個向量分量上呼叫 " "[method @GlobalScope.is_finite]。" -msgid "" -"Creates a Basis with a rotation such that the forward axis (-Z) points " -"towards the [param target] position.\n" -"The up axis (+Y) points as close to the [param up] vector as possible while " -"staying perpendicular to the forward axis. The resulting Basis is " -"orthonormalized. The [param target] and [param up] vectors cannot be zero, " -"and cannot be parallel to each other.\n" -"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " -"treated as forward (implies +X is left) and points toward the [param target] " -"position. By default, the -Z axis (camera forward) is treated as forward " -"(implies +X is right)." -msgstr "" -"建立旋轉 Basis,向前的軸(-Z)指向 [param target] 的位置。\n" -"向上的軸(+Y)在保持與向前的軸垂直的前提下,盡可能接近 [param up] 向量。最終" -"的 Basis 是標準正交基。 [param target] 和 [param up] 向量不能為零,不能互相平" -"行。\n" -"如果 [param use_model_front] 為 [code]true[/code],則會將 +Z 軸(素材正面)作" -"為向前的軸(此時 +X 為左),指向 [param target] 的位置。預設情況下會將 -Z 軸" -"(相機前方)作為向前的軸(此時 +X 為右)。" - -msgid "" -"Returns the orthonormalized version of the matrix (useful to call from time " -"to time to avoid rounding error for orthogonal matrices). This performs a " -"Gram-Schmidt orthonormalization on the basis of the matrix." -msgstr "" -"返回矩陣的正交正規化版本(對於正交矩陣來說,偶爾呼叫以避免四捨五入錯誤是有用" -"的)。這將在矩陣的基上執行 Gram-Schmidt 正交化。" - -msgid "" -"Introduce an additional rotation around the given axis by [param angle] (in " -"radians). The axis must be a normalized vector." -msgstr "" -"圍繞給定軸線引入一個額外的旋轉 [param angle](單位為弧度)。該軸必須是一個歸一" -"化的向量。" - -msgid "" -"Introduce an additional scaling specified by the given 3D scaling factor." -msgstr "引入一個由給定的 3D 縮放因數指定的附加縮放。" - -msgid "" -"Assuming that the matrix is a proper rotation matrix, slerp performs a " -"spherical-linear interpolation with another rotation matrix." -msgstr "" -"假設該矩陣是一個合適的旋轉矩陣,slerp 與另一個旋轉矩陣進行球面直線插值。" - -msgid "Transposed dot product with the X axis of the matrix." -msgstr "與矩陣 X 軸的轉置點積。" - -msgid "Transposed dot product with the Y axis of the matrix." -msgstr "與矩陣 Y 軸的轉置點積。" - -msgid "Transposed dot product with the Z axis of the matrix." -msgstr "與矩陣 Z 軸的轉置點積。" - -msgid "Returns the transposed version of the matrix." -msgstr "返回矩陣的轉置版本。" - -msgid "" -"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" -"code]." -msgstr "基矩陣的 X 向量(第 0 列)。相當於陣列索引 [code]0[/code]。" - -msgid "" -"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" -"code]." -msgstr "基矩陣的 Y 向量(第 1 列)。相當於陣列索引 [code]1[/code]。" - -msgid "" -"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" -"code]." -msgstr "基矩陣的 Z 向量(第 2 列)。相當於陣列索引 [code]2[/code]。" - -msgid "" -"The basis that will flip something along the X axis when used in a " -"transformation." -msgstr "在變換中使用時,會沿 X 軸翻轉某物的基。" - -msgid "" -"The basis that will flip something along the Y axis when used in a " -"transformation." -msgstr "在變換中使用時,會沿 Y 軸翻轉某物的基。" - -msgid "" -"The basis that will flip something along the Z axis when used in a " -"transformation." -msgstr "在變換中使用時,會沿 Z 軸翻轉某物的基。" - -msgid "" -"Returns [code]true[/code] if the [Basis] matrices are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 [Basis] 矩陣不相等,則返回 [code]true[/code]。\n" -"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" -"靠。" - -msgid "" -"Composes these two basis matrices by multiplying them together. This has the " -"effect of transforming the second basis (the child) by the first basis (the " -"parent)." -msgstr "" -"通過將這兩個 basis 矩陣相乘來組合它們。這具有使用第一個 basis(父項)變換第二" -"個 basis(子項)的效果。" - -msgid "Transforms (multiplies) the [Vector3] by the given [Basis] matrix." -msgstr "使用給定的 [Basis] 矩陣變換(乘)該 [Vector3]。" - -msgid "" -"This operator multiplies all components of the [Basis], which scales it " -"uniformly." -msgstr "該運算子會對 [Basis] 的所有分量進行乘操作,達到均勻縮放的效果。" - -msgid "" -"Returns [code]true[/code] if the [Basis] matrices are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 [Basis] 矩陣完全相等,則返回 [code]true[/code]。\n" -"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" -"靠。" - -msgid "" -"Access basis components using their index. [code]b[0][/code] is equivalent to " -"[code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and " -"[code]b[2][/code] is equivalent to [code]b.z[/code]." -msgstr "" -"使用索引存取基的分量。[code]b[0][/code] 相當於 [code]b.x[/code]、[code]b[1][/" -"code] 相當於 [code]b.y[/code]、[code]b[2][/code] 相當於 [code]b.z[/code]。" - msgid "Boolean matrix." msgstr "布林矩陣。" @@ -16533,9 +15731,6 @@ msgstr "" "如果在編輯器中,你可以使用功能表選項設定整個骨架的放鬆姿勢,從程式碼中,你需要" "遍曆骨骼來設定它們各自的放鬆姿勢。" -msgid "Stores the node's current transforms in [member rest]." -msgstr "將節點目前的變換儲存在 [member rest] 中。" - msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " @@ -17236,7 +16431,7 @@ msgstr "" "[b]注意:[/b]如果使用啟用了 [member FontFile." "multichannel_signed_distance_field] 的字形,其 [member FontFile." "msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" +"算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "[Font] of the [Button]'s text." msgstr "該 [Button] 文字的 [Font]。" @@ -17323,138 +16518,6 @@ msgstr "當該組中的某個按鈕被按下時發出。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一個方法或一個獨立函式的內建型別。" -msgid "" -"[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most commonly " -"used for signal callbacks.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func print_args(arg1, arg2, arg3 = \"\"):\n" -" prints(arg1, arg2, arg3)\n" -"\n" -"func test():\n" -" var callable = Callable(self, \"print_args\")\n" -" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" -" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." -"gd)::print_args\".\n" -" callable.call(\"invalid\") # Invalid call, should have at least 2 " -"arguments.\n" -"[/gdscript]\n" -"[csharp]\n" -"// Default parameter values are not supported.\n" -"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" -"{\n" -" GD.PrintS(arg1, arg2, arg3);\n" -"}\n" -"\n" -"public void Test()\n" -"{\n" -" // Invalid calls fail silently.\n" -" Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // Default parameter values are not " -"supported, should have 3 arguments.\n" -" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node." -"cs)::PrintArgs\".\n" -" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In GDScript, it's possible to create lambda functions within a method. Lambda " -"functions are custom callables that are not associated with an [Object] " -"instance. Optionally, lambda functions can also be named. The name will be " -"displayed in the debugger, or when calling [method get_method].\n" -"[codeblock]\n" -"func _init():\n" -" var my_lambda = func (message):\n" -" print(message)\n" -"\n" -" # Prints Hello everyone!\n" -" my_lambda.call(\"Hello everyone!\")\n" -"\n" -" # Prints \"Attack!\", when the button_pressed signal is emitted.\n" -" button_pressed.connect(func(): print(\"Attack!\"))\n" -"[/codeblock]\n" -"[b]Note:[/b] Methods of native types such as [Signal], [Array], or " -"[Dictionary] are not of type [Callable] in order to avoid unnecessary " -"overhead. If you need to pass those methods as [Callable], use a lambda " -"function as a wrapper.\n" -"[codeblock]\n" -"func _init():\n" -" var my_dictionary = { \"hello\": \"world\" }\n" -"\n" -" # This will not work, `clear` is not a callable.\n" -" create_tween().tween_callback(my_dictionary.clear)\n" -"\n" -" # This will work, as lambdas are custom callables.\n" -" create_tween().tween_callback(func(): my_dictionary.clear())\n" -"[/codeblock]" -msgstr "" -"可呼叫體 [Callable] 是內建的 [Variant] 型別,代表某個函式。可以是 [Object] 實" -"例中的某個方法,也可以是與物件無關的獨立函式,比如 lambda 函式。和所有 " -"[Variant] 型別一樣可以保存在變數裡,傳遞給其他函式。最常用於訊號回呼函式。\n" -"[b]範例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func print_args(arg1, arg2, arg3 = \"\"):\n" -" prints(arg1, arg2, arg3)\n" -"\n" -"func test():\n" -" var callable = Callable(self, \"print_args\")\n" -" callable.call(\"hello\", \"world\") # 輸出 \"hello world \".\n" -" callable.call(Vector2.UP, 42, callable) # 輸出 \"(0, -1) 42 Node(node." -"gd)::print_args\".\n" -" callable.call(\"invalid\") # 無效呼叫,應當至少有 2 個參數。\n" -"[/gdscript]\n" -"[csharp]\n" -"// 不支援參數預設值。\n" -"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" -"{\n" -" GD.PrintS(arg1, arg2, arg3);\n" -"}\n" -"\n" -"public void Test()\n" -"{\n" -" // Invalid calls fail silently.\n" -" Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // 不支援參數預設值,應當有 3 個參" -"數。\n" -" callable.Call(Vector2.Up, 42, callable); // 輸出 \"(0, -1) 42 Node(Node." -"cs)::PrintArgs\".\n" -" callable.Call(\"invalid\"); // 無效呼叫,應當有 3 個參數。\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"GDScript 中可以在方法裡建立 lambda 函式。Lambda 函式是自訂的可呼叫體,不與 " -"[Object] 實例關聯。也可以為 Lambda 函式命名。該名稱會顯示在除錯器中,也會在 " -"[method get_method] 中使用。\n" -"[codeblock]\n" -"func _init():\n" -" var my_lambda = func (message):\n" -" print(message)\n" -"\n" -" # 輸出 大家好呀!\n" -" my_lambda.call(\"大家好呀!\")\n" -"\n" -" # 發出 button_pressed 訊號時輸出 \"全軍出擊!\"。\n" -" button_pressed.connect(func(): print(\"全軍出擊!\"))\n" -"[/codeblock]\n" -"[b]注意:[/b][Signal]、[Array]、[Dictionary] 等原生型別的方法不是 [Callable] " -"型別,這是為了避免不必要的開銷。如果你需要將這些方法作為 [Callable] 傳遞,請使" -"用 Lambda 函式進行封裝。\n" -"[codeblock]\n" -"func _init():\n" -" var my_dictionary = { \"hello\": \"world\" }\n" -"\n" -" # 不可行,因為`clear` 不是可呼叫體。\n" -" create_tween().tween_callback(my_dictionary.clear)\n" -"\n" -" # 可行,因為 Lambda 是自訂可呼叫體。\n" -" create_tween().tween_callback(func(): my_dictionary.clear())\n" -"[/codeblock]" - msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "建構空的 [Callable],沒有綁定物件和方法。" @@ -17500,24 +16563,6 @@ msgstr "" "呼叫該 [Callable] 所代表的方法。可以傳遞參數,必須與該方法的簽章相配對。" msgid "" -"Calls the method represented by this [Callable] in deferred mode, i.e. at the " -"end of the current frame. Arguments can be passed and should match the " -"method's signature.\n" -"[codeblock]\n" -"func _ready():\n" -" grab_focus.call_deferred()\n" -"[/codeblock]\n" -"See also [method Object.call_deferred]." -msgstr "" -"使用延遲模式呼叫該 [Callable] 所代表的方法,即在目前影格的末尾呼叫。可以傳遞參" -"數,必須與該方法的簽章相配對。\n" -"[codeblock]\n" -"func _ready():\n" -" grab_focus.call_deferred()\n" -"[/codeblock]\n" -"另見 [method Object.call_deferred]。" - -msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." @@ -17922,7 +16967,7 @@ msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" -"如果為 [code]true[/code] ,相機的渲染視圖不會受到其 [member Node2D.rotation] " +"如果為 [code]true[/code] ,相機的算繪視圖不會受到其 [member Node2D.rotation] " "和 [member Node2D.global_rotation] 的影響。" msgid "" @@ -18037,7 +17082,7 @@ msgstr "" "化,除非字形是[CanvasLayer]的一部分從而使其忽略相機縮放。為了確保文字無論如何" "縮放都保持清晰,你可以通過啟用 [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (僅適用於預設專案字形)來啟" -"用 MSDF 字形渲染,或在自訂字形的動態字形匯入選項中啟用[b]多通道帶符號距離場[/" +"用 MSDF 字形算繪,或在自訂字形的動態字形匯入選項中啟用[b]多通道帶符號距離場[/" "b]。對於系統字形,可以在屬性面板中啟用 [member SystemFont." "multichannel_signed_distance_field] 。" @@ -18094,7 +17139,7 @@ msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" -"返回該相機用於渲染至關聯視口的投影矩陣。相機必須是場景樹的一部分才能正常工作。" +"返回該相機用於算繪至關聯視口的投影矩陣。相機必須是場景樹的一部分才能正常工作。" msgid "Returns the camera's RID from the [RenderingServer]." msgstr "從 [RenderingServer] 返回該相機的 RID。" @@ -18284,8 +17329,8 @@ msgid "" "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" -"剔除遮罩,描述該相機渲染了哪些 [member VisualInstance3D.layers]。預設情況下," -"20 個使用者可見層全都被渲染。\n" +"剔除遮罩,描述該相機算繪了哪些 [member VisualInstance3D.layers]。預設情況下," +"20 個使用者可見層全都被算繪。\n" "[b]注意:[/b]由於 [member cull_mask] 允許總共儲存 32 個層,因此另外 12 個層僅" "供引擎內部使用,不會在編輯器中公開。使用腳本設定 [member cull_mask] 允許你切換" "那些保留層,這對編輯器外掛程式很有用。\n" @@ -18476,8 +17521,8 @@ msgid "" "renderer. If [code]true[/code], the renderer will automatically determine the " "exposure setting to adapt to the scene's illumination and the observed light." msgstr "" -"如果為 [code]true[/code],啟用場景渲染器的色調對應自動曝光模式。如果為 " -"[code]true[/code],渲染器將自動確定曝光設定,以適應場景的照明和觀察到的光線。" +"如果為 [code]true[/code],啟用場景算繪器的色調對應自動曝光模式。如果為 " +"[code]true[/code],算繪器將自動確定曝光設定,以適應場景的照明和觀察到的光線。" msgid "" "The scale of the auto exposure effect. Affects the intensity of auto exposure." @@ -18527,7 +17572,7 @@ msgid "" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" -"[CameraAttributesPhysical] 用於根據基於物理的相機的設定來設定渲染設定。它負責" +"[CameraAttributesPhysical] 用於根據基於物理的相機的設定來設定算繪設定。它負責" "曝光、自動曝光、以及景深。\n" "當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置," "這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當" @@ -18537,7 +17582,7 @@ msgstr "" "性。當在 [VoxelGI] 或 [LightmapGI] 中使用時,將只會使用曝光設定。\n" "預設設定適用於室外環境,可在每個設定的文件中找到有關在室內環境中使用的設定的提" "示。\n" -"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。" +"[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "Physical light and camera units" msgstr "物理燈光與相機單位" @@ -18686,7 +17731,7 @@ msgid "" msgstr "" "為比 [member dof_blur_far_distance] 更遠的對象啟用景深模糊。模糊強度由 " "[member dof_blur_amount] 控制並由 [member dof_blur_far_transition] 調變。\n" -"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。" +"[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "" "When positive, distance over which (starting from [member " @@ -18716,7 +17761,7 @@ msgid "" msgstr "" "為比 [member dof_blur_near_distance] 更近的對象啟用景深模糊。模糊強度由 " "[member dof_blur_amount] 控制並由 [member dof_blur_near_transition] 調變。\n" -"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。" +"[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "" "When positive, distance over which blur effect will scale from 0 to [member " @@ -19136,7 +18181,7 @@ msgid "" "distance field texture generation." msgstr "" "在給定位置,繪製一條多通道有符號距離場紋理的紋理矩形區域,可以選擇用一種顏色來" -"調變。有關 MSDF 字形渲染的更多資訊和注意事項,請參閱 [member FontFile." +"調變。有關 MSDF 字形算繪的更多資訊和注意事項,請參閱 [member FontFile." "multichannel_signed_distance_field]。\n" "如果 [param outline] 為正,則區域中圖元的每個 Alpha 通道值都被設定為 [param " "outline] 半徑內真實距離的最大值。\n" @@ -19283,7 +18328,7 @@ msgstr "" "使用分量設定用於繪圖的自訂變換。後續的繪製都會使用這個變換。\n" "[b]注意:[/b][member FontFile.oversampling] [i]不會[/i]考慮 [param scale]。這" "意味著將點陣字型及柵格化(非 MSDF)動態字形放大/縮小會產生模糊或圖元化的結果。" -"要讓文字無論如何縮放都保持清晰,可以啟用 MSDF 字形渲染,方法是啟用 [member " +"要讓文字無論如何縮放都保持清晰,可以啟用 MSDF 字形算繪,方法是啟用 [member " "ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](僅" "套用於預設專案字形),或者啟用自訂 DynamicFont 的[b]多通道帶符號距離場[/b]匯入" "選項。對於系統字形,可以在屬性面板中啟用 [member SystemFont." @@ -19457,7 +18502,7 @@ msgid "" msgstr "返回從該專案所在的畫布坐標系到 [Viewport] 嵌入坐標系的變換。" msgid "Returns an individual bit on the rendering visibility layer." -msgstr "返回渲染可見層上的某個比特位。" +msgstr "返回算繪可見層上的某個比特位。" msgid "Returns the [World2D] where this item is in." msgstr "返回此物品所在的 [World2D]。" @@ -19524,7 +18569,7 @@ msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" -"設定或清除渲染可見層上的單個位。這簡化了對該 [CanvasItem] 的可見層的編輯。" +"設定或清除算繪可見層上的單個位。這簡化了對該 [CanvasItem] 的可見層的編輯。" msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to setting " @@ -19542,7 +18587,7 @@ msgstr "允許目前節點裁剪子節點,本質上是充當遮罩。" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." -msgstr "該 [CanvasItem] 的渲染層,用於回應 [Light2D] 節點。" +msgstr "該 [CanvasItem] 的算繪層,用於回應 [Light2D] 節點。" msgid "The material applied to this [CanvasItem]." msgstr "套用於這個 [CanvasItem] 的材質。" @@ -19603,8 +18648,8 @@ msgid "" "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" -"[Viewport] 節點渲染該 [CanvasItem] 時所使用的渲染層。只有 [CanvasItem] 及其所" -"有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會渲染此 " +"[Viewport] 節點算繪該 [CanvasItem] 時所使用的算繪層。只有 [CanvasItem] 及其所" +"有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會算繪此 " "[CanvasItem]。" msgid "" @@ -19622,21 +18667,6 @@ msgstr "" "[code]popup*()[/code] 函式之一。" msgid "" -"If [code]true[/code], child nodes with the lowest Y position are drawn before " -"those with a higher Y position. If [code]false[/code], Y-sorting is disabled. " -"Y-sorting only affects children that inherit from [CanvasItem].\n" -"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " -"same space as the parent Y-sort. This feature allows you to organize a scene " -"better or divide it into multiple ones without changing your scene tree." -msgstr "" -"如果為 [code]true[/code],則會在繪製 Y 位置最低的子節點之後再繪製 Y 位置較高的" -"子節點。如果為 [code]false[/code],則禁用 Y 排序。Y 排序僅影響繼承自 " -"[CanvasItem] 的子節點。\n" -"可以將 Y 排序的節點進行巢狀。子級 Y 排序的節點,會與父級在同一空間中進行 Y 排" -"序。此功能可以讓你在不更改場景樹的情況下,更好地組織場景,或者將場景分為多個場" -"景。" - -msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z index. " "If this node's Z index is 2 and its parent's effective Z index is 3, then " "this node's effective Z index will be 2 + 3 = 5." @@ -19655,7 +18685,7 @@ msgid "" "implement certain UI animations, e.g. a menu where hovered items are scaled " "and should overlap others." msgstr "" -"Z 索引。控制節點的渲染順序。具有較高 Z 索引的節點將顯示在其他節點的前面。必須" +"Z 索引。控制節點的算繪順序。具有較高 Z 索引的節點將顯示在其他節點的前面。必須" "在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer." "CANVAS_ITEM_Z_MAX]之間(包含)。\n" "[b]注意:[/b]改變 [Control] 的 Z 索引只影響繪圖順序,不影響處理輸入事件的順" @@ -19765,7 +18795,7 @@ msgstr "" msgid "" "The manner in which a material's rendering is applied to underlying textures." -msgstr "將材質的渲染套用於基礎紋理的方式。" +msgstr "將材質的算繪套用於基礎紋理的方式。" msgid "The manner in which material reacts to lighting." msgstr "材質對照明的反應方式。" @@ -19838,16 +18868,16 @@ msgstr "混合混合模式。假定顏色已預先乘以 Alpha 值(不透明 msgid "" "Render the material using both light and non-light sensitive material " "properties." -msgstr "使用光敏和非光敏材料屬性渲染材質。" +msgstr "使用光敏和非光敏材料屬性算繪材質。" msgid "Render the material as if there were no light." -msgstr "將材質渲染成沒有光的樣子。" +msgstr "將材質算繪成沒有光的樣子。" msgid "Render the material as if there were only light." -msgstr "將材質渲染成只有光的樣子。" +msgstr "將材質算繪成只有光的樣子。" msgid "A node used for independent rendering of objects within a 2D scene." -msgstr "用於 2D 場景中的物件的獨立渲染的節點。" +msgstr "用於 2D 場景中的物件的獨立算繪的節點。" msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " @@ -19981,13 +19011,13 @@ msgid "" "independently." msgstr "" "[CanvasModulate] 將一種色調套用於一張畫布上的所有節點。一張畫布只有一個可用於" -"為畫布著色,但 [CanvasLayer] 可用於獨立渲染事物。" +"為畫布著色,但 [CanvasLayer] 可用於獨立算繪事物。" msgid "The tint color to apply." msgstr "要套用的色調顏色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." -msgstr "用於 2D 渲染的紋理,帶有可選的法線和鏡面貼圖。" +msgstr "用於 2D 算繪的紋理,帶有可選的法線和鏡面貼圖。" msgid "2D Lights and Shadows" msgstr "2D 燈光和陰影" @@ -20705,7 +19735,7 @@ msgstr "" "[/codeblock]" msgid "Font resource used to render glyph." -msgstr "用於渲染字形的字形資源。" +msgstr "用於算繪字形的字形資源。" msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " @@ -20787,7 +19817,7 @@ msgstr "" "變為選項按鈕,並使用各種 [code]radio_*[/code] 主題屬性。" msgid "The vertical offset used when rendering the check icons (in pixels)." -msgstr "渲染勾選圖示時使用的垂直偏移量(單位:圖元)。" +msgstr "算繪勾選圖示時使用的垂直偏移量(單位:圖元)。" msgid "The check icon to display when the [CheckBox] is checked." msgstr "勾選圖示,該 [CheckBox] 被勾選時顯示。" @@ -20835,7 +19865,7 @@ msgstr "" "另見 [BaseButton],其中包含與該節點相關的通用屬性和方法。" msgid "The vertical offset used when rendering the toggle icons (in pixels)." -msgstr "渲染切換圖示時使用的垂直偏移量(單位:圖元)。" +msgstr "算繪切換圖示時使用的垂直偏移量(單位:圖元)。" msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " @@ -22414,51 +21444,12 @@ msgid "" "[MeshInstance3D] siblings geometry." msgstr "將碰撞形狀的形狀設定為其所有凸面 [MeshInstance3D] 兄弟幾何體的相加。" -msgid "[i]Obsoleted.[/i] Use [signal Resource.changed] instead." -msgstr "[i]已廢棄。[/i] 請改用[signal Resource.changed]。" - msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形狀對世界沒有任何影響。" msgid "A color represented in RGBA format." msgstr "以 RGBA 格式表示的顏色。" -msgid "" -"A color represented in RGBA format by a red ([member r]), green ([member g]), " -"blue ([member b]), and alpha ([member a]) component. Each component is a 16-" -"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" -"code]. Some properties (such as [member CanvasItem.modulate]) may support " -"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " -"Range) colors.\n" -"Colors can be created in various ways: By the various [Color] constructors, " -"by static methods such as [method from_hsv], and by using a name from the set " -"of standardized colors based on [url=https://en.wikipedia.org/wiki/" -"X11_color_names]X11 color names[/url] with the addition of [constant " -"TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " -"integers from [code]0[/code] to [code]255[/code] and doesn't support " -"overbright colors.\n" -"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" -"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " -"Otherwise, a Color will always evaluate to [code]true[/code].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"color_constants.png]Color constants cheatsheet[/url]" -msgstr "" -"由紅([member r])、綠([member g])、藍([member b])和 alpha([member a])分" -"量表示的 RGBA 格式的顏色。每個分量都是一個 16 位浮點值,通常介於 [code]0.0[/" -"code] 到 [code]1.0[/code] 之間。某些屬性(例如 [member CanvasItem.modulate])" -"可能支援大於 [code]1.0[/code] 的值,用於表示過亮或 HDR(High Dynamic Range,高" -"動態範圍)顏色。\n" -"建立顏色的方法有很多:可以使用 [Color] 的各種建構子,[method from_hsv] 等靜態" -"方法,以及使用基於 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 顏色" -"名稱[/url]的標準化顏色集外加 [constant TRANSPARENT]。GDScript 還提供了 " -"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之間的" -"整數,但不支援過亮的顏色。\n" -"[b]注意:[/b]在布林本文中,等於 [code]Color(0, 0, 0, 1)[/code](不透明的黑色)" -"的 Color 將被評估為 [code]false[/code]。否則,Color 將始終被評估為 " -"[code]true[/code]。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" -"color_constants.png]Color 常數速查表[/url]" - msgid "2D GD Paint Demo" msgstr "2D GD 畫圖演示" @@ -23843,7 +22834,7 @@ msgid "" "darkening or rendering sprites in HDR)." msgstr "" "允許顏色 R、G、B 分量值超過 1.0,這可用於某些需要它的特殊操作(例如在 HDR 中," -"著色而不變暗或渲染精靈)。" +"著色而不變暗或算繪精靈)。" msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" @@ -24058,8 +23049,8 @@ msgstr "" "壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋" "理未經壓縮地被發送到 GPU。\n" "使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比," -"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲" -"染,而不是 2D。" +"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算" +"繪,而不是 2D。" msgid "Loads the texture from the specified [param path]." msgstr "從指定的路徑 [param path] 載入紋理。" @@ -24088,9 +23079,9 @@ msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 壓縮對應物。" "[CompressedTexture3D] 檔案的檔案副檔名為 [code].ctex3d[/code]。這種檔案格式是 " "Godot 內部使用的;它是通過匯入系統匯入其他圖像格式建立的。\n" -"[CompressedTexture3D] 使用 VRAM 壓縮,這可以在渲染紋理時減少 GPU 的記憶體使用" +"[CompressedTexture3D] 使用 VRAM 壓縮,這可以在算繪紋理時減少 GPU 的記憶體使用" "量。這也縮短了載入時間,因為與使用無失真壓縮的紋理相比,VRAM 壓縮的紋理載入速" -"度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲染,而不是 2D。\n" +"度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算繪,而不是 2D。\n" "有關 3D 紋理的一般描述,請參閱 [Texture3D]。" msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." @@ -26102,11 +25093,8 @@ msgstr "" msgid "" "Toggles if any text should automatically change to its translated version " -"depending on the current locale.\n" -"Also decides if the node's strings should be parsed for POT generation." -msgstr "" -"切換是否所有文字都應該根據目前區域設定自動變為翻譯後的版本。\n" -"還會決定生成 POT 時是否應解析該節點中的字串。" +"depending on the current locale." +msgstr "切換是否所有文字都應該根據目前區域設定自動變為翻譯後的版本。" msgid "" "Enables whether rendering of [CanvasItem] based children should be clipped to " @@ -26114,8 +25102,8 @@ msgid "" "be visibly outside of this control's rectangle will not be rendered and won't " "receive input." msgstr "" -"渲染基於 [CanvasItem] 的子節點時,是否應剪裁到該控制項的矩形中。如果為 " -"[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會渲染,也不" +"算繪基於 [CanvasItem] 的子節點時,是否應剪裁到該控制項的矩形中。如果為 " +"[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會算繪,也不" "會接收輸入。" msgid "" @@ -26395,7 +25383,7 @@ msgstr "" "元化。為確保無論縮放比例如何,文字都保持清晰,你可以通過啟用 [member " "ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](僅" "適用於預設專案字形);或在自訂字形的 DynamicFont 的匯入選項中,啟用[b]多通道有" -"符號距離場[/b]來啟用 MSDF 字形渲染。對於系統字形,可以在屬性面板中啟用 " +"符號距離場[/b]來啟用 MSDF 字形算繪。對於系統字形,可以在屬性面板中啟用 " "[member SystemFont.multichannel_signed_distance_field]。\n" "[b]注意:[/b]如果該 Control 節點是 [Container] 節點的子節點,則場景產生實體" "時,縮放將重設為 [code]Vector2(1, 1)[/code]。要在產生實體時設定控制項的縮放," @@ -27305,7 +26293,7 @@ msgid "" "this does not slow down the simulation of the particle system itself." msgstr "" "粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格" -"的速度渲染。請注意,這並不會降低粒子系統本身的類比速度。" +"的速度算繪。請注意,這並不會降低粒子系統本身的類比速度。" msgid "" "If [code]true[/code], results in fractional delta calculation which has a " @@ -27789,7 +26777,7 @@ msgid "" "this does not slow down the particle system itself." msgstr "" "粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格" -"的速度渲染。請注意,這並不會降低粒子系統本身的速度。" +"的速度算繪。請注意,這並不會降低粒子系統本身的速度。" msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " @@ -28262,7 +27250,7 @@ msgid "Prototyping levels with CSG" msgstr "使用 CSG 設計關卡原型" msgid "The material used to render the box." -msgstr "用於渲染盒子的材質。" +msgstr "用於算繪盒子的材質。" msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "允許你組合其他 CSG 修改器的 CSG 節點。" @@ -28315,7 +27303,7 @@ msgid "The height of the cylinder." msgstr "圓柱體的高度。" msgid "The material used to render the cylinder." -msgstr "用於渲染圓柱體的材質。" +msgstr "用於算繪圓柱體的材質。" msgid "The radius of the cylinder." msgstr "圓柱體的半徑。" @@ -28458,13 +27446,6 @@ msgstr "" "[Path3D] 物件的位置。" msgid "" -"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " -"used to rotate the [member polygon] as it is extruded." -msgstr "" -"當 [member mode] 為 [constant MODE_PATH] 時,[enum PathRotation] 方法用於在擠" -"出時旋轉[member polygon]。" - -msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" @@ -28607,7 +27588,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object that " "is rendered." -msgstr "如果這是根形狀,因此是渲染的物件,則返回 [code]true[/code]。" +msgstr "如果這是根形狀,因此是算繪的物件,則返回 [code]true[/code]。" msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " @@ -28709,7 +27690,7 @@ msgstr "" "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "The material used to render the sphere." -msgstr "用於渲染球體的材質。" +msgstr "用於算繪球體的材質。" msgid "Number of vertical slices for the sphere." msgstr "球體的垂直切片數。" @@ -28747,7 +27728,7 @@ msgid "The inner radius of the torus." msgstr "圓環的內半徑。" msgid "The material used to render the torus." -msgstr "用於渲染圓環的材質。" +msgstr "用於算繪圓環的材質。" msgid "The outer radius of the torus." msgstr "圓環的外半徑。" @@ -28807,7 +27788,7 @@ msgid "" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " "equirectangular sky map." msgstr "" -"單個立方體貼圖是由 6 個紋理分層組織的紋理組成的。它們通常用於在 3D 渲染中偽造" +"單個立方體貼圖是由 6 個紋理分層組織的紋理組成的。它們通常用於在 3D 算繪中偽造" "反射(參見 [ReflectionProbe])。可以用來讓物件看起來像是在反射它的周圍環境。與" "其他反射方法相比,這通常能提供更好的性能。\n" "這種資源通常在自訂著色器中用作一個 uniform。很少有 Godot 的核心方法會使用 " @@ -28852,7 +27833,7 @@ msgstr "" "[CubemapArray] 用於多種效果,包括 [Sky]。\n" "要想自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的圖像文" "件。\n" -"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染後端中不受支援。" +"[b]注意:[/b][CubemapArray] 在 OpenGL 3 算繪後端中不受支援。" msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." @@ -29107,39 +28088,6 @@ msgstr "" "立方插值往往能更好地跟隨曲線,但線性插值速度更快(而且通常足夠精確)。" msgid "" -"Similar to [method sample_baked], but returns [Transform2D] that includes a " -"rotation along the curve, with [member Transform2D.origin] as the point " -"position, [member Transform2D.x] as the sideways vector, and [member " -"Transform2D.y] as the forward vector. Returns an empty transform if the " -"length of the curve is [code]0[/code].\n" -"[codeblock]\n" -"var baked = curve.sample_baked_with_rotation(offset)\n" -"# This will rotate and position the node with the up direction pointing along " -"the curve.\n" -"position = baked.get_origin()\n" -"rotation = baked.get_rotation()\n" -"# Alternatively, not preserving scale.\n" -"transform = baked * Transform2D.FLIP_Y\n" -"# To match the rotation of PathFollow2D, not preserving scale.\n" -"transform = Transform2D(baked.y, baked.x, baked.origin)\n" -"[/codeblock]" -msgstr "" -"與 [method sample_baked] 類似,但返回的是 [Transform2D],包含沿曲線進行的旋" -"轉,[member Transform2D.origin] 為點的位置,[member Transform2D.x] 為側面向" -"量,[member Transform2D.y] 為前進方向的向量。如果曲線長度為 [code]0[/code] 則" -"返回的是一個空變換。\n" -"[codeblock]\n" -"var baked = curve.sample_baked_with_rotation(offset)\n" -"# 旋轉並放置節點,讓原來的上方向指向曲線的方向。\n" -"position = baked.get_origin()\n" -"rotation = baked.get_rotation()\n" -"# 也可以這樣,但是不保留縮放。\n" -"transform = baked * Transform2D.FLIP_Y\n" -"# 配對 PathFollow2D 的旋轉,但是不保留縮放。\n" -"transform = Transform2D(baked.y, baked.x, baked.origin)\n" -"[/codeblock]" - -msgid "" "Returns the position at the vertex [param fofs]. It calls [method sample] " "using the integer part of [param fofs] as [code]idx[/code], and its " "fractional part as [code]t[/code]." @@ -29348,12 +28296,12 @@ msgid "" "[CurveXYZTexture] instead. See also [GradientTexture1D] and " "[GradientTexture2D]." msgstr "" -"渲染提供給它的給定 [Curve]。簡化繪製曲線和/或將它們保存為影像檔的工作。\n" +"算繪提供給它的給定 [Curve]。簡化繪製曲線和/或將它們保存為影像檔的工作。\n" "如果需要在單個紋理中,儲存最多 3 條曲線,請改用 [CurveXYZTexture]。另見 " "[GradientTexture1D] 和 [GradientTexture2D]。" msgid "The [Curve] that is rendered onto the texture." -msgstr "渲染到紋理上的 [Curve]。" +msgstr "算繪到紋理上的 [Curve]。" msgid "" "The format the texture should be generated with. When passing a CurveTexture " @@ -29396,19 +28344,19 @@ msgid "" "If you only need to store one curve within a single texture, use " "[CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]." msgstr "" -"分別在紅色、綠色和藍色通道上,渲染 3 條給定的 [Curve]。與使用單獨的 " +"分別在紅色、綠色和藍色通道上,算繪 3 條給定的 [Curve]。與使用單獨的 " "[CurveTexture] 相比,這進一步簡化了繪製曲線和/或將它們保存為影像檔的任務。\n" "如果只需要在單個紋理中儲存一條曲線,請改用 [CurveTexture]。另見 " "[GradientTexture1D] 和 [GradientTexture2D]。" msgid "The [Curve] that is rendered onto the texture's red channel." -msgstr "渲染到該紋理紅色通道上的 [Curve]。" +msgstr "算繪到該紋理紅色通道上的 [Curve]。" msgid "The [Curve] that is rendered onto the texture's green channel." -msgstr "渲染到該紋理綠色通道上的 [Curve]。" +msgstr "算繪到該紋理綠色通道上的 [Curve]。" msgid "The [Curve] that is rendered onto the texture's blue channel." -msgstr "渲染到該紋理藍色通道上的 [Curve]。" +msgstr "算繪到該紋理藍色通道上的 [Curve]。" msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "表示圓柱形 [PrimitiveMesh] 的類。" @@ -29437,7 +28385,7 @@ msgid "" "always skipped even if [member cap_bottom] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則在圓柱體底部生成一個蓋子。這可以設定為 " -"[code]false[/code] 以在相機從未看到蓋子時加速生成和渲染。另見 [member " +"[code]false[/code] 以在相機從未看到蓋子時加速生成和算繪。另見 [member " "bottom_radius]。\n" "[b]注意:[/b]如果 [member bottom_radius] 為 [code]0.0[/code],即使 [member " "cap_bottom] 為 [code]true[/code],蓋子生成也會始終被跳過。" @@ -29450,7 +28398,7 @@ msgid "" "always skipped even if [member cap_top] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則在圓柱體頂部生成一個蓋子。這可以設定為 " -"[code]false[/code] 以在相機從未看到蓋子時加速生成和渲染。另見 [member " +"[code]false[/code] 以在相機從未看到蓋子時加速生成和算繪。另見 [member " "top_radius]。\n" "[b]注意:[/b]如果 [member top_radius] 為 [code]0.0[/code],即使 [member " "cap_top] 為 [code]true[/code],蓋子生成也會始終被跳過。" @@ -29586,10 +28534,10 @@ msgstr "" "[b]注意:[/b]裝飾不會影響底層材質的透明度,無論其透明度模式如何(Alpha 混合、" "Alpha 剪切、Alpha 雜湊、不透明預通)。這意味著材質的半透明或透明區域將保持半透" "明或透明,即使在其上套用不透明裝飾也是如此。\n" -"[b]注意:[/b]裝飾僅在支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" -"使用 Mobile 渲染方式時,每個網格資源上最多只能顯示 8 個裝飾。嘗試在單個網格資" +"[b]注意:[/b]裝飾僅在支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" +"使用 Mobile 算繪方式時,每個網格資源上最多只能顯示 8 個裝飾。嘗試在單個網格資" "源上顯示超過 8 個裝飾,將導致裝飾隨著相機移動而閃爍。\n" -"[b]注意:[/b]當使用 Mobile 渲染方式時,裝飾只會正確影響其可視 AABB 與該裝飾的 " +"[b]注意:[/b]當使用 Mobile 算繪方式時,裝飾只會正確影響其可視 AABB 與該裝飾的 " "AABB 相交的網格。如果使用著色器變形網格,使其超出網格自身的 AABB,則必須增大網" "格上的 [member GeometryInstance3D.extra_cull_margin]。否則,裝飾可能在該網格上" "不可見。" @@ -30928,10 +29876,10 @@ msgid "" "directional shadow rendering)." msgstr "" "陰影分割的最大距離。將這個值增大會讓定向陰影在更遠處可見,代價是整體的陰影細節" -"降低和性能(因為渲染定向陰影時需要包含更多的物體)。" +"降低和性能(因為算繪定向陰影時需要包含更多的物體)。" msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." -msgstr "燈光的陰影渲染演算法。見 [enum ShadowMode]。" +msgstr "燈光的陰影算繪演算法。見 [enum ShadowMode]。" msgid "" "Sets the size of the directional shadow pancake. The pancake offsets the " @@ -30985,7 +29933,7 @@ msgid "" "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" -"從正交的角度渲染整個場景的陰影圖。這是最快的定向陰影模式。可能會導致近距離物體" +"從正交的角度算繪整個場景的陰影圖。這是最快的定向陰影模式。可能會導致近距離物體" "的陰影更模糊。" msgid "" @@ -31003,7 +29951,7 @@ msgstr "" "將視錐體分成 4 個區域,每個區域都有自己的陰影貼圖。這是最慢的定向陰影模式。" msgid "Makes the light visible in both scene lighting and sky rendering." -msgstr "使燈光在場景照明和天空渲染中都可見。" +msgstr "使燈光在場景照明和天空算繪中都可見。" msgid "" "Makes the light visible in scene lighting only (including direct lighting and " @@ -31039,7 +29987,7 @@ msgstr "" "所有與視窗管理相關的內容都由 [DisplayServer](顯示伺服器)處理。因為一個操作系" "統可能支援多個顯示伺服器,所以與 [OS] 是分開的。\n" "[b]無頭模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/" -"editor/command_line_tutorial.html]命令列參數[/url]啟動引擎,就會禁用所有渲染和" +"editor/command_line_tutorial.html]命令列參數[/url]啟動引擎,就會禁用所有算繪和" "視窗管理功能。此時 [DisplayServer] 的大多數函式都會返回虛擬值。" msgid "Returns the user's clipboard as a string if possible." @@ -31049,22 +29997,6 @@ msgid "Returns the user's clipboard as an image if possible." msgstr "如果可能,將使用者的剪貼板作為字串返回。" msgid "" -"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-" -"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard as a string if possible. This is the clipboard that is set when the " -"user selects text in any application, rather than when pressing [kbd]Ctrl + " -"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " -"button in any application that supports the primary clipboard mechanism.\n" -"[b]Note:[/b] This method is only implemented on Linux (X11)." -msgstr "" -"如果可能的話,將使用者的[url=https://unix.stackexchange.com/questions/139191/" -"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]剪" -"貼板作為字串返回。這是當使用者在任何套用程式中選擇文字時設定的剪貼板,而不是在" -"按下 [kbd]Ctrl + C[/kbd] 時設定的。然後可以通過在支援主剪貼板機制的任何應用程" -"式中,通過點擊滑鼠中鍵來貼上該剪貼板資料。\n" -"[b]注意:[/b]這個方法只在 Linux(X11)上實作。" - -msgid "" "Returns [code]true[/code] if there is a text content on the user's clipboard." msgstr "如果使用者的剪貼板中有內容,則返回 [code]true[/code]。" @@ -31076,22 +30008,6 @@ msgstr "如果使用者的剪貼板中有內容,則返回 [code]true[/code]。 msgid "Sets the user's clipboard content to the given string." msgstr "將使用者的剪貼板內容設定為給定的字串。" -msgid "" -"Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-" -"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard content to the given string. This is the clipboard that is set when " -"the user selects text in any application, rather than when pressing [kbd]Ctrl " -"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " -"button in any application that supports the primary clipboard mechanism.\n" -"[b]Note:[/b] This method is only implemented on Linux (X11)." -msgstr "" -"將使用者的[url=https://unix.stackexchange.com/questions/139191/whats-the-" -"difference-between-primary-selection-and-clipboard-buffer]主剪貼板[/url]內容設" -"定為給定的字串。這是使用者在套用程式中選中文字時設定的剪貼板,不是按 " -"[kbd]Ctrl + C[/kbd] 時設定的。設定後可以在任何支援主剪貼板機制的套用程式中通過" -"點擊滑鼠中鍵貼上剪貼板資料。\n" -"[b]注意:[/b]這個方法只在 Linux(X11)上實作。" - msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回預設滑鼠游標形狀,由 [method cursor_set_shape] 設定。" @@ -31184,7 +30100,7 @@ msgid "" "Returns the unobscured area of the display where interactive controls should " "be rendered. See also [method get_display_cutouts]." msgstr "" -"返回應渲染互動式控制項的顯示器的未遮擋區域。另見 [method " +"返回應算繪互動式控制項的顯示器的未遮擋區域。另見 [method " "get_display_cutouts]。" msgid "" @@ -31193,24 +30109,6 @@ msgid "" msgstr "" "返回包含具有鍵盤焦點的視窗的螢幕索引,如果沒有被聚焦的視窗,則返回主螢幕。" -msgid "" -"Returns the name of the [DisplayServer] currently in use. Most operating " -"systems only have a single [DisplayServer], but Linux has access to more than " -"one [DisplayServer] (although only X11 is currently implemented in Godot).\n" -"The names of built-in display servers are [code]Windows[/code], [code]macOS[/" -"code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], " -"[code]web[/code] (HTML5) and [code]headless[/code] (when started with the " -"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url])." -msgstr "" -"返回目前使用的 [DisplayServer] 的名稱。大多數作業系統只有一種 " -"[DisplayServer],但 Linux 可以使用多種 [DisplayServer](儘管 Godot 中目前只實" -"現了 X11)。\n" -"內建顯示伺服器的名稱有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/" -"code](Linux)、[code]Android[/code]、[code]iOS[/code]、[code]web[/code]" -"(HTML5)、[code]headless[/code](使用 [code]--headless[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]命令列參數[/url]啟動)。" - msgid "Returns index of the primary screen." msgstr "返回主螢幕的索引。" @@ -31269,341 +30167,6 @@ msgstr "" "[b]注意:[/b]這個列表中不含原生對話方塊。" msgid "" -"Adds a new checkable item with text [param label] to the global menu with ID " -"[param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的可勾選功能表專案,顯示的文字為 " -"[param label]。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new checkable item with text [param label] and icon [param icon] to " -"the global menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的可勾選功能表專案,顯示的文字為 " -"[param label],圖示為 [param icon]。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] and icon [param icon] to the global " -"menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的功能表專案,顯示的文字為 " -"[param label],圖示為 [param icon]。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new radio-checkable item with text [param label] and icon [param icon] " -"to the global menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " -"any built-in checking behavior and must be checked/unchecked manually. See " -"[method global_menu_set_item_checked] for more info on how to control it.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的單選功能表專案,顯示的文字為 " -"[param label],圖示為 [param icon]。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b]單選功能表專案只負責顯示選中標記,並沒有任何內建檢查行為,必須手" -"動進行選中、取消選中的操作。關於如何進行控制的更多資訊見 [method " -"global_menu_set_item_checked]。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] to the global menu with ID [param " -"menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的功能表專案,顯示的文字為 " -"[param label]。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] to the global menu with ID [param " -"menu_root].\n" -"Contrarily to normal binary items, multistate items can have more than two " -"states, as defined by [param max_states]. Each press or activate of the item " -"will increase the state by one. The default value is defined by [param " -"default_state].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] By default, there's no indication of the current item state, it " -"should be changed manually.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的功能表專案,顯示的文字為 " -"[param label]。\n" -"與常規的二態功能表專案不同,多狀態功能表專案的狀態可以多於兩個,由 [param " -"max_states] 定義。每點擊或啟動該功能表專案一次,狀態就會加一。預設值由 [param " -"default_state] 定義。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b]預設情況下不會展示目前功能表專案的狀態,應該手動更改。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new radio-checkable item with text [param label] to the global menu " -"with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " -"any built-in checking behavior and must be checked/unchecked manually. See " -"[method global_menu_set_item_checked] for more info on how to control it.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域功能表新增新的單選功能表專案,顯示的文字為 " -"[param label]。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會" -"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用" -"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " -"A[/kbd])。\n" -"[b]注意:[/b]單選功能表專案只負責顯示選中標記,並沒有任何內建檢查行為,必須手" -"動進行選中、取消選中的操作。關於如何進行控制的更多資訊見 [method " -"global_menu_set_item_checked]。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 " -"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a separator between items to the global menu with ID [param menu_root]. " -"Separators also occupy an index.\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域選單新增分隔符號。分隔符號也擁有索引。\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds an item that will act as a submenu of the global menu [param menu_root]. " -"The [param submenu] argument is the ID of the global menu root that will be " -"shown when the item is clicked.\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 為 [param menu_root] 的全域選單新增作為子功能表的功能表專案。[param " -"submenu] 參數為全域功能表根功能表專案的 ID,會在點擊該功能表專案時顯示\n" -"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" -"Removes all items from the global menu with ID [param menu_root].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"[/codeblock]" -msgstr "" -"移除 ID 為 [param menu_root] 的全域功能表中的所有功能表專案。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。\n" -"[b]支援的系統功能表 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主選單(macOS)。\n" -"\"_dock\" - 程式塢彈出功能表(macOS)。\n" -"[/codeblock]" - -msgid "" "Returns the accelerator of the item at index [param idx]. Accelerators are " "special combinations of keys that activate the item, no matter which control " "is focused.\n" @@ -31939,22 +30502,6 @@ msgstr "" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" -"Returns [code]true[/code] if OS is using dark mode.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " -"Linux (X11)." -msgstr "" -"如果作業系統正在使用暗黑模式,則返回 [code]true[/code]。\n" -"[b]注意:[/b]這個方法在 macOS、Windows 和 Linux(X11)上實作。" - -msgid "" -"Returns [code]true[/code] if OS supports dark mode.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and " -"Linux (X11)." -msgstr "" -"如果作業系統支援暗黑模式,則返回 [code]true[/code]。\n" -"[b]注意:[/b]這個方法在 macOS、Windows 和 Linux(X11)上實作。" - -msgid "" "Returns [code]true[/code] if touch events are available (Android or iOS), the " "capability is detected on the Web platform or if [member ProjectSettings." "input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]." @@ -31964,58 +30511,6 @@ msgstr "" "[code]true[/code] 時,則返回 [code]true[/code]。" msgid "" -"Returns active keyboard layout index.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回啟動的鍵盤配置的索引。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" -"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " -"layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"將物理(美式 QWERTY)鍵碼 [param keycode] 轉換為啟動鍵盤配置中的鍵碼。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" -"Converts a physical (US QWERTY) [param keycode] to localized label printed on " -"the key in the active keyboard layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"將物理(美式 QWERTY)鍵碼 [param keycode] 轉換為啟動鍵盤配置中的鍵碼。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" -"Returns the number of keyboard layouts.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回鍵盤配置的數量。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" -"Returns the ISO-639/BCP-47 language code of the keyboard layout at position " -"[param index].\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回位於 [param index] 位置的鍵盤配置的 ISO-639/BCP-47 語言程式碼。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" -"Returns the localized name of the keyboard layout at position [param index].\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"返回位於 [param index] 位置的鍵盤配置的當地語系化名稱。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" -"Sets the active keyboard layout.\n" -"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." -msgstr "" -"設定啟動的鍵盤配置。\n" -"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" "Returns the current state of mouse buttons (whether each button is pressed) " "as a bitmask. If multiple mouse buttons are pressed at the same time, the " "bits are added together. Equivalent to [method Input.get_mouse_button_mask]." @@ -32043,40 +30538,6 @@ msgstr "" "Input.use_accumulated_input]。" msgid "" -"Returns the dots per inch density of the specified screen. If [param screen] " -"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " -"main window will be used.\n" -"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " -"scaling mode is used.\n" -"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " -"six generalized densities:\n" -"[codeblock]\n" -" ldpi - 120 dpi\n" -" mdpi - 160 dpi\n" -" hdpi - 240 dpi\n" -" xhdpi - 320 dpi\n" -" xxhdpi - 480 dpi\n" -"xxxhdpi - 640 dpi\n" -"[/codeblock]\n" -"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and " -"Windows. Returns [code]72[/code] on unsupported platforms." -msgstr "" -"返回指定螢幕的每英寸點數密度。如果 [param screen] 為 [constant " -"SCREEN_OF_MAIN_WINDOW](預設值),則將使用帶有主視窗的螢幕。\n" -"[b]注意:[/b]在 macOS 上,如果使用小數顯示縮放模式,則返回值不準確。\n" -"[b]注意:[/b]在 Android 裝置上,實際螢幕密度分為六種通用密度:\n" -"[codeblock]\n" -" ldpi - 120 dpi\n" -" mdpi - 160 dpi\n" -" hdpi - 240 dpi\n" -" xhdpi - 320 dpi\n" -" xxhdpi - 480 dpi\n" -"xxxhdpi - 640 dpi\n" -"[/codeblock]\n" -"[b]注意:[/b]該方法在 Android、Linux(X11)、macOS 和 Windows 上實作。在不受支持" -"的平臺上返回 [code]72[/code]。" - -msgid "" "Returns screenshot of the [param screen].\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n" "[b]Note:[/b] On macOS, this method requires \"Screen Recording\" permission, " @@ -32119,34 +30580,6 @@ msgstr "" "面壁紙顏色。" msgid "" -"Returns the screen's top-left corner position in pixels. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"See also [method screen_get_size]." -msgstr "" -"返回螢幕左上角的位置,單位為圖元。使用多個監視器時,螢幕位置是相對於虛擬桌面區" -"域的位置。如果多監視器中使用了不同的螢幕解析度或朝向,原點有可能位於所有顯示器" -"之外,類似於:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"另見 [method screen_get_size]。" - -msgid "" "Returns the current refresh rate of the specified screen. If [param screen] " "is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " "main window will be used.\n" @@ -32270,162 +30703,6 @@ msgstr "" "[b]注意:[/b]該方法僅在 Windows 上實作。" msgid "" -"Set active tablet driver name.\n" -"[b]Note:[/b] This method is implemented only on Windows." -msgstr "" -"設定活動的數位板驅動程式的名稱。\n" -"[b]注意:[/b]該方法僅在 Windows 上實作。" - -msgid "" -"Returns an [PackedStringArray] of voice identifiers for the [param " -"language].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"返回 [param language] 的語音識別字的 [PackedStringArray]。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上實" -"現。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 應為 " -"[code]true[/code] 才能使用文字轉語音。" - -msgid "" -"Returns [code]true[/code] if the synthesizer is in a paused state.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"如果合成器處於暫停狀態,則返回 [code]true[/code]。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上實" -"現。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 應為 " -"[code]true[/code] 才能使用文字轉語音。" - -msgid "" -"Returns [code]true[/code] if the synthesizer is generating speech, or have " -"utterance waiting in the queue.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"如果合成器正在生成語音,或者有發言正在佇列中等待,則返回 [code]true[/code]。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上實" -"現。\n" -"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 應為 " -"[code]true[/code] 才能使用文字轉語音。" - -msgid "" -"Puts the synthesizer into a paused state.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"讓合成器進入暫停狀態。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上實" -"作。\n" -"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/" -"text_to_speech] 應該為 [code]true[/code]。" - -msgid "" -"Resumes the synthesizer if it was paused.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"讓處於暫停狀態的合成器繼續執行。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上實" -"作。\n" -"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/" -"text_to_speech] 應該為 [code]true[/code]。" - -msgid "" -"Adds a callback, which is called when the utterance has started, finished, " -"canceled or reached a text boundary.\n" -"- [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and " -"[constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] " -"parameter, the utterance ID.\n" -"- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] " -"parameters, the index of the character and the utterance ID.\n" -"[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"新增回呼函式,會在發言開始、結束、取消、到達文字邊界時呼叫。\n" -"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[constant " -"TTS_UTTERANCE_CANCELED] 可呼叫體的方法應接受一個 [int] 參數,即發言 ID。\n" -"- [constant TTS_UTTERANCE_BOUNDARY] 可呼叫體的方法應接受兩個 [int] 參數:字元" -"索引和發言 ID。\n" -"[b]注意:[/b]邊界回呼函式的顆粒度由引擎決定。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上實" -"作。\n" -"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/" -"text_to_speech] 應該為 [code]true[/code]。" - -msgid "" -"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], " -"the queue is cleared first.\n" -"- [param voice] identifier is one of the [code]\"id\"[/code] values returned " -"by [method tts_get_voices] or one of the values returned by [method " -"tts_get_voices_for_language].\n" -"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] " -"(highest).\n" -"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] " -"(highest), [code]1.0[/code] is default pitch for the current voice.\n" -"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] " -"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a " -"percentage relative.\n" -"- [param utterance_id] is passed as a parameter to the callback functions.\n" -"[b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML " -"markup. SSML support is engine and voice dependent. If the engine does not " -"support SSML, you should strip out all XML markup before calling [method " -"tts_speak].\n" -"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice " -"dependent. Values may be truncated.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"向佇列中新增發言。如果 [param interrupt] 為 [code]true[/code],則會先清空隊" -"列。\n" -"- [param voice] 語音識別字是 [method tts_get_voices] 所返回的 [code]\"id\"[/" -"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n" -"- [param volume] 音量從 [code]0[/code](最低)到 [code]100[/code](最高)。\n" -"- [param pitch] 音高從 [code]0.0[/code](最低)到 [code]2.0[/code](最高), " -"[code]1.0[/code] 為目前語音的預設音高。\n" -"- [param rate] 語速從 [code]0.1[/code](最低)到 [code]10.0[/code](最高), " -"[code]1.0[/code] 為普通語速。其他值為相對百分比。\n" -"- [param utterance_id] 話語 ID 會作為參數傳遞給回呼函式。\n" -"[b]注意:[/b]在 Windows 和 Linux(X11)上,發言的 [param text] 可以使用 SSML " -"標記。對 SSML 支援取決於引擎和語音。如果引擎不支援 SSML,你應該在呼叫 [method " -"tts_speak] 之前剝離所有 XML 標記。\n" -"[b]注意:[/b]音高、語速、音量的顆粒度由引擎和語音決定。設定的值可能被截斷。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上實" -"作。\n" -"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/" -"text_to_speech] 應該為 [code]true[/code]。" - -msgid "" -"Stops synthesis in progress and removes all utterances from the queue.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " -"macOS, and Windows.\n" -"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " -"[code]true[/code] to use text-to-speech." -msgstr "" -"停止執行中的合成器,移除佇列中的所有發言。\n" -"[b]注意:[/b]該方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上實" -"作。\n" -"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/" -"text_to_speech] 應該為 [code]true[/code]。" - -msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." msgstr "" @@ -32463,18 +30740,6 @@ msgstr "" "[b]注意:[/b]該方法在 Android、iOS 和 Web 上實作。" msgid "" -"Sets the mouse cursor position to the given [param position] relative to an " -"origin at the upper left corner of the currently focused game Window Manager " -"window.\n" -"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and " -"Linux. It has no effect on Android, iOS and Web." -msgstr "" -"將滑鼠游標位置設定為相對於目前聚焦的遊戲視窗管理器視窗左上角的原點的給定 " -"[param position]。\n" -"[b]注意:[/b][method warp_mouse] 僅在 Windows、macOS 和 Linux 上受支援。它在 " -"Android、iOS 和 Web 上無效。" - -msgid "" "Returns [code]true[/code] if anything can be drawn in the window specified by " "[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" "render-loop[/code] command line argument or a headless build will return " @@ -32521,14 +30786,6 @@ msgid "Returns the mode of the given window." msgstr "返回給定視窗的模式。" msgid "" -"Returns internal structure pointers for use in plugins.\n" -"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and " -"Windows." -msgstr "" -"該函式返回用於外掛程式的內部結構指標。\n" -"[b]注意:[/b]該方法在 Android、Linux(X11)、macOS 和 Windows 上實作。" - -msgid "" "Returns the bounding box of control, or menu item that was used to open the " "popup window, in the screen coordinate system." msgstr "" @@ -32783,37 +31040,6 @@ msgstr "" "擊不會自動關閉該彈出框。" msgid "" -"Sets the position of the given window to [param position]. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"See also [method window_get_position] and [method window_set_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"position] instead." -msgstr "" -"將給定視窗的位置設定為 [param position]。使用多個監視器時,螢幕位置是相對於虛" -"擬桌面區域的位置。如果多監視器中使用了不同的螢幕解析度或朝向,原點有可能位於所" -"有顯示器之外,類似於:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"另見 [method window_get_position] 和 [method window_set_size]。\n" -"[b]注意:[/b]建議改用 [member Window.position] 更改此值。" - -msgid "" "Sets the size of the given window to [param size] (in pixels). See also " "[method window_get_size] and [method window_get_position].\n" "[b]Note:[/b] It's recommended to change this value using [member Window.size] " @@ -32864,10 +31090,10 @@ msgstr "" "vsync_mode]。\n" "參閱 [enum DisplayServer.VSyncMode] 瞭解可能的值,以及它們如何影響套用程式的行" "為。\n" -"根據平臺和使用的渲染器,如果不支援所需的模式,引擎將退回到 [constant " +"根據平臺和使用的算繪器,如果不支援所需的模式,引擎將退回到 [constant " "VSYNC_ENABLED]。\n" "[b]注意:[/b]除 [constant VSYNC_ENABLED] 以外的垂直同步模式,僅支援 Forward+ " -"和 Mobile 渲染方式,不支援 Compatibility。" +"和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the " @@ -32898,29 +31124,6 @@ msgid "" msgstr "顯示伺服器支援觸屏輸入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]" msgid "" -"Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, " -"Web[/b]" -msgstr "" -"顯示伺服器支援滑鼠輸入。[b]Windows、macOS、Linux(X11)、Android、Web[/b]" - -msgid "" -"Display server supports warping mouse coordinates to keep the mouse cursor " -"constrained within an area, but looping when one of the edges is reached. " -"[b]Windows, macOS, Linux (X11)[/b]" -msgstr "" -"顯示伺服器支援扭曲滑鼠座標以將滑鼠游標限制在一個區域內,但在到達其中一個邊緣時" -"迴圈。[b]Windows, macOS, Linux (X11)[/b]" - -msgid "" -"Display server supports setting and getting clipboard data. See also " -"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), " -"Android, iOS, Web[/b]" -msgstr "" -"顯示伺服器支援剪貼板資料的設定和獲取。另見 [constant " -"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、Linux(X11)、Android、iOS、" -"Web[/b]" - -msgid "" "Display server supports popping up a virtual keyboard when requested to input " "text without a physical keyboard. [b]Android, iOS, Web[/b]" msgstr "" @@ -32928,25 +31131,6 @@ msgstr "" "Web[/b]" msgid "" -"Display server supports setting the mouse cursor shape to be different from " -"the default. [b]Windows, macOS, Linux (X11), Android, Web[/b]" -msgstr "" -"顯示伺服器支援將滑鼠游標形狀設定為與預設不同。[b]Windows、macOS、Linux" -"(X11)、Android、Web[/b]" - -msgid "" -"Display server supports setting the mouse cursor shape to a custom image. " -"[b]Windows, macOS, Linux (X11), Web[/b]" -msgstr "" -"顯示伺服器支援將滑鼠游標形狀設定為自訂圖像。[b]Windows、macOS、Linux(X11)、" -"Web[/b]" - -msgid "" -"Display server supports spawning dialogs using the operating system's native " -"look-and-feel. [b]macOS[/b]" -msgstr "顯示伺服器支援使用作業系統的本地介面外觀來生成對話方塊。[b]macOS[/b]" - -msgid "" "Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" "Korean text. This is handled by the operating system, rather than by Godot. " @@ -32957,24 +31141,6 @@ msgstr "" "[b]Windows, macOS, Linux (X11)[/b]" msgid "" -"Display server supports windows can use per-pixel transparency to make " -"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)" -"[/b]" -msgstr "" -"顯示伺服器支援視窗可以使用逐圖元透明,以使它們後面的視窗部分或完全可見。" -"[b]Windows, macOS, Linux (X11)[/b]" - -msgid "" -"Display server supports querying the operating system's display scale factor. " -"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed " -"to guessing based on the screen resolution and reported display DPI (which " -"can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b]" -msgstr "" -"顯示伺服器支援查詢作業系統的顯示縮放係數。這允許[i]可靠地[/i]執行自動 hiDPI 顯" -"示器偵測,而不是根據螢幕解析度和報告的顯示器 DPI 進行猜測(由於顯示器 EDID 損" -"壞,這可能不可靠)。[b]Windows, macOS[/b]" - -msgid "" "Display server supports changing the window icon (usually displayed in the " "top-left corner). [b]Windows, macOS, Linux (X11)[/b]" msgstr "" @@ -32991,28 +31157,6 @@ msgid "" msgstr "顯示伺服器支援改變螢幕朝向。[b]Android、iOS[/b]" msgid "" -"Display server supports V-Sync status can be changed from the default (which " -"is forced to be enabled platforms not supporting this feature). [b]Windows, " -"macOS, Linux (X11)[/b]" -msgstr "" -"顯示伺服器支援將垂直同步狀態改為非預設狀態(不支援此功能的平臺強制啟用垂直同" -"步)。[b]Windows、macOS、Linux(X11)[/b]" - -msgid "" -"Display server supports Primary clipboard can be used. This is a different " -"clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b]" -msgstr "" -"顯示伺服器支援使用主剪貼板。主剪貼板和 [constant FEATURE_CLIPBOARD] 是不同的剪" -"貼板。[b]Linux(X11)[/b]" - -msgid "" -"Display server supports text-to-speech. See [code]tts_*[/code] methods. " -"[b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]" -msgstr "" -"顯示伺服器支援文字轉語音。見 [code]tts_*[/code] 方法。[b]Windows、macOS、Linux" -"(X11)、Android、iOS、Web[/b]" - -msgid "" "Display server supports expanding window content to the title. See [constant " "WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]" msgstr "" @@ -33045,20 +31189,6 @@ msgstr "將滑鼠游標限制在遊戲視窗內,並使其可見。" msgid "Confines the mouse cursor to the game window, and make it hidden." msgstr "將滑鼠游標限制在遊戲視窗內,並使其隱藏。" -msgid "Represents the screen containing the mouse pointer." -msgstr "代表包含滑鼠指標的螢幕。" - -msgid "Represents the screen containing the window with the keyboard focus." -msgstr "代表包含具有鍵盤焦點的視窗的螢幕。" - -msgid "Represents the primary screen." -msgstr "代表主螢幕。" - -msgid "" -"Represents the screen where the main window is located. This is usually the " -"default value in functions that allow specifying one of several screens." -msgstr "代表主視窗所在的螢幕。如果函式允許指定不同的螢幕,這個值通常是預設值。" - msgid "" "The ID of the main window spawned by the engine, which can be passed to " "methods expecting a [code]window_id[/code]." @@ -33311,20 +31441,6 @@ msgid "" msgstr "該視窗懸浮在所有其他視窗之上。全屏視窗會忽略該旗標。" msgid "" -"The window background can be transparent.\n" -"[b]Note:[/b] This flag has no effect if [member ProjectSettings.display/" -"window/per_pixel_transparency/allowed] is set to [code]false[/code].\n" -"[b]Note:[/b] Transparency support is implemented on Linux (X11), macOS and " -"Windows, but availability might vary depending on GPU driver, display " -"manager, and compositor capabilities." -msgstr "" -"該視窗的背景可以是透明的。\n" -"[b]注意:[/b]如果 [member ProjectSettings.display/window/" -"per_pixel_transparency/allowed] 被設定為 [code]false[/code],則該旗標無效。\n" -"[b]注意:[/b]透明度支援在 Linux(X11)、macOS 和 Windows 上實作,但可用性可能" -"因 GPU 驅動、顯示管理器、和合成器功能而異。" - -msgid "" "The window can't be focused. No-focus window will ignore all input, except " "mouse clicks." msgstr "該視窗無法獲得焦點。無聚焦視窗會忽略除滑鼠點擊外的所有輸入。" @@ -33399,25 +31515,10 @@ msgid "" "- iOS: [code]UIView*[/code] for the window main view." msgstr "" "視窗視圖:\n" -"- Windows:視窗的 [code]HDC[/code](僅適用於 GL 相容性渲染器)。\n" +"- Windows:視窗的 [code]HDC[/code](僅適用於 GL 相容性算繪器)。\n" "- macOS:視窗主視圖的 [code]NSView*[/code]。\n" "- iOS:視窗主視圖的 [code]UIView*[/code]。" -msgid "" -"OpenGL context (only with the GL Compatibility renderer):\n" -"- Windows: [code]HGLRC[/code] for the window (native GL), or " -"[code]EGLContext[/code] for the window (ANGLE).\n" -"- Linux: [code]GLXContext*[/code] for the window.\n" -"- macOS: [code]NSOpenGLContext*[/code] for the window (native GL), or " -"[code]EGLContext[/code] for the window (ANGLE).\n" -"- Android: [code]EGLContext[/code] for the window." -msgstr "" -"OpenGL 本文(僅適用於 GL 相容性渲染器):\n" -"- Windows:視窗的 [code]HGLRC[/code]。\n" -"- Linux:視窗的 [code]GLXContext*[/code]。\n" -"- macOS:視窗的 [code]NSOpenGLContext*[/code]。\n" -"- Android:視窗的 [code]EGLContext[/code]。" - msgid "Utterance has begun to be spoken." msgstr "發言開始。" @@ -34069,9 +32170,6 @@ msgstr "" "信息,請參閱 [method EditorExportPlugin._begin_customize_scenes] 和 [method " "EditorExportPlugin._begin_customize_resources]。" -msgid "$DOCS_URL/tutorials/platform/consoles.html" -msgstr "$DOCS_URL/tutorials/platform/consoles.html" - msgid "" "Returns the name of the export operating system handled by this " "[EditorExportPlatform] class, as a friendly string. Possible return values " @@ -34144,10 +32242,6 @@ msgid "" "when started." msgstr "附加命令列參數的列表,匯出的專案將在啟動時收到該列表。" -msgid "" -"Path to the custom export template. If left empty, default template is used." -msgstr "到自訂匯出範本的路徑。如果留空,則預設範本將被使用。" - msgid "Export format for Gradle build." msgstr "Gradle 建構的匯出格式。" @@ -34278,15 +32372,6 @@ msgid "If [code]true[/code], package signing is enabled." msgstr "如果為 [code]true[/code],則包簽章被啟用。" msgid "" -"Unique application identifier in a reverse-DNS format, can only contain " -"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/" -"code]), hyphens ([code]-[/code]), and periods ([code].[/code])." -msgstr "" -"反向 DNS 格式的唯一套用程式識別字,只能包含字母數位字元([code]A-Z[/code]、" -"[code]a-z[/code] 和 [code]0-9[/code])、連字號([code]-[/code])和句點" -"([code].[/code])。" - -msgid "" "Allows read/write access to the \"properties\" table in the checkin database. " "See [url=https://developer.android.com/reference/android/Manifest." "permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]." @@ -35415,6 +33500,15 @@ msgstr "" "你的團隊 ID[/url]。" msgid "" +"Unique application identifier in a reverse-DNS format, can only contain " +"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/" +"code]), hyphens ([code]-[/code]), and periods ([code].[/code])." +msgstr "" +"反向 DNS 格式的唯一套用程式識別字,只能包含字母數位字元([code]A-Z[/code]、" +"[code]a-z[/code] 和 [code]0-9[/code])、連字號([code]-[/code])和句點" +"([code].[/code])。" + +msgid "" "The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " "for debug export." msgstr "用於除錯匯出的簽章身份的“全名”、“通用名”或 SHA-1 雜湊值。" @@ -35445,9 +33539,6 @@ msgstr "" msgid "Interpolation method used to resize application icon." msgstr "用於調整套用程式圖示大小的插值方法。" -msgid "Interpolation method used to resize launch screen images." -msgstr "用於調整啟動畫面圖像大小的插值方法。" - msgid "" "UUID of the provisioning profile. If left empty, Xcode will download or " "create a provisioning profile automatically. See [url=https://developer.apple." @@ -35516,6 +33607,10 @@ msgstr "" "cn/support/required-device-capabilities/]App 所需的裝置功能[/url]。" msgid "" +"Path to the custom export template. If left empty, default template is used." +msgstr "到自訂匯出範本的路徑。如果留空,則預設範本將被使用。" + +msgid "" "App Store application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/icon]. See [url=https://developer.apple." "com/design/human-interface-guidelines/foundations/app-icons]App icons[/url]." @@ -35635,13 +33730,6 @@ msgstr "" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" -"Application launch screen image file. If left empty, it will fallback to " -"[member ProjectSettings.application/boot_splash/image]." -msgstr "" -"套用程式啟動畫面影像檔。如果留空,則會退回至 [member ProjectSettings." -"application/boot_splash/image]。" - -msgid "" "A message displayed when requesting access to the device's camera (in " "English)." msgstr "請求存取裝置相機時顯示的(英文)消息。" @@ -35700,12 +33788,6 @@ msgstr "" "code]。" msgid "" -"If [code]true[/code], storyboard launch screen is used instead of launch " -"screen images." -msgstr "" -"如果為 [code]true[/code],則使用 storyboard 啟動畫面,不使用啟動畫面圖像。" - -msgid "" "If [code]true[/code], the app \"Documents\" folder can be accessed via " "\"Files\" app. See [url=https://developer.apple.com/documentation/" "bundleresources/information_property_list/" @@ -35809,18 +33891,6 @@ msgstr "" "- [code]{exe_name}[/code] - 套用程式可執行檔的名稱。\n" "- [code]{cmd_args}[/code] - 套用程式命令列參數的陣列。" -msgid "If [code]true[/code], project textures are exported in the BPTC format." -msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 BPTC 格式。" - -msgid "If [code]true[/code], project textures are exported in the ETC format." -msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 ETC 格式。" - -msgid "If [code]true[/code], project textures are exported in the ETC2 format." -msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 ETC2 格式。" - -msgid "If [code]true[/code], project textures are exported in the S3TC format." -msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 S3TC 格式。" - msgid "Exporter for macOS." msgstr "macOS 匯出器。" @@ -36145,8 +34215,8 @@ msgid "" "resolution, otherwise it is always rendered at loDPI resolution and upscaled " "by OS when required." msgstr "" -"如果為 [code]true[/code],則套用程式使用原生顯示器解析度渲染,否則始終使用 " -"loHPI 解析度渲染,必要時由作業系統放大。" +"如果為 [code]true[/code],則套用程式使用原生顯示器解析度算繪,否則始終使用 " +"loHPI 解析度算繪,必要時由作業系統放大。" msgid "Application distribution target." msgstr "套用程式分發目標。" @@ -36308,10 +34378,6 @@ msgstr "為 Web 匯出" msgid "Web documentation index" msgstr "網頁文件索引" -msgid "" -"The canvas resize policy determines how the canvas should be resized by Godot." -msgstr "畫布大小調整策略決定 Godot 應當如何調整畫布的大小。" - msgid "Exporter for Windows." msgstr "Windows 匯出器。" @@ -37966,7 +36032,7 @@ msgid "" "[/codeblocks]" msgstr "" "[EditorInterface] 允許控制 Godot 編輯器的視窗,包括自訂視窗,保存和重新載入場" -"景,渲染網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] , " +"景,算繪網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] , " "[EditorFileSystem] , [EditorResourcePreview] , [ScriptEditor] ,編輯器視口以" "及場景資訊的存取。\n" "[b]注意:[/b] 這個類不應該被直接產生實體。而是,直接通過名稱存取單例。\n" @@ -38051,16 +36117,6 @@ msgstr "返回在 [FileSystemDock] 中查看的目前路徑。" msgid "Returns the edited (current) scene's root [Node]." msgstr "返回正在編輯的(目前)場景的根 [Node]。" -msgid "" -"Returns the editor control responsible for main screen plugins and tools. Use " -"it with plugins that implement [method EditorPlugin._has_main_screen].\n" -"[b]Warning:[/b] Removing and freeing this node will render a part of the " -"editor useless and may cause a crash." -msgstr "" -"返回負責主螢幕外掛程式和工具的編輯器控制項。將其與實作了 [method EditorPlugin." -"_has_main_screen] 的外掛程式一起使用。\n" -"[b]警告:[/b]移除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。" - msgid "Returns the [EditorPaths] singleton." msgstr "返回 [EditorPaths] 單例。" @@ -38177,7 +36233,7 @@ msgstr "" msgid "" "Returns mesh previews rendered at the given size as an [Array] of " "[Texture2D]s." -msgstr "將以給定大小渲染的網格預覽返回為元素型別為 [Texture2D] 的一個 [Array]。" +msgstr "將以給定大小算繪的網格預覽返回為元素型別為 [Texture2D] 的一個 [Array]。" msgid "Marks the current scene tab as unsaved." msgstr "將目前場景分頁標記為未保存。" @@ -39491,68 +37547,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if this is a main screen editor plugin (it goes in " -"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " -"[b]AssetLib[/b]).\n" -"When the plugin's workspace is selected, other main screen plugins will be " -"hidden, but your plugin will not appear automatically. It needs to be added " -"as a child of [method EditorInterface.get_base_control] and made visible " -"inside [method _make_visible].\n" -"Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the " -"plugin button's appearance.\n" -"[codeblock]\n" -"var plugin_control\n" -"\n" -"func _enter_tree():\n" -" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" -" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n" -" plugin_control.hide()\n" -"\n" -"func _has_main_screen():\n" -" return true\n" -"\n" -"func _make_visible(visible):\n" -" plugin_control.visible = visible\n" -"\n" -"func _get_plugin_name():\n" -" return \"My Super Cool Plugin 3000\"\n" -"\n" -"func _get_plugin_icon():\n" -" return EditorInterface.get_editor_theme().get_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/codeblock]" -msgstr "" -"如果這是一個主螢幕編輯器外掛程式,則返回 [code]true[/code](它與 [b]2D[/b]、" -"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起進入工作區選擇器)。\n" -"當該外掛程式的工作區被選中時,其他主螢幕外掛程式將被隱藏,但你的外掛程式不會自" -"動出現。它需要被新增為 [method EditorInterface.get_base_control] 的子節點,並" -"在 [method _make_visible] 中使其可見。\n" -"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自訂外掛程式按鈕的" -"外觀。\n" -"[codeblock]\n" -"var plugin_control\n" -"\n" -"func _enter_tree():\n" -" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" -" get_editor_interface().get_editor_main_screen()." -"add_child(plugin_control)\n" -" plugin_control.hide()\n" -"\n" -"func _has_main_screen():\n" -" return true\n" -"\n" -"func _make_visible(visible):\n" -" plugin_control.visible = visible\n" -"\n" -"func _get_plugin_name():\n" -" return \"My Super Cool Plugin 3000\"\n" -"\n" -"func _get_plugin_icon():\n" -" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/codeblock]" - -msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" "Remember that you have to manage the visibility of all your editor controls " @@ -39826,14 +37820,6 @@ msgstr "" "[code]new_value[/code]。它們分別是屬性面板使用的 [UndoRedo] 物件、目前修改的對" "象、修改的屬性的名稱、和該屬性即將採用的新值。" -msgid "" -"Returns the [EditorInterface] singleton instance.\n" -"[i]Deprecated.[/i] [EditorInterface] is a global singleton and can be " -"accessed directly by its name." -msgstr "" -"傳回 [EditorInterface] 單例實例。\n" -"[i]已放棄使用。[/i] [EditorInterface] 是全域單例,可透過其名稱直接存取。" - msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." msgstr "返回[b]場景 > 另存為...[/b]下的 [PopupMenu]。" @@ -39981,16 +37967,6 @@ msgstr "" "發出。也適用於由外掛程式定義的自訂螢幕。" msgid "" -"Emitted when any project setting has changed.\n" -"[i]Deprecated.[/i] Use [signal ProjectSettings.settings_changed] instead." -msgstr "" -"當任何專案設定發生變更時發出。\n" -"[i]已放棄使用。[/i] 請改用 [signal ProjectSettings.settings_changed]。" - -msgid "Emitted when the given [param resource] was saved on disc." -msgstr "給定的資源 [param resource] 保存到磁片時發出。" - -msgid "" "Emitted when the scene is changed in the editor. The argument will return the " "root node of the scene that has just become active. If this scene is new and " "empty, the argument will be [code]null[/code]." @@ -39998,10 +37974,6 @@ msgstr "" "在編輯器中更改場景時發出。該參數將返回剛剛變為活動狀態的場景的根節點。如果此場" "景是新場景且為空,則參數將為 [code]null[/code]。" -msgid "" -"Emitted when user closes a scene. The argument is file path to a closed scene." -msgstr "當使用者關閉場景時發出。參數是關閉的場景的檔路徑。" - msgid "Main editor toolbar, next to play buttons." msgstr "主編輯器的工具列,旁邊是運作按鈕。" @@ -40622,29 +38594,6 @@ msgstr "" msgid "Importer for Blender's [code].blend[/code] scene file format." msgstr "Blender 的 [code].blend[/code] 場景檔案格式的匯入器。" -msgid "" -"Imports Blender scenes in the [code].blend[/code] file format through the " -"glTF 2.0 3D import pipeline. This importer requires Blender to be installed " -"by the user, so that it can be used to export the scene as glTF 2.0.\n" -"The location of the Blender binary is set via the [code]filesystem/import/" -"blender/blender3_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/" -"blender/enabled] is enabled, otherwise [code].blend[/code] files present in " -"the project folder are not imported.\n" -"Blend import requires Blender 3.0.\n" -"Internally, the EditorSceneFormatImporterBlend uses the Blender glTF \"Use " -"Original\" mode to reference external textures." -msgstr "" -"通過 glTF 2.0 3D 匯入管道匯入使用 [code].blend[/code] 檔案格式的 Blender 場" -"景。該匯入器要求使用者安裝 Blender,以便將場景匯出為 glTF 2.0。\n" -"Blender 可執行檔的位置是通過 [code]filesystem/import/blender/blender3_path[/" -"code] 編輯器設定來設定的。\n" -"該匯入器僅在啟用 [member ProjectSettings.filesystem/import/blender/enabled] 時" -"使用,否則不會匯入專案檔案夾中存在的 [code].blend[/code] 檔案。\n" -"Blend 匯入需要 Blender 3.0。\n" -"在內部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式來引用外" -"部紋理。" - msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 場景檔案格式的匯入器。" @@ -41260,7 +39209,7 @@ msgid "" "FPS. Higher values allow viewing longer periods of profiling in the graphs, " "especially when the project is running at high framerates." msgstr "" -"分析器的影格歷史的大小。如果專案以恒定的 60 FPS 渲染,則預設值(3600)允許查看" +"分析器的影格歷史的大小。如果專案以恒定的 60 FPS 算繪,則預設值(3600)允許查看" "最多 60 秒的分析。更高的值允許在圖表中查看更長時間的分析,尤其是當專案以高影格" "率運作時。" @@ -41438,52 +39387,6 @@ msgstr "" "[code]disabled[/code],否則放置在該邊界之外的物件將不可見。" msgid "" -"The default camera field of view to use in the 3D editor (in degrees). The " -"camera field of view can be adjusted on a per-scene basis using the [b]View[/" -"b] menu at the top of the 3D editor. If a scene had its camera field of view " -"adjusted using the [b]View[/b] menu, this setting is ignored in the scene in " -"question. This setting is also ignored while a Camera3D node is being " -"previewed in the editor." -msgstr "" -"在 3D 編輯器中使用的預設相機視野(以度為單位)。可以使用 3D 編輯器頂部的[b]查" -"看[/b]選單,在每個場景的基礎上調整相機視野。如果使用[b]查看[/b]功能表調整了場" -"景的相機視野,則該設定將在相關場景中被忽略。在編輯器中預覽 Camera3D 節點時,該" -"設定也將被忽略。" - -msgid "" -"The default camera far clip distance to use in the 3D editor (in degrees). " -"Higher values make it possible to view objects placed further away from the " -"camera, at the cost of lower precision in the depth buffer (which can result " -"in visible Z-fighting in the distance). The camera far clip distance can be " -"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D " -"editor. If a scene had its camera far clip distance adjusted using the " -"[b]View[/b] menu, this setting is ignored in the scene in question. This " -"setting is also ignored while a Camera3D node is being previewed in the " -"editor." -msgstr "" -"在 3D 編輯器中使用的預設相機遠剪輯距離(以度為單位)。較高的值可以查看距離相機" -"較遠的物件,但會降低深度緩衝區的精度(這可能導致遠處可見的 Z 衝突)。可以使用 " -"3D 編輯器頂部的[b]查看[/b]選單在每個場景的基上,調整相機遠剪輯距離。如果一個場" -"景使用[b]查看[/b]功能表調整了其相機遠剪輯距離,則該設定在相關場景中將被忽略。" -"在編輯器中預覽 Camera3D 節點時,該設定也將被忽略。" - -msgid "" -"The default camera near clip distance to use in the 3D editor (in degrees). " -"Lower values make it possible to view objects placed closer to the camera, at " -"the cost of lower precision in the depth buffer (which can result in visible " -"Z-fighting in the distance). The camera near clip distance can be adjusted on " -"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If " -"a scene had its camera near clip distance adjusted using the [b]View[/b] " -"menu, this setting is ignored in the scene in question. This setting is also " -"ignored while a Camera3D node is being previewed in the editor." -msgstr "" -"要在 3D 編輯器中使用的預設相機近剪輯距離(以度為單位)。較低的值可以查看距離相" -"機更近的物件,但會降低深度緩衝區的精度(這可能會導致遠處可見的 Z 衝突)。可以" -"使用 3D 編輯器頂部的[b]查看[/b]選單,在每個場景的基上調整相機近剪輯距離。如果" -"一個場景使用[b]查看[/b]功能表,調整了其相機近剪輯距離,則該設定在相關場景中將" -"被忽略。在編輯器中預覽 Camera3D 節點時,該設定也將被忽略。" - -msgid "" "The modifier key to use to enable freelook in the 3D editor (on top of " "pressing the right mouse button).\n" "[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard " @@ -41603,23 +39506,23 @@ msgid "" "shader is used to fade it progressively." msgstr "" "柵格大小,單位:3D 單位(unit)。較高的值可防止柵格在某些角度出現“截斷”,但會" -"使柵格對渲染的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐" +"使柵格對算繪的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐" "漸淡化它。" msgid "" "If [code]true[/code], render the grid on an XY plane. This can be useful for " "3D side-scrolling games." msgstr "" -"如果為 [code]true[/code],則在 XY 平面上渲染柵格。可用於 3D 橫向磁碟區軸遊戲。" +"如果為 [code]true[/code],則在 XY 平面上算繪柵格。可用於 3D 橫向磁碟區軸遊戲。" msgid "If [code]true[/code], render the grid on an XZ plane." -msgstr "如果為 [code]true[/code],則在 XZ 平面上渲染柵格。" +msgstr "如果為 [code]true[/code],則在 XZ 平面上算繪柵格。" msgid "" "If [code]true[/code], render the grid on a YZ plane. This can be useful for " "3D side-scrolling games." msgstr "" -"如果為 [code]true[/code],則在 YZ 平面上渲染柵格。可用於 3D 橫向磁碟區軸遊戲。" +"如果為 [code]true[/code],則在 YZ 平面上算繪柵格。可用於 3D 橫向磁碟區軸遊戲。" msgid "" "If [code]true[/code], enables 3-button mouse emulation mode. This is useful " @@ -42272,7 +40175,7 @@ msgid "" "fonts are not designed to look good with anti-aliasing disabled, so it's " "recommended to leave this enabled unless you're using a pixel art font." msgstr "" -"FreeType 的字形抗鋸齒模式,用於渲染編輯器字形。大多數字形在禁用抗鋸齒的情況下" +"FreeType 的字形抗鋸齒模式,用於算繪編輯器字形。大多數字形在禁用抗鋸齒的情況下" "並不好看,所以建議保持啟用,除非你使用的是圖元風字形。" msgid "" @@ -42308,26 +40211,13 @@ msgid "" "positioning mode for all editor fonts, regardless of their size (with [b]One " "Quarter of a Pixel[/b] being the highest-quality option)." msgstr "" -"渲染編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。" -"[b]禁用[/b] ,渲染速度最快,使用的記憶體最少。[b]自動[/b] ,只對小尺寸的字形使" +"算繪編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。" +"[b]禁用[/b] ,算繪速度最快,使用的記憶體最少。[b]自動[/b] ,只對小尺寸的字形使" "用子圖元定位(這裡的好處是最明顯的)。[b]二分之一圖元[/b]和[b]四分之一圖元[/b]" "對所有編輯器字形強制使用相同的子圖元定位模式,無論其大小如何(其中[b]四分之一" "像素[/b]是最高品質的選項)。" msgid "" -"The amount of sleeping between frames when the low-processor usage mode is " -"enabled (in microseconds). Higher values will result in lower CPU/GPU usage, " -"which can improve battery life on laptops. However, higher values will result " -"in a less responsive editor. The default value is set to allow for maximum " -"smoothness on monitors up to 144 Hz. See also [member interface/editor/" -"unfocused_low_processor_mode_sleep_usec]." -msgstr "" -"啟用低處理器使用模式時影格之間的睡眠時間(以微秒為單位)。更高的值將導致更低" -"的 CPU/GPU 使用率,這可以延長筆記型電腦的電池壽命。但是,更高的值會導致編輯器" -"的回應速度更慢。預設值設定為允許在高達 144 Hz 的顯示器上實作最大流暢度。另見 " -"[member interface/editor/unfocused_low_processor_mode_sleep_usec]。" - -msgid "" "The font to use for the editor interface. Must be a resource of a [Font] type " "such as a [code].ttf[/code] or [code].otf[/code] font file." msgstr "" @@ -42376,46 +40266,6 @@ msgstr "" "共用。" msgid "" -"If enabled, displays internal engine errors in toast notifications " -"(toggleable by clicking the \"bell\" icon at the bottom of the editor). No " -"matter the value of this setting, non-internal engine errors will always be " -"visible in toast notifications.\n" -"The default [b]Auto[/b] value will only enable this if the editor was " -"compiled with the [code]dev=yes[/code] option (the default is [code]dev=no[/" -"code])." -msgstr "" -"如果啟用,則會使用吐司通知的形式顯示引擎的內部錯誤(可通過點擊編輯器底部的“鈴" -"鐺”圖示切換)。無論這個設定項是什麼值,非引擎內部錯誤都會在吐司通知中顯示。\n" -"預設的 [b]Auto[/b] 只會在使用 [code]dev=yes[/code] 選項(預設為 [code]dev=no[/" -"code])編譯的編輯器中啟用這個行為。" - -msgid "" -"If [code]true[/code], embed modal windows such as docks inside the main " -"editor window. When single-window mode is enabled, tooltips will also be " -"embedded inside the main editor window, which means they can't be displayed " -"outside of the editor window." -msgstr "" -"如果為 [code]true[/code],則在主編輯器視窗中嵌入停靠面板等模態視窗。當啟用單視" -"窗模式時,工具提示也將被嵌入到主編輯器視窗中,這意味著它們不能顯示在編輯器視窗" -"之外。" - -msgid "" -"When the editor window is unfocused, the amount of sleeping between frames " -"when the low-processor usage mode is enabled (in microseconds). Higher values " -"will result in lower CPU/GPU usage, which can improve battery life on laptops " -"(in addition to improving the running project's performance if the editor has " -"to redraw continuously). However, higher values will result in a less " -"responsive editor. The default value is set to limit the editor to 20 FPS " -"when the editor window is unfocused. See also [member interface/editor/" -"low_processor_mode_sleep_usec]." -msgstr "" -"當編輯器視窗未聚焦時,啟用低處理器使用模式時影格之間的睡眠量(以微秒為單位)。" -"更高的值將導致更低的 CPU/GPU 使用率,這可以延長筆記型電腦的電池壽命(如果編輯" -"器必須連續重繪,還可以提高正在運作的專案的性能)。但是,更高的值會導致編輯器的" -"回應速度變慢。預設值設定會在編輯器視窗未聚焦時,將編輯器限制為 20 FPS。另見 " -"[member interface/editor/low_processor_mode_sleep_usec]。" - -msgid "" "If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " "system global menu.\n" "Specific to the macOS platform." @@ -42447,18 +40297,6 @@ msgstr "" "[code]hidden[/code] 的 OpenType 功能。" msgid "" -"If [code]true[/code], the multi window support in editor is enabled. The " -"following panels can become dedicated windows (made floating): Docks, Script " -"editor, and Shader editor.\n" -"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/" -"code], the multi window support is always disabled." -msgstr "" -"如果為 [code]true[/code],將啟用編輯器的多視窗支援。以下面板可以成為獨立視窗" -"(浮動):停靠面板、腳本編輯器、著色器編輯器。\n" -"[b]注意:[/b][member interface/editor/single_window_mode] 為 [code]true[/" -"code] 時,多視窗支援始終處於禁用狀態。" - -msgid "" "If [code]true[/code], when panels are made floating they will be maximized.\n" "If [code]false[/code], when panels are made floating their position and size " "will match the ones when they are attached (excluding window border) to the " @@ -42506,14 +40344,6 @@ msgid "" msgstr "用於編輯器中“高亮顯示”的使用者介面元素(按下和懸停的專案)的顏色。" msgid "" -"The spacing to add for buttons and list items in the editor (in pixels). " -"Increasing this value is useful to improve usability on touch screens, at the " -"cost of reducing the amount of usable screen real estate." -msgstr "" -"在編輯器中為按鈕和列表項新增的間距(以圖元為單位)。增加該值有助於提高觸控式螢" -"幕的可用性,但代價是減少可用螢幕空間。" - -msgid "" "The base color to use for user interface elements in the editor. Secondary " "colors (such as darker/lighter variants) are derived from this color." msgstr "" @@ -42666,7 +40496,7 @@ msgid "" "project. Accepted strings are \"forward_plus\", \"mobile\" or " "\"gl_compatibility\"." msgstr "" -"建立新專案時預設勾選的渲染器型別。可接受的字串是“forward_plus”、“mobile”、" +"建立新專案時預設勾選的算繪器型別。可接受的字串是“forward_plus”、“mobile”、" "或“gl_compatibility”。" msgid "" @@ -43008,16 +40838,6 @@ msgstr "" "5 倍。" msgid "" -"If [code]true[/code], adds static typing hints such as [code]-> void[/code] " -"and [code]: int[/code] when using code autocompletion or when creating " -"onready variables by drag and dropping nodes into the script editor while " -"pressing the [kbd]Ctrl[/kbd] key." -msgstr "" -"如果為 [code]true[/code] ,則在使用程式碼自動補全時,或在按下 [kbd]Ctrl[/kbd] " -"鍵的同時將節點拖放到腳本編輯器中建立 onready 變數時,將新增靜態型別提示,型別" -"提示類似 [code]-> void[/code] 和 [code]: int[/code] 。" - -msgid "" "If [code]true[/code], automatically completes braces when making use of code " "completion." msgstr "如果為 [code]true[/code],則在使用程式碼補全時,自動補全括弧。" @@ -44943,7 +42763,7 @@ msgid "" "get_process_frames]." msgstr "" "返回繪製的總影格數。在無頭平臺上,或者如果通過命令行使用 [code]--disable-" -"render-loop[/code] 禁用渲染迴圈,[method get_frames_drawn] 總是返回 [code]0[/" +"render-loop[/code] 禁用算繪迴圈,[method get_frames_drawn] 總是返回 [code]0[/" "code]。請參閱 [method get_process_frames]。" msgid "Returns the frames per second of the running game." @@ -45012,7 +42832,7 @@ msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." -msgstr "返回渲染影格時目前物理週期中的分數。可用於實作固定的時間步插值。" +msgstr "返回算繪影格時目前物理週期中的分數。可用於實作固定的時間步插值。" msgid "" "Returns the total number of frames passed since engine initialization which " @@ -45041,7 +42861,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回自引擎初始化以來通過的總影格數,無論渲染迴圈是否啟用,每個[b]處理影格[/b]" +"返回自引擎初始化以來通過的總影格數,無論算繪迴圈是否啟用,每個[b]處理影格[/b]" "都會行進。另見 [method get_frames_drawn] 和 [method get_physics_frames]。\n" "[method get_process_frames] 可用於在不依賴 [Timer] 的情況下,減少運作昂貴的邏" "輯的次數:\n" @@ -45049,7 +42869,7 @@ msgstr "" "[gdscript]\n" "func _process(_delta):\n" " if Engine.get_process_frames() % 2 == 0:\n" -" pass # 此處每 2 個處理(渲染)影格僅運作一次昂貴的邏輯。\n" +" pass # 此處每 2 個處理(算繪)影格僅運作一次昂貴的邏輯。\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" @@ -45058,7 +42878,7 @@ msgstr "" "\n" " if (Engine.GetProcessFrames() % 2 == 0)\n" " {\n" -" // 此處每 2 個處理(渲染)影格僅運作一次昂貴的邏輯。\n" +" // 此處每 2 個處理(算繪)影格僅運作一次昂貴的邏輯。\n" " }\n" "}\n" "[/csharp]\n" @@ -45082,84 +42902,6 @@ msgid "Returns a list of available global singletons." msgstr "返回可用全域單例的列表。" msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]year[/code] - Holds the year the version was released in as an int\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" -"The [code]hex[/code] value is encoded as follows, from left to right: one " -"byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" -"else:\n" -" # Do things specific to versions before 3.2\n" -"[/gdscript]\n" -"[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" -"{\n" -" // Do things specific to version 3.2 or later\n" -"}\n" -"else\n" -"{\n" -" // Do things specific to versions before 3.2\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"以字典形式返回目前引擎版本資訊。\n" -"[code]major[/code] - 將主要版本號保存為一個 int\n" -"[code]minor[/code] - 將次要版本號保存為一個 int\n" -"[code]patch[/code] - 將補丁版本號保存為一個 int\n" -"[code]hex[/code] - 保存編碼為十六進位整數的完整版本號,每個數位一個位元組(2 " -"位)(參見下面的範例)\n" -"[code]status[/code] - 將狀態(例如“beta”、“rc1”、“rc2”、...“stable”)保存為字" -"符串\n" -"[code]build[/code] - 將建構名稱(例如“custom_build”)保存為字串\n" -"[code]hash[/code] - 將完整的 Git 提交雜湊保存為字串\n" -"[code]year[/code] - 將版本發行的年份保存為 int\n" -"[code]string[/code] - 將 [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在單個字元串" -"中\n" -"[code]hex[/code] 值的編碼方式如下,從左到右:主版本對應一位元組,次版本對應一" -"字節,補丁版本對應一位元組。例如,“3.1.12”將是 [code]0x03010C[/code]。[b]注" -"意:[/b]它內部還是一個 int,列印出來就是它的十進位表示,沒有特別的意義。使用十" -"六進制文字從程式碼中輕鬆比較版本:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # 執行特定於版本 3.2 或更高版本的操作\n" -"else:\n" -" # 執行特定於 3.2 之前版本的操作\n" -"[/gdscript]\n" -"[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" -"{\n" -" // 執行特定於版本 3.2 或更高版本的操作\n" -"}\n" -"else\n" -"{\n" -" // 執行特定於 3.2 之前版本的操作\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " "the engine wasn't started in Movie Maker mode. This path can be absolute or " "relative depending on how the user specified it." @@ -45300,8 +43042,8 @@ msgid "" "See also [member physics_ticks_per_second] and [member ProjectSettings." "application/run/max_fps]." msgstr "" -"每秒可渲染的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟不" -"上專案邏輯和渲染的速度,實際的每秒影格數仍可能低於這個值。\n" +"每秒可算繪的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟不" +"上專案邏輯和算繪的速度,實際的每秒影格數仍可能低於這個值。\n" "限制 FPS 會對降低系統功耗很有説明,可以減少熱量和噪音排放(並延長移動裝置的電" "池壽命)。\n" "如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 " @@ -45329,8 +43071,8 @@ msgid "" "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." msgstr "" -"控制每個渲染影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," -"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果渲染 FPS 小於 [member " +"控制每個算繪影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," +"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果算繪 FPS 小於 [member " "physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],遊" "戲看上去會是降速的。即便在物理計算中始終使用 [code]delta[/code] 也一樣會發生。" "要避免這種情況,如果增大了 [member physics_ticks_per_second],而且遠大於預設" @@ -45359,8 +43101,8 @@ msgstr "" "該值可以讓輸入變得更加靈敏、也可以繞過碰撞隧道問題,但請記得這麼做也會提升 " "CPU 的佔用率。另請參閱 [member max_fps] 和 [member ProjectSettings.physics/" "common/physics_ticks_per_second]。\n" -"[b]注意:[/b]每個渲染影格最多只能模擬 [member max_physics_steps_per_frame] 個" -"物理週期。如果為了追趕渲染,需要在每個渲染影格中類比更多物理週期,遊戲看上去會" +"[b]注意:[/b]每個算繪影格最多只能模擬 [member max_physics_steps_per_frame] 個" +"物理週期。如果為了追趕算繪,需要在每個算繪影格中類比更多物理週期,遊戲看上去會" "是降速的(即便在物理計算中始終使用 [code]delta[/code])。因此,如果增大了 " "[member physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member " "max_physics_steps_per_frame] 也調大。" @@ -45387,18 +43129,6 @@ msgstr "" "設情況下)之前,[i]不[/i]報告錯誤。\n" "[b]注意:[/b]從編輯器運作專案時,該屬性不會影響編輯器的“錯誤”分頁。" -msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real " -"life, whilst a value of 0.5 means the game moves at half the regular speed. " -"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this)." -msgstr "" -"控制遊戲中的時鐘與現實生活中的時鐘的快慢。預設值為 1.0。值為 2.0 意味著遊戲的" -"移動速度是現實生活的兩倍,而值為 0.5 意味著遊戲的移動速度是常規速度的一半。" -"[Timer] 和 [SceneTreeTimer] 也會受到影響(如何控制見 [method SceneTree." -"create_timer])。" - msgid "Exposes the internal debugger." msgstr "暴露內部除錯器。" @@ -45513,7 +43243,7 @@ msgstr "啟用/禁用分析器時呼叫,提供了一組選項 [param options] msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " "rendering options." -msgstr "定義渲染選項的資源,用於環境節點(例如 [WorldEnvironment])。" +msgstr "定義算繪選項的資源,用於環境節點(例如 [WorldEnvironment])。" msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " @@ -45526,7 +43256,7 @@ msgid "" "- Adjustments" msgstr "" "定義環境操作(例如背景 [Sky] 或 [Color]、環境光、霧、景深等)的資源,用於環境" -"節點(例如 [WorldEnvironment])。這些參數會對場景的最終渲染造成影響。操作的順" +"節點(例如 [WorldEnvironment])。這些參數會對場景的最終算繪造成影響。操作的順" "序為:\n" "- 景深模糊\n" "- 輝光\n" @@ -45552,7 +43282,7 @@ msgid "" "even if previous levels aren't enabled." msgstr "" "設定輝光級別 [param idx] 的強度。大於 [code]0.0[/code] 時啟用該級別。每個級別" -"都依賴於前一個級別。這意味著啟用較高的輝光等級會減慢輝光效果的渲染速度,即使之" +"都依賴於前一個級別。這意味著啟用較高的輝光等級會減慢輝光效果的算繪速度,即使之" "前的等級沒有啟用。" msgid "" @@ -45564,9 +43294,9 @@ msgid "" "rendering methods, not Compatibility." msgstr "" "如果為 [code]true[/code],則啟用該資源提供的 [code]adjustment_*[/code] 屬性。" -"如果為 [code]false[/code],則對 [code]adjustment_*[/code] 屬性的修改將不會對渲" -"染場景產生影響。\n" -"[b]注意:[/b]調整僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" +"如果為 [code]false[/code],則對 [code]adjustment_*[/code] 屬性的修改將不會對算" +"繪場景產生影響。\n" +"[b]注意:[/b]調整僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "The ambient light's [Color]. Only effective if [member " @@ -45602,7 +43332,7 @@ msgstr "" msgid "" "The ambient light source to use for rendering materials and global " "illumination." -msgstr "環境光源,用於渲染材質和全域照明。" +msgstr "環境光源,用於算繪材質和全域照明。" msgid "The ID of the camera feed to show in the background." msgstr "在背景中顯示的相機源的 ID。" @@ -45655,13 +43385,6 @@ msgstr "" "說不是很有用,因為天空會被照亮。設定為 [code]1.0[/code] 時,霧的顏色完全來自 " "[Sky]。設定為 [code]0.0[/code] 時,會禁用空氣透視。" -msgid "" -"The [i]exponential[/i] fog density to use. Higher values result in a more " -"dense fog. Fog rendering is exponential as in real life." -msgstr "" -"要使用的[i]指數[/i]形式霧密度。值越高霧越密。霧的渲染是指數式的,和現實生活中" -"相同。" - msgid "If [code]true[/code], fog effects are enabled." msgstr "如果為 [code]true[/code],則啟用霧效果。" @@ -45688,7 +43411,7 @@ msgid "" "fog_aerial_perspective] is [code]1.0[/code]." msgstr "" "非體積霧影響天空時使用的係數。[code]1.0[/code] 表示霧可以完全遮蔽天空。較低的" -"值會減少霧對天空渲染的影響,[code]0.0[/code] 完全不影響天空的渲染。\n" +"值會減少霧對天空算繪的影響,[code]0.0[/code] 完全不影響天空的算繪。\n" "[b]注意:[/b]如果 [member fog_aerial_perspective] 為 [code]1.0[/code]," "[member fog_sky_affect] 不會有視覺效果。" @@ -45697,7 +43420,7 @@ msgid "" "the fog color depending on the view angle. This can be used to give the " "impression that the sun is \"piercing\" through the fog." msgstr "" -"如果設定為 [code]0.0[/code] 以上,則根據視角以霧色渲染場景的定向光。這可以用來" +"如果設定為 [code]0.0[/code] 以上,則根據視角以霧色算繪場景的定向光。這可以用來" "給人一種太陽正在“穿透”霧的印象。" msgid "The glow blending mode." @@ -45718,8 +43441,8 @@ msgid "" "rendering method." msgstr "" "如果為 [code]true[/code],則啟用輝光效果。\n" -"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支援輝光,Compatibility 不支援。" -"使用 Mobile 渲染方法時,輝光的外觀會有些不同,因為 Mobile 渲染方法可用的動態範" +"[b]注意:[/b]只有 Forward+ 和 Mobile 算繪方法支援輝光,Compatibility 不支援。" +"使用 Mobile 算繪方法時,輝光的外觀會有些不同,因為 Mobile 算繪方法可用的動態範" "圍較低。" msgid "" @@ -45739,17 +43462,17 @@ msgid "" "decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is " "performed in SDR." msgstr "" -"HDR 輝光的下限閾值。當使用 Mobile 渲染方法時(僅支援較低的動態範圍,最大為 " +"HDR 輝光的下限閾值。當使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),需要低於 [code]1.0[/code] 才能看到輝光。在這種情況下取 " "[code]0.9[/code] 可以達到不錯的效果。在 2D 中使用輝光時也需要降低到 " -"[code]1.0[/code] 以下,因為 2D 渲染使用 SDR。" +"[code]1.0[/code] 以下,因為 2D 算繪使用 SDR。" msgid "" "The overall brightness multiplier of the glow effect. When using the Mobile " "rendering method (which only supports a lower dynamic range up to [code]2.0[/" "code]), this should be increased to [code]1.5[/code] to compensate." msgstr "" -"輝光效果的整體亮度倍數。使用 Mobile 渲染方法時(僅支援較低的動態範圍,最大為 " +"輝光效果的整體亮度倍數。使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),應將其增加到 [code]1.5[/code] 進行補償。" msgid "" @@ -45811,7 +43534,7 @@ msgid "" "[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." msgstr "" "當使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 時,它控制源圖" -"像與輝光層混合的程度。[code]0.0[/code] 的值使輝光渲染不可見,而 [code]1.0[/" +"像與輝光層混合的程度。[code]0.0[/code] 的值使輝光算繪不可見,而 [code]1.0[/" "code] 的值等效於 [constant GLOW_BLEND_MODE_REPLACE]。" msgid "" @@ -45828,7 +43551,7 @@ msgid "" "lower dynamic range." msgstr "" "輝光效果的強度。適用於螢幕上的輝光模糊,能夠增加模糊的距離和強度。使用 Mobile " -"渲染方法時應將其提高,對低動態範圍進行補償。" +"算繪方法時應將其提高,對低動態範圍進行補償。" msgid "The reflected (specular) light source." msgstr "反射(鏡面反射)光源。" @@ -45897,7 +43620,7 @@ msgstr "" "(即 SDFGI)。SDFGI 是一種即時全域照明技術,適用於程式生成和使用者建構的關卡," "包括在遊戲過程中建立幾何體的情況。有符號距離場會在相機移動時自動圍繞相機生成。" "支援動態光,但不支援動態遮擋物和自發光表面。\n" -"[b]注意:[/b]SDFGI 只支援 Forward+ 渲染方式,不支援 Mobile 或 " +"[b]注意:[/b]SDFGI 只支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。\n" "[b]性能:[/b]SDFGI 對 GPU 的要求比較高,不適合集成顯卡等低端硬體(可以考慮 " "[LightmapGI])。要提高 SDFGI 性能,請在專案設定中啟用 [member ProjectSettings." @@ -45994,11 +43717,11 @@ msgid "" "to use for sky rendering. If set to [code]0.0[/code], the same FOV as the " "current [Camera3D] is used for sky rendering." msgstr "" -"如果被設定為大於 [code]0.0[/code] 的值,則會覆蓋用於天空渲染的視野。如果被設置" -"為 [code]0.0[/code],則使用與目前 [Camera3D] 相同的 FOV 進行天空渲染。" +"如果被設定為大於 [code]0.0[/code] 的值,則會覆蓋用於天空算繪的視野。如果被設置" +"為 [code]0.0[/code],則使用與目前 [Camera3D] 相同的 FOV 進行天空算繪。" msgid "The rotation to use for sky rendering." -msgstr "用於天空渲染的旋轉。" +msgstr "用於天空算繪的旋轉。" msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " @@ -46032,7 +43755,7 @@ msgstr "" "焙照明或環境光遮蔽紋理,在大型靜態物件上顯示環境光遮蔽方面效果更好。Godot 使用" "一種稱為自我調整螢幕空間環境光遮蔽的 SSAO 形式,它本身就是一種基於地平線的環境" "光遮蔽形式。\n" -"[b]注意:[/b]SSAO 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]SSAO 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The threshold for considering whether a given point on a surface is occluded " @@ -46101,7 +43824,7 @@ msgstr "" "遮蔽的工作方式非常相似,因為它只影響有限的範圍。它旨在與 SDFGI 或 [VoxelGI] 等" "適當的全域照明形式一起使用。螢幕空間間接光照不受單個光源 [member Light3D." "light_indirect_energy] 的影響。\n" -"[b]注意:[/b]SSIL 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]SSIL 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The brightness multiplier for the screen-space indirect lighting effect. A " @@ -46152,7 +43875,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則啟用螢幕空間反射。螢幕空間反射比來自 [VoxelGI] 或 " "[ReflectionProbe] 的反射更準確,但更慢並且不能反射被其他物體遮擋的表面。\n" -"[b]注意:[/b]SSR 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]SSR 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " @@ -46186,7 +43909,7 @@ msgid "" "rendering on HDR displays yet.)" msgstr "" "要使用的色調對應模式。色調對應是對 HDR 值進行“轉換”的過程,轉換後的值適合在 " -"LDR 顯示器上渲染。(Godot 尚不支援在 HDR 顯示器上進行渲染。)" +"LDR 顯示器上算繪。(Godot 尚不支援在 HDR 顯示器上進行算繪。)" msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " @@ -46248,7 +43971,7 @@ msgid "" "the very low density." msgstr "" "體積霧的基本[i]指數[/i]密度。將其設定為希望全域擁有的最低密度。[FogVolume] 可" -"用於增加或減少特定區域的密度。霧渲染如同在現實生活中一樣是指數式的。\n" +"用於增加或減少特定區域的密度。霧算繪如同在現實生活中一樣是指數式的。\n" "[code]0.0[/code] 的值會禁用全域體積霧,同時允許 [FogVolume] 在特定區域顯示體積" "霧。\n" "要使體積霧作為一種體積[i]照明[/i]解決方案,請將 [member " @@ -46291,7 +44014,7 @@ msgstr "" "確體積散射。體積霧與 [FogVolume] 和燈光互動,以計算局部和全域的霧。體積霧使用" "一個基於消光、散射、和自發光的 PBR 單一散射模型,它以密度、反照率、和自發光的" "形式暴露給使用者。\n" -"[b]注意:[/b]體積霧只支援 Forward+ 渲染方式,不支援移動和相容模式。" +"[b]注意:[/b]體積霧只支援 Forward+ 算繪方式,不支援移動和相容模式。" msgid "" "Scales the strength of Global Illumination used in the volumetric fog's " @@ -46337,8 +44060,8 @@ msgid "" "volumetric_fog_sky_affect] to [code]1.0[/code]." msgstr "" "使用體積霧影響天空時使用的係數。[code]1.0[/code]表示體積霧可以完全遮蔽天空。較" -"低的值會減少體積霧對天空渲染的影響,[code]0.0[/code] 根本不會影響天空的渲" -"染。\n" +"低的值會減少體積霧對天空算繪的影響,[code]0.0[/code] 根本不會影響天空的算" +"繪。\n" "[b]注意:[/b]即使 [member volumetric_fog_density] 為 [code]0.0[/code]," "[member volumetric_fog_sky_affect] 也會影響 [FogVolume]。如果發現 [FogVolume] " "在仰望天空時正在消失,請將 [member volumetric_fog_sky_affect] 設置為 " @@ -46445,7 +44168,7 @@ msgid "" "colors by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -"Reinhardt 色調對應運算子。對渲染後的圖元顏色進行調整,使用的是這個公式:" +"Reinhardt 色調對應運算子。對算繪後的圖元顏色進行調整,使用的是這個公式:" "[code]color = color / (1 + color)[/code]。可以避免對高光的截斷,但最終的圖像可" "能看上去有些寡淡。" @@ -48157,7 +45880,7 @@ msgstr "子節點的垂直分隔量。" msgid "" "A material that controls how volumetric fog is rendered, to be assigned to a " "[FogVolume]." -msgstr "控制體積霧渲染方式的材質,分配到 [FogVolume]。" +msgstr "控制體積霧算繪方式的材質,分配到 [FogVolume]。" msgid "" "A [Material] resource that can be used by [FogVolume]s to draw volumetric " @@ -48657,7 +46380,7 @@ msgstr "" msgid "" "Holds font source data and prerendered glyph cache, imported from a dynamic " "or a bitmap font." -msgstr "存放字形來源資料和預渲染字形的快取,從動態字形或點陣字型匯入。" +msgstr "存放字形來源資料和預算繪字形的快取,從動態字形或點陣字型匯入。" msgid "" "[FontFile] contains a set of glyphs to represent Unicode characters imported " @@ -48734,7 +46457,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method remove_texture] to remove them manually." msgstr "" -"從字形快取條目中,移除所有渲染的字形資訊。\n" +"從字形快取條目中,移除所有算繪的字形資訊。\n" "[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手" "動移除它們。" @@ -48807,7 +46530,7 @@ msgid "" msgstr "返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。" msgid "Returns list of rendered glyphs in the cache entry." -msgstr "返回快取條目中的已渲染字形列表。" +msgstr "返回快取條目中的已算繪字形列表。" msgid "Returns glyph offset from the baseline." msgstr "返回字形的基線偏移量。" @@ -48894,7 +46617,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method remove_texture] to remove them manually." msgstr "" -"從快取條目中移除指定的渲染的字形資訊。\n" +"從快取條目中移除指定的算繪的字形資訊。\n" "[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手" "動移除它們。" @@ -48920,10 +46643,10 @@ msgstr "" "移除它們。" msgid "Renders specified glyph to the font cache texture." -msgstr "將指定的字元渲染到字形快取紋理。" +msgstr "將指定的字元算繪到字形快取紋理。" msgid "Renders the range of characters to the font cache texture." -msgstr "將範圍內的字元渲染到字形快取紋理。" +msgstr "將範圍內的字元算繪到字形快取紋理。" msgid "Sets the font ascent (number of pixels above the baseline)." msgstr "設定字形的升部(基線上方的圖元數)。" @@ -49067,8 +46790,8 @@ msgid "" "precision, but are slower to render and require more memory. Only increase " "this value if you notice a visible lack of precision in glyph rendering." msgstr "" -"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要" -"更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。" +"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但算繪速度較慢並且需要" +"更多記憶體。只有當注意到字形算繪中明顯缺乏精度時,才增加該屬性的值。" msgid "" "If set to [code]true[/code], glyphs of all sizes are rendered using single " @@ -49088,7 +46811,7 @@ msgid "" "downloading the font file directly from the type foundry instead of relying " "on Google Fonts." msgstr "" -"如果被設定為 [code]true[/code],則所有大小的字形進行渲染時,都使用從動態字形向" +"如果被設定為 [code]true[/code],則所有大小的字形進行算繪時,都使用從動態字形向" "量資料中生成的單個多通道帶符號距離場(MSDF)。由於這種方法不依賴於在每次字體大" "小發生變化時,對字形進行柵格化,因此可以即時調整字形大小而不會造成任何性能損" "失。對於按比例縮小的 [Control](或從遠距離查看的 [Label3D]),文字也不會看起來" @@ -49096,7 +46819,7 @@ msgstr "" "形的清晰度和可讀性較差。\n" "[b]注意:[/b]如果使用字形輪廓,[member msdf_pixel_range] 必須至少設定為最大字" "體輪廓大小的[i]兩倍[/i]。\n" -"[b]注意:[/b]MSDF 字形渲染不能正確渲染具有重疊形狀的字形。根據 OpenType 標准," +"[b]注意:[/b]MSDF 字形算繪不能正確算繪具有重疊形狀的字形。根據 OpenType 標准," "重疊形狀是無效的,但在許多字形檔中仍然很常見,尤其是那些由 Google 字形轉換的字" "形檔。為避免字形重疊的問題,請考慮直接從字形開發公司下載字形檔,而不是依賴 " "Google 字形。" @@ -49234,9 +46957,6 @@ msgstr "" "例如,要通過傾斜來類比斜體字形,請套用以下變換 [code]Transform2D(1.0, slant, " "0.0, 1.0, 0.0, 0.0)[/code]。" -msgid "Emitted after the editor has automatically reloaded any extensions." -msgstr "編輯器自動重新載入任何擴充後發出。" - msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 程式設計語言實作的腳本。" @@ -50228,7 +47948,7 @@ msgid "" msgstr "" "用於整個幾何體的全域照明模式。為避免結果不一致,請在遊戲過程中,使用與網格用途" "相配對的模式(靜態/動態)。\n" -"[b]注意:[/b]燈光的烘焙模式,也會影響全域照明渲染。請參閱 [member Light3D." +"[b]注意:[/b]燈光的烘焙模式,也會影響全域照明算繪。請參閱 [member Light3D." "light_bake_mode]。" msgid "" @@ -50241,7 +47961,7 @@ msgid "" "-10000, -10000, 20000, 20000, 20000)[/code]." msgstr "" "如果為 [code]true[/code],則禁用這個實例的遮擋剔除。可用於即便開啟遮擋剔除也必" -"須渲染的小工具。\n" +"須算繪的小工具。\n" "[b]注意:[/b][member ignore_occlusion_culling] 不會影響視錐剔除(物件因為相機" "的角度而不可見時觸發)。要避免視錐剔除,請將 [member custom_aabb] 設定為很大" "的 AABB,覆蓋住整個遊戲世界,例如 [code]AABB(-10000, -10000, -10000, 20000, " @@ -50264,7 +47984,7 @@ msgid "" "other active material for all the surfaces." msgstr "" "整個幾何體的材質覆蓋層。\n" -"如果一個材質被分配給這個屬性,它將會被渲染在所有表面的任何其他活動材質之上。" +"如果一個材質被分配給這個屬性,它將會被算繪在所有表面的任何其他活動材質之上。" msgid "" "The material override for the whole geometry.\n" @@ -50292,9 +48012,9 @@ msgid "" msgstr "" "套用於整個幾何體的透明度(作為材質現有透明度的乘數)。[code]0.0[/code] 是完全" "不透明的,而 [code]1.0[/code] 是完全透明的。大於 [code]0.0[/code](不含)的值" -"將強制幾何體的材質通過透明管道,這會導致渲染速度變慢,並且可能會因不正確的透明" -"度排序而出現渲染問題。但是,與使用透明材質不同的是,將 [member transparency] " -"設定為大於 [code]0.0[/code](不含)的值並[i]不會[/i]禁用陰影渲染。\n" +"將強制幾何體的材質通過透明管道,這會導致算繪速度變慢,並且可能會因不正確的透明" +"度排序而出現算繪問題。但是,與使用透明材質不同的是,將 [member transparency] " +"設定為大於 [code]0.0[/code](不含)的值並[i]不會[/i]禁用陰影算繪。\n" "在空間著色器中,[code]1.0 - transparency[/code] 被設定為內建 [code]ALPHA[/" "code] 的預設值。\n" "[b]注意:[/b][member transparency] 被鉗制在 [code]0.0[/code] 和 [code]1.0[/" @@ -50374,7 +48094,7 @@ msgid "" "into account when shadow casting." msgstr "" "將從 GeometryInstance3D 中的所有可見面投射陰影。\n" -"將考慮剔除,因此在陰影投射時,不會考慮那些不會被渲染的面。" +"將考慮剔除,因此在陰影投射時,不會考慮那些不會被算繪的面。" msgid "" "Will cast shadows from all visible faces in the GeometryInstance3D.\n" @@ -50651,17 +48371,6 @@ msgid "Unregisters the given [GLTFDocumentExtension] instance." msgstr "將給定的 [GLTFDocumentExtension] 實例取消註冊。" msgid "" -"Takes a [GLTFState] object through the [param state] parameter and writes a " -"glTF file to the filesystem.\n" -"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary " -"file or a .gltf file." -msgstr "" -"通過 [param state] 參數接收一個 [GLTFState] 物件,並將一個 glTF 檔寫入檔系" -"統。\n" -"[b]注意:[/b]glTF 檔的副檔名決定了它是一個 .glb 二進位檔案還是一個 .gltf 文" -"件。" - -msgid "" "The user-friendly name of the export image format. This is used when " "exporting the GLTF file, including writing to a file and writing to a byte " "array.\n" @@ -50766,17 +48475,6 @@ msgstr "" "理成可以被 [method _export_node] 使用的格式。" msgid "" -"Part of the export process. This method is run after [method " -"_get_saveable_image_formats] and before [method _export_post]. If this " -"[GLTFDocumentExtension] is used for exporting images, this runs after [method " -"_serialize_texture_json].\n" -"This method can be used to modify the final JSON of each node." -msgstr "" -"匯出過程的一部分。該方法在 [method _convert_scene_node] 之後 [method " -"_export_post] 之前運作。\n" -"該方法可用於修改每個節點的最終 JSON。" - -msgid "" "Part of the export process. This method is run last, after all other parts of " "the export process.\n" "This method can be used to modify the final JSON of the generated GLTF file." @@ -50889,17 +48587,6 @@ msgstr "" "該方法可用於修改匯入過程生成的最終 Godot 場景。" msgid "" -"Part of the import process. This method is run after [method " -"_parse_node_extensions] and before [method _generate_scene_node].\n" -"This method can be used to modify any of the data imported so far, including " -"any scene nodes, before running the final per-node import step." -msgstr "" -"匯入過程的一部分。該方法在 [method _generate_scene_node] 之後 [method " -"_import_node] 之前運作。\n" -"在運作最終的各節點匯入步驟之前,該方法可用於修改到目前為止匯入的任何資料,包括" -"任何場景節點。" - -msgid "" "Part of the import process. This method is run first, before all other parts " "of the import process.\n" "The return value is used to determine if this [GLTFDocumentExtension] " @@ -51205,30 +48892,14 @@ msgstr "" msgid "Represents a GLTF physics body." msgstr "代表 GLTF 物理體。" -msgid "" -"Represents a physics body as defined by the [code]OMI_physics_body[/code] " -"GLTF extension. This class is an intermediary between the GLTF data and " -"Godot's nodes, and it's abstracted in a way that allows adding support for " -"different GLTF physics extensions in the future." -msgstr "" -"代表 [code]OMI_physics_body[/code] GLTF 擴充中定義的物理體。這個類是 GLTF 數據" -"與 Godot 節點的仲介,並且經過了抽象,支援將來加入各種 GLTF 物理擴充。" - msgid "OMI_physics_body GLTF extension" msgstr "OMI_physics_body GLTF 擴充" msgid "" -"Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary]." -msgstr "通過解析給定的 [Dictionary] 新建 GLTFPhysicsBody 實例。" - -msgid "" "Create a new GLTFPhysicsBody instance from the given Godot " "[CollisionObject3D] node." msgstr "從給定的 Godot [CollisionObject3D] 節點新建 GLTFPhysicsBody 實例。" -msgid "Serializes this GLTFPhysicsBody instance into a [Dictionary]." -msgstr "將這個 GLTFPhysicsBody 實例序列化為 [Dictionary]。" - msgid "" "Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." msgstr "將這個 GLTFPhysicsBody 實例轉換為 Godot [CollisionObject3D] 節點。" @@ -51240,14 +48911,6 @@ msgstr "" "該物理體的角速度,單位為弧度每秒。僅在物體型別為“rigid”或“vehicle”時使用。" msgid "" -"The type of the body. When importing, this controls what type of " -"[CollisionObject3D] node Godot should generate. Valid values are \"static\", " -"\"kinematic\", \"character\", \"rigid\", \"vehicle\", and \"trigger\"." -msgstr "" -"該物體的型別。有效值" -"有“static”“kinematic”“character”“rigid”“vehicle”“trigger”。" - -msgid "" "The center of mass of the body, in meters. This is in local space relative to " "the body. By default, the center of the mass is the body's origin." msgstr "" @@ -51278,15 +48941,6 @@ msgstr "該物理體的品質,單位為千克。僅在物體型別為“rigid msgid "Represents a GLTF physics shape." msgstr "代表 GLTF 物理形狀。" -msgid "" -"Represents a physics shape as defined by the [code]OMI_collider[/code] GLTF " -"extension. This class is an intermediary between the GLTF data and Godot's " -"nodes, and it's abstracted in a way that allows adding support for different " -"GLTF physics extensions in the future." -msgstr "" -"代表 [code]OMI_collider[/code] GLTF 擴充中定義的物理形狀。這個類是 GLTF 資料" -"與 Godot 節點的仲介,並且經過了抽象,支援將來加入各種 GLTF 物理擴充。" - msgid "OMI_collider GLTF extension" msgstr "OMI_collider GLTF 擴充" @@ -51299,9 +48953,6 @@ msgid "" "[CollisionShape3D] node." msgstr "根據給定的 Godot [CollisionShape3D] 節點新建 GLTFPhysicsShape 實例。" -msgid "Serializes this GLTFPhysicsShape instance into a [Dictionary]." -msgstr "將這個 GLTFPhysicsShape 實例序列化為 [Dictionary]。" - msgid "" "Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." msgstr "將這個 GLTFPhysicsShape 實例轉換為 Godot [CollisionShape3D] 節點。" @@ -51752,7 +49403,7 @@ msgid "" "samplers in GLTF specify how to sample data from the texture's base image, " "when rendering the texture on an object." msgstr "" -"表示由基本 GLTF 規範定義的紋理取樣器。GLTF 中的紋理取樣器指定在物件上渲染紋理" +"表示由基本 GLTF 規範定義的紋理取樣器。GLTF 中的紋理取樣器指定在物件上算繪紋理" "時,如何從紋理的基礎圖像中取樣資料。" msgid "" @@ -51824,7 +49475,7 @@ msgid "" "rendering thread. Calling it often may have a negative impact on performance." msgstr "" "傳回一個包含所有現有粒子位置的矩形。\n" -"[b]注意:[/b] 當使用執行緒渲染時,此方法會同步渲染執行緒。經常呼叫可能會對效能" +"[b]注意:[/b] 當使用執行緒算繪時,此方法會同步算繪執行緒。經常呼叫可能會對效能" "產生負面影響。" msgid "Sets this node's properties to match a given [CPUParticles2D] node." @@ -51832,14 +49483,6 @@ msgstr "" "設定該節點的屬性以配對給定的 [GPUParticles2D] 節點,該給定節點已分配了一個 " "[ParticleProcessMaterial]。" -msgid "" -"Emits a single particle. Whether [param xform], [param velocity], [param " -"color] and [param custom] are applied depends on the value of [param flags]. " -"See [enum EmitFlags]." -msgstr "" -"發射單個粒子。是否套用 [param xform]、[param velocity]、[param color] 和 " -"[param custom] 取決於 [param flags] 的值。請參閱 [enum EmitFlags]。" - msgid "Restarts all the existing particles." msgstr "重新啟動所有現有的粒子。" @@ -51891,7 +49534,7 @@ msgid "" "increased mesh complexity. See also [member trail_sections]. Only effective " "if [member trail_enabled] is [code]true[/code]." msgstr "" -"用於粒子尾跡渲染的細分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" +"用於粒子尾跡算繪的細分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" "複雜度,因此會犧牲性能。另見 [member trail_sections]。僅當 [member " "trail_enabled] 為 [code]true[/code] 時有效。" @@ -51901,7 +49544,7 @@ msgid "" "increased mesh complexity. See also [member trail_section_subdivisions]. Only " "effective if [member trail_enabled] is [code]true[/code]." msgstr "" -"用於粒子軌跡渲染的部分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" +"用於粒子軌跡算繪的部分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" "複雜度,因此會犧牲性能。另見 [member trail_section_subdivisions]。僅當 " "[member trail_enabled] 為 [code]true[/code] 時有效。" @@ -51992,7 +49635,7 @@ msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "第四繪製階段所繪製的 [Mesh]。" msgid "The number of draw passes when rendering particles." -msgstr "渲染粒子時的繪製階段數。" +msgstr "算繪粒子時的繪製階段數。" msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " @@ -52092,7 +49735,7 @@ msgid "" "setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " "[GPUParticles3D] node." msgstr "" -"將受吸引器影響的粒子渲染層([member VisualInstance3D.layers])。預設情況下,所" +"將受吸引器影響的粒子算繪層([member VisualInstance3D.layers])。預設情況下,所" "有粒子都受吸引子器影響。\n" "相應地配置粒子節點後,可以取消勾選特定層,以防止某些粒子受到吸引器的影響。例" "如,如果將吸引器用作法術效果的一部分,但不希望吸引器影響同一位置的不相關天氣粒" @@ -52269,7 +49912,7 @@ msgid "" "setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " "[GPUParticles3D] node." msgstr "" -"將受碰撞形狀影響的粒子渲染層([member VisualInstance3D.layers])。預設情況下," +"將受碰撞形狀影響的粒子算繪層([member VisualInstance3D.layers])。預設情況下," "所有 [member ParticleProcessMaterial.collision_mode] 設定為 [constant " "ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." "COLLISION_HIDE_ON_CONTACT] 的粒子都將受到碰撞形狀的影響。\n" @@ -53234,12 +50877,6 @@ msgid "" "zoom." msgstr "[kbd]滑鼠滾輪[/kbd]進行視圖的移動,[kbd]Ctrl + 滑鼠滾輪[/kbd]進行縮放。" -msgid "Color of major grid lines." -msgstr "主要柵格線的顏色。" - -msgid "Color of minor grid lines." -msgstr "次要柵格線的顏色。" - msgid "The fill color of the selection rectangle." msgstr "選定的矩形的填充顏色。" @@ -53638,7 +51275,7 @@ msgstr "" "及可選的碰撞和導覽形狀。\n" "GridMap 包含一組儲存格。每個柵格儲存格引用 [MeshLibrary] 中的一個圖塊。地圖中" "的所有儲存格都具有相同的大小。\n" -"在內部,GridMap 會根據卦限進行拆分,形成卦限的稀疏合集,能夠進行高效的渲染和物" +"在內部,GridMap 會根據卦限進行拆分,形成卦限的稀疏合集,能夠進行高效的算繪和物" "理處理。每個卦限的大小是相同的,可以包含多個儲存格。\n" "[b]注意:[/b]GridMap 不是從 [VisualInstance3D] 擴充的,因此不能基於 [member " "VisualInstance3D.layers] 隱藏或剔除遮罩。如果使燈光不影響第一層,則整個 " @@ -54035,12 +51672,6 @@ msgstr "" "與 [BoxShape3D] 等圖元形狀相比顯著要慢。" msgid "" -"Height map data, pool array must be of [member map_width] * [member " -"map_depth] size." -msgstr "" -"高度圖資料,池陣列的大小必須是 [member map_width] * [member map_depth]。" - -msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." msgstr "高度圖深度中的頂點數。更改該項將調整 [member map_data] 的大小。" @@ -54891,12 +52522,6 @@ msgstr "" "HTTP 狀態碼 [code]304 Not Modified[/code]。收到了條件 GET 或者 HEAD,並且要不" "是因為該條件為 [code]false[/code] 就會返回 200 OK 回應。" -msgid "[i]Deprecated.[/i] HTTP status code [code]305 Use Proxy[/code]." -msgstr "[i]已廢棄。[/i]HTTP 狀態碼 [code]305 Use Proxy[/code]。" - -msgid "[i]Deprecated.[/i] HTTP status code [code]306 Switch Proxy[/code]." -msgstr "[i]已廢棄。[/i]HTTP 狀態碼 [code]306 Switch Proxy[/code]。" - msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " @@ -56804,7 +54429,7 @@ msgstr "" "var image: Image = texture.get_image()\n" "[/codeblock]\n" "[ImageTexture] 並不意味著直接在編輯器介面中進行操作,主要用於通過程式碼在螢幕" -"上動態渲染圖像。如果需要從編輯器中按程式生成圖像,請考慮實作一個新的 " +"上動態算繪圖像。如果需要從編輯器中按程式生成圖像,請考慮實作一個新的 " "[EditorImportPlugin],將圖像保存和匯入為自訂紋理資源。\n" "[b]注意:[/b]由於圖形硬體限制,最大紋理大小為 16384×16384 圖元。" @@ -57055,7 +54680,7 @@ msgstr "返回為一個表面啟動 lod 的螢幕比率。" msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." -msgstr "返回給定面的 [Material] 材質。面將由該材質來渲染。" +msgstr "返回給定面的 [Material] 材質。面將由該材質來算繪。" msgid "" "Returns the primitive type of the requested surface (see [method " @@ -57068,7 +54693,7 @@ msgstr "設定該網格的大小提示,以便在 UV 空間中展開光照貼 msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." -msgstr "設定給定面的 [Material] 材質。該面將會使用此材質渲染。" +msgstr "設定給定面的 [Material] 材質。該面將會使用此材質算繪。" msgid "A singleton for handling inputs." msgstr "用於處理輸入的單例。" @@ -57488,7 +55113,7 @@ msgstr "" "設定自訂滑鼠游標圖像,該圖像僅在遊戲視窗內可見。還可以指定熱點。將 " "[code]null[/code] 傳遞給 image 參數將重設為系統游標。形狀列表見 [enum " "CursorShape]。\n" -"[param image] 的大小必須小於等於 256×256。為了避免渲染問題,建議使用小於等於 " +"[param image] 的大小必須小於等於 256×256。為了避免算繪問題,建議使用小於等於 " "128×128 的大小。\n" "[param hotspot] 必須在 [param image] 的大小範圍內。\n" "[b]注意:[/b]不支援使用 [AnimatedTexture] 作為自訂滑鼠游標。如果使用 " @@ -57563,26 +55188,6 @@ msgstr "" "到忽略列表中。" msgid "" -"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " -"strong and a weak one. [param weak_magnitude] is the strength of the weak " -"motor (between 0 and 1) and [param strong_magnitude] is the strength of the " -"strong motor (between 0 and 1). [param duration] is the duration of the " -"effect in seconds (a duration of 0 will try to play the vibration " -"indefinitely). The vibration can be stopped early by calling [method " -"stop_joy_vibration].\n" -"[b]Note:[/b] Not every hardware is compatible with long effect durations; it " -"is recommended to restart an effect if it has to be played for more than a " -"few seconds." -msgstr "" -"開始振動遊戲手柄。遊戲手柄通常帶有兩個震動馬達,一強一弱。[param " -"weak_magnitude] 是弱馬達的強度(介於 0 和 1 之間),[param strong_magnitude] " -"是強馬達的強度(介於 0 和 1 之間)。[param duration] 是效果的持續時間(以秒為" -"單位)(持續時間為 0 將嘗試無限期地播放振動)。呼叫 [method " -"stop_joy_vibration] 可以提前停止震動。\n" -"[b]注意:[/b]並非所有硬體都相容長效果持續時間;如果播放的時長必須超過幾秒鐘," -"建議重新啟動效果。" - -msgid "" "Stops the vibration of the joypad started with [method start_joy_vibration]." msgstr "停止使用 [method start_joy_vibration] 啟動的遊戲手柄的振動。" @@ -57641,8 +55246,8 @@ msgid "" "[b]Note:[/b] Input accumulation is [i]enabled[/i] by default." msgstr "" "如果為 [code]true[/code],則作業系統發送的相似輸入事件將被累積。當輸入累積被啟" -"用時,在影格期間內所有生成的輸入事件,將在影格完成渲染時被合併並行出。因此,這" -"會將每秒輸入方法被呼叫的數量限制為渲染 FPS。\n" +"用時,在影格期間內所有生成的輸入事件,將在影格完成算繪時被合併並行出。因此,這" +"會將每秒輸入方法被呼叫的數量限制為算繪 FPS。\n" "輸入累積可以被禁用,以增加 CPU 使用率為代價,獲得稍微更具精確性/反應性的輸入。" "在需要徒手繪製線條的套用程式中,輸入累積通常應在使用者繪製線條時被禁用,以獲得" "與實際輸入非常接近的結果。\n" @@ -58018,13 +55623,6 @@ msgstr "" "狀態被釋放。" msgid "" -"Represents the pressure the user puts on the button with their finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." -msgstr "" -"如果控制器支援,則表示使用者用手指在按鈕上施加的壓力。範圍從 [code]0[/code] " -"到 [code]1[/code]。" - -msgid "" "Represents axis motions (such as joystick or analog triggers) from a gamepad." msgstr "代表遊戲手柄的軸運動(例如搖桿和模擬扳機)。" @@ -58207,130 +55805,6 @@ msgid "" "the slower the gesture is performed." msgstr "事件的量(或差異量)。這個值越接近 [code]1.0[/code],手勢執行地越快。" -msgid "Represents an input event from a MIDI device, such as a piano." -msgstr "代表來自 MIDI 裝置的輸入事件,例如鋼琴。" - -msgid "" -"InputEventMIDI allows receiving input events from MIDI (Musical Instrument " -"Digital Interface) devices such as a piano.\n" -"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " -"device supports both be sure to check the settings in the device to see which " -"output it's using.\n" -"To receive input events from MIDI devices, you need to call [method OS." -"open_midi_inputs]. You can check which devices are detected using [method OS." -"get_connected_midi_inputs].\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" OS.open_midi_inputs()\n" -" print(OS.get_connected_midi_inputs())\n" -"\n" -"func _input(input_event):\n" -" if input_event is InputEventMIDI:\n" -" _print_midi_info(input_event)\n" -"\n" -"func _print_midi_info(midi_event: InputEventMIDI):\n" -" print(midi_event)\n" -" print(\"Channel \" + str(midi_event.channel))\n" -" print(\"Message \" + str(midi_event.message))\n" -" print(\"Pitch \" + str(midi_event.pitch))\n" -" print(\"Velocity \" + str(midi_event.velocity))\n" -" print(\"Instrument \" + str(midi_event.instrument))\n" -" print(\"Pressure \" + str(midi_event.pressure))\n" -" print(\"Controller number: \" + str(midi_event.controller_number))\n" -" print(\"Controller value: \" + str(midi_event.controller_value))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" OS.OpenMidiInputs();\n" -" GD.Print(OS.GetConnectedMidiInputs());\n" -"}\n" -"\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -" if (@event is InputEventMIDI midiEvent)\n" -" {\n" -" PrintMIDIInfo(midiEvent);\n" -" }\n" -"}\n" -"\n" -"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" -"{\n" -" GD.Print(midiEvent);\n" -" GD.Print($\"Channel {midiEvent.Channel}\");\n" -" GD.Print($\"Message {midiEvent.Message}\");\n" -" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" -" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" -" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" -" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" -" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" -" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Note that Godot does not currently support MIDI output, so there is no way to " -"emit MIDI signals from Godot. Only MIDI input works." -msgstr "" -"InputEventMIDI 允許從鋼琴等 MIDI(Musical Instrument Digital Interface)裝置接" -"收輸入事件。\n" -"MIDI 訊號可以通過 5 針 MIDI 連接器或 USB 發送,如果你的裝置支援這兩種方式,請" -"務必檢查裝置中的設定以查看它使用的是哪種輸出。\n" -"要從 MIDI 裝置接收輸入事件,需要呼叫 [method OS.open_midi_inputs]。可以使用 " -"[method OS.get_connected_midi_inputs] 檢查偵測到哪些裝置。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" OS.open_midi_inputs()\n" -" print(OS.get_connected_midi_inputs())\n" -"\n" -"func _input(input_event):\n" -" if input_event is InputEventMIDI:\n" -" _print_midi_info(input_event)\n" -"\n" -"func _print_midi_info(midi_event: InputEventMIDI):\n" -" print(midi_event)\n" -" print(\"Channel \" + str(midi_event.channel))\n" -" print(\"Message \" + str(midi_event.message))\n" -" print(\"Pitch \" + str(midi_event.pitch))\n" -" print(\"Velocity \" + str(midi_event.velocity))\n" -" print(\"Instrument \" + str(midi_event.instrument))\n" -" print(\"Pressure \" + str(midi_event.pressure))\n" -" print(\"Controller number: \" + str(midi_event.controller_number))\n" -" print(\"Controller value: \" + str(midi_event.controller_value))\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" OS.OpenMidiInputs();\n" -" GD.Print(OS.GetConnectedMidiInputs());\n" -"}\n" -"\n" -"public override void _Input(InputEvent @event)\n" -"{\n" -" if (@event is InputEventMIDI midiEvent)\n" -" {\n" -" PrintMIDIInfo(midiEvent);\n" -" }\n" -"}\n" -"\n" -"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" -"{\n" -" GD.Print(midiEvent);\n" -" GD.Print($\"Channel {midiEvent.Channel}\");\n" -" GD.Print($\"Message {midiEvent.Message}\");\n" -" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" -" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" -" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" -" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" -" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" -" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"請注意,Godot 目前不支援 MIDI 輸出,因此無法從 Godot 發出 MIDI 訊號。只有 " -"MIDI 輸入有效。" - msgid "MIDI Message Status Byte List" msgstr "MIDI 消息狀態位元組列表" @@ -58340,90 +55814,6 @@ msgstr "維琪百科通用 MIDI 樂器列表" msgid "Wikipedia Piano Key Frequencies List" msgstr "維琪百科鋼琴琴鍵頻率列表" -msgid "" -"The MIDI channel of this input event. There are 16 channels, so this value " -"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " -"instruments, the rest of the channels are for non-percussion instruments." -msgstr "" -"這個輸入事件的 MIDI 通道。總共有 16 個通道,所以這個值的範圍是 0 到 15。MIDI " -"通道 9 是為打擊樂器保留的,其餘通道供非打擊樂器使用。" - -msgid "" -"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the " -"controller number, otherwise this is zero. Controllers include devices such " -"as pedals and levers." -msgstr "" -"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],則表示控制器號,否則為零。" -"控制器包含踏板、推杆等裝置。" - -msgid "" -"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the " -"controller value, otherwise this is zero. Controllers include devices such as " -"pedals and levers." -msgstr "" -"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],則表示控制器值,否則為零。" -"控制器包含踏板、推杆等裝置。" - -msgid "" -"Returns a value indicating the type of message for this MIDI signal. This is " -"a member of the [enum MIDIMessage] enum.\n" -"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " -"returned as this value, as the other part is the channel (ex: 0x94 becomes " -"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" -"Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they " -"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, " -"therefore your code should treat the input as stopped if some period of time " -"has passed.\n" -"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero velocity " -"instead of [constant MIDI_MESSAGE_NOTE_OFF].\n" -"For more information, see the note in [member velocity] and the MIDI message " -"status byte list chart linked above." -msgstr "" -"返回表示這個 MIDI 訊號型別的值,是 [enum MIDIMessage] 列舉的成員。\n" -"對於在 0x80 和 0xEF 之間的 MIDI 消息,這個值返回的是左半部分的比特位元,另一半" -"是通道(例:0x94 會變成 0x9)。對於在 0xF0 到 0xFF 之間的 MIDI 消息,這個值是" -"原樣返回的。\n" -"啟動音符時會返回 [constant MIDI_MESSAGE_NOTE_ON],但失活時並不一定會返回 " -"[constant MIDI_MESSAGE_NOTE_OFF],因此你的程式碼應該在經過一段時間後將輸入處理" -"為停止。\n" -"有些 MIDI 裝置可能發送速度為零的 [constant MIDI_MESSAGE_NOTE_ON] 來代替 " -"[constant MIDI_MESSAGE_NOTE_OFF]。\n" -"更多消息請參閱 [member velocity] 中的備註,以及上面連結的 MIDI 消息狀態位元組" -"列表。" - -msgid "" -"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " -"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " -"the piano key frequency chart on Wikipedia for more information." -msgstr "" -"這個 MIDI 訊號的音高索引號。這個值的範圍為 0 到 127。在鋼琴上,中央 C 是 60," -"而 A440 是 69,更多資訊請參閱維琪百科鋼琴琴鍵頻率表的“MIDI 音符”列。" - -msgid "" -"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " -"devices, this value is always zero." -msgstr "MIDI 訊號的壓力。這個值在 0 到 127 之間。對於很多裝置,這個值總是 0。" - -msgid "" -"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " -"piano, this corresponds to how quickly the key was pressed, and is rarely " -"above about 110 in practice.\n" -"[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] " -"message with zero velocity and expect this to be treated the same as a " -"[constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so " -"Godot reports event data exactly as received. Depending on the hardware and " -"the needs of the game/app, this MIDI quirk can be handled robustly with a " -"couple lines of script (check for [constant MIDI_MESSAGE_NOTE_ON] with " -"velocity zero)." -msgstr "" -"MIDI 訊號的速度。這個值在 0 到 127 之間。對於鋼琴,這對應的是按鍵有多快,實際" -"很少超過 110。\n" -"[b]注意:[/b]部分 MIDI 裝置可能會發送速度為零的 [constant " -"MIDI_MESSAGE_NOTE_ON] 並期望進行和 [constant MIDI_MESSAGE_NOTE_OFF] 一樣的處" -"理,但因裝置實作而異,所以 Godot 會原樣彙報事件資料。根據硬體和遊戲/套用的需求" -"的不同,可以用幾行腳本來可靠地處理這種 MIDI 特質(檢查 [constant " -"MIDI_MESSAGE_NOTE_ON] 的速度是否為零)。" - msgid "Base input event type for mouse events." msgstr "滑鼠事件的基本輸入事件型別。" @@ -58463,9 +55853,6 @@ msgstr "" msgid "Represents a mouse button being pressed or released." msgstr "代表某個滑鼠按鍵被按下或鬆開。" -msgid "Stores information about mouse click events. See [method Node._input]." -msgstr "儲存與滑鼠點擊事件相關的資訊。見 [method Node._input]。" - msgid "Mouse and input coordinates" msgstr "滑鼠和輸入座標" @@ -58513,7 +55900,7 @@ msgid "" msgstr "" "儲存滑鼠或筆的運動資訊。支援相對位置、絕對位置和速度。見 [method Node." "_input]。\n" -"[b]注意:[/b]預設情況下,該事件每個渲染影格最多只會發出一個。如果你需要更精確" +"[b]注意:[/b]預設情況下,該事件每個算繪影格最多只會發出一個。如果你需要更精確" "的輸入彙報,請將 [member Input.use_accumulated_input] 設定為 [code]false[/" "code],盡可能頻繁地發出事件。如果你使用 InputEventMouseMotion 來畫線,請考慮同" "時實作[url=https://zh.wikipedia.org/zh-cn/" @@ -58534,17 +55921,6 @@ msgstr "" "表示使用者對筆施加的壓力。範圍從 [code]0.0[/code] 到 [code]1.0[/code] 。" msgid "" -"The mouse position relative to the previous position (position at the last " -"frame).\n" -"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " -"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" -"code] when the user stops moving the mouse." -msgstr "" -"滑鼠相對於前一個位置的位置(上一影格的位置)。\n" -"[b]注意:[/b]因為 [InputEventMouseMotion] 只在滑鼠移動時發出,當使用者停止移動" -"滑鼠時,最後一個事件的相對位置不會是 [code]Vector2(0, 0)[/code]。" - -msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " @@ -58553,9 +55929,6 @@ msgstr "" "代表筆的傾斜角度。正的 X 座標值表示向右傾斜。正的Y座標值表示向使用者自身傾斜。" "兩個軸的範圍是 [code]-1.0[/code] 到 [code]1.0[/code]。" -msgid "The mouse velocity in pixels per second." -msgstr "滑鼠速度,以圖元每秒為單位。" - msgid "Represents a panning touch gesture." msgstr "代表平移觸摸手勢。" @@ -58577,14 +55950,6 @@ msgstr "正在使用手寫筆的橡皮端時,會返回 [code]true[/code]。" msgid "The drag position." msgstr "拖拽的位置。" -msgid "" -"The drag position relative to the previous position (position at the last " -"frame)." -msgstr "相對於之前位置(上一影格時的位置)的拖拽位置。" - -msgid "The drag velocity." -msgstr "拖拽的速度。" - msgid "Represents a screen touch event." msgstr "代表螢幕觸摸事件。" @@ -59809,7 +57174,7 @@ msgstr "" "[b]注意:[/b]如果使用啟用了 [member FontFile." "multichannel_signed_distance_field] 的字形,其 [member FontFile." "msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" +"算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "The vertical spacing between items." msgstr "專案選單之間的垂直間距。" @@ -60806,7 +58171,7 @@ msgid "" msgstr "" "[Label3D] 文字的字形大小。為了讓字形在近距離時看起來更細膩,可增加 [member " "font_size],同時減小 [member pixel_size]。\n" -"較大的字形大小需要更多時間來渲染新字元,這可能會導致在遊戲過程中卡頓。" +"較大的字形大小需要更多時間來算繪新字元,這可能會導致在遊戲過程中卡頓。" msgid "Vertical space between lines in multiline [Label3D]." msgstr "多行 [Label3D] 中,行與行之間的垂直間距。" @@ -60830,7 +58195,7 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"設定文字輪廓的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" +"設定文字輪廓的算繪優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" "[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設" "值)時適用。\n" "[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序" @@ -60857,7 +58222,7 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"設定文字的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" +"設定文字的算繪優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" "[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設" "值)時適用。\n" "[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序" @@ -61080,7 +58445,7 @@ msgid "" "shadow_filter_smooth] only has an effect if [member shadow_filter] is " "[constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]." msgstr "" -"陰影的平滑值。更高的值將導致更柔和的陰影,代價是在陰影渲染中可能出現可見的條" +"陰影的平滑值。更高的值將導致更柔和的陰影,代價是在陰影算繪中可能出現可見的條" "紋。只有在 [member shadow_filter] 為 [constant SHADOW_FILTER_PCF5] 或 " "[constant SHADOW_FILTER_PCF13] 時,[member shadow_filter_smooth] 才有效果。" @@ -61098,14 +58463,14 @@ msgid "" "No filter applies to the shadow map. This provides hard shadow edges and is " "the fastest to render. See [member shadow_filter]." msgstr "" -"不對陰影貼圖套用篩選。提供較硬的陰影邊緣,渲染速度最快。見 [member " +"不對陰影貼圖套用篩選。提供較硬的陰影邊緣,算繪速度最快。見 [member " "shadow_filter]。" msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. This is " "slower compared to hard shadow rendering. See [member shadow_filter]." msgstr "" -"對陰影貼圖使用百分比接近篩選(5 個樣本)。與硬陰影渲染相比較慢。見 [member " +"對陰影貼圖使用百分比接近篩選(5 個樣本)。與硬陰影算繪相比較慢。見 [member " "shadow_filter]。" msgid "" @@ -61203,7 +58568,7 @@ msgid "" msgstr "" "燈光陰影截止處與相機的距離(單位為 3D 單位)。將該屬性設定為低於 [member " "distance_fade_begin] + [member distance_fade_length] 的值,以進一步提高性能," -"因為陰影渲染通常比光線渲染本身更昂貴。\n" +"因為陰影算繪通常比光線算繪本身更昂貴。\n" "[b]注意:[/b]僅對 [OmniLight3D] 和 [SpotLight3D] 有效,且僅在 [member " "shadow_enabled] 為 [code]true[/code] 時有效。" @@ -61225,7 +58590,7 @@ msgstr "" "以上,將由於 PCSS 而產生明顯的性能成本。\n" "[b]注意:[/b][member light_angular_distance] 不受 [member Node3D.scale](燈光" "的縮放或其父級的縮放)的影響。\n" -"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 渲染方式,不支援 Mobile 或 " +"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。" msgid "" @@ -61234,8 +58599,8 @@ msgid "" "[b]Note:[/b] Meshes' global illumination mode will also affect the global " "illumination rendering. See [member GeometryInstance3D.gi_mode]." msgstr "" -"燈光的烘焙模式。會影響對燈光渲染有影響的全域照明技術。見 [enum BakeMode]。\n" -"[b]注意:[/b]網格的全域照明模式也會影響全域照明渲染。見 [member " +"燈光的烘焙模式。會影響對燈光算繪有影響的全域照明技術。見 [enum BakeMode]。\n" +"[b]注意:[/b]網格的全域照明模式也會影響全域照明算繪。見 [member " "GeometryInstance3D.gi_mode]。" msgid "" @@ -61331,7 +58696,7 @@ msgstr "" "[b]注意:[/b]不像 [BaseMaterial3D] 的篩檢程式模式可以在每個材質的基礎上進行調" "整,燈光投影儀紋理的篩檢程式模式是通過 [member ProjectSettings.rendering/" "textures/light_projectors/filter] 全域設定的。\n" -"[b]注意:[/b]燈光投影儀紋理僅支援 Forward+ 和 Mobile 渲染方法,不支援 " +"[b]注意:[/b]燈光投影儀紋理僅支援 Forward+ 和 Mobile 算繪方法,不支援 " "Compatibility。" msgid "" @@ -61352,7 +58717,7 @@ msgstr "" "[code]0.0[/code] 以上,將由於 PCSS 而產生明顯的性能成本。\n" "[b]注意:[/b][member light_size] 不受 [member Node3D.scale](燈光的縮放或其父" "級的縮放)的影響。\n" -"[b]注意:[/b]定位光的 PCSS 僅支援 Forward+ 和 Mobile 渲染方法,不支援 " +"[b]注意:[/b]定位光的 PCSS 僅支援 Forward+ 和 Mobile 算繪方法,不支援 " "Compatibility。" msgid "" @@ -61420,7 +58785,7 @@ msgid "" "distance_fade_enabled] to hide the light when far away from the [Camera3D]." msgstr "" "如果為 [code]true[/code],則燈光將投射即時陰影。這具有顯著的性能成本。僅當陰影" -"渲染對場景外觀產生明顯影響時,才啟用陰影渲染,並考慮在遠離 [Camera3D] 時使用 " +"算繪對場景外觀產生明顯影響時,才啟用陰影算繪,並考慮在遠離 [Camera3D] 時使用 " "[member distance_fade_enabled] 隱藏該燈光。" msgid "" @@ -61438,7 +58803,7 @@ msgid "" "[code]1.0[/code] make the light appear through shadows. This can be used to " "fake global illumination at a low performance cost." msgstr "" -"渲染燈光的陰影貼圖時使用的不透明度。低於 [code]1.0[/code] 的值會使光線透過陰影" +"算繪燈光的陰影貼圖時使用的不透明度。低於 [code]1.0[/code] 的值會使光線透過陰影" "出現。這可以用於以較低的性能成本,偽造全域照明。" msgid "" @@ -61578,51 +58943,6 @@ msgstr "" msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "計算並儲存烘焙光照貼圖,以實作快速全域照明。" -msgid "" -"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " -"are used to provide high-quality indirect lighting with very little light " -"leaking. [LightmapGI] can also provide rough reflections using spherical " -"harmonics if [member directional] is enabled. Dynamic objects can receive " -"indirect lighting thanks to [i]light probes[/i], which can be automatically " -"placed by setting [member generate_probes_subdiv] to a value other than " -"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " -"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " -"fully static and cannot be baked in an exported project. Baking a " -"[LightmapGI] node is also slower compared to [VoxelGI].\n" -"[b]Procedural generation:[/b] Lightmap baking functionality is only available " -"in the editor. This means [LightmapGI] is not suited to procedurally " -"generated or user-built levels. For procedurally generated or user-built " -"levels, use [VoxelGI] or SDFGI instead (see [member Environment." -"sdfgi_enabled]).\n" -"[b]Performance:[/b] [LightmapGI] provides the best possible run-time " -"performance for global illumination. It is suitable for low-end hardware " -"including integrated graphics and mobile devices.\n" -"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " -"effect once lightmaps are baked again.\n" -"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not " -"supported, as these cannot store UV2 data required for baking.\n" -"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only " -"be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL." -msgstr "" -"[LightmapGI] 節點用於計算和儲存烘焙的光照貼圖。光照貼圖用於提供高品質的間接照" -"明,並且漏光很少。如果啟用 [member directional],[LightmapGI] 還可以使用球諧函" -"式,以提供粗略的反射。由於[i]光照探查[/i],動態物體可以接收間接光照,可以通過" -"將 [member generate_probes_subdiv] 設定為 [constant GENERATE_PROBES_DISABLED] " -"以外的值,來自動放置光照探查。也可以通過建立 [LightmapProbe] 節點,來新增額外" -"的光照貼圖探查。缺點是光照貼圖是完全靜態的,不能在匯出的專案中烘焙。與 " -"[VoxelGI] 相比,烘焙 [LightmapGI] 節點也更慢。\n" -"[b]程式生成:[/b]光照貼圖烘焙功能僅在編輯器中可用。這意味著 [LightmapGI] 不適" -"合程式生成或使用者建構的關卡。對於程式生成或使用者建構的關卡,請改用 " -"[VoxelGI] 或 SDFGI(請參閱 [member Environment.sdfgi_enabled])。\n" -"[b]性能:[/b][LightmapGI] 為全域照明提供最佳的運作時性能。它適用於包括集成顯卡" -"和移動裝置在內的低端硬體。\n" -"[b]注意:[/b]由於光照貼圖的工作方式,大多數屬性只有在光照貼圖被再次烘焙後,才" -"會產生可見效果。\n" -"[b]注意:[/b]不支援在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照貼圖,因為它們" -"無法儲存烘焙所需的 UV2 資料。\n" -"[b]注意:[/b]如果沒有安裝自訂光照貼圖,[LightmapGI] 只能在使用 Vulkan 後端" -"(Forward+ 或 Mobile)時進行烘焙,而不能在使用 OpenGL 時烘焙。" - msgid "Using Lightmap global illumination" msgstr "使用光照貼圖全域光照" @@ -62023,7 +59343,7 @@ msgid "" "[b]Note:[/b] [Line2D] is drawn using a 2D mesh." msgstr "" "該節點繪製一條 2D 折線,即由線段連接的多個點組成的形狀。[Line2D] 不是數學折" -"線,即線段不是無限細的。它的目的是渲染,它可以著色,也可以選擇紋理。\n" +"線,即線段不是無限細的。它的目的是算繪,它可以著色,也可以選擇紋理。\n" "[b]警告:[/b]某些配置可能無法很好地繪製,例如非常銳利的角度。在這些情況下,節" "點使用後備繪製邏輯來看起來不錯。\n" "[b]注意:[/b] [Line2D] 使用 2D 網格繪製。" @@ -62072,7 +59392,7 @@ msgid "" "The style of the beginning of the polyline, if [member closed] is " "[code]false[/code]. Use [enum LineCapMode] constants." msgstr "" -"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" +"在線條上算繪 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" msgid "" "If [code]true[/code] and the polyline has more than 2 points, the last point " @@ -62108,7 +59428,7 @@ msgid "" "The style of the connections between segments of the polyline. Use [enum " "LineJointMode] constants." msgstr "" -"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" +"在線條上算繪 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" msgid "" "The points of the polyline, interpreted in local 2D coordinates. Segments are " @@ -62118,7 +59438,7 @@ msgstr "折線的點,以局部 2D 座標解釋。線段在此陣列中的相 msgid "" "The smoothness used for rounded joints and caps. Higher values result in " "smoother corners, but are more demanding to render and update." -msgstr "用於圓角接頭和帽的平滑度。值越高,邊角越平滑,但渲染和更新的要求更高。" +msgstr "用於圓角接頭和帽的平滑度。值越高,邊角越平滑,但算繪和更新的要求更高。" msgid "" "Determines the miter limit of the polyline. Normally, when [member " @@ -62135,7 +59455,7 @@ msgid "" "The style to render the [member texture] of the polyline. Use [enum " "LineTextureMode] constants." msgstr "" -"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" +"在線條上算繪 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" msgid "The polyline's width." msgstr "多邊形的寬度。" @@ -62178,7 +59498,7 @@ msgstr "將線條端點繪製為圓形。" msgid "" "Takes the left pixels of the texture and renders them over the whole polyline." -msgstr "獲取紋理的左側圖元並在整個線條上渲染它。" +msgstr "獲取紋理的左側圖元並在整個線條上算繪它。" msgid "" "Tiles the texture over the polyline. [member CanvasItem.texture_repeat] of " @@ -63014,40 +60334,6 @@ msgstr "" "化)。\n" "僅限 macOS 平臺。" -msgid "" -"Notification received from the OS when the application is resumed.\n" -"Specific to the Android platform." -msgstr "" -"當套用程式恢復時,從作業系統收到的通知。\n" -"僅限 Android 平臺。" - -msgid "" -"Notification received from the OS when the application is paused.\n" -"Specific to the Android platform." -msgstr "" -"當套用程式暫停時,從作業系統收到的通知。\n" -"僅限 Android 平臺。" - -msgid "" -"Notification received from the OS when the application is focused, i.e. when " -"changing the focus from the OS desktop or a thirdparty application to any " -"open window of the Godot instance.\n" -"Implemented on desktop platforms." -msgstr "" -"當套用程式獲得焦點時從作業系統收到的通知,即焦點將從作業系統桌面或協力廠商套用" -"程式更改為 Godot 實例的任何一個打開視窗時。\n" -"在桌面平臺上被實作。" - -msgid "" -"Notification received from the OS when the application is defocused, i.e. " -"when changing the focus from any open window of the Godot instance to the OS " -"desktop or a thirdparty application.\n" -"Implemented on desktop platforms." -msgstr "" -"當套用程式失去焦點時從作業系統收到通知,即焦點將從 Godot 實例的任何一個打開窗" -"口,更改為作業系統桌面或協力廠商套用程式時。\n" -"在桌面平臺上被實作。" - msgid "Notification received when text server is changed." msgstr "文字伺服器被更改時,收到的通知。" @@ -63528,7 +60814,7 @@ msgid "" "Surface Material Override properties, use [method MeshInstance3D." "get_surface_override_material] instead." msgstr "" -"傳回給定表面中的[Material]。表面是使用此材質渲染的。\n" +"傳回給定表面中的[Material]。表面是使用此材質算繪的。\n" "[b]注意:[/b] 這將傳回 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材" "質覆蓋屬性關聯的 [Material]。若要取得與 [MeshInstance3D] 的表面材質覆蓋屬性相" "關的 [Material],請改用 [method MeshInstance3D." @@ -63543,7 +60829,7 @@ msgid "" "Surface Material Override properties, use [method MeshInstance3D." "set_surface_override_material] instead." msgstr "" -"設定為給定表面[Material]。表面將使用此材質渲染。\n" +"設定為給定表面[Material]。表面將使用此材質算繪。\n" "[b]注意:[/b] 這會分配 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材" "質覆蓋屬性關聯的 [Material]。若要設定與 [MeshInstance3D] 的表面材質覆蓋屬性相" "關的 [Material],請使用 [method MeshInstance3D." @@ -63553,19 +60839,19 @@ msgid "Sets a hint to be used for lightmap resolution." msgstr "設定用於光照貼圖解析度的提示。" msgid "Render array as points (one vertex equals one point)." -msgstr "將陣列渲染為點(一個頂點對應一個點)。" +msgstr "將陣列算繪為點(一個頂點對應一個點)。" msgid "Render array as lines (every two vertices a line is created)." -msgstr "將陣列渲染為線(每兩個頂點建立一條連線)。" +msgstr "將陣列算繪為線(每兩個頂點建立一條連線)。" msgid "Render array as line strip." -msgstr "將陣列渲染為線條。" +msgstr "將陣列算繪為線條。" msgid "Render array as triangles (every three vertices a triangle is created)." -msgstr "將陣列渲染為三角形(每三個頂點建立一個三角形)。" +msgstr "將陣列算繪為三角形(每三個頂點建立一個三角形)。" msgid "Render array as triangle strips." -msgstr "將陣列渲染為三角形條。" +msgstr "將陣列算繪為三角形條。" msgid "" "[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions." @@ -64239,7 +61525,7 @@ msgid "" "proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead." msgstr "" "MeshInstance3D 節點接受 [Mesh] 資源,會為該網格建立一個實例,將其新增到目前的" -"場景中。這是渲染 3D 幾何體時最常用的類,可以將單個 [Mesh] 在不同的地方實例化。" +"場景中。這是算繪 3D 幾何體時最常用的類,可以將單個 [Mesh] 在不同的地方實例化。" "這樣就能夠實作幾何體的複用,節省資源。如果需要在比較集中的區域內將某個 [Mesh] " "產生實體超過幾千次,請考慮改為在 [MultiMeshInstance3D] 中使用 [MultiMesh]。" @@ -64430,7 +61716,7 @@ msgid "" "set_item_preview]. Returns an empty [Texture2D] if no preview was manually " "set in a running project." msgstr "" -"在編輯器中運作時,返回生成的專案預覽(等軸透視中的 3D 渲染)。在一個運作的項目" +"在編輯器中運作時,返回生成的專案預覽(等軸透視中的 3D 算繪)。在一個運作的項目" "中使用時,返回手動定義的專案預覽,該專案預覽可以使用 [method " "set_item_preview] 設定。如果在一個運作的專案中,沒有手動設定預覽,則返回一個空" "的 [Texture2D]。" @@ -64548,36 +61834,10 @@ msgid "" msgstr "編輯器內部類,用於保存未知節點的資料。" msgid "" -"This is an internal editor class intended for keeping data of nodes of " -"unknown type (most likely this type was supplied by an extension that is no " -"longer loaded). It can't be manually instantiated or placed in the scene. " -"Ignore it if you don't know what it is." -msgstr "" -"這是編輯器內部類,用於保存未知型別節點的資料(該型別很有可能是由擴充提供的,而" -"該擴充未載入)。無法手動產生實體或放置在場景中。如果你不知道這是什麼,請忽略" -"它。" - -msgid "Returns the name of the type this node was originally." -msgstr "返回這個節點原本的型別名。" - -msgid "" "An internal editor class intended for keeping the data of unrecognized " "resources." msgstr "編輯器內部類,用於保存未知資源的資料。" -msgid "" -"This is an internal editor class intended for keeping data of resources of " -"unknown type (most likely this type was supplied by an extension that is no " -"longer loaded). It can't be manually instantiated or placed in the scene. " -"Ignore it if you don't know what it is." -msgstr "" -"這是編輯器內部類,用於保存未知型別資源的資料(該型別很有可能是由擴充提供的,而" -"該擴充未載入)。無法手動產生實體或放置在場景中。如果你不知道這是什麼,請忽略" -"它。" - -msgid "Returns the name of the class this resource was originally." -msgstr "返回這個資源原本的類別名稱。" - msgid "Generic mobile VR implementation." msgstr "通用移動 VR 實作。" @@ -64640,7 +61900,7 @@ msgid "" "between 1.5 and 2.0 often provides good results but at the cost of " "performance." msgstr "" -"過取樣設定。由於鏡頭失真,我們必須以比螢幕自然解析度更高的品質渲染我們的緩衝" +"過取樣設定。由於鏡頭失真,我們必須以比螢幕自然解析度更高的品質算繪我們的緩衝" "區。介於 1.5 和 2.0 之間的值通常可以提供良好的結果,但會犧牲性能。" msgid "Abstract class for non-real-time video recording encoders." @@ -64691,7 +61951,7 @@ msgstr "" "Godot 能夠使用非即時類比技術錄製影片。與 [code]--fixed-fps[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令列參數[/url]類" "似,會強制讓 [method Node._process] 等函式每一影格都收到相同的 [code]delta[/" -"code],無論實際渲染花費了多長的時間。這個技術可用於錄製高畫質的影片,無論你的" +"code],無論實際算繪花費了多長的時間。這個技術可用於錄製高畫質的影片,無論你的" "硬體性能如何,影格率始終都是恒定的。\n" "Godot 內建的 [MovieWriter] 有兩個:\n" "- 使用 MJPEG 影片和未壓縮音訊的 AVI 容器(檔副檔名為 [code].avi[/code])。失真" @@ -64790,7 +62050,7 @@ msgid "" "Called at the end of every rendered frame. The [param frame_image] and [param " "audio_frame_block] function arguments should be written to." msgstr "" -"在每個渲染的影格結束時被呼叫。應寫入 [param frame_image] 和 [param " +"在每個算繪的影格結束時被呼叫。應寫入 [param frame_image] 和 [param " "audio_frame_block] 函式參數。" msgid "" @@ -64831,7 +62091,7 @@ msgstr "" "可能會很慢,因為每個物件都要提交給 GPU 然後單獨繪製。\n" "MultiMesh 要快得多,因為它可以通過一次繪製呼叫來繪製成千上萬的實例,從而減少 " "API 的開銷。\n" -"缺點是,如果實例之間的距離太遠,性能可能會降低,因為每一個實例總是會被渲染(對" +"缺點是,如果實例之間的距離太遠,性能可能會降低,因為每一個實例總是會被算繪(對" "於整個物件,它們在空間上被索引為一個)。\n" "由於實例可能具有任何行為,因此用於可見性的 AABB 必須由使用者提供。\n" "[b]注意:[/b]MultiMesh 是單個物件,因此適用相同的對每個物件的最大燈光限制。這" @@ -64899,12 +62159,6 @@ msgstr "為指定實例設定 [Transform3D]。" msgid "Sets the [Transform2D] for a specific instance." msgstr "為指定實例設定 [Transform2D]。" -msgid "See [method set_instance_color]." -msgstr "見 [method set_instance_color]。" - -msgid "See [method set_instance_custom_data]." -msgstr "見 [method set_instance_custom_data]。" - msgid "" "Number of instances that will get drawn. This clears and (re)sizes the " "buffers. Setting data format or flags afterwards will have no effect.\n" @@ -64925,12 +62179,6 @@ msgstr "" "各個實例的外觀可以通過 [method set_instance_color] 和 [method " "set_instance_custom_data] 來修改。" -msgid "See [method set_instance_transform_2d]." -msgstr "見 [method set_instance_transform_2d]。" - -msgid "See [method set_instance_transform]." -msgstr "見 [method set_instance_transform]。" - msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "用於變換網格的變換格式,可以是 2D 或 3D。" @@ -64993,7 +62241,7 @@ msgid "" msgstr "" "[MultiMeshInstance2D] 是專用於產生實體基於 [MultiMesh] 資源的 " "[GeometryInstance3D] 的節點。\n" -"適用於優化大量給定網格實例的渲染(例如森林中的樹木或草叢)。" +"適用於優化大量給定網格實例的算繪(例如森林中的樹木或草叢)。" msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " @@ -65312,13 +62560,6 @@ msgstr "" "get_available_packet_count]。" msgid "" -"Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send " -"the next available packet. See [method PacketPeer.get_available_packet_count]." -msgstr "" -"返回用於發送下一個可用封包的遠端對等體的 [enum MultiplayerPeer.TransferMode]。" -"請參閱 [method PacketPeer.get_available_packet_count]。" - -msgid "" "Returns the ID of the [MultiplayerPeer] who sent the next available packet. " "See [method PacketPeer.get_available_packet_count]." msgstr "" @@ -65503,13 +62744,6 @@ msgstr "" "get_packet_channel]。" msgid "" -"Called to get the [enum MultiplayerPeer.TransferMode] the remote peer used to " -"send the next available packet. See [method MultiplayerPeer.get_packet_mode]." -msgstr "" -"返回發送下一個可用封包所使用的遠端對等體的 [enum MultiplayerPeer." -"TransferMode]。請參閱 [method MultiplayerPeer.get_packet_mode]。" - -msgid "" "Called when the ID of the [MultiplayerPeer] who sent the most recent packet " "is requested (see [method MultiplayerPeer.get_packet_peer])." msgstr "" @@ -66032,18 +63266,6 @@ msgid "Returns the [RID] of this agent on the [NavigationServer2D]." msgstr "返回這個代理在 [NavigationServer2D] 上的 [RID]。" msgid "" -"Returns [code]true[/code] if the end of the currently loaded navigation path " -"has been reached.\n" -"[b]Note:[/b] While true prefer to stop calling update functions like [method " -"get_next_path_position]. This avoids jittering the standing agent due to " -"calling repeated path updates." -msgstr "" -"如果已到達目前載入的導覽路徑的結尾,則傳回 [code]true[/code]。\n" -"[b]注意:[/b]雖然 true 喜歡停止呼叫更新函式,例如 [method " -"get_next_path_position]。這可以避免因為呼叫重複的路徑更新而使常設代理程式抖" -"動。" - -msgid "" "Returns [code]true[/code] if [method get_final_position] is within [member " "target_desired_distance] of the [member target_position]." msgstr "" @@ -66051,14 +63273,6 @@ msgstr "" "target_position] 設定。" msgid "" -"Returns true if [member target_position] is reached. It may not always be " -"possible to reach the target position. It should always be possible to reach " -"the final position though. See [method get_final_position]." -msgstr "" -"如果已到達 [member target_position],則返回 true。目標位置並不總是可達。終點位" -"置應該總是可達的。見 [method get_final_position]。" - -msgid "" "Based on [param value], enables or disables the specified layer in the " "[member avoidance_layers] bitmask, given a [param layer_number] between 1 and " "32." @@ -66152,14 +63366,14 @@ msgid "" "rendering paths for this agent instead of global line width." msgstr "" "如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該線寬進行路" -"徑的渲染,不使用全域線寬。" +"徑的算繪,不使用全域線寬。" msgid "" "If [member debug_use_custom] is [code]true[/code] uses this rasterized point " "size for rendering path points for this agent instead of global point size." msgstr "" "如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該柵格化點尺" -"寸進行路徑點的渲染,不使用全域點尺寸。" +"寸進行路徑點的算繪,不使用全域點尺寸。" msgid "" "If [code]true[/code] uses the defined [member debug_path_custom_color] for " @@ -66187,21 +63401,6 @@ msgid "The distance to search for other agents." msgstr "搜索其他代理的距離。" msgid "" -"The distance threshold before a path point is considered to be reached. This " -"allows agents to not have to hit a path point on the path exactly, but only " -"to reach its general area. If this value is set too high, the NavigationAgent " -"will skip points on the path, which can lead to leaving the navigation mesh. " -"If this value is set too low, the NavigationAgent will be stuck in a repath " -"loop because it will constantly overshoot or undershoot the distance to the " -"next point on each physics frame update." -msgstr "" -"距離閾值,用於確定是否已到達某個路徑點。使用這個值,代理就不必精確地到達某個路" -"徑點,到達該路徑點的大致區域內即可。如果這個值設得太大,該 NavigationAgent 會" -"跳過路徑上的點,可能導致其離開該導覽網格。如果這個值設得太小,該 " -"NavigationAgent 會陷入重新尋路的閉環,因為它在每次物理影格更新後都會超過或者到" -"達不了下一個點。" - -msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final position. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." @@ -66236,18 +63435,6 @@ msgstr "" "導覽地圖。" msgid "" -"The distance threshold before the final target point is considered to be " -"reached. This allows agents to not have to hit the point of the final target " -"exactly, but only to reach its general area. If this value is set too low, " -"the NavigationAgent will be stuck in a repath loop because it will constantly " -"overshoot or undershoot the distance to the final target point on each " -"physics frame update." -msgstr "" -"距離閾值,用於確定是否已到達最終目標點。使用這個值,代理就不必精確地到達最終目" -"標點,到達目標點的大致區域內即可。如果這個值設得太小,該 NavigationAgent 會陷" -"入重新尋路的閉環,因為它在每次物理影格更新後都會超過或者到達不了最終目標點。" - -msgid "" "If set, a new navigation path from the current agent position to the [member " "target_position] is requested from the NavigationServer." msgstr "" @@ -66289,45 +63476,6 @@ msgstr "" "set_velocity_forced] 重設內部模擬速度。" msgid "" -"Notifies when a navigation link has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The start position of the link that was reached.\n" -"- [code]type[/code]: Always [constant NavigationPathQueryResult2D." -"PATH_SEGMENT_TYPE_LINK].\n" -"- [code]rid[/code]: The [RID] of the link.\n" -"- [code]owner[/code]: The object which manages the link (usually " -"[NavigationLink2D]).\n" -"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink2D], it will contain the global position of the " -"link's point which the agent is exiting." -msgstr "" -"當到達一個導覽連結時通知。\n" -"根據 [member path_metadata_flags] 的值,詳細資訊字典可能包含以下鍵:\n" -"- [code]position[/code]:到達的連結的起始位置。\n" -"- [code]type[/code]:總是 [constant NavigationPathQueryResult2D." -"PATH_SEGMENT_TYPE_LINK]。\n" -"- [code]rid[/code]:連結的 [RID]。\n" -"- [code]owner[/code]:管理該連結的物件(通常是[NavigationLink2D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且該所有者是一" -"個 [NavigationLink2D],它將包含代理正在進入時的連結點的全域位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且該所有者是一" -"個 [NavigationLink2D],它將包含代理正在退出時的連結點的全域位置。" - -msgid "" -"Emitted once per loaded path when the agent internal navigation path index " -"reaches the last index of the loaded path array. The agent internal " -"navigation path index can be received with [method " -"get_current_navigation_path_index]." -msgstr "" -"當代理程式內部導覽路徑索引達到載入路徑陣列的最後一個索引時,每個載入路徑發出一" -"次。代理內部導覽路徑索引可以使用 [method get_current_navigation_path_index] 接" -"收。" - -msgid "" "Emitted when the agent had to update the loaded path:\n" "- because path was previously empty.\n" "- because navigation map has changed.\n" @@ -66340,13 +63488,6 @@ msgstr "" "- 因為代理推離目前路徑段比 [member path_max_distance] 更遠。" msgid "" -"Emitted once per loaded path when the agent's global position is the first " -"time within [member target_desired_distance] to the [member target_position]." -msgstr "" -"當代理程式的全域位置第一次在[member target_desired_distance] 內到達[member " -"target_position] 時,每個載入路徑發出一次。" - -msgid "" "Notifies when the collision avoidance velocity is calculated. Emitted when " "[member velocity] is set. Only emitted when [member avoidance_enabled] is " "true." @@ -66354,25 +63495,6 @@ msgstr "" "計算出避障速度時發出通知。設定了 [member velocity] 才會發出。僅在 [member " "avoidance_enabled] 為 true 時發出。" -msgid "" -"Notifies when a waypoint along the path has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The position of the waypoint that was reached.\n" -"- [code]type[/code]: The type of navigation primitive (region or link) that " -"contains this waypoint.\n" -"- [code]rid[/code]: The [RID] of the containing navigation primitive (region " -"or link).\n" -"- [code]owner[/code]: The object which manages the containing navigation " -"primitive (region or link)." -msgstr "" -"當已到達路徑上的一個路標時發出通知。\n" -"根據 [member path_metadata_flags] 的值,詳細資訊字典可能包含以下鍵:\n" -"- [code]position[/code]:到達的路標點的位置。\n" -"- [code]type[/code]:包含該路標的導覽基元(區塊或連結)的型別。\n" -"- [code]rid[/code]:包含的導覽基元(區塊或連結)的 [RID]。\n" -"- [code]owner[/code]:管理包含的導覽基元(區塊或連結)的物件。" - msgid "A 3D agent used to pathfind to a position while avoiding obstacles." msgstr "用於尋路至某個位置並且能夠躲避障礙物的 3D 代理。" @@ -66462,35 +63584,6 @@ msgstr "" "與 [member height] 之和則會被忽略。" msgid "" -"Notifies when a navigation link has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The start position of the link that was reached.\n" -"- [code]type[/code]: Always [constant NavigationPathQueryResult3D." -"PATH_SEGMENT_TYPE_LINK].\n" -"- [code]rid[/code]: The [RID] of the link.\n" -"- [code]owner[/code]: The object which manages the link (usually " -"[NavigationLink3D]).\n" -"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink3D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink3D], it will contain the global position of the " -"link's point which the agent is exiting." -msgstr "" -"當到達一個導覽連結時通知。\n" -"根據 [member path_metadata_flags] 的值,詳細資訊字典可能包含以下鍵:\n" -"- [code]position[/code]:到達的連結的起始位置。\n" -"- [code]type[/code]:總是 [constant NavigationPathQueryResult3D." -"PATH_SEGMENT_TYPE_LINK]。\n" -"- [code]rid[/code]:連結的 [RID]。\n" -"- [code]owner[/code]:管理該連結的物件(通常是[NavigationLink3D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且該所有者是一" -"個 [NavigationLink3D],它將包含代理正在進入時的連結點的全域位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且該所有者是一" -"個 [NavigationLink3D],它將包含代理正在退出時的連結點的全域位置。" - -msgid "" "A link between two positions on [NavigationRegion2D]s that agents can be " "routed through." msgstr "" @@ -66995,7 +64088,7 @@ msgstr "" "步。伺服器同步通常涉及 [Mutex] 鎖定以確保執行緒安全,這會對烘焙時間或影格率產" "生負面影響。可解析物件過多,以及與多執行緒伺服器之間的連續同步,都會大幅影響烘" "焙時間。而如果物件數量較少,但都是非常大而且複雜的對象,那麼就會在為伺服器準備" -"資料上花費時間,這可能會明顯拖延下一影格渲染。一般而言,可解析物件的總數與它們" +"資料上花費時間,這可能會明顯拖延下一影格算繪。一般而言,可解析物件的總數與它們" "各自的大小和複雜度之間應該達到平衡,防止出現影格率問題和超長的烘焙時間。合併後" "的網格後續會被交給 Recast 導覽對象,通過在網格的包圍區域周邊建立體素世界,來測" "試適合 [NavigationMesh] 代理屬性的可行走地形的源幾何體。\n" @@ -67007,21 +64100,6 @@ msgstr "" "導覽網格區域,則烘焙時將生成位於障礙源幾何體網格內部的導覽網格區域。" msgid "" -"The bake function is deprecated due to core threading changes. To upgrade " -"existing code, first create a [NavigationMeshSourceGeometryData3D] resource. " -"Use this resource with [method parse_source_geometry_data] to parse the " -"SceneTree for nodes that should contribute to the navigation mesh baking. The " -"SceneTree parsing needs to happen on the main thread. After the parsing is " -"finished use the resource with [method bake_from_source_geometry_data] to " -"bake a navigation mesh." -msgstr "" -"由於核心多執行緒方面的更改,烘焙功能已廢棄。更新現有程式碼時,請先建立一個 " -"[NavigationMeshSourceGeometryData3D] 資源。呼叫 [method " -"parse_source_geometry_data] 來解析 SceneTree 中影響導覽網格烘焙的節點時請使用" -"該資源。對 SceneTree 的解析需要在主執行緒進行。解析完成後,請在呼叫 [method " -"bake_from_source_geometry_data] 時使用該資源對導覽網格進行烘焙。" - -msgid "" "Bakes the provided [param navigation_mesh] with the data from the provided " "[param source_geometry_data]. After the process is finished the optional " "[param callback] will be called." @@ -67551,17 +64629,6 @@ msgid "" msgstr "返回一個 [PackedVector2Array],其中包含用於建立多邊形的所有頂點。" msgid "" -"Creates polygons from the outlines added in the editor or by script.\n" -"[i]Deprecated.[/i] This function is deprecated, and might be removed in a " -"future release. Use [method NavigationServer2D.parse_source_geometry_data] " -"and [method NavigationServer2D.bake_from_source_geometry_data] instead." -msgstr "" -"根據編輯器中或透過腳本新增的輪廓建立多邊形。\n" -"[i]已放棄使用。[/i] 此函式已放棄使用,並且可能會在未來的版本中刪除。請改用 " -"[method NavigationServer2D.parse_source_geometry_data] 和 [method " -"NavigationServer2D.bake_from_source_geometry_data]。" - -msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" @@ -69164,18 +66231,6 @@ msgid "Similar to [method call_thread_safe], but for notifications." msgstr "類似於 [method call_thread_safe],但針對的是通知。" msgid "" -"Changes the parent of this [Node] to the [param new_parent]. The node needs " -"to already have a parent.\n" -"If [param keep_global_transform] is [code]true[/code], the node's global " -"transform will be preserved if supported. [Node2D], [Node3D] and [Control] " -"support this argument (but [Control] keeps only position)." -msgstr "" -"將這個 [Node] 的父節點更改為 [param new_parent]。該節點需要擁有父節點。\n" -"如果 [param keep_global_transform] 為 [code]true[/code],則會在支援時保持該節" -"點的全域變換。[Node2D]、[Node3D]、[Control] 支援這個參數(但 [Control] 只會保" -"留位置)。" - -msgid "" "Similar to [method call_deferred_thread_group], but for setting properties." msgstr "類似於 [method call_deferred_thread_group],但針對的是設定屬性。" @@ -69287,13 +66342,6 @@ msgstr "" "當該節點進入樹時觸發。\n" "這個訊號會在相關的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之後[/i]觸發。" -msgid "" -"[i]Deprecated.[/i] This notification is no longer emitted. Use [constant " -"NOTIFICATION_CHILD_ORDER_CHANGED] instead." -msgstr "" -"[i]已廢棄。[/i]不會再發出這個通知。請改用 [constant " -"NOTIFICATION_CHILD_ORDER_CHANGED]。" - msgid "Notification received when the node is ready. See [method _ready]." msgstr "當該節點就緒時接收到通知。見 [method _ready]。" @@ -69431,7 +66479,7 @@ msgid "" msgstr "" "2D 遊戲物件,具有變換(位置、旋轉、縮放)。所有的 2D 節點,包括物理物件和精" "靈,都繼承自 Node2D。使用 Node2D 作為父節點來移動、縮放和旋轉 2D 專案中的子節" -"點。還可以控制節點的渲染順序。" +"點。還可以控制節點的算繪順序。" msgid "All 2D Demos" msgstr "所有 2D 演示" @@ -69605,7 +66653,7 @@ msgstr "將全域(世界)變換按照 [Vector3] 偏移量進行移動。偏 msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." -msgstr "禁用該節點的渲染。會將 [member visible] 改為 [code]false[/code]。" +msgstr "禁用該節點的算繪。會將 [member visible] 改為 [code]false[/code]。" msgid "" "Returns whether node notifies about its local transformation changes. " @@ -69907,332 +66955,15 @@ msgstr "旋轉量以 [Basis] 的形式編輯。此模式下無法單獨編輯 [m msgid "A pre-parsed scene tree path." msgstr "預先解析的場景樹路徑。" -msgid "" -"A pre-parsed relative or absolute path in a scene tree, for use with [method " -"Node.get_node] and similar functions. It can reference a node, a resource " -"within a node, or a property of a node or resource. For example, " -"[code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code] would refer to the " -"[code]size[/code] property of the [code]texture[/code] resource on the node " -"named [code]\"Sprite2D\"[/code], which is a child of the other named nodes in " -"the path.\n" -"You will usually just pass a string to [method Node.get_node] and it will be " -"automatically converted, but you may occasionally want to parse a path ahead " -"of time with [NodePath] or the literal syntax [code]^\"path\"[/code]. " -"Exporting a [NodePath] variable will give you a node selection widget in the " -"properties panel of the editor, which can often be useful.\n" -"A [NodePath] is composed of a list of slash-separated node names (like a " -"filesystem path) and an optional colon-separated list of \"subnames\" which " -"can be resources or properties.\n" -"Some examples of NodePaths include the following:\n" -"[codeblock]\n" -"# No leading slash means it is relative to the current node.\n" -"^\"A\" # Immediate child A\n" -"^\"A/B\" # A's child B\n" -"^\".\" # The current node.\n" -"^\"..\" # The parent node.\n" -"^\"../C\" # A sibling node C.\n" -"^\"../..\" # The grandparent node.\n" -"# A leading slash means it is absolute from the SceneTree.\n" -"^\"/root\" # Equivalent to get_tree().get_root().\n" -"^\"/root/Main\" # If your main scene's root node were named \"Main\".\n" -"^\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" -"[/codeblock]\n" -"See also [StringName], which is a similar concept for general-purpose string " -"interning.\n" -"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " -"when moving, renaming or deleting a node in the scene tree, but they are " -"never updated at runtime.\n" -"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/" -"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] " -"will always evaluate to [code]true[/code]." -msgstr "" -"場景樹中預先解析的相對或絕對路徑,用於 [method Node.get_node] 和類似函式。它可" -"以引用節點、節點內的資源、或節點或資源的屬性。例如,[code]\"Path2D/" -"PathFollow2D/Sprite2D:texture:size\"[/code] 將引用名為 [code]\"Sprite2D\"[/" -"code] 節點上的 [code]texture[/code] 資源的 [code]size[/code] 屬性,該節點是路" -"徑中其他命名節點的一個子節點。\n" -"通常只需將一個字串傳遞給 [method Node.get_node],它將會被自動轉換,但可能偶爾" -"想要使用 [NodePath] 或文字語法 [code]^\"path\"[/code] 提前解析路徑。匯出 " -"[NodePath] 變數會在編輯器的屬性面板中,為你提供一個節點選擇小元件,這通常很有" -"用。\n" -"[NodePath] 由斜線分隔的節點名稱列表(如檔案系統路徑)和可選的冒號分隔的“子名" -"稱”列表組成,這些“子名稱”可以是資源或屬性。\n" -"NodePath 的一些範例包括:\n" -"[codeblock]\n" -"# 沒有前導斜杠意味著它是相對於目前節點的。\n" -"^\"A\" # 直接子節點 A\n" -"^\"A/B\" # A 的子節點 B\n" -"^\".\" # 目前節點。\n" -"^\"..\" # 父節點。\n" -"^\"../C\" # 兄弟節點 C。\n" -"^\"../..\" # 祖父節點。\n" -"# 前導斜杠意味著它是來自 SceneTree 的絕對路徑。\n" -"^\"/root\" # 等同於 get_tree().get_root()。\n" -"^\"/root/Main\" # 如果你的主場景的根節點被命名為“Main”。\n" -"^\"/root/MyAutoload\" # 如果你有一個自動載入的節點或場景。\n" -"[/codeblock]\n" -"另見 [StringName],它是通用字串的類似概念。\n" -"[b]注意:[/b]在編輯器中,[NodePath] 屬性在場景樹中移動、重命名或刪除節點時會自" -"動更新,但它們不會在運作時更新。\n" -"[b]注意:[/b]在布林本文中,如果 [NodePath] 為空([code]NodePath(\"\")[/code])" -"則會得到 [code]false[/code]。否則 [NodePath] 始終為 [code]true[/code]。" - msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演遊戲演示" msgid "Constructs an empty [NodePath]." msgstr "建構空的 [NodePath]。" -msgid "" -"Constructs a [NodePath] as a copy of the given [NodePath]. " -"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/code]." -msgstr "" -"建構給定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等價於 " -"[code]^\"example\"[/code]。" - -msgid "" -"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite2D:" -"texture:size\"[/code]. A path is absolute if it starts with a slash. Absolute " -"paths are only valid in the global scene tree, not within individual scenes. " -"In a relative path, [code]\".\"[/code] and [code]\"..\"[/code] indicate the " -"current node and its parent.\n" -"The \"subnames\" optionally included after the path to the target node can " -"point to resources or properties, and can also be nested.\n" -"Examples of valid NodePaths (assuming that those nodes exist and have the " -"referenced resources or properties):\n" -"[codeblock]\n" -"# Points to the Sprite2D node.\n" -"\"Path2D/PathFollow2D/Sprite2D\"\n" -"# Points to the Sprite2D node and its \"texture\" resource.\n" -"# get_node() would retrieve \"Sprite2D\", while get_node_and_resource()\n" -"# would retrieve both the Sprite2D node and the \"texture\" resource.\n" -"\"Path2D/PathFollow2D/Sprite2D:texture\"\n" -"# Points to the Sprite2D node and its \"position\" property.\n" -"\"Path2D/PathFollow2D/Sprite2D:position\"\n" -"# Points to the Sprite2D node and the \"x\" component of its \"position\" " -"property.\n" -"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n" -"# Absolute path (from \"root\")\n" -"\"/root/Level/Path2D\"\n" -"[/codeblock]" -msgstr "" -"從一個字串,例如 [code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code]," -"建立一個 NodePath。如果路徑以斜杠開頭,則該路徑是絕對路徑。絕對路徑僅在全域場" -"景樹中有效,在單個場景中無效。在相對路徑中,[code]\".\"[/code] 和 [code]\".." -"\"[/code] 表示目前節點及其父節點。\n" -"在到目標節點的路徑後可以選擇包含“子名稱”,它可以指向資源或屬性,也可以被嵌" -"套。\n" -"有效 NodePath 的範例(假設這些節點存在,並具有引用的資源或屬性):\n" -"[codeblock]\n" -"# 指向 Sprite2D 節點。\n" -"\"Path2D/PathFollow2D/Sprite2D\"\n" -"# 指向 Sprite2D 節點及其“紋理(texture)”資源。\n" -"# get_node() 將檢索“Sprite2D”,而 get_node_and_resource()\n" -"# 將同時檢索該 Sprite2D 節點和其“紋理(texture)”資源。\n" -"\"Path2D/PathFollow2D/Sprite2D:texture\"\n" -"# 指向 Sprite2D 節點及其“位置(position)”屬性。\n" -"\"Path2D/PathFollow2D/Sprite2D:position\"\n" -"# 指向 Sprite2D 節點及其“位置(position)”屬性的“x”分量。\n" -"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n" -"# 絕對路徑(從 “root” 開始)\n" -"“/root/Level/Path2D”\n" -"[/codeblock]" - -msgid "" -"Returns a node path with a colon character ([code]:[/code]) prepended, " -"transforming it to a pure property path with no node name (defaults to " -"resolving from the current node).\n" -"[codeblocks]\n" -"[gdscript]\n" -"# This will be parsed as a node path to the \"x\" property in the " -"\"position\" node.\n" -"var node_path = NodePath(\"position:x\")\n" -"# This will be parsed as a node path to the \"x\" component of the " -"\"position\" property in the current node.\n" -"var property_path = node_path.get_as_property_path()\n" -"print(property_path) # :position:x\n" -"[/gdscript]\n" -"[csharp]\n" -"// This will be parsed as a node path to the \"x\" property in the " -"\"position\" node.\n" -"var nodePath = new NodePath(\"position:x\");\n" -"// This will be parsed as a node path to the \"x\" component of the " -"\"position\" property in the current node.\n" -"NodePath propertyPath = nodePath.GetAsPropertyPath();\n" -"GD.Print(propertyPath); // :position:x\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回前面帶有冒號字元([code]:[/code])的節點路徑,將其轉換為沒有節點名稱的純屬" -"性路徑(預設為從目前節點解析)。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 這將被解析為一個到“position”節點中“x”屬性的節點路徑。\n" -"var node_path = NodePath(\"position:x\")\n" -"# 這將被解析為一個到目前節點中“position”屬性的“x”分量的節點路徑。\n" -"var property_path = node_path.get_as_property_path()\n" -"print(property_path) # :position:x\n" -"[/gdscript]\n" -"[csharp]\n" -"// 這將被解析為一個到“position”節點中“x”屬性的節點路徑。\n" -"var nodePath = new NodePath(\"position:x\");\n" -"// 這將被解析為一個到目前節點中“position”屬性的“x”分量的節點路徑。\n" -"NodePath propertyPath = nodePath.GetAsPropertyPath();\n" -"GD.Print(propertyPath); // :position:x\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns all paths concatenated with a slash character ([code]/[/code]) as " -"separator without subnames." -msgstr "" -"返回所有以斜杠字元([code]/[/code])作為分隔符號連接的且不帶子名稱的路徑。" - -msgid "" -"Returns all subnames concatenated with a colon character ([code]:[/code]) as " -"separator, i.e. the right side of the first colon in a node path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_concatenated_subnames()) # texture:load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetConcatenatedSubnames()); // texture:load_path\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回所有以冒號字元([code]:[/code])作為分隔符號連接的子名稱,即節點路徑中第一" -"個冒號的右側。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(nodepath.get_concatenated_subnames()) # texture:load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodepath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Gets the node name indicated by [param idx] (0 to [method get_name_count] - " -"1).\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n" -"print(node_path.get_name(0)) # Path2D\n" -"print(node_path.get_name(1)) # PathFollow2D\n" -"print(node_path.get_name(2)) # Sprite\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n" -"GD.Print(nodePath.GetName(0)); // Path2D\n" -"GD.Print(nodePath.GetName(1)); // PathFollow2D\n" -"GD.Print(nodePath.GetName(2)); // Sprite\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"獲取由 [param idx](0 到 [method get_name_count] - 1)指示的節點名稱。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n" -"print(node_path.get_name(0)) # Path2D\n" -"print(node_path.get_name(1)) # PathFollow2D\n" -"print(node_path.get_name(2)) # Sprite\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n" -"GD.Print(nodePath.GetName(0)); // Path2D\n" -"GD.Print(nodePath.GetName(1)); // PathFollow2D\n" -"GD.Print(nodePath.GetName(2)); // Sprite\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Gets the number of node names which make up the path. Subnames (see [method " -"get_subname_count]) are not included.\n" -"For example, [code]\"Path2D/PathFollow2D/Sprite2D\"[/code] has 3 names." -msgstr "" -"獲取組成路徑的節點名稱的數量。不包括子名稱(見 [method " -"get_subname_count])。\n" -"例如,[code]\"Path2D/PathFollow2D/Sprite2D\"[/code] 中有 3 個名稱。" - -msgid "" -"Gets the resource or property name indicated by [param idx] (0 to [method " -"get_subname_count] - 1).\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_subname(0)) # texture\n" -"print(node_path.get_subname(1)) # load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetSubname(0)); // texture\n" -"GD.Print(nodePath.GetSubname(1)); // load_path\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"獲取由 [param idx] 表示的資源或屬性名稱(0 到 [method get_subname_count] - " -"1)。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(node_path.get_subname(0)) # texture\n" -"print(node_path.get_subname(1)) # load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodePath.GetSubname(0)); // texture\n" -"GD.Print(nodePath.GetSubname(1)); // load_path\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Gets the number of resource or property names (\"subnames\") in the path. " -"Each subname is listed after a colon character ([code]:[/code]) in the node " -"path.\n" -"For example, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] " -"has 2 subnames." -msgstr "" -"獲取路徑中資源或屬性名稱(“子名稱”)的數量。每個子名稱都列在節點路徑中的冒號字" -"元([code]:[/code])之後。\n" -"例如,[code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] 中有 2 " -"個子名稱。" - -msgid "Returns the 32-bit hash value representing the [NodePath]'s contents." -msgstr "返回代表該 [NodePath] 內容的 32 位元雜湊值。" - -msgid "" -"Returns [code]true[/code] if the node path is absolute (as opposed to " -"relative), which means that it starts with a slash character ([code]/[/" -"code]). Absolute node paths can be used to access the root node ([code]\"/" -"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " -"autoload was registered)." -msgstr "" -"如果節點路徑是絕對的(而不是相對的),即以斜線字元([code]/[/code])開始,返" -"回 [code]true[/code]。絕對節點路徑可以用來存取根節點([code]\"/root\"[/code])" -"或自動載入(例如[code]\"/global\"[/code] 如果註冊了一個叫“global”的自動載入" -"項)。" - -msgid "Returns [code]true[/code] if the node path is empty." -msgstr "如果節點路徑為空,則返回 [code]true[/code]。" - msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "如果兩個節點路徑不相等,則返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if two node paths are equal, i.e. all node names in " -"the path are the same and in the same order." -msgstr "" -"如果兩個節點路徑相等,即路徑中的所有節點名稱都相同且順序一致,則返回 " -"[code]true[/code]。" - msgid "Abstract base class for noise generators." msgstr "雜訊生成器的抽象基底類別。" @@ -70599,184 +67330,6 @@ msgstr "" "[/codeblocks]" msgid "" -"Override this method to customize how script properties should be handled by " -"the engine.\n" -"Should return a property list, as an [Array] of dictionaries. The result is " -"added to the array of [method get_property_list], and should be formatted in " -"the same way. Each [Dictionary] must at least contain the [code]name[/code] " -"and [code]type[/code] entries.\n" -"The example below displays [code]hammer_type[/code] in the Inspector dock, " -"only if [code]holding_hammer[/code] is [code]true[/code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node2D\n" -"\n" -"@export var holding_hammer = false:\n" -" set(value):\n" -" holding_hammer = value\n" -" notify_property_list_changed()\n" -"var hammer_type = 0\n" -"\n" -"func _get_property_list():\n" -" # By default, `hammer_type` is not visible in the editor.\n" -" var property_usage = PROPERTY_USAGE_NO_EDITOR\n" -"\n" -" if holding_hammer:\n" -" property_usage = PROPERTY_USAGE_DEFAULT\n" -"\n" -" var properties = []\n" -" properties.append({\n" -" \"name\": \"hammer_type\",\n" -" \"type\": TYPE_INT,\n" -" \"usage\": property_usage, # See above assignment.\n" -" \"hint\": PROPERTY_HINT_ENUM,\n" -" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n" -" })\n" -"\n" -" return properties\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode2D : Node2D\n" -"{\n" -" private bool _holdingHammer;\n" -"\n" -" [Export]\n" -" public bool HoldingHammer\n" -" {\n" -" get => _holdingHammer;\n" -" set\n" -" {\n" -" _holdingHammer = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" public int HammerType { get; set; }\n" -"\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " -"_GetPropertyList()\n" -" {\n" -" // By default, `HammerType` is not visible in the editor.\n" -" var propertyUsage = PropertyUsageFlags.NoEditor;\n" -"\n" -" if (HoldingHammer)\n" -" {\n" -" propertyUsage = PropertyUsageFlags.Default;\n" -" }\n" -"\n" -" var properties = new Godot.Collections.Array<Godot.Collections." -"Dictionary>();\n" -" properties.Add(new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"HammerType\" },\n" -" { \"type\", (int)Variant.Type.Int },\n" -" { \"usage\", (int)propertyUsage }, // See above assignment.\n" -" { \"hint\", (int)PropertyHint.Enum },\n" -" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n" -" });\n" -"\n" -" return properties;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method is intended for advanced purposes. For most common " -"use cases, the scripting languages offer easier ways to handle properties. " -"See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], " -"[annotation @GDScript.@export_group], etc.\n" -"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this " -"method will not be called in the editor." -msgstr "" -"覆蓋該方法以自訂引擎處理腳本屬性的方式。\n" -"應該返回一個屬性列表,作為字典的 [Array]。該結果被新增到 [method " -"get_property_list] 的陣列中,並且應該以相同的方式進行格式化。每個 " -"[Dictionary] 必須至少包含 [code]name[/code] 和 [code]type[/code] 條目。\n" -"以下範例僅在 [code]holding_hammer[/code] 為 [code]true[/code] 時,在屬性面板停" -"靠面板中顯示 [code]hammer_type[/code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node2D\n" -"\n" -"@export var holding_hammer = false:\n" -" set(value):\n" -" holding_hammer = value\n" -" notify_property_list_changed()\n" -"var hammer_type = 0\n" -"\n" -"func _get_property_list():\n" -" # 預設情況下,`hammer_type` 在編輯器中不可見。\n" -" var property_usage = PROPERTY_USAGE_NO_EDITOR\n" -"\n" -" if holding_hammer:\n" -" property_usage = PROPERTY_USAGE_DEFAULT\n" -"\n" -" var properties = []\n" -" properties.append({\n" -" \"name\": \"hammer_type\",\n" -" \"type\": TYPE_INT,\n" -" \"usage\": property_usage, # 參見上面的賦值。\n" -" \"hint\": PROPERTY_HINT_ENUM,\n" -" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n" -" })\n" -"\n" -" return properties\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode2D : Node2D\n" -"{\n" -" private bool _holdingHammer;\n" -"\n" -" [Export]\n" -" public bool HoldingHammer\n" -" {\n" -" get => _holdingHammer;\n" -" set\n" -" {\n" -" _holdingHammer = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" public int HammerType { get; set; }\n" -"\n" -" public override Godot.Collections.Array<Godot.Collections.Dictionary> " -"_GetPropertyList()\n" -" {\n" -" // 預設情況下,`HammerType` 在編輯器中不可見。\n" -" var propertyUsage = PropertyUsageFlags.NoEditor;\n" -"\n" -" if (HoldingHammer)\n" -" {\n" -" propertyUsage = PropertyUsageFlags.Default;\n" -" }\n" -"\n" -" var properties = new Godot.Collections.Array<Godot.Collections." -"Dictionary>();\n" -" properties.Add(new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"HammerType\" },\n" -" { \"type\", (int)Variant.Type.Int },\n" -" { \"usage\", (int)propertyUsage }, // 參見上面的賦值。\n" -" { \"hint\", (int)PropertyHint.Enum },\n" -" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n" -" });\n" -"\n" -" return properties;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]該方法旨在用於高級目的。對於大多數常見用例,指令碼語言提供了更簡" -"單的方法來處理屬性。參見 [annotation @GDScript.@export]、[annotation " -"@GDScript.@export_enum]、[annotation @GDScript.@export_group]、等。\n" -"[b]注意:[/b]如果該對象的腳本不是 [annotation @GDScript.@tool],則該方法在編輯" -"器中不會被呼叫。" - -msgid "" "Called when the object receives a notification, which can be identified in " "[param what] by comparing it with a constant. See also [method " "notification].\n" @@ -71808,33 +68361,6 @@ msgstr "" "有關詳細範例,請參閱[url=$DOCS_URL/tutorials/i18n/internationalizing_games." "html]《國際化遊戲》[/url]。" -msgid "" -"Translates a [param message] or [param plural_message], using the translation " -"catalogs configured in the Project Settings. Further [param context] can be " -"specified to help with the translation.\n" -"If [method can_translate_messages] is [code]false[/code], or no translation " -"is available, this method returns [param message] or [param plural_message], " -"without changes. See [method set_message_translation].\n" -"The [param n] is the number, or amount, of the message's subject. It is used " -"by the translation system to fetch the correct plural form for the current " -"language.\n" -"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" -"localization_using_gettext.html]Localization using gettext[/url].\n" -"[b]Note:[/b] Negative and [float] numbers may not properly apply to some " -"countable subjects. It's recommended handling these cases with [method tr]." -msgstr "" -"使用專案設定中配置的翻譯目錄,翻譯一個 [param message] 或 [param " -"plural_message]。可以進一步指定 [param context] 來幫助翻譯。\n" -"如果 [method can_translate_messages] 為 [code]false[/code],或者沒有翻譯可用," -"則該方法將返回 [param message] 或 [param plural_message],而不做任何更改。請參" -"閱 [method set_message_translation]。\n" -"[param n] 是消息主題的數位或數量。它被翻譯系統用來獲取目前語言的正確複數形" -"式。\n" -"有關詳細範例,請參閱[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." -"html]《使用 gettext 進行當地語系化》[/url]。\n" -"[b]注意:[/b]負數和 [float] 數位可能不適用於某些可數科目。建議使用 [method " -"tr] 處理這些情況。" - msgid "Emitted when [method notify_property_list_changed] is called." msgstr "呼叫 [method notify_property_list_changed] 時發出。" @@ -71939,13 +68465,13 @@ msgid "" "default in Web export templates. It can be enabled by compiling custom Web " "export templates with [code]module_raycast_enabled=yes[/code]." msgstr "" -"遮擋剔除可以通過隱藏被其他物件遮擋的幾何體,來提高封閉/半開放區域的渲染性" +"遮擋剔除可以通過隱藏被其他物件遮擋的幾何體,來提高封閉/半開放區域的算繪性" "能。\n" "遮擋剔除系統大多是靜態的。[OccluderInstance3D] 可以在運作時移動或隱藏,但這樣" "做會觸發可能需要幾影格的背景重新計算。建議僅偶爾移動 [OccluderInstance3D](例" "如,出於程式生成目的),而不是每影格都這樣做。\n" "遮擋剔除系統的工作原理是,使用 [url=https://www.embree.org/]Embree[/url] 在 " -"CPU 上並行渲染遮擋物,將結果繪製到一個低解析度緩衝區,然後使用它來單獨剔除 3D " +"CPU 上並行算繪遮擋物,將結果繪製到一個低解析度緩衝區,然後使用它來單獨剔除 3D " "的節點。在 3D 編輯器中,可以通過選擇 3D 視口左上角的[b]透視圖 > 高級調試... > " "遮擋剔除緩衝區[/b],來預覽遮擋剔除緩衝區。可以在專案設定中調整遮擋剔除緩衝區的" "品質。\n" @@ -71998,8 +68524,8 @@ msgid "" msgstr "" "用於簡化生成的遮擋物多邊形的簡化距離(單位為 3D 單位)。更高的值會導致遮擋物網" "格的細節更少,這會提高性能但會降低剔除精度。\n" -"遮擋物幾何體是在 CPU 上渲染的,因此保持其幾何體盡可能簡單很重要。由於緩衝區以" -"低解析度渲染,因此細節較少的遮擋網格通常仍能正常工作。預設值相當激進,因此如果" +"遮擋物幾何體是在 CPU 上算繪的,因此保持其幾何體盡可能簡單很重要。由於緩衝區以" +"低解析度算繪,因此細節較少的遮擋網格通常仍能正常工作。預設值相當激進,因此如果" "遇到誤報(即使相機可見的物件也被遮擋),可能必須降低該屬性。[code]0.01[/code] " "的值將保守地起作用,並將保持幾何體[i]感知[/i]在遮擋剔除緩衝區中不受影響。根據" "場景的不同,與完全禁用簡化相比,[code]0.01[/code] 的值仍能顯著簡化網格。\n" @@ -72121,37 +68647,17 @@ msgid "" msgstr "" "全向光是 [Light3D] 的一類,可以向所有方向發射光。光隨距離而衰減,該衰減可以通" "過修改其能量、半徑和衰減參數來配置。\n" -"[b]注意:[/b]使用移動渲染方式時,每個網格資源上只能顯示 8 個全向燈。嘗試在單個" +"[b]注意:[/b]使用移動算繪方式時,每個網格資源上只能顯示 8 個全向燈。嘗試在單個" "網格資源上顯示 8 個以上的全向燈,將導致全向燈隨著相機移動而閃爍。使用 " -"Compatibility 渲染方式時,預設情況下每個網格資源上只能顯示 8 個全向燈,但可以" +"Compatibility 算繪方式時,預設情況下每個網格資源上只能顯示 8 個全向燈,但可以" "通過調整 [member ProjectSettings.rendering/limits/opengl/" "max_lights_per_object] 來增加。\n" -"[b]注意:[/b]當使用 Mobile 或 Compatibility 渲染方法時,全向燈只會正確影響可見" +"[b]注意:[/b]當使用 Mobile 或 Compatibility 算繪方法時,全向燈只會正確影響可見" "性 AABB 與該燈光的 AABB 相交的網格。如果使用了著色器將網格進行了變形,超出了 " "AABB 的範圍,則必須將該網格的 [member GeometryInstance3D.extra_cull_margin] 增" "大。否則燈光在該網格上可能不可見。" msgid "" -"The light's attenuation (drop-off) curve. A number of presets are available " -"in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values " -"are allowed but can produce unusual effects.\n" -"[b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) " -"can impact performance negatively if the light is made to use a larger " -"[member omni_range] to compensate. This is because culling opportunities will " -"become less common and shading costs will be increased (as the light will " -"cover more pixels on screen while resulting in the same amount of " -"brightness). To improve performance, use the lowest [member omni_attenuation] " -"value possible for the visuals you're trying to achieve." -msgstr "" -"燈光的衰減(衰減)曲線。通過右鍵點擊曲線,可以在[b]屬性屬性面板[/b]中使用許多" -"預設。允許零值和負值,但會產生不尋常的效果。\n" -"[b]注意:[/b]如果燈光使用更大的 [member omni_range] 進行補償,非常高的 " -"[member omni_attenuation] 值(通常高於 10)則可能會對性能產生負面影響。這是因" -"為剔除機會將變得不那麼常見,並且著色成本將增加(因為光線將覆蓋螢幕上更多的像" -"素,且同時產生相同的亮度)。要提高性能,請為試圖實作的視覺效果使用盡可能低的 " -"[member omni_attenuation] 值。" - -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 " "[member omni_attenuation] in use, the light will never reach anything outside " @@ -72171,13 +68677,13 @@ msgstr "見 [enum ShadowMode]。" msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." -msgstr "將陰影渲染到雙抛物面紋理。比 [constant SHADOW_CUBE] 更快,但品質較差。" +msgstr "將陰影算繪到雙抛物面紋理。比 [constant SHADOW_CUBE] 更快,但品質較差。" msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality." msgstr "" -"將陰影渲染至立方體貼圖。比 [constant SHADOW_DUAL_PARABOLOID] 更慢,但品質更" +"將陰影算繪至立方體貼圖。比 [constant SHADOW_DUAL_PARABOLOID] 更慢,但品質更" "高。" msgid "An OpenXR action." @@ -72502,7 +69008,7 @@ msgid "Called right before the OpenXR instance is destroyed." msgstr "在 OpenXR 實例被銷毀之前呼叫。" msgid "Called right before the XR viewports begin their rendering step." -msgstr "在 XR 視窗開始渲染步驟之前呼叫。" +msgstr "在 XR 視窗開始算繪步驟之前呼叫。" msgid "" "Called as part of the OpenXR process handling. This happens right before " @@ -72589,20 +69095,6 @@ msgid "" "level." msgstr "註冊擴充功能。這應該發生在核心模組初始化層級。" -msgid "Node supporting finger tracking in OpenXR." -msgstr "在 OpenXR 中提供手指追蹤的節點。" - -msgid "" -"This node enables OpenXR's hand tracking functionality. The node should be a " -"child node of an [XROrigin3D] node, tracking will update its position to " -"where the player's actual hand is positioned. This node also updates the " -"skeleton of a properly skinned hand model. The hand mesh should be a child " -"node of this node." -msgstr "" -"該節點啟用 OpenXR 的手部追蹤功能。該節點應該是 [XROrigin3D] 節點的一個子節點," -"追蹤會將其位置更新為玩家的實際手所在的位置。該節點還更新了適當蒙皮的手部模型的" -"骨架。手部網格應該是該節點的一個子節點。" - msgid "Specifies whether this node tracks the left or right hand of the player." msgstr "指定該節點是追蹤玩家的左手還是右手。" @@ -72736,7 +69228,7 @@ msgstr "" "由於 OpenXR 的需要,該介面的工作方式與其他基於外掛程式的 XR 介面略有不同。它需" "要在 Godot 啟動時被初始化。若需要啟用 OpenXR,相關設定可以在遊戲專案設定中的 " "XR 標題下找到。你確實需要標記一個視口以與 XR 一起使用,以便 Godot 知道應該將哪" -"個渲染結果輸出到頭戴式裝置。" +"個算繪結果輸出到頭戴式裝置。" msgid "Setting up XR" msgstr "設定 XR" @@ -72811,7 +69303,7 @@ msgid "" msgstr "" "傳回 [code]true[/code] 如果支援 OpenXRs foveation 擴充,則必須在傳回有效值之前" "初始化介面。\n" -"[b]注意:[/b] 此功能僅在相容性渲染器上可用,並且目前僅在某些獨立耳機上可用。對" +"[b]注意:[/b] 此功能僅在相容性算繪器上可用,並且目前僅在某些獨立耳機上可用。對" "於 Vulkan,在桌面上將 [member Viewport.vrs_mode] 設定為 [code]VRS_XR[/code]。" msgid "Sets the given action set as active or inactive." @@ -72835,7 +69327,7 @@ msgstr "" msgid "" "The render size multiplier for the current HMD. Must be set before the " "interface has been initialized." -msgstr "目前 HMD 的渲染大小乘數。必須在接觸初始化之前設定。" +msgstr "目前 HMD 的算繪大小乘數。必須在接觸初始化之前設定。" msgid "Informs the user queued a recenter of the player position." msgstr "通知使用者佇列玩家位置的重新居中。" @@ -73203,7 +69695,7 @@ msgstr "要繪製在按鈕右側的箭頭圖示。" msgid "" "A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an " "ORM texture." -msgstr "基於物理的渲染(PBR)材質,可以套用於 3D 物件,可以使用 ORM 紋理。" +msgstr "基於物理的算繪(PBR)材質,可以套用於 3D 物件,可以使用 ORM 紋理。" msgid "" "ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike " @@ -73217,515 +69709,6 @@ msgid "Provides access to common operating system functionalities." msgstr "提供對常見作業系統功能的存取。" msgid "" -"This class wraps the most common functionalities for communicating with the " -"host operating system, such as the video driver, delays, environment " -"variables, execution of binaries, command line, etc.\n" -"[b]Note:[/b] In Godot 4, [OS] functions related to window management were " -"moved to the [DisplayServer] singleton." -msgstr "" -"這個類封裝了與主機作業系統通信的最常見功能,例如影片驅動、延時、環境變數、二進" -"制檔的執行、命令列等。\n" -"[b]注意:[/b]在 Godot 4 中,視窗管理相關的 [OS] 函式已移動至 [DisplayServer] " -"單例。" - -msgid "" -"Displays a modal dialog box using the host OS' facilities. Execution is " -"blocked until the dialog is closed." -msgstr "" -"使用主機作業系統顯示一個模式化的對話方塊。執行將被阻塞,直到該對話方塊被關閉。" - -msgid "" -"Shuts down system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"關閉系統 MIDI 驅動程式。\n" -"[b]注意:[/b]該方法只在 Linux、macOS 和 Windows 上實作。" - -msgid "" -"Crashes the engine (or the editor if called within a [code]@tool[/code] " -"script). This should [i]only[/i] be used for testing the system's crash " -"handler, not for any other purpose. For general error reporting, use (in " -"order of preference) [method @GDScript.assert], [method @GlobalScope." -"push_error] or [method alert]. See also [method kill]." -msgstr "" -"使引擎當機(如果是在 [code]@tool[/code] 腳本中呼叫則為編輯器當機)。應該[i]僅" -"[/i]用於測試系統的當機處理器,其他情況下都不應使用。普通的錯誤彙報請使用 " -"[method @GDScript.assert]、[method @GlobalScope.push_error]、[method alert]" -"(按推薦順序排列)。另見 [method kill]。" - -msgid "" -"Creates a new instance of Godot that runs independently. The [param " -"arguments] are used in the given order and separated by a space.\n" -"If the process creation succeeds, the method will return the new process ID, " -"which you can use to monitor the process (and potentially terminate it with " -"[method kill]). If the process creation fails, the method will return " -"[code]-1[/code].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"建立一個獨立運作的 Godot 新實例。[param arguments] 按給定順序使用,並以空格分" -"隔。\n" -"如果程序建立成功,則該方法將返回新的程序 ID,可以使用它來監視該程序(並可能使" -"用 [method kill] 終止它)。如果程序建立失敗,則該方法將返回 [code]-1[/" -"code]。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。" - -msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"if Godot terminates. The path specified in [param path] must exist and be " -"executable file or macOS .app bundle. Platform path resolution will be used. " -"The [param arguments] are used in the given order and separated by a space.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window will be opened. This is ignored on other " -"platforms.\n" -"If the process creation succeeds, the method will return the new process ID, " -"which you can use to monitor the process (and potentially terminate it with " -"[method kill]). If the process creation fails, the method will return " -"[code]-1[/code].\n" -"For example, running another instance of the project:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var pid = OS.create_process(OS.get_executable_path(), [])\n" -"[/gdscript]\n" -"[csharp]\n" -"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See [method execute] if you wish to run an external command and retrieve the " -"results.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export or system .app bundle, " -"system .app bundles will ignore arguments." -msgstr "" -"建立一個獨立於 Godot 運作的新程序。如果 Godot 終止,它也不會終止。[param " -"path] 中指定的路徑必須存在,並且是可執行檔或 macOS .app 包。將使用平臺路徑解" -"析。[param arguments] 按給定順序使用,並以空格分隔。\n" -"在 Windows 上,如果 [param open_console] 為 [code]true[/code],並且該程序是一" -"個控制台套用程式,則一個新的終端視窗將被打開。這在其他平臺上將被忽略。\n" -"如果程序建立成功,則該方法將返回新的程序 ID,可以使用它來監視程序(並可能使用 " -"[method kill] 終止它)。如果程序建立失敗,則該方法將返回 [code]-1[/code]。\n" -"例如,運作專案的另一個實例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var pid = OS.create_process(OS.get_executable_path(), [])\n" -"[/gdscript]\n" -"[csharp]\n" -"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望運作一個外部命令並檢索結果,請參閱 [method execute]。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。\n" -"[b]注意:[/b]在 macOS 上,沙盒套用程式被限制為只能運作嵌入式輔助可執行檔,在匯" -"出或系統 .app 包期間指定,系統 .app 包將忽略參數。" - -msgid "" -"Delays execution of the current thread by [param msec] milliseconds. [param " -"msec] must be greater than or equal to [code]0[/code]. Otherwise, [method " -"delay_msec] will do nothing and will print an error message.\n" -"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " -"execution. To delay code execution in a non-blocking way, see [method " -"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will " -"delay the execution of code placed below the [code]await[/code] without " -"affecting the rest of the project (or editor, for [EditorPlugin]s and " -"[EditorScript]s).\n" -"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " -"freeze the project and will prevent it from redrawing and registering input " -"until the delay has passed. When using [method delay_msec] as part of an " -"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " -"the project if it is currently running (since the project is an independent " -"child process)." -msgstr "" -"將目前執行緒的執行延遲 [param msec] 毫秒。[param msec] 必須大於或等於 " -"[code]0[/code]。否則,[method delay_msec] 將不執行任何操作並列印一條錯誤消" -"息。\n" -"[b]注意:[/b][method delay_msec] 是一種[i]阻塞[/i]延遲程式碼執行的方式。要以非" -"阻塞的方式延遲程式碼執行,請參閱 [method SceneTree.create_timer]。使用 " -"[method SceneTree.create_timer] 等待將會延遲那些放置在 [code]await[/code] 下方" -"的程式碼的執行,而不會影響該專案(或編輯器,對於 [EditorPlugin] 和 " -"[EditorScript])的其餘部分。\n" -"[b]注意:[/b]當在主執行緒上呼叫 [method delay_msec] 時,它將凍結專案並阻止它重" -"新繪製和註冊輸入,直到延遲結束。當使用 [method delay_msec] 作為 " -"[EditorPlugin] 或 [EditorScript] 的一部分時,它會凍結編輯器但不會凍結目前正在" -"運作的專案(因為專案是一個獨立的子程序)。" - -msgid "" -"Delays execution of the current thread by [param usec] microseconds. [param " -"usec] must be greater than or equal to [code]0[/code]. Otherwise, [method " -"delay_usec] will do nothing and will print an error message.\n" -"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " -"execution. To delay code execution in a non-blocking way, see [method " -"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will " -"delay the execution of code placed below the [code]await[/code] without " -"affecting the rest of the project (or editor, for [EditorPlugin]s and " -"[EditorScript]s).\n" -"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " -"freeze the project and will prevent it from redrawing and registering input " -"until the delay has passed. When using [method delay_usec] as part of an " -"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " -"the project if it is currently running (since the project is an independent " -"child process)." -msgstr "" -"將目前執行緒的執行延遲 [param usec] 微秒。[param usec] 必須大於或等於 " -"[code]0[/code]。否則,[method delay_usec] 將不執行任何操作並列印一條錯誤消" -"息。\n" -"[b]注意:[/b][method delay_usec] 是一種[i]阻塞[/i]延遲程式碼執行的方式。要以非" -"阻塞的方式延遲程式碼執行,請參閱 [method SceneTree.create_timer]。使用 " -"[method SceneTree.create_timer] 等待將會延遲那些放置在 [code]await[/code] 下方" -"的程式碼的執行,而不會影響該專案(或編輯器,對於 [EditorPlugin] 和 " -"[EditorScript])的其餘部分。\n" -"[b]注意:[/b]當在主執行緒上呼叫 [method delay_usec] 時,它將凍結專案並阻止它重" -"新繪製和註冊輸入,直到延遲結束。當使用 [method delay_usec] 作為 " -"[EditorPlugin] 或 [EditorScript] 的一部分時,它會凍結編輯器但不會凍結目前正在" -"運作的專案(因為專案是一個獨立的子程序)。" - -msgid "" -"Executes a command. The file specified in [param path] must exist and be " -"executable. Platform path resolution will be used. The [param arguments] are " -"used in the given order, separated by spaces, and wrapped in quotes. If an " -"[param output] [Array] is provided, the complete shell output of the process " -"will be appended as a single [String] element in [param output]. If [param " -"read_stderr] is [code]true[/code], the output to the standard error stream " -"will be included too.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window will be opened. This is ignored on other " -"platforms.\n" -"If the command is successfully executed, the method will return the exit code " -"of the command, or [code]-1[/code] if it fails.\n" -"[b]Note:[/b] The Godot thread will pause its execution until the executed " -"command terminates. Use [Thread] to create a separate thread that will not " -"pause the Godot thread, or use [method create_process] to create a completely " -"independent process.\n" -"For example, to retrieve a list of the working directory's contents:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you wish to access a shell built-in or execute a composite command, a " -"platform-specific shell can be invoked. For example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] To execute a Windows command interpreter built-in command, " -"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first " -"argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a PowerShell built-in command, specify " -"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the " -"first argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a Unix shell built-in command, specify shell " -"executable name in [param path], [code]-c[/code] as the first argument, and " -"the desired command as the second argument.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export." -msgstr "" -"執行一條命令。[param path] 中指定的檔必須存在且可執行。將使用平臺路徑解析。" -"[param arguments] 按給定順序使用,以空格分隔,會使用引號包裹。如果提供了 " -"[param output] [Array],則程序的完整 shell 輸出,將作為單個 [String] 元素追加" -"到 [param output] 中。如果 [param read_stderr] 為 [code]true[/code],則標準錯" -"誤流的輸出也將被包含在內。\n" -"在 Windows 上,如果 [param open_console] 為 [code]true[/code] 並且程序是控制台" -"套用程式,則將打開一個新的終端視窗。該參數在其他平臺上被忽略。\n" -"如果命令執行成功,該方法將返回命令的退出程式碼,如果失敗則返回 [code]-1[/" -"code]。\n" -"[b]注意:[/b]Godot 執行緒將暫停執行,直到執行的命令終止。使用 [Thread] 建立一" -"個不會暫停 Godot 執行緒的獨立執行緒,或者使用 [method create_process] 建立一個" -"完全獨立的程序。\n" -"例如,要檢索工作目錄內容的列表:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望存取內建的 shell 或執行複合命令,則可以呼叫特定於平臺的 shell。例" -"如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。\n" -"[b]注意:[/b]要執行 Windows 命令直譯器的內建命令,在 [param path] 中指定 " -"[code]cmd.exe[/code],將 [code]/c[/code] 作為第一個參數,並將所需的命令作為第" -"二個參數。\n" -"[b]注意:[/b]要執行 PowerShell 的內建命令,在 [param path] 中指定 " -"[code]powershell.exe[/code],將 [code]-Command[/code] 作為第一個參數,然後將所" -"需的命令作為第二個參數。\n" -"[b]注意:[/b]要執行 Unix shell 內建命令,請在 [param path] 中指定 shell 可執行" -"檔案名稱,將 [code]-c[/code] 作為第一個參數,並將所需的命令作為第二個參數。\n" -"[b]注意:[/b]在 macOS 上,沙盒套用程式僅限於運作在匯出期間指定的嵌入的輔助可執" -"行檔。" - -msgid "Returns the keycode of the given string (e.g. \"Escape\")." -msgstr "返回給定字串(例如“Escape”)的鍵碼。" - -msgid "" -"Returns the [i]global[/i] cache data directory according to the operating " -"system's standards. On the Linux/BSD platform, this path can be overridden by " -"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_config_dir] and [method get_data_dir].\n" -"Not to be confused with [method get_user_data_dir], which returns the " -"[i]project-specific[/i] user data path." -msgstr "" -"根據作業系統的標準返回[i]全域[/i]快取資料目錄。在 Linux/BSD 平臺上,可以通過在" -"啟動專案之前設定 [code]XDG_CACHE_HOME[/code] 環境變數來覆蓋該路徑。有關詳細資" -"訊,請參閱文件中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案中的" -"檔路徑》[/url]。另請參閱 [method get_config_dir] 和 [method get_data_dir]。\n" -"不要與 [method get_user_data_dir] 混淆,後者返回[i]專案特定的[/i]使用者資料路" -"徑。" - -msgid "" -"Returns the command-line arguments passed to the engine.\n" -"Command-line arguments can be written in any form, including both [code]--key " -"value[/code] and [code]--key=value[/code] forms so they can be properly " -"parsed, as long as custom command-line arguments do not conflict with engine " -"arguments.\n" -"You can also incorporate environment variables using the [method " -"get_environment] method.\n" -"You can set [member ProjectSettings.editor/run/main_run_args] to define " -"command-line arguments to be passed by the editor when running the project.\n" -"Here's a minimal example on how to parse command-line arguments into a " -"dictionary using the [code]--key=value[/code] form for arguments:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var arguments = {}\n" -"for argument in OS.get_cmdline_args():\n" -" if argument.find(\"=\") > -1:\n" -" var key_value = argument.split(\"=\")\n" -" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" -" else:\n" -" # Options without an argument will be present in the dictionary,\n" -" # with the value set to an empty string.\n" -" arguments[argument.lstrip(\"--\")] = \"\"\n" -"[/gdscript]\n" -"[csharp]\n" -"var arguments = new Godot.Collections.Dictionary();\n" -"foreach (var argument in OS.GetCmdlineArgs())\n" -"{\n" -" if (argument.Find(\"=\") > -1)\n" -" {\n" -" string[] keyValue = argument.Split(\"=\");\n" -" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" -" }\n" -" else\n" -" {\n" -" // Options without an argument will be present in the dictionary,\n" -" // with the value set to an empty string.\n" -" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Passing custom user arguments directly is not recommended, as " -"the engine may discard or modify them. Instead, the best way is to use the " -"standard UNIX double dash ([code]--[/code]) and then pass custom arguments, " -"which the engine itself will ignore. These can be read via [method " -"get_cmdline_user_args]." -msgstr "" -"返回傳遞給引擎的命令列參數。\n" -"命令列參數可以寫成任何形式,包括 [code]--key value[/code] 和 [code]--" -"key=value[/code] 兩種形式,這樣它們就可以被正確解析,只要自訂命令列參數不與引" -"擎參數衝突。\n" -"還可以使用 [method get_environment] 方法合併環境變數。\n" -"可以設定 [member ProjectSettings.editor/run/main_run_args] 來定義編輯器在運作" -"專案時傳遞的命令列參數。\n" -"下面是一個關於如何使用參數的 [code]--key=value[/code] 形式,將命令列參數解析為" -"一個字典的最小範例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var arguments = {}\n" -"for argument in OS.get_cmdline_args():\n" -" if argument.find(\"=\") > -1:\n" -" var key_value = argument.split(\"=\")\n" -" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" -" else:\n" -" # 沒有參數的選項將出現在字典中,\n" -" # 其值被設定為空字串。\n" -" arguments[argument.lstrip(\"--\")] = \"\"\n" -"[/gdscript]\n" -"[csharp]\n" -"var arguments = new Godot.Collections.Dictionary();\n" -"foreach (var argument in OS.GetCmdlineArgs())\n" -"{\n" -" if (argument.Find(\"=\") > -1)\n" -" {\n" -" string[] keyValue = argument.Split(\"=\");\n" -" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" -" }\n" -" else\n" -" {\n" -" // 沒有參數的選項將出現在字典中,\n" -" // 其值被設定為空字串。\n" -" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]不建議直接傳遞自訂使用者參數,因為引擎可能會丟棄或修改它們。相" -"反,最好的方法是使用標準的 UNIX 雙破折號([code]--[/code]),然後傳遞自訂參" -"數,引擎本身將忽略這些參數。這些可以通過 [method get_cmdline_user_args] 讀取。" - -msgid "" -"Similar to [method get_cmdline_args], but this returns the user arguments " -"(any argument passed after the double dash [code]--[/code] or double plus " -"[code]++[/code] argument). These are left untouched by Godot for the user. " -"[code]++[/code] can be used in situations where [code]--[/code] is " -"intercepted by another program (such as [code]startx[/code]).\n" -"For example, in the command line below, [code]--fullscreen[/code] will not be " -"returned in [method get_cmdline_user_args] and [code]--level 1[/code] will " -"only be returned in [method get_cmdline_user_args]:\n" -"[codeblock]\n" -"godot --fullscreen -- --level 1\n" -"# Or:\n" -"godot --fullscreen ++ --level 1\n" -"[/codeblock]" -msgstr "" -"類似於 [method get_cmdline_args],但它返回使用者參數(在雙破折號 [code]--[/" -"code] 或雙加號 [code]++[/code] 參數之後傳遞的任何參數)。這些都是 Godot 為用戶" -"留下的,不做任何改動。[code]++[/code] 可用於 [code]--[/code] 被其他程式攔截的" -"情況(如 [code]startx[/code])。\n" -"例如,在下面的命令列中,[code]--fullscreen[/code] 不會在 [method " -"get_cmdline_user_args] 中返回,[code]--level 1[/code] 只會在 [method " -"get_cmdline_user_args] 中返回:\n" -"[codeblock]\n" -"godot --fullscreen -- --level 1\n" -"# 或:\n" -"godot --fullscreen ++ --level 1\n" -"[/codeblock]" - -msgid "" -"Returns the [i]global[/i] user configuration directory according to the " -"operating system's standards. On the Linux/BSD platform, this path can be " -"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " -"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]File paths in Godot projects[/url] in the documentation for more " -"information. See also [method get_cache_dir] and [method get_data_dir].\n" -"Not to be confused with [method get_user_data_dir], which returns the " -"[i]project-specific[/i] user data path." -msgstr "" -"根據作業系統的標準,返回[i]全域[/i]使用者配置目錄。在 Linux/BSD 平臺上,可以通" -"過在啟動專案之前設定 [code]XDG_CONFIG_HOME[/code] 環境變數來覆蓋該路徑。有關詳" -"細資訊,請參閱文件中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案" -"中的檔路徑》[/url]。另請參閱 [method get_cache_dir] 和 [method " -"get_data_dir]。\n" -"不要與 [method get_user_data_dir] 混淆,後者返回[i]專案專用的[/i]使用者資料路" -"徑。" - -msgid "" -"Returns an array of MIDI device names.\n" -"The returned array will be empty if the system MIDI driver has not previously " -"been initialized with [method open_midi_inputs].\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"返回 MIDI 裝置名稱陣列。\n" -"如果系統 MIDI 驅動程式之前沒有使用 [method open_midi_inputs] 進行初始化,則返" -"回的陣列將為空。\n" -"[b]注意:[/b]該方法在 Linux、macOS 和 Windows 上實作。" - -msgid "" -"Returns the [i]global[/i] user data directory according to the operating " -"system's standards. On the Linux/BSD platform, this path can be overridden by " -"setting the [code]XDG_DATA_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_cache_dir] and [method get_config_dir].\n" -"Not to be confused with [method get_user_data_dir], which returns the " -"[i]project-specific[/i] user data path." -msgstr "" -"根據作業系統的標準返回[i]全域[/i]使用者資料目錄。在 Linux/BSD 平臺上,可以通過" -"在啟動專案之前設定 [code]XDG_DATA_HOME[/code] 環境變數來覆蓋該路徑。有關詳細資" -"訊,請參閱文件中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案中的" -"檔路徑》[/url]。另請參閱 [method get_cache_dir] 和 [method get_config_dir]。\n" -"不要與 [method get_user_data_dir] 混淆,後者返回[i]專案專用的[/i]使用者資料路" -"徑。" - -msgid "" -"Returns the name of the distribution for Linux and BSD platforms (e.g. " -"Ubuntu, Manjaro, OpenBSD, etc.).\n" -"Returns the same value as [method get_name] for stock Android ROMs, but " -"attempts to return the custom ROM name for popular Android derivatives such " -"as LineageOS.\n" -"Returns the same value as [method get_name] for other platforms.\n" -"[b]Note:[/b] This method is not supported on the web platform. It returns an " -"empty string." -msgstr "" -"返回 Linux 和 BSD 平臺的發行版本名稱(例如 Ubuntu、Manjaro、OpenBSD 等)。\n" -"對於原生 Android 系統,返回與 [method get_name] 相同的值,但對於 LineageOS 等" -"流行的 Android 衍生系統,嘗試返回自訂 ROM 名稱。\n" -"對於其他平臺,返回與 [method get_name] 相同的值。\n" -"[b]注意:[/b]Web 平臺上不支援這個方法。返回的是空字串。" - -msgid "" -"Returns the value of an environment variable. Returns an empty string if the " -"environment variable doesn't exist.\n" -"[b]Note:[/b] Double-check the casing of [param variable]. Environment " -"variable names are case-sensitive on all platforms except Windows." -msgstr "" -"返回環境變數的值。如果環境變數不存在,則返回一個空字串。\n" -"[b]注意:[/b]請仔細檢查 [param variable] 的大小寫。環境變數名稱在除 Windows 之" -"外的所有平臺上都區分大小寫。" - -msgid "" -"Returns the path to the current engine executable.\n" -"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying " -"on executable path." -msgstr "" -"返回目前引擎可執行檔的路徑。\n" -"[b]注意:[/b]在 macOS 上,請始終使用 [method create_instance],不要依賴可執行" -"檔的路徑。" - -msgid "" -"On Android devices: With this function, you can get the list of dangerous " -"permissions that have been granted.\n" -"On macOS (sandboxed applications only): This function returns the list of " -"user selected folders accessible to the application. Use native file dialog " -"to request folder access permission." -msgstr "" -"在Android裝置上:透過此功能,您可以取得已授予的危險權限列表。\n" -"在 macOS 上(僅限沙盒應用程式):此函式傳回應用程式可存取的使用者選擇的資料夾" -"列表。使用本機檔案對話方塊請求資料夾存取權限。" - -msgid "" -"Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/" -"code], [code]\"Shift+Escape\"[/code]).\n" -"See also [member InputEventKey.keycode] and [method InputEventKey." -"get_keycode_with_modifiers]." -msgstr "" -"返回給定鍵碼的字串形式(例如,返回值:[code]\"Escape\"[/code]、" -"[code]\"Shift+Escape\"[/code])。\n" -"另見 [member InputEventKey.keycode] 和 [method InputEventKey." -"get_keycode_with_modifiers]。" - -msgid "" "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " @@ -73751,36 +69734,6 @@ msgstr "" "[b]注意:[/b]執行緒 ID 不是確定的,也許會在套用程式重新開機時被重複使用。" msgid "" -"Returns the [Dictionary] with the following keys:\n" -"[code]\"physical\"[/code] - total amount of usable physical memory, in bytes " -"or [code]-1[/code] if unknown. This value can be slightly less than the " -"actual physical memory amount, since it does not include memory reserved by " -"kernel and devices.\n" -"[code]\"free\"[/code] - amount of physical memory, that can be immediately " -"allocated without disk access or other costly operation, in bytes or " -"[code]-1[/code] if unknown. The process might be able to allocate more " -"physical memory, but such allocation will require moving inactive pages to " -"disk and can take some time.\n" -"[code]\"available\"[/code] - amount of memory, that can be allocated without " -"extending the swap file(s), in bytes or [code]-1[/code] if unknown. This " -"value include both physical memory and swap.\n" -"[code]\"stack\"[/code] - size of the current thread stack, in bytes or " -"[code]-1[/code] if unknown." -msgstr "" -"返回帶有以下鍵的 [Dictionary]:\n" -"[code]\"physical\"[/code] - 可用實體記憶體的總大小,單位為位元組,未知時為 " -"[code]-1[/code]。這個值可能比實際的實體記憶體略小,因為計算時不含內核以及各種" -"設備所保留的記憶體。\n" -"[code]\"free\"[/code] - 在不存取磁片、不進行其他高成本操作的前提下,能夠立即分" -"配的實體記憶體大小,單位為位元組,未知時為 [code]-1[/code]。程序也許能夠分配更" -"多的實體記憶體,但是這種分配會需要將不活躍的記憶體頁移動至磁片,可能花費較長時" -"間。\n" -"[code]\"available\"[/code] - 在不擴充交換檔的前提下,能夠分配的記憶體大小,單" -"位元為位元組,未知時為 [code]-1[/code]。包括實體記憶體和交換分區大小。\n" -"[code]\"stack\"[/code] - 目前執行緒的堆疊大小,單位為位元組,未知時為 " -"[code]-1[/code]。" - -msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " "[code]\"GenericDevice\"[/code] on unsupported platforms." @@ -73790,14 +69743,6 @@ msgstr "" "[code]\"GenericDevice\"[/code]。" msgid "" -"Returns the project's process ID.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回專案的程序 ID。\n" -"[b]注意:[/b]這個方法在 Android、iOS、Linux、macOS 和 Windows 上實作。" - -msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host machine. " "On CPUs with HyperThreading enabled, this number will be greater than the " "number of [i]physical[/i] CPU cores." @@ -73806,17 +69751,6 @@ msgstr "" "[/i] CPU 核心數大。" msgid "" -"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " -"Core(TM) i7-6700K CPU @ 4.00GHz\").\n" -"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " -"iOS. On Android and Web, [method get_processor_name] returns an empty string." -msgstr "" -"返回主機 CPU 型號的名稱(例如 \"Intel(R) Core(TM) i7-6700K CPU @ " -"4.00GHz\")。\n" -"[b]注意:[/b]這個方法僅在 Windows、macOS、Linux 和 iOS 上實作。在 Android、" -"Web 和 UWP 平臺,[method get_processor_name] 返回空字串。" - -msgid "" "Returns the list of command line arguments that will be used when the project " "automatically restarts using [method set_restart_on_exit]. See also [method " "is_restart_on_exit_set]." @@ -73824,78 +69758,6 @@ msgstr "" "返回當專案使用 [method set_restart_on_exit] 自動重新啟動時,將使用的命令列參數" "列表。另請參閱 [method is_restart_on_exit_set]。" -msgid "Returns the maximum amount of static memory used (only works in debug)." -msgstr "返回使用的靜態記憶體的最大數量(僅在除錯時有效)。" - -msgid "" -"Returns the amount of static memory being used by the program in bytes (only " -"works in debug)." -msgstr "返回程式所使用的靜態記憶體量,以位元組為單位(僅在除錯時有效)。" - -msgid "" -"Returns the actual path to commonly used folders across different platforms. " -"Available locations are specified in [enum SystemDir].\n" -"[b]Note:[/b] This method is implemented on Android, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] Shared storage is implemented on Android and allows to " -"differentiate between app specific and shared directories. Shared directories " -"have additional restrictions on Android." -msgstr "" -"返回不同平臺上常用資料夾的實際路徑。可用的位置在 [enum SystemDir] 中指定。\n" -"[b]注意:[/b]這個方法在 Android、Linux、macOS 和 Windows 上實作。\n" -"[b]注意:[/b]共用儲存在 Android 上實作,並允許區分套用程式特定目錄和共用目錄。" -"共用目錄在 Android 上有額外的限制。" - -msgid "" -"Returns path to the system font file with [param font_name] and style. " -"Returns empty string if no matching fonts found.\n" -"The following aliases can be used to request default fonts: \"sans-serif\", " -"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" -"[b]Note:[/b] Returned font might have different style if the requested style " -"is not available.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回名稱為 [param font_name] 並且其他風格也相符的系統字形檔路徑。如果沒有相配" -"對的字形,則返回空字串。\n" -"下列別名可用於請求預設字形:無襯線“sans-serif”、有襯線“serif”、等" -"寬“monospace”、手寫體“cursive”、花體“fantasy”。\n" -"[b]注意:[/b]如果沒有請求的風格,則可能返回不同風格的字形。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS、Windows 上實作。" - -msgid "" -"Returns an array of the system substitute font file paths, which are similar " -"to the font with [param font_name] and style for the specified text, locale " -"and script. Returns empty array if no matching fonts found.\n" -"The following aliases can be used to request default fonts: \"sans-serif\", " -"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" -"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned " -"fonts will be suitable for rendering specified text. Fonts should be loaded " -"and checked in the order they are returned, and the first suitable one used.\n" -"[b]Note:[/b] Returned fonts might have different style if the requested style " -"is not available or belong to a different font family.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回系統替換字形檔路徑的陣列,這些字形與名稱為 [param font_name] 並且其他風格" -"也相符的字形相近,可用於指定的文字、區域設定以及文字。如果沒有相配對的字體,則" -"返回空陣列。\n" -"下列別名可用於請求預設字形:無襯線“sans-serif”、有襯線“serif”、等" -"寬“monospace”、手寫體“cursive”、花體“fantasy”。\n" -"[b]注意:[/b]根據作業系統的不同,無法保證任何返回的字形都適合渲染指定的文字。" -"應該按照返回的順序載入並檢查字形,選用第一個合適的字形。\n" -"[b]注意:[/b]如果沒有請求的風格,或者屬於不同的字形家族,則可能返回不同風格的" -"字形。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS、Windows 上實作。" - -msgid "" -"Returns list of font family names available.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回可用的字形家族名稱列表。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS、Windows 上實作。" - msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" @@ -73906,116 +69768,6 @@ msgstr "" "[b]注意:[/b]執行緒 ID 不是確定的,也許會在套用程式重新開機時被重複使用。" msgid "" -"Returns a string that is unique to the device.\n" -"[b]Note:[/b] This string may change without notice if the user reinstalls/" -"upgrades their operating system or changes their hardware. This means it " -"should generally not be used to encrypt persistent data as the data saved " -"before an unexpected ID change would become inaccessible. The returned string " -"may also be falsified using external programs, so do not rely on the string " -"returned by [method get_unique_id] for security purposes.\n" -"[b]Note:[/b] Returns an empty string and prints an error on Web, as this " -"method cannot be implemented on this platform." -msgstr "" -"返回特定於該裝置的一個字串。\n" -"[b]注意:[/b]如果使用者重新安裝/升級他們的作業系統或更改他們的硬體,該字串可能" -"會更改,恕不另行通知。這意味著它通常不套用於加密持久資料,因為在意外的 ID 更改" -"會使之前保存的資料將變得不可存取。返回的字串也可能會被外部程式偽造,因此出於安" -"全目的,不要依賴 [method get_unique_id] 返回的字串。\n" -"[b]注意:[/b]在 Web 和 UWP 上返回一個空字串,因為該方法尚未在這些平臺上實現。" - -msgid "" -"Returns the absolute directory path where user data is written ([code]user://" -"[/code]).\n" -"On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" -"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/" -"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%" -"\\AppData\\Roaming[/code].\n" -"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" -"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" -"code] if [code]use_custom_user_dir[/code] is set.\n" -"On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/" -"[project_name][/code], or [code]~/.local/share/[custom_name][/code] if " -"[code]use_custom_user_dir[/code] is set.\n" -"On Android and iOS, this is a sandboxed directory in either internal or " -"external storage, depending on the user's configuration.\n" -"On the web, this is a virtual directory managed by the browser.\n" -"If the project name is empty, [code][project_name][/code] falls back to [code]" -"[unnamed project][/code].\n" -"Not to be confused with [method get_data_dir], which returns the [i]global[/" -"i] (non-project-specific) user home directory." -msgstr "" -"返回用於寫入使用者資料的絕對目錄路徑([code]user://[/code])。\n" -"在 Windows 上,這是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/" -"code];如果已設定 [code]use_custom_user_dir[/code],則為 [code]%AppData%" -"\\[custom_name][/code]。[code]%AppData%[/code] 擴充為 [code]%UserProfile%" -"\\AppData\\Roaming[/code]。\n" -"在 macOS 上,這是 [code]~/Library/Application Support/Godot/app_userdata/" -"[project_name][/code];如果已設定 [code]use_custom_user_dir[/code],則為 " -"[code]~/Library/Application Support/[custom_name][/code] 。\n" -"在 Linux 和 BSD 上,這是 [code]~/.local/share/godot/app_userdata/" -"[project_name][/code];如果已設定 [code]use_custom_user_dir[/code],則為 " -"[code]~/.local/share/[custom_name][/code]。\n" -"在 Android 和 iOS 上,這是內部儲存或外部儲存中的沙盒目錄,具體取決於使用者的配" -"置。\n" -"在 Web 上,這是由流覽器管理的虛擬目錄。\n" -"如果專案名稱為空,則 [code][project_name][/code] 將退回為 [code][unnamed " -"project][/code]。\n" -"請勿與 [method get_data_dir] 混淆,後者返回的是[i]全域[/i](非專案特定的)用戶" -"主目錄。" - -msgid "" -"Returns the exact production and build version of the operating system. This " -"is different from the branded version used in marketing. This helps to " -"distinguish between different releases of operating systems, including minor " -"versions, and insider and custom builds.\n" -"For Windows, the major and minor version are returned, as well as the build " -"number. For example, the returned string can look like [code]10.0.9926[/code] " -"for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a " -"build of Windows 7 SP1.\n" -"For rolling distributions, such as Arch Linux, an empty string is returned.\n" -"For macOS and iOS, the major and minor version are returned, as well as the " -"patch number.\n" -"For Android, the SDK version and the incremental build number are returned. " -"If it's a custom ROM, it attempts to return its version instead.\n" -"[b]Note:[/b] This method is not supported on the web platform. It returns an " -"empty string." -msgstr "" -"返回作業系統的確切生產和建構版本。這與行銷中使用的品牌版本不同。這有助於區分作" -"業系統的不同版本,包括次要版本、內部版本和自訂版本。\n" -"對於 Windows,返回主要和次要版本,以及建構號。例如,對於 Windows 10 版本,返回" -"的字串可能看起來像 [code]10.0.9926[/code],對於 Windows 7 SP1 版本,它可能看起" -"來像 [code]6.1.7601[/code]。\n" -"對於滾動發行版本,例如 Arch Linux,會返回一個空字串。\n" -"對於 macOS 和 iOS,會返回主要和次要版本,以及補丁號。\n" -"對於 UWP,會返回裝置系列的版本。\n" -"對於 Android,會返回 SDK 版本和差異量建構號。如果是自訂的 ROM,將會嘗試返回其" -"版本。\n" -"[b]注意:[/b]該方法在 web 平臺上不被支援。它將返回一個空字串。" - -msgid "" -"Returns the video adapter driver name and version for the user's currently " -"active graphics card. See also [method RenderingServer." -"get_video_adapter_api_version].\n" -"The first element holds the driver name, such as [code]nvidia[/code], " -"[code]amdgpu[/code], etc.\n" -"The second element holds the driver version. For e.g. the [code]nvidia[/code] " -"driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/" -"code]. For Windows, the driver's format is [code]31.0.15.1659[/code].\n" -"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and " -"Windows when not running in headless mode. It returns an empty array on other " -"platforms." -msgstr "" -"返回使用者目前啟動的顯卡的視訊卡驅動程式名稱和版本。另見 [method " -"RenderingServer.get_video_adapter_api_version]。\n" -"第一個元素保存驅動程式的名稱,如 [code]nvidia[/code]、[code]amdgpu[/code] " -"等。\n" -"第二個元素保存驅動程式的版本。例如 Linux/BSD 平臺上的 [code]nvidia[/code] 驅動" -"程式,其版本格式為 [code]510.85.02[/code]。對於 Windows,其驅動程式的格式是 " -"[code]31.0.15.1659[/code]。\n" -"[b]注意:[/b]該方法僅在 Linux/BSD 和 Windows 平臺上不以無頭模式運作時才受支" -"持。在其他平臺上返回一個空陣列。" - -msgid "" "Returns [code]true[/code] if the environment variable with the name [param " "variable] exists.\n" "[b]Note:[/b] Double-check the casing of [param variable]. Environment " @@ -74026,39 +69778,6 @@ msgstr "" "外的所有平臺上都區分大小寫。" msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " -"[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " -"[i]release[/i] export template.\n" -"To check whether the Godot binary used to run the project is an export " -"template (debug or release), use [code]OS.has_feature(\"template\")[/code] " -"instead." -msgstr "" -"如果用於運作專案的 Godot 二進位檔案是[i]除錯[/i]匯出範本,或是在編輯器中運作" -"時,則返回 [code]true[/code]。\n" -"如果用於運作專案的 Godot 二進位檔案是[i]發行[/i]匯出範本,則返回 [code]false[/" -"code]。\n" -"要檢查用於運作專案的 Godot 二進位檔案是否是匯出範本(除錯或發行),請改用 " -"[code]OS.has_feature(\"template\")[/code]。" - -msgid "" -"Returns [code]true[/code] if the input keycode corresponds to a Unicode " -"character." -msgstr "如果輸入鍵碼對應一個 Unicode 字元,則返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the child process ID ([param pid]) is still " -"running or [code]false[/code] if it has terminated.\n" -"Must be a valid ID generated from [method create_process].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"如果該子程序 ID([param pid])仍在運作,則返回 [code]true[/code];如果它已終" -"止,則返回 [code]false[/code]。\n" -"必須是從 [method create_process] 生成的有效 ID。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。" - -msgid "" "Returns [code]true[/code] if the project will automatically restart when it " "exits for any reason, [code]false[/code] otherwise. See also [method " "set_restart_on_exit] and [method get_restart_on_exit_arguments]." @@ -74068,13 +69787,6 @@ msgstr "" "get_restart_on_exit_arguments]。" msgid "" -"Returns [code]true[/code] if application is running in the sandbox.\n" -"[b]Note:[/b] This method is implemented on macOS and Linux." -msgstr "" -"如果作業系統正在使用暗黑模式,則返回 [code]true[/code]。\n" -"[b]注意:[/b]這個方法在 macOS、Windows 和 Linux(X11)上實作。" - -msgid "" "Returns [code]true[/code] if the engine was executed with the [code]--" "verbose[/code] or [code]-v[/code] command line argument, or if [member " "ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. " @@ -74086,103 +69798,6 @@ msgstr "" "print_verbose]。" msgid "" -"If [code]true[/code], the [code]user://[/code] file system is persistent, so " -"that its state is the same after a player quits and starts the game again. " -"Relevant to the Web platform, where this persistence may be unavailable." -msgstr "" -"如果為 [code]true[/code],則 [code]user://[/code] 檔案系統是持久的,所以在玩家" -"退出並再次開始遊戲後,它的狀態是相同的。與 Web 平臺相關時,該持久性可能不可" -"用。" - -msgid "" -"Kill (terminate) the process identified by the given process ID ([param " -"pid]), e.g. the one returned by [method execute] in non-blocking mode. See " -"also [method crash].\n" -"[b]Note:[/b] This method can also be used to kill processes that were not " -"spawned by the game.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"殺死(終止)由給定程序 ID([param pid])標識的程序,例如由 [method execute] 在" -"非阻塞模式下返回的那個程序 ID。另請參閱 [method crash]。\n" -"[b]注意:[/b]該方法也可用於殺死不是由遊戲產生的程序。\n" -"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。" - -msgid "" -"Moves the file or directory to the system's recycle bin. See also [method " -"DirAccess.remove].\n" -"The method takes only global paths, so you may need to use [method " -"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" -"code] as it will not work in exported projects.\n" -"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " -"file will be permanently deleted instead.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var file_to_remove = \"user://slot1.save\"\n" -"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" -"[/gdscript]\n" -"[csharp]\n" -"var fileToRemove = \"user://slot1.save\";\n" -"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"將檔或目錄移動到系統的回收站。另見 [method DirAccess.remove]。\n" -"該方法僅支援全域路徑,所以可能需要使用 [method ProjectSettings." -"globalize_path]。請勿將其用於 [code]res://[/code] 中的檔,因為它在匯出後的專案" -"中是無法正常工作的。\n" -"[b]注意:[/b]如果使用者在系統上禁用了回收站,則該檔將被永久刪除。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var file_to_remove = \"user://slot1.save\"\n" -"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" -"[/gdscript]\n" -"[csharp]\n" -"var fileToRemove = \"user://slot1.save\";\n" -"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Initializes the singleton for the system MIDI driver.\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"初始化系統 MIDI 驅動的單例。\n" -"[b]注意:[/b]該方法在 Linux、macOS、Windows 上實作。" - -msgid "" -"Reads a user input string from the standard input (usually the terminal). " -"This operation is [i]blocking[/i], which causes the window to freeze if " -"[method read_string_from_stdin] is called on the main thread. The thread " -"calling [method read_string_from_stdin] will block until the program receives " -"a line break in standard input (usually by the user pressing [kbd]Enter[/" -"kbd]).\n" -"[b]Note:[/b] This method is implemented on Linux, macOS and Windows." -msgstr "" -"從標準輸入(通常是終端)讀取一個使用者輸入字串。這個操作是[i]阻塞的[/i] ,如果" -"在主執行緒上呼叫 [method read_string_from_stdin],就會導致視窗凍結。呼叫 " -"[method read_string_from_stdin] 的執行緒將被阻塞,直到程式在標準輸入中接收到一" -"個斷行(通常由使用者按下 [kbd]Enter[/kbd])。\n" -"[b]注意:[/b]該方法在 Linux、macOS 和 Windows 上實作。" - -msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " -"request permission for [code]RECORD_AUDIO[/code] on Android." -msgstr "" -"目前,這個函式只被 [code]AudioDriverOpenSL[/code] 用來請求 Android 上 " -"[code]RECORD_AUDIO[/code] 的許可權。" - -msgid "" -"With this function, you can request dangerous permissions since normal " -"permissions are automatically granted at install time in Android " -"applications.\n" -"[b]Note:[/b] This method is implemented only on Android." -msgstr "" -"你可以通過這個函式申請危險的許可權,因為在 Android 套用程式中,正常的許可權會" -"在安裝時自動授予。\n" -"[b]注意:[/b]該方法僅在 Android 上實作。" - -msgid "" "On macOS (sandboxed applications only), this function clears list of user " "selected folders accessible to the application." msgstr "" @@ -74211,175 +69826,19 @@ msgstr "" "的總長度有 32767 個字元的限制。" msgid "" -"If [param restart] is [code]true[/code], restarts the project automatically " -"when it is exited with [method SceneTree.quit] or [constant Node." -"NOTIFICATION_WM_CLOSE_REQUEST]. Command line [param arguments] can be " -"supplied. To restart the project with the same command line arguments as " -"originally used to run the project, pass [method get_cmdline_args] as the " -"value for [param arguments].\n" -"[method set_restart_on_exit] can be used to apply setting changes that " -"require a restart. See also [method is_restart_on_exit_set] and [method " -"get_restart_on_exit_arguments].\n" -"[b]Note:[/b] This method is only effective on desktop platforms, and only " -"when the project isn't started from the editor. It will have no effect on " -"mobile and Web platforms, or when the project is started from the editor.\n" -"[b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user " -"(by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), " -"the project won't restart automatically." -msgstr "" -"如果 [param restart] 為 [code]true[/code],則專案在使用 [method SceneTree." -"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出時,會自動重新啟" -"動。可以提供命令列 [param arguments]。要使用最初用於運作專案的命令列參數重新啟" -"動專案,請將 [method get_cmdline_args] 作為 [param arguments] 的值傳遞。\n" -"[method set_restart_on_exit] 可用於套用需要重新開機的設定更改。另見 [method " -"is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n" -"[b]注意:[/b]該方法只在桌面平臺上有效,並且只在專案不是從編輯器啟動時有效。不" -"會影響移動和 Web 平臺,或者當專案從編輯器啟動時。\n" -"[b]注意:[/b]如果專案程序當機或被使用者[i]殺死[/i](通過發送 [code]SIGKILL[/" -"code] 而不是通常的 [code]SIGTERM[/code]),專案不會自動重新啟動。" - -msgid "Sets the name of the current thread." -msgstr "設定目前執行緒的名稱。" - -msgid "Enables backup saves if [param enabled] is [code]true[/code]." -msgstr "如果 [param enabled] 為 [code]true[/code],則啟用備份保存。" - -msgid "" -"Requests the OS to open a resource with the most appropriate program. For " -"example:\n" -"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " -"opens the file explorer at the user's Downloads folder.\n" -"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Godot website.\n" -"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " -"default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " -"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n" -"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " -"or [code]user://[/code] path into a system path for use with this method.\n" -"[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs " -"in a URL-safe, portable way. This is especially required for line breaks. " -"Otherwise, [method shell_open] may not work correctly in a project exported " -"to the Web platform.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS " -"and Windows." -msgstr "" -"請求作業系統使用最合適的程式打開資源。例如:\n" -"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上會" -"用資源管理器打開使用者的 Downloads 資料夾。\n" -"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 會使用預設網頁流覽器" -"打開 Godot 官方網站。\n" -"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 會打開預設電子郵" -"件使用者端並將“收件人”欄位設定為 [code]example@example.com[/code]。其他支援自" -"定義的欄位見 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - " -"[code]mailto[/code] URL 方案[/url]。\n" -"可以使用 [method ProjectSettings.globalize_path] 將 [code]res://[/code] 和 " -"[code]user://[/code] 路徑轉換為本方法所使用的系統路徑。\n" -"[b]注意:[/b]請使用 [method String.uri_encode] 對 URL 中的字元進行編碼,得到" -"的 URL 才能安全使用、可移植。尤其是在包含換行的情況下。否則專案匯出至 Web 平台" -"後 [method shell_open] 可能無法正常工作。\n" -"[b]注意:[/b]這個方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上實" -"現。" - -msgid "" -"Requests the OS to open the file manager, then navigate to the given [param " -"file_or_dir_path] and select the target file or folder.\n" -"If [param file_or_dir_path] is a valid directory path, and [param " -"open_folder] is [code]true[/code], the method will open the file manager and " -"enter the target folder without selecting anything.\n" -"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " -"or [code]user://[/code] path into a system path for use with this method.\n" -"[b]Note:[/b] Currently this method is only implemented on Windows and macOS. " -"On other platforms, it will fallback to [method shell_open] with a directory " -"path of [param file_or_dir_path] with prefix [code]file://[/code]." -msgstr "" -"請求作業系統打開檔案管理員,然後導覽至給定的檔或目錄路徑 [param " -"file_or_dir_path] 並選中目的檔案或資料夾。\n" -"如果 [param file_or_dir_path] 為有效的目錄路徑,並且 [param open_folder] 為 " -"[code]true[/code],則該方法會打開檔案管理員並進入目的檔案夾,不會選中任何東" -"西。\n" -"請使用 [method ProjectSettings.globalize_path] 將 [code]res://[/code] 和 " -"[code]user://[/code] 路徑轉換為能夠用於這個方法的檔案系統路徑。\n" -"[b]注意:[/b]目前該方法僅在 Windows 和 macOS 上實作。在其他平臺上會退回至使用" -"前綴 [code]file://[/code] 的 [param file_or_dir_path] 目錄路徑呼叫 [method " -"shell_open]。" - -msgid "" -"Removes the environment [param variable] from the current environment, if it " -"exists. The environment variable will be removed for the Godot process and " -"any process executed with [method execute] after running [method " -"unset_environment]. The removal of the environment variable will [i]not[/i] " -"persist to processes run after the Godot process was terminated.\n" -"[b]Note:[/b] Environment variable names are case-sensitive on all platforms " -"except Windows. The [param variable] name cannot be empty or include the " -"[code]=[/code] character." -msgstr "" -"從目前環境中移除環境變數 [param variable](如果存在)。在運作 [method " -"unset_environment] 後,將為 Godot 程序和使用 [method execute] 執行的任何程序移" -"除環境變數。環境變數的移除並[i]不會[/i]持續到 Godot 程序終止後運作的進程。\n" -"[b]注意:[/b]環境變數名稱在除 Windows 以外的所有平臺上都區分大小寫。[param " -"variable] 名稱不能為空或包含 [code]=[/code] 字元。" - -msgid "" -"If [code]true[/code], the engine filters the time delta measured between each " -"frame, and attempts to compensate for random variation. This will only " -"operate on systems where V-Sync is active." -msgstr "" -"如果為 [code]true[/code],則引擎會在每影格之間篩選測量得到的時間差異量,並嘗試" -"補償隨機變化。僅在啟用垂直同步的系統上有效。" - -msgid "" -"If [code]true[/code], the engine optimizes for low processor usage by only " -"refreshing the screen if needed. Can improve battery consumption on mobile." -msgstr "" -"如果為 [code]true[/code],則引擎會通過只在需要時更新螢幕來優化處理器的使用。可" -"以改善移動裝置上的電池消耗。" - -msgid "" -"The amount of sleeping between frames when the low-processor usage mode is " -"enabled (in microseconds). Higher values will result in lower CPU usage." -msgstr "" -"啟用低處理器使用模式時,影格之間的休眠量(單位為微秒)。較高的值將導致較低的 " -"CPU 使用率。" - -msgid "" "The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically " "uses features from Vulkan 1.1 and 1.2 if available." msgstr "" -"Vulkan 渲染驅動。需要支援 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能則會在支援時" +"Vulkan 算繪驅動。需要支援 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能則會在支援時" "自動使用。" msgid "" "The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop " "platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web." msgstr "" -"OpenGL 3 渲染驅動。在桌面平臺上使用 OpenGL 3.3 核心配置,在移動裝置上使用 " +"OpenGL 3 算繪驅動。在桌面平臺上使用 OpenGL 3.3 核心配置,在移動裝置上使用 " "OpenGL ES 3.0,在 Web 上使用 WebGL 2.0。" -msgid "Desktop directory path." -msgstr "桌面目錄路徑。" - -msgid "DCIM (Digital Camera Images) directory path." -msgstr "DCIM(數碼相機圖像)目錄路徑。" - -msgid "Documents directory path." -msgstr "文件目錄路徑。" - -msgid "Downloads directory path." -msgstr "下載目錄路徑。" - -msgid "Movies directory path." -msgstr "影片目錄路徑。" - -msgid "Music directory path." -msgstr "音樂目錄路徑。" - -msgid "Pictures directory path." -msgstr "圖片目錄路徑。" - -msgid "Ringtones directory path." -msgstr "鈴聲目錄路徑。" - msgid "A packed array of bytes." msgstr "位元組緊縮陣列。" @@ -76264,6 +71723,11 @@ msgstr "" "圖。" msgid "" +"The sky's overall brightness multiplier. Higher values result in a brighter " +"sky." +msgstr "天空整體亮度的乘數。數值越高,天空就越亮。" + +msgid "" "A boolean value to determine if the background texture should be filtered or " "not." msgstr "布林值,用於確定背景紋理是否應被篩選。" @@ -76348,23 +71812,6 @@ msgstr "" "[b]注意:[/b]當該節點進入場景後,對其位置和比例的任何改變都將被忽略。" msgid "" -"The ParallaxLayer's [Texture2D] repeating. Useful for creating an infinite " -"scrolling background. If an axis is set to [code]0[/code], the [Texture2D] " -"will not be repeated.\n" -"If the length of the viewport axis is bigger than twice the repeated axis " -"size, it will not repeat infinitely, as the parallax layer only draws 2 " -"instances of the texture at any given time.\n" -"[b]Note:[/b] Despite its name, the texture will not be mirrored, it will " -"simply be repeated." -msgstr "" -"ParallaxLayer 的 [Texture2D] 鏡像。用於建立無限滾動的背景。如果軸被設定為 " -"[code]0[/code],則該 [Texture2D] 將不會被鏡像。\n" -"如果視口軸的長度大於鏡像軸的兩倍大小,並不會無限重複,因為視差層在任何時候只會" -"繪製 2 個紋理實例。\n" -"[b]注意:[/b]雖然屬性的名稱如此,但實際不會對紋理進行鏡像操作,而是簡單地重" -"複。" - -msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" @@ -76568,13 +72015,6 @@ msgstr "如果為 [code]true[/code],則粒子將不會在 z 軸上移動。" msgid "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "每個粒子的徑向加速度將沿著這個 [CurveTexture] 變化。" -msgid "" -"Each particle's scale will vary along this [CurveTexture]. If a " -"[CurveXYZTexture] is supplied instead, the scale will be separated per-axis." -msgstr "" -"每個粒子的縮放將沿著這個 [CurveTexture] 變化。如果改為提供一個 " -"[CurveXYZTexture],則縮放將按軸分離。" - msgid "Minimum equivalent of [member scale_max]." msgstr "[member scale_max] 對應的最小值。" @@ -77327,7 +72767,7 @@ msgid "" "The number of frames rendered in the last second. This metric is only updated " "once per second, even if queried more often. [i]Higher is better.[/i]" msgstr "" -"上一秒渲染的影格數。該指標每秒僅更新一次,與查詢頻率無關。[i]越高越好。[/i]" +"上一秒算繪的影格數。該指標每秒僅更新一次,與查詢頻率無關。[i]越高越好。[/i]" msgid "Time it took to complete one frame, in seconds. [i]Lower is better.[/i]" msgstr "完成一影格所需的時間,單位為秒。[i]越低越好。[/i]" @@ -77387,7 +72827,7 @@ msgid "" "include culled objects (either via hiding nodes, frustum culling or occlusion " "culling). [i]Lower is better.[/i]" msgstr "" -"在上一個渲染影格中的物件總數。該指標不包括剔除的對象(通過隱藏節點、視錐剔除、" +"在上一個算繪影格中的物件總數。該指標不包括剔除的對象(通過隱藏節點、視錐剔除、" "或遮擋剔除)。[i]越低越好。[/i]" msgid "" @@ -77398,7 +72838,7 @@ msgid "" "number of vertices in the scene (typically double or triple the original " "vertex count). [i]Lower is better.[/i]" msgstr "" -"在上一個渲染影格中渲染的頂點或索引的總數。該指標不包括來自被剔除對象的圖元(通" +"在上一個算繪影格中算繪的頂點或索引的總數。該指標不包括來自被剔除對象的圖元(通" "過隱藏節點、視錐剔除、或遮擋剔除)。由於預深度階段和陰影階段,圖元的數量總是高" "於場景中的實際頂點數量(通常是原始頂點數量的兩倍或三倍)。[i]越低越好。[/i]" @@ -77408,7 +72848,7 @@ msgid "" "culling or occlusion culling), since they do not result in draw calls. " "[i]Lower is better.[/i]" msgstr "" -"在上一個渲染影格中執行的繪製呼叫的總數。該指標不包括剔除對象(通過隱藏節點、視" +"在上一個算繪影格中執行的繪製呼叫的總數。該指標不包括剔除對象(通過隱藏節點、視" "錐剔除、或遮擋剔除),因為它們不會導致繪製呼叫。[i]越低越好。[/i]" msgid "" @@ -77426,7 +72866,7 @@ msgstr "紋理記憶體的使用量(單位為位元組)。[i]越低越好。 msgid "" "The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]" -msgstr "渲染緩衝區記憶體的使用量(單位為位元組)。[i]越低越好。[/i]" +msgstr "算繪緩衝區記憶體的使用量(單位為位元組)。[i]越低越好。[/i]" msgid "" "Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]" @@ -77754,11 +73194,6 @@ msgstr "" "到生成的著色器中以新增一個夜空。" msgid "" -"The sky's overall brightness multiplier. Higher values result in a brighter " -"sky." -msgstr "天空整體亮度的乘數。數值越高,天空就越亮。" - -msgid "" "Modulates the [Color] on the bottom half of the sky to represent the ground." msgstr "調變天空下半部分的 [Color],這部分代表地面。" @@ -81440,7 +76875,7 @@ msgid "" "_soft_body_update_rendering_server] with a rendering handler for soft bodies." msgstr "" "用於為 [method PhysicsServer3DExtension._soft_body_update_rendering_server] 提" -"供柔體渲染處理器的類。" +"供柔體算繪處理器的類。" msgid "" "Called by the [PhysicsServer3D] to set the bounding box for the [SoftBody3D]." @@ -81988,7 +77423,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "A [CubemapArray] without image data." @@ -82008,7 +77443,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "Placeholder class for a material." @@ -82070,7 +77505,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "The texture's size (in pixels)." @@ -82099,7 +77534,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "" @@ -82119,7 +77554,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "The number of layers in the texture array." @@ -82389,8 +77824,8 @@ msgid "" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" -"PointMesh 由一個點構成。這個點不依賴於三角形,而是作為螢幕上的一個矩形來渲染," -"大小是固定的。旨在用於粒子系統,但也可以作為固定大小公告板精靈的羽量級渲染方法" +"PointMesh 由一個點構成。這個點不依賴於三角形,而是作為螢幕上的一個矩形來算繪," +"大小是固定的。旨在用於粒子系統,但也可以作為固定大小公告板精靈的羽量級算繪方法" "(例如在點雲中使用)。\n" "PointMesh 必須使用具有點大小的材質。點的大小可以在著色器中通過 " "[code]POINT_SIZE[/code] 存取,也可以在 [BaseMaterial3D] 中設定 [member " @@ -82738,28 +78173,6 @@ msgstr "" "[code]index[/code] 參數無關。" msgid "" -"Adds a new multistate item with text [param label].\n" -"Contrarily to normal binary items, multistate items can have more than two " -"states, as defined by [param max_states]. Each press or activate of the item " -"will increase the state by one. The default value is defined by [param " -"default_state].\n" -"An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators." -msgstr "" -"新增文字為 [param label] 的新多狀態功能表專案。\n" -"與普通的雙態功能表專案不同,多狀態功能表專案的狀態可以超過兩個,數量由 [param " -"max_states] 定義。功能表專案每按下或啟動一次,狀態就會加一。預設值由 [param " -"default_state] 定義。\n" -"還可以提供 [param id] 和快捷鍵([param accel])。如果沒有提供 [param id],則會" -"根據索引來建立。如果沒有提供 [param accel],則會為該功能表專案分配預設的 0(對" -"應 [constant @GlobalScope.KEY_NONE],在這裡表示沒有快捷鍵)。更多快捷鍵相關的" -"信息見 [method get_item_accelerator]。" - -msgid "" "Adds a new radio check button with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " "accel]). If no [param id] is provided, one will be created from the index. If " @@ -84432,7 +79845,7 @@ msgstr "" "[b]注意:[/b]只會在 [member display/window/vsync/vsync_mode] 為 " "[code]enabled[/code] 時嘗試進行差異量平滑,因為沒有垂直同步時無法很好地工" "作。\n" -"最開始啟動平滑前可能會需要有若干秒的穩定影格率。只會在性能足以讓渲染影格與更新" +"最開始啟動平滑前可能會需要有若干秒的穩定影格率。只會在性能足以讓算繪影格與更新" "率配對的機器上啟動。" msgid "" @@ -84705,9 +80118,6 @@ msgstr "" "使用 Zstandard 的長距離配對進行壓縮時,允許的最大大小限制(2 的冪)。更高的值" "可以產生更好的壓縮,但是在壓縮和解壓縮時需要更多的記憶體。" -msgid "If [code]true[/code], logs all output to files." -msgstr "如果為 [code]true[/code],將所有輸出記錄到檔中。" - msgid "" "Desktop override for [member debug/file_logging/enable_file_logging], as log " "files are not readily accessible on mobile/Web platforms." @@ -84716,14 +80126,6 @@ msgstr "" "動/Web 平臺上不容易存取紀錄檔。" msgid "" -"Path at which to store log files for the project. Using a path under " -"[code]user://[/code] is recommended." -msgstr "專案紀錄的儲存路徑。建議使用 [code]user://[/code] 下的路徑。" - -msgid "Specifies the maximum number of log files allowed (used for rotation)." -msgstr "指定允許的最大紀錄檔數量(用於輪換)。" - -msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when an [code]assert[/code] call always evaluates to false." msgstr "" @@ -85127,8 +80529,8 @@ msgid "" "different steps of the render pipeline, such as CanvasItems, shadows, glow, " "etc." msgstr "" -"每秒將 GPU 設定檔資訊列印到標準輸出。這包括平均每影格需要 GPU 渲染多長時間,細" -"分為渲染管道的不同步驟,例如 CanvasItems、陰影、輝光等。" +"每秒將 GPU 設定檔資訊列印到標準輸出。這包括平均每影格需要 GPU 算繪多長時間,細" +"分為算繪管道的不同步驟,例如 CanvasItems、陰影、輝光等。" msgid "" "Print more information to standard output when running. It displays " @@ -85298,7 +80700,7 @@ msgstr "用於顯示已啟用的導覽代理路徑的顏色,代理啟用除錯 msgid "" "Rasterized size (pixel) used to render navigation agent path points when an " "agent has debug enabled." -msgstr "柵格大小(圖元),如果導覽代理啟用了除錯,則會用於渲染該代理的路徑點。" +msgstr "柵格大小(圖元),如果導覽代理啟用了除錯,則會用於算繪該代理的路徑點。" msgid "" "Color to display edge connections between navigation regions, visible when " @@ -85467,7 +80869,7 @@ msgid "" "\"ProMotion\" will be allowed to render at up to 120 frames per second." msgstr "" "如果為 [code]true[/code],則允許支援高更新率“ProMotion”的 iOS 裝置以每秒 120 " -"影格的速度渲染。" +"影格的速度算繪。" msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " @@ -85525,37 +80927,6 @@ msgstr "" "[b]注意:[/b]該設定只在 macOS 上實作。" msgid "" -"Main window initial position (in virtual desktop coordinates), this setting " -"is used only if [member display/window/size/initial_position_type] is set to " -"\"Absolute\" ([code]0[/code])." -msgstr "" -"主視窗的初始位置(使用虛擬桌面座標),該設定僅在 [member display/window/size/" -"initial_position_type] 設定為“Absolute”([code]0[/code] )時使用。" - -msgid "" -"Main window initial position.\n" -"[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] " -"is used to set window position.\n" -"[code]1[/code] - \"Primary Screen Center\".\n" -"[code]2[/code] - \"Other Screen Center\", [member display/window/size/" -"initial_screen] is used to set the screen." -msgstr "" -"主視窗的初始位置。\n" -"[code]0[/code] - “Absolute(絕對位置)”,視窗位置用 [member display/window/" -"size/initial_position] 設定。\n" -"[code]1[/code] - “Primary Screen Center(主螢幕中心)”。\n" -"[code]2[/code] - “Other Screen Center(其他螢幕中心)”, 螢幕用 [member " -"display/window/size/initial_screen] 設定。" - -msgid "" -"Main window initial screen, this setting is used only if [member display/" -"window/size/initial_position_type] is set to \"Other Screen " -"Center\" ([code]2[/code])." -msgstr "" -"主視窗的初始螢幕,該設定僅在 [member display/window/size/" -"initial_position_type] 設定為“Other Screen Center”([code]2[/code] )時使用。" - -msgid "" "Main window mode. See [enum DisplayServer.WindowMode] for possible values and " "how each mode behaves." msgstr "" @@ -85656,12 +81027,12 @@ msgstr "" "[member display/window/stretch/aspect] 在該模式下無效。推薦非遊戲套用程式使" "用。\n" "[b]\"canvas_items\"[/b]:將專案設定中指定的基礎大小拉伸至覆蓋整個螢幕(會考慮 " -"[member display/window/stretch/aspect])。這樣所有東西都是直接按照目標分辨率渲" -"染的。3D 不受影響,但在 2D 中精靈的圖元和螢幕圖元就不再是 1:1 的關係了,縮放可" +"[member display/window/stretch/aspect])。這樣所有東西都是直接按照目標分辨率算" +"繪的。3D 不受影響,但在 2D 中精靈的圖元和螢幕圖元就不再是 1:1 的關係了,縮放可" "能導致畫面問題。推薦大多數非圖元風的遊戲使用,但圖元風遊戲也是可以使用該拉伸模" "式的(尤其是 3D)。\n" "[b]\"viewport\"[/b]:將根 [Viewport] 的大小設為專案設定中“顯示”部分中指定的基" -"礎大小。場景會現在這個視口中渲染。最終會將該視口縮放至適合螢幕的尺寸(會考慮 " +"礎大小。場景會現在這個視口中算繪。最終會將該視口縮放至適合螢幕的尺寸(會考慮 " "[member display/window/stretch/aspect])。推薦圖元風遊戲使用。" msgid "" @@ -85678,28 +81049,6 @@ msgid "If [code]true[/code] subwindows are embedded in the main window." msgstr "如果為 [code]true[/code] 則子視窗是嵌入到主視窗中的。" msgid "" -"Sets the V-Sync mode for the main game window.\n" -"See [enum DisplayServer.VSyncMode] for possible values and how they affect " -"the behavior of your application.\n" -"Depending on the platform and used renderer, the engine will fall back to " -"[b]Enabled[/b] if the desired mode is not supported.\n" -"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " -"Forward+ and Mobile rendering methods, not Compatibility.\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] " -"instead." -msgstr "" -"設定遊戲主視窗的垂直同步模式。\n" -"請參閱 [enum DisplayServer.VSyncMode] 瞭解可能的值以及它們如何影響套用程式的行" -"為。\n" -"根據平臺和所使用的渲染器,如果不支援所需的模式,引擎將退回到 [b]Enabled[/" -"b]。\n" -"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式僅支援 Forward+ 和 Mobile 渲" -"染方式,不支援 Compatibility。\n" -"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變垂直同步模式,請改為調" -"用 [method DisplayServer.window_set_vsync_mode]。" - -msgid "" "Name of the .NET assembly. This name is used as the name of the [code]." "csproj[/code] and [code].sln[/code] files. By default, it's set to the name " "of the project ([member application/config/name]) allowing to change it in " @@ -85768,8 +81117,8 @@ msgid "" "applications to disable it." msgstr "" "如果為 [code]true[/code],則在寫入電影時會請求禁用垂直同步(類似於將 [member " -"display/window/vsync/vsync_mode] 設定為 [b]Disabled[/b])。如果硬體的渲染速度" -"足夠快,那麼就可以加速影片的寫入,以高於顯示器更新率的畫面播放速率渲染、編碼和" +"display/window/vsync/vsync_mode] 設定為 [b]Disabled[/b])。如果硬體的算繪速度" +"足夠快,那麼就可以加速影片的寫入,以高於顯示器更新率的畫面播放速率算繪、編碼和" "保存影片。\n" "[b]注意:[/b]如果作業系統或圖形驅動程式強制垂直同步,則套用程式無法禁用," "[member editor/movie_writer/disable_vsync] 無效。" @@ -85952,18 +81301,6 @@ msgstr "" "索。" msgid "" -"If [code]true[/code], Blender 3D scene files with the [code].blend[/code] " -"extension will be imported by converting them to glTF 2.0.\n" -"This requires configuring a path to a Blender executable in the editor " -"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 " -"or later is required." -msgstr "" -"如果為 [code]true[/code],副檔名為 [code].blend[/code] 的 Blender 3D 場景檔案" -"會通過轉換為 glTF 2.0 來匯入。\n" -"需要在編輯器設定 [code]filesystem/import/blender/blender3_path[/code] 中,配" -"置 Blender 可執行檔的路徑。需要 Blender 3.0 或更高版本。" - -msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " "Blender can't easily be accessed from Godot." msgstr "" @@ -86101,11 +81438,11 @@ msgid "" "ResourceImporterDynamicFont.multichannel_signed_distance_field])." msgstr "" "如果設定為 [code]true[/code],預設字形將使用多通道帶符號距離場(MSDF),任何尺" -"寸都能夠進行清晰的渲染。由於這種方法不需要在每次字形大小更改時都對字形進行光柵" +"寸都能夠進行清晰的算繪。由於這種方法不需要在每次字形大小更改時都對字形進行光柵" "化,因此可以即時調整字形大小,不會造成任何性能損失。對於按比例縮小的 [Control]" "(或從遠距離查看的 [Label3D]),文字也不會看起來有顆粒感。\n" -"MSDF 字形渲染可以與 [member gui/theme/default_font_generate_mipmaps] 結合使" -"用,從而進一步提高縮小時的字形渲染品質。\n" +"MSDF 字形算繪可以與 [member gui/theme/default_font_generate_mipmaps] 結合使" +"用,從而進一步提高縮小時的字形算繪品質。\n" "[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。" msgid "" @@ -87005,7 +82342,7 @@ msgstr "" "[b]注意:[/b]在運作時可以通過 [code]--text-driver[/code] [url=$DOCS_URL/" "tutorials/editor/command_line_tutorial.html]命令列參數[/url]覆蓋使用的驅動程" "序。\n" -"[b]注意:[/b]另外還提供了 [code]Dummy[/code] 文字驅動,它禁用了所有文字渲染和" +"[b]注意:[/b]另外還提供了 [code]Dummy[/code] 文字驅動,它禁用了所有文字算繪和" "字形相關的功能。這個驅動沒有在專案設定中列出,但可以在運作編輯器或專案時使用 " "[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/" "command_line_tutorial.html]命令列參數[/url]啟用。" @@ -87333,102 +82670,102 @@ msgstr "2D 實體層 32 的可選名稱。留空則會顯示為“層 32”。" msgid "" "Optional name for the 2D render layer 1. If left empty, the layer will " "display as \"Layer 1\"." -msgstr "2D 渲染層 1 的可選名稱。留空則會顯示為“層 1”。" +msgstr "2D 算繪層 1 的可選名稱。留空則會顯示為“層 1”。" msgid "" "Optional name for the 2D render layer 2. If left empty, the layer will " "display as \"Layer 2\"." -msgstr "2D 渲染層 2 的可選名稱。留空則會顯示為“層 2”。" +msgstr "2D 算繪層 2 的可選名稱。留空則會顯示為“層 2”。" msgid "" "Optional name for the 2D render layer 3. If left empty, the layer will " "display as \"Layer 3\"." -msgstr "2D 渲染層 3 的可選名稱。留空則會顯示為“層 3”。" +msgstr "2D 算繪層 3 的可選名稱。留空則會顯示為“層 3”。" msgid "" "Optional name for the 2D render layer 4. If left empty, the layer will " "display as \"Layer 4\"." -msgstr "2D 渲染層 4 的可選名稱。留空則會顯示為“層 4”。" +msgstr "2D 算繪層 4 的可選名稱。留空則會顯示為“層 4”。" msgid "" "Optional name for the 2D render layer 5. If left empty, the layer will " "display as \"Layer 5\"." -msgstr "2D 渲染層 5 的可選名稱。留空則會顯示為“層 5”。" +msgstr "2D 算繪層 5 的可選名稱。留空則會顯示為“層 5”。" msgid "" "Optional name for the 2D render layer 6. If left empty, the layer will " "display as \"Layer 6\"." -msgstr "2D 渲染層 6 的可選名稱。留空則會顯示為“層 6”。" +msgstr "2D 算繪層 6 的可選名稱。留空則會顯示為“層 6”。" msgid "" "Optional name for the 2D render layer 7. If left empty, the layer will " "display as \"Layer 7\"." -msgstr "2D 渲染層 7 的可選名稱。留空則會顯示為“層 7”。" +msgstr "2D 算繪層 7 的可選名稱。留空則會顯示為“層 7”。" msgid "" "Optional name for the 2D render layer 8. If left empty, the layer will " "display as \"Layer 8\"." -msgstr "2D 渲染層 8 的可選名稱。留空則會顯示為“層 8”。" +msgstr "2D 算繪層 8 的可選名稱。留空則會顯示為“層 8”。" msgid "" "Optional name for the 2D render layer 9. If left empty, the layer will " "display as \"Layer 9\"." -msgstr "2D 渲染層 9 的可選名稱。留空則會顯示為“層 9”。" +msgstr "2D 算繪層 9 的可選名稱。留空則會顯示為“層 9”。" msgid "" "Optional name for the 2D render layer 10. If left empty, the layer will " "display as \"Layer 10\"." -msgstr "2D 渲染層 10 的可選名稱。留空則會顯示為“層 10”。" +msgstr "2D 算繪層 10 的可選名稱。留空則會顯示為“層 10”。" msgid "" "Optional name for the 2D render layer 11. If left empty, the layer will " "display as \"Layer 11\"." -msgstr "2D 渲染層 11 的可選名稱。留空則會顯示為“層 11”。" +msgstr "2D 算繪層 11 的可選名稱。留空則會顯示為“層 11”。" msgid "" "Optional name for the 2D render layer 12. If left empty, the layer will " "display as \"Layer 12\"." -msgstr "2D 渲染層 12 的可選名稱。留空則會顯示為“層 12”。" +msgstr "2D 算繪層 12 的可選名稱。留空則會顯示為“層 12”。" msgid "" "Optional name for the 2D render layer 13. If left empty, the layer will " "display as \"Layer 13\"." -msgstr "2D 渲染層 13 的可選名稱。留空則會顯示為“層 13”。" +msgstr "2D 算繪層 13 的可選名稱。留空則會顯示為“層 13”。" msgid "" "Optional name for the 2D render layer 14. If left empty, the layer will " "display as \"Layer 14\"." -msgstr "2D 渲染層 14 的可選名稱。留空則會顯示為“層 14”。" +msgstr "2D 算繪層 14 的可選名稱。留空則會顯示為“層 14”。" msgid "" "Optional name for the 2D render layer 15. If left empty, the layer will " "display as \"Layer 15\"." -msgstr "2D 渲染層 15 的可選名稱。留空則會顯示為“層 15”。" +msgstr "2D 算繪層 15 的可選名稱。留空則會顯示為“層 15”。" msgid "" "Optional name for the 2D render layer 16. If left empty, the layer will " "display as \"Layer 16\"." -msgstr "2D 渲染層 16 的可選名稱。留空則會顯示為“層 16”。" +msgstr "2D 算繪層 16 的可選名稱。留空則會顯示為“層 16”。" msgid "" "Optional name for the 2D render layer 17. If left empty, the layer will " "display as \"Layer 17\"." -msgstr "2D 渲染層 17 的可選名稱。留空則會顯示為“層 17”。" +msgstr "2D 算繪層 17 的可選名稱。留空則會顯示為“層 17”。" msgid "" "Optional name for the 2D render layer 18. If left empty, the layer will " "display as \"Layer 18\"." -msgstr "2D 渲染層 18 的可選名稱。留空則會顯示為“層 18”。" +msgstr "2D 算繪層 18 的可選名稱。留空則會顯示為“層 18”。" msgid "" "Optional name for the 2D render layer 19. If left empty, the layer will " "display as \"Layer 19\"." -msgstr "2D 渲染層 19 的可選名稱。留空則會顯示為“層 19”。" +msgstr "2D 算繪層 19 的可選名稱。留空則會顯示為“層 19”。" msgid "" "Optional name for the 2D render layer 20. If left empty, the layer will " "display as \"Layer 20\"." -msgstr "2D 渲染層 20 的可選名稱。留空則會顯示為“層 20”。" +msgstr "2D 算繪層 20 的可選名稱。留空則會顯示為“層 20”。" msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " @@ -87753,102 +83090,102 @@ msgstr "3D 實體層 32 的可選名稱。留空則會顯示為“層 32”。" msgid "" "Optional name for the 3D render layer 1. If left empty, the layer will " "display as \"Layer 1\"." -msgstr "3D 渲染層 1 的可選名稱。留空則會顯示為“層 1”。" +msgstr "3D 算繪層 1 的可選名稱。留空則會顯示為“層 1”。" msgid "" "Optional name for the 3D render layer 2. If left empty, the layer will " "display as \"Layer 2\"." -msgstr "3D 渲染層 2 的可選名稱。留空則會顯示為“層 2”。" +msgstr "3D 算繪層 2 的可選名稱。留空則會顯示為“層 2”。" msgid "" "Optional name for the 3D render layer 3. If left empty, the layer will " "display as \"Layer 3\"." -msgstr "3D 渲染層 3 的可選名稱。留空則會顯示為“層 3”。" +msgstr "3D 算繪層 3 的可選名稱。留空則會顯示為“層 3”。" msgid "" "Optional name for the 3D render layer 4. If left empty, the layer will " "display as \"Layer 4\"." -msgstr "3D 渲染層 4 的可選名稱。留空則會顯示為“層 4”。" +msgstr "3D 算繪層 4 的可選名稱。留空則會顯示為“層 4”。" msgid "" "Optional name for the 3D render layer 5. If left empty, the layer will " "display as \"Layer 5\"." -msgstr "3D 渲染層 5 的可選名稱。留空則會顯示為“層 5”。" +msgstr "3D 算繪層 5 的可選名稱。留空則會顯示為“層 5”。" msgid "" "Optional name for the 3D render layer 6. If left empty, the layer will " "display as \"Layer 6\"." -msgstr "3D 渲染層 6 的可選名稱。留空則會顯示為“層 6”。" +msgstr "3D 算繪層 6 的可選名稱。留空則會顯示為“層 6”。" msgid "" "Optional name for the 3D render layer 7. If left empty, the layer will " "display as \"Layer 7\"." -msgstr "3D 渲染層 7 的可選名稱。留空則會顯示為“層 7”。" +msgstr "3D 算繪層 7 的可選名稱。留空則會顯示為“層 7”。" msgid "" "Optional name for the 3D render layer 8. If left empty, the layer will " "display as \"Layer 8\"." -msgstr "3D 渲染層 8 的可選名稱。留空則會顯示為“層 8”。" +msgstr "3D 算繪層 8 的可選名稱。留空則會顯示為“層 8”。" msgid "" "Optional name for the 3D render layer 9. If left empty, the layer will " "display as \"Layer 9\"." -msgstr "3D 渲染層 9 的可選名稱。留空則會顯示為“層 9”。" +msgstr "3D 算繪層 9 的可選名稱。留空則會顯示為“層 9”。" msgid "" "Optional name for the 3D render layer 10. If left empty, the layer will " "display as \"Layer 10\"." -msgstr "3D 渲染層 10 的可選名稱。留空則會顯示為“層 10”。" +msgstr "3D 算繪層 10 的可選名稱。留空則會顯示為“層 10”。" msgid "" "Optional name for the 3D render layer 11. If left empty, the layer will " "display as \"Layer 11\"." -msgstr "3D 渲染層 11 的可選名稱。留空則會顯示為“層 11”。" +msgstr "3D 算繪層 11 的可選名稱。留空則會顯示為“層 11”。" msgid "" "Optional name for the 3D render layer 12. If left empty, the layer will " "display as \"Layer 12\"." -msgstr "3D 渲染層 12 的可選名稱。留空則會顯示為“層 12”。" +msgstr "3D 算繪層 12 的可選名稱。留空則會顯示為“層 12”。" msgid "" "Optional name for the 3D render layer 13. If left empty, the layer will " "display as \"Layer 13\"." -msgstr "3D 渲染層 13 的可選名稱。留空則會顯示為“層 13”。" +msgstr "3D 算繪層 13 的可選名稱。留空則會顯示為“層 13”。" msgid "" "Optional name for the 3D render layer 14. If left empty, the layer will " "display as \"Layer 14\"." -msgstr "3D 渲染層 14 的可選名稱。留空則會顯示為“層 14”。" +msgstr "3D 算繪層 14 的可選名稱。留空則會顯示為“層 14”。" msgid "" "Optional name for the 3D render layer 15. If left empty, the layer will " "display as \"Layer 15\"." -msgstr "3D 渲染層 15 的可選名稱。留空則會顯示為“層 15”。" +msgstr "3D 算繪層 15 的可選名稱。留空則會顯示為“層 15”。" msgid "" "Optional name for the 3D render layer 16. If left empty, the layer will " "display as \"Layer 16\"." -msgstr "3D 渲染層 16 的可選名稱。留空則會顯示為“層 16”。" +msgstr "3D 算繪層 16 的可選名稱。留空則會顯示為“層 16”。" msgid "" "Optional name for the 3D render layer 17. If left empty, the layer will " "display as \"Layer 17\"." -msgstr "3D 渲染層 17 的可選名稱。留空則會顯示為“層 17”。" +msgstr "3D 算繪層 17 的可選名稱。留空則會顯示為“層 17”。" msgid "" "Optional name for the 3D render layer 18. If left empty, the layer will " "display as \"Layer 18\"." -msgstr "3D 渲染層 18 的可選名稱。留空則會顯示為“層 18”。" +msgstr "3D 算繪層 18 的可選名稱。留空則會顯示為“層 18”。" msgid "" "Optional name for the 3D render layer 19. If left empty, the layer will " "display as \"Layer 19\"." -msgstr "3D 渲染層 19 的可選名稱。留空則會顯示為“層 19”。" +msgstr "3D 算繪層 19 的可選名稱。留空則會顯示為“層 19”。" msgid "" "Optional name for the 3D render layer 20. If left empty, the layer will " "display as \"Layer 20\"." -msgstr "3D 渲染層 20 的可選名稱。留空則會顯示為“層 20”。" +msgstr "3D 算繪層 20 的可選名稱。留空則會顯示為“層 20”。" msgid "" "Optional name for the navigation avoidance layer 1. If left empty, the layer " @@ -88018,16 +83355,6 @@ msgstr "" "誤),你可以在這裡增加大小。" msgid "" -"This is used by servers when used in multi-threading mode (servers and " -"visual). RIDs are preallocated to avoid stalling the server requesting them " -"on threads. If servers get stalled too often when loading resources in a " -"thread, increase this number." -msgstr "" -"在多執行緒模式下使用時,伺服器會使用它(伺服器和視覺化端)。RID 是預先分配的," -"以避免在執行緒上停止請求它們的伺服器。如果在執行緒中載入資源時伺服器經常卡頓," -"請增加此數字。" - -msgid "" "Default cell size for 2D navigation maps. See [method NavigationServer2D." "map_set_cell_size]." msgstr "" @@ -88173,25 +83500,6 @@ msgstr "" "如果有疑問,請將此設定留空。" msgid "" -"The default angular damp in 2D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"2D 中的預設角度阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 " -"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒" -"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 " -"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次" -"後就停止。" - -msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" @@ -88258,25 +83566,6 @@ msgstr "" "[/codeblocks]" msgid "" -"The default linear damp in 2D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"2D 中的預設線性阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 " -"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒" -"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 " -"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次" -"後就停止。" - -msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." @@ -88375,25 +83664,6 @@ msgstr "" "PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" msgid "" -"The default angular damp in 3D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"3D 中的預設角度阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 " -"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒" -"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 " -"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次" -"後就停止。" - -msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" @@ -88460,25 +83730,6 @@ msgstr "" "[/codeblocks]" msgid "" -"The default linear damp in 3D.\n" -"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " -"At value [code]0[/code] objects will keep moving with the same velocity. " -"Values greater than [code]1[/code] will aim to reduce the velocity to " -"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " -"to reduce the velocity to [code]0[/code] in half a second. A value equal to " -"or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the " -"object to a stop in one iteration." -msgstr "" -"3D 中的預設線性阻尼。\n" -"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 " -"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒" -"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 " -"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/" -"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次" -"後就停止。" - -msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " "alternative 3D physics server implemented." @@ -88584,8 +83835,8 @@ msgid "" "the maximum number of simulated physics steps per frame at runtime, set " "[member Engine.max_physics_steps_per_frame] instead." msgstr "" -"控制每個渲染影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," -"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果渲染 FPS 小於 [member " +"控制每個算繪影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," +"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果算繪 FPS 小於 [member " "physics/common/physics_ticks_per_second] 的 [code]1 / " "max_physics_steps_per_frame[/code],遊戲看上去會是降速的。即便在物理計算中始終" "使用 [code]delta[/code] 也一樣會發生。要避免這種情況,如果增大了 [member " @@ -88613,8 +83864,8 @@ msgstr "" "的執行頻率。另見 [member application/run/max_fps]。\n" "[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變物理 FPS,請改為設定 " "[member Engine.physics_ticks_per_second]。\n" -"[b]注意:[/b]每個渲染影格最多只能模擬 [member physics/common/" -"max_physics_steps_per_frame] 個物理週期。如果為了追趕渲染,需要在每個渲染影格" +"[b]注意:[/b]每個算繪影格最多只能模擬 [member physics/common/" +"max_physics_steps_per_frame] 個物理週期。如果為了追趕算繪,需要在每個算繪影格" "中類比更多物理週期,遊戲看上去會是降速的(即便在物理計算中始終使用 " "[code]delta[/code])。因此,如果增大了 [member physics/common/" "physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member physics/" @@ -88676,46 +83927,6 @@ msgstr "" "改用 [method RenderingServer.canvas_set_shadow_texture_size]。" msgid "" -"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. " -"Their position can still be sub-pixel, but the decimals will not have effect. " -"This can lead to a crisper appearance at the cost of less smooth movement, " -"especially when [Camera2D] smoothing is enabled.\n" -"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " -"transform snapping at runtime, use [method RenderingServer." -"viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" -"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." -msgstr "" -"如果為 [code]true[/code],則 [CanvasItem] 節點會在內部吸附到整圖元。節點的位置" -"仍然可以是次圖元的,但小數部分無效。這樣外觀看上去就會更銳利,但會影響移動的平" -"滑程度,尤其是在啟用了 [Camera2D] 平滑的情況下。\n" -"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時開關 2D 變換的吸附,請改為" -"在根 [Viewport] 上使用 [method RenderingServer." -"viewport_set_snap_2d_transforms_to_pixel]。\n" -"[b]注意:[/b][Control] 節點預設就是吸附到最接近的圖元的。這種行為由 [member " -"gui/common/snap_controls_to_pixels] 控制。" - -msgid "" -"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full " -"pixels. Only affects the final vertex positions, not the transforms. This can " -"lead to a crisper appearance at the cost of less smooth movement, especially " -"when [Camera2D] smoothing is enabled.\n" -"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " -"vertex snapping at runtime, use [method RenderingServer." -"viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" -"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." -msgstr "" -"如果為 [code]true[/code],則 [CanvasItem] 節點的頂點會吸附到整圖元。只影響最終" -"頂點的位置,不影響變換。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其" -"是在啟用了 [Camera2D] 平滑的情況下。\n" -"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時開關 2D 頂點的吸附,請改為" -"在根 [Viewport] 上使用 [method RenderingServer." -"viewport_set_snap_2d_vertices_to_pixel]。\n" -"[b]注意:[/b][Control] 節點預設就是吸附到最接近的圖元的。這種行為由 [member " -"gui/common/snap_controls_to_pixels] 控制。" - -msgid "" "Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of " "two). MSAA is used to reduce aliasing around the edges of polygons. A higher " "MSAA value results in smoother edges but can be significantly slower on some " @@ -88725,10 +83936,10 @@ msgid "" "[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"設定用於 2D/Canvas 渲染的 MSAA 取樣數(為 2 的冪)。MSAA 可用於減少多邊形邊緣" +"設定用於 2D/Canvas 算繪的 MSAA 取樣數(為 2 的冪)。MSAA 可用於減少多邊形邊緣" "周圍的鋸齒。較高的 MSAA 值會產生更平滑的邊緣,但在某些硬體上可能會明顯變慢,尤" "其是顯存頻寬比較有限的集成顯卡。這對著色器引起的鋸齒或紋理鋸齒無效。\n" -"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" +"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "Sets the number of MSAA samples to use for 3D rendering (as a power of two). " @@ -88741,12 +83952,12 @@ msgid "" "[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"設定用於 3D 渲染的 MSAA 取樣數(為 2 的冪)。MSAA 用於減少多邊形邊緣周圍的鋸" +"設定用於 3D 算繪的 MSAA 取樣數(為 2 的冪)。MSAA 用於減少多邊形邊緣周圍的鋸" "齒。較高的 MSAA 值會產生更平滑的邊緣,但在某些硬體上可能會明顯變慢,尤其是顯存" "頻寬比較有限的集成顯卡。另見用於超級取樣的雙線性縮放 3d [member rendering/" "scaling_3d/mode],它提供更高的品質但更昂貴。這對著色器引起的鋸齒或紋理鋸齒無" "效。\n" -"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" +"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "Sets the screen-space antialiasing mode for the default screen [Viewport]. " @@ -88763,13 +83974,13 @@ msgid "" "Mobile rendering methods, not Compatibility." msgstr "" "設定預設螢幕 [Viewport] 的螢幕空間抗鋸齒模式。螢幕空間抗鋸齒的原理是使用後期處" -"理著色器選擇性地讓邊緣模糊。與 MSAA 的區別在於,MSAA 是在渲染對象時進行了多次" +"理著色器選擇性地讓邊緣模糊。與 MSAA 的區別在於,MSAA 是在算繪對象時進行了多次" "覆蓋取樣。螢幕空間 AA 的方法通常比 MSAA 要快,會將鏡面反射鋸齒也進行平滑處理," "但容易讓場景變得模糊。這種模糊可以通過自動使用負的 Mipmap LOD 偏置部分緩解" "(見 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" "對抗鏡面反射鋸齒的另一種方法是啟用 [member rendering/anti_aliasing/" "screen_space_roughness_limiter/enabled]。\n" -"[b]注意:[/b]螢幕空間抗鋸齒僅支援 Forward+ 和 Mobile 渲染方法,不支援 " +"[b]注意:[/b]螢幕空間抗鋸齒僅支援 Forward+ 和 Mobile 算繪方法,不支援 " "Compatibility。" msgid "" @@ -88786,7 +83997,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則使用一個快速的後處理濾鏡使條帶在 3D 中明顯不那麼明" "顯。除非 [member Environment.background_mode] 為 [constant Environment." -"BG_CANVAS],否則 2D 渲染[i]不會[/i]受到去條帶的影響。\n" +"BG_CANVAS],否則 2D 算繪[i]不會[/i]受到去條帶的影響。\n" "在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議只在實際需要時才啟用去條" "帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。\n" "[b]注意:[/b]只有在專案啟動時才讀取該屬性。要在運作時設定去條帶,請改為在根 " @@ -88805,12 +84016,12 @@ msgid "" "Mobile or Compatibility." msgstr "" "為預設螢幕 [Viewport] 啟用時間抗鋸齒(Temporal Anti-Aliasing)。TAA 的原理是讓" -"相機產生抖動並積累最近渲染的幾影格圖像,使用運動向量渲染讓相機和物件產生運動。" +"相機產生抖動並積累最近算繪的幾影格圖像,使用運動向量算繪讓相機和物件產生運動。" "啟用 TAA 會讓圖像變模糊,這種模糊可以通過自動使用負的 Mipmap LOD 偏置部分緩解" "(參見 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" "[b]注意:[/b]實作尚未完成,粒子及蒙皮網格等某些視覺實例可能會顯示運動中的重影" "偽像。\n" -"[b]注意:[/b]TAA 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]TAA 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "[b]Note:[/b] This property is only read when the project starts. To control " @@ -88836,7 +84047,7 @@ msgstr "" "這可以在一定程度上幫助減少鏡面反射鋸齒,儘管不如啟用 [member rendering/" "anti_aliasing/quality/use_taa]。 該篩檢程式的性能成本很小,因此如果它對你的場" "景沒有明顯好處,請考慮禁用它。\n" -"[b]注意:[/b]螢幕空間粗糙度限制器只支援 Forward+ 和 Mobile 渲染方式,不支援 " +"[b]注意:[/b]螢幕空間粗糙度限制器只支援 Forward+ 和 Mobile 算繪方式,不支援 " "Compatibility。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制螢幕空間粗糙度限制器," "請呼叫 [method RenderingServer.screen_space_roughness_limiter_set_active]。" @@ -88885,13 +84096,13 @@ msgid "" "Compatibility rendering method. When using the Mobile rendering method, there " "is no depth prepass performed." msgstr "" -"如果 [code]true[/code],則在渲染 3D 材質之前先執行深度階段。當使用複雜的材質和" +"如果 [code]true[/code],則在算繪 3D 材質之前先執行深度階段。當使用複雜的材質和" "照明時,這樣做能夠顯著提高過度繪製場景的性能。然而,如果場景中被遮擋的表面比較" "少,前置深度階段可能會降低性能。如果你的遊戲使用的是不易造成過度繪製的固定視角" "(例如俯視或者橫版視角),請考慮禁用前置深度階段,從而提升性能。這個設置可以在" "運作時更改,針對目前查看的場景來優化進行。\n" -"[b]注意:[/b]前置深度階段僅在使用 Forward+ 或 Compatibility 渲染方法時支援。使" -"用 Mobile 渲染方法時,不會執行前置深度階段。" +"[b]注意:[/b]前置深度階段僅在使用 Forward+ 或 Compatibility 算繪方法時支援。使" +"用 Mobile 算繪方法時,不會執行前置深度階段。" msgid "" "The thread model to use for rendering. Rendering on a thread may improve " @@ -88902,7 +84113,7 @@ msgid "" "particles or resizing the window. Not recommended for use in production at " "this stage." msgstr "" -"渲染使用的執行緒模型。使用執行緒渲染可能提升性能,但與主執行緒同步時可能引起更" +"算繪使用的執行緒模型。使用執行緒算繪可能提升性能,但與主執行緒同步時可能引起更" "大的卡頓。\n" "[b]注意:[/b]多執行緒對應的 [b]Multi-Threaded[/b] 選項是實驗性的,存在一些已知" "的問題,這些問題可能導致當機,尤其是在使用粒子或調整視窗大小的情況下。目前不推" @@ -88989,9 +84200,9 @@ msgid "" "faster but may miss small details. If [code]false[/code], screen-space " "ambient occlusion will be rendered at full size." msgstr "" -"如果為 [code]true[/code],螢幕空間環境光遮蔽將以一半大小渲染,然後在被新增到場" +"如果為 [code]true[/code],螢幕空間環境光遮蔽將以一半大小算繪,然後在被新增到場" "景之前放大。這明顯更快,但可能會遺漏一些小細節。如果為 [code]false[/code],螢" -"幕空間環境光遮蔽將以全尺寸渲染。" +"幕空間環境光遮蔽將以全尺寸算繪。" msgid "" "Sets the quality of the screen-space ambient occlusion effect. Higher values " @@ -89044,7 +84255,7 @@ msgid "" "faster but may miss small details and may result in some objects appearing to " "glow at their edges." msgstr "" -"如果為 [code]true[/code],螢幕空間間接光照將以一半大小渲染,然後在被新增到場景" +"如果為 [code]true[/code],螢幕空間間接光照將以一半大小算繪,然後在被新增到場景" "之前放大。這明顯更快,但可能會遺漏一些小細節,部分物件的邊緣也會出現發光的情" "況。" @@ -89084,7 +84295,7 @@ msgid "" msgstr "" "設定次表面散射效果的品質。值越高越慢,但視覺效果更佳。影響 [member " "BaseMaterial3D.subsurf_scatter_enabled] 為 [code]true[/code] 以及設定了 " -"[code]SSS_STRENGTH[/code] 的 [ShaderMaterial] 的材質的渲染。\n" +"[code]SSS_STRENGTH[/code] 的 [ShaderMaterial] 的材質的算繪。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時設定次表面散射品質,請改為" "呼叫 [method RenderingServer.sub_surface_scattering_set_quality]。" @@ -89139,7 +84350,7 @@ msgid "" "renderer. This property can not be edited directly, instead, set the driver " "using the platform-specific overrides." msgstr "" -"設定渲染器驅動程式,在使用 Compatibility(相容性)渲染器時使用。這個屬性不能直" +"設定算繪器驅動程式,在使用 Compatibility(相容性)算繪器時使用。這個屬性不能直" "接編輯,請改用特定平臺的覆蓋項來設定驅動程式。" msgid "Android override for [member rendering/gl_compatibility/driver]." @@ -89167,7 +84378,7 @@ msgid "" "Increase this limit if you find that not all objects are being drawn in a " "frame." msgstr "" -"單次視口更新中能夠繪製的畫布專案命令的最大數量。如果發出了更多的渲染命令,就會" +"單次視口更新中能夠繪製的畫布專案命令的最大數量。如果發出了更多的算繪命令,就會" "被忽略。降低這個限制可以在頻寬有限的裝置上提高性能。如果你發現不是所有的對象都" "在同一影格中被繪製,請提高這個限制。" @@ -89194,11 +84405,11 @@ msgid "" "resolution GI at run-time, call [method RenderingServer." "gi_set_use_half_resolution] instead." msgstr "" -"如果為 [code]true[/code],則以減半的解析度渲染 [VoxelGI] 和 SDFGI([member " +"如果為 [code]true[/code],則以減半的解析度算繪 [VoxelGI] 和 SDFGI([member " "Environment.sdfgi_enabled])緩衝區(例如,當視口大小為 1920×1080 時為 " "960×540)。當啟用 VoxelGI 或 SDFGI 時,這會顯著提高性能,但代價是多邊形邊緣上" "可能會出現可見的偽影。隨著視口解析度的增加,品質損失變得不那麼明顯。" -"[LightmapGI] 渲染不受該設定的影響。\n" +"[LightmapGI] 算繪不受該設定的影響。\n" "[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。要在運作時設定半解析度 GI,請改" "為呼叫 [method RenderingServer.gi_set_use_half_resolution]。" @@ -89218,8 +84429,8 @@ msgid "" msgstr "" "用於收斂帶符號距離場全域光照的影格數。值越高,得到的噪點越少,但完全收斂所需的" "時間也就越長。這意味著場景的全域光照處於過暗狀態的時間可能更長,在相機快速移動" -"時尤為明顯。實際的收斂速度取決於渲染影格率。例如,預設設定為 30 影格,則 60 " -"FPS 的渲染會讓 SDFGI 在 0.5 秒後完全收斂。另見 [member rendering/" +"時尤為明顯。實際的收斂速度取決於算繪影格率。例如,預設設定為 30 影格,則 60 " +"FPS 的算繪會讓 SDFGI 在 0.5 秒後完全收斂。另見 [member rendering/" "global_illumination/sdfgi/frames_to_update_lights] 和 [member rendering/" "global_illumination/sdfgi/probe_ray_count]。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 SDFGI 的收斂速度,請改" @@ -89275,7 +84486,7 @@ msgid "" "VoxelGI quality at runtime, call [method RenderingServer." "voxel_gi_set_quality] instead." msgstr "" -"要使用的 VoxelGI 品質。高品質下的光照更精確、反射品質更好,但渲染速度較慢。這" +"要使用的 VoxelGI 品質。高品質下的光照更精確、反射品質更好,但算繪速度較慢。這" "個設定不影響烘焙資料,套用時不需要重新烘焙 [VoxelGI]。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 VoxelGI 的品質,請改為" "呼叫 [method RenderingServer.voxel_gi_set_quality]。" @@ -89506,7 +84717,7 @@ msgid "" msgstr "" "允許對光源使用基於物理的單位。基於物理的單位往往比 Godot 使用的任意單位大得" "多,但它們可用於將 Godot 內的照明與真實世界的照明相配對。由於自然界中照明條件" -"的動態範圍很大,Godot 在渲染之前會將曝光量烘焙到各種照明量中。大多數光源在運行" +"的動態範圍很大,Godot 在算繪之前會將曝光量烘焙到各種照明量中。大多數光源在運行" "時根據活動的 [CameraAttributes] 資源自動烘焙曝光,但 [LightmapGI] 和 " "[VoxelGI] 需要在烘焙時設定 [CameraAttributes] 資源以減少動態範圍。在運作時," "Godot 將自動協調烘焙的曝光與活動的曝光,以確保照明保持一致。" @@ -89523,14 +84734,14 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Forward+ rendering " "method, not Mobile and Compatibility." msgstr "" -"可以在相機視圖中一次渲染的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + " +"可以在相機視圖中一次算繪的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + " "[ReflectionProbe])的最大數量。如果相機視圖中存在更多的集群元素,其中一些將不" -"會被渲染(導致在相機移動期間彈出)。在燈光和裝飾上啟用距離淡入淡出([member " +"會被算繪(導致在相機移動期間彈出)。在燈光和裝飾上啟用距離淡入淡出([member " "Light3D.distance_fade_enabled]、[member Decal.distance_fade_enabled])有助於避" "免達到該限制。\n" "減小該值可能會提高某些設定的 GPU 性能,即使在專案中從未達到集群元素最大數量也" "是如此。\n" -"[b]注意:[/b]該設定僅在使用 Forward+ 渲染方式時有效,對 Mobile 和 " +"[b]注意:[/b]該設定僅在使用 Forward+ 算繪方式時有效,對 Mobile 和 " "Compatibility 無效。" msgid "" @@ -89543,12 +84754,12 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"每個物件可渲染的全向燈和聚光燈的最大數量。預設值為 8,這意味著每個表面最多可受" +"每個物件可算繪的全向燈和聚光燈的最大數量。預設值為 8,這意味著每個表面最多可受" "到 8 個全向燈和 8 個聚光燈影響。這進一步受到硬體支援和 [member rendering/" "limits/opengl/max_renderable_lights] 的限制。將該設定得較低會略微減少記憶體使" -"用,可能會減少著色器編譯時間,並可能導致在低端、移動或 Web 裝置上的渲染速度更" +"用,可能會減少著色器編譯時間,並可能導致在低端、移動或 Web 裝置上的算繪速度更" "快。\n" -"[b]注意:[/b]該設定僅支援 Compatibility 渲染方式,不支援 Forward+ 和 Mobile。" +"[b]注意:[/b]該設定僅支援 Compatibility 算繪方式,不支援 Forward+ 和 Mobile。" msgid "" "Max number of elements renderable in a frame. If more elements than this are " @@ -89560,11 +84771,11 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"一影格中可渲染的最大元素數。如果每影格可見的元素多於此,則不會繪製它們。請記" +"一影格中可算繪的最大元素數。如果每影格可見的元素多於此,則不會繪製它們。請記" "住,元素指的是網格表面,而不是網格本身。將此值設定得較低會略微減少記憶體使用" "量,並可能減少著色器編譯時間,尤其是在 Web 上。對於大多數用途,預設值是合適" "的,但在 Web 匯出時可考慮盡可能降低。\n" -"[b]注意:[/b]該設定僅在支援 Compatibility 渲染方式,不支援 Forward+ 和 " +"[b]注意:[/b]該設定僅在支援 Compatibility 算繪方式,不支援 Forward+ 和 " "Mobile。" msgid "" @@ -89576,10 +84787,10 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"一影格中可渲染的定位燈的最大數量。如果使用的燈多於此數量,則它們將被忽略。將此" +"一影格中可算繪的定位燈的最大數量。如果使用的燈多於此數量,則它們將被忽略。將此" "值設定得較低會略微減少記憶體使用量,並可能減少著色器編譯時間,尤其是在 Web " "上。對於大多數用途,預設值是合適的,但在 Web 匯出時可考慮盡可能降低。\n" -"[b]注意:[/b]該設定僅在支援 Compatibility 渲染方式,不支援 Forward+ 和 " +"[b]注意:[/b]該設定僅在支援 Compatibility 算繪方式,不支援 Forward+ 和 " "Mobile。" msgid "" @@ -89595,7 +84806,7 @@ msgid "" "the automatic LOD threshold at runtime, set [member Viewport." "mesh_lod_threshold] on the root [Viewport]." msgstr "" -"用於 [ReflectionProbe] 中渲染的網格的自動 LOD 偏置。較高的值將使用生成了 LOD " +"用於 [ReflectionProbe] 中算繪的網格的自動 LOD 偏置。較高的值將使用生成了 LOD " "變化的不太詳細的網格版本。如果設定為 [code]0.0[/code],則自動 LOD 將被禁用。增" "加 [member rendering/mesh_lod/lod_change/threshold_pixels] 以犧牲幾何細節為代" "價提高性能。\n" @@ -89614,7 +84825,7 @@ msgid "" "the BVH build quality at runtime, use [method RenderingServer." "viewport_set_occlusion_culling_build_quality]." msgstr "" -"渲染遮擋剔除緩衝區時使用的 [url=https://en.wikipedia.org/wiki/" +"算繪遮擋剔除緩衝區時使用的 [url=https://en.wikipedia.org/wiki/" "Bounding_volume_hierarchy]BVH[/url] 品質。值越高,得到的遮擋剔除越精確,但代價" "是 CPU 使用率也越高。另見 [member rendering/occlusion_culling/" "occlusion_rays_per_thread]。\n" @@ -89753,12 +84964,12 @@ msgid "" "[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based " "on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs." msgstr "" -"設定專案將使用的渲染器。選項有:\n" -"[b]Forward Plus[/b]:為桌面裝置設計的高端渲染器。有較高的基礎開銷,但能夠很好" +"設定專案將使用的算繪器。選項有:\n" +"[b]Forward Plus[/b]:為桌面裝置設計的高端算繪器。有較高的基礎開銷,但能夠很好" "地擴充到複雜的場景。不適合老舊裝置和移動裝置。\n" -"[b]Mobile[/b]:為移動裝置設計的現代渲染器。基礎開銷比 Forward Plus 低,但在處" +"[b]Mobile[/b]:為移動裝置設計的現代算繪器。基礎開銷比 Forward Plus 低,但在處" "理有許多元素的大型場景時,擴充性並不理想。\n" -"[b]GL Compatibility[/b]:為老舊裝置設計的低端渲染器。基於 OpenGL 3.3/ OpenGL " +"[b]GL Compatibility[/b]:為老舊裝置設計的低端算繪器。基於 OpenGL 3.3/ OpenGL " "ES 3.0 / WebGL 2 API 的限制。" msgid "" @@ -89774,7 +84985,7 @@ msgid "" "can not be edited directly, instead, set the driver using the platform-" "specific overrides." msgstr "" -"設定渲染器驅動程式,在使用集群渲染器、移動渲染器等基於 RenderingDevice 的渲染" +"設定算繪器驅動程式,在使用集群算繪器、移動算繪器等基於 RenderingDevice 的算繪" "器時使用。這個屬性不能直接編輯,請改用特定平臺的覆蓋項來設定驅動程式。" msgid "Android override for [member rendering/rendering_device/driver]." @@ -89818,13 +85029,13 @@ msgid "" "not Mobile or Compatibility. If using an incompatible rendering method, FSR " "will fall back to bilinear scaling." msgstr "" -"設定縮放 3D 模式。雙線性縮放以不同的解析度渲染,以對視口進行欠取樣或超取樣。" +"設定縮放 3D 模式。雙線性縮放以不同的解析度算繪,以對視口進行欠取樣或超取樣。" "FidelityFX 超解析度(FidelityFX Super Resolution) 1.0,縮寫為 FSR,是一種放大" "技術,可通過使用一種空間感知放大演算法,以快速畫面播放速率生成高品質圖像。FSR " "比雙線性稍微貴一點,但它產生的圖像品質明顯更高。在特別低端的 GPU 上,FSR 的性" "價比過低(與使用具有一個稍高解析度縮放以配對性能的雙線性縮放相比)。\n" -"[b]注意:[/b]FSR 只在使用 Forward+ 渲染方式時有效,對 Mobile 或 Compatibility " -"無效。如果使用不相容的渲染方法,FSR 將退回到雙線性縮放。" +"[b]注意:[/b]FSR 只在使用 Forward+ 算繪方式時有效,對 Mobile 或 Compatibility " +"無效。如果使用不相容的算繪方法,FSR 將退回到雙線性縮放。" msgid "" "Scales the 3D render buffer based on the viewport size uses an image filter " @@ -89837,10 +85048,10 @@ msgid "" "antialiasing, which is significantly cheaper but only smooths the edges of " "polygons." msgstr "" -"根據視口大小縮放 3D 渲染緩衝區,使用 [member rendering/scaling_3d/mode] 中指定" +"根據視口大小縮放 3D 算繪緩衝區,使用 [member rendering/scaling_3d/mode] 中指定" "的圖像篩檢程式將輸出圖像縮放至完整的視口大小。比 [code]1.0[/code] 小的值可以犧" -"牲品質(欠取樣)換取更高的 3D 渲染速度。比 [code]1.0[/code] 大的值僅對雙線性模" -"式有效,可以大幅犧牲性能(超取樣)換取 3D 渲染品質的提升。另見 [member " +"牲品質(欠取樣)換取更高的 3D 算繪速度。比 [code]1.0[/code] 大的值僅對雙線性模" +"式有效,可以大幅犧牲性能(超取樣)換取 3D 算繪品質的提升。另見 [member " "rendering/anti_aliasing/quality/msaa_3d] 多重取樣抗鋸齒,性能成本顯著降低,但" "僅平滑多邊形的邊緣。" @@ -89873,7 +85084,7 @@ msgid "" "[b]Note:[/b] This setting currently has no effect, as vertex shading is not " "implemented yet." msgstr "" -"如果為 [code]true[/code],為所有渲染強制頂點著色。這可以大大提高性能,但也會極" +"如果為 [code]true[/code],為所有算繪強制頂點著色。這可以大大提高性能,但也會極" "大地降低品質。可用於優化低端移動裝置的性能。\n" "[b]注意:[/b]這個設定目前沒有效果,因為頂點著色還沒有實作。" @@ -89888,9 +85099,6 @@ msgstr "" "overrides/force_vertex_shading] 的低端覆蓋。\n" "[b]注意:[/b]這個設定目前沒有效果,因為頂點著色還沒有實作。" -msgid "The default texture filtering mode to use on [CanvasItem]s." -msgstr "[CanvasItem] 所使用的預設紋理篩選模式。" - msgid "The default texture repeating mode to use on [CanvasItem]s." msgstr "[CanvasItem] 所使用的預設紋理重複模式。" @@ -90050,7 +85258,7 @@ msgid "" "high dynamic range (e.g. 2D glow)." msgstr "" "如果 [code]true[/code],則在根視窗上啟用 [member Viewport.use_hdr_2d]。這允許 " -"2D 渲染利用需要高動態範圍的效果(例如 2D 發光) )。" +"2D 算繪利用需要高動態範圍的效果(例如 2D 發光) )。" msgid "" "If [code]true[/code], enables [member Viewport.transparent_bg] on the root " @@ -90116,9 +85324,6 @@ msgstr "[WorkerThreadPool] 所使用的最大執行緒數。[code]-1[/code] 表 msgid "Action map configuration to load by default." msgstr "預設載入的動作對應配置。" -msgid "If [code]true[/code] Godot will setup and initialize OpenXR on startup." -msgstr "如果為 [code]true[/code],Godot 將在啟動時初始化 OpenXR。" - msgid "" "Specify how OpenXR should blend in the environment. This is specific to " "certain AR and passthrough devices where camera images are blended in by the " @@ -90131,10 +85336,6 @@ msgid "" "Specify whether OpenXR should be configured for an HMD or a hand held device." msgstr "指定是否應為 HMD 或手持裝置配置 OpenXR。" -msgid "" -"Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high." -msgstr "應用程式的注視點等級(若支援):0 = 關閉、1 = 低、2 = 中、3 = 高。" - msgid "Specify the default reference space." msgstr "指定預設參照空間。" @@ -90152,13 +85353,13 @@ msgid "" "feature." msgstr "" "如果為 [code]true[/code],則 OpenXR 會管理深度緩衝區,使用深度緩衝區進行高級再" -"投影,前提是 XR 運作時支援。請注意,Godot 中的部分渲染功能無法與該功能一同使" +"投影,前提是 XR 運作時支援。請注意,Godot 中的部分算繪功能無法與該功能一同使" "用。" msgid "" "Specify the view configuration with which to configure OpenXR setting up " "either Mono or Stereo rendering." -msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體渲染。" +msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體算繪。" msgid "If [code]true[/code], Godot will compile shaders required for XR." msgstr "如果為 [code]true[/code],Godot 將編譯 XR 所需的著色器。" @@ -90747,32 +85948,6 @@ msgid "" msgstr "2D 空間中的射線,用於搜尋第一個相交的 [CollisionObject2D]。" msgid "" -"A raycast represents a ray from its origin to its [member target_position] " -"that finds the closest [CollisionObject2D] along its path, if it intersects " -"any. This is useful for a lot of things, such as\n" -"[RayCast2D] can ignore some objects by adding them to an exception list, by " -"making its detection reporting ignore [Area2D]s ([member collide_with_areas]) " -"or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics " -"layers.\n" -"[RayCast2D] calculates intersection every physics frame, and it holds the " -"result until the next physics frame. For an immediate raycast, or if you want " -"to configure a [RayCast2D] multiple times within the same physics frame, use " -"[method force_raycast_update].\n" -"To sweep over a region of 2D space, you can approximate the region with " -"multiple [RayCast2D]s or use [ShapeCast2D]." -msgstr "" -"Raycast 代表的是從它的原點到 [member target_position] 的射線,如果與碰撞物件相" -"交,就能找到路徑上距離最近的 [CollisionObject2D]。可以用來做很多事情,例如\n" -"要讓 [RayCast2D] 忽略某些物件,可以將它們加入例外列表,也可以讓偵測彙報忽略 " -"[Area2D]([member collide_with_areas])或 [PhysicsBody2D]([member " -"collide_with_bodies]),還可以配置實體層。\n" -"[RayCast2D] 每一個物理影格都會計算是否相交,計算結果會保留到下一個物理影格。如" -"果要立即執行射線投射,或者你想要在同一個物理影格內多次配置 [RayCast2D],請使" -"用 [method force_raycast_update]。\n" -"要掃描 2D 空間中的某個區域,可以使用多個 [RayCast2D] 去近似,也可以使用 " -"[ShapeCast2D]。" - -msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject2D] node." msgstr "新增碰撞例外,這樣射線就不會報告與指定 [CollisionObject2D] 節點的碰撞。" @@ -90884,32 +86059,6 @@ msgid "" msgstr "3D 空間中的射線,用於搜尋第一個相交的 [CollisionObject3D]。" msgid "" -"A raycast represents a ray from its origin to its [member target_position] " -"that finds the closest [CollisionObject3D] along its path, if it intersects " -"any. This is useful for a lot of things, such as\n" -"[RayCast3D] can ignore some objects by adding them to an exception list, by " -"making its detection reporting ignore [Area3D]s ([member collide_with_areas]) " -"or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics " -"layers.\n" -"[RayCast3D] calculates intersection every physics frame, and it holds the " -"result until the next physics frame. For an immediate raycast, or if you want " -"to configure a [RayCast3D] multiple times within the same physics frame, use " -"[method force_raycast_update].\n" -"To sweep over a region of 3D space, you can approximate the region with " -"multiple [RayCast3D]s or use [ShapeCast3D]." -msgstr "" -"Raycast 代表的是從它的原點到 [member target_position] 的射線,如果與碰撞物件相" -"交,就能找到路徑上距離最近的 [CollisionObject3D]。可以用來做很多事情,例如\n" -"要讓 [RayCast3D] 忽略某些物件,可以將它們加入例外列表,也可以讓偵測彙報忽略 " -"[Area3D]([member collide_with_areas])或 [PhysicsBody3D]([member " -"collide_with_bodies]),還可以配置實體層。\n" -"[RayCast3D] 每一個物理影格都會計算是否相交,計算結果會保留到下一個物理影格。如" -"果要立即執行射線投射,或者你想要在同一個物理影格內多次配置 [RayCast3D],請使" -"用 [method force_raycast_update]。\n" -"要掃描 3D 空間中的某個區域,可以使用多個 [RayCast3D] 去近似,也可以使用 " -"[ShapeCast3D]。" - -msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject3D] node." msgstr "新增碰撞例外,這樣射線就不會報告與指定 [CollisionObject3D] 節點的碰撞。" @@ -91036,7 +86185,7 @@ msgid "" "attachment to an input. Make sure to also supply it properly in the " "[RDUniform] for the uniform set." msgstr "" -"用於多通道框架緩衝區(不止一個渲染通道)。將一個附件轉換為一個輸入。確保還在 " +"用於多通道框架緩衝區(不止一個算繪通道)。將一個附件轉換為一個輸入。確保還在 " "[RDUniform] 中為 uniform 集正確提供它。" msgid "Attachments to preserve in this pass (otherwise they are erased)." @@ -91144,7 +86293,7 @@ msgid "" "[/codeblock]" msgstr "" "控制使用 [RenderingDevice] 時如何在來源和目標片段之間進行混合。\n" -"以下是常見面向使用者的混合模式在 Godot 的 2D 渲染器中的實作方法,僅供參考:\n" +"以下是常見面向使用者的混合模式在 Godot 的 2D 算繪器中的實作方法,僅供參考:\n" "[b]混合:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -91299,7 +86448,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則會啟用深度測試,能夠讓物件根據深度自動被其他物件遮" "擋。這樣物件就能夠被其他物件部分遮擋。如果為 [code]false[/code],則會按照繪制" -"順序顯示(類似 Godot 的 2D 渲染器)。" +"順序顯示(類似 Godot 的 2D 算繪器)。" msgid "Pipeline multisample state (used by [RenderingDevice])." msgstr "管線的多重取樣狀態(由 [RenderingDevice] 使用)。" @@ -91309,7 +86458,7 @@ msgid "" "supersample antialiasing is being performed when rendering using " "[RenderingDevice]." msgstr "" -"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 進行渲染時,如何" +"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 進行算繪時,如何" "進行多重取樣和超取樣抗鋸齒。" msgid "" @@ -91411,7 +86560,7 @@ msgid "" "If [code]true[/code], performs wireframe rendering for triangles instead of " "flat or textured rendering." msgstr "" -"如果為 [code]true[/code],則會為三角形進行線框渲染,不進行平面或紋理渲染。" +"如果為 [code]true[/code],則會為三角形進行線框算繪,不進行平面或紋理算繪。" msgid "Pipeline specialization constant (used by [RenderingDevice])." msgstr "管線特化常數(由 [RenderingDevice] 使用)。" @@ -91483,7 +86632,7 @@ msgid "" "depth values from a shadow sampler." msgstr "" "如果為 [code]true[/code],則返回值基於 [member compare_op] 定義的比較運算。這" -"種做法基於硬體,因此比手動在著色器中執行要快。例如,渲染陰影貼圖時就會對陰影取" +"種做法基於硬體,因此比手動在著色器中執行要快。例如,算繪陰影貼圖時就會對陰影取" "樣器的深度值進行比較運算。" msgid "" @@ -91497,9 +86646,6 @@ msgstr "" "給定距離處更銳利(有可能看上去會很顆粒化)。推薦值在 [code]-0.5[/code] 到 " "[code]0.0[/code] 之間。僅在取樣器的 mipmap 可用時有效。" -msgid "The sampler's magnification filter." -msgstr "取樣器的放大篩檢程式。" - msgid "" "The maximum mipmap LOD bias to display (lowest resolution). Only effective if " "the sampler has mipmaps available." @@ -91652,7 +86798,7 @@ msgid "" msgstr "" "[RDShaderSPIRV] 代表 [RDShaderFile] 不同著色器階段的 [url=https://www.khronos." "org/spir/]SPIR-V[/url] 程式碼,以及可能的編譯錯誤消息。SPIR-V 是一種低階著色器" -"中間表示。這種中間表示無法用於 GPU 渲染,但可以編譯為 GPU 能夠理解的二進位著色" +"中間表示。這種中間表示無法用於 GPU 算繪,但可以編譯為 GPU 能夠理解的二進位著色" "器。與編譯後的著色器不同,SPIR-V 可以在不同 GPU 型號以及驅動版本之間移植。\n" "這個物件由 [RenderingDevice] 使用。" @@ -92455,18 +87601,18 @@ msgstr "" "UPDATE_ONCE] 時),建立高品質反射。[ReflectionProbe] 可以與場景的其餘部分,平" "滑地混合在一起。[ReflectionProbe] 還可以與 [VoxelGI]、SDFGI([member " "Environment.sdfgi_enabled])和螢幕空間反射([member Environment.ssr_enabled])" -"結合使用,以在特定區域獲得更準確的反射。[ReflectionProbe] 渲染其 [member " +"結合使用,以在特定區域獲得更準確的反射。[ReflectionProbe] 算繪其 [member " "cull_mask] 內的所有物件,因此更新它們可能會非常昂貴。最好僅用重要的靜態物件更" "新一次,然後保持原樣。\n" "[b]注意:[/b]與 [VoxelGI] 和 SDFGI 不同,[ReflectionProbe] 僅從一個 " "[WorldEnvironment] 節點獲取環境。如果你在一個 [Camera3D] 節點中指定了一個 " "[Environment] 資源,它將被該 [ReflectionProbe] 忽略。這可能會導致 " "[ReflectionProbe] 內的照明不正確。\n" -"[b]注意:[/b]反射探查僅支援 Forward+ 和 Mobile 渲染方法,不支援 " -"Compatibility。使用移動渲染方法時,每個網格資源上最多只能顯示 8 個反射探查。嘗" +"[b]注意:[/b]反射探查僅支援 Forward+ 和 Mobile 算繪方法,不支援 " +"Compatibility。使用移動算繪方法時,每個網格資源上最多只能顯示 8 個反射探查。嘗" "試在單個網格資源上顯示 8 個以上的反射探查,將導致反射探查隨著相機移動而閃" "爍。\n" -"[b]注意:[/b]當使用移動渲染方法時,反射探查只會正確地影響可見 AABB 與反射探查" +"[b]注意:[/b]當使用移動算繪方法時,反射探查只會正確地影響可見 AABB 與反射探查" "的 AABB 相交的網格。如果使用著色器以使網格超出其 AABB 的方式變形該網格,則必須" "在網格上增加 [member GeometryInstance3D.extra_cull_margin]。否則,反射探查可能" "在網格上不可見。" @@ -92513,21 +87659,11 @@ msgstr "" "點。" msgid "" -"Sets the cull mask which determines what objects are drawn by this probe. " -"Every [VisualInstance3D] with a layer included in this cull mask will be " -"rendered by the probe. To improve performance, it is best to only include " -"large objects which are likely to take up a lot of space in the reflection." -msgstr "" -"設定剔除遮罩,該遮罩確定該探查繪製的對象。每個 [VisualInstance3D],若它有一個" -"層被包含在該剔除遮罩中,則它將由該探查渲染。為了提高性能,最好只包含可能在反射" -"中佔用大量空間的大型物件。" - -msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" -"如果為 [code]true[/code],則在反射探測中計算陰影。這使得反射探查渲染更慢;如果" +"如果為 [code]true[/code],則在反射探測中計算陰影。這使得反射探查算繪更慢;如果" "想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" msgid "" @@ -92564,7 +87700,7 @@ msgid "" "[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " "visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." msgstr "" -"用於在 [ReflectionProbe] 內渲染網格的自動 LOD 偏置(這類似於 [member Viewport." +"用於在 [ReflectionProbe] 內算繪網格的自動 LOD 偏置(這類似於 [member Viewport." "mesh_lod_threshold])。較高的值將使用生成了 LOD 變化的不太詳細的網格版本。如果" "設定為 [code]0.0[/code],則自動 LOD 將被禁用。增加 [member " "mesh_lod_threshold] 以犧牲幾何細節為代價提高性能,尤其是在使用 [constant " @@ -93040,7 +88176,7 @@ msgid "" "or when using the Compatibility rendering method." msgstr "" "[RenderingDevice] 是用來使用 Vulkan 等現代低階圖形 API 的抽象。與(適用於 " -"Godot 自有渲染子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更" +"Godot 自有算繪子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更" "低,能夠更加直接地使用底層圖形 API。Godot 使用 [RenderingDevice] 來支援部分現" "代低階圖形 API,能夠減少所需的重複程式碼。你也可以在自己的專案中使用 " "[RenderingDevice],從而執行 [RenderingServer] 和高階節點未暴露的功能,例如使用" @@ -93049,7 +88185,7 @@ msgstr "" "RenderingServer.get_rendering_device] 獲取。這個全域的 [RenderingDevice] 進行" "的是螢幕繪圖。\n" "[b]局部 RenderingDevice:[/b]你可以使用 [method RenderingServer." -"create_local_rendering_device] 建立“次級”渲染裝置,在單獨的執行緒中進行渲染和 " +"create_local_rendering_device] 建立“次級”算繪裝置,在單獨的執行緒中進行算繪和 " "GPU 計算操作。\n" "[b]注意:[/b]使用 [RenderingDevice] 需要對 Vulkan、Direct3D 12、Metal 或 " "WebGPU 有中等水平的知識。這些圖形 API 比 OpenGL 和 Direct3D 所處的層級更低,能" @@ -93057,38 +88193,13 @@ msgstr "" "請學習 [url=https://vulkan-tutorial.com/]Vulkan 教學[/url]或 [url=https://" "vkguide.dev/]Vulkan 指南[/url]。在嘗試學習低階圖形 API 之前,建議先學習現代 " "OpenGL 或 Direct3D 11 相關的知識。\n" -"[b]注意:[/b]使用無頭模式運作或使用 Compatibility 渲染方法時," +"[b]注意:[/b]使用無頭模式運作或使用 Compatibility 算繪方法時," "[RenderingDevice] 不可用。" msgid "Using compute shaders" msgstr "使用計算著色器" msgid "" -"Puts a memory barrier in place. This is used for synchronization to avoid " -"data races. See also [method full_barrier], which may be useful for debugging." -msgstr "" -"原地放置一個記憶體屏障。記憶體屏障可用於進行同步,避免資料競爭。另見 [method " -"full_barrier],可能更適合除錯。" - -msgid "" -"Clears the contents of the [param buffer], clearing [param size_bytes] bytes, " -"starting at [param offset]. Always raises a memory barrier.\n" -"Prints an error if:\n" -"- the size isn't a multiple of four\n" -"- the region specified by [param offset] + [param size_bytes] exceeds the " -"buffer\n" -"- a draw list is currently active (created by [method draw_list_begin])\n" -"- a compute list is currently active (created by [method compute_list_begin])" -msgstr "" -"清除 [param buffer] 的內容,清除 [param size_bytes] 位元組,從 [param offset] " -"開始。總是引發記憶體屏障。\n" -"若出現以下情況,則列印錯誤:\n" -"- 大小不是四的倍數\n" -"- [param offset] + [param size_bytes] 指定的區域超出緩衝區\n" -"- 繪製列表目前處於活動狀態(由[method draw_list_begin]建立)\n" -"- 計算列表目前處於活動狀態(由[method compute_list_begin]建立)" - -msgid "" "Returns a copy of the data of the specified [param buffer], optionally [param " "offset_bytes] and [param size_bytes] can be set to copy only a portion of the " "buffer." @@ -93097,24 +88208,6 @@ msgstr "" "[param size_bytes],僅複製緩衝區的某一部分。" msgid "" -"Updates a region of [param size_bytes] bytes, starting at [param offset], in " -"the buffer, with the specified [param data]. Raises a memory barrier except " -"when [param post_barrier] is set to [constant BARRIER_MASK_NO_BARRIER].\n" -"Prints an error if:\n" -"- the region specified by [param offset] + [param size_bytes] exceeds the " -"buffer\n" -"- a draw list is currently active (created by [method draw_list_begin])\n" -"- a compute list is currently active (created by [method compute_list_begin])" -msgstr "" -"使用指定的 [param data] 更新緩衝區中從 [param offset] 開始的 [param " -"size_bytes] 位元組區域。引發記憶體屏障,除非 [param post_barrier]設定為" -"[constant BARRIER_MASK_NO_BARRIER]。\n" -"若出現以下情況,則列印錯誤:\n" -"- [param offset] + [param size_bytes] 指定的區域超出緩衝區\n" -"- 繪製列表目前處於活動狀態(由[method draw_list_begin]建立)\n" -"- 計算列表目前處於活動狀態(由[method compute_list_begin]建立)" - -msgid "" "Creates a timestamp marker with the specified [param name]. This is used for " "performance reporting with the [method get_captured_timestamp_cpu_time], " "[method get_captured_timestamp_gpu_time] and [method " @@ -93125,60 +88218,6 @@ msgstr "" "[method get_captured_timestamp_name] 等方法的性能彙報。" msgid "" -"Starts a list of compute commands created with the [code]compute_*[/code] " -"methods. The returned value should be passed to other [code]compute_list_*[/" -"code] functions.\n" -"If [param allow_draw_overlap] is [code]true[/code], you may have one draw " -"list running at the same time as one compute list. Multiple compute lists " -"cannot be created at the same time; you must finish the previous compute list " -"first using [method compute_list_end].\n" -"A simple compute operation might look like this (code is not a complete " -"example):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var compute_list = rd.compute_list_begin()\n" -"\n" -"rd.compute_list_bind_compute_pipeline(compute_list, " -"compute_shader_dilate_pipeline)\n" -"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n" -"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n" -"\n" -"for i in atlas_slices:\n" -" rd.compute_list_set_push_constant(compute_list, push_constant, " -"push_constant.size())\n" -" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, " -"group_size.z)\n" -" # No barrier, let them run all together.\n" -"\n" -"rd.compute_list_end()\n" -"[/codeblock]" -msgstr "" -"開始由 [code]compute_*[/code] 方法建立的計算命令列表。應該將返回值傳遞給其他 " -"[code]compute_list_*[/code] 函式。\n" -"如果 [param allow_draw_overlap] 為 [code]true[/code],就可以在執行繪圖列表的同" -"時執行計算列表。無法同時建立多個計算列表;你必須先使用 [method " -"compute_list_end] 把之前的計算列表完成。\n" -"簡易的計算操作類似於下面這樣(程式碼不是完整的範例):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var compute_list = rd.compute_list_begin()\n" -"\n" -"rd.compute_list_bind_compute_pipeline(compute_list, " -"compute_shader_dilate_pipeline)\n" -"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n" -"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n" -"\n" -"for i in atlas_slices:\n" -" rd.compute_list_set_push_constant(compute_list, push_constant, " -"push_constant.size())\n" -" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, " -"group_size.z)\n" -" # 沒有屏障,一起執行。\n" -"\n" -"rd.compute_list_end()\n" -"[/codeblock]" - -msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " "If the shader has changed since the last time this function was called, Godot " "will unbind all descriptor sets and will re-bind them inside [method " @@ -93243,25 +88282,6 @@ msgstr "" "分。" msgid "" -"Create a command buffer debug label region that can be displayed in third-" -"party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions " -"must be ended with a [method draw_command_end_label] call. When viewed from " -"the linear series of submissions to a single queue, calls to [method " -"draw_command_begin_label] and [method draw_command_end_label] must be matched " -"and balanced.\n" -"The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be " -"available and enabled for command buffer debug label region to work. See also " -"[method draw_command_insert_label] and [method draw_command_end_label]." -msgstr "" -"建立命令緩衝除錯標籤區域,能夠在 [url=https://renderdoc.org/]RenderDoc[/url] " -"等協力廠商工具中顯示。所有的區域都應該呼叫 [method draw_command_end_label] 結" -"束。觀察單個佇列的線性提交序列時,[method draw_command_begin_label] 必須有與之" -"對應的 [method draw_command_end_label]。\n" -"Vulkan 擴充 [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 必須可用並啟用,這" -"樣命令緩衝除錯標籤區域才能正常工作。另見 [method draw_command_insert_label] " -"和 [method draw_command_end_label]。" - -msgid "" "Ends the command buffer debug label region started by a [method " "draw_command_begin_label] call." msgstr "" @@ -93269,15 +88289,6 @@ msgstr "" "啟。" msgid "" -"Inserts a command buffer debug label region in the current command buffer. " -"Unlike [method draw_command_begin_label], this region should not be ended " -"with a [method draw_command_end_label] call." -msgstr "" -"在目前的命令緩衝中插入命令緩衝除錯標籤區域。與 [method " -"draw_command_begin_label] 不同,不應該呼叫 [method draw_command_end_label] 來" -"結束這個區域。" - -msgid "" "High-level variant of [method draw_list_begin], with the parameters " "automatically being adjusted for drawing onto the window specified by the " "[param screen] ID.\n" @@ -93291,13 +88302,6 @@ msgstr "" "RenderingDevice 呼叫,[method draw_list_begin_for_screen] 會返回 [constant " "INVALID_ID]。" -msgid "" -"Variant of [method draw_list_begin] with support for multiple splits. The " -"[param splits] parameter determines how many splits are created." -msgstr "" -"[method draw_list_begin] 的變體,支援多個拆分。[param splits] 參數決定建立多少" -"拆分。" - msgid "Binds [param index_array] to the specified [param draw_list]." msgstr "將 [param index_array] 綁定到指定的 [param draw_list]。" @@ -93327,7 +88331,7 @@ msgid "" "Submits [param draw_list] for rendering on the GPU. This is the raster " "equivalent to [method compute_list_dispatch]." msgstr "" -"將 [param draw_list] 提交給 GPU 渲染。相當於是柵格版本的 [method " +"將 [param draw_list] 提交給 GPU 算繪。相當於是柵格版本的 [method " "compute_list_dispatch]。" msgid "" @@ -93369,24 +88373,6 @@ msgstr "" "(可以通過對 [param buffer] 呼叫 [method PackedByteArray.size] 獲取)。" msgid "" -"Switches to the next draw pass and returns the split's ID. Equivalent to " -"[method draw_list_switch_to_next_pass_split] with [code]splits[/code] set to " -"[code]1[/code]." -msgstr "" -"切換到下一個繪製階段並返回拆分 ID。等價於呼叫 [method " -"draw_list_switch_to_next_pass_split] 時將 [code]splits[/code] 設為 [code]1[/" -"code]。" - -msgid "" -"Switches to the next draw pass, with the number of splits allocated specified " -"in [param splits]. The return value is an array containing the ID of each " -"split. For single-split usage, see [method draw_list_switch_to_next_pass]." -msgstr "" -"切換到下一個繪製階段,分配的拆分數在 [param splits] 中指定。返回值是一個數組," -"包含各個拆分的 ID。如果使用的是單個拆分,請參閱 [method " -"draw_list_switch_to_next_pass]。" - -msgid "" "Creates a new framebuffer. It can be accessed with the RID that is returned.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." @@ -93422,7 +88408,7 @@ msgid "" msgstr "" "新建影格緩衝格式,附件為 [param attachments]、視圖數為 [param view_count]。返" "回的是新影格緩衝的唯一影格緩衝格式 ID。\n" -"如果 [param view_count] 大於等於 [code]2[/code],則會針對 VR 渲染啟用多視圖。" +"如果 [param view_count] 大於等於 [code]2[/code],則會針對 VR 算繪啟用多視圖。" "要求支援 Vulkan 的多視圖擴充。" msgid "" @@ -93439,7 +88425,7 @@ msgid "" msgstr "" "建立多階段影格緩衝格式並返回其 ID,附件為 [param attachments]、階段數為 " "[param passes]、視圖數為 [param view_count]。如果 [param view_count] 大於等於 " -"[code]2[/code],則會針對 VR 渲染啟用多視圖。要求支援 Vulkan 的多視圖擴充。" +"[code]2[/code],則會針對 VR 算繪啟用多視圖。要求支援 Vulkan 的多視圖擴充。" msgid "" "Returns the number of texture samples used for the given framebuffer [param " @@ -93472,19 +88458,11 @@ msgstr "" "調用這個方法,因為直接使用 RenderingDevice 時並不會自動進行記憶體管理。" msgid "" -"Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] " -"with all flags enabled. [method full_barrier] it should only be used for " -"debugging as it can severely impact performance." -msgstr "" -"原地放置一個[i]完整[/i]的記憶體屏障。這是啟用了所有旗標的 [method barrier]。" -"[method full_barrier] 應該僅用於除錯,因為對性能的影響極大。" - -msgid "" "Returns the timestamp in CPU time for the rendering step specified by [param " "index] (in microseconds since the engine started). See also [method " "get_captured_timestamp_gpu_time] and [method capture_timestamp]." msgstr "" -"返回渲染步驟的 CPU 時間戳記(引擎啟動後經過的毫秒數),渲染步驟由 [param " +"返回算繪步驟的 CPU 時間戳記(引擎啟動後經過的毫秒數),算繪步驟由 [param " "index] 指定。另見 [method get_captured_timestamp_gpu_time] 和 [method " "capture_timestamp]。" @@ -93493,7 +88471,7 @@ msgid "" "index] (in microseconds since the engine started). See also [method " "get_captured_timestamp_cpu_time] and [method capture_timestamp]." msgstr "" -"返回渲染步驟的 GPU 時間戳記(引擎啟動後經過的毫秒數),渲染步驟由 [param " +"返回算繪步驟的 GPU 時間戳記(引擎啟動後經過的毫秒數),算繪步驟由 [param " "index] 指定。另見 [method get_captured_timestamp_cpu_time] 和 [method " "capture_timestamp]。" @@ -93501,18 +88479,18 @@ msgid "" "Returns the timestamp's name for the rendering step specified by [param " "index]. See also [method capture_timestamp]." msgstr "" -"返回渲染步驟的時間戳記的名稱,渲染步驟由 [param index] 指定。另見 [method " +"返回算繪步驟的時間戳記的名稱,算繪步驟由 [param index] 指定。另見 [method " "capture_timestamp]。" msgid "" "Returns the total number of timestamps (rendering steps) available for " "profiling." -msgstr "返回能夠進行性能分析的時間戳記(渲染步驟)總數。" +msgstr "返回能夠進行性能分析的時間戳記(算繪步驟)總數。" msgid "" "Returns the index of the last frame rendered that has rendering timestamps " "available for querying." -msgstr "返回能夠進行渲染時間戳記查詢的最後一個渲染影格的索引。" +msgstr "返回能夠進行算繪時間戳記查詢的最後一個算繪影格的索引。" msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\"). " @@ -93596,7 +88574,7 @@ msgid "" "gpuinfo.org/]Vulkan Hardware Database[/url]." msgstr "" "返回指定 [param limit] 的值。這個極限值取決於目前的圖形硬體(有時也和驅動版本" -"有關)。如果超出了給定的極限,則會發生渲染錯誤。\n" +"有關)。如果超出了給定的極限,則會發生算繪錯誤。\n" "各種圖形硬體的極限可以在 [url=https://vulkan.gpuinfo.org/]Vulkan 硬體資料庫[/" "url]中找到。" @@ -93606,14 +88584,14 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." msgstr "" -"新建渲染管線。可以通過返回的 RID 進行存取。\n" +"新建算繪管線。可以通過返回的 RID 進行存取。\n" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。" msgid "" "Returns [code]true[/code] if the render pipeline specified by the [param " "render_pipeline] RID is valid, [code]false[/code] otherwise." msgstr "" -"如果由 [param render_pipeline] RID 指定的渲染管線有效則返回 [code]true[/" +"如果由 [param render_pipeline] RID 指定的算繪管線有效則返回 [code]true[/" "code],否則返回 [code]false[/code]。" msgid "" @@ -93632,18 +88610,6 @@ msgstr "" "理,則返回 [code]true[/code]。" msgid "" -"Returns the screen's framebuffer format.\n" -"[b]Note:[/b] Only the main [RenderingDevice] returned by [method " -"RenderingServer.get_rendering_device] has a format. If called on a local " -"[RenderingDevice], this method prints an error and returns [constant " -"INVALID_ID]." -msgstr "" -"返回螢幕影格緩衝的格式。\n" -"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 " -"[RenderingDevice] 有格式。對局部 [RenderingDevice] 呼叫時,這個方法會輸出錯誤" -"並返回 [constant INVALID_ID]。" - -msgid "" "Returns the window height matching the graphics API context for the given " "window ID (in pixels). Despite the parameter being named [param screen], this " "returns the [i]window[/i] size. See also [method screen_get_width].\n" @@ -93693,7 +88659,7 @@ msgstr "" "將 ID 為 [param id] 的資源名稱設定為 [param name]。用於使用 [url=https://" "renderdoc.org/]RenderDoc[/url] 等協力廠商工具進行除錯。\n" "可以為以下型別的資源命名:紋理、取樣器、頂點緩衝、索引緩衝、uniform 緩衝、紋理" -"緩衝、儲存緩衝、uniform 集緩衝、著色器、渲染管線、計算管線。無法為影格緩衝命" +"緩衝、儲存緩衝、uniform 集緩衝、著色器、算繪管線、計算管線。無法為影格緩衝命" "名。嘗試為不相容的資源型別命名會輸出錯誤。\n" "[b]注意:[/b]引擎以詳細模式運作時([method OS.is_stdout_verbose] = " "[code]true[/code]),或者使用 [code]dev_mode=yes[/code] SCons 選項編譯引擎構建" @@ -93885,7 +88851,7 @@ msgid "" msgstr "" "使用給定的[param type]、[param format]、[param samples]、傳回現有[param " "image] ([code]VkImage[/code])的RID[param usage_flags]、[param width]、[param " -"height]、[param depth]和[param layers]。這可用於允許Godot渲染到外部圖像上。" +"height]、[param depth]和[param layers]。這可用於允許Godot算繪到外部圖像上。" msgid "" "Creates a shared texture using the specified [param view] and the texture " @@ -93993,7 +88959,7 @@ msgid "" "must also be 2D (or a slice of a 3D/cubemap texture)." msgstr "" "啟用多重取樣抗鋸齒,將 [param from_texture] 紋理溶解至 [param to_texture]。啟" -"用後才能夠正常渲染 MSAA 影格緩衝。成功時返回 [constant @GlobalScope.OK],否則" +"用後才能夠正常算繪 MSAA 影格緩衝。成功時返回 [constant @GlobalScope.OK],否則" "返回 [constant @GlobalScope.ERR_INVALID_PARAMETER]。\n" "[b]注意:[/b][param from_texture] 和 [param to_texture] 的尺寸、格式、型別(顏" "色或深度)都必須相同。\n" @@ -94084,7 +89050,7 @@ msgstr "" msgid "" "Rendering device type does not match any of the other enum values or is " "unknown." -msgstr "渲染裝置的型別與其他列舉值均不配對,或者未知。" +msgstr "算繪裝置的型別與其他列舉值均不配對,或者未知。" msgid "" "Rendering device is an integrated GPU, which is typically [i](but not always)" @@ -94092,15 +89058,15 @@ msgid "" "Android and iOS, the rendering device type is always considered to be " "[constant DEVICE_TYPE_INTEGRATED_GPU]." msgstr "" -"渲染裝置為集成 GPU,通常[i](但不一定)[/i]比獨立 GPU([constant " -"DEVICE_TYPE_DISCRETE_GPU])要慢。在 Android 和 iOS 上,渲染裝置的型別始終為 " +"算繪裝置為集成 GPU,通常[i](但不一定)[/i]比獨立 GPU([constant " +"DEVICE_TYPE_DISCRETE_GPU])要慢。在 Android 和 iOS 上,算繪裝置的型別始終為 " "[constant DEVICE_TYPE_INTEGRATED_GPU]。" msgid "" "Rendering device is a dedicated GPU, which is typically [i](but not always)[/" "i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU])." msgstr "" -"渲染裝置為獨立 GPU,通常[i](但不一定)[/i]比集成 GPU([constant " +"算繪裝置為獨立 GPU,通常[i](但不一定)[/i]比集成 GPU([constant " "DEVICE_TYPE_INTEGRATED_GPU])要快。" msgid "" @@ -94112,7 +89078,7 @@ msgid "" "Instead, the host GPU's device type will be reported as if the GPU was not " "emulated." msgstr "" -"渲染裝置為虛擬環境中的類比 GPU。通常比主機 GPU 要慢很多,這意味著獨立 GPU 的預" +"算繪裝置為虛擬環境中的類比 GPU。通常比主機 GPU 要慢很多,這意味著獨立 GPU 的預" "期性能等級大概與 [constant DEVICE_TYPE_INTEGRATED_GPU] 等價。使用虛擬機器 GPU " "穿透(例如 VFIO)時,裝置型別不會被彙報為 [constant DEVICE_TYPE_VIRTUAL_GPU]。" "而是會彙報主機 GPU 的裝置型別,就好像使用的不是模擬 GPU 一樣。" @@ -94123,59 +89089,14 @@ msgid "" "slowest kind of rendering device available; it's typically much slower than " "[constant DEVICE_TYPE_INTEGRATED_GPU]." msgstr "" -"渲染裝置由軟體類比提供(例如 Lavapipe 或 [url=https://github.com/google/" -"swiftshader]SwiftShader[/url])。這是可用的渲染裝置中最慢的一種;通常比 " +"算繪裝置由軟體類比提供(例如 Lavapipe 或 [url=https://github.com/google/" +"swiftshader]SwiftShader[/url])。這是可用的算繪裝置中最慢的一種;通常比 " "[constant DEVICE_TYPE_INTEGRATED_GPU] 要慢很多。" msgid "Represents the size of the [enum DeviceType] enum." msgstr "代表 [enum DeviceType] 列舉的大小。" msgid "" -"Vulkan device driver resource. This is a \"global\" resource and ignores the " -"RID passed in" -msgstr "Vulkan 裝置驅動資源。這是一種“全域”資源,會忽略傳入的 RID" - -msgid "Physical device (graphics card) driver resource." -msgstr "物理裝置(顯卡)驅動資源。" - -msgid "Vulkan instance driver resource." -msgstr "Vulkan 實例驅動資源。" - -msgid "Vulkan queue driver resource." -msgstr "Vulkan 佇列驅動資源。" - -msgid "Vulkan queue family index driver resource." -msgstr "Vulkan 佇列族索引驅動資源。" - -msgid "Vulkan image driver resource." -msgstr "Vulkan 圖像驅動資源。" - -msgid "Vulkan image view driver resource." -msgstr "Vulkan 圖像查看驅動資源。" - -msgid "Vulkan image native texture format driver resource." -msgstr "Vulkan 圖像原生紋理格式驅動資源。" - -msgid "Vulkan sampler driver resource." -msgstr "Vulkan 取樣器驅動資源。" - -msgid "" -"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/" -"url] driver resource." -msgstr "" -"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驅動" -"資源。" - -msgid "Vulkan buffer driver resource." -msgstr "Vulkan 緩衝驅動資源。" - -msgid "Vulkan compute pipeline driver resource." -msgstr "Vulkan 計算管線驅動資源。" - -msgid "Vulkan render pipeline driver resource." -msgstr "Vulkan 渲染管線驅動資源。" - -msgid "" "4-bit-per-channel red/green channel data format, packed into 8 bits. Values " "are in the [code][0.0, 1.0][/code] range.\n" "[b]Note:[/b] More information on all data formats can be found on the " @@ -96360,11 +91281,11 @@ msgstr "表示 [enum UniformType] 列舉的大小。" msgid "" "Point rendering primitive (with constant size, regardless of distance from " "camera)." -msgstr "渲染點的圖元(大小為常數,和與相機之間的距離無關)。" +msgstr "算繪點的圖元(大小為常數,和與相機之間的距離無關)。" msgid "" "Line list rendering primitive. Lines are drawn separated from each other." -msgstr "渲染線段列表的圖元。線段在繪製時是彼此獨立的。" +msgstr "算繪線段列表的圖元。線段在繪製時是彼此獨立的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96374,14 +91295,14 @@ msgid "" "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-line-lists-with-adjacency]渲染線段列表的圖元,提供鄰接資料。[/" +"html#drawing-line-lists-with-adjacency]算繪線段列表的圖元,提供鄰接資料。[/" "url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" msgid "" "Line strip rendering primitive. Lines drawn are connected to the previous " "vertex." -msgstr "渲染線段條帶的圖元。繪製的線段與它的前一個頂點是相連的。" +msgstr "算繪線段條帶的圖元。繪製的線段與它的前一個頂點是相連的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96391,14 +91312,14 @@ msgid "" "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-line-strips-with-adjacency]渲染線段條帶的圖元,提供鄰接資料。[/" +"html#drawing-line-strips-with-adjacency]算繪線段條帶的圖元,提供鄰接資料。[/" "url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" msgid "" "Triangle list rendering primitive. Triangles are drawn separated from each " "other." -msgstr "渲染三角形列表的圖元。三角形在繪製時是彼此獨立的。" +msgstr "算繪三角形列表的圖元。三角形在繪製時是彼此獨立的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96408,14 +91329,14 @@ msgid "" "does not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-triangle-lists-with-adjacency]渲染三角形列表的圖元,提供鄰接數" +"html#drawing-triangle-lists-with-adjacency]算繪三角形列表的圖元,提供鄰接數" "據。[/url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" msgid "" "Triangle strip rendering primitive. Triangles drawn are connected to the " "previous triangle." -msgstr "渲染三角形條帶的圖元。繪製的三角形與它的前一個三角形是相連的。" +msgstr "算繪三角形條帶的圖元。繪製的三角形與它的前一個三角形是相連的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96425,7 +91346,7 @@ msgid "" "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-triangle-strips-with-adjacency]渲染三角形條帶的圖元,提供鄰接數" +"html#drawing-triangle-strips-with-adjacency]算繪三角形條帶的圖元,提供鄰接數" "據。[/url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" @@ -96436,7 +91357,7 @@ msgid "" "strip after the specified index.\n" "[b]Note:[/b] Only compatible with indexed draws." msgstr "" -"渲染三角形條帶的圖元,啟用[i]圖元重啟[/i]。繪製的三角形與它的前一個三角形是相" +"算繪三角形條帶的圖元,啟用[i]圖元重啟[/i]。繪製的三角形與它的前一個三角形是相" "連的,但是在繪製前可以指定圖元重啟索引,這樣在指定索引之後就會再建立一條三角形" "條帶。\n" "[b]注意:[/b]僅相容索引繪圖。" @@ -96444,7 +91365,7 @@ msgstr "" msgid "" "Tessellation patch rendering primitive. Only useful with tessellation " "shaders, which can be used to deform these patches." -msgstr "曲面細分面片渲染圖元。僅對曲面細分著色器有用,可以將面片變形。" +msgstr "曲面細分面片算繪圖元。僅對曲面細分著色器有用,可以將面片變形。" msgid "Represents the size of the [enum RenderPrimitive] enum." msgstr "代表 [enum RenderPrimitive] 列舉的大小。" @@ -96756,70 +91677,9 @@ msgstr "最大混合運算(保留兩者之間的較大值)。" msgid "Represents the size of the [enum BlendOperation] enum." msgstr "代表 [enum BlendOperation] 列舉的大小。" -msgid "Start rendering and clear the whole framebuffer." -msgstr "開始渲染並清空整個影格緩衝。" - -msgid "Start rendering and clear the framebuffer in the specified region." -msgstr "開始渲染並清空影格緩衝裡的指定區域。" - -msgid "" -"Continue rendering and clear the framebuffer in the specified region. " -"Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as " -"the final action previously." -msgstr "" -"繼續渲染並清空影格緩衝裡的指定區域。影格緩衝必須在之前的最後一次動作後停留在 " -"[constant FINAL_ACTION_CONTINUE] 狀態。" - -msgid "" -"Start rendering, but keep attached color texture contents. If the framebuffer " -"was previously used to read in a shader, this will automatically insert a " -"layout transition." -msgstr "" -"開始渲染但保留附加顏色紋理的內容。如果影格緩衝之前用於在著色器中讀取,此操作會" -"自動插入佈局過渡。" - -msgid "" -"Start rendering, ignore what is there; write above it. In general, this is " -"the fastest option when you will be writing every single pixel and you don't " -"need a clear color." -msgstr "" -"開始渲染,忽略原有內容;在內容上覆蓋。當你會寫入所有圖元並且不需要清屏顏色時," -"這通常是最快的選項。" - -msgid "" -"Continue rendering. Framebuffer must have been left in [constant " -"FINAL_ACTION_CONTINUE] state as the final action previously." -msgstr "" -"繼續渲染。影格緩衝必須在之前的最後一次動作後停留在 [constant " -"FINAL_ACTION_CONTINUE] 狀態。" - msgid "Represents the size of the [enum InitialAction] enum." msgstr "代表 [enum InitialAction] 列舉的大小。" -msgid "" -"Store the texture for reading and make it read-only if it has the [constant " -"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil " -"attachments)." -msgstr "" -"以讀取為目的儲存紋理,如果設定了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位則將" -"其設為唯讀(僅適用於顏色、深度、範本附件)。" - -msgid "" -"Discard the texture data and make it read-only if it has the [constant " -"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil " -"attachments)." -msgstr "" -"丟棄紋理資料,如果設定了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位則將其設為只" -"讀(僅適用於顏色、深度、範本附件)。" - -msgid "" -"Store the texture and continue for further processing. Similar to [constant " -"FINAL_ACTION_READ], but does not make the texture read-only if it has the " -"[constant TEXTURE_USAGE_SAMPLING_BIT] bit." -msgstr "" -"儲存紋理並繼續後續處理。與 [constant FINAL_ACTION_READ] 類似,但不會在設定了 " -"[constant TEXTURE_USAGE_SAMPLING_BIT] 位時將其設為唯讀。" - msgid "Represents the size of the [enum FinalAction] enum." msgstr "代表 [enum FinalAction] 列舉的大小。" @@ -97088,9 +91948,9 @@ msgid "" "argument[/url] disables all rendering and window management functions. Most " "functions from [RenderingServer] will return dummy values in this case." msgstr "" -"渲染伺服器是所有可見內容的 API 後端。整個場景系統都掛載在它上面來顯示。渲染服" +"算繪伺服器是所有可見內容的 API 後端。整個場景系統都掛載在它上面來顯示。算繪服" "務器是完全不透明的:內部實作完全取決於具體的實作,無法進行存取。\n" -"使用渲染伺服器可以完全繞過場景和 [Node] 系統。如果場景系統是瓶頸所在,那麼這樣" +"使用算繪伺服器可以完全繞過場景和 [Node] 系統。如果場景系統是瓶頸所在,那麼這樣" "做就可以提升性能,否則無法提升性能(例如已經完全利用 GPU 的情況)。\n" "資源是使用 [code]*_create[/code] 函式建立的。這些函式返回的 [RID] 並不是對對象" "本身的引用,而是指向這些物件的不透明[i]指標[/i]。\n" @@ -97099,7 +91959,7 @@ msgstr "" "[method viewport_set_scenario] 或 [method viewport_attach_canvas] 將場景或畫布" "附加到視口。\n" "[b]場景:[/b]在 3D 中,所有可視物件都必須與一個場景(Scenario)相關聯。場景是" -"世界的視覺化表示。如果要從正在運作的遊戲中存取渲染伺服器,那麼就可以使用 " +"世界的視覺化表示。如果要從正在運作的遊戲中存取算繪伺服器,那麼就可以使用 " "[method Node3D.get_world_3d] 從任何 [Node3D] 節點的場景樹存取該場景。此外,也" "可以使用 [method scenario_create] 建立場景。\n" "在 2D 中也是類似的,需要一個畫布(Canvas)來繪製所有的畫布項。\n" @@ -97113,7 +91973,7 @@ msgstr "" "項,但這些畫布項最終也需要是畫布的子項。針對 2D 的 RenderingServer 方法一般都" "以 [code]canvas_*[/code] 開頭。\n" "[b]無頭模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]命令列參數[/url]啟動引擎將禁用所有渲染和窗口管理功" +"command_line_tutorial.html]命令列參數[/url]啟動引擎將禁用所有算繪和窗口管理功" "能。在這種情況下,[RenderingServer] 中的大多數函式將返回虛值。" msgid "Optimization using Servers" @@ -97137,9 +91997,9 @@ msgid "" "function so it will be executed on the render thread." msgstr "" "由於 RenderingServer 實際邏輯可能在單獨的執行緒上運作,從主(或任何其他)執行" -"緒存取其內部將導致錯誤。為了更輕鬆地運作可以安全地運作的程式碼存取渲染內部(例" -"如[RenderingDevice] 和類似的RD 類別),透過此函式推送可呼叫函式,以便它將在渲" -"染線程上執行。" +"緒存取其內部將導致錯誤。為了更輕鬆地運作可以安全地運作的程式碼存取算繪內部(例" +"如[RenderingDevice] 和類似的RD 類別),透過此函式推送可呼叫函式,以便它將在算" +"繪線程上執行。" msgid "" "Creates a camera attributes object and adds it to the RenderingServer. It can " @@ -97203,8 +92063,8 @@ msgid "" "sensitivity))\n" "[/codeblock]" msgstr "" -"設定渲染器所使用的曝光值。正規化量用於將給定的曝光值(Exposure Value,EV)烘焙" -"進渲染計算,從而降低場景的動態範圍。\n" +"設定算繪器所使用的曝光值。正規化量用於將給定的曝光值(Exposure Value,EV)烘焙" +"進算繪計算,從而降低場景的動態範圍。\n" "可以用如下方法根據曝光值(EV100)來計算正規化係數:\n" "[codeblock]\n" "func get_exposure_normalization(float ev100):\n" @@ -97243,7 +92103,7 @@ msgid "" "3D layers are rendered by this camera. Equivalent to [member Camera3D." "cull_mask]." msgstr "" -"設定與該相機關聯的剔除遮罩。剔除遮罩描述了該相機渲染了哪些 3D 圖層。相當於 " +"設定與該相機關聯的剔除遮罩。剔除遮罩描述了該相機算繪了哪些 3D 圖層。相當於 " "[member Camera3D.cull_mask]。" msgid "" @@ -97417,7 +92277,7 @@ msgid "" "to use than [method canvas_item_add_polygon].\n" "[b]Note:[/b] [param count] is unused and can be left unspecified." msgstr "" -"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個三角形陣列。渲染 [Line2D] " +"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個三角形陣列。算繪 [Line2D] " "和 [StyleBoxFlat] 時內部使用。[method canvas_item_add_triangle_array] 非常靈" "活,但用起來要比 [method canvas_item_add_polygon] 複雜。\n" "[b]注意:[/b][param count] 未使用,可以不指定。" @@ -97445,7 +92305,7 @@ msgid "" "[b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and " "[member CanvasItem.clip_children]." msgstr "" -"設定對畫布項進行 2D 渲染時使用的畫布群組模式,畫布項由 [param item] RID 指定。" +"設定對畫布項進行 2D 算繪時使用的畫布群組模式,畫布項由 [param item] RID 指定。" "要使用更快速但局限性更大的裁剪,請改用 [method canvas_item_set_clip]。\n" "[b]注意:[/b]等價的節點功能可以在 [CanvasGroup] 和 [member CanvasItem." "clip_children] 中找到。" @@ -97503,7 +92363,7 @@ msgid "" "images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]." msgstr "" "如果 [param enabled] 為 [code]true[/code],則為 RID 為 [param item] 的畫布項啟" -"用多通道帶符號距離場渲染模式。旨在用於字形渲染,或針對使用 [url=https://" +"用多通道帶符號距離場算繪模式。旨在用於字形算繪,或針對使用 [url=https://" "github.com/Chlumsky/msdfgen]msdfgen[/url] 生成的圖像。" msgid "" @@ -97583,8 +92443,8 @@ msgid "" "Sets the rendering visibility layer associated with this [CanvasItem]. Only " "[Viewport] nodes with a matching rendering mask will render this [CanvasItem]." msgstr "" -"設定與這個 [CanvasItem] 關聯的渲染可見性層。只有渲染遮罩與此配對的 [Viewport] " -"節點才會渲染這個 [CanvasItem]。" +"設定與這個 [CanvasItem] 關聯的算繪可見性層。只有算繪遮罩與此配對的 [Viewport] " +"節點才會算繪這個 [CanvasItem]。" msgid "" "Sets the given [CanvasItem] as visibility notifier. [param area] defines the " @@ -97688,7 +92548,7 @@ msgstr "" "[LightOccluder2D]。" msgid "The layer range that gets rendered with this light." -msgstr "使用此燈光渲染的圖層範圍。" +msgstr "使用此燈光算繪的圖層範圍。" msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "光的模式,詳見[enum CanvasLightMode]。" @@ -97770,7 +92630,7 @@ msgid "" "[Light2D] shadow rendering (in pixels). The value is rounded up to the " "nearest power of 2." msgstr "" -"設定 [Light2D] 陰影渲染時使用的 [member ProjectSettings.rendering/2d/" +"設定 [Light2D] 陰影算繪時使用的 [member ProjectSettings.rendering/2d/" "shadow_atlas/size](單位為圖元)。該值會向上取整到最接近的 2 的冪。" msgid "" @@ -97787,7 +92647,7 @@ msgstr "" "RID 會在所有 [code]canvas_texture_*[/code] RenderingServer 函式中使用。\n" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。另" "見 [method texture_2d_create]。\n" -"[b]注意:[/b]等價資源為 [CanvasTexture],應該僅用於 2D 渲染,不用於 3D。" +"[b]注意:[/b]等價資源為 [CanvasTexture],應該僅用於 2D 算繪,不用於 3D。" msgid "" "Sets the [param channel]'s [param texture] for the canvas texture specified " @@ -97923,7 +92783,7 @@ msgid "" "Sets the texture [param filter] mode to use when rendering decals. This " "parameter is global and cannot be set on a per-decal basis." msgstr "" -"設定渲染裝飾時所使用的紋理篩選模式 [param filter]。這個參數是全域的,無法針對" +"設定算繪裝飾時所使用的紋理篩選模式 [param filter]。這個參數是全域的,無法針對" "某個裝飾單獨設定。" msgid "" @@ -97980,8 +92840,8 @@ msgid "" msgstr "" "生成並返回包含 [param environment] RID 中的天空的輻射度貼圖的 [Image]。支援內" "置天空材質和自訂天空著色器。如果 [param bake_irradiance] 為 [code]true[/" -"code],則保存的是輻照度貼圖,而不是輻射度貼圖。輻射度貼圖用於渲染反射光,而輻" -"照度貼圖用於渲染環境光。另見 [method sky_bake_panorama]。\n" +"code],則保存的是輻照度貼圖,而不是輻射度貼圖。輻射度貼圖用於算繪反射光,而輻" +"照度貼圖用於算繪環境光。另見 [method sky_bake_panorama]。\n" "[b]注意:[/b]圖像使用線性色彩空間保存,未執行任何色調對應,也就是說如果在圖像" "編輯器中查看會顯得太暗。\n" "[b]注意:[/b]要讓生成的全景圖擁有正方形的圖元,[param size] 的長寬比應該為 " @@ -98018,7 +92878,7 @@ msgstr "設定用於“調整”後期處理效果的數值。詳見 [Environmen msgid "" "Sets the values to be used for ambient light rendering. See [Environment] for " "more details." -msgstr "設定用於環境光渲染的數值。詳見 [Environment]。" +msgstr "設定用於環境光算繪的數值。詳見 [Environment]。" msgid "" "Sets the environment's background mode. Equivalent to [member Environment." @@ -98220,7 +93080,7 @@ msgid "" "viewport_set_measure_render_time] to be enabled on a viewport to be queried. " "See also [method viewport_get_measured_render_time_cpu]." msgstr "" -"返回在 CPU 上設定渲染所消耗的時間,單位為毫秒。這個值是所有視口共用的,[i]不需" +"返回在 CPU 上設定算繪所消耗的時間,單位為毫秒。這個值是所有視口共用的,[i]不需" "要[/i]在查詢的視口上啟用 [method viewport_set_measure_render_time]。另見 " "[method viewport_get_measured_render_time_cpu]。" @@ -98253,13 +93113,13 @@ msgid "" "get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n" "[/codeblock]" msgstr "" -"返回關於渲染引擎的統計資訊,能夠用於性能分析。能夠查詢的值的列表見 [enum " +"返回關於算繪引擎的統計資訊,能夠用於性能分析。能夠查詢的值的列表見 [enum " "RenderingServer.RenderingInfo]。另見 [method viewport_get_render_info],返回的" "是某個視口的相關資訊。\n" -"[b]注意:[/b]部分值目前僅考慮 3D 渲染,例如繪製呼叫的數量。\n" -"[b]注意:[/b]引擎渲染至少 2 影格後渲染資訊才可用。渲染資訊不可用時 [method " +"[b]注意:[/b]部分值目前僅考慮 3D 算繪,例如繪製呼叫的數量。\n" +"[b]注意:[/b]引擎算繪至少 2 影格後算繪資訊才可用。算繪資訊不可用時 [method " "get_rendering_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成功輸出" -"渲染資訊,請使用如下程式碼:\n" +"算繪資訊,請使用如下程式碼:\n" "[codeblock]\n" "func _ready():\n" " for _i in 2:\n" @@ -98392,10 +93252,10 @@ msgid "" "rendering/global_illumination/gi/use_half_resolution]." msgstr "" "如果 [param half_resolution] 為 [code]true[/code],則每個軸上都會使用一半的分" -"辨率渲染 [VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled])緩衝區(例如" +"辨率算繪 [VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled])緩衝區(例如" "視口大小為 1920×1080 時使用 960×540)。啟用 VoxelGI 或 SDFGI 時,這樣做能夠顯" "著提升性能,但代價是多邊形邊緣可能產生顯示問題。視口解析度越高,越不容易注意到" -"品質的損失。[LightmapGI] 的渲染不受這個設定的影響。等價於 [member " +"品質的損失。[LightmapGI] 的算繪不受這個設定的影響。等價於 [member " "ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。" msgid "" @@ -98415,7 +93275,7 @@ msgid "" "setting them as global parameters." msgstr "" "返回名稱為 [param name] 的全域著色器 uniform 的值。\n" -"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染" +"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為算繪" "執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用" "這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參" "數的同時保存一份你需要查詢的值。" @@ -98430,7 +93290,7 @@ msgid "" "setting them as global parameters." msgstr "" "返回全域著色器 uniform 名稱的列表。\n" -"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染" +"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為算繪" "執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用" "這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參" "數的同時保存一份你需要查詢的值。" @@ -98446,7 +93306,7 @@ msgid "" "setting them as global parameters." msgstr "" "返回與名稱為 [param name] 的全域著色器 uniform 相關聯的型別。\n" -"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染" +"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為算繪" "執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用" "這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參" "數的同時保存一份你需要查詢的值。" @@ -98471,9 +93331,6 @@ msgstr "" "如果對 RenderingServer 的資料進行了更改,則返回 [code]true[/code]。如果發生這" "種情況,通常會呼叫 [method force_draw]。" -msgid "Not yet implemented. Always returns [code]false[/code]." -msgstr "還沒有實作。總是返回 [code]false[/code]。" - msgid "" "Returns [code]true[/code] if the OS supports a certain [param feature]. " "Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code]." @@ -98594,7 +93451,7 @@ msgid "" "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance3D.material_overlay]." msgstr "" -"設定一個材質,該材質將在與該實例關聯的網格的活動材質之上,為所有表面渲染。相當" +"設定一個材質,該材質將在與該實例關聯的網格的活動材質之上,為所有表面算繪。相當" "於[member GeometryInstance3D.material_overlay]。" msgid "" @@ -98631,9 +93488,9 @@ msgstr "" "設定給定幾何體實例的透明度。相當於 [member GeometryInstance3D." "transparency]。\n" "透明度為 [code]0.0[/code] 時完全不透明,為 [code]1.0[/code] 時則完全透明。如果" -"值比 [code]0.0[/code] 大,則會強制讓幾何體的材質經過透明管線,渲染起來相對較" -"慢,可能由於錯誤的透明排序而產生渲染問題。不過,與使用透明材質不同,將 [param " -"transparency] 設定為比 [code]0.0[/code] 大的值[i]不會[/i]禁用陰影的渲染。\n" +"值比 [code]0.0[/code] 大,則會強制讓幾何體的材質經過透明管線,算繪起來相對較" +"慢,可能由於錯誤的透明排序而產生算繪問題。不過,與使用透明材質不同,將 [param " +"transparency] 設定為比 [code]0.0[/code] 大的值[i]不會[/i]禁用陰影的算繪。\n" "在空間著色器中,內建 [code]ALPHA[/code] 的預設值為 [code]1.0 - transparency[/" "code]。\n" "[b]注意:[/b][param transparency] 會被鉗制在 [code]0.0[/code] 和 [code]1.0[/" @@ -98688,7 +93545,7 @@ msgstr "" msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance3D.layers]." -msgstr "設定這個實例要繪製到的渲染層。相當於 [member VisualInstance3D.layers]。" +msgstr "設定這個實例要繪製到的算繪層。相當於 [member VisualInstance3D.layers]。" msgid "" "Sets the sorting offset and switches between using the bounding box or " @@ -98809,7 +93666,7 @@ msgid "" "Sets the texture filter mode to use when rendering light projectors. This " "parameter is global and cannot be set on a per-light basis." msgstr "" -"設定渲染光線投射器時使用的紋理篩選模式。這個參數是全域的,不能單獨針對某個燈光" +"設定算繪光線投射器時使用的紋理篩選模式。這個參數是全域的,不能單獨針對某個燈光" "進行設定。" msgid "" @@ -98844,8 +93701,8 @@ msgid "" "rendered. Higher values allow the light to be rendered in SDFGI further away " "from the camera." msgstr "" -"設定渲染 3D 燈光間接光照時的 SDFGI 最大級聯數。較高的值能夠讓遠離相機的燈光在 " -"SDFGI 中渲染。" +"設定算繪 3D 燈光間接光照時的 SDFGI 最大級聯數。較高的值能夠讓遠離相機的燈光在 " +"SDFGI 中算繪。" msgid "" "If [code]true[/code], the 3D light will subtract light instead of adding " @@ -98906,7 +93763,7 @@ msgid "" "scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" -"用於通知渲染器在烘焙光照貼圖時使用的曝光正規化值。該值將在運作時被使用和被調" +"用於通知算繪器在烘焙光照貼圖時使用的曝光正規化值。該值將在運作時被使用和被調" "制,以確保即使場景範圍的曝光正規化值在運作時發生變化,光照貼圖也能保持一致的曝" "光水平。有關詳細資訊,請參閱 [method camera_attributes_set_exposure]。" @@ -98950,7 +93807,7 @@ msgid "Sets a material's parameter." msgstr "設定材質的參數。" msgid "Sets a material's render priority." -msgstr "設定材質的渲染優先順序。" +msgstr "設定材質的算繪優先順序。" msgid "Sets a shader material's shader." msgstr "設定著色器材質的著色器。" @@ -99118,7 +93975,7 @@ msgid "" msgstr "" "將用於繪製 [param multimesh] 的全部資料立即寫入 [param buffer](例如實例的變換" "和顏色)。[param buffer] 的大小必須與實例數和單實例資料大小的乘積配對(後者取" -"決於啟用的 MultiMesh 欄位)。否則,會輸出錯誤資訊,不渲染任何東西。另見 " +"決於啟用的 MultiMesh 欄位)。否則,會輸出錯誤資訊,不算繪任何東西。另見 " "[method multimesh_get_buffer]。\n" "單實例資料大小與預期的資料順序如下:\n" "[codeblock]\n" @@ -99424,7 +94281,7 @@ msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member GPUParticles3D.fixed_fps]." msgstr "" -"設定粒子系統渲染的固定影格率。相當於 [member GPUParticles3D.fixed_fps]。" +"設定粒子系統算繪的固定影格率。相當於 [member GPUParticles3D.fixed_fps]。" msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of the " @@ -99443,7 +94300,7 @@ msgid "" "be rendered in 2D or 3D according to [param mode]." msgstr "" "設定由 RID [param particles] 指定的 GPU 粒子是否應該根據 [param mode] 在 2D " -"或 3D 中渲染。" +"或 3D 中算繪。" msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " @@ -99553,14 +94410,6 @@ msgstr "" "ReflectionProbe.interior]。" msgid "" -"Sets the render cull mask for this reflection probe. Only instances with a " -"matching cull mask will be rendered by this probe. Equivalent to [member " -"ReflectionProbe.cull_mask]." -msgstr "" -"為這個反射探查設定渲染遮蔽。只有具有配對的遮蔽罩的實例才會被這個探查渲染。相當" -"於 [member ReflectionProbe.cull_mask]。" - -msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." @@ -99596,7 +94445,7 @@ msgid "" "variations generated, which can improve performance. Equivalent to [member " "ReflectionProbe.mesh_lod_threshold]." msgstr "" -"設定渲染反射探查時所使用的網格細節級別。值越高,生成了 LOD 變體的網格所使用的" +"設定算繪反射探查時所使用的網格細節級別。值越高,生成了 LOD 變體的網格所使用的" "版本細節就越低,能夠提升性能。等價於 [member ReflectionProbe." "mesh_lod_threshold]。" @@ -99613,7 +94462,7 @@ msgid "" "specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus " "mipmaps for roughness levels)." msgstr "" -"設定渲染指定的反射探查時使用的解析度。[param resolution] 指定的是各個立方體貼" +"設定算繪指定的反射探查時使用的解析度。[param resolution] 指定的是各個立方體貼" "圖面的解析度:例如指定 [code]512[/code] 時就會分配 6 個 512×512 的面(另外還有" "粗糙度級別的 mipmap)。" @@ -99798,8 +94647,8 @@ msgid "" msgstr "" "生成並返回包含指定 [param sky] RID 的輻射度貼圖的 [Image]。這樣就能支援內建天" "空材質和自訂天空著色器。如果 [param bake_irradiance] 為 [code]true[/code],則" -"會保存輻照度貼圖,不保存輻射度貼圖。輻射度貼圖用於渲染反射光,而輻照度貼圖用於" -"渲染環境光。另見 [method environment_bake_panorama]。\n" +"會保存輻照度貼圖,不保存輻射度貼圖。輻射度貼圖用於算繪反射光,而輻照度貼圖用於" +"算繪環境光。另見 [method environment_bake_panorama]。\n" "[b]注意:[/b]圖片保存時使用線性色彩空間,未進行色調對應,因此在圖像編輯器中直" "接查看會感覺太暗。將 [param energy] 設為大於 [code]1.0[/code] 能夠將得到的圖像" "變亮。\n" @@ -99822,7 +94671,7 @@ msgstr "" msgid "" "Sets the material that the sky uses to render the background, ambient and " "reflection maps." -msgstr "設定天空用於渲染背景和反射貼圖的材質。" +msgstr "設定天空用於算繪背景和反射貼圖的材質。" msgid "" "Sets the process [param mode] of the sky specified by the [param sky] RID. " @@ -99858,7 +94707,7 @@ msgid "" "subsurface_scattering_quality] to use when rendering materials that have " "subsurface scattering enabled." msgstr "" -"設定渲染啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" +"設定算繪啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]。" msgid "" @@ -99867,7 +94716,7 @@ msgid "" "environment/subsurface_scattering/subsurface_scattering_depth_scale] to use " "when rendering materials that have subsurface scattering enabled." msgstr "" -"設定渲染啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" +"設定算繪啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_scale] 和 [member " "ProjectSettings.rendering/environment/subsurface_scattering/" "subsurface_scattering_depth_scale]。" @@ -100012,26 +94861,10 @@ msgstr "" "會輸出錯誤,不會修改原始紋理。如果你需要使用不同的寬度、高度或格式,請改用 " "[method texture_replace]。" -msgid "Returns the [enum Image.Format] for the texture." -msgstr "返回該視口的渲染目標。" - msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用於 [RenderingDevice] 的紋理 [RID]。" msgid "" -"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method does " -"nothing when called and always returns a null [RID]." -msgstr "" -"[i]已廢棄。[/i]ProxyTexture 已在 Godot 4 中移除,所以呼叫這個方法什麼都不會發" -"生,始終返回空 [RID]。" - -msgid "" -"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method cannot " -"be used anymore." -msgstr "" -"[i]已廢棄。[/i]ProxyTexture 已在 Godot 4 中移除,所以這個方法無法再使用。" - -msgid "" "Creates a new texture object based on a texture created directly on the " "[RenderingDevice]. If the texture contains layers, [param layer_type] is used " "to define the layer type." @@ -100077,9 +94910,9 @@ msgid "" msgstr "" "將該視口複製到 [param rect] 指定的螢幕區域。如果 [method " "viewport_set_render_direct_to_screen] 為 [code]true[/code],則視口不使用影格緩" -"沖區,視口的內容將直接渲染到螢幕。但是,請注意根視口是最後繪製的,因此它會覆蓋" +"沖區,視口的內容將直接算繪到螢幕。但是,請注意根視口是最後繪製的,因此它會覆蓋" "螢幕。相應地,必須將根視口的區域設定為不覆蓋附加該視口的區域。\n" -"例如,可以使用以下程式碼將根視口設定為完全不渲染:\n" +"例如,可以使用以下程式碼將根視口設定為完全不算繪:\n" "FIXME:該方法似乎不存在。\n" "[codeblocks]\n" "[gdscript]\n" @@ -100118,9 +94951,9 @@ msgid "" "viewport] using [method viewport_set_measure_render_time]. Otherwise, this " "method returns [code]0.0[/code]." msgstr "" -"返回渲染上一影格所消耗的 CPU 時間,單位為毫秒。[i]只包含[/i]渲染相關操作所消耗" -"的時間;讀數中不含腳本的 [code]_process[/code] 函式及其他引擎子系統。要獲取渲" -"染場景所消耗 CPU 時間的完整讀數,請將每影格繪製的所有視口的渲染時間以及 " +"返回算繪上一影格所消耗的 CPU 時間,單位為毫秒。[i]只包含[/i]算繪相關操作所消耗" +"的時間;讀數中不含腳本的 [code]_process[/code] 函式及其他引擎子系統。要獲取算" +"繪場景所消耗 CPU 時間的完整讀數,請將每影格繪製的所有視口的算繪時間以及 " "[method get_frame_setup_time_cpu] 相加。與 [method Engine." "get_frames_per_second] 不同,即便影格率受到垂直同步或 [member Engine.max_fps] " "的限制,這個方法也會精確反映 CPU 利用率。另見 [method " @@ -100146,8 +94979,8 @@ msgid "" "using [method viewport_get_measured_render_time_gpu]. This behavior can be " "overridden in the graphics driver settings at the cost of higher power usage." msgstr "" -"返回渲染上一影格所消耗的 GPU 時間,單位為毫秒。要獲取渲染場景所消耗 GPU 時間的" -"完整讀數,請將每影格繪製的所有視口的渲染時間相加。與 [method Engine." +"返回算繪上一影格所消耗的 GPU 時間,單位為毫秒。要獲取算繪場景所消耗 GPU 時間的" +"完整讀數,請將每影格繪製的所有視口的算繪時間相加。與 [method Engine." "get_frames_per_second] 不同,即便影格率受到垂直同步或 [member Engine.max_fps] " "的限制,這個方法也會精確反映 GPU 利用率。另見 [method " "viewport_get_measured_render_time_gpu]。\n" @@ -100186,14 +95019,14 @@ msgid "" " )\n" "[/codeblock]" msgstr "" -"返回關於渲染引擎的統計資訊,能夠用於性能分析。會區分不同的渲染階段型別 [param " +"返回關於算繪引擎的統計資訊,能夠用於性能分析。會區分不同的算繪階段型別 [param " "type],每種型別都有相同的可查詢資訊 [param info](不同的階段會返回不同的值)。" -"渲染階段型別列表見 [enum RenderingServer.ViewportRenderInfoType],能夠查詢的資" +"算繪階段型別列表見 [enum RenderingServer.ViewportRenderInfoType],能夠查詢的資" "訊列表見 [enum RenderingServer.ViewportRenderInfo]。\n" "另見 [method get_rendering_info],返回的是所有視口的全域資訊。\n" -"[b]注意:[/b]引擎渲染至少 2 影格後渲染資訊才可用。渲染資訊不可用時 [method " +"[b]注意:[/b]引擎算繪至少 2 影格後算繪資訊才可用。算繪資訊不可用時 [method " "viewport_get_render_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成" -"功輸出渲染資訊,請使用如下程式碼:\n" +"功輸出算繪資訊,請使用如下程式碼:\n" "[codeblock]\n" "func _ready():\n" " for _i in 2:\n" @@ -100208,10 +95041,10 @@ msgstr "" "[/codeblock]" msgid "Returns the render target for the viewport." -msgstr "返回該視口的渲染目標。" +msgstr "返回該視口的算繪目標。" msgid "Returns the viewport's last rendered frame." -msgstr "返回視口的最後渲染影格。" +msgstr "返回視口的最後算繪影格。" msgid "Detaches a viewport from a canvas and vice versa." msgstr "從畫布分離視口,反之亦然。" @@ -100225,8 +95058,8 @@ msgid "" "nodes with a matching rendering visibility layer will be rendered by this " "[Viewport]." msgstr "" -"設定與此 [Viewport] 關聯的渲染遮罩。渲染可見層與之配對的 [CanvasItem] 節點才會" -"被此 [Viewport] 渲染。" +"設定與此 [Viewport] 關聯的算繪遮罩。算繪可見層與之配對的 [CanvasItem] 節點才會" +"被此 [Viewport] 算繪。" msgid "" "Sets the stacking order for a viewport's canvas.\n" @@ -100266,10 +95099,10 @@ msgstr "" msgid "" "If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not " "rendered." -msgstr "如果為 [code]true[/code],則不渲染視口的畫布(即 2D 和 GUI 元素)。" +msgstr "如果為 [code]true[/code],則不算繪視口的畫布(即 2D 和 GUI 元素)。" msgid "If [code]true[/code], the viewport's 3D elements are not rendered." -msgstr "如果為 [code]true[/code],則不渲染視口的 3D 元素。" +msgstr "如果為 [code]true[/code],則不算繪視口的 3D 元素。" msgid "" "Sets the viewport's environment mode which allows enabling or disabling " @@ -100281,7 +95114,7 @@ msgid "" "then the behavior will be the same as if it was set to [constant " "VIEWPORT_ENVIRONMENT_ENABLED]." msgstr "" -"設定視口的環境模式,該模式允許啟用或禁用 2D 畫布上的 3D 環境渲染。禁用時,2D " +"設定視口的環境模式,該模式允許啟用或禁用 2D 畫布上的 3D 環境算繪。禁用時,2D " "將不受環境影響。啟用時,如果環境背景模式為 [constant ENV_BG_CANVAS],則 2D 會" "受到環境的影響。預設行為是從視口的父級繼承設定。如果最頂層的父級也被設定為 " "[constant VIEWPORT_ENVIRONMENT_INHERIT],則該行為將與設定為 [constant " @@ -100381,11 +95214,11 @@ msgid "" "possible, even if your game scene is significantly larger than the window " "size." msgstr "" -"如果為 [code]true[/code],則將視口的內容直接渲染到螢幕。這允許一個低級別的優" +"如果為 [code]true[/code],則將視口的內容直接算繪到螢幕。這允許一個低級別的優" "化,可以跳過將視口繪製到根視口。雖然這種優化可以顯著提高速度(尤其是在舊裝置" "上),但它是以可用性為代價的。啟用後,無法從視口或 screen_texture 讀取。而且還" "會失去某些視窗設定的好處,例如各種拉伸模式。另一個需要注意的後果是,在 2D 中," -"渲染是以視窗座標進行的,所以如果有一個兩倍於視窗大小的視口,並且設定了這個屬" +"算繪是以視窗座標進行的,所以如果有一個兩倍於視窗大小的視口,並且設定了這個屬" "性,那麼只會繪製適合視窗的部分, 無法自動縮放,即使遊戲場景明顯大於視窗大小。" msgid "" @@ -100397,7 +95230,7 @@ msgid "" "produces significantly higher image quality. FSR should be used where " "possible." msgstr "" -"設定 3D 解析度縮放模式。雙線性縮放使用不同的解析度渲染,能夠對視口進行欠取樣或" +"設定 3D 解析度縮放模式。雙線性縮放使用不同的解析度算繪,能夠對視口進行欠取樣或" "超取樣。FidelityFX 超解析度 1.0,縮寫為 FSR,是一種放大技術,通過使用空間感知" "放大演算法以快速畫面播放速率生成高品質圖像。FSR 比雙線性的開銷略大,但產生的圖" "像質量明顯更高。應盡可能使用 FSR。" @@ -100415,10 +95248,10 @@ msgid "" "preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", " "\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire scale." msgstr "" -"根據視圖大小,縮放 3D 渲染緩衝區,使用 [enum ViewportScaling3DMode] 中指定的圖" +"根據視圖大小,縮放 3D 算繪緩衝區,使用 [enum ViewportScaling3DMode] 中指定的圖" "像篩檢程式,將輸出圖像縮放到完整視圖大小。低於 [code]1.0[/code] 的值,可用於加" -"速 3D 渲染,但會以品質為代價(欠取樣)。大於 [code]1.0[/code] 的值,僅對雙線性" -"模式有效,可用於以較高的性能成本(超級取樣),提高 3D 渲染品質。另請參閱 " +"速 3D 算繪,但會以品質為代價(欠取樣)。大於 [code]1.0[/code] 的值,僅對雙線性" +"模式有效,可用於以較高的性能成本(超級取樣),提高 3D 算繪品質。另請參閱 " "[enum ViewportMSAA] 以瞭解多重取樣抗鋸齒,這要便宜得多,但只會平滑多邊形的邊" "緣。\n" "在使用 FSR 放大時,AMD 建議將以下值,作為預設選項公開給使用者:“超品質:" @@ -100441,8 +95274,8 @@ msgid "" msgstr "" "設定視口的 2D 帶符號距離場的 [member ProjectSettings.rendering/2d/sdf/" "oversize] 和 [member ProjectSettings.rendering/2d/sdf/scale]。在 [CanvasItem] " -"著色器中對帶符號距離場進行取樣時會用到,[GPUParticles2D] 碰撞時也會用到。3D 渲" -"染時的 SDFGI [i]不會[/i]使用。" +"著色器中對帶符號距離場進行取樣時會用到,[GPUParticles2D] 碰撞時也會用到。3D 算" +"繪時的 SDFGI [i]不會[/i]使用。" msgid "Sets the viewport's width and height in pixels." msgstr "設定視口的寬度和高度,單位為圖元。" @@ -100454,7 +95287,7 @@ msgid "" "smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]." msgstr "" -"如果為 [code]true[/code],則畫布項的變換(即原點的位置)會在渲染時吸附到整像" +"如果為 [code]true[/code],則畫布項的變換(即原點的位置)會在算繪時吸附到整像" "素。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其是在啟用了 " "[Camera2D] 平滑的情況下。等價於 [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]。" @@ -100466,7 +95299,7 @@ msgid "" "enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel]." msgstr "" -"如果為 [code]true[/code],則畫布項的頂點(即多邊形的點)會在渲染時吸附到整像" +"如果為 [code]true[/code],則畫布項的頂點(即多邊形的點)會在算繪時吸附到整像" "素。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其是在啟用了 " "[Camera2D] 平滑的情況下。等價於 [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel]。" @@ -100497,7 +95330,7 @@ msgstr "" msgid "" "If [code]true[/code], the viewport renders its background as transparent." -msgstr "如果為 [code]true[/code],視口將其背景渲染為透明。" +msgstr "如果為 [code]true[/code],視口將其背景算繪為透明。" msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " @@ -100529,16 +95362,16 @@ msgid "" "renderer as the GL Compatibility renderer always renders in low dynamic range " "for performance reasons." msgstr "" -"如果[code]true[/code],2D 渲染將使用與3D 影格緩衝區的位元深度配對的高動態範圍" -"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩" -"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 渲" -"染將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" +"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度配對的高動態範圍" +"(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" +"衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" +"繪將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" "Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" -"[code]0-1[/code] 範圍內,並且可以使用在 3D 渲染中無需調整色彩空間。這允許 2D " -"渲染利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果" +"[code]0-1[/code] 範圍內,並且可以使用在 3D 算繪中無需調整色彩空間。這允許 2D " +"算繪利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果" "的外觀。此設定與 [member Viewport.use_hdr_2d]。\n" -"[b]注意:[/b] 使用GL 相容性渲染器時,此設定無效,因為出於效能原因,GL 相容性渲" -"染器始終在低動態範圍內渲染。" +"[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性算" +"繪器始終在低動態範圍內算繪。" msgid "" "If [code]true[/code], enables occlusion culling on the specified viewport. " @@ -100617,7 +95450,7 @@ msgid "" "scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" -"用於通知渲染器烘焙體素 GI 時使用的曝光正規化值。運作時會使用這個值進行調變,確" +"用於通知算繪器烘焙體素 GI 時使用的曝光正規化值。運作時會使用這個值進行調變,確" "保體素 GI 能夠維持恒定的曝光等級,即便場景範圍的曝光正規化值在運作時發生改變。" "更多資訊見 [method camera_attributes_set_exposure]。" @@ -100662,7 +95495,7 @@ msgid "" "quality] value to use when rendering. This parameter is global and cannot be " "set on a per-VoxelGI basis." msgstr "" -"設定渲染時使用的 [member ProjectSettings.rendering/global_illumination/" +"設定算繪時使用的 [member ProjectSettings.rendering/global_illumination/" "voxel_gi/quality] 值。這個參數是全域的,無法為單獨的 VoxelGI 進行設定。" msgid "" @@ -100677,8 +95510,8 @@ msgid "" "still being processed. You can call [method force_draw] to draw a frame even " "with rendering disabled." msgstr "" -"如果為 [code]false[/code],則完全禁用渲染,但引擎邏輯仍在處理中。即使禁用渲" -"染,你也可以呼叫 [method force_draw] 來繪製影格。" +"如果為 [code]false[/code],則完全禁用算繪,但引擎邏輯仍在處理中。即使禁用算" +"繪,你也可以呼叫 [method force_draw] 來繪製影格。" msgid "" "Emitted at the end of the frame, after the RenderingServer has finished " @@ -100708,13 +95541,10 @@ msgid "" "processing effect." msgstr "輝光後期處理效果使用的最大輝光級別數。" -msgid "[i]Deprecated.[/i] This constant is unused internally." -msgstr "[i]已廢棄。[/i]這個常數未在內部使用。" - msgid "" "The maximum number of directional lights that can be rendered at a given time " "in 2D." -msgstr "2D 中同一時間能夠渲染的最大方向光的數量。" +msgstr "2D 中同一時間能夠算繪的最大方向光的數量。" msgid "Array of 2-dimensional textures (see [Texture2DArray])." msgstr "二維紋理陣列(見 [Texture2DArray])。" @@ -100762,10 +95592,10 @@ msgid "Represents the size of the [enum ShaderMode] enum." msgstr "代表 [enum ShaderMode] 列舉的大小。" msgid "The minimum renderpriority of all materials." -msgstr "所有材質的最小渲染優先順序。" +msgstr "所有材質的最小算繪優先順序。" msgid "The maximum renderpriority of all materials." -msgstr "所有材質的最大渲染優先順序。" +msgstr "所有材質的最大算繪優先順序。" msgid "Array is a vertex position array." msgstr "陣列是頂點位置陣列。" @@ -100948,7 +95778,7 @@ msgid "" "at a distance will look sharp but grainy. This has roughly the same " "performance cost as using mipmaps." msgstr "" -"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時不使用 mipmap,這意味著" +"光線投射器的最近鄰篩選(用於圖元風光線投射器)。算繪時不使用 mipmap,這意味著" "較遠處的光線投射器看上去會很銳利,但會有顆粒狀的圖案。與使用 mipmap 的性能開銷" "大致相同。" @@ -100958,7 +95788,7 @@ msgid "" "will look smooth but blurry. This has roughly the same performance cost as " "using mipmaps." msgstr "" -"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時不使用 mipmap,這意味著" +"光線投射器的線性篩選(用於非圖元風光線投射器)。算繪時不使用 mipmap,這意味著" "較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與使用 mipmap 的性能開銷大" "致相同。" @@ -100968,7 +95798,7 @@ msgid "" "projectors at a distance will look smooth but blurry. This has roughly the " "same performance cost as not using mipmaps." msgstr "" -"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時使用各向同性的 mipmap," +"光線投射器的最近鄰篩選(用於圖元風光線投射器)。算繪時使用各向同性的 mipmap," "這意味著較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的" "性能開銷大致相同。" @@ -100978,7 +95808,7 @@ msgid "" "distance will look smooth but blurry. This has roughly the same performance " "cost as not using mipmaps." msgstr "" -"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時使用各向同性的 mipmap," +"光線投射器的線性篩選(用於非圖元風光線投射器)。算繪時使用各向同性的 mipmap," "這意味著較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的" "性能開銷大致相同。" @@ -100990,7 +95820,7 @@ msgid "" "level of anisotropic filtering is defined by [member ProjectSettings." "rendering/textures/default_filters/anisotropic_filtering_level]." msgstr "" -"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時使用各向異性的 mipmap," +"光線投射器的最近鄰篩選(用於圖元風光線投射器)。算繪時使用各向異性的 mipmap," "這意味著光線投射器從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也" "更慢。各向異性的級別由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定義。" @@ -101003,7 +95833,7 @@ msgid "" "anisotropic filtering is defined by [member ProjectSettings.rendering/" "textures/default_filters/anisotropic_filtering_level]." msgstr "" -"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時使用各向異性的 mipmap," +"光線投射器的線性篩選(用於非圖元風光線投射器)。算繪時使用各向異性的 mipmap," "這意味著光線投射器從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也" "更慢。各向異性的級別由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定義。" @@ -101162,13 +95992,13 @@ msgid "Use 4 splits for shadow projection when using directional light." msgstr "使用平行光時,使用 4 個分割進行陰影投影。" msgid "Use DirectionalLight3D in both sky rendering and scene lighting." -msgstr "在天空渲染和場景照明中都使用 DirectionalLight3D。" +msgstr "在天空算繪和場景照明中都使用 DirectionalLight3D。" msgid "Only use DirectionalLight3D in scene lighting." msgstr "僅在場景照明中使用 DirectionalLight3D。" msgid "Only use DirectionalLight3D in sky rendering." -msgstr "僅在天空渲染中使用 DirectionalLight3D。" +msgstr "僅在天空算繪中使用 DirectionalLight3D。" msgid "" "Lowest shadow filtering quality (fastest). Soft shadows are not available " @@ -101285,7 +96115,7 @@ msgid "" "used for rendering, which means decals at a distance will look sharp but " "grainy. This has roughly the same performance cost as using mipmaps." msgstr "" -"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時不使用 mipmap,這意味著較遠處的裝飾" +"裝飾的最近鄰篩選(用於圖元風裝飾)。算繪時不使用 mipmap,這意味著較遠處的裝飾" "看上去會很銳利,但會有顆粒狀的圖案。與使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101293,7 +96123,7 @@ msgid "" "for rendering, which means decals at a distance will look smooth but blurry. " "This has roughly the same performance cost as using mipmaps." msgstr "" -"裝飾的線性篩選(用於非圖元風裝飾)。渲染時不使用 mipmap,這意味著較遠處的裝飾" +"裝飾的線性篩選(用於非圖元風裝飾)。算繪時不使用 mipmap,這意味著較遠處的裝飾" "看上去會很平滑,但會有模糊的效果。與使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101302,7 +96132,7 @@ msgid "" "smooth but blurry. This has roughly the same performance cost as not using " "mipmaps." msgstr "" -"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時使用各向同性的 mipmap,這意味著較遠" +"裝飾的最近鄰篩選(用於圖元風裝飾)。算繪時使用各向同性的 mipmap,這意味著較遠" "處的裝飾看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101310,7 +96140,7 @@ msgid "" "are used for rendering, which means decals at a distance will look smooth but " "blurry. This has roughly the same performance cost as not using mipmaps." msgstr "" -"裝飾的線性篩選(用於非圖元風裝飾)。渲染時使用各向同性的 mipmap,這意味著較遠" +"裝飾的線性篩選(用於非圖元風裝飾)。算繪時使用各向同性的 mipmap,這意味著較遠" "處的裝飾看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101321,7 +96151,7 @@ msgid "" "defined by [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" -"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時使用各向異性的 mipmap,這意味著裝飾" +"裝飾的最近鄰篩選(用於圖元風裝飾)。算繪時使用各向異性的 mipmap,這意味著裝飾" "從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也更慢。各向異性的級" "別由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定義。" @@ -101334,16 +96164,16 @@ msgid "" "defined by [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" -"裝飾的線性篩選(用於非圖元風裝飾)。渲染時使用各向異性的 mipmap,這意味著裝飾" +"裝飾的線性篩選(用於非圖元風裝飾)。算繪時使用各向異性的 mipmap,這意味著裝飾" "從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也更慢。各向異性的級" "別由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定義。" msgid "Low [VoxelGI] rendering quality using 4 cones." -msgstr "[VoxelGI] 較低渲染品質,使用 4 個錐體。" +msgstr "[VoxelGI] 較低算繪品質,使用 4 個錐體。" msgid "High [VoxelGI] rendering quality using 6 cones." -msgstr "[VoxelGI] 較高渲染品質,使用 6 個錐體。" +msgstr "[VoxelGI] 較高算繪品質,使用 6 個錐體。" msgid "2D particles." msgstr "2D 粒子。" @@ -101437,42 +96267,42 @@ msgid "Represents the size of the [enum ViewportScaling3DMode] enum." msgstr "代表 [enum ViewportScaling3DMode] 列舉的大小。" msgid "Do not update the viewport's render target." -msgstr "不要更新視口的渲染目標。" +msgstr "不要更新視口的算繪目標。" msgid "" "Update the viewport's render target once, then switch to [constant " "VIEWPORT_UPDATE_DISABLED]." msgstr "" -"更新一次視口的渲染目標,然後切換到 [constant VIEWPORT_UPDATE_DISABLED]。" +"更新一次視口的算繪目標,然後切換到 [constant VIEWPORT_UPDATE_DISABLED]。" msgid "" "Update the viewport's render target only when it is visible. This is the " "default value." -msgstr "僅在渲染目標可見時更新視口的渲染目標。這是預設值。" +msgstr "僅在算繪目標可見時更新視口的算繪目標。這是預設值。" msgid "Update the viewport's render target only when its parent is visible." -msgstr "僅在其父級可見時更新視口的渲染目標。" +msgstr "僅在其父級可見時更新視口的算繪目標。" msgid "Always update the viewport's render target." -msgstr "始終更新視口的渲染目標。" +msgstr "始終更新視口的算繪目標。" msgid "Always clear the viewport's render target before drawing." -msgstr "繪製前始終清除視口的渲染目標。" +msgstr "繪製前始終清除視口的算繪目標。" msgid "Never clear the viewport's render target." -msgstr "永不清除視口的渲染目標。" +msgstr "永不清除視口的算繪目標。" msgid "" "Clear the viewport's render target on the next frame, then switch to " "[constant VIEWPORT_CLEAR_NEVER]." msgstr "" -"在下一影格清除視口的渲染目標,然後切換到 [constant VIEWPORT_CLEAR_NEVER]。" +"在下一影格清除視口的算繪目標,然後切換到 [constant VIEWPORT_CLEAR_NEVER]。" msgid "Disable rendering of 3D environment over 2D canvas." -msgstr "禁用在 2D 畫布上渲染 3D 環境。" +msgstr "禁用在 2D 畫布上算繪 3D 環境。" msgid "Enable rendering of 3D environment over 2D canvas." -msgstr "啟用在 2D 畫布上渲染 3D 環境。" +msgstr "啟用在 2D 畫布上算繪 3D 環境。" msgid "" "Inherit enable/disable value from parent. If the topmost parent is also set " @@ -101606,14 +96436,14 @@ msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "代表 [enum ViewportRenderInfo] 列舉的大小。" msgid "Visible render pass (excluding shadows)." -msgstr "可見渲染階段(不含陰影)。" +msgstr "可見算繪階段(不含陰影)。" msgid "" "Shadow render pass. Objects will be rendered several times depending on the " "number of amounts of lights with shadows and the number of directional shadow " "splits." msgstr "" -"陰影渲染階段。根據開啟了陰影的燈光數以及方向陰影的拆分數,同一個物件可能會渲染" +"陰影算繪階段。根據開啟了陰影的燈光數以及方向陰影的拆分數,同一個物件可能會算繪" "多次。" msgid "Represents the size of the [enum ViewportRenderInfoType] enum." @@ -101883,7 +96713,7 @@ msgstr "" msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." -msgstr "不要清除背景,使用上一影格渲染的東西作為背景。" +msgstr "不要清除背景,使用上一影格算繪的東西作為背景。" msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "代表 [enum EnvironmentBG] 列舉的大小。" @@ -101908,7 +96738,7 @@ msgid "" "by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -"使用 Reinhard 色調對應器。對渲染後的圖元顏色進行調整,使用的是這個公式:" +"使用 Reinhard 色調對應器。對算繪後的圖元顏色進行調整,使用的是這個公式:" "[code]color = color / (1 + color)[/code]。可以避免對高光的截斷,但最終的圖像可" "能看上去有些寡淡。" @@ -102198,11 +97028,11 @@ msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" -"在渲染物件的陰影時禁用背面剔除。這會稍微慢一些,但可能會產生更正確的陰影。" +"在算繪物件的陰影時禁用背面剔除。這會稍微慢一些,但可能會產生更正確的陰影。" msgid "" "Only render the shadows from the object. The object itself will not be drawn." -msgstr "僅渲染物件的陰影。物件本身不會被繪製。" +msgstr "僅算繪物件的陰影。物件本身不會被繪製。" msgid "Disable visibility range fading for the given instance." msgstr "禁用給定實例的可見性範圍淡出。" @@ -102520,19 +97350,19 @@ msgstr "代表 [enum GlobalShaderParameterType] 列舉的大小。" msgid "" "Number of objects rendered in the current 3D scene. This varies depending on " "camera position and rotation." -msgstr "在目前 3D 場景中渲染的物件數。會根據相機的位置和旋轉的不同而不同。" +msgstr "在目前 3D 場景中算繪的物件數。會根據相機的位置和旋轉的不同而不同。" msgid "" "Number of points, lines, or triangles rendered in the current 3D scene. This " "varies depending on camera position and rotation." msgstr "" -"在目前 3D 場景中渲染的點、線、三角的數量。會根據相機的位置和旋轉的不同而不同。" +"在目前 3D 場景中算繪的點、線、三角的數量。會根據相機的位置和旋轉的不同而不同。" msgid "" "Number of draw calls performed to render in the current 3D scene. This varies " "depending on camera position and rotation." msgstr "" -"在目前 3D 場景中渲染執行的繪製呼叫的數量。會根據相機的位置和旋轉的不同而不同。" +"在目前 3D 場景中算繪執行的繪製呼叫的數量。會根據相機的位置和旋轉的不同而不同。" msgid "Texture memory used (in bytes)." msgstr "紋理記憶體的使用量(單位為位元組)。" @@ -102553,41 +97383,23 @@ msgid "" "this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and " "[constant RENDERING_INFO_BUFFER_MEM_USED]." msgstr "" -"顯存的使用量(單位為位元組)。使用 Forward+ 或移動渲染後端時,始終比 " +"顯存的使用量(單位為位元組)。使用 Forward+ 或移動算繪後端時,始終比 " "[constant RENDERING_INFO_TEXTURE_MEM_USED] 與 [constant " "RENDERING_INFO_BUFFER_MEM_USED] 的總和要大,因為這兩項之外還有一些雜項資料。使" "用 GL Compatibility 後端時,等於 [constant RENDERING_INFO_TEXTURE_MEM_USED] " "與 [constant RENDERING_INFO_BUFFER_MEM_USED] 之和。" -msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." -msgstr "硬體支援著色器。這個列舉目前在 Godot 3.x 中沒有使用。" - -msgid "" -"Hardware supports multithreading. This enum is currently unused in Godot 3.x." -msgstr "硬體支援多執行緒。這個列舉目前在 Godot 3.x 中沒有使用。" - msgid "" "Abstract scene buffers object, created for each viewport for which 3D " "rendering is done." -msgstr "抽象場景緩衝區對象,為完成 3D 渲染的每個視窗建立。" - -msgid "" -"Abstract scene buffers object, created for each viewport for which 3D " -"rendering is done. It manages any additional buffers used during rendering " -"and will discard buffers when the viewport is resized.\n" -"[b]Note:[/b] this is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"抽象場景緩衝區對象,為完成 3D 渲染的每個視口建立。它管理渲染期間使用的任何其他" -"緩衝區,並在調整視口大小時丟棄緩衝區。\n" -"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部渲染伺服器物件。" +msgstr "抽象場景緩衝區對象,為完成 3D 算繪的每個視窗建立。" msgid "" "This method is called by the rendering server when the associated viewports " "configuration is changed. It will discard the old buffers and recreate the " "internal buffers used." msgstr "" -"當關聯的視窗配置變更時,渲染伺服器會呼叫此方法。它將丟棄舊緩衝區並重新建立使用" +"當關聯的視窗配置變更時,算繪伺服器會呼叫此方法。它將丟棄舊緩衝區並重新建立使用" "的內部緩衝區。" msgid "Configuration object used to setup a [RenderSceneBuffers] object." @@ -102597,7 +97409,7 @@ msgid "" "This configuration object is created and populated by the render engine on a " "viewport change and used to (re)configure a [RenderSceneBuffers] object." msgstr "" -"此配置物件由渲染引擎在視窗更改時建立和填充,並用於(重新)配置 " +"此配置物件由算繪引擎在視窗更改時建立和填充,並用於(重新)配置 " "[RenderSceneBuffers] 物件。" msgid "FSR Sharpness applicable if FSR upscaling is used." @@ -102607,7 +97419,7 @@ msgid "The size of the 3D render buffer used for rendering." msgstr "設定圖像的大小,需要參考。" msgid "The MSAA mode we're using for 3D rendering." -msgstr "用於天空渲染的旋轉。" +msgstr "用於天空算繪的旋轉。" msgid "The render target associated with these buffer." msgstr "返回與給定面關聯的中繼資料。" @@ -102629,7 +97441,7 @@ msgid "Bias applied to mipmaps." msgstr "套用於 mipmap 的偏置。" msgid "The number of views we're rendering." -msgstr "渲染的視圖數。" +msgstr "算繪的視圖數。" msgid "" "This class allows for a RenderSceneBuffer implementation to be made in " @@ -102648,30 +97460,6 @@ msgstr "在 GDExtension 中實作此功能以變更紋理 mipmap 偏差。" msgid "Implement this in GDExtension to react to the debanding flag changing." msgstr "在 GDExtension 中實作此功能以對解帶旗標的變更做出反應。" -msgid "" -"Abstract render scene buffer implementation for the RenderingDevice based " -"renderers." -msgstr "基於 RenderingDevice 的渲染器的抽象渲染場景緩衝區實作。" - -msgid "" -"This object manages all 3D rendering buffers for the rendering device based " -"renderers. An instance of this object is created for every viewport that has " -"3D rendering enabled.\n" -"All buffers are organized in [b]contexts[/b]. The default context is called " -"[b]render_buffers[/b] and can contain amongst others the color buffer, depth " -"buffer, velocity buffers, VRS density map and MSAA variants of these " -"buffers.\n" -"Buffers are only guaranteed to exist during rendering of the viewport.\n" -"[b]Note:[/b] this is an internal rendering server object only exposed for " -"GDExtension plugins." -msgstr "" -"此物件管理基於渲染裝置的渲染器的所有 3D 渲染緩衝區。為每個啟用 3D 渲染的視窗建" -"立此物件的實例。\n" -"所有緩衝區都組織在[b]本文[/b]中。預設本文稱為 [b]render_buffers[/b],可以包含" -"顏色緩衝區、深度緩衝區、速度緩衝區、VRS 密度圖和這些緩衝區的 MSAA 變體等。\n" -"僅確保在視口渲染期間存在緩衝區。\n" -"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部渲染伺服器物件。" - msgid "Frees all buffers related to this context." msgstr "釋放與這個本文相關的所有緩衝。" @@ -102700,33 +97488,9 @@ msgstr "" "doc/classes/RenderSceneBuffersRD.xml\"" msgid "" -"Returns the specified layer from the color texture we are rendering 3D " -"content to." -msgstr "從我們渲染 3D 內容的色彩紋理中傳回指定的圖層。" - -msgid "" -"Returns the color texture we are rendering 3D content to. If multiview is " -"used this will be a texture array with all views." -msgstr "" -"返回我們渲染 3D 內容的顏色紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" -"列。" - -msgid "" -"Returns the specified layer from the depth texture we are rendering 3D " -"content to." -msgstr "從我們渲染 3D 內容的深度紋理傳回指定圖層。" - -msgid "" -"Returns the depth texture we are rendering 3D content to. If multiview is " -"used this will be a texture array with all views." -msgstr "" -"返回我們渲染 3D 內容的深度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" -"列。" - -msgid "" "Returns the internal size of the render buffer (size before upscaling) with " "which textures are created by default." -msgstr "傳回預設建立紋理的渲染緩衝區的內部大小(放大前的大小)。" +msgstr "傳回預設建立紋理的算繪緩衝區的內部大小(放大前的大小)。" msgid "Returns the render target associated with this buffers object." msgstr "返回與給定頂點關聯的中繼資料。" @@ -102740,7 +97504,7 @@ msgid "" msgstr "傳回建立快取紋理所使用的紋理格式資訊。" msgid "Returns a specific slice (layer or mipmap) for a cached texture." -msgstr "將指定的字元渲染到字形快取紋理。" +msgstr "將指定的字元算繪到字形快取紋理。" msgid "Returns the texture size of a given slice of a cached texture." msgstr "返回該紋理的大小,單位為圖元。" @@ -102755,14 +97519,7 @@ msgstr "如果啟用 TAA,則返回 [code]true[/code]。" msgid "" "Returns the specified layer from the velocity texture we are rendering 3D " "content to." -msgstr "從我們渲染 3D 內容的速度紋理傳回指定圖層。" - -msgid "" -"Returns the velocity texture we are rendering 3D content to. If multiview is " -"used this will be a texture array with all views." -msgstr "" -"返回我們渲染 3D 內容的速度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" -"列。" +msgstr "從我們算繪 3D 內容的速度紋理傳回指定圖層。" msgid "Returns the view count for the associated viewport." msgstr "返回關聯視口的視圖數。" @@ -102774,32 +97531,6 @@ msgid "Base class for serializable objects." msgstr "可序列化物件的基底類別。" msgid "" -"Resource is the base class for all Godot-specific resource types, serving " -"primarily as data containers. Since they inherit from [RefCounted], resources " -"are reference-counted and freed when no longer in use. They can also be " -"nested within other resources, and saved on disk. Once loaded from disk, " -"further attempts to load a resource by [member resource_path] returns the " -"same reference. [PackedScene], one of the most common [Object]s in a Godot " -"project, is also a resource, uniquely capable of storing and instantiating " -"the [Node]s it contains as many times as desired.\n" -"In GDScript, resources can loaded from disk by their [member resource_path] " -"using [method @GDScript.load] or [method @GDScript.preload].\n" -"[b]Note:[/b] In C#, resources will not be freed instantly after they are no " -"longer in use. Instead, garbage collection will run periodically and will " -"free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." -msgstr "" -"資源是所有 Godot 特定資源型別的基底類別,主要作為資料容器。因為資源繼承自 " -"[RefCounted],所以進行了引用計數,不再使用時會被釋放。資源也可以巢狀到其他資源" -"裡、保存到磁片上。一旦從磁片載入,後續嘗試使用 [member resource_path] 載入資源" -"時都會返回相同的引用。[PackedScene] 也是一種資源,它是 Godot 專案中最常用的 " -"[Object] 之一,獨特的能力是可以將若干 [Node] 保存起來、隨意進行產生實體。\n" -"在 GDScript 中,可以根據 [member resource_path] 從磁片上載入資源,使用 " -"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" -"[b]注意:[/b]在 C# 中,資源不再被使用後不會立即被釋放。相反,垃圾回收將定期運" -"行,並釋放不再使用的資源。這意味著未使用的資源在被刪除之前會停留一段時間。" - -msgid "" "Override this method to return a custom [RID] when [method get_rid] is called." msgstr "可以覆蓋此方法,從而在呼叫 [method get_rid] 時返回自訂 [RID]。" @@ -102905,20 +97636,6 @@ msgstr "" "個函式將返回原始的 [RID]。" msgid "" -"Calls [method _setup_local_to_scene]. If [member resource_local_to_scene] is " -"set to [code]true[/code], this method is automatically called from [method " -"PackedScene.instantiate] by the newly duplicated resource within the scene " -"instance.\n" -"[i]Deprecated.[/i] This method should only be called internally. Override " -"[method _setup_local_to_scene] instead." -msgstr "" -"呼叫[method _setup_local_to_scene]。如果[member resource_local_to_scene]設定為" -"[code]true[/code],則新複製的[method PackedScene.instantiate]會自動呼叫此方法" -"場景實例中的資源。\n" -"[i]已放棄使用。[/i] 此方法只能在內部呼叫。改為覆蓋 [method " -"_setup_local_to_scene]。" - -msgid "" "Sets the [member resource_path] to [param path], potentially overriding an " "existing cache entry for this path. Further attempts to load an overridden " "resource by path will instead return this resource." @@ -102964,17 +97681,6 @@ msgstr "" "[b]注意:[/b]自訂資源的屬性不會自動發出此訊號。如有必要,需要建立一個 setter " "來觸發。" -msgid "" -"Emitted by a newly duplicated resource with [member resource_local_to_scene] " -"set to [code]true[/code]. \n" -"[i]Deprecated.[/i] This signal is only emitted when the resource is created. " -"Override [method _setup_local_to_scene] instead." -msgstr "" -"由新複製的資源發出,[member resource_local_to_scene]設定為[code]true[/" -"code]。\n" -"[i]已放棄使用。[/i] 此訊號僅在建立資源時發出。改為覆蓋 [method " -"_setup_local_to_scene]。" - msgid "Loads a specific resource type from a file." msgstr "從檔案中載入特定資源型別。" @@ -103291,7 +97997,7 @@ msgid "" "Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that " "adapts to any size." msgstr "" -"匯入 TTF、TTC、OTF、OTC、WOFF 或 WOFF2 字型檔案,用於適應任何大小的字形渲染。" +"匯入 TTF、TTC、OTF、OTC、WOFF 或 WOFF2 字型檔案,用於適應任何大小的字形算繪。" msgid "" "Unlike bitmap fonts, dynamic fonts can be resized to any size and still look " @@ -103304,7 +98010,7 @@ msgid "" "See also [ResourceImporterBMFont] and [ResourceImporterImageFont]." msgstr "" "與點陣字形不同,動態字形可以調整為任意大小並且看起來仍然清晰。動態字形還可以選" -"擇支援MSDF 字形渲染,這允許運作時比例更改而無需重新光柵化成本。\n" +"擇支援MSDF 字形算繪,這允許運作時比例更改而無需重新光柵化成本。\n" "雖然 WOFF(尤其是 WOFF2)往往會產生較小的檔案大小,但不存在普遍「更好」的字形" "格式。在大多數情況下,建議使用字形開發人員網站上提供的字形格式。\n" "另請參閱 [ResourceImporterBMFont] 和 [ResourceImporterImageFont]。" @@ -103422,8 +98128,8 @@ msgid "" "this value if you notice a visible lack of precision in glyph rendering. Only " "effective if [member multichannel_signed_distance_field] is [code]true[/code]." msgstr "" -"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要" -"更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。" +"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但算繪速度較慢並且需要" +"更多記憶體。只有當注意到字形算繪中明顯缺乏精度時,才增加該屬性的值。" msgid "" "The OpenType features to enable, disable or set a value for this font. This " @@ -103449,7 +98155,7 @@ msgid "" "subpixel_positioning] is enabled. The downside of using preloading is that " "initial project load times will increase, as well as memory usage." msgstr "" -"要預先渲染的字形範圍。這可以避免在遊戲過程中需要渲染新角色時出現卡頓,特別是在" +"要預先算繪的字形範圍。這可以避免在遊戲過程中需要算繪新角色時出現卡頓,特別是在" "啟用[member subpixel_positioning] 的情況下。使用預先載入的缺點是初始專案載入時" "間會增加,記憶體使用量也會增加。" @@ -103476,19 +98182,19 @@ msgid "" "[b]One Quarter of a Pixel:[/b] Always perform precise subpixel positioning " "regardless of font size. Highest quality, slowest rendering." msgstr "" -"子像素定位改善了字形渲染外觀,特別是在較小的字形大小下。缺點是初始渲染字形需要" +"子像素定位改善了字形算繪外觀,特別是在較小的字形大小下。缺點是初始算繪字形需要" "更多時間,這可能會導致遊戲過程中出現卡頓,特別是在使用大字形時字形大小。對於具" "有像素藝術外觀的字形,應將其設為 [b]Disabled[/b]。\n" -"[b]停用:[/b] 無子像素定位。最低質量,最快渲染。\n" +"[b]停用:[/b] 無子像素定位。最低質量,最快算繪。\n" "[b]自動:[/b] 在小字形大小下使用子像素定位(所選品質會根據字形大小而變化)。大" "字形不會使用子像素定位。這是性能和品質之間的良好權衡。\n" -"[b]半個像素:[/b] 無論字形大小如何,始終執行中間子像素定位。品質高,渲染速度" +"[b]半個像素:[/b] 無論字形大小如何,始終執行中間子像素定位。品質高,算繪速度" "慢。\n" "[b]四分之一像素:[/b] 無論字形大小如何,始終執行精確的子像素定位。最高品質,最" -"慢渲染。" +"慢算繪。" msgid "Imports a image for use in scripting, with no rendering capabilities." -msgstr "匯入用於腳本編寫的影像,不具有渲染功能。" +msgstr "匯入用於腳本編寫的影像,不具有算繪功能。" msgid "" "This importer imports [Image] resources, as opposed to [CompressedTexture2D]. " @@ -103496,7 +98202,7 @@ msgid "" "instead." msgstr "" "此匯入器匯入 [Image] 資源,而不是 [CompressedTexture2D]。如果需要以 2D 或 3D " -"形式渲染圖像,請改用 [ResourceImporterTexture]。" +"形式算繪圖像,請改用 [ResourceImporterTexture]。" msgid "" "Imports a fixed-width bitmap font where all glyphs have the same width and " @@ -103523,30 +98229,6 @@ msgstr "" "在每個匯入的字形周圍套用邊距。如果您的字型影像包含參考線(以字形之間的線的形" "式)或字元之間的間距看起來不正確,請嘗試調整[member character_margin]。" -msgid "" -"The character ranges to import from the font image. This is an array that " -"maps each position on the image (in tile coordinates, not pixels). The font " -"atlas is traversed from left to right and top to bottom. Characters can be " -"specified with decimal numbers (127), hexadecimal numbers ([code]0x007f[/" -"code]) or between single quotes ([code]'~'[/code]). Ranges can be specified " -"with a hyphen between characters.\n" -"For instance, [code]0-127[/code] (or [code]0x0000-0x007f[/code]) denotes the " -"full ASCII range. As another example, [code]' '-'~'[/code] is equivalent to " -"[code]32-127[/code] and denotes the range of printable (visible) ASCII " -"characters.\n" -"Make sure [member character_ranges] doesn't exceed the number of [member " -"columns] * [member rows] defined. Otherwise, the font will fail to import." -msgstr "" -"從字形影像匯入的字元範圍。這是一個對應影像上每個位置的陣列(以圖塊座標,而不是" -"像素為單位)。字型合集從左到右走訪從上到下。字元可以用十進位數(127)、十六進位" -"數([code]0x007f[/code]) 或單引號之間([code]'~'[/code]) 來指定。範圍可以用字元" -"之間的連字符。\n" -"例如,[code]0-127[/code](或[code]0x0000-0x007f[/code])表示完整的 ASCII 範" -"圍。再例如,[code]' '-'~'[/code] 等價於 [code]32-127[/code],表示可列印(可" -"見)ASCII 字元的範圍。\n" -"確保 [member character_ranges] 不超過定義的 [member columns] * [member rows] " -"的數量。否則,字形將無法匯入。" - msgid "Number of columns in the font image. See also [member rows]." msgstr "精靈表中的列數。" @@ -103920,7 +98602,7 @@ msgstr "" "用於透過線性內插將動畫曲線烘焙為一系列點的每秒影格數。建議配置此值以配對您用作" "基線的值您的3D 建模軟體。較高的值會導致更精確的動畫和快速的運動變化,但代價是" "檔案大小和記憶體使用量更大。由於插值,超過30 FPS 通常沒有太大好處(因為動畫仍" -"然會出現)在較高渲染影格速率下平滑)。" +"然會出現)在較高算繪影格速率下平滑)。" msgid "If [code]true[/code], import animations from the 3D scene." msgstr "如果為 [code]true[/code],則馬達將轉動鉸鏈。" @@ -103949,9 +98631,9 @@ msgid "" "lower detail level than the source mesh (but shadow rendering will make use " "of LODs when relevant)." msgstr "" -"如果[code]true[/code],則在匯入時啟用陰影網格的產生。這可以最佳化陰影渲染,而" -"不會在可能的情況下透過將頂點焊接在一起來降低品質。這反過來又減少了記憶體渲染陰" -"影所需的頻寬。陰影網格產生目前不支援使用比來源網格更低的細節等級(但陰影渲染將" +"如果[code]true[/code],則在匯入時啟用陰影網格的產生。這可以最佳化陰影算繪,而" +"不會在可能的情況下透過將頂點焊接在一起來降低品質。這反過來又減少了記憶體算繪陰" +"影所需的頻寬。陰影網格產生目前不支援使用比來源網格更低的細節等級(但陰影算繪將" "在相關時使用LOD)。" msgid "" @@ -103980,8 +98662,8 @@ msgid "" "[url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Mesh level of detail " "(LOD)[/url] for more information." msgstr "" -"如果[code]true[/code],則產生網格的較低細節變體,這些變體將顯示在遠處以提高渲" -"染效能。並非所有網格都受益於LOD,特別是如果它們永遠不會從遠處渲染。停用此功能" +"如果[code]true[/code],則產生網格的較低細節變體,這些變體將顯示在遠處以提高算" +"繪效能。並非所有網格都受益於LOD,特別是如果它們永遠不會從遠處算繪。停用此功能" "可以減少輸出檔案大小並加快匯入速度。請參閱[url=$DOCS_URL/tutorials/3d/" "mesh_lod.html#doc-mesh-lod]網格細節等級(LOD)[/url] 了解更多。" @@ -104073,7 +98755,7 @@ msgstr "" "稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member skins/" "use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如" "果[member skins/use_named_skins] 為[code]false[/code])。\n" -"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來渲染" +"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來算繪" "每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在" "從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對" "象,這在從其他工具(例如Maya)匯出的模型中很常見。" @@ -104090,7 +98772,7 @@ msgstr "" "作。此匯入器[i]不[/i]處理[code]. gdshader [/code] 檔案。" msgid "Imports an image for use in 2D or 3D rendering." -msgstr "匯入影像以用於 2D 或 3D 渲染。" +msgstr "匯入影像以用於 2D 或 3D 算繪。" msgid "" "This importer imports [CompressedTexture2D] resources. If you need to process " @@ -104311,7 +98993,7 @@ msgid "" msgstr "" "匯入時考慮作為粗糙度篩選法線貼圖的紋理路徑。指定此專案可以幫助稍微減少 3D 中的" "鏡面鋸齒。\n" -"匯入時的粗糙度篩選僅用於 3D 渲染,不適用於 2D。" +"匯入時的粗糙度篩選僅用於 3D 算繪,不適用於 2D。" msgid "" "The scale the SVG should be rendered at, with [code]1.0[/code] being the " @@ -104320,15 +99002,15 @@ msgid "" "See also [member editor/scale_with_editor_scale].\n" "[b]Note:[/b] Only available for SVG images." msgstr "" -"SVG 應該渲染的比例,[code]1.0[/code] 是原始設計尺寸。較高的值會導致較大的圖" -"像。請注意,與字形過取樣不同,此影響 SVG 在 2D 中渲染的大小。另請參閱 [member " +"SVG 應該算繪的比例,[code]1.0[/code] 是原始設計尺寸。較高的值會導致較大的圖" +"像。請注意,與字形過取樣不同,此影響 SVG 在 2D 中算繪的大小。另請參閱 [member " "editor/scale_with_editor_scale]。\n" "[b]注意:[/b] 僅適用於 SVG 影像。" msgid "" "Imports a collection of textures from a PNG image into an optimized " "[AtlasTexture] for 2D rendering." -msgstr "將PNG 影像中的紋理集合匯入至最佳化的[AtlasTexture] 以進行2D 渲染。" +msgstr "將PNG 影像中的紋理集合匯入至最佳化的[AtlasTexture] 以進行2D 算繪。" msgid "" "This imports a collection of textures from a PNG image into an [AtlasTexture] " @@ -104341,7 +99023,7 @@ msgid "" msgstr "" "這會將 PNG 圖像中的紋理集合匯入到 [AtlasTexture] 或 2D [ArrayMesh] 中。從 " "spritesheet 匯入 2D 動畫時,這可用於節省記憶體。紋理合集只是支援紋理合集。 2D " -"渲染,而不是3D。另請參閱[ResourceImporterTexture] 和" +"算繪,而不是3D。另請參閱[ResourceImporterTexture] 和" "[ResourceImporterLayeredTexture]。\n" "[b]注意:[/b] [ResourceImporterTextureAtlas] 不處理匯入 [TileSetAtlasSource]," "它是使用 [TileSet] 編輯器建立的。" @@ -104374,12 +99056,12 @@ msgid "" "reduce fill rate when rendering large transparent sprites, at the cost of " "slower rendering if there are little to no transparent areas in the sprite." msgstr "" -"[b]Region:[/b] 在 [AtlasTexture] 資源中匯入合集,該合集呈現為矩形。這渲染速度" +"[b]Region:[/b] 在 [AtlasTexture] 資源中匯入合集,該合集呈現為矩形。這算繪速度" "很快,但仍需要透明區域如果[member trim_alpha_border_from_region]無法有效修剪它" -"們,則渲染它們。在螢幕上渲染大型精靈時,這會降低效能。\n" -"[b]Mesh:[/b] 將合集匯入為 [ArrayMesh] 資源,保持原始位圖可見(但渲染為多邊" -"形)。這可用於在渲染大型透明精靈時降低填充率,但如果精靈中幾乎沒有透明區域,則" -"渲染速度會變慢。" +"們,則算繪它們。在螢幕上算繪大型精靈時,這會降低效能。\n" +"[b]Mesh:[/b] 將合集匯入為 [ArrayMesh] 資源,保持原始位圖可見(但算繪為多邊" +"形)。這可用於在算繪大型透明精靈時降低填充率,但如果精靈中幾乎沒有透明區域,則" +"算繪速度會變慢。" msgid "Imports a WAV audio file for playback." msgstr "匯入 WAV 音訊檔案播放。" @@ -104544,17 +99226,6 @@ msgstr "" "[ResourceFormatLoader])。" msgid "" -"Returns whether a recognized resource exists for the given [param path].\n" -"An optional [param type_hint] can be used to further specify the [Resource] " -"type that should be handled by the [ResourceFormatLoader]. Anything that " -"inherits from [Resource] can be used as a type hint, for example [Image]." -msgstr "" -"返回給定路徑 [param path] 是否存在已識別的資源。\n" -"可選的 [param type_hint] 可用於進一步指定 [ResourceFormatLoader] 應處理的 " -"[Resource] 型別。任何繼承自 [Resource] 的內容都可以用作型別提示,例如 " -"[Image]。" - -msgid "" "Returns the dependencies for the resource at the given [param path].\n" "[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/" "code]. You can use [method String.get_slice] to get their components.\n" @@ -106628,10 +101299,6 @@ msgstr "" msgid "Returns a list of synchronized property [NodePath]s." msgstr "返回同步屬性的 [NodePath] 列表。" -msgid "" -"Returns whether the given [param path] is configured for synchronization." -msgstr "返回給定的 [param path] 是否配置為同步。" - msgid "Finds the index of the given [param path]." msgstr "搜尋給定 [param path] 的索引。" @@ -106641,25 +101308,6 @@ msgid "" msgstr "返回屬性是否配置為在處理時同步,該屬性由[param path] 指定。" msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be synchronized on spawn." -msgstr "返回屬性是否配置為在出生時同步,該屬性由 [param path] 指定。" - -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be synchronized on process.\n" -"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead." -msgstr "返回屬性是否配置為在處理時同步,該屬性由[param path] 指定。" - -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be reliably synchronized when changes are detected on process.\n" -"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead." -msgstr "" -"返回屬性是否配置為在處理中偵測到變化時進行可靠同步,該屬性由 [param path] 指" -"定。" - -msgid "" "Sets the synchronization mode for the property identified by the given [param " "path]. See [enum ReplicationMode]." msgstr "從配置中移除屬性,該屬性由 [param path] 指定。" @@ -106670,22 +101318,6 @@ msgid "" msgstr "設定屬性是否配置為在出生時同步,該屬性由 [param path] 指定。" msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be synchronized on process.\n" -"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant " -"REPLICATION_MODE_ALWAYS] instead." -msgstr "設定屬性是否配置為在處理時同步,該屬性由 [param path] 指定。" - -msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be reliably synchronized when changes are detected on process.\n" -"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant " -"REPLICATION_MODE_ON_CHANGE] instead." -msgstr "" -"設定屬性是否配置為在處理中偵測到變化時進行可靠同步,該屬性由 [param path] 指" -"定。" - -msgid "" "Removes the property identified by the given [param path] from the " "configuration." msgstr "從配置中移除屬性,該屬性由 [param path] 指定。" @@ -107662,9 +102294,6 @@ msgstr "使用者進行本文跳轉,並且該條目在同一個腳本中時發 msgid "Emitted when the user request to search text in the file system." msgstr "使用者請求在檔案系統中搜索文字時發出。" -msgid "[i]Deprecated.[/i] This method is not called by the engine." -msgstr "[i]已廢棄。[/i]這個常數未在內部使用。" - msgid "Abstract base class for scrollbars." msgstr "捲軸的抽象基底類別。" @@ -108017,7 +102646,7 @@ msgid "" msgstr "" "用 Godot 著色語言實作的自訂著色器程式,使用 [code].gdshader[/code] 副檔名保" "存。\n" -"這個類由 [ShaderMaterial] 使用,能夠讓你編寫渲染可視專案或更新粒子資訊時的自定" +"這個類由 [ShaderMaterial] 使用,能夠讓你編寫算繪可視專案或更新粒子資訊時的自定" "義行為。詳細解釋和用法請參考下列教學連結。" msgid "Shaders documentation index" @@ -108166,7 +102795,7 @@ msgid "" "only emitted when the [member Resource.resource_name] changes. Only in " "editor, it is also emitted for [member shader] changes." msgstr "" -"使用自訂 [Shader] 程式渲染視覺專案(畫布專案、網格、天空、霧)或處理粒子的材" +"使用自訂 [Shader] 程式算繪視覺專案(畫布專案、網格、天空、霧)或處理粒子的材" "質。與其他材質相比,[ShaderMaterial] 給予對產生的著色器程式碼進行更深入的控" "制。有關更多信息,請參閱下面的著色器檔案索引。\n" "多個[ShaderMaterial]可以使用相同的著色器並為著色器製服配置不同的值。\n" @@ -108200,7 +102829,7 @@ msgstr "" "本。" msgid "The [Shader] program used to render this material." -msgstr "用於渲染此材質的 [Shader] 程式。" +msgstr "用於算繪此材質的 [Shader] 程式。" msgid "Abstract base class for 2D shapes used for physics collision." msgstr "用於物理碰撞的 2D 形狀的抽象基底類別。" @@ -108880,13 +103509,6 @@ msgid "Returns the bone index that matches [param name] as its name." msgstr "返回名稱與 [param name] 配對的骨骼的索引。" msgid "" -"Force updates the bone transforms/poses for all bones in the skeleton.\n" -"[i]Deprecated.[/i] Do not use." -msgstr "" -"強制更新該骨架中所有骨骼的變換/姿勢。\n" -"[i]已廢棄。[/i]請勿使用。" - -msgid "" "Force updates the bone transform for the bone at [param bone_idx] and all of " "its children." msgstr "強制更新索引為 [param bone_idx] 的骨骼及其所有子項的變換/姿勢。" @@ -109069,67 +103691,6 @@ msgstr "" "位置的節點。" msgid "" -"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " -"that places the end bone at a desired 3D position. A typical scenario for IK " -"in games is to place a character's feet on the ground or a character's hands " -"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally " -"to solve the bone chain and applies the results to the [Skeleton3D] " -"[code]bones_global_pose_override[/code] property for all affected bones in " -"the chain. If fully applied, this overwrites any bone transform from " -"[Animation]s or bone custom poses set by users. The applied amount can be " -"controlled with the [member interpolation] property.\n" -"[codeblock]\n" -"# Apply IK effect automatically on every new frame (not the current)\n" -"skeleton_ik_node.start()\n" -"\n" -"# Apply IK effect only on the current frame\n" -"skeleton_ik_node.start(true)\n" -"\n" -"# Stop IK effect and reset bones_global_pose_override on Skeleton\n" -"skeleton_ik_node.stop()\n" -"\n" -"# Apply full IK effect\n" -"skeleton_ik_node.set_interpolation(1.0)\n" -"\n" -"# Apply half IK effect\n" -"skeleton_ik_node.set_interpolation(0.5)\n" -"\n" -"# Apply zero IK effect (a value at or below 0.01 also removes " -"bones_global_pose_override on Skeleton)\n" -"skeleton_ik_node.set_interpolation(0.0)\n" -"[/codeblock]\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " -"release." -msgstr "" -"SkeletonIK3D 可以將 [Skeleton3D] 骨骼鏈中的所有骨骼進行旋轉,從而將末端骨骼放" -"置在正確的 3D 位置。遊戲中 IK 的典型場景是將角色的腳放在地面上,或者將角色的手" -"放在目前持有的物體上。SkeletonIK 在內部使用 FabrikInverseKinematic 來解決骨骼" -"鏈,並將結果套用於 [Skeleton3D] [code]bones_global_pose_override[/code] 屬性中" -"所有受影響的骨骼鏈。如果完全套用,這將覆蓋任何來自 [Animation] 的骨骼變換或使" -"用者設定的骨骼自訂姿勢。套用量可以用 [member interpolation] 屬性來控制。\n" -"[codeblock]\n" -"# 在每一個新的影格上自動套用 IK 效果(不是目前的)。\n" -"skeleton_ik_node.start()\n" -"\n" -"# 只在目前影格上套用 IK 效果\n" -"skeleton_ik_node.start(true)\n" -"\n" -"# 停止 IK 效果並重設骨骼上的 bones_global_pose_override\n" -"skeleton_ik_node.stop()\n" -"\n" -"# 套用完整的 IK 效果\n" -"skeleton_ik_node.set_interpolation(1.0)\n" -"\n" -"# 套用一半的 IK 效果\n" -"skeleton_ik_node.set_interpolation(0.5)\n" -"\n" -"# 套用零 IK 效果(數值為 0.01 或低於 0.01 也會移除 Skeleton 上的 " -"bones_global_pose_override)。\n" -"skeleton_ik_node.set_interpolation(0.0)\n" -"[/codeblock]\n" -"[i]已放棄使用。[/i]這個類已廢棄,可能在後續版本中移除。" - -msgid "" "Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node " "when SkeletonIK3D entered the [SceneTree]." @@ -110277,13 +104838,6 @@ msgstr "不計算方向。" msgid "A humanoid [SkeletonProfile] preset." msgstr "人形 [SkeletonProfile] 預設。" -msgid "" -"A [SkeletonProfile] as a preset that is optimized for the human form. This " -"exists for standardization, so all parameters are read-only." -msgstr "" -"針對人體優化的 [SkeletonProfile] 預設。存在的意義是進行標準化,所以所有參數都" -"是唯讀的。" - msgid "Defines a 3D environment's background by using a [Material]." msgstr "使用 [Material] 定義 3D 環境的背景。" @@ -110443,9 +104997,6 @@ msgstr "" "拖拽停止時觸發。如果 [param value_changed] 為 true,則 [member Range.value] 與" "開始拖拽時的值不同。" -msgid "Emitted when dragging is started." -msgstr "拖拽開始時觸發。" - msgid "" "Boolean constant. If [code]1[/code], the grabber texture size will be ignored " "and it will fit within slider's bounds based only on its center position." @@ -110830,12 +105381,12 @@ msgid "" msgstr "" "聚光燈是一種 [Light3D] 節點,向指定的方向發出圓錐形的燈光。光線會隨距離增大而" "衰減。衰減可以通過修改 [Light3D] 的能量、半徑、衰減參數進行控制。\n" -"[b]注意:[/b]使用 Mobile 渲染方法時,單個網格資源只能用到 8 盞聚光燈。嘗試對單" +"[b]注意:[/b]使用 Mobile 算繪方法時,單個網格資源只能用到 8 盞聚光燈。嘗試對單" "個網格資源使用超過 8 盞聚光燈會導致聚光燈在相機移動時產生閃爍。使用 " -"Compatibility 渲染方法時,單個網格資源預設只能用到 8 盞聚光燈,但可以通過調整 " +"Compatibility 算繪方法時,單個網格資源預設只能用到 8 盞聚光燈,但可以通過調整 " "[member ProjectSettings.rendering/limits/opengl/max_lights_per_object] 增" "加。\n" -"[b]注意:[/b]使用 Mobile 或 Compatibility 渲染方法時,聚光燈只能影響可見 AABB " +"[b]注意:[/b]使用 Mobile 或 Compatibility 算繪方法時,聚光燈只能影響可見 AABB " "與燈光 AABB 相交的網格。如果使用了著色器將網格進行了變形,超出了 AABB 的範圍," "則必須將該網格的 [member GeometryInstance3D.extra_cull_margin] 增大。否則燈光" "在該網格上可能不可見。" @@ -110855,27 +105406,6 @@ msgid "" msgstr "聚光燈的[i]角度[/i]衰減曲線。另見 [member spot_attenuation]。" msgid "" -"The spotlight's light energy (drop-off) attenuation curve. A number of " -"presets are available in the [b]Inspector[/b] by right-clicking the curve. " -"Zero and negative values are allowed but can produce unusual effects. See " -"also [member spot_angle_attenuation].\n" -"[b]Note:[/b] Very high [member spot_attenuation] values (typically above 10) " -"can impact performance negatively if the light is made to use a larger " -"[member spot_range] to compensate. This is because culling opportunities will " -"become less common and shading costs will be increased (as the light will " -"cover more pixels on screen while resulting in the same amount of " -"brightness). To improve performance, use the lowest [member spot_attenuation] " -"value possible for the visuals you're trying to achieve." -msgstr "" -"聚光燈的光照能量(下降)衰減曲線。在[b]屬性面板[/b]中按右鍵曲線會提供一些預" -"設。允許零和負數,但可能產生異常效果。另見 [member spot_angle_attenuation]。\n" -"[b]注意:[/b]如果 [member spot_attenuation] 值很高(一般大於 10),將燈光的 " -"[member spot_range] 調大去進行補償會對性能產生負面影響。這是因為剔除的機會會變" -"少,從而增加在著色上的消耗(因為在亮度相同的前提下,燈光會覆蓋螢幕上的更多圖" -"元)。為了提升性能,請使用盡可能低的 [member spot_attenuation] 值來達成想要的" -"顯示效果。" - -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 " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, the " @@ -111049,9 +105579,6 @@ msgstr "" "[b]注意:[/b]如果精靈的紋理為 [code]null[/code] 或者給定的位置無效,它也會返" "回 [code]false[/code]。" -msgid "If [code]true[/code], texture is centered." -msgstr "如果為 [code]true[/code],紋理居中。" - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -111145,11 +105672,8 @@ msgstr "" msgid "The direction in which the front of the texture faces." msgstr "紋理正面朝向的方向。" -msgid "" -"The billboard mode to use for the sprite. See [enum BaseMaterial3D." -"BillboardMode] for possible values." -msgstr "" -"該精靈使用的公告板模式。可能的值見 [enum BaseMaterial3D.BillboardMode]。" +msgid "If [code]true[/code], texture will be centered." +msgstr "如果為 [code]true[/code],紋理將被居中。" msgid "" "If [code]true[/code], texture can be seen from the back as well, if " @@ -111158,25 +105682,6 @@ msgstr "" "如果為 [code]true[/code],則從後面也可以看到紋理,如果為 [code]false[/code]," "則從後面看它是不可見的。" -msgid "" -"A color value used to [i]multiply[/i] the texture's colors. Can be used for " -"mood-coloring or to simulate the color of light.\n" -"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on " -"the [SpriteBase3D], the material override must be configured to take vertex " -"colors into account for albedo. Otherwise, the color defined in [member " -"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D." -"vertex_color_use_as_albedo] must be [code]true[/code]. For a " -"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " -"shader's [code]fragment()[/code] function." -msgstr "" -"用於[i]乘以[/i]紋理顏色的顏色值。可用於氛圍著色或模擬光的顏色。\n" -"[b]注意:[/b]如果在 [SpriteBase3D] 上定義了 [member GeometryInstance3D." -"material_override],則必須配置該材質,讓它的反照率考慮頂點顏色。否則 [member " -"modulate] 中定義的顏色將被忽略。對於 [BaseMaterial3D],[member BaseMaterial3D." -"vertex_color_use_as_albedo] 必須為 [code]true[/code]。對於 [ShaderMaterial]," -"必須將 [code]ALBEDO *= COLOR.rgb;[/code],插入到著色器的 [code]fragment()[/" -"code] 函式中。" - msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精靈上一個圖元寬度的大小,以 3D 縮放。" @@ -111190,7 +105695,7 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"設定該精靈的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" +"設定該精靈的算繪優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" "[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設" "值)時適用。\n" "[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序" @@ -111249,7 +105754,7 @@ msgid "" "[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " "displaying translucent areas and smooth edges while using proper sorting." msgstr "" -"該模式在深度預渲染階段繪製完全不透明的圖元。這比 [constant " +"該模式在深度預算繪階段繪製完全不透明的圖元。這比 [constant " "ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 慢,但它允許在使用正確排序" "的同時顯示半透明區域和平滑邊緣。" @@ -111356,7 +105861,7 @@ msgstr "" "時間 [param duration]。" msgid "A PBR (Physically Based Rendering) material to be used on 3D objects." -msgstr "基於物理的渲染(PBR)材質,可以對 3D 物件套用。" +msgstr "基於物理的算繪(PBR)材質,可以對 3D 物件套用。" msgid "" "[StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. " @@ -114485,11 +108990,11 @@ msgid "" "The clear mode when the sub-viewport is used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" -"該子視口用作渲染目標時的清除模式。\n" +"該子視口用作算繪目標時的清除模式。\n" "[b]注意:[/b]此屬性適用於 2D 用途。" msgid "The update mode when the sub-viewport is used as a render target." -msgstr "該子視口用作渲染目標時的更新模式。" +msgstr "該子視口用作算繪目標時的更新模式。" msgid "" "The width and height of the sub-viewport. Must be set to a value greater than " @@ -114513,32 +109018,32 @@ msgid "If [code]true[/code], the 2D size override affects stretch as well." msgstr "如果為 [code]true[/code],則 2D 尺寸覆蓋也會影響拉伸。" msgid "Always clear the render target before drawing." -msgstr "繪製前始終清除渲染目標。" +msgstr "繪製前始終清除算繪目標。" msgid "Never clear the render target." -msgstr "永不清除渲染目標。" +msgstr "永不清除算繪目標。" msgid "" "Clear the render target on the next frame, then switch to [constant " "CLEAR_MODE_NEVER]." -msgstr "在下一影格清除渲染目標,然後切換到 [constant CLEAR_MODE_NEVER]。" +msgstr "在下一影格清除算繪目標,然後切換到 [constant CLEAR_MODE_NEVER]。" msgid "Do not update the render target." -msgstr "不要更新渲染目標。" +msgstr "不要更新算繪目標。" msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." -msgstr "更新渲染目標一次,然後切換到 [constant UPDATE_DISABLED]。" +msgstr "更新算繪目標一次,然後切換到 [constant UPDATE_DISABLED]。" msgid "" "Update the render target only when it is visible. This is the default value." -msgstr "僅在渲染目標可見時更新渲染目標。這是預設值。" +msgstr "僅在算繪目標可見時更新算繪目標。這是預設值。" msgid "Update the render target only when its parent is visible." -msgstr "僅在其父級可見時更新渲染目標。" +msgstr "僅在其父級可見時更新算繪目標。" msgid "Always update the render target." -msgstr "始終更新渲染目標。" +msgstr "始終更新算繪目標。" msgid "A container used for displaying the contents of a [SubViewport]." msgstr "用於顯示 [SubViewport] 內容的容器。" @@ -114581,9 +109086,9 @@ msgid "" "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to " "work." msgstr "" -"將子視口的有效解析度除以該值,同時保持比例。可以用來加速渲染。\n" +"將子視口的有效解析度除以該值,同時保持比例。可以用來加速算繪。\n" "例如子視口的大小為 1280×720,當 [member stretch_shrink] 被設定為 [code]2[/" -"code] 時,將以 640×360 渲染,同時在該容器中佔據相同大小。\n" +"code] 時,將以 640×360 算繪,同時在該容器中佔據相同大小。\n" "[b]注意:[/b][member stretch] 必須為 [code]true[/code],才能使此屬性生效。" msgid "Helper tool to create geometry." @@ -115102,7 +109607,7 @@ msgid "" "data." msgstr "" "如果設定為 [code]true[/code],則所有大小的字形都將使用從動態字形向量資料生成的" -"單個多通道帶符號距離場渲染。" +"單個多通道帶符號距離場算繪。" msgid "" "Font oversampling factor, if set to [code]0.0[/code] global oversampling " @@ -115285,9 +109790,6 @@ msgstr "" "如果為 [code]true[/code],則會隱藏超出該節點寬度的分頁,改為顯示兩個導覽按鈕。" "否則,會更新該節點的最小尺寸,讓所有分頁均可見。" -msgid "Select tab at index [code]tab_idx[/code]." -msgstr "選擇索引 [code]tab_idx[/code] 處的分頁。" - msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "如果為 [code]true[/code],可以通過滑鼠拖動重新排列分頁。" @@ -115451,7 +109953,7 @@ msgstr "" "[b]注意:[/b]如果使用啟用了 [member FontFile." "multichannel_signed_distance_field] 的字形,其 [member FontFile." "msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" +"算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "The font used to draw tab names." msgstr "用於繪製分頁名稱的字形。" @@ -115642,14 +110144,6 @@ msgstr "" "code],未啟動的分頁會被繪製在面板之後。" msgid "" -"The current tab index. When set, this index's [Control] node's [code]visible[/" -"code] property is set to [code]true[/code] and all others are set to " -"[code]false[/code]." -msgstr "" -"目前分頁的索引。設定後,此索引的 [Control] 節點的 [code]visible[/code] 屬性會" -"被設為 [code]true[/code],其他所有都設定為 [code]false[/code]。" - -msgid "" "Sets the position at which tabs will be placed. See [enum TabBar." "AlignmentMode] for details." msgstr "設定分頁的放置位置。詳情見 [enum TabBar.AlignmentMode]。" @@ -116265,9 +110759,6 @@ msgstr "返回位於 [param position] 的單詞。" msgid "Returns a [String] text with the word under the caret's location." msgstr "返回一個 [String] 文字,其中包含文字游標位置下的單詞。" -msgid "Returns if the user has IME text." -msgstr "返回使用者是否有 IME 文字。" - msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "有“重做”動作可用時返回 [code]true[/code]。" @@ -117152,10 +111643,10 @@ msgid "Paragraph width." msgstr "段落寬度。" msgid "A server interface for font management and text rendering." -msgstr "字形管理和文字渲染的伺服器介面。" +msgstr "字形管理和文字算繪的伺服器介面。" msgid "[TextServer] is the API backend for managing fonts and rendering text." -msgstr "[TextServer] 是用於管理字形和渲染文字的 API 後端。" +msgstr "[TextServer] 是用於管理字形和算繪文字的 API 後端。" msgid "" "Creates a new, empty font cache entry resource. To free the resulting " @@ -117189,7 +111680,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method font_remove_texture] to remove them manually." msgstr "" -"從快取條目中移除所有的渲染字形資訊。\n" +"從快取條目中移除所有的算繪字形資訊。\n" "[b]注意:[/b]該函式不會移除與字形關聯的紋理,請使用 [method " "font_remove_texture] 手動移除。" @@ -117217,7 +111708,7 @@ msgstr "" "size]。\n" "[b]注意:[/b]字形索引是特定於字形的,請使用 [method shaped_text_get_glyphs] " "或 [method font_get_glyph_index] 返回的字形索引。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫這個函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫這個函式可能會觸發紋理快取的更新。" msgid "" "Draws single glyph outline of size [param outline_size] into a canvas item at " @@ -117231,7 +111722,7 @@ msgstr "" "[param size]。\n" "[b]注意:[/b]字形索引是特定於字形的,請使用 [method shaped_text_get_glyphs] " "或 [method font_get_glyph_index] 返回的字形索引。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫這個函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫這個函式可能會觸發紋理快取的更新。" msgid "Returns font anti-aliasing mode." msgstr "返回字形的抗鋸齒模式。" @@ -117272,7 +111763,7 @@ msgid "" "might trigger the texture cache update." msgstr "" "返回包含字形的快取紋理的資源 ID。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫此函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫此函式可能會觸發紋理快取的更新。" msgid "" "Returns size of the cache texture containing the glyph.\n" @@ -117280,7 +111771,7 @@ msgid "" "might trigger the texture cache update." msgstr "" "返回包含字形的快取紋理的大小。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫此函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫此函式可能會觸發紋理快取的更新。" msgid "Returns the font hinting mode. Used by dynamic fonts only." msgstr "返回字形微調模式。僅用於動態字形。" @@ -117351,7 +111842,7 @@ msgid "" "multichannel signed distance field generated from the dynamic font vector " "data." msgstr "" -"如果使用從動態字形向量資料生成的單個多通道有符號距離場渲染所有大小的字形,則返" +"如果使用從動態字形向量資料生成的單個多通道有符號距離場算繪所有大小的字形,則返" "回 [code]true[/code]。" msgid "" @@ -117363,7 +111854,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method font_remove_texture] to remove them manually." msgstr "" -"從快取條目中移除指定的渲染字形資訊。\n" +"從快取條目中移除指定的算繪字形資訊。\n" "[b]注意:[/b]這個函式不會移除與字形相關的紋理,請使用 [method " "font_remove_texture] 手動移除。" @@ -117445,11 +111936,11 @@ msgid "" "on Google Fonts." msgstr "" "如果設定為 [code]true[/code],則所有大小的字形都使用同一個從動態字形向量資料生" -"成的多通道帶符號距離場進行渲染。MSDF 渲染能夠使用任意縮放係數顯示字形,字形不" +"成的多通道帶符號距離場進行算繪。MSDF 算繪能夠使用任意縮放係數顯示字形,字形不" "會變得模糊,字形大小的改變也不會消耗 CPU 的性能(因為字形不再需要在 CPU 上進行" "光柵化)。缺點是MSDF 無法使用字形微調。缺少字形微調時,銳度可能降低,較小的字" "形可能不易閱讀。\n" -"[b]注意:[/b]MSDF 字形渲染無法正確渲染存在形狀重疊的字形。重疊的形狀在 " +"[b]注意:[/b]MSDF 字形算繪無法正確算繪存在形狀重疊的字形。重疊的形狀在 " "OpenType 標準中是無效的,但在很多字形檔中仍然很常見,尤其是經過 Google Fonts " "轉換後的那些。要避免形狀重疊帶來的問題,請考慮直接從字形廠商下載字形文件,不要" "依賴 Google Fonts。" @@ -117479,7 +111970,7 @@ msgid "" msgstr "" "設定字形相對於普通寬度的拉伸量,是在 [code]50%[/code] 和 [code]200%[/code] 之" "間的百分比值。\n" -"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method " +"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的算繪。請改用 [method " "font_set_face_index]、[method font_set_variation_coordinates] 或 [method " "font_set_transform]。" @@ -117491,7 +111982,7 @@ msgid "" "font_set_transform] instead." msgstr "" "設定字形樣式旗標,見 [enum FontStyle]。\n" -"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method " +"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的算繪。請改用 [method " "font_set_face_index]、[method font_set_variation_coordinates]、[method " "font_set_embolden] 或 [method font_set_transform]。" @@ -117531,7 +112022,7 @@ msgid "" msgstr "" "設定字形的字重(粗度)。字重是在 [code]100...999[/code] 範圍內的值,普通字重" "為 [code]400[/code],粗體字重為 [code]700[/code]。\n" -"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method " +"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的算繪。請改用 [method " "font_set_face_index]、[method font_set_variation_coordinates]、[method " "font_set_embolden] 或 [method font_set_transform]。" @@ -118013,7 +112504,7 @@ msgstr "" "字形字形針對 LCD 螢幕柵格化。\n" "LCD 次圖元佈局由專案設定 [code]gui/theme/lcd_subpixel_layout[/code] 的值決" "定。\n" -"LCD 次圖元抗鋸齒模式僅適用於在 2D 中渲染橫向、無縮放的文字。" +"LCD 次圖元抗鋸齒模式僅適用於在 2D 中算繪橫向、無縮放的文字。" msgid "" "Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled." @@ -118343,7 +112834,7 @@ msgstr "TextServer 支援載入動態字形(TrueType、OpeType 等)。" msgid "" "TextServer supports multichannel signed distance field dynamic font rendering." -msgstr "TextServer 支援多通道有符號距離場動態字形的渲染。" +msgstr "TextServer 支援多通道有符號距離場動態字形的算繪。" msgid "TextServer supports loading system fonts." msgstr "TextServer 支援載入系統字形。" @@ -118442,7 +112933,7 @@ msgstr "" "排版和本文 OpenType 功能。這是 Godot 的預設主 [TextServer] 介面。" msgid "A dummy text server that can't render text or manage fonts." -msgstr "虛設的文字伺服器,無法渲染文字或管理字形。" +msgstr "虛設的文字伺服器,無法算繪文字或管理字形。" msgid "" "A dummy [TextServer] interface that doesn't do anything. Useful for freeing " @@ -118464,8 +112955,8 @@ msgid "" "The command line argument [code]--text-driver Dummy[/code] (case-sensitive) " "can be used to force the \"Dummy\" [TextServer] on any project." msgstr "" -"虛設的 [TextServer] 介面,不做任何事情。可以在不需要渲染文字時釋放記憶體,因為" -"文字伺服器極其消耗資源。也可以用來比較複雜 GUI 的性能,檢查文字渲染帶來的影" +"虛設的 [TextServer] 介面,不做任何事情。可以在不需要算繪文字時釋放記憶體,因為" +"文字伺服器極其消耗資源。也可以用來比較複雜 GUI 的性能,檢查文字算繪帶來的影" "響。\n" "虛設的文字伺服器在專案開始後始終可用。存取方法如下:\n" "[codeblock]\n" @@ -118594,7 +113085,7 @@ msgstr "" "當請求在 [CanvasItem] 上繪製整個 [Texture2D] 時呼叫,左上角的偏移量由 [param " "pos] 指定。[param modulate] 指定繪製顏色的乘數,[param transpose] 指定繪製是否" "應按列主順序而不是行主循序執行(會導致順時針旋轉 90 度)。\n" -"[b]注意:[/b]僅用於 2D 渲染,不用於 3D。" +"[b]注意:[/b]僅用於 2D 算繪,不用於 3D。" msgid "" "Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s " @@ -118607,7 +113098,7 @@ msgstr "" "請求將 [Texture2D] 繪製到 [CanvasItem] 的指定 [param rect] 上時呼叫。[param " "modulate] 指定的是繪製時顏色的乘數,而 [param transpose] 指定的是繪製時是否使" "用列優先順序,而不是使用行優先順序(產生順時針 90 度旋轉)。\n" -"[b]注意:[/b]僅在 2D 渲染時使用,3D 不使用。" +"[b]注意:[/b]僅在 2D 算繪時使用,3D 不使用。" msgid "" "Called when a part of the [Texture2D] specified by [param src_rect]'s " @@ -118622,7 +113113,7 @@ msgstr "" "指定 [param rect] 上時呼叫。[param modulate] 指定的是繪製時顏色的乘數,而 " "[param transpose] 指定的是繪製時是否使用列優先順序,而不是使用行優先順序(產生" "順時針 90 度旋轉)。\n" -"[b]注意:[/b]僅在 2D 渲染時使用,3D 不使用。" +"[b]注意:[/b]僅在 2D 算繪時使用,3D 不使用。" msgid "Called when the [Texture2D]'s height is queried." msgstr "查詢該 [Texture2D] 的高度時呼叫。" @@ -118730,9 +113221,6 @@ msgstr "" msgid "The RID of the texture object created on the [RenderingDevice]." msgstr "[RenderingDevice] 上建立的紋理對象的 RID。" -msgid "Base class for 3-dimensionnal textures." -msgstr "3D 紋理的基底類別。" - msgid "" "Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used " "directly, but contains all the functions necessary for accessing the derived " @@ -118969,7 +113457,7 @@ msgstr "" "資料是按層設定的。對於 [Texture2DArray],層指定的是陣列層。\n" "所有圖像都需要具有相同的寬度、高度和 mipmap 級別數。\n" "[TextureLayered] 可以用 [method ResourceLoader.load] 載入。\n" -"在內部,Godot 將這些檔對應到目標渲染驅動程式(Vulkan、OpenGL3)中的對應文件。" +"在內部,Godot 將這些檔對應到目標算繪驅動程式(Vulkan、OpenGL3)中的對應文件。" msgid "Called when the [TextureLayered]'s format is queried." msgstr "查詢該 [TextureLayered] 的格式時被呼叫。" @@ -119073,54 +113561,6 @@ msgstr "" "能。" msgid "" -"Offsets [member texture_progress] if [member fill_mode] is [constant " -"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." -msgstr "" -"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " -"FILL_COUNTER_CLOCKWISE],則對[member texture_progress]進行偏移。" - -msgid "" -"Upper limit for the fill of [member texture_progress] if [member fill_mode] " -"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " -"node's [code]value[/code] is equal to its [code]max_value[/code], the texture " -"fills up to this angle.\n" -"See [member Range.value], [member Range.max_value]." -msgstr "" -"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " -"FILL_COUNTER_CLOCKWISE],則為[member texture_progress]的填充上限。當節點的" -"[code]value[/code]等於其[code]max_value[/code]時,紋理會填充到這個角度。\n" -"參閱[member Range.value], [member Range.max_value]。" - -msgid "" -"Starting angle for the fill of [member texture_progress] if [member " -"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. " -"When the node's [code]value[/code] is equal to its [code]min_value[/code], " -"the texture doesn't show up at all. When the [code]value[/code] increases, " -"the texture fills and tends towards [member radial_fill_degrees]." -msgstr "" -"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " -"FILL_COUNTER_CLOCKWISE],[member texture_progress]的填充起始角度。當節點的" -"[code]value[/code]等於其[code]min_value[/code]時,紋理根本不會顯示出來。當" -"[code]value[/code]增加時,紋理會被填滿並趨向於[member radial_fill_degrees]。" - -msgid "" -"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " -"bottom corners and side will have a height of 16 pixels. You can set all 4 " -"margin values individually to create panels with non-uniform borders." -msgstr "" -"九宮格底行的高度。邊距為 16 意味著九宮格的底角和側面將有 16 圖元的高度。你可以" -"單獨設定所有 4 個邊距值,來建立具有非均勻邊框的面板。" - -msgid "The width of the 9-patch's left column." -msgstr "九宮格左列的寬度。" - -msgid "The width of the 9-patch's right column." -msgstr "九宮格右列的寬度。" - -msgid "The height of the 9-patch's top row." -msgstr "九宮格頂行的高度。" - -msgid "" "[Texture2D] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" @@ -119216,21 +113656,6 @@ msgstr "" "制紋理的放置。可以在邊界框中進行縮放、平鋪、居中。" msgid "" -"Defines how minimum size is determined based on the texture's size. See [enum " -"ExpandMode] for options.\n" -"[b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant " -"EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant " -"EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some " -"containers. This functionality is being re-evaluated and will change in the " -"future." -msgstr "" -"定義如何根據該紋理的大小確定最小大小。有關選項,請參閱 [enum ExpandMode]。\n" -"[b]注意:[/b]使用 [constant EXPAND_FIT_WIDTH]、[constant " -"EXPAND_FIT_WIDTH_PROPORTIONAL]、[constant EXPAND_FIT_HEIGHT]、或 [constant " -"EXPAND_FIT_HEIGHT_PROPORTIONAL],可能會導致某些容器的行為不穩定。該功能正在重" -"新評估,將來可能會發生變化。" - -msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "控制項紋理在調整節點邊界矩形時的行為。見 [enum StretchMode]。" @@ -120223,16 +114648,6 @@ msgid "" msgstr "返回自訂資料層的自訂資料值,自訂資料層用索引 [param layer_id] 指定。" msgid "" -"Returns the navigation polygon of the tile for the TileSet navigation layer " -"with index [param layer_id]." -msgstr "返回該圖塊中索引為 [param layer_id] 的 TileSet 導覽層的導覽多邊形。" - -msgid "" -"Returns the occluder polygon of the tile for the TileSet occlusion layer with " -"index [param layer_id]." -msgstr "返回該圖塊中索引為 [param layer_id] 的 TileSet 遮擋層的遮擋器多邊形。" - -msgid "" "Returns the tile's terrain bit for the given [param peering_bit] direction." msgstr "返回該圖塊給定 [param peering_bit] 方向的地形位。" @@ -120435,13 +114850,6 @@ msgid "Clears cells that do not exist in the tileset." msgstr "清除圖塊集中不存在的儲存格。" msgid "" -"[i]Deprecated.[/i] See [method notify_runtime_tile_data_update] and [method " -"update_internals]." -msgstr "" -"[i]已放棄使用。[/i] 請參閱[method notify_runtime_tile_data_update] 和[method " -"update_internals]。" - -msgid "" "Returns the tile alternative ID of the cell on layer [param layer] at [param " "coords]. If [param use_proxies] is [code]false[/code], ignores the " "[TileSet]'s tile proxies, returning the raw alternative identifier. See " @@ -120540,25 +114948,6 @@ msgstr "" "如果 [param layer] 為負,則逆序存取圖層。" msgid "" -"Returns the [NavigationServer2D] navigation map [RID] currently assigned to " -"the specified TileMap [param layer].\n" -"By default the TileMap uses the default [World2D] navigation map for the " -"first TileMap layer. For each additional TileMap layer a new navigation map " -"is created for the additional layer.\n" -"In order to make [NavigationAgent2D] switch between TileMap layer navigation " -"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " -"map received from [method get_layer_navigation_map].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回目前分配給指定 TileMap [param layer] 的 [NavigationServer2D] 導覽地圖 " -"[RID]。\n" -"預設情況下,TileMap 為第一個 TileMap 層,使用預設的 [World2D] 導覽地圖。對於每" -"個附加的 TileMap 層,都會為附加層建立一個新的導覽地圖。\n" -"為了使 [NavigationAgent2D] 在 TileMap 層導覽地圖之間切換,使用 [method " -"NavigationAgent2D.set_navigation_map] 和從 [method get_navigation_map] 接收的" -"導覽地圖。" - -msgid "" "Returns a TileMap layer's Y sort origin.\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120575,9 +114964,6 @@ msgstr "" msgid "Returns the number of layers in the TileMap." msgstr "返回 TileMap 圖層的數量。" -msgid "See [method get_layer_navigation_map]." -msgstr "見 [method get_layer_navigation_map]。" - msgid "" "Returns the neighboring cell to the one at coordinates [param coords], " "identified by the [param neighbor] direction. This method takes into account " @@ -120798,7 +115184,7 @@ msgid "" "processed at all (no rendering, no physics, etc...).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" -"啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有渲染、物理" +"啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有算繪、物理" "等)。\n" "如果 [param layer] 為負數,則從最後一個圖層開始存取。" @@ -120818,24 +115204,6 @@ msgstr "" "如果 [param layer] 為負,則逆序存取圖層。" msgid "" -"Assigns a [NavigationServer2D] navigation map [RID] to the specified TileMap " -"[param layer].\n" -"By default the TileMap uses the default [World2D] navigation map for the " -"first TileMap layer. For each additional TileMap layer a new navigation map " -"is created for the additional layer.\n" -"In order to make [NavigationAgent2D] switch between TileMap layer navigation " -"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " -"map received from [method get_layer_navigation_map].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"將 [NavigationServer2D] 導覽地圖 [RID] 分配給指定的 TileMap [param layer]。\n" -"預設情況下,TileMap 為第一個 TileMap 層使用預設的 [World2D] 導覽地圖。對於每個" -"附加的 TileMap 層,都會為附加層建立一個新的導覽地圖。\n" -"為了使 [NavigationAgent2D] 在 TileMap 層導覽地圖之間切換,使用 [method " -"NavigationAgent2D.set_navigation_map] 和從 [method get_navigation_map] 接收的" -"導覽地圖。" - -msgid "" "Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer " "will behave as a CanvasItem node where each of its tile gets Y-sorted.\n" "Y-sorted layers should usually be on different Z-index values than not Y-" @@ -120868,9 +115236,6 @@ msgstr "" "設定圖層的 Z 索引值。各個圖塊的 Z 索引值都會加上這個 Z 索引。\n" "如果 [param layer] 為負,則逆序存取圖層。" -msgid "See [method set_layer_navigation_map]." -msgstr "見 [method set_layer_navigation_map]。" - msgid "" "Paste the given [TileMapPattern] at the given [param position] and [param " "layer] in the tile map.\n" @@ -120943,9 +115308,6 @@ msgstr "" "[b]注意:[/b] 由於象限是根據地圖坐標系建立的,因此象限的“正方形形狀”在 " "TileMap 的本地坐標系中可能看起來不像正方形。" -msgid "The assigned [TileSet]." -msgstr "指定的 [TileSet] 圖塊集。" - msgid "Emitted when the [TileSet] of this TileMap changes." msgstr "該 TileMap 的 [TileSet] 發生改變時發出。" @@ -121023,7 +115385,7 @@ msgid "" msgstr "" "TileSet 是 [TileMap] 的圖塊庫。TileSet 處理 [TileSetSource] 列表,每個表中存儲" "一組圖塊。\n" -"圖塊既可以來自 [TileSetAtlasSource],可以渲染紋理中的圖塊,支援物理、導覽等功" +"圖塊既可以來自 [TileSetAtlasSource],可以算繪紋理中的圖塊,支援物理、導覽等功" "能,也可以來自 [TileSetScenesCollectionSource],提供基於場景的圖塊。\n" "圖塊通過使用三個 ID 來引用:源 ID、合集座標 ID、備選圖塊 ID。\n" "TileSet 可以配置圖塊暴露哪些屬性。為了做到這一點,TileSet 資源使用了屬性層,你" @@ -121400,7 +115762,7 @@ msgstr "設定給定 TileSet 導覽層中導覽區域的導覽層(導覽伺服 msgid "" "Sets the occlusion layer (as in the rendering server) for occluders in the " "given TileSet occlusion layer." -msgstr "設定給定 TileSet 遮擋層中遮擋器的遮擋層(渲染伺服器中使用)。" +msgstr "設定給定 TileSet 遮擋層中遮擋器的遮擋層(算繪伺服器中使用)。" msgid "" "Enables or disables SDF collision for occluders in the given TileSet " @@ -121472,7 +115834,7 @@ msgstr "" "形。因此,這是合集所需的最小儲存格大小。" msgid "Enables/Disable uv clipping when rendering the tiles." -msgstr "渲染圖塊時啟用/禁用 UV 裁剪。" +msgstr "算繪圖塊時啟用/禁用 UV 裁剪。" msgid "Rectangular tile shape." msgstr "矩形圖塊形狀。" @@ -121689,11 +116051,6 @@ msgid "" msgstr "返回位於座標 [param atlas_coords] 的圖塊有多少動畫影格。" msgid "" -"Returns the [enum TileAnimationMode] of the tile at [param atlas_coords]. See " -"also [method set_tile_animation_mode]." -msgstr "返回位於座標 [param atlas_coords] 的圖塊的動畫布局中有多少列。" - -msgid "" "Returns the separation (as in the atlas grid) between each frame of an " "animated tile at coordinates [param atlas_coords]." msgstr "" @@ -121824,12 +116181,6 @@ msgid "" msgstr "設定位於座標 [param atlas_coords] 的圖塊有多少動畫影格。" msgid "" -"Sets the [enum TileAnimationMode] of the tile at [param atlas_coords] to " -"[param mode]. See also [method get_tile_animation_mode]." -msgstr "" -"設定位於 [param coords] 的儲存格的圖塊識別字。見 [method TileMap.set_cell]。" - -msgid "" "Sets the margin (in grid tiles) between each tile in the animation layout of " "the tile at coordinates [param atlas_coords] has." msgstr "" @@ -122371,91 +116722,9 @@ msgstr "" "[b]注意:[/b]如果想要建立一次性計時器,不產生實體節點,請使用 [method " "SceneTree.create_timer]。" -msgid "Returns [code]true[/code] if the timer is stopped." -msgstr "如果計時器被停止,返回 [code]true[/code]。" - -msgid "" -"Starts the timer. Sets [member wait_time] to [param time_sec] if " -"[code]time_sec > 0[/code]. This also resets the remaining time to [member " -"wait_time].\n" -"[b]Note:[/b] This method will not resume a paused timer. See [member paused]." -msgstr "" -"啟動計時器。如果 [code]time_sec > 0[/code],則會將 [member wait_time] 設定為 " -"[param time_sec]。這也會將剩餘時間重設為 [member wait_time]。\n" -"[b]注意:[/b]這個方法不會恢復已暫停的計時器。見 [member paused]。" - msgid "Stops the timer." msgstr "停止計時器。" -msgid "" -"If [code]true[/code], the timer will automatically start when entering the " -"scene tree.\n" -"[b]Note:[/b] This property is automatically set to [code]false[/code] after " -"the timer enters the scene tree and starts." -msgstr "" -"如果為 [code]true[/code],計時器將在進入場景樹時自動啟動。\n" -"[b]注意:[/b]在計時器進入場景樹並啟動後,該屬性會自動設定為 [code]false[/" -"code]。" - -msgid "" -"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" -"code], it will restart." -msgstr "" -"如果為 [code]true[/code],計時器將在達到 0 時停止。如果為 [code]false[/code]," -"它將重新啟動。" - -msgid "" -"If [code]true[/code], the timer is paused and will not process until it is " -"unpaused again, even if [method start] is called." -msgstr "" -"如果為 [code]true[/code],計時器會被暫停,並且不再處理,即使呼叫 [method " -"start],直到它被取消暫停。" - -msgid "Processing callback. See [enum TimerProcessCallback]." -msgstr "處理回呼函式。見 [enum TimerProcessCallback]。" - -msgid "" -"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n" -"[b]Note:[/b] This value is read-only and cannot be set. It is based on " -"[member wait_time], which can be set using [method start]." -msgstr "" -"計時器的剩餘時間,單位是秒。如果計時器處於非啟動狀態,則返回 0。\n" -"[b]注意:[/b]該值是唯讀的,無法設定。基於的是 [member wait_time],請使用 " -"[method start] 設定。" - -msgid "" -"The wait time in seconds.\n" -"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " -"per physics frame if [member process_callback] is [constant " -"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " -"seconds) will behave in significantly different ways depending on the " -"rendered framerate. For very low wait times, it is recommended to use a " -"process loop in a script instead of using a Timer node. Timers are affected " -"by [member Engine.time_scale], a higher scale means quicker timeouts, and " -"vice versa." -msgstr "" -"等待時間,單位為秒。\n" -"[b]注意:[/b]計時器在每個渲染影格最多只能發射一次(或者如果 [member " -"process_callback] 為 [constant TIMER_PROCESS_PHYSICS],則是每個物理影格)。這" -"意味著非常短的等待時間(低於 0.05 秒),將根據渲染的畫面播放速率,會有明顯不同" -"的表現。對於非常短的等待時間,建議在腳本中使用一個 process 迴圈,而不是使用 " -"Timer 節點。計時器會受 [member Engine.time_scale] 的影響,縮放值越高意味著超時" -"越快,反之亦然。" - -msgid "" -"Update the timer during physics frames (see [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." -msgstr "" -"計時器的更新發生在物理影格中(見 [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" - -msgid "" -"Update the timer during process frames (see [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])." -msgstr "" -"計時器的更新發生在處理影格中(見 [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])。" - msgid "TLS configuration for clients and servers." msgstr "使用者端與伺服器的 TLS 配置。" @@ -122772,6 +117041,16 @@ msgstr "" "量代表平移。" msgid "" +"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" +"code]." +msgstr "基矩陣的 X 向量(第 0 列)。相當於陣列索引 [code]0[/code]。" + +msgid "" +"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" +"code]." +msgstr "基矩陣的 Y 向量(第 1 列)。相當於陣列索引 [code]1[/code]。" + +msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." @@ -123557,14 +117836,6 @@ msgstr "" "期間設定。\n" "控制的是放置區,即根據滑鼠的位置決定並繪製可能的放置位置。" -msgid "" -"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding " -"down Shift while clicking the fold arrow collapses or uncollapses the " -"[TreeItem] and all its descendants." -msgstr "" -"如果為 [code]true[/code],則該 [Tree] 啟用了遞迴折疊。按住 Shift 鍵點擊折疊箭" -"頭會折疊或展開該 [TreeItem] 及所有子項。" - msgid "If [code]true[/code], the folding arrow is hidden." msgstr "如果為 [code]true[/code],隱藏折疊箭頭。" @@ -123878,32 +118149,11 @@ msgid "" msgstr "箭頭圖示,可折疊項已折疊時使用(用於從右至左佈局)。" msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is checked." -msgstr "" -"複選圖示,模式為 [constant TreeItem.CELL_MODE_CHECK] 的儲存格處於勾選狀態時顯" -"示。" - -msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is indeterminate." -msgstr "" -"複選圖示,模式為 [constant TreeItem.CELL_MODE_CHECK] 的儲存格處於中間狀態時顯" -"示。" - -msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "箭頭圖示,模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格顯示。" msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is unchecked." -msgstr "" -"複選圖示,模式為 [constant TreeItem.CELL_MODE_CHECK] 的儲存格處於未選狀態時顯" -"示。" - -msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "上下箭頭圖示,模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格顯示。" @@ -124354,16 +118604,6 @@ msgstr "設定給定列的自訂背景顏色,以及是否只將其作為一個 msgid "Sets the given column's custom color." msgstr "設定給定列的自訂顏色。" -msgid "" -"Sets the given column's custom draw callback to [param callback] method on " -"[param object].\n" -"The [param callback] should accept two arguments: the [TreeItem] that is " -"drawn and its position and size as a [Rect2]." -msgstr "" -"將給定列的自訂繪製回呼函式設定為 [param object] 上的 [param callback] 方法。\n" -"[param callback] 應該接受兩個參數:被繪製的 [TreeItem] 及其作為一個 [Rect2] 的" -"位置和大小。" - msgid "Sets custom font used to draw text in the given [param column]." msgstr "設定用於在給定列 [param column] 中繪製文字的自訂字形。" @@ -124531,7 +118771,7 @@ msgid "" "is never seen by the camera." msgstr "" "如果為 [code]true[/code] ,則在管子的底部生成蓋子。如果相機永遠不可能見到蓋" -"子,那麼設定為 [code]false[/code] 可以加快生成和渲染的速度。" +"子,那麼設定為 [code]false[/code] 可以加快生成和算繪的速度。" msgid "" "If [code]true[/code], generates a cap at the top of the tube. This can be set " @@ -124539,7 +118779,7 @@ msgid "" "never seen by the camera." msgstr "" "如果為 [code]true[/code] ,則在管子的頂部生成蓋子。如果相機永遠不可能見到蓋" -"子,那麼設定為 [code]false[/code] 可以加快生成和渲染的速度。" +"子,那麼設定為 [code]false[/code] 可以加快生成和算繪的速度。" msgid "" "Determines the radius of the tube along its length. The radius of a " @@ -124808,13 +119048,6 @@ msgstr "" "bind_node]。" msgid "" -"If [param parallel] is [code]true[/code], the [Tweener]s appended after this " -"method will by default run simultaneously, as opposed to sequentially." -msgstr "" -"如果 [param parallel] 為 [code]true[/code],那麼在這個方法之後追加的 " -"[Tweener] 將預設同時執行,而不是循序執行。" - -msgid "" "Determines the behavior of the [Tween] when the [SceneTree] is paused. Check " "[enum TweenPauseMode] for options.\n" "Default value is [constant TWEEN_PAUSE_BOUND]." @@ -128126,25 +122359,6 @@ msgid "A 4D vector using integer coordinates." msgstr "使用整數座標的 4D 向量。" msgid "" -"A 4-element structure that can be used to represent 4D grid coordinates or " -"any other quadruplet of integers.\n" -"It uses integer coordinates and is therefore preferable to [Vector4] when " -"exact precision is required. Note that the values are limited to 32 bits, and " -"unlike [Vector4] this cannot be configured with an engine build option. Use " -"[int] or [PackedInt64Array] if 64-bit values are needed.\n" -"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/" -"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a " -"Vector3i will always evaluate to [code]true[/code]." -msgstr "" -"包含四個元素的結構體,可用於代表 4D 座標或任何整數的四元組。\n" -"使用整數座標,因此需要絕對精確時應比 [Vector4] 優先使用。請注意,取值範圍有 " -"32 位的限制,與 [Vector4] 不同,這個型別的精度無法使用引擎的建構參數進行配置。" -"如果需要 64 位元的值,請使用 [int] 或 [PackedInt64Array]。\n" -"[b]注意:[/b]在布林語境中,如果 Vector4i 等於 [code]Vector4i(0, 0, 0, 0)[/" -"code] 則求值結果為 [code]false[/code]。否則 Vector4i 的求值結果始終為 " -"[code]true[/code]。" - -msgid "" "Constructs a default-initialized [Vector4i] with all components set to " "[code]0[/code]." msgstr "建構預設初始化的 [Vector4i],所有分量都為 [code]0[/code]。" @@ -128734,8 +122948,8 @@ msgid "" "each) from [param buffer], starting from index [param offset] in the array. " "Returns the number of audio frames rendered, or -1 on error." msgstr "" -"從陣列中的索引 [param offset] 開始,從 [param buffer] 渲染 [param num_frames] " -"個音訊影格(每影格 [method _get_channels] 個浮點數)。返回渲染的音訊影格數,如" +"從陣列中的索引 [param offset] 開始,從 [param buffer] 算繪 [param num_frames] " +"個音訊影格(每影格 [method _get_channels] 個浮點數)。返回算繪的音訊影格數,如" "果出錯則返回 -1。" msgid "A control used for video playback." @@ -128863,12 +123077,12 @@ msgid "" "not be visible unless the associated texture is used to draw." msgstr "" "Viewport(視口)會在螢幕中建立不同的視圖,或是在其他視口中建立子視圖。視口上會" -"顯示 2D 子節點,也會渲染 Camera3D 3D 子節點。\n" +"顯示 2D 子節點,也會算繪 Camera3D 3D 子節點。\n" "視口也可以擁有自己的 2D 或 3D 世界,這樣就不會與其他視口共用繪製的內容。\n" "視口也可以選擇作為音訊監聽器,這樣就可以根據 2D 或 3D 相機子節點生成位置音" "頻。\n" "另外,在裝置有多個螢幕的情況下,可以將視口分配給不同的螢幕。\n" -"最後,視口也可以充當渲染目標,在這種情況下,除非使用與其相關聯的紋理進行繪制," +"最後,視口也可以充當算繪目標,在這種情況下,除非使用與其相關聯的紋理進行繪制," "否則它們將不可見。" msgid "" @@ -128894,7 +123108,7 @@ msgid "Returns the currently active 3D camera." msgstr "返回目前活動的 3D 相機。" msgid "Returns an individual bit on the rendering layer mask." -msgstr "返回渲染層遮罩上的某個比特位。" +msgstr "返回算繪層遮罩上的某個比特位。" msgid "" "Returns a list of the visible embedded [Window]s inside the viewport.\n" @@ -128914,15 +123128,10 @@ msgid "" msgstr "返回該 [Viewport] 中滑鼠的位置,使用該 [Viewport] 的坐標系。" msgid "" -"Returns the [enum PositionalShadowAtlasQuadrantSubdiv] of the specified " -"quadrant." -msgstr "返回指定象限的 [enum PositionalShadowAtlasQuadrantSubdiv]。" - -msgid "" "Returns rendering statistics of the given type. See [enum RenderInfoType] and " "[enum RenderInfo] for options." msgstr "" -"返回給定型別的渲染統計。選項見 [enum RenderInfoType] 和 [enum RenderInfo]。" +"返回給定型別的算繪統計。選項見 [enum RenderInfoType] 和 [enum RenderInfo]。" msgid "" "Returns the transform from the Viewport's coordinates to the screen " @@ -129059,50 +123268,6 @@ msgstr "" "制項上定義了這個方法(例如聚焦 Control 為 [Button] 或 [LineEdit])。" msgid "" -"Triggers the given [InputEvent] in this [Viewport]. This can be used to pass " -"input events between viewports, or to locally apply inputs that were sent " -"over the network or saved to a file.\n" -"If [param in_local_coords] is [code]false[/code], the event's position is in " -"the embedder's coordinates and will be converted to viewport coordinates. If " -"[param in_local_coords] is [code]true[/code], the event's position is in " -"viewport coordinates.\n" -"While this method serves a similar purpose as [method Input." -"parse_input_event], it does not remap the specified [param event] based on " -"project settings like [member ProjectSettings.input_devices/pointing/" -"emulate_touch_from_mouse].\n" -"Calling this method will propagate calls to child nodes for following methods " -"in the given order:\n" -"- [method Node._shortcut_input]\n" -"- [method Node._unhandled_key_input]\n" -"- [method Node._unhandled_input]\n" -"If an earlier method marks the input as handled via [method " -"set_input_as_handled], any later method in this list will not be called.\n" -"If none of the methods handle the event and [member physics_object_picking] " -"is [code]true[/code], the event is used for physics object picking.\n" -"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s " -"or [SubViewport]s.\n" -"[i]Deprecated.[/i] Use [method push_input] instead." -msgstr "" -"在該 [Viewport] 中觸發給定的 [param event] 事件。可用於在不同視口之間傳遞 " -"[InputEvent],或者在本地套用通過網路傳輸或保存在檔中的事件。\n" -"如果 [param in_local_coords] 為 [code]false[/code],則該事件中的位置使用的是嵌" -"入器坐標系,會被轉換至視口坐標系。如果 [param in_local_coords] 為 [code]true[/" -"code],則該事件的位置使用的是視口坐標系。\n" -"雖然這個方法的用途和 [method Input.parse_input_event] 類似,但不會根據 " -"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等項" -"目設定對指定的 [param event] 進行重對應。\n" -"呼叫這個方法會將呼叫傳播至子節點,按照以下順序呼叫:\n" -"- [method Node._shortcut_input]\n" -"- [method Node._unhandled_input]\n" -"- [method Node._unhandled_key_input]\n" -"如果某個方法使用 [method set_input_as_handled] 將輸入標記為已處理,則列表中的" -"後續方法均不會被呼叫。\n" -"如果上述方法均未處理事件,並且 [member physics_object_picking] 為 [code]true[/" -"code],則該事件將用於物理物件的拾取。\n" -"[b]注意:[/b]這個方法不會將輸入事件傳播至嵌入式 [Window] 和 [SubViewport]。\n" -"[i]已廢棄。[/i]請改用 [method push_input]。" - -msgid "" "Set/clear individual bits on the rendering layer mask. This simplifies " "editing this [Viewport]'s layers." msgstr "設定或清除碰撞遮罩上的比特位。可以簡化 [Viewport] 層的編輯。" @@ -129156,7 +123321,7 @@ msgstr "如果為 [code]true[/code],該視口將處理 3D 音訊流。" msgid "" "The rendering layers in which this [Viewport] renders [CanvasItem] nodes." -msgstr "渲染層,該 [Viewport] 會渲染位於這些層中的 [CanvasItem] 節點。" +msgstr "算繪層,該 [Viewport] 會算繪位於這些層中的 [CanvasItem] 節點。" msgid "" "Sets the default filter mode used by [CanvasItem]s in this Viewport. See " @@ -129181,10 +123346,10 @@ msgstr "" "域畫布變換。" msgid "The overlay mode for test rendered geometry in debug purposes." -msgstr "在除錯時,用於測試渲染的幾何圖形的疊加模式。" +msgstr "在除錯時,用於測試算繪的幾何圖形的疊加模式。" msgid "Disable 3D rendering (but keep 2D rendering)." -msgstr "禁用 3D 渲染(但保留 2D 渲染)。" +msgstr "禁用 3D 算繪(但保留 2D 算繪)。" msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " @@ -129246,7 +123411,7 @@ msgid "" "[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " "visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." msgstr "" -"用於在 [Viewport] 中渲染的網格的自動 LOD 偏置(類似於 [member ReflectionProbe." +"用於在 [Viewport] 中算繪的網格的自動 LOD 偏置(類似於 [member ReflectionProbe." "mesh_lod_threshold])。較高的值將使用生成了 LOD 變化的網格的較不詳細版本。如果" "被設定為 [code]0.0[/code],則自動 LOD 將被禁用。增加 [member " "mesh_lod_threshold],以犧牲幾何細節為代價提高性能。\n" @@ -129261,7 +123426,7 @@ msgid "" "value of 2 or 4 is best unless targeting very high-end systems. This has no " "effect on shader-induced aliasing or texture aliasing." msgstr "" -"2D/畫布渲染的多重取樣抗鋸齒模式。數字越高,得到的邊緣越平滑,代價是性能也會顯" +"2D/畫布算繪的多重取樣抗鋸齒模式。數字越高,得到的邊緣越平滑,代價是性能也會顯" "著降低。設為 2 或 4 為佳,除非目標是非常高端的系統。對由著色器或紋理導致的鋸齒" "無效。" @@ -129273,7 +123438,7 @@ msgid "" "quality but is much more expensive. This has no effect on shader-induced " "aliasing or texture aliasing." msgstr "" -"3D 渲染的多重取樣抗鋸齒模式。數位越高,得到的邊緣越平滑,代價是性能也會顯著降" +"3D 算繪的多重取樣抗鋸齒模式。數位越高,得到的邊緣越平滑,代價是性能也會顯著降" "低。設為 2 或 4 為佳,除非目標是非常高端的系統。另請參閱 3D 的雙線性縮放 " "[member scaling_3d_mode] 實作超取樣,能夠提供更高的品質,但消耗也更高。對由著" "色器或紋理導致的鋸齒無效。" @@ -129292,7 +123457,7 @@ msgid "" "and they are selected in a non-deterministic order, which can be different in " "each picking process." msgstr "" -"如果[code]true[/code],則視埠渲染的物件將成為滑鼠擷取過程的主題。\n" +"如果[code]true[/code],則視埠算繪的物件將成為滑鼠擷取過程的主題。\n" "[b]注意:[/b]同時可拾取物件的數量限制為 64 個,並且它們以不確定的順序選擇,在" "每個拾取過程中可能不同。" @@ -129348,7 +123513,7 @@ msgid "" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/scaling_3d/mode] project setting." msgstr "" -"設定縮放 3D 模式。雙線性縮放會以不同的解析度進行渲染,對視口進行欠取樣或超采" +"設定縮放 3D 模式。雙線性縮放會以不同的解析度進行算繪,對視口進行欠取樣或超采" "樣。FidelityFX Super Resolution 1.0,縮寫為 FSR,是一種放大技術,通過使用一種" "空間感知放大演算法,以快速畫面播放速率生成高品質圖像。FSR 比雙線性的性能消耗略" "高一些,但產生的圖像品質卻高得多。應盡可能使用 FSR。\n" @@ -129372,10 +123537,10 @@ msgid "" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/scaling_3d/scale] project setting." msgstr "" -"根據視口大小縮放 3D 渲染緩衝區,使用 [member ProjectSettings.rendering/" +"根據視口大小縮放 3D 算繪緩衝區,使用 [member ProjectSettings.rendering/" "scaling_3d/mode] 中指定的圖像篩檢程式將輸出圖像縮放到完整的視口大小。比 " -"[code]1.0[/code] 小的值可以犧牲品質加速 3D 渲染(欠取樣)。比 [code]1.0[/" -"code] 大的值僅在雙線性模式下可用,可以提升 3D 渲染品質,但性能消耗較高(超采" +"[code]1.0[/code] 小的值可以犧牲品質加速 3D 算繪(欠取樣)。比 [code]1.0[/" +"code] 大的值僅在雙線性模式下可用,可以提升 3D 算繪品質,但性能消耗較高(超采" "樣)。另見多重取樣抗鋸齒 [member ProjectSettings.rendering/anti_aliasing/" "quality/msaa_3d],性能消耗明顯更低,但只會對多邊形的邊緣進行平滑。\n" "使用 FSR 放大時,AMD 推薦將以下值作為預設選項暴露給使用者“極致品質:0.77”“質" @@ -129391,7 +123556,7 @@ msgid "" "aliasing, but tend to make scenes appear blurry." msgstr "" "設定使用的螢幕空間抗鋸齒方法。螢幕空間抗鋸齒的原理是在後期處理著色器中選擇性地" -"模糊邊緣。它與 MSAA 不同,後者在渲染物件時採用多個覆蓋樣本。螢幕空間抗鋸齒方法" +"模糊邊緣。它與 MSAA 不同,後者在算繪物件時採用多個覆蓋樣本。螢幕空間抗鋸齒方法" "通常比 MSAA 更快,並且會平滑高光鋸齒,但往往會使場景顯得模糊。" msgid "" @@ -129428,7 +123593,7 @@ msgstr "" msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." -msgstr "如果為 [code]true[/code],該視口應使其背景渲染為透明。" +msgstr "如果為 [code]true[/code],該視口應使其背景算繪為透明。" msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " @@ -129442,7 +123607,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則使用一個快速的後期處理濾鏡,使 3D 的帶狀現象明顯減" "少。除非 [member Environment.background_mode] 為 [constant Environment." -"BG_CANVAS],否則 2D 渲染[i]不會[/i]受到去條帶的影響。另見 [member " +"BG_CANVAS],否則 2D 算繪[i]不會[/i]受到去條帶的影響。另見 [member " "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。\n" "在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議僅在實際需要時才啟用去條" "帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。" @@ -129464,16 +123629,16 @@ msgid "" "renderer as the GL Compatibility renderer always renders in low dynamic range " "for performance reasons." msgstr "" -"如果[code]true[/code],2D 渲染將使用與3D 影格緩衝區的位元深度相符的高動態範圍" -"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩" -"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 渲" -"染將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" +"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度相符的高動態範圍" +"(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" +"衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" +"繪將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" "Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" -"[code]0-1[/code] 範圍內,並且可以使用3D 渲染無需色彩空間調整。這使得 2D 渲染能" +"[code]0-1[/code] 範圍內,並且可以使用3D 算繪無需色彩空間調整。這使得 2D 算繪能" "夠利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果的" "外觀。\n" -"[b]注意:[/b] 使用GL 相容性渲染器時,此設定無效,因為出於效能原因,GL 相容性渲" -"染器始終在低動態範圍內渲染。" +"[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性算" +"繪器始終在低動態範圍內算繪。" msgid "" "If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " @@ -129508,8 +123673,8 @@ msgid "" "[b]Note:[/b] The implementation is not complete yet, some visual instances " "such as particles and skinned meshes may show artifacts." msgstr "" -"為該視口啟用時間抗鋸齒。TAA 通過抖動相機並累積最後渲染影格的圖像來工作,運動向" -"量渲染被用於解釋相機和物件的運動。\n" +"為該視口啟用時間抗鋸齒。TAA 通過抖動相機並累積最後算繪影格的圖像來工作,運動向" +"量算繪被用於解釋相機和物件的運動。\n" "[b]注意:[/b]實作尚未完成,一些可視實例,如粒子和蒙皮網格可能會出現偽影。" msgid "" @@ -129517,8 +123682,8 @@ msgid "" "render XR output. When applicable this can result in a stereoscopic image and " "the resulting render being output to a headset." msgstr "" -"如果為 [code]true[/code],則視口將使用主 XR 介面來渲染 XR 輸出。如果適用,這可" -"以得到立體圖像,渲染結果會輸出到頭戴裝置。" +"如果為 [code]true[/code],則視口將使用主 XR 介面來算繪 XR 輸出。如果適用,這可" +"以得到立體圖像,算繪結果會輸出到頭戴裝置。" msgid "" "The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if " @@ -129893,8 +124058,8 @@ msgid "" "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" -"繪製該 [VisualInstance3D] 的渲染層。\n" -"[Camera3D] 的剔除遮罩包含該 [VisualInstance3D] 所設定的任何渲染層時,該物件才" +"繪製該 [VisualInstance3D] 的算繪層。\n" +"[Camera3D] 的剔除遮罩包含該 [VisualInstance3D] 所設定的任何算繪層時,該物件才" "在該相機中可見。\n" "對於 [Light3D],可以用於控制指定的燈光能夠影響哪些 [VisualInstance3D]。對於 " "[GPUParticles3D],可以用於控制哪些粒子受到吸引器的影響。對於 [Decal],可以用於" @@ -129902,7 +124067,7 @@ msgstr "" "要在腳本中更加方便地調整 [member layers],請使用 [method " "get_layer_mask_value] 和 [method set_layer_mask_value]。\n" "[b]注意:[/b][VoxelGI]、SDFGI、[LightmapGI] 在確定全域光照影響時始終會考慮所有" -"渲染層。如果不希望這樣,請將網格的 [member GeometryInstance3D.gi_mode] 設定為 " +"算繪層。如果不希望這樣,請將網格的 [member GeometryInstance3D.gi_mode] 設定為 " "[constant GeometryInstance3D.GI_MODE_DISABLED],將燈光的 [member Light3D." "light_bake_mode] 設定為 [constant Light3D.BAKE_DISABLED],這樣就能從全域光照中" "剔除。" @@ -130647,11 +124812,11 @@ msgid "No hints are added to the uniform declaration." msgstr "在uniform宣告中未新增提示。" msgid "" -"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " +"Adds [code]source_color[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" -"將 [code]hint_albedo[/code] 作為提示新增到 uniform 宣告中,以便將 sRGB 轉換為" -"線性。" +"向該 uniform 宣告新增 [code]source_color[/code] 提示,用於進行正確的 sRGB 到線" +"性顏色空間的轉換。" msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " @@ -130988,8 +125153,8 @@ msgid "" "Precision] for options. When using the GL Compatibility renderer, this " "setting has no effect." msgstr "" -"設定用於導數函式的精度級別。關選項,請參閱 [enum Precision]。使用 GL 相容性渲" -"染器時,此設定不起作用。" +"設定用於導數函式的精度級別。關選項,請參閱 [enum Precision]。使用 GL 相容性算" +"繪器時,此設定不起作用。" msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "[code]x[/code] 和 [code]y[/code] 的絕對導數之和。" @@ -132273,7 +126438,7 @@ msgid "" "gl_compatibility renderers)." msgstr "" "使用在深度預處理過程中捕獲的深度紋理。只有在使用深度預處理時才可用(即在空間著" -"色器和 forward_plus 或 gl_compatibility 渲染器中)。" +"色器和 forward_plus 或 gl_compatibility 算繪器中)。" msgid "Use the texture provided in the input port for this function." msgstr "將輸入埠中提供的紋理用於此函式。" @@ -132284,7 +126449,7 @@ msgid "" "forward_plus renderer)." msgstr "" "使用在深度預處理過程中捕獲的法線緩衝區。只有在法線粗糙度緩衝區可用時才可用(即" -"在空間著色器和 forward_plus 渲染器中)。" +"在空間著色器和 forward_plus 算繪器中)。" msgid "" "Use the roughness buffer captured during the depth prepass. Only available " @@ -132292,7 +126457,7 @@ msgid "" "the forward_plus renderer)." msgstr "" "使用在深度預處理過程中捕獲的粗糙度緩衝區。僅當法線粗糙度緩衝區可用時才可用(即" -"在空間著色器和 forward_plus 渲染器中)。" +"在空間著色器和 forward_plus 算繪器中)。" msgid "A 2D texture uniform array to be used within the visual shader graph." msgstr "視覺化著色器圖中使用的 2D 紋理 uniform 陣列。" @@ -132366,13 +126531,6 @@ msgstr "" "(法線粗糙度)紋理。選項見 [enum TextureSource]。" msgid "" -"Adds [code]source_color[/code] as hint to the uniform declaration for proper " -"sRGB to linear conversion." -msgstr "" -"向該 uniform 宣告新增 [code]source_color[/code] 提示,用於進行正確的 sRGB 到線" -"性顏色空間的轉換。" - -msgid "" "Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use " "for a flowmap." msgstr "向該 uniform 宣告新增 [code]hint_anisotropy[/code] 提示,用於流向圖。" @@ -133048,7 +127206,7 @@ msgstr "" "果和靜態幾何體的效果,以即時模擬複雜光線的行為。[VoxelGI] 需要經過烘焙才能產生" "可見的效果。然而,一旦烘焙,動態物件將接收來自它們的光。此外,燈光可以是完全動" "態的,也可以是烘焙的。\n" -"[b]注意:[/b][VoxelGI] 只支援 Forward+ 渲染方式,不支援 Mobile 或 " +"[b]注意:[/b][VoxelGI] 只支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。\n" "[b]程式生成:[/b][VoxelGI] 可以在匯出的專案中烘焙,這使得它適用於程式生成或用" "戶建構的關卡,只要所有幾何體都預先生成即可。對於在遊戲過程中隨時生成幾何圖形的" @@ -133710,12 +127868,6 @@ msgstr "" "是否完成。" msgid "" -"Returns the [enum SignalingState] on the local end of the connection while " -"connecting or reconnecting to another peer." -msgstr "" -"返回在連接或重新連接至其他對等體時,連接本地端的 [enum SignalingState]。" - -msgid "" "Re-initialize this peer connection, closing any previously active connection, " "and going back to state [constant STATE_NEW]. A dictionary of [param " "configuration] options can be passed to configure the peer connection.\n" @@ -134472,7 +128624,7 @@ msgstr "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # 這告訴 Godot 開始渲染到頭戴裝置。\n" +" # 這告訴 Godot 開始算繪到頭戴裝置。\n" " get_viewport().use_xr = true\n" " # 這將是你最終獲得的參考空間型別,與你在上面請求的型別不同。\n" " # 如果你希望遊戲在 “bounded-floor” 和 “local-floor”\n" @@ -134483,7 +128635,7 @@ msgstr "" "func _webxr_session_ended():\n" " $Button.visible = true\n" " # 如果使用者退出沉浸式模式,那麼我們會告訴 Godot\n" -" # 再次渲染到網頁。\n" +" # 再次算繪到網頁。\n" " get_viewport().use_xr = false\n" "\n" "func _webxr_session_failed(message):\n" @@ -134752,7 +128904,7 @@ msgid "" "instruct Godot to resume rendering to the screen." msgstr "" "使用者結束 WebXR 會話時發出(可以使用流覽器或裝置的 UI 結束會話)。\n" -"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Godot 繼續渲染" +"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Godot 繼續算繪" "至螢幕。" msgid "" @@ -134771,7 +128923,7 @@ msgid "" msgstr "" "由 [method XRInterface.initialize] 在該會話啟動成功時發出。\n" "此時,可以安全地執行 [code]get_viewport().use_xr = true[/code],讓 Godot 開始" -"渲染至 XR 裝置。" +"算繪至 XR 裝置。" msgid "" "Emitted by [method is_session_supported] to indicate if the given [param " @@ -135084,9 +129236,6 @@ msgid "" msgstr "" "在目前螢幕裡居中原生視窗,如果時嵌入式視窗則是在嵌入器 [Viewport] 裡居中。" -msgid "Moves the [Window] on top of other windows and focuses it." -msgstr "將該 [Window] 移動到其他視窗的頂部並聚焦。" - msgid "" "Shows the [Window] and makes it transient (see [member transient]). If [param " "rect] is provided, it will be set as the [Window]'s size. Fails if called on " @@ -135270,11 +129419,6 @@ msgstr "" "如果為 [code]true[/code],則該視窗將位於所有其他視窗的頂部。如果啟用了 " "[member transient] 則不起作用。" -msgid "" -"Toggles if any text should automatically change to its translated version " -"depending on the current locale." -msgstr "切換是否所有文字都應該根據目前區域設定自動變為翻譯後的版本。" - msgid "If [code]true[/code], the window will have no borders." msgstr "如果為 [code]true[/code],則該視窗將沒有邊框。" @@ -135504,24 +129648,6 @@ msgstr "" "請注意,不同平臺可能由不同的行為。" msgid "" -"If [code]true[/code], the [Window]'s background can be transparent. This is " -"best used with embedded windows.\n" -"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, " -"but availability might vary depending on GPU driver, display manager, and " -"compositor capabilities.\n" -"[b]Note:[/b] This property has no effect if either [member ProjectSettings." -"display/window/per_pixel_transparency/allowed], or the window's [member " -"Viewport.transparent_bg] is set to [code]false[/code]." -msgstr "" -"如果為 [code]true[/code],則 [Window] 的背景可以是透明的。最好用在嵌入式視窗" -"中。\n" -"[b]注意:[/b]透明度支援已在 Linux、macOS 和 Windows 上實作,但可用性可能因 " -"GPU 驅動程式、顯示管理器和合成器的能力而異。\n" -"[b]注意:[/b]如果 [member ProjectSettings.display/window/" -"per_pixel_transparency/allowed] 或該視窗的 [member Viewport.transparent_bg] " -"為 [code]false[/code],則這個屬性無效。" - -msgid "" "If [code]true[/code], the [Window] can't be focused nor interacted with. It " "can still be visible." msgstr "" @@ -135764,7 +129890,7 @@ msgid "" "expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better " "results." msgstr "" -"會將內容按照目標大小渲染。比 [constant CONTENT_SCALE_MODE_VIEWPORT] 更消耗性" +"會將內容按照目標大小算繪。比 [constant CONTENT_SCALE_MODE_VIEWPORT] 更消耗性" "能,但結果更佳。" msgid "" @@ -135772,7 +129898,7 @@ msgid "" "size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but " "results in pixelated image." msgstr "" -"會將內容按照原始大小渲染,然後再縮放到目標大小。比 [constant " +"會將內容按照原始大小算繪,然後再縮放到目標大小。比 [constant " "CONTENT_SCALE_MODE_CANVAS_ITEMS] 性能更高,但會導致圖像的圖元化。" msgid "" @@ -136058,27 +130184,6 @@ msgid "" msgstr "在具有給定 ID 的群組工作完成前暫停呼叫這個方法的執行緒。" msgid "" -"Pauses the thread that calls this method until the task with the given ID is " -"completed.\n" -"Returns [constant @GlobalScope.OK] if the task could be successfully " -"awaited.\n" -"Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the " -"passed ID does not exist (maybe because it was already awaited and disposed " -"of).\n" -"Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another " -"running task and, due to task scheduling, the task to await is at a lower " -"level in the call stack and therefore can't progress. This is an advanced " -"situation that should only matter when some tasks depend on others." -msgstr "" -"暫停呼叫該方法的執行緒,直到給定 ID 對應的工作完成。\n" -"如果能夠成功等待工作,則返回 [constant @GlobalScope.OK]。\n" -"如果不存在與傳入 ID 對應的工作(可能已被等待或處理),則返回 [constant " -"@GlobalScope.ERR_INVALID_PARAMETER]。\n" -"如果其他正在執行的工作呼叫了該方法,並且由於工作調度的原因,要等待的工作位於呼" -"叫堆疊更下層的位置,因此無法繼續,則返回 [constant @GlobalScope.ERR_BUSY]。這" -"是比較高級的情況,只有工作之間存在依賴關係時才會出現。" - -msgid "" "A resource that holds all components of a 2D world, such as a canvas and a " "physics space." msgstr "一種保存了所有 2D 世界元件的資源,例如畫布和物理運算空間。" @@ -136544,12 +130649,12 @@ msgid "" "and the location of the XRCamera3D can lag a few milliseconds behind what is " "used for rendering as a result." msgstr "" -"這是用於我們相機的一種輔助空間節點;請注意,如果立體渲染適用(VR-HMD),則大多" +"這是用於我們相機的一種輔助空間節點;請注意,如果立體算繪適用(VR-HMD),則大多" "數相機屬性都會被忽略,因為 HMD 資訊會覆蓋它們。可以信任的屬性只有近平面和遠平" "面。\n" "如果此類追蹤可用,則該節點的位置和方向由 XR 伺服器自動更新,以表示 HMD 的位" -"置,因此可以被遊戲邏輯使用。請注意,與 XR 控制器相比,渲染執行緒可以存取 HMD " -"的最新追蹤資料,因此 XRCamera3D 的位置可能比用於渲染的位置滯後幾毫秒。" +"置,因此可以被遊戲邏輯使用。請注意,與 XR 控制器相比,算繪執行緒可以存取 HMD " +"的最新追蹤資料,因此 XRCamera3D 的位置可能比用於算繪的位置滯後幾毫秒。" msgid "A spatial node representing a spatially-tracked controller." msgstr "表示空間追蹤控制器的空間節點。" @@ -136674,7 +130779,7 @@ msgstr "返回視圖/眼睛的投影矩陣。" msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." -msgstr "返回在VR平臺套用鏡頭失真等內容之前渲染的中間結果的解析度。" +msgstr "返回在VR平臺套用鏡頭失真等內容之前算繪的中間結果的解析度。" msgid "" "Returns the an array of supported environment blend modes, see [enum " @@ -136718,7 +130823,7 @@ msgstr "" msgid "" "Returns the number of views that need to be rendered for this device. 1 for " "Monoscopic, 2 for Stereoscopic." -msgstr "返回該裝置渲染所需的視圖數量。1 代表單目平面視圖,2 代表雙目立體視圖。" +msgstr "返回該裝置算繪所需的視圖數量。1 代表單目平面視圖,2 代表雙目立體視圖。" msgid "" "Call this to initialize this interface. The first interface that is " @@ -136738,79 +130843,20 @@ msgid "" "wish to do this if you want to track controllers from other platforms. " "However, at this point in time only one interface can render to an HMD." msgstr "" -"呼叫它來初始化這個介面。被初始化的第一個介面被識別為主介面,它將用於渲染輸" +"呼叫它來初始化這個介面。被初始化的第一個介面被識別為主介面,它將用於算繪輸" "出。\n" -"初始化想要使用的介面後,需要啟用視口的 AR/VR 模式,並且渲染應該開始。\n" +"初始化想要使用的介面後,需要啟用視口的 AR/VR 模式,並且算繪應該開始。\n" "[b]注意:[/b]對於任何使用 Godot 主輸出的裝置,例如移動 VR,必須在主視口上啟用 " "XR 模式。\n" "如果為處理自己輸出的平臺(例如 OpenVR)執行該操作,則 Godot 將只顯示一隻眼睛而" "不會在螢幕上失真。或者,可以將單獨的視口節點新增到場景並在該視口上啟用 AR/VR。" "它將被用於輸出到 HMD,讓你可以在主視窗中自由地做任何你喜歡的事情,例如使用單獨" -"的相機作為旁觀者相機或渲染完全不同的東西。\n" +"的相機作為旁觀者相機或算繪完全不同的東西。\n" "雖然目前未使用,但可以啟動其他介面。如果想追蹤來自其他平臺的控制器,可能會希望" -"這樣做。但是,此時只有一個介面可以渲染到 HMD。" - -msgid "Is [code]true[/code] if this interface has been initialized." -msgstr "如果該介面已初始化,則為 [code]true[/code]。" - -msgid "Is [code]true[/code] if passthrough is enabled." -msgstr "如果已啟用穿透,則為 [code]true[/code]。" - -msgid "Is [code]true[/code] if this interface supports passthrough." -msgstr "如果該介面支援穿透,則為 [code]true[/code]。" - -msgid "" -"Sets the active environment blend mode.\n" -"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with the " -"next frame.\n" -"[b]Note:[/b] Not all runtimes support all environment blend modes, so it is " -"important to check this at startup. For example:\n" -"[codeblock]\n" -" func _ready():\n" -" var xr_interface: XRInterface = XRServer." -"find_interface(\"OpenXR\")\n" -" if xr_interface and xr_interface.is_initialized():\n" -" var vp: Viewport = get_viewport()\n" -" vp.use_xr = true\n" -" var acceptable_modes = [ XRInterface." -"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n" -" var modes = xr_interface." -"get_supported_environment_blend_modes()\n" -" for mode in acceptable_modes:\n" -" if mode in modes:\n" -" xr_interface." -"set_environment_blend_mode(mode)\n" -" break\n" -"[/codeblock]" -msgstr "" -"設定活動的環境混合模式。\n" -"[param mode] 是從下一影格開始的 [enum XRInterface.EnvironmentBlendMode]。\n" -"[b]注意:[/b]並非所有運作時都支援全部的環境混合模式,因此在啟動時檢查這一點很" -"重要。例如:\n" -"[codeblock]\n" -" func _ready():\n" -" var xr_interface: XRInterface = XRServer." -"find_interface(\"OpenXR\")\n" -" if xr_interface and xr_interface.is_initialized():\n" -" var vp: Viewport = get_viewport()\n" -" vp.use_xr = true\n" -" var acceptable_modes = [ XRInterface." -"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n" -" var modes = xr_interface." -"get_supported_environment_blend_modes()\n" -" for mode in acceptable_modes:\n" -" if mode in modes:\n" -" xr_interface." -"set_environment_blend_mode(mode)\n" -" break\n" -"[/codeblock]" +"這樣做。但是,此時只有一個介面可以算繪到 HMD。" -msgid "" -"Sets the active play area mode, will return [code]false[/code] if the mode " -"can't be used with this interface." -msgstr "" -"設定活動的遊玩區域模式,如果該模式無法在這個介面中使用則返回 [code]false[/" -"code]。" +msgid "Returns [code]true[/code] if this interface has been initialized." +msgstr "如果這個介面已初始化,則返回 [code]true[/code]。" msgid "" "Starts passthrough, will return [code]false[/code] if passthrough couldn't be " @@ -136819,7 +130865,7 @@ msgid "" "otherwise passthrough may not properly render." msgstr "" "啟動穿透,如果無法啟動則會返回 [code]false[/code]。\n" -"[b]注意:[/b]XR 所使用的視口必須有透明背景,否則穿透可能無法正確渲染。" +"[b]注意:[/b]XR 所使用的視口必須有透明背景,否則穿透可能無法正確算繪。" msgid "Stops passthrough." msgstr "停止穿透。" @@ -136873,13 +130919,13 @@ msgid "No XR capabilities." msgstr "沒有 XR 功能。" msgid "This interface can work with normal rendering output (non-HMD based AR)." -msgstr "此介面可以與正常的渲染輸出一起工作(非基於 HMD 的 AR)。" +msgstr "此介面可以與正常的算繪輸出一起工作(非基於 HMD 的 AR)。" msgid "This interface supports stereoscopic rendering." -msgstr "該介面支援立體渲染。" +msgstr "該介面支援立體算繪。" msgid "This interface supports quad rendering (not yet supported by Godot)." -msgstr "該介面支援四邊形渲染(Godot 尚不支援)。" +msgstr "該介面支援四邊形算繪(Godot 尚不支援)。" msgid "This interface supports VR." msgstr "該介面支援 VR。" @@ -136937,13 +130983,6 @@ msgstr "玩家處於坐姿,提供有限的位置追蹤,玩家周圍有固定 msgid "Player is free to move around, full positional tracking." msgstr "玩家可以自由移動,提供完整的位置追蹤。" -msgid "" -"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the " -"center of the physical space, [method XRServer.center_on_hmd] disabled." -msgstr "" -"與 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原點固定在物理空間的中心,禁用 " -"[method XRServer.center_on_hmd]。" - msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用於 VR 裝置。" @@ -136991,10 +131030,10 @@ msgid "Returns the capabilities of this interface." msgstr "返回該介面的功能。" msgid "Return color texture into which to render (if applicable)." -msgstr "返回接受渲染結果的顏色紋理(如果適用)。" +msgstr "返回接受算繪結果的顏色紋理(如果適用)。" msgid "Return depth texture into which to render (if applicable)." -msgstr "返回接受渲染結果的深度紋理(如果適用)。" +msgstr "返回接受算繪結果的深度紋理(如果適用)。" msgid "Returns the name of this interface." msgstr "返回該介面的名稱。" @@ -137004,9 +131043,6 @@ msgid "" "applicable)." msgstr "返回表示遊戲區域邊界的 [PackedVector3Array](如果適用)。" -msgid "Returns the [enum XRInterface.PlayAreaMode] that sets up our play area." -msgstr "返回設定我們的遊戲區域的 [enum XRInterface.PlayAreaMode]。" - msgid "" "Returns the projection matrix for the given view as a [PackedFloat64Array]." msgstr "返回給定試圖的投影矩陣,形式為 [PackedFloat64Array]。" @@ -137015,7 +131051,7 @@ msgid "" "Returns the size of our render target for this interface, this overrides the " "size of the [Viewport] marked as the xr viewport." msgstr "" -"返回我們在這個介面上的渲染目標大小,覆蓋標記為 XR 視口的 [Viewport] 的大小。" +"返回我們在這個介面上的算繪目標大小,覆蓋標記為 XR 視口的 [Viewport] 的大小。" msgid "" "Returns a [PackedStringArray] with pose names configured by this interface. " @@ -137044,7 +131080,7 @@ msgid "Returns a [Transform3D] for a given view." msgstr "返回給定視圖的 [Transform3D]。" msgid "Return velocity texture into which to render (if applicable)." -msgstr "返回作為渲染目標的速度紋理(如果適用)。" +msgstr "返回作為算繪目標的速度紋理(如果適用)。" msgid "" "Returns the number of views this interface requires, 1 for mono, 2 for " @@ -137054,9 +131090,6 @@ msgstr "返回此介面所需的視圖數量,1 代表單目平面視圖,2 msgid "Initializes the interface, returns [code]true[/code] on success." msgstr "初始化該介面,成功時返回 [code]true[/code]。" -msgid "Returns [code]true[/code] if this interface has been initialized." -msgstr "如果這個介面已初始化,則返回 [code]true[/code]。" - msgid "Called after the XR [Viewport] draw logic has completed." msgstr "在 XR [Viewport] 繪製邏輯完成後呼叫。" @@ -137068,15 +131101,15 @@ msgid "" "rendering." msgstr "" "如果這是我們的主要 [XRInterfaceExtension],則在我們開始為每個活動的 XR " -"[Viewport] 處理 [Viewport] 之前呼叫,如果該視口應該被渲染,則返回 [code]true[/" +"[Viewport] 處理 [Viewport] 之前呼叫,如果該視口應該被算繪,則返回 [code]true[/" "code]。如果使用者摘下頭戴式裝置,XR 介面可能會返回 [code]false[/code],我們可" -"以暫停渲染。" +"以暫停算繪。" msgid "" "Called if this [XRInterfaceExtension] is active before rendering starts. Most " "XR interfaces will sync tracking at this point in time." msgstr "" -"如果這個 [XRInterfaceExtension] 在渲染開始前處於啟動狀態,則會呼叫這個函式,大" +"如果這個 [XRInterfaceExtension] 在算繪開始前處於啟動狀態,則會呼叫這個函式,大" "多數 XR 介面都會在此時進行追蹤同步。" msgid "" @@ -137107,14 +131140,14 @@ msgid "" "Blits our render results to screen optionally applying lens distortion. This " "can only be called while processing [code]_commit_views[/code]." msgstr "" -"將我們的渲染結果傳輸到螢幕上,還可以在此過程中套用鏡頭失真。只能在處理 " +"將我們的算繪結果傳輸到螢幕上,還可以在此過程中套用鏡頭失真。只能在處理 " "[code]_commit_views[/code] 時呼叫。" msgid "" "Returns a valid [RID] for a texture to which we should render the current " "frame if supported by the interface." msgstr "" -"如果介面支援,則返回一個紋理的有效 [RID],我們應更將目前影格渲染至該紋理。" +"如果介面支援,則返回一個紋理的有效 [RID],我們應更將目前影格算繪至該紋理。" msgid "" "A spatial node that has its position automatically updated by the [XRServer]." @@ -137186,41 +131219,6 @@ msgstr "" msgid "The origin point in AR/VR." msgstr "AR/VR 的原點。" -msgid "" -"This is a special node within the AR/VR system that maps the physical " -"location of the center of our tracking space to the virtual location within " -"our game world.\n" -"There should be only one of these nodes in your scene and you must have one. " -"All the XRCamera3D, XRController3D and XRAnchor3D nodes should be direct " -"children of this node for spatial tracking to work correctly.\n" -"It is the position of this node that you update when your character needs to " -"move through your game world while we're not moving in the real world. " -"Movement in the real world is always in relation to this origin point.\n" -"For example, if your character is driving a car, the XROrigin3D node should " -"be a child node of this car. Or, if you're implementing a teleport system to " -"move your character, you should change the position of this node." -msgstr "" -"這是 AR/VR 系統中的一個特殊節點,會將我們追蹤空間中心的物理位置對應到遊戲世界" -"中的虛擬位置。\n" -"你的場景中應該有且必須只有一個這樣的節點。所有 XRCamera3D、XRController3D 和 " -"XRAnchor3D 節點都應該是該節點的直接子節點,以便空間追蹤正常運作。\n" -"當你的角色需要在遊戲世界中移動而不在現實世界中移動時,就要更新此節點的位置。現" -"實世界中的運動始終是相對於這個原點的。\n" -"例如,如果你的角色正在駕駛汽車,則 XROrigin3D 節點應該是這輛車的子節點。或者," -"如果要實作通過傳送系統來移動角色,則應該更改此節點的位置。" - -msgid "Is this XROrigin3D node the current origin used by the [XRServer]?" -msgstr "這個 XROrigin3D 節點是否為 [XRServer] 所使用的目前原點?" - -msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter.\n" -"[b]Note:[/b] This method is a passthrough to the [XRServer] itself." -msgstr "" -"允許你根據你的遊戲的單位來調整比例。大多數 AR/VR 平臺假定的比例是 1 個遊戲世界" -"的單位 = 1 個現實世界的米。\n" -"[b]注意:[/b]這種方法是對 [XRServer] 本身的直接呼叫。" - msgid "This object contains all data related to a pose on a tracked object." msgstr "這個物件包含了追蹤物件姿勢相關的所有資料。" @@ -137526,19 +131524,12 @@ msgid "" "[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is " "exposed for access from GDExtensions." msgstr "" -"我們的追蹤空間在虛擬世界中的原點。渲染器會用到這個資訊,根據新的追蹤資料來正確" +"我們的追蹤空間在虛擬世界中的原點。算繪器會用到這個資訊,根據新的追蹤資料來正確" "放置相機。\n" "[b]注意:[/b]這個屬性由目前的 [XROrigin3D] 節點管理。暴露的目的是方便在 " "GDExtension 使用。" msgid "" -"Allows you to adjust the scale to your game's units. Most AR/VR platforms " -"assume a scale of 1 game world unit = 1 real world meter." -msgstr "" -"允許你根據你的遊戲的單位來調整縮放。大多數 AR/VR 平臺假定 1 個遊戲世界單位 = " -"1 個現實世界的米。" - -msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number of " "controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index 1147ae4f1a..d15508f8d7 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -77,7 +77,7 @@ # Mohammedi Mohammed Djawad <smallcloverstudio@gmail.com>, 2023. # Hamed Mohammed Almuslhi <wbk7777@hotmail.com>, 2023. # KhalilBenGaied <grozz1@yahoo.com>, 2023. -# بسام العوفي <co-able@hotmail.com>, 2023. +# بسام العوفي <co-able@hotmail.com>, 2023, 2024. # Abdulkarim <abwkhaldalhwsawy@gmail.com>, 2023. # Rémi Verschelde <remi@godotengine.org>, 2023. # Omran Alsaedi <Omran2222@outlook.sa>, 2023. @@ -94,8 +94,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-21 20:50+0000\n" -"Last-Translator: Varga <vancouver_cliparf@simplelogin.com>\n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: بسام العوفي <co-able@hotmail.com>\n" "Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/godot/" "ar/>\n" "Language: ar\n" @@ -104,10 +104,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" -msgstr "ثريد رئيسي" +msgstr "النظيمة الرئيسة" msgid "Unset" msgstr "غير محدد" @@ -552,9 +552,6 @@ msgstr "تعديل الحدث" msgid "Remove Event" msgstr "حذف الحدث" -msgid "Filter by name..." -msgstr "تصفية بالاسم..." - msgid "Clear All" msgstr "مسح الكل" @@ -678,33 +675,6 @@ msgstr "لا يمكن تغيير وضع الحلقة التكرارية في ا msgid "Can't change loop mode on animation embedded in another scene." msgstr "لا يمكن تغيير وضع التكرار على الرسوم المتحركة المضمنة في مشهد آخر." -msgid "Property Track" -msgstr "مسار خاصية" - -msgid "3D Position Track" -msgstr "مسار الموقع ثلاثي الابعاد" - -msgid "3D Rotation Track" -msgstr "مسار الدوران ثلاثي الأبعاد" - -msgid "3D Scale Track" -msgstr "مسار الحجم ثلاثي الأبعاد" - -msgid "Blend Shape Track" -msgstr "مزيج الشكل و المسار" - -msgid "Call Method Track" -msgstr "مسار لاستدعاء دالة" - -msgid "Bezier Curve Track" -msgstr "مسار منحنى بيزيه" - -msgid "Audio Playback Track" -msgstr "شريط ضبط الصوت" - -msgid "Animation Playback Track" -msgstr "شريط ضبط حركة الرسم المتحرك (Animation)" - msgid "Animation length (frames)" msgstr "مدة الرسم المتحرك (بالإطارات)" @@ -837,9 +807,6 @@ msgstr "تفسير الحلقة المثبتة" msgid "Wrap Loop Interp" msgstr "التفاف الحلقة المثبتة" -msgid "Insert Key" -msgstr "أدخل مفتاح" - msgid "Duplicate Key(s)" msgstr "تكرار المفتاح (المفاتيح)" @@ -1000,10 +967,6 @@ msgstr "مفاتيح حجم التحريك" msgid "Make Easing Keys" msgstr "جعل مفاتيح التيسير" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "هذا الخيار لا يعمل لتعديل منحنى بيزر (Bezier), لأنه فقط مقطع واحد." - msgid "Animation Add RESET Keys" msgstr "إضافة مفاتيح العود للوضع الأصلي لهذه الحركة" @@ -1094,24 +1057,6 @@ msgstr "تعديل" msgid "Animation properties." msgstr "خاصيات الحركة." -msgid "Copy Tracks" -msgstr "انسخ المقاطع" - -msgid "Scale Selection" -msgstr "تكبير المحدد" - -msgid "Scale From Cursor" -msgstr "تكبير من المؤشر" - -msgid "Make Easing Selection" -msgstr "تسهيل المحدد" - -msgid "Duplicate Selection" -msgstr "مضاعفة المحدد" - -msgid "Duplicate Transposed" -msgstr "نقل مكرر" - msgid "Delete Selection" msgstr "احذف المختار" @@ -1124,15 +1069,6 @@ msgstr "عُد إلى الخطوة السابقة" msgid "Apply Reset" msgstr "إعادة تعيين" -msgid "Bake Animation" -msgstr "حمس التحريك" - -msgid "Optimize Animation (no undo)" -msgstr "تحسين التحريك (لا تراجع)" - -msgid "Clean-Up Animation (no undo)" -msgstr "تنظيف التحريك (لا تراجع)" - msgid "Pick a node to animate:" msgstr "اخترْ غُقدة لتحريكها:" @@ -1577,7 +1513,7 @@ msgid "Decompressing remote file system" msgstr "توسيع(ضغط) نظام الملفات البعيد" msgid "Scanning for local changes" -msgstr "الفحص عن التغييرات القريبة" +msgstr "البحث عن التغييرات القريبة" msgid "Sending list of changed files:" msgstr "إرسال قائمة بالملفات المتغيرة:" @@ -1910,7 +1846,7 @@ msgid "Errors loading!" msgstr "اخطاء في التحميل!" msgid "Permanently delete %d item(s)? (No undo!)" -msgstr "هل تريد حذف %d عنصر (عناصر) نهائيًا؟ (لا يمكن التراجع!)" +msgstr "هل تريد حذف العناصر %d نهائيًا؟ (لا يمكن التراجع!)" msgid "Show Dependencies" msgstr "إظهار التبعيات" @@ -2220,7 +2156,7 @@ msgid "Load an existing Bus Layout." msgstr "حمّلْ تخطيط صوت سابق." msgid "Save As" -msgstr "حفظ بأسم" +msgstr "حفظ باسم" msgid "Save this Bus Layout to a file." msgstr "احفظْ تخطيط هذا المقطع إلى ملف." @@ -2470,9 +2406,6 @@ msgstr "حمّل التعريفة" msgid "Export Profile" msgstr "تصدير التعريفة" -msgid "Forced classes on detect:" -msgstr "اجبار الكشف عن صنف :" - msgid "Edit Build Configuration Profile" msgstr "عدّل تعريفة إعداد البناء" @@ -2504,6 +2437,15 @@ msgstr "[فارغ]" msgid "[unsaved]" msgstr "[غير محفوظ]" +msgid "%s - Godot Engine" +msgstr "%s - محرك جَوْدَتْ" + +msgid "Dock Position" +msgstr "مكان الرصيف" + +msgid "Make Floating" +msgstr "اجعلها عائمة" + msgid "3D Editor" msgstr "المحرر الثلاثي" @@ -2652,7 +2594,7 @@ msgid "Save & Restart" msgstr "حفظ و إعادة تشغيل" msgid "ScanSources" -msgstr "فحص المصادر" +msgstr "البحث في المصادر" msgid "" "There are multiple importers for different types pointing to file %s, import " @@ -2702,6 +2644,21 @@ msgstr "" "لا تتطلب هذه الدالة نسخها ليتم استدعاءها.\n" "يمكن أن تستدعيها باستعمال اسم الصف class name." +msgid "Constructors" +msgstr "بنّائون" + +msgid "Operators" +msgstr "العمليات" + +msgid "Method Descriptions" +msgstr "أوصاف الدوال" + +msgid "Constructor Descriptions" +msgstr "أوصاف المنشئ" + +msgid "Operator Descriptions" +msgstr "أوصاف العمليات" + msgid "Error codes returned:" msgstr "رموز الخطأ التي تم إرجاعها:" @@ -2747,18 +2704,6 @@ msgstr "يرث:" msgid "Inherited by:" msgstr "مورث بواسطة:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"تم وسم هذا الصف class بأنه مُهمل. ستتم إزالته في النُسخ المستقبلية من المحرك." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"تم وسم هذا الصف بأنه تجريبي. من المتوقع أن يتغير أو يُزال في الإصدارات " -"المستقبلية. استعمله على مسؤوليتك." - msgid "Description" msgstr "الوصف" @@ -2797,12 +2742,6 @@ msgstr "الافتراضي:" msgid "property:" msgstr "خاصية:" -msgid "Constructors" -msgstr "بنّائون" - -msgid "Operators" -msgstr "العمليات" - msgid "Theme Properties" msgstr "خصائص الثِمة" @@ -2856,15 +2795,6 @@ msgstr "" "لا يوجد حاليا وصف لهذه الخاصية. الرجاء مساعدتنا عن طريق [color=$color]" "[url=$url]المساهمة فيها [/url][/color]!" -msgid "Constructor Descriptions" -msgstr "أوصاف المنشئ" - -msgid "Method Descriptions" -msgstr "أوصاف الدوال" - -msgid "Operator Descriptions" -msgstr "أوصاف العمليات" - msgid "Metadata:" msgstr "أضف البيانات الوصفية:" @@ -2877,9 +2807,6 @@ msgstr "دالة:" msgid "Signal:" msgstr "إشارة:" -msgid "Theme Item:" -msgstr "إضافة عنصر مظهر واجهة المستخدم:" - msgid "No description available." msgstr "لا يوجد وصف متاح." @@ -2889,6 +2816,24 @@ msgstr "تطابق %d." msgid "%d matches." msgstr "%d تطابقات." +msgid "Method" +msgstr "دالة" + +msgid "Signal" +msgstr "الإشارة" + +msgid "Constant" +msgstr "ثابت" + +msgid "Property" +msgstr "خاصية" + +msgid "Theme Property" +msgstr "خاصية النسق" + +msgid "Annotation" +msgstr "التوضيح" + msgid "Search Help" msgstr "ابحث في المساعدة" @@ -2937,24 +2882,6 @@ msgstr "(المُستَهِلّات)" msgid "Class" msgstr "الصنف" -msgid "Method" -msgstr "دالة" - -msgid "Signal" -msgstr "الإشاراة" - -msgid "Annotation" -msgstr "التوضيح" - -msgid "Constant" -msgstr "ثابت" - -msgid "Property" -msgstr "خاصية" - -msgid "Theme Property" -msgstr "خاصية النسق" - msgid "This member is marked as deprecated." msgstr "تم وسم هذا العنصر بأنه مُهمل." @@ -2980,13 +2907,13 @@ msgstr[4] "(%d تغييرات)" msgstr[5] "(%d تغييرات)" msgid "Add element to property array with prefix %s." -msgstr "أضف عنصراً غلى مصفوفة الخصائص مع البادئة %s." +msgstr "أضف عنصراً إلى المصفوفة المخصوصة مع البادئة %s." msgid "Remove element %d from property array with prefix %s." -msgstr "أزل العنصر %d من مصفوفة الخاصيات ذو البادئة %s." +msgstr "أزل العنصر %d من المصفوفة المخصوصة مع البادئة %s." msgid "Move element %d to position %d in property array with prefix %s." -msgstr "أنقل العنصر %d إلى الترتيب %d في مصفوفة الخاصيات، ذو البادئة %s." +msgstr "انقل العنصر %d إلى الموضع %d في المصفوفة المخصوصة مع البادئة %s." msgid "Clear Property Array with Prefix %s" msgstr "إزاله خاصية المصفوفة ذات البادئة %s" @@ -3295,7 +3222,7 @@ msgid "Layout name not found!" msgstr "اسم النسق غير موجود!" msgid "Restored the Default layout to its base settings." -msgstr "تم إسترجاع النسق الإفتراضي (Default layout) لاعدادتهِ الأساسية." +msgstr "قد أُعيد التخطيط الافتراضي لإعدادتهِ الأساسية." msgid "This object is marked as read-only, so it's not editable." msgstr "تم وصف هذا الكائن على أنه للقراءة فقط، لذا لا يمكن تعديله." @@ -3507,9 +3434,6 @@ msgstr "إخلاء المشاهد الحالية" msgid "There is no defined scene to run." msgstr "ليس هناك مشهد محدد ليتم تشغيله." -msgid "%s - Godot Engine" -msgstr "%s - محرك جَوْدَتْ" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3534,15 +3458,15 @@ msgstr "" "المشهد المُحدد '%s' ليس ملف مشهد. حدد مشهد صالح؟\n" "يمكنك تغييره لاحقاً في \"إعدادات المشروع\" تحت قسم 'التطبيق'." +msgid "Default" +msgstr "افتراضي" + msgid "Save Layout" msgstr "حفظ المخطط" msgid "Delete Layout" msgstr "مسح المخطط" -msgid "Default" -msgstr "افتراضي" - msgid "This scene was never saved." msgstr "لم يتم حفظ هذا المشهد مطلقا." @@ -3602,7 +3526,7 @@ msgstr "" "ينقصه الأذونات." msgid "Forward+" -msgstr "تقدم+" +msgstr "المتقدم" msgid "Mobile" msgstr "المتنقل (كالجوال والأجهزة اللوحية والحواسب المحمولة الضعيفة)" @@ -3613,12 +3537,6 @@ msgstr "المتوافق" msgid "Pan View" msgstr "إظهار شامل" -msgid "Dock Position" -msgstr "مكان الرصيف" - -msgid "Make Floating" -msgstr "اجعلها عائمة" - msgid "Distraction Free Mode" msgstr "وضع خالي من الإلهاء" @@ -3676,6 +3594,9 @@ msgstr "إغلاق المشهد" msgid "Quit" msgstr "إنهاء" +msgid "Editor Settings..." +msgstr "إعدادات المحرّر…" + msgid "Project" msgstr "المشروع" @@ -3718,9 +3639,6 @@ msgstr "العودة إلى قائمة المشاريع" msgid "Editor" msgstr "المحرّر" -msgid "Editor Settings..." -msgstr "إعدادات المحرّر…" - msgid "Command Palette..." msgstr "منتخِب الأوامر..." @@ -3781,9 +3699,6 @@ msgstr "اقترح ميزة" msgid "Send Docs Feedback" msgstr "إرسال الاستدراكات على \"التوثيقات\"" -msgid "About Godot" -msgstr "حول جَوْدَتْ" - msgid "Support Godot Development" msgstr "ادعم تطوير جَوْدَتْ" @@ -3829,32 +3744,6 @@ msgstr "تثبيت من ملف" msgid "Select Android sources file" msgstr "اخترْ مصدر ملفات الأندرويد" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"بهذه الطريقة سيتم إعداد المشروع الخاص بك لأجل بناء تطبيق أندرويد مخصص عن طريق " -"تثبيت قوالب المصدر البرمجي في \"res://android/build\".\n" -"يمكنك تطبيق تعديلات الخاصة بك على نسخة البناء للحصول على حزمة تطبيق أندرويد " -"APK معدّلة عند التصدير (زيادة مُلحقات، تعديل ملف AndroidManifest.xml إلخ..).\n" -"ملاحظ, من أجل إنشاء نسخ بناء مخصوصة بدلاً من الحزم APKs المبنية سلفاً، ينبغي أن " -"يكون إعداد \"استخدام بناء مخصص\" ممكناً في إعدادات تصدير الأندرويد Android " -"export preset." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"قالب البناء الخاص بالأندرويد تم تنزيله سلفاً لأجل هذا المشروع ولا يمكنه " -"الكتابة فوق البيانات السابقة.\n" -"قم بإزالة \"res://android/build\" يدوياً قبل الشروع بهذه العملية مرة أخرى." - msgid "Show in File Manager" msgstr "أظهر في مدير الملفات" @@ -3893,7 +3782,7 @@ msgid "Create Version Control Metadata..." msgstr "إعداد إدارة الإصدارات لالبيانات الوصفية (Version Control)..." msgid "Version Control Settings..." -msgstr "نظام التحكم بالإصدار VCS..." +msgstr "إعدادات التحكم في الإصدارات..." msgid "New Inherited" msgstr "موروث جديد" @@ -3928,8 +3817,8 @@ msgstr "حسناً" msgid "Warning!" msgstr "تحذيرات!" -msgid "Main Script:" -msgstr "النص البرمجي الأصلي :" +msgid "On" +msgstr "فعّال" msgid "Edit Plugin" msgstr "تعديل الإضافة" @@ -3946,15 +3835,9 @@ msgstr "الإصدار" msgid "Author" msgstr "المالك" -msgid "Status" -msgstr "الحالة" - msgid "Edit Text:" msgstr "تحرير النص:" -msgid "On" -msgstr "فعّال" - msgid "Renaming layer %d:" msgstr "إعادة تسمية الطبقة %d:" @@ -4084,8 +3967,8 @@ msgid "" msgstr "" "يلا يتطابق نوع المورد المختار (%s) مع أي نوع متوقع لأجل هذه الخاصية (%s)." -msgid "Quick Load" -msgstr "تحميل سريع" +msgid "Load..." +msgstr "تحميل..." msgid "Inspect" msgstr "الفحص" @@ -4111,14 +3994,11 @@ msgstr "حدد الموارد لجعلها فريدة من نوعها:" msgid "New %s" msgstr "%s جديدة" -msgid "New Script" -msgstr "نص برمجي جديد" - -msgid "Extend Script" -msgstr "فتح الكود البرمجي" +msgid "New Script..." +msgstr "فتح النص البرمجي..." -msgid "New Shader" -msgstr "تمويه جديد" +msgid "Extend Script..." +msgstr "توسيع البرنامج النصي..." msgid "No Remote Debug export presets configured." msgstr "لم يتم تكوين أي إعدادات مسبقة لتصدير التصحيح عن بعد." @@ -4144,10 +4024,6 @@ msgstr "أكتب منطقك في الطريقة ()run_." msgid "There is an edited scene already." msgstr "يوجد مشهد معدل عليه بالفعل." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "تعذر تشغيل البرنامج النصي للمحرر، هل نسيت تجاوز طريقة \"_run\"؟" - msgid "Undo: %s" msgstr "تراجع: %s" @@ -4256,12 +4132,6 @@ msgstr "جميع الأجهزة" msgid "Device" msgstr "الجهاز" -msgid "Listening for input..." -msgstr "يتم رصد المُدخلات..." - -msgid "Filter by event..." -msgstr "تصفية بالحدث..." - msgid "Project export for platform:" msgstr "تصدير المشروع لمنصة:" @@ -4601,6 +4471,9 @@ msgstr "" "إن تم تحدديها، ستتم إتاحة المُعدّة سلفاً لتكون جاهزة للنشر deploy بضغط واحدة.\n" "فقط واحدة من المُعدّة سلفاً preset لكل منصة ستوسم على أنها قابلة للتشغيل." +msgid "Advanced Options" +msgstr "إعدادات مُتقدمة" + msgid "Export Path" msgstr "مسار التصدير" @@ -4931,9 +4804,6 @@ msgstr "مجلد جديد..." msgid "New Scene..." msgstr "مشهد جديد..." -msgid "New Script..." -msgstr "فتح النص البرمجي..." - msgid "New Resource..." msgstr "مصدر جديد..." @@ -5022,7 +4892,7 @@ msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" -"يفحص الملفات،\n" +"البحث في الملفات،\n" "من فضلك انتظر..." msgid "Overwrite" @@ -5079,57 +4949,21 @@ msgstr "%d تطابقات في %d ملف" msgid "%d matches in %d files" msgstr "%d تطابقات في %d ملفات" +msgid "Rename Group" +msgstr "إعادة تسمية المجموعة" + msgid "Add to Group" msgstr "إضافة إلي مجموعة" msgid "Remove from Group" msgstr "حذف من المجموعة" -msgid "Invalid group name." -msgstr "اسم المجموعة غير صالح." - -msgid "Group name already exists." -msgstr "توجد مجموعة بهذا الاسم." - -msgid "Rename Group" -msgstr "إعادة تسمية المجموعة" - -msgid "Delete Group" -msgstr "حذف المجموعة" - -msgid "Groups" -msgstr "المجموعات" - -msgid "Nodes Not in Group" -msgstr "العُقد خارج المجموعة" - -msgid "Nodes in Group" -msgstr "العُقد في المجموعة" - -msgid "Empty groups will be automatically removed." -msgstr "ستزال المجموعات الفارغة تلقائياً." - -msgid "Group Editor" -msgstr "محرر المجموعات" - -msgid "Manage Groups" -msgstr "إدارة المجموعات" +msgid "Global" +msgstr "العام" msgid "Move" msgstr "تحريك" -msgid "Please select a base directory first." -msgstr "من فضلك حدد الوجهة الأساسية أولاً." - -msgid "Could not create folder. File with that name already exists." -msgstr "لا يمكن إنشاء المجلد، لوجود مجلد بنفس الاسم." - -msgid "Choose a Directory" -msgstr "حدد الوجهة" - -msgid "Copy File(s)" -msgstr "نسخ الملف (الملفات)" - msgid "Network" msgstr "الشبكة" @@ -5173,6 +5007,9 @@ msgstr "افتح ملفا أو مجلدا" msgid "Save a File" msgstr "حفظ ملف" +msgid "Could not create folder. File with that name already exists." +msgstr "لا يمكن إنشاء المجلد، لوجود مجلد بنفس الاسم." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "المُجلد المُفضل لم يعد موجوداً وستتم إزالته." @@ -5366,9 +5203,6 @@ msgstr "تشغيل/إطفاء الوضوحية" msgid "Unlock Node" msgstr "إلغاء تأمين العقدة" -msgid "Button Group" -msgstr "مجموعة الأزرار" - msgid "Disable Scene Unique Name" msgstr "تعطيل اسم المشهد الفريد" @@ -5408,9 +5242,6 @@ msgstr[5] "العُقد في هذه المجموعة:" msgid "Click to show signals dock." msgstr "انقرْ لإظهار رصيف الإشارات." -msgid "Open in Editor" -msgstr "افتح في المُحرر" - msgid "This script is currently running in the editor." msgstr "هذا النص البرمجي يعمل الآن في المُحرر." @@ -5441,6 +5272,9 @@ msgstr "" "تم تعليق مُشغل الرسومات المُتحركة.\n" "اضغط لإزالة تعليقه." +msgid "Open in Editor" +msgstr "افتح في المُحرر" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" ليست تصفية معروفة." @@ -5468,8 +5302,176 @@ msgstr "عرض الكل" msgid "The Beginning" msgstr "البداية" -msgid "Global" -msgstr "العام" +msgid "Pre-Import Scene" +msgstr "قبل-استيراد المشهد" + +msgid "Importing Scene..." +msgstr "استيراد المشهد..." + +msgid "Import Scene" +msgstr "استيراد مشهد" + +msgid "Running Custom Script..." +msgstr "تشغيل النص البرمجي المُخصص..." + +msgid "Couldn't load post-import script:" +msgstr "لا يمكن تحميل النص البرمجي المستورد أو المطبوع:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "النص البرمجي مستورد-ملصق متضرر/خاطئ (تحقق من وحدة التحكم):" + +msgid "Error running post-import script:" +msgstr "خطأ في تشغيل النص البرمجي الملصق- المستورد:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "هل قمت بإرجاع كائن مشتق من العقدة في دالة`post_import ()`؟" + +msgid "Saving..." +msgstr "جاري الحفظ..." + +msgid "<Unnamed Material>" +msgstr "<مادة بلا اسم>" + +msgid "Import ID: %s" +msgstr "استيراد المعِّرف: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"النوع: %s\n" +"استيراد بالمعرِّف: %s" + +msgid "Error opening scene" +msgstr "خطأ في فتح المشهد" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "إعدادات الاستيراد المتقدمة لـ مكتبة-التحريك '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "إعدادات الاستيراد المتقدمة للمشهد '%s'" + +msgid "Select folder to extract material resources" +msgstr "اخترْ مجلدا لاستخراج المواد" + +msgid "Select folder where mesh resources will save on import" +msgstr "اخترْ مجلدا تُحفظ فيه المجسمات عند استيرادها" + +msgid "Select folder where animations will save on import" +msgstr "اخترْ مجلدا تُحفظ فيه التحريكات عند استيرادها" + +msgid "Warning: File exists" +msgstr "تحذير: الملف موجود" + +msgid "Existing file with the same name will be replaced." +msgstr "الملف الموجود بنفس الاسم سيُستبدل." + +msgid "Will create new file" +msgstr "سيُنشئ ملفا جديدا" + +msgid "Already External" +msgstr "خارجي أصلا" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"تشير هذه المادة بالفعل إلى ملف خارجي، ولن يتم اتخاذ أي إجراء.\n" +"قم بتعطيل الخاصية الخارجية ليتم استخراجها مرة أخرى." + +msgid "No import ID" +msgstr "لاتوجد هوية" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"ليس للمادة اسم ولا أي طريقة أخرى للتعرف عليها عند الاستيراد مرة اخرى.\n" +"يرجى تسميته أو التأكد من تصديره بهوية فريدة." + +msgid "Extract Materials to Resource Files" +msgstr "استخراج المواد إلى ملفات المصادر" + +msgid "Extract" +msgstr "استخراج" + +msgid "Already Saving" +msgstr "حفظ جاري بالفعل" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "تم حفظ هذه المجسّم بالفعل في مورد خارجي، ولن يتم اتخاذ أي إجراء." + +msgid "Existing file with the same name will be replaced on import." +msgstr "الملف الموجود بنفس الاسم سيُستبدل عند الاستيراد." + +msgid "Will save to new file" +msgstr "سيُحفظ إلى ملف جديد" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"ليس لدى المجسّم اسم ولا أي طريقة أخرى للتعرف عليها عند إعادة الاستيراد.\n" +"يرجى تسميته أو التأكد من تصديره بهوية فريدة." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"عيّنْ المسارات لحفظ المجسّمات على أنها \"ملفات المصدر\" عند إعادة الاستيراد" + +msgid "Set Paths" +msgstr "تعيين المسارات" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"تم حفظ هذه الرسوم المتحركة بالفعل في مورد خارجي، ولن يتم اتخاذ أي إجراء." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"عيّنْ المسارات لحفظ التحريكات على أنها \"ملفات المصدر\" عند إعادة الاستيراد" + +msgid "Can't make material external to file, write error:" +msgstr "لا يمكن جعل المواد خارجية للملف، اكتب الخطأ:" + +msgid "Actions..." +msgstr "أَفعال..." + +msgid "Extract Materials" +msgstr "استخراج الملفات" + +msgid "Set Animation Save Paths" +msgstr "تعيين مسارات حفظ التحريك" + +msgid "Set Mesh Save Paths" +msgstr "تعيين مسارات حفظ المجسّم" + +msgid "Meshes" +msgstr "المجسّمات" + +msgid "Materials" +msgstr "المواد" + +msgid "Selected Animation Play/Pause" +msgstr "تشغيل/إيقاف مؤقت للرسوم المتحركة المحددة" + +msgid "Status" +msgstr "الحالة" + +msgid "Save Extension:" +msgstr "حفظ الامتداد أو الإضافة:" + +msgid "Text: *.tres" +msgstr "النص: *.tres" + +msgid "Binary: *.res" +msgstr "المثنوي: *.res" + +msgid "Text Resource" +msgstr "مصدر النص" + +msgid "Binary Resource" +msgstr "مصدر المثنوي" msgid "Audio Stream Importer: %s" msgstr "مستورِد الصوت: %s" @@ -5628,33 +5630,6 @@ msgstr "يتم تحميل خط TrueType/OpenType ديناميكيًا" msgid "Prerendered multichannel(+true) signed distance field" msgstr "مجال مسافة موقعة متعدد القنوات (+صحيح) تم تحميلها مسبقًا" -msgid "Pre-Import Scene" -msgstr "قبل-استيراد المشهد" - -msgid "Importing Scene..." -msgstr "استيراد المشهد..." - -msgid "Import Scene" -msgstr "استيراد مشهد" - -msgid "Running Custom Script..." -msgstr "تشغيل النص البرمجي المُخصص..." - -msgid "Couldn't load post-import script:" -msgstr "لا يمكن تحميل النص البرمجي المستورد أو المطبوع:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "النص البرمجي مستورد-ملصق متضرر/خاطئ (تحقق من وحدة التحكم):" - -msgid "Error running post-import script:" -msgstr "خطأ في تشغيل النص البرمجي الملصق- المستورد:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "هل قمت بإرجاع كائن مشتق من العقدة في دالة`post_import ()`؟" - -msgid "Saving..." -msgstr "جاري الحفظ..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5683,7 +5658,7 @@ msgstr "" "خريطة-الرسمة-بدقات-متعددة (mipmap) وضغط نقش إلى %s." msgid "2D/3D (Auto-Detect)" -msgstr "ثنائي الابعاد/ثلاثي الابعاد (تحقيق تلقائي)" +msgstr "ثنائي /ثلاثي الأبعاد (تحقق تلقائي)" msgid "2D" msgstr "الثنائي" @@ -5691,147 +5666,6 @@ msgstr "الثنائي" msgid "3D" msgstr "الثلاثي" -msgid "<Unnamed Material>" -msgstr "<مادة بلا اسم>" - -msgid "Import ID: %s" -msgstr "استيراد المعِّرف: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"النوع: %s\n" -"استيراد بالمعرِّف: %s" - -msgid "Error opening scene" -msgstr "خطأ في فتح المشهد" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "إعدادات الاستيراد المتقدمة لـ مكتبة-التحريك '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "إعدادات الاستيراد المتقدمة للمشهد '%s'" - -msgid "Select folder to extract material resources" -msgstr "اخترْ مجلدا لاستخراج المواد" - -msgid "Select folder where mesh resources will save on import" -msgstr "اخترْ مجلدا تُحفظ فيه المجسمات عند استيرادها" - -msgid "Select folder where animations will save on import" -msgstr "اخترْ مجلدا تُحفظ فيه التحريكات عند استيرادها" - -msgid "Warning: File exists" -msgstr "تحذير: الملف موجود" - -msgid "Existing file with the same name will be replaced." -msgstr "الملف الموجود بنفس الاسم سيُستبدل." - -msgid "Will create new file" -msgstr "سيُنشئ ملفا جديدا" - -msgid "Already External" -msgstr "خارجي أصلا" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"تشير هذه المادة بالفعل إلى ملف خارجي، ولن يتم اتخاذ أي إجراء.\n" -"قم بتعطيل الخاصية الخارجية ليتم استخراجها مرة أخرى." - -msgid "No import ID" -msgstr "لاتوجد هوية" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"ليس للمادة اسم ولا أي طريقة أخرى للتعرف عليها عند الاستيراد مرة اخرى.\n" -"يرجى تسميته أو التأكد من تصديره بهوية فريدة." - -msgid "Extract Materials to Resource Files" -msgstr "استخراج المواد إلى ملفات المصادر" - -msgid "Extract" -msgstr "استخراج" - -msgid "Already Saving" -msgstr "حفظ جاري بالفعل" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "تم حفظ هذه المجسّم بالفعل في مورد خارجي، ولن يتم اتخاذ أي إجراء." - -msgid "Existing file with the same name will be replaced on import." -msgstr "الملف الموجود بنفس الاسم سيُستبدل عند الاستيراد." - -msgid "Will save to new file" -msgstr "سيُحفظ إلى ملف جديد" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"ليس لدى المجسّم اسم ولا أي طريقة أخرى للتعرف عليها عند إعادة الاستيراد.\n" -"يرجى تسميته أو التأكد من تصديره بهوية فريدة." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"عيّنْ المسارات لحفظ المجسّمات على أنها \"ملفات المصدر\" عند إعادة الاستيراد" - -msgid "Set Paths" -msgstr "تعيين المسارات" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"تم حفظ هذه الرسوم المتحركة بالفعل في مورد خارجي، ولن يتم اتخاذ أي إجراء." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"عيّنْ المسارات لحفظ التحريكات على أنها \"ملفات المصدر\" عند إعادة الاستيراد" - -msgid "Can't make material external to file, write error:" -msgstr "لا يمكن جعل المواد خارجية للملف، اكتب الخطأ:" - -msgid "Actions..." -msgstr "أَفعال..." - -msgid "Extract Materials" -msgstr "استخراج الملفات" - -msgid "Set Animation Save Paths" -msgstr "تعيين مسارات حفظ التحريك" - -msgid "Set Mesh Save Paths" -msgstr "تعيين مسارات حفظ المجسّم" - -msgid "Meshes" -msgstr "المجسّمات" - -msgid "Materials" -msgstr "المواد" - -msgid "Selected Animation Play/Pause" -msgstr "تشغيل/إيقاف مؤقت للرسوم المتحركة المحددة" - -msgid "Save Extension:" -msgstr "حفظ الامتداد أو الإضافة:" - -msgid "Text: *.tres" -msgstr "النص: *.tres" - -msgid "Binary: *.res" -msgstr "المثنوي: *.res" - -msgid "Text Resource" -msgstr "مصدر النص" - -msgid "Binary Resource" -msgstr "مصدر المثنوي" - msgid "Importer:" msgstr "المستورد:" @@ -6084,6 +5918,9 @@ msgstr "اجعل %s في %d العقد" msgid "%s (%d Selected)" msgstr "%s (%d المحدد)" +msgid "Groups" +msgstr "المجموعات" + msgid "Select a single node to edit its signals and groups." msgstr "حدد عقدة منفردة لكي تُعدل إشاراتها ومجموعاتها." @@ -6218,9 +6055,6 @@ msgstr "أضف حركة" msgid "Add %s" msgstr "أضفْ %s" -msgid "Load..." -msgstr "تحميل..." - msgid "Move Node Point" msgstr "تحريك نقطة العقدة" @@ -6338,7 +6172,7 @@ msgid "Nodes Disconnected" msgstr "العُقد غير متصلة" msgid "Set Animation" -msgstr "تحديد الرسومية المتحركة" +msgstr "عينْ التحريك" msgid "Delete Node" msgstr "حذف العُقدة" @@ -6459,27 +6293,15 @@ msgstr "حفظ التحريك" msgid "Make Animation Unique: %s" msgstr "اجعل التحريك فريدا: %s" -msgid "Invalid AnimationLibrary file." -msgstr "ملف مكتبة-التحريك لا يصلح." - -msgid "This library is already added to the mixer." -msgstr "هذه المكتبة قد أُضيفتْ إلى المُشغّل من قبل." - -msgid "Invalid Animation file." -msgstr "ملف تحريك لا يصلح." - -msgid "This animation is already added to the library." -msgstr "هذا التحريك قد أُضيفَ إلى المكتبة من قبل." - -msgid "Load Animation into Library: %s" -msgstr "تنزيل التحريك إلى المكتبة: %s" - msgid "Save Animation library to File: %s" msgstr "حفظ مكتبة التحريك في الملف: %s" msgid "Save Animation to File: %s" msgstr "حفظ التحريك في الملف: %s" +msgid "Load Animation into Library: %s" +msgstr "تنزيل التحريك إلى المكتبة: %s" + msgid "Rename Animation Library: %s" msgstr "تسمية مكتبة التحريك: %s" @@ -6516,36 +6338,9 @@ msgstr "[أجنبي]" msgid "[imported]" msgstr "[مُستورَد]" -msgid "Add Animation to Library" -msgstr "إضافة التحريك إلى المكتبة" - -msgid "Load animation from file and add to library" -msgstr "حملْ التحريك من ملف وأضفْه إلى المكتبة" - -msgid "Paste Animation to Library from clipboard" -msgstr "لصق التحريك إلى المكتبة من الحافظة" - -msgid "Save animation library to resource on disk" -msgstr "حفظ مكتبة التحريك في المصدر على القرص" - -msgid "Remove animation library" -msgstr "إزالة مكتبة التحريك" - -msgid "Copy animation to clipboard" -msgstr "نسخ التحريك إلى الحافظة" - -msgid "Save animation to resource on disk" -msgstr "حفظ التحريك في المصدر على القرص" - -msgid "Remove animation from Library" -msgstr "إزالة التحريك من المكتبة" - msgid "Edit Animation Libraries" msgstr "تعديل مكتبات التحريك" -msgid "Add Library" -msgstr "إضافة مكتبة" - msgid "Load Library" msgstr "تحميل مكتبة" @@ -6634,7 +6429,7 @@ msgid "Display list of animations in player." msgstr "إظهار قائمة الحركات في المُشغل." msgid "Autoplay on Load" -msgstr "تشغيل تلقائي حينما يتم التحميل" +msgstr "تشغيل تلقائي عند التحميل" msgid "Enable Onion Skinning" msgstr "تفعيل تقشير البصل" @@ -6906,6 +6701,9 @@ msgctxt "Pagination" msgid "Last" msgstr "الأخير" +msgid "Failed to get repository configuration." +msgstr "فشل الحصول على إعدادات الأرشيف." + msgid "All" msgstr "الكل" @@ -6924,7 +6722,7 @@ msgid "Search Templates, Projects, and Demos" msgstr "البحث في القوالب والمشاريع والأمثلة" msgid "Search Assets (Excluding Templates, Projects, and Demos)" -msgstr "البحث في الملحقات (عدا القوالب، والمشاريع، والأمثلة)" +msgstr "البحث في الأصول (عدا القوالب، والمشاريع، والأمثلة)" msgid "Import..." msgstr "استيراد..." @@ -6944,9 +6742,6 @@ msgstr "الموقع:" msgid "Support" msgstr "الدعم" -msgid "Failed to get repository configuration." -msgstr "فشل الحصول على إعدادات الأرشيف." - msgid "Assets ZIP File" msgstr "ملف أصول مضغوط" @@ -6986,7 +6781,8 @@ msgstr "خطوة التحجيم:" msgid "" "Children of a container get their position and size determined only by their " "parent." -msgstr "أطفال الحاوية يتم تحديد موقعهم وحجمهم فقط من قبل والديهم." +msgstr "" +"فروع الحاوية لا يمكن تحديد مواقعها وأحجامها إلا من العقدة التي هي أًصل لها فقط." msgid "Move Node(s) to Position" msgstr "نقل العُقد إلى الموضع" @@ -7040,7 +6836,7 @@ msgid "Move %d CanvasItems" msgstr "تحريك %d من عناصر-اللوحات" msgid "Move CanvasItem \"%s\" to (%d, %d)" -msgstr "تحريك عنصر-اللوحة \"%s\" الى (%d, %d)" +msgstr "نقل عنصر-اللوحة \"%s\" الى (%d, %d)" msgid "Locked" msgstr "مُقفل" @@ -7111,6 +6907,9 @@ msgstr "مسح الموجهات" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "إنشاء عظم-ثنائي مخصص من العقد" +msgid "Cancel Transformation" +msgstr "إلغاء التحول" + msgid "Zoom to 3.125%" msgstr "التكبير حتى 3.125%" @@ -7259,15 +7058,9 @@ msgstr "فتح العُقدة المختارة، وتجويز الحركة وا msgid "Unlock Selected Node(s)" msgstr "تحرير العُقد المختارة" -msgid "Make selected node's children not selectable." -msgstr "اجعل فروع العُقدة المُختارة غير قابلة للاختيار." - msgid "Group Selected Node(s)" msgstr "جمع العُقد المختارة" -msgid "Make selected node's children selectable." -msgstr "اجعل فروع هذه العُقدة تقبل الاختيار." - msgid "Ungroup Selected Node(s)" msgstr "تفكيك العُقد المختارة" @@ -7313,11 +7106,8 @@ msgstr "إظهار المركز" msgid "Show Viewport" msgstr "أظهر الشاشة" -msgid "Show Group And Lock Icons" -msgstr "إظهار أيقونات المجوعة والقفل" - -msgid "Show Transformation Gizmos" -msgstr "عرض أدوات التحول" +msgid "Gizmos" +msgstr "الأدوات" msgid "Center Selection" msgstr "تنصيف المختار" @@ -7352,6 +7142,9 @@ msgstr "قناع التحجيم لأجل إدخال المفاتيح." msgid "Insert keys (based on mask)." msgstr "أدخل المفاتيح (على أساس القناع)." +msgid "Insert Key" +msgstr "أدخل مفتاح" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7387,18 +7180,9 @@ msgstr "قسم خطوة الشبكة ب 2" msgid "Adding %s..." msgstr "يتم إضافة %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "اسحبْ وألقِ؛ لإضافته فرعا للعقدة الجذرية للمشهد الحالي." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "اضغط باستمرار على %s عند الإسقاط للإضافة كفرع للعقدة المحددة." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "اضغط مع الاستمرار على Shift عند الإسقاط للإضافة كأخ للعقدة المحددة." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "اضغط باستمرار على Alt عند الإسقاط للإضافة كنوع عقدة مختلف." - msgid "Cannot instantiate multiple nodes without root." msgstr "لا يمكن تنسيخ عُقد عديدة بدون أصل تقوم عليه." @@ -7596,12 +7380,24 @@ msgstr "المتوسطة" msgid "Capture Colors from Pixel" msgstr "التقاط الألوان من البكسل" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "توليد الرؤية AABB (في انتظار محاكاة الجسيمات)" + +msgid "Generate Visibility AABB" +msgstr "ولد رؤية AABB" + msgid "CPUParticles3D" msgstr "جسيمات-معالج-ثلاثية" +msgid "Generate AABB" +msgstr "توليد AABB" + msgid "Create Emission Points From Node" msgstr "أنشئ نقاط إنبعاث من العقدة" +msgid "Generation Time (sec):" +msgstr "وقت التوليد (ثانية):" + msgid "Load Curve Preset" msgstr "تحميل إعداد مسبق للإنحناء" @@ -7720,7 +7516,7 @@ msgstr "" "في المشروع المشغل." msgid "Debug CanvasItem Redraws" -msgstr "تصحيح أخطاء إعادة رسم عنصر اللوحة القماشية" +msgstr "تنقيح مرتسمات عنصر-اللوحة" msgid "" "When this option is enabled, redraw requests of 2D objects will become " @@ -7769,18 +7565,6 @@ msgstr "" "عند تفعيل هذا الخيار، فإن \"محرر خادوم التنقيح\" سيبقى مفتوحا وسيستمع للجلسات " "الجديدة من خارج المحرر نفسه." -msgid "Run Multiple Instances" -msgstr "تشغيل نُسخ عديدة" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "تشغيل %d كائن" -msgstr[1] "تشغيل %d كائن" -msgstr[2] "تشغيل %d كائن" -msgstr[3] "تشغيل %d كائن" -msgstr[4] "تشغيل %d كائن" -msgstr[5] "تشغيل %d كائن" - msgid "Size: %s" msgstr "الحجم: %s" @@ -7902,9 +7686,6 @@ msgstr "امسح قناع الانبعاث" msgid "GPUParticles2D" msgstr "جسيمات-بطاقة-ثنائية" -msgid "Generation Time (sec):" -msgstr "وقت التوليد (ثانية):" - msgid "The geometry's faces don't contain any area." msgstr "الوجوه الهندسية لا تتضمن أي منطقة." @@ -7944,18 +7725,9 @@ msgstr "مطلوب مادة معالج من النوع \"مادة-عملية-ا msgid "Convert to CPUParticles3D" msgstr "التحويل إلى جسيمات-معالج-ثلاثية" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "توليد الرؤية AABB (في انتظار محاكاة الجسيمات)" - -msgid "Generate Visibility AABB" -msgstr "ولد رؤية AABB" - msgid "GPUParticles3D" msgstr "جسيمات-بطاقة-ثلاثية" -msgid "Generate AABB" -msgstr "توليد AABB" - msgid "Low" msgstr "منخفض" @@ -8044,9 +7816,6 @@ msgstr "لا يوجد جذر أو أصل لمشهد المحرر." msgid "Lightmap data is not local to the scene." msgstr "خريطة الإضاءة غير مرتبطة بهذا المشهد." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "الحد الأقصى لحجم المادة صغير جدًا بالنسبة لصور الخريطة الضوئية." - msgid "Bake Lightmaps" msgstr "طبخ (إعداد) خرائط الضوء" @@ -8414,10 +8183,10 @@ msgid "Top Perspective" msgstr "نظر من فوق" msgid "Bottom Orthogonal" -msgstr "نظر من الاسفل (متعامد)" +msgstr "نظر من الأسفل (متعامد)" msgid "Bottom Perspective" -msgstr "نظر من الاسفل" +msgstr "نظر من الأسفل" msgid "Left Orthogonal" msgstr "نظر من الشمال (متعامد/ليس له بعد ثالث)" @@ -8444,7 +8213,7 @@ msgid "Rear Perspective" msgstr "نظر من الخلف" msgid " [auto]" -msgstr " [auto]" +msgstr " [تلقائي]" msgid "X-Axis Transform." msgstr "التحوّل المحوري X." @@ -8495,28 +8264,28 @@ msgid "FPS: %d" msgstr "ط ث : %d" msgid "Top View." -msgstr "الواجهة العلوية." +msgstr "المنظر العُلوي." msgid "Bottom View." -msgstr "الواجهة السفلية." +msgstr "المنظر السُّفلي." msgid "Left View." -msgstr "الواجهة اليُسرى." +msgstr "المنظر الأيسر." msgid "Right View." -msgstr "الواجهة اليُمنى." +msgstr "المنظر الأيمن." msgid "Front View." -msgstr "الواجهة الأمامية." +msgstr "المنظر الأمامي." msgid "Rear View." -msgstr "الواجهة الخلفية." +msgstr "المنظر الخلفي." msgid "Align Transform with View" -msgstr "محاذاة التحوّل مع الواجهة" +msgstr "محاذاة التحوّل مع المنظر" msgid "Align Rotation with View" -msgstr "محاذاة التدوير مع الواجهة" +msgstr "محاذاة التدوير مع المنظر" msgid "Set Surface %d Override Material" msgstr "قم بتعيين مادة تجاوز السطح %d" @@ -8524,9 +8293,6 @@ msgstr "قم بتعيين مادة تجاوز السطح %d" msgid "Set Material Override" msgstr "تعيين تجاوز المواد" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "لا يمكن السحب والإفلات في العقد المحددة المتعددة." - msgid "None" msgstr "لا شيء" @@ -8641,7 +8407,7 @@ msgid "Internal Buffer" msgstr "المخزن المؤقت الداخلي" msgid "Display Advanced..." -msgstr "عرض إعدادات متقدمه..." +msgstr "عرض الإعدادات المتقدمة..." msgid "View Environment" msgstr "عرض البيئة" @@ -8712,9 +8478,6 @@ msgstr "قفل التحويل إلى مستوى س و ز" msgid "Lock Transformation to XY plane" msgstr "قفل التحويل إلى مستوى س و ص" -msgid "Cancel Transformation" -msgstr "إلغاء التحول" - msgid "Begin Translate Transformation" msgstr "ابدأ في تحويل الترجمة" @@ -8905,9 +8668,6 @@ msgstr "3 ساحات للرؤية (Alt)" msgid "4 Viewports" msgstr "4 ساحات للرؤية" -msgid "Gizmos" -msgstr "الأدوات" - msgid "View Origin" msgstr "إظهار الأصل (المصدر)" @@ -8932,9 +8692,6 @@ msgstr "تحجيم المحاذاة (%):" msgid "Viewport Settings" msgstr "إعدادات حد الرؤية" -msgid "Perspective FOV (deg.):" -msgstr "مجال الرؤية FOV المنظورية (بالدرجات):" - msgid "View Z-Near:" msgstr "إظهار Z-Near:" @@ -9111,6 +8868,9 @@ msgstr "احذف النقطة" msgid "Close Curve" msgstr "إغلاق المنحنى" +msgid "Please Confirm..." +msgstr "يُرجى التأكيد..." + msgid "Mirror Handle Angles" msgstr "زوايا مقبض المرآة" @@ -9547,7 +9307,7 @@ msgid "JSON" msgstr "JSON" msgid "Connections to method:" -msgstr "الاتصالات لدالة:" +msgstr "الاتصالات بالدالة:" msgid "Source" msgstr "مصدر" @@ -9641,6 +9401,9 @@ msgstr "إنشاء منطقة التعليمات البرمجية" msgid "Unfold All Lines" msgstr "كشف جميع الخطوط" +msgid "Duplicate Selection" +msgstr "مضاعفة المحدد" + msgid "Duplicate Lines" msgstr "مضاعفة الأسطر" @@ -9709,21 +9472,9 @@ msgstr "" msgid "Shader Editor" msgstr "محرر التمويه" -msgid "New Shader Include" -msgstr "إنشاء عُقدة تظليل" - -msgid "Load Shader File" -msgstr "تحميل ملف الظل" - -msgid "Load Shader Include File" -msgstr "تحميل الملف الظيلال" - msgid "Save File" msgstr "احفظ الملف" -msgid "Save File As" -msgstr "حفظ الملف ك" - msgid "Open File in Inspector" msgstr "افتح الملف في المُتصفح" @@ -9750,7 +9501,7 @@ msgid "ShaderFile" msgstr "ملف المُظَلِّل" msgid "This skeleton has no bones, create some children Bone2D nodes." -msgstr "لا يملك هذا الهكيل أيّة عظام، أنشئ بعض عُقد العظام ثنائية البُعد كأبناء." +msgstr "لا يملك هذا الهكيل أيّة عظام، أنشئ عُقد عظم-ثنائي فرعية." msgid "Set Rest Pose to Bones" msgstr "تحديد وضعية الراحة على العظام" @@ -9861,11 +9612,6 @@ msgstr "لا يمكن تحويل الرسوم من مشهد أجنبي." msgid "Can't convert an empty sprite to mesh." msgstr "لا يمكن تحويل كائن فارغ إلى مجسم." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"لا يمكن تحويل الرسومية (sprite) إلى سطح (mesh) باستخدام إطارات الرسوم " -"المتحركة." - msgid "Invalid geometry, can't replace by mesh." msgstr "هندسياً غير صالح، لا يمكن استبداله بسطح (mesh)." @@ -9891,7 +9637,7 @@ msgid "Create LightOccluder2D Sibling" msgstr "أنشاء ضوء محجوب ثنائي الأبعاد" msgid "Sprite2D" -msgstr "رسومية ثنائي الأبعاد" +msgstr "أرسومة-ثنائية" msgid "Simplification:" msgstr "التبسيط:" @@ -10357,13 +10103,13 @@ msgstr "" "ضف المزيد من العناصر يدوياً أو عن طريق استيرادها من ثيم آخر." msgid "Remove Theme Item" -msgstr "إزالة غرض العنصر" +msgstr "إزالة عنصر النمط" msgid "Add Theme Type" msgstr "إضافة نوع للسمة" msgid "Create Theme Item" -msgstr "إنشاء عنصر الموضوع" +msgstr "إنشاء عنصر النمط" msgid "Remove Theme Type" msgstr "إزالة نوع الموضوع" @@ -10393,7 +10139,7 @@ msgid "Add Font Size Item" msgstr "إضافة عنصر حجم الخط" msgid "Add Icon Item" -msgstr "إضافة عنصر العلامة/الايقونة" +msgstr "إضافة عنصر العلامة/الأيقونة" msgid "Add Stylebox Item" msgstr "إضافة عنصر مربع المظهر" @@ -10417,7 +10163,7 @@ msgid "Rename Stylebox Item" msgstr "اعادة تسمية عنصر مربع المظهر" msgid "Rename Theme Item" -msgstr "إعادة تسمية عنصر السمه" +msgstr "إعادة تسمية عنصر النمط" msgid "Invalid file, not a Theme resource." msgstr "الملف خطأ، ليس ملف مورد المظهر الكلي." @@ -10456,7 +10202,7 @@ msgid "Remove All Items" msgstr "إزالة جميع العناصر" msgid "Add Theme Item" -msgstr "إضافة عنصر مظهر واجهة المستخدم" +msgstr "إضافة عنصر النمط" msgid "Old Name:" msgstr "الاسم القديم:" @@ -10520,22 +10266,22 @@ msgid "Override All Default Theme Items" msgstr "تجاوز كافة عناصر السمة الافتراضية" msgid "Override Theme Item" -msgstr "تجاوز عنصر السمه" +msgstr "تجاوز عنصر النمط" msgid "Set Color Item in Theme" -msgstr "تعيين عنصر اللون في السمه" +msgstr "تعيين عنصر اللون في النمط" msgid "Set Constant Item in Theme" -msgstr "تعيين عنصر ثابت في السمه" +msgstr "تعيين عنصر ثابت في النمط" msgid "Set Font Size Item in Theme" -msgstr "ضبط عنصر حجم الخط في السمة" +msgstr "ضبط عنصر حجم الخط في النمط" msgid "Set Font Item in Theme" -msgstr "تعيين عنصر الخط في السمه" +msgstr "تعيين عنصر الخط في النمط" msgid "Set Icon Item in Theme" -msgstr "تعيين أيقونة عنصر في السمة" +msgstr "تعيين أيقونة عنصر في النمط" msgid "Set Stylebox Item in Theme" msgstr "تعيين عنصر مربع النمط في السمة" @@ -10923,13 +10669,6 @@ msgstr "تشتت:" msgid "Tiles" msgstr "البلاط" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"لا تحتوي مجموعة TileSet الخاصة بـ TileMap على أي مصدر إعدادات. انتقل إلى " -"علامة التبويب TileSet السفلية لإضافة واحدة." - msgid "Sort sources" msgstr "فرز المصادر" @@ -10968,12 +10707,6 @@ msgid "" "with the same terrain." msgstr "وضع الاتصال: يرسم التضاريس، ثم يربطها بالبلاطات المحيطة بنفس التضاريس." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"وضع المسار: يرسم التضاريس، ثم يربطها بالبلاط السابق المرسوم داخل نفس الرسم." - msgid "Terrains" msgstr "التضاريس" @@ -11292,9 +11025,6 @@ msgstr "" "للإشارة إلى مصدر غير صالح بدلاً من ذلك. قد يؤدي هذا إلى فقدان غير متوقع " "للبيانات. قم بتغيير هذا المعرف بعناية." -msgid "ID: %d" -msgstr "المعرف: %d" - msgid "Add a Scene Tile" msgstr "إضافة بلاط للمشهد" @@ -11328,7 +11058,7 @@ msgstr "خطأ" msgid "" "Remote settings are empty. VCS features that use the network may not work." -msgstr "الإعدادت عن بُعد فارغة. يمكن أنْ لا تعمل خصائص VCS التي تستخدم الشبكة." +msgstr "الإعدادت عن بُعد فارغة. خصائص VCS التي تستخدم الشبكة قد لا تعمل." msgid "Commit" msgstr "ارتكاب" @@ -12662,205 +12392,8 @@ msgstr "خبز VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "حدد المسار لملف بيانات VoxelGI" -msgid "The path specified doesn't exist." -msgstr "المسار المُحدد غير موجود." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "حدث خطأ عندفتح ملف الحزمة بسبب أن الملف ليس في صيغة \"ZIP\"." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "ملف المشروع \".zip\" غير صالح؛ لا يحوي ملف \"project.godot\"." - -msgid "Please choose an empty folder." -msgstr "من فضلك اختر مُجلداً فارغاً." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "الرجاء اختيار \"project.godot\" أو دليل به أو ملف \".zip\"." - -msgid "This directory already contains a Godot project." -msgstr "الدليل المُختار يتضمن بالفعل مشروعاً لغودوت." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"لا يمكنك حفظ المشروع في المسار المحدد. إما أن تنشئ مجلدا جديدا أو أن تختار " -"مسارا غير هذا." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "المسار المحدد ليس فارغاً. يوصى بشدة باختيار مجلد فارغ." - -msgid "New Game Project" -msgstr "مشروع لعبة جديد" - -msgid "Imported Project" -msgstr "المشاريع المستوردة" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "من فضلك اختر ملف \"project.godot\" أو \".zip\"." - -msgid "Invalid project name." -msgstr "اسم مشروع غير صالح." - -msgid "Couldn't create folder." -msgstr "لا يمكن إنشاء المجلد." - -msgid "There is already a folder in this path with the specified name." -msgstr "يوجد مجلد سابق في هذا المسار بنفس الاسم." - -msgid "It would be a good idea to name your project." -msgstr "إنها لفكرة جيدة أن تقوم بتسمية مشروعك." - -msgid "Supports desktop platforms only." -msgstr "يدعم منصات سطح المكتب فقط." - -msgid "Advanced 3D graphics available." -msgstr "تتوفر رسومات ثلاثية الأبعاد متقدمة." - -msgid "Can scale to large complex scenes." -msgstr "يمكن أن تحجمة إلى مشاهد معقدة كبيرة." - -msgid "Uses RenderingDevice backend." -msgstr "يستخدم الواجهة الخلفية لـ RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "عرض أبطأ للمشاهد البسيطة." - -msgid "Supports desktop + mobile platforms." -msgstr "يدعم منصات سطح المكتب + الهاتف المحمول." - -msgid "Less advanced 3D graphics." -msgstr "رسومات ثلاثية الأبعاد أقل تقدمًا." - -msgid "Less scalable for complex scenes." -msgstr "أقل قابلية للتوسع للمشاهد المعقدة." - -msgid "Fast rendering of simple scenes." -msgstr "عرض سريع للمشاهد البسيطة." - -msgid "Supports desktop, mobile + web platforms." -msgstr "يدعم منصات سطح المكتب والجوال + الويب." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "الرسومات ثلاثية الأبعاد الأقل تقدمًا (قيد التنفيذ حاليًا)." - -msgid "Intended for low-end/older devices." -msgstr "مخصص للأجهزة ذات القوة المنخفضة او القديمة." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "يستخدم الواجهة الخلفية لبرنامج OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "أسرع عرض للمشاهد البسيطة." - -msgid "Invalid project path (changed anything?)." -msgstr "مسار مشروع غير صالح (أعدلت شيء؟)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "تعذر تحميل المشروع في '%s' (الخطأ %d). قد يكون مفقودًا أو تالفًا." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "تعذر حفظ المشروع في '%s' (الخطأ %d)." - -msgid "Warning: This folder is not empty" -msgstr "تحذير: هذا المجلد ليس فارغا" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"أنت توشك أن تُنشئ مشروع جَوْدَتْ في مجلد ليس فارغا.\n" -"كل محويّات هذا المجلد ستُستورد على أنها مصادر المشروع!\n" -"\n" -"هل أنت متأكد من المواصلة؟" - -msgid "Couldn't create project.godot in project path." -msgstr "لا قدرة على إنشاء project.godot في مسار المشروع." - -msgid "Couldn't create icon.svg in project path." -msgstr "تعذر إنشاء icon.svg في مسار المشروع." - -msgid "Error opening package file, not in ZIP format." -msgstr "حدث خطأ عندفتح ملف الحزمة بسبب أن الملف ليس في صيغة \"ZIP\"." - -msgid "The following files failed extraction from package:" -msgstr "فشل استخراج الملفات التالية من الحزمة:" - -msgid "Package installed successfully!" -msgstr "تم تتبيث الحزمة بنجاح!" - -msgid "Rename Project" -msgstr "إعادة تسمية المشروع" - -msgid "Import Existing Project" -msgstr "استيراد مشروع موجود" - -msgid "Import & Edit" -msgstr "استيراد و تعديل" - -msgid "Create New Project" -msgstr "إنشاء مشروع جديد" - -msgid "Create & Edit" -msgstr "إنشاء و تعديل" - -msgid "Install Project:" -msgstr "تنصيب المشروع:" - -msgid "Install & Edit" -msgstr "تثبيت و تعديل" - -msgid "Project Name:" -msgstr "اسم المشروع:" - -msgid "Project Path:" -msgstr "مسار المشروع:" - -msgid "Project Installation Path:" -msgstr "مسار تنصيب المشروع:" - -msgid "Renderer:" -msgstr "مُحرك الإخراج البصري:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "نظام التكوين يمكن تغييره لاحقا، ولكن المَشاهد قد تحتاج إلى تعديل." - -msgid "Version Control Metadata:" -msgstr "البيانات الوصفية للتحكم في الإصدار:" - -msgid "Git" -msgstr "جت (Git)" - -msgid "This project was last edited in a different Godot version: " -msgstr "تم تحرير هذا المشروع آخر مرة في إصدار جوْدَتْ مختلف: " - -msgid "This project uses features unsupported by the current build:" -msgstr "يستخدم هذا المشروع ميزات غير مدعومة من الإصدار الحالي:" - -msgid "Error: Project is missing on the filesystem." -msgstr "خطأ: المشروع مفقود في نظام الملفات." - -msgid "Missing Project" -msgstr "مشروع مفقود" - -msgid "Local" -msgstr "محلي" - -msgid "Local Projects" -msgstr "المشاريع الخاصة" - -msgid "Asset Library Projects" -msgstr "مشاريع مكتبة المُلحقات" - -msgid "Can't open project at '%s'." -msgstr "لا يمكن فتح المشروع في '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "هل أنت متأكد من فتح %d مشاريع مرّة واحدة؟" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13006,23 +12539,25 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "الفتح على أي حال؟ المشروع سوف يتغير." +msgid "Remove %d projects from the list?" +msgstr "أتريد إزالة %d مشروع من القائمة؟" + +msgid "Remove this project from the list?" +msgstr "أتريد إزالة هذا المشروع من القائمة؟" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"لا يمكن تشغيل المشروع: لم يتم تحديد مشهد رئيس.\n" -"من فضلك حرر المشروع وحدد مشهداً رئيساً في إعدادات المشروع تحت خيار \"التطبيق\"." +"إزالة جميع المشاريع المفقودة من القائمة؟\n" +"لن يتم تعديل محتوى مُجلدات المشاريع." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"لا يمكن تشغيل المشروع: يجب استيراد المُلحقات.\n" -"يُرجى تعديل المشروع لبدء الاستيراد." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "تعذر تحميل المشروع في '%s' (الخطأ %d). قد يكون مفقودًا أو تالفًا." -msgid "Are you sure to run %d projects at once?" -msgstr "هل أنت متأكد من فتح %d مشاريع مرّة واحدة؟" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "تعذر حفظ المشروع في '%s' (الخطأ %d)." msgid "Tag name can't be empty." msgstr "لا يمكن أن يكون اسم العلامة فارغًا." @@ -13036,26 +12571,6 @@ msgstr "هذه الرموز أو الأحرف غير مسموح بها في ال msgid "Tag name must be lowercase." msgstr "اسم الوسم يجب أن يكتب بأحرف صغيرة." -msgid "Remove %d projects from the list?" -msgstr "أتريد إزالة %d مشروع من القائمة؟" - -msgid "Remove this project from the list?" -msgstr "أتريد إزالة هذا المشروع من القائمة؟" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"إزالة جميع المشاريع المفقودة من القائمة؟\n" -"لن يتم تعديل محتوى مُجلدات المشاريع." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"اللغة قد تغيرتْ.\n" -"ستتحدث الواجهة بعد استئناف المُحرر أو مُدير المشروع." - msgctxt "Application" msgid "Project Manager" msgstr "مدير المشروع" @@ -13067,7 +12582,7 @@ msgid "Import Project" msgstr "استيراد مشروع" msgid "Scan" -msgstr "فحص" +msgstr "البحث" msgid "Scan Projects" msgstr "البحث في المشاريع" @@ -13094,9 +12609,18 @@ msgstr "المعدل آخِرا" msgid "Tags" msgstr "الأوسمة" +msgid "Create New Project" +msgstr "إنشاء مشروع جديد" + +msgid "Import Existing Project" +msgstr "استيراد مشروع موجود" + msgid "Edit Project" msgstr "تعديل المشروع" +msgid "Rename Project" +msgstr "إعادة تسمية المشروع" + msgid "Manage Tags" msgstr "إدارة الأوسمة" @@ -13106,14 +12630,8 @@ msgstr "حذف المشروع" msgid "Remove Missing" msgstr "إزالة المفقود" -msgid "About" -msgstr "التعريف بنا" - -msgid "Restart Now" -msgstr "إعادة التشغيل الآن" - msgid "Select a Folder to Scan" -msgstr "اختر مُجلداً لفحصه" +msgstr "اختر مُجلداً للبحث فيه" msgid "Remove All" msgstr "مسح الكل" @@ -13144,16 +12662,6 @@ msgstr "" "هام: تأكد من عمل نسخة احتياطية لمشروعك قبل التحويل، لأن هذه العملية تجعل من " "المستحيل فتحه في الإصدارات الأقدم من جوْدَتْ." -msgid "Can't run project" -msgstr "غير قادر على تشغيل المشروع" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"لا تملك حالياً أية مشاريع.\n" -"هل ترغب في استكشاف مشاريع الأمثلة الرسمية في مكتبة المُلحقات؟" - msgid "Manage Project Tags" msgstr "إدارة أوسمة المشروع" @@ -13175,6 +12683,175 @@ msgstr "إنشاء وسم جديد" msgid "Tags are capitalized automatically when displayed." msgstr "الأوسمة مكبرة الصادر (الحرف الأول) تلقائيا عند عرضها." +msgid "The path specified doesn't exist." +msgstr "المسار المُحدد غير موجود." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "حدث خطأ عندفتح ملف الحزمة بسبب أن الملف ليس في صيغة \"ZIP\"." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "ملف المشروع \".zip\" غير صالح؛ لا يحوي ملف \"project.godot\"." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "الرجاء اختيار \"project.godot\" أو دليل به أو ملف \".zip\"." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"لا يمكنك حفظ المشروع في المسار المحدد. إما أن تنشئ مجلدا جديدا أو أن تختار " +"مسارا غير هذا." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "المسار المحدد ليس فارغاً. يوصى بشدة باختيار مجلد فارغ." + +msgid "New Game Project" +msgstr "مشروع لعبة جديد" + +msgid "Imported Project" +msgstr "المشاريع المستوردة" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "من فضلك اختر ملف \"project.godot\" أو \".zip\"." + +msgid "Invalid project name." +msgstr "اسم مشروع غير صالح." + +msgid "Couldn't create folder." +msgstr "لا يمكن إنشاء المجلد." + +msgid "There is already a folder in this path with the specified name." +msgstr "يوجد مجلد سابق في هذا المسار بنفس الاسم." + +msgid "It would be a good idea to name your project." +msgstr "إنها لفكرة جيدة أن تقوم بتسمية مشروعك." + +msgid "Supports desktop platforms only." +msgstr "يدعم منصات سطح المكتب فقط." + +msgid "Advanced 3D graphics available." +msgstr "تتوفر رسومات ثلاثية الأبعاد متقدمة." + +msgid "Can scale to large complex scenes." +msgstr "يمكن أن تحجمة إلى مشاهد معقدة كبيرة." + +msgid "Uses RenderingDevice backend." +msgstr "يستخدم الواجهة الخلفية لـ RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "عرض أبطأ للمشاهد البسيطة." + +msgid "Supports desktop + mobile platforms." +msgstr "يدعم منصات سطح المكتب + الهاتف المحمول." + +msgid "Less advanced 3D graphics." +msgstr "رسومات ثلاثية الأبعاد أقل تقدمًا." + +msgid "Less scalable for complex scenes." +msgstr "أقل قابلية للتوسع للمشاهد المعقدة." + +msgid "Fast rendering of simple scenes." +msgstr "عرض سريع للمشاهد البسيطة." + +msgid "Supports desktop, mobile + web platforms." +msgstr "يدعم منصات سطح المكتب والجوال + الويب." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "الرسومات ثلاثية الأبعاد الأقل تقدمًا (قيد التنفيذ حاليًا)." + +msgid "Intended for low-end/older devices." +msgstr "مخصص للأجهزة ذات القوة المنخفضة او القديمة." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "يستخدم الواجهة الخلفية لبرنامج OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "أسرع عرض للمشاهد البسيطة." + +msgid "Invalid project path (changed anything?)." +msgstr "مسار مشروع غير صالح (أعدلت شيء؟)." + +msgid "Warning: This folder is not empty" +msgstr "تحذير: هذا المجلد ليس فارغا" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"أنت توشك أن تُنشئ مشروع جَوْدَتْ في مجلد ليس فارغا.\n" +"كل محويّات هذا المجلد ستُستورد على أنها مصادر المشروع!\n" +"\n" +"هل أنت متأكد من المواصلة؟" + +msgid "Couldn't create project.godot in project path." +msgstr "لا قدرة على إنشاء project.godot في مسار المشروع." + +msgid "Couldn't create icon.svg in project path." +msgstr "تعذر إنشاء icon.svg في مسار المشروع." + +msgid "Error opening package file, not in ZIP format." +msgstr "حدث خطأ عندفتح ملف الحزمة بسبب أن الملف ليس في صيغة \"ZIP\"." + +msgid "The following files failed extraction from package:" +msgstr "فشل استخراج الملفات التالية من الحزمة:" + +msgid "Package installed successfully!" +msgstr "تم تتبيث الحزمة بنجاح!" + +msgid "Import & Edit" +msgstr "استيراد و تعديل" + +msgid "Create & Edit" +msgstr "إنشاء و تعديل" + +msgid "Install Project:" +msgstr "تنصيب المشروع:" + +msgid "Install & Edit" +msgstr "تثبيت و تعديل" + +msgid "Project Name:" +msgstr "اسم المشروع:" + +msgid "Project Path:" +msgstr "مسار المشروع:" + +msgid "Project Installation Path:" +msgstr "مسار تنصيب المشروع:" + +msgid "Renderer:" +msgstr "مُحرك الإخراج البصري:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "نظام التكوين يمكن تغييره لاحقا، ولكن المَشاهد قد تحتاج إلى تعديل." + +msgid "Version Control Metadata:" +msgstr "البيانات الوصفية للتحكم في الإصدار:" + +msgid "Git" +msgstr "جت (Git)" + +msgid "This project was last edited in a different Godot version: " +msgstr "تم تحرير هذا المشروع آخر مرة في إصدار جوْدَتْ مختلف: " + +msgid "This project uses features unsupported by the current build:" +msgstr "يستخدم هذا المشروع ميزات غير مدعومة من الإصدار الحالي:" + +msgid "Error: Project is missing on the filesystem." +msgstr "خطأ: المشروع مفقود في نظام الملفات." + +msgid "Missing Project" +msgstr "مشروع مفقود" + +msgid "Restart Now" +msgstr "إعادة التشغيل الآن" + msgid "Add Project Setting" msgstr "إضافة إعدادات مشروع" @@ -13206,7 +12883,7 @@ msgid "Project Settings (project.godot)" msgstr "إعدادات المشروع (project.godot)" msgid "Advanced Settings" -msgstr "إعدادات مُتقدمة" +msgstr "الإعدادات المُتقدمة" msgid "Select a Setting or Type its Name" msgstr "اختر إعدادا أو اكتبْ اسمه" @@ -13250,9 +12927,6 @@ msgstr "لاحقة:" msgid "Use Regular Expressions" msgstr "استخدام التعبيرات الاعتيادية Regular Expressions" -msgid "Advanced Options" -msgstr "إعدادات مُتقدمة" - msgid "Substitute" msgstr "استبدال" @@ -13282,7 +12956,7 @@ msgid "Per-level Counter" msgstr "العداد وفق-المستوى" msgid "If set, the counter restarts for each group of child nodes." -msgstr "إذا تم تحديده فإن العداد سيعيد البدء لكل مجموعة من العُقد الأبناء." +msgstr "إذا حُدد، فإن العداد سوف يُعاد لكل مجموعة من فروع العقد." msgid "Initial value for the counter." msgstr "القيمة المبدئية للعداد." @@ -13435,12 +13109,6 @@ msgstr "فصل النص البرمجي" msgid "This operation can't be done on the tree root." msgstr "لا يمكن إجراء هذه العملية على الجذر الرئيسي." -msgid "Move Node In Parent" -msgstr "نقل العُقدة عند الأصل" - -msgid "Move Nodes In Parent" -msgstr "تحريك العُقد عند الأصل" - msgid "Duplicate Node(s)" msgstr "مضاعفة العُقدة(العُقد)" @@ -13459,7 +13127,7 @@ msgid "Make node as Root" msgstr "اجعل العقدة جذرا" msgid "Delete %d nodes and any children?" -msgstr "حذف العُقدة %d مع جميع فروعها؟" +msgstr "حذف العُقد %d مع جميع فروعها؟" msgid "Delete %d nodes?" msgstr "حذف العُقد %d؟" @@ -13509,9 +13177,9 @@ msgid "" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" -"لا يمكن حفظ فرع تابع لمشهد تم إنشاء مثيل له بالفعل.\n" -"لحفظ هذا الفرع في المشهد الخاص به، افتح المشهد الأصلي، وانقر بزر الماوس " -"الأيمن على هذا الفرع، ثم حدد \"حفظ الفرع كمشهد\"." +"لا يمكن أن تحفظ فرعًا هو فرع في مشهد فرعي مستنسخ.\n" +"لحفظ هذا الفرع في مشهده، افتح المشهد الأصلي، وانقر بزر الفأرة الأيمن على هذا " +"الفرع، ثم اختر \"حفظ الفرع كمشهد\"." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -13535,8 +13203,8 @@ msgid "" "Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " "all properties of the node to be reverted to their default." msgstr "" -"سيؤدي تمكين \"التحميل كعنصر نائب\" إلى تعطيل \"العناصر الفرعية القابلة " -"للتحرير\" ويتسبب في إعادة كافة خصائص العقدة إلى وضعها الافتراضي." +"تمكين \"تحميله عنصرًا مناوبًا\" سوف يعطل \"فروع قابلة للتعديل\" ويُعيد كافة " +"خصائص العقدة إلى وضعها الافتراضي." msgid "Make Local" msgstr "اجعله محلياً" @@ -13559,9 +13227,6 @@ msgstr "مشهد رئيس (جذر) جديد" msgid "Create Root Node:" msgstr "إنشاء العُقدة الرئيسة (الجذر):" -msgid "Switch to Favorite Nodes" -msgstr "التبديل إلى العُقد المفضلة" - msgid "Other Node" msgstr "عقدة أخرى" @@ -13628,7 +13293,7 @@ msgid "Editable Children" msgstr "فروع قابلة للتعديل" msgid "Load as Placeholder" -msgstr "تحميله كعنصر نائب" +msgstr "تحميله عنصرًا مناوِبًا" msgid "Auto Expand to Selected" msgstr "التوسيع التلقائي للمختارة" @@ -13636,6 +13301,17 @@ msgstr "التوسيع التلقائي للمختارة" msgid "All Scene Sub-Resources" msgstr "جميع الموارد الفرعية للمشهد" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"قم بتصفية العقد عن طريق إدخال جزء من اسمها، ونوعها (إذا كانت مسبوقة بـ \"type:" +"\" أو \"t:\")\n" +"أو المجموعة (إذا كانت مسبوقة بـ \"group:\" أو \"g:\"). التصفية غير حساسة " +"لحالة الأحرف." + msgid "Filter by Type" msgstr "التصفية بالنوع" @@ -13682,7 +13358,7 @@ msgid "Add Child Node..." msgstr "إضافة عقدة فرعية..." msgid "Instantiate Child Scene..." -msgstr "إنشاء مشهد طفل..." +msgstr "إلحاق مشهد فرعي..." msgid "Expand/Collapse Branch" msgstr "توسيع / طي الفروع" @@ -13694,13 +13370,7 @@ msgid "Change Type..." msgstr "تغيير النوع..." msgid "Attach Script..." -msgstr "إرفاق البرنامج النصي..." - -msgid "Extend Script..." -msgstr "توسيع البرنامج النصي..." - -msgid "Reparent to New Node" -msgstr "تعين لعقدة جديدة" +msgstr "إلحاق نص برمجي..." msgid "Make Scene Root" msgstr "جعل المشهد الرئيس" @@ -13724,17 +13394,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "عامل التصفية: الاسم، t: النوع، g: المجموعة" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"قم بتصفية العقد عن طريق إدخال جزء من اسمها، ونوعها (إذا كانت مسبوقة بـ \"type:" -"\" أو \"t:\")\n" -"أو المجموعة (إذا كانت مسبوقة بـ \"group:\" أو \"g:\"). التصفية غير حساسة " -"لحالة الأحرف." - msgid "Attach a new or existing script to the selected node." msgstr "إلحاق نص برمجي موجود أو جديد للعُقدة المختارة." @@ -13756,6 +13415,9 @@ msgstr "" "تحديث.\n" "بدلْ أو عُد إلى رصيف سلسلة المشهد القريب لتحسين الأداء." +msgid "Local" +msgstr "محلي" + msgid "Delete Related Animation Tracks" msgstr "حذف مسارات الرسوم المتحركة ذات الصلة" @@ -13914,12 +13576,6 @@ msgstr "إنشاء تظليل" msgid "Set Shader Global Variable" msgstr "قم بتعيين متغير تظليل عالمي" -msgid "Please specify a valid shader uniform identifier name." -msgstr "الرجاء تحديد اسم معرف موحد صالح للتظليل." - -msgid "Global shader parameter '%s' already exists'" -msgstr "معلمة التظليل العالمية \"%s\" موجودة بالفعل" - msgid "Name '%s' is a reserved shader language keyword." msgstr "الاسم '%s' هو كلمة أساسية محجوزة في لغة التظليل." @@ -13958,13 +13614,6 @@ msgstr "إعادة التشغيل والترقية" msgid "Make this panel floating in the screen %d." msgstr "اجعل هذه اللوحة عائمة على الشاشة %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"اجعل هذه اللوحة عائمة.\n" -"انقر بزر الماوس الأيمن لفتح محدد الشاشة." - msgid "Select Screen" msgstr "حدد الشاشة" @@ -14086,20 +13735,6 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "تعطيل توريد ملف '.blind' يتطلب استئناف المحرر." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"يتم تمكين استيراد ملف Blend في إعدادات المشروع، ولكن لم يتم تكوين أي مسار " -"Blender في إعدادات المحرر. لن يتم استيراد ملفات Blend." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"تم تمكين استيراد ملف Blend، لكن مسار Blender لا يشير إلى دليل يمكن الوصول " -"إليه. لن يتم استيراد ملفات Blend." - msgid "Next Plane" msgstr "التبويب التالي" @@ -14760,18 +14395,6 @@ msgstr "" "محاولة الإنشاء من قالب تم إنشاؤه على مستوى gradle، ولكن لا توجد معلومات إصدار " "له. الرجاء إعادة التثبيت من قائمة \"المشروع\"." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"نسخ بناء Android غير متوافقة: قوالب مُنصبة: %s إصدار غودوت: %s. من فضلك أعد " -"تنصيب قالب بناء الأندرويد من قائمة 'المشروع'." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"غير قادر على الكتابة فوق ملفات res://android/build/res/*.xml باسم المشروع." - msgid "Could not export project files to gradle project." msgstr "لم يتمكن من تصدير ملفات المشروع إلى مشروع gradle." @@ -15505,17 +15128,6 @@ msgstr "" "ثنائي الأبعاد." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"يعمل جسم-تصادم-ثنائي-البُعد (CollisionPolygon2D) فقط كشكل تصادمي لكل العُقد " -"المشتقة من الكائن التصادمي ثنائي الأبعاد (CollisionObject2D). من فضلك استخدمه " -"فقط لكل أبناء الحيز-ثنائي-البُعد (Area2D)، الجسم-الثابت-ثنائي-البُعد " -"(StaticBody2D) و الجسم-الصلب-ثنائي-البُعد (RigidBody2D)، والجسم-المتحرك-ثنائي-" -"البُعد (KinematicBody2D) إلخ.. لكي تمنح كل منهم شكلاً." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15886,13 +15498,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "توليد هياكل تسريع التحقيق" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"عقد LightmapGI غير مدعومة عند استخدام الواجهة الخلفية لتوافق GL حتى الآن. " -"سيتم إضافة الدعم في إصدار مستقبلي." - -msgid "" "Occlusion culling is disabled in the Project Settings, which means occlusion " "culling won't be performed in the root viewport.\n" "To resolve this, open the Project Settings and enable Rendering > Occlusion " @@ -16157,9 +15762,6 @@ msgstr "" msgid "Alert!" msgstr "تنبيه!" -msgid "Please Confirm..." -msgstr "يُرجى التأكيد..." - msgid "You don't have permission to access contents of this folder." msgstr "ليس لديك إذن للوصول إلى محتويات هذا المجلد." @@ -16266,8 +15868,8 @@ msgid "" "Data from the original node is kept as a placeholder until this type of node " "is available again. It can hence be safely re-saved without risk of data loss." msgstr "" -"يتم الاحتفاظ بالبيانات من العقدة الأصلية كعنصر نائب حتى يتوفر هذا النوع من " -"العقد مرة أخرى. ومن ثم يمكن إعادة حفظها بأمان دون التعرض لخطر فقدان البيانات." +"البيانات من العقدة الأصلية حُفظتْ \"عنصرا مناوبا\" حتى يتوفر هذا النوع من العقد " +"مرة أخرى. ولذلك يمكن إعادة حفظها بأمان دون التعرض لخطر فقدان البيانات." msgid "" "This node is marked as deprecated and will be removed in future versions.\n" @@ -16611,6 +16213,9 @@ msgstr "لا يمكن استخدام مُعدِّل الدقة على الأنو msgid "Duplicated render mode: '%s'." msgstr "مضاعفة العُقد: '%s'." +msgid "Invalid render mode: '%s'." +msgstr "وضع التكوين غير صالح: '%s'." + msgid "Unexpected token: '%s'." msgstr "رمز مميز غير متوقع: '%s'." diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index 33ebee1f65..efea62e8a5 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -318,9 +318,6 @@ msgstr "Редактиране на събитието" msgid "Remove Event" msgstr "Премахване на събитието" -msgid "Filter by name..." -msgstr "Филтриране по име…" - msgid "Clear All" msgstr "Изчистване на всичко" @@ -366,30 +363,6 @@ msgstr "Промяна на продължителността на анимац msgid "Change Animation Loop" msgstr "Промени анимационния цикъл" -msgid "Property Track" -msgstr "Пътечка за свойство" - -msgid "3D Position Track" -msgstr "Пътечка за 3-измерна позиция" - -msgid "3D Rotation Track" -msgstr "Пътечка за 3-измерна ротация" - -msgid "3D Scale Track" -msgstr "Пътечка за 3-измерно скалиране" - -msgid "Call Method Track" -msgstr "Пътечка за извикване на метод" - -msgid "Bezier Curve Track" -msgstr "Пътечка за крива на Безие" - -msgid "Audio Playback Track" -msgstr "Пътечка за възпроизвеждане на звук" - -msgid "Animation Playback Track" -msgstr "Пътечка за възпроизвеждане на анимация" - msgid "Animation length (frames)" msgstr "Продължителност на анимацията (в кадри)" @@ -478,9 +451,6 @@ msgstr "Линеен ъгъл" msgid "Cubic Angle" msgstr "Кубичен ъгъл" -msgid "Insert Key" -msgstr "Вмъкване на ключ" - msgid "Duplicate Key(s)" msgstr "Дублиране на ключа/ключовете" @@ -656,15 +626,6 @@ msgstr "Преминаване към следващата стъпка" msgid "Go to Previous Step" msgstr "Преминаване към предходната стъпка" -msgid "Bake Animation" -msgstr "Изпичане на анимацията" - -msgid "Optimize Animation (no undo)" -msgstr "Оптимизиране на анимацията (не може да бъде отменено)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Почистване на анимацията (не може да бъде отменено)" - msgid "Pick a node to animate:" msgstr "Изберете обект, който да бъде анимиран:" @@ -1337,6 +1298,12 @@ msgstr "Не връща стойност." msgid "Experimental" msgstr "Експериментален" +msgid "Operators" +msgstr "Оператори" + +msgid "Method Descriptions" +msgstr "Описания на методите" + msgid "Class:" msgstr "Клас:" @@ -1355,9 +1322,6 @@ msgstr "заменя %s:" msgid "property:" msgstr "свойство:" -msgid "Operators" -msgstr "Оператори" - msgid "Theme Properties" msgstr "Свойства на темата" @@ -1388,9 +1352,6 @@ msgstr "Описания на свойствата" msgid "(value)" msgstr "(стойност)" -msgid "Method Descriptions" -msgstr "Описания на методите" - msgid "Signal:" msgstr "Сигнал:" @@ -1400,6 +1361,24 @@ msgstr "%d съвпадение." msgid "%d matches." msgstr "%d съвпадения." +msgid "Method" +msgstr "Метод" + +msgid "Signal" +msgstr "Сигнал" + +msgid "Constant" +msgstr "Константа" + +msgid "Property" +msgstr "Свойство" + +msgid "Theme Property" +msgstr "Свойство на тема" + +msgid "Annotation" +msgstr "Анотация" + msgid "Search Help" msgstr "Търсене в помощната информация" @@ -1433,24 +1412,6 @@ msgstr "Само свойства на теми" msgid "Class" msgstr "Клас" -msgid "Method" -msgstr "Метод" - -msgid "Signal" -msgstr "Сигнал" - -msgid "Annotation" -msgstr "Анотация" - -msgid "Constant" -msgstr "Константа" - -msgid "Property" -msgstr "Свойство" - -msgid "Theme Property" -msgstr "Свойство на тема" - msgid "Move Up" msgstr "Преместване нагоре" @@ -1763,6 +1724,9 @@ msgstr "Затваряне на сцената" msgid "Quit" msgstr "Изход" +msgid "Editor Settings..." +msgstr "Настройки на редактора..." + msgid "Project" msgstr "Проект" @@ -1793,9 +1757,6 @@ msgstr "Изход към списъка с проекти" msgid "Editor" msgstr "Редактор" -msgid "Editor Settings..." -msgstr "Настройки на редактора..." - msgid "Command Palette..." msgstr "Палитра с команди…" @@ -1820,9 +1781,6 @@ msgstr "Документация в Интернет" msgid "Report a Bug" msgstr "Докладване на проблем" -msgid "About Godot" -msgstr "Относно Godot" - msgid "Inspector" msgstr "Инспектор" @@ -1884,9 +1842,6 @@ msgstr "Отваряне на библиотеката с ресурсите" msgid "Warning!" msgstr "Внимание!" -msgid "Main Script:" -msgstr "Основен скрипт:" - msgid "Edit Plugin" msgstr "Редактиране на приставката" @@ -1908,6 +1863,9 @@ msgstr "Размер:" msgid "New Value:" msgstr "Нова стойност:" +msgid "Load..." +msgstr "Зареждане..." + msgid "Save As..." msgstr "Запазване като..." @@ -1917,14 +1875,8 @@ msgstr "Показване във файловата система" msgid "Convert to %s" msgstr "Преобразуване в %s" -msgid "New Script" -msgstr "Нов скрипт" - -msgid "Extend Script" -msgstr "Разширяване на скрипта" - -msgid "New Shader" -msgstr "Нов шейдър" +msgid "New Script..." +msgstr "Нов скрипт..." msgid "Editor Settings" msgstr "Настройки на редактора" @@ -2055,6 +2007,9 @@ msgstr "Изнасяне на всичко" msgid "Add..." msgstr "Добавяне..." +msgid "Advanced Options" +msgstr "Разширени настройки" + msgid "Export Path" msgstr "Път за изнасяне" @@ -2220,9 +2175,6 @@ msgstr "Нова папка..." msgid "New Scene..." msgstr "Нова сцена..." -msgid "New Script..." -msgstr "Нов скрипт..." - msgid "New Resource..." msgstr "Нов ресурс..." @@ -2283,29 +2235,11 @@ msgstr "%d съвпадения в %d файл" msgid "%d matches in %d files" msgstr "%d съвпадения в %d файла" -msgid "Invalid group name." -msgstr "Неправилно име на група." - -msgid "Group name already exists." -msgstr "Вече съществува група с това име." - msgid "Rename Group" msgstr "Преименуване на групата" -msgid "Delete Group" -msgstr "Изтриване на групата" - -msgid "Groups" -msgstr "Групи" - -msgid "Group Editor" -msgstr "Редактор на групи" - -msgid "Please select a base directory first." -msgstr "Моля, първо изберете основна папка." - -msgid "Choose a Directory" -msgstr "Изберете папка" +msgid "Global" +msgstr "Глобална" msgid "Network" msgstr "Мрежа" @@ -2415,9 +2349,6 @@ msgstr "Заглушаване на известията." msgid "Unlock Node" msgstr "Отключване на обекта" -msgid "Button Group" -msgstr "Група бутони" - msgid "(Connecting From)" msgstr "(Свързване от)" @@ -2429,36 +2360,6 @@ msgstr[1] "Обектът има {num} връзки." msgid "Open Script:" msgstr "Отваряне на скрипт:" -msgid "Global" -msgstr "Глобална" - -msgid "Enable looping." -msgstr "Включване на повтарянето." - -msgid "Offset:" -msgstr "Отместване:" - -msgid "Loop:" -msgstr "Повтаряне:" - -msgid "Music Playback:" -msgstr "Възпроизвеждане на музика:" - -msgid "New Configuration" -msgstr "Нова конфигурация" - -msgid "Remove Variation" -msgstr "Премахване на варианта" - -msgid "Rendering Options" -msgstr "Настройки за изчертаване" - -msgid "Configuration:" -msgstr "Конфигурация:" - -msgid "Add configuration" -msgstr "Добавяне на конфигурация" - msgid "Importing Scene..." msgstr "Внасяне на сцената..." @@ -2468,12 +2369,6 @@ msgstr "Внасяне на сцена" msgid "Saving..." msgstr "Запазване..." -msgid "2D" -msgstr "2D" - -msgid "3D" -msgstr "3D" - msgid "<Unnamed Material>" msgstr "<Материал без име>" @@ -2503,6 +2398,39 @@ msgstr "Материали" msgid "Save Extension:" msgstr "Разширение:" +msgid "Enable looping." +msgstr "Включване на повтарянето." + +msgid "Offset:" +msgstr "Отместване:" + +msgid "Loop:" +msgstr "Повтаряне:" + +msgid "Music Playback:" +msgstr "Възпроизвеждане на музика:" + +msgid "New Configuration" +msgstr "Нова конфигурация" + +msgid "Remove Variation" +msgstr "Премахване на варианта" + +msgid "Rendering Options" +msgstr "Настройки за изчертаване" + +msgid "Configuration:" +msgstr "Конфигурация:" + +msgid "Add configuration" +msgstr "Добавяне на конфигурация" + +msgid "2D" +msgstr "2D" + +msgid "3D" +msgstr "3D" + msgid "Importer:" msgstr "Вид внасяне:" @@ -2605,6 +2533,9 @@ msgstr "Задаване на %s на %d обекта" msgid "%s (%d Selected)" msgstr "%s (%d избран(и))" +msgid "Groups" +msgstr "Групи" + msgid "Select a single node to edit its signals and groups." msgstr "Изберете един обект, за да редактирате сигналите и групите му." @@ -2685,9 +2616,6 @@ msgstr "Добавяне не анимация" msgid "Add %s" msgstr "Добавяне на %s" -msgid "Load..." -msgstr "Зареждане..." - msgid "Move Node Point" msgstr "Преместване на точката на обекта" @@ -2924,12 +2852,6 @@ msgstr "" msgid "Save Animation" msgstr "Запазване на анимацията" -msgid "Invalid AnimationLibrary file." -msgstr "Неправилен файл с анимационна библиотека." - -msgid "Invalid Animation file." -msgstr "Неправилен файл с анимация." - msgid "Animation Name:" msgstr "Име на анимацията:" @@ -2939,21 +2861,6 @@ msgstr "Поставена анимация" msgid "Open in Inspector" msgstr "Отваряне в инспектора" -msgid "Paste Animation to Library from clipboard" -msgstr "Поставяне на анимация от буфера за обмен в библиотеката" - -msgid "Save animation library to resource on disk" -msgstr "Запазване на анимационната библиотека като ресурс на диска" - -msgid "Remove animation library" -msgstr "Премахване на анимационната библиотека" - -msgid "Copy animation to clipboard" -msgstr "Копиране на анимацията в буфера за обмен" - -msgid "Save animation to resource on disk" -msgstr "Запазване на анимацията като ресурс на диска" - msgid "Toggle Autoplay" msgstr "Превключване на авт. възпроизвеждане" @@ -3439,12 +3346,18 @@ msgstr "Показване на линиите" msgid "Show Guides" msgstr "Показване на водачите" +msgid "Gizmos" +msgstr "Гизмота" + msgid "Center Selection" msgstr "Центриране върху избраното" msgid "Frame Selection" msgstr "Мащабиране до побиране на избраното в изгледа" +msgid "Insert Key" +msgstr "Вмъкване на ключ" + msgid "Adding %s..." msgstr "Добавяне на %s..." @@ -3485,11 +3398,6 @@ msgstr "" "Ако тази настройка е включено, навигационните полигони и мрежи ще бъдат " "видими в изпълняващия се проект." -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Пускане на %d екземпляр" -msgstr[1] "Пускане на %d екземпляра" - msgid " - Variation" msgstr " – Вариация" @@ -3884,9 +3792,6 @@ msgstr "3 прозореца за изглед (друг)" msgid "4 Viewports" msgstr "4 прозореца за изглед" -msgid "Gizmos" -msgstr "Гизмота" - msgid "View Origin" msgstr "Показване на отправната точка" @@ -3911,12 +3816,12 @@ msgstr "Прилепване при скалиране (%):" msgid "Viewport Settings" msgstr "Настройки на прозореца за изглед" -msgid "Perspective FOV (deg.):" -msgstr "Поле на видимост в перспектива (градуси):" - msgid "Delete Point" msgstr "Изтриване на точка" +msgid "Please Confirm..." +msgstr "Моля, потвърдете..." + msgid "Move Joint" msgstr "Преместване на ставата" @@ -4173,9 +4078,6 @@ msgstr "Към следващата точка на прекъсване" msgid "Go to Previous Breakpoint" msgstr "Към предходната точка на прекъсване" -msgid "Save File As" -msgstr "Запазване на файла като" - msgid "Create Rest Pose from Bones" msgstr "Създаване на поза на покоя от костите" @@ -4796,6 +4698,45 @@ msgstr "Свойство на трансформация." msgid "Vector function." msgstr "Векторна функция." +msgid "New Project" +msgstr "Нов проект" + +msgid "Import Project" +msgstr "Внасяне на проект" + +msgid "Scan" +msgstr "Сканиране" + +msgid "Scan Projects" +msgstr "Сканиране за проекти" + +msgid "Loading, please wait..." +msgstr "Зареждане. Моля, изчакайте…" + +msgid "Create New Project" +msgstr "Създаване на нов проект" + +msgid "Import Existing Project" +msgstr "Внасяне на съществуващ проект" + +msgid "Edit Project" +msgstr "Редактиране на проекта" + +msgid "Rename Project" +msgstr "Преименуване на проекта" + +msgid "Remove Project" +msgstr "Премахване на проекта" + +msgid "Remove Missing" +msgstr "Премахване на липсващите" + +msgid "Select a Folder to Scan" +msgstr "Изберете папка за сканиране" + +msgid "Remove All" +msgstr "Премахване на всичко" + msgid "The path specified doesn't exist." msgstr "Посоченият път не съществува." @@ -4807,12 +4748,6 @@ msgid "" msgstr "" "Неправилен проектен файл „.zip“. В него не се съдържа файл „project.godot“." -msgid "Please choose an empty folder." -msgstr "Моля, изберете празна папка." - -msgid "This directory already contains a Godot project." -msgstr "Тази папка вече съдържа проект на Godot." - msgid "New Game Project" msgstr "Нов игрален проект" @@ -4837,18 +4772,9 @@ msgstr "Няма да е лошо да дадете име на проекта msgid "Invalid project path (changed anything?)." msgstr "Неправилен път до проекта (Променяли ли сте нещо?)." -msgid "Rename Project" -msgstr "Преименуване на проекта" - -msgid "Import Existing Project" -msgstr "Внасяне на съществуващ проект" - msgid "Import & Edit" msgstr "Внасяне и редактиране" -msgid "Create New Project" -msgstr "Създаване на нов проект" - msgid "Create & Edit" msgstr "Създаване и редактиране" @@ -4867,58 +4793,6 @@ msgstr "Път на инсталация на проекта:" msgid "Missing Project" msgstr "Проектът липсва" -msgid "Local Projects" -msgstr "Локални проекти" - -msgid "Asset Library Projects" -msgstr "Проекти от Библиотеката с ресурси" - -msgid "Can't open project at '%s'." -msgstr "Не може да бъде отворен проектът в „%s“." - -msgid "New Project" -msgstr "Нов проект" - -msgid "Import Project" -msgstr "Внасяне на проект" - -msgid "Scan" -msgstr "Сканиране" - -msgid "Scan Projects" -msgstr "Сканиране за проекти" - -msgid "Loading, please wait..." -msgstr "Зареждане. Моля, изчакайте…" - -msgid "Edit Project" -msgstr "Редактиране на проекта" - -msgid "Remove Project" -msgstr "Премахване на проекта" - -msgid "Remove Missing" -msgstr "Премахване на липсващите" - -msgid "About" -msgstr "Относно" - -msgid "Select a Folder to Scan" -msgstr "Изберете папка за сканиране" - -msgid "Remove All" -msgstr "Премахване на всичко" - -msgid "Can't run project" -msgstr "Проектът не може да бъде пуснат" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"В момента няма никакви проекти.\n" -"Искате ли да разгледате официалните примерни проекти в библиотеката с ресурси?" - msgid "Add Project Setting" msgstr "Добавяне на настройка в проекта" @@ -4955,9 +4829,6 @@ msgstr "Наставка:" msgid "Use Regular Expressions" msgstr "Използване на регулярни изрази" -msgid "Advanced Options" -msgstr "Разширени настройки" - msgid "Substitute" msgstr "Заместване" @@ -5080,9 +4951,6 @@ msgstr "Изрязване на обекта/обектите" msgid "This operation requires a single selected node." msgstr "Това действие изисква да е избран само един обект." -msgid "Reparent to New Node" -msgstr "Преместване под нов обект" - msgid "Make Scene Root" msgstr "Превръщане на сцената в коренна" @@ -5146,9 +5014,6 @@ msgstr "Неправилен базов път." msgid "Wrong extension chosen." msgstr "Избрано е грешно разширение." -msgid "Global shader parameter '%s' already exists'" -msgstr "Вече съществува глобален шейдърен параметър с името „%s“" - msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "" "Невалиден тип на аргумент, подаден на convert() - използвайте константите " @@ -5357,12 +5222,6 @@ msgstr "Неправилно име! Android APK изисква разширен msgid "Unsupported export format!" msgstr "Неподдържан формат за изнасяне!" -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Файловете res://android/build/res/*.xml не могат да бъдат презаписани с името " -"на проекта." - msgid "Could not export project files to gradle project." msgstr "Файловете на проекта не могат да бъдат изнесени като проект на gradle." @@ -5478,15 +5337,6 @@ msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Празен CollisionPolygon2D не влияе на колизиите." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D служи само, за да даде форма за колизии на обект основан на " -"CollisionObject2D. Използвайте го само като наследник на Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, и т.н., за да им дадете форма." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -5577,9 +5427,6 @@ msgstr "Построяване на полигонните мрежи" msgid "Alert!" msgstr "Тревога!" -msgid "Please Confirm..." -msgstr "Моля, потвърдете..." - msgid "(Other)" msgstr "(Други)" diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index 5f9a0ddbaa..18dcf02fd0 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -476,9 +476,6 @@ msgstr "Afegeix un Esdeveniment" msgid "Remove Event" msgstr "Elimina Esdeveniment" -msgid "Filter by name..." -msgstr "Filtra pel nom..." - msgid "Clear All" msgstr "Neteja-ho tot" @@ -585,33 +582,6 @@ msgstr "" "No es pot canviar el mode de repetició d'animacions incrustades en una altra " "escena." -msgid "Property Track" -msgstr "Pista de Propietats" - -msgid "3D Position Track" -msgstr "Pista de posició 3D" - -msgid "3D Rotation Track" -msgstr "Pista de rotació 3D" - -msgid "3D Scale Track" -msgstr "Pista de l'escala 3D" - -msgid "Blend Shape Track" -msgstr "Pista de barreja de formes" - -msgid "Call Method Track" -msgstr "Pista de Crida de Mètodes" - -msgid "Bezier Curve Track" -msgstr "Pista de Corbes de Bézier" - -msgid "Audio Playback Track" -msgstr "Pista de reproducció d'Àudio" - -msgid "Animation Playback Track" -msgstr "Pista de reproducció d'Animacions" - msgid "Animation length (frames)" msgstr "Longitud de l'animació (fotogrames)" @@ -744,9 +714,6 @@ msgstr "Limita la Interpolació del bucle" msgid "Wrap Loop Interp" msgstr "Embolcalla la interpolació" -msgid "Insert Key" -msgstr "Insereix una clau" - msgid "Duplicate Key(s)" msgstr "Duplica les Claus" @@ -905,11 +872,6 @@ msgstr "Claus d'Escala de l'Animació" msgid "Make Easing Keys" msgstr "Crea Claus de Suavització" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Aquesta opció no funciona per l'edició de Bézier, ja que és una pista única." - msgid "Animation Add RESET Keys" msgstr "Afegeix Claus de RESET a l'animació" @@ -974,24 +936,6 @@ msgstr "Edita" msgid "Animation properties." msgstr "Propietats de l'Animació." -msgid "Copy Tracks" -msgstr "Copia les Pistes" - -msgid "Scale Selection" -msgstr "Escala la Selecció" - -msgid "Scale From Cursor" -msgstr "Escala a partir del Cursor" - -msgid "Make Easing Selection" -msgstr "Selecciona el tipus de suavització" - -msgid "Duplicate Selection" -msgstr "Duplica la Selecció" - -msgid "Duplicate Transposed" -msgstr "Duplica'l Transposat" - msgid "Delete Selection" msgstr "Suprimeix la Selecció" @@ -1004,15 +948,6 @@ msgstr "Ves al Pas Anterior" msgid "Apply Reset" msgstr "Aplica reinicialització" -msgid "Bake Animation" -msgstr "Precalcula l'Animació" - -msgid "Optimize Animation (no undo)" -msgstr "Optimitza l'Animació (no es pot desfer)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Poleix l'Animació (No es pot desfer)" - msgid "Pick a node to animate:" msgstr "Tria un node a animar:" @@ -1798,6 +1733,9 @@ msgstr "[buit]" msgid "[unsaved]" msgstr "[no desat]" +msgid "Dock Position" +msgstr "Posició de l'Acoblador" + msgid "3D Editor" msgstr "Editor 3D" @@ -1939,6 +1877,12 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "(Re)Important Recursos" +msgid "Operators" +msgstr "Operadors" + +msgid "Method Descriptions" +msgstr "Descripcions dels Mètodes" + msgid "Top" msgstr "Dalt" @@ -1963,9 +1907,6 @@ msgstr "Propietats" msgid "default:" msgstr "predeterminat:" -msgid "Operators" -msgstr "Operadors" - msgid "Theme Properties" msgstr "Propietats del tema" @@ -1988,9 +1929,6 @@ msgstr "" "Aquesta propietat no disposa de cap descripció. Podeu contribuir " "[color=$color][url=$url] tot aportant-ne una[/url][/color]!" -msgid "Method Descriptions" -msgstr "Descripcions dels Mètodes" - msgid "Property:" msgstr "Propietat:" @@ -2003,6 +1941,21 @@ msgstr "%d coincidència." msgid "%d matches." msgstr "%d coincidències." +msgid "Method" +msgstr "Mètode" + +msgid "Signal" +msgstr "Senyal" + +msgid "Constant" +msgstr "Constant" + +msgid "Property" +msgstr "Propietat" + +msgid "Theme Property" +msgstr "Propietats del tema" + msgid "Search Help" msgstr "Cerca Ajuda" @@ -2039,21 +1992,6 @@ msgstr "Tipus de Membre" msgid "Class" msgstr "Classe" -msgid "Method" -msgstr "Mètode" - -msgid "Signal" -msgstr "Senyal" - -msgid "Constant" -msgstr "Constant" - -msgid "Property" -msgstr "Propietat" - -msgid "Theme Property" -msgstr "Propietats del tema" - msgid "Move Up" msgstr "Mou Amunt" @@ -2369,15 +2307,15 @@ msgstr "" "És possible triar-ne una altra més endavant a \"Configuració del Projecte\" " "en la categoria \"Aplicació\"." +msgid "Default" +msgstr "Predeterminat" + msgid "Save Layout" msgstr "Desar Disseny" msgid "Delete Layout" msgstr "Elimina Disseny" -msgid "Default" -msgstr "Predeterminat" - msgid "Save & Close" msgstr "Desar i Tancar" @@ -2390,9 +2328,6 @@ msgstr "%d directori(s) més" msgid "%d more files" msgstr "%d fitxer(s) més" -msgid "Dock Position" -msgstr "Posició de l'Acoblador" - msgid "Distraction Free Mode" msgstr "Mode Lliure de Distraccions" @@ -2435,6 +2370,9 @@ msgstr "Tanca l'Escena" msgid "Quit" msgstr "Surt" +msgid "Editor Settings..." +msgstr "Configuració de l'Editor..." + msgid "Project" msgstr "Projecte" @@ -2465,9 +2403,6 @@ msgstr "Sortir a la Llista de Projectes" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Configuració de l'Editor..." - msgid "Editor Layout" msgstr "Disseny de l'Editor" @@ -2518,9 +2453,6 @@ msgstr "Suggerir una Característica" msgid "Send Docs Feedback" msgstr "Enviar suggeriments sobre la Documentació" -msgid "About Godot" -msgstr "Quant a Godot" - msgid "Support Godot Development" msgstr "Contribueix al Desenvolupament de Godot" @@ -2559,17 +2491,6 @@ msgstr "Administrar Plantilles" msgid "Install from file" msgstr "Instal·la des d'un fitxer" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"La plantilla de compilació d'Android ja està instal·lada i no se " -"sobreescriurà.\n" -"Elimineu el directori \"res://android/build\" manualment abans de tornar a " -"intentar aquesta operació." - msgid "Show in File Manager" msgstr "Mostrar en el Gestor de Fitxers" @@ -2634,6 +2555,9 @@ msgstr "Obre l'Editor precedent" msgid "Warning!" msgstr "Atenció!" +msgid "On" +msgstr "Activat" + msgid "Edit Plugin" msgstr "Edita Connector" @@ -2643,15 +2567,9 @@ msgstr "Connectors Instal·lats:" msgid "Version" msgstr "Versió" -msgid "Status" -msgstr "Estat" - msgid "Edit Text:" msgstr "Editar Text:" -msgid "On" -msgstr "Activat" - msgid "No name provided." msgstr "No s'ha proporcionat cap nom." @@ -2716,8 +2634,8 @@ msgstr "" "El recurs seleccionat (%s) no coincideix amb cap tipus esperat per aquesta " "propietat (%s)." -msgid "Quick Load" -msgstr "Carrega Rapida" +msgid "Load..." +msgstr "Carregar..." msgid "Make Unique" msgstr "Fes-lo Únic" @@ -2731,11 +2649,8 @@ msgstr "Mostrar en el Sistema de Fitxers" msgid "New %s" msgstr "Nou %s" -msgid "New Script" -msgstr "Script Nou" - -msgid "Extend Script" -msgstr "Estendre l'script" +msgid "New Script..." +msgstr "Script Nou..." msgid "Write your logic in the _run() method." msgstr "Escriu la lògica en el mètode _run()." @@ -2965,6 +2880,9 @@ msgstr "Afegeix..." msgid "Duplicate" msgstr "Duplica" +msgid "Advanced Options" +msgstr "Opcions Avançades" + msgid "Export Path" msgstr "Camí d'exportació" @@ -3096,9 +3014,6 @@ msgstr "Nou Directori..." msgid "New Scene..." msgstr "Nova Escena..." -msgid "New Script..." -msgstr "Script Nou..." - msgid "New Resource..." msgstr "Recurs Nou..." @@ -3182,33 +3097,9 @@ msgstr "Afegeix al Grup" msgid "Remove from Group" msgstr "Treu del Grup" -msgid "Invalid group name." -msgstr "Nom del grup no vàlid." - -msgid "Group name already exists." -msgstr "Aquest grup ja existeix." - -msgid "Groups" -msgstr "Grups" - -msgid "Nodes in Group" -msgstr "Nodes del Grup" - -msgid "Empty groups will be automatically removed." -msgstr "Els grups buits s'eliminaran automàticament." - -msgid "Manage Groups" -msgstr "Gestiona Grups" - msgid "Move" msgstr "Mou" -msgid "Please select a base directory first." -msgstr "Si us plau seleccioneu un directori base primer." - -msgid "Choose a Directory" -msgstr "Tria un Directori" - msgid "Network" msgstr "Xarxa" @@ -3326,18 +3217,12 @@ msgstr "Finestra nova" msgid "Add a new scene." msgstr "Afegeix una escena nova." -msgid "Button Group" -msgstr "Grup de botons" - msgid "(Connecting From)" msgstr "(Connectant des de)" msgid "Node configuration warning:" msgstr "Avís de Configuració del Node:" -msgid "Open in Editor" -msgstr "Obre en l'Editor" - msgid "Open Script:" msgstr "Obrir Script:" @@ -3348,6 +3233,9 @@ msgstr "" "El Node està bloquejat. \n" "Feu clic per desbloquejar-lo." +msgid "Open in Editor" +msgstr "Obre en l'Editor" + msgid "Invalid node name, the following characters are not allowed:" msgstr "El Nom del node no és vàlid. No es permeten els caràcters següents:" @@ -3360,9 +3248,6 @@ msgstr "Avís de Configuració del Node!" msgid "Select a Node" msgstr "Selecciona un Node" -msgid "Offset:" -msgstr "òfset:" - msgid "Importing Scene..." msgstr "Important Escena..." @@ -3384,12 +3269,18 @@ msgstr "Error en l'execució de l'Script de post-importació:" msgid "Saving..." msgstr "Desant..." -msgid "2D" -msgstr "2D" - msgid "Materials" msgstr "Materials" +msgid "Status" +msgstr "Estat" + +msgid "Offset:" +msgstr "òfset:" + +msgid "2D" +msgstr "2D" + msgid "Importer:" msgstr "Importador:" @@ -3468,6 +3359,9 @@ msgstr "Remapatges per Llengua:" msgid "Locale" msgstr "Idioma" +msgid "Groups" +msgstr "Grups" + msgid "Select a single node to edit its signals and groups." msgstr "Seleccioneu un únic node per editar les seves senyals i grups." @@ -3534,9 +3428,6 @@ msgstr "Afegeix una Animació" msgid "Add %s" msgstr "Afegeix %s" -msgid "Load..." -msgstr "Carregar..." - msgid "Move Node Point" msgstr "Moure Punt de Node" @@ -4167,8 +4058,8 @@ msgstr "Mostra l'Origen" msgid "Show Viewport" msgstr "Mostra el Viewport" -msgid "Show Group And Lock Icons" -msgstr "Mostrar Grup i Bloquejar Icones" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Centra la Selecció" @@ -4191,6 +4082,9 @@ msgstr "Mascara d'escala per a inserir claus." msgid "Insert keys (based on mask)." msgstr "Inserir claus (basades en mascara)." +msgid "Insert Key" +msgstr "Insereix una clau" + msgid "Auto Insert Key" msgstr "Inserir Clau Automàticament" @@ -4257,9 +4151,15 @@ msgstr "Píxels de la Vora" msgid "Directed Border Pixels" msgstr "Píxels de la Vora Dirigits" +msgid "Generate Visibility AABB" +msgstr "Genera un AABB de Visibilitat" + msgid "Create Emission Points From Node" msgstr "Crea Punts d'Emissió des d'un Node" +msgid "Generation Time (sec):" +msgstr "Temps de generació (s):" + msgid "Load Curve Preset" msgstr "Carrega un ajustament per la Corba" @@ -4373,9 +4273,6 @@ msgstr "Genera un Rectangle de Visibilitat" msgid "Clear Emission Mask" msgstr "Esborra la Màscara d'Emissió" -msgid "Generation Time (sec):" -msgstr "Temps de generació (s):" - msgid "The geometry's faces don't contain any area." msgstr "Les cares de la geometria no contenen cap àrea." @@ -4397,9 +4294,6 @@ msgstr "Volum" msgid "Emission Source:" msgstr "Font d'emissió:" -msgid "Generate Visibility AABB" -msgstr "Genera un AABB de Visibilitat" - msgid "Create Occluder Polygon" msgstr "Crea un Polígon Oclusor" @@ -4763,9 +4657,6 @@ msgstr "3 Vistes (Alt)" msgid "4 Viewports" msgstr "4 Vistes" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Mostra l'Origen" @@ -4790,9 +4681,6 @@ msgstr "Ajustament d'Escala (%):" msgid "Viewport Settings" msgstr "Configuració de la Vista" -msgid "Perspective FOV (deg.):" -msgstr "Camp de Visió (graus):" - msgid "View Z-Near:" msgstr "Z-Proper de la vista:" @@ -4871,6 +4759,9 @@ msgstr "Elimina el Punt" msgid "Close Curve" msgstr "Tanca la Corba" +msgid "Please Confirm..." +msgstr "Confirmeu..." + msgid "Mirror Handle Angles" msgstr "Reflecteix els Angles de la Nansa" @@ -5264,6 +5155,9 @@ msgstr "Plega totes les Línies" msgid "Unfold All Lines" msgstr "Desplega totes les Línies" +msgid "Duplicate Selection" +msgstr "Duplica la Selecció" + msgid "Evaluate Selection" msgstr "Evalua la Selecció" @@ -5336,10 +5230,6 @@ msgstr "Crear Polígon2D" msgid "Polygon2D Preview" msgstr "Previsualització del Polygon2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"No es pot convertir un sprite que utilitza fotogrames d'animació a malla." - msgid "Invalid geometry, can't replace by mesh." msgstr "La geometria no és vàlida, no es pot substituir per una malla." @@ -5909,8 +5799,38 @@ msgstr "" msgid "Visual Shader Mode Changed" msgstr "El mode Visual Shader ha canviat" -msgid "Please choose an empty folder." -msgstr "Selecciona un directori buit." +msgid "Are you sure to run %d projects at once?" +msgstr "Esteu segur que voleu executar %d projectes de cop?" + +msgid "Remove %d projects from the list?" +msgstr "Voleu eliminar %d projectes de la llista?" + +msgid "Remove this project from the list?" +msgstr "Voleu eliminar aquest projecte de la llista?" + +msgid "New Project" +msgstr "Nou Projecte" + +msgid "Import Project" +msgstr "Importa el projecte" + +msgid "Scan" +msgstr "Explora" + +msgid "Create New Project" +msgstr "Crea un Projecte nou" + +msgid "Import Existing Project" +msgstr "Importa un Projecte existent" + +msgid "Rename Project" +msgstr "Reanomena el Projecte" + +msgid "Select a Folder to Scan" +msgstr "Selecciona un Directori per Explorar" + +msgid "Remove All" +msgstr "Treu-los tots" msgid "New Game Project" msgstr "Nou Projecte de Joc" @@ -5943,18 +5863,9 @@ msgstr "Ha fracassat l'extracció del paquet dels següents fitxers:" msgid "Package installed successfully!" msgstr "Paquet instal·lat amb èxit!" -msgid "Rename Project" -msgstr "Reanomena el Projecte" - -msgid "Import Existing Project" -msgstr "Importa un Projecte existent" - msgid "Import & Edit" msgstr "Importa i Edita" -msgid "Create New Project" -msgstr "Crea un Projecte nou" - msgid "Create & Edit" msgstr "Crea i Edita" @@ -5976,70 +5887,9 @@ msgstr "Camí d'instal·lació del Projecte:" msgid "Renderer:" msgstr "Renderitzador:" -msgid "Local" -msgstr "Local" - -msgid "Local Projects" -msgstr "Projectes Locals" - -msgid "Can't open project at '%s'." -msgstr "No es pot obrir el projecte a '%s'." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"No es pot executar el projecte: S'han d'importar els Actius.\n" -"Edita el Projecte per inicialitzar-lo." - -msgid "Are you sure to run %d projects at once?" -msgstr "Esteu segur que voleu executar %d projectes de cop?" - -msgid "Remove %d projects from the list?" -msgstr "Voleu eliminar %d projectes de la llista?" - -msgid "Remove this project from the list?" -msgstr "Voleu eliminar aquest projecte de la llista?" - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"L'idioma ha canviat.\n" -"La interfície s'actualitzarà després de reiniciar l'editor o el gestor de " -"projectes." - -msgid "New Project" -msgstr "Nou Projecte" - -msgid "Import Project" -msgstr "Importa el projecte" - -msgid "Scan" -msgstr "Explora" - -msgid "About" -msgstr "Quant a" - msgid "Restart Now" msgstr "Reinicia" -msgid "Select a Folder to Scan" -msgstr "Selecciona un Directori per Explorar" - -msgid "Remove All" -msgstr "Treu-los tots" - -msgid "Can't run project" -msgstr "No es pot executar el projecte" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Actualment no teniu cap projecte.\n" -"Us agradaria explorar projectes d'exemple oficials a la biblioteca d'actius?" - msgid "Delete Item" msgstr "Esborra l'Element" @@ -6079,9 +5929,6 @@ msgstr "Prefix:" msgid "Suffix:" msgstr "Sufix:" -msgid "Advanced Options" -msgstr "Opcions Avançades" - msgid "Substitute" msgstr "Substitut" @@ -6135,12 +5982,6 @@ msgstr "Error en carregar l'escena des de %s" msgid "This operation can't be done on the tree root." msgstr "Aquesta operació no es pot executar en l'arrel de l'arbre." -msgid "Move Node In Parent" -msgstr "Mou el Node dins del Pare" - -msgid "Move Nodes In Parent" -msgstr "Mou els Nodes dins del Pare" - msgid "Duplicate Node(s)" msgstr "Duplica els Nodes" @@ -6238,6 +6079,9 @@ msgstr "Afegir/Crear un Node Nou." msgid "Remote" msgstr "Remot" +msgid "Local" +msgstr "Local" + msgid "Clear Inheritance? (No Undo!)" msgstr "Elimina l'Herència (No es pot desfer!)" @@ -6548,9 +6392,6 @@ msgstr "Canviar entre valors hexadecimals i de codi." msgid "Alert!" msgstr "Ep!" -msgid "Please Confirm..." -msgstr "Confirmeu..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Si l'opció \"Exp Edit\" està habilitada, \"Min Value\" ha de ser major que 0." diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index 378a3485c0..d5e5a18292 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -46,7 +46,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-13 16:00+0000\n" +"PO-Revision-Date: 2024-02-12 23:42+0000\n" "Last-Translator: Vojtěch Šamla <auzkok@seznam.cz>\n" "Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot/" "cs/>\n" @@ -54,7 +54,7 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" @@ -458,9 +458,6 @@ msgstr "Upravit událost" msgid "Remove Event" msgstr "Odstranit událost" -msgid "Filter by name..." -msgstr "Filtrovat podle jména..." - msgid "Add New Action" msgstr "Přidat novou akci" @@ -524,24 +521,6 @@ msgstr "Nelze změnit režim smyčky na instanci animace z importované scény." msgid "Can't change loop mode on animation embedded in another scene." msgstr "Nelze změnit režim smyčky na animaci vložené do jiné scény." -msgid "Property Track" -msgstr "Stopa vlastnosti" - -msgid "Blend Shape Track" -msgstr "Stopa prolínání tvarů" - -msgid "Call Method Track" -msgstr "Stopa volání metody" - -msgid "Bezier Curve Track" -msgstr "Stopa Bézierovy křivky" - -msgid "Audio Playback Track" -msgstr "Stopa přehrávání zvuku" - -msgid "Animation Playback Track" -msgstr "Stopa přehrávání animace" - msgid "Animation length (frames)" msgstr "Délka animace (ve snímcích)" @@ -638,9 +617,6 @@ msgstr "Interpolace svorkové smyčky" msgid "Wrap Loop Interp" msgstr "Interpolace ovinutou smyčkou" -msgid "Insert Key" -msgstr "Vložit klíč" - msgid "Duplicate Key(s)" msgstr "Duplikovat klíč(e)" @@ -752,12 +728,6 @@ msgstr "Vložit stopy" msgid "Make Easing Keys" msgstr "Vytvoř klíče pro dynamiku" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Tato možnost nefunguje pro úpravy Beziérovy křivky, protože se jedná pouze o " -"jednu stopu." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "Pro přidání a úpravu animací vyberte ze stromu scény uzel AnimationPlayer." @@ -795,21 +765,6 @@ msgstr "Upravit" msgid "Animation properties." msgstr "Vlastnosti animace." -msgid "Copy Tracks" -msgstr "Kopírovat stopy" - -msgid "Scale Selection" -msgstr "Změnit měřítko výběru" - -msgid "Scale From Cursor" -msgstr "Změnit měřítko od kurzoru" - -msgid "Duplicate Selection" -msgstr "Duplikovat výběr" - -msgid "Duplicate Transposed" -msgstr "Duplikovat transponované" - msgid "Delete Selection" msgstr "Smazat vyběr" @@ -822,15 +777,6 @@ msgstr "Přejít k předchozímu kroku" msgid "Apply Reset" msgstr "Resetovat" -msgid "Bake Animation" -msgstr "Zapéct animaci" - -msgid "Optimize Animation (no undo)" -msgstr "Optimalizovat animaci (nelze vrátit zpět)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Pročistit animaci (nelze vrátit zpět)" - msgid "Use Bezier Curves" msgstr "Použít Bézierovy křivky" @@ -1920,6 +1866,12 @@ msgstr "[prázdné]" msgid "[unsaved]" msgstr "[neuloženo]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Pozice doku" + msgid "3D Editor" msgstr "3D Editor" @@ -2117,6 +2069,21 @@ msgstr "" "Tato metoda nepotřebuje ke svému zavolání instanci objektu.\n" "Lze ji zavolat přimo použitím jména třídy." +msgid "Constructors" +msgstr "Konstruktory" + +msgid "Operators" +msgstr "Operátory" + +msgid "Method Descriptions" +msgstr "Popisy metod" + +msgid "Constructor Descriptions" +msgstr "Popisy konstruktorů" + +msgid "Operator Descriptions" +msgstr "Popisy operátorů" + msgid "Error codes returned:" msgstr "Vráceny chybové kódy:" @@ -2162,17 +2129,6 @@ msgstr "Dědí z:" msgid "Inherited by:" msgstr "Děděná z:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "Třída je označena jako zastaralá. Bude odebrána v budoucích verzích." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Tato třída je označena jako experimentální. V budoucnosti se pravděpodobně " -"změní, nebo bude dokonce odstraněna. Používejte ji dle vlastního uvážení." - msgid "Description" msgstr "Popis" @@ -2201,12 +2157,6 @@ msgstr "přepisuje %s:" msgid "default:" msgstr "výchozí:" -msgid "Constructors" -msgstr "Konstruktory" - -msgid "Operators" -msgstr "Operátory" - msgid "Theme Properties" msgstr "Vlastnosti motivu" @@ -2260,15 +2210,6 @@ msgstr "" "V současné době neexistuje žádný popis pro tuto vlastnost. Prosím pomozte nám " "tím, že ho[color=$color][url=$url]vytvoříte[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Popisy konstruktorů" - -msgid "Method Descriptions" -msgstr "Popisy metod" - -msgid "Operator Descriptions" -msgstr "Popisy operátorů" - msgid "Metadata:" msgstr "Metadata:" @@ -2281,9 +2222,6 @@ msgstr "Metoda:" msgid "Signal:" msgstr "Signál:" -msgid "Theme Item:" -msgstr "Položka motivu:" - msgid "No description available." msgstr "Není dostupný popis." @@ -2293,6 +2231,24 @@ msgstr "%d shoda." msgid "%d matches." msgstr "%d shody." +msgid "Method" +msgstr "Metoda" + +msgid "Signal" +msgstr "Signál" + +msgid "Constant" +msgstr "Konstantní" + +msgid "Property" +msgstr "Vlastnost" + +msgid "Theme Property" +msgstr "Vlastnost motivu" + +msgid "Annotation" +msgstr "Anotace" + msgid "Search Help" msgstr "Hledat v dokumentaci" @@ -2341,24 +2297,6 @@ msgstr "(konstruktory)" msgid "Class" msgstr "Třída" -msgid "Method" -msgstr "Metoda" - -msgid "Signal" -msgstr "Signál" - -msgid "Annotation" -msgstr "Anotace" - -msgid "Constant" -msgstr "Konstantní" - -msgid "Property" -msgstr "Vlastnost" - -msgid "Theme Property" -msgstr "Vlastnost motivu" - msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Připnutí hodnoty vynutí její uložení, i když bude shodná s výchozí hodnotou." @@ -2662,12 +2600,30 @@ msgstr "Nelze vrátit zpět, když jsou stisknuta tlačítka myši." msgid "Nothing to undo." msgstr "Není co vracet." +msgid "Global Undo: %s" +msgstr "Globální zpět: %s" + +msgid "Remote Undo: %s" +msgstr "Vzdálené zpět: %s" + +msgid "Scene Undo: %s" +msgstr "Zpět ve scéně: %s" + msgid "Can't redo while mouse buttons are pressed." msgstr "Nelze opakovat, když jsou stisknuta tlačítka myši." msgid "Nothing to redo." msgstr "Není co opakovat." +msgid "Global Redo: %s" +msgstr "Globálně opakovat: %s" + +msgid "Remote Redo: %s" +msgstr "Vzdáleně opakovat: %s" + +msgid "Scene Redo: %s" +msgstr "Opakovat ve scéně: %s" + msgid "Can't reload a scene that was never saved." msgstr "Nelze načíst scénu, která nebyla nikdy uložena." @@ -2757,9 +2713,6 @@ msgstr "Vymazat nedávné scény" msgid "There is no defined scene to run." msgstr "Neexistuje žádná scéna pro spuštění." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2784,15 +2737,15 @@ msgstr "" "Vybraná scéna '%s' není platný soubor scény. Vybrat jinou?\n" "Můžete ji později změnit v \"Nastavení projektu\" v kategorii \"aplikace\"." +msgid "Default" +msgstr "Výchozí" + msgid "Save Layout" msgstr "Uložit rozložení" msgid "Delete Layout" msgstr "Odstranit rozložení" -msgid "Default" -msgstr "Výchozí" - msgid "Save & Close" msgstr "Uložit a zavřít" @@ -2817,9 +2770,6 @@ msgstr "" msgid "Pan View" msgstr "Přesunout pohled" -msgid "Dock Position" -msgstr "Pozice doku" - msgid "Distraction Free Mode" msgstr "Nerozptylující režitm" @@ -2871,6 +2821,9 @@ msgstr "Zavřít scénu" msgid "Quit" msgstr "Ukončit" +msgid "Editor Settings..." +msgstr "Nastavení editoru..." + msgid "Project" msgstr "Projekt" @@ -2904,9 +2857,6 @@ msgstr "Ukončit do seznamu projektů" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Nastavení editoru..." - msgid "Command Palette..." msgstr "Paleta příkazů..." @@ -2964,9 +2914,6 @@ msgstr "Navrhnout funkci" msgid "Send Docs Feedback" msgstr "Odeslat zpětnou vazbu dokumentace" -msgid "About Godot" -msgstr "O aplikaci Godot" - msgid "Support Godot Development" msgstr "Podpořte projekt Godot" @@ -3004,16 +2951,6 @@ msgstr "Spravovat šablony" msgid "Install from file" msgstr "Instalovat ze souboru" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Kompilační šablona pro Android je pro tento projekt již nainstalovaná a " -"nebude přepsána.\n" -"Odstraňte složku \"res://android/build\" před dalším pokusem o tuto operaci." - msgid "Show in File Manager" msgstr "Zobrazit ve správci souborů" @@ -3078,8 +3015,8 @@ msgstr "Otevřít předchozí editor" msgid "Warning!" msgstr "Varování!" -msgid "Main Script:" -msgstr "Hlavní skript:" +msgid "On" +msgstr "Zapnout" msgid "Edit Plugin" msgstr "Upravit plugin" @@ -3093,15 +3030,9 @@ msgstr "Verze" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Editovat text:" -msgid "On" -msgstr "Zapnout" - msgid "Renaming layer %d:" msgstr "Přejmenování vrstvy %d:" @@ -3175,8 +3106,8 @@ msgstr "" "Vybraný zdroj (%s) neodpovídá žádnému očekávanému typu pro tuto vlastnost " "(%s)." -msgid "Quick Load" -msgstr "Rychlé načtení" +msgid "Load..." +msgstr "Načíst..." msgid "Make Unique" msgstr "Vytvořit unikátní" @@ -3193,11 +3124,8 @@ msgstr "Převést na %s" msgid "New %s" msgstr "Nový %s" -msgid "New Script" -msgstr "Nový skript" - -msgid "Extend Script" -msgstr "Rozšířit skript" +msgid "New Script..." +msgstr "Nový skript..." msgid "" "No runnable export preset found for this platform.\n" @@ -3215,6 +3143,9 @@ msgstr "Napište svůj kód v _run() metodě." msgid "There is an edited scene already." msgstr "Nějaka scéna už je upravována." +msgid "Undo: %s" +msgstr "Zpět: %s" + msgid "Edit Built-in Action: %s" msgstr "Upravit vestavěnou funkci: %s" @@ -3254,9 +3185,6 @@ msgstr "Všechna zařízení" msgid "Device" msgstr "Zařízení" -msgid "Filter by event..." -msgstr "Filtrovat podle události..." - msgid "Project export for platform:" msgstr "Exportovat projekt pro platformu:" @@ -3548,6 +3476,9 @@ msgstr "" "Když je zaškrtlé, tak bude profil k dispozici pro rychlé nasazení.\n" "Pouze jeden profil na platformě může být označen jako spuštěný." +msgid "Advanced Options" +msgstr "Pokročilé možnosti" + msgid "Export Path" msgstr "Exportovat cestu" @@ -3733,9 +3664,6 @@ msgstr "Nová složka..." msgid "New Scene..." msgstr "Nová scéna..." -msgid "New Script..." -msgstr "Nový skript..." - msgid "New Resource..." msgstr "Nový zdroj..." @@ -3828,51 +3756,18 @@ msgstr "%d shod v %d souboru" msgid "%d matches in %d files" msgstr "%d shod v %d souborech" +msgid "Rename Group" +msgstr "Přejmenovat skupinu" + msgid "Add to Group" msgstr "Přidat do skupiny" msgid "Remove from Group" msgstr "Odebrat ze skupiny" -msgid "Invalid group name." -msgstr "Neplatný název skupiny." - -msgid "Group name already exists." -msgstr "Název skupiny již existuje." - -msgid "Rename Group" -msgstr "Přejmenovat skupinu" - -msgid "Delete Group" -msgstr "Odstranit skupinu" - -msgid "Groups" -msgstr "Skupiny" - -msgid "Nodes Not in Group" -msgstr "Uzly nejsou ve skupině" - -msgid "Nodes in Group" -msgstr "Uzly jsou ve skupině" - -msgid "Empty groups will be automatically removed." -msgstr "Prázdné skupiny budou automaticky odstraněny." - -msgid "Group Editor" -msgstr "Editor skupin" - -msgid "Manage Groups" -msgstr "Spravovat skupiny" - msgid "Move" msgstr "Přesunout" -msgid "Please select a base directory first." -msgstr "Nejprve vyberte výchozí složku." - -msgid "Choose a Directory" -msgstr "Vyberte složku" - msgid "Network" msgstr "Síť" @@ -4024,9 +3919,6 @@ msgstr "Přepnout viditelnost" msgid "Unlock Node" msgstr "Odemknout uzel" -msgid "Button Group" -msgstr "Skupina tlačítek" - msgid "(Connecting From)" msgstr "(Připojování z)" @@ -4048,9 +3940,6 @@ msgstr[2] "Uzel je v těchto skupinách:" msgid "Click to show signals dock." msgstr "Kliknutím zobrazíte panel signálů." -msgid "Open in Editor" -msgstr "Otevřít v editoru" - msgid "Open Script:" msgstr "Otevřít skript:" @@ -4068,6 +3957,9 @@ msgstr "" "AnimationPlayer je připnutý.\n" "Kliknutím odepnete." +msgid "Open in Editor" +msgstr "Otevřít v editoru" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Neplatný název uzlu, následující znaky nejsou povoleny:" @@ -4080,18 +3972,6 @@ msgstr "Varování konfigurace uzlu!" msgid "Select a Node" msgstr "Vybrat uzel" -msgid "Offset:" -msgstr "Offset(Posun):" - -msgid "Loop:" -msgstr "Smyčka:" - -msgid "Configuration:" -msgstr "Konfigurace:" - -msgid "Add configuration" -msgstr "Přidat konfiguraci" - msgid "Importing Scene..." msgstr "Importuji scénu..." @@ -4113,12 +3993,6 @@ msgstr "Chyba při spuštění post-import scriptu:" msgid "Saving..." msgstr "Ukládání..." -msgid "2D" -msgstr "2D" - -msgid "3D" -msgstr "3D" - msgid "<Unnamed Material>" msgstr "<Nepojmenovaný materiál>" @@ -4156,6 +4030,9 @@ msgstr "Extrahovat materiály" msgid "Materials" msgstr "Materiály" +msgid "Status" +msgstr "Status" + msgid "Save Extension:" msgstr "Uložit rozšíření:" @@ -4171,6 +4048,24 @@ msgstr "Textový zdroj" msgid "Binary Resource" msgstr "Binární zdroj" +msgid "Offset:" +msgstr "Offset(Posun):" + +msgid "Loop:" +msgstr "Smyčka:" + +msgid "Configuration:" +msgstr "Konfigurace:" + +msgid "Add configuration" +msgstr "Přidat konfiguraci" + +msgid "2D" +msgstr "2D" + +msgid "3D" +msgstr "3D" + msgid "Importer:" msgstr "Importér:" @@ -4267,6 +4162,9 @@ msgstr "Otevřít dokumentaci k tomuto objektu." msgid "Manage object properties." msgstr "Spravovat vlastnosti objektu." +msgid "This cannot be undone. Are you sure?" +msgstr "Toto nelze vrátit zpět. Přejete si pokračovat?" + msgid "Add %d Translations" msgstr "Přidat %d překladů" @@ -4309,6 +4207,9 @@ msgstr "Nastavit %s na %d uzlech" msgid "%s (%d Selected)" msgstr "%s (%d vybráno)" +msgid "Groups" +msgstr "Skupiny" + msgid "Select a single node to edit its signals and groups." msgstr "Zvolte vybraný uzel pro editaci jeho signálů a skupin." @@ -4378,9 +4279,6 @@ msgstr "Přidání animace" msgid "Add %s" msgstr "Přidat %s" -msgid "Load..." -msgstr "Načíst..." - msgid "Move Node Point" msgstr "Přesunout body uzlů" @@ -4546,18 +4444,12 @@ msgstr "Přidat knihovnu animací: %s" msgid "Load Animation" msgstr "Načíst animaci" -msgid "Invalid AnimationLibrary file." -msgstr "Neplatný soubor AnimationLibrary." - -msgid "Invalid Animation file." -msgstr "Neplatný soubor animace." +msgid "Save Animation to File: %s" +msgstr "Uložit animaci do souboru: %s" msgid "Load Animation into Library: %s" msgstr "Načíst animaci do knihovny: %s" -msgid "Save Animation to File: %s" -msgstr "Uložit animaci do souboru: %s" - msgid "Rename Animation Library: %s" msgstr "Přejmenovat knihovnu animací: %s" @@ -4582,18 +4474,6 @@ msgstr "Odstranit knihovnu animací: %s" msgid "Remove Animation from Library: %s" msgstr "Odstranit animaci z knihovny: %s" -msgid "Paste Animation to Library from clipboard" -msgstr "Vložit animaci ze schránky do knihovny" - -msgid "Save animation library to resource on disk" -msgstr "Uložit knihovnu animací do zdroje na disku" - -msgid "Copy animation to clipboard" -msgstr "Zkopírovat animaci do schránky" - -msgid "Save animation to resource on disk" -msgstr "Uložit animaci do zdroje na disku" - msgid "Edit Animation Libraries" msgstr "Upravit knihovny animací" @@ -4904,6 +4784,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Poslední" +msgid "Failed to get repository configuration." +msgstr "Nepodařilo se získat konfiguraci repozitáře." + msgid "All" msgstr "všichni" @@ -4925,9 +4808,6 @@ msgstr "Stránka:" msgid "Support" msgstr "Podpora" -msgid "Failed to get repository configuration." -msgstr "Nepodařilo se získat konfiguraci repozitáře." - msgid "Assets ZIP File" msgstr "ZIP soubor asetů" @@ -5215,8 +5095,8 @@ msgstr "Zobrazit počátek" msgid "Show Viewport" msgstr "Zobrazit Viewport" -msgid "Show Group And Lock Icons" -msgstr "Zobrazit ikony skupiny a zámku" +msgid "Gizmos" +msgstr "Gizma" msgid "Center Selection" msgstr "Vycentrovat výběr" @@ -5242,6 +5122,9 @@ msgstr "Škálovací maska pro vkládání klíčů." msgid "Insert keys (based on mask)." msgstr "Vložit klíč (založený na masce)." +msgid "Insert Key" +msgstr "Vložit klíč" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -5362,9 +5245,15 @@ msgstr "Hraniční pixely" msgid "Directed Border Pixels" msgstr "Pixely ohraničení" +msgid "Generate Visibility AABB" +msgstr "Generovat viditelnostní AABB" + msgid "Create Emission Points From Node" msgstr "Vytvořit emisní body z uzlu" +msgid "Generation Time (sec):" +msgstr "Čas generování (sec):" + msgid "Load Curve Preset" msgstr "Načíst předdefinovanou křivku" @@ -5481,12 +5370,6 @@ msgstr "" "Pokud je tato možnost povolena, ladící server zůstane běžet a poslouchá " "jestli nezačalo nové ladící sezení mimo editor." -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Spustit %d instanci" -msgstr[1] "Spustit %d instance" -msgstr[2] "Spustit %d instancí" - msgid "Size: %s" msgstr "Velikost: %s" @@ -5548,9 +5431,6 @@ msgstr "Vygenerovat obdélník viditelnosti" msgid "Clear Emission Mask" msgstr "Vyčistit emisní masku" -msgid "Generation Time (sec):" -msgstr "Čas generování (sec):" - msgid "The geometry's faces don't contain any area." msgstr "Stěny geometrie neobsahují žádnou oblast." @@ -5581,9 +5461,6 @@ msgstr "Hlasitost" msgid "Emission Source:" msgstr "Zdroj emisí:" -msgid "Generate Visibility AABB" -msgstr "Generovat viditelnostní AABB" - msgid "Create Occluder Polygon" msgstr "Vytvořit Occluder Polygon" @@ -6102,9 +5979,6 @@ msgstr "3 výřezy (Alt)" msgid "4 Viewports" msgstr "4 výřezy" -msgid "Gizmos" -msgstr "Gizma" - msgid "View Origin" msgstr "Zobrazit počátek" @@ -6129,9 +6003,6 @@ msgstr "Škálovací přichytávání (%):" msgid "Viewport Settings" msgstr "Nastavení viewportu" -msgid "Perspective FOV (deg.):" -msgstr "Perspektivní FOV (stupně):" - msgid "View Z-Near:" msgstr "Pohled Z-blízko:" @@ -6231,6 +6102,9 @@ msgstr "Odstranit bod" msgid "Close Curve" msgstr "Uzavřít křivku" +msgid "Please Confirm..." +msgstr "Potvrďte prosím..." + msgid "Mirror Handle Angles" msgstr "Zrcadlit úhly úchytů" @@ -6648,6 +6522,9 @@ msgstr "Složit všechny řádky" msgid "Unfold All Lines" msgstr "Rozložit všechny řádky" +msgid "Duplicate Selection" +msgstr "Duplikovat výběr" + msgid "Evaluate Selection" msgstr "Vyhodnoť vybraný výraz" @@ -6702,9 +6579,6 @@ msgstr "Přejít na další breakpoint" msgid "Go to Previous Breakpoint" msgstr "Přejít na předchozí breakpoint" -msgid "Save File As" -msgstr "Uložit soubor jako" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Kostra nemá žádné kosti, vytvoř nějaké potomky Bone2D." @@ -6747,9 +6621,6 @@ msgstr "Náhled LightOccluder2D" msgid "Can't convert a sprite from a foreign scene." msgstr "Nelze konvertovat sprite z jiné scény." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "Nelze převést sprite pomocí animačních snímků na síť." - msgid "Invalid geometry, can't replace by mesh." msgstr "Neplatná geometrie, nelze nahradit sítí." @@ -7146,9 +7017,6 @@ msgstr "Ano" msgid "No" msgstr "Ne" -msgid "ID: %d" -msgstr "ID: %d" - msgid "Tile properties:" msgstr "vlastnosti dlaždice:" @@ -7774,118 +7642,8 @@ msgstr "Upravit vizuální vlastnost: %s" msgid "Visual Shader Mode Changed" msgstr "Změnit režim vizuálního shaderu" -msgid "The path specified doesn't exist." -msgstr "Zadaná cesta neexistuje." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Chyba při otevírání balíčku (není ve formátu ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\"." - -msgid "Please choose an empty folder." -msgstr "Zvolte prosím prázdnou složku." - -msgid "This directory already contains a Godot project." -msgstr "Složka již obsahuje Godot projekt." - -msgid "New Game Project" -msgstr "Nový projekt hry" - -msgid "Imported Project" -msgstr "Importovaný projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Vyberte prosím soubor \"project.godot\" nebo \".zip\"." - -msgid "Invalid project name." -msgstr "Neplatný název projektu." - -msgid "Couldn't create folder." -msgstr "Nelze vytvořit složku." - -msgid "There is already a folder in this path with the specified name." -msgstr "V tomto umístění již existuje složka s daným názvem." - -msgid "It would be a good idea to name your project." -msgstr "Bylo by dobré pojmenovat váš projekt." - -msgid "Invalid project path (changed anything?)." -msgstr "Neplatná cesta k projektu (něco se změnilo?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "Nelze načíst projekt z '%s' (chyba %d). Může chybět nebo být poškozený." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Nelze uložit projekt do '%s' (chyba %d)." - -msgid "Warning: This folder is not empty" -msgstr "Varování: Tato složka není prázdná" - -msgid "Couldn't create project.godot in project path." -msgstr "Nelze vytvořit project.godot v umístění projektu." - -msgid "Error opening package file, not in ZIP format." -msgstr "Nepodařilo se otevřít balíček, není ve formátu ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Selhala extrakce následujících souborů z balíčku:" - -msgid "Package installed successfully!" -msgstr "Balíček byl úspěšně nainstalován!" - -msgid "Rename Project" -msgstr "Přejmenovat projekt" - -msgid "Import Existing Project" -msgstr "Importovat existující projekt" - -msgid "Import & Edit" -msgstr "Importovat a upravit" - -msgid "Create New Project" -msgstr "Vytvořit nový projekt" - -msgid "Create & Edit" -msgstr "Vytvořit a editovat" - -msgid "Install Project:" -msgstr "Instalovat projekt:" - -msgid "Install & Edit" -msgstr "Instalovat a editovat" - -msgid "Project Name:" -msgstr "Jméno projektu:" - -msgid "Project Path:" -msgstr "Cesta k projektu:" - -msgid "Project Installation Path:" -msgstr "Instalační cesta k projektu:" - -msgid "Renderer:" -msgstr "Vykreslovač:" - -msgid "Git" -msgstr "Git" - -msgid "Error: Project is missing on the filesystem." -msgstr "Chyba: Projek se nevyskytuje v souborovém systému." - -msgid "Missing Project" -msgstr "Chybějící projekt" - -msgid "Local" -msgstr "Místní" - -msgid "Local Projects" -msgstr "Místní projekty" - -msgid "Can't open project at '%s'." -msgstr "Nelze otevřít projekt v '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Jste si jisti, že chcete spustit %d projektů najednou?" msgid "" "The selected project \"%s\" does not specify its supported Godot version in " @@ -7944,25 +7702,6 @@ msgstr "" "Nastavení projektu byla vytvořena novější verzí enginu, jejíž nastavení není " "kompatibilní s touto verzí." -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Nelze spustit projekt: není definovaná hlavní scéna,\n" -"Upravte prosím projekt a nastavte hlavní scénu v nastaveních projektu v " -"kategorii \"Application\"." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Nelze spustit projekt: Musí být importovány zdroje.\n" -"Otevřete projekt, aby se spustilo prvotní importování." - -msgid "Are you sure to run %d projects at once?" -msgstr "Jste si jisti, že chcete spustit %d projektů najednou?" - msgid "Remove %d projects from the list?" msgstr "Odstranit %d projektů ze seznamu?" @@ -7977,11 +7716,11 @@ msgstr "" "Obsah složek projektů zůstane nedotčen." msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Jazyk byl změněn.\n" -"Rozhraní se aktualizuje po restartování editoru nebo projektového manažera." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "Nelze načíst projekt z '%s' (chyba %d). Může chybět nebo být poškozený." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Nelze uložit projekt do '%s' (chyba %d)." msgctxt "Application" msgid "Project Manager" @@ -7999,21 +7738,24 @@ msgstr "Skenovat" msgid "Loading, please wait..." msgstr "Načítání, prosím čekejte..." +msgid "Create New Project" +msgstr "Vytvořit nový projekt" + +msgid "Import Existing Project" +msgstr "Importovat existující projekt" + msgid "Edit Project" msgstr "Upravit projekt" +msgid "Rename Project" +msgstr "Přejmenovat projekt" + msgid "Remove Project" msgstr "Odstranit projekt" msgid "Remove Missing" msgstr "Odstranit nenalezené" -msgid "About" -msgstr "O aplikaci" - -msgid "Restart Now" -msgstr "Restartovat nyní" - msgid "Select a Folder to Scan" msgstr "Vyberte složku pro skenování" @@ -8023,16 +7765,6 @@ msgstr "Odebrat vše" msgid "Also delete project contents (no undo!)" msgstr "Také smazat obsah projektu (nelze vrátit zpět!)" -msgid "Can't run project" -msgstr "Nelze spustit projekt" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"V této chvíli nemáte žádný projekt.\n" -"Přejete si prozkoumat oficiální ukázkové projekty v knihovně assetů?" - msgid "Manage Project Tags" msgstr "Spravovat štítky projektu" @@ -8054,6 +7786,91 @@ msgstr "Vytvořit nový štítek" msgid "Tags are capitalized automatically when displayed." msgstr "Štítky jsou automaticky zobrazeny s kapitalizovaným prvním písmenem." +msgid "The path specified doesn't exist." +msgstr "Zadaná cesta neexistuje." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Chyba při otevírání balíčku (není ve formátu ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\"." + +msgid "New Game Project" +msgstr "Nový projekt hry" + +msgid "Imported Project" +msgstr "Importovaný projekt" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Vyberte prosím soubor \"project.godot\" nebo \".zip\"." + +msgid "Invalid project name." +msgstr "Neplatný název projektu." + +msgid "Couldn't create folder." +msgstr "Nelze vytvořit složku." + +msgid "There is already a folder in this path with the specified name." +msgstr "V tomto umístění již existuje složka s daným názvem." + +msgid "It would be a good idea to name your project." +msgstr "Bylo by dobré pojmenovat váš projekt." + +msgid "Invalid project path (changed anything?)." +msgstr "Neplatná cesta k projektu (něco se změnilo?)." + +msgid "Warning: This folder is not empty" +msgstr "Varování: Tato složka není prázdná" + +msgid "Couldn't create project.godot in project path." +msgstr "Nelze vytvořit project.godot v umístění projektu." + +msgid "Error opening package file, not in ZIP format." +msgstr "Nepodařilo se otevřít balíček, není ve formátu ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Selhala extrakce následujících souborů z balíčku:" + +msgid "Package installed successfully!" +msgstr "Balíček byl úspěšně nainstalován!" + +msgid "Import & Edit" +msgstr "Importovat a upravit" + +msgid "Create & Edit" +msgstr "Vytvořit a editovat" + +msgid "Install Project:" +msgstr "Instalovat projekt:" + +msgid "Install & Edit" +msgstr "Instalovat a editovat" + +msgid "Project Name:" +msgstr "Jméno projektu:" + +msgid "Project Path:" +msgstr "Cesta k projektu:" + +msgid "Project Installation Path:" +msgstr "Instalační cesta k projektu:" + +msgid "Renderer:" +msgstr "Vykreslovač:" + +msgid "Git" +msgstr "Git" + +msgid "Error: Project is missing on the filesystem." +msgstr "Chyba: Projek se nevyskytuje v souborovém systému." + +msgid "Missing Project" +msgstr "Chybějící projekt" + +msgid "Restart Now" +msgstr "Restartovat nyní" + msgid "Add Project Setting" msgstr "Přidat nastavení projektu" @@ -8111,9 +7928,6 @@ msgstr "Sufix:" msgid "Use Regular Expressions" msgstr "Použít regulární výrazy" -msgid "Advanced Options" -msgstr "Pokročilé možnosti" - msgid "Substitute" msgstr "Nahradit" @@ -8203,12 +8017,6 @@ msgstr "Odpojit skript" msgid "This operation can't be done on the tree root." msgstr "Tuto operaci nelze provést v kořenovém uzlu stromu." -msgid "Move Node In Parent" -msgstr "Přesunout uzel v rodiči" - -msgid "Move Nodes In Parent" -msgstr "Přesunout uzly v rodiči" - msgid "Duplicate Node(s)" msgstr "Duplikovat uzel/uzly" @@ -8331,9 +8139,6 @@ msgstr "Nelze vložit kořenový uzel do stejné scény." msgid "<Unnamed> at %s" msgstr "<Nepojmenovaný> v %s" -msgid "Reparent to New Node" -msgstr "Změnit rodiče na nový uzel" - msgid "Make Scene Root" msgstr "Nastav scénu jako zdrojovou" @@ -8352,6 +8157,9 @@ msgstr "Odpojit skript od vybraného uzlu." msgid "Remote" msgstr "Vzdálený" +msgid "Local" +msgstr "Místní" + msgid "Clear Inheritance? (No Undo!)" msgstr "Vymazat dědičnost? (Nelze vrátit zpět!)" @@ -8440,9 +8248,6 @@ msgstr "Neplatná základní cesta." msgid "Wrong extension chosen." msgstr "Vybrána špatná přípona." -msgid "Global shader parameter '%s' already exists'" -msgstr "Globální parametr shaderu \"%s\" již existuje" - msgid "Change Cylinder Radius" msgstr "Změnit poloměr Cylinder" @@ -8729,13 +8534,6 @@ msgstr "Neplatné jméno souboru! Android APK vyžaduje příponu *.apk." msgid "Unsupported export format!" msgstr "Nepodporovaný formát exportu!" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Neshoda verzí Android buildu: Šablona nainstalována: %s, Verze Godotu: %s. " -"Prosím, přeinstalujte Android build šablonu z nabídky \"Projekt\"." - msgid "Could not export project files to gradle project." msgstr "Nelze exportovat soubory projektu do projektu gradle." @@ -9052,9 +8850,6 @@ msgstr "" msgid "Alert!" msgstr "Pozor!" -msgid "Please Confirm..." -msgstr "Potvrďte prosím..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Pokud má \"Exp Edit\" hodnotu true, pak \"Min Value\" musí být větší než 0." diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index bc044ef5e0..9d0583be61 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -113,7 +113,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-31 07:15+0000\n" +"PO-Revision-Date: 2024-02-10 14:38+0000\n" "Last-Translator: Cerno_b <cerno.b@gmail.com>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot/" "de/>\n" @@ -568,9 +568,6 @@ msgstr "Ereignis bearbeiten" msgid "Remove Event" msgstr "Ereignis entfernen" -msgid "Filter by name..." -msgstr "Nach Name filtern …" - msgid "Clear All" msgstr "Alle abwählen" @@ -698,33 +695,6 @@ msgstr "" "Der Loop-Modus kann nicht für eine Animation geändert werden, die in einer " "anderen Szene eingebettet wurde." -msgid "Property Track" -msgstr "Eigenschaften-Track" - -msgid "3D Position Track" -msgstr "3D-Positions-Track" - -msgid "3D Rotation Track" -msgstr "3D-Rotations-Track" - -msgid "3D Scale Track" -msgstr "3D-Skalierungs-Track" - -msgid "Blend Shape Track" -msgstr "Blend-Shape-Track" - -msgid "Call Method Track" -msgstr "Methodenaufrufs-Track" - -msgid "Bezier Curve Track" -msgstr "Bezierkurven-Track" - -msgid "Audio Playback Track" -msgstr "Audio Playback-Track" - -msgid "Animation Playback Track" -msgstr "Animationsplayback-Track" - msgid "Animation length (frames)" msgstr "Animationsdauer (in Frames)" @@ -857,9 +827,6 @@ msgstr "Clamp-Loop-Interpol" msgid "Wrap Loop Interp" msgstr "Wiederhol-Loop-Interpol" -msgid "Insert Key" -msgstr "Key einfügen" - msgid "Duplicate Key(s)" msgstr "Key(s) duplizieren" @@ -1021,12 +988,6 @@ msgstr "Animations-Keys skalieren" msgid "Make Easing Keys" msgstr "Easing-Key erzeugen" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Die Option ist nicht in Verbindung mit Bezier-Bearbeitung verwendbar, da es " -"sich nur um einen einzigen Track handelt." - msgid "Animation Add RESET Keys" msgstr "Animations-RESET-Keys hinzufügen" @@ -1120,24 +1081,6 @@ msgstr "Bearbeiten" msgid "Animation properties." msgstr "Animationseigenschaften." -msgid "Copy Tracks" -msgstr "Tracks kopieren" - -msgid "Scale Selection" -msgstr "Auswahl skalieren" - -msgid "Scale From Cursor" -msgstr "Vom Mauszeiger skalieren" - -msgid "Make Easing Selection" -msgstr "Easing-Auswahl erzeugen" - -msgid "Duplicate Selection" -msgstr "Auswahl duplizieren" - -msgid "Duplicate Transposed" -msgstr "Transponiert duplizieren" - msgid "Delete Selection" msgstr "Auswahl löschen" @@ -1150,15 +1093,6 @@ msgstr "Zum vorherigen Schritt" msgid "Apply Reset" msgstr "Zurücksetzen durchführen" -msgid "Bake Animation" -msgstr "Animation backen" - -msgid "Optimize Animation (no undo)" -msgstr "Animation optimieren (kann nicht rückgängig gemacht werden)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Animation bereinigen (kann nicht rückgängig gemacht werden)" - msgid "Pick a node to animate:" msgstr "Node zum Animieren auswählen:" @@ -2500,9 +2434,6 @@ msgstr "Profil laden" msgid "Export Profile" msgstr "Profil exportieren" -msgid "Forced classes on detect:" -msgstr "Forcierte Klassen beim Auffinden:" - msgid "Edit Build Configuration Profile" msgstr "Build-Konfigurations-Profil bearbeiten" @@ -2534,6 +2465,15 @@ msgstr "[leer]" msgid "[unsaved]" msgstr "[ungespeichert]" +msgid "%s - Godot Engine" +msgstr "%s – Godot-Engine" + +msgid "Dock Position" +msgstr "Dock Position" + +msgid "Make Floating" +msgstr "Schwebend machen" + msgid "3D Editor" msgstr "3D-Editor" @@ -2750,6 +2690,21 @@ msgstr "" "Diese Methode benötigt keine Instanz, um aufgerufen zu werden.\n" "Sie kann direkt über den Klassennamen aufgerufen werden." +msgid "Constructors" +msgstr "Konstruktoren" + +msgid "Operators" +msgstr "Operatoren" + +msgid "Method Descriptions" +msgstr "Methoden-Beschreibung" + +msgid "Constructor Descriptions" +msgstr "Konstruktorbeschreibungen" + +msgid "Operator Descriptions" +msgstr "Operatorbeschreibungen" + msgid "Error codes returned:" msgstr "Zurückgegebene Fehlercodes:" @@ -2795,20 +2750,6 @@ msgstr "Erbt von:" msgid "Inherited by:" msgstr "Vererbt an:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Diese Klasse ist als veraltet eingetragen. Sie wird in einer zukünftigen " -"Version von Godot entfernt werden." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Diese Klasse ist als experimentell eingetragen. Die Wahrscheinlichkeit ist " -"hoch, dass sie verändert oder sogar wieder entfernt wird. Nutzung auf eigene " -"Gefahr." - msgid "Description" msgstr "Beschreibung" @@ -2847,12 +2788,6 @@ msgstr "Default:" msgid "property:" msgstr "Eigenschaft:" -msgid "Constructors" -msgstr "Konstruktoren" - -msgid "Operators" -msgstr "Operatoren" - msgid "Theme Properties" msgstr "Theme-Eigenschaften" @@ -2906,15 +2841,6 @@ msgstr "" "Es gibt zurzeit keine Beschreibung dieses Objekts. [color=$color]" "[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" -msgid "Constructor Descriptions" -msgstr "Konstruktorbeschreibungen" - -msgid "Method Descriptions" -msgstr "Methoden-Beschreibung" - -msgid "Operator Descriptions" -msgstr "Operatorbeschreibungen" - msgid "Metadata:" msgstr "Metadaten:" @@ -2927,9 +2853,6 @@ msgstr "Methode:" msgid "Signal:" msgstr "Signale:" -msgid "Theme Item:" -msgstr "Theme-Element:" - msgid "No description available." msgstr "Keine Beschreibung verfügbar." @@ -2939,6 +2862,24 @@ msgstr "%d Übereinstimmung gefunden." msgid "%d matches." msgstr "%d Übereinstimmungen gefunden." +msgid "Method" +msgstr "Methode" + +msgid "Signal" +msgstr "Ereignis" + +msgid "Constant" +msgstr "Konstante" + +msgid "Property" +msgstr "Eigenschaft" + +msgid "Theme Property" +msgstr "Theme-Eigenschaft" + +msgid "Annotation" +msgstr "Anmerkung" + msgid "Search Help" msgstr "Hilfe durchsuchen" @@ -2987,24 +2928,6 @@ msgstr "(Konstruktoren)" msgid "Class" msgstr "Klasse" -msgid "Method" -msgstr "Methode" - -msgid "Signal" -msgstr "Ereignis" - -msgid "Annotation" -msgstr "Anmerkung" - -msgid "Constant" -msgstr "Konstante" - -msgid "Property" -msgstr "Eigenschaft" - -msgid "Theme Property" -msgstr "Theme-Eigenschaft" - msgid "This member is marked as deprecated." msgstr "Dieses Feld ist als veraltet eingetragen." @@ -3581,9 +3504,6 @@ msgstr "Verlauf leeren" msgid "There is no defined scene to run." msgstr "Es ist keine abzuspielende Szene definiert." -msgid "%s - Godot Engine" -msgstr "%s – Godot-Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3613,15 +3533,15 @@ msgstr "" "Dies kann später in den Projekteinstellungen unter der Kategorie ‚Anwendung‘ " "geändert werden." +msgid "Default" +msgstr "Default" + msgid "Save Layout" msgstr "Layout speichern" msgid "Delete Layout" msgstr "Layout löschen" -msgid "Default" -msgstr "Default" - msgid "This scene was never saved." msgstr "Diese Szene wurde nie gespeichert." @@ -3668,6 +3588,21 @@ msgstr "" "In Datei ‚%s‘ kann nicht geschrieben werden. Die Datei wird bereits " "verwendet, sie ist gesperrt, oder es ist keine Schreibberechtigung vorhanden." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"Die Änderung des Renderers erfordert einen Neustart des Editors.\n" +"\n" +"Wählen Sie Speichern & Neustart, um die Rendering-Methode zu ändern:\n" +"- Desktop-Plattformen: %s\n" +"- Mobile Plattformen: %s\n" +"- Web-Plattform: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3677,15 +3612,12 @@ msgstr "Mobile" msgid "Compatibility" msgstr "Kompatibilität" +msgid "(Overridden)" +msgstr "(Überladen)" + msgid "Pan View" msgstr "Sicht schwenken" -msgid "Dock Position" -msgstr "Dock Position" - -msgid "Make Floating" -msgstr "Schwebend machen" - msgid "Distraction Free Mode" msgstr "Ablenkungsfreier Modus" @@ -3743,6 +3675,9 @@ msgstr "Szene schließen" msgid "Quit" msgstr "Verlassen" +msgid "Editor Settings..." +msgstr "Editoreinstellungen …" + msgid "Project" msgstr "Projekt" @@ -3785,9 +3720,6 @@ msgstr "Zum Projektmanager zurückkehren" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Editoreinstellungen …" - msgid "Command Palette..." msgstr "Befehlsleiste …" @@ -3849,12 +3781,25 @@ msgstr "Neues Feature vorschlagen" msgid "Send Docs Feedback" msgstr "Dokumentationsvorschläge senden" -msgid "About Godot" -msgstr "Über Godot" - msgid "Support Godot Development" msgstr "Unterstützung der Godot-Entwicklung" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Wählen Sie eine Rendering-Methode.\n" +"\n" +"Hinweise:\n" +"- Auf mobilen Plattformen wird die Rendering-Methode Mobile verwendet, wenn " +"hier Forward+ ausgewählt ist.\n" +"- Auf der Webplattform wird immer die Rendering-Methode Kompatibilität " +"verwendet." + msgid "Update Continuously" msgstr "Fortlaufend aktualisieren" @@ -3898,32 +3843,6 @@ msgstr "Aus Datei installieren" msgid "Select Android sources file" msgstr "Android-Quelldateien auswählen" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Hiermit wird der Projektordner für Gradle-Android-Builds eingerichtet in dem " -"die Quell-Vorlage nach „res://android/build“ installiert wird.\n" -"Danach können eigene Modifikationen vorgenommen und ein eigenes APK " -"exportiert werden (Module hinzufügen, AndroidManifest.xml ändern, usw.).\n" -"Achtung: Um eigene Builds, statt den vorgefertigten zu generieren, muss die " -"Option „Use Gradle Build“ im Android-Exportprofil aktiviert sein." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Die Android-Build-Vorlage wurde bereits für dieses Projekt installiert und " -"wird nicht überschrieben.\n" -"Zur Ausführung dieses Befehls muss das „res://android/build“-Verzeichnis " -"manuell gelöscht werden." - msgid "Show in File Manager" msgstr "Im Dateimanager anzeigen" @@ -3997,8 +3916,8 @@ msgstr "OK" msgid "Warning!" msgstr "Warnung!" -msgid "Main Script:" -msgstr "Haupt-Skript:" +msgid "On" +msgstr "An" msgid "Edit Plugin" msgstr "Plugin bearbeiten" @@ -4015,15 +3934,9 @@ msgstr "Version" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Text bearbeiten:" -msgid "On" -msgstr "An" - msgid "Renaming layer %d:" msgstr "Ebene %d umbenennen:" @@ -4156,8 +4069,8 @@ msgstr "" "Die ausgewählte Ressource (%s) stimmt mit keinem erwarteten Typ dieser " "Eigenschaft (%s) überein." -msgid "Quick Load" -msgstr "Schnell laden" +msgid "Load..." +msgstr "Laden …" msgid "Inspect" msgstr "Inspizieren" @@ -4183,14 +4096,11 @@ msgstr "Einzigartig zu machende Ressourcen auswählen:" msgid "New %s" msgstr "Neu: %s" -msgid "New Script" -msgstr "Neues Skript" - -msgid "Extend Script" -msgstr "Skript erweitern" +msgid "New Script..." +msgstr "Neues Skript …" -msgid "New Shader" -msgstr "Neuer Shader" +msgid "Extend Script..." +msgstr "Skript erweitern..." msgid "No Remote Debug export presets configured." msgstr "Keine Remote-Debug-Exportprofile konfiguriert." @@ -4216,12 +4126,6 @@ msgstr "Spiellogik sollte mit der _run()-Methode beginnen." msgid "There is an edited scene already." msgstr "Es besteht bereits eine bearbeitete Szene." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Editor-Skript konnte nicht ausgeführt werden, wurde möglicherweise vergessen " -"die ‚_run‘-Methode zu überschreiben?" - msgid "Undo: %s" msgstr "Rückgängig: %s" @@ -4331,12 +4235,6 @@ msgstr "Alle Geräte" msgid "Device" msgstr "Gerät" -msgid "Listening for input..." -msgstr "Warte auf Eingabe …" - -msgid "Filter by event..." -msgstr "Nach Ereignis filtern …" - msgid "Project export for platform:" msgstr "Projektexport für Plattform:" @@ -4683,6 +4581,9 @@ msgstr "" "Falls aktiviert, wird dieses Profil beim Ein-Klick-Ausliefern verwendet.\n" "Nur ein Profil pro Plattform kann als ausführbar markiert werden." +msgid "Advanced Options" +msgstr "Erweiterte Einstellungen" + msgid "Export Path" msgstr "Exportpfad" @@ -5024,9 +4925,6 @@ msgstr "Neuer Ordner …" msgid "New Scene..." msgstr "Neue Szene …" -msgid "New Script..." -msgstr "Neues Skript …" - msgid "New Resource..." msgstr "Neue Ressource …" @@ -5173,59 +5071,21 @@ msgstr "%d Übereinstimmungen in %d Datei" msgid "%d matches in %d files" msgstr "%d Übereinstimmungen in %d Dateien" +msgid "Rename Group" +msgstr "Gruppe umbenennen" + msgid "Add to Group" msgstr "Zu Gruppe hinzufügen" msgid "Remove from Group" msgstr "Aus Gruppe entfernen" -msgid "Invalid group name." -msgstr "Ungültiger Gruppenname." - -msgid "Group name already exists." -msgstr "Gruppenname existiert bereits." - -msgid "Rename Group" -msgstr "Gruppe umbenennen" - -msgid "Delete Group" -msgstr "Gruppe löschen" - -msgid "Groups" -msgstr "Gruppen" - -msgid "Nodes Not in Group" -msgstr "Nodes nicht in Gruppe" - -msgid "Nodes in Group" -msgstr "Nodes in Gruppe" - -msgid "Empty groups will be automatically removed." -msgstr "Leere Gruppen werden automatisch entfernt." - -msgid "Group Editor" -msgstr "Gruppeneditor" - -msgid "Manage Groups" -msgstr "Gruppen verwalten" +msgid "Global" +msgstr "Global" msgid "Move" msgstr "Verschieben" -msgid "Please select a base directory first." -msgstr "Zuerst ein Root-Verzeichnis auswählen." - -msgid "Could not create folder. File with that name already exists." -msgstr "" -"Ordner konnte nicht erstellt werden. Es existiert bereits eine Datei mit " -"diesem Namen." - -msgid "Choose a Directory" -msgstr "Wähle ein Verzeichnis" - -msgid "Copy File(s)" -msgstr "Datei(en) kopieren" - msgid "Network" msgstr "Netzwerk" @@ -5271,6 +5131,11 @@ msgstr "Datei oder Verzeichnis öffnen" msgid "Save a File" msgstr "Datei speichern" +msgid "Could not create folder. File with that name already exists." +msgstr "" +"Ordner konnte nicht erstellt werden. Es existiert bereits eine Datei mit " +"diesem Namen." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Der favorisierte Ordner existiert nicht und wurde entfernt." @@ -5467,9 +5332,6 @@ msgstr "Sichtbarkeit ein-/ausschalten" msgid "Unlock Node" msgstr "Node entsperren" -msgid "Button Group" -msgstr "Button-Gruppe" - msgid "Disable Scene Unique Name" msgstr "Szenen-eindeutigen Namen deaktivieren" @@ -5501,9 +5363,6 @@ msgstr[1] "Node ist in diesen Gruppen:" msgid "Click to show signals dock." msgstr "Hier klicken, um Signal-Dock anzuzeigen." -msgid "Open in Editor" -msgstr "Im Editor öffnen" - msgid "This script is currently running in the editor." msgstr "Dieses Skript wird gerade im Editor ausgeführt." @@ -5534,6 +5393,9 @@ msgstr "" "AnimationPlayer ist angeheftet.\n" "Zum Losheften klicken." +msgid "Open in Editor" +msgstr "Im Editor öffnen" + msgid "\"%s\" is not a known filter." msgstr "„%s“ ist kein bekannter Filter." @@ -5563,8 +5425,188 @@ msgstr "Alle anzeigen" msgid "The Beginning" msgstr "Unverändert" -msgid "Global" -msgstr "Global" +msgid "Pre-Import Scene" +msgstr "Szene vorimportieren" + +msgid "Importing Scene..." +msgstr "Importiere Szene…" + +msgid "Import Scene" +msgstr "Szene importieren" + +msgid "Running Custom Script..." +msgstr "Eigenes Skript wird ausgeführt …" + +msgid "Couldn't load post-import script:" +msgstr "Post-Import Skript konnte nicht geladen werden:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Ungültiges oder fehlerhaftes Skript für Post-Import (siehe Konsole):" + +msgid "Error running post-import script:" +msgstr "Fehler beim ausführen des Post-Import Skripts:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "" +"Wurde ein von Node abstammendes Objekt in der ‚_post_import()‘-Methode " +"zurückgegeben?" + +msgid "Saving..." +msgstr "Speichern …" + +msgid "<Unnamed Material>" +msgstr "<unbenanntes Material>" + +msgid "Import ID: %s" +msgstr "Import-ID: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Typ: %s\n" +"Import-ID: %s" + +msgid "Error opening scene" +msgstr "Fehler beim Öffnen der Szene" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Erweiterte Importeinstellungen für die Animation-Bibliothek ‚%s‘" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Erweiterte Importeinstellungen für Szene ‚%s‘" + +msgid "Select folder to extract material resources" +msgstr "Ordner zum extrahieren der Materialressourcen auswählen" + +msgid "Select folder where mesh resources will save on import" +msgstr "Ordner zum speichern der Mesh-Ressourcen beim Import auswählen" + +msgid "Select folder where animations will save on import" +msgstr "Ordner zum speichern der Animation beim Import auswählen" + +msgid "Warning: File exists" +msgstr "Achtung: Datei existiert bereits" + +msgid "Existing file with the same name will be replaced." +msgstr "Eine bereits existierende Datei mit dem gleichen Name wird ersetzt." + +msgid "Will create new file" +msgstr "Erzeugt neue Datei" + +msgid "Already External" +msgstr "Bereits extern" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Dieses Material verweist bereits auf eine externe Datei, der Befehl wird " +"ignoriert.\n" +"Um erneut zu extrahieren muss die externe Eigenschaft des Materials " +"deaktiviert werden." + +msgid "No import ID" +msgstr "Keine Import-ID" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Das Material hat keinen Name und keine andere Möglichkeit es beim Reimport zu " +"identifizieren.\n" +"Es sollte benannt werden oder sichergestellt werden, dass es mit einer " +"eindeutigen ID exportiert wird." + +msgid "Extract Materials to Resource Files" +msgstr "Materialien in Ressourcen-Dateien extrahieren" + +msgid "Extract" +msgstr "Extrahieren" + +msgid "Already Saving" +msgstr "Bereits am Speichern" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Dieses Mesh wird bereits zu einer externen Ressource gespeichert, der Befehl " +"wird ignoriert." + +msgid "Existing file with the same name will be replaced on import." +msgstr "" +"Existierende Datei mit dem gleichen Name wird ersetzt werden beim Importieren." + +msgid "Will save to new file" +msgstr "Wird als neue Datei speichern" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Das Mesh hat keinen Namen und keine andere möglichkeit es beim Reimport " +"wiederzuerkennen.\n" +"Es sollte benannt werden oder sichergestellt werden, dass es mit einer " +"eindeutigen ID exportiert wird." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Pfade festlegen, um Meshes als Ressourcen-Dateien bei Reimport zu speichern" + +msgid "Set Paths" +msgstr "Pfade festlegen" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Die Animation speichert bereits zu einer externen Ressource, der Befehl wird " +"ignoriert." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Pfade festlegen, um Animationen als Ressourcen-Datei bei Reimport zu speichern" + +msgid "Can't make material external to file, write error:" +msgstr "Material kann nicht als extern in Datei geändert werden, Schreibfehler:" + +msgid "Actions..." +msgstr "Aktionen …" + +msgid "Extract Materials" +msgstr "Materialien extrahieren" + +msgid "Set Animation Save Paths" +msgstr "Animation-Speicherpfade festlegen" + +msgid "Set Mesh Save Paths" +msgstr "Mesh-Speicherpfade festlegen" + +msgid "Meshes" +msgstr "Meshes" + +msgid "Materials" +msgstr "Materialien" + +msgid "Selected Animation Play/Pause" +msgstr "Ausgewählte Animation abspielen/pausieren" + +msgid "Status" +msgstr "Status" + +msgid "Save Extension:" +msgstr "Dateierweiterung beim Speichern:" + +msgid "Text: *.tres" +msgstr "Text: *.tres" + +msgid "Binary: *.res" +msgstr "Binärformat: *.res" + +msgid "Text Resource" +msgstr "Text-Ressource" + +msgid "Binary Resource" +msgstr "Binäre Ressource" msgid "Audio Stream Importer: %s" msgstr "Audiostream-Importierer: %s" @@ -5732,35 +5774,6 @@ msgstr "Dynamisch gerenderte TrueType/OpenType-Schriftart" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Vorgerendertes Mehrkanal(+true) vorzeichenbehaftetes Distanzfeld" -msgid "Pre-Import Scene" -msgstr "Szene vorimportieren" - -msgid "Importing Scene..." -msgstr "Importiere Szene…" - -msgid "Import Scene" -msgstr "Szene importieren" - -msgid "Running Custom Script..." -msgstr "Eigenes Skript wird ausgeführt …" - -msgid "Couldn't load post-import script:" -msgstr "Post-Import Skript konnte nicht geladen werden:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Ungültiges oder fehlerhaftes Skript für Post-Import (siehe Konsole):" - -msgid "Error running post-import script:" -msgstr "Fehler beim ausführen des Post-Import Skripts:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "" -"Wurde ein von Node abstammendes Objekt in der ‚_post_import()‘-Methode " -"zurückgegeben?" - -msgid "Saving..." -msgstr "Speichern …" - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5800,157 +5813,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<unbenanntes Material>" - -msgid "Import ID: %s" -msgstr "Import-ID: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Typ: %s\n" -"Import-ID: %s" - -msgid "Error opening scene" -msgstr "Fehler beim Öffnen der Szene" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Erweiterte Importeinstellungen für die Animation-Bibliothek ‚%s‘" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Erweiterte Importeinstellungen für Szene ‚%s‘" - -msgid "Select folder to extract material resources" -msgstr "Ordner zum extrahieren der Materialressourcen auswählen" - -msgid "Select folder where mesh resources will save on import" -msgstr "Ordner zum speichern der Mesh-Ressourcen beim Import auswählen" - -msgid "Select folder where animations will save on import" -msgstr "Ordner zum speichern der Animation beim Import auswählen" - -msgid "Warning: File exists" -msgstr "Achtung: Datei existiert bereits" - -msgid "Existing file with the same name will be replaced." -msgstr "Eine bereits existierende Datei mit dem gleichen Name wird ersetzt." - -msgid "Will create new file" -msgstr "Erzeugt neue Datei" - -msgid "Already External" -msgstr "Bereits extern" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Dieses Material verweist bereits auf eine externe Datei, der Befehl wird " -"ignoriert.\n" -"Um erneut zu extrahieren muss die externe Eigenschaft des Materials " -"deaktiviert werden." - -msgid "No import ID" -msgstr "Keine Import-ID" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Das Material hat keinen Name und keine andere Möglichkeit es beim Reimport zu " -"identifizieren.\n" -"Es sollte benannt werden oder sichergestellt werden, dass es mit einer " -"eindeutigen ID exportiert wird." - -msgid "Extract Materials to Resource Files" -msgstr "Materialien in Ressourcen-Dateien extrahieren" - -msgid "Extract" -msgstr "Extrahieren" - -msgid "Already Saving" -msgstr "Bereits am Speichern" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Dieses Mesh wird bereits zu einer externen Ressource gespeichert, der Befehl " -"wird ignoriert." - -msgid "Existing file with the same name will be replaced on import." -msgstr "" -"Existierende Datei mit dem gleichen Name wird ersetzt werden beim Importieren." - -msgid "Will save to new file" -msgstr "Wird als neue Datei speichern" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Das Mesh hat keinen Namen und keine andere möglichkeit es beim Reimport " -"wiederzuerkennen.\n" -"Es sollte benannt werden oder sichergestellt werden, dass es mit einer " -"eindeutigen ID exportiert wird." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Pfade festlegen, um Meshes als Ressourcen-Dateien bei Reimport zu speichern" - -msgid "Set Paths" -msgstr "Pfade festlegen" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Die Animation speichert bereits zu einer externen Ressource, der Befehl wird " -"ignoriert." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Pfade festlegen, um Animationen als Ressourcen-Datei bei Reimport zu speichern" - -msgid "Can't make material external to file, write error:" -msgstr "Material kann nicht als extern in Datei geändert werden, Schreibfehler:" - -msgid "Actions..." -msgstr "Aktionen …" - -msgid "Extract Materials" -msgstr "Materialien extrahieren" - -msgid "Set Animation Save Paths" -msgstr "Animation-Speicherpfade festlegen" - -msgid "Set Mesh Save Paths" -msgstr "Mesh-Speicherpfade festlegen" - -msgid "Meshes" -msgstr "Meshes" - -msgid "Materials" -msgstr "Materialien" - -msgid "Selected Animation Play/Pause" -msgstr "Ausgewählte Animation abspielen/pausieren" - -msgid "Save Extension:" -msgstr "Dateierweiterung beim Speichern:" - -msgid "Text: *.tres" -msgstr "Text: *.tres" - -msgid "Binary: *.res" -msgstr "Binärformat: *.res" - -msgid "Text Resource" -msgstr "Text-Ressource" - -msgid "Binary Resource" -msgstr "Binäre Ressource" - msgid "Importer:" msgstr "Importierer:" @@ -6209,6 +6071,9 @@ msgstr "%s für %d Nodes festlegen" msgid "%s (%d Selected)" msgstr "%s (%d ausgewählt)" +msgid "Groups" +msgstr "Gruppen" + msgid "Select a single node to edit its signals and groups." msgstr "" "Ein einzelnes Node auswählen, um seine Signale und Gruppen zu bearbeiten." @@ -6350,9 +6215,6 @@ msgstr "Animation hinzufügen" msgid "Add %s" msgstr "%s hinzufügen" -msgid "Load..." -msgstr "Laden …" - msgid "Move Node Point" msgstr "Node-Punkt verschieben" @@ -6599,27 +6461,15 @@ msgstr "Animation speichern" msgid "Make Animation Unique: %s" msgstr "Animation einzigartig machen: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Ungültige Animationsbibliotheksdatei." - -msgid "This library is already added to the mixer." -msgstr "Diese Bibliothek wurde bereits zum Mixer hinzugefügt." - -msgid "Invalid Animation file." -msgstr "Ungültige Animationsdatei." - -msgid "This animation is already added to the library." -msgstr "Diese Animation wurde bereits der Bibliothek hinzugefügt." - -msgid "Load Animation into Library: %s" -msgstr "Animation in Bibliothek laden: %s" - msgid "Save Animation library to File: %s" msgstr "Animationsbibliothek in Datei speichern: %s" msgid "Save Animation to File: %s" msgstr "Animation in Datei speichern: %s" +msgid "Load Animation into Library: %s" +msgstr "Animation in Bibliothek laden: %s" + msgid "Rename Animation Library: %s" msgstr "Animationsbibliothek umbenennen: %s" @@ -6656,36 +6506,9 @@ msgstr "[fremd]" msgid "[imported]" msgstr "[importiert]" -msgid "Add Animation to Library" -msgstr "Animation zu Bibliothek hinzufügen" - -msgid "Load animation from file and add to library" -msgstr "Animation aus Datei laden und zu Bibliothek hinzufügen" - -msgid "Paste Animation to Library from clipboard" -msgstr "Animation aus Zwischenablage in Bibliothek einzufügen" - -msgid "Save animation library to resource on disk" -msgstr "Animationsbibliothek als Ressource im Dateisystem speichern" - -msgid "Remove animation library" -msgstr "Animationsbibliothek entfernen" - -msgid "Copy animation to clipboard" -msgstr "Animation in Zwischenablage kopieren" - -msgid "Save animation to resource on disk" -msgstr "Animation als Ressource im Dateisystem speichern" - -msgid "Remove animation from Library" -msgstr "Animation von Bibliothek entfernen" - msgid "Edit Animation Libraries" msgstr "Animationsbibliotheken bearbeiten" -msgid "Add Library" -msgstr "Bibliothek hinzufügen" - msgid "Load Library" msgstr "Bibliothek laden" @@ -7046,6 +6869,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Ende" +msgid "Failed to get repository configuration." +msgstr "Die Repository-Konfiguration konnte nicht abgerufen werden." + msgid "All" msgstr "Alle" @@ -7085,9 +6911,6 @@ msgstr "Seite:" msgid "Support" msgstr "Unterstützung" -msgid "Failed to get repository configuration." -msgstr "Die Repository-Konfiguration konnte nicht abgerufen werden." - msgid "Assets ZIP File" msgstr "Assets-ZIP-Datei" @@ -7256,6 +7079,9 @@ msgstr "Hilfslinien löschen" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Eigene Bone2D(s) aus Node(s) erstellen" +msgid "Cancel Transformation" +msgstr "Transformation abbrechen" + msgid "Zoom to 3.125%" msgstr "Auf 3.125% zoomen" @@ -7405,15 +7231,9 @@ msgstr "Ausgewählten Node entsperren, um Auswahl und Verschiebung zu erlauben." msgid "Unlock Selected Node(s)" msgstr "Gewählte Node(s) entsperren" -msgid "Make selected node's children not selectable." -msgstr "Child-Elemente des ausgewählten Nodes unauswählbar machen." - msgid "Group Selected Node(s)" msgstr "Gewählte Nodes gruppieren" -msgid "Make selected node's children selectable." -msgstr "Child-Elemente des ausgewählten Nodes auswählbar machen." - msgid "Ungroup Selected Node(s)" msgstr "Gruppierung gewählter Nodes auflösen" @@ -7459,11 +7279,8 @@ msgstr "Ursprung anzeigen" msgid "Show Viewport" msgstr "Viewport anzeigen" -msgid "Show Group And Lock Icons" -msgstr "Gruppen und Sperr-Icons anzeigen" - -msgid "Show Transformation Gizmos" -msgstr "Transformations-Gizmos anzeigen" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Auswahl zentrieren" @@ -7498,6 +7315,9 @@ msgstr "Skalierungsmaske für Einfügen von Keys." msgid "Insert keys (based on mask)." msgstr "Keys einfügen (basierend auf Maske)." +msgid "Insert Key" +msgstr "Key einfügen" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7534,24 +7354,11 @@ msgstr "Rasterstufe halbieren" msgid "Adding %s..." msgstr "%s hinzufügen …" -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Drag&Drop verwenden, um als Child-Objekt des Root-Nodes der aktuellen Szene " -"hinzuzufügen." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"%s beim Loslassen halten, um als Child-Objekt des ausgewählten Nodes " -"hinzuzufügen." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Umschalt beim Loslassen halten, um als Nachbar-Node des ausgewählten Nodes " "hinzuzufügen." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Alt-Taste beim Loslassen halten, um als anderen Nodetyp hinzuzufügen." - msgid "Cannot instantiate multiple nodes without root." msgstr "Instanziieren mehrerer Nodes nicht möglich ohne Root-Node." @@ -7757,12 +7564,24 @@ msgstr "Zentriert" msgid "Capture Colors from Pixel" msgstr "Farben von Pixel aufnehmen" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Generiere Sichtbarkeits-AABB (warte auf Partikelsimulation)" + +msgid "Generate Visibility AABB" +msgstr "Sichtbarkeits-AABB erzeugen" + msgid "CPUParticles3D" msgstr "CPU-Partikel-3D" +msgid "Generate AABB" +msgstr "AABB erzeugen" + msgid "Create Emission Points From Node" msgstr "Erzeuge Emissionspunkte aus Node" +msgid "Generation Time (sec):" +msgstr "Erzeugungszeit (s):" + msgid "Load Curve Preset" msgstr "Kurven-Vorgabe laden" @@ -7933,14 +7752,6 @@ msgstr "" "und nach neuen Sitzungen lauschen, welche außerhalb des Editors gestartet " "wurden." -msgid "Run Multiple Instances" -msgstr "Mehrere Instanzen ausführen" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "%d Instanz ausführen" -msgstr[1] "%d Instanzen ausführen" - msgid "Size: %s" msgstr "Größe: %s" @@ -8064,9 +7875,6 @@ msgstr "Emissionsmaske leeren" msgid "GPUParticles2D" msgstr "CPU-Partikel-2D" -msgid "Generation Time (sec):" -msgstr "Erzeugungszeit (s):" - msgid "The geometry's faces don't contain any area." msgstr "Die Faces der Geometrie enthalten keine Area." @@ -8106,18 +7914,9 @@ msgstr "Ein Prozessmaterial des Typs ‚ParticleProcessMaterial‘ wird benötig msgid "Convert to CPUParticles3D" msgstr "Zu CPUParticles3D konvertieren" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Generiere Sichtbarkeits-AABB (warte auf Partikelsimulation)" - -msgid "Generate Visibility AABB" -msgstr "Sichtbarkeits-AABB erzeugen" - msgid "GPUParticles3D" msgstr "GPU-Partikel-3D" -msgid "Generate AABB" -msgstr "AABB erzeugen" - msgid "Low" msgstr "Niedrig" @@ -8210,9 +8009,6 @@ msgstr "Keinen Root-Node in Editorszene gefunden." msgid "Lightmap data is not local to the scene." msgstr "Lightmap-Daten sind nicht lokal zur Szene." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "Maximale Texturengröße ist zu klein für die Lightmap-Bilder." - msgid "Bake Lightmaps" msgstr "Lightmaps backen" @@ -8704,9 +8500,6 @@ msgstr "Override–Material der Oberfläche %d festlegen" msgid "Set Material Override" msgstr "Material-Override festlegen" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Drag&Drop in mehrere ausgewählte Nodes ist nicht möglich." - msgid "None" msgstr "Nichts" @@ -8890,9 +8683,6 @@ msgstr "Transformation auf XZ-Ebene begrenzen" msgid "Lock Transformation to XY plane" msgstr "Transformation auf XY-Ebene begrenzen" -msgid "Cancel Transformation" -msgstr "Transformation abbrechen" - msgid "Begin Translate Transformation" msgstr "Verschiebungs-Transformation starten" @@ -9089,9 +8879,6 @@ msgstr "3 Viewports (alternativ)" msgid "4 Viewports" msgstr "4 Viewports" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Ursprung anzeigen" @@ -9116,9 +8903,6 @@ msgstr "Skalierung einrasten (%):" msgid "Viewport Settings" msgstr "Viewport-Einstellungen" -msgid "Perspective FOV (deg.):" -msgstr "Perspektivisches FOV (Grad):" - msgid "View Z-Near:" msgstr "Z-Anzeige Near:" @@ -9298,6 +9082,9 @@ msgstr "Punkt löschen" msgid "Close Curve" msgstr "Kurve schließen" +msgid "Please Confirm..." +msgstr "Bitte bestätigen …" + msgid "Mirror Handle Angles" msgstr "Griffwinkel spiegeln" @@ -9834,6 +9621,9 @@ msgstr "Coderegion erstellen" msgid "Unfold All Lines" msgstr "Alle Zeilen ausklappen" +msgid "Duplicate Selection" +msgstr "Auswahl duplizieren" + msgid "Duplicate Lines" msgstr "Zeilen duplizieren" @@ -9900,21 +9690,9 @@ msgstr "Änderungen in den folgenden Shadern vor dem Schließen speichern?" msgid "Shader Editor" msgstr "Shader-Editor" -msgid "New Shader Include" -msgstr "Neues Shader-Include" - -msgid "Load Shader File" -msgstr "Shader-Datei laden" - -msgid "Load Shader Include File" -msgstr "Shader-Include-Datei laden" - msgid "Save File" msgstr "Datei speichern" -msgid "Save File As" -msgstr "Datei speichern als" - msgid "Open File in Inspector" msgstr "Datei im Inspektor öffnen" @@ -10058,11 +9836,6 @@ msgstr "Kann keinen Sprite aus einer fremden Szene konvertieren." msgid "Can't convert an empty sprite to mesh." msgstr "Kann kein leeres Sprite zu Mesh konvertieren." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Ein Sprite, das Animations-Frames nutzt, kann nicht zu einem Mesh konvertiert " -"werden." - msgid "Invalid geometry, can't replace by mesh." msgstr "Ungültige Geometrie, Mesh kann nicht ersetzt werden." @@ -11102,13 +10875,6 @@ msgstr "Streuung:" msgid "Tiles" msgstr "Tiles" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"Für das TileSet dieses TileMaps wurde keine Quelle konfiguriert. Im unteren " -"Tab des TileSets kann eine hinzugefügt werden." - msgid "Sort sources" msgstr "Quellen sortieren" @@ -11151,13 +10917,6 @@ msgstr "" "Verbindungsmodus: Terrain malen und dann mit benachbarten Tiles des selben " "Terrains verbinden." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Pfadmodus: Terrain malen und dann mit der vorherigen Tile desselben " -"Pinselstrichs verbinden." - msgid "Terrains" msgstr "Terrains" @@ -11486,9 +11245,6 @@ msgstr "" "Quelle haben. Dies könnte zu unerwartetem Datenverlust führen. Ändern Sie " "diese ID mit Bedacht." -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "Szenen-Tile hinzufügen" @@ -12898,218 +12654,8 @@ msgstr "VoxelGI backen" msgid "Select path for VoxelGI Data File" msgstr "Pfad für die VoxelGI-Datendatei auswählen" -msgid "The path specified doesn't exist." -msgstr "Der angegebene Pfad existiert nicht." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Fehler beim Öffnen der Paketdatei (kein ZIP-Format)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Ungültige „.zip“-Projektdatei, enthält keine „project.godot“-Datei." - -msgid "Please choose an empty folder." -msgstr "Bitte einen leeren Ordner auswählen." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Bitte eine „project.godot”, ein Verzeichnis damit, oder eine „.zip“-Datei " -"auswählen." - -msgid "This directory already contains a Godot project." -msgstr "Dieses Verzeichnis beinhaltet bereits ein Godot-Projekt." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Projekt kann nicht im ausgewählten Pfad gespeichert werden. Bitte neuen " -"Ordner erstellen oder anderen Pfad wählen." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"Der ausgewählte Pfad ist nicht leer. Ein leeres Verzeichnis wird dringend " -"empfohlen." - -msgid "New Game Project" -msgstr "Neues Spiel" - -msgid "Imported Project" -msgstr "Importiertes Projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Eine „project.godot” oder „.zip“-Datei auswählen." - -msgid "Invalid project name." -msgstr "Ungültiger Projektname." - -msgid "Couldn't create folder." -msgstr "Ordner konnte nicht erstellt werden." - -msgid "There is already a folder in this path with the specified name." -msgstr "" -"Es existiert bereits ein Ordner an diesem Pfad mit dem angegebenen Namen." - -msgid "It would be a good idea to name your project." -msgstr "Es wird empfohlen, das Projekt zu benennen." - -msgid "Supports desktop platforms only." -msgstr "Nur auf Desktop-Plattformen lauffähig." - -msgid "Advanced 3D graphics available." -msgstr "Fortgeschrittene 3D-Grafiken möglich." - -msgid "Can scale to large complex scenes." -msgstr "Für große komplexe Szenen geeignet." - -msgid "Uses RenderingDevice backend." -msgstr "Verwendet RenderingDevice-Backend." - -msgid "Slower rendering of simple scenes." -msgstr "Weniger schnelles Rendering bei einfachen Szenen." - -msgid "Supports desktop + mobile platforms." -msgstr "Auf Desktop- und mobilen Plattformen lauffähig." - -msgid "Less advanced 3D graphics." -msgstr "Weniger fortgeschrittene 3D-Grafiken möglich." - -msgid "Less scalable for complex scenes." -msgstr "Weniger skalierbar für komplexe Szenen." - -msgid "Fast rendering of simple scenes." -msgstr "Schnelles Rendering bei einfachen Szenen." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Auf Desktop-, mobilen sowie Webplattformen lauffähig." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Am wenigsten fortgeschrittene 3D-Grafiken (aktuell in Arbeit)." - -msgid "Intended for low-end/older devices." -msgstr "Vorgesehen für günstige/ältere Geräte." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Verwendet OpenGL-3-Backend (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Schnellstes Rendering bei einfachen Szenen." - -msgid "Invalid project path (changed anything?)." -msgstr "Ungültiger Projektpfad (etwas geändert?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Projekt in ‚%s‘ konnte nicht geladen werden (Fehler %d). Es ist " -"möglicherweise nicht vorhanden oder beschädigt." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Projekt konnte nicht in ‚%s‘ gespeichert werden (Fehler %d)." - -msgid "Warning: This folder is not empty" -msgstr "Achtung: Dieser Ordner ist nicht leer" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Die aktuelle Konfiguration legt ein neues Godot-Projekt in einem nicht-leeren " -"Ordner an.\n" -"Dabei werden alle Inhalte des Ordners als Projekt-Ressourcen importiert!\n" -"\n" -"Soll entsprechend fortgefahren werden?" - -msgid "Couldn't create project.godot in project path." -msgstr "project.godot konnte nicht im Projektpfad erzeugt werden." - -msgid "Couldn't create icon.svg in project path." -msgstr "icon.svg konnte im Projektpfad nicht erzeugt werden." - -msgid "Error opening package file, not in ZIP format." -msgstr "Fehler beim Öffnen der Paketdatei, kein ZIP-Format." - -msgid "The following files failed extraction from package:" -msgstr "Die folgenden Dateien ließen sich nicht aus dem Paket extrahieren:" - -msgid "Package installed successfully!" -msgstr "Paket wurde erfolgreich installiert!" - -msgid "Rename Project" -msgstr "Projekt umbenennen" - -msgid "Import Existing Project" -msgstr "Existierendes Projekt importieren" - -msgid "Import & Edit" -msgstr "Importieren & Bearbeiten" - -msgid "Create New Project" -msgstr "Erstelle neues Projekt" - -msgid "Create & Edit" -msgstr "Erstellen & Bearbeiten" - -msgid "Install Project:" -msgstr "Installiere Projekt:" - -msgid "Install & Edit" -msgstr "Installieren & Bearbeiten" - -msgid "Project Name:" -msgstr "Projektname:" - -msgid "Project Path:" -msgstr "Projektpfad:" - -msgid "Project Installation Path:" -msgstr "Projektinstallationspfad:" - -msgid "Renderer:" -msgstr "Renderer:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"Ein Wechsel des Renderers ist jederzeit zulässig, bereits vorhandene Szenen " -"müssen dabei unter Umständen angepasst werden." - -msgid "Version Control Metadata:" -msgstr "Metadaten der Versionsverwaltung:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "" -"Dieses Projekt wurde zuletzt mit einer anderen Godot-Version bearbeitet: " - -msgid "This project uses features unsupported by the current build:" -msgstr "" -"Dieses Projekt verwendet Features, die von dieser Godot-Version nicht " -"unterstützt werden:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Fehler: Projekt ist nicht im Dateisystem vorhanden." - -msgid "Missing Project" -msgstr "Fehlendes Projekt" - -msgid "Local" -msgstr "Lokal" - -msgid "Local Projects" -msgstr "Lokale Projekte" - -msgid "Asset Library Projects" -msgstr "Asset-Bibliotheks-Projekte" - -msgid "Can't open project at '%s'." -msgstr "Projekt in ‚%s‘ kann nicht geöffnet werden." +msgid "Are you sure to run %d projects at once?" +msgstr "Sollen wirklich %d Projekte gleichzeitig ausgeführt werden?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13264,25 +12810,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Trotzdem öffnen? Das Projekt wird angepasst werden." +msgid "Remove %d projects from the list?" +msgstr "%d Projekte aus Liste entfernen?" + +msgid "Remove this project from the list?" +msgstr "Dieses Projekt von der Liste entfernen?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Das Projekt kann nicht ausgeführt werden: Es wurde keine Hauptszene " -"festgelegt.\n" -"In den Projekteinstellungen unter der Kategorie „Anwendung“ kann die " -"Hauptszene festgelegt werden." +"Alle fehlenden Projekte aus der Liste entfernen?\n" +"Inhalte des Projektordners werden nicht geändert." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Projekt kann nicht ausgeführt werden: Assets müssen importiert werden.\n" -"Bitte bearbeiten Sie das Projekt, um den ersten Import auszulösen." +"Projekt in ‚%s‘ konnte nicht geladen werden (Fehler %d). Es ist " +"möglicherweise nicht vorhanden oder beschädigt." -msgid "Are you sure to run %d projects at once?" -msgstr "Sollen wirklich %d Projekte gleichzeitig ausgeführt werden?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Projekt konnte nicht in ‚%s‘ gespeichert werden (Fehler %d)." msgid "Tag name can't be empty." msgstr "Tag-Namen dürfen nicht leer sein." @@ -13296,27 +12844,6 @@ msgstr "Diese Zeichen sind in Tags nicht gestattet: %s." msgid "Tag name must be lowercase." msgstr "Tag-Name muss aus Kleinbuchstaben bestehen." -msgid "Remove %d projects from the list?" -msgstr "%d Projekte aus Liste entfernen?" - -msgid "Remove this project from the list?" -msgstr "Dieses Projekt von der Liste entfernen?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Alle fehlenden Projekte aus der Liste entfernen?\n" -"Inhalte des Projektordners werden nicht geändert." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Sprache geändert.\n" -"Die Benutzeroberfläche wird beim nächsten Start des Editors oder des " -"Projektmanagers aktualisiert." - msgctxt "Application" msgid "Project Manager" msgstr "Projektmanager" @@ -13355,9 +12882,18 @@ msgstr "Zuletzt bearbeitet" msgid "Tags" msgstr "Tags" +msgid "Create New Project" +msgstr "Erstelle neues Projekt" + +msgid "Import Existing Project" +msgstr "Existierendes Projekt importieren" + msgid "Edit Project" msgstr "Projekt bearbeiten" +msgid "Rename Project" +msgstr "Projekt umbenennen" + msgid "Manage Tags" msgstr "Tags verwalten" @@ -13367,12 +12903,6 @@ msgstr "Projekt entfernen" msgid "Remove Missing" msgstr "Fehlende entfernen" -msgid "About" -msgstr "Über" - -msgid "Restart Now" -msgstr "Jetzt Neustarten" - msgid "Select a Folder to Scan" msgstr "Wähle zu durchsuchenden Ordner" @@ -13408,16 +12938,6 @@ msgstr "" "WICHTIG: Bitte Projekt vor der Konvertierung unbedingt sichern, da dieser " "Vorgang eine Rückkehr in frühere Godot-Versionen unmöglich macht." -msgid "Can't run project" -msgstr "Projekt kann nicht ausgeführt werden" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Sie haben im Moment keine Projekte.\n" -"Möchten Sie offizielle Beispielprojekte in der Asset-Bibliothek erkunden?" - msgid "Manage Project Tags" msgstr "Projekt-Tags verwalten" @@ -13439,6 +12959,186 @@ msgstr "Neuen Tag erstellen" msgid "Tags are capitalized automatically when displayed." msgstr "Tags werden bei Anzeige automatisch großgeschrieben." +msgid "The path specified doesn't exist." +msgstr "Der angegebene Pfad existiert nicht." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Fehler beim Öffnen der Paketdatei (kein ZIP-Format)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "Ungültige „.zip“-Projektdatei, enthält keine „project.godot“-Datei." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Bitte eine „project.godot”, ein Verzeichnis damit, oder eine „.zip“-Datei " +"auswählen." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Projekt kann nicht im ausgewählten Pfad gespeichert werden. Bitte neuen " +"Ordner erstellen oder anderen Pfad wählen." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"Der ausgewählte Pfad ist nicht leer. Ein leeres Verzeichnis wird dringend " +"empfohlen." + +msgid "New Game Project" +msgstr "Neues Spiel" + +msgid "Imported Project" +msgstr "Importiertes Projekt" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Eine „project.godot” oder „.zip“-Datei auswählen." + +msgid "Invalid project name." +msgstr "Ungültiger Projektname." + +msgid "Couldn't create folder." +msgstr "Ordner konnte nicht erstellt werden." + +msgid "There is already a folder in this path with the specified name." +msgstr "" +"Es existiert bereits ein Ordner an diesem Pfad mit dem angegebenen Namen." + +msgid "It would be a good idea to name your project." +msgstr "Es wird empfohlen, das Projekt zu benennen." + +msgid "Supports desktop platforms only." +msgstr "Nur auf Desktop-Plattformen lauffähig." + +msgid "Advanced 3D graphics available." +msgstr "Fortgeschrittene 3D-Grafiken möglich." + +msgid "Can scale to large complex scenes." +msgstr "Für große komplexe Szenen geeignet." + +msgid "Uses RenderingDevice backend." +msgstr "Verwendet RenderingDevice-Backend." + +msgid "Slower rendering of simple scenes." +msgstr "Weniger schnelles Rendering bei einfachen Szenen." + +msgid "Supports desktop + mobile platforms." +msgstr "Auf Desktop- und mobilen Plattformen lauffähig." + +msgid "Less advanced 3D graphics." +msgstr "Weniger fortgeschrittene 3D-Grafiken möglich." + +msgid "Less scalable for complex scenes." +msgstr "Weniger skalierbar für komplexe Szenen." + +msgid "Fast rendering of simple scenes." +msgstr "Schnelles Rendering bei einfachen Szenen." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Auf Desktop-, mobilen sowie Webplattformen lauffähig." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Am wenigsten fortgeschrittene 3D-Grafiken (aktuell in Arbeit)." + +msgid "Intended for low-end/older devices." +msgstr "Vorgesehen für günstige/ältere Geräte." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Verwendet OpenGL-3-Backend (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Schnellstes Rendering bei einfachen Szenen." + +msgid "Invalid project path (changed anything?)." +msgstr "Ungültiger Projektpfad (etwas geändert?)." + +msgid "Warning: This folder is not empty" +msgstr "Achtung: Dieser Ordner ist nicht leer" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Die aktuelle Konfiguration legt ein neues Godot-Projekt in einem nicht-leeren " +"Ordner an.\n" +"Dabei werden alle Inhalte des Ordners als Projekt-Ressourcen importiert!\n" +"\n" +"Soll entsprechend fortgefahren werden?" + +msgid "Couldn't create project.godot in project path." +msgstr "project.godot konnte nicht im Projektpfad erzeugt werden." + +msgid "Couldn't create icon.svg in project path." +msgstr "icon.svg konnte im Projektpfad nicht erzeugt werden." + +msgid "Error opening package file, not in ZIP format." +msgstr "Fehler beim Öffnen der Paketdatei, kein ZIP-Format." + +msgid "The following files failed extraction from package:" +msgstr "Die folgenden Dateien ließen sich nicht aus dem Paket extrahieren:" + +msgid "Package installed successfully!" +msgstr "Paket wurde erfolgreich installiert!" + +msgid "Import & Edit" +msgstr "Importieren & Bearbeiten" + +msgid "Create & Edit" +msgstr "Erstellen & Bearbeiten" + +msgid "Install Project:" +msgstr "Installiere Projekt:" + +msgid "Install & Edit" +msgstr "Installieren & Bearbeiten" + +msgid "Project Name:" +msgstr "Projektname:" + +msgid "Project Path:" +msgstr "Projektpfad:" + +msgid "Project Installation Path:" +msgstr "Projektinstallationspfad:" + +msgid "Renderer:" +msgstr "Renderer:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"Ein Wechsel des Renderers ist jederzeit zulässig, bereits vorhandene Szenen " +"müssen dabei unter Umständen angepasst werden." + +msgid "Version Control Metadata:" +msgstr "Metadaten der Versionsverwaltung:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Dieses Projekt wurde zuletzt mit einer anderen Godot-Version bearbeitet: " + +msgid "This project uses features unsupported by the current build:" +msgstr "" +"Dieses Projekt verwendet Features, die von dieser Godot-Version nicht " +"unterstützt werden:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Fehler: Projekt ist nicht im Dateisystem vorhanden." + +msgid "Missing Project" +msgstr "Fehlendes Projekt" + +msgid "Restart Now" +msgstr "Jetzt Neustarten" + msgid "Add Project Setting" msgstr "Projekteinstellung hinzufügen" @@ -13515,9 +13215,6 @@ msgstr "Endung:" msgid "Use Regular Expressions" msgstr "Reguläre Ausdrücke verwenden" -msgid "Advanced Options" -msgstr "Erweiterte Einstellungen" - msgid "Substitute" msgstr "Ersatz" @@ -13706,12 +13403,6 @@ msgstr "Skript loslösen" msgid "This operation can't be done on the tree root." msgstr "Diese Aktion ist am Root-Node des Szenenbaums nicht möglich." -msgid "Move Node In Parent" -msgstr "Bewege Node innerhalb des Parent-Nodes" - -msgid "Move Nodes In Parent" -msgstr "Bewege Nodes innerhalb des Parent-Nodes" - msgid "Duplicate Node(s)" msgstr "Dupliziere Node(s)" @@ -13841,9 +13532,6 @@ msgstr "Neuer Szenen-Root" msgid "Create Root Node:" msgstr "Erzeuge Root-Node:" -msgid "Switch to Favorite Nodes" -msgstr "Zu Node-Favoriten wechseln" - msgid "Other Node" msgstr "Anderer Node" @@ -13920,6 +13608,17 @@ msgstr "Automatisch auf Auswahl vergrößern" msgid "All Scene Sub-Resources" msgstr "Alle Unterressourcen der Szene" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Nodes durch Eingabe eines Teils ihres Namens, Typs (mit Präfix „type:“ oder " +"„t:“)\n" +"oder Gruppe (mit Präfix „group:“ oder „g:“) filtern. Die Groß- und " +"Kleinschreibung wird beachtet." + msgid "Filter by Type" msgstr "Nach Typ filtern" @@ -13980,12 +13679,6 @@ msgstr "Typ ändern..." msgid "Attach Script..." msgstr "Skript hinzufügen..." -msgid "Extend Script..." -msgstr "Skript erweitern..." - -msgid "Reparent to New Node" -msgstr "Node unter neues Node hängen" - msgid "Make Scene Root" msgstr "Als Szenen-Root festlegen" @@ -14008,17 +13701,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Filter: Name, t:Typ, g:Gruppe" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Nodes durch Eingabe eines Teils ihres Namens, Typs (mit Präfix „type:“ oder " -"„t:“)\n" -"oder Gruppe (mit Präfix „group:“ oder „g:“) filtern. Die Groß- und " -"Kleinschreibung wird beachtet." - msgid "Attach a new or existing script to the selected node." msgstr "Ein neues oder existierendes Skript dem ausgewählten Node anhängen." @@ -14041,6 +13723,9 @@ msgstr "" "Für bessere Performance sollte diese Option auf Lokales Szenenbaum-Dock " "gestellt werden." +msgid "Local" +msgstr "Lokal" + msgid "Delete Related Animation Tracks" msgstr "Zugehörige Animations-Tracks löschen" @@ -14201,12 +13886,6 @@ msgstr "Shader erstellen" msgid "Set Shader Global Variable" msgstr "Globale Variable für Shader festlegen" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Bitte gültigen Shader-Uniform-Bezeichnernamen eingeben." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Der globale Shader-Parameter ‚%s‘ existiert bereits" - msgid "Name '%s' is a reserved shader language keyword." msgstr "Der Name ‚%s‘ ist ein reserviertes Schlüsselwort der Shader-Sprache." @@ -14277,13 +13956,6 @@ msgstr "Neustart & Aktualisieren" msgid "Make this panel floating in the screen %d." msgstr "Dieses Panel schwebend machen auf Bildschirm %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Lässt dieses Panel schweben.\n" -"Rechtsklicken für Bildschirmauswahl." - msgid "Select Screen" msgstr "Bildschirm auswählen" @@ -14410,21 +14082,6 @@ msgid "Disabling '.blend' file import requires restarting the editor." msgstr "" "‚.blend‘-Datei-Importe zu deaktivieren erfordert einen Neustart des Editors." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"Der Blend-Dateiimport ist in den Projekteinstellungen aktiviert, aber es " -"wurde kein Blender-Pfad in den Editoreinstellungen festgelegt. Es werden " -"keine Blend-Dateien importiert." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"Der Blend-Dateiimport ist aktiviert, aber der Blender-Pfad zeigt nicht auf " -"ein erreichbares Verzeichnis. Es werden keine Blend-Dateien importiert." - msgid "Next Plane" msgstr "Nächste Ebene" @@ -15042,6 +14699,15 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "„Min SDK“ sollte größer gleich %d sein für den „%s“-Renderer." +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"Der Projektname entspricht nicht den Anforderungen für das Paketnamenformat " +"und wird zu \"%s\" aktualisiert. Bitte geben Sie den Paketnamen bei Bedarf " +"explizit an." + msgid "Code Signing" msgstr "Code-Signieren" @@ -15113,20 +14779,6 @@ msgstr "" "Es wurde versucht aus einer Gradle-Build-Vorlage zu bauen aber es existieren " "keine Versionsinformation für sie. Neuinstallation im ‚Projekt‘-Menü benötigt." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Android-Build-Versionsinkompatibilität: Installierte Vorlage: %s, Godot-" -"Version: %s. Bitte Android-Build-Vorlage über das ‚Projekt‘-Menü neu " -"installieren." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"res://android/build/res/*.xml-Dateien können nicht mit Projektnamen " -"überschrieben werden." - msgid "Could not export project files to gradle project." msgstr "Projektdateien konnten nicht als Gradle-Projekt exportiert werden." @@ -15884,16 +15536,6 @@ msgstr "" "Objekt ein Area2D ist." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D liefert nur eine Kollisions-Shape für einen von " -"CollisionObject2D abgeleiteten Node. Es kann nur als Child-Objekt von Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D usw. eingehängt werden, um diesen " -"eine Shape zu geben." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -16186,10 +15828,6 @@ msgstr "" "Sie eine Shape-Ressource für ihn an." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape3D unterstützt RigidBody3D nur im Modus Statisch." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "WorldBoundaryShape3D unterstützt RigidBody3D nur im Modus Statisch." @@ -16374,14 +16012,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Generiere Probe-Beschleunigungsstrukturen" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"LightmapGI-Nodes werden vom GL-Kompatibilitäts-Backend noch nicht " -"unterstützt. Unterstützung wird mit einer zukünftigen Godot-Version " -"erscheinen." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "NavigationAgent3D kann nur unter einem von Node3D erbenden übergeordneten " @@ -16716,9 +16346,6 @@ msgstr "" msgid "Alert!" msgstr "Warnung!" -msgid "Please Confirm..." -msgstr "Bitte bestätigen …" - msgid "You don't have permission to access contents of this folder." msgstr "Keine Berechtigung, um auf den Inhalt des Ordners zuzugreifen." diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index 8116686fca..09790cf3fe 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -407,9 +407,6 @@ msgstr "Επεξεργασία Συμβάντος" msgid "Remove Event" msgstr "Αφαίρεση Συμβάντος" -msgid "Filter by name..." -msgstr "Φιλτράρισμα κατ'όνομα..." - msgid "Clear All" msgstr "Εκκαθάριση όλων" @@ -461,21 +458,6 @@ msgstr "Αλλαγή Μήκους Κίνησης" msgid "Change Animation Loop" msgstr "Αλλαγή βρόχου κίνησης" -msgid "Property Track" -msgstr "Κομμάτι Ιδιότητας" - -msgid "Call Method Track" -msgstr "Κομμάτι κλήσης μεθόδου" - -msgid "Bezier Curve Track" -msgstr "Κομμάτι καμπύλης Bezier" - -msgid "Audio Playback Track" -msgstr "Κομμάτι αναπαραγωγής ήχου" - -msgid "Animation Playback Track" -msgstr "Κομμάτι αναπαραγωγής κίνησης" - msgid "Animation length (frames)" msgstr "Μήκος κίνησης (καρέ)" @@ -566,9 +548,6 @@ msgstr "Περιορισμός παρεμβολής επανάληψης" msgid "Wrap Loop Interp" msgstr "Αναδίπλωση παρεμβολής επανάληψης" -msgid "Insert Key" -msgstr "Εισαγωγή κλειδιού" - msgid "Duplicate Key(s)" msgstr "Αναπαραγωγή Κλειδιών" @@ -665,12 +644,6 @@ msgstr "Το πρόχειρο είναι άδειο!" msgid "Paste Tracks" msgstr "Επικόλληση κομματιών" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Αυτή η επιλογή δεν δουλεύει σε καμπύλες Bezier, καθώς είναι μεμονωμένο " -"κομμάτι." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "Επιλέξτε έναν κόμβο AnimationPlayer για δημιουργία και επεξεργασία κινήσεων." @@ -702,21 +675,6 @@ msgstr "Επεξεργασία" msgid "Animation properties." msgstr "Ιδιότητες κίνησης." -msgid "Copy Tracks" -msgstr "Αντιγραφή κομματιών" - -msgid "Scale Selection" -msgstr "Μεγέθυνση επιλογής" - -msgid "Scale From Cursor" -msgstr "Μεγέθυνση από τον δείκτη" - -msgid "Duplicate Selection" -msgstr "Αναπαραγωγή Επιλογής" - -msgid "Duplicate Transposed" -msgstr "Αναπαραγωγή Ανεστραμένων" - msgid "Delete Selection" msgstr "Διαγραφή επιλογής" @@ -1505,6 +1463,9 @@ msgstr "[άδειο]" msgid "[unsaved]" msgstr "[μη αποθηκευμένο]" +msgid "Dock Position" +msgstr "Θέση Αγκύρωσης" + msgid "3D Editor" msgstr "3D Επεξεργαστής" @@ -1616,6 +1577,15 @@ msgstr "Καμία τιμή επιστροφής." msgid "Experimental" msgstr "Πειραματικό" +msgid "Constructors" +msgstr "Κατασκευαστής" + +msgid "Operators" +msgstr "Τελεστές" + +msgid "Method Descriptions" +msgstr "Περιγραφές μεθόδων" + msgid "Error codes returned:" msgstr "Επιστρεφόμενοι κωδικοί σφάλματος:" @@ -1643,12 +1613,6 @@ msgstr "Ιδιότητες" msgid "default:" msgstr "προεπιλογή:" -msgid "Constructors" -msgstr "Κατασκευαστής" - -msgid "Operators" -msgstr "Τελεστές" - msgid "Theme Properties" msgstr "Ιδιότητες θέματος" @@ -1674,9 +1638,6 @@ msgstr "" "Δεν υπάρχει ακόμη περιγραφή για αυτήν την ιδιότητα. Παρακαλούμε βοηθήστε μας " "[color=$color][url=$url]γράφοντας μία[/url][/color]!" -msgid "Method Descriptions" -msgstr "Περιγραφές μεθόδων" - msgid "Property:" msgstr "Ιδιότητα:" @@ -1689,6 +1650,24 @@ msgstr "%d αποτέλεσμα." msgid "%d matches." msgstr "%d αποτελέσματα." +msgid "Method" +msgstr "Μέθοδος" + +msgid "Signal" +msgstr "Σήμα" + +msgid "Constant" +msgstr "Σταθερή" + +msgid "Property" +msgstr "Ιδιόκτησία" + +msgid "Theme Property" +msgstr "Ιδιότητα Θέματος" + +msgid "Annotation" +msgstr "Σχολιασμός" + msgid "Search Help" msgstr "Αναζήτηση βοήθειας" @@ -1728,24 +1707,6 @@ msgstr "Είδος μέλους" msgid "Class" msgstr "Κλάση" -msgid "Method" -msgstr "Μέθοδος" - -msgid "Signal" -msgstr "Σήμα" - -msgid "Annotation" -msgstr "Σχολιασμός" - -msgid "Constant" -msgstr "Σταθερή" - -msgid "Property" -msgstr "Ιδιόκτησία" - -msgid "Theme Property" -msgstr "Ιδιότητα Θέματος" - msgid "Move Up" msgstr "Μετακίνηση πάνω" @@ -2067,15 +2028,15 @@ msgstr "" "Μπορείτε να την αλλάξετε αργότερα στις «Ρυθμίσεις έργου» κάτω από την " "κατηγορία «εφαρμογή»." +msgid "Default" +msgstr "Προεπιλεγμένο" + msgid "Save Layout" msgstr "Αποθήκευση διάταξης" msgid "Delete Layout" msgstr "Διαγραφή διάταξης" -msgid "Default" -msgstr "Προεπιλεγμένο" - msgid "Save & Close" msgstr "Αποθήκευση & Κλείσιμο" @@ -2094,9 +2055,6 @@ msgstr "Εμπρός+" msgid "Pan View" msgstr "Μετατόπιση Οπτικής Γωνίας" -msgid "Dock Position" -msgstr "Θέση Αγκύρωσης" - msgid "Distraction Free Mode" msgstr "Λειτουργία χωρίς διάσπαση προσοχής" @@ -2142,6 +2100,9 @@ msgstr "Κλείσιμο σκηνής" msgid "Quit" msgstr "Έξοδος" +msgid "Editor Settings..." +msgstr "Ρυθμίσεις Επεξεργαστή..." + msgid "Project" msgstr "Έργο" @@ -2172,9 +2133,6 @@ msgstr "Έξοδος στη λίστα έργων" msgid "Editor" msgstr "Επεξεργαστής" -msgid "Editor Settings..." -msgstr "Ρυθμίσεις Επεξεργαστή..." - msgid "Command Palette..." msgstr "Παλέτα Εντολών..." @@ -2257,17 +2215,6 @@ msgstr "Διαχείριση Προτύπων" msgid "Select Android sources file" msgstr "Επιλέξτε αρχείο πηγών Android" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Το πρότυπο δόμησης Android είναι εγκατεστημένο στο έργο και δεν θα " -"αντικατασταθεί.\n" -"Αφαιρέστε τον φάκελο «res://android/build» πριν ξαναδοκιμάσετε την ενέργεια " -"αυτήν." - msgid "Show in File Manager" msgstr "Εμφάνιση στη διαχείριση αρχείων" @@ -2326,8 +2273,8 @@ msgstr "Άνοιγμα του προηγούμενου επεξεργαστή" msgid "Warning!" msgstr "Προειδοποίηση!" -msgid "Main Script:" -msgstr "Κύρια Δέσμη Ενεργειών:" +msgid "On" +msgstr "Ναι" msgid "Edit Plugin" msgstr "Επεγεργασία επέκτασης" @@ -2335,15 +2282,9 @@ msgstr "Επεγεργασία επέκτασης" msgid "Installed Plugins:" msgstr "Εγκατεστημένα πρόσθετα:" -msgid "Status" -msgstr "Κατάσταση" - msgid "Edit Text:" msgstr "Επεξεργασία Κειμένου:" -msgid "On" -msgstr "Ναι" - msgid "No name provided." msgstr "Δεν δόθηκε όνομα." @@ -2405,6 +2346,9 @@ msgstr "" "Ο επιλεγμένος πόρος (%s) δεν ταιριάζει σε κανέναν αναμενόμενο τύπο γι'αυτήν " "την ιδιότητα (%s)." +msgid "Load..." +msgstr "Φόρτωσε..." + msgid "Make Unique" msgstr "Κάνε μοναδικό" @@ -2417,11 +2361,8 @@ msgstr "Εμφάνιση στο Σύστημα Αρχείων" msgid "New %s" msgstr "Νέο %s" -msgid "New Script" -msgstr "Νέα Δέσμη Ενεργειών" - -msgid "Extend Script" -msgstr "Επέκταση Δέσμης Ενεργειών" +msgid "New Script..." +msgstr "Νέα Δέσμη Ενεργειών..." msgid "" "No runnable export preset found for this platform.\n" @@ -2613,6 +2554,9 @@ msgstr "" "ένα-κλικ.\n" "Μία μόνο προρύθμιση ανά πλατφόρμα μπορεί να σημειωθεί ως δυνατή να τρέξει." +msgid "Advanced Options" +msgstr "Προχωρημένες Επιλογές" + msgid "Export Path" msgstr "Διαδρομή Εξαγωγής" @@ -2749,9 +2693,6 @@ msgstr "Νέος φάκελος..." msgid "New Scene..." msgstr "Νέα Σκηνή..." -msgid "New Script..." -msgstr "Νέα Δέσμη Ενεργειών..." - msgid "New Resource..." msgstr "Νέος πόρος..." @@ -2811,51 +2752,18 @@ msgstr "Αντικατάσταση..." msgid "Searching..." msgstr "Αναζήτηση..." +msgid "Rename Group" +msgstr "Μετονομασία Ομάδας" + msgid "Add to Group" msgstr "Προσθήκη σε Ομάδα" msgid "Remove from Group" msgstr "Κατάργηση από την ομάδα" -msgid "Invalid group name." -msgstr "Άκυρο όνομα ομάδας." - -msgid "Group name already exists." -msgstr "Υπαρκτό όνομα ομάδας." - -msgid "Rename Group" -msgstr "Μετονομασία Ομάδας" - -msgid "Delete Group" -msgstr "Διαγραφή Ομάδας" - -msgid "Groups" -msgstr "Ομάδες" - -msgid "Nodes Not in Group" -msgstr "Κόμβοι Εκτός Ομάδας" - -msgid "Nodes in Group" -msgstr "Κόμβοι σε ομάδα" - -msgid "Empty groups will be automatically removed." -msgstr "Οι άδειες ομάδες θα διαγράφονται αυτομάτως." - -msgid "Group Editor" -msgstr "Επεξεργαστής Ομάδας" - -msgid "Manage Groups" -msgstr "Διαχείρηση ομάδων" - msgid "Move" msgstr "Μετακίνηση" -msgid "Please select a base directory first." -msgstr "Επιλέξτε πρώτα έναν βασικό κατάλογο." - -msgid "Choose a Directory" -msgstr "Επιλέξτε ένα λεξικό" - msgid "Network" msgstr "Δίκτυο" @@ -2988,18 +2896,12 @@ msgstr "Εναλλαγή Ορατότητας" msgid "Unlock Node" msgstr "Ξεκλείδωμα Κόμβου" -msgid "Button Group" -msgstr "Ομαδοποίηση Κουμπιών" - msgid "(Connecting From)" msgstr "(Πηγή Σύνδεση)" msgid "Node configuration warning:" msgstr "Προειδοποίηση διαμόρφωσης κόμβου:" -msgid "Open in Editor" -msgstr "Άνοιγμα στον επεξεργαστή" - msgid "Open Script:" msgstr "Άνοιγμα Δέσμης Ενεργειών:" @@ -3017,6 +2919,9 @@ msgstr "" "Το AnimationPlayer είναι καρφωμένο.\n" "Πατήστε για ξεκάρφωμα." +msgid "Open in Editor" +msgstr "Άνοιγμα στον επεξεργαστή" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Άκυρο όνομα κόμβου, οι ακόλουθοι χαρακτήρες δεν επιτρέπονται:" @@ -3029,9 +2934,6 @@ msgstr "Προειδοποίηση διαμόρφωσης κόμβου!" msgid "Select a Node" msgstr "Επιλέξτε έναν κόμβο" -msgid "Offset:" -msgstr "Μετατόπιση:" - msgid "Importing Scene..." msgstr "Εισαγωγή σκηνής..." @@ -3061,6 +2963,12 @@ msgstr "Σφάλμα κατά την φόρτωση σκηνής" msgid "Extract" msgstr "Εξαγωγή" +msgid "Status" +msgstr "Κατάσταση" + +msgid "Offset:" +msgstr "Μετατόπιση:" + msgid "Importer:" msgstr "Εισαγωγέας:" @@ -3139,6 +3047,9 @@ msgstr "Ανακατευθύνσεις ανά περιοχή:" msgid "Locale" msgstr "Μικρός λοβός" +msgid "Groups" +msgstr "Ομάδες" + msgid "Select a single node to edit its signals and groups." msgstr "" "Επιλέξτε έναν μοναδικό κόμβο για να επεξεργαστείτε τα σήματα και τις ομάδες " @@ -3207,9 +3118,6 @@ msgstr "Προσθήκη κίνησης" msgid "Add %s" msgstr "Πρόσθεσε %s" -msgid "Load..." -msgstr "Φόρτωσε..." - msgid "Move Node Point" msgstr "Μετακίνηση Σημείου Κόμβου" @@ -3855,8 +3763,8 @@ msgstr "Προβολή Προέλευσης" msgid "Show Viewport" msgstr "Εμφάνιση Οπτικής Γωνίας" -msgid "Show Group And Lock Icons" -msgstr "Εμφάνιση Εικονιδίων Ομάδας Και Κλειδώματος" +msgid "Gizmos" +msgstr "Μαραφέτια" msgid "Center Selection" msgstr "Κεντράρισμα Επιλογής" @@ -3879,6 +3787,9 @@ msgstr "Μάσκα κλιμάκωσης για εισαγόμενα κλειδι msgid "Insert keys (based on mask)." msgstr "Εισαγωγή κλειδιών (βάση μάσκας)." +msgid "Insert Key" +msgstr "Εισαγωγή κλειδιού" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -3993,9 +3904,15 @@ msgstr "Εικονοστοιχεία Περιγράμματος" msgid "Directed Border Pixels" msgstr "Εικονοστοιχεία Προσανατολισμένου Περιγράμματος" +msgid "Generate Visibility AABB" +msgstr "Δημιουρία AABB ορατότητας" + msgid "Create Emission Points From Node" msgstr "Δημιουργία σημείων εκπομπής από κόμβο" +msgid "Generation Time (sec):" +msgstr "Χρόνος Παραγωγής (sec):" + msgid "Load Curve Preset" msgstr "Φόρτωση διαμόρφωσης καμπύλης" @@ -4147,9 +4064,6 @@ msgstr "Δημιουργία ορθογωνίου ορατότητας" msgid "Clear Emission Mask" msgstr "Εκκαθάριση μάσκας εκπομπής" -msgid "Generation Time (sec):" -msgstr "Χρόνος Παραγωγής (sec):" - msgid "The geometry's faces don't contain any area." msgstr "Οι όψεις της γεωμετρίας δεν περιέχουν καμία περιοχή." @@ -4177,9 +4091,6 @@ msgstr "Σημεία επιφάνειας + Κανονικό δίανυσμα ( msgid "Volume" msgstr "Ένταση" -msgid "Generate Visibility AABB" -msgstr "Δημιουρία AABB ορατότητας" - msgid "Create Occluder Polygon" msgstr "Δημιουργία πολυγώνου εμποδίου" @@ -4613,9 +4524,6 @@ msgstr "3 Οπτικές γωνίες (Εναλλακτικό)" msgid "4 Viewports" msgstr "4 Οπτικές γωνίες" -msgid "Gizmos" -msgstr "Μαραφέτια" - msgid "View Origin" msgstr "Προβολή Αρχής" @@ -4640,9 +4548,6 @@ msgstr "Κούμπωμα κλιμάκωσης (%):" msgid "Viewport Settings" msgstr "Ρυθμίσεις οπτικής γωνίας" -msgid "Perspective FOV (deg.):" -msgstr "Έυρος οπτικού πεδίου προοπτικής (μοίρες):" - msgid "View Z-Near:" msgstr "Κοντινό απόσταση προβολής:" @@ -4721,6 +4626,9 @@ msgstr "Διαγραφή σημείου" msgid "Close Curve" msgstr "κλείσιμο καμπύλης" +msgid "Please Confirm..." +msgstr "Παρακαλώ επιβεβαιώστε..." + msgid "Mirror Handle Angles" msgstr "Καθρεπτισμός Γωνιών Λαβών" @@ -5124,6 +5032,9 @@ msgstr "Αναδίπλωση όλων των γραμμών" msgid "Unfold All Lines" msgstr "Ξεδίπλωμα όλων των γραμμών" +msgid "Duplicate Selection" +msgstr "Αναπαραγωγή Επιλογής" + msgid "Evaluate Selection" msgstr "Εκτίμηση Επιλογής" @@ -5212,9 +5123,6 @@ msgstr "Δημιουργία LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Προεπισκόπηση LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "Αποτυχία μετατροπής sprite με την χρήση καρέ κίνησης σε πλέγμα." - msgid "Invalid geometry, can't replace by mesh." msgstr "Άκυρη γεωμετρία, αδύνατη η αντικατάσταση με πλέγμα." @@ -6100,6 +6008,46 @@ msgstr "" msgid "Visual Shader Mode Changed" msgstr "Αλλαγή Λειτουργίας Οπτικού Προγράμματος Σκίασης" +msgid "Are you sure to run %d projects at once?" +msgstr "Είστε σίγουροι πως θέλετε να τρέξετε %d έργα ταυτόχρονα;" + +msgid "Remove %d projects from the list?" +msgstr "Διαγραφή %d έργα από την λίστα;" + +msgid "Remove this project from the list?" +msgstr "Αφαίρεση αυτού του project από την λίστα;" + +msgid "" +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." +msgstr "" +"Αφαίρεση όλων των ελλιπών έργων από την λίστα;\n" +"Τα περιεχόμενα των καταλόγων' των έργων δεν θα τροποποιηθούν." + +msgid "New Project" +msgstr "Νέο έργο" + +msgid "Scan" +msgstr "Σάρωση" + +msgid "Create New Project" +msgstr "Δημιουργία νέου έργου" + +msgid "Import Existing Project" +msgstr "Εισαγωγή υπαρκτού έργου" + +msgid "Rename Project" +msgstr "Μετονομασία έργου" + +msgid "Remove Missing" +msgstr "Αφαίρεση Απόντων" + +msgid "Select a Folder to Scan" +msgstr "Επιλέξτε έναν φάκελο για σάρωση" + +msgid "Remove All" +msgstr "Αφαίρεση όλων" + msgid "The path specified doesn't exist." msgstr "Η ορισμένη διαδρομή δεν υπάρχει." @@ -6110,12 +6058,6 @@ msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Άκυρο αρχείο έργου «.zip»: Δεν περιέχει αρχείο «project.godot»." -msgid "Please choose an empty folder." -msgstr "Παρακαλούμε επιλέξτε έναν άδειο φάκελο." - -msgid "This directory already contains a Godot project." -msgstr "Ο κατάλογος αυτός περιέχει ήδη ένα έργο της Godot." - msgid "New Game Project" msgstr "Νέο έργο παιχνιδιού" @@ -6149,18 +6091,9 @@ msgstr "Η εξαγωγή των ακόλουθων αρχείων από το msgid "Package installed successfully!" msgstr "Το πακέτο εγκαταστάθηκε επιτυχώς!" -msgid "Rename Project" -msgstr "Μετονομασία έργου" - -msgid "Import Existing Project" -msgstr "Εισαγωγή υπαρκτού έργου" - msgid "Import & Edit" msgstr "Εισαγωγή & Επεξεργασία" -msgid "Create New Project" -msgstr "Δημιουργία νέου έργου" - msgid "Create & Edit" msgstr "Δημιουργία & Επεξεργασία" @@ -6188,83 +6121,9 @@ msgstr "Σφάλμα: Το έργο λείπει από το σύστημα αρ msgid "Missing Project" msgstr "Ελλιπές Έργο" -msgid "Local" -msgstr "Τοπικό" - -msgid "Can't open project at '%s'." -msgstr "Αδυνατό το άνοιγμα του έργου στο «%s»." - -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Αδυναμία εκτέλεσης έργου: Δεν έχει καθοριστεί κύρια σκηνή.\n" -"Επεξεργαστείτε το έργο και ορίστε την κύρια σκηνή στις «Ρυθμίσεις έργου» κάτω " -"από την κατηγορία «Application»." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Δεν είναι δυνατή η εκτέλεση του έργου: Τα asset πρέπει να εισαχθούν.\n" -"Παρακαλώ επεξεργαστείτε το έργο για να γίνει η αρχική εισαγωγή." - -msgid "Are you sure to run %d projects at once?" -msgstr "Είστε σίγουροι πως θέλετε να τρέξετε %d έργα ταυτόχρονα;" - -msgid "Remove %d projects from the list?" -msgstr "Διαγραφή %d έργα από την λίστα;" - -msgid "Remove this project from the list?" -msgstr "Αφαίρεση αυτού του project από την λίστα;" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Αφαίρεση όλων των ελλιπών έργων από την λίστα;\n" -"Τα περιεχόμενα των καταλόγων' των έργων δεν θα τροποποιηθούν." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Η γλώσσα άλλαξε.\n" -"Το περιβάλλον θα αλλάξει μετά από επανεκκίνηση του επεξεργαστή ή του " -"διαχειριστή έργων." - -msgid "New Project" -msgstr "Νέο έργο" - -msgid "Scan" -msgstr "Σάρωση" - -msgid "Remove Missing" -msgstr "Αφαίρεση Απόντων" - -msgid "About" -msgstr "Σχετικά" - msgid "Restart Now" msgstr "Επανεκκίνηση τώρα" -msgid "Select a Folder to Scan" -msgstr "Επιλέξτε έναν φάκελο για σάρωση" - -msgid "Remove All" -msgstr "Αφαίρεση όλων" - -msgid "Can't run project" -msgstr "Δεν είναι δυνατή η εκτέλεση του έργου" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Δεν έχετε κανένα έργο.\n" -"Θέλετε να εξερευνήσετε μερικά επίσημα παραδείγματα στην βιβλιοθήκη πόρων;" - msgid "Delete Item" msgstr "Διαγραφή αντικειμένου" @@ -6310,9 +6169,6 @@ msgstr "Επίθεμα:" msgid "Use Regular Expressions" msgstr "Χρήση Κανονικών Εκφράσεων" -msgid "Advanced Options" -msgstr "Προχωρημένες Επιλογές" - msgid "Substitute" msgstr "Αντικατάσταση" @@ -6402,12 +6258,6 @@ msgstr "Αποσύνδεση Δέσμης Ενεργειών" msgid "This operation can't be done on the tree root." msgstr "Αυτή η λειτουργία δεν μπορεί να γίνει στην ρίζα το δέντρου." -msgid "Move Node In Parent" -msgstr "Μετακίνηση κόμβου στον γονέα" - -msgid "Move Nodes In Parent" -msgstr "Μετακίνηση κόμβων στον γονέα" - msgid "Duplicate Node(s)" msgstr "Αναπαραγωγή Κόμβων" @@ -6520,9 +6370,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Δεν είναι δυνατή η επικόλληση του ριζικού κόμβου στην ίδια σκηνή." -msgid "Reparent to New Node" -msgstr "Επαναπροσδιορισμός Γονέα σε Νέο Κόμβο" - msgid "Make Scene Root" msgstr "Κάνε Ρίζα Σκηνής" @@ -6541,6 +6388,9 @@ msgstr "Αποσύνδεση της δέσμης ενεργειών από το msgid "Remote" msgstr "Απομακρυσμένο" +msgid "Local" +msgstr "Τοπικό" + msgid "Clear Inheritance? (No Undo!)" msgstr "Εκκαθάριση κληρονομικότητας; (Δεν γίνεται ανέραιση!)" @@ -7017,9 +6867,6 @@ msgstr "" msgid "Alert!" msgstr "Ειδοποίηση!" -msgid "Please Confirm..." -msgstr "Παρακαλώ επιβεβαιώστε..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Εάν το «Exp Edit» είναι ενεργό, το «Min Value» πρέπει να είναι μεγαλύτερο του " diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index 53a70d77e7..f934b8f18a 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -224,21 +224,6 @@ msgstr "Aliigi Animadon Longecon" msgid "Change Animation Loop" msgstr "Aliigi Animadon Iteracion" -msgid "Property Track" -msgstr "Atributa trako" - -msgid "Call Method Track" -msgstr "Metod-alvoka trako" - -msgid "Bezier Curve Track" -msgstr "Bezier-kurba trako" - -msgid "Audio Playback Track" -msgstr "Aŭdia reproduktada trako" - -msgid "Animation Playback Track" -msgstr "Animacia reproduktada trako" - msgid "Animation length (frames)" msgstr "Animado loneco (filmeroj)" @@ -317,9 +302,6 @@ msgstr "Krampi Iteracion Interpolon" msgid "Wrap Loop Interp" msgstr "Ĉirkaŭvolvi Iteracion Interpolon" -msgid "Insert Key" -msgstr "Enmeti Ŝlosilon" - msgid "Duplicate Key(s)" msgstr "Duobligi Ŝlosilo(j)n" @@ -415,12 +397,6 @@ msgstr "La tondujo estas malplena!" msgid "Paste Tracks" msgstr "Alglui trakojn" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Tiu ĉi opcio ne funkcias por Bezier-a redaktado, ĉar ĝi estas nur unuopa " -"trako." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Elektu AnimationPlayer-nodon por krei kaj redakti animaciojn." @@ -451,21 +427,6 @@ msgstr "Redakti" msgid "Animation properties." msgstr "Animado atributoj." -msgid "Copy Tracks" -msgstr "Kopii trakojn" - -msgid "Scale Selection" -msgstr "Skali Elektaron" - -msgid "Scale From Cursor" -msgstr "Skali El Kursoron" - -msgid "Duplicate Selection" -msgstr "Duobligi Elektaron" - -msgid "Duplicate Transposed" -msgstr "Duobligi Transmetis" - msgid "Delete Selection" msgstr "Forigi Elektaron" @@ -1241,6 +1202,9 @@ msgstr "[malplena]" msgid "[unsaved]" msgstr "[ne konservis]" +msgid "Dock Position" +msgstr "Pozicio de doko" + msgid "3D Editor" msgstr "3D redaktilo" @@ -1394,6 +1358,9 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "(Re)enportas havaĵoj" +msgid "Method Descriptions" +msgstr "Metodaj priskriboj" + msgid "Top" msgstr "Supro" @@ -1440,9 +1407,6 @@ msgstr "" "Estas aktuale ne priskribo por ĉi tiu atributo. Bonvolu helpi nin per " "[color=$color][url=$url]kontribui unu[/url][/color]!" -msgid "Method Descriptions" -msgstr "Metodaj priskriboj" - msgid "Property:" msgstr "Atributo:" @@ -1455,6 +1419,21 @@ msgstr "%d rekono." msgid "%d matches." msgstr "%d rekonoj." +msgid "Method" +msgstr "Metodo" + +msgid "Signal" +msgstr "Signalo" + +msgid "Constant" +msgstr "Konstanto" + +msgid "Property" +msgstr "Atributo" + +msgid "Theme Property" +msgstr "Etosa atributo" + msgid "Search Help" msgstr "Serĉi helpon" @@ -1491,21 +1470,6 @@ msgstr "Tipo de membro" msgid "Class" msgstr "Klaso" -msgid "Method" -msgstr "Metodo" - -msgid "Signal" -msgstr "Signalo" - -msgid "Constant" -msgstr "Konstanto" - -msgid "Property" -msgstr "Atributo" - -msgid "Theme Property" -msgstr "Etosa atributo" - msgid "Resize Array" msgstr "Regrandigi Vicon" @@ -1797,15 +1761,15 @@ msgstr "" "Elektita sceno '%s' ne estas scena dosiero, elekti validan unuon?\n" "Vi povas ŝanĝi ĝin poste en \"Projektaj agordoj\" en la 'apliko' kategorio." +msgid "Default" +msgstr "Defaŭlto" + msgid "Save Layout" msgstr "Konservi aranĝon" msgid "Delete Layout" msgstr "Forigi aranĝon" -msgid "Default" -msgstr "Defaŭlto" - msgid "Save & Close" msgstr "Konservi kaj fermi" @@ -1821,9 +1785,6 @@ msgstr "%d plu dosiero(j)" msgid "Pan View" msgstr "Panoramada vido" -msgid "Dock Position" -msgstr "Pozicio de doko" - msgid "Distraction Free Mode" msgstr "Sendistra reĝimo" @@ -1866,6 +1827,9 @@ msgstr "Fermi scenon" msgid "Quit" msgstr "Foriri" +msgid "Editor Settings..." +msgstr "Agordoj de la redaktilo..." + msgid "Project" msgstr "Projekto" @@ -1896,9 +1860,6 @@ msgstr "Foriri al projekta listo" msgid "Editor" msgstr "Redaktilo" -msgid "Editor Settings..." -msgstr "Agordoj de la redaktilo..." - msgid "Editor Layout" msgstr "Aranĝo de la redaktilo" @@ -2025,6 +1986,9 @@ msgstr "Malfermi la antaŭan redaktilon" msgid "Warning!" msgstr "Avert!" +msgid "On" +msgstr "Ŝaltita" + msgid "Edit Plugin" msgstr "Redakti kromprogramon" @@ -2037,9 +2001,6 @@ msgstr "Versio" msgid "Edit Text:" msgstr "Redakti tekston:" -msgid "On" -msgstr "Ŝaltita" - msgid "No name provided." msgstr "Ne nomon provizis." @@ -2104,6 +2065,9 @@ msgstr "" "La elektinta risurco (%s) ne kongruas ian atenditan tipon por ĉi tiu atributo " "(%s)." +msgid "Load..." +msgstr "Ŝargi..." + msgid "Make Unique" msgstr "Farigi unikan" @@ -2116,11 +2080,8 @@ msgstr "Montri en dosiersistemo" msgid "New %s" msgstr "Nova %s" -msgid "New Script" -msgstr "Nova skripto" - -msgid "Extend Script" -msgstr "Etendi skripton" +msgid "New Script..." +msgstr "Nova skripto..." msgid "" "No runnable export preset found for this platform.\n" @@ -2274,6 +2235,9 @@ msgstr "Eksportajn ŝablonojn de Godot" msgid "Duplicate" msgstr "Duobligi" +msgid "Advanced Options" +msgstr "Specialaj opcioj" + msgid "Manage Export Templates" msgstr "Mastrumi eksportaj ŝablonoj" @@ -2353,9 +2317,6 @@ msgstr "Nova dosierujo..." msgid "New Scene..." msgstr "Nova sceno..." -msgid "New Script..." -msgstr "Nova skripto..." - msgid "New Resource..." msgstr "Nova risurco..." @@ -2415,51 +2376,18 @@ msgstr "Anstataŭigi..." msgid "Searching..." msgstr "Serĉas..." +msgid "Rename Group" +msgstr "Renomi grupon" + msgid "Add to Group" msgstr "Aldoni al grupo" msgid "Remove from Group" msgstr "Forigi el grupo" -msgid "Invalid group name." -msgstr "Nevalida grupa nomo." - -msgid "Group name already exists." -msgstr "Grupa nomo jam ekzistas." - -msgid "Rename Group" -msgstr "Renomi grupon" - -msgid "Delete Group" -msgstr "Viŝi grupon" - -msgid "Groups" -msgstr "Grupoj" - -msgid "Nodes Not in Group" -msgstr "Nodoj ne en grupo" - -msgid "Nodes in Group" -msgstr "Nodoj en grupo" - -msgid "Empty groups will be automatically removed." -msgstr "Malplenajn grupojn viŝos aŭtomate." - -msgid "Group Editor" -msgstr "Grupredaktilo" - -msgid "Manage Groups" -msgstr "Agordi grupojn" - msgid "Move" msgstr "Movi" -msgid "Please select a base directory first." -msgstr "Bonvolu elektu bazan dosierujon." - -msgid "Choose a Directory" -msgstr "Elekti dosierujon" - msgid "Select Current Folder" msgstr "Elekti kurantan dosierujon" @@ -2583,18 +2511,12 @@ msgstr "Baskuli videblon" msgid "Unlock Node" msgstr "Malŝlosi nodon" -msgid "Button Group" -msgstr "Grupo de butono" - msgid "(Connecting From)" msgstr "(Konektas el)" msgid "Node configuration warning:" msgstr "Agorda averto de nodo:" -msgid "Open in Editor" -msgstr "Malfermi en la Redaktilo" - msgid "Open Script:" msgstr "Malfermi skripton:" @@ -2612,6 +2534,9 @@ msgstr "" "AnimationPlayer estas kejlita.\n" "Alklaku por malkejli." +msgid "Open in Editor" +msgstr "Malfermi en la Redaktilo" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Malvalida nomo de nodo, la jenaj signoj ne permesas:" @@ -2711,6 +2636,9 @@ msgstr "Remapoj per lokaĵaro:" msgid "Locale" msgstr "Lokaĵaro" +msgid "Groups" +msgstr "Grupoj" + msgid "Select a single node to edit its signals and groups." msgstr "Elektu unu nodon por redakti ĝiajn signalojn kaj grupojn." @@ -2777,9 +2705,6 @@ msgstr "Aldoni animacion" msgid "Add %s" msgstr "Aldoni %s" -msgid "Load..." -msgstr "Ŝargi..." - msgid "Move Node Point" msgstr "Movi punkton de nodo" @@ -3407,9 +3332,6 @@ msgstr "Montri originon" msgid "Show Viewport" msgstr "Montri vidujon" -msgid "Show Group And Lock Icons" -msgstr "Montri grupan kaj ŝlosilan piktogramojn" - msgid "Center Selection" msgstr "Centrigi elekton" @@ -3431,6 +3353,9 @@ msgstr "Skala masko por enmeti ŝlosilojn." msgid "Insert keys (based on mask)." msgstr "Enmeti ŝlosilojn (surbaze de masko)." +msgid "Insert Key" +msgstr "Enmeti Ŝlosilon" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -3896,6 +3821,9 @@ msgstr "Faldi ĉiujn liniojn" msgid "Unfold All Lines" msgstr "Malfaldi ĉiujn liniojn" +msgid "Duplicate Selection" +msgstr "Duobligi Elektaron" + msgid "Convert Indent to Spaces" msgstr "Konverti krommarĝenon al spacoj" @@ -3932,6 +3860,30 @@ msgstr "Modifita" msgid "Add Node" msgstr "Aldoni nodon" +msgid "New Project" +msgstr "Nova projekto" + +msgid "Scan" +msgstr "Esplori" + +msgid "Loading, please wait..." +msgstr "Ŝargas, bonvolu atendi..." + +msgid "Create New Project" +msgstr "Krei novan projekton" + +msgid "Import Existing Project" +msgstr "Enporti ekzistantan projekton" + +msgid "Rename Project" +msgstr "Renomi projekton" + +msgid "Remove Missing" +msgstr "Forigi mankan" + +msgid "Select a Folder to Scan" +msgstr "Elektu dosierujo por esploro" + msgid "The path specified doesn't exist." msgstr "La provizinta dosierindiko ne ekzistas." @@ -3943,12 +3895,6 @@ msgid "" msgstr "" "Nevalida projekta \".zip\" dosiero; ĝi ne enhavas dosieron \"project.godot\"." -msgid "Please choose an empty folder." -msgstr "Bonvolu, elektu malplenan dosierujon." - -msgid "This directory already contains a Godot project." -msgstr "Tiu ĉi dosierujo jam enhavas Godot-an projekton." - msgid "New Game Project" msgstr "Nova luda projekto" @@ -3982,18 +3928,9 @@ msgstr "La jenaj dosieroj malplenumis malkompaktigi el la pakaĵo:" msgid "Package installed successfully!" msgstr "Pakaĵo instalis sukcese!" -msgid "Rename Project" -msgstr "Renomi projekton" - -msgid "Import Existing Project" -msgstr "Enporti ekzistantan projekton" - msgid "Import & Edit" msgstr "Enporti kaj redakti" -msgid "Create New Project" -msgstr "Krei novan projekton" - msgid "Create & Edit" msgstr "Krei kaj editi" @@ -4021,44 +3958,9 @@ msgstr "Eraro: projekto estas manka en la dosiersistemo." msgid "Missing Project" msgstr "Manka projekto" -msgid "Local" -msgstr "Loka" - -msgid "Can't open project at '%s'." -msgstr "Ne eblas malfermi projekton ĉe '%s'." - -msgid "New Project" -msgstr "Nova projekto" - -msgid "Scan" -msgstr "Esplori" - -msgid "Loading, please wait..." -msgstr "Ŝargas, bonvolu atendi..." - -msgid "Remove Missing" -msgstr "Forigi mankan" - -msgid "About" -msgstr "Pri" - msgid "Restart Now" msgstr "Rekomenci nun" -msgid "Select a Folder to Scan" -msgstr "Elektu dosierujo por esploro" - -msgid "Can't run project" -msgstr "Ne eblas ruli projekton" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Vi aktuale ne havas iujn projektojn.\n" -"Ĉu vi volas esplori la oficajn ekzemplajn projektojn en la biblioteko de " -"havaĵoj?" - msgid "Delete Item" msgstr "Forigi elementon" @@ -4104,9 +4006,6 @@ msgstr "Sufikso:" msgid "Use Regular Expressions" msgstr "Uzi regulesprimojn" -msgid "Advanced Options" -msgstr "Specialaj opcioj" - msgid "Substitute" msgstr "Anstatŭigi" @@ -4176,6 +4075,9 @@ msgstr "Alfiksi novan aŭ ekzistantan skripton al la elektinta nodo." msgid "Remote" msgstr "Fora" +msgid "Local" +msgstr "Loka" + msgid "Clear Inheritance? (No Undo!)" msgstr "Vakigi heredadon? (Ne malfaro!)" diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index de812bac69..1898f3ea0f 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -126,13 +126,14 @@ # Chimi <tximi.sysaad@gmail.com>, 2023. # gallegonovato <fran-carro@hotmail.es>, 2023, 2024. # Jacobo <jacoboperezgonzalez@gmail.com>, 2024. +# aallmon22 <aallmon22@ufl.edu>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-17 23:13+0000\n" -"Last-Translator: Jacobo <jacoboperezgonzalez@gmail.com>\n" +"PO-Revision-Date: 2024-02-13 01:07+0000\n" +"Last-Translator: aallmon22 <aallmon22@ufl.edu>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot/es/>\n" "Language: es\n" @@ -583,9 +584,6 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Eliminar Evento" -msgid "Filter by name..." -msgstr "Filtrar por nombre..." - msgid "Clear All" msgstr "Limpiar Todo" @@ -713,33 +711,6 @@ msgstr "" "No se puede cambiar el modo de bucle en una animación incrustada en otra " "escena." -msgid "Property Track" -msgstr "Pista de Propiedades" - -msgid "3D Position Track" -msgstr "Pista de Posición 3D" - -msgid "3D Rotation Track" -msgstr "Pista de Rotación 3D" - -msgid "3D Scale Track" -msgstr "Pista de Escala 3D" - -msgid "Blend Shape Track" -msgstr "Pista de Forma Combinada" - -msgid "Call Method Track" -msgstr "Pista de Llamada a Métodos" - -msgid "Bezier Curve Track" -msgstr "Pista de Curva Bezier" - -msgid "Audio Playback Track" -msgstr "Pista de Reproducción de Audio" - -msgid "Animation Playback Track" -msgstr "Pista de Reproducción de Animación" - msgid "Animation length (frames)" msgstr "Duración de la animación (fotogramas)" @@ -872,9 +843,6 @@ msgstr "Interp de Loop Cortante" msgid "Wrap Loop Interp" msgstr "Interp de Loop Envolvente" -msgid "Insert Key" -msgstr "Insertar Clave" - msgid "Duplicate Key(s)" msgstr "Duplicar Clave(s)" @@ -1038,11 +1006,6 @@ msgstr "Escalar Claves de Animación" msgid "Make Easing Keys" msgstr "Crear Claves de Interpolación" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Esta opción no funciona con la edición Bezier, ya que es solo una pista única." - msgid "Animation Add RESET Keys" msgstr "Añadir Claves de Animación de RESET" @@ -1133,24 +1096,6 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propiedades de animación." -msgid "Copy Tracks" -msgstr "Copiar Pistas" - -msgid "Scale Selection" -msgstr "Escalar Selección" - -msgid "Scale From Cursor" -msgstr "Escalar Desde Cursor" - -msgid "Make Easing Selection" -msgstr "Selección de Interpolación" - -msgid "Duplicate Selection" -msgstr "Duplicar Selección" - -msgid "Duplicate Transposed" -msgstr "Duplicar Transpuesto" - msgid "Delete Selection" msgstr "Eliminar Selección" @@ -1163,15 +1108,6 @@ msgstr "Ir al Paso Anterior" msgid "Apply Reset" msgstr "Aplicar Reset" -msgid "Bake Animation" -msgstr "Bakear Animación" - -msgid "Optimize Animation (no undo)" -msgstr "Optimizar Animación (No se puede deshacer)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Limpiar Animación (No se puede deshacer)" - msgid "Pick a node to animate:" msgstr "Selecciona un nodo para animar:" @@ -2513,9 +2449,6 @@ msgstr "Cargar Perfil" msgid "Export Profile" msgstr "Exportar Perfil" -msgid "Forced classes on detect:" -msgstr "Clases forzadas en la detección:" - msgid "Edit Build Configuration Profile" msgstr "Editar Perfil de Configuración de Compilación" @@ -2547,6 +2480,15 @@ msgstr "[vacío]" msgid "[unsaved]" msgstr "[sin guardar]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Posición del Dock" + +msgid "Make Floating" +msgstr "Hacer Flotante" + msgid "3D Editor" msgstr "3D Editor" @@ -2759,6 +2701,21 @@ msgstr "" "Este método no requiere una instancia para ser llamado.\n" "Puede ser llamado directamente utilizando el nombre de la clase." +msgid "Constructors" +msgstr "Constructores" + +msgid "Operators" +msgstr "Operadores" + +msgid "Method Descriptions" +msgstr "Descripciones de Métodos" + +msgid "Constructor Descriptions" +msgstr "Descripciones de Constructor" + +msgid "Operator Descriptions" +msgstr "Descripciones de Operador" + msgid "Error codes returned:" msgstr "Códigos de error devueltos:" @@ -2804,18 +2761,6 @@ msgstr "Herencia:" msgid "Inherited by:" msgstr "Heredado de:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Esta clase está marcada como obsoleta. Se eliminará en futuras versiones." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Esta clase está marcada como experimental. Es probable que cambie o sea " -"removida en futuras versiones. Utilízala según tu propio criterio." - msgid "Description" msgstr "Descripción" @@ -2855,12 +2800,6 @@ msgstr "predeterminado:" msgid "property:" msgstr "propiedad:" -msgid "Constructors" -msgstr "Constructores" - -msgid "Operators" -msgstr "Operadores" - msgid "Theme Properties" msgstr "Propiedades del tema" @@ -2914,15 +2853,6 @@ msgstr "" "Actualmente no existe descripción para esta propiedad. Por favor ¡ayúdanos " "[color=$color][url=$url]contribuyendo una[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Descripciones de Constructor" - -msgid "Method Descriptions" -msgstr "Descripciones de Métodos" - -msgid "Operator Descriptions" -msgstr "Descripciones de Operador" - msgid "Metadata:" msgstr "Metadata:" @@ -2935,9 +2865,6 @@ msgstr "Método:" msgid "Signal:" msgstr "Señal:" -msgid "Theme Item:" -msgstr "Ítem del Theme:" - msgid "No description available." msgstr "No hay descripción disponible." @@ -2947,6 +2874,24 @@ msgstr "%d coincidencia." msgid "%d matches." msgstr "%d coincidencias." +msgid "Method" +msgstr "Método" + +msgid "Signal" +msgstr "Señal" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Propiedad" + +msgid "Theme Property" +msgstr "Propiedades del Theme" + +msgid "Annotation" +msgstr "Anotación" + msgid "Search Help" msgstr "Buscar en la Ayuda" @@ -2995,24 +2940,6 @@ msgstr "(constructores)" msgid "Class" msgstr "Clase" -msgid "Method" -msgstr "Método" - -msgid "Signal" -msgstr "Señal" - -msgid "Annotation" -msgstr "Anotación" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Propiedad" - -msgid "Theme Property" -msgstr "Propiedades del Theme" - msgid "This member is marked as deprecated." msgstr "Este miembro está marcado como obsoleto." @@ -3586,9 +3513,6 @@ msgstr "Limpiar escenas recientes" msgid "There is no defined scene to run." msgstr "No hay escena definida para ejecutar." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3617,15 +3541,15 @@ msgstr "" "Es posible cambiarla más tarde en \"Configuración del Proyecto\" bajo la " "categoría 'application'." +msgid "Default" +msgstr "Predeterminado" + msgid "Save Layout" msgstr "Guardar Layout" msgid "Delete Layout" msgstr "Eliminar Layout" -msgid "Default" -msgstr "Predeterminado" - msgid "This scene was never saved." msgstr "Esta escena nunca fue guardada." @@ -3672,6 +3596,22 @@ msgstr "" "No se puede escribir en el archivo '%s', archivo en uso, bloqueado o sin " "permisos." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"Para cambiar el renderizador se requiere reiniciar el editor.\n" +"\n" +"Al seleccionar Guardar y Reiniciar podrá cambiar el método del renderizado " +"a:\n" +"- Plataformas de escritorio: %s\n" +"- Plataformas móviles: %s\n" +"- Plataforma de web: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3684,12 +3624,6 @@ msgstr "Compatibilidad" msgid "Pan View" msgstr "Vista Panorámica" -msgid "Dock Position" -msgstr "Posición del Dock" - -msgid "Make Floating" -msgstr "Hacer Flotante" - msgid "Distraction Free Mode" msgstr "Modo Sin Distracciones" @@ -3747,6 +3681,9 @@ msgstr "Cerrar Escena" msgid "Quit" msgstr "Salir" +msgid "Editor Settings..." +msgstr "Configuración del Editor..." + msgid "Project" msgstr "Proyecto" @@ -3789,9 +3726,6 @@ msgstr "Salir al Listado de Proyectos" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Configuración del Editor..." - msgid "Command Palette..." msgstr "Paleta de Comandos..." @@ -3856,9 +3790,6 @@ msgstr "Sugerir una característica" msgid "Send Docs Feedback" msgstr "Enviar Feedback de la Documentación" -msgid "About Godot" -msgstr "Sobre Godot" - msgid "Support Godot Development" msgstr "Apoyar el desarrollo de Godot" @@ -3906,34 +3837,6 @@ msgstr "Instalar desde archivo" msgid "Select Android sources file" msgstr "Seleccionar archivo fuente de Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Esto configurará tu proyecto para compilaciones de Android con Gradle " -"mediante la instalación de la plantilla de origen en \"res://android/" -"build\".\n" -"Luego puedes hacer modificaciones y generar tu propio APK personalizado al " -"exportar (agregando módulos, cambiando AndroidManifest.xml, etc.).\n" -"Ten en cuenta que para compilar con Gradle en lugar de usar APK " -"precompilados, la opción \"Use Gradle Build\" debe estar habilitada en la " -"configuración de exportación de Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"La plantilla de compilación de Android ya está instalada y no se " -"sobrescribirá.\n" -"Elimina el directorio \"res://android/build\" manualmente antes de intentar " -"esta operación nuevamente." - msgid "Show in File Manager" msgstr "Mostrar en Explorador de Archivos" @@ -4007,8 +3910,8 @@ msgstr "Ok" msgid "Warning!" msgstr "¡Advertencia!" -msgid "Main Script:" -msgstr "Script Principal:" +msgid "On" +msgstr "Activado" msgid "Edit Plugin" msgstr "Editar Plugin" @@ -4025,15 +3928,9 @@ msgstr "Versión" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Estado" - msgid "Edit Text:" msgstr "Editar Texto:" -msgid "On" -msgstr "Activado" - msgid "Renaming layer %d:" msgstr "Renombrando capa %d:" @@ -4165,8 +4062,8 @@ msgstr "" "El recurso seleccionado (%s) no coincide con ningún tipo esperado para esta " "propiedad (%s)." -msgid "Quick Load" -msgstr "Carga Rápida" +msgid "Load..." +msgstr "Cargar..." msgid "Inspect" msgstr "Inspeccionar" @@ -4192,14 +4089,11 @@ msgstr "Seleccionar recursos para hacerlos únicos:" msgid "New %s" msgstr "Nuevo %s" -msgid "New Script" -msgstr "Nuevo Script" - -msgid "Extend Script" -msgstr "Extender Script" +msgid "New Script..." +msgstr "Nuevo Script..." -msgid "New Shader" -msgstr "Nuevo Shader" +msgid "Extend Script..." +msgstr "Extender Script..." msgid "No Remote Debug export presets configured." msgstr "No hay preajustes de exportación de depuración remota configurados." @@ -4226,12 +4120,6 @@ msgstr "Escribe tu lógica en el método _run()." msgid "There is an edited scene already." msgstr "Ya hay una escena editada." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"No se pudo ejecutar el script del editor, ¿olvidaste sobrescribir el método " -"'_run'?" - msgid "Undo: %s" msgstr "Deshacer: %s" @@ -4340,12 +4228,6 @@ msgstr "Todos los Dispositivos" msgid "Device" msgstr "Dispositivo" -msgid "Listening for input..." -msgstr "Esperando entrada..." - -msgid "Filter by event..." -msgstr "Filtrar por evento..." - msgid "Project export for platform:" msgstr "Exportar proyecto para la plataforma:" @@ -4697,6 +4579,9 @@ msgstr "" "con un clic.\n" "Sólo se puede marcar un preset por plataforma como ejecutable." +msgid "Advanced Options" +msgstr "Opciones Avanzadas" + msgid "Export Path" msgstr "Ruta de Exportación" @@ -5039,9 +4924,6 @@ msgstr "Nueva Carpeta..." msgid "New Scene..." msgstr "Nueva Escena..." -msgid "New Script..." -msgstr "Nuevo Script..." - msgid "New Resource..." msgstr "Nuevo Recurso..." @@ -5188,57 +5070,21 @@ msgstr "%d coincidencias en el archivo %d" msgid "%d matches in %d files" msgstr "%d coincidencias en los archivos %d" +msgid "Rename Group" +msgstr "Renombrar Grupo" + msgid "Add to Group" msgstr "Añadir al Grupo" msgid "Remove from Group" msgstr "Eliminar del Grupo" -msgid "Invalid group name." -msgstr "Nombre de grupo inválido." - -msgid "Group name already exists." -msgstr "El nombre del grupo ya existe." - -msgid "Rename Group" -msgstr "Renombrar Grupo" - -msgid "Delete Group" -msgstr "Eliminar Grupo" - -msgid "Groups" -msgstr "Grupos" - -msgid "Nodes Not in Group" -msgstr "Nodos Fuera del Grupo" - -msgid "Nodes in Group" -msgstr "Nodos dentro del Grupo" - -msgid "Empty groups will be automatically removed." -msgstr "Los grupos vacíos se eliminarán automáticamente." - -msgid "Group Editor" -msgstr "Editor de Grupos" - -msgid "Manage Groups" -msgstr "Administrar Grupos" +msgid "Global" +msgstr "Global" msgid "Move" msgstr "Mover" -msgid "Please select a base directory first." -msgstr "Por favor, selecciona primero un directorio base." - -msgid "Could not create folder. File with that name already exists." -msgstr "No se ha podido crear la carpeta. Ya existe un archivo con ese nombre." - -msgid "Choose a Directory" -msgstr "Selecciona un directorio" - -msgid "Copy File(s)" -msgstr "Copiar Archivo(s)" - msgid "Network" msgstr "Red" @@ -5282,6 +5128,9 @@ msgstr "Abrir un archivo o directorio" msgid "Save a File" msgstr "Guardar un Archivo" +msgid "Could not create folder. File with that name already exists." +msgstr "No se ha podido crear la carpeta. Ya existe un archivo con ese nombre." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "La carpeta favorita ya no existe y será eliminada." @@ -5477,9 +5326,6 @@ msgstr "Act./Desact. Visible" msgid "Unlock Node" msgstr "Desbloquear Nodo" -msgid "Button Group" -msgstr "Grupo de Botones" - msgid "Disable Scene Unique Name" msgstr "Desactivar Nombre Único de Escena" @@ -5511,9 +5357,6 @@ msgstr[1] "El nodo está en los siguientes grupos:" msgid "Click to show signals dock." msgstr "Haz clic para mostrar el dock de señales." -msgid "Open in Editor" -msgstr "Abrir en el Editor" - msgid "This script is currently running in the editor." msgstr "Este script se está ejecutando actualmente en el editor." @@ -5544,6 +5387,9 @@ msgstr "" "El AnimationPlayer esta pineado.\n" "Haz clic para despinear." +msgid "Open in Editor" +msgstr "Abrir en el Editor" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" no es un filtro conocido." @@ -5572,8 +5418,190 @@ msgstr "Mostrar Todo" msgid "The Beginning" msgstr "El Principio" -msgid "Global" -msgstr "Global" +msgid "Pre-Import Scene" +msgstr "Pre-Importar Escena" + +msgid "Importing Scene..." +msgstr "Importando Escena..." + +msgid "Import Scene" +msgstr "Importar Escena" + +msgid "Running Custom Script..." +msgstr "Ejecutando Script Personalizado..." + +msgid "Couldn't load post-import script:" +msgstr "No se pudo cargar el script posimportación:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "" +"El script de posimportación no es correcto o está roto. (revisa la consola):" + +msgid "Error running post-import script:" +msgstr "Error ejecutando el script de posimportacion:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "¿Retornaste un objeto derivado de Node en el método `_post_import()`?" + +msgid "Saving..." +msgstr "Guardando..." + +msgid "<Unnamed Material>" +msgstr "<Material sin Nombre>" + +msgid "Import ID: %s" +msgstr "ID de Importación: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Tipo: %s\n" +"ID de Importación: %s" + +msgid "Error opening scene" +msgstr "Error al abrir la escena" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Configuración Avanzada de Importación para AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Configuración Avanzada de Importación para la Escena '%s'" + +msgid "Select folder to extract material resources" +msgstr "Selecciona una carpeta para extraer los recursos de material" + +msgid "Select folder where mesh resources will save on import" +msgstr "" +"Seleccione la carpeta en la que se guardarán los recursos de malla al " +"importarlos" + +msgid "Select folder where animations will save on import" +msgstr "" +"Select the folder in which the mesh resources will be saved when importing " +"them" + +msgid "Warning: File exists" +msgstr "Advertencia: El archivo ya existe" + +msgid "Existing file with the same name will be replaced." +msgstr "Se sustituirá el archivo existente con el mismo nombre." + +msgid "Will create new file" +msgstr "Creará un nuevo archivo" + +msgid "Already External" +msgstr "Ya es externo" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Este material ya hace referencia a un fichero externo, no se realizará " +"ninguna acción.\n" +"Desactiva la propiedad externa para que vuelva a ser extraído." + +msgid "No import ID" +msgstr "Sin ID de importación" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"El material no tiene nombre ni ninguna otra forma de identificarse en la " +"reimportación.\n" +"Por favor, dale un nombre o asegúrese de exportarlo con un ID único." + +msgid "Extract Materials to Resource Files" +msgstr "Extraer Materiales a Archivos de Recursos" + +msgid "Extract" +msgstr "Extraer" + +msgid "Already Saving" +msgstr "Ya se está Guardando" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Este Mesh ya está guardado en un recurso externo, no se realizará ninguna " +"acción." + +msgid "Existing file with the same name will be replaced on import." +msgstr "" +"El archivo existente con el mismo nombre será sustituido en la importación." + +msgid "Will save to new file" +msgstr "Se guardará en un nuevo archivo" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"El Mesh no tiene nombre ni ninguna otra forma de identificarlo al " +"reimportarlo.\n" +"Por favor, ponle un nombre o asegúrate de que se exporta con un ID único." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Establecer rutas para guardar las mallas como archivos de recursos al " +"Reimportar" + +msgid "Set Paths" +msgstr "Establecer Rutas" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Esta animación ya está guardada en un recurso externo, no se realizará " +"ninguna acción." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Establecer rutas para guardar animaciones como archivos de recursos al " +"Reimportar" + +msgid "Can't make material external to file, write error:" +msgstr "No se puede hacer el material externo al archivo, error de escritura:" + +msgid "Actions..." +msgstr "Acciones..." + +msgid "Extract Materials" +msgstr "Extraer Materiales" + +msgid "Set Animation Save Paths" +msgstr "Establecer Rutas de Guardado de Animaciones" + +msgid "Set Mesh Save Paths" +msgstr "Establecer Rutas de Guardado del Mesh" + +msgid "Meshes" +msgstr "Mallas" + +msgid "Materials" +msgstr "Materiales" + +msgid "Selected Animation Play/Pause" +msgstr "Animación seleccionada Reproducir/Pausar" + +msgid "Status" +msgstr "Estado" + +msgid "Save Extension:" +msgstr "Guardar Extensión:" + +msgid "Text: *.tres" +msgstr "Texto: *.tres" + +msgid "Binary: *.res" +msgstr "Binario: *.res" + +msgid "Text Resource" +msgstr "Recurso de Texto" + +msgid "Binary Resource" +msgstr "Recurso Binario" msgid "Audio Stream Importer: %s" msgstr "Importador de Audio Stream: %s" @@ -5747,34 +5775,6 @@ msgstr "Fuente TrueType/OpenType renderizada dinámicamente" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Campo de distancia con signo preprocesado multicanal(+true)" -msgid "Pre-Import Scene" -msgstr "Pre-Importar Escena" - -msgid "Importing Scene..." -msgstr "Importando Escena..." - -msgid "Import Scene" -msgstr "Importar Escena" - -msgid "Running Custom Script..." -msgstr "Ejecutando Script Personalizado..." - -msgid "Couldn't load post-import script:" -msgstr "No se pudo cargar el script posimportación:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "" -"El script de posimportación no es correcto o está roto. (revisa la consola):" - -msgid "Error running post-import script:" -msgstr "Error ejecutando el script de posimportacion:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "¿Retornaste un objeto derivado de Node en el método `_post_import()`?" - -msgid "Saving..." -msgstr "Guardando..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5813,160 +5813,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Material sin Nombre>" - -msgid "Import ID: %s" -msgstr "ID de Importación: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Tipo: %s\n" -"ID de Importación: %s" - -msgid "Error opening scene" -msgstr "Error al abrir la escena" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Configuración Avanzada de Importación para AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Configuración Avanzada de Importación para la Escena '%s'" - -msgid "Select folder to extract material resources" -msgstr "Selecciona una carpeta para extraer los recursos de material" - -msgid "Select folder where mesh resources will save on import" -msgstr "" -"Seleccione la carpeta en la que se guardarán los recursos de malla al " -"importarlos" - -msgid "Select folder where animations will save on import" -msgstr "" -"Select the folder in which the mesh resources will be saved when importing " -"them" - -msgid "Warning: File exists" -msgstr "Advertencia: El archivo ya existe" - -msgid "Existing file with the same name will be replaced." -msgstr "Se sustituirá el archivo existente con el mismo nombre." - -msgid "Will create new file" -msgstr "Creará un nuevo archivo" - -msgid "Already External" -msgstr "Ya es externo" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Este material ya hace referencia a un fichero externo, no se realizará " -"ninguna acción.\n" -"Desactiva la propiedad externa para que vuelva a ser extraído." - -msgid "No import ID" -msgstr "Sin ID de importación" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"El material no tiene nombre ni ninguna otra forma de identificarse en la " -"reimportación.\n" -"Por favor, dale un nombre o asegúrese de exportarlo con un ID único." - -msgid "Extract Materials to Resource Files" -msgstr "Extraer Materiales a Archivos de Recursos" - -msgid "Extract" -msgstr "Extraer" - -msgid "Already Saving" -msgstr "Ya se está Guardando" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Este Mesh ya está guardado en un recurso externo, no se realizará ninguna " -"acción." - -msgid "Existing file with the same name will be replaced on import." -msgstr "" -"El archivo existente con el mismo nombre será sustituido en la importación." - -msgid "Will save to new file" -msgstr "Se guardará en un nuevo archivo" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"El Mesh no tiene nombre ni ninguna otra forma de identificarlo al " -"reimportarlo.\n" -"Por favor, ponle un nombre o asegúrate de que se exporta con un ID único." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Establecer rutas para guardar las mallas como archivos de recursos al " -"Reimportar" - -msgid "Set Paths" -msgstr "Establecer Rutas" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Esta animación ya está guardada en un recurso externo, no se realizará " -"ninguna acción." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Establecer rutas para guardar animaciones como archivos de recursos al " -"Reimportar" - -msgid "Can't make material external to file, write error:" -msgstr "No se puede hacer el material externo al archivo, error de escritura:" - -msgid "Actions..." -msgstr "Acciones..." - -msgid "Extract Materials" -msgstr "Extraer Materiales" - -msgid "Set Animation Save Paths" -msgstr "Establecer Rutas de Guardado de Animaciones" - -msgid "Set Mesh Save Paths" -msgstr "Establecer Rutas de Guardado del Mesh" - -msgid "Meshes" -msgstr "Mallas" - -msgid "Materials" -msgstr "Materiales" - -msgid "Selected Animation Play/Pause" -msgstr "Animación seleccionada Reproducir/Pausar" - -msgid "Save Extension:" -msgstr "Guardar Extensión:" - -msgid "Text: *.tres" -msgstr "Texto: *.tres" - -msgid "Binary: *.res" -msgstr "Binario: *.res" - -msgid "Text Resource" -msgstr "Recurso de Texto" - -msgid "Binary Resource" -msgstr "Recurso Binario" - msgid "Importer:" msgstr "Importador:" @@ -6223,6 +6069,9 @@ msgstr "Establecer %s en %d nodos" msgid "%s (%d Selected)" msgstr "%s (%d Seleccionado)" +msgid "Groups" +msgstr "Grupos" + msgid "Select a single node to edit its signals and groups." msgstr "Selecciona un único nodo para editar sus señales y grupos." @@ -6361,9 +6210,6 @@ msgstr "Añadir Animación" msgid "Add %s" msgstr "Añadir %s" -msgid "Load..." -msgstr "Cargar..." - msgid "Move Node Point" msgstr "Mover Punto de Nodo" @@ -6610,27 +6456,15 @@ msgstr "Guardar Animación" msgid "Make Animation Unique: %s" msgstr "Hacer Animación Única: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Archivo AnimationLibrary inválido." - -msgid "This library is already added to the mixer." -msgstr "Esta librería ya está agregada al mezclador." - -msgid "Invalid Animation file." -msgstr "Archivo Animation inválido." - -msgid "This animation is already added to the library." -msgstr "Esta animación ya se ha agregado a la librería." - -msgid "Load Animation into Library: %s" -msgstr "Cargar Animación en Librería: %s" - msgid "Save Animation library to File: %s" msgstr "Guardar librería de Animación en Archivo: %s" msgid "Save Animation to File: %s" msgstr "Guardar Animación en Archivo: %s" +msgid "Load Animation into Library: %s" +msgstr "Cargar Animación en Librería: %s" + msgid "Rename Animation Library: %s" msgstr "Renombrar Librería de Animación: %s" @@ -6667,36 +6501,9 @@ msgstr "[foráneo]" msgid "[imported]" msgstr "[importado]" -msgid "Add Animation to Library" -msgstr "Añadir Animación a la Librería" - -msgid "Load animation from file and add to library" -msgstr "Cargar animación desde archivo y agregarla a la librería" - -msgid "Paste Animation to Library from clipboard" -msgstr "Pegar Animación a la Librería desde el portapapeles" - -msgid "Save animation library to resource on disk" -msgstr "Guardar librería de animación como recurso en el disco" - -msgid "Remove animation library" -msgstr "Eliminar librería de animación" - -msgid "Copy animation to clipboard" -msgstr "Copiar animación al portapapeles" - -msgid "Save animation to resource on disk" -msgstr "Guardar animación como recurso en disco" - -msgid "Remove animation from Library" -msgstr "Eliminar Animación de la Librería" - msgid "Edit Animation Libraries" msgstr "Editar Librerías de Animación" -msgid "Add Library" -msgstr "Añadir Librería" - msgid "Load Library" msgstr "Cargar Librería" @@ -7059,6 +6866,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Último" +msgid "Failed to get repository configuration." +msgstr "Fallo en la obtención de la configuración del repositorio." + msgid "All" msgstr "Todos" @@ -7100,9 +6910,6 @@ msgstr "Sitio:" msgid "Support" msgstr "Soporte" -msgid "Failed to get repository configuration." -msgstr "Fallo en la obtención de la configuración del repositorio." - msgid "Assets ZIP File" msgstr "Archivo ZIP de assets" @@ -7271,6 +7078,9 @@ msgstr "Limpiar Guías" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Crear Bone2D(s) Personalizados a partir de Nodo(s)" +msgid "Cancel Transformation" +msgstr "Cancelar Transformación" + msgid "Zoom to 3.125%" msgstr "Zoom al 3,125%" @@ -7421,15 +7231,9 @@ msgstr "" msgid "Unlock Selected Node(s)" msgstr "Desbloquear Nodo(s) Seleccionado(s)" -msgid "Make selected node's children not selectable." -msgstr "Hacer que los hijos del nodo seleccionado no sean seleccionables." - msgid "Group Selected Node(s)" msgstr "Agrupar Nodo(s) Seleccionado(s)" -msgid "Make selected node's children selectable." -msgstr "Hacer seleccionables los nodos hijos del nodo seleccionado." - msgid "Ungroup Selected Node(s)" msgstr "Desagrupar Nodo(s) Seleccionado(s)" @@ -7475,11 +7279,8 @@ msgstr "Mostrar Origen" msgid "Show Viewport" msgstr "Mostrar Viewport" -msgid "Show Group And Lock Icons" -msgstr "Mostrar Grupo y Bloquear Iconos" - -msgid "Show Transformation Gizmos" -msgstr "Mostrar Gizmos de Transformación" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Centrar Selección" @@ -7514,6 +7315,9 @@ msgstr "Máscara de escala para insertar claves." msgid "Insert keys (based on mask)." msgstr "Insertar claves (basadas en máscara)." +msgid "Insert Key" +msgstr "Insertar Clave" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7550,24 +7354,11 @@ msgstr "Dividir paso de cuadrícula por 2" msgid "Adding %s..." msgstr "Añadiendo %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Arrastrar y soltar para añadir como hijo del nodo raíz de la escena actual." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"Mantén presionado %s al soltar para agregar como hijo del nodo seleccionado." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Mantenga pulsada la tecla Mayús al soltar para añadirlo como hermano del nodo " "seleccionado." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "" -"Mantén pulsada la tecla Alt al soltar para agregar como un tipo de nodo " -"diferente." - msgid "Cannot instantiate multiple nodes without root." msgstr "No se pueden instanciar varios nodos sin un nodo raíz." @@ -7772,12 +7563,24 @@ msgstr "Centrado" msgid "Capture Colors from Pixel" msgstr "Capturar Colores desde píxel" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Generando Visibilidad AABB (Esperando Simulación de Partículas)" + +msgid "Generate Visibility AABB" +msgstr "Generar AABB de visibilidad" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Generar AABB" + msgid "Create Emission Points From Node" msgstr "Crear Puntos de Emisión Desde el Nodo" +msgid "Generation Time (sec):" +msgstr "Tiempo de Generación (seg):" + msgid "Load Curve Preset" msgstr "Cargar Preset de Curva" @@ -7947,14 +7750,6 @@ msgstr "" "permanecerá abierto y escuchará las nuevas sesiones iniciadas fuera del " "propio editor." -msgid "Run Multiple Instances" -msgstr "Ejecutar múltiples instancias" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Ejecutar %d Instancia" -msgstr[1] "Ejecutar %d Instancias" - msgid "Size: %s" msgstr "Tamaño: %s" @@ -8079,9 +7874,6 @@ msgstr "Borrar máscara de emisión" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Tiempo de Generación (seg):" - msgid "The geometry's faces don't contain any area." msgstr "Las caras de la geometría no contienen ningún área." @@ -8121,18 +7913,9 @@ msgstr "Se requiere un material procesador de tipo 'ParticleProcessMaterial'." msgid "Convert to CPUParticles3D" msgstr "Convertir a CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Generando Visibilidad AABB (Esperando Simulación de Partículas)" - -msgid "Generate Visibility AABB" -msgstr "Generar AABB de visibilidad" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Generar AABB" - msgid "Low" msgstr "Bajo" @@ -8225,11 +8008,6 @@ msgstr "No se encontró la raíz de la escena del editor." msgid "Lightmap data is not local to the scene." msgstr "Datos del mapa de luz no son locales a la escena." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "" -"El tamaño máximo de textura es demasiado pequeño para las imágenes del mapa " -"de luz." - msgid "Bake Lightmaps" msgstr "Bakear Lightmaps" @@ -8724,9 +8502,6 @@ msgstr "Establecer Reemplazo de Material de Superficie %d" msgid "Set Material Override" msgstr "Establecer Anulación de Material" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "No se puede arrastrar y soltar en varios nodos seleccionados." - msgid "None" msgstr "Ninguno" @@ -8910,9 +8685,6 @@ msgstr "Bloquear Transformación al plano XZ" msgid "Lock Transformation to XY plane" msgstr "Bloquear Transformación al plano XY" -msgid "Cancel Transformation" -msgstr "Cancelar Transformación" - msgid "Begin Translate Transformation" msgstr "Comenzar la transformación de traducción" @@ -9106,9 +8878,6 @@ msgstr "3 Viewports (Alt)" msgid "4 Viewports" msgstr "4 Viewports" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Ver Origen" @@ -9133,9 +8902,6 @@ msgstr "Ajuste de Escala (%):" msgid "Viewport Settings" msgstr "Configuración del Viewport" -msgid "Perspective FOV (deg.):" -msgstr "FOV de Perspectiva (grados.):" - msgid "View Z-Near:" msgstr "Profundidad Mínima de Vista:" @@ -9315,6 +9081,9 @@ msgstr "Eliminar Punto" msgid "Close Curve" msgstr "Cerrar Curva" +msgid "Please Confirm..." +msgstr "Por favor, Confirma..." + msgid "Mirror Handle Angles" msgstr "Manipulador de Ángulos de Espejo" @@ -9847,6 +9616,9 @@ msgstr "Crear Code Region" msgid "Unfold All Lines" msgstr "Desplegar Todas las Líneas" +msgid "Duplicate Selection" +msgstr "Duplicar Selección" + msgid "Duplicate Lines" msgstr "Duplicar Lineas" @@ -9913,21 +9685,9 @@ msgstr "¿Guardar los cambios en las siguientes Shaders antes de salir?" msgid "Shader Editor" msgstr "Editor de Shader" -msgid "New Shader Include" -msgstr "Nueva Inclusión de Shader" - -msgid "Load Shader File" -msgstr "Cargar Archivo de Shader" - -msgid "Load Shader Include File" -msgstr "Cargar Archivo de Inclusión de Shader" - msgid "Save File" msgstr "Guardar Archivo" -msgid "Save File As" -msgstr "Guardar Archivo Como" - msgid "Open File in Inspector" msgstr "Abrir Archivo en el Inspector" @@ -10067,10 +9827,6 @@ msgstr "No se puede convertir un sprite de una escena externa." msgid "Can't convert an empty sprite to mesh." msgstr "No se puede convertir un sprite vacío en malla." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"No se puede convertir en malla un sprite usando fotogramas de animación." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geometría inválida, no puede ser reemplazada por una malla." @@ -11114,13 +10870,6 @@ msgstr "Dispersión:" msgid "Tiles" msgstr "Tiles" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"El TileSet de este TileMap no tiene una fuente configurada. Ve a la pestaña " -"inferior del TileSet para añadir una." - msgid "Sort sources" msgstr "Ordenar recursos" @@ -11163,13 +10912,6 @@ msgstr "" "Modo conectar: pinta un terreno y luego lo conecta con los tiles circundantes " "con el mismo terreno." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Modo ruta: pinta un terreno, luego lo conecta con el tile anterior pintado " -"dentro del mismo trazo." - msgid "Terrains" msgstr "Terrenos" @@ -11493,9 +11235,6 @@ msgstr "" "ese id queden invalidados. Esto puede resultar en pérdidas inesperadas de " "datos. Modifique este ID con precaución." -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "Añadir un Tile de Escena" @@ -12905,217 +12644,8 @@ msgstr "Bakear VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Seleccionar ruta para el archivo de datos VoxelGI" -msgid "The path specified doesn't exist." -msgstr "La ruta especificada no existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Error al abrir el archivo del paquete (no está en formato ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Archivo de proyecto \".zip\" inválido; no contiene un archivo \"project." -"godot\"." - -msgid "Please choose an empty folder." -msgstr "Por favor elija una carpeta vacía." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "Por favor, elija un archivo \"project.godot\" o \".zip\"." - -msgid "This directory already contains a Godot project." -msgstr "El directorio ya contiene un proyecto de Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"No puedes guardar un proyecto en la ruta seleccionada. Por favor, crea una " -"nueva carpeta o elige una nueva ruta." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta " -"vacía." - -msgid "New Game Project" -msgstr "Nuevo Proyecto de Juego" - -msgid "Imported Project" -msgstr "Proyecto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor, elige un archivo \"project.godot\" o \".zip\"." - -msgid "Invalid project name." -msgstr "Nombre de Proyecto Inválido." - -msgid "Couldn't create folder." -msgstr "No se pudo crear la carpeta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Ya hay una carpeta en esta ruta con ese nombre." - -msgid "It would be a good idea to name your project." -msgstr "Sería una buena idea nombrar tu proyecto." - -msgid "Supports desktop platforms only." -msgstr "Compatible solo con plataformas de escritorio." - -msgid "Advanced 3D graphics available." -msgstr "Gráficos 3D avanzados disponibles." - -msgid "Can scale to large complex scenes." -msgstr "Escalable a escenas grandes y complejas." - -msgid "Uses RenderingDevice backend." -msgstr "Utiliza el backend de RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "Renderizado más lento de escenas simples." - -msgid "Supports desktop + mobile platforms." -msgstr "Compatible con plataformas de escritorio y móviles." - -msgid "Less advanced 3D graphics." -msgstr "Gráficos 3D menos avanzados." - -msgid "Less scalable for complex scenes." -msgstr "Menos escalable para escenas complejas." - -msgid "Fast rendering of simple scenes." -msgstr "Renderizado rápido de escenas simples." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Compatible con plataformas de escritorio, móviles y web." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Gráficos 3D mucho menos avanzados (aún trabajando en ello)." - -msgid "Intended for low-end/older devices." -msgstr "Destinado para dispositivos de gama baja/antiguos." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Utiliza el backend de OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Renderizado más rápido de escenas simples." - -msgid "Invalid project path (changed anything?)." -msgstr "La ruta del proyecto no es correcta (¿has cambiado algo?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"No se pudo cargar el proyecto desde la ruta '%s' (error %d). La ruta no " -"existe o está corrupta." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "No se pudo guardar el proyecto en '%s' (error %d)." - -msgid "Warning: This folder is not empty" -msgstr "Advertencia: Esta carpeta no está vacía" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Estás a punto de crear un proyecto de Godot en una carpeta que no está " -"vacía.\n" -"¡Todo el contenido de esta carpeta será importado como recursos del " -"proyecto!\n" -"\n" -"¿Seguro que deseas continuar?" - -msgid "Couldn't create project.godot in project path." -msgstr "No se pudo crear project.godot en la ruta del proyecto." - -msgid "Couldn't create icon.svg in project path." -msgstr "No se pudo crear el icon.svg en la ruta del proyecto." - -msgid "Error opening package file, not in ZIP format." -msgstr "Error al abrir el archivo comprimido, no está en formato ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Los siguientes archivos no se pudieron extraer del paquete:" - -msgid "Package installed successfully!" -msgstr "¡Paquete instalado con éxito!" - -msgid "Rename Project" -msgstr "Renombrar Proyecto" - -msgid "Import Existing Project" -msgstr "Importar Proyecto Existente" - -msgid "Import & Edit" -msgstr "Importar y Editar" - -msgid "Create New Project" -msgstr "Crear Nuevo Proyecto" - -msgid "Create & Edit" -msgstr "Crear y editar" - -msgid "Install Project:" -msgstr "Instalar Proyecto:" - -msgid "Install & Edit" -msgstr "Instalar y Editar" - -msgid "Project Name:" -msgstr "Nombre del Proyecto:" - -msgid "Project Path:" -msgstr "Ruta del Proyecto:" - -msgid "Project Installation Path:" -msgstr "Ruta de Instalación del Proyecto:" - -msgid "Renderer:" -msgstr "Renderizador:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"El renderizador puede ser cambiado posteriormente, pero las escenas pueden " -"requerir ajustes." - -msgid "Version Control Metadata:" -msgstr "Metadatos de Control de Versión:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "" -"Este proyecto fue editado por última vez en una versión diferente de Godot: " - -msgid "This project uses features unsupported by the current build:" -msgstr "" -"Este proyecto utiliza características no compatibles con la versión actual:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Error: Proyecto faltante en el sistema de archivos." - -msgid "Missing Project" -msgstr "Proyecto Faltante" - -msgid "Local" -msgstr "Local" - -msgid "Local Projects" -msgstr "Proyectos Locales" - -msgid "Asset Library Projects" -msgstr "Proyectos de la Librería de Assets" - -msgid "Can't open project at '%s'." -msgstr "No se puede abrir el proyecto en '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "¿Estás seguro de ejecutar %d proyectos a la vez?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13268,24 +12798,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "¿Abrir de todas formas? El proyecto será modificado." +msgid "Remove %d projects from the list?" +msgstr "¿Quitar %d proyectos de la lista?" + +msgid "Remove this project from the list?" +msgstr "¿Quitar este proyecto de la lista?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"No se puede ejecutar el proyecto: no hay una escena principal definida.\n" -"Por favor, edita el proyecto y configura la escena principal en Configuración " -"del Proyecto, en la categoría \"Application\"." +"¿Eliminar todos los proyectos faltantes de la lista?\n" +"El contenido de las carpetas del proyecto no se modificará." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"No se puede ejecutar el proyecto: Los assets necesitan ser importados.\n" -"Por favor, edita el proyecto para activar el importado inicial." +"No se pudo cargar el proyecto desde la ruta '%s' (error %d). La ruta no " +"existe o está corrupta." -msgid "Are you sure to run %d projects at once?" -msgstr "¿Estás seguro de ejecutar %d proyectos a la vez?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "No se pudo guardar el proyecto en '%s' (error %d)." msgid "Tag name can't be empty." msgstr "El nombre de la etiqueta no puede estar vacío." @@ -13299,27 +12832,6 @@ msgstr "Estos caracteres no están permitidos en las etiquetas: %s." msgid "Tag name must be lowercase." msgstr "El nombre de la etiqueta debe estar en minúsculas." -msgid "Remove %d projects from the list?" -msgstr "¿Quitar %d proyectos de la lista?" - -msgid "Remove this project from the list?" -msgstr "¿Quitar este proyecto de la lista?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"¿Eliminar todos los proyectos faltantes de la lista?\n" -"El contenido de las carpetas del proyecto no se modificará." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Idioma cambiado.\n" -"La interfaz se actualizará después de reiniciar el editor o el administrador " -"de proyectos." - msgctxt "Application" msgid "Project Manager" msgstr "Administrador de Proyectos" @@ -13358,9 +12870,18 @@ msgstr "Último Editado" msgid "Tags" msgstr "Etiquetas" +msgid "Create New Project" +msgstr "Crear Nuevo Proyecto" + +msgid "Import Existing Project" +msgstr "Importar Proyecto Existente" + msgid "Edit Project" msgstr "Editar Proyecto" +msgid "Rename Project" +msgstr "Renombrar Proyecto" + msgid "Manage Tags" msgstr "Administrar Etiquetas" @@ -13370,12 +12891,6 @@ msgstr "Eliminar Proyecto" msgid "Remove Missing" msgstr "Eliminar Faltantes" -msgid "About" -msgstr "Acerca de" - -msgid "Restart Now" -msgstr "Reiniciar Ahora" - msgid "Select a Folder to Scan" msgstr "Selecciona una carpeta para escanear" @@ -13410,16 +12925,6 @@ msgstr "" "la conversión ya que esta operación hace que sea imposible abrirlo en " "versiones anteriores de Godot." -msgid "Can't run project" -msgstr "No se puede ejecutar el proyecto" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Actualmente, no tienes ningún proyecto.\n" -"¿Quieres explorar proyectos de ejemplo oficiales en la Librería de Assets?" - msgid "Manage Project Tags" msgstr "Administrar Etiquetas de Proyectos" @@ -13441,6 +12946,185 @@ msgstr "Crear Nueva Etiqueta" msgid "Tags are capitalized automatically when displayed." msgstr "Las etiquetas se capitalizan automáticamente cuando se muestran." +msgid "The path specified doesn't exist." +msgstr "La ruta especificada no existe." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Error al abrir el archivo del paquete (no está en formato ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"Archivo de proyecto \".zip\" inválido; no contiene un archivo \"project." +"godot\"." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "Por favor, elija un archivo \"project.godot\" o \".zip\"." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"No puedes guardar un proyecto en la ruta seleccionada. Por favor, crea una " +"nueva carpeta o elige una nueva ruta." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta " +"vacía." + +msgid "New Game Project" +msgstr "Nuevo Proyecto de Juego" + +msgid "Imported Project" +msgstr "Proyecto Importado" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Por favor, elige un archivo \"project.godot\" o \".zip\"." + +msgid "Invalid project name." +msgstr "Nombre de Proyecto Inválido." + +msgid "Couldn't create folder." +msgstr "No se pudo crear la carpeta." + +msgid "There is already a folder in this path with the specified name." +msgstr "Ya hay una carpeta en esta ruta con ese nombre." + +msgid "It would be a good idea to name your project." +msgstr "Sería una buena idea nombrar tu proyecto." + +msgid "Supports desktop platforms only." +msgstr "Compatible solo con plataformas de escritorio." + +msgid "Advanced 3D graphics available." +msgstr "Gráficos 3D avanzados disponibles." + +msgid "Can scale to large complex scenes." +msgstr "Escalable a escenas grandes y complejas." + +msgid "Uses RenderingDevice backend." +msgstr "Utiliza el backend de RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Renderizado más lento de escenas simples." + +msgid "Supports desktop + mobile platforms." +msgstr "Compatible con plataformas de escritorio y móviles." + +msgid "Less advanced 3D graphics." +msgstr "Gráficos 3D menos avanzados." + +msgid "Less scalable for complex scenes." +msgstr "Menos escalable para escenas complejas." + +msgid "Fast rendering of simple scenes." +msgstr "Renderizado rápido de escenas simples." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Compatible con plataformas de escritorio, móviles y web." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Gráficos 3D mucho menos avanzados (aún trabajando en ello)." + +msgid "Intended for low-end/older devices." +msgstr "Destinado para dispositivos de gama baja/antiguos." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Utiliza el backend de OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Renderizado más rápido de escenas simples." + +msgid "Invalid project path (changed anything?)." +msgstr "La ruta del proyecto no es correcta (¿has cambiado algo?)." + +msgid "Warning: This folder is not empty" +msgstr "Advertencia: Esta carpeta no está vacía" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Estás a punto de crear un proyecto de Godot en una carpeta que no está " +"vacía.\n" +"¡Todo el contenido de esta carpeta será importado como recursos del " +"proyecto!\n" +"\n" +"¿Seguro que deseas continuar?" + +msgid "Couldn't create project.godot in project path." +msgstr "No se pudo crear project.godot en la ruta del proyecto." + +msgid "Couldn't create icon.svg in project path." +msgstr "No se pudo crear el icon.svg en la ruta del proyecto." + +msgid "Error opening package file, not in ZIP format." +msgstr "Error al abrir el archivo comprimido, no está en formato ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Los siguientes archivos no se pudieron extraer del paquete:" + +msgid "Package installed successfully!" +msgstr "¡Paquete instalado con éxito!" + +msgid "Import & Edit" +msgstr "Importar y Editar" + +msgid "Create & Edit" +msgstr "Crear y editar" + +msgid "Install Project:" +msgstr "Instalar Proyecto:" + +msgid "Install & Edit" +msgstr "Instalar y Editar" + +msgid "Project Name:" +msgstr "Nombre del Proyecto:" + +msgid "Project Path:" +msgstr "Ruta del Proyecto:" + +msgid "Project Installation Path:" +msgstr "Ruta de Instalación del Proyecto:" + +msgid "Renderer:" +msgstr "Renderizador:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"El renderizador puede ser cambiado posteriormente, pero las escenas pueden " +"requerir ajustes." + +msgid "Version Control Metadata:" +msgstr "Metadatos de Control de Versión:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Este proyecto fue editado por última vez en una versión diferente de Godot: " + +msgid "This project uses features unsupported by the current build:" +msgstr "" +"Este proyecto utiliza características no compatibles con la versión actual:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Error: Proyecto faltante en el sistema de archivos." + +msgid "Missing Project" +msgstr "Proyecto Faltante" + +msgid "Restart Now" +msgstr "Reiniciar Ahora" + msgid "Add Project Setting" msgstr "Añadir Configuración del Proyecto" @@ -13518,9 +13202,6 @@ msgstr "Sufijo:" msgid "Use Regular Expressions" msgstr "Usa Expresiones Regulares" -msgid "Advanced Options" -msgstr "Opciones Avanzadas" - msgid "Substitute" msgstr "Sustituir" @@ -13707,12 +13388,6 @@ msgstr "Desconectar Script" msgid "This operation can't be done on the tree root." msgstr "Esta operación no se puede realizar en la raíz del árbol." -msgid "Move Node In Parent" -msgstr "Mover Nodo Dentro del Padre" - -msgid "Move Nodes In Parent" -msgstr "Mover Nodos Dentro del Padre" - msgid "Duplicate Node(s)" msgstr "Duplicar Nodo(s)" @@ -13839,9 +13514,6 @@ msgstr "Nueva Raíz de Escena" msgid "Create Root Node:" msgstr "Crear Nodo Raíz:" -msgid "Switch to Favorite Nodes" -msgstr "Cambiar a Nodos Favoritos" - msgid "Other Node" msgstr "Otro Nodo" @@ -13918,6 +13590,17 @@ msgstr "Auto Expandir a Seleccionado" msgid "All Scene Sub-Resources" msgstr "Todos los Subrecursos de Escena" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Filtre los nodos introduciendo una parte de su nombre, tipo (si lleva el " +"prefijo \"type:\" o \"t:\")\n" +"o grupo (si el prefijo es \"group:\" o \"g:\"). El filtrado no distingue " +"entre mayúsculas y minúsculas." + msgid "Filter by Type" msgstr "Filtrar por Tipo" @@ -13979,12 +13662,6 @@ msgstr "Cambiar Tipo..." msgid "Attach Script..." msgstr "Añadir Script..." -msgid "Extend Script..." -msgstr "Extender Script..." - -msgid "Reparent to New Node" -msgstr "Reemparentar a Nuevo Nodo" - msgid "Make Scene Root" msgstr "Convertir en Raíz de Escena" @@ -14007,17 +13684,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Filtro: nombre, t:tipo, g:grupo" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Filtre los nodos introduciendo una parte de su nombre, tipo (si lleva el " -"prefijo \"type:\" o \"t:\")\n" -"o grupo (si el prefijo es \"group:\" o \"g:\"). El filtrado no distingue " -"entre mayúsculas y minúsculas." - msgid "Attach a new or existing script to the selected node." msgstr "Añadir un nuevo script o ya existente al nodo seleccionado." @@ -14039,6 +13705,9 @@ msgstr "" "framerate en el proyecto cada vez que se actualice.\n" "Vuelve a seleccionar el árbol de escena Local para mejorar el rendimiento." +msgid "Local" +msgstr "Local" + msgid "Delete Related Animation Tracks" msgstr "Eliminar Pistas de Animación Relacionadas" @@ -14198,14 +13867,6 @@ msgstr "Crear Shader" msgid "Set Shader Global Variable" msgstr "Establecer Variable Global en el Shader" -msgid "Please specify a valid shader uniform identifier name." -msgstr "" -"Por favor especifique un nombre válido para el identificador de la variable " -"uniform del shader." - -msgid "Global shader parameter '%s' already exists'" -msgstr "El parámetro de shader global '%s' ya existe" - msgid "Name '%s' is a reserved shader language keyword." msgstr "El nombre '%s' es una palabra reservada del lenguaje del shader." @@ -14274,13 +13935,6 @@ msgstr "Reiniciar y Actualizar" msgid "Make this panel floating in the screen %d." msgstr "Haz que este panel flote en pantalla %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Haz que este panel sea flotante.\n" -"Clic derecho para abrir el selector de pantalla." - msgid "Select Screen" msgstr "Seleccionar Pantalla" @@ -14409,21 +14063,6 @@ msgid "Disabling '.blend' file import requires restarting the editor." msgstr "" "Desactivar la importación de archivos '.blend' requiere reiniciar el editor." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"El importador de archivos .blend está habilitado en las Opciones del " -"Proyecto, pero no está definida la ruta a la aplicación de Blender en las " -"opciones del Editor. Los archivos de Blender no serán importados." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"La importación de archivos Blend está habilitada, pero la ruta de Blender no " -"apunta a un directorio accesible. Los archivos Blend no se importarán." - msgid "Next Plane" msgstr "Siguiente Plano" @@ -15109,20 +14748,6 @@ msgstr "" "existe información de versión para ella. Por favor, reinstálala desde el menú " "'Proyecto'." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"La versión de compilación de Android no coincide: Plantilla instalada: %s, " -"versión de Godot: %s. Reinstala la plantilla de compilación de Android desde " -"el menú \"Proyecto\"." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"No se puede sobrescribir los archivos res://android/build/res/*.xml con el " -"mismo nombre del proyecto." - msgid "Could not export project files to gradle project." msgstr "No se pueden exportar los archivos del proyecto a un proyecto gradle." @@ -15897,16 +15522,6 @@ msgstr "" "ignorará cuando el objeto de colisión sea un Area2D." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D solo se utiliza para proporcionar una forma de colisión a un " -"nodo derivado de CollisionObject2D. Por favor, úsalo únicamente como hijo de " -"nodos como Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc., para " -"asignarles una forma de colisión." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -16194,12 +15809,6 @@ msgstr "" "crea un recurso de forma para él." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D no admite RigidBody3D en ningún modo que no sea " -"estático." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea estático." @@ -16380,13 +15989,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Generando estructuras de aceleración de la sonda" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Los nodos LightmapGI aún no están soportados cuando se utiliza el backend de " -"compatibilidad GL. Se añadirá soporte en una futura versión." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "El NavigationAgent3D solo puede ser utilizado bajo un nodo padre que herede " @@ -16723,9 +16325,6 @@ msgstr "" msgid "Alert!" msgstr "¡Alerta!" -msgid "Please Confirm..." -msgstr "Por favor, Confirma..." - msgid "You don't have permission to access contents of this folder." msgstr "No tienes permiso para acceder al contenido de esta carpeta." diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 76164551a5..46da7825e9 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -30,13 +30,14 @@ # Kann <iancanellas08@gmail.com>, 2023. # Diego22rct <diegorafaelcisnerostafur@gmail.com>, 2024. # Carlos Mena <menacarlos.asir@gmail.com>, 2024. +# Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-26 09:47+0000\n" -"Last-Translator: Carlos Mena <menacarlos.asir@gmail.com>\n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" "Language-Team: Spanish (Argentina) <https://hosted.weblate.org/projects/godot-" "engine/godot/es_AR/>\n" "Language: es_AR\n" @@ -44,7 +45,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Hilo Principal" @@ -122,10 +123,10 @@ msgid "Joystick 4 Y-Axis" msgstr "Eje-Y del Joystick 4" msgid "Unknown Joypad Axis" -msgstr "Eje de Joypad Desconocido" +msgstr "Eje del Joypad desconocido" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Movimiento del Joypad en el eje %d (%s) con valor %.2f" +msgstr "Movimiento del Joypad en el eje %d (%s) con el valor de %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Acción Abajo, Cruz en Sony, Xbox A, Nintendo B" @@ -175,9 +176,30 @@ msgstr "D-pad Derecha" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "Share en Xbox, Microphone en PS5, Capture en Nintendo" +msgid "Xbox Paddle 1" +msgstr "Palanca de Xbox 1" + +msgid "Xbox Paddle 2" +msgstr "Palanca de Xbox 2" + +msgid "Xbox Paddle 3" +msgstr "Palanca de Xbox 3" + +msgid "Xbox Paddle 4" +msgstr "Palanca de Xbox 4" + +msgid "PS4/5 Touchpad" +msgstr "Panel táctil PS4/5" + msgid "Joypad Button %d" msgstr "Bottón de Joypad %d" +msgid "Pressure:" +msgstr "Presión:" + +msgid "canceled" +msgstr "cancelado" + msgid "touched" msgstr "tocado" @@ -214,6 +236,18 @@ msgstr "Seleccionar" msgid "Cancel" msgstr "Cancelar" +msgid "Focus Next" +msgstr "Enfocar el siguiente" + +msgid "Focus Prev" +msgstr "Enfocar el anterior" + +msgid "Left" +msgstr "Izquierda" + +msgid "Right" +msgstr "Derecha" + msgid "Up" msgstr "Arriba" @@ -223,6 +257,12 @@ msgstr "Abajo" msgid "Page Up" msgstr "Subir página" +msgid "Page Down" +msgstr "Bajar Página" + +msgid "Home" +msgstr "Inicio" + msgid "End" msgstr "Fin" @@ -241,9 +281,27 @@ msgstr "Deshacer" msgid "Redo" msgstr "Rehacer" +msgid "Completion Query" +msgstr "Consulta de Finalización" + +msgid "New Line" +msgstr "Nueva Línea" + msgid "New Blank Line" msgstr "Nueva línea en blanco" +msgid "New Line Above" +msgstr "Nueva Línea Arriba" + +msgid "Indent" +msgstr "Sangría" + +msgid "Dedent" +msgstr "Eliminar Sangría" + +msgid "Backspace" +msgstr "Retroceder" + msgid "Backspace Word" msgstr "Retroceder palabra" @@ -253,12 +311,54 @@ msgstr "Retroceder del todo hacia la izquierda" msgid "Delete" msgstr "Eliminar" +msgid "Delete Word" +msgstr "Suprimir Palabra" + +msgid "Delete all to Right" +msgstr "Suprimir Punto" + +msgid "Caret Left" +msgstr "Cursor Izquierda" + +msgid "Caret Word Left" +msgstr "Cursor Palabra Izquierda" + +msgid "Caret Right" +msgstr "Cursor Derecha" + +msgid "Caret Word Right" +msgstr "Cursor Palabra Derecha" + msgid "Caret Up" msgstr "Interfaz Subir Página" +msgid "Caret Down" +msgstr "Cursor Abajo" + +msgid "Caret Line Start" +msgstr "Cursor Principio Línea" + +msgid "Caret Line End" +msgstr "Cursor Final Línea" + msgid "Caret Page Up" msgstr "Interfaz Subir Página" +msgid "Caret Page Down" +msgstr "Cursor Bajar Página" + +msgid "Caret Document Start" +msgstr "Cursor Inicio Documento" + +msgid "Caret Document End" +msgstr "Cursor Final Documento" + +msgid "Caret Add Below" +msgstr "Añadir Cursor Abajo" + +msgid "Caret Add Above" +msgstr "Añadir Cursor Arriba" + msgid "Scroll Up" msgstr "Desplazarse hacia arriba" @@ -268,6 +368,18 @@ msgstr "Desplazarse hacia abajo" msgid "Select All" msgstr "Seleccionar Todo" +msgid "Select Word Under Caret" +msgstr "Seleccionar Palabra Bajo el Cursor" + +msgid "Add Selection for Next Occurrence" +msgstr "Agregar Selección para la Próxima Ocurrencia" + +msgid "Clear Carets and Selection" +msgstr "Limpiar Cursores y Selecciones" + +msgid "Toggle Insert Mode" +msgstr "Alternar Modo Insertar" + msgid "Submit Text" msgstr "Enviar Texto" @@ -283,6 +395,12 @@ msgstr "Subir un nivel" msgid "Refresh" msgstr "Refrescar" +msgid "Show Hidden" +msgstr "Mostrar Ocultos" + +msgid "Swap Input Direction" +msgstr "Intercambiar Dirección de Entrada" + msgid "Invalid input %d (not passed) in expression" msgstr "Entrada inválida %d (no se transmitió) en la expresión" @@ -349,15 +467,33 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Ya existe una acción con el nombre '%s'." +msgid "Cannot Revert - Action is same as initial" +msgstr "No se puede revertir - la acción es la misma que la inicial" + msgid "Revert Action" msgstr "Revertir Acción" msgid "Add Event" msgstr "Agregar Evento" +msgid "Remove Action" +msgstr "Quitar Acción" + msgid "Cannot Remove Action" msgstr "No se puede eliminar acción" +msgid "Edit Event" +msgstr "Modificar Evento" + +msgid "Remove Event" +msgstr "Quitar Evento" + +msgid "Clear All" +msgstr "Limpiar Todo" + +msgid "Add New Action" +msgstr "Agregar Acción Nueva" + msgid "Add" msgstr "Agregar" @@ -376,6 +512,9 @@ msgstr "Tiempo:" msgid "Value:" msgstr "Valor:" +msgid "Update Selected Key Handles" +msgstr "Actualizar Referencias de Claves Seleccionadas" + msgid "Insert Key Here" msgstr "Insertar Clave Aquí" @@ -385,32 +524,74 @@ msgstr "Duplicar Clave(s) Seleccionada(s)" msgid "Delete Selected Key(s)" msgstr "Eliminar Clave(s) Seleccionada(s)" +msgid "Make Handles Free" +msgstr "Liberar Manijas" + +msgid "Make Handles Linear" +msgstr "Hacer Manijas Lineales" + +msgid "Make Handles Balanced" +msgstr "Hacer Manijas Balanceadas" + +msgid "Make Handles Mirrored" +msgstr "Hacer Manijas Reflejadas" + +msgid "Make Handles Balanced (Auto Tangent)" +msgstr "Hacer Manijas Reflejadas (Tangente Automática)" + +msgid "Make Handles Mirrored (Auto Tangent)" +msgstr "Hacer Manijas Reflejadas (Tangente Automática)" + msgid "Add Bezier Point" msgstr "Agregar Punto Bezier" msgid "Move Bezier Points" msgstr "Mover Puntos Bezier" -msgid "Change Animation Length" -msgstr "Cambiar Duración de la Animación" +msgid "Animation Duplicate Keys" +msgstr "Duplicar Claves de la Animación" -msgid "Change Animation Loop" -msgstr "Cambiar Loop de Animación" +msgid "Animation Delete Keys" +msgstr "Borrar Claves de la Animación" + +msgid "Focus" +msgstr "Foco" -msgid "Property Track" -msgstr "Pista de Propiedades" +msgid "Select All Keys" +msgstr "Seleccionar Todas las Claves" -msgid "Call Method Track" -msgstr "Pista de Llamada a Métodos" +msgid "Deselect All Keys" +msgstr "Deseleccionar Todas las Claves" -msgid "Bezier Curve Track" -msgstr "Pista de Curva Bezier" +msgid "Animation Change Transition" +msgstr "Cambiar Transición de Animación" -msgid "Audio Playback Track" -msgstr "Pista de Reproducción de Audio" +msgid "Animation Change Position3D" +msgstr "Cambiar Posición en 3D de la Animación" -msgid "Animation Playback Track" -msgstr "Pista de Reproducción de Animación" +msgid "Animation Change Rotation3D" +msgstr "Cambiar la Rotación en 3D de la Animación" + +msgid "Animation Change Scale3D" +msgstr "Cambiar Escala 3D de la Animación" + +msgid "Animation Change Keyframe Value" +msgstr "Animación Cambiar valor de fotograma" + +msgid "Animation Change Call" +msgstr "Animación Cambiar llamada" + +msgid "Animation Multi Change Transition" +msgstr "Animación Múltiple Cambiar transición" + +msgid "Animation Multi Change Position3D" +msgstr "Animación Múltiple Cambiar posición 3D" + +msgid "Change Animation Length" +msgstr "Cambiar Duración de la Animación" + +msgid "Change Animation Loop" +msgstr "Cambiar Loop de Animación" msgid "Animation length (frames)" msgstr "Duración de la animación (frames)" @@ -484,9 +665,6 @@ msgstr "Interp de Loop Cortante" msgid "Wrap Loop Interp" msgstr "Interp de Loop Envolvente" -msgid "Insert Key" -msgstr "Insertar Clave" - msgid "Duplicate Key(s)" msgstr "Duplicar Clave(s)" @@ -590,11 +768,6 @@ msgstr "El portapapeles está vacío!" msgid "Paste Tracks" msgstr "Pegar Pistas" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Esta opción no funciona con la edición Bezier, ya que es solo una pista única." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Seleccioná un nodo AnimationPlayer para crear y editar animaciones." @@ -625,21 +798,6 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propiedades de animación." -msgid "Copy Tracks" -msgstr "Copiar Pistas" - -msgid "Scale Selection" -msgstr "Escalar Selección" - -msgid "Scale From Cursor" -msgstr "Escalar Desde Cursor" - -msgid "Duplicate Selection" -msgstr "Duplicar Selección" - -msgid "Duplicate Transposed" -msgstr "Duplicar Transpuesto" - msgid "Delete Selection" msgstr "Eliminar Selección" @@ -1467,6 +1625,9 @@ msgstr "[vacío]" msgid "[unsaved]" msgstr "[sin guardar]" +msgid "Dock Position" +msgstr "Posición del Panel" + msgid "3D Editor" msgstr "Editor 3D" @@ -1624,6 +1785,9 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "(Re)Importando Assets" +msgid "Method Descriptions" +msgstr "Descripción de Método" + msgid "Top" msgstr "Cima" @@ -1685,9 +1849,6 @@ msgstr "" "Actualmente no existe descripción para esta propiedad. Por favor ayúdanos " "[color=$color][url=$url]contribuyendo una[/url][/color]!" -msgid "Method Descriptions" -msgstr "Descripción de Método" - msgid "Property:" msgstr "Propiedad:" @@ -1700,6 +1861,21 @@ msgstr "%d coincidencia." msgid "%d matches." msgstr "%d coincidencias." +msgid "Method" +msgstr "Método" + +msgid "Signal" +msgstr "Señal" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Propiedad" + +msgid "Theme Property" +msgstr "Propiedades del Tema" + msgid "Search Help" msgstr "Buscar en la Ayuda" @@ -1736,21 +1912,6 @@ msgstr "Tipo de Miembro" msgid "Class" msgstr "Clase" -msgid "Method" -msgstr "Método" - -msgid "Signal" -msgstr "Señal" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Propiedad" - -msgid "Theme Property" -msgstr "Propiedades del Tema" - msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Fijar un valor fuerza que sea guardado incluso si es igual predeterminado." @@ -2091,15 +2252,15 @@ msgstr "" "Es posible cambiarla más tarde en \"Ajustes del Proyecto\" bajo la categoría " "'application'." +msgid "Default" +msgstr "Por Defecto" + msgid "Save Layout" msgstr "Guardar Layout" msgid "Delete Layout" msgstr "Eliminar Layout" -msgid "Default" -msgstr "Por Defecto" - msgid "Save & Close" msgstr "Guardar y Cerrar" @@ -2115,9 +2276,6 @@ msgstr "%d más archivos" msgid "Pan View" msgstr "Panear Vista" -msgid "Dock Position" -msgstr "Posición del Panel" - msgid "Distraction Free Mode" msgstr "Modo Sin Distracciones" @@ -2160,6 +2318,9 @@ msgstr "Cerrar Escena" msgid "Quit" msgstr "Salir" +msgid "Editor Settings..." +msgstr "Configuración del Editor..." + msgid "Project" msgstr "Proyecto" @@ -2193,9 +2354,6 @@ msgstr "Salir a Listado de Proyecto" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Configuración del Editor..." - msgid "Editor Layout" msgstr "Layout del Editor" @@ -2244,9 +2402,6 @@ msgstr "Sugerir una Feature" msgid "Send Docs Feedback" msgstr "Enviar comentarios sobre la documentación" -msgid "About Godot" -msgstr "Acerca de Godot" - msgid "Support Godot Development" msgstr "Apoyar el desarrollo de Godot" @@ -2285,17 +2440,6 @@ msgstr "Administrar Plantillas" msgid "Install from file" msgstr "Instalar desde archivo" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"La plantilla de compilación de Android ya está instalada y no se " -"sobrescribirá.\n" -"Eliminá el directorio \"res://android/build\" manualmente antes de intentar " -"esta operación nuevamente." - msgid "Show in File Manager" msgstr "Mostrar en Explorador de Archivos" @@ -2360,8 +2504,8 @@ msgstr "Abrir el Editor anterior" msgid "Warning!" msgstr "Cuidado!" -msgid "Main Script:" -msgstr "Script Principal:" +msgid "On" +msgstr "On" msgid "Edit Plugin" msgstr "Editar Plugin" @@ -2375,15 +2519,9 @@ msgstr "Version" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Estado" - msgid "Edit Text:" msgstr "Editar Texto:" -msgid "On" -msgstr "On" - msgid "No name provided." msgstr "No se indicó ningún nombre." @@ -2448,8 +2586,8 @@ msgstr "" "El recurso seleccionado (%s) no concuerda con ningún tipo esperado para esta " "propiedad (%s)." -msgid "Quick Load" -msgstr "Carga Rápida" +msgid "Load..." +msgstr "Cargar..." msgid "Make Unique" msgstr "Convertir en Unico" @@ -2466,11 +2604,8 @@ msgstr "Convertir a %s" msgid "New %s" msgstr "Nuevo %s" -msgid "New Script" -msgstr "Nuevo Script" - -msgid "Extend Script" -msgstr "Extender Script" +msgid "New Script..." +msgstr "Nuevo Script.." msgid "" "No runnable export preset found for this platform.\n" @@ -2765,6 +2900,9 @@ msgstr "" "lanzamiento de “un click”.\n" "Sólo se puede marcar como ejecutable una plantilla por plataforma." +msgid "Advanced Options" +msgstr "Opciones Avanzadas" + msgid "Export Path" msgstr "Ruta de Exportación" @@ -2918,9 +3056,6 @@ msgstr "Nueva Carpeta..." msgid "New Scene..." msgstr "Nueva Escena..." -msgid "New Script..." -msgstr "Nuevo Script.." - msgid "New Resource..." msgstr "Nuevo Recurso..." @@ -3001,51 +3136,18 @@ msgstr "eemplazar en Archivos" msgid "Searching..." msgstr "Buscando..." +msgid "Rename Group" +msgstr "Renombrar Grupo" + msgid "Add to Group" msgstr "Agregar al Grupo" msgid "Remove from Group" msgstr "Quitar del Grupo" -msgid "Invalid group name." -msgstr "Nombre de grupo inválido." - -msgid "Group name already exists." -msgstr "El nombre del grupo ya existe." - -msgid "Rename Group" -msgstr "Renombrar Grupo" - -msgid "Delete Group" -msgstr "Eliminar Grupo" - -msgid "Groups" -msgstr "Grupos" - -msgid "Nodes Not in Group" -msgstr "Nodos Fuera del Grupo" - -msgid "Nodes in Group" -msgstr "Nodos dentro del Grupo" - -msgid "Empty groups will be automatically removed." -msgstr "Los grupos vacíos se eliminarán automáticamente." - -msgid "Group Editor" -msgstr "Editor de Grupos" - -msgid "Manage Groups" -msgstr "Administrar Grupos" - msgid "Move" msgstr "Mover" -msgid "Please select a base directory first." -msgstr "Por favor elegí un directorio base primero." - -msgid "Choose a Directory" -msgstr "Elegí un Directorio" - msgid "Network" msgstr "Red" @@ -3178,18 +3280,12 @@ msgstr "Act/Desact. Visible" msgid "Unlock Node" msgstr "Desbloquear Nodo" -msgid "Button Group" -msgstr "Grupo de Botones" - msgid "(Connecting From)" msgstr "(Conectando Desde)" msgid "Node configuration warning:" msgstr "Advertencia de configuración de nodo:" -msgid "Open in Editor" -msgstr "Abrir en Editor" - msgid "Open Script:" msgstr "Abrir Script:" @@ -3207,6 +3303,9 @@ msgstr "" "El AnimationPlayer esta pineado.\n" "Click para despinear." +msgid "Open in Editor" +msgstr "Abrir en Editor" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Nombre de nodo inválido, los siguientes caracteres no están permitidos:" @@ -3219,9 +3318,6 @@ msgstr "Advertencia de Configuración de Nodo!" msgid "Select a Node" msgstr "Seleccionar un Nodo" -msgid "Offset:" -msgstr "Offset:" - msgid "Importing Scene..." msgstr "Importando Escena..." @@ -3243,6 +3339,12 @@ msgstr "Error ejecutando el script de post-importacion:" msgid "Saving..." msgstr "Guardando..." +msgid "Status" +msgstr "Estado" + +msgid "Offset:" +msgstr "Offset:" + msgid "2D" msgstr "2D" @@ -3375,6 +3477,9 @@ msgstr "Remapeos por Locale:" msgid "Locale" msgstr "Idioma" +msgid "Groups" +msgstr "Grupos" + msgid "Select a single node to edit its signals and groups." msgstr "Selecciona un único nodo para editar sus señales y grupos." @@ -3441,9 +3546,6 @@ msgstr "Agregar Animación" msgid "Add %s" msgstr "Agregar %s" -msgid "Load..." -msgstr "Cargar..." - msgid "Move Node Point" msgstr "Mover Punto de Nodo" @@ -4190,8 +4292,8 @@ msgstr "Mostrar Orígen" msgid "Show Viewport" msgstr "Mostrar Viewport" -msgid "Show Group And Lock Icons" -msgstr "Mostrar Grupo Y Bloquear Iconos" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Centrar Selección" @@ -4214,6 +4316,9 @@ msgstr "Máscara de escala para insertar claves." msgid "Insert keys (based on mask)." msgstr "Insertar claves (basadas en máscara)." +msgid "Insert Key" +msgstr "Insertar Clave" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -4328,9 +4433,15 @@ msgstr "Píxeles del Borde" msgid "Directed Border Pixels" msgstr "Píxeles del Borde Directos" +msgid "Generate Visibility AABB" +msgstr "Generar AABB de Visibilidad" + msgid "Create Emission Points From Node" msgstr "Crear Puntos de Emisión Desde Nodo" +msgid "Generation Time (sec):" +msgstr "Tiempo de Generación (seg):" + msgid "Load Curve Preset" msgstr "Cargar Preset de Curva" @@ -4481,9 +4592,6 @@ msgstr "Generar Rect. de Visibilidad" msgid "Clear Emission Mask" msgstr "Limpiar Máscara de Emisión" -msgid "Generation Time (sec):" -msgstr "Tiempo de Generación (seg):" - msgid "The geometry's faces don't contain any area." msgstr "Las caras de la geometría no contienen ningún área." @@ -4511,9 +4619,6 @@ msgstr "Puntos de Superficia+Normal (Dirigida)" msgid "Volume" msgstr "Volumen" -msgid "Generate Visibility AABB" -msgstr "Generar AABB de Visibilidad" - msgid "Create Occluder Polygon" msgstr "Crear Polígono Oclusor" @@ -5060,9 +5165,6 @@ msgstr "3 Viewports (Alt)" msgid "4 Viewports" msgstr "4 Viewports" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Ver Origen" @@ -5087,9 +5189,6 @@ msgstr "Ajuste de Escala (%):" msgid "Viewport Settings" msgstr "Ajustes de Viewport" -msgid "Perspective FOV (deg.):" -msgstr "FOV de Perspectiva (grados.):" - msgid "View Z-Near:" msgstr "Z-Near de Vista:" @@ -5168,6 +5267,9 @@ msgstr "Eliminar Punto" msgid "Close Curve" msgstr "Cerrar Curva" +msgid "Please Confirm..." +msgstr "Confirmá, por favor..." + msgid "Mirror Handle Angles" msgstr "Manejadores de Ángulos de Espejo" @@ -5582,6 +5684,9 @@ msgstr "Colapsar Todas las Líneas" msgid "Unfold All Lines" msgstr "Expandir Totas las Líneas" +msgid "Duplicate Selection" +msgstr "Duplicar Selección" + msgid "Evaluate Selection" msgstr "Evaluar Selección" @@ -5678,9 +5783,6 @@ msgstr "Crear LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Vista Previa de LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "No se puede convertir a mesh un sprite que usa frames de animación." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geometría inválida, no se puede reemplazar por mesh." @@ -6893,6 +6995,74 @@ msgstr "" msgid "Visual Shader Mode Changed" msgstr "Cambiar Modo de Visual Shader" +msgid "Are you sure to run %d projects at once?" +msgstr "¿Estás seguro/a que querés ejecutar %d proyectos a la vez?" + +msgid "Remove %d projects from the list?" +msgstr "¿Quitar %d proyectos de la lista?" + +msgid "Remove this project from the list?" +msgstr "¿Quitar este proyecto de la lista?" + +msgid "" +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." +msgstr "" +"¿Eliminar todos los proyectos faltantes de la lista?\n" +"El contenido de las carpetas del proyecto no se modificará." + +msgid "New Project" +msgstr "Proyecto Nuevo" + +msgid "Import Project" +msgstr "Importar Proyecto" + +msgid "Scan" +msgstr "Examinar" + +msgid "Scan Projects" +msgstr "Encontrar Proyectos" + +msgid "Loading, please wait..." +msgstr "Cargando, esperá, por favor..." + +msgid "" +"This field filters projects by name and last path component.\n" +"To filter projects by name and full path, the query must contain at least one " +"`/` character." +msgstr "" +"Este campo filtra los proyectos por nombre y por el último componente de la " +"ruta.\n" +"Para filtrar proyectos por nombre y ruta completa, la consulta debe contener " +"al menos un carácter `/`." + +msgid "Create New Project" +msgstr "Crear Proyecto Nuevo" + +msgid "Import Existing Project" +msgstr "Importar Proyecto Existente" + +msgid "Edit Project" +msgstr "Editar Proyecto" + +msgid "Rename Project" +msgstr "Renombrar Proyecto" + +msgid "Remove Project" +msgstr "Eliminar Proyecto" + +msgid "Remove Missing" +msgstr "Eliminar Faltantes" + +msgid "Select a Folder to Scan" +msgstr "Seleccionar una Carpeta para Examinar" + +msgid "Remove All" +msgstr "Quitar Todos" + +msgid "Also delete project contents (no undo!)" +msgstr "También eliminar el contenido del proyecto (¡no se puede deshacer!)" + msgid "The path specified doesn't exist." msgstr "La ruta especificada no existe." @@ -6905,12 +7075,6 @@ msgstr "" "Archivo de projecto \".zip\" inválido; no contiene un archivo \"project." "godot\"." -msgid "Please choose an empty folder." -msgstr "Por favor elegí una carpeta vacía." - -msgid "This directory already contains a Godot project." -msgstr "El directorio ya contiene un proyecto de Godot." - msgid "New Game Project" msgstr "Nuevo Proyecto de Juego" @@ -6947,18 +7111,9 @@ msgstr "Los siguientes archivos no se pudieron extraer del paquete:" msgid "Package installed successfully!" msgstr "El Paquete se instaló exitosamente!" -msgid "Rename Project" -msgstr "Renombrar Proyecto" - -msgid "Import Existing Project" -msgstr "Importar Proyecto Existente" - msgid "Import & Edit" msgstr "Importar y Editar" -msgid "Create New Project" -msgstr "Crear Proyecto Nuevo" - msgid "Create & Edit" msgstr "Crear y Editar" @@ -6986,118 +7141,9 @@ msgstr "Error: Proyecto faltante en el sistema de archivos." msgid "Missing Project" msgstr "Proyecto Faltante" -msgid "Local" -msgstr "Local" - -msgid "Local Projects" -msgstr "Proyectos Locales" - -msgid "Asset Library Projects" -msgstr "Proyectos de la Librería de Assets" - -msgid "Can't open project at '%s'." -msgstr "No se puede abrir el proyecto en '%s'." - -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"No se puede ejecutar el proyecto: No se ha definido ninguna escena " -"principal.\n" -"Por favor editá el proyecto y asigná la escena principal en \"Ajustes de " -"Proyecto\" bajo la categoría 'Aplicación'." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"No sé puede ejecutar el proyecto: Es necesario importar los assets.\n" -"Por favor editá el proyecto para provocar la importación inicial." - -msgid "Are you sure to run %d projects at once?" -msgstr "¿Estás seguro/a que querés ejecutar %d proyectos a la vez?" - -msgid "Remove %d projects from the list?" -msgstr "¿Quitar %d proyectos de la lista?" - -msgid "Remove this project from the list?" -msgstr "¿Quitar este proyecto de la lista?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"¿Eliminar todos los proyectos faltantes de la lista?\n" -"El contenido de las carpetas del proyecto no se modificará." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Lenguaje cambiado.\n" -"La interfaz de usuario se actualizara luego de reiniciar el editor o gestor " -"de proyectos." - -msgid "New Project" -msgstr "Proyecto Nuevo" - -msgid "Import Project" -msgstr "Importar Proyecto" - -msgid "Scan" -msgstr "Examinar" - -msgid "Scan Projects" -msgstr "Encontrar Proyectos" - -msgid "Loading, please wait..." -msgstr "Cargando, esperá, por favor..." - -msgid "" -"This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least one " -"`/` character." -msgstr "" -"Este campo filtra los proyectos por nombre y por el último componente de la " -"ruta.\n" -"Para filtrar proyectos por nombre y ruta completa, la consulta debe contener " -"al menos un carácter `/`." - -msgid "Edit Project" -msgstr "Editar Proyecto" - -msgid "Remove Project" -msgstr "Eliminar Proyecto" - -msgid "Remove Missing" -msgstr "Eliminar Faltantes" - -msgid "About" -msgstr "Acerca de" - msgid "Restart Now" msgstr "Reiniciar Ahora" -msgid "Select a Folder to Scan" -msgstr "Seleccionar una Carpeta para Examinar" - -msgid "Remove All" -msgstr "Quitar Todos" - -msgid "Also delete project contents (no undo!)" -msgstr "También eliminar el contenido del proyecto (¡no se puede deshacer!)" - -msgid "Can't run project" -msgstr "No se puede ejecutar el proyecto" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Actualmente no tenés ningún proyecto.\n" -"¿Te gustaría explorar los ejemplos oficiales en la Biblioteca de Assets?" - msgid "Delete Item" msgstr "Eliminar Ítem" @@ -7143,9 +7189,6 @@ msgstr "Sufijo:" msgid "Use Regular Expressions" msgstr "Usar Expresiones Regulares" -msgid "Advanced Options" -msgstr "Opciones Avanzadas" - msgid "Substitute" msgstr "Sustituir" @@ -7236,12 +7279,6 @@ msgstr "Desasignar Script" msgid "This operation can't be done on the tree root." msgstr "Esta operación no puede ser hecha en el árbol raíz." -msgid "Move Node In Parent" -msgstr "Mover Nodo Dentro del Padre" - -msgid "Move Nodes In Parent" -msgstr "Mover Nodos Dentro del Padre" - msgid "Duplicate Node(s)" msgstr "Duplicar Nodo(s)" @@ -7386,9 +7423,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "No se puede pegar el nodo raiz en la misma escena." -msgid "Reparent to New Node" -msgstr "Reemparentar a Nuevo Nodo" - msgid "Make Scene Root" msgstr "Convertir en Raíz de Escena" @@ -7416,6 +7450,9 @@ msgstr "" "framerate en el proyecto cada vez que se actualice.\n" "Volvé a seleccionar escena local para mejorar el rendimiento." +msgid "Local" +msgstr "Local" + msgid "Clear Inheritance? (No Undo!)" msgstr "Limpiar Herencia? (Imposible Deshacer!)" @@ -7811,14 +7848,6 @@ msgstr "¡Nombre de archivo inválido! Android APK requiere la extensión *.apk. msgid "Unsupported export format!" msgstr "¡Formato de exportación no soportado!" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"La versión de compilación de Android no coincide: Plantilla instalada: %s, " -"Versión de Godot: %s. Por favor, reinstalá la plantilla de compilación de " -"Android desde el menú 'Proyecto'." - msgid "Could not export project files to gradle project." msgstr "No se pudieron exportar los archivos del proyecto a un proyecto gradle." @@ -8183,9 +8212,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "Please Confirm..." -msgstr "Confirmá, por favor..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Si \"Exp Edit\" está activado, \"Min Value\" debe ser mayor que 0." diff --git a/editor/translations/editor/et.po b/editor/translations/editor/et.po index 05bec6601c..c1515afc67 100644 --- a/editor/translations/editor/et.po +++ b/editor/translations/editor/et.po @@ -305,21 +305,6 @@ msgstr "Muuda animatsiooni pikkust" msgid "Change Animation Loop" msgstr "Muuda animatsiooni tsüklit" -msgid "Property Track" -msgstr "Atribuudi rada" - -msgid "Call Method Track" -msgstr "Meetodi kutsumise rada" - -msgid "Bezier Curve Track" -msgstr "Bezier-kõvera rada" - -msgid "Audio Playback Track" -msgstr "Helimängimise rada" - -msgid "Animation Playback Track" -msgstr "Animatsiooni mängimise rada" - msgid "Animation length (frames)" msgstr "Animatsiooni pikkus (kaadrid)" @@ -404,9 +389,6 @@ msgstr "Sirgjooneline" msgid "Cubic" msgstr "Kuupmõõtmeline" -msgid "Insert Key" -msgstr "Sisesta võti" - msgid "Duplicate Key(s)" msgstr "Paljunda võti (võtmed)" @@ -517,12 +499,6 @@ msgstr "Muuda" msgid "Animation properties." msgstr "Animatsiooni atribuudid." -msgid "Copy Tracks" -msgstr "Kopeeri Rajad" - -msgid "Duplicate Selection" -msgstr "Duplikeeri Valik" - msgid "Delete Selection" msgstr "Kustuta Valim" @@ -1383,9 +1359,6 @@ msgstr "Laadi Profiil" msgid "Export Profile" msgstr "Ekspordi profiil" -msgid "Forced classes on detect:" -msgstr "Sunnitud klassid tuvastamisel:" - msgid "Paste Params" msgstr "Kleebi parameetrid" @@ -1404,6 +1377,12 @@ msgstr "[tühi]" msgid "[unsaved]" msgstr "[salvestamata]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Doki asukoht" + msgid "3D Editor" msgstr "3D-redaktor" @@ -1603,6 +1582,21 @@ msgstr "" "See meetod ei vaja kutsumiseks eksemplari.\n" "Seda saab kutsuda otse, kasutades klassi nime." +msgid "Constructors" +msgstr "Konstruktorid" + +msgid "Operators" +msgstr "Operaatorid" + +msgid "Method Descriptions" +msgstr "Meetodite kirjeldused" + +msgid "Constructor Descriptions" +msgstr "Konstruktorite kirjeldused" + +msgid "Operator Descriptions" +msgstr "Operaatorite kirjeldused" + msgid "Error codes returned:" msgstr "Tagastatud veakoodid:" @@ -1618,18 +1612,6 @@ msgstr "Pärandub:" msgid "Inherited by:" msgstr "Päritud järgneva poolt:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"See klass on märgitud aegunuks. See eemaldatakse tulevastes versioonides." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"See klass on märgitud katseliseks. Seda võidakse tulevastes versioonides " -"tõenäoliselt muuta või eemaldada. Kasutage oma äranägemise järgi." - msgid "Description" msgstr "Kirjeldus" @@ -1658,12 +1640,6 @@ msgstr "vaikimisi:" msgid "property:" msgstr "atribuut:" -msgid "Constructors" -msgstr "Konstruktorid" - -msgid "Operators" -msgstr "Operaatorid" - msgid "Theme Properties" msgstr "Teema atribuudid" @@ -1700,15 +1676,6 @@ msgstr "Atribuutide kirjeldused" msgid "(value)" msgstr "(väärtus)" -msgid "Constructor Descriptions" -msgstr "Konstruktorite kirjeldused" - -msgid "Method Descriptions" -msgstr "Meetodite kirjeldused" - -msgid "Operator Descriptions" -msgstr "Operaatorite kirjeldused" - msgid "Property:" msgstr "Atribuut:" @@ -1721,6 +1688,24 @@ msgstr "%d vaste." msgid "%d matches." msgstr "%d vastet." +msgid "Method" +msgstr "Meetod" + +msgid "Signal" +msgstr "Signaal" + +msgid "Constant" +msgstr "Konstant" + +msgid "Property" +msgstr "Atribuut" + +msgid "Theme Property" +msgstr "Teema atribuut" + +msgid "Annotation" +msgstr "Annotatsioon" + msgid "Search Help" msgstr "Otsimise abi" @@ -1769,24 +1754,6 @@ msgstr "(konstruktorid)" msgid "Class" msgstr "Klass" -msgid "Method" -msgstr "Meetod" - -msgid "Signal" -msgstr "Signaal" - -msgid "Annotation" -msgstr "Annotatsioon" - -msgid "Constant" -msgstr "Konstant" - -msgid "Property" -msgstr "Atribuut" - -msgid "Theme Property" -msgstr "Teema atribuut" - msgid "This member is marked as deprecated." msgstr "See liige on märgitud aegunuks." @@ -2310,9 +2277,6 @@ msgstr "Tühjenda Hiljuti Avatud Tseenid" msgid "There is no defined scene to run." msgstr "Käitamiseks pole määratletud stseeni." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2337,15 +2301,15 @@ msgstr "" "Valitud stseen '%s' ei ole stseenifail, kas valida sobiv fail?\n" "Saate seda hiljem muuta \"Projekti sätted\" kategooria \"Rakendus\" all." +msgid "Default" +msgstr "Vaikimisi" + msgid "Save Layout" msgstr "Salvesta Paigutus" msgid "Delete Layout" msgstr "Kustuta Paigutus" -msgid "Default" -msgstr "Vaikimisi" - msgid "Save & Close" msgstr "Salvesta Ja Sulge" @@ -2375,9 +2339,6 @@ msgstr "Ühilduvus" msgid "Pan View" msgstr "Nihuta Vaadet" -msgid "Dock Position" -msgstr "Doki asukoht" - msgid "Distraction Free Mode" msgstr "Häirimatu režiim" @@ -2432,6 +2393,9 @@ msgstr "Sule stseen" msgid "Quit" msgstr "Välju" +msgid "Editor Settings..." +msgstr "Redaktori sätted..." + msgid "Project" msgstr "Projekt" @@ -2459,9 +2423,6 @@ msgstr "Välju ja kuva projektide loetelu" msgid "Editor" msgstr "Redaktor" -msgid "Editor Settings..." -msgstr "Redaktori sätted..." - msgid "Command Palette..." msgstr "Käskude palett..." @@ -2522,9 +2483,6 @@ msgstr "Funktsionaalsuse Soovitamine" msgid "Send Docs Feedback" msgstr "Saada dokumentatsioonide tagasiside" -msgid "About Godot" -msgstr "Teave Godot'ist" - msgid "Support Godot Development" msgstr "Toeta Godot'i Arendamist" @@ -2570,33 +2528,6 @@ msgstr "Installi failist" msgid "Select Android sources file" msgstr "Valige Androidi allikate fail" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"See häälestab teie projekti gradle Androidi versioonide jaoks, installides " -"lähtemalli versiooni asukohta „res:// android/build”.\n" -"Seejärel saate eksportimisel rakendada muudatusi ja luua oma kohandatud APK " -"(moodulite lisamine, AndroidManifest.xml vahetamine jne).\n" -"Pidage meeles, et eelehitatud APK-de kasutamise asemel astmejärkude " -"tegemiseks peaks Androidi ekspordi eelseadistuses olema lubatud valik „Kasuta " -"Gradle Buildit”." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Androidi ehitusmall on sellesse projekti juba installitud ja seda ei " -"kirjutata üle.\n" -"Enne selle toimingu uuesti proovimist eemaldage kataloog \"res://android/" -"build\" käsitsi." - msgid "Show in File Manager" msgstr "Kuva failihalduris" @@ -2664,8 +2595,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Hoiatus!" -msgid "Main Script:" -msgstr "Peamine Skript:" +msgid "On" +msgstr "Sees" msgid "Edit Plugin" msgstr "Redigeeri Pistikprogrammi" @@ -2682,15 +2613,9 @@ msgstr "Versioon" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Olek" - msgid "Edit Text:" msgstr "Redigeeri Tekst:" -msgid "On" -msgstr "Sees" - msgid "Renaming layer %d:" msgstr "Kihi %d ümbernimetamine:" @@ -2800,8 +2725,8 @@ msgstr "" "Valitud ressurss (%s) ei vasta ühelegi selle atribuudi (%s) eeldatavale " "tüübile." -msgid "Quick Load" -msgstr "Kiire Laadimine" +msgid "Load..." +msgstr "Lae..." msgid "Inspect" msgstr "Vaata üle" @@ -2824,14 +2749,8 @@ msgstr "Teisenda %s'ks" msgid "New %s" msgstr "Uus %s" -msgid "New Script" -msgstr "Uus skript" - -msgid "Extend Script" -msgstr "Laienda skripti" - -msgid "New Shader" -msgstr "Uus Shader" +msgid "New Script..." +msgstr "Uus skript..." msgid "No Remote Debug export presets configured." msgstr "Ühtegi Kaugsilumise Ekspordi Eelseadistust Pole Konfigureeritud." @@ -2857,12 +2776,6 @@ msgstr "Kirjutage oma loogika meetodis _run()." msgid "There is an edited scene already." msgstr "Redigeeritud stseen on juba olemas." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Redaktori Skripti ei saanud käivitada, kas unustasite meetodi \"_ run\" " -"ülekrijutada?" - msgid "Undo: %s" msgstr "Võta tagasi %s" @@ -2899,12 +2812,6 @@ msgstr "Kõik Seadmed" msgid "Device" msgstr "Seade" -msgid "Listening for input..." -msgstr "Sisendi kuulamine..." - -msgid "Filter by event..." -msgstr "Filtreeri sündmuse järgi..." - msgid "Project export for platform:" msgstr "Projekti eksportimine platvormi jaoks:" @@ -3230,6 +3137,9 @@ msgstr "" "juurutamisel.\n" "Ainult ühe eelseadistuse ühe platvormi kohta võib märkida käitatavaks." +msgid "Advanced Options" +msgstr "Täpsemad sätted" + msgid "Export Path" msgstr "Ekspordi Tee" @@ -3525,9 +3435,6 @@ msgstr "Uus kaust..." msgid "New Scene..." msgstr "Uus stseen..." -msgid "New Script..." -msgstr "Uus skript..." - msgid "New Resource..." msgstr "Uus ressurss..." @@ -3644,57 +3551,21 @@ msgstr "%d vastet %d failis." msgid "%d matches in %d files" msgstr "%d vastet %d failis." +msgid "Rename Group" +msgstr "Nimeta grupp ümber" + msgid "Add to Group" msgstr "Lisa Gruppi" msgid "Remove from Group" msgstr "Eemalda Grupist" -msgid "Invalid group name." -msgstr "Väär grupi nimi." - -msgid "Group name already exists." -msgstr "Grupi nimi on juba olemas." - -msgid "Rename Group" -msgstr "Nimeta grupp ümber" - -msgid "Delete Group" -msgstr "Kustuta Grupp" - -msgid "Groups" -msgstr "Grupid" - -msgid "Nodes Not in Group" -msgstr "Sõlmed ei ole Grupis" - -msgid "Nodes in Group" -msgstr "Sõlmed On Grupis" - -msgid "Empty groups will be automatically removed." -msgstr "Tühjad Grupid eemaldatakse automaatselt." - -msgid "Group Editor" -msgstr "Grupi Redaktor" - -msgid "Manage Groups" -msgstr "Halda Gruppe" +msgid "Global" +msgstr "Globaalne" msgid "Move" msgstr "Liiguta" -msgid "Please select a base directory first." -msgstr "Palun valige kõigepealt baaskaust." - -msgid "Could not create folder. File with that name already exists." -msgstr "Kausta ei saanud luua. Selle nimega Fail on juba olemas." - -msgid "Choose a Directory" -msgstr "Valige kaust" - -msgid "Copy File(s)" -msgstr "Kopeeri Fail(id)" - msgid "Network" msgstr "Võrk" @@ -3738,6 +3609,9 @@ msgstr "Ava kaust või kataloog" msgid "Save a File" msgstr "Salvesta fail" +msgid "Could not create folder. File with that name already exists." +msgstr "Kausta ei saanud luua. Selle nimega Fail on juba olemas." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Lemmikkausta pole enam olemas ja see eemaldatakse." @@ -3915,9 +3789,6 @@ msgstr "Lülitage Nähtavus" msgid "Unlock Node" msgstr "Avage Sõlm" -msgid "Button Group" -msgstr "Nuppude Grupp" - msgid "Disable Scene Unique Name" msgstr "Keela Stseeni Unikaalne Nimi" @@ -3946,9 +3817,6 @@ msgstr[1] "Sõlm on järgmistes gruppides:" msgid "Click to show signals dock." msgstr "Klõpsake signaalide doki kuvamiseks." -msgid "Open in Editor" -msgstr "Ava Redaktoris" - msgid "This script is currently running in the editor." msgstr "See Skript töötab praegu Redaktoris." @@ -3979,6 +3847,9 @@ msgstr "" "AnimationPlayer on kinnitatud.\n" "Klõpsake vabastamiseks." +msgid "Open in Editor" +msgstr "Ava Redaktoris" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" pole tuntud filter." @@ -4000,142 +3871,6 @@ msgstr "Valige Sõlm" msgid "The Beginning" msgstr "Algus" -msgid "Global" -msgstr "Globaalne" - -msgid "Audio Stream Importer: %s" -msgstr "Helivoo importija: %s" - -msgid "Enable looping." -msgstr "Luba tsüklis jooksmine." - -msgid "Offset:" -msgstr "Nihe:" - -msgid "" -"Loop offset (from beginning). Note that if BPM is set, this setting will be " -"ignored." -msgstr "" -"Tsükli nihe (algusest). Pange tähele, et kui BPM on määratud, ignoreeritakse " -"seda sätet." - -msgid "Loop:" -msgstr "Tsükkel:" - -msgid "BPM:" -msgstr "BPM:" - -msgid "" -"Configure the Beats Per Measure (tempo) used for the interactive streams.\n" -"This is required in order to configure beat information." -msgstr "" -"Konfigureerige interaktiivsete voogude jaoks kasutatavaid BPM (tempo).\n" -"See on vajalik löögiteabe konfigureerimiseks." - -msgid "Beat Count:" -msgstr "Löökide Arv:" - -msgid "Music Playback:" -msgstr "Muusika Taasesitus:" - -msgid "New Configuration" -msgstr "Uus Konfiguratsioon" - -msgid "Remove Variation" -msgstr "Eemalda Variatsioon" - -msgid "Preloaded glyphs: %d" -msgstr "Eellaaditud glüüfid: %d" - -msgid "" -"Warning: There are no configurations specified, no glyphs will be pre-" -"rendered." -msgstr "Hoiatus: Konfiguratsioone pole määratud, glüüfe ei eelrenderdata." - -msgid "" -"Warning: Multiple configurations have identical settings. Duplicates will be " -"ignored." -msgstr "" -"Hoiatus: Mitmel konfiguratsioonil on identsed sätted. Duplikaate " -"ignoreeritakse." - -msgid "" -"Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" -"rendered for all supported subpixel layouts (5x)." -msgstr "" -"Märkus. Valitud on LCD-alapikslite antialiasing, kõik glüüfid " -"eelrenderdatakse kõigi toetatud alampikslipaigutuste jaoks (5x)." - -msgid "" -"Note: Subpixel positioning is selected, each of the glyphs might be pre-" -"rendered for multiple subpixel offsets (up to 4x)." -msgstr "" -"Märkus. Valitud on alampikslite positsioneerimine, iga glüüfi võib " -"eelrenderdada mitme alampiksli nihke jaoks (kuni 4x)." - -msgid "Advanced Import Settings for '%s'" -msgstr "Täpsemad impordiseaded '%s' jaoks" - -msgid "Rendering Options" -msgstr "Renderdus Sätted" - -msgid "Select font rendering options, fallback font, and metadata override:" -msgstr "Valige fondi renderdusvalikud, varufont ja metaandmete ülekirjutamine:" - -msgid "Pre-render Configurations" -msgstr "Eelrenderdamise konfiguratsioonid" - -msgid "" -"Add font size, and variation coordinates, and select glyphs to pre-render:" -msgstr "" -"Lisage fondi suurus ja variatsiooni koordinaadid ning valige " -"eelrenderdamiseks glüüfid:" - -msgid "Configuration:" -msgstr "Konfiguratsioon:" - -msgid "Add configuration" -msgstr "Lisa Konfiguratison" - -msgid "Clear Glyph List" -msgstr "Tühjenda glüüfide loend" - -msgid "Select translations to add all required glyphs to pre-render list:" -msgstr "Valige tõlked, et lisada eelrenderdusloendisse kõik vajalikud glüüfid:" - -msgid "Shape all Strings in the Translations and Add Glyphs" -msgstr "Kujundage kõik tõlgete stringid ja lisage glüüfe" - -msgid "Glyphs from the Text" -msgstr "Glüüfid tekstist" - -msgid "" -"Enter a text and select OpenType features to shape and add all required " -"glyphs to pre-render list:" -msgstr "" -"Sisestage tekst ja valige OpenType'i funktsioonid, et kujundada ja lisada " -"eelrenderdusloendisse kõik vajalikud glüüfid:" - -msgid "Shape Text and Add Glyphs" -msgstr "Kujundage teksti ja lisage glüüfe" - -msgid "Glyphs from the Character Map" -msgstr "Glüüfid Character Map'ist" - -msgid "" -"Add or remove glyphs from the character map to pre-render list:\n" -"Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from the " -"text\" tab to add these." -msgstr "" -"Eelrenderdusloendisse märgikaardile glüüfide lisamine või eemaldamine:\n" -"Märkus. Mõned stiilialternatiivid ja glüüfivariandid ei vasta märgile üks-" -"ühele ja neid pole sellel kaardil näidatud, kasutage nende lisamiseks " -"vahekaarti \"Glüüfid tekstist\"." - -msgid "Dynamically rendered TrueType/OpenType font" -msgstr "Dünaamiliselt renderdatud TrueType/OpenType font" - msgid "Pre-Import Scene" msgstr "Eel-Impordi Stseen" @@ -4160,15 +3895,6 @@ msgstr "Viga importimisjärgse skripti käivitamisel:" msgid "Saving..." msgstr "Salvestamine..." -msgid "2D/3D (Auto-Detect)" -msgstr "2D/3D (automaatne tuvastamine)" - -msgid "2D" -msgstr "2D" - -msgid "3D" -msgstr "3D" - msgid "<Unnamed Material>" msgstr "<Nimetu Materjal>" @@ -4288,6 +4014,9 @@ msgstr "Mesh'id" msgid "Materials" msgstr "Materjalid" +msgid "Status" +msgstr "Olek" + msgid "Save Extension:" msgstr "Salvesta Laiend:" @@ -4303,6 +4032,148 @@ msgstr "Teksti Ressurss" msgid "Binary Resource" msgstr "Binaarne Ressurss" +msgid "Audio Stream Importer: %s" +msgstr "Helivoo importija: %s" + +msgid "Enable looping." +msgstr "Luba tsüklis jooksmine." + +msgid "Offset:" +msgstr "Nihe:" + +msgid "" +"Loop offset (from beginning). Note that if BPM is set, this setting will be " +"ignored." +msgstr "" +"Tsükli nihe (algusest). Pange tähele, et kui BPM on määratud, ignoreeritakse " +"seda sätet." + +msgid "Loop:" +msgstr "Tsükkel:" + +msgid "BPM:" +msgstr "BPM:" + +msgid "" +"Configure the Beats Per Measure (tempo) used for the interactive streams.\n" +"This is required in order to configure beat information." +msgstr "" +"Konfigureerige interaktiivsete voogude jaoks kasutatavaid BPM (tempo).\n" +"See on vajalik löögiteabe konfigureerimiseks." + +msgid "Beat Count:" +msgstr "Löökide Arv:" + +msgid "Music Playback:" +msgstr "Muusika Taasesitus:" + +msgid "New Configuration" +msgstr "Uus Konfiguratsioon" + +msgid "Remove Variation" +msgstr "Eemalda Variatsioon" + +msgid "Preloaded glyphs: %d" +msgstr "Eellaaditud glüüfid: %d" + +msgid "" +"Warning: There are no configurations specified, no glyphs will be pre-" +"rendered." +msgstr "Hoiatus: Konfiguratsioone pole määratud, glüüfe ei eelrenderdata." + +msgid "" +"Warning: Multiple configurations have identical settings. Duplicates will be " +"ignored." +msgstr "" +"Hoiatus: Mitmel konfiguratsioonil on identsed sätted. Duplikaate " +"ignoreeritakse." + +msgid "" +"Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" +"rendered for all supported subpixel layouts (5x)." +msgstr "" +"Märkus. Valitud on LCD-alapikslite antialiasing, kõik glüüfid " +"eelrenderdatakse kõigi toetatud alampikslipaigutuste jaoks (5x)." + +msgid "" +"Note: Subpixel positioning is selected, each of the glyphs might be pre-" +"rendered for multiple subpixel offsets (up to 4x)." +msgstr "" +"Märkus. Valitud on alampikslite positsioneerimine, iga glüüfi võib " +"eelrenderdada mitme alampiksli nihke jaoks (kuni 4x)." + +msgid "Advanced Import Settings for '%s'" +msgstr "Täpsemad impordiseaded '%s' jaoks" + +msgid "Rendering Options" +msgstr "Renderdus Sätted" + +msgid "Select font rendering options, fallback font, and metadata override:" +msgstr "Valige fondi renderdusvalikud, varufont ja metaandmete ülekirjutamine:" + +msgid "Pre-render Configurations" +msgstr "Eelrenderdamise konfiguratsioonid" + +msgid "" +"Add font size, and variation coordinates, and select glyphs to pre-render:" +msgstr "" +"Lisage fondi suurus ja variatsiooni koordinaadid ning valige " +"eelrenderdamiseks glüüfid:" + +msgid "Configuration:" +msgstr "Konfiguratsioon:" + +msgid "Add configuration" +msgstr "Lisa Konfiguratison" + +msgid "Clear Glyph List" +msgstr "Tühjenda glüüfide loend" + +msgid "Select translations to add all required glyphs to pre-render list:" +msgstr "Valige tõlked, et lisada eelrenderdusloendisse kõik vajalikud glüüfid:" + +msgid "Shape all Strings in the Translations and Add Glyphs" +msgstr "Kujundage kõik tõlgete stringid ja lisage glüüfe" + +msgid "Glyphs from the Text" +msgstr "Glüüfid tekstist" + +msgid "" +"Enter a text and select OpenType features to shape and add all required " +"glyphs to pre-render list:" +msgstr "" +"Sisestage tekst ja valige OpenType'i funktsioonid, et kujundada ja lisada " +"eelrenderdusloendisse kõik vajalikud glüüfid:" + +msgid "Shape Text and Add Glyphs" +msgstr "Kujundage teksti ja lisage glüüfe" + +msgid "Glyphs from the Character Map" +msgstr "Glüüfid Character Map'ist" + +msgid "" +"Add or remove glyphs from the character map to pre-render list:\n" +"Note: Some stylistic alternatives and glyph variants do not have one-to-one " +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." +msgstr "" +"Eelrenderdusloendisse märgikaardile glüüfide lisamine või eemaldamine:\n" +"Märkus. Mõned stiilialternatiivid ja glüüfivariandid ei vasta märgile üks-" +"ühele ja neid pole sellel kaardil näidatud, kasutage nende lisamiseks " +"vahekaarti \"Glüüfid tekstist\"." + +msgid "Dynamically rendered TrueType/OpenType font" +msgstr "Dünaamiliselt renderdatud TrueType/OpenType font" + +msgid "2D/3D (Auto-Detect)" +msgstr "2D/3D (automaatne tuvastamine)" + +msgid "2D" +msgstr "2D" + +msgid "3D" +msgstr "3D" + msgid "Importer:" msgstr "Importija:" @@ -4499,6 +4370,9 @@ msgstr "Sea %s %d Sõlmedele" msgid "%s (%d Selected)" msgstr "%s (%d Valitud)" +msgid "Groups" +msgstr "Grupid" + msgid "Select a single node to edit its signals and groups." msgstr "Valige üks sõlm, et muuta selle signaale ja rühmi." @@ -4577,9 +4451,6 @@ msgstr "Lisa Animatsioon" msgid "Add %s" msgstr "Lisa %s" -msgid "Load..." -msgstr "Lae..." - msgid "Move Node Point" msgstr "Liiguta Sõlme Punkt" @@ -4790,24 +4661,15 @@ msgstr "Salvesta Animatsioon" msgid "Make Animation Unique: %s" msgstr "Muuda Animatsioon Unikaalseks: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Sobimatu AnimationLibrary fail." - -msgid "Invalid Animation file." -msgstr "Vigane animatsiooni fail." - -msgid "This animation is already added to the library." -msgstr "See animatsioon on juba teeki lisatud." - -msgid "Load Animation into Library: %s" -msgstr "Lae animatsioon teeki: %s" - msgid "Save Animation library to File: %s" msgstr "Salvesta animatsiooniteek Faili: %s" msgid "Save Animation to File: %s" msgstr "Salvesta animatsioon Faili: %s" +msgid "Load Animation into Library: %s" +msgstr "Lae animatsioon teeki: %s" + msgid "Rename Animation Library: %s" msgstr "Nimeta animatsiooniteek ümber: %s" @@ -4841,33 +4703,9 @@ msgstr "[võõras]" msgid "[imported]" msgstr "[imporditud]" -msgid "Add Animation to Library" -msgstr "Lisa Animatisoon Teeki" - -msgid "Load animation from file and add to library" -msgstr "Lae Animatsioon Failist Ja Lisa Teeki" - -msgid "Paste Animation to Library from clipboard" -msgstr "Kleebi animatsioon lõikelaualt teeki" - -msgid "Remove animation library" -msgstr "Eemalda animatsiooniteek" - -msgid "Copy animation to clipboard" -msgstr "Kopeeri animatsioon lõikelauale" - -msgid "Save animation to resource on disk" -msgstr "Salvesta animatisoon ketta peal asuvasse ressursi" - -msgid "Remove animation from Library" -msgstr "Eemalda animatioon Teegist" - msgid "Edit Animation Libraries" msgstr "Muuda Animatsiooni Teeke" -msgid "Add Library" -msgstr "Lisa Teek" - msgid "Load Library" msgstr "Lae Teek" @@ -5174,6 +5012,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Viimane" +msgid "Failed to get repository configuration." +msgstr "Hoidla konfiguratsiooni hankimine ebaõnnestus." + msgid "All" msgstr "Kõik" @@ -5204,9 +5045,6 @@ msgstr "Veebisait:" msgid "Support" msgstr "Toetus" -msgid "Failed to get repository configuration." -msgstr "Hoidla konfiguratsiooni hankimine ebaõnnestus." - msgid "Assets ZIP File" msgstr "Asset'ite ZIP File" @@ -5306,6 +5144,9 @@ msgstr "Tühjenda Juhid" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Looge Kohandatud Bone2D(d) Sõlme(de)st" +msgid "Cancel Transformation" +msgstr "Tühista Transformatsioonid" + msgid "Zoom to 3.125%" msgstr "Suum 3.125%" @@ -5401,15 +5242,9 @@ msgstr "Avage Valitud Sõlm, lubades valimist ja liikumist." msgid "Unlock Selected Node(s)" msgstr "Avage Valitud Sõlm(ed)" -msgid "Make selected node's children not selectable." -msgstr "Muuda valitud Sõlme Lapsed mitte valitavaks." - msgid "Group Selected Node(s)" msgstr "Grupeeri Valitud Sõlm(ed)" -msgid "Make selected node's children selectable." -msgstr "Muuda valitud sõlme lapsed valitavaks." - msgid "Ungroup Selected Node(s)" msgstr "Eemalda Valitud Sõlme(de) Grupeering" @@ -5452,8 +5287,8 @@ msgstr "Kuva Teljed" msgid "Show Viewport" msgstr "Kuva Vaateaken" -msgid "Show Group And Lock Icons" -msgstr "Näita Grupeerimise Ja Lukustamise Ikoone" +msgid "Gizmos" +msgstr "Gizmod" msgid "Center Selection" msgstr "Säti Valitud Keskele" @@ -5464,6 +5299,9 @@ msgstr "Suumi Valitule" msgid "Preview Canvas Scale" msgstr "Kanvaa Skaala Eelvaade" +msgid "Insert Key" +msgstr "Sisesta võti" + msgid "Copy Pose" msgstr "Kopeeri Poos" @@ -5621,12 +5459,24 @@ msgstr "Piiri Pikslid" msgid "Directed Border Pixels" msgstr "Suunatud Piiri Pikslid" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Genereeritakse Nähtavuse AABB'd (Ootab Osakese Simulatsiooni)" + +msgid "Generate Visibility AABB" +msgstr "Genereeri Nähtavuse AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Genereeri AABB" + msgid "Create Emission Points From Node" msgstr "Loo Emissiooni Punktid Sõlmest" +msgid "Generation Time (sec):" +msgstr "Genereerimise Aeg (sek.):" + msgid "Load Curve Preset" msgstr "Lae Kõvera Eelseadistus" @@ -5760,14 +5610,6 @@ msgstr "" "Kui see Seade on Lubatud, jääb Redaktori Silumisserver avatuks ja kuulab uusi " "Seansse, mis on käivitatud väljaspool Redaktorit ennast." -msgid "Run Multiple Instances" -msgstr "Käivita Mitu Eksemplari" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Jooksuta %d Eksemplar" -msgstr[1] "Jooksuta %d Eksemplari" - msgid "Size: %s" msgstr "Suurus: %s" @@ -5880,9 +5722,6 @@ msgstr "Tühjenda Emisiioni Mask" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Genereerimise Aeg (sek.):" - msgid "The geometry's faces don't contain any area." msgstr "Geomeetria Tahud Ei Sisalda Mingit Ala." @@ -5919,18 +5758,9 @@ msgstr "Nõutav on 'ParticleProcessMaterial' tüüpi protsessori materjal." msgid "Convert to CPUParticles3D" msgstr "Konverteeri CPUParticles3D'ks" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Genereeritakse Nähtavuse AABB'd (Ootab Osakese Simulatsiooni)" - -msgid "Generate Visibility AABB" -msgstr "Genereeri Nähtavuse AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Genereeri AABB" - msgid "Low" msgstr "Madal" @@ -6429,9 +6259,6 @@ msgstr "Määra Pinna %d Ükirjutamise Materjal" msgid "Set Material Override" msgstr "Määra Materjali Ülekirjutamine" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Ei saa Lohistada Mitmesse Valitud Sõlme." - msgid "None" msgstr "Mitte Ühtegi" @@ -6603,9 +6430,6 @@ msgstr "Lukusta Transformatsioonid XZ Tasandile" msgid "Lock Transformation to XY plane" msgstr "Lukusta Transformatsioonid XY Tasandile" -msgid "Cancel Transformation" -msgstr "Tühista Transformatsioonid" - msgid "Begin Translate Transformation" msgstr "Alusta Liigutamise Transfromatsiooni" @@ -6784,9 +6608,6 @@ msgstr "3 Vaateakent (Alt)" msgid "4 Viewports" msgstr "4 Aaateakent" -msgid "Gizmos" -msgstr "Gizmod" - msgid "View Origin" msgstr "Kuva lähtekoht" @@ -6811,9 +6632,6 @@ msgstr "Skaleeri Kinnitust (%):" msgid "Viewport Settings" msgstr "Vaateakna Seaded" -msgid "Perspective FOV (deg.):" -msgstr "Perspektiivi Vaateväli (kraad):" - msgid "View Z-Near:" msgstr "Vaatamise lähedus (Z-Lähedal):" @@ -6970,6 +6788,9 @@ msgstr "Kustuta Punkt" msgid "Close Curve" msgstr "Sulge Kõver" +msgid "Please Confirm..." +msgstr "Palun kinnita..." + msgid "Mirror Handle Angles" msgstr "Peegelda Käepideme Nurki" @@ -7411,6 +7232,9 @@ msgstr "Peida Kõik Read" msgid "Unfold All Lines" msgstr "Näita Kõiki Ridu" +msgid "Duplicate Selection" +msgstr "Duplikeeri Valik" + msgid "Evaluate Selection" msgstr "Hinda valikut" @@ -7471,15 +7295,9 @@ msgstr "Naase eelmise katkepunkti juurde" msgid "Shader Editor" msgstr "Shader-Redaktor" -msgid "Load Shader File" -msgstr "Lae Shader Fail" - msgid "Save File" msgstr "Salvesta Fail" -msgid "Save File As" -msgstr "Salvesta Fail Kui" - msgid "Open File in Inspector" msgstr "Ava Fail Inspektoris" @@ -8544,13 +8362,6 @@ msgstr "" msgid "Scattering:" msgstr "Hajumine:" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"Sellel TileMapi TileSet'il pole allikat seadistatud. Selle lisamiseks minge " -"TileSeti alumisele Tab'ile." - msgid "Sort sources" msgstr "Sorteeri allikad" @@ -8582,13 +8393,6 @@ msgstr "" "Ühendusrežiim: Maalib maastiku, seejärel ühendab selle ümbritsevate Tile'id " "sama maastikuga." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Tee režiim: maalib maastiku, siid ühendab selle eelmise sama käigu jooksul " -"värvitud Tile'iga." - msgid "Terrains" msgstr "Maastikud" @@ -9334,6 +9138,33 @@ msgstr "Ujuvkoma operaator." msgid "Bake VoxelGI" msgstr "Küpseta VoxelGL" +msgid "New Project" +msgstr "Uus projekt" + +msgid "Scan" +msgstr "Otsi" + +msgid "Create New Project" +msgstr "Loo Uus Projekt" + +msgid "Import Existing Project" +msgstr "Impordi Olemasolev Projekt" + +msgid "Rename Project" +msgstr "Nimeta Projekt ümber" + +msgid "Remove Missing" +msgstr "Eemalda puuduvad" + +msgid "Select a Folder to Scan" +msgstr "Vali Kaust Mida Skanneerida" + +msgid "Remove All" +msgstr "Eemalda Kõik" + +msgid "Create New Tag" +msgstr "Loo Uus Silt" + msgid "New Game Project" msgstr "Uus Mängu Projekt" @@ -9355,18 +9186,9 @@ msgstr "Sobimatu Projekti Tee (kas olete midagi muutnud?)." msgid "Couldn't create project.godot in project path." msgstr "Projekti kaustas ei saanud faili project.godot luua." -msgid "Rename Project" -msgstr "Nimeta Projekt ümber" - -msgid "Import Existing Project" -msgstr "Impordi Olemasolev Projekt" - msgid "Import & Edit" msgstr "Impordi & Redigeeri" -msgid "Create New Project" -msgstr "Loo Uus Projekt" - msgid "Install Project:" msgstr "Installi Projekt:" @@ -9379,49 +9201,9 @@ msgstr "Projekti Tee:" msgid "Version Control Metadata:" msgstr "Versioonikontrolli Metadata" -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Projekti ei saa käivitada: peastseeni ei ole määratud.\n" -"Redigeerige project.godot faili ja määrake projekti peastseen \"application\" " -"alajaotuses." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Projekti ei saa käivitada: varad tuleb importida.\n" -"Redigeerige projekti käivitama algset importimise protsessi." - -msgid "New Project" -msgstr "Uus projekt" - -msgid "Scan" -msgstr "Otsi" - -msgid "Remove Missing" -msgstr "Eemalda puuduvad" - -msgid "About" -msgstr "Teave" - msgid "Restart Now" msgstr "Taaskäivita Kohe" -msgid "Select a Folder to Scan" -msgstr "Vali Kaust Mida Skanneerida" - -msgid "Remove All" -msgstr "Eemalda Kõik" - -msgid "Can't run project" -msgstr "Projekti ei saa käivitada" - -msgid "Create New Tag" -msgstr "Loo Uus Silt" - msgid "Delete Item" msgstr "Kustuta Üksus" @@ -9446,9 +9228,6 @@ msgstr "Pistikprogrammid" msgid "Select Property" msgstr "Vali Atribuut" -msgid "Advanced Options" -msgstr "Täpsemad sätted" - msgid "Node name." msgstr "Sõlme nimi." @@ -9494,12 +9273,6 @@ msgstr "Viga stseeni laadimisel asukohast %s" msgid "This operation can't be done on the tree root." msgstr "Seda toimingut ei saa puu juurega teha." -msgid "Move Node In Parent" -msgstr "Liiguta sõlm vanemasse" - -msgid "Move Nodes In Parent" -msgstr "Liiguta sõlmed vanemasse" - msgid "Duplicate Node(s)" msgstr "Duplikeeri Sõlm(ed)" @@ -9811,9 +9584,6 @@ msgstr "Animatsiooni '%s' ei leitud" msgid "Alert!" msgstr "Tähelepanu!" -msgid "Please Confirm..." -msgstr "Palun kinnita..." - msgid "Display Control Characters" msgstr "Kuva Juhtmärgid" diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index ce9272ae74..44f5370ebe 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -29,7 +29,7 @@ # Mitsuha Miamizu <mitsuha.miamizu4444@gmail.com>, 2022. # LordProfo <nimaentity30@gmail.com>, 2022. # LordProfo (Nima) <nimaentity30@gmail.com>, 2022, 2023. -# John Smith <pkafsharix@gmail.com>, 2022, 2023. +# John Smith <pkafsharix@gmail.com>, 2022, 2023, 2024. # Ali Jafari <ali.jafari.sn@gmail.com>, 2022. # Ali Almasi <A710almasi@gmail.com>, 2022. # 2g.2d.2t <2g.2d.2t@gmail.com>, 2022. @@ -48,7 +48,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-26 13:51+0000\n" +"PO-Revision-Date: 2024-02-17 15:01+0000\n" "Last-Translator: John Smith <pkafsharix@gmail.com>\n" "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/" "godot/fa/>\n" @@ -57,7 +57,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "موضوع اصلی" @@ -498,9 +498,6 @@ msgstr "ویرایش رویداد" msgid "Remove Event" msgstr "حذف رویداد" -msgid "Filter by name..." -msgstr "فیلتر بر اساس نام..." - msgid "Clear All" msgstr "پاک کردن همه" @@ -624,33 +621,6 @@ msgstr "نمیتوان حالت حلقه را روی انیمیشن نمو msgid "Can't change loop mode on animation embedded in another scene." msgstr "نمیتوان حالت حلقه را در انیمیشن تعبیه شده در صحنه دیگر تغییر داد." -msgid "Property Track" -msgstr "ویژگی مسیر" - -msgid "3D Position Track" -msgstr "مسیر سه بعدی موقعیت" - -msgid "3D Rotation Track" -msgstr "مسیر چرخش سه بعدی" - -msgid "3D Scale Track" -msgstr "مسیر اندازه سهبعدی" - -msgid "Blend Shape Track" -msgstr "مسیر درآمیختن شکل" - -msgid "Call Method Track" -msgstr "فراخوان متد(Method) مسیر" - -msgid "Bezier Curve Track" -msgstr "مسیر منحنی Bezier" - -msgid "Audio Playback Track" -msgstr "مسیر پخش صدا" - -msgid "Animation Playback Track" -msgstr "مسیر پخش انیمیشن" - msgid "Animation length (frames)" msgstr "طول انیمیشن (فریم)" @@ -783,9 +753,6 @@ msgstr "رابط گره حلقه(Loop)" msgid "Wrap Loop Interp" msgstr "رابط پوشش حلقه" -msgid "Insert Key" -msgstr "درج کلید" - msgid "Duplicate Key(s)" msgstr "تکرار کلید(ها)" @@ -944,10 +911,6 @@ msgstr "انیمیشن اندازه ی کلید ها" msgid "Make Easing Keys" msgstr "ساخت کلید تسهیل" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "این گزینه برای اصلاح بِزیِر کار نمی کند, چون تنها یک مسیر واحد است." - msgid "Animation Add RESET Keys" msgstr "اضافه کردن کلید های تنظیم مجدد (reset) انیمیشن" @@ -1037,24 +1000,6 @@ msgstr "ویرایش" msgid "Animation properties." msgstr "ویژگیهای انیمیشن." -msgid "Copy Tracks" -msgstr "کپی میسر ها" - -msgid "Scale Selection" -msgstr "انتخاب شده را تغییر مقیاس بده" - -msgid "Scale From Cursor" -msgstr "از مکاننما تغییر مقیاس بده" - -msgid "Make Easing Selection" -msgstr "ساخت تسهیل برگزیده" - -msgid "Duplicate Selection" -msgstr "تکثیر برگزیده" - -msgid "Duplicate Transposed" -msgstr "تکثیر جابجایی" - msgid "Delete Selection" msgstr "حذف برگزیده" @@ -1067,15 +1012,6 @@ msgstr "برو به گام پیشین" msgid "Apply Reset" msgstr "بازنشانی را اعمال کنید" -msgid "Bake Animation" -msgstr "از پیش تعیین کردن انیمیشن" - -msgid "Optimize Animation (no undo)" -msgstr "بهینه سازی انیمیشن (بازگردانی نمیشود)" - -msgid "Clean-Up Animation (no undo)" -msgstr "پاک سازی انیمیشن (بازگردانی نمیشود)" - msgid "Pick a node to animate:" msgstr "گره را برای انیمیت کردن انتخاب کنید:" @@ -2372,6 +2308,9 @@ msgstr "[پوچ]" msgid "[unsaved]" msgstr "[ذخیره نشده]" +msgid "%s - Godot Engine" +msgstr "%s - موتور گودو" + msgid "3D Editor" msgstr "ویرایشگر ۳بعدی" @@ -2546,6 +2485,15 @@ msgstr "" "این روش توسط موتور فراخوانی میشود.\n" "برای سفارشی کردن رفتار داخلی، میتوان آن را نادیده گرفت." +msgid "Constructors" +msgstr "سازندگان" + +msgid "Operators" +msgstr "عملگر ها" + +msgid "Method Descriptions" +msgstr "توضیحات تابع" + msgid "Top" msgstr "بالا" @@ -2558,18 +2506,6 @@ msgstr "ارث میبرد از:" msgid "Inherited by:" msgstr "به ارث رسیده به وسیله:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"این کلاس بهعنوان منسوخ شده علامتگذاری شدهاست. در نسخههای آینده حذف خواهد شد." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"این کلاس بهعنوان آزمایشی علامتگذاری شدهاست. احتمال تغییر یا حذف احتمالی آن در " -"نسخههای آینده وجود دارد. به صلاحدید خود استفاده کنید." - msgid "Description" msgstr "تعریف" @@ -2588,12 +2524,6 @@ msgstr "%s را لغو می کند:" msgid "default:" msgstr "پیش فرض:" -msgid "Constructors" -msgstr "سازندگان" - -msgid "Operators" -msgstr "عملگر ها" - msgid "Theme Properties" msgstr "ویژگیهای زمینه" @@ -2627,9 +2557,6 @@ msgstr "(مقدار)" msgid "There is currently no description for this property." msgstr "درحال حاضر هیچ توضیحی برای این ویژگی وجود ندارد." -msgid "Method Descriptions" -msgstr "توضیحات تابع" - msgid "Property:" msgstr "ویژگی:" @@ -2642,6 +2569,21 @@ msgstr "%d منطبق." msgid "%d matches." msgstr "%d همخوانی." +msgid "Method" +msgstr "متد" + +msgid "Signal" +msgstr "سیگنال" + +msgid "Constant" +msgstr "ثابت" + +msgid "Property" +msgstr "خصیصه" + +msgid "Theme Property" +msgstr "ویژگی زمینه" + msgid "Search Help" msgstr "جستجوی راهنما" @@ -2678,21 +2620,6 @@ msgstr "نوع عضو" msgid "Class" msgstr "کلاس" -msgid "Method" -msgstr "متد" - -msgid "Signal" -msgstr "سیگنال" - -msgid "Constant" -msgstr "ثابت" - -msgid "Property" -msgstr "خصیصه" - -msgid "Theme Property" -msgstr "ویژگی زمینه" - msgid "This member is marked as deprecated." msgstr "این عضو بعنوان منسوخ علامت گذاری شده است." @@ -2973,9 +2900,6 @@ msgstr "" msgid "There is no defined scene to run." msgstr "هیچ صحنه تعریف شدهای برای اجرا وجود ندارد." -msgid "%s - Godot Engine" -msgstr "%s - موتور گودو" - msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2985,15 +2909,15 @@ msgstr "" "بعدا میتوانید در \"Project Settings\" در زیر بخش 'application' آن را تغییر " "دهید." +msgid "Default" +msgstr "پیشفرض" + msgid "Save Layout" msgstr "ذخیره لایه" msgid "Delete Layout" msgstr "حذف طرحبندی" -msgid "Default" -msgstr "پیشفرض" - msgid "Save & Close" msgstr "ذخیره و بستن" @@ -3048,6 +2972,9 @@ msgstr "بستن صحنه" msgid "Quit" msgstr "خروج" +msgid "Editor Settings..." +msgstr "تنظیمات ویرایشگر…" + msgid "Project" msgstr "پروژه" @@ -3081,9 +3008,6 @@ msgstr "خروج به فهرست پروژهها" msgid "Editor" msgstr "ویرایشگر" -msgid "Editor Settings..." -msgstr "تنظیمات ویرایشگر…" - msgid "Editor Layout" msgstr "طرحبندی ویرایشگر" @@ -3126,9 +3050,6 @@ msgstr "گزارش یک مشکل" msgid "Suggest a Feature" msgstr "پیشنهاد یک ویژگی" -msgid "About Godot" -msgstr "درباره گودو" - msgid "Support Godot Development" msgstr "از توسعه گودو حمایت کنید" @@ -3156,16 +3077,6 @@ msgstr "ذخیره نکن" msgid "Manage Templates" msgstr "مدیریت قالبها" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"قالب ساخت اندروید قبلاً در این پروژه نصب شدهاست و رونویسی نخواهد شد.\n" -"پیش از اینکه دوباره این کنش را انجام دهید، دایرکتوری \"res://android/build\" " -"را به صورت دستی حذف کنید." - msgid "Show in File Manager" msgstr "نمایش فایل داخلی مرجع" @@ -3217,21 +3128,18 @@ msgstr "باشه" msgid "Warning!" msgstr "هشدار!" +msgid "On" +msgstr "روشن" + msgid "Edit Plugin" msgstr "ویرایش افزونه" msgid "Installed Plugins:" msgstr "افزونه های نصب شده:" -msgid "Status" -msgstr "وضعیت" - msgid "Edit Text:" msgstr "ویرایش متن:" -msgid "On" -msgstr "روشن" - msgid "Rename" msgstr "تغییر نام" @@ -3250,8 +3158,8 @@ msgstr "حذف مورد" msgid "Dictionary (size %d)" msgstr "دیکشنری (اندازه %d)" -msgid "Quick Load" -msgstr "بارگذاری سریع" +msgid "Load..." +msgstr "بارگذاری..." msgid "Save As..." msgstr "ذخیره در..." @@ -3259,8 +3167,8 @@ msgstr "ذخیره در..." msgid "Show in FileSystem" msgstr "نمایش در فایلسیستم" -msgid "New Script" -msgstr "اسکریپت جدید" +msgid "New Script..." +msgstr "اسکریپت جدید..." msgid "Project Run" msgstr "اجرای پروژه" @@ -3301,9 +3209,6 @@ msgstr "تمام دستگاهها" msgid "Device" msgstr "دستگاه" -msgid "Filter by event..." -msgstr "فیلتر بر اساس رویداد..." - msgid "Project export for platform:" msgstr "خروجی پروژه برای پلتفرم:" @@ -3452,6 +3357,9 @@ msgstr "افزودن..." msgid "Duplicate" msgstr "تکثیر کردن" +msgid "Advanced Options" +msgstr "تنظیمات پیشرفته" + msgid "Export Path" msgstr "مسیر خروجی" @@ -3564,9 +3472,6 @@ msgstr "ساختن پوشه..." msgid "New Scene..." msgstr "صحنه جدید..." -msgid "New Script..." -msgstr "اسکریپت جدید..." - msgid "New Resource..." msgstr "منبع جدید..." @@ -3624,45 +3529,21 @@ msgstr "%d نظیر در %d فایل" msgid "%d matches in %d files" msgstr "%d نظیر در %d فایل" +msgid "Rename Group" +msgstr "تغییر نام گروه" + msgid "Add to Group" msgstr "اضافه به گروه" msgid "Remove from Group" msgstr "حذف از گروه" -msgid "Group name already exists." -msgstr "نام گروه از قبل وجود داشته است." - -msgid "Rename Group" -msgstr "تغییر نام گروه" - -msgid "Delete Group" -msgstr "حذف گروه" - -msgid "Groups" -msgstr "گروهها" - -msgid "Nodes in Group" -msgstr "گره ها در گروه" - -msgid "Empty groups will be automatically removed." -msgstr "گروه های خالی به طور خودکار حذف خواهند شد." - -msgid "Group Editor" -msgstr "ویرایشگر گروه" - -msgid "Manage Groups" -msgstr "مدیریت گروهها" +msgid "Global" +msgstr "جهانی" msgid "Move" msgstr "حرکت" -msgid "Please select a base directory first." -msgstr "لطفاً ابتدا دایرکتوری پایه را انتخاب کنید." - -msgid "Choose a Directory" -msgstr "یک فهرست انتخاب کنید" - msgid "Network" msgstr "شبکه" @@ -3831,15 +3712,12 @@ msgstr "اعلانها را بیصدا کن." msgid "Unlock Node" msgstr "بازکردن قفل گره" -msgid "Button Group" -msgstr "گروه دکمه" +msgid "Open Script:" +msgstr "باز کردن اسکریپت:" msgid "Open in Editor" msgstr "گشودن در ویرایشگر" -msgid "Open Script:" -msgstr "باز کردن اسکریپت:" - msgid "Node Configuration Warning!" msgstr "هشدار پیکربندی گره!" @@ -3849,15 +3727,6 @@ msgstr "انتخاب یک گره" msgid "The Beginning" msgstr "شروع" -msgid "Global" -msgstr "جهانی" - -msgid "Enable looping." -msgstr "فعالسازی لوپ(حلقه)" - -msgid "Offset:" -msgstr "انحراف:" - msgid "Importing Scene..." msgstr "وارد کردن صحنه..." @@ -3867,12 +3736,6 @@ msgstr "وارد کردن صحنه" msgid "Saving..." msgstr "در حال ذخیره..." -msgid "2D" -msgstr "۲بعدی" - -msgid "3D" -msgstr "۳بعدی" - msgid "Import ID: %s" msgstr "وارد کردن شناسه: %s" @@ -3894,6 +3757,21 @@ msgstr "مشها" msgid "Materials" msgstr "جنس" +msgid "Status" +msgstr "وضعیت" + +msgid "Enable looping." +msgstr "فعالسازی لوپ(حلقه)" + +msgid "Offset:" +msgstr "انحراف:" + +msgid "2D" +msgstr "۲بعدی" + +msgid "3D" +msgstr "۳بعدی" + msgid "Import As:" msgstr "وارد کردن به عنوان:" @@ -3985,6 +3863,9 @@ msgstr "بازطرحشدهها توسط بومیسازی:" msgid "Locale" msgstr "بومی" +msgid "Groups" +msgstr "گروهها" + msgid "Create a Plugin" msgstr "ساخت یک افزونه" @@ -4021,9 +3902,6 @@ msgstr "اضافه کردن انیمیشن" msgid "Add %s" msgstr "اضافه کردن %s" -msgid "Load..." -msgstr "بارگذاری..." - msgid "Blend:" msgstr "درآمیختن:" @@ -4105,9 +3983,6 @@ msgstr "[تعبیه شده]" msgid "[foreign]" msgstr "[خارجی]" -msgid "Copy animation to clipboard" -msgstr "کپی کردن انیمیشن در کلیپبورد" - msgid "Toggle Autoplay" msgstr "تغییر پخش خودکار" @@ -4375,9 +4250,15 @@ msgstr "شبکه شطرنجی" msgid "Show Rulers" msgstr "نمایش خطکشها" +msgid "Gizmos" +msgstr "گیزموها" + msgid "Frame Selection" msgstr "انتخاب فریم" +msgid "Insert Key" +msgstr "درج کلید" + msgid "Copy Pose" msgstr "کپی کردن حالت" @@ -4399,6 +4280,9 @@ msgstr "گسترش دادن" msgid "Center" msgstr "مرکز" +msgid "Generation Time (sec):" +msgstr "زمان تولید (ثانیه):" + msgid "Load Curve Preset" msgstr "بارگیری منحنی ذخیرهشده" @@ -4452,9 +4336,6 @@ msgstr "همگام سازی تغییرات اسکریپت" msgid "Keep Debug Server Open" msgstr "باز نگه داشتن سرور اشکال زدایی" -msgid "Run Multiple Instances" -msgstr "اجرای چند نمونه" - msgid "Dimensions: %d × %d" msgstr "ابعاد: %d × %d" @@ -4494,9 +4375,6 @@ msgstr "ایجاد مستطیل دید (در انتظار شبیهسازی پ msgid "Generate Visibility Rect" msgstr "تولید مستطیل دید" -msgid "Generation Time (sec):" -msgstr "زمان تولید (ثانیه):" - msgid "\"%s\" doesn't inherit from Node3D." msgstr "«%s» از گرهٔ سهبعدی ارث نمیبرد." @@ -4638,9 +4516,6 @@ msgstr "افزایش میدان دید" msgid "Transform" msgstr "تبدیلکردن" -msgid "Gizmos" -msgstr "گیزموها" - msgid "Settings..." msgstr "تنظیمات..." @@ -4704,6 +4579,9 @@ msgstr "کلیک راست: حذف نقطه" msgid "Delete Point" msgstr "حذف نقطه" +msgid "Please Confirm..." +msgstr "لطفاً تأیید کنید…" + msgid "Move Joint" msgstr "حرکت مفصل" @@ -4875,6 +4753,9 @@ msgstr "برو به" msgid "Delete Line" msgstr "حذف خط" +msgid "Duplicate Selection" +msgstr "تکثیر برگزیده" + msgid "Find in Files..." msgstr "یافتن در فایلها..." @@ -4902,9 +4783,6 @@ msgstr "ویرایشگر سایهزن" msgid "Save File" msgstr "ذخیره فایل" -msgid "Save File As" -msgstr "ذخیره فایل بهعنوان" - msgid "Open File in Inspector" msgstr "بازکردن فایل در ویرایشگر" @@ -5570,126 +5448,8 @@ msgstr "ثابت تبدیل" msgid "Bake VoxelGI" msgstr "بیک ووکسلجیآی" -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "فایل پروژه \".zip\" نامعتبر است؛ زیرا حاوی فایل \"project.godot\" نیست." - -msgid "This directory already contains a Godot project." -msgstr "این دایرکتوری قبلاً حاوی یک پروژه گودو است." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"شما نمیتوانید پروژه ای را در مسیر انتخاب شده ذخیره کنید. لطفا یک پوشه جدید " -"ساخته یا مسیری جدید انتخاب کنید." - -msgid "New Game Project" -msgstr "پروژه بازی جدید" - -msgid "Imported Project" -msgstr "پروژه واردشده" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "لطفاً یک فایل \"project.godot\" یا \".zip\" را انتخاب نمایید." - -msgid "Invalid project name." -msgstr "نام پروژه نامعتبر است." - -msgid "Couldn't create folder." -msgstr "پوشه ایجاد نشد." - -msgid "Supports desktop platforms only." -msgstr "تنها حمایت از سکوهای دسکتاپ." - -msgid "Can scale to large complex scenes." -msgstr "توانایی تبدیل به صحنه های پیچیده بزرگ." - -msgid "Uses RenderingDevice backend." -msgstr "استفاده از پایانهپشتی رندرینگدیوایس." - -msgid "Slower rendering of simple scenes." -msgstr "رندر کندتر صحنههای ساده." - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"شما درحال ایجاد یک پروژه گودو در یک پوشه غیر خالی هستید.\n" -"کل محتویات این پوشه به عنوان منابع پروژه وارد خواهد شد!\n" -"آیا از ادامه دادن مطمئن هستید؟" - -msgid "Couldn't create project.godot in project path." -msgstr "project.godot در مسیر پروژه ایجاد نشد." - -msgid "Error opening package file, not in ZIP format." -msgstr "خطای گشودن بسته بندی پرونده، به شکل ZIP نیست." - -msgid "The following files failed extraction from package:" -msgstr "استخراج پرونده های زیر از بسته بندی انجام نشد:" - -msgid "Package installed successfully!" -msgstr "بسته با موفقیت نصب شد!" - -msgid "Rename Project" -msgstr "تغییر نام پروژه" - -msgid "Import Existing Project" -msgstr "وارد کردن پروژه موجود" - -msgid "Import & Edit" -msgstr "وارد کردن و ویرایش" - -msgid "Create New Project" -msgstr "ساختن پروژه جدید" - -msgid "Create & Edit" -msgstr "ساخت و ویرایش" - -msgid "Install Project:" -msgstr "نصب پروژه:" - -msgid "Install & Edit" -msgstr "نصب و ویرایش" - -msgid "Project Name:" -msgstr "نام پروژه:" - -msgid "Project Path:" -msgstr "مسیر پروژه:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"رندرر میتواند بعدا تغییر کند، اما صحنهها ممکن است نیاز به تنظیم داشته باشند." - -msgid "Version Control Metadata:" -msgstr "فراداده کنترل نسخه:" - -msgid "Git" -msgstr "گیت" - -msgid "This project was last edited in a different Godot version: " -msgstr "این پروژه آخرین بار در یک نسخه متفاوت از گودو ویرایش شده است. " - -msgid "Error: Project is missing on the filesystem." -msgstr "خطا: پروژه در فایلهای سیستمی وجود ندارد." - -msgid "Missing Project" -msgstr "پروژه از دست رفته" - -msgid "Local" -msgstr "محلی" - -msgid "Local Projects" -msgstr "پروژههای محلی" - -msgid "Asset Library Projects" -msgstr "پروژههای کتابخانه دارایی" - -msgid "Can't open project at '%s'." -msgstr "ناتوان در گشودن پروژه در '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "آیا مطمئن هستید که %d پروژه را همزمان اجرا میکنید؟" msgid "" "The selected project \"%s\" does not specify its supported Godot version in " @@ -5818,28 +5578,6 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "به هر حال باز شود؟ پروژه اصلاح خواهد شد." -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"نمیتوان پروژه را اجرا کرد: صحنهٔ اصلی تعریف نشده است.\n" -" لطفاً پروژه را ویرایش کنید و صحنهٔ اصلی را در قسمت تنظیمات پروژه در دستهٔ " -"«برنامه» تنظیم کنید." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"نمیتوان پروژه را اجرا کرد: داراییها باید درونریزی شوند.\n" -"لطفاً پروژه را ویرایش کنید تا درونریزی اولیه آغاز شود." - -msgid "Are you sure to run %d projects at once?" -msgstr "آیا مطمئن هستید که %d پروژه را همزمان اجرا میکنید؟" - -msgid "These characters are not allowed in tags: %s." -msgstr "این کاراکترها در برچسبها مجاز نیستند: %s." - msgid "Remove %d projects from the list?" msgstr "%d پروژه از فهرست حذف شود؟" @@ -5853,12 +5591,8 @@ msgstr "" "همهٔ پروژههای از دست رفته از فهرست حذف شوند؟\n" " محتویات پوشههای پروژه تغییر نخواهد کرد." -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"زبان تغییر کرد.\n" -"رابط پس از راه اندازی مجدد ویرایشگر یا مدیر پروژه بهروز میشود." +msgid "These characters are not allowed in tags: %s." +msgstr "این کاراکترها در برچسبها مجاز نیستند: %s." msgid "New Project" msgstr "پروژه جدید" @@ -5878,18 +5612,21 @@ msgstr "آخرین ویرایش" msgid "Tags" msgstr "برچسبها" +msgid "Create New Project" +msgstr "ساختن پروژه جدید" + +msgid "Import Existing Project" +msgstr "وارد کردن پروژه موجود" + +msgid "Rename Project" +msgstr "تغییر نام پروژه" + msgid "Manage Tags" msgstr "مدیریت برچسبها" msgid "Remove Missing" msgstr "حذف از دست رفتهها" -msgid "About" -msgstr "درباره" - -msgid "Restart Now" -msgstr "راه اندازی دوباره" - msgid "Select a Folder to Scan" msgstr "انتخاب یک پوشه برای پویش" @@ -5899,16 +5636,6 @@ msgstr "حذف همه" msgid "Convert Full Project" msgstr "تبدیل کردن کل پروژه" -msgid "Can't run project" -msgstr "ناتوان در اجرای پروژه" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"شما هماکنون هیچ پروژهای ندارید.\n" -"آیا میخواهید پروژههای نمونه رسمی را در کتابخانه دارایی کاوش کنید؟" - msgid "Manage Project Tags" msgstr "مدیریت برچسبهای پروژه" @@ -5930,6 +5657,106 @@ msgstr "ساختن برچسب تازه" msgid "Tags are capitalized automatically when displayed." msgstr "برچسبها هنگام نمایش به صورت خودکار بزرگنمایی میشوند." +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "فایل پروژه \".zip\" نامعتبر است؛ زیرا حاوی فایل \"project.godot\" نیست." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"شما نمیتوانید پروژه ای را در مسیر انتخاب شده ذخیره کنید. لطفا یک پوشه جدید " +"ساخته یا مسیری جدید انتخاب کنید." + +msgid "New Game Project" +msgstr "پروژه بازی جدید" + +msgid "Imported Project" +msgstr "پروژه واردشده" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "لطفاً یک فایل \"project.godot\" یا \".zip\" را انتخاب نمایید." + +msgid "Invalid project name." +msgstr "نام پروژه نامعتبر است." + +msgid "Couldn't create folder." +msgstr "پوشه ایجاد نشد." + +msgid "Supports desktop platforms only." +msgstr "تنها حمایت از سکوهای دسکتاپ." + +msgid "Can scale to large complex scenes." +msgstr "توانایی تبدیل به صحنه های پیچیده بزرگ." + +msgid "Uses RenderingDevice backend." +msgstr "استفاده از پایانهپشتی رندرینگدیوایس." + +msgid "Slower rendering of simple scenes." +msgstr "رندر کندتر صحنههای ساده." + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"شما درحال ایجاد یک پروژه گودو در یک پوشه غیر خالی هستید.\n" +"کل محتویات این پوشه به عنوان منابع پروژه وارد خواهد شد!\n" +"آیا از ادامه دادن مطمئن هستید؟" + +msgid "Couldn't create project.godot in project path." +msgstr "project.godot در مسیر پروژه ایجاد نشد." + +msgid "Error opening package file, not in ZIP format." +msgstr "خطای گشودن بسته بندی پرونده، به شکل ZIP نیست." + +msgid "The following files failed extraction from package:" +msgstr "استخراج پرونده های زیر از بسته بندی انجام نشد:" + +msgid "Package installed successfully!" +msgstr "بسته با موفقیت نصب شد!" + +msgid "Import & Edit" +msgstr "وارد کردن و ویرایش" + +msgid "Create & Edit" +msgstr "ساخت و ویرایش" + +msgid "Install Project:" +msgstr "نصب پروژه:" + +msgid "Install & Edit" +msgstr "نصب و ویرایش" + +msgid "Project Name:" +msgstr "نام پروژه:" + +msgid "Project Path:" +msgstr "مسیر پروژه:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"رندرر میتواند بعدا تغییر کند، اما صحنهها ممکن است نیاز به تنظیم داشته باشند." + +msgid "Version Control Metadata:" +msgstr "فراداده کنترل نسخه:" + +msgid "Git" +msgstr "گیت" + +msgid "This project was last edited in a different Godot version: " +msgstr "این پروژه آخرین بار در یک نسخه متفاوت از گودو ویرایش شده است. " + +msgid "Error: Project is missing on the filesystem." +msgstr "خطا: پروژه در فایلهای سیستمی وجود ندارد." + +msgid "Missing Project" +msgstr "پروژه از دست رفته" + +msgid "Restart Now" +msgstr "راه اندازی دوباره" + msgid "Add Project Setting" msgstr "افزودن تنظیمات پروژه" @@ -5963,9 +5790,6 @@ msgstr "پیشوند:" msgid "Suffix:" msgstr "پسوند:" -msgid "Advanced Options" -msgstr "تنظیمات پیشرفته" - msgid "Substitute" msgstr "جایگزین" @@ -6080,6 +5904,9 @@ msgstr "پیوست کردن یک اسکریپت جدید یا از پیش موج msgid "Remote" msgstr "از راه دور" +msgid "Local" +msgstr "محلی" + msgid "Clear Inheritance? (No Undo!)" msgstr "وراثت حذف شود؟ (بدون بازگشت!)" @@ -6249,15 +6076,16 @@ msgstr "در حال نصب در دستگاه، لطفا صبر کنید..." msgid "Could not install to device: %s" msgstr "در دستگاه نصب نشد: %s" -msgid "Verifying %s..." -msgstr "در حال تایید %s..." - msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." msgstr "" -"عدم تطابق نسخهٔ ساخت اندروید: الگوی نصب شده: %s، نسخهٔ گودو: %s. لطفاً الگوی " -"ساخت اندروید را از منوی «پروژه» دوباره نصب کنید." +"نام پروژه نیازمندی قالب نام بسته را برآورده نمی کند و به \"%s\" به روز میشود. " +"لطفا در صورت نیاز نام بسته را به صراحت مشخص کنید." + +msgid "Verifying %s..." +msgstr "در حال تایید %s..." msgid "Adding files..." msgstr "افزودن فایلها..." @@ -6359,9 +6187,6 @@ msgstr "انیمیشن پیدا نشد: '%s'" msgid "Alert!" msgstr "هشدار!" -msgid "Please Confirm..." -msgstr "لطفاً تأیید کنید…" - msgid "Left-to-Right" msgstr "چپ به راست" diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index 897f247c68..f69007224d 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -475,9 +475,6 @@ msgstr "Muokkaa tapahtumaa" msgid "Remove Event" msgstr "Poista tapahtuma" -msgid "Filter by name..." -msgstr "Suodata nimellä..." - msgid "Clear All" msgstr "Tyhjennä kaikki" @@ -605,33 +602,6 @@ msgstr "" "Ei voida vaihtaa toisto moodia animaatiolta, joka upotettu toiseen " "kohtaukseen." -msgid "Property Track" -msgstr "Ominaisuusraita" - -msgid "3D Position Track" -msgstr "3D Sijainti Raita" - -msgid "3D Rotation Track" -msgstr "3D Kierto Raita" - -msgid "3D Scale Track" -msgstr "3D Koko Raita" - -msgid "Blend Shape Track" -msgstr "Muodonsulautusraita" - -msgid "Call Method Track" -msgstr "Metodikutsuraita" - -msgid "Bezier Curve Track" -msgstr "Bezier-käyräraita" - -msgid "Audio Playback Track" -msgstr "Äänentoistoraita" - -msgid "Animation Playback Track" -msgstr "Animaatiotoistoraita" - msgid "Animation length (frames)" msgstr "Animaation pituus (kuvaruutuina)" @@ -764,9 +734,6 @@ msgstr "Leikkaa kierron interpolointi" msgid "Wrap Loop Interp" msgstr "Kiedo kierron interpolointi" -msgid "Insert Key" -msgstr "Lisää avainruutu" - msgid "Duplicate Key(s)" msgstr "Kahdenna avainruudut" @@ -927,10 +894,6 @@ msgstr "Animaatio: Skaalaa avaimia" msgid "Make Easing Keys" msgstr "Tee sulavan siirtymän avaimia" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "Tämä valinta ei käy Bezier-editoinnille, koska se on vain yksi raita." - msgid "Animation Add RESET Keys" msgstr "Animaatio: Lisää RESET avaimet" @@ -1021,21 +984,6 @@ msgstr "Muokkaa" msgid "Animation properties." msgstr "Animaation ominaisuudet." -msgid "Copy Tracks" -msgstr "Kopioi raidat" - -msgid "Scale Selection" -msgstr "Skaalaa valintaa" - -msgid "Scale From Cursor" -msgstr "Skaalaa kursorista" - -msgid "Duplicate Selection" -msgstr "Kahdenna valinta" - -msgid "Duplicate Transposed" -msgstr "Kahdenna käänteisesti" - msgid "Delete Selection" msgstr "Poista valitut" @@ -1048,12 +996,6 @@ msgstr "Mene edelliseen askeleeseen" msgid "Apply Reset" msgstr "Tee palautus" -msgid "Optimize Animation (no undo)" -msgstr "Optimoi animaatio (ei kumoamista)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Siivoa animaatio (ei kumoamista)" - msgid "Pick a node to animate:" msgstr "Valitse animoitava solmu:" @@ -2297,6 +2239,12 @@ msgstr "[tyhjä]" msgid "[unsaved]" msgstr "[tallentamaton]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Pelimoottori" + +msgid "Dock Position" +msgstr "Telakan sijainti" + msgid "3D Editor" msgstr "3D-editori" @@ -2498,6 +2446,21 @@ msgstr "" "Tämä metodi ei tarvitse instanssia ollakseen kutsuttavissa.\n" "Sitä voidaan kutsua suoraan käyttämällä luokan nimeä." +msgid "Constructors" +msgstr "Rakentajat" + +msgid "Operators" +msgstr "Operaattorit" + +msgid "Method Descriptions" +msgstr "Metodien kuvaukset" + +msgid "Constructor Descriptions" +msgstr "Rakentaja Kuvaukset" + +msgid "Operator Descriptions" +msgstr "Operaattori Kuvaukset" + msgid "Error codes returned:" msgstr "Palautetut virhe koodit:" @@ -2543,19 +2506,6 @@ msgstr "Perii:" msgid "Inherited by:" msgstr "Perivät:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Tämä luokka on merkattu vanhentuneeksi. Se tullaan poistamaan tulevissa " -"versioissa." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Tämä luokka on merkitty kokeelliseksi. Se tulee todennäköisesti muuttumaan " -"tai mahdollisesti poistamaan tuleviss versioissa. Käytä omalla vastuulla." - msgid "Description" msgstr "Kuvaus" @@ -2594,12 +2544,6 @@ msgstr "oletus:" msgid "property:" msgstr "ominaisuus:" -msgid "Constructors" -msgstr "Rakentajat" - -msgid "Operators" -msgstr "Operaattorit" - msgid "Theme Properties" msgstr "Teeman ominaisuudet" @@ -2653,15 +2597,6 @@ msgstr "" "Tälle ominaisuudelle ei vielä löydy kuvausta. Voit auttaa meitä [color=$color]" "[url=$url]kirjoittamalla sellaisen[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Rakentaja Kuvaukset" - -msgid "Method Descriptions" -msgstr "Metodien kuvaukset" - -msgid "Operator Descriptions" -msgstr "Operaattori Kuvaukset" - msgid "Metadata:" msgstr "Metadata:" @@ -2674,9 +2609,6 @@ msgstr "Metodi:" msgid "Signal:" msgstr "Signaali:" -msgid "Theme Item:" -msgstr "Teeman Osa:" - msgid "No description available." msgstr "Kuvaus ei ole saatavilla." @@ -2686,6 +2618,24 @@ msgstr "%d osuma." msgid "%d matches." msgstr "%d osumaa." +msgid "Method" +msgstr "Metodi" + +msgid "Signal" +msgstr "Signaali" + +msgid "Constant" +msgstr "Vakio" + +msgid "Property" +msgstr "Ominaisuus" + +msgid "Theme Property" +msgstr "Teeman ominaisuus" + +msgid "Annotation" +msgstr "Annotaatio" + msgid "Search Help" msgstr "Etsi ohjeesta" @@ -2734,24 +2684,6 @@ msgstr "(rakentajat)" msgid "Class" msgstr "Luokka" -msgid "Method" -msgstr "Metodi" - -msgid "Signal" -msgstr "Signaali" - -msgid "Annotation" -msgstr "Annotaatio" - -msgid "Constant" -msgstr "Vakio" - -msgid "Property" -msgstr "Ominaisuus" - -msgid "Theme Property" -msgstr "Teeman ominaisuus" - msgid "This member is marked as deprecated." msgstr "Tämä jäsen on merkattu vanhentuneeksi." @@ -3285,9 +3217,6 @@ msgstr "Tyhjennä viimeisimmät kohtaukset" msgid "There is no defined scene to run." msgstr "Suoritettavaa kohtausta ei ole määritetty." -msgid "%s - Godot Engine" -msgstr "%s - Godot Pelimoottori" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3315,15 +3244,15 @@ msgstr "" "Voit muuttaa sitä myöhemmin \"Projektiasetukset\" -kohdassa 'sovellus' -" "luokassa." +msgid "Default" +msgstr "Oletus" + msgid "Save Layout" msgstr "Tallenna asettelu" msgid "Delete Layout" msgstr "Poista asettelu" -msgid "Default" -msgstr "Oletus" - msgid "This scene was never saved." msgstr "Tätä kohtausta ei koskaan tallennettu." @@ -3382,9 +3311,6 @@ msgstr "Yhteensopivuus" msgid "Pan View" msgstr "Panorointinäkymä" -msgid "Dock Position" -msgstr "Telakan sijainti" - msgid "Distraction Free Mode" msgstr "Häiriötön tila" @@ -3439,6 +3365,9 @@ msgstr "Sulje kohtaus" msgid "Quit" msgstr "Lopeta" +msgid "Editor Settings..." +msgstr "Editorin asetukset..." + msgid "Project" msgstr "Projekti" @@ -3475,9 +3404,6 @@ msgstr "Poistu projektiluetteloon" msgid "Editor" msgstr "Editori" -msgid "Editor Settings..." -msgstr "Editorin asetukset..." - msgid "Command Palette..." msgstr "Komentopaletti..." @@ -3535,9 +3461,6 @@ msgstr "Ehdota ominaisuutta" msgid "Send Docs Feedback" msgstr "Lähetä palautetta ohjeesta" -msgid "About Godot" -msgstr "Tietoja Godotista" - msgid "Support Godot Development" msgstr "Tue Godotin kehitystä" @@ -3583,17 +3506,6 @@ msgstr "Asenna tiedostosta" msgid "Select Android sources file" msgstr "Valitse android-lähdetiedosto" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Androidin käännösmalli on jo asennettu tähän projektiin, eikä sitä " -"ylikirjoiteta.\n" -"Poista \"res://android/build\" hakemisto käsin ennen kuin yrität tätä " -"toimenpidettä uudelleen." - msgid "Show in File Manager" msgstr "Näytä tiedostonhallinnassa" @@ -3667,8 +3579,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Varoitus!" -msgid "Main Script:" -msgstr "Pääskripti:" +msgid "On" +msgstr "Päällä" msgid "Edit Plugin" msgstr "Muokkaa liitännäistä" @@ -3685,15 +3597,9 @@ msgstr "Versio" msgid "Author" msgstr "Tekijä" -msgid "Status" -msgstr "Tila" - msgid "Edit Text:" msgstr "Muokkaa tekstiä:" -msgid "On" -msgstr "Päällä" - msgid "Renaming layer %d:" msgstr "Uudelleen nimetään kerros %d:" @@ -3800,8 +3706,8 @@ msgstr "" "Valittu resurssi (%s) ei vastaa mitään odotettua tyyppiä tälle ominaisuudelle " "(%s)." -msgid "Quick Load" -msgstr "Pikalataus" +msgid "Load..." +msgstr "Lataa..." msgid "Inspect" msgstr "Tarkastele" @@ -3827,14 +3733,11 @@ msgstr "Valitse yksilölliseksi tehtävät resurssit:" msgid "New %s" msgstr "Uusi %s" -msgid "New Script" -msgstr "Uusi skripti" - -msgid "Extend Script" -msgstr "Laajenna skriptiä" +msgid "New Script..." +msgstr "Uusi skripti..." -msgid "New Shader" -msgstr "Uusi Shader" +msgid "Extend Script..." +msgstr "Laajenna Skriptiä..." msgid "No Remote Debug export presets configured." msgstr "Ei Etädebuggaus vientiasetuksia konfiguroitu." @@ -3968,12 +3871,6 @@ msgstr "Kaikki laitteet" msgid "Device" msgstr "Laite" -msgid "Listening for input..." -msgstr "Kuunnellaan syötettä..." - -msgid "Filter by event..." -msgstr "Suodata tapahtuman perusteella..." - msgid "Project export for platform:" msgstr "Projektin vienti alustalle:" @@ -4299,6 +4196,9 @@ msgstr "" "Jos päällä, esiasetus on käytettävissä yhden napsautuksen käyttöönotossa.\n" "Kutakin alustaa kohden voidaan merkitä ajettavaksi vain yksi esiasetus." +msgid "Advanced Options" +msgstr "Edistyneet asetukset" + msgid "Export Path" msgstr "Vientipolku" @@ -4607,9 +4507,6 @@ msgstr "Uusi kansio..." msgid "New Scene..." msgstr "Uusi kohtaus..." -msgid "New Script..." -msgstr "Uusi skripti..." - msgid "New Resource..." msgstr "Uusi resurssi..." @@ -4753,57 +4650,21 @@ msgstr "%d osumaa %d tiedostossa" msgid "%d matches in %d files" msgstr "%d osumaa %d tiedostossa" +msgid "Rename Group" +msgstr "Nimeä ryhmä uudelleen" + msgid "Add to Group" msgstr "Lisää ryhmään" msgid "Remove from Group" msgstr "Poista ryhmästä" -msgid "Invalid group name." -msgstr "Virheellinen ryhmän nimi." - -msgid "Group name already exists." -msgstr "Ryhmän nimi on jo olemassa." - -msgid "Rename Group" -msgstr "Nimeä ryhmä uudelleen" - -msgid "Delete Group" -msgstr "Poista ryhmä" - -msgid "Groups" -msgstr "Ryhmät" - -msgid "Nodes Not in Group" -msgstr "Ryhmään kuulumattomat solmut" - -msgid "Nodes in Group" -msgstr "Ryhmään kuuluvat solmut" - -msgid "Empty groups will be automatically removed." -msgstr "Tyhjät ryhmät poistetaan automaattisesti." - -msgid "Group Editor" -msgstr "Ryhmäeditori" - -msgid "Manage Groups" -msgstr "Hallinnoi ryhmiä" +msgid "Global" +msgstr "Globaali" msgid "Move" msgstr "Siirrä" -msgid "Please select a base directory first." -msgstr "Ole hyvä ja valitse ensin päähakemisto." - -msgid "Could not create folder. File with that name already exists." -msgstr "Ei voitu luoda kansiota. Tällä nimellä löytyy jo tiedosto." - -msgid "Choose a Directory" -msgstr "Valitse Hakemisto" - -msgid "Copy File(s)" -msgstr "Kopioi Tiedosto(t)" - msgid "Network" msgstr "Verkko" @@ -4847,6 +4708,9 @@ msgstr "Avaa Tiedosto tai Hakemisto" msgid "Save a File" msgstr "Tallenna tiedosto" +msgid "Could not create folder. File with that name already exists." +msgstr "Ei voitu luoda kansiota. Tällä nimellä löytyy jo tiedosto." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Suosikiksi asetettua kansiota ei ole enää olemassa ja se poistetaan." @@ -5015,9 +4879,6 @@ msgstr "Aseta näkyvyys" msgid "Unlock Node" msgstr "Poista solmun lukitus" -msgid "Button Group" -msgstr "Painikeryhmä" - msgid "Disable Scene Unique Name" msgstr "Poista Kohtauksen Uniikki Nimi Käytöstä" @@ -5040,9 +4901,6 @@ msgstr[1] "Solmu kuuluu seuraaviin ryhmiin:" msgid "Click to show signals dock." msgstr "Napsauta näyttääksesi signaalitelakan." -msgid "Open in Editor" -msgstr "Avaa editorissa" - msgid "This script is a custom type." msgstr "Tämän skriptin tyyppi on mukautettu." @@ -5070,6 +4928,9 @@ msgstr "" "AnimationPlayer on kiinnitetty.\n" "Napsauta kiinnityksen poistamiseksi." +msgid "Open in Editor" +msgstr "Avaa editorissa" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" ei ole tunnettu suodatin." @@ -5097,49 +4958,6 @@ msgstr "Näytä Kaikki" msgid "The Beginning" msgstr "Alku" -msgid "Global" -msgstr "Globaali" - -msgid "Enable looping." -msgstr "Kytke silmukka." - -msgid "Offset:" -msgstr "Siirtymä:" - -msgid "Loop:" -msgstr "Silmukka:" - -msgid "BPM:" -msgstr "Iskua Minuutissa:" - -msgid "Beat Count:" -msgstr "Tahtien Määrä:" - -msgid "Music Playback:" -msgstr "Toista Musiikki:" - -msgid "New Configuration" -msgstr "Uusi Konfiguraatio" - -msgid "" -"Warning: Multiple configurations have identical settings. Duplicates will be " -"ignored." -msgstr "" -"Varoitus: Useassa konfiguraatiossa on identtiset asetukset. Duplikaatit " -"tullaan jättämään huomiotta." - -msgid "Advanced Import Settings for '%s'" -msgstr "Edistyneet Tuonti Asetukset '%s':lle" - -msgid "Pre-render Configurations" -msgstr "Esi-renderöi Konfiguraatiot" - -msgid "Configuration:" -msgstr "Konfiguraatio:" - -msgid "Add configuration" -msgstr "Lisää konfiguraatio" - msgid "Pre-Import Scene" msgstr "Esituo Kohtaus" @@ -5165,15 +4983,6 @@ msgstr "Virhe ajettaessa tuonnin jälkeistä skriptiä:" msgid "Saving..." msgstr "Tallennetaan..." -msgid "2D/3D (Auto-Detect)" -msgstr "2D/3D (Automaattinen-Tunnistus)" - -msgid "2D" -msgstr "2D" - -msgid "3D" -msgstr "3D" - msgid "<Unnamed Material>" msgstr "<Nimeämätön Materiaali>" @@ -5237,6 +5046,9 @@ msgstr "Materiaalit" msgid "Selected Animation Play/Pause" msgstr "Valittu Animaation Toista/Pysäytä" +msgid "Status" +msgstr "Tila" + msgid "Save Extension:" msgstr "Tallenna Laajennus:" @@ -5246,6 +5058,55 @@ msgstr "Teksti Resurssi" msgid "Binary Resource" msgstr "Binääri Resurssi" +msgid "Enable looping." +msgstr "Kytke silmukka." + +msgid "Offset:" +msgstr "Siirtymä:" + +msgid "Loop:" +msgstr "Silmukka:" + +msgid "BPM:" +msgstr "Iskua Minuutissa:" + +msgid "Beat Count:" +msgstr "Tahtien Määrä:" + +msgid "Music Playback:" +msgstr "Toista Musiikki:" + +msgid "New Configuration" +msgstr "Uusi Konfiguraatio" + +msgid "" +"Warning: Multiple configurations have identical settings. Duplicates will be " +"ignored." +msgstr "" +"Varoitus: Useassa konfiguraatiossa on identtiset asetukset. Duplikaatit " +"tullaan jättämään huomiotta." + +msgid "Advanced Import Settings for '%s'" +msgstr "Edistyneet Tuonti Asetukset '%s':lle" + +msgid "Pre-render Configurations" +msgstr "Esi-renderöi Konfiguraatiot" + +msgid "Configuration:" +msgstr "Konfiguraatio:" + +msgid "Add configuration" +msgstr "Lisää konfiguraatio" + +msgid "2D/3D (Auto-Detect)" +msgstr "2D/3D (Automaattinen-Tunnistus)" + +msgid "2D" +msgstr "2D" + +msgid "3D" +msgstr "3D" + msgid "Importer:" msgstr "Tuoja:" @@ -5443,6 +5304,9 @@ msgstr "Aseta %s %d solmuun" msgid "%s (%d Selected)" msgstr "%s (%d Valittu)" +msgid "Groups" +msgstr "Ryhmät" + msgid "Select a single node to edit its signals and groups." msgstr "Valitse yksittäinen solmu muokataksesi sen signaaleja ja ryhmiä." @@ -5552,9 +5416,6 @@ msgstr "Lisää animaatio" msgid "Add %s" msgstr "Lisää %s" -msgid "Load..." -msgstr "Lataa..." - msgid "Move Node Point" msgstr "Siirrä solmupistettä" @@ -5789,24 +5650,15 @@ msgstr "Tallenna Animaatio" msgid "Make Animation Unique: %s" msgstr "Tee Animaatiosta Yksilöllinen: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Virheellinen AnimaatioKirjasto tiedosto." - -msgid "Invalid Animation file." -msgstr "Virheellinen Animaatio tiedosto." - -msgid "This animation is already added to the library." -msgstr "Tämä animaatio on jo lisätty kirjastoon." - -msgid "Load Animation into Library: %s" -msgstr "Lataa Animaatio Kirjastoon: %s" - msgid "Save Animation library to File: %s" msgstr "Tallenna Animaatio kirjasto Tiedostoon: %s" msgid "Save Animation to File: %s" msgstr "Tallenna Animaatio Tiedostoon: %s" +msgid "Load Animation into Library: %s" +msgstr "Lataa Animaatio Kirjastoon: %s" + msgid "Rename Animation Library: %s" msgstr "Uudelleennimeä Animaatio Kirjasto: %s" @@ -5840,36 +5692,9 @@ msgstr "[sisäänrakennettu]" msgid "[imported]" msgstr "[tuotu]" -msgid "Add Animation to Library" -msgstr "Lisää Animaatio Kirjastoon" - -msgid "Load animation from file and add to library" -msgstr "Lataa animaatio tiedostosta ja lisää kirjastoon" - -msgid "Paste Animation to Library from clipboard" -msgstr "Liitä Animaatio Kirjastoon Leikepöydältä" - -msgid "Save animation library to resource on disk" -msgstr "Tallenna animaatio kirjasto resurssiksi levylle" - -msgid "Remove animation library" -msgstr "Poista animaatio kirjasto" - -msgid "Copy animation to clipboard" -msgstr "Kopioi animaatio leikepöydälle" - -msgid "Save animation to resource on disk" -msgstr "Tallenna animaatio resurssiksi levylle" - -msgid "Remove animation from Library" -msgstr "Poista animaatio Kirjastosta" - msgid "Edit Animation Libraries" msgstr "Muokkaa Animaatio Kirjastoja" -msgid "Add Library" -msgstr "Lisää Kirjasto" - msgid "Load Library" msgstr "Lataa Kirjasto" @@ -6379,6 +6204,9 @@ msgstr "Liitä asento" msgid "Clear Guides" msgstr "Poista apuviivat" +msgid "Cancel Transformation" +msgstr "Peruuta muunnos" + msgid "Zoom to 3.125%" msgstr "Aseta lähennystasoksi 3.125%" @@ -6513,15 +6341,9 @@ msgstr "Poista valitun solmun lukitus, sallien valinnan ja liikuttamisen." msgid "Unlock Selected Node(s)" msgstr "Vapauta valitut solmut" -msgid "Make selected node's children not selectable." -msgstr "Tee valitun solmun alisolmuista valitsemattomia." - msgid "Group Selected Node(s)" msgstr "Ryhmitä valitut solmut" -msgid "Make selected node's children selectable." -msgstr "Tee valitun solmun alisolmuista valittavia." - msgid "Ungroup Selected Node(s)" msgstr "Poista ryhmitys valituilta solmuilta" @@ -6561,8 +6383,8 @@ msgstr "Näytä origo" msgid "Show Viewport" msgstr "Näytä näyttöruutu" -msgid "Show Group And Lock Icons" -msgstr "Näytä ryhmityksen ja lukituksen kuvakkeet" +msgid "Gizmos" +msgstr "Vempaimet" msgid "Center Selection" msgstr "Keskitä valintaan" @@ -6597,6 +6419,9 @@ msgstr "Skaalausmaski avainruutujen lisäämiseen." msgid "Insert keys (based on mask)." msgstr "Lisää avainruutuja (maskiin perustuen)." +msgid "Insert Key" +msgstr "Lisää avainruutu" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -6633,20 +6458,9 @@ msgstr "Jaa ruudukon välistys kahdella" msgid "Adding %s..." msgstr "Lisätään %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Raahaa ja pudota lisätäksesi nykyisen kohtauksen juurisolmun alisolmuksi." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"Pidä %s pohjassa pudottaessa lisätäksesi jälkeiläiseksi valittuun solmuun." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Pidä Vaihtonäppäin pohjassa lisätäksesi valitun solmun sisarena." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Pidä Alt pohjassa pudottaessasi lisätäksesi toisena solmu tyyppinä." - msgid "Cannot instantiate multiple nodes without root." msgstr "Ei voida luoda ilmentymiä useasta solmusta ilman juurta." @@ -6776,12 +6590,21 @@ msgstr "Keskitetty" msgid "Capture Colors from Pixel" msgstr "Nappaa Värit Pikselistä" +msgid "Generate Visibility AABB" +msgstr "Kartoita näkyvä alue" + msgid "CPUParticles3D" msgstr "CPUPartikkelit3D" +msgid "Generate AABB" +msgstr "Generoi AABB" + msgid "Create Emission Points From Node" msgstr "Luo säteilypisteet solmusta" +msgid "Generation Time (sec):" +msgstr "Luontiaika (s):" + msgid "Load Curve Preset" msgstr "Lataa käyrän esiasetus" @@ -6906,14 +6729,6 @@ msgstr "" "Kun tämä on valittu, editorin debug palvelin pysyy avoinna ja kuuntelee uusia " "sessioita, jotka on avattu editorin ulkopuolella." -msgid "Run Multiple Instances" -msgstr "Suorita Useampi Instanssi" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Aja %d instanssi" -msgstr[1] "Aja %d instanssia" - msgid "Size: %s" msgstr "Koko: %s" @@ -6996,9 +6811,6 @@ msgstr "Tyhjennä emissiomaski" msgid "GPUParticles2D" msgstr "GPUPartikkelit2D" -msgid "Generation Time (sec):" -msgstr "Luontiaika (s):" - msgid "The geometry's faces don't contain any area." msgstr "Geometrian tahkot eivät sisällä mitään alaa." @@ -7035,15 +6847,9 @@ msgstr "Emission lähde:" msgid "Convert to CPUParticles3D" msgstr "Muunna CPUParticles3D:ksi" -msgid "Generate Visibility AABB" -msgstr "Kartoita näkyvä alue" - msgid "GPUParticles3D" msgstr "GPUPartikkelit3D" -msgid "Generate AABB" -msgstr "Generoi AABB" - msgid "Low" msgstr "Alhainen" @@ -7455,9 +7261,6 @@ msgstr "Kohdista muunnos näkymään" msgid "Align Rotation with View" msgstr "Kohdista kierto näkymään" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Ei voida vetää ja pudottaa useaan valittuun solmuun." - msgid "None" msgstr "Ei mitään" @@ -7557,9 +7360,6 @@ msgstr "Liikkumisen nopeussäädin" msgid "Freelook Slow Modifier" msgstr "Liikkumisen hitauskerroin" -msgid "Cancel Transformation" -msgstr "Peruuta muunnos" - msgid "Toggle Camera Preview" msgstr "Aseta kameran esikatselu" @@ -7697,9 +7497,6 @@ msgstr "3 Näyttöruutua (Alt)" msgid "4 Viewports" msgstr "4 Näyttöruutua" -msgid "Gizmos" -msgstr "Vempaimet" - msgid "View Origin" msgstr "Näytä origo" @@ -7724,9 +7521,6 @@ msgstr "Muutettaessa kokoa (%):" msgid "Viewport Settings" msgstr "Näyttöruudun asetukset" -msgid "Perspective FOV (deg.):" -msgstr "Näkökentän perspektiivi (asteina):" - msgid "View Z-Near:" msgstr "Pienin etäisyys:" @@ -7844,6 +7638,9 @@ msgstr "Poista piste" msgid "Close Curve" msgstr "Sulje käyrä" +msgid "Please Confirm..." +msgstr "Ole hyvä ja vahvista..." + msgid "Mirror Handle Angles" msgstr "Peilaa kahvojen kulmat" @@ -8287,6 +8084,9 @@ msgstr "Laskosta kaikki rivit" msgid "Unfold All Lines" msgstr "Avaa kaikki rivit" +msgid "Duplicate Selection" +msgstr "Kahdenna valinta" + msgid "Evaluate Selection" msgstr "Laske valinnan tulos" @@ -8347,9 +8147,6 @@ msgstr "Varjostin Editori" msgid "Save File" msgstr "Tallenna Tiedosto" -msgid "Save File As" -msgstr "Tallenna Tiedosto Nimellä" - msgid "Open File in Inspector" msgstr "Avaa Tiedosto Ttarkastelijassa" @@ -8404,9 +8201,6 @@ msgstr "Luo LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "LightOccluder2D esikatselu" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "Ei voida muuntaa spriteä meshiin animaatioruutuja käyttäen." - msgid "Invalid geometry, can't replace by mesh." msgstr "Virheellinen geometria, ei voida korvata meshillä." @@ -9125,9 +8919,6 @@ msgstr "Valitse laatat." msgid "Yes" msgstr "Kyllä" -msgid "ID: %d" -msgstr "ID: %d" - msgid "Tile properties:" msgstr "Laatan ominaisuudet:" @@ -9878,122 +9669,8 @@ msgstr "Muokkaa Visuaalista Ominaisuutta: %s" msgid "Visual Shader Mode Changed" msgstr "Visuaalisen sävyttimen tila vaihdettu" -msgid "The path specified doesn't exist." -msgstr "Määritelty polku ei ole olemassa." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Virhe avattaessa pakettitiedostoa (se ei ole ZIP-muodossa)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Virheellinen \".zip\" projektitiedosto; se ei sisällä \"project.godot\" " -"tiedostoa." - -msgid "Please choose an empty folder." -msgstr "Ole hyvä ja valitse tyhjä kansio." - -msgid "This directory already contains a Godot project." -msgstr "Tämä hakemisto sisältää jo Godot-projektin." - -msgid "New Game Project" -msgstr "Uusi peliprojekti" - -msgid "Imported Project" -msgstr "Tuotu projekti" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Ole hyvä ja valitse \"project.godot\"- tai \".zip\"-tiedosto." - -msgid "Invalid project name." -msgstr "Virheellinen projektin nimi." - -msgid "Couldn't create folder." -msgstr "Kansiota ei voitu luoda." - -msgid "There is already a folder in this path with the specified name." -msgstr "Polusta löytyy jo kansio annetulla nimellä." - -msgid "It would be a good idea to name your project." -msgstr "Olisi hyvä idea antaa projektillesi nimi." - -msgid "Invalid project path (changed anything?)." -msgstr "Virheellinen projektin polku (muuttuiko mikään?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Projektin polusta '%s' epäonnistui (virhe %d). Se saattaa puuttua tai olla " -"vioittunut." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Projektin tallennus epäonnistui kohteessa '%s'. (virhe %d)." - -msgid "Couldn't create project.godot in project path." -msgstr "Tiedoston project.godot luonti projektin polkuun epäonnistui." - -msgid "Error opening package file, not in ZIP format." -msgstr "Virhe avattaessa pakettitiedostoa, ei ZIP-muodossa." - -msgid "The following files failed extraction from package:" -msgstr "Seuraavien tiedostojen purku paketista epäonnistui:" - -msgid "Package installed successfully!" -msgstr "Paketti asennettu onnistuneesti!" - -msgid "Rename Project" -msgstr "Nimetä projekti" - -msgid "Import Existing Project" -msgstr "Tuo olemassaoleva projekti" - -msgid "Import & Edit" -msgstr "Tuo ja muokkaa" - -msgid "Create New Project" -msgstr "Luo uusi projekti" - -msgid "Create & Edit" -msgstr "Luo ja muokkaa" - -msgid "Install Project:" -msgstr "Asenna projekti:" - -msgid "Install & Edit" -msgstr "Asenna ja muokkaa" - -msgid "Project Name:" -msgstr "Projektin nimi:" - -msgid "Project Path:" -msgstr "Projektin polku:" - -msgid "Project Installation Path:" -msgstr "Projektin asennuspolku:" - -msgid "Renderer:" -msgstr "Renderöijä:" - -msgid "Version Control Metadata:" -msgstr "Versionhallinnan Metadata:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Virhe: projekti puuttuu tiedostojärjestelmästä." - -msgid "Missing Project" -msgstr "Puuttuva projekti" - -msgid "Local" -msgstr "Paikallinen" - -msgid "Local Projects" -msgstr "Paikalliset projektit" - -msgid "Asset Library Projects" -msgstr "Asset-kirjaston projektit" - -msgid "Can't open project at '%s'." -msgstr "Ei voida avata projektia kohteesta '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Haluatko varmasti suorittaa %d projektia yhdenaikaisesti?" msgid "" "The selected project \"%s\" does not specify its supported Godot version in " @@ -10053,28 +9730,6 @@ msgstr "" "Projektin asetukset on luotu uudemmalla versiolla, jonka asetukset eivät ole " "yhteensopivia tämän version kanssa." -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Projektia ei voi suorittaa: pääkohtausta ei ole määritetty.\n" -"Muokkaa projektia ja määritä pääkohtaus projektin asetuksissa kategoriassa " -"\"Sovellus\"." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Projektia ei voi ajaa: Assetit täytyy tuoda uudelleen.\n" -"Muokkaa projektia käynnistääksesi uudelleentuonnin." - -msgid "Are you sure to run %d projects at once?" -msgstr "Haluatko varmasti suorittaa %d projektia yhdenaikaisesti?" - -msgid "Tag name can't be empty." -msgstr "Tagin nimi ei voi olla tyhjä." - msgid "Remove %d projects from the list?" msgstr "Poista %d projektia listasta?" @@ -10089,12 +9744,16 @@ msgstr "" "Projektikansioiden sisältöjä ei muuteta." msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Kieli vaihdettu.\n" -"Käyttöliittymä päivittyy, kun editori tai projektinhallinta käynnistetään " -"uudelleen." +"Projektin polusta '%s' epäonnistui (virhe %d). Se saattaa puuttua tai olla " +"vioittunut." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Projektin tallennus epäonnistui kohteessa '%s'. (virhe %d)." + +msgid "Tag name can't be empty." +msgstr "Tagin nimi ei voi olla tyhjä." msgctxt "Application" msgid "Project Manager" @@ -10124,21 +9783,24 @@ msgstr "" "Suodattaaksesi projektit nimen ja koko polun mukaan, haussa tulee olla mukana " "vähintään yksi `/` merkki." +msgid "Create New Project" +msgstr "Luo uusi projekti" + +msgid "Import Existing Project" +msgstr "Tuo olemassaoleva projekti" + msgid "Edit Project" msgstr "Muokkaa projektia" +msgid "Rename Project" +msgstr "Nimetä projekti" + msgid "Remove Project" msgstr "Poista projekti" msgid "Remove Missing" msgstr "Poista puuttuva" -msgid "About" -msgstr "Tietoja" - -msgid "Restart Now" -msgstr "Käynnistä uudelleen nyt" - msgid "Select a Folder to Scan" msgstr "Valitse tutkittava kansio" @@ -10148,18 +9810,92 @@ msgstr "Poista kaikki" msgid "Also delete project contents (no undo!)" msgstr "Poista myös projektien sisältö (ei voi kumota!)" -msgid "Can't run project" -msgstr "Projektia ei voida käynnistää" +msgid "Create New Tag" +msgstr "Luo Uusi Tagi" + +msgid "The path specified doesn't exist." +msgstr "Määritelty polku ei ole olemassa." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Virhe avattaessa pakettitiedostoa (se ei ole ZIP-muodossa)." msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" -"Sinulla ei ole tällä hetkellä yhtään projekteja.\n" -"Haluaisitko selata virallisia esimerkkiprojekteja Asset-kirjastosta?" +"Virheellinen \".zip\" projektitiedosto; se ei sisällä \"project.godot\" " +"tiedostoa." -msgid "Create New Tag" -msgstr "Luo Uusi Tagi" +msgid "New Game Project" +msgstr "Uusi peliprojekti" + +msgid "Imported Project" +msgstr "Tuotu projekti" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Ole hyvä ja valitse \"project.godot\"- tai \".zip\"-tiedosto." + +msgid "Invalid project name." +msgstr "Virheellinen projektin nimi." + +msgid "Couldn't create folder." +msgstr "Kansiota ei voitu luoda." + +msgid "There is already a folder in this path with the specified name." +msgstr "Polusta löytyy jo kansio annetulla nimellä." + +msgid "It would be a good idea to name your project." +msgstr "Olisi hyvä idea antaa projektillesi nimi." + +msgid "Invalid project path (changed anything?)." +msgstr "Virheellinen projektin polku (muuttuiko mikään?)." + +msgid "Couldn't create project.godot in project path." +msgstr "Tiedoston project.godot luonti projektin polkuun epäonnistui." + +msgid "Error opening package file, not in ZIP format." +msgstr "Virhe avattaessa pakettitiedostoa, ei ZIP-muodossa." + +msgid "The following files failed extraction from package:" +msgstr "Seuraavien tiedostojen purku paketista epäonnistui:" + +msgid "Package installed successfully!" +msgstr "Paketti asennettu onnistuneesti!" + +msgid "Import & Edit" +msgstr "Tuo ja muokkaa" + +msgid "Create & Edit" +msgstr "Luo ja muokkaa" + +msgid "Install Project:" +msgstr "Asenna projekti:" + +msgid "Install & Edit" +msgstr "Asenna ja muokkaa" + +msgid "Project Name:" +msgstr "Projektin nimi:" + +msgid "Project Path:" +msgstr "Projektin polku:" + +msgid "Project Installation Path:" +msgstr "Projektin asennuspolku:" + +msgid "Renderer:" +msgstr "Renderöijä:" + +msgid "Version Control Metadata:" +msgstr "Versionhallinnan Metadata:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Virhe: projekti puuttuu tiedostojärjestelmästä." + +msgid "Missing Project" +msgstr "Puuttuva projekti" + +msgid "Restart Now" +msgstr "Käynnistä uudelleen nyt" msgid "Add Project Setting" msgstr "Lisää Projektin Asetus" @@ -10215,9 +9951,6 @@ msgstr "Pääte:" msgid "Use Regular Expressions" msgstr "Käytä säännöllisiä lausekkeita" -msgid "Advanced Options" -msgstr "Edistyneet asetukset" - msgid "Substitute" msgstr "Korvike" @@ -10346,12 +10079,6 @@ msgstr "Irrota skripti" msgid "This operation can't be done on the tree root." msgstr "Tätä toimenpidettä ei voi tehdä puun juurelle." -msgid "Move Node In Parent" -msgstr "Siirrä solmu isännän alle" - -msgid "Move Nodes In Parent" -msgstr "Siirrä solmut isännän alle" - msgid "Duplicate Node(s)" msgstr "Kahdenna solmu(t)" @@ -10532,12 +10259,6 @@ msgstr "Muuta Tyyppiä..." msgid "Attach Script..." msgstr "Liitä Skripti..." -msgid "Extend Script..." -msgstr "Laajenna Skriptiä..." - -msgid "Reparent to New Node" -msgstr "Vaihda solmulle uusi isäntä" - msgid "Make Scene Root" msgstr "Tee kohtauksen juuri" @@ -10569,6 +10290,9 @@ msgstr "" "Vaihda takaisin Paikallinen kohtauspuu -telakkaan suorituskyvyn " "parantamiseksi." +msgid "Local" +msgstr "Paikallinen" + msgid "Delete Related Animation Tracks" msgstr "Poista Liittyvät Animaatioraidat" @@ -10670,9 +10394,6 @@ msgstr "Valittu väärä tiedostopääte." msgid "Mode:" msgstr "Tila:" -msgid "Global shader parameter '%s' already exists'" -msgstr "Globaali varjostin parametri '%s' on jo olemassa" - msgid "Select Screen" msgstr "Valitse Näyttö" @@ -11057,20 +10778,6 @@ msgstr "" msgid "Unsupported export format!" msgstr "Vientiformaatti ei ole tuettu!" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Androidin käännösversion epäyhteensopivuus: Malli asennettu: %s, Godotin " -"versio: %s. Ole hyvä ja uudelleenasenna Androidin käännösmalli 'Projekti'-" -"valikosta." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Ei voitu ylikirjoittaa res://android/build/res/*.xml tiedostoja projektin " -"nimellä." - msgid "Could not export project files to gradle project." msgstr "Ei voitu viedä projektitiedostoja gradle-projektiksi." @@ -11583,9 +11290,6 @@ msgstr "" msgid "Alert!" msgstr "Huomio!" -msgid "Please Confirm..." -msgstr "Ole hyvä ja vahvista..." - msgid "You don't have permission to access contents of this folder." msgstr "Sinulla ei ole oikeuksia tämän kansio sisältöön." diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index 70706fa460..29363c487f 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -619,9 +619,6 @@ msgstr "Editer l'Évènement" msgid "Remove Event" msgstr "Supprimer l'Évènement" -msgid "Filter by name..." -msgstr "Filtrer par nom..." - msgid "Clear All" msgstr "Tout Effacer" @@ -749,33 +746,6 @@ msgstr "" "Impossible de changer le mode de répétition d'animations intégrées dans une " "autre scène." -msgid "Property Track" -msgstr "Piste de propriété" - -msgid "3D Position Track" -msgstr "Piste de position 3D" - -msgid "3D Rotation Track" -msgstr "Piste de rotation 3D" - -msgid "3D Scale Track" -msgstr "Piste de mise à échelle 3D" - -msgid "Blend Shape Track" -msgstr "Piste de formes de blend (Blend Shape)" - -msgid "Call Method Track" -msgstr "Piste d’appel de méthode" - -msgid "Bezier Curve Track" -msgstr "Piste de la courbe de Bézier" - -msgid "Audio Playback Track" -msgstr "Piste de lecture audio" - -msgid "Animation Playback Track" -msgstr "Piste de lecture d’animation" - msgid "Animation length (frames)" msgstr "Durée de l’animation (en images)" @@ -908,9 +878,6 @@ msgstr "Limiter l’interpolation de la boucle" msgid "Wrap Loop Interp" msgstr "Envelopper l’interp. de la boucle" -msgid "Insert Key" -msgstr "Insérer clé" - msgid "Duplicate Key(s)" msgstr "Dupliquer clé(s)" @@ -1077,12 +1044,6 @@ msgstr "Mettre à l’échelle les clés d’animation" msgid "Make Easing Keys" msgstr "Créer clés de transition" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Cette option ne fonctionne pas pour l’édition de courbes de Bézier car il ne " -"s’agit que d’une seule piste." - msgid "Animation Add RESET Keys" msgstr "Ajouter des clés RESET d'animation" @@ -1176,24 +1137,6 @@ msgstr "Édition" msgid "Animation properties." msgstr "Propriétés de l'animation." -msgid "Copy Tracks" -msgstr "Copier pistes" - -msgid "Scale Selection" -msgstr "Mettre à l'échelle la sélection" - -msgid "Scale From Cursor" -msgstr "Agrandir/Rétrécir à partir du curseur" - -msgid "Make Easing Selection" -msgstr "Faire une sélection d'assouplissement" - -msgid "Duplicate Selection" -msgstr "Dupliquer la sélection" - -msgid "Duplicate Transposed" -msgstr "Dupliquer transposé" - msgid "Delete Selection" msgstr "Supprimer la sélection" @@ -1206,15 +1149,6 @@ msgstr "Aller à l'étape précédente" msgid "Apply Reset" msgstr "Appliquer la réinitialisation" -msgid "Bake Animation" -msgstr "Précalculer l'animation" - -msgid "Optimize Animation (no undo)" -msgstr "Optimiser l'animation (pas de retour en arrière)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Nettoyer l'animation (pas de retour en arrière)" - msgid "Pick a node to animate:" msgstr "Choisir le nœud à animer :" @@ -2557,9 +2491,6 @@ msgstr "Charger un Profil" msgid "Export Profile" msgstr "Profil d'exportation" -msgid "Forced classes on detect:" -msgstr "Classes forcées lors de la détection :" - msgid "Edit Build Configuration Profile" msgstr "Modifier le profil de configuration de build" @@ -2591,6 +2522,15 @@ msgstr "[vide]" msgid "[unsaved]" msgstr "[non enregistré]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Position du dock" + +msgid "Make Floating" +msgstr "Rendre flottant" + msgid "3D Editor" msgstr "Éditeur 3D" @@ -2806,6 +2746,21 @@ msgstr "" "Cette méthode n'a pas besoin d'instanciation afin d'être appelée.\n" "Elle peut être appelée en utilisant directement son nom de classe." +msgid "Constructors" +msgstr "Constructeurs" + +msgid "Operators" +msgstr "Opérateurs" + +msgid "Method Descriptions" +msgstr "Descriptions des méthodes" + +msgid "Constructor Descriptions" +msgstr "Descriptions des constructeurs" + +msgid "Operator Descriptions" +msgstr "Descriptions des opérateurs" + msgid "Error codes returned:" msgstr "Codes d'erreur renvoyés :" @@ -2851,20 +2806,6 @@ msgstr "Hérite de :" msgid "Inherited by:" msgstr "Héritée par :" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Cette classe est signalée comme obsolète. Elle sera supprimée des versions " -"futures." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Cette classe est signalée comme expérimentale. Elle est sujette à changements " -"voire suppression dans les versions futures. Utilisez-la en toute " -"connaissance de cause." - msgid "Description" msgstr "Description" @@ -2904,12 +2845,6 @@ msgstr "par défaut :" msgid "property:" msgstr "Propriété :" -msgid "Constructors" -msgstr "Constructeurs" - -msgid "Operators" -msgstr "Opérateurs" - msgid "Theme Properties" msgstr "Propriétés du thème" @@ -2963,15 +2898,6 @@ msgstr "" "Il n'y a actuellement pas de description pour cette propriété. Aidez-nous en " "[color=$color][url=$url]en créant une[/url][/color] !" -msgid "Constructor Descriptions" -msgstr "Descriptions des constructeurs" - -msgid "Method Descriptions" -msgstr "Descriptions des méthodes" - -msgid "Operator Descriptions" -msgstr "Descriptions des opérateurs" - msgid "Metadata:" msgstr "Métadonnées :" @@ -2984,9 +2910,6 @@ msgstr "Méthode :" msgid "Signal:" msgstr "Signal :" -msgid "Theme Item:" -msgstr "Élément du thème :" - msgid "No description available." msgstr "Aucune description disponible." @@ -2996,6 +2919,24 @@ msgstr "%d correspondance(s) trouvée(s)." msgid "%d matches." msgstr "%d correspondance(s) trouvée(s)." +msgid "Method" +msgstr "Méthode" + +msgid "Signal" +msgstr "Signaux" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Propriété" + +msgid "Theme Property" +msgstr "Propriété du thème" + +msgid "Annotation" +msgstr "Annotation" + msgid "Search Help" msgstr "Rechercher dans l'aide" @@ -3044,24 +2985,6 @@ msgstr "(constructeurs)" msgid "Class" msgstr "Classe" -msgid "Method" -msgstr "Méthode" - -msgid "Signal" -msgstr "Signaux" - -msgid "Annotation" -msgstr "Annotation" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Propriété" - -msgid "Theme Property" -msgstr "Propriété du thème" - msgid "This member is marked as deprecated." msgstr "Ce membre est signalé comme obsolète." @@ -3637,9 +3560,6 @@ msgstr "Effacer la liste des scènes récentes" msgid "There is no defined scene to run." msgstr "Il n'y a pas de scène définie pour être lancée." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3668,15 +3588,15 @@ msgstr "" "Vous pouvez la modifier ultérieurement dans les 'Paramètres du projet' dans " "la catégorie 'application'." +msgid "Default" +msgstr "Défaut" + msgid "Save Layout" msgstr "Enregistrer la disposition" msgid "Delete Layout" msgstr "Supprimer la disposition" -msgid "Default" -msgstr "Défaut" - msgid "This scene was never saved." msgstr "Cette scène n'a jamais été sauvegardée." @@ -3735,12 +3655,6 @@ msgstr "Compatibilité" msgid "Pan View" msgstr "Déplacer la vue" -msgid "Dock Position" -msgstr "Position du dock" - -msgid "Make Floating" -msgstr "Rendre flottant" - msgid "Distraction Free Mode" msgstr "Mode sans distraction" @@ -3798,6 +3712,9 @@ msgstr "Fermer la scène" msgid "Quit" msgstr "Quitter" +msgid "Editor Settings..." +msgstr "Paramètres de l'éditeur..." + msgid "Project" msgstr "Projet" @@ -3840,9 +3757,6 @@ msgstr "Quitter vers la liste des projets" msgid "Editor" msgstr "Éditeur" -msgid "Editor Settings..." -msgstr "Paramètres de l'éditeur..." - msgid "Command Palette..." msgstr "Palette de commandes..." @@ -3905,9 +3819,6 @@ msgstr "Suggérer une fonctionnalité" msgid "Send Docs Feedback" msgstr "Envoyez vos retours sur la documentation" -msgid "About Godot" -msgstr "À propos de Godot" - msgid "Support Godot Development" msgstr "Soutenir le développement de Godot" @@ -3955,34 +3866,6 @@ msgstr "Installer depuis un fichier" msgid "Select Android sources file" msgstr "Sélectionner un fichier source Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Ceci configurera votre projet pour des compilations Android Gradle en " -"installant le modèle source dans \"res://android/build\".\n" -"Vous pouvez ensuite appliquer des modifications et créer votre propre APK " -"personnalisé à l'export (ajout de modules, modification du fichier " -"AndroidManifest.xml, etc.).\n" -"Notez que pour faire des compilations personnalisées au lieu d'utiliser des " -"APKs préconstruits, l'option \"Use Gradle Build\" doit être activée dans les " -"options d'export Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Le modèle de compilation Android est déjà installé et ne va pas être " -"remplacé.\n" -"Supprimez le répertoire « res://android/build » manuellement avant de " -"retenter cette opération." - msgid "Show in File Manager" msgstr "Montrer dans le gestionnaire de fichiers" @@ -4056,8 +3939,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Avertissement !" -msgid "Main Script:" -msgstr "Script principal :" +msgid "On" +msgstr "Activé" msgid "Edit Plugin" msgstr "Modifier le Plugin" @@ -4074,15 +3957,9 @@ msgstr "Version" msgid "Author" msgstr "Auteur" -msgid "Status" -msgstr "État" - msgid "Edit Text:" msgstr "Modifier le texte :" -msgid "On" -msgstr "Activé" - msgid "Renaming layer %d:" msgstr "Renommer le calque %d :" @@ -4215,8 +4092,8 @@ msgstr "" "La ressource sélectionnée (%s) ne correspond à aucun des types attendus pour " "cette propriété (%s)." -msgid "Quick Load" -msgstr "Chargement Rapide" +msgid "Load..." +msgstr "Charger..." msgid "Inspect" msgstr "Inspecter" @@ -4242,14 +4119,11 @@ msgstr "Sélectionner des ressources à rendre unique :" msgid "New %s" msgstr "Nouveau %s" -msgid "New Script" -msgstr "Nouveau script" - -msgid "Extend Script" -msgstr "Hériter d'un script" +msgid "New Script..." +msgstr "Nouveau script…" -msgid "New Shader" -msgstr "Nouveau Shader" +msgid "Extend Script..." +msgstr "Hériter d'un script..." msgid "No Remote Debug export presets configured." msgstr "Pas de préréglages d'exportation de débogage à distance configurés." @@ -4274,12 +4148,6 @@ msgstr "Écrivez votre code dans la méthode _run()." msgid "There is an edited scene already." msgstr "Il y a déjà une scène éditée." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Échec de l'exécution du script éditeur, auriez vous oublié de redéfinir la " -"méthode « _run » ?" - msgid "Undo: %s" msgstr "Annuler : %s" @@ -4388,12 +4256,6 @@ msgstr "Tous les périphérique" msgid "Device" msgstr "Périphérique" -msgid "Listening for input..." -msgstr "Écoute des entrées en cours..." - -msgid "Filter by event..." -msgstr "Filtrer par évènement..." - msgid "Project export for platform:" msgstr "Exportation du projet pour la plateforme :" @@ -4745,6 +4607,9 @@ msgstr "" "déploiement en un clic.\n" "Un seul préréglage par plateforme peut être marqué comme exécutable." +msgid "Advanced Options" +msgstr "Options avancées" + msgid "Export Path" msgstr "Chemin d'exportation" @@ -5088,9 +4953,6 @@ msgstr "Nouveau dossier..." msgid "New Scene..." msgstr "Nouvelle scène..." -msgid "New Script..." -msgstr "Nouveau script…" - msgid "New Resource..." msgstr "Nouvelle ressource…" @@ -5237,57 +5099,21 @@ msgstr "%d correspondance(s) dans %d fichier(s)" msgid "%d matches in %d files" msgstr "%d correspondance(s) dans %d fichier(s)" +msgid "Rename Group" +msgstr "Renommer le groupe" + msgid "Add to Group" msgstr "Ajouter au groupe" msgid "Remove from Group" msgstr "Retirer du groupe" -msgid "Invalid group name." -msgstr "Nom de groupe invalide." - -msgid "Group name already exists." -msgstr "Le nom du groupe existe déjà." - -msgid "Rename Group" -msgstr "Renommer le groupe" - -msgid "Delete Group" -msgstr "Supprimer le groupe" - -msgid "Groups" -msgstr "Groupes" - -msgid "Nodes Not in Group" -msgstr "Noeuds hors du groupe" - -msgid "Nodes in Group" -msgstr "Nœuds groupés" - -msgid "Empty groups will be automatically removed." -msgstr "Les groupes vides seront automatiquement supprimés." - -msgid "Group Editor" -msgstr "Editeur de groupe" - -msgid "Manage Groups" -msgstr "Gérer les groupes" +msgid "Global" +msgstr "Globale" msgid "Move" msgstr "Déplacer" -msgid "Please select a base directory first." -msgstr "Veuillez sélectionner un répertoire de base en premier." - -msgid "Could not create folder. File with that name already exists." -msgstr "Impossible de créer un dossier. Un fichier avec ce nom existe déjà." - -msgid "Choose a Directory" -msgstr "Choisir un répertoire" - -msgid "Copy File(s)" -msgstr "Copier le(s) fichier(s)" - msgid "Network" msgstr "Réseau" @@ -5332,6 +5158,9 @@ msgstr "Ouvrir un fichier ou un répertoire" msgid "Save a File" msgstr "Enregistrer un fichier" +msgid "Could not create folder. File with that name already exists." +msgstr "Impossible de créer un dossier. Un fichier avec ce nom existe déjà." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Ce dossier ajouté aux favoris n'existe plus et va être supprimé." @@ -5528,9 +5357,6 @@ msgstr "Rendre visible" msgid "Unlock Node" msgstr "Déverrouiller le nœud" -msgid "Button Group" -msgstr "Bouton de groupe" - msgid "Disable Scene Unique Name" msgstr "Désactiver le nom unique de la scène" @@ -5562,9 +5388,6 @@ msgstr[1] "Le nœud fait partie des groupes :" msgid "Click to show signals dock." msgstr "Cliquez pour afficher le dock des signaux." -msgid "Open in Editor" -msgstr "Ouvrir dans l'éditeur" - msgid "This script is currently running in the editor." msgstr "Ce script est en cours d'exécution dans l'éditeur." @@ -5595,6 +5418,9 @@ msgstr "" "AnimationPlayer est épinglé.\n" "Cliquez pour détacher." +msgid "Open in Editor" +msgstr "Ouvrir dans l'éditeur" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" n'est pas un filtre connu." @@ -5622,8 +5448,190 @@ msgstr "Tout afficher" msgid "The Beginning" msgstr "Le commencement" -msgid "Global" -msgstr "Globale" +msgid "Pre-Import Scene" +msgstr "Préimporter une scène" + +msgid "Importing Scene..." +msgstr "Importation de la scène…" + +msgid "Import Scene" +msgstr "Importer une scène" + +msgid "Running Custom Script..." +msgstr "Lancement du script personnalisé…" + +msgid "Couldn't load post-import script:" +msgstr "Impossible de charger le script de post-importation :" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Script de post-importation invalide ou cassé (vérifier la console) :" + +msgid "Error running post-import script:" +msgstr "Erreur d'exécution du script de post-importation :" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "" +"Avez-vous retourné un objet dérivé de Node dans la méthode `post_import()` ?" + +msgid "Saving..." +msgstr "Enregistrement…" + +msgid "<Unnamed Material>" +msgstr "<Matériel Sans Nom>" + +msgid "Import ID: %s" +msgstr "Identifiant d'import : %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Type : %s\n" +"Identifiant d'import : %s" + +msgid "Error opening scene" +msgstr "Erreur lors de l'ouverture de la scène" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Paramètres avancés d'import pour AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Paramètres avancés d'import pour Scène '%s'" + +msgid "Select folder to extract material resources" +msgstr "Sélectionner le dossier duquel extraire les ressources de matériau" + +msgid "Select folder where mesh resources will save on import" +msgstr "" +"Sélectionner le dossier où les ressources de maillage seront sauvegardées " +"lors de leur import" + +msgid "Select folder where animations will save on import" +msgstr "" +"Sélectionner le dossier où les animations seront sauvegardées lors de leur " +"import" + +msgid "Warning: File exists" +msgstr "Avertissement : Le fichier existe déjà" + +msgid "Existing file with the same name will be replaced." +msgstr "Le fichier existant portant le même nom sera remplacé." + +msgid "Will create new file" +msgstr "Créera un nouveau fichier" + +msgid "Already External" +msgstr "Déjà externe" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Ce matériau fait déjà référence à un fichier externe, aucune action ne sera " +"effectuée.\n" +"Désactiver la propriété externe afin de l'extraire de nouveau." + +msgid "No import ID" +msgstr "Aucun identifiant d'import" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Le matériau n'a pas de nom, ni aucun moyen de l'identifier lors de son " +"réimport.\n" +"Veuillez lui donner un nom ou vous assurer de l'exporter avec un ID unique." + +msgid "Extract Materials to Resource Files" +msgstr "Extraire les matériaux vers des fichiers de ressources" + +msgid "Extract" +msgstr "Extraire" + +msgid "Already Saving" +msgstr "Déjà en sauvegarde" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Ce maillage est déjà sauvegardé vers une ressource externe. Aucune action ne " +"sera effectuée." + +msgid "Existing file with the same name will be replaced on import." +msgstr "Un fichier existant avec le même nom sera écrasé lors de l'import." + +msgid "Will save to new file" +msgstr "Créera un nouveau fichier de script" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Le maillage n'a pas de nom ni aucun moyen de l'identifier lors de son " +"réimport.\n" +"Veuillez lui donner un nom ou vous assurez de l'exporter avec un ID unique." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Définir les chemins d'accès pour sauvegarder les maillages en tant que " +"fichiers ressources lors de réimports" + +msgid "Set Paths" +msgstr "Définir les chemins d'accès" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Cette animation est déjà sauvegardée vers une ressource externe. Aucune " +"action ne sera effectuée." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Définir les chemins pour sauvegarder les animations en tant que fichiers de " +"ressources lors de la réimportation" + +msgid "Can't make material external to file, write error:" +msgstr "" +"Impossible de rendre le matériau externe au fichier, erreur d'écriture :" + +msgid "Actions..." +msgstr "Actions..." + +msgid "Extract Materials" +msgstr "Extraire les matériaux" + +msgid "Set Animation Save Paths" +msgstr "Définir les chemins de sauvegarde d'animations" + +msgid "Set Mesh Save Paths" +msgstr "Définir les chemins de sauvegarde de maillages" + +msgid "Meshes" +msgstr "Maillages" + +msgid "Materials" +msgstr "Matériaux" + +msgid "Selected Animation Play/Pause" +msgstr "Lecture/pause de l’animation sélectionnée" + +msgid "Status" +msgstr "État" + +msgid "Save Extension:" +msgstr "Extension de sauvegarde :" + +msgid "Text: *.tres" +msgstr "Texte : *.tres" + +msgid "Binary: *.res" +msgstr "Binaire : *.res" + +msgid "Text Resource" +msgstr "Ressource texte" + +msgid "Binary Resource" +msgstr "Ressource binaire" msgid "Audio Stream Importer: %s" msgstr "Importeur de flux audio : %s" @@ -5797,34 +5805,6 @@ msgstr "Police TrueType/OpenType rendue dynamiquement" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Champ de distance signée multicanal(+true) pré-rendu" -msgid "Pre-Import Scene" -msgstr "Préimporter une scène" - -msgid "Importing Scene..." -msgstr "Importation de la scène…" - -msgid "Import Scene" -msgstr "Importer une scène" - -msgid "Running Custom Script..." -msgstr "Lancement du script personnalisé…" - -msgid "Couldn't load post-import script:" -msgstr "Impossible de charger le script de post-importation :" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Script de post-importation invalide ou cassé (vérifier la console) :" - -msgid "Error running post-import script:" -msgstr "Erreur d'exécution du script de post-importation :" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "" -"Avez-vous retourné un objet dérivé de Node dans la méthode `post_import()` ?" - -msgid "Saving..." -msgstr "Enregistrement…" - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5864,160 +5844,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Matériel Sans Nom>" - -msgid "Import ID: %s" -msgstr "Identifiant d'import : %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Type : %s\n" -"Identifiant d'import : %s" - -msgid "Error opening scene" -msgstr "Erreur lors de l'ouverture de la scène" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Paramètres avancés d'import pour AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Paramètres avancés d'import pour Scène '%s'" - -msgid "Select folder to extract material resources" -msgstr "Sélectionner le dossier duquel extraire les ressources de matériau" - -msgid "Select folder where mesh resources will save on import" -msgstr "" -"Sélectionner le dossier où les ressources de maillage seront sauvegardées " -"lors de leur import" - -msgid "Select folder where animations will save on import" -msgstr "" -"Sélectionner le dossier où les animations seront sauvegardées lors de leur " -"import" - -msgid "Warning: File exists" -msgstr "Avertissement : Le fichier existe déjà" - -msgid "Existing file with the same name will be replaced." -msgstr "Le fichier existant portant le même nom sera remplacé." - -msgid "Will create new file" -msgstr "Créera un nouveau fichier" - -msgid "Already External" -msgstr "Déjà externe" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Ce matériau fait déjà référence à un fichier externe, aucune action ne sera " -"effectuée.\n" -"Désactiver la propriété externe afin de l'extraire de nouveau." - -msgid "No import ID" -msgstr "Aucun identifiant d'import" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Le matériau n'a pas de nom, ni aucun moyen de l'identifier lors de son " -"réimport.\n" -"Veuillez lui donner un nom ou vous assurer de l'exporter avec un ID unique." - -msgid "Extract Materials to Resource Files" -msgstr "Extraire les matériaux vers des fichiers de ressources" - -msgid "Extract" -msgstr "Extraire" - -msgid "Already Saving" -msgstr "Déjà en sauvegarde" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Ce maillage est déjà sauvegardé vers une ressource externe. Aucune action ne " -"sera effectuée." - -msgid "Existing file with the same name will be replaced on import." -msgstr "Un fichier existant avec le même nom sera écrasé lors de l'import." - -msgid "Will save to new file" -msgstr "Créera un nouveau fichier de script" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Le maillage n'a pas de nom ni aucun moyen de l'identifier lors de son " -"réimport.\n" -"Veuillez lui donner un nom ou vous assurez de l'exporter avec un ID unique." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Définir les chemins d'accès pour sauvegarder les maillages en tant que " -"fichiers ressources lors de réimports" - -msgid "Set Paths" -msgstr "Définir les chemins d'accès" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Cette animation est déjà sauvegardée vers une ressource externe. Aucune " -"action ne sera effectuée." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Définir les chemins pour sauvegarder les animations en tant que fichiers de " -"ressources lors de la réimportation" - -msgid "Can't make material external to file, write error:" -msgstr "" -"Impossible de rendre le matériau externe au fichier, erreur d'écriture :" - -msgid "Actions..." -msgstr "Actions..." - -msgid "Extract Materials" -msgstr "Extraire les matériaux" - -msgid "Set Animation Save Paths" -msgstr "Définir les chemins de sauvegarde d'animations" - -msgid "Set Mesh Save Paths" -msgstr "Définir les chemins de sauvegarde de maillages" - -msgid "Meshes" -msgstr "Maillages" - -msgid "Materials" -msgstr "Matériaux" - -msgid "Selected Animation Play/Pause" -msgstr "Lecture/pause de l’animation sélectionnée" - -msgid "Save Extension:" -msgstr "Extension de sauvegarde :" - -msgid "Text: *.tres" -msgstr "Texte : *.tres" - -msgid "Binary: *.res" -msgstr "Binaire : *.res" - -msgid "Text Resource" -msgstr "Ressource texte" - -msgid "Binary Resource" -msgstr "Ressource binaire" - msgid "Importer:" msgstr "Importeur :" @@ -6278,6 +6104,9 @@ msgstr "Définir %s sur les nœuds %d" msgid "%s (%d Selected)" msgstr "%s (%d sélectionné)" +msgid "Groups" +msgstr "Groupes" + msgid "Select a single node to edit its signals and groups." msgstr "Sélectionnez un seul nœud pour éditer ses signaux et groupes." @@ -6417,9 +6246,6 @@ msgstr "Ajouter une Animation" msgid "Add %s" msgstr "Ajouter %s" -msgid "Load..." -msgstr "Charger..." - msgid "Move Node Point" msgstr "Déplacer le point de nœud" @@ -6670,27 +6496,15 @@ msgstr "Sauvegarder l'animation" msgid "Make Animation Unique: %s" msgstr "Rendre l'animation unique : %s" -msgid "Invalid AnimationLibrary file." -msgstr "Fichier AnimationLibrary non valide." - -msgid "This library is already added to the mixer." -msgstr "Cette bibliothèque est déjà ajoutée au mixeur." - -msgid "Invalid Animation file." -msgstr "Fichier d'animation non valide." - -msgid "This animation is already added to the library." -msgstr "Cette animation est déjà ajoutée à la librairie." - -msgid "Load Animation into Library: %s" -msgstr "Charger l'animation dans la librairie : %s" - msgid "Save Animation library to File: %s" msgstr "Sauvegarder la librairie d'animation dans le fichier : %s" msgid "Save Animation to File: %s" msgstr "Sauvegarder l'animation dans le fichier : %s" +msgid "Load Animation into Library: %s" +msgstr "Charger l'animation dans la librairie : %s" + msgid "Rename Animation Library: %s" msgstr "Renommer la librairie d'animation : %s" @@ -6727,37 +6541,9 @@ msgstr "[étranger]" msgid "[imported]" msgstr "[importé]" -msgid "Add Animation to Library" -msgstr "Ajouter une animation à la librairie" - -msgid "Load animation from file and add to library" -msgstr "Charger l'animation d'un fichier et l'ajouter à la librairie" - -msgid "Paste Animation to Library from clipboard" -msgstr "Coller l'animation dans la Bibliothèque à partir du presse-papiers" - -msgid "Save animation library to resource on disk" -msgstr "" -"Sauvegarder la bibliothèque d'animations dans une ressource sur le disque" - -msgid "Remove animation library" -msgstr "Retirer la librairie d'animation" - -msgid "Copy animation to clipboard" -msgstr "Copier l'animation dans le presse-papiers" - -msgid "Save animation to resource on disk" -msgstr "Sauvegarder l'animation en tant que ressource sur le disque" - -msgid "Remove animation from Library" -msgstr "Retirer l'animation de la librairie" - msgid "Edit Animation Libraries" msgstr "Modifier les librairies d'animations" -msgid "Add Library" -msgstr "Ajouter une librairie d'animation" - msgid "Load Library" msgstr "Charger une librairie d'animation" @@ -7119,6 +6905,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Dernier" +msgid "Failed to get repository configuration." +msgstr "N'a pas réussi à récupérer la configuration du dépôt." + msgid "All" msgstr "Tous" @@ -7158,9 +6947,6 @@ msgstr "Site :" msgid "Support" msgstr "Support" -msgid "Failed to get repository configuration." -msgstr "N'a pas réussi à récupérer la configuration du dépôt." - msgid "Assets ZIP File" msgstr "Fichier ZIP de données" @@ -7329,6 +7115,9 @@ msgstr "Effacer les Guides" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Créer des os Bone2D personnalisés à partir de nœud(s)" +msgid "Cancel Transformation" +msgstr "Annuler la transformation" + msgid "Zoom to 3.125%" msgstr "Zoomer à 3.125%" @@ -7480,15 +7269,9 @@ msgstr "" msgid "Unlock Selected Node(s)" msgstr "Déverrouiller le(s) nœud(s) sélectionné(s)" -msgid "Make selected node's children not selectable." -msgstr "Rendre non-sélectionnable les enfants du nœud sélectionné." - msgid "Group Selected Node(s)" msgstr "Grouper le(s) nœud(s) sélectionné(s)" -msgid "Make selected node's children selectable." -msgstr "Rendre sélectionnable les enfants du nœud sélectionné." - msgid "Ungroup Selected Node(s)" msgstr "Dégrouper le(s) nœud(s) sélectionné(s)" @@ -7534,11 +7317,8 @@ msgstr "Afficher l'origine" msgid "Show Viewport" msgstr "Afficher le Viewport" -msgid "Show Group And Lock Icons" -msgstr "Montrer les icônes de groupe et de verrouillage" - -msgid "Show Transformation Gizmos" -msgstr "Afficher le gadget de transformation" +msgid "Gizmos" +msgstr "Gadgets" msgid "Center Selection" msgstr "Centrer sur la sélection" @@ -7573,6 +7353,9 @@ msgstr "Masque de mise à l'échelle pour l'insertion des clés." msgid "Insert keys (based on mask)." msgstr "Insérer des clés (en fonction du masque)." +msgid "Insert Key" +msgstr "Insérer clé" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7609,23 +7392,11 @@ msgstr "Diviser le pas de la grille par 2" msgid "Adding %s..." msgstr "Ajout de %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Glisser et déposer pour ajouter en tant qu'enfant du nœud racine de la scène " -"actuelle." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "Maintenir %s en déposant pour ajouter comme enfant du nœud sélectionné." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Maintenir Shift en déposant pour ajouter en tant que frère du nœud " "sélectionné." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "" -"Maintenir Alt en déposant pour ajouter en tant que nœud de type différent." - msgid "Cannot instantiate multiple nodes without root." msgstr "Impossible d'instancier plusieurs nœuds sans nœud racine." @@ -7829,12 +7600,26 @@ msgstr "Centré" msgid "Capture Colors from Pixel" msgstr "Capturer les couleurs du pixel" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "" +"Génération de AABB Visibilité en cours (en attente de simulation de " +"particules)" + +msgid "Generate Visibility AABB" +msgstr "Générer AABB de Visibilité" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Générer AABB" + msgid "Create Emission Points From Node" msgstr "Créer des points d'émission depuis le nœud" +msgid "Generation Time (sec):" +msgstr "Temps de Génération (sec) :" + msgid "Load Curve Preset" msgstr "Charger un préréglage de courbe" @@ -8005,14 +7790,6 @@ msgstr "" "ouvert et sera attentif aux nouvelles sessions ouvertes de l'extérieur de " "l'éditeur lui-même." -msgid "Run Multiple Instances" -msgstr "Exécuter plusieurs instances" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Exécuter une instance %d" -msgstr[1] "Exécuter des instances %d" - msgid "Size: %s" msgstr "Taille : %s" @@ -8138,9 +7915,6 @@ msgstr "Effacer Masque d'Émission" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Temps de Génération (sec) :" - msgid "The geometry's faces don't contain any area." msgstr "Les faces de la géométrie ne contiennent aucune zone." @@ -8181,20 +7955,9 @@ msgstr "" msgid "Convert to CPUParticles3D" msgstr "Convertir en CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "" -"Génération de AABB Visibilité en cours (en attente de simulation de " -"particules)" - -msgid "Generate Visibility AABB" -msgstr "Générer AABB de Visibilité" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Générer AABB" - msgid "Low" msgstr "Basse" @@ -8286,10 +8049,6 @@ msgstr "Aucun nœud racine de la scène d'édition trouvé." msgid "Lightmap data is not local to the scene." msgstr "Les données de lightmap ne sont pas locales à la scène." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "" -"La taille maximale de la texture est trop petite pour les images lightmap." - msgid "Bake Lightmaps" msgstr "Précalculer les lightmaps" @@ -8784,9 +8543,6 @@ msgstr "Définir le matériau de surcharge de la surface %d" msgid "Set Material Override" msgstr "Définir le matériau de surcharge" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Impossible de glisser et déposer dans plusieurs nœuds sélectionnés." - msgid "None" msgstr "Aucun" @@ -8970,9 +8726,6 @@ msgstr "Verrouiller les transformations au plan XZ" msgid "Lock Transformation to XY plane" msgstr "Verrouiller les transformations au plan XY" -msgid "Cancel Transformation" -msgstr "Annuler la transformation" - msgid "Begin Translate Transformation" msgstr "Débuter transformation en translation" @@ -9166,9 +8919,6 @@ msgstr "3 vues (Alt)" msgid "4 Viewports" msgstr "4 vues" -msgid "Gizmos" -msgstr "Gadgets" - msgid "View Origin" msgstr "Afficher l'origine" @@ -9193,9 +8943,6 @@ msgstr "Alignement des mises à l'échelle (%) :" msgid "Viewport Settings" msgstr "Paramètres de la vue" -msgid "Perspective FOV (deg.):" -msgstr "Champ visuel de la perspective (degrés) :" - msgid "View Z-Near:" msgstr "Z-Near de la vue :" @@ -9375,6 +9122,9 @@ msgstr "Supprimer le point" msgid "Close Curve" msgstr "Fermer la courbe" +msgid "Please Confirm..." +msgstr "Veuillez confirmer…" + msgid "Mirror Handle Angles" msgstr "Refléter les angles de poignée" @@ -9904,6 +9654,9 @@ msgstr "Créer une région de code" msgid "Unfold All Lines" msgstr "Dérouler toutes les lignes" +msgid "Duplicate Selection" +msgstr "Dupliquer la sélection" + msgid "Duplicate Lines" msgstr "Dupliquer les lignes" @@ -9972,21 +9725,9 @@ msgstr "" msgid "Shader Editor" msgstr "Éditeur de shader" -msgid "New Shader Include" -msgstr "Nouveau fichier shader include" - -msgid "Load Shader File" -msgstr "Charger un fichier shader" - -msgid "Load Shader Include File" -msgstr "Charger un fichier include shader" - msgid "Save File" msgstr "Enregistrer un fichier" -msgid "Save File As" -msgstr "Enregistrer le fichier sous" - msgid "Open File in Inspector" msgstr "Ouvrir fichier dans l'Inspecteur" @@ -10126,11 +9867,6 @@ msgstr "Impossible de convertir un sprite à partir d'une scène inconnue." msgid "Can't convert an empty sprite to mesh." msgstr "Impossible de convertir un sprite Vide en maille (MESH)." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Impossible de convertir un sprite en utilisant des images d'animation à " -"mailler." - msgid "Invalid geometry, can't replace by mesh." msgstr "Géométrie invalide, impossible de remplacer par un maillage." @@ -11163,13 +10899,6 @@ msgstr "" "Mode Connexion : dessine un terrain, puis le connecte avec les tuiles " "adjacentes avec le même terrain." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Mode Chemin : dessine un terrain, puis le connecte avec la tuile précédente " -"dessinée avec le même trait." - msgid "Terrains" msgstr "Terrains" @@ -11479,9 +11208,6 @@ msgstr "" "l'utilisant comme référence vers une source invalide. Cela peut conduire à " "une perte de données inattendue. Modifiez cet ID avec précaution." -msgid "ID: %d" -msgstr "ID : %d" - msgid "Add a Scene Tile" msgstr "Ajouter une tuile de scène" @@ -12757,209 +12483,8 @@ msgstr "Données Voxel GI sont une ressource importée." msgid "Bake VoxelGI" msgstr "Précalculer le VoxelGI" -msgid "The path specified doesn't exist." -msgstr "Le chemin spécifié n'existe pas." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "" -"Erreur lors de l'ouverture du fichier package (il n'est pas au format ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Fichier de projet \".zip\" invalide ; il ne contient pas de fichier \"projet." -"godot\"." - -msgid "Please choose an empty folder." -msgstr "Veuillez choisir un dossier vide." - -msgid "This directory already contains a Godot project." -msgstr "Ce répertoire contient déjà un projet Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Vous ne pouvez pas enregistrer un projet dans le chemin sélectionné. Veuillez " -"créer un nouveau dossier ou choisir un autre chemin." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"Le chemin sélectionné n'est pas vide. Il est fortement recommandé de choisir " -"un répertoire vide." - -msgid "New Game Project" -msgstr "Nouveau projet de jeu" - -msgid "Imported Project" -msgstr "Projet importé" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Veuillez choisir un fichier \"project.godot\" ou \".zip\"." - -msgid "Invalid project name." -msgstr "Nom du projet invalide." - -msgid "Couldn't create folder." -msgstr "Impossible de créer le dossier." - -msgid "There is already a folder in this path with the specified name." -msgstr "Un dossier avec le nom spécifié existe déjà dans ce chemin." - -msgid "It would be a good idea to name your project." -msgstr "Ce serait une bonne idée de donner un nom à votre projet." - -msgid "Supports desktop platforms only." -msgstr "Ne supporte que les technologies pour PC de bureau." - -msgid "Advanced 3D graphics available." -msgstr "Graphiques 3D avancés disponibles." - -msgid "Can scale to large complex scenes." -msgstr "Peu s'adapter à de grandes scènes complexes." - -msgid "Uses RenderingDevice backend." -msgstr "Utilise le backend RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "Rendu plus lent de scènes simples." - -msgid "Supports desktop + mobile platforms." -msgstr "Supporte les technologies pour PC de bureau + plateformes mobiles." - -msgid "Less advanced 3D graphics." -msgstr "Graphiques 3D moins avancés." - -msgid "Less scalable for complex scenes." -msgstr "Moins évolutif pour les scènes complexes." - -msgid "Fast rendering of simple scenes." -msgstr "Rendu rapide pour les scènes simples." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Supporte les plateformes pour PC de bureau, mobile + web." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Graphiques 3D les moins avancés (actuellement un travail en cours)." - -msgid "Intended for low-end/older devices." -msgstr "Destiné aux appareils moins performants/plus vieux." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Utilise un backend OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Rendu le plus rapide pour les scènes simples." - -msgid "Invalid project path (changed anything?)." -msgstr "Chemin de projet non valide (avez-vous changé quelque chose ?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant " -"ou corrompu." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Impossible d'enregistrer le projet à \"%s\" (erreur %d)." - -msgid "Warning: This folder is not empty" -msgstr "Avertissement : Ce répertoire n'est pas vide" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Vous êtes sur le point de créer un projet Godot dans un dossier non vide.\n" -"L'entièreté du contenu du dossier sera importée en tant que ressources du " -"projet !\n" -"\n" -"Êtes-vous sûr de vouloir continuer ?" - -msgid "Couldn't create project.godot in project path." -msgstr "Impossible de créer le fichier project.godot dans le chemin du projet." - -msgid "Couldn't create icon.svg in project path." -msgstr "Impossible de créer icon.svg dans le chemin du projet." - -msgid "Error opening package file, not in ZIP format." -msgstr "Erreur d'ouverture de paquetage, pas au format ZIP." - -msgid "The following files failed extraction from package:" -msgstr "L'extraction des fichiers suivants depuis le paquetage a échoué :" - -msgid "Package installed successfully!" -msgstr "Paquetage installé avec succès !" - -msgid "Rename Project" -msgstr "Renommer le projet" - -msgid "Import Existing Project" -msgstr "Importer un projet existant" - -msgid "Import & Edit" -msgstr "Importer et Modifier" - -msgid "Create New Project" -msgstr "Créer un nouveau projet" - -msgid "Create & Edit" -msgstr "Créer et ouvrir" - -msgid "Install Project:" -msgstr "Installer le projet :" - -msgid "Install & Edit" -msgstr "Installer et ouvrir" - -msgid "Project Name:" -msgstr "Nom du projet :" - -msgid "Project Path:" -msgstr "Chemin du projet :" - -msgid "Project Installation Path:" -msgstr "Chemin d'installation du projet :" - -msgid "Renderer:" -msgstr "Moteur de rendu :" - -msgid "Version Control Metadata:" -msgstr "Métadonnées du contrôle de version :" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "" -"Ce projet a été édité pour la dernière fois dans une autre version de Godot : " - -msgid "This project uses features unsupported by the current build:" -msgstr "" -"Ce projet utilise des caractéristiques non supportées par la compilation " -"actuelle :" - -msgid "Error: Project is missing on the filesystem." -msgstr "Erreur : Le projet n'existe pas dans le système de fichier." - -msgid "Missing Project" -msgstr "Projet manquant" - -msgid "Local" -msgstr "Local" - -msgid "Local Projects" -msgstr "Projets locaux" - -msgid "Asset Library Projects" -msgstr "Projets de l'Asset Library" - -msgid "Can't open project at '%s'." -msgstr "Impossible d'ouvrir le projet à \"%s\"." +msgid "Are you sure to run %d projects at once?" +msgstr "Voulez-vous vraiment lancer %d projets à la fois ?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13112,24 +12637,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Ouvrir quand même ? Le projet sera modifié." +msgid "Remove %d projects from the list?" +msgstr "Retirer %d projets de la liste ?" + +msgid "Remove this project from the list?" +msgstr "Retirer ce projet de la liste ?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Impossible de lancer le projet : pas de scène principale définie.\n" -"Veuillez modifier le projet et définir la scène principale dans « Paramètres " -"du projet » sous la catégorie « Application »." +"Supprimer tous les projets manquants de la liste ?\n" +"Le contenu des dossiers du projet ne sera pas modifié." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Impossible d'exécuter le projet : des ressources doivent être importées. \n" -"Veuillez cliquer sur « Édition » pour déclencher l'importation initiale." +"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant " +"ou corrompu." -msgid "Are you sure to run %d projects at once?" -msgstr "Voulez-vous vraiment lancer %d projets à la fois ?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Impossible d'enregistrer le projet à \"%s\" (erreur %d)." msgid "Tag name can't be empty." msgstr "Le nom de l'étiquette ne peut pas être vide." @@ -13143,27 +12671,6 @@ msgstr "Ces caractères ne sont pas autorisés dans les étiquettes : %s." msgid "Tag name must be lowercase." msgstr "Nom de la balise doit être minuscule." -msgid "Remove %d projects from the list?" -msgstr "Retirer %d projets de la liste ?" - -msgid "Remove this project from the list?" -msgstr "Retirer ce projet de la liste ?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Supprimer tous les projets manquants de la liste ?\n" -"Le contenu des dossiers du projet ne sera pas modifié." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"La langue a été modifiée.\n" -"L'interface utilisateur sera mise à jour au prochain démarrage de l'éditeur " -"ou du gestionnaire de projets." - msgctxt "Application" msgid "Project Manager" msgstr "Gestionnaire de projets" @@ -13196,9 +12703,18 @@ msgstr "" msgid "Tags" msgstr "Balises" +msgid "Create New Project" +msgstr "Créer un nouveau projet" + +msgid "Import Existing Project" +msgstr "Importer un projet existant" + msgid "Edit Project" msgstr "Modifier le projet" +msgid "Rename Project" +msgstr "Renommer le projet" + msgid "Manage Tags" msgstr "Gérer les étiquettes" @@ -13208,12 +12724,6 @@ msgstr "Retirer le projet" msgid "Remove Missing" msgstr "Nettoyer la liste" -msgid "About" -msgstr "À propos" - -msgid "Restart Now" -msgstr "Redémarrer maintenant" - msgid "Select a Folder to Scan" msgstr "Sélectionnez un dossier à scanner" @@ -13226,17 +12736,6 @@ msgstr "Supprimer les contenus du projet également (pas d'annulation !)" msgid "Convert Full Project" msgstr "Convertir le projet entier" -msgid "Can't run project" -msgstr "Impossible de lancer le projet" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Vous n'avez pour l'instant aucun projet.\n" -"Voulez-vous rechercher des exemples de projets officiels dans l'Asset " -"Library ?" - msgid "Manage Project Tags" msgstr "Gérer les étiquettes de projet" @@ -13255,6 +12754,177 @@ msgstr "Créer une nouvelle étiquette" msgid "Tags are capitalized automatically when displayed." msgstr "Les balises sont automatiquement en majuscules lorsqu'affichées." +msgid "The path specified doesn't exist." +msgstr "Le chemin spécifié n'existe pas." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "" +"Erreur lors de l'ouverture du fichier package (il n'est pas au format ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"Fichier de projet \".zip\" invalide ; il ne contient pas de fichier \"projet." +"godot\"." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Vous ne pouvez pas enregistrer un projet dans le chemin sélectionné. Veuillez " +"créer un nouveau dossier ou choisir un autre chemin." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"Le chemin sélectionné n'est pas vide. Il est fortement recommandé de choisir " +"un répertoire vide." + +msgid "New Game Project" +msgstr "Nouveau projet de jeu" + +msgid "Imported Project" +msgstr "Projet importé" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Veuillez choisir un fichier \"project.godot\" ou \".zip\"." + +msgid "Invalid project name." +msgstr "Nom du projet invalide." + +msgid "Couldn't create folder." +msgstr "Impossible de créer le dossier." + +msgid "There is already a folder in this path with the specified name." +msgstr "Un dossier avec le nom spécifié existe déjà dans ce chemin." + +msgid "It would be a good idea to name your project." +msgstr "Ce serait une bonne idée de donner un nom à votre projet." + +msgid "Supports desktop platforms only." +msgstr "Ne supporte que les technologies pour PC de bureau." + +msgid "Advanced 3D graphics available." +msgstr "Graphiques 3D avancés disponibles." + +msgid "Can scale to large complex scenes." +msgstr "Peu s'adapter à de grandes scènes complexes." + +msgid "Uses RenderingDevice backend." +msgstr "Utilise le backend RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Rendu plus lent de scènes simples." + +msgid "Supports desktop + mobile platforms." +msgstr "Supporte les technologies pour PC de bureau + plateformes mobiles." + +msgid "Less advanced 3D graphics." +msgstr "Graphiques 3D moins avancés." + +msgid "Less scalable for complex scenes." +msgstr "Moins évolutif pour les scènes complexes." + +msgid "Fast rendering of simple scenes." +msgstr "Rendu rapide pour les scènes simples." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Supporte les plateformes pour PC de bureau, mobile + web." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Graphiques 3D les moins avancés (actuellement un travail en cours)." + +msgid "Intended for low-end/older devices." +msgstr "Destiné aux appareils moins performants/plus vieux." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Utilise un backend OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Rendu le plus rapide pour les scènes simples." + +msgid "Invalid project path (changed anything?)." +msgstr "Chemin de projet non valide (avez-vous changé quelque chose ?)." + +msgid "Warning: This folder is not empty" +msgstr "Avertissement : Ce répertoire n'est pas vide" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Vous êtes sur le point de créer un projet Godot dans un dossier non vide.\n" +"L'entièreté du contenu du dossier sera importée en tant que ressources du " +"projet !\n" +"\n" +"Êtes-vous sûr de vouloir continuer ?" + +msgid "Couldn't create project.godot in project path." +msgstr "Impossible de créer le fichier project.godot dans le chemin du projet." + +msgid "Couldn't create icon.svg in project path." +msgstr "Impossible de créer icon.svg dans le chemin du projet." + +msgid "Error opening package file, not in ZIP format." +msgstr "Erreur d'ouverture de paquetage, pas au format ZIP." + +msgid "The following files failed extraction from package:" +msgstr "L'extraction des fichiers suivants depuis le paquetage a échoué :" + +msgid "Package installed successfully!" +msgstr "Paquetage installé avec succès !" + +msgid "Import & Edit" +msgstr "Importer et Modifier" + +msgid "Create & Edit" +msgstr "Créer et ouvrir" + +msgid "Install Project:" +msgstr "Installer le projet :" + +msgid "Install & Edit" +msgstr "Installer et ouvrir" + +msgid "Project Name:" +msgstr "Nom du projet :" + +msgid "Project Path:" +msgstr "Chemin du projet :" + +msgid "Project Installation Path:" +msgstr "Chemin d'installation du projet :" + +msgid "Renderer:" +msgstr "Moteur de rendu :" + +msgid "Version Control Metadata:" +msgstr "Métadonnées du contrôle de version :" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Ce projet a été édité pour la dernière fois dans une autre version de Godot : " + +msgid "This project uses features unsupported by the current build:" +msgstr "" +"Ce projet utilise des caractéristiques non supportées par la compilation " +"actuelle :" + +msgid "Error: Project is missing on the filesystem." +msgstr "Erreur : Le projet n'existe pas dans le système de fichier." + +msgid "Missing Project" +msgstr "Projet manquant" + +msgid "Restart Now" +msgstr "Redémarrer maintenant" + msgid "Add Project Setting" msgstr "Ajouter paramètre de projet" @@ -13313,9 +12983,6 @@ msgstr "Suffixe :" msgid "Use Regular Expressions" msgstr "Utiliser des expressions régulières" -msgid "Advanced Options" -msgstr "Options avancées" - msgid "Substitute" msgstr "Remplacer" @@ -13469,12 +13136,6 @@ msgstr "Détacher le script" msgid "This operation can't be done on the tree root." msgstr "Cette opération ne peut être réalisée sur la racine de l'arborescence." -msgid "Move Node In Parent" -msgstr "Déplacer le nœud dans le parent" - -msgid "Move Nodes In Parent" -msgstr "Déplacer des nœuds dans le parent" - msgid "Duplicate Node(s)" msgstr "Dupliquer le(s) nœud(s)" @@ -13630,6 +13291,17 @@ msgstr "Enfants modifiables" msgid "Auto Expand to Selected" msgstr "Auto-déplier jusqu'à la sélection" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Filtrer les nœuds en saisissant une partie de leur nom, de leur type (en " +"préfixant par \"type:\" ou \"t:\")\n" +"ou de leur groupe (en préfixant par \"group:\" ou \"g:\"). Le filtre ne fait " +"pas la distinction entre les minuscules et les majuscules." + msgid "Filter by Type" msgstr "Filtrer par type" @@ -13682,12 +13354,6 @@ msgstr "Changer le type..." msgid "Attach Script..." msgstr "Attacher un script..." -msgid "Extend Script..." -msgstr "Hériter d'un script..." - -msgid "Reparent to New Node" -msgstr "Re-parenter le nœud" - msgid "Make Scene Root" msgstr "Choisir comme racine de scène" @@ -13700,17 +13366,6 @@ msgstr "Ajouter/Créer un nouveau nœud." msgid "Filter: name, t:type, g:group" msgstr "Filtre : nom, t:type, g:groupe" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Filtrer les nœuds en saisissant une partie de leur nom, de leur type (en " -"préfixant par \"type:\" ou \"t:\")\n" -"ou de leur groupe (en préfixant par \"group:\" ou \"g:\"). Le filtre ne fait " -"pas la distinction entre les minuscules et les majuscules." - msgid "Attach a new or existing script to the selected node." msgstr "Attacher un nouveau script ou un script existant au nœud sélectionné." @@ -13730,6 +13385,9 @@ msgstr "" "Revenez au dock de l'arborescence de la scène locale afin d'améliorer les " "performances." +msgid "Local" +msgstr "Local" + msgid "Clear Inheritance? (No Undo!)" msgstr "Effacer l'héritage ? (Pas de retour en arrière !)" @@ -13834,12 +13492,6 @@ msgstr "Choix d'extension erroné." msgid "Mode:" msgstr "Mode :" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Veuillez spécifier un nom d'identificateur d'uniform de shader valide." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Le paramètre global de shaders '%s' existe déjà" - msgid "Name '%s' is a reserved shader language keyword." msgstr "Le nom '%s' est un mot-clé réservé du langage de shader." @@ -13858,13 +13510,6 @@ msgstr "Redémarrer et mettre à jour" msgid "Make this panel floating in the screen %d." msgstr "Rendre ce panneau flottant sur l'écran %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Rendre ce panneau flottant.\n" -"Clic droit pour ouvrir le sélectionneur d'écran." - msgid "Select Screen" msgstr "Sélectionner un écran" @@ -13964,21 +13609,6 @@ msgstr "" "Désactive l'importation de fichiers Blender '.blend' pour ce projet. Peut-" "être réactivé dans les préférences du projet." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"L'import des fichiers blend est activé dans les paramètres du projet, mais " -"aucun chemin vers Blender n'est configuré. Les fichiers blend ne seront pas " -"importés." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"L'import des fichiers blend est activé, mais le chemin vers Blender pointe " -"sur un répertoire inaccessible. Les fichiers blend ne seront pas importés." - msgid "Next Plane" msgstr "Plan suivant" @@ -14534,20 +14164,6 @@ msgstr "" msgid "Unsupported export format!" msgstr "Format d'export non supporté !" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"La version compilée d'Android ne correspond pas : Modèle type installé : %s, " -"Version de Godot : %s. Veuillez réinstaller le modèle type de compilation " -"d'Android depuis le menu 'Projet'." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Impossible d'écraser les fichiers res://android/build/res/*.xml avec le nom " -"du projet." - msgid "Could not export project files to gradle project." msgstr "Impossible d'exporter les fichiers du projet vers le projet gradle." @@ -15518,13 +15134,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Génération des Structures d’Accélération de la Sonde" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Les noeuds LightMapGI ne sont pas pris en charge lors de l'utilisation du " -"backend GL Compatibility. Soutien sera ajouté dans une version future." - -msgid "" "NavigationLink3D start position should be different than the end position to " "be useful." msgstr "" @@ -15734,9 +15343,6 @@ msgstr "" msgid "Alert!" msgstr "Alerte !" -msgid "Please Confirm..." -msgstr "Veuillez confirmer…" - msgid "You don't have permission to access contents of this folder." msgstr "Vous n'avez pas l'autorisation d'accéder au contenu de ce dossier." diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index 0c5e53a37c..a5dd8b8971 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -465,9 +465,6 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Eliminar Evento" -msgid "Filter by name..." -msgstr "Filtrar por nome..." - msgid "Clear All" msgstr "Limpar Todo" @@ -570,30 +567,6 @@ msgstr "Cambiar Lonxitude da Animación" msgid "Change Animation Loop" msgstr "Cambiar Ciclo da Animación" -msgid "Property Track" -msgstr "Pista de Propiedades" - -msgid "3D Position Track" -msgstr "Pista de Posición 3D" - -msgid "3D Rotation Track" -msgstr "Pista de Rotación 3D" - -msgid "3D Scale Track" -msgstr "Pista de Escala 3D" - -msgid "Call Method Track" -msgstr "Pista de Chamadas de Métodos" - -msgid "Bezier Curve Track" -msgstr "Pista de Curva Bezier" - -msgid "Audio Playback Track" -msgstr "Pista de Reprodución de Audio" - -msgid "Animation Playback Track" -msgstr "Pista de Reprodución de Animación" - msgid "Animation length (frames)" msgstr "Lonxitude da Animacion (en fotogramas)" @@ -702,9 +675,6 @@ msgstr "Interpolación de Bucle Recortado" msgid "Wrap Loop Interp" msgstr "Interpolación de Bucle Envolvente" -msgid "Insert Key" -msgstr "Engadir Chave" - msgid "Duplicate Key(s)" msgstr "Duplicar Chave(s)" @@ -845,10 +815,6 @@ msgstr "Pegar Pistas" msgid "Animation Scale Keys" msgstr "Escalar Claves de Animación" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "Esta opción non funciona con edición Bezier, xa que é unha única pista." - msgid "Animation Add RESET Keys" msgstr "Añadir Claves de Animación de RESET" @@ -913,24 +879,6 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propiedades de Animación." -msgid "Copy Tracks" -msgstr "Copiar Pistas" - -msgid "Scale Selection" -msgstr "Escalar Selección" - -msgid "Scale From Cursor" -msgstr "Escalar desde o Cursor" - -msgid "Make Easing Selection" -msgstr "Fai unha selección simplificada" - -msgid "Duplicate Selection" -msgstr "Duplicar Selección" - -msgid "Duplicate Transposed" -msgstr "Duplicar Transposto" - msgid "Delete Selection" msgstr "Eliminar Selección" @@ -943,15 +891,6 @@ msgstr "Ir ao Anterior Paso" msgid "Apply Reset" msgstr "Aplicar Reset" -msgid "Bake Animation" -msgstr "Bakear Animación" - -msgid "Optimize Animation (no undo)" -msgstr "Optimizar Animación (Non se pode deshacer)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Limpar Animación (Non se pode deshacer)" - msgid "Pick a node to animate:" msgstr "Selecciona un nodo para animar:" @@ -1954,6 +1893,9 @@ msgstr "[baleiro]" msgid "[unsaved]" msgstr "[non gardado]" +msgid "Dock Position" +msgstr "Posición do Panel" + msgid "3D Editor" msgstr "Editor 3D" @@ -2084,6 +2026,9 @@ msgstr "Non devolve ningún valor." msgid "Deprecated" msgstr "Obsoleto" +msgid "Method Descriptions" +msgstr "Descrición de Métodos" + msgid "Error codes returned:" msgstr "Códigos de erro devoltos:" @@ -2144,9 +2089,6 @@ msgstr "" "Actualmente non hai unha descripción desta propiedade. Axúdanos [color=$color]" "[url=$url]contribuíndo cunha descripción[/url][/color]!" -msgid "Method Descriptions" -msgstr "Descrición de Métodos" - msgid "Property:" msgstr "Propiedade:" @@ -2159,6 +2101,21 @@ msgstr "%d coincidencia." msgid "%d matches." msgstr "%d coincidencias." +msgid "Method" +msgstr "Método" + +msgid "Signal" +msgstr "Sinal" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Propiedade" + +msgid "Theme Property" +msgstr "Propiedade de Temas" + msgid "Search Help" msgstr "Buscar na Axuda" @@ -2195,21 +2152,6 @@ msgstr "Tipo do Membro" msgid "Class" msgstr "Clase" -msgid "Method" -msgstr "Método" - -msgid "Signal" -msgstr "Sinal" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Propiedade" - -msgid "Theme Property" -msgstr "Propiedade de Temas" - msgid "(%d change)" msgid_plural "(%d changes)" msgstr[0] "(% cambio)" @@ -2500,15 +2442,15 @@ msgstr "" "Podes cambialo despois en \"Configuración do Proxecto\" na categoría " "\"aplicación\"." +msgid "Default" +msgstr "Por Defecto" + msgid "Save Layout" msgstr "Gardar Disposición" msgid "Delete Layout" msgstr "Eliminar Dispoción" -msgid "Default" -msgstr "Por Defecto" - msgid "Save & Close" msgstr "Gardar e Pechar" @@ -2521,9 +2463,6 @@ msgstr "%d cartafois máis" msgid "%d more files" msgstr "%d arquivos máis" -msgid "Dock Position" -msgstr "Posición do Panel" - msgid "Distraction Free Mode" msgstr "Modo Sen Distraccións" @@ -2563,6 +2502,9 @@ msgstr "Pechar Escena" msgid "Quit" msgstr "Saír" +msgid "Editor Settings..." +msgstr "Configuración do Editor..." + msgid "Project" msgstr "Proxecto" @@ -2590,9 +2532,6 @@ msgstr "Saír á Lista de Proxectos" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Configuración do Editor..." - msgid "Editor Layout" msgstr "Disposición das Ventás do Editor" @@ -2702,8 +2641,8 @@ msgstr "Abrir o anterior editor" msgid "Warning!" msgstr "Aviso!" -msgid "Main Script:" -msgstr "Script Principal:" +msgid "On" +msgstr "Activado" msgid "Edit Plugin" msgstr "Editar Característica Adicional (Plugin)" @@ -2711,15 +2650,9 @@ msgstr "Editar Característica Adicional (Plugin)" msgid "Installed Plugins:" msgstr "Características Adicionais (Plugins) Instalados:" -msgid "Status" -msgstr "Estado" - msgid "Edit Text:" msgstr "Editar Texto:" -msgid "On" -msgstr "Activado" - msgid "No name provided." msgstr "Nome non proporcionado." @@ -2770,6 +2703,9 @@ msgstr "" "O recurso seleccionado (%s) non coincide con ningún tipo esperado para esta " "propiedade (%s)." +msgid "Load..." +msgstr "Cargar..." + msgid "Make Unique" msgstr "Facer Único" @@ -2782,11 +2718,8 @@ msgstr "Amosar no Sistema de Arquivos" msgid "New %s" msgstr "Novo %s" -msgid "New Script" -msgstr "Novo Script" - -msgid "Extend Script" -msgstr "Estender Script" +msgid "New Script..." +msgstr "Novo Script..." msgid "" "No runnable export preset found for this platform.\n" @@ -3001,9 +2934,6 @@ msgstr "Novo Cartafol..." msgid "New Scene..." msgstr "Nova Escena..." -msgid "New Script..." -msgstr "Novo Script..." - msgid "New Resource..." msgstr "Novo Recurso..." @@ -3063,51 +2993,18 @@ msgstr "Substituír..." msgid "Searching..." msgstr "Procurando..." +msgid "Rename Group" +msgstr "Renomear Grupo" + msgid "Add to Group" msgstr "Engadir ao Grupo" msgid "Remove from Group" msgstr "Eliminar do Grupo" -msgid "Invalid group name." -msgstr "Nome de grupo inválido." - -msgid "Group name already exists." -msgstr "Este nome de grupo xa existe." - -msgid "Rename Group" -msgstr "Renomear Grupo" - -msgid "Delete Group" -msgstr "Eliminar Grupo" - -msgid "Groups" -msgstr "Grupos" - -msgid "Nodes Not in Group" -msgstr "Nodos Fora do Grupo" - -msgid "Nodes in Group" -msgstr "Nodos no Grupo" - -msgid "Empty groups will be automatically removed." -msgstr "Os grupos baleiros serán automaticamente eliminados." - -msgid "Group Editor" -msgstr "Editor de Grupos" - -msgid "Manage Groups" -msgstr "Administrar Grupos" - msgid "Move" msgstr "Mover" -msgid "Please select a base directory first." -msgstr "Por favor, seleccione primeiro un directorio base." - -msgid "Choose a Directory" -msgstr "Elixir un Directorio" - msgid "Select Current Folder" msgstr "Seleccionar Cartafol Actual" @@ -3248,9 +3145,6 @@ msgstr[1] "O nodo está nestes grupos:" msgid "Select a Node" msgstr "Seleccione un Nodo" -msgid "Offset:" -msgstr "Offset:" - msgid "Importing Scene..." msgstr "Importando Escena..." @@ -3260,6 +3154,12 @@ msgstr "Importar Escena" msgid "Saving..." msgstr "Gardando..." +msgid "Status" +msgstr "Estado" + +msgid "Offset:" +msgstr "Offset:" + msgid "Importer:" msgstr "Importador:" @@ -3314,6 +3214,9 @@ msgstr "Linguaxe" msgid "Set %s on %d nodes" msgstr "Establecer %s en %d nodos" +msgid "Groups" +msgstr "Grupos" + msgid "Select a single node to edit its signals and groups." msgstr "Seleccione un nodo para editar as súas sinais e grupos." @@ -3380,9 +3283,6 @@ msgstr "Engadir Animación" msgid "Add %s" msgstr "Engadir %s" -msgid "Load..." -msgstr "Cargar..." - msgid "This type of node can't be used. Only root nodes are allowed." msgstr "Non se pode usar este tipo de nodo. Só nodos raíz están permitidos." @@ -3775,9 +3675,6 @@ msgstr "Amosar Orixe" msgid "Show Viewport" msgstr "Amosar Mini-Ventá (Viewport)" -msgid "Show Group And Lock Icons" -msgstr "Amosar Grupo e Bloquear Iconas" - msgid "Center Selection" msgstr "Centrar Selección" @@ -3787,6 +3684,9 @@ msgstr "Encadrar Selección" msgid "Preview Canvas Scale" msgstr "Vista Previa da Escala do Lenzo (Canvas)" +msgid "Insert Key" +msgstr "Engadir Chave" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -3941,11 +3841,6 @@ msgstr "" "Cando é usado remotamente nun dispositivo, é máis eficiente cando o sistema " "de arquivos en rede está activado." -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Ejecutar %d Instancia" -msgstr[1] "Ejecutar %d Instancias" - msgid " - Variation" msgstr " - Variación" @@ -4201,9 +4096,6 @@ msgstr "Axuste de Escalado (%):" msgid "Viewport Settings" msgstr "Axustes de Visión" -msgid "Perspective FOV (deg.):" -msgstr "Campo de Visión (graos):" - msgid "View Z-Near:" msgstr "Plano Próximo:" @@ -4237,6 +4129,9 @@ msgstr "Seleccionar Puntos" msgid "Delete Point" msgstr "Eliminar Puntos" +msgid "Please Confirm..." +msgstr "Por favor, confirma..." + msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." @@ -4480,6 +4375,9 @@ msgstr "Colapsar Tódalas Liñas" msgid "Unfold All Lines" msgstr "Expandir Tódalas Liñas" +msgid "Duplicate Selection" +msgstr "Duplicar Selección" + msgid "Evaluate Selection" msgstr "Evaluar Selección" @@ -4776,86 +4674,8 @@ msgstr "" "\n" "Devolve 0.0 se 'x' e menor que 'edge'; e 1.0 en caso contrario." -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"O arquivo de proxecto '.zip' non é válido; non conteñe ningún arquivo de " -"configuración 'project.godot'." - -msgid "This directory already contains a Godot project." -msgstr "O directorio xa contén un proxecto Godot." - -msgid "New Game Project" -msgstr "Novo Proxecto de Xogo" - -msgid "Imported Project" -msgstr "Proxecto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor, elixa un arquivo de tipo 'project.godot' ou '.zip'." - -msgid "It would be a good idea to name your project." -msgstr "Sería unha boa idea nomear o teu proxecto." - -msgid "Invalid project path (changed anything?)." -msgstr "A ruta do proxecto non é valida. (Cambiaches algo?)." - -msgid "Couldn't create project.godot in project path." -msgstr "Non se pudo crear o arquivo 'project.godot' na ruta do proxecto." - -msgid "Error opening package file, not in ZIP format." -msgstr "Erro ao abrir o arquivo comprimido, non está en formato ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Os seguintes arquivos non se poideron extraer do paquete:" - -msgid "Package installed successfully!" -msgstr "Paquete instalado correctamente!" - -msgid "Rename Project" -msgstr "Renomear Proxecto" - -msgid "Import Existing Project" -msgstr "Importar Proxecto Existente" - -msgid "Import & Edit" -msgstr "Importar e Editar" - -msgid "Create New Project" -msgstr "Crear Novo Proxecto" - -msgid "Create & Edit" -msgstr "Crear e Editar" - -msgid "Install Project:" -msgstr "Instalar Proxecto:" - -msgid "Install & Edit" -msgstr "Instalar e Editar" - -msgid "Project Name:" -msgstr "Nome do Proxecto:" - -msgid "Project Path:" -msgstr "Ruta do Proxecto:" - -msgid "Project Installation Path:" -msgstr "Ruta de Instalación do Proxecto:" - -msgid "Renderer:" -msgstr "Renderizador:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Erro: O proxecto non se pode encontrar no sistema de arquivos." - -msgid "Missing Project" -msgstr "Proxecto Faltante" - -msgid "Local" -msgstr "Local" - -msgid "Can't open project at '%s'." -msgstr "Non se pode abrir proxecto en '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Seguro que queres executar %d proxectos ao mesmo tempo?" msgid "" "The selected project \"%s\" does not specify its supported Godot version in " @@ -4915,32 +4735,12 @@ msgstr "" "recente, cuxa configuración non é compatible con esta versión." msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Non se pode executar o proxecto: non hai unha escena principal definida.\n" -"Por favor, selecciona unha escena principal en \"Configuración do Proxecto\", " -"na categoría \"Aplicación\"." - -msgid "Are you sure to run %d projects at once?" -msgstr "Seguro que queres executar %d proxectos ao mesmo tempo?" - -msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "Eliminar todos os proxectos faltantes da lista?\n" "Os contidos da carpeta de proxectos non serán modificados." -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Linguaxe cambiada.\n" -"A interface actualizarase despois de reiniciar o editor ou administrador de " -"proxectos." - msgid "New Project" msgstr "Novo Proxecto" @@ -4950,27 +4750,86 @@ msgstr "Escanear" msgid "Loading, please wait..." msgstr "Cargando, por favor agarde..." -msgid "Remove Missing" -msgstr "Eliminar Faltantes" +msgid "Create New Project" +msgstr "Crear Novo Proxecto" + +msgid "Import Existing Project" +msgstr "Importar Proxecto Existente" -msgid "About" -msgstr "Acerca De" +msgid "Rename Project" +msgstr "Renomear Proxecto" -msgid "Restart Now" -msgstr "Reiniciar Agora" +msgid "Remove Missing" +msgstr "Eliminar Faltantes" msgid "Select a Folder to Scan" msgstr "Seleccionar un Cartafol para Escanear" -msgid "Can't run project" -msgstr "Non se pode executar proxecto" - msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" -"Actualmente non tes ningún proxecto.\n" -"Gustaríalle buscar proxectos de exemplo oficiais na biblioteca de Assets?" +"O arquivo de proxecto '.zip' non é válido; non conteñe ningún arquivo de " +"configuración 'project.godot'." + +msgid "New Game Project" +msgstr "Novo Proxecto de Xogo" + +msgid "Imported Project" +msgstr "Proxecto Importado" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Por favor, elixa un arquivo de tipo 'project.godot' ou '.zip'." + +msgid "It would be a good idea to name your project." +msgstr "Sería unha boa idea nomear o teu proxecto." + +msgid "Invalid project path (changed anything?)." +msgstr "A ruta do proxecto non é valida. (Cambiaches algo?)." + +msgid "Couldn't create project.godot in project path." +msgstr "Non se pudo crear o arquivo 'project.godot' na ruta do proxecto." + +msgid "Error opening package file, not in ZIP format." +msgstr "Erro ao abrir o arquivo comprimido, non está en formato ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Os seguintes arquivos non se poideron extraer do paquete:" + +msgid "Package installed successfully!" +msgstr "Paquete instalado correctamente!" + +msgid "Import & Edit" +msgstr "Importar e Editar" + +msgid "Create & Edit" +msgstr "Crear e Editar" + +msgid "Install Project:" +msgstr "Instalar Proxecto:" + +msgid "Install & Edit" +msgstr "Instalar e Editar" + +msgid "Project Name:" +msgstr "Nome do Proxecto:" + +msgid "Project Path:" +msgstr "Ruta do Proxecto:" + +msgid "Project Installation Path:" +msgstr "Ruta de Instalación do Proxecto:" + +msgid "Renderer:" +msgstr "Renderizador:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Erro: O proxecto non se pode encontrar no sistema de arquivos." + +msgid "Missing Project" +msgstr "Proxecto Faltante" + +msgid "Restart Now" +msgstr "Reiniciar Agora" msgid "Delete Item" msgstr "Eliminar Elemento" @@ -5047,6 +4906,9 @@ msgstr "Sub-Recursos" msgid "Remote" msgstr "Remoto" +msgid "Local" +msgstr "Local" + msgid "Delete Related Animation Tracks" msgstr "Eliminar pistas de animación relacionadas" @@ -5263,9 +5125,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "Please Confirm..." -msgstr "Por favor, confirma..." - msgid "(Other)" msgstr "(Outros)" diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index 5dbafea158..6ae4121a0a 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -40,7 +40,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-23 18:16+0000\n" +"PO-Revision-Date: 2024-02-14 08:02+0000\n" "Last-Translator: Kfir Pshititsky <Kfir4321@gmail.com>\n" "Language-Team: Hebrew <https://hosted.weblate.org/projects/godot-engine/godot/" "he/>\n" @@ -152,13 +152,13 @@ msgid "End" msgstr "סוף" msgid "Cut" -msgstr "גזור" +msgstr "גזירה" msgid "Copy" msgstr "העתקה" msgid "Paste" -msgstr "הדבק" +msgstr "הדבקה" msgid "Undo" msgstr "ביטול" @@ -182,7 +182,7 @@ msgid "Select All" msgstr "לבחור הכול" msgid "Refresh" -msgstr "רענון" +msgstr "ריענון" msgid "Invalid input %d (not passed) in expression" msgstr "קלט שגוי %d (לא הועבר) בתוך הביטוי" @@ -205,6 +205,12 @@ msgstr "פרמטרים שגויים לבניית '%s'" msgid "On call to '%s':" msgstr "בקריאה ל־‚%s’:" +msgid "Built-in script" +msgstr "סקריפט מובנה" + +msgid "Built-in" +msgstr "מובנה" + msgid "B" msgstr "B" @@ -238,9 +244,6 @@ msgstr "הסרת הפעולה" msgid "Cannot Remove Action" msgstr "לא ניתן להסיר את הפעולה" -msgid "Filter by name..." -msgstr "סינון לפי שם..." - msgid "Clear All" msgstr "ניקוי הכול" @@ -263,7 +266,7 @@ msgid "Value:" msgstr "ערך:" msgid "Insert Key Here" -msgstr "הכנס כאן מפתח" +msgstr "הכנסת מפתח כאן" msgid "Duplicate Selected Key(s)" msgstr "שכפול מפתח(ות) שנבחרו" @@ -283,21 +286,6 @@ msgstr "שנה אורך אנימציה" msgid "Change Animation Loop" msgstr "שינוי לולאת אנימציה" -msgid "Property Track" -msgstr "רצועת מאפיין" - -msgid "Call Method Track" -msgstr "רצועת קריאת פונקציה" - -msgid "Bezier Curve Track" -msgstr "רצועת עקום בזייה" - -msgid "Audio Playback Track" -msgstr "רצועת שמע" - -msgid "Animation Playback Track" -msgstr "רצועת הנפשה" - msgid "Animation length (frames)" msgstr "משך ההנפשה (פריימים)" @@ -373,9 +361,6 @@ msgstr "אינטרפולצית לולאה מסוג Clamp" msgid "Wrap Loop Interp" msgstr "אינטרפולצית לולאה מסוג Wrap" -msgid "Insert Key" -msgstr "הכנסת מפתח" - msgid "Duplicate Key(s)" msgstr "שכפול מפתח(ות)" @@ -474,10 +459,6 @@ msgstr "שמע" msgid "Paste Tracks" msgstr "הדבקת רצועות" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "אפשרות זו אינה פעילה לעריכת בזייה, כי זאת רק רצועה אחת." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "יש לבחור במפרק AnimationPlayer כדי ליצור ולערוך הנפשות." @@ -508,21 +489,6 @@ msgstr "עריכה" msgid "Animation properties." msgstr "מאפייני ההנפשה." -msgid "Copy Tracks" -msgstr "העתקת רצועות" - -msgid "Scale Selection" -msgstr "שינוי גודל של הבחירה" - -msgid "Scale From Cursor" -msgstr "שינוי גודל מהמצביע" - -msgid "Duplicate Selection" -msgstr "שכפול בחירה" - -msgid "Duplicate Transposed" -msgstr "שכפול מהרצועה שנבחרה" - msgid "Delete Selection" msgstr "מחיקת הבחירה" @@ -603,7 +569,7 @@ msgid "Whole Words" msgstr "מילים שלמות" msgid "Replace" -msgstr "החלף" +msgstr "החלפה" msgid "Replace All" msgstr "להחליף הכול" @@ -615,9 +581,6 @@ msgctxt "Indentation" msgid "Spaces" msgstr "רווחים" -msgid "Toggle Scripts Panel" -msgstr "החלפת תצוגת חלונית סקריפטים" - msgid "Zoom In" msgstr "התקרבות" @@ -645,7 +608,7 @@ msgstr "שם מתודה חייב להיות מזהה חוקי." msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." -msgstr "מתודת היעד לא נמצאה. יש לציין מתודה תקינה או לצרף סקריפט למפרק היעד." +msgstr "מתודת היעד לא נמצאה. יש לציין מתודה תקינה או לצרף סקריפט לצומת היעד." msgid "Connect to Node:" msgstr "התחברות למפרק:" @@ -1339,11 +1302,14 @@ msgstr "[ריק]" msgid "[unsaved]" msgstr "[לא נשמר]" +msgid "Dock Position" +msgstr "מיקום הפנל" + msgid "3D Editor" msgstr "עורך תלת-מימד" msgid "Script Editor" -msgstr "עורך סקריפטים" +msgstr "עורך הסקריפטים" msgid "Asset Library" msgstr "ספריית משאבים" @@ -1491,6 +1457,12 @@ msgstr "ייבוא משאבים מסוג: %s" msgid "Experimental" msgstr "ניסיוני" +msgid "Constructors" +msgstr "מגדירים" + +msgid "Method Descriptions" +msgstr "תיאורי מתודות" + msgid "Top" msgstr "עליון" @@ -1518,9 +1490,6 @@ msgstr "דריסה של %s:" msgid "default:" msgstr "ברירת מחדל:" -msgid "Constructors" -msgstr "מגדירים" - msgid "Theme Properties" msgstr "מאפייני ערכת עיצוב" @@ -1552,9 +1521,6 @@ msgstr "" "כרגע אין תיאור למאפיין זה. בבקשה עזור לנו על-ידי [color=$color]" "[url=$url]כתיבת תיאור[/url][/color]!" -msgid "Method Descriptions" -msgstr "תיאורי מתודות" - msgid "Property:" msgstr "מאפיין:" @@ -1567,6 +1533,21 @@ msgstr "%d התאמה." msgid "%d matches." msgstr "%d התאמות." +msgid "Method" +msgstr "מתודה" + +msgid "Signal" +msgstr "אות" + +msgid "Constant" +msgstr "קבוע" + +msgid "Property" +msgstr "מאפיין" + +msgid "Theme Property" +msgstr "מאפיין ערכת עיצוב" + msgid "Search Help" msgstr "חיפוש בעזרה" @@ -1577,7 +1558,7 @@ msgid "Show Hierarchy" msgstr "הצג היררכיה" msgid "Display All" -msgstr "הצג הכל" +msgstr "הצגת הכול" msgid "Classes Only" msgstr "מחלקות בלבד" @@ -1603,21 +1584,6 @@ msgstr "סוג שדה" msgid "Class" msgstr "מחלקה" -msgid "Method" -msgstr "מתודה" - -msgid "Signal" -msgstr "אות" - -msgid "Constant" -msgstr "קבוע" - -msgid "Property" -msgstr "מאפיין" - -msgid "Theme Property" -msgstr "מאפיין ערכת עיצוב" - msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "הצמדת ערך מאלצת אותו להישמר גם אם הוא שווה לברירת המחדל." @@ -1668,7 +1634,7 @@ msgid "Edit Filters" msgstr "עריכת מסננים" msgid "Clear Output" -msgstr "ניקוי פלט" +msgstr "ניקוי הפלט" msgid "Copy Selection" msgstr "העתקת הבחירה" @@ -1861,7 +1827,7 @@ msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" -"אפשרות זו אינה זמינה עוד. מצבים בהם יש לאלץ רענון נחשבים לבאגים. נא לדווח " +"אפשרות זו אינה זמינה עוד. מצבים בהם יש לאלץ ריענון נחשבים לבאגים. נא לדווח " "עליהם." msgid "Pick a Main Scene" @@ -1934,15 +1900,15 @@ msgstr "" "הסצינה שנבחרה '%s' אינה קובץ סצינה, לבחור קובץ סצינה אחר?\n" "אפשר לשנות זאת מאוחר יותר ב-\"הגדרות מיזם\" תחת הקטגוריה 'יישום'." +msgid "Default" +msgstr "בחירת מחדל" + msgid "Save Layout" msgstr "שמירת פריסה" msgid "Delete Layout" msgstr "מחיקת פריסה" -msgid "Default" -msgstr "בחירת מחדל" - msgid "Save & Close" msgstr "שמירה וסגירה" @@ -1955,9 +1921,6 @@ msgstr "%d תיקיות נוספות" msgid "%d more files" msgstr "%d קבצים נוספים" -msgid "Dock Position" -msgstr "מיקום הפנל" - msgid "Distraction Free Mode" msgstr "מצב ללא הסחות דעת" @@ -1983,7 +1946,7 @@ msgid "Open Scene..." msgstr "פתיחת סצנה…" msgid "Reopen Closed Scene" -msgstr "פתיחה מחדש של סצנה סגורה" +msgstr "פתיחה מחדש של הסצנה שנסגרה" msgid "Open Recent" msgstr "פתיחה מהאחרונים" @@ -1995,11 +1958,14 @@ msgid "MeshLibrary..." msgstr "MeshLibrary..." msgid "Close Scene" -msgstr "סגירת סצנה" +msgstr "סגירת הסצנה" msgid "Quit" msgstr "יציאה" +msgid "Editor Settings..." +msgstr "הגדרות העורך..." + msgid "Project" msgstr "מיזם" @@ -2027,9 +1993,6 @@ msgstr "יציאה לרשימת מיזמים" msgid "Editor" msgstr "עורך" -msgid "Editor Settings..." -msgstr "הגדרות העורך..." - msgid "Editor Layout" msgstr "פריסת עורך" @@ -2040,7 +2003,7 @@ msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "צילומי מסך נשמרים בתיקיית נתוני/הגדרות העורך." msgid "Toggle Fullscreen" -msgstr "הפעלת/ביטול מסך מלא" +msgstr "הפעלה/ביטול של מסך מלא" msgid "Open Editor Data/Settings Folder" msgstr "פתיחת תיקיית נתוני/הגדרות העורך" @@ -2088,7 +2051,7 @@ msgid "Node" msgstr "מפרק" msgid "Expand Bottom Panel" -msgstr "הרחבת פאנל תחתון" +msgstr "הרחבת הפאנל התחתון" msgid "Output" msgstr "פלט" @@ -2160,9 +2123,6 @@ msgstr "אזהרה!" msgid "Installed Plugins:" msgstr "תוספים מותקנים:" -msgid "Status" -msgstr "מצב" - msgid "Edit Text:" msgstr "ערוך טקסט:" @@ -2208,9 +2168,6 @@ msgstr "הצגה בחלון הקבצים" msgid "Convert to %s" msgstr "המרה ל-%s" -msgid "New Script" -msgstr "סקריפט חדש" - msgid "Write your logic in the _run() method." msgstr "ניתן לכתוב את הלוגיקה שלך בשיטה _run()." @@ -2439,21 +2396,9 @@ msgstr "הוספה לקבוצה" msgid "Remove from Group" msgstr "הסרה מקבוצה" -msgid "Group name already exists." -msgstr "שם הקבוצה כבר קיים." - -msgid "Groups" -msgstr "קבוצות" - msgid "Move" msgstr "העברה" -msgid "Please select a base directory first." -msgstr "נא לבחור תחילה את תיקיית הבסיס." - -msgid "Choose a Directory" -msgstr "נא לבחור תיקייה" - msgid "Network" msgstr "רשת" @@ -2491,7 +2436,7 @@ msgid "Go Up" msgstr "מעבר מעלה" msgid "Toggle Hidden Files" -msgstr "הצג/הסתר קבצים מוסתרים" +msgstr "החלפת תצוגת קבצים מוסתרים" msgid "Toggle Favorite" msgstr "הוספת/ביטול מועדף" @@ -2503,10 +2448,10 @@ msgid "Focus Path" msgstr "מיקוד נתיב" msgid "Move Favorite Up" -msgstr "העברת מועדף מעלה" +msgstr "העברת המועדף מעלה" msgid "Move Favorite Down" -msgstr "העברת מועדף מטה" +msgstr "העברת המועדף מטה" msgid "Go to previous folder." msgstr "מעבר לתיקיה הקודמת." @@ -2518,7 +2463,7 @@ msgid "Go to parent folder." msgstr "מעבר לתיקיית העל." msgid "Refresh files." -msgstr "רענן קבצים." +msgstr "ריענון קבצים." msgid "(Un)favorite current folder." msgstr "(בטל) העדפת תיקייה נוכחית." @@ -2541,6 +2486,9 @@ msgstr "הרצת המיזם." msgid "Play the edited scene." msgstr "הרצת הסצנה שנערכה." +msgid "Play a custom scene." +msgstr "הרצת סצנה בהתאמה אישית." + msgid "Quick Run Scene..." msgstr "הפעלה מהירה של הסצנה..." @@ -2574,9 +2522,6 @@ msgstr "הצגה/הסתרה" msgid "Unlock Node" msgstr "ביטול נעילת מפרק" -msgid "Button Group" -msgstr "קבוצת לחצנים" - msgid "(Connecting From)" msgstr "(מתחבר מ)" @@ -2633,6 +2578,9 @@ msgstr "שגיאה בהפעלת סקריפט לאחר-ייבוא:" msgid "Saving..." msgstr "שמירה…" +msgid "Status" +msgstr "מצב" + msgid "2D" msgstr "2D" @@ -2681,6 +2629,9 @@ msgstr "היסטוריה של הפריטים שנערכו לאחרונה." msgid "Locale" msgstr "מקומי" +msgid "Groups" +msgstr "קבוצות" + msgid "Update" msgstr "עדכון" @@ -2740,6 +2691,9 @@ msgstr "טעינת הנפשה" msgid "Animation Name:" msgstr "שם הנפשה:" +msgid "No animation resource in clipboard!" +msgstr "אין משאב הנפשה בלוח ההעתקה!" + msgid "Pasted Animation" msgstr "הנפשה הודבקה" @@ -3080,7 +3034,7 @@ msgid "Paste Pose" msgstr "הדבק תנוחה" msgid "Select Mode" -msgstr "בחר מצב" +msgstr "בחירת מצב" msgid "Move Mode" msgstr "מצב תנועה" @@ -3103,6 +3057,9 @@ msgstr "הגדרת הצמדה…" msgid "Grid" msgstr "רשת" +msgid "Insert Key" +msgstr "הכנסת מפתח" + msgid "Cannot instantiate multiple nodes without root." msgstr "לא ניתן ליצור מפרקים מרובים ללא שורש." @@ -3209,7 +3166,7 @@ msgid "Audio Listener" msgstr "מאזין לשמע" msgid "Use Snap" -msgstr "השתמש ב-Snap" +msgstr "שימוש בהצמדה" msgid "Bottom View" msgstr "מבט תחתי" @@ -3250,6 +3207,9 @@ msgstr "שינוי קנה מידה (יחס):" msgid "Delete Point" msgstr "מחיקת נקודה" +msgid "Please Confirm..." +msgstr "נא לאשר…" + msgid "Split Path" msgstr "פיצול נתיב" @@ -3447,6 +3407,9 @@ msgstr "צמצום כל השורות" msgid "Unfold All Lines" msgstr "הרחבת כל השורות" +msgid "Duplicate Selection" +msgstr "שכפול הבחירה" + msgid "Auto Indent" msgstr "הזחה אוטומטית" @@ -3522,23 +3485,14 @@ msgstr "פונקציית צבע." msgid "Vector function." msgstr "פונקציה וקטורית." -msgid "Local" -msgstr "מקומי" - msgid "New Project" msgstr "מיזם חדש" -msgid "About" -msgstr "על אודות" - -msgid "Restart Now" -msgstr "להפעיל מחדש כעת" - msgid "Select a Folder to Scan" msgstr "נא לבחור תיקייה לסריקה" -msgid "Can't run project" -msgstr "לא ניתן להריץ מיזם" +msgid "Restart Now" +msgstr "להפעיל מחדש כעת" msgid "Delete Item" msgstr "מחיקת פריט" @@ -3573,12 +3527,6 @@ msgstr "ניתוק סקריפט" msgid "This operation can't be done on the tree root." msgstr "פעולה זו לא יכולה להתבצע על שורש העץ." -msgid "Move Node In Parent" -msgstr "העברת מפרק בהורה" - -msgid "Move Nodes In Parent" -msgstr "העברת מפרקים בהורה" - msgid "Duplicate Node(s)" msgstr "שכפול מפרק(ים)" @@ -3676,9 +3624,6 @@ msgstr "" "לא ניתן לחבר סקריפט: אין שפות רשומות.\n" "כנראה כי עורך זה נבנה עם כל מודולי השפה מושבתים." -msgid "Reparent to New Node" -msgstr "חיבור מפרק חדש כהורה" - msgid "Make Scene Root" msgstr "קביעה כשורש הסצנה" @@ -3697,6 +3642,9 @@ msgstr "ניתוק הסקריפט מהמפרק שנבחר." msgid "Remote" msgstr "מרוחק" +msgid "Local" +msgstr "מקומי" + msgid "Clear Inheritance? (No Undo!)" msgstr "ניקוי קשר ירושה? (ללא ביטול!)" @@ -4112,9 +4060,6 @@ msgstr "" msgid "Alert!" msgstr "אזהרה!" -msgid "Please Confirm..." -msgstr "נא לאשר…" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "אם \"Exp Edit\" מאופשר, \"Min Value\" חייב להיות גדול מ-0." diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 79933c646f..7c5ca424c8 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -479,9 +479,6 @@ msgstr "Esemény Szerkesztése" msgid "Remove Event" msgstr "Esemény Eltávolítása" -msgid "Filter by name..." -msgstr "Szűrés név szerint..." - msgid "Add New Action" msgstr "Művelet hozzáadása" @@ -554,21 +551,6 @@ msgstr "Animáció Hosszának Változtatása" msgid "Change Animation Loop" msgstr "Animáció Ismétlésének Változtatása" -msgid "Property Track" -msgstr "Tulajdonság Sáv" - -msgid "Call Method Track" -msgstr "Metódus Hívás Sáv" - -msgid "Bezier Curve Track" -msgstr "Bézier Görbe Sáv" - -msgid "Audio Playback Track" -msgstr "Hang Lejátszás Sáv" - -msgid "Animation Playback Track" -msgstr "Animáció Lejátszás Sáv" - msgid "Animation length (frames)" msgstr "Animáció hossza (képkockák)" @@ -641,9 +623,6 @@ msgstr "Átmenet Nélküli Interpoláció" msgid "Wrap Loop Interp" msgstr "Folytatólagos Interpoláció" -msgid "Insert Key" -msgstr "Kulcs Beszúrása" - msgid "Duplicate Key(s)" msgstr "Kulcs(ok) Megkettőzése" @@ -749,11 +728,6 @@ msgstr "A vágólap üres!" msgid "Paste Tracks" msgstr "Sávok beillesztése" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Ez az opció nem működik Bezier szerkesztésre, mert ez csak egyetlen sáv." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "Válasszon egy AnimationPlayer node-ot az animációk létrehozásához és " @@ -787,21 +761,6 @@ msgstr "Szerkesztés" msgid "Animation properties." msgstr "Animáció tulajdonságok." -msgid "Copy Tracks" -msgstr "Sávok Másolása" - -msgid "Scale Selection" -msgstr "Kijelölés Nyújtása" - -msgid "Scale From Cursor" -msgstr "Nyújtás a Kurzortól" - -msgid "Duplicate Selection" -msgstr "Kijelölés Megkettőzése" - -msgid "Duplicate Transposed" -msgstr "Áthelyezettek Megkettőzése" - msgid "Delete Selection" msgstr "Kijelölés Törlése" @@ -1529,6 +1488,9 @@ msgstr "[üres]" msgid "[unsaved]" msgstr "[nincs mentve]" +msgid "Dock Position" +msgstr "Dokk Pozíció" + msgid "3D Editor" msgstr "3D szerkesztő" @@ -1634,6 +1596,21 @@ msgstr "Eszközök (Újra) Betöltése" msgid "Experimental" msgstr "Kísérleti" +msgid "Constructors" +msgstr "Építők" + +msgid "Operators" +msgstr "Operátorok" + +msgid "Method Descriptions" +msgstr "Metódus leírások" + +msgid "Constructor Descriptions" +msgstr "Konstruktor leírása" + +msgid "Operator Descriptions" +msgstr "Operátor tulajdonságok" + msgid "Top" msgstr "Eleje" @@ -1658,12 +1635,6 @@ msgstr "Tulajdonságok" msgid "default:" msgstr "alapértelmezett:" -msgid "Constructors" -msgstr "Építők" - -msgid "Operators" -msgstr "Operátorok" - msgid "Theme Properties" msgstr "Téma Tulajdonságai" @@ -1686,15 +1657,6 @@ msgstr "" "Ennek a tulajdonságnak jelenleg nincs leírása. Segítsen minket azzal, hogy " "[color=$color][url=$url]hozzájárul eggyel[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Konstruktor leírása" - -msgid "Method Descriptions" -msgstr "Metódus leírások" - -msgid "Operator Descriptions" -msgstr "Operátor tulajdonságok" - msgid "Property:" msgstr "Tulajdonság:" @@ -1707,6 +1669,21 @@ msgstr "%d egyezés." msgid "%d matches." msgstr "%d egyezés." +msgid "Method" +msgstr "Metódus" + +msgid "Signal" +msgstr "Jelzés" + +msgid "Constant" +msgstr "Állandó" + +msgid "Property" +msgstr "Tulajdonság" + +msgid "Theme Property" +msgstr "Téma tulajdonság" + msgid "Search Help" msgstr "Keresés a súgóban" @@ -1743,21 +1720,6 @@ msgstr "Tag típusa" msgid "Class" msgstr "Osztály" -msgid "Method" -msgstr "Metódus" - -msgid "Signal" -msgstr "Jelzés" - -msgid "Constant" -msgstr "Állandó" - -msgid "Property" -msgstr "Tulajdonság" - -msgid "Theme Property" -msgstr "Téma tulajdonság" - msgid "Move Up" msgstr "Mozgatás Felfelé" @@ -2027,15 +1989,15 @@ msgstr "" "Ezt megváltoztathatja később a \"Projekt Beállításokban\" az \"Alkalmazás\" " "kategóriában." +msgid "Default" +msgstr "Alapértelmezett" + msgid "Save Layout" msgstr "Elrendezés Mentése" msgid "Delete Layout" msgstr "Elrendezés Törlése" -msgid "Default" -msgstr "Alapértelmezett" - msgid "Save & Close" msgstr "Mentés és Bezárás" @@ -2051,9 +2013,6 @@ msgstr "%d további fájl" msgid "Forward+" msgstr "Előre+" -msgid "Dock Position" -msgstr "Dokk Pozíció" - msgid "Distraction Free Mode" msgstr "Zavarmentes Mód" @@ -2096,6 +2055,9 @@ msgstr "Jelenet bezárása" msgid "Quit" msgstr "Kilépés" +msgid "Editor Settings..." +msgstr "Szerkesztő beállításai..." + msgid "Project" msgstr "Projekt" @@ -2120,9 +2082,6 @@ msgstr "Kilépés a projektlistába" msgid "Editor" msgstr "Szerkesztő" -msgid "Editor Settings..." -msgstr "Szerkesztő beállításai..." - msgid "Editor Layout" msgstr "Szerkesztő Elrendezés" @@ -2193,17 +2152,6 @@ msgstr "" msgid "Manage Templates" msgstr "Sablonok kezelése" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Az Android építési-sablon már telepítve van a projektbe és nem lesz " -"felülírva.\n" -"Távolítsa el a(z) \"res://android/build\" könyvtárat manuálisan, mivelőtt " -"újra megkísérelné a műveletet." - msgid "Show in File Manager" msgstr "Megjelenítés a Fájlkezelőben" @@ -2262,8 +2210,8 @@ msgstr "Előző Szerkesztő Megnyitása" msgid "Warning!" msgstr "Figyelmeztetés!" -msgid "Main Script:" -msgstr "Fő szkript:" +msgid "On" +msgstr "Be" msgid "Edit Plugin" msgstr "Bővítmény szerkesztése" @@ -2274,9 +2222,6 @@ msgstr "Telepített Bővítmények:" msgid "Edit Text:" msgstr "Szöveg szerkesztése:" -msgid "On" -msgstr "Be" - msgid "No name provided." msgstr "Nincs név megadva." @@ -2307,6 +2252,9 @@ msgstr "Új érték:" msgid "Add Key/Value Pair" msgstr "Kulcs/érték pár hozzáadása" +msgid "Load..." +msgstr "Betöltés..." + msgid "Make Unique" msgstr "Egyedivé tétel" @@ -2319,11 +2267,8 @@ msgstr "Megjelenítés a fájlrendszerben" msgid "New %s" msgstr "Új %s" -msgid "New Script" -msgstr "Új szkript" - -msgid "Extend Script" -msgstr "Szkript kinyitása" +msgid "New Script..." +msgstr "Új szkript..." msgid "" "No runnable export preset found for this platform.\n" @@ -2452,6 +2397,9 @@ msgstr "Összes exportálása" msgid "Duplicate" msgstr "Megkettőzés" +msgid "Advanced Options" +msgstr "Haladó beállítások" + msgid "Export Path" msgstr "Exportálási Útvonal" @@ -2535,9 +2483,6 @@ msgstr "Új Mappa..." msgid "New Scene..." msgstr "Új jelenet..." -msgid "New Script..." -msgstr "Új szkript..." - msgid "New Resource..." msgstr "Új erőforrás..." @@ -2590,51 +2535,18 @@ msgstr "Csere..." msgid "Searching..." msgstr "Keresés…" +msgid "Rename Group" +msgstr "Csoport átnevezése" + msgid "Add to Group" msgstr "Hozzáadás Csoporthoz" msgid "Remove from Group" msgstr "Eltávolítás Csoportból" -msgid "Invalid group name." -msgstr "Érvénytelen csoportnév." - -msgid "Group name already exists." -msgstr "A csoportnév már létezik." - -msgid "Rename Group" -msgstr "Csoport átnevezése" - -msgid "Delete Group" -msgstr "Csoport törlése" - -msgid "Groups" -msgstr "Csoportok" - -msgid "Nodes Not in Group" -msgstr "Csoportban nem lévő node-ok" - -msgid "Nodes in Group" -msgstr "Node-ok a csoportban" - -msgid "Empty groups will be automatically removed." -msgstr "Az üres csoportok automatikusan törlődnek." - -msgid "Group Editor" -msgstr "Csoportszerkesztő" - -msgid "Manage Groups" -msgstr "Csoportok kezelése" - msgid "Move" msgstr "Áthelyezés" -msgid "Please select a base directory first." -msgstr "Először válassza ki az alapkönyvtárat." - -msgid "Choose a Directory" -msgstr "Válasszon egy Könyvtárat" - msgid "Select Current Folder" msgstr "Aktuális Mappa Kiválasztása" @@ -2755,18 +2667,15 @@ msgstr "Hozzáad egy új jelenetet." msgid "Unlock Node" msgstr "Node feloldása" -msgid "Button Group" -msgstr "Gombcsoport" - msgid "(Connecting From)" msgstr "(Csatlakozás Innen)" -msgid "Open in Editor" -msgstr "Megnyitás Szerkesztőben" - msgid "Open Script:" msgstr "Szkript megnyitása:" +msgid "Open in Editor" +msgstr "Megnyitás Szerkesztőben" + msgid "Importing Scene..." msgstr "Jelenet importálása..." @@ -2840,6 +2749,9 @@ msgstr "Fordítások" msgid "Translations:" msgstr "Fordítások:" +msgid "Groups" +msgstr "Csoportok" + msgid "Select a single node to edit its signals and groups." msgstr "Válasszon ki egy node-ot a jelzések és csoportok módosításához." @@ -2906,9 +2818,6 @@ msgstr "Animáció Hozzáadása" msgid "Add %s" msgstr "%s Hozzáadása" -msgid "Load..." -msgstr "Betöltés..." - msgid "Enable snap and show grid." msgstr "Illesztés engedélyezése és rács megjelenítése." @@ -3446,15 +3355,15 @@ msgstr "Origó Megjelenítése" msgid "Show Viewport" msgstr "Nézet Megjelenítése" -msgid "Show Group And Lock Icons" -msgstr "Csoport Megjelenítése és ikonok zárolása" - msgid "Center Selection" msgstr "Kijelölés középre" msgid "Frame Selection" msgstr "Kijelölés Keretezése" +msgid "Insert Key" +msgstr "Kulcs Beszúrása" + msgid "Insert Key (Existing Tracks)" msgstr "Kulcs Beszúrása (Meglévő Nyomvonalakra)" @@ -3524,9 +3433,15 @@ msgstr "Generált Pontok Száma:" msgid "Emission Mask" msgstr "Kibocsátási Maszk" +msgid "Generate Visibility AABB" +msgstr "Láthatósági AABB Generálása" + msgid "Create Emission Points From Node" msgstr "Kibocsátási pontok létrehozása a Node alapján" +msgid "Generation Time (sec):" +msgstr "Generálási Idő (mp):" + msgid "Load Curve Preset" msgstr "Előre Beállított Görbe Betöltése" @@ -3629,9 +3544,6 @@ msgstr "Láthatósági Téglalap Generálása" msgid "Clear Emission Mask" msgstr "Kibocsátási Maszk Törlése" -msgid "Generation Time (sec):" -msgstr "Generálási Idő (mp):" - msgid "The geometry doesn't contain any faces." msgstr "A geometria nem tartalmaz oldalakat." @@ -3659,9 +3571,6 @@ msgstr "Mennyiség" msgid "Emission Source:" msgstr "Kibocsátási Forrás:" -msgid "Generate Visibility AABB" -msgstr "Láthatósági AABB Generálása" - msgid "Create Occluder Polygon" msgstr "Árnyékoló Sokszög Létrehozása" @@ -3936,6 +3845,9 @@ msgstr "Pont Törlése" msgid "Close Curve" msgstr "Görbe Lezárása" +msgid "Please Confirm..." +msgstr "Kérjük erősítse meg..." + msgid "Curve Point #" msgstr "Görbe Pont #" @@ -4241,6 +4153,9 @@ msgstr "Összes Sor Összezárása" msgid "Unfold All Lines" msgstr "Összes Sor Kibontása" +msgid "Duplicate Selection" +msgstr "Kijelölés Megkettőzése" + msgid "Evaluate Selection" msgstr "Kijelölés Kiértékelése" @@ -4454,6 +4369,30 @@ msgstr "Vektorfüggvény." msgid "Vector operator." msgstr "Vektor operátor." +msgid "New Project" +msgstr "Új projekt" + +msgid "Scan" +msgstr "Keresés" + +msgid "Loading, please wait..." +msgstr "Betöltés, kérem várjon..." + +msgid "Create New Project" +msgstr "Új Projekt Létrehozása" + +msgid "Import Existing Project" +msgstr "Meglévő Projekt Importálása" + +msgid "Rename Project" +msgstr "Projekt átnevezése" + +msgid "Remove Missing" +msgstr "Hiányzó eltávolítása" + +msgid "Select a Folder to Scan" +msgstr "Válassza ki a mappát a kereséshez" + msgid "The path specified doesn't exist." msgstr "A megadott útvonal nem létezik." @@ -4472,15 +4411,6 @@ msgstr "A következő fájlokat nem sikerült kibontani a csomagból:" msgid "Package installed successfully!" msgstr "A csomag telepítése sikeres volt!" -msgid "Rename Project" -msgstr "Projekt átnevezése" - -msgid "Import Existing Project" -msgstr "Meglévő Projekt Importálása" - -msgid "Create New Project" -msgstr "Új Projekt Létrehozása" - msgid "Create & Edit" msgstr "Létrehozás és Szerkesztés" @@ -4490,33 +4420,9 @@ msgstr "Projekt neve:" msgid "Missing Project" msgstr "Hiányzó projekt" -msgid "Can't open project at '%s'." -msgstr "A projekt nem nyitható meg a(z) %s helyen." - -msgid "New Project" -msgstr "Új projekt" - -msgid "Scan" -msgstr "Keresés" - -msgid "Loading, please wait..." -msgstr "Betöltés, kérem várjon..." - -msgid "Remove Missing" -msgstr "Hiányzó eltávolítása" - -msgid "About" -msgstr "Névjegy" - msgid "Restart Now" msgstr "Újraindítás most" -msgid "Select a Folder to Scan" -msgstr "Válassza ki a mappát a kereséshez" - -msgid "Can't run project" -msgstr "A projekt futtatása nem sikerült" - msgid "Delete Item" msgstr "Elem törlése" @@ -4538,9 +4444,6 @@ msgstr "Csoportos átnevezés" msgid "Use Regular Expressions" msgstr "Reguláris kifejezés használata" -msgid "Advanced Options" -msgstr "Haladó beállítások" - msgid "Step" msgstr "Lépés" @@ -4720,9 +4623,6 @@ msgstr "Az animáció nem található: '%s'" msgid "Alert!" msgstr "Figyelem!" -msgid "Please Confirm..." -msgstr "Kérjük erősítse meg..." - msgid "(Other)" msgstr "(Más)" diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 6c55543ffe..20af4d3a61 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -513,9 +513,6 @@ msgstr "Edit Event" msgid "Remove Event" msgstr "Menghapus Event" -msgid "Filter by name..." -msgstr "Filter berdasarkan nama..." - msgid "Clear All" msgstr "Hapus Semua" @@ -642,33 +639,6 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Tidak dapat mengubah mode loop pada animasi yang disematkan di adegan lain." -msgid "Property Track" -msgstr "Track Properti" - -msgid "3D Position Track" -msgstr "Trek Posisi 3D" - -msgid "3D Rotation Track" -msgstr "Trek Rotasi 3D" - -msgid "3D Scale Track" -msgstr "Trek Transformasi 3D" - -msgid "Blend Shape Track" -msgstr "Trek Paduan Bentuk" - -msgid "Call Method Track" -msgstr "Track Pemanggil Metode" - -msgid "Bezier Curve Track" -msgstr "Track Lengkungan Bezier" - -msgid "Audio Playback Track" -msgstr "Track Pemutar Suara" - -msgid "Animation Playback Track" -msgstr "Track Pemutar Animasi" - msgid "Animation length (frames)" msgstr "Panjang Animasi (frame)" @@ -801,9 +771,6 @@ msgstr "Interpolasi perulangan clamp" msgid "Wrap Loop Interp" msgstr "Interpolasi perulangan warp" -msgid "Insert Key" -msgstr "Masukkan Kunci" - msgid "Duplicate Key(s)" msgstr "Duplikat Key" @@ -962,10 +929,6 @@ msgstr "Kunci Skala Animasi" msgid "Make Easing Keys" msgstr "Buat Kunci Pelonggaran" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "Opsi ini tidak bisa untuk mengedit Bezier, karena hanya satu track." - msgid "Animation Add RESET Keys" msgstr "Animasi Tambahkan Kunci RESET" @@ -1055,24 +1018,6 @@ msgstr "Sunting" msgid "Animation properties." msgstr "Properti animasi." -msgid "Copy Tracks" -msgstr "Salin Trek-trek" - -msgid "Scale Selection" -msgstr "Seleksi Skala" - -msgid "Scale From Cursor" -msgstr "Skala dari Kursor" - -msgid "Make Easing Selection" -msgstr "Buat Pilihan Pelonggaran" - -msgid "Duplicate Selection" -msgstr "Duplikat Pilihan" - -msgid "Duplicate Transposed" -msgstr "Duplikat Dialihkan" - msgid "Delete Selection" msgstr "Hapus Pilihan" @@ -1085,15 +1030,6 @@ msgstr "Pergi ke Langkah Sebelumnya" msgid "Apply Reset" msgstr "Terapkan Reset" -msgid "Bake Animation" -msgstr "Ubah Animasi" - -msgid "Optimize Animation (no undo)" -msgstr "Optimalkan Animasi (tanpa undo)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Bersihkan Animasi (tanpa undo)" - msgid "Pick a node to animate:" msgstr "Pilih node yang ingin dianimasikan:" @@ -2415,9 +2351,6 @@ msgstr "Muat Profil" msgid "Export Profile" msgstr "Ekspor Profil" -msgid "Forced classes on detect:" -msgstr "Paksa kelas ssat terdeteksi:" - msgid "Edit Build Configuration Profile" msgstr "Edit Konfigurasi Build Profil" @@ -2450,6 +2383,15 @@ msgstr "[kosong]" msgid "[unsaved]" msgstr "[belum disimpan]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Posisi Pengait" + +msgid "Make Floating" +msgstr "Membuat Floating" + msgid "3D Editor" msgstr "Editor 3D" @@ -2657,6 +2599,21 @@ msgstr "" "Metode ini tidak membutuhkan instance untuk dipanggil.\n" "Metode ini dapat dipanggil secara langsung menggunakan nama kelas." +msgid "Constructors" +msgstr "Konstruktor" + +msgid "Operators" +msgstr "Operator" + +msgid "Method Descriptions" +msgstr "Deskripsi Method" + +msgid "Constructor Descriptions" +msgstr "Deskripsi Konstruktor" + +msgid "Operator Descriptions" +msgstr "Deskripsi Operator" + msgid "Error codes returned:" msgstr "Kode kesalahan dikembalikan:" @@ -2702,19 +2659,6 @@ msgstr "Mewarisi:" msgid "Inherited by:" msgstr "Diturunkan oleh:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Kelas ini ditandai sebagai kelas yang tidak digunakan lagi. Kelas ini akan " -"dihapus di versi mendatang." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Kelas ini ditandai sebagai eksperimental. Hal ini dapat berubah atau mungkin " -"dihapus di versi mendatang. Gunakan sesuai kebijaksanaan Anda sendiri." - msgid "Description" msgstr "Deskripsi" @@ -2754,12 +2698,6 @@ msgstr "baku:" msgid "property:" msgstr "properti:" -msgid "Constructors" -msgstr "Konstruktor" - -msgid "Operators" -msgstr "Operator" - msgid "Theme Properties" msgstr "Properti Tema" @@ -2813,15 +2751,6 @@ msgstr "" "Untuk saat ini tidak ada deskripsi properti ini. Tolong bantu kita " "dengan[color=$color][url=$url]kontribusi[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Deskripsi Konstruktor" - -msgid "Method Descriptions" -msgstr "Deskripsi Method" - -msgid "Operator Descriptions" -msgstr "Deskripsi Operator" - msgid "Metadata:" msgstr "Metadata:" @@ -2834,9 +2763,6 @@ msgstr "Fungsi:" msgid "Signal:" msgstr "Sinyal:" -msgid "Theme Item:" -msgstr "Item Tema:" - msgid "No description available." msgstr "Tidak ada deskripsi yang tersedia." @@ -2846,6 +2772,24 @@ msgstr "Ditemukan %d kecocokan." msgid "%d matches." msgstr "Ditemukan %d kecocokan." +msgid "Method" +msgstr "Fungsi" + +msgid "Signal" +msgstr "Sinyal" + +msgid "Constant" +msgstr "Konstan" + +msgid "Property" +msgstr "Properti" + +msgid "Theme Property" +msgstr "Properti Tema" + +msgid "Annotation" +msgstr "Anotasi" + msgid "Search Help" msgstr "Mencari Bantuan" @@ -2894,24 +2838,6 @@ msgstr "(konstruktor)" msgid "Class" msgstr "Kelas" -msgid "Method" -msgstr "Fungsi" - -msgid "Signal" -msgstr "Sinyal" - -msgid "Annotation" -msgstr "Anotasi" - -msgid "Constant" -msgstr "Konstan" - -msgid "Property" -msgstr "Properti" - -msgid "Theme Property" -msgstr "Properti Tema" - msgid "This member is marked as deprecated." msgstr "Anggota ini ditandai sebagai tidak digunakan lagi." @@ -3458,9 +3384,6 @@ msgstr "Bersihkan Adegan baru-baru ini" msgid "There is no defined scene to run." msgstr "Tidak ada adegan yang didefinisikan untuk dijalankan." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3488,15 +3411,15 @@ msgstr "" "Anda dapat menggantinya nanti di \"Pengaturan Proyek\" di bawah kategori " "'aplikasi'." +msgid "Default" +msgstr "Bawaan" + msgid "Save Layout" msgstr "Simpan Penampilan" msgid "Delete Layout" msgstr "Hapus Penampilan" -msgid "Default" -msgstr "Bawaan" - msgid "This scene was never saved." msgstr "Tidak bisa memuat ulang adegan yang belum pernah disimpan." @@ -3552,12 +3475,6 @@ msgstr "Kecocokan" msgid "Pan View" msgstr "Geser Tampilan" -msgid "Dock Position" -msgstr "Posisi Pengait" - -msgid "Make Floating" -msgstr "Membuat Floating" - msgid "Distraction Free Mode" msgstr "Mode Tanpa Gangguan" @@ -3615,6 +3532,9 @@ msgstr "Tutup Adegan" msgid "Quit" msgstr "Keluar" +msgid "Editor Settings..." +msgstr "Pengaturan Editor..." + msgid "Project" msgstr "Proyek" @@ -3657,9 +3577,6 @@ msgstr "Keluar ke daftar proyek" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Pengaturan Editor..." - msgid "Command Palette..." msgstr "Palet Perintah..." @@ -3720,9 +3637,6 @@ msgstr "Sarankan Fitur" msgid "Send Docs Feedback" msgstr "Kirim Tanggapan Dokumentasi" -msgid "About Godot" -msgstr "Tentang Godot" - msgid "Support Godot Development" msgstr "Dukung pengembangan Godot" @@ -3768,32 +3682,6 @@ msgstr "Install dari file" msgid "Select Android sources file" msgstr "Pilih file sumber Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Ini akan menyiapkan proyek Anda untuk build gradle Android dengan menginstal " -"template sumber ke \"res://android/build\".\n" -"Anda kemudian dapat menerapkan modifikasi dan membuat APK kustom Anda sendiri " -"pada saat ekspor (menambahkan modul, mengubah AndroidManifest.xml, dll.).\n" -"Perhatikan bahwa untuk membuat gradle build alih-alih menggunakan APK yang " -"sudah dibuat sebelumnya, opsi \"Gunakan Gradle Build\" harus diaktifkan di " -"preset ekspor Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Templat build Android sudah terpasang sebelumnya dan tidak akan ditimpa.\n" -"Hapus direktori \"res://android/build\" secara manual sebelum menjalankan " -"perintah ini lagi." - msgid "Show in File Manager" msgstr "Tampilkan di Manajer Berkas" @@ -3867,8 +3755,8 @@ msgstr "Oke" msgid "Warning!" msgstr "Peringatan!" -msgid "Main Script:" -msgstr "Skrip Utama:" +msgid "On" +msgstr "Nyala" msgid "Edit Plugin" msgstr "Sunting Plug-in" @@ -3885,15 +3773,9 @@ msgstr "Versi" msgid "Author" msgstr "Pencipta" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Sunting Teks:" -msgid "On" -msgstr "Nyala" - msgid "Renaming layer %d:" msgstr "Mengganti nama layer %d:" @@ -4027,8 +3909,8 @@ msgstr "" "Resource yang terpilih (%s) tidak sesuai dengan tipe apapun yang diharapkan " "untuk properti ini (%s)." -msgid "Quick Load" -msgstr "Muat Cepat" +msgid "Load..." +msgstr "Muat..." msgid "Inspect" msgstr "Inspektur" @@ -4054,14 +3936,8 @@ msgstr "Pilih berkas untuk membuatnya unik:" msgid "New %s" msgstr "%s baru" -msgid "New Script" -msgstr "Skrip Baru" - -msgid "Extend Script" -msgstr "Extend Skrip" - -msgid "New Shader" -msgstr "Shader Baru" +msgid "New Script..." +msgstr "Skrip Baru..." msgid "No Remote Debug export presets configured." msgstr "Tidak ada preset ekspor Debug remote yang dikonfigurasi." @@ -4086,12 +3962,6 @@ msgstr "Tulis logika di dalam fungsi _run()." msgid "There is an edited scene already." msgstr "Sudah ada skena yang disunting." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Tidak dapat menjalankan skrip editor, apakah Anda lupa mengganti metode " -"'_run'?" - msgid "Undo: %s" msgstr "Urungkan: %s" @@ -4200,12 +4070,6 @@ msgstr "Semua Perangkat" msgid "Device" msgstr "Perangkat" -msgid "Listening for input..." -msgstr "Mendengarkan masukan..." - -msgid "Filter by event..." -msgstr "Filter berdasarkan event..." - msgid "Project export for platform:" msgstr "Proyek ekspor untuk platform:" @@ -4535,6 +4399,9 @@ msgstr "" "klik.\n" "Hanya satu preset per platform yang dapat ditandai sebagai runnable." +msgid "Advanced Options" +msgstr "Opsi Lanjutan" + msgid "Export Path" msgstr "Lokasi Ekspor" @@ -4861,9 +4728,6 @@ msgstr "Buat Direktori..." msgid "New Scene..." msgstr "Skena Baru…" -msgid "New Script..." -msgstr "Skrip Baru..." - msgid "New Resource..." msgstr "Resource Baru..." @@ -4979,57 +4843,21 @@ msgstr "%d cocok dengan file %d" msgid "%d matches in %d files" msgstr "%d cocok dengan file %d" +msgid "Rename Group" +msgstr "Ubah Nama Grup" + msgid "Add to Group" msgstr "Tambahkan ke Grup" msgid "Remove from Group" msgstr "Hapus dari Grup" -msgid "Invalid group name." -msgstr "Nama grup tidak valid." - -msgid "Group name already exists." -msgstr "Nama grup sudah ada." - -msgid "Rename Group" -msgstr "Ubah Nama Grup" - -msgid "Delete Group" -msgstr "Hapus Grup" - -msgid "Groups" -msgstr "Kelompok" - -msgid "Nodes Not in Group" -msgstr "Node tidak dalam Grup" - -msgid "Nodes in Group" -msgstr "Node dalam Grup" - -msgid "Empty groups will be automatically removed." -msgstr "Grup yang kosong akan dihapus secara otomatis." - -msgid "Group Editor" -msgstr "Editor Grup" - -msgid "Manage Groups" -msgstr "Kelola Grup" +msgid "Global" +msgstr "Global" msgid "Move" msgstr "Pindahkan" -msgid "Please select a base directory first." -msgstr "Slahkan pilih direktori kerja terlebih dahulu." - -msgid "Could not create folder. File with that name already exists." -msgstr "Tidak dapat membuat folder. File dengan nama tersebut sudah ada." - -msgid "Choose a Directory" -msgstr "Pilih sebuah Direktori" - -msgid "Copy File(s)" -msgstr "Salin File (File-file)" - msgid "Network" msgstr "Jaringan" @@ -5073,6 +4901,9 @@ msgstr "Buka sebuah File atau Direktori" msgid "Save a File" msgstr "Simpan sebuah File" +msgid "Could not create folder. File with that name already exists." +msgstr "Tidak dapat membuat folder. File dengan nama tersebut sudah ada." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Folder favorit tidak ada lagi dan akan dihapus." @@ -5268,9 +5099,6 @@ msgstr "Jungkitkan Keterlihatan" msgid "Unlock Node" msgstr "Buka Kunci Node" -msgid "Button Group" -msgstr "Tombol Grup" - msgid "Disable Scene Unique Name" msgstr "Nonaktifkan Nama Skena Unik" @@ -5300,9 +5128,6 @@ msgstr[0] "Node berada dalam kelompok ini:" msgid "Click to show signals dock." msgstr "Klik untuk menampilkan dok sinyal." -msgid "Open in Editor" -msgstr "Buka dalam Editor" - msgid "This script is currently running in the editor." msgstr "Skrip ini saat ini sedang berjalan di editor." @@ -5333,6 +5158,9 @@ msgstr "" "AnimationPlayer disematkan.\n" "Klik untuk menghapus sematan." +msgid "Open in Editor" +msgstr "Buka dalam Editor" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" bukanlah filter yang dikenal." @@ -5354,8 +5182,179 @@ msgstr "Pilih Node" msgid "The Beginning" msgstr "Permulaan" -msgid "Global" -msgstr "Global" +msgid "Pre-Import Scene" +msgstr "Adegan Pra-Impor" + +msgid "Importing Scene..." +msgstr "Mengimpor Skena..." + +msgid "Import Scene" +msgstr "Impor Skena" + +msgid "Running Custom Script..." +msgstr "Menjalankan Script Khusus..." + +msgid "Couldn't load post-import script:" +msgstr "Tidak dapat memuat skrip post-import:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Skrip post-import rusak/tidak valid (cek konsol):" + +msgid "Error running post-import script:" +msgstr "Kesalahan saat menjalankan skrip post-import:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "" +"Apakah Anda mengembalikan objek turunan Node dalam metode `_post_import()`?" + +msgid "Saving..." +msgstr "Menyimpan..." + +msgid "<Unnamed Material>" +msgstr "<Material tanpa nama>" + +msgid "Import ID: %s" +msgstr "Impor ID: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Tipe: %s\n" +"Impor ID: %s" + +msgid "Error opening scene" +msgstr "Kesalahan membuka adegan" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Pengaturan Impor Lanjutan untuk AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Pengaturan Impor Lanjutan untuk Adegan '%s'" + +msgid "Select folder to extract material resources" +msgstr "Pilih folder untuk mengekstrak sumber daya material" + +msgid "Select folder where mesh resources will save on import" +msgstr "Pilih folder tempat sumber daya mesh akan disimpan saat impor" + +msgid "Select folder where animations will save on import" +msgstr "Pilih folder tempat animasi akan disimpan saat impor" + +msgid "Warning: File exists" +msgstr "Peringatan: File ada" + +msgid "Existing file with the same name will be replaced." +msgstr "File yang sudah ada dengan nama yang sama akan diganti." + +msgid "Will create new file" +msgstr "Akan membuat file baru" + +msgid "Already External" +msgstr "Sudah Eksternal" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Materi ini sudah mereferensikan file eksternal, tidak ada tindakan yang akan " +"diambil.\n" +"Nonaktifkan properti eksternal agar dapat diekstrak kembali." + +msgid "No import ID" +msgstr "Tidak ada ID impor" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Material tidak memiliki nama atau cara lain untuk mengidentifikasi saat " +"diimpor kembali.\n" +"Harap beri nama atau pastikan material tersebut diekspor dengan ID yang unik." + +msgid "Extract Materials to Resource Files" +msgstr "Mengekstrak Material ke File Sumber Daya" + +msgid "Extract" +msgstr "Ekstrak" + +msgid "Already Saving" +msgstr "Sudah Disimpan" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Mesh ini sudah menyimpan di sumber daya eksternal, tidak ada tindakan yang " +"akan diambil." + +msgid "Existing file with the same name will be replaced on import." +msgstr "File yang sudah ada dengan nama yang sama akan diganti pada saat impor." + +msgid "Will save to new file" +msgstr "Akan menyimpan ke file baru" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Mesh tidak memiliki nama atau cara lain untuk mengidentifikasi saat diimpor " +"ulang.\n" +"Harap beri nama atau pastikan diekspor dengan ID yang unik." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "Mengatur path untuk menyimpan mesh sebagai file sumber daya di Reimpor" + +msgid "Set Paths" +msgstr "Mengatur Path" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Animasi ini sudah disimpan ke sumber daya eksternal, tidak ada tindakan yang " +"akan diambil." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Mengatur path untuk menyimpan animasi sebagai file sumber daya di Reimpor" + +msgid "Can't make material external to file, write error:" +msgstr "Tidak dapat membuat material eksternal ke file, kesalahan penulisan:" + +msgid "Actions..." +msgstr "Tindakan..." + +msgid "Extract Materials" +msgstr "Material Ekstrak" + +msgid "Set Animation Save Paths" +msgstr "Mengatur Path Penyimpanan Animasi" + +msgid "Set Mesh Save Paths" +msgstr "Atur Path Penyimpanan Mesh" + +msgid "Meshes" +msgstr "Mesh" + +msgid "Materials" +msgstr "Material" + +msgid "Status" +msgstr "Status" + +msgid "Save Extension:" +msgstr "Simpan Ekstensi:" + +msgid "Text: *.tres" +msgstr "Teks: *.tres" + +msgid "Binary: *.res" +msgstr "Biner: *.res" + +msgid "Text Resource" +msgstr "Sumber Daya Teks" + +msgid "Binary Resource" +msgstr "Sumber Daya Biner" msgid "Audio Stream Importer: %s" msgstr "Importir Aliran Audio: %s" @@ -5524,34 +5523,6 @@ msgid "Prerendered multichannel(+true) signed distance field" msgstr "" "Bidang jarak bertanda multisaluran(+benar) yang telah ditentukan sebelumnya" -msgid "Pre-Import Scene" -msgstr "Adegan Pra-Impor" - -msgid "Importing Scene..." -msgstr "Mengimpor Skena..." - -msgid "Import Scene" -msgstr "Impor Skena" - -msgid "Running Custom Script..." -msgstr "Menjalankan Script Khusus..." - -msgid "Couldn't load post-import script:" -msgstr "Tidak dapat memuat skrip post-import:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Skrip post-import rusak/tidak valid (cek konsol):" - -msgid "Error running post-import script:" -msgstr "Kesalahan saat menjalankan skrip post-import:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "" -"Apakah Anda mengembalikan objek turunan Node dalam metode `_post_import()`?" - -msgid "Saving..." -msgstr "Menyimpan..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5591,149 +5562,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Material tanpa nama>" - -msgid "Import ID: %s" -msgstr "Impor ID: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Tipe: %s\n" -"Impor ID: %s" - -msgid "Error opening scene" -msgstr "Kesalahan membuka adegan" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Pengaturan Impor Lanjutan untuk AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Pengaturan Impor Lanjutan untuk Adegan '%s'" - -msgid "Select folder to extract material resources" -msgstr "Pilih folder untuk mengekstrak sumber daya material" - -msgid "Select folder where mesh resources will save on import" -msgstr "Pilih folder tempat sumber daya mesh akan disimpan saat impor" - -msgid "Select folder where animations will save on import" -msgstr "Pilih folder tempat animasi akan disimpan saat impor" - -msgid "Warning: File exists" -msgstr "Peringatan: File ada" - -msgid "Existing file with the same name will be replaced." -msgstr "File yang sudah ada dengan nama yang sama akan diganti." - -msgid "Will create new file" -msgstr "Akan membuat file baru" - -msgid "Already External" -msgstr "Sudah Eksternal" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Materi ini sudah mereferensikan file eksternal, tidak ada tindakan yang akan " -"diambil.\n" -"Nonaktifkan properti eksternal agar dapat diekstrak kembali." - -msgid "No import ID" -msgstr "Tidak ada ID impor" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Material tidak memiliki nama atau cara lain untuk mengidentifikasi saat " -"diimpor kembali.\n" -"Harap beri nama atau pastikan material tersebut diekspor dengan ID yang unik." - -msgid "Extract Materials to Resource Files" -msgstr "Mengekstrak Material ke File Sumber Daya" - -msgid "Extract" -msgstr "Ekstrak" - -msgid "Already Saving" -msgstr "Sudah Disimpan" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Mesh ini sudah menyimpan di sumber daya eksternal, tidak ada tindakan yang " -"akan diambil." - -msgid "Existing file with the same name will be replaced on import." -msgstr "File yang sudah ada dengan nama yang sama akan diganti pada saat impor." - -msgid "Will save to new file" -msgstr "Akan menyimpan ke file baru" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Mesh tidak memiliki nama atau cara lain untuk mengidentifikasi saat diimpor " -"ulang.\n" -"Harap beri nama atau pastikan diekspor dengan ID yang unik." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "Mengatur path untuk menyimpan mesh sebagai file sumber daya di Reimpor" - -msgid "Set Paths" -msgstr "Mengatur Path" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Animasi ini sudah disimpan ke sumber daya eksternal, tidak ada tindakan yang " -"akan diambil." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Mengatur path untuk menyimpan animasi sebagai file sumber daya di Reimpor" - -msgid "Can't make material external to file, write error:" -msgstr "Tidak dapat membuat material eksternal ke file, kesalahan penulisan:" - -msgid "Actions..." -msgstr "Tindakan..." - -msgid "Extract Materials" -msgstr "Material Ekstrak" - -msgid "Set Animation Save Paths" -msgstr "Mengatur Path Penyimpanan Animasi" - -msgid "Set Mesh Save Paths" -msgstr "Atur Path Penyimpanan Mesh" - -msgid "Meshes" -msgstr "Mesh" - -msgid "Materials" -msgstr "Material" - -msgid "Save Extension:" -msgstr "Simpan Ekstensi:" - -msgid "Text: *.tres" -msgstr "Teks: *.tres" - -msgid "Binary: *.res" -msgstr "Biner: *.res" - -msgid "Text Resource" -msgstr "Sumber Daya Teks" - -msgid "Binary Resource" -msgstr "Sumber Daya Biner" - msgid "Importer:" msgstr "Importir:" @@ -5976,6 +5804,9 @@ msgstr "Tetapkan%s pada%d node" msgid "%s (%d Selected)" msgstr "%s (%d Dipilih)" +msgid "Groups" +msgstr "Kelompok" + msgid "Select a single node to edit its signals and groups." msgstr "Pilih sebuah node untuk menyunting sinyal dan grup." @@ -6054,9 +5885,6 @@ msgstr "Tambah Animasi" msgid "Add %s" msgstr "Tambah %s" -msgid "Load..." -msgstr "Muat..." - msgid "Move Node Point" msgstr "Pindahkan Titik Node" @@ -6299,24 +6127,15 @@ msgstr "Simpan Animasi" msgid "Make Animation Unique: %s" msgstr "Buat Animasi Unik: %s" -msgid "Invalid AnimationLibrary file." -msgstr "File AnimationLibrary tidak valid." - -msgid "Invalid Animation file." -msgstr "File Animasi tidak valid." - -msgid "This animation is already added to the library." -msgstr "Animasi ini sudah ditambahkan ke perpustakaan." - -msgid "Load Animation into Library: %s" -msgstr "Muat Animasi ke Perpustakaan: %s" - msgid "Save Animation library to File: %s" msgstr "Simpan Library Animasi ke File: %s" msgid "Save Animation to File: %s" msgstr "Simpan Animasi ke File: %s" +msgid "Load Animation into Library: %s" +msgstr "Muat Animasi ke Perpustakaan: %s" + msgid "Rename Animation Library: %s" msgstr "Ganti nama Library Animasi: %s" @@ -6353,36 +6172,9 @@ msgstr "[asing]" msgid "[imported]" msgstr "[diimpor]" -msgid "Add Animation to Library" -msgstr "Tambahkan Animasi ke Library" - -msgid "Load animation from file and add to library" -msgstr "Muat animasi dari file dan tambahkan ke library" - -msgid "Paste Animation to Library from clipboard" -msgstr "Tempelkan Animasi ke Library dari papan klip" - -msgid "Save animation library to resource on disk" -msgstr "Simpan library animasi ke sumber daya di disk" - -msgid "Remove animation library" -msgstr "Hapus library animasi" - -msgid "Copy animation to clipboard" -msgstr "Salin animasi ke clipboard" - -msgid "Save animation to resource on disk" -msgstr "Simpan animasi ke sumber daya pada disk" - -msgid "Remove animation from Library" -msgstr "Hapus animasi dari Library" - msgid "Edit Animation Libraries" msgstr "Edit Library Animasi" -msgid "Add Library" -msgstr "Tambahkan Library" - msgid "Load Library" msgstr "Muat Library" @@ -6734,6 +6526,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Terakhir" +msgid "Failed to get repository configuration." +msgstr "Gagal mendapatkan konfigurasi repositori." + msgid "All" msgstr "Semua" @@ -6773,9 +6568,6 @@ msgstr "Situs:" msgid "Support" msgstr "Dukungan" -msgid "Failed to get repository configuration." -msgstr "Gagal mendapatkan konfigurasi repositori." - msgid "Assets ZIP File" msgstr "Berkas Aset ZIP" @@ -6936,6 +6728,9 @@ msgstr "Bersihkan Panduan" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Membuat Bone2D khusus dari Node" +msgid "Cancel Transformation" +msgstr "Batalkan Transformasi" + msgid "Zoom to 3.125%" msgstr "Perbesar 3.125%" @@ -7085,15 +6880,9 @@ msgstr "Buka kunci node yang dipilih, memungkinkan pemilihan dan pergerakan." msgid "Unlock Selected Node(s)" msgstr "Buka Kunci Node Terpilih" -msgid "Make selected node's children not selectable." -msgstr "Membuat turunan node yang dipilih tidak dapat dipilih." - msgid "Group Selected Node(s)" msgstr "Kelompokkan Node yang Dipilih" -msgid "Make selected node's children selectable." -msgstr "Membuat turunan node yang dipilih dapat dipilih." - msgid "Ungroup Selected Node(s)" msgstr "Pisahkan Node yang Dipilih dari Grup" @@ -7139,11 +6928,8 @@ msgstr "Tampilkan Pangkal" msgid "Show Viewport" msgstr "Tampilkan Viewport" -msgid "Show Group And Lock Icons" -msgstr "Tampilkan Ikon Kunci Dan Grup" - -msgid "Show Transformation Gizmos" -msgstr "Tampilkan Transformasi Gismos" +msgid "Gizmos" +msgstr "Gizmo" msgid "Center Selection" msgstr "Seleksi Tengah" @@ -7166,6 +6952,9 @@ msgstr "Masker skala untuk menyisipkan key." msgid "Insert keys (based on mask)." msgstr "Sisipkan Kunci (berdasarkan mask)." +msgid "Insert Key" +msgstr "Masukkan Kunci" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7202,19 +6991,11 @@ msgstr "Bagi langkah kisi demi 2" msgid "Adding %s..." msgstr "Menambahkan %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Seret dan turun untuk menambahkan sebagai turunan dari node akar adegan saat " -"ini." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Tahan Shift saat menjatuhkan untuk menambahkan sebagai saudara dari node yang " "dipilih." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Tahan Alt saat menjatuhkan untuk menambahkan jenis node yang berbeda." - msgid "Cannot instantiate multiple nodes without root." msgstr "Tidak dapat menginstansiasi beberapa node tanpa root." @@ -7404,12 +7185,24 @@ msgstr "Piksel Pembatas" msgid "Directed Border Pixels" msgstr "Piksel Pembatas yang Diarahkan" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Menghasilkan Visibilitas AABB (Menunggu Simulasi Partikel)" + +msgid "Generate Visibility AABB" +msgstr "Buat Penampakan AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Buat AABB" + msgid "Create Emission Points From Node" msgstr "Buat Titik Emisi dari Node" +msgid "Generation Time (sec):" +msgstr "Waktu Pembuatan (detik):" + msgid "Load Curve Preset" msgstr "Muat Preset Kurva" @@ -7565,13 +7358,6 @@ msgstr "" "Ketika opsi ini diaktifkan, server debug editor akan tetap terbuka dan " "mendengarkan sesi baru yang dimulai di luar editor itu sendiri." -msgid "Run Multiple Instances" -msgstr "Jalankan Beberapa Instance" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Jalankan %d Instance" - msgid "Size: %s" msgstr "Ukuran:%s" @@ -7691,9 +7477,6 @@ msgstr "Hapus Masker Emisi" msgid "GPUParticles2D" msgstr "GPUPartikel2D" -msgid "Generation Time (sec):" -msgstr "Waktu Pembuatan (detik):" - msgid "The geometry's faces don't contain any area." msgstr "Bidang geometri tidak mengandung area apapun." @@ -7733,18 +7516,9 @@ msgstr "Pemroses material atau jenis 'ParticleProcessMaterial' dibutuhkan." msgid "Convert to CPUParticles3D" msgstr "Konversikan menjadi CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Menghasilkan Visibilitas AABB (Menunggu Simulasi Partikel)" - -msgid "Generate Visibility AABB" -msgstr "Buat Penampakan AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Buat AABB" - msgid "Low" msgstr "Rendah" @@ -8271,9 +8045,6 @@ msgstr "Atur Permukaan %d Timpa Material" msgid "Set Material Override" msgstr "Atur Penggantian Material" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Tidak dapat menyeret dan melepas ke beberapa node yang dipilih." - msgid "None" msgstr "Tidak ada" @@ -8445,9 +8216,6 @@ msgstr "Kunci Transformasi ke bidang XZ" msgid "Lock Transformation to XY plane" msgstr "Kunci Transformasi ke bidang XY" -msgid "Cancel Transformation" -msgstr "Batalkan Transformasi" - msgid "Begin Translate Transformation" msgstr "Mulai Terjemahkan Transformasi" @@ -8634,9 +8402,6 @@ msgstr "3 Penampil (Alternatif)" msgid "4 Viewports" msgstr "4 Penampil" -msgid "Gizmos" -msgstr "Gizmo" - msgid "View Origin" msgstr "Tampilkan Titik Asal" @@ -8661,9 +8426,6 @@ msgstr "Kancing Skala (%):" msgid "Viewport Settings" msgstr "Pengaturan Penampil" -msgid "Perspective FOV (deg.):" -msgstr "Bidang Pandang Perspektif (derajat):" - msgid "View Z-Near:" msgstr "Tampilan Z-Terdekat:" @@ -8842,6 +8604,9 @@ msgstr "Hapus Titik" msgid "Close Curve" msgstr "Tutup Kurva" +msgid "Please Confirm..." +msgstr "Mohon konfirmasi..." + msgid "Mirror Handle Angles" msgstr "Cermin Pengatur Sudut" @@ -9293,6 +9058,9 @@ msgstr "Lipat Semua Baris" msgid "Unfold All Lines" msgstr "Bentangkan Semua Baris" +msgid "Duplicate Selection" +msgstr "Duplikat Pilihan" + msgid "Evaluate Selection" msgstr "Evaluasi Seleksi" @@ -9353,21 +9121,9 @@ msgstr "Pergi ke Langkah Jeda Sebelumnya" msgid "Shader Editor" msgstr "Editor Shader" -msgid "New Shader Include" -msgstr "Termasuk Shader Baru" - -msgid "Load Shader File" -msgstr "Muat File Shader" - -msgid "Load Shader Include File" -msgstr "Muat Shader Sertakan File" - msgid "Save File" msgstr "Simpan File" -msgid "Save File As" -msgstr "Simpan File Sebagai" - msgid "Open File in Inspector" msgstr "Buka File di Inspektur" @@ -9500,9 +9256,6 @@ msgstr "Buat LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Pratinjau LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "Tidak dapat mengonversi sprite menggunakan frame animasi menjadi mesh." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geometri tidak valid, tidak dapat diganti dengan mesh." @@ -11027,107 +10780,8 @@ msgstr "Mode Shader Visual Berubah" msgid "Bake VoxelGI" msgstr "Bake VoxelGI" -msgid "The path specified doesn't exist." -msgstr "Lokasi yang ditentukan tidak ada." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Error saat membuka berkas paket (tidak dalam format ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Berkas proyek \".zip\" tidak valid; tidak terdapat berkas \"project.godot\" " -"di dalamnya." - -msgid "Please choose an empty folder." -msgstr "Silakan pilih direktori kosong." - -msgid "This directory already contains a Godot project." -msgstr "Direktori ini sudah berisi proyek Godot." - -msgid "New Game Project" -msgstr "Proyek Baru Permainan" - -msgid "Imported Project" -msgstr "Proyek yang Diimpor" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Silakan pilih berkas \"project.godot\" atau \".zip\"." - -msgid "Couldn't create folder." -msgstr "Tidak dapat membuat folder." - -msgid "There is already a folder in this path with the specified name." -msgstr "Sudah ada direktori di lokasi ini dengan nama yang diberikan." - -msgid "It would be a good idea to name your project." -msgstr "Sebaiknya berikan nama untuk proyek Anda." - -msgid "Invalid project path (changed anything?)." -msgstr "Lokasi proyek tidak valid (mengubah sesuatu?)." - -msgid "Couldn't create project.godot in project path." -msgstr "Tidak dapat membuat project.godot dalam lokasi proyek." - -msgid "Error opening package file, not in ZIP format." -msgstr "Gagal saat membuka paket, tidak dalam bentuk zip." - -msgid "The following files failed extraction from package:" -msgstr "Berkas berikut gagal diekstrak dari paket:" - -msgid "Package installed successfully!" -msgstr "Paket Sukses Terpasang!" - -msgid "Rename Project" -msgstr "Ubah Nama Proyek" - -msgid "Import Existing Project" -msgstr "Impor Projek yang Sudah Ada" - -msgid "Import & Edit" -msgstr "Impor & Ubah" - -msgid "Create New Project" -msgstr "Buat Projek Baru" - -msgid "Create & Edit" -msgstr "Buat & Ubah" - -msgid "Install Project:" -msgstr "Pasang Proyek:" - -msgid "Install & Edit" -msgstr "Pasang & Ubah" - -msgid "Project Name:" -msgstr "Nama Projek:" - -msgid "Project Path:" -msgstr "Lokasi Projek:" - -msgid "Project Installation Path:" -msgstr "Lokasi Pemasangan Proyek:" - -msgid "Renderer:" -msgstr "Perender:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Error: Proyek ini tidak ditemukan dalam berkas sistem." - -msgid "Missing Project" -msgstr "Proyek hilang" - -msgid "Local" -msgstr "Lokal" - -msgid "Local Projects" -msgstr "Proyek Lokal" - -msgid "Asset Library Projects" -msgstr "Proyek Perpustakaan Aset" - -msgid "Can't open project at '%s'." -msgstr "Tidak dapat membuka proyek di '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Apakah Anda yakin menjalankan %d proyek sekaligus?" msgid "" "The selected project \"%s\" does not specify its supported Godot version in " @@ -11188,25 +10842,6 @@ msgstr "" "Pengaturan proyek dibuat oleh versi Engine yang lebih baru, yang " "pengaturannya tidak kompatibel dengan versi ini." -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Tidak dapat menjalankan proyek: tidak ada skena utama yang didefinisikan.\n" -"Harap sunting proyek Anda dan atur skena utama dalam Pengaturan Proyek di " -"bawah kategori \"Aplikasi\"." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Tidak dapat menjalankan proyek: Aset perlu diimpor.\n" -"Silakan sunting proyek untuk memicu pengimporan awal." - -msgid "Are you sure to run %d projects at once?" -msgstr "Apakah Anda yakin menjalankan %d proyek sekaligus?" - msgid "Remove %d projects from the list?" msgstr "Buang proyek %d dari daftar?" @@ -11220,14 +10855,6 @@ msgstr "" "Hapus semua proyek yang hilang dari daftar?\n" "Konten folder proyek tidak akan diubah." -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Bahasa diubah.\n" -"Antarmuka akan diperbarui setelah menjalankan ulang editor atau manajer " -"proyek." - msgid "New Project" msgstr "Proyek Baru" @@ -11237,14 +10864,17 @@ msgstr "Pindai" msgid "Loading, please wait..." msgstr "Memuat, tunggu sejenak..." -msgid "Remove Missing" -msgstr "Hapus yang Tidak Ada" +msgid "Create New Project" +msgstr "Buat Projek Baru" -msgid "About" -msgstr "Tentang" +msgid "Import Existing Project" +msgstr "Impor Projek yang Sudah Ada" -msgid "Restart Now" -msgstr "Mulai ulang Sekarang" +msgid "Rename Project" +msgstr "Ubah Nama Proyek" + +msgid "Remove Missing" +msgstr "Hapus yang Tidak Ada" msgid "Select a Folder to Scan" msgstr "Pilih Berkas untuk Dipindai" @@ -11255,15 +10885,83 @@ msgstr "Hapus semua" msgid "Also delete project contents (no undo!)" msgstr "Hapus juga konten proyek (tidak dapat dibatalkan!)" -msgid "Can't run project" -msgstr "Tidak dapat menjalankan proyek" +msgid "The path specified doesn't exist." +msgstr "Lokasi yang ditentukan tidak ada." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Error saat membuka berkas paket (tidak dalam format ZIP)." msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" -"Saat ini Anda tidak memiliki proyek apa pun.\n" -"Apakah Anda ingin menjelajahi contoh proyek resmi di Perpustakaan Aset?" +"Berkas proyek \".zip\" tidak valid; tidak terdapat berkas \"project.godot\" " +"di dalamnya." + +msgid "New Game Project" +msgstr "Proyek Baru Permainan" + +msgid "Imported Project" +msgstr "Proyek yang Diimpor" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Silakan pilih berkas \"project.godot\" atau \".zip\"." + +msgid "Couldn't create folder." +msgstr "Tidak dapat membuat folder." + +msgid "There is already a folder in this path with the specified name." +msgstr "Sudah ada direktori di lokasi ini dengan nama yang diberikan." + +msgid "It would be a good idea to name your project." +msgstr "Sebaiknya berikan nama untuk proyek Anda." + +msgid "Invalid project path (changed anything?)." +msgstr "Lokasi proyek tidak valid (mengubah sesuatu?)." + +msgid "Couldn't create project.godot in project path." +msgstr "Tidak dapat membuat project.godot dalam lokasi proyek." + +msgid "Error opening package file, not in ZIP format." +msgstr "Gagal saat membuka paket, tidak dalam bentuk zip." + +msgid "The following files failed extraction from package:" +msgstr "Berkas berikut gagal diekstrak dari paket:" + +msgid "Package installed successfully!" +msgstr "Paket Sukses Terpasang!" + +msgid "Import & Edit" +msgstr "Impor & Ubah" + +msgid "Create & Edit" +msgstr "Buat & Ubah" + +msgid "Install Project:" +msgstr "Pasang Proyek:" + +msgid "Install & Edit" +msgstr "Pasang & Ubah" + +msgid "Project Name:" +msgstr "Nama Projek:" + +msgid "Project Path:" +msgstr "Lokasi Projek:" + +msgid "Project Installation Path:" +msgstr "Lokasi Pemasangan Proyek:" + +msgid "Renderer:" +msgstr "Perender:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Error: Proyek ini tidak ditemukan dalam berkas sistem." + +msgid "Missing Project" +msgstr "Proyek hilang" + +msgid "Restart Now" +msgstr "Mulai ulang Sekarang" msgid "Add Project Setting" msgstr "Tambahkan Setelan Proyek" @@ -11325,9 +11023,6 @@ msgstr "Akhiran:" msgid "Use Regular Expressions" msgstr "Gunakan Ekspresi Reguler" -msgid "Advanced Options" -msgstr "Opsi Lanjutan" - msgid "Substitute" msgstr "Pengganti" @@ -11417,12 +11112,6 @@ msgstr "Lepas Skrip" msgid "This operation can't be done on the tree root." msgstr "Operasi ini tidak dapat dilakukan pada root." -msgid "Move Node In Parent" -msgstr "Pindah Node dalam Parent" - -msgid "Move Nodes In Parent" -msgstr "Pindah Beberapa Node dalam Parent" - msgid "Duplicate Node(s)" msgstr "Duplikat Node" @@ -11575,9 +11264,6 @@ msgstr "Instansi Adegan Anak..." msgid "Paste as Sibling" msgstr "Tempel sebagai Saudara" -msgid "Reparent to New Node" -msgstr "Pengindukan Ulang ke Node Baru" - msgid "Make Scene Root" msgstr "Jadikan Skena Dasar" @@ -11605,6 +11291,9 @@ msgstr "" "kali diperbarui. \n" "Beralih kembali ke dok pohon skena Lokal untuk meningkatkan kinerja." +msgid "Local" +msgstr "Lokal" + msgid "Clear Inheritance? (No Undo!)" msgstr "Bersihkan Pewarisan? (Tidak Bisa Dibatalkan!)" @@ -11977,13 +11666,6 @@ msgstr "Nama berkas tidak valid! APK Android memerlukan ekstensi *.apk ." msgid "Unsupported export format!" msgstr "Format ekspor tidak didukung!" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Versi build Android tidak cocok: Templat terpasang: %s, Versi Godot: %s. " -"Silakan pasang ulang templat build Android dari menu 'Proyek'." - msgid "Could not export project files to gradle project." msgstr "Tidak dapat mengekspor file proyek ke dalam lokasi proyek gradle." @@ -12300,9 +11982,6 @@ msgstr "" msgid "Alert!" msgstr "Peringatan!" -msgid "Please Confirm..." -msgstr "Mohon konfirmasi..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Jika \"Exp Edit\" diaktifkan, \"Nilai Minimal\" seharusnya lebih besar dari 0." diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index e22ad768d5..ab0a2ec3ec 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -95,13 +95,14 @@ # Andrea <andrea.rubino1990@gmail.com>, 2023. # Samuele Righi <blackdestinyx145@gmail.com>, 2023. # Ott8v <Ott8v@users.noreply.hosted.weblate.org>, 2024. +# NicKoehler <grillinicola@proton.me>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-28 23:10+0000\n" -"Last-Translator: Ott8v <Ott8v@users.noreply.hosted.weblate.org>\n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: NicKoehler <grillinicola@proton.me>\n" "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/" "godot/it/>\n" "Language: it\n" @@ -109,7 +110,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Thread Principale" @@ -551,9 +552,6 @@ msgstr "Modifica l'evento" msgid "Remove Event" msgstr "Rimuovi l'evento" -msgid "Filter by name..." -msgstr "Filtra per nome..." - msgid "Clear All" msgstr "Pulisci tutto" @@ -632,6 +630,15 @@ msgstr "Deseleziona tutte le chiavi" msgid "Animation Change Transition" msgstr "Transizione al cambio dell'Animazione" +msgid "Animation Change Position3D" +msgstr "Animazione Cambia posizione3D" + +msgid "Animation Change Rotation3D" +msgstr "Animazione Cambia rotazione3D" + +msgid "Animation Change Scale3D" +msgstr "Animazione Cambia scala3D" + msgid "Animation Change Keyframe Value" msgstr "Cambia il valore del fotogramma chiave di un'animazione" @@ -663,33 +670,6 @@ msgstr "" "Impossibile cambiare la modalità di ripetizione di un'animazione integrata in " "un'altra scena." -msgid "Property Track" -msgstr "Traccia di proprietà" - -msgid "3D Position Track" -msgstr "Traccia di posizione 3D" - -msgid "3D Rotation Track" -msgstr "Traccia di rotazione 3D" - -msgid "3D Scale Track" -msgstr "Traccia di scalatura 3D" - -msgid "Blend Shape Track" -msgstr "Traccia di plasma forme" - -msgid "Call Method Track" -msgstr "Traccia di metodi" - -msgid "Bezier Curve Track" -msgstr "Traccia di curve di Bézier" - -msgid "Audio Playback Track" -msgstr "Traccia sonora" - -msgid "Animation Playback Track" -msgstr "Traccia di animazioni" - msgid "Animation length (frames)" msgstr "Durata dell'animazione (fotogrammi)" @@ -822,9 +802,6 @@ msgstr "Blocca l'interpolazione d'un ciclo" msgid "Wrap Loop Interp" msgstr "Continua l'interpolazione d'un ciclo" -msgid "Insert Key" -msgstr "Inserisci un fotogramma chiave" - msgid "Duplicate Key(s)" msgstr "Duplica i fotogrammi chiave selezionati" @@ -990,12 +967,6 @@ msgstr "Scala chiavi d'animazione" msgid "Make Easing Keys" msgstr "Crea chiavi di easing" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Questa opzione non funziona per modificare delle curve di Bézier, dato che si " -"tratta di una singola traccia." - msgid "Animation Add RESET Keys" msgstr "Aggiungi le chiavi RESET di un'animazione" @@ -1072,24 +1043,6 @@ msgstr "Modifica" msgid "Animation properties." msgstr "Proprietà dell'animazione." -msgid "Copy Tracks" -msgstr "Copia le tracce" - -msgid "Scale Selection" -msgstr "Scala la selezione" - -msgid "Scale From Cursor" -msgstr "Scala a partire dal cursore" - -msgid "Make Easing Selection" -msgstr "Effettua selezione di facilitazione" - -msgid "Duplicate Selection" -msgstr "Duplica la selezione" - -msgid "Duplicate Transposed" -msgstr "Duplica trasposto" - msgid "Delete Selection" msgstr "Elimina la selezione" @@ -1102,15 +1055,6 @@ msgstr "Vai al passo precedente" msgid "Apply Reset" msgstr "Reimposta" -msgid "Bake Animation" -msgstr "Cuoci animazione" - -msgid "Optimize Animation (no undo)" -msgstr "Ottimizza l'animazione (irreversibile)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Pulisci l'animazione (irreversibile)" - msgid "Pick a node to animate:" msgstr "Seleziona il nodo da animare:" @@ -2408,9 +2352,6 @@ msgstr "Carica un profilo" msgid "Export Profile" msgstr "Esporta il profilo" -msgid "Forced classes on detect:" -msgstr "Classi forzate al rilevamento:" - msgid "Edit Build Configuration Profile" msgstr "Modifica il profilo di configurazione di costruzione" @@ -2442,6 +2383,15 @@ msgstr "[vuoto]" msgid "[unsaved]" msgstr "[non salvato]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Posizione del pannello" + +msgid "Make Floating" +msgstr "Rendi fluttuante" + msgid "3D Editor" msgstr "Editor 3D" @@ -2654,6 +2604,21 @@ msgstr "" "Questo metodo non richiede un'istanza per essere chiamato.\n" "Può essere chiamato direttamente utilizzando il nome della classe." +msgid "Constructors" +msgstr "Costruttori" + +msgid "Operators" +msgstr "Operatori" + +msgid "Method Descriptions" +msgstr "Descrizioni del metodo" + +msgid "Constructor Descriptions" +msgstr "Descrizione del costruttore" + +msgid "Operator Descriptions" +msgstr "Descrizione degli operatori" + msgid "Error codes returned:" msgstr "Codici di errore restituiti:" @@ -2678,18 +2643,6 @@ msgstr "Eredita:" msgid "Inherited by:" msgstr "Ereditato da:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Questa classe è segnata come deprecata. Verrà rimossa in versioni future." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Questa classe è segnata come sperimentale. Verrà probabilmente cambiata o " -"rimossa in versioni future. Usare a propria discrezione." - msgid "Description" msgstr "Descrizione" @@ -2718,12 +2671,6 @@ msgstr "predefinito:" msgid "property:" msgstr "proprietà:" -msgid "Constructors" -msgstr "Costruttori" - -msgid "Operators" -msgstr "Operatori" - msgid "Theme Properties" msgstr "Proprietà del tema" @@ -2777,15 +2724,6 @@ msgstr "" "Al momento non esiste alcuna descrizione per questa proprietà. Aiutaci " "[color=$color][url=$url]aggiungendone una[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Descrizione del costruttore" - -msgid "Method Descriptions" -msgstr "Descrizioni del metodo" - -msgid "Operator Descriptions" -msgstr "Descrizione degli operatori" - msgid "Metadata:" msgstr "Metadati:" @@ -2798,9 +2736,6 @@ msgstr "Metodo:" msgid "Signal:" msgstr "Segnale:" -msgid "Theme Item:" -msgstr "Oggetto Tema:" - msgid "No description available." msgstr "Nessuna descrizione disponibile." @@ -2810,6 +2745,24 @@ msgstr "%d corrispondenze." msgid "%d matches." msgstr "%d corrispondenze." +msgid "Method" +msgstr "Metodo" + +msgid "Signal" +msgstr "Segnale" + +msgid "Constant" +msgstr "Costante" + +msgid "Property" +msgstr "Proprietà" + +msgid "Theme Property" +msgstr "Proprietà del tema" + +msgid "Annotation" +msgstr "Annotazione" + msgid "Search Help" msgstr "Cerca aiuto" @@ -2858,24 +2811,6 @@ msgstr "(costruttori)" msgid "Class" msgstr "Classe" -msgid "Method" -msgstr "Metodo" - -msgid "Signal" -msgstr "Segnale" - -msgid "Annotation" -msgstr "Annotazione" - -msgid "Constant" -msgstr "Costante" - -msgid "Property" -msgstr "Proprietà" - -msgid "Theme Property" -msgstr "Proprietà del tema" - msgid "This member is marked as deprecated." msgstr "Questo membro è segnato come deprecato." @@ -3426,9 +3361,6 @@ msgstr "Pulisci le scene recenti" msgid "There is no defined scene to run." msgstr "Non c'è nessuna scena definita da eseguire." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3456,15 +3388,15 @@ msgstr "" "Puoi cambiarla successivamente da \"Impostazioni progetto\" sotto la " "categoria \"applicazioni\"." +msgid "Default" +msgstr "Predefinito" + msgid "Save Layout" msgstr "Salva disposizione" msgid "Delete Layout" msgstr "Elimina disposizione" -msgid "Default" -msgstr "Predefinito" - msgid "%d minute ago" msgid_plural "%d minutes ago" msgstr[0] "%d minuto fa" @@ -3502,6 +3434,21 @@ msgid "" msgstr "" "Impossibile scrivere sul file '%s', file in uso, bloccato o mancano permessi." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"La modifica del renderer richiede il riavvio dell'editor.\n" +"\n" +"Scegliendo Salva e riavvia si cambierà il metodo di rendering in:\n" +"- Piattaforme desktop: %s\n" +"- Piattaforme mobili: %s\n" +"- Piattaforma web: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3514,12 +3461,6 @@ msgstr "Compatibilità" msgid "Pan View" msgstr "Trasla Visuale" -msgid "Dock Position" -msgstr "Posizione del pannello" - -msgid "Make Floating" -msgstr "Rendi fluttuante" - msgid "Distraction Free Mode" msgstr "Modalità senza distrazioni" @@ -3577,6 +3518,9 @@ msgstr "Chiudi la scena" msgid "Quit" msgstr "Esci" +msgid "Editor Settings..." +msgstr "Impostazioni dell'editor…" + msgid "Project" msgstr "Progetto" @@ -3616,9 +3560,6 @@ msgstr "Esci e torna alla lista dei progetti" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Impostazioni dell'editor…" - msgid "Command Palette..." msgstr "Tavolozza dei comandi..." @@ -3680,12 +3621,25 @@ msgstr "Suggerisci una funzionalità" msgid "Send Docs Feedback" msgstr "Manda un parere sulla documentazione" -msgid "About Godot" -msgstr "Informazioni su Godot" - msgid "Support Godot Development" msgstr "Supporta lo sviluppo di Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Scegliere un metodo di rendering.\n" +"\n" +"Note:\n" +"- Sulle piattaforme mobili, il metodo di rendering Mobile viene utilizzato se " +"si seleziona Forward+.\n" +"- Sulla piattaforma Web, viene sempre utilizzato il metodo di rendering " +"Compatibilità." + msgid "Update Continuously" msgstr "Aggiorna Continuamente" @@ -3730,34 +3684,6 @@ msgstr "Installa da un file" msgid "Select Android sources file" msgstr "Seleziona l'archivio delle sorgenti di Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Questo configurerà il progetto per le costruzioni gradle di Android " -"installando il modello sorgente in \"res://android/build\".\n" -"È possibile allora applicare delle modifiche e costruire il proprio APK " -"durante l'esportazione (aggiungendo moduli, modificando l'AndroidManifest." -"xml, ecc)\n" -"Nota che per usare le costruzioni gradle invece degli APK precostruiti, deve " -"essere attiva l'opzione \"Use Gradle Build\" nella preimpostazione di " -"esportazione per Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Il modello di costruzione per Android è già installato in questo progetto e " -"non verrà sovrascritto.\n" -"Rimuovere manualmente la cartella \"res://android/build\" prima di ritentare " -"questa operazione." - msgid "Show in File Manager" msgstr "Mostra nel gestore dei file" @@ -3825,8 +3751,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Attenzione!" -msgid "Main Script:" -msgstr "Script principale:" +msgid "On" +msgstr "On" msgid "Edit Plugin" msgstr "Modifica l'estensione" @@ -3843,15 +3769,9 @@ msgstr "Versione" msgid "Author" msgstr "Autore" -msgid "Status" -msgstr "Stato" - msgid "Edit Text:" msgstr "Modifica il testo:" -msgid "On" -msgstr "On" - msgid "Renaming layer %d:" msgstr "Rinominando il livello %d:" @@ -3978,8 +3898,8 @@ msgstr "" "La risorsa selezionata (%s) non corrisponde ad alcun tipo previsto per questa " "proprietà (%s)." -msgid "Quick Load" -msgstr "Caricamento rapido" +msgid "Load..." +msgstr "Carica..." msgid "Inspect" msgstr "Ispeziona" @@ -4002,14 +3922,8 @@ msgstr "Converti in %s" msgid "New %s" msgstr "Nuovo %s" -msgid "New Script" -msgstr "Nuovo script" - -msgid "Extend Script" -msgstr "Estendi script" - -msgid "New Shader" -msgstr "Nuovo shader" +msgid "New Script..." +msgstr "Nuovo Script..." msgid "No Remote Debug export presets configured." msgstr "Nessuna preimpostazione di debug remoto configurata." @@ -4036,12 +3950,6 @@ msgstr "Inserisci la logica dello script nel metodo _run()." msgid "There is an edited scene already." msgstr "Vi è già una scena correntemente modificata." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Impossibile eseguire lo script editor, hai dimenticato di sovrascrivere il " -"metodo `_run`?" - msgid "Undo: %s" msgstr "Annulla: %s" @@ -4144,12 +4052,6 @@ msgstr "Tutti i Dispositivi" msgid "Device" msgstr "Dispositivo" -msgid "Listening for input..." -msgstr "Aspettando ingressi..." - -msgid "Filter by event..." -msgstr "Filtra per evento..." - msgid "Project export for platform:" msgstr "Esportazione del progetto per piattaforma:" @@ -4489,6 +4391,9 @@ msgstr "" "click.\n" "Solo un preset per piattaforma può essere selezionato come eseguibile." +msgid "Advanced Options" +msgstr "Opzioni Avanzate" + msgid "Export Path" msgstr "Percorso di Esportazione" @@ -4814,9 +4719,6 @@ msgstr "Nuova cartella..." msgid "New Scene..." msgstr "Nuova Scena…" -msgid "New Script..." -msgstr "Nuovo Script..." - msgid "New Resource..." msgstr "Nuova Risorsa..." @@ -4948,57 +4850,21 @@ msgstr "%d corrispondenze in %d file" msgid "%d matches in %d files" msgstr "%d corrispondenze in %d file" +msgid "Rename Group" +msgstr "Rinomina Gruppo" + msgid "Add to Group" msgstr "Aggiungi a Gruppo" msgid "Remove from Group" msgstr "Rimuovi da Gruppo" -msgid "Invalid group name." -msgstr "Nome del gruppo non valido." - -msgid "Group name already exists." -msgstr "Il nome del gruppo è già esistente." - -msgid "Rename Group" -msgstr "Rinomina Gruppo" - -msgid "Delete Group" -msgstr "Elimina Gruppo" - -msgid "Groups" -msgstr "Gruppi" - -msgid "Nodes Not in Group" -msgstr "Nodi Non nel Gruppo" - -msgid "Nodes in Group" -msgstr "Nodi nel Gruppo" - -msgid "Empty groups will be automatically removed." -msgstr "I gruppi vuoti saranno rimossi automaticamente." - -msgid "Group Editor" -msgstr "Editor Gruppo" - -msgid "Manage Groups" -msgstr "Gestisci Gruppi" +msgid "Global" +msgstr "Globale" msgid "Move" msgstr "Sposta" -msgid "Please select a base directory first." -msgstr "Si prega di selezionare prima una cartella di base." - -msgid "Could not create folder. File with that name already exists." -msgstr "Impossibile creare una cartella. Esiste già un file con quel nome." - -msgid "Choose a Directory" -msgstr "Scegli una cartella" - -msgid "Copy File(s)" -msgstr "Copia File(s)" - msgid "Network" msgstr "Reti" @@ -5042,6 +4908,9 @@ msgstr "Apri un file o una cartella" msgid "Save a File" msgstr "Salva un file" +msgid "Could not create folder. File with that name already exists." +msgstr "Impossibile creare una cartella. Esiste già un file con quel nome." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "La cartella preferita non esiste più e verrà rimossa." @@ -5236,9 +5105,6 @@ msgstr "Commuta visibilità" msgid "Unlock Node" msgstr "Sblocca nodo" -msgid "Button Group" -msgstr "Gruppo Pulsanti" - msgid "Disable Scene Unique Name" msgstr "Disabilita Nome Unico Scena" @@ -5270,9 +5136,6 @@ msgstr[1] "I nodi sono nei gruppi seguenti:" msgid "Click to show signals dock." msgstr "Cliccare per mostrare il pannello dei segnali." -msgid "Open in Editor" -msgstr "Apri nell'editor" - msgid "This script is currently running in the editor." msgstr "Questo script è attualmente in esecuzione nell'editor." @@ -5303,6 +5166,9 @@ msgstr "" "AnimationPlayer è bloccato.\n" "Fai clic per sbloccare." +msgid "Open in Editor" +msgstr "Apri nell'editor" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" non è un filtro conosciuto." @@ -5327,8 +5193,184 @@ msgstr "Scegli un Nodo" msgid "The Beginning" msgstr "L'inizio" -msgid "Global" -msgstr "Globale" +msgid "Pre-Import Scene" +msgstr "Pre-importazione della scena" + +msgid "Importing Scene..." +msgstr "Importando Scena..." + +msgid "Import Scene" +msgstr "Importa Scena" + +msgid "Running Custom Script..." +msgstr "Eseguendo Script Personalizzato..." + +msgid "Couldn't load post-import script:" +msgstr "Impossibile caricare lo script di post-import:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Script di post-import invalido/non funzionante (controllare console):" + +msgid "Error running post-import script:" +msgstr "Errore di esecuzione dello script di post-import:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "" +"Hai restituito un oggetto derivato da un Nodo nel metodo `post_import()`?" + +msgid "Saving..." +msgstr "Salvataggio..." + +msgid "<Unnamed Material>" +msgstr "<Materiale senza nome>" + +msgid "Import ID: %s" +msgstr "ID d'importazione: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Tipo: %s\n" +"ID d'importazione: %s" + +msgid "Error opening scene" +msgstr "Errore durante l'apertura della scena" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Impostazioni avanzate d'importazione per l'AnimationLibrary \"%s\"" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Impostazioni d'importatzione avanzate per lo Scene \"%s\"" + +msgid "Select folder to extract material resources" +msgstr "Seleziona la cartella in cui estrarre le risorse materiali" + +msgid "Select folder where mesh resources will save on import" +msgstr "" +"Selezionare la cartella in cui le risorse mesh verranno salvate durante " +"l'importazione" + +msgid "Select folder where animations will save on import" +msgstr "" +"Selezionare la cartella in cui le animazioni verranno salvate durante " +"l'importazione" + +msgid "Warning: File exists" +msgstr "Avviso: Il file già esiste" + +msgid "Existing file with the same name will be replaced." +msgstr "Il file esistente con lo stesso nome verrà rimpiazzato." + +msgid "Will create new file" +msgstr "Creerà un nuovo file" + +msgid "Already External" +msgstr "Già esterno" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Questo materiale si riferisce già a un file esterno, non verrà fatto nulla.\n" +"Disabilitare la proprietà esterna per estrarlo di nuovo." + +msgid "No import ID" +msgstr "Nessun ID d'importazione" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Il materiale non ha un nome né alcun altro modo per identificarlo durante la " +"reimportazione.\n" +"Per favore, dargli un nome o assicurarsi che venga esportato con un ID unico." + +msgid "Extract Materials to Resource Files" +msgstr "Estrai i materiali in dei file risorsa" + +msgid "Extract" +msgstr "Estrai" + +msgid "Already Saving" +msgstr "Salvataggio già in corso" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "Questa mesh viene già salvata in una risorsa, non verrà fatto nulla." + +msgid "Existing file with the same name will be replaced on import." +msgstr "" +"Il file esistente con lo stesso nome verrà rimpiazzato durante l'importazione." + +msgid "Will save to new file" +msgstr "Salverà ad un nuovo file" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"La mesh non ha un nome né alcun altro modo per essere identificata durante la " +"reimportazione.\n" +"Per favore, darle un nome o assicurarsi che venga esportata con un ID unico." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Impostare i percorsi per salvare le mesh come file risorsa durante la " +"reimportazione" + +msgid "Set Paths" +msgstr "Imposta i percorsi" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Quest'animazione viene già salvata in una risorsa esterna, non verrà fatto " +"nulla." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Imposta i percorsi in cui salvare le animazioni come file risorsa durante la " +"reimportazione" + +msgid "Can't make material external to file, write error:" +msgstr "Impossibile rendere il materiale esterno al file, errore di scrittura:" + +msgid "Actions..." +msgstr "Azioni..." + +msgid "Extract Materials" +msgstr "Estrai i materiali" + +msgid "Set Animation Save Paths" +msgstr "Imposta i percorsi di salvataggio delle animazioni" + +msgid "Set Mesh Save Paths" +msgstr "Imposta i percorsi di salvataggio delle mesh" + +msgid "Meshes" +msgstr "Mesh" + +msgid "Materials" +msgstr "Materiali" + +msgid "Status" +msgstr "Stato" + +msgid "Save Extension:" +msgstr "Estensione di salvataggio:" + +msgid "Text: *.tres" +msgstr "Testo: *.tres" + +msgid "Binary: *.res" +msgstr "Binario: *.res" + +msgid "Text Resource" +msgstr "Risorsa testuale" + +msgid "Binary Resource" +msgstr "Risorsa binaria" msgid "Audio Stream Importer: %s" msgstr "Importatore flussi audio: %s" @@ -5498,34 +5540,6 @@ msgstr "Font TrueType/OpenType renderizzato dinamicamente" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Campo distanza sottoscritta(+true) multicanale prerenderizzata" -msgid "Pre-Import Scene" -msgstr "Pre-importazione della scena" - -msgid "Importing Scene..." -msgstr "Importando Scena..." - -msgid "Import Scene" -msgstr "Importa Scena" - -msgid "Running Custom Script..." -msgstr "Eseguendo Script Personalizzato..." - -msgid "Couldn't load post-import script:" -msgstr "Impossibile caricare lo script di post-import:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Script di post-import invalido/non funzionante (controllare console):" - -msgid "Error running post-import script:" -msgstr "Errore di esecuzione dello script di post-import:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "" -"Hai restituito un oggetto derivato da un Nodo nel metodo `post_import()`?" - -msgid "Saving..." -msgstr "Salvataggio..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5564,154 +5578,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Materiale senza nome>" - -msgid "Import ID: %s" -msgstr "ID d'importazione: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Tipo: %s\n" -"ID d'importazione: %s" - -msgid "Error opening scene" -msgstr "Errore durante l'apertura della scena" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Impostazioni avanzate d'importazione per l'AnimationLibrary \"%s\"" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Impostazioni d'importatzione avanzate per lo Scene \"%s\"" - -msgid "Select folder to extract material resources" -msgstr "Seleziona la cartella in cui estrarre le risorse materiali" - -msgid "Select folder where mesh resources will save on import" -msgstr "" -"Selezionare la cartella in cui le risorse mesh verranno salvate durante " -"l'importazione" - -msgid "Select folder where animations will save on import" -msgstr "" -"Selezionare la cartella in cui le animazioni verranno salvate durante " -"l'importazione" - -msgid "Warning: File exists" -msgstr "Avviso: Il file già esiste" - -msgid "Existing file with the same name will be replaced." -msgstr "Il file esistente con lo stesso nome verrà rimpiazzato." - -msgid "Will create new file" -msgstr "Creerà un nuovo file" - -msgid "Already External" -msgstr "Già esterno" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Questo materiale si riferisce già a un file esterno, non verrà fatto nulla.\n" -"Disabilitare la proprietà esterna per estrarlo di nuovo." - -msgid "No import ID" -msgstr "Nessun ID d'importazione" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Il materiale non ha un nome né alcun altro modo per identificarlo durante la " -"reimportazione.\n" -"Per favore, dargli un nome o assicurarsi che venga esportato con un ID unico." - -msgid "Extract Materials to Resource Files" -msgstr "Estrai i materiali in dei file risorsa" - -msgid "Extract" -msgstr "Estrai" - -msgid "Already Saving" -msgstr "Salvataggio già in corso" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "Questa mesh viene già salvata in una risorsa, non verrà fatto nulla." - -msgid "Existing file with the same name will be replaced on import." -msgstr "" -"Il file esistente con lo stesso nome verrà rimpiazzato durante l'importazione." - -msgid "Will save to new file" -msgstr "Salverà ad un nuovo file" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"La mesh non ha un nome né alcun altro modo per essere identificata durante la " -"reimportazione.\n" -"Per favore, darle un nome o assicurarsi che venga esportata con un ID unico." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Impostare i percorsi per salvare le mesh come file risorsa durante la " -"reimportazione" - -msgid "Set Paths" -msgstr "Imposta i percorsi" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Quest'animazione viene già salvata in una risorsa esterna, non verrà fatto " -"nulla." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Imposta i percorsi in cui salvare le animazioni come file risorsa durante la " -"reimportazione" - -msgid "Can't make material external to file, write error:" -msgstr "Impossibile rendere il materiale esterno al file, errore di scrittura:" - -msgid "Actions..." -msgstr "Azioni..." - -msgid "Extract Materials" -msgstr "Estrai i materiali" - -msgid "Set Animation Save Paths" -msgstr "Imposta i percorsi di salvataggio delle animazioni" - -msgid "Set Mesh Save Paths" -msgstr "Imposta i percorsi di salvataggio delle mesh" - -msgid "Meshes" -msgstr "Mesh" - -msgid "Materials" -msgstr "Materiali" - -msgid "Save Extension:" -msgstr "Estensione di salvataggio:" - -msgid "Text: *.tres" -msgstr "Testo: *.tres" - -msgid "Binary: *.res" -msgstr "Binario: *.res" - -msgid "Text Resource" -msgstr "Risorsa testuale" - -msgid "Binary Resource" -msgstr "Risorsa binaria" - msgid "Importer:" msgstr "Importatore:" @@ -5961,6 +5827,9 @@ msgstr "Imposta %s su %d nodi" msgid "%s (%d Selected)" msgstr "%s (%d selezionati)" +msgid "Groups" +msgstr "Gruppi" + msgid "Select a single node to edit its signals and groups." msgstr "Seleziona un singolo nodo per modificarne i segnali e gruppi." @@ -6055,9 +5924,6 @@ msgstr "Aggiungi Animazione" msgid "Add %s" msgstr "Aggiungi %s" -msgid "Load..." -msgstr "Carica..." - msgid "Move Node Point" msgstr "Sposta Punto Nodo" @@ -6307,24 +6173,15 @@ msgstr "Salva l'animazione" msgid "Make Animation Unique: %s" msgstr "Rendi unica un'animazione: %s" -msgid "Invalid AnimationLibrary file." -msgstr "File AnimationLibrary non valido." - -msgid "Invalid Animation file." -msgstr "File Animation non valido." - -msgid "This animation is already added to the library." -msgstr "Quest'animazione è stata già aggiunta alla libreria." - -msgid "Load Animation into Library: %s" -msgstr "Importa un'animazione nella libreria: %s" - msgid "Save Animation library to File: %s" msgstr "Salva una libreria di animazioni in un file: %s" msgid "Save Animation to File: %s" msgstr "Salva un animazione in un archivio: %s" +msgid "Load Animation into Library: %s" +msgstr "Importa un'animazione nella libreria: %s" + msgid "Rename Animation Library: %s" msgstr "Rinomina una libreria di animazioni: %s" @@ -6361,36 +6218,9 @@ msgstr "[esterno]" msgid "[imported]" msgstr "[importata]" -msgid "Add Animation to Library" -msgstr "Aggiungi un'animazione alla libreria" - -msgid "Load animation from file and add to library" -msgstr "Carica l'animazione da un file e aggiungilo alla libreria" - -msgid "Paste Animation to Library from clipboard" -msgstr "Incolla un'animazione nella libreria dagli appunti" - -msgid "Save animation library to resource on disk" -msgstr "Salva la libreria di animazioni in una risorsa sul disco" - -msgid "Remove animation library" -msgstr "Rimuovi la libreria di animazioni" - -msgid "Copy animation to clipboard" -msgstr "Copia l'animazione negli appunti" - -msgid "Save animation to resource on disk" -msgstr "Salva l'animazione in una risorsa sul disco" - -msgid "Remove animation from Library" -msgstr "Rimuovi l'animazione dalla libreria" - msgid "Edit Animation Libraries" msgstr "Modifica le librerie di animazioni" -msgid "Add Library" -msgstr "Aggiungi una libreria" - msgid "Load Library" msgstr "Carica una libreria" @@ -6746,6 +6576,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Ultimo" +msgid "Failed to get repository configuration." +msgstr "Impossibile recuperare la configurazione del repository." + msgid "All" msgstr "Tutto" @@ -6785,9 +6618,6 @@ msgstr "Sito:" msgid "Support" msgstr "Supporta" -msgid "Failed to get repository configuration." -msgstr "Impossibile recuperare la configurazione del repository." - msgid "Assets ZIP File" msgstr "File ZIP dei contenuti" @@ -6943,6 +6773,9 @@ msgstr "Rimuovi Guide" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Crea dei Bone2D personalizzati a partire da dei Node" +msgid "Cancel Transformation" +msgstr "Annulla la trasformazione" + msgid "Zoom to 3.125%" msgstr "Zoom a 3.125%" @@ -7092,15 +6925,9 @@ msgstr "Sblocca il nodo selezionato, permettendo la selezione e il movimento." msgid "Unlock Selected Node(s)" msgstr "Sblocca Nodo/i Selezionato/i" -msgid "Make selected node's children not selectable." -msgstr "Rendi non selezionabili i figli del nodo selezionato." - msgid "Group Selected Node(s)" msgstr "Raggruppa Nodo/i Selezionato(/i" -msgid "Make selected node's children selectable." -msgstr "Rendi selezionabili i figli del nodo selezionato." - msgid "Ungroup Selected Node(s)" msgstr "Separa Nodo/i Selezionato/i" @@ -7146,11 +6973,8 @@ msgstr "Mostra Origine" msgid "Show Viewport" msgstr "Mostra Viewport" -msgid "Show Group And Lock Icons" -msgstr "Mostra Gruppo e Blocca Icone" - -msgid "Show Transformation Gizmos" -msgstr "Mostra i gizmo di trasformazione" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Centra Selezione" @@ -7173,6 +6997,9 @@ msgstr "Scala maschera per l'inserimento delle chiavi." msgid "Insert keys (based on mask)." msgstr "Inserisci chiavi (in base alla maschera)." +msgid "Insert Key" +msgstr "Inserisci un fotogramma chiave" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7209,21 +7036,11 @@ msgstr "Divide per 2 il passo della griglia" msgid "Adding %s..." msgstr "Aggiungendo %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Trascinare e rilasciare per aggiungere come figlio del nodo radice delal " -"scena corrente." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Tenere premuto Shift durante il rilascio per aggiungere come figlio del nodo " "selezionato." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "" -"Tenere premuto Alt durante il rilascio per aggiungere come tipo di nodo " -"diverso." - msgid "Cannot instantiate multiple nodes without root." msgstr "Impossibile istanziare nodi multipli senza una radice." @@ -7409,12 +7226,26 @@ msgstr "Pixel del Bordo" msgid "Directed Border Pixels" msgstr "Pixel dei Bordi Diretti" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "" +"Generazione dell'AABB di visibilità (aspettando la simulazione delle " +"particelle)" + +msgid "Generate Visibility AABB" +msgstr "Genera Visibilità AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Genera l'AABB" + msgid "Create Emission Points From Node" msgstr "Crea Punti Emissione Da Nodo" +msgid "Generation Time (sec):" +msgstr "Tempo di Generazione (sec):" + msgid "Load Curve Preset" msgstr "Carica Preset Curve" @@ -7557,14 +7388,6 @@ msgstr "" "Quando questa opzione è attiva, il server di debug dell'editor rimarrà aperto " "e ascolterà nuove sessioni iniziate fuori dall'editor stesso." -msgid "Run Multiple Instances" -msgstr "Esegui istanze multiple" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Esegui %d istanza" -msgstr[1] "Esegui %d istanze" - msgid "Size: %s" msgstr "Dimensione: %s" @@ -7681,9 +7504,6 @@ msgstr "Cancella Maschera Emissione" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Tempo di Generazione (sec):" - msgid "The geometry's faces don't contain any area." msgstr "Le facce della geometria non contengono nessuna area." @@ -7723,20 +7543,9 @@ msgstr "È richiesto un materiale di processo di tipo 'ParticleProcessMaterial'. msgid "Convert to CPUParticles3D" msgstr "Converti in CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "" -"Generazione dell'AABB di visibilità (aspettando la simulazione delle " -"particelle)" - -msgid "Generate Visibility AABB" -msgstr "Genera Visibilità AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Genera l'AABB" - msgid "Low" msgstr "Bassa" @@ -8235,9 +8044,6 @@ msgstr "Imposta il materiale di sovrascrittura della superfice %d" msgid "Set Material Override" msgstr "Imposta il materiale di sovrascrittura" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Impossibile trascinare e rilasciare in più nodi selezionati." - msgid "None" msgstr "Nessuno" @@ -8388,9 +8194,6 @@ msgstr "Blocca la trasformazione sul piano XZ" msgid "Lock Transformation to XY plane" msgstr "Blocca la trasformazione sul piano XY" -msgid "Cancel Transformation" -msgstr "Annulla la trasformazione" - msgid "Begin Translate Transformation" msgstr "Inizia una trasformazione di traslazione" @@ -8577,9 +8380,6 @@ msgstr "3 Viste (Alt)" msgid "4 Viewports" msgstr "4 Viste" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Visualizza l'origine" @@ -8604,9 +8404,6 @@ msgstr "Scatto della scala (%):" msgid "Viewport Settings" msgstr "Impostazioni Viewport" -msgid "Perspective FOV (deg.):" -msgstr "FOV Prospettiva (gradi):" - msgid "View Z-Near:" msgstr "Visualizza Z-Near:" @@ -8783,6 +8580,9 @@ msgstr "Elimina Punto" msgid "Close Curve" msgstr "Chiudi Curva" +msgid "Please Confirm..." +msgstr "Per Favore Conferma..." + msgid "Mirror Handle Angles" msgstr "Specchia Angoli Manico" @@ -9234,6 +9034,9 @@ msgstr "Comprimi tutte le linee" msgid "Unfold All Lines" msgstr "Espandi tutte le linee" +msgid "Duplicate Selection" +msgstr "Duplica la selezione" + msgid "Evaluate Selection" msgstr "Valuta selezione" @@ -9291,15 +9094,9 @@ msgstr "Vai al punto di interruzione precedente" msgid "Shader Editor" msgstr "Editor degli shader" -msgid "Load Shader File" -msgstr "Carica un file shader" - msgid "Save File" msgstr "Salva il file" -msgid "Save File As" -msgstr "Salva il file come" - msgid "Open File in Inspector" msgstr "Apri il file nell'ispettore" @@ -9420,11 +9217,6 @@ msgstr "Crea LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Anteprima LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Impossibile convertire in una mesh uno sprite che utilizza frame di " -"animazione." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geometria non valida, impossibile sostituirla con una mesh." @@ -10292,13 +10084,6 @@ msgstr "" "Modalità di connessione: disegna un terreno, poi lo connette coi tasselli " "circostanti con lo stesso terreno." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Modalità percorso: disegna un terreno, poi lo connette al tassello precedente " -"disegnato con lo stesso tratto." - msgid "No Layers" msgstr "Nessun livello" @@ -10493,8 +10278,14 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "Aggiunti nuovi modelli nella modalità di editing della TileMap." -msgid "ID: %d" -msgstr "ID: %d" +msgid "" +"Warning: Modifying a source ID will result in all TileMaps using that source " +"to reference an invalid source instead. This may result in unexpected data " +"loss. Change this ID carefully." +msgstr "" +"Attenzione: Se si modifica l'ID di una sorgente, tutte le TileMap che la " +"utilizzano faranno riferimento a una sorgente non valida. Ciò potrebbe " +"causare una perdita di dati imprevista. Modificare questo ID con attenzione." msgid "Add a Scene Tile" msgstr "Aggiungi un tassello scena" @@ -11405,6 +11196,12 @@ msgstr "" msgid "Perform the 3D texture lookup." msgstr "Esegue la ricerca di texture 3D." +msgid "Apply panning function on texture coordinates." +msgstr "Applica la funzione di panning alle coordinate della texture." + +msgid "Apply scaling function on texture coordinates." +msgstr "Applica la funzione di scala alle coordinate della texture." + msgid "Transform function." msgstr "Funzione di trasformazione." @@ -11438,6 +11235,14 @@ msgstr "Scompone la trasformazione in quattro vettori." msgid "Calculates the determinant of a transform." msgstr "Calcola il determinante di una trasformazione." +msgid "" +"Calculates how the object should face the camera to be applied on Model View " +"Matrix output port for 3D objects." +msgstr "" +"Calcola il modo in cui l'oggetto deve essere rivolto verso la telecamera per " +"essere applicato alla porta di output della matrice di visualizzazione del " +"modello per gli oggetti 3D." + msgid "Calculates the inverse of a transform." msgstr "Calcola l'inverso di una trasformazione." @@ -11468,6 +11273,20 @@ msgstr "Costante transform." msgid "Transform parameter." msgstr "Parametro di trasformazione." +msgid "" +"The distance fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"L’effetto di dissolvenza in base alla distanza attenua gradualmente ogni " +"pixel in base alla sua distanza da un altro oggetto." + +msgid "" +"The proximity fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"L’effetto di dissolvenza in base alla prossimità attenua gradualmente ogni " +"pixel in base alla sua distanza da un altro oggetto." + msgid "Returns a random value between the minimum and maximum input values." msgstr "" "Restituisce un valore casuale incluso tra i valori minimi e massimi " @@ -11557,6 +11376,10 @@ msgstr "Interpolazione lineare tra due vettori." msgid "Linear interpolation between two vectors using scalar." msgstr "Interpolazione lineare tra due vettori usando scalare." +msgid "Performs a fused multiply-add operation (a * b + c) on vectors." +msgstr "" +"Esegue un’operazione di moltiplicazione-addizione fusa (a * b + c) su vettori." + msgid "Calculates the normalize product of vector." msgstr "Calcola il prodotto di normalizzazione del vettore." @@ -11728,197 +11551,8 @@ msgstr "I dati GI Voxel sono una risorsa importata." msgid "Select path for VoxelGI Data File" msgstr "Selezionare un percorso per il file di dati VoxelGI" -msgid "The path specified doesn't exist." -msgstr "Il percorso specificato non esiste." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Errore nell'apertura del file package (non è in formato ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"File progetto \".zip\" non valido; non contiene un file denominato \"project." -"godot\"." - -msgid "Please choose an empty folder." -msgstr "Si prega di scegliere una cartella vuota." - -msgid "This directory already contains a Godot project." -msgstr "Questa cartella contiene già un progetto Godot." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"Il percorso selezionato non è vuoto. Selezionare una cartella vuota è " -"altamente consigliato." - -msgid "New Game Project" -msgstr "Nuovo progetto di gioco" - -msgid "Imported Project" -msgstr "Progetto Importato" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Si prega di scegliere un file \"project.godot\" o \".zip\"." - -msgid "Invalid project name." -msgstr "Nome del progetto non valido." - -msgid "Couldn't create folder." -msgstr "Impossibile creare la cartella." - -msgid "There is already a folder in this path with the specified name." -msgstr "Esiste già una cartella in questo percorso con il nome specificato." - -msgid "It would be a good idea to name your project." -msgstr "Sarebbe una buona idea dare un nome al tuo progetto." - -msgid "Supports desktop platforms only." -msgstr "Supporta solo le piattaforme desktop." - -msgid "Advanced 3D graphics available." -msgstr "Grafica 3D avanzata disponibile." - -msgid "Can scale to large complex scenes." -msgstr "Può adattarsi a grandi scene complesse." - -msgid "Uses RenderingDevice backend." -msgstr "Utilizza un backend RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "Elaborazione più lenta di scene semplici." - -msgid "Supports desktop + mobile platforms." -msgstr "Supporta le piattaforme desktop e mobili." - -msgid "Less advanced 3D graphics." -msgstr "Grafica 3D meno avanzata." - -msgid "Less scalable for complex scenes." -msgstr "Meno adattabile per scene complesse." - -msgid "Fast rendering of simple scenes." -msgstr "Elaborazione rapida di scene semplici." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Supporta le piattaforme desktop, mobili e web." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Grafica 3D minimamente avanzata (attualmente in lavorazione)." - -msgid "Intended for low-end/older devices." -msgstr "Progettato per dispositivi di fascia bassa o più vecchi." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Utilizza un backend OpenGL3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Elaborazione velocissima di scene semplici." - -msgid "Invalid project path (changed anything?)." -msgstr "Percorso del progetto invalido (cambiato qualcosa?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Impossibile caricare il progetto in \"%s\" (errore %d). Potrebbe essere " -"mancante o corrotto." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Impossibile salvare il progetto in \"%s\" (errore %d)." - -msgid "Warning: This folder is not empty" -msgstr "Attenzione: questa cartella non è vuota" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Sta per essere creato un progetto di Godot in una cartella non vuota.\n" -"Tutto il contenuto di questa cartella verrà importata come una risorsa del " -"progetto!\n" -"\n" -"Sicuri di continuare?" - -msgid "Couldn't create project.godot in project path." -msgstr "Impossibile creare project.godot nel percorso del progetto." - -msgid "Couldn't create icon.svg in project path." -msgstr "Impossibile creare icon.svg nel percorso del progetto." - -msgid "Error opening package file, not in ZIP format." -msgstr "Errore nell'apertura del file del pacchetto, non è in formato ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Impossibile estrarre i seguenti file dal pacchetto:" - -msgid "Package installed successfully!" -msgstr "Pacchetto installato con successo!" - -msgid "Rename Project" -msgstr "Rinomina Progetto" - -msgid "Import Existing Project" -msgstr "Importa Progetto Esistente" - -msgid "Import & Edit" -msgstr "Importa e Modifica" - -msgid "Create New Project" -msgstr "Crea un nuovo progetto" - -msgid "Create & Edit" -msgstr "Crea e Modifica" - -msgid "Install Project:" -msgstr "Installa Progetto:" - -msgid "Install & Edit" -msgstr "Installa e Modifica" - -msgid "Project Name:" -msgstr "Nome Progetto:" - -msgid "Project Path:" -msgstr "Percorso Progetto:" - -msgid "Project Installation Path:" -msgstr "Percorso Installazione del Progetto:" - -msgid "Renderer:" -msgstr "Renderer:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"Il renderer può essere cambiato in seguito, ma potrebbe essere necessario " -"rivedere le scene." - -msgid "Version Control Metadata:" -msgstr "Metadati di controllo della versione:" - -msgid "Git" -msgstr "Git" - -msgid "Error: Project is missing on the filesystem." -msgstr "Errore: il Progetto non è presente nel filesystem." - -msgid "Missing Project" -msgstr "Progetto Mancante" - -msgid "Local" -msgstr "Locale" - -msgid "Local Projects" -msgstr "Progetti Locali" - -msgid "Asset Library Projects" -msgstr "Progetti della libreria dei contenuti" - -msgid "Can't open project at '%s'." -msgstr "Impossibile aprire il progetto a \"%s\"." +msgid "Are you sure to run %d projects at once?" +msgstr "Sei sicuro di voler eseguire %d progetti contemporaneamente?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12072,25 +11706,6 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Aprire comunque? Il progetto verrà modificato." -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Non è possibile eseguire il progetto: nessuna scena principale definita.\n" -"Si prega di modificare il progetto e di impostare la scena principale in " -"\"Impostazioni Progetto\" nella categoria \"Applicazione\"." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Impossibile eseguire il progetto: i contenuti devono essere importati.\n" -"Per favore modifica il progetto per avviare l'importazione iniziale." - -msgid "Are you sure to run %d projects at once?" -msgstr "Sei sicuro di voler eseguire %d progetti contemporaneamente?" - msgid "Remove %d projects from the list?" msgstr "Rimuovere %d progetti dall'elenco?" @@ -12105,12 +11720,13 @@ msgstr "" "Il contenuto delle cartelle di progetto non verrà modificato." msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Lingua cambiata.\n" -"L'interfaccia si aggiornerà dopo un riavvio dell'editor o del gestore dei " -"progetti." +"Impossibile caricare il progetto in \"%s\" (errore %d). Potrebbe essere " +"mancante o corrotto." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Impossibile salvare il progetto in \"%s\" (errore %d)." msgctxt "Application" msgid "Project Manager" @@ -12146,21 +11762,24 @@ msgstr "" msgid "Last Edited" msgstr "Ultima modifica" +msgid "Create New Project" +msgstr "Crea un nuovo progetto" + +msgid "Import Existing Project" +msgstr "Importa Progetto Esistente" + msgid "Edit Project" msgstr "Modifica Progetto" +msgid "Rename Project" +msgstr "Rinomina Progetto" + msgid "Remove Project" msgstr "Rimuovi Progetto" msgid "Remove Missing" msgstr "Rimuovi Mancanti" -msgid "About" -msgstr "Informazioni su Godot" - -msgid "Restart Now" -msgstr "Riavvia Ora" - msgid "Select a Folder to Scan" msgstr "Scegli una Cartella da Scansionare" @@ -12170,18 +11789,167 @@ msgstr "Rimuovi Tutto" msgid "Also delete project contents (no undo!)" msgstr "Elimina anche i contenuti del progetto (non reversibile!)" -msgid "Can't run project" -msgstr "Impossibile eseguire il progetto" +msgid "Create New Tag" +msgstr "Crea nuovo tag" + +msgid "The path specified doesn't exist." +msgstr "Il percorso specificato non esiste." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Errore nell'apertura del file package (non è in formato ZIP)." msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" -"Al momento non esiste alcun progetto.\n" -"Esplorare i progetti di esempio ufficiali nella libreria dei contenuti?" +"File progetto \".zip\" non valido; non contiene un file denominato \"project." +"godot\"." -msgid "Create New Tag" -msgstr "Crea nuovo tag" +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"Il percorso selezionato non è vuoto. Selezionare una cartella vuota è " +"altamente consigliato." + +msgid "New Game Project" +msgstr "Nuovo progetto di gioco" + +msgid "Imported Project" +msgstr "Progetto Importato" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Si prega di scegliere un file \"project.godot\" o \".zip\"." + +msgid "Invalid project name." +msgstr "Nome del progetto non valido." + +msgid "Couldn't create folder." +msgstr "Impossibile creare la cartella." + +msgid "There is already a folder in this path with the specified name." +msgstr "Esiste già una cartella in questo percorso con il nome specificato." + +msgid "It would be a good idea to name your project." +msgstr "Sarebbe una buona idea dare un nome al tuo progetto." + +msgid "Supports desktop platforms only." +msgstr "Supporta solo le piattaforme desktop." + +msgid "Advanced 3D graphics available." +msgstr "Grafica 3D avanzata disponibile." + +msgid "Can scale to large complex scenes." +msgstr "Può adattarsi a grandi scene complesse." + +msgid "Uses RenderingDevice backend." +msgstr "Utilizza un backend RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Elaborazione più lenta di scene semplici." + +msgid "Supports desktop + mobile platforms." +msgstr "Supporta le piattaforme desktop e mobili." + +msgid "Less advanced 3D graphics." +msgstr "Grafica 3D meno avanzata." + +msgid "Less scalable for complex scenes." +msgstr "Meno adattabile per scene complesse." + +msgid "Fast rendering of simple scenes." +msgstr "Elaborazione rapida di scene semplici." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Supporta le piattaforme desktop, mobili e web." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Grafica 3D minimamente avanzata (attualmente in lavorazione)." + +msgid "Intended for low-end/older devices." +msgstr "Progettato per dispositivi di fascia bassa o più vecchi." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Utilizza un backend OpenGL3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Elaborazione velocissima di scene semplici." + +msgid "Invalid project path (changed anything?)." +msgstr "Percorso del progetto invalido (cambiato qualcosa?)." + +msgid "Warning: This folder is not empty" +msgstr "Attenzione: questa cartella non è vuota" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Sta per essere creato un progetto di Godot in una cartella non vuota.\n" +"Tutto il contenuto di questa cartella verrà importata come una risorsa del " +"progetto!\n" +"\n" +"Sicuri di continuare?" + +msgid "Couldn't create project.godot in project path." +msgstr "Impossibile creare project.godot nel percorso del progetto." + +msgid "Couldn't create icon.svg in project path." +msgstr "Impossibile creare icon.svg nel percorso del progetto." + +msgid "Error opening package file, not in ZIP format." +msgstr "Errore nell'apertura del file del pacchetto, non è in formato ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Impossibile estrarre i seguenti file dal pacchetto:" + +msgid "Package installed successfully!" +msgstr "Pacchetto installato con successo!" + +msgid "Import & Edit" +msgstr "Importa e Modifica" + +msgid "Create & Edit" +msgstr "Crea e Modifica" + +msgid "Install Project:" +msgstr "Installa Progetto:" + +msgid "Install & Edit" +msgstr "Installa e Modifica" + +msgid "Project Name:" +msgstr "Nome Progetto:" + +msgid "Project Path:" +msgstr "Percorso Progetto:" + +msgid "Project Installation Path:" +msgstr "Percorso Installazione del Progetto:" + +msgid "Renderer:" +msgstr "Renderer:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"Il renderer può essere cambiato in seguito, ma potrebbe essere necessario " +"rivedere le scene." + +msgid "Version Control Metadata:" +msgstr "Metadati di controllo della versione:" + +msgid "Git" +msgstr "Git" + +msgid "Error: Project is missing on the filesystem." +msgstr "Errore: il Progetto non è presente nel filesystem." + +msgid "Missing Project" +msgstr "Progetto Mancante" + +msgid "Restart Now" +msgstr "Riavvia Ora" msgid "Add Project Setting" msgstr "Aggiungi un'impostazione del progetto" @@ -12207,6 +11975,10 @@ msgstr "Impostazioni Progetto (project.godot)" msgid "Advanced Settings" msgstr "Opzioni avanzate" +msgid "Changed settings will be applied to the editor after restarting." +msgstr "" +"Le impostazioni modificate saranno applicate all'editor dopo il riavvio." + msgid "Input Map" msgstr "Mappa Input" @@ -12240,9 +12012,6 @@ msgstr "Suffisso:" msgid "Use Regular Expressions" msgstr "Usa Espressioni Regolari" -msgid "Advanced Options" -msgstr "Opzioni Avanzate" - msgid "Substitute" msgstr "Sostituto" @@ -12409,12 +12178,6 @@ msgstr "Rimuovi Script" msgid "This operation can't be done on the tree root." msgstr "Questa operazione non può essere eseguita alla radice dell'albero." -msgid "Move Node In Parent" -msgstr "Sposta Nodo In Genitore" - -msgid "Move Nodes In Parent" -msgstr "Sposta Nodi In Genitore" - msgid "Duplicate Node(s)" msgstr "Duplica Nodo(i)" @@ -12529,9 +12292,6 @@ msgstr "Nuova Scena Radice" msgid "Create Root Node:" msgstr "Crea un nodo radice:" -msgid "Switch to Favorite Nodes" -msgstr "Passa ai nodi preferiti" - msgid "Other Node" msgstr "Altro nodo" @@ -12630,9 +12390,6 @@ msgstr "<Senza nome> a %s" msgid "Expand/Collapse Branch" msgstr "Espandi/Comprimi un ramo" -msgid "Reparent to New Node" -msgstr "Riparenta a Nuovo Nodo" - msgid "Make Scene Root" msgstr "Rendi la radice della scena" @@ -12673,6 +12430,9 @@ msgstr "" "ogni volta che viene aggiornato.\n" "Torna al pannello della scena locale per migliorare le prestazioni." +msgid "Local" +msgstr "Locale" + msgid "Clear Inheritance? (No Undo!)" msgstr "Liberare Ereditarietà? (Non Annullabile!)" @@ -12830,12 +12590,6 @@ msgstr "Crea uno shader" msgid "Set Shader Global Variable" msgstr "Imposta una variabile globale di uno shader" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Per favore specificare un nome d'indentificatore dello shader valido." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Il parametro globale \"%s\" dello shader esiste già" - msgid "Name '%s' is a reserved shader language keyword." msgstr "" "Il nome \"%s\" è una parola chiave riservata del linguaggio dello shader." @@ -13505,20 +13259,6 @@ msgstr "" "informazione sulla sua versione esiste. Per favore, reinstallarlo dal menu " "\"Progetto\"." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Versione della Android build non corrispondente: modello installato: %s, " -"versione di Godot: %s. Per favore, reinstallare il modello di Android build " -"dal menu \"Progetto\"." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Impossibile sovrascrivere i file res://android/build/res/*.xml con il nome " -"del progetto." - msgid "Could not export project files to gradle project." msgstr "Impossibile esportare i file del progetto in un progetto gradle." @@ -13732,6 +13472,9 @@ msgstr "" msgid "Could not start rcodesign executable." msgstr "Impossibile eseguire l'eseguibile di rcodesign." +msgid "Notarization request UUID: \"%s\"" +msgstr "UUID della richiesta di autenticazione: \"%s\"" + msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" @@ -13957,6 +13700,9 @@ msgstr "Signtool ha fallito a firmare l'eseguibile: %s." msgid "Failed to remove temporary file \"%s\"." msgstr "Fallito rimuovendo il file temporaneo \"%s\"." +msgid "Windows executables cannot be >= 4 GiB." +msgstr "Gli eseguibili di Windows non possono essere >= 4 GiB." + msgid "Run on remote Windows system" msgstr "Esegui su un sistema Windows remoto" @@ -14071,6 +13817,12 @@ msgstr "" "Il poligono per questo occluder è vuoto. Si prega di disegnare un poligono." msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"Il NavigationAgent2D può essere utilizzato solo sotto un nodo padre ereditato " +"da Node2D." + +msgid "" "NavigationLink2D start position should be different than the end position to " "be useful." msgstr "" @@ -14211,13 +13963,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Generando le strutture di accelerazione delle sonde" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"I nodi LightmapGI non sono ancora supportati quando si usa la compatibilità " -"backend GL. Il supporto verrà aggiunto in rilasci futuri." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "Il NavigationAgent3D può essere usato solo sotto un genitore che eredita da " @@ -14340,9 +14085,6 @@ msgstr "" msgid "Alert!" msgstr "Attenzione!" -msgid "Please Confirm..." -msgstr "Per Favore Conferma..." - msgid "Invalid extension, or empty filename." msgstr "Estensione non valida o nome del file vuoto." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index 5550c61feb..49cdc43eeb 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -62,13 +62,14 @@ # RA LA <lase11rase21@gmail.com>, 2023. # Kenryu Shibata <kenryushibata@gmail.com>, 2023. # hirunet <hk0mine@outlook.jp>, 2023. -# Koji Horaguchi <koji.horaguchi@gmail.com>, 2023. +# Koji Horaguchi <koji.horaguchi@gmail.com>, 2023, 2024. +# Lighthigh57 <shuntan125@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-13 21:53+0000\n" +"PO-Revision-Date: 2024-02-12 14:00+0000\n" "Last-Translator: Koji Horaguchi <koji.horaguchi@gmail.com>\n" "Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/" "godot/ja/>\n" @@ -77,7 +78,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-rc\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "メインスレッド" @@ -517,9 +518,6 @@ msgstr "イベントの編集" msgid "Remove Event" msgstr "イベントの除去" -msgid "Filter by name..." -msgstr "名前でフィルタ..." - msgid "Clear All" msgstr "すべてクリア" @@ -645,33 +643,6 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "別のシーンに埋め込まれたアニメーションのループモードを変更できません。" -msgid "Property Track" -msgstr "プロパティトラック" - -msgid "3D Position Track" -msgstr "3Dポジショントラック" - -msgid "3D Rotation Track" -msgstr "3D 回転トラック" - -msgid "3D Scale Track" -msgstr "3Dスケールトラック" - -msgid "Blend Shape Track" -msgstr "ブレンドシェイプトラック" - -msgid "Call Method Track" -msgstr "メソッド呼び出しトラック" - -msgid "Bezier Curve Track" -msgstr "ベジェ曲線トラック" - -msgid "Audio Playback Track" -msgstr "オーディオ再生トラック" - -msgid "Animation Playback Track" -msgstr "アニメーション再生トラック" - msgid "Animation length (frames)" msgstr "アニメーションの長さ (フレーム)" @@ -804,9 +775,6 @@ msgstr "ループ補間をクランプ" msgid "Wrap Loop Interp" msgstr "ループ補間をラップ" -msgid "Insert Key" -msgstr "キーを挿入" - msgid "Duplicate Key(s)" msgstr "キーを複製" @@ -967,10 +935,6 @@ msgstr "アニメーション キーのスケール" msgid "Make Easing Keys" msgstr "イージングキーの作成" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "このオプションは単一トラックでのベジェ編集では機能しません。" - msgid "Animation Add RESET Keys" msgstr "RESETキーの追加" @@ -1064,24 +1028,6 @@ msgstr "編集" msgid "Animation properties." msgstr "アニメーションプロパティ。" -msgid "Copy Tracks" -msgstr "トラックをコピー" - -msgid "Scale Selection" -msgstr "スケールの選択" - -msgid "Scale From Cursor" -msgstr "カーソル基準でスケール" - -msgid "Make Easing Selection" -msgstr "イージング選択を作成" - -msgid "Duplicate Selection" -msgstr "選択範囲を複製" - -msgid "Duplicate Transposed" -msgstr "転置して複製" - msgid "Delete Selection" msgstr "選択範囲を削除" @@ -1094,15 +1040,6 @@ msgstr "前のステップへ" msgid "Apply Reset" msgstr "リセット" -msgid "Bake Animation" -msgstr "アニメーションをベイク" - -msgid "Optimize Animation (no undo)" -msgstr "アニメーションの最適化(アンドゥなし)" - -msgid "Clean-Up Animation (no undo)" -msgstr "アニメーションをクリーンアップ(アンドゥなし)" - msgid "Pick a node to animate:" msgstr "アニメーションするノードを選択:" @@ -2425,9 +2362,6 @@ msgstr "プロファイルのロード" msgid "Export Profile" msgstr "プロファイルのエクスポート" -msgid "Forced classes on detect:" -msgstr "検出時の強制クラス:" - msgid "Edit Build Configuration Profile" msgstr "ビルド構成プロファイルの編集" @@ -2459,6 +2393,15 @@ msgstr "[空]" msgid "[unsaved]" msgstr "[未保存]" +msgid "%s - Godot Engine" +msgstr "%s - Godot エンジン" + +msgid "Dock Position" +msgstr "ドックの位置" + +msgid "Make Floating" +msgstr "フローティングを作成" + msgid "3D Editor" msgstr "3Dエディター" @@ -2663,6 +2606,21 @@ msgstr "" "このメソッドは、呼び出すためにインスタンスを必要としません。\n" "クラス名を使って直接呼び出すことができます。" +msgid "Constructors" +msgstr "定数" + +msgid "Operators" +msgstr "オペレーター" + +msgid "Method Descriptions" +msgstr "メソッドの説明" + +msgid "Constructor Descriptions" +msgstr "定数の説明" + +msgid "Operator Descriptions" +msgstr "オペレーターの説明" + msgid "Error codes returned:" msgstr "返されたエラーコード:" @@ -2708,19 +2666,6 @@ msgstr "継承元:" msgid "Inherited by:" msgstr "継承先:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"このクラスは、非推奨としてマークされています。将来のバージョンで削除される予定" -"です。" - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"このクラスは実験用としてマークされます。将来のバージョンで変更または削除される" -"可能性があります。ご自身の判断で使用してください。" - msgid "Description" msgstr "説明" @@ -2759,12 +2704,6 @@ msgstr "デフォルト:" msgid "property:" msgstr "プロパティ:" -msgid "Constructors" -msgstr "定数" - -msgid "Operators" -msgstr "オペレーター" - msgid "Theme Properties" msgstr "テーマ プロパティ" @@ -2818,15 +2757,6 @@ msgstr "" "現在、このプロパティの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" -msgid "Constructor Descriptions" -msgstr "定数の説明" - -msgid "Method Descriptions" -msgstr "メソッドの説明" - -msgid "Operator Descriptions" -msgstr "オペレーターの説明" - msgid "Metadata:" msgstr "メタデータ:" @@ -2839,9 +2769,6 @@ msgstr "メソッド:" msgid "Signal:" msgstr "シグナル:" -msgid "Theme Item:" -msgstr "テーマアイテム:" - msgid "No description available." msgstr "説明はありません。" @@ -2851,6 +2778,24 @@ msgstr "%d件の一致が見つかりました。" msgid "%d matches." msgstr "%d件の一致が見つかりました。" +msgid "Method" +msgstr "メソッド" + +msgid "Signal" +msgstr "シグナル" + +msgid "Constant" +msgstr "コンスタント" + +msgid "Property" +msgstr "プロパティ" + +msgid "Theme Property" +msgstr "テーマプロパティ" + +msgid "Annotation" +msgstr "アノテーション" + msgid "Search Help" msgstr "ヘルプを検索" @@ -2899,24 +2844,6 @@ msgstr "(定数)" msgid "Class" msgstr "クラス" -msgid "Method" -msgstr "メソッド" - -msgid "Signal" -msgstr "シグナル" - -msgid "Annotation" -msgstr "アノテーション" - -msgid "Constant" -msgstr "コンスタント" - -msgid "Property" -msgstr "プロパティ" - -msgid "Theme Property" -msgstr "テーマプロパティ" - msgid "This member is marked as deprecated." msgstr "このメンバーは非推奨としてマークされています。" @@ -3477,9 +3404,6 @@ msgstr "最近開いたシーンの履歴をクリア" msgid "There is no defined scene to run." msgstr "実行するシーンが定義されていません。" -msgid "%s - Godot Engine" -msgstr "%s - Godot エンジン" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3505,15 +3429,15 @@ msgstr "" "か?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。" +msgid "Default" +msgstr "デフォルト" + msgid "Save Layout" msgstr "レイアウトを保存" msgid "Delete Layout" msgstr "レイアウトを削除" -msgid "Default" -msgstr "デフォルト" - msgid "This scene was never saved." msgstr "このシーンは保存されていません。" @@ -3557,6 +3481,21 @@ msgstr "" "ファイル '%s'に書き込めません。ファイルが使用中か、ロックされているか、権限が" "ありません。" +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"レンダラーを変更するにはエディタの再起動が必要です。\n" +"\n" +"「保存して再起動」を選択すると、レンダリング方法が次のように変更されます:\n" +"- デスクトッププラットフォーム: %s\n" +"- モバイルプラットフォーム: %s\n" +"- ウェブプラットフォーム: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3566,15 +3505,12 @@ msgstr "モバイル" msgid "Compatibility" msgstr "互換性" +msgid "(Overridden)" +msgstr "(オーバーライド)" + msgid "Pan View" msgstr "パン・ビュー" -msgid "Dock Position" -msgstr "ドックの位置" - -msgid "Make Floating" -msgstr "フローティングを作成" - msgid "Distraction Free Mode" msgstr "集中モード" @@ -3632,6 +3568,9 @@ msgstr "シーンを閉じる" msgid "Quit" msgstr "終了" +msgid "Editor Settings..." +msgstr "エディター設定..." + msgid "Project" msgstr "プロジェクト" @@ -3674,9 +3613,6 @@ msgstr "終了してプロジェクト一覧を開く" msgid "Editor" msgstr "エディター" -msgid "Editor Settings..." -msgstr "エディター設定..." - msgid "Command Palette..." msgstr "コマンドパレット..." @@ -3737,12 +3673,24 @@ msgstr "機能を提案する" msgid "Send Docs Feedback" msgstr "ドキュメントのフィードバックを送る" -msgid "About Godot" -msgstr "Godotについて" - msgid "Support Godot Development" msgstr "Godotの開発をサポートする" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"レンダリング方法を選択します。\n" +"\n" +"ノート:\n" +"- モバイル プラットフォームでは、ここで Forward+ が選択されている場合、モバイ" +"ル レンダリング方法が使用されます。\n" +"- ウェブプラットフォームでは、互換レンダリングメソッドが常に使用されます。" + msgid "Update Continuously" msgstr "継続的に更新" @@ -3787,32 +3735,6 @@ msgstr "ファイルからインストール" msgid "Select Android sources file" msgstr "Androidのソースファイルを選択" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"この操作は \"res://android/build\" にソーステンプレートをインストールし、" -"gradle Android ビルドのためにプロジェクトをセットアップします。\n" -"後から設定に変更を加えたり、エクスポート時にカスタムAPKをビルドできます (モ" -"ジュールを追加する、AndroidManifest.xmlを変更するなど)。\n" -"なお、ビルド済みのAPKを使用する代わりにgradleビルドを作成するには、Androidエク" -"スポートプリセットで \"Use Gradle Build\" オプションが有効になっている必要があ" -"ります。" - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Androidビルドテンプレートはすでにインストールされており、上書きされません。\n" -"この操作を再試行する前に、\"res://android/build\" ディレクトリを手動で削除して" -"ください。" - msgid "Show in File Manager" msgstr "ファイルマネージャーで表示" @@ -3886,8 +3808,8 @@ msgstr "OK" msgid "Warning!" msgstr "警告!" -msgid "Main Script:" -msgstr "メインスクリプト:" +msgid "On" +msgstr "オン" msgid "Edit Plugin" msgstr "プラグインの編集" @@ -3904,15 +3826,9 @@ msgstr "バージョン" msgid "Author" msgstr "作者" -msgid "Status" -msgstr "ステータス" - msgid "Edit Text:" msgstr "テキストを編集:" -msgid "On" -msgstr "オン" - msgid "Renaming layer %d:" msgstr "レイヤー %d をリネーム:" @@ -4042,8 +3958,8 @@ msgid "" msgstr "" "選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していません。" -msgid "Quick Load" -msgstr "クイックロード" +msgid "Load..." +msgstr "読み込む.." msgid "Inspect" msgstr "検査" @@ -4069,14 +3985,11 @@ msgstr "独自性を出すためにリソースを選択する:" msgid "New %s" msgstr "新規 %s" -msgid "New Script" -msgstr "新規スクリプト" - -msgid "Extend Script" -msgstr "スクリプトを拡張" +msgid "New Script..." +msgstr "新規スクリプト..." -msgid "New Shader" -msgstr "新しいシェーダー" +msgid "Extend Script..." +msgstr "スクリプトを拡張..." msgid "No Remote Debug export presets configured." msgstr "リモートデバッグエクスポートプリセットが設定されていません。" @@ -4102,12 +4015,6 @@ msgstr "ロジックを _run() メソッドに記述する。" msgid "There is an edited scene already." msgstr "すでに編集されたシーンがあります。" -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"エディタースクリプトを実行できませんでした。'_run'メソッドをオーバーライドする" -"のを忘れていませんか?" - msgid "Undo: %s" msgstr "元に戻す: %s" @@ -4216,12 +4123,6 @@ msgstr "すべてのデバイス" msgid "Device" msgstr "デバイス" -msgid "Listening for input..." -msgstr "入力を待機しています..." - -msgid "Filter by event..." -msgstr "イベントでフィルタ..." - msgid "Project export for platform:" msgstr "次のプラットフォーム向けにプロジェクトをエクスポート:" @@ -4567,6 +4468,9 @@ msgstr "" "ひとつのプラットフォームに対し、ひとつのプリセットのみが実行可能としてマークで" "きます。" +msgid "Advanced Options" +msgstr "高度なオプション" + msgid "Export Path" msgstr "エクスポート先のパス" @@ -4912,9 +4816,6 @@ msgstr "新規フォルダー..." msgid "New Scene..." msgstr "新規シーン..." -msgid "New Script..." -msgstr "新規スクリプト..." - msgid "New Resource..." msgstr "新規リソース..." @@ -5060,58 +4961,21 @@ msgstr "%d 件の一致が見つかりました (%d 個のファイル内)" msgid "%d matches in %d files" msgstr "%d 件の一致が見つかりました (%d 個のファイル内)" +msgid "Rename Group" +msgstr "グループの名前変更" + msgid "Add to Group" msgstr "グループに追加" msgid "Remove from Group" msgstr "グループから除去" -msgid "Invalid group name." -msgstr "無効なグループ名です。" - -msgid "Group name already exists." -msgstr "グループ名がすでに存在します。" - -msgid "Rename Group" -msgstr "グループの名前変更" - -msgid "Delete Group" -msgstr "グループの削除" - -msgid "Groups" -msgstr "グループ" - -msgid "Nodes Not in Group" -msgstr "グループ内にないノード" - -msgid "Nodes in Group" -msgstr "グループ内ノード" - -msgid "Empty groups will be automatically removed." -msgstr "空のグループは自動的に削除されます。" - -msgid "Group Editor" -msgstr "グループエディター" - -msgid "Manage Groups" -msgstr "グループの管理" +msgid "Global" +msgstr "グローバル" msgid "Move" msgstr "移動" -msgid "Please select a base directory first." -msgstr "はじめにベースディレクトリを選択してください。" - -msgid "Could not create folder. File with that name already exists." -msgstr "" -"フォルダを作成できませんでした。その名前のファイルはすでに存在しています。" - -msgid "Choose a Directory" -msgstr "ディレクトリを選択" - -msgid "Copy File(s)" -msgstr "ファイルをコピー" - msgid "Network" msgstr "ネットワーク" @@ -5155,6 +5019,10 @@ msgstr "ファイルまたはディレクトリを開く" msgid "Save a File" msgstr "ファイルを保存" +msgid "Could not create folder. File with that name already exists." +msgstr "" +"フォルダを作成できませんでした。その名前のファイルはすでに存在しています。" + msgid "Favorited folder does not exist anymore and will be removed." msgstr "お気に入りフォルダは存在しないため、削除されます。" @@ -5349,9 +5217,6 @@ msgstr "表示 / 非表示の切り替え" msgid "Unlock Node" msgstr "ノードをロック解除" -msgid "Button Group" -msgstr "ボタングループ" - msgid "Disable Scene Unique Name" msgstr "シーン固有名を無効にする" @@ -5381,9 +5246,6 @@ msgstr[0] "ノードは次のグループ内にあります:" msgid "Click to show signals dock." msgstr "クリックでシグナルのドックを表示します。" -msgid "Open in Editor" -msgstr "エディターで開く" - msgid "This script is currently running in the editor." msgstr "このスクリプトはエディターで実行されています。" @@ -5414,6 +5276,9 @@ msgstr "" "AnimationPlayerが固定されます。\n" "クリックして固定を解除します。" +msgid "Open in Editor" +msgstr "エディターで開く" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" は既知のフィルタではありません。" @@ -5441,8 +5306,179 @@ msgstr "全て表示" msgid "The Beginning" msgstr "はじまり" -msgid "Global" -msgstr "グローバル" +msgid "Pre-Import Scene" +msgstr "シーンを事前インポート" + +msgid "Importing Scene..." +msgstr "シーンをインポート中..." + +msgid "Import Scene" +msgstr "シーンをインポート" + +msgid "Running Custom Script..." +msgstr "カスタムスクリプトの実行中..." + +msgid "Couldn't load post-import script:" +msgstr "インポート済のスクリプトを読み込めませんでした:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "無効または壊れたインポート済スクリプト(コンソールを確認してください):" + +msgid "Error running post-import script:" +msgstr "インポート済スクリプトの実行中にエラー:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "" +"`_post_import()` メソッド内で、Nodeを継承したオブジェクトを返しましたか?" + +msgid "Saving..." +msgstr "保存中..." + +msgid "<Unnamed Material>" +msgstr "<名前の無いマテリアル>" + +msgid "Import ID: %s" +msgstr "インポート ID: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"型: %s\n" +"インポートID: %s" + +msgid "Error opening scene" +msgstr "シーンを開く際にエラーが発生しました" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "AnimationLibrary '%s' の高度なインポート設定" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "シーン '%s' の高度なインポート設定" + +msgid "Select folder to extract material resources" +msgstr "マテリアル リソースを抽出するフォルダを選択" + +msgid "Select folder where mesh resources will save on import" +msgstr "インポート時にメッシュリソースを保存するフォルダを選択" + +msgid "Select folder where animations will save on import" +msgstr "インポート時にアニメーションを保存するフォルダを選択" + +msgid "Warning: File exists" +msgstr "警告: ファイルが存在します" + +msgid "Existing file with the same name will be replaced." +msgstr "同じ名前の既存のファイルは置き換えられます。" + +msgid "Will create new file" +msgstr "新しいファイルを作成する" + +msgid "Already External" +msgstr "すでに外部" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"このマテリアルはすでに外部ファイルのリファレンスであるため、何も行われませんで" +"した。\n" +"外部プロパティを無効にすることで、再度設定できます。" + +msgid "No import ID" +msgstr "インポート ID がありません" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"マテリアルには再インポート時に識別するための名前やその他の方法がありません。\n" +"名前を付けるか、ユニークなIDでエクスポートされていることを確認してください。" + +msgid "Extract Materials to Resource Files" +msgstr "マテリアルをリソースファイルに抽出" + +msgid "Extract" +msgstr "抽出" + +msgid "Already Saving" +msgstr "すでに保存中" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"このメッシュはすでに外部リソースに保存されているため、何も実行されません。" + +msgid "Existing file with the same name will be replaced on import." +msgstr "同じ名前の既存のファイルは、インポート時に置き換えられます。" + +msgid "Will save to new file" +msgstr "新しいファイルに保存する" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"メッシュには再インポート時に識別するための名前やその他の方法がありません。\n" +"名前を付けるか、ユニークなIDでエクスポートされていることを確認してください。" + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "再インポート時にメッシュをリソースファイルとして保存するパスを設定" + +msgid "Set Paths" +msgstr "パスを設定" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"このアニメーションはすでに外部リソースに保存されているため、何も実行されませ" +"ん。" + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"再インポート時にアニメーションをリソースファイルとして保存するパスを設定" + +msgid "Can't make material external to file, write error:" +msgstr "マテリアルをファイルに送出できません。書き込みエラー:" + +msgid "Actions..." +msgstr "操作..." + +msgid "Extract Materials" +msgstr "マテリアルを抽出" + +msgid "Set Animation Save Paths" +msgstr "アニメーション保存パスを設定" + +msgid "Set Mesh Save Paths" +msgstr "メッシュの保存パスを設定" + +msgid "Meshes" +msgstr "メッシュ" + +msgid "Materials" +msgstr "マテリアル" + +msgid "Selected Animation Play/Pause" +msgstr "選択アニメーションの再生/一時停止" + +msgid "Status" +msgstr "ステータス" + +msgid "Save Extension:" +msgstr "拡張子を保存:" + +msgid "Text: *.tres" +msgstr "テキスト: *.tres" + +msgid "Binary: *.res" +msgstr "バイナリ: *.res" + +msgid "Text Resource" +msgstr "テキストリソース" + +msgid "Binary Resource" +msgstr "バイナリリソース" msgid "Audio Stream Importer: %s" msgstr "オーディオ ストリーム インポーター: %s" @@ -5607,34 +5643,6 @@ msgstr "動的にレンダリングされるTrueType/OpenTypeフォント" msgid "Prerendered multichannel(+true) signed distance field" msgstr "プリレンダリングされたマルチチャンネル(+true) 符号付き距離フィールド" -msgid "Pre-Import Scene" -msgstr "シーンを事前インポート" - -msgid "Importing Scene..." -msgstr "シーンをインポート中..." - -msgid "Import Scene" -msgstr "シーンをインポート" - -msgid "Running Custom Script..." -msgstr "カスタムスクリプトの実行中..." - -msgid "Couldn't load post-import script:" -msgstr "インポート済のスクリプトを読み込めませんでした:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "無効または壊れたインポート済スクリプト(コンソールを確認してください):" - -msgid "Error running post-import script:" -msgstr "インポート済スクリプトの実行中にエラー:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "" -"`_post_import()` メソッド内で、Nodeを継承したオブジェクトを返しましたか?" - -msgid "Saving..." -msgstr "保存中..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5672,149 +5680,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<名前の無いマテリアル>" - -msgid "Import ID: %s" -msgstr "インポート ID: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"型: %s\n" -"インポートID: %s" - -msgid "Error opening scene" -msgstr "シーンを開く際にエラーが発生しました" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "AnimationLibrary '%s' の高度なインポート設定" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "シーン '%s' の高度なインポート設定" - -msgid "Select folder to extract material resources" -msgstr "マテリアル リソースを抽出するフォルダを選択" - -msgid "Select folder where mesh resources will save on import" -msgstr "インポート時にメッシュリソースを保存するフォルダを選択" - -msgid "Select folder where animations will save on import" -msgstr "インポート時にアニメーションを保存するフォルダを選択" - -msgid "Warning: File exists" -msgstr "警告: ファイルが存在します" - -msgid "Existing file with the same name will be replaced." -msgstr "同じ名前の既存のファイルは置き換えられます。" - -msgid "Will create new file" -msgstr "新しいファイルを作成する" - -msgid "Already External" -msgstr "すでに外部" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"このマテリアルはすでに外部ファイルのリファレンスであるため、何も行われませんで" -"した。\n" -"外部プロパティを無効にすることで、再度設定できます。" - -msgid "No import ID" -msgstr "インポート ID がありません" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"マテリアルには再インポート時に識別するための名前やその他の方法がありません。\n" -"名前を付けるか、ユニークなIDでエクスポートされていることを確認してください。" - -msgid "Extract Materials to Resource Files" -msgstr "マテリアルをリソースファイルに抽出" - -msgid "Extract" -msgstr "抽出" - -msgid "Already Saving" -msgstr "すでに保存中" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"このメッシュはすでに外部リソースに保存されているため、何も実行されません。" - -msgid "Existing file with the same name will be replaced on import." -msgstr "同じ名前の既存のファイルは、インポート時に置き換えられます。" - -msgid "Will save to new file" -msgstr "新しいファイルに保存する" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"メッシュには再インポート時に識別するための名前やその他の方法がありません。\n" -"名前を付けるか、ユニークなIDでエクスポートされていることを確認してください。" - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "再インポート時にメッシュをリソースファイルとして保存するパスを設定" - -msgid "Set Paths" -msgstr "パスを設定" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"このアニメーションはすでに外部リソースに保存されているため、何も実行されませ" -"ん。" - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"再インポート時にアニメーションをリソースファイルとして保存するパスを設定" - -msgid "Can't make material external to file, write error:" -msgstr "マテリアルをファイルに送出できません。書き込みエラー:" - -msgid "Actions..." -msgstr "操作..." - -msgid "Extract Materials" -msgstr "マテリアルを抽出" - -msgid "Set Animation Save Paths" -msgstr "アニメーション保存パスを設定" - -msgid "Set Mesh Save Paths" -msgstr "メッシュの保存パスを設定" - -msgid "Meshes" -msgstr "メッシュ" - -msgid "Materials" -msgstr "マテリアル" - -msgid "Selected Animation Play/Pause" -msgstr "選択アニメーションの再生/一時停止" - -msgid "Save Extension:" -msgstr "拡張子を保存:" - -msgid "Text: *.tres" -msgstr "テキスト: *.tres" - -msgid "Binary: *.res" -msgstr "バイナリ: *.res" - -msgid "Text Resource" -msgstr "テキストリソース" - -msgid "Binary Resource" -msgstr "バイナリリソース" - msgid "Importer:" msgstr "インポーター:" @@ -6069,6 +5934,9 @@ msgstr "%d ノードに %s を設定" msgid "%s (%d Selected)" msgstr "%s (%d 個選択済み)" +msgid "Groups" +msgstr "グループ" + msgid "Select a single node to edit its signals and groups." msgstr "ノードを1つ選択してシグナルとグループを編集します。" @@ -6201,9 +6069,6 @@ msgstr "アニメーションを追加" msgid "Add %s" msgstr "%s を追加" -msgid "Load..." -msgstr "読み込む.." - msgid "Move Node Point" msgstr "ノードポイントを移動" @@ -6447,27 +6312,15 @@ msgstr "アニメーションを保存" msgid "Make Animation Unique: %s" msgstr "アニメーションをユニーク化する: %s" -msgid "Invalid AnimationLibrary file." -msgstr "無効な AnimationLibrary ファイルです。" - -msgid "This library is already added to the mixer." -msgstr "このライブラリは既にミキサーに追加されています。" - -msgid "Invalid Animation file." -msgstr "無効なAnimationファイルです。" - -msgid "This animation is already added to the library." -msgstr "このアニメーションは既にライブラリに追加されています。" - -msgid "Load Animation into Library: %s" -msgstr "アニメーションをライブラリにロード: %s" - msgid "Save Animation library to File: %s" msgstr "アニメーション ライブラリをファイルに保存: %s" msgid "Save Animation to File: %s" msgstr "アニメーションをファイルに保存: %s" +msgid "Load Animation into Library: %s" +msgstr "アニメーションをライブラリにロード: %s" + msgid "Rename Animation Library: %s" msgstr "アニメーション ライブラリの名前を変更: %s" @@ -6504,36 +6357,9 @@ msgstr "[外部]" msgid "[imported]" msgstr "[インポート済み]" -msgid "Add Animation to Library" -msgstr "アニメーションをライブラリに追加" - -msgid "Load animation from file and add to library" -msgstr "ファイルからアニメーションを読み込み、ライブラリに追加" - -msgid "Paste Animation to Library from clipboard" -msgstr "Animationをクリップボードからライブラリに貼り付け" - -msgid "Save animation library to resource on disk" -msgstr "アニメーション ライブラリをディスク上のリソースに保存" - -msgid "Remove animation library" -msgstr "アニメーション ライブラリを削除" - -msgid "Copy animation to clipboard" -msgstr "クリップボードにアニメーションをコピー" - -msgid "Save animation to resource on disk" -msgstr "アニメーションをディスク上のリソースに保存" - -msgid "Remove animation from Library" -msgstr "ライブラリからアニメーションを削除" - msgid "Edit Animation Libraries" msgstr "アニメーション ライブラリを編集" -msgid "Add Library" -msgstr "ライブラリを追加" - msgid "Load Library" msgstr "ライブラリをロード" @@ -6895,6 +6721,9 @@ msgctxt "Pagination" msgid "Last" msgstr "最後" +msgid "Failed to get repository configuration." +msgstr "リポジトリ構成を取得できませんでした。" + msgid "All" msgstr "すべて" @@ -6933,9 +6762,6 @@ msgstr "サイト:" msgid "Support" msgstr "サポート" -msgid "Failed to get repository configuration." -msgstr "リポジトリ構成を取得できませんでした。" - msgid "Assets ZIP File" msgstr "アセットのzipファイル" @@ -7102,6 +6928,9 @@ msgstr "ガイドをクリアする" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "ノードからカスタム Bone2D を作成" +msgid "Cancel Transformation" +msgstr "変換をキャンセル" + msgid "Zoom to 3.125%" msgstr "3.125%にズーム" @@ -7251,15 +7080,9 @@ msgstr "選択したノードのロックを解除し、選択と移動を可能 msgid "Unlock Selected Node(s)" msgstr "選択 Node をロック解除" -msgid "Make selected node's children not selectable." -msgstr "選択したノードの子を選択不可にします。" - msgid "Group Selected Node(s)" msgstr "選択したノードをグループ化" -msgid "Make selected node's children selectable." -msgstr "選択したノードの子を選択可能にします。" - msgid "Ungroup Selected Node(s)" msgstr "選択 Node をグループ解除" @@ -7305,11 +7128,8 @@ msgstr "原点を表示" msgid "Show Viewport" msgstr "ビューポートを表示" -msgid "Show Group And Lock Icons" -msgstr "グループアイコンとロックアイコンを表示" - -msgid "Show Transformation Gizmos" -msgstr "変換ギズモを表示" +msgid "Gizmos" +msgstr "ギズモ" msgid "Center Selection" msgstr "選択対象を中央に" @@ -7344,6 +7164,9 @@ msgstr "キーを挿入するためのスケールマスク。" msgid "Insert keys (based on mask)." msgstr "(マスクに基づいて)キーを挿入。" +msgid "Insert Key" +msgstr "キーを挿入" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7379,19 +7202,10 @@ msgstr "グリッドステップを半分にする" msgid "Adding %s..." msgstr "%s を追加中..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "ドラッグ&ドロップで、現在のシーンのルートノードの子として追加します。" - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "%s を押しながらドロップすると、選択したノードの子として追加されます。" - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Shiftを押しながらドロップすると、選択したノードの兄弟として追加されます。" -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Altを押しながらドロップすると、別のノードタイプとして追加されます。" - msgid "Cannot instantiate multiple nodes without root." msgstr "ルートの存在しない状態で、複数ノードをインスタンス化できません。" @@ -7593,12 +7407,24 @@ msgstr "中央" msgid "Capture Colors from Pixel" msgstr "ピクセルから色をキャプチャ" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "可視性AABBを生成中 (パーティクル シミュレーションを待機中)" + +msgid "Generate Visibility AABB" +msgstr "可視性のAABBを生成" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "AABBを生成" + msgid "Create Emission Points From Node" msgstr "ノードから放出点を生成" +msgid "Generation Time (sec):" +msgstr "生成時間 (秒):" + msgid "Load Curve Preset" msgstr "カーブのプリセットを読み込む" @@ -7767,13 +7593,6 @@ msgstr "" "このオプションを有効にすると、デバッガーは起動したままとなり、エディター以外で" "開始された新しい実行を監視するようになります。" -msgid "Run Multiple Instances" -msgstr "実行インスタンス数" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "インスタンス %d個" - msgid "Size: %s" msgstr "サイズ: %s" @@ -7897,9 +7716,6 @@ msgstr "放出マスクをクリア" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "生成時間 (秒):" - msgid "The geometry's faces don't contain any area." msgstr "ジオメトリの面は面積を持ちません。" @@ -7939,18 +7755,9 @@ msgstr "'ParticleProcessMaterial' 型のプロセッサーマテリアルが必 msgid "Convert to CPUParticles3D" msgstr "CPUParticles3Dに変換" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "可視性AABBを生成中 (パーティクル シミュレーションを待機中)" - -msgid "Generate Visibility AABB" -msgstr "可視性のAABBを生成" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "AABBを生成" - msgid "Low" msgstr "低" @@ -8042,9 +7849,6 @@ msgstr "エディター シーンのルートが見つかりません。" msgid "Lightmap data is not local to the scene." msgstr "ライトマップデータはシーンにローカルなものではありません。" -msgid "Maximum texture size is too small for the lightmap images." -msgstr "最大テクスチャサイズがライトマップ画像に対して小さすぎます。" - msgid "Bake Lightmaps" msgstr "ライトマップをベイクする" @@ -8533,9 +8337,6 @@ msgstr "サーフェス%dオーバーレイマテリアルを設定" msgid "Set Material Override" msgstr "マテリアル オーバーライドの設定" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "選択した複数のノードにドラッグ アンド ドロップできません。" - msgid "None" msgstr "None" @@ -8719,9 +8520,6 @@ msgstr "変換を XZ 平面にロック" msgid "Lock Transformation to XY plane" msgstr "変換を XY 平面にロック" -msgid "Cancel Transformation" -msgstr "変換をキャンセル" - msgid "Begin Translate Transformation" msgstr "移動変換を開始" @@ -8914,9 +8712,6 @@ msgstr "3 ビューポート (Alt)" msgid "4 Viewports" msgstr "4 ビューポート" -msgid "Gizmos" -msgstr "ギズモ" - msgid "View Origin" msgstr "原点を表示" @@ -8941,9 +8736,6 @@ msgstr "拡大 / 縮小スナップ (%):" msgid "Viewport Settings" msgstr "ビューポート設定" -msgid "Perspective FOV (deg.):" -msgstr "視野角(度):" - msgid "View Z-Near:" msgstr "ビューのZ-Near:" @@ -9122,6 +8914,9 @@ msgstr "点を削除" msgid "Close Curve" msgstr "曲線を閉じる" +msgid "Please Confirm..." +msgstr "確認" + msgid "Mirror Handle Angles" msgstr "ミラーハンドル角度" @@ -9653,6 +9448,9 @@ msgstr "コード領域を作成" msgid "Unfold All Lines" msgstr "すべての行を展開" +msgid "Duplicate Selection" +msgstr "選択範囲を複製" + msgid "Duplicate Lines" msgstr "重複行" @@ -9719,21 +9517,9 @@ msgstr "終了する前に、以下のシェーダーへの変更を保存しま msgid "Shader Editor" msgstr "シェーダーエディター" -msgid "New Shader Include" -msgstr "新しいシェーダーインクルード" - -msgid "Load Shader File" -msgstr "シェーダーファイルの読み込み" - -msgid "Load Shader Include File" -msgstr "シェーダーインクルード ファイルの読み込み" - msgid "Save File" msgstr "ファイルを保存" -msgid "Save File As" -msgstr "名前を付けて保存" - msgid "Open File in Inspector" msgstr "インスペクターでファイルを開く" @@ -9872,9 +9658,6 @@ msgstr "外部シーンからのスプライトを変換できません。" msgid "Can't convert an empty sprite to mesh." msgstr "空のスプライトをメッシュに変換できません。" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "アニメーションフレームを使用してスプライトをメッシュに変換できません。" - msgid "Invalid geometry, can't replace by mesh." msgstr "ジオメトリが無効です。メッシュに置き換えることはできません。" @@ -10901,13 +10684,6 @@ msgstr "拡散:" msgid "Tiles" msgstr "タイル" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"このTileMapのTileSetにはソースが設定されていません。TileSetの下部タブで追加し" -"てください。" - msgid "Sort sources" msgstr "ソースの並べ替え" @@ -10949,13 +10725,6 @@ msgid "" msgstr "" "コネクトモード:地形をペイントし、同じ地形がある周囲のタイルと接続します。" -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"パス モード: 地形をペイントし、同じストローク内でペイントされた前のタイルに接" -"続します。" - msgid "Terrains" msgstr "地形" @@ -11280,9 +11049,6 @@ msgstr "" "に無効なソースを参照することになります。その結果、予期せぬデータ損失が発生する" "可能性があります。このIDは慎重に変更してください。" -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "シーンタイルの追加" @@ -12640,215 +12406,8 @@ msgstr "VoxelGIをベイク" msgid "Select path for VoxelGI Data File" msgstr "VoxelGIデータファイルのパスを選択" -msgid "The path specified doesn't exist." -msgstr "指定されたパスは存在しません。" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "" -"パッケージ ファイルを開くときにエラーが発生しました (ZIP形式ではありません)。" - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"無効な\".zip\"プロジェクトファイルです。\"project.godot\"ファイルが含まれてい" -"ません。" - -msgid "Please choose an empty folder." -msgstr "空のフォルダーを選択してください。" - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"\"project.godot\"のディレクトリ、または\".zip \"ファイルを選択してください。" - -msgid "This directory already contains a Godot project." -msgstr "このディレクトリにはすでにGodotプロジェクトが含まれています。" - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"選択したパスにアイテムを保存することはできません。フォルダを新規作成するか、別" -"のパスを選択してください。" - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"選択したパスは空ではありません。空のフォルダを選択することを強くお勧めします。" - -msgid "New Game Project" -msgstr "新しいゲームプロジェクト" - -msgid "Imported Project" -msgstr "インポートされたプロジェクト" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "\"project.godot\"または\".zip\"ファイルを選択してください。" - -msgid "Invalid project name." -msgstr "無効なプロジェクト名です。" - -msgid "Couldn't create folder." -msgstr "フォルダーを作成できませんでした。" - -msgid "There is already a folder in this path with the specified name." -msgstr "このパスには、指定された名前のフォルダーがすでに存在します。" - -msgid "It would be a good idea to name your project." -msgstr "プロジェクトには名前を付けることを推奨します。" - -msgid "Supports desktop platforms only." -msgstr "対応プラットフォームはデスクトップのみ。" - -msgid "Advanced 3D graphics available." -msgstr "高度な3Dグラフィックスが利用可能。" - -msgid "Can scale to large complex scenes." -msgstr "大きく複雑なシーンに拡張できます。" - -msgid "Uses RenderingDevice backend." -msgstr "RenderingDeviceバックエンドを使用します。" - -msgid "Slower rendering of simple scenes." -msgstr "単純なシーンのレンダリング速度が遅い。" - -msgid "Supports desktop + mobile platforms." -msgstr "デスクトップ+モバイルプラットフォームをサポートします。" - -msgid "Less advanced 3D graphics." -msgstr "あまり高度でない3Dグラフィックス。" - -msgid "Less scalable for complex scenes." -msgstr "複雑なシーンへの拡張性が低い。" - -msgid "Fast rendering of simple scenes." -msgstr "単純なシーンのレンダリング速度が速い。" - -msgid "Supports desktop, mobile + web platforms." -msgstr "デスクトップ、モバイル+ネットワークプラットフォームをサポートします。" - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "高度でない3Dグラフィックス(現在開発中)。" - -msgid "Intended for low-end/older devices." -msgstr "ローエンド/古いデバイス向け。" - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "OpenGL 3バックエンド(OpenGL 3.3/ES 3.0/WebGL 2)を使用します。" - -msgid "Fastest rendering of simple scenes." -msgstr "単純なシーンのレンダリング速度が最も速い。" - -msgid "Invalid project path (changed anything?)." -msgstr "無効なプロジェクトパスです (なにか変更がありましたか?)。" - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"%s のプロジェクトを読み込めませんでした (エラー %d)。見つからないか破損してい" -"る可能性があります。" - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "プロジェクトを '%s' に保存できませんでした (エラー %d)。" - -msgid "Warning: This folder is not empty" -msgstr "警告:このフォルダは空ではありません" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"空ではないフォルダにGodotプロジェクトを作成します。\n" -"このフォルダ内のすべてのコンテンツがプロジェクトリソースとしてインポートされま" -"す!\n" -"\n" -"本当に続けますか?" - -msgid "Couldn't create project.godot in project path." -msgstr "project.godot をプロジェクトパスに生成できませんでした。" - -msgid "Couldn't create icon.svg in project path." -msgstr "プロジェクトパスにicon.svgを作成できませんでした。" - -msgid "Error opening package file, not in ZIP format." -msgstr "パッケージファイルを開けませんでした、ZIP形式ではありません。" - -msgid "The following files failed extraction from package:" -msgstr "次のファイルをパッケージから抽出できませんでした:" - -msgid "Package installed successfully!" -msgstr "パッケージのインストールに成功しました!" - -msgid "Rename Project" -msgstr "プロジェクト名の変更" - -msgid "Import Existing Project" -msgstr "既存のプロジェクトをインポート" - -msgid "Import & Edit" -msgstr "インポートして編集" - -msgid "Create New Project" -msgstr "新規プロジェクトを作成" - -msgid "Create & Edit" -msgstr "作成して編集" - -msgid "Install Project:" -msgstr "プロジェクトをインストール:" - -msgid "Install & Edit" -msgstr "インストールして編集" - -msgid "Project Name:" -msgstr "プロジェクト名:" - -msgid "Project Path:" -msgstr "プロジェクトパス:" - -msgid "Project Installation Path:" -msgstr "プロジェクトのインストールパス:" - -msgid "Renderer:" -msgstr "レンダラー:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"レンダラーは後で変更できますが、シーンの調整が必要となる場合があります。" - -msgid "Version Control Metadata:" -msgstr "バージョン管理メタデータ:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "このプロジェクトはGodotの別バージョンで最終変更されました: " - -msgid "This project uses features unsupported by the current build:" -msgstr "" -"このプロジェクトは現在のGodotビルドでサポートされていない機能を使用しています:" - -msgid "Error: Project is missing on the filesystem." -msgstr "エラー: ファイルシステム上にプロジェクトが見つかりません。" - -msgid "Missing Project" -msgstr "プロジェクトがありません" - -msgid "Local" -msgstr "ローカル" - -msgid "Local Projects" -msgstr "ローカルのプロジェクト" - -msgid "Asset Library Projects" -msgstr "アセットライブラリのプロジェクト" - -msgid "Can't open project at '%s'." -msgstr "次の場所のプロジェクトを開けません '%s'。" +msgid "Are you sure to run %d projects at once?" +msgstr "%d個のプロジェクトを同時に実行してもよろしいですか?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12997,24 +12556,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "そのまま開きますか?プロジェクトは変更されます。" +msgid "Remove %d projects from the list?" +msgstr "リストから %d 個のプロジェクトを除去しますか?" + +msgid "Remove this project from the list?" +msgstr "このプロジェクトをリストから除去しますか?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"プロジェクトを実行できません:メインシーンが定義されていません\n" -"プロジェクトを編集し、「アプリケーション」カテゴリ内の「プロジェクト設定」でメ" -"インシーンを設定してください。" +"見つからないすべてのプロジェクトを一覧から削除しますか?\n" +"プロジェクトフォルダーの内容は変更されません。" msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"プロジェクトを実行できません:アセットをインポートする必要があります。\n" -"プロジェクトを編集して初期インポートを開始してください。" +"%s のプロジェクトを読み込めませんでした (エラー %d)。見つからないか破損してい" +"る可能性があります。" -msgid "Are you sure to run %d projects at once?" -msgstr "%d個のプロジェクトを同時に実行してもよろしいですか?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "プロジェクトを '%s' に保存できませんでした (エラー %d)。" msgid "Tag name can't be empty." msgstr "タグ名を空にすることはできません。" @@ -13028,27 +12590,6 @@ msgstr "文字 '%s' はタグに使用できません。" msgid "Tag name must be lowercase." msgstr "タグ名は小文字でないといけません。" -msgid "Remove %d projects from the list?" -msgstr "リストから %d 個のプロジェクトを除去しますか?" - -msgid "Remove this project from the list?" -msgstr "このプロジェクトをリストから除去しますか?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"見つからないすべてのプロジェクトを一覧から削除しますか?\n" -"プロジェクトフォルダーの内容は変更されません。" - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"言語が変更されました。\n" -"エディターまたはプロジェクトマネージャーの再起動後にインターフェースが更新され" -"ます。" - msgctxt "Application" msgid "Project Manager" msgstr "プロジェクトマネージャー" @@ -13087,9 +12628,18 @@ msgstr "最終更新" msgid "Tags" msgstr "タグ" +msgid "Create New Project" +msgstr "新規プロジェクトを作成" + +msgid "Import Existing Project" +msgstr "既存のプロジェクトをインポート" + msgid "Edit Project" msgstr "プロジェクトを編集" +msgid "Rename Project" +msgstr "プロジェクト名の変更" + msgid "Manage Tags" msgstr "タグの管理" @@ -13099,12 +12649,6 @@ msgstr "プロジェクトを除去" msgid "Remove Missing" msgstr "存在しないものを除去" -msgid "About" -msgstr "概要" - -msgid "Restart Now" -msgstr "今すぐ再起動" - msgid "Select a Folder to Scan" msgstr "スキャンするフォルダーを選択" @@ -13138,16 +12682,6 @@ msgstr "" "重要: この操作を行うと、古いバージョンのGodotで開くことができなくなるので、変" "換する前に必ずプロジェクトをバックアップしてください。" -msgid "Can't run project" -msgstr "プロジェクトを実行できません" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"プロジェクトが何も登録されていません。\n" -"アセットライブラリで公式のサンプルプロジェクトをチェックしますか?" - msgid "Manage Project Tags" msgstr "プロジェクトタグの管理" @@ -13169,6 +12703,183 @@ msgstr "新しいタグの作成" msgid "Tags are capitalized automatically when displayed." msgstr "タグが表示されるときは自動的に大文字になります。" +msgid "The path specified doesn't exist." +msgstr "指定されたパスは存在しません。" + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "" +"パッケージ ファイルを開くときにエラーが発生しました (ZIP形式ではありません)。" + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"無効な\".zip\"プロジェクトファイルです。\"project.godot\"ファイルが含まれてい" +"ません。" + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"\"project.godot\"のディレクトリ、または\".zip \"ファイルを選択してください。" + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"選択したパスにアイテムを保存することはできません。フォルダを新規作成するか、別" +"のパスを選択してください。" + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"選択したパスは空ではありません。空のフォルダを選択することを強くお勧めします。" + +msgid "New Game Project" +msgstr "新しいゲームプロジェクト" + +msgid "Imported Project" +msgstr "インポートされたプロジェクト" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "\"project.godot\"または\".zip\"ファイルを選択してください。" + +msgid "Invalid project name." +msgstr "無効なプロジェクト名です。" + +msgid "Couldn't create folder." +msgstr "フォルダーを作成できませんでした。" + +msgid "There is already a folder in this path with the specified name." +msgstr "このパスには、指定された名前のフォルダーがすでに存在します。" + +msgid "It would be a good idea to name your project." +msgstr "プロジェクトには名前を付けることを推奨します。" + +msgid "Supports desktop platforms only." +msgstr "対応プラットフォームはデスクトップのみ。" + +msgid "Advanced 3D graphics available." +msgstr "高度な3Dグラフィックスが利用可能。" + +msgid "Can scale to large complex scenes." +msgstr "大きく複雑なシーンに拡張できます。" + +msgid "Uses RenderingDevice backend." +msgstr "RenderingDeviceバックエンドを使用します。" + +msgid "Slower rendering of simple scenes." +msgstr "単純なシーンのレンダリング速度が遅い。" + +msgid "Supports desktop + mobile platforms." +msgstr "デスクトップ+モバイルプラットフォームをサポートします。" + +msgid "Less advanced 3D graphics." +msgstr "あまり高度でない3Dグラフィックス。" + +msgid "Less scalable for complex scenes." +msgstr "複雑なシーンへの拡張性が低い。" + +msgid "Fast rendering of simple scenes." +msgstr "単純なシーンのレンダリング速度が速い。" + +msgid "Supports desktop, mobile + web platforms." +msgstr "デスクトップ、モバイル+ネットワークプラットフォームをサポートします。" + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "高度でない3Dグラフィックス(現在開発中)。" + +msgid "Intended for low-end/older devices." +msgstr "ローエンド/古いデバイス向け。" + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "OpenGL 3バックエンド(OpenGL 3.3/ES 3.0/WebGL 2)を使用します。" + +msgid "Fastest rendering of simple scenes." +msgstr "単純なシーンのレンダリング速度が最も速い。" + +msgid "Invalid project path (changed anything?)." +msgstr "無効なプロジェクトパスです (なにか変更がありましたか?)。" + +msgid "Warning: This folder is not empty" +msgstr "警告:このフォルダは空ではありません" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"空ではないフォルダにGodotプロジェクトを作成します。\n" +"このフォルダ内のすべてのコンテンツがプロジェクトリソースとしてインポートされま" +"す!\n" +"\n" +"本当に続けますか?" + +msgid "Couldn't create project.godot in project path." +msgstr "project.godot をプロジェクトパスに生成できませんでした。" + +msgid "Couldn't create icon.svg in project path." +msgstr "プロジェクトパスにicon.svgを作成できませんでした。" + +msgid "Error opening package file, not in ZIP format." +msgstr "パッケージファイルを開けませんでした、ZIP形式ではありません。" + +msgid "The following files failed extraction from package:" +msgstr "次のファイルをパッケージから抽出できませんでした:" + +msgid "Package installed successfully!" +msgstr "パッケージのインストールに成功しました!" + +msgid "Import & Edit" +msgstr "インポートして編集" + +msgid "Create & Edit" +msgstr "作成して編集" + +msgid "Install Project:" +msgstr "プロジェクトをインストール:" + +msgid "Install & Edit" +msgstr "インストールして編集" + +msgid "Project Name:" +msgstr "プロジェクト名:" + +msgid "Project Path:" +msgstr "プロジェクトパス:" + +msgid "Project Installation Path:" +msgstr "プロジェクトのインストールパス:" + +msgid "Renderer:" +msgstr "レンダラー:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"レンダラーは後で変更できますが、シーンの調整が必要となる場合があります。" + +msgid "Version Control Metadata:" +msgstr "バージョン管理メタデータ:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "このプロジェクトはGodotの別バージョンで最終変更されました: " + +msgid "This project uses features unsupported by the current build:" +msgstr "" +"このプロジェクトは現在のGodotビルドでサポートされていない機能を使用しています:" + +msgid "Error: Project is missing on the filesystem." +msgstr "エラー: ファイルシステム上にプロジェクトが見つかりません。" + +msgid "Missing Project" +msgstr "プロジェクトがありません" + +msgid "Restart Now" +msgstr "今すぐ再起動" + msgid "Add Project Setting" msgstr "プロジェクト設定の追加" @@ -13244,9 +12955,6 @@ msgstr "接尾辞:" msgid "Use Regular Expressions" msgstr "正規表現を使用する" -msgid "Advanced Options" -msgstr "高度なオプション" - msgid "Substitute" msgstr "代替" @@ -13431,12 +13139,6 @@ msgstr "スクリプトをデタッチ" msgid "This operation can't be done on the tree root." msgstr "この処理はツリーのルートでは実行できません。" -msgid "Move Node In Parent" -msgstr "ノードを親に移動" - -msgid "Move Nodes In Parent" -msgstr "複数のノードを親に移動" - msgid "Duplicate Node(s)" msgstr "ノードを複製" @@ -13559,9 +13261,6 @@ msgstr "新しいシーンのルート" msgid "Create Root Node:" msgstr "ルートノードを生成:" -msgid "Switch to Favorite Nodes" -msgstr "お気に入りノードにスイッチ" - msgid "Other Node" msgstr "その他のノード" @@ -13638,6 +13337,17 @@ msgstr "選択対象へ自動拡張" msgid "All Scene Sub-Resources" msgstr "全シーンのサブリソース" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"ノードの名前の一部、タイプ(接頭辞に \"type: \"または \"t: \"が付いている場" +"合)、\n" +"グループ(接頭辞に \"group: \"または \"g: \"が付いている場合)を入力してノードを" +"フィルタリングします。フィルタリングは大文字小文字を区別しません。" + msgid "Filter by Type" msgstr "型で絞り込む" @@ -13699,12 +13409,6 @@ msgstr "型を変更..." msgid "Attach Script..." msgstr "スクリプトをアタッチ..." -msgid "Extend Script..." -msgstr "スクリプトを拡張..." - -msgid "Reparent to New Node" -msgstr "親ノードを新規ノードに変更" - msgid "Make Scene Root" msgstr "シーンのルートにする" @@ -13727,17 +13431,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "フィルター: 名前、t: タイプ、g: グループ" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"ノードの名前の一部、タイプ(接頭辞に \"type: \"または \"t: \"が付いている場" -"合)、\n" -"グループ(接頭辞に \"group: \"または \"g: \"が付いている場合)を入力してノードを" -"フィルタリングします。フィルタリングは大文字小文字を区別しません。" - msgid "Attach a new or existing script to the selected node." msgstr "選択したノードに新規または既存のスクリプトをアタッチする。" @@ -13760,6 +13453,9 @@ msgstr "" "パフォーマンスを向上させるには、ローカルのシーンツリードックに切り替えてくださ" "い。" +msgid "Local" +msgstr "ローカル" + msgid "Delete Related Animation Tracks" msgstr "関連するアニメーションのトラックを削除します" @@ -13918,12 +13614,6 @@ msgstr "シェーダーの作成" msgid "Set Shader Global Variable" msgstr "シェーダーグローバル変数を設定" -msgid "Please specify a valid shader uniform identifier name." -msgstr "有効なシェーダーuniform識別子名を指定してください。" - -msgid "Global shader parameter '%s' already exists'" -msgstr "グローバルシェーダーパラメーター '%s' は既に存在しています" - msgid "Name '%s' is a reserved shader language keyword." msgstr "名前 '%s' は予約されたシェーダー言語キーワードです。" @@ -13992,13 +13682,6 @@ msgstr "再起動とアップグレード" msgid "Make this panel floating in the screen %d." msgstr "このパネルを画面%dにフローティングさせます。" -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"このパネルをフローティングにします。\n" -"右クリックでスクリーンセレクターを開きます。" - msgid "Select Screen" msgstr "画面の選択" @@ -14124,21 +13807,6 @@ msgid "Disabling '.blend' file import requires restarting the editor." msgstr "" "'.blend'ファイルのインポートを無効にするには、エディターの再起動が必要です。" -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"プロジェクト設定でBlendファイルのインポートが有効になっていますが、エディター" -"の設定でBlenderのパスが設定されていません。Blendファイルはインポートされませ" -"ん。" - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"Blendファイルのインポートは有効ですが、Blenderのパスがアクセス可能なディレクト" -"リを指していません。Blendファイルはインポートされません。" - msgid "Next Plane" msgstr "次の平面" @@ -14745,6 +14413,14 @@ msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" "\"%s\"レンダラーでは \"Min Sdk\" バージョンは %d 以上でなければなりません。" +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"プロジェクト名はパッケージ名の形式の要件を満たしていないため、「%s」に更新され" +"ます。 必要に応じてパッケージ名を明示的に指定してください。" + msgid "Code Signing" msgstr "コード署名" @@ -14814,21 +14490,6 @@ msgstr "" "Gradle でビルドされたテンプレートからビルドしようとしましたが、そのバージョン" "情報が存在しません。「プロジェクト」メニューから再インストールしてください。" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Androidビルド バージョンの不一致:\n" -" インストールされたテンプレート: %s\n" -" Godot バージョン: %s\n" -"「プロジェクト 」メニューからAndroidビルドテンプレートを再インストールしてくだ" -"さい。" - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"res://android/build/res/*.xml ファイルをプロジェクト名で上書きできません。" - msgid "Could not export project files to gradle project." msgstr "" "プロジェクトファイルをgradleプロジェクトにエクスポートできませんでした。" @@ -15575,15 +15236,6 @@ msgstr "" "衝突オブジェクトが Area2D の場合、One Way Collision プロパティは無視されます。" msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D は、CollisionObject2D 派生ノードに衝突シェイプを提供する役割" -"のみを果たします。Area2D、StaticBody2D、RigidBody2D、CharacterBody2Dなどの形状" -"を与えるための子としてのみ使用してください。" - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15866,12 +15518,6 @@ msgstr "" "ソースを作成してください。" msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D は、静的モード以外の RigidBody3D をサポートしていませ" -"ん。" - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D は、静的モード以外の RigidBody3D をサポートしていません。" @@ -16052,13 +15698,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "プローブAcceleration Structureを作成する" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"GL 互換性バックエンドを使用している場合、LightmapGI ノードはまだサポートされて" -"いません。サポートは将来のリリースで追加される予定です。" - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "NavigationAgent3D は、親ノードを継承する Node3D 配下でのみ使用できます。" @@ -16384,9 +16023,6 @@ msgstr "" msgid "Alert!" msgstr "警告!" -msgid "Please Confirm..." -msgstr "確認" - msgid "You don't have permission to access contents of this folder." msgstr "このフォルダーの内容にアクセスする権限がありません。" diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po index f391d03494..c099bb566f 100644 --- a/editor/translations/editor/ka.po +++ b/editor/translations/editor/ka.po @@ -6,13 +6,13 @@ # George Dzavashvili <dzavashviligeorge@gmail.com>, 2018. # დემეტრე შონია <blender.animation.maker@gmail.com>, 2019. # Rati Nikolaishvili <rati.nikolaishvili@gmail.com>, 2019. -# Temuri Doghonadze <temuri.doghonadze@gmail.com>, 2023. +# Temuri Doghonadze <temuri.doghonadze@gmail.com>, 2023, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-07 16:32+0000\n" +"PO-Revision-Date: 2024-02-18 23:39+0000\n" "Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" "Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/" "godot/ka/>\n" @@ -21,7 +21,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.0-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Unset" msgstr "მოხსნა" @@ -250,9 +250,6 @@ msgstr "მოვლენის ჩასწორება" msgid "Remove Event" msgstr "მოვლენის წაშლა" -msgid "Filter by name..." -msgstr "სახელით გაფილტვრა..." - msgid "Clear All" msgstr "ყველას გასუფთავება" @@ -319,21 +316,6 @@ msgstr "ანიმაცია ბევრი გამოძახები msgid "Change Animation Length" msgstr "ანიმაციის სიგრძის შეცვლა" -msgid "Property Track" -msgstr "თვისების ტრეკი" - -msgid "3D Position Track" -msgstr "3D მდებარეობის ბილიკი" - -msgid "3D Rotation Track" -msgstr "3D შებრუნების ბილიკი" - -msgid "3D Scale Track" -msgstr "3D მასშტაბის ბილიკი" - -msgid "Call Method Track" -msgstr "მეთოდის გამოძახების ტრეკი" - msgid "Animation length (frames)" msgstr "ანიმაციის ხანგრძლივობა (კადრები)" @@ -424,9 +406,6 @@ msgstr "წრფივი კუთხე" msgid "Cubic Angle" msgstr "კუბური კუთხე" -msgid "Insert Key" -msgstr "ჩასვით გასაღები" - msgid "Duplicate Key(s)" msgstr "გასაღებ(ებ)-ის დუბლირება" @@ -569,18 +548,6 @@ msgstr "ჩასწორება" msgid "Animation properties." msgstr "ანიმაციის . პარამეტრები." -msgid "Scale Selection" -msgstr "მონიშნულის მასშტაბირება" - -msgid "Scale From Cursor" -msgstr "შკალირება მაჩვენებლიდან" - -msgid "Duplicate Selection" -msgstr "მონიშვნის ასლის შექმნა" - -msgid "Duplicate Transposed" -msgstr "გადაადგილებულის გაორმაგება" - msgid "Delete Selection" msgstr "მონიშნულის წაშლა" @@ -667,6 +634,9 @@ msgstr "ხაზის ნომერი:" msgid "%d replaced." msgstr "%d ჩანაცვლდა." +msgid "No match" +msgstr "დამთხვევის გარეშე" + msgid "%d match" msgid_plural "%d matches" msgstr[0] "%d დამთხვევა" @@ -1130,6 +1100,9 @@ msgstr "ასეტის \"%s\" დაყენება წარმატე msgid "Success!" msgstr "წარმატება!" +msgid "Installation preview:" +msgstr "დაყენების გადახედვა:" + msgid "Install" msgstr "დაყენება" @@ -1253,12 +1226,22 @@ msgstr "ქმედებები:" msgid "Load Profile" msgstr "პროფილის ჩატვირთვა" +msgid "" +"Failed to execute command \"%s\":\n" +"%s." +msgstr "" +"ჩავარდა შესრულება ბრძანებისთვის \"%s\":\n" +"%s." + msgid "Filter Commands" msgstr "ბრძანებების ფილტრი" msgid "[empty]" msgstr "[ცარიელი]" +msgid "Make Floating" +msgstr "მცურავად გადაკეთება" + msgid "Script Editor" msgstr "სკრიპტის რედაქტორი" @@ -1304,6 +1287,18 @@ msgstr "მოძველებულია" msgid "Experimental" msgstr "ექსპერიმენტალური" +msgid "Operators" +msgstr "ოპერატორები" + +msgid "Method Descriptions" +msgstr "მეთოდის აღწერები" + +msgid "Constructor Descriptions" +msgstr "კონსტრუქტორის აღწერები" + +msgid "Operator Descriptions" +msgstr "ოპერატორის აღწერები" + msgid "Top" msgstr "თავში" @@ -1322,9 +1317,6 @@ msgstr "ნაგულისხმები:" msgid "property:" msgstr "თვისება:" -msgid "Operators" -msgstr "ოპერატორები" - msgid "Colors" msgstr "ფერები" @@ -1352,42 +1344,36 @@ msgstr "ანოტაციები" msgid "Property Descriptions" msgstr "თვისების აღწერები" -msgid "Constructor Descriptions" -msgstr "კონსტრუქტორის აღწერები" - -msgid "Method Descriptions" -msgstr "მეთოდის აღწერები" - -msgid "Operator Descriptions" -msgstr "ოპერატორის აღწერები" - msgid "Property:" msgstr "თვისება:" +msgid "Method:" +msgstr "მეთოდი:" + msgid "Signal:" msgstr "სიგნალი:" msgid "%d matches." msgstr "%d დამთხვევა." -msgid "Case Sensitive" -msgstr "რეგისტრზე-დამოკიდებული" - -msgid "Class" -msgstr "კლასი" - msgid "Signal" msgstr "სიგნალი" -msgid "Annotation" -msgstr "ანოტაცია" - msgid "Constant" msgstr "მუდმივა" msgid "Property" msgstr "პარამეტრი" +msgid "Annotation" +msgstr "ანოტაცია" + +msgid "Case Sensitive" +msgstr "რეგისტრზე-დამოკიდებული" + +msgid "Class" +msgstr "კლასი" + msgid "(%d change)" msgid_plural "(%d changes)" msgstr[0] "(%d ცვლილება)" @@ -1479,27 +1465,27 @@ msgstr "გლობალური გამეორება: %s" msgid "Remote Redo: %s" msgstr "დაშორებული გამეორება: %s" +msgid "Default" +msgstr "ნაგულისხმები" + msgid "Save Layout" msgstr "განლაგების შენახვა" msgid "Delete Layout" msgstr "განლაგების წაშლა" -msgid "Default" -msgstr "ნაგულისხმები" - msgid "Mobile" msgstr "მობაილი" msgid "Compatibility" msgstr "თავსებადობა" +msgid "(Overridden)" +msgstr "(გადაფარულია)" + msgid "Pan View" msgstr "პანორამული ხედი" -msgid "Make Floating" -msgstr "მცურავად გადაკეთება" - msgid "Scene" msgstr "სცენა" @@ -1518,6 +1504,9 @@ msgstr "სცენის დახურვა" msgid "Quit" msgstr "გასვლა" +msgid "Editor Settings..." +msgstr "რედაქტორის მორგება..." + msgid "Project" msgstr "პროექტი" @@ -1536,12 +1525,12 @@ msgstr "ხელსაწყოები" msgid "Orphan Resource Explorer..." msgstr "ობოლი რესურსების მაძიებელი..." +msgid "Upgrade Mesh Surfaces..." +msgstr "ბადის ზედაპირების დონის აწევა..." + msgid "Editor" msgstr "რედაქტორი" -msgid "Editor Settings..." -msgstr "რედაქტორის მორგება..." - msgid "Command Palette..." msgstr "ბრძანებების პალიტრა..." @@ -1590,14 +1579,20 @@ msgstr "ბიბლიოთეკის გატანა" msgid "Reload" msgstr "თავიდან ჩატვირთვა" +msgid "Create Version Control Metadata..." +msgstr "ვერსიის კონტროლის მეტამონაცემების შექმნა..." + +msgid "Version Control Settings..." +msgstr "ვერსიის კონტროლის მორგება..." + msgid "Ok" msgstr "დიახ" msgid "Warning!" msgstr "გაფთხილება:!" -msgid "Main Script:" -msgstr "მთავარი სკრიპტი:" +msgid "On" +msgstr "ჩართული" msgid "Edit Plugin" msgstr "დამატების ჩასწორება" @@ -1611,15 +1606,9 @@ msgstr "ვერსია" msgid "Author" msgstr "ავტორი" -msgid "Status" -msgstr "სტატუსი" - msgid "Edit Text:" msgstr "ტექსტის ჩასწორება:" -msgid "On" -msgstr "ჩართული" - msgid "Rename" msgstr "გადარქმევა" @@ -1647,6 +1636,9 @@ msgstr "ახალი მნიშვნელობა:" msgid "Localizable String (size %d)" msgstr "თარგმნადი სტრიქონი (ზომა %d)" +msgid "Load..." +msgstr "ჩატვირთვა..." + msgid "Inspect" msgstr "შეამოწმეთ" @@ -1656,11 +1648,14 @@ msgstr "შეინახვა &როგორც..." msgid "Convert to %s" msgstr "%s-ში გადაყვანა" +msgid "Select resources to make unique:" +msgstr "აირჩიეთ რესურსი მათი უნიკალურად მოსანიშნად:" + msgid "New %s" msgstr "ახალი %s" -msgid "New Script" -msgstr "ახალი სკრიპტი" +msgid "New Script..." +msgstr "ახალი სკრიპტი..." msgid "Undo: %s" msgstr "გაუქმება: %s" @@ -1668,6 +1663,12 @@ msgstr "გაუქმება: %s" msgid "Redo: %s" msgstr "გამეორება: %s" +msgid "Edit Built-in Action: %s" +msgstr "ჩაშენებული ქმედების ჩასწორება: %s" + +msgid "Edit Shortcut: %s" +msgstr "მალსახმობის ჩასწორება: %s" + msgid "Common" msgstr "ჩვეულებრივი" @@ -1776,6 +1777,9 @@ msgstr "დამატება..." msgid "Duplicate" msgstr "დუბლიკაცია" +msgid "Advanced Options" +msgstr "დამატებითი პარამეტრები" + msgid "Options" msgstr "მორგება" @@ -1842,9 +1846,6 @@ msgstr "ფაილთა მმართველში გახსნა" msgid "New Scene..." msgstr "ახალი სცენა..." -msgid "New Script..." -msgstr "ახალი სკრიპტი..." - msgid "New Resource..." msgstr "ახალი რესურსი..." @@ -1908,26 +1909,14 @@ msgstr "%d დამთხვევა %d ფაილში" msgid "%d matches in %d files" msgstr "%d დამთხვევა %d ფაილში" -msgid "Add to Group" -msgstr "ჯგუფში ჩამატება" - -msgid "Invalid group name." -msgstr "ჯგუფის არასწორი სახელი." - msgid "Rename Group" msgstr "ჯგუფის სახელის გადარქემვა" -msgid "Delete Group" -msgstr "ჯგუფის წაშლა" - -msgid "Groups" -msgstr "ჯგუფ(ებ)ი" - -msgid "Group Editor" -msgstr "ჯგუფის რედაქტორი" +msgid "Add to Group" +msgstr "ჯგუფში ჩამატება" -msgid "Manage Groups" -msgstr "ჯგუფების მართვა" +msgid "Global" +msgstr "გლობალური" msgid "Move" msgstr "გადატანა" @@ -2023,39 +2012,15 @@ msgid_plural "Node has {num} connections." msgstr[0] "კვანძს ერთი მიერთება გააჩნია" msgstr[1] "კვანძს {num} მიერთება გააჩნია" -msgid "Open in Editor" -msgstr "რედაქტორში გახსნა" - msgid "Open Script:" msgstr "სკრიპტის გახსნა:" -msgid "Global" -msgstr "გლობალური" - -msgid "Enable looping." -msgstr "მარყუჟის ჩართვა." - -msgid "Offset:" -msgstr "წანაცვლება:" - -msgid "Loop:" -msgstr "მარყუჟი:" - -msgid "BPM:" -msgstr "BPM:" - -msgid "Configuration:" -msgstr "მორგება:" +msgid "Open in Editor" +msgstr "რედაქტორში გახსნა" msgid "Saving..." msgstr "Შენახვა..." -msgid "2D" -msgstr "2D" - -msgid "3D" -msgstr "3D" - msgid "Error opening scene" msgstr "სცენის გახსნის შეცდომა" @@ -2086,9 +2051,33 @@ msgstr "ანიმაციის შენახვის ბილიკე msgid "Meshes" msgstr "ბადეები" +msgid "Status" +msgstr "სტატუსი" + msgid "Save Extension:" msgstr "გაფართების შენახვა:" +msgid "Enable looping." +msgstr "მარყუჟის ჩართვა." + +msgid "Offset:" +msgstr "წანაცვლება:" + +msgid "Loop:" +msgstr "მარყუჟი:" + +msgid "BPM:" +msgstr "BPM:" + +msgid "Configuration:" +msgstr "მორგება:" + +msgid "2D" +msgstr "2D" + +msgid "3D" +msgstr "3D" + msgid "Preset" msgstr "შაბლონი" @@ -2155,6 +2144,9 @@ msgstr "%s-ის დაყენება %d კვანძზე" msgid "%s (%d Selected)" msgstr "%s (%d მონიშნულია)" +msgid "Groups" +msgstr "ჯგუფ(ებ)ი" + msgid "Edit a Plugin" msgstr "დამატების ჩასწორება" @@ -2191,9 +2183,6 @@ msgstr "წერტილების შექმნა." msgid "Add %s" msgstr "%s-ის დამატება" -msgid "Load..." -msgstr "ჩატვირთვა..." - msgid "Add Node Point" msgstr "კვანძის წერტილის დამატება" @@ -2203,6 +2192,9 @@ msgstr "წერტილი" msgid "Open Editor" msgstr "რედაქტორის გახსნა" +msgid "Parameter Changed: %s" +msgstr "პარამეტრი შეიცვალა: %s" + msgid "Change Filter" msgstr "ფილტრის შეცვლა" @@ -2227,12 +2219,12 @@ msgstr "ანიმაციის ბიბლიოთეკის დამ msgid "Make Animation Unique: %s" msgstr "ანიმაციის უნიკალურად გახდენა: %s" -msgid "Load Animation into Library: %s" -msgstr "ანიმაციის ჩატვირთვა ბიბლიოთეკაში: %s" - msgid "Save Animation to File: %s" msgstr "ანიმაციის შენახვა ფაილში: %s" +msgid "Load Animation into Library: %s" +msgstr "ანიმაციის ჩატვირთვა ბიბლიოთეკაში: %s" + msgid "Rename Animation Library: %s" msgstr "ანიმაციის ბიბლიოთეკის სახელის გადარქმევა: %s" @@ -2278,6 +2270,9 @@ msgstr "სიღრმე" msgid "Transition exists!" msgstr "გარდასვლა არსებობს!" +msgid "Edit %s" +msgstr "%s-ის ჩასწორება" + msgid "Immediate" msgstr "უეცარი" @@ -2381,6 +2376,9 @@ msgstr "დაბლოკილი" msgid "Grouped" msgstr "დაჯგუფებული" +msgid "Add Node Here..." +msgstr "აქ კვანძის დამატება..." + msgid "Move Node(s) Here" msgstr "კვანძ(ებ)-ის აქ გადმოტანა" @@ -2441,9 +2439,15 @@ msgstr "გიდების ჩვენება" msgid "Center Selection" msgstr "მონიშვნის ცენტრირება" +msgid "Project theme" +msgstr "პროექტის თემა" + msgid "Insert keys (based on mask)." msgstr "გასაღებების ჩასმა (ნიღაბზე დამოკიდებულებით)." +msgid "Insert Key" +msgstr "ჩასვით გასაღები" + msgid "Animation Key and Pose Options" msgstr "ანიმაციის გასაღებისა და პოზის მორგება" @@ -2504,11 +2508,6 @@ msgstr "ვერტიკალური სწორება" msgid "Add Curve Point" msgstr "მრუდის წერტილის დამატება" -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "%d ასლის გაშვება" -msgstr[1] "%d ასლის გაშვება" - msgid "Size: %s" msgstr "ზომა: %s" @@ -2596,6 +2595,12 @@ msgstr "თარგმნა" msgid "Translating:" msgstr "გადატანა:" +msgid "Translating %s." +msgstr "%s-ის თარგმანი." + +msgid "Scaling %s." +msgstr "%s-ის მასშტაბი." + msgid "Display Advanced..." msgstr "დამატებით ჩვენება..." @@ -2683,6 +2688,9 @@ msgstr "რესურსის დამატება" msgid "Delete Resource" msgstr "რესურსის წაშლა" +msgid "Path to AnimationMixer is invalid" +msgstr "ბილიკი AnimationMixer-მდე არასწორია" + msgid "Clear Recent Files" msgstr "ბოლო ფაილების გასუფთავება" @@ -2790,6 +2798,9 @@ msgstr "შეწევის გაუქმება" msgid "Toggle Comment" msgstr "კომენტარის გადართვა" +msgid "Duplicate Selection" +msgstr "მონიშვნის ასლის შექმნა" + msgid "Auto Indent" msgstr "ავტომატური სწორება" @@ -2820,12 +2831,6 @@ msgstr "ხაზზე გადასვლა..." msgid "Toggle Breakpoint" msgstr "გამართვის წერტილის გადართვა" -msgid "New Shader Include" -msgstr "ახალი ჩასასმელი შეიდერი" - -msgid "Save File As" -msgstr "ფაილის შენახვა, როგორც" - msgid "Close File" msgstr "ფაილის დახურვა" @@ -2847,6 +2852,9 @@ msgstr "მონიშნული პოზების დაბრუნე msgid "Insert key of all bone poses." msgstr "ყველა ძვლს პოზის გასაღების ჩასმა." +msgid "Can't convert an empty sprite to mesh." +msgstr "ცარიელი სპრაიტის ბადეში გადაყვანა შეუძლებელია." + msgid "Simplification:" msgstr "გამარტივება:" @@ -3140,9 +3148,15 @@ msgstr "ფიზიკა" msgid "Physics Layer %d" msgstr "ფიზიკური ფენა %d" +msgid "No physics layers" +msgstr "ფიზიკური ფენების გარეშე" + msgid "Navigation Layer %d" msgstr "ნავიგაციის ფენა %d" +msgid "No navigation layers" +msgstr "ნავიგაციის ფენების გარეშე" + msgid "Custom Data %d" msgstr "ხელით მითითებული მონაცემები %d" @@ -3431,33 +3445,15 @@ msgstr "3D ვექტორული მუდმივა." msgid "4D vector constant." msgstr "4D ვექტორული მუდმივა." +msgid "Edit Visual Property: %s" +msgstr "ვიზუალური თვისების ჩასწორება: %s" + msgid "Bake VoxelGI" msgstr "VoxelGI-ის გამოცხობა" msgid "Select path for VoxelGI Data File" msgstr "აირჩიეთ ბილიკი VoxelGl-ის მონაცემები ფაილამდე" -msgid "Imported Project" -msgstr "შემოტანილი პროექტი" - -msgid "Create New Project" -msgstr "ახალი პროექტის შექმნა" - -msgid "Project Name:" -msgstr "პროექტის სახელი:" - -msgid "Renderer:" -msgstr "რენდერერი:" - -msgid "Git" -msgstr "Git" - -msgid "Missing Project" -msgstr "აკლია პროექტი" - -msgid "Local" -msgstr "ლოკალური" - msgctxt "Application" msgid "Project Manager" msgstr "პროექტის მმართველი" @@ -3474,18 +3470,15 @@ msgstr "სკანირება" msgid "Loading, please wait..." msgstr "იტვირთება. გთხოვთ, მოითმინოთ..." +msgid "Create New Project" +msgstr "ახალი პროექტის შექმნა" + msgid "Edit Project" msgstr "პროექტის რედაქტირება" msgid "Manage Tags" msgstr "ჭდეების მართვა" -msgid "About" -msgstr "შესახებ" - -msgid "Restart Now" -msgstr "ახლა გადატვირთვა" - msgid "Remove All" msgstr "ყველას გამოერთება" @@ -3498,6 +3491,24 @@ msgstr "ყველა ჭდე" msgid "Create New Tag" msgstr "ახალი ჭდის შექმნა" +msgid "Imported Project" +msgstr "შემოტანილი პროექტი" + +msgid "Project Name:" +msgstr "პროექტის სახელი:" + +msgid "Renderer:" +msgstr "რენდერერი:" + +msgid "Git" +msgstr "Git" + +msgid "Missing Project" +msgstr "აკლია პროექტი" + +msgid "Restart Now" +msgstr "ახლა გადატვირთვა" + msgid "Delete Item" msgstr "ჩანაწერის წაშლა" @@ -3519,9 +3530,6 @@ msgstr "პრეფიქსი:" msgid "Suffix:" msgstr "სუფიქსი:" -msgid "Advanced Options" -msgstr "დამატებითი პარამეტრები" - msgid "Node name." msgstr "კვანძის სახელი." @@ -3597,9 +3605,6 @@ msgstr "წავშალო %d კვანძი?" msgid "Delete node \"%s\"?" msgstr "წავშალო კვანძი \"%s\"?" -msgid "Switch to Favorite Nodes" -msgstr "რჩეულ კვანძებზე გადართვა" - msgid "Filters" msgstr "ფილტრები" @@ -3615,9 +3620,6 @@ msgstr "მითითებული ტიპის ყველა კვა msgid "<Unnamed> at %s" msgstr "<უსახელო> მისამართზე %s" -msgid "Reparent to New Node" -msgstr "მშობლოვის ახალ კვანძზე გადატანა" - msgid "Add/Create a New Node." msgstr "ახალი კვანის დამატება/შექმნა." @@ -3627,6 +3629,9 @@ msgstr "დამატებითი სცენის პარამეტ msgid "Remote" msgstr "დაშორებული" +msgid "Local" +msgstr "ლოკალური" + msgid "Path is empty." msgstr "ბილიკი ცარიელია." diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index b8d37245f9..f92b654e25 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -60,13 +60,14 @@ # maldron <bagjinhyeong640@gmail.com>, 2024. # nulta <un5450@outlook.com>, 2024. # Sovlus Haesaun <josuke4832@gmail.com>, 2024. +# Minhyeok Lee <tracertw@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-22 23:01+0000\n" -"Last-Translator: Sovlus Haesaun <josuke4832@gmail.com>\n" +"PO-Revision-Date: 2024-02-15 16:46+0000\n" +"Last-Translator: Minhyeok Lee <tracertw@gmail.com>\n" "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot/" "ko/>\n" "Language: ko\n" @@ -514,9 +515,6 @@ msgstr "이벤트 수정" msgid "Remove Event" msgstr "이벤트 제거" -msgid "Filter by name..." -msgstr "이름으로 필터링..." - msgid "Clear All" msgstr "모두 지우기" @@ -640,33 +638,6 @@ msgstr "가져온 씬에서 인스턴스화된 애니메이션의 루프 모드 msgid "Can't change loop mode on animation embedded in another scene." msgstr "다른 장면에 임베드된 애니메이션의 루프 모드를 변경할 수 없습니다." -msgid "Property Track" -msgstr "속성 트랙" - -msgid "3D Position Track" -msgstr "3D 위치 트래킹" - -msgid "3D Rotation Track" -msgstr "3D 회전 트래킹" - -msgid "3D Scale Track" -msgstr "3D 크기 트래킹" - -msgid "Blend Shape Track" -msgstr "블렌드 모양 트랙" - -msgid "Call Method Track" -msgstr "메서드 호출 트랙" - -msgid "Bezier Curve Track" -msgstr "베지어 곡선 트랙" - -msgid "Audio Playback Track" -msgstr "오디오 재생 트랙" - -msgid "Animation Playback Track" -msgstr "애니메이션 재생 트랙" - msgid "Animation length (frames)" msgstr "애니메이션 길이 (프레임)" @@ -799,9 +770,6 @@ msgstr "루프 보간 고정" msgid "Wrap Loop Interp" msgstr "루프 보간 래핑" -msgid "Insert Key" -msgstr "키 삽입" - msgid "Duplicate Key(s)" msgstr "키 복제" @@ -962,11 +930,6 @@ msgstr "애니메이션 스케일 키" msgid "Make Easing Keys" msgstr "이징 키 만들기" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"이 설정은 단일 트랙에만 적용 가능하므로 베지어 편집에 사용할 수 없습니다." - msgid "Animation Add RESET Keys" msgstr "애니메이션 리셋 키 추가" @@ -1056,24 +1019,6 @@ msgstr "편집" msgid "Animation properties." msgstr "애니메이션 속성입니다." -msgid "Copy Tracks" -msgstr "트랙 복사" - -msgid "Scale Selection" -msgstr "선택 항목 스케일 조절" - -msgid "Scale From Cursor" -msgstr "커서 위치에서 스케일 조절" - -msgid "Make Easing Selection" -msgstr "선택된 구간에 이징 만들기" - -msgid "Duplicate Selection" -msgstr "선택 항목 복제" - -msgid "Duplicate Transposed" -msgstr "선택된 트랙에 복제" - msgid "Delete Selection" msgstr "선택 항목 삭제" @@ -1086,15 +1031,6 @@ msgstr "이전 단계로 이동" msgid "Apply Reset" msgstr "재설정 적용" -msgid "Bake Animation" -msgstr "애니메이션 굽기" - -msgid "Optimize Animation (no undo)" -msgstr "애니메이션 최적화 (되돌릴 수 없음)" - -msgid "Clean-Up Animation (no undo)" -msgstr "애니메이션 정리 (되돌릴 수 없음)" - msgid "Pick a node to animate:" msgstr "애니메이션을 줄 노드를 선택하세요:" @@ -2410,9 +2346,6 @@ msgstr "프로필 가져오기" msgid "Export Profile" msgstr "프로필 내보내기" -msgid "Forced classes on detect:" -msgstr "감지 시 강제 클래스:" - msgid "Edit Build Configuration Profile" msgstr "빌드 설정 프로필 편집" @@ -2444,6 +2377,15 @@ msgstr "[비었음]" msgid "[unsaved]" msgstr "[저장되지 않음]" +msgid "%s - Godot Engine" +msgstr "%s - Godot 엔진" + +msgid "Dock Position" +msgstr "독 위치" + +msgid "Make Floating" +msgstr "창 띄우기" + msgid "3D Editor" msgstr "3D 에디터" @@ -2645,6 +2587,21 @@ msgstr "" "이 메서드는 호출할 인스턴스가 필요하지 않습니다.\n" "클래스 이름을 사용하여 직접 호출할 수 있습니다." +msgid "Constructors" +msgstr "생성자" + +msgid "Operators" +msgstr "연산자" + +msgid "Method Descriptions" +msgstr "메서드 설명" + +msgid "Constructor Descriptions" +msgstr "생성자 설명" + +msgid "Operator Descriptions" +msgstr "연산자 설명" + msgid "Error codes returned:" msgstr "반환된 오류 코드:" @@ -2690,19 +2647,6 @@ msgstr "상속:" msgid "Inherited by:" msgstr "상속한 클래스:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"이 클래스는 더 이상 사용되지 않는 것으로 표시되어 있습니다. 향후 버전에서 제거" -"될 예정입니다." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"이 클래스는 실험적이라고 표시되어 있습니다. 향후 버전에서 변경되거나 제거될 " -"수 있습니다. 신중하게 사용하세요." - msgid "Description" msgstr "설명" @@ -2741,12 +2685,6 @@ msgstr "기본값:" msgid "property:" msgstr "속성:" -msgid "Constructors" -msgstr "생성자" - -msgid "Operators" -msgstr "연산자" - msgid "Theme Properties" msgstr "테마 속성" @@ -2800,15 +2738,6 @@ msgstr "" "현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여[/" "url][/color] 개선할 수 있도록 도와주세요!" -msgid "Constructor Descriptions" -msgstr "생성자 설명" - -msgid "Method Descriptions" -msgstr "메서드 설명" - -msgid "Operator Descriptions" -msgstr "연산자 설명" - msgid "Metadata:" msgstr "메타데이터:" @@ -2821,9 +2750,6 @@ msgstr "메서드:" msgid "Signal:" msgstr "시그널:" -msgid "Theme Item:" -msgstr "테마 항목:" - msgid "No description available." msgstr "사용 가능한 설명이 없습니다." @@ -2833,6 +2759,24 @@ msgstr "%d개 일치." msgid "%d matches." msgstr "%d개 일치." +msgid "Method" +msgstr "메서드" + +msgid "Signal" +msgstr "시그널" + +msgid "Constant" +msgstr "상수" + +msgid "Property" +msgstr "속성" + +msgid "Theme Property" +msgstr "테마 속성" + +msgid "Annotation" +msgstr "어노테이션" + msgid "Search Help" msgstr "도움말 검색" @@ -2881,24 +2825,6 @@ msgstr "(생성자)" msgid "Class" msgstr "클래스" -msgid "Method" -msgstr "메서드" - -msgid "Signal" -msgstr "시그널" - -msgid "Annotation" -msgstr "어노테이션" - -msgid "Constant" -msgstr "상수" - -msgid "Property" -msgstr "속성" - -msgid "Theme Property" -msgstr "테마 속성" - msgid "This member is marked as deprecated." msgstr "이 멤버는 사용되지 않는 것으로 표시되어 있습니다." @@ -3457,9 +3383,6 @@ msgstr "최근 씬 지우기" msgid "There is no defined scene to run." msgstr "실행할 씬이 정의되지 않았습니다." -msgid "%s - Godot Engine" -msgstr "%s - Godot 엔진" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3484,15 +3407,15 @@ msgstr "" "선택한 씬 '%s'은(는) 씬 파일이 아닙니다, 다른 씬으로 정할까요?\n" "이건 나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다." +msgid "Default" +msgstr "기본값" + msgid "Save Layout" msgstr "레이아웃 저장" msgid "Delete Layout" msgstr "레이아웃 삭제" -msgid "Default" -msgstr "기본값" - msgid "This scene was never saved." msgstr "이 씬은 저장되지 않았습니다." @@ -3535,6 +3458,21 @@ msgid "" msgstr "" "파일 '%s'에 쓸 수 없습니다. 파일이 사용 중이거나 잠겨 있거나 권한이 없습니다." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"렌더러를 변경하려면 에디터를 재시작해야 합니다.\n" +"\n" +"저장 후 재시작 시 렌더링 메서드는 다음과 같이 변경됩니다.\n" +"- 데스크탑 플랫폼: %s\n" +"- 모바일 플랫폼: %s\n" +"- 웹 플랫폼: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3547,12 +3485,6 @@ msgstr "호환성" msgid "Pan View" msgstr "팬 보기" -msgid "Dock Position" -msgstr "독 위치" - -msgid "Make Floating" -msgstr "창 띄우기" - msgid "Distraction Free Mode" msgstr "집중 모드" @@ -3610,6 +3542,9 @@ msgstr "씬 닫기" msgid "Quit" msgstr "종료" +msgid "Editor Settings..." +msgstr "에디터 설정..." + msgid "Project" msgstr "프로젝트" @@ -3652,9 +3587,6 @@ msgstr "종료 후 프로젝트 목록으로 이동" msgid "Editor" msgstr "에디터" -msgid "Editor Settings..." -msgstr "에디터 설정..." - msgid "Command Palette..." msgstr "커맨드 팔레트..." @@ -3715,12 +3647,23 @@ msgstr "기능 제안" msgid "Send Docs Feedback" msgstr "문서 피드백 보내기" -msgid "About Godot" -msgstr "Godot 정보" - msgid "Support Godot Development" msgstr "Godot 개발 지원" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"렌더링 메서드를 선택하세요.\n" +"\n" +"참고사항:\n" +"- Forward+를 선택시, 모바일 플랫폼은 Mobile 렌더링 메서드를 사용합니다.\n" +"- 웹 플랫폼은 항상 Compatibility 렌더링 메서드를 사용합니다." + msgid "Update Continuously" msgstr "상시 업데이트" @@ -3763,31 +3706,6 @@ msgstr "파일에서 설치" msgid "Select Android sources file" msgstr "Android 소스 파일 선택" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"\"res://android/build\"에 소스 템플릿을 설치해서 프로젝트를 Gradle Android 빌" -"드에 맞게 설정합니다.\n" -"그런 다음 수정 사항을 적용하고 커스텀 APK를 빌드해서 내보낼 수 있습니다(모듈 " -"추가, AndroidManifest.xml 변경 등).\n" -"미리 빌드된 APK를 사용하는 대신 Gradle 빌드를 만들려면, Android 내보내기 프리" -"셋에서 \"Gradle 빌드 사용\" 설정을 활성화해야 합니다." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Android 빌드 템플릿이 이미 이 프로젝트에 설치했고, 덮어 쓸 수 없습니다.\n" -"이 명령을 다시 실행하기 전에 \"res://android/build\" 디렉토리를 직접 제거하세" -"요." - msgid "Show in File Manager" msgstr "파일 매니저에서 보기" @@ -3861,8 +3779,8 @@ msgstr "확인" msgid "Warning!" msgstr "경고!" -msgid "Main Script:" -msgstr "주 스크립트:" +msgid "On" +msgstr "사용" msgid "Edit Plugin" msgstr "플러그인 편집" @@ -3879,15 +3797,9 @@ msgstr "버전" msgid "Author" msgstr "저자" -msgid "Status" -msgstr "상태" - msgid "Edit Text:" msgstr "문자 편집:" -msgid "On" -msgstr "사용" - msgid "Renaming layer %d:" msgstr "레이어 %d의 이름 변경:" @@ -4016,8 +3928,8 @@ msgid "" "(%s)." msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 맞지 않습니다." -msgid "Quick Load" -msgstr "빠른 불러오기" +msgid "Load..." +msgstr "불러오기..." msgid "Inspect" msgstr "자세히" @@ -4043,14 +3955,11 @@ msgstr "유일하게 만들 리소스를 선택하세요:" msgid "New %s" msgstr "새 %s" -msgid "New Script" -msgstr "새 스크립트" - -msgid "Extend Script" -msgstr "스크립트 상속" +msgid "New Script..." +msgstr "새 스크립트..." -msgid "New Shader" -msgstr "새 셰이더" +msgid "Extend Script..." +msgstr "스크립트 상속..." msgid "No Remote Debug export presets configured." msgstr "원격 디버그 내보내기 프리셋이 구성되지 않았습니다." @@ -4076,12 +3985,6 @@ msgstr "_run() 메서드에 당신의 논리를 작성하세요." msgid "There is an edited scene already." msgstr "이미 편집된 씬이 있습니다." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"에디터 스크립트를 실행할 수 없습니다. '_run' 메서드를 오버라이딩하는 것을 잊으" -"셨나요?" - msgid "Undo: %s" msgstr "실행 취소: %s" @@ -4190,12 +4093,6 @@ msgstr "모든 기기" msgid "Device" msgstr "기기" -msgid "Listening for input..." -msgstr "입력 대기 중..." - -msgid "Filter by event..." -msgstr "이벤트로 필터링..." - msgid "Project export for platform:" msgstr "플랫폼용 프로젝트 내보내기:" @@ -4536,6 +4433,9 @@ msgstr "" "체크하면 프리셋은 원 클릭 배포로 사용할 수 있게 됩니다.\n" "플랫폼 당 하나의 프리셋만 실행 가능하다고 표시될 것입니다." +msgid "Advanced Options" +msgstr "고급 옵션" + msgid "Export Path" msgstr "내보낼 경로" @@ -4867,9 +4767,6 @@ msgstr "새 폴더..." msgid "New Scene..." msgstr "새 씬..." -msgid "New Script..." -msgstr "새 스크립트..." - msgid "New Resource..." msgstr "새 리소스..." @@ -5016,57 +4913,21 @@ msgstr "%d개 매치가 %d개 파일 중 있음" msgid "%d matches in %d files" msgstr "%d개 매치가 %d개 파일 중 있음" +msgid "Rename Group" +msgstr "그룹 이름 바꾸기" + msgid "Add to Group" msgstr "그룹에 추가" msgid "Remove from Group" msgstr "그룹에서 제거" -msgid "Invalid group name." -msgstr "이 그룹 이름은 잘못되었습니다." - -msgid "Group name already exists." -msgstr "이 그룹 이름은 이미 누가 쓰고 있습니다." - -msgid "Rename Group" -msgstr "그룹 이름 바꾸기" - -msgid "Delete Group" -msgstr "그룹 삭제" - -msgid "Groups" -msgstr "그룹" - -msgid "Nodes Not in Group" -msgstr "그룹에 속하지 않는 노드" - -msgid "Nodes in Group" -msgstr "그룹에 속한 노드" - -msgid "Empty groups will be automatically removed." -msgstr "빈 그룹은 자동으로 제거됩니다." - -msgid "Group Editor" -msgstr "그룹 에디터" - -msgid "Manage Groups" -msgstr "그룹 관리" +msgid "Global" +msgstr "전역" msgid "Move" msgstr "이동" -msgid "Please select a base directory first." -msgstr "먼저 기본 디렉토리를 선택해주세요." - -msgid "Could not create folder. File with that name already exists." -msgstr "폴더를 만들 수 없습니다. 다른 파일이 이 이름을 이미 쓰고 있습니다." - -msgid "Choose a Directory" -msgstr "디렉토리를 선택하세요" - -msgid "Copy File(s)" -msgstr "파일 복사" - msgid "Network" msgstr "네트워크" @@ -5110,6 +4971,9 @@ msgstr "디렉토리 또는 파일 열기" msgid "Save a File" msgstr "파일로 저장" +msgid "Could not create folder. File with that name already exists." +msgstr "폴더를 만들 수 없습니다. 다른 파일이 이 이름을 이미 쓰고 있습니다." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "즐겨찾기 폴더가 더 이상 존재하지 않으며 제거됩니다." @@ -5302,9 +5166,6 @@ msgstr "보이기 토글" msgid "Unlock Node" msgstr "노드 잠금 풀기" -msgid "Button Group" -msgstr "버튼 그룹" - msgid "Disable Scene Unique Name" msgstr "씬 고유 이름 비활성화" @@ -5334,9 +5195,6 @@ msgstr[0] "노드가 다음 그룹에 속해 있습니다:" msgid "Click to show signals dock." msgstr "클릭하여 시그널 독을 봅니다." -msgid "Open in Editor" -msgstr "에디터에서 열기" - msgid "This script is currently running in the editor." msgstr "이 스크립트는 에디터에서 실행되고 있습니다." @@ -5367,6 +5225,9 @@ msgstr "" "AnimationPlayer가 고정되어 있습니다.\n" "클릭하면 고정을 해제합니다." +msgid "Open in Editor" +msgstr "에디터에서 열기" + msgid "\"%s\" is not a known filter." msgstr "\"%s\"는 알 수 없는 필터입니다." @@ -5394,8 +5255,177 @@ msgstr "모두 보기" msgid "The Beginning" msgstr "시작점" -msgid "Global" -msgstr "전역" +msgid "Pre-Import Scene" +msgstr "씬 미리 가져오기" + +msgid "Importing Scene..." +msgstr "씬 가져오는 중..." + +msgid "Import Scene" +msgstr "씬 가져오기" + +msgid "Running Custom Script..." +msgstr "커스텀 스크립트 실행 중..." + +msgid "Couldn't load post-import script:" +msgstr "post-import 스크립트를 불러올 수 없음:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "post-impot용 스크립트가 잘못되거나 망가짐 (콘솔을 확인하세요):" + +msgid "Error running post-import script:" +msgstr "post-import 스크립트 실행 중 오류:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "" +"`_post_import()` 메서드에서 Node에서 상속받은 오브젝트를 반환하셨습니까?" + +msgid "Saving..." +msgstr "저장 중..." + +msgid "<Unnamed Material>" +msgstr "<이름 없는 머티리얼>" + +msgid "Import ID: %s" +msgstr "가져오기 ID: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"유형: %s\n" +"가져오기 ID: %s" + +msgid "Error opening scene" +msgstr "씬 여는 중 오류" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "애니메이션 라이브러리 '%s'에 대한 고급 가져오기 설정" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "씬 '%s'에 대한 고급 가져오기 설정" + +msgid "Select folder to extract material resources" +msgstr "머티리얼 리소스를 내보낼 폴더를 선택합니다" + +msgid "Select folder where mesh resources will save on import" +msgstr "가져오기 시 메시 리소스를 저장할 폴더를 선택합니다" + +msgid "Select folder where animations will save on import" +msgstr "가져오기 시 애니메이션을 저장할 폴더를 선택합니다" + +msgid "Warning: File exists" +msgstr "주의: 파일 이미 존재함" + +msgid "Existing file with the same name will be replaced." +msgstr "같은 이름의 기존 파일은 대체됩니다." + +msgid "Will create new file" +msgstr "새로운 파일을 만듭니다" + +msgid "Already External" +msgstr "이미 외부임" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"이 자료는 이미 외부 파일을 참조하고 있으므로 아무 조치도 취해지지 않습니다.\n" +"외부 속성을 비활성화하면 다시 추출할 수 있습니다." + +msgid "No import ID" +msgstr "가져오기 ID 없음" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"재 가져오기 시 식별할 수 있는 이름이나 다른 방법이 없는 자료입니다.\n" +"이름을 지정하거나 고유 ID로 내보내야 합니다." + +msgid "Extract Materials to Resource Files" +msgstr "리소스 파일로 자료 추출" + +msgid "Extract" +msgstr "추출" + +msgid "Already Saving" +msgstr "이미 저장됨" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"이 메시가 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않습니다." + +msgid "Existing file with the same name will be replaced on import." +msgstr "가져오기 시 같은 이름의 기존 파일이 대체됩니다." + +msgid "Will save to new file" +msgstr "새 파일에 저장됨" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"메시에는 다시 가져올 때 식별할 수 있는 이름이나 다른 방법이 없습니다.\n" +"이름을 지정하거나 고유 ID로 내보내야 합니다." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "다시 가져오기 시 메시를 리소스 파일로 저장할 경로 설정" + +msgid "Set Paths" +msgstr "경로 설정" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"이 애니메이션은 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않습" +"니다." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "다시 가져오기 시 애니메이션을 리소스 파일로 저장할 경로 설정" + +msgid "Can't make material external to file, write error:" +msgstr "자료를 파일 외부로 만들 수 없음, 쓰기 오류가 발생했습니다:" + +msgid "Actions..." +msgstr "액션..." + +msgid "Extract Materials" +msgstr "머티리얼 추출" + +msgid "Set Animation Save Paths" +msgstr "애니메이션 저장 경로 설정" + +msgid "Set Mesh Save Paths" +msgstr "메시 저장 경로 설정" + +msgid "Meshes" +msgstr "메쉬" + +msgid "Materials" +msgstr "머티리얼" + +msgid "Selected Animation Play/Pause" +msgstr "선택된 애니메이션 재생/정지" + +msgid "Status" +msgstr "상태" + +msgid "Save Extension:" +msgstr "저장할 확장자:" + +msgid "Text: *.tres" +msgstr "텍스트: *.tres" + +msgid "Binary: *.res" +msgstr "바이너리: *.res" + +msgid "Text Resource" +msgstr "텍스트 리소스" + +msgid "Binary Resource" +msgstr "바이너리 리소스" msgid "Audio Stream Importer: %s" msgstr "오디오 스트림 임포터: %s" @@ -5549,34 +5579,6 @@ msgstr "동적으로 렌더링된 트루타입/오픈타입 글꼴" msgid "Prerendered multichannel(+true) signed distance field" msgstr "프리렌더링된 MSDF (다채널 부호화 디스턴스 필드)" -msgid "Pre-Import Scene" -msgstr "씬 미리 가져오기" - -msgid "Importing Scene..." -msgstr "씬 가져오는 중..." - -msgid "Import Scene" -msgstr "씬 가져오기" - -msgid "Running Custom Script..." -msgstr "커스텀 스크립트 실행 중..." - -msgid "Couldn't load post-import script:" -msgstr "post-import 스크립트를 불러올 수 없음:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "post-impot용 스크립트가 잘못되거나 망가짐 (콘솔을 확인하세요):" - -msgid "Error running post-import script:" -msgstr "post-import 스크립트 실행 중 오류:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "" -"`_post_import()` 메서드에서 Node에서 상속받은 오브젝트를 반환하셨습니까?" - -msgid "Saving..." -msgstr "저장 중..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5614,147 +5616,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<이름 없는 머티리얼>" - -msgid "Import ID: %s" -msgstr "가져오기 ID: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"유형: %s\n" -"가져오기 ID: %s" - -msgid "Error opening scene" -msgstr "씬 여는 중 오류" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "애니메이션 라이브러리 '%s'에 대한 고급 가져오기 설정" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "씬 '%s'에 대한 고급 가져오기 설정" - -msgid "Select folder to extract material resources" -msgstr "머티리얼 리소스를 내보낼 폴더를 선택합니다" - -msgid "Select folder where mesh resources will save on import" -msgstr "가져오기 시 메시 리소스를 저장할 폴더를 선택합니다" - -msgid "Select folder where animations will save on import" -msgstr "가져오기 시 애니메이션을 저장할 폴더를 선택합니다" - -msgid "Warning: File exists" -msgstr "주의: 파일 이미 존재함" - -msgid "Existing file with the same name will be replaced." -msgstr "같은 이름의 기존 파일은 대체됩니다." - -msgid "Will create new file" -msgstr "새로운 파일을 만듭니다" - -msgid "Already External" -msgstr "이미 외부임" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"이 자료는 이미 외부 파일을 참조하고 있으므로 아무 조치도 취해지지 않습니다.\n" -"외부 속성을 비활성화하면 다시 추출할 수 있습니다." - -msgid "No import ID" -msgstr "가져오기 ID 없음" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"재 가져오기 시 식별할 수 있는 이름이나 다른 방법이 없는 자료입니다.\n" -"이름을 지정하거나 고유 ID로 내보내야 합니다." - -msgid "Extract Materials to Resource Files" -msgstr "리소스 파일로 자료 추출" - -msgid "Extract" -msgstr "추출" - -msgid "Already Saving" -msgstr "이미 저장됨" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"이 메시가 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않습니다." - -msgid "Existing file with the same name will be replaced on import." -msgstr "가져오기 시 같은 이름의 기존 파일이 대체됩니다." - -msgid "Will save to new file" -msgstr "새 파일에 저장됨" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"메시에는 다시 가져올 때 식별할 수 있는 이름이나 다른 방법이 없습니다.\n" -"이름을 지정하거나 고유 ID로 내보내야 합니다." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "다시 가져오기 시 메시를 리소스 파일로 저장할 경로 설정" - -msgid "Set Paths" -msgstr "경로 설정" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"이 애니메이션은 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않습" -"니다." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "다시 가져오기 시 애니메이션을 리소스 파일로 저장할 경로 설정" - -msgid "Can't make material external to file, write error:" -msgstr "자료를 파일 외부로 만들 수 없음, 쓰기 오류가 발생했습니다:" - -msgid "Actions..." -msgstr "액션..." - -msgid "Extract Materials" -msgstr "머티리얼 추출" - -msgid "Set Animation Save Paths" -msgstr "애니메이션 저장 경로 설정" - -msgid "Set Mesh Save Paths" -msgstr "메시 저장 경로 설정" - -msgid "Meshes" -msgstr "메쉬" - -msgid "Materials" -msgstr "머티리얼" - -msgid "Selected Animation Play/Pause" -msgstr "선택된 애니메이션 재생/정지" - -msgid "Save Extension:" -msgstr "저장할 확장자:" - -msgid "Text: *.tres" -msgstr "텍스트: *.tres" - -msgid "Binary: *.res" -msgstr "바이너리: *.res" - -msgid "Text Resource" -msgstr "텍스트 리소스" - -msgid "Binary Resource" -msgstr "바이너리 리소스" - msgid "Importer:" msgstr "임포터:" @@ -6008,6 +5869,9 @@ msgstr "%s를 %d개 노드에 설정" msgid "%s (%d Selected)" msgstr "%s (%d개 선택됨)" +msgid "Groups" +msgstr "그룹" + msgid "Select a single node to edit its signals and groups." msgstr "시그널과 그룹을 편집할 단일 노드를 선택하세요." @@ -6139,9 +6003,6 @@ msgstr "애니메이션 추가" msgid "Add %s" msgstr "%s 추가" -msgid "Load..." -msgstr "불러오기..." - msgid "Move Node Point" msgstr "노드 점 이동" @@ -6383,27 +6244,15 @@ msgstr "애니메이션 저장" msgid "Make Animation Unique: %s" msgstr "애니메이션 유일하게 만들기: %s" -msgid "Invalid AnimationLibrary file." -msgstr "잘못된 AnimationLibrary 파일입니다." - -msgid "This library is already added to the mixer." -msgstr "이 라이브러리는 이미 믹서에 추가되었습니다." - -msgid "Invalid Animation file." -msgstr "잘못된 애니메이션 파일입니다." - -msgid "This animation is already added to the library." -msgstr "이 애니메이션은 이미 라이브러리에 추가되었습니다." - -msgid "Load Animation into Library: %s" -msgstr "애니메이션을 라이브러리에 불러오기: %s" - msgid "Save Animation library to File: %s" msgstr "애니메이션 라이브러리를 파일에 저장: %s" msgid "Save Animation to File: %s" msgstr "애니메이션을 파일에 저장: %s" +msgid "Load Animation into Library: %s" +msgstr "애니메이션을 라이브러리에 불러오기: %s" + msgid "Rename Animation Library: %s" msgstr "애니메이션 라이브러리 이름 바꾸기: %s" @@ -6440,36 +6289,9 @@ msgstr "[외부]" msgid "[imported]" msgstr "[가져옴]" -msgid "Add Animation to Library" -msgstr "애니메이션을 라이브러리에 추가" - -msgid "Load animation from file and add to library" -msgstr "애니메이션을 파일에서 가져온 뒤 라이브러리에 추가" - -msgid "Paste Animation to Library from clipboard" -msgstr "애니메이션을 클립보드에서 라이브러리로 붙여넣기" - -msgid "Save animation library to resource on disk" -msgstr "애니메이션 라이브러리를 디스크에 리소스로 저장" - -msgid "Remove animation library" -msgstr "애니메이션 라이브러리 제거" - -msgid "Copy animation to clipboard" -msgstr "애니메이션을 클립보드에 복사" - -msgid "Save animation to resource on disk" -msgstr "애니메이션을 디스크에 리소스로 저장" - -msgid "Remove animation from Library" -msgstr "애니메이션을 라이브러리에서 제거" - msgid "Edit Animation Libraries" msgstr "애니메이션 라이브러리 편집" -msgid "Add Library" -msgstr "라이브러리 추가" - msgid "Load Library" msgstr "라이브러리 가져오기" @@ -6830,6 +6652,9 @@ msgctxt "Pagination" msgid "Last" msgstr "마지막" +msgid "Failed to get repository configuration." +msgstr "저장소 구성을 가져오지 못했습니다." + msgid "All" msgstr "모두" @@ -6868,9 +6693,6 @@ msgstr "사이트:" msgid "Support" msgstr "지원" -msgid "Failed to get repository configuration." -msgstr "저장소 구성을 가져오지 못했습니다." - msgid "Assets ZIP File" msgstr "애셋 ZIP 파일" @@ -7036,6 +6858,9 @@ msgstr "가이드 지우기" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "노드에서 커스텀 Bone2D 만들기" +msgid "Cancel Transformation" +msgstr "변형 취소" + msgid "Zoom to 3.125%" msgstr "3.125%로 줌" @@ -7184,15 +7009,9 @@ msgstr "선택된 노드를 잠금 해제하여 선택하거나 이동할 수 msgid "Unlock Selected Node(s)" msgstr "선택한 노드 잠금 해제" -msgid "Make selected node's children not selectable." -msgstr "선택된 노드의 자식을 선택하지 못하게 합니다." - msgid "Group Selected Node(s)" msgstr "선택한 노드 그룹화" -msgid "Make selected node's children selectable." -msgstr "선택된 노드의 자식을 선택할 수 있게 합니다." - msgid "Ungroup Selected Node(s)" msgstr "선택한 노드 그룹 해제" @@ -7238,11 +7057,8 @@ msgstr "원점 보이기" msgid "Show Viewport" msgstr "뷰포트 보이기" -msgid "Show Group And Lock Icons" -msgstr "그룹과 잠금 아이콘 보이기" - -msgid "Show Transformation Gizmos" -msgstr "변형 기즈모 표시" +msgid "Gizmos" +msgstr "기즈모" msgid "Center Selection" msgstr "선택 항목 중앙으로" @@ -7277,6 +7093,9 @@ msgstr "키를 삽입하기 위한 스케일 마스크." msgid "Insert keys (based on mask)." msgstr "키 삽입하기 (마스크 기준)." +msgid "Insert Key" +msgstr "키 삽입" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7312,18 +7131,9 @@ msgstr "격자 단계를 반으로 감소" msgid "Adding %s..." msgstr "%s 추가하는 중..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "드래그 & 드롭하면 현재 씬의 루트 노드의 자식으로서 노드를 추가합니다." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "%s을 누른 채 드롭하면 현재 선택된 노드의 자식으로서 노드를 추가합니다." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Shift를 누른 채 드롭하면 선택된 노드의 형제로서 노드를 추가합니다." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Alt를 누른 채 드롭하면 다른 타입의 노드로 추가합니다." - msgid "Cannot instantiate multiple nodes without root." msgstr "루트 노드 없이 여러 노드를 인스턴스할 수 없습니다." @@ -7521,12 +7331,24 @@ msgstr "중앙" msgid "Capture Colors from Pixel" msgstr "픽셀에서 색상 캡처" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "가시성 AABB 생성 중 (파티클 시뮬레이션을 기다리는 중)" + +msgid "Generate Visibility AABB" +msgstr "가시성 AABB 생성" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "AABB 생성" + msgid "Create Emission Points From Node" msgstr "노드에서 방출 점 만들기" +msgid "Generation Time (sec):" +msgstr "생성 시간 (초):" + msgid "Load Curve Preset" msgstr "곡선 프리셋 불러오기" @@ -7693,13 +7515,6 @@ msgstr "" "이 설정이 활성화되면, 에디터의 디버그 서버가 에디터 바깥에서 시작된 새로운 세" "션을 지원하기 위해 열려 있을 것입니다." -msgid "Run Multiple Instances" -msgstr "여러 인스턴스 실행" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "%d개 인스턴스 실행" - msgid "Size: %s" msgstr "크기: %s" @@ -7822,9 +7637,6 @@ msgstr "에미션 마스크 정리" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "생성 시간 (초):" - msgid "The geometry's faces don't contain any area." msgstr "지오메트리의 면에 영역이 포함되지 않습니다." @@ -7864,18 +7676,9 @@ msgstr "'ParticlesProcessMaterial' 타입의 프로세서 머티리얼이 필요 msgid "Convert to CPUParticles3D" msgstr "CPUParticles3D로 변환" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "가시성 AABB 생성 중 (파티클 시뮬레이션을 기다리는 중)" - -msgid "Generate Visibility AABB" -msgstr "가시성 AABB 생성" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "AABB 생성" - msgid "Low" msgstr "낮음" @@ -7965,9 +7768,6 @@ msgstr "에디터 씬의 루트를 찾을 수 없습니다." msgid "Lightmap data is not local to the scene." msgstr "라이트맵 데이터가 씬에 로컬이 아닙니다." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "최대 텍스처 사이즈가 라이트맵 이미지에 사용하기에는 너무 작습니다." - msgid "Bake Lightmaps" msgstr "라이트맵 굽기" @@ -8450,9 +8250,6 @@ msgstr "표면 %d 오버라이드 머티리얼 설정" msgid "Set Material Override" msgstr "머티리얼 오버라이드 설정" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "선택된 여러 노드에 드래그 드롭할 수 없습니다." - msgid "None" msgstr "없음" @@ -8636,9 +8433,6 @@ msgstr "변형을 XZ 평면으로 잠금" msgid "Lock Transformation to XY plane" msgstr "변형을 XY 평면으로 잠금" -msgid "Cancel Transformation" -msgstr "변형 취소" - msgid "Begin Translate Transformation" msgstr "이동 변형 시작" @@ -8826,9 +8620,6 @@ msgstr "뷰포트 3개 (다른 방식)" msgid "4 Viewports" msgstr "뷰포트 4개" -msgid "Gizmos" -msgstr "기즈모" - msgid "View Origin" msgstr "원점 보기" @@ -8853,9 +8644,6 @@ msgstr "스케일 스냅 (%):" msgid "Viewport Settings" msgstr "뷰포트 설정" -msgid "Perspective FOV (deg.):" -msgstr "원근 시야 (도):" - msgid "View Z-Near:" msgstr "Z-근경 보기:" @@ -9030,6 +8818,9 @@ msgstr "점 삭제" msgid "Close Curve" msgstr "곡선 닫기" +msgid "Please Confirm..." +msgstr "확인해주세요..." + msgid "Mirror Handle Angles" msgstr "핸들 각도 거울" @@ -9557,6 +9348,9 @@ msgstr "코드 영역 생성" msgid "Unfold All Lines" msgstr "모든 행 펼치기" +msgid "Duplicate Selection" +msgstr "선택 항목 복제" + msgid "Duplicate Lines" msgstr "행 복제" @@ -9623,21 +9417,9 @@ msgstr "종료하기 전에 해당 셰이더의 변경사항을 저장하시겠 msgid "Shader Editor" msgstr "셰이더 에디터" -msgid "New Shader Include" -msgstr "셰이더 인클루드 만들기" - -msgid "Load Shader File" -msgstr "셰이더 파일 불러오기" - -msgid "Load Shader Include File" -msgstr "셰이더 인클루드 파일 불러오기" - msgid "Save File" msgstr "파일 저장" -msgid "Save File As" -msgstr "파일을 다른 이름으로 저장" - msgid "Open File in Inspector" msgstr "파일을 인스펙터에서 열기" @@ -9775,9 +9557,6 @@ msgstr "다른 씬으로부터 스프라이트를 변환할 수 없습니다." msgid "Can't convert an empty sprite to mesh." msgstr "빈 스프라이트를 메시로 변환할 수 없습니다." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "애니메이션 프레임을 사용하는 스프라이트를 메시로 변환할 수 없습니다." - msgid "Invalid geometry, can't replace by mesh." msgstr "잘못된 지오메트리. 메시로 대체할 수 없습니다." @@ -10797,13 +10576,6 @@ msgstr "흩뿌리기:" msgid "Tiles" msgstr "타일" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"이 타일맵의 타일셋에 지정된 소스가 없습니다. TileSet의 아래 탭에서 소스를 하" -"나 추가하세요." - msgid "Sort sources" msgstr "소스 정렬" @@ -10843,11 +10615,6 @@ msgid "" "with the same terrain." msgstr "연결 모드: 지형을 칠하면, 둘러싸는 타일들을 같은 지형으로 연결합니다." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "경로 모드: 지형을 칠하면, 같은 획에서 칠한 이전 타일과 연결합니다." - msgid "Terrains" msgstr "지형" @@ -11167,9 +10934,6 @@ msgstr "" "조하게 됩니다. 이 경우 예측하지 못한 데이터 손실이 발생할 수도 있습니다. 변경 " "시 주의해주세요." -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "씬 타일 추가" @@ -12246,6 +12010,9 @@ msgstr "입력된 값의 최소값과 최대값 사이의 임의의 값을 반 msgid "Remaps a given input from the input range to the output range." msgstr "주어진 입력을 입력 범위에서 출력 범위로 리매핑합니다." +msgid "Rotates an input vector by a given angle." +msgstr "입력된 벡터를 주어진 각도만큼 회전합니다." + msgid "Vector function." msgstr "벡터 함수." @@ -12501,213 +12268,8 @@ msgstr "VoxelGI 굽기" msgid "Select path for VoxelGI Data File" msgstr "VoxelGI 데이터 파일 경로 선택" -msgid "The path specified doesn't exist." -msgstr "지정한 경로가 없습니다." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "패키지 파일을 여는 중 오류 (ZIP 형식이 아닙니다)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니" -"다." - -msgid "Please choose an empty folder." -msgstr "비어있는 폴더를 선택해주세요." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"\"project.godot\" 파일, 해당 파일을 포함하는 디렉터리 또는 \".zip\" 파일을 선" -"택해주세요." - -msgid "This directory already contains a Godot project." -msgstr "디렉토리에 Godot 프로젝트가 이미 존재합니다." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"해당 경로에 프로젝트를 저장할 수 없습니다. 새 폴더를 만들거나 다른 경로를 골라" -"주세요." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"선택된 경로는 비어있지 않습니다. 비어 있는 폴더를 선택하는 것을 매우 권장합니" -"다." - -msgid "New Game Project" -msgstr "새 게임 프로젝트" - -msgid "Imported Project" -msgstr "가져온 프로젝트" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "\"project.godot\" 파일 또는 \".zip\" 파일을 선택해주세요." - -msgid "Invalid project name." -msgstr "잘못된 프로젝트 이름입니다." - -msgid "Couldn't create folder." -msgstr "폴더를 만들 수 없습니다." - -msgid "There is already a folder in this path with the specified name." -msgstr "이 경로에는 이 이름으로 된 폴더가 이미 있습니다." - -msgid "It would be a good idea to name your project." -msgstr "프로젝트 이름을 정하는 게 좋을 것입니다." - -msgid "Supports desktop platforms only." -msgstr "데스크톱 플랫폼만을 지원합니다." - -msgid "Advanced 3D graphics available." -msgstr "고급 3D 그래픽을 사용할 수 있습니다." - -msgid "Can scale to large complex scenes." -msgstr "크고 복잡한 씬도 충분히 그려낼 수 있습니다." - -msgid "Uses RenderingDevice backend." -msgstr "RenderingDevice 백엔드를 사용합니다." - -msgid "Slower rendering of simple scenes." -msgstr "단순한 씬을 렌더링할 때의 성능은 떨어집니다." - -msgid "Supports desktop + mobile platforms." -msgstr "데스크톱과 모바일 플랫폼을 지원합니다." - -msgid "Less advanced 3D graphics." -msgstr "조금 덜 고급인 3D 그래픽을 사용할 수 있습니다." - -msgid "Less scalable for complex scenes." -msgstr "크고 복잡한 씬을 그려내기에는 좋지 않습니다." - -msgid "Fast rendering of simple scenes." -msgstr "단순한 씬을 빠르게 그려낼 수 있습니다." - -msgid "Supports desktop, mobile + web platforms." -msgstr "데스크톱, 모바일, 웹 플랫폼을 지원합니다." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "고급 3D 그래픽 사용 능력이 가장 떨어집니다 (아직 작업 중입니다)." - -msgid "Intended for low-end/older devices." -msgstr "저성능 또는 오래된 디바이스에서 사용하는 용도입니다." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "OpenGL 3 백엔드 (OpenGL 3.3/ES 3.0/WebGL2)를 사용합니다." - -msgid "Fastest rendering of simple scenes." -msgstr "단순한 씬을 가장 빠르게 그려낼 수 있습니다." - -msgid "Invalid project path (changed anything?)." -msgstr "잘못된 프로젝트 경로 (무언가를 변경하셨나요?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상" -"된 것 같습니다." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "'%s'에 프로젝트를 저장 할 수 없습니다 (오류 %d)." - -msgid "Warning: This folder is not empty" -msgstr "경고: 빈 폴더가 아닙니다" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"비어있지 않은 폴더에 Godot 프로젝트를 만들고 있습니다.\n" -"그러면, 폴더 내의 모든 내용물들을 프로젝트 리소스로서 가져올 것입니다!\n" -"\n" -"정말로 진행하시겠습니까?" - -msgid "Couldn't create project.godot in project path." -msgstr "프로젝트 경로에 project.godot 파일을 만들 수 없습니다." - -msgid "Couldn't create icon.svg in project path." -msgstr "프로젝트 경로에 icon.svg 파일을 만들 수 없습니다." - -msgid "Error opening package file, not in ZIP format." -msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다." - -msgid "The following files failed extraction from package:" -msgstr "다음 파일을 패키지에서 추출하는데 실패함:" - -msgid "Package installed successfully!" -msgstr "패키지를 성공적으로 설치했습니다!" - -msgid "Rename Project" -msgstr "프로젝트 이름 바꾸기" - -msgid "Import Existing Project" -msgstr "기존 프로젝트 가져오기" - -msgid "Import & Edit" -msgstr "가져오기 & 편집" - -msgid "Create New Project" -msgstr "새 프로젝트 만들기" - -msgid "Create & Edit" -msgstr "만들기 & 편집" - -msgid "Install Project:" -msgstr "프로젝트 설치:" - -msgid "Install & Edit" -msgstr "설치 & 편집" - -msgid "Project Name:" -msgstr "프로젝트 이름:" - -msgid "Project Path:" -msgstr "프로젝트 경로:" - -msgid "Project Installation Path:" -msgstr "프로젝트 설치 경로:" - -msgid "Renderer:" -msgstr "렌더러:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "렌더러는 나중에 바꿀 수 있지만, 씬을 조정해야 할 수도 있습니다." - -msgid "Version Control Metadata:" -msgstr "버전 컨트롤 메타데이터:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "이 프로젝트는 다른 Godot 버전에서 마지막으로 편집되었습니다: " - -msgid "This project uses features unsupported by the current build:" -msgstr "이 프로젝트는 현재 빌드에서는 지원하지 않는 기능을 사용합니다:" - -msgid "Error: Project is missing on the filesystem." -msgstr "오류: 프로젝트가 파일시스템에서 누락되었습니다." - -msgid "Missing Project" -msgstr "누락된 프로젝트" - -msgid "Local" -msgstr "로컬" - -msgid "Local Projects" -msgstr "로컬 프로젝트" - -msgid "Asset Library Projects" -msgstr "애셋 라이브러리 프로젝트" - -msgid "Can't open project at '%s'." -msgstr "'%s'에서 프로젝트를 열 수 없습니다." +msgid "Are you sure to run %d projects at once?" +msgstr "%d개의 프로젝트를 동시에 실행할까요?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12855,24 +12417,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "무시하고 열까요? 프로젝트가 수정될 것입니다." +msgid "Remove %d projects from the list?" +msgstr "목록에서 프로젝트 %d개를 제거하시겠습니까?" + +msgid "Remove this project from the list?" +msgstr "목록에서 이 프로젝트를 제거하시겠습니까?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"프로젝트를 실행할 수 없음: 메인 씬을 정의하지 않았습니다.\n" -"프로젝트를 편집하고 프로젝트 설정의 \"어플리케이션\" 카테고리에서 메인 씬을 설" -"정해주세요." +"모든 누락된 프로젝트를 목록에서 제거하시겠습니까?\n" +"프로젝트 폴더의 콘텐츠는 수정되지 않습니다." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"프로젝트를 실행할 수 없음: 애셋을 가져와야 합니다.\n" -"프로젝트를 편집해서 최초 가져오기가 실행되도록 하세요." +"'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상" +"된 것 같습니다." -msgid "Are you sure to run %d projects at once?" -msgstr "%d개의 프로젝트를 동시에 실행할까요?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "'%s'에 프로젝트를 저장 할 수 없습니다 (오류 %d)." msgid "Tag name can't be empty." msgstr "태그 이름은 비워둘 수 없습니다." @@ -12886,26 +12451,6 @@ msgstr "다음 문자들을 태그에 넣을 수 없습니다: %s." msgid "Tag name must be lowercase." msgstr "태그 이름은 소문자여야 합니다." -msgid "Remove %d projects from the list?" -msgstr "목록에서 프로젝트 %d개를 제거하시겠습니까?" - -msgid "Remove this project from the list?" -msgstr "목록에서 이 프로젝트를 제거하시겠습니까?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"모든 누락된 프로젝트를 목록에서 제거하시겠습니까?\n" -"프로젝트 폴더의 콘텐츠는 수정되지 않습니다." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"언어가 바뀌었습니다.\n" -"인터페이스는 에디터나 프로젝트 매니저를 다시 시작하고 나서 갱신됩니다." - msgctxt "Application" msgid "Project Manager" msgstr "프로젝트 매니저" @@ -12943,9 +12488,18 @@ msgstr "마지막으로 수정됨" msgid "Tags" msgstr "태그" +msgid "Create New Project" +msgstr "새 프로젝트 만들기" + +msgid "Import Existing Project" +msgstr "기존 프로젝트 가져오기" + msgid "Edit Project" msgstr "프로젝트 편집" +msgid "Rename Project" +msgstr "프로젝트 이름 바꾸기" + msgid "Manage Tags" msgstr "태그 설정" @@ -12955,12 +12509,6 @@ msgstr "프로젝트 제거" msgid "Remove Missing" msgstr "누락된 부분 제거" -msgid "About" -msgstr "정보" - -msgid "Restart Now" -msgstr "지금 다시 시작" - msgid "Select a Folder to Scan" msgstr "스캔할 폴더를 선택하세요" @@ -12994,16 +12542,6 @@ msgstr "" "중요: 반드시 변환하기 전에 프로젝트를 어딘가에 백업해 두세요. 변환을 수행하면 " "이전 버전의 Godot에서 프로젝트를 열지 못하게 됩니다." -msgid "Can't run project" -msgstr "프로젝트를 실행할 수 없습니다" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"현재 프로젝트가 하나도 없습니다.\n" -"애셋 라이브러리에서 공식 예제 프로젝트를 찾아보는 게 어떤가요?" - msgid "Manage Project Tags" msgstr "프로젝트 태그 설정" @@ -13025,6 +12563,181 @@ msgstr "새 태그 만들기" msgid "Tags are capitalized automatically when displayed." msgstr "태그 대소문자는 보여질 때 자동으로 붙여집니다." +msgid "The path specified doesn't exist." +msgstr "지정한 경로가 없습니다." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "패키지 파일을 여는 중 오류 (ZIP 형식이 아닙니다)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니" +"다." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"\"project.godot\" 파일, 해당 파일을 포함하는 디렉터리 또는 \".zip\" 파일을 선" +"택해주세요." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"해당 경로에 프로젝트를 저장할 수 없습니다. 새 폴더를 만들거나 다른 경로를 골라" +"주세요." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"선택된 경로는 비어있지 않습니다. 비어 있는 폴더를 선택하는 것을 매우 권장합니" +"다." + +msgid "New Game Project" +msgstr "새 게임 프로젝트" + +msgid "Imported Project" +msgstr "가져온 프로젝트" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "\"project.godot\" 파일 또는 \".zip\" 파일을 선택해주세요." + +msgid "Invalid project name." +msgstr "잘못된 프로젝트 이름입니다." + +msgid "Couldn't create folder." +msgstr "폴더를 만들 수 없습니다." + +msgid "There is already a folder in this path with the specified name." +msgstr "이 경로에는 이 이름으로 된 폴더가 이미 있습니다." + +msgid "It would be a good idea to name your project." +msgstr "프로젝트 이름을 정하는 게 좋을 것입니다." + +msgid "Supports desktop platforms only." +msgstr "데스크톱 플랫폼만을 지원합니다." + +msgid "Advanced 3D graphics available." +msgstr "고급 3D 그래픽을 사용할 수 있습니다." + +msgid "Can scale to large complex scenes." +msgstr "크고 복잡한 씬도 충분히 그려낼 수 있습니다." + +msgid "Uses RenderingDevice backend." +msgstr "RenderingDevice 백엔드를 사용합니다." + +msgid "Slower rendering of simple scenes." +msgstr "단순한 씬을 렌더링할 때의 성능은 떨어집니다." + +msgid "Supports desktop + mobile platforms." +msgstr "데스크톱과 모바일 플랫폼을 지원합니다." + +msgid "Less advanced 3D graphics." +msgstr "조금 덜 고급인 3D 그래픽을 사용할 수 있습니다." + +msgid "Less scalable for complex scenes." +msgstr "크고 복잡한 씬을 그려내기에는 좋지 않습니다." + +msgid "Fast rendering of simple scenes." +msgstr "단순한 씬을 빠르게 그려낼 수 있습니다." + +msgid "Supports desktop, mobile + web platforms." +msgstr "데스크톱, 모바일, 웹 플랫폼을 지원합니다." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "고급 3D 그래픽 사용 능력이 가장 떨어집니다 (아직 작업 중입니다)." + +msgid "Intended for low-end/older devices." +msgstr "저성능 또는 오래된 디바이스에서 사용하는 용도입니다." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "OpenGL 3 백엔드 (OpenGL 3.3/ES 3.0/WebGL2)를 사용합니다." + +msgid "Fastest rendering of simple scenes." +msgstr "단순한 씬을 가장 빠르게 그려낼 수 있습니다." + +msgid "Invalid project path (changed anything?)." +msgstr "잘못된 프로젝트 경로 (무언가를 변경하셨나요?)." + +msgid "Warning: This folder is not empty" +msgstr "경고: 빈 폴더가 아닙니다" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"비어있지 않은 폴더에 Godot 프로젝트를 만들고 있습니다.\n" +"그러면, 폴더 내의 모든 내용물들을 프로젝트 리소스로서 가져올 것입니다!\n" +"\n" +"정말로 진행하시겠습니까?" + +msgid "Couldn't create project.godot in project path." +msgstr "프로젝트 경로에 project.godot 파일을 만들 수 없습니다." + +msgid "Couldn't create icon.svg in project path." +msgstr "프로젝트 경로에 icon.svg 파일을 만들 수 없습니다." + +msgid "Error opening package file, not in ZIP format." +msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다." + +msgid "The following files failed extraction from package:" +msgstr "다음 파일을 패키지에서 추출하는데 실패함:" + +msgid "Package installed successfully!" +msgstr "패키지를 성공적으로 설치했습니다!" + +msgid "Import & Edit" +msgstr "가져오기 & 편집" + +msgid "Create & Edit" +msgstr "만들기 & 편집" + +msgid "Install Project:" +msgstr "프로젝트 설치:" + +msgid "Install & Edit" +msgstr "설치 & 편집" + +msgid "Project Name:" +msgstr "프로젝트 이름:" + +msgid "Project Path:" +msgstr "프로젝트 경로:" + +msgid "Project Installation Path:" +msgstr "프로젝트 설치 경로:" + +msgid "Renderer:" +msgstr "렌더러:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "렌더러는 나중에 바꿀 수 있지만, 씬을 조정해야 할 수도 있습니다." + +msgid "Version Control Metadata:" +msgstr "버전 컨트롤 메타데이터:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "이 프로젝트는 다른 Godot 버전에서 마지막으로 편집되었습니다: " + +msgid "This project uses features unsupported by the current build:" +msgstr "이 프로젝트는 현재 빌드에서는 지원하지 않는 기능을 사용합니다:" + +msgid "Error: Project is missing on the filesystem." +msgstr "오류: 프로젝트가 파일시스템에서 누락되었습니다." + +msgid "Missing Project" +msgstr "누락된 프로젝트" + +msgid "Restart Now" +msgstr "지금 다시 시작" + msgid "Add Project Setting" msgstr "프로젝트 설정 추가" @@ -13100,9 +12813,6 @@ msgstr "접미사:" msgid "Use Regular Expressions" msgstr "정규 표현식 사용" -msgid "Advanced Options" -msgstr "고급 옵션" - msgid "Substitute" msgstr "대체" @@ -13286,12 +12996,6 @@ msgstr "스크립트 떼기" msgid "This operation can't be done on the tree root." msgstr "이 작업은 트리 루트에서 할 수 없습니다." -msgid "Move Node In Parent" -msgstr "노드를 부모 노드로 이동" - -msgid "Move Nodes In Parent" -msgstr "노드들을 부모 노드로 이동" - msgid "Duplicate Node(s)" msgstr "노드 복제" @@ -13412,9 +13116,6 @@ msgstr "새 씬 루트" msgid "Create Root Node:" msgstr "루트 노드 만들기:" -msgid "Switch to Favorite Nodes" -msgstr "즐겨찾기 노드로 전환" - msgid "Other Node" msgstr "다른 노드" @@ -13490,6 +13191,16 @@ msgstr "선택으로 자동 확장" msgid "All Scene Sub-Resources" msgstr "모든 씬 하위 리소스" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"노드 이름 / 타입 (그 앞에 \"type:\" 또는 \"t:\") / 그룹 (그 앞에 \"group:\" 또" +"는 \"g:\")\n" +"을 입력하여 노드를 필터링합니다. 대소문자를 구별하지 않습니다." + msgid "Filter by Type" msgstr "타입으로 필터" @@ -13550,12 +13261,6 @@ msgstr "타입 바꾸기..." msgid "Attach Script..." msgstr "스크립트 붙이기..." -msgid "Extend Script..." -msgstr "스크립트 상속..." - -msgid "Reparent to New Node" -msgstr "새 노드에 부모 노드 다시 지정" - msgid "Make Scene Root" msgstr "씬 루트 만들기" @@ -13577,16 +13282,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "필터: 이름, t:타입, g:그룹" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"노드 이름 / 타입 (그 앞에 \"type:\" 또는 \"t:\") / 그룹 (그 앞에 \"group:\" 또" -"는 \"g:\")\n" -"을 입력하여 노드를 필터링합니다. 대소문자를 구별하지 않습니다." - msgid "Attach a new or existing script to the selected node." msgstr "선택한 노드에 새 스크립트나 기존 스크립트를 붙입니다." @@ -13608,6 +13303,9 @@ msgstr "" "원인이 됩니다.\n" "성능을 향상시키려면 로컬 씬 트리 독으로 다시 전환하세요." +msgid "Local" +msgstr "로컬" + msgid "Delete Related Animation Tracks" msgstr "관련 애니메이션 트랙 삭제" @@ -13766,12 +13464,6 @@ msgstr "셰이더 만들기" msgid "Set Shader Global Variable" msgstr "셰이더 전역 변수 설정" -msgid "Please specify a valid shader uniform identifier name." -msgstr "올바른 셰이더 유니폼 식별자 이름을 지정해 주세요." - -msgid "Global shader parameter '%s' already exists'" -msgstr "글로벌 셰이더 매개변수 '%s'이(가) 이미 있습니다" - msgid "Name '%s' is a reserved shader language keyword." msgstr "'%s'는 셰이더 언어의 예약된 키워드입니다." @@ -13790,19 +13482,39 @@ msgstr "다시 저장을 시도하고 있습니다. " msgid "Attempting to remove " msgstr "제거를 시도하고 있습니다. " +msgid "" +"The mesh format has changed in Godot 4.2, which affects both imported meshes " +"and meshes authored inside of Godot. The engine needs to update the format in " +"order to use those meshes.\n" +"\n" +"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"this one time conversion tool. This update will restart the editor and may " +"take several minutes. Upgrading will make the meshes incompatible with " +"previous versions of Godot.\n" +"\n" +"You can still use your existing meshes as is. The engine will update each " +"mesh in memory, but the update will not be saved. Choosing this option will " +"lead to slower load times every time this project is loaded." +msgstr "" +"Godot 4.2에서 메시 포맷이 변경되어, 기존에 불러온 메시와 Godot 내에서 작성한 " +"메시를 모두 수정해야 합니다. 엔진은 해당 메시를 사용하기 위해 포맷을 업데이트" +"해야 합니다. \n" +"\n" +"만약 현재 프로젝트가 Godot 4.2 이전 버전에서 작성되었고 메시가 포함되어있다" +"면, 이 변환 툴을 추천합니다. 이 업데이트는 에디터를 재시작하며 몇 분의 시간이 " +"걸립니다. 업그레이드 시 프로젝트 내 메시는 Godot 4.2 이전 버전에서 호환되지 않" +"습니다.\n" +"\n" +"메시를 그대로 둘 수 있습니다. 엔진은 각 메시를 메모리에 업데이트하지만 저장을 " +"하지는 않습니다. 만약 메시를 그대로 둘 경우 프로젝트를 불러올 때마다 오랜 시간" +"이 걸릴 것입니다." + msgid "Restart & Upgrade" msgstr "재시작 및 업그레이드" msgid "Make this panel floating in the screen %d." msgstr "이 패널을 화면 %d 위에 창으로 띄웁니다." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"이 패널을 창으로 띄웁니다.\n" -"우클릭으로 화면 선택기를 엽니다." - msgid "Select Screen" msgstr "화면 선택" @@ -14562,18 +14274,6 @@ msgstr "" "Gradle 빌드 템플릿으로 빌드하려 했으나, 버전 정보가 없습니다. '프로젝트' 메뉴" "에서 다시 설치해주세요." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Android 빌드 버전이 맞지 않음: 설치된 템플릿: %s, Godot 버전: %s. '프로젝트' " -"메뉴에서 Android 빌드 템플릿을 다시 설치해주세요." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"res://android/build/res/*.xml 파일을 프로젝트 이름으로 덮어쓸 수 없습니다." - msgid "Could not export project files to gradle project." msgstr "프로젝트 파일을 gradle 프로젝트로 내보낼 수 없습니다." @@ -15057,15 +14757,6 @@ msgid "" msgstr "충돌 오브젝트가 Area2D일 경우 일방향 충돌 속성은 무시됩니다." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용도로" -"만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D 등의 자식으로만 사용해주세요." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15333,12 +15024,6 @@ msgstr "" "주세요." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습" -"니다." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습니" @@ -15513,13 +15198,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "프로브 가속 구조 생성 중" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"LightmapGI 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에" -"서 지원될 예정입니다." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "NavigationAgent3D는 Node3D 기반의 부모 노드 아래에서만 사용할 수 있습니다." @@ -15746,9 +15424,6 @@ msgstr "" msgid "Alert!" msgstr "경고!" -msgid "Please Confirm..." -msgstr "확인해주세요..." - msgid "You don't have permission to access contents of this folder." msgstr "이 폴더에 접근할 권한이 없습니다." diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index bb5f71981d..27f595579e 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -377,9 +377,6 @@ msgstr "Rediģēt Notikumu" msgid "Remove Event" msgstr "Noņemt Notikumu" -msgid "Filter by name..." -msgstr "Filtrēt pēc nosaukuma..." - msgid "Clear All" msgstr "Iztīrīt Visu" @@ -477,30 +474,6 @@ msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" "Nevar mainīt atkārtošanās režīmu animācijai, kas iegūta no importētās ainas." -msgid "Property Track" -msgstr "Mainīgo Celiņš" - -msgid "3D Position Track" -msgstr "3D Pozīcijas Celiņš" - -msgid "3D Rotation Track" -msgstr "3D Rotācijas Celiņš" - -msgid "Blend Shape Track" -msgstr "Formu Sajaukšanas Celiņš" - -msgid "Call Method Track" -msgstr "Izsaukt Metožu Celiņu" - -msgid "Bezier Curve Track" -msgstr "Bezjē Līkņu Celiņš" - -msgid "Audio Playback Track" -msgstr "Audio atskaņošanas celiņs" - -msgid "Animation Playback Track" -msgstr "Animācijas atskaņošanas celiņs" - msgid "Animation length (frames)" msgstr "Animācijas garums (kadri)" @@ -591,9 +564,6 @@ msgstr "Apgriezt Cilpas Interpolāciju" msgid "Wrap Loop Interp" msgstr "Aptīt Cilpas Interpolāciju" -msgid "Insert Key" -msgstr "Ievietot Atslēgu" - msgid "Duplicate Key(s)" msgstr "Dublicēt atslēgvietnes" @@ -699,10 +669,6 @@ msgstr "Starpliktuve ir tukša!" msgid "Paste Tracks" msgstr "Ielīmēt celiņus" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "Šī iespēja nestrādā ar Bazjē rediģēšanu, jo tai ir tikai viens celiņš." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "Izvēlieties 'AnimationPlayer' mezglu, lai izveidotu un rediģētu animācijas." @@ -734,21 +700,6 @@ msgstr "Rediģēt" msgid "Animation properties." msgstr "Animācijas īpašības." -msgid "Copy Tracks" -msgstr "Kopēt celiņus" - -msgid "Scale Selection" -msgstr "Mēroga Izvēle" - -msgid "Scale From Cursor" -msgstr "Skala No Kursora" - -msgid "Duplicate Selection" -msgstr "Izveidot Dublikātu Izvēlētajam" - -msgid "Duplicate Transposed" -msgstr "Dublicēt transponējušās" - msgid "Delete Selection" msgstr "Dzēst izvēlētos" @@ -1492,6 +1443,9 @@ msgstr "[tukšs]" msgid "[unsaved]" msgstr "[nesaglabāts]" +msgid "Dock Position" +msgstr "Doka pozīcija" + msgid "3D Editor" msgstr "3D Redaktors" @@ -1644,6 +1598,12 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "(Re)Importē vienumus" +msgid "Operators" +msgstr "Operātors" + +msgid "Method Descriptions" +msgstr "Metožu Apraksts" + msgid "Top" msgstr "Virsotne" @@ -1671,9 +1631,6 @@ msgstr "pārraksta %s:" msgid "default:" msgstr "pēc noklusējuma:" -msgid "Operators" -msgstr "Operātors" - msgid "Theme Properties" msgstr "Motīva iestatījumi" @@ -1708,9 +1665,6 @@ msgstr "" "Pašreiz šim mainīgajam nav apraksta. Lūdzu, palīdzi mums [color=$color]" "[url=$url]izveidot to[/url][/color]!" -msgid "Method Descriptions" -msgstr "Metožu Apraksts" - msgid "Property:" msgstr "Parametrs:" @@ -1723,6 +1677,21 @@ msgstr "%d sakritība." msgid "%d matches." msgstr "%d sakritības." +msgid "Method" +msgstr "Metode" + +msgid "Signal" +msgstr "Signāls" + +msgid "Constant" +msgstr "Konstante" + +msgid "Property" +msgstr "Mainīgais" + +msgid "Theme Property" +msgstr "Motīva Mainīgais" + msgid "Search Help" msgstr "Meklēt Palīdzību" @@ -1759,21 +1728,6 @@ msgstr "Dalībnieka veids" msgid "Class" msgstr "Klase" -msgid "Method" -msgstr "Metode" - -msgid "Signal" -msgstr "Signāls" - -msgid "Constant" -msgstr "Konstante" - -msgid "Property" -msgstr "Mainīgais" - -msgid "Theme Property" -msgstr "Motīva Mainīgais" - msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Vērtības piespraušana liek to saglabāt, pat ja tā ir vienāda ar noklusējuma " @@ -2084,15 +2038,15 @@ msgstr "" "Izvēlētā aina '%s' nav ainas fails, izvēlieties derīgu?\n" "To var mainīt vēlāk projekta iestatījumos sadaļā 'aplikācija'." +msgid "Default" +msgstr "Noklusējuma" + msgid "Save Layout" msgstr "Saglabāt izkārtojumu" msgid "Delete Layout" msgstr "Dzēst izkārtojumu" -msgid "Default" -msgstr "Noklusējuma" - msgid "Save & Close" msgstr "Saglabāt & aizvērt" @@ -2108,9 +2062,6 @@ msgstr "%d vēl faili" msgid "Forward+" msgstr "UzPriekšu+" -msgid "Dock Position" -msgstr "Doka pozīcija" - msgid "Distraction Free Mode" msgstr "Traucējumu brīvs režīms" @@ -2153,6 +2104,9 @@ msgstr "Aizvērt ainu" msgid "Quit" msgstr "Iziet" +msgid "Editor Settings..." +msgstr "Redaktora iestatījumi..." + msgid "Project" msgstr "Projekts" @@ -2186,9 +2140,6 @@ msgstr "Iziet uz projektu sarakstu" msgid "Editor" msgstr "Redaktors" -msgid "Editor Settings..." -msgstr "Redaktora iestatījumi..." - msgid "Editor Layout" msgstr "Redaktora izkārtojums" @@ -2237,9 +2188,6 @@ msgstr "Ieteikt Iespēju" msgid "Send Docs Feedback" msgstr "Sūtīt dokumentu atsauksmi" -msgid "About Godot" -msgstr "Par Godot" - msgid "Support Godot Development" msgstr "Atbalstīt Godot izstrādi" @@ -2328,8 +2276,8 @@ msgstr "Atvērt iepriekšējo redaktoru" msgid "Warning!" msgstr "Brīdinājums!" -msgid "Main Script:" -msgstr "Galvenais Skripts:" +msgid "On" +msgstr "Ieslēgts" msgid "Edit Plugin" msgstr "Rediģēt spraudni" @@ -2343,15 +2291,9 @@ msgstr "Versija" msgid "Author" msgstr "Autors" -msgid "Status" -msgstr "Statuss" - msgid "Edit Text:" msgstr "Rediģēt Tekstu:" -msgid "On" -msgstr "Ieslēgts" - msgid "Bit %d, value %d" msgstr "Bits %d, vērtība %d" @@ -2373,6 +2315,9 @@ msgstr "Jauna atslēga:" msgid "New Value:" msgstr "Jauna vērtība:" +msgid "Load..." +msgstr "Ielādē..." + msgid "Save As..." msgstr "Saglabāt kā..." @@ -2382,11 +2327,8 @@ msgstr "Parādīt failu sistēmā" msgid "Convert to %s" msgstr "Konvertēt uz %s" -msgid "New Script" -msgstr "Jauns skripts" - -msgid "Extend Script" -msgstr "Pagarināt skriptu" +msgid "New Script..." +msgstr "Jauns Skripts..." msgid "Write your logic in the _run() method." msgstr "Raksti savu loģiku _run() metodē." @@ -2566,9 +2508,6 @@ msgstr "Jauna mape..." msgid "New Scene..." msgstr "Jauna Aina..." -msgid "New Script..." -msgstr "Jauns Skripts..." - msgid "New Resource..." msgstr "Jauns Resurss..." @@ -2599,36 +2538,12 @@ msgstr "Aizvietot failos" msgid "Searching..." msgstr "Meklē..." -msgid "Invalid group name." -msgstr "Nederīgs grupas nosaukums." - msgid "Rename Group" msgstr "Pārsaukt Grupu" -msgid "Delete Group" -msgstr "Izdzēst Grupu" - -msgid "Groups" -msgstr "Grupas" - -msgid "Empty groups will be automatically removed." -msgstr "Tukšās grupas tiks automātiski noņemtas." - -msgid "Group Editor" -msgstr "Grupas Redaktors" - -msgid "Manage Groups" -msgstr "Pārvaldīt grupas" - msgid "Move" msgstr "Kustināt" -msgid "Please select a base directory first." -msgstr "Lūdzu vispirms izvēlaties bāzes mapi." - -msgid "Choose a Directory" -msgstr "Izvēlēties Direktoriju" - msgid "Select Current Folder" msgstr "Izvēlēties pašreizējo mapi" @@ -2758,6 +2673,9 @@ msgstr "(Savienojas No)" msgid "Saving..." msgstr "Saglabā..." +msgid "Status" +msgstr "Statuss" + msgid "2D" msgstr "2D" @@ -2791,6 +2709,9 @@ msgstr "Pārvaldīt objekta rekvizītus." msgid "Add %d Translations" msgstr "Pievienot %d tulkojumus" +msgid "Groups" +msgstr "Grupas" + msgid "Select a single node to edit its signals and groups." msgstr "Izvēlies kādu mezglu, lai rediģētu tā signālus un grupas." @@ -2812,9 +2733,6 @@ msgstr "Izveidot punktus." msgid "Edit Polygon" msgstr "Rediģēt Daudzstūri" -msgid "Load..." -msgstr "Ielādē..." - msgid "Add Node Point" msgstr "Pievienot Mezgla Punktu" @@ -3043,6 +2961,9 @@ msgstr "Skatīt" msgid "Grid" msgstr "Režģis" +msgid "Insert Key" +msgstr "Ievietot Atslēgu" + msgid "Auto Insert Key" msgstr "Automātiski Ievietot Atslēgu" @@ -3162,6 +3083,9 @@ msgstr "Iespējot doppler" msgid "Pre" msgstr "iepriekš" +msgid "Please Confirm..." +msgstr "Lūdzu apstipriniet..." + msgid "Add Custom Polygon" msgstr "Pievienot pielāgotu daudzstūri" @@ -3290,6 +3214,9 @@ msgstr "Grāmatzīmes" msgid "Go To" msgstr "Iet uz" +msgid "Duplicate Selection" +msgstr "Izveidot Dublikātu Izvēlētajam" + msgid "Evaluate Selection" msgstr "Novērtēt izvēli" @@ -3551,42 +3478,6 @@ msgstr "Transformēt konstanti." msgid "Vector function." msgstr "Vektora funkcija." -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Kļūme atverot paketes failu (tā nav ZIP formātā)." - -msgid "New Game Project" -msgstr "Jauns spēles projekts" - -msgid "Invalid project name." -msgstr "Nederīgs projekta nosaukums." - -msgid "Error opening package file, not in ZIP format." -msgstr "Kļūda atverot failu arhīvu, nav ZIP formātā." - -msgid "The following files failed extraction from package:" -msgstr "Sekojošie faili netika izvilkti no paketes:" - -msgid "Package installed successfully!" -msgstr "Pakete instalēta sekmīgi!" - -msgid "Rename Project" -msgstr "Pārsaukt Projektu" - -msgid "Install & Edit" -msgstr "Instalēt & Rediģēt" - -msgid "Project Path:" -msgstr "Projekta ceļš:" - -msgid "Project Installation Path:" -msgstr "Projekta instalācijas ceļš:" - -msgid "Local Projects" -msgstr "Lokālie projekti" - -msgid "Asset Library Projects" -msgstr "Līdzekļu bibliotēkas projekti" - msgid "Remove this project from the list?" msgstr "Noņemt šo projektu no saraksta?" @@ -3608,18 +3499,15 @@ msgstr "Ielādē, lūdzu uzgaidi..." msgid "Edit Project" msgstr "Rediģēt Projektu" +msgid "Rename Project" +msgstr "Pārsaukt Projektu" + msgid "Remove Project" msgstr "Noņemt Projektu" msgid "Remove Missing" msgstr "Noņemt trūkstošo" -msgid "About" -msgstr "Par" - -msgid "Restart Now" -msgstr "Restartēt tagad" - msgid "Select a Folder to Scan" msgstr "Norādīt mapi kuru skenēt" @@ -3629,15 +3517,35 @@ msgstr "Noņemt visu" msgid "Also delete project contents (no undo!)" msgstr "Dzēst projekta saturu (nevar atsaukt)" -msgid "Can't run project" -msgstr "Nevar palaist projektu" +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Kļūme atverot paketes failu (tā nav ZIP formātā)." -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Jums pašreiz nav neviena projekta.\n" -"Vai vēlaties skatīt oficiālos paraugu projektus Līdzekļu bibliotēkā ?" +msgid "New Game Project" +msgstr "Jauns spēles projekts" + +msgid "Invalid project name." +msgstr "Nederīgs projekta nosaukums." + +msgid "Error opening package file, not in ZIP format." +msgstr "Kļūda atverot failu arhīvu, nav ZIP formātā." + +msgid "The following files failed extraction from package:" +msgstr "Sekojošie faili netika izvilkti no paketes:" + +msgid "Package installed successfully!" +msgstr "Pakete instalēta sekmīgi!" + +msgid "Install & Edit" +msgstr "Instalēt & Rediģēt" + +msgid "Project Path:" +msgstr "Projekta ceļš:" + +msgid "Project Installation Path:" +msgstr "Projekta instalācijas ceļš:" + +msgid "Restart Now" +msgstr "Restartēt tagad" msgid "Project Settings (project.godot)" msgstr "Projekta iestatījumi (project.godot)" @@ -3714,9 +3622,6 @@ msgstr "Izgriezt mezglu(s)" msgid "Change type of node(s)" msgstr "Mezgla(-u) tipa maiņa" -msgid "Reparent to New Node" -msgstr "Pakļaut zem jauna mezgla" - msgid "Add/Create a New Node." msgstr "Pievienot/Izveidot Jaunu Mezglu." @@ -3830,9 +3735,6 @@ msgstr "Pievienot pašreizējo krāsu kā iepriekšnoteiktu krāsu." msgid "Alert!" msgstr "Brīdinājums!" -msgid "Please Confirm..." -msgstr "Lūdzu apstipriniet..." - msgid "(Other)" msgstr "(Cits(i))" diff --git a/editor/translations/editor/ms.po b/editor/translations/editor/ms.po index 2ee1089878..02d76482fa 100644 --- a/editor/translations/editor/ms.po +++ b/editor/translations/editor/ms.po @@ -457,9 +457,6 @@ msgstr "Edit Event" msgid "Remove Event" msgstr "Alihkan Event" -msgid "Filter by name..." -msgstr "Tapis mengikut nama..." - msgid "Clear All" msgstr "Padam Semua" @@ -553,21 +550,6 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Tidak dapat menukar mod gelung pada animasi yang terbenam dalam adegan lain." -msgid "Property Track" -msgstr "Trek Sifat" - -msgid "Call Method Track" -msgstr "Trek Panggilan Kaedah" - -msgid "Bezier Curve Track" -msgstr "Trek Lengkung Bezier" - -msgid "Audio Playback Track" -msgstr "Trek Main balik Audio" - -msgid "Animation Playback Track" -msgstr "Trek Main Balik Animasi" - msgid "Animation length (frames)" msgstr "Panjang animasi (bingkai)" @@ -670,9 +652,6 @@ msgstr "Kepit Gelung Interp" msgid "Wrap Loop Interp" msgstr "Balut Gelung Interp" -msgid "Insert Key" -msgstr "Masukkan Kunci" - msgid "Duplicate Key(s)" msgstr "Menduakan Kunci" @@ -774,12 +753,6 @@ msgstr "Papan klip kosong!" msgid "Paste Tracks" msgstr "Tampal Trek" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Pilihan ini tidak berfungsi untuk pengeditan Bezier, kerana ia hanya satu " -"trek." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Pilih nod AnimationPlayer untuk mencipta dan mengedit animasi." @@ -810,21 +783,6 @@ msgstr "Sunting" msgid "Animation properties." msgstr "Sifat animasi." -msgid "Copy Tracks" -msgstr "Salin Trek" - -msgid "Scale Selection" -msgstr "Pemilihan Skala" - -msgid "Scale From Cursor" -msgstr "Skala Dari Kursor" - -msgid "Duplicate Selection" -msgstr "Menduakan Pilihan" - -msgid "Duplicate Transposed" -msgstr "Menduakan Pindahan" - msgid "Delete Selection" msgstr "Padam Pilihan" @@ -1526,6 +1484,9 @@ msgstr "[kosong]" msgid "[unsaved]" msgstr "[tidak disimpan]" +msgid "Dock Position" +msgstr "Kedudukan Dok" + msgid "3D Editor" msgstr "Editor 3D" @@ -1684,6 +1645,9 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "Mengimport (Semula) Aset" +msgid "Method Descriptions" +msgstr "Penerangan Kaedah" + msgid "Top" msgstr "Atas" @@ -1745,9 +1709,6 @@ msgstr "" "Tiada keterangan untuk sifat ini. Tolong bantu kami dengan [color=$color]" "[url=$url]menyumbang satu[/url][/color]!" -msgid "Method Descriptions" -msgstr "Penerangan Kaedah" - msgid "Property:" msgstr "Sifat:" @@ -1760,6 +1721,21 @@ msgstr "%d padan." msgid "%d matches." msgstr "%d padan." +msgid "Method" +msgstr "Kaedah" + +msgid "Signal" +msgstr "Isyarat" + +msgid "Constant" +msgstr "Pemalar" + +msgid "Property" +msgstr "Sifat" + +msgid "Theme Property" +msgstr "Sifat Tema" + msgid "Search Help" msgstr "Cari Bantuan" @@ -1796,21 +1772,6 @@ msgstr "Jenis Ahli" msgid "Class" msgstr "Kelas" -msgid "Method" -msgstr "Kaedah" - -msgid "Signal" -msgstr "Isyarat" - -msgid "Constant" -msgstr "Pemalar" - -msgid "Property" -msgstr "Sifat" - -msgid "Theme Property" -msgstr "Sifat Tema" - msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Menyemat nilai memaksanya untuk disimpan walaupun ia sama dengan nilai asal." @@ -2125,15 +2086,15 @@ msgstr "" "Anda boleh mengubahnya kemudian dalam \"Tetapan Projek\" di bawah kategori " "'aplikasi'." +msgid "Default" +msgstr "Lalai" + msgid "Save Layout" msgstr "Simpan Susun Atur" msgid "Delete Layout" msgstr "Padam Susun Atur" -msgid "Default" -msgstr "Lalai" - msgid "Save & Close" msgstr "Simpan & Tutup" @@ -2149,9 +2110,6 @@ msgstr "%d lebih banyak fail-fail" msgid "Pan View" msgstr "Pandangan Pan" -msgid "Dock Position" -msgstr "Kedudukan Dok" - msgid "Distraction Free Mode" msgstr "Mod Bebas Gangguan" @@ -2194,6 +2152,9 @@ msgstr "Tutup Adegan" msgid "Quit" msgstr "Keluar" +msgid "Editor Settings..." +msgstr "Tetapan Editor..." + msgid "Project" msgstr "Projek" @@ -2227,9 +2188,6 @@ msgstr "Keluar ke Senarai Projek" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Tetapan Editor..." - msgid "Editor Layout" msgstr "Editor Susun Atur" @@ -2278,9 +2236,6 @@ msgstr "Cadangkan Ciri" msgid "Send Docs Feedback" msgstr "Hantar Maklum Balas Dokumen" -msgid "About Godot" -msgstr "Tentang Godot" - msgid "Support Godot Development" msgstr "Sokong Pembangunan Godot" @@ -2317,17 +2272,6 @@ msgstr "Urus Templat-templat" msgid "Install from file" msgstr "Pasang dari fail" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Templat binaan Android telah dipasang dalam projek ini dan ia tidak akan " -"ditimpa.\n" -"Keluarkan direktori \"res://android/build\" secara manual sebelum mencuba " -"operasi ini semula." - msgid "Show in File Manager" msgstr "Tunjukkan dalam Pengurus Fail" @@ -2392,8 +2336,8 @@ msgstr "Buka Editor sebelumnya" msgid "Warning!" msgstr "Amaran!" -msgid "Main Script:" -msgstr "Skrip Utama:" +msgid "On" +msgstr "Hidupkan" msgid "Edit Plugin" msgstr "Sunting Plugin" @@ -2407,15 +2351,9 @@ msgstr "Versi" msgid "Author" msgstr "Pengarang" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Sunting Teks:" -msgid "On" -msgstr "Hidupkan" - msgid "No name provided." msgstr "Tidak ada nama yang diberikan." @@ -2481,8 +2419,8 @@ msgstr "" "Sumber yang dipilih (%s) tidak sesuai dengan jenis yang diharapkan untuk " "sifat ini (%s)." -msgid "Quick Load" -msgstr "Muatan Cepat" +msgid "Load..." +msgstr "Muatkan..." msgid "Make Unique" msgstr "Buat Unik" @@ -2499,11 +2437,8 @@ msgstr "Tukar ke %s" msgid "New %s" msgstr "%s baru" -msgid "New Script" -msgstr "Skrip Baru" - -msgid "Extend Script" -msgstr "Lanjutkan Skrip" +msgid "New Script..." +msgstr "Skrip Baru..." msgid "" "No runnable export preset found for this platform.\n" @@ -2815,9 +2750,6 @@ msgstr "Folder Baru..." msgid "New Scene..." msgstr "Adegan Baru..." -msgid "New Script..." -msgstr "Skrip Baru..." - msgid "New Resource..." msgstr "Sumber Baru..." @@ -2898,51 +2830,18 @@ msgstr "Gantikan dalam Fail-fail" msgid "Searching..." msgstr "Mencari..." +msgid "Rename Group" +msgstr "Namakan semula Kumpulan" + msgid "Add to Group" msgstr "Tambah ke Kumpulan" msgid "Remove from Group" msgstr "Alih keluar dari Kumpulan" -msgid "Invalid group name." -msgstr "Nama kumpulan tidak sah." - -msgid "Group name already exists." -msgstr "Nama kumpulan sudah wujud." - -msgid "Rename Group" -msgstr "Namakan semula Kumpulan" - -msgid "Delete Group" -msgstr "Padam Kumpulan" - -msgid "Groups" -msgstr "Kumpulan" - -msgid "Nodes Not in Group" -msgstr "Nod-nod Tidak dalam Kumpulan" - -msgid "Nodes in Group" -msgstr "Nod-nod dalam Kumpulan" - -msgid "Empty groups will be automatically removed." -msgstr "Kumpulan-kumpulan kosong akan dikeluarkan secara automatik." - -msgid "Group Editor" -msgstr "Editor Kumpulan" - -msgid "Manage Groups" -msgstr "Urus Kumpulan-kumpulan" - msgid "Move" msgstr "Pindah" -msgid "Please select a base directory first." -msgstr "Sila pilih direktori asas terlebih dahulu." - -msgid "Choose a Directory" -msgstr "Pilih Direktori" - msgid "Network" msgstr "Rangkaian" @@ -3087,6 +2986,9 @@ msgstr "Ralat semasa menjalankan skrip pasca-import:" msgid "Saving..." msgstr "Menyimpan..." +msgid "Status" +msgstr "Status" + msgid "2D" msgstr "2D" @@ -3177,6 +3079,9 @@ msgstr "Urus sifat objek." msgid "Locale" msgstr "Tempatan" +msgid "Groups" +msgstr "Kumpulan" + msgid "Select a single node to edit its signals and groups." msgstr "Pilih satu nod untuk menyunting isyarat dan kumpulan-kumpulannya." @@ -3243,9 +3148,6 @@ msgstr "Tambah Animasi" msgid "Add %s" msgstr "Tambah %s" -msgid "Load..." -msgstr "Muatkan..." - msgid "Move Node Point" msgstr "Pindahkan Titik Nod" @@ -3984,9 +3886,6 @@ msgstr "Tunjukkan Asal" msgid "Show Viewport" msgstr "Tunjukkan Viewport" -msgid "Show Group And Lock Icons" -msgstr "Tunjukkan Ikon Kumpulan Dan Kunci" - msgid "Center Selection" msgstr "Pemilihan Pusat" @@ -4008,6 +3907,9 @@ msgstr "Topeng skala untuk memasukkan kekunci." msgid "Insert keys (based on mask)." msgstr "Masukkan kekunci (berdasarkan topeng)." +msgid "Insert Key" +msgstr "Masukkan Kunci" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -4300,6 +4202,9 @@ msgstr "Piawai" msgid "Go to Function" msgstr "Pergi ke Fungsi" +msgid "Duplicate Selection" +msgstr "Menduakan Pilihan" + msgid "Evaluate Selection" msgstr "Menilai Pemilihan" @@ -4387,9 +4292,6 @@ msgstr "Fail berikut gagal diekstrak dari pakej:" msgid "Package installed successfully!" msgstr "Pakej berjaya dipasang!" -msgid "About" -msgstr "Tentang" - msgid "Batch Rename" msgstr "Namakan Semula Kumpulan" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index b470d718c7..b981b3d865 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -482,9 +482,6 @@ msgstr "Rediger Hendelse" msgid "Remove Event" msgstr "Fjern Hendelse" -msgid "Filter by name..." -msgstr "Filtrer etter navn..." - msgid "Clear All" msgstr "Tøm alt" @@ -563,21 +560,6 @@ msgstr "Endre Animasjonslengde" msgid "Change Animation Loop" msgstr "Endre Animasjonsløkke" -msgid "Property Track" -msgstr "Egenskapsspor" - -msgid "Call Method Track" -msgstr "Kall Metodespor" - -msgid "Bezier Curve Track" -msgstr "Bézier-kurvespor" - -msgid "Audio Playback Track" -msgstr "Lydavspillingsspor" - -msgid "Animation Playback Track" -msgstr "Animasjonavspillingspor" - msgid "Animation length (frames)" msgstr "Animasjonslengde (bilder)" @@ -629,9 +611,6 @@ msgstr "Klem Sløyfeinterp" msgid "Wrap Loop Interp" msgstr "Pakk Inn Sløyfeinterp" -msgid "Insert Key" -msgstr "Sett Inn Nøkkel" - msgid "Duplicate Key(s)" msgstr "Dupliser Nøkler" @@ -721,11 +700,6 @@ msgstr "Utklippsbordet er tomt!" msgid "Paste Tracks" msgstr "Sett in spor" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Dette valget virker ikke på Bézier-redigering, da det kun er ett enkelt spor." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Velg en AnimationPlayer-node for å lage og redigere animasjoner." @@ -753,21 +727,6 @@ msgstr "Rediger" msgid "Animation properties." msgstr "Animasjon egenskaper." -msgid "Copy Tracks" -msgstr "Kopier Spor" - -msgid "Scale Selection" -msgstr "Skaler Utvalg" - -msgid "Scale From Cursor" -msgstr "Skaler Fra Peker" - -msgid "Duplicate Selection" -msgstr "Dupliser utvalg" - -msgid "Duplicate Transposed" -msgstr "Dupliser transponert" - msgid "Delete Selection" msgstr "Slett valgte" @@ -1339,6 +1298,9 @@ msgstr "[blank]" msgid "[unsaved]" msgstr "[ulagret]" +msgid "Dock Position" +msgstr "Dock-posisjon" + msgid "3D Editor" msgstr "3D Redigeringsverktøy" @@ -1442,6 +1404,18 @@ msgstr "%d samsvarer." msgid "%d matches." msgstr "%d sammsvarer." +msgid "Method" +msgstr "Metode" + +msgid "Signal" +msgstr "Signal" + +msgid "Constant" +msgstr "Konstant" + +msgid "Property" +msgstr "Egenskap" + msgid "Search Help" msgstr "Søk Hjelp" @@ -1457,18 +1431,6 @@ msgstr "Vis alle" msgid "Class" msgstr "Klasse" -msgid "Method" -msgstr "Metode" - -msgid "Signal" -msgstr "Signal" - -msgid "Constant" -msgstr "Konstant" - -msgid "Property" -msgstr "Egenskap" - msgid "Move Up" msgstr "Flytt opp" @@ -1668,15 +1630,15 @@ msgstr "" "Du kan endre dette senere i \"Prosjektinnstillinger\" under kategorien " "'applikasjon'." +msgid "Default" +msgstr "Standard" + msgid "Save Layout" msgstr "Lagre Layout" msgid "Delete Layout" msgstr "Slett Layout" -msgid "Default" -msgstr "Standard" - msgid "Save & Close" msgstr "Lagre og Lukk" @@ -1692,9 +1654,6 @@ msgstr "%d flere filer" msgid "Pan View" msgstr "Panoreringsvisning" -msgid "Dock Position" -msgstr "Dock-posisjon" - msgid "Distraction Free Mode" msgstr "Distraksjonsfri Modus" @@ -1734,6 +1693,9 @@ msgstr "Lukk Scene" msgid "Quit" msgstr "Avslutt" +msgid "Editor Settings..." +msgstr "Innstillinger for redigeringsverktøy …" + msgid "Project" msgstr "Prosjekt" @@ -1752,9 +1714,6 @@ msgstr "Avslutt til Prosjektliste" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Innstillinger for redigeringsverktøy …" - msgid "Editor Layout" msgstr "Redigeringsverktøy Layout" @@ -1849,6 +1808,9 @@ msgstr "Åpne det forrige redigeringsverktøy" msgid "Warning!" msgstr "Advarsel!" +msgid "On" +msgstr "På" + msgid "Installed Plugins:" msgstr "Installerte Plugins:" @@ -1858,12 +1820,6 @@ msgstr "Versjon" msgid "Author" msgstr "Forfatter" -msgid "Status" -msgstr "Status" - -msgid "On" -msgstr "På" - msgid "No name provided." msgstr "Ingen navn gitt." @@ -1894,6 +1850,9 @@ msgstr "Fjern Gjenstand" msgid "Add Key/Value Pair" msgstr "Legg Til Nøkkel/Verdi Par" +msgid "Load..." +msgstr "Last..." + msgid "Make Unique" msgstr "Gjør Unik" @@ -1903,9 +1862,6 @@ msgstr "Lagre Som..." msgid "New %s" msgstr "Ny %s" -msgid "New Script" -msgstr "Nytt Skript" - msgid "Write your logic in the _run() method." msgstr "Skriv logikken din i _run() metoden." @@ -2045,6 +2001,9 @@ msgstr "Legg til…" msgid "Duplicate" msgstr "Dupliser" +msgid "Advanced Options" +msgstr "Avanserte alternativer" + msgid "Options" msgstr "Innstillinger" @@ -2155,27 +2114,9 @@ msgstr "Legg til i Gruppe" msgid "Remove from Group" msgstr "Fjern fra Gruppe" -msgid "Group name already exists." -msgstr "Gruppenavnet finnes allerede." - -msgid "Groups" -msgstr "Grupper" - -msgid "Empty groups will be automatically removed." -msgstr "Tomme grupper vil automatisk bli fjernet." - -msgid "Group Editor" -msgstr "Redigeringsverktøy for grupper" - -msgid "Manage Groups" -msgstr "Håndter grupper" - msgid "Move" msgstr "Flytt" -msgid "Choose a Directory" -msgstr "Velg en Mappe" - msgid "Network" msgstr "Nettverk" @@ -2278,9 +2219,6 @@ msgstr "Legg til ny scene." msgid "Open in Editor" msgstr "Åpne i Redigeringsverktøy" -msgid "Offset:" -msgstr "Avstand:" - msgid "Importing Scene..." msgstr "Importerer Scene..." @@ -2299,6 +2237,12 @@ msgstr "Feil ved kjøring av post-import script:" msgid "Saving..." msgstr "Lagrer..." +msgid "Status" +msgstr "Status" + +msgid "Offset:" +msgstr "Avstand:" + msgid "2D" msgstr "2D" @@ -2359,6 +2303,9 @@ msgstr "Oversettelser:" msgid "Locale" msgstr "Språk" +msgid "Groups" +msgstr "Grupper" + msgid "Update" msgstr "Oppdater" @@ -2395,9 +2342,6 @@ msgstr "Legg til Animasjon" msgid "Add %s" msgstr "Legg til %s" -msgid "Load..." -msgstr "Last..." - msgid "This type of node can't be used. Only root nodes are allowed." msgstr "Denne typen node kan ikke bli brukt. Kun rotnoder er tillatt." @@ -2713,6 +2657,9 @@ msgstr "Vis Veiledere" msgid "Frame Selection" msgstr "Bildeutvalg" +msgid "Insert Key" +msgstr "Sett Inn Nøkkel" + msgid "Insert Key (Existing Tracks)" msgstr "Sett inn Nøkkel (Eksisterende Spor)" @@ -2917,9 +2864,6 @@ msgstr "Snap Objekt til Gulv" msgid "Settings..." msgstr "Innstillinger…" -msgid "Perspective FOV (deg.):" -msgstr "Perspektiv-synsv. (deg.):" - msgid "Pre" msgstr "Pre" @@ -3175,6 +3119,9 @@ msgstr "Fold sammen alle linjer" msgid "Unfold All Lines" msgstr "Brett ut alle linjer" +msgid "Duplicate Selection" +msgstr "Dupliser utvalg" + msgid "Evaluate Selection" msgstr "Evaluer Seleksjon" @@ -3307,63 +3254,6 @@ msgstr "Legg til node" msgid "Bake VoxelGI" msgstr "Bak VoxelGI" -msgid "Please choose an empty folder." -msgstr "Velg en tom mappe." - -msgid "New Game Project" -msgstr "Nytt Spill-Prosjekt" - -msgid "Couldn't create project.godot in project path." -msgstr "Kunne ikke lage project.godot i prosjektstien." - -msgid "The following files failed extraction from package:" -msgstr "De følgende filene feilet ekstrahering fra pakke:" - -msgid "Rename Project" -msgstr "Endre Navn på Prosjekt" - -msgid "Import Existing Project" -msgstr "Importer Eksisterende Prosjekt" - -msgid "Import & Edit" -msgstr "Importer & Endre" - -msgid "Create New Project" -msgstr "Opprett Nytt Prosjekt" - -msgid "Create & Edit" -msgstr "Opprett og rediger" - -msgid "Install Project:" -msgstr "Installer Prosjekt:" - -msgid "Install & Edit" -msgstr "Installer & Endre" - -msgid "Project Name:" -msgstr "Prosjektnavn:" - -msgid "Project Path:" -msgstr "Prosjektsti:" - -msgid "Project Installation Path:" -msgstr "Prosjekt installasjonsti:" - -msgid "Renderer:" -msgstr "Opptegner:" - -msgid "Missing Project" -msgstr "Manglede Prosjekt" - -msgid "Local" -msgstr "Lokal" - -msgid "Local Projects" -msgstr "Lokale prosjekter" - -msgid "Can't open project at '%s'." -msgstr "Kan ikke åpne prosjektet i '%s'." - msgid "Remove %d projects from the list?" msgstr "Fjern %d prosjekter fra listen?" @@ -3389,21 +3279,24 @@ msgstr "Søk" msgid "Scan Projects" msgstr "Søk etter prosjekter" +msgid "Create New Project" +msgstr "Opprett Nytt Prosjekt" + +msgid "Import Existing Project" +msgstr "Importer Eksisterende Prosjekt" + msgid "Edit Project" msgstr "Rediger Prosjekt" +msgid "Rename Project" +msgstr "Endre Navn på Prosjekt" + msgid "Remove Project" msgstr "Fjern prosjekt" msgid "Remove Missing" msgstr "Fjern manglende" -msgid "About" -msgstr "Om" - -msgid "Restart Now" -msgstr "Start på nytt nå" - msgid "Select a Folder to Scan" msgstr "Velg en mappe å søke gjennom" @@ -3413,8 +3306,44 @@ msgstr "Fjern alle" msgid "Also delete project contents (no undo!)" msgstr "Slett også prosjektets innhold (kan ikke reverseres!)" -msgid "Can't run project" -msgstr "Kan ikke kjøre prosjekt" +msgid "New Game Project" +msgstr "Nytt Spill-Prosjekt" + +msgid "Couldn't create project.godot in project path." +msgstr "Kunne ikke lage project.godot i prosjektstien." + +msgid "The following files failed extraction from package:" +msgstr "De følgende filene feilet ekstrahering fra pakke:" + +msgid "Import & Edit" +msgstr "Importer & Endre" + +msgid "Create & Edit" +msgstr "Opprett og rediger" + +msgid "Install Project:" +msgstr "Installer Prosjekt:" + +msgid "Install & Edit" +msgstr "Installer & Endre" + +msgid "Project Name:" +msgstr "Prosjektnavn:" + +msgid "Project Path:" +msgstr "Prosjektsti:" + +msgid "Project Installation Path:" +msgstr "Prosjekt installasjonsti:" + +msgid "Renderer:" +msgstr "Opptegner:" + +msgid "Missing Project" +msgstr "Manglede Prosjekt" + +msgid "Restart Now" +msgstr "Start på nytt nå" msgid "Delete Item" msgstr "Slett objektet" @@ -3431,9 +3360,6 @@ msgstr "Plugins" msgid "Batch Rename" msgstr "Endre Navn på Parti" -msgid "Advanced Options" -msgstr "Avanserte alternativer" - msgid "Step" msgstr "Steg" @@ -3473,6 +3399,9 @@ msgstr "Denne operasjonen krever én valgt node." msgid "Remote" msgstr "Ekstern" +msgid "Local" +msgstr "Lokal" + msgid "Path is empty." msgstr "Stien er tom." diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index 096dced47d..21cba902bc 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -532,9 +532,6 @@ msgstr "Gebeurtenis bewerken" msgid "Remove Event" msgstr "Gebeurtenis verwijderen" -msgid "Filter by name..." -msgstr "Op naam filteren..." - msgid "Clear All" msgstr "Alles verwijderen" @@ -661,33 +658,6 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Kan lusmodus niet wijzigen voor animatie die ingebed is in een andere scène." -msgid "Property Track" -msgstr "Eigenschappen-track" - -msgid "3D Position Track" -msgstr "3D-positie-track" - -msgid "3D Rotation Track" -msgstr "3D-rotatie-track" - -msgid "3D Scale Track" -msgstr "3D-schaal-track" - -msgid "Blend Shape Track" -msgstr "Blend-vorm-track" - -msgid "Call Method Track" -msgstr "Methode-oproep-track" - -msgid "Bezier Curve Track" -msgstr "Bézier-curve-track" - -msgid "Audio Playback Track" -msgstr "Audio-afspelen-track" - -msgid "Animation Playback Track" -msgstr "Animatie-afspelen-track" - msgid "Animation length (frames)" msgstr "Animatielengte (frames)" @@ -820,9 +790,6 @@ msgstr "Lusinterpolatie begrenzen" msgid "Wrap Loop Interp" msgstr "Lusinterpolatie naadloos maken" -msgid "Insert Key" -msgstr "Sleutel invoegen" - msgid "Duplicate Key(s)" msgstr "Sleutel(s) dupliceren" @@ -983,12 +950,6 @@ msgstr "Animatie-schaal-sleutels" msgid "Make Easing Keys" msgstr "Verzachtingssleutels toevoegen" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Deze optie werkt niet in de Bézier-bewerkmodus omdat deze slechts uit één " -"spoor bestaat." - msgid "Animation Add RESET Keys" msgstr "Animatie-RESET-sleutels toevoegen" @@ -1080,24 +1041,6 @@ msgstr "Bewerken" msgid "Animation properties." msgstr "Animatie-eigenschappen." -msgid "Copy Tracks" -msgstr "Sporen kopiëren" - -msgid "Scale Selection" -msgstr "Selectie schalen" - -msgid "Scale From Cursor" -msgstr "Schalen vanuit cursor" - -msgid "Make Easing Selection" -msgstr "Verzachtingsselectie maken" - -msgid "Duplicate Selection" -msgstr "Selectie dupliceren" - -msgid "Duplicate Transposed" -msgstr "Getransponeerde dupliceren" - msgid "Delete Selection" msgstr "Selectie verwijderen" @@ -1110,15 +1053,6 @@ msgstr "Naar vorige stap gaan" msgid "Apply Reset" msgstr "Reset doorvoeren" -msgid "Bake Animation" -msgstr "Animatie bakken" - -msgid "Optimize Animation (no undo)" -msgstr "Animatie optimaliseren (onomkeerbaar)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Animatie opschonen (onomkeerbaar)" - msgid "Pick a node to animate:" msgstr "Kies een knoop om te animeren:" @@ -2460,9 +2394,6 @@ msgstr "Profiel laden" msgid "Export Profile" msgstr "Profiel exporteren" -msgid "Forced classes on detect:" -msgstr "Klassen geforceerd bij detectie:" - msgid "Edit Build Configuration Profile" msgstr "Bouwconfiguratieprofiel bewerken" @@ -2494,6 +2425,12 @@ msgstr "[leeg]" msgid "[unsaved]" msgstr "[niet opgeslagen]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Tabbladpositie" + msgid "3D Editor" msgstr "3D-bewerker" @@ -2708,6 +2645,21 @@ msgstr "" "Deze methode heeft geen instantie nodig om aangeroepen te kunnen worden.\n" "Hij kan rechtstreeks aangeroepen worden via de naam van de klasse." +msgid "Constructors" +msgstr "Constructors" + +msgid "Operators" +msgstr "Operatoren" + +msgid "Method Descriptions" +msgstr "Methode-beschrijvingen" + +msgid "Constructor Descriptions" +msgstr "Constructor-beschrijvingen" + +msgid "Operator Descriptions" +msgstr "Operator-beschrijvingen" + msgid "Error codes returned:" msgstr "Foutcodes teruggegeven:" @@ -2753,19 +2705,6 @@ msgstr "Erft:" msgid "Inherited by:" msgstr "Geërfd door:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Deze klasse is gemarkeerd als verouderd en zal in een toekomstige versie " -"verwijderd worden." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Deze klasse is gemarkeerd als experimenteel en kan plots wijzigen of " -"verwijderd worden in toekomstige versies. Gebruik op eigen risico." - msgid "Description" msgstr "Beschrijving" @@ -2804,12 +2743,6 @@ msgstr "standaard:" msgid "property:" msgstr "eigenschap:" -msgid "Constructors" -msgstr "Constructors" - -msgid "Operators" -msgstr "Operatoren" - msgid "Theme Properties" msgstr "Thema-eigenschappen" @@ -2863,15 +2796,6 @@ msgstr "" "Er is momenteel geen beschrijving voor deze eigenschap. Help ons alstublieft " "door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Constructor-beschrijvingen" - -msgid "Method Descriptions" -msgstr "Methode-beschrijvingen" - -msgid "Operator Descriptions" -msgstr "Operator-beschrijvingen" - msgid "Metadata:" msgstr "Metadata:" @@ -2884,9 +2808,6 @@ msgstr "Methode:" msgid "Signal:" msgstr "Signaal:" -msgid "Theme Item:" -msgstr "Thema-item:" - msgid "No description available." msgstr "Geen beschrijving beschikbaar." @@ -2896,6 +2817,24 @@ msgstr "%d overeenkomst." msgid "%d matches." msgstr "%d overeenkomst(en)." +msgid "Method" +msgstr "Methode" + +msgid "Signal" +msgstr "Signaal" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Eigenschap" + +msgid "Theme Property" +msgstr "Thema-eigenschap" + +msgid "Annotation" +msgstr "Annotatie" + msgid "Search Help" msgstr "Hulp zoeken" @@ -2944,24 +2883,6 @@ msgstr "(constructors)" msgid "Class" msgstr "Klasse" -msgid "Method" -msgstr "Methode" - -msgid "Signal" -msgstr "Signaal" - -msgid "Annotation" -msgstr "Annotatie" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Eigenschap" - -msgid "Theme Property" -msgstr "Thema-eigenschap" - msgid "This member is marked as deprecated." msgstr "Dit lid is gemarkeerd als verouderd." @@ -3434,9 +3355,6 @@ msgstr "Recente scènes wissen" msgid "There is no defined scene to run." msgstr "Er is geen startscène ingesteld." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3461,15 +3379,15 @@ msgstr "" "De geselecteerde scene '%s' is geen scènebestand, selecteer een andere?\n" "Je kan dit later nog aanpassen in Project→Projectinstellingen→Application." +msgid "Default" +msgstr "Standaard" + msgid "Save Layout" msgstr "Indeling opslaan" msgid "Delete Layout" msgstr "Indeling verwijderen" -msgid "Default" -msgstr "Standaard" - msgid "%d second ago" msgid_plural "%d seconds ago" msgstr[0] "%d seconde geleden" @@ -3519,9 +3437,6 @@ msgstr "Compatibiliteit" msgid "Pan View" msgstr "Panweergave" -msgid "Dock Position" -msgstr "Tabbladpositie" - msgid "Distraction Free Mode" msgstr "Afleidingsvrijemodus" @@ -3564,6 +3479,9 @@ msgstr "Scène sluiten" msgid "Quit" msgstr "Afsluiten" +msgid "Editor Settings..." +msgstr "Editor Instellingen..." + msgid "Project" msgstr "Project" @@ -3600,9 +3518,6 @@ msgstr "Terug naar Project Overzicht" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Editor Instellingen..." - msgid "Editor Layout" msgstr "Editorindeling" @@ -3658,9 +3573,6 @@ msgstr "Stel een Feature voor" msgid "Send Docs Feedback" msgstr "Suggesties voor documentatie verzenden" -msgid "About Godot" -msgstr "Over Godot" - msgid "Support Godot Development" msgstr "Ondersteun Godot Development" @@ -3699,17 +3611,6 @@ msgstr "Sjablonen beheren" msgid "Install from file" msgstr "Installeer Vanuit Bestand" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"De sjabloon voor Android-build is al in dit project geïnstalleerd en zal niet " -"overschreven worden.\n" -"Verwijder de map \"res://android/build\" handmatig voordat je deze bewerking " -"opnieuw probeert." - msgid "Show in File Manager" msgstr "Weergeven in Bestandsbeheer" @@ -3774,8 +3675,8 @@ msgstr "OK" msgid "Warning!" msgstr "Waarschuwing!" -msgid "Main Script:" -msgstr "Hoofdscript:" +msgid "On" +msgstr "Aan" msgid "Edit Plugin" msgstr "Bewerk Plugin" @@ -3789,15 +3690,9 @@ msgstr "Versie" msgid "Author" msgstr "Auteur" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Tekst bewerken:" -msgid "On" -msgstr "Aan" - msgid "No name provided." msgstr "Geen naam opgegeven." @@ -3875,8 +3770,8 @@ msgstr "" "De geselecteerde hulpbron (%s) komt niet overeen met het verwachte type van " "deze eigenschap (%s)." -msgid "Quick Load" -msgstr "Snel Laden" +msgid "Load..." +msgstr "Laden..." msgid "Make Unique" msgstr "Maak Uniek" @@ -3893,11 +3788,8 @@ msgstr "Omzetten naar %s" msgid "New %s" msgstr "Nieuw %s" -msgid "New Script" -msgstr "Nieuw Script" - -msgid "Extend Script" -msgstr "Script uitbreiden" +msgid "New Script..." +msgstr "Nieuw Script..." msgid "No Remote Debug export presets configured." msgstr "Geen remote debugging exporteerpresets ingesteld." @@ -4167,6 +4059,9 @@ msgstr "" "Indien aangevinkt, zal deze preset beschikbaar zijn voor one-click deploy.\n" "Per platform kan maar een preset als runnable gekozen worden." +msgid "Advanced Options" +msgstr "Geavanceerde opties" + msgid "Export Path" msgstr "Export Pad" @@ -4313,9 +4208,6 @@ msgstr "Nieuwe map..." msgid "New Scene..." msgstr "Nieuwe scène..." -msgid "New Script..." -msgstr "Nieuw Script..." - msgid "New Resource..." msgstr "Nieuwe bron..." @@ -4393,51 +4285,18 @@ msgstr "Vervang..." msgid "Searching..." msgstr "Aan het zoeken..." +msgid "Rename Group" +msgstr "Groepen hernoemen" + msgid "Add to Group" msgstr "Toevoegen aan Groep" msgid "Remove from Group" msgstr "Verwijderen uit Groep" -msgid "Invalid group name." -msgstr "Ongeldige groepnaam." - -msgid "Group name already exists." -msgstr "Groepnaam bestaat al." - -msgid "Rename Group" -msgstr "Groepen hernoemen" - -msgid "Delete Group" -msgstr "Groep Verwijderen" - -msgid "Groups" -msgstr "Groepen" - -msgid "Nodes Not in Group" -msgstr "Knopen niet in de groep" - -msgid "Nodes in Group" -msgstr "Knopen in de groep" - -msgid "Empty groups will be automatically removed." -msgstr "Lege groepen worden automatisch verwijderd." - -msgid "Group Editor" -msgstr "Groep Bewerker" - -msgid "Manage Groups" -msgstr "Groepen beheren" - msgid "Move" msgstr "Verplaatsen" -msgid "Please select a base directory first." -msgstr "Kies eerst een basismap." - -msgid "Choose a Directory" -msgstr "Kies een map" - msgid "Network" msgstr "Netwerk" @@ -4571,9 +4430,6 @@ msgstr "Toggle Zichtbaarheid" msgid "Unlock Node" msgstr "Knoop ontgrendelen" -msgid "Button Group" -msgstr "Knoppen Groep" - msgid "(Connecting From)" msgstr "(Verbonden vanaf)" @@ -4590,9 +4446,6 @@ msgid_plural "Node is in the following groups:" msgstr[0] "Node is in deze groep:" msgstr[1] "Node is in de volgende groepen:" -msgid "Open in Editor" -msgstr "Openen in Editor" - msgid "Open Script:" msgstr "Open Script:" @@ -4610,6 +4463,9 @@ msgstr "" "AnimationPlayer is vastgezet.\n" "Klik om los te maken." +msgid "Open in Editor" +msgstr "Openen in Editor" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Ongeldige knoopnaam, deze karakters zijn niet toegestaan:" @@ -4622,9 +4478,6 @@ msgstr "Knoop configuratie waarschuwing!" msgid "Select a Node" msgstr "Knoop uitkiezen" -msgid "Offset:" -msgstr "Afstand:" - msgid "Importing Scene..." msgstr "Scène wordt geïmporteerd..." @@ -4646,6 +4499,12 @@ msgstr "Fout bij uitvoeren post-import script:" msgid "Saving..." msgstr "Opslaan..." +msgid "Status" +msgstr "Status" + +msgid "Offset:" +msgstr "Afstand:" + msgid "Importer:" msgstr "Lader:" @@ -4736,6 +4595,9 @@ msgstr "Localisatie" msgid "Set %s on %d nodes" msgstr "Verwijder %d knopen" +msgid "Groups" +msgstr "Groepen" + msgid "Select a single node to edit its signals and groups." msgstr "Selecteer één knoop om zijn signalen groepen aan te passen." @@ -4802,9 +4664,6 @@ msgstr "Animatie toevoegen" msgid "Add %s" msgstr "Voeg %s Toe" -msgid "Load..." -msgstr "Laden..." - msgid "Move Node Point" msgstr "Knooppunt bewegen" @@ -5491,8 +5350,8 @@ msgstr "Toon Oorsprongspunt" msgid "Show Viewport" msgstr "Toon beeldvenster" -msgid "Show Group And Lock Icons" -msgstr "Toon Groep en Slot Iconen" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Midden Selectie" @@ -5515,6 +5374,9 @@ msgstr "Schaalmasker voor sleutelinvoer." msgid "Insert keys (based on mask)." msgstr "Sleutel invoegen (gebaseerd op masker)." +msgid "Insert Key" +msgstr "Sleutel invoegen" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -5632,9 +5494,15 @@ msgstr "Randpixels" msgid "Directed Border Pixels" msgstr "Gerichte randpixels" +msgid "Generate Visibility AABB" +msgstr "Genereer Zichtbaarheid AABB" + msgid "Create Emission Points From Node" msgstr "Produceer emissiepunt vanuit knoop" +msgid "Generation Time (sec):" +msgstr "Genereer Tijd (sec):" + msgid "Load Curve Preset" msgstr "Curvevoorinstelling laden" @@ -5742,11 +5610,6 @@ msgstr "" "Wanneer dit op afstand wordt gebruikt op een andere machine, is dit " "efficiënter met de netwerk bestandssysteem optie aan." -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Run %d Instantie" -msgstr[1] "Run %d Instanties" - msgid " - Variation" msgstr " - Variatie" @@ -5795,9 +5658,6 @@ msgstr "Emissiemasker wissen" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Genereer Tijd (sec):" - msgid "The geometry's faces don't contain any area." msgstr "De vlakken van de geometrie bevatten geen enkel gebied." @@ -5828,9 +5688,6 @@ msgstr "Volume" msgid "Emission Source:" msgstr "Emissiebron:" -msgid "Generate Visibility AABB" -msgstr "Genereer Zichtbaarheid AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" @@ -6280,9 +6137,6 @@ msgstr "3 Beeldvensters (Alt)" msgid "4 Viewports" msgstr "4 Beeldvensters" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Bekijk Oorsprongspunt" @@ -6307,9 +6161,6 @@ msgstr "Schaal-stapgrootte (%):" msgid "Viewport Settings" msgstr "Beeldvensterinstellingen" -msgid "Perspective FOV (deg.):" -msgstr "Gezichtsveld (graden):" - msgid "View Z-Near:" msgstr "Bekijk Z-Near:" @@ -6388,6 +6239,9 @@ msgstr "Verwijder Punt" msgid "Close Curve" msgstr "Sluit Curve" +msgid "Please Confirm..." +msgstr "Bevestig alstublieft..." + msgid "Mirror Handle Angles" msgstr "Spiegel Hoekhendels" @@ -6800,6 +6654,9 @@ msgstr "Vouw Alle Regels" msgid "Unfold All Lines" msgstr "Ontvouw Alle Regels" +msgid "Duplicate Selection" +msgstr "Selectie dupliceren" + msgid "Evaluate Selection" msgstr "Evalueer selectie" @@ -6887,10 +6744,6 @@ msgstr "Creëer LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "LightOccluder2D Voorbeeldweergave" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Een sprite die animatiebeelden gebruikt kan niet naar een Mesh omgezet worden." - msgid "Invalid geometry, can't replace by mesh." msgstr "Ongeldige geometrie, kan niet worden vervangen door Mesh." @@ -7755,6 +7608,49 @@ msgstr "" msgid "Visual Shader Mode Changed" msgstr "VisualShader-modus aangepast" +msgid "Are you sure to run %d projects at once?" +msgstr "Weet je zeker dat je %d projecten wilt uitvoeren?" + +msgid "Remove %d projects from the list?" +msgstr "%d projecten uit de lijst verwijderen?" + +msgid "Remove this project from the list?" +msgstr "Dit project van de lijst verwijderen?" + +msgid "" +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." +msgstr "" +"Alle ontbrekende projecten uit de lijst verwijderen?\n" +"De inhoud van de projectmap wordt niet veranderd." + +msgid "New Project" +msgstr "Nieuw Project" + +msgid "Scan" +msgstr "Inlezen" + +msgid "Loading, please wait..." +msgstr "Aan het laden, even wachten a.u.b..." + +msgid "Create New Project" +msgstr "Creëer Nieuw Project" + +msgid "Import Existing Project" +msgstr "Bestaand project importeren" + +msgid "Rename Project" +msgstr "Project hernoemen" + +msgid "Remove Missing" +msgstr "Lijst opruimen" + +msgid "Select a Folder to Scan" +msgstr "Selecteer een map om te doorzoeken" + +msgid "Remove All" +msgstr "Verwijder Alles" + msgid "The path specified doesn't exist." msgstr "Dit pad bestaat niet." @@ -7765,12 +7661,6 @@ msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Ongeldig '.zip' projectbestand, bevat geen 'project.godot' bestand." -msgid "Please choose an empty folder." -msgstr "Kies alstublieft een lege map." - -msgid "This directory already contains a Godot project." -msgstr "In deze map staat al een Godot project." - msgid "New Game Project" msgstr "Nieuw spelproject" @@ -7804,18 +7694,9 @@ msgstr "De volgende bestanden konden niet worden uitgepakt:" msgid "Package installed successfully!" msgstr "Pakket succesvol geïnstalleerd!" -msgid "Rename Project" -msgstr "Project hernoemen" - -msgid "Import Existing Project" -msgstr "Bestaand project importeren" - msgid "Import & Edit" msgstr "Importeer & Bewerk" -msgid "Create New Project" -msgstr "Creëer Nieuw Project" - msgid "Create & Edit" msgstr "Creëer en bewerk" @@ -7843,85 +7724,9 @@ msgstr "Error: Project ontbreekt in het bestandssysteem." msgid "Missing Project" msgstr "Bestanden ontbreken" -msgid "Local" -msgstr "Lokaal" - -msgid "Can't open project at '%s'." -msgstr "Kan project niet openen op '%s'." - -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Kan project niet uitvoeren: geen startscène gedefinieerd.\n" -"Bewerk het project en stel de startscène in " -"Project→Projectinstellingen→Application." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Kan project niet starten: Assets moeten worden geïmporteerd.\n" -"Wijzig het project om de initiële import te starten." - -msgid "Are you sure to run %d projects at once?" -msgstr "Weet je zeker dat je %d projecten wilt uitvoeren?" - -msgid "Remove %d projects from the list?" -msgstr "%d projecten uit de lijst verwijderen?" - -msgid "Remove this project from the list?" -msgstr "Dit project van de lijst verwijderen?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Alle ontbrekende projecten uit de lijst verwijderen?\n" -"De inhoud van de projectmap wordt niet veranderd." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"De taal is veranderd.\n" -"De gebruikersomgeving wordt bijgewerkt na het herstarten." - -msgid "New Project" -msgstr "Nieuw Project" - -msgid "Scan" -msgstr "Inlezen" - -msgid "Loading, please wait..." -msgstr "Aan het laden, even wachten a.u.b..." - -msgid "Remove Missing" -msgstr "Lijst opruimen" - -msgid "About" -msgstr "Over" - msgid "Restart Now" msgstr "Nu herstarten" -msgid "Select a Folder to Scan" -msgstr "Selecteer een map om te doorzoeken" - -msgid "Remove All" -msgstr "Verwijder Alles" - -msgid "Can't run project" -msgstr "Kan project niet uitvoeren" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"U heeft momenteel geen projecten.\n" -"Wilt u officiële voorbeeldprojecten verkennen in de Materiaalbibliotheek?" - msgid "Delete Item" msgstr "Verwijder Voorwerp" @@ -7967,9 +7772,6 @@ msgstr "Achtervoegsel:" msgid "Use Regular Expressions" msgstr "Reguliere expressies gebruiken" -msgid "Advanced Options" -msgstr "Geavanceerde opties" - msgid "Substitute" msgstr "Plaatsvervanger" @@ -8064,12 +7866,6 @@ msgstr "Script losmaken" msgid "This operation can't be done on the tree root." msgstr "Deze bewerking kan niet op de wortelknoop worden uitgevoerd." -msgid "Move Node In Parent" -msgstr "Knoop in ouder verplaatsen" - -msgid "Move Nodes In Parent" -msgstr "Knopen in ouder verplaatsen" - msgid "Duplicate Node(s)" msgstr "Dupliceer knoop/knopen" @@ -8178,9 +7974,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Kan de wortelknoop niet in dezelfde scène plakken." -msgid "Reparent to New Node" -msgstr "Onder nieuwe knoop hangen" - msgid "Make Scene Root" msgstr "Als scènewortel instellen" @@ -8199,6 +7992,9 @@ msgstr "Script van geselecteerde knoop losmaken." msgid "Remote" msgstr "Remote" +msgid "Local" +msgstr "Lokaal" + msgid "Clear Inheritance? (No Undo!)" msgstr "Erfenis wissen? (Kan niet ongedaan worden gemaakt!)" @@ -8502,14 +8298,6 @@ msgstr "APK Expansion werkt niet samen met Android App Bundle." msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "Bestandsnaam niet toegestaan! Android APK vereist een *.apk extensie." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Android build versie mismatch: Template geïnstalleerd: %s, Godot versie: %s. " -"Gelieve het Android build template vanuit het 'Project' menu te " -"Herinstalleren." - msgid "Building Android Project (gradle)" msgstr "Bouwen van Android Project (gradle)" @@ -8705,9 +8493,6 @@ msgstr "" msgid "Alert!" msgstr "Alarm!" -msgid "Please Confirm..." -msgstr "Bevestig alstublieft..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Als \"Exp Edit\" aanstaat, moet \"Min Value\" groter zijn dan nul." diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index 10b446662b..0c8b69c7c7 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -84,28 +84,30 @@ # johnny1029 <jkste07@gmail.com>, 2023. # Marcin Zieliński <czolgista83@gmail.com>, 2023. # Aleksander Łagowiec <mineolek10@users.noreply.hosted.weblate.org>, 2023. +# Zartio <i.tokajo@gmail.com>, 2024. +# Piotr Kostrzewski <piotr.kostrzewski2@outlook.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-21 10:55+0000\n" -"Last-Translator: Tomek <kobewi4e@gmail.com>\n" +"PO-Revision-Date: 2024-02-20 05:50+0000\n" +"Last-Translator: Piotr Kostrzewski <piotr.kostrzewski2@outlook.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot/" "pl/>\n" "Language: pl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " -"|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.4-dev\n" +"Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " +"|| n%100>=20) ? 1 : 2);\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Główny Wątek" msgid "Unset" -msgstr "Wymaż" +msgstr "Odznacz" msgid "Physical" msgstr "Fizyczny" @@ -543,9 +545,6 @@ msgstr "Edytuj zdarzenie" msgid "Remove Event" msgstr "Usuń zdarzenie" -msgid "Filter by name..." -msgstr "Filtruj po nazwie..." - msgid "Clear All" msgstr "Wyczyść wszystko" @@ -672,33 +671,6 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Nie można zmienić trybu zapętlania w animacji zagnieżdżonej w innej scenie." -msgid "Property Track" -msgstr "Ścieżka właściwości" - -msgid "3D Position Track" -msgstr "Ścieżka pozycji 3D" - -msgid "3D Rotation Track" -msgstr "Ścieżka obrotu 3D" - -msgid "3D Scale Track" -msgstr "Ścieżka skali 3D" - -msgid "Blend Shape Track" -msgstr "Ścieżka mieszania kształtu" - -msgid "Call Method Track" -msgstr "Ścieżka wywołania metody" - -msgid "Bezier Curve Track" -msgstr "Ścieżka krzywej Béziera" - -msgid "Audio Playback Track" -msgstr "Ścieżka odtwarzania dźwięku" - -msgid "Animation Playback Track" -msgstr "Ścieżka odtwarzania animacji" - msgid "Animation length (frames)" msgstr "Długość animacji (klatki)" @@ -831,9 +803,6 @@ msgstr "Przytnij" msgid "Wrap Loop Interp" msgstr "Zawiń pętlę interpolacji" -msgid "Insert Key" -msgstr "Wstaw klucz" - msgid "Duplicate Key(s)" msgstr "Duplikuj klucz(e)" @@ -994,11 +963,6 @@ msgstr "Animacja przeskaluj klatki kluczowe" msgid "Make Easing Keys" msgstr "Utwórz klatki kluczowe wygładzania" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Ta opcja nie działa dla edycji Béziera, ponieważ jest to tylko jedna ścieżka." - msgid "Animation Add RESET Keys" msgstr "Animacja dodaj klatki kluczowe RESET" @@ -1088,24 +1052,6 @@ msgstr "Edycja" msgid "Animation properties." msgstr "Właściwości animacji." -msgid "Copy Tracks" -msgstr "Kopiuj ścieżki" - -msgid "Scale Selection" -msgstr "Skaluj zaznaczone" - -msgid "Scale From Cursor" -msgstr "Skaluj od kursora" - -msgid "Make Easing Selection" -msgstr "Interpoluj zaznaczone" - -msgid "Duplicate Selection" -msgstr "Duplikuj zaznaczone" - -msgid "Duplicate Transposed" -msgstr "Duplikuj transponowane" - msgid "Delete Selection" msgstr "Usuń zaznaczone" @@ -1118,15 +1064,6 @@ msgstr "Przejdź do poprzedniego kroku" msgid "Apply Reset" msgstr "Zastosuj reset" -msgid "Bake Animation" -msgstr "Wypiecz animację" - -msgid "Optimize Animation (no undo)" -msgstr "Optymalizuj animację (nie można cofnąć)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Oczyść animację (nie można cofnąć)" - msgid "Pick a node to animate:" msgstr "Wybierz węzeł do animowania:" @@ -2453,9 +2390,6 @@ msgstr "Wczytaj profil" msgid "Export Profile" msgstr "Eksportuj profil" -msgid "Forced classes on detect:" -msgstr "Wymuszone klasy po wykryciu:" - msgid "Edit Build Configuration Profile" msgstr "Edytuj profil konfiguracji budowania" @@ -2487,6 +2421,15 @@ msgstr "[pusty]" msgid "[unsaved]" msgstr "[niezapisany]" +msgid "%s - Godot Engine" +msgstr "%s - Silnik Godot" + +msgid "Dock Position" +msgstr "Pozycja doku" + +msgid "Make Floating" +msgstr "Zrób pływający" + msgid "3D Editor" msgstr "Edytor 3D" @@ -2688,6 +2631,21 @@ msgstr "" "Ta metoda nie wymaga instancji, by zostać wywołana.\n" "Może być wywołana bezpośrednio na nazwie klasy." +msgid "Constructors" +msgstr "Konstruktor" + +msgid "Operators" +msgstr "Operatory" + +msgid "Method Descriptions" +msgstr "Opisy metod" + +msgid "Constructor Descriptions" +msgstr "Opisy konstruktorów" + +msgid "Operator Descriptions" +msgstr "Opisy operatorów" + msgid "Error codes returned:" msgstr "Zwrócone kody błędu:" @@ -2733,20 +2691,6 @@ msgstr "Dziedziczy:" msgid "Inherited by:" msgstr "Dziedziczone przez:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Ta klasa jest oznaczona jako przestarzała. Zostanie usunięta w przyszłych " -"wersjach." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Ta klasa jest oznaczona jako eksperymentalna. Może ulec prawdopodobnym " -"zmianom lub zostać usunięta w przyszłych wersjach. Używaj według własnego " -"uznania." - msgid "Description" msgstr "Opis" @@ -2785,12 +2729,6 @@ msgstr "domyślne:" msgid "property:" msgstr "właściwość:" -msgid "Constructors" -msgstr "Konstruktor" - -msgid "Operators" -msgstr "Operatory" - msgid "Theme Properties" msgstr "Właściwości motywu" @@ -2844,15 +2782,6 @@ msgstr "" "Obecnie nie ma opisu dla tej właściwości. Pomóż nam, [color=$color]" "[url=$url]wysyłając go[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Opisy konstruktorów" - -msgid "Method Descriptions" -msgstr "Opisy metod" - -msgid "Operator Descriptions" -msgstr "Opisy operatorów" - msgid "Metadata:" msgstr "Metadane:" @@ -2865,9 +2794,6 @@ msgstr "Metoda:" msgid "Signal:" msgstr "Sygnał:" -msgid "Theme Item:" -msgstr "Element motywu:" - msgid "No description available." msgstr "Brak dostępnego opisu." @@ -2877,6 +2803,24 @@ msgstr "%d dopasowanie." msgid "%d matches." msgstr "%d dopasowań." +msgid "Method" +msgstr "Metoda" + +msgid "Signal" +msgstr "Sygnał" + +msgid "Constant" +msgstr "Stała" + +msgid "Property" +msgstr "Właściwość" + +msgid "Theme Property" +msgstr "Właściwość motywu" + +msgid "Annotation" +msgstr "Adnotacja" + msgid "Search Help" msgstr "Wyszukaj w pomocy" @@ -2925,24 +2869,6 @@ msgstr "(konstruktory)" msgid "Class" msgstr "Klasa" -msgid "Method" -msgstr "Metoda" - -msgid "Signal" -msgstr "Sygnał" - -msgid "Annotation" -msgstr "Adnotacja" - -msgid "Constant" -msgstr "Stała" - -msgid "Property" -msgstr "Właściwość" - -msgid "Theme Property" -msgstr "Właściwość motywu" - msgid "This member is marked as deprecated." msgstr "Ten członek jest oznaczony jako przestarzały." @@ -3510,9 +3436,6 @@ msgstr "Wyczyść listę ostatnio otwieranych scen" msgid "There is no defined scene to run." msgstr "Nie ma zdefiniowanej sceny do uruchomienia." -msgid "%s - Godot Engine" -msgstr "%s - Silnik Godot" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3537,15 +3460,15 @@ msgstr "" "Wybrany plik \"%s\" nie jest sceną, wybrać poprawny?\n" "Można to później zmienić w \"Ustawienia projektu\" w kategorii \"aplikacja\"." +msgid "Default" +msgstr "Domyślny" + msgid "Save Layout" msgstr "Zapisz układ" msgid "Delete Layout" msgstr "Usuń układ" -msgid "Default" -msgstr "Domyślny" - msgid "This scene was never saved." msgstr "Ta scena nigdy nie była zapisana." @@ -3595,6 +3518,21 @@ msgstr "" "Nie można zapisać do pliku '%s', plik jest w użyciu, zablokowany lub nie ma " "wystarczających uprawnień." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"Zmiana renderera wymaga restartu edytora.\n" +"\n" +"Wybranie Zapisz i zrestartuj zmieni metodę renderowania na:\n" +"- Platformy desktopowe: %s\n" +"- Platformy mobilne: %s\n" +"- Platforma sieciowa: gl_compatibility" + msgid "Forward+" msgstr "Przedni+" @@ -3604,15 +3542,12 @@ msgstr "Mobilny" msgid "Compatibility" msgstr "Kompatybilny" +msgid "(Overridden)" +msgstr "(Nadpisane)" + msgid "Pan View" msgstr "Przesuń widok" -msgid "Dock Position" -msgstr "Pozycja doku" - -msgid "Make Floating" -msgstr "Zrób pływający" - msgid "Distraction Free Mode" msgstr "Tryb bez rozproszeń" @@ -3670,6 +3605,9 @@ msgstr "Zamknij scenę" msgid "Quit" msgstr "Wyjdź" +msgid "Editor Settings..." +msgstr "Ustawienia edytora..." + msgid "Project" msgstr "Projekt" @@ -3712,9 +3650,6 @@ msgstr "Wyjdź do listy projektów" msgid "Editor" msgstr "Edytor" -msgid "Editor Settings..." -msgstr "Ustawienia edytora..." - msgid "Command Palette..." msgstr "Paleta poleceń..." @@ -3775,12 +3710,25 @@ msgstr "Zasugeruj funkcjonalność" msgid "Send Docs Feedback" msgstr "Oceń dokumentację" -msgid "About Godot" -msgstr "O Godocie" - msgid "Support Godot Development" msgstr "Wesprzyj rozwój Godota" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Wybierz metodę renderowania.\n" +"\n" +"Uwagi:\n" +"- Na platformach mobilnych, metoda renderowania Mobilny jest używana jeśli " +"wybrano tu Przedni+.\n" +"- Na platformie sieciowej, zawsze używana jest metoda renderowania " +"Kompatybilny." + msgid "Update Continuously" msgstr "Stale aktualizuj" @@ -3823,32 +3771,6 @@ msgstr "Zainstaluj z pliku" msgid "Select Android sources file" msgstr "Wybierz plik źródeł Androida" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Ta opcja przygotuje twój projekt do buildów gradle Androida, instalując " -"źródłowy szablon w \"res://android/build\".\n" -"Możesz wtedy dodać modyfikacje i zbudować podczas eksportu własny APK " -"(dodając moduły, zmieniając AndroidManifest.xml itp.)\n" -"Pamiętaj, że aby stworzyć build gradle zamiast używać gotowego APK, opcja " -"\"Use Gradle Build\" powinna być włączona w profilu eksportu Androida." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Szablon budowania Androida jest już zainstalowany w tym projekcie i nie " -"zostanie on nadpisany.\n" -"Usuń ręcznie folder \"res://android/build\" przed spróbowaniem tej operacji " -"ponownie." - msgid "Show in File Manager" msgstr "Pokaż w menedżerze plików" @@ -3922,8 +3844,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Ostrzeżenie!" -msgid "Main Script:" -msgstr "Skrypt główny:" +msgid "On" +msgstr "Włącz" msgid "Edit Plugin" msgstr "Edytuj wtyczkę" @@ -3940,15 +3862,9 @@ msgstr "Wersja" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Edytuj tekst:" -msgid "On" -msgstr "Włącz" - msgid "Renaming layer %d:" msgstr "Zmiana nazwy warstwy %d:" @@ -4079,8 +3995,8 @@ msgstr "" "Wybrany zasób (%s) nie zgadza się z żadnym rodzajem przewidywanym dla tego " "użycia (%s)." -msgid "Quick Load" -msgstr "Szybkie załadowanie" +msgid "Load..." +msgstr "Wczytaj..." msgid "Inspect" msgstr "Inspekcjonuj" @@ -4106,14 +4022,11 @@ msgstr "Wybierz zasoby do zrobienia unikalnymi:" msgid "New %s" msgstr "Nowy %s" -msgid "New Script" -msgstr "Nowy skrypt" - -msgid "Extend Script" -msgstr "Rozszerz skrypt" +msgid "New Script..." +msgstr "Nowy skrypt..." -msgid "New Shader" -msgstr "Nowy shader" +msgid "Extend Script..." +msgstr "Rozszerz skrypt..." msgid "No Remote Debug export presets configured." msgstr "Brak skonfigurowanych profili zdalnego debugowania." @@ -4139,12 +4052,6 @@ msgstr "Wpisz swoją logikę w metodzie _run()." msgid "There is an edited scene already." msgstr "Edytowana scena już istnieje." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Nie udało się uruchomić skryptu edytora, zapomniałeś przeładować metodę " -"`_run`?" - msgid "Undo: %s" msgstr "Cofnij: %s" @@ -4253,12 +4160,6 @@ msgstr "Wszystkie urządzenia" msgid "Device" msgstr "Urządzenie" -msgid "Listening for input..." -msgstr "Czekam na akcję..." - -msgid "Filter by event..." -msgstr "Filtruj po zdarzeniu..." - msgid "Project export for platform:" msgstr "Eksportowanie projektu dla platformy:" @@ -4601,6 +4502,9 @@ msgstr "" "Kiedy zaznaczone, profil będzie dostępny do szybkiego wdrażania.\n" "Tylko jeden profil na platformę może być zaznaczony jako uruchamiany." +msgid "Advanced Options" +msgstr "Opcje zaawansowane" + msgid "Export Path" msgstr "Ścieżka eksportu" @@ -4941,9 +4845,6 @@ msgstr "Utwórz katalog..." msgid "New Scene..." msgstr "Nowa scena..." -msgid "New Script..." -msgstr "Nowy skrypt..." - msgid "New Resource..." msgstr "Nowy zasób..." @@ -5090,57 +4991,21 @@ msgstr "%d dopasowań w %d pliku" msgid "%d matches in %d files" msgstr "%d dopasowań w %d plikach" +msgid "Rename Group" +msgstr "Zmień nazwę grupy" + msgid "Add to Group" msgstr "Dodaj do Grupy" msgid "Remove from Group" msgstr "Usuń z Grupy" -msgid "Invalid group name." -msgstr "Niewłaściwa nazwa grupy." - -msgid "Group name already exists." -msgstr "Nazwa grupy już istnieje." - -msgid "Rename Group" -msgstr "Zmień nazwę grupy" - -msgid "Delete Group" -msgstr "Usuń grupę" - -msgid "Groups" -msgstr "Grupy" - -msgid "Nodes Not in Group" -msgstr "Węzły nie w grupie" - -msgid "Nodes in Group" -msgstr "Węzły w grupie" - -msgid "Empty groups will be automatically removed." -msgstr "Puste grupy zostaną automatycznie usunięte." - -msgid "Group Editor" -msgstr "Edytor grup" - -msgid "Manage Groups" -msgstr "Zarządzaj grupami" +msgid "Global" +msgstr "Globalna" msgid "Move" msgstr "Przenieś" -msgid "Please select a base directory first." -msgstr "Najpierw wybierz katalog podstawowy." - -msgid "Could not create folder. File with that name already exists." -msgstr "Nie można utworzyć folderu. Istnieje już plik o tej nazwie." - -msgid "Choose a Directory" -msgstr "Wybierz katalog" - -msgid "Copy File(s)" -msgstr "Skopiuj plik(i)" - msgid "Network" msgstr "Sieć" @@ -5184,6 +5049,9 @@ msgstr "Otwórz plik lub katalog" msgid "Save a File" msgstr "Zapisz plik" +msgid "Could not create folder. File with that name already exists." +msgstr "Nie można utworzyć folderu. Istnieje już plik o tej nazwie." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Ulubiony folder już nie istnieje i zostanie usunięty." @@ -5378,9 +5246,6 @@ msgstr "Przełącz widoczność" msgid "Unlock Node" msgstr "Odblokuj węzeł" -msgid "Button Group" -msgstr "Grupa przycisków" - msgid "Disable Scene Unique Name" msgstr "Wyłącz unikalną w scenie nazwę" @@ -5414,9 +5279,6 @@ msgstr[2] "Węzeł jest w następujących grupach:" msgid "Click to show signals dock." msgstr "Kliknij, aby wyświetlić panel sygnałów." -msgid "Open in Editor" -msgstr "Otwórz w edytorze" - msgid "This script is currently running in the editor." msgstr "Ten skrypt jest obecnie uruchomiony w edytorze." @@ -5447,6 +5309,9 @@ msgstr "" "AnimationPlayer jest przypięty.\n" "Kliknij, by odpiąć." +msgid "Open in Editor" +msgstr "Otwórz w edytorze" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" nie jest znanym filtrem." @@ -5474,8 +5339,183 @@ msgstr "Pokaż wszystkie" msgid "The Beginning" msgstr "Początek" -msgid "Global" -msgstr "Globalna" +msgid "Pre-Import Scene" +msgstr "Wstępne importowanie sceny" + +msgid "Importing Scene..." +msgstr "Importowanie Sceny..." + +msgid "Import Scene" +msgstr "Importuj Scenę" + +msgid "Running Custom Script..." +msgstr "Uruchamiam skrypt..." + +msgid "Couldn't load post-import script:" +msgstr "Nie udało się wczytać skryptu po imporcie:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "" +"Pojawiły się błędy podczas uruchamiania skryptu po imporcie (sprawdź konsolę):" + +msgid "Error running post-import script:" +msgstr "Błąd podczas uruchamiania skryptu po imporcie:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "Czy zwracasz obiekt dziedziczący po węźle w metodzie `post_import()`?" + +msgid "Saving..." +msgstr "Zapisywanie..." + +msgid "<Unnamed Material>" +msgstr "<Nienazwany materiał>" + +msgid "Import ID: %s" +msgstr "ID importu: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Typ: %s\n" +"ID importu: %s" + +msgid "Error opening scene" +msgstr "Błąd podczas otwierania sceny" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Zaawansowane ustawienia importu dla AnimationLibrary \"%s\"" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Zaawansowane ustawienia importu dla sceny \"%s\"" + +msgid "Select folder to extract material resources" +msgstr "Wybierz folder do wyciągnięcia zasobów materiału" + +msgid "Select folder where mesh resources will save on import" +msgstr "Wybierz folder, gdzie zasoby siatek zapiszą się przy imporcie" + +msgid "Select folder where animations will save on import" +msgstr "Wybierz folder, gdzie animacje zapiszą się przy imporcie" + +msgid "Warning: File exists" +msgstr "Uwaga: Plik istnieje" + +msgid "Existing file with the same name will be replaced." +msgstr "Istniejący plik o tej samej nazwie zostanie zastąpiony." + +msgid "Will create new file" +msgstr "Utworzy nowy plik" + +msgid "Already External" +msgstr "Jest już zewnętrzny" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Ten materiał już odwołuje się do zewnętrznego pliku, żadna akcja nie będzie " +"podjęta.\n" +"Wyłącz zewnętrzną właściwość, żeby został wyciągnięty ponownie." + +msgid "No import ID" +msgstr "Brak ID importu" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Materiał nie ma nazwy ani nie istnieje żaden inny sposób jego identyfikacji " +"przy ponownym imporcie.\n" +"Nazwij go lub upewnij się, że został wyeksportowany z unikalnym ID." + +msgid "Extract Materials to Resource Files" +msgstr "Wyciągnij materiały do plików zasobów" + +msgid "Extract" +msgstr "Wypakuj" + +msgid "Already Saving" +msgstr "Już zapisuje" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Ta siatka zapisuje się już do zewnętrznego zasobu, żadna akcja nie zostanie " +"podjęta." + +msgid "Existing file with the same name will be replaced on import." +msgstr "Istniejący plik o tej samej nazwie zostanie nadpisany przy imporcie." + +msgid "Will save to new file" +msgstr "Zapisze się do nowego pliku" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Siatka nie ma nazwy ani żadnego sposobu na identyfikacją po ponownym " +"imporcie.\n" +"Nazwij ją lub zapewnij, że jest eksportowana z unikalnym ID." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Ustaw ścieżki do zapisania siatek jako pliki zasobów przy ponownym imporcie" + +msgid "Set Paths" +msgstr "Ustaw ścieżki" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Ta animacja już się zapisuje do zewnętrznego zasobu, żadna akcja nie zostanie " +"podjęta." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Ustaw ścieżki do zapisu animacji jako pliki zasobów przy ponownym imporcie" + +msgid "Can't make material external to file, write error:" +msgstr "Nie można uczynić materiału zewnętrznym plikiem, błąd zapisu:" + +msgid "Actions..." +msgstr "Akcje..." + +msgid "Extract Materials" +msgstr "Wypakuj Materiały" + +msgid "Set Animation Save Paths" +msgstr "Ustaw ścieżki zapisu animacji" + +msgid "Set Mesh Save Paths" +msgstr "Ustaw ścieżki zapisu siatek" + +msgid "Meshes" +msgstr "Siatki" + +msgid "Materials" +msgstr "Materiały" + +msgid "Selected Animation Play/Pause" +msgstr "Odtwórz/zapauzuj wybraną animację" + +msgid "Status" +msgstr "Status" + +msgid "Save Extension:" +msgstr "Zapisz rozszerzenie:" + +msgid "Text: *.tres" +msgstr "Tekst: *.tres" + +msgid "Binary: *.res" +msgstr "Plik binarny: *.res" + +msgid "Text Resource" +msgstr "Zasób tekstowy" + +msgid "Binary Resource" +msgstr "Zasób binarny" msgid "Audio Stream Importer: %s" msgstr "Importer strumieni audio: %s" @@ -5644,34 +5684,6 @@ msgstr "Dynamicznie renderowana czcionka TrueType/OpenType" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Wstępnie renderowane wielokanałowe(+true) znakowane pole odległości" -msgid "Pre-Import Scene" -msgstr "Wstępne importowanie sceny" - -msgid "Importing Scene..." -msgstr "Importowanie Sceny..." - -msgid "Import Scene" -msgstr "Importuj Scenę" - -msgid "Running Custom Script..." -msgstr "Uruchamiam skrypt..." - -msgid "Couldn't load post-import script:" -msgstr "Nie udało się wczytać skryptu po imporcie:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "" -"Pojawiły się błędy podczas uruchamiania skryptu po imporcie (sprawdź konsolę):" - -msgid "Error running post-import script:" -msgstr "Błąd podczas uruchamiania skryptu po imporcie:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "Czy zwracasz obiekt dziedziczący po węźle w metodzie `post_import()`?" - -msgid "Saving..." -msgstr "Zapisywanie..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5711,153 +5723,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Nienazwany materiał>" - -msgid "Import ID: %s" -msgstr "ID importu: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Typ: %s\n" -"ID importu: %s" - -msgid "Error opening scene" -msgstr "Błąd podczas otwierania sceny" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Zaawansowane ustawienia importu dla AnimationLibrary \"%s\"" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Zaawansowane ustawienia importu dla sceny \"%s\"" - -msgid "Select folder to extract material resources" -msgstr "Wybierz folder do wyciągnięcia zasobów materiału" - -msgid "Select folder where mesh resources will save on import" -msgstr "Wybierz folder, gdzie zasoby siatek zapiszą się przy imporcie" - -msgid "Select folder where animations will save on import" -msgstr "Wybierz folder, gdzie animacje zapiszą się przy imporcie" - -msgid "Warning: File exists" -msgstr "Uwaga: Plik istnieje" - -msgid "Existing file with the same name will be replaced." -msgstr "Istniejący plik o tej samej nazwie zostanie zastąpiony." - -msgid "Will create new file" -msgstr "Utworzy nowy plik" - -msgid "Already External" -msgstr "Jest już zewnętrzny" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Ten materiał już odwołuje się do zewnętrznego pliku, żadna akcja nie będzie " -"podjęta.\n" -"Wyłącz zewnętrzną właściwość, żeby został wyciągnięty ponownie." - -msgid "No import ID" -msgstr "Brak ID importu" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Materiał nie ma nazwy ani nie istnieje żaden inny sposób jego identyfikacji " -"przy ponownym imporcie.\n" -"Nazwij go lub upewnij się, że został wyeksportowany z unikalnym ID." - -msgid "Extract Materials to Resource Files" -msgstr "Wyciągnij materiały do plików zasobów" - -msgid "Extract" -msgstr "Wypakuj" - -msgid "Already Saving" -msgstr "Już zapisuje" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Ta siatka zapisuje się już do zewnętrznego zasobu, żadna akcja nie zostanie " -"podjęta." - -msgid "Existing file with the same name will be replaced on import." -msgstr "Istniejący plik o tej samej nazwie zostanie nadpisany przy imporcie." - -msgid "Will save to new file" -msgstr "Zapisze się do nowego pliku" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Siatka nie ma nazwy ani żadnego sposobu na identyfikacją po ponownym " -"imporcie.\n" -"Nazwij ją lub zapewnij, że jest eksportowana z unikalnym ID." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Ustaw ścieżki do zapisania siatek jako pliki zasobów przy ponownym imporcie" - -msgid "Set Paths" -msgstr "Ustaw ścieżki" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Ta animacja już się zapisuje do zewnętrznego zasobu, żadna akcja nie zostanie " -"podjęta." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Ustaw ścieżki do zapisu animacji jako pliki zasobów przy ponownym imporcie" - -msgid "Can't make material external to file, write error:" -msgstr "Nie można uczynić materiału zewnętrznym plikiem, błąd zapisu:" - -msgid "Actions..." -msgstr "Akcje..." - -msgid "Extract Materials" -msgstr "Wypakuj Materiały" - -msgid "Set Animation Save Paths" -msgstr "Ustaw ścieżki zapisu animacji" - -msgid "Set Mesh Save Paths" -msgstr "Ustaw ścieżki zapisu siatek" - -msgid "Meshes" -msgstr "Siatki" - -msgid "Materials" -msgstr "Materiały" - -msgid "Selected Animation Play/Pause" -msgstr "Odtwórz/zapauzuj wybraną animację" - -msgid "Save Extension:" -msgstr "Zapisz rozszerzenie:" - -msgid "Text: *.tres" -msgstr "Tekst: *.tres" - -msgid "Binary: *.res" -msgstr "Plik binarny: *.res" - -msgid "Text Resource" -msgstr "Zasób tekstowy" - -msgid "Binary Resource" -msgstr "Zasób binarny" - msgid "Importer:" msgstr "Importer:" @@ -6113,6 +5978,9 @@ msgstr "Ustaw %s na %d węzłach" msgid "%s (%d Selected)" msgstr "%s (%d wybrane)" +msgid "Groups" +msgstr "Grupy" + msgid "Select a single node to edit its signals and groups." msgstr "Wybierz pojedynczy węzeł, aby edytować jego sygnały i grupy." @@ -6136,7 +6004,7 @@ msgid "Create a Plugin" msgstr "Utwórz wtyczkę" msgid "Update" -msgstr "Odśwież" +msgstr "Zaktualizuj" msgid "Plugin Name:" msgstr "Nazwa wtyczki:" @@ -6248,9 +6116,6 @@ msgstr "Dodaj animację" msgid "Add %s" msgstr "Dodaj %s" -msgid "Load..." -msgstr "Wczytaj..." - msgid "Move Node Point" msgstr "Przesuń punkt węzła" @@ -6494,27 +6359,15 @@ msgstr "Zapisz animację" msgid "Make Animation Unique: %s" msgstr "Uczyń animację unikalną: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Nieprawidłowy plik AnimationLibrary." - -msgid "This library is already added to the mixer." -msgstr "Ta biblioteka jest już dodana do miksera." - -msgid "Invalid Animation file." -msgstr "Nieprawidłowy plik Animation." - -msgid "This animation is already added to the library." -msgstr "Ta animacja jest już dodana do biblioteki." - -msgid "Load Animation into Library: %s" -msgstr "Wczytaj animację do biblioteki: %s" - msgid "Save Animation library to File: %s" msgstr "Zapisz bibliotekę animacji do pliku: %s" msgid "Save Animation to File: %s" msgstr "Zapisz animację do pliku: %s" +msgid "Load Animation into Library: %s" +msgstr "Wczytaj animację do biblioteki: %s" + msgid "Rename Animation Library: %s" msgstr "Zmień nazwę biblioteki animacji: %s" @@ -6551,36 +6404,9 @@ msgstr "[zewnętrzne]" msgid "[imported]" msgstr "[importowane]" -msgid "Add Animation to Library" -msgstr "Dodaj animację do biblioteki" - -msgid "Load animation from file and add to library" -msgstr "Wczytaj animację z pliku i dodaj do biblioteki" - -msgid "Paste Animation to Library from clipboard" -msgstr "Wklej animację ze schowka do biblioteki" - -msgid "Save animation library to resource on disk" -msgstr "Zapisz bibliotekę animacji do zasobu na dysku" - -msgid "Remove animation library" -msgstr "Usuń bibliotekę animacji" - -msgid "Copy animation to clipboard" -msgstr "Skopiuj animację do schowka" - -msgid "Save animation to resource on disk" -msgstr "Zapisz animację do zasobu na dysku" - -msgid "Remove animation from Library" -msgstr "Usuń animację z biblioteki" - msgid "Edit Animation Libraries" msgstr "Edytuj biblioteki animacji" -msgid "Add Library" -msgstr "Dodaj bibliotekę" - msgid "Load Library" msgstr "Wczytaj bibliotekę" @@ -6942,6 +6768,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Koniec" +msgid "Failed to get repository configuration." +msgstr "Nie udało się uzyskać konfiguracji repozytorium." + msgid "All" msgstr "Wszystko" @@ -6981,9 +6810,6 @@ msgstr "Źródło:" msgid "Support" msgstr "Wsparcie" -msgid "Failed to get repository configuration." -msgstr "Nie udało się uzyskać konfiguracji repozytorium." - msgid "Assets ZIP File" msgstr "Plik ZIP assetów" @@ -7151,6 +6977,9 @@ msgstr "Wyczyść prowadnice" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Utwórz własne węzły Bone2D z węzłów Node" +msgid "Cancel Transformation" +msgstr "Anuluj przekształcenie" + msgid "Zoom to 3.125%" msgstr "Oddal do 3.125%" @@ -7300,15 +7129,9 @@ msgstr "Odblokuj zaznaczony węzeł, umożliwiając zaznaczanie i przesuwanie." msgid "Unlock Selected Node(s)" msgstr "Odblokuj zaznaczone węzły" -msgid "Make selected node's children not selectable." -msgstr "Zablokuj zaznaczanie węzłów podrzędnych." - msgid "Group Selected Node(s)" msgstr "Grupuj zaznaczone węzły" -msgid "Make selected node's children selectable." -msgstr "Oznacz węzły podrzędne jako wybieralne." - msgid "Ungroup Selected Node(s)" msgstr "Rozgrupuj zaznaczone węzły" @@ -7354,11 +7177,8 @@ msgstr "Pokaż pozycję początkową" msgid "Show Viewport" msgstr "Pokaż widok" -msgid "Show Group And Lock Icons" -msgstr "Pokaż ikony grup i blokady" - -msgid "Show Transformation Gizmos" -msgstr "Pokaż uchwyty transformacji" +msgid "Gizmos" +msgstr "Uchwyty" msgid "Center Selection" msgstr "Wyśrodkowywanie na zaznaczeniu" @@ -7393,6 +7213,9 @@ msgstr "Maska skali dla wstawiania kluczy." msgid "Insert keys (based on mask)." msgstr "Wstaw klucze (w oparciu o maskę)." +msgid "Insert Key" +msgstr "Wstaw klucz" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7429,23 +7252,11 @@ msgstr "Zmniejsz rozdzielczość siatki 2 razy" msgid "Adding %s..." msgstr "Dodawanie %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Przeciągnij i upuść, by dodać jako węzeł potomny korzenia aktualnej sceny." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"Przytrzymaj %s podczas upuszczania, by dodać jako węzeł potomny wybranego " -"węzła." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Przytrzymaj Shift podczas upuszczania, by dodać jako węzeł siostrzany " "wybranego węzła." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Przytrzymaj Alt podczas upuszczania, by dodać jako inny typ węzła." - msgid "Cannot instantiate multiple nodes without root." msgstr "Nie można utworzyć instancji wielu węzłów bez węzła głównego." @@ -7649,12 +7460,24 @@ msgstr "Wyśrodkowana" msgid "Capture Colors from Pixel" msgstr "Przechwyć kolory z pikseli" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Generowanie AABB widoczności (czekam na symulację cząsteczek)" + +msgid "Generate Visibility AABB" +msgstr "Generuj AABB widoczności" + msgid "CPUParticles3D" msgstr "Cząsteczki CPU 3D" +msgid "Generate AABB" +msgstr "Generuj AABB" + msgid "Create Emission Points From Node" msgstr "Twórz punkty emisji z węzła" +msgid "Generation Time (sec):" +msgstr "Czas generowania (sek):" + msgid "Load Curve Preset" msgstr "Wczytaj predefiniowaną krzywą" @@ -7773,7 +7596,7 @@ msgstr "" "prędkości będą widoczne w uruchomionym projekcie." msgid "Debug CanvasItem Redraws" -msgstr "Debugój generowanie CanvasItem" +msgstr "Debuguj rysowanie CanvasItem" msgid "" "When this option is enabled, redraw requests of 2D objects will become " @@ -7822,15 +7645,6 @@ msgstr "" "Kiedy ta opcja jest włączona, serwer debugowania edytora będzie dalej otwarty " "i będzie nasłuchiwał nowych sesji poza samym edytorem." -msgid "Run Multiple Instances" -msgstr "Uruchom wiele instancji" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Uruchom %d instancję" -msgstr[1] "Uruchom %d instancje" -msgstr[2] "Uruchom %d instancji" - msgid "Size: %s" msgstr "Rozmiar: %s" @@ -7954,9 +7768,6 @@ msgstr "Wyczyść maskę emisji" msgid "GPUParticles2D" msgstr "Cząsteczki GPU 2D" -msgid "Generation Time (sec):" -msgstr "Czas generowania (sek):" - msgid "The geometry's faces don't contain any area." msgstr "Powierzchnie geometrii nie zawierają żadnego obszaru." @@ -7996,18 +7807,9 @@ msgstr "Wymagany jest materiał przetwarzający typu \"ParticleProcessMaterial\" msgid "Convert to CPUParticles3D" msgstr "Przekonwertuj na CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Generowanie AABB widoczności (czekam na symulację cząsteczek)" - -msgid "Generate Visibility AABB" -msgstr "Generuj AABB widoczności" - msgid "GPUParticles3D" msgstr "Cząsteczki GPU 3D" -msgid "Generate AABB" -msgstr "Generuj AABB" - msgid "Low" msgstr "Niskie" @@ -8098,9 +7900,6 @@ msgstr "Nie znaleziono korzenia sceny edytora." msgid "Lightmap data is not local to the scene." msgstr "Dane mapy światła nie są lokalne dla sceny." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "Maksymalny rozmiar tekstury jest za mały dla obrazków mapy światła." - msgid "Bake Lightmaps" msgstr "Stwórz Lightmaps" @@ -8590,9 +8389,6 @@ msgstr "Ustaw nadpisanie materiału powierzchni %d" msgid "Set Material Override" msgstr "Ustaw nadpisanie materiału" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Nie można przeciągnąć i upuścić na wiele zaznaczonych węzłów." - msgid "None" msgstr "Brak" @@ -8776,9 +8572,6 @@ msgstr "Zawęź transformacje do płaszczyzny XZ" msgid "Lock Transformation to XY plane" msgstr "Zawęź transformacje do płaszczyzny XY" -msgid "Cancel Transformation" -msgstr "Anuluj przekształcenie" - msgid "Begin Translate Transformation" msgstr "Zacznij przesuwanie transformacji" @@ -8971,9 +8764,6 @@ msgstr "3 widoki (alternatywnie)" msgid "4 Viewports" msgstr "4 widoki" -msgid "Gizmos" -msgstr "Uchwyty" - msgid "View Origin" msgstr "Pokaż pozycję początkową" @@ -8998,9 +8788,6 @@ msgstr "Przyciąganie skali (%):" msgid "Viewport Settings" msgstr "Ustawienia widoku" -msgid "Perspective FOV (deg.):" -msgstr "Pole widzenia w perspektywie (stopnie):" - msgid "View Z-Near:" msgstr "Widok Z-Blisko:" @@ -9180,6 +8967,9 @@ msgstr "Usuń Punkt" msgid "Close Curve" msgstr "Zamknij krzywą" +msgid "Please Confirm..." +msgstr "Proszę potwierdzić..." + msgid "Mirror Handle Angles" msgstr "Odbij kąty uchwytów" @@ -9709,6 +9499,9 @@ msgstr "Utwórz region kodu" msgid "Unfold All Lines" msgstr "Rozwiń wszystkie linie" +msgid "Duplicate Selection" +msgstr "Duplikuj zaznaczone" + msgid "Duplicate Lines" msgstr "Duplikuj linie" @@ -9775,21 +9568,9 @@ msgstr "Czy zapisać zmiany w następujących shaderach przed wyjściem?" msgid "Shader Editor" msgstr "Edytor shaderów" -msgid "New Shader Include" -msgstr "Nowe załączenie shadera" - -msgid "Load Shader File" -msgstr "Wczytaj plik shadera" - -msgid "Load Shader Include File" -msgstr "Wczytaj plik załączenia shadera" - msgid "Save File" msgstr "Zapisz plik" -msgid "Save File As" -msgstr "Zapisz plik jako" - msgid "Open File in Inspector" msgstr "Otwórz plik w inspektorze" @@ -9927,10 +9708,6 @@ msgstr "Nie można przekonwertować sprite z innej sceny." msgid "Can't convert an empty sprite to mesh." msgstr "Nie można przekonwertować pustego sprite'a do siatki." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Nie można przekonwertować sprite'a używającego klatek animacji na siatkę." - msgid "Invalid geometry, can't replace by mesh." msgstr "Nieprawidłowa geometria, nie można zastąpić przez siatkę." @@ -10973,13 +10750,6 @@ msgstr "Rozrzucanie:" msgid "Tiles" msgstr "Kafelki" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"TileSet tej TileMapy nie ma skonfigurowanego źródła. Przejdź do dolnej " -"zakładki TileSet, by jakieś dodać." - msgid "Sort sources" msgstr "Sortuj źródła" @@ -11022,13 +10792,6 @@ msgstr "" "Tryb łączenia: maluje teren, a następnie łączy go z sąsiadującymi kafelkami z " "tym samym terenem." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Tryb ścieżek: maluje teren, a następnie łączy go do poprzedniego kafelka " -"namalowanego w tym samym pociągnięciu." - msgid "Terrains" msgstr "Tereny" @@ -11349,9 +11112,6 @@ msgstr "" "używające tego źródła będą mieć odniesienia do nieprawidłowego źródła. Może " "to spowodować niespodziewaną utratę danych. Zmieniaj to ID z rozwagą." -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "Dodaj kafelek sceny" @@ -12744,213 +12504,8 @@ msgstr "Wypal VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Wybierz ścieżkę dla pliku danych VoxelGI" -msgid "The path specified doesn't exist." -msgstr "Podana ścieżka nie istnieje." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Błąd otwierania pliku pakietu (nie jest w formacie ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Niewłaściwy plik \".zip\" projektu; nie zawiera pliku \"project.godot\"." - -msgid "Please choose an empty folder." -msgstr "Proszę wybrać pusty folder." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Proszę wybrać plik \"project.godot\" lub folder z nim, albo plik \".zip\"." - -msgid "This directory already contains a Godot project." -msgstr "Ten folder już zawiera projekt Godota." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Nie możesz zapisać projektu do wybranej ścieżki. Proszę utworzyć nowy folder " -"lub wybrać nową ścieżkę." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu." - -msgid "New Game Project" -msgstr "Nowy projekt gry" - -msgid "Imported Project" -msgstr "Zaimportowano projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Proszę wybrać plik \"project.godot\" lub \".zip\"." - -msgid "Invalid project name." -msgstr "Nieprawidłowa nazwa projektu." - -msgid "Couldn't create folder." -msgstr "Nie można utworzyć katalogu." - -msgid "There is already a folder in this path with the specified name." -msgstr "Folder o podanej nazwie istnieje już w tej lokalizacji." - -msgid "It would be a good idea to name your project." -msgstr "Dobrym pomysłem byłoby nazwanie swojego projektu." - -msgid "Supports desktop platforms only." -msgstr "Wspiera tylko platformy desktopowe." - -msgid "Advanced 3D graphics available." -msgstr "Zaawansowana grafika 3D." - -msgid "Can scale to large complex scenes." -msgstr "Możliwość skalowania do dużych, złożonych scen." - -msgid "Uses RenderingDevice backend." -msgstr "Używa backendu RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "Wolniejsze renderowanie prostych scen." - -msgid "Supports desktop + mobile platforms." -msgstr "Wspiera platformy desktopowe i mobilne." - -msgid "Less advanced 3D graphics." -msgstr "Mniej zaawansowana grafika 3D." - -msgid "Less scalable for complex scenes." -msgstr "Mniejsze możliwości skalowania złożonych scen." - -msgid "Fast rendering of simple scenes." -msgstr "Szybkie renderowanie prostych scen." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Wspiera platformy desktopowe, mobilne i webowe." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Najmniej zaawansowana grafika 3D (prace w toku)." - -msgid "Intended for low-end/older devices." -msgstr "Przeznaczone dla słabszych/starszych urządzeń." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Używa backendu OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Najszybsze renderowanie prostych scen." - -msgid "Invalid project path (changed anything?)." -msgstr "Niepoprawna ścieżka projektu (coś się zmieniło?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Nie udało się wczytać projektu z '%s' (błąd %d). Może być brakujący lub " -"uszkodzony." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Nie można zapisać projektu w \"%s\" (błąd %d)." - -msgid "Warning: This folder is not empty" -msgstr "Ostrzeżenie: Ten folder nie jest pusty" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Zamierzasz utworzyć projekt Godot w niepustym folderze.\n" -"Cała zawartość tego folderu zostanie zaimportowana jako zasoby projektu!\n" -"\n" -"Czy na pewno chcesz kontynuować?" - -msgid "Couldn't create project.godot in project path." -msgstr "Nie można utworzyć project.godot w ścieżce projektu." - -msgid "Couldn't create icon.svg in project path." -msgstr "Nie można stworzyć icon.svg w ścieżce projektu." - -msgid "Error opening package file, not in ZIP format." -msgstr "Błąd otwierania pliku pakietu, nie jest w formacie ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Nie powiodło się wypakowanie z pakietu następujących plików:" - -msgid "Package installed successfully!" -msgstr "Pakiet zainstalowano poprawnie!" - -msgid "Rename Project" -msgstr "Zmień nazwę projektu" - -msgid "Import Existing Project" -msgstr "Importuj istniejący projekt" - -msgid "Import & Edit" -msgstr "Importuj i edytuj" - -msgid "Create New Project" -msgstr "Utwórz nowy projekt" - -msgid "Create & Edit" -msgstr "Utwórz i edytuj" - -msgid "Install Project:" -msgstr "Zainstaluj projekt:" - -msgid "Install & Edit" -msgstr "Zainstaluj i edytuj" - -msgid "Project Name:" -msgstr "Nazwa projektu:" - -msgid "Project Path:" -msgstr "Ścieżka do projektu:" - -msgid "Project Installation Path:" -msgstr "Ścieżka instalacji projektu:" - -msgid "Renderer:" -msgstr "Renderer:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"Renderer może zostać później zmieniony, ale sceny mogą potrzebować " -"dostosowania." - -msgid "Version Control Metadata:" -msgstr "Metadane kontroli wersji:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "Ten projekt był ostatnio edytowany w innej wersji Godota: " - -msgid "This project uses features unsupported by the current build:" -msgstr "" -"Ten projekt używa funkcjonalności niewspieranych przez aktualnie używaną " -"wersję:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Błąd: Projekt nieobecny w systemie plików." - -msgid "Missing Project" -msgstr "Brakujący projekt" - -msgid "Local" -msgstr "Lokalny" - -msgid "Local Projects" -msgstr "Lokalne projekty" - -msgid "Asset Library Projects" -msgstr "Projekty Biblioteki Zasobów" - -msgid "Can't open project at '%s'." -msgstr "Nie można otworzyć projektu w \"%s\"." +msgid "Are you sure to run %d projects at once?" +msgstr "Czy na pewno chcesz uruchomić %d projektów na raz?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13101,24 +12656,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Otworzyć mimo wszystko? Projekt zostanie zmodyfikowany." +msgid "Remove %d projects from the list?" +msgstr "Usunąć %d projektów z listy?" + +msgid "Remove this project from the list?" +msgstr "Usunąć ten projekt z listy?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Nie można uruchomić projektu: główna scena niezdefiniowana.\n" -"Edytuj projekt i zmień główną scenę w Ustawieniach Projektu pod kategorią " -"\"Application\"." +"Usunąć wszystkie brakujące projekty z listy?\n" +"Zawartość folderów projektów nie zostanie zmodyfikowana." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Nie można uruchomić projektu: Zasoby muszą zostać zaimportowane\n" -"Otwórz projekt w edytorze aby zaimportować zasoby." +"Nie udało się wczytać projektu z '%s' (błąd %d). Może być brakujący lub " +"uszkodzony." -msgid "Are you sure to run %d projects at once?" -msgstr "Czy na pewno chcesz uruchomić %d projektów na raz?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Nie można zapisać projektu w \"%s\" (błąd %d)." msgid "Tag name can't be empty." msgstr "Nazwa tagu nie może być pusta." @@ -13132,26 +12690,6 @@ msgstr "Te znaki nie są dozwolone w tagach: %s." msgid "Tag name must be lowercase." msgstr "Nazwa tagu musi składać się z małych liter." -msgid "Remove %d projects from the list?" -msgstr "Usunąć %d projektów z listy?" - -msgid "Remove this project from the list?" -msgstr "Usunąć ten projekt z listy?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Usunąć wszystkie brakujące projekty z listy?\n" -"Zawartość folderów projektów nie zostanie zmodyfikowana." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Język został zmieniony.\n" -"Interfejs zaktualizuje się po restarcie edytora lub menedżera projektów." - msgctxt "Application" msgid "Project Manager" msgstr "Menedżer projektów" @@ -13189,9 +12727,18 @@ msgstr "Ostatnia modyfikacja" msgid "Tags" msgstr "Tagi" +msgid "Create New Project" +msgstr "Utwórz nowy projekt" + +msgid "Import Existing Project" +msgstr "Importuj istniejący projekt" + msgid "Edit Project" msgstr "Edytuj projekt" +msgid "Rename Project" +msgstr "Zmień nazwę projektu" + msgid "Manage Tags" msgstr "Zarządzaj tagami" @@ -13201,12 +12748,6 @@ msgstr "Usuń projekt" msgid "Remove Missing" msgstr "Usuń brakujące" -msgid "About" -msgstr "O Godocie" - -msgid "Restart Now" -msgstr "Uruchom ponownie" - msgid "Select a Folder to Scan" msgstr "Wybierz folder do skanowania" @@ -13241,16 +12782,6 @@ msgstr "" "projektu, ponieważ przeprowadzenie konwersji uniemożliwi jego otwarcie w " "starszych wersjach Godota." -msgid "Can't run project" -msgstr "Nie można uruchomić projektu" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Nie posiadasz obecnie żadnych projektów.\n" -"Czy chcesz zobaczyć oficjalne przykładowe projekty w Bibliotece Zasobów?" - msgid "Manage Project Tags" msgstr "Zarządzaj tagami projektu" @@ -13272,6 +12803,181 @@ msgstr "Utwórz nowy tag" msgid "Tags are capitalized automatically when displayed." msgstr "Wyświetlane tagi są pisane wielkimi literami." +msgid "The path specified doesn't exist." +msgstr "Podana ścieżka nie istnieje." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Błąd otwierania pliku pakietu (nie jest w formacie ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"Niewłaściwy plik \".zip\" projektu; nie zawiera pliku \"project.godot\"." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Proszę wybrać plik \"project.godot\" lub folder z nim, albo plik \".zip\"." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Nie możesz zapisać projektu do wybranej ścieżki. Proszę utworzyć nowy folder " +"lub wybrać nową ścieżkę." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu." + +msgid "New Game Project" +msgstr "Nowy projekt gry" + +msgid "Imported Project" +msgstr "Zaimportowano projekt" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Proszę wybrać plik \"project.godot\" lub \".zip\"." + +msgid "Invalid project name." +msgstr "Nieprawidłowa nazwa projektu." + +msgid "Couldn't create folder." +msgstr "Nie można utworzyć katalogu." + +msgid "There is already a folder in this path with the specified name." +msgstr "Folder o podanej nazwie istnieje już w tej lokalizacji." + +msgid "It would be a good idea to name your project." +msgstr "Dobrym pomysłem byłoby nazwanie swojego projektu." + +msgid "Supports desktop platforms only." +msgstr "Wspiera tylko platformy desktopowe." + +msgid "Advanced 3D graphics available." +msgstr "Zaawansowana grafika 3D." + +msgid "Can scale to large complex scenes." +msgstr "Możliwość skalowania do dużych, złożonych scen." + +msgid "Uses RenderingDevice backend." +msgstr "Używa backendu RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Wolniejsze renderowanie prostych scen." + +msgid "Supports desktop + mobile platforms." +msgstr "Wspiera platformy desktopowe i mobilne." + +msgid "Less advanced 3D graphics." +msgstr "Mniej zaawansowana grafika 3D." + +msgid "Less scalable for complex scenes." +msgstr "Mniejsze możliwości skalowania złożonych scen." + +msgid "Fast rendering of simple scenes." +msgstr "Szybkie renderowanie prostych scen." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Wspiera platformy desktopowe, mobilne i webowe." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Najmniej zaawansowana grafika 3D (prace w toku)." + +msgid "Intended for low-end/older devices." +msgstr "Przeznaczone dla słabszych/starszych urządzeń." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Używa backendu OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Najszybsze renderowanie prostych scen." + +msgid "Invalid project path (changed anything?)." +msgstr "Niepoprawna ścieżka projektu (coś się zmieniło?)." + +msgid "Warning: This folder is not empty" +msgstr "Ostrzeżenie: Ten folder nie jest pusty" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Zamierzasz utworzyć projekt Godot w niepustym folderze.\n" +"Cała zawartość tego folderu zostanie zaimportowana jako zasoby projektu!\n" +"\n" +"Czy na pewno chcesz kontynuować?" + +msgid "Couldn't create project.godot in project path." +msgstr "Nie można utworzyć project.godot w ścieżce projektu." + +msgid "Couldn't create icon.svg in project path." +msgstr "Nie można stworzyć icon.svg w ścieżce projektu." + +msgid "Error opening package file, not in ZIP format." +msgstr "Błąd otwierania pliku pakietu, nie jest w formacie ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Nie powiodło się wypakowanie z pakietu następujących plików:" + +msgid "Package installed successfully!" +msgstr "Pakiet zainstalowano poprawnie!" + +msgid "Import & Edit" +msgstr "Importuj i edytuj" + +msgid "Create & Edit" +msgstr "Utwórz i edytuj" + +msgid "Install Project:" +msgstr "Zainstaluj projekt:" + +msgid "Install & Edit" +msgstr "Zainstaluj i edytuj" + +msgid "Project Name:" +msgstr "Nazwa projektu:" + +msgid "Project Path:" +msgstr "Ścieżka do projektu:" + +msgid "Project Installation Path:" +msgstr "Ścieżka instalacji projektu:" + +msgid "Renderer:" +msgstr "Renderer:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"Renderer może zostać później zmieniony, ale sceny mogą potrzebować " +"dostosowania." + +msgid "Version Control Metadata:" +msgstr "Metadane kontroli wersji:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "Ten projekt był ostatnio edytowany w innej wersji Godota: " + +msgid "This project uses features unsupported by the current build:" +msgstr "" +"Ten projekt używa funkcjonalności niewspieranych przez aktualnie używaną " +"wersję:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Błąd: Projekt nieobecny w systemie plików." + +msgid "Missing Project" +msgstr "Brakujący projekt" + +msgid "Restart Now" +msgstr "Uruchom ponownie" + msgid "Add Project Setting" msgstr "Dodaj ustawienie projektu" @@ -13347,9 +13053,6 @@ msgstr "Przyrostek:" msgid "Use Regular Expressions" msgstr "Użyj wyrażeń regularnych" -msgid "Advanced Options" -msgstr "Opcje zaawansowane" - msgid "Substitute" msgstr "Substytut" @@ -13534,12 +13237,6 @@ msgstr "Odłącz skrypt" msgid "This operation can't be done on the tree root." msgstr "Nie można wykonać tej operacji na głównym węźle drzewa." -msgid "Move Node In Parent" -msgstr "Przenieś węzeł w nadrzędnym" - -msgid "Move Nodes In Parent" -msgstr "Przenieś węzły w nadrzędnym" - msgid "Duplicate Node(s)" msgstr "Duplikuj węzeł(y)" @@ -13662,9 +13359,6 @@ msgstr "Nowy korzeń sceny" msgid "Create Root Node:" msgstr "Utwórz korzeń:" -msgid "Switch to Favorite Nodes" -msgstr "Przełącz na ulubione węzły" - msgid "Other Node" msgstr "Inny węzeł" @@ -13741,6 +13435,17 @@ msgstr "Automatycznie rozwijaj do wybranego" msgid "All Scene Sub-Resources" msgstr "Wszystkie podzasoby sceny" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Filtruj węzły wprowadzając część ich nazwy, typ (z przedrostkiem \"type:\" " +"lub \"t:\")\n" +"lub grupę (z przedrostkiem \"group:\" lub \"g:\"). Filtrowanie ignoruje " +"wielkość liter." + msgid "Filter by Type" msgstr "Filtruj po typie" @@ -13802,12 +13507,6 @@ msgstr "Zmień typ..." msgid "Attach Script..." msgstr "Dołącz skrypt..." -msgid "Extend Script..." -msgstr "Rozszerz skrypt..." - -msgid "Reparent to New Node" -msgstr "Zmień nadrzędny węzeł na nowy" - msgid "Make Scene Root" msgstr "Zmień na korzeń sceny" @@ -13830,17 +13529,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Filtruj: nazwa, t:typ, g:grupa" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Filtruj węzły wprowadzając część ich nazwy, typ (z przedrostkiem \"type:\" " -"lub \"t:\")\n" -"lub grupę (z przedrostkiem \"group:\" lub \"g:\"). Filtrowanie ignoruje " -"wielkość liter." - msgid "Attach a new or existing script to the selected node." msgstr "Dołącz nowy lub istniejący skrypt do zaznaczonego węzła." @@ -13862,6 +13550,9 @@ msgstr "" "razem, gdy się aktualizuje.\n" "Zmień z powrotem na drzewo lokalne, by zwiększyć wydajność." +msgid "Local" +msgstr "Lokalny" + msgid "Delete Related Animation Tracks" msgstr "Usuń powiązane ścieżki animacji" @@ -14022,12 +13713,6 @@ msgstr "Utwórz shader" msgid "Set Shader Global Variable" msgstr "Ustaw zmienną globalną shadera" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Podaj prawidłową nazwę identyfikatora uniformu shadera." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Globalny parametr shadera \"%s\" już istnieje" - msgid "Name '%s' is a reserved shader language keyword." msgstr "Nazwa \"%s\" jest zarezerwowanym słowem kluczowym języka shaderów." @@ -14095,13 +13780,6 @@ msgstr "Zrestartuj i zaktualizuj" msgid "Make this panel floating in the screen %d." msgstr "Uczyń ten panel pływającym na ekranie %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Uczyń ten panel pływającym\n" -"Kliknij prawym, by otworzyć wybór ekranu." - msgid "Select Screen" msgstr "Wybierz ekran" @@ -14224,21 +13902,6 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Wyłączenie importu plików \".blend\" wymaga restartu edytora." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"Importowanie plików blend jest włączone w ustawieniach projektu, ale nie " -"skonfigurowano ścieżki Blendera w ustawieniach edytora. Pliki blend nie będą " -"importowane." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"Importowanie plików blend jest włączone w ustawieniach projektu, ale ścieżka " -"Blendera nie prowadzi do dostępnego folderu. Pliki blend nie będą importowane." - msgid "Next Plane" msgstr "Następna płaszczyzna" @@ -14847,6 +14510,14 @@ msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" "Wersja \"Min SDK\" powinna być większa lub równa %d dla renderera \"%s\"." +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"Nazwa projektu nie spełnia wymagań dotyczących formatu nazwy pakietu i będzie " +"zmieniona na \"%s\". Proszę wyraźnie określić nazwę pakietu jeśli potrzeba." + msgid "Code Signing" msgstr "Podpisywanie kodu" @@ -14918,17 +14589,6 @@ msgstr "" "Próbuję zbudować z szablonu zbudowanego w gradle , ale nie ma informacji o " "wersji. Zainstaluj ponownie z menu \"Projekt\"." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Niezgodna wersja buildu Androida: Zainstalowany szablon: %s Wersja Godota: " -"%s. Zainstaluj ponownie szablon z menu \"Projekt\"." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "Nie można zastąpić plików res://android/build/res/*.xml nazwą projektu." - msgid "Could not export project files to gradle project." msgstr "Nie udało się eksportować plików projektu do projektu gradle." @@ -15688,15 +15348,6 @@ msgstr "" "Area2D." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D służy tylko do zapewnienia kształtu kolizji dla węzła " -"pochodnego CollisionObject2D. Proszę używać go tylko jako dziecko Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D itp., aby nadać im kształt." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15984,11 +15635,6 @@ msgstr "" "kształtu." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." @@ -16168,13 +15814,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Generowanie struktur przyspieszenia sond" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Węzły LightmapGI nie są jeszcze obsługiwane podczas korzystania z backendu GL " -"Compatibility. Wsparcie zostanie dodane w przyszłym wydaniu." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "NavigationAgent3D może być użyty tylko pod węzłem dziedziczącym Node3D." @@ -16500,9 +16139,6 @@ msgstr "" msgid "Alert!" msgstr "Alarm!" -msgid "Please Confirm..." -msgstr "Proszę potwierdzić..." - msgid "You don't have permission to access contents of this folder." msgstr "Nie masz uprawnień, by uzyskać dostęp do tego folderu." diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index d93da645c9..50a2a34cf1 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -45,14 +45,14 @@ # gomakappa <gomaproi@outlook.com>, 2023. # 100Nome <100nome.portugal@gmail.com>, 2023. # João Victor Alonso de Paula Sperandio <joaovictorapsperandio@gmail.com>, 2024. +# AegisTTN <tc.dev04@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-08 20:42+0000\n" -"Last-Translator: João Victor Alonso de Paula Sperandio " -"<joaovictorapsperandio@gmail.com>\n" +"PO-Revision-Date: 2024-02-18 23:39+0000\n" +"Last-Translator: AegisTTN <tc.dev04@gmail.com>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot/pt/>\n" "Language: pt\n" @@ -60,7 +60,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "Linha Principal" @@ -502,9 +502,6 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Remover Evento" -msgid "Filter by name..." -msgstr "Filtrar por nome..." - msgid "Clear All" msgstr "Limpar Tudo" @@ -632,33 +629,6 @@ msgstr "" "Não é possível alterar o modo de repetição na animação incorporada em outra " "cena." -msgid "Property Track" -msgstr "Pista de Propriedades" - -msgid "3D Position Track" -msgstr "Faixa de Posição 3D" - -msgid "3D Rotation Track" -msgstr "Faixa de Rotação 3D" - -msgid "3D Scale Track" -msgstr "Faixa de Escala 3D" - -msgid "Blend Shape Track" -msgstr "Faixa de Transformação" - -msgid "Call Method Track" -msgstr "Chamar Pista Método" - -msgid "Bezier Curve Track" -msgstr "Pista Curva Bezier" - -msgid "Audio Playback Track" -msgstr "Pista de Reprodução de Áudio" - -msgid "Animation Playback Track" -msgstr "Pista de Reprodução de Animação" - msgid "Animation length (frames)" msgstr "Duração da Animação (frames)" @@ -791,9 +761,6 @@ msgstr "Prender Interp Loop" msgid "Wrap Loop Interp" msgstr "Enrolar Interp Loop" -msgid "Insert Key" -msgstr "Inserir Chave" - msgid "Duplicate Key(s)" msgstr "Duplicar Chave(s)" @@ -954,11 +921,6 @@ msgstr "Chaves de Escala da Animação" msgid "Make Easing Keys" msgstr "Gerar Chaves de Suavização" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Esta opção não funciona para edição de Bezier, dado que é uma única faixa." - msgid "Animation Add RESET Keys" msgstr "Adicionar chaves RESET na Animação" @@ -1049,24 +1011,6 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propriedades da Animação." -msgid "Copy Tracks" -msgstr "Copiar Pistas" - -msgid "Scale Selection" -msgstr "Escalar Seleção" - -msgid "Scale From Cursor" -msgstr "Escalar Partir do Cursor" - -msgid "Make Easing Selection" -msgstr "Escolher Tipo de Suavização" - -msgid "Duplicate Selection" -msgstr "Duplicar Seleção" - -msgid "Duplicate Transposed" -msgstr "Duplicar Transposto" - msgid "Delete Selection" msgstr "Apagar Seleção" @@ -1079,15 +1023,6 @@ msgstr "Ir para Passo Anterior" msgid "Apply Reset" msgstr "Aplicar Reinicialização" -msgid "Bake Animation" -msgstr "Gerar Animação" - -msgid "Optimize Animation (no undo)" -msgstr "Otimizar Animação (irreversível)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Limpar Animação (irreversível)" - msgid "Pick a node to animate:" msgstr "Escolha um nó para animar:" @@ -1903,7 +1838,7 @@ msgid "Create Folder" msgstr "Criar Pasta" msgid "Folder name is valid." -msgstr "O nome do arquivo é inválido." +msgstr "O nome da pasta é válido." msgid "Thanks from the Godot community!" msgstr "Agradecimentos da Comunidade Godot!" @@ -2416,9 +2351,6 @@ msgstr "Carregar Perfil" msgid "Export Profile" msgstr "Exportar Perfil" -msgid "Forced classes on detect:" -msgstr "Classes forçadas ao detetar:" - msgid "Edit Build Configuration Profile" msgstr "Editar Perfil de Configuração da Compilação" @@ -2450,6 +2382,15 @@ msgstr "[vazio]" msgid "[unsaved]" msgstr "[não guardado]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Posição da Doca" + +msgid "Make Floating" +msgstr "Tornar Flutuante" + msgid "3D Editor" msgstr "Editor 3D" @@ -2656,6 +2597,21 @@ msgstr "" "Este método não precisa de uma instância para ser chamado.\n" "Ele pode ser chamado diretamente usando o nome da classe." +msgid "Constructors" +msgstr "Construtores" + +msgid "Operators" +msgstr "Operadores" + +msgid "Method Descriptions" +msgstr "Descrições de Método" + +msgid "Constructor Descriptions" +msgstr "Descrições do Construtor" + +msgid "Operator Descriptions" +msgstr "Descrições de Operadores" + msgid "Error codes returned:" msgstr "Códigos de erro retornados:" @@ -2701,18 +2657,6 @@ msgstr "Herdar:" msgid "Inherited by:" msgstr "Herdado por:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Esta classe está marcada como obsoleta. Ela será removida em versões futuras." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Esta classe está marcada como experimental. Está sujeita a prováveis " -"alterações ou possível remoção em versões futuras. Use ao seu critério." - msgid "Description" msgstr "Descrição" @@ -2751,12 +2695,6 @@ msgstr "predefinição:" msgid "property:" msgstr "propriedade:" -msgid "Constructors" -msgstr "Construtores" - -msgid "Operators" -msgstr "Operadores" - msgid "Theme Properties" msgstr "Propriedades do Tema" @@ -2810,15 +2748,6 @@ msgstr "" "Atualmente não existe descrição para esta Propriedade. Por favor nos ajude " "[color=$color][url=$url]contribuindo com uma[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Descrições do Construtor" - -msgid "Method Descriptions" -msgstr "Descrições de Método" - -msgid "Operator Descriptions" -msgstr "Descrições de Operadores" - msgid "Metadata:" msgstr "Metadados:" @@ -2831,9 +2760,6 @@ msgstr "Método:" msgid "Signal:" msgstr "Sinal:" -msgid "Theme Item:" -msgstr "Item Tema:" - msgid "No description available." msgstr "Nenhuma descrição disponível." @@ -2843,6 +2769,24 @@ msgstr "%d correspondência." msgid "%d matches." msgstr "%d correspondências." +msgid "Method" +msgstr "Método" + +msgid "Signal" +msgstr "Sinal" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Propriedade" + +msgid "Theme Property" +msgstr "Propriedade do Tema" + +msgid "Annotation" +msgstr "Anotações" + msgid "Search Help" msgstr "Procure em Ajuda" @@ -2891,24 +2835,6 @@ msgstr "(Construtores)" msgid "Class" msgstr "Classe" -msgid "Method" -msgstr "Método" - -msgid "Signal" -msgstr "Sinal" - -msgid "Annotation" -msgstr "Anotações" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Propriedade" - -msgid "Theme Property" -msgstr "Propriedade do Tema" - msgid "This member is marked as deprecated." msgstr "Este membro esta marcado como obsoleto." @@ -3470,9 +3396,6 @@ msgstr "Limpar Cenas Recentes" msgid "There is no defined scene to run." msgstr "Não existe cena definida para execução." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3501,15 +3424,15 @@ msgstr "" "Poderá alterá-la depois em \"Configurações do Projeto\" dentro da categoria " "'application." +msgid "Default" +msgstr "Predefinição" + msgid "Save Layout" msgstr "Guardar Modelo" msgid "Delete Layout" msgstr "Apagar Modelo" -msgid "Default" -msgstr "Predefinição" - msgid "This scene was never saved." msgstr "Esta cena nunca foi salva." @@ -3568,12 +3491,6 @@ msgstr "Compatibilidade" msgid "Pan View" msgstr "Vista Pan" -msgid "Dock Position" -msgstr "Posição da Doca" - -msgid "Make Floating" -msgstr "Tornar Flutuante" - msgid "Distraction Free Mode" msgstr "Modo Livre de Distrações" @@ -3631,6 +3548,9 @@ msgstr "Fechar Cena" msgid "Quit" msgstr "Sair" +msgid "Editor Settings..." +msgstr "Configurações do Editor..." + msgid "Project" msgstr "Projeto" @@ -3673,9 +3593,6 @@ msgstr "Sair para a Lista de Projetos" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Configurações do Editor..." - msgid "Command Palette..." msgstr "Paleta de Comandos..." @@ -3739,9 +3656,6 @@ msgstr "Proponha uma Funcionalidade" msgid "Send Docs Feedback" msgstr "Enviar Sugestão dos Docs" -msgid "About Godot" -msgstr "Sobre Godot" - msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" @@ -3787,33 +3701,6 @@ msgstr "Instalar do ficheiro" msgid "Select Android sources file" msgstr "Selecione os ficheiros fonte do Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Isso configurará o seu projeto para compilações gradle do Android instalando " -"o modelo de origem em \"res://android/build\".\n" -"Pode aplicar modificações e criar o seu próprio APK personalizado na " -"exportação (adicionar módulos, alterar o AndroidManifest.xml, etc.).\n" -"Observe que, para criar gradle builds em vez de usar APKs pré-criados, a " -"opção \"Use Gradle Build\" deve ser ativada na predefinição de exportação do " -"Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"O modelo de compilação Android já está instalado neste projeto e não será " -"substituído.\n" -"Remova manualmente a diretoria \"res://android/build\" antes de repetir esta " -"operação." - msgid "Show in File Manager" msgstr "Mostrar no Gestor de Ficheiros" @@ -3887,8 +3774,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Aviso!" -msgid "Main Script:" -msgstr "Script principal:" +msgid "On" +msgstr "On" msgid "Edit Plugin" msgstr "Editar Plugin" @@ -3905,15 +3792,9 @@ msgstr "Versão" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Editar Texto:" -msgid "On" -msgstr "On" - msgid "Renaming layer %d:" msgstr "Renomeando a camada %d:" @@ -4045,8 +3926,8 @@ msgstr "" "O recurso selecionado (%s) não corresponde a qualquer tipo esperado para esta " "propriedade (%s)." -msgid "Quick Load" -msgstr "Carregamento Rápido" +msgid "Load..." +msgstr "Carregar..." msgid "Inspect" msgstr "Inspetor" @@ -4072,14 +3953,11 @@ msgstr "Selecione recursos para tornar único:" msgid "New %s" msgstr "Novo %s" -msgid "New Script" -msgstr "Novo Script" - -msgid "Extend Script" -msgstr "Estender Script" +msgid "New Script..." +msgstr "Novo Script..." -msgid "New Shader" -msgstr "Novo Shader" +msgid "Extend Script..." +msgstr "Estender Script..." msgid "No Remote Debug export presets configured." msgstr "Nenhuma predefinição de exportação de Depuração Remota configurada." @@ -4106,12 +3984,6 @@ msgstr "Escreva a sua lógica no Método _run()." msgid "There is an edited scene already." msgstr "Já existe uma cena editada." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Não foi possível executar o script do editor, esqueceu-se de substituir o " -"método '_run'?" - msgid "Undo: %s" msgstr "Desfazer: %s" @@ -4220,12 +4092,6 @@ msgstr "Todos os Aparelhos" msgid "Device" msgstr "Aparelho" -msgid "Listening for input..." -msgstr "Aguardando entrada..." - -msgid "Filter by event..." -msgstr "Filtrar por evento..." - msgid "Project export for platform:" msgstr "Exportação do projeto para plataforma:" @@ -4576,6 +4442,9 @@ msgstr "" "clique.\n" "Apenas uma predefinição por plataforma pode ser marcada como executável." +msgid "Advanced Options" +msgstr "Opções Avançadas" + msgid "Export Path" msgstr "Exportar Caminho" @@ -4917,9 +4786,6 @@ msgstr "Nova Diretoria..." msgid "New Scene..." msgstr "Nova Cena..." -msgid "New Script..." -msgstr "Novo Script..." - msgid "New Resource..." msgstr "Novo Recurso..." @@ -5066,57 +4932,21 @@ msgstr "%d correspondências no ficheiro %d" msgid "%d matches in %d files" msgstr "%d correspondências em %d ficheiros" +msgid "Rename Group" +msgstr "Renomear Grupo" + msgid "Add to Group" msgstr "Adicionar ao Grupo" msgid "Remove from Group" msgstr "Remover do Grupo" -msgid "Invalid group name." -msgstr "Nome de grupo inválido." - -msgid "Group name already exists." -msgstr "Já existe o nome de grupo ." - -msgid "Rename Group" -msgstr "Renomear Grupo" - -msgid "Delete Group" -msgstr "Apagar Grupo" - -msgid "Groups" -msgstr "Grupos" - -msgid "Nodes Not in Group" -msgstr "Nós fora do Grupo" - -msgid "Nodes in Group" -msgstr "Nós no Grupo" - -msgid "Empty groups will be automatically removed." -msgstr "Grupos vazios serão removidos automaticamente." - -msgid "Group Editor" -msgstr "Editor de Grupo" - -msgid "Manage Groups" -msgstr "Gerir Grupos" +msgid "Global" +msgstr "Global" msgid "Move" msgstr "Mover" -msgid "Please select a base directory first." -msgstr "Por favor selecione primeiro a diretoria base." - -msgid "Could not create folder. File with that name already exists." -msgstr "Não foi possível criar a pasta. Já existe uma com esse nome." - -msgid "Choose a Directory" -msgstr "Escolha uma Diretoria" - -msgid "Copy File(s)" -msgstr "Copiar arquivo(s)" - msgid "Network" msgstr "Rede" @@ -5160,6 +4990,9 @@ msgstr "Abrir um Ficheiro ou Diretoria" msgid "Save a File" msgstr "Guardar um Ficheiro" +msgid "Could not create folder. File with that name already exists." +msgstr "Não foi possível criar a pasta. Já existe uma com esse nome." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "A pasta favorita não existe mais e será removida." @@ -5355,9 +5188,6 @@ msgstr "Alternar Visibilidade" msgid "Unlock Node" msgstr "Desbloquear Nó" -msgid "Button Group" -msgstr "Grupo Botão" - msgid "Disable Scene Unique Name" msgstr "Desativar Nome Único de Cena" @@ -5389,9 +5219,6 @@ msgstr[1] "O nó está nos seguintes grupos:" msgid "Click to show signals dock." msgstr "Clique para mostrar o painel de sinais." -msgid "Open in Editor" -msgstr "Abrir no Editor" - msgid "This script is currently running in the editor." msgstr "Este script é executado no editor." @@ -5422,6 +5249,9 @@ msgstr "" "AnimationPlayer está fixado.\n" "Clique para desafixar." +msgid "Open in Editor" +msgstr "Abrir no Editor" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" não é um filtro conhecido." @@ -5449,8 +5279,175 @@ msgstr "Mostrar Todos" msgid "The Beginning" msgstr "O Início" -msgid "Global" -msgstr "Global" +msgid "Pre-Import Scene" +msgstr "Pré-importando Cena" + +msgid "Importing Scene..." +msgstr "A importar Cena..." + +msgid "Import Scene" +msgstr "Importar Cena" + +msgid "Running Custom Script..." +msgstr "A executar Script Personalizado..." + +msgid "Couldn't load post-import script:" +msgstr "Não se conseguiu carregar o Script de pós-importação:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Script inválido/danificado para pós-importação (verificar consola):" + +msgid "Error running post-import script:" +msgstr "Erro na execução do Script de pós-importação:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "Retornou um objeto derivado de Node no método `_post_import()`?" + +msgid "Saving..." +msgstr "A guardar..." + +msgid "<Unnamed Material>" +msgstr "<Material Sem Nome>" + +msgid "Import ID: %s" +msgstr "Importar ID: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Tipo: %s\n" +"Importar ID: %s" + +msgid "Error opening scene" +msgstr "Erro ao abrir cena" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Configurações Avançadas de Importação de AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Configurações Avançadas de Importação para Cena '%s'" + +msgid "Select folder to extract material resources" +msgstr "Selecione a pasta para extrair os recursos de material" + +msgid "Select folder where mesh resources will save on import" +msgstr "Selecione a pasta onde os recursos de malha serão salvos ao importar" + +msgid "Select folder where animations will save on import" +msgstr "Selecione a pasta onde as animações serão salvas ao importar" + +msgid "Warning: File exists" +msgstr "Atenção: Ficheiro existente" + +msgid "Existing file with the same name will be replaced." +msgstr "O ficheiro existente com o mesmo nome será substituído." + +msgid "Will create new file" +msgstr "Vai criar um novo ficheiro" + +msgid "Already External" +msgstr "Já é externo" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Esse material já referencia um ficheiro externo, nenhuma ação será feita.\n" +"Desative a propriedade externa para que ele seja extraído novamente." + +msgid "No import ID" +msgstr "Sem ID de importação" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"O Material não tem nome nem outra forma de identificação ao reimportar.\n" +"Dê-lhe um nome ou certifique-se de que ele seja exportado com um ID único." + +msgid "Extract Materials to Resource Files" +msgstr "Extrair Materiais para Ficheiros de Recurso" + +msgid "Extract" +msgstr "Extrair" + +msgid "Already Saving" +msgstr "Já está a guardar" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "Essa malha já é salva para um recurso externo, nenhuma ação será feita." + +msgid "Existing file with the same name will be replaced on import." +msgstr "O ficheiro existente com o mesmo nome será substituído ao importar." + +msgid "Will save to new file" +msgstr "Irá guardar num novo ficheiro" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"A malha não tem nome nem outra forma de identificação ao reimportar.\n" +"Dê-lhe um nome ou certifique-se que ela seja exportada com um ID único." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "Defina caminhos para gravar malhas como recursos ao Reimportar" + +msgid "Set Paths" +msgstr "Definir Caminhos" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Essa animação já foi salva como um recurso externo, nenhuma ação será feita." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "Definir caminhos para gravar animações como recursos ao Reimportar" + +msgid "Can't make material external to file, write error:" +msgstr "" +"Não foi possível tornar o material um ficheiro externo, erro de escrita:" + +msgid "Actions..." +msgstr "Ações..." + +msgid "Extract Materials" +msgstr "Extrair Materiais" + +msgid "Set Animation Save Paths" +msgstr "Definir Caminhos para Gravar Animação" + +msgid "Set Mesh Save Paths" +msgstr "Definir Caminhos para Gravar Malhas" + +msgid "Meshes" +msgstr "Malhas" + +msgid "Materials" +msgstr "Materiais" + +msgid "Selected Animation Play/Pause" +msgstr "Reproduzir/Pausar Animação Selecionada" + +msgid "Status" +msgstr "Status" + +msgid "Save Extension:" +msgstr "Gravar Extensão:" + +msgid "Text: *.tres" +msgstr "Textura: *.tres" + +msgid "Binary: *.res" +msgstr "Binário: *.res" + +msgid "Text Resource" +msgstr "Recurso de Texto" + +msgid "Binary Resource" +msgstr "Recurso Binário" msgid "Audio Stream Importer: %s" msgstr "Importador de Fluxo de Áudio: %s" @@ -5618,33 +5615,6 @@ msgstr "Fonte TrueType/OpenType renderizada dinamicamente" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Campo de distância com sinal multicanal pré-renderizado (+verdadeiro)" -msgid "Pre-Import Scene" -msgstr "Pré-importando Cena" - -msgid "Importing Scene..." -msgstr "A importar Cena..." - -msgid "Import Scene" -msgstr "Importar Cena" - -msgid "Running Custom Script..." -msgstr "A executar Script Personalizado..." - -msgid "Couldn't load post-import script:" -msgstr "Não se conseguiu carregar o Script de pós-importação:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Script inválido/danificado para pós-importação (verificar consola):" - -msgid "Error running post-import script:" -msgstr "Erro na execução do Script de pós-importação:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "Retornou um objeto derivado de Node no método `_post_import()`?" - -msgid "Saving..." -msgstr "A guardar..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5684,146 +5654,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Material Sem Nome>" - -msgid "Import ID: %s" -msgstr "Importar ID: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Tipo: %s\n" -"Importar ID: %s" - -msgid "Error opening scene" -msgstr "Erro ao abrir cena" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Configurações Avançadas de Importação de AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Configurações Avançadas de Importação para Cena '%s'" - -msgid "Select folder to extract material resources" -msgstr "Selecione a pasta para extrair os recursos de material" - -msgid "Select folder where mesh resources will save on import" -msgstr "Selecione a pasta onde os recursos de malha serão salvos ao importar" - -msgid "Select folder where animations will save on import" -msgstr "Selecione a pasta onde as animações serão salvas ao importar" - -msgid "Warning: File exists" -msgstr "Atenção: Ficheiro existente" - -msgid "Existing file with the same name will be replaced." -msgstr "O ficheiro existente com o mesmo nome será substituído." - -msgid "Will create new file" -msgstr "Vai criar um novo ficheiro" - -msgid "Already External" -msgstr "Já é externo" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Esse material já referencia um ficheiro externo, nenhuma ação será feita.\n" -"Desative a propriedade externa para que ele seja extraído novamente." - -msgid "No import ID" -msgstr "Sem ID de importação" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"O Material não tem nome nem outra forma de identificação ao reimportar.\n" -"Dê-lhe um nome ou certifique-se de que ele seja exportado com um ID único." - -msgid "Extract Materials to Resource Files" -msgstr "Extrair Materiais para Ficheiros de Recurso" - -msgid "Extract" -msgstr "Extrair" - -msgid "Already Saving" -msgstr "Já está a guardar" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "Essa malha já é salva para um recurso externo, nenhuma ação será feita." - -msgid "Existing file with the same name will be replaced on import." -msgstr "O ficheiro existente com o mesmo nome será substituído ao importar." - -msgid "Will save to new file" -msgstr "Irá guardar num novo ficheiro" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"A malha não tem nome nem outra forma de identificação ao reimportar.\n" -"Dê-lhe um nome ou certifique-se que ela seja exportada com um ID único." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "Defina caminhos para gravar malhas como recursos ao Reimportar" - -msgid "Set Paths" -msgstr "Definir Caminhos" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Essa animação já foi salva como um recurso externo, nenhuma ação será feita." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "Definir caminhos para gravar animações como recursos ao Reimportar" - -msgid "Can't make material external to file, write error:" -msgstr "" -"Não foi possível tornar o material um ficheiro externo, erro de escrita:" - -msgid "Actions..." -msgstr "Ações..." - -msgid "Extract Materials" -msgstr "Extrair Materiais" - -msgid "Set Animation Save Paths" -msgstr "Definir Caminhos para Gravar Animação" - -msgid "Set Mesh Save Paths" -msgstr "Definir Caminhos para Gravar Malhas" - -msgid "Meshes" -msgstr "Malhas" - -msgid "Materials" -msgstr "Materiais" - -msgid "Selected Animation Play/Pause" -msgstr "Reproduzir/Pausar Animação Selecionada" - -msgid "Save Extension:" -msgstr "Gravar Extensão:" - -msgid "Text: *.tres" -msgstr "Textura: *.tres" - -msgid "Binary: *.res" -msgstr "Binário: *.res" - -msgid "Text Resource" -msgstr "Recurso de Texto" - -msgid "Binary Resource" -msgstr "Recurso Binário" - msgid "Importer:" msgstr "Importador:" @@ -6079,6 +5909,9 @@ msgstr "Definindo %s nós como %d ativos" msgid "%s (%d Selected)" msgstr "%s (%d Selecionado)" +msgid "Groups" +msgstr "Grupos" + msgid "Select a single node to edit its signals and groups." msgstr "Selecione um único nó para editar sinais e grupos." @@ -6216,9 +6049,6 @@ msgstr "Adicionar Animação" msgid "Add %s" msgstr "Adicionar %s" -msgid "Load..." -msgstr "Carregar..." - msgid "Move Node Point" msgstr "Mover Ponto Nó" @@ -6462,27 +6292,15 @@ msgstr "Gravar Animação" msgid "Make Animation Unique: %s" msgstr "Tornar Animação Única: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Ficheiro AnimationLibrary inválido." - -msgid "This library is already added to the mixer." -msgstr "Esta biblioteca já foi adicionada ao reprodutor." - -msgid "Invalid Animation file." -msgstr "Ficheiro de Animação inválido." - -msgid "This animation is already added to the library." -msgstr "Esta animação já foi adicionada a biblioteca." - -msgid "Load Animation into Library: %s" -msgstr "Carregar Animação na Biblioteca: %s" - msgid "Save Animation library to File: %s" msgstr "Gravar Biblioteca de Animações no Ficheiro: %s" msgid "Save Animation to File: %s" msgstr "Gravar Animação em Ficheiro: %s" +msgid "Load Animation into Library: %s" +msgstr "Carregar Animação na Biblioteca: %s" + msgid "Rename Animation Library: %s" msgstr "Renomear Biblioteca de Animações: %s" @@ -6519,36 +6337,9 @@ msgstr "[Avulsa]" msgid "[imported]" msgstr "[Importada]" -msgid "Add Animation to Library" -msgstr "Adicionar Animação a Biblioteca" - -msgid "Load animation from file and add to library" -msgstr "Carregar animação a partir de ficheiro e adicionar a biblioteca" - -msgid "Paste Animation to Library from clipboard" -msgstr "Colar Animação da área de transferência na Biblioteca" - -msgid "Save animation library to resource on disk" -msgstr "Gravar biblioteca de animação como recurso em disco" - -msgid "Remove animation library" -msgstr "Remover biblioteca de animação" - -msgid "Copy animation to clipboard" -msgstr "Copiar animação para área de transferência" - -msgid "Save animation to resource on disk" -msgstr "Gravar animação como recurso em disco" - -msgid "Remove animation from Library" -msgstr "Remover Animação da Biblioteca" - msgid "Edit Animation Libraries" msgstr "Editar Bibliotecas de Animações" -msgid "Add Library" -msgstr "Adicionar Biblioteca" - msgid "Load Library" msgstr "Carregar Biblioteca" @@ -6910,6 +6701,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Último" +msgid "Failed to get repository configuration." +msgstr "Falha ao obter a configuração do repositório." + msgid "All" msgstr "Todos" @@ -6949,9 +6743,6 @@ msgstr "Site:" msgid "Support" msgstr "Suporte" -msgid "Failed to get repository configuration." -msgstr "Falha ao obter a configuração do repositório." - msgid "Assets ZIP File" msgstr "Ficheiro ZIP de Recursos" @@ -7119,6 +6910,9 @@ msgstr "Limpar Guias" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Crie Bone2D(s) personalizado(s) a partir do(s) nó(s)" +msgid "Cancel Transformation" +msgstr "Cancelar Transformação" + msgid "Zoom to 3.125%" msgstr "Zoom a 3.125%" @@ -7268,15 +7062,9 @@ msgstr "Destravar o nó selecionado, para permitir a seleção e movimentação. msgid "Unlock Selected Node(s)" msgstr "Desbloquear Nó(s) Selecionado(s)" -msgid "Make selected node's children not selectable." -msgstr "Tornar os filhos deste Nó não selecionáveis." - msgid "Group Selected Node(s)" msgstr "Agrupar Nó(s) Selecionado(s)" -msgid "Make selected node's children selectable." -msgstr "Tornar os filhos deste Nó selecionáveis." - msgid "Ungroup Selected Node(s)" msgstr "Desagrupar Nó(s) Selecionado(s)" @@ -7322,11 +7110,8 @@ msgstr "Mostrar Origem" msgid "Show Viewport" msgstr "Mostrar Viewport" -msgid "Show Group And Lock Icons" -msgstr "Mostrar Grupo e Bloquear Ícones" - -msgid "Show Transformation Gizmos" -msgstr "Exibir Gizmos de Transformação" +msgid "Gizmos" +msgstr "Bugigangas" msgid "Center Selection" msgstr "Centrar Seleção" @@ -7361,6 +7146,9 @@ msgstr "Máscara de escala para inserir chaves." msgid "Insert keys (based on mask)." msgstr "Inserir chaves (baseado na máscara)." +msgid "Insert Key" +msgstr "Inserir Chave" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7397,19 +7185,9 @@ msgstr "Dividir passo da grelha por 2" msgid "Adding %s..." msgstr "A adicionar %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Arrastar e largar para adicionar como um filho do Nó Raiz da cena atual." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "Segure %s ao soltar para adicionar como filho do nó selecionado." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Segure Shift ao soltar para adicionar como irmão do Nó selecionado." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Segure Alt ao soltar para adicionar o Nó como um de outro tipo." - msgid "Cannot instantiate multiple nodes without root." msgstr "Incapaz de instanciar nós múltiplos sem raiz." @@ -7613,12 +7391,24 @@ msgstr "Centralizado" msgid "Capture Colors from Pixel" msgstr "Capturar cores do pixel" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Gerando Visibilidade AABB (Aguardando Simulação de Partículas)" + +msgid "Generate Visibility AABB" +msgstr "Gerar visibilidade AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Gerar AABB" + msgid "Create Emission Points From Node" msgstr "Criar Pontos de emissão a partir do Nó" +msgid "Generation Time (sec):" +msgstr "Tempo de geração (s):" + msgid "Load Curve Preset" msgstr "Carregar Curva Predefinida" @@ -7786,14 +7576,6 @@ msgstr "" "Quando essa opção está ativada, o servidor de depuração vai se manter aberto " "e verificando por novas sessões que começarem por fora do próprio editor." -msgid "Run Multiple Instances" -msgstr "Executar Múltiplas Instâncias" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Executando %d Instância" -msgstr[1] "Executando %d Instâncias" - msgid "Size: %s" msgstr "Tamanho: %s" @@ -7917,9 +7699,6 @@ msgstr "Limpar máscara de emissão" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Tempo de geração (s):" - msgid "The geometry's faces don't contain any area." msgstr "As faces da geometria não contêm qualquer área." @@ -7959,18 +7738,9 @@ msgstr "Um material processador do tipo 'ParticleProcessMaterial' é necessário msgid "Convert to CPUParticles3D" msgstr "Converter para CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Gerando Visibilidade AABB (Aguardando Simulação de Partículas)" - -msgid "Generate Visibility AABB" -msgstr "Gerar visibilidade AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Gerar AABB" - msgid "Low" msgstr "Baixa" @@ -8060,9 +7830,6 @@ msgstr "Nenhuma cena raiz do editor encontrada." msgid "Lightmap data is not local to the scene." msgstr "Os dados do mapa de iluminação não são locais para a cena." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "Tamanho máximo de textura é muito pequeno para imagens de mapa de luz." - msgid "Bake Lightmaps" msgstr "Consolidar Lightmaps" @@ -8548,9 +8315,6 @@ msgstr "Definir Superfície %d Substituir Material" msgid "Set Material Override" msgstr "Definir Substituição de Material" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Não é possível arrastar e soltar dentro de múltiplos nós selecionados." - msgid "None" msgstr "Nenhum" @@ -8734,9 +8498,6 @@ msgstr "Bloquear Transformação para o Plano-XZ" msgid "Lock Transformation to XY plane" msgstr "Bloquear Transformação para o Plano-XY" -msgid "Cancel Transformation" -msgstr "Cancelar Transformação" - msgid "Begin Translate Transformation" msgstr "Iniciar Translação da Transformação" @@ -8929,9 +8690,6 @@ msgstr "3 Viewports (Alt)" msgid "4 Viewports" msgstr "4 Viewports" -msgid "Gizmos" -msgstr "Bugigangas" - msgid "View Origin" msgstr "Ver origem" @@ -8956,9 +8714,6 @@ msgstr "Ajuste de Escala (%):" msgid "Viewport Settings" msgstr "Configuração do Viewport" -msgid "Perspective FOV (deg.):" -msgstr "Perspetiva FOV (graus):" - msgid "View Z-Near:" msgstr "Ver Z-Near:" @@ -9139,6 +8894,9 @@ msgstr "Apagar Ponto" msgid "Close Curve" msgstr "Fechar curva" +msgid "Please Confirm..." +msgstr "Confirme por favor..." + msgid "Mirror Handle Angles" msgstr "Espelhar ângulos do manipulador" @@ -9667,6 +9425,9 @@ msgstr "Criar região de código" msgid "Unfold All Lines" msgstr "Mostrar todas as linhas" +msgid "Duplicate Selection" +msgstr "Duplicar Seleção" + msgid "Duplicate Lines" msgstr "Duplicar Linhas" @@ -9733,21 +9494,9 @@ msgstr "Salvar a(s) alteração(ões) no(s) seguinte(s) shader(s) antes de sair? msgid "Shader Editor" msgstr "Editor Shader" -msgid "New Shader Include" -msgstr "Incluir Novo Shader" - -msgid "Load Shader File" -msgstr "Carregar Ficheiro Shader" - -msgid "Load Shader Include File" -msgstr "Carregar Ficheiro de Inclusão de Shader" - msgid "Save File" msgstr "Salvar Ficheiro" -msgid "Save File As" -msgstr "Salvar Ficheiro Como" - msgid "Open File in Inspector" msgstr "Abrir Ficheiro no Inspetor" @@ -9887,9 +9636,6 @@ msgstr "Não é possível converter um sprite de uma cena estrangeira." msgid "Can't convert an empty sprite to mesh." msgstr "Não é possível converter um sprite vazio para malha." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "Incapaz de converter sprite com frames de animação para malha." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geometria inválida, não substituível por malha." @@ -10921,13 +10667,6 @@ msgstr "Espalhamento:" msgid "Tiles" msgstr "Blocos" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"O TileSet deste TileMap não tem nenhuma fonte configurada. Vá para a guia " -"inferior do TileSet para adicionar um." - msgid "Sort sources" msgstr "Classificar fontes" @@ -10969,13 +10708,6 @@ msgstr "" "Modo de conexão: pinta um terreno e o conecta com os tiles adjacentes no " "mesmo terreno." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Modo Caminho: pinta um terreno, então conecta o mesmo ao tile anterior " -"pintado com o mesmo traço." - msgid "Terrains" msgstr "Terrenos" @@ -11296,9 +11028,6 @@ msgstr "" "essa fonte para fazer referência a uma fonte inválida. Isso pode resultar em " "perda inesperada de dados. Altere este ID com cuidado." -msgid "ID: %d" -msgstr "ID:%d" - msgid "Add a Scene Tile" msgstr "Adicionar um Tile na Cena" @@ -12689,214 +12418,8 @@ msgstr "Gerar VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Selecione o caminho para o ficheiro de dados VoxelGI" -msgid "The path specified doesn't exist." -msgstr "O caminho especificado não existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Erro ao abrir ficheiro comprimido (não está no formato ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Ficheiro de projeto \".zip\" inválido, não contém um ficheiro \"project." -"godot\"." - -msgid "Please choose an empty folder." -msgstr "Por favor escolha uma pasta vazia." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Escolha um \"project.godot\", um diretório com ele ou um arquivo \".zip\"." - -msgid "This directory already contains a Godot project." -msgstr "Esta diretoria já contém um projeto Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Não pode guardar um projeto no destino selecionado. Por favor, crie uma nova " -"pasta ou escolha um novo destino." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia." - -msgid "New Game Project" -msgstr "Novo Projeto de jogo" - -msgid "Imported Project" -msgstr "Projeto importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Escolha um ficheiro \"project.godot\" ou \".zip\"." - -msgid "Invalid project name." -msgstr "Nome do projeto inválido." - -msgid "Couldn't create folder." -msgstr "Incapaz de criar pasta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Já existe uma pasta neste caminho com o nome indicado." - -msgid "It would be a good idea to name your project." -msgstr "Seria uma boa ideia dar um nome ao Projeto." - -msgid "Supports desktop platforms only." -msgstr "Suporta apenas plataformas de desktop." - -msgid "Advanced 3D graphics available." -msgstr "Gráficos 3D avançados disponíveis." - -msgid "Can scale to large complex scenes." -msgstr "Pode escalar para cenas grandes e complexas." - -msgid "Uses RenderingDevice backend." -msgstr "Suporta aparelho de renderização atuais." - -msgid "Slower rendering of simple scenes." -msgstr "Renderização mais lenta de cenas simples." - -msgid "Supports desktop + mobile platforms." -msgstr "Suporta desktop + plataformas mobile." - -msgid "Less advanced 3D graphics." -msgstr "Gráficos 3D menos avançados." - -msgid "Less scalable for complex scenes." -msgstr "Menos escalável para cenas complexas." - -msgid "Fast rendering of simple scenes." -msgstr "Renderização rápida de cenas simples." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Suporta desktop, plataformas mobile + web." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Gráficos 3D menos avançados (em desenvolvimento)." - -msgid "Intended for low-end/older devices." -msgstr "Destinado a aparelhos modestos/antigos." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Usa renderizador OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Renderização mais rápida de cenas simples." - -msgid "Invalid project path (changed anything?)." -msgstr "Caminho de projeto inválido (alguma alteração?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Não pode carregar o projeto em '%s' (error %d). Pode estar sumido ou " -"corrompido." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Incapaz de salvar projeto em '%s' (error %d)." - -msgid "Warning: This folder is not empty" -msgstr "Aviso: Esta pasta não está vazia" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Está prestes a criar um projeto Godot numa pasta não vazia.\n" -"Todo o conteúdo desta pasta será importado como recursos do projeto!\n" -"\n" -"Tem certeza que deseja continuar?" - -msgid "Couldn't create project.godot in project path." -msgstr "Incapaz de criar project.godot no caminho do projeto." - -msgid "Couldn't create icon.svg in project path." -msgstr "Não foi possível criar icon.svg no caminho do projeto." - -msgid "Error opening package file, not in ZIP format." -msgstr "Erro ao abrir ficheiro comprimido, não está no formato ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Falhou a extração dos seguintes Ficheiros do pacote:" - -msgid "Package installed successfully!" -msgstr "Pacote Instalado com sucesso!" - -msgid "Rename Project" -msgstr "Renomear Projeto" - -msgid "Import Existing Project" -msgstr "Importar Projeto existente" - -msgid "Import & Edit" -msgstr "Importar & Editar" - -msgid "Create New Project" -msgstr "Criar novo Projeto" - -msgid "Create & Edit" -msgstr "Criar & Editar" - -msgid "Install Project:" -msgstr "Instalar Projeto:" - -msgid "Install & Edit" -msgstr "Instalar & Editar" - -msgid "Project Name:" -msgstr "Nome do Projeto:" - -msgid "Project Path:" -msgstr "Caminho do Projeto:" - -msgid "Project Installation Path:" -msgstr "Caminho de Instalação do Projeto:" - -msgid "Renderer:" -msgstr "Renderizador:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"O renderizador pode ser alterado posteriormente, mas as cenas podem precisar " -"de ajustes." - -msgid "Version Control Metadata:" -msgstr "Controle de Versão:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "" -"Este projeto foi editado pela última vez em uma versão Godot diferente: " - -msgid "This project uses features unsupported by the current build:" -msgstr "Este projeto usa recursos não suportados pela versão atual:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Erro: Projeto inexistente no sistema de ficheiros." - -msgid "Missing Project" -msgstr "Projeto Inexistente" - -msgid "Local" -msgstr "Local" - -msgid "Local Projects" -msgstr "Projetos Locais" - -msgid "Asset Library Projects" -msgstr "Projetos Biblioteca de Recursos" - -msgid "Can't open project at '%s'." -msgstr "Incapaz de abrir projeto em '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Está seguro que quer executar %d projetos em simultâneo?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13045,24 +12568,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Abrir assim mesmo? Projeto será modificado." +msgid "Remove %d projects from the list?" +msgstr "Remover %d projetos da lista?" + +msgid "Remove this project from the list?" +msgstr "Remover este projeto da lista?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Incapaz de executar o projeto: cena principal não definida.\n" -"Edite o projeto e defina a cena principal em Configurações do Projeto dentro " -"da categoria \"Application\"." +"Remover todos os projetos inexistentes da lista?\n" +"O conteúdo das pastas não será modificado." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Incapaz de executar o projeto: Recursos têm de ser importados.\n" -"Edite o projeto para desencadear a importação inicial." +"Não pode carregar o projeto em '%s' (error %d). Pode estar sumido ou " +"corrompido." -msgid "Are you sure to run %d projects at once?" -msgstr "Está seguro que quer executar %d projetos em simultâneo?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Incapaz de salvar projeto em '%s' (error %d)." msgid "Tag name can't be empty." msgstr "Nome de Etiqueta não pode ser vazio." @@ -13076,27 +12602,6 @@ msgstr "Estes caracteres não são permitidos nas etiquetas: %s." msgid "Tag name must be lowercase." msgstr "Etiqueta de nome deve estar em letras minúsculas." -msgid "Remove %d projects from the list?" -msgstr "Remover %d projetos da lista?" - -msgid "Remove this project from the list?" -msgstr "Remover este projeto da lista?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Remover todos os projetos inexistentes da lista?\n" -"O conteúdo das pastas não será modificado." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Linguagem alterada.\n" -"A interface será atualizada após o arranque do editor ou do gestor de " -"projetos." - msgctxt "Application" msgid "Project Manager" msgstr "Gestor de Projetos" @@ -13134,9 +12639,18 @@ msgstr "Ultima Modificação" msgid "Tags" msgstr "Etiquetas" +msgid "Create New Project" +msgstr "Criar novo Projeto" + +msgid "Import Existing Project" +msgstr "Importar Projeto existente" + msgid "Edit Project" msgstr "Editar Projeto" +msgid "Rename Project" +msgstr "Renomear Projeto" + msgid "Manage Tags" msgstr "Gerenciar Etiquetas" @@ -13146,12 +12660,6 @@ msgstr "Remover Projeto" msgid "Remove Missing" msgstr "Remover Ausente" -msgid "About" -msgstr "Sobre" - -msgid "Restart Now" -msgstr "Reiniciar agora" - msgid "Select a Folder to Scan" msgstr "Selecione uma Pasta para Pesquisar" @@ -13186,17 +12694,6 @@ msgstr "" "pois esta operação impossibilita sua abertura em versões mais antigas do " "Godot." -msgid "Can't run project" -msgstr "Incapaz de executar o projeto" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Atualmente não tem quaisquer projetos.\n" -"Gostaria de explorar os projetos de exemplo oficiais na Biblioteca de " -"Recursos?" - msgid "Manage Project Tags" msgstr "Gerenciar Etiquetas de Projeto" @@ -13218,6 +12715,182 @@ msgstr "Criar Nova Etiqueta" msgid "Tags are capitalized automatically when displayed." msgstr "Letras maiúsculas são exibidas automaticamente nas tags." +msgid "The path specified doesn't exist." +msgstr "O caminho especificado não existe." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Erro ao abrir ficheiro comprimido (não está no formato ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"Ficheiro de projeto \".zip\" inválido, não contém um ficheiro \"project." +"godot\"." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Escolha um \"project.godot\", um diretório com ele ou um arquivo \".zip\"." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Não pode guardar um projeto no destino selecionado. Por favor, crie uma nova " +"pasta ou escolha um novo destino." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia." + +msgid "New Game Project" +msgstr "Novo Projeto de jogo" + +msgid "Imported Project" +msgstr "Projeto importado" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Escolha um ficheiro \"project.godot\" ou \".zip\"." + +msgid "Invalid project name." +msgstr "Nome do projeto inválido." + +msgid "Couldn't create folder." +msgstr "Incapaz de criar pasta." + +msgid "There is already a folder in this path with the specified name." +msgstr "Já existe uma pasta neste caminho com o nome indicado." + +msgid "It would be a good idea to name your project." +msgstr "Seria uma boa ideia dar um nome ao Projeto." + +msgid "Supports desktop platforms only." +msgstr "Suporta apenas plataformas de desktop." + +msgid "Advanced 3D graphics available." +msgstr "Gráficos 3D avançados disponíveis." + +msgid "Can scale to large complex scenes." +msgstr "Pode escalar para cenas grandes e complexas." + +msgid "Uses RenderingDevice backend." +msgstr "Suporta aparelho de renderização atuais." + +msgid "Slower rendering of simple scenes." +msgstr "Renderização mais lenta de cenas simples." + +msgid "Supports desktop + mobile platforms." +msgstr "Suporta desktop + plataformas mobile." + +msgid "Less advanced 3D graphics." +msgstr "Gráficos 3D menos avançados." + +msgid "Less scalable for complex scenes." +msgstr "Menos escalável para cenas complexas." + +msgid "Fast rendering of simple scenes." +msgstr "Renderização rápida de cenas simples." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Suporta desktop, plataformas mobile + web." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Gráficos 3D menos avançados (em desenvolvimento)." + +msgid "Intended for low-end/older devices." +msgstr "Destinado a aparelhos modestos/antigos." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Usa renderizador OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Renderização mais rápida de cenas simples." + +msgid "Invalid project path (changed anything?)." +msgstr "Caminho de projeto inválido (alguma alteração?)." + +msgid "Warning: This folder is not empty" +msgstr "Aviso: Esta pasta não está vazia" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Está prestes a criar um projeto Godot numa pasta não vazia.\n" +"Todo o conteúdo desta pasta será importado como recursos do projeto!\n" +"\n" +"Tem certeza que deseja continuar?" + +msgid "Couldn't create project.godot in project path." +msgstr "Incapaz de criar project.godot no caminho do projeto." + +msgid "Couldn't create icon.svg in project path." +msgstr "Não foi possível criar icon.svg no caminho do projeto." + +msgid "Error opening package file, not in ZIP format." +msgstr "Erro ao abrir ficheiro comprimido, não está no formato ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Falhou a extração dos seguintes Ficheiros do pacote:" + +msgid "Package installed successfully!" +msgstr "Pacote Instalado com sucesso!" + +msgid "Import & Edit" +msgstr "Importar & Editar" + +msgid "Create & Edit" +msgstr "Criar & Editar" + +msgid "Install Project:" +msgstr "Instalar Projeto:" + +msgid "Install & Edit" +msgstr "Instalar & Editar" + +msgid "Project Name:" +msgstr "Nome do Projeto:" + +msgid "Project Path:" +msgstr "Caminho do Projeto:" + +msgid "Project Installation Path:" +msgstr "Caminho de Instalação do Projeto:" + +msgid "Renderer:" +msgstr "Renderizador:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"O renderizador pode ser alterado posteriormente, mas as cenas podem precisar " +"de ajustes." + +msgid "Version Control Metadata:" +msgstr "Controle de Versão:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Este projeto foi editado pela última vez em uma versão Godot diferente: " + +msgid "This project uses features unsupported by the current build:" +msgstr "Este projeto usa recursos não suportados pela versão atual:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Erro: Projeto inexistente no sistema de ficheiros." + +msgid "Missing Project" +msgstr "Projeto Inexistente" + +msgid "Restart Now" +msgstr "Reiniciar agora" + msgid "Add Project Setting" msgstr "Adicionar Configuração ao Projeto" @@ -13294,9 +12967,6 @@ msgstr "Sufixo:" msgid "Use Regular Expressions" msgstr "Usar Expressões Regulares" -msgid "Advanced Options" -msgstr "Opções Avançadas" - msgid "Substitute" msgstr "Substituto" @@ -13481,12 +13151,6 @@ msgstr "Separar Script" msgid "This operation can't be done on the tree root." msgstr "Esta operação não pode ser feita na raiz da árvore." -msgid "Move Node In Parent" -msgstr "Mover Nó no Progenitor" - -msgid "Move Nodes In Parent" -msgstr "Mover Nós no Progenitor" - msgid "Duplicate Node(s)" msgstr "Duplicar Nó(s)" @@ -13608,9 +13272,6 @@ msgstr "Nova Raiz da Cena" msgid "Create Root Node:" msgstr "Criar Nó Raiz:" -msgid "Switch to Favorite Nodes" -msgstr "Alternar para Nós Favoritos" - msgid "Other Node" msgstr "Outro Nó" @@ -13687,6 +13348,17 @@ msgstr "Auto Expandir Selecionados" msgid "All Scene Sub-Resources" msgstr "Todos os Sub-Recursos da Cena" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Filtre os nós inserindo uma parte de seu nome, tipo (se prefixado com \"tipo:" +"\" ou \"t:\")\n" +"ou grupo (se prefixado com \"grupo:\" ou \"g:\"). A filtragem não diferencia " +"maiúsculas de minúsculas." + msgid "Filter by Type" msgstr "Filtrar por Tipo" @@ -13748,12 +13420,6 @@ msgstr "Mudar Tipo..." msgid "Attach Script..." msgstr "Anexar Script..." -msgid "Extend Script..." -msgstr "Estender Script..." - -msgid "Reparent to New Node" -msgstr "Reassociar a Novo Nó" - msgid "Make Scene Root" msgstr "Tornar Raiz da Cena" @@ -13776,17 +13442,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Filtrar: nome, t:tipo, g:grupo" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Filtre os nós inserindo uma parte de seu nome, tipo (se prefixado com \"tipo:" -"\" ou \"t:\")\n" -"ou grupo (se prefixado com \"grupo:\" ou \"g:\"). A filtragem não diferencia " -"maiúsculas de minúsculas." - msgid "Attach a new or existing script to the selected node." msgstr "Anexar script novo ou existente ao nó selecionado." @@ -13808,6 +13463,9 @@ msgstr "" "que atualiza.\n" "Volte para a doca de árvore da cena Local para melhorar o desempenho." +msgid "Local" +msgstr "Local" + msgid "Delete Related Animation Tracks" msgstr "Apagar trilhas de animação relacionadas" @@ -13969,12 +13627,6 @@ msgstr "Criar Shader" msgid "Set Shader Global Variable" msgstr "Definir Variável Global Shader" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Especifique um nome de identificador uniforme de shader válido." - -msgid "Global shader parameter '%s' already exists'" -msgstr "O parâmetro de shader global '%s' já existe'" - msgid "Name '%s' is a reserved shader language keyword." msgstr "O nome '%s' é uma palavra-chave reservada da linguagem de shader." @@ -14044,13 +13696,6 @@ msgstr "Reiniciar & Atualizar" msgid "Make this panel floating in the screen %d." msgstr "Transforma esse painel em flutuante na tela %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Transforma esse painel em flutuante.\n" -"Clique com o botão direito para abrir o seletor de telas." - msgid "Select Screen" msgstr "Tela de seleção" @@ -14176,21 +13821,6 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Desativar a importação de ficheiro '.blend' requer reiniciar o editor." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"A importação do arquivo Blender está habilitada nas configurações do projeto, " -"mas nenhum caminho do Blender está configurado nas configurações do editor. " -"Os arquivos Blend não serão importados." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"A importação do arquivo Blender está habilitada, mas o caminho do Blender não " -"aponta para um diretório acessível. Os arquivos Blend não serão importados." - msgid "Next Plane" msgstr "Plano Seguinte" @@ -14803,6 +14433,15 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" deve ser maior ou igual a %d para o renderizador \"%s\"." +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"O nome do projeto não atende ao requisito para o formato do nome do pacote e " +"será atualizado para \"%s\". Por favor especifique explicitamente o nome do " +"pacote se necessário." + msgid "Code Signing" msgstr "Assinatura de Código" @@ -14872,20 +14511,6 @@ msgstr "" "Tentando compilar a partir de um modelo gradle pronto, mas não existe nenhuma " "informação de versão dele. Reinstale a partir do menu 'Projeto'." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Incompatibilidade de versão de compilação do Android: Modelo instalado: %s, " -"versão Godot: %s. Por favor, reinstale o modelo de compilação do Android no " -"menu 'Projeto'." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Incapaz de sobrescrever os ficheiros res://android/build/res/*.xml com o nome " -"do projeto." - msgid "Could not export project files to gradle project." msgstr "Incapaz de exportar ficheiros do projeto para projeto gradle." @@ -15612,7 +15237,7 @@ msgid "" "its shape." msgstr "" "Este nó não tem forma, em poder colidir ou interagir com outros objetos.\n" -"Considere adicionar nós CollisionShape2D ou CollisionPolygon2D como filhos " +"Considere adicionar um nó CollisionShape2D ou CollisionPolygon2D como filho " "para definir a sua forma." msgid "" @@ -15645,15 +15270,6 @@ msgstr "" "for uma Area2D." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D serve apenas para fornecer uma forma de colisão para um nó " -"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15920,10 +15536,10 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionShape2D apenas serve para fornecer a forma de colisão para um nó " -"derivado de CollisionObject2D.\n" -"Por favor use-o apenas como filho de Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D, etc. para dá-los forma." +"CollisionShape3D apenas serve para fornecer a forma de colisão para um nó " +"derivado de CollisionObject3D.\n" +"Por favor use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para dá-los forma." msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " @@ -15933,12 +15549,6 @@ msgstr "" "crie um recurso de forma para ele." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D não oferece suporte a RigidBody3D em outro modo além do " -"estático." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " @@ -16118,13 +15728,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Gerando Estruturas de Aceleração de Sonda" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Os nós LightmapGI ainda não são suportados ao usar o módulo de " -"compatibilidade GL. O suporte será adicionado numa versão futura." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "O nó NavigationAgent3D pode ser usado somente num nó pai herdeiro de Node3D." @@ -16326,7 +15929,7 @@ msgid "" msgstr "" "Para ter qualquer efeito visível, WorldEnvironment requer que a propriedade " "\"Environment\" dele contenha um Environment, a propriedade \"Camera " -"Attributes\" delecontenha um recurso CameraAttributes ou ambos." +"Attributes\" dele contenha um recurso CameraAttributes ou ambos." msgid "" "Only one WorldEnvironment is allowed per scene (or set of instantiated " @@ -16452,9 +16055,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "Please Confirm..." -msgstr "Confirme por favor..." - msgid "You don't have permission to access contents of this folder." msgstr "Não tem permissão para acessar o conteúdo desta pasta." diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index 16e3324d58..da37682558 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -162,7 +162,7 @@ # Felipe Nogueira <contato.fnog@gmail.com>, 2023. # Paulo Henrique <paulohenprado@gmail.com>, 2023. # Lucas Eduardo da Silva <sain.dreams@outlook.com>, 2023. -# "Márcio A. M. Reyes" <reyes.marcio@gmail.com>, 2023. +# "Márcio A. M. Reyes" <reyes.marcio@gmail.com>, 2023, 2024. # Fernando Lopes <fefehex12@gmail.com>, 2023. # Daniel Mucciolo <danielviannapsi@gmail.com>, 2023. # Guilherme <gui.rugai.freire@gmail.com>, 2023. @@ -176,13 +176,17 @@ # Fernando Crozetta <fernando@czetta.com>, 2023. # Sergio Antonio <sergio.antonio.pn@proton.me>, 2023. # Martonio Junior <jose.mart.junior@gmail.com>, 2023, 2024. +# Otávio Burato <otavioburato42@gmail.com>, 2024. +# Augusto Renan <augustorenanss@gmail.com>, 2024. +# João Vitor da Silva Matos <joaovitordasilvamatos21@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2024-01-11 08:00+0000\n" -"Last-Translator: Murilo Gama <murilovsky2030@gmail.com>\n" +"PO-Revision-Date: 2024-02-16 00:31+0000\n" +"Last-Translator: João Vitor da Silva Matos <joaovitordasilvamatos21@gmail." +"com>\n" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/godot-" "engine/godot/pt_BR/>\n" "Language: pt_BR\n" @@ -190,7 +194,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "Thread principal" @@ -271,7 +275,7 @@ msgid "Unknown Joypad Axis" msgstr "Eixo Desconhecido do Joypad" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Movimento do joypad no eixo %d (%s) com valor %.2f" +msgstr "Movimento do Joypad no Eixo %d (%s) com Valor %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Botão de Ação, Sony X, Xbox A, Nintendo B" @@ -632,9 +636,6 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Remover Evento" -msgid "Filter by name..." -msgstr "Filtrar por nome..." - msgid "Clear All" msgstr "Limpar Tudo" @@ -762,33 +763,6 @@ msgstr "" "Não é possível alterar o modo de repetição na animação incorporada em outra " "cena." -msgid "Property Track" -msgstr "Faixa de Propriedades" - -msgid "3D Position Track" -msgstr "Faixa de Posição 3D" - -msgid "3D Rotation Track" -msgstr "Faixa de Rotação 3D" - -msgid "3D Scale Track" -msgstr "Faixa de Escala 3D" - -msgid "Blend Shape Track" -msgstr "Faixa de Transformação" - -msgid "Call Method Track" -msgstr "Faixa de Método de Chamada" - -msgid "Bezier Curve Track" -msgstr "Faixa de Curva de Bezier" - -msgid "Audio Playback Track" -msgstr "Faixa de Reprodução de Áudio" - -msgid "Animation Playback Track" -msgstr "Faixa de Reprodução de Animação" - msgid "Animation length (frames)" msgstr "Duração da Animação (em quadros)" @@ -921,9 +895,6 @@ msgstr "Restringir Interpolação da Repetição" msgid "Wrap Loop Interp" msgstr "Envolver Repetição da Interpolação" -msgid "Insert Key" -msgstr "Inserir Chave" - msgid "Duplicate Key(s)" msgstr "Duplicar Chave(s)" @@ -1084,11 +1055,6 @@ msgstr "Chaves de Escala da Animação" msgid "Make Easing Keys" msgstr "Gerar Chaves de Suavização" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Esta opção não funciona para edição de Bezier, pois é apenas uma única faixa." - msgid "Animation Add RESET Keys" msgstr "Adicionar chaves RESET na Animação" @@ -1179,24 +1145,6 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propriedades da animação." -msgid "Copy Tracks" -msgstr "Copiar Faixas" - -msgid "Scale Selection" -msgstr "Selecionar Escala" - -msgid "Scale From Cursor" -msgstr "Escalar a Partir do Cursor" - -msgid "Make Easing Selection" -msgstr "Escolher Tipo de Suavização" - -msgid "Duplicate Selection" -msgstr "Duplicar Seleção" - -msgid "Duplicate Transposed" -msgstr "Duplicar Transposta" - msgid "Delete Selection" msgstr "Deletar Seleção" @@ -1209,15 +1157,6 @@ msgstr "Ir ao Passo Anterior" msgid "Apply Reset" msgstr "Redefinir" -msgid "Bake Animation" -msgstr "Gerar Animação" - -msgid "Optimize Animation (no undo)" -msgstr "Otimizar Animação (irreversível)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Limpar Animação (irreversível)" - msgid "Pick a node to animate:" msgstr "Escolha um nó para animar:" @@ -2544,9 +2483,6 @@ msgstr "Carregar Perfil" msgid "Export Profile" msgstr "Exportar Perfil" -msgid "Forced classes on detect:" -msgstr "Classes forçadas ao detectar:" - msgid "Edit Build Configuration Profile" msgstr "Editar Perfil de Configuração da Compilação" @@ -2578,6 +2514,15 @@ msgstr "[vazio]" msgid "[unsaved]" msgstr "[não salvo]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Pos. do Painel" + +msgid "Make Floating" +msgstr "Tornar Flutuante" + msgid "3D Editor" msgstr "Editor 3D" @@ -2782,6 +2727,21 @@ msgstr "" "Este método não precisa de uma instância para ser chamado.\n" "Ele pode ser chamado diretamente usando o nome da classe." +msgid "Constructors" +msgstr "Construtores" + +msgid "Operators" +msgstr "Operadores" + +msgid "Method Descriptions" +msgstr "Descrições do Método" + +msgid "Constructor Descriptions" +msgstr "Descrições da Propriedade" + +msgid "Operator Descriptions" +msgstr "Descrições do Operador" + msgid "Error codes returned:" msgstr "Códigos de erro retornados:" @@ -2794,6 +2754,13 @@ msgstr "Atualmente não há uma descrição para este construtor." msgid "There is currently no description for this operator." msgstr "Atualmente não há uma descrição para este operador." +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há uma descrição para este método. nos ajude com [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + msgid "Top" msgstr "Superior" @@ -2806,18 +2773,6 @@ msgstr "Herda:" msgid "Inherited by:" msgstr "Herdado por:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Esta classe está marcada como obsoleta. Ela será removida em versões futuras." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Esta classe está marcada como experimental. Está sujeita a prováveis " -"alterações ou possível remoção em versões futuras. Use a seu critério." - msgid "Description" msgstr "Descrição" @@ -2831,6 +2786,17 @@ msgstr "" "Atualmente não há descrição para esta classe. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" +msgid "Note:" +msgstr "Nota:" + +msgid "" +"There are notable differences when using this API with C#. See [url=%s]C# API " +"differences to GDScript[/url] for more information." +msgstr "" +"Existem diferenças notáveis ao usar esta API com C#. Consulte " +"[url=%s]diferenças entre a API C# e GDScript[/url] para obter mais " +"informações." + msgid "Online Tutorials" msgstr "Tutoriais Online" @@ -2846,12 +2812,6 @@ msgstr "padrão:" msgid "property:" msgstr "propriedade:" -msgid "Constructors" -msgstr "Construtores" - -msgid "Operators" -msgstr "Operadores" - msgid "Theme Properties" msgstr "Propriedades do Tema" @@ -2905,15 +2865,6 @@ msgstr "" "Atualmente não há descrição para esta propriedade. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Descrições da Propriedade" - -msgid "Method Descriptions" -msgstr "Descrições do Método" - -msgid "Operator Descriptions" -msgstr "Descrições do Operador" - msgid "Property:" msgstr "Propriedade:" @@ -2926,6 +2877,24 @@ msgstr "%d correspondência." msgid "%d matches." msgstr "%d correspondências." +msgid "Method" +msgstr "Método" + +msgid "Signal" +msgstr "Sinal" + +msgid "Constant" +msgstr "Constante" + +msgid "Property" +msgstr "Propriedade" + +msgid "Theme Property" +msgstr "Propriedade do Tema" + +msgid "Annotation" +msgstr "Anotações" + msgid "Search Help" msgstr "Pesquisar Ajuda" @@ -2974,24 +2943,6 @@ msgstr "(Construtores)" msgid "Class" msgstr "Classe" -msgid "Method" -msgstr "Método" - -msgid "Signal" -msgstr "Sinal" - -msgid "Annotation" -msgstr "Anotações" - -msgid "Constant" -msgstr "Constante" - -msgid "Property" -msgstr "Propriedade" - -msgid "Theme Property" -msgstr "Propriedade do Tema" - msgid "This member is marked as deprecated." msgstr "Este membro está marcado como obsoleto." @@ -3537,9 +3488,6 @@ msgstr "Limpar Cenas Recentes" msgid "There is no defined scene to run." msgstr "Não há cena definida para rodar." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3567,14 +3515,36 @@ msgstr "" "Você pode alterá-la mais tarde nas \"Configurações do Projeto\" na categoria " "\"Aplicação\"." +msgid "Default" +msgstr "Padrão" + msgid "Save Layout" msgstr "Salvar Layout" msgid "Delete Layout" msgstr "Excluir Layout" -msgid "Default" -msgstr "Padrão" +msgid "%d second ago" +msgid_plural "%d seconds ago" +msgstr[0] "%d segundo atrás" +msgstr[1] "%d segundos atrás" + +msgid "%d minute ago" +msgid_plural "%d minutes ago" +msgstr[0] "%d minuto atrás" +msgstr[1] "%d minutos atrás" + +msgid "%d hour ago" +msgid_plural "%d hours ago" +msgstr[0] "%d hora atrás" +msgstr[1] "%d horas atrás" + +msgid "" +"Scene \"%s\" has unsaved changes.\n" +"Last saved: %s." +msgstr "" +"A cena \"%s\" possui alterações não salvas.\n" +"Última salva: %s." msgid "Save & Close" msgstr "Salvar & Fechar" @@ -3594,6 +3564,21 @@ msgstr "" "Não foi possível gravar no arquivo '%s', arquivo em uso, bloqueado ou sem " "permissões." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"A alteração do renderizador requer a reinicialização do editor.\n" +"\n" +"Escolher Salvar e Reiniciar, mudará o método de renderização para:\n" +"- Plataformas de desktop: %s\n" +"- Dispositivos móveis: %s\n" +"- Plataforma web: gl_compatibility" + msgid "Forward+" msgstr "Avançado+" @@ -3606,12 +3591,6 @@ msgstr "Compatibilidade" msgid "Pan View" msgstr "Deslocar Visão" -msgid "Dock Position" -msgstr "Pos. do Painel" - -msgid "Make Floating" -msgstr "Tornar Flutuante" - msgid "Distraction Free Mode" msgstr "Modo Sem Distrações" @@ -3669,6 +3648,9 @@ msgstr "Fechar Cena" msgid "Quit" msgstr "Sair" +msgid "Editor Settings..." +msgstr "Configurações do Editor..." + msgid "Project" msgstr "Projeto" @@ -3708,9 +3690,6 @@ msgstr "Sair para a Lista de Projetos" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Configurações do Editor..." - msgid "Command Palette..." msgstr "Paleta de Comandos..." @@ -3775,12 +3754,25 @@ msgstr "Sugira uma Funcionalidade" msgid "Send Docs Feedback" msgstr "Enviar Sugestão de Docs" -msgid "About Godot" -msgstr "Sobre o Godot" - msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Escolha um método de renderização.\n" +"\n" +"Notas:\n" +"- Nos dispositivos moveis, o método de renderização Mobile será usado se " +"Forward+ estiver selecionado aqui.\n" +"- Na plataforma web, o método de renderização Compatibilidade é sempre " +"utilizado." + msgid "Update Continuously" msgstr "Atualizar Continuamente" @@ -3825,32 +3817,6 @@ msgstr "Instalar do arquivo" msgid "Select Android sources file" msgstr "Selecione os arquivos fonte do Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Isso configurará seu projeto para compilações gradle do Android instalando o " -"modelo de origem em \"res://android/build\".\n" -"Você pode aplicar modificações e criar seu próprio APK personalizado na " -"exportação (adicionar módulos, alterar o AndroidManifest.xml, etc.).\n" -"Observe que, para criar compilações gradle em vez de usar APKs pré-criados, a " -"opção \"Usar Compilador Gradle\" deve ser habilitada na predefinição de " -"exportação do Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"O modelo de compilação do Android já está instalado e não será substituído.\n" -"Remova a pasta \"res://android/build\" manualmente antes de tentar esta " -"operação novamente." - msgid "Show in File Manager" msgstr "Mostrar no Gerenciador de Arquivos" @@ -3921,8 +3887,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Aviso!" -msgid "Main Script:" -msgstr "Script Principal:" +msgid "On" +msgstr "Ativo" msgid "Edit Plugin" msgstr "Editar Plugin" @@ -3939,15 +3905,9 @@ msgstr "Versão" msgid "Author" msgstr "Autor" -msgid "Status" -msgstr "Estado" - msgid "Edit Text:" msgstr "Editar Texto:" -msgid "On" -msgstr "Ativo" - msgid "Renaming layer %d:" msgstr "Renomeando a camada %d:" @@ -4073,8 +4033,8 @@ msgstr "" "O recurso selecionado (%s) não corresponde ao tipo esperado para essa " "propriedade (%s)." -msgid "Quick Load" -msgstr "Carregamento Rápido" +msgid "Load..." +msgstr "Carregar..." msgid "Inspect" msgstr "Inspetor" @@ -4097,14 +4057,8 @@ msgstr "Converter para %s" msgid "New %s" msgstr "Novo %s" -msgid "New Script" -msgstr "Novo Script" - -msgid "Extend Script" -msgstr "Estender Script" - -msgid "New Shader" -msgstr "Novo Shader" +msgid "New Script..." +msgstr "Novo Script..." msgid "No Remote Debug export presets configured." msgstr "Nenhuma predefinição de exportação de Depuração Remota configurada." @@ -4131,12 +4085,6 @@ msgstr "Escreva sua lógica no método _run()." msgid "There is an edited scene already." msgstr "Já existe uma cena editada." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Não foi possível executar o script do editor, você esqueceu de substituir o " -"método '_run'?" - msgid "Undo: %s" msgstr "Desfazer: %s" @@ -4239,12 +4187,6 @@ msgstr "Todos os Dispositivos" msgid "Device" msgstr "Dispositivo" -msgid "Listening for input..." -msgstr "Aguardando entrada..." - -msgid "Filter by event..." -msgstr "Filtrar por evento..." - msgid "Project export for platform:" msgstr "Exportação do projeto para plataforma:" @@ -4328,6 +4270,9 @@ msgstr "Incorporar PCK" msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Em exportações de 32 bits, o PCK embutido não pode ser maior que 4GB." +msgid "Plugin \"%s\" is not supported on \"%s\"" +msgstr "O plugin \"%s\" não é compatível com \"%s\"" + msgid "Open the folder containing these templates." msgstr "Abrir a pasta contendo esses modelos." @@ -4583,6 +4528,9 @@ msgstr "" "clique.\n" "Somente uma predefinição por plataforma pode ser marcada como executável." +msgid "Advanced Options" +msgstr "Opções Avançadas" + msgid "Export Path" msgstr "Caminho de Exportação" @@ -4910,9 +4858,6 @@ msgstr "Nova Pasta..." msgid "New Scene..." msgstr "Nova Cena..." -msgid "New Script..." -msgstr "Novo Script..." - msgid "New Resource..." msgstr "Novo Recurso..." @@ -4955,6 +4900,27 @@ msgstr "Renomear..." msgid "Open in External Program" msgstr "Abrir em Programa Externo" +msgid "Yellow" +msgstr "Amarelo" + +msgid "Green" +msgstr "Verde" + +msgid "Teal" +msgstr "Verde-azulado" + +msgid "Blue" +msgstr "Azul" + +msgid "Purple" +msgstr "Roxo" + +msgid "Pink" +msgstr "Rosa" + +msgid "Gray" +msgstr "Cinza" + msgid "Go to previous selected folder/file." msgstr "Ir para a pasta/arquivo selecionado anteriormente." @@ -5029,57 +4995,21 @@ msgstr "%d correspondências no arquivo %d" msgid "%d matches in %d files" msgstr "%d correspondências em %d arquivos" +msgid "Rename Group" +msgstr "Renomear Grupo" + msgid "Add to Group" msgstr "Adicionar ao Grupo" msgid "Remove from Group" msgstr "Remover do Grupo" -msgid "Invalid group name." -msgstr "Nome de grupo inválido." - -msgid "Group name already exists." -msgstr "Nome do grupo já existe." - -msgid "Rename Group" -msgstr "Renomear Grupo" - -msgid "Delete Group" -msgstr "Remover Grupo" - -msgid "Groups" -msgstr "Grupos" - -msgid "Nodes Not in Group" -msgstr "Nós Fora do Grupo" - -msgid "Nodes in Group" -msgstr "Nós no Grupo" - -msgid "Empty groups will be automatically removed." -msgstr "Grupos vazios serão removidos automaticamente." - -msgid "Group Editor" -msgstr "Editor de Grupos" - -msgid "Manage Groups" -msgstr "Gerenciar Grupos" +msgid "Global" +msgstr "Global" msgid "Move" msgstr "Mover" -msgid "Please select a base directory first." -msgstr "Por favor selecione um diretório base primeiro." - -msgid "Could not create folder. File with that name already exists." -msgstr "Não foi possível criar a pasta. Já existe uma com esse nome." - -msgid "Choose a Directory" -msgstr "Escolha um Diretório" - -msgid "Copy File(s)" -msgstr "Copiar Arquivo(s)" - msgid "Network" msgstr "Rede" @@ -5123,6 +5053,9 @@ msgstr "Abrir Arquivo ou Diretório" msgid "Save a File" msgstr "Salvar um Arquivo" +msgid "Could not create folder. File with that name already exists." +msgstr "Não foi possível criar a pasta. Já existe uma com esse nome." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "A pasta favorita não existe mais e será removida." @@ -5318,9 +5251,6 @@ msgstr "Alternar Visibilidade" msgid "Unlock Node" msgstr "Desbloquear Nó" -msgid "Button Group" -msgstr "Grupo de Botões" - msgid "Disable Scene Unique Name" msgstr "Desabilitar Nome Único de Cena" @@ -5352,9 +5282,6 @@ msgstr[1] "O nó está nos seguintes grupos:" msgid "Click to show signals dock." msgstr "Clique para mostrar o painel de sinais." -msgid "Open in Editor" -msgstr "Abrir no Editor" - msgid "This script is currently running in the editor." msgstr "Este script está sendo executado no editor." @@ -5385,6 +5312,9 @@ msgstr "" "AnimationPlayer está marcado.\n" "Clique para desmarcar." +msgid "Open in Editor" +msgstr "Abrir no Editor" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" não é um filtro conhecido." @@ -5400,14 +5330,180 @@ msgstr "Árvore de Cena (Nós):" msgid "Node Configuration Warning!" msgstr "Aviso de Configuração de Nó!" +msgid "Allowed:" +msgstr "Permitido:" + msgid "Select a Node" msgstr "Selecione um Nó" msgid "The Beginning" msgstr "O Início" -msgid "Global" -msgstr "Global" +msgid "Pre-Import Scene" +msgstr "Pré-importando Cena" + +msgid "Importing Scene..." +msgstr "Importando Cena..." + +msgid "Import Scene" +msgstr "Importar Cena" + +msgid "Running Custom Script..." +msgstr "Executando Script Personalizado..." + +msgid "Couldn't load post-import script:" +msgstr "O script de pós-importação não pôde ser carregado:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Script de pós-importação inválido/quebrado (verifique o console):" + +msgid "Error running post-import script:" +msgstr "Erro ao rodar script de pós-importação:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "Você retornou um objeto derivado de Node no método `_post_import()`?" + +msgid "Saving..." +msgstr "Salvando..." + +msgid "<Unnamed Material>" +msgstr "<Material Sem Nome>" + +msgid "Import ID: %s" +msgstr "Importar ID: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Tipo: %s\n" +"Importar ID: %s" + +msgid "Error opening scene" +msgstr "Erro ao abrir cena" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Configurações Avançadas de Importação de AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Configurações Avançadas de Importação para Cena '%s'" + +msgid "Select folder to extract material resources" +msgstr "Selecione a pasta para extrair os recursos de material" + +msgid "Select folder where mesh resources will save on import" +msgstr "Selecione a pasta onde os recursos de malha serão salvos ao importar" + +msgid "Select folder where animations will save on import" +msgstr "Selecione a pasta onde as animações serão salvas ao importar" + +msgid "Warning: File exists" +msgstr "Aviso: O Arquivo existe" + +msgid "Existing file with the same name will be replaced." +msgstr "O arquivo existente com o mesmo nome será substituído." + +msgid "Will create new file" +msgstr "Criará um novo arquivo" + +msgid "Already External" +msgstr "Já é externo" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Esse material já referencia um arquivo externo, nenhuma ação será feita.\n" +"Desabilite a propriedade externa para que ele seja extraído novamente." + +msgid "No import ID" +msgstr "Não importar ID" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"O Material não tem nome nem outra forma de identificação ao reimportar.\n" +"Dê um nome a ele ou certifique-se de que ele seja exportado com um ID único." + +msgid "Extract Materials to Resource Files" +msgstr "Extrair Materiais para Arquivos de Recurso" + +msgid "Extract" +msgstr "Extrair" + +msgid "Already Saving" +msgstr "Já está salvando" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "Essa malha já é salva para um recurso externo, nenhuma ação será feita." + +msgid "Existing file with the same name will be replaced on import." +msgstr "O arquivo existente com o mesmo nome será substituído ao importar." + +msgid "Will save to new file" +msgstr "Salvará como um novo arquivo" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"A malha não tem nome nem outra forma de identificação ao reimportar.\n" +"Dê um nome a ela ou certifique-se que ela seja exportada com um ID único." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "Defina caminhos para salvar malhas como recursos ao Reimportar" + +msgid "Set Paths" +msgstr "Definir Caminhos" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Essa animação já foi salva como um recurso externo, nenhuma ação será feita." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "Definir caminhos para salvar animações como recursos ao Reimportar" + +msgid "Can't make material external to file, write error:" +msgstr "Não foi possível tornar o material um arquivo externo, erro de escrita:" + +msgid "Actions..." +msgstr "Ações..." + +msgid "Extract Materials" +msgstr "Extrair Materiais" + +msgid "Set Animation Save Paths" +msgstr "Definir Caminhos para Salvar Animação" + +msgid "Set Mesh Save Paths" +msgstr "Definir Caminhos para Salvar Malhas" + +msgid "Meshes" +msgstr "Malhas" + +msgid "Materials" +msgstr "Materiais" + +msgid "Status" +msgstr "Estado" + +msgid "Save Extension:" +msgstr "Salvar Extensão:" + +msgid "Text: *.tres" +msgstr "Textura: *.tres" + +msgid "Binary: *.res" +msgstr "Binário: *.res" + +msgid "Text Resource" +msgstr "Recurso de Texto" + +msgid "Binary Resource" +msgstr "Recurso Binário" msgid "Audio Stream Importer: %s" msgstr "Importador de Fluxo de Áudio: %s" @@ -5575,33 +5671,6 @@ msgstr "Fonte TrueType/OpenType renderizada dinamicamente" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Campo de distância com sinal multicanal pré-renderizado (+verdadeiro)" -msgid "Pre-Import Scene" -msgstr "Pré-importando Cena" - -msgid "Importing Scene..." -msgstr "Importando Cena..." - -msgid "Import Scene" -msgstr "Importar Cena" - -msgid "Running Custom Script..." -msgstr "Executando Script Personalizado..." - -msgid "Couldn't load post-import script:" -msgstr "O script de pós-importação não pôde ser carregado:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Script de pós-importação inválido/quebrado (verifique o console):" - -msgid "Error running post-import script:" -msgstr "Erro ao rodar script de pós-importação:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "Você retornou um objeto derivado de Node no método `_post_import()`?" - -msgid "Saving..." -msgstr "Salvando..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5641,142 +5710,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Material Sem Nome>" - -msgid "Import ID: %s" -msgstr "Importar ID: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Tipo: %s\n" -"Importar ID: %s" - -msgid "Error opening scene" -msgstr "Erro ao abrir cena" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Configurações Avançadas de Importação de AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Configurações Avançadas de Importação para Cena '%s'" - -msgid "Select folder to extract material resources" -msgstr "Selecione a pasta para extrair os recursos de material" - -msgid "Select folder where mesh resources will save on import" -msgstr "Selecione a pasta onde os recursos de malha serão salvos ao importar" - -msgid "Select folder where animations will save on import" -msgstr "Selecione a pasta onde as animações serão salvas ao importar" - -msgid "Warning: File exists" -msgstr "Aviso: O Arquivo existe" - -msgid "Existing file with the same name will be replaced." -msgstr "O arquivo existente com o mesmo nome será substituído." - -msgid "Will create new file" -msgstr "Criará um novo arquivo" - -msgid "Already External" -msgstr "Já é externo" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Esse material já referencia um arquivo externo, nenhuma ação será feita.\n" -"Desabilite a propriedade externa para que ele seja extraído novamente." - -msgid "No import ID" -msgstr "Não importar ID" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"O Material não tem nome nem outra forma de identificação ao reimportar.\n" -"Dê um nome a ele ou certifique-se de que ele seja exportado com um ID único." - -msgid "Extract Materials to Resource Files" -msgstr "Extrair Materiais para Arquivos de Recurso" - -msgid "Extract" -msgstr "Extrair" - -msgid "Already Saving" -msgstr "Já está salvando" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "Essa malha já é salva para um recurso externo, nenhuma ação será feita." - -msgid "Existing file with the same name will be replaced on import." -msgstr "O arquivo existente com o mesmo nome será substituído ao importar." - -msgid "Will save to new file" -msgstr "Salvará como um novo arquivo" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"A malha não tem nome nem outra forma de identificação ao reimportar.\n" -"Dê um nome a ela ou certifique-se que ela seja exportada com um ID único." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "Defina caminhos para salvar malhas como recursos ao Reimportar" - -msgid "Set Paths" -msgstr "Definir Caminhos" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Essa animação já foi salva como um recurso externo, nenhuma ação será feita." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "Definir caminhos para salvar animações como recursos ao Reimportar" - -msgid "Can't make material external to file, write error:" -msgstr "Não foi possível tornar o material um arquivo externo, erro de escrita:" - -msgid "Actions..." -msgstr "Ações..." - -msgid "Extract Materials" -msgstr "Extrair Materiais" - -msgid "Set Animation Save Paths" -msgstr "Definir Caminhos para Salvar Animação" - -msgid "Set Mesh Save Paths" -msgstr "Definir Caminhos para Salvar Malhas" - -msgid "Meshes" -msgstr "Malhas" - -msgid "Materials" -msgstr "Materiais" - -msgid "Save Extension:" -msgstr "Salvar Extensão:" - -msgid "Text: *.tres" -msgstr "Textura: *.tres" - -msgid "Binary: *.res" -msgstr "Binário: *.res" - -msgid "Text Resource" -msgstr "Recurso de Texto" - -msgid "Binary Resource" -msgstr "Recurso Binário" - msgid "Importer:" msgstr "Importador:" @@ -6018,6 +5951,9 @@ msgstr "Definindo %s nós como %d ativos" msgid "%s (%d Selected)" msgstr "%s (%d Selecionado)" +msgid "Groups" +msgstr "Grupos" + msgid "Select a single node to edit its signals and groups." msgstr "Selecione um nó para editar seus sinais e grupos." @@ -6046,18 +5982,66 @@ msgstr "Atualizar" msgid "Plugin Name:" msgstr "Nome do Plugin:" +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Obrigatório. Este nome será exibido na lista de plugins." + msgid "Subfolder:" msgstr "Subpasta:" +msgid "" +"Optional. The folder name should generally use `snake_case` naming (avoid " +"spaces and special characters).\n" +"If left empty, the folder will be named after the plugin name converted to " +"`snake_case`." +msgstr "" +"Opcional. O nome da pasta geralmente deve usar a nomenclatura `snake_case` " +"(evite espaços e caracteres especiais).\n" +"Se deixada em branco, a pasta receberá o nome do plugin convertido para " +"`snake_case`." + +msgid "" +"Optional. This description should be kept relatively short (up to 5 lines).\n" +"It will display when hovering the plugin in the list of plugins." +msgstr "" +"Opcional. Esta descrição deve ser relativamente curta (até 5 linhas).\n" +"Ela será exibida ao passar o mouse sobre o plugin na lista de plugins." + msgid "Author:" msgstr "Autor:" +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Opcional. O nome de usuário, nome completo ou nome da organização do autor." + msgid "Version:" msgstr "Versão:" +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Opcional. Um identificador de versão legível usado apenas para fins " +"informativos." + +msgid "" +"Required. The scripting language to use for the script.\n" +"Note that a plugin may use several languages at once by adding more scripts " +"to the plugin." +msgstr "" +"Obrigatório. A linguagem de script a ser usada para o script.\n" +"Observe que um plugin pode usar várias linguagens ao mesmo tempo adicionando " +"mais scripts ao plugin." + msgid "Script Name:" msgstr "Nome do Script:" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Opcional. O caminho para o script (relativo à pasta do add-on). Se deixado em " +"branco, o padrão será \"plugin.gd\"." + msgid "Activate now?" msgstr "Ativar agora?" @@ -6097,9 +6081,6 @@ msgstr "Adicionar animação" msgid "Add %s" msgstr "Adicionar %s" -msgid "Load..." -msgstr "Carregar..." - msgid "Move Node Point" msgstr "Mover o Ponto do Nó" @@ -6340,24 +6321,15 @@ msgstr "Salvar Animação" msgid "Make Animation Unique: %s" msgstr "Tornar Animação Única: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Arquivo AnimationLibrary inválido." - -msgid "Invalid Animation file." -msgstr "Arquivo de Animação inválido." - -msgid "This animation is already added to the library." -msgstr "Esta animação já foi adicionada a biblioteca." - -msgid "Load Animation into Library: %s" -msgstr "Carregar Animação na Biblioteca: %s" - msgid "Save Animation library to File: %s" msgstr "Salvar Biblioteca de Animações para o Arquivo: %s" msgid "Save Animation to File: %s" msgstr "Salvar Animação em Arquivo: %s" +msgid "Load Animation into Library: %s" +msgstr "Carregar Animação na Biblioteca: %s" + msgid "Rename Animation Library: %s" msgstr "Renomear Biblioteca de Animações: %s" @@ -6394,36 +6366,9 @@ msgstr "[Avulsa]" msgid "[imported]" msgstr "[Importada]" -msgid "Add Animation to Library" -msgstr "Adicionar Animação a Biblioteca" - -msgid "Load animation from file and add to library" -msgstr "Carregar animação a partir de arquivo e adicionar a biblioteca" - -msgid "Paste Animation to Library from clipboard" -msgstr "Colar Animação da área de transferência na Biblioteca" - -msgid "Save animation library to resource on disk" -msgstr "Salvar biblioteca de animação como recurso em disco" - -msgid "Remove animation library" -msgstr "Remover biblioteca de animação" - -msgid "Copy animation to clipboard" -msgstr "Copiar animação para área de transferência" - -msgid "Save animation to resource on disk" -msgstr "Salvar animação como recurso em disco" - -msgid "Remove animation from Library" -msgstr "Remover Animação da Biblioteca" - msgid "Edit Animation Libraries" msgstr "Editar Bibliotecas de Animações" -msgid "Add Library" -msgstr "Adicionar Biblioteca" - msgid "Load Library" msgstr "Carregar Biblioteca" @@ -6570,6 +6515,9 @@ msgstr "Mover Nó" msgid "Transition exists!" msgstr "A transição já existe!" +msgid "Play/Travel to %s" +msgstr "Jogar/Viajar para %s" + msgid "Add Node and Transition" msgstr "Adicionar Nó e Transição" @@ -6777,6 +6725,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Último" +msgid "Failed to get repository configuration." +msgstr "Falha ao obter a configuração do repositório." + msgid "All" msgstr "Todos" @@ -6816,9 +6767,6 @@ msgstr "Site:" msgid "Support" msgstr "Suporte" -msgid "Failed to get repository configuration." -msgstr "Falha ao obter a configuração do repositório." - msgid "Assets ZIP File" msgstr "Arquivo ZIP de Recursos" @@ -6855,6 +6803,13 @@ msgstr "Passo de Rotação:" msgid "Scale Step:" msgstr "Escala do Passo:" +msgid "" +"Children of a container get their position and size determined only by their " +"parent." +msgstr "" +"Os filhos de um contêiner têm sua posição e tamanho determinados apenas por " +"seus pais." + msgid "Move Node(s) to Position" msgstr "Mover Nó(s) para Posição" @@ -6977,6 +6932,9 @@ msgstr "Limpar Guias" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Crie Bone2D(s) personalizado(s) a partir do(s) nó(s)" +msgid "Cancel Transformation" +msgstr "Cancelar Transformação" + msgid "Zoom to 3.125%" msgstr "Zoom de 3.125%" @@ -7126,15 +7084,9 @@ msgstr "Destravar o Nó selecionado, permitindo sua seleção e movimentação." msgid "Unlock Selected Node(s)" msgstr "Desbloquear Nó(s) Selecionado(s)" -msgid "Make selected node's children not selectable." -msgstr "Tornar os filhos deste Nó não selecionáveis." - msgid "Group Selected Node(s)" msgstr "Agrupar Nó(s) Selecionado(s)" -msgid "Make selected node's children selectable." -msgstr "Tornar os filhos deste Nó selecionáveis." - msgid "Ungroup Selected Node(s)" msgstr "Desagrupar Nó(s) Selecionado(s)" @@ -7180,11 +7132,8 @@ msgstr "Mostrar Origem" msgid "Show Viewport" msgstr "Mostrar Viewport" -msgid "Show Group And Lock Icons" -msgstr "Mostrar Grupo e Bloquear Ícones" - -msgid "Show Transformation Gizmos" -msgstr "Exibir Gizmos de Transformação" +msgid "Gizmos" +msgstr "Gizmos" msgid "Center Selection" msgstr "Centrar Seleção" @@ -7213,6 +7162,9 @@ msgstr "Máscara de Escala para inserir chaves." msgid "Insert keys (based on mask)." msgstr "Inserir Chaves (baseado na máscara)." +msgid "Insert Key" +msgstr "Inserir Chave" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7249,16 +7201,9 @@ msgstr "Dividir o passo da grade por 2" msgid "Adding %s..." msgstr "Adicionando %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Arrastar e largar para adicionar como um filho do Nó Raiz da cena atual." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Segure Shift ao soltar para adicionar como irmão do Nó selecionado." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Segure Alt ao soltar para adicionar o Nó como um de outro tipo." - msgid "Cannot instantiate multiple nodes without root." msgstr "Impossível instanciar múltiplos nós sem um nó raiz." @@ -7454,12 +7399,24 @@ msgstr "Pixels de Borda" msgid "Directed Border Pixels" msgstr "Pixels de Borda Direcionados" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Gerando Visibilidade AABB (Aguardando Simulação de Partículas)" + +msgid "Generate Visibility AABB" +msgstr "Gerar Visibilidade AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Gerar AABB" + msgid "Create Emission Points From Node" msgstr "Criar Pontos de Emissão a Partir do Nó" +msgid "Generation Time (sec):" +msgstr "Gerando Tempo (seg.):" + msgid "Load Curve Preset" msgstr "Carregar Definição de Curva" @@ -7617,14 +7574,6 @@ msgstr "" "aberto e verificando por novas sessões que começarem por fora do próprio " "editor." -msgid "Run Multiple Instances" -msgstr "Executar Múltiplas Instâncias" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Executando %d Instância" -msgstr[1] "Executando %d Instâncias" - msgid "Size: %s" msgstr "Tamanho: %s" @@ -7746,9 +7695,6 @@ msgstr "Limpar Máscara de Emissão" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Gerando Tempo (seg.):" - msgid "The geometry's faces don't contain any area." msgstr "As faces da geometria não contêm área." @@ -7788,18 +7734,9 @@ msgstr "Um material processador do tipo 'ParticleProcessMaterial' é necessário msgid "Convert to CPUParticles3D" msgstr "Converter para CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Gerando Visibilidade AABB (Aguardando Simulação de Partículas)" - -msgid "Generate Visibility AABB" -msgstr "Gerar Visibilidade AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Gerar AABB" - msgid "Low" msgstr "Baixa" @@ -7952,6 +7889,12 @@ msgstr "Desempacotar UV2" msgid "Contained Mesh is not of type ArrayMesh." msgstr "Malha contida não é do tipo ArrayMesh." +msgid "Only triangles are supported for lightmap unwrap." +msgstr "Somente triângulos são suportados para desempacotar a lightmap." + +msgid "Normals are required for lightmap unwrap." +msgstr "Normais são necessários para desempacotar a lightmap." + msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "Falhou ao desempacotar UV, a malha pode não ser múltipla?" @@ -8196,6 +8139,16 @@ msgstr "Editar Polígono (Remover Ponto)" msgid "Create Navigation Polygon" msgstr "Criar Polígono de Navegação" +msgid "" +"Bakes the NavigationPolygon by first parsing the scene for source geometry " +"and then creating the navigation polygon vertices and polygons." +msgstr "" +"Faz o bake do PoligonoDeNavegacao por primeiro fazer o parsing da cena para " +"geometria e então cria o polígono de navegação e outros polígonos." + +msgid "Clears the internal NavigationPolygon outlines, vertices and polygons." +msgstr "Limpa as linhas de borda do PoligonoDeNavegacao, vértices e polígonos." + msgid "Unnamed Gizmo" msgstr "Gizmo Sem Nome" @@ -8325,9 +8278,6 @@ msgstr "Definir Superfície %d Substituir Material" msgid "Set Material Override" msgstr "Definir Substituição de Material" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Não é possível arrastar e soltar dentro de múltiplos nós selecionados." - msgid "None" msgstr "Nenhum" @@ -8499,9 +8449,6 @@ msgstr "Travar Transformação para o Plano-XZ" msgid "Lock Transformation to XY plane" msgstr "Travar Transformação para o Plano-XY" -msgid "Cancel Transformation" -msgstr "Cancelar Transformação" - msgid "Begin Translate Transformation" msgstr "Iniciar Translação da Transformação" @@ -8687,9 +8634,6 @@ msgstr "3 Viewports (Alt)" msgid "4 Viewports" msgstr "4 Viewports" -msgid "Gizmos" -msgstr "Gizmos" - msgid "View Origin" msgstr "Ver Origem" @@ -8714,9 +8658,6 @@ msgstr "Escala do Encaixe (%):" msgid "Viewport Settings" msgstr "Configurações da Viewport" -msgid "Perspective FOV (deg.):" -msgstr "Perspectiva FOV (graus):" - msgid "View Z-Near:" msgstr "Visão Z-Próximo:" @@ -8896,6 +8837,9 @@ msgstr "Excluir Ponto" msgid "Close Curve" msgstr "Fechar Curva" +msgid "Please Confirm..." +msgstr "Confirme, Por Favor..." + msgid "Mirror Handle Angles" msgstr "Espelhar Ângulos de Controle" @@ -8905,6 +8849,9 @@ msgstr "Espelhar Comprimento do Controle" msgid "Curve Point #" msgstr "Ponto da Curva #" +msgid "Handle In #" +msgstr "Manipulador" + msgid "Set Curve Point Position" msgstr "Definir Posição do Ponto da Curva" @@ -9139,6 +9086,25 @@ msgstr "Não é possível obter o script para recarregar." msgid "Reload only takes effect on tool scripts." msgstr "Recarregar só tem efeito sobre scripts de ferramenta." +msgid "Cannot run the edited file because it's not a script." +msgstr "Não pode rodar o arquivo porque não é um script." + +msgid "Cannot run the script because it contains errors, check the output log." +msgstr "Não pode rodar o script porque ele contém erros, olhe o log de saída." + +msgid "Cannot run the script because it doesn't extend EditorScript." +msgstr "Não pode rodar o script porque não estende o tipo EditorScript." + +msgid "" +"Cannot run the script because it's not a tool script (add the @tool " +"annotation at the top)." +msgstr "" +"Não pode rodar o script porque não é um script de ferramenta (adicione a " +"anotação @tool no topo)." + +msgid "Cannot run the script because it's not a tool script." +msgstr "Não pode rodar o script porque não é um script ferramenta." + msgid "Import Theme" msgstr "Importar Tema" @@ -9257,6 +9223,9 @@ msgstr "" msgid "Search Results" msgstr "Resultados da Pesquisa" +msgid "There are unsaved changes in the following built-in script(s):" +msgstr "Há mudanças não salvas nos seguinte(s) script(s) built-in(s):" + msgid "Clear Recent Scripts" msgstr "Limpar Scripts Recentes" @@ -9295,6 +9264,13 @@ msgstr "Linha" msgid "Go to Function" msgstr "Ir para Função" +msgid "" +"The resource does not have a valid path because it has not been saved.\n" +"Please save the scene or resource that contains this resource and try again." +msgstr "" +"O recurso não tem um caminho válido porque não foi salvo.\n" +"Salve a cena ou o recurso que contém esse recurso e tente novamente." + msgid "Can't drop nodes without an open scene." msgstr "Não é possível descartar nós sem uma cena aberta." @@ -9349,6 +9325,9 @@ msgstr "Esconder Todas as Linhas" msgid "Unfold All Lines" msgstr "Mostrar Todas as Linhas" +msgid "Duplicate Selection" +msgstr "Duplicar Seleção" + msgid "Evaluate Selection" msgstr "Avaliar Seleção" @@ -9409,21 +9388,9 @@ msgstr "Ir para Ponto de Interrupção Anterior" msgid "Shader Editor" msgstr "Editor Shader" -msgid "New Shader Include" -msgstr "Incluir Novo Shader" - -msgid "Load Shader File" -msgstr "Carregar Arquivo Shader" - -msgid "Load Shader Include File" -msgstr "Carregar Arquivo de Inclusão de Shader" - msgid "Save File" msgstr "Salvar Arquivo" -msgid "Save File As" -msgstr "Salvar Arquivo Como" - msgid "Open File in Inspector" msgstr "Abrir Arquivo no Inspetor" @@ -9557,10 +9524,6 @@ msgstr "Criar LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Visualizar LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Não é possível converter um sprite usando quadros de animação para malha." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geometria inválida, não é possível substituir por malha." @@ -10392,6 +10355,13 @@ msgstr "" "Coordenadas do Atlas: %s\n" "Alternativa: %d" +msgid "" +"The selected atlas source has no valid texture. Assign a texture in the " +"TileSet bottom tab." +msgstr "" +"A fonte do atlas selecionada não tem textura válida. Atribua uma textura na " +"guia inferior TileSet." + msgid "Base Tiles" msgstr "Tiles Base" @@ -10470,6 +10440,9 @@ msgstr "Pintar Conjunto de Terreno" msgid "Painting Terrain" msgstr "Pintando Terreno" +msgid "Can't rotate patterns when using non-square tile grid." +msgstr "Não é possível girar padrões ao usar grade de bloco não quadrada." + msgid "No Texture Atlas Source (ID: %d)" msgstr "Sem Fonte de Atlas de Textura (ID: %d)" @@ -10491,11 +10464,18 @@ msgstr "Índice: %d" msgid "Tile with Invalid Scene" msgstr "Tile com Cena Inválida" +msgid "" +"The selected scene collection source has no scenes. Add scenes in the TileSet " +"bottom tab." +msgstr "" +"A coleção de cenas selecionadas não possui cenas. Adicione cenas na aba " +"inferior do TileSet." + msgid "Delete tiles" msgstr "Excluir tiles" msgid "Drawing Rect:" -msgstr "Desenho Reto:" +msgstr "Retângulo de Desenho:" msgid "Change selection" msgstr "Mudar Seleção" @@ -10550,13 +10530,6 @@ msgstr "Espalhamento:" msgid "Tiles" msgstr "Tiles" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"O TileSet deste TileMap não tem fonte configurada. Vá para a guia inferior " -"TileSet para adicionar um." - msgid "Sort sources" msgstr "Classificar fontes" @@ -10598,13 +10571,6 @@ msgstr "" "Modo de conexão: pinta um terreno e o conecta com os tiles adjacentes no " "mesmo terreno." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Modo Caminho: pinta um terreno, então conecta o mesmo ao tile anterior " -"pintado com o mesmo traço." - msgid "Terrains" msgstr "Terrenos" @@ -10743,15 +10709,31 @@ msgstr "Física" msgid "Physics Layer %d" msgstr "Camada de Física %d" +msgid "" +"Create and customize physics layers in the inspector of the TileSet resource." +msgstr "Crie e personalize camadas de física no inspetor do recurso TileSet." + msgid "Navigation Layer %d" msgstr "Camada de Navegação %d" +msgid "" +"Create and customize navigation layers in the inspector of the TileSet " +"resource." +msgstr "Crie e personalize camadas de navegação no inspetor do recurso TileSet." + msgid "Custom Data" msgstr "Dados Personalizados" msgid "Custom Data %d" msgstr "Dados Personalizados %d" +msgid "" +"Create and customize custom data layers in the inspector of the TileSet " +"resource." +msgstr "" +"Crie e personalize camadas de dados personalizadas no inspetor do recurso " +"TileSet." + msgid "Select a property editor" msgstr "Selecione um editor de propriedades" @@ -10801,6 +10783,13 @@ msgstr "Selecionar Tiles." msgid "Paint properties." msgstr "Propriedades da pintura." +msgid "" +"No tiles selected.\n" +"Select one or more tiles from the palette to edit its properties." +msgstr "" +"Nenhum bloco selecionado.\n" +"Selecione um ou mais blocos da paleta para editar suas propriedades." + msgid "Paint Properties:" msgstr "Propriedades da Pintura:" @@ -10810,6 +10799,13 @@ msgstr "Criar Tiles em Regiões de Textura não Transparente" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Remover Tiles em Regiões de Textura Totalmente Transparentes" +msgid "" +"The current atlas source has tiles outside the texture.\n" +"You can clear it using \"%s\" option in the 3 dots menu." +msgstr "" +"O recurso atual do atlas possui azulejos fora da textura.\n" +"Você pode limpá-lo usando a opção \"%s\" no menu de três pontos." + msgid "Create an Alternative Tile" msgstr "Criar um Tile Alternativo" @@ -10865,6 +10861,15 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "Adicione novos padrões no modo de edição TileMap." +msgid "" +"Warning: Modifying a source ID will result in all TileMaps using that source " +"to reference an invalid source instead. This may result in unexpected data " +"loss. Change this ID carefully." +msgstr "" +"Aviso: Modificar um ID de origem resultará em todos os TileMaps que utilizam " +"essa origem referenciando uma origem inválida. Isso pode resultar em perda de " +"dados inesperada. Mude este ID cuidadosamente." + msgid "Add a Scene Tile" msgstr "Adicionar um Tile na Cena" @@ -11855,6 +11860,9 @@ msgstr "" "Retorna o valor de profundidade obtido do pré-passe de profundidade em um " "espaço linear." +msgid "Reconstructs the World Position of the Node from the depth texture." +msgstr "Reconstrói a posição geral do nó a partir da textura de profundidade." + msgid "Perform the 2D texture lookup." msgstr "Execute a pesquisa de textura 2D." @@ -11976,6 +11984,9 @@ msgstr "" "Remapeia uma determinada entrada do intervalo de entrada para o intervalo de " "saída." +msgid "Rotates an input vector by a given angle." +msgstr "Rotaciona um vetor de entrada por um ângulo dado." + msgid "Vector function." msgstr "Função vetorial." @@ -12240,207 +12251,8 @@ msgstr "Gerar VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Selecione o caminho para o arquivo de dados VoxelGI" -msgid "The path specified doesn't exist." -msgstr "O caminho especificado não existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Erro ao abrir arquivo compactado (não está em formato ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Projeto '.zip' inválido; não contém um arquivo 'project.godot'." - -msgid "Please choose an empty folder." -msgstr "Por favor, escolha uma pasta vazia." - -msgid "This directory already contains a Godot project." -msgstr "O diretório já contém um projeto Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Você não pode salvar um projeto no caminho selecionado. Crie uma nova pasta " -"ou escolha outro caminho." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia." - -msgid "New Game Project" -msgstr "Novo Projeto de Jogo" - -msgid "Imported Project" -msgstr "Projeto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor, escolha um arquivo 'project.godot' ou arquivo '.zip'." - -msgid "Invalid project name." -msgstr "Nome de projeto inválido." - -msgid "Couldn't create folder." -msgstr "Impossível criar a pasta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Já existe uma pasta neste caminho com o nome especificado." - -msgid "It would be a good idea to name your project." -msgstr "Seria uma boa ideia nomear o seu projeto." - -msgid "Supports desktop platforms only." -msgstr "Suporta apenas plataformas de desktop." - -msgid "Advanced 3D graphics available." -msgstr "Gráficos 3D avançados disponíveis." - -msgid "Can scale to large complex scenes." -msgstr "Pode escalar para cenas grandes e complexas." - -msgid "Uses RenderingDevice backend." -msgstr "Suporta dispositivos de renderização atuais." - -msgid "Slower rendering of simple scenes." -msgstr "Renderização mais lenta de cenas simples." - -msgid "Supports desktop + mobile platforms." -msgstr "Suporta desktop + plataformas mobile." - -msgid "Less advanced 3D graphics." -msgstr "Gráficos 3D menos avançados." - -msgid "Less scalable for complex scenes." -msgstr "Menos escalável para cenas complexas." - -msgid "Fast rendering of simple scenes." -msgstr "Renderização rápida de cenas simples." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Suporta desktop, plataformas mobile + web." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Gráficos 3D menos avançados (em desenvolvimento)." - -msgid "Intended for low-end/older devices." -msgstr "Destinado a dispositivos modestos/antigos." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Usa renderizador OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Renderização mais rápida de cenas simples." - -msgid "Invalid project path (changed anything?)." -msgstr "Caminho do projeto, inválido (mudou alguma coisa?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Não foi possível carregar project.godot em '%s' (erro %d). Ele pode estar " -"ausente ou corrompido." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Não foi possível salvar o projeto em '%s' (erro %d)." - -msgid "Warning: This folder is not empty" -msgstr "Aviso: Esta pasta não está vazia" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Você está prestes a criar um projeto Godot em uma pasta não vazia.\n" -"Todo o conteúdo desta pasta será importado como recursos do projeto!\n" -"\n" -"Tem certeza que deseja continuar?" - -msgid "Couldn't create project.godot in project path." -msgstr "Não foi possível criar project.godot no caminho do projeto." - -msgid "Couldn't create icon.svg in project path." -msgstr "Não foi possível criar icon.svg no caminho do projeto." - -msgid "Error opening package file, not in ZIP format." -msgstr "Erro ao abrir o arquivo compactado, não está no formato ZIP." - -msgid "The following files failed extraction from package:" -msgstr "Os arquivos a seguir falharam ao serem extraídos do pacote:" - -msgid "Package installed successfully!" -msgstr "Pacote instalado com sucesso!" - -msgid "Rename Project" -msgstr "Renomear Projeto" - -msgid "Import Existing Project" -msgstr "Importar Projeto Existente" - -msgid "Import & Edit" -msgstr "Importar & Editar" - -msgid "Create New Project" -msgstr "Criar Novo Projeto" - -msgid "Create & Edit" -msgstr "Criar & Editar" - -msgid "Install Project:" -msgstr "Instalar Projeto:" - -msgid "Install & Edit" -msgstr "Instalar & Editar" - -msgid "Project Name:" -msgstr "Nome do Projeto:" - -msgid "Project Path:" -msgstr "Caminho do Projeto:" - -msgid "Project Installation Path:" -msgstr "Caminho de Instalação do Projeto:" - -msgid "Renderer:" -msgstr "Renderizador:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"O renderizador pode ser alterado posteriormente, mas as cenas podem precisar " -"de ajustes." - -msgid "Version Control Metadata:" -msgstr "Controle de Versão:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "" -"Este projeto foi editado pela última vez em uma versão diferente do Godot: " - -msgid "This project uses features unsupported by the current build:" -msgstr "Este projeto usa recursos não suportados pela compilação atual:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Erro: Projeto não encontrado no sistema de arquivos." - -msgid "Missing Project" -msgstr "Projeto Ausente" - -msgid "Local" -msgstr "Local" - -msgid "Local Projects" -msgstr "Projetos Locais" - -msgid "Asset Library Projects" -msgstr "Projetos da Biblioteca de Recursos" - -msgid "Can't open project at '%s'." -msgstr "Não foi possível abrir o projeto em '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Tem certeza de que deseja executar %d projetos de modo simultâneo?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12589,24 +12401,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Abrir assim mesmo? Projeto será modificado." +msgid "Remove %d projects from the list?" +msgstr "Remover %d projetos da lista?" + +msgid "Remove this project from the list?" +msgstr "Remover esse projeto da lista?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Não é possível executar o projeto: nenhuma cena definida como principal.\n" -"Por favor, edite o projeto e defina a cena principal nas Configurações do " -"Projeto na categoria \"Aplicativo\"." +"Remover todos os projetos ausentes da lista?\n" +"O conteúdo das pastas do projeto não será modificado." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Não é possível executar o projeto: Os recursos precisam ser importados.\n" -"Edite o projeto para acionar a importação inicial." +"Não foi possível carregar project.godot em '%s' (erro %d). Ele pode estar " +"ausente ou corrompido." -msgid "Are you sure to run %d projects at once?" -msgstr "Tem certeza de que deseja executar %d projetos de modo simultâneo?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Não foi possível salvar o projeto em '%s' (erro %d)." msgid "Tag name can't be empty." msgstr "O nome da tag não pode estar vazio." @@ -12620,27 +12435,6 @@ msgstr "Estes caracteres não são permitidos em tags: %s." msgid "Tag name must be lowercase." msgstr "O nome da tag deve estar em letras minúsculas." -msgid "Remove %d projects from the list?" -msgstr "Remover %d projetos da lista?" - -msgid "Remove this project from the list?" -msgstr "Remover esse projeto da lista?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Remover todos os projetos ausentes da lista?\n" -"O conteúdo das pastas do projeto não será modificado." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Idioma alterado.\n" -"A interface será atualizada após reiniciar o editor ou o gerenciador de " -"projetos." - msgctxt "Application" msgid "Project Manager" msgstr "Gerenciador de Projetos" @@ -12678,9 +12472,18 @@ msgstr "Última Modificação" msgid "Tags" msgstr "Tags" +msgid "Create New Project" +msgstr "Criar Novo Projeto" + +msgid "Import Existing Project" +msgstr "Importar Projeto Existente" + msgid "Edit Project" msgstr "Editar Projeto" +msgid "Rename Project" +msgstr "Renomear Projeto" + msgid "Manage Tags" msgstr "Gerenciar tags" @@ -12690,12 +12493,6 @@ msgstr "Remover Projeto" msgid "Remove Missing" msgstr "Remover Ausente" -msgid "About" -msgstr "Sobre" - -msgid "Restart Now" -msgstr "Reiniciar Agora" - msgid "Select a Folder to Scan" msgstr "Selecione uma Pasta para Analisar" @@ -12729,16 +12526,6 @@ msgstr "" "IMPORTANTE: Certifique-se de fazer backup do seu projeto antes de converter, " "pois esta operação impossibilita a abertura em versões mais antigas do Godot." -msgid "Can't run project" -msgstr "Não é possível executar o projeto" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Você não tem nenhum projeto no momento.\n" -"Gostaria de explorar projetos de exemplos oficiais na Biblioteca de Recursos?" - msgid "Manage Project Tags" msgstr "Gerenciar tags de projeto" @@ -12760,6 +12547,175 @@ msgstr "Criar Nova Tag" msgid "Tags are capitalized automatically when displayed." msgstr "As tags são capitalizadas automaticamente quando exibidas." +msgid "The path specified doesn't exist." +msgstr "O caminho especificado não existe." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Erro ao abrir arquivo compactado (não está em formato ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "Projeto '.zip' inválido; não contém um arquivo 'project.godot'." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Você não pode salvar um projeto no caminho selecionado. Crie uma nova pasta " +"ou escolha outro caminho." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia." + +msgid "New Game Project" +msgstr "Novo Projeto de Jogo" + +msgid "Imported Project" +msgstr "Projeto Importado" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Por favor, escolha um arquivo 'project.godot' ou arquivo '.zip'." + +msgid "Invalid project name." +msgstr "Nome de projeto inválido." + +msgid "Couldn't create folder." +msgstr "Impossível criar a pasta." + +msgid "There is already a folder in this path with the specified name." +msgstr "Já existe uma pasta neste caminho com o nome especificado." + +msgid "It would be a good idea to name your project." +msgstr "Seria uma boa ideia nomear o seu projeto." + +msgid "Supports desktop platforms only." +msgstr "Suporta apenas plataformas de desktop." + +msgid "Advanced 3D graphics available." +msgstr "Gráficos 3D avançados disponíveis." + +msgid "Can scale to large complex scenes." +msgstr "Pode escalar para cenas grandes e complexas." + +msgid "Uses RenderingDevice backend." +msgstr "Suporta dispositivos de renderização atuais." + +msgid "Slower rendering of simple scenes." +msgstr "Renderização mais lenta de cenas simples." + +msgid "Supports desktop + mobile platforms." +msgstr "Suporta desktop + plataformas mobile." + +msgid "Less advanced 3D graphics." +msgstr "Gráficos 3D menos avançados." + +msgid "Less scalable for complex scenes." +msgstr "Menos escalável para cenas complexas." + +msgid "Fast rendering of simple scenes." +msgstr "Renderização rápida de cenas simples." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Suporta desktop, plataformas mobile + web." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Gráficos 3D menos avançados (em desenvolvimento)." + +msgid "Intended for low-end/older devices." +msgstr "Destinado a dispositivos modestos/antigos." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Usa renderizador OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Renderização mais rápida de cenas simples." + +msgid "Invalid project path (changed anything?)." +msgstr "Caminho do projeto, inválido (mudou alguma coisa?)." + +msgid "Warning: This folder is not empty" +msgstr "Aviso: Esta pasta não está vazia" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Você está prestes a criar um projeto Godot em uma pasta não vazia.\n" +"Todo o conteúdo desta pasta será importado como recursos do projeto!\n" +"\n" +"Tem certeza que deseja continuar?" + +msgid "Couldn't create project.godot in project path." +msgstr "Não foi possível criar project.godot no caminho do projeto." + +msgid "Couldn't create icon.svg in project path." +msgstr "Não foi possível criar icon.svg no caminho do projeto." + +msgid "Error opening package file, not in ZIP format." +msgstr "Erro ao abrir o arquivo compactado, não está no formato ZIP." + +msgid "The following files failed extraction from package:" +msgstr "Os arquivos a seguir falharam ao serem extraídos do pacote:" + +msgid "Package installed successfully!" +msgstr "Pacote instalado com sucesso!" + +msgid "Import & Edit" +msgstr "Importar & Editar" + +msgid "Create & Edit" +msgstr "Criar & Editar" + +msgid "Install Project:" +msgstr "Instalar Projeto:" + +msgid "Install & Edit" +msgstr "Instalar & Editar" + +msgid "Project Name:" +msgstr "Nome do Projeto:" + +msgid "Project Path:" +msgstr "Caminho do Projeto:" + +msgid "Project Installation Path:" +msgstr "Caminho de Instalação do Projeto:" + +msgid "Renderer:" +msgstr "Renderizador:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"O renderizador pode ser alterado posteriormente, mas as cenas podem precisar " +"de ajustes." + +msgid "Version Control Metadata:" +msgstr "Controle de Versão:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Este projeto foi editado pela última vez em uma versão diferente do Godot: " + +msgid "This project uses features unsupported by the current build:" +msgstr "Este projeto usa recursos não suportados pela compilação atual:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Erro: Projeto não encontrado no sistema de arquivos." + +msgid "Missing Project" +msgstr "Projeto Ausente" + +msgid "Restart Now" +msgstr "Reiniciar Agora" + msgid "Add Project Setting" msgstr "Adicionar Configuração ao Projeto" @@ -12836,9 +12792,6 @@ msgstr "Sufixo:" msgid "Use Regular Expressions" msgstr "Utilize Expressões Regulares" -msgid "Advanced Options" -msgstr "Opções Avançadas" - msgid "Substitute" msgstr "Substituto" @@ -12967,6 +12920,13 @@ msgstr "Nome da Cena:" msgid "Root Name:" msgstr "Nome da Raiz:" +msgid "" +"When empty, the root node name is derived from the scene name based on the " +"\"editor/naming/node_name_casing\" project setting." +msgstr "" +"Quando vazio, o nome do nó raiz é derivado do nome da cena com base na " +"configuração do projeto 'editor/naming/node_name_casing'." + msgid "Scene name is valid." msgstr "O nome da cena é válido." @@ -13007,12 +12967,6 @@ msgstr "Remover Script" msgid "This operation can't be done on the tree root." msgstr "Esta operação não pode ser feita na raiz da árvore." -msgid "Move Node In Parent" -msgstr "Mover Nó no Pai" - -msgid "Move Nodes In Parent" -msgstr "Mover Nós no Pai" - msgid "Duplicate Node(s)" msgstr "Duplicar Nó(s)" @@ -13127,9 +13081,6 @@ msgstr "Nova Cena Raiz" msgid "Create Root Node:" msgstr "Criar Nó Raiz:" -msgid "Switch to Favorite Nodes" -msgstr "Alternar para Nós Favoritos" - msgid "Other Node" msgstr "Outro Nó" @@ -13240,8 +13191,8 @@ msgstr "(usado %d vezes)" msgid "Expand/Collapse Branch" msgstr "Expandir/Recolher Ramos" -msgid "Reparent to New Node" -msgstr "Reparentar para Novo Nó" +msgid "Paste as Sibling" +msgstr "Colar como Irmão" msgid "Make Scene Root" msgstr "Tornar Cena Raiz" @@ -13262,6 +13213,9 @@ msgstr "" "Instancia um arquivo de cena como Nó. Cria uma cena herdada se não existir " "nenhum nó raiz." +msgid "Filter: name, t:type, g:group" +msgstr "Filtro: nome, t:tipo, g:grupo" + msgid "Attach a new or existing script to the selected node." msgstr "Adicionar um novo script, ou um já existente, para o nó selecionado." @@ -13283,6 +13237,9 @@ msgstr "" "toda vez que atualizar.\n" "Volte para o painel da árvore de cena Local para melhorar o desempenho." +msgid "Local" +msgstr "Local" + msgid "Delete Related Animation Tracks" msgstr "Excluir faixas de animação relacionadas" @@ -13443,27 +13400,64 @@ msgstr "Criar Shader" msgid "Set Shader Global Variable" msgstr "Definir Variável Global Shader" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Especifique um nome de identificador uniforme de shader válido." - -msgid "Global shader parameter '%s' already exists'" -msgstr "O parâmetro de shader global '%s' já existe'" - msgid "Name '%s' is a reserved shader language keyword." msgstr "O nome '%s' é uma palavra-chave reservada da linguagem de shader." msgid "Add Shader Global Parameter" msgstr "Adicionar Parâmetro Global Shader" -msgid "Make this panel floating in the screen %d." -msgstr "Faça este painel flutuar na tela %d." +msgid "" +"This project uses meshes with an outdated mesh format from previous Godot " +"versions. The engine needs to update the format in order to use those meshes. " +"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " +"You can ignore this message and keep using outdated meshes, but keep in mind " +"that this leads to increased load times every time you load the project." +msgstr "" +"Este projeto utiliza malhas com um formato obsoleto de versões anteriores do " +"Godot. A engine precisa atualizar o formato para utilizar essas malhas. Por " +"favor, use a ferramenta 'Atualizar Superfícies de Malhas' do menu de 'Projeto " +"> Ferramentas'. Você pode ignorar esta mensagem e continuar utilizando as " +"malhas desatualizadas, mas tenha em mente que isso pode levar a um " +"carregamento mais lento do projeto sempre que o carregar." msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" +"Este projeto utiliza malhas com um formato de malha obsoleto. Confira o " +"registro de saída." + +msgid "" +"The mesh format has changed in Godot 4.2, which affects both imported meshes " +"and meshes authored inside of Godot. The engine needs to update the format in " +"order to use those meshes.\n" +"\n" +"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"this one time conversion tool. This update will restart the editor and may " +"take several minutes. Upgrading will make the meshes incompatible with " +"previous versions of Godot.\n" +"\n" +"You can still use your existing meshes as is. The engine will update each " +"mesh in memory, but the update will not be saved. Choosing this option will " +"lead to slower load times every time this project is loaded." msgstr "" -"Torne este painel flutuante.\n" -"Clique com o botão direito para abrir o seletor de tela." +"O formato de malha mudou na versão 4.2 do Godot, que afeta tanto malhas " +"importadas quanto malhas criadas dentro do Godot. A engine precisa atualizar " +"o formato para utilizar essas malhas.\n" +"\n" +"Se o seu projeto precede o Godot 4.2 e contém malhas, nós recomendamos que " +"você execute essa ferramenta de conversão única. Essa atualização reiniciará " +"o editor e poderá levar vários minutos. Atualizar as malhas fará com que elas " +"sejam incompatíveis com versões anteriores do Godot.\n" +"\n" +"Você ainda pode usar as malhas como estão. A engine irá atualizar cada malha " +"na memória, porém essa atualização não será salva. Escolher essa opção levará " +"a uma execução mais lenta toda vez que esse projeto for carregado." + +msgid "Restart & Upgrade" +msgstr "Reiniciar & Atualizar" + +msgid "Make this panel floating in the screen %d." +msgstr "Faça este painel flutuar na tela %d." msgid "Select Screen" msgstr "Selecionar tela" @@ -13738,6 +13732,13 @@ msgid "Failed to load .NET runtime" msgstr "Falha ao carregar tempo de execução .NET" msgid "" +"Unable to find the .NET assemblies directory.\n" +"Make sure the '%s' directory exists and contains the .NET assemblies." +msgstr "" +"Não foi possível encontrar o diretório de assemblies .NET.\n" +"Confirme que o diretório '%s' existe e contém os assemblies .NET." + +msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" @@ -14070,6 +14071,9 @@ msgstr "Executando no dispositivo..." msgid "Could not execute on device." msgstr "Não foi possível executar no dispositivo." +msgid "Exporting to Android when using C#/.NET is experimental." +msgstr "Exportar para Android usando C#/.NET é experimental." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -14213,20 +14217,6 @@ msgstr "" "Tentando compilar a partir de um modelo gradle pronto, mas não existe nenhuma " "informação de versão para ele. Reinstale a partir do menu 'Projeto'." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Diferença na versão da compilação do Android: Modelo instalado: %s, Versão do " -"Godot: %s. Por favor reinstale o modelo de compilação do Android pelo menu " -"'Projeto'." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Incapaz de sobrescrever os arquivos res://android/build/res/*.xml com o nome " -"do projeto." - msgid "Could not export project files to gradle project." msgstr "Não foi possível exportar os arquivos do projeto para o projeto Gradle." @@ -14278,6 +14268,9 @@ msgstr "Identificador Inválido:" msgid "Export Icons" msgstr "Exportar Ícones" +msgid "Exporting for iOS (Project Files Only)" +msgstr "Exportando para iOS (Arquivos do Projeto Apenas)" + msgid "Prepare Templates" msgstr "Preparando Modelos" @@ -14307,6 +14300,12 @@ msgstr "" ".ipa só pode ser criado no macOS. Saindo do projeto Xcode sem compilar o " "pacote." +msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." +msgstr "Exportar para iOS usando C#/.NET é experimental e requer macOS." + +msgid "Exporting to iOS when using C#/.NET is experimental." +msgstr "Exportar para iOS usando C#/.NET é experimental." + msgid "Identifier is missing." msgstr "Identificador está ausente." @@ -14935,15 +14934,6 @@ msgstr "" "um Area2D." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D serve apenas para fornecer uma forma de colisão para um nó " -"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15212,12 +15202,6 @@ msgstr "" "crie um recurso de forma para ele." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D não oferece suporte a RigidBody3D em outro modo além do " -"estático." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " @@ -15398,13 +15382,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Gerando Estruturas de Aceleração de Sonda" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Os nós LightmapGI ainda não são suportados ao usar o módulo de " -"compatibilidade GL. O suporte será adicionado em uma versão futura." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "O nó NavigationAgent3D pode ser usado somente em um nó pai herdeiro de Node3D." @@ -15730,9 +15707,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -msgid "Please Confirm..." -msgstr "Confirme, Por Favor..." - msgid "You don't have permission to access contents of this folder." msgstr "Você não tem permissão para acessar o conteúdo desta pasta." diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index a8930aa1fa..c02832b7d6 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -15,7 +15,7 @@ # f0roots <f0rootss@gmail.com>, 2020. # Gigel2 <mihalacher02@gmail.com>, 2020. # R3ktGamerRO <bluegamermc1@gmail.com>, 2021. -# FlooferLand <yunaflarf@gmail.com>, 2021, 2022. +# FlooferLand <yunaflarf@gmail.com>, 2021, 2022, 2024. # N3mEee <n3mebusiness@gmail.com>, 2021. # Psynt <nichita@cadvegra.com>, 2022. # Ilie Adrian Avramescu <himark1977@protonmail.com>, 2022. @@ -35,8 +35,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-15 13:10+0000\n" -"Last-Translator: Vasile Milea <milea.vasile959@gmail.com>\n" +"PO-Revision-Date: 2024-02-10 09:01+0000\n" +"Last-Translator: FlooferLand <yunaflarf@gmail.com>\n" "Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/" "godot/ro/>\n" "Language: ro\n" @@ -45,7 +45,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < " "20)) ? 1 : 2;\n" -"X-Generator: Weblate 5.3\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Fir principal" @@ -329,21 +329,6 @@ msgstr "Schimbă Durata Animației" msgid "Change Animation Loop" msgstr "Schimbați Bucla Animației" -msgid "Property Track" -msgstr "Lista De Proprietati" - -msgid "Call Method Track" -msgstr "Cheama linia de metode" - -msgid "Bezier Curve Track" -msgstr "Traseu curbă Bezier" - -msgid "Audio Playback Track" -msgstr "Cale Audio Playback" - -msgid "Animation Playback Track" -msgstr "Oprește rularea animației" - msgid "Animation length (frames)" msgstr "Lungime Animație (în frame-uri)" @@ -423,9 +408,6 @@ msgstr "Limitați intercalarea buclei" msgid "Wrap Loop Interp" msgstr "Înfășurați intercalarea buclei" -msgid "Insert Key" -msgstr "Inserare cheie" - msgid "Duplicate Key(s)" msgstr "Clonare Chei" @@ -524,12 +506,6 @@ msgstr "Clipboardul este gol!" msgid "Paste Tracks" msgstr "Lipiţi Piste" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Această opțiune nu funcționează pentru editarea Bezier, din moment ce e o " -"singură pistă." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Selectați un nod Animator pentru a crea și edita animații." @@ -561,21 +537,6 @@ msgstr "Modificare" msgid "Animation properties." msgstr "Proprietăți animație." -msgid "Copy Tracks" -msgstr "Copiază Piste" - -msgid "Scale Selection" -msgstr "Scalați Selecția" - -msgid "Scale From Cursor" -msgstr "Scalați De La Cursor" - -msgid "Duplicate Selection" -msgstr "Duplicați Selecția" - -msgid "Duplicate Transposed" -msgstr "Duplicați Transpunerea" - msgid "Delete Selection" msgstr "Șterge Selecția" @@ -762,9 +723,15 @@ msgstr "Ești sigur că vrei să ștergi toate conexiunile de la acest semnal?" msgid "Disconnect All" msgstr "Deconectați Toate" +msgid "Copy Name" +msgstr "Copiați Numele" + msgid "Edit..." msgstr "Modificare..." +msgid "Change Type of \"%s\"" +msgstr "Schimbă Tipul lui \"%s\"" + msgid "Change" msgstr "Schimbați" @@ -774,6 +741,9 @@ msgstr "Creați %s Nou" msgid "No results for \"%s\"." msgstr "Niciun rezultat pentru \"%s\"." +msgid "This class is marked as experimental." +msgstr "Această clasă este marcată ca experimentală." + msgid "No description available for %s." msgstr "Nu exista o descriere pentru %s." @@ -792,6 +762,9 @@ msgstr "Potriviri:" msgid "Description:" msgstr "Descriere:" +msgid "Debugger" +msgstr "Debugger" + msgid "Debug" msgstr "Depanare" @@ -1243,6 +1216,9 @@ msgstr "[gol]" msgid "[unsaved]" msgstr "[nesalvat]" +msgid "Dock Position" +msgstr "Poziția Dock-ului" + msgid "3D Editor" msgstr "Editor 3D" @@ -1373,6 +1349,12 @@ msgstr "(Re)Importând Asset-uri" msgid "Experimental" msgstr "Experimental" +msgid "Operators" +msgstr "Operatori" + +msgid "Method Descriptions" +msgstr "Descrierile Metodei" + msgid "Top" msgstr "Sus" @@ -1397,9 +1379,6 @@ msgstr "Proprietăți" msgid "default:" msgstr "implicit:" -msgid "Operators" -msgstr "Operatori" - msgid "Theme Properties" msgstr "Proprietățile Temei" @@ -1435,9 +1414,6 @@ msgstr "" "ajută-ne prin a [color = $color] [url = $url] contribui cu una [/ URL] [/ " "color]!" -msgid "Method Descriptions" -msgstr "Descrierile Metodei" - msgid "Property:" msgstr "Proprietate:" @@ -1450,6 +1426,21 @@ msgstr "%d potriviri." msgid "%d matches." msgstr "%d potriviri." +msgid "Method" +msgstr "Metodă" + +msgid "Signal" +msgstr "Semnal" + +msgid "Constant" +msgstr "Permanent" + +msgid "Property" +msgstr "Proprietate" + +msgid "Theme Property" +msgstr "Proprietate Temă" + msgid "Search Help" msgstr "Căutați în Ajutor" @@ -1486,21 +1477,6 @@ msgstr "Tip Membru" msgid "Class" msgstr "Clasă" -msgid "Method" -msgstr "Metodă" - -msgid "Signal" -msgstr "Semnal" - -msgid "Constant" -msgstr "Permanent" - -msgid "Property" -msgstr "Proprietate" - -msgid "Theme Property" -msgstr "Proprietate Temă" - msgid "Resize Array" msgstr "Redimensionați Array-ul" @@ -1739,15 +1715,15 @@ msgstr "" "Scena selectată ’%s’ nu este un fișier scenă, selectați una validă?\n" "Puteți schimba mai târziu în „Setări Proiect” în categoria „Aplicație”." +msgid "Default" +msgstr "Implicit" + msgid "Save Layout" msgstr "Salvează Schema" msgid "Delete Layout" msgstr "Șterge Schema" -msgid "Default" -msgstr "Implicit" - msgid "Save & Close" msgstr "Salvează și închide" @@ -1760,9 +1736,6 @@ msgstr "%d mai multe foldere" msgid "%d more files" msgstr "%d mai multe fișiere" -msgid "Dock Position" -msgstr "Poziția Dock-ului" - msgid "Distraction Free Mode" msgstr "Modul Fără Distrageri" @@ -1805,6 +1778,9 @@ msgstr "Închide Scena" msgid "Quit" msgstr "Închide" +msgid "Editor Settings..." +msgstr "Setări Editor..." + msgid "Project" msgstr "Proiect" @@ -1829,9 +1805,6 @@ msgstr "Închide spre Lista Proiectului" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Setări Editor..." - msgid "Editor Layout" msgstr "Schema Editor" @@ -1951,9 +1924,6 @@ msgstr "Deschide Editorul următor" msgid "Open the previous Editor" msgstr "Deschide Editorul anterior" -msgid "Main Script:" -msgstr "Script principal:" - msgid "Edit Plugin" msgstr "Editare Plugin" @@ -1984,14 +1954,17 @@ msgstr "Cheie Nouă:" msgid "New Value:" msgstr "Valoare Nouă:" +msgid "Load..." +msgstr "Încărca..." + msgid "Save As..." msgstr "Salvează Ca..." msgid "Show in FileSystem" msgstr "Afișare în FileSystem" -msgid "Extend Script" -msgstr "Extinde Script" +msgid "New Script..." +msgstr "Script nou ..." msgid "Write your logic in the _run() method." msgstr "Scrie logica programului în metoda _run()." @@ -2177,9 +2150,6 @@ msgstr "Director Nou..." msgid "New Scene..." msgstr "Scenă nouă..." -msgid "New Script..." -msgstr "Script nou ..." - msgid "New Resource..." msgstr "Resursă nouă ..." @@ -2217,48 +2187,18 @@ msgstr "Filtre:" msgid "Searching..." msgstr "Caut..." +msgid "Rename Group" +msgstr "Renumește Grupul" + msgid "Add to Group" msgstr "Adaugă în Grup" msgid "Remove from Group" msgstr "Elimină din Grup" -msgid "Invalid group name." -msgstr "Nume de grup nevalid." - -msgid "Group name already exists." -msgstr "Numele grupului există deja." - -msgid "Rename Group" -msgstr "Renumește Grupul" - -msgid "Delete Group" -msgstr "Șterge Grupul" - -msgid "Groups" -msgstr "Grupuri" - -msgid "Nodes Not in Group" -msgstr "Nodurile Nu Sunt în Grup" - -msgid "Nodes in Group" -msgstr "Noduri în Grup" - -msgid "Group Editor" -msgstr "Editor Grup" - -msgid "Manage Groups" -msgstr "Gestionați grupuri" - msgid "Move" msgstr "Mută" -msgid "Please select a base directory first." -msgstr "Vă rugăm să selectaţi mai întâi un director de bază." - -msgid "Choose a Directory" -msgstr "Alegeţi un Director" - msgid "Network" msgstr "Rețea" @@ -2379,12 +2319,12 @@ msgstr "Fereastră Nouă" msgid "Add a new scene." msgstr "Adaugă o nouă scenă." -msgid "Open in Editor" -msgstr "Deschidere în Editor" - msgid "Open Script:" msgstr "Deschide scriptul:" +msgid "Open in Editor" +msgstr "Deschidere în Editor" + msgid "Importing Scene..." msgstr "Se Importa Scena..." @@ -2457,6 +2397,9 @@ msgstr "Istoricul obiectelor editate recent." msgid "Locale" msgstr "Local" +msgid "Groups" +msgstr "Grupuri" + msgid "Select a single node to edit its signals and groups." msgstr "Selectați un singur nod pentru a-i edita semnalele și grupurile." @@ -2514,9 +2457,6 @@ msgstr "Adaugă Animația" msgid "Add %s" msgstr "Adaugă %s" -msgid "Load..." -msgstr "Încărca..." - msgid "Move Node Point" msgstr "Mută punct nod" @@ -3019,9 +2959,6 @@ msgstr "Arată Originea" msgid "Show Viewport" msgstr "Arată Fereastra de Lucru" -msgid "Show Group And Lock Icons" -msgstr "Arată Pictogramele de Grupare și Blocare" - msgid "Center Selection" msgstr "Centrează Selecția" @@ -3034,6 +2971,9 @@ msgstr "Previzualizare Scară Canvas" msgid "Insert keys (based on mask)." msgstr "Introduce cheile (bazat pe masca)." +msgid "Insert Key" +msgstr "Inserare cheie" + msgid "Auto Insert Key" msgstr "Inserare Automată a Cheii" @@ -3106,9 +3046,15 @@ msgstr "Pixeli Solizi" msgid "Directed Border Pixels" msgstr "Pixeli borduri direcționați" +msgid "Generate Visibility AABB" +msgstr "Generare Vizibilitate AABB" + msgid "Create Emission Points From Node" msgstr "Creare Puncte de Emisie din Nod" +msgid "Generation Time (sec):" +msgstr "Timp de Generare (sec):" + msgid "Load Curve Preset" msgstr "Încarcă Presetare a Curbei" @@ -3139,9 +3085,6 @@ msgstr "Generare Dreptunghi de Vizibilitate" msgid "Clear Emission Mask" msgstr "Curăță Masca de Emisie" -msgid "Generation Time (sec):" -msgstr "Timp de Generare (sec):" - msgid "Create Emitter" msgstr "Creare Emițător" @@ -3160,9 +3103,6 @@ msgstr "Volum" msgid "Emission Source:" msgstr "Sursă de Emisie:" -msgid "Generate Visibility AABB" -msgstr "Generare Vizibilitate AABB" - msgid "Create Occluder Polygon" msgstr "Creează Poligon de Ocluziune" @@ -3535,6 +3475,9 @@ msgstr "" msgid "Line" msgstr "Linie" +msgid "Duplicate Selection" +msgstr "Duplicați Selecția" + msgid "Go to Function..." msgstr "Salt la funcție..." @@ -3616,6 +3559,10 @@ msgstr "Transformare constantă." msgid "Vector function." msgstr "Funcție vectorială." +msgctxt "Application" +msgid "Project Manager" +msgstr "Manager de Proiect" + msgid "Error opening package file, not in ZIP format." msgstr "Eroare la deschiderea fişierului pachet, nu este în format ZIP." @@ -3625,23 +3572,6 @@ msgstr "Următoarele file au eșuat extragerea din pachet:" msgid "Package installed successfully!" msgstr "Pachet instalat cu succes!" -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Nu se poate executa priectul: există Asset-uri care trebuie importate.\n" -"Te rog editează proiectul pentru a declanșa importul inițial." - -msgctxt "Application" -msgid "Project Manager" -msgstr "Manager de Proiect" - -msgid "About" -msgstr "Despre" - -msgid "Can't run project" -msgstr "Proiectul nu poate fi executat" - msgid "Change Action deadzone" msgstr "Modificare acțiune deadzone" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index 104927a14e..7a30ed0845 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -165,26 +165,28 @@ # Daniil Zimchuk <danrus228zk@gmail.com>, 2023. # Иван Жиляк <zilakivan2008@gmail.com>, 2023. # Ilia Brykin <brykin.ilia@gmail.com>, 2023. -# Ruslan <vovavalenkov15@gmail.com>, 2023. +# Ruslan <vovavalenkov15@gmail.com>, 2023, 2024. # DLushin <dmiyashyt@gmail.com>, 2023. # a-d-polevoi <a.d.polevoi@gmail.com>, 2023. # "Станислав Л." <mr.levicsky@gmail.com>, 2023. # MaksKraft <Maksonchik2003@yandex.ru>, 2024. +# Dmitry <www.dimon271296000@gmail.com>, 2024. +# John Blacko <sporrershik@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-08 20:42+0000\n" -"Last-Translator: MaksKraft <Maksonchik2003@yandex.ru>\n" +"PO-Revision-Date: 2024-02-08 17:45+0000\n" +"Last-Translator: Ruslan <vovavalenkov15@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot/ru/>\n" "Language: ru\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\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" +"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 5.4-dev\n" msgid "Main Thread" @@ -260,7 +262,7 @@ msgid "Joystick 4 X-Axis" msgstr "Ось X джойстика 4" msgid "Joystick 4 Y-Axis" -msgstr "Ось Y джойстика 3" +msgstr "Ось Y джойстика 4" msgid "Unknown Joypad Axis" msgstr "Неизвестная ось джойстика" @@ -629,9 +631,6 @@ msgstr "Изменить событие" msgid "Remove Event" msgstr "Удалить событие" -msgid "Filter by name..." -msgstr "Фильтр по имени..." - msgid "Clear All" msgstr "Очистить всё" @@ -758,33 +757,6 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Невозможно переключить режим зацикливания анимации, встроенной в другую сцену." -msgid "Property Track" -msgstr "Дорожка свойство" - -msgid "3D Position Track" -msgstr "Дорожка позиция 3D" - -msgid "3D Rotation Track" -msgstr "Дорожка вращение 3D" - -msgid "3D Scale Track" -msgstr "Дорожка масштаб 3D" - -msgid "Blend Shape Track" -msgstr "Дорожка форма смешивания" - -msgid "Call Method Track" -msgstr "Дорожка вызов метода" - -msgid "Bezier Curve Track" -msgstr "Дорожка кривая Безье" - -msgid "Audio Playback Track" -msgstr "Дорожка воспроизведение аудио" - -msgid "Animation Playback Track" -msgstr "Дорожка воспроизведение анимации" - msgid "Animation length (frames)" msgstr "Длина анимации (в кадрах)" @@ -917,9 +889,6 @@ msgstr "Обрезание перехода зацикливания" msgid "Wrap Loop Interp" msgstr "Перенос перехода зацикливания" -msgid "Insert Key" -msgstr "Вставить ключ" - msgid "Duplicate Key(s)" msgstr "Дублировать ключ(и)" @@ -1079,12 +1048,6 @@ msgstr "Анимация ключи масштаба" msgid "Make Easing Keys" msgstr "Создать ключи плавного перехода" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Эта опция не работает для редактирования кривыми Безье, так как это только " -"одна дорожка." - msgid "Animation Add RESET Keys" msgstr "Анимация добавить RESET-ключи" @@ -1174,24 +1137,6 @@ msgstr "Редактировать" msgid "Animation properties." msgstr "Свойства анимации." -msgid "Copy Tracks" -msgstr "Копировать дорожки" - -msgid "Scale Selection" -msgstr "Масштабировать выбранное" - -msgid "Scale From Cursor" -msgstr "Масштабировать от курсора" - -msgid "Make Easing Selection" -msgstr "Выбрать тип сглаживания" - -msgid "Duplicate Selection" -msgstr "Дублировать выделенное" - -msgid "Duplicate Transposed" -msgstr "Дублировать и транспонировать" - msgid "Delete Selection" msgstr "Удалить выделенное" @@ -1204,15 +1149,6 @@ msgstr "Перейти к предыдущему шагу" msgid "Apply Reset" msgstr "Применить сброс" -msgid "Bake Animation" -msgstr "Запечь анимацию" - -msgid "Optimize Animation (no undo)" -msgstr "Оптимизировать анимацию (нельзя отменить)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Подчистить анимацию (нельзя отменить)" - msgid "Pick a node to animate:" msgstr "Выберите узел для анимации:" @@ -2085,7 +2021,7 @@ msgid "Gold Members" msgstr "Члены золотого уровня" msgid "Donors" -msgstr "Доноры" +msgstr "Спонсоры" msgid "License" msgstr "Лицензия" @@ -2542,9 +2478,6 @@ msgstr "Загрузить профиль" msgid "Export Profile" msgstr "Экспорт профиля" -msgid "Forced classes on detect:" -msgstr "Принудительные классы для обнаружения:" - msgid "Edit Build Configuration Profile" msgstr "Изменить профиль конфигурации сборки" @@ -2576,6 +2509,15 @@ msgstr "[пусто]" msgid "[unsaved]" msgstr "[не сохранено]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Позиция панели" + +msgid "Make Floating" +msgstr "Сделать плавающим" + msgid "3D Editor" msgstr "3D Редактор" @@ -2785,6 +2727,21 @@ msgstr "" "Для вызова данного метода не требуется экземпляр.\n" "Его можно вызвать напрямую, используя имя класса." +msgid "Constructors" +msgstr "Конструкторы" + +msgid "Operators" +msgstr "Операторы" + +msgid "Method Descriptions" +msgstr "Описания методов" + +msgid "Constructor Descriptions" +msgstr "Описания конструкторов" + +msgid "Operator Descriptions" +msgstr "Описания операторов" + msgid "Error codes returned:" msgstr "Возвращённые коды ошибок:" @@ -2830,17 +2787,6 @@ msgstr "Наследует:" msgid "Inherited by:" msgstr "Унаследован:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "Данный класс помечен как устаревший. Он будет удалён в будущих версиях." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Данный класс помечен как экспериментальный. Он может быть изменён или удалён " -"в будущих версиях. Используйте по своему усмотрению." - msgid "Description" msgstr "Описание" @@ -2879,12 +2825,6 @@ msgstr "по умолчанию:" msgid "property:" msgstr "свойство:" -msgid "Constructors" -msgstr "Конструкторы" - -msgid "Operators" -msgstr "Операторы" - msgid "Theme Properties" msgstr "Свойства темы" @@ -2938,15 +2878,6 @@ msgstr "" "В настоящее время описание этого свойства отсутствует. Пожалуйста, помогите " "нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Описания конструкторов" - -msgid "Method Descriptions" -msgstr "Описания методов" - -msgid "Operator Descriptions" -msgstr "Описания операторов" - msgid "Metadata:" msgstr "Метаданные:" @@ -2959,9 +2890,6 @@ msgstr "Метод:" msgid "Signal:" msgstr "Сигнал:" -msgid "Theme Item:" -msgstr "Элемент темы:" - msgid "No description available." msgstr "Описание недоступно." @@ -2971,6 +2899,24 @@ msgstr "%d совпадение." msgid "%d matches." msgstr "%d совпадения(ий)." +msgid "Method" +msgstr "Метод" + +msgid "Signal" +msgstr "Сигнал" + +msgid "Constant" +msgstr "Константа" + +msgid "Property" +msgstr "Свойство" + +msgid "Theme Property" +msgstr "Свойство темы" + +msgid "Annotation" +msgstr "Аннотация" + msgid "Search Help" msgstr "Справка" @@ -3019,24 +2965,6 @@ msgstr "(конструкторы)" msgid "Class" msgstr "Класс" -msgid "Method" -msgstr "Метод" - -msgid "Signal" -msgstr "Сигнал" - -msgid "Annotation" -msgstr "Аннотация" - -msgid "Constant" -msgstr "Константа" - -msgid "Property" -msgstr "Свойство" - -msgid "Theme Property" -msgstr "Свойство темы" - msgid "This member is marked as deprecated." msgstr "Этот член класса помечен как устаревший." @@ -3602,9 +3530,6 @@ msgstr "Очистить недавние сцены" msgid "There is no defined scene to run." msgstr "Не определена сцена для запуска." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3630,15 +3555,15 @@ msgstr "" "Вы можете изменить главную сцену позже в \"Настройки проекта\" категория " "'Приложение'." +msgid "Default" +msgstr "По умолчанию" + msgid "Save Layout" msgstr "Сохранить макет" msgid "Delete Layout" msgstr "Удалить макет" -msgid "Default" -msgstr "По умолчанию" - msgid "This scene was never saved." msgstr "Эта сцена никогда не была сохранена." @@ -3688,6 +3613,21 @@ msgstr "" "Невозможно записать в файл '%s', файл используется, заблокирован или " "отсутствуют разрешения." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"Изменение отрисовщика требует перезапуска редактора\n" +"\n" +"Выбор Сохранение и Перезапуск поменяет метод отрисовки на:\n" +"- Настольные платформы: %s\n" +"- Мобильные платформы: %s\n" +"- Веб-платформы: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3697,15 +3637,12 @@ msgstr "Мобильные устройства" msgid "Compatibility" msgstr "Совместимость" +msgid "(Overridden)" +msgstr "(Overridden)" + msgid "Pan View" msgstr "Панорамировать вид" -msgid "Dock Position" -msgstr "Позиция панели" - -msgid "Make Floating" -msgstr "Сделать плавающим" - msgid "Distraction Free Mode" msgstr "Режим без отвлечения" @@ -3763,6 +3700,9 @@ msgstr "Закрыть сцену" msgid "Quit" msgstr "Выход" +msgid "Editor Settings..." +msgstr "Настройки редактора..." + msgid "Project" msgstr "Проект" @@ -3805,9 +3745,6 @@ msgstr "Выйти в список проектов" msgid "Editor" msgstr "Редактор" -msgid "Editor Settings..." -msgstr "Настройки редактора..." - msgid "Command Palette..." msgstr "Палитра команд..." @@ -3869,12 +3806,24 @@ msgstr "Предложить функцию" msgid "Send Docs Feedback" msgstr "Отправить отзыв о документации" -msgid "About Godot" -msgstr "О Godot" - msgid "Support Godot Development" msgstr "Поддержать разработку Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Выберите метод отрисовки.\n" +"\n" +"Примечания:\n" +"- На мобильных платформах используется метод отрисовки Mobile, если Forward+ " +"выбран здесь.\n" +"- На веб-платформе всегда используется метод отрисовки Compatibility." + msgid "Update Continuously" msgstr "Непрерывное обновление" @@ -3919,32 +3868,6 @@ msgstr "Установить из файла" msgid "Select Android sources file" msgstr "Выберите файл исходников Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Это настроит ваш проект для gradle-сборок Android путем установки исходного " -"шаблона в \"res://android/build\".\n" -"Вы можете применить модификации и создать свой собственный APK при экспорте " -"(добавить модули, изменить AndroidManifest.xml и т.д.).\n" -"Обратите внимание, что для создания gradle-сборок вместо использования " -"готовых APK необходимо включить опцию \"Использовать Gradle сборку\" в " -"предустановке экспорта Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Шаблон сборки Android уже установлен в этом проекте и не будет перезаписан.\n" -"Удалите директорию \"res://android/build\" вручную прежде чем выполнять эту " -"операцию снова." - msgid "Show in File Manager" msgstr "Показать в проводнике" @@ -4018,8 +3941,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Предупреждение!" -msgid "Main Script:" -msgstr "Основной скрипт:" +msgid "On" +msgstr "Вкл" msgid "Edit Plugin" msgstr "Редактировать плагин" @@ -4036,15 +3959,9 @@ msgstr "Версия" msgid "Author" msgstr "Автор" -msgid "Status" -msgstr "Статус" - msgid "Edit Text:" msgstr "Редактировать текст:" -msgid "On" -msgstr "Вкл" - msgid "Renaming layer %d:" msgstr "Переименовать слой %d:" @@ -4175,8 +4092,8 @@ msgstr "" "Выбранные ресурсы (%s) не соответствуют типам, ожидаемым для данного свойства " "(%s)." -msgid "Quick Load" -msgstr "Быстро загрузить" +msgid "Load..." +msgstr "Загрузка..." msgid "Inspect" msgstr "Просмотр" @@ -4202,14 +4119,11 @@ msgstr "Выберите ресурсы, которые будут уникал msgid "New %s" msgstr "Новый %s" -msgid "New Script" -msgstr "Новый скрипт" - -msgid "Extend Script" -msgstr "Расширить скрипт" +msgid "New Script..." +msgstr "Новый скрипт..." -msgid "New Shader" -msgstr "Новый шейдер" +msgid "Extend Script..." +msgstr "Расширить скрипт..." msgid "No Remote Debug export presets configured." msgstr "Нет настроенных пресетов экспорта для удалённой отладки." @@ -4235,11 +4149,6 @@ msgstr "Пишите ваш код в методе _run()." msgid "There is an edited scene already." msgstr "Уже существует отредактированная сцена." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Не удалось запустить скрипт редактора, вы забыли переопределить метод '_run'?" - msgid "Undo: %s" msgstr "Отменить: %s" @@ -4348,12 +4257,6 @@ msgstr "Все устройства" msgid "Device" msgstr "Устройство" -msgid "Listening for input..." -msgstr "Ожидание ввода..." - -msgid "Filter by event..." -msgstr "Фильтр по событию..." - msgid "Project export for platform:" msgstr "Экспорт проекта для платформы:" @@ -4698,6 +4601,9 @@ msgstr "" "использования в развертывании одним щелчком мыши.\n" "Только одна предустановка на платформу может быть помечена как работающая." +msgid "Advanced Options" +msgstr "Дополнительные параметры" + msgid "Export Path" msgstr "Путь экспорта" @@ -5037,9 +4943,6 @@ msgstr "Новая папка..." msgid "New Scene..." msgstr "Новая сцена..." -msgid "New Script..." -msgstr "Новый скрипт..." - msgid "New Resource..." msgstr "Новый ресурс..." @@ -5186,57 +5089,21 @@ msgstr "%d совпадений в %d файле" msgid "%d matches in %d files" msgstr "%d совпадений в %d файлах" +msgid "Rename Group" +msgstr "Переименовать группу" + msgid "Add to Group" msgstr "Добавить в группу" msgid "Remove from Group" msgstr "Удалить из группы" -msgid "Invalid group name." -msgstr "Неверное название группы." - -msgid "Group name already exists." -msgstr "Имя группы уже существует." - -msgid "Rename Group" -msgstr "Переименовать группу" - -msgid "Delete Group" -msgstr "Удалить группу" - -msgid "Groups" -msgstr "Группы" - -msgid "Nodes Not in Group" -msgstr "Узлы не в группе" - -msgid "Nodes in Group" -msgstr "Узлы в группе" - -msgid "Empty groups will be automatically removed." -msgstr "Пустые группы будут автоматически удалены." - -msgid "Group Editor" -msgstr "Редактор групп" - -msgid "Manage Groups" -msgstr "Управление группами" +msgid "Global" +msgstr "Глобально" msgid "Move" msgstr "Переместить" -msgid "Please select a base directory first." -msgstr "Пожалуйста, выберите базовый каталог." - -msgid "Could not create folder. File with that name already exists." -msgstr "Не удалось создать папку. Файл с таким именем уже существует." - -msgid "Choose a Directory" -msgstr "Выбрать каталог" - -msgid "Copy File(s)" -msgstr "Копировать файл(ы)" - msgid "Network" msgstr "Сеть" @@ -5280,6 +5147,9 @@ msgstr "Открыть каталог или файл" msgid "Save a File" msgstr "Сохранить файл" +msgid "Could not create folder. File with that name already exists." +msgstr "Не удалось создать папку. Файл с таким именем уже существует." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Папка избранного больше не существует и будет удалена." @@ -5474,9 +5344,6 @@ msgstr "Переключить видимость" msgid "Unlock Node" msgstr "Разблокировать узел" -msgid "Button Group" -msgstr "Группа кнопок" - msgid "Disable Scene Unique Name" msgstr "Убрать уникальное имя в сцене" @@ -5510,9 +5377,6 @@ msgstr[2] "Узел в следующих группах:" msgid "Click to show signals dock." msgstr "Нажмите, чтобы показать панель сигналов." -msgid "Open in Editor" -msgstr "Открыть в редакторе" - msgid "This script is currently running in the editor." msgstr "В данный момент этот скрипт запущен в редакторе." @@ -5543,6 +5407,9 @@ msgstr "" "AnimationPlayer закреплен.\n" "Нажмите, чтобы открепить." +msgid "Open in Editor" +msgstr "Открыть в редакторе" + msgid "\"%s\" is not a known filter." msgstr "«%s» не является известным фильтром." @@ -5570,8 +5437,184 @@ msgstr "Показать все" msgid "The Beginning" msgstr "Начало" -msgid "Global" -msgstr "Глобально" +msgid "Pre-Import Scene" +msgstr "Предварительно импортировать сцену" + +msgid "Importing Scene..." +msgstr "Импортирование сцены..." + +msgid "Import Scene" +msgstr "Импортировать сцену" + +msgid "Running Custom Script..." +msgstr "Запуск пользовательского скрипта..." + +msgid "Couldn't load post-import script:" +msgstr "Не могу загрузить скрипт для пост-импорта:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Повреждённый/сломанный скрипт для пост-импорта (проверьте консоль):" + +msgid "Error running post-import script:" +msgstr "Ошибка запуска пост-импорт скрипта:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "Вы вернули объект, унаследованный от Node, в методе `_post_import()`?" + +msgid "Saving..." +msgstr "Сохранение..." + +msgid "<Unnamed Material>" +msgstr "<Безымянный материал>" + +msgid "Import ID: %s" +msgstr "ID импорта: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Тип: %s\n" +"ID импорта: %s" + +msgid "Error opening scene" +msgstr "Ошибка при открытии сцены" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Расширенные настройки импорта для AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Расширенные настройки импорта для сцены '%s'" + +msgid "Select folder to extract material resources" +msgstr "Выбрать папку для извлечения материалов" + +msgid "Select folder where mesh resources will save on import" +msgstr "Выберите папку, в которую будут сохраняться ресурсы мешей при импорте" + +msgid "Select folder where animations will save on import" +msgstr "Выберите папку, в которую будут сохраняться анимации при импорте" + +msgid "Warning: File exists" +msgstr "Предупреждение: Файл уже существует" + +msgid "Existing file with the same name will be replaced." +msgstr "Существующий файл с тем же именем будет заменен." + +msgid "Will create new file" +msgstr "Будет создан новый файл" + +msgid "Already External" +msgstr "Уже Внешний" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Этот материал уже ссылается на внешний файл, никаких действий не будет " +"предпринято.\n" +"Отключите внешнее свойство, чтобы его можно было извлечь снова." + +msgid "No import ID" +msgstr "Без ID импорта" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Материал не имеет ни названия, ни другого способа идентификации при повторном " +"импорте.\n" +"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." + +msgid "Extract Materials to Resource Files" +msgstr "Извлечь материалы в файлы ресурсов" + +msgid "Extract" +msgstr "Извлечь" + +msgid "Already Saving" +msgstr "Уже сохраняется" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Этот меш уже сохранен на внешнем ресурсе, никаких действий предприниматься не " +"будет." + +msgid "Existing file with the same name will be replaced on import." +msgstr "Существующий файл с тем же именем будет заменен при импорте." + +msgid "Will save to new file" +msgstr "Будет сохранено в новый файл" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Меш не имеет ни имени, ни другого способа идентификации при повторном " +"импорте.\n" +"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Установка путей для сохранения мешей в качестве файлов ресурсов при повторном " +"импорте" + +msgid "Set Paths" +msgstr "Задать пути" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Эта анимация уже сохранена на внешнем ресурсе, никаких действий " +"предприниматься не будет." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Задать пути для сохранения анимаций в виде файлов ресурсов при повторном " +"импорте" + +msgid "Can't make material external to file, write error:" +msgstr "Невозможно сделать материал внешним для файла, ошибка записи:" + +msgid "Actions..." +msgstr "Действия..." + +msgid "Extract Materials" +msgstr "Извлечь материалы" + +msgid "Set Animation Save Paths" +msgstr "Задать пути сохранения анимации" + +msgid "Set Mesh Save Paths" +msgstr "Задать пути сохранения меша" + +msgid "Meshes" +msgstr "Меши" + +msgid "Materials" +msgstr "Материалы" + +msgid "Selected Animation Play/Pause" +msgstr "Выбранная анимация воспроизведение/пауза" + +msgid "Status" +msgstr "Статус" + +msgid "Save Extension:" +msgstr "Расширение:" + +msgid "Text: *.tres" +msgstr "Текст: *.tres" + +msgid "Binary: *.res" +msgstr "Двоичный: *.res" + +msgid "Text Resource" +msgstr "Текстовый ресурс" + +msgid "Binary Resource" +msgstr "Двоичный ресурс" msgid "Audio Stream Importer: %s" msgstr "Импортер потока аудио: %s" @@ -5739,33 +5782,6 @@ msgstr "Динамически отображаемый шрифт TrueType/Open msgid "Prerendered multichannel(+true) signed distance field" msgstr "Предрендерное многоканальное (+true) подписанное поле расстояния" -msgid "Pre-Import Scene" -msgstr "Предварительно импортировать сцену" - -msgid "Importing Scene..." -msgstr "Импортирование сцены..." - -msgid "Import Scene" -msgstr "Импортировать сцену" - -msgid "Running Custom Script..." -msgstr "Запуск пользовательского скрипта..." - -msgid "Couldn't load post-import script:" -msgstr "Не могу загрузить скрипт для пост-импорта:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Повреждённый/сломанный скрипт для пост-импорта (проверьте консоль):" - -msgid "Error running post-import script:" -msgstr "Ошибка запуска пост-импорт скрипта:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "Вы вернули объект, унаследованный от Node, в методе `_post_import()`?" - -msgid "Saving..." -msgstr "Сохранение..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5805,155 +5821,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Безымянный материал>" - -msgid "Import ID: %s" -msgstr "ID импорта: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Тип: %s\n" -"ID импорта: %s" - -msgid "Error opening scene" -msgstr "Ошибка при открытии сцены" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Расширенные настройки импорта для AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Расширенные настройки импорта для сцены '%s'" - -msgid "Select folder to extract material resources" -msgstr "Выбрать папку для извлечения материалов" - -msgid "Select folder where mesh resources will save on import" -msgstr "Выберите папку, в которую будут сохраняться ресурсы мешей при импорте" - -msgid "Select folder where animations will save on import" -msgstr "Выберите папку, в которую будут сохраняться анимации при импорте" - -msgid "Warning: File exists" -msgstr "Предупреждение: Файл уже существует" - -msgid "Existing file with the same name will be replaced." -msgstr "Существующий файл с тем же именем будет заменен." - -msgid "Will create new file" -msgstr "Будет создан новый файл" - -msgid "Already External" -msgstr "Уже Внешний" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Этот материал уже ссылается на внешний файл, никаких действий не будет " -"предпринято.\n" -"Отключите внешнее свойство, чтобы его можно было извлечь снова." - -msgid "No import ID" -msgstr "Без ID импорта" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Материал не имеет ни названия, ни другого способа идентификации при повторном " -"импорте.\n" -"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." - -msgid "Extract Materials to Resource Files" -msgstr "Извлечь материалы в файлы ресурсов" - -msgid "Extract" -msgstr "Извлечь" - -msgid "Already Saving" -msgstr "Уже сохраняется" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Этот меш уже сохранен на внешнем ресурсе, никаких действий предприниматься не " -"будет." - -msgid "Existing file with the same name will be replaced on import." -msgstr "Существующий файл с тем же именем будет заменен при импорте." - -msgid "Will save to new file" -msgstr "Будет сохранено в новый файл" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Меш не имеет ни имени, ни другого способа идентификации при повторном " -"импорте.\n" -"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Установка путей для сохранения мешей в качестве файлов ресурсов при повторном " -"импорте" - -msgid "Set Paths" -msgstr "Задать пути" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Эта анимация уже сохранена на внешнем ресурсе, никаких действий " -"предприниматься не будет." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Задать пути для сохранения анимаций в виде файлов ресурсов при повторном " -"импорте" - -msgid "Can't make material external to file, write error:" -msgstr "Невозможно сделать материал внешним для файла, ошибка записи:" - -msgid "Actions..." -msgstr "Действия..." - -msgid "Extract Materials" -msgstr "Извлечь материалы" - -msgid "Set Animation Save Paths" -msgstr "Задать пути сохранения анимации" - -msgid "Set Mesh Save Paths" -msgstr "Задать пути сохранения меша" - -msgid "Meshes" -msgstr "Меши" - -msgid "Materials" -msgstr "Материалы" - -msgid "Selected Animation Play/Pause" -msgstr "Выбранная анимация воспроизведение/пауза" - -msgid "Save Extension:" -msgstr "Расширение:" - -msgid "Text: *.tres" -msgstr "Текст: *.tres" - -msgid "Binary: *.res" -msgstr "Двоичный: *.res" - -msgid "Text Resource" -msgstr "Текстовый ресурс" - -msgid "Binary Resource" -msgstr "Двоичный ресурс" - msgid "Importer:" msgstr "Импортёр:" @@ -6208,6 +6075,9 @@ msgstr "Задать %s на %d узлах" msgid "%s (%d Selected)" msgstr "%s (%d выбрано)" +msgid "Groups" +msgstr "Группы" + msgid "Select a single node to edit its signals and groups." msgstr "Выберите один узел для редактирования его сигналов и групп." @@ -6343,9 +6213,6 @@ msgstr "Добавить анимацию" msgid "Add %s" msgstr "Добавить %s" -msgid "Load..." -msgstr "Загрузка..." - msgid "Move Node Point" msgstr "Передвинуть точку узла" @@ -6590,27 +6457,15 @@ msgstr "Сохранить анимацию" msgid "Make Animation Unique: %s" msgstr "Сделать анимацию уникальной: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Недопустимый файл AnimationLibrary." - -msgid "This library is already added to the mixer." -msgstr "Эта библиотека уже добавлена в проигрыватель." - -msgid "Invalid Animation file." -msgstr "Недопустимый файл анимации." - -msgid "This animation is already added to the library." -msgstr "Эта анимация уже добавлена в библиотеку." - -msgid "Load Animation into Library: %s" -msgstr "Загрузить анимацию в библиотеку: %s" - msgid "Save Animation library to File: %s" msgstr "Сохранить библиотеку анимации в файл: %s" msgid "Save Animation to File: %s" msgstr "Сохранить анимацию в файл: %s" +msgid "Load Animation into Library: %s" +msgstr "Загрузить анимацию в библиотеку: %s" + msgid "Rename Animation Library: %s" msgstr "Переименовать библиотеку анимаций: %s" @@ -6647,36 +6502,9 @@ msgstr "[внешний]" msgid "[imported]" msgstr "[импортировано]" -msgid "Add Animation to Library" -msgstr "Добавить анимацию в библиотеку" - -msgid "Load animation from file and add to library" -msgstr "Загрузить анимацию из файла и добавить в библиотеку" - -msgid "Paste Animation to Library from clipboard" -msgstr "Вставить анимацию в библиотеку из буфера обмена" - -msgid "Save animation library to resource on disk" -msgstr "Сохранить библиотеку анимаций в ресурс на диске" - -msgid "Remove animation library" -msgstr "Удалить библиотеку анимаций" - -msgid "Copy animation to clipboard" -msgstr "Копировать анимацию в буфер обмена" - -msgid "Save animation to resource on disk" -msgstr "Сохранить анимацию в ресурс на диске" - -msgid "Remove animation from Library" -msgstr "Удалить анимацию из библиотеки" - msgid "Edit Animation Libraries" msgstr "Редактировать библиотеки анимаций" -msgid "Add Library" -msgstr "Добавить библиотеку" - msgid "Load Library" msgstr "Загрузить библиотеку" @@ -7040,6 +6868,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Последняя" +msgid "Failed to get repository configuration." +msgstr "Не удалось получить конфигурацию репозитория." + msgid "All" msgstr "Все" @@ -7079,9 +6910,6 @@ msgstr "Сайт:" msgid "Support" msgstr "Поддержка" -msgid "Failed to get repository configuration." -msgstr "Не удалось получить конфигурацию репозитория." - msgid "Assets ZIP File" msgstr "ZIP файл ассетов" @@ -7249,6 +7077,9 @@ msgstr "Очистить направляющие" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Создать пользовательские Bone2D из узла(ов)" +msgid "Cancel Transformation" +msgstr "Отменить трансформацию" + msgid "Zoom to 3.125%" msgstr "Масштаб 3,125%" @@ -7398,15 +7229,9 @@ msgstr "Разблокировать выбранный узел (разреши msgid "Unlock Selected Node(s)" msgstr "Разблокировать выбранный узел(узлы)" -msgid "Make selected node's children not selectable." -msgstr "Сделать детей выбранного узла невыделяемыми." - msgid "Group Selected Node(s)" msgstr "Сгруппировать выбранный узел(узлы)" -msgid "Make selected node's children selectable." -msgstr "Сделать дочерние узлы выбранного узла выделяемыми." - msgid "Ungroup Selected Node(s)" msgstr "Разгруппировать выбранный узел(узлы)" @@ -7452,11 +7277,8 @@ msgstr "Отображать центр" msgid "Show Viewport" msgstr "Показать окно просмотра" -msgid "Show Group And Lock Icons" -msgstr "Показать группу и заблокировать иконки" - -msgid "Show Transformation Gizmos" -msgstr "Показать гизмо трансформации" +msgid "Gizmos" +msgstr "Гизмо" msgid "Center Selection" msgstr "Центрировать выбранное" @@ -7491,6 +7313,9 @@ msgstr "Маска масштаба для добавляемых ключей." msgid "Insert keys (based on mask)." msgstr "Вставить ключи (на основе маски)." +msgid "Insert Key" +msgstr "Вставить ключ" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7527,22 +7352,11 @@ msgstr "Разделить шаг сетки на 2" msgid "Adding %s..." msgstr "Добавление %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "Перетащите, чтобы добавить как дочерний узел базового узла сцены." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"Удерживайте %s при перетаскивании, чтобы добавить в качестве дочернего узла " -"выбранного узла." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Удерживайте Shift при удалении, чтобы добавить выбранный узел в качестве " "родственного узла." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Удерживайте Alt при удалении, чтобы добавить узел другого типа." - msgid "Cannot instantiate multiple nodes without root." msgstr "Не удаётся создать несколько узлов без корня." @@ -7747,12 +7561,24 @@ msgstr "По центру" msgid "Capture Colors from Pixel" msgstr "Захватить цвета из пикселя" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Создание видимого AABB (ожидание симуляции частиц)" + +msgid "Generate Visibility AABB" +msgstr "Генерировать видимый AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Сгенерировать AABB" + msgid "Create Emission Points From Node" msgstr "Создать излучатель из узла" +msgid "Generation Time (sec):" +msgstr "Время генерации (сек):" + msgid "Load Curve Preset" msgstr "Загрузить заготовку кривой" @@ -7921,15 +7747,6 @@ msgstr "" "Когда эта опция включена, сервер отладки редактора будет оставаться открытым " "и прослушивать новые сеансы, запущенные вне самого редактора." -msgid "Run Multiple Instances" -msgstr "Запустить несколько экземпляров" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Запустить %d экземпляр" -msgstr[1] "Запустить %d экземпляра" -msgstr[2] "Запустить %d экземпляров" - msgid "Size: %s" msgstr "Размер: %s" @@ -8052,9 +7869,6 @@ msgstr "Маска выброса очищена" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Время генерации (сек):" - msgid "The geometry's faces don't contain any area." msgstr "Грани данной геометрии не содержат никакой области." @@ -8094,18 +7908,9 @@ msgstr "Требуется материал типа 'ParticleProcessMaterial'." msgid "Convert to CPUParticles3D" msgstr "Преобразовать в CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Создание видимого AABB (ожидание симуляции частиц)" - -msgid "Generate Visibility AABB" -msgstr "Генерировать видимый AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Сгенерировать AABB" - msgid "Low" msgstr "Низкий" @@ -8196,10 +8001,6 @@ msgstr "Корневая сцена редактора не найдена." msgid "Lightmap data is not local to the scene." msgstr "Данные карты освещения не являются локальными для сцены." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "" -"Максимальный размер текстуры слишком мал для изображений карты освещения." - msgid "Bake Lightmaps" msgstr "Запекать карты освещения" @@ -8685,9 +8486,6 @@ msgstr "Задать поверхность %d Заменить материал msgid "Set Material Override" msgstr "Задать переопределение материала" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Нельзя перетащить элемент сразу в несколько выбранных узлов." - msgid "None" msgstr "Пусто" @@ -8871,9 +8669,6 @@ msgstr "Заблокировать трансформацию в плоскос msgid "Lock Transformation to XY plane" msgstr "Заблокировать трансформацию в плоскость XY" -msgid "Cancel Transformation" -msgstr "Отменить трансформацию" - msgid "Begin Translate Transformation" msgstr "Начать трансформацию перемещения" @@ -9067,9 +8862,6 @@ msgstr "3 Окна (другой)" msgid "4 Viewports" msgstr "4 Окна" -msgid "Gizmos" -msgstr "Гизмо" - msgid "View Origin" msgstr "Отображать начало координат" @@ -9094,9 +8886,6 @@ msgstr "Привязка масштабирования (%):" msgid "Viewport Settings" msgstr "Настройки окна просмотра" -msgid "Perspective FOV (deg.):" -msgstr "FOV перспективы (градусы):" - msgid "View Z-Near:" msgstr "Ближний Z отображения:" @@ -9275,6 +9064,9 @@ msgstr "Удалить точку" msgid "Close Curve" msgstr "Сомкнуть кривую" +msgid "Please Confirm..." +msgstr "Подтверждение..." + msgid "Mirror Handle Angles" msgstr "Отразить угол ручки" @@ -9807,6 +9599,9 @@ msgstr "Создать область кода" msgid "Unfold All Lines" msgstr "Развернуть все строки" +msgid "Duplicate Selection" +msgstr "Дублировать выделенное" + msgid "Duplicate Lines" msgstr "Дублировать строки" @@ -9873,21 +9668,9 @@ msgstr "Сохранить изменения в следующем(их) шей msgid "Shader Editor" msgstr "Редактор шейдеров" -msgid "New Shader Include" -msgstr "Новый включаемый файл шейдера" - -msgid "Load Shader File" -msgstr "Открыть файл шейдера" - -msgid "Load Shader Include File" -msgstr "Открыть Include файл шейдера" - msgid "Save File" msgstr "Сохранить файл" -msgid "Save File As" -msgstr "Сохранить файл как" - msgid "Open File in Inspector" msgstr "Открыть файл в инспекторе" @@ -10026,10 +9809,6 @@ msgstr "Невозможно преобразовать спрайт из дру msgid "Can't convert an empty sprite to mesh." msgstr "Невозможно преобразовать пустой спрайт в меш." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Не удаётся преобразовать спрайт использующий анимационные кадры в сетку." - msgid "Invalid geometry, can't replace by mesh." msgstr "Недопустимая геометрия, не может быть заменена мешем." @@ -11075,13 +10854,6 @@ msgstr "Рассеивание:" msgid "Tiles" msgstr "Тайлы" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"В наборе TileSet этой карты TileMap не настроен источник. Перейдите на нижнюю " -"вкладку TileSet, чтобы добавить его." - msgid "Sort sources" msgstr "Сортировать ресурсы" @@ -11123,13 +10895,6 @@ msgstr "" "Режим соединения: рисует поверхность, затем соединяет ее с окружающими " "плитками с таким же рельефом." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Режим пути: рисует поверхность, затем соединяет ее с предыдущей закрашенной " -"плиткой с таким же штрихом." - msgid "Terrains" msgstr "Местность" @@ -11453,9 +11218,6 @@ msgstr "" "источник. Это может привести к непредвиденной потере данных. Внимательно " "изменяйте этот идентификатор." -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "Добавить тайл-сцену" @@ -12846,210 +12608,8 @@ msgstr "Запечь VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Выберите путь к файлу данных VoxelGI" -msgid "The path specified doesn't exist." -msgstr "Указанный путь не существует." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Ошибка при открытии файла пакета (Не является ZIP форматом)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Недействительный .zip-файл проекта; не содержит файл \"project.godot\"." - -msgid "Please choose an empty folder." -msgstr "Пожалуйста, выберите пустую папку." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Пожалуйста, выберите \"project.godot\", каталог с ним или файл \".zip\"." - -msgid "This directory already contains a Godot project." -msgstr "Этот каталог уже содержит проект Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Вы не можете сохранить проект по выбранному пути. Пожалуйста, создайте новую " -"папку или выберите новый путь." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"Выбранный путь не пуст. Настоятельно рекомендуется выбрать пустую папку." - -msgid "New Game Project" -msgstr "Новый игровой проект" - -msgid "Imported Project" -msgstr "Импортированный проект" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Пожалуйста, выберите файл \"project.godot\" или \".zip\"." - -msgid "Invalid project name." -msgstr "Недопустимое имя проекта." - -msgid "Couldn't create folder." -msgstr "Не удалось создать папку." - -msgid "There is already a folder in this path with the specified name." -msgstr "По этому пути уже существует папка с указанным именем." - -msgid "It would be a good idea to name your project." -msgstr "Было бы неплохо назвать ваш проект." - -msgid "Supports desktop platforms only." -msgstr "Поддерживает только настольные платформы." - -msgid "Advanced 3D graphics available." -msgstr "Доступна расширенная 3D-графика." - -msgid "Can scale to large complex scenes." -msgstr "Может масштабироваться до больших сложных сцен." - -msgid "Uses RenderingDevice backend." -msgstr "Использует бэкенд RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "Более медленный рендеринг простых сцен." - -msgid "Supports desktop + mobile platforms." -msgstr "Поддерживает настольные и мобильные платформы." - -msgid "Less advanced 3D graphics." -msgstr "Менее продвинутая 3D-графика." - -msgid "Less scalable for complex scenes." -msgstr "Менее масштабируемый для сложных сцен." - -msgid "Fast rendering of simple scenes." -msgstr "Быстрый рендеринг простых сцен." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Поддерживает настольные, мобильные и веб-платформы." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Наименее продвинутая 3D-графика (в настоящее время в разработке)." - -msgid "Intended for low-end/older devices." -msgstr "Предназначен для бюджетных/старых устройств." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Использует бэкенд OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Самый быстрый рендеринг простых сцен." - -msgid "Invalid project path (changed anything?)." -msgstr "Неверный путь к проекту (Что-то изменили?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Не удалось загрузить проект в '%s' (ошибка %d). Он может отсутствовать или " -"быть повреждён." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Не удалось сохранить проект в '%s' (ошибка %d)." - -msgid "Warning: This folder is not empty" -msgstr "Предупреждение: Эта папка не пуста" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Вы собираетесь создать проект Godot в непустой папке.\n" -"Всё содержимое этой папки будет импортировано как ресурсы проекта!\n" -"\n" -"Вы уверены, что хотите продолжить?" - -msgid "Couldn't create project.godot in project path." -msgstr "Не удалось создать project.godot в папке проекта." - -msgid "Couldn't create icon.svg in project path." -msgstr "Не удалось создать icon.svg в папке проекта." - -msgid "Error opening package file, not in ZIP format." -msgstr "Ошибка при открытии файла пакета, не в формате zip." - -msgid "The following files failed extraction from package:" -msgstr "Следующие файлы не удалось извлечь из пакета:" - -msgid "Package installed successfully!" -msgstr "Пакет успешно установлен!" - -msgid "Rename Project" -msgstr "Переименовать проект" - -msgid "Import Existing Project" -msgstr "Импортировать существующий проект" - -msgid "Import & Edit" -msgstr "Импортировать и редактировать" - -msgid "Create New Project" -msgstr "Создать новый проект" - -msgid "Create & Edit" -msgstr "Создать и редактировать" - -msgid "Install Project:" -msgstr "Установить проект:" - -msgid "Install & Edit" -msgstr "Установить и редактировать" - -msgid "Project Name:" -msgstr "Название проекта:" - -msgid "Project Path:" -msgstr "Путь к проекту:" - -msgid "Project Installation Path:" -msgstr "Путь установки проекта:" - -msgid "Renderer:" -msgstr "Отрисовщик:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"Отрисовщик может быть изменён позже, но сцены могут потребовать корректировки." - -msgid "Version Control Metadata:" -msgstr "Метаданные контроля версий:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "В последний раз проект был изменён в другой версии Godot: " - -msgid "This project uses features unsupported by the current build:" -msgstr "В проекте используются функции, не поддерживаемые текущей сборкой:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Ошибка: Проект отсутствует в файловой системе." - -msgid "Missing Project" -msgstr "Отсутствующий проект" - -msgid "Local" -msgstr "Локальный" - -msgid "Local Projects" -msgstr "Локальные проекты" - -msgid "Asset Library Projects" -msgstr "Проекты Библиотеки ассетов" - -msgid "Can't open project at '%s'." -msgstr "Не удаётся открыть проект в '%s'." +msgid "Are you sure to run %d projects at once?" +msgstr "Вы уверены, что хотите запустить %d проектов одновременно?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13201,25 +12761,27 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Открыть всё равно? Проект будет изменен." +msgid "Remove %d projects from the list?" +msgstr "Удалить %d проектов из списка?" + +msgid "Remove this project from the list?" +msgstr "Удалить этот проект из списка?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Невозможно запустить проект: не назначена главная сцена.\n" -"Пожалуйста, отредактируйте проект и установите главную сцену в Настройках " -"проекта в категории \"Application\"." +"Удалить все отсутствующие проекты из списка?\n" +"Содержимое папок проектов не будет изменено." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Невозможно запустить проект: ассеты должны быть импортированы.\n" -"Пожалуйста, откройте проект для редактирования, это спровоцирует начальный " -"импорт." +"Не удалось загрузить проект в '%s' (ошибка %d). Он может отсутствовать или " +"быть повреждён." -msgid "Are you sure to run %d projects at once?" -msgstr "Вы уверены, что хотите запустить %d проектов одновременно?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Не удалось сохранить проект в '%s' (ошибка %d)." msgid "Tag name can't be empty." msgstr "Имя метки не может быть пустым." @@ -13233,26 +12795,6 @@ msgstr "Следующие символы не разрешены в метка msgid "Tag name must be lowercase." msgstr "Имя метки должно быть в нижнем регистре." -msgid "Remove %d projects from the list?" -msgstr "Удалить %d проектов из списка?" - -msgid "Remove this project from the list?" -msgstr "Удалить этот проект из списка?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Удалить все отсутствующие проекты из списка?\n" -"Содержимое папок проектов не будет изменено." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Язык изменён.\n" -"Интерфейс обновится после перезапуска редактора или менеджера проектов." - msgctxt "Application" msgid "Project Manager" msgstr "Менеджер проектов" @@ -13290,9 +12832,18 @@ msgstr "Последнее изменение" msgid "Tags" msgstr "Метки" +msgid "Create New Project" +msgstr "Создать новый проект" + +msgid "Import Existing Project" +msgstr "Импортировать существующий проект" + msgid "Edit Project" msgstr "Редактировать проект" +msgid "Rename Project" +msgstr "Переименовать проект" + msgid "Manage Tags" msgstr "Управление тегами" @@ -13302,12 +12853,6 @@ msgstr "Переименовать проект" msgid "Remove Missing" msgstr "Удалить отсутствующие" -msgid "About" -msgstr "О Godot Engine" - -msgid "Restart Now" -msgstr "Перезапустить сейчас" - msgid "Select a Folder to Scan" msgstr "Выбрать папку для сканирования" @@ -13342,16 +12887,6 @@ msgstr "" "конвертированием, так как эта операция делает невозможным его открытие в " "старых версиях Godot." -msgid "Can't run project" -msgstr "Не удалось запустить проект" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"В настоящее время у вас нет никаких проектов.\n" -"Хотите изучить официальные примеры в Библиотеке ассетов?" - msgid "Manage Project Tags" msgstr "Управление метками проекта" @@ -13373,6 +12908,178 @@ msgstr "Создать новую метку" msgid "Tags are capitalized automatically when displayed." msgstr "Метки автоматически пишутся с заглавной буквы при отображении." +msgid "The path specified doesn't exist." +msgstr "Указанный путь не существует." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Ошибка при открытии файла пакета (Не является ZIP форматом)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "Недействительный .zip-файл проекта; не содержит файл \"project.godot\"." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Пожалуйста, выберите \"project.godot\", каталог с ним или файл \".zip\"." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Вы не можете сохранить проект по выбранному пути. Пожалуйста, создайте новую " +"папку или выберите новый путь." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"Выбранный путь не пуст. Настоятельно рекомендуется выбрать пустую папку." + +msgid "New Game Project" +msgstr "Новый игровой проект" + +msgid "Imported Project" +msgstr "Импортированный проект" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Пожалуйста, выберите файл \"project.godot\" или \".zip\"." + +msgid "Invalid project name." +msgstr "Недопустимое имя проекта." + +msgid "Couldn't create folder." +msgstr "Не удалось создать папку." + +msgid "There is already a folder in this path with the specified name." +msgstr "По этому пути уже существует папка с указанным именем." + +msgid "It would be a good idea to name your project." +msgstr "Было бы неплохо назвать ваш проект." + +msgid "Supports desktop platforms only." +msgstr "Поддерживает только настольные платформы." + +msgid "Advanced 3D graphics available." +msgstr "Доступна расширенная 3D-графика." + +msgid "Can scale to large complex scenes." +msgstr "Может масштабироваться до больших сложных сцен." + +msgid "Uses RenderingDevice backend." +msgstr "Использует бэкенд RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Более медленный рендеринг простых сцен." + +msgid "Supports desktop + mobile platforms." +msgstr "Поддерживает настольные и мобильные платформы." + +msgid "Less advanced 3D graphics." +msgstr "Менее продвинутая 3D-графика." + +msgid "Less scalable for complex scenes." +msgstr "Менее масштабируемый для сложных сцен." + +msgid "Fast rendering of simple scenes." +msgstr "Быстрый рендеринг простых сцен." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Поддерживает настольные, мобильные и веб-платформы." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Наименее продвинутая 3D-графика (в настоящее время в разработке)." + +msgid "Intended for low-end/older devices." +msgstr "Предназначен для бюджетных/старых устройств." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Использует бэкенд OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Самый быстрый рендеринг простых сцен." + +msgid "Invalid project path (changed anything?)." +msgstr "Неверный путь к проекту (Что-то изменили?)." + +msgid "Warning: This folder is not empty" +msgstr "Предупреждение: Эта папка не пуста" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Вы собираетесь создать проект Godot в непустой папке.\n" +"Всё содержимое этой папки будет импортировано как ресурсы проекта!\n" +"\n" +"Вы уверены, что хотите продолжить?" + +msgid "Couldn't create project.godot in project path." +msgstr "Не удалось создать project.godot в папке проекта." + +msgid "Couldn't create icon.svg in project path." +msgstr "Не удалось создать icon.svg в папке проекта." + +msgid "Error opening package file, not in ZIP format." +msgstr "Ошибка при открытии файла пакета, не в формате zip." + +msgid "The following files failed extraction from package:" +msgstr "Следующие файлы не удалось извлечь из пакета:" + +msgid "Package installed successfully!" +msgstr "Пакет успешно установлен!" + +msgid "Import & Edit" +msgstr "Импортировать и редактировать" + +msgid "Create & Edit" +msgstr "Создать и редактировать" + +msgid "Install Project:" +msgstr "Установить проект:" + +msgid "Install & Edit" +msgstr "Установить и редактировать" + +msgid "Project Name:" +msgstr "Название проекта:" + +msgid "Project Path:" +msgstr "Путь к проекту:" + +msgid "Project Installation Path:" +msgstr "Путь установки проекта:" + +msgid "Renderer:" +msgstr "Отрисовщик:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"Отрисовщик может быть изменён позже, но сцены могут потребовать корректировки." + +msgid "Version Control Metadata:" +msgstr "Метаданные контроля версий:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "В последний раз проект был изменён в другой версии Godot: " + +msgid "This project uses features unsupported by the current build:" +msgstr "В проекте используются функции, не поддерживаемые текущей сборкой:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Ошибка: Проект отсутствует в файловой системе." + +msgid "Missing Project" +msgstr "Отсутствующий проект" + +msgid "Restart Now" +msgstr "Перезапустить сейчас" + msgid "Add Project Setting" msgstr "Добавить настройку проекта" @@ -13448,9 +13155,6 @@ msgstr "Суффикс:" msgid "Use Regular Expressions" msgstr "Использовать регулярные выражения" -msgid "Advanced Options" -msgstr "Дополнительные параметры" - msgid "Substitute" msgstr "Заменить" @@ -13636,12 +13340,6 @@ msgstr "Открепить скрипт" msgid "This operation can't be done on the tree root." msgstr "Эта операция не может быть произведена над корнем дерева." -msgid "Move Node In Parent" -msgstr "Перемещение узла в родительский" - -msgid "Move Nodes In Parent" -msgstr "Перемещение узлов в родительский" - msgid "Duplicate Node(s)" msgstr "Дублировать узел(узлы)" @@ -13770,9 +13468,6 @@ msgstr "Новый корень сцены" msgid "Create Root Node:" msgstr "Создать корневой узел:" -msgid "Switch to Favorite Nodes" -msgstr "Переключить на избранные узлы" - msgid "Other Node" msgstr "Другой узел" @@ -13850,6 +13545,17 @@ msgstr "Авто-раскрыть дерево до выбранного эле msgid "All Scene Sub-Resources" msgstr "Все вложенные ресурсы сцены" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Фильтруйте узлы, вводя часть их имени, тип (если указано \"type:\" или \"t:" +"\")\n" +"или группу (если указано \"group:\" или \"g:\"). Фильтрация " +"регистронезависима." + msgid "Filter by Type" msgstr "Фильтр по типу" @@ -13911,12 +13617,6 @@ msgstr "Изменить тип..." msgid "Attach Script..." msgstr "Прикрепить скрипт..." -msgid "Extend Script..." -msgstr "Расширить скрипт..." - -msgid "Reparent to New Node" -msgstr "Переподчинить на новый узел" - msgid "Make Scene Root" msgstr "Создать корневой узел сцены" @@ -13939,17 +13639,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Фильтр: имя, t:тип, g:группа" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Фильтруйте узлы, вводя часть их имени, тип (если указано \"type:\" или \"t:" -"\")\n" -"или группу (если указано \"group:\" или \"g:\"). Фильтрация " -"регистронезависима." - msgid "Attach a new or existing script to the selected node." msgstr "Прикрепить новый или существующий скрипт к выбранному узлу." @@ -13972,6 +13661,9 @@ msgstr "" "Для повышения производительности переключитесь обратно в панель локального " "дерева сцены." +msgid "Local" +msgstr "Локальный" + msgid "Delete Related Animation Tracks" msgstr "Удалить связанные дорожки анимации" @@ -14132,12 +13824,6 @@ msgstr "Создать шейдер" msgid "Set Shader Global Variable" msgstr "Задать глобальную переменную шейдера" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Укажите допустимое имя универсального идентификатора шейдера." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Глобальный параметр шейдера '%s' уже существует" - msgid "Name '%s' is a reserved shader language keyword." msgstr "Имя '%s' является зарезервированным словом языка шейдера." @@ -14205,13 +13891,6 @@ msgstr "Перезапустить и обновить" msgid "Make this panel floating in the screen %d." msgstr "Сделать эту панель плавающей на экране %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Сделайте эту панель плавающей.\n" -"Нажмите ПКМ чтобы открыть выбор экрана." - msgid "Select Screen" msgstr "Выбрать экран" @@ -14336,20 +14015,6 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Отключение импорта файлов '.blend' требует перезапуска редактора." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"Импорт файлов Blend включен в настройках проекта, но путь к Blender не " -"настроен в настройках редактора. Файлы Blend не будут импортироваться." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"Импорт файлов Blend включен, но путь к Blender не указывает на доступный " -"каталог. Файлы Blend не будут импортироваться." - msgid "Next Plane" msgstr "Следующая поскость" @@ -15023,17 +14688,6 @@ msgstr "" "Попытка сборки из шаблона gradle сборка, но информации о версии для него не " "существует. Пожалуйста, переустановите из меню 'Проект'." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Несоответствие версии сборки Android: Установлен шаблон: %s, версия Godot: " -"%s. Пожалуйста, переустановите шаблон сборки Android из меню 'Проект'." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "Невозможно перезаписать res://android/build/res/*.xml с именем проекта." - msgid "Could not export project files to gradle project." msgstr "Не удалось экспортировать файлы проекта в проект gradle." @@ -15793,16 +15447,6 @@ msgstr "" "Area2D." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D служит только для обеспечения столкновений фигурам типа " -"CollisionObject2D. Пожалуйста использовать его только в качестве дочернего " -"для Area2D, StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им " -"форму." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -16091,11 +15735,6 @@ msgstr "" "ресурс Shape для него." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape3D поддерживает RigidBody3D только в статическом режиме." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D поддерживает RigidBody3D только в статическом режиме." @@ -16272,13 +15911,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Создание ускоряющих структур зонда" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Узлы LightmapGI пока не поддерживаются при использовании бэкенда GL " -"Compatibility. Поддержка будет добавлена в одном из будущих выпусков." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "NavigationAgent3D можно использовать только под узлом Node3D." @@ -16611,9 +16243,6 @@ msgstr "" msgid "Alert!" msgstr "Внимание!" -msgid "Please Confirm..." -msgstr "Подтверждение..." - msgid "You don't have permission to access contents of this folder." msgstr "У вас нет прав для доступа к содержимому этой папки." diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index 2bc5e9f3f6..b9da2bfbc4 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -476,9 +476,6 @@ msgstr "Upraviť Udalosť" msgid "Remove Event" msgstr "Odstrániť Udalosť" -msgid "Filter by name..." -msgstr "Filtrovať podľa názvu..." - msgid "Clear All" msgstr "Vyčistiť všetko" @@ -547,33 +544,6 @@ msgstr "" "Nie je možné zmeniť mód cyklenia v animácií, inštanciovanej v importovanej " "scéne." -msgid "Property Track" -msgstr "Stopa vlastnosti" - -msgid "3D Position Track" -msgstr "Stopa 3D pozície" - -msgid "3D Rotation Track" -msgstr "Stopa 3D rotácie" - -msgid "3D Scale Track" -msgstr "Stopa 3D škálovania" - -msgid "Blend Shape Track" -msgstr "Stopa prelínania tvarov" - -msgid "Call Method Track" -msgstr "Stopa volania metódy" - -msgid "Bezier Curve Track" -msgstr "Stopa Bézierovej krivky" - -msgid "Audio Playback Track" -msgstr "Stopa Prehrávania zvuku" - -msgid "Animation Playback Track" -msgstr "Stopa Prehrávania animácie" - msgid "Animation length (frames)" msgstr "Dĺžka animácie (v snímkoch)" @@ -661,9 +631,6 @@ msgstr "Clamp Loop Interp" msgid "Wrap Loop Interp" msgstr "Wrap Loop Interp" -msgid "Insert Key" -msgstr "Vložiť Kľúč" - msgid "Duplicate Key(s)" msgstr "Duplikovanie Kľúčov" @@ -759,10 +726,6 @@ msgstr "Audio" msgid "Paste Tracks" msgstr "Vložiť Track-y" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "Táto možnosť nefunguje pre Bezier editovanie, lebo je to jeden track." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Označte AnimationPlayer node, aby ste vytvorili a upravili animácie." @@ -796,21 +759,6 @@ msgstr "Upraviť" msgid "Animation properties." msgstr "Vlastnosti Animácie." -msgid "Copy Tracks" -msgstr "Kopírovať track-y" - -msgid "Scale Selection" -msgstr "Zmeniť veľkosť výberu" - -msgid "Scale From Cursor" -msgstr "Zmeniť veľkosť od kurzora" - -msgid "Duplicate Selection" -msgstr "Duplikovať výber" - -msgid "Duplicate Transposed" -msgstr "Duplikovanie transponovaných" - msgid "Delete Selection" msgstr "Vymazať výber" @@ -1983,6 +1931,12 @@ msgstr "[prázdne]" msgid "[unsaved]" msgstr "[neuložené]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Pozícia Dock-u" + msgid "3D Editor" msgstr "3D Editor" @@ -2176,6 +2130,21 @@ msgstr "" "Táto metóda nepotrebuje inštanciu pre jej volanie.\n" "Môže byť volaná priamo použitím názvu triedy." +msgid "Constructors" +msgstr "Konštruktory" + +msgid "Operators" +msgstr "Operátory" + +msgid "Method Descriptions" +msgstr "Popisy Metód" + +msgid "Constructor Descriptions" +msgstr "Popisy Konštruktorov" + +msgid "Operator Descriptions" +msgstr "Popisy Operátorov" + msgid "Error codes returned:" msgstr "Navrátené kody Chýb:" @@ -2191,18 +2160,6 @@ msgstr "Dedí od:" msgid "Inherited by:" msgstr "Zdedené používateľom:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Táto trieda je označená ako zastaraná. Bude odstránená v budúcich verziách." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Táto trieda je označená ako experimentálna. Môže byť zmenená, prípadne " -"odstránená v búducich verziach. Použite podľa vlastného uváženia." - msgid "Description" msgstr "Popis" @@ -2228,12 +2185,6 @@ msgstr "predvolene:" msgid "property:" msgstr "vlastnosť:" -msgid "Constructors" -msgstr "Konštruktory" - -msgid "Operators" -msgstr "Operátory" - msgid "Theme Properties" msgstr "Vlastnosti Motívov" @@ -2287,15 +2238,6 @@ msgstr "" "Aktuálne nie je žiadny popis pre túto vlastnosť. Prosím pomôžte nám jeho " "[color=$color][url=$url]príspevkom[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Popisy Konštruktorov" - -msgid "Method Descriptions" -msgstr "Popisy Metód" - -msgid "Operator Descriptions" -msgstr "Popisy Operátorov" - msgid "Property:" msgstr "Vlastnosť:" @@ -2308,6 +2250,24 @@ msgstr "%d sa zhoduje." msgid "%d matches." msgstr "%d zhody." +msgid "Method" +msgstr "Metóda" + +msgid "Signal" +msgstr "Signál" + +msgid "Constant" +msgstr "Konštanta" + +msgid "Property" +msgstr "Vlastnosť" + +msgid "Theme Property" +msgstr "Vlastnosť Témy" + +msgid "Annotation" +msgstr "Anotácia" + msgid "Search Help" msgstr "Vyhľadať Pomoc" @@ -2356,24 +2316,6 @@ msgstr "(konštruktory)" msgid "Class" msgstr "Trieda" -msgid "Method" -msgstr "Metóda" - -msgid "Signal" -msgstr "Signál" - -msgid "Annotation" -msgstr "Anotácia" - -msgid "Constant" -msgstr "Konštanta" - -msgid "Property" -msgstr "Vlastnosť" - -msgid "Theme Property" -msgstr "Vlastnosť Témy" - msgid "This member is marked as deprecated." msgstr "Tento člen je označený ako zastaraný." @@ -2877,9 +2819,6 @@ msgstr "Vyčistiť Posledné Scény" msgid "There is no defined scene to run." msgstr "Nieje definovaná žiadna scéna na spustenie." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2907,15 +2846,15 @@ msgstr "" "Neskôr ju môžete zmeniť v \"Nastaveniach Projekta\" pod kategóriou " "'application'." +msgid "Default" +msgstr "Predvolené" + msgid "Save Layout" msgstr "Uložiť Layout" msgid "Delete Layout" msgstr "Odstrániť Layout" -msgid "Default" -msgstr "Predvolené" - msgid "Save & Close" msgstr "Uložiť & Zatvoriť" @@ -2943,9 +2882,6 @@ msgstr "Kompatibilita" msgid "Pan View" msgstr "Zobrazenie Pan" -msgid "Dock Position" -msgstr "Pozícia Dock-u" - msgid "Distraction Free Mode" msgstr "Režim bez rozptyľovania" @@ -2988,6 +2924,9 @@ msgstr "Zavrieť Scénu" msgid "Quit" msgstr "Odísť" +msgid "Editor Settings..." +msgstr "Nastavenia Editora..." + msgid "Project" msgstr "Projekt" @@ -3021,9 +2960,6 @@ msgstr "Odísť do Listu Projektov" msgid "Editor" msgstr "Editor" -msgid "Editor Settings..." -msgstr "Nastavenia Editora..." - msgid "Command Palette..." msgstr "Panel príkazov..." @@ -3108,17 +3044,6 @@ msgstr "Android build template chýba, prosím nainštalujte príslušné šabl msgid "Manage Templates" msgstr "Spravovať Šablóny" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"V tomto projekte už je nainštalovaný Android build template a nemôže byť " -"prepísaný.\n" -"Manuálne odstránte \"res://android/build\" predtým ako sa znova pokúsite o " -"túto operáciu." - msgid "Show in File Manager" msgstr "Ukázať v File Manažérovy" @@ -3180,8 +3105,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Upozornenie!" -msgid "Main Script:" -msgstr "Hlavný Script:" +msgid "On" +msgstr "Zapnúť" msgid "Edit Plugin" msgstr "Editovať Plugin" @@ -3192,9 +3117,6 @@ msgstr "Nainštalované Plugins:" msgid "Edit Text:" msgstr "Editovať Text:" -msgid "On" -msgstr "Zapnúť" - msgid "No name provided." msgstr "Nieje uvedené žiadne meno." @@ -3286,8 +3208,8 @@ msgid "" msgstr "" "Vybraný prostriedok (%s) sa nezhoduje žiadnemu typu pre túto vlastnosť (%s)." -msgid "Quick Load" -msgstr "Rýchle načítanie" +msgid "Load..." +msgstr "Načítať..." msgid "Make Unique" msgstr "Spraviť Jedinečným" @@ -3301,11 +3223,8 @@ msgstr "Ukázať v FileSystéme" msgid "New %s" msgstr "Nový %s" -msgid "New Script" -msgstr "Nový Script" - -msgid "Extend Script" -msgstr "\"Extendovaný\" Script" +msgid "New Script..." +msgstr "Nový Script..." msgid "Remote Debug" msgstr "Vzdialené Ladenie" @@ -3403,9 +3322,6 @@ msgstr "Os joypadu %d %s (%s)" msgid "Device" msgstr "Zariadenie" -msgid "Listening for input..." -msgstr "Čakám na vstup..." - msgid "Project export for platform:" msgstr "Export projektu pre platformu:" @@ -3866,9 +3782,6 @@ msgstr "Nový Priečinok..." msgid "New Scene..." msgstr "Nová Scéna..." -msgid "New Script..." -msgstr "Nový Script..." - msgid "New Resource..." msgstr "Nový Prostriedok..." @@ -3958,51 +3871,18 @@ msgstr "%d zhôd v %d súbore" msgid "%d matches in %d files" msgstr "%d zhôd v %d súboroch" +msgid "Rename Group" +msgstr "Premenovať Skupinu" + msgid "Add to Group" msgstr "Pridať do Skupiny" msgid "Remove from Group" msgstr "Vymazať zo Skupiny" -msgid "Invalid group name." -msgstr "Neplatné meno skupiny." - -msgid "Group name already exists." -msgstr "Meno skupiny už existuje." - -msgid "Rename Group" -msgstr "Premenovať Skupinu" - -msgid "Delete Group" -msgstr "Zmazať Skupinu" - -msgid "Groups" -msgstr "Skupiny" - -msgid "Nodes Not in Group" -msgstr "Nody nenachádzajúce sa v skupine" - -msgid "Nodes in Group" -msgstr "Nody v Skupine" - -msgid "Empty groups will be automatically removed." -msgstr "Prázdne Skupiny budú automaticky zmazané." - -msgid "Group Editor" -msgstr "Editor Skupín" - -msgid "Manage Groups" -msgstr "Spravovať Skupiny" - msgid "Move" msgstr "Presunúť" -msgid "Please select a base directory first." -msgstr "Najprv vyberte základný adresár." - -msgid "Choose a Directory" -msgstr "Vyberte adresár" - msgid "Network" msgstr "Sieť" @@ -4251,19 +4131,6 @@ msgstr "Upozornenie Konfigurácie Nodu!" msgid "Select a Node" msgstr "Vyberte Node" -msgid "Enable looping." -msgstr "Zapnúť cyklenie." - -msgid "Offset:" -msgstr "Posun:" - -msgid "" -"Loop offset (from beginning). Note that if BPM is set, this setting will be " -"ignored." -msgstr "" -"Cykliť posun (od začiatku). Pozn: ak BPM je nastavené, tak toto nastavenie " -"bude ignorované." - msgid "Importing Scene..." msgstr "Importujem Scénu..." @@ -4305,6 +4172,19 @@ msgstr "Nastaviť Cesty Uloženia Anmiácie" msgid "Save Extension:" msgstr "Uložiť rozšírenie:" +msgid "Enable looping." +msgstr "Zapnúť cyklenie." + +msgid "Offset:" +msgstr "Posun:" + +msgid "" +"Loop offset (from beginning). Note that if BPM is set, this setting will be " +"ignored." +msgstr "" +"Cykliť posun (od začiatku). Pozn: ak BPM je nastavené, tak toto nastavenie " +"bude ignorované." + msgid "Importer:" msgstr "Importér:" @@ -4362,6 +4242,9 @@ msgstr "Locale" msgid "Set %s on %d nodes" msgstr "Nastaviť %s na %d nodoch" +msgid "Groups" +msgstr "Skupiny" + msgid "Select a single node to edit its signals and groups." msgstr "Vyberte jeden node pre upravenie jeho signálov a skupín." @@ -4428,9 +4311,6 @@ msgstr "Pridať Animáciu" msgid "Add %s" msgstr "Pridať %s" -msgid "Load..." -msgstr "Načítať..." - msgid "Move Node Point" msgstr "Presunúť Bod Nodu" @@ -4585,12 +4465,6 @@ msgstr "Animácia s rovnakým menom už existuje." msgid "Load Animation" msgstr "Načítať Animáciu" -msgid "Invalid AnimationLibrary file." -msgstr "Neplátny súbor AnimationLibrary." - -msgid "Invalid Animation file." -msgstr "Meno animácie je vadné." - msgid "Animation Name:" msgstr "Meno Animácie:" @@ -4600,18 +4474,6 @@ msgstr "Prilepená Animácia" msgid "Open in Inspector" msgstr "Otvorit v Inšpektor-ovi" -msgid "Paste Animation to Library from clipboard" -msgstr "Prilepiť Animáciu do Knižnice zo schránky" - -msgid "Save animation library to resource on disk" -msgstr "Uložiť animačnú knižnicu do prostriedku na disku" - -msgid "Copy animation to clipboard" -msgstr "Kopírovať animáciu do schránky" - -msgid "Save animation to resource on disk" -msgstr "Uložiť animáciu do prostriedku na disku" - msgid "Toggle Autoplay" msgstr "Prepnúť Autoplay" @@ -5013,6 +4875,9 @@ msgstr "Zmazať Návody" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Vytvoriť Vlastnú Bone2D z Nodu/Nodov" +msgid "Cancel Transformation" +msgstr "Zrušiť Transformáciu" + msgid "Select Mode" msgstr "Vybrať Režim" @@ -5120,15 +4985,9 @@ msgstr "Odomknúť vybraný node, povolí vyberanie a presúvanie." msgid "Unlock Selected Node(s)" msgstr "Odomknúť Vybrané Nody" -msgid "Make selected node's children not selectable." -msgstr "Nastaviť deti vybraných nodov ako nevyberateľné." - msgid "Group Selected Node(s)" msgstr "Zoskupiť Vybrané Nody" -msgid "Make selected node's children selectable." -msgstr "Nastaviť deti vybraných nodov ako vyberateľné." - msgid "Ungroup Selected Node(s)" msgstr "Odskupiť Vybrané Nody" @@ -5174,11 +5033,8 @@ msgstr "Zobraziť Pôvod" msgid "Show Viewport" msgstr "Zobraziť Výrez" -msgid "Show Group And Lock Icons" -msgstr "Zobraziť Skupinu a Zamknúť Ikony" - -msgid "Show Transformation Gizmos" -msgstr "Zobraziť Transformačné Gizmá" +msgid "Gizmos" +msgstr "Gizmá" msgid "Center Selection" msgstr "Výber Stredu" @@ -5201,6 +5057,9 @@ msgstr "Veľkostná maska na vkladanie kľúčov." msgid "Insert keys (based on mask)." msgstr "Vkladanie kľúčov (založené na maske)." +msgid "Insert Key" +msgstr "Vložiť Kľúč" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -5237,16 +5096,9 @@ msgstr "vydeliť krok mriežky dvomi" msgid "Adding %s..." msgstr "Pridávanie %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Potiahnite a pustite pre pridanie ako dieťa koreňového nodu aktuálnej scény." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Podržte Shift pri púšťani pre pridanie súrodenca vybraného nodu." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Podržte Alt pri púšťani pre pridanie iného typu nodu." - msgid "Cannot instantiate multiple nodes without root." msgstr "Nie je možné inštanciovať viacero nodov bez koreňa." @@ -5370,12 +5222,21 @@ msgstr "Ohraničené Pixely" msgid "Directed Border Pixels" msgstr "Pixely s Priamym Ohraničením" +msgid "Generate Visibility AABB" +msgstr "Generovať viditeľnosť AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Generovať AABB" + msgid "Create Emission Points From Node" msgstr "Vytvoriť Emisné Body z Nodu" +msgid "Generation Time (sec):" +msgstr "Čas generovania (sek):" + msgid "Load Curve Preset" msgstr "Načítať Predvoľbu Krivky" @@ -5509,15 +5370,6 @@ msgstr "" msgid "Keep Debug Server Open" msgstr "Ponechať Ladiaci Server Otvorený" -msgid "Run Multiple Instances" -msgstr "Spustiť viacero inštancií" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Spustiť %d inštanciu" -msgstr[1] "Spustiť %d inštancie" -msgstr[2] "Spustiť %d inštancií" - msgid "Size: %s" msgstr "Veľkosť: %s" @@ -5609,9 +5461,6 @@ msgstr "Zmazať Emisnú Masku" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Čas generovania (sek):" - msgid "The geometry's faces don't contain any area." msgstr "Steny geometrie neobsahujú žiadnu oblasť." @@ -5648,15 +5497,9 @@ msgstr "Zdroj emisií:" msgid "Convert to CPUParticles3D" msgstr "Konvertovať na CPUParticles3D" -msgid "Generate Visibility AABB" -msgstr "Generovať viditeľnosť AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Generovať AABB" - msgid "Low" msgstr "Nízky" @@ -5950,9 +5793,6 @@ msgstr "Zarovnať Transformáciu s Pohľadom" msgid "Align Rotation with View" msgstr "Zarovnať Otáčanie s Pohľadom" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Nedá sa ťahať-a-pustiť do viacero vybraných nodov." - msgid "None" msgstr "Židany" @@ -6019,9 +5859,6 @@ msgstr "Uzamknúť Transformáciu na rovinu XZ" msgid "Lock Transformation to XY plane" msgstr "Uzamknúť Transformáciu na rovinu XY" -msgid "Cancel Transformation" -msgstr "Zrušiť Transformáciu" - msgid "Begin Rotate Transformation" msgstr "Začať Transformáciu Otáčania" @@ -6147,9 +5984,6 @@ msgstr "3 Viewporty (Alt)" msgid "4 Viewports" msgstr "4 Viewporty" -msgid "Gizmos" -msgstr "Gizmá" - msgid "View Origin" msgstr "Zobraziť Pôvod" @@ -6174,9 +6008,6 @@ msgstr "Prichytenie Veľkosti (%):" msgid "Viewport Settings" msgstr "Viewport Nastavenia" -msgid "Perspective FOV (deg.):" -msgstr "Perspektíva FOV (stupne):" - msgid "Rotate (deg.):" msgstr "Otáčať (stupne):" @@ -6487,6 +6318,9 @@ msgstr "" msgid "Can't drop nodes without an open scene." msgstr "Nie je možné pustiť nody bez otvorenej scény." +msgid "Duplicate Selection" +msgstr "Duplikovať výber" + msgid "Go to Function..." msgstr "Prejsť na funkciu..." @@ -6743,6 +6577,10 @@ msgstr "3D vektorová konštanta." msgid "4D vector constant." msgstr "4D vektorová konštanta." +msgctxt "Application" +msgid "Project Manager" +msgstr "Manažér Projektu" + msgid "Couldn't create folder." msgstr "Nepodarilo sa vytvoriť priečinok." @@ -6758,13 +6596,6 @@ msgstr "Nasledovné súbory sa nepodarilo extrahovať z balíka:" msgid "Package installed successfully!" msgstr "Balík bol úspešne nainštalovaný!" -msgctxt "Application" -msgid "Project Manager" -msgstr "Manažér Projektu" - -msgid "About" -msgstr "O nás" - msgid "Add Project Setting" msgstr "Pridať nastavenie projektu" @@ -6824,12 +6655,6 @@ msgstr "" "Nedá sa inštanciovať scéna '%s', pretože aktuálna scéna existuje v jednej z " "jej nodov." -msgid "Move Node In Parent" -msgstr "Presunúť Node v Rodičovi" - -msgid "Move Nodes In Parent" -msgstr "Presunúť Nody v Rodičovi" - msgid "Duplicate Node(s)" msgstr "Duplikovať Nody" @@ -6899,9 +6724,6 @@ msgstr "Vypnúť Scénovo Jedinečné Názvy" msgid "Create Root Node:" msgstr "Vytvoriť Koreňový Node:" -msgid "Switch to Favorite Nodes" -msgstr "Prepnúť na Obľúbené Nody" - msgid "Other Node" msgstr "Ostatné Nody" @@ -6942,9 +6764,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Nedá sa vložiť koreňový node do tej istej scény." -msgid "Reparent to New Node" -msgstr "Znovu spraviť rodičom Novému Nodu" - msgid "Toggle Access as Unique Name" msgstr "Prepnúť Pristúpovať ako Jedinečný Názov" @@ -6991,9 +6810,6 @@ msgstr "Načíta existujúci shader súbor." msgid "Will create a new shader file." msgstr "Vytvorí nový shader súbor." -msgid "Global shader parameter '%s' already exists'" -msgstr "Globálny shader parameter '%s' už existuje" - msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "Chybný argument convert(), použite TYPE_* konštanty." @@ -7183,15 +6999,6 @@ msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Prázdny CollisionPolygon2D nemá žiaden efekt na kolíziu." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D slúži iba na poskytnutie kolízneho tvaru do " -"CollisionObject2D odvodeného nodu. Prosím, použite ho iba ako dieťa Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, atď. aby ste im dali tvar." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -7396,13 +7203,6 @@ msgid "Node A and Node B must be different PhysicsBody3Ds" msgstr "Node A a Node B musia byť rozličné PhysicsBody3D" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Nody LightmapGI zatiaľ nie sú podporované počas používania backendu GL " -"Kompatibility. Podpora bude pridaná v budúcich verziách." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "NavigationAgent3D môže byť použitý iba pod rodičovským nodom, ktorý dedí " diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 1cb2779ee6..87cc5d4d36 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -490,9 +490,6 @@ msgstr "Redigera Händelse" msgid "Remove Event" msgstr "Ta bort Händelse" -msgid "Filter by name..." -msgstr "Filtrera efter namn..." - msgid "Clear All" msgstr "Rensa Alla" @@ -617,33 +614,6 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "Kan inte ändra loop mode på en animation inbäddad i en annan scen." -msgid "Property Track" -msgstr "Egenskapsspår" - -msgid "3D Position Track" -msgstr "3D positionsspår" - -msgid "3D Rotation Track" -msgstr "3D rotationsspår" - -msgid "3D Scale Track" -msgstr "3D skalspår" - -msgid "Blend Shape Track" -msgstr "Blend Shape Track" - -msgid "Call Method Track" -msgstr "Anropa Metod Spår" - -msgid "Bezier Curve Track" -msgstr "Bezier kurvspår" - -msgid "Audio Playback Track" -msgstr "Ljuduppspelningsspår" - -msgid "Animation Playback Track" -msgstr "Animation Playback Track" - msgid "Animation length (frames)" msgstr "Animation längd (bildrutor)" @@ -773,9 +743,6 @@ msgstr "Begränsa Sling Interpolering" msgid "Wrap Loop Interp" msgstr "Återgåendeslinginterpolering" -msgid "Insert Key" -msgstr "Lägg till nyckel" - msgid "Duplicate Key(s)" msgstr "Duplicera Nycklar" @@ -927,12 +894,6 @@ msgstr "Tangenter för animerade skalor" msgid "Make Easing Keys" msgstr "Gör lättnadstangenter" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Detta alternativ fungerar ej för att redigera Bezier, då det enbart är ett " -"spår." - msgid "Animation Add RESET Keys" msgstr "Animering Lägg till RESET-tangenter" @@ -1005,24 +966,6 @@ msgstr "Redigera" msgid "Animation properties." msgstr "Animationens egenskaper." -msgid "Copy Tracks" -msgstr "Kopiera Spår" - -msgid "Scale Selection" -msgstr "Skala urval" - -msgid "Scale From Cursor" -msgstr "Skala Från Muspekare" - -msgid "Make Easing Selection" -msgstr "Gör ett val för lättnader" - -msgid "Duplicate Selection" -msgstr "Fördubbla val" - -msgid "Duplicate Transposed" -msgstr "Duplicera Transponerade" - msgid "Delete Selection" msgstr "Radera Markering" @@ -1035,15 +978,6 @@ msgstr "Gå till Föregående Steg" msgid "Apply Reset" msgstr "Verkställ återställning" -msgid "Bake Animation" -msgstr "Baka Animering" - -msgid "Optimize Animation (no undo)" -msgstr "Optimera Animering (ingen ångra)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Uppstädning av Animation (inget att ångra)" - msgid "Pick a node to animate:" msgstr "Välj nod som ska animeras:" @@ -2307,9 +2241,6 @@ msgstr "Ladda profil" msgid "Export Profile" msgstr "Exportera profil" -msgid "Forced classes on detect:" -msgstr "Forcera klasser vid detektion:" - msgid "Edit Build Configuration Profile" msgstr "Editera byggkonfigurationsprofilen" @@ -2341,6 +2272,15 @@ msgstr "[tom]" msgid "[unsaved]" msgstr "[inte sparad]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Panelposition" + +msgid "Make Floating" +msgstr "Gör flytande" + msgid "3D Editor" msgstr "Öppna 3D-redigeraren" @@ -2546,6 +2486,21 @@ msgstr "" "Denna metod behöver ingen instans för att bli anropad.\n" "Den kan anropas direkt genom att använda klassnamnet." +msgid "Constructors" +msgstr "Konstruktorer" + +msgid "Operators" +msgstr "Operatorer" + +msgid "Method Descriptions" +msgstr "Metodbeskrivning" + +msgid "Constructor Descriptions" +msgstr "Konstruktör beskrivning" + +msgid "Operator Descriptions" +msgstr "Operator beskrivning" + msgid "Error codes returned:" msgstr "Returnerade felkoder:" @@ -2591,19 +2546,6 @@ msgstr "Ärver:" msgid "Inherited by:" msgstr "Ärvd av:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Den här klassen är markerad som utfasad. Den kommer raderas i framtida " -"versioner." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Denna klass är markerad som experimentell. Den kan ändras eller möjligen tas " -"bort i en framtida version. Använd på egen risk." - msgid "Description" msgstr "Beskrivning" @@ -2636,12 +2578,6 @@ msgstr "överskriver %s:" msgid "default:" msgstr "standard:" -msgid "Constructors" -msgstr "Konstruktorer" - -msgid "Operators" -msgstr "Operatorer" - msgid "Theme Properties" msgstr "Tema Egenskaper" @@ -2695,15 +2631,6 @@ msgstr "" "Det finns för närvarande ingen beskrivning för denna egenskap. Snälla hjälp " "oss genom att [color=$color][url=$url]bidra med en[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Konstruktör beskrivning" - -msgid "Method Descriptions" -msgstr "Metodbeskrivning" - -msgid "Operator Descriptions" -msgstr "Operator beskrivning" - msgid "Metadata:" msgstr "Metadata:" @@ -2716,9 +2643,6 @@ msgstr "Metod:" msgid "Signal:" msgstr "Signal:" -msgid "Theme Item:" -msgstr "Tema-objekt:" - msgid "No description available." msgstr "Ingen beskrivning tillgänglig." @@ -2728,6 +2652,21 @@ msgstr "%d matcha." msgid "%d matches." msgstr "%d matchningar." +msgid "Method" +msgstr "Metod" + +msgid "Signal" +msgstr "Signal" + +msgid "Constant" +msgstr "Konstant" + +msgid "Property" +msgstr "Egenskap" + +msgid "Annotation" +msgstr "Annotering" + msgid "Search Help" msgstr "Sök Hjälp" @@ -2767,21 +2706,6 @@ msgstr "(konstruerare)" msgid "Class" msgstr "Klass" -msgid "Method" -msgstr "Metod" - -msgid "Signal" -msgstr "Signal" - -msgid "Annotation" -msgstr "Annotering" - -msgid "Constant" -msgstr "Konstant" - -msgid "Property" -msgstr "Egenskap" - msgid "This member is marked as deprecated." msgstr "Denna medlem är markerad som förlegad." @@ -3255,9 +3179,6 @@ msgstr "Rensa Senaste Scener" msgid "There is no defined scene to run." msgstr "Det finns ingen definierad scen att köra." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3285,15 +3206,15 @@ msgstr "" "Du kan ändra det senare i \"Projektinställningar\" under 'Applikation'-" "kategorin." +msgid "Default" +msgstr "Standard" + msgid "Save Layout" msgstr "Spara Layout" msgid "Delete Layout" msgstr "Ta bort Layout" -msgid "Default" -msgstr "Standard" - msgid "%d second ago" msgid_plural "%d seconds ago" msgstr[0] "%d sekund sedan" @@ -3345,12 +3266,6 @@ msgstr "Mobil" msgid "Compatibility" msgstr "Kompabilitet" -msgid "Dock Position" -msgstr "Panelposition" - -msgid "Make Floating" -msgstr "Gör flytande" - msgid "Distraction Free Mode" msgstr "Distraktionsfritt Läge" @@ -3405,6 +3320,9 @@ msgstr "Stäng Scen" msgid "Quit" msgstr "Avsluta" +msgid "Editor Settings..." +msgstr "Redigerarinställningar..." + msgid "Project" msgstr "Projekt" @@ -3441,9 +3359,6 @@ msgstr "Avsluta till Projektlistan" msgid "Editor" msgstr "Redigerare" -msgid "Editor Settings..." -msgstr "Redigerarinställningar..." - msgid "Command Palette..." msgstr "Kommando palett..." @@ -3498,9 +3413,6 @@ msgstr "Föreslå en ny funktion" msgid "Send Docs Feedback" msgstr "Skicka Dokumentations Feedback" -msgid "About Godot" -msgstr "Om Godot" - msgid "Support Godot Development" msgstr "Supporta utvecklingen av Godot" @@ -3543,16 +3455,6 @@ msgstr "Hantera Mallar" msgid "Install from file" msgstr "Installera från fil" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Android-byggmallen är redan installerad innuti projektet och kommer inte bli " -"överskriven.\n" -"Radera \"res://android/build\", innan du försöker igen." - msgid "Import Templates From ZIP File" msgstr "Importera Mall från ZIP fil" @@ -3608,8 +3510,8 @@ msgstr "Ok" msgid "Warning!" msgstr "Varning!" -msgid "Main Script:" -msgstr "Huvud Skript:" +msgid "On" +msgstr "På" msgid "Installed Plugins:" msgstr "Installerade Plugins:" @@ -3617,15 +3519,9 @@ msgstr "Installerade Plugins:" msgid "Version" msgstr "Version" -msgid "Status" -msgstr "Status" - msgid "Edit Text:" msgstr "Redigera Text:" -msgid "On" -msgstr "På" - msgid "Renaming layer %d:" msgstr "Byter namn på lager %d:" @@ -3672,8 +3568,8 @@ msgstr "" "Valda resursen (%s) matchar inte någon förväntad typ för den här egenskapen " "(%s)." -msgid "Quick Load" -msgstr "Snabbladda" +msgid "Load..." +msgstr "Ladda..." msgid "Make Unique" msgstr "Gör Unik" @@ -3690,11 +3586,11 @@ msgstr "Välj resurs att göra unik:" msgid "New %s" msgstr "Ny %s" -msgid "New Script" -msgstr "Nytt Skript" +msgid "New Script..." +msgstr "Nytt Skript..." -msgid "New Shader" -msgstr "Ny shader" +msgid "Extend Script..." +msgstr "Utöka skript..." msgid "Remote Debug" msgstr "Fjärrdebuggning" @@ -3798,9 +3694,6 @@ msgstr "Alla Enheter" msgid "Device" msgstr "Enhet" -msgid "Listening for input..." -msgstr "Väntar för inmatning..." - msgid "Project export for platform:" msgstr "Projektexport för plattformen:" @@ -4046,6 +3939,9 @@ msgstr "Lägg till..." msgid "Duplicate" msgstr "Duplicera" +msgid "Advanced Options" +msgstr "Avancerade alternativ" + msgid "Options" msgstr "Alternativ" @@ -4228,9 +4124,6 @@ msgstr "Ny Mapp..." msgid "New Scene..." msgstr "Ny Scen..." -msgid "New Script..." -msgstr "Nytt Skript..." - msgid "New Resource..." msgstr "Ny resurs..." @@ -4343,57 +4236,21 @@ msgstr "%d matchningar i %d fil" msgid "%d matches in %d files" msgstr "%d matchningar i %d filer" +msgid "Rename Group" +msgstr "Byt namn på grupp" + msgid "Add to Group" msgstr "Lägg till i Grupp" msgid "Remove from Group" msgstr "Ta bort från Grupp" -msgid "Invalid group name." -msgstr "Ogiltigt gruppnamn." - -msgid "Group name already exists." -msgstr "Gruppnamn existerar redan." - -msgid "Rename Group" -msgstr "Byt namn på grupp" - -msgid "Delete Group" -msgstr "Ta bort grupp" - -msgid "Groups" -msgstr "Grupper" - -msgid "Nodes Not in Group" -msgstr "Noder ej i grupp" - -msgid "Nodes in Group" -msgstr "Noder i grupp" - -msgid "Empty groups will be automatically removed." -msgstr "Tomma grupper tas automatiskt bort." - -msgid "Group Editor" -msgstr "Gruppeditor" - -msgid "Manage Groups" -msgstr "Hantera Grupper" +msgid "Global" +msgstr "Global" msgid "Move" msgstr "Flytta" -msgid "Please select a base directory first." -msgstr "Vänligen välj en baskatalog först." - -msgid "Could not create folder. File with that name already exists." -msgstr "Kunde inte skapa mapp. En fil med detta namn finns redan." - -msgid "Choose a Directory" -msgstr "Välj en Katalog" - -msgid "Copy File(s)" -msgstr "Kopiera Fil(er)" - msgid "Network" msgstr "Nätverk" @@ -4437,6 +4294,9 @@ msgstr "Öppna en Fil eller Katalog" msgid "Save a File" msgstr "Spara en Fil" +msgid "Could not create folder. File with that name already exists." +msgstr "Kunde inte skapa mapp. En fil med detta namn finns redan." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Favoriserad mapp finns ej längre och kommer att tas bort." @@ -4624,36 +4484,6 @@ msgstr "Välj en Node" msgid "The Beginning" msgstr "Början" -msgid "Global" -msgstr "Global" - -msgid "Audio Stream Importer: %s" -msgstr "Importerare för ljudström: %s" - -msgid "Enable looping." -msgstr "Slå på slinga." - -msgid "Loop:" -msgstr "Slinga:" - -msgid "BPM:" -msgstr "BPM:" - -msgid "Beat Count:" -msgstr "Taktslagsräknare:" - -msgid "Music Playback:" -msgstr "Musikuppspelning:" - -msgid "New Configuration" -msgstr "Ny konfiguration" - -msgid "Configuration:" -msgstr "Konfiguration:" - -msgid "Add configuration" -msgstr "Lägg till konfiguration" - msgid "Import Scene" msgstr "Importera Scen" @@ -4672,16 +4502,6 @@ msgstr "Fel uppstod efter importering av skript:" msgid "Saving..." msgstr "Sparar..." -msgid "" -"Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " -"in order to see the reason." -msgstr "" -"Fel vid import av GLSL shader fil: '%s'. Öppna filen i filsystemspanelen för " -"att se orsaken." - -msgid "2D" -msgstr "2D" - msgid "<Unnamed Material>" msgstr "<Onamnat material>" @@ -4730,9 +4550,49 @@ msgstr "Extrahera material" msgid "Materials" msgstr "Material" +msgid "Status" +msgstr "Status" + msgid "Binary: *.res" msgstr "Binär: *.res" +msgid "Audio Stream Importer: %s" +msgstr "Importerare för ljudström: %s" + +msgid "Enable looping." +msgstr "Slå på slinga." + +msgid "Loop:" +msgstr "Slinga:" + +msgid "BPM:" +msgstr "BPM:" + +msgid "Beat Count:" +msgstr "Taktslagsräknare:" + +msgid "Music Playback:" +msgstr "Musikuppspelning:" + +msgid "New Configuration" +msgstr "Ny konfiguration" + +msgid "Configuration:" +msgstr "Konfiguration:" + +msgid "Add configuration" +msgstr "Lägg till konfiguration" + +msgid "" +"Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " +"in order to see the reason." +msgstr "" +"Fel vid import av GLSL shader fil: '%s'. Öppna filen i filsystemspanelen för " +"att se orsaken." + +msgid "2D" +msgstr "2D" + msgid "Importer:" msgstr "Importör:" @@ -4828,6 +4688,9 @@ msgstr "Sätt %s på %d noder" msgid "%s (%d Selected)" msgstr "%s (%d valda)" +msgid "Groups" +msgstr "Grupper" + msgid "Update" msgstr "Uppdatera" @@ -4864,9 +4727,6 @@ msgstr "Lägg till Animation" msgid "Add %s" msgstr "Lägg till %s" -msgid "Load..." -msgstr "Ladda..." - msgid "Triangle already exists." msgstr "Triangel existerar redan." @@ -4924,12 +4784,6 @@ msgstr "Spara animation" msgid "Make Animation Unique: %s" msgstr "Gör animation unik: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Ogiltig AnimationLibrary-fil." - -msgid "Invalid Animation file." -msgstr "Ogiltig animationsfil." - msgid "Save Animation to File: %s" msgstr "Spara animation till fil: %s" @@ -4945,15 +4799,6 @@ msgstr "Animationsnamn:" msgid "Pasted Animation" msgstr "Inklistrad Animation" -msgid "Paste Animation to Library from clipboard" -msgstr "Klistra in animation till biblioteket från klippbordet" - -msgid "Copy animation to clipboard" -msgstr "Kopiera animation till klippbordet" - -msgid "Save animation to resource on disk" -msgstr "Spara animation till resurs på disk" - msgid "Storage" msgstr "Lagring" @@ -5442,9 +5287,6 @@ msgstr "Lås upp valda nod(er)" msgid "Group Selected Node(s)" msgstr "Gruppera valda noder" -msgid "Make selected node's children selectable." -msgstr "Gör vald nods barn valbara." - msgid "Ungroup Selected Node(s)" msgstr "Avgruppera valda noder" @@ -5466,15 +5308,15 @@ msgstr "Rutnät" msgid "Show Rulers" msgstr "Visa linjaler" -msgid "Show Group And Lock Icons" -msgstr "Visa grupp och låsikoner" - msgid "Project theme" msgstr "Projekttema" msgid "Insert keys (based on mask)." msgstr "Infoga nycklar (baserat på mask)." +msgid "Insert Key" +msgstr "Lägg till nyckel" + msgid "Animation Key and Pose Options" msgstr "Animations Nyckel och Pose Inställningar" @@ -5493,11 +5335,6 @@ msgstr "Synliga Kollisionsformer" msgid "Visible Navigation" msgstr "Synlig Navigation" -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Kör %d instans" -msgstr[1] "Kör %d instanser" - msgid "Size: %s" msgstr "Storlek: %s" @@ -5775,6 +5612,9 @@ msgstr "Solens färg" msgid "Sky Color" msgstr "Himmelns färg" +msgid "Please Confirm..." +msgstr "Vänligen Bekräfta..." + msgid "Shift: Move All" msgstr "Skift: Flytta Alla" @@ -5891,6 +5731,9 @@ msgstr "Konvertera gemener/versaler" msgid "Delete Line" msgstr "Ta bort rad" +msgid "Duplicate Selection" +msgstr "Fördubbla val" + msgid "Convert Indent to Tabs" msgstr "Konvertera indentering till tabbar" @@ -5903,9 +5746,6 @@ msgstr "Gå till Funktion..." msgid "Go to Line..." msgstr "Gå till Rad..." -msgid "Save File As" -msgstr "Spara fil som" - msgid "ShaderFile" msgstr "Shaderfil" @@ -6482,6 +6322,165 @@ msgstr "Returnerar vektorn som pekar i ljusbrytningens riktning." msgid "Select path for VoxelGI Data File" msgstr "Välj sökväg för VoxelGI datafil" +msgid "Are you sure to run %d projects at once?" +msgstr "Är du säker på att köra %d projekt samtidigt?" + +msgid "" +"Can't open project \"%s\" at the following path:\n" +"\n" +"%s\n" +"\n" +"The project settings were created by a newer engine version, whose settings " +"are not compatible with this version." +msgstr "" +"Kan inte öppna projektet \"%s\" med följande sökväg:\n" +"\n" +"%s\n" +"\n" +"Projektinställningarna var skapade med en nyare version, vars inställningar " +"inte är kompatibla med denna versionen." + +msgid "" +"Warning: This project uses C#, but this build of Godot does not have\n" +"the Mono module. If you proceed you will not be able to use any C# scripts.\n" +"\n" +msgstr "" +"Varning: Detta projekt använder C#, men detta bygge av Godot har inte\n" +"Mono modulen. Om du fortsätter så kommer du inte kunna använda några C# " +"skript.\n" +"\n" + +msgid "" +"Warning: This project was last edited in Godot %s. Opening will change it to " +"Godot %s.\n" +"\n" +msgstr "" +"Varning: Detta projekt var senast editerat i Godot %s. Att öppna det kommer " +"att ändra det till Godot %s.\n" +"\n" + +msgid "" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" +"\n" +"%s\n" +"\n" +msgstr "" +"Varning: Detta projekt använder följande funktioner som ej stöds av detta " +"bygget av Godot:\n" +"\n" +"%s\n" +"\n" + +msgid "Open anyway? Project will be modified." +msgstr "Öppna ändå? Projektet kommer att ändras." + +msgid "Remove %d projects from the list?" +msgstr "Ta bort %d projekt från listan?" + +msgid "Remove this project from the list?" +msgstr "Vill du ta bort det här projektet från listan?" + +msgid "" +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." +msgstr "" +"Ta bort alla saknade projekt från listan?\n" +"Projektens mapp-innehåll kommer inte att påverkas." + +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Kunde inte ladda projektet vid '%s' (error %d). Det saknas eller är korrupt." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Kunde inte spara projekt vid '%s' (error %d)." + +msgid "Tag name can't be empty." +msgstr "Tagnamn kan inte vara tomt." + +msgid "Tag name can't contain spaces." +msgstr "Ett tagnamn kan inte innehålla mellanslag." + +msgid "These characters are not allowed in tags: %s." +msgstr "Dessa tecken är inte tillåtna i taggar: %s." + +msgid "Tag name must be lowercase." +msgstr "Tagnamn måste bestå av gemener." + +msgctxt "Application" +msgid "Project Manager" +msgstr "Projekthanterare" + +msgid "New Project" +msgstr "Nytt Projekt" + +msgid "Import Project" +msgstr "Importera projekt" + +msgid "Scan" +msgstr "Skanna" + +msgid "Scan Projects" +msgstr "Skanna projekt" + +msgid "Loading, please wait..." +msgstr "Laddar, vänta..." + +msgid "Filter Projects" +msgstr "Filtrera projekt" + +msgid "Last Edited" +msgstr "Senast ändrad" + +msgid "Tags" +msgstr "Taggar" + +msgid "Create New Project" +msgstr "Skapa Nytt Projekt" + +msgid "Import Existing Project" +msgstr "Importera Befintligt Projekt" + +msgid "Edit Project" +msgstr "Editera projekt" + +msgid "Rename Project" +msgstr "Byt namn på Projekt" + +msgid "Manage Tags" +msgstr "Hantera taggar" + +msgid "Remove Project" +msgstr "Ta bort projekt" + +msgid "Remove Missing" +msgstr "Ta bort saknade" + +msgid "Select a Folder to Scan" +msgstr "Välj en mapp att skanna" + +msgid "Remove All" +msgstr "Ta bort Alla" + +msgid "Convert Full Project" +msgstr "Konvertera hela projektet" + +msgid "Manage Project Tags" +msgstr "Hantera projekttaggar" + +msgid "Project Tags" +msgstr "Projekttaggar" + +msgid "All Tags" +msgstr "Alla taggar" + +msgid "Click tag to add it to the project." +msgstr "Klicka på taggen för att lägga till den till projektet." + +msgid "Create New Tag" +msgstr "Skapa ny tag" + msgid "The path specified doesn't exist." msgstr "Den satta sökvägen finns inte." @@ -6493,16 +6492,10 @@ msgid "" msgstr "" "Ogiltig \".zip\" projektfil; den innehåller inte en \"project.godot\" fil." -msgid "Please choose an empty folder." -msgstr "Välj en tom mapp." - msgid "" "Please choose a \"project.godot\", a directory with it, or a \".zip\" file." msgstr "Välj en \"project.godot\", en katalog med den eller en \".zip\" fil." -msgid "This directory already contains a Godot project." -msgstr "Denna katalogen innehåller redan ett Godot projekt." - msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." @@ -6575,14 +6568,6 @@ msgstr "Snabbaste rendering av enkla scener." msgid "Invalid project path (changed anything?)." msgstr "Ogiltig projektsökväg (ändrat något?)." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Kunde inte ladda projektet vid '%s' (error %d). Det saknas eller är korrupt." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Kunde inte spara projekt vid '%s' (error %d)." - msgid "Warning: This folder is not empty" msgstr "Varning: Denna mapp är inte tom" @@ -6612,18 +6597,9 @@ msgstr "Följande filer misslyckades att packas upp från paketet:" msgid "Package installed successfully!" msgstr "Paketet installerades!" -msgid "Rename Project" -msgstr "Byt namn på Projekt" - -msgid "Import Existing Project" -msgstr "Importera Befintligt Projekt" - msgid "Import & Edit" msgstr "Importera & Ändra" -msgid "Create New Project" -msgstr "Skapa Nytt Projekt" - msgid "Create & Edit" msgstr "Skapa & Ändra" @@ -6658,187 +6634,9 @@ msgstr "Fel: Projekt saknas i filsystemet." msgid "Missing Project" msgstr "Saknat projekt" -msgid "Local Projects" -msgstr "Lokala projekt" - -msgid "Can't open project at '%s'." -msgstr "Kan inte öppna projekt vid '%s'." - -msgid "" -"Can't open project \"%s\" at the following path:\n" -"\n" -"%s\n" -"\n" -"The project settings were created by a newer engine version, whose settings " -"are not compatible with this version." -msgstr "" -"Kan inte öppna projektet \"%s\" med följande sökväg:\n" -"\n" -"%s\n" -"\n" -"Projektinställningarna var skapade med en nyare version, vars inställningar " -"inte är kompatibla med denna versionen." - -msgid "" -"Warning: This project uses C#, but this build of Godot does not have\n" -"the Mono module. If you proceed you will not be able to use any C# scripts.\n" -"\n" -msgstr "" -"Varning: Detta projekt använder C#, men detta bygge av Godot har inte\n" -"Mono modulen. Om du fortsätter så kommer du inte kunna använda några C# " -"skript.\n" -"\n" - -msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" -"\n" -msgstr "" -"Varning: Detta projekt var senast editerat i Godot %s. Att öppna det kommer " -"att ändra det till Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this build " -"of Godot:\n" -"\n" -"%s\n" -"\n" -msgstr "" -"Varning: Detta projekt använder följande funktioner som ej stöds av detta " -"bygget av Godot:\n" -"\n" -"%s\n" -"\n" - -msgid "Open anyway? Project will be modified." -msgstr "Öppna ändå? Projektet kommer att ändras." - -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Kan inte köra projektet: ingen huvudscen har definierats.\n" -"Editera projektet och sätt huvudscen i \"Projektinställningar\" under " -"'Applikation'-kategorin." - -msgid "Are you sure to run %d projects at once?" -msgstr "Är du säker på att köra %d projekt samtidigt?" - -msgid "Tag name can't be empty." -msgstr "Tagnamn kan inte vara tomt." - -msgid "Tag name can't contain spaces." -msgstr "Ett tagnamn kan inte innehålla mellanslag." - -msgid "These characters are not allowed in tags: %s." -msgstr "Dessa tecken är inte tillåtna i taggar: %s." - -msgid "Tag name must be lowercase." -msgstr "Tagnamn måste bestå av gemener." - -msgid "Remove %d projects from the list?" -msgstr "Ta bort %d projekt från listan?" - -msgid "Remove this project from the list?" -msgstr "Vill du ta bort det här projektet från listan?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Ta bort alla saknade projekt från listan?\n" -"Projektens mapp-innehåll kommer inte att påverkas." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Språk ändrat.\n" -"Användargränssnittet kommer att ändras efter att editor eller " -"projekthanteraren startats om." - -msgctxt "Application" -msgid "Project Manager" -msgstr "Projekthanterare" - -msgid "New Project" -msgstr "Nytt Projekt" - -msgid "Import Project" -msgstr "Importera projekt" - -msgid "Scan" -msgstr "Skanna" - -msgid "Scan Projects" -msgstr "Skanna projekt" - -msgid "Loading, please wait..." -msgstr "Laddar, vänta..." - -msgid "Filter Projects" -msgstr "Filtrera projekt" - -msgid "Last Edited" -msgstr "Senast ändrad" - -msgid "Tags" -msgstr "Taggar" - -msgid "Edit Project" -msgstr "Editera projekt" - -msgid "Manage Tags" -msgstr "Hantera taggar" - -msgid "Remove Project" -msgstr "Ta bort projekt" - -msgid "Remove Missing" -msgstr "Ta bort saknade" - -msgid "About" -msgstr "Om" - msgid "Restart Now" msgstr "Starta om nu" -msgid "Select a Folder to Scan" -msgstr "Välj en mapp att skanna" - -msgid "Remove All" -msgstr "Ta bort Alla" - -msgid "Convert Full Project" -msgstr "Konvertera hela projektet" - -msgid "Can't run project" -msgstr "Kan inte köra projektet" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Du har för närvarande inga projekt.\n" -"Vill du utforska officiella exempelprojekt i biblioteket med tillgångar?" - -msgid "Manage Project Tags" -msgstr "Hantera projekttaggar" - -msgid "Project Tags" -msgstr "Projekttaggar" - -msgid "All Tags" -msgstr "Alla taggar" - -msgid "Click tag to add it to the project." -msgstr "Klicka på taggen för att lägga till den till projektet." - -msgid "Create New Tag" -msgstr "Skapa ny tag" - msgid "Add Project Setting" msgstr "Lägg till projektinställning" @@ -6874,9 +6672,6 @@ msgstr "Suffix:" msgid "Use Regular Expressions" msgstr "Använd Vanliga Uttryck" -msgid "Advanced Options" -msgstr "Avancerade alternativ" - msgid "Node name." msgstr "Nod namn." @@ -7013,12 +6808,6 @@ msgstr "Koppla från skript" msgid "This operation can't be done on the tree root." msgstr "Åtgärden kan inte göras på trädroten." -msgid "Move Node In Parent" -msgstr "Flytta Node i Förälder" - -msgid "Move Nodes In Parent" -msgstr "Flytta Noder i Förälder" - msgid "Duplicate Node(s)" msgstr "Duplicera Nod(er)" @@ -7076,9 +6865,6 @@ msgstr "Ny Scenrot" msgid "Create Root Node:" msgstr "Skapa Rot Nod:" -msgid "Switch to Favorite Nodes" -msgstr "Byt till favoritnoder" - msgid "Other Node" msgstr "Annan nod" @@ -7151,12 +6937,6 @@ msgstr "Ändra typ..." msgid "Attach Script..." msgstr "Fäst skript..." -msgid "Extend Script..." -msgstr "Utöka skript..." - -msgid "Reparent to New Node" -msgstr "Byt föräldernod" - msgid "Make Scene Root" msgstr "Skapa Scenrot" @@ -7290,9 +7070,6 @@ msgstr "Inbyggd shader:" msgid "Create Shader" msgstr "Skapa shader" -msgid "Global shader parameter '%s' already exists'" -msgstr "Global shader parameter '%s' finns redan'" - msgid "Name '%s' is a reserved shader language keyword." msgstr "Namn '%s' är ett reserverat ord i shaders." @@ -7701,9 +7478,6 @@ msgstr "Lägg till nuvarande färg som en förinställning." msgid "Alert!" msgstr "Varning!" -msgid "Please Confirm..." -msgstr "Vänligen Bekräfta..." - msgid "Insert Control Character" msgstr "Infoga kontroltecken" diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index 33b748d725..d286140ab2 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -466,9 +466,6 @@ msgstr "แก้ไข Event" msgid "Remove Event" msgstr "ลบ Event" -msgid "Filter by name..." -msgstr "กรองด้วยชื่อ..." - msgid "Clear All" msgstr "ล้างทั้งหมด" @@ -574,33 +571,6 @@ msgstr "ไม่สามารถแก้ไขโหมดวนซ้ำ (L msgid "Can't change loop mode on animation embedded in another scene." msgstr "ไม่สามารถแก้ไขโหมดวนซ้ำ (Loop) ของ Animation ที่ฝังอยู่อีกฉากหนึ่งได้" -msgid "Property Track" -msgstr "Track คุณสมบัติ" - -msgid "3D Position Track" -msgstr "Track ตำแหน่ง 3D" - -msgid "3D Rotation Track" -msgstr "Track การหมุน 3D" - -msgid "3D Scale Track" -msgstr "Track การเปลี่ยนขนาด 3D" - -msgid "Blend Shape Track" -msgstr "Track รูปทรงการ Blend" - -msgid "Call Method Track" -msgstr "Track การเรียกใช้ Method" - -msgid "Bezier Curve Track" -msgstr "Track เส้นโค้ง Bezier" - -msgid "Audio Playback Track" -msgstr "Track การเล่นเสียง" - -msgid "Animation Playback Track" -msgstr "Track การเล่น Animation" - msgid "Animation length (frames)" msgstr "ความยาว Animation (เฟรม)" @@ -730,9 +700,6 @@ msgstr "สมการลูกบาศก์ (Angle)" msgid "Clamp Loop Interp" msgstr "ค่าต่ำสุด/สูงสุดของการวนลูป" -msgid "Insert Key" -msgstr "เพิ่มคีย์" - msgid "Duplicate Key(s)" msgstr "สร้างคีย์ซ้ำอีกอัน" @@ -825,10 +792,6 @@ msgstr "คลิปบอร์ดว่างเปล่า!" msgid "Paste Tracks" msgstr "วางแทร็ก" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "ตัวเลือกนี้ไม่สามารถทำงานกับแทร็กเบซิเยร์ เนื่องจากเป็นแค่แทร็กเดี่ยว" - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "เลือกโหนด AnimationPlayer เพื่อสร้างและแก้ไขแอนิเมชัน" @@ -859,21 +822,6 @@ msgstr "แก้ไข" msgid "Animation properties." msgstr "คุณสมบัติแอนิเมชัน" -msgid "Copy Tracks" -msgstr "คัดลอกแทร็ก" - -msgid "Scale Selection" -msgstr "ปรับอัตราส่วนเวลาคีย์ที่เลือก" - -msgid "Scale From Cursor" -msgstr "ปรับอัตราส่วนเวลาตามเคอร์เซอร์" - -msgid "Duplicate Selection" -msgstr "ทำซ้ำที่เลือก" - -msgid "Duplicate Transposed" -msgstr "ทำซ้ำและย้าย" - msgid "Delete Selection" msgstr "ลบที่เลือก" @@ -1600,6 +1548,9 @@ msgstr "[ว่างเปล่า]" msgid "[unsaved]" msgstr "[ไฟล์ใหม่]" +msgid "Dock Position" +msgstr "ตำแหน่งแผง" + msgid "3D Editor" msgstr "ตัวแก้ไข 3D" @@ -1725,6 +1676,21 @@ msgstr "มีการนำเข้าไฟล์ %s หลายอัน msgid "(Re)Importing Assets" msgstr "กำลังนำเข้าทรัพยากร(อีกครั้ง)" +msgid "Constructors" +msgstr "ตัวสร้าง" + +msgid "Operators" +msgstr "ตัวดำเนินการ" + +msgid "Method Descriptions" +msgstr "รายละเอียดเมท็อด" + +msgid "Constructor Descriptions" +msgstr "รายละเอียดของตัวสร้าง" + +msgid "Operator Descriptions" +msgstr "รายละเอียดของตัวนำเนินการ" + msgid "Top" msgstr "บนสุด" @@ -1749,12 +1715,6 @@ msgstr "คุณสมบัติ" msgid "default:" msgstr "ค่าเริ่มต้น:" -msgid "Constructors" -msgstr "ตัวสร้าง" - -msgid "Operators" -msgstr "ตัวดำเนินการ" - msgid "Theme Properties" msgstr "คุณสมบัติธีม" @@ -1778,15 +1738,6 @@ msgid "" "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "คุณสมบัตินี้ยังไม่มีคำอธิบาย โปรดช่วย[color=$color][url=$url]แก้ไข[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "รายละเอียดของตัวสร้าง" - -msgid "Method Descriptions" -msgstr "รายละเอียดเมท็อด" - -msgid "Operator Descriptions" -msgstr "รายละเอียดของตัวนำเนินการ" - msgid "Property:" msgstr "คุณสมบัติ:" @@ -1799,6 +1750,21 @@ msgstr "จับคู่ %d" msgid "%d matches." msgstr "%d ตรงกัน" +msgid "Method" +msgstr "เมธอด" + +msgid "Signal" +msgstr "สัญญาณ" + +msgid "Constant" +msgstr "คงที่" + +msgid "Property" +msgstr "คุณสมบัติ" + +msgid "Theme Property" +msgstr "คุณสมบัติธีม" + msgid "Search Help" msgstr "ค้นหาความช่วยเหลือ" @@ -1835,21 +1801,6 @@ msgstr "ชนิดสมาชิก" msgid "Class" msgstr "คลาส" -msgid "Method" -msgstr "เมธอด" - -msgid "Signal" -msgstr "สัญญาณ" - -msgid "Constant" -msgstr "คงที่" - -msgid "Property" -msgstr "คุณสมบัติ" - -msgid "Theme Property" -msgstr "คุณสมบัติธีม" - msgid "Move Up" msgstr "เลื่อนขึ้น" @@ -2116,15 +2067,15 @@ msgstr "" "'%s' ไม่ใช่ไฟล์ฉาก เลือกใหม่ตอนนี้หรือไม่?\n" "สามารถแก้ไขภายหลังที่ \"ตัวเลือกโปรเจกต์\" ใต้หัวข้อ 'application'" +msgid "Default" +msgstr "ค่าเริ่มต้น" + msgid "Save Layout" msgstr "บันทึกเลย์เอาต์" msgid "Delete Layout" msgstr "ลบเลย์เอาต์" -msgid "Default" -msgstr "ค่าเริ่มต้น" - msgid "Save & Close" msgstr "บันทึกและปิด" @@ -2140,9 +2091,6 @@ msgstr "และอีก %d ไฟล์" msgid "Pan View" msgstr "มุมมองแพน" -msgid "Dock Position" -msgstr "ตำแหน่งแผง" - msgid "Distraction Free Mode" msgstr "โหมดไร้สิ่งรบกวน" @@ -2185,6 +2133,9 @@ msgstr "ปิดฉาก" msgid "Quit" msgstr "ออก" +msgid "Editor Settings..." +msgstr "ตั้งค่าตัวแก้ไข" + msgid "Project" msgstr "โปรเจกต์" @@ -2212,9 +2163,6 @@ msgstr "ปิดและกลับสู่รายชื่อโปรเ msgid "Editor" msgstr "ตัวแก้ไข" -msgid "Editor Settings..." -msgstr "ตั้งค่าตัวแก้ไข" - msgid "Editor Layout" msgstr "เค้าโครงตัวแก้ไข" @@ -2284,15 +2232,6 @@ msgstr "เทมเพลตการสร้างบนแอนดรอย msgid "Manage Templates" msgstr "จัดการเทมเพลต" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"เทมเพลตการสร้างบนแอนดรอยด์ถูกติดตั้งในโปรเจคต์นี้เรียบร้อยแล้ว และจะไม่ถูกเขียนทับ\n" -"กรุณาลบไดเรคทอรี \"res://android/build\" ก่อนที่จะดำเนินการอีกครั้ง" - msgid "Show in File Manager" msgstr "แสดงในตัวจัดการไฟล์" @@ -2351,8 +2290,8 @@ msgstr "เปิดตัวแก้ไขก่อนหน้า" msgid "Warning!" msgstr "คำเตือน!" -msgid "Main Script:" -msgstr "สคริปต์หลัก:" +msgid "On" +msgstr "เปิด" msgid "Edit Plugin" msgstr "แก้ไขปลั๊กอิน" @@ -2360,15 +2299,9 @@ msgstr "แก้ไขปลั๊กอิน" msgid "Installed Plugins:" msgstr "ปลั๊กอินที่ติดตั้งแล้ว:" -msgid "Status" -msgstr "สถานะ" - msgid "Edit Text:" msgstr "แก้ไขข้อความ:" -msgid "On" -msgstr "เปิด" - msgid "No name provided." msgstr "ไม่ได้ระบุชื่อ" @@ -2429,6 +2362,9 @@ msgid "" "(%s)." msgstr "ทรัพยากรที่เลือก (%s) มีประเทไม่ตรงกับค่าที่ต้องการ (%s)" +msgid "Load..." +msgstr "โหลด..." + msgid "Make Unique" msgstr "ไม่ใช้ร่วมกับวัตถุอื่น" @@ -2441,11 +2377,8 @@ msgstr "แสดงในรูปแบบไฟล์" msgid "New %s" msgstr "%s ใหม่" -msgid "New Script" -msgstr "สคริปต์ใหม่" - -msgid "Extend Script" -msgstr "สคริปต์เสริม" +msgid "New Script..." +msgstr "สคริปต์ใหม่..." msgid "Remote Debug" msgstr "ดีบักระยะไกล" @@ -2618,6 +2551,9 @@ msgstr "" "ถ้าเลือก พรีเซ็ตจะสามารถใช้สำหรับ deploy ในหนึ่งคลิก\n" "สามารถใช้พรีเซ็ตได้เพียงหนึ่งอันต่อแพลตฟอร์มเพื่อให้สามารถทำงานได้" +msgid "Advanced Options" +msgstr "ตัวเลือกขั้นสูง" + msgid "Export Path" msgstr "ไดเรกทอรีส่งออก" @@ -2750,9 +2686,6 @@ msgstr "สร้างโฟลเดอร์..." msgid "New Scene..." msgstr "ฉากใหม่..." -msgid "New Script..." -msgstr "สคริปต์ใหม่..." - msgid "New Resource..." msgstr "ทรัพยากรใหม่..." @@ -2805,51 +2738,18 @@ msgstr "แทนที่..." msgid "Searching..." msgstr "กำลังค้นหา..." +msgid "Rename Group" +msgstr "เปลี่ยนชื่อกลุ่ม" + msgid "Add to Group" msgstr "เพิ่มไปยังกลุ่ม" msgid "Remove from Group" msgstr "ลบออกจากกลุ่ม" -msgid "Invalid group name." -msgstr "ชื่อกลุ่มผิด" - -msgid "Group name already exists." -msgstr "กลุ่มนี้มีอยู่แล้ว" - -msgid "Rename Group" -msgstr "เปลี่ยนชื่อกลุ่ม" - -msgid "Delete Group" -msgstr "ลบกลุ่ม" - -msgid "Groups" -msgstr "กลุ่ม" - -msgid "Nodes Not in Group" -msgstr "โหนดไม่ได้อยู่ในกลุ่ม" - -msgid "Nodes in Group" -msgstr "โหนดในกลุ่ม" - -msgid "Empty groups will be automatically removed." -msgstr "กลุ่มที่ว่างจะถูกลบโดยอัตโนมัติ" - -msgid "Group Editor" -msgstr "ตัวแก้ไขกลุ่ม" - -msgid "Manage Groups" -msgstr "จัดการกลุ่ม" - msgid "Move" msgstr "ย้าย" -msgid "Please select a base directory first." -msgstr "กรุณาเลือกโฟลเดอร์เริ่มต้นก่อน" - -msgid "Choose a Directory" -msgstr "เลือกโฟลเดอร์" - msgid "Select Current Folder" msgstr "เลือกโฟลเดอร์ปัจจุบัน" @@ -2980,18 +2880,12 @@ msgstr "ซ่อน/แสดง" msgid "Unlock Node" msgstr "ปลดล็อคโหนด" -msgid "Button Group" -msgstr "ชุดของปุ่ม" - msgid "(Connecting From)" msgstr "(เชื่อมต่อจาก)" msgid "Node configuration warning:" msgstr "คำเตือนการตั้งค่าโหนด:" -msgid "Open in Editor" -msgstr "เปิดในโปรแกรมแก้ไข" - msgid "Open Script:" msgstr "เปิดสคริปต์:" @@ -3009,6 +2903,9 @@ msgstr "" "ปักหมุด AnimationPlayer แล้ว\n" "คลิกเพื่อเลิกปักหมุด" +msgid "Open in Editor" +msgstr "เปิดในโปรแกรมแก้ไข" + msgid "Invalid node name, the following characters are not allowed:" msgstr "ชื่อโหนดไม่ถูกต้อง ใช้ตัวอักษรต่อไปนี้ไม่ได้:" @@ -3021,9 +2918,6 @@ msgstr "คำเตือนการตั้งค่าโหนด!" msgid "Select a Node" msgstr "เลือกโหนด" -msgid "Offset:" -msgstr "เลื่อน:" - msgid "Importing Scene..." msgstr "กำลังนำเข้าฉาก..." @@ -3045,6 +2939,12 @@ msgstr "ผิดพลาดขณะรันสคริปต์หลัง msgid "Saving..." msgstr "กำลังบันทึก..." +msgid "Status" +msgstr "สถานะ" + +msgid "Offset:" +msgstr "เลื่อน:" + msgid "2D" msgstr "2 มิติ" @@ -3132,6 +3032,9 @@ msgstr "ภูมิภาค" msgid "Set %s on %d nodes" msgstr "ตั้ง %s บน %d โหนด" +msgid "Groups" +msgstr "กลุ่ม" + msgid "Select a single node to edit its signals and groups." msgstr "เลือกโหนดเพื่อแก้ไขสัญญาณและกลุ่ม" @@ -3198,9 +3101,6 @@ msgstr "เพิ่มแอนิเมชัน" msgid "Add %s" msgstr "เพิ่ม %s" -msgid "Load..." -msgstr "โหลด..." - msgid "Move Node Point" msgstr "สร้างจุดโหนด" @@ -3858,8 +3758,8 @@ msgstr "แสดงจุดกำเนิด" msgid "Show Viewport" msgstr "แสดงวิวพอร์ต" -msgid "Show Group And Lock Icons" -msgstr "แสดงกลุ่มและล็อคไอคอน" +msgid "Gizmos" +msgstr "กิสโม" msgid "Center Selection" msgstr "ให้สิ่งที่เลือกอยู่ตรงกลาง" @@ -3882,6 +3782,9 @@ msgstr "ปรับขนาด mask สำหรับใส่คีย์" msgid "Insert keys (based on mask)." msgstr "เพิ่มคีย์ (จาก mask)" +msgid "Insert Key" +msgstr "เพิ่มคีย์" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -3994,9 +3897,15 @@ msgstr "พิกเซลขอบ" msgid "Directed Border Pixels" msgstr "พิกเซลที่ติดกัน" +msgid "Generate Visibility AABB" +msgstr "สร้างการมองเห็น AABB" + msgid "Create Emission Points From Node" msgstr "สร้างจุดปะทุจากโหนด" +msgid "Generation Time (sec):" +msgstr "เวลาในการสร้าง (วินาที):" + msgid "Load Curve Preset" msgstr "โหลดพรีเซ็ตเส้นโค้ง" @@ -4141,9 +4050,6 @@ msgstr "สร้างกรอบการมองเห็น" msgid "Clear Emission Mask" msgstr "ลบ Mask การปล่อย" -msgid "Generation Time (sec):" -msgstr "เวลาในการสร้าง (วินาที):" - msgid "The geometry's faces don't contain any area." msgstr "พื้นผิวของรูปเรขาคณิตไม่มีพื้นที่" @@ -4174,9 +4080,6 @@ msgstr "ระดับเสียง" msgid "Emission Source:" msgstr "แหล่งปะทุ:" -msgid "Generate Visibility AABB" -msgstr "สร้างการมองเห็น AABB" - msgid "Create Occluder Polygon" msgstr "สร้างรูปหลายเหลี่ยมกั้นแสง" @@ -4612,9 +4515,6 @@ msgstr "3 วิวพอร์ต (อีกแบบ)" msgid "4 Viewports" msgstr "4 วิวพอร์ต" -msgid "Gizmos" -msgstr "กิสโม" - msgid "View Origin" msgstr "แสดงจุดกำเนิด" @@ -4639,9 +4539,6 @@ msgstr "จำกัดปรับขนาด (%):" msgid "Viewport Settings" msgstr "ตั้งค่ามุมมอง" -msgid "Perspective FOV (deg.):" -msgstr "ขอบเขตการมองเห็นเพอร์สเปกทีฟ (องศา):" - msgid "View Z-Near:" msgstr "การมองเห็นระยะใกล้:" @@ -4720,6 +4617,9 @@ msgstr "ลบจุด" msgid "Close Curve" msgstr "ปิดเส้นโค้ง" +msgid "Please Confirm..." +msgstr "กรุณายืนยัน..." + msgid "Mirror Handle Angles" msgstr "มุมตัวสะท้อน" @@ -5122,6 +5022,9 @@ msgstr "ซ่อนทั้งหมด" msgid "Unfold All Lines" msgstr "แสดงทั้งหมด" +msgid "Duplicate Selection" +msgstr "ทำซ้ำที่เลือก" + msgid "Evaluate Selection" msgstr "ประเมินที่เลือก" @@ -5209,9 +5112,6 @@ msgstr "สร้าง LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "ดูตัวอย่าง LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "ไม่สามารถแปลงสไปรต์ไปเป็น mesh โดยใช้แอนิเมชันเฟรม" - msgid "Invalid geometry, can't replace by mesh." msgstr "เรขาคณิตผิดพลาด ไม่สามารถแทนที่ด้วย mesh" @@ -5978,6 +5878,70 @@ msgstr "เปลี่ยนโหมดเวอร์ชวลเชดเด msgid "Bake VoxelGI" msgstr "คำณวณ VoxelGI" +msgid "Are you sure to run %d projects at once?" +msgstr "ยืนยันการรันโปรเจกต์ %d โปรเจกต์ทีเดียว?" + +msgid "" +"The selected project \"%s\" does not specify its supported Godot version in " +"its configuration file (\"project.godot\").\n" +"\n" +"Project path: %s\n" +"\n" +"If you proceed with opening it, it will be converted to Godot's current " +"configuration file format.\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"โปรเจกต์ที่เลือก \"%s\" ไม่ได้ระบุเวอร์ชั่น Godot ที่ซัพพอร์ตเอาไว้ในไฟล์การตั้งค่า (\"project." +"godot\")\n" +"\n" +"ตำแหน่งโปรเจกต์: %s\n" +"\n" +"หากคุณเลือกที่จะเปิดโปรเจกต์นี้ต่อไป มันจะถูกแปลงเป็นไฟล์การแก้ใขฟอร์แมทของเวอร์ชั่นปัจจุบัน\n" +"\n" +"คำเตือน: คุณจะไม่สามารถเปิดโปรเจกต์ด้วยเวอร์ชั่นเก่ากว่าเวอร์ชั่นปัจจุบันของโปรแกรมได้อีกต่อไป" + +msgid "Remove %d projects from the list?" +msgstr "ลบ %d โปรเจกต์จากรายการหรือไม่" + +msgid "Remove this project from the list?" +msgstr "ลบโปรเจกต์นี้จากรายการหรือไม่" + +msgid "" +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." +msgstr "" +"ลบโปรเจกต์ที่หายไปออกจากรายชื่อหรือไม่?\n" +"เนื้อหาโฟลเดอร์โปรเจกต์จะไม่ถูกแก้ไข" + +msgid "New Project" +msgstr "โปรเจกต์ใหม่" + +msgid "Scan" +msgstr "สแกน" + +msgid "Loading, please wait..." +msgstr "กำลังโหลด โปรดรอ..." + +msgid "Create New Project" +msgstr "สร้างโปรเจกต์ใหม่" + +msgid "Import Existing Project" +msgstr "นำเข้าโปรเจกต์ที่มีอยู่เดิม" + +msgid "Rename Project" +msgstr "เปลี่ยนชื่อโปรเจกต์" + +msgid "Remove Missing" +msgstr "ลบที่หายไป" + +msgid "Select a Folder to Scan" +msgstr "เลือกโฟลเดอร์เพื่อสแกน" + +msgid "Remove All" +msgstr "ลบทั้งหมด" + msgid "The path specified doesn't exist." msgstr "ไม่พบที่อยู่ที่ระบุเอาไว้" @@ -5988,12 +5952,6 @@ msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "ไฟล์โปรเจกต์ \".zip\" ผิดพลาด เนื่องจากไม่มีไฟล์ \"project.godot\"" -msgid "Please choose an empty folder." -msgstr "กรุณาเลือกโฟลเดอร์ว่างเปล่า" - -msgid "This directory already contains a Godot project." -msgstr "ไดเรกทอรีนี้มีโปรเจกต์ Godot อยู่แล้ว" - msgid "New Game Project" msgstr "โปรเจกต์เกมใหม่" @@ -6027,18 +5985,9 @@ msgstr "ผิดพลาดขณะแยกไฟล์ต่อไปนี msgid "Package installed successfully!" msgstr "ติดตั้งแพคเกจเสร็จสมบูรณ์!" -msgid "Rename Project" -msgstr "เปลี่ยนชื่อโปรเจกต์" - -msgid "Import Existing Project" -msgstr "นำเข้าโปรเจกต์ที่มีอยู่เดิม" - msgid "Import & Edit" msgstr "นำเข้าและแก้ไข" -msgid "Create New Project" -msgstr "สร้างโปรเจกต์ใหม่" - msgid "Create & Edit" msgstr "สร้างและแก้ไข" @@ -6066,105 +6015,9 @@ msgstr "Error:โปรเจกต์หายไปจากระบบไฟ msgid "Missing Project" msgstr "โปรเจกต์หายไป" -msgid "Local" -msgstr "ระยะใกล้" - -msgid "Can't open project at '%s'." -msgstr "ไม่สามารถเปิดโปรเจกต์ที่ '%s'" - -msgid "" -"The selected project \"%s\" does not specify its supported Godot version in " -"its configuration file (\"project.godot\").\n" -"\n" -"Project path: %s\n" -"\n" -"If you proceed with opening it, it will be converted to Godot's current " -"configuration file format.\n" -"\n" -"Warning: You won't be able to open the project with previous versions of the " -"engine anymore." -msgstr "" -"โปรเจกต์ที่เลือก \"%s\" ไม่ได้ระบุเวอร์ชั่น Godot ที่ซัพพอร์ตเอาไว้ในไฟล์การตั้งค่า (\"project." -"godot\")\n" -"\n" -"ตำแหน่งโปรเจกต์: %s\n" -"\n" -"หากคุณเลือกที่จะเปิดโปรเจกต์นี้ต่อไป มันจะถูกแปลงเป็นไฟล์การแก้ใขฟอร์แมทของเวอร์ชั่นปัจจุบัน\n" -"\n" -"คำเตือน: คุณจะไม่สามารถเปิดโปรเจกต์ด้วยเวอร์ชั่นเก่ากว่าเวอร์ชั่นปัจจุบันของโปรแกรมได้อีกต่อไป" - -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"ไม่สามารถเริ่มโปรเจ็กต์ได้: ไม่ได้กำหนดฉากหลัก\n" -"โปรดแก้ไขโปรเจ็กต์และตั้งฉากหลักในการตั้งค่าโปรเจ็กต์ภายใต้หมวดหมู่ \"แอปพลิเคชัน\"" - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"ไม่สามารถรันโปรเจกต์: ต้องนำเข้าไฟล์\n" -"กรุณาเปิดแก้ไขโปรเจกต์เพื่อนำเข้าไฟล์" - -msgid "Are you sure to run %d projects at once?" -msgstr "ยืนยันการรันโปรเจกต์ %d โปรเจกต์ทีเดียว?" - -msgid "Remove %d projects from the list?" -msgstr "ลบ %d โปรเจกต์จากรายการหรือไม่" - -msgid "Remove this project from the list?" -msgstr "ลบโปรเจกต์นี้จากรายการหรือไม่" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"ลบโปรเจกต์ที่หายไปออกจากรายชื่อหรือไม่?\n" -"เนื้อหาโฟลเดอร์โปรเจกต์จะไม่ถูกแก้ไข" - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"ภาษาได้ถูกเปลี่ยนแล้ว\n" -"การเปลี่ยนแปลงจะมีผลเมื่อเปิดตัวแก้ไขหรือตัวจัดการโปรเจกต์ใหม่" - -msgid "New Project" -msgstr "โปรเจกต์ใหม่" - -msgid "Scan" -msgstr "สแกน" - -msgid "Loading, please wait..." -msgstr "กำลังโหลด โปรดรอ..." - -msgid "Remove Missing" -msgstr "ลบที่หายไป" - -msgid "About" -msgstr "เกี่ยวกับ" - msgid "Restart Now" msgstr "เริ่มใหม่ทันที" -msgid "Select a Folder to Scan" -msgstr "เลือกโฟลเดอร์เพื่อสแกน" - -msgid "Remove All" -msgstr "ลบทั้งหมด" - -msgid "Can't run project" -msgstr "ไม่สามารถรันโปรเจกต์" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"ขณะนี้คุณไม่มีโปรเจกต์ใด ๆ\n" -"คุณต้องการสำรวจโปรเจกต์ตัวอย่างอย่างเป็นทางการในไลบรารีไฟล์เนื้อหาหรือไม่?" - msgid "Delete Item" msgstr "ลบไอเทม" @@ -6210,9 +6063,6 @@ msgstr "คำต่อท้าย:" msgid "Use Regular Expressions" msgstr "ใช้นิพจน์ทั่วไป" -msgid "Advanced Options" -msgstr "ตัวเลือกขั้นสูง" - msgid "Substitute" msgstr "การแทนที่" @@ -6305,12 +6155,6 @@ msgstr "ค้นพบสคริปต์" msgid "This operation can't be done on the tree root." msgstr "ทำกับโหนดรากไม่ได้" -msgid "Move Node In Parent" -msgstr "ย้ายโหนดในโหนดแม่" - -msgid "Move Nodes In Parent" -msgstr "ย้ายโหนดในโหนดแม่" - msgid "Duplicate Node(s)" msgstr "ทำซ้ำโหนด" @@ -6416,9 +6260,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "ไม่สามารถวางโหนดรากในฉากเดียวกัน" -msgid "Reparent to New Node" -msgstr "หาโหนดแม่ใหม่" - msgid "Make Scene Root" msgstr "ตั้งเป็นฉากแม่" @@ -6445,6 +6286,9 @@ msgstr "" "หากเลือกไว้ แผงผังฉากจากระยะไกลจะทำให้โปรเจกต์เกิดการกระตุกทุกครั้งที่อัปเดต\n" "สลับกลับไปยัง แผงผังฉากจากระยะใกล้เพื่อเพิ่มประสิทธิภาพในการใช้งาน" +msgid "Local" +msgstr "ระยะใกล้" + msgid "Clear Inheritance? (No Undo!)" msgstr "ลบการสืบทอด? (ย้อนกลับไม่ได้!)" @@ -6746,13 +6590,6 @@ msgstr "การขยาย APK เข้ากันไม่ได้กั msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "ชื่อไฟล์ผิดพลาด! แอนดรอยด์ APK จำเป็นต้องมีนามสกุล *.apk" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"เวอร์ชันบิวด์ Android ไม่ตรงกัน: เทมเพลตที่ติดตั้งอยู่: %s, เวอร์ชั่น Godot: %s " -"โปรดติดตั้งเทมเพลตการสร้างสำหรับแอนดรอยด์ใหม่จากเมนู \"โปรเจกต์\"" - msgid "Could not export project files to gradle project." msgstr "ไม่สามารถส่งออกไฟล์โปรเจคไปยังโปรเจค gradle ได้" @@ -6940,9 +6777,6 @@ msgstr "" msgid "Alert!" msgstr "แจ้งเตือน!" -msgid "Please Confirm..." -msgstr "กรุณายืนยัน..." - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "ถ้า \"Exp Edit\" เปิดใช้งาน \"Min Value\" จะต้องมากกว่า 0" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index f700e54e55..f5daafc124 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -96,7 +96,7 @@ # atahanacar <atahanacar@gmx.com>, 2023. # efella <furkanefe911@gmail.com>, 2023. # Black <ebubekir23atalay@gmail.com>, 2023. -# Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>, 2023. +# Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>, 2023, 2024. # ErcanPasha <dayanomerercan@gmail.com>, 2023. # Yoldaş Ulaş <yutalas@gmail.com>, 2023. # Mertcan YILDIRIM <mertcanyildirim463@gmail.com>, 2023. @@ -111,7 +111,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-11 09:59+0000\n" +"PO-Revision-Date: 2024-02-17 15:01+0000\n" "Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n" "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/" "godot/tr/>\n" @@ -120,7 +120,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "Ana İş Parçası" @@ -561,9 +561,6 @@ msgstr "Olayı Düzenle" msgid "Remove Event" msgstr "Olayı kaldır" -msgid "Filter by name..." -msgstr "İsme göre filtrele..." - msgid "Clear All" msgstr "Tümünü Temizle" @@ -688,33 +685,6 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "Başka bir sahneye gömülü animasyonda, döngü kipi değiştirilemez." -msgid "Property Track" -msgstr "Özellikler İzi" - -msgid "3D Position Track" -msgstr "3B Konum İzi" - -msgid "3D Rotation Track" -msgstr "3B Dönme İzi" - -msgid "3D Scale Track" -msgstr "3B Ölçek İzi" - -msgid "Blend Shape Track" -msgstr "Harmanlama Şekli İzi" - -msgid "Call Method Track" -msgstr "Yöntem Çağırma İzi" - -msgid "Bezier Curve Track" -msgstr "Bezier Eğrisi İzi" - -msgid "Audio Playback Track" -msgstr "Ses Oynatıcı İzi" - -msgid "Animation Playback Track" -msgstr "Animasyon Oynatma İzi" - msgid "Animation length (frames)" msgstr "Animasyon uzunluğu (kare)" @@ -847,9 +817,6 @@ msgstr "Kesik Döngülü Aradeğerleme" msgid "Wrap Loop Interp" msgstr "Sarılmış Döngülü Aradeğerleme" -msgid "Insert Key" -msgstr "Anahtar Ekle" - msgid "Duplicate Key(s)" msgstr "Yinelenen Anahtar(lar)" @@ -1010,11 +977,6 @@ msgstr "Animasyon Anahtarları Ölçekle" msgid "Make Easing Keys" msgstr "Yumuşatma Anahtarları Oluştur" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Bu seçenek Bezier düzenleme ile çalışmaz, çünkü yalnızca tek bir iz var." - msgid "Animation Add RESET Keys" msgstr "Animasyon RESET Anahtarları Ekle" @@ -1106,24 +1068,6 @@ msgstr "Düzenle" msgid "Animation properties." msgstr "Animasyon özellikleri." -msgid "Copy Tracks" -msgstr "İzleri Kopyala" - -msgid "Scale Selection" -msgstr "Seçimi Ölçekle" - -msgid "Scale From Cursor" -msgstr "İmleçten Ölçekle" - -msgid "Make Easing Selection" -msgstr "Yumuşatma Seçimleri Yap" - -msgid "Duplicate Selection" -msgstr "Seçimin Kopyasını Oluştur" - -msgid "Duplicate Transposed" -msgstr "Tersine Çevrilmiş olarak Kopyasını oluştur" - msgid "Delete Selection" msgstr "Seçimi Sil" @@ -1136,15 +1080,6 @@ msgstr "Önceki Adıma Git" msgid "Apply Reset" msgstr "Sıfırlamayı Uygula" -msgid "Bake Animation" -msgstr "Animasyonu Pişir" - -msgid "Optimize Animation (no undo)" -msgstr "Animasyonu Eniyileştir (geri alınamaz)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Animasyonu temizle (geri alınamaz)" - msgid "Pick a node to animate:" msgstr "Canlandırılacak düğümü seç:" @@ -2475,9 +2410,6 @@ msgstr "Profil Yükle" msgid "Export Profile" msgstr "Profili Dışa Aktar" -msgid "Forced classes on detect:" -msgstr "Zorlama algılanmış sınıflar:" - msgid "Edit Build Configuration Profile" msgstr "Derleme Yapılandırması Profilini Düzenle" @@ -2509,6 +2441,15 @@ msgstr "[boş]" msgid "[unsaved]" msgstr "[kaydedilmemiş]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Motoru" + +msgid "Dock Position" +msgstr "Yuva Konumu" + +msgid "Make Floating" +msgstr "Serbest Pencere Yap" + msgid "3D Editor" msgstr "3B Düzenleyici" @@ -2721,6 +2662,21 @@ msgstr "" "Bu yöntemin çağrılması için bir kopya oluşum gerekmez.\n" "Sınıf adı kullanılarak doğrudan çağrılabilir." +msgid "Constructors" +msgstr "Kurucu Yöntemler" + +msgid "Operators" +msgstr "İşleçler" + +msgid "Method Descriptions" +msgstr "Yöntem Tanımlamaları" + +msgid "Constructor Descriptions" +msgstr "Kurucu Yöntem Tanımlamaları" + +msgid "Operator Descriptions" +msgstr "İşleç Tanımlamaları" + msgid "Error codes returned:" msgstr "Döndürülen hata kodları:" @@ -2766,19 +2722,6 @@ msgstr "Miras Aldığı:" msgid "Inherited by:" msgstr "Miras alan:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Bu sınıf kullanım dışı olarak işaretlendi. Gelecek sürümlerde kaldırılacaktır." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Bu sınıf deneysel olarak işaretlendi. Gelecekteki sürümlerde olası " -"değişikliklere tabidir, veya tamamen kaldırılabilir. Kendi takdirinize bağlı " -"olarak kullanın." - msgid "Description" msgstr "Tanım" @@ -2817,12 +2760,6 @@ msgstr "varsayılan:" msgid "property:" msgstr "özellik:" -msgid "Constructors" -msgstr "Kurucu Yöntemler" - -msgid "Operators" -msgstr "İşleçler" - msgid "Theme Properties" msgstr "Tema Özellikleri" @@ -2876,15 +2813,6 @@ msgstr "" "Bu özellik için henüz bir tanımlama yok. [color=$color][url=$url]Bir tane " "katkıda bulunup[/url][/color] bize yardım edebilirsin!" -msgid "Constructor Descriptions" -msgstr "Kurucu Yöntem Tanımlamaları" - -msgid "Method Descriptions" -msgstr "Yöntem Tanımlamaları" - -msgid "Operator Descriptions" -msgstr "İşleç Tanımlamaları" - msgid "Metadata:" msgstr "Metaveri:" @@ -2897,9 +2825,6 @@ msgstr "Yöntem:" msgid "Signal:" msgstr "Sinyal:" -msgid "Theme Item:" -msgstr "Tema Öğesi:" - msgid "No description available." msgstr "Tanımlama mevcut değil." @@ -2909,6 +2834,24 @@ msgstr "%d eşleşme." msgid "%d matches." msgstr "%d eşleşme." +msgid "Method" +msgstr "Yöntem" + +msgid "Signal" +msgstr "Sinyal" + +msgid "Constant" +msgstr "Sabit" + +msgid "Property" +msgstr "Özellik" + +msgid "Theme Property" +msgstr "Tema Özelliği" + +msgid "Annotation" +msgstr "EkTanımlayıcı" + msgid "Search Help" msgstr "Yardımda Ara" @@ -2957,24 +2900,6 @@ msgstr "(yapıcı yöntemler)" msgid "Class" msgstr "Sınıf" -msgid "Method" -msgstr "Yöntem" - -msgid "Signal" -msgstr "Sinyal" - -msgid "Annotation" -msgstr "EkTanımlayıcı" - -msgid "Constant" -msgstr "Sabit" - -msgid "Property" -msgstr "Özellik" - -msgid "Theme Property" -msgstr "Tema Özelliği" - msgid "This member is marked as deprecated." msgstr "Bu üye kullanım dışı olarak işaretlendi." @@ -3539,9 +3464,6 @@ msgstr "Yakınlarda Kullanılan Sahneleri Temizle" msgid "There is no defined scene to run." msgstr "Çalıştıracak tanımlı bir sahne yok." -msgid "%s - Godot Engine" -msgstr "%s - Godot Motoru" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3569,15 +3491,15 @@ msgstr "" "Bunu daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " "değiştirebilirsin." +msgid "Default" +msgstr "Varsayılan" + msgid "Save Layout" msgstr "Yerleşim Düzenini Kaydet" msgid "Delete Layout" msgstr "Yerleşim Düzenini Sil" -msgid "Default" -msgstr "Varsayılan" - msgid "This scene was never saved." msgstr "Bu sahne hiç kaydedilmedi." @@ -3623,6 +3545,22 @@ msgid "" msgstr "" "'%s' dosyasına yazılamıyor; dosya kullanımda, kilitli veya izinler eksik." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"İşleyiciyi değiştirmek, düzenleyicinin yeniden başlatılmasını gerektirir.\n" +"\n" +"Kaydet ve Yeniden Başlat'ın seçilmesi, işleme yöntemini şu şekilde " +"değiştirecektir:\n" +"- Masaüstü platformları: %s\n" +"- Mobil platformlar: %s\n" +"- Web platformu: gl_compatibility" + msgid "Forward+" msgstr "İleri+" @@ -3632,15 +3570,12 @@ msgstr "Mobil" msgid "Compatibility" msgstr "Uyumluluk" +msgid "(Overridden)" +msgstr "(Özel ayarlanmış)" + msgid "Pan View" msgstr "Görünümü Kaydır" -msgid "Dock Position" -msgstr "Yuva Konumu" - -msgid "Make Floating" -msgstr "Serbest Pencere Yap" - msgid "Distraction Free Mode" msgstr "Dikkat Dağıtmayan Kip" @@ -3698,6 +3633,9 @@ msgstr "Sahneyi Kapat" msgid "Quit" msgstr "Çıkış" +msgid "Editor Settings..." +msgstr "Düzenleyici Ayarları..." + msgid "Project" msgstr "Proje" @@ -3740,9 +3678,6 @@ msgstr "Proje Listesine Çık" msgid "Editor" msgstr "Düzenleyici" -msgid "Editor Settings..." -msgstr "Düzenleyici Ayarları..." - msgid "Command Palette..." msgstr "Komut Listesi..." @@ -3803,12 +3738,24 @@ msgstr "Yeni bir Özellik Öner" msgid "Send Docs Feedback" msgstr "Belgeler Hakkında Geri Bildirimde Bulun" -msgid "About Godot" -msgstr "Godot Hakkında" - msgid "Support Godot Development" msgstr "Godot'yu Geliştirmeye Destek Olun" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Bir işleme yöntemi seçin.\n" +"\n" +"Notlar:\n" +"- Mobil platformlar için, eğer burada İleri+ seçilirse Mobil işleme yöntemi " +"kullanılır.\n" +"- Web platformunda, her zaman Uyumluluk işleme yöntemi kullanılır." + msgid "Update Continuously" msgstr "Sürekli Güncelle" @@ -3851,33 +3798,6 @@ msgstr "Dosyadan kurulum yap" msgid "Select Android sources file" msgstr "Bir Android kaynak dosyası seçin" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Bu, kaynak şablonunu \"res://android/build\" altına kurarak, projenizi " -"Android gradle derlemeleri için ayarlayacaktır.\n" -"Bundan sonra değişiklikler yapabilir ve dışa aktarırken kendi özel APK'nızı " -"oluşturabilirsiniz (modül ekleme, AndroidManifest.xml dosyasını değiştirme, " -"vb.).\n" -"Dikkat edin, ön-derlenmiş APK'ları kullanmak yerine özel gradle derlemeleri " -"yapmak için, Android dışa aktarma ön-ayarında \"Gradle Derlemesi Kullan\" " -"seçeneğinin etkinleştirilmesi gerekiyor." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Android yapı şablonu, bu projede zaten kurulu ve üzerine yazılmayacak.\n" -"Bu işlemi tekrar denemeden önce, \"res://android/build\" klasörünü kendin " -"kaldırmalısın." - msgid "Show in File Manager" msgstr "Dosya Yöneticisinde Göster" @@ -3951,8 +3871,8 @@ msgstr "Tamam" msgid "Warning!" msgstr "Uyarı!" -msgid "Main Script:" -msgstr "Ana Betik:" +msgid "On" +msgstr "Açık" msgid "Edit Plugin" msgstr "Eklentiyi Düzenle" @@ -3969,15 +3889,9 @@ msgstr "Sürüm" msgid "Author" msgstr "Yazar" -msgid "Status" -msgstr "Durum" - msgid "Edit Text:" msgstr "Metin Düzenle:" -msgid "On" -msgstr "Açık" - msgid "Renaming layer %d:" msgstr "%d katmanı yeniden adlandırılıyor:" @@ -4110,8 +4024,8 @@ msgstr "" "Seçili kaynak (%s), bu özellik (%s) için beklenen herhangi bir tip ile " "uyuşmuyor." -msgid "Quick Load" -msgstr "Hızlı Yükleme" +msgid "Load..." +msgstr "Yükle..." msgid "Inspect" msgstr "İncele" @@ -4137,14 +4051,11 @@ msgstr "Benzersiz kılınacak kaynakları seçin:" msgid "New %s" msgstr "Yeni %s" -msgid "New Script" -msgstr "Yeni Betik" - -msgid "Extend Script" -msgstr "Betiği Genişlet" +msgid "New Script..." +msgstr "Yeni Betik..." -msgid "New Shader" -msgstr "Yeni Gölgelendirici" +msgid "Extend Script..." +msgstr "Betiği Genişlet..." msgid "No Remote Debug export presets configured." msgstr "Uzaktan Hata Ayıklama dışa aktarım hazırayarı yapılandırılmamış." @@ -4170,11 +4081,6 @@ msgstr "Mantığınızı _run() yöntemine yazın." msgid "There is an edited scene already." msgstr "Düzenlenmiş bir sahne zaten var." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Editör betiği çalıştırılamadı, '_run' yönteminin üstüne yazmayı mı unuttunuz?" - msgid "Undo: %s" msgstr "Geri al: %s" @@ -4283,12 +4189,6 @@ msgstr "Tüm Aygıtlar" msgid "Device" msgstr "Aygıt" -msgid "Listening for input..." -msgstr "Giriş için bekleniyor..." - -msgid "Filter by event..." -msgstr "Olaya göre filtrele..." - msgid "Project export for platform:" msgstr "Şu platform için proje dışa aktarımı:" @@ -4638,6 +4538,9 @@ msgstr "" "Her platform için sadece tek bir hazırayar çalıştırılabilir olarak " "işaretlenebilir." +msgid "Advanced Options" +msgstr "Gelişmiş Seçenekler" + msgid "Export Path" msgstr "Dışa Aktarım Yolu" @@ -4983,9 +4886,6 @@ msgstr "Yeni Klasör..." msgid "New Scene..." msgstr "Yeni Sahne..." -msgid "New Script..." -msgstr "Yeni Betik..." - msgid "New Resource..." msgstr "Yeni Kaynak..." @@ -5132,57 +5032,21 @@ msgstr "%d eşleşme (%d dosyada)" msgid "%d matches in %d files" msgstr "%d eşleşme (%d dosyada)" +msgid "Rename Group" +msgstr "Grubu Yeniden Adlandır" + msgid "Add to Group" msgstr "Gruba Ekle" msgid "Remove from Group" msgstr "Gruptan Kaldır" -msgid "Invalid group name." -msgstr "Geçersiz grup adı." - -msgid "Group name already exists." -msgstr "Grup ismi zaten var." - -msgid "Rename Group" -msgstr "Grubu Yeniden Adlandır" - -msgid "Delete Group" -msgstr "Grubu Sil" - -msgid "Groups" -msgstr "Gruplar" - -msgid "Nodes Not in Group" -msgstr "Grupta olmayan Düğümler" - -msgid "Nodes in Group" -msgstr "Gruptaki Düğümler" - -msgid "Empty groups will be automatically removed." -msgstr "Boş gruplar otomatik olarak silinecektir." - -msgid "Group Editor" -msgstr "Grup Düzenleyici" - -msgid "Manage Groups" -msgstr "Grupları Yönet" +msgid "Global" +msgstr "Genel" msgid "Move" msgstr "Taşı" -msgid "Please select a base directory first." -msgstr "Lütfen önce bir taban klasör seçin." - -msgid "Could not create folder. File with that name already exists." -msgstr "Klasör oluşturulamadı. Bu isme sahip bir dosya/klasör zaten var." - -msgid "Choose a Directory" -msgstr "Bir Klasör Seç" - -msgid "Copy File(s)" -msgstr "Dosya(ları) Kopyala" - msgid "Network" msgstr "Ağ" @@ -5226,6 +5090,9 @@ msgstr "Bir Dosya ya da Klasör Aç" msgid "Save a File" msgstr "Bir Dosya Kaydet" +msgid "Could not create folder. File with that name already exists." +msgstr "Klasör oluşturulamadı. Bu isme sahip bir dosya/klasör zaten var." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Sık kullanılan klasör artık mevcut değil, ve kaldırılacak." @@ -5420,9 +5287,6 @@ msgstr "Görünürlüğü Aç/Kapat" msgid "Unlock Node" msgstr "Düğümün Kilidini Aç" -msgid "Button Group" -msgstr "Düğme Grubu" - msgid "Disable Scene Unique Name" msgstr "Sahne Benzersiz İsmini Devre Dışı Bırak" @@ -5454,9 +5318,6 @@ msgstr[1] "Düğüm bu gruplarda:" msgid "Click to show signals dock." msgstr "Sinyaller yuvasını göstermek için tıkla." -msgid "Open in Editor" -msgstr "Düzenleyicide Aç" - msgid "This script is currently running in the editor." msgstr "Bu betik, şu anda düzenleyicide çalışıyor." @@ -5487,6 +5348,9 @@ msgstr "" "AnimationPlayer Düğümü sabitlendi.\n" "Sabitlemeyi kaldırmak için tıkla." +msgid "Open in Editor" +msgstr "Düzenleyicide Aç" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" bilinen bir filtre değil." @@ -5514,8 +5378,185 @@ msgstr "Tümünü Göster" msgid "The Beginning" msgstr "Başlangıç" -msgid "Global" -msgstr "Genel" +msgid "Pre-Import Scene" +msgstr "\"İçe Aktarım Öncesi\" Sahnesi" + +msgid "Importing Scene..." +msgstr "Sahne İçe Aktarılıyor..." + +msgid "Import Scene" +msgstr "Sahneyi İçe Aktar" + +msgid "Running Custom Script..." +msgstr "Özel Betik Çalıştırılıyor..." + +msgid "Couldn't load post-import script:" +msgstr "\"İçe aktarım sonrası\" betiği yüklenemedi:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "\"İçe aktarım sonrası\" için geçersiz/bozuk betik (uç-birime göz atın):" + +msgid "Error running post-import script:" +msgstr "\"İçe aktarım sonrası\" betiği çalıştırılırken hata:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "`_post_import()` yönteminde Düğüm-türevi bir nesne döndürdünüz mü?" + +msgid "Saving..." +msgstr "Kaydediliyor..." + +msgid "<Unnamed Material>" +msgstr "<İsimsiz Malzeme>" + +msgid "Import ID: %s" +msgstr "İçe Aktarma Kimliği: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Türü: %s\n" +"İçe Aktarma Kimliği: %s" + +msgid "Error opening scene" +msgstr "Sahne açılırken hata" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "" +"AnimationLibrary (animasyon kütüphanesi) '%s' İçin Gelişmiş İçe Aktarma " +"Ayarları" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "'%s' Sahnesi için Gelişmiş İçe Aktarma Ayarları" + +msgid "Select folder to extract material resources" +msgstr "Malzeme kaynaklarını çıkartmak için klasör seç" + +msgid "Select folder where mesh resources will save on import" +msgstr "Örgü kaynaklarının, içe aktarmada kaydedileceği klasörü seç" + +msgid "Select folder where animations will save on import" +msgstr "Animasyonların, içe aktarmada kaydedileceği klasörü seç" + +msgid "Warning: File exists" +msgstr "Uyarı: Dosya zaten var" + +msgid "Existing file with the same name will be replaced." +msgstr "Aynı isime sahip mevcut dosya değiştirilecek." + +msgid "Will create new file" +msgstr "Yeni dosya oluşturulacak" + +msgid "Already External" +msgstr "Zaten Harici" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Bu malzeme, zaten harici bir dosyayı kaynak alıyor, herhangi bir işlem " +"yapılmayacaktır.\n" +"Bunun yeniden çıkartmak için, harici özelliği devre dışı bırakın." + +msgid "No import ID" +msgstr "İçe Aktarma Kimliği Yok" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Malzemenin bir ismi veya onu yeniden-içe aktarım sırasında tanımlayacak başka " +"bir yol yok.\n" +"Lütfen isim verin veya benzersiz bir kimlikle dışa aktarıldığından emin olun." + +msgid "Extract Materials to Resource Files" +msgstr "Malzemeleri Kaynak Dosyalarına Çıkart" + +msgid "Extract" +msgstr "Çıkart" + +msgid "Already Saving" +msgstr "Zaten Kaydediliyor" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "Bu örgü zaten bir dış kaynağa kaydediyor, bir işlem yapılmayacak." + +msgid "Existing file with the same name will be replaced on import." +msgstr "" +"Aynı isimli mevcut dosyaların, içeri aktarım yapılırken, üzerine yazılacak." + +msgid "Will save to new file" +msgstr "Yeni dosyaya kaydedilecek" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Örgünün bir ismi, veya yeniden içe aktarmada sırasında onu tanımlamanın başka " +"bir yolu yok.\n" +"Lütfen bir isim verin, veya benzersiz bir kimlikle dışa aktarıldığından emin " +"olun." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Örgüleri, yeniden içe aktarım sırasında, kaynak dosyaları olarak kaydetmek " +"için yolları ayarla" + +msgid "Set Paths" +msgstr "Yolları Ayarla" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Bu animasyon, zaten mevcut bir dış kaynağa kaydediyor, bir işlem yapılmayacak." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Animasyonları, yeniden içe aktarma sırasında, kaynak dosyalarına kaydetmek " +"için yolları ayarlayın" + +msgid "Can't make material external to file, write error:" +msgstr "Malzeme, dosyaya harici yapılamıyor, yazma hatası:" + +msgid "Actions..." +msgstr "Eylemler..." + +msgid "Extract Materials" +msgstr "Malzemeleri Çıkart" + +msgid "Set Animation Save Paths" +msgstr "Animasyon Kayıt Yollarını Ayarla" + +msgid "Set Mesh Save Paths" +msgstr "Örgü Kayıt Yollarını Ayarla" + +msgid "Meshes" +msgstr "Örgüler" + +msgid "Materials" +msgstr "Malzemeler" + +msgid "Selected Animation Play/Pause" +msgstr "Seçili Animasyonu Oynat/Duraklat" + +msgid "Status" +msgstr "Durum" + +msgid "Save Extension:" +msgstr "Uzantıyı Kaydet:" + +msgid "Text: *.tres" +msgstr "Metin: *.tres" + +msgid "Binary: *.res" +msgstr "İkili-tip: *.res" + +msgid "Text Resource" +msgstr "Metin Kaynağı" + +msgid "Binary Resource" +msgstr "İkili-tip Kaynak" msgid "Audio Stream Importer: %s" msgstr "Ses Akışı İçe Aktarıcı: %s" @@ -5683,33 +5724,6 @@ msgstr "Dinamik olarak işlenen TrueType/OpenType yazı tipi" msgid "Prerendered multichannel(+true) signed distance field" msgstr "Ön-işlenmiş çok kanallı(+true) işaretli uzaklık alanı (MSDF)" -msgid "Pre-Import Scene" -msgstr "\"İçe Aktarım Öncesi\" Sahnesi" - -msgid "Importing Scene..." -msgstr "Sahne İçe Aktarılıyor..." - -msgid "Import Scene" -msgstr "Sahneyi İçe Aktar" - -msgid "Running Custom Script..." -msgstr "Özel Betik Çalıştırılıyor..." - -msgid "Couldn't load post-import script:" -msgstr "\"İçe aktarım sonrası\" betiği yüklenemedi:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "\"İçe aktarım sonrası\" için geçersiz/bozuk betik (uç-birime göz atın):" - -msgid "Error running post-import script:" -msgstr "\"İçe aktarım sonrası\" betiği çalıştırılırken hata:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "`_post_import()` yönteminde Düğüm-türevi bir nesne döndürdünüz mü?" - -msgid "Saving..." -msgstr "Kaydediliyor..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5749,156 +5763,6 @@ msgstr "2B" msgid "3D" msgstr "3B" -msgid "<Unnamed Material>" -msgstr "<İsimsiz Malzeme>" - -msgid "Import ID: %s" -msgstr "İçe Aktarma Kimliği: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Türü: %s\n" -"İçe Aktarma Kimliği: %s" - -msgid "Error opening scene" -msgstr "Sahne açılırken hata" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "" -"AnimationLibrary (animasyon kütüphanesi) '%s' İçin Gelişmiş İçe Aktarma " -"Ayarları" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "'%s' Sahnesi için Gelişmiş İçe Aktarma Ayarları" - -msgid "Select folder to extract material resources" -msgstr "Malzeme kaynaklarını çıkartmak için klasör seç" - -msgid "Select folder where mesh resources will save on import" -msgstr "Örgü kaynaklarının, içe aktarmada kaydedileceği klasörü seç" - -msgid "Select folder where animations will save on import" -msgstr "Animasyonların, içe aktarmada kaydedileceği klasörü seç" - -msgid "Warning: File exists" -msgstr "Uyarı: Dosya zaten var" - -msgid "Existing file with the same name will be replaced." -msgstr "Aynı isime sahip mevcut dosya değiştirilecek." - -msgid "Will create new file" -msgstr "Yeni dosya oluşturulacak" - -msgid "Already External" -msgstr "Zaten Harici" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Bu malzeme, zaten harici bir dosyayı kaynak alıyor, herhangi bir işlem " -"yapılmayacaktır.\n" -"Bunun yeniden çıkartmak için, harici özelliği devre dışı bırakın." - -msgid "No import ID" -msgstr "İçe Aktarma Kimliği Yok" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Malzemenin bir ismi veya onu yeniden-içe aktarım sırasında tanımlayacak başka " -"bir yol yok.\n" -"Lütfen isim verin veya benzersiz bir kimlikle dışa aktarıldığından emin olun." - -msgid "Extract Materials to Resource Files" -msgstr "Malzemeleri Kaynak Dosyalarına Çıkart" - -msgid "Extract" -msgstr "Çıkart" - -msgid "Already Saving" -msgstr "Zaten Kaydediliyor" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "Bu örgü zaten bir dış kaynağa kaydediyor, bir işlem yapılmayacak." - -msgid "Existing file with the same name will be replaced on import." -msgstr "" -"Aynı isimli mevcut dosyaların, içeri aktarım yapılırken, üzerine yazılacak." - -msgid "Will save to new file" -msgstr "Yeni dosyaya kaydedilecek" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Örgünün bir ismi, veya yeniden içe aktarmada sırasında onu tanımlamanın başka " -"bir yolu yok.\n" -"Lütfen bir isim verin, veya benzersiz bir kimlikle dışa aktarıldığından emin " -"olun." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Örgüleri, yeniden içe aktarım sırasında, kaynak dosyaları olarak kaydetmek " -"için yolları ayarla" - -msgid "Set Paths" -msgstr "Yolları Ayarla" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Bu animasyon, zaten mevcut bir dış kaynağa kaydediyor, bir işlem yapılmayacak." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Animasyonları, yeniden içe aktarma sırasında, kaynak dosyalarına kaydetmek " -"için yolları ayarlayın" - -msgid "Can't make material external to file, write error:" -msgstr "Malzeme, dosyaya harici yapılamıyor, yazma hatası:" - -msgid "Actions..." -msgstr "Eylemler..." - -msgid "Extract Materials" -msgstr "Malzemeleri Çıkart" - -msgid "Set Animation Save Paths" -msgstr "Animasyon Kayıt Yollarını Ayarla" - -msgid "Set Mesh Save Paths" -msgstr "Örgü Kayıt Yollarını Ayarla" - -msgid "Meshes" -msgstr "Örgüler" - -msgid "Materials" -msgstr "Malzemeler" - -msgid "Selected Animation Play/Pause" -msgstr "Seçili Animasyonu Oynat/Duraklat" - -msgid "Save Extension:" -msgstr "Uzantıyı Kaydet:" - -msgid "Text: *.tres" -msgstr "Metin: *.tres" - -msgid "Binary: *.res" -msgstr "İkili-tip: *.res" - -msgid "Text Resource" -msgstr "Metin Kaynağı" - -msgid "Binary Resource" -msgstr "İkili-tip Kaynak" - msgid "Importer:" msgstr "İçe Aktarıcı:" @@ -6154,6 +6018,9 @@ msgstr "%s ayarını, %d düğümleri üzerinde ayarla" msgid "%s (%d Selected)" msgstr "%s (%d Seçildi)" +msgid "Groups" +msgstr "Gruplar" + msgid "Select a single node to edit its signals and groups." msgstr "Sinyallerini ve gruplarını düzenlemek için, tek bir düğüm seç." @@ -6289,9 +6156,6 @@ msgstr "Animasyon Ekle" msgid "Add %s" msgstr "%s Ekle" -msgid "Load..." -msgstr "Yükle..." - msgid "Move Node Point" msgstr "Düğüm Noktasını Taşı" @@ -6535,27 +6399,15 @@ msgstr "Animasyonu Kaydet" msgid "Make Animation Unique: %s" msgstr "Animasyonu Benzersiz Yap: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Geçersiz AnimationLibrary (animasyon kütüphanesi) dosyası." - -msgid "This library is already added to the mixer." -msgstr "Bu kütüphane zaten karıştırıcıya eklenmiştir." - -msgid "Invalid Animation file." -msgstr "Geçersiz Animasyon dosyası." - -msgid "This animation is already added to the library." -msgstr "Bu animasyon, kütüphaneye zaten eklenmiş." - -msgid "Load Animation into Library: %s" -msgstr "Animasyonu Kütüphaneye Yükle: %s" - msgid "Save Animation library to File: %s" msgstr "Animasyon kütüphanesini Dosyaya kaydet: %s" msgid "Save Animation to File: %s" msgstr "Animasyonu Dosyaya Kaydet: %s" +msgid "Load Animation into Library: %s" +msgstr "Animasyonu Kütüphaneye Yükle: %s" + msgid "Rename Animation Library: %s" msgstr "Animasyon Kütüphanesini Yeniden İsimlendir: %s" @@ -6592,36 +6444,9 @@ msgstr "[harici]" msgid "[imported]" msgstr "[içe aktarılmış]" -msgid "Add Animation to Library" -msgstr "Animasyonu Kütüphaneye Ekle" - -msgid "Load animation from file and add to library" -msgstr "Dosyadan animasyon yükle ve kütüphaneye ekle" - -msgid "Paste Animation to Library from clipboard" -msgstr "Animasyonu, panodan Kütüphaneye yapıştır" - -msgid "Save animation library to resource on disk" -msgstr "Animasyon kütüphanesini, diskteki kaynağa kaydet" - -msgid "Remove animation library" -msgstr "Animasyon kütüphanesini kaldır" - -msgid "Copy animation to clipboard" -msgstr "Animasyonu panoya kopyala" - -msgid "Save animation to resource on disk" -msgstr "Animasyonu, diskteki kaynağa kaydet" - -msgid "Remove animation from Library" -msgstr "Animasyonu Kütüphaneden kaldır" - msgid "Edit Animation Libraries" msgstr "Animasyon Kütüphanelerini Düzenle" -msgid "Add Library" -msgstr "Kütüphane Ekle" - msgid "Load Library" msgstr "Kütüphane Yükle" @@ -6982,6 +6807,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Son" +msgid "Failed to get repository configuration." +msgstr "Depo yapılandırmasının alınması başarısı oldu." + msgid "All" msgstr "Tümü" @@ -7021,9 +6849,6 @@ msgstr "Yer:" msgid "Support" msgstr "Destek" -msgid "Failed to get repository configuration." -msgstr "Depo yapılandırmasının alınması başarısı oldu." - msgid "Assets ZIP File" msgstr "Varlıkların ZIP Dosyası" @@ -7192,6 +7017,9 @@ msgstr "Kılavuzları Temizle" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Düğüm(ler)den Özel Bone2D(ler) (2B kemik) Oluştur" +msgid "Cancel Transformation" +msgstr "Dönüşümü İptal Et" + msgid "Zoom to 3.125%" msgstr "%3.125'e yakınlaştır" @@ -7341,15 +7169,9 @@ msgstr "Seçilen düğümün kilidini aç, seçilebilir ve hareket ettirilebilir msgid "Unlock Selected Node(s)" msgstr "Seçilmiş Düğüm(ler)in Kilidini Aç" -msgid "Make selected node's children not selectable." -msgstr "Seçili düğümün alt-öğelerini seçilemez yap." - msgid "Group Selected Node(s)" msgstr "Seçilen Düğümleri Grupla" -msgid "Make selected node's children selectable." -msgstr "Seçili düğümün alt-öğelerini seçilebilir yap." - msgid "Ungroup Selected Node(s)" msgstr "Seçilen Düğümleri Dağıt" @@ -7395,11 +7217,8 @@ msgstr "Sıfır Noktasını Göster" msgid "Show Viewport" msgstr "Çerçeveyi Göster" -msgid "Show Group And Lock Icons" -msgstr "Grupları ve Kilit Simgelerini Göster" - -msgid "Show Transformation Gizmos" -msgstr "Dönüşüm Aletlerini Göster" +msgid "Gizmos" +msgstr "Aletler" msgid "Center Selection" msgstr "Seçimi Merkeze Getir" @@ -7434,6 +7253,9 @@ msgstr "Anahtar eklemek için ölçekleme maskesi." msgid "Insert keys (based on mask)." msgstr "Anahtarları Gir (maskeye dayalı olarak)." +msgid "Insert Key" +msgstr "Anahtar Ekle" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7469,24 +7291,11 @@ msgstr "Izgara adımını 2'ye böl" msgid "Adding %s..." msgstr "%s Ekleniyor..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Geçerli sahnenin kök düğümünün alt-öğesi olarak eklemek için, sürükle ve " -"bırak." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"Seçili düğümün alt-öğesi olarak eklemek için, bırakırken %s tuşuna basılı tut." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Seçilen düğümün kardeş-öğesi olarak eklemek için, bırakırken ÜstKrkt basılı " "tut." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "" -"Farklı bir düğüm türü olarak eklemek için, bırakırken Alt tuşuna basılı tut." - msgid "Cannot instantiate multiple nodes without root." msgstr "Bir kök olmadan çoklu düğümler oluşturulamaz." @@ -7688,12 +7497,24 @@ msgstr "Merkezde" msgid "Capture Colors from Pixel" msgstr "Renkleri Pikselden Yakala" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Görünürlük AABB'si Üretiliyor (Parçacık Benzetimi Bekleniyor)" + +msgid "Generate Visibility AABB" +msgstr "Görünebilirlik AABB'si Üret" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "AABB Üret" + msgid "Create Emission Points From Node" msgstr "Düğümden Yayılım Noktaları Oluştur" +msgid "Generation Time (sec):" +msgstr "Üretme Süresi (sn):" + msgid "Load Curve Preset" msgstr "Eğri HazırAyarını Yükle" @@ -7864,14 +7685,6 @@ msgstr "" "kalacak, ve düzenleyicinin kendisi dışında başlatılan yeni oturumları " "dinleyecektir." -msgid "Run Multiple Instances" -msgstr "Birden Çok Örnek Çalıştır" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "%d Örneklemeyi çalıştır" -msgstr[1] "%d Örnekleme çalıştır" - msgid "Size: %s" msgstr "Boyut: %s" @@ -7995,9 +7808,6 @@ msgstr "Yayılım Maskesini Temizle" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Üretme Süresi (sn):" - msgid "The geometry's faces don't contain any area." msgstr "Geometrik şeklin yüzeyleri herhangi bir alana sahip değiller." @@ -8037,18 +7847,9 @@ msgstr "Bir işlemci malzeme türü olan 'ParticleProcessMaterial' gereklidir." msgid "Convert to CPUParticles3D" msgstr "CPUParticles3D'ye dönüştür" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Görünürlük AABB'si Üretiliyor (Parçacık Benzetimi Bekleniyor)" - -msgid "Generate Visibility AABB" -msgstr "Görünebilirlik AABB'si Üret" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "AABB Üret" - msgid "Low" msgstr "Düşük" @@ -8140,9 +7941,6 @@ msgstr "Hiç bir düzenleyici sahne kökü bulunamadı." msgid "Lightmap data is not local to the scene." msgstr "Işık haritası verileri, sahneye yerel değil." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "En büyük doku boyutu ışık haritası görüntüleri için çok küçük." - msgid "Bake Lightmaps" msgstr "Işık-Haritalarını Pişir" @@ -8630,9 +8428,6 @@ msgstr "%d Yüzeyinin Üzerine Yazma Malzemesini Ayarla" msgid "Set Material Override" msgstr "Malzemenin Üzerine Yazmayı Ayarla" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Birden fazla seçili düğümün üzerine sürükle-bırak yapılamaz." - msgid "None" msgstr "Hiçbiri" @@ -8816,9 +8611,6 @@ msgstr "Dönüşümü XZ Düzlemine Kilitle" msgid "Lock Transformation to XY plane" msgstr "Dönüşümü XY Düzlemine Kilitle" -msgid "Cancel Transformation" -msgstr "Dönüşümü İptal Et" - msgid "Begin Translate Transformation" msgstr "Taşıma Dönüşümüne Başla" @@ -9011,9 +8803,6 @@ msgstr "3 Çerçeve (diğer)" msgid "4 Viewports" msgstr "4 Çerçeve" -msgid "Gizmos" -msgstr "Aletler" - msgid "View Origin" msgstr "Sıfır Noktasını Gör" @@ -9038,9 +8827,6 @@ msgstr "Tutunmayı Ölçekle (%):" msgid "Viewport Settings" msgstr "Çerçeve Ayarları" -msgid "Perspective FOV (deg.):" -msgstr "Bakış Açılı FOV (derece):" - msgid "View Z-Near:" msgstr "Z-Yakını Gör:" @@ -9219,6 +9005,9 @@ msgstr "Noktayı Sil" msgid "Close Curve" msgstr "Eğriyi Kapat" +msgid "Please Confirm..." +msgstr "Lütfen Doğrulayın..." + msgid "Mirror Handle Angles" msgstr "Tutamaç Açılarını Yansıt" @@ -9752,6 +9541,9 @@ msgstr "Kod Bölgesi Oluştur" msgid "Unfold All Lines" msgstr "Tüm Satırları Genişlet" +msgid "Duplicate Selection" +msgstr "Seçimin Kopyasını Oluştur" + msgid "Duplicate Lines" msgstr "Satırları Çoğalt" @@ -9818,21 +9610,9 @@ msgstr "Çıkmadan önce, şu gölgelendirici(ler)deki değişiklikler kaydedils msgid "Shader Editor" msgstr "Gölgelendirici Düzenleyicisi" -msgid "New Shader Include" -msgstr "Yeni Gölgelendirici Dahil Etmesi" - -msgid "Load Shader File" -msgstr "Gölgelendirici Dosyası Yükle" - -msgid "Load Shader Include File" -msgstr "Gölgelendirici Dahil Etme Dosyasını Yükle" - msgid "Save File" msgstr "Dosyayı Kaydet" -msgid "Save File As" -msgstr "Dosyayı Farklı Kaydet" - msgid "Open File in Inspector" msgstr "Dosyayı Denetleyicide Aç" @@ -9974,10 +9754,6 @@ msgstr "Yabancı bir sahnedeki bir grafik öğe dönüştürülemiyor." msgid "Can't convert an empty sprite to mesh." msgstr "Boş bir grafik öğe örgüye dönüştürülemiyor." -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Animasyon kareleri kullanan bir grafik öğe, bir örgüye dönüştürülemiyor." - msgid "Invalid geometry, can't replace by mesh." msgstr "Geçersiz geometri, örgü ile değiştirilemiyor." @@ -11013,13 +10789,6 @@ msgstr "Saçılıyor:" msgid "Tiles" msgstr "Karolar" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"Bu KaroHaritası'nın KaroSet'i için yapılandırılmış bir kaynak yok. Bir tane " -"eklemek için alttaki KaroSeti sekmesine gidin." - msgid "Sort sources" msgstr "Kaynakları sırala" @@ -11062,12 +10831,6 @@ msgstr "" "Bağlantı kipi: bir araziyi boyar, sonra aynı araziyi çevreleyen karolarla " "bağlar." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Yol kipi: bir araziyi boyar, sonra aynı çizgide boyanan önceki karoya bağlar." - msgid "Terrains" msgstr "Araziler" @@ -11394,9 +11157,6 @@ msgstr "" "beklenmedik veri kaybına neden olabilir. Bu kimliği değiştirirken dikkatli " "olun." -msgid "ID: %d" -msgstr "Kimlik: %d" - msgid "Add a Scene Tile" msgstr "Sahne Karosu Ekle" @@ -12794,215 +12554,8 @@ msgstr "VoxelGI Pişir" msgid "Select path for VoxelGI Data File" msgstr "VoxelGI Veri Dosyası için yol seç" -msgid "The path specified doesn't exist." -msgstr "Belirtilen yol mevcut değil." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Paket dosyası açılırken hata (ZIP biçiminde değil)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Geçersiz \".zip\" proje dosyası; içerisinde \"project.godot\" dosyası " -"içermiyor." - -msgid "Please choose an empty folder." -msgstr "Lütfen boş bir klasör seçin." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Lütfen bir \"project.godot\" ya da onu içeren bir klasör veya bir \".zip\" " -"dosyası seçin." - -msgid "This directory already contains a Godot project." -msgstr "Bu klasörde zaten bir Godot projesi var." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Seçilen yolda bir proje kaydedemezsiniz. Lütfen yeni bir klasör oluşturun " -"veya yeni bir yol seçin." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "Seçilen yol boş değil. Boş bir klasör seçilmesi önemle tavsiye edilir." - -msgid "New Game Project" -msgstr "Yeni Oyun Projesi" - -msgid "Imported Project" -msgstr "İçe Aktarılan Proje" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Lütfen bir \"project.godot\" veya \".zip\" dosyası seçin." - -msgid "Invalid project name." -msgstr "Geçersiz proje ismi." - -msgid "Couldn't create folder." -msgstr "Klasör oluşturulamadı." - -msgid "There is already a folder in this path with the specified name." -msgstr "Bu yolda, belirtilen isimde bir klasör zaten var." - -msgid "It would be a good idea to name your project." -msgstr "Projenizi isimlendirmek iyi bir fikir olabilir." - -msgid "Supports desktop platforms only." -msgstr "Sadece masaüstü platformları destekler." - -msgid "Advanced 3D graphics available." -msgstr "Gelişmiş 3B grafikler mevcuttur." - -msgid "Can scale to large complex scenes." -msgstr "Büyük karmaşık sahnelere ölçeklenebilir." - -msgid "Uses RenderingDevice backend." -msgstr "RenderingDevice arka-uç'unu kullanır." - -msgid "Slower rendering of simple scenes." -msgstr "Basit sahneler için daha yavaş işleme." - -msgid "Supports desktop + mobile platforms." -msgstr "Masaüstü + mobil platformları destekler." - -msgid "Less advanced 3D graphics." -msgstr "Daha az gelişmiş 3B grafikler." - -msgid "Less scalable for complex scenes." -msgstr "Karmaşık sahneler için daha az ölçeklenebilirlik." - -msgid "Fast rendering of simple scenes." -msgstr "Basit sahneler için hızlı işleme." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Masaüstü, mobil + web platformlarını destekler." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "" -"En az gelişmiş 3B grafikler (şu anda üzerinde-çalışmaya-devam ediliyor)." - -msgid "Intended for low-end/older devices." -msgstr "Düşük seviyeli / eski cihazlar için kullanımı amaçlanmıştır." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "OpenGL 3 arkauç'unu kullanır (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Basit sahneler için en hızlı işleme." - -msgid "Invalid project path (changed anything?)." -msgstr "Geçersiz proje yolu (bir şey mi değiştirdiniz?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Proje, '%s' yoluna kaydedilemedi (hata: %d)." - -msgid "Warning: This folder is not empty" -msgstr "Uyarı: Bu klasör boş değil" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Boş olmayan bir klasörde bir Godot projesi oluşturmak üzeresiniz.\n" -"Bu klasörün tüm içeriği proje kaynakları olarak içe aktarılacaktır!\n" -"\n" -"Devam etmek istediğinizden emin misiniz?" - -msgid "Couldn't create project.godot in project path." -msgstr "Proje yolunda \"project.godot\" dosyası oluşturulamadı." - -msgid "Couldn't create icon.svg in project path." -msgstr "Proje yolunda \"icon.svg\" oluşturulamadı." - -msgid "Error opening package file, not in ZIP format." -msgstr "Paket dosyası açılırken hata oluştu, ZIP biçimde değil." - -msgid "The following files failed extraction from package:" -msgstr "Aşağıdaki dosyaların, paketten çıkartılma işlemi başarısız oldu:" - -msgid "Package installed successfully!" -msgstr "Paket başarıyla kuruldu!" - -msgid "Rename Project" -msgstr "Projeyi Yeniden Adlandır" - -msgid "Import Existing Project" -msgstr "Var Olan Projeyi İçe Aktar" - -msgid "Import & Edit" -msgstr "İçe Aktar & Düzenle" - -msgid "Create New Project" -msgstr "Yeni Proje Oluştur" - -msgid "Create & Edit" -msgstr "Oluştur & Düzenle" - -msgid "Install Project:" -msgstr "Projeyi Kur:" - -msgid "Install & Edit" -msgstr "Kur & Düzenle" - -msgid "Project Name:" -msgstr "Proje İsmi:" - -msgid "Project Path:" -msgstr "Proje Yolu:" - -msgid "Project Installation Path:" -msgstr "Proje Yükleme Yolu:" - -msgid "Renderer:" -msgstr "İşleyici:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"İşleyici daha sonra değiştirilebilir, ancak sahnelerin uyumlandırılması " -"gerekebilir." - -msgid "Version Control Metadata:" -msgstr "Sürüm Denetimi Metaverileri:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "" -"Bu projenin en son düzenlenmesi, Godot'nun farklı bir sürümüyle yapılmış. " - -msgid "This project uses features unsupported by the current build:" -msgstr "" -"Bu proje, mevcut derleme tarafından desteklenmeyen özellikler kullanıyor:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Hata: Proje, dosya sisteminde mevcut değil." - -msgid "Missing Project" -msgstr "Eksik Proje" - -msgid "Local" -msgstr "Yerel" - -msgid "Local Projects" -msgstr "Yerel Projeler" - -msgid "Asset Library Projects" -msgstr "Varlık Kütüphanesi Projeleri" - -msgid "Can't open project at '%s'." -msgstr "'%s' yolundaki proje açılamıyor." +msgid "Are you sure to run %d projects at once?" +msgstr "%d projenin hepsini tek seferde çalıştırmak istediğinize emin misiniz?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -13154,24 +12707,26 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Yine de açılsın mı? Projede değiştirmeler yapılacaktır." +msgid "Remove %d projects from the list?" +msgstr "%d proje listeden kaldırılsın mı?" + +msgid "Remove this project from the list?" +msgstr "Bu proje listeden kaldırılsın mı?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"Proje çalıştırılamıyor: belirlenmiş bir ana sahne yok.\n" -"Lütfen projeyi düzenleyin ve \"Proje Ayarları\" ndaki \"Uygulama\" kategorisi " -"altında ana sahneyi ayarlayın." +"Tüm eksik projeler listeden kaldırılsın mı?\n" +"Proje klasörlerinin içeriği değiştirilmeyecek." msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Proje Çalıştırılamıyor: Varlıkların içe aktarılmış olması gerekir.\n" -"Lütfen, ilk içe aktarmayı tetiklemek için projeyi düzenleyin." +"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir." -msgid "Are you sure to run %d projects at once?" -msgstr "%d projenin hepsini tek seferde çalıştırmak istediğinize emin misiniz?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Proje, '%s' yoluna kaydedilemedi (hata: %d)." msgid "Tag name can't be empty." msgstr "Etiket ismi boş olamaz." @@ -13185,27 +12740,6 @@ msgstr "Şu karakterlere, etiketlerde izin verilmez: '%s'." msgid "Tag name must be lowercase." msgstr "Etiket ismi küçük harflerle yazılmalıdır." -msgid "Remove %d projects from the list?" -msgstr "%d proje listeden kaldırılsın mı?" - -msgid "Remove this project from the list?" -msgstr "Bu proje listeden kaldırılsın mı?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Tüm eksik projeler listeden kaldırılsın mı?\n" -"Proje klasörlerinin içeriği değiştirilmeyecek." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Dil değiştirildi.\n" -"Değişiklik, düzenleyici veya proje yöneticisi yeniden başladığında etkili " -"olacak." - msgctxt "Application" msgid "Project Manager" msgstr "Proje Yöneticisi" @@ -13243,9 +12777,18 @@ msgstr "Son Düzenleme" msgid "Tags" msgstr "Etiketler" +msgid "Create New Project" +msgstr "Yeni Proje Oluştur" + +msgid "Import Existing Project" +msgstr "Var Olan Projeyi İçe Aktar" + msgid "Edit Project" msgstr "Projeyi Düzenle" +msgid "Rename Project" +msgstr "Projeyi Yeniden Adlandır" + msgid "Manage Tags" msgstr "Etiketleri Yönet" @@ -13255,12 +12798,6 @@ msgstr "Projeyi Kaldır" msgid "Remove Missing" msgstr "Eksikleri Kaldır" -msgid "About" -msgstr "Hakkında" - -msgid "Restart Now" -msgstr "Şimdi Yeniden Başlat" - msgid "Select a Folder to Scan" msgstr "Tarama İçin Bir Klasör Seç" @@ -13295,16 +12832,6 @@ msgstr "" "ÖNEMLİ: Dönüştürmeden önce projenizi yedeklediğinizden emin olun, çünkü bu " "işlem Godot'un eski sürümleriyle açılmasını imkansız hale getirir." -msgid "Can't run project" -msgstr "Proje çalıştırılamıyor" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Herhangi bir projeye sahip değilsin.\n" -"Varlık Kütüphanesi'ndeki resmi örnek projeleri incelemek ister misin?" - msgid "Manage Project Tags" msgstr "Proje Etiketlerini Yönet" @@ -13326,6 +12853,184 @@ msgstr "Yeni Etiket Oluştur" msgid "Tags are capitalized automatically when displayed." msgstr "Etiketler görüntülenirken otomatik olarak büyük harfe çevrilir." +msgid "The path specified doesn't exist." +msgstr "Belirtilen yol mevcut değil." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Paket dosyası açılırken hata (ZIP biçiminde değil)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "" +"Geçersiz \".zip\" proje dosyası; içerisinde \"project.godot\" dosyası " +"içermiyor." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Lütfen bir \"project.godot\" ya da onu içeren bir klasör veya bir \".zip\" " +"dosyası seçin." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Seçilen yolda bir proje kaydedemezsiniz. Lütfen yeni bir klasör oluşturun " +"veya yeni bir yol seçin." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "Seçilen yol boş değil. Boş bir klasör seçilmesi önemle tavsiye edilir." + +msgid "New Game Project" +msgstr "Yeni Oyun Projesi" + +msgid "Imported Project" +msgstr "İçe Aktarılan Proje" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Lütfen bir \"project.godot\" veya \".zip\" dosyası seçin." + +msgid "Invalid project name." +msgstr "Geçersiz proje ismi." + +msgid "Couldn't create folder." +msgstr "Klasör oluşturulamadı." + +msgid "There is already a folder in this path with the specified name." +msgstr "Bu yolda, belirtilen isimde bir klasör zaten var." + +msgid "It would be a good idea to name your project." +msgstr "Projenizi isimlendirmek iyi bir fikir olabilir." + +msgid "Supports desktop platforms only." +msgstr "Sadece masaüstü platformları destekler." + +msgid "Advanced 3D graphics available." +msgstr "Gelişmiş 3B grafikler mevcuttur." + +msgid "Can scale to large complex scenes." +msgstr "Büyük karmaşık sahnelere ölçeklenebilir." + +msgid "Uses RenderingDevice backend." +msgstr "RenderingDevice arka-uç'unu kullanır." + +msgid "Slower rendering of simple scenes." +msgstr "Basit sahneler için daha yavaş işleme." + +msgid "Supports desktop + mobile platforms." +msgstr "Masaüstü + mobil platformları destekler." + +msgid "Less advanced 3D graphics." +msgstr "Daha az gelişmiş 3B grafikler." + +msgid "Less scalable for complex scenes." +msgstr "Karmaşık sahneler için daha az ölçeklenebilirlik." + +msgid "Fast rendering of simple scenes." +msgstr "Basit sahneler için hızlı işleme." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Masaüstü, mobil + web platformlarını destekler." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "" +"En az gelişmiş 3B grafikler (şu anda üzerinde-çalışmaya-devam ediliyor)." + +msgid "Intended for low-end/older devices." +msgstr "Düşük seviyeli / eski cihazlar için kullanımı amaçlanmıştır." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "OpenGL 3 arkauç'unu kullanır (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Basit sahneler için en hızlı işleme." + +msgid "Invalid project path (changed anything?)." +msgstr "Geçersiz proje yolu (bir şey mi değiştirdiniz?)." + +msgid "Warning: This folder is not empty" +msgstr "Uyarı: Bu klasör boş değil" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Boş olmayan bir klasörde bir Godot projesi oluşturmak üzeresiniz.\n" +"Bu klasörün tüm içeriği proje kaynakları olarak içe aktarılacaktır!\n" +"\n" +"Devam etmek istediğinizden emin misiniz?" + +msgid "Couldn't create project.godot in project path." +msgstr "Proje yolunda \"project.godot\" dosyası oluşturulamadı." + +msgid "Couldn't create icon.svg in project path." +msgstr "Proje yolunda \"icon.svg\" oluşturulamadı." + +msgid "Error opening package file, not in ZIP format." +msgstr "Paket dosyası açılırken hata oluştu, ZIP biçimde değil." + +msgid "The following files failed extraction from package:" +msgstr "Aşağıdaki dosyaların, paketten çıkartılma işlemi başarısız oldu:" + +msgid "Package installed successfully!" +msgstr "Paket başarıyla kuruldu!" + +msgid "Import & Edit" +msgstr "İçe Aktar & Düzenle" + +msgid "Create & Edit" +msgstr "Oluştur & Düzenle" + +msgid "Install Project:" +msgstr "Projeyi Kur:" + +msgid "Install & Edit" +msgstr "Kur & Düzenle" + +msgid "Project Name:" +msgstr "Proje İsmi:" + +msgid "Project Path:" +msgstr "Proje Yolu:" + +msgid "Project Installation Path:" +msgstr "Proje Yükleme Yolu:" + +msgid "Renderer:" +msgstr "İşleyici:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"İşleyici daha sonra değiştirilebilir, ancak sahnelerin uyumlandırılması " +"gerekebilir." + +msgid "Version Control Metadata:" +msgstr "Sürüm Denetimi Metaverileri:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Bu projenin en son düzenlenmesi, Godot'nun farklı bir sürümüyle yapılmış. " + +msgid "This project uses features unsupported by the current build:" +msgstr "" +"Bu proje, mevcut derleme tarafından desteklenmeyen özellikler kullanıyor:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Hata: Proje, dosya sisteminde mevcut değil." + +msgid "Missing Project" +msgstr "Eksik Proje" + +msgid "Restart Now" +msgstr "Şimdi Yeniden Başlat" + msgid "Add Project Setting" msgstr "Proje Ayarı Ekle" @@ -13402,9 +13107,6 @@ msgstr "Son Ek:" msgid "Use Regular Expressions" msgstr "Düzenli İfadeler Kullan" -msgid "Advanced Options" -msgstr "Gelişmiş Seçenekler" - msgid "Substitute" msgstr "Yerine Geçir" @@ -13590,12 +13292,6 @@ msgstr "Betiği Ayır" msgid "This operation can't be done on the tree root." msgstr "Bu işlem, ağacın kök düğümü üzerinde yapılamaz." -msgid "Move Node In Parent" -msgstr "Üst-öğedeki Düğümü Taşı" - -msgid "Move Nodes In Parent" -msgstr "Üst-öğedeki Düğümleri Taşı" - msgid "Duplicate Node(s)" msgstr "Düğüm(ler)in Kopyasını Oluştur" @@ -13722,9 +13418,6 @@ msgstr "Yeni Sahne Kökü" msgid "Create Root Node:" msgstr "Kök Düğüm Oluştur:" -msgid "Switch to Favorite Nodes" -msgstr "Sık Kullanılan Düğümlere Geç" - msgid "Other Node" msgstr "Diğer Düğüm" @@ -13799,6 +13492,17 @@ msgstr "Seçilene Otomatik Genişlet" msgid "All Scene Sub-Resources" msgstr "Tüm Sahne Alt-Kaynakları" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Düğümleri isimlerinin, türlerinin (\"type:\" veya \"t:\" öneki ile) ya da " +"gruplarının (\"group:\" veya \"g:\" öneki ile)\n" +"bir parçasını girerek filtreleyin. Filtreleme büyük/küçük harfe duyarlı " +"değildir." + msgid "Filter by Type" msgstr "Türe Göre Filtrele" @@ -13860,12 +13564,6 @@ msgstr "Türü Değiştir..." msgid "Attach Script..." msgstr "Betik İliştir..." -msgid "Extend Script..." -msgstr "Betiği Genişlet..." - -msgid "Reparent to New Node" -msgstr "Yeni Düğüme Üst-öğe Yap" - msgid "Make Scene Root" msgstr "Sahne Kökü Yap" @@ -13888,17 +13586,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Filtre: isim, t:tür, g:grup" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Düğümleri isimlerinin, türlerinin (\"type:\" veya \"t:\" öneki ile) ya da " -"gruplarının (\"group:\" veya \"g:\" öneki ile)\n" -"bir parçasını girerek filtreleyin. Filtreleme büyük/küçük harfe duyarlı " -"değildir." - msgid "Attach a new or existing script to the selected node." msgstr "Seçili düğüme yeni veya mevcut bir betik iliştir." @@ -13920,6 +13607,9 @@ msgstr "" "takılmasına neden olur.\n" "Performansı artırmak için Yerel sahne ağacı yuvasına geri geçin." +msgid "Local" +msgstr "Yerel" + msgid "Delete Related Animation Tracks" msgstr "İlgili Animasyon İzlerini Sil" @@ -14078,12 +13768,6 @@ msgstr "Gölgelendirici Oluştur" msgid "Set Shader Global Variable" msgstr "Gölgelendirici Genel Değişkenini Ayarla" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Lütfen geçerli bir gölgelendirici tekdüze tanımlayıcı ismi belirtin." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Genel gölgelendirici parametresi '%s' zaten var" - msgid "Name '%s' is a reserved shader language keyword." msgstr "'%s' ismi gölgelendirici dili için ayrılmış bir anahtar kelimedir." @@ -14153,13 +13837,6 @@ msgstr "Yeniden Başlat ve Güncelle" msgid "Make this panel floating in the screen %d." msgstr "Bu paneli %d ekranında yüzer hale getir." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Bu paneli yüzer hale getir.\n" -"Ekran seçiciyi açmak için sağ tıklayın." - msgid "Select Screen" msgstr "Ekran Seç" @@ -14286,21 +13963,6 @@ msgstr "" "'.blend' dosyası içe aktarımının devre dışı bırakılması, düzenleyicinin " "yeniden başlatılmasını gerektirir." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"Proje ayarlarında Blend dosyası içe aktarma etkinleştirildi, ancak " -"düzenleyici ayarlarında bir Blender yolu yapılandırılmadı. Blend dosyaları " -"içe aktarılmayacak." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"Blend dosyası içe aktarma etkinleştirildi, ancak Blender yolu erişilebilir " -"bir klasörü göstermiyor. Blend dosyaları içe aktarılmayacak." - msgid "Next Plane" msgstr "Sonraki Düzlem" @@ -14913,6 +14575,14 @@ msgstr "" "\"En Küçük SDK\" değeri %d 'den büyük veya ona eşit olmalıdır (\"%s\" " "işleyicisi için)." +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"Proje ismi, paket adı biçimi gereksinimlerini karşılamıyor ve \"%s\" olarak " +"güncellenecektir. Gerekirse lütfen paket adını açık şekilde belirtin." + msgid "Code Signing" msgstr "Kod İmzalama" @@ -14984,18 +14654,6 @@ msgstr "" "gradle ile derlenmiş bir şablondan derleme yapılmaya çalışılıyor, ancak bunun " "için bir sürüm belirtilmemiş. Lütfen 'Proje' menüsünden yeniden yükleyin." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Android derlemesi sürüm uyumsuzluğu: Yüklü Şablon: %s, Godot versiyonu: %s. " -"Lütfen 'Proje' menüsünden Android derleme şablonunu yeniden yükleyin." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Proje ismiyle res://android/build/res/*.xml dosyalarının üzerine yazılamıyor." - msgid "Could not export project files to gradle project." msgstr "Proje dosyaları gradle projesine aktarılamadı." @@ -15745,16 +15403,6 @@ msgstr "" "sayılır." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"ÇarpışmaŞekil2B, yalnızca ÇarpışmaŞekil2B'den türeyen düğümlere bir şekil " -"vermeye hizmet eder. Lütfen onu yalnızca şunlara şekil vermek için, onların " -"alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, KatıCisim2B, " -"HareketliCisim2B, vb." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -16047,12 +15695,6 @@ msgstr "" "verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"İçbükeyÇokgenŞekil3B (ConcavePolygonShape3D), durağan harici kiplerde " -"KatıCisim3B (RigidBody3D)'yi desteklemez." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde KatıCisim3B " @@ -16240,13 +15882,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Sonda İvme Yapıları Oluşturuluyor" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"GL Uyumluluk arka-ucu kullanılırken, henüz GI Işık Haritası (LightmapGI) " -"düğümleri desteklenmiyor. Destek gelecekteki bir sürümde eklenecektir." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "Bir 3B Gezinti Vekili (NavigationAgent3D), sadece üst-öğe düğümden miras alan " @@ -16601,9 +16236,6 @@ msgstr "" msgid "Alert!" msgstr "Uyarı!" -msgid "Please Confirm..." -msgstr "Lütfen Doğrulayın..." - msgid "You don't have permission to access contents of this folder." msgstr "Bu klasörün içeriğine erişim izniniz yok." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index d80cd5351b..caf73d135d 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -42,21 +42,22 @@ # сэр Аноним <mcptminei@gmail.com>, 2024. # EmerickGrimm <dmytry.vynarchuk@gmail.com>, 2024. # Yulian <yulian.mysko@gmail.com>, 2024. +# Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>, 2024. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-01 17:01+0000\n" -"Last-Translator: сэр Аноним <mcptminei@gmail.com>\n" +"PO-Revision-Date: 2024-02-11 04:06+0000\n" +"Last-Translator: Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot/uk/>\n" "Language: uk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\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" +"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 5.4-dev\n" msgid "Main Thread" @@ -501,9 +502,6 @@ msgstr "Редагувати подію" msgid "Remove Event" msgstr "Вилучити подію" -msgid "Filter by name..." -msgstr "Фільтрувати по назві..." - msgid "Clear All" msgstr "Очистити все" @@ -627,33 +625,6 @@ msgstr "Неможливо змінити режим циклу для анім msgid "Can't change loop mode on animation embedded in another scene." msgstr "Неможливо змінити режим циклу для анімації, вбудованої в іншу сцену." -msgid "Property Track" -msgstr "Доріжка властивостей" - -msgid "3D Position Track" -msgstr "Доріжка 3D позицій" - -msgid "3D Rotation Track" -msgstr "Доріжка 3D обертань" - -msgid "3D Scale Track" -msgstr "Доріжка 3D масштабування" - -msgid "Blend Shape Track" -msgstr "Доріжка змішаних форм" - -msgid "Call Method Track" -msgstr "Доріжка виклику методів" - -msgid "Bezier Curve Track" -msgstr "Доріжка кривої Безьє" - -msgid "Audio Playback Track" -msgstr "Доріжка відтворення звуку" - -msgid "Animation Playback Track" -msgstr "Доріжка відтворення анімації" - msgid "Animation length (frames)" msgstr "Тривалість анімації (у кадрах)" @@ -786,9 +757,6 @@ msgstr "Затиснута інтерполяція циклу" msgid "Wrap Loop Interp" msgstr "Загорнута інтерполяція циклу" -msgid "Insert Key" -msgstr "Вставити ключ" - msgid "Duplicate Key(s)" msgstr "Дублювати ключі" @@ -948,12 +916,6 @@ msgstr "Клавіші масштабування анімації" msgid "Make Easing Keys" msgstr "Створити ключі плавного переходу" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Цей параметр не працює для редагування кривих Безьє, оскільки це лише " -"одинарна доріжка." - msgid "Animation Add RESET Keys" msgstr "Додати до анімації RESET-ключі" @@ -1044,24 +1006,6 @@ msgstr "Редагувати" msgid "Animation properties." msgstr "Властивості анімації." -msgid "Copy Tracks" -msgstr "Копіювати доріжки" - -msgid "Scale Selection" -msgstr "Вибір масштабу" - -msgid "Scale From Cursor" -msgstr "Масштаб від курсору" - -msgid "Make Easing Selection" -msgstr "Зробити плавний вибір" - -msgid "Duplicate Selection" -msgstr "Дублювати позначене" - -msgid "Duplicate Transposed" -msgstr "Дублювати транспоноване" - msgid "Delete Selection" msgstr "Вилучити позначене" @@ -1074,15 +1018,6 @@ msgstr "До попереднього кроку" msgid "Apply Reset" msgstr "Застосувати скидання" -msgid "Bake Animation" -msgstr "Запекти анімацію" - -msgid "Optimize Animation (no undo)" -msgstr "Оптимізувати анімацію (без скасування)" - -msgid "Clean-Up Animation (no undo)" -msgstr "Очищення анімації (без скасування)" - msgid "Pick a node to animate:" msgstr "Виберіть вузол для анімації:" @@ -2020,6 +1955,9 @@ msgstr "Пакунок «%s» успішно встановлено!" msgid "Success!" msgstr "Успіх!" +msgid "Asset:" +msgstr "Ассет:" + msgid "Open the list of the asset contents and select which files to install." msgstr "" "Відкрийте список вмісту ресурсу і виберіть файли, які потрібно встановити." @@ -2289,11 +2227,14 @@ msgstr "Шрифти SIL Graphite" msgid "Multi-channel Signed Distance Field Font Rendering" msgstr "Багатоканальна візуалізація шрифтів полів зі знаками відстані" +msgid "3D Nodes as well as RenderingServer access to 3D features." +msgstr "3D Вузли, а також СерверРендерінгу отримують доступ до 3D-функцій." + msgid "2D Physics nodes and PhysicsServer2D." -msgstr "Вузли 2D фізики та PhysicsServer2D." +msgstr "Вузли 2D фізики та Сервер 2D фізики." msgid "3D Physics nodes and PhysicsServer3D." -msgstr "Вузли 3D-фізики та PhysicsServer3D." +msgstr "Вузли 3D-фізики та Сервер 3D фізики." msgid "Navigation, both 2D and 3D." msgstr "Навігація, як 2D, так і 3D." @@ -2406,9 +2347,6 @@ msgstr "Завантажити профіль" msgid "Export Profile" msgstr "Експорт профілю" -msgid "Forced classes on detect:" -msgstr "Примусові заняття з детективу:" - msgid "Edit Build Configuration Profile" msgstr "Редагувати профіль конфігурації збірки" @@ -2440,6 +2378,15 @@ msgstr "[порожньо]" msgid "[unsaved]" msgstr "[не збережено]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "Положення панелей" + +msgid "Make Floating" +msgstr "Зробити десятковим" + msgid "3D Editor" msgstr "3D-редактор" @@ -2650,6 +2597,21 @@ msgstr "" "Для виклику цього методу не потрібен екземпляр.\n" "Його можна викликати безпосередньо за допомогою назви класу." +msgid "Constructors" +msgstr "Конструктори" + +msgid "Operators" +msgstr "Оператори" + +msgid "Method Descriptions" +msgstr "Описи методів" + +msgid "Constructor Descriptions" +msgstr "Описи конструкторів" + +msgid "Operator Descriptions" +msgstr "Описи операторів" + msgid "Error codes returned:" msgstr "Повернуто коди помилок:" @@ -2695,18 +2657,6 @@ msgstr "Успадковує:" msgid "Inherited by:" msgstr "Успадковано:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Цей клас позначено як застарілий. Його буде вилучено у наступних версіях." - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"Цей клас позначено як експериментальний. Він може бути змінений або вилучений " -"у майбутніх версіях. Використовуйте на власний розсуд." - msgid "Description" msgstr "Опис" @@ -2746,12 +2696,6 @@ msgstr "типовий:" msgid "property:" msgstr "властивість:" -msgid "Constructors" -msgstr "Конструктори" - -msgid "Operators" -msgstr "Оператори" - msgid "Theme Properties" msgstr "Властивості теми" @@ -2805,15 +2749,6 @@ msgstr "" "У поточній версії немає опису цієї властивості. Будь ласка, [color=$color]" "[url=$url]створіть його[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "Описи конструкторів" - -msgid "Method Descriptions" -msgstr "Описи методів" - -msgid "Operator Descriptions" -msgstr "Описи операторів" - msgid "Metadata:" msgstr "Метадані:" @@ -2826,9 +2761,6 @@ msgstr "Метод:" msgid "Signal:" msgstr "Сигнал:" -msgid "Theme Item:" -msgstr "Тема \"Предмет\":" - msgid "No description available." msgstr "Опис відсутній." @@ -2838,6 +2770,24 @@ msgstr "%d відповідник." msgid "%d matches." msgstr "%d відповідників." +msgid "Method" +msgstr "Метод" + +msgid "Signal" +msgstr "Сигнал" + +msgid "Constant" +msgstr "Сталий" + +msgid "Property" +msgstr "Властивість" + +msgid "Theme Property" +msgstr "Властивість теми" + +msgid "Annotation" +msgstr "Анотація" + msgid "Search Help" msgstr "Пошук у довідці" @@ -2886,24 +2836,6 @@ msgstr "(конструктори)" msgid "Class" msgstr "Клас" -msgid "Method" -msgstr "Метод" - -msgid "Signal" -msgstr "Сигнал" - -msgid "Annotation" -msgstr "Анотація" - -msgid "Constant" -msgstr "Сталий" - -msgid "Property" -msgstr "Властивість" - -msgid "Theme Property" -msgstr "Властивість теми" - msgid "This member is marked as deprecated." msgstr "Цей член позначено як застарілий." @@ -3472,9 +3404,6 @@ msgstr "Очистити недавні сцени" msgid "There is no defined scene to run." msgstr "Немає визначеної сцени для виконання." -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3502,15 +3431,15 @@ msgstr "" "Ви можете змінити це пізніше в \"Налаштуваннях проєкту\" в категорії " "\"Програма\"." +msgid "Default" +msgstr "Типовий" + msgid "Save Layout" msgstr "Зберегти компонування" msgid "Delete Layout" msgstr "Видалити компонування" -msgid "Default" -msgstr "Типовий" - msgid "This scene was never saved." msgstr "Ця сцена так і не була збережена." @@ -3569,15 +3498,12 @@ msgstr "Мобільний" msgid "Compatibility" msgstr "Сумісність" +msgid "(Overridden)" +msgstr "(Перевизначенно)" + msgid "Pan View" msgstr "Панорамування зображення" -msgid "Dock Position" -msgstr "Положення панелей" - -msgid "Make Floating" -msgstr "Зробити десятковим" - msgid "Distraction Free Mode" msgstr "Режим без відволікання" @@ -3635,6 +3561,9 @@ msgstr "Закрити сцену" msgid "Quit" msgstr "Вийти" +msgid "Editor Settings..." +msgstr "Параметри редактора…" + msgid "Project" msgstr "Проєкт" @@ -3674,9 +3603,6 @@ msgstr "Вийти до списку проєктів" msgid "Editor" msgstr "Редактор" -msgid "Editor Settings..." -msgstr "Параметри редактора…" - msgid "Command Palette..." msgstr "Палітра команд..." @@ -3738,9 +3664,6 @@ msgstr "Запропонувати можливість" msgid "Send Docs Feedback" msgstr "Надіслати відгук щодо документації" -msgid "About Godot" -msgstr "Про Godot" - msgid "Support Godot Development" msgstr "Підтримати розробку Godot" @@ -3788,32 +3711,6 @@ msgstr "Встановити з файла" msgid "Select Android sources file" msgstr "Виберіть файл вихідних кодів Android" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"Це налаштує ваш проєкт на використання нетипових збірок Android шляхом " -"встановлення шаблона джерела до «res://android/build».\n" -"Далі, ви можете внести зміни і зібрати власний нетиповий APK при " -"експортуванні (додаючи модулі, змінюючи AndroidManifest.xml тощо).\n" -"Зауважте, що з метою створення нетипових збірок, замість використання " -"попередньо зібраних APK, слід позначити пункт \"Скористатися нетиповою " -"збіркою\" у шаблоні експортування Android." - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Шаблон збирання для Android вже встановлено. Його не буде перезаписано.\n" -"Вилучіть каталог «res://android/build» вручну, перш ніж намагатися повторити " -"цю дію." - msgid "Show in File Manager" msgstr "Показати у менеджері файлів" @@ -3887,8 +3784,8 @@ msgstr "Ок" msgid "Warning!" msgstr "Увага!" -msgid "Main Script:" -msgstr "Основний скрипт:" +msgid "On" +msgstr "Увімкнено" msgid "Edit Plugin" msgstr "Редагування додатка" @@ -3905,15 +3802,9 @@ msgstr "Версія" msgid "Author" msgstr "Автор" -msgid "Status" -msgstr "Статус" - msgid "Edit Text:" msgstr "Редагувати текст:" -msgid "On" -msgstr "Увімкнено" - msgid "Renaming layer %d:" msgstr "Перейменування шару %d:" @@ -4045,8 +3936,8 @@ msgstr "" "Тип вибраного ресурсу (%s) не відповідає типу, який є очікуваним для цієї " "властивості (%s)." -msgid "Quick Load" -msgstr "Швидке завантаження" +msgid "Load..." +msgstr "Завантажити…" msgid "Inspect" msgstr "Оглянути" @@ -4072,14 +3963,11 @@ msgstr "Виберіть ресурси, щоб зробити їх унікал msgid "New %s" msgstr "Новий %s" -msgid "New Script" -msgstr "Новий скрипт" - -msgid "Extend Script" -msgstr "Розширити скрипт" +msgid "New Script..." +msgstr "Новий скрипт…" -msgid "New Shader" -msgstr "Новий шейдер" +msgid "Extend Script..." +msgstr "Розширити сценарій..." msgid "No Remote Debug export presets configured." msgstr "Не налаштовано пресети експорту віддаленого налагодження." @@ -4106,11 +3994,6 @@ msgstr "Напишіть свою логіку в методі _run ()." msgid "There is an edited scene already." msgstr "Редагована сцена вже існує." -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "" -"Не вдалося запустити скрипт редактора, ви забули перевизначити метод '_run'?" - msgid "Undo: %s" msgstr "Скасувати: %s" @@ -4219,12 +4102,6 @@ msgstr "Усі пристрої" msgid "Device" msgstr "Пристрій" -msgid "Listening for input..." -msgstr "Очікування введення..." - -msgid "Filter by event..." -msgstr "Фільтрувати за подіями..." - msgid "Project export for platform:" msgstr "Експортування проєкту для платформи:" @@ -4570,6 +4447,9 @@ msgstr "" "Якщо позначено, набором можна буде скористатися в одне клацання.\n" "Придатним до запуску можна визначати лише один набір на одну платформу." +msgid "Advanced Options" +msgstr "Додаткові параметри" + msgid "Export Path" msgstr "Шлях експорту" @@ -4906,9 +4786,6 @@ msgstr "Створити теку..." msgid "New Scene..." msgstr "Нова сцена…" -msgid "New Script..." -msgstr "Новий скрипт…" - msgid "New Resource..." msgstr "Створити ресурс…" @@ -5055,57 +4932,21 @@ msgstr "%d відповідників у %d файлі" msgid "%d matches in %d files" msgstr "%d відповідників у %d файлах" +msgid "Rename Group" +msgstr "Перейменування групи" + msgid "Add to Group" msgstr "Додати до групи" msgid "Remove from Group" msgstr "Вилучити з групи" -msgid "Invalid group name." -msgstr "Неприпустима назва групи." - -msgid "Group name already exists." -msgstr "Група із такою назвою вже існує." - -msgid "Rename Group" -msgstr "Перейменування групи" - -msgid "Delete Group" -msgstr "Вилучення групи" - -msgid "Groups" -msgstr "Групи" - -msgid "Nodes Not in Group" -msgstr "Вузли поза групою" - -msgid "Nodes in Group" -msgstr "Вузли у групі" - -msgid "Empty groups will be automatically removed." -msgstr "Порожні групи буде автоматично вилучено." - -msgid "Group Editor" -msgstr "Редактор груп" - -msgid "Manage Groups" -msgstr "Керування групами" +msgid "Global" +msgstr "Загально" msgid "Move" msgstr "Перемістити" -msgid "Please select a base directory first." -msgstr "Будь ласка, виберіть спочатку базовий каталог." - -msgid "Could not create folder. File with that name already exists." -msgstr "Не вдалося створити теку. Файл або тека з таким іменем вже існує." - -msgid "Choose a Directory" -msgstr "Виберіть каталог" - -msgid "Copy File(s)" -msgstr "Скопіювати файл(и)" - msgid "Network" msgstr "Мережа" @@ -5149,6 +4990,9 @@ msgstr "Відкрити файл або каталог" msgid "Save a File" msgstr "Зберегти файл" +msgid "Could not create folder. File with that name already exists." +msgstr "Не вдалося створити теку. Файл або тека з таким іменем вже існує." + msgid "Favorited folder does not exist anymore and will be removed." msgstr "Вибрана папка більше не існує і буде видалена." @@ -5343,9 +5187,6 @@ msgstr "Перемкнути видимість" msgid "Unlock Node" msgstr "Розблокувати вузол" -msgid "Button Group" -msgstr "Група кнопок" - msgid "Disable Scene Unique Name" msgstr "Вимкнути унікальна назва сцени" @@ -5379,9 +5220,6 @@ msgstr[2] "Вузли у наступних групах:" msgid "Click to show signals dock." msgstr "Клацніть, щоб переглянути панель сигналів." -msgid "Open in Editor" -msgstr "Відкрити в редакторі" - msgid "This script is currently running in the editor." msgstr "Цей скрипт в даний час запущений в редакторі." @@ -5412,6 +5250,9 @@ msgstr "" "AnimationPlayer пришпилено.\n" "Натисніть, щоб відшпилити." +msgid "Open in Editor" +msgstr "Відкрити в редакторі" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" є не відомим фільтром." @@ -5439,8 +5280,183 @@ msgstr "Показати всі" msgid "The Beginning" msgstr "Початок" -msgid "Global" -msgstr "Загально" +msgid "Pre-Import Scene" +msgstr "Попередній імпорт сцени" + +msgid "Importing Scene..." +msgstr "Імпортування сцени..." + +msgid "Import Scene" +msgstr "Імпортувати сцену" + +msgid "Running Custom Script..." +msgstr "Запуск користувацького скрипту..." + +msgid "Couldn't load post-import script:" +msgstr "Не вдалося завантажити скрипт після імпорту:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Пошкоджений/зламаний скрипт для пост-імпорту (перевірте консоль):" + +msgid "Error running post-import script:" +msgstr "Помилка запуску після імпорту скрипту:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "Ви повернули похідний об'єкт Node (Вузла) у методі `_post_import()`?" + +msgid "Saving..." +msgstr "Збереження..." + +msgid "<Unnamed Material>" +msgstr "<Безіменний матеріал>" + +msgid "Import ID: %s" +msgstr "Ідентифікатор імпорту: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Тип: %s\n" +"Ідентифікатор імпорту: %s" + +msgid "Error opening scene" +msgstr "Помилка відкриття сцени" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "Додаткові параметри імпорту для AnimationLibrary '%s'" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "Додаткові параметри імпорту для Сцени '%s'" + +msgid "Select folder to extract material resources" +msgstr "Виберіть теку для вилучення матеріальних ресурсів" + +msgid "Select folder where mesh resources will save on import" +msgstr "Виберіть теку, куди будуть збережені ресурси мешів при імпорті" + +msgid "Select folder where animations will save on import" +msgstr "Виберіть теку, куди будуть збережені анімації після імпорту" + +msgid "Warning: File exists" +msgstr "Попередження: Файл уже існує" + +msgid "Existing file with the same name will be replaced." +msgstr "Існуючий файл з такою самою назвою буде замінено." + +msgid "Will create new file" +msgstr "Створить файл скрипту" + +msgid "Already External" +msgstr "Вже зовнішній" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Цей матеріал вже посилається на зовнішній файл, ніяких дій не буде виконано.\n" +"Вимкніть зовнішню властивість, щоб витягти його знову." + +msgid "No import ID" +msgstr "Відсутній ідентифікатор імпорту" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Матеріал не має назви або іншого способу ідентифікації при повторному " +"імпорті.\n" +"Будь ласка, дайте йому назву або переконайтеся, що він експортується з " +"унікальним ідентифікатором." + +msgid "Extract Materials to Resource Files" +msgstr "Витягнути матеріали у Файли ресурсів" + +msgid "Extract" +msgstr "Витяг" + +msgid "Already Saving" +msgstr "Вже зберігається" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "" +"Цей меш вже зберігається на зовнішньому ресурсі, жодних дій виконуватися не " +"буде." + +msgid "Existing file with the same name will be replaced on import." +msgstr "Існуючий файл з такою самою назвою буде замінено при імпорті." + +msgid "Will save to new file" +msgstr "Буде збережено до нового файлу" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Меш не має назви або іншого способу ідентифікації при повторному імпорті.\n" +"Будь ласка, дайте йому ім'я або переконайтеся, що він експортується з " +"унікальним ідентифікатором." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Задати шляхи для збереження мешів як файлів ресурсів при Повторному імпорті" + +msgid "Set Paths" +msgstr "Встановити шляхи" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Ця анімація вже зберігається на зовнішньому ресурсі, ніяких дій не буде " +"виконано." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Задати шляхи для збереження анімацій як файлів ресурсів при Повторному імпорті" + +msgid "Can't make material external to file, write error:" +msgstr "" +"Неможливо зробити матеріал зовнішнім по відношенню до файлу, помилка запису:" + +msgid "Actions..." +msgstr "Дії..." + +msgid "Extract Materials" +msgstr "Витягти матеріали" + +msgid "Set Animation Save Paths" +msgstr "Встановити шляхи збереження анімації" + +msgid "Set Mesh Save Paths" +msgstr "Встановити шляхи збереження меша" + +msgid "Meshes" +msgstr "Меші" + +msgid "Materials" +msgstr "Матеріали" + +msgid "Selected Animation Play/Pause" +msgstr "Відтворення/пауза вибраної анімації" + +msgid "Status" +msgstr "Статус" + +msgid "Save Extension:" +msgstr "Зберегти розширення:" + +msgid "Text: *.tres" +msgstr "Текст: *.tres" + +msgid "Binary: *.res" +msgstr "Двійкові: *.res" + +msgid "Text Resource" +msgstr "Текстовий ресурс" + +msgid "Binary Resource" +msgstr "Двійковий ресурс" msgid "Audio Stream Importer: %s" msgstr "Імпортер аудіо-потоку: %s" @@ -5608,33 +5624,6 @@ msgstr "Динамічно відрендерений шрифт TrueType/OpenTy msgid "Prerendered multichannel(+true) signed distance field" msgstr "Попередньо відрендерене багатоканальне (+true) поле відстані зі знаком" -msgid "Pre-Import Scene" -msgstr "Попередній імпорт сцени" - -msgid "Importing Scene..." -msgstr "Імпортування сцени..." - -msgid "Import Scene" -msgstr "Імпортувати сцену" - -msgid "Running Custom Script..." -msgstr "Запуск користувацького скрипту..." - -msgid "Couldn't load post-import script:" -msgstr "Не вдалося завантажити скрипт після імпорту:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Пошкоджений/зламаний скрипт для пост-імпорту (перевірте консоль):" - -msgid "Error running post-import script:" -msgstr "Помилка запуску після імпорту скрипту:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "Ви повернули похідний об'єкт Node (Вузла) у методі `_post_import()`?" - -msgid "Saving..." -msgstr "Збереження..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5673,154 +5662,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<Безіменний матеріал>" - -msgid "Import ID: %s" -msgstr "Ідентифікатор імпорту: %s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"Тип: %s\n" -"Ідентифікатор імпорту: %s" - -msgid "Error opening scene" -msgstr "Помилка відкриття сцени" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Додаткові параметри імпорту для AnimationLibrary '%s'" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "Додаткові параметри імпорту для Сцени '%s'" - -msgid "Select folder to extract material resources" -msgstr "Виберіть теку для вилучення матеріальних ресурсів" - -msgid "Select folder where mesh resources will save on import" -msgstr "Виберіть теку, куди будуть збережені ресурси мешів при імпорті" - -msgid "Select folder where animations will save on import" -msgstr "Виберіть теку, куди будуть збережені анімації після імпорту" - -msgid "Warning: File exists" -msgstr "Попередження: Файл уже існує" - -msgid "Existing file with the same name will be replaced." -msgstr "Існуючий файл з такою самою назвою буде замінено." - -msgid "Will create new file" -msgstr "Створить файл скрипту" - -msgid "Already External" -msgstr "Вже зовнішній" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"Цей матеріал вже посилається на зовнішній файл, ніяких дій не буде виконано.\n" -"Вимкніть зовнішню властивість, щоб витягти його знову." - -msgid "No import ID" -msgstr "Відсутній ідентифікатор імпорту" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Матеріал не має назви або іншого способу ідентифікації при повторному " -"імпорті.\n" -"Будь ласка, дайте йому назву або переконайтеся, що він експортується з " -"унікальним ідентифікатором." - -msgid "Extract Materials to Resource Files" -msgstr "Витягнути матеріали у Файли ресурсів" - -msgid "Extract" -msgstr "Витяг" - -msgid "Already Saving" -msgstr "Вже зберігається" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Цей меш вже зберігається на зовнішньому ресурсі, жодних дій виконуватися не " -"буде." - -msgid "Existing file with the same name will be replaced on import." -msgstr "Існуючий файл з такою самою назвою буде замінено при імпорті." - -msgid "Will save to new file" -msgstr "Буде збережено до нового файлу" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"Меш не має назви або іншого способу ідентифікації при повторному імпорті.\n" -"Будь ласка, дайте йому ім'я або переконайтеся, що він експортується з " -"унікальним ідентифікатором." - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "" -"Задати шляхи для збереження мешів як файлів ресурсів при Повторному імпорті" - -msgid "Set Paths" -msgstr "Встановити шляхи" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "" -"Ця анімація вже зберігається на зовнішньому ресурсі, ніяких дій не буде " -"виконано." - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "" -"Задати шляхи для збереження анімацій як файлів ресурсів при Повторному імпорті" - -msgid "Can't make material external to file, write error:" -msgstr "" -"Неможливо зробити матеріал зовнішнім по відношенню до файлу, помилка запису:" - -msgid "Actions..." -msgstr "Дії..." - -msgid "Extract Materials" -msgstr "Витягти матеріали" - -msgid "Set Animation Save Paths" -msgstr "Встановити шляхи збереження анімації" - -msgid "Set Mesh Save Paths" -msgstr "Встановити шляхи збереження меша" - -msgid "Meshes" -msgstr "Меші" - -msgid "Materials" -msgstr "Матеріали" - -msgid "Selected Animation Play/Pause" -msgstr "Відтворення/пауза вибраної анімації" - -msgid "Save Extension:" -msgstr "Зберегти розширення:" - -msgid "Text: *.tres" -msgstr "Текст: *.tres" - -msgid "Binary: *.res" -msgstr "Двійкові: *.res" - -msgid "Text Resource" -msgstr "Текстовий ресурс" - -msgid "Binary Resource" -msgstr "Двійковий ресурс" - msgid "Importer:" msgstr "Засіб імпортування:" @@ -6076,6 +5917,9 @@ msgstr "Встановити %s на вузлах %d" msgid "%s (%d Selected)" msgstr "%s (%d вибрано)" +msgid "Groups" +msgstr "Групи" + msgid "Select a single node to edit its signals and groups." msgstr "Виберіть окремий вузол для редагування його сигналів та груп." @@ -6211,9 +6055,6 @@ msgstr "Додати анімацію" msgid "Add %s" msgstr "Додати %s" -msgid "Load..." -msgstr "Завантажити…" - msgid "Move Node Point" msgstr "Пересунути вузлову точку" @@ -6462,27 +6303,15 @@ msgstr "Зберегти анімацію" msgid "Make Animation Unique: %s" msgstr "Зробити анімацію унікальною: %s" -msgid "Invalid AnimationLibrary file." -msgstr "Неприпустимий файл бібліотеки анімації." - -msgid "This library is already added to the mixer." -msgstr "Цю бібліотеку вже додано до мікшера." - -msgid "Invalid Animation file." -msgstr "Неприпустимий файл анімації." - -msgid "This animation is already added to the library." -msgstr "Ця анімація вже додана до бібліотеки." - -msgid "Load Animation into Library: %s" -msgstr "Завантажити анімацію до бібліотеки: %s" - msgid "Save Animation library to File: %s" msgstr "Зберегти бібліотеку анімації у файл: %s" msgid "Save Animation to File: %s" msgstr "Зберегти анімацію у файл: %s" +msgid "Load Animation into Library: %s" +msgstr "Завантажити анімацію до бібліотеки: %s" + msgid "Rename Animation Library: %s" msgstr "Перейменувати бібліотеку анімації: %s" @@ -6519,36 +6348,9 @@ msgstr "[іноземна мова]" msgid "[imported]" msgstr "[імпортована]" -msgid "Add Animation to Library" -msgstr "Додати анімацію до бібліотеки" - -msgid "Load animation from file and add to library" -msgstr "Завантажити анімацію з файлу та додати до бібліотеки" - -msgid "Paste Animation to Library from clipboard" -msgstr "Вставити анімацію до бібліотеки з буфера обміну" - -msgid "Save animation library to resource on disk" -msgstr "Зберегти бібліотеку анімації до ресурсу на диску" - -msgid "Remove animation library" -msgstr "Видалити бібліотеку анімації" - -msgid "Copy animation to clipboard" -msgstr "Копіювати анімацію в буфер обміну" - -msgid "Save animation to resource on disk" -msgstr "Збереження анімації до ресурсу на диску" - -msgid "Remove animation from Library" -msgstr "Видалити анімацію з бібліотеки" - msgid "Edit Animation Libraries" msgstr "Редагувати бібліотеки анімації" -msgid "Add Library" -msgstr "Додати бібліотеку" - msgid "Load Library" msgstr "Завантажити бібліотеку" @@ -6907,6 +6709,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Остання" +msgid "Failed to get repository configuration." +msgstr "Не вдалося отримати налаштування сховища." + msgid "All" msgstr "Все" @@ -6946,9 +6751,6 @@ msgstr "Сайт:" msgid "Support" msgstr "Підтримка" -msgid "Failed to get repository configuration." -msgstr "Не вдалося отримати налаштування сховища." - msgid "Assets ZIP File" msgstr "ZIP файл ресурсів" @@ -7116,6 +6918,9 @@ msgstr "Вилучити напрямні" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "Створити нетипові кістки2D з вузла(ів)" +msgid "Cancel Transformation" +msgstr "Скасувати Перетворення" + msgid "Zoom to 3.125%" msgstr "Масштаб у 3,125%" @@ -7265,15 +7070,9 @@ msgstr "Розблокувати вибраний вузол і дозволит msgid "Unlock Selected Node(s)" msgstr "Розблокувати позначені вузли" -msgid "Make selected node's children not selectable." -msgstr "Зробити дочірні вузли вибраного вузла недоступними для вибору." - msgid "Group Selected Node(s)" msgstr "Згрупувати позначені вузли" -msgid "Make selected node's children selectable." -msgstr "Зробити дочірні вузли вибраного вузла доступними для вибору." - msgid "Ungroup Selected Node(s)" msgstr "Розгрупувати позначені вузли" @@ -7319,11 +7118,8 @@ msgstr "Показати центр" msgid "Show Viewport" msgstr "Показати панель перегляду" -msgid "Show Group And Lock Icons" -msgstr "Показати піктограми групування та блокування" - -msgid "Show Transformation Gizmos" -msgstr "Показувати Ґізмос перетворення" +msgid "Gizmos" +msgstr "Гаджети" msgid "Center Selection" msgstr "Центрувати на вибраному" @@ -7358,6 +7154,9 @@ msgstr "Маска масштабування для вставляння клю msgid "Insert keys (based on mask)." msgstr "Вставити ключові кадри (на основі маски)." +msgid "Insert Key" +msgstr "Вставити ключ" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7394,21 +7193,10 @@ msgstr "Розділити крок сітки на 2" msgid "Adding %s..." msgstr "Додавання %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "" -"Перетягніть, щоб додати дочірній елемент кореневому вузлу поточної сцени." - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "" -"Утримуйте %s при скиданні, щоб додати дочірню вершину до вибраного вузла." - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Утримуйте Shift під час перетягування, щоб додати брата вибраному вузлу." -msgid "Hold Alt when dropping to add as a different node type." -msgstr "Утримуйте Alt під час перетягування, щоб додати вузол іншого типу." - msgid "Cannot instantiate multiple nodes without root." msgstr "" "Створення екземплярів декількох вузлів є неможливим без кореневого запису." @@ -7613,12 +7401,24 @@ msgstr "За центром" msgid "Capture Colors from Pixel" msgstr "Захоплення кольорів з пікселя" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Генерація видимості AABB (очікування моделювання частинок)" + +msgid "Generate Visibility AABB" +msgstr "Генерувати Видимість AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "Згенерувати AABB" + msgid "Create Emission Points From Node" msgstr "Створити випромінювач з вузла" +msgid "Generation Time (sec):" +msgstr "Час генерації (сек):" + msgid "Load Curve Preset" msgstr "Завантажити заготовку кривої" @@ -7767,15 +7567,6 @@ msgstr "" "відкритим і прослуховуватиме нові сеанси, розпочаті поза межами самого " "редактора." -msgid "Run Multiple Instances" -msgstr "Запуск кількох вставлених екземплярів" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "Запустити %d вставлений екземпляр" -msgstr[1] "Запустити %d вставлені екземпляри" -msgstr[2] "Запустити %d вставлених екземплярів" - msgid "Size: %s" msgstr "Розмір: %s" @@ -7895,9 +7686,6 @@ msgstr "Очистити маску випромінювання" msgid "GPUParticles2D" msgstr "CPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Час генерації (сек):" - msgid "The geometry's faces don't contain any area." msgstr "Сторони геометричної фігури не обмежують жодної площі." @@ -7937,18 +7725,9 @@ msgstr "Потрібен матеріал типу 'ParticlesProcessMaterial'." msgid "Convert to CPUParticles3D" msgstr "Перетворити на CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Генерація видимості AABB (очікування моделювання частинок)" - -msgid "Generate Visibility AABB" -msgstr "Генерувати Видимість AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "Згенерувати AABB" - msgid "Low" msgstr "Нижче" @@ -8033,9 +7812,6 @@ msgstr "Коренева сцена редактора не знайдена." msgid "Lightmap data is not local to the scene." msgstr "Дані карти світла не є локальними для сцени." -msgid "Maximum texture size is too small for the lightmap images." -msgstr "Максимальний розмір текстури замалий для зображень з лайтмапами." - msgid "Bake Lightmaps" msgstr "Запікати карти освітлення" @@ -8504,9 +8280,6 @@ msgstr "Задати поверхню %d Перевизначити матері msgid "Set Material Override" msgstr "Встановити перевизначення матеріалу" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "Неможливо перетягнути на кілька вибраних вузлів." - msgid "None" msgstr "Немає" @@ -8687,9 +8460,6 @@ msgstr "Блокування Перетворення по площині XZ" msgid "Lock Transformation to XY plane" msgstr "Блокування Перетворення по площині XY" -msgid "Cancel Transformation" -msgstr "Скасувати Перетворення" - msgid "Begin Translate Transformation" msgstr "Почати Перетворення Переміщення" @@ -8881,9 +8651,6 @@ msgstr "3 панелі перегляду (альт.)" msgid "4 Viewports" msgstr "4 панелі перегляду" -msgid "Gizmos" -msgstr "Гаджети" - msgid "View Origin" msgstr "Перегляд центра" @@ -8908,9 +8675,6 @@ msgstr "Масштабувальне прилипання (%):" msgid "Viewport Settings" msgstr "Параметри панелі перегляду" -msgid "Perspective FOV (deg.):" -msgstr "Поле зору перспективи (град.):" - msgid "View Z-Near:" msgstr "Ближнє Z перегляду:" @@ -9088,6 +8852,9 @@ msgstr "Вилучити точку" msgid "Close Curve" msgstr "Закрити криву" +msgid "Please Confirm..." +msgstr "Будь ласка, підтвердьте..." + msgid "Mirror Handle Angles" msgstr "Віддзеркалити кути елемента керування" @@ -9584,6 +9351,9 @@ msgstr "Створити регіон коду" msgid "Unfold All Lines" msgstr "Розгорнути всі рядки" +msgid "Duplicate Selection" +msgstr "Дублювати позначене" + msgid "Duplicate Lines" msgstr "Дублювати лінії" @@ -9644,21 +9414,9 @@ msgstr "Перейти до попередньої точки зупинки" msgid "Shader Editor" msgstr "Редактор шейдера" -msgid "New Shader Include" -msgstr "Новий шейдер у комплекті" - -msgid "Load Shader File" -msgstr "Завантажити файл шейдера" - -msgid "Load Shader Include File" -msgstr "Завантажити файл, що містить шейдер" - msgid "Save File" msgstr "Зберегти файл" -msgid "Save File As" -msgstr "Зберегти файл як" - msgid "Open File in Inspector" msgstr "Відкрити файл в Інспекторі" @@ -9778,11 +9536,6 @@ msgstr "Створити LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Попередній перегляд LightOccluder2D" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "" -"Неможливо перетворити спрайт, використовуючи кадри анімації для створення " -"сітки." - msgid "Invalid geometry, can't replace by mesh." msgstr "Некоректна геометрія, неможливо замінити сіткою." @@ -10833,13 +10586,6 @@ msgstr "" "Режим з'єднання: малює місцевість, а потім з'єднує її з навколишніми плитками " "з такою ж місцевістю." -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "" -"Режим шляху: малює місцевість, а потім з’єднує її з попередньою плиткою, " -"намальованою тим самим штрихом." - msgid "Terrains" msgstr "Місцевості" @@ -11150,9 +10896,6 @@ msgstr "" "які використовують це джерело, посилатимуться на недійсне джерело. Це може " "призвести до неочікуваної втрати даних. Змінюйте цей ідентифікатор обережно." -msgid "ID: %d" -msgstr "ID: %d" - msgid "Add a Scene Tile" msgstr "Додайте плитку сцени" @@ -12518,210 +12261,8 @@ msgstr "Запекти VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Вибрати шлях для файлу даних VoxelGI" -msgid "The path specified doesn't exist." -msgstr "Вказаного шляху не існує." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Помилка під час спроби відкрити файл пакунка (дані не у форматі ZIP)." - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Некоректний файл проєкту «.zip»: у ньому немає файла «project.godot»." - -msgid "Please choose an empty folder." -msgstr "Будь ласка, виберіть порожню теку." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "Будь ласка, виберіть \"project.godot\" або \".zip\" файл ." - -msgid "This directory already contains a Godot project." -msgstr "У цьому каталозі вже міститься проєкт Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Ви не можете зберегти проект у вибраному шляху. Будь ласка, створіть нову " -"папку або виберіть новий шлях." - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "" -"Вибраний шлях не порожній. Наполегливо рекомендується вибирати порожню теку." - -msgid "New Game Project" -msgstr "Новий проєкт гри" - -msgid "Imported Project" -msgstr "Імпортований проєкт" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Будь ласка, виберіть файл «project.godot» або «.zip»." - -msgid "Invalid project name." -msgstr "Некоректна назва проєкту." - -msgid "Couldn't create folder." -msgstr "Неможливо створити теку." - -msgid "There is already a folder in this path with the specified name." -msgstr "У вказаному каталозі вже міститься тека із вказано назвою." - -msgid "It would be a good idea to name your project." -msgstr "Вам варто дати назву вашому проєкту." - -msgid "Supports desktop platforms only." -msgstr "Підтримує лише настільні платформи." - -msgid "Advanced 3D graphics available." -msgstr "Доступна розширена 3D-графіка." - -msgid "Can scale to large complex scenes." -msgstr "Може масштабуватися до великих складних сцен." - -msgid "Uses RenderingDevice backend." -msgstr "Використовує бекенд RenderingDevice." - -msgid "Slower rendering of simple scenes." -msgstr "Повільніший рендеринг простих сцен." - -msgid "Supports desktop + mobile platforms." -msgstr "Підтримує настільні та мобільні платформи." - -msgid "Less advanced 3D graphics." -msgstr "Менш просунута 3D-графіка." - -msgid "Less scalable for complex scenes." -msgstr "Менш масштабований для складних сцен." - -msgid "Fast rendering of simple scenes." -msgstr "Швидкий рендеринг простих сцен." - -msgid "Supports desktop, mobile + web platforms." -msgstr "Підтримує настільні, мобільні та веб-платформи." - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Найменш просунута 3D-графіка (наразі в процесі розробки)." - -msgid "Intended for low-end/older devices." -msgstr "Призначений для бюджетних/старіших пристроїв." - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "Використовує бекенд OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." - -msgid "Fastest rendering of simple scenes." -msgstr "Найшвидший рендеринг простих сцен." - -msgid "Invalid project path (changed anything?)." -msgstr "Некоректний шлях до проєкту (щось змінилося?)." - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або " -"пошкоджено." - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "Не вдалося зберегти проєкт у '%s' (помилка %d)." - -msgid "Warning: This folder is not empty" -msgstr "Попередження: Ця папка не порожня" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"Ви збираєтеся створити проект Godot у непорожній теці.\n" -"Весь вміст цієї теки буде імпортовано як ресурси проекту!\n" -"\n" -"Ви впевнені, що хочете продовжити?" - -msgid "Couldn't create project.godot in project path." -msgstr "Не вдалося створити project.godot у каталозі проєкту." - -msgid "Couldn't create icon.svg in project path." -msgstr "Не вдалося створити icon.svg у каталозі проєкту." - -msgid "Error opening package file, not in ZIP format." -msgstr "Помилка під час спроби відкрити файл пакунка — дані не у форматі zip." - -msgid "The following files failed extraction from package:" -msgstr "Не вдалося видобути такі файли з пакунка:" - -msgid "Package installed successfully!" -msgstr "Пакунок успішно встановлено!" - -msgid "Rename Project" -msgstr "Перейменувати проєкт" - -msgid "Import Existing Project" -msgstr "Імпортувати наявний проєкт" - -msgid "Import & Edit" -msgstr "Імпортувати та редагувати" - -msgid "Create New Project" -msgstr "Створити новий проєкт" - -msgid "Create & Edit" -msgstr "Створити та змінити" - -msgid "Install Project:" -msgstr "Встановити проєкт:" - -msgid "Install & Edit" -msgstr "Встановити та змінити" - -msgid "Project Name:" -msgstr "Назва проєкту:" - -msgid "Project Path:" -msgstr "Шлях проєкту:" - -msgid "Project Installation Path:" -msgstr "Шлях встановлення проєкту:" - -msgid "Renderer:" -msgstr "Обробник:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "" -"Обробник можна змінити пізніше, але, можливо, виникне потреба у коригуванні " -"сцен." - -msgid "Version Control Metadata:" -msgstr "Метадані керування версіями:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "Цей проект востаннє редагувався в іншій версії Godot: " - -msgid "This project uses features unsupported by the current build:" -msgstr "Цей проект використовує функції, які не підтримуються поточною збіркою:" - -msgid "Error: Project is missing on the filesystem." -msgstr "Помилка: у файловій системі немає проєкту." - -msgid "Missing Project" -msgstr "Проєкт відсутній" - -msgid "Local" -msgstr "Локальний" - -msgid "Local Projects" -msgstr "Локальні проєкти" - -msgid "Asset Library Projects" -msgstr "Проєкти бібліотеки пакунків" - -msgid "Can't open project at '%s'." -msgstr "Не вдалося відкрити проєкт у «%s»." +msgid "Are you sure to run %d projects at once?" +msgstr "Ви справді хочете запустити %d проєктів одночасно?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12875,35 +12416,6 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "Все одно відкрити? Проект буде змінено." -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Не вдалося запустити проєкт: не визначено головної сцени.\n" -"Будь ласка, змініть проєкт, встановивши головну сцену у категорії «Програма» " -"сторінки «Параметри проєкту»." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Не вдалося запустити проєкт: слід імпортувати ресурси.\n" -"Будь ласка, відкрийте проєкт на редагування, щоб запустити початкове " -"імпортування." - -msgid "Are you sure to run %d projects at once?" -msgstr "Ви справді хочете запустити %d проєктів одночасно?" - -msgid "Tag name can't be empty." -msgstr "Ім'я тегу не може бути порожнім." - -msgid "Tag name can't contain spaces." -msgstr "Назва тегу не може містити пробілів." - -msgid "Tag name must be lowercase." -msgstr "Ім'я тегу повинно бути маленькими літерами." - msgid "Remove %d projects from the list?" msgstr "Вилучити зі списку %d проєктів?" @@ -12918,12 +12430,22 @@ msgstr "" "Вміст тек проєктів змінено не буде." msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Змінено мову.\n" -"Інтерфейс буде оновлено під час наступного запуску редактора або засобу " -"керування проєктами." +"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або " +"пошкоджено." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Не вдалося зберегти проєкт у '%s' (помилка %d)." + +msgid "Tag name can't be empty." +msgstr "Ім'я тегу не може бути порожнім." + +msgid "Tag name can't contain spaces." +msgstr "Назва тегу не може містити пробілів." + +msgid "Tag name must be lowercase." +msgstr "Ім'я тегу повинно бути маленькими літерами." msgctxt "Application" msgid "Project Manager" @@ -12962,21 +12484,24 @@ msgstr "Останнє редагування" msgid "Tags" msgstr "Теги" +msgid "Create New Project" +msgstr "Створити новий проєкт" + +msgid "Import Existing Project" +msgstr "Імпортувати наявний проєкт" + msgid "Edit Project" msgstr "Редагувати проєкт" +msgid "Rename Project" +msgstr "Перейменувати проєкт" + msgid "Remove Project" msgstr "Вилучити проєкт" msgid "Remove Missing" msgstr "Вилучити пропущене" -msgid "About" -msgstr "Відомості" - -msgid "Restart Now" -msgstr "Перезавантажити зараз" - msgid "Select a Folder to Scan" msgstr "Виберіть теку для сканування" @@ -12986,16 +12511,6 @@ msgstr "Вилучити усі" msgid "Also delete project contents (no undo!)" msgstr "Також вилучити вміст проєкту (без можливості скасування!)" -msgid "Can't run project" -msgstr "Не вдається запустити проєкт" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Наразі у вас немає проєктів.\n" -"Бажаєте переглянути офіційні приклади проєктів з бібліотеки ресурсів?" - msgid "Click tag to remove it from the project." msgstr "Клацніть тег, щоб видалити його з проекту." @@ -13008,6 +12523,178 @@ msgstr "Створити новий тег" msgid "Tags are capitalized automatically when displayed." msgstr "Теги автоматично починаються з великої літери при відображенні." +msgid "The path specified doesn't exist." +msgstr "Вказаного шляху не існує." + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "Помилка під час спроби відкрити файл пакунка (дані не у форматі ZIP)." + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "Некоректний файл проєкту «.zip»: у ньому немає файла «project.godot»." + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "Будь ласка, виберіть \"project.godot\" або \".zip\" файл ." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Ви не можете зберегти проект у вибраному шляху. Будь ласка, створіть нову " +"папку або виберіть новий шлях." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"Вибраний шлях не порожній. Наполегливо рекомендується вибирати порожню теку." + +msgid "New Game Project" +msgstr "Новий проєкт гри" + +msgid "Imported Project" +msgstr "Імпортований проєкт" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "Будь ласка, виберіть файл «project.godot» або «.zip»." + +msgid "Invalid project name." +msgstr "Некоректна назва проєкту." + +msgid "Couldn't create folder." +msgstr "Неможливо створити теку." + +msgid "There is already a folder in this path with the specified name." +msgstr "У вказаному каталозі вже міститься тека із вказано назвою." + +msgid "It would be a good idea to name your project." +msgstr "Вам варто дати назву вашому проєкту." + +msgid "Supports desktop platforms only." +msgstr "Підтримує лише настільні платформи." + +msgid "Advanced 3D graphics available." +msgstr "Доступна розширена 3D-графіка." + +msgid "Can scale to large complex scenes." +msgstr "Може масштабуватися до великих складних сцен." + +msgid "Uses RenderingDevice backend." +msgstr "Використовує бекенд RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Повільніший рендеринг простих сцен." + +msgid "Supports desktop + mobile platforms." +msgstr "Підтримує настільні та мобільні платформи." + +msgid "Less advanced 3D graphics." +msgstr "Менш просунута 3D-графіка." + +msgid "Less scalable for complex scenes." +msgstr "Менш масштабований для складних сцен." + +msgid "Fast rendering of simple scenes." +msgstr "Швидкий рендеринг простих сцен." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Підтримує настільні, мобільні та веб-платформи." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Найменш просунута 3D-графіка (наразі в процесі розробки)." + +msgid "Intended for low-end/older devices." +msgstr "Призначений для бюджетних/старіших пристроїв." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Використовує бекенд OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Найшвидший рендеринг простих сцен." + +msgid "Invalid project path (changed anything?)." +msgstr "Некоректний шлях до проєкту (щось змінилося?)." + +msgid "Warning: This folder is not empty" +msgstr "Попередження: Ця папка не порожня" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Ви збираєтеся створити проект Godot у непорожній теці.\n" +"Весь вміст цієї теки буде імпортовано як ресурси проекту!\n" +"\n" +"Ви впевнені, що хочете продовжити?" + +msgid "Couldn't create project.godot in project path." +msgstr "Не вдалося створити project.godot у каталозі проєкту." + +msgid "Couldn't create icon.svg in project path." +msgstr "Не вдалося створити icon.svg у каталозі проєкту." + +msgid "Error opening package file, not in ZIP format." +msgstr "Помилка під час спроби відкрити файл пакунка — дані не у форматі zip." + +msgid "The following files failed extraction from package:" +msgstr "Не вдалося видобути такі файли з пакунка:" + +msgid "Package installed successfully!" +msgstr "Пакунок успішно встановлено!" + +msgid "Import & Edit" +msgstr "Імпортувати та редагувати" + +msgid "Create & Edit" +msgstr "Створити та змінити" + +msgid "Install Project:" +msgstr "Встановити проєкт:" + +msgid "Install & Edit" +msgstr "Встановити та змінити" + +msgid "Project Name:" +msgstr "Назва проєкту:" + +msgid "Project Path:" +msgstr "Шлях проєкту:" + +msgid "Project Installation Path:" +msgstr "Шлях встановлення проєкту:" + +msgid "Renderer:" +msgstr "Обробник:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"Обробник можна змінити пізніше, але, можливо, виникне потреба у коригуванні " +"сцен." + +msgid "Version Control Metadata:" +msgstr "Метадані керування версіями:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "Цей проект востаннє редагувався в іншій версії Godot: " + +msgid "This project uses features unsupported by the current build:" +msgstr "Цей проект використовує функції, які не підтримуються поточною збіркою:" + +msgid "Error: Project is missing on the filesystem." +msgstr "Помилка: у файловій системі немає проєкту." + +msgid "Missing Project" +msgstr "Проєкт відсутній" + +msgid "Restart Now" +msgstr "Перезавантажити зараз" + msgid "Add Project Setting" msgstr "Додавання параметрів проекту" @@ -13080,9 +12767,6 @@ msgstr "Суфікс:" msgid "Use Regular Expressions" msgstr "Використовувати формальні вирази" -msgid "Advanced Options" -msgstr "Додаткові параметри" - msgid "Substitute" msgstr "Підставити" @@ -13260,12 +12944,6 @@ msgstr "Від'єднати скрипт" msgid "This operation can't be done on the tree root." msgstr "Цю операцію не може бути виконано над коренем дерева." -msgid "Move Node In Parent" -msgstr "Пересунути вузол у батьківський" - -msgid "Move Nodes In Parent" -msgstr "Пересунути вузли у батьківський" - msgid "Duplicate Node(s)" msgstr "Дублювати вузли" @@ -13379,9 +13057,6 @@ msgstr "Новий корінь сцени" msgid "Create Root Node:" msgstr "Створити кореневий вузол:" -msgid "Switch to Favorite Nodes" -msgstr "Додати до улюблених вузлів" - msgid "Other Node" msgstr "Інший вузол" @@ -13452,6 +13127,17 @@ msgstr "Редагований дочірній елемент" msgid "Auto Expand to Selected" msgstr "Автоматичне розширення до вибраного" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Відфільтруйте вузли, ввівши частину їхньої назви, тип (з префіксом \"type:\" " +"або \"t:\")\n" +"або групу (з префіксом \"group:\" або \"g:\"). Фільтрація не залежить від " +"регістру." + msgid "Filter by Type" msgstr "Фільтрувати за типом" @@ -13507,12 +13193,6 @@ msgstr "Тип зміни..." msgid "Attach Script..." msgstr "Прикріпити скрипт..." -msgid "Extend Script..." -msgstr "Розширити сценарій..." - -msgid "Reparent to New Node" -msgstr "Змінити батьківський вузол на новий" - msgid "Make Scene Root" msgstr "Зробити кореневим для сцени" @@ -13535,17 +13215,6 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "Фільтр: назва, t:тип, g:група" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"Відфільтруйте вузли, ввівши частину їхньої назви, тип (з префіксом \"type:\" " -"або \"t:\")\n" -"або групу (з префіксом \"group:\" або \"g:\"). Фільтрація не залежить від " -"регістру." - msgid "Attach a new or existing script to the selected node." msgstr "Долучити новий або наявний скрипт до позначеного вузла." @@ -13568,6 +13237,9 @@ msgstr "" "Перемкніться назад на бічну панель ієрархії локальної сцени, щоб пришвидшити " "роботу." +msgid "Local" +msgstr "Локальний" + msgid "Clear Inheritance? (No Undo!)" msgstr "Вилучити успадковування? (Без можливості скасувати!)" @@ -13725,12 +13397,6 @@ msgstr "Створити шейдер" msgid "Set Shader Global Variable" msgstr "Встановити глобальну змінну шейдера" -msgid "Please specify a valid shader uniform identifier name." -msgstr "Будь ласка, вкажіть правильне ім'я ідентифікатора шейдерної уніформи." - -msgid "Global shader parameter '%s' already exists'" -msgstr "Глобальний параметр шейдера '%s' вже існує'" - msgid "Name '%s' is a reserved shader language keyword." msgstr "Назва '%s' є зарезервованим ключовим словом мови шейдерів." @@ -13796,13 +13462,6 @@ msgstr "Перезапуск и обновление" msgid "Make this panel floating in the screen %d." msgstr "Сделайте эту панель плавающей на экране %d." -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"Сделайте эту панель плавающей.\n" -"Щелкните правой кнопкой мыши, чтобы открыть селектор экрана." - msgid "Select Screen" msgstr "Виберіть екран" @@ -13924,20 +13583,6 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Вимкнення імпорту файлів '.blend' вимагає перезапуску редактора." -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"Импорт файлов Blend включен в настройках проекта, но в настройках редактора " -"не указан путь к Blender. Файлы Blend не будут импортированы." - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"Импорт файлов Blend включен, но путь к Blender не указывает на доступную " -"директорию. Файлы Blend не будут импортированы." - msgid "Next Plane" msgstr "Наступна площина" @@ -14517,6 +14162,14 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" має бути більшим або рівним %d для рендеру \"%s\"." +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"Назва проекту не відповідає вимогам до формату назви пакету та буде замінено " +"на \"%s\". Будь ласка, вкажіть іншу назву пакету, якщо потрібно." + msgid "Code Signing" msgstr "Підписання коду" @@ -14590,19 +14243,6 @@ msgstr "" "виявлено даних щодо версії. Будь ласка, повторно встановіть шаблон за " "допомогою меню «Проєкт»." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Невідповідність версія для збирання під Android: Встановлений шаблон: %s, " -"Версія Godot: %s. Будь ласка, повторно встановіть шаблон для збирання під " -"Android за допомогою меню «Проєкт»." - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Не вдалося перезаписати файли res://android/build/res/*.xml із назвою проєкту." - msgid "Could not export project files to gradle project." msgstr "Не вдалося експортувати файли проєкту до проєкту gradle." @@ -15234,15 +14874,6 @@ msgstr "" "Некоректний полігон. У режимі збирання «Segments» потрібні принаймні 2 точки." msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D призначено лише для надання форми для зіткнень похідному " -"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм форми." - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" @@ -15512,12 +15143,6 @@ msgstr "" "ласка, створіть ресурс форми для цього елемента." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"У ConcavePolygonShape3D не передбачено підтримки RigidBody3D у режимі, " -"відмінному від статичного." - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "У WorldBoundaryShape3D не передбачено підтримки RigidBody3D у режимі, " @@ -15655,13 +15280,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "Генерация ускоряющих структур зонда" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Вузли LightmapGI поки що не підтримуються при використанні бекенду сумісності " -"з GL. Підтримка буде додана у наступному випуску." - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "NavigationAgent3D можна використовувати лише під успадковуючим батьківським " @@ -15987,9 +15605,6 @@ msgstr "" msgid "Alert!" msgstr "Увага!" -msgid "Please Confirm..." -msgstr "Будь ласка, підтвердьте..." - msgid "You don't have permission to access contents of this folder." msgstr "У вас немає дозволу на доступ до вмісту цієї папки." diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 455913fa9d..0d2d1ff7d8 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -37,13 +37,15 @@ # Phaspez <tramtrimin@gmail.com>, 2023. # phamminhkha <Phamminhkha.tc@gmail.com>, 2023. # Ziyn <notziyn@gmail.com>, 2024. +# NGUYEN THANH VAN <thanhvan.ng7899@gmail.com>, 2024. +# Trần Đức Minh Nhật <mncc8327@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-07 19:06+0000\n" -"Last-Translator: Ziyn <notziyn@gmail.com>\n" +"PO-Revision-Date: 2024-02-14 08:02+0000\n" +"Last-Translator: Trần Đức Minh Nhật <mncc8327@gmail.com>\n" "Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/" "godot/vi/>\n" "Language: vi\n" @@ -155,6 +157,9 @@ msgstr "Hướng dẫn, Sony PS, Xbox Home" msgid "Start, Xbox Menu, Nintendo +" msgstr "Bắt đầu, Xbox Menu, Nintendo +" +msgid "Left Shoulder, Sony L1, Xbox LB" +msgstr "Bộ giảm chấn bên trái, Sony L1, Xbox LB" + msgid "D-pad Up" msgstr "D-pad Trên" @@ -171,10 +176,13 @@ msgid "Pressure:" msgstr "Áp lực:" msgid "canceled" -msgstr "Huỷ bỏ" +msgstr "huỷ bỏ" msgid "touched" -msgstr "Đã chạm" +msgstr "dã chạm" + +msgid "released" +msgstr "được thả ra" msgid "Magnify Gesture at (%s) with factor %s" msgstr "Cử chỉ Phóng to tại (%s) với hệ số (%s)" @@ -221,6 +229,9 @@ msgstr "Lên trang" msgid "Page Down" msgstr "Xuống trang" +msgid "Home" +msgstr "Đầu" + msgid "End" msgstr "Cuối" @@ -257,6 +268,18 @@ msgstr "Thụt lề" msgid "Delete" msgstr "Xóa" +msgid "Delete Word" +msgstr "Xoá Chữ" + +msgid "Caret Add Above" +msgstr "Thêm con trỏ ở phía trên" + +msgid "Scroll Up" +msgstr "Kéo Lên" + +msgid "Scroll Down" +msgstr "Kéo Xuống" + msgid "Select All" msgstr "Chọn Toàn Bộ" @@ -269,6 +292,9 @@ msgstr "Xoá các nút" msgid "Refresh" msgstr "Làm mới" +msgid "Invalid input %d (not passed) in expression" +msgstr "Đầu vào %d không hợp lệ (không được thông qua) trong biểu thức" + msgid "Invalid operands to operator %s, %s and %s." msgstr "Toán hạng không hợp lệ cho toán tử %s, %s và %s." @@ -285,7 +311,10 @@ msgid "On call to '%s':" msgstr "Khi gọi đến '%s':" msgid "Built-in script" -msgstr "Tập lệnh có sẵn:" +msgstr "Script tích hợp sắn" + +msgid "Built-in" +msgstr "Tích hợp sẵn" msgid "B" msgstr "B" @@ -311,6 +340,10 @@ msgstr "EiB" msgid "Example: %s" msgstr "Ví dụ: %s" +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d mục" + msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -319,11 +352,14 @@ msgstr "Tên hành động không được trống hoặc chứa '/', ':', '=', msgid "An action with the name '%s' already exists." msgstr "Hành động với tên '%s' đã tồn tại." +msgid "Revert Action" +msgstr "Hoàn lại Hành động" + msgid "Add Event" msgstr "Thêm Sự kiện" -msgid "Filter by name..." -msgstr "Lọc theo tên..." +msgid "Cannot Remove Action" +msgstr "Không thể gỡ bỏ Hành động" msgid "Add" msgstr "Thêm" @@ -373,21 +409,6 @@ msgstr "Thay Độ Dài Hoạt Ảnh" msgid "Change Animation Loop" msgstr "Chỉnh Vòng Lặp Hoạt Ảnh" -msgid "Property Track" -msgstr "Theo dõi đặc tính" - -msgid "Call Method Track" -msgstr "Gọi phương thức theo dõi" - -msgid "Bezier Curve Track" -msgstr "Theo dõi đường cong Bezier" - -msgid "Audio Playback Track" -msgstr "Kênh Âm Thanh" - -msgid "Animation Playback Track" -msgstr "Kênh Hoạt Ảnh" - msgid "Animation length (frames)" msgstr "Độ dài hoạt ảnh (khung hình)" @@ -424,6 +445,9 @@ msgstr "Bọc vòng lặp (Nội suy kết thúc với việc bắt đầu vòng msgid "Remove this track." msgstr "Bỏ track này." +msgid "Time (s):" +msgstr "Thời gian (s):" + msgid "Scale:" msgstr "Tỷ lệ:" @@ -457,9 +481,6 @@ msgstr "Kẹp vòng nội suy" msgid "Wrap Loop Interp" msgstr "Bọc vòng lặp nội suy" -msgid "Insert Key" -msgstr "Chèn khoá" - msgid "Duplicate Key(s)" msgstr "Nhân bản các khoá hoạt ảnh" @@ -531,6 +552,9 @@ msgstr "Đường dẫn Track không hợp lệ, không thể thêm khoá phươ msgid "Add Method Track Key" msgstr "Thêm khoá Method Track" +msgid "Method not found in object:" +msgstr "Không tìm thấy phương thức trong đối tượng:" + msgid "Position" msgstr "Vị trí" @@ -552,10 +576,6 @@ msgstr "Clipboard trống!" msgid "Paste Tracks" msgstr "Dán Tracks" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "Tùy chọn này không áp lên Bezier được, vì nó chỉ là một track." - msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Chọn một AnimationPlayer để tạo và chỉnh sửa Hoạt Ảnh." @@ -586,21 +606,6 @@ msgstr "Chỉnh sửa" msgid "Animation properties." msgstr "Thuộc tính hoạt hình." -msgid "Copy Tracks" -msgstr "Sao Chép Tracks" - -msgid "Scale Selection" -msgstr "Chọn Scale" - -msgid "Scale From Cursor" -msgstr "Scale từ trỏ chuột" - -msgid "Duplicate Selection" -msgstr "Nhân đôi lựa chọn" - -msgid "Duplicate Transposed" -msgstr "Chuyển đổi trùng lặp" - msgid "Delete Selection" msgstr "Xoá lựa chọn" @@ -665,6 +670,10 @@ msgstr "Dòng số:" msgid "%d replaced." msgstr "Đã thay %d." +msgid "%d of %d match" +msgid_plural "%d of %d matches" +msgstr[0] "%d trên %d kết quả trùng khớp" + msgid "Match Case" msgstr "Khớp Trường Hợp" @@ -798,6 +807,9 @@ msgstr "Hủy kết nối" msgid "Connect a Signal to a Method" msgstr "Kết nối tín hiệu vào một hàm" +msgid "Edit Connection: '%s'" +msgstr "Chỉnh sửa kết nối: '%s'" + msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "Bạn muốn xoá tất cả kết nối từ tín hiệu \"%s\"?" @@ -933,6 +945,15 @@ msgstr "Cảnh báo:" msgid "Error:" msgstr "Lỗi:" +msgid "%s Source" +msgstr "Nguồn %s" + +msgid "%s Source:" +msgstr "Nguồn %s:" + +msgid "Line %d" +msgstr "Dòng %d" + msgid "Copy Error" msgstr "Sao chép lỗi" @@ -1091,6 +1112,9 @@ msgstr "Tài nguyên không có quyền sở hữu rõ ràng:" msgid "Could not create folder." msgstr "Không thể tạo folder." +msgid "Create new folder in %s:" +msgstr "Tạo thư mục mới ở %s:" + msgid "Create Folder" msgstr "Tạo thư mục" @@ -1157,15 +1181,24 @@ msgstr "Thành phần" msgid "Licenses" msgstr "Các giấy phép" +msgid "Error opening asset file for \"%s\" (not in ZIP format)." +msgstr "Lỗi mở tệp nội dung của \"%s\" (không phải định dạng ZIP)." + msgid "%s (already exists)" msgstr "%s (đã tồn tại)" msgid "Uncompressing Assets" msgstr "Giải nén tài nguyên" +msgid "The following files failed extraction from asset \"%s\":" +msgstr "Các tệp sau không thể trích xuất từ gói \"%s\":" + msgid "(and %s more files)" msgstr "(và %s tệp nữa)" +msgid "Asset \"%s\" installed successfully!" +msgstr "Cài đặt gói \"%s\" thành công!" + msgid "Success!" msgstr "Thành công!" @@ -1323,6 +1356,9 @@ msgstr "Tên Node:" msgid "Global Variable" msgstr "Biến toàn cục" +msgid "3D Engine" +msgstr "Phần mềm 3D" + msgid "Navigation" msgstr "Điều hướng" @@ -1353,6 +1389,13 @@ msgstr "Phát hiện từ dự án" msgid "Export Profile" msgstr "Xuất hồ sơ" +msgid "" +"Failed to execute command \"%s\":\n" +"%s." +msgstr "" +"Không thể thực hiện lệnh \"%s\":\n" +"%s." + msgid "Filter Commands" msgstr "Lọc lệnh" @@ -1374,6 +1417,9 @@ msgstr "[rỗng]" msgid "[unsaved]" msgstr "[chưa lưu]" +msgid "Dock Position" +msgstr "Vị trí Khung" + msgid "3D Editor" msgstr "Trình chỉnh sửa 3D" @@ -1499,6 +1545,9 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "Nhập lại tài nguyên" +msgid "Import resources of type: %s" +msgstr "Nhập vào tài nguyên của dạng: %s" + msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Giá trị này là một số nguyên được tính như là bitmask của những flags sau." @@ -1506,6 +1555,21 @@ msgstr "" msgid "Experimental" msgstr "Tính thử nghiệm" +msgid "Constructors" +msgstr "Hàm tạo" + +msgid "Operators" +msgstr "Các toán tử" + +msgid "Method Descriptions" +msgstr "Các mô tả phương thức" + +msgid "Constructor Descriptions" +msgstr "Các mô tả hàm tạo" + +msgid "Operator Descriptions" +msgstr "Các mô tả toán tử" + msgid "Top" msgstr "Trên đầu" @@ -1536,12 +1600,6 @@ msgstr "ghi đè %s:" msgid "default:" msgstr "mặc định:" -msgid "Constructors" -msgstr "Hàm tạo" - -msgid "Operators" -msgstr "Các toán tử" - msgid "Theme Properties" msgstr "Thuộc tính Chủ đề" @@ -1579,15 +1637,6 @@ msgstr "" "Hiện thuộc tính này chưa được mô tả. Các bạn [color=$color][url=$url]đóng " "góp[/url][/color] giúp chúng mình nha!" -msgid "Constructor Descriptions" -msgstr "Các mô tả hàm tạo" - -msgid "Method Descriptions" -msgstr "Các mô tả phương thức" - -msgid "Operator Descriptions" -msgstr "Các mô tả toán tử" - msgid "Property:" msgstr "Thuộc tính:" @@ -1603,6 +1652,21 @@ msgstr "%d khớp." msgid "%d matches." msgstr "%d khớp." +msgid "Method" +msgstr "Phương thức" + +msgid "Signal" +msgstr "Tín hiệu" + +msgid "Constant" +msgstr "Hằng số" + +msgid "Property" +msgstr "Thuộc tính" + +msgid "Theme Property" +msgstr "Cài đặt Tông màu" + msgid "Search Help" msgstr "Tìm trợ giúp" @@ -1639,24 +1703,13 @@ msgstr "Loại" msgid "Class" msgstr "Lớp" -msgid "Method" -msgstr "Phương thức" - -msgid "Signal" -msgstr "Tín hiệu" - -msgid "Constant" -msgstr "Hằng số" - -msgid "Property" -msgstr "Thuộc tính" - -msgid "Theme Property" -msgstr "Cài đặt Tông màu" - msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "Ghim giá trị khiến nó phải được lưu dù nó bằng giá trị mặc định." +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d thay đổi)" + msgid "Move Up" msgstr "Nâng nút lên" @@ -1666,9 +1719,18 @@ msgstr "Hạ nút xuống" msgid "Resize Array" msgstr "Thay đổi kích thước mảng" +msgid "Element %s" +msgstr "Yếu tố %s" + msgid "Set %s" msgstr "Gán %s" +msgid "Set Multiple: %s" +msgstr "Gán nhiều: %s" + +msgid "Remove metadata %s" +msgstr "Loại bỏ siêu dữ liệu %s" + msgid "Pinned %s" msgstr "Đã ghim %s" @@ -1845,9 +1907,15 @@ msgstr "Cảnh hiện tại chưa được lưu. Vẫn mở chứ?" msgid "Nothing to undo." msgstr "Không có gì để hoàn tác." +msgid "Remote Undo: %s" +msgstr "Hoàn tác từ xa: %s" + msgid "Nothing to redo." msgstr "Không có gì để làm lại." +msgid "Remote Redo: %s" +msgstr "Làm lại từ xa: %s" + msgid "Can't reload a scene that was never saved." msgstr "Không thể nạp một cảnh chưa lưu bao giờ." @@ -1864,9 +1932,15 @@ msgstr "" msgid "Save & Reload" msgstr "Lưu & tải lại" +msgid "Save modified resources before reloading?" +msgstr "Lưu các tài nguyên đã được thay đổi trước khi tải lại?" + msgid "Save & Quit" msgstr "Lưu & Thoát" +msgid "Save modified resources before closing?" +msgstr "Lưu các tài nguyên đã được thay đổi trước khi đóng?" + msgid "Save changes to the following scene(s) before reloading?" msgstr "Lưu thay đổi trong các cảnh sau trước khi thoát không?" @@ -1958,18 +2032,21 @@ msgstr "" "'%s' không phải một tệp phân cảnh, chọn tệp phân cảnh hợp lệ?\n" "Bạn có thể thay đổi nó sau trong \"Cài đặt Dự án\", nằm trong mục 'ứng dụng'." +msgid "Default" +msgstr "Mặc định" + msgid "Save Layout" msgstr "Lưu bố cục" msgid "Delete Layout" msgstr "Xoá bố cục" -msgid "Default" -msgstr "Mặc định" - msgid "Save & Close" msgstr "Lưu & Đóng" +msgid "Save before closing?" +msgstr "Lưu trước khi đóng?" + msgid "%d more files or folders" msgstr "%d tệp hoặc thư mục nữa" @@ -1982,9 +2059,6 @@ msgstr "%d tệp tin nữa" msgid "Pan View" msgstr "Di chuyển tầm nhìn" -msgid "Dock Position" -msgstr "Vị trí Khung" - msgid "Distraction Free Mode" msgstr "Chế độ tập trung" @@ -2030,6 +2104,9 @@ msgstr "Đóng Cảnh" msgid "Quit" msgstr "Thoát" +msgid "Editor Settings..." +msgstr "Cài đặt trình chỉnh sửa..." + msgid "Project" msgstr "Dự án" @@ -2060,9 +2137,6 @@ msgstr "Thoát khỏi Danh sách Dự án" msgid "Editor" msgstr "Trình chỉnh sửa" -msgid "Editor Settings..." -msgstr "Cài đặt trình chỉnh sửa..." - msgid "Editor Layout" msgstr "Cài đặt Bố cục" @@ -2112,9 +2186,6 @@ msgstr "Gợi ý một tính năng" msgid "Send Docs Feedback" msgstr "Gửi ý kiến phản hồi về hướng dẫn" -msgid "About Godot" -msgstr "Về Godot" - msgid "Support Godot Development" msgstr "Hỗ trợ phát triển Godot" @@ -2151,16 +2222,6 @@ msgstr "Quản lý bản mẫu" msgid "Install from file" msgstr "Cài đặt từ tệp" -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Bản mẫu dựng cho Android đã được cài đặt trong dự án này và sẽ không bị ghi " -"đè.\n" -"Xóa thủ công thư mục \"res://android/build\" trước khi thử lại thao tác này." - msgid "Show in File Manager" msgstr "Xem trong trình quản lý tệp" @@ -2219,8 +2280,8 @@ msgstr "Mở trình chỉnh sửa trước đó" msgid "Warning!" msgstr "Cảnh báo!" -msgid "Main Script:" -msgstr "Tập lệnh chính:" +msgid "On" +msgstr "Bật" msgid "Edit Plugin" msgstr "Chỉnh sửa Tiện ích" @@ -2234,14 +2295,11 @@ msgstr "Phiên bản" msgid "Author" msgstr "Tác giả" -msgid "Status" -msgstr "Trạng thái" - msgid "Edit Text:" msgstr "Sửa văn bản:" -msgid "On" -msgstr "Bật" +msgid "Renaming layer %d:" +msgstr "Đổi tên lớp %d:" msgid "No name provided." msgstr "Không có tên được cung cấp." @@ -2255,6 +2313,9 @@ msgstr "Bit %d, giá trị %d" msgid "Rename" msgstr "Đổi tên" +msgid "Layer %d" +msgstr "Lớp %d" + msgid "Assign..." msgstr "Gán..." @@ -2274,6 +2335,9 @@ msgstr "Chọn cổng xem" msgid "Selected node is not a Viewport!" msgstr "Nút được chọn không phải Cổng xem!" +msgid "Size:" +msgstr "Kích thước:" + msgid "Remove Item" msgstr "Gõ bỏ Mục" @@ -2286,14 +2350,17 @@ msgstr "Giá trị mới:" msgid "Add Key/Value Pair" msgstr "Thêm cặp Khoá/Giá trị" +msgid "Localizable String (size %d)" +msgstr "Xâu có thể bản địa hóa (kích cỡ %d)" + msgid "" "The selected resource (%s) does not match any type expected for this property " "(%s)." msgstr "" "Kiểu của tài nguyên đã chọn (%s) không dùng được cho thuộc tính này (%s)." -msgid "Quick Load" -msgstr "Nạp nhanh" +msgid "Load..." +msgstr "Nạp ..." msgid "Make Unique" msgstr "Duy nhất" @@ -2310,11 +2377,11 @@ msgstr "Chuyển đổi thành %s" msgid "New %s" msgstr "%s mới" -msgid "New Script" -msgstr "Tập lệnh mới" +msgid "New Script..." +msgstr "Tập lệnh mới..." -msgid "Extend Script" -msgstr "Mở rộng tập lệnh" +msgid "Extend Script..." +msgstr "Mở rộng tập lệnh..." msgid "Write your logic in the _run() method." msgstr "Ghi logic của bạn trong hàm _run()." @@ -2322,6 +2389,12 @@ msgstr "Ghi logic của bạn trong hàm _run()." msgid "There is an edited scene already." msgstr "Đã có một cảnh được chỉnh sửa." +msgid "Edit Built-in Action: %s" +msgstr "Chỉnh sửa hành động tính hợp sẵn: %s" + +msgid "Edit Shortcut: %s" +msgstr "Chỉnh sửa lối tắt: %s" + msgid "Editor Settings" msgstr "Cài đặt Trình biên tập" @@ -2343,8 +2416,8 @@ msgstr "Tất cả thiết bị" msgid "Device" msgstr "Thiết bị" -msgid "Filter by event..." -msgstr "Lọc theo sự kiện..." +msgid "Storing File: %s" +msgstr "Lưu trữ tệp tin: %s" msgid "Storing File:" msgstr "Lưu trữ tệp tin:" @@ -2352,15 +2425,33 @@ msgstr "Lưu trữ tệp tin:" msgid "No export template found at the expected path:" msgstr "Không thấy bản mẫu xuất nào ở đường dẫn mong đợi:" +msgid "Could not open file to read from path \"%s\"." +msgstr "Không thể mở tệp tin để đọc từ đường dẫn \"%s\"." + msgid "Packing" msgstr "Đóng gói" +msgid "Cannot create file \"%s\"." +msgstr "Không thể tạo tệp tin \"%s\"." + +msgid "Can't open file for writing at path \"%s\"." +msgstr "Không thể mở tệp tin để ghi ở đường dẫn \"%s\"." + +msgid "Can't open file for reading-writing at path \"%s\"." +msgstr "Không thể mở tệp tin để ghi và đọc ở đường dẫn \"%s\"." + +msgid "Can't open file to read from path \"%s\"." +msgstr "Không thể mở tệp tin để đọc từ đường dẫn \"%s\"." + msgid "Custom debug template not found." msgstr "Không tìm thấy bản mẫu gỡ lỗi tuỳ chỉnh." msgid "Custom release template not found." msgstr "Không tìm thấy bản mẫu phát hành tùy chỉnh." +msgid "Template file not found: \"%s\"." +msgstr "Không tìm thấy tệp bản mẫu: \"%s\"." + msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Ở các bản xuất 32-bit thì PCK được nhúng vào không thể lớn hơn 4 GiB." @@ -2370,6 +2461,9 @@ msgstr "Mở thư mục chứa các bản mẫu này." msgid "Uninstall these templates." msgstr "Gỡ cài đặt các bản mẫu này." +msgid "There are no mirrors available." +msgstr "Không có máy chủ có sẵn." + msgid "Error requesting URL:" msgstr "Lỗi khi yêu cầu đường dẫn:" @@ -2500,12 +2594,19 @@ msgstr "" "Bản mẫu sẽ tiếp tục được tải xuống.\n" "Bạn có thể thấy trình chỉnh sửa hơi bị đơ khi tải xong." +msgid "" +"Target platform requires '%s' texture compression. Enable 'Import %s' to fix." +msgstr "Nền tảng yêu cầu dùng kiểu nén bề mặt '%s'. Bật 'Nhập %s' để sửa." + msgid "Runnable" msgstr "Chạy được" msgid "Resources to export:" msgstr "Tài nguyên để xuất:" +msgid "%s Export" +msgstr "Xuất cho %s" + msgid "Release" msgstr "Phát hành" @@ -2518,6 +2619,9 @@ msgstr "Thêm..." msgid "Duplicate" msgstr "Nhân đôi" +msgid "Advanced Options" +msgstr "Tùy chọn Nâng cao" + msgid "Export Path" msgstr "Đường dẫn xuất" @@ -2616,9 +2720,20 @@ msgstr "Lỗi di chuyển:" msgid "Error duplicating:" msgstr "Lỗi nhân bản:" +msgid "Failed to save resource at %s: %s" +msgstr "Thất bại khi lưu tài nguyên ở %s: %s" + +msgid "Failed to load resource at %s: %s" +msgstr "Thất bại khi tải tài nguyên ở %s: %s" + msgid "A file or folder with this name already exists." msgstr "Đã có một têp tin hoặc thư mục trùng tên." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "Các tệp hoặc thư mục sau gây xung đột với các mục ở vị trí đích '%s':" + msgid "Duplicating file:" msgstr "Tạo bản sao tệp tin:" @@ -2637,6 +2752,9 @@ msgstr "Chỉnh sửa các phần phụ thuộc..." msgid "View Owners..." msgstr "Xem các scene sở hữu..." +msgid "Create New" +msgstr "Tạo Mới" + msgid "Script..." msgstr "Tập lệnh..." @@ -2658,9 +2776,6 @@ msgstr "Thư mục mới ..." msgid "New Scene..." msgstr "Tạo Cảnh Mới..." -msgid "New Script..." -msgstr "Tập lệnh mới..." - msgid "New Resource..." msgstr "Tài nguyên mới ..." @@ -2723,51 +2838,18 @@ msgstr "Thay thế ..." msgid "Searching..." msgstr "Đang tìm kiếm ..." +msgid "Rename Group" +msgstr "Đổi tên Nhóm" + msgid "Add to Group" msgstr "Thêm vào Nhóm" msgid "Remove from Group" msgstr "Xóa khỏi Nhóm" -msgid "Invalid group name." -msgstr "Tên nhóm không hợp lệ." - -msgid "Group name already exists." -msgstr "Tên nhóm đã tồn tại." - -msgid "Rename Group" -msgstr "Đổi tên Nhóm" - -msgid "Delete Group" -msgstr "Xoá Nhóm" - -msgid "Groups" -msgstr "Nhóm" - -msgid "Nodes Not in Group" -msgstr "Các nút không trong Nhóm" - -msgid "Nodes in Group" -msgstr "Các nút trong Nhóm" - -msgid "Empty groups will be automatically removed." -msgstr "Các nhóm trống sẽ tự động bị xóa." - -msgid "Group Editor" -msgstr "Trình chỉnh sửa Nhóm" - -msgid "Manage Groups" -msgstr "Quản lý Nhóm" - msgid "Move" msgstr "Di chuyển" -msgid "Please select a base directory first." -msgstr "Chọn thư mục cơ sở đầu tiên." - -msgid "Choose a Directory" -msgstr "Chọn một Thư mục" - msgid "Network" msgstr "Mạng" @@ -2891,14 +2973,21 @@ msgstr "Cửa sổ mới" msgid "Add a new scene." msgstr "Thêm cảnh mới." +msgid "" +"Hold %s to round to integers.\n" +"Hold Shift for more precise changes." +msgstr "" +"Giữ \"%s\" để làm tròn về số nguyên.\n" +"Giữ Shift để chỉnh sửa tỉ mỉ hơn." + msgid "Unlock Node" msgstr "Mở khoá nút" msgid "Node configuration warning:" msgstr "Cảnh báo cấu hình nút:" -msgid "Open in Editor" -msgstr "Mở trong Trình biên soạn" +msgid "Click to show signals dock." +msgstr "Nhấp để hiện khung tín hiệu." msgid "This script is currently running in the editor." msgstr "Tập lệnh hiện đang chạy trong trình chỉnh sửa." @@ -2920,6 +3009,9 @@ msgstr "" "AnimationPlayer đã được ghim.\n" "Bấm để bỏ ghim." +msgid "Open in Editor" +msgstr "Mở trong Trình biên soạn" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Tên nút không hợp lệ, các ký tự sau bị cấm:" @@ -2932,9 +3024,6 @@ msgstr "Cảnh báo cấu hình nút!" msgid "Select a Node" msgstr "Chọn một Nút" -msgid "Offset:" -msgstr "Độ dời:" - msgid "Importing Scene..." msgstr "Đang nhập cảnh ..." @@ -2956,6 +3045,18 @@ msgstr "Lỗi khi chạy tập lệnh sau nhập:" msgid "Saving..." msgstr "Đang lưu ..." +msgid "Import ID: %s" +msgstr "Nhập ID: %s" + +msgid "Status" +msgstr "Trạng thái" + +msgid "Audio Stream Importer: %s" +msgstr "Trình nhập âm thanh: %s" + +msgid "Offset:" +msgstr "Độ dời:" + msgid "2D" msgstr "2D" @@ -3010,6 +3111,9 @@ msgstr "Lịch sử các đối tượng được chỉnh sửa gần đây." msgid "This cannot be undone. Are you sure?" msgstr "Việc này không thể hoàn tác. Bạn chắc chắn chưa?" +msgid "Add %d Translations" +msgstr "Thêm Bản dịch cho %d" + msgid "Remove Translation" msgstr "Xóa bản dịch" @@ -3028,9 +3132,15 @@ msgstr "Tài nguyên:" msgid "Locale" msgstr "Vùng vị trí" +msgid "Set %s on %d nodes" +msgstr "Chỉnh %s trên %d nút" + msgid "%s (%d Selected)" msgstr "%s(%d Đã chọn)" +msgid "Groups" +msgstr "Nhóm" + msgid "Select a single node to edit its signals and groups." msgstr "Chọn nút duy nhất để chỉnh sửa tính hiệu và nhóm của nó." @@ -3100,9 +3210,6 @@ msgstr "Thêm hoạt hình" msgid "Add %s" msgstr "Thêm %s" -msgid "Load..." -msgstr "Nạp ..." - msgid "Move Node Point" msgstr "Di chuyển điểm Nút" @@ -3172,6 +3279,9 @@ msgstr "Xóa tam giác và các điểm." msgid "Generate blend triangles automatically (instead of manually)" msgstr "Tự động tạo tam giác trộn (thay vì phải vất vả thủ công)" +msgid "Parameter Changed: %s" +msgstr "Tham số thay đổi: %s" + msgid "Output node can't be added to the blend tree." msgstr "Nút đầu ra không thể thêm vào Cây Trộn." @@ -3230,9 +3340,30 @@ msgstr "Thêm Nút ..." msgid "Enable Filtering" msgstr "Kích hoạt lọc" +msgid "Animation with the same name already exists." +msgstr "Cử động cùng tên đã tồn tại." + +msgid "Add Animation to Library: %s" +msgstr "Thêm cử động vào Thư viện: %s" + +msgid "Add Animation Library: %s" +msgstr "Thêm Thư viện Cử động: %s" + msgid "Load Animation" msgstr "Nạp hoạt hình" +msgid "Save Animation to File: %s" +msgstr "Lưu Cử động vào tệp tin: %s" + +msgid "Load Animation into Library: %s" +msgstr "Tải Cử động vào Thư viện: %s" + +msgid "Rename Animation Library: %s" +msgstr "Đổi tên Thư viện Cử động: %s" + +msgid "Rename Animation: %s" +msgstr "Đổi tên Cử động: %s" + msgid "Animation Name:" msgstr "Tên hoạt hình:" @@ -3242,6 +3373,12 @@ msgstr "Đã dán hoạt hình" msgid "Open in Inspector" msgstr "Mở trong Trình kiểm tra" +msgid "Remove Animation Library: %s" +msgstr "Loại bỏ Thư viện Cử động: %s" + +msgid "Remove Animation from Library: %s" +msgstr "Loại bỏ Cử động khỏi Thư viện: %s" + msgid "Toggle Autoplay" msgstr "Chuyển đổi Tự động chạy" @@ -3257,12 +3394,18 @@ msgstr "Đổi tên hoạt hình" msgid "Change Animation Name:" msgstr "Đổi tên Hoạt ảnh:" +msgid "Delete Animation '%s'?" +msgstr "Xoá Cử động '%s'?" + msgid "Remove Animation" msgstr "Loại bỏ hoạt hình" msgid "Invalid animation name!" msgstr "Tên Hoạt ảnh không hợp lệ!" +msgid "Animation '%s' already exists!" +msgstr "Cử động '%s' đã tồn tại!" + msgid "Duplicate Animation" msgstr "Nhân đôi hoạt hình" @@ -3350,6 +3493,9 @@ msgstr "Di chuyển Nút" msgid "Transition exists!" msgstr "Chuyển tiếp đã tồn tại!" +msgid "Edit %s" +msgstr "Chỉnh sửa %s" + msgid "Add Transition" msgstr "Thêm Chuyển tiếp" @@ -3380,6 +3526,9 @@ msgstr "Kết nối các nút." msgid "Remove selected node or transition." msgstr "Xoá nút và chuyển tiếp đã chọn." +msgid "Transition:" +msgstr "Chuyển tiếp:" + msgid "Play Mode:" msgstr "Chế độ chơi:" @@ -3506,9 +3655,15 @@ msgstr "Kiểm tra" msgid "Loading..." msgstr "Đang tải..." +msgid "Failed to get repository configuration." +msgstr "Không thể lấy được cài đặt của kho mã nguồn." + msgid "All" msgstr "Tất cả" +msgid "No results for \"%s\" for support level(s): %s." +msgstr "Không tìm thấy kết quả cho \"%s\" ở mức hỗ trợ: %s." + msgid "Import..." msgstr "Nhập..." @@ -3527,9 +3682,6 @@ msgstr "Trang:" msgid "Support" msgstr "Hỗ trợ" -msgid "Failed to get repository configuration." -msgstr "Không thể lấy được cài đặt của kho mã nguồn." - msgid "Assets ZIP File" msgstr "Tệp tin ZIP Nguyên liệu" @@ -3626,9 +3778,65 @@ msgstr "Dán tư thé" msgid "Clear Guides" msgstr "Xóa hết đường căn" +msgid "Create Custom Bone2D(s) from Node(s)" +msgstr "Tạo Bone2D tuỳ chỉnh từ Node" + +msgid "Zoom to 3.125%" +msgstr "Thu nhỏ đến 3.125%" + +msgid "Zoom to 6.25%" +msgstr "Thu nhỏ đến 6.25%" + +msgid "Zoom to 12.5%" +msgstr "Thu nhỏ đến 12.5%" + +msgid "Zoom to 25%" +msgstr "Thu nhỏ đến 25%" + +msgid "Zoom to 50%" +msgstr "Thu nhỏ đến 50%" + +msgid "Zoom to 100%" +msgstr "Phóng to đến 100%" + +msgid "Zoom to 200%" +msgstr "Phóng to đến 200%" + +msgid "Zoom to 400%" +msgstr "Phóng to đến 400%" + +msgid "Zoom to 800%" +msgstr "Phóng to đến 800%" + +msgid "Zoom to 1600%" +msgstr "Phóng to đến 1600%" + +msgid "Center View" +msgstr "Góc nhìn ở Giữa" + msgid "Select Mode" msgstr "Chế độ chọn" +msgid "Drag: Rotate selected node around pivot." +msgstr "Kéo: quay nút được chọn quanh chốt." + +msgid "Alt+Drag: Move selected node." +msgstr "Alt+Kéo: Di chuyển nút đang chọn." + +msgid "Alt+Drag: Scale selected node." +msgstr "Alt+Kéo: Chỉnh sửa tỉ lệ nút đang chọn." + +msgid "V: Set selected node's pivot position." +msgstr "V: cài đặt vị trí chốt của nút đang chọn." + +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+nút chuột phải: Hiển thị danh sách tất cả các nút tại vị trí được nhấp " +"chuột vào, kể cả những nút đang bị khóa." + +msgid "RMB: Add node at position clicked." +msgstr "Nút chuột phải: thên nút tại vị trí nhấp chuột." + msgid "Move Mode" msgstr "Chế độ Di chuyển" @@ -3638,6 +3846,13 @@ msgstr "Chế độ Xoay" msgid "Scale Mode" msgstr "Chế độ căn Tỉ lệ" +msgid "Shift: Scale proportionally." +msgstr "Shift: Chỉnh sửa tỉ lệ một cách tương xứng." + +msgid "Show list of selectable nodes at position clicked." +msgstr "" +"Hiển thị danh sách tất cả đối tượng có thể chọn tại vị trí đã nhấp chuột." + msgid "Pan Mode" msgstr "Chế độ Xoay" @@ -3722,9 +3937,6 @@ msgstr "Hiện Gốc" msgid "Show Viewport" msgstr "Hiện Cổng xem" -msgid "Show Group And Lock Icons" -msgstr "Hiện biểu tượng Nhóm và Khóa" - msgid "Center Selection" msgstr "Căn giữa phần được chọn" @@ -3737,6 +3949,9 @@ msgstr "Xem trước tỉ lệ bức vẽ" msgid "Insert keys (based on mask)." msgstr "Chèn khóa (dựa trên mặt nạ)." +msgid "Insert Key" +msgstr "Chèn khoá" + msgid "Auto Insert Key" msgstr "Tự chèn khoá" @@ -3821,6 +4036,9 @@ msgstr "Pixel ở Viền cạnh Có hướng" msgid "Create Emission Points From Node" msgstr "Tạo điểm phát xạ từ nút" +msgid "Generation Time (sec):" +msgstr "Thời gian tạo (giây):" + msgid "Remove Curve Point" msgstr "Xóa điểm uốn" @@ -3876,6 +4094,9 @@ msgstr "" "Khi bật tùy chọn này, các lưới/đa giác điều hướng sẽ hiển thị trong dự án " "đang chạy." +msgid "Debug CanvasItem Redraws" +msgstr "Gỡ lỗi CanvasItem Redraws" + msgid "Synchronize Scene Changes" msgstr "Đồng bộ hóa các thay đổi lên Cảnh" @@ -3893,10 +4114,22 @@ msgstr "" msgid "Synchronize Script Changes" msgstr "Đồng bộ hóa thay đổi trong tập lệnh" +msgid "Size: %s" +msgstr "Kích thước: %s" + +msgid "Type: %s" +msgstr "Kiểu: %s" + +msgid "Overrides (%d)" +msgstr "Ghi đè (%d)" + msgctxt "Locale" msgid "Add Script" msgstr "Thêm hệ chữ viết" +msgid "Variation Coordinates (%d)" +msgstr "Các biến thể tọa độ (%d)" + msgid " - Variation" msgstr " - Biến" @@ -3921,15 +4154,15 @@ msgstr "Thay đổi bán kính ánh sáng" msgid "Convert to CPUParticles2D" msgstr "Chuyển thành CPUParticles2D" -msgid "Generation Time (sec):" -msgstr "Thời gian tạo (giây):" - msgid "Surface Points" msgstr "Các điểm bề mặt" msgid "Volume" msgstr "Âm lượng" +msgid "Emission Source:" +msgstr "Nguồn phát:" + msgid "Mesh is empty!" msgstr "Lưới trống!" @@ -4078,12 +4311,24 @@ msgstr "Kích thước: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Các đối tượng: %d\n" +msgid "Draw Calls: %d" +msgstr "Lượt gọi Vẽ: %d" + msgid "None" msgstr "Không có" msgid "Rotating %s degrees." msgstr "Xoay %s độ." +msgid "Translating %s." +msgstr "Dịch %s." + +msgid "Rotating %f degrees." +msgstr "Xoay %f độ." + +msgid "Scaling %s." +msgstr "Chia tỉ lệ %s." + msgid "Lock View Rotation" msgstr "Khóa xoay ở chế độ xem" @@ -4213,6 +4458,9 @@ msgstr "Xóa Point" msgid "Close Curve" msgstr "Đóng đường cong" +msgid "Please Confirm..." +msgstr "Xin hãy xác nhận..." + msgid "Curve Point #" msgstr "Điểm uốn #" @@ -4564,6 +4812,9 @@ msgstr "Cuộn tất cả các dòng" msgid "Unfold All Lines" msgstr "Trải tất cả các dòng" +msgid "Duplicate Selection" +msgstr "Nhân đôi lựa chọn" + msgid "Trim Trailing Whitespace" msgstr "Xóa khoảng trắng cuối dòng" @@ -4645,6 +4896,9 @@ msgstr "Tạo LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Xem trước LightOccluder2D" +msgid "Can't convert an empty sprite to mesh." +msgstr "Không thể chuyển sprite trống thành mesh." + msgid "Invalid geometry, can't replace by mesh." msgstr "Hình không hợp lệ, không thể thay thế bằng lưới." @@ -4666,6 +4920,15 @@ msgstr "Hình học không rõ, không thể tạo bộ tỏa ánh sáng." msgid "Create LightOccluder2D Sibling" msgstr "Tạo LightOccluder2D cùng bậc" +msgid "Simplification:" +msgstr "Đơn giản hóa:" + +msgid "Shrink (Pixels):" +msgstr "Thu nhỏ (Điểm ảnh):" + +msgid "Grow (Pixels):" +msgstr "Phóng to (Điểm ảnh):" + msgid "Update Preview" msgstr "Cập nhật bản xem trước" @@ -4720,6 +4983,9 @@ msgstr "Đặt lại Thu phóng" msgid "Select Frames" msgstr "Chọn Khung hình" +msgid "Frame Order" +msgstr "Thứ tự Khung hình" + msgid "Size" msgstr "Kích thước" @@ -4729,6 +4995,12 @@ msgstr "Tạo Khung hình từ Sprite Sheet" msgid "SpriteFrames" msgstr "Khung hình sprite" +msgid "%s Mipmaps" +msgstr "%s Mipmaps" + +msgid "Memory: %s" +msgstr "Bộ nhớ: %s" + msgid "Set Margin" msgstr "Đặt Lề" @@ -4813,6 +5085,27 @@ msgstr "Lật Ngang" msgid "Flip Vertically" msgstr "Lật Dọc" +msgid "Index: %d" +msgstr "Mục: %d" + +msgid "From Coords" +msgstr "Từ các Tọa độ" + +msgid "Occlusion Layer %d" +msgstr "Lớp Tắc %d" + +msgid "Physics Layer %d" +msgstr "Lớp Vật lý %d" + +msgid "No physics layers" +msgstr "Không có lớp Vật lý" + +msgid "Navigation Layer %d" +msgstr "Lớp Điều hướng %d" + +msgid "Custom Data %d" +msgstr "Dữ liệu tùy chỉnh %d" + msgid "Yes" msgstr "Có" @@ -4822,6 +5115,9 @@ msgstr "Tập gạch" msgid "Error" msgstr "Lỗi" +msgid "Do you want to remove the %s remote?" +msgstr "Bạn có muốn loại bỏ %s từ xa?" + msgid "Apply" msgstr "Áp dụng" @@ -4840,6 +5136,9 @@ msgstr "Đường dẫn khoá SSH riêng tư" msgid "Detect new changes" msgstr "Phát hiện thay đổi mới" +msgid "Permanentally delete my changes" +msgstr "Xoá vĩnh viễn các thay đổi của tôi" + msgid "Branches" msgstr "Nhánh" @@ -4918,9 +5217,18 @@ msgstr "Đặt cổng đầu vào mặc định" msgid "Add Node to Visual Shader" msgstr "Thêm nút vào Visual Shader" +msgid "Add Varying to Visual Shader: %s" +msgstr "Thêm Varying vào Visual Shader: %s" + msgid "Node(s) Moved" msgstr "Nút đã di chuyển" +msgid "Set Constant: %s" +msgstr "Thêm hằng số: %s" + +msgid "Varying with that name is already exist." +msgstr "Varying cùng tên đã tồn tại." + msgid "Vertex" msgstr "Đỉnh" @@ -5026,6 +5334,9 @@ msgstr "Trả về tan nghịch đảo của tham số." msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Trả về tan hyperbolic nghịch đảo của tham số." +msgid "Returns the result of bitwise NOT (~a) operation on the integer." +msgstr "Trả về kết quả của toán tử bit NOT (~a) của số nguyên." + msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "Trả về số nguyên nhỏ nhất lớn hơn hoặc bằng tham số." @@ -5112,6 +5423,12 @@ msgstr "Trả về tan của tham số." msgid "Returns the hyperbolic tangent of the parameter." msgstr "Trả về tan hyperbol của tham số." +msgid "Returns the result of bitwise AND (a & b) operation for two integers." +msgstr "Trả về kết quả của toán tử bit AND (a & b) của 2 số nguyên." + +msgid "Returns the result of bitwise OR (a | b) operation for two integers." +msgstr "Trả về kết quả của toán tử bit OR (a | b) của 2 số nguyên." + msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" @@ -5185,9 +5502,148 @@ msgstr "" msgid "Returns the vector that points in the direction of refraction." msgstr "Trả về véc tơ chỉ theo hướng khúc xạ." +msgid "Edit Visual Property: %s" +msgstr "Chỉnh sửa Đặc tính Thị giác: %s" + msgid "Bake VoxelGI" msgstr "Tính toán và lưu trữ kết quả ánh sáng và bóng đổ trên khối Voxel" +msgid "Are you sure to run %d projects at once?" +msgstr "Bạn có chắc chắn chạy các dự án %d cùng lúc?" + +msgid "" +"The selected project \"%s\" does not specify its supported Godot version in " +"its configuration file (\"project.godot\").\n" +"\n" +"Project path: %s\n" +"\n" +"If you proceed with opening it, it will be converted to Godot's current " +"configuration file format.\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"Dự án được chọn \"%s\" không chỉ ra phiên bản Godot được hỗ trợ của nó trong " +"tệp tin cấu hình (\"project.godot\").\n" +"\n" +"Đường dẫn của dự án: %s\n" +"\n" +"Nếu bạn tiếp tục mở nó, dự án sẽ được chuyển đổi theo định dạng tệp tin cấu " +"hình hiện tại của Godot.\n" +"\n" +"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Godot " +"được nữa." + +msgid "" +"The selected project \"%s\" was generated by an older engine version, and " +"needs to be converted for this version.\n" +"\n" +"Project path: %s\n" +"\n" +"Do you want to convert it?\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"Dự án được chọn \"%s\" đã được tạo bởi một phiên bản cũ hơn của Godot, và cần " +"được chuyển đổi để sử dụng cho phiên abnr này.\n" +"\n" +"Dường dẫn của dự án: %s\n" +"\n" +"Bạn có muốn chuyển đổi nó không?\n" +"\n" +"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Godot " +"được nữa." + +msgid "" +"Can't open project \"%s\" at the following path:\n" +"\n" +"%s\n" +"\n" +"The project settings were created by a newer engine version, whose settings " +"are not compatible with this version." +msgstr "" +"Không thể mở dự án \"%s\" tại đường dẫn:\n" +"\n" +"%s\n" +"\n" +"Các cài đặt của dự án được tạo bởi một phiên bản Godot mới hơn và không còn " +"tương thích với phiên bản này nữa." + +msgid "" +"Warning: This project was last edited in Godot %s. Opening will change it to " +"Godot %s.\n" +"\n" +msgstr "" +"Cảnh báo: Dự án này đã được sửa lần cuối bằng Godot %s. Mở dự án này sẽ thay " +"đổi nó sang Godot %s.\n" +"\n" + +msgid "Open anyway? Project will be modified." +msgstr "Vẫn mở chứ? Dự án sẽ được sửa đổi." + +msgid "Remove %d projects from the list?" +msgstr "loại bỏ %d dự án khỏi danh sách?" + +msgid "Remove this project from the list?" +msgstr "Loại bỏ dự án này ra khỏi danh sách chứ?" + +msgid "" +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." +msgstr "" +"Gỡ tất cả dự án bị hỏng khỏi danh sách?\n" +"Nội dung các thư mục dự án sẽ không bị sửa đổi." + +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "Không thể tải dự án ở '%s' (lỗi %d). Nó có thể đã bị mất hoặc bị hỏng." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Không thể lưu dự án tại '%s' (lỗi %d)." + +msgid "New Project" +msgstr "Tạo Dự Án" + +msgid "Scan" +msgstr "Quét" + +msgid "Loading, please wait..." +msgstr "Đang tải, đợi xíu..." + +msgid "Filter Projects" +msgstr "Lọc các dự án" + +msgid "Last Edited" +msgstr "Sửa đổi lần cuối" + +msgid "Tags" +msgstr "Nhãn" + +msgid "Create New Project" +msgstr "Tạo mới Dự án" + +msgid "Import Existing Project" +msgstr "Nạp Dự án có sẵn" + +msgid "Rename Project" +msgstr "Đổi tên Dự án" + +msgid "Manage Tags" +msgstr "Quản lí nhãn" + +msgid "Remove Missing" +msgstr "Loại bỏ bị mất" + +msgid "Select a Folder to Scan" +msgstr "Chọn một Folder để Quét" + +msgid "Remove All" +msgstr "Xoá tất cả" + +msgid "Create New Tag" +msgstr "Tạo Nhãn Mới" + msgid "The path specified doesn't exist." msgstr "Đường dẫn đã cho không tồn tại." @@ -5199,12 +5655,6 @@ msgid "" msgstr "" "Tệp dự án \".zip\" không hợp lệ; trong nó không chứa tệp \"project.godot\"." -msgid "Please choose an empty folder." -msgstr "Hãy chọn một thư mục trống." - -msgid "This directory already contains a Godot project." -msgstr "Thư mục này đã chứa một dự án Godot." - msgid "New Game Project" msgstr "Dự án Trò chơi Mới" @@ -5238,18 +5688,9 @@ msgstr "Không thể lấy các tệp sau khỏi gói:" msgid "Package installed successfully!" msgstr "Cài đặt gói thành công!" -msgid "Rename Project" -msgstr "Đổi tên Dự án" - -msgid "Import Existing Project" -msgstr "Nạp Dự án có sẵn" - msgid "Import & Edit" msgstr "Nhập & Chỉnh sửa" -msgid "Create New Project" -msgstr "Tạo mới Dự án" - msgid "Create & Edit" msgstr "Tạo & Sửa" @@ -5280,109 +5721,9 @@ msgstr "Lỗi: Dự án bị thiếu trên hệ thống tệp tin." msgid "Missing Project" msgstr "Dự án bị lỗi" -msgid "Local" -msgstr "Cục bộ" - -msgid "Local Projects" -msgstr "Dự án cục bộ" - -msgid "Can't open project at '%s'." -msgstr "Không thể mở dự án tại '%s'." - -msgid "" -"Warning: This project was last edited in Godot %s. Opening will change it to " -"Godot %s.\n" -"\n" -msgstr "" -"Cảnh báo: Dự án này đã được sửa lần cuối bằng Godot %s. Mở dự án này sẽ thay " -"đổi nó sang Godot %s.\n" -"\n" - -msgid "Open anyway? Project will be modified." -msgstr "Vẫn mở chứ? Dự án sẽ được sửa đổi." - -msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." -msgstr "" -"Không thể chạy dự án: chưa chọn phân cảnh chính.\n" -"Để chọn phân cảnh chính, mở \"Cài đặt Dự án\" sau đó vào mục \"Ứng dụng\"." - -msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"Không thể chạy dự án: Các tài sản chưa được nạp.\n" -"Vui lòng thiết lập dự án để kích hoạt nạp tài sản ban đầu." - -msgid "Are you sure to run %d projects at once?" -msgstr "Bạn có chắc chắn chạy các dự án %d cùng lúc?" - -msgid "Remove this project from the list?" -msgstr "Loại bỏ dự án này ra khỏi danh sách chứ?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"Gỡ tất cả dự án bị hỏng khỏi danh sách?\n" -"Nội dung các thư mục dự án sẽ không bị sửa đổi." - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"Đã thay đổi ngôn ngữ.\n" -"Giao diện sẽ cập nhật sau khi khởi động lại trình biên tập hoặc trình quản lí " -"dự án." - -msgid "New Project" -msgstr "Tạo Dự Án" - -msgid "Scan" -msgstr "Quét" - -msgid "Loading, please wait..." -msgstr "Đang tải, đợi xíu..." - -msgid "Filter Projects" -msgstr "Lọc các dự án" - -msgid "Last Edited" -msgstr "Sửa đổi lần cuối" - -msgid "Tags" -msgstr "Nhãn" - -msgid "Manage Tags" -msgstr "Quản lí nhãn" - -msgid "Remove Missing" -msgstr "Loại bỏ bị mất" - -msgid "About" -msgstr "Về chúng tôi" - msgid "Restart Now" msgstr "Restart ngay" -msgid "Select a Folder to Scan" -msgstr "Chọn một Folder để Quét" - -msgid "Remove All" -msgstr "Xoá tất cả" - -msgid "Can't run project" -msgstr "Không thể chạy dự án" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"Hiện tại bạn không có bất kỳ dự án nào.\n" -"Bạn có muốn xem qua các dự án ví dụ trên Thư Viện không?" - msgid "Delete Item" msgstr "Xóa Mục" @@ -5416,9 +5757,6 @@ msgstr "Hậu tố:" msgid "Use Regular Expressions" msgstr "Dùng Regular Expression" -msgid "Advanced Options" -msgstr "Tùy chọn Nâng cao" - msgid "Substitute" msgstr "Thay thế" @@ -5496,12 +5834,6 @@ msgstr "Tách tập lệnh ra" msgid "This operation can't be done on the tree root." msgstr "Thao tác này không thể áp dụng lên gốc của cây." -msgid "Move Node In Parent" -msgstr "Di chuyển nút trong nút mẹ" - -msgid "Move Nodes In Parent" -msgstr "Di chuyển các nút trong nút mẹ" - msgid "Duplicate Node(s)" msgstr "Nhân đôi các nút" @@ -5519,6 +5851,9 @@ msgstr "Cảnh khởi tạo không thể thành gốc" msgid "Make node as Root" msgstr "Gán nút là nút Gốc" +msgid "Delete %d nodes and any children?" +msgstr "Xoá %d nút và tất cả các con của nó?" + msgid "Delete %d nodes?" msgstr "Xoá %d nút?" @@ -5603,18 +5938,21 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Không thể dán Nút Gốc vào cùng một Cảnh." +msgid "Paste Node(s) as Sibling of %s" +msgstr "Dán nút với tư cách là nút anh chị em của %s" + +msgid "Paste Node(s) as Child of %s" +msgstr "Dán nút với tư cách là nút con của %s" + +msgid "<Unnamed> at %s" +msgstr "<Unnamed> tại %s" + msgid "Add Child Node..." msgstr "Thêm nút con..." msgid "Attach Script..." msgstr "Đính kèm tập lệnh..." -msgid "Extend Script..." -msgstr "Mở rộng tập lệnh..." - -msgid "Reparent to New Node" -msgstr "Thay nút mẹ thành nút mới" - msgid "Make Scene Root" msgstr "Biến Cảnh thành Gốc" @@ -5633,6 +5971,9 @@ msgstr "Xoá tập lệnh khỏi nút đã chọn." msgid "Remote" msgstr "Từ xa" +msgid "Local" +msgstr "Cục bộ" + msgid "Clear Inheritance? (No Undo!)" msgstr "Xóa Kế thừa? (Mất tăm luôn đấy!)" @@ -5666,6 +6007,9 @@ msgstr "Mở tệp lệnh / Chọn vị trí" msgid "Open Script" msgstr "Mở tập lệnh" +msgid "Inherit %s" +msgstr "Kế thừa %s" + msgid "Invalid inherited parent name or path." msgstr "Tên hoặc đường dẫn nút mẹ được kế thừa không hợp lệ." @@ -5730,6 +6074,9 @@ msgstr "Định dạng từ điển không hợp lệ (tệp lệnh không hợp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "Từ điển không hợp lệ (Lớp con không hợp lệ)" +msgid "Value of type '%s' can't provide a length." +msgstr "Giá trị của kiểu '%s' không thể cung cấp chiều dài." + msgid "" "Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " "class or a script." @@ -5770,6 +6117,9 @@ msgstr "Bản đồ Lưới" msgid "GridMap Settings" msgstr "Cài đặt Bản đồ Lưới" +msgid "Integrate indirect lighting %d%%" +msgstr "Tích hợp chiếu sáng gián tiếp %d%%" + msgid "Class name can't be a reserved keyword" msgstr "Tên Lớp không được trùng với từ khóa" @@ -5788,9 +6138,18 @@ msgstr "RPC đi" msgid "Config" msgstr "Cấu hình" +msgid "Invalid property path: '%s'" +msgstr "Đường dẫn thuộc tính không hợp lệ: '%s'" + msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "Phải tạo hoặc đặt một NavigationMesh cho nút này thì nó mới hoạt động." +msgid "Error saving file %s: %s" +msgstr "Lỗi khi lưu tệp %s: %s" + +msgid "Error loading %s: %s." +msgstr "Lỗi khi tải %s: %s." + msgid "Package name is missing." msgstr "Thiếu tên gói." @@ -5827,6 +6186,9 @@ msgstr "Đang gỡ cài đặt..." msgid "Installing to device, please wait..." msgstr "Đang cài vào thiết bị, xin vui lòng chờ..." +msgid "Could not install to device: %s" +msgstr "Không thể cài đặt vào thiệt bị: %s" + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -5856,6 +6218,9 @@ msgstr "Thiếu thư mục 'build-tools'!" msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Không tìm thấy lệnh apksigner của bộ Android SDK build-tools." +msgid "Signing release %s..." +msgstr "Đang kí phát hành %s..." + msgid "Exporting for Android" msgstr "Đang xuất sang Android" @@ -5865,16 +6230,15 @@ msgstr "Tên tệp không hợp lệ! Android App Bundle cần đuôi *.aab ở msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "Tên tệp không hợp lệ! Android APK cần đuôi *.apk ở cuối." -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Phiên bản dựng Android không khớp: Bản mẫu được cài đặt: %s, Phiên bản Godot: " -"%s. Vui lòng cài đặt lại bản mẫu Android từ bảng chọn 'Dự Án'." - msgid "Building Android Project (gradle)" msgstr "Đang dựng dự án Android (gradle)" +msgid "Could not find template APK to export: \"%s\"." +msgstr "Không thể tìm bản mẫu APK để xuất: \"%s\"." + +msgid "Adding files..." +msgstr "Đang thêm các tệp..." + msgid "Invalid Identifier:" msgstr "Định danh không hợp lệ:" @@ -5884,9 +6248,54 @@ msgstr "Thiếu định danh." msgid "The character '%s' is not allowed in Identifier." msgstr "Không được phép có kí tự '%s' trong Định danh." +msgid "Could not open file \"%s\"." +msgstr "Không thể mở tệp tin \"%s\"." + +msgid "Failed to open executable file \"%s\"." +msgstr "Thất bại khi mở tệp thực thi \"%s\"." + msgid "Uploading scripts..." msgstr "Đang tải lên tập lệnh..." +msgid "Failed to create \"%s\" subfolder." +msgstr "Thất bại khi tạo thư mục con \"%s\"." + +msgid "Could not find template app to export: \"%s\"." +msgstr "Không thể tìm bản mẫu ứng dụng để xuất: \"%s\"." + +msgid "Could not create directory: \"%s\"." +msgstr "Không thể tạo thư mục: \"%s\"." + +msgid "Could not create directory \"%s\"." +msgstr "Không thể tạo thư mục \"%s\"." + +msgid "Could not created symlink \"%s\" -> \"%s\"." +msgstr "Không thể tạo liên kết tượng trưng \"%s\" -> \"%s\"." + +msgid "Could not open \"%s\"." +msgstr "Không thể mở \"%s\"." + +msgid "Could not open template for export: \"%s\"." +msgstr "Không thể mở bản mẫu để xuất: \"%s\"." + +msgid "Invalid export template: \"%s\"." +msgstr "Bản mẫu để xuất không hợp lệ: \"%s\"." + +msgid "Could not write file: \"%s\"." +msgstr "Không thể viết tệp tin: \"%s\"." + +msgid "Could not read file: \"%s\"." +msgstr "Không thể đọc tệp tin: \"%s\"." + +msgid "Could not read HTML shell: \"%s\"." +msgstr "Không thể đọc được HTML shell: \"%s\"." + +msgid "Could not create HTTP server directory: %s." +msgstr "Không thể tạo thư mục máy chủ HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Lỗi khi khởi động máy chủ HTTP: %d." + msgid "Stop HTTP Server" msgstr "Dừng Máy chủ HTTP" @@ -5896,6 +6305,36 @@ msgstr "Chạy trong Trình duyệt web" msgid "Run exported HTML in the system's default browser." msgstr "Chạy HTML được xuất với trình duyệt mặc định của máy." +msgid "Icon size \"%d\" is missing." +msgstr "Thiếu kích cỡ biểu tượng \"%d\"." + +msgid "Failed to rename temporary file \"%s\"." +msgstr "Không thể đổi tên tệp tin tạm thời \"%s\"." + +msgid "Could not find rcedit executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi rcedit tại \"%s\"." + +msgid "Could not find wine executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi wine tại \"%s\"." + +msgid "Invalid icon file \"%s\"." +msgstr "Tệp tin biểu tượng \"%s\" không hợp lệ." + +msgid "rcedit failed to modify executable: %s." +msgstr "rcedit thất bại khi chỉnh sửa tệp tin thực thi: %s." + +msgid "Could not find signtool executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi signtool tại \"%s\"." + +msgid "Could not find osslsigncode executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi osslsigncode tại \"%s\"." + +msgid "Signtool failed to sign executable: %s." +msgstr "Signtool thất bại khi khí tệp tin thực thi: %s." + +msgid "Failed to remove temporary file \"%s\"." +msgstr "Không thể gỡ bỏ tệp tạm thời \"%s\"." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " @@ -5983,18 +6422,27 @@ msgstr "Thanh xương này thiếu dáng NGHỈ. Hãy đặt một dáng tại n msgid "Nothing is visible because no mesh has been assigned." msgstr "Không có gì hiển thị vì không có lưới nào được chỉ định." +msgid "Preparing geometry %d/%d" +msgstr "Đang xử lí hình học %d/%d" + +msgid "Generating Probe Volumes" +msgstr "Tạo Probe Volumes" + +msgid "No pose is set." +msgstr "Không có tư thế nào được thiết lập." + msgid "Animation not found: '%s'" msgstr "Không tìm thấy Animation: '%s'" msgid "Nothing connected to input '%s' of node '%s'." msgstr "Không có kết nối đến input '%s' của node '%s'." +msgid "Copy this constructor in a script." +msgstr "Sao chép constructor này vào một script." + msgid "Alert!" msgstr "Cảnh báo!" -msgid "Please Confirm..." -msgstr "Xin hãy xác nhận..." - msgid "(Other)" msgstr "(Khác)" @@ -6004,9 +6452,75 @@ msgstr "Nguồn vô hiệu cho xem trước." msgid "Invalid source for shader." msgstr "nguồn vô hiệu cho shader." +msgid "Varyings cannot be passed for the '%s' parameter." +msgstr "Varying không thể là tham số '%s'." + +msgid "Invalid arguments for the built-in function: \"%s(%s)\"." +msgstr "Tham số không hợp lệ cho hàm tích hợp sắn: \"%s(%s)\"." + +msgid "Invalid assignment of '%s' to '%s'." +msgstr "Phép gán không hợp lệ '%s' cho '%s'." + msgid "Constants cannot be modified." msgstr "Không thể chỉnh sửa hằng số." +msgid "Void value not allowed in expression." +msgstr "Dữ liệu kiểu void không được cho phép trong biểu thức." + +msgid "Invalid member for '%s' expression: '.%s'." +msgstr "Thành viên không hợp lệ cho biểu thực '%s': '.%s'." + +msgid "Invalid token for the operator: '%s'." +msgstr "Token không hợp lệ cho toán tử: '%s'." + +msgid "Unexpected end of expression." +msgstr "Phần đuôi của biểu thức không thể ngờ tới." + +msgid "Invalid arguments to unary operator '%s': %s." +msgstr "Đối số không hợp lệ cho toán tử đơn '%s': %s." + +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "Đối số không hợp lệ cho toán tử '%s': '%s'." + +msgid "Duplicated case label: %d." +msgstr "Nhãn trường hợp bị lặp lại: %d." + +msgid "Invalid shader type. Valid types are: %s" +msgstr "Kiểu shader không hợp lệ. Các kiểu hợp lệ là: %s" + +msgid "Duplicated render mode: '%s'." +msgstr "Chế độ kết xuất bị trùng lặp: '%s'." + +msgid "Duplicated hint: '%s'." +msgstr "Gợi ý bị lặp lại: '%s'." + +msgid "Duplicated filter mode: '%s'." +msgstr "Chế độ lọc bị lặp lại: '%s'." + +msgid "Duplicated repeat mode: '%s'." +msgstr "Chế độ lặp bị lặp lại: '%s'." + +msgid "Expected a '%s'." +msgstr "Mong đợi một '%s'." + +msgid "Expected a '%s' after '%s'." +msgstr "Mong đợi một '%s' sau '%s'." + +msgid "Invalid argument name." +msgstr "Tham số không hợp lệ." + +msgid "Unmatched else." +msgstr "Token else không khớp." + +msgid "Invalid macro argument list." +msgstr "Danh sách đối số macro không hợp lệ." + +msgid "Invalid macro argument." +msgstr "Đối số macro không hợp lệ." + +msgid "Invalid macro argument count." +msgstr "Số lượng đối số macro không hợp lệ." + msgid "The local variable '%s' is declared but never used." msgstr "Giá trị %s được khai báo nhưng không sử dung." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index 1c9a01552a..5d9ceb4745 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -58,7 +58,7 @@ # idleman <1524328475@qq.com>, 2019. # king <wangding1992@126.com>, 2019. # silentbird <silentbird520@outlook.com>, 2019. -# Haoyu Qiu <timothyqiu32@gmail.com>, 2019, 2020, 2021, 2022, 2023. +# Haoyu Qiu <timothyqiu32@gmail.com>, 2019, 2020, 2021, 2022, 2023, 2024. # Revan Ji <jiruifancr@gmail.com>, 2020. # nieyuanhong <15625988003@163.com>, 2020. # binotaliu <binota@protonmail.ch>, 2020. @@ -103,8 +103,8 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2024-01-25 05:54+0000\n" -"Last-Translator: Ainsley <vhtmscyo@gmail.com>\n" +"PO-Revision-Date: 2024-02-03 12:07+0000\n" +"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot/zh_Hans/>\n" "Language: zh_CN\n" @@ -550,9 +550,6 @@ msgstr "编辑事件" msgid "Remove Event" msgstr "移除事件" -msgid "Filter by name..." -msgstr "按名称筛选..." - msgid "Clear All" msgstr "全部清除" @@ -676,33 +673,6 @@ msgstr "无法修改从导入场景中实例化的动画的循环模式。" msgid "Can't change loop mode on animation embedded in another scene." msgstr "无法修改嵌入另一场景的动画的循环模式。" -msgid "Property Track" -msgstr "属性轨道" - -msgid "3D Position Track" -msgstr "3D 位置轨道" - -msgid "3D Rotation Track" -msgstr "3D 旋转轨道" - -msgid "3D Scale Track" -msgstr "3D 缩放轨道" - -msgid "Blend Shape Track" -msgstr "混合形状轨道" - -msgid "Call Method Track" -msgstr "方法调用轨道" - -msgid "Bezier Curve Track" -msgstr "贝塞尔曲线轨道" - -msgid "Audio Playback Track" -msgstr "音频播放轨道" - -msgid "Animation Playback Track" -msgstr "动画播放轨道" - msgid "Animation length (frames)" msgstr "动画长度(帧)" @@ -835,9 +805,6 @@ msgstr "钳制循环插值" msgid "Wrap Loop Interp" msgstr "环绕循环插值" -msgid "Insert Key" -msgstr "插入关键帧" - msgid "Duplicate Key(s)" msgstr "复制关键帧" @@ -992,10 +959,6 @@ msgstr "缩放动画关键帧" msgid "Make Easing Keys" msgstr "改为缓动关键帧" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "由于只有单一轨道,因此该选项不适用于贝塞尔编辑。" - msgid "Animation Add RESET Keys" msgstr "添加动画 RESET 关键帧" @@ -1082,24 +1045,6 @@ msgstr "编辑" msgid "Animation properties." msgstr "动画属性。" -msgid "Copy Tracks" -msgstr "复制轨道" - -msgid "Scale Selection" -msgstr "缩放选中项" - -msgid "Scale From Cursor" -msgstr "通过光标缩放" - -msgid "Make Easing Selection" -msgstr "缓动选中项" - -msgid "Duplicate Selection" -msgstr "复制选中项" - -msgid "Duplicate Transposed" -msgstr "复制并转置" - msgid "Delete Selection" msgstr "删除选中项" @@ -1112,15 +1057,6 @@ msgstr "跳到上一步" msgid "Apply Reset" msgstr "应用重置" -msgid "Bake Animation" -msgstr "烘焙动画" - -msgid "Optimize Animation (no undo)" -msgstr "优化动画(无法撤销)" - -msgid "Clean-Up Animation (no undo)" -msgstr "清理动画(无法撤销)" - msgid "Pick a node to animate:" msgstr "选择要设置动画的节点:" @@ -2424,9 +2360,6 @@ msgstr "加载配置" msgid "Export Profile" msgstr "导出配置" -msgid "Forced classes on detect:" -msgstr "强制检测类:" - msgid "Edit Build Configuration Profile" msgstr "编辑构建配置" @@ -2458,6 +2391,15 @@ msgstr "[空]" msgid "[unsaved]" msgstr "[未保存]" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + +msgid "Dock Position" +msgstr "面板位置" + +msgid "Make Floating" +msgstr "浮动" + msgid "3D Editor" msgstr "3D 编辑器" @@ -2653,6 +2595,21 @@ msgstr "" "调用这个方法不需要实例。\n" "可以直接使用类名调用。" +msgid "Constructors" +msgstr "构造函数" + +msgid "Operators" +msgstr "运算符" + +msgid "Method Descriptions" +msgstr "方法说明" + +msgid "Constructor Descriptions" +msgstr "构造函数说明" + +msgid "Operator Descriptions" +msgstr "运算符说明" + msgid "Error codes returned:" msgstr "返回错误码:" @@ -2697,17 +2654,6 @@ msgstr "继承:" msgid "Inherited by:" msgstr "派生:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "这个类被标记为已废弃,会在将来的版本中移除。" - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"这个类被标记为实验性,在将来的版本中极可能发生修改,也可能被移除。使用时请自行" -"斟酌。" - msgid "Description" msgstr "描述" @@ -2745,12 +2691,6 @@ msgstr "默认:" msgid "property:" msgstr "属性:" -msgid "Constructors" -msgstr "构造函数" - -msgid "Operators" -msgstr "运算符" - msgid "Theme Properties" msgstr "主题属性" @@ -2804,15 +2744,6 @@ msgstr "" "目前没有这个属性的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" "color]!" -msgid "Constructor Descriptions" -msgstr "构造函数说明" - -msgid "Method Descriptions" -msgstr "方法说明" - -msgid "Operator Descriptions" -msgstr "运算符说明" - msgid "Metadata:" msgstr "元数据:" @@ -2825,9 +2756,6 @@ msgstr "方法:" msgid "Signal:" msgstr "信号:" -msgid "Theme Item:" -msgstr "主题项目:" - msgid "No description available." msgstr "没有可用的描述。" @@ -2837,6 +2765,24 @@ msgstr "%d 个匹配。" msgid "%d matches." msgstr "%d 个匹配。" +msgid "Method" +msgstr "方法" + +msgid "Signal" +msgstr "信号" + +msgid "Constant" +msgstr "常量" + +msgid "Property" +msgstr "属性" + +msgid "Theme Property" +msgstr "主题属性" + +msgid "Annotation" +msgstr "注解" + msgid "Search Help" msgstr "搜索帮助" @@ -2885,24 +2831,6 @@ msgstr "(构造函数)" msgid "Class" msgstr "类" -msgid "Method" -msgstr "方法" - -msgid "Signal" -msgstr "信号" - -msgid "Annotation" -msgstr "注解" - -msgid "Constant" -msgstr "常量" - -msgid "Property" -msgstr "属性" - -msgid "Theme Property" -msgstr "主题属性" - msgid "This member is marked as deprecated." msgstr "这个成员被标记为已废弃。" @@ -3432,9 +3360,6 @@ msgstr "清除近期的场景" msgid "There is no defined scene to run." msgstr "没有设置要运行的场景。" -msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3459,15 +3384,15 @@ msgstr "" "选中的 “%s” 场景并非场景文件,请选择有效的场景。\n" "稍后也可在 “项目设置” 的 “application” 分类下更换主场景。" +msgid "Default" +msgstr "默认" + msgid "Save Layout" msgstr "保存布局" msgid "Delete Layout" msgstr "删除布局" -msgid "Default" -msgstr "默认" - msgid "This scene was never saved." msgstr "该场景从未保存过。" @@ -3509,6 +3434,21 @@ msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "无法写入文件“%s”,文件被占用、已锁定、或权限不足。" +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"修改渲染器需要重启编辑器。\n" +"\n" +"选择“保存并重启”会将渲染方法修改为:\n" +"- 桌面平台:%s\n" +"- 移动平台:%s\n" +"- Web 平台:gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3518,15 +3458,12 @@ msgstr "移动" msgid "Compatibility" msgstr "兼容" +msgid "(Overridden)" +msgstr "(覆盖)" + msgid "Pan View" msgstr "平移视图" -msgid "Dock Position" -msgstr "面板位置" - -msgid "Make Floating" -msgstr "浮动" - msgid "Distraction Free Mode" msgstr "专注模式" @@ -3584,6 +3521,9 @@ msgstr "关闭场景" msgid "Quit" msgstr "退出" +msgid "Editor Settings..." +msgstr "编辑器设置..." + msgid "Project" msgstr "项目" @@ -3626,9 +3566,6 @@ msgstr "退出到项目列表" msgid "Editor" msgstr "编辑器" -msgid "Editor Settings..." -msgstr "编辑器设置..." - msgid "Command Palette..." msgstr "命令面板..." @@ -3689,12 +3626,23 @@ msgstr "提交新特性建议" msgid "Send Docs Feedback" msgstr "发送文档反馈" -msgid "About Godot" -msgstr "关于 Godot" - msgid "Support Godot Development" msgstr "支持 Godot 开发" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"选择渲染方法。\n" +"\n" +"注意:\n" +"- 在移动平台上,在此处选中“Forward+”会使用“移动”渲染方法。\n" +"- 在 Web 平台上,会始终使用“兼容”渲染方法。" + msgid "Update Continuously" msgstr "持续更新" @@ -3737,30 +3685,6 @@ msgstr "从文件安装" msgid "Select Android sources file" msgstr "选择 Android 源文件" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"即将为你的项目设置自定义 Android 构建,源码模板会被安装到“res://android/" -"build”。\n" -"你可以对其进行修改,在导出时构建自定义的 APK(添加模块、更改 AndroidManifest." -"xml 等)。\n" -"请注意,要使用自定义构建替代预先构建的 APK,应该在 Android 导出预设中启用“使" -"用 Gradle 构建”选项。" - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"Android 构建模板已安装在此项目中,将不会被覆盖。\n" -"再次尝试执行此操作之前,请手动移除“res://android/build”目录。" - msgid "Show in File Manager" msgstr "在文件管理器中显示" @@ -3834,8 +3758,8 @@ msgstr "确定" msgid "Warning!" msgstr "警告!" -msgid "Main Script:" -msgstr "主脚本:" +msgid "On" +msgstr "启用" msgid "Edit Plugin" msgstr "编辑插件" @@ -3852,15 +3776,9 @@ msgstr "版本" msgid "Author" msgstr "作者" -msgid "Status" -msgstr "状态" - msgid "Edit Text:" msgstr "编辑文本:" -msgid "On" -msgstr "启用" - msgid "Renaming layer %d:" msgstr "重命名层 %d:" @@ -3985,8 +3903,8 @@ msgid "" "(%s)." msgstr "所选资源(%s)与该属性(%s)所需的类型都不匹配。" -msgid "Quick Load" -msgstr "快速加载" +msgid "Load..." +msgstr "加载..." msgid "Inspect" msgstr "查看" @@ -4012,14 +3930,11 @@ msgstr "选择要唯一化的资源:" msgid "New %s" msgstr "新建 %s" -msgid "New Script" -msgstr "新建脚本" - -msgid "Extend Script" -msgstr "扩展脚本" +msgid "New Script..." +msgstr "新建脚本..." -msgid "New Shader" -msgstr "新建着色器" +msgid "Extend Script..." +msgstr "扩展脚本..." msgid "No Remote Debug export presets configured." msgstr "没有配置远程调试导出预置。" @@ -4044,10 +3959,6 @@ msgstr "在 _run() 方法中填写逻辑代码。" msgid "There is an edited scene already." msgstr "已存在一个正在编辑的场景。" -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "无法运行编辑器脚本,你是否忘了覆盖“_run”方法?" - msgid "Undo: %s" msgstr "撤销:%s" @@ -4156,12 +4067,6 @@ msgstr "所有设备" msgid "Device" msgstr "设备" -msgid "Listening for input..." -msgstr "正在监听输入..." - -msgid "Filter by event..." -msgstr "按事件筛选..." - msgid "Project export for platform:" msgstr "针对平台导出项目:" @@ -4494,6 +4399,9 @@ msgstr "" "选中时,可以在一键部署中使用该预设。\n" "每个平台只可以有一个可执行的预设。" +msgid "Advanced Options" +msgstr "高级选项" + msgid "Export Path" msgstr "导出路径" @@ -4821,9 +4729,6 @@ msgstr "新建文件夹..." msgid "New Scene..." msgstr "新建场景..." -msgid "New Script..." -msgstr "新建脚本..." - msgid "New Resource..." msgstr "新建资源..." @@ -4968,57 +4873,21 @@ msgstr "%d 处匹配,共 %d 个文件" msgid "%d matches in %d files" msgstr "%d 处匹配,共 %d 个文件" +msgid "Rename Group" +msgstr "重命名分组" + msgid "Add to Group" msgstr "添加到分组" msgid "Remove from Group" msgstr "从分组中移除" -msgid "Invalid group name." -msgstr "分组名称无效。" - -msgid "Group name already exists." -msgstr "分组名称已存在。" - -msgid "Rename Group" -msgstr "重命名分组" - -msgid "Delete Group" -msgstr "删除分组" - -msgid "Groups" -msgstr "分组" - -msgid "Nodes Not in Group" -msgstr "不在分组中的节点" - -msgid "Nodes in Group" -msgstr "分组中的节点" - -msgid "Empty groups will be automatically removed." -msgstr "空的分组会被自动移除。" - -msgid "Group Editor" -msgstr "分组编辑器" - -msgid "Manage Groups" -msgstr "管理分组" +msgid "Global" +msgstr "全局" msgid "Move" msgstr "移动" -msgid "Please select a base directory first." -msgstr "请先选择一个基础目录。" - -msgid "Could not create folder. File with that name already exists." -msgstr "无法创建文件夹。同名文件已存在。" - -msgid "Choose a Directory" -msgstr "选择目录" - -msgid "Copy File(s)" -msgstr "复制文件" - msgid "Network" msgstr "网络" @@ -5062,6 +4931,9 @@ msgstr "打开文件或目录" msgid "Save a File" msgstr "保存文件" +msgid "Could not create folder. File with that name already exists." +msgstr "无法创建文件夹。同名文件已存在。" + msgid "Favorited folder does not exist anymore and will be removed." msgstr "收藏的文件夹不再存在,将被移除。" @@ -5251,9 +5123,6 @@ msgstr "切换可见性" msgid "Unlock Node" msgstr "解锁节点" -msgid "Button Group" -msgstr "按钮组" - msgid "Disable Scene Unique Name" msgstr "禁用场景唯一名称" @@ -5282,9 +5151,6 @@ msgstr[0] "节点属于分组:" msgid "Click to show signals dock." msgstr "点击显示信号面板。" -msgid "Open in Editor" -msgstr "在编辑器中打开" - msgid "This script is currently running in the editor." msgstr "这个脚本正在编辑器中运行。" @@ -5315,6 +5181,9 @@ msgstr "" "动画播放器被固定。\n" "点击取消固定。" +msgid "Open in Editor" +msgstr "在编辑器中打开" + msgid "\"%s\" is not a known filter." msgstr "“%s”不是已知筛选器。" @@ -5342,8 +5211,173 @@ msgstr "显示全部" msgid "The Beginning" msgstr "开始" -msgid "Global" -msgstr "全局" +msgid "Pre-Import Scene" +msgstr "预导入场景" + +msgid "Importing Scene..." +msgstr "导入场景中..." + +msgid "Import Scene" +msgstr "导入场景" + +msgid "Running Custom Script..." +msgstr "执行自定义脚本..." + +msgid "Couldn't load post-import script:" +msgstr "无法载入后导入脚本:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "导入后处理脚本无效或已损坏(请查看控制台):" + +msgid "Error running post-import script:" +msgstr "后处理脚本运行发生错误:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "你是否在 `_post_import()` 方法中返回了一个 Node 派生对象?" + +msgid "Saving..." +msgstr "保存中..." + +msgid "<Unnamed Material>" +msgstr "<未命名材质>" + +msgid "Import ID: %s" +msgstr "导入 ID:%s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"类型:%s\n" +"导入 ID:%s" + +msgid "Error opening scene" +msgstr "打开场景出错" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "动画库“%s”高级导入设置" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "场景“%s”高级导入设置" + +msgid "Select folder to extract material resources" +msgstr "选择文件夹以提取材质资源" + +msgid "Select folder where mesh resources will save on import" +msgstr "选择导入时保存网格资源的文件夹" + +msgid "Select folder where animations will save on import" +msgstr "选择导入时保存动画的文件夹" + +msgid "Warning: File exists" +msgstr "警告:文件已存在" + +msgid "Existing file with the same name will be replaced." +msgstr "已存在的同名文件将被替换。" + +msgid "Will create new file" +msgstr "将创建新文件" + +msgid "Already External" +msgstr "已为外部" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"该材质已引用一个外部文件,故不采取任何操作。\n" +"禁用该外部属性以再次提取它。" + +msgid "No import ID" +msgstr "无导入 ID" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"材质没有名称,也没有任何其他可在重新导入时识别的方式。\n" +"请为其命名或确保导出时的 ID 唯一。" + +msgid "Extract Materials to Resource Files" +msgstr "提取材质到资源文件" + +msgid "Extract" +msgstr "提取" + +msgid "Already Saving" +msgstr "已在保存" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "这个网格已经保存到一个外部资源,故不采取任何行动。" + +msgid "Existing file with the same name will be replaced on import." +msgstr "现有的同名文件将在导入时被替换。" + +msgid "Will save to new file" +msgstr "将保存至新文件" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"网格没有名称,也没有任何其他可在重新导入时识别的方式。\n" +"请为其命名或确保导出时的 ID 唯一。" + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "设置路径以在重新导入时将网格保存为资源文件" + +msgid "Set Paths" +msgstr "设置路径" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "这个动画已经保存到一个外部资源,将不采取任何行动。" + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "设置路径以在重新导入时将动画另存为资源文件" + +msgid "Can't make material external to file, write error:" +msgstr "无法将材质保存到外部文件中,写入错误:" + +msgid "Actions..." +msgstr "动作..." + +msgid "Extract Materials" +msgstr "提取材质" + +msgid "Set Animation Save Paths" +msgstr "设置动画保存路径" + +msgid "Set Mesh Save Paths" +msgstr "设置网格保存路径" + +msgid "Meshes" +msgstr "网格" + +msgid "Materials" +msgstr "材质" + +msgid "Selected Animation Play/Pause" +msgstr "播放/暂停选中动画" + +msgid "Status" +msgstr "状态" + +msgid "Save Extension:" +msgstr "保存扩展名:" + +msgid "Text: *.tres" +msgstr "文本:*.tres" + +msgid "Binary: *.res" +msgstr "二进制:*.res" + +msgid "Text Resource" +msgstr "文本资源" + +msgid "Binary Resource" +msgstr "二进制资源" msgid "Audio Stream Importer: %s" msgstr "音频流导入器:%s" @@ -5493,33 +5527,6 @@ msgstr "动态渲染的 TrueType/OpenType 字体" msgid "Prerendered multichannel(+true) signed distance field" msgstr "预渲染的多通道(+true)有符号距离场" -msgid "Pre-Import Scene" -msgstr "预导入场景" - -msgid "Importing Scene..." -msgstr "导入场景中..." - -msgid "Import Scene" -msgstr "导入场景" - -msgid "Running Custom Script..." -msgstr "执行自定义脚本..." - -msgid "Couldn't load post-import script:" -msgstr "无法载入后导入脚本:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "导入后处理脚本无效或已损坏(请查看控制台):" - -msgid "Error running post-import script:" -msgstr "后处理脚本运行发生错误:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "你是否在 `_post_import()` 方法中返回了一个 Node 派生对象?" - -msgid "Saving..." -msgstr "保存中..." - msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." @@ -5555,144 +5562,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<未命名材质>" - -msgid "Import ID: %s" -msgstr "导入 ID:%s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"类型:%s\n" -"导入 ID:%s" - -msgid "Error opening scene" -msgstr "打开场景出错" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "动画库“%s”高级导入设置" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "场景“%s”高级导入设置" - -msgid "Select folder to extract material resources" -msgstr "选择文件夹以提取材质资源" - -msgid "Select folder where mesh resources will save on import" -msgstr "选择导入时保存网格资源的文件夹" - -msgid "Select folder where animations will save on import" -msgstr "选择导入时保存动画的文件夹" - -msgid "Warning: File exists" -msgstr "警告:文件已存在" - -msgid "Existing file with the same name will be replaced." -msgstr "已存在的同名文件将被替换。" - -msgid "Will create new file" -msgstr "将创建新文件" - -msgid "Already External" -msgstr "已为外部" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"该材质已引用一个外部文件,故不采取任何操作。\n" -"禁用该外部属性以再次提取它。" - -msgid "No import ID" -msgstr "无导入 ID" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"材质没有名称,也没有任何其他可在重新导入时识别的方式。\n" -"请为其命名或确保导出时的 ID 唯一。" - -msgid "Extract Materials to Resource Files" -msgstr "提取材质到资源文件" - -msgid "Extract" -msgstr "提取" - -msgid "Already Saving" -msgstr "已在保存" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "这个网格已经保存到一个外部资源,故不采取任何行动。" - -msgid "Existing file with the same name will be replaced on import." -msgstr "现有的同名文件将在导入时被替换。" - -msgid "Will save to new file" -msgstr "将保存至新文件" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"网格没有名称,也没有任何其他可在重新导入时识别的方式。\n" -"请为其命名或确保导出时的 ID 唯一。" - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "设置路径以在重新导入时将网格保存为资源文件" - -msgid "Set Paths" -msgstr "设置路径" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "这个动画已经保存到一个外部资源,将不采取任何行动。" - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "设置路径以在重新导入时将动画另存为资源文件" - -msgid "Can't make material external to file, write error:" -msgstr "无法将材质保存到外部文件中,写入错误:" - -msgid "Actions..." -msgstr "动作..." - -msgid "Extract Materials" -msgstr "提取材质" - -msgid "Set Animation Save Paths" -msgstr "设置动画保存路径" - -msgid "Set Mesh Save Paths" -msgstr "设置网格保存路径" - -msgid "Meshes" -msgstr "网格" - -msgid "Materials" -msgstr "材质" - -msgid "Selected Animation Play/Pause" -msgstr "播放/暂停选中动画" - -msgid "Save Extension:" -msgstr "保存扩展名:" - -msgid "Text: *.tres" -msgstr "文本:*.tres" - -msgid "Binary: *.res" -msgstr "二进制:*.res" - -msgid "Text Resource" -msgstr "文本资源" - -msgid "Binary Resource" -msgstr "二进制资源" - msgid "Importer:" msgstr "导入器:" @@ -5938,6 +5807,9 @@ msgstr "设置 %s 共 %d 个节点" msgid "%s (%d Selected)" msgstr "%s(选中 %d 个)" +msgid "Groups" +msgstr "分组" + msgid "Select a single node to edit its signals and groups." msgstr "选择一个节点以编辑其信号和分组。" @@ -6065,9 +5937,6 @@ msgstr "添加动画" msgid "Add %s" msgstr "添加 %s" -msgid "Load..." -msgstr "加载..." - msgid "Move Node Point" msgstr "移动节点顶点" @@ -6298,27 +6167,15 @@ msgstr "保存动画" msgid "Make Animation Unique: %s" msgstr "使动画唯一:%s" -msgid "Invalid AnimationLibrary file." -msgstr "无效的 AnimationLibrary 文件。" - -msgid "This library is already added to the mixer." -msgstr "这个库已经被添加到混合器中。" - -msgid "Invalid Animation file." -msgstr "无效的动画文件。" - -msgid "This animation is already added to the library." -msgstr "这个动画已经被添加到库中。" - -msgid "Load Animation into Library: %s" -msgstr "将动画加载到库中:%s" - msgid "Save Animation library to File: %s" msgstr "保存动画库到文件:%s" msgid "Save Animation to File: %s" msgstr "保存动画到文件:%s" +msgid "Load Animation into Library: %s" +msgstr "将动画加载到库中:%s" + msgid "Rename Animation Library: %s" msgstr "重命名动画库:%s" @@ -6355,36 +6212,9 @@ msgstr "[外部]" msgid "[imported]" msgstr "[已导入]" -msgid "Add Animation to Library" -msgstr "添加动画到库" - -msgid "Load animation from file and add to library" -msgstr "从文件中加载动画并添加到库中" - -msgid "Paste Animation to Library from clipboard" -msgstr "将动画从剪贴板粘贴到库中" - -msgid "Save animation library to resource on disk" -msgstr "将动画库保存为磁盘上的资源" - -msgid "Remove animation library" -msgstr "移除动画库" - -msgid "Copy animation to clipboard" -msgstr "将动画复制到剪贴板" - -msgid "Save animation to resource on disk" -msgstr "将动画保存为磁盘上的资源" - -msgid "Remove animation from Library" -msgstr "从库中移除动画" - msgid "Edit Animation Libraries" msgstr "编辑动画库" -msgid "Add Library" -msgstr "添加库" - msgid "Load Library" msgstr "加载库" @@ -6745,6 +6575,9 @@ msgctxt "Pagination" msgid "Last" msgstr "末页" +msgid "Failed to get repository configuration." +msgstr "获取仓库配置失败。" + msgid "All" msgstr "全部" @@ -6783,9 +6616,6 @@ msgstr "站点:" msgid "Support" msgstr "支持" -msgid "Failed to get repository configuration." -msgstr "获取仓库配置失败。" - msgid "Assets ZIP File" msgstr "资产 ZIP 文件" @@ -6950,6 +6780,9 @@ msgstr "清除参考线" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "从节点创建自定义 Bone2D" +msgid "Cancel Transformation" +msgstr "取消变换" + msgid "Zoom to 3.125%" msgstr "缩放至 3.125%" @@ -7095,15 +6928,9 @@ msgstr "解锁选定的节点,允许选择和移动。" msgid "Unlock Selected Node(s)" msgstr "解锁所选节点" -msgid "Make selected node's children not selectable." -msgstr "使所选节点的子节点不可选择。" - msgid "Group Selected Node(s)" msgstr "编组所选节点" -msgid "Make selected node's children selectable." -msgstr "使所选节点的子节点可选。" - msgid "Ungroup Selected Node(s)" msgstr "解组所选节点" @@ -7149,11 +6976,8 @@ msgstr "显示原点" msgid "Show Viewport" msgstr "显示视口" -msgid "Show Group And Lock Icons" -msgstr "显示分组和锁定图标" - -msgid "Show Transformation Gizmos" -msgstr "显示变换小工具" +msgid "Gizmos" +msgstr "小工具" msgid "Center Selection" msgstr "居中显示所选项" @@ -7188,6 +7012,9 @@ msgstr "插入键的缩放遮罩。" msgid "Insert keys (based on mask)." msgstr "插入帧(基于遮罩)。" +msgid "Insert Key" +msgstr "插入关键帧" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7222,18 +7049,9 @@ msgstr "栅格步进除以 2" msgid "Adding %s..." msgstr "正在添加 %s..." -msgid "Drag and drop to add as child of current scene's root node." -msgstr "拖放以添加为当前场景根节点的子节点。" - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "放下时按住 %s 添加为所选节点的子节点。" - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "放下时按住 Shift 以添加为所选节点的同级节点。" -msgid "Hold Alt when dropping to add as a different node type." -msgstr "放下时按住 Alt 以添加为不同的节点类型。" - msgid "Cannot instantiate multiple nodes without root." msgstr "没有根节点无法实例化多个节点。" @@ -7431,12 +7249,24 @@ msgstr "居中" msgid "Capture Colors from Pixel" msgstr "从像素捕获颜色" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "正在生成可见 AABB(等待粒子模拟)" + +msgid "Generate Visibility AABB" +msgstr "生成可见 AABB" + msgid "CPUParticles3D" msgstr "CPUParticles3D" +msgid "Generate AABB" +msgstr "生成 AABB" + msgid "Create Emission Points From Node" msgstr "从节点创建发射点" +msgid "Generation Time (sec):" +msgstr "生成时间(秒):" + msgid "Load Curve Preset" msgstr "加载曲线预设" @@ -7587,13 +7417,6 @@ msgid "" msgstr "" "启用该选项时,编辑器的调试服务器将保持开放,监听在编辑器本身之外开始的新会话。" -msgid "Run Multiple Instances" -msgstr "运行多个实例" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "运行 %d 个实例" - msgid "Size: %s" msgstr "大小:%s" @@ -7715,9 +7538,6 @@ msgstr "清除发射遮罩" msgid "GPUParticles2D" msgstr "GPUParticles2D" -msgid "Generation Time (sec):" -msgstr "生成时间(秒):" - msgid "The geometry's faces don't contain any area." msgstr "几何(面)不包含任何区域。" @@ -7757,18 +7577,9 @@ msgstr "需要“ParticleProcessMaterial”类型的处理材质。" msgid "Convert to CPUParticles3D" msgstr "转换为 CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "正在生成可见 AABB(等待粒子模拟)" - -msgid "Generate Visibility AABB" -msgstr "生成可见 AABB" - msgid "GPUParticles3D" msgstr "GPUParticles3D" -msgid "Generate AABB" -msgstr "生成 AABB" - msgid "Low" msgstr "低" @@ -7856,9 +7667,6 @@ msgstr "没有找到编辑器场景根节点。" msgid "Lightmap data is not local to the scene." msgstr "光照图数据未设置本地于场景。" -msgid "Maximum texture size is too small for the lightmap images." -msgstr "最大纹理大小对于光照贴图太小。" - msgid "Bake Lightmaps" msgstr "烘焙光照贴图" @@ -8329,9 +8137,6 @@ msgstr "设置表面 %d 覆盖材质" msgid "Set Material Override" msgstr "设置材质覆盖" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "不能拖放到多个选定的节点。" - msgid "None" msgstr "无" @@ -8515,9 +8320,6 @@ msgstr "将变换锁定至 XZ 平面" msgid "Lock Transformation to XY plane" msgstr "将变换锁定至 XY 平面" -msgid "Cancel Transformation" -msgstr "取消变换" - msgid "Begin Translate Transformation" msgstr "开始平移变换" @@ -8705,9 +8507,6 @@ msgstr "3 个视口(备选)" msgid "4 Viewports" msgstr "4 个视口" -msgid "Gizmos" -msgstr "小工具" - msgid "View Origin" msgstr "显示原点" @@ -8732,9 +8531,6 @@ msgstr "缩放吸附(%):" msgid "Viewport Settings" msgstr "视口设置" -msgid "Perspective FOV (deg.):" -msgstr "透视视角(角度):" - msgid "View Z-Near:" msgstr "视图近平面 Z:" @@ -8909,6 +8705,9 @@ msgstr "删除顶点" msgid "Close Curve" msgstr "闭合曲线" +msgid "Please Confirm..." +msgstr "请确认..." + msgid "Mirror Handle Angles" msgstr "镜像手柄角度" @@ -9427,6 +9226,9 @@ msgstr "创建代码区域" msgid "Unfold All Lines" msgstr "展开所有行" +msgid "Duplicate Selection" +msgstr "复制选中项" + msgid "Duplicate Lines" msgstr "复制行" @@ -9493,21 +9295,9 @@ msgstr "退出前要保存以下着色器更改吗?" msgid "Shader Editor" msgstr "着色器编辑器" -msgid "New Shader Include" -msgstr "新建着色器头文件" - -msgid "Load Shader File" -msgstr "加载着色器文件" - -msgid "Load Shader Include File" -msgstr "加载着色器头文件" - msgid "Save File" msgstr "保存" -msgid "Save File As" -msgstr "另存为" - msgid "Open File in Inspector" msgstr "在检查器中打开文件" @@ -9645,9 +9435,6 @@ msgstr "无法将外部场景转换为精灵。" msgid "Can't convert an empty sprite to mesh." msgstr "无法将空精灵转换为网格。" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "无法将使用动画帧的精灵转换为网格。" - msgid "Invalid geometry, can't replace by mesh." msgstr "无效的几何体,无法使用网格替换。" @@ -10658,12 +10445,6 @@ msgstr "散布:" msgid "Tiles" msgstr "图块" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "" -"这个 TileMap 的 TileSet 中没有配置任何源。请在 TileSet 底部面板中进行添加。" - msgid "Sort sources" msgstr "源排序" @@ -10702,11 +10483,6 @@ msgid "" "with the same terrain." msgstr "连接模式:绘制一个地形,然后将其与周围具有相同地形的图块连接起来。" -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "路径模式:绘制一个地形,并在同一笔画内将其与前一个图块连接起来。" - msgid "Terrains" msgstr "地形" @@ -11022,9 +10798,6 @@ msgstr "" "警告:修改源 ID 会导致所有使用该源的 TileMap 引用无效的源。可能导致意料之外的" "数据丢失。请谨慎修改 ID。" -msgid "ID: %d" -msgstr "ID:%d" - msgid "Add a Scene Tile" msgstr "添加场景图块" @@ -12335,203 +12108,8 @@ msgstr "烘焙 VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "选择 VoxelGI 数据文件路径" -msgid "The path specified doesn't exist." -msgstr "指定的路径不存在。" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "打开包文件时出错(非 ZIP 格式)。" - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "无效的 “.zip” 项目文件。没有包含 “project.godot” 文件。" - -msgid "Please choose an empty folder." -msgstr "请选择空文件夹。" - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "请选择“project.godot”、包含该文件的目录或“.zip”文件。" - -msgid "This directory already contains a Godot project." -msgstr "该目录已经包含 Godot 项目。" - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "不能在选定的路径中保存项目。请新建文件夹或选择其他路径。" - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "所选路径不为空。强烈建议选择一个空文件夹。" - -msgid "New Game Project" -msgstr "新建游戏项目" - -msgid "Imported Project" -msgstr "已导入的项目" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "请选择 “project.godot” 或 “.zip” 文件。" - -msgid "Invalid project name." -msgstr "项目名称无效。" - -msgid "Couldn't create folder." -msgstr "无法创建文件夹。" - -msgid "There is already a folder in this path with the specified name." -msgstr "该路径中已存在同名文件夹。" - -msgid "It would be a good idea to name your project." -msgstr "最好为项目起个名字。" - -msgid "Supports desktop platforms only." -msgstr "仅支持桌面平台。" - -msgid "Advanced 3D graphics available." -msgstr "有先进的 3D 图形。" - -msgid "Can scale to large complex scenes." -msgstr "可以扩展到大型复杂场景。" - -msgid "Uses RenderingDevice backend." -msgstr "使用 RenderingDevice 后端。" - -msgid "Slower rendering of simple scenes." -msgstr "简单场景的渲染速度较慢。" - -msgid "Supports desktop + mobile platforms." -msgstr "支持桌面 + 移动平台。" - -msgid "Less advanced 3D graphics." -msgstr "不太先进的 3D 图形。" - -msgid "Less scalable for complex scenes." -msgstr "对复杂场景的可扩展性较差。" - -msgid "Fast rendering of simple scenes." -msgstr "简单场景的渲染速度较快。" - -msgid "Supports desktop, mobile + web platforms." -msgstr "支持桌面、移动 + 网络平台。" - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "最不先进的 3D 图形(目前正在进行的工作)。" - -msgid "Intended for low-end/older devices." -msgstr "针对低端/较老的设备。" - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "使用 OpenGL 3 后端(OpenGL 3.3/ES 3.0/WebGL2)。" - -msgid "Fastest rendering of simple scenes." -msgstr "简单场景的渲染速度最快。" - -msgid "Invalid project path (changed anything?)." -msgstr "项目路径无效(被外部修改?)。" - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "无法加载位于“%s”的项目(错误 %d)。项目可能缺失或已损坏。" - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "无法保存位于“%s”的项目(错误 %d)。" - -msgid "Warning: This folder is not empty" -msgstr "警告:该文件夹非空" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"你将在非空的文件夹中创建 Godot 项目。\n" -"这个文件夹中的所有内容都将作为项目资源导入!\n" -"\n" -"你确定要继续吗?" - -msgid "Couldn't create project.godot in project path." -msgstr "无法在项目路径下创建 project.godot 文件。" - -msgid "Couldn't create icon.svg in project path." -msgstr "无法在项目路径下创建 icon.svg 文件。" - -msgid "Error opening package file, not in ZIP format." -msgstr "打开包文件时出错,非 ZIP 格式。" - -msgid "The following files failed extraction from package:" -msgstr "以下文件无法从包中提取:" - -msgid "Package installed successfully!" -msgstr "软件包安装成功!" - -msgid "Rename Project" -msgstr "重命名项目" - -msgid "Import Existing Project" -msgstr "导入现有项目" - -msgid "Import & Edit" -msgstr "导入并编辑" - -msgid "Create New Project" -msgstr "新建项目" - -msgid "Create & Edit" -msgstr "创建并编辑" - -msgid "Install Project:" -msgstr "安装项目:" - -msgid "Install & Edit" -msgstr "安装并编辑" - -msgid "Project Name:" -msgstr "项目名称:" - -msgid "Project Path:" -msgstr "项目路径:" - -msgid "Project Installation Path:" -msgstr "项目安装路径:" - -msgid "Renderer:" -msgstr "渲染器:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "渲染器可以稍后更改,但可能需要调整场景。" - -msgid "Version Control Metadata:" -msgstr "版本控制元数据:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "该项目的最近一次编辑使用了不同的 Godot 版本: " - -msgid "This project uses features unsupported by the current build:" -msgstr "该项目使用了当前 Godot 构建不支持的功能:" - -msgid "Error: Project is missing on the filesystem." -msgstr "错误:文件系统上缺失项目。" - -msgid "Missing Project" -msgstr "缺失项目" - -msgid "Local" -msgstr "本地" - -msgid "Local Projects" -msgstr "本地项目" - -msgid "Asset Library Projects" -msgstr "资产库项目" - -msgid "Can't open project at '%s'." -msgstr "无法打开位于“%s”的项目。" +msgid "Are you sure to run %d projects at once?" +msgstr "确定要同时运行 %d 个项目吗?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12669,23 +12247,25 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "无论如何也要打开?项目将被修改。" +msgid "Remove %d projects from the list?" +msgstr "是否从列表中移除 %d 个项目?" + +msgid "Remove this project from the list?" +msgstr "是否从列表中移除该项目?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"无法运行项目:未定义主场景。\n" -"请编辑项目并在 “项目设置” 的 “Application” 类别下设置主场景。" +"是否从列表中移除所有缺失的项目?\n" +"项目文件夹的内容不会被修改。" msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"无法运行项目: 需要导入资产。\n" -"请编辑项目来触发首次导入。" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "无法加载位于“%s”的项目(错误 %d)。项目可能缺失或已损坏。" -msgid "Are you sure to run %d projects at once?" -msgstr "确定要同时运行 %d 个项目吗?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "无法保存位于“%s”的项目(错误 %d)。" msgid "Tag name can't be empty." msgstr "标签名称不能为空。" @@ -12699,26 +12279,6 @@ msgstr "标签中不允许使用以下字符:%s。" msgid "Tag name must be lowercase." msgstr "标签名称必须为小写。" -msgid "Remove %d projects from the list?" -msgstr "是否从列表中移除 %d 个项目?" - -msgid "Remove this project from the list?" -msgstr "是否从列表中移除该项目?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"是否从列表中移除所有缺失的项目?\n" -"项目文件夹的内容不会被修改。" - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"语言已更改。\n" -"界面将在重新启动编辑器或项目管理器后更新。" - msgctxt "Application" msgid "Project Manager" msgstr "项目管理器" @@ -12755,9 +12315,18 @@ msgstr "最近编辑" msgid "Tags" msgstr "标签" +msgid "Create New Project" +msgstr "新建项目" + +msgid "Import Existing Project" +msgstr "导入现有项目" + msgid "Edit Project" msgstr "编辑项目" +msgid "Rename Project" +msgstr "重命名项目" + msgid "Manage Tags" msgstr "管理标签" @@ -12767,12 +12336,6 @@ msgstr "移除项目" msgid "Remove Missing" msgstr "移除缺失项" -msgid "About" -msgstr "关于" - -msgid "Restart Now" -msgstr "立即重启" - msgid "Select a Folder to Scan" msgstr "选择要扫描的文件夹" @@ -12805,16 +12368,6 @@ msgstr "" "重要:转换前请一定要备份你的项目,因为本操作会使它无法在旧版本的 Godot 中打" "开。" -msgid "Can't run project" -msgstr "无法运行项目" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"目前没有任何项目。\n" -"是否查看资产库中的官方示例项目?" - msgid "Manage Project Tags" msgstr "管理项目标签" @@ -12836,6 +12389,173 @@ msgstr "新建标签" msgid "Tags are capitalized automatically when displayed." msgstr "显示时会自动将标签的首字母大写。" +msgid "The path specified doesn't exist." +msgstr "指定的路径不存在。" + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "打开包文件时出错(非 ZIP 格式)。" + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "无效的 “.zip” 项目文件。没有包含 “project.godot” 文件。" + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "请选择“project.godot”、包含该文件的目录或“.zip”文件。" + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "不能在选定的路径中保存项目。请新建文件夹或选择其他路径。" + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "所选路径不为空。强烈建议选择一个空文件夹。" + +msgid "New Game Project" +msgstr "新建游戏项目" + +msgid "Imported Project" +msgstr "已导入的项目" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "请选择 “project.godot” 或 “.zip” 文件。" + +msgid "Invalid project name." +msgstr "项目名称无效。" + +msgid "Couldn't create folder." +msgstr "无法创建文件夹。" + +msgid "There is already a folder in this path with the specified name." +msgstr "该路径中已存在同名文件夹。" + +msgid "It would be a good idea to name your project." +msgstr "最好为项目起个名字。" + +msgid "Supports desktop platforms only." +msgstr "仅支持桌面平台。" + +msgid "Advanced 3D graphics available." +msgstr "有先进的 3D 图形。" + +msgid "Can scale to large complex scenes." +msgstr "可以扩展到大型复杂场景。" + +msgid "Uses RenderingDevice backend." +msgstr "使用 RenderingDevice 后端。" + +msgid "Slower rendering of simple scenes." +msgstr "简单场景的渲染速度较慢。" + +msgid "Supports desktop + mobile platforms." +msgstr "支持桌面 + 移动平台。" + +msgid "Less advanced 3D graphics." +msgstr "不太先进的 3D 图形。" + +msgid "Less scalable for complex scenes." +msgstr "对复杂场景的可扩展性较差。" + +msgid "Fast rendering of simple scenes." +msgstr "简单场景的渲染速度较快。" + +msgid "Supports desktop, mobile + web platforms." +msgstr "支持桌面、移动 + 网络平台。" + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "最不先进的 3D 图形(目前正在进行的工作)。" + +msgid "Intended for low-end/older devices." +msgstr "针对低端/较老的设备。" + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "使用 OpenGL 3 后端(OpenGL 3.3/ES 3.0/WebGL2)。" + +msgid "Fastest rendering of simple scenes." +msgstr "简单场景的渲染速度最快。" + +msgid "Invalid project path (changed anything?)." +msgstr "项目路径无效(被外部修改?)。" + +msgid "Warning: This folder is not empty" +msgstr "警告:该文件夹非空" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"你将在非空的文件夹中创建 Godot 项目。\n" +"这个文件夹中的所有内容都将作为项目资源导入!\n" +"\n" +"你确定要继续吗?" + +msgid "Couldn't create project.godot in project path." +msgstr "无法在项目路径下创建 project.godot 文件。" + +msgid "Couldn't create icon.svg in project path." +msgstr "无法在项目路径下创建 icon.svg 文件。" + +msgid "Error opening package file, not in ZIP format." +msgstr "打开包文件时出错,非 ZIP 格式。" + +msgid "The following files failed extraction from package:" +msgstr "以下文件无法从包中提取:" + +msgid "Package installed successfully!" +msgstr "软件包安装成功!" + +msgid "Import & Edit" +msgstr "导入并编辑" + +msgid "Create & Edit" +msgstr "创建并编辑" + +msgid "Install Project:" +msgstr "安装项目:" + +msgid "Install & Edit" +msgstr "安装并编辑" + +msgid "Project Name:" +msgstr "项目名称:" + +msgid "Project Path:" +msgstr "项目路径:" + +msgid "Project Installation Path:" +msgstr "项目安装路径:" + +msgid "Renderer:" +msgstr "渲染器:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "渲染器可以稍后更改,但可能需要调整场景。" + +msgid "Version Control Metadata:" +msgstr "版本控制元数据:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "该项目的最近一次编辑使用了不同的 Godot 版本: " + +msgid "This project uses features unsupported by the current build:" +msgstr "该项目使用了当前 Godot 构建不支持的功能:" + +msgid "Error: Project is missing on the filesystem." +msgstr "错误:文件系统上缺失项目。" + +msgid "Missing Project" +msgstr "缺失项目" + +msgid "Restart Now" +msgstr "立即重启" + msgid "Add Project Setting" msgstr "添加项目设置" @@ -12911,9 +12631,6 @@ msgstr "后缀:" msgid "Use Regular Expressions" msgstr "使用正则表达式" -msgid "Advanced Options" -msgstr "高级选项" - msgid "Substitute" msgstr "替换" @@ -13096,12 +12813,6 @@ msgstr "分离脚本" msgid "This operation can't be done on the tree root." msgstr "此操作不能被用于根节点。" -msgid "Move Node In Parent" -msgstr "在父节点中移动" - -msgid "Move Nodes In Parent" -msgstr "在父节点中移动多个节点" - msgid "Duplicate Node(s)" msgstr "复制节点" @@ -13215,9 +12926,6 @@ msgstr "新建场景根" msgid "Create Root Node:" msgstr "创建根节点:" -msgid "Switch to Favorite Nodes" -msgstr "切换到收藏节点" - msgid "Other Node" msgstr "其他节点" @@ -13292,6 +13000,15 @@ msgstr "自动展开至选定项" msgid "All Scene Sub-Resources" msgstr "所有场景子资源" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"过滤节点,输入部分名称、类型(以“type:”或“t:”开头)、\n" +"分组(以“group:”或“g:”开头)。过滤器区分大小写。" + msgid "Filter by Type" msgstr "按类型过滤" @@ -13352,12 +13069,6 @@ msgstr "更改类型..." msgid "Attach Script..." msgstr "添加脚本..." -msgid "Extend Script..." -msgstr "扩展脚本..." - -msgid "Reparent to New Node" -msgstr "重设父节点为新节点" - msgid "Make Scene Root" msgstr "设为场景根节点" @@ -13378,15 +13089,6 @@ msgstr "将场景文件实例化为节点。如果没有根节点则创建继承 msgid "Filter: name, t:type, g:group" msgstr "过滤器:名称、t:类型、g:分组" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"过滤节点,输入部分名称、类型(以“type:”或“t:”开头)、\n" -"分组(以“group:”或“g:”开头)。过滤器区分大小写。" - msgid "Attach a new or existing script to the selected node." msgstr "为选中节点创建或设置脚本。" @@ -13407,6 +13109,9 @@ msgstr "" "选中后,远程场景树面板在更新时会造成项目的卡顿。\n" "切回本地场景树面板可以提升性能。" +msgid "Local" +msgstr "本地" + msgid "Delete Related Animation Tracks" msgstr "删除相关动画轨道" @@ -13561,12 +13266,6 @@ msgstr "创建着色器" msgid "Set Shader Global Variable" msgstr "设置着色器全局变量" -msgid "Please specify a valid shader uniform identifier name." -msgstr "请指定有效的着色器 Uniform 标识符名称。" - -msgid "Global shader parameter '%s' already exists'" -msgstr "全局着色器参数“%s”已存在" - msgid "Name '%s' is a reserved shader language keyword." msgstr "名称“%s”是为着色器语言保留的关键字。" @@ -13626,13 +13325,6 @@ msgstr "重启并升级" msgid "Make this panel floating in the screen %d." msgstr "让这个面板在屏幕 %d 中浮动。" -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"让这个面板浮动。\n" -"右键点击打开屏幕选择器。" - msgid "Select Screen" msgstr "选择屏幕" @@ -13748,20 +13440,6 @@ msgstr "禁用此项目的 Blender“.blend”文件导入。可以在项目设 msgid "Disabling '.blend' file import requires restarting the editor." msgstr "禁用“.blend”文件导入需要重启编辑器。" -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"项目设置中启用了 blend 文件的导入,但是编辑器设置中没有配置 Blender 的路径。不" -"会导入 blend 文件。" - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"启用了 blend 文件的导入,但是 Blender 路径所指向的目录不可访问。不会导入 " -"blend 文件。" - msgid "Next Plane" msgstr "下一平面" @@ -14330,6 +14008,13 @@ msgstr "“%s”渲染器专为桌面设备设计,不适用于 Android 设备 msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "“最小 SDK”必须大于等于 %d,才可使用“%s”渲染器。" +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"项目名称不符合包名格式的要求,会被更新为“%s”。如有需要,请显式指定包名。" + msgid "Code Signing" msgstr "代码签名" @@ -14398,17 +14083,6 @@ msgstr "" "尝试从自定义构建模板构建,但是它所使用的版本信息不存在。请从“项目”菜单中重新安" "装。" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Android 构建版本不匹配:安装的模板:%s,Godot 版本:%s。请从“项目”菜单中重新安" -"装 Android 构建模板。" - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "无法使用项目名称覆盖 res://android/build/res/*.xml 文件。" - msgid "Could not export project files to gradle project." msgstr "无法将项目文件导出至 gradle 项目。" @@ -15101,14 +14775,6 @@ msgid "" msgstr "碰撞对象为 Area2D 时将忽略 One Way Collision 属性。" msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其作" -"为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形状。" - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "CollisionShape2D 必须有形状才能工作。请先为其创建形状资源!" @@ -15347,10 +15013,6 @@ msgid "" msgstr "CollisionShape3D 必须有形状才能工作。请先为其创建形状资源。" msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape3D 不支持静态模式以外的 RigidBody3D。" - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "WorldBoundaryShape3D 不支持静态模式以外的 RigidBody3D。" @@ -15505,12 +15167,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "正在生成探针加速结构" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"使用 GL Compatibility 后端时尚不支持 LightmapGI 节点。将在后续版本中加入。" - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "NavigationAgent3D 只能在继承 Node3D 的父节点下使用。" @@ -15800,9 +15456,6 @@ msgstr "改变控件的Z索引只影响绘图顺序,不影响输入事件的 msgid "Alert!" msgstr "警告!" -msgid "Please Confirm..." -msgstr "请确认..." - msgid "You don't have permission to access contents of this folder." msgstr "你无权访问此文件夹的内容。" diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index 534eebfc69..c4ac63a39c 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -50,13 +50,14 @@ # powder <hhurhxhdyruw@gmail.com>, 2023. # Ink&Soul <mbyl_inkandsoul@foxmail.com>, 2023. # lemtea8 <polylemtea@gmail.com>, 2024. +# Chang-Chia Tseng <pswo10680@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-16 01:10+0000\n" -"Last-Translator: lemtea8 <polylemtea@gmail.com>\n" +"PO-Revision-Date: 2024-02-12 23:42+0000\n" +"Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot/zh_Hant/>\n" "Language: zh_TW\n" @@ -502,9 +503,6 @@ msgstr "編輯事件" msgid "Remove Event" msgstr "移除事件" -msgid "Filter by name..." -msgstr "按名稱篩選..." - msgid "Clear All" msgstr "全部清除" @@ -628,33 +626,6 @@ msgstr "無法更改從導入場景instance的動畫的循環播放模式。" msgid "Can't change loop mode on animation embedded in another scene." msgstr "無法更改從其他場景嵌入的動畫的循環播放模式。" -msgid "Property Track" -msgstr "屬性軌道" - -msgid "3D Position Track" -msgstr "3D座標軌道" - -msgid "3D Rotation Track" -msgstr "3D旋轉軌道" - -msgid "3D Scale Track" -msgstr "3D 尺寸軌道" - -msgid "Blend Shape Track" -msgstr "混合形狀軌道" - -msgid "Call Method Track" -msgstr "呼叫方法" - -msgid "Bezier Curve Track" -msgstr "貝茲曲線軌道" - -msgid "Audio Playback Track" -msgstr "音訊播放軌道" - -msgid "Animation Playback Track" -msgstr "動畫播放軌道" - msgid "Animation length (frames)" msgstr "動畫長度(影格)" @@ -787,9 +758,6 @@ msgstr "鉗制內插循環 (Clamp)" msgid "Wrap Loop Interp" msgstr "無縫內插循環 (Wrap)" -msgid "Insert Key" -msgstr "插入關鍵影格" - msgid "Duplicate Key(s)" msgstr "複製關鍵影格" @@ -944,10 +912,6 @@ msgstr "動畫縮放關鍵影格" msgid "Make Easing Keys" msgstr "產生中間(Easing)關鍵影格" -msgid "" -"This option does not work for Bezier editing, as it's only a single track." -msgstr "該選項不適用貝茲曲線編輯,因曲線僅有單一軌道。" - msgid "Animation Add RESET Keys" msgstr "新增動畫 RESET 關鍵影格" @@ -1034,24 +998,6 @@ msgstr "編輯" msgid "Animation properties." msgstr "動畫屬性。" -msgid "Copy Tracks" -msgstr "複製軌道" - -msgid "Scale Selection" -msgstr "縮放所選" - -msgid "Scale From Cursor" -msgstr "以游標縮放" - -msgid "Make Easing Selection" -msgstr "清除Easing所選" - -msgid "Duplicate Selection" -msgstr "重複所選" - -msgid "Duplicate Transposed" -msgstr "轉置並重複" - msgid "Delete Selection" msgstr "刪除所選" @@ -1064,15 +1010,6 @@ msgstr "跳至上一步" msgid "Apply Reset" msgstr "套用重設" -msgid "Bake Animation" -msgstr "烘焙動畫" - -msgid "Optimize Animation (no undo)" -msgstr "最佳化動畫(不能反悔)" - -msgid "Clean-Up Animation (no undo)" -msgstr "清除動畫(不能反悔)" - msgid "Pick a node to animate:" msgstr "選擇欲設定動畫之節點:" @@ -2237,7 +2174,7 @@ msgid "XR" msgstr "XR" msgid "RenderingDevice" -msgstr "渲染裝置" +msgstr "算繪裝置" msgid "OpenGL" msgstr "OpenGL" @@ -2261,7 +2198,7 @@ msgid "SIL Graphite Fonts" msgstr "SIL Graphite字型" msgid "Multi-channel Signed Distance Field Font Rendering" -msgstr "多通道距離場(Multi-channel Signed Distance Field)字型渲染" +msgstr "多通道距離場(Multi-channel Signed Distance Field)字型算繪" msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "3D節點,又或是RenderingServer會有3D功能。" @@ -2281,13 +2218,13 @@ msgstr "XR(包含AR和VR)。" msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." -msgstr "基於渲染裝置的渲染(如果取消,那會需要OpenGL 的後端)。" +msgstr "基於算繪裝置的算繪(如果取消,那會需要OpenGL 的後端)。" msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." -msgstr "OpenGL 的後端(如果取消,那會需要渲染裝置的後端)。" +msgstr "OpenGL 的後端(如果取消,那會需要算繪裝置的後端)。" msgid "Vulkan back-end of RenderingDevice." -msgstr "渲染裝置的Vulkan後端。" +msgstr "算繪裝置的Vulkan後端。" msgid "" "Fallback implementation of Text Server\n" @@ -2322,14 +2259,14 @@ msgid "" "Multi-channel signed distance field font rendering support using msdfgen " "library (pre-rendered MSDF fonts can be used even if this option disabled)." msgstr "" -"使用 msdfgen 庫的多通道帶符號距離場(MSDF)字體渲染支持(即使禁用此選項,也可以" -"使用預渲染的 MSDF 字體)。" +"使用 msdfgen 庫的多通道帶符號距離場(MSDF)字體算繪支持(即使禁用此選項,也可以" +"使用預算繪的 MSDF 字體)。" msgid "General Features:" msgstr "通用功能:" msgid "Text Rendering and Font Options:" -msgstr "文字渲染與字型選項:" +msgstr "文字算繪與字型選項:" msgid "File saving failed." msgstr "保存檔案時發生錯誤。" @@ -2376,9 +2313,6 @@ msgstr "開啟設定檔" msgid "Export Profile" msgstr "匯出設定檔" -msgid "Forced classes on detect:" -msgstr "強制class被偵測:" - msgid "Edit Build Configuration Profile" msgstr "更改 Build Configuration設定檔" @@ -2410,6 +2344,15 @@ msgstr "[空]" msgid "[unsaved]" msgstr "[未儲存]" +msgid "%s - Godot Engine" +msgstr "%s - Godot 引擎<3" + +msgid "Dock Position" +msgstr "停駐列位置" + +msgid "Make Floating" +msgstr "使其Floating" + msgid "3D Editor" msgstr "3D 編輯器" @@ -2605,6 +2548,21 @@ msgstr "" "呼叫這個方法不需要實例。\n" "可以直接使用類別名呼叫。" +msgid "Constructors" +msgstr "建構子" + +msgid "Operators" +msgstr "運算子" + +msgid "Method Descriptions" +msgstr "方法說明" + +msgid "Constructor Descriptions" +msgstr "建構子說明" + +msgid "Operator Descriptions" +msgstr "運算子說明" + msgid "Error codes returned:" msgstr "傳回錯誤碼:" @@ -2648,17 +2606,6 @@ msgstr "繼承:" msgid "Inherited by:" msgstr "被繼承:" -msgid "" -"This class is marked as deprecated. It will be removed in future versions." -msgstr "這個class已經被標記為廢棄。他會在未來版本被移除。" - -msgid "" -"This class is marked as experimental. It is subject to likely change or " -"possible removal in future versions. Use at your own discretion." -msgstr "" -"這個class已經被標記為實驗性。在未來版本中通常會被改變或可能被移除。你自己好好" -"想想要不要用。" - msgid "Description" msgstr "說明" @@ -2696,12 +2643,6 @@ msgstr "預設:" msgid "property:" msgstr "屬性:" -msgid "Constructors" -msgstr "建構子" - -msgid "Operators" -msgstr "運算子" - msgid "Theme Properties" msgstr "主題屬性" @@ -2753,15 +2694,6 @@ msgid "" msgstr "" "該屬性目前無說明。請幫助我們[color=$color][url=$url]貢獻一個[/url][/color]!" -msgid "Constructor Descriptions" -msgstr "建構子說明" - -msgid "Method Descriptions" -msgstr "方法說明" - -msgid "Operator Descriptions" -msgstr "運算子說明" - msgid "Metadata:" msgstr "Metadata:" @@ -2774,9 +2706,6 @@ msgstr "方法:" msgid "Signal:" msgstr "訊號:" -msgid "Theme Item:" -msgstr "主題項目:" - msgid "No description available." msgstr "沒有說明。" @@ -2786,6 +2715,24 @@ msgstr "%d 件相符合的結果。" msgid "%d matches." msgstr "%d 件相符合的結果。" +msgid "Method" +msgstr "方法" + +msgid "Signal" +msgstr "訊號" + +msgid "Constant" +msgstr "常數" + +msgid "Property" +msgstr "屬性" + +msgid "Theme Property" +msgstr "主題屬性" + +msgid "Annotation" +msgstr "註釋" + msgid "Search Help" msgstr "搜尋說明" @@ -2834,24 +2781,6 @@ msgstr "(建構子)" msgid "Class" msgstr "類別" -msgid "Method" -msgstr "方法" - -msgid "Signal" -msgstr "訊號" - -msgid "Annotation" -msgstr "註釋" - -msgid "Constant" -msgstr "常數" - -msgid "Property" -msgstr "屬性" - -msgid "Theme Property" -msgstr "主題屬性" - msgid "This member is marked as deprecated." msgstr "這個成員被標記廢棄:(。" @@ -3374,9 +3303,6 @@ msgstr "清除最近開啟的場景" msgid "There is no defined scene to run." msgstr "未定義欲執行之場景。" -msgid "%s - Godot Engine" -msgstr "%s - Godot 引擎<3" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3401,15 +3327,15 @@ msgstr "" "所選的場景「%s」並非場景檔案,是否要選擇另一個有效的場景?\n" "稍後可在「專案設定」中的 [Application] 中修改。" +msgid "Default" +msgstr "預設" + msgid "Save Layout" msgstr "儲存配置" msgid "Delete Layout" msgstr "刪除配置" -msgid "Default" -msgstr "預設" - msgid "This scene was never saved." msgstr "該場景從未保存過。" @@ -3451,6 +3377,21 @@ msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "無法寫入檔案'%s',該檔案正被使用、鎖定或因權限不足。" +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"變更算繪引擎需要重新啟動編輯器。\n" +"\n" +"選擇「儲存並重新啟動」會將算繪方法變更為:\n" +"- 桌面平台:%s\n" +"- 行動平台:%s\n" +"- 網頁平台:gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3463,12 +3404,6 @@ msgstr "編譯" msgid "Pan View" msgstr "平移檢視" -msgid "Dock Position" -msgstr "停駐列位置" - -msgid "Make Floating" -msgstr "使其Floating" - msgid "Distraction Free Mode" msgstr "專注模式" @@ -3526,6 +3461,9 @@ msgstr "關閉場景" msgid "Quit" msgstr "離開" +msgid "Editor Settings..." +msgstr "編輯器設定..." + msgid "Project" msgstr "專案" @@ -3568,9 +3506,6 @@ msgstr "退出到專案列表" msgid "Editor" msgstr "編輯器" -msgid "Editor Settings..." -msgstr "編輯器設定..." - msgid "Command Palette..." msgstr "Command表..." @@ -3631,9 +3566,6 @@ msgstr "提出功能建議" msgid "Send Docs Feedback" msgstr "傳送說明文件回饋" -msgid "About Godot" -msgstr "關於Godot" - msgid "Support Godot Development" msgstr "支援 Godot 開發" @@ -3679,28 +3611,6 @@ msgstr "自檔案安裝" msgid "Select Android sources file" msgstr "選擇Android原始檔" -msgid "" -"This will set up your project for gradle Android builds by installing the " -"source template to \"res://android/build\".\n" -"You can then apply modifications and build your own custom APK on export " -"(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, the " -"\"Use Gradle Build\" option should be enabled in the Android export preset." -msgstr "" -"將於「res://android/build」安裝原始樣板以為該項目設定自定 Android 建置樣板。\n" -"輸出時可套用修改並建置自定 APK(如新增模組、修改 AndroidManifest.xml …等)。\n" -"請注意,若要使用自定建置而非使用預先建置之 APK,請啟用 Android 匯出預設設定中" -"的 [Use Custom Build] 選項。" - -msgid "" -"The Android build template is already installed in this project and it won't " -"be overwritten.\n" -"Remove the \"res://android/build\" directory manually before attempting this " -"operation again." -msgstr "" -"該專案中已安裝 Android 建置樣板,將不會覆蓋。\n" -"若要再次執行此操作,請先手動移除「res://android/build」目錄。" - msgid "Show in File Manager" msgstr "在檔案總管中顯示" @@ -3774,8 +3684,8 @@ msgstr "Ok" msgid "Warning!" msgstr "警告!" -msgid "Main Script:" -msgstr "主腳本:" +msgid "On" +msgstr "開啟" msgid "Edit Plugin" msgstr "編輯外掛" @@ -3792,15 +3702,9 @@ msgstr "版本" msgid "Author" msgstr "作者" -msgid "Status" -msgstr "狀態" - msgid "Edit Text:" msgstr "編輯文字:" -msgid "On" -msgstr "開啟" - msgid "Renaming layer %d:" msgstr "重新命名%d圖層:" @@ -3927,8 +3831,8 @@ msgid "" "(%s)." msgstr "所選資源(%s)不符合任該屬性(%s)的任何型別。" -msgid "Quick Load" -msgstr "快速載入" +msgid "Load..." +msgstr "載入..." msgid "Inspect" msgstr "屬性檢視" @@ -3954,14 +3858,11 @@ msgstr "選擇要獨一無二的資源:" msgid "New %s" msgstr "新增 %s" -msgid "New Script" -msgstr "新增腳本" - -msgid "Extend Script" -msgstr "擴充腳本" +msgid "New Script..." +msgstr "新增腳本..." -msgid "New Shader" -msgstr "新建著色器" +msgid "Extend Script..." +msgstr "擴充腳本..." msgid "No Remote Debug export presets configured." msgstr "沒有遠端除錯輸出預設被設定。" @@ -3986,10 +3887,6 @@ msgstr "在 _run() 方法中填寫邏輯。" msgid "There is an edited scene already." msgstr "已有一個已編輯的場景。" -msgid "" -"Couldn't run editor script, did you forget to override the '_run' method?" -msgstr "沒辦法執行編輯器腳本,是否忘記覆蓋「_run」方法?" - msgid "Undo: %s" msgstr "復原:%s" @@ -4098,12 +3995,6 @@ msgstr "所有裝置" msgid "Device" msgstr "裝置" -msgid "Listening for input..." -msgstr "聆聽輸入...." - -msgid "Filter by event..." -msgstr "篩選event..." - msgid "Project export for platform:" msgstr "專案匯出平台:" @@ -4436,6 +4327,9 @@ msgstr "" "若選中,則預設設定將可使用單鍵部署。\n" "每個平台只可將一個預設設定設為可執行。" +msgid "Advanced Options" +msgstr "進階選項" + msgid "Export Path" msgstr "匯出路徑" @@ -4763,9 +4657,6 @@ msgstr "新增資料夾..." msgid "New Scene..." msgstr "新增場景..." -msgid "New Script..." -msgstr "新增腳本..." - msgid "New Resource..." msgstr "新增資源..." @@ -4910,57 +4801,21 @@ msgstr "%d 件相符合結果(於 %d 個檔案內)" msgid "%d matches in %d files" msgstr "%d 件符合的結果(於 %d 個檔案內)" +msgid "Rename Group" +msgstr "重新命名群組" + msgid "Add to Group" msgstr "新增到群組" msgid "Remove from Group" msgstr "自群組中移除" -msgid "Invalid group name." -msgstr "無效的群組名稱。" - -msgid "Group name already exists." -msgstr "群組名稱已存在。" - -msgid "Rename Group" -msgstr "重新命名群組" - -msgid "Delete Group" -msgstr "刪除群組" - -msgid "Groups" -msgstr "群組" - -msgid "Nodes Not in Group" -msgstr "節點不在群組中" - -msgid "Nodes in Group" -msgstr "群組中的節點" - -msgid "Empty groups will be automatically removed." -msgstr "空群組將自動移除。" - -msgid "Group Editor" -msgstr "群組編輯器" - -msgid "Manage Groups" -msgstr "管理群組" +msgid "Global" +msgstr "全域" msgid "Move" msgstr "移動" -msgid "Please select a base directory first." -msgstr "請先選擇基礎資料夾。" - -msgid "Could not create folder. File with that name already exists." -msgstr "無法建立資料夾,已有相同名稱的檔案或資料夾存在。" - -msgid "Choose a Directory" -msgstr "選擇資料夾" - -msgid "Copy File(s)" -msgstr "複製檔案" - msgid "Network" msgstr "網路" @@ -5004,6 +4859,9 @@ msgstr "開啟檔案或資料夾" msgid "Save a File" msgstr "儲存檔案" +msgid "Could not create folder. File with that name already exists." +msgstr "無法建立資料夾,已有相同名稱的檔案或資料夾存在。" + msgid "Favorited folder does not exist anymore and will be removed." msgstr "最愛資料夾將不存在或會被移除。" @@ -5193,9 +5051,6 @@ msgstr "切換可見/隱藏" msgid "Unlock Node" msgstr "解鎖節點" -msgid "Button Group" -msgstr "按鍵分組" - msgid "Disable Scene Unique Name" msgstr "停用場景獨立名稱" @@ -5224,9 +5079,6 @@ msgstr[0] "節點在這些群組中:" msgid "Click to show signals dock." msgstr "點擊以顯示訊號 Dock。" -msgid "Open in Editor" -msgstr "在編輯器中開啟" - msgid "This script is currently running in the editor." msgstr "這個腳本當前正在編輯器中執行。" @@ -5257,6 +5109,9 @@ msgstr "" "已固定 AnimationPlayer。\n" "點擊以取消固定。" +msgid "Open in Editor" +msgstr "在編輯器中開啟" + msgid "\"%s\" is not a known filter." msgstr "「%s」不是一個已知的篩選。" @@ -5284,8 +5139,173 @@ msgstr "顯示全部" msgid "The Beginning" msgstr "剛開始" -msgid "Global" -msgstr "全域" +msgid "Pre-Import Scene" +msgstr "預導入場景" + +msgid "Importing Scene..." +msgstr "正在匯入場景..." + +msgid "Import Scene" +msgstr "匯入場景" + +msgid "Running Custom Script..." +msgstr "正在執行自定腳本..." + +msgid "Couldn't load post-import script:" +msgstr "無法載入 Post-Import 腳本:" + +msgid "Invalid/broken script for post-import (check console):" +msgstr "Post-Import 腳本無效或損毀(請檢查主控台):" + +msgid "Error running post-import script:" +msgstr "執行 Post-Import 腳本時發生錯誤:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "您是否在「_post_import()」方法中返回了 Node 派生的對象?" + +msgid "Saving..." +msgstr "正在保存..." + +msgid "<Unnamed Material>" +msgstr "<未命名材質>" + +msgid "Import ID: %s" +msgstr "導入 ID:%s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"型別:%s\n" +"導入 ID:%s" + +msgid "Error opening scene" +msgstr "打開場景時出錯" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "動畫庫「%s」的進階導入設置" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "場景「%s」的進階導入設置" + +msgid "Select folder to extract material resources" +msgstr "選擇資料夾以擷取材質資源" + +msgid "Select folder where mesh resources will save on import" +msgstr "選擇導入時保存網格資源的文件夾" + +msgid "Select folder where animations will save on import" +msgstr "選擇導入時保存動畫的文件夾" + +msgid "Warning: File exists" +msgstr "警告:文件存在" + +msgid "Existing file with the same name will be replaced." +msgstr "現有的同名文件將被替換。" + +msgid "Will create new file" +msgstr "將創建新文件" + +msgid "Already External" +msgstr "已經是外部的" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"該材料已引用成外部文件,不會採取任何操作。\n" +"禁用外部屬性以便再次提取它。" + +msgid "No import ID" +msgstr "無導入 ID" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"材質在重新導入時沒有名稱或任何其他識別方式。\n" +"請為其命名或確保使用唯一 ID 導出。" + +msgid "Extract Materials to Resource Files" +msgstr "取出材質到資源文件" + +msgid "Extract" +msgstr "取出" + +msgid "Already Saving" +msgstr "已經在保存中" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "該網格已保存到外部資源,不會採取任何操作。" + +msgid "Existing file with the same name will be replaced on import." +msgstr "導入時將替換現有的同名文件。" + +msgid "Will save to new file" +msgstr "將保存到新文件" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"網格沒有名稱,也沒有任何其他方式可以在重新導入時進行識別。\n" +"請為其命名或確保使用唯一 ID 導出。" + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "設置路徑以在重新導入時將網格保存為資源文件" + +msgid "Set Paths" +msgstr "設置路徑" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "該動畫已保存到外部資源,不會採取任何操作。" + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "設定路徑將動畫另存為可導入的資源檔案" + +msgid "Can't make material external to file, write error:" +msgstr "無法將材質保存到外部檔中,寫入錯誤:" + +msgid "Actions..." +msgstr "動作..." + +msgid "Extract Materials" +msgstr "提取材質" + +msgid "Set Animation Save Paths" +msgstr "設定動畫儲存路徑" + +msgid "Set Mesh Save Paths" +msgstr "設定網格儲存路徑" + +msgid "Meshes" +msgstr "網格" + +msgid "Materials" +msgstr "材質" + +msgid "Selected Animation Play/Pause" +msgstr "播放/暫停選中動畫" + +msgid "Status" +msgstr "狀態" + +msgid "Save Extension:" +msgstr "儲存副檔名:" + +msgid "Text: *.tres" +msgstr "文本: *.tres" + +msgid "Binary: *.res" +msgstr "二進位檔案: *.res" + +msgid "Text Resource" +msgstr "文本資源" + +msgid "Binary Resource" +msgstr "二進位檔案資源" msgid "Audio Stream Importer: %s" msgstr "音訊流匯入:%s" @@ -5349,7 +5369,7 @@ msgstr "預加載字形:%d" msgid "" "Warning: There are no configurations specified, no glyphs will be pre-" "rendered." -msgstr "警告:沒有指定配置,不會預渲染任何字形。" +msgstr "警告:沒有指定配置,不會預算繪任何字形。" msgid "" "Warning: Multiple configurations have identical settings. Duplicates will be " @@ -5361,29 +5381,29 @@ msgid "" "rendered for all supported subpixel layouts (5x)." msgstr "" "注意:選擇了 LCD 子像素抗鋸齒,每個字形都將為所有支持的子像素佈局 (5x) 進行預" -"渲染。" +"算繪。" msgid "" "Note: Subpixel positioning is selected, each of the glyphs might be pre-" "rendered for multiple subpixel offsets (up to 4x)." msgstr "" -"注意:選擇子像素定位,每個字形可能會針對多個子像素偏移(最多 4x)進行預渲染。" +"注意:選擇子像素定位,每個字形可能會針對多個子像素偏移(最多 4x)進行預算繪。" msgid "Advanced Import Settings for '%s'" msgstr "“%s”的進階導入設定" msgid "Rendering Options" -msgstr "渲染選項" +msgstr "算繪選項" msgid "Select font rendering options, fallback font, and metadata override:" -msgstr "選擇字體渲染選項、後備字體和metadata覆蓋:" +msgstr "選擇字體算繪選項、後備字體和metadata覆蓋:" msgid "Pre-render Configurations" -msgstr "預渲染配置" +msgstr "預算繪配置" msgid "" "Add font size, and variation coordinates, and select glyphs to pre-render:" -msgstr "添加字體大小和變化坐標,並選擇要預渲染的字形:" +msgstr "添加字體大小和變化坐標,並選擇要預算繪的字形:" msgid "Configuration:" msgstr "設定:" @@ -5398,7 +5418,7 @@ msgid "Glyphs from the Translations" msgstr "翻譯中的字形" msgid "Select translations to add all required glyphs to pre-render list:" -msgstr "選擇翻譯以將所有必需的字形添加到預渲染列表:" +msgstr "選擇翻譯以將所有必需的字形添加到預算繪列表:" msgid "Shape all Strings in the Translations and Add Glyphs" msgstr "修改翻譯中的所有字符串並添加字形" @@ -5409,7 +5429,7 @@ msgstr "文本中的字形" msgid "" "Enter a text and select OpenType features to shape and add all required " "glyphs to pre-render list:" -msgstr "輸入文本並選擇 OpenType 功能來修改並將所有必需的字形添加到預渲染列表:" +msgstr "輸入文本並選擇 OpenType 功能來修改並將所有必需的字形添加到預算繪列表:" msgid "Shape Text and Add Glyphs" msgstr "修改文本並添加字形" @@ -5423,42 +5443,15 @@ msgid "" "correspondence to character, and not shown in this map, use \"Glyphs from the " "text\" tab to add these." msgstr "" -"從字符映射表中添加或刪除字形到預渲染列表:\n" +"從字符映射表中添加或刪除字形到預算繪列表:\n" "注意:一些文體替代方案和字形變體與字符沒有一一對應,並且未在此圖中顯示,請使" "用“文本中的字形”選項卡添加這些。" msgid "Dynamically rendered TrueType/OpenType font" -msgstr "動態渲染的 TrueType/OpenType 字體" +msgstr "動態算繪的 TrueType/OpenType 字體" msgid "Prerendered multichannel(+true) signed distance field" -msgstr "預渲染的multichannel(+true)signed distance field" - -msgid "Pre-Import Scene" -msgstr "預導入場景" - -msgid "Importing Scene..." -msgstr "正在匯入場景..." - -msgid "Import Scene" -msgstr "匯入場景" - -msgid "Running Custom Script..." -msgstr "正在執行自定腳本..." - -msgid "Couldn't load post-import script:" -msgstr "無法載入 Post-Import 腳本:" - -msgid "Invalid/broken script for post-import (check console):" -msgstr "Post-Import 腳本無效或損毀(請檢查主控台):" - -msgid "Error running post-import script:" -msgstr "執行 Post-Import 腳本時發生錯誤:" - -msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "您是否在「_post_import()」方法中返回了 Node 派生的對象?" - -msgid "Saving..." -msgstr "正在保存..." +msgstr "預算繪的multichannel(+true)signed distance field" msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " @@ -5494,144 +5487,6 @@ msgstr "2D" msgid "3D" msgstr "3D" -msgid "<Unnamed Material>" -msgstr "<未命名材質>" - -msgid "Import ID: %s" -msgstr "導入 ID:%s" - -msgid "" -"Type: %s\n" -"Import ID: %s" -msgstr "" -"型別:%s\n" -"導入 ID:%s" - -msgid "Error opening scene" -msgstr "打開場景時出錯" - -msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "動畫庫「%s」的進階導入設置" - -msgid "Advanced Import Settings for Scene '%s'" -msgstr "場景「%s」的進階導入設置" - -msgid "Select folder to extract material resources" -msgstr "選擇資料夾以擷取材質資源" - -msgid "Select folder where mesh resources will save on import" -msgstr "選擇導入時保存網格資源的文件夾" - -msgid "Select folder where animations will save on import" -msgstr "選擇導入時保存動畫的文件夾" - -msgid "Warning: File exists" -msgstr "警告:文件存在" - -msgid "Existing file with the same name will be replaced." -msgstr "現有的同名文件將被替換。" - -msgid "Will create new file" -msgstr "將創建新文件" - -msgid "Already External" -msgstr "已經是外部的" - -msgid "" -"This material already references an external file, no action will be taken.\n" -"Disable the external property for it to be extracted again." -msgstr "" -"該材料已引用成外部文件,不會採取任何操作。\n" -"禁用外部屬性以便再次提取它。" - -msgid "No import ID" -msgstr "無導入 ID" - -msgid "" -"Material has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"材質在重新導入時沒有名稱或任何其他識別方式。\n" -"請為其命名或確保使用唯一 ID 導出。" - -msgid "Extract Materials to Resource Files" -msgstr "取出材質到資源文件" - -msgid "Extract" -msgstr "取出" - -msgid "Already Saving" -msgstr "已經在保存中" - -msgid "" -"This mesh already saves to an external resource, no action will be taken." -msgstr "該網格已保存到外部資源,不會採取任何操作。" - -msgid "Existing file with the same name will be replaced on import." -msgstr "導入時將替換現有的同名文件。" - -msgid "Will save to new file" -msgstr "將保存到新文件" - -msgid "" -"Mesh has no name nor any other way to identify on re-import.\n" -"Please name it or ensure it is exported with an unique ID." -msgstr "" -"網格沒有名稱,也沒有任何其他方式可以在重新導入時進行識別。\n" -"請為其命名或確保使用唯一 ID 導出。" - -msgid "Set paths to save meshes as resource files on Reimport" -msgstr "設置路徑以在重新導入時將網格保存為資源文件" - -msgid "Set Paths" -msgstr "設置路徑" - -msgid "" -"This animation already saves to an external resource, no action will be taken." -msgstr "該動畫已保存到外部資源,不會採取任何操作。" - -msgid "Set paths to save animations as resource files on Reimport" -msgstr "設定路徑將動畫另存為可導入的資源檔案" - -msgid "Can't make material external to file, write error:" -msgstr "無法將材質保存到外部檔中,寫入錯誤:" - -msgid "Actions..." -msgstr "動作..." - -msgid "Extract Materials" -msgstr "提取材質" - -msgid "Set Animation Save Paths" -msgstr "設定動畫儲存路徑" - -msgid "Set Mesh Save Paths" -msgstr "設定網格儲存路徑" - -msgid "Meshes" -msgstr "網格" - -msgid "Materials" -msgstr "材質" - -msgid "Selected Animation Play/Pause" -msgstr "播放/暫停選中動畫" - -msgid "Save Extension:" -msgstr "儲存副檔名:" - -msgid "Text: *.tres" -msgstr "文本: *.tres" - -msgid "Binary: *.res" -msgstr "二進位檔案: *.res" - -msgid "Text Resource" -msgstr "文本資源" - -msgid "Binary Resource" -msgstr "二進位檔案資源" - msgid "Importer:" msgstr "匯入器:" @@ -5877,6 +5732,9 @@ msgstr "設置 %s在 %d 個節點上" msgid "%s (%d Selected)" msgstr "%s(已選擇 %d)" +msgid "Groups" +msgstr "群組" + msgid "Select a single node to edit its signals and groups." msgstr "選擇單一節點以編輯其訊號與群組。" @@ -6004,9 +5862,6 @@ msgstr "動畫" msgid "Add %s" msgstr "新增 %s" -msgid "Load..." -msgstr "載入..." - msgid "Move Node Point" msgstr "移動節點頂點" @@ -6237,27 +6092,15 @@ msgstr "儲存動畫" msgid "Make Animation Unique: %s" msgstr "動畫獨立化:%s" -msgid "Invalid AnimationLibrary file." -msgstr "無效動畫庫文件。" - -msgid "This library is already added to the mixer." -msgstr "該函式庫已經添加到混合器中。" - -msgid "Invalid Animation file." -msgstr "無效動畫文件。" - -msgid "This animation is already added to the library." -msgstr "該動畫已添加到庫中。" - -msgid "Load Animation into Library: %s" -msgstr "將動畫加載到庫中:%s" - msgid "Save Animation library to File: %s" msgstr "將動畫庫保存到文件:%s" msgid "Save Animation to File: %s" msgstr "將動畫保存到文件:%s" +msgid "Load Animation into Library: %s" +msgstr "將動畫加載到庫中:%s" + msgid "Rename Animation Library: %s" msgstr "重命名動畫庫:%s" @@ -6294,36 +6137,9 @@ msgstr "[外部]" msgid "[imported]" msgstr "[匯入]" -msgid "Add Animation to Library" -msgstr "將動畫添加到庫中" - -msgid "Load animation from file and add to library" -msgstr "從文件加載動畫並添加到庫中" - -msgid "Paste Animation to Library from clipboard" -msgstr "將動畫從剪貼板貼上到庫" - -msgid "Save animation library to resource on disk" -msgstr "將動畫庫保存到硬碟上的資源" - -msgid "Remove animation library" -msgstr "刪除動畫庫" - -msgid "Copy animation to clipboard" -msgstr "將動畫複製到剪貼板" - -msgid "Save animation to resource on disk" -msgstr "將動畫保存到硬碟上的資源" - -msgid "Remove animation from Library" -msgstr "從庫中刪除動畫" - msgid "Edit Animation Libraries" msgstr "編輯動畫庫" -msgid "Add Library" -msgstr "添加庫" - msgid "Load Library" msgstr "載入庫" @@ -6681,6 +6497,9 @@ msgctxt "Pagination" msgid "Last" msgstr "最後一個" +msgid "Failed to get repository configuration." +msgstr "無法取得倉儲設定。" + msgid "All" msgstr "全部" @@ -6719,9 +6538,6 @@ msgstr "網站:" msgid "Support" msgstr "支援" -msgid "Failed to get repository configuration." -msgstr "無法取得倉儲設定。" - msgid "Assets ZIP File" msgstr "素材 ZIP 檔" @@ -6886,6 +6702,9 @@ msgstr "清除參考線" msgid "Create Custom Bone2D(s) from Node(s)" msgstr "從節點創建自定義 Bone2D" +msgid "Cancel Transformation" +msgstr "取消變換" + msgid "Zoom to 3.125%" msgstr "縮放至3.125%" @@ -7031,15 +6850,9 @@ msgstr "解鎖選定的節點,允許選擇和移動。" msgid "Unlock Selected Node(s)" msgstr "取消鎖定所選的節點" -msgid "Make selected node's children not selectable." -msgstr "使選定節點的子節點不可選擇。" - msgid "Group Selected Node(s)" msgstr "為所選的節點建立群組" -msgid "Make selected node's children selectable." -msgstr "使選定節點的子節點可選擇。" - msgid "Ungroup Selected Node(s)" msgstr "取消所選節點的群組" @@ -7085,11 +6898,8 @@ msgstr "顯示原點" msgid "Show Viewport" msgstr "顯示檢視區" -msgid "Show Group And Lock Icons" -msgstr "顯示群組與鎖定圖示" - -msgid "Show Transformation Gizmos" -msgstr "顯示變形控制器" +msgid "Gizmos" +msgstr "Gizmo" msgid "Center Selection" msgstr "置中所選" @@ -7124,6 +6934,9 @@ msgstr "縮放遮罩以插入關鍵影格。" msgid "Insert keys (based on mask)." msgstr "(基於遮罩)插入關鍵影格。" +msgid "Insert Key" +msgstr "插入關鍵影格" + msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" @@ -7158,18 +6971,9 @@ msgstr "將網格步數除以 2" msgid "Adding %s..." msgstr "正在新增 %s…" -msgid "Drag and drop to add as child of current scene's root node." -msgstr "拖放以添加為當前場景根節點的子節點。" - -msgid "Hold %s when dropping to add as child of selected node." -msgstr "拖放時按住 %s 鍵可添加為所選節點的子節點。" - msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "拖放時按住 Shift 鍵可將其添加為所選節點的同級節點。" -msgid "Hold Alt when dropping to add as a different node type." -msgstr "拖放時按住 Alt 可添加為不同的節點型別。" - msgid "Cannot instantiate multiple nodes without root." msgstr "沒有根節點無法實體化多個節點。" @@ -7367,12 +7171,24 @@ msgstr "置中" msgid "Capture Colors from Pixel" msgstr "從像素取出顏色" +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "生成可見性 AABB(等待粒子模擬)" + +msgid "Generate Visibility AABB" +msgstr "產生可見性 AABB" + msgid "CPUParticles3D" msgstr "CPU粒子3D" +msgid "Generate AABB" +msgstr "產生 AABB" + msgid "Create Emission Points From Node" msgstr "自節點建立發射點" +msgid "Generation Time (sec):" +msgstr "產生時間(秒):" + msgid "Load Curve Preset" msgstr "加載曲線預設設定" @@ -7516,13 +7332,6 @@ msgstr "" "啟用此選項後,編輯器除錯服務器將保持打開狀態並監聽在編輯器本身外部啟動的新階" "段。" -msgid "Run Multiple Instances" -msgstr "運行多個實例" - -msgid "Run %d Instance" -msgid_plural "Run %d Instances" -msgstr[0] "運行 %d 個實例" - msgid "Size: %s" msgstr "大小:%s" @@ -7644,9 +7453,6 @@ msgstr "清除發射遮罩" msgid "GPUParticles2D" msgstr "粒子" -msgid "Generation Time (sec):" -msgstr "產生時間(秒):" - msgid "The geometry's faces don't contain any area." msgstr "幾何體的面未包含任何區域。" @@ -7686,18 +7492,9 @@ msgstr "需「ParticlesMaterial」型別的處理器材質。" msgid "Convert to CPUParticles3D" msgstr "轉換為 CPUParticles3D" -msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "生成可見性 AABB(等待粒子模擬)" - -msgid "Generate Visibility AABB" -msgstr "產生可見性 AABB" - msgid "GPUParticles3D" msgstr "粒子" -msgid "Generate AABB" -msgstr "產生 AABB" - msgid "Low" msgstr "低" @@ -7785,9 +7582,6 @@ msgstr "未找到編輯器場景根。" msgid "Lightmap data is not local to the scene." msgstr "光照貼圖數據不是場景本地的。" -msgid "Maximum texture size is too small for the lightmap images." -msgstr "最大紋理大小對於光照貼圖太小。" - msgid "Bake Lightmaps" msgstr "烘焙光照圖" @@ -8247,9 +8041,6 @@ msgstr "設置表面 %d 覆蓋材質" msgid "Set Material Override" msgstr "設置材質覆蓋" -msgid "Cannot drag and drop into multiple selected nodes." -msgstr "無法拖放到多個選定節點中。" - msgid "None" msgstr "無" @@ -8389,7 +8180,7 @@ msgid "Cinematic Preview" msgstr "效果預覽" msgid "Not available when using the OpenGL renderer." -msgstr "使用 OpenGL 渲染器時不可用。" +msgstr "使用 OpenGL 算繪器時不可用。" msgid "Freelook Left" msgstr "自由觀看 左" @@ -8433,9 +8224,6 @@ msgstr "將變換鎖定到 XZ 平面" msgid "Lock Transformation to XY plane" msgstr "將變換鎖定到 XY 平面" -msgid "Cancel Transformation" -msgstr "取消變換" - msgid "Begin Translate Transformation" msgstr "開始翻譯轉換" @@ -8623,9 +8411,6 @@ msgstr "3 個檢視區(替代)" msgid "4 Viewports" msgstr "4 個檢視區" -msgid "Gizmos" -msgstr "Gizmo" - msgid "View Origin" msgstr "顯示原點" @@ -8650,9 +8435,6 @@ msgstr "縮放吸附(%):" msgid "Viewport Settings" msgstr "檢視區設定" -msgid "Perspective FOV (deg.):" -msgstr "透視視角(度):" - msgid "View Z-Near:" msgstr "檢視 Z-Near:" @@ -8827,6 +8609,9 @@ msgstr "刪除控制點" msgid "Close Curve" msgstr "關閉曲線" +msgid "Please Confirm..." +msgstr "請確認..." + msgid "Mirror Handle Angles" msgstr "鏡像控點角度" @@ -9345,6 +9130,9 @@ msgstr "創建程式碼區域" msgid "Unfold All Lines" msgstr "展開所有行" +msgid "Duplicate Selection" +msgstr "重複所選" + msgid "Duplicate Lines" msgstr "複製行" @@ -9411,21 +9199,9 @@ msgstr "退出前要儲存以下著色器更改嗎?" msgid "Shader Editor" msgstr "著色器編輯器" -msgid "New Shader Include" -msgstr "新著色器包含" - -msgid "Load Shader File" -msgstr "載入著色器文件" - -msgid "Load Shader Include File" -msgstr "加載包含著色器文件" - msgid "Save File" msgstr "儲存 檔案" -msgid "Save File As" -msgstr "另存檔案為" - msgid "Open File in Inspector" msgstr "在屬性面板中開啟檔案" @@ -9560,9 +9336,6 @@ msgstr "LightOccluder2D 預覽" msgid "Can't convert an empty sprite to mesh." msgstr "無法轉換空 sprite 為網格。" -msgid "Can't convert a sprite using animation frames to mesh." -msgstr "無法使用動畫影格將 Sprite 轉換為網格。" - msgid "Invalid geometry, can't replace by mesh." msgstr "無效的幾何圖形,無法以網格取代。" @@ -10573,11 +10346,6 @@ msgstr "散射:" msgid "Tiles" msgstr "圖塊" -msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " -"to add one." -msgstr "此圖塊地圖之圖塊集並無設置來源。前往圖塊集底部的標籤以新增來源。" - msgid "Sort sources" msgstr "排序資源" @@ -10616,11 +10384,6 @@ msgid "" "with the same terrain." msgstr "連結模式: 繪製一個地形並將周圍有相同地形的圖塊連結。" -msgid "" -"Path mode: paints a terrain, thens connects it to the previous tile painted " -"within the same stroke." -msgstr "路徑模式: 繪製地形並將其連結至同一筆劃內的上一個圖塊。" - msgid "Terrains" msgstr "地形" @@ -10733,7 +10496,7 @@ msgstr "" "備選:%d" msgid "Rendering" -msgstr "渲染" +msgstr "算繪" msgid "Texture Origin" msgstr "紋理原點" @@ -10936,9 +10699,6 @@ msgstr "" "警告:修改源ID會導致所有使用該來源的TileMap引用無效的來源。可能導致意料之外的" "資料遺失。請謹慎修改ID。" -msgid "ID: %d" -msgstr "ID:%d" - msgid "Add a Scene Tile" msgstr "新增場景圖塊" @@ -12252,203 +12012,8 @@ msgstr "烘焙 VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "選擇 VoxelGI 資料檔案路徑" -msgid "The path specified doesn't exist." -msgstr "指定的路徑不存在。" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "開啟套件檔案時發生錯誤(非 ZIP 格式)。" - -msgid "" -"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "無效的「.zip」專案檔;未包含「project.godot」檔案。" - -msgid "Please choose an empty folder." -msgstr "請選擇一個空資料夾。" - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "請選擇一個“project.godot”,一個包含它的目錄,或者一個“.zip”檔。" - -msgid "This directory already contains a Godot project." -msgstr "該目錄已經包含了一個 Godot 專案。" - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "無法在選定的路徑儲存專案。請新建資料夾或是選擇其他路徑。" - -msgid "" -"The selected path is not empty. Choosing an empty folder is highly " -"recommended." -msgstr "選定的路徑不為空。強烈建議選擇一個空的資料夾。" - -msgid "New Game Project" -msgstr "新遊戲專案" - -msgid "Imported Project" -msgstr "已匯入的項目" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "請選擇一個「project.godot」或「.zip」檔案。" - -msgid "Invalid project name." -msgstr "無效的專案名稱。" - -msgid "Couldn't create folder." -msgstr "無法建立資料夾。" - -msgid "There is already a folder in this path with the specified name." -msgstr "該路徑下已有相同名稱的資料夾。" - -msgid "It would be a good idea to name your project." -msgstr "最好幫你的專案起個名字。" - -msgid "Supports desktop platforms only." -msgstr "只支援桌面平臺。" - -msgid "Advanced 3D graphics available." -msgstr "提供高級 3D 圖形。" - -msgid "Can scale to large complex scenes." -msgstr "可以擴展到大型複雜場景。" - -msgid "Uses RenderingDevice backend." -msgstr "使用 RenderingDevice 後端。" - -msgid "Slower rendering of simple scenes." -msgstr "簡單場景的渲染速度較慢。" - -msgid "Supports desktop + mobile platforms." -msgstr "支援桌面 + 移動平臺。" - -msgid "Less advanced 3D graphics." -msgstr "不太高級的 3D 圖形。" - -msgid "Less scalable for complex scenes." -msgstr "對於複雜場景的可擴充性較低。" - -msgid "Fast rendering of simple scenes." -msgstr "簡單場景的渲染速度較快。" - -msgid "Supports desktop, mobile + web platforms." -msgstr "支援桌面、移動 + Web平臺。" - -msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "最不先進的 3D 圖形(目前正在進行的工作)。" - -msgid "Intended for low-end/older devices." -msgstr "針對低階 / 較舊設備。" - -msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." -msgstr "使用 OpenGL 3 後端 (OpenGL/ES 3.0/WebGL2)。" - -msgid "Fastest rendering of simple scenes." -msgstr "簡單場景的渲染速度最快。" - -msgid "Invalid project path (changed anything?)." -msgstr "不正確的專案路徑(有修改了什麼嗎?)。" - -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "無法自路徑 '%s' 載入專案(錯誤 %d)。檔案可能遺失或損毀。" - -msgid "Couldn't save project at '%s' (error %d)." -msgstr "無法將專案保存在“%s”(錯誤 %d)。" - -msgid "Warning: This folder is not empty" -msgstr "警告:該資料夾不為空" - -msgid "" -"You are about to create a Godot project in a non-empty folder.\n" -"The entire contents of this folder will be imported as project resources!\n" -"\n" -"Are you sure you wish to continue?" -msgstr "" -"你將在非空的資料夾中創建 Godot 專案。\n" -"這個資料夾中的所有內容都將作為專案資源導入!\n" -"\n" -"你確定要繼續嗎?" - -msgid "Couldn't create project.godot in project path." -msgstr "無法在專案路徑中建立 project.godot。" - -msgid "Couldn't create icon.svg in project path." -msgstr "無法在傳案路徑中建立 icon.svg。" - -msgid "Error opening package file, not in ZIP format." -msgstr "無法開啟套件檔案,非 ZIP 格式。" - -msgid "The following files failed extraction from package:" -msgstr "自套件中取得下列檔案失敗:" - -msgid "Package installed successfully!" -msgstr "套件安裝成功!" - -msgid "Rename Project" -msgstr "重新命名專案" - -msgid "Import Existing Project" -msgstr "匯入現有專案" - -msgid "Import & Edit" -msgstr "匯入並編輯" - -msgid "Create New Project" -msgstr "建立新專案" - -msgid "Create & Edit" -msgstr "建立並編輯" - -msgid "Install Project:" -msgstr "安裝專案:" - -msgid "Install & Edit" -msgstr "安裝並編輯" - -msgid "Project Name:" -msgstr "專案名稱:" - -msgid "Project Path:" -msgstr "專案路徑:" - -msgid "Project Installation Path:" -msgstr "專案安裝路徑:" - -msgid "Renderer:" -msgstr "算繪引擎:" - -msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "渲染器可以稍後更改,但可能需要調整場景。" - -msgid "Version Control Metadata:" -msgstr "版本控制 metadata:" - -msgid "Git" -msgstr "Git" - -msgid "This project was last edited in a different Godot version: " -msgstr "該專案上次由不同 Godot 版本編輯:. " - -msgid "This project uses features unsupported by the current build:" -msgstr "該專案使用了不被當前建構支援的功能:" - -msgid "Error: Project is missing on the filesystem." -msgstr "錯誤:專案在檔案系統上遺失。" - -msgid "Missing Project" -msgstr "遺失專案" - -msgid "Local" -msgstr "本機" - -msgid "Local Projects" -msgstr "本地專案" - -msgid "Asset Library Projects" -msgstr "素材庫專案" - -msgid "Can't open project at '%s'." -msgstr "無法於「%s」打開專案。" +msgid "Are you sure to run %d projects at once?" +msgstr "確定要一次執行 %d 個專案?" msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" @@ -12587,23 +12152,25 @@ msgstr "" msgid "Open anyway? Project will be modified." msgstr "無論如何都要開啟?專案將被修改。" +msgid "Remove %d projects from the list?" +msgstr "是否從列表中移除%d個專案?" + +msgid "Remove this project from the list?" +msgstr "是否從列表中移除該專案?" + msgid "" -"Can't run project: no main scene defined.\n" -"Please edit the project and set the main scene in the Project Settings under " -"the \"Application\" category." +"Remove all missing projects from the list?\n" +"The project folders' contents won't be modified." msgstr "" -"無法執行專案:未定義主場景。\n" -"請編輯專案並在 [專案設定] 的「Application」分類中設定主場景。" +"確定自清單移除所有遺失的專案嗎?\n" +"專案資料夾的內容不會被修改。" msgid "" -"Can't run project: Assets need to be imported.\n" -"Please edit the project to trigger the initial import." -msgstr "" -"無法執行專案:需要匯入素材\n" -"請編輯專案以觸發初始匯入。" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "無法自路徑 '%s' 載入專案(錯誤 %d)。檔案可能遺失或損毀。" -msgid "Are you sure to run %d projects at once?" -msgstr "確定要一次執行 %d 個專案?" +msgid "Couldn't save project at '%s' (error %d)." +msgstr "無法將專案保存在“%s”(錯誤 %d)。" msgid "Tag name can't be empty." msgstr "標籤名稱不能為空。" @@ -12617,26 +12184,6 @@ msgstr "標籤中不允許使用以下字元:%s。" msgid "Tag name must be lowercase." msgstr "標籤名稱必須為小寫。" -msgid "Remove %d projects from the list?" -msgstr "是否從列表中移除%d個專案?" - -msgid "Remove this project from the list?" -msgstr "是否從列表中移除該專案?" - -msgid "" -"Remove all missing projects from the list?\n" -"The project folders' contents won't be modified." -msgstr "" -"確定自清單移除所有遺失的專案嗎?\n" -"專案資料夾的內容不會被修改。" - -msgid "" -"Language changed.\n" -"The interface will update after restarting the editor or project manager." -msgstr "" -"語言已變更。\n" -"重新啟動編輯器或專案管理員後將會套用界面更新。" - msgctxt "Application" msgid "Project Manager" msgstr "專案管理員" @@ -12673,9 +12220,18 @@ msgstr "最後修改時間" msgid "Tags" msgstr "標籤" +msgid "Create New Project" +msgstr "建立新專案" + +msgid "Import Existing Project" +msgstr "匯入現有專案" + msgid "Edit Project" msgstr "編輯專案" +msgid "Rename Project" +msgstr "重新命名專案" + msgid "Manage Tags" msgstr "管理標籤" @@ -12685,12 +12241,6 @@ msgstr "移除專案" msgid "Remove Missing" msgstr "刪除遺失" -msgid "About" -msgstr "關於" - -msgid "Restart Now" -msgstr "立即重新啟動" - msgid "Select a Folder to Scan" msgstr "選擇資料夾以進行掃描" @@ -12723,16 +12273,6 @@ msgstr "" "重要:轉換前請一定要備份你的專案,因為本操作會使它無法在舊版本的 Godot 中打" "開。" -msgid "Can't run project" -msgstr "無法執行專案" - -msgid "" -"You currently don't have any projects.\n" -"Would you like to explore official example projects in the Asset Library?" -msgstr "" -"目前沒有任何專案。\n" -"要在素材庫中瀏覽官方範例專案嗎?" - msgid "Manage Project Tags" msgstr "管理項目標籤" @@ -12754,6 +12294,173 @@ msgstr "建立新的標籤" msgid "Tags are capitalized automatically when displayed." msgstr "顯示時會自動將標籤的首字父大寫。" +msgid "The path specified doesn't exist." +msgstr "指定的路徑不存在。" + +msgid "Error opening package file (it's not in ZIP format)." +msgstr "開啟套件檔案時發生錯誤(非 ZIP 格式)。" + +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "無效的「.zip」專案檔;未包含「project.godot」檔案。" + +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "請選擇一個“project.godot”,一個包含它的目錄,或者一個“.zip”檔。" + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "無法在選定的路徑儲存專案。請新建資料夾或是選擇其他路徑。" + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "選定的路徑不為空。強烈建議選擇一個空的資料夾。" + +msgid "New Game Project" +msgstr "新遊戲專案" + +msgid "Imported Project" +msgstr "已匯入的項目" + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "請選擇一個「project.godot」或「.zip」檔案。" + +msgid "Invalid project name." +msgstr "無效的專案名稱。" + +msgid "Couldn't create folder." +msgstr "無法建立資料夾。" + +msgid "There is already a folder in this path with the specified name." +msgstr "該路徑下已有相同名稱的資料夾。" + +msgid "It would be a good idea to name your project." +msgstr "最好幫你的專案起個名字。" + +msgid "Supports desktop platforms only." +msgstr "只支援桌面平臺。" + +msgid "Advanced 3D graphics available." +msgstr "提供高級 3D 圖形。" + +msgid "Can scale to large complex scenes." +msgstr "可以擴展到大型複雜場景。" + +msgid "Uses RenderingDevice backend." +msgstr "使用 RenderingDevice 後端。" + +msgid "Slower rendering of simple scenes." +msgstr "簡單場景的算繪速度較慢。" + +msgid "Supports desktop + mobile platforms." +msgstr "支援桌面 + 移動平臺。" + +msgid "Less advanced 3D graphics." +msgstr "不太高級的 3D 圖形。" + +msgid "Less scalable for complex scenes." +msgstr "對於複雜場景的可擴充性較低。" + +msgid "Fast rendering of simple scenes." +msgstr "簡單場景的算繪速度較快。" + +msgid "Supports desktop, mobile + web platforms." +msgstr "支援桌面、移動 + Web平臺。" + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "最不先進的 3D 圖形(目前正在進行的工作)。" + +msgid "Intended for low-end/older devices." +msgstr "針對低階 / 較舊設備。" + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "使用 OpenGL 3 後端 (OpenGL/ES 3.0/WebGL2)。" + +msgid "Fastest rendering of simple scenes." +msgstr "簡單場景的算繪速度最快。" + +msgid "Invalid project path (changed anything?)." +msgstr "不正確的專案路徑(有修改了什麼嗎?)。" + +msgid "Warning: This folder is not empty" +msgstr "警告:該資料夾不為空" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"你將在非空的資料夾中創建 Godot 專案。\n" +"這個資料夾中的所有內容都將作為專案資源導入!\n" +"\n" +"你確定要繼續嗎?" + +msgid "Couldn't create project.godot in project path." +msgstr "無法在專案路徑中建立 project.godot。" + +msgid "Couldn't create icon.svg in project path." +msgstr "無法在傳案路徑中建立 icon.svg。" + +msgid "Error opening package file, not in ZIP format." +msgstr "無法開啟套件檔案,非 ZIP 格式。" + +msgid "The following files failed extraction from package:" +msgstr "自套件中取得下列檔案失敗:" + +msgid "Package installed successfully!" +msgstr "套件安裝成功!" + +msgid "Import & Edit" +msgstr "匯入並編輯" + +msgid "Create & Edit" +msgstr "建立並編輯" + +msgid "Install Project:" +msgstr "安裝專案:" + +msgid "Install & Edit" +msgstr "安裝並編輯" + +msgid "Project Name:" +msgstr "專案名稱:" + +msgid "Project Path:" +msgstr "專案路徑:" + +msgid "Project Installation Path:" +msgstr "專案安裝路徑:" + +msgid "Renderer:" +msgstr "算繪引擎:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "算繪器可以稍後更改,但可能需要調整場景。" + +msgid "Version Control Metadata:" +msgstr "版本控制 metadata:" + +msgid "Git" +msgstr "Git" + +msgid "This project was last edited in a different Godot version: " +msgstr "該專案上次由不同 Godot 版本編輯:. " + +msgid "This project uses features unsupported by the current build:" +msgstr "該專案使用了不被當前建構支援的功能:" + +msgid "Error: Project is missing on the filesystem." +msgstr "錯誤:專案在檔案系統上遺失。" + +msgid "Missing Project" +msgstr "遺失專案" + +msgid "Restart Now" +msgstr "立即重新啟動" + msgid "Add Project Setting" msgstr "新增專案設定" @@ -12829,9 +12536,6 @@ msgstr "後置:" msgid "Use Regular Expressions" msgstr "使用正規表示式" -msgid "Advanced Options" -msgstr "進階選項" - msgid "Substitute" msgstr "取代" @@ -13014,12 +12718,6 @@ msgstr "取消附加腳本" msgid "This operation can't be done on the tree root." msgstr "此操作無法在樹狀根節點執行。" -msgid "Move Node In Parent" -msgstr "移動節點至其父節點" - -msgid "Move Nodes In Parent" -msgstr "移動節點至父節點" - msgid "Duplicate Node(s)" msgstr "重複節點" @@ -13131,9 +12829,6 @@ msgstr "新場景根" msgid "Create Root Node:" msgstr "建立根節點:" -msgid "Switch to Favorite Nodes" -msgstr "切換到收藏節點" - msgid "Other Node" msgstr "其他節點" @@ -13205,6 +12900,15 @@ msgstr "自動展開至選定項" msgid "All Scene Sub-Resources" msgstr "所有場景子資源" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"篩選節點,輸入部分名稱、型別(以“type:”或“t:”開頭)、\n" +"分組(以“group:”或“g:”開頭)。篩選區分大小寫。" + msgid "Filter by Type" msgstr "依照型別篩選" @@ -13265,12 +12969,6 @@ msgstr "更改型別..." msgid "Attach Script..." msgstr "附加腳本..." -msgid "Extend Script..." -msgstr "擴充腳本..." - -msgid "Reparent to New Node" -msgstr "重新設定父節點為新節點" - msgid "Make Scene Root" msgstr "設為場景根節點" @@ -13291,15 +12989,6 @@ msgstr "將場景檔案實例化為節點。若無根節點則建立一個繼承 msgid "Filter: name, t:type, g:group" msgstr "篩選:名稱、t:型別、g:分組" -msgid "" -"Filter nodes by entering a part of their name, type (if prefixed with \"type:" -"\" or \"t:\")\n" -"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" -"insensitive." -msgstr "" -"篩選節點,輸入部分名稱、型別(以“type:”或“t:”開頭)、\n" -"分組(以“group:”或“g:”開頭)。篩選區分大小寫。" - msgid "Attach a new or existing script to the selected node." msgstr "附加新的或已存在之腳本至所選節點。" @@ -13320,6 +13009,9 @@ msgstr "" "選擇後,每當專案更新時遠端場景樹狀停佇列將使其反覆停頓。\n" "切換回本地場景樹狀停佇列以改善效能。" +msgid "Local" +msgstr "本機" + msgid "Delete Related Animation Tracks" msgstr "刪除相關連動畫軌道" @@ -13474,12 +13166,6 @@ msgstr "建立著色器" msgid "Set Shader Global Variable" msgstr "設定著色器全域變數" -msgid "Please specify a valid shader uniform identifier name." -msgstr "請指定有效的著色器 Uniform 識別碼名稱。" - -msgid "Global shader parameter '%s' already exists'" -msgstr "全域著色器參數「%s」已經存在" - msgid "Name '%s' is a reserved shader language keyword." msgstr "名稱「%s」是預留的著色器語言關鍵字。" @@ -13505,13 +13191,6 @@ msgstr "重新啟動並升級" msgid "Make this panel floating in the screen %d." msgstr "讓這個面板在螢幕 %d 中浮動。" -msgid "" -"Make this panel floating.\n" -"Right click to open the screen selector." -msgstr "" -"讓這個面板浮動。\n" -"右鍵點擊打開螢幕選擇器。" - msgid "Select Screen" msgstr "選擇螢幕" @@ -13628,20 +13307,6 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "停用 '.blend' 檔案匯入功能需要重啟編輯器。" -msgid "" -"Blend file import is enabled in the project settings, but no Blender path is " -"configured in the editor settings. Blend files will not be imported." -msgstr "" -"項目設置中啟用了 blend 檔的導入,但是編輯器設置中沒有配置 Blender 的路徑。 " -"blend 檔將不會導入。" - -msgid "" -"Blend file import is enabled, but the Blender path doesn't point to an " -"accessible directory. Blend files will not be imported." -msgstr "" -"啟用了 blend 檔的導入,但是 Blender 路徑所指向的目錄不可存取。 blend 檔將不會" -"導入。" - msgid "Next Plane" msgstr "下一個平面" @@ -14205,7 +13870,7 @@ msgstr "" msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " "Android devices." -msgstr "該”%s\" 渲染器專為桌面設備設計,不適用於Android 設備。" +msgstr "該”%s\" 算繪器專為桌面設備設計,不適用於Android 設備。" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "「Min SDK」需要大於等於 %d 才可使用 \"%s\" 算繪引擎。" @@ -14277,17 +13942,6 @@ msgid "" msgstr "" "嘗試自自定建置樣板進行建置,但無版本資訊可用。請自「專案」選單中重新安裝。" -msgid "" -"Android build version mismatch: Template installed: %s, Godot version: %s. " -"Please reinstall Android build template from 'Project' menu." -msgstr "" -"Android 建構版本不匹配:已安裝模板: %s,Godot 版本:%s。請從專案選單重新安裝 " -"Android 構建模板。" - -msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "無法以專案名稱覆蓋 res://android/build/res/*.xml 檔案。" - msgid "Could not export project files to gradle project." msgstr "無法匯出專案檔至 Gradle 專案。" @@ -14971,14 +14625,6 @@ msgid "" msgstr "碰撞物件為 Area2D 時將忽略單向碰撞(One Way Collision)屬性。" msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D 僅可為 CollisionObject2D 衍生的節點提供碰撞形狀資訊。請將其作" -"為 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子節點以提供形狀。" - -msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "CollisionShape2D 必須被賦予形狀才能運作。請先建立形狀!" @@ -15012,12 +14658,12 @@ msgstr "" msgid "" "Particle trails are only available when using the Forward+ or Mobile " "rendering backends." -msgstr "粒子軌跡僅在使用 Forward+ 或 Mobile 渲染後端時可用。" +msgstr "粒子軌跡僅在使用 Forward+ 或 Mobile 算繪後端時可用。" msgid "" "Particle sub-emitters are not available when using the GL Compatibility " "rendering backend." -msgstr "使用 GL 相容性渲染後端時,粒子子發射器不可用。" +msgstr "使用 GL 相容性算繪後端時,粒子子發射器不可用。" msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node A 與 Node B 必須為 PhysicsBody2D" @@ -15207,10 +14853,6 @@ msgid "" msgstr "CollisionShape 必須被賦予形狀才能運作。請先建立形狀資源。" msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape3D 不支援靜態模式以外的 RigidBody3D。" - -msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "WorldBoundaryShape3D 不支援靜態模式以外的 RigidBody3D。" @@ -15236,7 +14878,7 @@ msgstr "" msgid "" "Decals are only available when using the Forward+ or Mobile rendering " "backends." -msgstr "裝飾僅在使用 Forward+ 或 Mobile 渲染後端時可用。" +msgstr "裝飾僅在使用 Forward+ 或 Mobile 算繪後端時可用。" msgid "" "The decal has no textures loaded into any of its texture properties, and will " @@ -15295,12 +14937,12 @@ msgstr "只有支援單個軌跡網格。如果你想使用多個網格,則需 msgid "" "Trails enabled, but one or more mesh materials are either missing or not set " "for trails rendering." -msgstr "軌跡已啟用,但缺少一個或多個網格材質,或未設置軌跡渲染。" +msgstr "軌跡已啟用,但缺少一個或多個網格材質,或未設置軌跡算繪。" msgid "" "Particle sub-emitters are only available when using the Forward+ or Mobile " "rendering backends." -msgstr "粒子的子發射器僅在使用 Forward+ 或 Mobile 渲染後端時可用。" +msgstr "粒子的子發射器僅在使用 Forward+ 或 Mobile 算繪後端時可用。" msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " @@ -15365,11 +15007,6 @@ msgid "Generating Probe Acceleration Structures" msgstr "生成探查加速結構中" msgid "" -"LightmapGI nodes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "目前 GL 相容性後端尚不支援LightmapGI 節點。將在後續版本中加入。" - -msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "NavigationAgent3D 只能在繼承 Node3D 的父節點下使用。" @@ -15385,7 +15022,7 @@ msgid "" "Culling > Use Occlusion Culling." msgstr "" "“專案設置”中禁用了遮擋剔除,這意味著在根視窗中不會進行遮擋剔除。\n" -"要解決這個問題,請打開“專案設定”並啟用“渲染 > 遮擋剔除 > 使用遮擋剔除”。" +"要解決這個問題,請打開“專案設定”並啟用“算繪 > 遮擋剔除 > 使用遮擋剔除”。" msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " @@ -15570,7 +15207,7 @@ msgstr "XROrigin3D 需要 XRCamera3D 子節點。" msgid "" "XR is not enabled in rendering project settings. Stereoscopic output is not " "supported unless this is enabled." -msgstr "渲染專案設定中未啟用 XR。除非啟用該功能,否則不支援立體輸出。" +msgstr "算繪專案設定中未啟用 XR。除非啟用該功能,否則不支援立體輸出。" msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "於 BlendTree 節點「%s」上未找到動畫:「%s」" @@ -15662,9 +15299,6 @@ msgstr "改變控件的Z索引只影響繪圖順序,不影響輸入事件的 msgid "Alert!" msgstr "警告!" -msgid "Please Confirm..." -msgstr "請確認..." - msgid "You don't have permission to access contents of this folder." msgstr "你無權存取此資料夾的內容。" @@ -15697,7 +15331,7 @@ msgstr "自動排列所選節點。" msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." -msgstr "當前字體不支援渲染該標籤字串中使用的一個或多個字元。" +msgstr "當前字體不支援算繪該標籤字串中使用的一個或多個字元。" msgid "Same as Layout Direction" msgstr "與佈局方向一致" @@ -15832,7 +15466,7 @@ msgid "" "Consider using a script's process loop instead of relying on a Timer for very " "low wait times." msgstr "" -"取決於渲染或物理影格率,極短暫的計時器等候時間(小於0.05秒)可能會造成計時器截" +"取決於算繪或物理影格率,極短暫的計時器等候時間(小於0.05秒)可能會造成計時器截" "然不同的行為。\n" "建議使用腳本的處理迴圈(Process Loop)而非這類計時器。" @@ -16248,17 +15882,17 @@ msgid "Invalid shader type. Valid types are: %s" msgstr "無效的著色器型別。有效的型別有:%s" msgid "Expected an identifier for render mode." -msgstr "預期為渲染模式識別碼。" +msgstr "預期為算繪模式識別碼。" msgid "Duplicated render mode: '%s'." -msgstr "重複的渲染模式: '%s'。" +msgstr "重複的算繪模式: '%s'。" msgid "" "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." -msgstr "渲染模式”%s重定義。\"%s“模式已經被設定為”%s\"。" +msgstr "算繪模式”%s重定義。\"%s“模式已經被設定為”%s\"。" msgid "Invalid render mode: '%s'." -msgstr "無效的渲染模式:”%s\"。" +msgstr "無效的算繪模式:”%s\"。" msgid "Unexpected token: '%s'." msgstr "意外的標記:”%s\"。" diff --git a/editor/translations/properties/ar.po b/editor/translations/properties/ar.po index 6c7d3b20d6..6fb207da9c 100644 --- a/editor/translations/properties/ar.po +++ b/editor/translations/properties/ar.po @@ -71,7 +71,7 @@ # أحمد النور <ahmed2699@gmail.com>, 2022. # Commander Gordon <gordoncommander@gmail.com>, 2022. # Abdulrahman <abdelrahman.ramadan686@gmail.com>, 2022. -# بسام العوفي <co-able@hotmail.com>, 2023. +# بسام العوفي <co-able@hotmail.com>, 2023, 2024. # Abdulkarim <abwkhaldalhwsawy@gmail.com>, 2023. # KhalilBenGaied <grozz1@yahoo.com>, 2023. # "Mr.k" <mineshtine28546271@gmail.com>, 2023. @@ -84,8 +84,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-12 23:41+0000\n" -"Last-Translator: Emad Alhaddad <emad142240@gmail.com>\n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: بسام العوفي <co-able@hotmail.com>\n" "Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/godot-" "properties/ar/>\n" "Language: ar\n" @@ -94,7 +94,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "التطبيق" @@ -148,7 +148,7 @@ msgid "Quit on Go Back" msgstr "الرجوع للخلف" msgid "Display" -msgstr "عرض" +msgstr "الإظهار" msgid "Window" msgstr "نافذة" @@ -204,6 +204,12 @@ msgstr "توفير الطاقة" msgid "Keep Screen On" msgstr "إبقاء الشاشة قيد التشغيل" +msgid "Animation" +msgstr "التحريك" + +msgid "Warnings" +msgstr "تحذيرات" + msgid "Audio" msgstr "الصوت" @@ -262,7 +268,7 @@ msgid "3D" msgstr "الثلاثي" msgid "Stretch" -msgstr "تمدد" +msgstr "التمدد" msgid "Aspect" msgstr "الجانب" @@ -303,15 +309,6 @@ msgstr "رسالة" msgid "Rendering" msgstr "معالَجة" -msgid "Memory" -msgstr "الذاكرة" - -msgid "Limits" -msgstr "الحدود" - -msgid "Multithreaded Server" -msgstr "خادوم متعدد المسارات" - msgid "Internationalization" msgstr "التدويل (لغوي)" @@ -342,6 +339,9 @@ msgstr "استخدام الإفراط في أخذ العينات" msgid "Rendering Device" msgstr "جهاز التكوين" +msgid "V-Sync" +msgstr "مزامنة (مزامنة كرت الشاشة)" + msgid "Staging Buffer" msgstr "المخزن الؤقت التدريجي" @@ -597,6 +597,12 @@ msgstr "بذرة" msgid "State" msgstr "الحالة" +msgid "Memory" +msgstr "الذاكرة" + +msgid "Limits" +msgstr "الحدود" + msgid "Message Queue" msgstr "قائمة انتظار الرسائل" @@ -669,9 +675,6 @@ msgstr "النوع" msgid "Stream" msgstr "المجرى (Stream)" -msgid "Animation" -msgstr "التحريك" - msgid "FileSystem" msgstr "نظام الملفات" @@ -708,51 +711,6 @@ msgstr "وضع خالي من الإلهاء" msgid "Movie Maker Enabled" msgstr "تم تمكين صانع الأفلام" -msgid "Interface" -msgstr "واجهة المستخدم" - -msgid "Update Continuously" -msgstr "تحديث متواصل" - -msgid "Localize Settings" -msgstr "ترجمة الإعدادات" - -msgid "Restore Scenes on Load" -msgstr "استعادة المشاهد عند التحميل" - -msgid "Inspector" -msgstr "الفاحص" - -msgid "Default Property Name Style" -msgstr "نمط اسم الخاصية الافتراضي" - -msgid "Default Float Step" -msgstr "خطوة الfloat الافتراضية" - -msgid "Disable Folding" -msgstr "تعطيل الطي" - -msgid "Auto Unfold Foreign Scenes" -msgstr "إكشف المشاهد الأجنبية تلقائيا" - -msgid "Horizontal Vector2 Editing" -msgstr "تحرير Vector2 الأفقي" - -msgid "Horizontal Vector Types Editing" -msgstr "تحرير أنواع المتجهات الأفقية" - -msgid "Open Resources in Current Inspector" -msgstr "الموارد المفتوحة في المفتش الحالي" - -msgid "Resources to Open in New Inspector" -msgstr "الموارد التي سيتم فتحها في المفتش الجديد" - -msgid "Default Color Picker Mode" -msgstr "وضع منتقي الألوان الافتراضي" - -msgid "Default Color Picker Shape" -msgstr "شكل منتقي الألوان الافتراضي" - msgid "Base Type" msgstr "النوع الأساسي" @@ -762,12 +720,21 @@ msgstr "قابل للتعديل" msgid "Toggle Mode" msgstr "أظهر الوضع" +msgid "Interface" +msgstr "واجهة المستخدم" + msgid "Editor Language" msgstr "لغة المحرر" +msgid "Localize Settings" +msgstr "ترجمة الإعدادات" + msgid "Display Scale" msgstr "مقياس العرض" +msgid "Custom Display Scale" +msgstr "مقياس العرض المخصص" + msgid "Editor Screen" msgstr "شاشة المحرر" @@ -783,9 +750,6 @@ msgstr "استعمال القائمة المُضمّنة" msgid "Expand to Title" msgstr "التوسيع إلى العنوان" -msgid "Custom Display Scale" -msgstr "مقياس العرض المخصص" - msgid "Main Font Size" msgstr "حجم الخط الرئيسي" @@ -813,9 +777,45 @@ msgstr "وضع النافذة الواحدة" msgid "Mouse Extra Buttons Navigate History" msgstr "تنقل في سجل أزرار الماوس الإضافية" +msgid "Update Continuously" +msgstr "تحديث متواصل" + +msgid "Inspector" +msgstr "الفاحص" + msgid "Float Drag Speed" msgstr "تعويم سرعة السحب" +msgid "Default Property Name Style" +msgstr "نمط اسم الخاصية الافتراضي" + +msgid "Default Float Step" +msgstr "خطوة الfloat الافتراضية" + +msgid "Disable Folding" +msgstr "تعطيل الطي" + +msgid "Auto Unfold Foreign Scenes" +msgstr "إكشف المشاهد الأجنبية تلقائيا" + +msgid "Horizontal Vector2 Editing" +msgstr "تحرير Vector2 الأفقي" + +msgid "Horizontal Vector Types Editing" +msgstr "تحرير أنواع المتجهات الأفقية" + +msgid "Open Resources in Current Inspector" +msgstr "الموارد المفتوحة في المفتش الحالي" + +msgid "Resources to Open in New Inspector" +msgstr "الموارد التي سيتم فتحها في المفتش الجديد" + +msgid "Default Color Picker Mode" +msgstr "وضع منتقي الألوان الافتراضي" + +msgid "Default Color Picker Shape" +msgstr "شكل منتقي الألوان الافتراضي" + msgid "Theme" msgstr "الموضوع" @@ -861,6 +861,9 @@ msgstr "الحد الأقصى للعرض" msgid "Show Script Button" msgstr "اضهار زر السكربت" +msgid "Restore Scenes on Load" +msgstr "استعادة المشاهد عند التحميل" + msgid "Multi Window" msgstr "نافذة متعددة" @@ -912,9 +915,6 @@ msgstr "وضع العرض" msgid "Import" msgstr "استيراد" -msgid "Blender 3 Path" -msgstr "مسار بلندر 3" - msgid "Tools" msgstr "أدوات" @@ -1245,6 +1245,12 @@ msgstr "المخرجات" msgid "Font Size" msgstr "حجم الخط" +msgid "HTTP Proxy" +msgstr "وكيل (Proxy) HTTP" + +msgid "Host" +msgstr "المضيف" + msgid "Remote Host" msgstr "المضيف عن بعد" @@ -1254,12 +1260,6 @@ msgstr "مُنقح الأخطاء" msgid "Profiler Frame History Size" msgstr "حجم تاريخ إطار المحلل" -msgid "HTTP Proxy" -msgstr "وكيل (Proxy) HTTP" - -msgid "Host" -msgstr "المضيف" - msgid "Project Manager" msgstr "مدير المشروع" @@ -1359,18 +1359,6 @@ msgstr "تنسيق ثنائي" msgid "Embed PCK" msgstr "تضمين PCK" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "تصدير" @@ -1398,33 +1386,6 @@ msgstr "إخفاء المنزلق" msgid "Zoom" msgstr "تكبير" -msgid "Generate Mipmaps" -msgstr "إنشاء خرائط ميماب" - -msgid "Multichannel Signed Distance Field" -msgstr "حقل مسافة متعدد" - -msgid "Hinting" -msgstr "التلميح" - -msgid "Oversampling" -msgstr "الإفراط في أخذ العينات" - -msgid "Language Support" -msgstr "دعم اللغة" - -msgid "Script Support" -msgstr "دعم البرنامج النصي" - -msgid "Compress" -msgstr "ضغط" - -msgid "Language" -msgstr "اللغة" - -msgid "Transform" -msgstr "التَحَوّل" - msgid "Rename Bones" msgstr "إعادة تسمية العظام" @@ -1449,60 +1410,9 @@ msgstr "عتبة" msgid "Remove Tracks" msgstr "إزالة المسارات" -msgid "Create From" -msgstr "إنشاء من" - -msgid "Delimiter" -msgstr "محدد" - -msgid "Character Ranges" -msgstr "نطاقات الأحرف" - -msgid "Columns" -msgstr "أعمدة" - -msgid "Rows" -msgstr "الصفوف" - -msgid "Image Margin" -msgstr "هامش الصورة" - -msgid "Character Margin" -msgstr "هامش الحرف" - -msgid "High Quality" -msgstr "جودة عالية" - -msgid "Lossy Quality" -msgstr "جودة ضائعة (Lossy)" - -msgid "HDR Compression" -msgstr "ضغط HDR" - msgid "Generate" msgstr "توليد" -msgid "Limit" -msgstr "حد" - -msgid "Slices" -msgstr "شرائح" - -msgid "Horizontal" -msgstr "أفقي" - -msgid "Vertical" -msgstr "عمودي" - -msgid "Arrangement" -msgstr "ترتيب" - -msgid "Layout" -msgstr "المخطط" - -msgid "Amount" -msgstr "الكمية" - msgid "Layer" msgstr "طبقة" @@ -1545,6 +1455,12 @@ msgstr "وضعية التكرار" msgid "Keep Custom Tracks" msgstr "احتفظ بالمسارات المخصصة" +msgid "Slices" +msgstr "شرائح" + +msgid "Amount" +msgstr "الكمية" + msgid "Optimizer" msgstr "المحسن" @@ -1560,6 +1476,78 @@ msgstr "المجسّمات" msgid "FPS" msgstr "ط/ث" +msgid "Generate Mipmaps" +msgstr "إنشاء خرائط ميماب" + +msgid "Multichannel Signed Distance Field" +msgstr "حقل مسافة متعدد" + +msgid "Hinting" +msgstr "التلميح" + +msgid "Oversampling" +msgstr "الإفراط في أخذ العينات" + +msgid "Language Support" +msgstr "دعم اللغة" + +msgid "Script Support" +msgstr "دعم البرنامج النصي" + +msgid "Compress" +msgstr "ضغط" + +msgid "Language" +msgstr "اللغة" + +msgid "Transform" +msgstr "التَحَوّل" + +msgid "Create From" +msgstr "إنشاء من" + +msgid "Delimiter" +msgstr "محدد" + +msgid "Character Ranges" +msgstr "نطاقات الأحرف" + +msgid "Columns" +msgstr "أعمدة" + +msgid "Rows" +msgstr "الصفوف" + +msgid "Image Margin" +msgstr "هامش الصورة" + +msgid "Character Margin" +msgstr "هامش الحرف" + +msgid "High Quality" +msgstr "جودة عالية" + +msgid "Lossy Quality" +msgstr "جودة ضائعة (Lossy)" + +msgid "HDR Compression" +msgstr "ضغط HDR" + +msgid "Limit" +msgstr "حد" + +msgid "Horizontal" +msgstr "أفقي" + +msgid "Vertical" +msgstr "عمودي" + +msgid "Arrangement" +msgstr "ترتيب" + +msgid "Layout" +msgstr "المخطط" + msgid "Normal Map" msgstr "خريطة عادية" @@ -1605,12 +1593,12 @@ msgstr "غير محدد" msgid "Error" msgstr "خطأ" -msgid "Decal" -msgstr "طَبْعة" - msgid "Particles" msgstr "جسيمات" +msgid "Decal" +msgstr "طَبْعة" + msgid "Use External Editor" msgstr "استعمال محرر خارجي" @@ -1677,9 +1665,6 @@ msgstr "مسارات" msgid "Thread Model" msgstr "نوع المسار" -msgid "V-Sync" -msgstr "مزامنة (مزامنة كرت الشاشة)" - msgid "stdout" msgstr "إخراج" @@ -1764,9 +1749,6 @@ msgstr "لون تعريف الدالة" msgid "Node Path Color" msgstr "لون مسار العقدة" -msgid "Warnings" -msgstr "تحذيرات" - msgid "Language Server" msgstr "لغة الخادك" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index b83e7b2e7c..cfa92d9702 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -227,6 +227,12 @@ msgstr "Energiesparen" msgid "Keep Screen On" msgstr "Bildschirm eingeschaltet lassen" +msgid "Animation" +msgstr "Animation" + +msgid "Warnings" +msgstr "Warnungen" + msgid "Audio" msgstr "Audio" @@ -347,18 +353,6 @@ msgstr "Occlusion Culling" msgid "BVH Build Quality" msgstr "BVH Build-Qualität" -msgid "Memory" -msgstr "Speicher" - -msgid "Limits" -msgstr "Limits" - -msgid "Multithreaded Server" -msgstr "Multithreading-Server" - -msgid "RID Pool Prealloc" -msgstr "RID-Pool-Vorallozierung" - msgid "Internationalization" msgstr "Internationalisierung" @@ -395,6 +389,9 @@ msgstr "Oversampling verwenden" msgid "Rendering Device" msgstr "Render-Backend" +msgid "V-Sync" +msgstr "V-Sync" + msgid "Staging Buffer" msgstr "Bereitstellungspuffer" @@ -470,6 +467,12 @@ msgstr "Mausmodus" msgid "Use Accumulated Input" msgstr "Kumulierte Eingabe verwenden" +msgid "Emulate Mouse From Touch" +msgstr "Maus durch Touch emulieren" + +msgid "Emulate Touch From Mouse" +msgstr "Touch durch Maus emulieren" + msgid "Input Devices" msgstr "Eingabegeräte" @@ -515,6 +518,9 @@ msgstr "Tasten-Label" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Ort" + msgid "Echo" msgstr "Echo" @@ -668,9 +674,18 @@ msgstr "Seed" msgid "State" msgstr "Status" +msgid "Memory" +msgstr "Speicher" + +msgid "Limits" +msgstr "Limits" + msgid "Message Queue" msgstr "Nachrichtenwarteschlange" +msgid "Max Steps" +msgstr "Max Schritte" + msgid "Network" msgstr "Netzwerk" @@ -701,9 +716,6 @@ msgstr "Arbeiter-Pool" msgid "Max Threads" msgstr "Max. Threads" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Systemthreads für Tasks mit niedriger Priorität verwenden" - msgid "Low Priority Thread Ratio" msgstr "Verhältnis für Threads mit niedriger Priorität" @@ -779,9 +791,6 @@ msgstr "Startversatz" msgid "End Offset" msgstr "Endversatz" -msgid "Animation" -msgstr "Animation" - msgid "Easing" msgstr "Easing" @@ -848,60 +857,6 @@ msgstr "Ablenkungsfreier Modus" msgid "Movie Maker Enabled" msgstr "Movie Maker aktiviert" -msgid "Interface" -msgstr "Oberfläche" - -msgid "Save on Focus Loss" -msgstr "Speichern bei Fokusverlust" - -msgid "Show Update Spinner" -msgstr "Aktualisierungsrad anzeigen" - -msgid "Update Continuously" -msgstr "Fortlaufend aktualisieren" - -msgid "Localize Settings" -msgstr "Einstellungen übersetzen" - -msgid "Scene Tabs" -msgstr "Szenen-Tabs" - -msgid "Restore Scenes on Load" -msgstr "Szenen beim Laden wiederherstellen" - -msgid "Inspector" -msgstr "Inspektor" - -msgid "Default Property Name Style" -msgstr "Namensstil für Default-Eigenschaften" - -msgid "Default Float Step" -msgstr "Default-Float-Schrittweite" - -msgid "Disable Folding" -msgstr "Einklappen deaktivieren" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Fremde Szenen automatisch ausklappen" - -msgid "Horizontal Vector2 Editing" -msgstr "Horizontales Vector2-Bearbeiten" - -msgid "Horizontal Vector Types Editing" -msgstr "Horizontales Vektortyp-Bearbeiten" - -msgid "Open Resources in Current Inspector" -msgstr "Ressourcen in aktuellem Inspektor öffnen" - -msgid "Resources to Open in New Inspector" -msgstr "Ressourcen in neuem Inspektor öffnen" - -msgid "Default Color Picker Mode" -msgstr "Default-Farbwahl-Modus" - -msgid "Default Color Picker Shape" -msgstr "Default-Farbwahl-Form" - msgid "Base Type" msgstr "Basistyp" @@ -911,12 +866,21 @@ msgstr "Bearbeitbar" msgid "Toggle Mode" msgstr "Modus ein-/ausschalten" +msgid "Interface" +msgstr "Oberfläche" + msgid "Editor Language" msgstr "Editorsprache" +msgid "Localize Settings" +msgstr "Einstellungen übersetzen" + msgid "Display Scale" msgstr "Anzeigeskalierung" +msgid "Custom Display Scale" +msgstr "Eigene Anzeigeskalierung" + msgid "Editor Screen" msgstr "Bildschirm-Editor" @@ -932,9 +896,6 @@ msgstr "Eingebettetes Menü verwenden" msgid "Expand to Title" msgstr "Zum Titel expandieren" -msgid "Custom Display Scale" -msgstr "Eigene Anzeigeskalierung" - msgid "Main Font Size" msgstr "Hauptschriftgröße" @@ -968,12 +929,6 @@ msgstr "Hauptschriftart Fett" msgid "Code Font" msgstr "Quellcodeschriftart" -msgid "Low Processor Mode Sleep (µsec)" -msgstr "Leerlaufzeit im Prozessorenergiesparmodus (μs)" - -msgid "Unfocused Low Processor Mode Sleep (µsec)" -msgstr "Leerlaufzeit im Prozessorenergiesparmodus bei fehlendem Fokus (μs)" - msgid "Separate Distraction Mode" msgstr "Separater ablenkungsfreier Modus" @@ -989,12 +944,33 @@ msgstr "Extra-Maustasten blättern durch Verlauf" msgid "Save Each Scene on Quit" msgstr "Jede Szene beim Verlassen speichern" +msgid "Save on Focus Loss" +msgstr "Speichern bei Fokusverlust" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Abbrechen & OK-Buttons im Akzeptieren-Dialog" msgid "Show Internal Errors in Toast Notifications" msgstr "Zeige interne Fehler in Pop-Up-Benachrichtigungen" +msgid "Show Update Spinner" +msgstr "Aktualisierungsrad anzeigen" + +msgid "Low Processor Mode Sleep (µsec)" +msgstr "Leerlaufzeit im Prozessorenergiesparmodus (μs)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "Leerlaufzeit im Prozessorenergiesparmodus bei fehlendem Fokus (μs)" + +msgid "V-Sync Mode" +msgstr "V-Sync-Modus" + +msgid "Update Continuously" +msgstr "Fortlaufend aktualisieren" + +msgid "Inspector" +msgstr "Inspektor" + msgid "Max Array Dictionary Items per Page" msgstr "Max. Einträge pro Seite im Array-Dictionary" @@ -1004,6 +980,36 @@ msgstr "Zeige Low-Level OpenType Features" msgid "Float Drag Speed" msgstr "Float-Ziehgeschwindigkeit" +msgid "Default Property Name Style" +msgstr "Namensstil für Default-Eigenschaften" + +msgid "Default Float Step" +msgstr "Default-Float-Schrittweite" + +msgid "Disable Folding" +msgstr "Einklappen deaktivieren" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Fremde Szenen automatisch ausklappen" + +msgid "Horizontal Vector2 Editing" +msgstr "Horizontales Vector2-Bearbeiten" + +msgid "Horizontal Vector Types Editing" +msgstr "Horizontales Vektortyp-Bearbeiten" + +msgid "Open Resources in Current Inspector" +msgstr "Ressourcen in aktuellem Inspektor öffnen" + +msgid "Resources to Open in New Inspector" +msgstr "Ressourcen in neuem Inspektor öffnen" + +msgid "Default Color Picker Mode" +msgstr "Default-Farbwahl-Modus" + +msgid "Default Color Picker Shape" +msgstr "Default-Farbwahl-Form" + msgid "Theme" msgstr "Theme" @@ -1058,6 +1064,9 @@ msgstr "Panning- und Skalierungs-Gesten aktivieren" msgid "Scale Gizmo Handles" msgstr "Gizmogriffe skalieren" +msgid "Scene Tabs" +msgstr "Szenen-Tabs" + msgid "Display Close Button" msgstr "Schließen-Button anzeigen" @@ -1070,6 +1079,9 @@ msgstr "Maximalbreite" msgid "Show Script Button" msgstr "Skript-Button anzeigen" +msgid "Restore Scenes on Load" +msgstr "Szenen beim Laden wiederherstellen" + msgid "Multi Window" msgstr "Multi-Fenster" @@ -1133,9 +1145,6 @@ msgstr "Importieren" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Blender 3-Pfad" - msgid "RPC Port" msgstr "RPC-Port" @@ -1151,12 +1160,6 @@ msgstr "FBX2glTF-Pfad" msgid "Tools" msgstr "Tools" -msgid "Oidn" -msgstr "Oidn" - -msgid "Oidn Denoise Path" -msgstr "Pfad Oidn Rauschunterdrückung" - msgid "Docks" msgstr "Docks" @@ -1640,12 +1643,18 @@ msgstr "Ausgabe immer vor Programmstart öffnen" msgid "Always Close Output on Stop" msgstr "Ausgabe immer nach Programmstopp schließen" -msgid "Remote Host" -msgstr "Remote-Hostname" +msgid "HTTP Proxy" +msgstr "HTTP-Proxy" + +msgid "Host" +msgstr "Hostname" msgid "Editor TLS Certificates" msgstr "Editor TLS-Zertifikate" +msgid "Remote Host" +msgstr "Remote-Hostname" + msgid "Debugger" msgstr "Debugger" @@ -1664,12 +1673,6 @@ msgstr "Remote-Szenenbaum-Aktualisierungsintervall" msgid "Remote Inspect Refresh Interval" msgstr "Remote-Inspektor-Aktualisierungsintervall" -msgid "HTTP Proxy" -msgstr "HTTP-Proxy" - -msgid "Host" -msgstr "Hostname" - msgid "Project Manager" msgstr "Projektmanager" @@ -1814,18 +1817,6 @@ msgstr "PCK einbetten" msgid "Texture Format" msgstr "Texturformat" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Export" @@ -1859,75 +1850,6 @@ msgstr "Regler ausblenden" msgid "Zoom" msgstr "Zoom" -msgid "Antialiasing" -msgstr "Antialiasing" - -msgid "Generate Mipmaps" -msgstr "Mipmaps generieren" - -msgid "Multichannel Signed Distance Field" -msgstr "Multichannel Signed Distance Field" - -msgid "MSDF Pixel Range" -msgstr "MSDF Pixel Reichweite" - -msgid "MSDF Size" -msgstr "MSDF-Größe" - -msgid "Allow System Fallback" -msgstr "System-Fallback erlauben" - -msgid "Force Autohinter" -msgstr "Autohinter erzwingen" - -msgid "Hinting" -msgstr "Hinting" - -msgid "Subpixel Positioning" -msgstr "Subpixel-Positionierung" - -msgid "Oversampling" -msgstr "Oversampling" - -msgid "Metadata Overrides" -msgstr "Metadaten-Überschreibungen" - -msgid "Language Support" -msgstr "Sprachunterstützung" - -msgid "Script Support" -msgstr "Skript-Unterstützung" - -msgid "OpenType Features" -msgstr "OpenType-Features" - -msgid "Fallbacks" -msgstr "Fallbacks" - -msgid "Compress" -msgstr "Komprimieren" - -msgid "Language" -msgstr "Sprache" - -msgid "Outline Size" -msgstr "Umrissgröße" - -msgid "Variation" -msgstr "Variation" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "Fetter" - -msgid "Face Index" -msgstr "Face-Index" - -msgid "Transform" -msgstr "Transformation" - msgid "Retarget" msgstr "Neu anvisieren" @@ -1982,69 +1904,6 @@ msgstr "Unwichtige Positionen" msgid "Unmapped Bones" msgstr "Nicht-gemappte Knochen" -msgid "Create From" -msgstr "Erstellen aus" - -msgid "Scaling Mode" -msgstr "Skalierungs-Modus" - -msgid "Delimiter" -msgstr "Trennzeichen" - -msgid "Character Ranges" -msgstr "Zeichenbereiche" - -msgid "Columns" -msgstr "Spalten" - -msgid "Rows" -msgstr "Zeilen" - -msgid "Image Margin" -msgstr "Bildabstand" - -msgid "Character Margin" -msgstr "Zeichenabstand" - -msgid "High Quality" -msgstr "Hohe Qualität" - -msgid "Lossy Quality" -msgstr "Verlustbehaftete Qualität" - -msgid "HDR Compression" -msgstr "HDR-Kompression" - -msgid "Channel Pack" -msgstr "Channel-Pack" - -msgid "Mipmaps" -msgstr "Mipmaps" - -msgid "Generate" -msgstr "Erzeugen" - -msgid "Limit" -msgstr "Limit" - -msgid "Slices" -msgstr "Schnitte" - -msgid "Horizontal" -msgstr "Horizontal" - -msgid "Vertical" -msgstr "Vertikal" - -msgid "Arrangement" -msgstr "Anordnung" - -msgid "Layout" -msgstr "Layout" - -msgid "Amount" -msgstr "Menge" - msgid "Generate Tangents" msgstr "Tangenten generieren" @@ -2063,6 +1922,9 @@ msgstr "Mesh-Kompression deaktivert erzwingen" msgid "Skip Import" msgstr "Import überspringen" +msgid "Generate" +msgstr "Erzeugen" + msgid "NavMesh" msgstr "NavMesh" @@ -2198,6 +2060,12 @@ msgstr "Loop-Modus" msgid "Keep Custom Tracks" msgstr "Eigene Tracks behalten" +msgid "Slices" +msgstr "Schnitte" + +msgid "Amount" +msgstr "Menge" + msgid "Optimizer" msgstr "Optimierer" @@ -2273,6 +2141,129 @@ msgstr "Immutable Tracks entfernen" msgid "Import Script" msgstr "Skript importieren" +msgid "Antialiasing" +msgstr "Antialiasing" + +msgid "Generate Mipmaps" +msgstr "Mipmaps generieren" + +msgid "Multichannel Signed Distance Field" +msgstr "Multichannel Signed Distance Field" + +msgid "MSDF Pixel Range" +msgstr "MSDF Pixel Reichweite" + +msgid "MSDF Size" +msgstr "MSDF-Größe" + +msgid "Allow System Fallback" +msgstr "System-Fallback erlauben" + +msgid "Force Autohinter" +msgstr "Autohinter erzwingen" + +msgid "Hinting" +msgstr "Hinting" + +msgid "Subpixel Positioning" +msgstr "Subpixel-Positionierung" + +msgid "Oversampling" +msgstr "Oversampling" + +msgid "Metadata Overrides" +msgstr "Metadaten-Überschreibungen" + +msgid "Language Support" +msgstr "Sprachunterstützung" + +msgid "Script Support" +msgstr "Skript-Unterstützung" + +msgid "OpenType Features" +msgstr "OpenType-Features" + +msgid "Fallbacks" +msgstr "Fallbacks" + +msgid "Compress" +msgstr "Komprimieren" + +msgid "Language" +msgstr "Sprache" + +msgid "Outline Size" +msgstr "Umrissgröße" + +msgid "Variation" +msgstr "Variation" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "Fetter" + +msgid "Face Index" +msgstr "Face-Index" + +msgid "Transform" +msgstr "Transformation" + +msgid "Create From" +msgstr "Erstellen aus" + +msgid "Scaling Mode" +msgstr "Skalierungs-Modus" + +msgid "Delimiter" +msgstr "Trennzeichen" + +msgid "Character Ranges" +msgstr "Zeichenbereiche" + +msgid "Columns" +msgstr "Spalten" + +msgid "Rows" +msgstr "Zeilen" + +msgid "Image Margin" +msgstr "Bildabstand" + +msgid "Character Margin" +msgstr "Zeichenabstand" + +msgid "High Quality" +msgstr "Hohe Qualität" + +msgid "Lossy Quality" +msgstr "Verlustbehaftete Qualität" + +msgid "HDR Compression" +msgstr "HDR-Kompression" + +msgid "Channel Pack" +msgstr "Channel-Pack" + +msgid "Mipmaps" +msgstr "Mipmaps" + +msgid "Limit" +msgstr "Limit" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertikal" + +msgid "Arrangement" +msgstr "Anordnung" + +msgid "Layout" +msgstr "Layout" + msgid "Normal Map" msgstr "Normal-Map" @@ -2399,15 +2390,15 @@ msgstr "Stream-Player-3D" msgid "Camera" msgstr "Kamera" +msgid "Particles" +msgstr "Partikel" + msgid "Decal" msgstr "Decal" msgid "Fog Volume" msgstr "Nebelvolumen" -msgid "Particles" -msgstr "Partikel" - msgid "Particle Attractor" msgstr "Partikelattraktor" @@ -2675,12 +2666,6 @@ msgstr "Handgerät" msgid "Orientation" msgstr "Ausrichtung" -msgid "V-Sync" -msgstr "V-Sync" - -msgid "V-Sync Mode" -msgstr "V-Sync-Modus" - msgid "Output Latency" msgstr "Ausgabe-Latenz" @@ -2807,12 +2792,6 @@ msgstr "Agiles Ereignis-Flushing" msgid "Pointing" msgstr "Berührung" -msgid "Emulate Touch From Mouse" -msgstr "Touch durch Maus emulieren" - -msgid "Emulate Mouse From Touch" -msgstr "Maus durch Touch emulieren" - msgid "Android" msgstr "Android" @@ -2993,9 +2972,6 @@ msgstr "Hinweis-Liste" msgid "Max Call Stack" msgstr "Max. Call-Stack" -msgid "Warnings" -msgstr "Warnungen" - msgid "Exclude Addons" msgstr "Addons ausschließen" @@ -3011,6 +2987,9 @@ msgstr "Native Symbole im Editor anzeigen" msgid "Use Thread" msgstr "Thread verwenden" +msgid "Copyright" +msgstr "Copyright" + msgid "glTF" msgstr "glTF" @@ -3092,9 +3071,6 @@ msgstr "Major-Version" msgid "Minor Version" msgstr "Minor-Version" -msgid "Copyright" -msgstr "Copyright" - msgid "GLB Data" msgstr "GLB-Daten" @@ -3839,45 +3815,6 @@ msgstr "Benachrichtigung 40 X 40" msgid "Notification 60 X 60" msgstr "Benachrichtigung 60 X 60" -msgid "Landscape Launch Screens" -msgstr "Startbildschirme im Querformat" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 x 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 x 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 x 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 x 1536" - -msgid "Portrait Launch Screens" -msgstr "Startbildschirme im Hochformat" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 x 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 x 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 x 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 x 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 x 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 x 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 x 2208" - msgid "App Store Team ID" msgstr "App Store Team ID" @@ -3914,9 +3851,6 @@ msgstr "Kurzversion" msgid "Icon Interpolation" msgstr "Icon-Interpolation" -msgid "Launch Screens Interpolation" -msgstr "Startbildschirm Interpolation" - msgid "Export Project Only" msgstr "Nur Projekt exportieren" @@ -3962,9 +3896,6 @@ msgstr "Fotobibliothek-Nutzungsbeschreibung Lokalisierung" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "Startbildschirm-Storyboard verwenden" - msgid "Image Scale Mode" msgstr "Bildskalierungsmodus" @@ -4082,9 +4013,6 @@ msgstr "Bibliotheksprüfung deaktivieren" msgid "Audio Input" msgstr "Audioeingang" -msgid "Location" -msgstr "Ort" - msgid "Address Book" msgstr "Adressbuch" @@ -5204,9 +5132,6 @@ msgstr "Framekoordinaten" msgid "Filter Clip Enabled" msgstr "Filter-Clip aktiviert" -msgid "Tile Set" -msgstr "Tile Set" - msgid "Rendering Quadrant Size" msgstr "Renderquadrantengröße" @@ -5219,6 +5144,9 @@ msgstr "Kollisionssichtbarkeitsmodus" msgid "Navigation Visibility Mode" msgstr "Navigationssichtbarkeitsmodus" +msgid "Tile Set" +msgstr "Tile Set" + msgid "Texture Normal" msgstr "Textur normal" @@ -5336,6 +5264,9 @@ msgstr "Strahl aufnehmbar" msgid "Capture on Drag" msgstr "Fangen bei Ziehen" +msgid "Visibility AABB" +msgstr "Sichtbarkeit AABB" + msgid "Box Extents" msgstr "Kastenausmaße" @@ -5405,9 +5336,6 @@ msgstr "Fern-Fading" msgid "Begin" msgstr "Beginn" -msgid "Visibility AABB" -msgstr "Sichtbarkeit AABB" - msgid "Transform Align" msgstr "Transformationsausrichtung" @@ -6467,9 +6395,6 @@ msgstr "Streckungsverhältnis" msgid "Localization" msgstr "Lokalisierung" -msgid "Auto Translate" -msgstr "Automatische Übersetzung" - msgid "Localize Numeral System" msgstr "Zahlensystem lokalisieren" @@ -6785,6 +6710,9 @@ msgstr "Füllmodus" msgid "Show Percentage" msgstr "Prozentzahl anzeigen" +msgid "Indeterminate" +msgstr "Unbestimmt" + msgid "Min Value" msgstr "Minimalwert" @@ -6926,9 +6854,6 @@ msgstr "Trennersichtbarkeit" msgid "Stretch Shrink" msgstr "Strecken-Stauchen" -msgid "Tabs" -msgstr "Tabs" - msgid "Current Tab" msgstr "Aktueller Tab" @@ -6959,6 +6884,9 @@ msgstr "Zu Auswahl scrollen" msgid "Select With RMB" msgstr "Mit rechter Maustaste auswählen" +msgid "Tabs" +msgstr "Tabs" + msgid "Tabs Visible" msgstr "Tabs sichtbar" @@ -7025,6 +6953,18 @@ msgstr "Klickblende" msgid "Ignore Texture Size" msgstr "Texturengröße ignorieren" +msgid "Radial Fill" +msgstr "Radiale Füllung" + +msgid "Initial Angle" +msgstr "Startwinkel" + +msgid "Fill Degrees" +msgstr "Füllwinkel" + +msgid "Center Offset" +msgstr "Mitteversatz" + msgid "Nine Patch Stretch" msgstr "Neun-Feld-Streck-Methode" @@ -7043,18 +6983,6 @@ msgstr "Fortschritt Versatz" msgid "Tint" msgstr "Färbung" -msgid "Radial Fill" -msgstr "Radiale Füllung" - -msgid "Initial Angle" -msgstr "Startwinkel" - -msgid "Fill Degrees" -msgstr "Füllwinkel" - -msgid "Center Offset" -msgstr "Mitteversatz" - msgid "Expand Mode" msgstr "Expandierungsmodus" @@ -7184,6 +7112,9 @@ msgstr "Gruppenreihenfolge" msgid "Messages" msgstr "Nachrichten" +msgid "Auto Translate" +msgstr "Automatische Übersetzung" + msgid "Editor Description" msgstr "Editorbeschreibung" @@ -7655,9 +7586,6 @@ msgstr "Weiß" msgid "SSR" msgstr "SSR" -msgid "Max Steps" -msgstr "Max Schritte" - msgid "Fade In" msgstr "Fade-In" @@ -8228,12 +8156,6 @@ msgstr "Geschwindigkeits-Verhältnis erben" msgid "Velocity Pivot" msgstr "Geschwindigkeits-Pivot" -msgid "Initial Velocity Min" -msgstr "Initiale Geschwindigkeit Min" - -msgid "Initial Velocity Max" -msgstr "Initiale Geschwindigkeit Max" - msgid "Animated Velocity" msgstr "Animierte Geschwindigkeit" @@ -8255,24 +8177,12 @@ msgstr "Beschleunigungen" msgid "Attractor Interaction" msgstr "Attraktor-Interaktion" -msgid "Scale Min" -msgstr "Skala Min." - -msgid "Scale Max" -msgstr "Skala Max." - msgid "Scale Curve" msgstr "Skalierungskurve" msgid "Scale Over Velocity" msgstr "Skalierung über Geschwindigkeit" -msgid "Scale over Velocity Min" -msgstr "Skalierung über Geschwindigkeit Min" - -msgid "Scale over Velocity Max" -msgstr "Skalierung über Geschwindigkeit Max" - msgid "Scale over Velocity Curve" msgstr "Skalierung Geschwindigkeits-Kurve" @@ -8300,18 +8210,6 @@ msgstr "Rauschgeschwindigkeit" msgid "Noise Speed Random" msgstr "Rauschgeschwindigkeit zufällig" -msgid "Influence Min" -msgstr "Einfluss Min." - -msgid "Influence Max" -msgstr "Einfluss Max." - -msgid "Initial Displacement Min" -msgstr "Anfängliche Verschiebung Min." - -msgid "Initial Displacement Max" -msgstr "Anfängliche Verschiebung Max." - msgid "Influence over Life" msgstr "Einfluss über Lebensdauer" @@ -8579,9 +8477,6 @@ msgstr "Benutzerdefinierte Interpunktion" msgid "Break Flags" msgstr "Break-Flags" -msgid "Texture Rd RID" -msgstr "Textur Rd RID" - msgid "Default Base Scale" msgstr "Default-Basisskalierung" @@ -9209,9 +9104,6 @@ msgstr "Benutzerdefinierter Button gedrückt" msgid "Custom Button Hover" msgstr "Benutzerdefinierter Button überfahren" -msgid "Indeterminate" -msgstr "Unbestimmt" - msgid "Select Arrow" msgstr "Auswahlpfeil" @@ -10304,12 +10196,6 @@ msgstr "Interationen pro Frame aktualisieren" msgid "Threaded Cull Minimum Instances" msgstr "minimale Instanzen für Culling mit Threading" -msgid "Forward Renderer" -msgstr "Vorwärtsrenderer" - -msgid "Threaded Render Minimum Instances" -msgstr "Gethreadetes Rendern, minimale Instanzen" - msgid "Cluster Builder" msgstr "Cluster Builder" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index 51ef078679..bd2bfffd4c 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -225,6 +225,12 @@ msgstr "Ahorro de Energía" msgid "Keep Screen On" msgstr "Mantener la Pantalla Activa" +msgid "Animation" +msgstr "Animación" + +msgid "Warnings" +msgstr "Advertencias" + msgid "Audio" msgstr "Audio" @@ -345,18 +351,6 @@ msgstr "Occlusion Culling" msgid "BVH Build Quality" msgstr "Calidad de construcción de animaciones BVH" -msgid "Memory" -msgstr "Memoria" - -msgid "Limits" -msgstr "Límites" - -msgid "Multithreaded Server" -msgstr "Servidor Multihilo" - -msgid "RID Pool Prealloc" -msgstr "Preasignación de grupo RID" - msgid "Internationalization" msgstr "Internacionalización" @@ -393,6 +387,9 @@ msgstr "Usar Sobremuestreo" msgid "Rendering Device" msgstr "Dispositivo de Renderizado" +msgid "V-Sync" +msgstr "Sincronización Vertical" + msgid "Staging Buffer" msgstr "Buffer de preparación" @@ -465,6 +462,12 @@ msgstr "Modo de Mouse" msgid "Use Accumulated Input" msgstr "Usar entrada acumulada" +msgid "Emulate Mouse From Touch" +msgstr "Emular Mouse con el Toque" + +msgid "Emulate Touch From Mouse" +msgstr "Emular Toque Desde El Mouse" + msgid "Input Devices" msgstr "Dispositivos de Entrada" @@ -510,6 +513,9 @@ msgstr "Etiqueta de tecla" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Ubicación" + msgid "Echo" msgstr "Eco" @@ -663,9 +669,18 @@ msgstr "Semilla" msgid "State" msgstr "Estado" +msgid "Memory" +msgstr "Memoria" + +msgid "Limits" +msgstr "Límites" + msgid "Message Queue" msgstr "Cola de Mensajes" +msgid "Max Steps" +msgstr "Pasos Máximos" + msgid "Network" msgstr "Red" @@ -696,9 +711,6 @@ msgstr "Grupo de Trabajadores" msgid "Max Threads" msgstr "Hilos Máximos" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Usar Hilos del Sistema Para Tareas de Baja Prioridad" - msgid "Low Priority Thread Ratio" msgstr "Proporción de Hilos de Baja Prioridad" @@ -774,9 +786,6 @@ msgstr "Offset de Inicio" msgid "End Offset" msgstr "Offset Final" -msgid "Animation" -msgstr "Animación" - msgid "Easing" msgstr "Suavizar" @@ -843,60 +852,6 @@ msgstr "Modo Sin Distracciones" msgid "Movie Maker Enabled" msgstr "Activar el Creador de Peliculas" -msgid "Interface" -msgstr "Interfaz" - -msgid "Save on Focus Loss" -msgstr "Guardar Al Perder El Foco" - -msgid "Show Update Spinner" -msgstr "Mostrar Spinner de Actualización" - -msgid "Update Continuously" -msgstr "Actualizar Continuamente" - -msgid "Localize Settings" -msgstr "Ajustes de Localización" - -msgid "Scene Tabs" -msgstr "Pestaña de Escena" - -msgid "Restore Scenes on Load" -msgstr "Restaurar Escenas al Cargar" - -msgid "Inspector" -msgstr "Inspector" - -msgid "Default Property Name Style" -msgstr "Estilo del nombre de la Propiedad Predeterminada" - -msgid "Default Float Step" -msgstr "Escalonado de Flotantes Predeterminado" - -msgid "Disable Folding" -msgstr "Desactivar Plegado" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Despliegue Automático de Escenas Externas" - -msgid "Horizontal Vector2 Editing" -msgstr "Edición Horizontal De Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "Edición de Tipos de Vectores Horizontales" - -msgid "Open Resources in Current Inspector" -msgstr "Recursos Abiertos en el Inspector Actual" - -msgid "Resources to Open in New Inspector" -msgstr "Recursos Para Abrir En el Nuevo Inspector" - -msgid "Default Color Picker Mode" -msgstr "Modo de Selección de Color Predeterminado" - -msgid "Default Color Picker Shape" -msgstr "Forma Predeterminada del Selector de Color" - msgid "Base Type" msgstr "Tipo Base" @@ -906,12 +861,21 @@ msgstr "Editable" msgid "Toggle Mode" msgstr "Cambiar Modo" +msgid "Interface" +msgstr "Interfaz" + msgid "Editor Language" msgstr "Idioma del Editor" +msgid "Localize Settings" +msgstr "Ajustes de Localización" + msgid "Display Scale" msgstr "Escala de Visualización" +msgid "Custom Display Scale" +msgstr "Escala De Visualización Personalizada" + msgid "Editor Screen" msgstr "Pantalla del Editor" @@ -927,9 +891,6 @@ msgstr "Usar Menú Incrustado" msgid "Expand to Title" msgstr "Expandir al Título" -msgid "Custom Display Scale" -msgstr "Escala De Visualización Personalizada" - msgid "Main Font Size" msgstr "Tamaño De La Fuente Principal" @@ -978,12 +939,27 @@ msgstr "Botones Extra del Mouse para Navegar por el Historial" msgid "Save Each Scene on Quit" msgstr "Guardar Cada Escena Al Salir" +msgid "Save on Focus Loss" +msgstr "Guardar Al Perder El Foco" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Botones Aceptar Cancelar de un cuadro de Diálogo" msgid "Show Internal Errors in Toast Notifications" msgstr "Mostrar Errores Internos en Notificaciones Toast" +msgid "Show Update Spinner" +msgstr "Mostrar Spinner de Actualización" + +msgid "V-Sync Mode" +msgstr "Modo V-Sync" + +msgid "Update Continuously" +msgstr "Actualizar Continuamente" + +msgid "Inspector" +msgstr "Inspector" + msgid "Max Array Dictionary Items per Page" msgstr "Máximo de Elementos de Diccionario en un Array por Página" @@ -993,6 +969,36 @@ msgstr "Mostrar Características de Bajo Nivel de OpenType" msgid "Float Drag Speed" msgstr "Flotante de Velocidad de Arrastre" +msgid "Default Property Name Style" +msgstr "Estilo del nombre de la Propiedad Predeterminada" + +msgid "Default Float Step" +msgstr "Escalonado de Flotantes Predeterminado" + +msgid "Disable Folding" +msgstr "Desactivar Plegado" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Despliegue Automático de Escenas Externas" + +msgid "Horizontal Vector2 Editing" +msgstr "Edición Horizontal De Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "Edición de Tipos de Vectores Horizontales" + +msgid "Open Resources in Current Inspector" +msgstr "Recursos Abiertos en el Inspector Actual" + +msgid "Resources to Open in New Inspector" +msgstr "Recursos Para Abrir En el Nuevo Inspector" + +msgid "Default Color Picker Mode" +msgstr "Modo de Selección de Color Predeterminado" + +msgid "Default Color Picker Shape" +msgstr "Forma Predeterminada del Selector de Color" + msgid "Theme" msgstr "Theme" @@ -1047,6 +1053,9 @@ msgstr "Habilitar Gestos de Desplazamiento y Escalado" msgid "Scale Gizmo Handles" msgstr "Escalar las Asas del Gizmo" +msgid "Scene Tabs" +msgstr "Pestaña de Escena" + msgid "Display Close Button" msgstr "Mostrar el Botón Cerrar" @@ -1059,6 +1068,9 @@ msgstr "Ancho Mínimo" msgid "Show Script Button" msgstr "Mostrar Botón de Script" +msgid "Restore Scenes on Load" +msgstr "Restaurar Escenas al Cargar" + msgid "Multi Window" msgstr "Ventana Múltiple" @@ -1122,9 +1134,6 @@ msgstr "Importar" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Ruta de Blender 3" - msgid "RPC Port" msgstr "Puerto RPC" @@ -1623,12 +1632,18 @@ msgstr "Siempre Abrir la Salida en la Reproducción" msgid "Always Close Output on Stop" msgstr "Siempre Cerrar la Salida al Detener" -msgid "Remote Host" -msgstr "Host Remoto" +msgid "HTTP Proxy" +msgstr "Proxy HTTP" + +msgid "Host" +msgstr "Host" msgid "Editor TLS Certificates" msgstr "Editor de Certificados TLS" +msgid "Remote Host" +msgstr "Host Remoto" + msgid "Debugger" msgstr "Depurador" @@ -1647,12 +1662,6 @@ msgstr "Intervalo de Refresco del Árbol de Escenas Remoto" msgid "Remote Inspect Refresh Interval" msgstr "Intervalo de Refresco de la Inspección Remota" -msgid "HTTP Proxy" -msgstr "Proxy HTTP" - -msgid "Host" -msgstr "Host" - msgid "Project Manager" msgstr "Administrador de Proyectos" @@ -1794,18 +1803,6 @@ msgstr "PCK Embebido" msgid "Texture Format" msgstr "Formato de Textura" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Exportar" @@ -1839,75 +1836,6 @@ msgstr "Ocultar Deslizador" msgid "Zoom" msgstr "Zoom" -msgid "Antialiasing" -msgstr "Antialiasing" - -msgid "Generate Mipmaps" -msgstr "Generar Mipmaps" - -msgid "Multichannel Signed Distance Field" -msgstr "Campo de Distancia Firmado de Múltiples Canales" - -msgid "MSDF Pixel Range" -msgstr "Rango de Pixel MSDF" - -msgid "MSDF Size" -msgstr "Tamaño MSDF" - -msgid "Allow System Fallback" -msgstr "Permitir Sustitución del Sistema" - -msgid "Force Autohinter" -msgstr "Forzar Autohinter" - -msgid "Hinting" -msgstr "Sugerencias" - -msgid "Subpixel Positioning" -msgstr "Posicionamiento de Subpixeles" - -msgid "Oversampling" -msgstr "Sobremuestreo" - -msgid "Metadata Overrides" -msgstr "Sustitucion de Metadatos" - -msgid "Language Support" -msgstr "Soporte de Lenguaje" - -msgid "Script Support" -msgstr "Soporte de Script" - -msgid "OpenType Features" -msgstr "Características OpenType" - -msgid "Fallbacks" -msgstr "Sustituciones" - -msgid "Compress" -msgstr "Comprimir" - -msgid "Language" -msgstr "Idioma" - -msgid "Outline Size" -msgstr "Tamaño del Contorno" - -msgid "Variation" -msgstr "Variación" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "Engrosar" - -msgid "Face Index" -msgstr "Índice de Cara" - -msgid "Transform" -msgstr "Transformar" - msgid "Retarget" msgstr "Reorientar" @@ -1962,66 +1890,6 @@ msgstr "Posiciones no Importantes" msgid "Unmapped Bones" msgstr "Huesos no Mapeados" -msgid "Create From" -msgstr "Crear Desde" - -msgid "Delimiter" -msgstr "Delimitador" - -msgid "Character Ranges" -msgstr "Rangos de Caracter" - -msgid "Columns" -msgstr "Columnas" - -msgid "Rows" -msgstr "Filas" - -msgid "Image Margin" -msgstr "Margen de Imagenes" - -msgid "Character Margin" -msgstr "Margen de Caracter" - -msgid "High Quality" -msgstr "Alta Calidad" - -msgid "Lossy Quality" -msgstr "Con Pérdidas de Calidad" - -msgid "HDR Compression" -msgstr "Compresión HDR" - -msgid "Channel Pack" -msgstr "Paquete de Canales" - -msgid "Mipmaps" -msgstr "Mipmaps" - -msgid "Generate" -msgstr "Generar" - -msgid "Limit" -msgstr "Limite" - -msgid "Slices" -msgstr "Trozos" - -msgid "Horizontal" -msgstr "Horizontal" - -msgid "Vertical" -msgstr "Vertical" - -msgid "Arrangement" -msgstr "Organización" - -msgid "Layout" -msgstr "Layout" - -msgid "Amount" -msgstr "Cantidad" - msgid "Generate Tangents" msgstr "Generar Tangentes" @@ -2037,6 +1905,9 @@ msgstr "Optimizar Malla" msgid "Skip Import" msgstr "Saltar Importación" +msgid "Generate" +msgstr "Generar" + msgid "NavMesh" msgstr "NavMesh" @@ -2172,6 +2043,12 @@ msgstr "Modo Bucle" msgid "Keep Custom Tracks" msgstr "Mantener Pistas Personalizadas" +msgid "Slices" +msgstr "Trozos" + +msgid "Amount" +msgstr "Cantidad" + msgid "Optimizer" msgstr "Optimizador" @@ -2244,6 +2121,126 @@ msgstr "Eliminar Pistas Inmutables" msgid "Import Script" msgstr "Importar Script" +msgid "Antialiasing" +msgstr "Antialiasing" + +msgid "Generate Mipmaps" +msgstr "Generar Mipmaps" + +msgid "Multichannel Signed Distance Field" +msgstr "Campo de Distancia Firmado de Múltiples Canales" + +msgid "MSDF Pixel Range" +msgstr "Rango de Pixel MSDF" + +msgid "MSDF Size" +msgstr "Tamaño MSDF" + +msgid "Allow System Fallback" +msgstr "Permitir Sustitución del Sistema" + +msgid "Force Autohinter" +msgstr "Forzar Autohinter" + +msgid "Hinting" +msgstr "Sugerencias" + +msgid "Subpixel Positioning" +msgstr "Posicionamiento de Subpixeles" + +msgid "Oversampling" +msgstr "Sobremuestreo" + +msgid "Metadata Overrides" +msgstr "Sustitucion de Metadatos" + +msgid "Language Support" +msgstr "Soporte de Lenguaje" + +msgid "Script Support" +msgstr "Soporte de Script" + +msgid "OpenType Features" +msgstr "Características OpenType" + +msgid "Fallbacks" +msgstr "Sustituciones" + +msgid "Compress" +msgstr "Comprimir" + +msgid "Language" +msgstr "Idioma" + +msgid "Outline Size" +msgstr "Tamaño del Contorno" + +msgid "Variation" +msgstr "Variación" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "Engrosar" + +msgid "Face Index" +msgstr "Índice de Cara" + +msgid "Transform" +msgstr "Transformar" + +msgid "Create From" +msgstr "Crear Desde" + +msgid "Delimiter" +msgstr "Delimitador" + +msgid "Character Ranges" +msgstr "Rangos de Caracter" + +msgid "Columns" +msgstr "Columnas" + +msgid "Rows" +msgstr "Filas" + +msgid "Image Margin" +msgstr "Margen de Imagenes" + +msgid "Character Margin" +msgstr "Margen de Caracter" + +msgid "High Quality" +msgstr "Alta Calidad" + +msgid "Lossy Quality" +msgstr "Con Pérdidas de Calidad" + +msgid "HDR Compression" +msgstr "Compresión HDR" + +msgid "Channel Pack" +msgstr "Paquete de Canales" + +msgid "Mipmaps" +msgstr "Mipmaps" + +msgid "Limit" +msgstr "Limite" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertical" + +msgid "Arrangement" +msgstr "Organización" + +msgid "Layout" +msgstr "Layout" + msgid "Normal Map" msgstr "Mapa de Normales" @@ -2370,15 +2367,15 @@ msgstr "Stream Player 3D" msgid "Camera" msgstr "Cámara" +msgid "Particles" +msgstr "Partículas" + msgid "Decal" msgstr "Decal" msgid "Fog Volume" msgstr "Volumen de Niebla" -msgid "Particles" -msgstr "Partículas" - msgid "Particle Attractor" msgstr "Atractor de Partículas" @@ -2628,12 +2625,6 @@ msgstr "Manipulador" msgid "Orientation" msgstr "Orientación" -msgid "V-Sync" -msgstr "Sincronización Vertical" - -msgid "V-Sync Mode" -msgstr "Modo V-Sync" - msgid "Output Latency" msgstr "Latencia de Salida" @@ -2751,12 +2742,6 @@ msgstr "Evento Ágil de Vaciado" msgid "Pointing" msgstr "Puntero" -msgid "Emulate Touch From Mouse" -msgstr "Emular Toque Desde El Mouse" - -msgid "Emulate Mouse From Touch" -msgstr "Emular Mouse con el Toque" - msgid "Android" msgstr "Android" @@ -2937,9 +2922,6 @@ msgstr "Lista de avisos" msgid "Max Call Stack" msgstr "Tamaño Máximo de la Pila de Llamadas" -msgid "Warnings" -msgstr "Advertencias" - msgid "Exclude Addons" msgstr "Excluir Addons" @@ -2955,6 +2937,9 @@ msgstr "Mostrar Símbolos Nativos en el Editor" msgid "Use Thread" msgstr "Usar Hilo" +msgid "Copyright" +msgstr "Copyright" + msgid "glTF" msgstr "glTF" @@ -3033,9 +3018,6 @@ msgstr "Versión Mayor" msgid "Minor Version" msgstr "Versión Menor" -msgid "Copyright" -msgstr "Copyright" - msgid "GLB Data" msgstr "Datos GLB" @@ -3774,45 +3756,6 @@ msgstr "Notificación 40 X 40" msgid "Notification 60 X 60" msgstr "Notificacion 60 X 60" -msgid "Landscape Launch Screens" -msgstr "Pantalla de Inicio Landscape" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 X 1536" - -msgid "Portrait Launch Screens" -msgstr "Pantalla de Inicio Portrait" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 X 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 X 2208" - msgid "App Store Team ID" msgstr "ID del Equipo de la App Store" @@ -3849,9 +3792,6 @@ msgstr "Versión Corta" msgid "Icon Interpolation" msgstr "Interpolación de Icono" -msgid "Launch Screens Interpolation" -msgstr "Interpolación de Pantallas de Inicio" - msgid "Export Project Only" msgstr "Exportar proyecto solamente" @@ -3897,9 +3837,6 @@ msgstr "Descripción del Uso de la Fotolibrería Localizada" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "Usar Storyboard en la Pantalla de Inicio" - msgid "Image Scale Mode" msgstr "Modo de Escalado de Imagen" @@ -4017,9 +3954,6 @@ msgstr "Desactivar Validación de Bibliotecas" msgid "Audio Input" msgstr "Entrada de Audio" -msgid "Location" -msgstr "Ubicación" - msgid "Address Book" msgstr "Libreta de Direcciones" @@ -5133,9 +5067,6 @@ msgstr "Coordenadas del Marco" msgid "Filter Clip Enabled" msgstr "Filtrado de Clips Habilitado" -msgid "Tile Set" -msgstr "Tile Set" - msgid "Rendering Quadrant Size" msgstr "Tamaño del Cuadrante de Renderizado" @@ -5148,6 +5079,9 @@ msgstr "Modo de Visibilidad de Colisión" msgid "Navigation Visibility Mode" msgstr "Modo de Visibilidad de Navegación" +msgid "Tile Set" +msgstr "Tile Set" + msgid "Texture Normal" msgstr "Textura en estado Normal" @@ -5265,6 +5199,9 @@ msgstr "Seleccionable por Rayo" msgid "Capture on Drag" msgstr "Captura Al Arrastrar" +msgid "Visibility AABB" +msgstr "Visibilidad AABB" + msgid "Box Extents" msgstr "Extensión de Cajas" @@ -5334,9 +5271,6 @@ msgstr "Fade al Distanciarse" msgid "Begin" msgstr "Comienzo" -msgid "Visibility AABB" -msgstr "Visibilidad AABB" - msgid "Transform Align" msgstr "Transformacion de Alineamiento" @@ -6387,9 +6321,6 @@ msgstr "Relación de Estiramiento" msgid "Localization" msgstr "Traducciones" -msgid "Auto Translate" -msgstr "Auto Traducir" - msgid "Localize Numeral System" msgstr "Localizar Sistema Numérico" @@ -6705,6 +6636,9 @@ msgstr "Modo de Relleno" msgid "Show Percentage" msgstr "Mostrar Porcentaje" +msgid "Indeterminate" +msgstr "Indeterminado" + msgid "Min Value" msgstr "Valor Mínimo" @@ -6846,9 +6780,6 @@ msgstr "Visibilidad de los Arrastradores" msgid "Stretch Shrink" msgstr "Encogimiento por Estiramiento" -msgid "Tabs" -msgstr "Pestañas" - msgid "Current Tab" msgstr "Pestaña Actual" @@ -6879,6 +6810,9 @@ msgstr "Deslizar al Seleccionar" msgid "Select With RMB" msgstr "Seleccionar Con RMB" +msgid "Tabs" +msgstr "Pestañas" + msgid "Tabs Visible" msgstr "Pestañas Visibles" @@ -6936,6 +6870,18 @@ msgstr "Máscara de Clic" msgid "Ignore Texture Size" msgstr "Ignorar Tamaño de Textura" +msgid "Radial Fill" +msgstr "Relleno Radial" + +msgid "Initial Angle" +msgstr "Ángulo Inicial" + +msgid "Fill Degrees" +msgstr "Completar Grados" + +msgid "Center Offset" +msgstr "Offset Central" + msgid "Nine Patch Stretch" msgstr "Estiramiento de Nine Patch" @@ -6954,18 +6900,6 @@ msgstr "Offset de Progreso" msgid "Tint" msgstr "Tinte" -msgid "Radial Fill" -msgstr "Relleno Radial" - -msgid "Initial Angle" -msgstr "Ángulo Inicial" - -msgid "Fill Degrees" -msgstr "Completar Grados" - -msgid "Center Offset" -msgstr "Offset Central" - msgid "Expand Mode" msgstr "Modo de Expansión" @@ -7095,6 +7029,9 @@ msgstr "Orden de Grupo" msgid "Messages" msgstr "Mensajes" +msgid "Auto Translate" +msgstr "Auto Traducir" + msgid "Editor Description" msgstr "Descripción del Editor" @@ -7563,9 +7500,6 @@ msgstr "Blanco" msgid "SSR" msgstr "SSR" -msgid "Max Steps" -msgstr "Pasos Máximos" - msgid "Fade In" msgstr "Fundido de Entrada" @@ -8091,12 +8025,6 @@ msgstr "Empaquetado" msgid "Attractor Interaction" msgstr "Interacción con Atractor" -msgid "Scale Min" -msgstr "Escala Mínima" - -msgid "Scale Max" -msgstr "Escala Máxima" - msgid "Scale Curve" msgstr "Curva de Escala" @@ -8115,18 +8043,6 @@ msgstr "Velocidad del Ruido" msgid "Noise Speed Random" msgstr "Velocidad Aleatoria del Ruido" -msgid "Influence Min" -msgstr "Influencia Mínima" - -msgid "Influence Max" -msgstr "Influencia Máxima" - -msgid "Initial Displacement Min" -msgstr "Desplazamiento Mínimo Inicial" - -msgid "Initial Displacement Max" -msgstr "Desplazamiento Máximo Inicial" - msgid "Influence over Life" msgstr "Influencia sobre la Vida" @@ -8394,9 +8310,6 @@ msgstr "Puntuación Personalizada" msgid "Break Flags" msgstr "Indicadores de Interrupción" -msgid "Texture Rd RID" -msgstr "Textura Rd RID" - msgid "Default Base Scale" msgstr "Escala Base Predeterminado" @@ -9024,9 +8937,6 @@ msgstr "Botón Personalizado Presionado" msgid "Custom Button Hover" msgstr "Botón Personalizado Hover" -msgid "Indeterminate" -msgstr "Indeterminado" - msgid "Select Arrow" msgstr "Seleccionar Flecha" @@ -10110,12 +10020,6 @@ msgstr "Iteraciones de Actualización por Cuadro" msgid "Threaded Cull Minimum Instances" msgstr "Instancias Mínimas de Culling en Hilos" -msgid "Forward Renderer" -msgstr "Renderizador Forward" - -msgid "Threaded Render Minimum Instances" -msgstr "Instancias Mínimas de Renderizado en Hilos" - msgid "Cluster Builder" msgstr "Constructor de Clústeres" diff --git a/editor/translations/properties/et.po b/editor/translations/properties/et.po index d7dee20a36..7d31bc055f 100644 --- a/editor/translations/properties/et.po +++ b/editor/translations/properties/et.po @@ -124,6 +124,12 @@ msgstr "Energia Säästmine" msgid "Keep Screen On" msgstr "Hoia ekraan sees" +msgid "Animation" +msgstr "Animatsioon" + +msgid "Warnings" +msgstr "Hoiatused" + msgid "Audio" msgstr "Heli" @@ -214,15 +220,6 @@ msgstr "Sõnum" msgid "Rendering" msgstr "Renderdamine" -msgid "Memory" -msgstr "Mälu" - -msgid "Limits" -msgstr "Limiidid" - -msgid "Multithreaded Server" -msgstr "Mitmelõimeline Server" - msgid "GUI" msgstr "GUI" @@ -241,6 +238,9 @@ msgstr "Dünaamilised Kirjatüübid" msgid "Rendering Device" msgstr "Renderdamisseade" +msgid "V-Sync" +msgstr "V-Sync" + msgid "Block Size (KB)" msgstr "Bloki Suurus (KB)" @@ -292,6 +292,12 @@ msgstr "Hiire režiim" msgid "Use Accumulated Input" msgstr "Kasuta akumuleeritud sisendit" +msgid "Emulate Mouse From Touch" +msgstr "Emuleerige Hiirt Puudutusest" + +msgid "Emulate Touch From Mouse" +msgstr "Emuleerige Puudutust Hiirest" + msgid "Input Devices" msgstr "Sisendseadmed" @@ -334,6 +340,9 @@ msgstr "Võtme Silt" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Asukoht" + msgid "Echo" msgstr "Kaja" @@ -487,6 +496,12 @@ msgstr "Seeme" msgid "State" msgstr "Olek" +msgid "Memory" +msgstr "Mälu" + +msgid "Limits" +msgstr "Limiidid" + msgid "Message Queue" msgstr "Sõnumite järjekord" @@ -520,9 +535,6 @@ msgstr "Tööliste Hulk" msgid "Max Threads" msgstr "Max Lõimed" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Kasuta Süsteemi Lõime Madala Prioriteediga Ülesannete Jaoks" - msgid "Low Priority Thread Ratio" msgstr "Madala Prioriteediga Lõime Suhe" @@ -592,9 +604,6 @@ msgstr "Algnihe" msgid "End Offset" msgstr "Lõpunihe" -msgid "Animation" -msgstr "Animatsioon" - msgid "Easing" msgstr "Lõdvendamine" @@ -661,60 +670,6 @@ msgstr "Häirimatu režiim" msgid "Movie Maker Enabled" msgstr "Movie Maker Sees" -msgid "Interface" -msgstr "Liides" - -msgid "Save on Focus Loss" -msgstr "Salvesta Fookuse Kaotamisel" - -msgid "Show Update Spinner" -msgstr "Kuva Värskenduse Spinner" - -msgid "Update Continuously" -msgstr "Värskenda Pidevalt" - -msgid "Localize Settings" -msgstr "Lokaliseerimis Seaded" - -msgid "Scene Tabs" -msgstr "Stseeni Aknad" - -msgid "Restore Scenes on Load" -msgstr "Taasta Stseenid Laadimisel" - -msgid "Inspector" -msgstr "Inspektor" - -msgid "Default Property Name Style" -msgstr "Atribuudi Vaikimisi Nimestiil" - -msgid "Default Float Step" -msgstr "Vaikimisi Ujuvkomaarvu Samm" - -msgid "Disable Folding" -msgstr "Keela Stseenipuu Kokkuvoldimine" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Võõraste Stseenide Automaatne Lahti Harutamine" - -msgid "Horizontal Vector2 Editing" -msgstr "Horisontaalne Vector2 Redigeerimine" - -msgid "Horizontal Vector Types Editing" -msgstr "Horisontaalsete Vektortüüpide Redigeerimine" - -msgid "Open Resources in Current Inspector" -msgstr "Ava Ressursid Praeguses Inspektoris" - -msgid "Resources to Open in New Inspector" -msgstr "Resursid Mida Avada Uues Inspektoris" - -msgid "Default Color Picker Mode" -msgstr "Vaikimisi Värvivalija Režiim" - -msgid "Default Color Picker Shape" -msgstr "Vaikimisi Värvivalija Kuju" - msgid "Base Type" msgstr "Baastüüp" @@ -724,12 +679,21 @@ msgstr "Redigeeritav" msgid "Toggle Mode" msgstr "Lülitusrežiim" +msgid "Interface" +msgstr "Liides" + msgid "Editor Language" msgstr "Redaktori Keel" +msgid "Localize Settings" +msgstr "Lokaliseerimis Seaded" + msgid "Display Scale" msgstr "Ekraani Skaala" +msgid "Custom Display Scale" +msgstr "Kohandatud Ekraani Skaala" + msgid "Editor Screen" msgstr "Redaktori Ekraan" @@ -739,9 +703,6 @@ msgstr "Projekti Halduri Ekraan" msgid "Use Embedded Menu" msgstr "Kasuta Sisseehitatud Menüüd" -msgid "Custom Display Scale" -msgstr "Kohandatud Ekraani Skaala" - msgid "Main Font Size" msgstr "Põhifondi suurus" @@ -766,18 +727,63 @@ msgstr "Hiire Lisanupud Ajaloos Navigeerimiseks" msgid "Save Each Scene on Quit" msgstr "Salvestage Iga Stseen Väljumisel" +msgid "Save on Focus Loss" +msgstr "Salvesta Fookuse Kaotamisel" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Nõustu Dialoog Tühista OK Nupud" msgid "Show Internal Errors in Toast Notifications" msgstr "Näita Sisemisi Vigu Hüpikteate Märguannetes" +msgid "Show Update Spinner" +msgstr "Kuva Värskenduse Spinner" + +msgid "V-Sync Mode" +msgstr "V-Sync Režiim" + +msgid "Update Continuously" +msgstr "Värskenda Pidevalt" + +msgid "Inspector" +msgstr "Inspektor" + msgid "Max Array Dictionary Items per Page" msgstr "Maksimaalne Massiivi Sõnastiku Üksuste Arv Lehel" msgid "Float Drag Speed" msgstr "Ujuvkomaarvu Lohistamise Kiirus" +msgid "Default Property Name Style" +msgstr "Atribuudi Vaikimisi Nimestiil" + +msgid "Default Float Step" +msgstr "Vaikimisi Ujuvkomaarvu Samm" + +msgid "Disable Folding" +msgstr "Keela Stseenipuu Kokkuvoldimine" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Võõraste Stseenide Automaatne Lahti Harutamine" + +msgid "Horizontal Vector2 Editing" +msgstr "Horisontaalne Vector2 Redigeerimine" + +msgid "Horizontal Vector Types Editing" +msgstr "Horisontaalsete Vektortüüpide Redigeerimine" + +msgid "Open Resources in Current Inspector" +msgstr "Ava Ressursid Praeguses Inspektoris" + +msgid "Resources to Open in New Inspector" +msgstr "Resursid Mida Avada Uues Inspektoris" + +msgid "Default Color Picker Mode" +msgstr "Vaikimisi Värvivalija Režiim" + +msgid "Default Color Picker Shape" +msgstr "Vaikimisi Värvivalija Kuju" + msgid "Theme" msgstr "Teema" @@ -823,6 +829,9 @@ msgstr "Luba Pikk Vajutus Paremklõpsuna" msgid "Enable Pan and Scale Gestures" msgstr "Luba Nihke Ja Skaala Liigutused" +msgid "Scene Tabs" +msgstr "Stseeni Aknad" + msgid "Display Close Button" msgstr "Kuva Sulgemis Nupp" @@ -835,6 +844,9 @@ msgstr "Maksimaalne Laius" msgid "Show Script Button" msgstr "Näita Skripti Nuppu" +msgid "Restore Scenes on Load" +msgstr "Taasta Stseenid Laadimisel" + msgid "Multi Window" msgstr "Mitu Akent" @@ -895,9 +907,6 @@ msgstr "Pisipildi Suurus" msgid "Import" msgstr "Import" -msgid "Blender 3 Path" -msgstr "Blender 3 Asukoht" - msgid "RPC Port" msgstr "RPC Port" @@ -1303,12 +1312,18 @@ msgstr "Ava Alati Väljund Käivitamisel" msgid "Always Close Output on Stop" msgstr "Sulge Alati Väljund Peatamisel" -msgid "Remote Host" -msgstr "Kaugserver" +msgid "HTTP Proxy" +msgstr "HTTP puhverserver" + +msgid "Host" +msgstr "Host" msgid "Editor TLS Certificates" msgstr "Redaktori TLS-Sertifikaadid" +msgid "Remote Host" +msgstr "Kaugserver" + msgid "Debugger" msgstr "Siluja" @@ -1324,12 +1339,6 @@ msgstr "Kaugjuhitava Stseenipuu Värskendamise Intervall" msgid "Remote Inspect Refresh Interval" msgstr "Kauginspekteerimise Värskendamise Intervall" -msgid "HTTP Proxy" -msgstr "HTTP puhverserver" - -msgid "Host" -msgstr "Host" - msgid "Project Manager" msgstr "Projektide Haldur" @@ -1447,18 +1456,6 @@ msgstr "Manusta PCK" msgid "Texture Format" msgstr "Tekstuuriformaat" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Ekspordi" @@ -1492,54 +1489,6 @@ msgstr "Peida Liugur" msgid "Zoom" msgstr "Suum" -msgid "Antialiasing" -msgstr "Anti-aliassing" - -msgid "Generate Mipmaps" -msgstr "Mipmapide Genereerimine" - -msgid "MSDF Pixel Range" -msgstr "MSDF Piksli Ulatus" - -msgid "MSDF Size" -msgstr "MSDF Suurus" - -msgid "Allow System Fallback" -msgstr "Luba Süsteemi Tagasipöördumine" - -msgid "Hinting" -msgstr "Vihjamine" - -msgid "Subpixel Positioning" -msgstr "Alapiksliline Positsioneerimine" - -msgid "Metadata Overrides" -msgstr "Metaandmete Ülekirjutused" - -msgid "Language Support" -msgstr "Keele Tugi" - -msgid "Script Support" -msgstr "Skriptimis Tugi" - -msgid "OpenType Features" -msgstr "OpenType Funktsioonid" - -msgid "Compress" -msgstr "Suru Kokku" - -msgid "Language" -msgstr "Keel" - -msgid "Outline Size" -msgstr "Kontuurjoone Suurus" - -msgid "Variation" -msgstr "Variatsioon" - -msgid "OpenType" -msgstr "OpenType" - msgid "Retarget" msgstr "Määra Ümber" @@ -1591,63 +1540,12 @@ msgstr "Ebaolulised Positsioonid" msgid "Unmapped Bones" msgstr "Kaardistamata Luud" -msgid "Delimiter" -msgstr "Eraldaja" - -msgid "Character Ranges" -msgstr "Tähemärkide Vahemikud" - -msgid "Columns" -msgstr "Veerud" - -msgid "Rows" -msgstr "Read" - -msgid "Image Margin" -msgstr "Pildi Serv" - -msgid "High Quality" -msgstr "Kõrge Kvaliteediga" - -msgid "Lossy Quality" -msgstr "Madal Kvaliteediga" - -msgid "HDR Compression" -msgstr "HDR Kompressioon" - -msgid "Channel Pack" -msgstr "Kanali Pakk" - -msgid "Mipmaps" -msgstr "Mipmapid" +msgid "Generate Tangents" +msgstr "Genereeri Puutujad" msgid "Generate" msgstr "Genereeri" -msgid "Limit" -msgstr "Limiit" - -msgid "Slices" -msgstr "Viilud" - -msgid "Horizontal" -msgstr "Horisontaalne" - -msgid "Vertical" -msgstr "Vertikaalne" - -msgid "Arrangement" -msgstr "Asetus" - -msgid "Layout" -msgstr "Paigutus" - -msgid "Amount" -msgstr "Kogus" - -msgid "Generate Tangents" -msgstr "Genereeri Puutujad" - msgid "NavMesh" msgstr "NavMesh" @@ -1705,6 +1603,12 @@ msgstr "Kasuta Väliseid" msgid "Loop Mode" msgstr "Tsüklirežiim" +msgid "Slices" +msgstr "Viilud" + +msgid "Amount" +msgstr "Kogus" + msgid "Optimizer" msgstr "Optimiseerija" @@ -1768,6 +1672,99 @@ msgstr "Eemalda Muutumatud Rajad" msgid "Import Script" msgstr "Impordi skript" +msgid "Antialiasing" +msgstr "Anti-aliassing" + +msgid "Generate Mipmaps" +msgstr "Mipmapide Genereerimine" + +msgid "MSDF Pixel Range" +msgstr "MSDF Piksli Ulatus" + +msgid "MSDF Size" +msgstr "MSDF Suurus" + +msgid "Allow System Fallback" +msgstr "Luba Süsteemi Tagasipöördumine" + +msgid "Hinting" +msgstr "Vihjamine" + +msgid "Subpixel Positioning" +msgstr "Alapiksliline Positsioneerimine" + +msgid "Metadata Overrides" +msgstr "Metaandmete Ülekirjutused" + +msgid "Language Support" +msgstr "Keele Tugi" + +msgid "Script Support" +msgstr "Skriptimis Tugi" + +msgid "OpenType Features" +msgstr "OpenType Funktsioonid" + +msgid "Compress" +msgstr "Suru Kokku" + +msgid "Language" +msgstr "Keel" + +msgid "Outline Size" +msgstr "Kontuurjoone Suurus" + +msgid "Variation" +msgstr "Variatsioon" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Delimiter" +msgstr "Eraldaja" + +msgid "Character Ranges" +msgstr "Tähemärkide Vahemikud" + +msgid "Columns" +msgstr "Veerud" + +msgid "Rows" +msgstr "Read" + +msgid "Image Margin" +msgstr "Pildi Serv" + +msgid "High Quality" +msgstr "Kõrge Kvaliteediga" + +msgid "Lossy Quality" +msgstr "Madal Kvaliteediga" + +msgid "HDR Compression" +msgstr "HDR Kompressioon" + +msgid "Channel Pack" +msgstr "Kanali Pakk" + +msgid "Mipmaps" +msgstr "Mipmapid" + +msgid "Limit" +msgstr "Limiit" + +msgid "Horizontal" +msgstr "Horisontaalne" + +msgid "Vertical" +msgstr "Vertikaalne" + +msgid "Arrangement" +msgstr "Asetus" + +msgid "Layout" +msgstr "Paigutus" + msgid "Roughness" msgstr "Karedus" @@ -1852,15 +1849,15 @@ msgstr "Error" msgid "Camera" msgstr "Kaamera" +msgid "Particles" +msgstr "Osakesed" + msgid "Decal" msgstr "Kleebis" msgid "Fog Volume" msgstr "Udu Maht" -msgid "Particles" -msgstr "Osakesed" - msgid "Particle Attractor" msgstr "Osakeste Tõmbur" @@ -2056,12 +2053,6 @@ msgstr "Lõime Mudel" msgid "Orientation" msgstr "Orientatsioon" -msgid "V-Sync" -msgstr "V-Sync" - -msgid "V-Sync Mode" -msgstr "V-Sync Režiim" - msgid "Output Latency" msgstr "Väljund Viivitus" @@ -2137,12 +2128,6 @@ msgstr "Puhverdamine" msgid "Pointing" msgstr "Osutades" -msgid "Emulate Touch From Mouse" -msgstr "Emuleerige Puudutust Hiirest" - -msgid "Emulate Mouse From Touch" -msgstr "Emuleerige Hiirt Puudutusest" - msgid "Android" msgstr "Android" @@ -2236,9 +2221,6 @@ msgstr "Sõne Nime Värv" msgid "Max Call Stack" msgstr "Maksimaalne Kutsepinu" -msgid "Warnings" -msgstr "Hoiatused" - msgid "Exclude Addons" msgstr "Välista Lisad" @@ -2248,6 +2230,9 @@ msgstr "Keeleserver" msgid "Use Thread" msgstr "Kasuta Lõimu" +msgid "Copyright" +msgstr "Autoriõigus" + msgid "glTF" msgstr "glTF" @@ -2296,9 +2281,6 @@ msgstr "Peamine Versioon" msgid "Minor Version" msgstr "Alamversioon" -msgid "Copyright" -msgstr "Autoriõigus" - msgid "Buffers" msgstr "Puhvrid" @@ -2758,9 +2740,6 @@ msgstr "Lühiversioon" msgid "Icon Interpolation" msgstr "Ikooni Interpolatsioon" -msgid "Launch Screens Interpolation" -msgstr "Käivitamise Ekraanide Interpolatsioon" - msgid "Capabilities" msgstr "Võimalused" @@ -2878,9 +2857,6 @@ msgstr "Luba Allkirjastamata Käivitatav Mälu" msgid "Audio Input" msgstr "Helisisend" -msgid "Location" -msgstr "Asukoht" - msgid "Address Book" msgstr "Aadressiraamat" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 9fc8623d1f..2201e555fd 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -122,13 +122,14 @@ # Roskai <angel.du.2558@gmail.com>, 2023. # peperoni <peperoni@users.noreply.hosted.weblate.org>, 2024. # Octano <theo.huchard@gmail.com>, 2024. +# Didier Morandi <didier.morandi@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-21 20:50+0000\n" -"Last-Translator: Octano <theo.huchard@gmail.com>\n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: Didier Morandi <didier.morandi@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-" "properties/fr/>\n" "Language: fr\n" @@ -136,7 +137,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Application" @@ -246,6 +247,12 @@ msgstr "Économie d'énergie" msgid "Keep Screen On" msgstr "Garder l'écran allumé" +msgid "Animation" +msgstr "Animation" + +msgid "Warnings" +msgstr "Avertissements" + msgid "Audio" msgstr "Audio" @@ -270,6 +277,9 @@ msgstr "Intensité du panoramique audio en 3D" msgid "iOS" msgstr "iOS" +msgid "Session Category" +msgstr "Catégorie de la session" + msgid "Mix With Others" msgstr "Mixer avec les autres" @@ -309,6 +319,9 @@ msgstr "Aspect" msgid "Scale" msgstr "Mode mise à l'échelle" +msgid "Scale Mode" +msgstr "Mode de mise à l'échelle" + msgid "Debug" msgstr "Débogage" @@ -357,14 +370,8 @@ msgstr "Rendu" msgid "Occlusion Culling" msgstr "Elagage de l'occlusion" -msgid "Memory" -msgstr "Mémoire" - -msgid "Limits" -msgstr "Limites" - -msgid "Multithreaded Server" -msgstr "Serveur multi-thread" +msgid "BVH Build Quality" +msgstr "Qualité de construction BVH" msgid "Internationalization" msgstr "Internationalisation" @@ -372,6 +379,9 @@ msgstr "Internationalisation" msgid "Force Right to Left Layout Direction" msgstr "Forcer l'affichage de droite à gauche" +msgid "Root Node Layout Direction" +msgstr "Direction de disposition du nœud racine" + msgid "GUI" msgstr "GUI" @@ -399,12 +409,27 @@ msgstr "Utiliser le suréchantillonnage" msgid "Rendering Device" msgstr "Matériel de rendu" +msgid "V-Sync" +msgstr "Synchronisation Vertical" + +msgid "Staging Buffer" +msgstr "Tampon intermédiaire" + msgid "Block Size (KB)" msgstr "Taille de bloc (Ko)" msgid "Max Size (MB)" msgstr "Taille Maximale (Mo)" +msgid "Texture Upload Region Size Px" +msgstr "Taille de la région de téléchargement de texture en pixels" + +msgid "Pipeline Cache" +msgstr "Cache du pipeline" + +msgid "Save Chunk Size (MB)" +msgstr "Taille du bloc d'enregistrement (Mo)" + msgid "Vulkan" msgstr "Vulkan" @@ -432,6 +457,12 @@ msgstr "Utiliser ambiant" msgid "Low Processor Usage Mode" msgstr "Mode d'utilisation du processeur bas en ressources" +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "Mode de veille pour utilisation faible du processeur (µsec)" + +msgid "Delta Smoothing" +msgstr "Lissage Delta" + msgid "Print Error Messages" msgstr "Afficher les messages d'erreur" @@ -456,6 +487,12 @@ msgstr "Mode De Déplacement Souris" msgid "Use Accumulated Input" msgstr "Utiliser l'entrée accumulée" +msgid "Emulate Mouse From Touch" +msgstr "Émuler la souris avec le toucher tactile" + +msgid "Emulate Touch From Mouse" +msgstr "Émuler le toucher tactile avec la souris" + msgid "Input Devices" msgstr "Périphériques d'entrée" @@ -492,6 +529,9 @@ msgstr "Label de touche" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Localisation" + msgid "Echo" msgstr "Écho" @@ -642,9 +682,18 @@ msgstr "Graine" msgid "State" msgstr "État" +msgid "Memory" +msgstr "Mémoire" + +msgid "Limits" +msgstr "Limites" + msgid "Message Queue" msgstr "File de messages" +msgid "Max Steps" +msgstr "Pas maximum" + msgid "Network" msgstr "Réseau" @@ -669,9 +718,6 @@ msgstr "Pool de travailleur" msgid "Max Threads" msgstr "Tâches parallèles maximum" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Utiliser les threads système pour les tâches de basse priorité" - msgid "Low Priority Thread Ratio" msgstr "Ratio de threads à basse priorité" @@ -741,9 +787,6 @@ msgstr "Décalage du Départ" msgid "End Offset" msgstr "Décalage à la fin" -msgid "Animation" -msgstr "Animation" - msgid "Easing" msgstr "Transition entrée-sortie" @@ -807,60 +850,6 @@ msgstr "Supprimable" msgid "Distraction Free Mode" msgstr "Mode sans distraction" -msgid "Interface" -msgstr "Interface" - -msgid "Save on Focus Loss" -msgstr "Enregistrer à la perte de focus" - -msgid "Show Update Spinner" -msgstr "Afficher l'indicateur d'activité" - -msgid "Update Continuously" -msgstr "Mise à jour continue" - -msgid "Localize Settings" -msgstr "Traduire les paramètres" - -msgid "Scene Tabs" -msgstr "Onglets de scène" - -msgid "Restore Scenes on Load" -msgstr "Rouvrir les scènes au chargement" - -msgid "Inspector" -msgstr "Inspecteur" - -msgid "Default Property Name Style" -msgstr "Style par défaut des noms de propriétés" - -msgid "Default Float Step" -msgstr "Pas par défaut des flottant" - -msgid "Disable Folding" -msgstr "Désactiver le repliage" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Déplier automatiquement les scènes étrangères" - -msgid "Horizontal Vector2 Editing" -msgstr "Édition horizontale de Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "Édition de Types de Vecteur Horizontal" - -msgid "Open Resources in Current Inspector" -msgstr "Ouvrir les ressources dans l'inspecteur actuel" - -msgid "Resources to Open in New Inspector" -msgstr "Ressources à ouvrir dans un nouvel inspecteur" - -msgid "Default Color Picker Mode" -msgstr "Mode par défaut du sélectionneur de couleur" - -msgid "Default Color Picker Shape" -msgstr "Forme par défaut du sélecteur de couleur" - msgid "Base Type" msgstr "Type de base" @@ -870,12 +859,21 @@ msgstr "Modifiable" msgid "Toggle Mode" msgstr "Basculer le mode" +msgid "Interface" +msgstr "Interface" + msgid "Editor Language" msgstr "Langue de l'éditeur" +msgid "Localize Settings" +msgstr "Traduire les paramètres" + msgid "Display Scale" msgstr "Échelle d'affichage" +msgid "Custom Display Scale" +msgstr "Échelle personnalisée d'affichage" + msgid "Enable Pseudolocalization" msgstr "Activer la pseudo-localisation" @@ -885,9 +883,6 @@ msgstr "Utiliser le menu intégré" msgid "Expand to Title" msgstr "Étendre jusqu'au titre" -msgid "Custom Display Scale" -msgstr "Échelle personnalisée d'affichage" - msgid "Main Font Size" msgstr "Taille de la police principale" @@ -927,12 +922,57 @@ msgstr "Boutons additionnels de la souris déplacent dans l'historique" msgid "Save Each Scene on Quit" msgstr "Enregistrer chaque scène à la fermeture" +msgid "Save on Focus Loss" +msgstr "Enregistrer à la perte de focus" + msgid "Show Internal Errors in Toast Notifications" msgstr "Montrer les erreurs internes dans les notifications Toast" +msgid "Show Update Spinner" +msgstr "Afficher l'indicateur d'activité" + +msgid "V-Sync Mode" +msgstr "Mode V-Sync" + +msgid "Update Continuously" +msgstr "Mise à jour continue" + +msgid "Inspector" +msgstr "Inspecteur" + msgid "Show Low Level OpenType Features" msgstr "Afficher les fonctionnalités bas-niveau pour OpenType" +msgid "Default Property Name Style" +msgstr "Style par défaut des noms de propriétés" + +msgid "Default Float Step" +msgstr "Pas par défaut des flottant" + +msgid "Disable Folding" +msgstr "Désactiver le repliage" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Déplier automatiquement les scènes étrangères" + +msgid "Horizontal Vector2 Editing" +msgstr "Édition horizontale de Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "Édition de Types de Vecteur Horizontal" + +msgid "Open Resources in Current Inspector" +msgstr "Ouvrir les ressources dans l'inspecteur actuel" + +msgid "Resources to Open in New Inspector" +msgstr "Ressources à ouvrir dans un nouvel inspecteur" + +msgid "Default Color Picker Mode" +msgstr "Mode par défaut du sélectionneur de couleur" + +msgid "Default Color Picker Shape" +msgstr "Forme par défaut du sélecteur de couleur" + msgid "Theme" msgstr "Thème" @@ -981,6 +1021,9 @@ msgstr "Activer l'appui long comme clic droit" msgid "Enable Pan and Scale Gestures" msgstr "Activer les gestes de panoramique et de zoom" +msgid "Scene Tabs" +msgstr "Onglets de scène" + msgid "Display Close Button" msgstr "Afficher bouton Fermer" @@ -993,6 +1036,9 @@ msgstr "Largeur maximum" msgid "Show Script Button" msgstr "Afficher le bouton script" +msgid "Restore Scenes on Load" +msgstr "Rouvrir les scènes au chargement" + msgid "Enable" msgstr "Activer" @@ -1044,9 +1090,6 @@ msgstr "Importer" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Chemin de Blender 3" - msgid "RPC Port" msgstr "Port RPC" @@ -1506,12 +1549,18 @@ msgstr "Sortie" msgid "Font Size" msgstr "Taille de la Police" -msgid "Remote Host" -msgstr "Hôte distant" +msgid "HTTP Proxy" +msgstr "Proxy HTTP" + +msgid "Host" +msgstr "Hôte" msgid "Editor TLS Certificates" msgstr "Certificats TLS de l’éditeur" +msgid "Remote Host" +msgstr "Hôte distant" + msgid "Debugger" msgstr "Débogueur" @@ -1530,12 +1579,6 @@ msgstr "Intervalle de rafraîchissement de l'arborescence distante" msgid "Remote Inspect Refresh Interval" msgstr "Intervalle de rafraîchissement d'inspection distante" -msgid "HTTP Proxy" -msgstr "Proxy HTTP" - -msgid "Host" -msgstr "Hôte" - msgid "Project Manager" msgstr "Gestionnaire de projets" @@ -1668,18 +1711,6 @@ msgstr "Intégrer PCK" msgid "Texture Format" msgstr "Format de la texture" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Exporter" @@ -1710,75 +1741,6 @@ msgstr "Cacher la barre de défilement" msgid "Zoom" msgstr "Zoomer" -msgid "Antialiasing" -msgstr "Anticrénelage" - -msgid "Generate Mipmaps" -msgstr "Générer des Mipmaps" - -msgid "Multichannel Signed Distance Field" -msgstr "Champ de Distance Signé Multicanal" - -msgid "MSDF Pixel Range" -msgstr "Intervalle de pixel MSDF" - -msgid "MSDF Size" -msgstr "Taille MSDF" - -msgid "Allow System Fallback" -msgstr "Autoriser une valeur de repli système" - -msgid "Force Autohinter" -msgstr "Forcer l'optimisation de rendu automatique" - -msgid "Hinting" -msgstr "Suggestion" - -msgid "Subpixel Positioning" -msgstr "Positionnement subpixelaire" - -msgid "Oversampling" -msgstr "Sur-échantillonnage" - -msgid "Metadata Overrides" -msgstr "Redéfinition des métadonnées" - -msgid "Language Support" -msgstr "Support de langues" - -msgid "Script Support" -msgstr "Support de scripts" - -msgid "OpenType Features" -msgstr "Fonctionnalités OpenType" - -msgid "Fallbacks" -msgstr "Valeurs de repli" - -msgid "Compress" -msgstr "Compresser" - -msgid "Language" -msgstr "Langage" - -msgid "Outline Size" -msgstr "Taille de Contour" - -msgid "Variation" -msgstr "Variation" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "Mettre en gras" - -msgid "Face Index" -msgstr "Index de fonte" - -msgid "Transform" -msgstr "Transformation" - msgid "Retarget" msgstr "Recibler" @@ -1827,63 +1789,6 @@ msgstr "Omettre la transformation d'os" msgid "Unimportant Positions" msgstr "Positions non importantes" -msgid "Create From" -msgstr "Créer à Partir de" - -msgid "Delimiter" -msgstr "Délimiteur" - -msgid "Character Ranges" -msgstr "Intervalles de caractères" - -msgid "Columns" -msgstr "Colonnes" - -msgid "Rows" -msgstr "Lignes" - -msgid "Image Margin" -msgstr "Marge d'image" - -msgid "Character Margin" -msgstr "Marge de caractère" - -msgid "High Quality" -msgstr "Haute qualité" - -msgid "Lossy Quality" -msgstr "Mauvaise qualité" - -msgid "HDR Compression" -msgstr "Compression HDR" - -msgid "Mipmaps" -msgstr "Mipmaps" - -msgid "Generate" -msgstr "Générer" - -msgid "Limit" -msgstr "Limite" - -msgid "Slices" -msgstr "Tranches" - -msgid "Horizontal" -msgstr "Horizontal" - -msgid "Vertical" -msgstr "Vertical" - -msgid "Arrangement" -msgstr "Arrangement" - -msgid "Layout" -msgstr "Disposition sur l'écran" - -msgid "Amount" -msgstr "Quantité" - msgid "Generate Tangents" msgstr "Générer les tangentes" @@ -1899,6 +1804,9 @@ msgstr "Optimiser le maillage" msgid "Skip Import" msgstr "Passer l'import" +msgid "Generate" +msgstr "Générer" + msgid "NavMesh" msgstr "NavMesh" @@ -2010,6 +1918,12 @@ msgstr "Mode de bouclage" msgid "Keep Custom Tracks" msgstr "Conserver les pistes personnalisées" +msgid "Slices" +msgstr "Tranches" + +msgid "Amount" +msgstr "Quantité" + msgid "Optimizer" msgstr "Optimiseur" @@ -2079,6 +1993,123 @@ msgstr "Retirer les pistes immuables" msgid "Import Script" msgstr "Importer un script" +msgid "Antialiasing" +msgstr "Anticrénelage" + +msgid "Generate Mipmaps" +msgstr "Générer des Mipmaps" + +msgid "Multichannel Signed Distance Field" +msgstr "Champ de Distance Signé Multicanal" + +msgid "MSDF Pixel Range" +msgstr "Intervalle de pixel MSDF" + +msgid "MSDF Size" +msgstr "Taille MSDF" + +msgid "Allow System Fallback" +msgstr "Autoriser une valeur de repli système" + +msgid "Force Autohinter" +msgstr "Forcer l'optimisation de rendu automatique" + +msgid "Hinting" +msgstr "Suggestion" + +msgid "Subpixel Positioning" +msgstr "Positionnement subpixelaire" + +msgid "Oversampling" +msgstr "Sur-échantillonnage" + +msgid "Metadata Overrides" +msgstr "Redéfinition des métadonnées" + +msgid "Language Support" +msgstr "Support de langues" + +msgid "Script Support" +msgstr "Support de scripts" + +msgid "OpenType Features" +msgstr "Fonctionnalités OpenType" + +msgid "Fallbacks" +msgstr "Valeurs de repli" + +msgid "Compress" +msgstr "Compresser" + +msgid "Language" +msgstr "Langage" + +msgid "Outline Size" +msgstr "Taille de Contour" + +msgid "Variation" +msgstr "Variation" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "Mettre en gras" + +msgid "Face Index" +msgstr "Index de fonte" + +msgid "Transform" +msgstr "Transformation" + +msgid "Create From" +msgstr "Créer à Partir de" + +msgid "Delimiter" +msgstr "Délimiteur" + +msgid "Character Ranges" +msgstr "Intervalles de caractères" + +msgid "Columns" +msgstr "Colonnes" + +msgid "Rows" +msgstr "Lignes" + +msgid "Image Margin" +msgstr "Marge d'image" + +msgid "Character Margin" +msgstr "Marge de caractère" + +msgid "High Quality" +msgstr "Haute qualité" + +msgid "Lossy Quality" +msgstr "Mauvaise qualité" + +msgid "HDR Compression" +msgstr "Compression HDR" + +msgid "Mipmaps" +msgstr "Mipmaps" + +msgid "Limit" +msgstr "Limite" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertical" + +msgid "Arrangement" +msgstr "Arrangement" + +msgid "Layout" +msgstr "Disposition sur l'écran" + msgid "Normal Map" msgstr "Carte de normales" @@ -2193,15 +2224,15 @@ msgstr "Émetteur de flux 3D" msgid "Camera" msgstr "Caméra" +msgid "Particles" +msgstr "Particules" + msgid "Decal" msgstr "Décalque" msgid "Fog Volume" msgstr "Volume de brouillard" -msgid "Particles" -msgstr "Particules" - msgid "Particle Attractor" msgstr "Attracteur de particules" @@ -2430,12 +2461,6 @@ msgstr "Portable" msgid "Orientation" msgstr "Orientation" -msgid "V-Sync" -msgstr "Synchronisation Vertical" - -msgid "V-Sync Mode" -msgstr "Mode V-Sync" - msgid "Output Latency" msgstr "Latence de sortie" @@ -2526,12 +2551,6 @@ msgstr "Purge d'événement agile" msgid "Pointing" msgstr "Pointage" -msgid "Emulate Touch From Mouse" -msgstr "Émuler le toucher tactile avec la souris" - -msgid "Emulate Mouse From Touch" -msgstr "Émuler la souris avec le toucher tactile" - msgid "Android" msgstr "Android" @@ -2685,9 +2704,6 @@ msgstr "Couleur des annotations" msgid "String Name Color" msgstr "Couleur des noms de chaînes de caractères" -msgid "Warnings" -msgstr "Avertissements" - msgid "Exclude Addons" msgstr "Exclure les extensions" @@ -2700,6 +2716,9 @@ msgstr "Activer la résolution intelligente" msgid "Use Thread" msgstr "Utiliser le parallélisme" +msgid "Copyright" +msgstr "Copyright" + msgid "glTF" msgstr "glTF" @@ -2754,9 +2773,6 @@ msgstr "Version majeure" msgid "Minor Version" msgstr "Version mineure" -msgid "Copyright" -msgstr "Copyright" - msgid "GLB Data" msgstr "Données GLB" @@ -3282,45 +3298,6 @@ msgstr "Notification (40 x 40)" msgid "Notification 60 X 60" msgstr "Notification (60 x 60)" -msgid "Landscape Launch Screens" -msgstr "Écrans de lancement en mode paysage" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone (2436 x 1125)" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone (2208 x 1242)" - -msgid "iPad 1024 X 768" -msgstr "iPad (1024 x 768)" - -msgid "iPad 2048 X 1536" -msgstr "iPad (2048 x 1536)" - -msgid "Portrait Launch Screens" -msgstr "Écrans de lancement en mode portrait" - -msgid "iPhone 640 X 960" -msgstr "iPhone (640 x 960)" - -msgid "iPhone 640 X 1136" -msgstr "iPhone (640 x 1136)" - -msgid "iPhone 750 X 1334" -msgstr "iPhone (750 x 1334)" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone (1125 x 2436)" - -msgid "iPad 768 X 1024" -msgstr "iPad (768 x 1024)" - -msgid "iPad 1536 X 2048" -msgstr "iPad (1536 x 2048)" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone (1242 x 2208)" - msgid "App Store Team ID" msgstr "ID d'organisation (Team ID) dans l'App Store" @@ -3357,9 +3334,6 @@ msgstr "Version courte" msgid "Icon Interpolation" msgstr "Interpolation des icônes" -msgid "Launch Screens Interpolation" -msgstr "Interpolation des écrans de lancement" - msgid "Capabilities" msgstr "Fonctionnalités" @@ -3402,9 +3376,6 @@ msgstr "Description (localisée) de l'accès à la photothèque" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "Utiliser un storyboard pour l'écran de lancement" - msgid "Image Scale Mode" msgstr "Mode de mise à l'échelle des images" @@ -3459,9 +3430,6 @@ msgstr "Désactiver la validation des librairies" msgid "Audio Input" msgstr "Entrée Audio" -msgid "Location" -msgstr "Localisation" - msgid "Address Book" msgstr "Carnet d'Adresses" @@ -4275,6 +4243,9 @@ msgstr "Plan éloigné" msgid "Ray Pickable" msgstr "Sélectionnable par rayon" +msgid "Visibility AABB" +msgstr "Visibilité AABB" + msgid "Box Extents" msgstr "Étendues de la boîte" @@ -4317,9 +4288,6 @@ msgstr "Moduler" msgid "Distance Fade" msgstr "Fondu de Distance" -msgid "Visibility AABB" -msgstr "Visibilité AABB" - msgid "Draw Passes" msgstr "Afficher les passes" @@ -5115,6 +5083,9 @@ msgstr "Délai de pop-up du sous-menu" msgid "Fill Mode" msgstr "Mode de Remplissage" +msgid "Indeterminate" +msgstr "Indéterminé" + msgid "Min Value" msgstr "Valeur minimale" @@ -5235,6 +5206,18 @@ msgstr "Focalisé" msgid "Click Mask" msgstr "Masque de Clic" +msgid "Radial Fill" +msgstr "Remplissage Radial" + +msgid "Initial Angle" +msgstr "Angle Initial" + +msgid "Fill Degrees" +msgstr "Degrés remplis" + +msgid "Center Offset" +msgstr "Décalage du Centre" + msgid "Nine Patch Stretch" msgstr "Etirement à Neuf Patchs" @@ -5250,18 +5233,6 @@ msgstr "Décalage de la Progression" msgid "Tint" msgstr "Teinte" -msgid "Radial Fill" -msgstr "Remplissage Radial" - -msgid "Initial Angle" -msgstr "Angle Initial" - -msgid "Fill Degrees" -msgstr "Degrés remplis" - -msgid "Center Offset" -msgstr "Décalage du Centre" - msgid "Expand Mode" msgstr "Mode d'expansion" @@ -5577,9 +5548,6 @@ msgstr "Carte tonale" msgid "White" msgstr "Blanc" -msgid "Max Steps" -msgstr "Pas maximum" - msgid "Fade In" msgstr "Fondu entrant" @@ -6288,9 +6256,6 @@ msgstr "Bouton personnalisé quand pressé" msgid "Custom Button Hover" msgstr "Bouton personnalisé au survol" -msgid "Indeterminate" -msgstr "Indéterminé" - msgid "Select Arrow" msgstr "Flèche de sélection" diff --git a/editor/translations/properties/id.po b/editor/translations/properties/id.po index 71bc70f416..cac61152e9 100644 --- a/editor/translations/properties/id.po +++ b/editor/translations/properties/id.po @@ -174,6 +174,12 @@ msgstr "Hemat Daya" msgid "Keep Screen On" msgstr "Biarkan Layar Menyala" +msgid "Animation" +msgstr "Animasi" + +msgid "Warnings" +msgstr "Peringatan" + msgid "Audio" msgstr "Suara" @@ -285,18 +291,6 @@ msgstr "Pemusnahan Oklusi" msgid "BVH Build Quality" msgstr "Kualitas Build BVH" -msgid "Memory" -msgstr "Memori" - -msgid "Limits" -msgstr "Batasan" - -msgid "Multithreaded Server" -msgstr "Server Multithreaded" - -msgid "RID Pool Prealloc" -msgstr "Pra-alokasi Pool RID" - msgid "Internationalization" msgstr "Internasionalisasi" @@ -333,6 +327,9 @@ msgstr "Gunakan Oversampling" msgid "Rendering Device" msgstr "Perangkat Rendering" +msgid "V-Sync" +msgstr "Sinkronisasi Vertikal" + msgid "Staging Buffer" msgstr "Staging Buffer" @@ -405,6 +402,12 @@ msgstr "Mode Mouse" msgid "Use Accumulated Input" msgstr "Gunakan Akumulasi Masukan" +msgid "Emulate Mouse From Touch" +msgstr "Emulasi Mouse Dari Sentuhan" + +msgid "Emulate Touch From Mouse" +msgstr "Emulasi Sentuhan Dari Mouse" + msgid "Input Devices" msgstr "Perangkat Masukan" @@ -450,6 +453,9 @@ msgstr "Label Kunci" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Lokalisasi" + msgid "Echo" msgstr "Gema" @@ -603,9 +609,18 @@ msgstr "Benih" msgid "State" msgstr "Keadaan" +msgid "Memory" +msgstr "Memori" + +msgid "Limits" +msgstr "Batasan" + msgid "Message Queue" msgstr "Antrean Pesan" +msgid "Max Steps" +msgstr "Langkah Maksimum" + msgid "Network" msgstr "Jaringan" @@ -636,9 +651,6 @@ msgstr "Kumpulan Pekerja" msgid "Max Threads" msgstr "Thread Maks" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Gunakan Thread Sistem untuk Tugas dengan Prioritas Rendah" - msgid "Low Priority Thread Ratio" msgstr "Rasio Thread Prioritas Rendah" @@ -714,9 +726,6 @@ msgstr "Mulai Offset" msgid "End Offset" msgstr "Offset Akhir" -msgid "Animation" -msgstr "Animasi" - msgid "Easing" msgstr "Mengurangi" @@ -783,60 +792,6 @@ msgstr "Mode Tanpa Gangguan" msgid "Movie Maker Enabled" msgstr "Pembuat Film Enabled" -msgid "Interface" -msgstr "Antarmuka" - -msgid "Save on Focus Loss" -msgstr "Simpan Ketika Kehilangan Fokus" - -msgid "Show Update Spinner" -msgstr "Tampilkan Pembaruan Spinner" - -msgid "Update Continuously" -msgstr "Perbarui Terus-menerus" - -msgid "Localize Settings" -msgstr "Pengaturan Lokalisasi" - -msgid "Scene Tabs" -msgstr "Tab Adegan" - -msgid "Restore Scenes on Load" -msgstr "Memulihkan Adegan saat Memuat" - -msgid "Inspector" -msgstr "Inspektur" - -msgid "Default Property Name Style" -msgstr "Gaya Nama Properti Default" - -msgid "Default Float Step" -msgstr "Langkah Float Default" - -msgid "Disable Folding" -msgstr "Nonaktifkan Lipat" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Otomatis Buka lipatan Skena Asing" - -msgid "Horizontal Vector2 Editing" -msgstr "Pengeditan Vektor2 Horizontal" - -msgid "Horizontal Vector Types Editing" -msgstr "Pengeditan Jenis Vektor Horisontal" - -msgid "Open Resources in Current Inspector" -msgstr "Buka Sumber Daya di Inspektur Saat Ini" - -msgid "Resources to Open in New Inspector" -msgstr "Sumber Daya untuk Dibuka di Inspektur Baru" - -msgid "Default Color Picker Mode" -msgstr "Mode Pemilih Warna Default" - -msgid "Default Color Picker Shape" -msgstr "Bentuk Pemilih Warna Default" - msgid "Base Type" msgstr "Tipe Dasar" @@ -846,12 +801,21 @@ msgstr "Dapat diedit" msgid "Toggle Mode" msgstr "Beralih Mode" +msgid "Interface" +msgstr "Antarmuka" + msgid "Editor Language" msgstr "Bahasa Editor" +msgid "Localize Settings" +msgstr "Pengaturan Lokalisasi" + msgid "Display Scale" msgstr "Skala Tampilan" +msgid "Custom Display Scale" +msgstr "Skala Tampilan Kustom" + msgid "Editor Screen" msgstr "Layar Editor" @@ -867,9 +831,6 @@ msgstr "Gunakan Menu Tersemat" msgid "Expand to Title" msgstr "Perluas ke Judul" -msgid "Custom Display Scale" -msgstr "Skala Tampilan Kustom" - msgid "Main Font Size" msgstr "Ukuran Font Utama" @@ -918,12 +879,27 @@ msgstr "Tombol Ekstra Mouse Navigasi Riwayat" msgid "Save Each Scene on Quit" msgstr "Menyimpan Setiap Adegan saat Keluar" +msgid "Save on Focus Loss" +msgstr "Simpan Ketika Kehilangan Fokus" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Terima Dialog Batalkan Tombol OK" msgid "Show Internal Errors in Toast Notifications" msgstr "Tampilkan Kesalahan Internal di Pemberitahuan Toast" +msgid "Show Update Spinner" +msgstr "Tampilkan Pembaruan Spinner" + +msgid "V-Sync Mode" +msgstr "Mode V-Sync" + +msgid "Update Continuously" +msgstr "Perbarui Terus-menerus" + +msgid "Inspector" +msgstr "Inspektur" + msgid "Max Array Dictionary Items per Page" msgstr "Item Dictionary Array Maks per Halaman" @@ -933,6 +909,36 @@ msgstr "Tampilkan Fitur OpenType Tingkat Rendah" msgid "Float Drag Speed" msgstr "Float Kecepatan Tarikan" +msgid "Default Property Name Style" +msgstr "Gaya Nama Properti Default" + +msgid "Default Float Step" +msgstr "Langkah Float Default" + +msgid "Disable Folding" +msgstr "Nonaktifkan Lipat" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Otomatis Buka lipatan Skena Asing" + +msgid "Horizontal Vector2 Editing" +msgstr "Pengeditan Vektor2 Horizontal" + +msgid "Horizontal Vector Types Editing" +msgstr "Pengeditan Jenis Vektor Horisontal" + +msgid "Open Resources in Current Inspector" +msgstr "Buka Sumber Daya di Inspektur Saat Ini" + +msgid "Resources to Open in New Inspector" +msgstr "Sumber Daya untuk Dibuka di Inspektur Baru" + +msgid "Default Color Picker Mode" +msgstr "Mode Pemilih Warna Default" + +msgid "Default Color Picker Shape" +msgstr "Bentuk Pemilih Warna Default" + msgid "Theme" msgstr "Tema" @@ -987,6 +993,9 @@ msgstr "Aktifkan Gerakan Pan dan Scale" msgid "Scale Gizmo Handles" msgstr "Scale Gizmo Menangani" +msgid "Scene Tabs" +msgstr "Tab Adegan" + msgid "Display Close Button" msgstr "Tampilkan Tombol Tutup" @@ -999,6 +1008,9 @@ msgstr "Lebar Maksimum" msgid "Show Script Button" msgstr "Tampilkan Tombol Skrip" +msgid "Restore Scenes on Load" +msgstr "Memulihkan Adegan saat Memuat" + msgid "Multi Window" msgstr "Layar Ganda" @@ -1062,9 +1074,6 @@ msgstr "Impor" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Path Blender 3" - msgid "RPC Port" msgstr "Port RPC" @@ -1551,12 +1560,18 @@ msgstr "Selalu Buka Luaran Ketika Bermain" msgid "Always Close Output on Stop" msgstr "Selalu Tutup Luaran Ketika Berhenti" -msgid "Remote Host" -msgstr "Host Jarak Jauh" +msgid "HTTP Proxy" +msgstr "Proksi HTTP" + +msgid "Host" +msgstr "Host" msgid "Editor TLS Certificates" msgstr "Sertifikat Editor TLS" +msgid "Remote Host" +msgstr "Host Jarak Jauh" + msgid "Debugger" msgstr "Pendebug" @@ -1575,12 +1590,6 @@ msgstr "Interval Refresg Pohon Adegan Remot" msgid "Remote Inspect Refresh Interval" msgstr "Interval Refresh Pemeriksaan Remot" -msgid "HTTP Proxy" -msgstr "Proksi HTTP" - -msgid "Host" -msgstr "Host" - msgid "Project Manager" msgstr "Manajer Proyek" @@ -1719,18 +1728,6 @@ msgstr "Tanamkan PCK" msgid "Texture Format" msgstr "Format Tekstur" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Ekspor" @@ -1764,75 +1761,6 @@ msgstr "Sembunyikan Slider" msgid "Zoom" msgstr "Zoom" -msgid "Antialiasing" -msgstr "Antialiasing" - -msgid "Generate Mipmaps" -msgstr "Hasilkan Mipmaps" - -msgid "Multichannel Signed Distance Field" -msgstr "Bidang Jarak Bertanda Multisaluran" - -msgid "MSDF Pixel Range" -msgstr "Rentang Piksel MSDF" - -msgid "MSDF Size" -msgstr "Ukuran MSDF" - -msgid "Allow System Fallback" -msgstr "Izinkan Fallback Sistem" - -msgid "Force Autohinter" -msgstr "Paksa Autohinter" - -msgid "Hinting" -msgstr "Petunjuk" - -msgid "Subpixel Positioning" -msgstr "Pemosisian Subpiksel" - -msgid "Oversampling" -msgstr "Oversampling" - -msgid "Metadata Overrides" -msgstr "Penggantian Metadata" - -msgid "Language Support" -msgstr "Dukungan Bahasa" - -msgid "Script Support" -msgstr "Dukungan Skrip" - -msgid "OpenType Features" -msgstr "Fitur OpenType" - -msgid "Fallbacks" -msgstr "Fallback" - -msgid "Compress" -msgstr "Kompres" - -msgid "Language" -msgstr "Bahasa" - -msgid "Outline Size" -msgstr "Ukuran Garis Tepi" - -msgid "Variation" -msgstr "Variasi" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "Memberanikan" - -msgid "Face Index" -msgstr "Indeks Wajah" - -msgid "Transform" -msgstr "Transformasi" - msgid "Retarget" msgstr "Targetkan ulang" @@ -1887,66 +1815,6 @@ msgstr "Posisi yang Tidak Penting" msgid "Unmapped Bones" msgstr "Tulang yang Belum Dipetakan" -msgid "Create From" -msgstr "Buat Dari" - -msgid "Delimiter" -msgstr "Pembatasan" - -msgid "Character Ranges" -msgstr "Rentang Karakter" - -msgid "Columns" -msgstr "Kolom" - -msgid "Rows" -msgstr "Baris" - -msgid "Image Margin" -msgstr "Margin Gambar" - -msgid "Character Margin" -msgstr "Margin Karakter" - -msgid "High Quality" -msgstr "Kualitas Tinggi" - -msgid "Lossy Quality" -msgstr "Kualitas Setengah" - -msgid "HDR Compression" -msgstr "Kompresi HDR" - -msgid "Channel Pack" -msgstr "Paket Saluran" - -msgid "Mipmaps" -msgstr "Mipmap" - -msgid "Generate" -msgstr "Menghasilkan" - -msgid "Limit" -msgstr "Batas" - -msgid "Slices" -msgstr "Irisan" - -msgid "Horizontal" -msgstr "Horizontal" - -msgid "Vertical" -msgstr "Vertikal" - -msgid "Arrangement" -msgstr "Aransemen" - -msgid "Layout" -msgstr "Tata Letak" - -msgid "Amount" -msgstr "Jumlah" - msgid "Generate Tangents" msgstr "Menghasilkan Garis Singgung" @@ -1962,6 +1830,9 @@ msgstr "Optimalkan Mesh" msgid "Skip Import" msgstr "Lewati Impor" +msgid "Generate" +msgstr "Menghasilkan" + msgid "NavMesh" msgstr "NavMesh" @@ -2079,6 +1950,12 @@ msgstr "Mode Loop" msgid "Keep Custom Tracks" msgstr "Simpan Trek Kustom" +msgid "Slices" +msgstr "Irisan" + +msgid "Amount" +msgstr "Jumlah" + msgid "Optimizer" msgstr "Pengoptimal" @@ -2151,6 +2028,126 @@ msgstr "Hapus Trek yang Tidak Dapat Diubah" msgid "Import Script" msgstr "Impor Skrip" +msgid "Antialiasing" +msgstr "Antialiasing" + +msgid "Generate Mipmaps" +msgstr "Hasilkan Mipmaps" + +msgid "Multichannel Signed Distance Field" +msgstr "Bidang Jarak Bertanda Multisaluran" + +msgid "MSDF Pixel Range" +msgstr "Rentang Piksel MSDF" + +msgid "MSDF Size" +msgstr "Ukuran MSDF" + +msgid "Allow System Fallback" +msgstr "Izinkan Fallback Sistem" + +msgid "Force Autohinter" +msgstr "Paksa Autohinter" + +msgid "Hinting" +msgstr "Petunjuk" + +msgid "Subpixel Positioning" +msgstr "Pemosisian Subpiksel" + +msgid "Oversampling" +msgstr "Oversampling" + +msgid "Metadata Overrides" +msgstr "Penggantian Metadata" + +msgid "Language Support" +msgstr "Dukungan Bahasa" + +msgid "Script Support" +msgstr "Dukungan Skrip" + +msgid "OpenType Features" +msgstr "Fitur OpenType" + +msgid "Fallbacks" +msgstr "Fallback" + +msgid "Compress" +msgstr "Kompres" + +msgid "Language" +msgstr "Bahasa" + +msgid "Outline Size" +msgstr "Ukuran Garis Tepi" + +msgid "Variation" +msgstr "Variasi" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "Memberanikan" + +msgid "Face Index" +msgstr "Indeks Wajah" + +msgid "Transform" +msgstr "Transformasi" + +msgid "Create From" +msgstr "Buat Dari" + +msgid "Delimiter" +msgstr "Pembatasan" + +msgid "Character Ranges" +msgstr "Rentang Karakter" + +msgid "Columns" +msgstr "Kolom" + +msgid "Rows" +msgstr "Baris" + +msgid "Image Margin" +msgstr "Margin Gambar" + +msgid "Character Margin" +msgstr "Margin Karakter" + +msgid "High Quality" +msgstr "Kualitas Tinggi" + +msgid "Lossy Quality" +msgstr "Kualitas Setengah" + +msgid "HDR Compression" +msgstr "Kompresi HDR" + +msgid "Channel Pack" +msgstr "Paket Saluran" + +msgid "Mipmaps" +msgstr "Mipmap" + +msgid "Limit" +msgstr "Batas" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertikal" + +msgid "Arrangement" +msgstr "Aransemen" + +msgid "Layout" +msgstr "Tata Letak" + msgid "Normal Map" msgstr "Peta Normal" @@ -2277,15 +2274,15 @@ msgstr "Pemutar Streaming 3D" msgid "Camera" msgstr "Kamera" +msgid "Particles" +msgstr "Partikel" + msgid "Decal" msgstr "Decal" msgid "Fog Volume" msgstr "Volume Kabut" -msgid "Particles" -msgstr "Partikel" - msgid "Particle Attractor" msgstr "Penarik Partikel" @@ -2535,12 +2532,6 @@ msgstr "Genggam" msgid "Orientation" msgstr "Orientasi" -msgid "V-Sync" -msgstr "Sinkronisasi Vertikal" - -msgid "V-Sync Mode" -msgstr "Mode V-Sync" - msgid "Output Latency" msgstr "Latensi Keluaran" @@ -2649,12 +2640,6 @@ msgstr "Flushing Event yang Tangkas" msgid "Pointing" msgstr "Menunjuk" -msgid "Emulate Touch From Mouse" -msgstr "Emulasi Sentuhan Dari Mouse" - -msgid "Emulate Mouse From Touch" -msgstr "Emulasi Mouse Dari Sentuhan" - msgid "Android" msgstr "Android" @@ -2814,9 +2799,6 @@ msgstr "Warna Nama String" msgid "Max Call Stack" msgstr "Tumpukan Panggilan Maks" -msgid "Warnings" -msgstr "Peringatan" - msgid "Exclude Addons" msgstr "Kecualikan Addon" @@ -2832,6 +2814,9 @@ msgstr "Tampilkan Simbol Asli di Editor" msgid "Use Thread" msgstr "Gunakan Thread" +msgid "Copyright" +msgstr "Hak Cipta" + msgid "glTF" msgstr "glTF" @@ -2904,9 +2889,6 @@ msgstr "Versi Utama" msgid "Minor Version" msgstr "Versi Minor" -msgid "Copyright" -msgstr "Hak Cipta" - msgid "GLB Data" msgstr "Data GLB" @@ -3624,45 +3606,6 @@ msgstr "Pemberitahuan 40 X 40" msgid "Notification 60 X 60" msgstr "Pemberitahuan 60 X 60" -msgid "Landscape Launch Screens" -msgstr "Layar Peluncuran Lansekap" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 152 × 152" - -msgid "Portrait Launch Screens" -msgstr "Layar Peluncuran Potret" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 X 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 X 2208" - msgid "App Store Team ID" msgstr "ID Tim App Store" @@ -3699,9 +3642,6 @@ msgstr "Versi Pendek" msgid "Icon Interpolation" msgstr "Interpolasi Ikon" -msgid "Launch Screens Interpolation" -msgstr "Peluncuran Layar Interpolasi" - msgid "Capabilities" msgstr "Kapabilitas" @@ -3744,9 +3684,6 @@ msgstr "Deskripsi Penggunaan Photolibrary Dilokalisasi" msgid "Storyboard" msgstr "Papan Cerita" -msgid "Use Launch Screen Storyboard" -msgstr "Gunakan Storyboard Layar Peluncuran" - msgid "Image Scale Mode" msgstr "Mode Skala Gambar" @@ -3861,9 +3798,6 @@ msgstr "Menonaktifkan Validasi Library" msgid "Audio Input" msgstr "Input Audio" -msgid "Location" -msgstr "Lokalisasi" - msgid "Address Book" msgstr "Buku Alamat" @@ -4968,9 +4902,6 @@ msgstr "Koordinat Frame" msgid "Filter Clip Enabled" msgstr "Klip Filter Diaktifkan" -msgid "Tile Set" -msgstr "Set Tile" - msgid "Collision Animatable" msgstr "Tabrakan yang Dapat Dianimasikan" @@ -4980,6 +4911,9 @@ msgstr "Mode Visibilitas Tabrakan" msgid "Navigation Visibility Mode" msgstr "Mode Visibilitas Navigasi" +msgid "Tile Set" +msgstr "Set Tile" + msgid "Texture Normal" msgstr "Tekstur Normal" @@ -5097,6 +5031,9 @@ msgstr "Ray yang Dapat Diambil" msgid "Capture on Drag" msgstr "Tangkap saat Seret" +msgid "Visibility AABB" +msgstr "Visibilitas AABB" + msgid "Box Extents" msgstr "Perlebar Kotak" @@ -5166,9 +5103,6 @@ msgstr "Jarak Pudar" msgid "Begin" msgstr "Mulai" -msgid "Visibility AABB" -msgstr "Visibilitas AABB" - msgid "Transform Align" msgstr "Ubah Sejajarkan" @@ -6204,9 +6138,6 @@ msgstr "Rasio Peregangan" msgid "Localization" msgstr "Lokalisasi" -msgid "Auto Translate" -msgstr "Terjemahan Otomatis" - msgid "Localize Numeral System" msgstr "Melokalkan Sistem Bilangan" @@ -6492,6 +6423,9 @@ msgstr "Mode Isi" msgid "Show Percentage" msgstr "Tampilkan Persentase" +msgid "Indeterminate" +msgstr "Tak tentu" + msgid "Min Value" msgstr "Nilai Min" @@ -6633,9 +6567,6 @@ msgstr "Visibilitas Penyeret" msgid "Stretch Shrink" msgstr "Peregangan Menyusut" -msgid "Tabs" -msgstr "Tab" - msgid "Current Tab" msgstr "Tab Saat Ini" @@ -6666,6 +6597,9 @@ msgstr "Gulir ke Dipilih" msgid "Select With RMB" msgstr "Pilih Dengan RMB" +msgid "Tabs" +msgstr "Tab" + msgid "Tabs Visible" msgstr "Tab Terlihat" @@ -6720,6 +6654,18 @@ msgstr "Klik Mask" msgid "Ignore Texture Size" msgstr "Abaikan Ukuran Tekstur" +msgid "Radial Fill" +msgstr "Isi Radial" + +msgid "Initial Angle" +msgstr "Sudut Awal" + +msgid "Fill Degrees" +msgstr "Isi Derajat" + +msgid "Center Offset" +msgstr "Pusat Offset" + msgid "Nine Patch Stretch" msgstr "Sembilan Patch Peregangan" @@ -6738,18 +6684,6 @@ msgstr "Kemajuan Offset" msgid "Tint" msgstr "Warna" -msgid "Radial Fill" -msgstr "Isi Radial" - -msgid "Initial Angle" -msgstr "Sudut Awal" - -msgid "Fill Degrees" -msgstr "Isi Derajat" - -msgid "Center Offset" -msgstr "Pusat Offset" - msgid "Expand Mode" msgstr "Mode Perluas" @@ -6879,6 +6813,9 @@ msgstr "Pemesanan Kelompok" msgid "Messages" msgstr "Pesan" +msgid "Auto Translate" +msgstr "Terjemahan Otomatis" + msgid "Editor Description" msgstr "Deskripsi Editor" @@ -7341,9 +7278,6 @@ msgstr "Putih" msgid "SSR" msgstr "SSR" -msgid "Max Steps" -msgstr "Langkah Maksimum" - msgid "Fade In" msgstr "Memudar" @@ -7863,12 +7797,6 @@ msgstr "Dikemas Bersama" msgid "Attractor Interaction" msgstr "Interaksi Penarik" -msgid "Scale Min" -msgstr "Skala Minimal" - -msgid "Scale Max" -msgstr "Skala Maksimal" - msgid "Scale Curve" msgstr "Skala Kurva" @@ -7887,18 +7815,6 @@ msgstr "Kecepatan Suara" msgid "Noise Speed Random" msgstr "Kecepatan Noise Acak" -msgid "Influence Min" -msgstr "Pengaruh Minimum" - -msgid "Influence Max" -msgstr "Pengaruh Maksimum" - -msgid "Initial Displacement Min" -msgstr "Jarak Awal Minimum" - -msgid "Initial Displacement Max" -msgstr "Perpindahan Awal Maksimum" - msgid "Influence over Life" msgstr "Pengaruh terhadap Kehidupan" @@ -8721,9 +8637,6 @@ msgstr "Tombol Kustom Ditekan" msgid "Custom Button Hover" msgstr "Tombol Kustom Hover" -msgid "Indeterminate" -msgstr "Tak tentu" - msgid "Select Arrow" msgstr "Pilih Panah" @@ -9744,12 +9657,6 @@ msgstr "Perulangan Pembaruan per Frame" msgid "Threaded Cull Minimum Instances" msgstr "Instance Minimum Cull Berulir" -msgid "Forward Renderer" -msgstr "Perender Maju" - -msgid "Threaded Render Minimum Instances" -msgstr "Instance Minimum Render Berulir" - msgid "Cluster Builder" msgstr "Pembangun Kelompok" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index 066242caaf..4eee6dff9c 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -207,6 +207,12 @@ msgstr "Risparmio Energetico" msgid "Keep Screen On" msgstr "Mantieni lo Schermo Acceso" +msgid "Animation" +msgstr "Animazione" + +msgid "Warnings" +msgstr "Avvisi" + msgid "Audio" msgstr "Audio" @@ -279,15 +285,6 @@ msgstr "Messaggio" msgid "Rendering" msgstr "Renderer" -msgid "Memory" -msgstr "Memoria" - -msgid "Limits" -msgstr "Limiti" - -msgid "Multithreaded Server" -msgstr "Server Multithreading" - msgid "Internationalization" msgstr "Lingue" @@ -312,6 +309,9 @@ msgstr "Usa Oversampling" msgid "Rendering Device" msgstr "Dispositivo per il Rendering" +msgid "V-Sync" +msgstr "Sincronizzazione Verticale" + msgid "Vulkan" msgstr "Vulkan" @@ -342,6 +342,12 @@ msgstr "Modalità Mouse" msgid "Use Accumulated Input" msgstr "Usa Input Accumulati" +msgid "Emulate Mouse From Touch" +msgstr "Emula Mouse Da Tocco" + +msgid "Emulate Touch From Mouse" +msgstr "Emula Tocco Da Mouse" + msgid "Input Devices" msgstr "Dispositivi Input" @@ -357,6 +363,9 @@ msgstr "Premuto" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Posizione" + msgid "Echo" msgstr "Echo" @@ -480,6 +489,12 @@ msgstr "Seme" msgid "State" msgstr "Stato" +msgid "Memory" +msgstr "Memoria" + +msgid "Limits" +msgstr "Limiti" + msgid "Network" msgstr "Reti" @@ -528,9 +543,6 @@ msgstr "Scostamento Dall'Inizio" msgid "End Offset" msgstr "Scostamento Dalla Fine" -msgid "Animation" -msgstr "Animazione" - msgid "Easing" msgstr "Allentamento" @@ -579,45 +591,6 @@ msgstr "Tasti" msgid "Distraction Free Mode" msgstr "Modalità senza distrazioni" -msgid "Interface" -msgstr "Interfaccia Utente" - -msgid "Show Update Spinner" -msgstr "Mostra Rotella di Caricamento dell'Update" - -msgid "Update Continuously" -msgstr "Aggiorna Continuamente" - -msgid "Localize Settings" -msgstr "Impostazioni Localizzazione" - -msgid "Scene Tabs" -msgstr "Schede di Scena" - -msgid "Inspector" -msgstr "Ispettore" - -msgid "Default Property Name Style" -msgstr "Stile Nome Proprietà Predefinito" - -msgid "Default Float Step" -msgstr "Passo Predefinito dei Float" - -msgid "Disable Folding" -msgstr "Disabilita Raggruppamento" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Auto-Separa Scene Non Riconosciute" - -msgid "Horizontal Vector2 Editing" -msgstr "Modifica Vector2 Orizzontale" - -msgid "Horizontal Vector Types Editing" -msgstr "Modifica Tipi di Vettori Orizzontali" - -msgid "Default Color Picker Mode" -msgstr "Modalità di Scelta Colore Predefinita" - msgid "Base Type" msgstr "Tipo di Base" @@ -627,9 +600,15 @@ msgstr "Elemento Modificabile" msgid "Toggle Mode" msgstr "Commuta la modalità" +msgid "Interface" +msgstr "Interfaccia Utente" + msgid "Editor Language" msgstr "Lingua dell'Editor" +msgid "Localize Settings" +msgstr "Impostazioni Localizzazione" + msgid "Display Scale" msgstr "Scala di visualizzazione" @@ -663,6 +642,36 @@ msgstr "Apri Screenshot in Automatico" msgid "Mouse Extra Buttons Navigate History" msgstr "Uso dei tasti aggiuntivi del mouse per navigare la cronologia" +msgid "Show Update Spinner" +msgstr "Mostra Rotella di Caricamento dell'Update" + +msgid "Update Continuously" +msgstr "Aggiorna Continuamente" + +msgid "Inspector" +msgstr "Ispettore" + +msgid "Default Property Name Style" +msgstr "Stile Nome Proprietà Predefinito" + +msgid "Default Float Step" +msgstr "Passo Predefinito dei Float" + +msgid "Disable Folding" +msgstr "Disabilita Raggruppamento" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Auto-Separa Scene Non Riconosciute" + +msgid "Horizontal Vector2 Editing" +msgstr "Modifica Vector2 Orizzontale" + +msgid "Horizontal Vector Types Editing" +msgstr "Modifica Tipi di Vettori Orizzontali" + +msgid "Default Color Picker Mode" +msgstr "Modalità di Scelta Colore Predefinita" + msgid "Theme" msgstr "Tema" @@ -690,6 +699,9 @@ msgstr "Spaziatura Addizionale" msgid "Custom Theme" msgstr "Tema Personalizzato" +msgid "Scene Tabs" +msgstr "Schede di Scena" + msgid "Show Script Button" msgstr "Mostra Pulsante di Script" @@ -1092,6 +1104,12 @@ msgstr "Output" msgid "Font Size" msgstr "Dimensione Carattere" +msgid "HTTP Proxy" +msgstr "Proxy HTTP" + +msgid "Host" +msgstr "Host" + msgid "Remote Host" msgstr "Host Remoto" @@ -1110,12 +1128,6 @@ msgstr "Intervallo di Refresh dello Scene Tree Remoto" msgid "Remote Inspect Refresh Interval" msgstr "Intervallo Aggiornamento Ispettore Remoto" -msgid "HTTP Proxy" -msgstr "Proxy HTTP" - -msgid "Host" -msgstr "Host" - msgid "Project Manager" msgstr "Gestore dei progetti" @@ -1245,18 +1257,6 @@ msgstr "Incorpora PCK" msgid "Texture Format" msgstr "Formato Texture" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Esporta" @@ -1284,15 +1284,6 @@ msgstr "Flat" msgid "Hide Slider" msgstr "Nascondi Slider" -msgid "Compress" -msgstr "Comprimi" - -msgid "Language" -msgstr "Lingua" - -msgid "Transform" -msgstr "Trasformazione" - msgid "Make Unique" msgstr "Rendi Unico" @@ -1302,36 +1293,6 @@ msgstr "Filtro" msgid "Threshold" msgstr "Soglia" -msgid "Create From" -msgstr "Crea da" - -msgid "Delimiter" -msgstr "Delimitatore" - -msgid "Columns" -msgstr "Colonne" - -msgid "Lossy Quality" -msgstr "Qualità Lossy" - -msgid "Mipmaps" -msgstr "Mappe errate" - -msgid "Slices" -msgstr "Suddivisioni" - -msgid "Horizontal" -msgstr "Orizzontale" - -msgid "Vertical" -msgstr "Verticale" - -msgid "Layout" -msgstr "Disposizione" - -msgid "Amount" -msgstr "Quantità" - msgid "Generate Tangents" msgstr "Genera Tangenti" @@ -1374,6 +1335,12 @@ msgstr "Modalità Loop" msgid "Keep Custom Tracks" msgstr "Mantieni Tracce Personalizzate" +msgid "Slices" +msgstr "Suddivisioni" + +msgid "Amount" +msgstr "Quantità" + msgid "Optimizer" msgstr "Ottimizzatore" @@ -1416,6 +1383,39 @@ msgstr "Usa Skin con Nome" msgid "FPS" msgstr "FPS" +msgid "Compress" +msgstr "Comprimi" + +msgid "Language" +msgstr "Lingua" + +msgid "Transform" +msgstr "Trasformazione" + +msgid "Create From" +msgstr "Crea da" + +msgid "Delimiter" +msgstr "Delimitatore" + +msgid "Columns" +msgstr "Colonne" + +msgid "Lossy Quality" +msgstr "Qualità Lossy" + +msgid "Mipmaps" +msgstr "Mappe errate" + +msgid "Horizontal" +msgstr "Orizzontale" + +msgid "Vertical" +msgstr "Verticale" + +msgid "Layout" +msgstr "Disposizione" + msgid "Normal Map" msgstr "Normal Map" @@ -1620,9 +1620,6 @@ msgstr "Maneggiato" msgid "Orientation" msgstr "Orientazione" -msgid "V-Sync" -msgstr "Sincronizzazione Verticale" - msgid "stdout" msgstr "stdout" @@ -1677,12 +1674,6 @@ msgstr "Svuotamento degli eventi usando l'algoritmo Agile" msgid "Pointing" msgstr "Puntamento" -msgid "Emulate Touch From Mouse" -msgstr "Emula Tocco Da Mouse" - -msgid "Emulate Mouse From Touch" -msgstr "Emula Mouse Da Tocco" - msgid "Android" msgstr "Android" @@ -1797,9 +1788,6 @@ msgstr "Colore Definizione Funzione" msgid "Node Path Color" msgstr "Colore Percorso Nodo" -msgid "Warnings" -msgstr "Avvisi" - msgid "Exclude Addons" msgstr "Escludi Componenti Aggiuntivi" @@ -1812,6 +1800,9 @@ msgstr "Abilita Risoluzione Intelligente" msgid "Use Thread" msgstr "Usa Thread" +msgid "Copyright" +msgstr "Copyright" + msgid "Color" msgstr "Colore" @@ -1851,9 +1842,6 @@ msgstr "Versione Principale" msgid "Minor Version" msgstr "Versione Minore" -msgid "Copyright" -msgstr "Copyright" - msgid "GLB Data" msgstr "Dati GLB" @@ -2304,45 +2292,6 @@ msgstr "Spotlight 40 X 40" msgid "Spotlight 80 X 80" msgstr "Spotlight 80 X 80" -msgid "Landscape Launch Screens" -msgstr "Schermate di avvio Panorama" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 x 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 x 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 x 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 x 1536" - -msgid "Portrait Launch Screens" -msgstr "Schermate di avvio Ritratto" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 x 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 x 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 x 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 x 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 x 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 x 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 x 2208" - msgid "Provisioning Profile UUID Debug" msgstr "Profilo di provisioning UUID Debug" @@ -2397,9 +2346,6 @@ msgstr "Descrizione Utilizzo Microfono" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "Usa schermata di avvio Storyboard" - msgid "Image Scale Mode" msgstr "Modalità di ridimensionamento dell'immagine" @@ -2454,9 +2400,6 @@ msgstr "Disabilita Convalida Libreria" msgid "Audio Input" msgstr "Ingresso Audio" -msgid "Location" -msgstr "Posizione" - msgid "Address Book" msgstr "Rubrica" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index f9f8fdcfd2..eefe4a1280 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -178,6 +178,12 @@ msgstr "省エネルギー" msgid "Keep Screen On" msgstr "画面を常に点灯" +msgid "Animation" +msgstr "アニメーション" + +msgid "Warnings" +msgstr "警告" + msgid "Audio" msgstr "オーディオ" @@ -298,18 +304,6 @@ msgstr "オクルージョンカリング" msgid "BVH Build Quality" msgstr "BVH ビルド品質" -msgid "Memory" -msgstr "メモリー" - -msgid "Limits" -msgstr "制限" - -msgid "Multithreaded Server" -msgstr "マルチスレッドサーバー" - -msgid "RID Pool Prealloc" -msgstr "RIDプールの事前割り当て" - msgid "Internationalization" msgstr "国際化" @@ -346,6 +340,9 @@ msgstr "オーバーサンプリングを使用" msgid "Rendering Device" msgstr "レンダリングデバイス" +msgid "V-Sync" +msgstr "垂直同期" + msgid "Staging Buffer" msgstr "ステージングバッファ" @@ -421,6 +418,12 @@ msgstr "マウスモード" msgid "Use Accumulated Input" msgstr "蓄積された入力を使用" +msgid "Emulate Mouse From Touch" +msgstr "タッチでマウス操作をエミュレート" + +msgid "Emulate Touch From Mouse" +msgstr "マウスでタッチ操作をエミュレート" + msgid "Input Devices" msgstr "入力デバイス" @@ -466,6 +469,9 @@ msgstr "キーラベル" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "位置" + msgid "Echo" msgstr "エコー" @@ -604,6 +610,12 @@ msgstr "シード値" msgid "State" msgstr "状態" +msgid "Memory" +msgstr "メモリー" + +msgid "Limits" +msgstr "制限" + msgid "Message Queue" msgstr "メッセージキュー" @@ -637,9 +649,6 @@ msgstr "ワーカープール" msgid "Max Threads" msgstr "最大スレッド数" -msgid "Use System Threads for Low Priority Tasks" -msgstr "優先度の低いタスクにシステムスレッドを使用" - msgid "Low Priority Thread Ratio" msgstr "優先度の低いスレッドの比率" @@ -715,9 +724,6 @@ msgstr "始点オフセット" msgid "End Offset" msgstr "終点オフセット" -msgid "Animation" -msgstr "アニメーション" - msgid "Easing" msgstr "イージング" @@ -775,57 +781,6 @@ msgstr "キーイング" msgid "Distraction Free Mode" msgstr "集中モード" -msgid "Interface" -msgstr "インターフェース" - -msgid "Show Update Spinner" -msgstr "アップデートスピナーを表示" - -msgid "Update Continuously" -msgstr "継続的に更新" - -msgid "Localize Settings" -msgstr "ローカライズの設定" - -msgid "Scene Tabs" -msgstr "シーンタブ" - -msgid "Restore Scenes on Load" -msgstr "ロード時にシーンを復元" - -msgid "Inspector" -msgstr "インスペクター" - -msgid "Default Property Name Style" -msgstr "デフォルトのプロパティ名のスタイル" - -msgid "Default Float Step" -msgstr "デフォルトの小数点数のステップ" - -msgid "Disable Folding" -msgstr "折りたたみを無効化" - -msgid "Auto Unfold Foreign Scenes" -msgstr "外部シーンの自動展開" - -msgid "Horizontal Vector2 Editing" -msgstr "水平ベクトル2編集" - -msgid "Horizontal Vector Types Editing" -msgstr "水平ベクトルタイプ編集" - -msgid "Open Resources in Current Inspector" -msgstr "リソースを現在のインスペクターで開く" - -msgid "Resources to Open in New Inspector" -msgstr "新規インスペクターでリソースを開く" - -msgid "Default Color Picker Mode" -msgstr "デフォルトのカラーピッカーモード" - -msgid "Default Color Picker Shape" -msgstr "デフォルトのカラーピッカーモード" - msgid "Base Type" msgstr "基底型" @@ -835,12 +790,21 @@ msgstr "編集可能" msgid "Toggle Mode" msgstr "モード切り替え" +msgid "Interface" +msgstr "インターフェース" + msgid "Editor Language" msgstr "エディターの言語" +msgid "Localize Settings" +msgstr "ローカライズの設定" + msgid "Display Scale" msgstr "表示スケール" +msgid "Custom Display Scale" +msgstr "カスタムの表示スケール" + msgid "Editor Screen" msgstr "エディター画面" @@ -853,9 +817,6 @@ msgstr "擬似ローカライズの有効化" msgid "Use Embedded Menu" msgstr "埋め込みメニューを使用" -msgid "Custom Display Scale" -msgstr "カスタムの表示スケール" - msgid "Main Font Size" msgstr "メインのフォントサイズ" @@ -901,9 +862,51 @@ msgstr "確認ダイアログキャンセルOKボタン" msgid "Show Internal Errors in Toast Notifications" msgstr "Toast通知に内部エラーを表示" +msgid "Show Update Spinner" +msgstr "アップデートスピナーを表示" + +msgid "V-Sync Mode" +msgstr "垂直同期モード" + +msgid "Update Continuously" +msgstr "継続的に更新" + +msgid "Inspector" +msgstr "インスペクター" + msgid "Show Low Level OpenType Features" msgstr "低レベルのOpenType機能を表示" +msgid "Default Property Name Style" +msgstr "デフォルトのプロパティ名のスタイル" + +msgid "Default Float Step" +msgstr "デフォルトの小数点数のステップ" + +msgid "Disable Folding" +msgstr "折りたたみを無効化" + +msgid "Auto Unfold Foreign Scenes" +msgstr "外部シーンの自動展開" + +msgid "Horizontal Vector2 Editing" +msgstr "水平ベクトル2編集" + +msgid "Horizontal Vector Types Editing" +msgstr "水平ベクトルタイプ編集" + +msgid "Open Resources in Current Inspector" +msgstr "リソースを現在のインスペクターで開く" + +msgid "Resources to Open in New Inspector" +msgstr "新規インスペクターでリソースを開く" + +msgid "Default Color Picker Mode" +msgstr "デフォルトのカラーピッカーモード" + +msgid "Default Color Picker Shape" +msgstr "デフォルトのカラーピッカーモード" + msgid "Theme" msgstr "テーマ" @@ -955,6 +958,9 @@ msgstr "パンとスケールのジェスチャを有効にする" msgid "Scale Gizmo Handles" msgstr "スケールのギズモハンドル" +msgid "Scene Tabs" +msgstr "シーンタブ" + msgid "Display Close Button" msgstr "閉じるボタンを表示" @@ -967,6 +973,9 @@ msgstr "最大幅" msgid "Show Script Button" msgstr "スクリプトボタンを表示" +msgid "Restore Scenes on Load" +msgstr "ロード時にシーンを復元" + msgid "Multi Window" msgstr "マルチウィンドウ" @@ -1030,9 +1039,6 @@ msgstr "インポート" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Blender 3のパス" - msgid "RPC Port" msgstr "RPCポート" @@ -1048,12 +1054,6 @@ msgstr "FBX2glTFのパス" msgid "Tools" msgstr "ツール" -msgid "Oidn" -msgstr "Oidn" - -msgid "Oidn Denoise Path" -msgstr "Oidnデノイザーのパス" - msgid "Docks" msgstr "ドック" @@ -1483,6 +1483,12 @@ msgstr "出力" msgid "Font Size" msgstr "フォントサイズ" +msgid "HTTP Proxy" +msgstr "HTTPプロキシ" + +msgid "Host" +msgstr "ホスト" + msgid "Remote Host" msgstr "リモートホスト" @@ -1501,12 +1507,6 @@ msgstr "リモートシーンツリーの更新間隔" msgid "Remote Inspect Refresh Interval" msgstr "リモートインスペクトのリフレッシュ間隔" -msgid "HTTP Proxy" -msgstr "HTTPプロキシ" - -msgid "Host" -msgstr "ホスト" - msgid "Project Manager" msgstr "プロジェクトマネージャー" @@ -1636,18 +1636,6 @@ msgstr "組み込みPCK" msgid "Texture Format" msgstr "テクスチャ形式" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "エクスポート" @@ -1672,33 +1660,6 @@ msgstr "スライダーを隠す" msgid "Zoom" msgstr "ズーム" -msgid "Multichannel Signed Distance Field" -msgstr "マルチチャンネル符号付き距離フィールド" - -msgid "MSDF Pixel Range" -msgstr "MSDF ピクセル範囲" - -msgid "Hinting" -msgstr "微調整" - -msgid "Subpixel Positioning" -msgstr "サブピクセルの配置" - -msgid "Oversampling" -msgstr "オーバーサンプリング" - -msgid "Compress" -msgstr "圧縮" - -msgid "Language" -msgstr "言語:" - -msgid "Embolden" -msgstr "太字" - -msgid "Transform" -msgstr "トランスフォーム" - msgid "Retarget" msgstr "リターゲット" @@ -1717,66 +1678,6 @@ msgstr "しきい値" msgid "Except Bone Transform" msgstr "ボーントランスフォームを除外" -msgid "Create From" -msgstr "用途" - -msgid "Scaling Mode" -msgstr "スケールモード" - -msgid "Delimiter" -msgstr "区切り文字" - -msgid "Character Ranges" -msgstr "文字の範囲" - -msgid "Columns" -msgstr "列" - -msgid "Rows" -msgstr "行" - -msgid "Image Margin" -msgstr "画像マージン" - -msgid "Character Margin" -msgstr "文字マージン" - -msgid "High Quality" -msgstr "高品質" - -msgid "Lossy Quality" -msgstr "非可逆品質" - -msgid "HDR Compression" -msgstr "HDR圧縮" - -msgid "Channel Pack" -msgstr "チャンネルパック" - -msgid "Mipmaps" -msgstr "ミップマップ" - -msgid "Generate" -msgstr "生成する" - -msgid "Limit" -msgstr "制限値" - -msgid "Slices" -msgstr "スライス" - -msgid "Horizontal" -msgstr "水平" - -msgid "Vertical" -msgstr "垂直" - -msgid "Layout" -msgstr "レイアウト" - -msgid "Amount" -msgstr "量" - msgid "Generate Tangents" msgstr "接線を生成" @@ -1795,6 +1696,9 @@ msgstr "メッシュ圧縮を無効化" msgid "Skip Import" msgstr "インポートしない" +msgid "Generate" +msgstr "生成する" + msgid "NavMesh" msgstr "ナビメッシュ" @@ -1885,6 +1789,12 @@ msgstr "ループモード" msgid "Keep Custom Tracks" msgstr "カスタムトラックを保持" +msgid "Slices" +msgstr "スライス" + +msgid "Amount" +msgstr "量" + msgid "Optimizer" msgstr "オプティマイザー(Optimizer)" @@ -1960,6 +1870,84 @@ msgstr "不変トラックの削除" msgid "Import Script" msgstr "インポートスクリプト" +msgid "Multichannel Signed Distance Field" +msgstr "マルチチャンネル符号付き距離フィールド" + +msgid "MSDF Pixel Range" +msgstr "MSDF ピクセル範囲" + +msgid "Hinting" +msgstr "微調整" + +msgid "Subpixel Positioning" +msgstr "サブピクセルの配置" + +msgid "Oversampling" +msgstr "オーバーサンプリング" + +msgid "Compress" +msgstr "圧縮" + +msgid "Language" +msgstr "言語:" + +msgid "Embolden" +msgstr "太字" + +msgid "Transform" +msgstr "トランスフォーム" + +msgid "Create From" +msgstr "用途" + +msgid "Scaling Mode" +msgstr "スケールモード" + +msgid "Delimiter" +msgstr "区切り文字" + +msgid "Character Ranges" +msgstr "文字の範囲" + +msgid "Columns" +msgstr "列" + +msgid "Rows" +msgstr "行" + +msgid "Image Margin" +msgstr "画像マージン" + +msgid "Character Margin" +msgstr "文字マージン" + +msgid "High Quality" +msgstr "高品質" + +msgid "Lossy Quality" +msgstr "非可逆品質" + +msgid "HDR Compression" +msgstr "HDR圧縮" + +msgid "Channel Pack" +msgstr "チャンネルパック" + +msgid "Mipmaps" +msgstr "ミップマップ" + +msgid "Limit" +msgstr "制限値" + +msgid "Horizontal" +msgstr "水平" + +msgid "Vertical" +msgstr "垂直" + +msgid "Layout" +msgstr "レイアウト" + msgid "Normal Map" msgstr "法線マップ" @@ -2071,15 +2059,15 @@ msgstr "ストリームプレイヤー3D" msgid "Camera" msgstr "カメラ" +msgid "Particles" +msgstr "パーティクル" + msgid "Decal" msgstr "デカール" msgid "Fog Volume" msgstr "フォグボリューム" -msgid "Particles" -msgstr "パーティクル" - msgid "Particle Attractor" msgstr "パーティクルアトラクター" @@ -2233,12 +2221,6 @@ msgstr "ポータブル" msgid "Orientation" msgstr "方向" -msgid "V-Sync" -msgstr "垂直同期" - -msgid "V-Sync Mode" -msgstr "垂直同期モード" - msgid "Output Latency" msgstr "出力レイテンシー" @@ -2329,12 +2311,6 @@ msgstr "即座にイベントフラッシュ" msgid "Pointing" msgstr "ポインティング" -msgid "Emulate Touch From Mouse" -msgstr "マウスでタッチ操作をエミュレート" - -msgid "Emulate Mouse From Touch" -msgstr "タッチでマウス操作をエミュレート" - msgid "Android" msgstr "Android" @@ -2431,9 +2407,6 @@ msgstr "関数定義の色" msgid "Node Path Color" msgstr "ノードパスの色" -msgid "Warnings" -msgstr "警告" - msgid "Exclude Addons" msgstr "アドオンを除外" @@ -2446,6 +2419,9 @@ msgstr "Smart Resolveを有効化" msgid "Use Thread" msgstr "スレッドを使用" +msgid "Copyright" +msgstr "著作権" + msgid "glTF" msgstr "glTF" @@ -2500,9 +2476,6 @@ msgstr "メジャーバージョン" msgid "Minor Version" msgstr "マイナーバージョン" -msgid "Copyright" -msgstr "著作権" - msgid "GLB Data" msgstr "GLBデータ" @@ -2830,39 +2803,6 @@ msgstr "Spotlight 40 x 40" msgid "Spotlight 80 X 80" msgstr "Spotlight 80 x 80" -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 x 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 x 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 x 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 x 1536" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 x 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 x 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 x 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 x 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 x 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 x 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 x 2208" - msgid "App Store Team ID" msgstr "App Store Team ID" @@ -2884,9 +2824,6 @@ msgstr "識別子" msgid "Provisioning Profile" msgstr "プロビジョニングプロファイル" -msgid "Location" -msgstr "位置" - msgid "Notarization" msgstr "公証" diff --git a/editor/translations/properties/ka.po b/editor/translations/properties/ka.po new file mode 100644 index 0000000000..7a8a74e5db --- /dev/null +++ b/editor/translations/properties/ka.po @@ -0,0 +1,6558 @@ +# Georgian translation of the Godot Engine properties. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +# Giorgi Beriashvili <giorgi.beriashvili@outlook.com>, 2018. +# George Dzavashvili <dzavashviligeorge@gmail.com>, 2018. +# დემეტრე შონია <blender.animation.maker@gmail.com>, 2019. +# Rati Nikolaishvili <rati.nikolaishvili@gmail.com>, 2019. +# Temuri Doghonadze <temuri.doghonadze@gmail.com>, 2023, 2024. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-05 10:02+0000\n" +"Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" +"Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/" +"godot-properties/ka/>\n" +"Language: ka\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Application" +msgstr "აპლიკაცია" + +msgid "Config" +msgstr "კონფიგურაცია" + +msgid "Name" +msgstr "სახელი" + +msgid "Name Localized" +msgstr "ლოკალიზებული სახელი" + +msgid "Description" +msgstr "აღწერა" + +msgid "Version" +msgstr "ვერსია" + +msgid "Run" +msgstr "სირბილი" + +msgid "Main Scene" +msgstr "მთავარი სცენა" + +msgid "Disable stdout" +msgstr "Stdout-ის გამორთვა" + +msgid "Disable stderr" +msgstr "STDERR-ის გამორთვა" + +msgid "Use Hidden Project Data Directory" +msgstr "დამალული პროექტის მონაცემების საქაღალდის გამოყენება" + +msgid "Use Custom User Dir" +msgstr "მომხმარებლის საქაღალდის გამოყენება" + +msgid "Custom User Dir Name" +msgstr "მომხმარებლის საქაღალდის სახელი" + +msgid "Project Settings Override" +msgstr "პროექტის პარამეტრების გადაფარვა" + +msgid "Main Loop Type" +msgstr "მთავარი მარყუჟის ტიპი" + +msgid "Auto Accept Quit" +msgstr "გასვლის ავტოდადასტურება" + +msgid "Quit on Go Back" +msgstr "გასვლა უკან გადასვლაზე" + +msgid "Display" +msgstr "ჩვენება" + +msgid "Window" +msgstr "ფანჯარა" + +msgid "Size" +msgstr "ზომა" + +msgid "Viewport Width" +msgstr "ჩვენების არის სიგანე" + +msgid "Viewport Height" +msgstr "ჩვენების არის სიმაღლე" + +msgid "Mode" +msgstr "რეჟიმი" + +msgid "Initial Position Type" +msgstr "საწყისი მდებარეობის ტიპი" + +msgid "Initial Position" +msgstr "საწყისი მდებარეობა" + +msgid "Initial Screen" +msgstr "საწყისი ეკრანი" + +msgid "Resizable" +msgstr "შეცვლადი ზომით" + +msgid "Borderless" +msgstr "საზღვრების გარეშე" + +msgid "Always on Top" +msgstr "ყოველთვის ყველაზე ზემოთ" + +msgid "Transparent" +msgstr "გამჭვირვალე" + +msgid "Extend to Title" +msgstr "სათაურამდე გაფართოება" + +msgid "No Focus" +msgstr "ფოკუსის გარეშე" + +msgid "Window Width Override" +msgstr "ფანჯრის სიგანის გადაფარვა" + +msgid "Window Height Override" +msgstr "ფანჯრის სიმაღლის გადაფარვა" + +msgid "Energy Saving" +msgstr "ენერგიის შენახვა" + +msgid "Keep Screen On" +msgstr "ეკრანის ჩართულად დატოვება" + +msgid "Animation" +msgstr "ანიმაცია" + +msgid "Warnings" +msgstr "გაფრთხილებები" + +msgid "Audio" +msgstr "აუდიო" + +msgid "Buses" +msgstr "ავტობუსები" + +msgid "Default Bus Layout" +msgstr "ნაგულისხმევი მატარებლის განლაგება" + +msgid "General" +msgstr "ძირითადი" + +msgid "Text to Speech" +msgstr "ტექსტიდან-საუბრამდე" + +msgid "2D Panning Strength" +msgstr "2D პანორამირების სიძლიერე" + +msgid "3D Panning Strength" +msgstr "3D პანორამირების სიძლიერე" + +msgid "iOS" +msgstr "iOS" + +msgid "Session Category" +msgstr "სესიის კატეგორია" + +msgid "Mix With Others" +msgstr "სხვებთან შერევა" + +msgid "Editor" +msgstr "რედაქტორი" + +msgid "Script" +msgstr "სკრიპტი" + +msgid "Search in File Extensions" +msgstr "ძებნა ფაილის გაფართოებებში" + +msgid "Subwindows" +msgstr "ქვეფანჯრები" + +msgid "Embed Subwindows" +msgstr "ქვეფანჯრების ჩაშენება" + +msgid "Physics" +msgstr "ფიზიკა" + +msgid "2D" +msgstr "2D" + +msgid "Run on Separate Thread" +msgstr "ცალკე ნაკადად გაშვება" + +msgid "3D" +msgstr "3D" + +msgid "Stretch" +msgstr "გაწელვა" + +msgid "Aspect" +msgstr "ასპექტი" + +msgid "Scale" +msgstr "მასშტაბი" + +msgid "Scale Mode" +msgstr "გადიდების რეჟიმი" + +msgid "Debug" +msgstr "გამართვა" + +msgid "Settings" +msgstr "მორგება" + +msgid "Profiler" +msgstr "პროფაილერი" + +msgid "Max Functions" +msgstr "მაქს. ფუნქციები" + +msgid "Compression" +msgstr "შეკუმშვა" + +msgid "Formats" +msgstr "ფორმატები" + +msgid "Zstd" +msgstr "Zstd" + +msgid "Long Distance Matching" +msgstr "დიდი მანძილების შედარება" + +msgid "Compression Level" +msgstr "შეკუმშვის დონე" + +msgid "Window Log Size" +msgstr "ფანჯრის ჟურნალის ზომა" + +msgid "Zlib" +msgstr "Zlib" + +msgid "Gzip" +msgstr "Gzip" + +msgid "Crash Handler" +msgstr "ავარიის დამმუშავებელი" + +msgid "Message" +msgstr "შეტყობინება" + +msgid "Rendering" +msgstr "რენდერი" + +msgid "BVH Build Quality" +msgstr "BVH აგების ხარისხი" + +msgid "Internationalization" +msgstr "ინტერნაციონალიზაცია" + +msgid "Force Right to Left Layout Direction" +msgstr "განლაგება მარჯვნიდან მარცხნივ ნაძალადევად" + +msgid "Root Node Layout Direction" +msgstr "ძირითადი კვანძის განლაგების მიმართულება" + +msgid "GUI" +msgstr "ინტერფეისი" + +msgid "Timers" +msgstr "ტაიმერები" + +msgid "Incremental Search Max Interval Msec" +msgstr "ინკრემენტული ძებნის მაქს ინტერვალი მწმ" + +msgid "Common" +msgstr "ჩვეულებრივი" + +msgid "Snap Controls to Pixels" +msgstr "კონტროლების მიმაგრება პიქსელებზე" + +msgid "Fonts" +msgstr "ფონტები" + +msgid "Dynamic Fonts" +msgstr "დინამიკური ფონტები" + +msgid "Use Oversampling" +msgstr "ოვერსემპლინგის გამოყენება" + +msgid "Rendering Device" +msgstr "რენდერის მოწყობილობა" + +msgid "V-Sync" +msgstr "V-Sync" + +msgid "Staging Buffer" +msgstr "დროებითი ბუფერი" + +msgid "Block Size (KB)" +msgstr "ბლოკის ზომა (კბ)" + +msgid "Max Size (MB)" +msgstr "მაქს. ზომა (მბ)" + +msgid "Texture Upload Region Size Px" +msgstr "ტექსტური ატვირთვის რეგიონის ზომა პქს" + +msgid "Pipeline Cache" +msgstr "ფაიფლაინის კეში" + +msgid "Save Chunk Size (MB)" +msgstr "ნაგლეჯის ზომის შენახვა (მბ)" + +msgid "Vulkan" +msgstr "Vulkan" + +msgid "Max Descriptors per Pool" +msgstr "მაქს დესკრიპტორი თითოეული პულისთვის" + +msgid "Textures" +msgstr "ტექსტურები" + +msgid "Canvas Textures" +msgstr "ტილოს ტექსტურები" + +msgid "Default Texture Filter" +msgstr "ნაგულისხმევი ტექსტურის ფილტრი" + +msgid "Default Texture Repeat" +msgstr "ნაგულისხმევი ტექსტურის გამეორება" + +msgid "Use Ambient" +msgstr "გარემოს გამოყენება" + +msgid "Low Processor Usage Mode" +msgstr "ნაკლები რესურსების გამოყენების რეჟიმი" + +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "ნაკლები რესურსების გამოყენების რეჟიმის ძილი (µწმ)" + +msgid "Delta Smoothing" +msgstr "დელტას მოგლუვება" + +msgid "Print Error Messages" +msgstr "შეცდომის შეტყობინებების დაბეჭდვა" + +msgid "Physics Ticks per Second" +msgstr "ფიზიკის ტიკები წამში" + +msgid "Max Physics Steps per Frame" +msgstr "მაქს ფიზიკის ნაბიჯები თითოეულ კადრზე" + +msgid "Max FPS" +msgstr "მაქს კადრი/წმ" + +msgid "Time Scale" +msgstr "დროის მასშტაბი" + +msgid "Mouse Mode" +msgstr "თაგუნას რეჟიმი" + +msgid "Use Accumulated Input" +msgstr "დაგროვებული შეყვანის გამოყენება" + +msgid "Input Devices" +msgstr "შემომტანი მოწყობილობები" + +msgid "Compatibility" +msgstr "თავსებადობა" + +msgid "Device" +msgstr "მოწყობილობა" + +msgid "Window ID" +msgstr "ფანჯრის ID" + +msgid "Alt Pressed" +msgstr "Alt დაჭერილია" + +msgid "Shift Pressed" +msgstr "Shift დაჭერილია" + +msgid "Ctrl Pressed" +msgstr "Ctrl დაჭერილია" + +msgid "Meta Pressed" +msgstr "Meta დაჭერილია" + +msgid "Pressed" +msgstr "დაწოლილი" + +msgid "Keycode" +msgstr "ღილაკის კოდი" + +msgid "Physical Keycode" +msgstr "ღილაკის ფიზიკური კოდი" + +msgid "Key Label" +msgstr "ღილაკის ჭდე" + +msgid "Unicode" +msgstr "უნიკოდი" + +msgid "Location" +msgstr "მდებარეობა" + +msgid "Echo" +msgstr "ექო" + +msgid "Button Mask" +msgstr "ღილაკის ნიღაბი" + +msgid "Position" +msgstr "მდებარეობა" + +msgid "Global Position" +msgstr "გლობალური პოზიცია" + +msgid "Factor" +msgstr "ფაქტორი" + +msgid "Button Index" +msgstr "ღილაკის ინდექსი" + +msgid "Canceled" +msgstr "გაუქმებულია" + +msgid "Double Click" +msgstr "ორმაგი წკაპი" + +msgid "Tilt" +msgstr "მოხრა" + +msgid "Pressure" +msgstr "წნევა" + +msgid "Relative" +msgstr "ფარდობითი" + +msgid "Velocity" +msgstr "სიჩქარე" + +msgid "Axis" +msgstr "ღერძი" + +msgid "Axis Value" +msgstr "ღერძის მნიშვნელობა" + +msgid "Index" +msgstr "ინდექსი" + +msgid "Double Tap" +msgstr "ორმაგი ტყაპი" + +msgid "Action" +msgstr "ქმედება" + +msgid "Strength" +msgstr "სიძლიერე" + +msgid "Delta" +msgstr "დელტა" + +msgid "Channel" +msgstr "არხი" + +msgid "Pitch" +msgstr "ხმის სიმაღლე" + +msgid "Instrument" +msgstr "ინსტრუმენტი" + +msgid "Controller Number" +msgstr "კონტროლერის ნომერი" + +msgid "Controller Value" +msgstr "კონტროლერის მნიშვნელობა" + +msgid "Shortcut" +msgstr "მალსახმობი" + +msgid "Events" +msgstr "მოვლენები" + +msgid "Include Navigational" +msgstr "ნავიგაციების შექმნა" + +msgid "Include Hidden" +msgstr "დამალულების ჩასმა" + +msgid "Big Endian" +msgstr "მსხვილბოლოიანი" + +msgid "Blocking Mode Enabled" +msgstr "დაბლოკვის რეჟიმი ჩართულია" + +msgid "Read Chunk Size" +msgstr "წაკითხვის ნაგლეჯის ზომა" + +msgid "Data" +msgstr "მონაცემები" + +msgid "Object ID" +msgstr "ობიექტის ID" + +msgid "Encode Buffer Max Size" +msgstr "დაშიფვრის ბუფერის მაქს. ზომა" + +msgid "Input Buffer Max Size" +msgstr "შეყვანის ბუფერის მაქს. ზომა" + +msgid "Output Buffer Max Size" +msgstr "გამოტანის ბუფერის მაქს. ზომა" + +msgid "Resource" +msgstr "რესურსი" + +msgid "Local to Scene" +msgstr "ლოკალური სცენამდე" + +msgid "Path" +msgstr "ბილიკი" + +msgid "Data Array" +msgstr "მონაცემების მასივი" + +msgid "Max Pending Connections" +msgstr "მაქს დარჩენილი მიერთება" + +msgid "Region" +msgstr "რეგიონი" + +msgid "Offset" +msgstr "წანაცვლება" + +msgid "Cell Size" +msgstr "უჯრედის ზომა" + +msgid "Jumping Enabled" +msgstr "ხტუნვა ჩართულია" + +msgid "Default Compute Heuristic" +msgstr "ევრისტიკის გამოთვლა ნაგულისხმევად" + +msgid "Default Estimate Heuristic" +msgstr "შეფასების ევრისტიკა ნაგულისხმევად" + +msgid "Diagonal Mode" +msgstr "დიაგონალური რეჟიმი" + +msgid "Seed" +msgstr "თესლი" + +msgid "State" +msgstr "მდგომარეობა" + +msgid "Memory" +msgstr "მეხსიერება" + +msgid "Limits" +msgstr "ლიმიტები" + +msgid "Message Queue" +msgstr "შეტყობინებების რიგი" + +msgid "Max Steps" +msgstr "მაქს ნაბიჯები" + +msgid "Network" +msgstr "ქსელი" + +msgid "TCP" +msgstr "TCP" + +msgid "Connect Timeout Seconds" +msgstr "მიერთების მოლოდინის ვადა წამებში" + +msgid "Packet Peer Stream" +msgstr "პაკეტის პარტნიორის ნაკადი" + +msgid "Max Buffer (Power of 2)" +msgstr "მაქს ბუფერი (ორის ხარისხი)" + +msgid "TLS" +msgstr "TLS" + +msgid "Certificate Bundle Override" +msgstr "სერტიფიკატების პაკეტის გადაფარვა" + +msgid "Max Threads" +msgstr "მაქს ნაკადები" + +msgid "Low Priority Thread Ratio" +msgstr "დაბალ პრიორიტეტების მქონე ნაკადების ფარდობა" + +msgid "Locale" +msgstr "ენა" + +msgid "Test" +msgstr "ტესტი" + +msgid "Fallback" +msgstr "გადართვა შეცდომის შემთხვევაში" + +msgid "Pseudolocalization" +msgstr "ფსევდოლოკალიზაცია" + +msgid "Use Pseudolocalization" +msgstr "ფსევდოლოკალიზაციის გამოყენება" + +msgid "Replace With Accents" +msgstr "აქცენტებით ჩანაცვლება" + +msgid "Double Vowels" +msgstr "ორმაგი ბრჭყალები" + +msgid "Fake BiDi" +msgstr "ცრუ BiDi" + +msgid "Override" +msgstr "გადაფარვა" + +msgid "Expansion Ratio" +msgstr "გაფართოების ფარდობა" + +msgid "Prefix" +msgstr "პრეფიქსი" + +msgid "Suffix" +msgstr "სუფიქსი" + +msgid "Skip Placeholders" +msgstr "ადგილმჭერების გამოტოვება" + +msgid "Rotation" +msgstr "შემობრუნება" + +msgid "Value" +msgstr "მნიშვნელობა" + +msgid "Arg Count" +msgstr "არგუმენტების რაოდენობა" + +msgid "Args" +msgstr "არგუმენტები" + +msgid "Type" +msgstr "ტიპი" + +msgid "Handle Mode" +msgstr "დამმუშავებლის რეჟიმი" + +msgid "Stream" +msgstr "ნაკადი" + +msgid "Start Offset" +msgstr "დაწყების წანაცვლება" + +msgid "End Offset" +msgstr "საბოლოო წანაცვლება" + +msgid "Debug Adapter" +msgstr "გამართვის ადაპტერი" + +msgid "Remote Port" +msgstr "დაშორებული პორტი" + +msgid "Request Timeout" +msgstr "მოთხოვნის მოლოდინის ვადა" + +msgid "Sync Breakpoints" +msgstr "წყვეტის წერტილების სინქრონიზაცია" + +msgid "FileSystem" +msgstr "ფაილური სისტემა" + +msgid "File Server" +msgstr "ფაილების სერვერი" + +msgid "Port" +msgstr "პორტი" + +msgid "Password" +msgstr "პაროლი" + +msgid "Default Feature Profile" +msgstr "ნაგულისხმევი თვისების პროფილი" + +msgid "Text Editor" +msgstr "ტექსტური რედაქტორი" + +msgid "Help" +msgstr "დახმარება" + +msgid "Sort Functions Alphabetically" +msgstr "ფუნქციების ანბანის მიხედვით დალაგება" + +msgid "Label" +msgstr "ჭდე" + +msgid "Read Only" +msgstr "მხოლოდ კითხვისთვის" + +msgid "Checked" +msgstr "ჩართულია" + +msgid "Draw Warning" +msgstr "გაფრთხილების დახატვა" + +msgid "Deletable" +msgstr "წაშლადი" + +msgid "Movie Maker Enabled" +msgstr "Movie Maker ჩართულია" + +msgid "Base Type" +msgstr "საბაზისო ტიპი" + +msgid "Editable" +msgstr "ჩასწორებადი" + +msgid "Toggle Mode" +msgstr "მუქი რეჟიმის გადართვა" + +msgid "Interface" +msgstr "ინტერფეისი" + +msgid "Editor Language" +msgstr "რედაქტორის ენა" + +msgid "Localize Settings" +msgstr "პარამეტრების ლოკალიზაცია" + +msgid "Display Scale" +msgstr "ეკრანის მასშტაბი" + +msgid "Editor Screen" +msgstr "რედაქტორის ეკრანი" + +msgid "Project Manager Screen" +msgstr "პროექტების მამრთველის ეკრანი" + +msgid "Enable Pseudolocalization" +msgstr "ფსევდოლოკალიზაციის ჩართვა" + +msgid "Main Font Size" +msgstr "მთავარი ფონტის ზომა" + +msgid "Code Font Size" +msgstr "კოდის ფონტის ზომა" + +msgid "Code Font Custom Variations" +msgstr "კოდის ფონტის მომხმარებლის ვარიაციები" + +msgid "Font Antialiasing" +msgstr "ფონტის მოგლუვება" + +msgid "Font Hinting" +msgstr "ფონტის მომრგვალება" + +msgid "Font Subpixel Positioning" +msgstr "ფონტის ქვეპიქსელების მდებარეობა" + +msgid "Main Font" +msgstr "მთავარი ფონტი" + +msgid "Main Font Bold" +msgstr "მთავარი ფონტი სქელია" + +msgid "Code Font" +msgstr "კოდის ფონტი" + +msgid "Separate Distraction Mode" +msgstr "ცალკე გაფანტვის რეჟიმი" + +msgid "Single Window Mode" +msgstr "ერთფანჯრიანი რეჟიმი" + +msgid "Low Processor Mode Sleep (µsec)" +msgstr "ნაკლები რესურსების გამოყენების რეჟიმის ძილი (µწმ)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "უფოკუსო ნაკლები რესურსების გამოყენების რეჟიმის ძილი (µწმ)" + +msgid "V-Sync Mode" +msgstr "V-Sync-ის რეჟიმი" + +msgid "Update Continuously" +msgstr "უწყვეტი განახლება" + +msgid "Inspector" +msgstr "ინსპექტორი" + +msgid "Float Drag Speed" +msgstr "მცურავი გადათრევის სიჩქარე" + +msgid "Disable Folding" +msgstr "გაკეცვის გამორთვა" + +msgid "Default Color Picker Shape" +msgstr "ნაგულისხმევი ფერის ამრჩევის ფორმა" + +msgid "Theme" +msgstr "თემა" + +msgid "Preset" +msgstr "შაბლონი" + +msgid "Icon and Font Color" +msgstr "ხატულისა და ფონტის ფერი" + +msgid "Accent Color" +msgstr "აქცენტის ფერი" + +msgid "Contrast" +msgstr "კონტრასტი" + +msgid "Icon Saturation" +msgstr "ხატულის გაჯერებულობა" + +msgid "Border Size" +msgstr "საზღვრის ზომა" + +msgid "Additional Spacing" +msgstr "დამატებითი დაშორება" + +msgid "Custom Theme" +msgstr "მომხმარებლის ეკრანი" + +msgid "Touchscreen" +msgstr "სენსორული ეკრანი" + +msgid "Scene Tabs" +msgstr "სენის ჩანართები" + +msgid "Display Close Button" +msgstr "დახურვის ღილაკის ჩვენება" + +msgid "Maximum Width" +msgstr "მაქსიმალური სიგანე" + +msgid "Restore Scenes on Load" +msgstr "სცენების აღდგენა ჩატვირთვისას" + +msgid "Enable" +msgstr "ჩართვა" + +msgid "Restore Windows on Load" +msgstr "ფანჯრების აღდგენა ჩატვირთვისას" + +msgid "Maximize Window" +msgstr "ფანჯრის გადიდება" + +msgid "External Programs" +msgstr "გარე პროგრამები" + +msgid "Raster Image Editor" +msgstr "რასტრული გამოსახულების რედაქტორი" + +msgid "Vector Image Editor" +msgstr "ვექტორული გამოსახულების რედაქტორი" + +msgid "Audio Editor" +msgstr "აუდიორედაქტორი" + +msgid "3D Model Editor" +msgstr "3D მოდელის რედაქტორი" + +msgid "Directories" +msgstr "საქაღალდეები" + +msgid "Autoscan Project Path" +msgstr "პროექტის ბილიკის ავტოსკანირება" + +msgid "File Dialog" +msgstr "ფაილის ფანჯარა" + +msgid "Show Hidden Files" +msgstr "დამალული ფაილების ჩვენება" + +msgid "Display Mode" +msgstr "ჩვენების რეჟიმი" + +msgid "Import" +msgstr "შემოტანა" + +msgid "Blender" +msgstr "Blender" + +msgid "RPC Port" +msgstr "RPC: პორტი" + +msgid "FBX" +msgstr "FBX" + +msgid "Tools" +msgstr "ხელსაწყოები" + +msgid "Scene Tree" +msgstr "სცენის ხე" + +msgid "Auto Expand to Selected" +msgstr "ავტომატური გაფართოება მონიშნულამდე" + +msgid "TextFile Extensions" +msgstr "ტექსტური ფაილის გაფართოებები" + +msgid "Property Editor" +msgstr "თვისების რედაქტორი" + +msgid "Color Theme" +msgstr "ფერის თემა" + +msgid "Appearance" +msgstr "გარეგნობა" + +msgid "Caret" +msgstr "კარეტა" + +msgid "Highlight Current Line" +msgstr "მიმდინარე ხაზის გამოკვეთა" + +msgid "Show Line Numbers" +msgstr "ხაზის ნომრების ჩვენება" + +msgid "Line Numbers Zero Padded" +msgstr "ხაზის ნომრები ნულებით შეივსება" + +msgid "Lines" +msgstr "ხაზები" + +msgid "Code Folding" +msgstr "კოდის გადატანა" + +msgid "Word Wrap" +msgstr "სიტყვების გადატანა" + +msgid "Autowrap Mode" +msgstr "ავტომატური გადატანის რეჟიმი" + +msgid "Whitespace" +msgstr "გამოტოვებები" + +msgid "Draw Spaces" +msgstr "გამოტოვებების დახატვა" + +msgid "Line Spacing" +msgstr "ხაზებს შუა მანძილი" + +msgid "Behavior" +msgstr "ქცევა" + +msgid "Navigation" +msgstr "ნავიგაცია" + +msgid "Smooth Scrolling" +msgstr "გლუვი გადახვევა" + +msgid "Drag and Drop Selection" +msgstr "გადაათრიეთ და დააგდეთ მონიშნული" + +msgid "Indent" +msgstr "შეწევა" + +msgid "Auto Indent" +msgstr "ავტომატური სწორება" + +msgid "Files" +msgstr "ფაილები" + +msgid "Restore Scripts on Load" +msgstr "სკრიპტების აღდგენა ჩატვირთვისას" + +msgid "Convert Indent on Save" +msgstr "შეწევის გადაყვანა შენახვისას" + +msgid "Script List" +msgstr "სკრიპტების სია" + +msgid "Completion" +msgstr "დასრულება" + +msgid "Code Complete Enabled" +msgstr "კოდის დასრულება ჩართულია" + +msgid "Add Type Hints" +msgstr "ტიპის მინიშნებების დამატება" + +msgid "Colorize Suggestions" +msgstr "მინიშნებების გაფერადება" + +msgid "Show Help Index" +msgstr "დახმარების ინდექსის ჩვენება" + +msgid "Editors" +msgstr "რედაქტორები" + +msgid "Selection Box Color" +msgstr "მონიშვნის დიალოგის ფერი" + +msgid "Instantiated" +msgstr "შექმნილია" + +msgid "Shape" +msgstr "მოხაზულობა" + +msgid "Grid Size" +msgstr "ბადის ზომა" + +msgid "Default FOV" +msgstr "ნაგულისხმევი FOV" + +msgid "Default Z Near" +msgstr "ნაგულისხმევი Z Near" + +msgid "Default Z Far" +msgstr "ნაგულისხმევი Z Far" + +msgid "Invert X Axis" +msgstr "X ღერძის ინვერსია" + +msgid "Invert Y Axis" +msgstr "Y ღერძის ინვერსია" + +msgid "Navigation Scheme" +msgstr "ნავიგაციის სქემა" + +msgid "Zoom Style" +msgstr "გადიდების სტილი" + +msgid "Pan Modifier" +msgstr "პანორამის მოდიფიკატორი" + +msgid "Navigation Feel" +msgstr "ნავიგაციის გრძნობა" + +msgid "Translation Inertia" +msgstr "გადაადგილების ინერცია" + +msgid "Zoom Inertia" +msgstr "გადიდების ინერცია" + +msgid "Freelook" +msgstr "თავისუფალი ხედი" + +msgid "Grid Color" +msgstr "ბადის ფერი" + +msgid "Bone Selected Color" +msgstr "ძვლის არჩეული ფერი" + +msgid "Panning" +msgstr "პანინგი" + +msgid "2D Editor Panning Scheme" +msgstr "2D რედაქტორის პანორამირების სქემა" + +msgid "2D Editor Pan Speed" +msgstr "2D რედაქტორის პანორამირების სიჩქარე" + +msgid "Tiles Editor" +msgstr "სათაურების რედაქტორი" + +msgid "Display Grid" +msgstr "ბადის ჩვენება" + +msgid "Polygon Editor" +msgstr "მრავალკუთხედის რედაქტორი" + +msgid "Show Previous Outline" +msgstr "წინა კონტურის ჩვენება" + +msgid "Autorename Animation Tracks" +msgstr "ანიმაციის ტრეკების სახელის ავტომატური გადარქმევა" + +msgid "Shader Editor" +msgstr "შეიდერის რედაქტორი" + +msgid "Restore Shaders on Load" +msgstr "შეიდერების აღდგენა ჩატვირთვისას" + +msgid "Visual Editors" +msgstr "ვიზუალური რედაქტორები" + +msgid "Lines Curvature" +msgstr "ხაზის სიმრუდე" + +msgid "Visual Shader" +msgstr "ვიზუალური შეიდერი" + +msgid "Port Preview Size" +msgstr "პორტის მინიატურის ზომა" + +msgid "Window Placement" +msgstr "ფანჯრის მდებარეობა" + +msgid "Rect" +msgstr "მართკუთხედი" + +msgid "Rect Custom Position" +msgstr "მართკუთხედი მომხმარებლის მდებარეობა" + +msgid "Screen" +msgstr "ეკრანი" + +msgid "Auto Save" +msgstr "ავტომატური შენახვა" + +msgid "Output" +msgstr "გამოტანა" + +msgid "Font Size" +msgstr "ფონტის ზომა" + +msgid "HTTP Proxy" +msgstr "HTTP პროქსი" + +msgid "Host" +msgstr "ჰოსტი" + +msgid "Remote Host" +msgstr "დაშორებული ჰოსტი" + +msgid "Debugger" +msgstr "გამმართველი" + +msgid "Profiler Frame Max Functions" +msgstr "მაქსიმალური ფუნქციები პროფაილერის კადრში" + +msgid "Project Manager" +msgstr "პროექტის მმართველი" + +msgid "Default Renderer" +msgstr "ნაგულისხმევი რენდერერი" + +msgid "Highlighting" +msgstr "გამოკვეთა" + +msgid "Base Type Color" +msgstr "ძირითადი ტიპის ფერი" + +msgid "Comment Color" +msgstr "კომენტარის ფერი" + +msgid "Doc Comment Color" +msgstr "დოკ. კომენტარის ფერი" + +msgid "String Color" +msgstr "სტრიქონის ფერი" + +msgid "Background Color" +msgstr "ფონტის ფერი" + +msgid "Completion Background Color" +msgstr "დასრულების ფონის ფერი" + +msgid "Completion Selected Color" +msgstr "დასრულების არჩეული ფერი" + +msgid "Completion Scroll Hovered Color" +msgstr "მონიშნულის გადახვევისას გადატარების ფერი" + +msgid "Text Color" +msgstr "ტექსტის ფერი" + +msgid "Line Number Color" +msgstr "ხაზის ნომრის ფერი" + +msgid "Safe Line Number Color" +msgstr "უსაფრთხო ხაზის ნომრის ფერი" + +msgid "Caret Color" +msgstr "კარეტის ფერი" + +msgid "Caret Background Color" +msgstr "კარეტის ფონის ფერი" + +msgid "Text Selected Color" +msgstr "მონიშნული ტექსტის ფერი" + +msgid "Selection Color" +msgstr "მონიშნულის ფერი" + +msgid "Function Color" +msgstr "ფუნქციის ფერი" + +msgid "Breakpoint Color" +msgstr "გამართვის წერტილის ფერი" + +msgid "Folded Code Region Color" +msgstr "გაკეცილი კოდის რეგიონის ფერი" + +msgid "Search Result Color" +msgstr "ძებნის შედეგის ფერი" + +msgid "Search Result Border Color" +msgstr "ძებნის შედეგის საზღვრის ფერი" + +msgid "Custom Template" +msgstr "მორგებული შაბლონი" + +msgid "Release" +msgstr "რელიზი" + +msgid "Export Console Wrapper" +msgstr "კონსოლის გადამყვანის გატანა" + +msgid "Binary Format" +msgstr "ბინარული ფორმატი" + +msgid "Texture Format" +msgstr "ტექსტურის ფორმატი" + +msgid "Export" +msgstr "გატანა" + +msgid "SSH" +msgstr "SSH" + +msgid "SCP" +msgstr "SCP" + +msgid "Export Path" +msgstr "გატანის ბილიკი" + +msgid "Access" +msgstr "წვდომა" + +msgid "File Mode" +msgstr "ფაილის რეჟიმი" + +msgid "Filters" +msgstr "ფილტრები" + +msgid "Flat" +msgstr "ბრტყელი" + +msgid "Hide Slider" +msgstr "ჩოჩიის დამალვა" + +msgid "Zoom" +msgstr "მასშტაბი" + +msgid "Bone Renamer" +msgstr "ძვლის სახელის გადარმქმევი" + +msgid "Rename Bones" +msgstr "ძვლების სახელის გადარქმევა" + +msgid "Unique Node" +msgstr "უნიკალური კვანძი" + +msgid "Skeleton Name" +msgstr "ჩონჩხის სახლი" + +msgid "Apply Node Transforms" +msgstr "კვანძის გარდაქმნების გადატარება" + +msgid "Normalize Position Tracks" +msgstr "მდებარეობის ტრეკების ნორმალიზაცია" + +msgid "Overwrite Axis" +msgstr "ღერძის თავზე გადაწერა" + +msgid "Filter" +msgstr "ფილტრი" + +msgid "Threshold" +msgstr "ზღვარი" + +msgid "Remove Tracks" +msgstr "ტრეკების წაშლა" + +msgid "Except Bone Transform" +msgstr "ძვლის გარდაქმნის გარდა" + +msgid "Unimportant Positions" +msgstr "უმნიშვნელო მდებარეობები" + +msgid "Generate Tangents" +msgstr "მხებების გენერაცია" + +msgid "Scale Mesh" +msgstr "ბადის მასშტაბი" + +msgid "Optimize Mesh" +msgstr "ბადის ოპტიმიზაცია" + +msgid "Force Disable Mesh Compression" +msgstr "ბადის შეკუმშვის ძალით გათიშვა" + +msgid "Skip Import" +msgstr "შემოტანის გამოტოვება" + +msgid "Generate" +msgstr "გენერაცია" + +msgid "Body Type" +msgstr "სხეულის ტიპი" + +msgid "Shape Type" +msgstr "მოხაზულობის ტიპი" + +msgid "Layer" +msgstr "ფენა" + +msgid "Mask" +msgstr "ნიღაბი" + +msgid "Mesh Instance" +msgstr "ბადის გაშვებული ასლი" + +msgid "Layers" +msgstr "ფენები" + +msgid "Visibility Range Begin" +msgstr "ხილვადობის შუალედის დასაწყისი" + +msgid "Visibility Range End" +msgstr "ხილვადობის შუალედის დასასრული" + +msgid "Visibility Range End Margin" +msgstr "ხილვადობის შუალედის დასასრულის საზღვარი" + +msgid "Visibility Range Fade Mode" +msgstr "ხილვადობის შუალედის მინავლების რეჟიმი" + +msgid "Cast Shadow" +msgstr "ჩრდილის დადება" + +msgid "Decomposition" +msgstr "დაშლა" + +msgid "Advanced" +msgstr "დამატებითი" + +msgid "Precision" +msgstr "სიზუსტე" + +msgid "Max Concavity" +msgstr "მაქს. ჩაზნექილობა" + +msgid "Resolution" +msgstr "გარჩევადობა" + +msgid "Normalize Mesh" +msgstr "ბადის ნორმალიზაცია" + +msgid "Max Convex Hulls" +msgstr "მაქს ამოზნექილი კორპუსები" + +msgid "Project Hull Vertices" +msgstr "პროექტის კორპუსის წვეროები" + +msgid "Height" +msgstr "სიმაღლე" + +msgid "Radius" +msgstr "რადიუსი" + +msgid "Occluder" +msgstr "ოკლუდატორი" + +msgid "Simplification Distance" +msgstr "გამარტივების მანძილი" + +msgid "Save to File" +msgstr "ფაილში შენახვა" + +msgid "Enabled" +msgstr "ჩართულია" + +msgid "Shadow Meshes" +msgstr "ჩრდილის ბადეები" + +msgid "Normal Merge Angle" +msgstr "ნორმალის შერწყმის კუთხე" + +msgid "Use External" +msgstr "გარეს გამოყენება" + +msgid "Loop Mode" +msgstr "მარყუჟის რეჟიმი" + +msgid "Keep Custom Tracks" +msgstr "მომხმარებლის ტრეკების შენარჩუნება" + +msgid "Slices" +msgstr "ფენები" + +msgid "Amount" +msgstr "რაოდენობა" + +msgid "Optimizer" +msgstr "ოპტიმიზატორი" + +msgid "Max Velocity Error" +msgstr "მაქს სიჩქარის შეცდომა" + +msgid "Max Angular Error" +msgstr "მაქსიმალური კუთხოვანი შეცდომა" + +msgid "Max Precision Error" +msgstr "მაქს სიზუსტის შეცდომა" + +msgid "Page Size" +msgstr "გვერდის ზომა" + +msgid "Import Tracks" +msgstr "ტრეკების შემოტანა" + +msgid "Bone Map" +msgstr "ძვლების რუკა" + +msgid "Nodes" +msgstr "კვანძები" + +msgid "Root Type" +msgstr "ფესვის ტიპი" + +msgid "Root Name" +msgstr "საწყისი სახელი" + +msgid "Apply Root Scale" +msgstr "საწყისი მასშტაბის გადატარება" + +msgid "Root Scale" +msgstr "საწყისი მასშტაბი" + +msgid "Meshes" +msgstr "ბადეები" + +msgid "Generate LODs" +msgstr "LOD-ების გენერაცია" + +msgid "Create Shadow Meshes" +msgstr "ჩრდილის ბადეების შექმნა" + +msgid "Light Baking" +msgstr "სინათლის ცხობა" + +msgid "Force Disable Compression" +msgstr "შეკუმშვის ძალით გათიშვა" + +msgid "Skins" +msgstr "სკინები" + +msgid "Use Named Skins" +msgstr "მითითებული სკინების გამოყენება" + +msgid "FPS" +msgstr "კადრი/წმ" + +msgid "Remove Immutable Tracks" +msgstr "უცვლელი ტრეკების წაშლა" + +msgid "Import Script" +msgstr "სკრიპტის შემოტანა" + +msgid "Antialiasing" +msgstr "მომრგვალება" + +msgid "Generate Mipmaps" +msgstr "მიპმაპების შექმნა" + +msgid "MSDF Size" +msgstr "MSDF ზომა" + +msgid "Allow System Fallback" +msgstr "სისტემური გადართვის დაშვბა" + +msgid "Hinting" +msgstr "მომრგვალება" + +msgid "Subpixel Positioning" +msgstr "ქვეპიქსელის მოთავსება" + +msgid "Metadata Overrides" +msgstr "მეტამონაცემები გადაფარავს" + +msgid "Language Support" +msgstr "ენის მხარდაჭერა" + +msgid "Script Support" +msgstr "სკრიპტის მხარდაჭერა" + +msgid "OpenType Features" +msgstr "OpenType-ის თვისებები" + +msgid "Compress" +msgstr "შეკუმშვა" + +msgid "Language" +msgstr "ენა" + +msgid "Variation" +msgstr "ვარიაცია" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Transform" +msgstr "ტრასფორმირება" + +msgid "Create From" +msgstr "შექმნის წყარო" + +msgid "Scaling Mode" +msgstr "მასშტაბირის რეჟიმი" + +msgid "Delimiter" +msgstr "გამყოფი" + +msgid "Character Ranges" +msgstr "სიმბოლოს დიაპაზონები" + +msgid "Columns" +msgstr "სვეტები" + +msgid "Rows" +msgstr "სტრიქონები" + +msgid "Image Margin" +msgstr "გამოსახულების ზღვარი" + +msgid "Character Margin" +msgstr "სიმბოლოს ზღვარი" + +msgid "High Quality" +msgstr "მაღალი ხარისხი" + +msgid "HDR Compression" +msgstr "HDR შეკუმშვა" + +msgid "Channel Pack" +msgstr "არხების ნაკრები" + +msgid "Mipmaps" +msgstr "მინირუკები" + +msgid "Limit" +msgstr "ზღვარი" + +msgid "Horizontal" +msgstr "ჰორიზონტალური" + +msgid "Vertical" +msgstr "ვერტიკალური" + +msgid "Layout" +msgstr "განლაგება" + +msgid "Src Normal" +msgstr "წყარო ნორმალი" + +msgid "Process" +msgstr "პროცესი" + +msgid "Size Limit" +msgstr "ზომის ლიმიტი" + +msgid "Compress To" +msgstr "შეკუმშვა სად" + +msgid "SVG" +msgstr "SVG" + +msgid "Scale With Editor Scale" +msgstr "მასშტაბი რედაქტორით" + +msgid "Atlas File" +msgstr "ატლასის ფაილი" + +msgid "Import Mode" +msgstr "შემოტანის რეჟიმი" + +msgid "Crop to Region" +msgstr "ამოჭრა რეგიონამდე" + +msgid "Force" +msgstr "ძალა" + +msgid "Mono" +msgstr "მონო" + +msgid "Max Rate" +msgstr "მაქს სიხშირე" + +msgid "Max Rate Hz" +msgstr "მაქს სიხშირე ჰც" + +msgid "Edit" +msgstr "ჩასწორება" + +msgid "Trim" +msgstr "დაჭრა" + +msgid "Normalize" +msgstr "ნორმალიზაცია" + +msgid "Loop Begin" +msgstr "მარყუჟის დასაწყისი" + +msgid "Loop End" +msgstr "მარყუჟის დასასრული" + +msgid "Use Threads" +msgstr "ნაკადების გამოყენება" + +msgid "Available URLs" +msgstr "ხელმისაწვდომი ბმულები" + +msgid "Current Group Idx" +msgstr "მიმდინარე ჯგუფის Idx" + +msgid "Current Bone Idx" +msgstr "მიმდინარე ძვლის ID-ები" + +msgid "Bone Mapper" +msgstr "ძვლების ასახვა" + +msgid "Handle Colors" +msgstr "ფერების მართვა" + +msgid "Unset" +msgstr "მოხსნა" + +msgid "Set" +msgstr "დაყენება" + +msgid "Missing" +msgstr "აკლია" + +msgid "Error" +msgstr "შეცდომა" + +msgid "Camera" +msgstr "კამერა" + +msgid "Particles" +msgstr "ნაწილაკები" + +msgid "Particle Attractor" +msgstr "ნაწილაკების მიმზიდველი" + +msgid "Particle Collision" +msgstr "ნაწილაკების შეჯახება" + +msgid "Lightmap Lines" +msgstr "სინათლის რუკის ხაზები" + +msgid "Lightprobe Lines" +msgstr "სინათლის ზონდის ხაზები" + +msgid "Reflection Probe" +msgstr "ანარეკლის ზონდი" + +msgid "Gizmo Settings" +msgstr "Gizmo-ის მორგება" + +msgid "Path Tilt" +msgstr "ბილიკის მოხრა" + +msgid "External" +msgstr "გარე" + +msgid "Use External Editor" +msgstr "გარე რედაქტორის გამოყენება" + +msgid "Exec Path" +msgstr "გამშვების ბილიკი" + +msgid "Script Temperature Enabled" +msgstr "სკრიპტის ტემპერატურა ჩართულია" + +msgid "Group Help Pages" +msgstr "დახმარების გვერდების დაჯგუფება" + +msgid "Sort Scripts By" +msgstr "სკრიპტების დალაგების პირობა" + +msgid "Skeleton" +msgstr "ჩონჩხი" + +msgid "Selected Bone" +msgstr "არჩეული ძვალი" + +msgid "Bone Axis Length" +msgstr "ძვლის ღერძის სიგრძე" + +msgid "Bone Shape" +msgstr "ძვლის მოხაზულობა" + +msgid "ID" +msgstr "ID" + +msgid "Texture" +msgstr "ტექსტურა" + +msgid "Margins" +msgstr "გვერდის ველები" + +msgid "Separation" +msgstr "გაცალკევება" + +msgid "Texture Region Size" +msgstr "ტექსტურის რეგიონის ზომა" + +msgid "Use Texture Padding" +msgstr "ტექსტურის შევსების გამოყენება" + +msgid "Atlas Coords" +msgstr "ატლასის კოორდინატები" + +msgid "Speed" +msgstr "სიჩქარე" + +msgid "Frames Count" +msgstr "კადრების რაოდენობა" + +msgid "Duration" +msgstr "ხანგრძლივობა" + +msgid "Version Control" +msgstr "ვერსიის კონტროლი" + +msgid "Username" +msgstr "მომხმარებლის სახელი" + +msgid "Scene Name Casing" +msgstr "სცენის სახელის რეგისტრი" + +msgid "Plugin Name" +msgstr "დამატების სახელი" + +msgid "Ask Before Deleting Related Animation Tracks" +msgstr "კითხვა დაკავშირებული ანიმაციის ტრეკების წაშლამდე" + +msgid "Max Errors per Second" +msgstr "მაქს შეცდომა წამში" + +msgid "Enable File Logging" +msgstr "ფაილის ჟურნალის ჩართვა" + +msgid "Log Path" +msgstr "ჟურნალის ბილიკი" + +msgid "Max Log Files" +msgstr "მაქს ჟურნალის ფაილები" + +msgid "Driver" +msgstr "დრაივერი" + +msgid "GL Compatibility" +msgstr "GL თავსებადობა" + +msgid "Fallback to Angle" +msgstr "გადართვა კუთხეზე" + +msgid "Fallback to Native" +msgstr "გადართვა საუთარზე" + +msgid "Fallback to Gles" +msgstr "გადართვა Gles-ზე" + +msgid "Renderer" +msgstr "რენდერერი" + +msgid "Rendering Method" +msgstr "რენდერის მეთოდი" + +msgid "DPI" +msgstr "DPI" + +msgid "Allowed" +msgstr "დაშვებულია" + +msgid "Threads" +msgstr "ნაკადები" + +msgid "Handheld" +msgstr "ჯიბის" + +msgid "Orientation" +msgstr "ორიენტაცია" + +msgid "stdout" +msgstr "stdout" + +msgid "Print GPU Profile" +msgstr "GPU-ის პროფილის გამოტანა" + +msgid "Hide Status Bar" +msgstr "მდგომარეობის ზოლის დამალვა" + +msgid "XR" +msgstr "XR" + +msgid "OpenXR" +msgstr "OpenXR" + +msgid "Default Action Map" +msgstr "ნაგულისხმევი ქმედების რუკა" + +msgid "Form Factor" +msgstr "ზომა" + +msgid "Environment Blend Mode" +msgstr "გარემოს შერევის რეჟიმი" + +msgid "Foveation Level" +msgstr "ჩაღრმავების დონე" + +msgid "Startup Alert" +msgstr "გაშვების გაფრთხილება" + +msgid "Extensions" +msgstr "გაფართოებები" + +msgid "Hand Tracking" +msgstr "ხელის დევნება" + +msgid "Eye Gaze Interaction" +msgstr "ურთიერთქმედებაზე მიჩერება" + +msgid "In Editor" +msgstr "რედაქტორში" + +msgid "BG Color" +msgstr "ფონის ფერი" + +msgid "Environment" +msgstr "გარემო" + +msgid "Defaults" +msgstr "ნაგულისხმევები" + +msgid "Show Image" +msgstr "გამოსახულების ჩვენება" + +msgid "Image" +msgstr "გამოსახულება" + +msgid "Use Filter" +msgstr "ფილტრის გამოყენება" + +msgid "Icon" +msgstr "ხატულა" + +msgid "Buffering" +msgstr "ბუფერის შევსება" + +msgid "Android" +msgstr "Android" + +msgid "Text Driver" +msgstr "ტექსტის დრაივერი" + +msgid "Custom Image" +msgstr "ხელით მითითებული გამოსახულება" + +msgid "Minimum Display Time" +msgstr "მინიმალური ჩვენების დრო" + +msgid "Project" +msgstr "პროექტი" + +msgid "Assembly Name" +msgstr "აგების სახელი" + +msgid "Operation" +msgstr "ოპერაცია" + +msgid "Snap" +msgstr "მიბმა" + +msgid "Collision" +msgstr "შეჯახება" + +msgid "Use Collision" +msgstr "შეჯახების გამოყენება" + +msgid "Collision Layer" +msgstr "შეჯახების დონე" + +msgid "Collision Mask" +msgstr "შეჯახების ნიღაბი" + +msgid "Collision Priority" +msgstr "შეჯახების პრიორიტეტი" + +msgid "Mesh" +msgstr "ბადე" + +msgid "Material" +msgstr "მასალა" + +msgid "Rings" +msgstr "ბეჭდები" + +msgid "Sides" +msgstr "მხარეები" + +msgid "Inner Radius" +msgstr "შიდა რადიუსი" + +msgid "Outer Radius" +msgstr "გარე რადიუსი" + +msgid "Polygon" +msgstr "მრავალკუთხედი" + +msgid "Depth" +msgstr "სიღრმე" + +msgid "Path Node" +msgstr "ბილიკის კვანძი" + +msgid "Path Rotation" +msgstr "ბილიკის შემობრუნება" + +msgid "Path Local" +msgstr "ბილიკი ლოკალურია" + +msgid "Path Continuous U" +msgstr "უწყვეტი ბილიკი U" + +msgid "Path Joined" +msgstr "ბილიკი შეერთდა" + +msgid "CSG" +msgstr "CSG" + +msgid "GDScript" +msgstr "GDScript" + +msgid "Global Function Color" +msgstr "გლობალური ფუნქციის ფერი" + +msgid "Node Reference Color" +msgstr "კვანძის მიმართვის ფერი" + +msgid "Annotation Color" +msgstr "ანოტაციის ფერი" + +msgid "String Name Color" +msgstr "სტრიქონის სახელის ფერი" + +msgid "Comment Markers" +msgstr "კომენტარის მარკერები" + +msgid "Critical Color" +msgstr "კრიტიკული ფერი" + +msgid "Warning Color" +msgstr "გაფრთხილების ფერი" + +msgid "Notice Color" +msgstr "შეტყობინების ფერი" + +msgid "Critical List" +msgstr "კრიტიკული სია" + +msgid "Warning List" +msgstr "გაფრთხილებების სია" + +msgid "Copyright" +msgstr "საავტორო უფლებები" + +msgid "glTF" +msgstr "glTF" + +msgid "Naming Version" +msgstr "დასახელების ვერსია" + +msgid "Color" +msgstr "ფერი" + +msgid "Intensity" +msgstr "ინტენსვობა" + +msgid "Light Type" +msgstr "განათების ტიპი" + +msgid "Range" +msgstr "შუალედი" + +msgid "Mass" +msgstr "მასა" + +msgid "Linear Velocity" +msgstr "წრფივი იჩქარე" + +msgid "Center of Mass" +msgstr "მასის ცენტრი" + +msgid "Mesh Index" +msgstr "ბადის ინდექსი" + +msgid "Importer Mesh" +msgstr "შემომტანის ბადე" + +msgid "Image Format" +msgstr "გამოსახულების ფორმატი" + +msgid "Root Node Mode" +msgstr "Root კვანძის რეჟიმი" + +msgid "Json" +msgstr "Json" + +msgid "Minor Version" +msgstr "მინორული ვერსია" + +msgid "Buffers" +msgstr "ბაფერები" + +msgid "Scene Name" +msgstr "სცენის სახელი" + +msgid "Base Path" +msgstr "საბაზისო ბილიკი" + +msgid "Filename" +msgstr "ფაილის სახელი" + +msgid "Root Nodes" +msgstr "Root კვანძები" + +msgid "Texture Samplers" +msgstr "ტექსტურის მასშტაბი" + +msgid "Cameras" +msgstr "კამერები" + +msgid "Lights" +msgstr "სინათლეები" + +msgid "Unique Animation Names" +msgstr "უნიკალური ანიმაციის სახელები" + +msgid "Skeletons" +msgstr "ჩოჩნხები" + +msgid "Create Animations" +msgstr "ანიმაციების შექმნა" + +msgid "Animations" +msgstr "ანიმაციები" + +msgid "Component Type" +msgstr "კომპონენტის ტიპი" + +msgid "Normalized" +msgstr "ნორმალიზებულია" + +msgid "Count" +msgstr "რაოდენობა" + +msgid "Min" +msgstr "მინ" + +msgid "Sparse Count" +msgstr "გაყოფილი დათვლა" + +msgid "Loop" +msgstr "მარყუჟი" + +msgid "Buffer" +msgstr "ბუფერი" + +msgid "Byte Length" +msgstr "ბაიტის სიგრძე" + +msgid "Indices" +msgstr "ინდექსები" + +msgid "Perspective" +msgstr "პერსპექტივა" + +msgid "FOV" +msgstr "ხედვის არე" + +msgid "Depth Far" +msgstr "სიღრმე შორი" + +msgid "Depth Near" +msgstr "სიღრმე ახლო" + +msgid "Blend Weights" +msgstr "წონების შერევა" + +msgid "Instance Materials" +msgstr "გაშვებული ასლის მასალები" + +msgid "Parent" +msgstr "მშობელი" + +msgid "Xform" +msgstr "Xform" + +msgid "Skin" +msgstr "კანი" + +msgid "Children" +msgstr "ბავშვები" + +msgid "Light" +msgstr "მსუბუქი" + +msgid "Joints" +msgstr "შეერთებები" + +msgid "Godot Bone Node" +msgstr "Godot ძვლის კვანძი" + +msgid "Mag Filter" +msgstr "მაქს ფილტრი" + +msgid "Min Filter" +msgstr "მინ ფილტრი" + +msgid "Preview Size" +msgstr "მინიატურის ზომა" + +msgid "Editor Side" +msgstr "რედაქტორის მხარე" + +msgid "Cell" +msgstr "უჯრედი" + +msgid "Octant Size" +msgstr "ოქტანტის ზომა" + +msgid "Center X" +msgstr "ცენტრის X" + +msgid "Center Y" +msgstr "ცენტრის Y" + +msgid "Center Z" +msgstr "ცენტრის Z" + +msgid "Priority" +msgstr "პრიორიტეტი" + +msgid "Bake Navigation" +msgstr "ცხობის ნავიგაცია" + +msgid "Bake Quality" +msgstr "ცხობის ხარისხი" + +msgid "Region Size" +msgstr "რეგიონის ზომა" + +msgid "Denoising" +msgstr "ხმაურის მოცილება" + +msgid "Denoiser" +msgstr "დენოიზერი" + +msgid "BPM" +msgstr "BPM" + +msgid "Beat Count" +msgstr "დარტყმების რაოდენობა" + +msgid "Bar Beats" +msgstr "დარტყმები" + +msgid "Loop Offset" +msgstr "მარყუჟის წანაცვლება" + +msgid "IOD" +msgstr "IOD" + +msgid "Display Width" +msgstr "ეკრანის სიგანე" + +msgid "Display to Lens" +msgstr "ეკრანიდან ლინზამდე" + +msgid "K1" +msgstr "K1" + +msgid "K2" +msgstr "K2" + +msgid "Spawn Path" +msgstr "აღმოცენების ბილიკი" + +msgid "Spawn Limit" +msgstr "აღმოცენების ლიმიტი" + +msgid "Root Path" +msgstr "საწყისი ბილიკი" + +msgid "Replication Interval" +msgstr "რეპლიკაციის ინტერვალი" + +msgid "Delta Interval" +msgstr "დელტას ინტერვალი" + +msgid "Visibility Update Mode" +msgstr "ხილვადობის განახლების რეჟიმი" + +msgid "Refuse New Connections" +msgstr "ახალი შეერთებების უარყოფა" + +msgid "Max Sync Packet Size" +msgstr "მაქს. სინქრონიზაციის პაკეტის ზომა" + +msgid "Max Delta Packet Size" +msgstr "მაქს. დელტა პაკეტის ზომა" + +msgid "Noise Type" +msgstr "ხმაურის ტიპი" + +msgid "Frequency" +msgstr "სიხშირე" + +msgid "Fractal" +msgstr "ფრაქტალი" + +msgid "Octaves" +msgstr "ოქტავები" + +msgid "Gain" +msgstr "გაძლიერება" + +msgid "Ping Pong Strength" +msgstr "პინგ-პონგის სიმაგრე" + +msgid "Cellular" +msgstr "მობილური" + +msgid "Distance Function" +msgstr "მანძილის ფუნქცია" + +msgid "Jitter" +msgstr "თრთოლა" + +msgid "Return Type" +msgstr "დასაბრუნებელი მნიშვნელობის ტიპი" + +msgid "Amplitude" +msgstr "ამპლიტუდა" + +msgid "Fractal Type" +msgstr "ფრაქტალის ტიპი" + +msgid "Width" +msgstr "სიგანე" + +msgid "Invert" +msgstr "ინვერსია" + +msgid "Seamless" +msgstr "გამჭვირვალე" + +msgid "Noise" +msgstr "ხმაური" + +msgid "Localized Name" +msgstr "ლოკალიზებული სახელი" + +msgid "Action Type" +msgstr "ქმედების ტიპი" + +msgid "Toplevel Paths" +msgstr "ზედა დონის ბილიკები" + +msgid "Paths" +msgstr "ბილიკები" + +msgid "Interaction Profile Path" +msgstr "ინტერაქციის პროფილის ბილიკი" + +msgid "Display Refresh Rate" +msgstr "ეკრანის განახლების სიხშირე" + +msgid "Hand" +msgstr "ხელი" + +msgid "Motion Range" +msgstr "მოძრაობის შუალედი" + +msgid "Hand Skeleton" +msgstr "ხელის ჩონჩხი" + +msgid "Names" +msgstr "სახელები" + +msgid "Strings" +msgstr "სტრიქონები" + +msgid "Description URL" +msgstr "აღწერის URL" + +msgid "Service Type" +msgstr "სერვისის ტიპი" + +msgid "WebRTC" +msgstr "WebRTC" + +msgid "Write Mode" +msgstr "ჩაწერის რეჟიმი" + +msgid "Supported Protocols" +msgstr "მხარდაჭერილი პროტოკოლები" + +msgid "Session Mode" +msgstr "სესიის რეჟიმი" + +msgid "Wi-Fi Remote Debug Host" +msgstr "Wi-Fi დაშორებული გამართვის ჰოსტი" + +msgid "Export Format" +msgstr "გატანის ფორმატი" + +msgid "Min SDK" +msgstr "მინ. SDK" + +msgid "Target SDK" +msgstr "სამიზნე SDK" + +msgid "Plugins" +msgstr "დამატებები" + +msgid "Architectures" +msgstr "არქიტექტურები" + +msgid "Code" +msgstr "კოდი" + +msgid "Package" +msgstr "პაკეტი" + +msgid "Unique Name" +msgstr "უნიკალური სახელი" + +msgid "Signed" +msgstr "ხელმოწერილი" + +msgid "Exclude From Recents" +msgstr "უახლესებიდან ამოღება" + +msgid "Graphics" +msgstr "გრაფიკა" + +msgid "OpenGL Debug" +msgstr "OpenGL-ის გამართვა" + +msgid "XR Features" +msgstr "XR თვისებები" + +msgid "XR Mode" +msgstr "XR რეჟიმი" + +msgid "Immersive Mode" +msgstr "ჩაძირვადი რეჟიმი" + +msgid "User Data Backup" +msgstr "მომხმარებლის მონაცემების მარქაფი" + +msgid "Allow" +msgstr "დაშვება" + +msgid "Command Line" +msgstr "ბრძანების ველი" + +msgid "Extra Args" +msgstr "დამატებითი არგუმენტები" + +msgid "Public Key" +msgstr "საჯარო გასაღები" + +msgid "Permissions" +msgstr "წვდომები" + +msgid "Custom Permissions" +msgstr "წვდომების ხელით მითითება" + +msgid "Icons" +msgstr "ხატულები" + +msgid "iPhone 120 X 120" +msgstr "iPhone 120 X 120" + +msgid "iPhone 180 X 180" +msgstr "iPhone 180 X 180" + +msgid "iPad 76 X 76" +msgstr "iPad 76 X 76" + +msgid "iPad 152 X 152" +msgstr "iPad 152 X 152" + +msgid "iPad 167 X 167" +msgstr "iPad 167 X 167" + +msgid "App Store 1024 X 1024" +msgstr "App Store 1024 X 1024" + +msgid "Spotlight 40 X 40" +msgstr "Spotlight 40 X 40" + +msgid "Spotlight 80 X 80" +msgstr "Spotlight 80 X 80" + +msgid "Settings 58 X 58" +msgstr "პარამეტრები 58 X 58" + +msgid "Settings 87 X 87" +msgstr "პარამეტრები 87 X 87" + +msgid "Notification 40 X 40" +msgstr "გაფრთხილება 40 X 40" + +msgid "Notification 60 X 60" +msgstr "გაფრთხილება 60 X 60" + +msgid "Bundle Identifier" +msgstr "ნაკრების იდენტიფიკატორი" + +msgid "Signature" +msgstr "ხელმოწერა" + +msgid "Short Version" +msgstr "მოკლე ვერსია" + +msgid "Icon Interpolation" +msgstr "ხატულის ინტერპოლაცია" + +msgid "Export Project Only" +msgstr "მხოლოდ, პროექტის გატანა" + +msgid "Capabilities" +msgstr "შესაძლებლობები" + +msgid "Access Wi-Fi" +msgstr "წვდომა Wi-Fi-სთან" + +msgid "Push Notifications" +msgstr "პუშ გაფრთხილებები" + +msgid "User Data" +msgstr "მომხმარებლის მონაცემები" + +msgid "Privacy" +msgstr "პირადი ინფორმაცია" + +msgid "Camera Usage Description" +msgstr "კამერის გამოყენების აღწერა" + +msgid "Camera Usage Description Localized" +msgstr "კამერის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Microphone Usage Description" +msgstr "მიკროფონის გამოყენების აღწერა" + +msgid "Microphone Usage Description Localized" +msgstr "მიკროფონის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Photolibrary Usage Description" +msgstr "ფოტობიბლიოთეკის გამოყენების აღწერა" + +msgid "Photolibrary Usage Description Localized" +msgstr "ფოტობიბლიოთეკის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Image Scale Mode" +msgstr "გამოსახულების მასშტაბის რეჟიმი" + +msgid "Custom Image @2x" +msgstr "მომხმარებლის გამოსახულება @2x" + +msgid "Custom Image @3x" +msgstr "მომხმარებლის გამოსახულება @3x" + +msgid "Use Custom BG Color" +msgstr "ფონის ფერის ხელით მითითება" + +msgid "Custom BG Color" +msgstr "მომხმარებლის ფონის ფერი" + +msgid "Architecture" +msgstr "არქიტექტურა" + +msgid "Extra Args SSH" +msgstr "დამატებითი არგუმენტები SSH" + +msgid "Extra Args SCP" +msgstr "დამატებითი არგუმენტები SCP" + +msgid "Run Script" +msgstr "სკრიპტის გაშვება" + +msgid "Cleanup Script" +msgstr "სკრიპტის მოსუფთავება" + +msgid "macOS" +msgstr "macOS" + +msgid "rcodesign" +msgstr "'rcodesign'" + +msgid "Distribution Type" +msgstr "განაწილების ტიპი" + +msgid "Copyright Localized" +msgstr "საავტორო უფლებები, ნათარგმნი" + +msgid "Min macOS Version" +msgstr "მინიმალური macOS-ის ვერსია" + +msgid "Export Angle" +msgstr "კუთხის გატანა" + +msgid "Xcode" +msgstr "Xcode" + +msgid "Platform Build" +msgstr "პლატფორმა აგება" + +msgid "SDK Version" +msgstr "SDK-ის ვერსია" + +msgid "SDK Build" +msgstr "SDK აგება" + +msgid "SDK Name" +msgstr "SDK-ის სახელი" + +msgid "Xcode Version" +msgstr "Xcode-ის ვერსია" + +msgid "Xcode Build" +msgstr "Xcode-ის აგება" + +msgid "Codesign" +msgstr "'Codesign'" + +msgid "Installer Identity" +msgstr "დამყენებლის იდენტიფიკატორი" + +msgid "Identity" +msgstr "იდენტიფიკაცია" + +msgid "Certificate File" +msgstr "სერტიფიკატის ფაილი" + +msgid "Provisioning Profile" +msgstr "მუშაობისთვის მომზადების პროფილი" + +msgid "Entitlements" +msgstr "უფლებები" + +msgid "Custom File" +msgstr "მომხმარებლის ფაილი" + +msgid "Disable Library Validation" +msgstr "ბიბლიოთეკის გადამოწმების გათიშვა" + +msgid "Audio Input" +msgstr "აუდიოს შეტანა" + +msgid "Address Book" +msgstr "მისამართების წიგნი" + +msgid "Calendars" +msgstr "კალენდრები" + +msgid "Apple Events" +msgstr "Apple-ის მოვლენები" + +msgid "Debugging" +msgstr "გამართვა" + +msgid "Network Server" +msgstr "ქსელური სერვერი" + +msgid "Files User Selected" +msgstr "ფაილები, რომლებიც მომხმარებელმა მონიშნა" + +msgid "Custom Options" +msgstr "ხელით მითითებული პარამეტრები" + +msgid "Notarization" +msgstr "ნოტარიალური დამოწმება" + +msgid "API UUID" +msgstr "API UUID" + +msgid "API Key" +msgstr "API-ის გასაღები" + +msgid "API Key ID" +msgstr "API გასაღების ID" + +msgid "Location Usage Description" +msgstr "მდებარეობის გამოყენების აღწერა" + +msgid "Location Usage Description Localized" +msgstr "მდებარეობის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Address Book Usage Description Localized" +msgstr "მისამართების წიგნის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Calendar Usage Description" +msgstr "კალენდრის გამოყენების აღწერა" + +msgid "Calendar Usage Description Localized" +msgstr "კალენდრის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Photos Library Usage Description" +msgstr "ფოტოების ბიბლიოთეკის გამოყენების აღწერა" + +msgid "Photos Library Usage Description Localized" +msgstr "ფოტოების ბიბლიოთეკის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Desktop Folder Usage Description" +msgstr "სამუშაო მაგიდის საქაღალდის გამოყენების აღწერა" + +msgid "Desktop Folder Usage Description Localized" +msgstr "სამუშაო მაგიდის საქაღალდის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Documents Folder Usage Description" +msgstr "დოკუმენტების საქაღალდის გამოყენების აღწერა" + +msgid "Documents Folder Usage Description Localized" +msgstr "დოკუმენტების საქაღალდის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Downloads Folder Usage Description Localized" +msgstr "გადმოწერების საქაღალდის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Network Volumes Usage Description Localized" +msgstr "ქსელური ტომების გამოყენების აღწერა, ლოკალიზებული" + +msgid "Removable Volumes Usage Description Localized" +msgstr "მოხსნადი ტომების გამოყენების აღწერა, ლოკალიზებული" + +msgid "Web" +msgstr "ვები" + +msgid "Variant" +msgstr "ვარიანტი" + +msgid "VRAM Texture Compression" +msgstr "VRAM ტექსტურის შეკუმშვა" + +msgid "HTML" +msgstr "HTML" + +msgid "Custom HTML Shell" +msgstr "მომხმარებლის HTML გარსი" + +msgid "Experimental Virtual Keyboard" +msgstr "ექსპერიმენტული ვირტუალური კლავიატურა" + +msgid "Windows" +msgstr "Windows" + +msgid "rcedit" +msgstr "rcedit" + +msgid "signtool" +msgstr "signtool" + +msgid "osslsigncode" +msgstr "osslsigncode" + +msgid "wine" +msgstr "wine" + +msgid "Timestamp" +msgstr "დროის შტამპი" + +msgid "Modify Resources" +msgstr "რესურსების ჩასწორება" + +msgid "File Version" +msgstr "ფაილის ვერსია" + +msgid "Product Version" +msgstr "პროდუქტის ვერსია" + +msgid "Company Name" +msgstr "კომპანიის სახელი" + +msgid "Product Name" +msgstr "პროდუქტის სახელი" + +msgid "File Description" +msgstr "ფაილის აღწერა" + +msgid "Trademarks" +msgstr "სავაჭრო ნიშნები" + +msgid "Sprite Frames" +msgstr "სპრაიტის კადრები" + +msgid "Frame" +msgstr "კადრი" + +msgid "Speed Scale" +msgstr "სიჩქარის მასშტაბი" + +msgid "Centered" +msgstr "შუაზე გასწორებული" + +msgid "Monitoring" +msgstr "მონიტორინგი" + +msgid "Gravity" +msgstr "მიზიდულობა" + +msgid "Point" +msgstr "წერტილი" + +msgid "Point Unit Distance" +msgstr "წერტილის ერთეულის დაშორება" + +msgid "Point Center" +msgstr "ცენტრზე მითითება" + +msgid "Direction" +msgstr "მიმართულება" + +msgid "Audio Bus" +msgstr "აუდიომატარებელი" + +msgid "Current" +msgstr "მიმდინარე" + +msgid "Pitch Scale" +msgstr "ტრანსპონირება" + +msgid "Playing" +msgstr "მიმდინარეობს დაკვრა" + +msgid "Autoplay" +msgstr "ავტომატური დაკვრა" + +msgid "Attenuation" +msgstr "ატენუაცია" + +msgid "Max Polyphony" +msgstr "მაქს. პოლიფონია" + +msgid "Bus" +msgstr "მატარებელი" + +msgid "Copy Mode" +msgstr "კოპირების რეჟიმი" + +msgid "Anchor Mode" +msgstr "მიმაგრებაის რეჟიმი" + +msgid "Ignore Rotation" +msgstr "ტრიალის იგნორი" + +msgid "Process Callback" +msgstr "პროცესის უკუგამოძახება" + +msgid "Left" +msgstr "მარცხენა" + +msgid "Top" +msgstr "თავში" + +msgid "Right" +msgstr "მარჯვენა" + +msgid "Bottom" +msgstr "ბოლოში" + +msgid "Position Smoothing" +msgstr "მდებარეობის მოგლუვება" + +msgid "Rotation Smoothing" +msgstr "მობრუნების მოგლუვება" + +msgid "Drag" +msgstr "გადათრევა" + +msgid "Horizontal Enabled" +msgstr "ჰორიზონტალური ჩართულია" + +msgid "Vertical Enabled" +msgstr "ვერტიკალური ჩართულია" + +msgid "Horizontal Offset" +msgstr "ჰორიზონტალური წანაცვლება" + +msgid "Vertical Offset" +msgstr "ვერტიკალური წანაცვლება" + +msgid "Left Margin" +msgstr "მარცხენა ზღვარი" + +msgid "Top Margin" +msgstr "ზედა ზღვარი" + +msgid "Right Margin" +msgstr "მარჯვენა ზღვარი" + +msgid "Bottom Margin" +msgstr "ქვედა ზღვარი" + +msgid "Tweaks" +msgstr "მცირე ცვლილებები" + +msgid "Fit Margin" +msgstr "ჩატევის საზღვარი" + +msgid "Clear Margin" +msgstr "საზღვრის გასუფთავება" + +msgid "Use Mipmaps" +msgstr "მინირუკების გამოყენება" + +msgid "Disable Mode" +msgstr "რეჟიმის გათიშვა" + +msgid "Input" +msgstr "შეყვანა" + +msgid "Build Mode" +msgstr "აგების რეჟიმი" + +msgid "Disabled" +msgstr "გამოირთო" + +msgid "One Way Collision" +msgstr "ერთმხრივი დაჯახება" + +msgid "One Way Collision Margin" +msgstr "ერთმხრივი დაჯახების საზღვარი" + +msgid "Debug Color" +msgstr "გამართვის ფერი" + +msgid "Emitting" +msgstr "გამომსხივებელი" + +msgid "Time" +msgstr "დრო" + +msgid "Randomness" +msgstr "შემთხვევითობა" + +msgid "Drawing" +msgstr "ნახატი" + +msgid "Local Coords" +msgstr "ლოკალური კოორდინატები" + +msgid "Points" +msgstr "წერტილები" + +msgid "Colors" +msgstr "ფერები" + +msgid "Particle Flags" +msgstr "ნაწილაკის ალმები" + +msgid "Spread" +msgstr "გავრცელება" + +msgid "Initial Velocity" +msgstr "საწყისი სიჩქარე" + +msgid "Velocity Min" +msgstr "მინ. სიჩქარე" + +msgid "Velocity Max" +msgstr "მაქს. სიჩქარე" + +msgid "Velocity Curve" +msgstr "სიჩქარის მრუდი" + +msgid "Linear Accel" +msgstr "წრფივი აჩქარება" + +msgid "Accel Min" +msgstr "აჩქარება მინ" + +msgid "Accel Max" +msgstr "აჩქარება მაქს" + +msgid "Accel Curve" +msgstr "აჩქარების მრუდი" + +msgid "Damping Min" +msgstr "მინ. ჩახშობა" + +msgid "Damping Max" +msgstr "მაქს. ჩახშობა" + +msgid "Damping Curve" +msgstr "ჩახშობის მრუდი" + +msgid "Angle" +msgstr "კუთხე" + +msgid "Angle Curve" +msgstr "კუთხის მრუდ" + +msgid "Scale Amount Min" +msgstr "მასშტაბის რაოდენობის მინ" + +msgid "Scale Amount Max" +msgstr "მასშტაბის რაოდენობის მაქს" + +msgid "Scale Amount Curve" +msgstr "რაოდენობის მრუდის მასშტაბი" + +msgid "Split Scale" +msgstr "გაყოფის მასშტაბი" + +msgid "Scale Curve X" +msgstr "მრუდის X-ის მასშტაბი" + +msgid "Scale Curve Y" +msgstr "მრუდის Y-ის მასშტაბი" + +msgid "Hue Variation" +msgstr "ტონის ვარიაცია" + +msgid "Variation Min" +msgstr "ვარიაცია მინ" + +msgid "Variation Max" +msgstr "ვარიაცია მაქს" + +msgid "Variation Curve" +msgstr "ვარიაცია ბმული" + +msgid "Speed Min" +msgstr "მინ სიჩქარე" + +msgid "Speed Max" +msgstr "მაქს სიჩქარე" + +msgid "Speed Curve" +msgstr "სიჩქარის მრუდი" + +msgid "Offset Min" +msgstr "მინ წანაცვლება" + +msgid "Offset Max" +msgstr "მაქს წანაცვლება" + +msgid "Offset Curve" +msgstr "წანაცვლების მრუდი" + +msgid "Amount Ratio" +msgstr "რაოდენობის პროპორცია" + +msgid "Interpolate" +msgstr "ინტერპოლაცია" + +msgid "Interp to End" +msgstr "ინტერპოლაცია ბოლომდე" + +msgid "Base Size" +msgstr "ძირითადი ზომა" + +msgid "Trails" +msgstr "კვალები" + +msgid "Sections" +msgstr "ჭრილები" + +msgid "Node A" +msgstr "კვანძი A" + +msgid "Node B" +msgstr "კვანძი B" + +msgid "Disable Collision" +msgstr "შეჯახების გათიშვა" + +msgid "Softness" +msgstr "სირბილე" + +msgid "Lower" +msgstr "დაწევა" + +msgid "Upper" +msgstr "ზედა" + +msgid "Motor" +msgstr "მოტორი" + +msgid "Target Velocity" +msgstr "სამიზნის სიჩქარე" + +msgid "Length" +msgstr "სიგრძე" + +msgid "Stiffness" +msgstr "სიმყიფე" + +msgid "Editor Only" +msgstr "მხოლოდ, რედაქტორი" + +msgid "Energy" +msgstr "ენერგია" + +msgid "Blend Mode" +msgstr "შერევის რეჟიმი" + +msgid "Shadow" +msgstr "ჩრდილი" + +msgid "Filter Smooth" +msgstr "გლუვი გაფილტვრა" + +msgid "Closed" +msgstr "დახურულია" + +msgid "SDF Collision" +msgstr "SDF შეჯახება" + +msgid "Occluder Light Mask" +msgstr "ოკლუდატორის სინათლის ნიღაბი" + +msgid "Width Curve" +msgstr "სიგანის მრუდი" + +msgid "Default Color" +msgstr "ნაგულისხმები ფერი" + +msgid "Fill" +msgstr "შევსება" + +msgid "Gradient" +msgstr "გრადაცია" + +msgid "Texture Mode" +msgstr "ტექსტურის რეჟიმი" + +msgid "Joint Mode" +msgstr "გაერთიანების რეჟიმი" + +msgid "Border" +msgstr "საზღვარი" + +msgid "Antialiased" +msgstr "მომრგვალებული" + +msgid "Pathfinding" +msgstr "ბილიკის პოვნა" + +msgid "Path Desired Distance" +msgstr "ბილიკის სასურველი დაშორება" + +msgid "Navigation Layers" +msgstr "ნავიგაციის ფენები" + +msgid "Pathfinding Algorithm" +msgstr "ბილიკის პოვნის ალგორითი" + +msgid "Avoidance" +msgstr "თავიდან აცილება" + +msgid "Avoidance Enabled" +msgstr "თავიდან აცილება ჩართულია" + +msgid "Neighbor Distance" +msgstr "მეზობლის დაშორება" + +msgid "Time Horizon Agents" +msgstr "დროის ჰორიზონტის აგენტები" + +msgid "Time Horizon Obstacles" +msgstr "დროის ჰორიზონტის წინააღმდეგობები" + +msgid "Max Speed" +msgstr "მაქს. სიჩქარე" + +msgid "Avoidance Layers" +msgstr "თავიდან აცილების ფენები" + +msgid "Avoidance Mask" +msgstr "თავიდან აცილების ნიღაბი" + +msgid "Avoidance Priority" +msgstr "თავიდან აცილების პრირიტეტი" + +msgid "Use Custom" +msgstr "მორგებულის გამოყენება" + +msgid "Path Custom Color" +msgstr "ბილიკის ფერის მორგება" + +msgid "Path Custom Point Size" +msgstr "ბილიკის მორგებული ბილიკის ზომა" + +msgid "Path Custom Line Width" +msgstr "ბილიკის ხაზის სიგანის ხელით მითითება" + +msgid "Bidirectional" +msgstr "ორმხრივი" + +msgid "Start Position" +msgstr "საწყისი მდებარეობა" + +msgid "End Position" +msgstr "საბოლოო მდებარეობა" + +msgid "Enter Cost" +msgstr "შეიყვანეთ ღირებულება" + +msgid "Vertices" +msgstr "წვეროები" + +msgid "Navigation Polygon" +msgstr "ნავიგაციის პოლიგონი" + +msgid "Use Edge Connections" +msgstr "წიბო მიერთებების გამოყენება" + +msgid "Constrain Avoidance" +msgstr "შეზღუდვის თავიდან აცილება" + +msgid "Skew" +msgstr "გადახრა" + +msgid "Scroll" +msgstr "ჩამოქაჩვა" + +msgid "Base Offset" +msgstr "საბაზისო წანაცვლება" + +msgid "Base Scale" +msgstr "საბაზისო მასშტაბი" + +msgid "Motion" +msgstr "მოძრაობა" + +msgid "Mirroring" +msgstr "ანარეკლი" + +msgid "Curve" +msgstr "მრუდი" + +msgid "Progress" +msgstr "მიმდინარეობა" + +msgid "Progress Ratio" +msgstr "მიმდინარეობის შეფარდება" + +msgid "Rotates" +msgstr "ბრუნავს" + +msgid "Bone 2D Index" +msgstr "ძვლის 2D ინდექსი" + +msgid "Constant Linear Velocity" +msgstr "მუდმივი წრფივი სიჩქარე" + +msgid "Constant Angular Velocity" +msgstr "მუდმივი კუთხური სიჩქარე" + +msgid "Mass Distribution" +msgstr "მასის განაწილება" + +msgid "Center of Mass Mode" +msgstr "მასის ცენტრის რეჟიმი" + +msgid "Deactivation" +msgstr "დეაქცივაცია" + +msgid "Sleeping" +msgstr "მძინარე" + +msgid "Lock Rotation" +msgstr "ტრიალის დაბლოკვა" + +msgid "Freeze" +msgstr "გაყინვა" + +msgid "Freeze Mode" +msgstr "გაყინვის რეჟიმი" + +msgid "Solver" +msgstr "ამომხსნელი" + +msgid "Custom Integrator" +msgstr "მომხმარებლის ინტეგრატორი" + +msgid "Continuous CD" +msgstr "უწყვეტი CD" + +msgid "Linear" +msgstr "ხაზოვანი" + +msgid "Constant Forces" +msgstr "მუდმივი ძალები" + +msgid "Motion Mode" +msgstr "მოძრაობის რეჟიმი" + +msgid "Up Direction" +msgstr "მიმართულება მაღლა" + +msgid "Slide on Ceiling" +msgstr "სახურავზე გადაცურება" + +msgid "Floor" +msgstr "სართული" + +msgid "Constant Speed" +msgstr "მუდმივი სიჩქარე" + +msgid "Block on Wall" +msgstr "ბლოკი კედელზე" + +msgid "Snap Length" +msgstr "მიბმის სიგრძე" + +msgid "Floor Layers" +msgstr "სართულის ფენები" + +msgid "Wall Layers" +msgstr "კედლის ფენები" + +msgid "UV" +msgstr "ულტრაიისფერი გამოსხივება" + +msgid "Polygons" +msgstr "მრავალკუთხედები" + +msgid "Target Position" +msgstr "სამიზნის მდებარეობა" + +msgid "Areas" +msgstr "ადგილები" + +msgid "Remote Path" +msgstr "დაშორებული ბილიკი" + +msgid "Use Global Coordinates" +msgstr "გლობალური კოორდინატების გამოყენება" + +msgid "Update" +msgstr "განახლება" + +msgid "Margin" +msgstr "ზღვარი" + +msgid "Max Results" +msgstr "მაქს. შედეგები" + +msgid "Bone Angle" +msgstr "ძვლის კუთხე" + +msgid "Editor Settings" +msgstr "რედაქტორის პარამეტრი" + +msgid "Rest" +msgstr "პაუზა" + +msgid "Hframes" +msgstr "Hframes" + +msgid "Vframes" +msgstr "Vframes" + +msgid "Filter Clip Enabled" +msgstr "ფილტრის კლიპი ჩართულია" + +msgid "Collision Animatable" +msgstr "შეჯახება ანიმირებადია" + +msgid "Collision Visibility Mode" +msgstr "შეჯახების ხილვადობის რეჟიმი" + +msgid "Navigation Visibility Mode" +msgstr "ნავიგაციის ხილვადობის რეჟიმი" + +msgid "Texture Normal" +msgstr "ტექსტურის ნორმალი" + +msgid "Texture Pressed" +msgstr "ტექსტურაზე დაჭერილია" + +msgid "Enabling" +msgstr "ჩართვა" + +msgid "Node Path" +msgstr "კვანძის ბილიკი" + +msgid "Wind" +msgstr "ქარი" + +msgid "Attenuation Factor" +msgstr "ატენუაციის ფაქტორი" + +msgid "Source Path" +msgstr "წყაროს ბილიკი" + +msgid "Attenuation Model" +msgstr "ატენუაციის მოდელი" + +msgid "Max dB" +msgstr "მაქს დბ" + +msgid "Degrees" +msgstr "გრადუსი" + +msgid "Filter Attenuation dB" +msgstr "ატენუაციის ფილტრი დბ" + +msgid "dB" +msgstr "დბ" + +msgid "Doppler" +msgstr "დოპლერი" + +msgid "Tracking" +msgstr "ტრეკინგი" + +msgid "Bone Name" +msgstr "ძვლის სახელი" + +msgid "Bone Idx" +msgstr "ძვლის Idx" + +msgid "Override Pose" +msgstr "პოზის გადაფარვა" + +msgid "Keep Aspect" +msgstr "ფარდობის შენარჩუნება" + +msgid "Doppler Tracking" +msgstr "დოპლერის დევნება" + +msgid "Projection" +msgstr "პროექცია" + +msgid "Near" +msgstr "ახლოს" + +msgid "Far" +msgstr "შორს" + +msgid "Capture on Drag" +msgstr "გადაღება გადათრევისას" + +msgid "Ring Radius" +msgstr "რგოლის რადიუსი" + +msgid "Rotate Y" +msgstr "შებრუნება Y" + +msgid "Disable Z" +msgstr "Z-ის გათიშვა" + +msgid "Scale Curve Z" +msgstr "მრუდის Z-ის მასშტაბი" + +msgid "Albedo" +msgstr "ალბედო" + +msgid "Normal" +msgstr "ნორმალური" + +msgid "Parameters" +msgstr "პარამეტრები" + +msgid "Emission Energy" +msgstr "გამოსხივების ენერგია" + +msgid "Normal Fade" +msgstr "ნორმალური მინავლება" + +msgid "Vertical Fade" +msgstr "ვერტიკალური მინავლება" + +msgid "Upper Fade" +msgstr "ზედა მინავლება" + +msgid "Lower Fade" +msgstr "ქვედა მინავლება" + +msgid "Begin" +msgstr "დაწყება" + +msgid "Transform Align" +msgstr "გადაყვანის სწორება" + +msgid "Thickness" +msgstr "სისქე" + +msgid "Bake Mask" +msgstr "ცხობის ნიღაბი" + +msgid "Update Mode" +msgstr "განახლების რეჟიმი" + +msgid "Follow Camera Enabled" +msgstr "კამერის მიყოლა ჩართულია" + +msgid "Directionality" +msgstr "მიმართულება" + +msgid "Skeleton Path" +msgstr "ჩონჩხის ბილიკი" + +msgid "Layer Mask" +msgstr "ფენის ნიღაბი" + +msgid "Begin Margin" +msgstr "დაწყების ზღვარი" + +msgid "End" +msgstr "დასასრული" + +msgid "End Margin" +msgstr "დასასრულის საზღვარი" + +msgid "Fade Mode" +msgstr "მინავლების რეჟიმი" + +msgid "Solver Priority" +msgstr "ამომხსნელის პრიორიტეტი" + +msgid "Exclude Nodes From Collision" +msgstr "კვანძების გამორიცხვა შეჯახებიდან" + +msgid "Params" +msgstr "პარამეტრები" + +msgid "Relaxation" +msgstr "მოშვება" + +msgid "Max Impulse" +msgstr "მაქს იმპულსი" + +msgid "Linear Limit" +msgstr "წრფივი შეზღუდვა" + +msgid "Upper Distance" +msgstr "ზედა დაშორება" + +msgid "Lower Distance" +msgstr "ქვედა დაშორება" + +msgid "Restitution" +msgstr "დაბრუნება" + +msgid "Linear Motion" +msgstr "წრფივი გადაადგილება" + +msgid "Linear Ortho" +msgstr "წრფივი ორთო" + +msgid "Angular Motion" +msgstr "კუთხოვანი მოძრაობა" + +msgid "Angular Ortho" +msgstr "კუთხოვანი ორთო" + +msgid "X" +msgstr "X" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "წრფივი ძრავა" + +msgid "Linear Spring" +msgstr "წრფივი ზამბარა" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "კუთხოვანი ძრავა" + +msgid "Angular Spring" +msgstr "კუთხოვანი ზამბარა" + +msgid "Pixel Size" +msgstr "პიქსელის ზომა" + +msgid "Flags" +msgstr "ალმები" + +msgid "Shaded" +msgstr "დაჩრდილული" + +msgid "Fixed Size" +msgstr "ფიქსირებული ზომა" + +msgid "Alpha Hash Scale" +msgstr "ალფა ჰეშის მასშტაბი" + +msgid "Texture Filter" +msgstr "ტექსტურის ფილტრი" + +msgid "Text" +msgstr "ტექსტი" + +msgid "Outline Modulate" +msgstr "კონტური მოდულაცია" + +msgid "Font" +msgstr "ფონტი" + +msgid "Horizontal Alignment" +msgstr "ჰორიზონტალური სწორება" + +msgid "Vertical Alignment" +msgstr "ვერტიკალური სწორება" + +msgid "Uppercase" +msgstr "მაღალირეგისტრი" + +msgid "Justification Flags" +msgstr "დამტკიცების ალმები" + +msgid "BiDi" +msgstr "BiDi" + +msgid "Text Direction" +msgstr "ტექსტის მიმართულება" + +msgid "Temperature" +msgstr "ტემპერატურა" + +msgid "Projector" +msgstr "პროექტორი" + +msgid "Angular Distance" +msgstr "კუთხური დაშორება" + +msgid "Negative" +msgstr "უარყოფითი" + +msgid "Specular" +msgstr "ამრეკლავი" + +msgid "Bake Mode" +msgstr "ცხობის რეჟიმი" + +msgid "Blur" +msgstr "ბუნდოვნება" + +msgid "Split 1" +msgstr "გაყოფა 1" + +msgid "Split 2" +msgstr "გაყოფა 2" + +msgid "Split 3" +msgstr "გაყოფა 3" + +msgid "Pancake Size" +msgstr "Pancake-ის ზომა" + +msgid "Sky Mode" +msgstr "ცის რეჟიმი" + +msgid "Shadow Mode" +msgstr "ჩრდილის რეჟიმი" + +msgid "Spot" +msgstr "წერტილოვანი" + +msgid "Angle Attenuation" +msgstr "კუთხის ატენუაცია" + +msgid "Light Texture" +msgstr "სინათლის ტექსტურა" + +msgid "Quality" +msgstr "ხარისხი" + +msgid "Directional" +msgstr "მიმართული" + +msgid "Use Texture for Bounces" +msgstr "ტექსტურს გამოყენება ხტუნვისთვის" + +msgid "Interior" +msgstr "ინტერიერი" + +msgid "Use Denoiser" +msgstr "დენოიზერის გამოყენება" + +msgid "Denoiser Strength" +msgstr "დენოიზერის სიძლიერე" + +msgid "Max Texture Size" +msgstr "მაქს. ტექსტურის ზომა" + +msgid "Custom Sky" +msgstr "მომხმარებლის ცა" + +msgid "Custom Color" +msgstr "ფერის არჩევა" + +msgid "Custom Energy" +msgstr "მორგებული ენერგია" + +msgid "Gen Probes" +msgstr "გენ ზონდები" + +msgid "Path Height Offset" +msgstr "ბილიკის სიმაღლის წანაცვლება" + +msgid "Use 3D Avoidance" +msgstr "3D თავიდან აცილების გამოყენება" + +msgid "Keep Y Velocity" +msgstr "Y სიჩქარის შენარჩუნება" + +msgid "Navigation Mesh" +msgstr "ნავიგაციის ბადე" + +msgid "Rotation Edit Mode" +msgstr "მობრუნების ჩასწორების რეჟიმი" + +msgid "Rotation Order" +msgstr "ბრუნვის მიმდევრობა" + +msgid "Top Level" +msgstr "ზედა დონე" + +msgid "Visibility" +msgstr "ხილვადობა" + +msgid "Visible" +msgstr "ხილული" + +msgid "Bake" +msgstr "ცხობა" + +msgid "Rotation Mode" +msgstr "მობრუნების რეჟიმი" + +msgid "Tilt Enabled" +msgstr "მოხრა ჩართულია" + +msgid "Linear X" +msgstr "წრფივი X" + +msgid "Linear Y" +msgstr "წრფივი Y" + +msgid "Linear Z" +msgstr "წრფივი Z" + +msgid "Joint Constraints" +msgstr "შეერთების შეზღუდვები" + +msgid "Angular Limit Enabled" +msgstr "კუთხური შეზღუდვა ჩართულია" + +msgid "Angular Limit Upper" +msgstr "კუთხური შეზღუდვა ზედა" + +msgid "Angular Limit Lower" +msgstr "კუთხური შეზღუდვის მინ" + +msgid "Angular Limit Softness" +msgstr "კუთხური შეზღუდვის სირბილე" + +msgid "Angular Limit Relaxation" +msgstr "კუთხური შეზღუდვის მოშვება" + +msgid "Linear Limit Upper" +msgstr "წრფივი ლიმიტი ზედა" + +msgid "Linear Limit Lower" +msgstr "წრფივი ლიმიტი ქვედა" + +msgid "Linear Limit Softness" +msgstr "წრფივი ლიმიტის სირბილე" + +msgid "Linear Limit Restitution" +msgstr "წრფივი ლიმიტის დაბრუნება" + +msgid "Angular Limit Restitution" +msgstr "კუთხური შეზღუდვის დაბრუნება" + +msgid "Linear Limit Enabled" +msgstr "წრფივი ლიმიტი ჩართულია" + +msgid "Linear Spring Enabled" +msgstr "წრფივი ზამბარა ცართულია" + +msgid "Linear Spring Stiffness" +msgstr "წრფივი ზამბარის სიმყიფე" + +msgid "Linear Equilibrium Point" +msgstr "წრფივი ტოლობის წერტილი" + +msgid "Linear Restitution" +msgstr "წრფივი დაბრუნება" + +msgid "Angular Restitution" +msgstr "კუთხოვანი დაბრუნება" + +msgid "Angular Spring Enabled" +msgstr "კუთხოვანი ზამბარა ჩართულია" + +msgid "Friction" +msgstr "ხახუნი" + +msgid "Bounce" +msgstr "ხტუნვა" + +msgid "Box Projection" +msgstr "ყუთის პროექცია" + +msgid "Enable Shadows" +msgstr "ჩრდილების ჩართვა" + +msgid "Ambient" +msgstr "გარემოს განათება" + +msgid "Color Energy" +msgstr "ფერის ენერგია" + +msgid "Bones" +msgstr "ძვლები" + +msgid "Motion Scale" +msgstr "მოძრაობის მასშტაბი" + +msgid "Show Rest Only" +msgstr "მხოლოდ, დარჩენილის ჩვენება" + +msgid "Animate Physical Bones" +msgstr "ფიზიკური ძვლების ანიმაცია" + +msgid "Root Bone" +msgstr "ძირითადი ძვალი" + +msgid "Interpolation" +msgstr "ინტერპოლაცია" + +msgid "Target" +msgstr "სამიზნე" + +msgid "Magnet" +msgstr "მაგნიტი" + +msgid "Target Node" +msgstr "სამიზნე კვანძი" + +msgid "Min Distance" +msgstr "მინ. დაშორება" + +msgid "Max Iterations" +msgstr "მაქს. იტერაციები" + +msgid "Pinned Points" +msgstr "მიმაგრებული წერტილები" + +msgid "Attachments" +msgstr "დანართი" + +msgid "Point Index" +msgstr "წერტილის ინდექსი" + +msgid "Parent Collision Ignore" +msgstr "მშობლის შეჯახების გამოტოვება" + +msgid "Use as Traction" +msgstr "გასათრევად გამოყენება" + +msgid "Wheel" +msgstr "ბორბალი" + +msgid "Friction Slip" +msgstr "ხახუნი სრიალი" + +msgid "Suspension" +msgstr "სუსპენზია" + +msgid "Travel" +msgstr "მოგზაურობა" + +msgid "Max Force" +msgstr "მაქს ძალა" + +msgid "Sorting" +msgstr "დალაგება" + +msgid "Geometry" +msgstr "გეომეტრია" + +msgid "Transparency" +msgstr "გამჭვირვალობა" + +msgid "Global Illumination" +msgstr "გლობალური განათება" + +msgid "Dynamic Range" +msgstr "დინამიკური შუალედი" + +msgid "Propagation" +msgstr "გავრცელება" + +msgid "Tracker" +msgstr "ტრეკერი" + +msgid "Pose" +msgstr "პოზა" + +msgid "World Scale" +msgstr "სამყაროს მასშტაბი" + +msgid "Play Mode" +msgstr "დაკვრის რეჟიმი" + +msgid "Sync" +msgstr "სინქრონიზაცია" + +msgid "Mix Mode" +msgstr "შერევის რეჟიმი" + +msgid "Fadein Time" +msgstr "გამოჩენის დრო" + +msgid "Fadein Curve" +msgstr "გამოჩენის მრუდი" + +msgid "Fadeout Curve" +msgstr "მინავლების მრუდი" + +msgid "Auto Restart" +msgstr "ავტომატური გადატვირთვა" + +msgid "Autorestart" +msgstr "ავტოგადატვირთვა" + +msgid "Delay" +msgstr "დაყოვნება" + +msgid "Random Delay" +msgstr "შემთხვევითი დაყოვნება" + +msgid "Xfade Curve" +msgstr "Xfade-ის მრუდი" + +msgid "Input Count" +msgstr "შეყვანის რაოდენობა" + +msgid "Request" +msgstr "მოთხოვნა" + +msgid "Active" +msgstr "აქტიური" + +msgid "Internal Active" +msgstr "შიდა აქტიურია" + +msgid "Add Amount" +msgstr "რაოდენობის დამატება" + +msgid "Blend Amount" +msgstr "შერევების რაოდენობა" + +msgid "Sub Amount" +msgstr "რაოდენობის გამოკლება" + +msgid "Current Index" +msgstr "მიმდინარე ინდექსი" + +msgid "Current State" +msgstr "მიმდინარე მდგომარეობა" + +msgid "Transition Request" +msgstr "გარდასვლის მოთხოვნა" + +msgid "Libraries" +msgstr "ბიბლიოთეკები" + +msgid "Reset on Save" +msgstr "ჩამოყრა შენახვისას" + +msgid "Root Node" +msgstr "Root კვანძი" + +msgid "Track" +msgstr "ტრეკი" + +msgid "Callback Mode" +msgstr "უკუგამოძახების რეჟიმი" + +msgid "Reset" +msgstr "ჩამოყრა" + +msgid "Switch" +msgstr "გადართვა" + +msgid "Switch Mode" +msgstr "გადართვის რეჟიმი" + +msgid "Advance" +msgstr "დამატებით" + +msgid "Condition" +msgstr "მდგომარეობა" + +msgid "Expression" +msgstr "გამოსახულება" + +msgid "State Machine Type" +msgstr "მდგომარეობის მანქანის ტიპი" + +msgid "Reset Ends" +msgstr "ჩამოყრა ასრულებს" + +msgid "Current Animation" +msgstr "მიმდინარე ანიმაცია" + +msgid "Playback Options" +msgstr "დაკვრის პარამეტრები" + +msgid "Default Blend Time" +msgstr "ნაგულისხმევი შერევის დრო" + +msgid "Tree Root" +msgstr "ხის საწყისი" + +msgid "Anim Player" +msgstr "ანიმაციის დამკვრელი" + +msgid "Animation Path" +msgstr "ანიმაციის ბილიკი" + +msgid "Ratio" +msgstr "პროპორციები" + +msgid "Stretch Mode" +msgstr "გაწელვის რეჟიმი" + +msgid "Alignment" +msgstr "სწორება" + +msgid "Button Pressed" +msgstr "ღილაკი დაჭერილია" + +msgid "Action Mode" +msgstr "ქმედების რეჟიმი" + +msgid "Text Behavior" +msgstr "ტექსტის ქცევა" + +msgid "Clip Text" +msgstr "კლიპის ტექსტი" + +msgid "Icon Behavior" +msgstr "ხატულის ქცევა" + +msgid "Icon Alignment" +msgstr "ხატულების სწორება" + +msgid "Vertical Icon Alignment" +msgstr "ვერტიკალური ხატულის სწორება" + +msgid "Line Folding" +msgstr "ხაზის გაკეცვა" + +msgid "Draw Line Numbers" +msgstr "ხაზის ნომრების დახატვა" + +msgid "Zero Pad Line Numbers" +msgstr "ხაზის ნომრები ნულებით შეივსება" + +msgid "Delimiters" +msgstr "გამყოფები" + +msgid "Comments" +msgstr "კომენტარები" + +msgid "Code Completion" +msgstr "კოდის დასრულება" + +msgid "Prefixes" +msgstr "პრეფიქსები" + +msgid "Indentation" +msgstr "სწორება" + +msgid "Use Spaces" +msgstr "გამოტოვებების გამოყენება" + +msgid "Automatic" +msgstr "ავტომატური" + +msgid "Auto Brace Completion" +msgstr "ფრჩხილების ავტომატური დახურვა" + +msgid "Highlight Matching" +msgstr "დამთხვევის გამოკვეთა" + +msgid "Pairs" +msgstr "წყვილები" + +msgid "Color Mode" +msgstr "ფერის რეჟიმი" + +msgid "Deferred Mode" +msgstr "გადადებული რეჟიმი" + +msgid "Picker Shape" +msgstr "ამრჩევის ფორმა" + +msgid "Customization" +msgstr "ხელით შეტანილი ცვლილებები" + +msgid "Color Modes Visible" +msgstr "ფერის რეჟიმები ხილულია" + +msgid "Theme Overrides" +msgstr "თემა გადაფარავს" + +msgid "Constants" +msgstr "კონსტანტები" + +msgid "Font Sizes" +msgstr "ფონტის ზომები" + +msgid "Styles" +msgstr "სტილები" + +msgid "Clip Contents" +msgstr "კლიპის შემცველობა" + +msgid "Custom Minimum Size" +msgstr "მინიმალური ზომის მორგება" + +msgid "Layout Direction" +msgstr "განლაგების მიმართულება" + +msgid "Layout Mode" +msgstr "განლაგების რეჟიმი" + +msgid "Anchor Points" +msgstr "მიმაგრების წერტილი" + +msgid "Anchor Offsets" +msgstr "მიმაგრების წანაცვლებები" + +msgid "Stretch Ratio" +msgstr "გაწელვის ფარდობა" + +msgid "Localization" +msgstr "ლოკალიზაცია" + +msgid "Tooltip" +msgstr "მინიშნება" + +msgid "Focus" +msgstr "ფოკუსი" + +msgid "Next" +msgstr "შემდეგი" + +msgid "Previous" +msgstr "წინა" + +msgid "Mouse" +msgstr "თაგუნა" + +msgid "Default Cursor Shape" +msgstr "ნაგულისხმევი კურსორის ფორმა" + +msgid "Type Variation" +msgstr "ტიპის ვარიაცია" + +msgid "Dialog" +msgstr "ფანჯარა" + +msgid "Hide on OK" +msgstr "დამალვა დიახზე დაჭერისას" + +msgid "Close on Escape" +msgstr "დახურვა Escape ღილაკით" + +msgid "Root Subfolder" +msgstr "საწყისი ქვესაქაღალდე" + +msgid "Show Grid" +msgstr "ბადის ჩვენება" + +msgid "Snapping Enabled" +msgstr "მიბმა ჩართულია" + +msgid "Snapping Distance" +msgstr "მიბმის მანძილი" + +msgid "Panning Scheme" +msgstr "პანორამირების სქემა" + +msgid "Right Disconnects" +msgstr "მარჯვენა თიშავს" + +msgid "Connection Lines" +msgstr "მიერთების ხაზები" + +msgid "Curvature" +msgstr "სიმრუდე" + +msgid "Zoom Min" +msgstr "მინიმალური გადიდება" + +msgid "Zoom Max" +msgstr "მაქსიმალური გადიდება" + +msgid "Zoom Step" +msgstr "გადიდების ბიჯები" + +msgid "Show Menu" +msgstr "მენიუს ჩვენება" + +msgid "Show Zoom Buttons" +msgstr "გადიდებისღილაკების ჩვენება" + +msgid "Position Offset" +msgstr "მდებარეობის წანაცვლება" + +msgid "Selectable" +msgstr "მონიშვნადი" + +msgid "Selected" +msgstr "მონიშნული" + +msgid "Title" +msgstr "სათაური" + +msgid "Allow Reselect" +msgstr "თავიდან არჩევის დაშვება" + +msgid "Allow RMB Select" +msgstr "RMB მონიშვნის დაშვება" + +msgid "Allow Search" +msgstr "ძებნის დაშვება" + +msgid "Items" +msgstr "ელემენტები" + +msgid "Icon Mode" +msgstr "ხატულის რეჟიმი" + +msgid "Icon Scale" +msgstr "ხატულის მასშტაბი" + +msgid "Fixed Icon Size" +msgstr "ფიქსირებული ხატულის ზომა" + +msgid "Label Settings" +msgstr "ჭდის მორგება" + +msgid "Displayed Text" +msgstr "ნაჩვენები ტექსტი" + +msgid "Visible Ratio" +msgstr "ხილული ფარდობა" + +msgid "Max Length" +msgstr "მაქსიმალური სიგრძე" + +msgid "Expand to Text Length" +msgstr "გაფართოება ტექსტის სიგრძემდე" + +msgid "Virtual Keyboard Enabled" +msgstr "ვირტუალური კლავიატურა ჩართულია" + +msgid "Virtual Keyboard Type" +msgstr "ვირტუალური კლავიატურის ტიპი" + +msgid "Clear Button Enabled" +msgstr "გასუფთავების ღილაკი ჩართულია" + +msgid "Middle Mouse Paste Enabled" +msgstr "თაგუნას შუა წკაპით ჩასმა ჩართულია" + +msgid "Selecting Enabled" +msgstr "მონიშვნა ჩართულია" + +msgid "Deselect on Focus Loss Enabled" +msgstr "მონიშვნის მოხსნა ფოკუსის დაკარგვისას ჩართულია" + +msgid "Drag and Drop Selection Enabled" +msgstr "მონიშნულის გადათრევა/დაგდება ჩართულია" + +msgid "Right Icon" +msgstr "მარჯვენა ხატულა" + +msgid "Select All on Focus" +msgstr "ყველას მონიშვნა ფოკუსის მიღებისას" + +msgid "Blink" +msgstr "ციმციმი" + +msgid "Column" +msgstr "სვეტები" + +msgid "Force Displayed" +msgstr "ნაჩვენებია ძალით" + +msgid "Secret" +msgstr "საიდუმლო" + +msgid "Underline" +msgstr "ხაზგასმული" + +msgid "URI" +msgstr "URI" + +msgid "Start Index" +msgstr "ინდექსის დასაწყისი" + +msgid "Switch on Hover" +msgstr "გადართვა გადატარებისას" + +msgid "Region Rect" +msgstr "მართკუთხედი რეგიონი" + +msgid "Hide on Item Selection" +msgstr "დამალვა ელემენტის მონიშვნისას" + +msgid "Hide on Checkable Item Selection" +msgstr "დამალვა მონიშვნადი ელემენტის არჩევისას" + +msgid "Hide on State Item Selection" +msgstr "დამალვა მდგომარეობის ელემენტის არჩევისას" + +msgid "Fill Mode" +msgstr "შევსების რეჟიმი" + +msgid "Show Percentage" +msgstr "პროცენტული მაჩვენებლის ჩვენება" + +msgid "Step" +msgstr "ბიჯი" + +msgid "Page" +msgstr "გვერდი" + +msgid "Exp Edit" +msgstr "გამოს. ჩასწორება" + +msgid "Rounded" +msgstr "მომრგვალებული" + +msgid "Border Color" +msgstr "საზღვრის ფერი" + +msgid "Border Width" +msgstr "საზღვრის სიგანე" + +msgid "Elapsed Time" +msgstr "გასული დრო" + +msgid "Outline" +msgstr "კონტური" + +msgid "Glyph Index" +msgstr "გლიფების ინდექსი" + +msgid "Glyph Count" +msgstr "გლიფების რაოდენობა" + +msgid "BBCode Enabled" +msgstr "BBCode ჩართულია" + +msgid "Fit Content" +msgstr "შემცველობის ჩატევა" + +msgid "Tab Size" +msgstr "ჩანართის ზომა" + +msgid "Markup" +msgstr "მარქაფი" + +msgid "Custom Effects" +msgstr "მომხმარებლის ეფექტები" + +msgid "Threaded" +msgstr "ნაკადებით" + +msgid "Progress Bar Delay" +msgstr "მიმდინარეობის ზოლის დაყოვნება" + +msgid "Text Selection" +msgstr "მონიშნული ტექსტი" + +msgid "Selection Enabled" +msgstr "მონიშვნა ჩართულია" + +msgid "Custom Step" +msgstr "ბიჯის მორგება" + +msgid "Follow Focus" +msgstr "ფოკუსის მიყოლა" + +msgid "Horizontal Custom Step" +msgstr "ჰორიზონტალური მომხმარებლის ნაბიჯი" + +msgid "Vertical Custom Step" +msgstr "ვერტიკალური მომხმარებლის ნაბიჯი" + +msgid "Horizontal Scroll Mode" +msgstr "ჰორიზონტალური გადახვევის რეჟიმი" + +msgid "Vertical Scroll Mode" +msgstr "ვერტიკალური გადახვევის რეჟიმი" + +msgid "Scroll Deadzone" +msgstr "მკვდარიზონის ჩოჩია" + +msgid "Scrollable" +msgstr "გადახვევადი" + +msgid "Ticks on Borders" +msgstr "წერტილები საზღვრებზე" + +msgid "Update on Text Changed" +msgstr "განახლება ტექსტის ცვლილებისას" + +msgid "Custom Arrow Step" +msgstr "მომხმარებლის ისრის ნაბიჯი" + +msgid "Split Offset" +msgstr "გაყოფის წანაცვლება" + +msgid "Collapsed" +msgstr "აკეცვა" + +msgid "Stretch Shrink" +msgstr "გაწელვა შემჭიდროვება" + +msgid "Current Tab" +msgstr "მიმდინარე ჩანართი" + +msgid "Tab Alignment" +msgstr "ჩანართის სწორება" + +msgid "Max Tab Width" +msgstr "მაქს ჩანართის სიგანე" + +msgid "Drag to Rearrange Enabled" +msgstr "გადათრევა გადასალაგებლად ჩართულია" + +msgid "Scroll to Selected" +msgstr "გადახვევა მონიშნულამდე" + +msgid "Tabs" +msgstr "ჩანართები" + +msgid "Tab Focus Mode" +msgstr "ჩანართის ფოკუსის რეჟიმი" + +msgid "Wrap Mode" +msgstr "გადატანის რეჟიმი" + +msgid "Smooth" +msgstr "რბილი" + +msgid "Draw" +msgstr "ხატვა" + +msgid "Draw When Editable Disabled" +msgstr "დახატვა, როცა ჩასწორებადი გათიშულია" + +msgid "Multiple" +msgstr "მრავალი" + +msgid "Visual Whitespace" +msgstr "ვიზუალური გამოტოვება" + +msgid "Control Chars" +msgstr "საკონტროლო სიმბოლოები" + +msgid "Spaces" +msgstr "სივრცეები" + +msgid "Hover" +msgstr "გადატარება" + +msgid "Focused" +msgstr "მონიშნული" + +msgid "Click Mask" +msgstr "წკაპის ნიღაბი" + +msgid "Ignore Texture Size" +msgstr "ტექსტურის ზომის იგნორი" + +msgid "Center Offset" +msgstr "ცენტრის წანაცვლება" + +msgid "Nine Patch Stretch" +msgstr "გაწელვა 9 ადგილამდე" + +msgid "Stretch Margin" +msgstr "გაწელვის საზღვარი" + +msgid "Under" +msgstr "ქვემოდან" + +msgid "Over" +msgstr "ზემოთ" + +msgid "Tint" +msgstr "ტონი" + +msgid "Expand Mode" +msgstr "გაფართოების რეჟიმი" + +msgid "Hide Folding" +msgstr "გაკეცვის დამალვა" + +msgid "Enable Recursive Folding" +msgstr "რეკურსიული დაკეცვის ჩართვა" + +msgid "Hide Root" +msgstr "საწყისის დამალვა" + +msgid "Scroll Horizontal Enabled" +msgstr "გადახვევა ჰორიზონტალურად ჩართულია" + +msgid "Scroll Vertical Enabled" +msgstr "გადახვევა ვერტიკალურად ჩართულია" + +msgid "Audio Track" +msgstr "აუდიობილიკი" + +msgid "Paused" +msgstr "შეჩერებული" + +msgid "Expand" +msgstr "გაფართოება" + +msgid "Self Modulate" +msgstr "თვითმოდულაცია" + +msgid "Clip Children" +msgstr "კლიპის შვილები" + +msgid "Ordering" +msgstr "დალაგება" + +msgid "Y Sort Enabled" +msgstr "Y დალაგება ჩართულია" + +msgid "Repeat" +msgstr "გამეორება" + +msgid "Diffuse" +msgstr "დიფუზია" + +msgid "Timeout" +msgstr "მოლოდინის ვადა" + +msgid "Transfer Mode" +msgstr "გადაცემის რეჟიმი" + +msgid "Transfer Channel" +msgstr "გადაცემის არხი" + +msgid "Physics Priority" +msgstr "ფიზიკის პრიორიტეტი" + +msgid "Thread Group" +msgstr "ნაკადების ჯგუფი" + +msgid "Group" +msgstr "ჯგუფი" + +msgid "Group Order" +msgstr "ჯგუფის მიმდევრობა" + +msgid "Messages" +msgstr "შეტყობინებები" + +msgid "Auto Translate" +msgstr "ავტომატური თარგმანი" + +msgid "Editor Description" +msgstr "რედაქტორის აღწერა" + +msgid "Time Left" +msgstr "დარჩენილი დრო" + +msgid "Debug Collisions Hint" +msgstr "შეჯახებების მინიშნების გამართვა" + +msgid "Debug Paths Hint" +msgstr "ბილიკის მინიშნების გამართვა" + +msgid "Debug Navigation Hint" +msgstr "ნავიგაციის მინიშნების გამართვა" + +msgid "Shapes" +msgstr "მოყვანილობები" + +msgid "Geometry Width" +msgstr "გეომეტრიის სიგანე" + +msgid "Max Contacts Displayed" +msgstr "მაქს ნაჩვენები კონტაქტები" + +msgid "Anti Aliasing" +msgstr "მომრგვალება" + +msgid "MSAA 2D" +msgstr "MSAA 2D" + +msgid "MSAA 3D" +msgstr "MSAA 3D" + +msgid "Viewport" +msgstr "ჩვენების არე" + +msgid "Transparent Background" +msgstr "გამჭვირვალე ფონი" + +msgid "HDR 2D" +msgstr "HDR 2D" + +msgid "Snap 2D Transforms to Pixel" +msgstr "2D გარდაქმნების მიბმა პიქსელზე" + +msgid "VRS" +msgstr "VRS" + +msgid "Positional Shadow" +msgstr "პოზიციური ჩრდილი" + +msgid "Atlas 16 Bits" +msgstr "Atlas 16 Bits" + +msgid "SDF" +msgstr "SDF" + +msgid "Oversize" +msgstr "ძალიან დიდი" + +msgid "Default Environment" +msgstr "ნაგულისხმევი გარემო" + +msgid "Autostart" +msgstr "ავტოგაშვება" + +msgid "Viewport Path" +msgstr "ჩვენების არის ბილიკი" + +msgid "Disable 3D" +msgstr "3D-ის გათიშვა" + +msgid "World 3D" +msgstr "სამყარო 3D" + +msgid "Scaling 3D" +msgstr "3D-ის დამასშტაბება" + +msgid "Scaling 3D Mode" +msgstr "3D-ის დამასშტაბების რეჟიმი" + +msgid "Scaling 3D Scale" +msgstr "3D-ის დამასშტაბების მასშტაბი" + +msgid "Canvas Items" +msgstr "ტილოს ელემენტები" + +msgid "Enable 2D" +msgstr "2D-ის ჩართვა" + +msgid "Enable 3D" +msgstr "3D-ის ჩართვა" + +msgid "Disable Input" +msgstr "შეყვანის გათიშვა" + +msgid "16 Bits" +msgstr "16 ბიტიანი" + +msgid "Size 2D Override" +msgstr "ზომა 2D გადაფარავს" + +msgid "Clear Mode" +msgstr "გასუფთავების რეჟიმი" + +msgid "Current Screen" +msgstr "მიმდინარე ეკრანი" + +msgid "Mouse Passthrough Polygon" +msgstr "თაგუნა მრავალკუთხედში გაივლის" + +msgid "Transient" +msgstr "შუალედური" + +msgid "Exclusive" +msgstr "ექსკლუზიური" + +msgid "Min Size" +msgstr "მინ. ზომა" + +msgid "Max Size" +msgstr "მაქს. ზომა" + +msgid "Content Scale" +msgstr "შემცველობის მასშტაბი" + +msgid "Layer Names" +msgstr "ფენის სახელები" + +msgid "2D Physics" +msgstr "2D ფიზიკა" + +msgid "2D Navigation" +msgstr "2D ნავიგაცია" + +msgid "3D Physics" +msgstr "3D ფიზიკა" + +msgid "3D Navigation" +msgstr "3D ნავიგაცია" + +msgid "Frames" +msgstr "კადრები" + +msgid "Pause" +msgstr "შეჩერება" + +msgid "Atlas" +msgstr "ატლასი" + +msgid "Filter Clip" +msgstr "ფილტრის კლიპი" + +msgid "Polyphony" +msgstr "პოლიფონია" + +msgid "Format" +msgstr "_ფორმატი" + +msgid "Stereo" +msgstr "სტერეო" + +msgid "Profile" +msgstr "პროფილი" + +msgid "Bonemap" +msgstr "ძვლების რუკა" + +msgid "Exposure" +msgstr "ექსპოზიცია" + +msgid "Sensitivity" +msgstr "მგრძნობიარობა" + +msgid "Multiplier" +msgstr "მამრავლი" + +msgid "Auto Exposure" +msgstr "ავტომატური ექსპოზიცია" + +msgid "Far Enabled" +msgstr "შორი ჩართულია" + +msgid "Far Distance" +msgstr "შორი დაშორება" + +msgid "Far Transition" +msgstr "შორი გარდასვლა" + +msgid "Near Enabled" +msgstr "ახლო ჩართულია" + +msgid "Near Distance" +msgstr "ახლო დაშორება" + +msgid "Near Transition" +msgstr "ახლო გადასვლა" + +msgid "Focus Distance" +msgstr "ფოკუსის მანძილი" + +msgid "Focal Length" +msgstr "ფოკალური სიგრძე" + +msgid "Aperture" +msgstr "დიაფრაგმის მნიშვნელობა" + +msgid "Shutter Speed" +msgstr "შატერის სიჩქარე" + +msgid "Light Mode" +msgstr "ღია რეჟიმი" + +msgid "Particles Animation" +msgstr "ნაწილაკების ანიმაცია" + +msgid "Load Path" +msgstr "ბილიკის ჩატვირთვა" + +msgid "Segments" +msgstr "სეგმენტები" + +msgid "Bake Resolution" +msgstr "ცხობის გაფართოება" + +msgid "Curve X" +msgstr "მრუდის X" + +msgid "Curve Y" +msgstr "მრუდის Y" + +msgid "Curve Z" +msgstr "მრუდის Z" + +msgid "Background" +msgstr "ფონი" + +msgid "Sky" +msgstr "ცა" + +msgid "Custom FOV" +msgstr "ხედვის არეს მორგება" + +msgid "Source" +msgstr "წყარო" + +msgid "Sky Contribution" +msgstr "ცის წვლილი" + +msgid "Reflected Light" +msgstr "არეკვლილი სინათლე" + +msgid "White" +msgstr "თეთრი" + +msgid "SSR" +msgstr "SSR" + +msgid "Fade In" +msgstr "გამოჩენა" + +msgid "Fade Out" +msgstr "მინავლება" + +msgid "Depth Tolerance" +msgstr "სიღრმის დაშვება" + +msgid "SSAO" +msgstr "SSAO" + +msgid "Power" +msgstr "სიმძლავრე" + +msgid "Detail" +msgstr "დეტალები" + +msgid "Horizon" +msgstr "ჰორიზონტი" + +msgid "Sharpness" +msgstr "სიმკვეთრე" + +msgid "Light Affect" +msgstr "სინათლე ზემოქმედებს" + +msgid "SSIL" +msgstr "SSIL" + +msgid "Normal Rejection" +msgstr "ნორმალური უარყოფა" + +msgid "SDFGI" +msgstr "SDFGI" + +msgid "Use Occlusion" +msgstr "ოკლუზიის გამოყენება" + +msgid "Cascades" +msgstr "კასკადები" + +msgid "Min Cell Size" +msgstr "მინ. უჯრედის ზომა" + +msgid "Cascade 0 Distance" +msgstr "0 კასკადის დაშორება" + +msgid "Y Scale" +msgstr "Y მასშტაბი" + +msgid "Glow" +msgstr "ნათება" + +msgid "Levels" +msgstr "დონეები" + +msgid "1" +msgstr "1" + +msgid "2" +msgstr "2" + +msgid "3" +msgstr "3" + +msgid "4" +msgstr "4" + +msgid "5" +msgstr "5" + +msgid "6" +msgstr "6" + +msgid "7" +msgstr "7" + +msgid "Mix" +msgstr "მიქსი" + +msgid "Bloom" +msgstr "გაფურჩქვნა" + +msgid "HDR Scale" +msgstr "HDR მასშტაბი" + +msgid "Map" +msgstr "რუკა" + +msgid "Fog" +msgstr "ნისლი" + +msgid "Light Color" +msgstr "სინათლის ფერი" + +msgid "Light Energy" +msgstr "სინათლის ენერგია" + +msgid "Density" +msgstr "სიმკვრივე" + +msgid "Sky Affect" +msgstr "ცა ზემოქმედებს" + +msgid "Height Density" +msgstr "სიმაღლის სიმკვრივე" + +msgid "Detail Spread" +msgstr "დეტალის გავრცელება" + +msgid "Ambient Inject" +msgstr "გარემოს შეყვანა" + +msgid "Temporal Reprojection" +msgstr "დროებითი რეპროექცია" + +msgid "Adjustments" +msgstr "მორგება" + +msgid "Brightness" +msgstr "სიკაშკაშე" + +msgid "Saturation" +msgstr "გაჯერებულობა" + +msgid "Color Correction" +msgstr "ფერების კორექცია" + +msgid "Density Texture" +msgstr "სიმკვრივის ტექსტურა" + +msgid "Base Font" +msgstr "საბაზისო ფონტი" + +msgid "Features" +msgstr "თვისებები" + +msgid "Extra Spacing" +msgstr "დამატებითი გამოტოვება" + +msgid "Space" +msgstr "სივრცე" + +msgid "Font Names" +msgstr "ფონტის სახელები" + +msgid "Font Italic" +msgstr "კურსივი ფონტი" + +msgid "Font Weight" +msgstr "ფონტის წონა" + +msgid "Font Stretch" +msgstr "ფონტის გაწელვა" + +msgid "Color Space" +msgstr "ფერის სივრცე" + +msgid "Raw Data" +msgstr "დაუმუშავებელი მონაცემები" + +msgid "Offsets" +msgstr "წანაცვლებები" + +msgid "From" +msgstr "ვისგან" + +msgid "Depth Draw Mode" +msgstr "ღრმა ხატვის რეჟიმი" + +msgid "Shading" +msgstr "დაჩრდილვა" + +msgid "Shading Mode" +msgstr "დაჩრდილვის რეჟიმი" + +msgid "Diffuse Mode" +msgstr "დიფუზიის რეჟიმი" + +msgid "Specular Mode" +msgstr "ამრეკლავის რეჟიმი" + +msgid "Disable Ambient Light" +msgstr "გარემოს განათების გათიშვა" + +msgid "Disable Fog" +msgstr "ნისლის გათიშვა" + +msgid "Texture Force sRGB" +msgstr "ტექსტურა ნაძალადევი sRGB" + +msgid "Texture MSDF" +msgstr "ტექსტურის MSDF" + +msgid "Metallic" +msgstr "ლითონური" + +msgid "Texture Channel" +msgstr "ტექსტურის არხი" + +msgid "Operator" +msgstr "ოპერატორი" + +msgid "Clearcoat" +msgstr "გამჭვირვალე ზედაპირი" + +msgid "Ambient Occlusion" +msgstr "გარემოს ოკლუზია" + +msgid "Min Layers" +msgstr "მინ ფენები" + +msgid "Flip Texture" +msgstr "ტექსტურის გადაბრუნება" + +msgid "Skin Mode" +msgstr "სკინის რეჟიმი" + +msgid "Transmittance" +msgstr "გადაცემადობა" + +msgid "Boost" +msgstr "აწევა" + +msgid "Back Lighting" +msgstr "გამოკვეთა" + +msgid "Backlight" +msgstr "უკანა განათება" + +msgid "Refraction" +msgstr "არეკვლა" + +msgid "UV1" +msgstr "UV1" + +msgid "UV2" +msgstr "UV2" + +msgid "Sampling" +msgstr "სემპლინგი" + +msgid "Shadows" +msgstr "ჩრდილები" + +msgid "Disable Receive Shadows" +msgstr "ჩრდილების მიღების გათიშვა" + +msgid "Shadow to Opacity" +msgstr "ჩრდილიდან გაუმჭვირვალობამდე" + +msgid "Keep Scale" +msgstr "მასშტაბის შენარჩუნება" + +msgid "Grow" +msgstr "გაზრდა" + +msgid "Use Point Size" +msgstr "წერტილის ზომის გამოყენება" + +msgid "Point Size" +msgstr "წერტილის ზომა" + +msgid "Distance" +msgstr "მანძილი" + +msgid "MSDF" +msgstr "MSDF" + +msgid "Pixel Range" +msgstr "პიქსელის შუალედი" + +msgid "Convex Hull Downsampling" +msgstr "ამოზნექილი კორპუსის დაუნსემპლინგი" + +msgid "Blend Shape Mode" +msgstr "შერევის ფორმის რეჟიმი" + +msgid "Shadow Mesh" +msgstr "ჩრდილის ბადე" + +msgid "Item" +msgstr "ელემენტი" + +msgid "Mesh Transform" +msgstr "ბადის გარდაქმნა" + +msgid "Navigation Mesh Transform" +msgstr "ნავიგაციის ბადის გარდაქმნა" + +msgid "Preview" +msgstr "მინიატურა" + +msgid "Base Texture" +msgstr "საბაზისო ტექსტურა" + +msgid "Image Size" +msgstr "გამოსახულების ზომა" + +msgid "Transform Format" +msgstr "გადაყვანის ფორმატი" + +msgid "Use Colors" +msgstr "ფერების გამოყენება" + +msgid "Use Custom Data" +msgstr "მომხმარებლის მონაცემების გამოყენება" + +msgid "Instance Count" +msgstr "გაშვებული ასლების რაოდენობა" + +msgid "Partition Type" +msgstr "დანაყოფის ტიპი" + +msgid "Source Group Name" +msgstr "წყარო ჯგუფის სახელი" + +msgid "Cells" +msgstr "უჯრედები" + +msgid "Agents" +msgstr "აგენტები" + +msgid "Regions" +msgstr "რეგიონები" + +msgid "Edges" +msgstr "წიბოები" + +msgid "Max Error" +msgstr "მაქს შეცდომა" + +msgid "Vertices per Polygon" +msgstr "წვერო თითოეულ მრავალკუთხედზე" + +msgid "Details" +msgstr "დეტალები" + +msgid "Baking AABB Offset" +msgstr "ცხობა AABB წანაცვლებით" + +msgid "Parsed Collision Mask" +msgstr "დამუშავებული შეჯახების ნიღაბი" + +msgid "Source Geometry Group Name" +msgstr "წყარო გეომეტრიის ჯგუფის სახელი" + +msgid "Bundled" +msgstr "შეფუთული" + +msgid "Spawn" +msgstr "აღმოცენება" + +msgid "Emission Shape Offset" +msgstr "გამოსხივების ფორმის წანაცვლება" + +msgid "Emission Shape Scale" +msgstr "გამოსხივების ფორმის მასშტაბი" + +msgid "Emission Box Extents" +msgstr "გამოსხივების ყუთის ზომები" + +msgid "Emission Point Texture" +msgstr "გამოსხივების წერტილის ტექსტურა" + +msgid "Emission Normal Texture" +msgstr "გამოსხივების ნორმალის ტექსტურა" + +msgid "Emission Color Texture" +msgstr "გამოსხივების ფერის ტექსტურა" + +msgid "Emission Point Count" +msgstr "გამოსხივების წერტილების რაოდენობა" + +msgid "Emission Ring Axis" +msgstr "გამოსხივების რგოლის ღერძი" + +msgid "Emission Ring Height" +msgstr "გამოსხივების რგოლის სიმაღლე" + +msgid "Emission Ring Radius" +msgstr "გამოსხივების რგოლის რადიუსი" + +msgid "Inherit Velocity Ratio" +msgstr "სიჩქარის შეფარდების მემკვიდრეობით მიღება" + +msgid "Velocity Pivot" +msgstr "სიჩქარის ღერძი" + +msgid "Animated Velocity" +msgstr "ანიმირებული სიჩქარე" + +msgid "Velocity Limit" +msgstr "სიჩქარის შეზღუდვა" + +msgid "Directional Velocity" +msgstr "მიმართული აჩქარება" + +msgid "Radial Velocity" +msgstr "რადიალური სიჩქარე" + +msgid "Velocity Limit Curve" +msgstr "სიჩქარის შეზღუდვის მრუდი" + +msgid "Accelerations" +msgstr "აჩქარებები" + +msgid "Attractor Interaction" +msgstr "მიმზიდველის ურთიერთქმედება" + +msgid "Scale Curve" +msgstr "მასშტაბის მრუდი" + +msgid "Scale Over Velocity" +msgstr "მასშტაბი სიჩქარეზე" + +msgid "Scale over Velocity Curve" +msgstr "მასშტაბი სიჩქარის მრუდზე" + +msgid "Color Curves" +msgstr "ფერის მრუდები" + +msgid "Alpha Curve" +msgstr "ალფას მრუდი" + +msgid "Emission Curve" +msgstr "გამოსხივების მრუდი" + +msgid "Turbulence" +msgstr "ტურბულენტობა" + +msgid "Noise Strength" +msgstr "ხმაურის სიძლიერე" + +msgid "Noise Scale" +msgstr "ხმაურის მასშტაბი" + +msgid "Noise Speed" +msgstr "ხმაურის სიჩქარე" + +msgid "Noise Speed Random" +msgstr "ხმაურის სიჩქარე შემთხვევითია" + +msgid "Use Scale" +msgstr "გადიდება" + +msgid "Amount at Collision" +msgstr "რაოდენობა შეჯახებისას" + +msgid "Keep Velocity" +msgstr "სიჩქარის შენარჩუნება" + +msgid "Rough" +msgstr "უხეში" + +msgid "Size Override" +msgstr "ზომის გადაფარვა" + +msgid "Left to Right" +msgstr "მარცხნიდან მარჯვნივ" + +msgid "Radial Steps" +msgstr "რადიალური ნაბიჯები" + +msgid "Section Length" +msgstr "კვეთის სიგრძე" + +msgid "Section Rings" +msgstr "კვეთის რგოლები" + +msgid "Section Segments" +msgstr "კვეთის სეგმენტები" + +msgid "Curve Step" +msgstr "Curve Step" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "დახრაზე დაცურება" + +msgid "Execution Mode" +msgstr "შესრულების რეჟიმი" + +msgid "Default Joint Settings" +msgstr "ნაგულისხმევი საერთო პარამეტრები" + +msgid "Bone Index" +msgstr "ძვლების ინდექსი" + +msgid "Bone 2D Node" +msgstr "ძვლის 2D კვანძი" + +msgid "Physical Bone Chain Length" +msgstr "ფიზიკური ძვლის ჯაჭვის სიგრძე" + +msgid "Target Minimum Distance" +msgstr "სამიზნის მინ. დაშორება" + +msgid "Target Maximum Distance" +msgstr "სამიზნის მაქს. დაშორება" + +msgid "Flip Bend Direction" +msgstr "გადაბრუნების მიმართულება" + +msgid "Modification Count" +msgstr "ცვლილების რაოდენობა" + +msgid "Scale Base Bone" +msgstr "საბაზისო ძვლის მასშტაბი" + +msgid "Group Size" +msgstr "ჯგუფის ზომა" + +msgid "Bone Size" +msgstr "ძვლის ზომა" + +msgid "Bind Count" +msgstr "მიბმების რაოდენობა" + +msgid "Bind" +msgstr "აკინძვა" + +msgid "Bone" +msgstr "ძვალი" + +msgid "Sky Material" +msgstr "ცის მასალა" + +msgid "Process Mode" +msgstr "დამუშავების რეჟიმი" + +msgid "Top Color" +msgstr "ზედა ფერი" + +msgid "Horizon Color" +msgstr "ჰორიზონტის ფერი" + +msgid "Cover" +msgstr "ყდა" + +msgid "Ground" +msgstr "მიწა" + +msgid "Bottom Color" +msgstr "ფსკერის ფერი" + +msgid "Sun" +msgstr "მზე" + +msgid "Panorama" +msgstr "პანორამა" + +msgid "Coefficient" +msgstr "კოეფიციენტი" + +msgid "Mie" +msgstr "მიე" + +msgid "Ground Color" +msgstr "მიწის ფერი" + +msgid "Night Sky" +msgstr "ღამის ცა" + +msgid "Content Margins" +msgstr "შემცველობის საზღვრები" + +msgid "Blend" +msgstr "შერევა" + +msgid "Top Left" +msgstr "ზედა მარცხენა" + +msgid "Top Right" +msgstr "ზედა მარჯვენა" + +msgid "Bottom Right" +msgstr "ქვედა მარჯვენა" + +msgid "Bottom Left" +msgstr "ქვედა მარცხენა" + +msgid "Expand Margins" +msgstr "ზღვრების გაფართოება" + +msgid "Texture Margins" +msgstr "ტექსტურის საზღვრები" + +msgid "Sub-Region" +msgstr "ქვერეგიონი" + +msgid "Keyword Colors" +msgstr "საკვანძო სიტყვის ფერები" + +msgid "Color Regions" +msgstr "ფერის რეგიონები" + +msgid "Preserve Invalid" +msgstr "არასწორის შენარჩუნება" + +msgid "Custom Punctuation" +msgstr "პუნქტუაციის მორგება" + +msgid "Default Base Scale" +msgstr "ნაგულისხმევი საბაზისო მასშტაბი" + +msgid "Default Font" +msgstr "ნაგულისხმევი ფონტი" + +msgid "Default Font Size" +msgstr "ნაგულისხმევი ფონტის ზომა" + +msgid "Right Side" +msgstr "მარჯვენა მხარე" + +msgid "Right Corner" +msgstr "მარჯვენა კუთხე" + +msgid "Bottom Right Side" +msgstr "ქვედა მარჯვენა მხარე" + +msgid "Bottom Right Corner" +msgstr "ქვედა მარჯვენა კუთხე" + +msgid "Bottom Side" +msgstr "ქვედა მხარე" + +msgid "Bottom Corner" +msgstr "ფსკერის კუთხე" + +msgid "Bottom Left Side" +msgstr "ქვედა მარცხენა მხარე" + +msgid "Bottom Left Corner" +msgstr "ქვედა მარცხენა კუთხე" + +msgid "Left Side" +msgstr "მარცხენა მხარე" + +msgid "Left Corner" +msgstr "მარცხენა კუთხე" + +msgid "Top Left Side" +msgstr "ზედა მარცხენა" + +msgid "Top Left Corner" +msgstr "ზედა მარცხენა კუთხე" + +msgid "Top Side" +msgstr "ზედა მხარე" + +msgid "Top Corner" +msgstr "ზედა კუთხე" + +msgid "Top Right Side" +msgstr "ზედა მარჯვენა მხარე" + +msgid "Top Right Corner" +msgstr "ზედა მარჯვენა კუთხე" + +msgid "Custom Data" +msgstr "მომხმარებლის მონაცემები" + +msgid "Tile Proxies" +msgstr "ფილის პროქსიები" + +msgid "Source Level" +msgstr "წყაროს დონე" + +msgid "Coords Level" +msgstr "კოორდინატების დონე" + +msgid "Tile Shape" +msgstr "ფილის მოხაზულობა" + +msgid "Tile Layout" +msgstr "ფილების განლაგება" + +msgid "Tile Offset Axis" +msgstr "ფილის წანაცვლების ღერძი" + +msgid "Tile Size" +msgstr "ფილის ზომა" + +msgid "Occlusion Layers" +msgstr "ოკლუზიის ფენები" + +msgid "Physics Layers" +msgstr "ფიზიკის ფენები" + +msgid "Custom Data Layers" +msgstr "მორგებული მონაცემის ფენები" + +msgid "Scenes" +msgstr "სცენები" + +msgid "Scene" +msgstr "სცენა" + +msgid "Display Placeholder" +msgstr "ადგილმჭერის ჩვენება" + +msgid "Polygons Count" +msgstr "მრავალკუთხედების რაოდენობა" + +msgid "One Way Margin" +msgstr "ერთმხრივი საზღვარი" + +msgid "Transpose" +msgstr "ტრანსპოზიცია" + +msgid "Texture Origin" +msgstr "ტექსტურის წყარო" + +msgid "Y Sort Origin" +msgstr "Y დალაგების წყარო" + +msgid "Terrain" +msgstr "რელიეფი" + +msgid "Miscellaneous" +msgstr "სხვადასხვა" + +msgid "Probability" +msgstr "ალბათობა" + +msgid "File" +msgstr "ფაილი" + +msgid "Modes" +msgstr "რეჟიმები" + +msgid "Varyings" +msgstr "Varyings" + +msgid "Parameter Name" +msgstr "პარამეტრის სახელი" + +msgid "Qualifier" +msgstr "სპეციფიკატორი" + +msgid "Varying Name" +msgstr "ცვალებადი სახელი" + +msgid "Varying Type" +msgstr "ცვალებადი ტიპი" + +msgid "Op Type" +msgstr "ოპის ტიპი" + +msgid "Constant" +msgstr "მუდმივა" + +msgid "Texture Type" +msgstr "ტექსტურის ტიპი" + +msgid "Texture Array" +msgstr "ტექსტურების მასივი" + +msgid "Function" +msgstr "ფუნქცია" + +msgid "Hint" +msgstr "მინიშნება" + +msgid "Default Value Enabled" +msgstr "ნაგულისხმევი მნიშვნელობა ჩართულია" + +msgid "Default Value" +msgstr "ნაგულისხმევი მნიშვნელობა" + +msgid "Color Default" +msgstr "ნაგულისხმევი ფერი" + +msgid "Texture Repeat" +msgstr "ტექსტურის გამეორება" + +msgid "Texture Source" +msgstr "ტექსტურის წყარო" + +msgid "Billboard Type" +msgstr "განცხადების დაფის ტიპი" + +msgid "Mode 2D" +msgstr "რეჟიმი 2D" + +msgid "Use All Surfaces" +msgstr "ყველა ზედაპირის გამოყენება" + +msgid "Surface Index" +msgstr "ზედაპირის ინდექსი" + +msgid "Degrees Mode" +msgstr "გრადუსების რეჟიმი" + +msgid "Plane" +msgstr "სიბრტყე" + +msgid "Panel" +msgstr "პანელი" + +msgid "Font Color" +msgstr "ფონტის ფერი" + +msgid "Font Pressed Color" +msgstr "ფონტის დაწოლილი ფერი" + +msgid "Font Hover Color" +msgstr "ფონტის გადატარების ფერი" + +msgid "Font Focus Color" +msgstr "ფონტის ფოკუსის ფერი" + +msgid "Font Hover Pressed Color" +msgstr "ფონტის გადატარების დაწოლილი ფერი" + +msgid "Font Disabled Color" +msgstr "ფონტის გათიშულის ფერი" + +msgid "Font Outline Color" +msgstr "ფონტის კონტურის ფერი" + +msgid "Icon Normal Color" +msgstr "ხატულის ნორმალური ფერი" + +msgid "Icon Pressed Color" +msgstr "დაწოლილი ხატულის ფერი" + +msgid "Icon Hover Color" +msgstr "ხატულის ფერი გადატარებისას" + +msgid "Icon Hover Pressed Color" +msgstr "ხატულის გადატარების დაწოლილი ფერი" + +msgid "Icon Focus Color" +msgstr "ხატულის ფოკუსის ფერი" + +msgid "Icon Disabled Color" +msgstr "ხატულის გათიშული ფერი" + +msgid "H Separation" +msgstr "ჰ განცალკევება" + +msgid "Icon Max Width" +msgstr "ხატულის მაქს სიგანე" + +msgid "Underline Spacing" +msgstr "გამოტოვების ხაზგასმა" + +msgid "Normal Mirrored" +msgstr "ნორმალი არეკვლილი" + +msgid "Hover Mirrored" +msgstr "გადატარება არეკვლილია" + +msgid "Pressed Mirrored" +msgstr "დაწოლა არეკვლილია" + +msgid "Disabled Mirrored" +msgstr "გათიშული არეკლილი" + +msgid "Arrow" +msgstr "ისარი" + +msgid "Arrow Margin" +msgstr "ისრიანი ზღვარი" + +msgid "Modulate Arrow" +msgstr "ისრის მოდულაცია" + +msgid "Hover Pressed" +msgstr "გადატარება დაწოლილია" + +msgid "Checked Disabled" +msgstr "ჩართულია გათიშულია" + +msgid "Unchecked" +msgstr "გამორთული" + +msgid "Unchecked Disabled" +msgstr "ჩაურთავია გათიშულია" + +msgid "Radio Checked Disabled" +msgstr "რადიო ჩართულია გათიშულია" + +msgid "Check V Offset" +msgstr "ვ წანაცვლების შემოწმება" + +msgid "Checked Mirrored" +msgstr "ჩართულია არეკლილია" + +msgid "Checked Disabled Mirrored" +msgstr "ჩართულია გამორთულია არეკლილია" + +msgid "Unchecked Mirrored" +msgstr "გამორთულია არეკლილია" + +msgid "Unchecked Disabled Mirrored" +msgstr "გამორთულია გათიშულია არეკლილია" + +msgid "Font Shadow Color" +msgstr "ფონტის ჩრდილის ფერი" + +msgid "Shadow Offset X" +msgstr "ჩრდილის წანაცვლების X" + +msgid "Shadow Offset Y" +msgstr "ჩრდილის წანაცვლების Y" + +msgid "Shadow Outline Size" +msgstr "ჩრდილის კონტურის ზომა" + +msgid "Font Selected Color" +msgstr "ფონტის მონიშნულის ფერი" + +msgid "Font Uneditable Color" +msgstr "ფონტი არაჩასწორებადი ფერი" + +msgid "Font Placeholder Color" +msgstr "ფონტის ადგილმჭერის ფერი" + +msgid "Clear Button Color" +msgstr "ღილაკის ფერის გასუფთავება" + +msgid "Clear Button Color Pressed" +msgstr "დაწოლილი ღილაკის ფერის გასუფთავება" + +msgid "Caret Width" +msgstr "კარეტის სიგანე" + +msgid "Clear" +msgstr "სუფთა ცა" + +msgid "Tab" +msgstr "ჩანართი" + +msgid "Font Readonly Color" +msgstr "ფონტი მხოლოდკითხვადი ფერი" + +msgid "Breakpoint" +msgstr "გამართვის წერტილი" + +msgid "Bookmark" +msgstr "სანიშნე" + +msgid "Executing Line" +msgstr "სრულდება ხაზი" + +msgid "Can Fold" +msgstr "შეიძლება დაკეცვა" + +msgid "Folded" +msgstr "გაკეცილი" + +msgid "Can Fold Code Region" +msgstr "შეუძლია გაკეცოს კოდის რეგიონი" + +msgid "Folded Code Region" +msgstr "გაკეცილი კოდის რეგიონი" + +msgid "Completion Lines" +msgstr "დასრულების ხაზები" + +msgid "Completion Max Width" +msgstr "დასრულების მაქს. სიგანე" + +msgid "Completion Scroll Width" +msgstr "დასრულების ჩოჩიის სიგანე" + +msgid "Grabber" +msgstr "დამთრევი" + +msgid "Grabber Pressed" +msgstr "დამთრევი დაწოლილია" + +msgid "Increment" +msgstr "გაზრდა" + +msgid "Decrement" +msgstr "შემცირება" + +msgid "Slider" +msgstr "ჩოჩია" + +msgid "Tick" +msgstr "ტიკ" + +msgid "Center Grabber" +msgstr "დამთრევის გასწორება ცენტრზე" + +msgid "Grabber Offset" +msgstr "დამთრევის წანაცვლება" + +msgid "Title Font" +msgstr "სათაურის ფონტი" + +msgid "Title Font Size" +msgstr "სათაურის შრიფტის ზომა" + +msgid "Title Color" +msgstr "სათაურის ფერი" + +msgid "Title Outline Modulate" +msgstr "სათაურის კონტურის მოდულაცია" + +msgid "Title Outline Size" +msgstr "სათაურის კონტურის ზომა" + +msgid "Title Height" +msgstr "სათაურის სიმაღლე" + +msgid "Resize Margin" +msgstr "საზღვრის ზომის შეცვლა" + +msgid "Close" +msgstr "დახურვა" + +msgid "Close Pressed" +msgstr "დაწოლილის დახურვა" + +msgid "Close H Offset" +msgstr "ჰ წანაცვლების დახურვა" + +msgid "Close V Offset" +msgstr "ჰვ წანაცვლების დახურვა" + +msgid "Buttons Separation" +msgstr "ღილაკების განცალკევება" + +msgid "Parent Folder" +msgstr "მშობელი საქაღალდე" + +msgid "Back Folder" +msgstr "წინა საქაღალდე" + +msgid "Forward Folder" +msgstr "შემდეგი საქაღალდე" + +msgid "Reload" +msgstr "თავიდან ჩატვირთვა" + +msgid "Toggle Hidden" +msgstr "დამალულების გადართვა" + +msgid "Folder" +msgstr "საქაღალდე" + +msgid "Folder Icon Color" +msgstr "საქაღალდის ხატულის ფერი" + +msgid "File Icon Color" +msgstr "ფაილის ხატულის ფერი" + +msgid "File Disabled Color" +msgstr "ფაილის გათიშულობის ფერი" + +msgid "Separator" +msgstr "გამყოფი" + +msgid "Submenu" +msgstr "ქვემენიუ" + +msgid "Font Separator" +msgstr "ფონტის გამყოფი" + +msgid "Font Separator Size" +msgstr "ფონტის გამყოფის ზომა" + +msgid "Font Accelerator Color" +msgstr "ფონტის ამაჩქარებლის ფერი" + +msgid "Font Separator Color" +msgstr "ფონტის გამყოფის ფერი" + +msgid "Font Separator Outline Color" +msgstr "ფონტის გამყოფის კონტურის ფერი" + +msgid "V Separation" +msgstr "ვ განცალკევება" + +msgid "Item Start Padding" +msgstr "ელემენტის შევსების დაწყება" + +msgid "Panel Selected" +msgstr "პანელი არჩეულია" + +msgid "Titlebar" +msgstr "სათაურის ზოლი" + +msgid "Titlebar Selected" +msgstr "სათაურის ქუდი მონიშნულია" + +msgid "Slot" +msgstr "სლოტი" + +msgid "Resizer" +msgstr "ზომის შემცვლელი" + +msgid "Resizer Color" +msgstr "ზომის შემცვლელის ფერი" + +msgid "Port H Offset" +msgstr "პორტის ჰ წანაცვლება" + +msgid "Selected Focus" +msgstr "მონიშნული ფოკუსი" + +msgid "Cursor" +msgstr "კურსორი" + +msgid "Title Button Normal" +msgstr "სათაურის ღილაკი ნორმალური" + +msgid "Title Button Pressed" +msgstr "სათაურის ღილაკი დაწოლილი" + +msgid "Title Button Hover" +msgstr "სათაური ღილაკზე გადატარება" + +msgid "Custom Button" +msgstr "მომხმარებლის ღილაკი" + +msgid "Custom Button Pressed" +msgstr "მომხმარებლის ღილაკს დააწვნენ" + +msgid "Custom Button Hover" +msgstr "ღილაკზე გადატარების მორგება" + +msgid "Select Arrow" +msgstr "აირჩეთ ფერი" + +msgid "Arrow Collapsed" +msgstr "ისარი აკეცილია" + +msgid "Arrow Collapsed Mirrored" +msgstr "ისარი აკეცილია არეკვლილია" + +msgid "Title Button Font" +msgstr "სათაური ღილაკის ფონტი" + +msgid "Title Button Font Size" +msgstr "სათაური ღილაკის ფონტის ზომა" + +msgid "Title Button Color" +msgstr "სათაურის ღილაკის ფერი" + +msgid "Guide Color" +msgstr "მიმმართველის ფერი" + +msgid "Drop Position Color" +msgstr "დაგდების ადგილის ფერი" + +msgid "Relationship Line Color" +msgstr "ურთიერთობის ხაზის ფერი" + +msgid "Parent HL Line Color" +msgstr "მშობელი HL ხაზის ფერი" + +msgid "Item Margin" +msgstr "ელემენტის ზღვარი" + +msgid "Inner Item Margin Bottom" +msgstr "შიდა ელემენტის საზღვრის ფსკერი" + +msgid "Inner Item Margin Left" +msgstr "შიდა ელემენტის საზღვრის მარცხენა" + +msgid "Inner Item Margin Right" +msgstr "შიდა ელემენტის საზღვრის მარჯვენა" + +msgid "Inner Item Margin Top" +msgstr "შიდა ელემენტის საზღვრის ზედა" + +msgid "Button Margin" +msgstr "ღილაკის ზღვარი" + +msgid "Relationship Line Width" +msgstr "ურთიერთობის ხაზის სიგანე" + +msgid "Parent HL Line Width" +msgstr "მშობელი HL ხაზის სიგანე" + +msgid "Children HL Line Width" +msgstr "შვილი HL ხაზის სიგანე" + +msgid "Draw Guides" +msgstr "მიმმართველების დახატვა" + +msgid "Scroll Border" +msgstr "ჩოჩიის საზღვარი" + +msgid "Scroll Speed" +msgstr "ჩოჩიის სიჩქარე" + +msgid "Scrollbar Margin Left" +msgstr "ჩოჩიის საზღვარი მარცხნივ" + +msgid "Scrollbar Margin Top" +msgstr "ჩოჩიის საზღვარი ზემოთ" + +msgid "Scrollbar Margin Right" +msgstr "ჩოჩიის საზღვარი მარჯვნივ" + +msgid "Scrollbar Margin Bottom" +msgstr "ჩოჩიის საზღვარი ქვემოთ" + +msgid "Scrollbar H Separation" +msgstr "ჩოჩიის ჰ განცალკევება" + +msgid "Scrollbar V Separation" +msgstr "ჩოჩიის ვ განცალკევება" + +msgid "Icon Margin" +msgstr "ხატულის საზღვარი" + +msgid "Line Separation" +msgstr "ხაზის გაყოფა" + +msgid "Font Hovered Color" +msgstr "ფონტი გადატარების ფერი" + +msgid "Hovered" +msgstr "გადაატარეს" + +msgid "Tab Selected" +msgstr "ჩანართი მონიშნულია" + +msgid "Tab Hovered" +msgstr "ჩანართი გადატარებულია" + +msgid "Tab Unselected" +msgstr "ჩანართის მონიშვნა გაუქმდა" + +msgid "Tab Disabled" +msgstr "ჩანართი გამორთულია" + +msgid "Tab Focus" +msgstr "ჩანართის ფოკუსი" + +msgid "Tabbar Background" +msgstr "ჩანართების პანელის ფონი" + +msgid "Menu" +msgstr "მენიუ" + +msgid "Menu Highlight" +msgstr "მენიუს გამოკვეთა" + +msgid "Font Unselected Color" +msgstr "ფონტი მონიშვნის მოხსნის ფერი" + +msgid "Side Margin" +msgstr "გვერდის ზღვარი" + +msgid "Icon Separation" +msgstr "ხატულის გაყოფა" + +msgid "Button Highlight" +msgstr "ღილაკის გამოკვეთა" + +msgid "Large" +msgstr "დიდი" + +msgid "SV Width" +msgstr "SV სიგანე" + +msgid "SV Height" +msgstr "SV სიმაღლე" + +msgid "H Width" +msgstr "H სიგანე" + +msgid "Label Width" +msgstr "ჭდის სიგანე" + +msgid "Folded Arrow" +msgstr "გაკეცილი ისარი" + +msgid "Shape Rect" +msgstr "მართკუთხედი მოხაზულობა" + +msgid "Add Preset" +msgstr "პრესეტის დამატება" + +msgid "Picker Cursor" +msgstr "ამრჩევი კურსორი" + +msgid "Color Hue" +msgstr "ფერის ტონი" + +msgid "Color Okhsl Hue" +msgstr "ფერის Okhsl ტონი" + +msgid "BG" +msgstr "ფ" + +msgid "Preset FG" +msgstr "პრესეტის წინა პლანი" + +msgid "Preset BG" +msgstr "პრესეტის ფონი" + +msgid "Normal Font" +msgstr "ნორმალური ფონტი" + +msgid "Bold Font" +msgstr "სქელი ფონტი" + +msgid "Mono Font" +msgstr "მონო ფონტი" + +msgid "Normal Font Size" +msgstr "ნორმალური ფონტის ზომა" + +msgid "Bold Font Size" +msgstr "სქელი ფონტის ზომა" + +msgid "Italics Font Size" +msgstr "კურსივი ფონტის ზომა" + +msgid "Mono Font Size" +msgstr "მონო ფონტის ზომა" + +msgid "Table H Separation" +msgstr "ცხრილის ჰ განცალკევება" + +msgid "Table V Separation" +msgstr "ცხრილის ვ განცალკევება" + +msgid "Table Border" +msgstr "ცხრილის საზღვარი" + +msgid "Margin Left" +msgstr "საზღვარი მარცხნივ" + +msgid "Margin Top" +msgstr "ზედა საზღვარი" + +msgid "Margin Right" +msgstr "საზღვარი მარჯვნივ" + +msgid "Margin Bottom" +msgstr "ქვედა საზღვარი" + +msgid "Autohide" +msgstr "ავტომატური დამალვა" + +msgid "Zoom Out" +msgstr "დაპატარავება" + +msgid "Zoom In" +msgstr "გადიდება" + +msgid "Zoom Reset" +msgstr "გადიდების გაუქმება" + +msgid "Selection Fill" +msgstr "მონიშნულის შევსება" + +msgid "Selection Stroke" +msgstr "მონიშნულის განძრევა" + +msgid "Activity" +msgstr "აქტივობა" + +msgid "Node" +msgstr "კვანძი" + +msgid "Default Theme Scale" +msgstr "ნაგულისხმები თემის მასშტაბი" + +msgid "Custom" +msgstr "მორგებული" + +msgid "Custom Font" +msgstr "ხელით მითითებული ფონტი" + +msgid "Default Font Antialiasing" +msgstr "ნაგულისხმევი ფონტის მოგლუვება" + +msgid "Default Font Hinting" +msgstr "ნაგულისხმევი ფონტის ჰინტინგი" + +msgid "Default Font Subpixel Positioning" +msgstr "ნაგულისხმევი ფონტის ქვეპიქსელების მდებარეობა" + +msgid "LCD Subpixel Layout" +msgstr "LCD ქვეპიქსელის განლაგება" + +msgid "Playback Mode" +msgstr "დაკვრის რეჟიმი" + +msgid "Streams" +msgstr "ნაკადები" + +msgid "Dry" +msgstr "მშრალი" + +msgid "Wet" +msgstr "სველი" + +msgid "Voice" +msgstr "ხმა" + +msgid "Depth (ms)" +msgstr "სიღრმე (მწმ)" + +msgid "Pan" +msgstr "პანინგი" + +msgid "Feedback" +msgstr "უკუკავშირი" + +msgid "Drive" +msgstr "დრაივი" + +msgid "Resonance" +msgstr "რეზონანსი" + +msgid "FFT Size" +msgstr "FFT-ის ზომა" + +msgid "Surround" +msgstr "სივრცული ხმა" + +msgid "Enable Input" +msgstr "შეყვანის ჩართვა" + +msgid "Channel Disable Time" +msgstr "არხი დროის გამორთვა" + +msgid "Video" +msgstr "ვიდეო" + +msgid "Bus Count" +msgstr "მატარებლების რაოდენობა" + +msgid "Output Device" +msgstr "გამოტანის მოწყობილობები" + +msgid "Input Device" +msgstr "შეყვანის მოწყობილობა" + +msgid "Playback Speed Scale" +msgstr "დაკვრის სიჩქარის მასშტაბი" + +msgid "Feed" +msgstr "ლენტა" + +msgid "Speaker Mode" +msgstr "დინამიკის რეჟიმი" + +msgid "MJPEG Quality" +msgstr "MJPEG ხარისხი" + +msgid "Movie File" +msgstr "ფილმის ფაილი" + +msgid "Disable V-Sync" +msgstr "V-Sync-ის გამორთვა" + +msgid "Path Types" +msgstr "ბილიკის ტიპები" + +msgid "Default Cell Size" +msgstr "ნაგულისხმევი უჯრედის ზომა" + +msgid "Default Edge Connection Margin" +msgstr "ნაგულისხმევი წიბოს მიერთების საზღვარი" + +msgid "Default Link Connection Radius" +msgstr "ნაგულისხმევი მიბმის მიერთების რადიუსი" + +msgid "Default Cell Height" +msgstr "ნაგულისხმევი უჯრედის სიმაღლე" + +msgid "Default Up" +msgstr "ნაგულისხმევი მაღლა" + +msgid "Baking" +msgstr "ცხობა" + +msgid "Edge Connection Color" +msgstr "წიბოს მიერთების ფერი" + +msgid "Geometry Edge Color" +msgstr "გეომეტრიის წიბოს ფერი" + +msgid "Geometry Face Color" +msgstr "გეომეტრიის ზედაპირის ფერი" + +msgid "Link Connection Color" +msgstr "ბმული მიერთების ფერი" + +msgid "Link Connection Disabled Color" +msgstr "ბმულის მიერთება გათიშულიას ფერი" + +msgid "Agent Path Color" +msgstr "აგენტი ბილიკის ფერი" + +msgid "Enable Edge Connections" +msgstr "წიბო მიერთებების ჩართვა" + +msgid "Enable Edge Connections X-Ray" +msgstr "წიბო მიერთებების X-Ray-ის ჩართვა" + +msgid "Enable Edge Lines" +msgstr "წიბოოს ხაზების ჩართვა" + +msgid "Enable Geometry Face Random Color" +msgstr "გეომეტრიის ზედაპირის შემთხვევითი ფერის ჩართვა" + +msgid "Enable Link Connections" +msgstr "მიბმის მიერთებების ჩართვა" + +msgid "Enable Link Connections X-Ray" +msgstr "მიბმის მიერთებების X-Ray-ის ჩართვა" + +msgid "Enable Agent Paths" +msgstr "აგენტის ბილიკების ჩართვა" + +msgid "Enable Agent Paths X-Ray" +msgstr "აგენტის ბილიკების X-Ray-ის ჩართვა" + +msgid "Agent Path Point Size" +msgstr "აგენტის ბილიკის წერტილის ზომა" + +msgid "Agents Radius Color" +msgstr "აგენტები რადიუსის ფერი" + +msgid "Enable Agents Radius" +msgstr "აგენტის რადიუსის ჩართვა" + +msgid "Exclude" +msgstr "გამორიცხვა" + +msgid "Collide With Bodies" +msgstr "შეჯახება სხეულებთან" + +msgid "Canvas Instance ID" +msgstr "ტილოს გაშვებული ასლის ID" + +msgid "Exclude Bodies" +msgstr "სხეულების ამოღება" + +msgid "Exclude Objects" +msgstr "ობიექტების ამოღება" + +msgid "Recovery as Collision" +msgstr "აღდგენა შეჯახებასთან" + +msgid "Solver Iterations" +msgstr "ამომხსნელის იტერაციები" + +msgid "Contact Max Separation" +msgstr "კონტაქტი მაქს გაცალკევება" + +msgid "Physics Engine" +msgstr "ფიზიკის ძრავა" + +msgid "Max Collisions" +msgstr "მაქს. შეჯახებები" + +msgid "Debug Redraw Time" +msgstr "გადახატვის დროის გამართვა" + +msgid "Debug Redraw Color" +msgstr "გადახატვის ფერის გამართვა" + +msgid "Vertex" +msgstr "წვერო" + +msgid "Fragment" +msgstr "ფრაგმენტი" + +msgid "Compute" +msgstr "გამოთვლა" + +msgid "Syntax" +msgstr "სინტაქსი" + +msgid "Bytecode" +msgstr "ბაიტკოდი" + +msgid "Compile Error" +msgstr "აგების შეცდომა" + +msgid "Base Error" +msgstr "საბაზისო შეცდომა" + +msgid "IDs" +msgstr "ID-ები" + +msgid "Constant ID" +msgstr "კონსტანტის ID" + +msgid "Sample Masks" +msgstr "მაგალითი ნიღბები" + +msgid "Depth Draw" +msgstr "ღრმა ხატვა" + +msgid "Depth Test Disabled" +msgstr "სიღრმის ტესტი გათიშულია" + +msgid "Wireframe" +msgstr "კარკასი" + +msgid "Skip Vertex Transform" +msgstr "წვეროს გარდაქმნის გამოტოვება" + +msgid "Ensure Correct Normals" +msgstr "სწორი ნორმალების გარანტია" + +msgid "Shadows Disabled" +msgstr "ჩრდილები გამორთულია" + +msgid "Ambient Light Disabled" +msgstr "გარემოს განათება გამორთულია" + +msgid "Vertex Lighting" +msgstr "წვეროს განათება" + +msgid "Particle Trails" +msgstr "ნაწილაკის კვლები" + +msgid "Fog Disabled" +msgstr "ნისლი გათიშულია" + +msgid "Light Only" +msgstr "მხოლოდ, განათება" + +msgid "Collision Use Scale" +msgstr "შეჯახება მასშტაბს იყენებ" + +msgid "Disable Force" +msgstr "ძალის გათიშვა" + +msgid "Disable Velocity" +msgstr "სიჩქარის გამორთვა" + +msgid "Keep Data" +msgstr "მონაცემების დატოვება" + +msgid "Internal Size" +msgstr "შიდა ზომა" + +msgid "Target Size" +msgstr "სამიზნის ზომა" + +msgid "View Count" +msgstr "ნახვების რაოდენობა" + +msgid "Render Loop Enabled" +msgstr "რენდერის მარყუჟი ჩართულია" + +msgid "Import S3TC BPTC" +msgstr "S3TC BPTC-ის შემოტანა" + +msgid "Import ETC2 ASTC" +msgstr "ETC2 ASTC-ის შემოტანა" + +msgid "WebP Compression" +msgstr "WebP შეკუმშვა" + +msgid "Compression Method" +msgstr "შეკუმშვის მეთოდი" + +msgid "Lossless Compression Factor" +msgstr "კარგვისგარეშე შეკუმშვის ფაქტორი" + +msgid "Shader Compiler" +msgstr "შეიდერის კომპილატორი" + +msgid "Shader Cache" +msgstr "შეიდერის კეში" + +msgid "Use Zstd Compression" +msgstr "Zstd შეკუმშვის გამოყენება" + +msgid "Strip Debug" +msgstr "გამართვის მოცილება" + +msgid "Reflections" +msgstr "ანარეკლები" + +msgid "Sky Reflections" +msgstr "ცის ანარეკლები" + +msgid "Roughness Layers" +msgstr "სიუხეშის ფენები" + +msgid "GGX Samples" +msgstr "GGX სემპლები" + +msgid "Reflection Atlas" +msgstr "ანარეკლის ატლასი" + +msgid "Reflection Size" +msgstr "ანარეკლის ზომა" + +msgid "Reflection Count" +msgstr "ანარეკლის რაოდენობა" + +msgid "GI" +msgstr "GI" + +msgid "Use Half Resolution" +msgstr "ნახევარი გაფართოების გამოყეენბა" + +msgid "Overrides" +msgstr "გადაფარავს" + +msgid "Disable for Vendors" +msgstr "გამორთეთ მწარმოებლებისთვის" + +msgid "Default Filters" +msgstr "ნაგულიხმევი ფილტრები" + +msgid "Depth of Field" +msgstr "ველის სიღრმე" + +msgid "Depth of Field Bokeh Shape" +msgstr "ბოკეს მოხაზულობის ველის სიღრმე" + +msgid "Depth of Field Bokeh Quality" +msgstr "ბოკეს ხარისხის ველის სიღრმე" + +msgid "Half Size" +msgstr "ნახევარი ზომა" + +msgid "Fadeout From" +msgstr "მინავლება საიდან" + +msgid "Fadeout To" +msgstr "მინავლება სადამდე" + +msgid "Light Projectors" +msgstr "სინათლის პროექტორები" + +msgid "Upscale Mode" +msgstr "ხარისხის მომატების რეჟიმი" + +msgid "Screen Space Reflection" +msgstr "ეკრანის სივრცის ანარეკლი" + +msgid "Roughness Quality" +msgstr "სიუხეშის ხარისხი" + +msgid "Global Shader Variables" +msgstr "გლობალური შეიდერის ცვლადები" + +msgid "Buffer Size" +msgstr "ბაფერის ზომა" + +msgid "Update Speed" +msgstr "განახლების სიჩქარე" + +msgid "Texel Size" +msgstr "Texel-ის ზომა" + +msgid "Probe Ray Count" +msgstr "საცდელი სხივების რაოდენობა" + +msgid "Volume Size" +msgstr "მოცულობის ზომა" + +msgid "Spatial Indexer" +msgstr "სივრცითი ინდექსერი" + +msgid "Threaded Cull Minimum Instances" +msgstr "მრავალნაკადიანი დაწუნების მინიმალურ გაშვებული ასლები" + +msgid "Cluster Builder" +msgstr "კლასტერის ამგები" + +msgid "OpenGL" +msgstr "OpenGL" + +msgid "Shaders" +msgstr "შეიდერები" + +msgid "Shader Language" +msgstr "შეიდერის ენა" + +msgid "Play Area Mode" +msgstr "დაკვრის ადგილის რეჟიმი" + +msgid "AR" +msgstr "AR" + +msgid "Has Tracking Data" +msgstr "აქვს ტრეკინგის მონაცემები" + +msgid "World Origin" +msgstr "სამყაროს წყარო" + +msgid "Property" +msgstr "პარამეტრი" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index 038d79e8ed..ee80ab00f6 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -176,6 +176,12 @@ msgstr "에너지 절약" msgid "Keep Screen On" msgstr "화면 항상 활성화" +msgid "Animation" +msgstr "애니메이션" + +msgid "Warnings" +msgstr "경고" + msgid "Audio" msgstr "오디오" @@ -293,18 +299,6 @@ msgstr "오클루전 컬링" msgid "BVH Build Quality" msgstr "BVH 빌드 품질" -msgid "Memory" -msgstr "메모리" - -msgid "Limits" -msgstr "제한" - -msgid "Multithreaded Server" -msgstr "다중 스레드 서버" - -msgid "RID Pool Prealloc" -msgstr "RID 풀 선할당" - msgid "Internationalization" msgstr "국제화" @@ -341,6 +335,9 @@ msgstr "오버샘플링 사용" msgid "Rendering Device" msgstr "렌더링 디바이스" +msgid "V-Sync" +msgstr "수직동기화" + msgid "Staging Buffer" msgstr "스테이지 버퍼" @@ -413,6 +410,12 @@ msgstr "마우스 모드" msgid "Use Accumulated Input" msgstr "누적 입력 사용" +msgid "Emulate Mouse From Touch" +msgstr "터치로 마우스 에뮬레이트" + +msgid "Emulate Touch From Mouse" +msgstr "마우스 터치 에뮬레이트" + msgid "Input Devices" msgstr "입력 장치" @@ -458,6 +461,9 @@ msgstr "키 레이블" msgid "Unicode" msgstr "유니코드" +msgid "Location" +msgstr "위치" + msgid "Echo" msgstr "반복" @@ -611,9 +617,18 @@ msgstr "시드" msgid "State" msgstr "상태" +msgid "Memory" +msgstr "메모리" + +msgid "Limits" +msgstr "제한" + msgid "Message Queue" msgstr "메시지 큐" +msgid "Max Steps" +msgstr "최대 단계" + msgid "Network" msgstr "네트워크" @@ -644,9 +659,6 @@ msgstr "워커 풀" msgid "Max Threads" msgstr "최대 스레드" -msgid "Use System Threads for Low Priority Tasks" -msgstr "저 우선순위 작업에 시스템 스레드 사용" - msgid "Low Priority Thread Ratio" msgstr "저 우선순위 스레드 비율" @@ -722,9 +734,6 @@ msgstr "시작 오프셋" msgid "End Offset" msgstr "끝 오프셋" -msgid "Animation" -msgstr "애니메이션" - msgid "Easing" msgstr "속도 완화" @@ -791,60 +800,6 @@ msgstr "집중 모드" msgid "Movie Maker Enabled" msgstr "무비 메이커 활성화됨" -msgid "Interface" -msgstr "인터페이스" - -msgid "Save on Focus Loss" -msgstr "포커스를 잃을 때 저장" - -msgid "Show Update Spinner" -msgstr "업데이트 스피너 표시" - -msgid "Update Continuously" -msgstr "상시 업데이트" - -msgid "Localize Settings" -msgstr "현지화 설정" - -msgid "Scene Tabs" -msgstr "씬 탭" - -msgid "Restore Scenes on Load" -msgstr "불러오기 시 씬 복원" - -msgid "Inspector" -msgstr "인스펙터" - -msgid "Default Property Name Style" -msgstr "기본 속성 이름 스타일" - -msgid "Default Float Step" -msgstr "기본 부동 소수점 단계" - -msgid "Disable Folding" -msgstr "폴딩 비활성화" - -msgid "Auto Unfold Foreign Scenes" -msgstr "외부 씬 자동으로 펼치기" - -msgid "Horizontal Vector2 Editing" -msgstr "수평 2차원 벡터 변경" - -msgid "Horizontal Vector Types Editing" -msgstr "수평 벡터 타입 변경" - -msgid "Open Resources in Current Inspector" -msgstr "현재 인스펙터에서 리소스 열기" - -msgid "Resources to Open in New Inspector" -msgstr "새로운 인스펙터에서 열 리소스" - -msgid "Default Color Picker Mode" -msgstr "기본 색상 선택기 모드" - -msgid "Default Color Picker Shape" -msgstr "기본 색상 선택기 모양" - msgid "Base Type" msgstr "기본 타입" @@ -854,12 +809,21 @@ msgstr "편집 가능" msgid "Toggle Mode" msgstr "모드 토글" +msgid "Interface" +msgstr "인터페이스" + msgid "Editor Language" msgstr "에디터 언어" +msgid "Localize Settings" +msgstr "현지화 설정" + msgid "Display Scale" msgstr "화면 크기" +msgid "Custom Display Scale" +msgstr "사용자 지정 화면 크기" + msgid "Editor Screen" msgstr "에디터 화면" @@ -875,9 +839,6 @@ msgstr "내장된 메뉴 사용" msgid "Expand to Title" msgstr "제목 표시줄로 확장" -msgid "Custom Display Scale" -msgstr "사용자 지정 화면 크기" - msgid "Main Font Size" msgstr "기본 글꼴 크기" @@ -926,12 +887,27 @@ msgstr "마우스 부가 버튼으로 히스토리 둘러보기" msgid "Save Each Scene on Quit" msgstr "종료 시 각 씬 저장" +msgid "Save on Focus Loss" +msgstr "포커스를 잃을 때 저장" + msgid "Accept Dialog Cancel OK Buttons" msgstr "확인 창의 취소 확인 버튼" msgid "Show Internal Errors in Toast Notifications" msgstr "내부적인 오류를 토스트 알림에 표시" +msgid "Show Update Spinner" +msgstr "업데이트 스피너 표시" + +msgid "V-Sync Mode" +msgstr "수직동기화 모드" + +msgid "Update Continuously" +msgstr "상시 업데이트" + +msgid "Inspector" +msgstr "인스펙터" + msgid "Max Array Dictionary Items per Page" msgstr "페이지 당 최대 딕셔너리 아이템 배열 크기" @@ -941,6 +917,36 @@ msgstr "저수준 OpenType 기능 보이기" msgid "Float Drag Speed" msgstr "실수값 드래그 속도" +msgid "Default Property Name Style" +msgstr "기본 속성 이름 스타일" + +msgid "Default Float Step" +msgstr "기본 부동 소수점 단계" + +msgid "Disable Folding" +msgstr "폴딩 비활성화" + +msgid "Auto Unfold Foreign Scenes" +msgstr "외부 씬 자동으로 펼치기" + +msgid "Horizontal Vector2 Editing" +msgstr "수평 2차원 벡터 변경" + +msgid "Horizontal Vector Types Editing" +msgstr "수평 벡터 타입 변경" + +msgid "Open Resources in Current Inspector" +msgstr "현재 인스펙터에서 리소스 열기" + +msgid "Resources to Open in New Inspector" +msgstr "새로운 인스펙터에서 열 리소스" + +msgid "Default Color Picker Mode" +msgstr "기본 색상 선택기 모드" + +msgid "Default Color Picker Shape" +msgstr "기본 색상 선택기 모양" + msgid "Theme" msgstr "테마" @@ -995,6 +1001,9 @@ msgstr "이동 및 확대 제스처 활성화" msgid "Scale Gizmo Handles" msgstr "기즈모 핸들 스케일" +msgid "Scene Tabs" +msgstr "씬 탭" + msgid "Display Close Button" msgstr "닫기 버튼 표시" @@ -1007,6 +1016,9 @@ msgstr "최대 너비" msgid "Show Script Button" msgstr "스크립트 버튼 보이기" +msgid "Restore Scenes on Load" +msgstr "불러오기 시 씬 복원" + msgid "Multi Window" msgstr "다중 창" @@ -1070,9 +1082,6 @@ msgstr "가져오기" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Blender 3 경로" - msgid "RPC Port" msgstr "RPC 포트" @@ -1559,12 +1568,18 @@ msgstr "실행 시 항상 출력 열기" msgid "Always Close Output on Stop" msgstr "정지 시 항상 출력 닫기" -msgid "Remote Host" -msgstr "원격 호스트" +msgid "HTTP Proxy" +msgstr "HTTP 프록시" + +msgid "Host" +msgstr "호스트" msgid "Editor TLS Certificates" msgstr "에디터 TLS 인증서" +msgid "Remote Host" +msgstr "원격 호스트" + msgid "Debugger" msgstr "디버거" @@ -1583,12 +1598,6 @@ msgstr "원격 장면 트리 새로 고침 간격" msgid "Remote Inspect Refresh Interval" msgstr "원격 검사 새로 고침 간격" -msgid "HTTP Proxy" -msgstr "HTTP 프록시" - -msgid "Host" -msgstr "호스트" - msgid "Project Manager" msgstr "프로젝트 매니저" @@ -1727,18 +1736,6 @@ msgstr "PCK 포함" msgid "Texture Format" msgstr "텍스처 포맷" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "내보내기" @@ -1772,75 +1769,6 @@ msgstr "슬라이더 숨기기" msgid "Zoom" msgstr "줌" -msgid "Antialiasing" -msgstr "안티앨리어싱" - -msgid "Generate Mipmaps" -msgstr "밉맵 생성" - -msgid "Multichannel Signed Distance Field" -msgstr "다중 채널 부호 있는 거리 필드 (MSDF)" - -msgid "MSDF Pixel Range" -msgstr "MSDF 픽셀 범위" - -msgid "MSDF Size" -msgstr "MSDF 크기" - -msgid "Allow System Fallback" -msgstr "시스템 폴백 허용" - -msgid "Force Autohinter" -msgstr "오토힌터 강제" - -msgid "Hinting" -msgstr "힌팅" - -msgid "Subpixel Positioning" -msgstr "서브픽셀 포지셔닝" - -msgid "Oversampling" -msgstr "오버샘플링" - -msgid "Metadata Overrides" -msgstr "메타데이터 오버라이드" - -msgid "Language Support" -msgstr "언어 지원" - -msgid "Script Support" -msgstr "스크립트 지원" - -msgid "OpenType Features" -msgstr "OpenType 기능" - -msgid "Fallbacks" -msgstr "폴백" - -msgid "Compress" -msgstr "컴프레스" - -msgid "Language" -msgstr "언어" - -msgid "Outline Size" -msgstr "윤곽선 크기" - -msgid "Variation" -msgstr "바리에이션" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "굵게 하기" - -msgid "Face Index" -msgstr "면 인덱스" - -msgid "Transform" -msgstr "변형" - msgid "Retarget" msgstr "리타겟" @@ -1895,66 +1823,6 @@ msgstr "중요하지 않은 위치" msgid "Unmapped Bones" msgstr "매핑되지 않은 본" -msgid "Create From" -msgstr "다음에서 만들기" - -msgid "Delimiter" -msgstr "디리미터" - -msgid "Character Ranges" -msgstr "문자 범위" - -msgid "Columns" -msgstr "열" - -msgid "Rows" -msgstr "행" - -msgid "Image Margin" -msgstr "이미지 여백" - -msgid "Character Margin" -msgstr "글자 여백" - -msgid "High Quality" -msgstr "고품질" - -msgid "Lossy Quality" -msgstr "손실 품질" - -msgid "HDR Compression" -msgstr "HDR 압축" - -msgid "Channel Pack" -msgstr "채널 팩" - -msgid "Mipmaps" -msgstr "밉맵" - -msgid "Generate" -msgstr "생성" - -msgid "Limit" -msgstr "제한" - -msgid "Slices" -msgstr "슬라이스" - -msgid "Horizontal" -msgstr "수평" - -msgid "Vertical" -msgstr "수직" - -msgid "Arrangement" -msgstr "어레인지먼트" - -msgid "Layout" -msgstr "레이아웃" - -msgid "Amount" -msgstr "양" - msgid "Generate Tangents" msgstr "접선 생성" @@ -1970,6 +1838,9 @@ msgstr "메시 최적화" msgid "Skip Import" msgstr "가져오기 건너뛰기" +msgid "Generate" +msgstr "생성" + msgid "NavMesh" msgstr "NavMesh" @@ -2087,6 +1958,12 @@ msgstr "루프 모드" msgid "Keep Custom Tracks" msgstr "맞춤 트랙 유지" +msgid "Slices" +msgstr "슬라이스" + +msgid "Amount" +msgstr "양" + msgid "Optimizer" msgstr "최적화 도구" @@ -2159,6 +2036,126 @@ msgstr "변경 불가한 트랙 제거" msgid "Import Script" msgstr "스크립트 가져오기" +msgid "Antialiasing" +msgstr "안티앨리어싱" + +msgid "Generate Mipmaps" +msgstr "밉맵 생성" + +msgid "Multichannel Signed Distance Field" +msgstr "다중 채널 부호 있는 거리 필드 (MSDF)" + +msgid "MSDF Pixel Range" +msgstr "MSDF 픽셀 범위" + +msgid "MSDF Size" +msgstr "MSDF 크기" + +msgid "Allow System Fallback" +msgstr "시스템 폴백 허용" + +msgid "Force Autohinter" +msgstr "오토힌터 강제" + +msgid "Hinting" +msgstr "힌팅" + +msgid "Subpixel Positioning" +msgstr "서브픽셀 포지셔닝" + +msgid "Oversampling" +msgstr "오버샘플링" + +msgid "Metadata Overrides" +msgstr "메타데이터 오버라이드" + +msgid "Language Support" +msgstr "언어 지원" + +msgid "Script Support" +msgstr "스크립트 지원" + +msgid "OpenType Features" +msgstr "OpenType 기능" + +msgid "Fallbacks" +msgstr "폴백" + +msgid "Compress" +msgstr "컴프레스" + +msgid "Language" +msgstr "언어" + +msgid "Outline Size" +msgstr "윤곽선 크기" + +msgid "Variation" +msgstr "바리에이션" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "굵게 하기" + +msgid "Face Index" +msgstr "면 인덱스" + +msgid "Transform" +msgstr "변형" + +msgid "Create From" +msgstr "다음에서 만들기" + +msgid "Delimiter" +msgstr "디리미터" + +msgid "Character Ranges" +msgstr "문자 범위" + +msgid "Columns" +msgstr "열" + +msgid "Rows" +msgstr "행" + +msgid "Image Margin" +msgstr "이미지 여백" + +msgid "Character Margin" +msgstr "글자 여백" + +msgid "High Quality" +msgstr "고품질" + +msgid "Lossy Quality" +msgstr "손실 품질" + +msgid "HDR Compression" +msgstr "HDR 압축" + +msgid "Channel Pack" +msgstr "채널 팩" + +msgid "Mipmaps" +msgstr "밉맵" + +msgid "Limit" +msgstr "제한" + +msgid "Horizontal" +msgstr "수평" + +msgid "Vertical" +msgstr "수직" + +msgid "Arrangement" +msgstr "어레인지먼트" + +msgid "Layout" +msgstr "레이아웃" + msgid "Normal Map" msgstr "노멀 맵" @@ -2285,15 +2282,15 @@ msgstr "스트림 플레이어 3D" msgid "Camera" msgstr "카메라" +msgid "Particles" +msgstr "파티클" + msgid "Decal" msgstr "데칼" msgid "Fog Volume" msgstr "포그 볼륨" -msgid "Particles" -msgstr "파티클" - msgid "Particle Attractor" msgstr "파티클 어트랙터" @@ -2543,12 +2540,6 @@ msgstr "휴대용" msgid "Orientation" msgstr "오리엔테이션" -msgid "V-Sync" -msgstr "수직동기화" - -msgid "V-Sync Mode" -msgstr "수직동기화 모드" - msgid "Output Latency" msgstr "출력 레이턴시" @@ -2657,12 +2648,6 @@ msgstr "애자일 이벤트 플러싱" msgid "Pointing" msgstr "포인팅" -msgid "Emulate Touch From Mouse" -msgstr "마우스 터치 에뮬레이트" - -msgid "Emulate Mouse From Touch" -msgstr "터치로 마우스 에뮬레이트" - msgid "Android" msgstr "Android" @@ -2822,9 +2807,6 @@ msgstr "문자열 이름 색상" msgid "Max Call Stack" msgstr "최대 호출 스택" -msgid "Warnings" -msgstr "경고" - msgid "Exclude Addons" msgstr "애드온 제외" @@ -2840,6 +2822,9 @@ msgstr "에디터에서 네이티브 기호 표시" msgid "Use Thread" msgstr "스레드 사용" +msgid "Copyright" +msgstr "저작권" + msgid "glTF" msgstr "glTF" @@ -2912,9 +2897,6 @@ msgstr "메이저 버전" msgid "Minor Version" msgstr "마이너 버전" -msgid "Copyright" -msgstr "저작권" - msgid "GLB Data" msgstr "GLB 데이터" @@ -3629,45 +3611,6 @@ msgstr "알림 40 X 40" msgid "Notification 60 X 60" msgstr "알림 60 X 60" -msgid "Landscape Launch Screens" -msgstr "가로 모드 실행 화면" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 1024 X 768" - -msgid "Portrait Launch Screens" -msgstr "세로 모드 실행 화면" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 X 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 X 2208" - msgid "App Store Team ID" msgstr "App Store 팀 ID" @@ -3704,9 +3647,6 @@ msgstr "짧은 버전" msgid "Icon Interpolation" msgstr "아이콘 보간" -msgid "Launch Screens Interpolation" -msgstr "실행 화면 보간" - msgid "Capabilities" msgstr "앱 기능" @@ -3749,9 +3689,6 @@ msgstr "사진 보관함 사용 설명 현지화됨" msgid "Storyboard" msgstr "스토리보드" -msgid "Use Launch Screen Storyboard" -msgstr "실행 화면 스토리보드 사용" - msgid "Image Scale Mode" msgstr "이미지 스케일 모드" @@ -3857,9 +3794,6 @@ msgstr "라이브러리 검증 비활성화" msgid "Audio Input" msgstr "오디오 입력" -msgid "Location" -msgstr "위치" - msgid "Calendars" msgstr "달력" @@ -4892,9 +4826,6 @@ msgstr "프레임 좌표" msgid "Filter Clip Enabled" msgstr "필터 클립 활성화" -msgid "Tile Set" -msgstr "타일셋" - msgid "Collision Animatable" msgstr "충돌 애니메이팅 가능" @@ -4904,6 +4835,9 @@ msgstr "충돌 가시성 모드" msgid "Navigation Visibility Mode" msgstr "네비게이션 가시성 모드" +msgid "Tile Set" +msgstr "타일셋" + msgid "Texture Normal" msgstr "노멀 텍스처" @@ -5012,6 +4946,9 @@ msgstr "근경" msgid "Far" msgstr "원경" +msgid "Visibility AABB" +msgstr "가시성 AABB" + msgid "Box Extents" msgstr "상자 범위" @@ -5081,9 +5018,6 @@ msgstr "거리 페이드" msgid "Begin" msgstr "시작점" -msgid "Visibility AABB" -msgstr "가시성 AABB" - msgid "Transform Align" msgstr "변형 정렬" @@ -5984,9 +5918,6 @@ msgstr "늘림 비율" msgid "Localization" msgstr "현지화" -msgid "Auto Translate" -msgstr "자동 번역" - msgid "Localize Numeral System" msgstr "숫자 체계 현지화" @@ -6311,6 +6242,9 @@ msgstr "그룹 순서" msgid "Messages" msgstr "메시지" +msgid "Auto Translate" +msgstr "자동 번역" + msgid "Editor Description" msgstr "에디터상 설명" @@ -6485,9 +6419,6 @@ msgstr "화이트" msgid "SSR" msgstr "SSR" -msgid "Max Steps" -msgstr "최대 단계" - msgid "Fade In" msgstr "페이드 인" @@ -6902,12 +6833,6 @@ msgstr "번들됨" msgid "Attractor Interaction" msgstr "어트랙터 상호작용" -msgid "Scale Min" -msgstr "최소 크기" - -msgid "Scale Max" -msgstr "최대 크기" - msgid "Scale Curve" msgstr "크기 곡선" @@ -6926,18 +6851,6 @@ msgstr "노이즈 속도" msgid "Noise Speed Random" msgstr "노이즈 속도 랜덤" -msgid "Influence Min" -msgstr "최소 영향력" - -msgid "Influence Max" -msgstr "최대 영향력" - -msgid "Initial Displacement Min" -msgstr "최소 초기 변위" - -msgid "Initial Displacement Max" -msgstr "최대 초기 변위" - msgid "Influence over Life" msgstr "시간에 따른 영향력" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index 0fe2b829f9..79bda7ef05 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -84,21 +84,22 @@ # Marcin Zieliński <czolgista83@gmail.com>, 2023. # Aleksander Łagowiec <mineolek10@users.noreply.hosted.weblate.org>, 2023. # Jakub Marcowski <chubercikbattle@gmail.com>, 2024. +# damian <damian2779898@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-28 14:02+0000\n" -"Last-Translator: Tomek <kobewi4e@gmail.com>\n" +"PO-Revision-Date: 2024-02-15 10:11+0000\n" +"Last-Translator: damian <damian2779898@gmail.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot-" "properties/pl/>\n" "Language: pl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " -"|| n%100>=20) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " +"|| n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Application" @@ -209,6 +210,12 @@ msgstr "Oszczędzanie energii" msgid "Keep Screen On" msgstr "Zachowaj włączony ekran" +msgid "Animation" +msgstr "Animacja" + +msgid "Warnings" +msgstr "Ostrzeżenia" + msgid "Audio" msgstr "Audio" @@ -329,18 +336,6 @@ msgstr "Usuwanie niewidocznych powierzchni" msgid "BVH Build Quality" msgstr "Jakość Wykonania BVH" -msgid "Memory" -msgstr "Pamięć" - -msgid "Limits" -msgstr "Limity" - -msgid "Multithreaded Server" -msgstr "Serwer wielowątkowy" - -msgid "RID Pool Prealloc" -msgstr "Preallokacja Puli RID" - msgid "Internationalization" msgstr "Internacjonalizacja" @@ -452,6 +447,12 @@ msgstr "Tryb myszki" msgid "Use Accumulated Input" msgstr "Użyj skumulowanego wejścia" +msgid "Emulate Mouse From Touch" +msgstr "Emulacja myszy za pomocą dotyku" + +msgid "Emulate Touch From Mouse" +msgstr "Emulacja dotyku za pomocą myszy" + msgid "Input Devices" msgstr "Urządzenia wejściowe" @@ -488,6 +489,9 @@ msgstr "Etykieta klucza" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Lokalizacja" + msgid "Echo" msgstr "Echo" @@ -635,6 +639,12 @@ msgstr "Ziarno" msgid "State" msgstr "Stan" +msgid "Memory" +msgstr "Pamięć" + +msgid "Limits" +msgstr "Limity" + msgid "Message Queue" msgstr "Kolejka wiadomości" @@ -695,9 +705,6 @@ msgstr "Rozpocznij przesunięcie" msgid "End Offset" msgstr "Koniec przesunięcia" -msgid "Animation" -msgstr "Animacja" - msgid "Easing" msgstr "Wygładzanie" @@ -746,45 +753,6 @@ msgstr "Kluczowanie" msgid "Distraction Free Mode" msgstr "Tryb bez rozproszeń" -msgid "Interface" -msgstr "Interfejs" - -msgid "Show Update Spinner" -msgstr "Pokaż suwak aktualizacji" - -msgid "Update Continuously" -msgstr "Stale aktualizuj" - -msgid "Localize Settings" -msgstr "Lokalizuj ustawienia" - -msgid "Scene Tabs" -msgstr "Zakładki scen" - -msgid "Inspector" -msgstr "Inspektor" - -msgid "Default Property Name Style" -msgstr "Domyślny styl nazw właściwości" - -msgid "Default Float Step" -msgstr "Domyślny krok zmiennoprzecinkowy" - -msgid "Disable Folding" -msgstr "Wyłącz zwijanie" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Automatyczne rozwijanie zagranicznych scen" - -msgid "Horizontal Vector2 Editing" -msgstr "Edycja pozioma Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "Edycja poziomych typów wektorów" - -msgid "Default Color Picker Mode" -msgstr "Domyślny tryb pobieracza kolorów" - msgid "Base Type" msgstr "Typ bazowy" @@ -794,15 +762,24 @@ msgstr "Edytowalny" msgid "Toggle Mode" msgstr "Przełącz tryb" +msgid "Interface" +msgstr "Interfejs" + msgid "Editor Language" msgstr "Język edytora" +msgid "Localize Settings" +msgstr "Lokalizuj ustawienia" + msgid "Display Scale" msgstr "Rozmiar wyświetlania" msgid "Custom Display Scale" msgstr "Niestandardowa skala wyświetlania" +msgid "Use Embedded Menu" +msgstr "Użyj wbudowanego menu" + msgid "Main Font Size" msgstr "Rozmiar głównej czcionki" @@ -833,6 +810,36 @@ msgstr "Automatycznie otwieraj zrzuty ekranu" msgid "Mouse Extra Buttons Navigate History" msgstr "Historia nawigacji dodatkowych przycisków myszy" +msgid "Show Update Spinner" +msgstr "Pokaż suwak aktualizacji" + +msgid "Update Continuously" +msgstr "Stale aktualizuj" + +msgid "Inspector" +msgstr "Inspektor" + +msgid "Default Property Name Style" +msgstr "Domyślny styl nazw właściwości" + +msgid "Default Float Step" +msgstr "Domyślny krok zmiennoprzecinkowy" + +msgid "Disable Folding" +msgstr "Wyłącz zwijanie" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Automatyczne rozwijanie zagranicznych scen" + +msgid "Horizontal Vector2 Editing" +msgstr "Edycja pozioma Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "Edycja poziomych typów wektorów" + +msgid "Default Color Picker Mode" +msgstr "Domyślny tryb pobieracza kolorów" + msgid "Theme" msgstr "Motyw" @@ -863,6 +870,9 @@ msgstr "Dodatkowe odstępy" msgid "Custom Theme" msgstr "Własny motyw" +msgid "Scene Tabs" +msgstr "Zakładki scen" + msgid "Show Script Button" msgstr "Pokaż przycisk skryptu" @@ -902,12 +912,12 @@ msgstr "Rozmiar miniaturki" msgid "Import" msgstr "Zaimportuj" -msgid "Blender 3 Path" -msgstr "Ścieżka Blender 3" - msgid "FBX" msgstr "FBX" +msgid "FBX2glTF Path" +msgstr "Ścieżka do FBX2glTF" + msgid "Docks" msgstr "Doki" @@ -1289,6 +1299,12 @@ msgstr "Konsola" msgid "Font Size" msgstr "Rozmiar czcionki" +msgid "HTTP Proxy" +msgstr "Proxy HTTP" + +msgid "Host" +msgstr "Host" + msgid "Remote Host" msgstr "Zdalny host" @@ -1301,12 +1317,6 @@ msgstr "Rozmiar historii klatek profilera" msgid "Profiler Frame Max Functions" msgstr "Maksymalna ilość funkcji klatki profilera" -msgid "HTTP Proxy" -msgstr "Proxy HTTP" - -msgid "Host" -msgstr "Host" - msgid "Project Manager" msgstr "Menedżer projektów" @@ -1436,18 +1446,6 @@ msgstr "Osadź PCK" msgid "Texture Format" msgstr "Format tekstury" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Eksportuj" @@ -1469,42 +1467,6 @@ msgstr "Płaski" msgid "Hide Slider" msgstr "Ukryj suwak" -msgid "Multichannel Signed Distance Field" -msgstr "Wielokanałowe Pole Odległości ze Znakiem" - -msgid "MSDF Size" -msgstr "Rozmiar MSDF" - -msgid "Hinting" -msgstr "Podpowiedź" - -msgid "Subpixel Positioning" -msgstr "Pozycjonowanie subpikselowe" - -msgid "Oversampling" -msgstr "Nadpróbkowanie" - -msgid "Language Support" -msgstr "Obsługa języków" - -msgid "OpenType Features" -msgstr "Funkcje OpenType" - -msgid "Compress" -msgstr "Skompresuj" - -msgid "Language" -msgstr "Język" - -msgid "Outline Size" -msgstr "Rozmiar konturu" - -msgid "Variation" -msgstr "Odmiana" - -msgid "Transform" -msgstr "Przekształcanie" - msgid "Bone Renamer" msgstr "Zmieniacz nazwy kości" @@ -1523,45 +1485,6 @@ msgstr "Próg" msgid "Except Bone Transform" msgstr "Z wyjątkiem transformacji kości" -msgid "Create From" -msgstr "Utwórz z" - -msgid "Delimiter" -msgstr "Separator" - -msgid "Character Ranges" -msgstr "Zakresy znaków" - -msgid "Rows" -msgstr "Rzędy" - -msgid "Character Margin" -msgstr "Margines znaku" - -msgid "Lossy Quality" -msgstr "Stratna jakość" - -msgid "Mipmaps" -msgstr "Mipmapy" - -msgid "Limit" -msgstr "Limit" - -msgid "Slices" -msgstr "Kawałki" - -msgid "Horizontal" -msgstr "Poziomo" - -msgid "Vertical" -msgstr "Pionowo" - -msgid "Layout" -msgstr "Układ" - -msgid "Amount" -msgstr "Ilość" - msgid "Generate Tangents" msgstr "Wygeneruj styczne" @@ -1613,6 +1536,12 @@ msgstr "Tryb zapętlenia" msgid "Keep Custom Tracks" msgstr "Zachowaj własne ścieżki" +msgid "Slices" +msgstr "Kawałki" + +msgid "Amount" +msgstr "Ilość" + msgid "Optimizer" msgstr "Optymalizator" @@ -1667,9 +1596,81 @@ msgstr "Używaj nazwanych skórek" msgid "FPS" msgstr "FPS" +msgid "Multichannel Signed Distance Field" +msgstr "Wielokanałowe Pole Odległości ze Znakiem" + +msgid "MSDF Size" +msgstr "Rozmiar MSDF" + +msgid "Hinting" +msgstr "Podpowiedź" + +msgid "Subpixel Positioning" +msgstr "Pozycjonowanie subpikselowe" + +msgid "Oversampling" +msgstr "Nadpróbkowanie" + +msgid "Language Support" +msgstr "Obsługa języków" + +msgid "OpenType Features" +msgstr "Funkcje OpenType" + +msgid "Compress" +msgstr "Skompresuj" + +msgid "Language" +msgstr "Język" + +msgid "Outline Size" +msgstr "Rozmiar konturu" + +msgid "Variation" +msgstr "Odmiana" + +msgid "Transform" +msgstr "Przekształcanie" + +msgid "Create From" +msgstr "Utwórz z" + +msgid "Delimiter" +msgstr "Separator" + +msgid "Character Ranges" +msgstr "Zakresy znaków" + +msgid "Rows" +msgstr "Rzędy" + +msgid "Character Margin" +msgstr "Margines znaku" + +msgid "Lossy Quality" +msgstr "Stratna jakość" + +msgid "Mipmaps" +msgstr "Mipmapy" + +msgid "Limit" +msgstr "Limit" + +msgid "Horizontal" +msgstr "Poziomo" + +msgid "Vertical" +msgstr "Pionowo" + +msgid "Layout" +msgstr "Układ" + msgid "Normal Map" msgstr "Mapa normalnych" +msgid "Roughness" +msgstr "Chropowatość" + msgid "Process" msgstr "Przetwarzanie" @@ -1751,12 +1752,12 @@ msgstr "Błąd" msgid "Camera" msgstr "Kamera" -msgid "Decal" -msgstr "Naklejka" - msgid "Particles" msgstr "Cząsteczki" +msgid "Decal" +msgstr "Naklejka" + msgid "Manipulator Gizmo Size" msgstr "Regulacja wielkości uchwytu" @@ -1814,6 +1815,9 @@ msgstr "Odstęp" msgid "Texture Region Size" msgstr "Rozmiar obszaru tekstury" +msgid "Alternative ID" +msgstr "Alternatywne ID" + msgid "Speed" msgstr "Prędkość" @@ -1916,12 +1920,6 @@ msgstr "Ikona" msgid "Buffering" msgstr "Buforowanie" -msgid "Emulate Touch From Mouse" -msgstr "Emulacja dotyku za pomocą myszy" - -msgid "Emulate Mouse From Touch" -msgstr "Emulacja myszy za pomocą dotyku" - msgid "Android" msgstr "Android" @@ -1937,6 +1935,9 @@ msgstr "Przesunięcie pozycji podpowiedzi" msgid "Minimum Display Time" msgstr "Minimalny czas wyświetlania" +msgid "Dotnet" +msgstr "Dotnet" + msgid "Project" msgstr "Projekt" @@ -1997,6 +1998,9 @@ msgstr "Wielokąt" msgid "Depth" msgstr "Głębia" +msgid "Spin Degrees" +msgstr "Stopnie obrotu" + msgid "Path Node" msgstr "Ścieżka węzła" @@ -2024,9 +2028,6 @@ msgstr "GDScript" msgid "Notice List" msgstr "Lista uwag" -msgid "Warnings" -msgstr "Ostrzeżenia" - msgid "Language Server" msgstr "Serwer języka" @@ -2258,9 +2259,6 @@ msgstr "macOS" msgid "Provisioning Profile" msgstr "Profil aprowizacji" -msgid "Location" -msgstr "Lokalizacja" - msgid "Notarization" msgstr "Poświadczenie notarialne" diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po index 6aa49c390f..7619cc905c 100644 --- a/editor/translations/properties/pt.po +++ b/editor/translations/properties/pt.po @@ -163,6 +163,12 @@ msgstr "Economia de Energia" msgid "Keep Screen On" msgstr "Manter Tela Ligada" +msgid "Animation" +msgstr "Animação" + +msgid "Warnings" +msgstr "Avisos" + msgid "Audio" msgstr "Áudio" @@ -256,15 +262,6 @@ msgstr "Mensagem" msgid "Rendering" msgstr "Renderizando" -msgid "Memory" -msgstr "Memória" - -msgid "Limits" -msgstr "Limites" - -msgid "RID Pool Prealloc" -msgstr "RID Pool Pré-alocação" - msgid "Internationalization" msgstr "Internacionalização" @@ -289,6 +286,9 @@ msgstr "Fontes Dinâmicas" msgid "Use Oversampling" msgstr "Usar Sobreamostragem" +msgid "V-Sync" +msgstr "Sincronização Vertical" + msgid "Pipeline Cache" msgstr "Cache de Pipeline" @@ -328,6 +328,12 @@ msgstr "Modo do Rato" msgid "Use Accumulated Input" msgstr "Usar Entrada Acumulada" +msgid "Emulate Mouse From Touch" +msgstr "Emular o Rato do Toque" + +msgid "Emulate Touch From Mouse" +msgstr "Emular Toque do Rato" + msgid "Input Devices" msgstr "Dispositivos de Entrada" @@ -349,6 +355,9 @@ msgstr "Keycode (Código de Tecla)" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Localização" + msgid "Echo" msgstr "Eco" @@ -472,6 +481,12 @@ msgstr "Semente" msgid "State" msgstr "Estado" +msgid "Memory" +msgstr "Memória" + +msgid "Limits" +msgstr "Limites" + msgid "Network" msgstr "Rede" @@ -484,9 +499,6 @@ msgstr "TLS" msgid "Worker Pool" msgstr "Conjunto de Trabalhadores" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Usar Threads do sistema para tarefas de baixa prioridade" - msgid "Low Priority Thread Ratio" msgstr "Taxa de Threads de baixa prioridade" @@ -544,9 +556,6 @@ msgstr "Deslocamento Inicial" msgid "End Offset" msgstr "Deslocamento Final" -msgid "Animation" -msgstr "Animação" - msgid "Easing" msgstr "Flexibilização" @@ -595,45 +604,6 @@ msgstr "Executar" msgid "Distraction Free Mode" msgstr "Modo Livre de Distrações" -msgid "Interface" -msgstr "Interface" - -msgid "Show Update Spinner" -msgstr "Mostra Ícone de Atualização" - -msgid "Update Continuously" -msgstr "Atualização Contínua" - -msgid "Localize Settings" -msgstr "Configuração de tradução" - -msgid "Scene Tabs" -msgstr "Abas da Cena" - -msgid "Inspector" -msgstr "Inspetor" - -msgid "Default Property Name Style" -msgstr "Estilo de Nome da Propriedade Predefinida" - -msgid "Default Float Step" -msgstr "FloatStep Padrão" - -msgid "Disable Folding" -msgstr "Desativar Botão" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Desdobramento Automático de Cenas Estrangeiras" - -msgid "Horizontal Vector2 Editing" -msgstr "Edição Horizontal do Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "Edição de Tipo de Vetor Horizontal" - -msgid "Default Color Picker Mode" -msgstr "Modo Seletor de Cores Padrão" - msgid "Base Type" msgstr "Mudar tipo base" @@ -643,21 +613,27 @@ msgstr "Item Editável" msgid "Toggle Mode" msgstr "Alternar Modo" +msgid "Interface" +msgstr "Interface" + msgid "Editor Language" msgstr "Linguagem do Editor" +msgid "Localize Settings" +msgstr "Configuração de tradução" + msgid "Display Scale" msgstr "Escala do Editor" +msgid "Custom Display Scale" +msgstr "Escala de Exibição Personalizada" + msgid "Enable Pseudolocalization" msgstr "Ativar Pseudo Localização" msgid "Use Embedded Menu" msgstr "Usar Menu Integrado" -msgid "Custom Display Scale" -msgstr "Escala de Exibição Personalizada" - msgid "Main Font Size" msgstr "Tamanho da Fonte Principal" @@ -703,9 +679,39 @@ msgstr "Caixa de Diálogo Aceitar: Botões OK/Cancelar" msgid "Show Internal Errors in Toast Notifications" msgstr "Mostrar Erros Internos em notificações Toast" +msgid "Show Update Spinner" +msgstr "Mostra Ícone de Atualização" + +msgid "Update Continuously" +msgstr "Atualização Contínua" + +msgid "Inspector" +msgstr "Inspetor" + msgid "Show Low Level OpenType Features" msgstr "Mostrar atributos de baixo nível OpenType" +msgid "Default Property Name Style" +msgstr "Estilo de Nome da Propriedade Predefinida" + +msgid "Default Float Step" +msgstr "FloatStep Padrão" + +msgid "Disable Folding" +msgstr "Desativar Botão" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Desdobramento Automático de Cenas Estrangeiras" + +msgid "Horizontal Vector2 Editing" +msgstr "Edição Horizontal do Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "Edição de Tipo de Vetor Horizontal" + +msgid "Default Color Picker Mode" +msgstr "Modo Seletor de Cores Padrão" + msgid "Theme" msgstr "Tema" @@ -748,6 +754,9 @@ msgstr "Ativar pressão longa como clique no botão direito" msgid "Enable Pan and Scale Gestures" msgstr "Ativar Pan e Gestos em Scala" +msgid "Scene Tabs" +msgstr "Abas da Cena" + msgid "Show Script Button" msgstr "Mostrar Botão de Script" @@ -799,12 +808,6 @@ msgstr "FBX" msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" -msgid "Oidn" -msgstr "OIDN" - -msgid "Oidn Denoise Path" -msgstr "Caminho Oidn de Remoção de Ruído" - msgid "Docks" msgstr "Painéis" @@ -1192,6 +1195,12 @@ msgstr "Saída" msgid "Font Size" msgstr "Tamanho da Fonte" +msgid "HTTP Proxy" +msgstr "Proxy HTTP" + +msgid "Host" +msgstr "Host" + msgid "Remote Host" msgstr "Host Remoto" @@ -1210,12 +1219,6 @@ msgstr "Intervalo de Atualização da Árvore de Cena Remota" msgid "Remote Inspect Refresh Interval" msgstr "Intervalo de Atualização de Inspeção Remota" -msgid "HTTP Proxy" -msgstr "Proxy HTTP" - -msgid "Host" -msgstr "Host" - msgid "Project Manager" msgstr "Gestor de Projetos" @@ -1345,18 +1348,6 @@ msgstr "Incorporar PCK" msgid "Texture Format" msgstr "Formato de Textura" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Exportar" @@ -1381,36 +1372,6 @@ msgstr "Ocultar Slider" msgid "Zoom" msgstr "Zoom" -msgid "Multichannel Signed Distance Field" -msgstr "SDF multicanal" - -msgid "MSDF Pixel Range" -msgstr "Escala de pixel de MSDF" - -msgid "Hinting" -msgstr "Sugestão" - -msgid "Oversampling" -msgstr "Excesso de Amostragem" - -msgid "Compress" -msgstr "Comprimir" - -msgid "Language" -msgstr "Idioma/Dialeto" - -msgid "Outline Size" -msgstr "Tamanho do Contorno" - -msgid "Variation" -msgstr "Variação" - -msgid "Embolden" -msgstr "Aumento Boldem" - -msgid "Transform" -msgstr "Transformar" - msgid "Make Unique" msgstr "Fazer único" @@ -1429,42 +1390,6 @@ msgstr "Limite" msgid "Unmapped Bones" msgstr "Ossos não mapeados" -msgid "Create From" -msgstr "Criar à Partir de" - -msgid "Delimiter" -msgstr "Delimitador" - -msgid "Rows" -msgstr "Linhas" - -msgid "Lossy Quality" -msgstr "Qualidade com Perdas" - -msgid "Mipmaps" -msgstr "Mipmaps" - -msgid "Generate" -msgstr "Gerar" - -msgid "Limit" -msgstr "Limite" - -msgid "Slices" -msgstr "Fatias" - -msgid "Horizontal" -msgstr "Horizontal" - -msgid "Vertical" -msgstr "Vertical" - -msgid "Layout" -msgstr "Esquema" - -msgid "Amount" -msgstr "Quantidade" - msgid "Generate Tangents" msgstr "Gerar Tangentes" @@ -1474,6 +1399,9 @@ msgstr "Escalar Forma" msgid "Offset Mesh" msgstr "Forma de Compensação" +msgid "Generate" +msgstr "Gerar" + msgid "NavMesh" msgstr "NavMesh" @@ -1531,6 +1459,12 @@ msgstr "Modo de Loop" msgid "Keep Custom Tracks" msgstr "Manter Faixas Personalizadas" +msgid "Slices" +msgstr "Fatias" + +msgid "Amount" +msgstr "Quantidade" + msgid "Optimizer" msgstr "Otimizador" @@ -1573,6 +1507,63 @@ msgstr "Usar Skins com Nome" msgid "FPS" msgstr "FPS" +msgid "Multichannel Signed Distance Field" +msgstr "SDF multicanal" + +msgid "MSDF Pixel Range" +msgstr "Escala de pixel de MSDF" + +msgid "Hinting" +msgstr "Sugestão" + +msgid "Oversampling" +msgstr "Excesso de Amostragem" + +msgid "Compress" +msgstr "Comprimir" + +msgid "Language" +msgstr "Idioma/Dialeto" + +msgid "Outline Size" +msgstr "Tamanho do Contorno" + +msgid "Variation" +msgstr "Variação" + +msgid "Embolden" +msgstr "Aumento Boldem" + +msgid "Transform" +msgstr "Transformar" + +msgid "Create From" +msgstr "Criar à Partir de" + +msgid "Delimiter" +msgstr "Delimitador" + +msgid "Rows" +msgstr "Linhas" + +msgid "Lossy Quality" +msgstr "Qualidade com Perdas" + +msgid "Mipmaps" +msgstr "Mipmaps" + +msgid "Limit" +msgstr "Limite" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertical" + +msgid "Layout" +msgstr "Esquema" + msgid "Normal Map" msgstr "Mapa Normal" @@ -1663,12 +1654,12 @@ msgstr "Reprodutor de Fluxo 3D" msgid "Camera" msgstr "Câmera" -msgid "Decal" -msgstr "Decalque" - msgid "Particles" msgstr "Partículas" +msgid "Decal" +msgstr "Decalque" + msgid "Joint Body A" msgstr "Corpo de Articulação A" @@ -1816,9 +1807,6 @@ msgstr "Portátil" msgid "Orientation" msgstr "Orientação" -msgid "V-Sync" -msgstr "Sincronização Vertical" - msgid "Output Latency" msgstr "Latência de Saída" @@ -1897,12 +1885,6 @@ msgstr "Liberação Ágil de Eventos" msgid "Pointing" msgstr "Pontuação" -msgid "Emulate Touch From Mouse" -msgstr "Emular Toque do Rato" - -msgid "Emulate Mouse From Touch" -msgstr "Emular o Rato do Toque" - msgid "Android" msgstr "Android" @@ -2032,9 +2014,6 @@ msgstr "Cor do Caminho do Nó" msgid "Max Call Stack" msgstr "Máximo Empilhamento de Chamadas" -msgid "Warnings" -msgstr "Avisos" - msgid "Exclude Addons" msgstr "Excluir Complementos" @@ -2047,6 +2026,9 @@ msgstr "Habilitar Resolução Inteligente" msgid "Use Thread" msgstr "Usar Thread" +msgid "Copyright" +msgstr "Direitos Autorais" + msgid "glTF" msgstr "'glTF'" @@ -2101,9 +2083,6 @@ msgstr "Versão Importante" msgid "Minor Version" msgstr "Versão Minoritária" -msgid "Copyright" -msgstr "Direitos Autorais" - msgid "GLB Data" msgstr "Dados do GLB" @@ -2620,45 +2599,6 @@ msgstr "Destaque 40 X 40" msgid "Spotlight 80 X 80" msgstr "Destaque 80 X 80" -msgid "Landscape Launch Screens" -msgstr "Telas de Inicialização de Paisagem" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 X 1536" - -msgid "Portrait Launch Screens" -msgstr "Telas de Lançamento de Retrato" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 X 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 X 2208" - msgid "App Store Team ID" msgstr "ID da Equipe na App Store" @@ -2722,9 +2662,6 @@ msgstr "Descrição de Uso da Fotobiblioteca" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "Use o Storyboard da Tela de Inicialização" - msgid "Image Scale Mode" msgstr "Modo de Escalonamento de Imagem" @@ -2776,9 +2713,6 @@ msgstr "Desativar Validação da Biblioteca" msgid "Audio Input" msgstr "Entrada de Áudio" -msgid "Location" -msgstr "Localização" - msgid "Address Book" msgstr "Contatos" @@ -3481,6 +3415,9 @@ msgstr "Longe" msgid "Ray Pickable" msgstr "Raio selecionável" +msgid "Visibility AABB" +msgstr "Visibilidade AABB" + msgid "Rotate Y" msgstr "Rotacionar em Y" @@ -3511,9 +3448,6 @@ msgstr "Modular" msgid "Distance Fade" msgstr "Distância de Esmaecimento" -msgid "Visibility AABB" -msgstr "Visibilidade AABB" - msgid "Draw Passes" msgstr "Passos de Desenho" @@ -4105,6 +4039,12 @@ msgstr "Tamanho Máximo da Pilha de Desfazer na Edição de Texto" msgid "Hover" msgstr "Flutuar" +msgid "Radial Fill" +msgstr "Preenchimento Radial" + +msgid "Fill Degrees" +msgstr "Graus de Preenchimento" + msgid "Under" msgstr "Abaixo" @@ -4114,12 +4054,6 @@ msgstr "Desvio de Progresso" msgid "Tint" msgstr "Matiz" -msgid "Radial Fill" -msgstr "Preenchimento Radial" - -msgid "Fill Degrees" -msgstr "Graus de Preenchimento" - msgid "Custom Minimum Height" msgstr "Altura Mínima Personalizada" @@ -4549,18 +4483,6 @@ msgstr "Agrupados" msgid "Turbulence" msgstr "Turbulência" -msgid "Influence Min" -msgstr "Mínima Influência" - -msgid "Influence Max" -msgstr "Máxima Influência" - -msgid "Initial Displacement Min" -msgstr "Deslocamento Inicial Mínimo" - -msgid "Initial Displacement Max" -msgstr "Deslocamento Inicial Máximo" - msgid "Influence over Life" msgstr "Influência sobre Ciclo de Vida" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index e3ad47235c..6573c4e454 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -287,6 +287,12 @@ msgstr "Economia de Energia" msgid "Keep Screen On" msgstr "Manter a Tela Ligada" +msgid "Animation" +msgstr "Animação" + +msgid "Warnings" +msgstr "Avisos" + msgid "Audio" msgstr "Áudio" @@ -401,18 +407,6 @@ msgstr "Seleção de Oclusão" msgid "BVH Build Quality" msgstr "Qualidade de Build do BVH" -msgid "Memory" -msgstr "Memória" - -msgid "Limits" -msgstr "Limites" - -msgid "Multithreaded Server" -msgstr "Servidor Multithread" - -msgid "RID Pool Prealloc" -msgstr "RID Pool Pré-alocação" - msgid "Internationalization" msgstr "Internacionalização" @@ -449,6 +443,9 @@ msgstr "Utilizar Oversampling" msgid "Rendering Device" msgstr "Aparato de Renderização" +msgid "V-Sync" +msgstr "Sincronização Vertical (V-Sync)" + msgid "Staging Buffer" msgstr "Buffer de preparação" @@ -521,6 +518,12 @@ msgstr "Modo do Mouse" msgid "Use Accumulated Input" msgstr "Usar entrada acumulada" +msgid "Emulate Mouse From Touch" +msgstr "Simular Mouse à Partir do Touch" + +msgid "Emulate Touch From Mouse" +msgstr "Simular Toque à Partir do Mouse" + msgid "Input Devices" msgstr "Dispositivos de Entrada" @@ -566,6 +569,9 @@ msgstr "Inscrição da Tecla" msgid "Unicode" msgstr "Padrão Unicode" +msgid "Location" +msgstr "Localização" + msgid "Echo" msgstr "Eco" @@ -719,6 +725,12 @@ msgstr "Semente" msgid "State" msgstr "Estado" +msgid "Memory" +msgstr "Memória" + +msgid "Limits" +msgstr "Limites" + msgid "Message Queue" msgstr "Fila de mensagens" @@ -752,9 +764,6 @@ msgstr "Conjunto de Trabalhadores" msgid "Max Threads" msgstr "Máx. Threads" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Usar Threads do sistema para tarefas de baixa prioridade" - msgid "Low Priority Thread Ratio" msgstr "Taxa de Threads de baixa prioridade" @@ -830,9 +839,6 @@ msgstr "Deslocamento Inicial" msgid "End Offset" msgstr "Deslocamento Final" -msgid "Animation" -msgstr "Animação" - msgid "Easing" msgstr "Suavização" @@ -899,60 +905,6 @@ msgstr "Modo Sem Distrações" msgid "Movie Maker Enabled" msgstr "Criador de filmes Ativado" -msgid "Interface" -msgstr "Interface" - -msgid "Save on Focus Loss" -msgstr "Salvar ao perder o foco" - -msgid "Show Update Spinner" -msgstr "Mostrar Spinner de Atualização" - -msgid "Update Continuously" -msgstr "Atualizar Continuamente" - -msgid "Localize Settings" -msgstr "Configurações de Localização" - -msgid "Scene Tabs" -msgstr "Abas de Cena" - -msgid "Restore Scenes on Load" -msgstr "Restaurar Cenas ao Inicializar" - -msgid "Inspector" -msgstr "Inspetor" - -msgid "Default Property Name Style" -msgstr "Estilo de Nome Padrão de Propriedade" - -msgid "Default Float Step" -msgstr "Passo de Float padrão" - -msgid "Disable Folding" -msgstr "Desativar Dobragem" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Desdobrar cenas estrangeiras automaticamente" - -msgid "Horizontal Vector2 Editing" -msgstr "Edição Horizontal do Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "Edição Horizontal de Tipos de Vetor" - -msgid "Open Resources in Current Inspector" -msgstr "Abrir Recursos no Inspetor Atual" - -msgid "Resources to Open in New Inspector" -msgstr "Recursos para abrir em Novo Inspetor" - -msgid "Default Color Picker Mode" -msgstr "Modo de Seletor de Cores Padrão" - -msgid "Default Color Picker Shape" -msgstr "Formato Padrão do Seletor de Cores" - msgid "Base Type" msgstr "Tipo Base" @@ -962,12 +914,21 @@ msgstr "Editável" msgid "Toggle Mode" msgstr "Alternar Modo" +msgid "Interface" +msgstr "Interface" + msgid "Editor Language" msgstr "Linguagem do Editor" +msgid "Localize Settings" +msgstr "Configurações de Localização" + msgid "Display Scale" msgstr "Exibir Escala" +msgid "Custom Display Scale" +msgstr "Escala de Exibição Customizada" + msgid "Editor Screen" msgstr "Tela do Editor" @@ -983,9 +944,6 @@ msgstr "Usar Menu Integrado" msgid "Expand to Title" msgstr "Expandir para o Título" -msgid "Custom Display Scale" -msgstr "Escala de Exibição Customizada" - msgid "Main Font Size" msgstr "Tamanho da Fonte Principal" @@ -1034,18 +992,63 @@ msgstr "Botões Extra do Mouse Navegam o Histórico" msgid "Save Each Scene on Quit" msgstr "Salvar Cada Cena ao Sair" +msgid "Save on Focus Loss" +msgstr "Salvar ao perder o foco" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Caixa de Diálogo Aceitar: Botões OK/Cancelar" msgid "Show Internal Errors in Toast Notifications" msgstr "Mostrar Erros Internos em notificações Toast" +msgid "Show Update Spinner" +msgstr "Mostrar Spinner de Atualização" + +msgid "V-Sync Mode" +msgstr "Modo V-Sync" + +msgid "Update Continuously" +msgstr "Atualizar Continuamente" + +msgid "Inspector" +msgstr "Inspetor" + msgid "Max Array Dictionary Items per Page" msgstr "Máximo de Itens em Dicionários de Arrays Por Página" msgid "Show Low Level OpenType Features" msgstr "Mostrar atributos de baixo nível OpenType" +msgid "Default Property Name Style" +msgstr "Estilo de Nome Padrão de Propriedade" + +msgid "Default Float Step" +msgstr "Passo de Float padrão" + +msgid "Disable Folding" +msgstr "Desativar Dobragem" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Desdobrar cenas estrangeiras automaticamente" + +msgid "Horizontal Vector2 Editing" +msgstr "Edição Horizontal do Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "Edição Horizontal de Tipos de Vetor" + +msgid "Open Resources in Current Inspector" +msgstr "Abrir Recursos no Inspetor Atual" + +msgid "Resources to Open in New Inspector" +msgstr "Recursos para abrir em Novo Inspetor" + +msgid "Default Color Picker Mode" +msgstr "Modo de Seletor de Cores Padrão" + +msgid "Default Color Picker Shape" +msgstr "Formato Padrão do Seletor de Cores" + msgid "Theme" msgstr "Tema" @@ -1097,6 +1100,9 @@ msgstr "Habilitar Pan e Gestos em Scala" msgid "Scale Gizmo Handles" msgstr "Dimensionar alças de gizmo" +msgid "Scene Tabs" +msgstr "Abas de Cena" + msgid "Display Close Button" msgstr "Mostrar botão Fechar" @@ -1106,6 +1112,9 @@ msgstr "Largura máxima" msgid "Show Script Button" msgstr "Botão de Exibir Script" +msgid "Restore Scenes on Load" +msgstr "Restaurar Cenas ao Inicializar" + msgid "Enable" msgstr "Habilitar" @@ -1154,9 +1163,6 @@ msgstr "Importar" msgid "Blender" msgstr "'Blender'" -msgid "Blender 3 Path" -msgstr "Caminho para o Blender 3" - msgid "RPC Port" msgstr "Porta RPC" @@ -1169,9 +1175,6 @@ msgstr "FBX" msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" -msgid "Oidn" -msgstr "Oidn" - msgid "Docks" msgstr "Painéis" @@ -1580,12 +1583,18 @@ msgstr "Tamanho da Fonte" msgid "Always Clear Output on Play" msgstr "Sempre Limpar a Saída no modo Play" -msgid "Remote Host" -msgstr "Hospedeiro Remoto" +msgid "HTTP Proxy" +msgstr "Proxy HTTP" + +msgid "Host" +msgstr "Hospedeiro" msgid "Editor TLS Certificates" msgstr "Editor de Certificados TLS" +msgid "Remote Host" +msgstr "Hospedeiro Remoto" + msgid "Debugger" msgstr "Depurador" @@ -1601,12 +1610,6 @@ msgstr "Intervalo de Atualização da Árvore Remota" msgid "Remote Inspect Refresh Interval" msgstr "Intervalo de Atualização da Inspeção Remota" -msgid "HTTP Proxy" -msgstr "Proxy HTTP" - -msgid "Host" -msgstr "Hospedeiro" - msgid "Project Manager" msgstr "Gerenciador de Projetos" @@ -1739,18 +1742,6 @@ msgstr "Embutir PCK" msgid "Texture Format" msgstr "Formato da Textura" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Exportar" @@ -1784,69 +1775,6 @@ msgstr "Esconder Rolagem" msgid "Zoom" msgstr "Zoom" -msgid "Generate Mipmaps" -msgstr "Gerar Mipmaps" - -msgid "Multichannel Signed Distance Field" -msgstr "SDF multicanal" - -msgid "MSDF Pixel Range" -msgstr "Escala de pixel de MSDF" - -msgid "MSDF Size" -msgstr "Tamanho do MSDF" - -msgid "Allow System Fallback" -msgstr "Permitir Fallback do Sistema" - -msgid "Force Autohinter" -msgstr "Forçar Autohinter" - -msgid "Hinting" -msgstr "Sugestão" - -msgid "Subpixel Positioning" -msgstr "Posicionamento de Subpixel" - -msgid "Oversampling" -msgstr "Excesso de Amostragem" - -msgid "Metadata Overrides" -msgstr "Sobrescrever Metadata" - -msgid "Script Support" -msgstr "Suporte de Script" - -msgid "OpenType Features" -msgstr "Funcionalidades OpenType" - -msgid "Fallbacks" -msgstr "Fallbacks" - -msgid "Compress" -msgstr "Comprimir" - -msgid "Language" -msgstr "Idioma/Dialeto" - -msgid "Outline Size" -msgstr "Tamanho do Contorno" - -msgid "Variation" -msgstr "Variação" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "Aumento Boldem" - -msgid "Face Index" -msgstr "Índice da Face da fonte" - -msgid "Transform" -msgstr "Transformar" - msgid "Retarget" msgstr "Alvo de Destino" @@ -1901,66 +1829,6 @@ msgstr "Posições sem importância" msgid "Unmapped Bones" msgstr "Ossos não mapeados" -msgid "Create From" -msgstr "Criar à Partir de" - -msgid "Delimiter" -msgstr "Delimitador" - -msgid "Character Ranges" -msgstr "Medidas do Personagem" - -msgid "Columns" -msgstr "Colunas" - -msgid "Rows" -msgstr "Linhas" - -msgid "Image Margin" -msgstr "Margem da Imagem" - -msgid "Character Margin" -msgstr "Marem do Caractere" - -msgid "High Quality" -msgstr "Alta Qualidade" - -msgid "Lossy Quality" -msgstr "Com Perda de Qualidade" - -msgid "HDR Compression" -msgstr "Compressão HDR" - -msgid "Channel Pack" -msgstr "Pacote de Canal" - -msgid "Mipmaps" -msgstr "Mipmaps" - -msgid "Generate" -msgstr "Gerar" - -msgid "Limit" -msgstr "Limite" - -msgid "Slices" -msgstr "Fatias" - -msgid "Horizontal" -msgstr "Horizontal" - -msgid "Vertical" -msgstr "Vertical" - -msgid "Arrangement" -msgstr "Arranjo" - -msgid "Layout" -msgstr "Layout" - -msgid "Amount" -msgstr "Quantidade" - msgid "Generate Tangents" msgstr "Gerar Tangentes" @@ -1970,6 +1838,9 @@ msgstr "Redimensionar Malha" msgid "Offset Mesh" msgstr "Malha de Deslocamento" +msgid "Generate" +msgstr "Gerar" + msgid "NavMesh" msgstr "NavMesh" @@ -2075,6 +1946,12 @@ msgstr "Modo Repetição" msgid "Keep Custom Tracks" msgstr "Manter Faixas Personalizadas" +msgid "Slices" +msgstr "Fatias" + +msgid "Amount" +msgstr "Quantidade" + msgid "Optimizer" msgstr "Otimizador" @@ -2147,6 +2024,120 @@ msgstr "Remover Trilhas Sem mudança" msgid "Import Script" msgstr "Script de Importação" +msgid "Generate Mipmaps" +msgstr "Gerar Mipmaps" + +msgid "Multichannel Signed Distance Field" +msgstr "SDF multicanal" + +msgid "MSDF Pixel Range" +msgstr "Escala de pixel de MSDF" + +msgid "MSDF Size" +msgstr "Tamanho do MSDF" + +msgid "Allow System Fallback" +msgstr "Permitir Fallback do Sistema" + +msgid "Force Autohinter" +msgstr "Forçar Autohinter" + +msgid "Hinting" +msgstr "Sugestão" + +msgid "Subpixel Positioning" +msgstr "Posicionamento de Subpixel" + +msgid "Oversampling" +msgstr "Excesso de Amostragem" + +msgid "Metadata Overrides" +msgstr "Sobrescrever Metadata" + +msgid "Script Support" +msgstr "Suporte de Script" + +msgid "OpenType Features" +msgstr "Funcionalidades OpenType" + +msgid "Fallbacks" +msgstr "Fallbacks" + +msgid "Compress" +msgstr "Comprimir" + +msgid "Language" +msgstr "Idioma/Dialeto" + +msgid "Outline Size" +msgstr "Tamanho do Contorno" + +msgid "Variation" +msgstr "Variação" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "Aumento Boldem" + +msgid "Face Index" +msgstr "Índice da Face da fonte" + +msgid "Transform" +msgstr "Transformar" + +msgid "Create From" +msgstr "Criar à Partir de" + +msgid "Delimiter" +msgstr "Delimitador" + +msgid "Character Ranges" +msgstr "Medidas do Personagem" + +msgid "Columns" +msgstr "Colunas" + +msgid "Rows" +msgstr "Linhas" + +msgid "Image Margin" +msgstr "Margem da Imagem" + +msgid "Character Margin" +msgstr "Marem do Caractere" + +msgid "High Quality" +msgstr "Alta Qualidade" + +msgid "Lossy Quality" +msgstr "Com Perda de Qualidade" + +msgid "HDR Compression" +msgstr "Compressão HDR" + +msgid "Channel Pack" +msgstr "Pacote de Canal" + +msgid "Mipmaps" +msgstr "Mipmaps" + +msgid "Limit" +msgstr "Limite" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertical" + +msgid "Arrangement" +msgstr "Arranjo" + +msgid "Layout" +msgstr "Layout" + msgid "Normal Map" msgstr "Mapa Normal" @@ -2267,15 +2258,15 @@ msgstr "Player de Stream 3D" msgid "Camera" msgstr "Câmera" +msgid "Particles" +msgstr "Partículas" + msgid "Decal" msgstr "Decalques" msgid "Fog Volume" msgstr "Volume de Neblina" -msgid "Particles" -msgstr "Partículas" - msgid "Particle Attractor" msgstr "Atrator de Partículas" @@ -2498,12 +2489,6 @@ msgstr "Portátil (Handheld)" msgid "Orientation" msgstr "Orientação" -msgid "V-Sync" -msgstr "Sincronização Vertical (V-Sync)" - -msgid "V-Sync Mode" -msgstr "Modo V-Sync" - msgid "Output Latency" msgstr "Latência de Saída" @@ -2600,12 +2585,6 @@ msgstr "Limpeza de Eventos Agil" msgid "Pointing" msgstr "Apontando" -msgid "Emulate Touch From Mouse" -msgstr "Simular Toque à Partir do Mouse" - -msgid "Emulate Mouse From Touch" -msgstr "Simular Mouse à Partir do Touch" - msgid "Android" msgstr "Android" @@ -2759,9 +2738,6 @@ msgstr "Cor de Anotação" msgid "Max Call Stack" msgstr "Máximo Empilhamento de Chamadas" -msgid "Warnings" -msgstr "Avisos" - msgid "Exclude Addons" msgstr "Excluir Addons" @@ -2774,6 +2750,9 @@ msgstr "Habilitar Resolução Inteligente" msgid "Use Thread" msgstr "Utilize Thread" +msgid "Copyright" +msgstr "Direitos Autorais" + msgid "glTF" msgstr "'glTF'" @@ -2828,9 +2807,6 @@ msgstr "Versão Importante" msgid "Minor Version" msgstr "Versão Minoritária" -msgid "Copyright" -msgstr "Direitos Autorais" - msgid "GLB Data" msgstr "Dados do GLB" @@ -3500,45 +3476,6 @@ msgstr "Notificações 40 X 40" msgid "Notification 60 X 60" msgstr "Notificações 60 X 60" -msgid "Landscape Launch Screens" -msgstr "Telas de Inicialização de Paisagem" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 X 1536" - -msgid "Portrait Launch Screens" -msgstr "Tela de Apresentação em Retrato" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "'iPad 1536 X 2048'" - -msgid "iPhone 1242 X 2208" -msgstr "'iPhone 1242 X 2208'" - msgid "App Store Team ID" msgstr "ID da 'App Store Team'" @@ -3572,9 +3509,6 @@ msgstr "Versão Curta" msgid "Icon Interpolation" msgstr "Interpolação de Ícone" -msgid "Launch Screens Interpolation" -msgstr "Interpolação da Tela Launch" - msgid "Capabilities" msgstr "Capacidades" @@ -3611,9 +3545,6 @@ msgstr "Descrição Localizada do Uso da Biblioteca de Fotos" msgid "Storyboard" msgstr "'Storyboard'" -msgid "Use Launch Screen Storyboard" -msgstr "Usar 'Storybord' da tela de lançamento" - msgid "Image Scale Mode" msgstr "Modo de Escalonamento de Imagem" @@ -3692,9 +3623,6 @@ msgstr "Desativar Validação da Biblioteca" msgid "Audio Input" msgstr "Entrada de Áudio" -msgid "Location" -msgstr "Localização" - msgid "Address Book" msgstr "Contatos" @@ -4439,6 +4367,9 @@ msgstr "Longe" msgid "Ray Pickable" msgstr "Raio selecionável" +msgid "Visibility AABB" +msgstr "Visibilidade AABB" + msgid "Rotate Y" msgstr "Rotacionar em Y" @@ -4469,9 +4400,6 @@ msgstr "Modular" msgid "Distance Fade" msgstr "Distância de Esmaecimento" -msgid "Visibility AABB" -msgstr "Visibilidade AABB" - msgid "Draw Passes" msgstr "Passos de Desenho" @@ -4970,9 +4898,6 @@ msgstr "Taxa de Estiramento" msgid "Localization" msgstr "Localização" -msgid "Auto Translate" -msgstr "Auto Traduzir" - msgid "Localize Numeral System" msgstr "Localizar Sistema Numérico" @@ -5219,6 +5144,15 @@ msgstr "Tamanho Máximo da Pilha de Desfazer na Edição de Texto" msgid "Hover" msgstr "Flutuar" +msgid "Radial Fill" +msgstr "Preenchimento Radial" + +msgid "Fill Degrees" +msgstr "Graus de Preenchimento" + +msgid "Center Offset" +msgstr "Deslocamento Central" + msgid "Under" msgstr "Abaixo" @@ -5231,15 +5165,6 @@ msgstr "Desvio de Progresso" msgid "Tint" msgstr "Matiz" -msgid "Radial Fill" -msgstr "Preenchimento Radial" - -msgid "Fill Degrees" -msgstr "Graus de Preenchimento" - -msgid "Center Offset" -msgstr "Deslocamento Central" - msgid "Expand Mode" msgstr "Modo de Expansão" @@ -5345,6 +5270,9 @@ msgstr "Ordem do Grupo" msgid "Messages" msgstr "Mensagens" +msgid "Auto Translate" +msgstr "Auto Traduzir" + msgid "Editor Description" msgstr "Descrição do Editor" @@ -5867,18 +5795,6 @@ msgstr "Agrupados" msgid "Turbulence" msgstr "Turbulência" -msgid "Influence Min" -msgstr "Mínima Influência" - -msgid "Influence Max" -msgstr "Máxima Influência" - -msgid "Initial Displacement Min" -msgstr "Deslocamento Inicial Mínimo" - -msgid "Initial Displacement Max" -msgstr "Deslocamento Inicial Máximo" - msgid "Influence over Life" msgstr "Influência sobre Ciclo de Vida" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index 96a1647687..4a4511f48c 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -163,12 +163,13 @@ # Evgeni <u-dev@mail.ru>, 2024. # Daniel <blenderevd@gmail.com>, 2024. # suprohub <suprohub@gmail.com>, 2024. +# msun_ <gmchofen@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-28 14:02+0000\n" +"PO-Revision-Date: 2024-02-08 17:45+0000\n" "Last-Translator: Ruslan <vovavalenkov15@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/ru/>\n" @@ -176,8 +177,8 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\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" +"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 5.4-dev\n" msgid "Application" @@ -288,6 +289,12 @@ msgstr "Энергосбережение" msgid "Keep Screen On" msgstr "Не выключать экран" +msgid "Animation" +msgstr "Анимация" + +msgid "Warnings" +msgstr "Предупреждения" + msgid "Audio" msgstr "Аудио" @@ -408,20 +415,8 @@ msgstr "Occlusion Culling" msgid "BVH Build Quality" msgstr "Качество сборки BVH" -msgid "Memory" -msgstr "Память" - -msgid "Limits" -msgstr "Ограничения" - -msgid "Multithreaded Server" -msgstr "Многопоточный сервер" - -msgid "RID Pool Prealloc" -msgstr "Предварительное распределение пула RID" - msgid "Internationalization" -msgstr "Интернационализация" +msgstr "Локализация" msgid "Force Right to Left Layout Direction" msgstr "Принудительно компоновать справа налево" @@ -456,6 +451,9 @@ msgstr "Использовать передискретизацию" msgid "Rendering Device" msgstr "Устройство рендеринга" +msgid "V-Sync" +msgstr "Вертикальная синхронизация" + msgid "Staging Buffer" msgstr "Промежуточный буфер" @@ -531,6 +529,12 @@ msgstr "Режим мыши" msgid "Use Accumulated Input" msgstr "Использовать накопленный ввод" +msgid "Emulate Mouse From Touch" +msgstr "Эмулировать мышь сенсорным вводом" + +msgid "Emulate Touch From Mouse" +msgstr "Эмулировать сенсорный ввод мышью" + msgid "Input Devices" msgstr "Устройства ввода" @@ -576,6 +580,9 @@ msgstr "Метка клавиши" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "Расположение" + msgid "Echo" msgstr "Эхо" @@ -729,9 +736,18 @@ msgstr "Зерно" msgid "State" msgstr "Состояние" +msgid "Memory" +msgstr "Память" + +msgid "Limits" +msgstr "Ограничения" + msgid "Message Queue" msgstr "Список сообщений" +msgid "Max Steps" +msgstr "Макс шагов" + msgid "Network" msgstr "Сеть" @@ -762,9 +778,6 @@ msgstr "Рабочий пул" msgid "Max Threads" msgstr "Макс. потоков" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Использовать потоки системы для низкоприоритеных задач" - msgid "Low Priority Thread Ratio" msgstr "Отношение низкоприоритеных задач" @@ -840,9 +853,6 @@ msgstr "Начальное смещение" msgid "End Offset" msgstr "Конечное смещение" -msgid "Animation" -msgstr "Анимация" - msgid "Easing" msgstr "Облегчение" @@ -909,60 +919,6 @@ msgstr "Режим без отвлечения" msgid "Movie Maker Enabled" msgstr "Movie Maker Включен" -msgid "Interface" -msgstr "Интерфейс" - -msgid "Save on Focus Loss" -msgstr "Сохраняться при потери фокуса" - -msgid "Show Update Spinner" -msgstr "Показывать индикатор обновления" - -msgid "Update Continuously" -msgstr "Непрерывное обновление" - -msgid "Localize Settings" -msgstr "Локализация" - -msgid "Scene Tabs" -msgstr "Вкладки сцен" - -msgid "Restore Scenes on Load" -msgstr "Восстанавливать сцены при загрузке" - -msgid "Inspector" -msgstr "Инспектор" - -msgid "Default Property Name Style" -msgstr "Стиль имени свойства по умолчанию" - -msgid "Default Float Step" -msgstr "Шаг по умолчанию плавающих чисел" - -msgid "Disable Folding" -msgstr "Отключить сворачивание" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Автоматически разворачивать чужие сцены" - -msgid "Horizontal Vector2 Editing" -msgstr "Горизонтальное редактирование Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "Горизонтальных редактирование векторных типов" - -msgid "Open Resources in Current Inspector" -msgstr "Открывать ресурсы в текущем инспекторе" - -msgid "Resources to Open in New Inspector" -msgstr "Ресурсы для Открытия в новом экземпляре Инспектора" - -msgid "Default Color Picker Mode" -msgstr "Режим выбора цвета по умолчанию" - -msgid "Default Color Picker Shape" -msgstr "Режим выбора цвета по умолчанию" - msgid "Base Type" msgstr "Базовый тип" @@ -972,12 +928,21 @@ msgstr "Редактируемый" msgid "Toggle Mode" msgstr "Режим отображения" +msgid "Interface" +msgstr "Интерфейс" + msgid "Editor Language" msgstr "Язык редактора" +msgid "Localize Settings" +msgstr "Локализация" + msgid "Display Scale" msgstr "Масштаб отображения" +msgid "Custom Display Scale" +msgstr "Пользовательский масштаб отображения" + msgid "Editor Screen" msgstr "Сторона редактора" @@ -993,9 +958,6 @@ msgstr "Использовать встроенное меню" msgid "Expand to Title" msgstr "Развернуть до заголовка" -msgid "Custom Display Scale" -msgstr "Пользовательский масштаб отображения" - msgid "Main Font Size" msgstr "Размер основного шрифта" @@ -1044,12 +1006,24 @@ msgstr "Навигация по истории дополнительными к msgid "Save Each Scene on Quit" msgstr "Сохранять каждую сцену при выходе" +msgid "Save on Focus Loss" +msgstr "Сохраняться при потери фокуса" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Кнопки ОК Отмена диалога подтверждения" msgid "Show Internal Errors in Toast Notifications" msgstr "Показывать внутренние ошибки во всплывающих уведомлениях" +msgid "Show Update Spinner" +msgstr "Показывать индикатор обновления" + +msgid "Update Continuously" +msgstr "Непрерывное обновление" + +msgid "Inspector" +msgstr "Инспектор" + msgid "Max Array Dictionary Items per Page" msgstr "Максимальное количество элементов словаря массива на страницу" @@ -1059,6 +1033,36 @@ msgstr "Показать низкоуровневые возможности Ope msgid "Float Drag Speed" msgstr "Скорость свободного обзора" +msgid "Default Property Name Style" +msgstr "Стиль имени свойства по умолчанию" + +msgid "Default Float Step" +msgstr "Шаг по умолчанию плавающих чисел" + +msgid "Disable Folding" +msgstr "Отключить сворачивание" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Автоматически разворачивать чужие сцены" + +msgid "Horizontal Vector2 Editing" +msgstr "Горизонтальное редактирование Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "Горизонтальных редактирование векторных типов" + +msgid "Open Resources in Current Inspector" +msgstr "Открывать ресурсы в текущем инспекторе" + +msgid "Resources to Open in New Inspector" +msgstr "Ресурсы для Открытия в новом экземпляре Инспектора" + +msgid "Default Color Picker Mode" +msgstr "Режим выбора цвета по умолчанию" + +msgid "Default Color Picker Shape" +msgstr "Режим выбора цвета по умолчанию" + msgid "Theme" msgstr "Тема" @@ -1110,15 +1114,33 @@ msgstr "Включить касания щипка и увеличения" msgid "Scale Gizmo Handles" msgstr "Масштаб Гизмо Дескрипторы" +msgid "Scene Tabs" +msgstr "Вкладки сцен" + msgid "Display Close Button" msgstr "Отобразить кнопку закрытия" +msgid "Maximum Width" +msgstr "Максимальная ширина" + msgid "Show Script Button" msgstr "Показать кнопку скрипта" +msgid "Restore Scenes on Load" +msgstr "Восстанавливать сцены при загрузке" + +msgid "Multi Window" +msgstr "Мультиоконный режим" + msgid "Enable" msgstr "Включить" +msgid "Maximize Window" +msgstr "Развернуть Окно" + +msgid "Raster Image Editor" +msgstr "Редактор изображений" + msgid "Vector Image Editor" msgstr "Редактор векторных изображений" @@ -1161,9 +1183,6 @@ msgstr "Импорт" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Путь к Blender 3" - msgid "RPC Port" msgstr "RPC-порт" @@ -1179,15 +1198,6 @@ msgstr "FBX2glTF Путь" msgid "Tools" msgstr "Инструменты" -msgid "Oidn" -msgstr "" -"Oidn означает Open Image Denoise, это свободно распространяемая библиотека " -"для обработки изображений с открытым исходным кодом, предназначенная для " -"удаления шумов из рендеров." - -msgid "Oidn Denoise Path" -msgstr "Oidn путь снижения шума" - msgid "Docks" msgstr "Панели" @@ -1272,6 +1282,9 @@ msgstr "Сворачивание кода" msgid "Word Wrap" msgstr "Перенос по словам" +msgid "Whitespace" +msgstr "Пробел" + msgid "Draw Tabs" msgstr "Рисовать табы" @@ -1584,6 +1597,12 @@ msgstr "Вывод" msgid "Font Size" msgstr "Размер шрифта" +msgid "HTTP Proxy" +msgstr "HTTP-прокси" + +msgid "Host" +msgstr "Хост" + msgid "Remote Host" msgstr "Удалённый хост" @@ -1602,12 +1621,6 @@ msgstr "Интервал обновления удалённого дерева msgid "Remote Inspect Refresh Interval" msgstr "Интервал обновления удалённого инспектора" -msgid "HTTP Proxy" -msgstr "HTTP-прокси" - -msgid "Host" -msgstr "Хост" - msgid "Project Manager" msgstr "Менеджер проектов" @@ -1737,18 +1750,6 @@ msgstr "Встроенный PCK" msgid "Texture Format" msgstr "Формат текстур" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Экспорт" @@ -1770,30 +1771,6 @@ msgstr "Плоская" msgid "Hide Slider" msgstr "Скрыть Slider" -msgid "Multichannel Signed Distance Field" -msgstr "Многоканальное поле расстояния со знаком" - -msgid "Hinting" -msgstr "Подсказка" - -msgid "Oversampling" -msgstr "Передискретизация" - -msgid "Compress" -msgstr "Сжатие" - -msgid "Language" -msgstr "Язык" - -msgid "Variation" -msgstr "Вариация" - -msgid "Embolden" -msgstr "Выделить" - -msgid "Transform" -msgstr "Преобразование" - msgid "Make Unique" msgstr "Сделать уникальным" @@ -1812,45 +1789,6 @@ msgstr "Порог" msgid "Unmapped Bones" msgstr "Ненайденные кости" -msgid "Create From" -msgstr "Сотворить из" - -msgid "Delimiter" -msgstr "Разделитель" - -msgid "Columns" -msgstr "Колонки" - -msgid "Rows" -msgstr "Строки" - -msgid "Lossy Quality" -msgstr "Качество с потерями" - -msgid "Mipmaps" -msgstr "Мип-карты" - -msgid "Generate" -msgstr "Генерировать" - -msgid "Limit" -msgstr "Лимит" - -msgid "Slices" -msgstr "Нарезчик" - -msgid "Horizontal" -msgstr "Горизонтально" - -msgid "Vertical" -msgstr "Вертикально" - -msgid "Layout" -msgstr "Макет" - -msgid "Amount" -msgstr "Количество" - msgid "Generate Tangents" msgstr "Генерация касательной" @@ -1860,6 +1798,9 @@ msgstr "Масштаб сетки" msgid "Offset Mesh" msgstr "Смещение сетки" +msgid "Generate" +msgstr "Генерировать" + msgid "Physics Material Override" msgstr "Переопределение физического материала" @@ -1917,6 +1858,12 @@ msgstr "Режим цикла" msgid "Keep Custom Tracks" msgstr "Использовать пользовательские дорожки" +msgid "Slices" +msgstr "Нарезчик" + +msgid "Amount" +msgstr "Количество" + msgid "Optimizer" msgstr "Оптимизировать" @@ -1959,6 +1906,60 @@ msgstr "Использование заданной обложки" msgid "FPS" msgstr "FPS" +msgid "Multichannel Signed Distance Field" +msgstr "Многоканальное поле расстояния со знаком" + +msgid "Hinting" +msgstr "Подсказка" + +msgid "Oversampling" +msgstr "Передискретизация" + +msgid "Compress" +msgstr "Сжатие" + +msgid "Language" +msgstr "Язык" + +msgid "Variation" +msgstr "Вариация" + +msgid "Embolden" +msgstr "Выделить" + +msgid "Transform" +msgstr "Преобразование" + +msgid "Create From" +msgstr "Сотворить из" + +msgid "Delimiter" +msgstr "Разделитель" + +msgid "Columns" +msgstr "Колонки" + +msgid "Rows" +msgstr "Строки" + +msgid "Lossy Quality" +msgstr "Качество с потерями" + +msgid "Mipmaps" +msgstr "Мип-карты" + +msgid "Limit" +msgstr "Лимит" + +msgid "Horizontal" +msgstr "Горизонтально" + +msgid "Vertical" +msgstr "Вертикально" + +msgid "Layout" +msgstr "Макет" + msgid "Normal Map" msgstr "Карта нормалей" @@ -2067,15 +2068,15 @@ msgstr "Потоковый проигрыватель 3D" msgid "Camera" msgstr "Камера" +msgid "Particles" +msgstr "Частицы" + msgid "Decal" msgstr "Декаль" msgid "Fog Volume" msgstr "Интенсивность тумана" -msgid "Particles" -msgstr "Частицы" - msgid "Particle Attractor" msgstr "Притяжитель частиц" @@ -2208,6 +2209,9 @@ msgstr "Реимпорт недостающих импортированных msgid "Plugin Name" msgstr "Имя дополнения" +msgid "Autoload on Startup" +msgstr "Автозагрузка системы управления версиями при запуске" + msgid "Show Scene Tree Root Selection" msgstr "Показывать выбор корня дерева сцены" @@ -2271,9 +2275,6 @@ msgstr "Портативный" msgid "Orientation" msgstr "Ориентация" -msgid "V-Sync" -msgstr "Вертикальная синхронизация" - msgid "Output Latency" msgstr "Выходная задержка" @@ -2352,12 +2353,6 @@ msgstr "Быстрая отправка событий" msgid "Pointing" msgstr "Указывающие" -msgid "Emulate Touch From Mouse" -msgstr "Эмулировать сенсорный ввод мышью" - -msgid "Emulate Mouse From Touch" -msgstr "Эмулировать мышь сенсорным вводом" - msgid "Android" msgstr "Android" @@ -2373,6 +2368,9 @@ msgstr "Горячая точка пользовательского изобр msgid "Tooltip Position Offset" msgstr "Смещение позиции всплывающей подсказки" +msgid "Minimum Display Time" +msgstr "Минимальное время отображения заставки" + msgid "Dotnet" msgstr "Dotnet" @@ -2487,9 +2485,6 @@ msgstr "Цвет пути узла" msgid "Max Call Stack" msgstr "Максимальный стек вызовов" -msgid "Warnings" -msgstr "Предупреждения" - msgid "Exclude Addons" msgstr "Исключая дополнения" @@ -2502,6 +2497,9 @@ msgstr "Включить интеллектуальное разрешение" msgid "Use Thread" msgstr "Использовать поток" +msgid "Copyright" +msgstr "Авторские права" + msgid "glTF" msgstr "glTF" @@ -2548,7 +2546,7 @@ msgid "Is Trigger" msgstr "Является триггером" msgid "Json" -msgstr "Json" +msgstr "JSON" msgid "Major Version" msgstr "Старшая версия" @@ -2556,9 +2554,6 @@ msgstr "Старшая версия" msgid "Minor Version" msgstr "Младшая версия" -msgid "Copyright" -msgstr "Авторские права" - msgid "Buffers" msgstr "Буферы" @@ -2965,7 +2960,7 @@ msgid "iPad 76 X 76" msgstr "iPad 76 X 76" msgid "iPad 152 X 152" -msgstr "iPad 152 X 152" +msgstr "iPad 152×152" msgid "iPad 167 X 167" msgstr "iPad 167 X 167" @@ -2976,42 +2971,6 @@ msgstr "App Store 1024 X 1024" msgid "Spotlight 40 X 40" msgstr "Spotlight 40 X 40" -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 X 1536" - -msgid "Portrait Launch Screens" -msgstr "Портретные экраны запуска" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 X 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 X 2208" - msgid "App Store Team ID" msgstr "App Store ID команды" @@ -3114,9 +3073,6 @@ msgstr "Отключить валидацию библиотеки" msgid "Audio Input" msgstr "Аудио вход" -msgid "Location" -msgstr "Расположение" - msgid "Address Book" msgstr "Адресная книга" @@ -3837,6 +3793,9 @@ msgstr "Близко" msgid "Far" msgstr "Далеко" +msgid "Visibility AABB" +msgstr "Видимость AABB" + msgid "Ring Axis" msgstr "Ось Кольца" @@ -3879,9 +3838,6 @@ msgstr "Смешивание альбедо" msgid "Distance Fade" msgstr "Дистанция затухания" -msgid "Visibility AABB" -msgstr "Видимость AABB" - msgid "Thickness" msgstr "Толщина" @@ -4584,15 +4540,6 @@ msgstr "Наведение" msgid "Focused" msgstr "Сфокусировано" -msgid "Under" -msgstr "Под" - -msgid "Progress Offset" -msgstr "Смещение прогресса" - -msgid "Tint" -msgstr "Оттенок" - msgid "Radial Fill" msgstr "Радиальная заливка" @@ -4602,6 +4549,15 @@ msgstr "Начальный угол" msgid "Center Offset" msgstr "Смещение центра" +msgid "Under" +msgstr "Под" + +msgid "Progress Offset" +msgstr "Смещение прогресса" + +msgid "Tint" +msgstr "Оттенок" + msgid "Custom Minimum Height" msgstr "Настраиваемая минимальная высота" @@ -4821,9 +4777,6 @@ msgstr "Карта тональности" msgid "White" msgstr "Белый" -msgid "Max Steps" -msgstr "Макс шагов" - msgid "SSAO" msgstr "SSAO" @@ -5058,12 +5011,6 @@ msgstr "Кривая масштаба" msgid "Turbulence" msgstr "Турбулентность" -msgid "Initial Displacement Min" -msgstr "Мин. исходное смещение" - -msgid "Initial Displacement Max" -msgstr "Макс. исходное смещение" - msgid "Influence over Life" msgstr "Влияние за жизненный цикл" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index 208d1e2e82..d951f8ac5c 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -219,6 +219,12 @@ msgstr "Enerji Tasarrufu" msgid "Keep Screen On" msgstr "Ekranı Açık Tut" +msgid "Animation" +msgstr "Animasyon" + +msgid "Warnings" +msgstr "Uyarılar" + msgid "Audio" msgstr "Ses" @@ -339,18 +345,6 @@ msgstr "Perdeleme Kaldırma" msgid "BVH Build Quality" msgstr "BVH Yapı Kalitesi" -msgid "Memory" -msgstr "Hafıza" - -msgid "Limits" -msgstr "Limitler" - -msgid "Multithreaded Server" -msgstr "Çokluişparçalı Sunucu" - -msgid "RID Pool Prealloc" -msgstr "RID Havuzu Ön Tahsisi" - msgid "Internationalization" msgstr "Uluslararası Kullanılırlık" @@ -387,6 +381,9 @@ msgstr "Sıkörnekleme Kullan" msgid "Rendering Device" msgstr "İşleme Cihazı" +msgid "V-Sync" +msgstr "Dikey-Eşleme" + msgid "Staging Buffer" msgstr "Aşama Arabelleği" @@ -462,6 +459,12 @@ msgstr "Fare Kipi" msgid "Use Accumulated Input" msgstr "Birikmiş Girdiyi Kullan" +msgid "Emulate Mouse From Touch" +msgstr "Dokunmayı Fareye Benzeşim Yap" + +msgid "Emulate Touch From Mouse" +msgstr "Fareden Dokunmaya Benzeşim Yap" + msgid "Input Devices" msgstr "Giriş Aygıtları" @@ -507,6 +510,9 @@ msgstr "Tuş Etiketi" msgid "Unicode" msgstr "Evrensel Kod" +msgid "Location" +msgstr "Konum" + msgid "Echo" msgstr "Yankı" @@ -660,9 +666,18 @@ msgstr "Tohum" msgid "State" msgstr "Durum" +msgid "Memory" +msgstr "Hafıza" + +msgid "Limits" +msgstr "Limitler" + msgid "Message Queue" msgstr "İleti Sırası" +msgid "Max Steps" +msgstr "En Çok Adım" + msgid "Network" msgstr "Ağ" @@ -693,9 +708,6 @@ msgstr "İşçi Havuzu" msgid "Max Threads" msgstr "En Fazla İş parçacıkları" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Düşük Öncelikli Görevler için Sistem İş Parçacıklarını Kullan" - msgid "Low Priority Thread Ratio" msgstr "Düşük Öncelikli İş Parçacığı Oranı" @@ -771,9 +783,6 @@ msgstr "Başlangıç Kayması" msgid "End Offset" msgstr "Bitiş Kayması" -msgid "Animation" -msgstr "Animasyon" - msgid "Easing" msgstr "Yumuşatma" @@ -840,60 +849,6 @@ msgstr "Dikkat Dağıtmayan Kip" msgid "Movie Maker Enabled" msgstr "Film Yapıcı Etkin" -msgid "Interface" -msgstr "Arayüz" - -msgid "Save on Focus Loss" -msgstr "Odak Kaybında Kaydet" - -msgid "Show Update Spinner" -msgstr "Güncelleme Fırıldağını Göster" - -msgid "Update Continuously" -msgstr "Sürekli Güncelle" - -msgid "Localize Settings" -msgstr "Ayarları Yerelleştir" - -msgid "Scene Tabs" -msgstr "Sahne Sekmeleri" - -msgid "Restore Scenes on Load" -msgstr "Açılışta Sahneleri Geri Yükle" - -msgid "Inspector" -msgstr "Denetleyici" - -msgid "Default Property Name Style" -msgstr "Varsayılan Özellik İsmi Tarzı" - -msgid "Default Float Step" -msgstr "Varsayılan Ondalık Adımı" - -msgid "Disable Folding" -msgstr "Katlamayı Devre Dışı Bırak" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Yabancı Sahneleri Otomatik Olarak Yay" - -msgid "Horizontal Vector2 Editing" -msgstr "Yatay Vektor2 Düzenleme" - -msgid "Horizontal Vector Types Editing" -msgstr "Yatay Vector Tipleri Düzenleme" - -msgid "Open Resources in Current Inspector" -msgstr "Kaynakları Mevcut Denetleyicide Aç" - -msgid "Resources to Open in New Inspector" -msgstr "Kaynakları Yeni Denetleyicide Aç" - -msgid "Default Color Picker Mode" -msgstr "Varsayılan Renk Seçici Kipi" - -msgid "Default Color Picker Shape" -msgstr "Varsayılan Renk Seçici Şekli" - msgid "Base Type" msgstr "Temel Tip" @@ -903,12 +858,21 @@ msgstr "Düzenlenebilir" msgid "Toggle Mode" msgstr "Kip Değiştir" +msgid "Interface" +msgstr "Arayüz" + msgid "Editor Language" msgstr "Düzenleyici Dili" +msgid "Localize Settings" +msgstr "Ayarları Yerelleştir" + msgid "Display Scale" msgstr "Görüntü Ölçeği" +msgid "Custom Display Scale" +msgstr "Özel Ekran Ölçeği" + msgid "Editor Screen" msgstr "Düzenleyici Ekranı" @@ -924,9 +888,6 @@ msgstr "Gömülü Menüyü Kullan" msgid "Expand to Title" msgstr "Başlığa Genişlet" -msgid "Custom Display Scale" -msgstr "Özel Ekran Ölçeği" - msgid "Main Font Size" msgstr "Ana Yazı Tipi Boyutu" @@ -960,12 +921,6 @@ msgstr "Ana Yazı Tipi Kalın" msgid "Code Font" msgstr "Kod Yazı Tipi" -msgid "Low Processor Mode Sleep (µsec)" -msgstr "Düşük İşlemci Kipi Uyku (µsec)" - -msgid "Unfocused Low Processor Mode Sleep (µsec)" -msgstr "Odaklanılmamış Düşük İşlemci Kipi Uyku (µsec)" - msgid "Separate Distraction Mode" msgstr "Ayrık Dikkat Dağıtma Kipi" @@ -981,12 +936,33 @@ msgstr "Ek Fare Butonları Geçmişte Gezinmek İçin" msgid "Save Each Scene on Quit" msgstr "Çıkışta Her Sahneyi Kaydet" +msgid "Save on Focus Loss" +msgstr "Odak Kaybında Kaydet" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Onay Penceresinde Vazgeç ve Tamam Düğmeleri" msgid "Show Internal Errors in Toast Notifications" msgstr "Dahili Hataları Açılır Bildirimlerde Göster" +msgid "Show Update Spinner" +msgstr "Güncelleme Fırıldağını Göster" + +msgid "Low Processor Mode Sleep (µsec)" +msgstr "Düşük İşlemci Kipi Uyku (µsec)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "Odaklanılmamış Düşük İşlemci Kipi Uyku (µsec)" + +msgid "V-Sync Mode" +msgstr "Dikey-Eşleme Kipi" + +msgid "Update Continuously" +msgstr "Sürekli Güncelle" + +msgid "Inspector" +msgstr "Denetleyici" + msgid "Max Array Dictionary Items per Page" msgstr "Sayfa Başına En Fazla Dizi Sözlüğü Öğesi" @@ -996,6 +972,36 @@ msgstr "Düşük Seviye OpenType Özelliklerini Göster" msgid "Float Drag Speed" msgstr "Ondalıklı Sürükleme Hızı" +msgid "Default Property Name Style" +msgstr "Varsayılan Özellik İsmi Tarzı" + +msgid "Default Float Step" +msgstr "Varsayılan Ondalık Adımı" + +msgid "Disable Folding" +msgstr "Katlamayı Devre Dışı Bırak" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Yabancı Sahneleri Otomatik Olarak Yay" + +msgid "Horizontal Vector2 Editing" +msgstr "Yatay Vektor2 Düzenleme" + +msgid "Horizontal Vector Types Editing" +msgstr "Yatay Vector Tipleri Düzenleme" + +msgid "Open Resources in Current Inspector" +msgstr "Kaynakları Mevcut Denetleyicide Aç" + +msgid "Resources to Open in New Inspector" +msgstr "Kaynakları Yeni Denetleyicide Aç" + +msgid "Default Color Picker Mode" +msgstr "Varsayılan Renk Seçici Kipi" + +msgid "Default Color Picker Shape" +msgstr "Varsayılan Renk Seçici Şekli" + msgid "Theme" msgstr "Tema" @@ -1050,6 +1056,9 @@ msgstr "Kaydırma ve Ölçekleme Hareketlerini Etkileştir" msgid "Scale Gizmo Handles" msgstr "Alet Tutamaçlarını Ölçekle" +msgid "Scene Tabs" +msgstr "Sahne Sekmeleri" + msgid "Display Close Button" msgstr "Kapatma Düğmesini Göster" @@ -1062,6 +1071,9 @@ msgstr "En Büyük Genişlik" msgid "Show Script Button" msgstr "Betik Düğmesini Göster" +msgid "Restore Scenes on Load" +msgstr "Açılışta Sahneleri Geri Yükle" + msgid "Multi Window" msgstr "Çoklu Pencere" @@ -1125,9 +1137,6 @@ msgstr "İçe Aktar" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Blender 3 Yolu" - msgid "RPC Port" msgstr "RPC Portu" @@ -1143,12 +1152,6 @@ msgstr "FBX2glTF Yolu" msgid "Tools" msgstr "Araçlar" -msgid "Oidn" -msgstr "Oidn" - -msgid "Oidn Denoise Path" -msgstr "Oidn Gürültü Giderici Yolu" - msgid "Docks" msgstr "Yuvalar" @@ -1632,12 +1635,18 @@ msgstr "Oynatıldığında Çıktıyı Her Zaman Aç" msgid "Always Close Output on Stop" msgstr "Durdurulduğunda Çıktıyı Her Zaman Kapat" -msgid "Remote Host" -msgstr "Uzak Ana Bilgisayar" +msgid "HTTP Proxy" +msgstr "HTTP Vekil" + +msgid "Host" +msgstr "Ana Bilgisayar" msgid "Editor TLS Certificates" msgstr "Düzenleyici TLS Sertifikası" +msgid "Remote Host" +msgstr "Uzak Ana Bilgisayar" + msgid "Debugger" msgstr "Hata Ayıklayıcı" @@ -1656,12 +1665,6 @@ msgstr "Uzak Sahne Ağacı Yenileme Sıklığı" msgid "Remote Inspect Refresh Interval" msgstr "Uzak Denetleme Yenileme Aralığı" -msgid "HTTP Proxy" -msgstr "HTTP Vekil" - -msgid "Host" -msgstr "Ana Bilgisayar" - msgid "Project Manager" msgstr "Proje Yöneticisi" @@ -1806,18 +1809,6 @@ msgstr "PCK'yi Göm" msgid "Texture Format" msgstr "Doku Biçimi" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Dışa Aktar" @@ -1851,75 +1842,6 @@ msgstr "Kaydırıcıyı Gizle" msgid "Zoom" msgstr "Yakınlaştır" -msgid "Antialiasing" -msgstr "Kusur düzeltme" - -msgid "Generate Mipmaps" -msgstr "Mipharitaları Üret" - -msgid "Multichannel Signed Distance Field" -msgstr "Çokkanallı İşaretli Uzaklık Alanı (SDF)" - -msgid "MSDF Pixel Range" -msgstr "MSDF Piksel Aralığı" - -msgid "MSDF Size" -msgstr "MSDF Boyutu" - -msgid "Allow System Fallback" -msgstr "Sistem Sonçaresine İzin Ver" - -msgid "Force Autohinter" -msgstr "Oto-İpucunu Zorla" - -msgid "Hinting" -msgstr "İpucu" - -msgid "Subpixel Positioning" -msgstr "Alt-Piksel Konumlandırma" - -msgid "Oversampling" -msgstr "Sıkörnekleme" - -msgid "Metadata Overrides" -msgstr "Metaveri Üzerine Yaz" - -msgid "Language Support" -msgstr "Dil Desteği" - -msgid "Script Support" -msgstr "Betik Desteği" - -msgid "OpenType Features" -msgstr "OpenType Özellikleri" - -msgid "Fallbacks" -msgstr "Sonçareler" - -msgid "Compress" -msgstr "Sıkıştır" - -msgid "Language" -msgstr "Dil" - -msgid "Outline Size" -msgstr "Anahat Boyutu" - -msgid "Variation" -msgstr "Çeşitleme" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "Kalınlaştır" - -msgid "Face Index" -msgstr "Yüz İndeksi" - -msgid "Transform" -msgstr "Dönüştürme" - msgid "Retarget" msgstr "Tekrar Hedefle" @@ -1974,69 +1896,6 @@ msgstr "Önemsiz Konumlar" msgid "Unmapped Bones" msgstr "Haritalanmamış Kemikler" -msgid "Create From" -msgstr "Şuradan Oluştur" - -msgid "Scaling Mode" -msgstr "Ölçekleme Kipi" - -msgid "Delimiter" -msgstr "Ayırıcı" - -msgid "Character Ranges" -msgstr "Karakter Aralıkları" - -msgid "Columns" -msgstr "Sütunlar" - -msgid "Rows" -msgstr "Satırlar" - -msgid "Image Margin" -msgstr "Resim Kenar Boşluğu" - -msgid "Character Margin" -msgstr "Karakter Kenar Boşluğu" - -msgid "High Quality" -msgstr "Yüksek Kalite" - -msgid "Lossy Quality" -msgstr "Kayıplı Kalite" - -msgid "HDR Compression" -msgstr "HDR Sıkıştırma" - -msgid "Channel Pack" -msgstr "Kanal Paketi" - -msgid "Mipmaps" -msgstr "Mip-haritaları" - -msgid "Generate" -msgstr "Üret" - -msgid "Limit" -msgstr "Sınır" - -msgid "Slices" -msgstr "Dilimler" - -msgid "Horizontal" -msgstr "Yatay" - -msgid "Vertical" -msgstr "Dikey" - -msgid "Arrangement" -msgstr "Yerleştirme" - -msgid "Layout" -msgstr "Yerleşim Düzeni" - -msgid "Amount" -msgstr "Miktar" - msgid "Generate Tangents" msgstr "Teğetler Oluştur" @@ -2055,6 +1914,9 @@ msgstr "Örgü Sıkıştırmayı Devre Dışı Bırakmayı Zorla" msgid "Skip Import" msgstr "İçe Aktarmayı Atla" +msgid "Generate" +msgstr "Üret" + msgid "NavMesh" msgstr "Gezinti Örgüsü" @@ -2190,6 +2052,12 @@ msgstr "Döngü Kipi" msgid "Keep Custom Tracks" msgstr "Özel İzleri Tut" +msgid "Slices" +msgstr "Dilimler" + +msgid "Amount" +msgstr "Miktar" + msgid "Optimizer" msgstr "En İyileştirici" @@ -2265,6 +2133,129 @@ msgstr "Değiştirilemez İzleri Kaldır" msgid "Import Script" msgstr "Betiği İçe Aktar" +msgid "Antialiasing" +msgstr "Kusur düzeltme" + +msgid "Generate Mipmaps" +msgstr "Mipharitaları Üret" + +msgid "Multichannel Signed Distance Field" +msgstr "Çokkanallı İşaretli Uzaklık Alanı (SDF)" + +msgid "MSDF Pixel Range" +msgstr "MSDF Piksel Aralığı" + +msgid "MSDF Size" +msgstr "MSDF Boyutu" + +msgid "Allow System Fallback" +msgstr "Sistem Sonçaresine İzin Ver" + +msgid "Force Autohinter" +msgstr "Oto-İpucunu Zorla" + +msgid "Hinting" +msgstr "İpucu" + +msgid "Subpixel Positioning" +msgstr "Alt-Piksel Konumlandırma" + +msgid "Oversampling" +msgstr "Sıkörnekleme" + +msgid "Metadata Overrides" +msgstr "Metaveri Üzerine Yaz" + +msgid "Language Support" +msgstr "Dil Desteği" + +msgid "Script Support" +msgstr "Betik Desteği" + +msgid "OpenType Features" +msgstr "OpenType Özellikleri" + +msgid "Fallbacks" +msgstr "Sonçareler" + +msgid "Compress" +msgstr "Sıkıştır" + +msgid "Language" +msgstr "Dil" + +msgid "Outline Size" +msgstr "Anahat Boyutu" + +msgid "Variation" +msgstr "Çeşitleme" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "Kalınlaştır" + +msgid "Face Index" +msgstr "Yüz İndeksi" + +msgid "Transform" +msgstr "Dönüştürme" + +msgid "Create From" +msgstr "Şuradan Oluştur" + +msgid "Scaling Mode" +msgstr "Ölçekleme Kipi" + +msgid "Delimiter" +msgstr "Ayırıcı" + +msgid "Character Ranges" +msgstr "Karakter Aralıkları" + +msgid "Columns" +msgstr "Sütunlar" + +msgid "Rows" +msgstr "Satırlar" + +msgid "Image Margin" +msgstr "Resim Kenar Boşluğu" + +msgid "Character Margin" +msgstr "Karakter Kenar Boşluğu" + +msgid "High Quality" +msgstr "Yüksek Kalite" + +msgid "Lossy Quality" +msgstr "Kayıplı Kalite" + +msgid "HDR Compression" +msgstr "HDR Sıkıştırma" + +msgid "Channel Pack" +msgstr "Kanal Paketi" + +msgid "Mipmaps" +msgstr "Mip-haritaları" + +msgid "Limit" +msgstr "Sınır" + +msgid "Horizontal" +msgstr "Yatay" + +msgid "Vertical" +msgstr "Dikey" + +msgid "Arrangement" +msgstr "Yerleştirme" + +msgid "Layout" +msgstr "Yerleşim Düzeni" + msgid "Normal Map" msgstr "Normal Haritası" @@ -2391,15 +2382,15 @@ msgstr "Akış Oynatıcı 3B" msgid "Camera" msgstr "Kamera" +msgid "Particles" +msgstr "Parçacıklar" + msgid "Decal" msgstr "Çıkartma" msgid "Fog Volume" msgstr "Sis Hacmi" -msgid "Particles" -msgstr "Parçacıklar" - msgid "Particle Attractor" msgstr "Parçacık Çekici" @@ -2667,12 +2658,6 @@ msgstr "Elde-taşınır" msgid "Orientation" msgstr "Yönelim" -msgid "V-Sync" -msgstr "Dikey-Eşleme" - -msgid "V-Sync Mode" -msgstr "Dikey-Eşleme Kipi" - msgid "Output Latency" msgstr "Çıkış Gecikmesi" @@ -2799,12 +2784,6 @@ msgstr "Hızlı Eylem Temizleme" msgid "Pointing" msgstr "İşaretçi" -msgid "Emulate Touch From Mouse" -msgstr "Fareden Dokunmaya Benzeşim Yap" - -msgid "Emulate Mouse From Touch" -msgstr "Dokunmayı Fareye Benzeşim Yap" - msgid "Android" msgstr "Android" @@ -2985,9 +2964,6 @@ msgstr "Bildirme Listesi" msgid "Max Call Stack" msgstr "En Fazla Çağrı Yığını" -msgid "Warnings" -msgstr "Uyarılar" - msgid "Exclude Addons" msgstr "Eklentileri Hariç Tut" @@ -3003,6 +2979,9 @@ msgstr "Özgün Simgeleri Düzenleyicide Göster" msgid "Use Thread" msgstr "İş Parçası Kullan" +msgid "Copyright" +msgstr "Telif Hakkı" + msgid "glTF" msgstr "glTF" @@ -3084,9 +3063,6 @@ msgstr "Ana Sürüm" msgid "Minor Version" msgstr "İkincil Sürüm" -msgid "Copyright" -msgstr "Telif Hakkı" - msgid "GLB Data" msgstr "GLB Verisi" @@ -3831,45 +3807,6 @@ msgstr "Bildirim 40 X 40" msgid "Notification 60 X 60" msgstr "Bildirim 60 X 60" -msgid "Landscape Launch Screens" -msgstr "Yatay Başlatma Ekranları" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436 X 1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208 X 1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024 X 768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048 X 1536" - -msgid "Portrait Launch Screens" -msgstr "Dikey Başlatma Ekranları" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640 X 960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640 X 1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750 X 1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125 X 2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768 X 1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536 X 2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242 X 2208" - msgid "App Store Team ID" msgstr "Uygulama Mağazası Takım Kimliği" @@ -3906,9 +3843,6 @@ msgstr "Kısa Sürüm" msgid "Icon Interpolation" msgstr "Simge Ara Değerleme" -msgid "Launch Screens Interpolation" -msgstr "Başlatma Ekranları Ara Değerleme" - msgid "Export Project Only" msgstr "Yalnızca Projeyi Dışa Aktar" @@ -3954,9 +3888,6 @@ msgstr "Fotoğraf Kitaplığı Kullanım Açıklaması Yerelleştirilmiş" msgid "Storyboard" msgstr "Hikaye tahtası" -msgid "Use Launch Screen Storyboard" -msgstr "Başlatma Ekranı Hikaye tahtası Kullan" - msgid "Image Scale Mode" msgstr "Resim Ölçek Kipi" @@ -4074,9 +4005,6 @@ msgstr "Kütüphane Doğrulamayı Devredışı Bırak" msgid "Audio Input" msgstr "Ses Girişi" -msgid "Location" -msgstr "Konum" - msgid "Address Book" msgstr "Adres Defteri" @@ -5196,9 +5124,6 @@ msgstr "Kare Konumları" msgid "Filter Clip Enabled" msgstr "Filtre Kesme Etkin" -msgid "Tile Set" -msgstr "Karo Kümesi" - msgid "Rendering Quadrant Size" msgstr "Çeyreğin Boyutu İşleniyor" @@ -5211,6 +5136,9 @@ msgstr "Çarpışma Görünürlük Kipi" msgid "Navigation Visibility Mode" msgstr "Gezinti Görünürlük Kipi" +msgid "Tile Set" +msgstr "Karo Kümesi" + msgid "Texture Normal" msgstr "Doku Normali" @@ -5328,6 +5256,9 @@ msgstr "Işın Seçilebilir" msgid "Capture on Drag" msgstr "Sürüklerken Yakala" +msgid "Visibility AABB" +msgstr "Görünürlük AABB" + msgid "Box Extents" msgstr "Kutu Uzanımları" @@ -5397,9 +5328,6 @@ msgstr "Uzaklık Solması" msgid "Begin" msgstr "Başlangıç" -msgid "Visibility AABB" -msgstr "Görünürlük AABB" - msgid "Transform Align" msgstr "Dönüştürme Hizalama" @@ -6459,9 +6387,6 @@ msgstr "Esnetme Oranı" msgid "Localization" msgstr "Yerelleştirme" -msgid "Auto Translate" -msgstr "Otomatik Taşı" - msgid "Localize Numeral System" msgstr "Sayı Sistemini Yerelleştir" @@ -6777,6 +6702,9 @@ msgstr "Doldurma Kipi" msgid "Show Percentage" msgstr "Yüzdeyi Göster" +msgid "Indeterminate" +msgstr "Belirsiz" + msgid "Min Value" msgstr "En küçük Değer" @@ -6918,9 +6846,6 @@ msgstr "Kaydırıcı Görünürlüğü" msgid "Stretch Shrink" msgstr "Esnetme Daraltma" -msgid "Tabs" -msgstr "Sekmeler" - msgid "Current Tab" msgstr "Geçerli Sekme" @@ -6951,6 +6876,9 @@ msgstr "Seçilene Kaydır" msgid "Select With RMB" msgstr "Sağ Fare Düğmesi ile Seç" +msgid "Tabs" +msgstr "Sekmeler" + msgid "Tabs Visible" msgstr "Sekmeler Görünür" @@ -7017,6 +6945,18 @@ msgstr "Tıklama Maskesi" msgid "Ignore Texture Size" msgstr "Doku Boyutunu Gözardı Et" +msgid "Radial Fill" +msgstr "Dairesel Doldurma" + +msgid "Initial Angle" +msgstr "Başlangıç Açısı" + +msgid "Fill Degrees" +msgstr "Dolgulama Derece" + +msgid "Center Offset" +msgstr "Merkez Kayması" + msgid "Nine Patch Stretch" msgstr "Dokuz Yama Esnetme" @@ -7035,18 +6975,6 @@ msgstr "İlerleme Kayması" msgid "Tint" msgstr "Tonlama" -msgid "Radial Fill" -msgstr "Dairesel Doldurma" - -msgid "Initial Angle" -msgstr "Başlangıç Açısı" - -msgid "Fill Degrees" -msgstr "Dolgulama Derece" - -msgid "Center Offset" -msgstr "Merkez Kayması" - msgid "Expand Mode" msgstr "Genişletme Kipi" @@ -7176,6 +7104,9 @@ msgstr "Grup Sırası" msgid "Messages" msgstr "İletiler" +msgid "Auto Translate" +msgstr "Otomatik Taşı" + msgid "Editor Description" msgstr "Düzenleyici Açıklaması" @@ -7647,9 +7578,6 @@ msgstr "Beyaz" msgid "SSR" msgstr "Ekran-Uzayı Yansımaları (SSR)" -msgid "Max Steps" -msgstr "En Çok Adım" - msgid "Fade In" msgstr "Belirginleşme" @@ -8220,12 +8148,6 @@ msgstr "Hız Oranını Miras Al" msgid "Velocity Pivot" msgstr "Hız Ekseni" -msgid "Initial Velocity Min" -msgstr "Başlangıç Hızı En Az" - -msgid "Initial Velocity Max" -msgstr "Başlangıç Hızı En Fazla" - msgid "Animated Velocity" msgstr "Canlandırılan Hız" @@ -8247,24 +8169,12 @@ msgstr "Hızlanmalar" msgid "Attractor Interaction" msgstr "Çekici Etkileşimi" -msgid "Scale Min" -msgstr "Ölçek En Az" - -msgid "Scale Max" -msgstr "Ölçek En Fazla" - msgid "Scale Curve" msgstr "Ölçek Eğri" msgid "Scale Over Velocity" msgstr "Hız Üzerinden Ölçeklendir" -msgid "Scale over Velocity Min" -msgstr "En Az Hız Üzerinden Ölçekle" - -msgid "Scale over Velocity Max" -msgstr "En Fazla Hız Üzerinden Ölçekle" - msgid "Scale over Velocity Curve" msgstr "Hız Eğrisi Üzerinden Ölçekle" @@ -8292,18 +8202,6 @@ msgstr "Gürültü Hızı" msgid "Noise Speed Random" msgstr "Gürültü Hızı Rastgele" -msgid "Influence Min" -msgstr "Etkileme En Az" - -msgid "Influence Max" -msgstr "Etkileme En Fazla" - -msgid "Initial Displacement Min" -msgstr "Başlangıç Yerdeğiştirmesi En Az" - -msgid "Initial Displacement Max" -msgstr "Başlangıç Yerdeğiştirmesi En Fazla" - msgid "Influence over Life" msgstr "Yaşam üzerinde Etki" @@ -8571,9 +8469,6 @@ msgstr "Özel Noktalama İşareti" msgid "Break Flags" msgstr "Kesme Bayrakları" -msgid "Texture Rd RID" -msgstr "Doku Rd Kaynak Kimliği" - msgid "Default Base Scale" msgstr "Varsayılan Temel Ölçek" @@ -9201,9 +9096,6 @@ msgstr "Özel Düğme Basıldı" msgid "Custom Button Hover" msgstr "Özel Düğme Üzerine Gelme" -msgid "Indeterminate" -msgstr "Belirsiz" - msgid "Select Arrow" msgstr "Seçim Oku" @@ -10296,12 +10188,6 @@ msgstr "Kare başına Yinelemeleri Güncelle" msgid "Threaded Cull Minimum Instances" msgstr "İş Parçacıklı Kaldırma En Az Örneklemeler" -msgid "Forward Renderer" -msgstr "İleri İşleyici" - -msgid "Threaded Render Minimum Instances" -msgstr "İş Parçacıklı İşleme En Az Örneklemeler" - msgid "Cluster Builder" msgstr "Küme Yapıcı" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index 1ee7e3f0e6..af10a33d9a 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -32,22 +32,23 @@ # Siked Siked <siked3@gmail.com>, 2023. # Вадим Коваль <vadimkoval571@gmail.com>, 2023. # Volodymyr Mikhav <mihaw.wolodymyr@gmail.com>, 2023. +# Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>, 2024. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-23 17:10+0000\n" -"Last-Translator: Volodymyr Mikhav <mihaw.wolodymyr@gmail.com>\n" +"PO-Revision-Date: 2024-02-11 04:06+0000\n" +"Last-Translator: Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/uk/>\n" "Language: uk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\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 5.2.1-rc\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 5.4-dev\n" msgid "Application" msgstr "Застосунок" @@ -154,6 +155,12 @@ msgstr "Заощадження енергії" msgid "Keep Screen On" msgstr "Не вимикати екран" +msgid "Animation" +msgstr "Анімація" + +msgid "Warnings" +msgstr "Попередження" + msgid "Audio" msgstr "Аудіо" @@ -259,18 +266,6 @@ msgstr "Переглянути відбраковування замикання msgid "BVH Build Quality" msgstr "Якість збірки BVH" -msgid "Memory" -msgstr "Пам'ять" - -msgid "Limits" -msgstr "Обмеження" - -msgid "Multithreaded Server" -msgstr "Багатопотоковий сервер" - -msgid "RID Pool Prealloc" -msgstr "Попереднє виділення пулу RID" - msgid "Internationalization" msgstr "Інтернаціоналізація" @@ -307,6 +302,9 @@ msgstr "Передискретизація" msgid "Rendering Device" msgstr "Пристрій рендерингу" +msgid "V-Sync" +msgstr "Верт. синхронізація" + msgid "Staging Buffer" msgstr "Проміжний буфер" @@ -370,6 +368,12 @@ msgstr "Режим миші" msgid "Use Accumulated Input" msgstr "Використати накопичувальне введення" +msgid "Emulate Mouse From Touch" +msgstr "Емулювати мишу з дотику" + +msgid "Emulate Touch From Mouse" +msgstr "Емулювати дотик з миші" + msgid "Input Devices" msgstr "Пристрої вводу" @@ -403,6 +407,9 @@ msgstr "Мітка клавіші" msgid "Unicode" msgstr "Юнікод" +msgid "Location" +msgstr "Розташування" + msgid "Echo" msgstr "Луна" @@ -547,9 +554,18 @@ msgstr "База" msgid "State" msgstr "Стан" +msgid "Memory" +msgstr "Пам'ять" + +msgid "Limits" +msgstr "Обмеження" + msgid "Message Queue" msgstr "Черга повідомлень" +msgid "Max Steps" +msgstr "Макс. к-ть кроків" + msgid "Network" msgstr "Мережа" @@ -571,9 +587,6 @@ msgstr "Перевизначення пакету сертифікатів" msgid "Max Threads" msgstr "Макс. потоків" -msgid "Use System Threads for Low Priority Tasks" -msgstr "Використання системних потоків для низькопріоритетних завдань" - msgid "Low Priority Thread Ratio" msgstr "Коефіцієнт низького пріоритету потоку" @@ -649,9 +662,6 @@ msgstr "Початковий відступ" msgid "End Offset" msgstr "Кінцевий відступ" -msgid "Animation" -msgstr "Анімація" - msgid "Easing" msgstr "Пом'якшення" @@ -715,60 +725,6 @@ msgstr "Видалити" msgid "Distraction Free Mode" msgstr "Режим без відволікання" -msgid "Interface" -msgstr "Інтерфейс" - -msgid "Save on Focus Loss" -msgstr "Зберігати при втраті фокусування" - -msgid "Show Update Spinner" -msgstr "Показувати індикатор оновлення" - -msgid "Update Continuously" -msgstr "Оновлювати неперервно" - -msgid "Localize Settings" -msgstr "Параметри локалізації" - -msgid "Scene Tabs" -msgstr "Вкладки сцен" - -msgid "Restore Scenes on Load" -msgstr "Відновлення сцен під час завантаження" - -msgid "Inspector" -msgstr "Інспектор" - -msgid "Default Property Name Style" -msgstr "Типовий стиль назв властивостей" - -msgid "Default Float Step" -msgstr "Типовий крок пересування" - -msgid "Disable Folding" -msgstr "Вимкнути згортання" - -msgid "Auto Unfold Foreign Scenes" -msgstr "Автоматично розгортати сторонні сцени" - -msgid "Horizontal Vector2 Editing" -msgstr "Редагування горизонтального вектора2" - -msgid "Horizontal Vector Types Editing" -msgstr "Редагування типів горизонтального вектора" - -msgid "Open Resources in Current Inspector" -msgstr "Відкрити ресурси у поточному Інспекторі" - -msgid "Resources to Open in New Inspector" -msgstr "Ресурси, які слід відкрити у новому Інспекторі" - -msgid "Default Color Picker Mode" -msgstr "Типовий режим піпетки кольорів" - -msgid "Default Color Picker Shape" -msgstr "Палітра кольорів за замовчуванням" - msgid "Base Type" msgstr "Базовий тип" @@ -778,12 +734,21 @@ msgstr "Можна редагувати" msgid "Toggle Mode" msgstr "Перемкнути режим" +msgid "Interface" +msgstr "Інтерфейс" + msgid "Editor Language" msgstr "Мова редактора" +msgid "Localize Settings" +msgstr "Параметри локалізації" + msgid "Display Scale" msgstr "Масштаб показу" +msgid "Custom Display Scale" +msgstr "Нетиповий масштаб дисплея" + msgid "Enable Pseudolocalization" msgstr "Увімкнути псевдолокалізацію" @@ -793,9 +758,6 @@ msgstr "Використання вбудованого меню" msgid "Expand to Title" msgstr "Розгорнути до заголовка" -msgid "Custom Display Scale" -msgstr "Нетиповий масштаб дисплея" - msgid "Main Font Size" msgstr "Розмір основного шрифту" @@ -844,18 +806,63 @@ msgstr "Додаткові кнопки миші для навігації жу msgid "Save Each Scene on Quit" msgstr "Зберігати усі сцени при виході" +msgid "Save on Focus Loss" +msgstr "Зберігати при втраті фокусування" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Погоджувати діалогові кнопки Скасувати ОК" msgid "Show Internal Errors in Toast Notifications" msgstr "Показувати внутрішні помилки у спливаючих сповіщеннях" +msgid "Show Update Spinner" +msgstr "Показувати індикатор оновлення" + +msgid "V-Sync Mode" +msgstr "Режим верт. синхронізації" + +msgid "Update Continuously" +msgstr "Оновлювати неперервно" + +msgid "Inspector" +msgstr "Інспектор" + msgid "Max Array Dictionary Items per Page" msgstr "Макс. к-ть елементів масиву/словника на сторінку" msgid "Show Low Level OpenType Features" msgstr "Показати низькорівневі функції OpenType" +msgid "Default Property Name Style" +msgstr "Типовий стиль назв властивостей" + +msgid "Default Float Step" +msgstr "Типовий крок пересування" + +msgid "Disable Folding" +msgstr "Вимкнути згортання" + +msgid "Auto Unfold Foreign Scenes" +msgstr "Автоматично розгортати сторонні сцени" + +msgid "Horizontal Vector2 Editing" +msgstr "Редагування горизонтального вектора2" + +msgid "Horizontal Vector Types Editing" +msgstr "Редагування типів горизонтального вектора" + +msgid "Open Resources in Current Inspector" +msgstr "Відкрити ресурси у поточному Інспекторі" + +msgid "Resources to Open in New Inspector" +msgstr "Ресурси, які слід відкрити у новому Інспекторі" + +msgid "Default Color Picker Mode" +msgstr "Типовий режим піпетки кольорів" + +msgid "Default Color Picker Shape" +msgstr "Палітра кольорів за замовчуванням" + msgid "Theme" msgstr "Тема" @@ -907,6 +914,9 @@ msgstr "Приймати довге натискання, як клацання msgid "Enable Pan and Scale Gestures" msgstr "Увімкнути жести панорам та масштабу" +msgid "Scene Tabs" +msgstr "Вкладки сцен" + msgid "Display Close Button" msgstr "Відображати кнопку закриття" @@ -919,6 +929,9 @@ msgstr "Максимальна ширина" msgid "Show Script Button" msgstr "Показувати кнопку скрипту" +msgid "Restore Scenes on Load" +msgstr "Відновлення сцен під час завантаження" + msgid "Enable" msgstr "Увімкнути" @@ -970,9 +983,6 @@ msgstr "Розмір мініатюр" msgid "Import" msgstr "Імпорт" -msgid "Blender 3 Path" -msgstr "Шлях до Blender 3" - msgid "FBX" msgstr "FBX" @@ -1435,12 +1445,18 @@ msgstr "Завжди відкривати вивід при відтворенн msgid "Always Close Output on Stop" msgstr "Завжди закривати вивід при зупинці" -msgid "Remote Host" -msgstr "Віддалений вузол" +msgid "HTTP Proxy" +msgstr "HTTP-проксі" + +msgid "Host" +msgstr "Вузол" msgid "Editor TLS Certificates" msgstr "Сертифікати TLS редактора" +msgid "Remote Host" +msgstr "Віддалений вузол" + msgid "Debugger" msgstr "Засіб діагностики" @@ -1459,12 +1475,6 @@ msgstr "Інтервал оновлення ієрархії віддалено msgid "Remote Inspect Refresh Interval" msgstr "Інтервал оновлення віддаленого інспектування" -msgid "HTTP Proxy" -msgstr "HTTP-проксі" - -msgid "Host" -msgstr "Вузол" - msgid "Project Manager" msgstr "Керування проєктами" @@ -1600,18 +1610,6 @@ msgstr "Вбудувати PCK" msgid "Texture Format" msgstr "Формат текстури" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "Експортування" @@ -1639,51 +1637,6 @@ msgstr "Приховати повзунок" msgid "Zoom" msgstr "Масштаб" -msgid "Antialiasing" -msgstr "Згладжування" - -msgid "Allow System Fallback" -msgstr "Дозволити резервну систему" - -msgid "Hinting" -msgstr "Уточнення" - -msgid "Subpixel Positioning" -msgstr "Розташування субпікселів" - -msgid "Metadata Overrides" -msgstr "Перевизначення метаданих" - -msgid "Language Support" -msgstr "Підтримка мови" - -msgid "Script Support" -msgstr "Підтримка скриптів" - -msgid "OpenType Features" -msgstr "Функції OpenType" - -msgid "Fallbacks" -msgstr "Резерв" - -msgid "Compress" -msgstr "Стиснути" - -msgid "Language" -msgstr "Мова" - -msgid "Outline Size" -msgstr "Розмір обведення" - -msgid "Variation" -msgstr "Дисперсія" - -msgid "OpenType" -msgstr "Відкритий Тип" - -msgid "Transform" -msgstr "Перетворення" - msgid "Bone Renamer" msgstr "Перейменування кісток" @@ -1726,57 +1679,6 @@ msgstr "За винятком кісткового перетворення" msgid "Unimportant Positions" msgstr "Неважливі позиції" -msgid "Create From" -msgstr "Створити на основі" - -msgid "Delimiter" -msgstr "Роздільник" - -msgid "Columns" -msgstr "Стовпчики" - -msgid "Rows" -msgstr "Ряди" - -msgid "Image Margin" -msgstr "Поле зображення" - -msgid "High Quality" -msgstr "Висока якість" - -msgid "Lossy Quality" -msgstr "Низька якість" - -msgid "HDR Compression" -msgstr "Стиснення HDR" - -msgid "Channel Pack" -msgstr "Пакет каналів" - -msgid "Mipmaps" -msgstr "MIP-текстурування" - -msgid "Generate" -msgstr "Створити" - -msgid "Limit" -msgstr "Обмеження" - -msgid "Slices" -msgstr "Зрізи" - -msgid "Horizontal" -msgstr "Горизонтальний" - -msgid "Vertical" -msgstr "Вертикальний" - -msgid "Layout" -msgstr "Макет" - -msgid "Amount" -msgstr "Кількість" - msgid "Generate Tangents" msgstr "Згенерувати точки" @@ -1792,6 +1694,9 @@ msgstr "Оптимізувати сітку" msgid "Skip Import" msgstr "Пропустити імпорт" +msgid "Generate" +msgstr "Створити" + msgid "NavMesh" msgstr "NavMesh" @@ -1870,6 +1775,12 @@ msgstr "Режим переміщення" msgid "Keep Custom Tracks" msgstr "Зберігати нетипові доріжки" +msgid "Slices" +msgstr "Зрізи" + +msgid "Amount" +msgstr "Кількість" + msgid "Optimizer" msgstr "Optimizer (Оптимізатор)" @@ -1939,6 +1850,93 @@ msgstr "Обрізання" msgid "Import Script" msgstr "Скрипт імпорту" +msgid "Antialiasing" +msgstr "Згладжування" + +msgid "Allow System Fallback" +msgstr "Дозволити резервну систему" + +msgid "Hinting" +msgstr "Уточнення" + +msgid "Subpixel Positioning" +msgstr "Розташування субпікселів" + +msgid "Metadata Overrides" +msgstr "Перевизначення метаданих" + +msgid "Language Support" +msgstr "Підтримка мови" + +msgid "Script Support" +msgstr "Підтримка скриптів" + +msgid "OpenType Features" +msgstr "Функції OpenType" + +msgid "Fallbacks" +msgstr "Резерв" + +msgid "Compress" +msgstr "Стиснути" + +msgid "Language" +msgstr "Мова" + +msgid "Outline Size" +msgstr "Розмір обведення" + +msgid "Variation" +msgstr "Дисперсія" + +msgid "OpenType" +msgstr "Відкритий Тип" + +msgid "Transform" +msgstr "Перетворення" + +msgid "Create From" +msgstr "Створити на основі" + +msgid "Delimiter" +msgstr "Роздільник" + +msgid "Columns" +msgstr "Стовпчики" + +msgid "Rows" +msgstr "Ряди" + +msgid "Image Margin" +msgstr "Поле зображення" + +msgid "High Quality" +msgstr "Висока якість" + +msgid "Lossy Quality" +msgstr "Низька якість" + +msgid "HDR Compression" +msgstr "Стиснення HDR" + +msgid "Channel Pack" +msgstr "Пакет каналів" + +msgid "Mipmaps" +msgstr "MIP-текстурування" + +msgid "Limit" +msgstr "Обмеження" + +msgid "Horizontal" +msgstr "Горизонтальний" + +msgid "Vertical" +msgstr "Вертикальний" + +msgid "Layout" +msgstr "Макет" + msgid "Normal Map" msgstr "Нормальне картографування" @@ -2188,12 +2186,6 @@ msgstr "Кишеньковий пристрій" msgid "Orientation" msgstr "Орієнтація" -msgid "V-Sync" -msgstr "Верт. синхронізація" - -msgid "V-Sync Mode" -msgstr "Режим верт. синхронізації" - msgid "Output Latency" msgstr "Затримка виведення" @@ -2272,12 +2264,6 @@ msgstr "Зріле витирання подій" msgid "Pointing" msgstr "Фокус" -msgid "Emulate Touch From Mouse" -msgstr "Емулювати дотик з миші" - -msgid "Emulate Mouse From Touch" -msgstr "Емулювати мишу з дотику" - msgid "Android" msgstr "Android" @@ -2410,9 +2396,6 @@ msgstr "Колір визначення функції" msgid "Node Path Color" msgstr "Копіювати вузол шляху" -msgid "Warnings" -msgstr "Попередження" - msgid "Exclude Addons" msgstr "Виключити додатки" @@ -2425,6 +2408,9 @@ msgstr "Не вдається вирішити" msgid "Use Thread" msgstr "Потік обробки" +msgid "Copyright" +msgstr "Авторські права" + msgid "Color" msgstr "Колір" @@ -2470,9 +2456,6 @@ msgstr "Основна версія" msgid "Minor Version" msgstr "Другорядна версія" -msgid "Copyright" -msgstr "Авторські права" - msgid "GLB Data" msgstr "Дані GLB" @@ -3004,9 +2987,6 @@ msgstr "Вимкнути перевірку бібліотеки" msgid "Audio Input" msgstr "Звуковий вхід" -msgid "Location" -msgstr "Розташування" - msgid "Address Book" msgstr "Адресна книга" @@ -3541,9 +3521,6 @@ msgstr "Згладжена" msgid "Gizmo Extents" msgstr "Гаджети" -msgid "Multimesh" -msgstr "Помножити на %s" - msgid "Path Max Distance" msgstr "Макс. відстань контуру" @@ -3757,6 +3734,9 @@ msgstr "Близько" msgid "Far" msgstr "Далеко" +msgid "Visibility AABB" +msgstr "AABB видимості" + msgid "Box Extents" msgstr "Розміри панелі" @@ -3796,9 +3776,6 @@ msgstr "Параметри" msgid "Modulate" msgstr "Модулювати" -msgid "Visibility AABB" -msgstr "AABB видимості" - msgid "Draw Passes" msgstr "Намалювати проходи" @@ -4060,6 +4037,9 @@ msgstr "Мін. відстань" msgid "Max Iterations" msgstr "Макс к-ть ітерацій" +msgid "Pinned Points" +msgstr "Закріплені Точки" + msgid "Parent Collision Ignore" msgstr "Ігнорувати батьківські зіткнення" @@ -4525,6 +4505,18 @@ msgstr "Фокусоване" msgid "Click Mask" msgstr "Маска клацання" +msgid "Radial Fill" +msgstr "Радіальне заповнення" + +msgid "Initial Angle" +msgstr "Початковий кут" + +msgid "Fill Degrees" +msgstr "Градуси заповнення" + +msgid "Center Offset" +msgstr "Центральний зсув" + msgid "Nine Patch Stretch" msgstr "Розтягування за дев'ятьма позиціями" @@ -4540,18 +4532,6 @@ msgstr "Відступ поступу" msgid "Tint" msgstr "Затінення" -msgid "Radial Fill" -msgstr "Радіальне заповнення" - -msgid "Initial Angle" -msgstr "Початковий кут" - -msgid "Fill Degrees" -msgstr "Градуси заповнення" - -msgid "Center Offset" -msgstr "Центральний зсув" - msgid "Column Titles Visible" msgstr "Видимість заголовків стовпчиків" @@ -4801,9 +4781,6 @@ msgstr "Переспрямування" msgid "White" msgstr "Білий" -msgid "Max Steps" -msgstr "Макс. к-ть кроків" - msgid "Fade In" msgstr "Наростання" @@ -5053,6 +5030,9 @@ msgstr "Крива масштабування" msgid "Rough" msgstr "Грубо" +msgid "Add UV2" +msgstr "Додати UV2" + msgid "Top Radius" msgstr "Радіус згори" diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po index be9685ed52..c5e8cde271 100644 --- a/editor/translations/properties/zh_CN.po +++ b/editor/translations/properties/zh_CN.po @@ -216,6 +216,12 @@ msgstr "节能" msgid "Keep Screen On" msgstr "屏幕常亮" +msgid "Animation" +msgstr "动画" + +msgid "Warnings" +msgstr "警告" + msgid "Audio" msgstr "音频" @@ -336,18 +342,6 @@ msgstr "遮挡剔除" msgid "BVH Build Quality" msgstr "BVH 构建质量" -msgid "Memory" -msgstr "内存" - -msgid "Limits" -msgstr "限制" - -msgid "Multithreaded Server" -msgstr "多线程服务器" - -msgid "RID Pool Prealloc" -msgstr "RID 池预分配" - msgid "Internationalization" msgstr "国际化" @@ -384,6 +378,9 @@ msgstr "使用过采样" msgid "Rendering Device" msgstr "渲染设备" +msgid "V-Sync" +msgstr "垂直同步" + msgid "Staging Buffer" msgstr "暂存缓冲区" @@ -459,6 +456,12 @@ msgstr "鼠标模式" msgid "Use Accumulated Input" msgstr "使用累积输入" +msgid "Emulate Mouse From Touch" +msgstr "用触摸模拟鼠标" + +msgid "Emulate Touch From Mouse" +msgstr "用鼠标模拟触摸" + msgid "Input Devices" msgstr "输入设备" @@ -504,6 +507,9 @@ msgstr "按键标签" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "位置" + msgid "Echo" msgstr "回显" @@ -657,9 +663,18 @@ msgstr "种子" msgid "State" msgstr "状态" +msgid "Memory" +msgstr "内存" + +msgid "Limits" +msgstr "限制" + msgid "Message Queue" msgstr "消息队列" +msgid "Max Steps" +msgstr "最大步数" + msgid "Network" msgstr "网络" @@ -690,9 +705,6 @@ msgstr "工作池" msgid "Max Threads" msgstr "最大线程数" -msgid "Use System Threads for Low Priority Tasks" -msgstr "将系统线程用于低优先级任务" - msgid "Low Priority Thread Ratio" msgstr "低优先级线程比率" @@ -768,9 +780,6 @@ msgstr "起点偏移" msgid "End Offset" msgstr "终点偏移" -msgid "Animation" -msgstr "动画" - msgid "Easing" msgstr "缓入缓出" @@ -837,60 +846,6 @@ msgstr "专注模式" msgid "Movie Maker Enabled" msgstr "启用 Movie Maker" -msgid "Interface" -msgstr "界面" - -msgid "Save on Focus Loss" -msgstr "焦点丢失时保存" - -msgid "Show Update Spinner" -msgstr "显示更新旋转图" - -msgid "Update Continuously" -msgstr "持续更新" - -msgid "Localize Settings" -msgstr "设置本地化" - -msgid "Scene Tabs" -msgstr "场景选项卡" - -msgid "Restore Scenes on Load" -msgstr "加载时恢复场景" - -msgid "Inspector" -msgstr "检查器" - -msgid "Default Property Name Style" -msgstr "默认属性名称样式" - -msgid "Default Float Step" -msgstr "默认浮点数步长" - -msgid "Disable Folding" -msgstr "禁用折叠" - -msgid "Auto Unfold Foreign Scenes" -msgstr "自动展开新场景" - -msgid "Horizontal Vector2 Editing" -msgstr "横向编辑 Vector2" - -msgid "Horizontal Vector Types Editing" -msgstr "横向编辑 Vector 类型" - -msgid "Open Resources in Current Inspector" -msgstr "在当前检查器中打开资源" - -msgid "Resources to Open in New Inspector" -msgstr "在新检查器中打开的资源" - -msgid "Default Color Picker Mode" -msgstr "默认取色器模式" - -msgid "Default Color Picker Shape" -msgstr "默认取色器形状" - msgid "Base Type" msgstr "基础类型" @@ -900,12 +855,21 @@ msgstr "可编辑" msgid "Toggle Mode" msgstr "切换模式" +msgid "Interface" +msgstr "界面" + msgid "Editor Language" msgstr "编辑器语言" +msgid "Localize Settings" +msgstr "设置本地化" + msgid "Display Scale" msgstr "显示缩放" +msgid "Custom Display Scale" +msgstr "自定义显示缩放" + msgid "Editor Screen" msgstr "编辑器屏幕" @@ -921,9 +885,6 @@ msgstr "使用嵌入式菜单" msgid "Expand to Title" msgstr "扩展至标题栏" -msgid "Custom Display Scale" -msgstr "自定义显示缩放" - msgid "Main Font Size" msgstr "主字体大小" @@ -957,12 +918,6 @@ msgstr "主字体粗体" msgid "Code Font" msgstr "代码字体" -msgid "Low Processor Mode Sleep (µsec)" -msgstr "低处理器模式睡眠(微秒)" - -msgid "Unfocused Low Processor Mode Sleep (µsec)" -msgstr "未聚焦低处理器模式睡眠(微秒)" - msgid "Separate Distraction Mode" msgstr "单独的专注模式" @@ -978,12 +933,33 @@ msgstr "使用专门鼠标按键查看历史" msgid "Save Each Scene on Quit" msgstr "退出时保存各场景" +msgid "Save on Focus Loss" +msgstr "焦点丢失时保存" + msgid "Accept Dialog Cancel OK Buttons" msgstr "AcceptDialog 取消/确定按钮" msgid "Show Internal Errors in Toast Notifications" msgstr "在 Toast 通知中显示内部错误" +msgid "Show Update Spinner" +msgstr "显示更新旋转图" + +msgid "Low Processor Mode Sleep (µsec)" +msgstr "低处理器模式睡眠(微秒)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "未聚焦低处理器模式睡眠(微秒)" + +msgid "V-Sync Mode" +msgstr "垂直同步模式" + +msgid "Update Continuously" +msgstr "持续更新" + +msgid "Inspector" +msgstr "检查器" + msgid "Max Array Dictionary Items per Page" msgstr "每页最大数组字典条目数" @@ -993,6 +969,36 @@ msgstr "显示低阶 OpenType 特性" msgid "Float Drag Speed" msgstr "浮点数拖动速度" +msgid "Default Property Name Style" +msgstr "默认属性名称样式" + +msgid "Default Float Step" +msgstr "默认浮点数步长" + +msgid "Disable Folding" +msgstr "禁用折叠" + +msgid "Auto Unfold Foreign Scenes" +msgstr "自动展开新场景" + +msgid "Horizontal Vector2 Editing" +msgstr "横向编辑 Vector2" + +msgid "Horizontal Vector Types Editing" +msgstr "横向编辑 Vector 类型" + +msgid "Open Resources in Current Inspector" +msgstr "在当前检查器中打开资源" + +msgid "Resources to Open in New Inspector" +msgstr "在新检查器中打开的资源" + +msgid "Default Color Picker Mode" +msgstr "默认取色器模式" + +msgid "Default Color Picker Shape" +msgstr "默认取色器形状" + msgid "Theme" msgstr "主题" @@ -1047,6 +1053,9 @@ msgstr "启用平移及缩放手势" msgid "Scale Gizmo Handles" msgstr "缩放小工具控制柄" +msgid "Scene Tabs" +msgstr "场景选项卡" + msgid "Display Close Button" msgstr "显示关闭按钮" @@ -1059,6 +1068,9 @@ msgstr "最大宽度" msgid "Show Script Button" msgstr "显示脚本按钮" +msgid "Restore Scenes on Load" +msgstr "加载时恢复场景" + msgid "Multi Window" msgstr "多窗口" @@ -1122,9 +1134,6 @@ msgstr "导入" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Blender 3 路径" - msgid "RPC Port" msgstr "RPC 端口" @@ -1140,12 +1149,6 @@ msgstr "FBX2glTF 路径" msgid "Tools" msgstr "工具" -msgid "Oidn" -msgstr "OIDN" - -msgid "Oidn Denoise Path" -msgstr "OIDN 降噪器路径" - msgid "Docks" msgstr "停靠面板" @@ -1629,12 +1632,18 @@ msgstr "运行时打开输出" msgid "Always Close Output on Stop" msgstr "停止时关闭输出" -msgid "Remote Host" -msgstr "远程主机" +msgid "HTTP Proxy" +msgstr "HTTP 代理" + +msgid "Host" +msgstr "主机" msgid "Editor TLS Certificates" msgstr "编辑器 TLS 证书" +msgid "Remote Host" +msgstr "远程主机" + msgid "Debugger" msgstr "调试器" @@ -1653,12 +1662,6 @@ msgstr "远程场景树刷新间隔" msgid "Remote Inspect Refresh Interval" msgstr "远程检查器刷新间隔" -msgid "HTTP Proxy" -msgstr "HTTP 代理" - -msgid "Host" -msgstr "主机" - msgid "Project Manager" msgstr "项目管理器" @@ -1803,18 +1806,6 @@ msgstr "内嵌 PCK" msgid "Texture Format" msgstr "纹理格式" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "导出" @@ -1848,75 +1839,6 @@ msgstr "隐藏滑动条" msgid "Zoom" msgstr "缩放" -msgid "Antialiasing" -msgstr "抗锯齿" - -msgid "Generate Mipmaps" -msgstr "生成 Mipmap" - -msgid "Multichannel Signed Distance Field" -msgstr "多通道带符号距离场" - -msgid "MSDF Pixel Range" -msgstr "MSDF 像素范围" - -msgid "MSDF Size" -msgstr "MSDF 大小" - -msgid "Allow System Fallback" -msgstr "允许系统回退" - -msgid "Force Autohinter" -msgstr "强制自动微调" - -msgid "Hinting" -msgstr "微调" - -msgid "Subpixel Positioning" -msgstr "次像素定位" - -msgid "Oversampling" -msgstr "过采样" - -msgid "Metadata Overrides" -msgstr "元数据覆盖" - -msgid "Language Support" -msgstr "语言支持" - -msgid "Script Support" -msgstr "脚本支持" - -msgid "OpenType Features" -msgstr "OpenType 特性" - -msgid "Fallbacks" -msgstr "回退" - -msgid "Compress" -msgstr "压缩" - -msgid "Language" -msgstr "语言" - -msgid "Outline Size" -msgstr "轮廓大小" - -msgid "Variation" -msgstr "变体" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "加粗" - -msgid "Face Index" -msgstr "字面索引" - -msgid "Transform" -msgstr "变换" - msgid "Retarget" msgstr "重定向" @@ -1971,69 +1893,6 @@ msgstr "非重要位置" msgid "Unmapped Bones" msgstr "未映射骨骼" -msgid "Create From" -msgstr "创建自" - -msgid "Scaling Mode" -msgstr "缩放模式" - -msgid "Delimiter" -msgstr "分隔符" - -msgid "Character Ranges" -msgstr "字符范围" - -msgid "Columns" -msgstr "列数" - -msgid "Rows" -msgstr "行数" - -msgid "Image Margin" -msgstr "图片边距" - -msgid "Character Margin" -msgstr "字符边距" - -msgid "High Quality" -msgstr "高质量" - -msgid "Lossy Quality" -msgstr "有损质量" - -msgid "HDR Compression" -msgstr "HDR 压缩" - -msgid "Channel Pack" -msgstr "通道打包" - -msgid "Mipmaps" -msgstr "Mipmap" - -msgid "Generate" -msgstr "生成" - -msgid "Limit" -msgstr "限制" - -msgid "Slices" -msgstr "切片" - -msgid "Horizontal" -msgstr "水平" - -msgid "Vertical" -msgstr "垂直" - -msgid "Arrangement" -msgstr "排列" - -msgid "Layout" -msgstr "布局" - -msgid "Amount" -msgstr "数量" - msgid "Generate Tangents" msgstr "生成切线" @@ -2052,6 +1911,9 @@ msgstr "强制禁用网格压缩" msgid "Skip Import" msgstr "跳过导入" +msgid "Generate" +msgstr "生成" + msgid "NavMesh" msgstr "导航网格" @@ -2187,6 +2049,12 @@ msgstr "循环模式" msgid "Keep Custom Tracks" msgstr "保留自定义轨道" +msgid "Slices" +msgstr "切片" + +msgid "Amount" +msgstr "数量" + msgid "Optimizer" msgstr "优化器" @@ -2262,6 +2130,129 @@ msgstr "移除不可修改的轨道" msgid "Import Script" msgstr "导入脚本" +msgid "Antialiasing" +msgstr "抗锯齿" + +msgid "Generate Mipmaps" +msgstr "生成 Mipmap" + +msgid "Multichannel Signed Distance Field" +msgstr "多通道带符号距离场" + +msgid "MSDF Pixel Range" +msgstr "MSDF 像素范围" + +msgid "MSDF Size" +msgstr "MSDF 大小" + +msgid "Allow System Fallback" +msgstr "允许系统回退" + +msgid "Force Autohinter" +msgstr "强制自动微调" + +msgid "Hinting" +msgstr "微调" + +msgid "Subpixel Positioning" +msgstr "次像素定位" + +msgid "Oversampling" +msgstr "过采样" + +msgid "Metadata Overrides" +msgstr "元数据覆盖" + +msgid "Language Support" +msgstr "语言支持" + +msgid "Script Support" +msgstr "脚本支持" + +msgid "OpenType Features" +msgstr "OpenType 特性" + +msgid "Fallbacks" +msgstr "回退" + +msgid "Compress" +msgstr "压缩" + +msgid "Language" +msgstr "语言" + +msgid "Outline Size" +msgstr "轮廓大小" + +msgid "Variation" +msgstr "变体" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "加粗" + +msgid "Face Index" +msgstr "字面索引" + +msgid "Transform" +msgstr "变换" + +msgid "Create From" +msgstr "创建自" + +msgid "Scaling Mode" +msgstr "缩放模式" + +msgid "Delimiter" +msgstr "分隔符" + +msgid "Character Ranges" +msgstr "字符范围" + +msgid "Columns" +msgstr "列数" + +msgid "Rows" +msgstr "行数" + +msgid "Image Margin" +msgstr "图片边距" + +msgid "Character Margin" +msgstr "字符边距" + +msgid "High Quality" +msgstr "高质量" + +msgid "Lossy Quality" +msgstr "有损质量" + +msgid "HDR Compression" +msgstr "HDR 压缩" + +msgid "Channel Pack" +msgstr "通道打包" + +msgid "Mipmaps" +msgstr "Mipmap" + +msgid "Limit" +msgstr "限制" + +msgid "Horizontal" +msgstr "水平" + +msgid "Vertical" +msgstr "垂直" + +msgid "Arrangement" +msgstr "排列" + +msgid "Layout" +msgstr "布局" + msgid "Normal Map" msgstr "法线贴图" @@ -2388,15 +2379,15 @@ msgstr "StreamPlayer3D" msgid "Camera" msgstr "相机" +msgid "Particles" +msgstr "粒子" + msgid "Decal" msgstr "贴花" msgid "Fog Volume" msgstr "雾体积" -msgid "Particles" -msgstr "粒子" - msgid "Particle Attractor" msgstr "粒子吸引器" @@ -2664,12 +2655,6 @@ msgstr "手持设备" msgid "Orientation" msgstr "朝向" -msgid "V-Sync" -msgstr "垂直同步" - -msgid "V-Sync Mode" -msgstr "垂直同步模式" - msgid "Output Latency" msgstr "输出延迟" @@ -2796,12 +2781,6 @@ msgstr "敏捷事件处理" msgid "Pointing" msgstr "指点" -msgid "Emulate Touch From Mouse" -msgstr "用鼠标模拟触摸" - -msgid "Emulate Mouse From Touch" -msgstr "用触摸模拟鼠标" - msgid "Android" msgstr "Android" @@ -2982,9 +2961,6 @@ msgstr "注意列表" msgid "Max Call Stack" msgstr "最大调用堆栈" -msgid "Warnings" -msgstr "警告" - msgid "Exclude Addons" msgstr "排除插件" @@ -3000,6 +2976,9 @@ msgstr "编辑器中显示原生符号" msgid "Use Thread" msgstr "使用线程" +msgid "Copyright" +msgstr "版权" + msgid "glTF" msgstr "glTF" @@ -3081,9 +3060,6 @@ msgstr "主版本" msgid "Minor Version" msgstr "次版本" -msgid "Copyright" -msgstr "版权" - msgid "GLB Data" msgstr "GLB 数据" @@ -3828,45 +3804,6 @@ msgstr "通知 40 X 40" msgid "Notification 60 X 60" msgstr "通知 60 X 60" -msgid "Landscape Launch Screens" -msgstr "横屏启动画面" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436×1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208×1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024×768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048×1536" - -msgid "Portrait Launch Screens" -msgstr "竖屏启动画面" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640×960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640×1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750×1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125×2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768×1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536×2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242×2208" - msgid "App Store Team ID" msgstr "App Store 团队 ID" @@ -3903,9 +3840,6 @@ msgstr "短版本" msgid "Icon Interpolation" msgstr "图标插值" -msgid "Launch Screens Interpolation" -msgstr "启动屏幕插值" - msgid "Export Project Only" msgstr "仅导出项目" @@ -3951,9 +3885,6 @@ msgstr "照片图库使用描述本地化" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "使用启动屏幕 Storyboard" - msgid "Image Scale Mode" msgstr "图像缩放模式" @@ -4071,9 +4002,6 @@ msgstr "禁用库校验" msgid "Audio Input" msgstr "音频输入" -msgid "Location" -msgstr "位置" - msgid "Address Book" msgstr "地址簿" @@ -5193,9 +5121,6 @@ msgstr "帧坐标" msgid "Filter Clip Enabled" msgstr "启用过滤裁剪" -msgid "Tile Set" -msgstr "图块集" - msgid "Rendering Quadrant Size" msgstr "渲染象限大小" @@ -5208,6 +5133,9 @@ msgstr "碰撞可见性模式" msgid "Navigation Visibility Mode" msgstr "导航可见性模式" +msgid "Tile Set" +msgstr "图块集" + msgid "Texture Normal" msgstr "正常纹理" @@ -5325,6 +5253,9 @@ msgstr "射线可拾取" msgid "Capture on Drag" msgstr "拖拽时捕获" +msgid "Visibility AABB" +msgstr "可见性 AABB" + msgid "Box Extents" msgstr "盒子范围" @@ -5394,9 +5325,6 @@ msgstr "距离淡出" msgid "Begin" msgstr "起点" -msgid "Visibility AABB" -msgstr "可见性 AABB" - msgid "Transform Align" msgstr "变换对齐" @@ -6456,9 +6384,6 @@ msgstr "拉伸比例" msgid "Localization" msgstr "本地化" -msgid "Auto Translate" -msgstr "自动翻译" - msgid "Localize Numeral System" msgstr "本地化记数系统" @@ -6774,6 +6699,9 @@ msgstr "填充模式" msgid "Show Percentage" msgstr "显示百分比" +msgid "Indeterminate" +msgstr "不确定" + msgid "Min Value" msgstr "最小值" @@ -6915,9 +6843,6 @@ msgstr "拖动器可见性" msgid "Stretch Shrink" msgstr "拉伸收缩" -msgid "Tabs" -msgstr "选项卡" - msgid "Current Tab" msgstr "当前选项卡" @@ -6948,6 +6873,9 @@ msgstr "滚动到选定" msgid "Select With RMB" msgstr "右键选择" +msgid "Tabs" +msgstr "选项卡" + msgid "Tabs Visible" msgstr "选项卡可见" @@ -7014,6 +6942,18 @@ msgstr "点击遮罩" msgid "Ignore Texture Size" msgstr "忽略纹理大小" +msgid "Radial Fill" +msgstr "径向填充" + +msgid "Initial Angle" +msgstr "初始角" + +msgid "Fill Degrees" +msgstr "填充角度" + +msgid "Center Offset" +msgstr "中心偏移" + msgid "Nine Patch Stretch" msgstr "九宫格拉伸" @@ -7032,18 +6972,6 @@ msgstr "进度偏移" msgid "Tint" msgstr "染色" -msgid "Radial Fill" -msgstr "径向填充" - -msgid "Initial Angle" -msgstr "初始角" - -msgid "Fill Degrees" -msgstr "填充角度" - -msgid "Center Offset" -msgstr "中心偏移" - msgid "Expand Mode" msgstr "扩展模式" @@ -7173,6 +7101,9 @@ msgstr "分组顺序" msgid "Messages" msgstr "消息" +msgid "Auto Translate" +msgstr "自动翻译" + msgid "Editor Description" msgstr "编辑器描述" @@ -7644,9 +7575,6 @@ msgstr "白点" msgid "SSR" msgstr "SSR" -msgid "Max Steps" -msgstr "最大步数" - msgid "Fade In" msgstr "淡入" @@ -8217,12 +8145,6 @@ msgstr "继承速度比" msgid "Velocity Pivot" msgstr "速度轴心" -msgid "Initial Velocity Min" -msgstr "初速度下限" - -msgid "Initial Velocity Max" -msgstr "初速度上限" - msgid "Animated Velocity" msgstr "动画速度" @@ -8244,24 +8166,12 @@ msgstr "加速度" msgid "Attractor Interaction" msgstr "吸引器交互" -msgid "Scale Min" -msgstr "最小缩放" - -msgid "Scale Max" -msgstr "最大缩放" - msgid "Scale Curve" msgstr "缩放曲线" msgid "Scale Over Velocity" msgstr "随速度缩放" -msgid "Scale over Velocity Min" -msgstr "随速度缩放下限" - -msgid "Scale over Velocity Max" -msgstr "随速度缩放上限" - msgid "Scale over Velocity Curve" msgstr "随速度缩放曲线" @@ -8289,18 +8199,6 @@ msgstr "噪声速度" msgid "Noise Speed Random" msgstr "噪声速度随机" -msgid "Influence Min" -msgstr "最小影响" - -msgid "Influence Max" -msgstr "最大影响" - -msgid "Initial Displacement Min" -msgstr "最小初始位移" - -msgid "Initial Displacement Max" -msgstr "最大初始位移" - msgid "Influence over Life" msgstr "随生命周期的影响" @@ -8568,9 +8466,6 @@ msgstr "自定义标点" msgid "Break Flags" msgstr "断行标志" -msgid "Texture Rd RID" -msgstr "纹理 Rd RID" - msgid "Default Base Scale" msgstr "默认基础缩放" @@ -9198,9 +9093,6 @@ msgstr "自定义按钮按下" msgid "Custom Button Hover" msgstr "自定义按钮悬停" -msgid "Indeterminate" -msgstr "不确定" - msgid "Select Arrow" msgstr "选择箭头" @@ -10293,12 +10185,6 @@ msgstr "每帧更新迭代次数" msgid "Threaded Cull Minimum Instances" msgstr "多线程剔除最小实例数" -msgid "Forward Renderer" -msgstr "前向渲染器" - -msgid "Threaded Render Minimum Instances" -msgstr "多线程渲染最小实例数" - msgid "Cluster Builder" msgstr "集群构建器" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index d37458d9fe..ecca600cd0 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -47,13 +47,14 @@ # Skyter Lin <linskyter@gmail.com>, 2023. # powder <hhurhxhdyruw@gmail.com>, 2023. # lemtea8 <polylemtea@gmail.com>, 2024. +# Chang-Chia Tseng <pswo10680@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-16 01:10+0000\n" -"Last-Translator: lemtea8 <polylemtea@gmail.com>\n" +"PO-Revision-Date: 2024-02-12 23:45+0000\n" +"Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot-properties/zh_Hant/>\n" "Language: zh_TW\n" @@ -171,6 +172,12 @@ msgstr "節能" msgid "Keep Screen On" msgstr "保持螢幕開啟" +msgid "Animation" +msgstr "動畫" + +msgid "Warnings" +msgstr "警告" + msgid "Audio" msgstr "音訊" @@ -277,7 +284,7 @@ msgid "Message" msgstr "訊息" msgid "Rendering" -msgstr "渲染" +msgstr "算繪" msgid "Occlusion Culling" msgstr "檢視遮擋剔除" @@ -285,18 +292,6 @@ msgstr "檢視遮擋剔除" msgid "BVH Build Quality" msgstr "BVH建構品質" -msgid "Memory" -msgstr "記憶體" - -msgid "Limits" -msgstr "限制" - -msgid "Multithreaded Server" -msgstr "多執行序伺服器" - -msgid "RID Pool Prealloc" -msgstr "RID 池預分配" - msgid "Internationalization" msgstr "國際化" @@ -331,7 +326,10 @@ msgid "Use Oversampling" msgstr "使用過取樣" msgid "Rendering Device" -msgstr "渲染設備" +msgstr "算繪設備" + +msgid "V-Sync" +msgstr "垂直同步" msgid "Staging Buffer" msgstr "暫存緩衝區" @@ -405,6 +403,12 @@ msgstr "滑鼠模式" msgid "Use Accumulated Input" msgstr "使用累積輸入" +msgid "Emulate Mouse From Touch" +msgstr "以觸控模擬滑鼠" + +msgid "Emulate Touch From Mouse" +msgstr "以滑鼠模擬觸控" + msgid "Input Devices" msgstr "輸入裝置" @@ -450,6 +454,9 @@ msgstr "按鍵標籤" msgid "Unicode" msgstr "Unicode" +msgid "Location" +msgstr "位置" + msgid "Echo" msgstr "回聲" @@ -603,9 +610,18 @@ msgstr "種子" msgid "State" msgstr "狀態" +msgid "Memory" +msgstr "記憶體" + +msgid "Limits" +msgstr "限制" + msgid "Message Queue" msgstr "訊息佇列" +msgid "Max Steps" +msgstr "最大步數" + msgid "Network" msgstr "網路" @@ -636,9 +652,6 @@ msgstr "工作池" msgid "Max Threads" msgstr "最大執行緒" -msgid "Use System Threads for Low Priority Tasks" -msgstr "將系統執行緒用於低優先度任務" - msgid "Low Priority Thread Ratio" msgstr "低優先度執行緒的比率" @@ -714,9 +727,6 @@ msgstr "起點偏移" msgid "End Offset" msgstr "終點偏移" -msgid "Animation" -msgstr "動畫" - msgid "Easing" msgstr "緩入緩出" @@ -783,60 +793,6 @@ msgstr "專注模式" msgid "Movie Maker Enabled" msgstr "啟用 Movie Maker" -msgid "Interface" -msgstr "界面" - -msgid "Save on Focus Loss" -msgstr "失去焦點時儲存" - -msgid "Show Update Spinner" -msgstr "顯示更新旋轉圖" - -msgid "Update Continuously" -msgstr "持續更新" - -msgid "Localize Settings" -msgstr "在地化設定" - -msgid "Scene Tabs" -msgstr "場景分頁" - -msgid "Restore Scenes on Load" -msgstr "載入時恢復場景" - -msgid "Inspector" -msgstr "屬性面板" - -msgid "Default Property Name Style" -msgstr "預設屬性名稱樣式" - -msgid "Default Float Step" -msgstr "預設浮點數間隔" - -msgid "Disable Folding" -msgstr "停用折疊" - -msgid "Auto Unfold Foreign Scenes" -msgstr "自動展開場景" - -msgid "Horizontal Vector2 Editing" -msgstr "水平Vector2編輯" - -msgid "Horizontal Vector Types Editing" -msgstr "水平Vector類別編輯" - -msgid "Open Resources in Current Inspector" -msgstr "在目前的屬性面板打開資源" - -msgid "Resources to Open in New Inspector" -msgstr "在新的屬性面板開啟資源" - -msgid "Default Color Picker Mode" -msgstr "預設顏色挑選器模式" - -msgid "Default Color Picker Shape" -msgstr "預設顏色挑選器形狀" - msgid "Base Type" msgstr "基礎型別" @@ -846,12 +802,21 @@ msgstr "可編輯" msgid "Toggle Mode" msgstr "切換模式" +msgid "Interface" +msgstr "界面" + msgid "Editor Language" msgstr "編輯器語言" +msgid "Localize Settings" +msgstr "在地化設定" + msgid "Display Scale" msgstr "顯示縮放" +msgid "Custom Display Scale" +msgstr "自訂顯示縮放" + msgid "Editor Screen" msgstr "編輯器螢幕" @@ -867,9 +832,6 @@ msgstr "使用嵌入式選單" msgid "Expand to Title" msgstr "展開到標題列" -msgid "Custom Display Scale" -msgstr "自訂顯示縮放" - msgid "Main Font Size" msgstr "主要字體大小" @@ -918,12 +880,27 @@ msgstr "使用專門滑鼠按鍵以查看歷史紀錄" msgid "Save Each Scene on Quit" msgstr "退出時儲存各場景" +msgid "Save on Focus Loss" +msgstr "失去焦點時儲存" + msgid "Accept Dialog Cancel OK Buttons" msgstr "接受對話框的取消/確定按鈕" msgid "Show Internal Errors in Toast Notifications" msgstr "在 Toast 通知中顯示內部錯誤" +msgid "Show Update Spinner" +msgstr "顯示更新旋轉圖" + +msgid "V-Sync Mode" +msgstr "垂直同步模式" + +msgid "Update Continuously" +msgstr "持續更新" + +msgid "Inspector" +msgstr "屬性面板" + msgid "Max Array Dictionary Items per Page" msgstr "每頁最大陣列字典項目數" @@ -933,6 +910,36 @@ msgstr "顯示低階 OpenType 特性" msgid "Float Drag Speed" msgstr "浮點數拖動速度" +msgid "Default Property Name Style" +msgstr "預設屬性名稱樣式" + +msgid "Default Float Step" +msgstr "預設浮點數間隔" + +msgid "Disable Folding" +msgstr "停用折疊" + +msgid "Auto Unfold Foreign Scenes" +msgstr "自動展開場景" + +msgid "Horizontal Vector2 Editing" +msgstr "水平Vector2編輯" + +msgid "Horizontal Vector Types Editing" +msgstr "水平Vector類別編輯" + +msgid "Open Resources in Current Inspector" +msgstr "在目前的屬性面板打開資源" + +msgid "Resources to Open in New Inspector" +msgstr "在新的屬性面板開啟資源" + +msgid "Default Color Picker Mode" +msgstr "預設顏色挑選器模式" + +msgid "Default Color Picker Shape" +msgstr "預設顏色挑選器形狀" + msgid "Theme" msgstr "主題" @@ -987,6 +994,9 @@ msgstr "啟用平移及縮放手勢" msgid "Scale Gizmo Handles" msgstr "縮放小工具控制柄" +msgid "Scene Tabs" +msgstr "場景分頁" + msgid "Display Close Button" msgstr "已停用的按鈕" @@ -999,6 +1009,9 @@ msgstr "最大寬度" msgid "Show Script Button" msgstr "顯示腳本按鈕" +msgid "Restore Scenes on Load" +msgstr "載入時恢復場景" + msgid "Multi Window" msgstr "多視窗" @@ -1062,9 +1075,6 @@ msgstr "匯入" msgid "Blender" msgstr "Blender" -msgid "Blender 3 Path" -msgstr "Blender 3 路徑" - msgid "RPC Port" msgstr "RPC 埠" @@ -1560,12 +1570,18 @@ msgstr "執行時永遠開啟輸出" msgid "Always Close Output on Stop" msgstr "停止時永遠關閉輸出" -msgid "Remote Host" -msgstr "遠端主機" +msgid "HTTP Proxy" +msgstr "HTTP 代理" + +msgid "Host" +msgstr "主機" msgid "Editor TLS Certificates" msgstr "編輯器 TLS 證書" +msgid "Remote Host" +msgstr "遠端主機" + msgid "Debugger" msgstr "除錯工具" @@ -1584,12 +1600,6 @@ msgstr "遠端場景樹重新整理間隔" msgid "Remote Inspect Refresh Interval" msgstr "遠端檢查重新整理間隔" -msgid "HTTP Proxy" -msgstr "HTTP 代理" - -msgid "Host" -msgstr "主機" - msgid "Project Manager" msgstr "專案管理員" @@ -1597,7 +1607,7 @@ msgid "Sorting Order" msgstr "排序方式" msgid "Default Renderer" -msgstr "預設渲染器" +msgstr "預設算繪器" msgid "Highlighting" msgstr "高亮" @@ -1731,18 +1741,6 @@ msgstr "內嵌PCK" msgid "Texture Format" msgstr "紋理貼圖格式" -msgid "BPTC" -msgstr "BPTC" - -msgid "S3TC" -msgstr "S3TC" - -msgid "ETC" -msgstr "ETC" - -msgid "ETC2" -msgstr "ETC2" - msgid "Export" msgstr "匯出" @@ -1776,75 +1774,6 @@ msgstr "隱藏拖曳條" msgid "Zoom" msgstr "縮放" -msgid "Antialiasing" -msgstr "抗鋸齒" - -msgid "Generate Mipmaps" -msgstr "生成 Mipmap" - -msgid "Multichannel Signed Distance Field" -msgstr "多通道帶符號距離場" - -msgid "MSDF Pixel Range" -msgstr "MSDF 像素範圍" - -msgid "MSDF Size" -msgstr "MSDF 大小" - -msgid "Allow System Fallback" -msgstr "允許系統回退" - -msgid "Force Autohinter" -msgstr "強制自動微調" - -msgid "Hinting" -msgstr "微調" - -msgid "Subpixel Positioning" -msgstr "次像素定位" - -msgid "Oversampling" -msgstr "過取向" - -msgid "Metadata Overrides" -msgstr "中繼資料覆蓋" - -msgid "Language Support" -msgstr "語言支援" - -msgid "Script Support" -msgstr "腳本支持" - -msgid "OpenType Features" -msgstr "OpenType 特性" - -msgid "Fallbacks" -msgstr "退回" - -msgid "Compress" -msgstr "壓縮" - -msgid "Language" -msgstr "語言" - -msgid "Outline Size" -msgstr "輪廓尺寸" - -msgid "Variation" -msgstr "變化" - -msgid "OpenType" -msgstr "OpenType" - -msgid "Embolden" -msgstr "加粗" - -msgid "Face Index" -msgstr "字面索引" - -msgid "Transform" -msgstr "變換" - msgid "Retarget" msgstr "重定向" @@ -1899,66 +1828,6 @@ msgstr "非重要位置" msgid "Unmapped Bones" msgstr "未對映骨骼" -msgid "Create From" -msgstr "建立自" - -msgid "Delimiter" -msgstr "分隔符號" - -msgid "Character Ranges" -msgstr "字元" - -msgid "Columns" -msgstr "列數" - -msgid "Rows" -msgstr "行數" - -msgid "Image Margin" -msgstr "圖片外邊距" - -msgid "Character Margin" -msgstr "字元邊距" - -msgid "High Quality" -msgstr "品質" - -msgid "Lossy Quality" -msgstr "有損品質" - -msgid "HDR Compression" -msgstr "HDR 壓縮" - -msgid "Channel Pack" -msgstr "通道打包" - -msgid "Mipmaps" -msgstr "Mipmap" - -msgid "Generate" -msgstr "生成" - -msgid "Limit" -msgstr "極限" - -msgid "Slices" -msgstr "切片" - -msgid "Horizontal" -msgstr "水平方向" - -msgid "Vertical" -msgstr "垂直方向" - -msgid "Arrangement" -msgstr "排列" - -msgid "Layout" -msgstr "配置;畫面佈局" - -msgid "Amount" -msgstr "數量" - msgid "Generate Tangents" msgstr "產生切線" @@ -1974,6 +1843,9 @@ msgstr "優化網格" msgid "Skip Import" msgstr "跳過導入" +msgid "Generate" +msgstr "生成" + msgid "NavMesh" msgstr "導航網格" @@ -2109,6 +1981,12 @@ msgstr "迴圈模式" msgid "Keep Custom Tracks" msgstr "保留自訂軌道" +msgid "Slices" +msgstr "切片" + +msgid "Amount" +msgstr "數量" + msgid "Optimizer" msgstr "最佳化器" @@ -2181,6 +2059,126 @@ msgstr "移除不可修改的軌道" msgid "Import Script" msgstr "匯入腳本" +msgid "Antialiasing" +msgstr "抗鋸齒" + +msgid "Generate Mipmaps" +msgstr "生成 Mipmap" + +msgid "Multichannel Signed Distance Field" +msgstr "多通道帶符號距離場" + +msgid "MSDF Pixel Range" +msgstr "MSDF 像素範圍" + +msgid "MSDF Size" +msgstr "MSDF 大小" + +msgid "Allow System Fallback" +msgstr "允許系統回退" + +msgid "Force Autohinter" +msgstr "強制自動微調" + +msgid "Hinting" +msgstr "微調" + +msgid "Subpixel Positioning" +msgstr "次像素定位" + +msgid "Oversampling" +msgstr "過取向" + +msgid "Metadata Overrides" +msgstr "中繼資料覆蓋" + +msgid "Language Support" +msgstr "語言支援" + +msgid "Script Support" +msgstr "腳本支持" + +msgid "OpenType Features" +msgstr "OpenType 特性" + +msgid "Fallbacks" +msgstr "退回" + +msgid "Compress" +msgstr "壓縮" + +msgid "Language" +msgstr "語言" + +msgid "Outline Size" +msgstr "輪廓尺寸" + +msgid "Variation" +msgstr "變化" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Embolden" +msgstr "加粗" + +msgid "Face Index" +msgstr "字面索引" + +msgid "Transform" +msgstr "變換" + +msgid "Create From" +msgstr "建立自" + +msgid "Delimiter" +msgstr "分隔符號" + +msgid "Character Ranges" +msgstr "字元" + +msgid "Columns" +msgstr "列數" + +msgid "Rows" +msgstr "行數" + +msgid "Image Margin" +msgstr "圖片外邊距" + +msgid "Character Margin" +msgstr "字元邊距" + +msgid "High Quality" +msgstr "品質" + +msgid "Lossy Quality" +msgstr "有損品質" + +msgid "HDR Compression" +msgstr "HDR 壓縮" + +msgid "Channel Pack" +msgstr "通道打包" + +msgid "Mipmaps" +msgstr "Mipmap" + +msgid "Limit" +msgstr "極限" + +msgid "Horizontal" +msgstr "水平方向" + +msgid "Vertical" +msgstr "垂直方向" + +msgid "Arrangement" +msgstr "排列" + +msgid "Layout" +msgstr "配置;畫面佈局" + msgid "Normal Map" msgstr "法線貼圖" @@ -2307,15 +2305,15 @@ msgstr "StreamPlayer3D" msgid "Camera" msgstr "相機" +msgid "Particles" +msgstr "粒子" + msgid "Decal" msgstr "裝飾" msgid "Fog Volume" msgstr "霧體積" -msgid "Particles" -msgstr "粒子" - msgid "Particle Attractor" msgstr "粒子吸引器" @@ -2533,10 +2531,10 @@ msgid "Nvidia Disable Threaded Optimization" msgstr "Nvidia 停用多執行緒優化" msgid "Renderer" -msgstr "渲染器" +msgstr "算繪器" msgid "Rendering Method" -msgstr "渲染方法" +msgstr "算繪方法" msgid "Include Text Server Data" msgstr "包括文字伺服器資料" @@ -2565,12 +2563,6 @@ msgstr "掌上型" msgid "Orientation" msgstr "朝向" -msgid "V-Sync" -msgstr "垂直同步" - -msgid "V-Sync Mode" -msgstr "垂直同步模式" - msgid "Output Latency" msgstr "輸出延遲" @@ -2688,12 +2680,6 @@ msgstr "敏捷事件刷新" msgid "Pointing" msgstr "指點" -msgid "Emulate Touch From Mouse" -msgstr "以滑鼠模擬觸控" - -msgid "Emulate Mouse From Touch" -msgstr "以觸控模擬滑鼠" - msgid "Android" msgstr "Android" @@ -2874,9 +2860,6 @@ msgstr "注意列表" msgid "Max Call Stack" msgstr "最大呼叫堆疊" -msgid "Warnings" -msgstr "警告" - msgid "Exclude Addons" msgstr "排除外掛程式" @@ -2892,6 +2875,9 @@ msgstr "在編輯器中顯示原生符號" msgid "Use Thread" msgstr "使用執行緒" +msgid "Copyright" +msgstr "版權" + msgid "glTF" msgstr "glTF" @@ -2970,9 +2956,6 @@ msgstr "主版號" msgid "Minor Version" msgstr "次版號" -msgid "Copyright" -msgstr "版權" - msgid "GLB Data" msgstr "GLB 資料" @@ -3418,7 +3401,7 @@ msgid "Display Refresh Rate" msgstr "顯示更新率" msgid "Render Target Size Multiplier" -msgstr "渲染目標大小倍數" +msgstr "算繪目標大小倍數" msgid "Hand" msgstr "掌上" @@ -3711,45 +3694,6 @@ msgstr "通知 40 X 40" msgid "Notification 60 X 60" msgstr "通知 60 X 60" -msgid "Landscape Launch Screens" -msgstr "橫屏啟動畫面" - -msgid "iPhone 2436 X 1125" -msgstr "iPhone 2436×1125" - -msgid "iPhone 2208 X 1242" -msgstr "iPhone 2208×1242" - -msgid "iPad 1024 X 768" -msgstr "iPad 1024×768" - -msgid "iPad 2048 X 1536" -msgstr "iPad 2048×1536" - -msgid "Portrait Launch Screens" -msgstr "豎屏啟動畫面" - -msgid "iPhone 640 X 960" -msgstr "iPhone 640×960" - -msgid "iPhone 640 X 1136" -msgstr "iPhone 640×1136" - -msgid "iPhone 750 X 1334" -msgstr "iPhone 750×1334" - -msgid "iPhone 1125 X 2436" -msgstr "iPhone 1125×2436" - -msgid "iPad 768 X 1024" -msgstr "iPad 768×1024" - -msgid "iPad 1536 X 2048" -msgstr "iPad 1536×2048" - -msgid "iPhone 1242 X 2208" -msgstr "iPhone 1242×2208" - msgid "App Store Team ID" msgstr "App Store 團隊 ID" @@ -3786,9 +3730,6 @@ msgstr "短版號" msgid "Icon Interpolation" msgstr "圖示插值" -msgid "Launch Screens Interpolation" -msgstr "啟動畫面插值" - msgid "Export Project Only" msgstr "僅匯出專案" @@ -3834,9 +3775,6 @@ msgstr "照片圖庫使用描述當地語系化" msgid "Storyboard" msgstr "Storyboard" -msgid "Use Launch Screen Storyboard" -msgstr "使用啟動畫面 Storyboard" - msgid "Image Scale Mode" msgstr "圖像縮放模式" @@ -3954,9 +3892,6 @@ msgstr "停用庫校驗" msgid "Audio Input" msgstr "音源輸入" -msgid "Location" -msgstr "位置" - msgid "Address Book" msgstr "地址簿" @@ -5070,11 +5005,8 @@ msgstr "影格座標" msgid "Filter Clip Enabled" msgstr "啟用篩選裁剪" -msgid "Tile Set" -msgstr "圖塊集" - msgid "Rendering Quadrant Size" -msgstr "渲染象限大小" +msgstr "算繪象限大小" msgid "Collision Animatable" msgstr "碰撞可動畫化" @@ -5085,6 +5017,9 @@ msgstr "碰撞可見性模式" msgid "Navigation Visibility Mode" msgstr "導航可見性模式" +msgid "Tile Set" +msgstr "圖塊集" + msgid "Texture Normal" msgstr "正常紋理" @@ -5202,6 +5137,9 @@ msgstr "射線可拾取" msgid "Capture on Drag" msgstr "拖曳時捕獲" +msgid "Visibility AABB" +msgstr "切換 AABB 可見/隱藏" + msgid "Box Extents" msgstr "盒子範圍" @@ -5271,9 +5209,6 @@ msgstr "距離淡出" msgid "Begin" msgstr "起點" -msgid "Visibility AABB" -msgstr "切換 AABB 可見/隱藏" - msgid "Transform Align" msgstr "變換對齊" @@ -5443,10 +5378,10 @@ msgid "Texture Filter" msgstr "紋理篩選" msgid "Render Priority" -msgstr "渲染優先順序" +msgstr "算繪優先順序" msgid "Outline Render Priority" -msgstr "輪廓渲染優先順序" +msgstr "輪廓算繪優先順序" msgid "Text" msgstr "純文字" @@ -6324,9 +6259,6 @@ msgstr "拉伸比例" msgid "Localization" msgstr "當地語系化" -msgid "Auto Translate" -msgstr "自動翻譯" - msgid "Localize Numeral System" msgstr "當地語系化記數系統" @@ -6642,6 +6574,9 @@ msgstr "填充模式" msgid "Show Percentage" msgstr "顯示百分比" +msgid "Indeterminate" +msgstr "不確定" + msgid "Min Value" msgstr "最小值" @@ -6783,9 +6718,6 @@ msgstr "拖動器可見性" msgid "Stretch Shrink" msgstr "拉伸收縮" -msgid "Tabs" -msgstr "分頁" - msgid "Current Tab" msgstr "目前分頁" @@ -6816,6 +6748,9 @@ msgstr "滾動到選定" msgid "Select With RMB" msgstr "右鍵選擇" +msgid "Tabs" +msgstr "分頁" + msgid "Tabs Visible" msgstr "分頁可見" @@ -6873,6 +6808,18 @@ msgstr "點擊遮罩" msgid "Ignore Texture Size" msgstr "忽略紋理大小" +msgid "Radial Fill" +msgstr "徑向填充" + +msgid "Initial Angle" +msgstr "初始角" + +msgid "Fill Degrees" +msgstr "填充角度" + +msgid "Center Offset" +msgstr "中心偏移" + msgid "Nine Patch Stretch" msgstr "九宮格拉伸" @@ -6891,18 +6838,6 @@ msgstr "進度偏移" msgid "Tint" msgstr "染色" -msgid "Radial Fill" -msgstr "徑向填充" - -msgid "Initial Angle" -msgstr "初始角" - -msgid "Fill Degrees" -msgstr "填充角度" - -msgid "Center Offset" -msgstr "中心偏移" - msgid "Expand Mode" msgstr "擴展模式" @@ -7032,6 +6967,9 @@ msgstr "分組順序" msgid "Messages" msgstr "訊息" +msgid "Auto Translate" +msgstr "自動翻譯" + msgid "Editor Description" msgstr "編輯器描述" @@ -7258,7 +7196,7 @@ msgid "Size 2D Override Stretch" msgstr "2D 大小覆蓋拉伸" msgid "Render Target" -msgstr "渲染目標" +msgstr "算繪目標" msgid "Clear Mode" msgstr "清屏模式" @@ -7306,10 +7244,10 @@ msgid "Layer Names" msgstr "圖層名稱" msgid "2D Render" -msgstr "2D 渲染" +msgstr "2D 算繪" msgid "3D Render" -msgstr "3D 渲染" +msgstr "3D 算繪" msgid "2D Physics" msgstr "2D 物理" @@ -7500,9 +7438,6 @@ msgstr "白點" msgid "SSR" msgstr "SSR" -msgid "Max Steps" -msgstr "最大步數" - msgid "Fade In" msgstr "淡入" @@ -8028,12 +7963,6 @@ msgstr "捆綁" msgid "Attractor Interaction" msgstr "吸引器互動" -msgid "Scale Min" -msgstr "最小縮放" - -msgid "Scale Max" -msgstr "最大縮放" - msgid "Scale Curve" msgstr "縮放曲線" @@ -8052,18 +7981,6 @@ msgstr "雜訊速度" msgid "Noise Speed Random" msgstr "雜訊速度隨機" -msgid "Influence Min" -msgstr "最小影響" - -msgid "Influence Max" -msgstr "最大影響" - -msgid "Initial Displacement Min" -msgstr "最小初始位移" - -msgid "Initial Displacement Max" -msgstr "最大初始位移" - msgid "Influence over Life" msgstr "隨生命週期的影響" @@ -8331,9 +8248,6 @@ msgstr "自訂標點" msgid "Break Flags" msgstr "斷行旗標" -msgid "Texture Rd RID" -msgstr "紋理 Rd RID" - msgid "Default Base Scale" msgstr "預設基礎縮放" @@ -8961,9 +8875,6 @@ msgstr "自訂按鈕按下" msgid "Custom Button Hover" msgstr "自訂按鈕懸停" -msgid "Indeterminate" -msgstr "不確定" - msgid "Select Arrow" msgstr "選擇箭頭" @@ -9838,7 +9749,7 @@ msgid "View Count" msgstr "視圖數量" msgid "Render Loop Enabled" -msgstr "啟用渲染迴圈" +msgstr "啟用算繪迴圈" msgid "VRAM Compression" msgstr "VRAM 壓縮" @@ -10047,12 +9958,6 @@ msgstr "每影格更新反覆運算次數" msgid "Threaded Cull Minimum Instances" msgstr "多執行緒剔除最小實例數" -msgid "Forward Renderer" -msgstr "前向渲染器" - -msgid "Threaded Render Minimum Instances" -msgstr "多執行緒渲染最小實例數" - msgid "Cluster Builder" msgstr "集群建構器" @@ -10063,10 +9968,10 @@ msgid "OpenGL" msgstr "OpenGL" msgid "Max Renderable Elements" -msgstr "最大可渲染元素數" +msgstr "最大可算繪元素數" msgid "Max Renderable Lights" -msgstr "最大可渲染光源數" +msgstr "最大可算繪光源數" msgid "Max Lights per Object" msgstr "單物件最大光源數" |